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{{Infobox_Company |
'''SNK''' (now '''SNK Playmore''') is a [[Japan|Japanese]] video game hardware and software company.
|company_name = SNK Playmore
|company_logo = [[Image:SNK-Playmore.jpg|200px|The SNK Playmore logo.]]
|company_type = Private
|company_slogan =
|foundation = [[Japan]] ([[1978]])
|location = [[Japan]]<br>[[United States]]
|key_people = [[Eikichi Kawasaki]] (Founder)<br>[[Koichi Toyama]] (President)
|num_employees = 230
|industry = [[Computer and video game industry|Video games]]
|products = [[Video game console]]s <br> [[Arcade game]]s <br>[[Computer and video games|Video game]]s
|revenue = ¥7,666 million (As of July 2004) {{ref|Profile}}
|homepage = http://www.snkplaymore.jp
}}
'''SNK''' (now '''SNK Playmore''') is a [[Japan]]ese [[Computer and video games|video game]] hardware and software company. SNK is short for Shin Nihon Kikaku, or "New Japan Project." The company was founded in [[Osaka]], [[Japan]], in [[July]] [[1978]] by [[Eikichi Kawasaki]] with the intention of designing and producing software as well as hardware components for a variety of clients. They are most notable for creating the [[Neo-Geo]] arcade system, and several franchises of games including the ''[[Metal Slug series|Metal Slug]]'' series and the ''[[Samurai Shodown|Samurai Showdown]]'' series.


==Basic history==
==History==
===Beginnings===
[[Image:Snk logo.gif|thumb|SNK [[logo]] from [[1988]] to [[2000]].]]
[[Image:Snk logo.gif|thumb|right|SNK logo from 1988 to 2000]]
</div>
SNK is short for Shin Nihon Kikaku, or "New Japan Project." The company was founded in [[Osaka]], [[Japan]], in [[July]] [[1978]] by [[Eikichi Kawasaki]] with the intention of designing and producing software as well as hardware components for a variety of clients. When Kawasaki noticed the rapid growth that was occurring in the coin-op video game market, he expanded the company to include the development and marketing of stand-alone coin-op games. The first two titles out of the new coin-op division were ''Ozma Wars'' [[1979]], a vertically scrolling space shooter and ''Safari Rally'' [[1980]], a maze game. Game quality improved over time, most notably with [[1981]]'s ''Vanguard'', a side-scrolling space shooter that many people consider the precursor to modern classics such as ''Gradius'' and ''R-Type''. SNK licensed the game to [[Centuri]] for distribution in [[North America]], who ultimately started manufacturing and distributing the game themselves when profits exceeded expectations.
When Eikichi Kawasaki noticed the rapid growth that was occurring in the coin-op video game market, he expanded SNK to include the development and marketing of stand-alone coin-op games. The first two titles out of the new coin-op division were ''Ozma Wars'' 1979, a vertically scrolling space shooter and ''Safari Rally'' 1980, a maze game. Game quality improved over time, most notably with 1981's ''Vanguard'', a side-scrolling space shooter that many people consider the precursor to modern classics such as ''Gradius'' and ''R-Type''. SNK licensed the game to [[Centuri]] for distribution in [[North America]], who ultimately started manufacturing and distributing the game themselves when profits exceeded expectations.


On [[October 20]], [[1981]], the North American division - SNK Corporation of America - was opened. They established themselves in [[Sunnyvale, California|Sunnyvale]], [[California]] with the intent of delivering their own brand of coin-operated games to arcades in North America. The man chosen to run the American operation was [[John Rowe]], the eventual founder of [[Tradewest]] and current ([[2005]]) president and CEO of [[Sammy Studios]].
On [[October 20]], [[1981]], the North American division - SNK Corporation of America - was opened. They established themselves in [[Sunnyvale, California|Sunnyvale]], [[California]] with the intent of delivering their own brand of coin-operated games to arcades in North America. The man chosen to run the American operation was John Rowe, the eventual founder of [[Tradewest]] and current (2005) president and CEO of [[High Moon Studios]].


