Following on from my overview on SNK’s Neo•Geo CD system from earlier this year, I’ve decided to add a whole new section to the Peanutbutterjammatime site devoted to SNK’s second home console.
I’ve had a big soft spot for the Neo•Geo CD since I first bought one in the late ’90s – a second-hand unit from Tottenham Court Road Computer Exchange (aka CEX) in Rathbone Place, London. So, I thought I would show some love the console that often falls in the shadow of the Neo•Geo AES and MVS systems.
There’s plenty of coverage out there for the AES and MVS, but little objective coverage of the CD based Neo•Geo, so hopefully these articles will slowly address this.
Any suggestions for future Neo•Geo CD related posts are more than welcome, and I shall also start adding in specific Neo•Geo CD related reviews as time goes on.
Hope you enjoy, and here’s the link to the latest post!
The Neo-Geo CD was first introduced in 1994, four years after the release of the cartridge based Neo-Geo home console – the Advanced Entertainment System (or AES). The idea of the Neo-Geo CD was easy to understand – as awesome as the Neo-Geo AES cartridge hardware had been, the cost of the cartridges was always going to limit its contemporary user base.
In the UK, new AES releases would run anywhere between £200 – £300, and in the early 1990’s that was a huge amount of money to pay for any videogame. The story was the same in the USA and Japan where the AES had the bulk of its modest sales success. The cost was due in part to the use of ROM chips, which were expensive to produce back then, and the fact you were basically buying a full and proper arcade game for your home.
So, the concept of playing SNK’s eclectic range of Neo-Geo arcade games at the same price point of a PlayStation game was clearly going to be appealing to gamers – on paper at least. The hardware was still expensive, $399 / £399 (dearer than the PlayStation and Saturn), but now the games were priced at around £45 making Neo-Geo software on a par with the mainstream consoles of the day.
Contemporary writers have criticised SNK for releasing the Neo-Geo CD, and its price tag, in the same year as the Sega Saturn and Sony PlayStation, and despite the Neo-Geo’s impressive 2D handling ability, the hardware specs of SNK’s new console were no match for the new 32-Bit powerhouses.
Doubtless the intention never was to compete directly with either Sega or Sony’s new consoles, but to make the arcade experience of the Neo-Geo more accessible. Bearing in mind that many arcade games, especially beat’em-ups and shoot’em-ups, in the mid-late ‘90s were still using 2D graphics, the Neo-Geo was still well placed to serve. And besides, if you weren’t a fan of beat’em-ups why on earth were you buying a Neo-Geo home console anyway?!
Why the Neo-Geo CD hardware became such a ham-strung compromise may forever remain a mystery. The technology certainly was available at the time to make the data management on the console a whole lot more tolerable than it what it became. Implementing this may have led to increased hardware costs, but the machine was too expensive anyway, and both Sega and Sony had long since realised that you do not make money on the hardware – you make it on the games.
The original MVS arcade hardware had been a huge international success for SNK, and by 1994 I am more than confident in saying that they had made their R&D costs back for developing the platform and then some.
While I do not know how much the Neo-Geo CD cost to develop, in the grand scheme of things I would wager very little. The hardware is still Neo-Geo, but instead of ROM cartridge as the delivery medium for the games it became CD-ROM. A major mistake was fitting a single-speed CD drive to the unit, and the late 1995 release of the Neo-Geo CDZ did little to improve things. Some hardware improvements saw loading times speed up, but there was still no progress in improving the way the system handled in-game data delivery of the King of Fighters series or others with large meg counts.
So, are the loading times so appalling that the Neo-Geo CD isn’t worth bothering with?
No, far from it. Some of the earlier games load in one hit, making loading times moot, and many of the later games with relatively modest meg counts carry, fairly, unobtrusive loads between stages.
Sadly, some of the later releases are just not worth bothering with, as the loading times completely ruin the flow of the gameplay. These games are usually post ’96 releases with high meg counts. A good example would be Metal Slug 2 whereby there is at least one-mid level load per stage (excluding the first stage). It’s a real shame, as, from what I can see, it’s identical to the ROM cart versions, with the bonus of CD quality audio.
The King of Fighters ’95 through to ’99, inclusive, are almost unplayable as SNK intended. Each bout is broken up by loading the next character, and the loading on KoF ’99 is really excruciating due to the huge meg count. Single play is just about tolerable, but King of Fighters is not supposed to be pure 1-on-1 fighting, it’s all about the team play!
Some late games are not as bad as you would perhaps think. Real Bout Fatal Fury 2: The Newcomers is more than playable on Neo-Geo CD, with relatively quick loads between stages, making it, arguably, one of the best brawlers for the CD system.
The original Metal Slug is eminently playable, largely, due to the fact the game is under 200 Megs. There are loads between stages, but you get a nice map showing your progress, there is no in-level loading, and there are other exclusive bonuses such as the Combat School.
