Showing posts with label SNK. Show all posts
Showing posts with label SNK. Show all posts

Friday, October 21, 2016

An Ode to SNK's 'Beast Busters!'

Long before The House of the Dead, the fine folks who brought us Metal Slug and Samurai Shodown gave us the original gore-soaked, arcade light gun zombie blast-a-thon. But does the 1989 coin-op still hold up all these years later?



By: Jimbo X
JimboXAmerican@gmail.com
@Jimbo__X

don't know if you folks have figured this out yet, but I'm really, really fond of SNK. While just about everybody worth a damn remembers them most for their Neo Geo offerings, the company actually had a pretty extensive background making both arcade and console games before their iconic coin-op/home console hybrid went online - in fact, they were making them as early as the late 1970s

The absolute last arcade game SNK produced before migrating to the Neo Geo platform is an especially interesting little oddity called Beast Busters (not to be confused with the totally unrelated pinball game Bone Busters, Inc., although it's probable that both games were named such to cash in on the success of a totally different kind of "Busters" license.) Although essentially nothing more than Operation: Wolf with monsters, Beast Busters nonetheless has a very idiosyncratic feel to it, with some very detailed (and extremely colorful) sprites for its time. And on top of that? Good lord, is this thing violent, even by late 1980s standards. We're talking showers of arterial explosions in this one, complete with meaty chunks of sinewy zombie guts splattering the screen.

All hail the patriarchy!
My recollections of the game are especially vivid. For one thing, I only played the game once when I was a kid, and it was during vacation in Florida. The cabinet was downright huge - not quite X-Men sized, but definitely bulkier than just about everything else - and I could barely see over the barrel of my gun, even when standing on my tiptoes (indeed, I actually had to hop up and down to target some enemies.) 

Considering the wanton carnage of the game, it always had a special place in my heart - especially because, try as I may to locate the coin-op in my geographical vicinity, no arcade anywhere seemed to have their own machine. Of course, by then I had totally forgotten the name of the game, and since Wikipedia or YouTube wasn't around back then, you couldn't just type a few random descriptors in a query box and find exactly what you're looking for in five seconds. So, for years, Beast Busters remained a super-mysterious relic of my early elementary years - a game I knew existed, although whose existence I could demonstrate no tangible proof.

I don't know ... to me, it looks like the kind of
people who actually use NYC's subway.
It wasn't until recently - as in, the last two years - that I "rediscovered" the game. Of course, it was totally on accident; I was watching some playthrough on YT, clicked a random thumnbail next to the video and holy shit, my brains were almost blown out upon realizing this obscure-ass SNK game was indeed THAT zombie-slaying kill-a-thon from my youth that I have long sought to re-experience. Even better? Thanks to the magic of the Internet Archive, I could play Beast Busters on my home setup any damn time I wanted

Recently, I decided to take an afternoon off and play through Beast Busters all the way through. Does the gooey, gory shooter from the George H.W. years still have that same kick I recalled from my ankle-biter days, or is it just another overvalued oddity from that sentimental miasma we sometimes call childhood nostalgia? Well, how about we dump some virtual quarters in this sumbitch and find out, why don't we? We begin by selecting one of three different avatars (not that it matters, since you never see any of them onscreen again until the very end of the game and they all play effectively the same.) Our choices are some blonde dude wearing a baseball cap, a black dude wearing an army helicopter helmet and a bearded fellow who sort of looks like the main character in Big Trouble in Little China. After that, we get a very, very brief (as in, just two scrolling dialogue boxes) synopsis of the plot: there's a boarded up town infected by some kind of zombie-mania, and you're there to solve the mystery of what went awry. And also, since this is a video game, you are also taking with you enough firepower to last the next five World Wars, because really, who wants to play supernatural sleuth when you can just shoot the shit out of stuff?

Oh, so that's why the team is called "the Eagles."

As soon as the game begins, you are just inundated with action. We've got blue-tinged zombies firing handguns at you from point-blank range, rabid undead dogs jumping at your jugular and holy shit, there are even some reanimated corpses in the background lobbing knives at you! Thankfully, it keeps raining more ammunition from the heavens, so you never really have to worry about running low on bullets. And if you are wondering if this game prides itself on pre-ESRB sadism? Well, the overweight ghouls exploding in a shower of meaty, undead blood and guts and the undead pooches whimpering like scalded pups whenever you pop a cap in 'em pretty much tells you everything you need to no, don't it?

Even in a zombie Armageddon, you just
can't keep women from shopping.
All right, so we find ourselves in a subway system, complete with graffiti-stained trains. Here, our zombies become a little more diverse, complete with a few female zombies shambling towards you in hoop skirts and huge-assed earrings. This segues nicely into our first boss battle - which, basically, is just you versus a million billion zombie dogs, unarmed (but definitely still deadly) zombies and a new foe, some vampire bats, before going toe-to-toe with a brazen clone of Iron Maiden mascot Eddie, who in addition to having some limited pyrokenetic abilities, also has the power to morph into a white werewolf and jump all over the place like a lone rolled up sock in an industrial dryer.

Up next, we've got that tried and true late 1980s\early 1990s rail-gun shooter staple, the elevator stage. Here, we're introduced to a new enemy - what appears to be a possessed golden owl, which periodically, likes to drop ZOMBIE FOOTBALL PLAYERS on you. Oh, and a couple of new zombie types make their debut, too, including some pistol packing brain-eaters with afros and these zombiefied guys wearing motorcycle helmets. Our bosses for this section are not one but TWO musclebound blue dude wearing Jason Voorhees masks and lugging AK-47s, In that, it's probably more a ripoff of The Road Warrior than Friday the 13th, but come on, is there any idea for a video game villain circa 1989 more awesome than fuckin' Jason with Rambo weaponry?

