SNK

(HISTORY)


FEATURES

 
 
 
 
 

HISTORY

 

SNK have been around for a while. Although they never quite managed to attain the same status as Sega, Capcom, Nintendo or even Konami, their name is very firmly engraved at their side. They are fondly remembered for their string of arcade cult classics of the 80s, and of course their powerhouse Neo Geo console during the 90s. But what makes them really stand out from the competition is their cunning, daring, 'dark horse' approach to the games business: they are a risk-taking, challenging, pioneering, and sometimes downright stupid bunch - and that's what makes them such an entertaining and endearing act to follow.
Make no mistake: SNK are a truly fascinating game company; an enduring source of quality gameplay, style and concept design with a colourful history to boot.


Original 'Shin Nihon Kikaku' logo

Shin Nihon Kikaku ('New Japanese Project') first set up shop in July of 1978, in a small office block in Yaenosato, Higashi-Osaka. Riding the crest of the late-70s electronic entertainment boom, the company's initial purpose was to design and produce various components for amusement park games and jukeboxes. When bat-and-ball 'Block Games' suddenly became all the rage, the young firm opted to spend its maiden year providing its own range of 'Micon Kit' cabinets to meet the rapidly increasing demands of the nascent videogaming industry.



Ozma Wars (1979)

Vanguard (1980)

The phenomenal success of Taito's Space Invaders (1978) convinced founder and president Eikichi Kawasaki to concentrate all of his young company's resources into this new form of entertainment. The first fruit of their labours was Ozma Wars (1979), an 'invader clone' that profited reasonably well from the table-top videogame craze of the late 70s.
Follwing a few other middle-of-the-road titles, SNK finally got their first taste of success with Vanguard (1981) - a sharp, slick and super-fast shooting game that presented colourful, multidirectional levels and a ship that could fire in four different directions.
The game was a massive success. Alongside Konami's Scramble (also 1981), Vanguard literally set the standard for every shooting game to come, and the sheer popularity of SNK's title in both domestic and export territories enabled their foreign operations to begin, with SNK's US offices opening in Sunnyvale CA, in October 1981.


Athena (1986)

Ikari (1986)

SNK's output during the early 80s could be considered wobbly at best, but by 1985 a distinctive style of tough, tight, and edgy arcade-style gameplay started to rear its ugly head: ASO (1985) T.A.N.K. (1985) and Athena (1986) are all superb efforts, that each remain cult classics to this day; but the real turning point for the company was Ikari (1986) - a harsh, violent, rough-and-tumble revamp of Capcom's Senjo no Ookami (1985) featuring 2-player co-operative gameplay, rotating joysticks, and a lot of casualties.
Ikari was a massive hit for SNK, and it remains a landmark title to this day. Its phenomenal success in the arcades gave way to high sales on home computer formats. The tables had suddenly turned - so by the end of '86 the trading name of 'Shin Nihon Kikaku' was dropped in favour of the more worldy 'SNK', a second Ikari game, Dogosoken, was released in the arcades, and the original Ikari found itself a comfortable new home on the Nintendo Famicom.


Baseball Star (1989)

God Slayer (1989)

SNK had anticipated the potential of the home market, and the Nintendo Famicom in particular, signing up as a third-party licensee for Nintendo back in 1985. By September '86 they were ready to make their entry into the industry, releasing a classy conversion of their arcade shooting game ASO.
The Famicom version of ASO was a success the world over, and SNK went on to produce a string of profitable arcade conversions developed either in-house, or by their sub-label KAC. They even managed to conjure a few original productions of their own: Baseball Star (1989) became a massive smash hit in the States, while God Slayer (aka 'Crystalis') is a truly inspired little adventure game; and a surprisingly good effort given that it was SNK's first venture into the genre.
There's no place like home, eh. Yet to all extents SNK chose to ignore this maxim and kept focusing primarily on their arcade output, releasing a flurry of top-quality titles as the 80s drew to a close. Psycho Soldier (1987), Guevara (1987), Datsugoku (1988), and Genshi-Tou (1989) are all highlights of this period, and great illustrations of SNK's distinctive style: tough, unforgiving, and razor-sharp gameplay - one single mistake and the game will swallow your coin in a heartbeat.
Design-wise, they also developped a shamelessly violent streak, and a keen fondness of the military and the movies. Ikari is clearly inspired by Rambo, a Schawarzenegger lookalike stars in Mechanized Attack (1989) and SAR - Search and Rescue (1989) is swarming with creatures that look almost exactly like H.R. Giger's Alien.
By the end of the decade, most if not all major game companies had turned to the home console market for supplementary profit. This is where SNK really stands out from the crowd: they are the only house who went in the complete opposite direction, opting instead to focus all of their resources on a new, dedicated arcade hardware system.


