Mighty Morphin’ Power Rangers: The Movie

This screen encapsulates the gameplay of the entire cartridge, as far as I could determine.

Recently, I read a long thread on the Shoryuken forums – a website for the dedicated fighting game community – where one of the guys who worked on Street Fighter: The Movie: The Game talked about how he thought it was going to be Street Fighter 3, and how he had so many good ideas, and how he had so much hope for it, and how he was so pleased to be working on this series that he loved – and how it turned to shit as he watched, and how he is now ashamed to have been part of the team that created one of the most hated fighting games ever made.

I read that, and I understand what it’s like; the game was crippled by poor design choices from the start, by the urge to use mocap actors, by administrative and financial complications, and so on.  This guy thought he’d have the chance to make something great, but it was twisted and doomed to be another piece of shovelware.

On the other hand, what is going through the mind of someone who works on a game like Mighty Morphin’ Power Rangers: The Movie – a licensed game of a movie based on a really bad TV show?

Someone on the team thought that, instead of making a game where you can move freely up and down like in most beatemups, you’d have to switch to the upper or lower section with a leap, and this would be a good thing.  This person probably also thought that letting players punch, just one punch, no combo, just one kind of punch, would be just awesome.

I can’t even come up with anything to hypothesize about their thoughts.  These people were clocking hours and doing grunt work and had no passion or interest.  They weren’t thinking anything at all.