I wonder if skeleton bikers have patches
depicting screaming humans on their
jackets?
Before we begin section three, we get a very brief cutscene with our characters wondering aloud if all of the zombified corpses running around the place could be the city's living inhabitants who disappeared long ago? So yeah, in other words, our protagonists are dumber than special need rocks. This sequence puts us out on the rundown city streets of - uh, wherever this game is supposed to take place - and now we've got zombies driving around on motorcycles and what appears to be diseased garbage men cruising around in red convertibles. Following a mid-boss battle against a transfer truck full of zombie women (perhaps serving the same reproductive purposes as the truck load of women in Fury Road?), you haul ass through the torn-up roads of a ghost town, playing some automatic weaponry-infused chicken with oncoming vehicles commandeered by the living dead. Naturally, this culminates in a boss battle with three Molotov cocktail tossin' zombie bikers, who appear to be riding the missile-equipped choppers from the cult classic piece of shit Megaforce.

Stage four takes us down to the river ... not to pray, but to slay more undead cretins on speed boats, as well as some new enemy types, including - yes, you knew it was coming - ZOMBIE PIRANHAS, as well as a mid-boss I can only describe as a sentient piece of shit with a humanoid face. Eventually, you make your way down an aqueduct, where after a game of handgun-toting zombie whack-a-mole, you do battle with a flying eyeball that throws NAKED BLUE CORPSES at you as a projectile attack.

Told you I wasn't lying about their being a sentient turd-beast boss...

All right, now we're inside a factory, which seems to produce nothing but scrap heap. Oh, and also, there are now sentient, humanoid, orange cyborg beings shooting electricity bolts at you. Eventually, you will make it to a yellow corridor where you tango with five of the above-mentioned mechanical beings who manage to assemble, Voltron style into one huge assed robotic steampunk cybernetic clusterfuck of a mid-boss.

...or the naked blue gang-bang clusterfuck boss...
Following that, we've got another long walk down a zombie-littered hallway, this time with a whole bunch of cryogenic canisters everywhere ( if you accidentally shoot them, more cannibalistic corpses creep out of them, naturally.) This is a prelude to our first human enemy sighting, what at first glance appears to be a boss battle with a hostage-holding scientist. Of course, after you pop a few caps in his ass he reveals his true form, a giant one-eyed penis with teeth, arms and legs who gyrates back and forth and shoots really, really hard (read: next to impossible) to avoid fireballs at you. Following this epic battle, we are treated to a cutscene in which the penis monster scientist's hostage is revealed to be CIA agent, who cryptically urges you to "destroy the fifth one" with her dying breathe. Huh ... I wonder what that could mean?
...or the living tank meatloaf monster. 

Stage six (subtitled "Friend or Foe?") takes place in an underground parking garage. Honestly, it's just more of the same old, mindless zombie-shootin' shenanigans ... that is, up until the point you have to fight a LIVING tank, which is easily one of the greatest body horror abominations to never seep out of the nightmares of David Cronenberg. Say what you will about the formulaic nature of the core gameplay, when you have character design this fucking out there you can't help but appreciate the experience for all it's worth.

From there, we get to take yet another elevator ride, except this time around it's on one of them fancy-schmancy glass ones. Regardless, it's more or less a carbon copy of the sequence from earlier, only with way more enemies on screen and much, much more frantic firefights. Oh, and the boss battle in this one is against a giant meatball, which looks so much like the monster from Terrorvision that I am SHOCKED a lawsuit never came out of it.

"Were the missing scared to death then brought back to life?" the next cutscene poses. In a section titled "Last Battle," we find ourselves in a weird, very Lifeforce like chamber (meaning, the whole damn lair could be exposed bran tissue or something) and right out the gate we find ourselves rewatching with the Eddie wannabe from earlier. Uh-oh, we don't have the beginning of that old lazy game developer stand-by the boss rush on our hands, do we? Aye, sure enough, we get to fight our old friends Mr. Living Turdpile and Senor I'm-Actually-Made-Out-Of-A-Good-Two-Dozen-Indigo-Hued-Dead-Bodies one more time, thankfully.

Yeah ... admittedly, "generic old Japanese dude sitting in IKEA furniture in a space ship made out of Big League bubble gum" is kind of an underwhelming way to end the game.  
After all of that is said and done, we finally confront the big bad of Beast Busters, a bespectacled Japanese scientist sitting in robotic throne with five eyeballs atop it and these Doctor Octopus arms that keep launching rockets at you. By now, you should know how the video game logic works: you cna shoot at his little mechanical tendrils a million billion times, but he won't truly keel over until you blast out all of his eyeballs. You do that and he reveals his super-duper-true form, a giant metal brain with a cerulean blue eye that has the metaphysical ability to make heat-seeking missiles materialize out of nowhere and chase after your ass. Making it even worse, it also can temporarily make itself invisible, which - as I am sure you can imagine - makes targeting the sumbitch a real hassle and a half. After approximately five billion hits, the brain explodes and the eyeball scampers away, leaving you to do battle with yet another pair of sentient Dock Ock tentacles - and then, because the programmers had apparently run out of things to animate, a couple of boring-old spaceship rocket launchers, just 'cause. And after you anticlimactically shot a laser cannon a couple of times, the little Tribble looking eyeball monster tells you this ain't even close to being finished, then promptly dies. And then, because what good B-horror movie ever has the audacity to close on a note of resolution, all three of the titular Beast Busters tremble in fear as a humongous spaceship begins to lower from the heavens ... and scene.

