Mighty Morphin Power Rangers 👊
Mighty Morphin Power Rangers is the title of five different video games based on the first season of the television series of the same name, one for each of the following game platforms: Sega Genesis/Mega Drive, Super Nintendo Entertainment System, Game Boy, Game Gear, and Sega CD. The Nintendo versions of the game were released by Bandai, while the Sega versions were published by Banpresto, a pseudonym of Bandai. The Green Ranger is only playable on the Genesis and Game Gear versions of the game.
Super NES
The first level in the Super NES version of the game showing the roster of Rangers and Jason fighting a Putty Patroller
The Super NES version of Mighty Morphin Power Rangers is a side-scrolling action game composed of seven stages, with two different gameplay styles.
The four reviewers of Electronic Gaming Monthly gave the Super NES game a score of 6.5 out of 10 but a unanimously negative assessment, saying it has poor animation and dull level design and "is simply way too easy for experienced players." They praised the character selection feature, but concluded that even Power Ranger fans would find the game entertaining for only a short while.
Nintendo Magazine System gave the game an overall score of 77, describing the difficulty as "mighty tough". Praise was given to the energetic presentation and style akin to the TV show, fluid controls and animation, and the attention to detail in making each character unique with trademark moves. One of the reviewers gave Bandai credit for "a genuine attempt at something vaguely special", calling the result "pretty cool", while the other reviewer dubbed the game unoriginal. Other criticism was directed at the old-fashioned gameplay and repetitive feel, with the final consensus being that the game was more for hardcore fans than hardcore gamers.
Game Boy
The Game Boy version is a side-scrolling action game similar to the SNES game but much more simplified. There are five levels, each consisting of two segments. In the ranger segment, any of the five original rangers must go through a level while defeating putty patrols. Using the select button unlocks their unique weapon, but drains health with each use. The second segment is a Megazord fight versus the main villains of the show.
When played on the Super Game Boy, unique color palettes can be used with each ranger.
Genesis
The Sega Genesis/Mega Drive version is a one-on-one competitive fighting game, featuring two different game modes: a Scenario Mode where the player competes against a series of CPU-controlled opponents, and a Battle Mode for two players. In the Scenario Mode, the matches consist of two segments: the player will fight against a regular-sized monster as one of the Rangers, and after the defeating the monster they will battle a giant version of it. Initially, only the five original Rangers and the Megazord are available, but once the Green Ranger is defeated, he and the Dragonzord are unlocked.
GamePro panned the game, chiefly for the one-dimensional gameplay and unbalanced difficulty.
Game Gear
In this version, the player has three basic attacks (one of which is accomplished by pressing the two action buttons simultaneously), a throw, and three special moves per character. The Game Gear version has more levels and enemies than the Genesis version. The game consists of three game modes: a single-player story game which features a series of plot-based battles against an assortment of enemies, a single-player vs. game, and a two-player Link game in which two players battle each other using the link cable.[5] Like the Genesis version, the Green Ranger and Dragonzord (Including Dragonzord Battle Mode) become unlocked once they are defeated in the story mode.
GamePro described the game as "a satisfying blend of fighting and adventure, perfect for beginning players." They commented that the game's story mode is simplistic and very easy, but enjoyable, and is enhanced by the ability to control any of the Power Rangers in the game's other modes. Electronic Gaming Monthly praised the large number of moves and the ability to play as the Megazord, and scored the game a 6.2 out of 10.
Developer(s)
Natsume (SNES)
Nova (Genesis)
Sims (Game Gear)
Tom Create, Pixel (Game Boy)
Publisher(s)
Bandai (SNES, GB)
Sega (Genesis, Game Gear, Sega CD)
Designer(s)
Game Gear:
Hiroyuki Kikkawa
Tetsuya Takei
Hiroko Kato
Composer(s)
SNES:
Iku Mizutani
Kinuyo Yamashita
Game Gear:
Keisuke Nishino
Platform(s) Super NES, Sega CD, Sega Mega Drive/Genesis, Game Boy, Sega Game Gear
Release Super NES
NA: November 23, 1994
PAL: November, 1994
JP: November 25, 1995
Genesis/Mega Drive
NA: November 1994
PAL: 1994
Game Gear
NA: 1994
PAL: 1994
Game Boy
NA: August 1994
PAL: 1994
Genre(s) Fighting game, beat 'em up, action, platformer
Mode(s) Single-player, versus
#Mighty Morphin Power Rangers #Bandai #snes
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Wild Guns / ワイルドガンズ / Wairudo Ganzu 🔫
Wild Guns[a] is a 1994 space Western shooting gallery video game developed by Natsume for the Super Nintendo Entertainment System. Set in the Wild West with steampunk and sci-fi influences, the story follows Annie and her bounty hunter Clint, seeking revenge for the death of her family. The player controls either Annie or Clint sidestepping and jumping in the foreground while shooting down enemy robots in the background and dodging enemy bullets. These gameplay mechanics combine elements from third-person shooters and light gun games.
Development lasted five months on a small budget with a team of only three core members and two support staff. The team leads had previously worked together on The Ninja Warriors (1994) for the Super NES, and so chose to develop for that system. Wild Guns was heavily influenced in its gameplay and artistic design by arcade games such as Blood Bros. and Dynamite Duke. The game's scenery, characters, and sound design drew ideas from the Western film genre and the science fiction manga Cobra, creating a space Western setting.
Wild Guns received positive reviews at its initial release, and in retrospective reviews is considered a cult classic. Critics have praised the gameplay of what has become a niche genre, as well as the cooperative mode and graphical attention to detail. The game was rereleased on the Virtual Console for the Wii in 2010 and Wii U in 2014. The game was added to the Nintendo Switch Online subscription service in 2020. An enhanced remaster titled Wild Guns Reloaded was released in 2016 for PlayStation 4, 2017 for Microsoft Windows, and 2018 for Nintendo Switch. Reloaded features two new characters, additional stages and modes, and updated visuals and audio.
Gameplay
Wild Guns is a shooting gallery game with an American Wild West setting along with sci-fi and steampunk influences. The gameplay combines elements from third-person shooters and light gun games in a similar fashion to Blood Bros. and Cabal. There are six levels, each with two stages, followed by a mini-boss, and a third stage with a final boss. Single player and cooperative modes are available, as well as target practice allowing two players to compete to achieve the highest score. The story follows a young woman named Annie seeking revenge against the Kid family for abducting and killing her family. She seeks help from renowned space bounty hunter Clint. Although Clint says he doesn't need Annie's assistance, she insists, claiming she has a personal vendetta against the Kid family and is a skilled shooter.
The player controls either Annie or Clint in the foreground with the D-pad and must shoot enemies in the background and dodge enemy fire. While holding the fire button down, the D-pad instead makes the gun reticle move. Shooting and moving at the same time is not possible. While the gun is holstered, the player can jump, dive, and roll to evade gunfire. A "Look Out!" text bubble will appear when one can dodge bullets. Some enemies will throw dynamite sticks at the player, but these can be tossed back. A lasso can be used to temporarily stun enemies.
Both enemies and their bullets can be shot down. Defeating enemies will sometimes reveal item boxes, which can hold precious metals such as gold and silver for extra points, and bombs. Only five bombs can be held at a time, which can be used to clear the screen of enemies. Weapon upgrades may appear after defeating certain enemies. These weapons, such as shotguns and machine guns, will increase the player's firing speed or damage output. When a player's bullets hit an enemy, a gauge at the bottom of the screen will gradually fill. Once filled, the player will be awarded with a Vulcan gun, the most powerful weapon in the game which grants invincibility. The gauge will then begin to deplete and the Vulcan gun will disappear once empty.
Development
Clint and Annie were designed to be emblematic of the American frontier period
Development of Wild Guns began when a small team of Natsume staff was asked to create a game quickly and cheaply while waiting for their next major assignment. The team consisted of three core members: Shunichi Taniguchi for game design and graphics, Toshiyasu Miyabe for programming, and Hiroyuki Iwatsuki for sound. Two other people helped as support staff. The team chose to develop for the Super NES because the three had worked together previously on The Ninja Warriors (1994) for that system. Development of Wild Guns lasted approximately five months and was led by Taniguchi.
Developer(s) Natsume
Publisher(s)
WW: Natsume
EU: Titus Software
Designer(s) Shunichi Taniguchi
Programmer(s) Toshiyasu Miyabe
Hiromichi Komuro
Artist(s) Shunichi Taniguchi
Composer(s) Hiroyuki Iwatsuki
Haruo Ohashi
Platform(s) Super NES
Release
JP: August 12, 1994
NA: July 1995
EU: October 30, 1996
Genre(s) Shooting gallery
Mode(s) Single-player, cooperative multiplayer
#Wild Guns #Natsume #Super Nintendo
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64th Street: A Detective Story / 64番街 A DETECTIVE STORY
64th Street: A Detective Story (64番街 A DETECTIVE STORY) is a beat 'em up arcade game released by Jaleco in 1991.
Plot
The story starts out in a typical Double Dragon/Final Fight style setting at 64th Street with two protagonists: Rick (Anderson), a calm and intelligent, 35-year-old professional private detective and manager of the detective agency; and Allen (Tombs), a 19-year-old, reformed delinquent trained by Rick, who is "short-tempered and violent when angry". At the start of the plot, an evil corporation known as the Legacy organization, kidnapped the daughter of a mid-aged rich man and left him a letter explaining why they kidnapped her.
Late one night, before Rick and Allen was about to close their office, the mid-aged rich man, rushed inside the office while being exhausted. He asked for help saving his daughter and gave the letter to Rick and Allen. The next day, Allen notices an advertisement in the classifieds with similar sentence structure to the letter left by the kidnappers. Allen couldn't understand it so easily, until Rick told him to look cautiously at both, the letter and the ad. They soon realised that the writing was actually a secret code, only understood by certain crime lords, so Rick and Allen struggled toward the main base of the Legacy organisation to find the truth and save the kidnapped daughter. The setting later takes on a steampunk feel as it goes along, coming to a head in a battle inside a blimp.
Gameplay
Players One and Two start with the two selectable protagonists, Rick and Allen. Each private detective uses different fighting styles, attempt to solve cases by beating up each criminal they encounter. Many special items can be found by throwing enemies into the background and breaking things, typical of this popular genre in the 1990s arcades. Along the way they are harangued by all manner of thugs and toughs, whose costumes range from 1980s hip-hop wear to stereotypical pirates. The bosses are tough by way of strange special attacks.
Legacy
64th Street spawned a series of beat 'em ups for the Nintendo Super Famicom titled Rushing Beat. The game's two protagonists later made a cameo appearance in another Jaleco game, Chimera Beast.
Developer(s) C.P. Brain
Publisher(s) Jaleco
Designer(s) Tokuhiro Takemori and team
Composer(s) Kiyoshi Yokoyama
Platform(s) Arcade game
Release
JP: 1991
Genre(s) Beat 'em up
Mode(s) Single-player, 2 player co-op
Arcade system Jaleco Mega System 1-C hardware
#64th Street: A Detective Story #arcade #jaleco
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The King Of Fighters 2003 / ザ・キング・オブ・ファイターズ 2003 / Za Kingu Obu Faitāzu 2003 / ザ・キング・オブ・ファイターズ X
The King of Fighters 2003[b] (KOF 2003, or KOF '03), also known by fans as The King of Fighters X[c] is a fighting game produced by SNK Playmore for the Neo Geo arcade and home platforms in 2003. It is the tenth game in The King of Fighters series and the last one released for the Neo Geo, which served as the primary platform for the series since The King of Fighters '94. It was ported to the PlayStation 2 and Xbox (in North America and Japan only and it was not compatible with the Xbox 360), and was released in North America as a two-in-one bundle with the preceding game in the series, The King of Fighters 2002.
