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karasu99 365th Post
PSN: robotchris XBL: robotchris Wii: n/a
Silver Customer
| "Re(2):The tragic beauty of SNK" , posted Thu 27 May 05:09
quote: In recent years it seems that SNK has backed away from the more delirious design decisions that they would slather onto their games. More's the pity.
That's the best way to describe the old SNK I grew up with (delirious design decisions). At the time, I was already a loyal Capcom and SF2 fan. But one day I found a FF1 cabinet. At first I thought it was sloppy, plagued with bugs, and I saw it as a cheap SF copycat. But for some reason I couldn't stop playing. Even though the gameplay was horrible, there was something that would keep me coming back: I was FASCINATED with Hwa Jai's stage. In love with Tung Fu Rue's background rain and music. And obsessed with characters such as G. Howard and Billy Kane. For some reason I felt that the whole package was designed like one of those cheap but good martial art movies from the 80s. I would always go back to Street Fighter, but Fatal Fury actually had the magic to transport me to a weird yet different world. The presentation was top notch and South Town felt like a real place to me. And then I discovered AOF...
This is a great line of discussion. When I was in my early 20's I was absolutely obsessed with SNK's fighting games, since I had two choices for competitive play: 1) I could go to my University's student union and play Street Fighter against a bunch of people I didn't know who would kick my ass in 10 seconds, or 2) I could go to the crappy sub shop a block from my apartment and with a few of my like-minded friends have an entire NeoGeo cabinet to ourselves.
What I really loved about FF1 was that there was an attempt at copying Street Fighter II, clearly, but it went completely off the rails and instead of going for the freaks and weirdos (at the time) of Street Fighter, was like several of you have said one of the crappy but great fighting tournament movies of the 80's. Really, even Tung, who could transform, was just a fighting tournament type, and most everyone else was just some guy. In AOF1, it was more of the same, but with a complete B movie script layered on top of it. I mean really-- you have to go to the military base and beat up freaking John Crawley? That is straight out of some stupid Steven Seagal movie.
These games are completely burned into my brain as a result of their being my preferred fighting games for hours and hours. Going back and playing FF1 recently was an incredible nostalgia fest, since I even remember the background art with amazing clarity (for example, the stupid hot dog sign in Duck King's background). I should also mention that while fighting game music is rarely memorable for me, I can totally recall the entire FF1 soundtrack.
And after that, I can remember anxiously awaiting FF2 and AOF2, seeing them written up in EGM, and (here is the best part) knowing that the local sub shop (or my fallback, the laundromat) would get the game sooner rather than later. FF2 was awesome because it introduced a bunch of other great characters (and even more and better in FFS!), but I could not wait for AOF2 because it was just gorgeous (for the time) and was like a much better remake of the already incredible first game.
It's too bad that SNKP hasn't had the nerve to go completely crazy in years, but then I think the market no longer supports such madness as the crazy-ass arm wrestling game from FF1 (what the hell, are they real guys behind glass?) or Ryo riding his motorcycle with his geta on. Realistically, the completely insane SNK was nearly gone by 94 when KOF came out, with some examples of course, like Savage Reign and Kizuna Encounter. I think we should be careful what we wish for though, since the unexpected aspect of those games is a lot of what I loved about them, so I would not want SNKP to just regurgitate AOF1's bonus stages or something.
As a related aside, does anyone recall the SNES and Genesis ports of FF1? I seem to remember that while all the characters were playable in both ports, the commands for their specials were completely different between the two versions, and some weirdnesses like characters not being able to crouch or jump or only having one or two moves (specials and regular attacks) were left unaddressed by whoever did the porting. Can anyone else confirm?
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Maou 1999th Post
Gold Carpet V.I.P- Platinum Executive
| "Re(3):The tragic beauty of SNK" , posted Thu 27 May 15:34
Actually, I can second a lot of what people are saying here as an outsider to SNK's games. Yep, heresey on the Cafe, I know, but my friends and I were all Capcom all the time and never really gave SNK the time of day beyond playing around in Samurai Spirits and whatnot. This is a shame. But in the years after SNK's original heyday, right here on the Cafe I've always been fascinated by all the weird touches I read and see pictures of in SNK games...everything from the Mai's sublimely bouncing breasts (trailblazing at the time, I believe!) to the strange ring out animations talked about in the other thread (topless in the water), falling off of things and out of windows, all of that.
It's funny, because it's like I knew I wanted early SNK's touches all the long. One thing I loved in SF Zero 3 that was never there before were all the pre-fight special animations between certain characters with story links...Ken giving Ryu and noogie and saying "let's beat the stuffing out of each other," Gouki and dark Ryu ricocheting their Shungokusatsu/InstantHellMurder attacks, things like that...all of these sort of match the spirit of SNK's randomness, from what I gather. To think that what I was searching for was right before my eyes...!
人間はいつも私を驚かせてくれる。不思議なものだな、人間という存在は...
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Pollyanna 2925th Post
PSN: Lilly_Dopamine XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(4):The tragic beauty of SNK" , posted Thu 27 May 18:13
The tale of SNK is the tale of my childhood! By the time I realized that their fighting games were less than stellar, they were making stellar fighting games. At the time, I don't know that SNK games were better than Street Fighter II, but they were definitely more AWESOME.
I may not have grown up in a big town, but it was littered with MVS cabinets. Every gas station had one and I would ride my bike as far as necessary to keep up with the newest game. ("no mom, I'm just going to the one down the street, not the one WAYYYY on the other side of town!") By the time the crazy novelty of one game would wear off, they'd have something new to throw at me.
Unfortunately, my friends weren't into fighting games so much, so my excited cries of "you can use a GIRL in Fatal Fury II!" fell on deaf ears.
I really love the world that SNK built with their games. It encouraged fandom...it encouraged you to think about their games long after you were done playing them. You could say that they "calmed down" by the time they started making KOF, but perhaps by creating a wealth of games with a wealth of different ideas, they had had a keen notion of what would work best.
Ahhh...now I want to dig out that CD that has Terry rapping on it.
Added note: Perhaps the rotten netcode in KOFXII is just the next chapter in SNK's long history of legendarily bad home ports.
青春謳歌 弱肉強食
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Loona 320th Post
Bronze Customer
| "Re(4):The tragic beauty of SNK" , posted Thu 27 May 19:06
quote: As a related aside, does anyone recall the SNES and Genesis ports of FF1? I seem to remember that while all the characters were playable in both ports, the commands for their specials were completely different between the two versions, and some weirdnesses like characters not being able to crouch or jump or only having one or two moves (specials and regular attacks) were left unaddressed by whoever did the porting. Can anyone else confirm? If I remember correctly, in FF1 on the SNES: all characters but Geese were playable by the second player only, and on the Genesis, both players could select characters up to Raiden (ie: no Hwa Jai, Billy or Geese).
FF1 on the Meadrive/Genesiswas pretty much my 1st contact with SNK games, at a time when I was more convinced of Street Fighter's supremacy - but there was no SF for the Megadrive, so FF got some play thanks to having it borrowed from friends - we'd play at at home, and those matches would soon degenerate into "slide wars" (picking Duck King or Geese - via code - , crounching, and hitting the kick button as fast as possible to see who'd land more hits - Geese was usually the preferred choice). Funny thing about that Takara conversion job - while it was missing 2 characters (one of which a recurring presence in the series), they bothered to give the main trio the special commands they used in FF2. When playing the arcade version years later, turns out their specials used far more similar commands in the original.
I still wish the teaming up aspec of the game would have made it to more titles, I like te idea o fighting games being cooperative as well as competitive...
One thing I find great especially about the early games was the effort in trying to create a coherent settin in the shap of Southtown and its history, which really came together with AoF2 - consistent geography, characters aging, all that coming together for a setting for stories that could be told without the more fantastic aspects of characters' special abilities, unlike KoF' plots revolving about people using flames one way or another.
I find myself thinking of the SNK universe in comic book terms, in a way, with KoF clearly working on comic book time, as part of a multiverse which includes the early FFs and AoFs as that multiverse's golden/silver age - and the assimilation of stuff like the ADK licenses into the SNK world as shown in NGBC, 2k2UM cameos and the new NeoGeo Heroes shooter something akin to DC's assimilation of Charleston and Fawcett comics to enrish their own universe, making it a little stranger in the process, but opening up more interesting possibilities.
I will always respect AoF's innovations in the fighting game genre, and still think it uses the most reasonable way to manage the use of special moves to avoid things like spamming projectiles or investing in block damage for a win, by making you pay for them in power bar - sadly the control of the game themselves was never that fluid to me, but I still hold on to a little hope someday it'll be an alternate groove in a future KoF or crossover game.
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Stifu 373th Post
Silver Customer
| "Re(5):The tragic beauty of SNK" , posted Thu 27 May 21:46
quote: I will always respect AoF's innovations in the fighting game genre, and still think it uses the most reasonable way to manage the use of special moves to avoid things like spamming projectiles or investing in block damage for a win, by making you pay for them in power bar - sadly the control of the game themselves was never that fluid to me, but I still hold on to a little hope someday it'll be an alternate groove in a future KoF or crossover game.
I wasn't a fan of it myself. Against the computer, it was frustrating how I could never take advantage of the enemy filling up his/her energy bar, while each time I tried to do it, I'd get my ass kicked. Then again, the computer just frustrated me a lot in AoF 2. And I'm not even talking about taunts which decrease your energy bar, as it leads to stupid (human vs human) matches where one tries to build up his/her energy while the other decreases it by taunting, and vice versa. That's not my idea of fun, I don't miss that. I prefer taunts that either do nothing, or which *increase* your opponent's super bar.
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Professor 2658th Post
MMCafe Owner
| "Re(5):The tragic beauty of SNK" , posted Fri 28 May 02:00:
Fatal Fury was SNK's big franchise up until KOF came out in 1994, so I think it's no surprise that a lot of people have a fondness for the series.
Personally, RBFF is my favorite of the SNK games. While presentation had always been SNK's stronghold, RBFF went a little forward and added things that could only be found if you've played it enough times. For example, on the first stage (Sound Beach), if you ring out your opponent far away for enough times, the platform will eventually break so much that there's almost nothing to land on.
The gameplay was also good-- it seemed balanced out by having everyone being too powerful. I can't think of a single character that was "too weak" in that game. The CPU battle is being excluded here-- I remember that my friend coined the term "Bonus Stage Bob" because he was sooo easy to beat.
All in all, SNK contributed a lot of interesting things into games, not just in the fighting Genre. They invented the idea of a desperation move, which later got inherited to the Street Fighter series, and oddly, somewhat to even Final Fantasy VI. The idea of a special KO with cloths ripping was taken by Capcom at least once, of all games, in Marvel Super Heroes. And of course, the AOF series started that Ryo Sakazaki Japanese Internet fad from a while back.
But perhaps SNK's greatest invention from its golden era was the fictitious city of South Town. For a quick look back, check the link from the bottom tag.
Welcome to Southtown.
[this message was edited by Professor on Fri 28 May 03:11] |
Shin ATproof 1251th Post
Red Carpet Executive Member
| "Re(7):The tragic beauty of SNK" , posted Fri 28 May 10:08:
My thoughts on SNK is that SNK has made some of the most memorable gaming innovations and gimmicks and many of which have become standards in fighting games. Super attacks, special meter, dodge/rolling, breast jiggle, camera zoom, cooperative play and many more...
I've always preferred SNK over say, Capcom because SNK was the company once upon time that made games in which the gameplay was not only tight, they made characters I cared about and became a fan of. They also once had the ability to have awesome presentation in their games. I think King of Fighters was the first fighting game series in which a game about a world tournament looked like there was a world tournament going on. It didn't feel like there was just a couple people just picked some random area to fight in and maybe a small crowd gathers around.
Another cool thing about King of Fighters, it was like the firstintercompany crossover fighting game title (I can't think of one that came out earlier). When my friends and I heard there was going to be a title that was officially Fatal Fury vs Art of Fighting, we were in total hype mode. Then we freaked out when it would also include Psycho Soldiers and Ikari Warriors. It was crazy fun.
I only have to mention the title Samurai Shodown and one can immediately remember how awesome and different it looked from from every other fighting game on the market back in the day. There is a reason a game like SS2 tends to show up in people's favorites lists.
I agree with what the Professor mentioned about South Town. SNK had a knack for making elaborate, interesting and largely consistent fighting game universes which interestingly connected. Unfortunately the retconning in Fatal Fury, Art of Fighting and King of Fighters has killed some of the "magic" from the stories but for years I was obsessed in learning every little detail about the backstory in the games and I still enjoy that with games like Guilty Gear and BlazBlue. I like having something to care about beyond the actual fighting engine and SNK was the first company to make games that did that for me.
Thankfully I lived and still live in an area in which (good) Arcades exist so I could play the latest SNK titles to my hearts content but like many of you, I couldn't afford an AES so I had to settle with the many subpar Console ports prior to the Saturn and PS1 days. Some managed to be pretty faithful like Fatal Fury (FFS on the SegaCD was great) but there was no version Samurai Shodown worth a pinch of crap, maybe the 3DO but I seem to recall that had only 3 buttons...and atrociously long loadtimes. Thankfully I had a friend that owned an AES with a bunch of games, some many of my favorites so getting a fix of NeoGeo titles as they were meant to be played at didn't completely escape me.