John Cena's scared, black military man is terrified but bearded white tanktop
guy? Either he's ready to fight or he's straining out one hellacious dump.
Well, it's pretty easy to write off Beast Busters as a product of the times - and I mean that as both a positive and a negative. The no-frills, nonstop blasting action is definitely a nice throwback to the bleeding thumb arcade days, and the horror aesthetics are just awesome (really, it made me wonder what SNK could've done with other light-gun friendly properties, like that old trading card line Dinosaurs Attack!

The only thing gnarlier than a giant penis
monster?
By that same (arcade) token, however, the designers clearly took a lot of short cuts with the overall gameplay, with only slight mechanical changes from stage to stage. That, and a lot of the boss fights - in addition to being terribly repetitive - are also terribly overlong, which leads not only to a bad case of the much dreaded Lethal Enforcers finger, but unfortunately, quite a bit of player ennui, as well. 

Thankfully, it's a much brisker - and funner - game with another buddy or two playing with you, so not only is multiplayer encouraged, it's pretty much the only way to truly experience Beast Busters as intended. Granted, this is no all-time classic we're talking about here, but as a quick, throwaway seasonally thematic gaming experience, you could do a whole lot worse, to be sure (especially compared to some other horror-themed multiplayer coin-op offerings from the era, including a certain Smash T.V. precursor starring shitty facsimiles of Peter Venkman and Ray Stantz fighting spectral Klan members.) 
...naturally, it would have to be an
unauthorized cameo from the Terrorvision 
monster. 
Strangely enough, the Beast Busters property had a pretty long shelf-life. An honest to goodness sequel - subtitled, fittingly enough, Second Nightmare - was released in 1999 on the ill-fated Hyper Neo Geo 64 arcade board (which was used for a grand total of just seven games.) As you'd imagine, it was a fairly bland title, which looked (and played) like a really, really ghetto version of The House Of The Dead. That year also saw the release of another Beast Busters game - titled Dark Arms - on the criminally unsung Neo Geo Pocket Color handheld. Believe it or not, that game was actually something of a top-down action/RPG hybrid in the vain of the Game Boy iteration of Daikatana, and surprisingly, it was a really well-done little offering (speaking of, why the fuck haven't I done an article about the awesomeness that is the NGPC by now?) And just when you thought this ultra-obscure franchise had gone away for good, SNK decided to remake the original game as an iPhone shooter in 2014 - and starring the cast of The King of Fighters, no less!

I really can't call Beast Busters a great game by any stretch. It's repetitive, the level design is stubbornly staid and the boss battles, by and large, leave a lot to be desired. That said, as throwaway Halloween entertainment, you really can't complain about the holistic experience too much. The visuals are great, the music, while a little low key, is effective at establishing a nice, spooky atmosphere and the character design is just superb. At the end of the day Beast Busters may hardly be anything more than a slightly above average light gun shooter, but considering its oh-so-awesome aesthetics, it definitely has enough eyeball appeal to keep you blasting your way to the very end. I mean, can you really hate on a game that was enjoyable enough that Michael freakin' Jackson himself took it on tour with them via cargo plane? I think you already know the answer there, mi amigos.

Thursday, August 28, 2014

The 50 Greatest Neo Geo Games of All Time! (Part Five: #010-#01)

The final installment of a five-part series celebrating the best SNK and pals had to offer! 


HEY! Looking for other installments in the series? They can be found at the links below:

PART ONE: Counting down games #050 to #041
PART TWO: Counting down games #040 to #031
PART THREE: Counting down games #030 to #021
PART FOUR: Counting down games #020 to #011
PART FIVE: Counting down games #010 to #001

The Neo Geo is one of the most beloved consoles of all-time, and pretty much the definition of a gamer’s system. Originally released in arcade board form, the Neo Geo Multi Video System (MVS) delivered some of the absolute best coin-op titles of the 1990s, via an ingenious cartridge set-up that allowed gamers to play four different titles on one machine. With its impressive hardware specs, it provided gamers with some of the era’s most dazzling graphics, and introduced players the world over to such acclaimed franchises as Samurai Shodown, Metal Slug and Fatal Fury, not to mention tons of less heralded, underappreciated gems such as The Last Blade, Pulstar and Top Hunter. Not content with dominating arcade parlors, SNK also released the system as a high-powered (and absurdly expensive) home console, known as the Advanced Entertainment System (AES) which LITERALLY brought the arcade experience into players’ living rooms.

For almost 15 years, SNK and other developers published titles for the AES and MVS, giving it one of the absolute longest life spans of any console in gaming history. To commemorate the tenth anniversary of the console’s official retirement, THE INTERNET IS IN AMERICA is rolling out a special, five-part series, counting down the 50 greatest games to ever grace the Neo Geo.

Before we continue, a few notes about the criteria for the list:

001.) Both MVS and AES releases are eligible for the countdown. Unless explicitly stated, the versions of the games referred to on this list are the MVS iterations.

002.) Only official games, produced during the console’s original lifespan, are eligible. Sorry, homebrew enthusiasts.

003.) SNK games from the era, which were not released on the MVS or AES, are ineligible for this countdown. In short, that means no Neo Geo CD or Hyper Neo Geo 64 games are in the running.

004.) Hey, did you ever play that one "Double Dragon" game on the Neo Geo? If so, my apologies.

