Release Date: 1992

Genre: Beat-'em-up

Type: Arcade

Publisher: Tatsumi

Developer: Tatsumi

  1. Big Fight: Big Trouble In The Atlantic Ocean
  2. Weapons
  3. Game Mechanics
  4. Gameplay of Big Fight

Big Fight: Big Trouble In The Atlantic Ocean

It marks Tatsumi's final foray into video game development before transitioning to the production of arcade cabinets. Seeking to capitalize on the success of games like Street Fighter II, the title incorporated a one-on-one mode catering to two players. Consequently, the character roster stands out, featuring eight playable characters, including an English martial artist and an Egyptian wizard.

While attempting to compete with the dedicated beat-'em-ups prevalent in arcades seemed like a promising endeavor, the execution fell short. Big Fight's versus mode resembles those found in Streets of Rage games, and despite each character possessing uniqueness and a couple of special moves, the action lacks the depth needed for compelling one-on-one competition.

Nevertheless, the game remains entertaining, albeit adhering to the familiar formula of a standard scrolling beat-'em-up. Initially, only three playable characters are accessible, with the remainder being bosses who join the playable cast upon defeat. This occurrence is accompanied by the hilariously poor English translation, "Now I came to my sense. Can you take me into partnership?"

Set aboard a cruise ship, the game unfolds in various locales such as bars, restaurants, the upper deck, and the engine room. Additionally, unexpected scenarios like traditional Japanese rooms, gardens, and gyms add diversity to the fighting arenas. The locations are visually appealing, featuring animated backgrounds with delightful details like lively passersby and fish tanks.


The arsenal is extravagantly exaggerated, featuring everything from swords and soccer balls to a grenade launcher that rivals some of the character sprites in size. Unfortunately, Tatsumi struggled to animate them convincingly, resulting in instances where these weapons float around the hands of the characters using them and shake during walking animations.

Even without Tatsumi's departure from the video game market, Big Fight encountered challenges with its release in Japan. Fighting game enthusiasts were captivated by the same beat-'em-ups that inspired the inclusion of Big Fight's one-on-one mode. The game's somewhat lack of meticulous detail around the edges didn't bode well when competing against heavyweight contenders in the genre like Streets of Rage 2 and Final Fight.

Game Mechanics

Unlike Final Fight, in the middle of the first level, players are presented with a choice between three routes, each varying in difficulty. After completing each subsequent level, players confront a boss who, upon defeat, becomes a playable character. The player can opt to partner with the last character they controlled, with the exception of the last two, D Ph.D. and TX - Number 3. A distinctive feature that sets it apart from other games is the appearance of a "corner power" bar when the player falls to the ground. This bar necessitates quick key presses to fill it before it disappears.

When fully charged, the player's character harnesses lightning, automatically executing special moves, while nearby enemies turn blue and remain charged for a brief period. Players can also use the touch button to shoot blue flames during the charging process.

To access the "1P vs. 2P Mode" (or "VS Mode," as indicated by the website and manual), players must insert two coins, following the convention of most fighting games worldwide. This mode features three heroes and five bosses engaged in two out of three rounds. The victor continues the battle against the CPU player or can join other real players, choose a character, and, once victorious, is restricted from selecting another character. Combat rules mirror those of "Mission Mode," albeit in a fighting style.

Gameplay of Big Fight

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