─∗⋅◈⋅∗─ ARCADE GAMES ─∗⋅◈⋅∗─

“But”, you ask, “how do these games play?”

Fatal Fury was developed at the same time as Street Fighter II, and it shows. It was designed by Takashi Nishiyama who also designed the first Street Fighter, so the FF series represents his idea of what the fighting game should be. But as a primeval fighter it’s more of a historical curio than something you’d want to play.

The first of many Dream Matches for SNK, FF Special is a sendoff to the classic style of Fatal Fury. FF3 and the Real Bouts had all new spritework and pivoted the gameplay in a different direction. FF Special has many fans, but your enjoyment will hinge on how much you can stand the early Fatal Furies. Maybe you had to be there.

Fighters History Dynamite (Karnov’s Revenge) is a painfully generic Street Fighter clone, but it’s the uniquely mixed execution that has brought it a cult following. Combo damage is high and controls are tight. There is a weak point mechanic where hitting a character in their unique vulnerable spot several times will put them into a dizzy. This leaves them open to a combo and lends the gameplay a ridiculous, frantic feel. If anything the bland graphics, cheap presentation and horrible balance add to the fun. Definitely worth trying with a friend.

Art of Fighting brought a lot of innovation to the genre, and holds up pretty well today. The Spirit Gauge ties special attacks to a meter that can be charged by holding a button or lowered by getting taunted by an opponent. AoF has a unique pace, where okizeme is less important than taunting or meditating to recover meter, and special attacks are deadly. The player sprites are huge and controlled by a scaling camera that is nauseating. There are also some nice ideas in AoF that didn’t catch on. Super moves are unlocked through playing minigames in the story mode, and damage is visible on player sprites throughout the round. AoF is unique game that could become great with some refinement, like a sequel…?

All bow to this god, who can actually finish Art of Fighting 2. AoF2 is the hardest fighting game I’ve ever played. On the easiest difficulty, I can’t beat the first opponent. Not even close. AoF2 feels like it’s stuck on a turbo speed. The AI and thinks fast and pulls out moves faster than I can register. This time the player sprites are even bigger and if you jump around, the camera scrolls up and down in sickening amounts. I want to like this one–I really do. Although I don’t own a copy of AoF3, I love that game. Even though it’s universally unloved.

There are few fighting game franchises where I would want to play the first entry. Samurai Shodown is an exception. The game holds up brilliantly both as the start of a series, and as a fighter released in 1993. I’ll take Samurai Shodown over Super Street Fighter II any day. The only thing I’m not big on is the six-button control scheme that’s been crammed into the Neo Geo’s four-button layout. A is light slash, B is medium, and A+B is heavy slash. Same setup with C and D for kicks. The slower pace of SamSho means you don’t need to worry about using heavy attacks quickly, but it is something I reacquaint myself with whenever I return to the game. The gameplay is unique, the controls tight, and the atmosphere is fun, creepy and silly. What’s not to love about Samurai Shodown.

Samurai Shodown 2 is an iterative sequel that doubles down on what made the first game so great. SS2 was such a big deal that SNK released standalone cabinets that were single-slot Neo Geos only equipped with the game. Observe this print ad.

What I love about Samurai Shodown today is how distanced it is from the modern fighting game experience. A few well-placed moves can dictate an entire match. The cast isn’t particularly balanced. NPCs in the background will throw bombs into the ring to explode, or throw chunks of meat that can restore health. It’s like proto-Smash Bros. While a fanbase will usually shun a fighter with these elements, SS2 remains beloved even today.

Whenever SNK “peaked” a series with an ultimate, iterative sequel (see KoF 98, Real Bout Special), the next step was to take things in a brave new direction. Samurai Shodown 3 reduces the number of playable characters back to SS1’s count of 12, but gives each character a Slash and Bust “-ism” that revamps their moveset. We now have a proper four-button control scheme, a darker tone and faster gameplay. While fighting games were all speeding up in the mid-90s, players weren’t happy about faster rounds in a series where matches were already decided in a matter of seconds, and their hard-earned quarters were on the line. Changing a character roster and not bringing back someone’s “main” is also a surefire way to lose fans.

