Showing posts with label King of Fighters 97. Show all posts
Showing posts with label King of Fighters 97. Show all posts

Sunday, July 7, 2024

Capcom vs. SNK: The King of Arcades: 1997

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.

Capcom came out with the CPS3 system, an arcade board that would allow for even more sprites and higher capacity memory.  It was a super powerful system that could outclass the Neogeo’s ever-increasing cartridge sizes.  It came out at the tail end of 1996 with Red Earth, but of course what they really needed to sell people on this thing was a new Street Fighter, leading to one of the most fascinating disasters of the era.
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.
 
Regardless of the quality of the games, the fact is that neither company got a lot of mileage out of their new hardware and they made safer bets continuing to make games for their existing hardware.  Which company came out looking the best as a result will now be put to the test.

Tuesday, December 17, 2013

King of Fighters 97 iPhone Review

There’s an interesting story behind this article.  I used to be a big reader of Nintendo Power, and many of their writers are big inspirations to me, so of course, once I made a Twitter account, I started following them on Twitter.  It turns out that Cody Martin, one of NP’s writers and interns, is now working for a PR company that has done work for SNK, and since they had some spare review codes for iOS version of The King of Fighters ’97, he gave me one.  I appreciate it Cody.

Wow.  My first review copy.  So this is what it feels like.  Yes it's not much, but being my first ever, I feel it’s my responsibility to write about it, even if there isn’t that much to say now.


The question when looking over this iOS port isn’t whether or not The King of Fighters ’97 is a good game or not.  I already went over that in my King ofFighters retrospective.  It’s a solid entry in the franchise and worth playing for its great storyline-closing finale with three different boss fights, one of which has two variations.  It also has a strong character count, including all but one of the bosses (which are all unlocked from the start in the iPhone version).
The question here is whether or not it made the transition to the iOS properly.  As much as I'd like to say otherwise, the only answer I can give is an unsure “maybe.”

Presentation-wise, there isn’t a problem.  Maybe it’s because I played on a smaller screen, but the excellent pixel art looks better than ever thanks to some video filtering (which can be turned on or off) and HD display.  The music too, despite being on little iPhone speakers, sound perfect as well, although the option for using the arranged tracks would have been appreciated.


The controls are the major deciding factor here, and, predictably, it plays essentially the same way as King of Fighters i.  Everything is done with a joystick and buttons on the touch screen, with the pause button being under the timer.
In addition to the normal punch and kick buttons, the iOS version of ’97 gives the option of a dodge button, a knockdown attack button (both also done in the Orochi Saga collection), and a special button.  The special button is for the newbies.  Like other simplified controls seen in games like Tatsunoko vs. Capcom, the special button allows special attacks to be executed by simply pressing it while the control stick is in a certain direction, and by holding it down, characters can use their super special move.
Notice that I referred to the super special move singularly.

One of the biggest downsides to this port is that every character has only one super special move, as opposed to the original where everyone has at least two.  A few regular special moves were cut as well.  I don’t understand why this was done.  They could have easily had each character be able to use one super special with the simplified controls while the advanced players could use their quarter and half circles to use the other ones.  At the very least they could have let players choose which super special move to take in the battle.  I'm not all that big a fan of Kyo's Serpent Wave Slash.

My other big issue is the controls, but the reason my previously-mentioned answer is only a “maybe” is because I feel that may not be a problem for others.  All the touch screen controls can be moved and adjusted in size, but even at the biggest sizes my fingers were too fat to be pressing those tiny buttons accurately.  The joystick gave me trouble too.  My hand kept slipping off its boundaries, which forced me to move my thumb in wider arcs that weren’t fast enough to keep up with the combat.

"Ippen shindekoi!"
As I stated though, I think that may not be an issue for others.  I played this version of King of Fighters ’97 on my sister’s iPhone, which means I was not only not an iPhone gamer, but I was playing on a tiny screen, so my thumb took up a fourth of it.  Maybe the game works a lot better on a bigger screen like an iPad, maybe the control stick would work better with those joysticks you put on your screen you can buy at electronic stores, and maybe regular iPhone players can use the touch screen controls better than I can.


Either way, with the cut super moves in this version, the other versions of the game you can get are objectively superior unless you really want to get into the online multiplayer (with social media compatibility, natch).  If you want your King of Fighters on the go and you loved KOFi 2012 or play on your iOS regularly, this port should give you a fair amount of enjoyment on those long trips (it is King of Fighters, after all), but if you already have the game on the Orochi Saga collection or Virtual Console, you aren’t missing much.

I’m not going to give this one a review score simply because I feel it’s a bit too far out of my comfort zone, but I hope this review informs readers enough to make their own decision on it.

Now will you please let us download KOF 2000-2003 somewhere SNK?

Monday, January 7, 2013

King of Fighters Retrospective: 97

With only a year between releases, following up on the major turning point that was KOF 96 with another overhaul was pretty much impossible.  So, as one would expect, SNK simply made the sequel much like its predecessor, but with its share of additions and omissions.  In some ways, The King of Fighters 97 is an even more solid game.


