KoF2000 DC

  • Reading time:20 mins read

I tried to write about this a bit in a more professional manner, thinking perhaps I could submit a review to the KJ (and I bet they’d print it, too). But I’m just not in the mood, and I’ve found whenever I try to do something seriously, it just never gets done. But I want to talk about the game, so here I am — talking about it.

Although I knew quite well that the game was released yesterday or so, I was still surprised when I was awakened by the UPS guy this morning. I honestly didn’t believe I’d ever hold the game — much more than in the case of Shenmue and Shenmue II, respectively. The time was simply far past for King of Fighters 2000 to be released on any consumer platform outside the Neo-Geo, and although the Dreamcast was the obvious platform, its own time is long gone.

I never expected the game to be announced, and up until the time I held it in my hands I had trouble entirely believing the story. This whole Playmore thing from the outset is more like some kind of a fairy tale than anything I expect to be able to touch. But no, Playmore does apparently exist. SNK is alive again, sort of. And for some reason they’re still supporting Sega’s hardware. And the packaging is neat-o.

Really, this is just like all of SNK’s packaging in the past — well, their Japanese stuff, anyway. Actually even in the US, SNK were one of the few publishers to print full-colour manuals for their Dreamcast games. It’s just that their packaging and advertising was incredibly tacky — and Agetec picked up on that, destroying the beautiful Mark of the Wolves cover art in the region 1 release.

My point is, it’s really well-done. It’s along the lines of what SNK were doing toward the end of their life; KoF’99, Mark of the Wolves, Last Blade 2, etcetera. Nice cover art; nice disc art; nice tray art (both sides), well-made manual. Very clean, classy, and elegant.

That evaluation, I could pretty much extend to the entire production. The DC port of 2000 is essentially what you’d expect it to be, only a little bit better in most places. It’s not anywhere as good as the ports of KoF’98 and ’99 (Dream Match 1999 and Evolution, respectively), as a lot of work went into each of those to make them native Dreamcast games and more than just a couple of ports. But I think it’s safe to say that there’s more here than in any of SNK’s other Dreamcast efforts (Cool Cool Toon aside).

In both earlier KoF games, SNK added 3D backgrounds. ’98 had a new — and long — animated introduction added, drawn, apparently, by the person who did the character art in ’99. While ’99 lacked this extra touch, it was generally a much more, well, evolved package. The concept of “Another Strikers” was pioneered here, and a store system was set up where one could purchase a large handful of additional striker-only characters, from most of the remaining cast of ’98 who got left out in this chapter to Fio, from Metal Slug. ’99 also got a snazzy new interface and an incomplete-but-still-useful inline move list which could be brought up at any time (as in Capcom’s recent efforts).

This port of 2000, meanwhile, hovers a little closer to MotW and Last Blade 2 in terms of overall effect and apparent effort. As with every other Neo-Geo game ported to the DC (aside from KoF’98), there’s a long pause at the outset while what must be a large part of the original Neo-Geo ROM set is dumped into memory. After that, unless one exits Neo-Geo territory (such as to the art gallery and puzzle mode), there are virtually no load times at all after startup. And as usual, Playmore has removed the typical Neo-Geo “How To Play” introductions to every play mode in the game. Why this is seen as a necessity for every Neo-Geo port, I don’t know. I find that they add a lot of personality to the game; just watch Kyo’s and Shingo’s demonstration in ’98 to see what I mean.

Also as with every other Neo-Geo port (and this was a bit of a surprise to me), Playmore was kind enough to lace an arranged soundtrack into this new port. One has the option to switch back to “original sound” — as with Mark of the Wolves — but I wouldn’t advise it in this case. Somehow in the transition, the excellent Neo-Geo music has become muffled and tinny, and has aquired a slight, yet (to-me) disconcerting reverberation. The sound level is also below all of of the sound effects and voices, somewhat killing the drama in Kyo’s theme, for instance.

I’m a little annoyed with these developments, as the original Neo-Geo music has a certain coarse, gritty edge to it which is almost entirely absent in the arranged score — and I think in some ways it fits the game’s visuals somewhat better. Nevertheless, the arranged soundtrack is fantastic on its own merits. There are details to the music which I never picked up from the original soundtrack, and it’s a lot more obvious what the music ties are to the score from ’99.

While I think overall ’99 has the more interesting score, 2000 certainly has one of the three best soundtracks of any King of Fighters game. It’s similar in style to ’99, and is in many ways more polished — think of the music in Sonic the Hedgehog 2, in comparison to the first game. Some people might disagree with me on both counts, and figure that the more polished music in the second game is superior. I’d be in no place to make claims against them, as the music is still terrific all around.

(One thing over which I think there will be zero debate is the new Garou theme. This marks the first instance where the Fatal Fury team’s music actually blends into the rest of the score — and it’s just fantastic. It is, by freakin’ Flea Man leaps and bounds, the best theme this team has ever had in a KoF game.)

And in this case, the mix is very crisp and clear — and each theme goes on for far longer than I’d expect. I think most major tracks must be at least three or four minutes in length before the loop. This is especially impressive when one looks at the travesty which is KoF2001’s soundtrack. But we’ll face that monster when we get to it.

I don’t think the voices and sound effects were resampled for the Dreamcast version, as they obviously were in ’99. It’s not that they’re of a poor quality, but I think they must have been directly lifted off of the Neo-Geo cartridge rather than from the original recordings. They sound fine; the acting quality is of typical SNK standards, and the effects are varied. I’m just saying.

In terms of what’s unique to this port, the most ballyhooed new addition takes the form of a whole bucketload of new stages which have been added to the game. One of the largest complaints I keep seeing about the original version of KoF2000 has to do with its backgrounds. For one, people seem to feel that there aren’t enough of them. People also seem to generally agree that the stages in 2000 are a huge step down from what we saw in the previous game — washed-out in terms of palette, and generally uninspired.

I’m not sure I agree with this evaluation; although ’99 certainly had some of the most stunning backdrops in the series, I’m not sure what that has to do with 2000. As it is, there are several native stages in this game which I find entirely impressive. The thing is, the ones which strike my fancy are the ones others tend to point out as lame while the ones which bore me are the ones which seem to amaze everyone else. I guess that’s pretty typical.

