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FGC #610 Samurai Shodown (Franchise)

So badassI have learned that I am here for the weirdos.

Samurai Shodown is not my franchise. I am a fighting game fan, and have been since I first saw a furry Soviet dude power slam some guy with too many skulls. But, by the time Samurai Shodown was appearing in my local arcade, there was already a myriad of options that more easily drew my attention. If I wanted a basic 2-D fighting game, I’d play Street Fighter 2. If I wanted to see a little super violence, I’d play Mortal Kombat. If I wanted to see a weapons-based fighter, I’d play Soul Edge/Soulcalibur. If I wanted to plug some quarters into a Neo Geo machine, I’d go with something along the lines of King of Fighters (Fatal Fury also qualifies there). Hell, even vaguely recognizable, possibly historical figures fighting was available in World Heroes, and that game had a mecha-Hitler you could pummel into the pavement. In short, Samurai Shodown held the unfortunate position of being a fighting game that looked pretty good, but was also popular at the exact same time some of the best fighting games of the era were receiving routine updates/players. Or, put another way, not only is Cammy going to grab my attention faster than Neinhalt Sieger, there are also a few more potential opponents crowded around her cabinet. Sorry, SamSho, I’ll get to you in another thirty years.

And… uh… here we are.

On my grand list of games I want to cover before this FGC project ends (I currently claim I am stopping at FGC #655… a full hundred articles past the last point I said I would stop…), I have a meager handful of fighting games remaining. Every title from that first paragraph has been examined and reexamined (sometimes ad nauseum), so now we are down to fighting games that are… let’s say… exploratory? Games wherein I do not have encyclopedic knowledge of ridiculous plots or muscle memory that will allow me to toss out down-downforward-forward-punch fireballs until three years after I’m dead. Some of these “unexplored” games on the list are amusing misfires, but I will admit I was expecting a lot of the Samurai Shodown franchise. After all, I had at least played this in the past, and, though these play sessions may have been tremendously shorter than any time I spent with Guilty Gear, they were enjoyable. And I always appreciated the Samurai Shodown characters that appeared in other games. That bird with the hawk? She seems nice! It should be fun and enlightening to play through the Samurai Shodown Neogeo Collection and see what this glorious franchise has in store.

And I found it… underwhelming.

Get 'em lil dudeTo be clear, “underwhelming” is the exact word for this situation. None of the Samurai Shodown titles appear to be outright bad. The gameplay primarily seems to be focused more on defense than offense, but, make no mistake, you can attain a victory by going in with swords blazin’. Or maybe no swords! Characters in most of the games seem to have two distinct playstyles: with or without weapon. Be disarmed as the result of a button mashing contest, and you have to rely on your fists for a moment or two, which makes for a fun change in tactics. It’s like you’re playing as two characters at once! I am always down for that! And, while the “Engrish” and general story is simultaneously noteworthy and forgettable, there is definitely something happening here. Bushido and all that riot is great, but I am going to stand at attention when some nerd cuts down a pair of trees without even trying. Oh, and who doesn’t like some random dude running around in the background of battles tossing off powerups? There is good stuff here in Samurai Shodown!

But it all felt very… slippery. Not talking about the controls, mind you, those are perfect and responsive. Just, somehow, the whole experience felt forgettable. Like whether my chosen samurai won was going to be quickly forgotten. Or, perhaps, how my fighter won was what would be forgettable. I understand that, once again, this is not my game, so it is entirely possible I was missing something, but the general reason I won any given match seemed nebulous. And, in a fighting game, that makes everything feel unusually light. Across the multiple Samurai Shodown games, there are multiple ways to win a match… Or… More accurately, there are multiple ways to practically instantly drain a life bar. And, while slicing off the limb of an opponent feels like it should be remarkable, when you stumble on “I guess that special move just does that sometimes” it feels… wrong. Did I really win? Or was that more of an accident than my usual victories? Whatever the root cause of the issue, this made the various SS titles feel insubstantial in their gameplay.

MAGIC!But that does not have to be the be all and end all of a fighting game. A fun cast can completely rescue confusing gameplay. The previously mentioned World Heroes was not a great game by any means, but it did include a football player fighting Jack the Ripper, so it more than qualifies for gold status. Samurai Shodown’s cast meanwhile… Well, it is hard to judge some of these characters in 2021, as, like Samurai Shodown itself, there are clear examples of “this was done better elsewhere” through the decades. Like World Heroes already had a pretty good Joan de Arc analogue, so Charlotte is lacking. Haohmaru, the games’ marquee hero, feels like a lesser Mitsurugi of Soulcalibur. Hanzo the ninja could not be any more generically “this is our ninja” if he tried, and I’d rather pick up Red Earth if that is all that is available. Weller the American “I wanna be Japanese” character is so much more distinctive as Bang of BlazBlue, and I’m pretty sure Kyoshiro Senryo was one of the final bosses in that Simpsons beat ‘em up. It is no wonder that Nakoruru wound up as the persistent Samurai Showdown rep, as “has a bird” separates her from much of her fighting game sorority (though her general “fighting shrine maiden” thing causes her to blend into the anime trope ether).