Bonus material like this, is definitely one of the Neo-Geo CD’s strongest assets. Besides the CD quality soundtracks many of the games carry, there are a number that have features not found anywhere else.
Big Tournament Golf has a full extra course, many of the King of Fighters games have art and character galleries, Ninja Masters has extra game modes, Voltage Fighter Gowcaizer has a vocal soundtrack not found in the AES/MVS version; and there are the Neo-Geo CD exclusive games as well.
Neo Driftout: New Technology, Ironclad, Puzzle Bobble, Futsal, Zintrick, and Samurai Spirits RPG are just some of the titles that only officially appeared on the CD unit as published by SNK for Neo-Geo home hardware. Some were never officially released on MVS either!
With a catalogue of just under 100 titles to choose from, there is plenty for the Neo-Geo enthusiast to play, and with the exorbitant prices of AES cartridges on the used market nowadays, the Neo-Geo CD may well be the better buy for the casual fan to get involved with, if you don’t wish to get into MVS gaming.
Nevertheless, be aware, that in recent years, games collectors have started to move in on the potential of the Neo-Geo CD as a collector system. The system’s lacklustre showing at retail in the 1990s resulted in many titles only receiving very small print runs, making some games very hard to track down, and in certain cases making the games expensive to buy as well.
If there’s any solid advice I can give, it’s to stay clear of the titles published in English for the US and European markets. Print runs for these titles were ridiculously low and to pick up some of the games, complete, if you can find them, will run serious coinage. Most Japanese titles can be bought for comfortably under $100.00 US, including some of the more sought after titles if you have the patience, and look in the right places (i.e. not eBay). It’s certainly worth me mentioning that all Neo-Geo CD software is region free, but remember: PAL hardware will only run the games at 50hz (letterboxed) no matter its region.
Hardware prices are modest, a loose Neo-Geo CD top loading model (the most common unit) can be picked up for under £150.00 with hook ups and a controller. Only the CDZ is still holding value, especially if it’s boxed, largely due to its short, Japanese market only, production run. Expect to pay north of £250.00 for a CDZ – and the loading isn’t that much quicker, honestly.
The Neo-Geo CD was one of many follies to be borne out of SNK during the 1990s; the Neo-Geo CDZ, Neo-Geo Hyper 64 and black-&-white Neo-Geo Pocket being the others. One cannot help but think that these hardware failures all contributed to weakening SNK financially, hastening its sale to Aruze, and thus the beginning of the end for the business in its original, and much loved, form.
The Neo-Geo CD could have been so much more, but remains another footnote of how SNK had the potential to really impress and entertain, but fumbled the opportunity by producing hardware that simply could not deliver the gameplay experience needed. Some observers have argued that CD technology for gaming was still in its infancy at the time, but I disagree. NEC had proven since 1988 that the CD-ROM format could deliver great games beyond ROM cartridge limitations; Sega’s Mega-CD (1991) had the potential (Final Fight CD / Sonic CD) to impress as well (it was just badly marketed and supported); and with Sony developing the PlayStation during the same period, its baffling to see SNK get the hardware delivery so wrong.
The Neo-Geo CD hardware was quietly abandoned in 1997, with the final official game being published in December 1999. Ironically the final game was one of the most unplayable on the system due to its high meg count and therefore ruinous loading – The King of Fighters ’99.
I’ve always had a soft-spot for the Neo-Geo CD, and it’s disappointing to hear some of the vitriol the system receives. SNK’s short sightedness with the hardware certainly is deserving of criticism, but the machine still has a place in any hard-core SNK fans heart, and is still worth checking out for those who don’t want to pay AES prices, and don’t want to suffer with emulation. I just hope that software prices do not begin to spiral too far out of most gamers reaches.
SNK Neo•Geo CD
Produced: 1994 – 1997
Neo•Geo CD (front loading limited edition launch unit) – Japan only.
Neo•Geo CD (top loading unit) – Japan / USA / Europe.
Neo•Geo CDZ – Japan only.
Please note that prices are based on UK perspective and do not including any shipping or import duty costs that may be applicable. Price estimates correct at time of publication.
Let’s not mess about here, Metal Slug 4 was awful. Sadly its development was caught up in the turmoil of SNK’s collapse and its re-emergence as Playmore (later to be SNK Playmore). Out sourced to a little known Korean developer called Mega Enterprise, Metal Slug 4 was a patched together effort which resembled more of a Mugen-style hack than a professionally accomplished product.
After the grandeur of Metal Slug 3, Metal Slug 4 was nothing short of disappointing.
At 13 years old, the tried and trusted Neo-Geo MVS hardware was starting to show its age, so it came as pleasant surprise when Metal Slug 5 was announced, and launched into arcades in late 2003. The question was though, who was programming this new Slug game and would it do the series justice, unlike its predecessor?
