The King of Fighters '95

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The King of Fighters '95
The King of Fighters '95 arcade flyer.jpg
Developer(s)
SNK
  • Rutubo Games (Saturn)
    Gaibrain (Game Boy)
Publisher(s)
SNK
  • Game Boy
    PlayStation
Director(s) Masanori Kuwasashi
Producer(s) Eikichi Kawasaki
Takashi Nishiyama
Designer(s) Akihiko Nasu
Akiko Yukawa
Chikara Yamasaki
Programmer(s) Khozoh Nagashima
S. Fujinuki
Artist(s) Toshiaki Mori
Composer(s) Akihiro Uchida
Masahiko Hataya
Pearl Sibakiti
Series The King of Fighters
Platform(s) Arcade, Game Boy, Neo Geo AES, Neo Geo CD, PlayStation, Sega Saturn
Release
25 July 1995
  • Arcade
    • JP: 25 July 1995
    Neo Geo AES
    • NA/JP: 1 September 1995
    Neo Geo CD
    • JP: 29 September 1995
    • NA: 1995
    Saturn
    • JP: 28 March 1996
    • EU: 4 July 1997 [1]
    Game Boy
    • JP: 26 April 1996
    • NA: February 1997
    • EU: 1997
    PlayStation
    Original release
    • JP: 28 June 1996
    • NA: 18 September 1996 [2]
    • EU: June 1997
    Re-release
    • JP: 28 March 1997
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Arcade system Neo Geo MVS

The King of Fighters '95 [a] (KOF '95) is a fighting video game developed and published by SNK for the Neo Geo arcade and home consoles in 1995. It is the sequel to The King of Fighters '94 and the second game in The King of Fighters series. It is also the first game in the series to be ported to other home consoles besides the Neo Geo AES and Neo Geo CD with versions released for the PlayStation, Sega Saturn and Game Boy.

Contents

The game features a similar cast to KOF '94 with the exception of the USA Team, which was replaced by the Rival Team. The plot features a new King of Fighters tournament once again promoted by the criminal Rugal Bernstein, who wants to take revenge against Kyo Kusanagi, who defeated him in last year's tournament. KOF '95 also introduces the fighter Iori Yagami, who becomes Kyo's rival in the series.

One of the main focuses in the creation of The King of Fighters '95 was the introduction of the Rivals Team, most notably Iori, who became one of the favorite characters of the staff. The game has received mixed reviews from various video games publications. Most writers have complained about the response from controls and long loading times from the PlayStation port. However, the introduction of the enhanced version of Rugal, Omega Rugal, as well as the differences among all the characters have been noted to be one of the best parts from the game.

Gameplay

Gameplay screenshot showcasing a match between Athena Asamiya and Iori Yagami. NEOGEO The King of Fighters '95.png
Gameplay screenshot showcasing a match between Athena Asamiya and Iori Yagami.

The gameplay and rules are mostly unchanged from The King of Fighters '94 where players can choose a team of three members and compete against others until all three characters are defeated. The main addition is the introduction of the Team Edit feature, allowing the player to create a custom team from any of the game's twenty-four characters in addition to the pre-defined teams in the game. Through the main play mode, players must defeat all of the teams from the game in order to fight the bosses: the brainwashed Saisyu Kusanagi, followed by a stronger Rugal Bernstein. [3]

Plot

The King of Fighters '95 marks the beginning of a story arc that later became known as the "Orochi Saga". However, the only elements from the Orochi Saga known in this game is the introduction of Kyo's rival, Iori Yagami, and Rugal's use of the snake demon Orochi power. [4]

Rugal Bernstein, thought to have perished in an explosion in the previous game, had in fact survived and sent out invitations to the teams from the previous game signed simply ‘R'. Only one of the previous teams failed to attend the new tournament: the American Sports Team, as their invitations were stolen by the "Rival Team" consisting of Iori Yagami, Billy Kane (from Fatal Fury: King of Fighters ), and Eiji Kisaragi (from Art of Fighting 2 ). Saisyu Kusanagi, Kyo's father, appears as a fighter for the first time (having made a non-playable cameo in KOF '94) as a computer-controlled sub-boss character. After defeating Saisyu in the arcade mode, it is revealed that Saisyu was being brainwashed and that Rugal will fight once again as a boss character, but as an enhanced version named "Omega Rugal".