But there was one character that seemed tremendously less forgettable than his contemporaries: Genan Shiranui, aka the little green guy with a claw.

Get 'emArguably, this is another example of “done elsewhere”, as Genan and his obvious spiritual brother, Earthquake, both resemble SNK/King of Fighters characters Choi Bounge and Chang Koehan. And if you wanted to claim that it was a coincidence that there was a King of Fighters influence, please note that Genan’s surname is Shiranui, the same as Mai Shiranui, heroine of Fatal Fury and King of Fighters. And, oh yeah, Mai (or at least her identical, historically appropriate ancestor) outright appears in Genan’s Samurai Shodown (1) ending. So, ya know, wearing influences on their sleeve there.

But Genan is memorable all on his own. He is green. He is wearing torn clothing that tells more of a story with visuals than Jubei can hope to muster with an entire story mode. He is constantly licking a metal claw, which is probably unsanitary. His background involves implied cannibalism. He apparently has a pair of kids that hide in his sack-clothes. This is the exact kind of eccentricity I want from a fighting game character, and it was clear right from the first Samurai Shodown that Genan was gonna be my guy.

And then the franchise dropped him like a rotten potato as of Samurai Shodown 3. Dammit! Only two games for my green meanie!

While I tried to soldier on with some pale dork with blue hair… it just wasn’t the same. I have to assume that Genan was nixed in an effort to make Samurai Shodown slightly more realistic (in a universe where people routinely, graphically die before being revived by a quarter), or to pad out the roster with slightly more distinctively “Samurai Shodown” characters (there was that brief period in the 90’s when crossovers and/or homages were considered bad). Whatever the cause, Genan was gone before we truly knew ye, and, in his absence, everything about Samurai Shodown became slippery again. Oh, build up a rage meter to do super moves? Ho-hum. I don’t want red skin. I want it green, dammit! And, given how the franchise seemed to drift into generally more serious settings over time, I was convinced Samurai Shodown was never going to have an entry that was “for Goggle Bob”. Not the end of the world, there are plenty of fighting game franchises that I can enjoy; but it would be a hard confirmation that this wasn’t “for me”.

Then I got to Samuri Shodown 6. Then I got to this nonsense…

What is even happening here?

That appears to be some manner of ancient puppet automaton, and it is fighting… a dog. Just a dog.

I am here for that.

Samurai Shodown 6 is a “dream match” title that includes a playable version of practically every character that had appeared in Samurai Shodown up to that point. Genan is back. Earthquake is back. That big red guy that was a mix of Genan and Earthquake is back. The flag dude hidden character is back. And speaking of “hidden” characters, every pet and animal is playable, too. Are they effective? Not remotely. But sometimes you just want to play as a monkey. It worked for Eternal Champions (no it didn’t). And the new characters of Samurai Shodown 6, like a swan-turned-maid and a chubby guy who really likes fireworks, all exude a noticeable air of levity. Ocha-Maro Karakuri, that mobile puppet up there, seems positively mundane in a roster that includes an anime pretty boy that is based on historical jackass/president Andrew Jackson.

DO NOT LIKEAnd it wasn’t until I hit Samurai Shodown 6 that I realized that this kind of nonsense is exactly what I want. Who have I always gravitated towards in other fighting games? Blanka. Tung Fu Rue. Cyrax. The misfits. The absolute last fighter I ever pick is your typical Ryu or Bruce Lee clone du jour. My favorite fighting game is a title wherein you can have a multi-tentacled god team up with a teeny tiny robot servant working alongside a member of S.T.A.R.S. This is why the other Samurai Shodown titles seemed boring to me! I simply cannot enjoy a videogame unless the character select screen includes a healthy number of people that have absolutely no business being in any sort of polite society, left alone a videogame (sorry, Dr. Faust, you know it is true). Apparently I do not care if there is an amazing combo system, intuitive gameplay, or the best netcode in the universe. All I want is some dork cosplaying as Freddy Krueger (and, no, actual Freddy doesn’t count).

Is Samurai Shodown ever going to be “my” fighting game franchise? No. But does it remind me what I actually want in a fighting game? Absolutely. Give me a little green weirdo any day of the week, and I’ll give your game a fair shake.