Nevertheless, it is true that some more variety is needed — and if nothing else, variety is what we now have. The new stages are all in fact old ones, rehashed from everything from Fatal Fury (all three subseries) to every previous edition of King of Fighters even to Samurai Spirits/Shodown in one instance. (Beyond this, for some reason the VMU save/load screen is taken (I believe) almost directly from Mark of the Wolves. If you didn’t know, you wouldn’t know. But I knew. So I did.)

The rationale for these stages is that they’re all tied to various “Another Striker” characters present in the game. For those not familiar with the more recent KoF mechanisms, a “Striker” is an extra team member who can be called in at any point to contribute a single attack of some sort during a battle — very much like what one sees in the Marvel vs. Capcom games. Usually this striker will consist of one of your standard team’s members. For instance, if one were to choose the Hero team (K’, Maxima, Ramon, Vanessa), one could choose the first three characters as fighters and Vanessa as the Striker. Or, since she’s neat and Ramon is annoying, thrust him into the Striker role instead.

In the DC port of KoF’99 and in any version of 2000, there are also what are known as “Another Striker” characters; they serve no purpose but to be strikers, and aren’t actually playable within the game. They’re more of a fun addition than anything really useful, as they allow cameos of all sorts of odd characters from SNK’s arsenal who don’t otherwise get a chance to show up in the game proper.

In the DC version of 2000, whenever one is fighting against an opponent who has an “Another Striker”, a particular background stage will generally be tied to that striker. For instance, I mentioned Samurai Spirits a couple of paragraphs ago. The reason that there’s (apparently; I’ve not yet seen it — perhaps it needs to be unlocked?) a stage representing that game is that Nakoruru is one of the extra Strikers present in the game.

I’m not sure if this means that when Awakened Kaede is chosen as a Striker, the background will switch to a stage from Last Blade, but it seems likely. The thing I’ve noticed is that none of the “odd” characters — the ones from other series not immediately related to King of Fighters — have any of their stages available from the outset; when they’re chosen, the round defaults to a random native level from 2000. I’ve read, however, that there are more stages to unlock later in the game — so we’ll see, I guess.

Anyway, the new backgrounds do help a lot in terms of spicing things up. The only problem is — well, problems are, I should say — the varying sources of the original rounds. You see, some of the backgrounds are really dated. I mean, really dated. Fatal Fury 1 dated. It’s not uncommon to see highly-shaded, bloated, brightly-hued cartoon characters cheering the fighters on. Often the scales are all messed-up (consider how large the character sprites are in the Real Bout games, in comparison to KoF), and invariably all of the neat line-scrolling and interactive background elements (including round intros) have been removed entirely. This leaves a lot of the early KoF and most of the FF levels looking a little flatter than I remember them. Beyond this, the earlier KoF backdrops were often framed to take into account the “benched” team members on each side, standing off to the side, cheering and jeering at the ongoing battle. Since this detail has been oddly removed from the series ever since ’99, the backgrounds again are left looking a little more bare than they were probably intended.

Still, it’s kind of neat to have the stages around. I just wish SNK had at least kept the silly line scrolling. Would it really have taken up that much more space?

There’s one other addition to the game, which hasn’t received a lot of attention; a new puzzle mode has been added, in the gallery submenu. There are three separate galleries for the game, containing Shinkirou’s annoying character drawings, promotional art and posters, various sketches, and so on. More art (and perhaps other secrets) are unlocked by completing a series of sliding-panel puzzles. I realize how lame this instinctively might sound, but I actually find the puzzles to be kind of entertaining, in a Minesweeper-ish way.

It’s a neat escape from the redundant nature of the various fighting modes, and it’s actually executed a little better than I thought it would be. There are satisfying sound effects accompanying every action, and tiles can be rotated to the left and right as well as shifted in any direction. When the final tile is slid or rotated to its right position, there’s again an entirely satisfying flash and fanfare — and from then on, that piece of art will be viewable in the gallery. I’ve only completed about a dozen puzzles so far, so I really don’t know what else (if anything) is hidden in there. But I’m glad Playmore decided to add it, even if I can’t figure out why they would have.

Something else I could have mentioned earlier is that the game seems to be entirely in English now, save the plot and ending quotes. The menus and striker names and everything. I guess I can just turn to a FAQ if I want to know what’s going on in each of the teams’ endings, but I’m glad to see how navigable everything else remains. The only bit of Japanese I’ve even seen in the game, aside from the above, is in the aforementioned VMU management screen. At first it’s a little confusing whether one has saved the game correctly, as there isn’t even a VMU chirp as a signal — but that only takes a few moments to figure out.

One annoying omission, coming off of ’99, is the lack of any sort of a movelist within the game itself. The manual, again, is great — but even as incomplete as the lists were in the previous game, the fact that they were there was incredibly helpful. I have no idea how to play Ramon, for instance. I could look up a FAQ, or try to decipher the kanji in the manual, but it would just be nice to be able to press two buttons and pull up some help, y’know? I suppose the original Neo-Geo game didn’t have one, and it was more of a bonus that one was ever included in Evolution — but darn it all.

Beyond an analysis of the game itself, there are only a few more random details to mention. First off, I’ve played King of Fighters 2000 pretty extensively in NeoRageX. The romset is a little corrupted, so none of the menus or ending quotes are legible — but that just makes it all the more compelling to pick up the Dreamcast version, as if I wouldn’t have jumped at it anyway.

The thing is, for some reason Mai’s chest received a makeover from ’99 to this game. In ’99, she was still as boingy as ever — perhaps even more than before. In 2000, however, something was wrong. It took me a while to figure out what, aside from that she seemed stiffer than I remembered. But then it dawned on me — her body might as well have been made out of wood during its idle animation. Her bounce was kept in all of her other movemets, but when she stands still in the US Neo-Geo version, her boobs might as well be painted on. Her entire body is stiff. I just assumed that the designers intended to change her animation a bit, but due to a rushed schedule forgot to add the frames back in before the game was yanked from their hands and they were disbanded.

This tiny detail left the game feeling incomplete to me. It could have been any character’s animation sequence, but how could they forget Mai’s bounce? And what’s more, why did Eolith forget to put it back in in KoF2001?