The game uses a 3-on-3 Tag Battle format in which players can change characters in the middle of a fight. Each team has one leader with access to a Leader Super Special Move. The narrative of the game involves a new tournament set by "R" with two parallel bosses serving as final bosses. The game is notable for starting the story arc of newcomer Ash Crimson who remains as a mystery. Falcoon worked as the main illustrator. Critical reception to this game has been mixed due to the major change of the regular gameplay associated with the series.
Gameplay
The 3-on-3 Team Battle format is used once again, just like in past editions. It also uses a Multi-Shift format that allows players to change characters in the middle of a fight. When the "Change OK" sign is displayed above the Power Gauge, the player can do a Quick Shift and change characters immediately, or perform a Switch-Off Attack against the opponent that will consume one Power Gauge stock.
The game also features a Tactical Leader System, in which one of the members of the team is designated as the Leader. The chosen Leader has access to an exclusive move known as the "Leader Super Special Move" (in addition to the regular "Super Special Moves"). However, this usually requires two Power Gauge stocks to be able to perform it.
As in the last game in the series, the players' Power Gauge can hold up to 3 stocks at the beginning of a match. Unlike the previous game, however, the player starts with a full gauge of three stocks right away. When one team loses one of its members, the maximum capacity of Power Gauge stocks is increased by one, giving the losing team a handicap against the opposing team. In addition, unlike the previous KOF games, each hit only earns the player 100 points.
Plot
The game revolves around The King of Fighters, an elite fighting tournament. The tournament at the center of the game is sponsored by an unknown patron, whose identity becomes a matter of public interest in the country. The narrative is divided when the player faces a single fighter named Kusanagi, a clone of the returning warrior Kyo Kusanagi. From one path, following Kusanagi's defeat, the player faces a young man named Adelheid who is accompanied by his sister Rose. Once Adelheid is defeated, Rose threatens the winner with locking him in the area. In other alternative road, it is revealed that Kusanagi was created by Chizuru Kagura as an attempt to test the winner. Chizuru and her undead sister Maki challenge the player to a boss fight. Following the Kagura sisters' defeat, a woman named Botan reveals herself as the true mastermind behind the 2003 tournament, having brainwashed Chizuru. Botan's partner, Mukai, becomes the final boss and despite being defeated, claims success for his superior, having weakened the seal of the ancient demon Orochi.
Characters
Ash Team (Hero Team)
Ash Crimson (New Character)
Duo Lon (New Character)
Shen Woo (New Character)
Fatal Fury Team
Terry Bogard
Joe Higashi
Tizoc (New Character)
Art of Fighting Team
Ryo Sakazaki
Robert Garcia
Yuri Sakazaki
Korea Team
Kim Kaphwan
Chang Koehan
Jhun Hoon
Ikari Team
Leona Heidern
Ralf Jones
Clark Still
Outlaw Team
Gato (New Character)
Billy Kane
Ryuji Yamazaki
Women Fighters Team
King
Mai Shiranui
Blue Mary
Benimaru Team (New Japan Team)
Benimaru Nikaido
Shingo Yabuki
Goro Daimon
High School Girls Team (New Psycho Soldier Team)
Athena Asamiya
Hinako Shijou
Malin (New Character)
K′ Team
K′
Maxima
Whip
Three Sacred Treasures Team
Kyo Kusanagi (Single Entry)
Iori Yagami (Single Entry)
Chizuru Kagura (hidden in Arcade and Neo-Geo AES version; True Ending Sub-Boss with Maki Kagura)
Bosses
Kusanagi (Mid Boss; hidden in Arcade version)
Maki Kagura (NPC in Arcade version; True Ending Sub-Boss with Chizuru Kagura)
Adelheid Bernstein (New Character; Final Boss)
Mukai (New Character Hidden Final Boss)
________________________________
Developer(s) SNK NeoGeo[a]
Publisher(s)
SNK Playmore
Producer(s) Eikichi Kawasaki
Kazuya Hirata
Designer(s) T. Mieno
Artist(s) Tatsuhiko Kanaoka
Composer(s) Masahiko Hataya
Yasumasa Yamada
Yasuo Yamate
Series The King of Fighters
Platform(s)
Arcade
Release
2003
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 2003 #snk playmore #arcade
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The King Of Fighters 2002 / ザ・キング・オブ・ファイターズ 2002 / チャレンジ トゥ アルティメットバトル / Za Kingu Obu Faitāzu 2002
The King of Fighters 2002: Challenge to Ultimate Battle[a] (KOF 2002, or KOF '02) is a fighting game produced by Eolith and Playmore for the Neo Geo in 2002. It is the ninth game in The King of Fighters series and the second one to be produced by Eolith and developed by Playmore (formerly Brezzasoft). The game was ported to the Dreamcast, PlayStation 2, and the Xbox, where in the PS2 and Xbox versions were released in North America in a two-in-one bundle with the following game in the series, The King of Fighters 2003. The Dreamcast port was released only in Japan, it was also the last game in the series to be officially released for the Japanese Dreamcast.
SNK Playmore produced a remake titled The King of Fighters 2002 Unlimited Match for the PlayStation 2, which was released on February 26, 2009, in Japan only, the last series for the Japanese PlayStation 2, and the game later received its first worldwide release on Xbox Live Arcade on November 3, 2010.[1][2] A port of the Xbox Live Arcade release was later released on Steam on February 27, 2015.
Gameplay
The King of Fighters 2002 discards the 4-on-4 "Striker Match" format used in the previous three games in the series and returns to the 3-on-3 Battle format originally used in the series up until KOF '98.
The game also revamps the Power Gauge system into a format similar to the one used in The King of Fighters '97. Like the previous games in the series, the Power Gauge is filled as the player attacks the opponent or performs Special Moves during a battle. The number of Power Gauges the player can stock up is increased by one with each member of the team. For example, the first member of the team can stock up to three Power Gauges, while the third member can stock up to five. A single Power Gauge stock can be used to either perform a Counterattack and Evasion technique while guarding an opponent's attack, use a Super Special Move, or initiate the MAX Activation state. The same case also applies to the 1-on-1 format, where the Power Gauge the player can stock up is also increased by one with each round loss. For example, on the first round, the player can stock up to three Power Gauges, while losing two rounds allows the player to stock up to five.
During MAX Activation, the player's offensive and defensive strength is increased for a short period and can cancel any attack into another player. In this state, a Super Special Move can be used without consuming a Power Gauge stock. There are also MAX Super Special Moves, which are Super moves that can only be performed during MAX Activation with one Power Gauge stock, and MAX2 moves that require two stocks while low on health.
Characters
Main article: List of The King of Fighters characters
Just like The King of Fighters '98, the game has no storyline since the NESTS story arc has already concluded in the previous game, The King of Fighters 2001. Instead, a "Dream Match" is included featuring characters from all the previous games in the series. In addition to the recurring teams from the series, including the original Japan Team, the game also features a series of teams representing each of the previous game series from The King of Fighters '96 to The King of Fighters 2001. Omega Rugal returns as the final boss as well. However, not all the characters from the previous games are featured, and series' regulars such as King and Shingo Yabuki are absent from the Neo Geo version for the first time since their first appearance. The Dreamcast version of the game, nevertheless, features King and Shingo, while three additional characters from SVC Chaos: SNK vs. Capcom, namely Geese Howard, Goenitz, and Orochi Iori, are included in the PlayStation 2 and Xbox versions.
Japan Team
Kyo Kusanagi
Benimaru Nikaido
Goro Daimon
Fatal Fury Team
Terry Bogard
Andy Bogard
Joe Higashi
Art of Fighting Team
Ryo Sakazaki
Robert Garcia
Takuma Sakazaki
Ikari Team
Leona Heidern
Ralf Jones
Clark Still
Psycho Soldier Team
Athena Asamiya
Sie Kensou
Chin Gentsai
Women Fighters Team
Mai Shiranui
Yuri Sakazaki
May Lee
Korea Team
Kim Kaphwan
Chang Koehan
Choi Bounge
Yagami Team
Iori Yagami
Mature
Vice
Outlaw Team ('97 Special Team)
Ryuji Yamazaki
Blue Mary
Billy Kane
Orochi Team / Awakened Orochi Team
Yashiro Nanakase / Orochi Yashiro
Shermie / Orochi Shermie
Chris / Orochi Chris
K' Team
K′
Maxima
Whip
Agent Team
Vanessa
Seth
Ramón
NESTS Team
Kula Diamond
K9999
Ángel
Boss
Omega Rugal
Alternate
Kusanagi
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Developer(s) Eolith
SNK Playmore (PS2/Xbox)
DotEmu (PC)
Publisher(s)
Playmore
Director(s) Lee Seon Ho
Producer(s) Chil Suk Choi
Designer(s) Ruyun
Programmer(s) M. Yusuke
S. Fujinuki
T. Hayashi
Artist(s) Chikara Yamasaki
Hiroaki Hashimoto
Masae M.
Composer(s) Masahiko Hataya
Yasuo Yamate
Series The King of Fighters
Platform(s)
Arcade
Release
2002
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 2002 #eolith #arcade
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Thunder Heroes
A one or two player beat 'em up game published and developed by Primetek Investments in 2001. Thunder Heroes is basically a re-skin of Gaia Crusaders.
#thender Heroes #arcade_game #retro_games
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The Last Blade 2 / Bakumatsu Roman Dainimaku: Gekka no Kenshi - Tsuki ni Saku Hana, Chiri Yuku Hana
The Last Blade 2[a] is a video game developed and released by SNK in 1998. Like its predecessor, The Last Blade, it is a weapons-based versus fighting game originally released to arcades via the Neo Geo MVS arcade system, although it has since been released for various other platforms.
Gameplay
Gameplay elements remain the same as its predecessor with some minor adjustments. An "EX" mode was added to play, which is a combination of "Speed" and "Power". The mood is grimmer than its predecessor through the introduction to the game. The characters are colored slightly darker, and the game's cut-scenes are made longer to emphasize the importance of the plot. Characters are no longer equal, hosting greater differences of strengths and weaknesses than before.
Plot
The game is set one year after the events of the first game. Long before humanity existed, death was an unknown, equally distant concept. When death first came to the world, the "Messenger from Afar" was born. With time, the Sealing Rite was held to seal Death behind Hell's Gate. At that time, two worlds, one near and one far, were born, beginning the history of life and death. Half a year has passed since Suzaku's madness, and the underworld is still linked by a great portal. Our world has been called upon. Legends of long ago told of the sealing of the boundary between the two worlds. The Sealing Rite would be necessary to hold back the spirits of that far away world.
Characters
Three new characters were introduced:
Hibiki Takane: daughter of a famed swordsmith, she is searching for the silver-haired man that requested the last blade her father made.
Setsuna: a being believed to be the "Messenger from Afar", he requested a blade to be forged by Hibiki's father.
Kojiroh Sanada: Shinsengumi captain of Unit Zero; investigating the Hell's Portal.