[[Image:Ikari_Warriors.png|thumb|left|The [[shoot 'em up]] arcade hit, ''[[Ikari Warriors]]'']]
SNK Corporate in Japan had at this point already shifted its focus solely toward developing and licensing video games for arcade use and (later) for early consoles. Between [[1979]] and [[1986]] they produced 23 stand-alone arcade games. Highlights from this period include ''Mad Crash'' ([[1984]]), ''Alpha Mission'' ([[1985]]), and ''[[Athena (video game)|Athena]]'' ([[1986]]), a game that gained a large following when it was ported to the [[Nintendo Entertainment System|NES]] in [[1987]]. Their most successful game from this time frame was ''[[Ikari Warriors]]'', released in [[1986]]. ''Ikari Warriors'' was so popular that it was eventually licensed and ported to the [[Atari 2600]], [[Atari 7800]], [[Commodore 64]], [[Commodore Amiga]], and NES. They followed up ''Ikari Warriors'' with two [[sequel|sequels]], ''Victory Road'' and ''Ikari III: The Rescue''.
SNK Corporate in Japan had at this point already shifted its focus solely toward developing and licensing video games for arcade use and (later) for early consoles. Between 1979 and 1986 they produced 23 stand-alone arcade games. Highlights from this period include ''Mad Crash'' (1984), ''Alpha Mission'' (1985), and ''[[Athena (video game)|Athena]]'' (1986), a game that gained a large following when it was ported to the [[Nintendo Entertainment System|NES]] in 1987. Their most successful game from this time frame was ''[[Ikari Warriors]]'', released in 1986. ''Ikari Warriors'' was so popular that it was eventually licensed and ported to the [[Atari 2600]], [[Atari 7800]], [[Commodore 64]], [[Commodore Amiga]], and NES. They followed up ''Ikari Warriors'' with two [[sequel|sequels]], ''Victory Road'' and ''Ikari III: The Rescue''.


Even at this late point, the home market was still suffering from the fallout caused by the [[video game crash of 1983]]. Nevertheless, one [[video game console|console]] manufacturer in particular seemed to weather the crash fairly unscathed: [[Nintendo]]. SNK signed up to become a third-party licensee for Nintendo's Family Computer ([[Nintendo Entertainment System|Famicom]]) system in [[1985]] and opened a second branch in the [[United States]], based in [[Torrance, California]] and called [[SNK Home Entertainment]] that would handle the North American distribution and marketing of the company's products for home consoles. By this time, John Rowe had left the company to form Tradewest, which went on to market SNK's ''Ikari Warriors'' series in North America. Subsequently, both halves of SNK America were now being presided over by [[Paul Jacobs]], who is notable primarily for having helped launch the company's [[NeoGeo]] system outside of [[Asia]].
Even at this late point, the home market was still suffering from the fallout caused by the [[video game crash of 1983]]. Nevertheless, one [[video game console|console]] manufacturer in particular seemed to weather the crash fairly unscathed: [[Nintendo]]. SNK signed up to become a third-party licensee for Nintendo's Family Computer ([[Nintendo Entertainment System|Famicom]]) system in 1985 and opened a second branch in the [[United States]], based in [[Torrance, California]] and called [[SNK Home Entertainment]] that would handle the North American distribution and marketing of the company's products for home consoles. By this time, John Rowe had left the company to form Tradewest, which went on to market SNK's ''Ikari Warriors'' series in North America. Subsequently, both halves of SNK America were now being presided over by [[Paul Jacobs]], who is notable primarily for having helped launch the company's [[NeoGeo]] system outside of [[Asia]].