*sigh* I still love SNKP but they've pretty much become the King of Fighters and Metal Slug company. Which all bad but there are some games that make me rage like KoF01, 03, NeoWave and Maximum Impact.......12 *facepalm* It is also astonishing how SNKP once again got a solid working formula for Samurai Shodown after SS0Sp and even TenKen and then managed to do a complete 180 and screw the pooch with Sen...I hate that game so bad I'd rather see the series die than see another game like that...
I love SNK, still do but they tend to break my heart. I suffer from a sort of battered wife syndrome when it comes to SNK which is why I hope to god that KoF13 is as awesome as it looks because I don't have it in me to care about another KoF or any SNK fightig title if it sucks. I guess there is always Metal Slug...
Re: Art of Fighting From what I can tell, Art of Fighting introduced some major innovations in fighting games such as: A special meter, Super attacks, Camera zoom, Realtime/progressive visible damage on characters, Special finishes on characters and taunt having a gameplay effect.
The series would be legendary if it didn't play like ass. I know some of you have a soft spot for this series but honestly, it was never an example of SNK's "good games". Rather, it is largely remembered for many cool things that first appeared in those games.
Fact: Everything with Norio Wakamoto and/or JAM Project is awesome. Sí mon con langosta y camarón!
[this message was edited by Shin ATproof on Fri 28 May 10:16] |
Toxico 5020th Post
Platinum Carpet V.I.P- Board Master
| "Re(10):The tragic beauty of SNK" , posted Sun 30 May 03:41
quote: Quick post on Savage Reign- I've did a quick lookup on the game and it's not Southtown but another location called Jipang City. They might've changed the name for the English release, which explains why the terrain looks so different.
I remember that the main map was called Jipang in both, the english & spanish versions; so that's most likely (en)wikipedia stretching it too far. And yes, there are some ties with other continuities; such as the hat (despise having another color ) and the existence of the Kim.
Well, I should say that in my AESless youth (we didn't even knew that thing existed) I remember relaying a lot on those Takara ports, despise the ports being toned down from the originals, we certainly didn't have any other choice as of what to play at home, 15km away from the nearest MVS arcade. My complete devotion to even the most butchered home port spells perfectly the level of fanaticism that we have for the games... Heck, to us the Samurai Spirits cabinet was like a big huge pagan god, where everyone will gather around it wearing fugly vampire masks and with the sole intention of sacrificing virgin SF2 carts.
.... I always liked it that SNK trademark cheezyness was not inherent of only their fighting games, but games like two King of Monsters or the two Sengoku also add that charm where they just felt like a cheap kaiju movie with all the good traits of spottable zipper rubber costumes. Too bad that their early games where just completely impossible to clear without wasting your whole family treasure in continues.
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 16 as of 13/04/10
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Just a Person 1403th Post
Red Carpet Executive Member
| "Re(6):The tragic beauty of SNK" , posted Sun 30 May 07:07
I guess I'm an exception here regarding Fatal Fury... I loved AoF (and specially AoF2) from the first sight, but the FF series never attracted me. I've rented the SNES version of FF2 to play a couple of times, but for some reason I never enjoyed neither the gameplay nor the charisma of the characters. Except RBFF2 (the one that introduced Xiangfei and Strowd), that was a nice game.
Anyway, I have many fond memories of SNK. None of its games captivated me like Street Fighter did, but Art of Fighting was always a dear second option to me, I loved the cliché yet captivating story, Ryo and Robert were cool, and Yuri became instantly one of my favorite game characters EVER (which is one of the reasons why it bothers me so much that SNKP decided to allow her clothes to be destroyed again).
Samurai Shodown was also a favorite of mine. The music, the backgrounds... it was so EPIC! I always got the same vibe from this game as I got from the Rurouni Kenshin manga/anime.
And I don't know if this happens in other parts of the world, but in Brazil the arcades always had the texts (like winquotes and lines from cutscenes) translated to our language... except that the translation was always bizarre and laughable, the quotes sometimes didn't make any sense! But that ended up becoming something cool!
And how can't I talk about King of Fighters? The first game was awesome, it was so cool to see people from different games mixed into one, and divided by teams, adding more strategy to the matches (since one could be great with Kim, for instance, but suck with Chang and Choi, thus needing to learn to master them).
The series became less interesting with each new game, though, and that may have been a mistake from SNK: it concentrated all its work into KoF, instead of trying to develop new game series and to reach other game styles (action, adventure, etc.). Still, each new KoF game always get me hyped, if anything, because of its well-developed stories.
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Just a Person 1406th Post
Red Carpet Executive Member
| "Re(8):The tragic beauty of SNK" , posted Sat 5 Jun 04:33
Speaking of KoF 2K, what are the impressions of the people in this board regarding the '99-2K1 era of King of Fighters? I've read several comments, even in specialized magazines, declaring that this period was a major downfall for KoF in all terms: game system, plot, quality of new characters, etc.; yet, I really enjoyed KoF'99 and KoF 2K (perhaps even more than '96-'98). Sure, the strikers brought a great difference in the system, and sure, the futuristic/technocentric plot of the NESTS arc was quite different from the mystical plot of the Orochi arc, but I still considered them both very enjoyable games.
Unfortunately, KoF 2K1 never had a cabinet in my city; the most I could find was an arcade with several emulated games (one of them being KoF 2K1), but the quality of the emulations was quite bad. It still looked appealing due to the possibility of changing the fighters/strikers ratio of the team, although using one stock of the power meter to summon a striker sounded like a really dumb idea. Other than that, the stages looked nice, the portraits looked ugly, the cutscenes looked beautiful, and Athena's haircut looked bad.
Nevertheless, I find it an interesting period of the series. SNK has released the three games in a PS2 collection, so I may search for it in the future.
I also wonder if, after "retconning" K9999 with Nameless in 2K2UM, SNKP will ever re-release 2K1 (maybe as an unexpensive downloadable game in the Live Arcade systems of each console) replacing the cutscenes and endings involving K9999 with cutscenes and endings involving Nameless...
I can be any person in the world... maybe I'm this person right in front of you... maybe I'm not.
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Professor 2667th Post
MMCafe Owner
| "A look back at SNK artists, Past and Present" , posted Tue 8 Jun 19:30:
This was planned for post on Saturday but took some time for cleanups. Since we're on the subject of the former SNK, here is...
A look back at SNK artists, Past and Present
Shinkiro Perhaps the most well-known artist in the former SNK, Shinkiro continues to have a major presence at Capcom. His name is Toshiaki Mori, according to a slipup by past Capcom publicity.
Eiji Shiroi - [ Site ] Probably the second best known artist in SNK following Shinkiro. She now goes by the name Zin and works as a freelance artist outside of the video game industry, doing manga and illustrations--including adult oriented BL material. Aside from professional work, Zin also holds a teaching position at Art College Kobe, and is active in the indies field as well. Most of Zin's net activities are separated from her site.
Shinichi Morioka - [ Flickr ] Current Status unknown. Morioka was one of the main artists who worked on KOF94 & 95, and his later works included Daraku Tenshi (Psikyo). Morioka's personal site has closed but his Flickr account continues to be updated with both illustrations and photos.
Senri Kita - [ Site ] Senri Kita was unquestionably one of SNK's best artists and made many contributions to the Samurai Shodown series, but she never had the fortune to work as a main illustrator on a successful title. Kita's luck continued after her move to Capcom, where "Capcom Fighting All Stars" was unfortunately canceled. Going freelance seems to have been her rabbit's foot. Since then, Senri has worked as an illustrator on a number of game titles, including Nintendo's Fire Emblem: Path of Radiance, and the PC game Uso Tsuki to Inugami Tsuki. One of the guest artists for NeoGeo Heroes: Ultimate Shooting. (SYD Pilot)
Nao Q - [ Site ] Nao Q (Naohisa Yamaguchi) is well-known as the artist behind SNK's game logo designs. After departing from the company, Nao Q now works freelance in the designing field, doing logos, character designs, illustrations, participating in art events, and occasionally opening exhibitions. Active around the Tokyo region rather than Osaka, which seems to be rare for a former SNK artist.
Tonko Tonko was best known in SNK as the main illustrator of the Last Blade series and Garou: Marok of the Wolves. After leaving the company, Tonko has become an active freelance artist doing illustions mainly in the game industry and TTRPG market, working under the name Senno Aki. She still uses her Tonko pseudonym when doing SNKP commissions. Recent works include Kyoshouden, Battle Star Online, and NeoGeo Heroes: Ultimate Shooting (Akari). Personal site has closed.
Hiroaki Current status unknown. Hiroaki continues to do game illustrations, with recent works including SNKP's KOF2002UM, Nintendo's Advance Wars: Days of Ruin, and Square Enix's Lord Of Vermillion 2 (guest artist). Unconfirmed reports say that as of 2008, he acquires freelance work through Media Equal group, a multi-market business company founded by former SNK PR chief Shouichirou Takatsu. TV viewers have pointed out that some Kamen-rider-like rough character drafts of Juri in Super Street Fighter 4, shown during NHK's national broadcast of Mag-Net in Japan, seemed to have distinct characteristics of his style.
Nona - [ Blog ] A seasoned SNK artist. Worked as the art director for KOFXII. Current Status unknown. According to his blog, he has been enjoying fishing regardless of weekend or weekday since last September.
Falcoon - [ Site ] Best known as the man behind the King Of Fighters: Maximum Impact series. Falcoon's current Status is unknown, although presumably he is currently at SNKP's Pachislot division. Active from time to time in the indies field.
Eisuke Ogura Artist currently residing at SNKPlaymore. Though best known for his works on KOFXII and XIII, he also worked on Neo Geo Battle Coliseum, and was the illustator for the novelized release of NGP's Ogre Battle: Legend of the Zenobia Prince (2000. Credited as Eiichi Ogura).
Takkun Best known as the illustrator for Samurai Shodown Zero and Samurai Shodown VI. Became famous for his Iroha illustrations and was scheduled to release a spinoff title based on the character for the Ninteodo DS (announced in 2006, canceled in 2009). Current status unknown though presumably still residing at SNKP.
Akio Best known as the man behind the Metal Slug series. Current Status unknown, but he continues to draw for the series, including artwork for Metal Slug XX and NeoGeo Heroes: Ultimate Shooting (Marco).
ETC-- Commission Artists & Misc.
Tomokazu Nakano - [ Blog ] Hired hand who worked on the illustrations for King Of Fighters: NeoWave. Known for being able to mimic in a Range Murata like style, he also worked on Atlus' Power Instinct: Matrimelee (Note: the series has always had multiple artists working with Murata). Since then, Nakano has become more famous as the artist of Queen's Blade Rebellion: Tanyan & Sainyan.
Ouma Bunshichirou Rage of the Dragons illustrator. Freelance artist and a member of Tsukasa Jun's group. Active in the indies field (not worksafe).
Masato Natsumoto The King Of Fighters: Kyo artist. Natsumoto was a manga artist at the time of the game's release, and he continues to be active in his field of expertise. After drawing a 6 volume series based on the Record Of Lodoss War, he has worked on a number of other mangas. Most particularly, he has released mangas based on Gundam.
Eiji Kaneda - [ Site ] Samurai Shodown Zero cover illustration artist.
Satoshi Itoh - [ Site ] Samurai Shodown Zero SP illustration artist.
Tsukasa Saito - [ Site (Not Worksafe) ] Not SNK, but the Official artist of ADK's World Heroes series. Now a freelance artist mostly active in the indies field, drawing adult oriented material for male audiences. His style has dramatically changed in the years.
Terms used: BL - Abbreviation of "Boy's Love". Adult oriented theme involving men and men. Targeted for female audiences. Indies Field - The term is used in this post to describle the Doujin (self-published works) market.
Extras: Pixiv x KOF 15th Anniversary professional artist works Fanarts hand-picked for Anniversary (From top, selected by: Ogura, Hiroaki, Tonko, Majo Shinpan artist)
[this message was edited by Professor on Wed 9 Jun 01:08] |
Professor 2682th Post
MMCafe Owner
| "Re(8):A look back at SNK artists, Past and Pr" , posted Wed 30 Jun 23:53:
quote: Nice track. Which album is it from? Did the SFC version get its own arranged soundtrack release?
Prof, I have another question related to SNK and MMC.
If I remember correctly, something like 10~12 years ago (yikes!), the Madman's Café linked to some site or community call Pao Pao Café 2, obviously focusing on SNK stuff. This was back when MMC had one animated background of KOF'96 as its background. However, when I remembered that recently, I could not find any trace of the existence of the site I was thinking about.
Do you remember such site/community? Is my memory failing me? Did I dream about the existence of that website?
The SFC version never had a commercial soundtrack release. But back in those days when SFC the was king of the consoles in Japan, there was a monthly periodical called the Super Famicom Magazine which included an audio CD in every issue. Every so often the CD had exclusive , arranged music or extended/full versions of SFC tracks, and the AOF1 ending was one of them. There was also an extended Mr.Big theme as well.
Talking about AOF1, the game had some of the weirdest titles on its tracks. The here comes the new challenger music for example, was called "Thanks for the 200 yen" (200yen = 2 credits). King's BGM was titled "Don't stare at me", and the ending track was named "He might be our child".