Well, see what I really know. After playing this version of 2000 for an hour or two, I realized that Mai was boingy once more — and how. I think she’s trying to compete with the Dead or Alive girls now (I’m speaking of the original game here). At first I was even more impressed with Playmore’s attention to detail than I already had been — but then I had a thought. I went back into my emulator and I switched it to emulate Japanese regional coding. I booted up KoF2000, and lo and behold — all the boing one could ever need.

All I have to say now is that this is perhaps the most retarded bit of censoring I’ve seen yet in an SNK game. The white blood I can understand, though it seems needless to me considering how cartoony everything is anyway and what the nature of the game is. The removal of all of King’s references to alcohol has seemed a weird to me, considering the fact that Chin exists — but again I’ve more or less understood why the changes were made, as little as I agreed with them either aesthetically or in spirit. But — just, why?!

A disconcerting change, in its small and harmless way, is the removal of all previous instances of SNK’s logo in the introduction and menu system, and its replacement with that of Playmore. Now, I’m not sure what to think of this — as KoF2000 is not a Playmore game. They might own the rights to it now, but it was developed by SNK. They deserve the credit, I think. And what’s more, Playmore’s logo is strangely-shaped, and it’s mostly green and yellow. SNK’s logo is simple, sleek, and blue. It’s icy. It’s stylish. It blends into almost anything. Playmore’s logo pops out like the packaging to a Fisher-Price toy.

KoF2000 has perhaps the keenest intro sequence in the series, and there’s one key moment (in an intricately-timed orchestration of images) where the screen fades to black, save a small, quiet, subtle “SNK” logo — which then quickly vanishes. This has now been replaced with “Playmore Presents”… and, well, it’s jarring. I almost laughed the first time I saw it, as it was so unexpected. I guess it’s not a big deal, but it seems little strange to me.

Lastly, I never actually made it through the game on my emulator — so I’d never seen the credit sequence before. Just to mention, KoF2000 has a really neat set of credits. Perhaps I’d best not get expectations up too much, but they mirror the opening sequence pretty well in how they’re arranged. And then…

Hmm.

Remember how at the end of Sonic Adventure 2, there’s that quote? How does it go… something like “Another day brings a new dream… But for now… Rest easy, heroes”. Seeing everything that was going on with both the series and Sonicteam and Sega at the time — this is a kind of a poignant way to end things.

Well, after the obligatory “CONGRATURATION!” (Really, I think they must do this on purpose) — most SNK games end with the same message: “THANKS TO: ALL SNK STAFF”. And then, sometimes, there’s another bit tacked on — “AND YOU!”

This time, there’s just a pause and a black screen — and then the game prints out “Thank you all with love.”

Now, consider this. This is the final game by the original KoF team. They were disbanded immediately afterward. I don’t know if SNK made another game in-house after this. And it was released in late 2000, after the US, European, and Asian branches of SNK shut down. After the NGPC was pulled from the market. After they’d filed for bankruptcy. They continued to taper off for a little under another year before closing last fall. But this was really the end.

It might sound a little silly, but this final message kind of touches me, in a way. I’m not really going to say any more about it, but I thought it worth throwing out there.

Now for the game: It’s NESTS-era King of Fighters. It doesn’t play as well as either ’99 or 2001, in my opinion. It’s a little unbalanced, and the teams are set up kind of strangely. It’s an in-between game, in the series. But it’s still King of Fighters, so it’s still better than most stuff you’re going to find in the genre.

It’s probably the pinnacle of the series in terms of presentation. It just doesn’t get any better than this; 1999 was a step in this direction, and 2001 was several steps down. The art style is great, the interfaces and atmosphere are highly polished; the music is (as mentioned) terrific, and smooth.

A few new characters are introduced; some of them neat (Vanessa!), some of them useless (Hinako) or annoying (Ramon). Many characters have received some large alterations to their movelists, for better or worse (Kyo, Iori). And the last boss, Zero, is typically cheap although — notably — perhaps the least appealing KoF villain I’ve yet (at least, as far as I’m concerned).

The Armor and Counter modes, I find even more annoying and useless than in ’99. I far prefer the old styles of power meters from ’98 and before, and I’m glad Eolith chose to ditch these modes in 2001. They’re just not needed so far as I can see, and yet I keep feeling guilty for not taking more advantage of them. The striker system is a bit more useful than before, though not nearly as refined as it will be in the next game. Everything else feels as it should, to the best I can tell.

Although, unless one has a large and quickly-accessed mental resevoir of kanji, there’s a lot to be missed a lot in this edition, there are a lot of interesting plot developments in 2000. Again, it’s a middle chapter — so nothing really important happens. But we see the introduction of Kula, some important developments with the Psychic Soldiers team, and one of the most shocking turns of events in the series (even if it lacks the drama that perhaps it deserves, in the short time it’s given).

For a rundown, the game has the best SNK presentation you’ll get short of Mark of the Wolves; it’s pretty, it sounds good, it’s got good variety. It’s a little unbalanced, and the teams are set up strangely. The gameplay is as solid as ever, though the mechanics aren’t as evolved (for my brain) as in either ’99 or 2001. The port is perfect in nearly every way, and has several nifty additions. Playmore didn’t put as much work into it as SNK did with the other Dreamcast editions of KoF, but they did a much better job than I expected and better than SNK themselves did with their other Neo-Geo ports.

Playmore are real, and they seem to at least be competent. Now that I have this game in my hands, my respect for them, and what they’re doing, has been solidified. And now I’m really looking forward to what they can do with 2001. Heck, maybe they’ll even be able to fix the soundtrack. I can’t imagine it getting a lot worse…

Konami

  • Reading time:3 mins read

Okay. I think I’m starting to figure Konami out.

