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SNK in the United States
Part 1
By
Matt Leone - 02/17/00
"SNK
CORPORATION, the parent company of SNK CORPORATION OF
AMERICA, was originally incorporated under the name
SHIN NIHON KIKAKU [which SNK of America’s web site
translates as "New Japan Product"] in July
of 1978. The name was not officially changed
until April of 1986. The year 1986 also marked
the company’s assertion on the global marketplace
with the establishment of SNK CORPORATION OF
AMERICA." - from SNK of America’s web site
In
the early days, SNK was a company that produced games
for arcades and the Nintendo Entertainment
System. The most well known title that was
released during this time period was an overhead
action game called Ikari Warriors. Two
sequels were released later. One NES game with
an extremely strong cult following is the original Baseball
Stars. Although there are no real teams or
players, the control setup and the ability to create
players and teams by earning money made the game one
of the best titles for Nintendo’s system. A
sequel, Baseball Stars 2, was licensed to
another company (Romstar). Most NES games were
released between 1987 and 1990. SNK also
released a number of arcade conversions for the NES
such as P.O.W., Athena and Guerrilla
War, but with the forthcoming release of the
NEO-GEO systems, the term "arcade
conversion" was about to take on a whole new
meaning. For the first time in history, a home
system game would be exactly as good as the arcade
version.
As
the NES market was dying down, SNK of America made an
immense business change with the release of their
NEO-GEO home and arcade systems. Due to the
extremely high prices, the home systems failed to sell
many units, and eventually, NEO-GEO systems and games
were pulled from pretty much every chain store that
carried the products. Before the systems were
taken off the shelves at my local CompUSA, customers
would constantly crowd around the playable NEO-GEO
machine that was set up with the game Magician Lord.
It was obvious that there were a number of players who
desired the system, but the price kept them
away. In arcades, SNK released the "Multi
Video System," which is commonly referred to as
the MVS. This arcade system was unique in that
it allowed different cartridges to be easily plugged
in and pulled out. The MVS cabinets allowed
different games to be selected from the same cabinet
as well. Different versions allowed different
numbers of games per machine. As soon as a new
game came out, it was very easy for arcade operators
to switch games. Because of the lack of new
hardware that was necessary for every game, new MVS
titles were priced substantially less than games from
most other companies. Due to the low cost, the
MVS systems have been well distributed across the
country, although most arcades tend to shy away from
the newer games these days.
|
Click
on either picture for a large
version of either side of an early Neo Geo
leaflet |
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Around
this time, Chad Okada joined SNK as a customer
service, public relations and game counselor
representative. Chad was well known by SNK fans
as The Game Lord. According to Chad:
"Shortly after I was hired at SNK, Kent Russell
(the Director of Marketing for SNK Home Entertainment
Inc.) wanted my title to be more than Game Counselor,
since I did a bit more than just answer questions on
the SNK Hotline. He asked that I come up with
some names or titles that I could use instead, on an
official level. I submitted several ideas to him
and one was The Game Lord. This title came up
because our most popular game at the time was Magician
Lord. My title was The Game Lord and I still
use this "title" here at Sony…My current
official title is Associate Producer of 989
Studios. I helped out with Twisted Metal 4,
which just released and we look to be ramping up for
the PlayStation 2…If you read the credits for any of
the SNK games for PlayStation, Cardinal Syn or Twisted
Metal, you’ll notice that I am still referred to
as The Game Lord. Anyway, after all those years
of being called The Game Lord, many people still call
me that and it’s a hard name for me to give
up."
The
mother base at SNK of Japan has never been focused on
international territories. Anyone can see that
the style in SNK’s games has always reflected
Japanese culture, but even beyond the games, the
business relations between SNK of Japan and SNK of
America were very poor. Chad Okada explains:
"SNK Japan did not share information with SNK of
the U.S. Many times we learned things from the
release of European products which were identical to
the U.S. products, except they were released
earlier. Apparently, sales in Europe were better
than sales in the U.S. at the time. We would
have to go out and purchase European products or
someone with an import product would inform us of what
was going on with our own products. This, of
course, was an incredible way to run a business.
As far as the relationship between the two went, it
definitely seemed like Japan could care less about the
U.S. division. I had started work for SNK Home
Entertainment, Inc. which was in Torrance, CA, and SNK
of America was still in Northern California. Our
division only handled the home system at the
time. At $600 a system, there was no way that we
could sell any Home NEO-GEO [systems], thus our
division didn't stand to last very long. After a
couple of years, SNK Japan decided to consolidate both
divisions moving SNK of America to Torrance. SNK
Home Entertainment, Inc. dissolved into SNK America
which then handled all of SNK's dealings in the
U.S. After Samurai Shodown, SNK America
didn't see much income and eventually shut down.
The reason I am telling this long and boring story is
to point out that the American divisions of SNK
weren't exactly successful and from a business
standpoint, [so] it's easy to see why SNK Japan
treated us like a broken arm."
|
Click
on either picture for a large, readable version of either side of SNK's fan club
newsletter. The Neo Geo Fan Club
sent out periodical mailings with
brochures and unique items (move stickers,
pins) to fans. |
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One
business aspect that SNK is respected for is the
excellent packaging that many home NEO-GEO games have
used. It is worth noting that this packaging is
not currently produced by SNK of America. Chad
Okada explains: "Originally, during the Kent
Russell era (Kent Russell was the Director of
Marketing for SNK Home Entertainment, Inc. in the
beginning), we had planned to package and market all
of the NEO-GEO games released to the U.S. We
designed the NEO-GEO System box and we also designed
the sleeves on the NEO-GEO Cartridges. The dog
logo with [the] Bigger, Badder, Better [slogan] was
also designed by us as well as the instruction
manuals, cartridge stickers and many other
things. Early on, Japan decided to try to save
money by releasing the home cartridges in
"cardboard" box[es]. At this time, we
decided to keep the original boxes and had to have
them manufactured for the U.S. market. It was
all our dreams at SNK Home Entertainment, Inc. to
completely separate ourselves from the Japanese
products and become independent of our mother company…After
a year or so, things started to go downhill
fast. Obviously, we couldn't sell product at
that price and SNK Japan had pretty much given up on
the consumer market. All of the packaging,
sleeves, etc. was done in Japan from then on.
