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King of Fighters 97

Country Japan
Developer SNK
Publisher SNK
Genre Fighter
Reviewer Douglas Erickson
Bottom Line A "B" title

Another day, another fighting tournament.

You know, I've often wondered (well, actually, no, I haven't, but that would really defeat the anecdotal style) what it's like to be a bottom-tier character in a fighting game, like SF2 Turbo's Blanka or Nightwarrior's Donovan. Do you just wake up in the morning, resigned to yet another day of mindless tournament fighting, culminating in a dragon punch to the noggin and a brief albeit pleasant period of restful hospitalization? I mean, that's really got to hurt the ol' ego. I see them as sort of a video game Hamilton Burger, who, despite hundreds of courtroom losses to Perry Mason, still shows up in the morning to work with a smile on his face and a docket full of Sisyphusian tasks. You gotta respect these guys who can not only take it on the chin, but do it throughout every incarnation of their respective fighting game series. Poor buggers. It just doesn't pay to be anything other than a marquee character. Of course, a tournament has to have losers, as any good Don King wanna-be will tell you.

The King of Fighters Tournament is, well, yet another fighting tournament. Of course, to devotees of SNK fighting games, it's the be-all, end-all of annual combat competitions starring the characters of their favorite series. Apparently, once a year, the gang from the Fatal Fury franchise, the Art of Fighting series, and several other SNK non-fighting titles (yes, SNK does make them, shockingly enough) gather together to beat the crap out of each other, in the hopes of becoming the (drum roll) King of Fighters.


This year, the roster has changed a bit, with fan favorites Blue Mary and Billy Kane showing up for fisticuffs. Also new are hired thug Ryuji Yamazaki, ex-KoF hostess Chizuru Kagura, and the unsurprisingly dubbed "New Face Team," featuring original characters Yashiro Nanakase, Shermie, and, uh, Chris (just Chris). Missing in action are Kasumi Todoh, Mature, Vice, and the Boss Team. I really miss the latter; an SNK fighter just doesn't feel quite
right without Geese Howard and his patent brand of malice. 


Now, most of you with an interest in importing this title are probably familiar with the KoF series, or at least with SNK fighting games in general, so I'll spare you a discussion of the basic mechanics. New features (at least over '95, the last version I played competitively) include the ability to store Desperation Moves, and some distinctly simplified motions to perform them. Gone are the thumb-torquing back-forth- back-forth-half circle back-half circle front maneuvers, repaced with either a double quarter rotation (ala SF Alpha 2 Supers) or a down-half circle rotation. While the sense of accomplishment isn't quite as high with these new motions, it's a heck of a lot easier on the ol' digits. This game is much more offense-oriented than previous installments, becoming more like Alpha 2 with the storing of DMs. It's important to mix it up and charge your POW meter so as to build up a healthy stock of potentially destructive DMs to combo into. For the most part, though, it feels like previous ventures in the series (I can't speak for '96, having played it very little thanks to out-of-touch arcade owners), and those looking for the same vein of stylishly-brutal 2D head-cracking won't be disappointed in the play capacity.


Of course, what's really on everyone's mind is the quality of the conversion. KoF'97 is a game that requires 6 characters (three per team) to be available at once; you aren't gonna cram that into 3 Megs of RAM (the 1 Meg cart is required) easily. As a result, we have loading times after one team member on a side is defeated. Fortunately, these aren't too long, and are, according to those experienced with the previous Saturn conversion of KoF'96, are a second or two shorter. There are also load times before each stage launch, however, which compound these times somewhat and break up the flow of the game.

Control is tight and precise; it's exactly as it was in the arcade, although I find the DMs simpler to perform on the Saturn pad. Two punches, two kicks, and combination button presses are the order of the day, with the expected charge moves and pad rotations for specials. Everything works just as you'd expect, if not a bit better than usual, thanks to the fighter-friendly Saturn pad.

Graphics are true to the original Neo-Geo version, with very little animation cut, save for a bit of walking animation here and there and the team taunts on the character select screen. Still, for those of you expecting a 2D fighter with glossy graphics, look ye not here; KoF'97 still looks a bit pixellated and 16-bittish, as per the Neo-Geo standard. The art itself is high quality, except for the win portraits, which range from decent to downright hideous. The fellow who drew Chizuru's win portrait needs a remedial art class, and *badly* - she looks like she's been shooting up anabolics of the testosterone variety. It's especially creepy considering some of the excellent portraits of her in the art gallery; obviously, some chum-monkey in the art department at SNK has all the aesthetic discretion of a blind post-Modernist Republican on crack. Or something like that.


Background graphics are completely intact, although the adrenaline- -boosting effect of most of the splash graphics and screens are substantially diluted due to load times. Graphically, it's a 90% conversion, and, in that capacity, SNK fiends should be mightily pleased.


Sound, on the other hand...Mon Dieu! The sound effects for which the KoF series is so well-known have been piped through some sort of 30kHz to .03 kHz compression, resulting in fuzzy, treble-skewed, ear-piercing hisses vaguely reminiscent of the original's voice effects and sound. Ouch. The sheer suckiness of the sound effect quality defies description. Remember how disappointed you were when you fired up Street Fighter Alpha on the Saturn for the first time, and heard the hissy, low-quality voices? Well, take that experience, and imagine driving nails through your ears at the same time. Well, it's ALMOST as bad as that. To cap it off, much of the voice used during special moves has been replaced with choppy grunts or has been hacked up
altogether. Now, I understand that 0.5 Megs isn't a lot of space for as much voice as the KoF characters have to deliver, but I'd rather have a few high-quality voices than the vast range of incomprehensible helium-addled hisses SNK felt obligated to include.


The few music tracks present are actually pretty good fare, although you'll want to go to the Options menu and crank 'em up as soon as you start. Most characters don't have any music playing while they fight, save for marquee characters, so be prepared to spend most of your fights listening to the ambient (and poorly-compressed) stage sounds. Apparently, the arcade version was like this, as well, only the stage sounds were clearer and less
irritating. As a sonic package, you'll want to turn it all off and pop in some Crystal Method or Aphex Twin.


Fortunately, on a more positive note, SNK has included an excellent Training Mode for you to practice your combos and DMs with. Select your character, select a practice dummy, configure it for unlimited POW bar, and you're off! Most menus are (thankfully) in English, as are most splash screens, so even casual import types will have no difficulty getting into the swing of things. Weenies can even assign the Desperation Moves to individual button-presses, although they deserve to be heartily mocked for doing so.


Altogether, KoF '97 is great port graphically, and a substandard one sonically. Throw in improved but still irritating load times, and you have what amounts to a shockingly average port. I recommend importing it only if you are a King of Fighters fan, or are deaf. Otherwise, save your hard-earned greenbacks for Vampire Savior, due in the middle of April. In the Saturn fighting game library, this port of KoF'97 is strictly middle-tier. It won't be beat on regularly in comparisons to the big name titles, but it isn't Battle Monsters (yech!), either.


As an addendum, KoF'97 *does* support the 4 Meg cartridge, although it only uses 1 Meg of it. What this amounts to, simply, is that you won't have to remove your 4 Megger if you get a feemin' for X-Men vs Street Fighter; no other advantages are offered.

 

  

Game Pictures

Click on images for larger picture


Don't hurt me!


Fire, Fire Fire!


Oh no the red thing is trying to beat my arse!

kof4.jpg (8542 bytes)
SNK, why didn't you use the 4 meg ram cart?