  • KCET (Tokyo) seems to be the division where Nagoshi is; the “true” Castlevania games are developed here. This is also where Silent Hill apparently calls home. Contra, Suikoden, Gradius, Tokemeki Memorial, Dance Dance Revolution, to boot. KCET is host to Konami’s special soccer-devoted team, “Major A“.
  • KCEK (Kobe) developed the N64 Castlevania games and Circle of the Moon (aha! I was wondering why the character art looked so similar to the N64 games! And why the character once again wasn’t a Belmont, and nothing fit into the storyline properly — just as in the N64 games).
  • KCEO/Konami OSA (Osaka)… This is the original Konami office, founded in 1969. It seems mostly soccer games come out of here now, but I’m assuming this is where most Konami games were developed until the mid-90s sometime. This appears to be the group currently responsible for the Track & Field and Blades of Steel series.
  • KCKJ/Konami JPN (Tokyo again) is split into two teams, across two separate offices in Toyko: KCEJ East and KCEJ West. East is behind Reiselied and 7 Blades, plus a lot of dating sims. West is where Hideo Kojima is holed up, and thereby the home of Metal Gear and ZOE.
  • KCEN (Nagoya) — A few licensed games for the Gameboy Color and golf games for the GBA, plus a version of Vandal Hearts for the Saturn. KCEN are also behind Castlevania Legends for the original Gameboy, and they apparently did the Saturn port of Nocturne in the Moonlight. That seems like about it, though. Fishing and horse racing games seem to be their real specialties.
  • KCES (Shinjuku) — They seem to do even less than the Nagoya branch. Can’t find much information on them.
  • Konami STUDIO was formed in August of 2000, out of two former divisions: KCE Sapporo and KCE Yokohama. I don’t know what either originally did.
  • KCEH/Konami Hawaii (Honolulu) appear to behind all of the ESPN-licensed sports games that Konami used to put out before Sega snatched up the license. Also, they seem to be behind all of Konami’s domestic PC releases — such as the Castlevania/Contra pack from a couple of weeks ago — and a couple games for the GBA such as the new version of Motorcross Maniacs and a pretty highly-rated “classic Konami” pack containing Yie Ar Kung Fu, Rush ‘N Attack, Gyruss, and so on.

Konami also has a Shanghai-based division, who seems not to do much.

KCEK, KCET, and KCEJ seem to be the three most important divisions. KCET and KCEJ officially like to be called Konami TYO and Konami JPN now, for whatever reason — but I think their original names are less confusing.

There’s a long investigation of the Castlevania series which I dumped onto Lan and Shepard around a month ago. I might dig for that in a bit.

And yet, tomorrow… more movies!

  • Reading time:5 mins read

There is such a thing as Pez-flavored popcorn? Pez? All its charm is in the packaging and delivery. The candy itself can be downright vile. Even if Pez were a flavour sensation, why popcorn?

I just attended the final night of the MIFF. It’s amazing how exhausting it can be just to watch movies, granted back-to-back over a ten-day stretch. Anyway, it was entirely worth the experience.

So. Today, we had one silent movie by F.W. Murnau (of Nosferatu fame). As with the (highly expressionistic) golem film from last year, the soundtrack was composed, and performed live, by a pianist from the coast. He’ll be sending a CD of it here, by request.

Next up, I spent some time poking around Marden’s during a three-hour gap. I managed to dig up a bunch of useless doodads such as a copy of Sewer Shark for the Sega CD (about two dollars) and an RF adapter for the Dreamcast (just in case I happen to run into a TV old enough that it’d be required) — marked down from an absurd eighteen dollars to about three or four. There were copies of Anarchy Online sitting around for under five dollars, but Edgar’s too old to run anything like that. It was just amusing to see them there, next to the cheese graters and fishing tackle and giant Tootsie Rolls and Gundam Wing figurines.

Marden’s is an interesting place.

I also adopted the most handsome duck in the world. He’d been calling to me all week.

Then there was an interesting Japanese film which no one except for me seemed to understand at all. (From the literature, it’s apparently inspired in part by Philip K. Dick. I suppose I can see that.) I’m not going to go into too much detail, but toward the end it occurred to me that the film was almost Shakespearian in composition, with the character of Keechie playing much the same role as the fool — or whatever other foil was often used as a tool of fate — to illuminate the faults of the main characters and to help pull the plot forward. Also, the movie started in some ways to become, toward the end, much like what I’d expect from a traditional Samurai drama. It seems there’s little in the film which is best to take at face value; it’s all a modern fable of sorts. It’s hard to tell at first, by how intentionally Western everything seems. But that begins to get stripped away, as things move along…

The second showing of Body Drop Asphalt was just one slot too late; too few people saw it the first time, and the voting for best film of the show closed just as the movie’s slot began. A shame, but it at least got my vote…

But that’s mostly because they saved the best film for last. I can’t find it in the IMDB, but it’s a Swedish film by the English title of “Deadline”. (Jonne, might you be any good here?) It’s obvious why the movie in question was reserved for the closing ceremonies; I probably would have voted for BDA anyway, simply to give it the much-needed support, but… I don’t believe I’ve seen a movie as well-made as this in — decades, really.

(There are, incidentally, too many movies with the name “Deadline”. I didn’t catch the Swedish title, but I can’t imagine it being this lame. This is something which has irritated me greatly, over the past few weeks; it seems nearly every foreign film has had its title not merely translated but, rather, altered into the most boring, forgettable spun-off Hollywood marketeer claptrap imaginable. “Merci Pour Le Chocolat” somehow becomes “Nightcap”; “L’ Emploi du temps” is mangled into “Time Out” — and so on. Gr, I say.)

The mid-’70s were really the last bastion of serious moviemaking in Hollywood. Then Star Wars came around, and nothing’s been the same since. The thing about indie and foreign pictures, is that while they’re great in the sense that they fill the void of experimentation that Hollywood could never provide, they generally just don’t have the financial backing that the teenage barf factory has to offer. So you have the potential for a lot of really interesting and difficult pictures which you’d not get otherwise, but there are generally some compromises.

My point is — well. It’s not a visionary film. It’s not anything which hasn’t been done before in some way. It doesn’t dazzle the viewer with creativity. It’s simply more solid a film than I’m at all used to seeing. Its characters are well-drawn, and the acting is impeccable across the board. The direction is just right. The pacing is perfect; the way things are gradually established, beginning with the way the paper is run, moving onto the main character’s (realistic) life at home, and office politics; then gradually onto the real plot of the movie. And it ends at just the right place, and in just the right way. There’s a particular confidence and sheer competence at work here which I’m not accustomed to seeing. Not out of today’s cinema, anyway. Again, perhaps a few decades ago.

So that was today. Here again is an adjusted list of what I’ve seen, with links where I can find ’em.

So. There.

Otakon is only a few days away now. Not sure what I’m doing yet. I thought I was going to be more prepared than this.

Power Up!

  • Reading time:2 mins read

I now possess a transparent pink Gameboy Advance.

