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Showing posts with label SNK. Show all posts
Showing posts with label SNK. Show all posts

17 September 2010

Fighting in the Street Part IV: The King of Fighters?

While all the hype behind MKII and SSFII was overwhelming US gamers (The two games were basically all that my friends and I would talk about at summer camp that year, outside of the X-Men), SNK released a game that would be more important to the evolution of fighting games than anybody realized. The King of Fighters '94 offered a unique gameplay experience, where players chose 3-on-3 teams, mostly made up of characters from other SNK fighting games; Ryo, Robert, and Takuma from Art of Fighting comprised one team, while Terry, Andy, and Joe from Fatal Fury were another. 



This meant that the SNK games were all part of a shared world, something not really ever explored in video gaming up until this point. Sure, Mario appeared in the original Donkey Kong game, Pin Ball and the Super Mario Bros. games, but that wasn't necessarily a shared universe; it was Nintendo re-using a character design for multiple games. King of Fighters was the first time we saw game characters in a shared world, like in comic books!
And not only were these characters in the same game, characters from different games were on the same teams; Yuri and King from AOF teamed with Fatal Fury 2's Mai Shiranui, and Kim Kaphwan from Fatal Fury 2 teamed with original characters Choi Bounge and Chang Koehan. 

In addition to characters from Art of Fighting and Fatal Fury, KOF '94 
featured the lead characters from the Ikari Warriors and Psycho Soldier games; So it wasn't just the SNK fighting games that were a part of this shared world. It was potentially SNK's entire game library!

Unfortunately, the hype behind Super Street Fighter II and Mortal Kombat II was so huge, The King of Fighters '94 got left in the dust. All of us serious fighting gamers knew it was there, but it wasn't making the US gaming magazine headlines.
And, really, why should it? Art of Fighting was a piece of trash game. It had some great characters and cool ideas, but the actual gameplay was crap, and we all knew it. Fatal Fury was pretty okay, but nobody could find it in any arcades. Ikari Warriors and Psycho Soldier were both games whose days had come and gone - The inclusion of those characters was more of a fun bonus than anything else. And despite having 24 playable characters (the most in any fighting game up to that point), there were only 8 teams, and you were stuck with all 3 team members.

The King of Fighters was a fantastic idea that got held back because of its legacy and limitations. At least that year.

But by the end of 1994, Capcom's Street Fighter would be the first to do something that neither Midway nor SNK was really prepared for - Release a feature-length film!

Street Fighter starred martial arts movie star Jean-Claude Van Damme as Guile, in his quest to defeat M. Bison (played by Raul Julia), once and for all. The film was considered a financial flop, mostly because it sucked. Why was Chun-Li a news reporter? Why were Dee Jay and Zangief working for M. Bison? And why wasn't Balrog? Where was Ryu's trademark red headband? AND WHY WASN'T ANYBODY FIGHTING?! For a movie called "Street Fighter," there was WAY too much talking. 

I remember my dad taking my brother and I to see the film, and FALLING ASLEEP in the middle. I have to say, I wasn't much more impressed with the movie, myself. And for a 12-year-old kid to be disappointed in a movie based on a franchise he loved, that's saying something. I mean, there were parts of it that I liked, but it seemed as if the producers hadn't even TRIED to make a good movie.


I have a much fonder appreciation for the movie, now, as the tongue-in-cheek, campy ride that it was probably intended to be. My friends and I will often make daft references to it while playing games over XBox Live (the "Each Bison Dollar will be worth FIVE British Pounds!" line, and basically anything Dee Jay said being amongst our favorites to quote). I own it on DVD, but I only paid five bucks for it, because I refused to pay any more. It did, however, introduce me to Kylie Minogue, who has become one of my favorite pop singers.

But with the two-hit combo of the film and the release of Super Street Fighter II Turbo, which introduced even more moves and a new secret boss character into the SF world, Street Fighter was undisputedly the true "King of Fighters." At least for the next several months...

16 September 2010

Fighting in the Street Part III: Super Kombat

MORTAL KOMBAAAAAAAT!

By the time September of 1993 rolled around, EVERYBODY had played Street Fighter. And those of us who stuck with it had all learned how to throw Hadokens with our eyes closed. We were Hundred-Hand Slapping the controllers fast enough to create Sonic Booms, and there were enough Tigers to shake a forest of sticks at.

So when Mortal Kombat came out on Mortal Monday, we were ready for a change. And what a change we had! Not only did a gallon of blood fly out of your enemy's head with every hit, at the end of a match, you could literally KILL your opponent! 

MK definitely inspired a faster style of gameplay - There were only two punch and two kick attacks, and a block button. But, unlike in Street Fighter, when you blocked in MK, you still took a bit of damage. But there was something lacking. MK had seven playable characters, five fewer than SFII Turbo, but everybody was completely different... Or did they?

See, the thing about Mortal Kombat was that, while everybody LOOKED completely different from each other (outside of Scorpion and Sub-Zero, who were yellow and blue versions of the same ninja outfit), everybody played basically identically. So it wasn't like you could get really good with Liu Kang and then have to re-learn how to play to master Rayden. You really just had to be good at Mortal Kombat, and learn which moves did the most damage and had the most priority.

And Sub-Zero was so incredibly overpowered in that game with his Freeze Ball and a slide attack that could hit opponents on the ground, that any high-level MK matches just came down to who hit the first Freeze Ball.