With the fine print out of the way, who is ready to hop right into the countdown? All aboard, just say “S-N-K…”

Number 10:
Shock Troopers (1997)


I suppose in some ways, you could consider the sequel, “2nd Squad,” to be the superior offering: the semi-3D graphics are much improved, you can ride in vehicles ala “Metal Slug” and now, characters die in hilariously violent (yet bleakly comical) fashion. That said, as far as overall entertainment goes, “Shock Troopers” is a pretty damn hard game to top. At the end of the day, it very well could be the best bad game on the Neo Geo!

Granted, “Shock Troopers” may not exactly be a technical gem on par with “Samurai Shodown” or anything, but it’s certainly a whole hell of a lot of fun to play, regardless. Developed by Saurus -- the same folks who gave us the second “World Heroes” game and the sorta’ cult-classic “Irritating Stick” -- this game is your standard “Ikari Warriors” update, only with controls and gameplay that’s, you know, good.

This is the game “Smash TV” wished it could have been. The action is non-stop, the backdrops are diverse enough to keep you glued to the screen and the awesome team-based combat system -- which actually allots a bit of strategy alongside all of the explodey mayhem -- really makes this one a deeper experience than standard blast-a-thons like “Robotron” and “Total Chaos.” Am I ranking this game too high? Probably, but it’s just so enjoyable -- and weird as all hell -- that I think it deserves a spot in the top ten. I mean, shit, you can actually storm through a virtual middle east commandeering a rocket launcher-toting character named “Big Mama” -- how am I NOT supposed to fall in love with this game?

Number 9:
The Art of Fighting 3: The Path of the Warrior (1996)


“The Art of Fighting” series has always sorta’ been looked down upon as “Fatal Fury “ lite -- sometimes, it seems, even by SNK itself. While the franchise may not have ever reached the lofty heights of its genre cohorts, the “AOF” games were pretty good, with the third title definitely representing the franchise’s best.

Even for an SNK fighter, the cast of characters in this one is strange. Not only do you have a lawsuit-baiting main character named “Ryo,” but you also get to throw down with sword-wielding Persian princesses, muscular freak-o bodybuilder leviathans, a really, really fat dude carrying a backpack, some punk-rock chick that appears to be drag queen and not just one, but TWO separate avatars rocking dinner suits heading into mortal combat.

The visuals here are tremendous. The avatars are huge and well detailed, but the backdrops are definitely the game’s big aesthetic selling point -- some of the backgrounds are so beautiful, they almost appear lifted from a Disney film! Of course, no fighting game is worth a hill of beans without a decent combat system, and the more laid-back, combo-catering fighting mechanics in “AOF 3” are certainly a change of pace from the Neo Geo norm. It’s a big dumb button masher with a really convoluted, juvenile storyline -- but with that in mind, it’s probably the best big, dumb button masher with a really convoluted, juvenile storyline to be found on the console!

Number 8:
The King of Fighters '94 (1994)


It may not have seemed like it at the time, but "KOF '94" really was one of the most innovative fighting games of the decade. Would we have had all of those "Street Fighter vs (fill-in-the-blank)" and "Marvel vs. Capcom" titles had this mini revolution of a coin-op never been released? Seeing as how the core gameplay Capcom has made a mint of off is almost entirely swiped from "KOF," I'm not so sure we would've.

This, the first "KOF" offering, had a fairly simple, yet genius, hook. Combining characters from "Fatal Fury" and "the Art of Fighting," SNK made something of an all-star brawler, which in and of itself, was a pretty unique (and brilliant) concept. But where things REALLY got interesting is the combat system. Instead of doing best-of-three one-on-one battles, the "KOF" engine had players selecting three brawlers at once and taking on another trio in one long-assed endurance bout, "Survivor Series" style.

The gameplay plays more like "Art of Fighting" than "Fatal Fury" to me, which isn't really a negative. Granted, there are more complex and technically nuanced fighting games out there, but the novel gimmick of this one definitely makes up for whatever mechanical shortcomings the game presents. That, and you have to love the absolutely insane "national teams" herein, including England's all-girl ass kicker squad, Mexico's all-Japanese roster, Brazil's paramilitary-themed line-up and of course, Team USA -- which might just be one of the most unintentionally(?) racist depictions of urban America in all of video gaming -- apparently, New York consists mostly of burning trash cans and dudes running around in football helmets.

Number 7:
Real Bout Fatal Fury 2: The Newcomers (1998)


This game, for my money, is the single-most underrated fighting game on the Neo Geo. Yeah, there are certainly some genre games of the like on the system that are better, but what this game accomplishes on its own merits definitely puts its shoulder-to-shoulder with some of the absolute best brawlers on the console.

In "Real Bout 2," Terry Bogard, Duck King, Joe Higashi and all your returning favorites share the stage with obscure weirdos like Billy Kane and Bob Wilson. What makes the game particularly awesome is that it utilizes the same visual engine from "Real Bout Special" while reinstating the core fighting engine from the first "Real Bout" title. The end result is a game that looks as gorgeous (if not even better) then Capcom's late '90s fighters and plays as smoothly and technically as the best SNK offerings from the decade.

Okay, the stages may be recycled, but beyond that, I can't think of a single major negative for the title. It's a downright stellar, nuanced fighting game with super-smooth controls, a nice tempo and a combat system that puts just about every other fighting game from the timeframe -- safe a few notable offerings -- to shame. And to think: it's STILL not the best overall game in the entire series!

Number 6:
Garou: Mark of the Wolves (1999)


The poster for this one pretty much said it all: "Legends don't die ... they get better!"