[[Image:Crystalis_gameplay.png|thumb|right|The critically acclaimed ''[[Crystalis]]'' for the [[Nintendo Entertainment System|NES]].]]
In response to strong sales of the company's NES ports SNK began to dabble in the development of original software designed specifically for the NES console. Two games came out of this effort: [[1989]]'s ''[[Baseball Stars]]'' and [[1990]]'s ''[[Crystalis]]'' (''God Slayer'' in Japan). [[1989]] also marked the release of two new home video game consoles in North America: the [[Sega Genesis]] and [[NEC Corporation|NEC's]] joint project with [[Hudson Soft|Hudson]], the [[TurboGrafx-16]]. Nintendo followed suit with a new system in [[1991]], the [[Super Nintendo Entertainment System|SNES]]. Rather than become involved in the early [[1990s|90s]] system wars, SNK Corporate in Japan jointly with SNK of America chose to refocus their efforts on the arcade market, leaving other third parties, such as [[Romstar]] and [[Takara]], to license and port SNK's properties to the various home consoles of the time with help from SNK's American home entertainment division. With console ports mainly being handled outside the company, they moved on to developing SNK branded arcade equipment.
In response to strong sales of the company's NES ports SNK began to dabble in the development of original software designed specifically for the NES console. Two games came out of this effort: 1989's ''[[Baseball Stars]]'' and 1990's ''[[Crystalis]]'' (''God Slayer'' in Japan). 1989 also marked the release of two new home video game consoles in North America: the [[Sega Mega Drive/Sega Genesis|Sega Genesis]] and [[NEC Corporation|NEC's]] joint project with [[Hudson Soft|Hudson]], the [[TurboGrafx 16|TurboGrafx-16]]. Nintendo followed suit with a new system in 1991, the [[Super Nintendo Entertainment System|SNES]]. Rather than become involved in the early 90s system wars, SNK Corporate in Japan jointly with SNK of America chose to refocus their efforts on the arcade market, leaving other third parties, such as [[Romstar]] and [[Takara]], to license and port SNK's properties to the various home consoles of the time with help from SNK's American home entertainment division. With console ports mainly being handled outside the company, they moved on to developing SNK branded arcade equipment.


===Neo Geo and the Multi-Video System===
During [[1988]] SNK began toying with the idea of a modular cabinet for arcades; up to that point, arcade cabinets typically contained only a single game. When an arcade operator wanted to switch or replace that game, they would have to completely remove the internals of the existing cabinet or exchange the entire setup for another game. SNK's new system, called NeoGeo MVS (short for Multi-Video System), featured multiple games in a single cabinet and used a cartridge-based storage mechanism. The system debuted in [[1989]] and could contain one, two, four, or six separate games in a single cabinet. In order to swap in a new game, all the operator had to do was remove one cartridge and exchange it for another.
During 1988 SNK began toying with the idea of a modular cabinet for arcades; up to that point, arcade cabinets typically contained only a single game. When an arcade operator wanted to switch or replace that game, they would have to completely remove the internals of the existing cabinet or exchange the entire setup for another game. SNK's new system, called NeoGeo MVS (short for Multi-Video System), featured multiple games in a single cabinet and used a cartridge-based storage mechanism. The system debuted in 1989 and could contain one, two, four, or six separate games in a single cabinet. In order to swap in a new game, all the operator had to do was remove one cartridge and exchange it for another.