Wow, I'm surprized that you remember about this site that long ago, even I can't recall the animated gif you're taking about. It might be ChaRles' PaoPao Cafe or its sister site that you're referring to. The site has unfortunately disappeared over a decade ago...
Cripes, this site is nearing its 15th year (albeit in haitus), come to think. The BBS itself's been running for nearly 10 years too. must.. update...
[this message was edited by Professor on Thu 1 Jul 03:17] |
chazumaru 710th Post
Red Carpet Regular Member
| "Re(9):A look back at SNK artists, Past and Pr" , posted Thu 1 Jul 01:08
Thanks, I understand better.
Regarding the website, you must be right about "ChaRles' PaoPao Cafe". I found this dead address and it rings a bell. My memory probably added the "2" erroneously after playing too much Real Bout.
Fighting game news are the first thing I used the internet for. That's how/why I felt upon MMC at some point. My cherry-popping online experience was to visit the first(?) Netcafe in Paris, Café Orbital, and type down by hand the URL of a personal page focusing on recent Neo Geo releases (I think it was Garou 3 and Sam Spi Zan back then). Recently, I got kinda nostalgic about that period so I was trying to find these old websites. I guess most of them died a long time ago.
I might be mixing up Madman's Cafe's background with PaoPao Cafe's background, but I can tell you for sure that the image used was taken from this stage (sorry it was KOF'95, not KOF'96). I remember this detail vividly because at the time, I knew nothing about how HTML or sprite rips work, so I had no idea what kind of electronic witchcraft could make such a feat possible.
無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は
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karasu99 383th Post
PSN: robotchris XBL: robotchris Wii: n/a
Silver Customer
| "Re(10):A look back at SNK artists, Past and P" , posted Thu 1 Jul 01:36:
quote: Thanks, I understand better.
Regarding the website, you must be right about "ChaRles' PaoPao Cafe". I found this dead address and it rings a bell. My memory probably added the "2" erroneously after playing too much Real Bout.
Fighting game news are the first thing I used the internet for. That's how/why I felt upon MMC at some point. My cherry-popping online experience was to visit the first(?) Netcafe in Paris, Café Orbital, and type down by hand the URL of a personal page focusing on recent Neo Geo releases (I think it was Garou 3 and Sam Spi Zan back then). Recently, I got kinda nostalgic about that period so I was trying to find these old websites. I guess most of them died a long time ago.
You've brought back a wave of nostalgia for me as well through all of this 90's-talk. I remember ChaRles well-- he was a contributor to the old NeoGeo mailing list, if I recall correctly, which I found relatively early in the life of the NeoGeo (probably around 1992-93? I may be slightly off here, but it was right around the release of Shin Samurai Spirits). I had a long period of text-only access to email (and here I am really dating myself, since such a thing has long been unknown-- and unlike other cafe patrons, I don't have dark incantations to keep me forever youthful), so I missed out on many of the early sites, but I do remember the PaoPao Cafe, and I can even recall the early MadMan's Cafe.
Riding this wave of nostalgia, I visited the Wayback Machine to try and see if any archived pages of the PaoPao Cafe existed, and while results were returned, unfortunately none of them led anywhere-- although one provides the tantalizing hope of a more recent URL, it ended up leading nowhere again.
Ah, the wonderful world of work avoidance! I can chalk it up to more nostalgia-- recalls the days doing nothing but chasing things around the internets.
EDIT: Professor, can you remind me of the Cafe's older URL? It seems the wayback machine only has listings for it as far back as 2000 at mmcafe.com.
[this message was edited by karasu99 on Thu 1 Jul 01:43] |
Professor 2681th Post
MMCafe Owner
| "Re(10):A look back at SNK artists, Past and P" , posted Thu 1 Jul 01:54:
quote: Regarding the website, you must be right about "ChaRles' PaoPao Cafe". I found this dead address and it rings a bell. My memory probably added the "2" erroneously after playing too much Real Bout.
Fighting game news are the first thing I used the internet for. That's how/why I felt upon MMC at some point. My cherry-popping online experience was to visit the first(?) Netcafe in Paris, Café Orbital, and type down by hand the URL of a personal page focusing on recent Neo Geo releases (I think it was Garou 3 and Sam Spi Zan back then). Recently, I got kinda nostalgic about that period so I was trying to find these old websites. I guess most of them died a long time ago.
I might be mixing up Madman's Cafe's background with PaoPao Cafe's background, but I can tell you for sure that the image used was taken from this stage (sorry it was KOF'95, not KOF'96). I remember this detail vividly because at the time, I knew nothing about how HTML or sprite rips work, so I had no idea what kind of electronic witchcraft could make such a feat possible.
It may be that the KOFXIII heat is kicking in the nostaligia. Ryo's projectile used to fly.
Unfortunately yes, most of the sites have closed down. From MMC's archives, here's a few of the site's names from the old days:
Goenitz Megashock Wu-tech (now Orochinagi) Shidoshi's Epsillica Sie Kensou's KoF Moonrun Homepage ChaRles! PaoPao Cafe Lancer's Arcade Page KOF Forever KOF Perfect Fighters Net
Actually, how is the arcade game scene in Paris, past compared to the present? That would be interesting to know.
Karasu: Gah it's a bit embarassing but the old addresses are here
[this message was edited by Professor on Thu 1 Jul 02:24] |
chazumaru 712th Post
Red Carpet Regular Member
| "Re(2):Re(10):A look back at SNK artists, Past" , posted Thu 1 Jul 02:25:
The arcade scene is dead, in term of game centers. It survived longer than in many other European cities, but almost all spots closed down in the last 4~5 years. Quite depressing. I can only think of one remaining arcade center, La Tete Dans les Nuages at Richelieu Drouot's metro station. Originally, this place was opened (in 1995) and operated by Sega; they were trying to bring the concept of "friendly" Japanese Game centers in France. Sega dropped out of the venture around the time of Dreamcast's release and since then, the place has deteriorated considerably because no more money was pumped into the place. Very few new games, no care of machines, less service, etc. I would not be surprised if they closed soon; although they still have an audience, I am sure they could make more profit by selling the spot because it is in a good location for shopping.
A band of guys tried to revive the scene in the suburbs with one hapazardly opened fighting game-oriented game center, but they ran into many problems and the place only lasted for a few weeks as far as I know.
On the other hand, if you want an arcade machine at home, Paris is a very good place to live in because of Neo legend. It's a shop in which they fix and sell arcade machines. Quite an amazing place, really. I bought two machines from them; one for the office and one which should be delivered at home this summer. As a result of these changes, there might be more arcade machines owned at home than operated in Parisian cafés nowadays.
I don't know how the situation is in other French cities. All the arcade centers I knew of in the South West (e.g. Bordeaux) closed down as well. The main guy behind Neo Arcadia has opened his own place in his hometown of Toulouse (South of France). Scroll down on the previous link for images of the place. I have no idea how well it is doing but, from what I can read, it seems they have tournaments frequently.
Karasu99, try some of these:
http://mmcafe.telnet.or.jp/ http://www.geocities.com/TimesSquare/Alley/6070 http://dynamic.gamespy.com/~mmcafe
|, ,_ |∀゚) |⊂ノ
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| | ミ | ピャッ
無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は
[this message was edited by chazumaru on Thu 1 Jul 02:36] |
Professor 2682th Post
MMCafe Owner
| "Re(3):Re(10):A look back at SNK artists, Past" , posted Thu 1 Jul 03:08:
quote: The arcade scene is dead, in term of game centers. It survived longer than in many other European cities, but almost all spots closed down in the last 4~5 years. Quite depressing. I can only think of one remaining arcade center, La Tete Dans les Nuages at Richelieu Drouot's metro station. -- Message too long, Autoquote has been Snipped --
Ah, so the situation is Paris isn't too good either. Arcades here are closing down too; city centres still have a lot, but the local regions just aren't being able to make ends meet. What used to be like 8 arcades in one area back in the early 90s is like down to 1 nowadays. But then again, that was back when the arcades were making so much money that they started going overboard with nice huge screen machines.
So there are arcade machines in Cafes? That sounds nice. I can't imagine how people could relax with a cup of coffee while playing games, but the combination sounds like a match made in heaven.
Neo Legend looks fascinating! They've got most parts you can find in Akiba. It must cost a bit of a fortune to import Viewlix cabinets though!
[this message was edited by Professor on Thu 1 Jul 03:17] |
Toxico 5053th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):The tragic beauty of SNK" , posted Wed 14 Jul 18:21:
quote:
And speaking about anime...how terrible SNK ones were? I recall the awful Garou movies (especially the third) and the boring Samurai Spirits OAV.
You philistine!!!! The Garou 1 & 2 OVAs where simply quite amazing compared to any of those fluffy, senseless anime incarnation attempts that most other studios put out together for us to buy. They followed the story quite closely with little absurd creative liberties, the drawing was quite nice (albeit the style didn't quite fit everyone's tastes) AND the voice acting was decent. It is also one of the very, very few examples of an english dubbing that feels much better than the original voices, you could feel that all of the actors involved in it where totally addicted to the games and as such put out such a thoughtful, corny & strong voice acting that it was completely amazing.
The Zanmaden ova is also almost good despise some badly designed fights and some "it's just so much more staple popular humor than would fit a dark, serious series", but it also has the big defect that it doesn't start anything and it certainly doesn't end anything; this mainly comes from the fact that the ova is a small side story meant to further link the story of the first NG64 game and the second.
EDIT : From all of those game anime, the only one I haven't watched is the Nakoruru OVA... but I'm not holding out for it as while it doesn't bother me that it's a side story with no real relationship to the game (aside detailing things about Nakoruru that apply to the games); I do have a grip that the studio didn't finished the series (first, it was going to be a series, then they settled it for two ovas; but in the end they released only one)..... I can smell low budget animation and poor voice acting quality from miles away here.
.... BTW, I haven't played that Nakoruru dream cast game either (there it was a game, right? )
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
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[this message was edited by Toxico on Wed 14 Jul 18:26] |
Toxico 5057th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):The tragic beauty of SNK" , posted Thu 15 Jul 11:31:
quote:
[edit] All that 龍虎の拳/Art of Fighting discussion got me nostalgic...
A bunch of (I suppose) high level versus bouts in AOF2.
I was really, really out there trying to find some decent competitive play for Ryuuko 1 or 3, but in the end the search just proved futile. Then again I just can't blame people for not doing what they should, after all AoF 1 & 3 are so intrincated to the normal audience that not even the complete movelist for the games is available, heck; most people don't even realize that the online movelists are not completed.
While failing at AoF (and WH2J, har har), I decided to switch to my true first arcade lover and the game ~ series that made SNK what it is to me.... I should have made something like this from the beggining of me being able to watch youtube, har har har.
神様~~~~~~~~~ ~~~~~~~~~ ~~~~~~~ ~~~~~ * feints * Kinda basic match, yet we can see some of the 'more amazing than we mortals can possibly deserve' Suija antics
Staple good Ukyo
Enja, the "this has to be a Joke" tier character of the game does his best at chasing down Amakusa
Pulling out that ranbu big damage follow up almost at will is just.... DAGORYAH!
TORYUA
The user channel, completely dedicated to the game.
Some interesting Rera
Gaira was always cool, but the player kinda "sells it out".
More Rera cheapness
Another youtube channel dedicated to the saga A little to much tenka for my taste, but otherwise good.
Basara Basara is a completely fascinating character, but is hard as hell to control it's weird to see him doing what he should. There it was some famous chinese Basara player but I haven't seen many matches of him. not a 100% centric samsupi channel, but still has tons of vids.
obscene voodoo dance teleport
目に焼きつけて、死ぬがいい・・・ Update 21 as of 29/01/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 18 as of 02/07/10
[this message was edited by Toxico on Thu 15 Jul 11:37] |
Toxico 5168th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "It's that time of the month (?)." , posted Tue 26 Oct 01:04:
All of that talk of 'good names' in media instantly made me travel back to the Garou Densetsu days of old (and certainly it does surprise me that no one ever mentioned these in the first place)... I mean, A fire using ninja named Shiranui? A Capoeira user named after punching? Kickboxer = Bash? A Cane user named Kane? and of course not only a boss named after Beethoven (I mean) Mozart, but we also have a freaking Goose~named counterpart that was for about just as cool.
... Well, that, coupled with the general lack of news and footage that are usual for October, I realized that today was for about as good day as any to speak by myself about the game, har har.
Bob Wilson vs Joe Higashi
Ryuji Yamazaki vs Wolfgang Krauser
Ryuji Yamazaki vs Hon Fu, vs Li Xiangfei
Lorenzo Sangre vs Blue Mary
There is also the sweet little point that Li Xiangfei is for about the only character in a fighting game that I haven't been able to understand to up to something like 97%... She has a lot of feints, chains, juggles and other things that I can recognize them visually when it comes to it, but when I have to translate them into me commanding the character the damned things just weren't as simple as they appeared them to be. That coupled with general lack of Xiangfei players over here + almost complete lack of proper documentation about the true in-dept visage of the game just turn this little big eater into a complete mystery to me.