It’s a far step from the sleek black one with Kusanagi and Yagami clan symbols over which I’d been drooling for the past few months, but it’s a GBA nonetheless.

I have no games for it, but I’ve Oracle of Ages and a handful of original GB games which weren’t stolen years ago (including Gargoyle’s Quest!) — so I should be set for now. It’s interesting to note that the left and right triggers toggle — uh, sideways letterboxing, for older games. As with some widescreen TVs. Pressing the left trigger will cause the picture to be stretched to fill the entire GBA display. The right trigger will center it again.

But — if one likes 2D games (and anyone with a brane does), this looks like the best thing one can get at the moment short of a Neo-Geo. Also, given the amount of support Sega is putting behind the thing — well.

Yay! I have a living console again! Now that I do, watch Nintendo suddenly, miraculously, cease to exist. Just to annoy me.

Hey, maybe it’d do for me to get a PlayStation 2 after all, if this is the way the universe likes to work.

Gaga Import

  • Reading time:1 mins read

I unwrapped my copy of Segagaga. And I just stared at it for a while. It’s my first game to have one of those “extra-thick” Japanese cases, to accomodate for the somewhat large manual. The manual is, of course, gorgeous. The case is white (as with my copy of Vampire Chronicle for Matching Service). It’s also my first game with a real Hitmaker logo on it. But there’s really not much to look at, if my Dreamcast doesn’t want to work. It’s too subtle.

Also to mention: my Altered Beast and Ghouls ‘N Ghosts cases (I’d forgotten how beautiful these are — these were my first two Genesis games) are in perfect condition, and the manuals are still inside. The Altered Beast case even still smells like a new Genesis. Even that is pristine. But no games. I thought I had my name on the cartridges as well, but I suppose it’s probable and likely that they were sold or given away or something.

More SNK sorting

  • Reading time:4 mins read

Okay.

Developers:

Who Megaking is to SNK:

    They’ve only been around for a few years. They made a name for themselves by being the sole distributor for SNK’s games in Korea for a while. They converted many of SNK’s MVS games to the PC in 2000. Now they’re designing Metal Slug 4.

    They also have had partnerships with Tecmo and CSK (the parent company of SEGA and ASCII and ISAO) in the past, just to mention.

Who Eolith is:

    One of the “bright rising stars” of Korean game development. They’ve also only been around for a few years. What they have to do with SNK besides development of KoF 2001 and 2002, I’m not sure.

Who UNOTac is:

    I have no idea. King of Fighters Online seems to be their first and only project, so far.

    This is an interesting quote, however, from Madman’s Cafe:

      The company’s human resources have a long-term relationship with SNK: Fatal Fury’s “Kim Kap-Hwan” was originally named after the father of UnoTac’s current president from his contribution to the growth of NeoGeo in Asia. Unotac’s current president- the son of Kim Kap-Hwan, is named Kim Jae-Hoon.

    Perhaps that explains why an adult Jae Hoon Kim is one of the main characters of KoF Online. Hrm.

Who Brezzasoft is:

    … I think this is the company formed by much of SNK’s staff once they left or were eventually fired. I’m not certain, though.

    Anyway, they’re now the main SNK developer. Eolith and Megaking seem to be perhaps designing their respective games, and pulling together and managing the appropriate resources, while Brezzasoft appear to be doing the bulk of the actual development. This might not be completely accurate, but that’s how it seems right now.

Management:

Who Playmore is:

    Um… I really don’t know. I can’t find much information about them, aside from the fact that they’re now the owners of all of SNK’s properties and that they ultimately are in charge of the whole new operation. The company might be one formed from ex-SNK staff members, but this is just speculation. They’re a mystery entity, at present.

    They have a logo, though!

    UPDATE: Oh, duh. They’re another pachinko company. I knew this; I just forgot it entirely. I’m not sure why SNK holds such interest for pachinko corporations…

Who Sun Amusement is:

    Oddly, once again I can’t seem to dig up much of any data on these guys. Toward the end of SNK’s life, Sun took up the job of distributing their final few games. Now they seem to be continuing that deal as SNK’s official distributor. They also manage SNK’s Neo-Geo Land arcade chain and help with testing.

    But as for who they really are, beyond this, I have no leads.

Who SNK NeoGeo (Korea/HongKong) are (and aren’t):

    These companies appear to have been jointly created by Playmore and MegaKing, in order to manage this mess. I’m not too sure about the HK branch, but it makes sense that the main branch is in Korea given that this is where most of the development teams (UNOTac, MegaKing, Eolith) are.

    SNK NeoGeo isn’t a developer, and I’m not sure how much power they have. It seems like they were created mostly to act as a hub for everyone else, and to keep SNK alive as an overall name for this business.

My question, now: Does all of this add up to one entity? Are MegaKing, Eolith, Sun Amusement, Playmore, Brezzasoft, and UNOTac now all committed to being limbs of SNK, or do any of them have other agendas? How is all of this organized? The fact that two branches of SNK NeoGeo were formed to manage this mess, is a positive sign. Sun does at least seem pretty deeply involved with SNK affairs for now. Both Eolith and MegaKing seem to be very enthusiastic about their new games — but are they now SNK subsidiaries, or are they just using the licenses for the moment?

I’m not too sure what to make about UNOTac. The whole concept of KoF Online is dodgy to begin with, and its execution looks… strange. I hope some tight reigns are kept on them, and Playmore didn’t just fling out the rights because they were offered enough money for licensing.

I guess that’s my biggest concern. Does all of this add up to something bigger? If so, it could be very promising. Or is this all just a fragile web of contracts and licensing? If so, I’m a little nervous.

I hope everyone is committed to actually making games rather than milking the properties. And I hope everyone is intending to cooperate.

We’ll see what happens, though.

“Ore ga kowaii no ka?”

  • Reading time:12 mins read

Just using training mode, it would theoretically take 4.51 days straight to gather enough points to unlock the remaining characters in Capcom vs SNK beyond what I’ve already done, and to make both Morrigan and Nakoruru playable. This is ignoring the fact that I’ve not yet faced Gouki. Buying his stage, his character, and the other modes which he unlocks would raise the total up quite a bit higher. Beyond him, there are still a few features left ungathered.

