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Review: Crazy For Fight II

Every bit as good as the original - and even better.

Project information

Crazy For Fight II
Tatuyuki / TA19 / TA20
Small Campaign

Main review

Crazy For Fight II is a three-map pack from 2000 by the Japanese author Tatuyuki a.k.a. TA19, nowadays known under the moniker 'TA20'. It is the second installment in the series and while it will not surprise us with much novelty, it follows the same proven formula that made the original enjoyable.

A beautiful waterfall.

While the author once again kicks off with simple visuals, they quickly improve - and this time around, there are no construction issues whatsoever. The ancient purposeless dungeons still remain without a sense of purpose but this time around the enviroments are more varied than before - and, especially outside, more advanced. Take the second map for example, where the players can see a gorgeous waterfall before jumping down into the same lake that the river falls into. The third map makes the other two pale in comparison. Albeit still pretty linear, the finale encourages players to explore some more and offers gorgeous views, often bringing up Hanging Gardens to mind.

Don't take a dip there. Green is bad. Very bad.

There's still little to experience in terms of sound. There are only a couple tracks used and while they switch to different ones from time to time, it doesn't always fit the setting. Sometimes, the silence is unbearable. Even less is delivered in terms of storyline - there's a complete lack of one in both the maps and the attached document.

An even more beautiful waterfall.

There is little novelty in terms of gameplay versus the original Crazy For Fight: all you need to do is traverse a linear set of ancient-looking dungeons and outside areas and blast away anything that lives. However this time around, Tatuyki has modified many of the creatures' default properties, changing their stamina, attack types, speed and so on. There's more than enough surprises to keep the player interested in butchering the inhabitants.

Hmmm... Which route should I take...

The main issue I take with "Crazy For Fight II" is the fact that the author didn't take the time to polish the first two maps as he did the final one. Had they been at the same quality level, the score would be much higher. There's seeds of decent design here. Ghostlike enemies standing next to their corpses, fairly realistic outdoors and that final level which is the cream of the crop of the series so far. But sadly, this potential is not utilized.

Now this is beautiful.


Crazy For Fight II is every bit as good in being a Space-Invaders-like oldschool romp as the original was and it gets better. It may not be good enough to be a work of art, but as an enjoyable arcade distraction from reality, it certainly fits the bill. Playing this at least once is strongly recommended.

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Build (23%)
  • 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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