Astute IIIA readers know I've already covered this one as part of my countdown of the top 100 Dreamcast games of all-time, so I figure I am allowed to plagiarize myself when recounting this game's inherent greatness: This game was one of the absolute best produced by SNK, and in many ways, one of the greatest technical fighting games in history. It's an astoundingly deep game with well-tuned, extremely-balanced characters and an extremely satisfying combat system - in addition to being beautiful and an audio delight, too...SNK made so many great moves with this one, starting with the "Tactical Offense Position" bar, which allows characters to unleash super-powerful projectile and grab-attacks - a variable that makes one-on-one matches very strategic and cerebral. Also brilliant is the inclusion of "defense" bonuses, which allows players to recover health by successfully blocking attacks - such a small addition that makes the game that much more competitive and riveting.

Really, what more needs to be said? It's the absolute best "Fatal Fury" game ever made, which by default, makes it the absolute best in a series that is universally recognized as one of the best fighting franchises ever designed. And, it bears repeating: how can anyone not cherish a game featuring a character known as "Khushnood Butt?"

Number 5:
Blazing Star (1998)


From my perspective, this is one of the most underrated SHMUPs in gaming history. Yeah, it's probably a bit controversial ranking this one ahead of its forerunner "Pulstar," but I still think this follow-up from Yumekobo (the same company as Aicom, really) outshines its much reverred predecessor in every way.

This is just an astoundingly fun game, with vibrant 2.5D visuals (think "Einhander," except better) and precisely the kind of super-enjoyable bullet-hell gameplay you'd expect. The game is actually a lot easier than you'd probably assume, which is the only real negative I can think of here; it's long, the stages are varied and oh my goodness, is the game just a hoot and a half to blast through!

I absolutely love the pell-mell nature of the title. The scaling and scrolling effects are terrific, and I love the power-up mechanics (basically, you can load up your laser attack, "R-Type" style, and turn it into a giant battering ram/shield combination ... trust me, it's every bit as awesome sounding as you'd imagine.) There's a ton of stuff to collect, the music is outstanding (it's the most rave-tastic SHMUP you'll probably ever experience) and the replay value is off the charts. What was I saying earlier about this being one of the most underrated side scrolling shooters out there? Well scratch that; it's one of the absolute best out there, too.

Number 4:
The King of Fighters '98 (1998)


The subtitle for this game was "The Slugfest," and boy, was that ever the appropriate moniker. "KOF '98" is pretty much considered the crown jewel of the venerable franchise, and for good reason: it's one of the most beautiful, finely-tuned fighting games out there, and easily one of the best offerings from the late 1990s in any genre.

Structurally, the game plays similarly to its predecessors. You pick three fighters from a huge roster of SNK all-stars, and then you engage in lengthy three-on-three marathon bouts until only one team stands. Retaining the "Advance" and "Extra" modes from "KOF '97," this iteration really feels like two separate games; without question, it's one of the deepest, most satisfying fighting games ever designed.

With outstanding visuals, one of the most impressive line-ups in any video game ever and a combat system that is so incomparably robust, it's not really surprising in the slightest that the game remains a favorite on the fighting game tournament circuit. This is a fighting game fan's fighting game, through and through -- if you haven't played it by now, you seriously need to rethink your commitment to the hobby of video gaming.

Number 3:
The Last Blade 2 (1998)


In my countdown of the top 100 Sega Dreamcast games of all-time, I said that "The Last Blade 2" might not be JUST the best SNK game ever, but quite possibly the best 2D fighter game in history. Well, as the final outcome of THIS countdown indicates, perhaps that little proclamation was a tad hasty. What isn't debatable an iota, however, is just how goddamn incredible this game is. If you will, let me quote my Sept 2012 self for a bit:

The weapons-based combat is smooth and technical, and playing defensively is every bit as fun as playing on offense. I really liked the slower tempo of the game, which made it feel more like “Fatal Fury” than “Guilty Gear” - a kinetic brawler, this may not be, but if you are in pursuit of a cerebral, rewarding and intellectual fighter, you’re probably not going to find a better title on ANY console ... the graphics - in particular, the sprite animations - are among the best you will see in a 2D game, and the title has one of the best scores in the history of the medium. Every character feels and plays differently, although the fighters are all expertly balanced. Pulling off combos isn’t too difficult, and the inclusion of “Super Desperation” moves - basically, fatality attacks - adds an element of unpredictability alongside the combat system’s strategic depth. All in all, “The Last Blade 2” is one of gaming’s greatest triumphs - and an oft-overlooked title that is long overdue for industry-wide celebration.

Needless to say, this is an absolutely stellar title that doesn't get anywhere near the love and adulation it truly deserves. It's certainly one of the best 2D fighting games out there, and it's without question one of the best SNK offerings ever.  And if you haven't played it, good god, do you need to find a way to, and pronto.

Number 2:
Metal Slug 3 (2000)


I would really need an entire article to truly put the sheer awesomeness of this game into words. Shit, for that matter, I'd probably need to double my current bandwidth to do "Metal Slug 3" the justice it deserves.

Do I begin with the outstanding visuals and world class animations, that put most late 1980s Don Bluth movies to shame? Or do I begin with the absolutely exquisite (and beautifully chaotic) run and gun gameplay? I could begin with the killer multiplayer, and the inventive levels, and the expertly designed stages (complete with branching paths), or the game's trademark humor -- which, at once, is both the most loving and caustic homage to "Contra" imaginable. Or maybe I could talk about the insane boss fights, complete with one of the hardest final battles in the history of gaming? I can only FATHOM the staggering number of quarters squandered on this game's beyond epic final level over the years -- my coin contributions alone probably put at least one SNK employee's child through college.

