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/vr/ - Retro Games


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3536189 No.3536189 [Reply] [Original]

What went so insanely right?

>> No.3536192

4-dimensional graphics and real life-sized sprites.

>> No.3536205

>>3536189

Amazing aesthetics for the time (and some of them hold up remarkably well 25 years later).

>> No.3536257

>>3536189
SNK wasn't really known as fighting game company before NG. Then several SF1 devs left Capcom for SNK and made Fatal Fury and Art of Fighting. Having gained enough momentum, SNK wanted to make an all-star beat 'em up with their game heroes, but decided to go with a 2D fighter instead. Thus KoF was born.

They got very good staff, including Shinkiro. Even Daisuke Ishiwatari worked at SNK once on Last Blade. Initially, SNK were ripping SFII pretty hard, but with their own twists. However, as the time passed, they actually defined their very own style of fighting games, going from just copying to making new ideas. And since KoF'98, they started caring about balance much more, which made their games suitable for competitive play.

While Capcom were making undoubtedly good games, SF wasn't known for its personality or atmosphere. The power of SNK, however, was in its heroes. Terry, Geese, Iori, Mai Shiranui and Nakoruru got popular beyond their games. They were bright, popular characters, and SNK knew how to capitalize on their fame. Perhaps that's why they still have significant following in Japan.

Finally, the technical specs of NG allowed for bigger cartridges and several games in one cabinet. Despite outdated hardware, this made them relevant for much longer than some of their competition.

>> No.3536523

>>3536189
100 Mega SHOCK

>> No.3536541

>>3536257

Only really Art of Fighting was ripping off Street Fighter, and Art of Fighting got sidelined pretty fucking fast for SamSho, Fatal Fury and King of Fighters.

>> No.3536592
File: 113 KB, 408x424, You sure.png [View same] [iqdb] [saucenao] [google]
3536592

>>3536189
Not the price atleast ,':^)

>> No.3536623

Hot dogs

>> No.3536692

>>3536541
Of course it's obvious that SFII was a blueprint for fighting games, but both FF and SamSho copied it a bit too closely. They were to SFII what Streets of Rage was to Final Fight. Stuff they added like DMs and 2 planes was mostly gimmicky, until in KoF'96 they added hopping/rolling mechanic. Most SNK characters followed the same shoto "projectile + anti air/reversal" scheme too.

AoF was simply more obvious in its copying—I mean, SFA's Dan was made for a reason. Fatal Fury is so old it was closer to SF1 than 2. However, starting from FF2, the game's "inspirations" got really obvious: from presentation details like pointless world traveling, boxer boss and matador boss, to obviously similar moves and characters (Hien Zan = Flash Kick, Power Wave in essence is just a Hadoken with a different sprite, Billy Kane is very similar to Dhalsim, Duck King is Blanka, etc.). And don't tell me about 2 planes, Japanese pro FF Special champions use them very rarely.

KoF'94 was very close to SSFIIT, at times copying it to a T. For instance, strong DPs in '94 will deliver two hits but the second one will whiff from afar—just like in SSFIIT. In '95, they even added command normals.

SamSho was just SFII with swords. Same cancels, same projectile wars, but different setting/characters and rage bar. What was different was bigger damage from normals and dashing/running, but that's about it for the most part.

SNK even continued to follow Capcom's footsteps well after SF2. Garou was obviously the company's "answer" to SFIII, with parrying, universal overheads, special move cancelling and so on.

That's not to say the games were bad, but SNK just felt rather confident pulling ideas from Capcom and designs from anime. Capcom was guilty of this too, it's not like they didn't rip off Stroheim, Lisa Lisa, Trowa and Duo, but at least no one can accuse them of stealing ideas for SFII, Darkstalkers and MvC, which still remain the blueprint of 2D fighters.

>> No.3537552

>>3536189
>What went so insanely right?
Very little.

At least they went in knowing that the system was prohibitively expensive for the retail chain, and only tried to enter that market after their initial plans on making them as video store rental consoles didn't pan out.

Great hardware, fantastic games, completely cost prohibitive to own even when it was new.

>> No.3537567

>>3536189
Selling an arcade board as a home console. I'm surprised more companies didn't try this, like Capcom or Konami.

>> No.3537585

>>3536189
not the price
then again it was a system with arcade level performance while smegma and nintendont were poppin out underclocked shitters

>> No.3537648

>>3536189
>be SNK
>release arcade system with interchangeable game cartridges that's great value for operators even though the games aren't great
>have a guaranteed market for new game releases over many years
>eventually through practice become able to make actually good games
>make a bunch of them
>system gains legendary status

>> No.3537656

>>3537567
Capcom did, it was called the CPS Changer.
They just weren't as successful and the CP family never got as many games as the Neo Geo.

>> No.3537670

>>3536189
decently powerful arcade hardware with fair prices and some popular first party franchises

>> No.3537715

>>3536189
68k and a buttload of space.

>> No.3537737

>>3537552
It's like you don't know that Neo geo was an arcade machine first and foremost,one of the most successful arcade boards too considering how long it was in production.

>> No.3537863

>>3536192
>4-dimensional graphics and real life-sized sprites.
But no blast processing WTF!?!

>> No.3538021

just metal slug

>> No.3538065

>>3536189
balls of steel

>> No.3538115

>>3537552
The home console market was never going to be their primary breadwinner either way, they had a selling point that nobody else could claim with bringing an uncompromised arcade experience home but that didn't change the fact that the arcade was the meat of their business where it was much more successful and economical

>> No.3538296
File: 31 KB, 600x400, cps1.jpg [View same] [iqdb] [saucenao] [google]
3538296

while going from cps1 to cps2 capcom had a shitload of dead stock cps1 mobos, but not much software coming out for that. So they made these into cps changers for the consumer market. So cps changer was probably never intended to be mass produced.

>> No.3538305
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3538305

>>3537656
>A supergun made by Capcom with SNES controller ports
Wow, I know a lot and I still learn something new here sometimes. Want!

>>3537648
This though. Neo Geo format and participation in 90s extreme marketing was basically the only really brilliant thing SNK ever did.

>> No.3538454

>>3537552
as an arcade system, it was comparatively cheap, it was very literally the budget system of the day (where it did well for that very reason, and it saved floor space by letting you put multiple games in one cab)

but this is a market where $1100 for a new board is nothing
at home, those prices are absolutely insane

>> No.3539221

>>3536592
Price of what? :^)