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The Revolution and Frenzy Brought by the "100 Mega Shock" — The Full Story of the "NEOGEO," Which Brought Arcade-Level Intensity to the Home



Introduction: What was the NEOGEO? (A collective term for home and arcade systems)

If one were to describe the "NEOGEO" game console simply, it would be,"a dream machine that allowed you to play arcade games from the game center at home, exactly as they were, without a single difference.".

Back then, arcade games (commercial use) typically required a combination of a dedicated "game board" and a "control box" to connect it to a home monitor and provide controls. To use a home console analogy, the control box was the "console" and the game board was the "cassette (cartridge)" (though strictly speaking, it's a bit different, please think of it this way). However, commercial boards had exposed wiring and terminals, and required wiring modifications or used proprietary standards for each game, making it an extremely high hurdle for the average gamer without technical knowledge.
In the midst of this, SNK created a groundbreaking method: "developing compatible boards with the exact same system and specs for both arcade and home use, and deploying them to both markets simply by changing the specifications at the time of shipping." This was the NEOGEO.

Strictly speaking, the arcade system was calledMVS (Multi Video System) and the home hardware was calledAES (Advanced Entertainment System), but average gamers at the time affectionately called both"NEOGEO". In terms of later systems, it was a pioneer of systems like the PlayStation board (System 11, etc.) and the NAOMI board.

The Wall of Arcade Ports and the Shock of the "100 Mega Shock"

In the home console market of that time (the heyday of the Super Famicom and Mega Drive), porting arcade games was a "battle against constraints." Due to differences in hardware performance, it was an era where "degraded ports" were the norm, involving reduced character sizes, frame cuts, deleted voice lines, and even changes to controls and gameplay. In particular, SNK's "Fatal Fury" and "Art of Fighting" were extremely difficult to port, and it was not uncommon for ports to other hardware to end up with a finish significantly different from the original.

The NEOGEO that appeared then was truly shocking. After all, it wasn't a "port"—the "actual arcade game itself" ran at home. The internal structure of the NEOGEO was, so to speak, a monster spec machine like an "X68000 specialized to the limit for game rendering + a super high-performance Super Famicom." Its sprite display capabilities, scaling functions, and overwhelming sound features far surpassed the home hardware of the time.

The list price of the console was58,000 yen, which was literally a high-priced luxury item by the standards of the time. However, looking at the used market during the NEOGEO's heyday (mid-1990s), the console itself was around 15,000 yen, so it wasn't surprisingly expensive. Rather, the hurdle was the scarcity and price of the "arcade stick (joystick)," which perfectly reproduced the arcade control feel. Since the stick alone was nearly 5,000 yen, it effectively required an investment of over 20,000 yen for the console plus the controller.

Even so, compared to the initial console prices of the next-generation machines (Sega Saturn and PlayStation) that appeared in the same year, it was by no means a bad choice as hardware that allowed you to obtain the exact quality of the arcade.

As is often said, it's not the console. The "price of the software" is what's serious.

The NEOGEO's greatest eccentricity was not the hardware price, but the "extraordinary price of the software (cartridges)."

As per the "100 Mega Shock!" catchphrase launched by SNK, at a time when Super Famicom software was around 16 to 32 megabits (about 2MB to 4MB), the NEOGEO introduced super-large capacity ROM cartridges exceeding 100 megabits (about 12.5MB). Later, software exceeding 300 and 400 megabits even appeared.
Naturally, the price of the software was insane. For example, the list price of "THE KING OF FIGHTERS '95 (KOF'95)" was29,800 yen. Even with store discounts, it was about 30,000 yen. "30,000 yen for a single piece of software" was an incredibly bubbly world, even thinking about it now. A single piece of software was more expensive than the console. In short, one could say that only the wealthy could afford it.
However, as the used market became active, the prices of older software settled down rapidly. Famous masterpieces like "Fatal Fury Special" and "KOF'94" could be purchased for under 10,000 yen (around 5,000 to 7,000 yen) within a year of release, and if you didn't insist on new releases, "building an arcade environment at home" became a realistic option for core gamers.

Also, owning a NEOGEO (AES) during the heyday of fighting games was a huge advantage for hardcore players. An environment where you could play the exact, perfect version at home just 1 to 2 months after the arcade release was something fighting gamers desperately wanted. Until the later Sega Saturn version of "KOF'95" appeared, there was no perfect home environment, and in the case of "Fatal Fury Special," there was no decent port to other hardware until the 2000s.

The Disruptive Innovation of the MVS from the Arcade (Operator) Perspective

Beyond its intense impact on the home market, the commercialMVS garnered tremendous support from arcade operators.

Conventional arcade boards required replacing the entire massive board every time a new game was stocked. However, the MVS allowed title changes simply by "swapping the cassette (cartridge)," just like a home game console.
A further decisive difference was the "introduction cost." The price of a typical arcade game board at the time was usually around 200,000 yen or more. However, a new MVS cartridge cost around 100,000 yen even when brand new. An introduction cost of less than half meant that the speed of recovery and monetization would jump accordingly.