And if you want to have a brand new, modern edition of your franchise, and you choose to drop said weirdo? Well, don’t expect me to buy a season pass anytime soon…

FGC #610 Samurai Shodown (Franchise)

  • OuchSystem: Samurai Shodown is supposedly the fighting game that put the Neo Geo on the map. But I don’t see no King of Samurai ’99 on my Playstation! Whatever! The franchise has been on practically every system from a certain epoch (take a look at that Gameboy version sometime), but the collection is currently available on (mostly) modern consoles like Playstation 4, Nintendo Switch, and Xbox One. Most of what you see here is via Switch and PS4.
  • Number of players: This isn’t Super Samurai Bros, so two players.
  • Who let the dogs out? Perhaps, once you get past the violence, rage, and weapon-combat, the defining characteristic of Samurai Shodown is how many fighters have pets and other auxiliary sprites as “backup”. It would certainly explain why bird-lady is so heavily featured in crossovers…
  • Favorite Character (not the green guy): It’s the red guy. Youkai Kusaregedo is a gigantic monster that first appeared in Samurai Shodown 5. He is described as an undead devil that was a “very kind man” in life, but was also a cannibal. That… is certainly a type of kind. Regardless, now he is a hulking beast, and I am only mildly disturbed by the fact that his canon story is that, in a fit of hunger, he devoured his pregnant daughter. I like playing as him, but I’m not inviting him to Christmas dinner anytime soon.
  • Land of the Rising Fun: I am required by law to note my favorite bit of Engrish from Samurai Shodown 2.

    Funster!

    As a noted funster, this had to be logged.

  • Lost in Translation: Maybe Samurai Shodown is supposed to be funny, but got lost in translation? Like, there are some goofy, tropey fighters skulking around, and maybe their intrinsic humor doesn’t come through in a different culture. Nicotine Caffeine has to have something going on here.
  • Let's go nutsThe Black Swan: Iroha is a scantily clad maid premiering in Samurai Shodown 6. She was previously a swan, but transformed into a woman wielding guillotines so as to get closer to her master. And that master? They are supposed to be the player. So, yes, this character is a walking fetish in more ways than one. Is it any wonder she got her own spin off game, and was some of the earliest DLC for the latest Samurai Shodown?
  • Favorite Samurai Shodown Title: As if it was not obvious, Samurai Shodown 6 wins here. The recently released Samurai Shodown 5 Gold is very close to 6’s complete nonsense, but, to my knowledge, you cannot play as a dog in Gold. You can do that in 6. Twice.
  • Did you know? The one character that had been previously playable but is not in Samurai Shodown 6 is Hikyaku, the delivery man that runs through the background in other Shodown titles. He was playable in the Gameboy port of Samurai Shodown as a bonus for anyone that deigned to play a Neo Geo fighting game on the friggen’ Gameboy, but was never available on a big boy system. If you are unfamiliar with the Samurai Shodown franchise, Here we go againjust imagine a playable version of the postman from The Legend of Zelda: Ocarina of Time or Majora’s Mask. This is also a likely explanation for why he was never seen again.
  • Would I play again: There are so many good fighting games out there! Maybe I’ll hit the modern SamSho when all the DLC is on sale/includes my boy.

What’s next? Random ROB has chosen… The Misadventures of Tron Bonne! We’re going to go on a misadventure, Miss Tron! Please look forward to it!

FGC #492 King of Fighters (Franchise)

Sports!If you want to understand the essence of a videogame crossover, you need look no further than King of Fighters ’94.

King of Fighters was initially imagined as a beat ‘em up titled Survivor. The prototype featured characters from The Art of Fighting and Fatal Fury (two established SNK fighting games) battling in teams of three against waves of vaguely anonymous mooks. Given both of the parent games were about burly dudes fighting against criminal gangs, this seemed like a natural progression in both storylines and gameplay. But, presumably because fighting games were really hitting their stride around the early 90s, Survivor the beat ‘em up mutated into King of Fighters the fighting game. The concept of three-man teams survived the transition, and, more importantly, King of Fighters maintained its status as a crossover title involving two popular SNK franchises.

And then things got weird. Two more games were included in the crossover hijinks: Psycho Soldier Starring Athena and Ikari Warriors. And if you’re curious what those games look like…

She's psycho

Pew pew

So what happens when you try to marry that to something like this?

Let's fight

Well, in the end, you wind up with this:

Now we're fightin'

But it might take a moment to get there.

To understand what happened, you have to understand the insane leaps and bounds that happened in gaming in the 80s and 90s. Remember Pac-Man? His debut was released in 1980. Pac-Man could be controlled with zero buttons, one four-way paddle, and a human being that didn’t need to understand anything more than “Pac-Man go wakka wakka”. Pac-Man had no “moves” other than simply moving, and his opponents were four of the same guy in different colored coats. Pac-Man did not jump, duck, dash, or even attack in any way that didn’t just involve steering around a maze. And even when Ms. Pac-Man or Super Pac-Man made the scene, it was still the same basic gameplay that was little more than tracing your finger around a children’s menu placemat. But, from there, we graduated to games where there was shooting, jumping, and the occasional bit of shooting and jumping. Games that started with “Mario go hop” evolved into finding ways that one could attack or otherwise interact with the world through that jumping, and, by as early as the late-80’s, we already needed tutorials and alike to explain exactly what happens when you use a grenade over your basic rifle.