Home versions
The Last Blade 2 was made available for various consoles, including SNK's own Neo Geo AES and Neo Geo CD. The Neo Geo CD version includes an extra quiz mode, voiced cutscenes, and a gallery section featuring art from both Last Blade titles. Most of these additional features were also included with the Dreamcast port titled Last Blade 2: Heart of the Samurai, released in 2001. The Neo Geo CD and Dreamcast versions added an additional character named Musashi Akatsuki.
The Last Blade 2 was subsequently bundled with the original Last Blade for a PlayStation 2 compilation released only in Japan; both games are arcade perfect emulations of the original games. At PlayStation Experience 2015, SNK Playmore announced PlayStation 4 and PlayStation Vita versions of The Last Blade 2 developed by Code Mystics.
In Japan, Game Machine listed The Last Blade 2 on their December 15, 1998 issue as being the second most popular arcade game at the time. According to Famitsu, the Neo Geo CD sold over 9,379 copies in its first week on the market. Blake Fischer reviewed the Dreamcast version of the game for Next Generation, rating it three stars out of five, and stated that "A unique 2D fighter for Dreamcast which is a welcome break from the plethora of Street Fighter variants we've seen in the States. Too bad you'll have to track down an import to play." In 2012, GamesRadar+ included Last Blade 2 among the little-known classic fighting games that deserve HD remakes, calling it "one of the Neo Geo’s prettiest, deepest fighters.
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Developer(s) SNK
Code Mystics (PC/PS4/VITA)
Publisher(s)
SNK
Writer(s) Hidetaka Suehiro
Series The Last Blade
Platform(s)
Arcade
Release
1998
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The Last Blade 2 #snk #arcade
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The Last Blade / Bakumatsu Romance: Moon Flower Swordsman / 幕末浪漫: 月華の剣士
The Last Blade[a] is a fighting game developed and released by SNK for the Neo Geo system in 1997. It was also ported to several home systems. A sequel, The Last Blade 2, was released in 1998.
The game takes place during the Bakumatsu era in Japan, and incorporates various elements of Japanese mythology (with a heavy emphasis on the symbology of the Four Symbols). As such, the background music generally incorporates synthesized instruments simulating a sound appropriate to the 19th century setting, in a Western classical, pseudo-Romantic style (unusual for a fighting game).
gameplay
The Last Blade series is seen as a spiritual successor to SNK's popular Samurai Shodown series, due to it being a similar 2D weapons-based fighting game. It also took over several elements from cancelled Technōs/Face's Dragon's Heaven (which tentatively was named DarkSeed). The gameplay is characterised by two selectable fighting styles, and a unique combo system along with a "deflect" system which involves pressing the D button at an opponent's attack. Upon deflecting, the opponent is left open to attack.
The two styles are Speed mode and Power mode. Speed mode allows players to chain several normal attacks into a special or desperation/super move, as well as execute a Speed Combo. Power mode on the other hand, grants the player increased damage potential exponentially and gives access to Super Desperation Moves, which inflict an exorbitant amount of damage (performing them however, requires the player's life bar to flash and have a full power bar). Power mode also allows the player to perform Super Cancels; canceling a special move into a desperation/super move (but not a desperation move, with the sole exception of Awakened Kaede in the first game).
Characters
Main article: List of The Last Blade characters
All of the characters in the Last Blade series are of Japanese origin, excluding Lee Rekka, who is from China, and Yuki, who is from Russia. Some characters, such as Akatsuki Musashi and Lee Rekka, are based on historical or legendary figures. A number of characters from the Last Blade series also appeared in SNK Playmore's Neo Geo Battle Coliseum.
Ports and re-releases
The Last Blade was subsequently bundled with the sequel The Last Blade 2 for a PlayStation 2 compilation released only in Japan titled Bakumatsu Roman Gekka no Kenshi 1・2 on January 12, 2006; both games are arcade perfect emulations of the original games. The PlayStation version was re-released for PlayStation 3 via PlayStation Network in Asia on May 31, 2007, and later for Vita.[citation needed]
It was re-released for Wii via the Virtual Console by D4 Enterprise in Japan on March 13, 2012, in North America on June 7, 2012, and in PAL regions on August 2, 2012.
A port for Microsoft Windows, OS X, Linux and asm.js developed by DotEmu was released by SNK Playmore as part of the Humble NEOGEO 25th Anniversary Bundle on December 8, 2015. It was released on Steam on August 31, 2016, and on GOG.com on May 30, 2017.
Hamster Corporation re-released the game as part of their ACA Neo Geo series for Xbox One via Xbox Games Store on May 18, 2017; for PlayStation 4 via PlayStation Store in Japan on May 18, 2017, in PAL regions on May 25, 2017, and in North America on June 15, 2017; for Nintendo Switch via Nintendo eShop on December 14, 2017; and for Windows 10 via Microsoft Store on February 28, 2018.
In Japan, Game Machine listed The Last Blade on their January 1, 1998 issue as being the most popular arcade game at the time. According to Famitsu, the Neo Geo CD version sold over 22,735 copies in its first week on the market. Rafael Fernández Barbero of Spanish magazine Loading gave the PlayStation port a positive outlook.
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Developer(s) SNK
Publisher(s) SNK
Director(s) Kimura Ken
Producer(s) Akira Goto
Hiroshi Matsumoto
Designer(s) Econo Daisuke
Eiji Fukatsu
H. Taniguchi
Programmer(s) Naoyan Apchiba
Artist(s) Toshiaki Mori
Writer(s) Hidetaka Suehiro
Composer(s) Hiroshi Yamazoe
Yasuhiro Naka
Yasuo Yamate
Series The Last Blade
Platform(s)
Arcade
Release
1997
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The Last Blade #snk neo geo #arcade
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Three Wonders /ワンダー3 / Roosters: Chariot wo Sagashite / Chariot: Tenkuu he no Tabi / Donpuru
Three Wonders[a] is a 1991 video game collection developed and published by Capcom, originally released for the arcades using the CPS-1 platform. It includes three related titles: Midnight Wanderers: Quest for the Chariot,[b] a platformer; Chariot: Adventure through the Sky,[c] a scrolling shooter; and Don't Pull,[d] a puzzle video game.
Gameplay
Midnight Wanderers
A platform game that sees the player control a hobbit named Lou and his travelling companion, Siva, to run, climb, and shoot at enemies to fight a villain who is turning their people into wooden statues.
Chariot
A scrolling shooter game featuring the characters from Midnight Wanderers flying in their chariots to save their home planet and princess.
Don't Pull
A puzzle game similar to games like the Adventures of Lolo series, Pengo, and Capcom's own puzzle game Pirate Ship Higemaru. It involves the player controlling either a rabbit named Don (Player 1) or a squirrel called Pull (Player 2), pushing blocks to crush monsters.
Luo appears also in Marvel vs. Capcom: Clash of Super Heroes as an assist character in game. He was also playable character on Capcom Super League, from Kakao Games, a mobile tactical RPG crossover on beta-test (2018-2019).
Development and release
Three Wonders was released in the arcades on May 20, 1991. A version for the Capcom Power System Changer was planned and previewed but never released.
In 1998, it was ported to the PlayStation and Sega Saturn and published by Xing Entertainment. Three Wonders was also included in the 2006 Capcom Classics Collection Vol. 2 on the PlayStation 2 and Xbox, Capcom Classics Collection Remixed on the PSP and Capcom Arcade 2nd Stadium.
Reception
In Japan, Game Machine listed Three Wonders on their August 1, 1991 issue as being the fifth most-successful table arcade unit of the month. Retro Gamer regarded 3 Wonders as a good alternative to Biomechanical Toy. GameFan reviewed the PlayStation version as inferior to the original arcade game due to bad quality converted graphics.
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Developer(s) Capcom
Publisher(s) Arcade: Capcom
PS1, Saturn: Xing Entertainment
Director(s) Yoshiki Okamoto
Designer(s) Toshihiko Uda
Programmer(s) Koma Chan
Composer(s) Masaki Izutani
Platform(s) Arcade, PlayStation, Sega Saturn
Release Arcade
May 20, 1991
PlayStation, Saturn
1998
Genre(s) Platformer, scrolling shooter, puzzle
Mode(s) Single-player, multiplayer
Arcade system CP System
#Three Wonders #capcom #arcade
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The Punisher / パニッシャー / Panisshā
The Punisher (Japanese: パニッシャー, Hepburn: Panisshā) is a 1993 beat 'em up arcade game developed and released by Capcom. It stars the Marvel Comics' antihero the Punisher (Frank Castle) and co-stars S.H.I.E.L.D. agent Nick Fury as the second player's character as they embark on a mission to kill the crime lord the Kingpin and bring down his organization. While following the same general formula as Capcom's previous beat 'em ups, the game has a range of usable weapons and a comics-style presentation.
The Punisher gained significant popularity in arcades and is widely regarded as one of the best titles in the beat 'em up genre as well as one of the best video game adaptations of comic books. A Mega Drive/Genesis port was developed by Sculptured Software and published by Capcom to mixed reviews and commercial failure.
Gameplay
The Punisher follows the same side-scrolling beat'em up formula Capcom established in Final Fight (1989) and Captain Commando (1991) as the protagonists engage ordinary foes and stage bosses. As in most beat'em up games of this kind, progression through the game is achieved by systematically dispatching all varieties of henchmen to proceed onward to either right or left, and defeating the ringleaders whom the player(s) encounter at the boss stage of each level. Much like the limited roster of playable characters in Street Fighter (1987), the size, abilities and tactics of both player characters (the Punisher and Nick Fury) are essentially interchangeable; they both use the same basic moves, such as punches, kicks and throws, which can be chained into combos, as well as similar special attacks. Basic attacks can be combined to cause extra damage to enemies. The game is presented in a comic book-like style, including featuring on-screen onomatopoeias such as "BLAM!" for gunshots.
Various melee (including baseball bats and Japanese swords) and thrown weapons (including knives and shuriken) as well as improvised weapons (such as lead pipes, car tires and a crude flamethrower) can be picked up during regular combat. Weapons can be dropped by killed enemies or obtained from smashing various containers throughout the stages. When the player is armed with a weapon, its durability will be displayed alongside the player's health, showing how much it can be used until it breaks apart. Treasure can also be found in containers, awarding the player with bonus score points once collected (jewelry also appears after defeating female enemies). Health can be replenished by picking up food, which can also give bonus points. The game distinguished itself by the relatively high level of violence in a video game of the era, as well by the frequent use of firearms, including an Ingram and a M16. There are several sections of the game when gun-wielding enemies appear to which the characters draw their handguns, enabling the player to shoot them. Player characters can also pick up and collect hand grenades that can be deployed at a moment of choice.
Plot
In the game's intro, U.S. Marine Captain Frank Castle enjoys a picnic with his family in Central Park. The Castle family accidentally discovered a mob killing. Fearing any witnesses, the killers gunned down the family. To avenge them and all others like them Frank becomes The Punisher. The game begins in an illegal casino and the streets of the New York City, with the merciless vigilante Frank "the Punisher" Castle (optionally partnered with S.H.I.E.L.D. agent Nick Fury) in pursuit of the Mafia enforcer Bruno Costa who ordered the killing of Castle's family; the chase ends with a fight against Chester Scully (a minor villain from the comics). Frank "interrogates" Scully, gets the information he needs, and then promptly shoots him. Still on track of Bruno, the Punisher infiltrates the mob's Pantaberde resort in Florida via a water duct. He breaks into a hotel and corners Bruno, who is suddenly killed by a robot called Guardroid, who tells Frank the Kingpin has programmed him to terminate him, which the Punisher must then take on.