Fortunately, Metal Slug 5 was programmed jointly in-house and by Noise Factory (the Japanese developer behind the brilliant Sengoku 2001 and Rage of the Dragons). Therefore, most of the features introduced by Mega Enterprise are removed and the game looks and plays in a considerably more polished manner than Slug 4.
Which is a good thing, as this was the last Metal Slug game to be released on the Neo-Geo hardware, and not only did it get the standard MVS and AES releases, SNK Playmore also provided the game in a very nice JAMMA kit and produced home ports for the PlayStation 2 and X-Box.
The story is a bit thin, but gives us a reunion of our favourite Slug characters, meaning Player 1 and Player 2 can choose to play as either Marco, Tarma, Eri or Fio (Nadia and Trevor from Slug 4 aren’t mentioned – no great loss there). Then it’s straight into the action as our heroes battle against the Ptolemaic Army who are generally up-to-no-good and have stolen plans for the Metal Slug super vehicle.
Gameplay is straightforward run-and-gun, and anyone familiar with the previous games will feel instantly at home. Each credit gives you three lives, and it’s still one-hit and you’re dead. As standard you’re armed with a pistol with infinite ammo, and ten grenades, but there are plenty of power-ups to collect on the way by destroying certain enemies, or, in the main, rescuing hostages. If you get killed during a level you’ll lose all the hostages you’ve saved up to that point. Get to the end of the level unscathed and with plenty of freed hostages and you’ll get rewarded with lots of bonus points.
Although there is some re-use of previous Metal Slug backgrounds, it is nowhere near as blatant as Slug 4’s use of old graphic assets, and is usually fairly brief. The enemies have been redrawn and it’s refreshing to see opponents who aren’t part of General Morden’s army or alien invaders. End of level bosses are typically large, and well animated, guaranteed to give your reflexes a workout.
A new “slide” move is introduced (pull down and press B) which is useful at times, and actually necessary in a few places, and the dual machine-gun power-up returns. There are no new weapons to find sadly, and the flame-shot is missing altogether. “Big” mode is here somewhere, apparently, but I have yet to activate it. The useless “Monkey” mode from Slug 4 has gone, as have all the rather naff Slug variants introduced in that game.
And what about the Metal Slug? Our trusty Super Vehicle 001 makes regular appearances through the levels, along with the Slug-Mariner, Slug Flyer and the all new Slug Gunner. The Slug Gunner is a great addition, very well animated with some nice features, one of the best new Metal Slug variants since the Slug Flyer was introduced in Metal Slug 2.
There’s also the really neat looking Spider-Slug and the Slug Car – which looks like a Fiat 500 with a cannon strapped to it. I was a bit disappointed there were no “animal” Slugs this time, the Camel, Elephant and Ostrich were always really amusing (as well as useful) and added to the style of the earlier installments.
One of the great things about Metal Slug X and Metal Slug 3 were all the little nuances, like the Elephant Slug, “Thunder Cloud”, Allen O’Neil’s demise, suicidal mummy, the explorer, Hyakutaro Ichimonji… I could go on for ages. Little elements like this provided the series with a much-loved charm. Lamentably, there are no little features to look out for in this episode, which is a real shame.
Music is good, a selection of rock infused tunes that suit the game very well, but I can’t help but miss the soundtracks of composer Hiya! who scored the first three games in the series. Sound effects are great, though largely re-used from previous games.
The story, as presented through the game, is not particularly cohesive or fathomable, and although this doesn’t overly detract from the fun in playing the game, it does make the experience feel a little random. However, not long after the game was originally launched, some fans found a number of unused sprites and other game assets hidden in the game’s code, heavily hinting that the game was not finished properly and the release rushed.
Given that MVS releases soldiered on for another 6 months after Slug 5, it’s a shame SNK Playmore didn’t release a revised edition of the game with the missing content programmed back in… a Metal Slug 5 Special or Metal Slug X2 if you like. But, in retrospect, there probably wasn’t the time to do so.The game is not as large as Metal Slug 3 with its numerous branching paths; but nevertheless, it’s got as much action and longevity as the first few installments, and Slug 3 was always a bit too big for my liking. As a huge Metal Slug fan I found Slug 5 to be readily enjoyable, and a massive improvement over the dire Mega Enterprise effort.
Metal Slug 5 is a worthy entry into the series, and whilst it does not quite reach past glories, it’s a very playable, and fun, run and gun affair that no Neo-Geo owner or Metal Slug fan should be without.