Ultimately, it's the small things, I reckon, that make "Metal Slug" the modern masterpiece it is. It's watching your avatar turn into a lumbering fatass after chowing down on one too many food pick-me-ups, and it's hearing the corny Ah-nold imitator yelp "rock-it lawn-chair" whenever you pick up the RPG. It's hitting the grenade button when you're all zombie-fied on level two and then puking voodoo death all over your foes, and it's discovering all of the hidden vehicles cleverly scattered throughout the game (my favorite? Definitely the elephant flamethrower!) Not only is "Metal Slug 3" the best in the series, its arguably the greatest parody in video game history, and quite possibly the single greatest run and gun title EVER. And if you think this game doesn't deserve to stand neck and neck with illustrious games like "Gunstar Heroes" and "Super Contra," clearly, you've never played it before.

And after reflecting on 49 of the absolute best titles the Neo Geo had to offer, we find ourselves staring down the absolute creme de la creme. With so many outstanding games available on the hardware, whittling the entire library down to just one defining title was undoubtedly a tough assignment. That said, considering the legacy of the system, and the top title's unmistakable impact on the video game art form as a whole, there was really only one game that could've wound up topping this countdown. Time to give the king its rightful crown, folks.

...and the number one Neo Geo game of all-time is...

...

...

...

...

...

...

Number 1:
Samurai Shodown II (1994)


One could argue that there are better games on the Neo Geo than this one, but I don't think anyone would dare say there's a more iconic Neo Geo title than "Samurai Showdown II." It may not have "made" the system, per se, but it certainly showed off the power and finesse of the hardware, and gave arcade enthusiasts the world over arguably the best 2D fighting game from the era -- absolutely no small feat, obviously.

"Samurai Shodown" was a very, very good game, but its sequel improved upon it in virtually every possible way. The roster is more robust, the visuals are even better, and the sound is utterly terrific. But the thing that strikes me most about this game isn't just one component, it's how all of those components gel into an utterly remarkable holistic experience. Beyond being a great looking and great playing game, this is a game that was expertly crafted and designed. The presentation in "Samurai Shodown" is about as cinematic as it got back in the day -- and even now, it doesn't feel aged or hokey one bit.

The gameplay is just sublime. While most fighting games from the era tried to imitate "Street Fighter" or "Mortal Kombat," this game was one of the few to go its on way, making the game about pacing instead of blood, guts and hyper-fast fisticuffs. The combat system is so nuanced and rewarding, with so many nice, cerebral touches -- it is the first game in the genre to showcase parrying, after all. But as I was saying earlier, it's not one thing that makes this game so memorable all these years later. It's the visuals, and the subtle musical cues, and the weirdo dialogue, and the smooth animations, and the attention to the detail, and the almost chess-like fighting mechanics and tremendously designed characters, all boiled together into an undeniably scrumptious goulash of sheer technical awesomeness.

In short? It was everything that made the Neo Geo, and SNK, so incredible to begin with.

Thursday, August 21, 2014

The 50 Greatest Neo Geo Games of All Time! (Part Four: #20-#11)

Part four of a five-part series celebrating the best SNK and pals had to offer! 


HEY! Looking for other installments in the series? They can be found at the links below:

PART ONE: Counting down games #050 to #041
PART TWO: Counting down games #040 to #031
PART THREE: Counting down games #030 to #021
PART FOUR: Counting down games #020 to #011
PART FIVE: Counting down games #010 to #001

The Neo Geo is one of the most beloved consoles of all-time, and pretty much the definition of a gamer’s system. Originally released in arcade board form, the Neo Geo Multi Video System (MVS) delivered some of the absolute best coin-op titles of the 1990s, via an ingenious cartridge set-up that allowed gamers to play four different titles on one machine. With its impressive hardware specs, it provided gamers with some of the era’s most dazzling graphics, and introduced players the world over to such acclaimed franchises as Samurai Shodown, Metal Slug and Fatal Fury, not to mention tons of less heralded, underappreciated gems such as The Last Blade, Pulstar and Top Hunter. Not content with dominating arcade parlors, SNK also released the system as a high-powered (and absurdly expensive) home console, known as the Advanced Entertainment System (AES) which LITERALLY brought the arcade experience into players’ living rooms.

For almost 15 years, SNK and other developers published titles for the AES and MVS, giving it one of the absolute longest life spans of any console in gaming history. To commemorate the tenth anniversary of the console’s official retirement, THE INTERNET IS IN AMERICA is rolling out a special, five-part series, counting down the 50 greatest games to ever grace the Neo Geo.

Before we continue, a few notes about the criteria for the list:

001.) Both MVS and AES releases are eligible for the countdown. Unless explicitly stated, the versions of the games referred to on this list are the MVS iterations.

002.) Only official games, produced during the console’s original lifespan, are eligible. Sorry, homebrew enthusiasts.

003.) SNK games from the era, which were not released on the MVS or AES, are ineligible for this countdown. In short, that means no Neo Geo CD or Hyper Neo Geo 64 games are in the running.

004.) You know, a "Ragnagard vs. Sengoku" crossover would've been something. And that something is "pure shit," that's what.

With the fine print out of the way, who is ready to hop right into the countdown? All aboard, just say “S-N-K…”

Number 20:
Twinkle Star Sprites (1996)


Don’t let the cutesy visuals fool you -- this is a game that will kick your ass, and savagely. Not only is “Twinkle Star Sprites” one of the most inventive games on the Neo Geo, its easily one of the most intense as well.