The Punisher then raids a major drug-smuggling ring at the local harbor, which ends with him confronting Bonebreaker in a waterfront warehouse. After that, the Punisher attacks the Kingpin's poppy field at a cave in Arizona. The Punisher boards and destroys a freight train which is commanded by Bushwhacker.
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Developer(s) Capcom
Publisher(s) Capcom
Director(s) Noritaka Funamizu
Designer(s) Akira Yasuda
Jun Keiba
Junichi Ohno
Programmer(s) Kazuhito Nakai
Tomohiro Ueno
Yoji Mikami
Artist(s) Haruki Suetsugu
Eri Nakamura
Hiroaki Minobe
Composer(s) Yoko Shimomura
Isao Abe
Platform(s) Arcade, Sega Genesis
Release Arcade
1993
Sega Genesis
NA: November 15, 1994
EU: April 1995
Genre(s) Beat 'em up
Mode(s) Single-player, co-op
Arcade system CP System Dash
#The Punisher #capcom games #arcade
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The Simpsons
The Simpsons is an arcade beat 'em up developed and published by Konami released in 1991. It was the first video game based on the Simpsons franchise to be released in North America. The game allows up to four players to control members of the Simpson family as they fight various enemies to rescue the kidnapped Maggie. It was a commercial success in the United States, where it was one of the top three best-selling arcade video game machines of 1991.
The game was ported to the Commodore 64 and MS-DOS soon after its launch in the arcades, and was released as The Simpsons Arcade Game on those platforms. It was also released under that title on Xbox Live Arcade for Xbox 360 and PlayStation Network for PlayStation 3 in February 2012, however it has since been removed from both services. In 2021, Arcade1Up released a 30th anniversary edition home arcade cabinet.
While walking through downtown Springfield, the Simpsons collide with Smithers, who has just stolen a large diamond from a jewelry shop for Mr. Burns. The diamond goes flying and lands in Maggie's mouth, and she begins sucking on it like a pacifier as Smithers kidnaps her. The rest of the Simpsons give chase across the city, fighting off hordes of enemies (hired by Mr. Burns) to reach the Springfield Nuclear Power Plant. The pursuit covers eight stages, each of which ends with a fight against a strong boss character. In the final stage, the Simpsons must defeat first Smithers and then Mr. Burns, who uses a mobile battle suit equipped with a variety of weapons. Once Mr. Burns is defeated, Maggie puts her pacifier in his mouth and the Simpsons take her home, with Homer throwing the diamond away.
Gameplay
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The Simpsons is a side-scrolling beat 'em up that allows players to join in at any time. Two different cabinet models were produced: one allowing up to two simultaneous players, each able to choose a character, and another allowing four players with a dedicated position for each character. Controls consist of an eight-way joystick and two buttons to jump and attack.
The characters have distinctive attack styles; Homer punches and kicks, Marge swings a vacuum cleaner, Bart wields a skateboard, and Lisa attacks with a jump rope. Two characters standing close to each other can mount a combined attack, such as Homer and Marge holding each other's ankles to roll around the screen and mow down enemies, or Homer placing Lisa on his shoulders so they can strike at two different heights. Each player has a health meter, which decreases upon being hit by enemies; food items can be picked up to replenish it. Players can also pick up and throw/swing items such as hammers, bowling balls, and mailboxes as melee weapons. One life is lost whenever a player's health meter runs out; if all lives are lost, the player may continue the game by adding credits within a time limit. Two minigames played between stages require players to hit their buttons as quickly as possible, with computer-controlled enemies replacing any characters not in play.
The Japanese version of the game includes many differences from the North American release. These changes include throwable small scale nuclear bombs that clear all on-screen enemies. A life bar that, unlike in the North American version, can accumulate three levels by eating food beyond the first full level. The player's life is turned into bonus points after they complete a level and is restored when the next level begins. In this version there are hidden items (food and weapons) which appear when the player hits specific points of the screen. Also, in the Japanese version the score system is different: each enemy character defeated gives the player a certain number of points, while at the North American version the player only earns a single point by defeating them. This is similar to the Teenage Mutant Ninja Turtles arcade game score system.
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Developer(s) Konami (Arcade)
Novotrade (C64, MS-DOS)
Backbone Entertainment (XBLA, PSN)
Publisher(s) Konami
Director(s) Kengo Nakamura
Producer(s) S. Kido
Programmer(s) Akira Suzuki
Hirotaka Ishikawa
NWK
Artist(s) Kengo Nakamura
Yasushi Takano
K. Nakajima
Noriyuki Yokoki
Hiroshi Iuchi
Composer(s) Norio Hanzawa
Platform(s) Arcade, Commodore 64, MS-DOS, Xbox 360, PlayStation 3
Release Arcade
NA: March 4, 1991
JP: August 11, 1991
WW: 1991
Commodore 64
NA: 1991
MS-DOS
NA: 1991
Xbox Live Arcade
WW: February 3, 2012
PlayStation Network
NA: February 7, 2012
EU: February 8, 2012
Genre(s) Beat 'em up
Mode(s) Single-player, multiplayer
#The Simpsons #konami games #arcade
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The Ninja Kids
The Ninja Kids is a side-scrolling arcade Beat 'em Up made in 1990 by Taito. It received no ports until its inclusion in the Taito Legends Compilation Re-release in 2005. The story is about an evil sect trying to summon "The Satan" on July 1999 (as foretold by Nostradamus), and only a group of four ninja can stop them. Pretty standard fare for a videogame, except for the fact that almost every character is a puppet. No, not People Puppets, just regular puppets. Everything about this game is very tongue-in-cheek, though, so it also can be seen as a Stealth Parody of typical cheesy brawler storylines and settings.
#The Ninja Kids #taito games #arcade
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The Legend Of SilkRoad
The Legend of Silkroad is a 2D side-scrolling beat 'em-up game that puts players in the shoes of either the heroes Munmoo from Korea, Sochun from China or Jamuka from Mongolia. The adventure leads you along the Silkroad, with a total of twenty-five different enemies.
Each character has five attack skills and twenty different magical attacks. Along the way items can be found that replenish health as well as magic stones for different magic attacks. The game has nine regular stages and four hidden stages. It can be played solo or with a friend.
#The Legend Of SilkRoad #unico games #arcade_game
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The King Of Fighters 2001 / ザ・キング・オブ・ファイターズ 2001 / Za Kingu Obu Faitāzu 2001
The King of Fighters 2001[b] (KOF 2001, or KOF '01) is a fighting game produced by Eolith for the Neo Geo. It is the eighth game in The King of Fighters series, the third and final part of the "NESTS Chronicles" story arc, and the first game produced following the closure of the original SNK. The game was produced by the South Korea-based company Eolith and developed by Eolith and BrezzaSoft, a company formed by former SNK employees. The game was ported to the Sega Dreamcast in Japan only and PlayStation 2. The stand-alone PlayStation 2 version was released in North America and in Europe in a two-in-one bundle with the preceding game in the series, The King of Fighters 2000. Both the original Neo Geo version and the Sega Dreamcast version were included in The King of Fighters NESTS Hen compilation released for the PlayStation 2 in Japan.
Gameplay
Like in the previous game, the battles are once again between teams of four. Instead of a strict "three fighters and one striker" format, this installment introduces the Tactical Order System, which allows the player to select which characters will they control in combat and which characters will serve as strikers. Before each match, the player can form a team configuration of four fighters and no strikers, to one fighter and three strikers. The number of strikers in one's team will affect the length and number of stocks of the player's Power Gauge. Teams with no strikers will have a longer Power Gauge to fill and can carry only one stock, while a team with only one fighter and three strikers will fill their Power Gauge quicker and carry up to four stocks. One stock can be used to summon a striker, perform a guard or super cancel, a blow-away attack, or a Super Special Move. MAX-level Super Special Moves requires two stocks to perform. Players can now cancel an attack into a Striker Summon with use of a Cancel Striker, while some characters now have Wire Whip techniques which will send an opponent flying into the air and arrive at the other side of the fighting area.
The King of Fighters 2001 is the last KOF game to feature the Striker System to date.
Plot
One year has passed since most of South Town was decimated by the now-destroyed Zero Cannon. Another KOF tournament is being held and this time, it's hosted by the NESTS cartel, the group of antagonists behind the events of the previous two games.
K′ and Maxima return to put an end to NESTS once and for all. They are now joined by former Ikari Warriors Team member Whip and the assassin Lin formerly from Benimaru's Team, both of whom are seeking the destruction of NESTS as well. NESTS sends their own team to compete in the tournament, composed of NESTS agents Kula Diamond, K9999, Foxy, and Ángel. Kyo Kusanagi joins his former teammates of Benimaru Nikaido and Goro Daimon, reuniting the original Japan Team along with Shingo Yabuki, while Iori Yagami joins a team composed of agents Seth, Vanessa, and Ramón. Yuri Sakazaki rejoins the Art of Fighting Team, while King and Mai Shiranui once again lead the Women Fighters Team along with the returning Li Xiangfei and Hinako Shijo. Heidern also makes his KOF return, taking Whip's place in the Ikari Warriors Team, while Kim Kaphwan's young student May Lee takes over Jhun Hoon's place in the Korea Justice Team, the latter being unable to compete due to an injury.
Characters
Main article: List of The King of Fighters characters
The King of Fighters 2001 includes 10 teams of 4 fighters, a sub-boss, a final boss, and three strikers, totaling 45 combatants. New characters to the franchise are listed below in bold.
K’ Team (Hero Team)
K′
Maxima
Whip
Lin
Japan Team
Kyo Kusanagi
Benimaru Nikaido
Goro Daimon
Shingo Yabuki
Iori Team
Iori Yagami
Vanessa
Seth
Ramón
Ikari Warriors Team
Leona
Ralf Jones
Clark Still
Heidern
Fatal Fury Team
Terry Bogard
Andy Bogard
Joe Higashi
Blue Mary
Art of Fighting Team
Ryo Sakazaki
Robert Garcia
Yuri Sakazaki
Takuma Sakazaki
Women Fighters Team
King
Mai Shiranui
Hinako Shijo
Li Xiangfei
NESTS Team (Rivals Team)
Kula Diamond
Foxy
K9999
Ángel
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Developer(s) Eolith[a]
Playmore (PS2)
Publisher(s)
SNK
Director(s) Lee Sen Ho
Producer(s) Chil Suk Choi
Designer(s) H. Iga
Programmer(s) S. Fujinuki
Artist(s) Hiroaki Hashimoto
Nona
Writer(s) Teampow
Composer(s) Kikuko Hataya
Masahiko Hataya
Series The King of Fighters
Platform(s)
Arcade
Release
2001
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighter 2001 #snk playmore #arcade_game
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The King of Fighters 2000 / ザ・キング・オブ・ファイターズ 2000 / Za Kingu Obu Faitāzu 2000
The King of Fighters 2000[a] (KOF 2000, or KOF '00) is a fighting video game that was produced by SNK for the Neo Geo arcade and home consoles in 2000. It is the seventh installment in The King of Fighters series for the Neo Geo and the final game in the series SNK produced before the original company's bankruptcy. The game was ported to the Dreamcast (in Japan only) and the PlayStation 2 in 2002. The game's story, a sequel to The King of Fighters '99 and the second part of the "NESTS Chronicles" story arc, focuses on a new tournament held by the commander of the Ikari Warriors, Heidern, who seeks to capture and interrogate former NESTS agents K' and Maxima into revealing crucial and critical information about the NESTS cartel. The gameplay retains the Striker system of the previous games in the series, but the assisting character can also cooperate with the playable character to generate combos.