Characters

Development

Just like in the previous installment, Masanori Kuwahashi directed the new SNK game. [5] Creation of the game started shortly after the Winter season when The King of Fighters '94 was released. The staff was tired about developing the first game which made the idea far more challenging. It was made in SNK Headquarters, Osaka, Esaka. The initial plan for the sequel was a "fun version" that incorporated many more ideas than the original game. However, as is always the case when making video games, they chose from as many ideas as possible to fit into a set schedule. So, even with the game, the staff worked hard every day, cutting down on sleep, but there were quite a few elements that we had to cut down on due to time constraints. The trial and error of figuring out the order to bring them in within a fixed team—that was what made the original game appealing. The main concept was to bring team editing to the forefront and give players more freedom to play. They introduced a few new features, including the counterattack was an improved version of the dodge attack that was difficult to execute in "'94" and was arranged in the KOF style. In the previous game's story, Kyo was the protagonist in name only, so this time we tried to make him stand out more. That's when they introduced Iori Yagami and made Saisyu Kusanagi a mid-boss. As a result, it was creating a coherent story for Kyo, even though it was an all-star game. Due to development reasons, and had to limit the number of teams to eight, and after much deliberation, they decided to cut out the American teams. The team edit was an idea that had been floating around since KOF '94. However, in KOF '94, the team battle system itself was a first attempt, so we thought there was nothing we could do if that wasn't accepted, and so we made the team aspect the forefront. [6]

The KOF '95 project began with the concept of introducing Iori as Kyo Kusanagi's rival. As such, developers gave him traits to expand that relationship such as similar abilities and ancient rivalry between both of their clans. During the initial location tests to determine the popularity of the game, Iori was the character who stood out most, also becoming a favorite of the developers. [7] The character stood thanks to his violent moves able comparable to the ones from Midway's Mortal Kombat fighting game series. [8] Kuwahashi made the plot which was inspired by the Yamata no Orochi myths as both Kyo and Iori were related to Orochi demon power first seen in this game when Rugal develops his maximum power. [8] Kuwahashi also came up with the idea of letting the play create their own teams in the form of the Edit Team feature rather than using the same usual which resulted in him consulted producer Takashi Nishiyama about it. The entire The King of Fighters '95 was meant to be a remake from The King of Fighters '94 but issues with time scheduling and balancing resulted in the similarities between both installments. The team would instead reuse the idea for The King of Fighters '96. [9] They were considering releasing Samurai Shodown characters many times, but it is difficult to balance the characters who use weapons and those who do not. In terms of capacity, we have to prepare characters with and without weapons. New special moves were created for the Fatal Fury characters while Ryo Sakazaki and Robert Garcia were revised. The time spent on adjustments was longer for "'94." It was the first time they had to adjust 24 characters. However, the same team that did the adjustments then was also in charge of adjustments for "'95," so the time spent was shorter. The CPU in "'94" seemed to be trapped in a fairly simple strategy, so this time, the concept of the computer's movements is to make it as difficult as possible to defeat it with just one pattern. However, there are still some characters that fall into a pattern. The team also was careful with the sexualization of Mai Shiranui and balancing her with the younger Athena Asamiya. While Kyo was popular in the first game, the staff decided to create his girlfriend Yuki which bothered several of his fans. The idea of having Yuki suddenly appear from behind Kyo just before fighting the final boss and stop him was something that was in the works since '94, but the director did not really want Yuki to appear on screen. He didn't want to have them get romantic. [6]

The creation of the Rival Team was one of the things developers worked the hardest, focusing in their moves and lines. [10] The character of Eiji Kisaragi was originally from Art of Fighting 2 and the staff had to adjust most of his moves to balance him with the other characters. Following this game, several Art of Fighting characters were removed from each sequel with developers saying it was "thanks to KOF jinx." [11] The sub-boss character, Saisyu Kusanagi, was never meant to appear in the game as the staff wanted to make so that he died in The King of Fighters '94 during one of the cut-scenes from the Hero Team. However, Saisyu was added at the last moment to the game, becoming the sub-boss character. [12] Fatal Fury boss character Geese Howard was meant to be playable in the game; various considerations at the time, however, led developers to abandon this plan. [13] A more outlandish design, called "Rugal Infinity", would have featured his body merged with Geese and Krauser, appearing as a six armed naked man with the other two men's faces sticking out of the sides of his head, akin to depictions of the god Ashura. [14] Dubbing him "Omega Rugal", they ultimately settled on an appearance similar to his King of Fighters '94 counterpart, but with his upper body having burst from his clothing, wild white hair, cybernetic prosthetics replacing his right hand and eye, and the Greek letter "Ω" tattooed on his back. [6]

