Hidden Gem Power Instinct: Matrimelee: Making "goofy" your identity.

1739179937662.jpeg

“Hey, man, you should give this game a try, it has Sai from Akatsuki Blitzkampf?”

“Oh, yeah? Let’s see…”

That was the exchange I had with a friend regarding this innocuous fighting game. It started as something small but quickly evolved into something truly magical. Accompany me on this small journey on Power Instinct Matrimelee, a fighting game like no other.

INTRODUCTION​

1739180001768.jpeg

Being weird is in its blood.
Power Instinct Matrimelee is the fifth game in the Power Instinct series. Developed by Noise Factory, who acquired the license from Atlus (yes, THAT Atlus) and published by SNK Playmore, this fighting game was released worldwide on the arcades, as well as the Neo Geo AES. There’s also a PS2 port that didn’t come out of Japan.

The story is simple: a king from some country is offering the hand of his daughter in marriage (and for women, the hand of his older son) as well as the succession of the throne. For this end, he sets up a martial arts tournament where quirky fighters from all around the world gather to earn this fantabulous prize.

Chronologically, the game is set a year after the events of Power Instinct 2, and has no characters from the previous entry, Groove on Fight. However, don’t ask me anything about those games, as I haven’t played them.

And that’s all I can say! There’s not much to the history if you have only experienced one entry. If anything, it’s an excuse to experience earlier entries.

PRESENTATION​

1739180049070.png

"HAIIIIIIIIIIIIIIIIII!"
The presentation of Matrimelee is something else. The sprites are very pleasing, well animated for the most part (the character Olof has some weird animations for his normal attacks, in my opinion). In a way, they remind me of Akatsuki Blitzkampf (read my articles!). It doesn’t reach the visual flair of 3rd Strike, but it’s pretty good. In my opinion, the backgrounds are more memorable; not so much because of variety (about 60% of them are concerts), but rather because of the details that are there. Jimmy’s stage feature gameplay of Rage of the Dragons and Kanji’s stage is a karaoke bar. There’s a particular concert stage that features a woman singing about gyoza. Honestly, quite incredible.

As for the characters, they are quickly distinguishable. Sure, some of them are pretty basic (Chinnen is a typical Buddhist monk, Reij could be a Street Fighter/King of Fighters character and White is a hecking T. Hawk clone), but others are memorable and instantly catch the eye. To name a few:
  • Not one, but TWO grandmas. I believe they are twins.
  • One guy dressed as a dog who speaks gibberish.
  • An old man whose level 1 super is beating you down with a cane and then farting on you. Also, can summon his old man spirit as a fireball. He is The Real Thing, after all.
Aside from goofy ones, you also have other fighters that just look badass. Keith, for example, is a rockstar that does the Shining Wizard as his grab; Olof fights only with kicks because of injuries in his hands; and Jimmy… well, Jimmy is the protagonist from Double Dragon with a cool re-design. Just like in Akatsuki Blitzkampf, you’ll quickly find a main purely from a visual standpoint. What irks me, however, is that, for some characters, their portrait looks nothing like their sprite. The most notable examples are Keith and Kanji, whose hairstyles look NOTHING like they should. I don’t know which one is the canon.
1739180230228.png
1739180413215.png

WHO ARE YOU????
The music is… music, certainly. In line with the rest of the game, it’s goofy as hell. Notwithstanding, the music is associated with stages, and most characters share stages, so there’s no sense of identity like in other games. This normally isn’t a problem (Tekken 5, for example, also does this), but the thing is that there’s only 9 stages, and one of them is shared by FIVE characters, so it makes the music feel scarce. At the same time, it has the best character select music ever, so there's that at least.

GAME FEEL AND MECHANICS​

1739180984366.png

That little fellow in the middle is the nefarious Kuroko, receiver of beatings.
I simply must praise Power Instinct: Matrimelee for its gameplay because it feels so GOOD! A complaint I have about older fighting games (and newer ones, to an extent) is that they often feel clunky when performing combos. That’s not the case with Matrimelee: transitioning from a normal to special feels fluid and flawless. To counter measure this, some inputs can be a bit awkward to perform, especially on some characters. There’s a presence of links (timing attacks to perform a combo) but they’re not very hard and usually not necessary because some buttons can be chained one after the other. Overall, it plays very well and comboing is easy.