SNK entered into bankruptcy while The King of Fighters 2000 was still in development, resulting in glitches and bugs remaining in the game because staff members—most notably producer Takashi Nishiyama—left the company before the game was complete. SNK attempted to add further depth to the NESTS cast with K''s new enemy Kula Diamond; other new characters like Vanessa and Seth were intended to attract different audiences. The PlayStation 2 version of the game was released in North America and in Europe in a two-in-one bundle with its immediate sequel, The King of Fighters 2001, as the first two games to be published by SNK Playmore USA. In Europe, the bundle was published by Ignition Entertainment.
Critical reception to the game's fighting system and characters has been mostly positive due to the improvements SNK brought to the franchise. There were mixed reactions to the company's handling of the graphics and backgrounds, which divided reviewers opinions about its status as one of the best games of the series. Two novelizations and an audio drama have also been published in Japan.
Gameplay
The gameplay in The King of Fighters 2000 is based on that of The King of Fighters '99; it expands on the "Striker Match" format introduced in its predecessor. The game has an Active Striker System, which allows the player to summon a Striker member in any situation, whether the player is attacking or being attacked by the opponent, allowing the player to use his or her strikers in combos. The player can also replenish Strike Bombs by either losing rounds or taunting the opponent.
The player now has two choices after selecting the Striker member of the team; he or she can choose to use the regular character or an alternate character officially known as Another Striker, a character used exclusively for striker attacks. These alternative Strikers are characters from previous KOF games and other SNK titles such as Fio Germi from Metal Slug 2, King Lion from Savage Reign, Kim Kaphwan's grandson Kim Sue Il from Kizuna Encounter, Gai Tendo from Buriki One, Kaede from The Last Blade, Rocky from Robo Army, Duke Edwards from Burning Fight and Kim Kaphwan's son Kim Dong-Hwan and Kim Jae-Hoon from Garou: Mark of the Wolves, as well as alternative versions of in-game characters such as K', Iori Yagami and Robert Garcia. There is another set of alternative Striker characters known as Maniac Strikers, which are selected in the arcade version by entering codes for notable characters only. The console versions includes additional Maniac Strikers by completing a certain number of matches in the "Party Mode".
Plot and characters
Main article: List of The King of Fighters characters
After an incident at the previous tournament, the commander of the Ikari Warriors Team, Heidern, is determined to investigate the objective of the NESTS cartel and stop it from achieving its ruthless ambition. Ling, a fellow commander and long-time friend of Heidern, tells him that K′ and Maxima were once NESTS operatives and that they may hold the key to locating the whereabouts of the mysterious organization. Using this information, Heidern decides to focus his efforts into using the next KOF tournament to lure both K′ and Maxima out of hiding so that they can be captured and interrogated by him for crucial and critical information about the NESTS cartel.
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Developer(s) SNK
Playmore (DC/PS2)
Dotemu (PC)
Publisher(s)
SNK
Producer(s) Y. Inui
Designer(s) Chikara Yamasaki
Tomoyuki Hosokawa
Programmer(s) Kohji Mannami
Souta Ichino
Artist(s) Toshiaki Mori
Composer(s) Hideki Asanaka
Hiroshi Yamazoe
Yasuo Yamate
Series The King of Fighters
Platform(s)
Arcade
Release
2000
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 2000 #snk playmore #arcade_game
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The King of Fighters '99 Millennium Battle / ザ・キング・オブ・ファイターズ'99 Evolution
The King of Fighters '99: Millennium Battle (KOF '99) is a 1999 fighting game developed and published by SNK for the Neo Geo arcade and home consoles in 1999. It is the sixth installment in The King of Fighters series, introducing a new story arc known as the "NESTS Chronicles" which is centered around a young man named K', who is formerly associated with a mysterious yet threatening organization known only as NESTS. The game introduces several changes to the established KOF format, most notably an assisting character labeled "Striker". The game was ported to the Neo-Geo CD and the PlayStation. Dreamcast and Microsoft Windows versions were also released under the title The King of Fighters' 99: Evolution whose stages were remodeled in 3D.
SNK had originally planned to remove main characters Kyo Kusanagi and Iori Yagami, who had previously appeared in earlier installments of the series, from The King of Fighters '99, but they ended up as hidden characters instead. The popularity of Kyo's previous incarnations resulted in him being given "clones" that wear his original clothes and perform his moves. SNK had difficulty balancing the age of the characters and teams. The Neo Geo and Dreamcast versions are both included in The Kings of Fighters NESTS Hen compilation released for the PlayStation 2 in Japan as well as other ports.
Critical response to The King of Fighters '99 has generally been positive because of its fighting system and its use of Strikers. The Dreamcast port of the game has had a more favorable reception than the PlayStation version thanks to its loading times and graphics. The Nintendo Switch port has garnered a similar response, with reviewers finding it modern and praising its gameplay. While the game has sold well, overall sales have been less than those of the series' previous game because of poor sales of the console versions.
Gameplay
Instead of the three-character teams from earlier The King of Fighters (KOF) games, each team now has four members. Before a match, the player chooses three of the characters to use in the fights. The fourth member becomes the Striker the player summons during battle to help their character by performing one of their Special Moves against the opponent. A Striker can be summoned only a limited number of times during a single match. This is determined by the number of "Strike Bombs" at the bottom of the screen.
The selectable fighting styles, Advanced and Extra, from The King of Fighters '98 have been removed. Instead, the game has a single playing style modeled after the Advanced mode from the previous game, where the player fills their power gauge by attacking the opponent or performing special moves. This time, there are two powered-up states the player can choose during battle depending on the button combination used. Counter Mode increases the player's offensive strength and allows them unlimited use of their character's Super Special Move. There is also a combo that transitions from a Special Move into a Super Special Move by using a "Super Cancellation Attack" or a "Moving Attack". The other powered-up mode is Armor Mode, which increases the character's defensive strength, allowing them to take more damage from the opponent; however, the player cannot use Super Special Moves in Armor Mode.
Depending on the player's performance, a score is given when the fight is finished. Should a high score be reached, the arcade mode will offer the player an extra fight following the final boss.
The updated The King of Fighters: Evolution version features stages remodeled in 3D and includes two additional stages, as well as new characters who can only be used as Strikers. The new Strikers are Kyo Kusanagi (in a different outfit), Athena Asamiya (in her school outfit), Goro Daimon, Billy Kane, Ryuji Yamazaki, Chizuru Kagura, Syo Kirishima, Alfred Airhawk, Vanessa, Seth, Fiolina Germi, and Gai Tendo. Also, the game can be connected to the Neo Geo Pocket Color game The King of Fighters: Battle de Paradise. Points won in Battle de Paradise can be transferred to The King of Fighters '99: Evolution to speed up the leveling process for the Extra Strikers.
Plot and characters
Main article: List of The King of Fighters characters
Two years have passed since the last King of Fighters tournament. Nobody has seen Kyo Kusanagi or Iori Yagami since they defeated the evil being Orochi at the climax of the 1997 tournament.
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Developer(s) SNK[a]
Publisher(s) SNK
Director(s) Tomoyuki Hosokawa
Producer(s) Takashi Nishiyama
Designer(s) Akiko Yukawa
Chikara Yamasaki
Kawai Sama
Programmer(s) Souta Ichino
Artist(s) Toshiaki Mori
Composer(s) Hideki Asanaka
Toshio Shimizu
Yasuo Yamate
Series The King of Fighters
Platform(s)
Arcade
Release
1999
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 99 #snk #arcade_game
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The King of Fighters '98 The Slugfest / The King of Fighters '98 Dream Match Never Ends (KOF '98)
The King of Fighters '98: The Slugfest, known in Japan as The King of Fighters '98: Dream Match Never Ends (KOF '98), is a fighting game released by SNK for the Neo Geo arcade and home consoles in 1998. It is the fifth game in The King of Fighters series. It was advertised by SNK as a "special edition" of the series, as it featured most of the characters who appeared in the previous games (from KOF '94 to '97).
KOF '98 was ported to the Neo-Geo CD in 1998 and for the PlayStation in Japan in 1999. A Dreamcast version titled The King of Fighters: Dream Match 1999 was released in 1999, featuring backgrounds remade in 3D. The game was also remade for the PlayStation 2 as The King of Fighters '98: Ultimate Match, which expands the number of playable characters, further tweaks the gameplay and features a third fighting style option.
Gameplay
The gameplay does not differ much from the previous game, KOF '97. Like in KOF '97, the player has a choice between two playing styles: Advance and Extra, with a few slight modifications to Advanced mode (unlike in KOF '97, the character will resume to normal if the player performs a Super Special Move in MAX state). This time when one character loses a round, the losing team is given a handicap in its favor. In Advanced mode, this means that the player's stock capacity for Power Gauges is increased by one. In Extra mode, the time it takes to charge one's power gauge to maximum level is shortened, and the maximum remaining health requirement for a MAX Super Special Move is increased.
Characters
Main article: List of The King of Fighters characters
All the regular characters from the previous game return, along with several characters from preceding installments such as Vice and Mature (Iori's teammates from KOF '96), the American Sports Team (Heavy D!, Lucky Glauber, and Brian Battler) from KOF '94, and the Old Men Team (or Veteran Fighters Team) composed of Heidern, Takuma Sakazaki, and Saisyu Kusanagi, all characters whose last appearances were in KOF '95. Rugal Bernstein from KOF '94 also returns as a Team Edit character, with his alter-ego Omega Rugal (the cyborg version of Rugal from KOF '95) serving as the game's final boss in the Single Player Mode. Shingo Yabuki (who originally appeared in KOF '97) continues as a Team Edit character, but also appears as a mid-boss character during the Arcade Mode. Additionally, the game includes EX versions of certain characters, i.e., alternate versions of characters who use movesets from previous games: Joe Higashi, Ryo Sakazaki, Yuri Sakazaki and Robert Garcia are based on their KOF '94 movesets, whereas Kyo Kusanagi is based on his KOF '95 moveset and Terry Bogard, Andy Bogard, Mai Shiranui and Billy Kane are based on their Real Bout Fatal Fury 2: The Newcomers movesets.
Development
In The King of Fighters '96, several moves from Kyo Kusanagi were changed in order to adapt him to the new game system. However, the original moveset was still popular among gamers and as such, an alternative version of Kyo was added to The King of Fighters '97. The introduction of this version was noted to be "a hit" within gamers, the staff kept adding new alternative versions of other characters in KOF '98. Since this game did not have a storyline, the SNK staff decided to return Rugal Bernstein as the boss character noting that "he's the only character who truly represents the ultimate KOF boss." Additionally, some of his special moves were redesigned, which the staff found to have made him the strongest version of Rugal as well as one of their favorites.
Release
Example of an arcade cabinet of the game. The cabinet's screen shows Kyo Kusanagi performing the 100-shiki: Oniyaki on Iori Yagami
KOF '98 was originally released for arcades on July 23, 1998. It was ported to the Neo Geo AES on September 23, 1998, the Neo-Geo CD on December 23, 1998, and the PlayStation on March 25, 1999. The PlayStation version was published in North America by Agetec, becoming the first PlayStation installment in the series to be released outside Japan since The King of Fighters '95. The original game is also included in The King of Fighters Collection: Orochi Saga compilation released in North America and the PAL region for the PlayStation 2, PlayStation Portable and Wii (the game was not included in the Japanese Orochi Hen compilation). The game was later re-released for iOS and Android.