Friday, October 26, 2012

Epic Gaming Moments: King of Fighters 97


The King of Fighters series has never been anything short of epic shonen action since KOF 96.  Thanks to its colorful character designs, soundtrack, and dynamic backgrounds, every fight is a memorable one, and that goes doubly so for the climax of each game (excluding 12).  You could choose the closing fights of almost any King of Fighters game, and it would count as an epic gaming moment, but I’m only sharing my favorite: the climax to King of Fighters 97, one of the most epic of King of Fighters finales.  Not that it's major for a fighting game, but.... spoilers.

The beginning of the end begins at the end.  You’ve beaten all the challengers and have been declared the King of Fighters.
For some reason I always imagined a buck-toothed Asian stereotype saying this.  Does that make me evil?
However, Iori (who is now spectating after killing his teammates last year) starts feeling strange.  His half-orochi blood is being stirred by some nearby force, and he can’t control it, so he outright assaults the champion team in a wild rage.

That is unless you have Iori in your team, in which case it’s team Ikari’s Leona (the other half-blood) who goes crazy.

The fight that follows is the first part of KOF 97’s endgame.  Both Orochi Iori and Orochi Leona are pretty much the same fighters as their normal, less-crazy counterparts, only hunched over and much faster.  That speed puts you on the edge and requires you to up your fighting tempo, creating a hyped-up high-speed brawl that will probably take at least 2 of your teammates to win.
Someone can probably come up with a better caption than me for this picture.
Making it more epic is the background and music.  The background is a red filter over the previous stage with time standing still, and the music is a guitar-heavy, fast-paced song that encompasses the feeling of danger, rage, and conflict all at the same time.

After rightfully defending yourself, the source of Iori and Leona’s unrest are revealed to be the New Faces team, who have been using the fighting energy produced by the King of Fighters tournament (it’s kind of like Yu-Gi-Oh 5D’s ener-D) to finish what Goenitz started in the last game and revive the world-destroying entity Orochi.  However, they need a little more power, and fight you to get it.

Now, since fighting gives Orochi his power, you’d think you should just run and not fight…..  You’d be extremely boring.

So you fight the new Orochi team in probably the most epic (pardon my overuse of the word) battle in the King of Fighters series.  There are a large number of reasons its so epic.
First, it’s unexpected.  Previously, the New Faces team was dance battlers on par with most of the other characters in the game in terms of strength.  Suddenly, they’re all using devastating elemental powers.  The fight reaches all new extremities for the series, with firey explosions, lightning balls, and hand blasts somehow sucked out of the earth.  They’re not so harmless now.  Their victory poses show off their revealed powers too.  Chris holds out one of his flames, Shermie raises her hand and catches a bolt of lightning, and Yashiro hunches over and shakes the earth like a Dragon Ball Z character.  They’re certainly skilled in the art of intimidation.

It’s worth mentioning this new team is comprised of evil counterparts of the main characters, the Japan team.  Chris, like Kyo, is fast and uses fire.  Shermie, like Benimaru, is tall, thin, and uses lightning.  Yashiro, like Goro, is bulky and uses grappling moves and earth.  They also have the honor of being the only team of bosses in the series (unless you count the boss team in the previous game, but they didn’t get an introduction).

The explosive fighting all takes place on one of the best stages in the game: the Orochi altar.  It starts out as a simple radial pattern with a big purple fire in the middle of it, but once Shermie comes up to fight, the mountains in the background become covered in clouds, and as the fight goes on, the pillars are demolished by bolts of lightning, emphasizing the power at hand.  But the destruction comes to a new high when Yashiro comes up.  The altar starts shaking under the fighters’ feet, the hole in the middle becomes filled with bubbling lava, and the mountains in the background get their own lava flow.  It’s a good thing you fight on a 2D plane, because it’d be easy for Yashiro to throw you in the lava pit if he could.

At last, to top off this battle...  The icing on the cake… The music: Rhythmic Hallucination.  A simple, catchy tune with heavy beats to, once again, emphasize the Orochi team’s power.  It seems to be a combination of a chant and rock ballad, which, considering the Orochi team members are both worshippers and a rock band, so it’s a perfect fit.

After sustaining god knows how many third degree burns and shattered bones, the Orochi team reveals that the fight gave their god the energy he needs, and Orochi uses Chris as a vessel to be reborn and grow a few feet taller.  The final battle of the Orochi saga begins, as your team takes on an otherworldly entity!
He doesn't exactly live up to his god status when a bunch of martial artists can beat him.
Sadly, the fight with Orochi isn’t as impactful as the last 2, nor is it as difficult.  What makes Orochi a challenge is his ultra-powerful projectiles and super moves.  He’s not a great hand-to-hand fighter, though he did somehow learn Rugal’s genocide cutter.  By far the worst attack he has is one move in which he calls some kind of holy force from the sky to obliterate your entire life bar if you’re not guard-












































Here's a recap with funny commentary: