
Once upon a time, the battle between Capcom and SNK was real. During the early '90s, the two companies – each dedicated to the evolution of the fighting game – embarked in a tit-for-tat cold war.
SNK’s Ryo, an orange gi-wearing approximation of Street Fighter’s Ryu, ended up in Capcom’s official Street Fighter II: Champion Edition artwork as a downed opponent. Not only was the orange gi present, but the fighter, face hidden beneath Sagat’s mighty grip, sported a ponytail similar to Art of Fighting’s Robert Garcia. SNK responded by placing a series of statues resembling Street Fighter II’s Guile, Fei Long, Zangief and Akuma in the background of a King of Fighters ’94 cutscene. Rugal Bernstein, the game’s final boss, declares them statues of fighters he has defeated. A year later in 1995, Capcom revealed secret Street Fighter Alpha combatant Dan Hibiki: a slapstick, crying, parody amalgam of Art of Fighting’s leading duo.

The companies even warred over staff, with Street Fighter director Takashi Nishiyama leaving Capcom for SNK at the end of the '80s to create the Fatal Fury series. As head of development for SNK it was Nishiyama, who – aware that SNK was close to bankruptcy – eventually brought the idea for a crossover to Capcom’s Yoshiki Okamoto (Street Fighter II). The rest is history, and the crossover birthed a host of titles between 1999 and 2003; some SNK developed, others by Capcom. Before the arcade releases and subsequent Dreamcast and PlayStation 2 ports, the gala kicked off on SNK’s Neo Geo Pocket with SNK vs. Capcom: Match of the Millennium.
Stylistically carved from the same mould as the rest of the Neo Pocket’s fighting game catalogue, SNK vs. Capcom: Match of the Millennium features a handpicked line-up of expressive pint-sized SNK and Capcom favourites. Exceptionally presented, the introduction flashily showcases the clashing casts: SNK’s Ryo and Capcom’s Dan Hibiki comically locked in dragon punches, and Ryu’s archetypal into-the-screen fireball whisking you to the title screen.
Plucked from the Street Fighter, Darkstalkers, Samurai Showdown, Fatal Fury, and King of Fighters universes, the game boasts 18 immediately available characters with a further 8 to unlock, bringing the total playable roster to a whopping 26. In addition to the central Tournament, ‘Olympic’ mode offers up various condition-based endurance challenges, and a set of special mini-games from the worlds of Metal Slug, Ghosts ‘n Goblins, Samurai Showdown and Darkstalkers. These consist of simple score-based distractions that range from alien shooting galleries to Bemani-style reflex tests with a choice of recognisable music tracks. In the original version of the game on the NGPC, points gained during these games could be transferred to the Sega Dreamcast (via a link cable which is now extremely expensive) and used in Capcom vs. SNK: Millenium Fight 2000 to unlock extra fighters.

SNK vs. Capcom: Match of the Millennium wonderfully and deftly merges its Capcom and SNK IPs; arguably to better effect than SNK’s 2003 arcade release, SNK vs. Capcom Chaos. The Neo Pocket’s traditional two-button setup remains unaltered, utilising brief button taps for light punches and kicks, and slightly longer presses for strong attacks. Street Fighter characters and bosses feature almost complete Alpha series move-sets, while the SNK boys and girls boast similarly up-to-date (for the time of release) repertoires. Massively impressive combo-building is ever-present, as well as each character’s signature super attacks. And, despite hailing from franchises with unique fighting game properties, it’s all excellently honed to ensure combatants are evenly balanced in battle.
Beyond the springy mechanics, SNK vs. Capcom: Match of the Millennium's aesthetic is beautiful. An inspired colour palette stretches the Neo Pocket to its limits, and the game’s menu screens pop with detailed character portraits and superb graphical arrangements. Stage backgrounds are drawn from the far corners of the SNK and Capcom pantheon, and character music themes play appropriately depending on who you face off against.
In a game already crammed with content, you can approach the Tournament mode in either a traditional 1 vs 1 setup; a 3 vs 3 team battle (in the style of King of Fighters); or a real-time Tag Team option in the vein of Marvel vs. Capcom. There is also a choice of three super gauge charge styles plucked from the Street Fighter and King of Fighters series.

Each character fights a specific rival at the fourth stage bout, triggering a true last boss in the form of either Evil Ryu or Orochi Iori, and good or bad endings depending on whether or not the rival is defeated. The game’s good humour regarding the SNK and Capcom rivalry is nice to see, with plenty of thought put into the various cutscenes and pre-bout exchanges. For example, when Ryo and Dan finally meet, Ryo demands to know why Dan is wearing his clothes.
Although it does feel like the AI is marginally improved over some of the console’s earlier releases, SNK vs. Capcom: Match of the Millennium still suffers from being far too easy on default settings, and then quite frustrating during true last boss encounters. It’s a breeze to defeat the M.Bison and Geese Howard team-up; but Evil Ryu and Iori can be troublesome, sporting aggressive attack AI and massive damage output. Trying to win ground against them in team battle mode, where they regenerate a large portion of health per round, can be very challenging.

A Switch specific issue is that the analog stick is sub-optimal compared to the Neo Geo Pocket’s original micro-switched stick. Getting dragon punches to fly can be overly tricky in the heat of battle, making it all feel a little imprecise. You might want to reach for an alternative pad or stick if you have one, especially when engaging in two-player battles.
Criticisms levelled at the Switch’s previous Neo Pocket ports remain unaddressed. There is no on-the-fly move-list available from the sub-menu, leaving you to laboriously load images of the game’s manual with no quick indexing (and it doesn’t even include the 8 unlockable characters). The external presentation is fine, with the game playing in the correct aspect ratio, a few nice bezel options and a filter to tinker with – but there’s very little in the way of unique extras. An option to map the game’s four attacks to four buttons has once again been criminally overlooked.
Conclusion
Despite some re-release shortcomings, SNK vs. Capcom: Match of the Millennium remains not only a charming piece of history, but a comprehensive fighting game with impressively taut elasticity. Bursting with move-sets that accurately mirror the arcade counterparts from which they’re derived, it represents the moment that a legendary rivalry thawed out and shook hands, and a fanfare for SNK’s excellent but ill-fated handheld. There also remains something special about having so many faces from so many different series occupying the same screen space, and in such good spirits. Seeing pocket-sized Kyo and Chun-Li battle it out on her Great Wall stage or Ken and Ryu’s fireballs trailing across Krauser’s cathedral is an experience worth revisiting. It’s an object of both its time and format, and you need to be prepared for that; but SNK versus Capcom? That really is the match of the millennium.
Comments 29
Hang in that tag line ‘the battle still rages’ is from soul calibur?
I’ve never got to play SVC Chaos but I’m a fan of the other console versions. Looking forward to checking this out someday!
Can’t decide to get this now or wait until the collection. Not sure how interesting the others are, but I like checking out fighters for a little bit and the art styles in these are fun.
one my fav games on the neogeo pocket great handheld with lack of games
I’ll pick this up along with the rest of the collection when it’s released.
@Diogmites It is.... considering that SVC Chaos came out late in the grand scheme of things considering its history of fighters and that it came out after SNK vs Capcom 2, it was VERY disappointing... this game is FANTASTIC, and tbh, I think the only thing stopping SNK vs Capcom 2 from being completely perfect is the lack of a tag mode for 2v2 like in this installment
My favorite team to use is Guile and Mai, but Sakura and Terry are also killer 👊
@Nermannn even I have the same doubt, but better thinking... I see the others are not as good as this and also are very similar, so I think I'm going to buy this and maybe kofr2 and gals
Homescreen icon:
http://www.switchiconshowdown.com/detail.php?id=5295
The Switch analog stick doesn’t lend itself well to precise move inputs
I agree, but that's not the game's fault.
No improvements made to the UI from previous Neo Geo Pocket releases
None are required. It's fine as it is.
Slightly uneven difficulty balancing
I agree, but that's just how games were back then.
Now what about Pac-Man World, Capcom😐
@SeantheDon29 You mean Namco? Capcom has nothing to do with Pac-Man.
Match of the millenium is my go to fighting game on the NGPC.
These NGPC fighters are simplicity at it's finest.
@Zanzox nice logic. I dig it.
I can’t wait ... for the collection
It bears repeating one more time, If you want to increase our chances of Capcom vs. SNK 1&2 or SNK vs. Capcom Chaos coming out, BUY THIS GAME ASAP (or the collection, but preferably this game). Believe me, Capcom is watching, and they're the one we have to convince, with sales numbers, that we want those other games to come out! Money is the language these companies understand!
EDIThttps://www.playstationtrophies.org/news/news-14569-Capcom-Games-Have-to-Sell-2-Million-Copies-to-Get-a-Sequel.html
We don't know how long they'll wait to see how it performs, but assume that 6 months will be too late (I think that's how long they gave Darkstalkers Resurrection before they pulled the plug on Darkstalkers 4). 3 months might be more like it. Don't be afraid to tag Capcom on Twitter ( -at-CapcomUSA_ and -at-CapcomEurope for example, but not CapcomFighters since that's for eSports) and show them you bought the game! Really drive it home that you want the other games, too!
This is a really good game and a complete package for fans of both companies' fighters so you're not wasting money. Move inputs are more relaxed, like Capcom fighters are. Characters are unlocked by beating the game repeatedly for puzzle pieces, and final special moves for all characters can be unlocked by grinding out the olympic events. (and talking to Karin in olympic mode can be funny sometimes with her not-so-subtle verbal jabs) Animation is pretty fluid and fast with more frames than you'd expect since the NEOGEO Pocket is a 16-bit system and has a slightly better on-screen color palette than a GBC. And it has 3-channel sound so the BGM doesn't have to take a hit when sound FX get played. The only game from the NGPC library that can top this game on a technical level is SNK Gals' Fighters (can run at 60FPS), so for me this is one of the best games in the NGPC library, period.
EDIT: You can use a fight stick, either native or adapter (like the Magic-NS), for maximum enjoyment. I started to use mine when I remembered my 360 motions are faster with a stick. (I have a VERY angry pocket Zangief)
@Diogmites Match of the Millenium is definitely a much better value, IMO. SNK vs Capcom Chaos does have some good points though so don't get me wrong (roster, true last boss fights...um, maybe if you like "SNK Boss Syndrome", awesome art style).
Play this on a split pad pro attachment for the Switch then bump the score up to 9. It's great! Definitely agree the UI is holding it back, hope the Collection fixes / addresses those issues
@masterLEON perfectly agree
@Kilamanjaro Honestly all of these NGPC games are best played on a Switch Lite. You got a fantastic d-pad and the screen seems to be perfect for these games when you expand it.
As a youngin, this was the only game I ever had on the ngpc, so I had alot of time to play it and get good at it. I remember playing through the entirety of it with my eyes closed and beating it! I'm sure it was on default difficulty but I was just a kid so it was challenging enuff for me. Idk if I could do it now though...anyway, I had to get it when it came out on switch and it's just as I remember it! Good work!!!!
@JayJ I've got a Lite and my hands get sore after playing any button mashers, fighting games or tight platformers like the Messenger. I probably played WAY too many games on it last year which has led to some pain. Much better D-pad on the hori split pad pro imo, more comfortable for me. I would agree the screen is much better on the Lite! I'll give it a try soon on the Lite, why not, that's a good tip. Worse case if it hurts I just swap right back.
Yeah, pulling off special moves with the joy con d pad is annoying. I might have to switch to the arcade stick. Love the game like the other Neo Geo Pocket games. Just beat a play through with Mai.
@Bass_X0 the analog thing may not be the games fault, but it is a relevant factor for this port. Sounds like the game would be better played with an external controller. But that's a weird compromise, since it is a portable port and not really something that's going to shine in dock mode.
What I would love to see is are Joycons based on the NGPC handheld with the same analogue stick and buttons as the original NGPC handheld.
so happy to see these ngpc games come to switch, the sprite work is so great and it's nice to finally be able to play these games with other people.
hoping we get to see some other stuff like metal slug, or even the more obscure titles like evolution and dark arms
@Diogmites is it worth picking up? This game? and also can you zoom in on the screen to fill up the Switch's screen.
@Diogmites you have a picture or video on how it zooms in
@Diogmites nice.
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