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The Official NEO-GEO Thread!


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Windows 10 PC「アケアカNEOGEO 風雲スーパータッグバトル」の配信がスタートしました!1996年にSNKから発売された格闘ゲームです。本作はPS4、Nintendo Switch、Xbox Oneでも好評配信中!ぜひお楽しみください! #アーケードアーカイブス https://microsoft.com/ja-jp/p/%E3%82%A2%E3%82%B1%E3%82%A2%E3%82%ABneogeo-%E9%A2%A8%E9%9B%B2%E3%82%B9%E3%83%BC%E3%83%91%E3%83%BC%E3%82%BF%E3%83%83%E3%82%B0%E3%83%90%E3%83%88%E3%83%AB-windows/9n3ssh79x80x
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Distribution of Windows 10 PC “ACA NEOGEO Fengyun Super Tag Battle” has started! A fighting game released by SNK in 1996. This work is now on sale on PS4, Nintendo Switch and Xbox One! Please enjoy! #アーケードアーカイブスhttps://microsoft.com/ja-jp/p/%E3%82%A2%E3%82%B1%E3%82%A2%E3%82%ABneogeo-%E9%A2%A8%E9%9B%B2%E3%82%B9%E3%83%BC%E3%83%91%E3%83%BC%E3%82%BF%E3%83%83%E3%82%B0%E3%83%90%E3%83%88%E3%83%AB-windows/9n3ssh79x80x
 
 
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9:07 AM · Oct 13, 2019·Twitter Web App
 

Anthony..

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PS4/Nintendo Switch/Xbox One「アケアカNEOGEO サムライスピリッツ」のアップデートパッチの配布を開始しました。ボタンの設定が詳細に決められるなど機能を追加しています。ぜひお楽しみください。 #アーケードアーカイブス #アケアカ http://hamster.co.jp/arcadearchives/samuraispirits.htm
Translated from Japanese by
We have started distributing update patches for PS4 / Nintendo Switch / Xbox One “ACA NEOGEO Samurai Spirits”. Functions such as button settings can be determined in detail. Please enjoy it. #アーケードアーカイブス#アケアカhttp://hamster.co.jp/arcadearchives/samuraispirits.htm
 
 
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12:34 AM · Oct 16, 2019·Twitter Web App

 

Anthony..

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This thing will apparently play NEO GEO POCKET COLOR games too!! And it has a dock for TV HDMI out!! The Super NeoGeo Pocket Color of my dreams, finally exists LOL! #neogeo #NGPC #snk
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Analogue
 
@analogue
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Introducing Analogue Pocket. A multi-video-game-system portable handheld. A digital audio workstation with a built-in synthesizer and sequencer. A tribute to portable gaming. https://analogue.co/pocket
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2:54 PM · Oct 16, 2019·Twitter Web App
 

Anthony..

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【NEOGEO Arcade Stick Pro】 シリコーンカバーやボールカバーなど、アクセサリーの予約を開始しました! #SNK #NEOGEO SNKオンラインショップ https://snk-onlineshop.com/item_list.html?siborikomi_clear=1&keyword=NEOGEO+Arcade+Stick+Pro Amazon https://amazon.co.jp/s?k=NEOGEO+Arcade+Stick+Pro+SNK&i=videogames&__mk_ja_JP=%E3%82%AB%E3%82%BF%E3%82%AB%E3%83%8A&ref=nb_sb_noss
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3:44 AM · Oct 16, 2019·Twitter Web App
 

Anthony..

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\AGF2019
 
描き下ろしイラスト公開/ パイロット衣装に身を包んだファイターが登場!! リーダー6名の描き下ろしイラストと、 15名全員の描き下ろしミニキャラを順次公開します
 
1日目は草薙京&八神庵を公開! #KOFG #KOF乙女 #AGF_2019
Translated from Japanese by
\ AGF2019
 
Newly drawn illustrations / Fighters dressed in pilot costumes will be released !! Illustrations drawn by 6 leaders and mini characters drawn by all 15 people will be released sequentially.
 
On the first day, Kyo Kusanagi & Yagami Shrine were released! #KOFG#KOF乙女#AGF_2019
 
 
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5:55 AM · Oct 16, 2019·Twitter for iPhone
 

Anthony..