MVS Cabinet (1990)
 
The Neo Geo MVS (Multi Video System) was launched in April 1990 as a high powered, user-friendly arcade cabinet that can run multiple game catridges. Different games could be selected at the push of a button, allowing for a large selection of software available in a single space.
If anything it was a very brave manoeuvre for a company of SNK's moderate size. But yet from an arcade operator's point of view, the MVS was a godsend: it saved space, expense, and setup time.
The 'Memory Card' feature was also a great innovation: with the aid of a small 2kb RAM storage card (sold separately) the player could save his or her game position, then return later to continue from the point they decided to save at. This was particularily useful for Sports games like Baseball Stars Professional, in which each game was determined by a time limit.
MVS machines began popping up everywhere: shopping centres, street corners, and even hotel rooms in the form of a luxury 'Hotel Neo Geo' model, now a very sought-after collector's model. Suffice to say that all of this exposure spurred a very high interest in the luxury Neo Geo brand.


NAM-1975 (1990)

It also did help that the original batch of Neo Geo releases (NAM-1975 and Magician Lord in particular) were of a very high standard. Customer feedback was overwhelmingly positive - so by the end of 1990, in a characteristically bold move, Kawasaki decided to enter the console market head-on by producing a home version of the hardware, and focus all the company's resources onto the format.
The home Neo Geo console eventually launched in July 1991, and it would end up as one of the most enduring formats in history. (Visit the Neo Geo page for more information)
 


Garou Densetsu (1991)

SNK's phenomenal success during the early nineties was distinctively helped by the popularity of the arcades at the time, and the success of Capcom games in particular. SNK seemed to be constantly playing catchup, be it maximising the success of Final Fight with Burning Fight, and of course riding the wave of the Street Fighter II (1991) phenomenon.
Capcom's masterpiece had single-handedly transformed the industry overnight, and SNK's Garou Densetsu (1991) benefitted immensely from its popularity. SNK's game initially lagged quite a long way behind SFII in terms of sheer playability, but yet after a few years a series of sequels and spin-off titles steadily bridged the gap. The Ryuko no Ken (1992), Samurai Spirits (1993) and King of Fighters (1994) series followed, each of them blossoming into cult classics, showcasing SNK's unique sense of flair, innovation, and style.
It was during this period that SNK really began to excel in the field of character design. As a stark contrast to Capcom's straight-up 'hero' or 'villain' templates, SNK's characters are never clear-cut, reflecting a more intense and ambiguous vision of the traditional videogame hero.
For example, Samurai Spirits' Genjuro Kabigami and The King of Fighters' Iori Yagami are prime examples: they are both twisted, violent, and lonely warriors surrounded by revenge, jealousy, and greed. It's this dark and overwhelmingly human approach to character design that gave SNK their edge. Added to this, SNK constantly displayed an acute knowledge of history, art, fashion and music - although by this time most SNK games were firmly established in an established genre (2D fighting games) their designers, developpers and artists consistently delivered some of the finest game craftsmanship the world has ever seen.

During this period (1993-1996) SNK would enjoy their peak - high sales and consistently positive customer feedback allowed a vibrant 'SNK Universe' to develop, that in turn triggered a sheer tidal wave of comic books, music CDs, animated feature films, and even dedicated amusement parks - shrines to everything SNK have come to embody: distinctive character designs, dark environemtns, jazzy soundtracks, and crystal-clear gameplay.

Ironically, SNK's bread and butter was also their Achilles' heel: as their games became bigger in size and larger in scope, the spiraling costs of Neo Geo cartridges terminally hidered their expansion into the ever-important home market. Not just that - the imminent arrival of more powerful competition in the form of the Sega Saturn and Sony Playstation called for a new strategy.
The Neo Geo CD was launched in Japan on Sep 9th, 1994, and was an immediate sell-out. Games came in the form of a CD-Rom disc, and sold for a fraction of the usual cost of a cartridge.