Go idol!So Ikari Warriors, essentially a top-down copy of Contra (… which gets no credit from this blog for being released a year before Contra), was released in the early days of games becoming “complicated”. There were two buttons! You could control a man and a tank! Two players could simultaneously coordinate their attacks and work together! Or compete for powerups! Ikari Warriors was much more complicated than Pac-Man or Space Invaders, but it still wasn’t that complicated. Run ‘n gun is the basic gist of it, and you really don’t need an intricate control scheme to dodge bullets. And, while the setting is very different, Psycho Soldier, released the same year, is a very similar situation. This game is 2-D, and it features school children with psychic powers, but it still boils down to “dodge attacks, shoot bad guys”. In this case, the “complicated bits” involve debating on whether or not to conduct some light demolition when the auto-scroll is bearing down on your idol, and considering the merits of grabbing a powerup that may or may not be erased about seven seconds later by an errant giant beetle. It’s… a weird game. Regardless, in both Ikari Warriors and Psycho Soldier, we’ve got gameplay significantly more complicated than “pizza man stuck in a maze”.

But it ain’t no fighting game.

It is the belief of Gogglebob.com and its subsidiaries that fighting games require the most complicated “controls” of any genre. There are games that, on a whole, are more complicated (looking straight at you, TRPGs), but usually those “complicated” games require a meager “point and click” or “press A on the right menu” interface. Meanwhile, fighting games often have more required action buttons than your average console controller, intricate motions for “specials”, and even more elaborate patterns for those all-important super/hyper/tension moves. This isn’t to say that there aren’t fighting games that eschew those convoluted controls, but most fighting games still trace back to a certain title that included six different fighting buttons that may or may not have produced different results if you were standing or moving.

Stabby stabbyOr, put another way, in 1991, there was a new videogame where a hedgehog could run, jump, crouch, and roll. Also in 1991, there was a new game where a karate champion could walk, block, crouch, defensive crouch, back flip, forward flip, jump, jab, strong punch, fierce punch, short kick, forward kick, roundhouse, jump jab, jump strong punch, jump fierce punch, jump short kick, jump forward kick, jump roundhouse, crouch jab, crouch strong punch, crouch fierce punch, crouch short kick, crouch forward kick, crouch roundhouse, throw a fireball, hurricane kick, and dragon punch. Same year, two very fondly remembered games, but just a smidge of difference between what their two protagonists can do.

So, yes, there’s a little bit of a difference between Psycho Soldier Athena and King of Fighters ’94 Athena.

Athena and Sie Kensou both originated from a side-scrolling action game. Ralf Jones and Clark Still (names changed in America to protect the innocent) originated in a top-down action game (and Heidern, their third teammate, too, but he was mostly just a talking head). The ’94 American Sports Team of Lucky Glauber the basketball player, Brian Battler the football player, and Heavy-D! the boxer were meant to be evocative of their respective sports videogames of the era. How does Madden NFL ’94 gameplay translate to King of Fighters ’94? That’s Brian Battler’s beat! All of these characters from wildly disparate backgrounds and games were smooshed together, granted multiple attacks, special moves, and the occasional power move, and were able to fight on an even keel. King of Fighters ’94 found a way for Psycho Soldier Athena to stand shoulder to shoulder and fist to fist with Terry Bogard.

Lil' dudesAnd what’s important here is that what made these “transplant” characters themselves in the first place is still there. Athena has the ability to toss off magical, psycho power moves. Ralf is towing heavy artillery and fighting in front of his crashed transport. Lucky Glauber can dunk on his opponents in more ways than one. They all have their punches, kicks, and uppercuts like Joe Higashi or Ryo Sakazaki, but they also retain moves and abilities that distinctly evoke their initial appearances. The arena is different, but these fighters with incongruent pasts are still recognizable as evolutions of their original forms. Clark is still Clark.

And, while later King of Fighters titles would not revisit the idea of pulling characters from other genres for some time (the first it returned was in ’99 with Metal Slug’s Fio as a mere striker [assist] character, and then we barely saw it in any other way save for spin-offs or the absolute most recent edition), it set the standard for what videogame crossovers would have to be. A crossover in a movie, novel, or television program doesn’t require completely redesigning the guest star du jour. The Golden Girls can guest star on Teen Titans Go and it doesn’t mean Darkseid can’t appear in the same episode (it happened! Look it up!), but if the cast of Empty Nest (more things to look up!) wants to appear in Super Mario Bros, they better learn to jump over turtles. The Avengers can be the most robust crossover film in history, but that’s because it’s only a movie drawing from other movies. They didn’t have to adapt a single action hero to a fighting game at all, and that makes the whole experience so much easier. Can you imagine trying to figure out a moveset for Wong? And then balancing that against a Wakandian warrior? The mind boggles!