The MVS was an immediate success. Arcade operators loved it because the setup time required for each game was nearly nonexistent, the floor space required was minimal, and the cost outlay for new cartridges was barely $500--less than half of what a traditional arcade unit cost at the time. But SNK also wanted to take advantage of people's desire to play arcade games at home, but without making the same compromises on CPU and memory performance that typical home consoles were forced to make. In 1991, the company released a home version of the MVS, a single cartridge unit called the [[NeoGeo| NeoGeo Advanced Entertainment System]], or more simply, the NeoGeo AES. Initially, the AES was only available for rent or for use in hotel settings, but SNK quickly began selling the system through stores when customer response indicated that people were willing to spend the money. Compared to the other consoles of the time, the NeoGeo AES was incredibly powerful. It featured two CPUs: a 16-bit [[Motorola]] [[M68000|68000]] main processor running at 12 MHz and a Zilog Z-80A backup processor running at 4 MHz. The system's main CPU was 50% faster than the 68000 processor found in Sega's Genesis console and the NeoGeo AES also had the benefit of specialized audio and video chipsets. A custom video chipset allowed the system to display 4,096 colors and 380 individual sprites onscreen simultaneously--compared to 64 simultaneous colors and 80 individual sprites for the Genesis --while the onboard [[Yamaha]] 2610 sound chip gave the system 15 channels of [[Compact Disc|CD]]-quality sound with seven channels reserved specifically for [[digital]] sound effects.
The MVS was an immediate success. Arcade operators loved it because the setup time required for each game was nearly nonexistent, the floor space required was minimal, and the cost outlay for new cartridges was barely $500--less than half of what a traditional arcade unit cost at the time. But SNK also wanted to take advantage of people's desire to play arcade games at home, but without making the same compromises on CPU and memory performance that typical home consoles were forced to make. In 1991, the company released a home version of the MVS, a single cartridge unit called the [[NeoGeo| NeoGeo Advanced Entertainment System]], or more simply, the NeoGeo AES. Initially, the AES was only available for rent or for use in hotel settings, but SNK quickly began selling the system through stores when customer response indicated that people were willing to spend the money. Compared to the other consoles of the time, the NeoGeo AES was incredibly powerful. It featured two CPUs: a 16-bit [[Motorola]] [[Motorola 68000|68000]] main processor running at 12 MHz and a Zilog Z-80A backup processor running at 4 MHz. The system's main CPU was 50% faster than the 68000 processor found in Sega's Genesis console and the NeoGeo AES also had the benefit of specialized audio and video chipsets. A custom video chipset allowed the system to display 4,096 colors and 380 individual sprites onscreen simultaneously--compared to 64 simultaneous colors and 80 individual sprites for the Genesis --while the onboard [[Yamaha]] 2610 sound chip gave the system 15 channels of [[Compact Disc|CD]]-quality sound with seven channels reserved specifically for [[digital]] sound effects.


Nonetheless, this type of power carried a large price tag; the console debuted at [[United States dollar|USD]] $599, which included two joystick controllers and a game (either ''Baseball Stars'' or ''NAM-1975''). Within a few months of the system's introduction in North America, SNK lowered the cost of this package to $399 and added Magician Lord to the list of pack-in options. Other games cost $200 and up - each. Each joystick controller was a full 2 1/2 inches tall, measured 11 inches long by 8 inches across, and contained the same four-button layout as the arcade MVS cabinet.
Nonetheless, this type of power carried a large price tag; the console debuted at [[United States dollar|USD]] $599, which included two joystick controllers and a game (either ''Baseball Stars'' or ''NAM-1975''). Within a few months of the system's introduction in North America, SNK lowered the cost of this package to $399 and added Magician Lord to the list of pack-in options. Other games cost $200 and up - each. Each joystick controller was a full 2 1/2 inches tall, measured 11 inches long by 8 inches across, and contained the same four-button layout as the arcade MVS cabinet.


The quality of the games obviously varied. Some, such as the [[Super Sidekicks]] series, were all-new creations, while others were updated versions of earlier successes, such as [[Baseball Stars Professional]]. SNK games were graphically bold and bright, with games such as [[WindJammers]] and the famous [[Metal Slug]] series being distinctive and instantly recognisable, no doubt contributing to the system's success in the arcades.
They also produced a [[Neo Geo CD]] and [[Neo Geo CDZ|CDZ]], a failed, 64-bit [[Neo-Geo 64]] system and two handheld systems, the [[Neo Geo Pocket]] and [[Neo Geo Pocket Color| Pocket Color]]. Several of their more famous franchise titles, originally created for the MVS and AES systems, have been ported to other consoles such as the [[Sega Genesis|Genesis]], [[Sega Saturn|Saturn]] and [[Sega Dreamcast|Dreamcast]], SNES, [[PlayStation]] and [[PlayStation 2]], and [[Xbox]].


