ClayFighter
From Sega Retro
ClayFighter | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Mega Drive, Virtual Console | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Interplay Ballistic | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Visual Concepts Ringler Studios M2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Ecofilmes (PT), Sega-Ozisoft (AU), Tec Toy (BR), Consumer Electronics (ZA) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: GEMS | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: Six Button Control Pad | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Action | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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ClayFighter is a fighting game developed by Visual Concepts and published by Interplay in 1994 for the Sega Mega Drive. This game is a port from the Super Nintendo, with several gameplay changes taken from the updated SNES version, ClayFighter: Tournament Edition. The game was most known for its colorful graphics, with each character modeled from clay to give the game its unique look.
Contents
Story
A meteor made entirely out of clay crash-lands on the grounds of a humble American circus. The goo from the interstellar object contaminates all of the circus's attractions, transforming them into bizarre caricatures of their former selves, with new superpowers.
Gameplay
The game is a one-on-one fighting game similar to Street Fighter II. It features eight playable characters, battling each other to become the "King of the Circus." Two characters contend, using a variety of moves and special techniques, to drain the other's vitality bar. Battles are played to the best of three rounds. A bomb with a long fuse appears on the bottom of the screen to indicate the time limit; when the fuse burns completely, the bomb explodes, defeating the character with the least vitality remaining.
Characters move with and and crouch with . They jump with and jump ahead or back with or . Punches are done with (quick), (medium), and (brutal) and kicks are done with (quick), (medium), and (brutal). Light attacks are faster and hard attacks deal more damage. When playing with a standard three-button control pad, START toggles between punches and kicks. Each character has a set of special moves performed with special button combinations.
Throws and holds are done by holding the D-Pad toward an opponent and pressing a hard punch or kick button (depending on the character used). Attacks, other than grapples, can be blocked by holding the D-Pad away from the opponent. Blocking can be done while standing or crouching. Characters can become dizzy and uncontrollable from being attacked repeatedly. When a character receives heavy damage, the word "KO!" may appear above them. If they are hit with a special move during this time, they take extra damage.
Modes
The one-player game has the selected character battle through several matches against all of the game's characters, including a few rematches against previously beaten opponents, before facing the game's final enemy, N. Boss. A second player can join with START to challenge the first, with the winner continuing the game. There are three difficulty levels (Easy, Medium, and Hard) for computer-controlled opponents and twelve game speeds.
There is also a dedicated two-player mode, where players can choose a character, a handicap, and any stage.
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
MP | Medium punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
MK | Medium kick |
HK | Hard kick |
Playable
Taffy, Tiny, and Bonker are fought twice in the single-player game.
Bad Mr. Frosty | |||||||||||||||
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A snowman with a bad attitude. His special attacks include throwing snowballs, spitting sharp balls of ice, sliding along the ground and kicking his opponent, and turning into a snow boulder and rolling into his opponent. | |||||||||||||||
Taffy | |||||||||||||||
A fighting piece of taffy whose attacks mainly involve stretching and twisting his thin but super-flexible body. As a result, Taffy uses some of the longest-reaching moves in the game. He can also twist himself tightly to cause himself to spin at his opponent while his arms flail. | |||||||||||||||
Tiny | |||||||||||||||
A buff, large-toothed wrestler-type character with a penchant for posing, who does not really rely on wrestling. Instead, he uses his big fists to charge across the screen and punch, as well as rolling himself into a ball and flinging himself at foes. | |||||||||||||||
The Blob | |||||||||||||||
A blob of clay. A self-proclaimed master of "goojitsu," his specialty is "morphing" into objects to attack his opponent, with his specialty being transforming into a buzzsaw and cutting his opponent in half. He is said to be highly intelligent, despite being made up of the slimy dregs of the mutagenic meteor. | |||||||||||||||
Blue Suede Goo | |||||||||||||||
An Elvis impersonator with wildly exaggerated features, including a big gut and even bigger hair. He throws musical notes at his opponent and uses his hair as a blade. His name is a parody of the 1950s song "Blue Suede Shoes," a version of which Presley recorded on his debut album.