Those that known me might realize that I have slightly expressed some of my feelings about the game in some other place (coupled with a zillion of (different) vs vids). And those that don't known me might suffer the unfortunate fate of having their entrails eaten by me in a dark~cloudy alley, so don't talk to strangers if you can help it and be careful to where you end up after midnight; kah kah kah.
.... But of course, the true purpose of this thread was for me to pop up, and asking if wouldn't it be possible to paste this incredibly useful piece of info into the MMcafe main page?. Perhaps making a little user maintained database with this and adding a window over there (just like the South town map); I mean, that's not info that you come across easily in the net, so it would make us all a sad monkey if that little research where to be lost in the internet limbo without being able to save it. If the back up of info does happen feel free to include that what was said by the mentally ill into those lines
obscene voodoo dance teleport
目に焼きつけて、死ぬがいい・・・ Update 23 as of 25/10/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 21 as of 15/10/10
[this message was edited by Toxico on Tue 26 Oct 11:07] |
Toxico 5280th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(7):Hmm..." , posted Sun 20 Mar 08:13:
Chaz post on the scenarios made me remember that there is this site out there dedicated to old and rare Video Game products, such as those tips VHS tapes sold long ago or (of bigger importance to this thread) the laser disk bonus of many SNK games. The site even has Darkstalker's vids in order to bait the Innocent Parisian Bystander
Laser disk are basically sold footage produced by the company, on which there are regular talk about the game, tips on "how to clear" the game, weird combos for any character and other tidbits that vary (such as "exhibition fights).
.... So, are you interested on seeing Joe Higashi hitting on poor heart broken Mai, only to get hit on back in a completely different sense? And Andy x Terry x Joe tsukkomi / boke routine? Kong Kuwata or Kappei Yamaguchi speaking to themselves in several different voice tones? Ryoko's marvelous reaction upon hearing that Mizoguchi is supposed to be on the same school grade than her?
.... Well, you aren't going to see it but you are going to hear about it if you can understand nihongo.
The site itself is called Retro Reality and has a youtube channel of the same name, the site itself hasn't officially "started" yet but they already have footage for us to watch on the youtube channel.
The webmaster is a regular in Orochinagi and that's how I originally heard of the site in the first place.
..... The vocal's of Chonrei's theme were....
* Uses Blazing Star announcer type of voice * : Bonus!
Kusogaki is another person who's blog I have linked here more than once for several reasons, in one of his old entries you can find that he uploaded Arcadia's may 2010 DVD with neo geo oddities as a way to commemorate the 20 years of the console, I knew most of them but it was a fun watch never the less. The individual parts can be found on his youtube channel.
Part 1
Part 2
Part 3
Some of the clips are impressive bugs or details and some others...... are not impressive at all, either way it's cool to see them.
If people know me, they should know that my whole reason for posting this is talking about Kasumi Todoh's sneeze
edit
Weird Bug vid for KoF XI.
目に焼きつけて、死ぬがいい・・・ Update 23 as of 25/10/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 22 as of 10/01/11
[this message was edited by Toxico on Sun 20 Mar 08:39] |
Loona 386th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Silver Customer
| "Re(3):Re(10):Speaking of Fatal Fury" , posted Mon 21 Mar 20:11
quote:
Garospe Fatal Fury Special is an excellent oldschool game but I would never ever advise it as a good entry point for the series in 2011. Especially since many of the mechanics were sent to the shredder when Real Bout was launched. It's also a very rigid and unforgiving title. So, you way want to get into it for its own sake, but it will not help you so much for RB2 or MOTW.
One thing that keeps it from perpetual greatness is something that it retains from FF2, those incredibly convoluted commands for supers - those in the very least make it har for most people to see everything about the game...
quote:
Fatal Fury 3 is the Unlimited:Saga of fighting games.
I know nothing about Unlimited:Saga other than it's an RPG that did great in Japan and got terrible reviews in the west... I do like FF3 for a lot of things it did right, like bringing plot and SouthTown back to the FF series, along with some nice new character designs, gameplay tweaks like a sort o mini-dodge and those short dial-a-combos, and Mai dn Andy getting some much needed outfit improvements.
No love for Wild Ambition?...
On the subject of fighting games going beyond the 2D plain, something that comes to mind often is that if the genre had become popular in the days of analogue controllers instead of the 8-way joystick, how different would the control standards be nowadays? Most games give characters lots of jumping and crouching moves, most of which looking like they'd never get much use (outside of some too-long-to-be-practical combos), apparently just to give use to the attack buttons while in those states, since that kind of attack doesn't seem practical most of the time. Maybe something like Soul Calibur, which seems much less reliant on those conventions, would have been the golden standard of the genre instea of SF2 had fighting game history turned out different?... Oh wel, just a thought exercise...
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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karasu99 571th Post
PSN: robotchris XBL: robotchris Wii: n/a
New Red Carpet Member
| "Re(3):Re(10):Speaking of Fatal Fury" , posted Mon 21 Mar 23:07
quote: Real Bout 2 is the The Best Fighting Game Ever and is super easy to get into, so I am not even sure why we are having this discussion. Any RB episode can be used as a good starting point to check out other RB titles. The overall logic is the same.
I will second this. I think Real Bout 2 is the best in the series by far, and has drop dead gorgeous spritework, music, backgrounds, and gameplay. As far as I am concerned it is the refinement of the Real Bout branch of the Garou series, so why pick up any other? RBSpecial is a close second though, for me.
quote:
Mark of the Wolves is a very good game and probably an easier transition if you are a wimp who cannot evolve so easily from playing only Capcom games, since that title accepts a lot of compromises to attract the SF crowd (236 inputs + more conventional button layout + only one plane to handle).
Mark of the Wolves is great, but it's pretty much a different game altogether. Only the S-Power, P-Power, and Top attack really felt much like Garou to me. It's a lot of fun, but fun for completely different reasons from RB2. It's a shame that it ended up being the series's 2D swan song since it is so different.
quote:
Garospe Fatal Fury Special is an excellent oldschool game but I would never ever advise it as a good entry point for the series in 2011. Especially since many of the mechanics were sent to the shredder when Real Bout was launched. It's also a very rigid and unforgiving title. So, you way want to get into it for its own sake, but it will not help you so much for RB2 or MOTW.
I loved loved loved FFS for years (and it was the game that I bought a NeoGeo to play!), only to play it again after about a decade when the PS2 Garou compilation came out and realize I could hardly even play it any more (more appropriate possibly for the 'suckening' thread). It feels really old fashioned in almost every way. It's a shame because I really have incredibly fond memories of playing it.
quote:
Fatal Fury 3 is the Unlimited:Saga of fighting games.
FF3 is the one game in the series that I just never liked. I never played it in the arcade since inexplicably the two or three arcades (! this really dates me, I'm realizing) that were near my apartment at the time never got it, despite getting just about every NeoGeo game imaginable, and when I finally bought it for cheap I found it to be... just not all that good.
So yes, go play RB2.
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Toxico 5281th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(4):Re(10):Speaking of Fatal Fury" , posted Tue 22 Mar 00:16:
quote:
No love for Wild Ambition?...
Wild ambition is like... a huge sex massage from SNK to the fans, pretty much everything is a reference to the early parts of saga and there is even some bigger references stuck up on there for "current" fans to enjoy ("current" at the time, like characters having victory poses from KoF 98'), we can also even spot some of SNK trademark cheezyness when it comes to over the top Potential Powers (overdrives). Also, just like every other SNK 3D game the cinema displays are cheezy as hell and are a marvelous watch (I didn't realized that Andy was such a marvelous bully, no wonder Mai has it tough), the console extras were ok and that's a lot coming from SNK who's console releases are usually very thin when it comes to additional content.
Tsugumi and Toji are just love.
All in all it was a game that you could enjoy a lot as long as you could look the other way when the ugly features pop up every now and then, it's almost like marriage.
The thing about the game is that the pacing is hard to adjust, coupled with the fact that there are a bunch of moves that serve of no use at all, coupled that some of the animations are ultra stiff gave players the chance to complain that the game feels sluggish and silly; also coupled with the fact that while the graphics are pretty decent for the time the game still is part of the age where players kept arguing about 3D vs 2D and 2D could easily look just so much better; so everything ends up in the game getting some unjustified racism persecutors mixed in with the justified racism that glared the game's fugly side.
The port itself got butchered in several aspects such as graphics and audio quality, sadly enough a lot of people could only touch the port since the machine wasn't exactly easy to get a hold of.
Coincidentally I was playing the game 2 days ago and there are still some things that I couldn't get back then but that now made me smile since I realize that they were there all the time, thinking back about it I was really lucky to be able to get the chance to play this in a competitive scene; the same should be said for Dominated Mind, quite the fun experiment that wasn't even filled (crippled) with that well known 10fps equivalent animation that most others 2D fighters that were "converted from arcade" sported in the PSX.
quote:
In the 77 clips, I don't get what was wrong with the savage reign intro, in fact, I don't understood lots of thos clips
As something to commemorate a 20th anniversary filled with love, some of the clips are just "normal things" that are considered iconic, such as that Fuu'n ken screaming intro.
目に焼きつけて、死ぬがいい・・・ Update 23 as of 25/10/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 22 as of 10/01/11
[this message was edited by Toxico on Tue 22 Mar 00:48] |
sibarraz 24th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
New Customer
| "Re(7):Re(10):Speaking of Fatal Fury" , posted Tue 22 Mar 08:02
quote: I don't know if I'm using the correct words, but there is something that always took my atention in FF3 background, and is the profundity that those have
I don't know how explain it, but in lots of fighting games, you can still feel that you are in a 2d background, but here in FF3, I feel like those had more planes, I don't know how explain it well Probably because there were more planes? Didn't FF3 add a foreground one?
I'm not talking about the game planes, more talking about how they backgrounds were drawn
Maybe the third plane was a reason for that, but always feel special for me, the andy and geese are some of my favorites from snk
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Ishmael 4045th Post
PSN: Ishmael26b XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(6):Re(10):Speaking of Fatal Fury" , posted Wed 23 Mar 01:04
quote: Wild ambition is like...
Wastn't there something profoundly awful about the super meter in that game? I can't remember the details off the top of my head but I do remember I like the game except for when I try to play it.
quote: I don't know if I'm using the correct words, but there is something that always took my atention in FF3 background, and is the profundity that those have
I don't know how explain it, but in lots of fighting games, you can still feel that you are in a 2d background, but here in FF3, I feel like those had more planes, I don't know how explain it well
FF3 may be the most graphically ambitous game that SNK ever made. For the sake of comparison, look at the manatee stage in KoF00 and compare it to the aquarium stage in FF3. The KoF00 background wasn't a bad idea but suffered from a horrible lack of animation. The FF3 stage, however, is full of life with fish, bubbles, and Jubei all moving around. Heck, you can even smack your opponent into the glass. I wish that FF3 was a better game since it is so nice to look at.
Hmm, FF may be my favorite series by SNK but it's surprising how many of the games have issues in one form or another. I think it's that the games are trying to do so many kooky things at once that I can forgive them for over-extending themselves.
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sibarraz 25th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Rare Customer
| "Re(7):Re(10):Speaking of Fatal Fury" , posted Wed 23 Mar 10:22
quote: Wild ambition is like... Wastn't there something profoundly awful about the super meter in that game? I can't remember the details off the top of my head but I do remember I like the game except for when I try to play it.
I don't know if I'm using the correct words, but there is something that always took my atention in FF3 background, and is the profundity that those have
I don't know how explain it, but in lots of fighting games, you can still feel that you are in a 2d background, but here in FF3, I feel like those had more planes, I don't know how explain it well FF3 may be the most graphically ambitous game that SNK ever made. For the sake of comparison, look at the manatee stage in KoF00 and compare it to the aquarium stage in FF3. The KoF00 background wasn't a bad idea but suffered from a horrible lack of animation. The FF3 stage, however, is full of life with fish, bubbles, and Jubei all moving around. Heck, you can even smack your opponent into the glass. I wish that FF3 was a better game since it is so nice to look at.
Hmm, FF may be my favorite series by SNK but it's surprising how many of the games have issues in one form or another. I think it's that the games are trying to do so many kooky things at once that I can forgive them for over-extending themselves.
Well, for being a 1994 game, fatal fury is a very beautiful game, at that point, SNKP did some kind of deal with the devil, when you watch games like art of fighting 3, or garou mark of the wolves, you at times can't believe that this is the same console which saw the birth of games like ashita no joe, or how much evolved since fatal fury 1
Fatal Fury 3 could be in the same category I guess if they had the knowledge of the hardware some years later
FF3 is a very weird game for me, they put a LOT of effort in the graphics and the details, but the game is incredible meh for me, hell, almost all the garou games are meh for me except special rb2 and mark of the wolves, I even prefer the first fatal fury than 3
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karasu99 576th Post
PSN: robotchris XBL: robotchris Wii: n/a
New Red Carpet Member
| "Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 01:20:
quote: One might complain that Real Bout was a real step down in terms of efforts on backgrounds but you have to remember they hurried and released it in the same year as FF3, in order to save the franchise after the disastrous reception of FF3. So they did not have much time for fancy stuff.