Of course, one can only gather 999 points at a time in training mode before it has to be reset — and one can get around 400-500 points simply by playing through arcade mode (not even doing especially well), which takes far less time than the forty to fifty minutes which would required in training. Also, had I the DC link cable, I do own copies of both Card Fighters Clash and Match of the Millennium for the NGPC. So I’m sure I could get some points out of this business, if I just had a method to transfer them. But I don’t, and cables are rare and expensive — they were even when the NGPC was still alive.

Averaging 500 points per game, I’d only have to play through 130 more times in order to get enough points. Averaging a more sensible 400, I’d have to play through around 162 times. On the other hand, I could leave it in training mode again — for an hour and forty minutes each time — around 65 more times.

Just in order to finally purchase Nakoruru (I’d rather Morrigan, but I’ve mostly been ignoring the Capcom characters — so this goal is pretty far off (ah well; at least Nako’s sprite is new and pretty. unlike the grizzly artifact from 1994 or so which Capcom is still using for Morrigan)), I’d only have to play the game through (at 400 points per game) 57 more times. That, or leave the Dreamcast soaking in training on 23 further occasions. It would only take 38 more hours.

Oy. Capcom, in the future could you please be a little less annoying? This isn’t terribly reasonable. Especially given the difficulty level of the game (even when set on the easiest notch) and the extent to which you’ve torn apart my favourite characters, you’re really pushing your luck here.

Take a hint from Namco. Soul Calibur is I think the one instance I’ve personally seen where this process is done /right/ — where it’s actually *interesting* to unlock new features; where there is motivation and interaction through nearly the whole process. It took a few months for me personally to unlock everything possible (including buying up all of the final not-entirely-necessary art pieces and getting the “cleared” title screen), but it rarely felt like work.

I certainly wasn’t just leaving the game to sit without me, waiting for it to steep. I was eager to play through with each character (rather than seeing it as a chore), because the game was actually fun to play. The two-on-two mode which I’ve recently unlocked in CvS does seem quite a bit much more enjoyable and fair-feeling than Arcade mode could ever hope to be, but there are still some big inherent problems with balance.

Something else which is recently making the game more enjoyable is that some of the EX versions of characters manage to either fix the necessary moves which Capcom inexplicably crippled in the characters’ normal variations, or at least provide alternatives which make them a bit more competitive and interesting to use. (Worse are the cases such Terry, Mai, Kim, King, and Yuri. where a character’s standard set of moves are dismantled and spread across the normal and EX versions of the characters — and even worse are those such as Iori and Ryo, in which critical moves and elements of character control are either removed or altered drastically enough to make them feel like other characters altogether.)

Combine these with the much-desired original soundtrack which I’ve unlocked, and a few other cozy features, and things aren’t as annoying as they used to be. But the thing is, the unlocking process is a separate chore. One accumulates points at such a slow pace, and so many are needed for even the simplest features, that it takes forever to seem to make even a dent in the game. Further, when the process of collecting points is separated so much from one’s actual in-game activity (unlike the mission mode in Soul Calibur, where one accomplished specific tasks for specific rewards), then one feels no personal attachment to the process of unlocking. It doesn’t feel like accomplishment. It doesn’t feel like anything’s been earned. I took pride in completing Soul Calibur, as everything I accomplished I did by my own power. With Capcom vs SNK, the only thing required (indeed, the only thing which does much good) is an abundance of patience.

Again, this would not be a huge issue if other factors were not in the way. I can be a very patient person, as evidenced by the fact that I’m actually bothering to do all of this and I’m not complaining overly much about the process. It’s what’s required, and so I’ll do it simply because posterity so dictates. But one must wait for a very, very long time and the game simply isn’t enough fun on its own (due to the overall result of its design) to motivate a person to do so.

Ugh.

However, it seems Capcom have (sort of) been learning a bit from their mistakes. While they pulled this stunt in a few high-profile games they released in 2000, Capcom vs SNK 2 has only a couple of unimportant things to unlock. I’m not sure whether this is the right route to go either, as it always is nice to throw in a few extra things here and there outside of the normal and default game experience.

The typical pedantic hardcore mantra is that secrets and extra features are “fluff” and irrelevant. A lousy game isn’t made good by throwing in extra busy work and toys, and it’s supposedly annoying to hide the “good stuff” even in a good game. In message boards and newsgroups, people go on and on, tooting their own horns on the issue. Ideally these people would be having black boxes for sprites (no pretty character design and animation to distract them), with short “beep”s as audio cues. Those might even be seen as a luxury.

I’ve further read people scoff that any game would have unlockable features, as obviously the first thing anyone does is to download a completed save file so he can just play the thing unperturbed by the false barriers supposedly thrown in by marketing in order to increase play time.

I think it’s safe to say that I am not a hardcore gamer. Furthermore I hope not to be a hardcore anything.

Capcom vs SNK is a perfect example, however, for their primary point — which is a valid one, up to its own particular degree. (As with anything else, there is a need for balance.) It is a so-so game which is simply made annoying through its preponderance of locked material — much of which is not simply “extra” material (as I would consider Nakoruru and Morrigan’s characters, since they are obviously extraneous to and fantastical within the context of the game as a whole) but which is needed in order to make the game feel somewhat complete. However, even with this extra data there’s still an irritating amount left omitted simply by the game’s design — and no amount of extra hidden material could ever make up for this fact.

Soul Calibur and Dead or Alive 2 are other interesting examples of how far the concept can be taken in each direction. Soul Calibur is one of the most excellent fighting games which has ever been made, and it happened to be matched with one of the best systems of extra features (most of which were truly “extra” in one way or another) and methods of discovery which has been in any game of its sort. Soul Calibur is a great game, but the added value of its surplus of surrounding material and the engaging way of gathering this material makes the game all the much better.

The game’s world is gradually enhanced, and through mastery of the game and exploration, the single player is constantly rewarded. Even though it’s just a fighting game, Soul Calibur is one of the deepest and most satisfying games I’ve ever played. Without all of this surrounding material, it would merely just been fun to play. And there’s only so long you can play through arcade mode on your own, and still have fun doing it.

Dead or Alive 2 came quickly afterward, and seemed to promise stiff competition for the best 3D Dreamcast fighter. The game itself is entertaining enough. In some ways it’s deeper than Soul Calibur, while in others more shallow. It has its own feel, and it’s an adequate one. The real problem is that this is all there is. The game has a very solid engine and is reasonably fun to play, but there is nothing more to be done with the game once you’ve tinkered around with arcade mode for a few hours.