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【新商品のお知らせ】 『NEOGEO Arcade Stick Pro』の周辺機器の予約スタート! 本体を予約されている方は要チェックです! https://buff.ly/2OXpqzp #NEOGEO #SNK #NEOGEOArcadeStickPro
Translated from Japanese by
[New Product Information] Peripheral equipment reservation for “NEOGEO Arcade Stick Pro” starts! Those who have booked the main body must check! https://buff.ly/2OXpqzp#NEOGEO#SNK#NEOGEOArcadeStickPro
 
 
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11:30 PM · Oct 16, 2019·Buffer
 

Anthony...

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【新商品のお知らせ】 本日から《サムライスピリッツ 2》 覇王丸 &幻十郎フィギュアの予約スタート! 予約締切は10月31日(木)までとなっておりますので、お早めのご予約をおすすめいたします! https://buff.ly/35JxHwL #サムスピ #覇王丸 #幻十郎 #フィギュア #SNK #NEOGEO
Translated from Japanese by
[New Product Information] “Samurai Spirits 2” Haomaru & Genjuro Figure reservation starts today! The reservation deadline is until October 31 (Thursday), so we recommend that you make an early reservation! https://buff.ly/35JxHwL#サムスピ#覇王丸#幻十郎#フィギュア#SNK#NEOGEO
 
 
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The entry period for Canada Cup Gaming is coming to a close! Don't forget to sign up before it's too late for SNK World Championship qualifier! https://smash.gg/tournament/canada-cup-gaming-x-10th-year-of-ccg-main-event/ #CCGX #SNK #SWC #SAMURAISHODOWN #KOFXIV
 
 
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Anthony..

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本日オープン
 
 
【YUBIWAZA CUP 2019】 e-スポーツ(エレクトロニック・スポーツ)の大会「YUBIWAZA CUP」に梅田ロフトが予選会場として参戦!会場では各競技のe-スポーツ体験ができます! ■会期:10/18(金)-27(日) ■会場:1階 ロフトマーケット 詳細は http://loft.co.jp/shoplist/umeda
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Open today
 
 
[YUBIWAZA CUP 2019] Umeda Loft will participate in the “YUBIWAZA CUP” e-Sports (Electronic Sports) competition as a qualifying venue! You can experience e-sports for each competition at the venue! ■ Date: 10/18 (Friday)-27 (Sunday) ■ Venue: 1st floor Loft Market details http://loft.co.jp/shoplist/umeda
 
 
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10:24 PM · Oct 17, 2019·

Anthony..

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NOモーション。イベント告知三連発その② 【緊急開催決定!】 来たる10月20日 アーケード版『SAMURAI SPIRITS』の正式稼働を記念して ARCADE LIVE BAR「MEGARAGE」(タイトーステーション溝の口店 3F)にて、稼働記 念イベントを開催いたします。豪華ゲストを迎えて、サムスピざんまい! #NOモーション
Translated from Japanese by
NO motion. Event announcement triplicate part ② [Emergency will be held!] To commemorate the official operation of the upcoming arcade version of “SAMURAI SPIRITS” on October 20th, we will hold an operation event at ARCADE LIVE BAR “MEGARAGE” (3F, Taito Station Mizonokuchi store). Welcome to a luxury guest, Samsip Zanmai! #NOモーション
 
 
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10:26 PM · Oct 17, 2019
 

Anthony..

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【イベントのお知らせ】 本日10月18日(金)から大阪・梅田ロフトにてSNKグッズの販売を開始しました! 11月4日(月)までの期間限定の展開となっております! とっても素敵なコーナーになっておりますので、ぜひお越しくださいませ! https://buff.ly/2oQvxuM #loft #YUBIWAZA #SNK #NEOGEO
Translated from Japanese by
[Event Information] Sales of SNK goods have started at Osaka / Umeda Loft from Friday, October 18th! It will be available for a limited time until November 4 (Monday)! The corner is very nice, so please come! https://buff.ly/2oQvxuM#loft#YUBIWAZA#SNK#NEOGEO
 
 
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11:05 PM · Oct 17, 2019·Buffer
 

Anthony..

