| | Not sure the developers understood some basic elements of Street Fighter-style 2D fighting, like that a stand block shouldn't also block low, or that you shouldn't be able to block a throw. Special moves use meter, which regenerates on its own. No time limit. Everyone has the same amount of health. One punch button, one kick button--actually they do a decent job of getting a lot out of those. Most damaging attack is the jump kick. Each character has a single, fixed jump arc; some characters have larger arcs, which can make landing their jump kicks really tough if the AI opponent takes a step or two forward, since the jump covers most of the screen--so you're constantly overshooting, and they can turn around faster than you and hit you in the back after you land. The 2D art and animation is really good, 3D not so good. 3D fighter animations are mostly pretty bad, and they feel all kinds of slow and janky, with moves hard to input and very delayed; potentially at least partially a DOSBox thing, dunno. The sound is bad, even after correcting the bad DOSBox settings. You can toggle between regular low-res 16:10 resolution and "SVGA" (that's what the FAQ called it) 16:10 resolution. And they drew the 2D backgrounds--which have animated 2D elements in them, like squirrels running along tree branches, rippling leaves and water, etc--TWICE because you can also toggle between side view and an isometric view! Plus a mostly hand-drawn low-res 2D intro, and brief generic hand-drawn ending in which a close-up hand-recolor and then your character drawn doing the same dramatic post are pasted in. No story, aside from the scenes in those animations, where people from various real/fantasy cross-time Earth civilizations are teleported to a beach by a Skeletor rip with a magical chest gem. Typing "cheat" on the main menu permanently activates a cheats menu; typing more codes in there populates it with codes, like a tiny fighters mode, being able to set fights to one round (thank goodness!), disabling weapon disarming, enabling endless power meter, etc. |
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| | Download added: 00_play.jpg (356929 bytes) "Hank, Osinkira play, SVGA, tiny mode cheats, camera, etc"
Playing Savage Warriors from Steam on PC--it's a 1995 MS-DOS fighting game by French developer Atreid Concept--later Kalisto Entertainment--running through DOSBox with no controller support and misconfigured--at least for my system--DOSBox sound and video settings. I go over how I fixed those for my system, check out the game's cheats, settings, features, and some characters and playthroughs. The playthroughs have gaps where, in flailing with the game, I kept accidentally toggling what was a hotkey pausing the recording, argh. So, this Christmas episode is a shambles all-around! Ho ho ho!! = ooo RAndreoni's Savage Warriors FAQ I used for cheats, camera controls, & special move inputs: https://gamefaqs.gamespot.com/pc/564424-savage-warriors/faqs/1594 I used the "Only One Round" cheat to shorten the playthroughs. Inadvertently cut out explaining all the options, the start of Hank's playthrough, his fight in The Alchemy Lab, & the end & chunks of Osinkira's playthrough, ugh. (The end animations are all the same, just with the different characters drawn in.) Here's the guide I submitted to Steam: ~ ~ ~ Controllers The game does not have controller support, and it can be tricky to get controllers working in DOSBox. However, if you click the "View controller settings" link in the "Controllers not supported" box of the game's Steam Library page, you can enable Steam Input, and use the Steam Input setup to map the game's keyboard keys (arrow keys, Enter, Right Shift, Esc, F10) to your controller. Sound and Video You can set some sound and video settings for DOSBox using a utility that installs along with the game: click the green PLAY button on the game's Steam Library page, then pick the "Launch Controller Layout Tool" option. However, I found that with the included configuration files, on my system the game ran at a too-narrow aspect ratio, and had jarring-sounding sounds, coming mostly from the left speaker. The too-narrow aspect ratio of the menus and gameplay screens--they are actually 16:10 widescreen, but are being forced to non-widescreen 4:3--can be fixed by unchecking the "Keep aspect ratio" box under the "Advanced Settings" tab in the Controller Layout Tool, or by replacing the default DOSBox settings the game installs with the settings listed below, which also correct the sound. On my system at least, I corrected the sound and video issues by replacing the contents of the three .conf files installed with the game, by default in C:\Program Files (x86)\Steam\steamapps\common\Savage Warriors with the following:
[sdl] fullscreen=true fulldouble=false fullresolution=desktop windowresolution=original output=overlay autolock=true sensitivity=100 waitonerror=true priority=higher,normal mapperfile=mapper-0.74-3.map usescancodes=true [dosbox] language= machine=svga_s3 captures=capture memsize=16 [render] frameskip=0 aspect=false scaler=normal2x forced [cpu] core=auto cputype=auto cycles=max cycleup=10 cycledown=20 [mixer] nosound=false rate=44100 blocksize=1024 prebuffer=25 [midi] mpu401=intelligent mididevice=default midiconfig= [sblaster] sbtype=sb16 sbbase=220 irq=7 dma=1 hdma=5 sbmixer=true oplmode=auto oplemu=default oplrate=44100 [gus] gus=false gusrate=44100 gusbase=240 gusirq=5 gusdma=3 ultradir=C:\ULTRASND [speaker] pcspeaker=true pcrate=44100 tandy=auto tandyrate=44100 disney=true [joystick] joysticktype=auto timed=true autofire=false swap34=false buttonwrap=false [serial] serial1=dummy serial2=dummy serial3=disabled serial4=disabled [dos] xms=true ems=true umb=true keyboardlayout=auto [ipx] ipx=false [autoexec] @echo off mount c .\GAME imgmount d SAVAGE.CUE -t iso config -securemode C: CLS cd WAR WAR exit |
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| | There are little bios on the characters' backgrounds. |
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| | If the AI is going ham on you it's kinda bad with the delay and I just had to block or get annihilated. Eventually they stop and sometimes just sit there until you hit them. After being unable to land much on the boss with the long-jumping character, after many frustrating losses where at best they chipped away at me with tick damage, I was finally able to beat them when they went into a state where they just looped a jump in attack at me as I turtled in the corner; I could get a sweep kick in after they jumped. There aren't really anti-airs. |
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| | On the other hand, with the street tough boxer/brawler MeatBall, I obliterated the boss in seconds by looping his wide sweep kick, which seemed both to knock down and hit OTG, or maybe just as they tried to stand, repeatedly. |
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| | This was all on Easy difficulty. = P |
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| | Ah, the recording gaps were when I would hit Numpad 1 to toggle back to low-res from the game's SVGA mode, because on my laptop, Numpad 1 doubles as another End key--although I think it's supposed to require holding Ctrl for that--and I had the End key set as a toggle for pausing the recording in OBS. : P Have now removed all OBS hotkeys!! |
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| | Was called just "Warriors" in Europe--UK and Germany at least, not sure about the rest. https://www.mobygames.com/game/1971/savage-warriors/covers/ |
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