The last game produced for the platform by developers ADK, “Twinkle Star Sprites” is a clever shoot ‘em up/competitive puzzle game hybrid. Like in “Puyo Puyo,” your ability to clear your own screen affects your adversary’s playing field, and vice-versa. The twist is, instead of solving block puzzles, you’re actually engaged in a SHMUP showdown, and believe you me, the vertically scrolling blasting can get hot and heavy, indeed.

This is actually a really strategic game, with enough technical nuance to put hardcore fighters like “Mark of the Wolves” to shame. The title includes a brilliant parrying system of sorts, which allows players to bat combo-linked fireball attacks back and forth -- trade enough times, and it actually summons an ungodly powerful boss creature to REALLY make things interesting. If you’re in search of an unorthodox multiplayer experience, then this is a truly innovative title you need to get your hands on ASAP.

Number 19:
Magical Drop III (1997)


Data East was easily the Neo Geo’s most valuable third party developer, and “Magical Drop III” isn’t just the venerable puzzle series’ best -- it’s without question the best game of its type to be found on the system.

Structurally, the “Magical Drop” games play quite a bit like “Bust-A-Move.” The difference, however, is two-fold. For starters, the game allows you to yank orbs from the playing field, instead of supplying you with balls from the get-go. This means you’ll find yourself constantly pulling down single bubbles and bursting similarly colored groupings -- it’s a game designed from the ground up to always have you on your toes.

The other variation, however, is what makes the “Magical Drop” series, and especially this superlative third outing, stand out so much -- the game’s tempo. Trust me, when I say the gameplay in this one is fast, I mean “Sonic commandeering a Indy car in Burnout 3” fast. Fierce multiplayer bouts have been known to lead to some minor carpal tunnel syndrome-like symptoms -- this, my friends, is about as hardcore as puzzle games can possibly get.

Number 18:
Top Hunter: Roddy & Cathy (1994)


There is just so much to love about this game that I don’t really know where to begin. Imagine, if you will, a magical combination of “Metal Slug,” “Bionic Commando,” “Shinobi” and “Rocket Knight Adventures.” Now, add to that some elements borrowed from “Mega Man,” “Ghosts N Goblins” and even a little bit of “Ristar,” and you have the core fundamentals behind “Top Hunter.”

“Top Hunter” is basically an early ‘90s arcade love-in, which actually predates some of the era’s most beloved 2D games. You get the mech suits from “Metal Slug,” the ability to hop in and out of the background like in “E-Swat,” and even pick up weird-ass props and use them to your own advantage like in “Double Dragon.” With stage design that rivals the best “Sonic” levels, not only is this a criminally underappreciated title you should’ve played years ago, it’s quite possibly one of the era’s most absurdly undervalued technical achievements, to boot.

This is really a fantastic platform/run and gun/side scrolling beat ’em up hybrid, with absolutely gorgeous character sprites and some of the era’s best animated backgrounds. With five absolutely gargantuan levels to choose from -- each filled with tons of sub-bosses and constantly changing game mechanics -- this is definitely one of the longer coin-op forays to make it to the Neo Geo. And did I tell you the game has some supremely awesome co-op play, as well?


Number 17:
World Heroes Perfect (1995)



A rather fitting title here: the game itself may not be perfect per se, but as far as “World Heroes” titles go, there’s none better than this mid ‘90s redux.

To be fair, the “World Heroes” franchise has always kind of been one of the redheaded stepchildren of the SNK fighting game family. With character designs and a globe hopping hook that strongly resembles another popular Clinton era brawler, a lot of coin-op enthusiasts tended to write the first two “World Heroes” games off, which is a real shame. This title is basically a hyper-polished re-release of “World Heroes 2,” with practically every character in the franchise included as a playable fighter. And yes, the game is pretty damn spectacular too, in case you were wondering.

The title plays a lot like “Street Fighter II” (shocking, I know), with really good backdrops, some pretty awesome animations and character sprites that are a lot more detailed than most genre games from the timeframe. The gameplay is rock solid, with every character looking -- and playing -- distinctively, from the sword-wielding Joan of Arc rip-off to the razor-gloved Jack the Ripper punk-rocker to the kinda’ racist Tiki warrior to the evil football player from hell to the two guys that play just like Ken and Ryu, right down to the palette swapped clothing. It’s a bit simplistic compared to the other heavy hitters on the Neo Geo, but there is no denying this one is a flat out great game in its own right.


Number 16:
SVC Chaos: SNK vs. Capcom (2003)


At some point, you’ve probably played one of the “Capcom vs. SNK” games before. Outside of a Neo Geo Pocket Color offering (which, by the way, is one of the greatest handheld games of all-time), this early 2000s offering is the sole SNK-produced crossover brawler to also feature “Street Fighter II” stalwarts.

With Playmore taking over the reins, “SVC Chaos” is a real hoot and a half to play. It’s so bizarre -- and of course, awesome -- to see characters like M. Bison and Balrog drawn up in the inimitable SNK style. And man, you haven’t seen “crazy” until you’ve seen a Hugo on Earthquake showdown in this game!

The animations are great, the gameplay is fantastic  (its basically running on the “King of Fighters 2002” engine) and the cast of characters is really tremendous. You could argue that there’s perhaps a bit of an over sampling of “Street Fighter” characters and an under serving of “Samurai Shodown” cast members, but overall, there’s hardly anything to complain about in this one at all. And be prepared for some downright astounding cameos, featuring such weirdoes as “The Art of Fighting’s” Serious Mr. Karate, the Mars People from “Metal Slug,” Mega Man’s Zero, and the ULTIMATE fighting game final boss -- the little red gargoyle asshole from “Ghosts N Goblins!”