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【イベントのお知らせ】 秋葉原・オノデン本館にてSNKグッズを展開中! TGS2019で完売したカプセルトイも設置しております! ぜひ、お立ち寄りください! https://buff.ly/32q8l59 #オノデン #SNK #NEOGEO
Translated from Japanese by
[Event Information] SNK goods are available at Akihabara / Odenden Main Building! Capsule toys sold out at TGS2019 are also available! Please come and visit us! https://buff.ly/32q8l59#オノデン#SNK#NEOGEO
 
 
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11:20 PM · Oct 17, 2019·Buffer
 

Anthony..

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Samurai Shodown Art and Game Director discusses the shift from 2D to 3D and the modern techniques that brought the venerable fighting game franchise into the modern era. #UE4 https://unrealengine.com/developer-interviews/unreal-engine-provided-robust-artistic-tools-that-empowered-snk-to-make-the-most-beautiful-samurai-shodown-yet
 
 
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Unreal Engine provided robust artistic tools that empowered SNK to make the most beautiful Samurai Shodown yet


Released in June on PlayStation 4 and Xbox One, Samurai Shodown received great reviews when it launched. DualShockers stated that the game “is one of the best and most unique fighting games this generation, hands down.” With Nintendo Switch, PC, and Stadia versions on the way, we interviewed Art and Game Director Nobuyuki Kuroki to see how SNK crafted a fighting game that not only appeals to hardcore enthusiasts, but also feels accessible and modern to fighting game newcomers.

Kuroki originally joined SNK in 1993 and contributed art to numerous classic series including Fatal Fury and Art of Fighting. After a hiatus with the company, he returned in 2014 to lead art initiatives behind The King of Fighters XIV before stepping into direct 2019’s Samurai Shodown. 

In our discussion, Kuroki reflects on the pressures of making a new Samurai Shodown game, which fans have been eagerly awaiting for over a decade. The game director also talks about how the studio approaches balancing characters and elaborates on how this installment leverages deep learning to create AI ghosts. Finally, he talks about the franchise’s transition to Unreal Engine and how that empowered the team to re-create their beloved classic 2D characters into a beautiful, stylized 3D world.

 

 

Samurai Shodown has been called a prequel and a reboot to the series. Can you describe what you were hoping to accomplish with the 2019 release?

Art Director and Game Director Nobuyuki Kuroki: Samurai Shodown is an IP dating back over 20 years since its conception. So, naturally there are many fans from the Neo Geo days. Of course, we cherish the fans that supported us, but if we want to see the series continue to grow, then it is essential that new blood enters the scene. Samurai Shodown is a simple yet devilishly complex game, and we strived to make something that can be both challenging to old fans yet easy enough to pick up for new ones.

With it being 11 years since the last Samurai Shodown, did you feel a lot of pressure coming into the project?

Kuroki:
 As I mentioned, Samurai Shodown is game with a bunch of history behind it. We were worried that hardcore fans of the series would reject this new version, if we’re to be honest. But I can’t tell you how relieved we were when the original developers of the old Neo Geo Samurai Shodown games praised our game and gave it their blessing. That gave us the confidence that our version was true to its core, and we were on the right path with our design choices.
DeveloperInterview_Samurai_Shodown_002.jpg
With 13 returning characters and three new ones, how did you approach character design and balance?

Kuroki: 
Truthfully, the designs for the original 13 characters weren’t changed around too much as they are fully established in the setting and lore. However, we tried to make sure that we didn’t lose that nostalgic look in between the transition from 20-year-old sprites to 4K 3D models. So, some things were arranged, but their overall look has been kept intact.

But for the new characters, we took a look at modern sensibilities and what younger members in the [fighting game community] would find interesting and designed them along those lines.

When it came to balance, we tried to make them standout, but also made them feel like they belonged in a Samurai Shodown game. They can still take out over 30 percent of your HP with a single hit, so some things will never change.

Samurai Shodown introduces the Dojo, which uses deep learning to create AI "ghost" versions of real players to fight against. What motivated the studio to come up with this concept and how did you implement it? 