So thank you, King of Fighters, for showing us all what a videogame crossover must be. It’s not about dropping as many ingredients as possible into the broth like in any other medium, it’s about adapting every participant from their contrasting origins to the featured genre. It’s about making a balanced, enjoyable experience that incidentally includes stars from times in gaming that have long been forgotten. It’s about going from this…

I miss that guy

To this…

Let's smash!

So thank you, King of Fighters, for defining the videogame crossover for generations.

FGC #492 King of Fighters (Franchise)

  • System: Started out on the Neo Geo, but eventually migrated to various Playstation models. I’m sure the older versions are available on the Switch, too. So let’s just generically say it’s available wherever videogames are sold.
  • Number of players: Two. It’s a fighting game. It’s two.
  • Wait, wasn’t this article mostly about King of Fighters ’94, and not the whole franchise: Look, I’m not going to review each individual KoF game at this point, and ’95 is mostly the same as ’94 but with some much preferred upgrades, and some of the intervening games… Ugh, it’s already getting complicated. This article is my dedication to the franchise. I don’t want to get into explaining NESTS or why there’s now a idol sporting electric, fake eyeballs, and…. Stop it! This is just about King of Fighters and its impact on gaming at large. The end!
  • Get 'emYou really want to talk about the plot, don’t you? My main problem with the King of Fighters franchise is that, like some other games, what started as a simple crossover story rapidly added a host of original characters with singular motivations that made the entire experience completely impregnable to a player that just happened to be wandering through with a spare quarter or two. Kyo was an interesting addition to the cast that was deliberately built to appeal to the “new generation” (as Terry and Ryo were old men in their 20s by the time of KoF), but there was no way that entire plots needed to hang on his magical blood, fire-boy rivalry, or that time he got cloned for no apparent reason. Even when Kyo isn’t the literal center of the universe, you know you’re just five seconds away from his second cousin’s roommate appearing and declaring the start of “The Iron Blood Saga” or some such thing, and… can we just get a game where Samurai Shodown protagonists fight pachinko heroines?
  • So do you have an explanation for this timeline where characters established as being from the 70s battle the large, adult sons of other combatants? Nope! Moving on.
  • Favorite Character(s): Chang Koehan the giant and Choi Bounge the wee gremlin sporting a spiky hand are my favorite picks across the franchise. They’ve had a few other teammates over the years, so I can’t just say “Korean Team” or “Villains Team”. It’s those two. They’re awesome. They brought a wrecking ball to a fighting game. And apparently they were both originally conceived to add some levity to the initially dour cast of King of Fighters, so, ya know, mission accomplished.
  • Favorite King of Fighters game: In this case, the most recent one is the best one, and that appears to be King of Fighters 14. After 13 was an unimpressive dud, 14 came roaring back with amazing graphics, an excellent “feel”, and more fanservice than I could shake a buster wolf at. My understanding is that this KoF is the start of a new storyline for the franchise, and I eagerly await whatever may be next.
  • You got 'emGoggle Bob Fact: I generally avoided this franchise in my childhood thanks to a Fighting Game Player’s Guide I picked up for Mortal Kombat information that incidentally covered the most recent King of Fighters game, too. The inputs for the KoF fighters looked so insane I didn’t even try the franchise for years for fear of having to properly activate Terry’s overly complicated burning knuckle or whatever. Fatal Fury 3, unfortunately, fell into the same boat. However, I eventually found King of Fighters ’95 on the Playstation (1) for a steal, and then I fell in love with a purple ninja and a boy with a stick. … Not literally. Mostly.
  • Did you know? The only team that did not return between King of Fighters ’94 and ’95 is the American Sports Team. Likely as a reference to this, multiple later games feature members of the team receiving invitations, but then being beaten and losing said invitations to other, newer (and usually more interesting) teams. But they seem to keep reappearing for cameos in other King of Fighter games (and even their spinoffs), so at least they’re still getting work.
  • Would I play again: King of Fighters isn’t my favorite fighting game franchise (or even my favorite crossover fighting game franchise), but it’s still a fun time, so I’ll give some of these titles another go in the near future. Who doesn’t like psycho soldiers fighting regular soldiers?

What’s next? Crossover “Week” (I have really got to figure out a good title for “six articles with one basic premise” situations) continues with a look at a different kind of crossover to hit the arcades. It might not be a Vs. game, but it’s certainly got “Vs” in the title. Please look forward to it!

FGC #399 Pocket Tennis Color

TENNIS!It’s kind of amazing when a videogame helps you to learn something about yourself.

I am not a sports guy. I am not one to stand around and tell people playing sports that they’re stupid for doing so (this is a lie), nor am I the type of person to judge someone for spending their Sunday afternoon watching spandex clad beef monsters smash into each other (this is a more obvious lie). For years, I was just under the impression that I never really gained the “sports gene”, and things like ball-watching would never appeal to me. After all, I fit the profile, right? I’ve been playing videogames practically as long as I’ve had thumbs, I’m clearly on the more “intellectual/please don’t take my glasses” end of the spectrum, and, obviously, I have roughly the same muscle mass as a newborn. I’m a nerd, okay? I know it, you know it, Tansit know it, and I’m pretty sure my fashion sense lets everybody else know it. Sports are not my bag, and that’s the way it was always meant to be.