Chaz as always I am amazed by the pieces of info you present! I had no idea that FF3 was a flop, despite being pretty active in the NeoGeo community at the time. It makes sense though, since FF3 threw out almost all of the characters that had been introduced in FF2 and added a bunch that honestly did not have the same kind of charisma. Although by RB2 I ended up loving Franco, for example, I can remember HATING most of the FF3 cast for quite a while. Some, like Bob, I never ended up liking at all. I did however like the new Mai outfit.
Ishmael, I totally understand what you mean about the pure ambition present in FF3. I think the backgrounds are pretty beautiful for the most part, even if I still don't much like the game.
quote:
Speaking of backgrounds, I finished the very first Fatal Fury again recently (never noticed until now that the technique to beat Billy is simply to crouch during the whole fight) and it feels even weirder seeing "King of Fighters" and "Real Bout" casually thrown in there.
Again, I had missed the 'Real Bout' occurrence. I'll have to go and see. Regarding FF1 Billy, I still wish he had been given the throw stick move in later games, and maybe given a second weaponless stance for when it's been thrown. Just a year or so ago I would have also wished that Hwa would show up in another game someday, so I guess my Billy wish isn't so unreasonable!
[this message was edited by karasu99 on Thu 24 Mar 01:49] |
sibarraz 26th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Rare Customer
| "Re(2):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 05:38
quote: One might complain that Real Bout was a real step down in terms of efforts on backgrounds but you have to remember they hurried and released it in the same year as FF3, in order to save the franchise after the disastrous reception of FF3. So they did not have much time for fancy stuff.
Chaz as always I am amazed by the pieces of info you present! I had no idea that FF3 was a flop, despite being pretty active in the NeoGeo community at the time. It makes sense though, since FF3 threw out almost all of the characters that had been introduced in FF2 and added a bunch that honestly did not have the same kind of charisma. Although by RB2 I ended up loving Franco, for example, I can remember HATING most of the FF3 cast for quite a while. Some, like Bob, I never ended up liking at all. I did however like the new Mai outfit.
Ishmael, I totally understand what you mean about the pure ambition present in FF3. I think the backgrounds are pretty beautiful for the most part, even if I still don't much like the game.
Speaking of backgrounds, I finished the very first Fatal Fury again recently (never noticed until now that the technique to beat Billy is simply to crouch during the whole fight) and it feels even weirder seeing "King of Fighters" and "Real Bout" casually thrown in there. Again, I had missed the 'Real Bout' occurrence. I'll have to go and see. Regarding FF1 Billy, I still wish he had been given the throw stick move in later games, and ma
-- Message too long, Autoquote has been Snipped --
Like I said, FF3 must be the most meh game in the series, besides the cool graphics
speaking of FF1, I had a question, the picture with both guys boxing must be a reference to something right, hell, there are lots of obscure references in that game (the only obvious one is g mantle being the taxi driver)
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Gojira 2718th Post
PSN: Gojira_X XBL: Gojiraaa Wii: 80085
Platinum Carpet V.I.P- Board Master
| "Re(2):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 05:56
I actually liked FF3, but maybe I'm a rare case. When I first played it I was in an arcade, so I kind of looked past the control issues as joystick problems back then (which were common with those cheap MVS cabinets), and didn't realize that the controls were actually programmed to be laggy and slow until I played it on an emulator many years later.
The thing is, there was just a lot to like about the game if you were a fan of the single-player experience. And I was usually the only one playing Neogeo games in the arcade (except when some random people would hog the machine to play Puzzle Bobble) so that was pretty valuable to me. The characters were largely either new or updated, the game was pretty difficult, the dialogue was funny (and unusually readable for a Neogeo game), and the story had some different endings depending on your rank. I actually think a good 30% of the ideas it introduced really did stick, like low jumps, chain combos, special stage KOs, a few new character types, and the ranking system. It's just that it had so many new ideas in there, a lot of them couldn't be well-proven so they were thrown out.
To me RBFF was a big step down in everything except controls and gameplay. The single-player experience was poor, but competitively it was probably much better, which might have mattered to me if I had had anyone to play it with.
-- Mostly unrelated to the above, but I never once saw Alfred in RB2. Does anyone remember the conditions for fighting him?
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sibarraz 27th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Rare Customer
| "Re(3):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 06:28
quote: I actually liked FF3, but maybe I'm a rare case. When I first played it I was in an arcade, so I kind of looked past the control issues as joystick problems back then (which were common with those cheap MVS cabinets), and didn't realize that the controls were actually programmed to be laggy and slow until I played it on an emulator many years later.
The thing is, there was just a lot to like about the game if you were a fan of the single-player experience. And I was usually the only one playing Neogeo games in the arcade (except when some random people would hog the machine to play Puzzle Bobble) so that was pretty valuable to me. The characters were largely either new or updated, the game was pretty difficult, the dialogue was funny (and unusually readable for a Neogeo game), and the story had some different endings depending on your rank. I actually think a good 30% of the ideas it introduced really did stick, like low jumps, chain combos, special stage KOs, a few new character types, and the ranking system. It's just that it had so many new ideas in there, a lot of them couldn't be well-proven so they were thrown out.
To me RBFF was a big step down in everything except controls and gameplay. The single-player experience was poor, but competitively it was probably much better, which might have mattered to me if I had had anyone to play it with.
-- Mostly unrelated to the above, but I never once saw Alfred in RB2. Does anyone remember the conditions for fighting h
-- Message too long, Autoquote has been Snipped --
Never lose a Round, and you must win with certain amount of P or P powers (I think that the relation was 9 and 6 respectively)
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chazumaru 771th Post
Red Carpet Regular Member+
| "Re(4):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 10:16:
As I recall FF3 did not flop horribly for SNK themselves; it was a major disappointment for the operators who bought the cart. Same as RnKG/AOF3.
Also, here is another anecdote about the home version. Some of you might not know that it is possible to convert a MVS cart into a home cart ("AES" version, as some say). It takes technical skill which I don't have and requires the original MVS cart as well as a home cart that will be sacrificed for the conversion.
At least until about five to eight years ago, FF3 was certainly the most commonly "sacrificed" cart to convert a MVS game into a home game in France.
Three good reasons: 1. The FF3 cart is compatible with the majority of MVS games from 1995~1997 which turned out to have rare/expensive home versions, such as Metal Slug. 2. Acquiring FF3's home version was rather painless given that SNK produced many units which had a hard time finding a home; So the cart was rather easy to find and dirt cheap. 3. It is either the first or one of the very first home releases to benefit from the new box design, so by scarificing this game, you get a nice box for your converted MVS.
I even remember buying FF3's home version at some point thinking that it was a good investment because one day it might become an endangered species after so many sacrifices. Now that I think of it, I was panicking for no good reason, but it is rather telling of how FF3 was considered, at least in France.
無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は
[this message was edited by chazumaru on Thu 24 Mar 18:54] |
sibarraz 30th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Rare Customer
| "Re(5):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 11:45
Cool story, even though I find kinda sad to sacrifice a game just to get an ''aes'' game, more if we think how are hard are to get an AES from a very casual perspective, maybe not as much for the guys who collects them
btw, this days I'm very obsessed with shizen no utage haru / banquet of nature spring, it's an amazing theme, I had it as a wake up alarm tune, at least the musical aspect must be the most incredible part of SNK, the guys developed every single kind of music, that's must be the thing that I really miss from SNK, and the only thing that I hate of SNKP, all the themes felt the same
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sfried 647th Post
Red Carpet Regular Member
| "Re(3):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 14:07
I'm a little bit confused as to what FF3 did wrong. Did they really overdo it with the 3-plane system or did it just not meet up to player's expectations?
(And since somebody mentioned Unlimited Saga, I must have a thing for Akitoshi Kawazo games since I actually like FFCC: Crystal Bearers)
quote: The thing is, there was just a lot to like about the game if you were a fan of the single-player experience. And I was usually the only one playing Neogeo games in the arcade (except when some random people would hog the machine to play Puzzle Bobble) so that was pretty valuable to me. The characters were largely either new or updated, the game was pretty difficult, the dialogue was funny (and unusually readable for a Neogeo game), and the story had some different endings depending on your rank. I actually think a good 30% of the ideas it introduced really did stick, like low jumps, chain combos, special stage KOs, a few new character types, and the ranking system. It's just that it had so many new ideas in there, a lot of them couldn't be well-proven so they were thrown out.
I too think single-player modes in fighting games have been overlooked. But now that you mentioned that FF3 has a good single I might just give it a whirl on my VC (unless somebody convinces me to wait for RB to come out instead).
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Toxico 5288th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(5):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 17:49:
quote: I remember the conditions to be quite weird, specially compared to how simple it was getting Nightmare Geese, but we could eventually get him in every play:
Wasn't Nightmare Geese in RBS only?
I was (trying to) imply that, in RBS you only needed >750.000pts, no round loss and an S average ranking (Master Fighter or more), the toughest of those being the S grade but since grades were visible you could figure out what you needed, for example if you got 3 AAA ranks, then you'll need 3 SS ranks to balance it out. In RB2 the conditions weren't that simple because there it was no "DM landed" report message so you needed to keep track throughout the game of what you were doing, and sometimes that was hard to do.
quote: But now that you mentioned that FF3 has a good single I might just give it a whirl on my VC
If Mai weeping next to an Angry Andy or Yamazaki playing Houdini at certain stages doesn't interest you then the game might have nothing for you, there are a lot of sequences scattered over there for fans to enjoy, like Terry getting along with that damned monkey. The game had several "unlockables" to get within the 1p experience so that was something to look forward when playing alone; the most important things were :
1.- The extra hidden DM (in order to perform it you needed to use a cheat code). 2.- Getting to fight Chonshu (you could fail to do this). 3.- Getting to fight Chonrei (you could get Chonshu and not Chonrei).
edit :
quote:
*hideous SegaSaturn port which did not help making the game more popular
You forgot the strangely accurate PC port of which the (popular) pirated / ripped version would crash stupidly at Terry Bogard's stage.
I liked that grapplers could temporarily stun with some special throws.
目に焼きつけて、死ぬがいい・・・ Update 23 as of 25/10/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 22 as of 10/01/11
[this message was edited by Toxico on Fri 25 Mar 00:38] |
chazumaru 772th Post
Red Carpet Regular Member+
| "Re(4):Re(10):Re(10):Speaking of Fatal Fury" , posted Thu 24 Mar 19:38:
quote: I'm a little bit confused as to what FF3 did wrong. Did they really overdo it with the 3-plane system or did it just not meet up to player's expectations?
Things FF3 did right: *updated graphic style *five new and rather original characters *new sprites with very good ideas for the returning characters (Mai's new outfit, shirtless Geese) *many new animations during and around fights *some interesting ideas to improve on the depth concept of the series, such as creating a foreground and making the two extra planes temporary in order to improve the rhythm of fights *huge theoretical improvement in the flow of character movement: the game keeps the invincible backdash, planeshift, crawling and guard attack then adds a front dash, hop (the invention of the small jump) as well as a forward dodge and even fake moves *new backgrounds with a lot of efforts in their depth effect *new BGM which was so-so but led to a wonderful orchestral album *a somewhat interesting plot(!) *nice single player ranking system to face different Boss fights dependingon your performance *very imaginative character select screen *good dialogues *beautiful title screen (OK I am reaching here, so it is time to go for...)
Things FF3 did wrong: *the "huge theoretical improvement in movement" meant that, in practice, there were just too many things to handle and many unwarranted inputs (as with AOF3, KOF'96 cleverly stole the good ideas and rejected the rest) corrected in RB by changing the button layout and dedicating one button to plane shifts *fake super moves were horribly dumb since the move was as hard to perform as a regular super... corrected in RB by introducing simple commands for fake moves * ...yet sometimes featured a different animation or sound and therefore could be easily detected corrected in RB by implementing the same startup frames and sound effects for fake moves *the game featured hidden super desperation moves which required to input a special and difficult hidden command at the beginning of a fight(WHY!?) and then turned out to be pretty much impractical to use anyway corrected in RB by implementing the Hpower/Spower/Ppower system. *the grapple/throw mechanics were completely broken corrected in RB by providing less random properties and range to throws *most commands/supers were still as needlessly complicated as on Garospe (and this is coming from someone who liked performing the oldschool Raising Storm input) corrected in RB by improving commands and input tolerance significantly *only ten characters to choose from was quite stinging at the time corrected in RB by bumping the roster to 16 characters *the arrival of chain combos started the trend of long, boring sequences involving re-KOs that could not be stopped (check Andy's rape grab at 1:45) corrected in RB by... Well, not really corrected in RB but the game was fun enough that people could look the other way and then it was progressively nerfed in RBS and RB2 *hideous SegaSaturn port which did not help making the game more popular corrected in RB by making the port compatible with the 1MB RAM cartridge
無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は無限早見は
[this message was edited by chazumaru on Fri 25 Mar 01:13] |
sibarraz 35th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Rare Customer
| "Re(8):Re(10):Re(10):Speaking of Fatal Fury" , posted Mon 28 Mar 11:02
Something that has always caught my attention in RB1, is the increasing difficulty that the game has, thanks to the fact that for every stage, the IA seems to do more damage, to the point that when you fight billy, his s power could take you easily an 75% of your life gauge
Hell, for me the boss in this game is billy, geese is incredible easy if you use the cheap tactic on trick him every time that you jump where he will try to do a counter. But Billy, the guy could be very hard to beat
An speaking of geese, took my attention how big the stage is, I wanted to see if I could win a match by ring out, but I could never reach the end, lol galaxy fight, somehow the ''neverending stage'' was better done here than in the sunsoft game
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IkariDC 787th Post
PSN: Ikari_DC XBL: IkariDC Wii: Toolazytolookitup
Red Carpet Regular Member+
| "Re(9):Re(10):Re(10):Speaking of Fatal Fury" , posted Tue 29 Mar 05:28
Toxico is right about the PC port, I own it! Back in the day I never played FF3 on arcades, but I knew about it from magazines. One day, my younger brother told me he saw FF3 for PC at a local shop. I thought he was kidding me, SNK games on PC? Never thought of the possibility of it being a port. I had to check it out if it was true, so I headed to the shop. Not only it was real, it was a Battle Arena Toshinden + Fatal Fury 3 bundle! I bought it without a second thought.