SS3 is the black sheep of the series, but if there’s anything I’ve learned about myself it’s that I love black sheep fighting games. And third entries, apparently. SS3’s sprites are massive, the gameplay changes are appreciated, and the home version with unlimited credits is just another way for AES trust fund babies to flaunt at peasant arcadegoers that their parents spent $200 on a videogame.

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love those aof damage sprites, more of that shit please future fightman studios

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It would be much easier to do in 3D today than when AoF did it!

Many AES manuals have a bonus page or two at the back. Sometimes hinting at a hidden character or final boss, it’s often paired with artwork that I had never seen online before. Here’s some favourites. These are poor photos, I know. You can find great scans of these manuals on the Internet Archive.

And yeah, that’s all I got to say for now! The irony is I’m moving from Canada to Britain next month and I’ve had to make a lot of hard choices about the future of my game collection. Six months ago I had six arcade cabinets and thought I’d be staying in Ontario. Now I have no arcade cabinets. Funny how things work out. I’m glad this all exists as a sort of public journal I can reflect upon. I’m keeping most of my Neo carts and even considering shipping my collection and playing them on a flatscreen via a scaler like the OSSC. We’ll see.

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played some Final Fight on MiSTer with melody
god that game rips, i love it
brutal simplicity
sodom is a huge dick

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image

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BACvhYt4VW

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https://twitter.com/TaitoASelection/status/1661968049883447296?s=20

Taito’s private archive…

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Collection catchup. Those AES titles I last showed you were some of the cheap ones. Takes time to save money and hunt for the desirable stuff.

Samurai Shodown 4. This reuses most of the assets and gameplay from 3 while speeding things up and tightening the mechanics. Samsho 3 and 4 added a ton of new systems and alternate versions of characters, and I think they lost some of the purity of the first two games, but there’s a lot to like here, particularly the atmosphere. I got this one in a bundle with extra copies of KOF 95 and AOF 2, and selling those recouped much of the cost of what is normally a big-ticket game. Not much to say about the packaging, unfortunately.

Real Bout Special. Already owned this on MVS, so trading that in lessened the blow. It seems most people have forgotten about the Real Bout series, as Mark of the Wolves is the Fatal Fury title most fawned upon (for good reason), but RBS holds up extremely well. You’ve got bright, luxurous spritework, super soaker fonts, and one of the cheesiest announcers in a genre loaded with cheesy announcers. The combo system is intuitive and hammering buttons makes everyone feel like a winner. RBS is easy to get into. The manual also has cute cartoons of the cast.

NOTHING’S GONNA STOP US IN NINTEEN NINETY EIGHT. I needn’t say more about KOF 98, except that the AES packaging feels exceptionally premium, even for a Neo Geo title. The now-typical back page that invites you to join SNK’s fanclub has been moved in favour of a note from Shingo, and there is an entire extra booklet that has movelists, cheat codes, notes from the developers, and artwork. SNK knew that KOF 98 was going to be a fan favourite.

Even the white box art begs a prospective buyer to get a copy with no scuffs, water damage or sunfading. I also traded in my MVS copy for this one, and it took a lot of hunting to get a copy in a condition I was happy with.

Much less to say about KOF 99. The roster has balooned to where there aren’t any extra goodies in the manual. There was a phone card as a bonus to those who preordered the AES release, but I don’t own that nor a 90s Japanese phone so I’m not exactly fussed. I got a suspiciously great deal on KOF 99, yet overall it’s in great shape. 99 may not have the competitive viability of 98 or even 2000, but the presentation is lavish and the gameplay is still excellent KOF.

And that’s my new AES titles. Somehow I collected these in release order. With such a volatile collectors market, you have to buy titles as the right opportunities come. I’ve been looking for a copy of The Last Blade for a while, but better deals have come up on other games that were further down my list, so it stays out of reach.

There are only a handful of AES titles left that I want and can reasonably afford–and too many that I will never be able to afford. The brunt of my collection is still MVS, and in time I’ll return to collecting those. I’m undecided on whether I want to keep my collection split or focus on MVS, but if I ever get out of AES collecting, I can sell what I have for a nice profit. The prices go up all the time. Safer investment than stocks.

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