Kuroki:
 Looking back, history always shows us that combining the newest and best innovation with entertainment always leads to incredible things. The change from calculators to videogames or objects rendered in real-time 3D becoming playthings in a virtual world are easy examples. What we set out to do was to combine the latest in deep learning tech with light and fun entertainment. All of this was brought about through a trial-and-error process.

Our engineers implemented this idea into the game, and our game planner tested it out. Through weeks of testing, we were still left scratching our heads as to how to better improve upon it. In the end, Ghosts and [these] features were the result of many hours of hard work.

Samurai Shodown has been heavily praised for being accessible to newcomers while offering a lot of depth. How did you strike that balance?

Kuroki: 
I feel that Samurai Shodown is easy for new players to get into because there is little need to go through the process of learning long combos before you even fight an opponent.

However, you can’t just remove combos and consider the game finished. We made sure there are elements in there like dodging and weapon deflecting that allow fighting game pros and new players alike to show off their skills. Our hope is that everyone can have a fun time playing together.
DeveloperInterview_Samurai_Shodown_004.jpg
Samurai Shodown introduces the Rage Gauge, which allows players who have taken damage to build up strength throughout the course of a fight or to spend it all on a singular super move. Can you elaborate on the inclusion of this mechanic? 

Kuroki:
 If, for example, players could only use “Lightning Blade” during their Rage Explosion, then opponents would only look out for that. However, by giving the user options like using their Lightning Blade or their Weapon Flipping Technique, then it keeps opponents on their toes. Players can also use their Lightning Blade to turn the tables, or refrain from using it and instead continue to fight with the increased attack power. We wanted to give players options, so that’s why we added the system.

Most Samurai Shodown games feature 2D graphics. How was the transition to 3D character models using UE4?

Kuroki: 
The 2D sprites used in the past Samurai Shodown titles are truly charming, but the focus in the gaming world has changed and the push for 3D professional artists is more [in demand] than ever.

We set out not to make a half-hearted attempt at recreating past styles, but rather to challenge our skills by making the best 3D graphics. And, truthfully, UE4 has made the development of this game a lot easier. We hardly had any troubles when creating assets, so that allowed us to better focus on art and textures. You could probably say that it’s thanks to UE4 that our models look fluid and polished. 
DeveloperInterview_Samurai_Shodown_006.jpg
Samurai Shodown features some amazing attack animations, particularly in regards to the super moves. How did you deliver the stunning visual effects in the game?

Kuroki: 
We’ve come to understand that Samurai Shodown is different from KOF (The King of Fighters) in that it’s actually quite difficult for special moves to land. That’s why we decided that it’s okay for the animations to be a bit longer since they’re not something that gets triggered often, and therefore wouldn’t become tiresome to look at.

Just by extending the length of the attack by even a bit, we were able to make them really slick and interesting to look at. Of course, we understand that if they go on for too long, it’ll become boring, so we made sure to alter them accordingly. Also, we wanted to really give them impact so that you actually felt it when you get hit, and dishing it out feels equally satisfying. Additionally, another reason why they look so good is because we have a fantastic animation team!

Was it true that SNK at one point considered taking the visuals down a more realistic route? How did the studio end up deciding and developing the finalized anime-style graphics?  

Kuroki: 
Samurai Shodown is not just a Japanese product, but is something for the world to enjoy. And with that, it makes sense that we would consider making it more realistic looking. However, after comparing screenshots of our game in development with other games already on the market, it was clear that our game was starting to blend in with others. We worried that the “samurai style” the series is so often praised for would become forgotten, so we decided that there needed to be something that made the game stand out on its own.

By incorporating traditional Japanese art with modern anime and manga concepts through Unreal Engine, we ended up with the Samurai Shodown style that’s playable today. 
DeveloperInterview_Samurai_Shodown_005.jpg
With beautiful stages that include beaches, forests, and temples, how did you design the levels in the game?

Kuroki: 
First off, one of the things we always make sure of when we’re designing the stages is that they don’t just come off as “pretty pictures.”

Backgrounds in fighting games, like their characters, need to show off their own individual flair. For example, the red sky and white moon in Genjuro’s stage certainly stands out.

Also, though the actual place in Haohmaru’s stage does not exist, it certainly contains elements often found in Japanese art like Mt. Fuji, Torii gates, and the sea. We added many things to the stages that make them distinct and fresh.