Neo Geo CD-Z

The Neo Geo CD was initially met with with positive response, but it turned out that maybe SNK had been too hasty in the design of their new hardware. This became more than apparent upon the release of The King of Fighters 95 on Neo Geo CD. Owners discovered in horror that the game had to stop and load each character individually, between each round. The game loaded so often in fact, that sometimes it felt like you spent more time waiting than actually playing. Even for die-hard SNK afficionados, this was a tough bullet to bite.
The release of a faster 'CD-Z' unit (above) in 1995 didn't help the situation much, so SNK threw in the towel - and opted to release KOF 95 on Sega Saturn (March) and Sony Playstation (June 1996). The Saturn version had to come packaged with a special RAM catridge to cope with the game's size, and the Playstation version had to leave almost half of the animation on the cutting room floor in order to adapt the game.
And so it was. The Neo CD had failed in its attempt to infiltrate the mass market, lacking the power, versatility, and most of all variety needed to challenge the more mainstream competition. It remained, like the Neo Geo ROM format, a 'niche format' hosting Neo Geo games only, and became the first in a series of blunders that will cost SNK the ultimate price.

TO BE CONTINUED...

 
 
1978
Apr
Micon Block
Jul
Micon Kit
Sep
Micon Kit 2
Dec
Space Micon Kit
aka 'Micon Kit 3'
1979
Oct
Safari Rally
Oct
Yosaku
Dec
Ozma Wars
1980
Jun
Atom Smasher
Oct
Sasuke vs Commander
1981
Apr
Satan of Saturn
aka 'Zarzon'
Jul
Vanguard
Oct
Fantasy
1982
Mar
Pioneer Baloon
Aug
Lasso
1983
Jan
Joyful Road
aka 'Munch Mobile'
Apr
Mahjong Kyoshitsu
Sep
Tangram Q
Oct
Marvin's Maze
aka 'ACW'
1984
Mar
Vanguard II
Jul
Mad Crasher
Nov
Gladiator
Nov
Jumping Cross
Nov
Main Event
1985
Mar
Canvas Croquet
Mar
HAL 21
Jul
T.A.N.K.
aka 'T.N.K. III'
Nov
aka 'Alpha Mission'
1986
Feb
aka 'Ikari Warriors'
Jul
Oct
Dogosoken
aka 'Ikari II'
'Victory Road'
1987
Feb
Jongbou
Feb
Bermuda Triangle
Mar
Psycho Soldier
May
World Wars
Aug
Touch Down Fever
Oct
Jongbou II
Dec
Guevara
aka 'Guerilla War'
1988
Jan
Paddle Mania
Mar
May
Fighting Soccer
Jun
Kouku Kihei Monogatari
aka 'Chopper I'
Jun
Lee Trevino's Fighting Golf
Oct
Country Club
Nov
Datsugoku
aka 'P.O.W.'
Nov
Touch Down Fever II
1989
Mar
Ikari III
May
aka 'Prehistoric Isle'
May
Mechanized Attack
Jul
Oct
Next Space
Nov
Beast Busters
Dec
S.A.R.
1990
26 Apr
26 Apr
26 Apr
23 May
24 Jul
8 Oct
7 Nov
20 Nov
aka 'Puzzled'
10 Dec
1991
25 Jan
12 Feb
aka 'Sengoku'
25 Feb
25 Mar
aka
'Alpha Mission II'
20 May
Jun / Jul ?
20 Sep
30 Oct
10 Nov
Eight Man
25 Nov
aka 'Fatal Fury'
1992
31 Jan
14 Feb
16 Mar
23 Mar
15 Apr
? Apr
25 May
24 Sep
aka 'Art of Fighting'
10 Dec
aka 'Fatal Fury 2'
14 Dec
aka
'Super Sidekicks'
1993
18 Feb
25 Mar
aka '3 Count Bout'
7 July
aka 'Samurai Shodown'
16 Sep
aka 'Fatal Fury Special'
1994
3 Feb
aka 'Art of Fighting 2'
19 Apr
aka 'Super Sidekicks 2'
18 May
25 Aug
28 Oct
aka 'Samurai Shodown 2'
1995
7 Mar
Tokuten Oh 3
aka 'Super Sidekicks 3'
27 Mar
aka 'Fatal Fury 3'
25 Apr
aka 'Savage Reign'
25 Jul
15 Nov
aka 'Samurai Shodown III'
21 Dec
1996
12 Mar
aka 'Art of Fighting 3'
27 May
Ninja Master's
30 Jul
20 Sep
Fu'un Super Tag Battle Special Edition
26 Sep
aka 'Kizuna Encounter'
16 Oct
Tokuten Oh - Honoo no Libero
aka 'The Ultimate 11'
25 Oct
aka 'Samurai Shodown IV'
1997
28 Jan
28 Jul
10 Sep
Round Trip RV
aka 'Road's Edge'
5 Dec
aka 'The Last Blade'
19 Dec
Samurai Spirits
aka 'Samurai Shodown 64'
1998
23 Feb
20 Mar
13 May
Off Beat Racer!
aka 'Xtreme Rally'
28 May
Neo Geo Cup '98
23 Jul
11 Sep
Beast Busters Second Nightmare
16 Oct
Samurai Spirits 2 - Ashura Zenmaden
aka 'Warrior's Rage'
25 Nov
aka 'The Last Blade 2'
1999
28 Jan
aka 'Fatal Fury Wild Ambition'
19 Mar
21 May
Buriki One
22 Jul
26 Nov
2000
23 Mar
26 Jul
2001
Eolith
2002
Mega
Eolith
2003
Yuki Enterprise
Yuki Enterprise
2004
2005
Metal Slug 6
 