Mechanically, the game takes elements from King of Fighters while also adding its own twist to it. Pressing A+B makes your character do a dodge roll that’s invincible, while pressing C+D does an attack that knocks the opponent back (just like KOF’s blow back). You can also do proximity grabs with a direction + heavy punch! And even do short and long hops to mix up your game! It’s all very familiar if you’ve dabbled with SNK games before. But where’s the aforementioned difference?

Introducing: the referee! Also known as “Kuroko”. This NPC will appear in some stages and can be called by pressing B+C. From that point onward, both characters will have a permanent meat shield absorbing all projectiles and even physical attacks. But don’t think it’s a mere defensive obstacle, oh no. The referee can also be used offensively, because if they receive a powerful enough attack and get launched, the referee can damage the opposing player. They can also be used as a literal shield by holding them and then throw them directly without hitting them. Poor thing…

The meter is interesting, not so much in how it’s used but in how it’s built. Appropriately called “Stress Meter”, this meter is built by having your attacks blocked or by receiving damage, but not by dealing damage. When one bar is filled (up to three) your character will go psycho mode and create an aura around themselves that’s unblockable and launches the opponent. This is completely unavoidable: it simply happens and there’s nothing you can do about it. Afterwards, you can use said meter to do supers or guard cancels, like in other fighting games.

To finish this section, I want to talk about taunting. In Matrimelee it’s useful! On its own, it gives a lot of meter, so it’s great on okizeme (when the opponent in knocked down). However, were the opponent to taunt when you’re doing it, you’ll enter a state called Bloodline Battle. When this happens you must press the button that appears on screen faster than your opponent. Do so and you’ll deal damage. Do it enough times and you’ll launch your opponent. Quirky mechanic just like the rest of the game.

CONCLUSION​

1739180252098.png

The loser gets their face painted.
Power Instinct: Matrimelee is far from being the most complex fighting game, and unlike Akatsuki Blitzkampf it doesn’t fully embrace the simplicity due to some of the inputs. However, it has a fluidity that no other game achieved at the time, making it very pick up and play even by those who don’t have much experience in fighting games. Nevertheless, Matrimelee stands out with its quirkiness, making it an experience that tends to be funnier than fun (it’s still fun, don’t get me wrong!). Unfortunately, it’s extremely niche, with the Fightcade room being barely populated, and its only Discord server being very inactive. Still, please do give this game a chance if you’re mildly interested in fighting games. Also, it's in English!
 
Pros
  • + Easy to pick-up.
  • + Funny.
  • + Fluid gameplay.
  • + Varied cast of characters.
  • + Unique mechanic in the form of an interactable referee.
  • + Available for free with good netcode.
  • + Availabe in English.
Cons
  • - Lacks interesting deffensive mechanics.
  • - Weird inputs that can be hard to perform for beginners.
  • - Not many stages.
  • - Not very popular.
8
Gameplay
While very reminiscent of King of Fighters, it's easier to play by giving the player more reaction time. Combos are fluid and easy to perform.
8
Graphics
Colorful and bright. Features cool character designs and backgrounds with lots of details. It's easy to get lost on them while fighting.
5
Story
Average fighting game story that's not deep and features unique endings for each character. It mostly stands out because of its quirkiness.
6
Sound
The music isn't particularly remarkable and in some stages it's bad, but it's funny.
10
Replayability
Infinitely replayable, as with all fighting games.
7.4
out of 10
Overall
A fighting game that knows exactly what it wants to be: unserious and funny. Fortunately it succeeds, and it's complemented by good fighting mechanics and a unique roster. A must for fighting game enjoyers!
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So many low budget games try to be wacky and come off as shallow try hards with nothing going for em outside of the fitst 10 minutes of novelty

These games are an extinct genre
Memorable designs, beautiful looking, batshit weird, rock solid mechanics
I think Matrimelee holds up pretty well as a competitive fighting game but I must explore it more in that regard.
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The problem with most NEO GEO fighters is that, aside from all those south Americans playing Kof, they have a non-existent community, Blitzkampf has more active comunity than most of those games actually; what a shame
tbf ABK got a resurgence somewhat recently, when I first started I had to rely on the Discord server to find matches, AND EVEN THEN I'd always play with the same guy over and over lol. It's not a very popular game in Europe
 