Front Back CD case
I was very impressed with the game, the arranged soundtrack on the CD was a huge plus! The only things I'm not happy with are the extremely short and boring endings, and some of the sprites for Blue Mary being of lower quality in comparison to the rest of the game, most noticeable in her win poses. In this one, it had a striking resemblance (for me at least) to Leticia Sabater, an infamous host on Spanish TV shows for kids that made countless of generations puke whenever she opened her mouth. I had to say it! It's been haunting me for years.
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karasu99 577th Post
PSN: robotchris XBL: robotchris Wii: n/a
New Red Carpet Member
| "Re(3):Re(10):Re(10):Re(10):Speaking of Fatal" , posted Thu 31 Mar 01:50
quote: If you are looking for an entry level FF game, FF2 and/or Special might be the way to go.
I'm not sure I recommend FF2-- for me it was always inferior to Special. In a perfect world, you could just pick up both volumes of Battle Archive and play them all, but I would say if you want to play 'old style' FF, try Special. If you want to try 'new style', try RB2 which is for me the very very best in the series.
I played through Battle Archive a few nights ago to refresh my memory, and I have to say, the Southtown-specific games (FF1, FF3, the Real Bout games) have some of the most beautiful, evocative backgrounds in the series-- Terry's beach stage in RBS, for example. Granted, some of my appreciation might have to do with nostalgia, but still.
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Professor 3024th Post
MMCafe Owner
| "Re(5):Re(10):Re(10):Re(10):Re(10):Speaking of" , posted Thu 5 May 02:41:
quote:
On the map, the two red dots on the bottom left side! One of them is the timeline and the other is a broader map of Southtown's vicinity.
Actually I meant where did you get that info-- I have some vague recollection that at least some of it was spelled out in MOTW, but I think I may be remembering wrong.
first up, the timeline on my map for FF1 & 2 is actually wrong by a year and I kept on neglecting to fix it (it's done now). Correctly, it should be 1992 for FF1 and 1993 for FF2.
The timeline comes from a number of sources including guidebooks and storylines, but there's a very logical way of deducting them as well. Here's a quick summary.
Fatal Fury- FF1, FF2, and FF3 are no-brainers since the years are actually in the endings. They match with Terry's birthdate and profiles in the games as well. FFRB is a toughy since the storyline only subtley hints that it's half a year after FF3, meaning it could either be 1995 or 1996. But Garou:MOTW's storyline clarifys FFRB as "ten years ago". MOTW takes place in 2006 (Terry's age is 35), so that means RBFF took place in 1996.
As for the AOF series, AOF 2 took place in 1979 since Geese is age 26 and he was born in 1953. Since AOF2 took place a year after AOF1, that means AOF1 was in 1978. AOF3 took place in 1980; there's dialogues in the game that explains AOF1 took place two years before.
[this message was edited by Professor on Thu 5 May 02:46] |
Toxico 5325th Post
PSN: Toxic-Baron XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(9):Re(10):Re(10):Re(10):Re(10):Speaking of" , posted Thu 5 May 06:05
quote: Hey professor, RBS and RB2 are considered ''dream matches'' or what?
I remember an artbook or something specially mentioning that Real bout 2 had pretty much no incidence with the cannon (considering that the game actually has no story at all, it's easy to see that). I can't trace back any sources, though.
Real Bout special is hard to tell... Considering that absolutely nothing happens within the game at all (the game doesn't even tell you if it's a tournament or a bunch of angry guys punching each other). Personally I always thought of it as a remake of FFSpecial, but absolutely nothing backed me up on that one.
quote:
An as far as AOF 3, I recall hearing that the game was non canon (If I'm not wrong in japan is ryuuko no ken gaiden, and I recall that gaiden was some sort of ''paralell'' but don't believe too much in that because maybe that's not the case)
Well, the name is titled Gaiden, but that doesn't "contradict" that the game actually happens in a year, specially since the game take into account previous facts and doesn't rewrite the existent storyline in any way.
quote:
Hell, I recall that Wild Ambition was a sort of rebout of the series and his story
WA is a remake of Fatal Fury 1, the game even states so with it's silly cinema and an Andy that looks like a poor, homeless street hound.
目に焼きつけて、死ぬがいい・・・ Update 23 as of 25/10/10 (Temporary mega upload link).
Now sponsoring : video game analogies (ES) Last update : Chapter 22 as of 10/01/11
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Loona 405th Post
PSN: IkariLoona XBL: n/a Wii: n/a
Gold Customer
| "Re(10):Re(10):Re(10):Re(10):Re(10):Speaking o" , posted Thu 5 May 17:25
quote: Hey professor, RBS and RB2 are considered ''dream matches'' or what?
I remember an artbook or something specially mentioning that Real bout 2 had pretty much no incidence with the cannon (considering that the game actually has no story at all, it's easy to see that). I can't trace back any sources, though.
Well, while most of the RB2 endings are openly silly, there are couple of things in some that are worth considering as canon to a point - in the very least, Chonrei training under Tung (visible in both their endings - possibly after training with Kim, from his and Chonshu's endings; yeah, I'd like to see the results of that training in a Garou sequel). There's also that host Geese ending, which is a bit odd, but interesting and presented seriously unlike many others.
"Beat the machine that works in your head!" - Guano Apes "Open Your Eyes"
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Professor 3027th Post
MMCafe Owner
| "KOF98FE Shinjuku Carnival ratio tournament" , posted Mon 9 May 15:51:
KOF98FE ratio tournament matches for anyone interested.
Bracket0 match 1&2 - Nico Bracket0 match 3&4 - Nico
Bracket1 match 1&2 - Nico Bracket1 match 3&4 - Nico Bracket1 match 5&6 - Nico Bracket1 match 7&8 - Nico
Bracket2 match 1&2 - Nico Bracket2 match 3&4 - Nico
3rd Place & Finals - Nico
Ratio chart (max 6.5)
3 Eiji, Brian(Ex Step), Alt&Norm Mary, Iori(Run), Alt&Norm Yashiro, Heidern, Normal Kyo(Ex), Alt&Norm Ryo(Ex), Alt&Norm Yuri, Alt King, Kim (Ex Step), Choi, Alt&Norm Chris, Lucky(Ex), Alt&Norm Geese, Leona(Run), Alt Yamazaki(Ex), Chizuru, Alt Shermie
2.5 Iori (Step), Normal Kyo(Adv), Benimaru, Goro(Run), Alt&Norm Andy (Ex), Alt&Norm Ryo(Adv), Kim(excluding Ex Step), Mature, Vice(Ex), Normal Shermie, Normal King, Saishu(Ex), Brian(Ex Run or Adv Step), HeavyD, Krauser, Alt Yamazaki(Adv), Normal Yamazaki(Ex), Alt&Norm Mai, Athena (Adv), Leona (Step), Rugal. Alt Robert(Ex), Normal Joe(Ex)
2 Alt Kyo, Ralf, Kensou, Normal Yamazaki(Adv), Alt&Norm Billy, Lucky(Adv), Vice(Adv), Saishu(Adv), Big, Kasumi(Ex), Alt&Norm Andy(Adv), Goro(Step), Alt Robert(Adv), Athena(Ex), Normal Robert(Ex), Normal Joe(Adv), Alt Joe(Ex), Clark, Shingo
1.5 Alt&Norm Terry(Ex), Normal Robert(Adv), Chang(Ex), Chin(Ex), Kasumi(Adv), Takuma, Alt Joe(Adv)
1 Alt&Norm Terry(Adv), Chang(Adv), Chin(Adv), Brian(Adv Run)
[this message was edited by Professor on Tue 10 May 01:45] |
sibarraz 102th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Regular Customer
| "Re(1):KOF98FE Shinjuku Carnival ratio tournam" , posted Mon 9 May 23:28:
Thanks for the videos professor, the other day I was wondering why I couldn't find 98FE videos besides the first 2 ones that were posted on nico
Watching the ratio system, something took my atention, Now Orochi Shermie is a good character? AND LUCKY TOO? why they are ratio 3 characters?
Krauser pulling not only one, but two times his command grab DM? Now requires 2 HCB instead of 3? And lucky winning?
That screwed with my mind , this is like a bizarro KOF
Btw, The combo that kasumi pulled against Krauser was beautiful, I never thought that you could pull that in 98um, is that new?
I hope that SNKP releases this game for digital download, I will pay good money for it : (
One more question, what does it means E-THAI-HOE-DIE, since 98um is only in japanese, I always wondered which thing says lucky on his win quote
[this message was edited by sibarraz on Mon 9 May 23:47] |
Professor 3041th Post
MMCafe Owner
| "Re(4):KOF98FE Shinjuku Carnival ratio tournam" , posted Fri 13 May 00:55:
Post tournament No-ratio matches @Carnival arcade
Bracket1-1,2,3 - Nico Bracket1-4,5 - Nico Bracket1-6,7 - Nico Bracket1-8,9 - Nico Bracket1-10,11 - Nico
Bracket1-12 & Bracket2-1 - Nico Bracket2-2,3 - Nico Bracket2-4,5 - Nico
Bracket2-6 & Bracket3-1 - Nico Bracket3-2,3 - Nico
Finals 1 - Nico Finals 2 - Nico
KOF13 singles part 6 - Nico
[this message was edited by Professor on Sat 14 May 14:58] |
Professor 3069th Post
MMCafe Owner
| "Re(3):NEVER" , posted Wed 1 Jun 23:39:
One of the long-time contributors to the King of Fighters series on the Internet is the Japanese player Dune. Yesterday night, Dune gave a long sneek-preview of some KOF13 tournament videos (batch 2 of the 13-on-13 battles), which should be posted for general viewing at Nicovideo in the near future.
The presentation was made by a nico live stream and a couple of English viewers including Kane317 joined in text. A number of trivial info came and went, half of it which were not true. Since I was coincedently present and did some translations, I'll also do the favor of setting what's right from wrong.
- In terms of tier, his opinion on KOF13 is that K' and Raiden are the two top characters, while Terry and Goro are at the bottom. He notes that Raiden is a bit of an unstable character. - Dune is attending Evo for KOF13. He hasn't been to overseas matches in English speaking countries up until now because KOF's popularity didn't seem as significant. - On the other hand, Cap is not attending Evo though some people apparently thought so. - According to SNKP, there are no problems posting KOF videos on the Internet as long as the copyrights are there. For those legal reasons, Dune's videos have a clear disclaimer at the end and never uses music outside of SNKPlaymore's rights (no anime or Jpop, for instance). He is studying to become a lawyer. - He never faced Daigo Umehara in any game. He seems to be particularly worried about any wrong rumors that he actually beat Daigo in KOF.
I'm not sure how that last part came about, considering Daigo Umehara isn't a KOF player.
[this message was edited by Professor on Thu 2 Jun 00:14] |
Kane317 35th Post
Rare Customer
| "Re(4):NEVER" , posted Thu 2 Jun 07:45:
quote: One of the long-time contributors to the King of Fighters series on the Internet is the Japanese player Dune. Yesterday night, Dune gave a long sneek-preview of some KOF13 tournament videos (batch 2 of the 13-on-13 battles), which should be posted for general viewing at Nicovideo in the near future.
The presentation was made by a nico live stream and a couple of English viewers including Kane317 joined in text. A number of trivial info came and went, half of it which were not true. Since I was coincedently present and did some translations, I'll also do the favor of setting what's right from wrong.
- In terms of tier, his opinion on KOF13 is that K' and Raiden are the two top characters, while Terry and Goro are at the bottom. He notes that Raiden is a bit of an unstable character. - Dune is attending Evo for KOF13. He hasn't been to overseas matches in English speaking countries up until now because KOF's popularity didn't seem as significant. - On the other hand, Cap is not attending Evo though some people apparently thought so. - According to SNKP, there are no problems posting KOF videos on the Internet as long as the copyrights are there. For those legal reasons, Dune's videos have a clear disclaimer at the end and never uses music outside of SNKPlaymore's rights (no anime or Jpop, for instance). He is studying to become a lawyer. - He never faced Daigo Umehara in any game. He seems to be particularly worried about
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OH I COULD HAVE SWORN I saw "-Prof", I was like wtf, nah, couldn't be. Lols.
As for the Daigo comment, I think the guys were messing around in the chatroom saying that Dune is so gosu that he could probably beat Daigo and the joke spun off from there.
