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About the plot, well...there barely is one. Another year comes and the "King of Fighters" tournament opens again, this time hosted by Rugal Bernstein. The new rule is that only teams of 3 fighters from around the world (with each country represented by only one team) can sign up. This explains the odd location choices for teams like Fatal Fury and Art Of Fighting among others, but is also the last time we would see different countries involved.
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When I first came across this title I realized there were some mayor changes to the gameplay that didn't come from either the FF or AOF series. I'm not talking about new additions like the dodge move or the POW bar, but specifically how little damage special moves would do and how slow projectiles were. The "Haohshokoken" move in AOF 2 was deadly-fast and painful, whereas here it just cruises the screen and inflicts the same damage a strong kick does. Same goes for Kim's "Phoenix Kick" desperation move. Although lightning fast, you'll need at least 3 of them to deplete an entire energy bar!
It seems like the less energy you have, the less damage you'll receive. Also, blocked special moves will only shave off a line off the health gauge, but special moves that make successive hits only take a line every other hit. This discourages the use of such moves to cheaply grind your opponent.
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Think you know everything about KOF'94? |
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Press down +ABC while you are being held in a grapple or dizzy for an undefeated team-mate to jump into the action. He must be visible on the screen and your enemy has to have more energy than you. |
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Fatal Fury's "attack-avoider" is back. Press forward + B while blocking to dodge and hit your opponent, even thru projectiles. This move has the highest priority in the game, being able to go thru even Terry's "Power Geyser" and Kim's "Phoenix Kick", however does not cause any damage. |
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The game's best bug is best done with Heidern. Get his "Moon Slasher" to connect at the same time your enemy hits your character, or just try to counter one of his blows hitting him on his/her limbs. 80% damage guaranteed. |
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Benimaru's "Shinku-katotegoma" and Chang's "Iron Spin" can both be stopped at will, just press ABCD. |
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Some special moves' or desperation attacks' animation sequences can be altered and their damage lessened. For special moves just enter the original command finished by one of the weak buttons while the move is still in progress, and for desperation attacks like Ryo's input the commands for the last hit of its sequence (i.e. a "Kohoh"). You'll notice weird things happening, like only 2 kicks instead of 3 in Kyo's "Oboroguruma", or a very short "Kohoh" at the end of Ryo's desperation attack.
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Special moves that hit many times consecutively can be countered with another special move. Another hint that developers didn't want any cheap strategies in the game, this counter would later evolve and become the difference between average and excellent players in KOF'95. |
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These radical modifications seem to have been implemented in order to make players rely less on projectile attacks and cheap shots and to balance each team member against one another, making a unified entity of every team. The result is odd and awkward if you are used to playing the fighting titles KOF'94 draws from, but getting two of SNK's main franchises to co-exist while adding new characters and a team system surely must have been a lot of work.
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Serious attitude: |
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Hero team vs Kyokugenryu team |
Sports team vs Fatal Fury team |
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Psycho Soldier team vs Hero team |
Kyokugenryu team vs Fatal Fury team |
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Kyokugenryu vs Psycho Soldier |
Fatal Fury vs Sports team |
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Psycho Soldier vs Ikari team |
Sports team vs Women's team |
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But the graphic overhaul is the most noticeable. My first impression was how slim and small the characters' sprites were, completely against the standards of the time. Robert and Andy do look specially odd and skinny.
But it sure didn't take long for anybody to get used to the new graphic style, which together with KOF'95's are possibly the best looking games in the series.
King of Fighters '94 arcade |
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Beautiful scenery like this would never again be seen after KOF'95. |
All stages are colorful, beautiful masterpieces. China, Japan, Korea and Brazil look breath-taking and simply amazing. Even Rugal's aircarrier bridge looks classy and dark with its red and black tones.
Each of these locations opens with a special intro just like in Fatal Fury Special and comes with a great soundtrack. Rugal's techno-rock, the Psycho Soldier's now classic tune and the Ikari Warriors' theme stolen right out of a Faith No More album are excellent, with the rest of the soundtrack staying on the average-to-good side.
The series' initial technical quality started going down after the '95 edition to accomodate the inclusion of more fighters and combo systems. Sometimes animation became choppier, sometimes music would be left out, and details like stage intros and cheering team mates wiped off completely. The Neo-Geo cartridge's ROM was reaching its limit.
Japanese Neo-Geo cover |
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In 2004, for the 10th anniversary of the series, SNK / Playmore released a remake of KOF'94 for the PS2 in Japan. It was intended to have a U.S. launch too, but interest in it was deemed scarce by Sony executives.
Reasons like "too many bugs" or "we won't reach the holiday deadline" were heard as excuses for the Xbox version cancellation right before launch in the U.S., which by the way didn't even see a release in Japan.
Subtitled "Re-Bout", the updated game went through a major graphic overhaul. The higher resolution sprites look like they have been put thru a video filter, the 3D re-done stages don't even come close to the originals' beauty, and the new presentation continuously reminds this is a budget title.
Other upgrades include unlockable characters Rugal and Saisyu Kusanagi, online play, a nice anime intro and another two videos about the rest of the series' plot, the option to edit your team, and the original Neo-Geo game in its home version. A nice package considering this was the first time this title was ported to another console.
Japanese PS2 cover |
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Most SNK fans nowadays play KOF 2003, Neowave or Maximum Impact, sometimes going back for a KOF'99 or '98 match because of its exclusive characters and systems. But very few venture back to anything prior to '96, considering those games outdated both gameplay and combo-wise.
For the rest of us that still enjoy a match of Samurai Shodown, Fatal Fury Special or Art Of Fighting 2 every now and then and ignore their simpleness in favor of a shot of good-old nostalgia and three-hit combos, there will always be time for KOF'94.
Soundtrack:
Sources:
www.kof10th.com has a nice compendium of the entire series' and characters' history, including art and interesting trivia.
www.gamefaqs.com is a good source for characters' moves list and their japanese and english names. |
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