Metal Slug 5
Version tested: SNK Neo-Geo MVS (JAMMA)
Also available on: Sony PlayStation 2 / Microsoft X-box / SNK Neo-Geo AES / SNK Neo-Geo MVS (cartridge) / Microsoft Windows
When discussing SNK’s powerful Neo-Geo hardware, several titles will inevitably crop up in the conversation – King of Fighters, Samurai Spirits and Metal Slug will undoubtedly be mentioned. Having had an AES console in the distant past I have become pretty familiar with the titles in these three series and many of the other games that appeared on the system during its run. I was never a particularly big fan of run-n-gun games of the Contra mould in the past, although I did enjoy Data East’s Midnight Resistance when it came out. Yet, when I first started playing Metal Slug I fell in love with the detailed and well animated sprites, the cartoon style action and superb music and sound… oh yeah, and the gameplay was pretty good too!
As I recall it was around 1998 when I first got introduced to the Metal Slug series and became a keen follower of the series up when it pretty much went off the rails with Metal Slug 4 in 2002. I have devoted much time to the first three Metal Slug games over the years on AES, and other formats, but the one game in the set that has received the most love is Metal Slug X.
Metal Slug X (MSX) was released in the early spring of 1999 on the MVS arcade hardware and a little later that year on the AES home console system (both in the USA and Japan).
For those not totally familiar with MSX, the gameplay is good, old-fashioned, run-n-gun. You have four characters to choose from at the start (although you can change character at any credit continue point), and then you battle your way through six action packed stages as you attempt to defeat series regular, the evil General Morden and his allies. There are hostages to rescue, a variety of different weapons to collect, vehicles and animals (yes, you read that right) to utilise, and numerous different enemies to defeat. Even for its time it wasn’t a particularly original premise, but the sheer quality of the game is what sets it apart.
MSX is also a re-tooled version of Metal Slug 2 (originally released the previous year), and to the cynical, and/or those who do not know what they’re talking about, “is MS2 with the slowdown fixed”. Yes, sadly, MS2 does suffer with slowdown. Not horrendous slowdown, nor even protracted slowdown, but there are a few points during the game where there are basically too many sprites on screen. From memory, there is an issue on Stage 1, an issue toward the latter part of Stage 4, and at the end of Stage 6 when you fight the end of game “boss”. Those three examples are not meant to be exhaustive, and MS2 is still an eminently playable romp even with the slowdown, but some people just do not like it because of this issue. MSX does a lot more than just address the slowdown, and while saying “it’s a totally different game to MS2” would be stretching it a bit (a lot actually), it is significantly reworked to warrant being praised as a release in its own right. I guess you could call it the “Director’s Cut” version of Metal Slug 2.
So what is it that I like so much about it? Well, aside from the classic Metal Slug gameplay, it is the sheer detail that has gone into this game. A lot of time has been spent adding tiny details in, that on a casual play through, you would just not notice, or perhaps think to notice. There are obvious differences between the 2 and X as well. Although the Stages are the same in setting, some are set at different times of the day, enemies can be more prolific in number or a different type entirely, and some of the bosses have been altered, and on some levels a mid-Stage boss is also included. Remixed music, new weapons, new Metal Slugs and a different end-credit sequence are also thrown into the blend.
There are a lot of, new, hidden, elements in MSX for scoring opportunities, especially in the first few levels, and if you like playing for score or you’re trying to rescue all the hostages, you need to find out where these items are, because many are well hidden. In fact it took me ages to find many of the hidden point collectables and hostages, and I’m still not certain I’ve found them all on every level now! The backgrounds and sprites are highly detailed, the sprites in particular have a number of different animations unique to each character. Clearly a lot of time, and love, has gone into crafting this game and to make it stand out from its predecessor, and I, for one, am highly appreciative of this work as you just do not see it often enough in sprite based video games of this kind. In many ways, it is sad, that after Metal Slug 3 was released, the later entries in the series seemed more of a cynical way of generating cash from the name of the franchise rather than building on the quality that was laid down here.
Many of you will already know that on home cart Metal Slug X can cost an arm and a leg such is the collector demand for Metal Slug AES titles. The MVS cartridge can be picked up loose for reasonable money (complete kits will not be particularly cheap), and the game has been ported to several mainstream home consoles over the years including PSX, PS2, Xbox and more recently Nintendo’s Wii download service – Virtual Console. Having been thoroughly disappointed with the emulation used in the Wii version of Metal Slug Anthology, I was very pleased to find that the Virtual Console port is spot on and plays great with the Wii Classic Controller. So, if you haven’t got the Monopoly money required to purchase the AES version, nor a home-Jamma set up needed for MVS, then I would highly recommend the VC port whole-heartedly. Put simply Metal Slug X is run-n-gun at its finest and most enjoyable.
Metal Slug X
Version tested: Neo Geo AES
Also available on: Neo Geo MVS, Wii, PlayStation 3, PlayStation 2, PlayStation, PlayStation Portable, PC, iOS, Android
Who needs PG Tips when you’ve got soup, fags, and Metal Slug X???!!!