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Developer(s) SNK[a]
Publisher(s)
SNK
Director(s) Toyohisa Tanabe
Producer(s) Takashi Nishiyama
Designer(s) Akiko Yukawa
Chikara Yamasaki
Hiroto Kittaka
Programmer(s) S. Fujinuki
Souta Ichino
Artist(s) Toshiaki Mori
Composer(s) Hideki Asanaka
Marimo
Yasuo Yamate
Series The King of Fighters
Platform(s)
Arcade
Release
1998
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 98 #snk #arcade_game
152
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The King Of Fighters 97 / ザ・キング・オブ・ファイターズ'97 / Za Kingu Obu Faitāzu '97
The King of Fighters '97[a] (KOF '97) is a fighting game produced by SNK for the Neo Geo arcade and home console in 1997. It is the fourth game in The King of Fighters series. It was ported to the Neo-Geo CD, as well as the PlayStation and the Sega Saturn in Japan only. An updated version titled Global Match featuring online multiplayer was released in 2018 for the PlayStation 4, PlayStation Vita and Steam.
Gameplay
KOF '97 follows the same format as the previous KOF games, but introduces two distinct playing styles which the player can select before choosing their team: Advanced and Extra.
Advanced mode is based on the previous game in the series, KOF '96, but features a revamped Power Gauge. Instead of charging the Power Gauge, the Power Gauge is now filled whenever the player strikes the opponent or by performing Special Moves. The player can stock up to three Power Gauges. The player can use one stock of the Power Gauge to perform a Super Special Move or enter a "MAX" mode, in which the player's defensive and offensive strength are increased. Performing a Super Special Move while in MAX mode will make the player perform a more powerful Super Special Move.
Extra mode is based on the first two games in the series, KOF '94 and KOF '95. Like in those games, the player fills the Power Gauge by charging it or defending against the opponent's attacks. After the gauge is filled, the player enters MAX mode and like in Advanced, their character's offense and defense will increase. The player can only perform Super Special Moves in MAX mode or when the life gauge is near empty and flashing red. When the player performs a Super move in MAX mode while the life gauge is flashing red, then the Super move will be even more powerful. The Emergency Roll maneuver from KOF '96 used in Advanced mode is replaced by the side-step from KOF '94 and KOF '95.
Plot and characters
See also: List of The King of Fighters characters
Despite the events at the end of the previous game, the KOF tournament was a huge commercial success and sparked a worldwide fighting craze. Within a few months of the tournament ending, various large corporations had held smaller KOF tournament qualifiers and constructed special KOF stadiums around the world, building the excitement up for the next tournament. News of the tournament spread through every form of media and fans and new fighters from across the globe come to watch the preliminary matches.
All of the characters from the previous game return, with the exception of the Boss Team (which was disbanded after its first appearance), Kasumi Todoh (who went off to search for her father), and Mature and Vice (who were killed by Iori Yagami after he was possessed by the Riot of Blood at the conclusion of the previous game).
Chizuru Kagura, the sub-boss in the previous game, takes Kasumi's place in the Women Fighters Team, while Geese Howard's underling Billy Kane, who previously participated in The King of Fighters '95 tournament, returns to join forces with female agent Blue Mary and wanted felon Ryuji Yamazaki (both from Fatal Fury 3: Road to the Final Victory) to form the unlikely "'97 Special Team". Iori returns as a Team Edit character along with Shingo Yabuki, a high school student who patterns his fighting style after his idol and reluctant mentor Kyo Kusanagi. An alternative version of Kyo with his pre-KOF '96 moveset also appears as a hidden character.
Japan Team (Hero Team)
Kyo Kusanagi
Benimaru Nikaido
Goro Daimon
Fatal Fury Team
Terry Bogard
Andy Bogard
Joe Higashi
Art of Fighting Team
Ryo Sakazaki
Robert Garcia
Yuri Sakazaki
Ikari Warriors Team
Leona Heidern
Ralf Jones
Clark Still
Psycho Soldier Team
Athena Asamiya
Sie Kensou
Chin Gentsai
Korea Justice Team
Kim Kaphwan
Chang Koehan
Choi Bounge
Women Fighters Team
Chizuru Kagura
Mai Shiranui
King
New Faces Team
Yashiro Nanakase (New Character)
Shermie (New Character)
Chris (New Character)
Special Team
Ryuji Yamazaki (New Character)
Blue Mary (New Character)
Billy Kane
Single Entries
Iori Yagami
Shingo Yabuki (New Character)
Alternate Character
Kyo Kusanagi '94 Version
Mid-Boss
Orochi Iori (New Character)
Orochi Leona (New Character)
Sub-Boss Team
Orochi Yashiro (New Character)
Orochi Shermie (New Character)
Orochi Chris (New Character)
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Developer(s)
SNK
Publisher(s)
SNK
Director(s) Toyohisa Tanabe
Producer(s) Takashi Nishiyama
Designer(s) Akiko Yukawa
Aska Tahara
Chikara Yamasaki
Programmer(s) S. Fujinuki
Souta Ichino
Artist(s) Toshiaki Mori
Composer(s) Akihiro Uchida
Hideki Asanaka
Toshio Shimizu
Series The King of Fighters
Platform(s)
Arcade
Release
1997
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 97 #snk #arcade_game
112
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The King Of Fighters 96 / ザ・キング・オブ・ファイターズ'96 / Za Kingu Obu Faitāzu '96
The King of Fighters '96[a] (KOF '96) is a fighting game released by SNK for the Neo Geo arcade and home consoles in 1996. It is the third game in The King of Fighters series, following The King of Fighters '95. Like its predecessor, the game was ported to the Neo-Geo CD, as well as the PlayStation and Sega Saturn. Unlike the previous game, the PlayStation and Saturn versions were released only in Japan, with a language setting allowing the player to set the game to English. It is also part of the compilation The King of Fighters Collection: The Orochi Saga for the PlayStation 2, PlayStation Portable and Wii. It was also released on the Wii Virtual Console in Japan on February 15, 2011, in North America on July 12, 2012 and in the PAL region on November 22, 2012.
The game made a few changes to gameplay such as new techniques, various changes of some teams, with a few of them introducing new characters. The plot follows a new King of Fighters tournament created by Chizuru Kagura, the heir of Yata Clan who wants to find and recruit Kyo Kusanagi, who defeated the previous host, Rugal Bernstein, to ask him and his bitter rival, Iori Yagami, to help her in the sealing of the Orochi demon. The new boss is one of the servants from Orochi, Goenitz, who appears after Chizuru is defeated.
SNK members had various troubles with the development of the game as they were dragged on right up to the time of its scheduled release. This happened since developers had difficulties with making the sprites and special moves of new characters from the game. The game has had mixed reviews from several video games publications. While some reviewers have praised the graphical improvements and the addition of new characters, some have commented it was unbalanced in comparison to its prequels.
Gameplay
KOF '96 makes significant changes to the gameplay of previous KOF games by introducing new techniques. The Dodge technique from the previous two games has been replaced with an "emergency evasion" or "attack deflector" technique, which allows the player's character to roll away or towards the opponent. In the latter case, the player has the opportunity to end up at the other side of their opponent. The player can also determine the height of their jumps and perform small or high jumps. Additionally, the graphics for all the character sprites have been redrawn and the commands for certain Special and Super moves have been changed from previous games. Super Special Moves can still be performed when the Power Gauge is filled up or when the player's life gauge is flashing red, but in addition to this, the player can also perform a more powerful version of their regular Super move if both conditions are met (i.e., the player has low energy and their power gauge has reached Maximum level). One other change to the gameplay system is that the player can now run instead of hopping forward in order to approach the opponent faster.
Plot
A new King of Fighters tournament is announced, though the letters of invitation sent out to the fighters are no longer sent by Rugal Bernstein. There are many changes in the tournament's approach. Since the previous year, the tournament's fame has grown immensely, turning it into a major international event. Huge corporations transform the King of Fighters tournament into something widely televised, commercialized, and celebrated, drawing in many crowds from around the world. The tournament is now held by Chizuru Kagura, a descendant of the ancient Yata Clan responsible for sealing the snake demon Orochi along with the Kusanagi and Yasanaki clans (the clans from Kyo Kusanagi and Iori Yagami, respectively). Chizuru uses the tournament in hopes of finding and recruiting Kyo and Iori in order to stop the upcoming Orochi threat, but Kyo and Iori aren't willing to work together on friendly terms.
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Developer(s)
SNK
Publisher(s)
SNK
Director(s) Kuwayan
Producer(s) Takashi Nishiyama
Designer(s) Eri Koujitani
Kaori Kusunoki
Masato Yokoyama
Programmer(s) Khozoh Nagashima
S. Fujinuki
Artist(s) Toshiaki Mori
Composer(s) Akihiro Uchida
Hideki Asanaka
Kazuhiro Nishida
Series The King of Fighters
Platform(s)
Arcade
Release
1996
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighter 96 #snk #arcade
29
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The King Of Fighters 95 / ザ・キング・オブ・ファイターズ'95 / Za Kingu Obu Faitāzu '95
The King of Fighters '95[a] (KOF '95) is a fighting game produced by SNK for the Neo Geo arcade and home consoles in 1995. It is the sequel to The King of Fighters '94 and the second game in The King of Fighters series. It is also the first game in the series to be ported to other home consoles besides the Neo Geo AES and Neo-Geo CD thus making SNK a second-party developer, with versions released for the PlayStation, Sega Saturn and Game Boy. It was also rereleased in The King of Fighters Collection: The Orochi Saga in 2008 for the PlayStation 2, PlayStation Portable and Wii.
The game features a similar cast to KOF '94 with the exception of the USA Team, which was replaced by the Rival Team. The plot features a new King of Fighters tournament once again promoted by the criminal Rugal Bernstein, who wants to take revenge against Kyo Kusanagi, who defeated him in last year's tournament. The game also introduces a sub-boss character, Saisyu Kusanagi, who is the father of Kyo. KOF '95 also introduces the fighter Iori Yagami, who becomes Kyo's rival in the series.
One of the main focuses in the creation of The King of Fighters '95 was the introduction of the Rivals Team, most notably Iori, who became one of the favorite characters from the staff. The game has received mixed reviews from various video games publications. Most writers have complained about the response from controls and long loading times from the PlayStation port. However, the introduction from the enhanced version of Rugal, Omega Rugal, as well as the differences between all the characters have been noted to be one of the best parts from the game.
Gameplay
Gameplay screenshot showcasing a match between Athena Asamiya and Iori Yagami.
The gameplay and rules are mostly unchanged from The King of Fighters '94. The main addition is the introduction of the Team Edit feature, allowing the player to create a custom team from any of the game's twenty-four characters in addition to the pre-defined teams in the game. Through the main play mode, players must defeat all of the teams from the game in order to fight the bosses: the brainwashed Saisyu Kusanagi, followed by a stronger Rugal Bernstein.
Plot
The King of Fighters '95 marks the beginning of a story arc that later became known as the "Orochi Saga". However, the only elements from the Orochi Saga known in this game is the introduction of Kyo's rival, Iori Yagami, and Rugal's use of the snake demon Orochi power.