   
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SNK GOODS

 
SNK ILLUSTRATIONS
GAMEST MOOK Vol.39
Format Artbook
Released 31 Aug 1996
Publisher Shinseisha
Product Code GMC-39
Size (cm) 29.5 x 21 x 1.2
Weight (kg) 0.76
Price £30 - €45 - $60
Stunning Gamest Mook artbook released around the time of KOF'96, featuring almost all of SNK's art portfolios from Garou, AoF, Samurai, KOF, Ikari, and even Athena. A small B&W section covers rough sketches and a 'SNK Game History' timeline.
192 pages, 160 in colour, Japanese.
 
 
SNK DRAFTS & DESIGNS COLLECTION
GAMEST MOOK Vol.40
Format Artbook
Released 26 Aug 1996
Publisher Shinseisha
Product Code GMC-40
Size (cm) 29.5 x 21 x 1.1
Weight (kg) 0.44
Price £20 - €30 - $40
Second Gamest Mook SNK artbook, this time featuring only a very small colour section before moving on to tons of b&w sketches, drawings and rough designs for KOF, Samurai etc, and illustrations from the Neo Geo instruction booklets.
128 pages, 16 in colour, Japanese.
 
 


   
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SNK CONSUMER SOFTWARE

 
SFX-IK
1987

SFX-AO
3 Sep 1986
SFX-AT
5 Jun 1987
SFX-FI
24 Mar 1988
SFX-TV
Great Tank
29 Jul 1988
SFX-MQ
Famicom Meijin Sen
2 Sep 1988
SFX-GQ
Guevara
26 Dec 1988
SFX-S8
Satomi Hakkenden
20 Jan 1989
SFX-B9
19 May 1989
SFX-GO
13 Apr 1990
-
Little League Baseball
US Only
-
Mechanized Attack
US Only
KAC-IK
26 Nov 1986
KAC-JB
Jongbou
18 Jul 1987
KAC-IH
Stick Hunter
18 Dec 1987
KAC-DS
Ikari II - Dogosoken
16 Apr 1988
KAC-T7
11 Nov 1988
KAC-TZ
The Triathlon
16 Dec 1988
KAC-P7
Datsugoku
30 Jun 1989
KAC-KO
Koushien
6 Oct 1989
KAC-3D
Ikari III
16 Mar 1990
KAC-3F
Gate In
25 May 1990
KAC-3E
STED
27 Jul 1990

SHVC-KQ
Koushien 2
19 Jun 1992
SHVC-AJ
27 Nov 1992
SHVC-MC
Mystery Circle
4 Dec 1992
SHVC-SA
12 Mar 1993
SHVC-RW
29 Oct 1993