==Collapse and rebirth==
[[Image:SNK-Playmore.jpg|thumb|The SNK Playmore logo.]]
The company collapsed in fall [[2000]] due to (purportedly deliberate) under-financing by then-parent company [[Aruze]], filed for [[bankruptcy]] and began sell off their intellectual properties to several other companies such as [[Korea|Korean]]-based [[Eolith]] and [[Mega Enterprises]] and Japan-based [[Noise Factory]].


They also produced a [[Neo Geo CD]] and [[Neo Geo CDZ|CDZ]], a failed, 64-bit [[Neo-Geo 64]] system and two handheld systems, the [[Neo Geo Pocket]] and [[Neo Geo Pocket Color| Pocket Color]]. Several of their more famous franchise titles, originally created for the MVS and AES systems, have been ported to other consoles such as the [[Sega Mega Drive/Sega Genesis|Genesis]], [[Sega Saturn|Saturn]] and [[Sega Dreamcast|Dreamcast]], SNES, [[PlayStation]] and [[PlayStation 2]], and [[Xbox]].
In an (eventually successful) attempt to regain control of the company, Kawasaki founded a new holding company by the name of [[Playmore]], and spent most of [[2001]] and [[2002]] chasing down the rights to the intellectual properties SNK had once owned. As of mid-2002, Kawasaki had regained all of SNK's property, most recently the SNK name itself. As such the company name was changed to SNK Playmore in [[2003]].

===Neo-Geo Pocket===
The [[Neo Geo Pocket]] was SNK's original [[hand held console|hand held system]]. It was released in [[Japan]] in late [[1998]], and discontinued in [[1999]], with the advent of the [[Neo Geo Pocket Color]], due to lower than expected sales with the Monochrome Neo Geo Pocket.

The system was only released within the Japanese and Hong Kong market. Even though it had a short life, there were some significant games released on the system such as ''[[Samurai Shodown]]'', and ''[[King of Fighters|King of Fighters R-1]]''.

===Collapse and rebirth===
[[Image:C vs snk.jpg|200px|thumb|Capcom vs. SNK for the [[PlayStation]]]]
The year 2000 saw the beginning of the end for SNK. In January, their poor financial status forced them to become acquired by [[Aruze]], a company well known for their [[pachinko]] machines. Instead of using SNK's franchises for video games, Aruze manufactured Pachinko machines featuring popular series such as ''King of Fighters''. SNK saw little success on the video game market due to (purportedly deliberate) under-financing on Aruze's part. The highlight of 2000 came when [[Capcom]] agreed to create a series of fighting games featuring both company's fighting game characters. When ''[[SNK vs. series|Capcom vs. SNK]]'' was released, it was a successful but most of the profits went to Capcom as they developed the game. SNK released ''SNK vs. Capcom: Match of the Millennium'' and ''[[SNK vs. Capcom: Card Fighters Clash]]'' on the Neo Geo Pocket Color. Combined, both sold an unremarkable 50,000 copies.

The company collapsed in October 2000, filed for [[bankruptcy]] and began sell off their intellectual properties to several other companies such as [[Korea|Korean]]-based [[Eolith]] and [[Mega Enterprises]] and Japan-based [[Noise Factory]].

In an (eventually successful) attempt to regain control of the company, Kawasaki founded a new holding company by the name of [[Playmore]], and spent most of 2001 and 2002 chasing down the rights to the intellectual properties SNK had once owned. As of mid-2002, Kawasaki had regained all of SNK's property, most recently the SNK name itself. As such the company name was changed to SNK Playmore in 2003.

==Subsidiaries and related corporations==
'''SNK Playmore H.K. Co., Ltd.''' handles character licensing, as well as hardware and software sales in Asia (except for Japan and South Korea).