One can learn to use all of the characters, and play against other people (if one happens to have friends), and that’s fine; that’s a large part of the core point of a fighting game. But as a home game, and as a complete package, it is severely lacking. There isn’t even the complex plot one finds in Soul Calibur — nor are the character designs anywhere nearly as interesting. The character models are a bit more complex, but they all look like plastic blow-up dolls with different hair and clothes. They have no particular personality. There’s literally nothing to unlock, aside from the hidden ability to restore that nude Kasumi scene in the intro. (I suppose that would be enough to satiate the people who would find Kasumi interesting enough to be attractive.) No extra characters (not even the last boss), no extra rounds, no extra modes, no art gallery, no extra music, no extra options, no extra costumes, and certainly nothing original and creative.

So it’s an okay game, which one plays for a few hours and then, once everything interesting has been studied, puts away forever, at least in terms of the game itself. There’s no reason to keep playing, and as a complete game it really suffers. Again, the game is reasonably fun. If it offered something engaging which simply could not be found elsewhere, then maybe that would be enough on its own. But it’s just another fighting game — a very pretty one, with a sort of interesting system. The same way that Grandia II is a very pretty RPG with a sort of interesting system. It’s simply not original enough, and doesn’t have enough personality, to stand on its own — as solid as its underlying structure might be.

While it might not be true that a fundamentally bad game can be made worthwhile by the addition of bonus fluff, and while an amazing game doesn’t particularly need any filler, it’s exactly this sort of game which suffers for a lack of it. The game is capable and well-made, but there is nothing particularly unique to hold one’s interest for an extended period. If there were a handful of extra elements with which to toy around, if for nothing else than to break up the monotony, then it would reflect back on the existing material, making what is already there all the much more captivating. If enough of the right notes were hit in its presentation, the game could become something really memorable. Maybe not quite good enough, but at least substantial enough to be one of the elite.

Capcom vs SNK 2, from what I hear, is more than complex enough to hold one’s interest for quite an extended period even despite some continued niggling issues carried over from its predecessor — and this is good. My real point, however, is that I hope Capcom isn’t simply going from one extreme to the other and missing the point entirely in the process. It really helps a lot to have some extra material in a fundamentally shallow sort of a game such as this (as infinitely complex as the internal mechanics and the actual process of mastery might be). Otherwise, the game just becomes a toy.

It’s been shown that nearly any type of game has the potential to be far more than that, and it would be nice to see if they’ve come to understand this principle. They certainly have the talent, and occasionally one sees where they could have the heart. There are only so many worthwhile developers out there these days, and the good ones (Sega, SNK, Treasure) always seem to be in the worst shape. Capcom are in a better place than most to carry on the ideal, and it’s irritating to see themselves constantly missing the mark by just enough that it’s obvious they simply weren’t trying hard enough.

Hrm.

Anyway, there’s that.

The end of the end of the end of the era

  • Reading time:2 mins read

Okay. A method has been announced to theoretically convert a Shenmue US save file to a Shenmue UK save file. I knew people would be jumping onto this.

Now all we have to do is hope the game actually gets released in Europe. A few sites are saying it’s doomed there as well, but in general the word seems sound so far. As odd as it might sound, I think I do believe it will be released there. SoE, during this last stretch, seems to be picking up everything SoA is abandoning. I’m not sure what’s gotten into them, as traditionally SoE has been by far the lousiest out of the three branches — but as long as I can get versions of Shenmue II and Headhunter, I’m not complaining. I think Rez can be imported from Japan with less difficulty, seeing its genre, and SC5 Part 2 will undoubtedly stay in Japan, when one notices how much work had to be put into dubbing the first game in order to get it released in the West. So I guess that’s where that one’s coming from as well. Again, for a game like SC5, I doubt it will be too much of a sticky problem.

Oy. I can work around these things.

Only five games left…

ODCM, RIP

  • Reading time:1 mins read

Okay. When ODCM folded, the subscription was supposed to switch to NextGen. Instead, Lan got PSM. And it seems I get… Gamepro.

Nice. Gamepro says that GunValkyrie is “based on the popular anime of the same name”.

Oh, neat. and they print salient, up-to-the-minute secret “codes” here, too. For instance, if you stick your Sonic Adventure (1) disc in a CD-Rom, you get hidden artwork. Cool, huh?

Of course they don’t actually give the developers for Sega’s games — just “Sega Corporation”. Hum.

And I don’t think I’ve seen a review in this issue so far which has understood the point of the game in question.

Advancement

  • Reading time:4 mins read

I finally touched a GBA the other day! The games available were F-Zero, for some reason (bleh), and ChuChu Rocket!. And only the former was out of its packaging, which frustrated me a bit. Who cares about a crappy racing game, with ugly Mode-7 pixels all over the place. I want to see what Sega is up to.

All the same, this is a terrific system. Everything about it is perfect or nearly so, from what I can determine so far; it’s solid, it feels nice in the hands (I’ve had two people complain to me about the triggers, but I just don’t think they’re holding it properly), it’s smoothly-designed and simple — the cart fits flush with the top of the system; the back is curved in an ergonomic way, while the front is completely flat — mostly a huge screen, with a couple of buttons around the edges. It seems perfectly molded to comfortably slip into one’s pocket — as opposed to the boxy shape of every other handheld out there. And it’s as “real”-feeling as the NGPC was, and its screen is every bit as good as well. The sound is nice. It’s more powerful than either the SNES or the Genesis. Sega is developing for it. Its boot-up screen is nice. I like the packaging. The cartridges are cute. I like the colors it comes in.

Wow, there are too many great consoles coming out. This thing reminds me a bit of the DC in a way. It’s very small; very compact and functional, and yet stylish and cute at the same time. And it feels like an “old” game system. Like it’s made with the classic sensibilities of the pre-Playstation era.

I think Nintendo is making a sort of a comeback. The N64 and GBC were both mostly lame ducks — uninspired, unimpressive, ugly, and poorly-executed. They had their standout titles of course, since they were made by Nintendo, but past the Virtual Boy they’re perhaps the least impressive things Nintendo made for a long time. Now both the GBA and the GCN are here or on their way — and both are very, very impressive. I think it’s a good thing that Sega seems to like Nintendo so much (though they appear to have a certain fondness for Microsoft as well); there’s so much insipid bland gunk out there — mostly due to Sony — that it’s about time the old timers, who know how gaming actually works, team up to knock the garbage back to where it belongs.