Consider how simplified the newest guilty gears and db fighters z are compared to just marvel vs capcom 3
The main issue with dumbing down fighters is that the most recent in any given series always has the largest of amount players as most people migrate to the new entry and abandon older games, even if it's shit like Strive.
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The main issue with dumbing down fighters is that the most recent in any given series always has the largest of amount players as most people migrate to the new entry and abandon older games, even if it's shit like Strive.
this is a problem because fighters are competitive games, they are meant to played with others. you NEED other people to truly enjoy these games
 
Even though I'm still bad at fighting games, I think I'll give this one a try. It looks quite interesting and funny lmao, it feels like one of those games that we can still enjoy despite losing many times

It's been awhile but great article once again man!
 
What I like about Power Instinct series is that it fully embraced the crazy and go beyond even in gameplay coupled with rather loose & easier control than most trad FGs.
The only other SNK published games that do that are kinda approaching that kind of fun are ADK developed ones such as World Heroes series (which honestly I feel like it deserved a review of its own here someday).

As a more casual player, I respect fighting games that are trying to have fun much more than ones that too focused on competitive elements, and Power Instinct, especially Matrimelee, certainly hold up well in this regard.
 
I actually know about this game. Not enough to dub myself an expert or anything, but I try to keep at least a faint knowledge of any obscure fighter I could get my eyes on.
 
The con of "Not very popular" describes how I feel about a lot of interesting fighters. Sometimes, you just randomly pick up some weird fighter, put proper time into it & go "Man, I wish I had some local folks playing this!" Makes me a bit jealous of those japanese arcades that Youtube stream the local folk playing Dark Awake/Chaos Breaker or something.
This one just seems to be another one on the list (I actually think I did try this one out though)!
 
It's worth mentioning that Matrimelee's soundtrack got severely cut down for its US release. The vast majority of Matrimelee's music is composed of vocal tracks sung by the characters in the background, with the intention being that your fighting would be scored by a variety of karaoke tracks, but most of them were removed outside of Japan, likely since everyone else wouldn't have been able to understand them.

It's a real shame too because the full soundtrack to Matrimelee is one of my favorites to come out of a fighting game solely because of how ridiculous it is. The composer really runs with the karaoke premise, with each track striking this odd balance of being really energetic befitting a fighting game, while also having some truly absurd, amateurish, or overly personal and blunt lyrics that you'd expect to hear out of a parody of karaoke. There's a ballad about the waiter taking someone's fries before they finished eating, a thrash metal song about being overweight, a eurobeat song about a necromancer, multiple songs about how great the internet is, a sentai song about a broke dude, it's a really varied and weird score all around and heightens the cartoonish energy and charm factor of Matrimelee for me.
 
one of the most underrated fighting games series out there, but they popular now on the fightcade app

b7d0d83dc324a660bcf6d619076086dd.jpg



the goketsuji ichizoku one, is the best game in the whole series, it deserves to get a proper remaster/refined edition, like rage of the dragons did, a while ago
 
I kinda love this game? Back in the day it wasn't emulated all that well, so to play on kaillera servers me and others had to use....it was either NeoRageX, or this SNK-centric fork called NeoMame, one of those. It only saw heavy play in the servers I haunted for a couple months, but it's got some depth to it. It was the music and stages that had everyone tickled though, they aimed at "Weird" and shot the moon.

Another great article, and you've reminded me to beat my brothers ass at Matrimelee the next time he visits.
 
View attachment 23797
“Hey, man, you should give this game a try, it has Sai from Akatsuki Blitzkampf?”

“Oh, yeah? Let’s see…”

That was the exchange I had with a friend regarding this innocuous fighting game. It started as something small but quickly evolved into something truly magical. Accompany me on this small journey on Power Instinct Matrimelee, a fighting game like no other.

INTRODUCTION​

View attachment 23798
Being weird is in its blood.
Power Instinct Matrimelee is the fifth game in the Power Instinct series. Developed by Noise Factory, who acquired the license from Atlus (yes, THAT Atlus) and published by SNK Playmore, this fighting game was released worldwide on the arcades, as well as the Neo Geo AES. There’s also a PS2 port that didn’t come out of Japan.

The story is simple: a king from some country is offering the hand of his daughter in marriage (and for women, the hand of his older son) as well as the succession of the throne. For this end, he sets up a martial arts tournament where quirky fighters from all around the world gather to earn this fantabulous prize.

Chronologically, the game is set a year after the events of Power Instinct 2, and has no characters from the previous entry, Groove on Fight. However, don’t ask me anything about those games, as I haven’t played them.

And that’s all I can say! There’s not much to the history if you have only experienced one entry. If anything, it’s an excuse to experience earlier entries.

PRESENTATION​

View attachment 23799
"HAIIIIIIIIIIIIIIIIII!"
The presentation of Matrimelee is something else. The sprites are very pleasing, well animated for the most part (the character Olof has some weird animations for his normal attacks, in my opinion). In a way, they remind me of Akatsuki Blitzkampf (read my articles!). It doesn’t reach the visual flair of 3rd Strike, but it’s pretty good. In my opinion, the backgrounds are more memorable; not so much because of variety (about 60% of them are concerts), but rather because of the details that are there. Jimmy’s stage feature gameplay of Rage of the Dragons and Kanji’s stage is a karaoke bar. There’s a particular concert stage that features a woman singing about gyoza. Honestly, quite incredible.

As for the characters, they are quickly distinguishable. Sure, some of them are pretty basic (Chinnen is a typical Buddhist monk, Reij could be a Street Fighter/King of Fighters character and White is a hecking T. Hawk clone), but others are memorable and instantly catch the eye. To name a few:
  • Not one, but TWO grandmas. I believe they are twins.
  • One guy dressed as a dog who speaks gibberish.
  • An old man whose level 1 super is beating you down with a cane and then farting on you. Also, can summon his old man spirit as a fireball. He is The Real Thing, after all.
Aside from goofy ones, you also have other fighters that just look badass. Keith, for example, is a rockstar that does the Shining Wizard as his grab; Olof fights only with kicks because of injuries in his hands; and Jimmy… well, Jimmy is the protagonist from Double Dragon with a cool re-design. Just like in Akatsuki Blitzkampf, you’ll quickly find a main purely from a visual standpoint. What irks me, however, is that, for some characters, their portrait looks nothing like their sprite. The most notable examples are Keith and Kanji, whose hairstyles look NOTHING like they should. I don’t know which one is the canon.
The music is… music, certainly. In line with the rest of the game, it’s goofy as hell. Notwithstanding, the music is associated with stages, and most characters share stages, so there’s no sense of identity like in other games. This normally isn’t a problem (Tekken 5, for example, also does this), but the thing is that there’s only 9 stages, and one of them is shared by FIVE characters, so it makes the music feel scarce. At the same time, it has the best character select music ever, so there's that at least.

GAME FEEL AND MECHANICS​

View attachment 23804
That little fellow in the middle is the nefarious Kuroko, receiver of beatings.
I simply must praise Power Instinct: Matrimelee for its gameplay because it feels so GOOD! A complaint I have about older fighting games (and newer ones, to an extent) is that they often feel clunky when performing combos. That’s not the case with Matrimelee: transitioning from a normal to special feels fluid and flawless. To counter measure this, some inputs can be a bit awkward to perform, especially on some characters. There’s a presence of links (timing attacks to perform a combo) but they’re not very hard and usually not necessary because some buttons can be chained one after the other. Overall, it plays very well and comboing is easy.

Mechanically, the game takes elements from King of Fighters while also adding its own twist to it. Pressing A+B makes your character do a dodge roll that’s invincible, while pressing C+D does an attack that knocks the opponent back (just like KOF’s blow back). You can also do proximity grabs with a direction + heavy punch! And even do short and long hops to mix up your game! It’s all very familiar if you’ve dabbled with SNK games before. But where’s the aforementioned difference?

Introducing: the referee! Also known as “Kuroko”. This NPC will appear in some stages and can be called by pressing B+C. From that point onward, both characters will have a permanent meat shield absorbing all projectiles and even physical attacks. But don’t think it’s a mere defensive obstacle, oh no. The referee can also be used offensively, because if they receive a powerful enough attack and get launched, the referee can damage the opposing player. They can also be used as a literal shield by holding them and then throw them directly without hitting them. Poor thing…

The meter is interesting, not so much in how it’s used but in how it’s built. Appropriately called “Stress Meter”, this meter is built by having your attacks blocked or by receiving damage, but not by dealing damage. When one bar is filled (up to three) your character will go psycho mode and create an aura around themselves that’s unblockable and launches the opponent. This is completely unavoidable: it simply happens and there’s nothing you can do about it. Afterwards, you can use said meter to do supers or guard cancels, like in other fighting games.

To finish this section, I want to talk about taunting. In Matrimelee it’s useful! On its own, it gives a lot of meter, so it’s great on okizeme (when the opponent in knocked down). However, were the opponent to taunt when you’re doing it, you’ll enter a state called Bloodline Battle. When this happens you must press the button that appears on screen faster than your opponent. Do so and you’ll deal damage. Do it enough times and you’ll launch your opponent. Quirky mechanic just like the rest of the game.

CONCLUSION​

View attachment 23801
The loser gets their face painted.
Power Instinct: Matrimelee is far from being the most complex fighting game, and unlike Akatsuki Blitzkampf it doesn’t fully embrace the simplicity due to some of the inputs. However, it has a fluidity that no other game achieved at the time, making it very pick up and play even by those who don’t have much experience in fighting games. Nevertheless, Matrimelee stands out with its quirkiness, making it an experience that tends to be funnier than fun (it’s still fun, don’t get me wrong!). Unfortunately, it’s extremely niche, with the Fightcade room being barely populated, and its only Discord server being very inactive. Still, please do give this game a chance if you’re mildly interested in fighting games. Also, it's in English!
Still one of the most under rated beat em ups in the west imo! They had a release on the Saturn where i was introduced to the series, but for some reason they called it "Groove on fight".
iu

https://en.wikipedia.org/wiki/Groove_on_Fight

One of the few titles good titles which showed what the Saturn could do well. I have been trying to source all of the games for a while, but not had much success, so was happy to see your article!

I am of the opinion that this game should be at tournaments such as EVO, but heck, i am simply a pesent person with peasant opinions.
 
It's worth mentioning that Matrimelee's soundtrack got severely cut down for its US release. The vast majority of Matrimelee's music is composed of vocal tracks sung by the characters in the background, with the intention being that your fighting would be scored by a variety of karaoke tracks, but most of them were removed outside of Japan, likely since everyone else wouldn't have been able to understand them.

It's a real shame too because the full soundtrack to Matrimelee is one of my favorites to come out of a fighting game solely because of how ridiculous it is. The composer really runs with the karaoke premise, with each track striking this odd balance of being really energetic befitting a fighting game, while also having some truly absurd, amateurish, or overly personal and blunt lyrics that you'd expect to hear out of a parody of karaoke. There's a ballad about the waiter taking someone's fries before they finished eating, a thrash metal song about being overweight, a eurobeat song about a necromancer, multiple songs about how great the internet is, a sentai song about a broke dude, it's a really varied and weird score all around and heightens the cartoonish energy and charm factor of Matrimelee for me.
Hey there! Nice to see you post here again. Was wondering where you went after the introduction post haha. Good to know all is well!
 
It's worth mentioning that Matrimelee's soundtrack got severely cut down for its US release. The vast majority of Matrimelee's music is composed of vocal tracks sung by the characters in the background, with the intention being that your fighting would be scored by a variety of karaoke tracks, but most of them were removed outside of Japan, likely since everyone else wouldn't have been able to understand them.

It's a real shame too because the full soundtrack to Matrimelee is one of my favorites to come out of a fighting game solely because of how ridiculous it is. The composer really runs with the karaoke premise, with each track striking this odd balance of being really energetic befitting a fighting game, while also having some truly absurd, amateurish, or overly personal and blunt lyrics that you'd expect to hear out of a parody of karaoke. There's a ballad about the waiter taking someone's fries before they finished eating, a thrash metal song about being overweight, a eurobeat song about a necromancer, multiple songs about how great the internet is, a sentai song about a broke dude, it's a really varied and weird score all around and heightens the cartoonish energy and charm factor of Matrimelee for me.
:O...
 

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Game Info

  • Game: Power Instinct: Matrimelee
  • Publisher: SNK Playmore
  • Developer: Noise Factory
  • Genres: Fighting
  • Release: 2003

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