Rugal Bernstein, thought to have perished in an explosion in the previous game, had in fact survived and sent out invitations to the teams from the previous game signed simply ‘R'. Only one of the previous teams failed to attend the new tournament: the American Sports Team, now replaced by the "Rival Team" consisting of Iori Yagami, Billy Kane (from Fatal Fury: King of Fighters), and Eiji Kisaragi (from Art of Fighting 2). Saisyu Kusanagi, Kyo's father, appears as a fighter for the first time (having made a non-playable cameo in KOF '94) as a computer-controlled sub-boss character. After defeating Saisyu in the arcade mode, it is revealed that Saisyu was being brainwashed and that Rugal will fight once again as a boss character, but as an enhanced version named "Omega Rugal".
Characters
Japan Team (Hero Team)
Japan Kyo Kusanagi
Japan Benimaru Nikaido
Japan Goro Daimon
Fatal Fury Team
United States Terry Bogard
United States Andy Bogard
Japan Joe Higashi
Art of Fighting Team
Japan Ryo Sakazaki
Italy Robert Garcia
Japan Takuma Sakazaki
Ikari Warriors Team
United States Heidern
United States Ralf Jones
United States Clark Still
Psycho Soldier Team
Japan Athena Asamiya
China Sie Kensou
China Chin Gentsai
Korea Team
South Korea Kim Kaphwan
South Korea Chang Koehan
South Korea Choi Bounge
Women Fighters Team
Japan Yuri Sakazaki
Japan Mai Shiranui
France King
Rivals Team
Japan Iori Yagami (New Character)
England Billy Kane (New Character)
Japan Eiji Kisaragi (New Character)
Mid-Boss
Japan Saisyu Kusanagi (New Character)
Final Boss
Germany Rugal Bernstein
Development
The KOF '95 project began with the concept of introducing Iori Yagami as Kyo Kusanagi's rival. As such, developers gave him traits to expand that relationship such as similar abilities and ancient rivalry between both of their clans. During the initial location tests to determine the popularity of the game, Iori was the character who stood out most, also becoming a favorite of the developers.
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Developer(s)
SNK
Publisher(s)
SNK
Director(s) Masanori Kuwasashi
Producer(s) Eikichi Kawasaki
Takashi Nishiyama
Designer(s) Akihiko Nasu
Akiko Yukawa
Chikara Yamasaki
Programmer(s) Khozoh Nagashima
S. Fujinuki
Artist(s) Toshiaki Mori
Composer(s) Akihiro Uchida
Masahiko Hataya
Pearl Sibakiti
Series The King of Fighters
Platform(s)
Arcade
Release
25 July 1995
Genre(s) Fighting
Mode(s)
Single-playerMultiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 95 #snk neogeo #arcade
85
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The King Of Fighters 94 / ザ・キング・オブ・ファイターズ'94 / Za Kingu Obu Faitāzu '94
The King of Fighters '94 (KOF '94) is a fighting game released by SNK for the Neo Geo-based arcade system in 1994, as the first in The King of Fighters series. The game was also released for the Neo Geo home console systems, including a Neo Geo CD version. In 2008, KOF '94 was one of sixteen games included in SNK Arcade Classics Vol. 1 for the PlayStation 2, PlayStation Portable and Wii.
KOF '94 is a crossover featuring characters from SNK's fighting game properties Fatal Fury and Art of Fighting. It also includes revised versions of characters from their pre-Neo Geo games Ikari Warriors and Psycho Soldier, as well as original characters created specifically for the game. The plot features the creation of a new King of Fighters tournament created by the criminal Rugal Bernstein and is the only game to take place during the pre-Orochi Saga of the series.
SNK developed KOF '94 with the initial idea of using several games from the company in order to attract gamers who played these games. The characters' designs, as well as its innovative gameplay system based on using teams of three members, were both well received. The success of the game allowed SNK to produce a series of sequels in The King of Fighters series and the series itself eventually became the flagship series of SNK.
In 2004, to commemorate the tenth anniversary of the series, SNK released a remake titled The King of Fighters '94 Re-Bout. It features the original game and a new version with higher resolution graphics and 3D environments.
Gameplay
The basic gameplay system of KOF '94 is similar to SNK's previous games like the Fatal Fury series, Art of Fighting and Samurai Shodown. The game uses a four attack button configuration similar to Fatal Fury 2 and Fatal Fury Special, that consists of light punch, light kick, strong punch and strong kick. Like in Fatal Fury 2, specialized techniques are performed by pressing combinations of buttons, allowing the player to dodge an opponent's attack or to launch a character's powerful knockdown attack. As with most other fighting games, each character has a set of basic, unique, and special moves that can be performed by the player with a specific series of joystick and button inputs.
Each player has a power gauge at the bottom of the screen which charges when the character is blocking or taking attacks. It can also be filled manually, although it leaves the character vulnerable to an attack, by pressing and holding three buttons at the same time. Once the power gauge is filled, the player's basic attacks become stronger for a short period. When the characters are in this state, their players can also perform the character's Super Move, which immediately consumes the entire power gauge. The players can also access their character's Super Move when the life gauge is 75% empty and flashing red like in Fatal Fury 2. Taunting an opponent can reduce their power gauge, slow down their manual charging, and stop them from reaching the maximum level.
KOF '94 innovated the genre by replacing a traditional round-based format used in preceding fighting games with a format consisting of 3-on-3 team-based matches dubbed the Team Battle System. Instead of choosing a single character, the player selects from one of eight available teams, each consisting of three members. Before each match, the player chooses the order in which their team members enter the battle. When the match begins, the members chosen to go first on their respective teams will fight. When one character is defeated, the following member of the same team will take his or her place, while the character on the other team will have a small portion of their life restored (if energy was lost during the previous round). If a character is losing a match against the opponent, then the player can call one of the remaining teammates standing on the sidelines to jump in and perform a support attack. The match ends when all three members of either team lose.
Plot
"The year, 1994. Once again the invitations to the King of Fighters find their ways to the world's most wicked warriors. But the patron of this little party remains unknown. It cannot be Geese, nor can it be Krauser. So who could they be from...? Among all the hopes and doubts, the legendary superstars of the fighting world begin to form their mighty teams.
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Developer(s) SNK
Publisher(s) SNK
Director(s) Masanori Kuwasashi
Producer(s) Takashi Nishiyama
Eikichi Kawasaki
Designer(s) Toyohisa Tanabe
Haruo Tomita
Yosisi Hashimoto
Artist(s)
Mitsuo Kodama
Shinkiro
Composer(s) Masahiko Hataya
Series The King of Fighters
Platform(s) Arcade, Neo Geo, Neo Geo CD
Release Arcade
WW: August 25, 1994
Neo Geo
JP: October 1, 1994
NA: October 1, 1994
Neo Geo CD
JP: November 2, 1994
NA: November 2, 1994
Rebout
PlayStation 2
JP: December 28, 2004
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Arcade system Neo Geo MVS
#The King Of Fighters 94 #snk neo geo games #arcade
81
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The Combatribes / ザ・コンバットライブス Za Konbattoraibusu
The Combatribes is a 1990 beat 'em-up game released for the arcades by Technos Japan Corp (the developers of Renegade and Double Dragon). A home version for the Super Nintendo Entertainment System was also released in 1992. The game centers on three vigilantes (identified as cyborgs in the SNES port) who must fight against numerous street gangs in futuristic New York City. The SNES version was released for the Wii Virtual Console in North America on November 30, 2009.
Arcade version
The trio of heroes boast a variety of unique techniques in addition to the standard punch and kick combos such as stomping on an opponent, swinging them by their ankles, kicking them on the ground, slamming their faces into the pavement and even the ability to slam the heads of two opponents together.
The game can be set up so that it can be played by up to two or three players simultaneously. In the two-player version of the game, the players are asked to select their characters at the character select screen, whereas the three-player version has each player already assigned with a corresponding character.
These three heroic strongmen that are playable are identified as the titular Combatribes, here are their profiles:
Berserker (who takes his name from postal Old Norse Vikings), the first vigilante with a blonde, spiky mullet-hairdo, and a blue outfit; he is endowed with the balance of an all-around fighter with both speed and strength.
Bullova (who takes his name from an Indian battle axe), the second vigilante with a black, short flattop-hairdo, and a yellow outfit; he is the strongest of the trio, but also has a lack of speed.
Blitz (short for "blitzkrieg"), the third vigilante with a brown, long ponytail-hairdo, and a red outfit; he has the most agile attacks, but lacks the strength of the other two characters.
The game is composed of six different stages (or "Acts" as they're referred within the game) set in unique locations, each featuring a themed gang. The majority of the stages are composed of a single playing field where the player must take on a set number of underlings before facing the gang's leader, similar to Renegade. Some stages break away from this formula by having more than one level. The gangs the player faces are in order: a biker gang in Times Square, circus performers in Coney Island, roller skaters in a dance club, a punk gang in a baseball stadium and a militia in a high-rise building.
The final stage is a boss rush against all the previous gangs while chasing a big crime boss in the harbor. After the gangs are defeated once again, the crime boss is killed by a female cyborg, Martha Splatterhead. Martha then engages the player in a final battle. If two or three players are present by the start of the final battle, an additional clone or two of Martha will appear to match the number of players.
Home version
The Super NES version of The Combatribes makes a few changes to the game. The game now features story sequences before and after boss battles, as well as an opening intro explaining the plot and a different ending. The gameplay remains the same, with the character's health now represented by a life bar instead of numeric values. There are no weapons to be picked up and thrown in the SNES version, the stages are simpler and some of the enemy characters are missing. The bikers who carried broken bottles in Act One no longer drop their weapons after being sufficiently damaged. The flame-eating boss of Act Two ("Salamander") normally loses range on his torch attack the more damage he takes, while the SNES version keeps him at full strength until he drops it.
Two player moves are also missing: the ability to pick up and carry enemies around, and the ability to repeatedly kick downed opponents. The fifth stage is composed of a boss rush against all the previous gangs before facing the Slaughter Troops. The sixth and final stage is simply the final battle against Martha Splatterhead set atop the rooftop of a high-rise building.
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Developer(s) Technos Japan Corp.
Publisher(s) American Technos Inc.
Director(s) Atsushi Tanimoto, Noriyuki Tomiyama (arcade)
Yoshihisa Kishimoto (SNES)
Producer(s) Noriyuki Tomiyama
Programmer(s) Naritaka Nishimura, Takayuki Saito, Isamu Kanakubo, Kenji Nishikawa (arcade)
Michiya Hirasawa, S. Minayoshi (SNES)
Artist(s) Koji Ogata, H. Shibata, Tsutomu Andō, Toshiyuki Ōsumi, Shinichi Saitō, Masamichi Katagiri, Takehisa Izumiyama, H. Sakamoto (arcade)
A. Hirasawa, Hidetoshi Fujioka, Yasuo Wakatsuki, S. Inoue, Takashige Shichijyo, Tsutomu Andō (SNES)
Writer(s) Atsushi Tanimoto (SNES)
Composer(s) Kazunaka Yamane
Platform(s) Arcade, Super NES, Wii Virtual Console
Release May 1990
Genre(s) Beat 'em up
Mode(s) Single-player, co-op
#The Combatribes #technos #arcade
81
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The King of Dragons /ザ・キングオブドラゴンズ / Za Kingu obu Doragonzu
The King of Dragons is a 1991 beat-'em-up video game by Capcom that follows players as they control characters through the kingdom of Malus to defeat monsters led by the dragon Gildiss. It features a level advancement system, allowing character attributes to be upgraded as players progress through the game. The game's music was composed by Yoko Shimomura.