The King of Fighters '95 was one of the first titles from SNK to be ported to the Sony PlayStation system. Chad Okada, a former member from SNK, mentioned it was one of his first works. He commented that he had to improve its marketability to the North American market. As a result, he added new options to the game that were not present in the original Japanese version such as selection from stages and improve the grammar and spelling, which was one of the biggest issues from the Neo Geo version. [15] A GameBoy Color was also made but by changing the visuals from the original game into a cartoon-like. [8]

Release

An example of the Neo Geo CD port Festival du Jeu Video - 2010-09-11 - SNK Neo-Geo CD - The King of Fighters '95.jpg
An example of the Neo Geo CD port

The original Japanese arcade version was released on July 25, 1995 and it was ported to the Neo Geo AES and Neo Geo CD later that year.

In 1996, the game was ported to the PlayStation and Sega Saturn. [4] The PlayStation version was published on August 31, 1996 in North America and the PAL region by Sony Computer Entertainment Inc. It featured a remixed soundtrack which took advantage of the Redbook audio format. The Saturn version (which required a ROM cartridge that came packaged with the game disc) was also released in Europe by Sega. The bundled ROM cartridge contains the majority of the character animations. [16] It was the first video game to use a CD-ROM and a ROM cartridge in tandem. [17] The PlayStation version appeared in Europe ahead of the Saturn version due to a timed exclusivity deal between SNK and Sony Computer Entertainment Europe. [18] The "PlayStation the Best" version was also re-released on March 28, 1997. [19]

A Game Boy game based on The King of Fighters '95 (Nettō The King of Fighters '95 in Japan) was published by Takara in Japan and by Nintendo in North America. It featured compatibility with the Super Game Boy, as well as introducing Nakoruru from the Samurai Shodown series as a secret character. [20]

An emulated version of the game was released as part of The King of Fighters Collection: The Orochi Saga in 2008 for the PlayStation 2, PlayStation Portable and Wii. [21]

The Neo Geo AES version was added via emulation to the Wii's Virtual Console service on April 26, 2010. It is slightly edited, however; the blood is removed and Mai lacks her signature bounce, both in her fighting stance and win animation. Both of these aspects can be activated with a code, however. [22]

The arcade version was emulated and released as part of the ACA Neo Geo series for the Xbox One on March 30, 2017 with releases for PlayStation 4, Microsoft Windows, Nintendo Switch, iOS and Android following afterwards.

The game received a variety of licensed media released in Japan in 1994–1995: [23]

Reception

Critical reception

Upon release, Computer and Video Games magazine called it "arguably the greatest 2D fighting game ever" made. [36] The King of Fighters '95 was awarded Best Neo-Geo Game of 1995 by Electronic Gaming Monthly in 1996. [35]

The four reviewers of Electronic Gaming Monthly declared the Neo Geo AES version a solid improvement over the previous King of Fighters, particularly applauding the addition of the team edit feature. [25] Major Mike of GamePro agreed that this was the game's best feature, but also expressed approval for the replacement of the U.S. team with the new "Rival" team and the control modifications. He did criticize that the game "didn't improve '94's graphics, it just added to them", but concluded King of Fighters '95 to be "one of the best brawlers out there". [27] A reviewer for Next Generation was unimpressed, however, remarking that "The idea behind fighting as a three-person team ... adds an interesting flare to the game, but the final result is still a one-on-one fighting game with nothing much new to offer the seasoned fighter." [31] IGN commented that the characters' designs and abilities are very similar to the ones from Street Fighter Alpha. [30] Rich Leadbetter of Sega Saturn Magazine stated that the Saturn port is nearly arcade perfect, the ROM cartridge enabling it to recreate the look of the arcade version with only brief load times. He found the level of skill and technique involved in the game to be both its strongest point and the main limiting factor on its appeal: "SNK fans swear blind that King of Fighters is far superior to Street Fighter Alpha (and its sequel) simply because the element of skill required is that much tougher - making the rewards that much sweeter. The majority of us are unlikely to reach that pinnacle of skill ... but the fact is that if you're good enough, it remains one of the greatest fighting games of all time." He added that while The King of Fighters '96 was already out for the Saturn in Japan, the two installments are different enough from each other that it is worth getting both. [34] Jeff Gerstmann complained that the characters have unattractive moves as well and over pixelated sprites. [29] 1UP.com praised SNK's characters designs and the addition of the team edit option, making the game a good competition for Street Fighter Alpha. [3] However, Game Revolution liked the large number of playable characters and the several options featured in the game such as the team fights and special moves. [28]