If a player can fight in, say, Geunjuro’s stage, and then return home and be able to explain the stage to their family by bringing up the words “red sky” and “large moon,” then we would consider that a success on our part.

We like to feel that it’s through this method that we’re able to keep our stages fresh and unique compared to other fighters out there.

What made UE4 a good fit for the game?

Kuroki:
 Of course, it’s a lot easier to make graphics and textures, but what really helped us out is how seamless it is to create versions for different devices from the same source. Not too long ago, you had to carefully alter the colors and assets depending on the device, but with UE4, all that has practically gone away.
DeveloperInterview_Samurai_Shodown_001.jpg
With it being the studio's first UE4-powered game, how has the transition to the engine been?

Kuroki:
 Though I am the director, I am also an artist, so I often look at things through that lens. I somewhat already answered this question, but, simply put, it has made making the high-fidelity graphical assets in the game extremely easy. I really felt like I had full control over what I wanted to do.

However, one thing must be said; the UE4 engine is truly amazing, but it was still challenging to make assets that stand out and have personality without dropping the rendering quality.

Did the studio have any favorite UE4 tools or features?

Kuroki:
 I loved how easy it is to organize and keep track of the assets. It was simple to refresh and was easy to manage large amounts of assets, and the search function was quite powerful. I never had any problems finding the data I was looking for.

Thanks for your time. Where can people learn more about Samurai Shodown?

Kuroki:
 Thanks for having us. People can learn more on our Samurai Shodown’s website

Anthony..

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Anuncio: Estamos dando apoyo a este torneo a través de nuestro programa de ayuda e-sports! #SNK #KOFXIV https://facebook.com/events/704686846672274/
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Announcement: We are supporting this tournament through our e-sports support program! #SNK#KOFXIVhttps://facebook.com/events/704686846672274/
 
 
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Anuncio: Estamos dando apoyo a este torneo a través de nuestro programa de ayuda e-sports! #SNK #KOFXIV https://instagram.com/p/B3V4NGIntlV/?igshid=1ksx6vofaim0k
Translated from Spanish by
Announcement: We are supporting this tournament through our e-sports support program! #SNK#KOFXIVhttps://instagram.com/p/B3V4NGIntlV/?igshid=1ksx6vofaim0k
 
 
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2:13 AM · Oct 18, 2019·

Anthony..

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Windows 10 PC「アケアカNEOGEO ティンクルスタースプライツ」の配信がスタート!1996年にSNKから発売された対戦型シューティングゲームです。本作はPS4、Nintendo Switch、Xbox Oneでも好評配信中!ぜひお楽しみください! #アーケードアーカイブス #アケアカ https://microsoft.com/ja-jp/p/%E3%82%A2%E3%82%B1%E3%82%A2%E3%82%ABneogeo-%E3%83%86%E3%82%A3%E3%83%B3%E3%82%AF%E3%83%AB%E3%82%B9%E3%82%BF%E3%83%BC%E3%82%B9%E3%83%97%E3%83%A9%E3%82%A4%E3%83%84-for-windows/9phpfqtkbwns
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Distribution of Windows 10 PC "ACA NEOGEO Twinkle Star Sprites" started! This is a battle shooting game released by SNK in 1996. This work is now on sale on PS4, Nintendo Switch and Xbox One! Please enjoy! #アーケードアーカイブス#アケアカhttps://microsoft.com/ja-jp/p/%E3%82%A2%E3%82%B1%E3%82%A2%E3%82%ABneogeo-%E3%83%86%E3%82%A3%E3%83%B3%E3%82%AF%E3%83%AB%E3%82%B9%E3%82%BF%E3%83%BC%E3%82%B9%E3%83%97%E3%83%A9%E3%82%A4%E3%83%84-for-windows/9phpfqtkbwns
 
 
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ACA NEOGEO TWINKLE STAR SPRITES is now available on Windows 10 PC ! It's a competitive shooting game released by SNK in 1996. Experience a new style of shooting game with more than enough cute characters flying around to fill the sky! #ArcadeArchives https://microsoft.com/en-us/p/aca-neogeo-twinkle-star-sprites-for-windows/9phpfqtkbwns
 
 
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