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Ickybod Clay | |||||||||||||||
A scarecrow-like ghost with a pumpkin head. He can teleport and throw balls of ectoplasm at foes. His name is a play on Ichabod Crane from "The Legend of Sleepy Hollow," and his pumpkin-head is based on the Headless Horseman from the same tale. | |||||||||||||||
Helga | |||||||||||||||
An obese opera singer dressed in Viking attire. She is Blue Suede Goo's rival and attacks by hurling herself at her opponents, stabbing them with the horns on her helmet, and by belting a high vocal note for a sonic scream. | |||||||||||||||
Bonker | |||||||||||||||
A cheerfully manic clown whose arsenal includes deadly pies, killer cartwheels, a spraying flower, and the big hammer that gives him his name. |
Bosses
N. Boss | |
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The final boss is an anthropomorphic string of pearls with two eyes (one wide open, one half closed). His name is a play on M. Bison from Street Fighter II and the phrase "end boss." |
Stages
Stages are chosen randomly in the single-player mode but can be chosen manually in the two-player mode. N. Boss shares a stage with the Blob.
Versions
Debuting a year after its Super NES counterpart, ClayFighter on the Mega Drive is roughly the same as on Nintendo's console, but makes a number of graphical cutbacks (particularly in the introduction sequence) to accommodate for the lack of native sprite scaling and rotation. Most of the in-game graphics employ dithering techniques to cater for the Mega Drive's smaller colour palette and lack of semi-transparency support, and the top heads-up-display features a solid black background, masking the top portion of the in-game scenery. Many voice clips are also missing in the Mega Drive version.
History
Legacy
In 2009, Interplay ported the Mega Drive version of the game to the Virtual Console for the Wii.
In 2022, the game was included in the North American and European versions of the Mega Drive Mini 2.
A remastered version of the game was announced by Interplay in 2015,[7] but it never materialized. Interplay sold the intellectual property rights to the franchise the year after.[8]
A sequel, ClayFighter 2: Judgment Clay, was released for the SNES in early 1995. A Sega 32X version was announced but ultimately cancelled.
Production credits
- Produced by: Ed Ringler
- Senior Programmer: Dave Castelnuovo
- Additional Programming: Doug Mackall, John bartak, Chris Oke, Lee Romans
- Technical Director: Chris Oke
- Grafix: Klee Miller, Gary Platner
- Product Managers: Bill Johnson, Dustin Howard
- Executive Producers: Brian Fargo, Alan Pavlish
- Producer: Jeremy Airey
- Line Producer: Mike 'Paco' Greene
- Director of Quality Assurance: Kirk 'Koik' Tome
- Lead Tester: Ryan Rucinski
- Quality Assurance: Reginald Arnedo, David Simon, Robert Rooke
- Game Design: Gregory A. Thomas, Matthew Crysdale, Jason Anderson, Jeff Thomas
- SNES Programming: Jason Andersen
- Art Direction: Matthew Crysdale
- Art: Leandro Penaloza, Matthew Crysdale
- Additional Art: Eric Browning, Alvin Cardona, Dean Lee, Philip Vaughan
- Sound and Music Engine: Jason Andersen, John Schappert
- Technical Assistance: Scott Patterson
- Direction: Ken Pontac, David Bleiman
- Sculptors: Josephine Huang, Ralph Miller
- Animation Design: Doug Post
- Clay Animation: Ken Willard
- Producer: Michael Quarles
- Game Design: Jeremy Airey
- Assistant Producer: Eric Demilt
- Music: Mitchell Stein, Brian Luzietti
- Title Music: Brian Luzietti
- Soundfx and Samples: Charles Deenen
- Title Music Concept: Charles Deenen, Brian Luzietti
- Vocals: Euphony
- Voices: Michael McConnohie, Steve Bulen, Melodee M. Spevack, Brian Luzietti, Charles Deenen
- Vocal Arrangement: James Peacock
- Audio Production: Charles Deenen
- Technical Assistance: John Phillip Britt
- Director of Quality Assurance: Kerry Garrison
- Assistant Director of Quality Assurance: Rodney Relosa
- Testers: Bill Church, Kirk Tome, Chris Tremmel, Frank Alberry
- Writers: Feargus Urquhart, Eric Demilt
- Computer Graphics: Larry Fukuoka
- Illustrations: Vince Carino
- Layout Design: Bruce Warner
- Package Cover Sculpture: John Lemmon Films
- Executive Producer: Brian Fargo
- Copyright (C) 1994 Interplay Productions, Visual Concepts Co.
- The Posse: Steve Chiang, John Schappert, John Andersen
- The Interplay Posse: Jeremy Airey, Rodney Relosa, Kirk Tome, Bill Church
- Executive Producers: Brian Fargo, Alon Pavlish
- Producer: Jeremy Airey
- Line Producer: Mike "Paco" Greene
- Director of Quality Assurance: Kirk "Koik" Tome
- Lead Tester: Ryan Rucinski
- Quality Assurance: Robert Rooke, Reginald Arnedo
- Produced by: Ed Ringler
- Senior Programmer: Dave Castelnuovo
- Technical Director: Chris Oke
- Graphics: Klee Miller, Gary Planter
- Product Managers: Bill Johnson, Dustin Howard
- Computer Graphics: Larry Fukuoka
- Layout/Design: Ulises Gerardo, Bruce Warner
- Illustration: Vince Carino
Digital manuals
Magazine articles
- Main article: ClayFighter/Magazine articles.