Reviewing the Neo Geo CD version, Maximum deemed that "SNK remain masters of the sprite-based one-on-one fighting genre, leaving all competitors way behind with King of Fighters '95." They elaborated that the team combat makes for greater variety than the average fighting game, the team edit feature greatly increases the game's enjoyability and longevity, the unusually high difficulty of executing combos makes pulling them off more satisfying, and the animations are greatly improved from The King of Fighters '94. [33]

The PlayStation version, however, was much less well received, as reviewers stated it has poor design in comparison to other fighting games from the same year. IGN criticized that the characters are not very responsive to controls and "even though these are difficult hurdles to jump, they're not impossible". However, they noted it to be a likeable game, saying it has "that 2D anime look that everyone loves". [30] A reviewer for Next Generation said that the PlayStation version compounded the game's lack of fresh and original gameplay with long load times. [32] Jeff Gerstmann from GameSpot also criticized the long loading times from the PlayStation version as well as how frequent they are since every round requires loading time. [29] Game Revolution noted the game to be very entertaining but still not as good as other fighting games from the year it was released in North America. They criticized that the fighting system is very similar to other SNK games such as Fatal Fury and Art of Fighting . [28] However, Scary Larry defended the PlayStation version in GamePro, saying it "plays well, looks good, and sounds the same as the arcade version. You could do worse." [37] 1UP.com praised the introduction of Omega Rugal, noting him to be "one of the most stylish boss designs in fighting history", although players could hate him due to how difficult it is to defeat him. [3]

Game designer Masahiro Sakurai regarded the game as one of his favorite competitive experiences when being young. However, after realizing he had been defeating rookies, Sakurai decided that fighting games should also be accessible to newcomers. [38]

Sales

In Japan, Game Machine listed The King of Fighters '95 on their September 1, 1995 issue as being the second most-successful arcade game of the month. [39] The Neo Geo AES version sold 108,883 cartridges in its first week of release in Japan, [40] at a price of £160–200 ($250–320 at the time, or $500–640 adjusted for inflation) per cartridge. [24] The Neo Geo CD version also sold 142,825 copies in its first week on the market. They sold a combined 310,060 units in Japan. [40]

During its release week, the Sega Saturn port of the game sold 135,214 copies in Japan. As of 2004, the game sold 257,294 copies. [41] The game also sold 145,389 units for the PlayStation in Japan, adding up to a combined total of 712,743 units sold in Japan. [40]

Notes

  1. Japanese: ザ・キング・オブ・ファイターズ'95, Hepburn: Za Kingu Obu Faitāzu '95

Related Research Articles

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<span class="mw-page-title-main">Iori Yagami</span> Fictional character

Iori Yagami is a character from SNK's The King of Fighters video game series. The character first appeared in The King of Fighters '95 as the leader of the Rivals Team, as the initial enemy and later rival of Kyo Kusanagi. Iori is the heir of the Yagami clan, who use pyrokinetic powers and sealed the Orochi devil along with the Kusanagi and Yata clans. Iori suffers from a curse – "The Riot of the Blood" – under which he becomes faster, stronger and wilder, exhibiting a deadly tendency to indiscriminately attack everyone in close proximity. In this state, Iori is commonly called "Wild Iori" or "Orochi Iori". Aside from the main series, Iori appears in several other media series, including spin-offs, crossover video games and comic adaptations of the series.

<span class="mw-page-title-main">Kyo Kusanagi</span> Fictional character

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<span class="mw-page-title-main">Rugal Bernstein</span> Fictional character

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