In the real world, 1997 was the year of Princess Diana’s
death and the transfer of sovereignty of Hong Kong from the U.K. to China , resulting in Bruce Lee’s
relative Chin wiping out all 1.2 billion of the incoming Chinese immigrants.
In gaming, 1997 was cementing the dominance of home consoles
and PCs in gaming. With polygons and
storage space further evolving, we got games like Diablo, The Curse of Monkey
Island, Tomb Raider and Final Fantasy 7, one of the worst games I’ve ever
played, but would become synonymous with the Playstation because I guess
standards were that low. SNK
translations may be bad, but holy shit Final Fantasy 7’s is even worse. IT WAS THE MOST EXPENSIVE GAME MADE AT THE
TIME?!
Anyway, Capcom and SNK apparently figured they had to up
their game with brand new arcade hardware, both of which… Could’ve gone better.
SNK made the Hyper Neogeo 64, a 3D system to try and
replicate the success other companies were having with this new dimension of
play. From what I understand it was only
marginally more powerful than the Nintendo 64.
Both of these new systems had almost no games for them. The CPS3 only had 6 games made for
it (half of which are updated re-releases) and the Hyper Neogeo 64 only had
7. Both their miniscule libraries were also difficult to port to home systems. In
fact, only one Hyper Neogeo 64 game has ever seen any re-release and it’s rare,
so I won’t be able to play any of them.
Real Bout Fatal Fury Special(SNK): After the re-using of
character sprites and limited stages of Real Bout Fatal Fury, Real Bout Fatal
Fury Special raises the bar with a presentation overhaul. Every character now looks better and more
expressive than ever and the beautiful stages one comes to expect from SNK are
much more plentiful, though most characters do share a stage.
It plays smoother, but the combat isn’t all that different
from the previous Fatal Fury. It can’t
be understated how much the presentation adds to it, with the improved
animations on characters adding more punch and weight to every hit.
There’s no plot, but there’s such character. All 19 fighters get big near full body pixel
art renders, special victory lines against certain opponents and admittedly
underwhelming endings of the character renders talking to each other, but those
are still fun as brief little skits. The
English-speaking announcer brings further energy with enthusiasm that toes the
line between legitimately being excited and intentionally being cheesy. SNK made another slam dunk fighting game with
this one.
Street Fighter 3(CAP): Apparently when this game came out, people
hated it. I don’t exactly hate it myself,
but boy can I see why they did and no it’s not because of all the new
characters, at least not directly. It’s
just that the only thing that wasn’t a downgrade from Street Fighter Alpha 2
was the graphics.
The characters are all animated beautifully and have several
frames for their attacks, flinching and win poses. Each one also has impressive looking
full-body art for results screens in addition to their character select
portraits. Capcom regular Kinu Nishimura
did a great job. Backgrounds are a mixed
bag, but most of them have a nice matte-painting look with fun details to look
at, even if they aren’t exactly exploding with energy like previous games. Capcom wanted to show off the power of their
new CPS3 and by god they did it. The
game, on the other hand…
You can see the flames billowing her clothes and hair up. |
Darkstalkers finally got a true sequel with a new plot, setting, characters and a few changes to character movesets, but apart
from that and a couple new combat features, Vampire Savior is mostly more of the same
with the fast-paced chain combo gameplay largely untouched.
KOF 96 took most of the jank out of The King of Fighters,
but 97 eliminated the last remnants of it.
The controls are tight, every character now has command normals for even
more depth, a new super stock system allows the game to move at an even quicker
pace now that charging meter is only an option and there are more super attacks
to use that built-up meter with.
The tight combat gels well with the new computer opponents,
which have taken a few lessons in taking advantage of openings. KOF 97 is a good tool for teaching the player
about the concept of “safe” moves and the importance of using quick attacks to
poke the opponent because if you leave yourself open the computer will take
full advantage of that, but they’ll almost never do anything a human player
can’t in that regard. Once you have that
down it’s a satisfying challenge that’s not too difficult and you feel like a
better player for it.
KOF 97 further progresses the story to keep players invested. The cutscenes before the 3 boss battles do a
good job at presenting the plot and concluding the storyline 2 games in the
making. Using a certain team piles on
the story even thicker with even longer cutscenes and there are even
some joke endings to get. KOF 97 might be the ultimate example of how far ahead SNK was of Capcom in their storytelling.
The problem is that with the exception of the new CYS team
and bosses, the music only plays as long as its character is fighting, meaning
you’ll only get to hear about 60 seconds of it or so unless they’re really
kicking your ass. The rest is ambient
noises of the country you’re in. It’s a neat idea presenting The King of
Fighters as a televised martial arts tournament where the fighters are given
silence, like real martial arts tournaments, but I’d rather have my tunes.
Questionable audio choices aside, KOF 97 is quite possibly
the best fighting game thus far, taking an already great game and improving on
everything about it. The King of Fighters
97 is the game of the year. If I were
playing this in 1997 I would be getting hyped up every time The King of
Fighters got a new game by this point because it had firmly established itself
as a quality franchise after 2 awesome games.
Super Gem Fighter Mini Mix(CAP): With its cute graphics, 3
attack buttons, limited special attacks and throwable items, you would think
Super Gem Fighter would be an easy game for beginners, but all the important
mechanics of 2D fighting games like motion inputs, grabbing and spacing are
still present. What this game does is
take those mechanics and goes crazy with the actual game.
It’s already pretty nuts when you can power up your special
attacks to the point of projectiles being as big as your character, but the
real zaniness comes from the presentation.