And it’s here that I’ll note that my father has always been disappointed in that fact.

To be absolutely clear, I have a wonderful relationship with my father. Particularly now that we’re both adults, we can sit down, talk, and, if either of us would actually drink, we would be like two friends having a beer. And, honestly, it feels like bragging to say such a thing, but I feel like my dad “gets me”. We have generally similar personality types, we have compatible interests in a lot of media, and we are very analogous when you compare our average sense of humor. Actually, that last bit probably isn’t an accident (or genetic), as my father exposed me to a lot of his own favorite movies when I was a kid. When you spend a decade laughing at the same things, you’re probably going to reserve those chuckles for the same situations.

SPIKE ITSo, not unlike my exposure to “his” favorite movies, my father tried to expose me to his favorite sports. I’m almost certain my dad was never a football or baseball “star”, but he certainly played those sports as a kid/teenager, and one would suppose he thought I would have a fun time experiencing these same childhood joys. I did not. And, to my father’s credit, he never “made me” join the local sports team or whatever, as, I’m pretty sure by the time I had dropped out of soccer at the age of seven, my dad knew Sports Son was dead and buried. But this isn’t to say my dear ol’ dad never again tried to get me off the couch. Oh no, I certainly wound up with him in the backyard playing any number of “one on one” type sports.

My father, analytical man that he is, was able to identify my “problems” from a young age. First of all, I seem to be naturally ambidextrous. Or that’s just a lie to make me feel better. It would likely be accurate to say that I have zero arm coordination, and thus flail around like a quaking pot of spaghetti whenever a ball or similar object ventures into my periphery. This, obviously, made simple games like Catch exhausting trials for both of us. And, because I could never settle on a side, golf (or at least mini golf) was difficult to practice (which was a real shame, as I seem to live in the mini golf capital of the East Coast). And, beyond that, I have terrible depth perception. This has been a problem identified by my optometrist since I was roughly five, and, yes, it may have meant I took a few footballs to the face for no good reason. They looked further away! Combine these two inexorable parts of my own physical prowess, and you can maybe understand why, despite trying at least once weekly, my father quickly became frustrated with my sports aptitude. Or maybe he was just frustrated because, after far too many basketballs to the face, my nose really wasn’t supposed to bend that way…

OOG LIKE TENNISBut there was one game where I excelled: bad mitten. Wait… it’s called badminton? Weird. Anyway, my father picked up a pair of badminton rackets and a tube of birdies one day, we gave it a shot, and surprisingly, I was good at it! Okay, “good” might be a bit of an overstatement, but I didn’t suffer any grievous injuries during our first game, and that was an excellent start. As time went by, our Sunday afternoon badminton games became something I actually looked forward to. We didn’t have a net, and neither of us were ever going to be anywhere near pro level, but we had fun, and it was… easy. A badminton birdie (does that have some kind of real sports name?) isn’t going to take out my cheekbones, so I didn’t have to tense up every time the “ball” got close, and the racket sort of forced me to use one hand with some kind of consistency. Somehow, it all came together, and we were able to enjoy our weekly badminton volleys.

Pocket Tennis Color reminds me of those times.

Pocket Tennis Color is a Neo Geo Pocket title from 1999. It seems to follow the SNK pocket format of a fighting game, as it has an eclectic cast of kooky characters (There’s a maid! With a frying pan instead of a racket!), interesting if entirely cosmetic backgrounds, and easy, simple gameplay that is ideal for a portable system with two buttons. In this case, the match is tennis… and it’s just tennis. There are no super moves or hyper gauges or last-minute transformations, it’s just tennis. Hit the ball, wait for your opponent to hit it back, and then repeat until you realize why Pong hasn’t hit the next gen consoles. It’s extremely simple, and it doesn’t try to be anything else. It’s Tennis, in color, that you can play in your Neo Geo Pocket (Color). Thank you for your time.

GO FOR ITBut, in my time playing Pocket Tennis Color, I certainly had fun. In fact, I had a lot of fun just batting the ball back and forth. I wasn’t trying to win, I didn’t need to conquer a tournament or unlock the secret characters; I was just having fun playing tennis. Back and forth, back and forth, eventually someone scores, but keeping the volley going was a lot more interesting than the winner’s screen. This is by no means a high-stress, you-must-win-or-the-Earth-explodes style tennis game. This whole experience is just an amusing game between friends, and it is fun for that exact reason.

And that’s about when I realized that that’s all I want from sports.