Number 15:
Fatal Fury Special (1993)


With so many fighting games on the market, how do you make a game that stands out? While most developers turned towards sensational and gimmicky hooks (namely, through fatalities, semi-nudity and the occasional dinosaur-themed brawler), SNK knew what few others ever understood: you’ve got to have a deep, nuanced fighting system, and on top of that, a game with plenty of character.

SNK really took the “character” part to heart, with “Fatal Fury Special” a beefed up re-do of the already pretty damn great “Fatal Fury 2.” The game contains 15 characters, all of whom are aesthetically interesting and, much more importantly, diverse in fighting technique. All of the fighters in “Mortal Kombat” pretty much played alike, but in this game, there is a WORLD of difference between taking on Duck King, Geese Howard or Big Bear. Before “Virtua Fighter,” this game was pretty much the closest the fighting world got to a somewhat respectable simulation fighter (uh…just ignore the occasional fireball, though.)

So, let’s see: you have a ton of fighters, all with distinct move sets, who are beautifully animated, in conjunction with truly interesting backdrops and a combat system that’s among the absolute best in the genre. Skip the watered down console ports -- you need to experience this one the way it was intended, on actual Neo Geo hardware.


Number 14:
The King of Fighters ‘99 (1998)


Although the inclusion of “striker” characters is a rather controversial one, I think “KOF ‘99” is still one of the better entries in what may very well be SNK’s marquee franchise.

As with  the previous installments in the series, this game is anchored around three-on-three team battles. The cast for this one includes a who’s who of “Fatal Fury” and “Art of Fighting” standouts, as well as  few new additions. Alike “Insert Property vs. Capcom,” you get to build your own team from scratch, and as expected, the combat here is downright exquisite.

To me, this was this last truly great crossover fighter SNK released (not counting “SVC Chaos,” of course.) The animations were beautiful, the combat system was just about pitch perfect and even the backgrounds looked incredible (although I have to wonder what the hell is going on at the Chinese restaurant -- is that a silhouette of a man beating a cat to death?) From here, the series was just spinning in its wheels, in my humblest of opinions -- if you’re looking for “KOF” apex, I reckon this title right here is the peak of the mountain.

Number 13:
Spinmaster (1993)


Known as “Miracle Adventures” in Japan, this was Data East’s first game released for the Neo Geo, and it’s definitely one of the company’s best, as well. Playing similarly to “Joe and Mac,” with characters that appear to be culled from the forgotten Genesis gem “Dashin’ Desperadoes,” this game is a merger of underrated genre classics -- fittingly enough, becoming a much revered unsung platformer itself over the last few years.

The gameplay is very simplistic, yet satisfying. You travel from stage to stage -- which are all exquisitely animated -- and mow down wave after wave of henchmen, using all sorts of neat weapons: yo-yos, bombs, laser ninja stars and good old fashioned fireballs are all at your disposal. The character sprites are downright gorgeous, and the solid platforming gameplay -- highlighted by some excellently designed levels -- makes this one an absolute blast to play through, solo or with a buddy.

If you are a fan of intense platformer/run and gun hybrids a’la “Metal Slug” and “Gunstar Heroes,” you definitely owe it to yourself to give “Spinmaster” a try. Not only is it one of the genre’s greatest undiscovered offerings, it’s definitely one of the best games of its type, period.

Number 12:
Pulstar (1995)


Prior to this game, developer Aicom was probably best known for the "Zaxxon"-inspired “Viewpoint,” which I’d consider to be one of the more overrated titles to appear on the Neo Geo. That said, “Pulstar” is an absolutely marvelous game, and one of the best SHMUPS to come out during the mid-1990s.

The game is sort of a cross between “Einhander” and “R-Type.” The graphics are essentially 2.5D, with some really impressive graphical effects throughout. You have the ability to charge your shots for extra damage, and of course, there are TONS of upgrades for your warship. There are only four stages, but they are fairly long, and holy hell, do they look visually astounding. Each and every boss fight in “Pulstar” would probably qualify as an end-boss in any other genre game from the era.

The only thing holding this game back, in my opinion, is the length. Since it’s not exactly the toughest SHMUP out there, I found myself easily blasting through this one in under half an hour (which means, as an aside,  you can listen to “Pinkerton” all the way through during a speed run.) Granted, it’s one hell of half-hour while it lasts, but sadly, “Pulstar” just leaves you wanting more, in the worst possible way.

Number 11:
The Last Blade (1997)


At first glance, “The Last Blade” doesn’t seem all that different from “Samurai Shodown.” A feudal Japanese setting, huge, gorgeously animated sprites and, most apparently, characters wielding melee weapons? To the uninitiated, the game would appear to be an instance of SNK imitating itself.

Of course, “The Last Blade” is far from a “Samurai Shodown” rehash. Ultimately, the game plays more like a combination of “Fatal Fury” and “Virtua Fighter,” with the graphics and core combat system culled from SNK’s other sword-and-sandal ass kicker.

The gameplay really sets this one apart from its competitors. While most fighting games form the late 1990s were all about flashiness (see just about any “vs. Capcom” game for validation of this claim), “The Last Blade” is a refreshingly subdued title. The backgrounds are subtle, yet beautiful, and the underscored music is downright stellar. As stated earlier, it’s the combat system that makes this one a must-play; with a clever “speed vs. power” mechanic in place and a diverse array of brawlers (who all have their own range and weight weaknesses and strengths), this is easily one of the most cerebral fighting games of all-time.