The Neo Geo - Arcade Power at Home
A comprehensive retrospective covering the AES hardware, launch pricing, and why the platform remains iconic despite its commercial limitations.
Retrospectives · Longplays · Analysis
SNK retrospectives, Metal Slug longplays, KOF competitive history, hardware deep dives, and sprite animation analysis.
A comprehensive retrospective covering the AES hardware, launch pricing, and why the platform remains iconic despite its commercial limitations.
From 1978 founding through the Neo Geo golden era and 2001 bankruptcy - a full account of one of gaming’s most dramatic rises and falls.
A retrospective on the AES and MVS hardware, the games library, and what made the platform iconic 35 years on.
The original Metal Slug (1996) played to completion, showcasing the Nazca Corporation sprite art that set the standard for 2D animation density.
Metal Slug 3 (2000) - often cited as the most densely animated 2D game ever made. The final boss sequence in particular represents an extraordinary volume of hand-drawn sprite art.
A breakdown of the Metal Slug sprite animation pipeline - how the Nazca team achieved frame density that no other developer of the era came close to matching.
KOF ’98 remains the most competitively played entry in the series. The SNK official tournament at EVO Japan demonstrates why it persists as a competitive fixture decades after its release.
A chronological overview of the KOF series from ’94 through ’97 - mechanical evolution, roster changes, and the annual release cycle SNK sustained through the Neo Geo era.
The final SNK fighting game of the Neo Geo era - Garou: Mark of the Wolves (1999) is widely considered the finest 2D fighter the platform produced.
The Neo Geo Pocket Color (1999) had superior hardware to the Game Boy Color and one of the best fighting game libraries on any handheld. A retrospective on why it failed commercially despite critical acclaim.
An analysis of the AES launch pricing and market position - why $649 was justifiable for what the hardware offered, who actually bought it in 1990, and how that pricing model ultimately played out.
Samurai Shodown (1993) - the weapon-based fighter that demonstrated the Neo Geo’s ability to produce large sprites with fluid animation at arcade resolution.