Speaking of the GBA — before leaving home the other day, I started flipping through a new issue of Newsweek. In its “cyberscope” section there was a page devoted to the launch of this system — and almost everything which was said in the article was wrong in some minor or major way, or misleading through a lack of proper supporting information. I was very annoyed. Not only do the mainstream media outlets refuse to give videogames equal billing with movies, books, and music, choosing instead to continue treating them like an occasional curiosity — despite games being the largest entertainment industry in the country at this point — but when they do report they do it with a level of unprofessionalism which leaves me trembling. What moron hired this guy to write these things?

That got me thinking. I’m a heck of a lot more competent than anyone I’ve ever seen in a mainstream outlet, in terms of this medium. I can write better than most people out there. I could probably fix this.

I’m going to do a bit of research, and try writing to a bunch of mainstream magazines and newspapers, describing to them the situation and proposing a way to remedy it (read: hire me). I could do this. I never have considered my writing worth anything at all, but this is merely because it comes as naturally to me as blinking. It takes no particular effort, so it can’t be valuable. But if it is this simple for me, why not get paid for blinking — and get free review software while I’m at it?

I think I know what I’m gonna be doing in the near future at least. And hey — I’m good. If I figure out how to present myself properly, they’d have to be insane not to hire me. Since there’s such a dearth of valuable criticism and coverage in the mainstream eye, I could possibly even carve a bit of a name for myself — but I’m getting ahead of things here.

windup; wind-down

  • Reading time:2 mins read

Have I mentioned recently how beautiful the Sega Genesis is? Truly, Sega has always had the most attractive consoles around (at least almost always…). Compare the snazzy SMS to the hideously boring NES. Compare the Genesis to any other console made. Compare the cute-yet-functional Dreamcast to any of the other three nextgen consoles. Sigh.

Yes, I’m finally dragging the things back into my room just now. I still have cords wrapped around my arms and neck like pythons with AC fangs.

I’m glad I polished these things up a while ago… now if only I could find my copies of Altered Beast, Ghouls ‘N Ghosts, Shadow Dancer, and a couple of other truant items. And if only I had full packaging (box and manual at least) for some of the used items I’ve picked up over the past few years. Hum…

It would be nice to get fully-functioning NES, Genesis, and SMS emulators for the DC so I coud simply burn discs of my complete collections for each console. Saving the Saturn (and GB and NGPC — the GG is included with the SMS in this case), this would put everything I needed in one place.

What would be sort of amusing would be if the emulator discs supported the modem and allowed peer-to-peer multiplayer for Life Force or Streets of Rage, as some Windows emulators have been doing for a while. (Well, not peer-to-peer, usually, in this case — but..)

Hm. Brain slurping around. I’ll be back later.

The Sega Pushover

  • Reading time:2 mins read

I beat NiGHTS, after nearly a year — first Claris’s game, and then Elliot’s. I see now why the game was split up into two sections like this. Wizeman wasn’t at all difficult to fight, once I was given a chance to see what he did; previously I’d only ever made it to him once, and at that time I was a bit too rattled. But… gee. One can even get hit several times and still be able to beat him without a huge problem. Just getting to him is harder…

This, though, seems to be a typical sort of a Sega style. They make it very, very hard to get to the end — and then once one has gotten there they sort of reward her by making the final encounter pretty trivial. If one has made it that far, they let her enjoy her victory. Space Channel 5, Jet Set Radio, and Sonic Adventure are three other examples which pop immediately to mind here. Though — the last battle can often be tricky the first time one gets to it just because one doesn’t know how things work and one is expecting it to be much harder than it is, so one tends to be very jumpy.

Boy. I don’t think I need to use that pronoun again for another week or so.

The Napple trail…

  • Reading time:1 mins read

I’ve done some research on Napple Tale, and been led to a company called Chime. What role they played in development, I’m unsure. Although I’m positive I’ve read, several places, that OverWorks was behind the game, one would think if that were the case they would claim credit for it. Yet there’s nothing about the game on their site — and nowhere, in any media about the game, is credit for the game’s development taken by anyone other than a vague “SEGA”.

All in all, this is rather suspicious and strange. Did Sega outsource Chime (whoever they are) to make the game, or did they buy the rights from them? Or some other scheme? What part do they have in this?

The mystery continues.

The End of the Time After the End

  • Reading time:1 mins read

I figured out the rest of where Phantasy Star Online fits into things. It obviously takes place after The End of the Millennium — perhaps a thousand years, to follow the series trend. Yet the disturbance in this game is related to PSIII, namely the piece of Dark Force that was on the ship Alisia. Unlike all the “major” manifestations of Dark Force, back in Algol, that Dark Force wasn’t destroyed. Further, at the end of the game it did supposedly vow to return in a thousand years.

What I’m thinking then is that somehow the residents of the ship must have buried him on Ragol. Then a couple of thousand years later (a thousand years after EotM), when the rest of the Algonians escaped Algol on the Pioneer ships, they just happen to take the same route as the earlier pilgrims and so find the Dark Force that was left behind by their distant relatives.

Just figured I needed to write this down where I might be able to find it again later.

Motavia and Opportunity

  • Reading time:2 mins read

In a way, Phantasy Star II was something of a loss of innocence for gaming. I think the music shows one of the attractions for the game. It was the height of a bustling civilization. Technologically adept; happy; bright; clean; optimistic. The dungeon and overworld musics both have a tone of simplicity to them. There is a childlike sense of wonder which pervades the world. Everything is safe. There are the little problems to be fixed, but then all will be right again. The world is safe. Nothing irreparably bad can really happen to our heroes. But then things begin to go very wrong… and suddenly this sense of innocence takes on a very desperate sort of tension, as if the game is trying to cope with what is going on. Like it doesn’t understand how what is happening could possibly happen, and refuses to believe it.

I don’t think there had ever really been events this portentous in a video game before… Now, of course, characters are killed left and right and worlds are destroyed without much of a thought. But a plot this complex was a real novelty at the time. As with a lot of things Sega does, it really showed the potential that games would come to have…