![]() Even the powerful Saturn and PlayStation 1 had trouble rendering games like The King of Fighters series with the same output as seen in the arcades. Rivals such as CPS-1 from Capcom were blown away by the quality of the visuals the new hardware was capable of producing. For a good portion of the 90s, the MVS was the strongest 2D hardware on the market. The cabinet was a success thanks to those factors and the quality of the games. This meant fewer costs and easier maintenance for arcade owners. Unlike its competitors, the MVS allowed for as many as six games to run on the same cabinet, each one having its own cartridge that could be swapped easily. In 1990, this idea came to fruition with the creation of the Multi-Video System, or MVS for short. While its rivals used one single cabinet, which required changing all the internal systems to run new games, SNK decided to develop its cabinet with multiple cartridges, allowing different games to run without needing to change the entire piece. When SNK returned to arcade development focus, the company started toying with the idea of creating a modular cabinet to help owners of arcades. Unfortunately, they didn't manage to replicate the success of Athena and the original Ikari Warriors, and SNK decided to go back to its roots, with the development of arcade games taking center stage again. ![]() With the help of SNK America, founded in 1981, the company developed sequels for Ikari Warriors and new titles such as Baseball Stars and Crystalis. The success of both titles on home platforms made SNK swiftly focus on console games. This title would become the company's biggest success receiving many ports for the different platforms of its time. Released in 1986, Athena was a popular platformer for the NES, which was quickly followed in the same year by Ikari Warriors. The final years of the 80s saw the company developing its first successes. Initially, SNK developed different types of games, from shooters to side-scrollers. Eikichi founded the company to focus on the development of games for arcades, noticing the medium's rapid growth in Japan. SNK is an acronym for Shin Nihon Kikaku, which means New Japan Project. SNK was founded in Osaka, Japan on July 22, 1978, by game designer Eikichi Kawasaki. Source: Nintendo PT The humble beginnings SNK, unlike its rivals, didn't manage to adapt to the changing times. The better question would be, why do so few people know about SNK? Even among those in the fighting game community, why do so few know SNK's importance in shaping fighting games as we know them today? Well, the answer may be more simple than what is expected. Why was Sakurai spending so much time with a character from a largely irrelevant company? Although the director was very enthusiastic, showing his fanboy side for SNK and explaining all about the company and the character, many fans and fighting game enthusiasts weren't happy. Things weren’t better when Sakurai presented the character for the first time a month later. Surprisingly, the fighting game community on YouTube was also indifferent to the announcement, with many of its members knowing next to nothing about the legendary Hungry Wolf. Many people were wondering who he was or why he was chosen. Unlike the fighters revealed in the past, however, Terry was met with much indifference by Smash fans. The fighter chosen for this honor was none other than Terry Bogard, the protagonist of the Fatal Fury series, one of the fighting game franchises developed by famed industry stalwart SNK. Ultimate director, revealed the 4th character that would join the fighting game as its next DLC character. On September 4th, 2019, Masahiro Sakurai, Super Smash Bros.
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