As a masculine, ripped, and perfectly mannish man, I have a hard time admitting to such a thing without fearing some kind of reddit-based reprisal, but I’m not a very competitive guy. In fact, I’d argue that the main reason I like videogames is that they’re games, but not a competition. Bowser and I are just having fun! I don’t need that platinum trophy. And even when we get into fighting games, ostensibly “competitive” titles, I drift toward the games that are more interesting from a design/character perspective, and probably use random select a lot more than anyone would expect. No, I don’t have a “main” so I can “git gud” and “actually beat my opponents”, I just kinda like tossing gigantic fireballs all over the arena. It’s fun! Videogames are fun!

GET IT!?And that’s probably a big factor in why I like badminton and tennis (and tennis pocket games). You don’t break every five seconds to huddle up and discuss your next strategy, you don’t spend all day switching between offense and defense every other inning, and you don’t tear off your gloves and have a fist fight every time the other team calls you a hoosier; it’s just… playing. Sure, it would be nice if you win, but it is fun to bat the ball/birdie back and forth for as long as possible.

So, thank you, Pocket Tennis Color, for reminding me where I can find fun in sports. I’ll be sure to remember that for when I finish this 16-hour Netflix binge.

FGC #399 Pocket Tennis Color

  • System: Neo Geo Pocket Color. SNK is really missing a chance to put all the Neo Geo Pocket Color games on the Switch. Come on! SNK Gal Fighters is at an all-time popularity high!
  • Number of players: Two! Technically! I’ve never seen such a thing, but I’m sure it’s possible.
  • Favorite Character: It’s not unusual for an “anime character” to have bright pink hair. However, it is a little different on the NGP, where a character basically is their palette color. Thus, Lucy is the living personification of the color pink, and my favorite player.
  • Favorite Court: The desert canyon stage is pretty interesting, because the tight walls make the ball bounce everywhere. Except… that doesn’t really impact the game at all, because tennis really only cares about the first bounce… so it’s just fun to watch. See! This game is just silly.
  • GET READYDid you know? There are two unlockable characters, and one is Amiba the Amoeba. She’s a giant amoeba. That’s it! You cannot tell me she wasn’t a dummy character during production that got “promoted” because someone was bored. You can’t even see her racket!
  • Would I play again: I might play tennis again, but Pocket Tennis Color isn’t going to see much play. It’s a very limited game on a very limited system.

What’s next? Random ROB has chosen… NieR: Gestalt! And we’re NieR a milestone, so it’s probably going to be a little different than the usual FGC fare. Please look forward to it!

FGC #230 Fatal Fury: First Contact

Let's make contact!Fatal Fury gets no respect.

The first Fatal Fury game (titled, I dunno, King of Fighters or something) was released in 1991, the same year Street Fighter 2 hit the arcades. Street Fighter 2 codified the fighting game as we know it, but before its release (and inescapable popularity), fighting games were kind of… unfocused. Nobody was quite sure whether a fighting game should be a more balanced “everybody gets a turn” affair, or, as we saw with a number of games (including the original Street Fighter), something more like a beat ‘em up’s boss rush. That is, essentially, the origin of Fatal Fury: three unique fighters (none of which are the mayor of Metro City) battle eight or so fighters that are all, basically, “bosses”. Even “starting” fighters in the game are balanced primarily to be simply CPU controlled antagonists, unless you think Tung Fu Rue’s Hulk transformation or Richard Meyer’s handstands were meant for human control. Oh, and, of course, this is where the idea of “SNK boss syndrome” came from, what with Geese Howard being roughly as “fair” as bringing a bazooka to a knife fight. And Billy Kane wasn’t much better…

Fatal Fury 2 was released, as one might expect, after Street Fighter 2 conquered the arcades. Fatal Fury 2 is a “proper” fighting game… but maybe it aped Street Fighter 2 a little too closely? There are eight playable characters, including exactly one woman, one fat guy, and one wrestler; and then there are four bosses: a boxer, a sadistic Spaniard, a returning champion from the first one, and then a super-powered maniac bent on global domination. Oh, and Fatal Fury 2 made the significant improvement of making the special moves of Fatal Fury actually, ya know, useable. Improvement all around, but, aside from Fatal Fury’s usual “2 planes” system, nothing really groundbreaking here.

OwieFatal Fury 3, though, now there was something special. Okay, so maybe it was practically impossible to play in North America, and maybe it wasn’t all that different from the previous Fatal Fury games, and maybe I’m basing this entirely on the fact that they somehow snuck Dragonball Z’s Android 18 into the festivities, but Fatal Fury 3 is just plain fun to play. Fatal Fury and Fatal Fury 2 (and its “hyper champion edition”, Fatal Fury Special) are both “okay” games, but Fatal Fury 3 really feels complete. Heck, more importantly, it’s a game I would actually play for a reason other than sheer novelty, or to prove that Fatal Fury 2’s bloody matador wasn’t some kind of fever dream. It’s no great surprise that Fatal Fury 3 wound up with a number of “improved versions”, including at least one that imported the protagonist of A Clockwork Orange. Hey, at least Fatal Fury is creative with its persistent plagiarism.

