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Fighters Destiny

Fighters Destiny
Fighter's Destiny
North American Nintendo 64 cover art
Developer(s) Genki
Publisher(s) Ocean Software (North America)
Infogrames (Europe)
Imagineer (Japan)
Platform(s) Nintendo 64
Release
  • NA: January 31, 1998
  • EU: March 1, 1998
  • JP: December 11, 1998
Genre(s) Versus fighting
Mode(s) Single-player or multiplayer (up to 2 players simultaneously)
Fighter Destiny 2
Developer(s) Imagineer
Opus Corp.
Genki
Publisher(s) SouthPeak Games
Xicat
Platform(s) Nintendo 64
Release
  • JP: August 27, 1999
  • NA: July 14, 2000
Genre(s) Fighting
Mode(s) Single player, multiplayer

Fighters Destiny, known in Japan as Fighting Cup (ファイティングカップ Faitingu Kappu?) is a 1998 video game developed by Genki and published by Imagineer for the Nintendo 64. It closely models the 3D fighting game standard set by Sega's Virtua Fighter, but integrates a unique point scoring system. The game's generic characters and unoriginal presentation have been panned by critics, but reviewers praise its point system and consider it to be one of the best fighting games on the Nintendo 64. It was followed by a 2000 sequel Fighter Destiny 2.

In Fighters Destiny, the player controls a polygon-based character in a three dimensional battle arena. The game features typical hand to hand combat fighting: using a variety of punches, kicks, locks, and throws, players attempt to pummel their opponents into submission. Each character also has a large list of special commands (called "moves") that can be accessed during battle. These different moves range from simply pressing the "B" button to inputting button combinations.

In most versus fighting games, the objective is to deplete the opponent's health gauge. Fighters Destiny follows the same concept but also relies on a customizable point scoring system to determine the winner. These points, which are displayed as yellow stars under the character's health gauge, can be earned in a variety of ways. By default, knocking the character off the fighting platform (a "Ring Out") is worth one point, taking down an opponent with a throw nets the player two points, while a typical K.O. is worth three points, as well as taking the opponent down with a counterattack, and executing a "special" is worth four points. Finally, if the adjustable time counter runs out, then the winner is awarded one point by virtue of judge's decision. By default setting, the first fighter to score seven points wins the match.


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