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Review: Crazy For Fight 1

A fun arcade romp that gets better as you progress.

Project information

Crazy For Fight 1
Tatuyuki / TA19 / TA20
Single Map

Main review

I discovered this map by accident. It just so happens that there is another "Crazy For Fight" which was considered to be the only installment in the series (that actually turns out to be a trinity of packs) and when attempting a review I noticed the maps are unsigned and the author has left no data on his identity in the levels' metadata or the accompanying readme document. After conducting a thorough search, I managed to not only discover who the author was but also find... this. Crazy For Fight, the first, the original.

Indoor area

The map is just an arcade romp. It shows. The outdoors are a typical transition area, albeit quite nice, still basic though - albeit as the player progresses through them, an interesting image of a varied canyon-like area appears in their mind. The indoor parts are nothing more than an ancient-looking purposeless dungeon - lack of any translator messages in the level or synopsis in the readme only underline that lack of purpose for the structures. The texturing and settings are varied enough that the map never gets boring, BSP/HOM issues are barely there but there's nothing much else. At the beginning at least. But, as the player progresses, the environment becomes more and more interesting and while it never leaves the basic level of quality, it does make an impression that Tatuyuki got better and better ideas as he progressed with the map. I'll never forget the ending - an icefield with the ice layer being so transparent that huge fish and squid specimens are seen frozen in the ice block. At first I was shooting away at them thinking they'll go live in a minute and when I jumped down, I realized what was wrong. Despite the basic visuals of the map overall, this was still a sight to behold.

A quite nifty walkway

The level's audio layer is even more basic than the visuals. The only musical track playing is Surfacing and there's barely any ambience on the map but given its arcade feel it actually does not sting the player, not one bit. Surfacing is a quite fast paced, melodic tune and it suits the gameplay admirably.

Outside. Is this a canyon of sorts?

The only thing Crazy For Fight does perfectly right is the oldschool arcade run-and-gun romp gameplay. All one needs to do is traverse the linear area, eliminating the opposition as they appear on the player's way. This might sound boring, but it isn't - it's pretty fast-paced and not too long, so there is no boredom. Some enemies have their default properties modified and thus they spice up the gameplay a bit more. There's more than enough bullets to eliminate the entire opposition and more than enough healing items to fortify oneself so gameplay balance is no problem at all, until the player does something stupid like ignoring missiles or projectiles that are coming their way or jump into the lava pools.

Luckily those buggers are frozen. Wait-- maybe I should defrost'em and roast'em?


If Space Invaders were remade as an Unreal level, that's how they'd look like. All the player is required to do is go forward and nuke everything that moves, with a nice tune playing in the background. Basically, Crazy For Fight is just this: A fun arcade romp in a fairly simple environment that however does get better as you progress through it. Despite its obvious flaws, I can only recommend it without hesitation.

download link:

Build (19%)
  • Architecture
    Imagination, realism and detail of structures used in the design of the level.
  • Texturing
    Use of textures in the level. Technically speaking, alignment and scaling. Choice of textures, and quality of any custom textures used.
  • Lighting
    Lighting of the level: does it look cool? Use of light colour and other effects, and sourcing of lighting (no light out of nowhere).
  • Sound
    Use of ambient sounds and event sounds to give the level atmosphere, and the quality of any custom sounds. Appropriate use of music and silence to complement the atmosphere.
  • Technical Execution
    Technical soundness of the level, i.e. no visual glitches, no random deaths or other gameplay bugs, and a good framerate.
Cast (13%)
  • Conceptual Grandness
    Scale, imagination, awe & originality of design and layout, physical foreshadowing of future areas.
  • Story Construction
    Backing story & progression via translator, subplots, and script of voice acting where applicable. Logical choice of opposition.
  • Story Implementation
    Progression of the written story via the events of the level, and performance of voice actors where applicable.
  • Gameplay Awe
    Quality of scripted sequences, originality and staging of combats. Maps that force the player to "learn by dying" will be penalised.
  • Gameplay Balance
    Balance of weapons and items to creatures, including difficulty settings. Most importantly, fun factor.
Below average

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