'''SNK Playmore USA Corporation''' handles software sales in the Americas.{{ref|Subsidiaries}}


==Games==
==Games==
SNK Playmore has continued to release former SNK franchises under the Playmore and (later) the SNK Playmore banner, including games in:
SNK Playmore has continued to release former SNK franchises under the Playmore and (later) the SNK Playmore banner, including games in:
*The [[King of Fighters]] series
*The [[King of Fighters (series)|King of Fighters]] series
*The [[Samurai Shodown series|Samurai Shodown]] series
*The [[Samurai Shodown series|Samurai Shodown]] series
*The [[Metal Slug]] series
*The [[Metal Slug]] series
Line 41: Line 73:
*[[Neo-Geo 64|Hyper Neogeo 64]]
*[[Neo-Geo 64|Hyper Neogeo 64]]
*[[SNK Boss Syndrome]]
*[[SNK Boss Syndrome]]

==Notes==
# <small>{{note|Subsidiaries}} "<nowiki>NEOGEO Group</nowiki>" [http://www.snkplaymore.jp/company/en_group.html SNK Playmore Official website], accessed [[January 10]], [[2006]].</small>
# <small>{{note|Profile}} "<nowiki>Company Profile</nowiki>" [http://www.snkplaymore.jp/company/en_gaiyou.html SNK Playmore Official website], accessed [[January 11]], [[2006]].</small>


==External links==
==External links==
*[http://www.snkplaymore.jp/ SNK Playmore Official Homepage]
*[http://www.snkplaymore.jp/ SNK Playmore Official Homepage]
**[http://www.snkplaymore.jp/top/english.html English Version]
**[http://www.snkplaymore.jp/top/english.html English Version]
*[http://www.snkplaymore.de SNK Playmore (German)]
*[http://www.snkplaymore.de SNK Playmore (Germany)]
*[http://www.gamespot.com/features/6089278/index.html The History of SNK]
*[http://www.snkplaymoreusa.com/ SNK Playmore (USA)]

===History===
*[http://www.gamespot.com/features/6089278/index.html The History of SNK] from [[GameSpot]]
*[http://www.penny-arcade.com/snk_1.php The History of SNK] from ''[[Penny Arcade (comic)|Penny Arcade]]''
*[http://www.g4tv.com/icons/features/47823/Timeline_The_History_of_SNK.html The History of SNK] from [[G4 (TV channel)|G4]]

[[Category:Computer and video game companies]]
[[Category:Computer and video game companies]]
[[Category:Amusement companies of Japan]]
[[Category:Amusement companies of Japan]]

Revision as of 17:17, 12 January 2006

Template:Current-GCOTW

SNK Playmore
Company typePrivate
IndustryVideo games
FoundedJapan (1978)
HeadquartersJapan
United States
Key people
Eikichi Kawasaki (Founder)
Koichi Toyama (President)
ProductsVideo game consoles
Arcade games
Video games
Revenue¥7,666 million (As of July 2004) [1]
Number of employees
230
Websitehttp://www.snkplaymore.jp

SNK (now SNK Playmore) is a Japanese video game hardware and software company. SNK is short for Shin Nihon Kikaku, or "New Japan Project." The company was founded in Osaka, Japan, in July 1978 by Eikichi Kawasaki with the intention of designing and producing software as well as hardware components for a variety of clients. They are most notable for creating the Neo-Geo arcade system, and several franchises of games including the Metal Slug series and the Samurai Showdown series.

History

Beginnings

File:Snk logo.gif
SNK logo from 1988 to 2000

When Eikichi Kawasaki noticed the rapid growth that was occurring in the coin-op video game market, he expanded SNK to include the development and marketing of stand-alone coin-op games. The first two titles out of the new coin-op division were Ozma Wars 1979, a vertically scrolling space shooter and Safari Rally 1980, a maze game. Game quality improved over time, most notably with 1981's Vanguard, a side-scrolling space shooter that many people consider the precursor to modern classics such as Gradius and R-Type. SNK licensed the game to Centuri for distribution in North America, who ultimately started manufacturing and distributing the game themselves when profits exceeded expectations.