T-3101G
28 Mar 1996
T-3102G
28 Jun 1996
T-3103G
9 Sep 1996
T-3104G
8 Nov 1996
T-3105G
Real Bout
[ + 1MB RAM ]
20 Sep 1996
T-3106G
8 Nov 1996
T-3107G
6 Dec 1996
T-3108G
31 Dec 1996
T-3109G
31 Dec 1996
T-3110G
31 Dec 1996
T-3111G
4 Apr 1997
T-3112G
27 Jun 1997
T-3113G
4 Apr 1997
T-3114G
Metal Slug
[ + 1MB RAM ]
4 Apr 1997
T-3115G
Stakes Winner 2
2 May 1997
T-3116G
2 Oct 1997
T-3117G
23 Dec 1997
T-3118G
2 Oct 1997
T-3119G
Real Bout Special
[ + 1MB RAM ]
23 Dec 1997
T-3120G
26 Mar 1998
T-3121G
26 Mar 1998
T-3122G
T-3123G
6 Aug 1998
T-3124G
6 Aug 1998
T-3125G
1 Oct 1998

SLPS 00351
28 Jun 1996
SLPS 00350
30 Aug 1996
SLPS 00468
Stakes Winner
6 Dec 1996
SLPS 00640
10 Jan 1997
SLPS 00814
27 Jun 1997
SLPS 00834
4 Jul 1997
SLPS 00950
7 Aug 1997
SLPS 01171
25 Dec 1997
SLPS 00647
26 Mar 1998
SLPM 86084
28 May 1998
SLPM 86085
25 Jun 1998
SLPM 86090~1
Real Bout Special - Dominated Mind
[ + Garou Densetsu Fan Disk ]
25 Jun 1998
SLPM 86085
27 Aug 1998
SLPM 86118
25 Feb 1999
SLPM 86185~7
11 Mar 1999
SLPM 86201
25 Mar 1999
SLPM 86236
24 Jun 1999
SLPS 02460~3
16 Dec 1999
SLPM 86345
22 Dec 1999
SLPM 86462
23 Mar 2000
SLPM 86456
25 Jan 2001
 
SNK
T-3101M
24 Jun 1999
T-3102M
30 Mar 2000
T-3103M
Twinkle Star Sprites
23 Mar 2000
T-3104M
T-3105M
21 Dec 2000
T-3106M
10 Aug 2000
T-3107M
21 Dec 2000
T-3108M
27 Sep 2001
T-3109M
25 Oct 2001
PLAYMORE
T-47301M
23 May 2002
T-47302M
Garou - Mark of the Wolves
[ SNK Best Buy ]
23 May 2002
T-47303M
8 Aug 2002
T-47304M
26 Dec 2002
T-47305M
19 Jun 2003

PLAYMORE
SLPS 25156
28 Nov 2002
SLPS 25209
17 Jun 2003
SNK PLAYMORE
SLPS 25266
23 Oct 2003
SLPS 25316
18 Dec 2003
SLPS 25347
25 Mar 2004
SLPS 25386
12 Aug 2004
SLPS 25407
28 Oct 2004
SLPS 25376
22 Sep 2004
SLPS 25448
28 Dec 2004
SLPS 25495
28 Apr 2005
SLPS 25509
Garou - Mark of the Wolves
SNK Online Collection Vol.1
30 Jun 2005
SLPS 25525
21 Jul 2005
SLPS 25503
Gekka no Kenshi 1 - 2
SNK Online Collection Vol.2
12 Jan 2006
SLPS 25559
26 Jan 2006
SLPS 25636
23 Mar 2006
SLPS 25609
KOF Maximum Impact 2
27 Apr 2006
SLPS 25610
Ryuko no Ken 1 - 2 - 3
SNK Online Collection Vol.4
11 May 2006
SLPS 25664
Garou Densetsu - Battle Archives 1
SNK Online Collection Vol.5
20 Jul 2006
SLPS 25698
Garou Densetsu - Battle Archives 2
SNK Online Collection Vol.6
22 Feb 2007

DP5 00001
24 Jun 2004
DI1 00001
5 Oct 2004
ZY3 00002
24 Feb 2005
ZQ6 00003
24 Mar 2005
B3N 0001
23 Jun 2005
B3K 00001
28 Jul 2005
A2N 00002
25 Aug 2005
C7E 00001
30 Mar 2006

 
 


   
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