And then there was Fatal Fury: Wild Ambition, the mandatory “it’s 1999, all 2-D fighters need a 3-D revision” game, and, surprise, it licked wolf crotch. Not even going to acknowledge that game happened (wait a second…).

D'aww circusBut that same year, there was today’s featured game, Fatal Fury: First Contact. FF:FC is another Neo-Geo Pocket Color fighting game, and like a certain game featuring some Fatal Fury gals, it’s a pretty fun way to spend a bus ride. We’ve got thirteen fighters (only twelve available outside of versus mode), and seemingly all of the old Fatal Fury standbys in adorable chibi form. Okay, someone forgot to invite Blue Mary this time, but we’ve got Terry, Andy, Joe, Mai, Billy, Geese, Wolfgang, and Kim to make up for it. And we’ve got Rick Strowd and Li Xiangfei (who is, let’s face it, Guilty Gear’s Jam, somehow premiering at almost exactly at the same time) as “new” characters, too. It’s a fun time for fighting on a portable, and, with the exception of no “plane” battling this time, this feels unmistakably like a Fatal Fury game. Billy Kane, Geese Howard, and Wolfgang Krauser are even way too difficult to fight with the poor Neo-Geo Pocket’s analog stick, so it really earns its Fatal Fury wings there, too.

And that was the last Fatal Fury game ever released. End of franchise.

Did I spell that right?Okay, that isn’t completely accurate. We still have Garou: Mark of the Wolves, the… sorta… finale of the Fatal Fury series. It’s basically the Vanilla Street Fighter 3 of the Fatal Fury series, though: all of your favorite characters are gone, save the iconic hero of the franchise, and, in the place of Dhalsim, we’ve got Necro. Or, in this case, Kim gets two sons, and Andy and Mai got a ninja toddler. It does not feel like an appropriate trade. There’s also a guy named Gato who does not have metal joints, and you can enjoy the climactic battle between Butt and Dong. I mean, yes, this is probably the best fighting game ever to be related to Fatal Fury, and, honestly, it’s probably one of the best “simple” (i.e. no crazy tag teams or super jumping or whatever) fighting games out there… But I wanted to see Geese Howard again, not his whiny, mama’s boy of a son. I miss Raiden. Tizoc just isn’t the same.

And, yes, speaking of luchadores that may eventually become dinosaurs, you could probably make the argument that the Fatal Fury series became the King of Fighters series, a SNK franchise that persists into the modern age. Hell, you could even claim that King of Fighters is the most obvious rival to the Street Fighter 2-D fighting crown, as they’re both franchises that have been around since the early days, and they both seem to come out with a new “edition” at least annually (I feel like we got six versions of Street Fighter 4 in one week a few years back). But, while Fatal Fury debuted with the subtitle “The King of Fighters” (and that is the name of the tournament Geese Howard sponsors every year he happens to be alive), the real King of Fighters games have a tendency to focus on its own protagonists (like Kyo and that dude that tied his pant legs together), and the Fatal Fury heroes are featured, but still feel more like cameos than anything else. Are you a slot machine person?Nobody spent years making Terry Bogard clones in King of Fighters, even though that would have been hilarious. They could all be wearing different caps! It’d be fun!

But if we’re just going by games named “Fatal Fury”, the final entry was simply a dinky little fighting game on the Neo-Geo Pocket. Fatal Fury: First Contact is a fun product, but “First Contact” being the final entry seems like a cruel joke on a franchise that helped kick off the fighting game revolution. Terry, Andy, and Joe deserve better, and maybe we’ll see a return to South Town some day, but that seems pretty far off.

Some games get no respect.

FGC #230 Fatal Fury: First Contact

  • System: Neo-Geo Pocket Color. Maybe it’ll be part of the Switch Virtual Console? … Hopefully?
  • Number of players: Fighting Game = Two.
  • Speaking of No Respect: Remind me not to use the exact same premise when ROB inevitably chooses Final Fight Streetwise.
  • So, did you beat it? I can only consistently beat this game on normal difficulty levels while playing as the boss characters. This is about how SNK games usually roll.
  • AwesomeFavorite Fighter: Billy Kane is a beast in this thing. His flaming special attacks take off about half a life bar of damage and… yeah, he’s a SNK boss, why do you ask?
  • Did you know? Billy Kane’s last name is actually supposed to be pronounced “Khan”. You know, unlike the cane that is his trademark weapon. SNK does not understand the English language at all.
  • Would I play again: If there was an easy way to replay Neo-Geo Pocket games, then sure. Otherwise, I just can’t be bothered to find the right number of batteries…

What’s next? Random ROB has chosen… Scooby-Doo Mystery for the SNES! Rut roh, Shaggy, I don’t think that’s going to be a good one. Please look forward to it!

Owie