On October 20, 1981, the North American division - SNK Corporation of America - was opened. They established themselves in Sunnyvale, California with the intent of delivering their own brand of coin-operated games to arcades in North America. The man chosen to run the American operation was John Rowe, the eventual founder of Tradewest and current (2005) president and CEO of High Moon Studios.

File:Ikari Warriors.png
The shoot 'em up arcade hit, Ikari Warriors

SNK Corporate in Japan had at this point already shifted its focus solely toward developing and licensing video games for arcade use and (later) for early consoles. Between 1979 and 1986 they produced 23 stand-alone arcade games. Highlights from this period include Mad Crash (1984), Alpha Mission (1985), and Athena (1986), a game that gained a large following when it was ported to the NES in 1987. Their most successful game from this time frame was Ikari Warriors, released in 1986. Ikari Warriors was so popular that it was eventually licensed and ported to the Atari 2600, Atari 7800, Commodore 64, Commodore Amiga, and NES. They followed up Ikari Warriors with two sequels, Victory Road and Ikari III: The Rescue.

Even at this late point, the home market was still suffering from the fallout caused by the video game crash of 1983. Nevertheless, one console manufacturer in particular seemed to weather the crash fairly unscathed: Nintendo. SNK signed up to become a third-party licensee for Nintendo's Family Computer (Famicom) system in 1985 and opened a second branch in the United States, based in Torrance, California and called SNK Home Entertainment that would handle the North American distribution and marketing of the company's products for home consoles. By this time, John Rowe had left the company to form Tradewest, which went on to market SNK's Ikari Warriors series in North America. Subsequently, both halves of SNK America were now being presided over by Paul Jacobs, who is notable primarily for having helped launch the company's NeoGeo system outside of Asia.

The critically acclaimed Crystalis for the NES.

In response to strong sales of the company's NES ports SNK began to dabble in the development of original software designed specifically for the NES console. Two games came out of this effort: 1989's Baseball Stars and 1990's Crystalis (God Slayer in Japan). 1989 also marked the release of two new home video game consoles in North America: the Sega Genesis and NEC's joint project with Hudson, the TurboGrafx-16. Nintendo followed suit with a new system in 1991, the SNES. Rather than become involved in the early 90s system wars, SNK Corporate in Japan jointly with SNK of America chose to refocus their efforts on the arcade market, leaving other third parties, such as Romstar and Takara, to license and port SNK's properties to the various home consoles of the time with help from SNK's American home entertainment division. With console ports mainly being handled outside the company, they moved on to developing SNK branded arcade equipment.

Neo Geo and the Multi-Video System

During 1988 SNK began toying with the idea of a modular cabinet for arcades; up to that point, arcade cabinets typically contained only a single game. When an arcade operator wanted to switch or replace that game, they would have to completely remove the internals of the existing cabinet or exchange the entire setup for another game. SNK's new system, called NeoGeo MVS (short for Multi-Video System), featured multiple games in a single cabinet and used a cartridge-based storage mechanism. The system debuted in 1989 and could contain one, two, four, or six separate games in a single cabinet. In order to swap in a new game, all the operator had to do was remove one cartridge and exchange it for another.

The MVS was an immediate success. Arcade operators loved it because the setup time required for each game was nearly nonexistent, the floor space required was minimal, and the cost outlay for new cartridges was barely $500--less than half of what a traditional arcade unit cost at the time. But SNK also wanted to take advantage of people's desire to play arcade games at home, but without making the same compromises on CPU and memory performance that typical home consoles were forced to make. In 1991, the company released a home version of the MVS, a single cartridge unit called the NeoGeo Advanced Entertainment System, or more simply, the NeoGeo AES. Initially, the AES was only available for rent or for use in hotel settings, but SNK quickly began selling the system through stores when customer response indicated that people were willing to spend the money. Compared to the other consoles of the time, the NeoGeo AES was incredibly powerful. It featured two CPUs: a 16-bit Motorola 68000 main processor running at 12 MHz and a Zilog Z-80A backup processor running at 4 MHz. The system's main CPU was 50% faster than the 68000 processor found in Sega's Genesis console and the NeoGeo AES also had the benefit of specialized audio and video chipsets. A custom video chipset allowed the system to display 4,096 colors and 380 individual sprites onscreen simultaneously--compared to 64 simultaneous colors and 80 individual sprites for the Genesis --while the onboard Yamaha 2610 sound chip gave the system 15 channels of CD-quality sound with seven channels reserved specifically for digital sound effects.