But by the time anybody really figured that out, Mortal Kombat had made its money, and a sequel was announced. Mortal Kombat II would feature twelve characters - Five returning, and seven brand-new fighters. Each character would now have TWO Fatality moves, and the entire game had been given a facelift; Not a single graphic from MK1 was re-used. The game was faster, bloodier, and more violent than ever. And gamers ate it up.


So, for fear of losing ground in the fighting game community that they started, what did Capcom do? Announce a new version of Street Fighter, of course! Super Street Fighter II: The New Challengers introduced four new characters: Dee Jay, a dancing Jamaican kickboxer; T. Hawk, a native American powerhouse; Cammy White, a teenage British intelligence officer; and Fei Long, who looked, sounded, and fought just like Bruce Lee. In addition, the background stages and character portraits had all been completely re-drawn and looked better than ever, every character got at least one new move, and the four boss characters all had their non-special attacks completely re-animated.

It's hard to say which game was the "winner" in 1994, but one thing's for sure - Whatever was coming next from either company had some huge shoes to fill, or there was going to be trouble.

But was there enough room for a third entrant in this battle for fighting supremacy? Around the corner loomed a game that claimed to be the KING of fighters...

15 September 2010

Fighting in the Street Part II: The Art of Fatal Kombat.

It took me just over a year, but I'd finally played and beaten Street Fighter II.  And there were already TWO new versions in the arcade; Street Fighter II: Champion Edition which included a couple of new moves, varied the speed and range of some of the previous moves, and allowed a character to face him or herself in a new color. It also re-colored all of the backgrounds, to allow for easy visual distinction. Champion Edition also allowed players to use the four boss characters; Balrog, Vega, Sagat, and M. Bison. Finally, all 12 characters would be playable!

But by the end of 1992, we also had Turbo Street Fighter II: Champion Edition - Hyper Fighting, which replaced everybody's original color with a new 3rd color, and made the original colors the 2nd player color. It also increased the speed of the game by 15%, as well as introduced even more new moves, such as Chun-Li's fireball and Dhalsim's teleport.

In late 1992, Capcom announced that Champion Edition would be coming to the Sega Genesis (known as the Mega Drive in every non-US country ever), making the Genesis seem like the ideal console for SFII playing. Except that its controller only had three buttons, and SFII required at least six. And then in the late spring of '93, Capcom announced  Street Fighter II Turbo (a shortened title for the 3rd installment of SFII) for the SNES. In the summer of that year, SFII Turbo came to the Super Nintendo as announced, and SFII: SPECIAL Champion Edition came to the Genesis. What made this edition so special? It had all the same features as SFII Turbo on the SNES. So Capcom basically marketed the same game with two different titles.

Also, to make up for the lack of necessary buttons, Sega designed a six-button controller, and several third-party companies began designing 6-button arcade sticks, specifically to cash in on the popularity of Street Fighter II. Otherwise, players could press the Start button to swap the A, B, and C buttons between punches and kicks - Not ideal, but probably the best solution Capcom could've come up with that didn't destroy the integrity of SFII's control scheme.

I remember the first time we rented SFII Turbo on the Super NES, I was up until 3:26 am trying to beat the game as Vega. Even before I grew my hair out, I was intrigued by long-haired dudes. I think my early days of watching wrestling may have had something to do with that, as mullets were super-popular in the WWF during the early 90s. Plus, Vega had a claw similar to Wolverine from the X-Men comics, and had a cool sash. Besides, he was always the hardest character for me to beat in the original SFII, so he must be the best, right?

Anyways. I defeated all 12 characters that night, and didn't do anything besides play that game, outside of go to school and homework for the rest of the rental period. Oh, summer vacations...

In October of 1993, my brother got Turbo on the SNES for his birthday, the first copy of SF owned by somebody in my house! It was super-exciting. But by that time, Street Fighter's reign of excellence seemed to be coming to a close.

Midway, the company responsible for games like Smash T.V. and Arch Rivals, had released a competitor to Street Fighter II. Japanese company SNK had tried, but all of their games were only available on the Neo-Geo console.

Now, the Neo-Geo was a wonderful piece of machinery; It had all the power of an arcade cabinet, and hooked up to your home television. The controllers it came with were two arcade-quality joysticks, and the cartridges were the size of video cassettes. The games found in these cartridges were arcade-perfect realizations of SNK's games. The problem? The Neo-Geo cost $500. That's what consoles are released for today, but back in the early '90s, the SNES debuted at $250. Not to mention, due to the high quality of the Neo-Geo cartridges, the games were all priced at around twice what SNES, Genesis, and NES games cost. Sure, I could have my arcade-perfect port of SF-competitors Fatal Fury and Art of Fighting, but not at a price anybody that *I* knew could afford.

But Midway did something else. Rather than try and beat Street Fighter at its own game, they used the cutting-edge technology available to them. Rather than create a fighting game with anime-inspired, hand-drawn graphics, as SNK's Neo-Geo games were doing, Midway used real people, and digitized the footage of these characters into game sprites. The lead designers for Midway's project, Ed Boon and John Tobias, also decided that SF wasn't violent enough for their tastes; They couldn't understand why, when Blanka dizzied an opponent, he didn't just eat their head. So ultra-violence was the theme of their game. Arcades had been abuzz of this smash hit for a few months, but in September of 1993, console gamers were told to prepare themselves...