I love those guys in the chatroom, they were really making an effort to try to communicate (and we were using translate.google.com) -- the funniest too lost-in-translations were:
"My younger sister cannot be such lovely"
and
"Athena don't sweep pants!"
I'm sure they mean something in Japanese but it got me ROFLMAO.
www.youtube.com/kane317
[this message was edited by Kane317 on Fri 3 Jun 03:05] |
Professor 3079th Post
MMCafe Owner
| "Re(2):RevaLAtions tournament" , posted Mon 13 Jun 20:29:
quote: http://justin.tv/leveluplive/b/287892978 http://justin.tv/leveluplive/b/287895209
Very interesting matches, hosted by the crews of Dreamcancel.com. I never knew King could have that much of a capability as a first batter.
Calling Dune "The Godfather of KOF" seems quite appropriate, since he's about the only player that looks out after the game's community in Japan.
We really didn't know how else to edify him, Godfather seemed appropriate =)
Kane: It was a very great tournament. Very odd how the schedule was pushed back, it would have been a perfect publicity for the game had it been able to take center stage at evening time. But the crowd could be heard in the background so there must've been quite a number of spectators.
Were you able to take any recordings of the matches up to the top 4 finals? That surely would be interesting.
I'm amazed you guys did wirings to make a detachable stick setup for the Vewlix. That must have been quite time consuming.
BTW, Dune is wondering what kind of setup that the game will have at Evo in terms of monitor and control panel.
As you might know, the game feels dramatically different depending on the monitor. CRTs makes it way easier to block quick attacks since there's no latency. In comparison, most arcades use Vewlix, which is afforable and the industry standard. The Shinjuku Carnival runs its KOFXIII on a Lindburgh, which is Sega's expensive cabinet normally used for VF5 and has the lowest latency as an arcade LCD set.
[Edit] A few comments from the Japanese Evo guests.
#17: Bala has gotten really good, I wonder if he was influenced by Romance's King. But at this rate, I think I can win against everyone except Shima, Dune and Mr.KOF.
Shima: One of these days, I'll make Mr.KOF eat my dropkick. Their level of gameplay is really high, It might be hard for the Japanese to beat them. I wonder if there's a gentlemen's agreement not to use K'? Either way, it's really raised my motivation to practice 13, no time for 2002um! If mr.17 thinks that the Japanese will take up all the top spots, that might be how things will end up. But I'm chicken, so I'm going to practice.
Dune: From watching the matches, it seems like Bala won because he was able to move around the best. He was really standing out from everyone. He was playing calm, using delayed lows into combos, and he'll be a difficult opponent. When you're playing a real(tournament) match and there's someone playing as calm as him, it's scary because you might make mistakes. The other players also seemed to know the basics, and although they sometimes made mistakes, their knowledge on character traits and HD combos from low B's are about the same as Japan. But, I think that Japan is better at decision makings during various situations. There were many times when it was like "doing that there isn't too good when you think about how the fight will develop", and "that was a guaranteed punishment". But videos really can't be used to tell (a player's) strength, so there's always the possibility that things may end up like "the Americans were actually stronger than the Japanese".
Also, I felt that their playing styles didn't feel like KOF13. It felt like I was watching some other game. This is only my opinion, but I think KOF13 is a game about high-risk-high-return moves. I'm sure there's people that would say otherwise, but of all the KOF series, this game really rewards you for random moves. Everyone was playing rather quietly without massive random attacks or jump-ins. I'm not sure if this difference in style will bring us good results or bad results. Either way, there's definitely a difference in playing style. Bala especially played like a gentle man. 13 isn't a crazy game as KOF11, but he was playing calm and that was kind of scary. He movement was completely outstanding from the other players. So after watching, what I honestly think is.... I'll talk about it some day during one of my live video streams.
[this message was edited by Professor on Tue 14 Jun 05:25] |
Kane317 37th Post
Rare Customer
| "Re(3):RevaLAtions tournament" , posted Tue 14 Jun 07:27
quote: Kane: It was a very great tournament. Very odd how the schedule was pushed back, it would have been a perfect publicity for the game had it been able to take center stage at evening time. But the crowd could be heard in the background so there must've been quite a number of spectators.
Everything from the tournament got pushed back, SFIV was late and so was MVC3 and MK9. It was huge tourney (I heard the prizes for the big tourney was $30,000!) and we were only a side deal.
quote:
Were you able to take any recordings of the matches up to the top 4 finals? That surely would be interesting.
Not in a traditional sense, I know various ppl had camcorders so I'll let you know, but they're going to be shaky, the preceeding matches were real good too. Funny thing is I had a tripod in my car but nobody bother asking me lol.
quote:
I'm amazed you guys did wirings to make a detachable stick setup for the Vewlix. That must have been quite time consuming.
The Answer jumped thru hoops and went to hell and back just to get things to work, he hired a tech guy so it was a lot of prep work and testing etc.
quote:
BTW, Dune is wondering what kind of setup that the game will have at Evo in terms of monitor and control panel.
As you might know, the game feels dramatically different depending on the monitor. CRTs makes it way easier to block quick attacks since there's no latency. In comparison, most arcades use Vewlix, which is afforable and the industry standard. The Shinjuku Carnival runs its KOFXIII on a
-- Message too long, Autoquote has been Snipped --
It's going to be on the EVO approved ASUS monitor so The Answer said not to worry, I'm assuming it's lag free.
The joysticks is most likely going to be the current setup we have now, but there's a slight chance that it might not those at all and that's all I'm allowed to say if you know what I mean.
www.youtube.com/kane317
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Pollyanna 3056th Post
PSN: Lilly_Dopamine XBL: n/a Wii: n/a
Platinum Carpet V.I.P- Board Master
| "Re(1):Bad news for SNK and Atlus? KOF emulate" , posted Thu 16 Jun 12:38
quote: If anything good were to come out of this, I hope we get some sprite rips.
There's almost no point, since they added that idiotic filter. Well, I can't say idiotic, since most people thought it was an improvement, but when the sprites are blurred and the backgrounds are not, then it looks like the backgrounds are the focus, not the fighters. I don't know how they thought that wouldn't happen.
Again, though, while my friends and I find this frustrating, the consensus seems to be "blurry beats pixels". I just hope we have a pixel option on the home port.
青春謳歌 弱肉強食
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sibarraz 136th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Regular Customer
| "Re(4):Bad news for SNK and Atlus? KOF emulate" , posted Fri 17 Jun 08:47
quote: Yes, it's real and no, I don't think it's going to hurt sales. Even if the home version isn't the most stellar port of all time, it's going to offer plenty that this doesn't - online play and a proper training mode, to name a couple. I highly doubt the leak hurt BBCS sales considering how many amazing features were packed into the console version and how rock-solid the netplay was.
ArcSys was the best adding so much content in the console version, but will SNK do that? Considering how poor XII was compared to XI I don't think they invested that much in the conversion from the arcade. If we're lucky we get a good netcode and MAYBE a new team with players favourites (Yamazaki, etc.). I am very skeptical about it, not trust SNKP anymore.
I read somewhere that this rom was dumped (OT: is the right word dumped in those Taito Type X where we're not talking about emulation, but instead, of simulation?) a long time ago, but for respect to SNK, they decided to not launch it until now (I think that is not coincidence that the game was leaked just after the console announcement
Like grave said, I hardly doubt that this will had any kind of influence on the sales of the game.
At first, not all the PC'S will be able to run it well, and even though some KOF fans are famous for their piracy tendence, there is still a strong fanbase that will buy the game no matter what, this is not like neo geo emus which could be run almost perfectly on almost any kind of PC from the last decade
About the extra content, Destructoid has said that the game will had a proper story mode (with cut scenes and all) and a mission mode (I don't know if will be like the ones from the last kof's from ps2 or like the missions from SF or Blazblue, I will rather had the last ones, but I welcome both of them)
The turning point will be the netcode, I recall reading that the netcode will be based on the last patch from KOF XII, which sucked, but I still don't know if the netcode that appeared on Samurai Shodown Sen and Neo Geo Battle Colisseum (which are actually really decent, maybe good) are based on that netcode too, only time could tell
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Spoon 2177th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):Bad news for SNK and Atlus? KOF emulate" , posted Fri 17 Jun 09:05
quote: Yes, it's real and no, I don't think it's going to hurt sales. Even if the home version isn't the most stellar port of all time, it's going to offer plenty that this doesn't - online play and a proper training mode, to name a couple. I highly doubt the leak hurt BBCS sales considering how many amazing features were packed into the console version and how rock-solid the netplay was.
ArcSys was the best adding so much content in the console version, but will SNK do that? Considering how poor XII was compared to XI I don't think they invested that much in the conversion from the arcade. If we're lucky we get a good netcode and MAYBE a new team with players favourites (Yamazaki, etc.). I am very skeptical about it, not trust SNKP anymore.
I read somewhere that this rom was dumped (OT: is the right word dumped in those Taito Type X where we're not talking about emulation, but instead, of simulation?) a long time ago, but for respect to SNK, they decided to not launch it until now (I think that is not coincidence that the game was leaked just after the console announcement
Like grave said, I hardly doubt that this will had any kind of influence on the sales of the game.
At first, not all the PC'S will be able to run it well, and even though some KOF fans are famous for their piracy tendence, there is still a strong fanbase that will buy the game no matter what, this is not like neo geo emus which could be run almost perfectly on almost any kind of PC from
-- Message too long, Autoquote has been Snipped --
The timing coincidence with the console announcement did seem fortuitous. It's about the most noble pirate release I've seen in years, if nobility could be attributed to it.
It should also be noted that every one of these Type-X2 pirate releases seems to suffer from some small amount of input delay. I don't know if it's been quantified, but everybody who has played one of them has observed it. So while it will mean that people can play the game for free, the people that are going to spend a lot of time hardcore on the thing will be annoyed by it.
If any of you are playing KOF13 for the first time, I think the first thing you'll notice that is really odd-looking is how "slidy" the walk animation looks. The animation frames are fine, but when combined with the speed at which they translate across the screen, it looks odd. It's not something you ever really notice watching match videos, because they spend so little time walking, in addition to walking for only really short distances.
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mbisonhatclub 300th Post
PSN: hadoolket XBL: n/a Wii: n/a
Bronze Customer
| "Re(8):Bad news for SNK and Atlus? KOF emulate" , posted Sat 18 Jun 04:14:
quote: I've been checking around about the news and it really makes me wonder what the mentality was behind releasing at this timing, very obviously after the announcement of the console version. Did someone want to pick a fight with Atlus and SNKPlaymore?
No, the txt files included basically say "We're only trying to share this with people who cannot otherwise play due to lack of access of an arcade cabinet nearby" as well as "DON'T GO SHARING THIS OR PLAY THIS IN PUBLIC OR TALK ABOUT THIS IN PUBLIC OR WE WILL BE LESS INCLINED TO SHARE MORE RIPS IN THE FUTURE." Really, the fact that it all happened right after the announcement of console release dates is more coincidence than anything.
There's no conspiracy behind the rip itself. None of the rippers were out to get SNKP nor Atlus. It only just got ripped recently for a certain event, and I know which one, but that's not relevant now. On the other hand, the blatant disregard for that warning was sheer stupidity, ignorance, and people pretending to take a political self-serving stance on pirating. Plus, the excitement of the rip being released got over them, causing their sheer stupidity, like, "OMG KOFXIII IS RIPPED KOFXIII IS RIPPED THE REDCOATS ARE COMING PAUL REVERE NOT WILLIAM DAWES"
Ironically, the rip has inspired a lot more people to actually talk about KOFXIII, even on 4chan where it wasn't getting a whole lot of attention, and now people actually want to bother with KOFXIII! So, it's kind of a double-edged sword. KOFXIII is still a bit niche, so that's really its only saving grace at the moment, but getting people to talk about it is the one thing I appreciate since I've been fighting so hard to get people to talk about it in the first place, and now, people actually have a venue to discuss the game playing properties to do a degree, since MORE PEOPLE CAN ACTUALLY PLAY THE GAME NOW.
Me, I've already pre-ordered the game and feel I'll really enjoy this over the...less stellar predecessor. There's gonna be console extras--hopefully something to sway the people who weren't gonna buy it due to being satisfied with the ROM itself or not being satisfied with some missing characters that might get in--so, if the console version is very promising with its new content, there shouldn't be a real issue with sales, here.
Honestly, since they already started working on Momoko/Chang/Oswald sprites before, some people expect those three to be extras, along with Iori 98 and Billy.
join the m.bison hat club today i'm not just the president i'm also a client
[this message was edited by mbisonhatclub on Sat 18 Jun 04:17] |
badoor 208th Post
PSN: BadoorSNK XBL: BadoorSNK Wii: n/a
Frequent Customer
| "Re(10):Bad news for SNK and Atlus? KOF emulat" , posted Sun 19 Jun 08:36
quote: Honestly, who wouldn't? It makes me a little bit sad to see that KOF XIII is set at a retail of 49.99 US-- SNKP, I want to give you money! Why must you not sell for "normal" retail?
Maybe they'll make a Limited Edition sort of thing. Throw in a Leona figure (or Mai by popular demand), OST, and a mini-artbook and I'll be all over it.
quote: nobinobita: Pixel art is too underappreciated! One of the reasons to play DS games.