Nonetheless, this type of power carried a large price tag; the console debuted at USD $599, which included two joystick controllers and a game (either Baseball Stars or NAM-1975). Within a few months of the system's introduction in North America, SNK lowered the cost of this package to $399 and added Magician Lord to the list of pack-in options. Other games cost $200 and up - each. Each joystick controller was a full 2 1/2 inches tall, measured 11 inches long by 8 inches across, and contained the same four-button layout as the arcade MVS cabinet.

The quality of the games obviously varied. Some, such as the Super Sidekicks series, were all-new creations, while others were updated versions of earlier successes, such as Baseball Stars Professional. SNK games were graphically bold and bright, with games such as WindJammers and the famous Metal Slug series being distinctive and instantly recognisable, no doubt contributing to the system's success in the arcades.


They also produced a Neo Geo CD and CDZ, a failed, 64-bit Neo-Geo 64 system and two handheld systems, the Neo Geo Pocket and Pocket Color. Several of their more famous franchise titles, originally created for the MVS and AES systems, have been ported to other consoles such as the Genesis, Saturn and Dreamcast, SNES, PlayStation and PlayStation 2, and Xbox.

Neo-Geo Pocket

The Neo Geo Pocket was SNK's original hand held system. It was released in Japan in late 1998, and discontinued in 1999, with the advent of the Neo Geo Pocket Color, due to lower than expected sales with the Monochrome Neo Geo Pocket.

The system was only released within the Japanese and Hong Kong market. Even though it had a short life, there were some significant games released on the system such as Samurai Shodown, and King of Fighters R-1.

Collapse and rebirth

File:C vs snk.jpg
Capcom vs. SNK for the PlayStation

The year 2000 saw the beginning of the end for SNK. In January, their poor financial status forced them to become acquired by Aruze, a company well known for their pachinko machines. Instead of using SNK's franchises for video games, Aruze manufactured Pachinko machines featuring popular series such as King of Fighters. SNK saw little success on the video game market due to (purportedly deliberate) under-financing on Aruze's part. The highlight of 2000 came when Capcom agreed to create a series of fighting games featuring both company's fighting game characters. When Capcom vs. SNK was released, it was a successful but most of the profits went to Capcom as they developed the game. SNK released SNK vs. Capcom: Match of the Millennium and SNK vs. Capcom: Card Fighters Clash on the Neo Geo Pocket Color. Combined, both sold an unremarkable 50,000 copies.

The company collapsed in October 2000, filed for bankruptcy and began sell off their intellectual properties to several other companies such as Korean-based Eolith and Mega Enterprises and Japan-based Noise Factory.

In an (eventually successful) attempt to regain control of the company, Kawasaki founded a new holding company by the name of Playmore, and spent most of 2001 and 2002 chasing down the rights to the intellectual properties SNK had once owned. As of mid-2002, Kawasaki had regained all of SNK's property, most recently the SNK name itself. As such the company name was changed to SNK Playmore in 2003.

SNK Playmore H.K. Co., Ltd. handles character licensing, as well as hardware and software sales in Asia (except for Japan and South Korea).

SNK Playmore USA Corporation handles software sales in the Americas.[2]

Games

SNK Playmore has continued to release former SNK franchises under the Playmore and (later) the SNK Playmore banner, including games in:

See also

Notes

  1. ^ "NEOGEO Group" SNK Playmore Official website, accessed January 10, 2006.
  2. ^ "Company Profile" SNK Playmore Official website, accessed January 11, 2006.

History