During the fighting game boom in the mid-1990s, in downtown locations, new fighting games boasted a staggering utilization rate of1,500 to 2,000 plays per day on weekends. This frenzy continued for nearly a month, and if you added up the weekday income, the monthly play count easily exceeded 10,000. At the time, the reason why cheap arcades operating at 50 yen per play began to increase was because of this low-cost structure of the MVS. Even at 50 yen per play, the 100,000 yen board cost could be recovered in just
about 1 week to 10 days. (This high efficiency through the cartridge system was the same for Capcom's "CPS2" system, which is also the biggest economic reason why the arcade fighting game corners of the time were occupied by the two giants, Capcom and SNK.)

The MVS, which could reliably generate profit with low risk, was also a savior for small-town arcades. Since SNK did not engage in extreme tie-in sales, the "KOF" series and others were introduced simultaneously even in small local stores. There were even many management styles where they used the profits made from the MVS to purchase expensive large cabinets and boards from other companies. Even the "Real Bout Fatal Fury" series and "Samurai Shodown: Warrior's Rage," which are sometimes called failures by the public, rarely resulted in a deficit from an operator's perspective (in terms of income), and they reliably recovered the board costs and left a profit. In particular, the "KOF" series maintained high utilization throughout the year, so it was a "monster content" where an investment of only around 100,000 yen generated more than 10 times the profit.

Also, SNK put effort into "lease sales" of MVS cabinets. Because of this, small NEOGEO cabinets (SC19, etc.) infiltrated not only arcades but also small candy stores in town, in front of bookstores, and on the rooftops of supermarkets, sucking up children's coins all over the country.

System Obsolescence, the Wave of 3D, and a Sudden End

However, no bubble lasts forever. The end of the Neo Geo arrived alongside the limits of its hardware and the changing times. In the late 1990s, the shift toward 3D rendering (polygons) accelerated rapidly on the PlayStation, Sega Saturn, and even in arcades. The Neo Geo, originally born in 1990 (the same generation as the Super Famicom), had a design specialized for 2D that, by the time the footsteps of the PlayStation 2 could be heard, could no longer hide its obsolescence no matter what was done.

While their ally Capcom moved from the CPS3 to Sega's 'NAOMI' board, SNK also introduced its next-generation 3D board, the 'Hyper Neo Geo 64.' However, due to an internal structure that was extremely 2D-biased, as if going against the times, and a wandering development of half-baked 3D graphics, it ended in a commercial disaster.
As a result, they were forced to return to their mainstay, the aging 'Neo Geo (MVS).' Although they attempted to extend its life, in its later years, the protection was completely analyzed, and the company suffered from the illegal leakage of ROM data for emulators on overseas websites.

Furthermore, excessive capital investment in urban theme parks like 'Neo Geo World (Odaiba, etc.)' became the final blow. By the time this massive project, planned at the peak of the fighting game bubble, was completed, the fighting game boom had already subsided, and the entire arcade industry was heading toward a decline. Unable to fully ride the wave of the massive explosion in the home console market like the PS or SS, and having caused a rapid stall while remaining dependent on arcades, SNK met a shocking end with its bankruptcy in 2001.

Conclusion: A Legend That Raced Through an Era of Frenzy

The time when the Neo Geo shone the brightest was undoubtedly between 1994 and 1998. The frenzy at the time of the release of 'KOF '95' in 1995 was particularly incredible. It is said that arcades in downtown areas back then were pulling in over 1 million yen per month per cabinet, even at 50 yen per play. No gamer caught in the frenzy of that time could have predicted that the massive brand of SNK would face bankruptcy just a few years later.

The 'Neo Geo' game console was something that embodied that much momentum, dreams, and the madness of a bubble.

[Aside/Supplementary] The Secret Story of the Neo Geo CD and 'Samurai Spirits RPG'

One derivative machine of the Neo Geo that must not be forgotten is the 'Neo Geo CD.' This machine appeared using inexpensive CD-ROM media to solve the murderously high price of ROM cartridges, but the greatest tragedy was that the drive adopted was a '1x speed CD-ROM.' Long loading times were inserted between rounds of fighting games and every time a character was changed, and the snappy tempo of the arcade was completely lost. There is a behind-the-scenes story regarding 'Shinsetsu Samurai Spirits: Bushido Retsuden (Samurai Spirits RPG),' an RPG based on 'Samurai Spirits: Amakusa's Descent' that was developed as a Neo Geo CD exclusive title and later ported to the PS and Saturn.

In fact, the debugging work at the Neo Geo CD development site was carried out in a special environment using a 'Neo Geo console + ultra-high-capacity ROM cartridge,' not a CD. Operation on the ROM was super comfortable with zero load times, and it is said that the development staff remarked, 'No matter how you look at it, it would be more interesting to release it to the general public as this ROM version.'

However, considering the shrinking Neo Geo ROM market and manufacturing costs at the time, they had no choice but to give up, as releasing a large-capacity RPG title on a ROM cartridge would undoubtedly have resulted in a massive deficit. Although it was eventually ported to the PS and Saturn with different specifications, the fact that they could not make a full-scale shift of their original IP to home consoles during this period and remained obsessed with their own hardware route, such as the 'Neo Geo Pocket' handheld, can be said to be an episode that symbolizes SNK's loss of direction.

(Also, as a hidden history, the fact that the development of Neo Geo emulators like 'NeoRage' and 'NeoRageX' progressed overseas from around 1997, and that the latest ROM data was leaked onto the internet even during the narrowband era, tells the sad truth that the protection and lifespan of the Neo Geo hardware had reached their limits.)

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