Promotional material
also published in:
- EGM² (US) #2: "August 1994" (1994-0x-xx)[11]
- Electronic Gaming Monthly (US) #62: "September 1994" (1994-xx-xx)[12]
- GamePro (US) #64: "November 1994" (1994-xx-xx)[13]
- EGM² (US) #5: "November 1994" (1994-1x-xx)[14]
- Sega Visions (US) #22: "December/January 1994/1995" (1994-xx-xx)[15]
- VideoGames (US) #72: "January 1995" (199x-xx-xx)[16]
Physical scans
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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65 | |
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Based on 22 reviews |
Mega Drive, US (cardboard) (Majesco Sales) |
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Mega Drive, GR (Zegetron) |
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Technical information
- Main article: ClayFighter/Technical information.
External links
References
- ↑ 1.0 1.1 1.2 Mean Machines Sega, "December 1994" (UK; 1994-10-28), page 88
- ↑ 2.0 2.1 Games World: The Magazine, "April 1995" (UK; 1995-0x-xx), page 12
- ↑ 3.0 3.1 http://www.nintendo.com:80/games/detail/s2w8G9MCpa8iwNpN3sGc9CZ_CPpob_Qa (Wayback Machine: 2011-02-03 16:53)
- ↑ 4.0 4.1 http://www.nintendolife.com/games/megadrive/clayfighter (Wayback Machine: 2017-06-13 22:43)
- ↑ https://www.nintendo.co.uk/Games/Virtual-Console-Wii-/Clay-Fighter--276698.html (archive.today)
- ↑ http://www.nintendo.com.au/index.php?action=catalogue&prodcat_id=41&prod_id=19729&pageID=4 (Wayback Machine: 2012-04-03 03:03)
- ↑ https://www.pcgamer.com/interplay-announces-remastered-clayfighter-coming-in-2016/
- ↑ https://www.usgamer.net/articles/interplay-selling-off-its-ip-portfolio (Wayback Machine: 2022-08-02 18:07)
- ↑ File:ClayFighter MD credits.pdf
- ↑ File:ClayFighter MD US MDMini2 manual.pdf, page 17
- ↑ EGM², "August 1994" (US; 1994-0x-xx), page 2
- ↑ Electronic Gaming Monthly, "September 1994" (US; 1994-xx-xx), page 112
- ↑ GamePro, "November 1994" (US; 1994-xx-xx), page 116
- ↑ EGM², "November 1994" (US; 1994-1x-xx), page 258
- ↑ Sega Visions, "December/January 1994/1995" (US; 1994-xx-xx), page 148
- ↑ VideoGames, "January 1995" (US; 199x-xx-xx), page 38
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 48
- ↑ Alaab Alcomputtar, "" (SA; 1995-06-xx), page 80
- ↑ Consoles +, "Avril 1995" (FR; 1995-0x-xx), page 156
- ↑ Electronic Games (1992-1995), "December 1994" (US; 1994-1x-xx), page 166
- ↑ Electronic Gaming Monthly, "September 1994" (US; 1994-xx-xx), page 32
- ↑ GamePro, "December 1994" (US; 1994-xx-xx), page 112
- ↑ Joker, "Oktober 1994" (SI; 1994-xx-xx), page 29
- ↑ Joypad, "Mars 1995" (FR; 1995-0x-xx), page 92
- ↑ MAN!AC, "03/95" (DE; 1995-02-08), page 69
- ↑ Mega Fun, "12/94" (DE; 1994-11-23), page 85
- ↑ Mega Fun, "12/94" (DE; 1994-11-23), page 118
- ↑ Player One, "Avril 1995" (FR; 1995-0x-xx), page 104
- ↑ Play Time, "12/94" (DE; 1994-11-09), page 104
- ↑ Sega Magazin, "Dezember 1994" (DE; 1994-11-17), page 83
- ↑ Sega Power, "January 1995" (UK; 1994-11-17), page 62
- ↑ Sega Pro, "February 1995" (UK; 1994-12-29), page 46
- ↑ Sega Megazone, "October 1994" (AU; 1994-xx-xx), page 32
- ↑ Todo Sega, "Marzo 1995" (ES; 1995-0x-xx), page 38
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 43
- ↑ VideoGames, "December 1994" (US; 1994-1x-xx), page 128
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