The criminal organization Happy Droppers has bombarded Earth with psycho-mutation orbs! From this bizarre assault on nature rose six behemoths. Indestructible by conventional means, these gigantic creatures are poised to wreak havoc. They're so strange and powerful! The planet we call home teeters on the brink of annihilation! Is there anyone who can answer the call of heroism?! Well... yeah, of course there is. Earth's mightiest fighters - the Monster Maulers - have trained both body and mind for this fateful day. Do they have what it takes to save the world? Find out in Kyoku Sentai Dadandarn!
Alright, very nice. I think I just exhausted my exclamation point budget for the rest of the year.
But seriously, today we have another kick-ass game from Konami. I don't have to tell you that their output in the 1990s was totally insane. It was nothing but wall-to-wall classics that stretched to infinity. The basic premise behind Monster Maulers is that Anne, Kotetsu, and Eagle must square off against nine tremendous foes in a series of one-on-one - two-on-one if you bring a friend - fights to the finish. Since this is entirely a Player Vs CPU game, any approach is the right one. You can mash buttons until the credits roll, learn the ins and outs of every opponent to come out with counter strategies, or jump straight to that cheap shit. If you discover a technique that breaks the enemy AI or locks them down, then go ahead and abuse it. Nothing is going to get banned here.
Each of the three playable characters is controlled via a joystick and three buttons (light, medium, heavy). True to its nature, this fighter provides its heroes with a modest assortment of normals, command normals, grabs, and special moves. Blocking is as simple as holding back or down/back. Air-blocking is even simpler... because it doesn't exist. Be extra careful with your jump-ins because the opposition loves their anti-airs. While there aren't combos, you can often get away with landing an uncontested series of strikes or linking a kick into a throw. The point I want to get across is that the rules were thrown out the window ages ago. Both hero and enemy operate by a set of guidelines. Just because you block something that looked unsafe doesn't guarantee you a turn. Also, a handful of moves can exploit the enemy's tendency to perform anti-airs. A lot of the game will be spent learning and practicing ways to stay ahead of huge beasts that don't play fair.
Sidenote: I just love how meaty the attacks look. The impact from every blow is nicely done. Throws and slams - particularly Anne's piledriver - are a serious thrill to perform. My one complaint is more of a character-specific issue. Instead of an air-throw, Eagle latches onto an enemy and throws some punches. It's a neat-looking move without a lot of practicality, as the punches do very little damage. Its only real usages are getting a knockdown and controlling space. Even a game dictated by guidelines respects a good understanding of fundamentals. Anyway, the rest of the attacks all look and sound great. The nine opponents having a totally unique look and move-list is also impressive. Konami injected a ton of personality into every facet of Monster Maulers.
If you want to crush Monster Droppers' schemes with the least amount of trouble, then Anne is your gal. Her standing heavies and mediums are great pokes. She has mid-air combos, which are invaluable against anything large or capable of flight. Shooting Star is the best special move in the game. It's hardly a contest really. Besides being an awesome projectile that can be thrown from any point in a jump, this also serves as a defensive tool to prevent Anne from leaping into her rival's waiting arms. Some foes have a greater tendency to reflect it than others, but even that's limited by how much agency Anne has during and after the throw. With the right timing and spacing, players can keep their turn while bullying their opponent. Anne's other special move is a button-mashing shock that's heavily situational but capable of amazing damage. Unless you have a problem with hearing "SHOOTING STAR!" a couple hundred times a game, this lady is the best choice for attempting a 1CC.
Kotetsu's best attributes are his dive-kick and psycho-crusher. I don't know if I'm qualified to call it a meaty but jumping and sticking one foot in a monster as they're trying to get up works surprisingly often. The psycho-crusher is incredibly versatile, though weakened significantly by the fact that Kotetsu is often vulnerable after performing it. Some enemies are all too happy to take a few hits if it allows them to land a big punish afterwards. Over usage of this move also seems to increase the possibility that the next hit Kotetsu takes will dizzy him. Even with its faults, I still think the psycho-mauler(?) is the second-best special move in the game... a distant second, anyway. Oh, and he has a fireball.
I won't break down every opponent, since strategies differ depending on the player and their chosen hero. Just get used to the first several games ending with a vicious beatdown. At its core, Monster Maulers is a series of fighting game bosses. As one would expect, the bosses have numerous advantages and are controlled by an AI that punishes inputs. Aside from the first - whom you're allowed to select - the order of opponents is random. If there's a creature that you struggle with, you might want to get them out of the way early. Of the initial group of six, I'll say that I've had the most trouble facing Slime and Centaur. Slime is incredibly evasive and often links multiple flying moves into each other. Centaur is just relentless with his pressure. Of course, I say this knowing that Anne has the least trouble with both. She can toss heavy Shooting Stars on top of Centaur to break his anti-air AI. Slime has it even worse, as Anne will trap it in a far standing heavy loop that's impossible to escape.
Still, even with its end-game annoyances, I really enjoy Monster Maulers. The action is satisfying, and there's plenty of depth to each encounter. Doing whatever it takes to secure the win - especially if it's cheap - does a lot to heighten the stakes. Last night I achieved a single credit clear, and almost every fight came down to the wire. There's a link to the video below if you're curious. The 1CC run begins at about 1:04:11. Anyway, this is yet another Konami classic that deserves your time.