That is true. Not to merge this with the 3DS thread but I guess with the 3DS,now on the low end of console hardware, having a competent graphics processor I feel like we won't be seeing much pixel art games. Or at least, ones that are sort of genuine, effective, and sincere method of presentation and not as deliberate art-direction that pushes the retro/nostalgic mantra.
This reminds me of when I heard probably the smartest thing to ever come out of Jay Leno, who has a massive car collection. He was being interviewed about the implication of Alt Fuel green cars replacing Fossil Fuel and possibly killing them off. And he replied by comparing this situation to back when cars replaces horses & carriages, horses actually become more dignified & respectful than cars. And the same could happen to Fossil Fuel cars.
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Nobinobita 942th Post
Red Carpet Regular Member++
| "Re(2):Re(10):Bad news for SNK and Atlus? KOF" , posted Sun 19 Jun 17:49:
quote: with the 3DS,now on the low end of console hardware, having a competent graphics processor I feel like we won't be seeing much pixel art games. Or at least, ones that are sort of genuine, effective, and sincere method of presentation and not as deliberate art-direction that pushes the retro/nostalgic mantra.
Haha this is the kind of thing that keeps me up at night! I worry about a future where pixel art is just a decorative motif, a way to convey a retro attitude rather than to build characters and worlds.
I have faith that good pixel art will live on though. My little brother is currently working in Beijing and he tells me that the the arcade scene is still going pretty strong there. Little kids raised on PS3 and Xbox 360 still enjoy 2d Fighters and Beat em Ups. There's no sense that "this looks old therefor its bad", just a nice uninhibited appreciation for art. I don't think it's a fluke that King of Fighters is still much more popular than SFIV in China.
quote: This reminds me of when I heard probably the smartest thing to ever come out of Jay Leno, who has a massive car collection. He was being interviewed about the implication of Alt Fuel green cars replacing Fossil Fuel and possibly killing them off. And he replied by comparing this situation to back when cars replaces horses & carriages, horses actually become more dignified & respectful than cars. And the same could happen to Fossil Fuel cars.
Very cool! I feel the same way about books. I think that as the written word becomes increasingly digital, books will become increasingly fetishized for their physicality.
As for pixel art, I think it will eventually just become the exclusive domain of indie developers. Kids games are increasingly going towards flash type animation (thanks to smart phones) and Skull Girls is demonstrating that you can do 2d without the pixels. That's why I have such reverence for KOF XII and XIII. They're probably going to be the last hurrah for really top notch, non ironic pixel art.
www.art-eater.com
[this message was edited by Nobinobita on Sun 19 Jun 17:51] |
Spoon 2181th Post
Platinum Carpet V.I.P- Board Master
| "Re(3):Re(10):Bad news for SNK and Atlus? KOF" , posted Mon 20 Jun 01:31
quote: here there be pixels
I had thought that it largely ended with the DS. The PSP was powerful enough to support vectorized Flash or Flash-like graphics, and the productivity of Flash just can't be ignored. At least one major development studio used a Flash-to-C++ convertor for the previous generation of consoles, since creating UIs in Flash is just so effective. However, I also think that the differentiation between pixel art and 2D that isn't is something that most people don't really understand; at a glance, it might just be seen as one is low-res, one is not, one has smooth animation, one doesn't, etc. The extremely limited quality of old sprites (unless you used the background layer, the largest sprite size was like 16x16 or 8x16!) really forced the artists to design well, and as a result good sprites are always effective icons; the entirety of the thing has to be conveyed with such an economy of space and color that good iconography just winds up being a natural result.
One of my favourite pixel-art games of recent times is Might and Magic Clash of Heroes on the DS. It got an HD re-release with balance changes on XBLA and PSN, but the unit sprites aren't nearly as charming. The low-res UI has one or two knocks against it, but otherwise made really efficient and coherent use of the screen space available, while the HD version has yawning tracts of nothing.
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Professor 3083th Post
MMCafe Owner
| "Re(2):Re(10):Bad news for SNK and Atlus? KOF" , posted Mon 20 Jun 01:50:
With the announcement of the home console version, KOFXIII's popularity continues to be on the rebound, and amongst the players in Japan as well. Dune and a number of members are now in the process of making a combo movie, slated for release right before EVO. Its explanations will be featured in Japanese and English. Some of the combos have not been publicized up until now. He was showing off a death combo with Joe using just 1 bar & 50%.
Sibarraz: As far as I understand, SNK still has a team for KOF development.
badoor, Nobinobita: Personally, I somewhat consider the DS as the epitome of pixel gaming in the consumer market; no need to use tiled graphics to save data space, yet, no load time. Pixel art. It's a unique form of modern art.
Just in case anyone doesn't know, Pixeljoint
[this message was edited by Professor on Mon 20 Jun 02:24] |
sibarraz 139th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Regular Customer
| "Re(3):warez" , posted Mon 20 Jun 09:13
New characters will depend on the popularity or if the will had any purpose if there will be an slighty chance of a kof xiv, but well, SNK has so many potential characters (with tons of them that still hasn't made their debut) that you will NEVER please their fandom, I believe that the actual roster of XIII with some exceptions is maybe the most representative that you could pick
I still want to see a buriki one team, they deserve more after XI, or maybe the debut of lawrence blood, or other character from FF and AOF, hell, since they alrady put some savage reign characters, who knows, the sports team, boss team, new faces team, the agents, you had lots of options
The only thing that I liked when Raiden and later Hwa Jai were announced is that in the future there is still a chance to see classic FF characters (One could say the same about duck king though)
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karasu99 666th Post
PSN: robotchris XBL: robotchris Wii: n/a
Red Carpet Regular Member
| "Re(6):warez" , posted Tue 21 Jun 00:59:
quote: I still think it's amazing that KOFXI had Buriki One and Savage Reign characters in it.
Sadly, for me the characters I want to see the most are Data East ones (KARNOV!!!), and after how well KOFMIA went over, I wonder how long I'll have to keep waiting.
quote: I love, love, love, LOVE KOF XI. The fast tagging insanity and Kula + Gato > * are a lot of the reason for that, but Gai Tendou and Silber in a KOF? Too good. Reminds me of when KOF used to be a crossover series because SNK actually made other fighting games! Oh, to type that just makes me sad.
But not too sad. KOF XIII is pretty good.
Yah, I really loved the direction KOF was moving in with 2003 and XI (and their casts), especially the idea that Buriki One and Savage Reign were being represented. It's like SNKP was right on the precipice of going in an incredible direction as of XI, and then just faltered for a bit before picking up and moving in a new and gorgeous direction with the latest two games. I still find it strange that Neo Geo Battle Coliseum became the new crossover game (and, strangely enough, KOF-unique characters like Kyo and Iori were featured in it) while KOF for years was its own story. It all makes you realize how weird of an ecosystem KOF (and SNKP) is that we have this game that started as a crossover and turned completely into its own thing. I wonder if much younger players who enjoy KOF these days have any clue at all that Terry and Ryo and Ralf all came from their own games from what is to them gaming prehistory.
That's not to say that I don't love love love the newer direction taken by KOF in XII and XIII. Unfortunately the days of crossover may be over for KOF, since it looks like the focus is more on porting over the entire old cast to the new style. I'm perfectly okay with that, I just hope that someday they are able to revisit the back catalog in some way. For example, I'd love it if they would take a cue from NGBC and include a World Heroes character or two!
[this message was edited by karasu99 on Tue 21 Jun 01:10] |
Professor 3087th Post
MMCafe Owner
| "Arcades overthrown by Aquapazza" , posted Wed 22 Jun 18:42:
Aquapazza seems to be relatively popular, at least for day 1. One of the arcades I checked had 8 cabinets, all Aquapazza. Crazy. It's even overthrown BBCSII, so you can kind of get the feeling that KOFXIII is also getting pushed out despite the recent rebound with the console announcement. At least BBCS2 has some leeway since people can select to play it instead of Aquapazza (The NesicaLive holds multiple games like the old MVS system. Note however, some arcades has this feature disabled).
I was surprised to see female players giving it a try despite the game leaning towards the male audiences. It's a pretty agressive game although it runs around the same slow speed as Arcana Heart. It's ground-based combat, not aerials. What's interesting is, feirce attacks can't be canceled in this game, and it took me a while to realize that it emphasizes you to use the striker system. Otherwise, you can't do any combos more than 3-4 hits.
On the way back, I checked out one of the few places that used to have KOFXIII for half-price to see if the machine was still there-- it was. A KOF-crazy voice actor (this guy) was doing 100% combos with Terry and Ryo while Dune was watching on the side. They were apparently recording the combo video.
[this message was edited by Professor on Thu 23 Jun 02:00] |
Zepy 1566th Post
Red Carpet V.I.P- Platinum Member
| "Re(1):Arcades overthrown by Aquapazza" , posted Wed 22 Jun 23:13
quote: Aquapazza seems to be relatively popular, at least for day 1. One of the arcades I checked had 8 cabinets, all Aquapazza. Crazy. It's even overthrown BBCSII, so you can kind of get the feeling that KOFXIII is also getting pushed out despite the recent rebound with the console announcement. At least BBCS2 has some leeway since people can select to play it instead of Aquapazza (The NesicaLive holds multiple games like the old MVS system. Note however, some arcades has this feature disabled).
I was surprised to see female players giving it a try despite the game leaning towards the male audiences. It's a pretty agressive game although it runs around the same slow speed as Arcana Heart. It's ground-based combat, not aerials. What's interesting is, feirce attacks can't be canceled in this game, and it took me a while to realize that it emphasizes you to use the striker system. Otherwise, you can't do any combos more than 3-4 hits.
I'm actually pretty interested in the game now after having seen it being played, I like the slow speed and combo system, I didn't have much expectations for it but it might turn out to be a pretty cool game afterall!
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sibarraz 140th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Regular Customer
| "Warez strikes again" , posted Thu 23 Jun 07:49
Man, goodman doesn't want to leave SNKP alone right?
98UM was leaked this last day, is the old version, not KOF98UMFEfNxL.
Talking about coincidences, but well, 98UM is a very old game at this point, I had it on my xbox, so I don't believe that this will hurt SNKP that much, plus, there's still the new version, even though it seems that aquapazza will screw him more.
About Dune, that's so sad to hear, the guy could have been a decent draw to the KOF tournament
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Professor 3089th Post
MMCafe Owner
| "Re(4):Warez strikes again" , posted Thu 23 Jun 13:03:
Aquapazza. Morgan is still hard to use! It's like playing with Samurai Shodown's Mina except with a 20 stock arrow limit. On the other hand, Konomi moves like a KOF character and seems to be top tier.
About flights, there's additional gas fee around 35,000-50,000 depending on the airline, so that really hurts. For instance, the major travel agencies like HIS and JTB offer well-known airline flights for around 90,000, but it goes to 140,000 when it's add up. Some cheap tickets, you don't know what company you'll be on until you ask. Sometimes it can be good (like Cathay Pacific), sometimes it can be horrible (like Northwest). I've never had the experience before, but I hear some of the worse places take additional money for food since they're cutting around all corners.
Kane- Good luck on it-- hopefully things will turn out for the best. You can always speak to him directly though his nico streams as well. I'd be glad to lend a hand if you need translation assistance.
[this message was edited by Professor on Thu 23 Jun 13:49] |
Kane317 42th Post
Rare Customer
| "Re(5):Warez strikes again" , posted Thu 23 Jun 16:16:
quote: About flights, there's additional gas fee around 35,000-50,000 depending on the airline, so that really hurts. For instance, the major travel agencies like HIS and JTB offer well-known airline flights for around 90,000, but it goes to 140,000 when it's add up. Some cheap tickets, you don't know what company you'll be on until you ask. Sometimes it can be good (like Cathay Pacific), sometimes it can be horrible (like Northwest). I've never had the experience before, but I hear some of the worse places take additional money for food since they're cutting around all corners.
Kane- Good luck on it-- hopefully things will turn out for the best. You can always speak to him directly though his nico streams as well. I'd be glad to lend a hand if you need translation assistance.
We'll see what we can do and we can't promise anything. Keep you updated and thanks for the offer to translate.
www.youtube.com/kane317
[this message was edited by Kane317 on Thu 23 Jun 16:18] |
sibarraz 143th Post
PSN: n/a XBL: sibarraz4life Wii: n/a
Regular Customer
| "Re(8):Warez strikes again" , posted Sat 25 Jun 11:51:
quote: Something that took my attention and that really angered me, was the fact than the arcade version has arranged music and the text on english
I really don't get why those 2 options were left out from the 360 version
For the AST, it's probably that they didn't want to triple the download size for the game. It's easy to see the difference between the old "midi" sized files from the og neogeo games and the uncompressed (probably) wav files from the DVD release.
Well, I stand corrected, I checked out on my xbox and 98 has a size of 200 mb, the leaked pc version has a size of 800mb. I always thought that the game had a bigger size, but well
Weird Decision, at least for the time when 98 was released, I believe than the limit size was bigger than 200 mb, but I can't recall, I don't know if microsoft had some politics to bigger files, or I don't know
Well, I still cross my fingers to see one day FE on the bazar
The english texts I still don't get it though
[this message was edited by sibarraz on Sat 25 Jun 11:54] |
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