The King of Dragons was ported to the Super NES in 1994. An emulated version of the game has been released as part of Capcom Classics Collection Vol. 2, Capcom Classics Collection: Reloaded, and Capcom Beat 'Em Up Bundle.
Gameplay
A wizard fighting the Orc King boss in the first level of the game.
The game has 16 levels, though many are quite short. King of Dragons features a role-playing video game-like level advancement system. Points scored for killing monsters and picking up gold count towards experience, and the character gains levels at regular intervals. With each level, the character's health bar increases, other attributes such as range improve, and the character also becomes invulnerable for a few seconds. Along the way, different weapon and armor upgrades for each character may also be picked up.
King of Dragons features a simple control system that consists of a single attack button, and a jump button. By pressing both buttons, the character unleashes a magical attack that strikes all enemies in screen (its strength varies according to the character used) at the expense of losing energy. The fighter, cleric and dwarf can also use their shield to block certain attacks by tilting the joystick back right before the impact.
This is one of the many Capcom games to feature the yashichi power-up item (a "boost power-up" icon resembling a shuriken). There are three such power-ups hidden throughout the game, each giving the player an extra continue.
The five playable heroes each have their own traits and fighting skills in the game. The Fighter is very good with melee attacks and defense but lacks magical ability. The Dwarf is able to dodge and block attacks, is the most agile character that has decent melee attacks albeit the shortest range and little magic ability. The Elf has good agility and great range with archery but is not physically strong. The Cleric has great defense, decent magic (with the ability to heal his comrades) and melee attacks but bad agility. The Wizard has poor defense but very good magical attacks and quick melee attacks.
Ports
The game was ported to the Super NES in 1994. This port reduces the number of simultaneous players down to two. The sprites' size were also reduced moderately. It is also possible to assign the magic attack and shield defense to different buttons and analyzed samples FM-styles soundtrack.
The arcade version is part of Capcom Classics Collection Vol. 2, which was released for the PlayStation 2 and Xbox in November 2006. This was also in Capcom Classics Collection: Reloaded for the PlayStation Portable. The game is included as part of the Capcom Beat 'Em Up Bundle for the PlayStation 4, Xbox One, Nintendo Switch, and Microsoft Windows.
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Developer(s) Capcom
Publisher(s) Capcom
NA: Romstar
Composer(s) Yoko Shimomura
Platform(s) Arcade, Super NES
Release Arcade version
JP: August 5, 1991
NA: September 10, 1991
EU: November 1991
Super NES
JP: March 4, 1994
NA: April 1994
Genre(s) Beat-'em-up
Mode(s) Single-player, multiplayer
Arcade system CP System
#The King of Dragons #capcom games #arcade
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Street Fighter III 3rd Strike: Fight for the Future / ストリートファイターIII サードストライク ファイト・フォー・ザ・フューチャー
Street Fighter III 3rd Strike: Fight for the Future (ストリートファイターIII サードストライク ファイト・フォー・ザ・フューチャー) is a 2D fighting game developed and published by Capcom, originally released for the arcades in 1999. It was ported to the Dreamcast, PlayStation 2, and Xbox between 2000 and 2010. A downloadable online version titled Street Fighter III: 3rd Strike Online Edition was released on PlayStation Network and Xbox Live Arcade in 2011.
Street Fighter III 3rd Strike is the second follow-up to Street Fighter III, following Street Fighter III: 2nd Impact. Like its predecessors, it runs on the CP System III hardware. 3rd Strike increased the character roster by adding five new characters, notably including Chun-Li. It also added further refinements to the previous game's play mechanics and rules. The game was well received in all of its versions and has since been regarded as one of the greatest fighting games of all time. On 29 May 2018, Street Fighter III: 3rd Strike - Fight for the Future was released as a part of the Street Fighter 30th Anniversary Collection for the PlayStation 4, Xbox One, Steam and Nintendo Switch.
Gameplay
Released in May 1999, the third and final installment of Street Fighter III brought back the classic Street Fighter II character Chun-Li, along with four new characters (Makoto, Remy, Q, and Twelve), extending the selectable roster to 20 characters, with Akuma now being a regular character. All of the returning characters from the previous Street Fighter III games were given new stages, endings, and voice actors for certain characters, continuing the overall storyline from where the first two games left off.
The commands for air parries, throws/holds, and leap attacks were changed from 2nd Impact. Additionally, the player can perform a "Guard Parry" or a parry during a guard stun if the timing is right. A "Guard Parry" is also known as a "Red Parry" because the character turns red when performing it. The game also introduces a grade-based "Judgement System", in which the winning player in a single or two-player match is graded after the match based on offense, defense, techniques, and extra points. Special points are also awarded after fulfilling specific requirements.
The single-player mode consists of fighting ten regular opponents, which includes a character-specific rival as the penultimate opponent and Gill as the final boss for each of the characters except for Gill himself, whose final boss is Alex. Despite his status as a regularly selectable character, the CPU version of Q can only be fought in the single-player mode as a secret challenger. The "Parry the Ball" minigame from Street Fighter III: 2nd Impact returns as well as a new version of the "Crush the Car" minigame from Street Fighter II.
By clearing the game with every character including Gill, the extra options, such as infinite super arts, will be available for toggling on/off.
Characters
All the characters from 2nd Impact returned, with the exception of Shin Akuma, a computer-controlled version of Akuma with more powerful techniques (although the character still exists in the game's code). All of the returning characters, with a few exceptions, had new voice actors for 3rd Strike. The following five characters were added to the roster:
Chun-Li (voiced by Atsuko Tanaka) - She is looking for a young orphan under her care who was kidnapped under mysterious circumstances.
Makoto (voiced by Makoto Tsumura) - A young Japanese girl, trained in karate. Since her father's death, Makoto's dojo, Rindoukan, has been floundering, so she seeks to challenge other fighters around the world to restore her school to a flourishing state.
Q (voiced by Len Carlson) - A mysterious figure wearing a mask and an overcoat who is being pursued by the CIA because of sightings around the world near accidents and he is even thought to have been the cause. While he can be chosen as a playable character, he is a hidden computer-controlled opponent in the single-player mode.
Remy (voiced by Eiji Sekiguchi) - A long-haired fighter from France wearing a leather jacket emblazoned with an omega. He bears a grudge against all fighters after he and his late sister were abandoned by their father who decided to go fight. His move set is similar to that of Guile and Charlie.
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Developer(s) Capcom
Iron Galaxy Studios (Online Edition)
Publisher(s) Capcom
Dreamcast
JP/NA: Capcom
PAL: Virgin Interactive
Producer(s) Yoshiki Okamoto
Noritaka Funamizu
Kouji Nakajima
Designer(s) Toshiba Ishizawa
Haruo Murata
Tomonori Ohnuma
Composer(s) Hideki Okugawa
Series Street Fighter
Platform(s) Arcade, Dreamcast, PlayStation 2, Xbox, PlayStation 3, Xbox 360, PlayStation 4, Xbox One, Nintendo Switch, Microsoft Windows
Release
May 12, 1999
Genre(s) Fighting game
Mode(s) Up to 2 players simultaneously
Arcade system CP System III
#Street Fighter III 3rd Strike Fight for the Future #capcom #arcade
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Street Fighter III 2nd Impact: Giant Attack / ストリートファイターIII セカンドインパクト ジャイアントアタック/ Sutorīto Faitā III
Street Fighter III 2nd Impact: Giant Attack (ストリートファイターIII セカンドインパクト ジャイアントアタック, Sutorīto Faitā III Sekando Inpakuto Jaianto Atakku) is a competitive fighting game produced by Capcom that was released as a coin-operated arcade game in 1997. It is an update of Street Fighter III: New Generation. Like its predecessor, it runs on the CP System III hardware. 2nd Impact introduced new gameplay mechanics, new characters, and new special moves. The game also brings back bonus rounds, not seen in the series since Super Street Fighter II. It is also the only CPS3 title to have a widescreen feature.
Gameplay
Ryu vs. Ken in 2nd Impact.
Released in October 1997, the second installment of Street Fighter III brought back all the characters from the first game and introduced two new ones: Hugo and Urien. Yun and Yang from the first game also became separate characters, with Yang receiving his unique set of Special Moves and Super Arts to distinguish him from Yun. Recurring hidden character Akuma also returned as a secret computer-controlled challenger and selectable character. Thus the playable character roster increased to 14. In addition to the regular Akuma, a computer-controlled version named "Shin Akuma" also appears in the single-player mode.
In addition to Super Arts, the player can also perform slightly more powerful versions of their Special Moves called EX Specials. By using a certain portion of Super Art gauge (after gaining certain amount of gauge), the player can perform an EX Special version of a regular Special Move by inputting the command and pressing two attack buttons of the same type (such as two punch buttons) instead of one. Super Meter length is changed from previous game. Frame data has changed, some characters gained new moves, and some animations are improved. Other new abilities added to the game are "tech throw", the ability to escape from a throwing attack, and "personal action", a character-specific taunt. Each character's personal action is also accompanied by an additional benefit if completed successfully; for example, Ryu's lowers his stun gauge. If a second-player interrupts the gameplay to challenge the other player, then the first player will be allowed to change the Super Art of his or her selected character.
The single-player mode was changed slightly from the first game. The player faces against series of eight opponents, including a character-specific final opponent, who will exchange dialogue with the player's character before the match. If certain requirements are met, then the player will also face a rival character during the course of the single-player mode and exchange dialogue before a match. If certain other requirements are met, the player will also face against the CPU-controlled Akuma instead of the character's usual final opponent in the single-player mode and depending on the player's performance in his or her fight against Akuma, then a match against a more powerful version of Akuma known as Shin Akuma will also take place. 2nd Impact brings back the concept of bonus rounds, which was last seen in Super Street Fighter II. At the end of the third CPU match, then the player will participate in a minigame dubbed "Parry the Ball", in which the player can practice his or her parrying skills against a series of basketballs thrown towards the player by Sean.
Characters
The cast from the original Street Fighter III returned. The twin brothers Yun and Yang, who had identical move sets in the previous game, were given different special moves, properties, and Super Arts in 2nd Impact, officially making them separate characters.
Akuma (Gouki in Japan) - Appears in 2nd Impact as a secret character and has a non-playable "Shin Akuma" version which can be selected in the Dreamcast version of the game in Double Impact. Voiced by Tomomichi Nishimura who would go on to reprise his role for 3rd Strike.
Hugo - A professional wrestler from Germany who seeks a strong tag team partner for an upcoming tournament. He is often accompanied by his manager, Poison. Hugo is based on Andore, an enemy character from Final Fight, who in turn was modeled after professional wrestler André the Giant. Hugo was planned to be in the first game, as evidenced by his mobile character with unfinished sprites, and the presence of his stage in New Generation. Voiced by Wataru Takagi in 2nd Impact and Len Carlson in 3rd Strike.
Urien - Gill's younger brother, who seeks to usurp his brother's leadership as "President" of their organization.
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Developer(s) Capcom
Publisher(s) Arcade
Capcom
Dreamcast
JP/NA: Capcom
PAL: Virgin Interactive
Composer(s) Hideki Okugawa
Series Street Fighter
Platform(s) Arcade, Dreamcast
Release Arcade
WW: September 30, 1997
JP: October 18, 1997
[1]Dreamcast
JP: December 16, 1999
NA: June 19, 2000
EU: September 15, 2000
Genre(s) Fighting
Mode(s) Up to 2 players simultaneously
Arcade system CP System III
#Street Fighter III 2nd Impact: Giant Attack #capcom #arcade
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