About the only thing I did (packaging-wise) at this
time was [writing] the instruction manuals and the
text on the sleeves of the boxes. SNK Japan made
the European cartridges and the U.S. cartridges
identical to save money since both would be produced
in English."
After
many years of producing games for the NEO-GEO home and
MVS systems, SNK decided to release a NEO-GEO CD
console. This system played CD versions of
mostly the same games as the home and MVS platforms,
although there are certain games that have only been
released for one or two of the systems. When the
rumors of a NEO-GEO CD system first surfaced, most
people thought that the system would either be an
add-on peripheral or a more powerful stand alone
system, so it was a surprise when it was revealed that
the system would play the same game titles as the home
and MVS platforms. Chad Okada explains that the
released version (there were actually three versions
of the system in Japan, but only one in the U.S.) of
the NEO-GEO CD was not the only design considered:
"Sony and SNK had many talks about making a
CD-ROM for the NEO-GEO. This was after Nintendo
and Sony couldn't make a deal for Nintendo's
CD-ROM. Eventually, Sony opted out of the deal
with SNK and the rest is history…Although the
details were never ironed out, it was possible that it
[would have been] an add-on. Realistically,
there [weren't] enough home system owners to warrant
an add-on and most designs for the CD system were
stand-alone, hence, the CD systems that did come
out." In Japan, SNK released two different
single speed NEO-GEO CD systems and the double speed
CDZ console. Officially, only the second single
speed NEO-GEO CD system was released in the U.S.,
although by that point, it was as easy for U.S.
consumers to buy the Japanese systems as it was to
find the U.S. systems, so the official U.S. release
had a very small impact. Chad Okada explains why
SNK of America had to release a single speed system:
"I was still employed by SNK at the time of the
NEO-GEO CD release. This was one of the last
"knives" that I ever had to feel. By
this time, I had already felt that SNK Japan had given
up on our office as a whole. We released the
single speed NEO-GEO CD a year after the Japanese
release, which wasn't going to help our office.
Only a month before the announcement of the double
speed NEO-GEO CD in Japan, we were asked to release
the single speed system to the U.S. SNK Japan
had decided they needed to move out all the old single
speeds so that they could start rolling out the new
double speeds. SNK America was the office in
which they dumped all the single speed units."
Although
most SNK fans could care less about the Neo Print
sticker machine, it needs to be mentioned. After
many companies experienced success with
photograph/sticker booths in Japan, SNK decided to try
this type of machine in the U.S. Since the
middle of 1997, SNK has been selling Neo Print sticker
machines.
One
of SNK’s biggest worldwide mistakes was the release
of the Hyper Neo Geo 64 (HNG64) arcade system in
1998. The idea was to create a new interchangeable
arcade system like the MVS that would allow three
dimensional games. Three cabinets were created:
One for driving games, one for gun games and one for
fighting games (or any game that could be controlled
with a joystick). Many people complained about
the quality of HNG64 games; the main complaint was
that the HNG64 hardware was not up to the standards of
the time. A number of notable games were
released, although most people have never played
them. Two polygon-based Samurai Shodown
games, a wrestling game called Buriki One
(where the buttons move the characters and the
joystick attacks) and the 3D Fatal Fury: Wild
Ambition were released for the fighting game
cabinet. A few racing games such as Road’s
Edge and Xtreme Rally came out for the
driving cabinet, and Beast Busters: Second
Nightmare (a sequel to an early arcade game) was
the only title for the gun cabinet.
Along
with the "high powered" HNG64, SNK entered
the portable game market with the Neo Geo Pocket (NGP).
After a less than successful release of the original
black and white version in Japan, SNK of America
quietly offered the system for sale through its web
site. This system made little impact on the U.S.
market because most consumers knew that a color
version of the system was coming out soon. Loyal
SNK fans had either bought the Japanese version or
they were waiting for the color system. Only a
small number of black and white games were released in
Japan, and SNK of America offered only a fraction of
those titles. The most well known games for the
black and white NGP are The King of Fighters Round
1, Baseball Stars and Samurai Shodown.
Shown
publicly even before the NGP was released was the Neo
Geo Pocket Color (NGPC). This new color version
of the system was made to play all of the existing
black and white games as well as new color
titles. Initially, SNK claimed that the black
and white system would play all color titles (in
shades of black and white), but recent color games
such as SNK vs. Capcom: Match Of The Millennium
do not play on the black and white system at
all. The NGPC has received a heavy amount of
support from SNK of America, with the system making
its way into many chain stores after an initial online
only release. According to a company overview
put together by SNK’s public relations company (The
Bohle Group): "Known as the world’s most
talented and prolific creator of fighting games, SNK
has now expanded its efforts in software development
to include driving titles, RPGs and other original
games." With the NGPC, SNK has finally been
releasing a good number of non-fighting game titles
such as Sonic Pocket Adventure, Biomotor
Unitron and SNK vs. Capcom: Card Fighters Clash.
Before the release of the NGPC, there were a few years
where almost all SNK games released in the U.S. were
fighting games.
Go
to part 2
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