Characters briefly change into various costumes when they execute the
new combo chain system and Capcom references are all over the game. Chun-Li turns into Jill Valentine, Felicia
turns into Megaman and when characters die they can turn into a pile of bones
like Arthur in Ghosts n’ Goblins or explode into light like Megaman with the accompanying
sound effect. This game goes for silly
Capcom fun and if you’ve been playing a lot of Capcom’s games up to this point,
there’s a lot to catch.
Super Gem Fighter Mini Mix is the best-looking game
of 1997 and I mean that sincerely, even in the face of Street Fighter 3 and KOF
97. The fun costume-changing and
big-headed expressive characters already radiate energy and personality, but
the backgrounds are even better. All
your Street Fighter, Darkstalkers and Red Earth friends that aren’t playable
are doing something in the background.
There’s no space in them that doesn’t have a Capcom detail
to notice and there’s always something fun to look at, which I think gives the
game some replay value. It already has a
funny comedy skit of a story for each character to keep players coming back,
but every time I play I notice something new in the backgrounds I didn’t before
or, since the last time I played it, I might have played more Capcom games and now
notice something Capcom-related I wasn’t aware of before.
I wouldn’t go as far as to say Super Gem Fighters has the
game feel and top-quality fighting game polish to match up with any of the series the characters hail from,
but it’s fun and there was clearly a lot of heart put into it.
The underwhelming feel of the original game has been fine
tuned to make for much more enjoyable and well-made combat. The addition of EX moves means there’s even
more options in each character’s tools and the countering mechanic puts a major
risk/reward on reading your opponent.
Countering was technically in the original, but it didn’t work half the
time and even when it did it barely did anything other than nullify damage if
you were that scared of chip damage so it wasn’t even worth mentioning. Now countering can leave your opponent open
for a counterattack and mastering it can completely change the game. There’s nothing quite like knowing how your
opponent is going to play and approaching them while invalidating everything
they throw at you using a technique that requires precise timing.
Second Impact invalidates the original Street Fighter 3 with
how objectively better it is. Since it
has the same endings, you aren’t missing anything by skipping the original
beyond a few stages. That said, much of
my criticisms of the original outside of the gameplay still apply. Dialogue for rival fights was added, but it’s
only one phrase the characters direct at each other next to the character
portraits, a far cry from the exchanges of the Alpha games. The plot was still vague at the time, the
endings are still mostly underwhelming and in either version of Street Fighter
3, the music is pretty forgettable. It
has graduated from being a “meh” fighting game to a pretty good one, but it’s
still not up to par with the best of them.
I like the new stages. |
Shock Troopers(SNK): SNK goes a bit old school by bringing
back the top-down shooter. Now that the
rotating stick is out, Shock Trooper allows strafing by holding down the fire
button to lock the direction you’re facing.
It works remarkably well since the game is designed around it by going
at a pace comparable to the original Ikari Warriors so you aren’t frantically
facing the wrong way in the heat of the moment.
Just like Ikari Warriors you’re running and gunning while dodging a hail
of enemy gunfire except now you have a dodge roll for a burst of speed and
invincibility so the slower walking speed doesn’t make you feel like your
character is crippled.
Shock Troopers is another showcase for the Neogeo’s high
capacity memory. The graphics aren’t on
the level of Metal Slug, but they ARE on the level of Capcom’s shoot-em-up
offerings like 19XX. It makes use of
pre-rendered sprites to great effect for the environments and gunning down
enemies by the dozens while setting off explosions is as gratifying as any game
of this type should be.
Shock Troopers flexes how much Neogeo cartridges can hold
with the amount of content. There isn’t
a lot of variety in the human enemies (these terrorists have a very strict
dress code), but the different armored vehicles backing them up add a lot of
spice and also make use of pre-rendered graphics to make them look especially
slick. There are a whopping 8 playable
characters, each one has their own walking speed and unique thrown explosive
and both players have the option to play with 3 of them to cycle through on the
fly at the cost of less health. There
are also 3 different sets of levels to choose from before the final stage,
practically making the game a triple feature, and to top it off there’s a story
told through nicely-drawn cutscenes, including a few extra scenes if you use
one particular character.
It’s a crying shame I don’t see Shock Troopers get
referenced in future SNK games because it deserves recognition. It’s the best top-down shooter either company
has made up to this point and anyone with even a passing interest in the genre
is doing themselves a disservice if they don’t play it. It must’ve been a great game to hold people
over with the absence of a Metal Slug sequel this year.
They would not be wrong to do so because this game is as
mediocre as it gets and you’d swear it was made in 1994 by some company nobody
has ever heard of. Each of the 3 games
in this package are dirt simple to the point of being boring and maybe they
knew the gameplay doesn’t keep your attention for long because matches are made
to be extremely quick (though you can adjust that in the settings).
The gameplay sets itself apart by practically having two
playstyles in one. You can choose power
mode, where combos are near-nonexistent, but you do more damage and can use a big
super power move, or you can use speed mode, where you do less damage, but
attacks cancel into each other easily, allowing you to rack up big combos and
you also get the hyper wombo combo rush mode from Street Fighter Alpha 2. In other words, you can be playing Samurai
Shodown or you can be playing Killer Instinct and that means this game has both
the hype for landing a big combo and the hype for landing that one decisive
blow.
With Samurai Shodown’s new game stuck on the Hyper Neogeo 64,
SNK went with something different for their Neogeo weapon-based historical Japan fighting
game and it paid off. The Last Blade
does everything right and it’s the second best fighting game of the year next
to KOF 97. What a great game to send off 1997 with.
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