
Hamster is doing a great job of populating the Nintendo Switch eShop with classic Neo Geo titles but the order of release is a little puzzling. Metal Slug 3 has arrived before the original, and King of Fighters '98 was available at launch, only for King of Fighters '94 to arrive slightly later. Given the refinements that occurred during the lifespan of these series it goes without saying that the later titles are going to be superior, so is there any point in playing the debut of the King of Fighters franchise, beyond mere curiosity regarding its place in fighting game history? Let's find out.
Regardless of what has happened in the genre since, King of Fighters '94 was groundbreaking when it first appeared in arcades, offering players the opportunity to use not one but three different characters per battle. The setup is simple; you have to knock out all three of your opponent's team members before they do the same to yours. When a character is defeated the match pauses for the next combatant to rise to their feet, and the damage taken by the winning party is largely retained, small top-up notwithstanding.

This arrangement means that instead of focusing your attention on a single fighter you have to master the moves for three, giving bouts a lot more variety and depth. Embellishments include special "Super" moves which require your "Pow" gauge to be full (this is done either by manually charging it by holding down all four buttons or taking damage) and the ability to duck into the background to avoid incoming blows (a throwback to the days of Fatal Fury), but this is a very bare-bones experience in terms of mechanics - as you'd expect from a fighting game from 1994. There's no mid-air blocking and you can't even edit the members of each team - that wouldn't be possible until the sequel, King of Fighters '95.
Despite these shortcomings, King of Fighters '94 certainly puts up a good fight; on its default difficulty setting it's a lot tougher than King of Fighters '98, and gives an insight into why the series became so popular during the '90s - it really did separate the amateurs from the professionals. The CPU opponent is rarely caught napping, and you have to string together effective combos to open up a crack in its defense. King of Fighters '94 may be light on content and features, but there's no denying that it's a real challenge.

Visually, the game retains its ability to surprise - when it arrived in 1994 it was slicker and more striking than pretty much any other one-on-one brawler available. While subsequent entries in the series look better - not just in the detail of the visuals but in terms of animation as well - this is still a handsome game. The music is also excellent, mixing traces of hip-hop with the usual high-energy fighting game tracks.
It goes without saying that as part of the ACA Neo Geo range King of Fighters '94 benefits from modern-day features such as screen filters, online leaderboards and save state support. The Hi-Score and Caravan modes remain, although as we've said before, these make less sense in a fighting game than they do in a title like Metal Slug 3 or Shock Troopers, as getting the best score isn't always your key concern in this kind of title.
Conclusion
King of Fighters '94 may be the title that started the entire series but it pales in comparison to its sequels - such as the superb King of Fighters '98, also available on the Switch eShop. With that in mind, there's little point in buying this if you already own that particular title, unless you're keen to see how far the franchise advanced in the four years that separate them. King of Fighters '94 is fun to play and presents a stern challenge, but it's a long way from being the best the lineage has to offer. Unless you're really keen on this entry, you're better off buying King of Fighters '98.
Comments 21
Ah... 23 years ago.
Kinda suck can't edit the team.
IGN weren't that impressed either and as you say King of Fighters '98 seems to be the game to get.
@SLIGEACH_EIRE
In my opinion, Extra Mode (Which also well known as S-Groove in Capcom vs SNK 2) is quite tricky, compared with Advanced Mode (N-Groove in Capcom vs SNK 2) that more aggresive than Extra Mode that so Defensive. So, KOF 98 offered both mode: Extra and Advanced that we can choose based on our play style. I would rather choose Advanced Mode since it gaves me 5 blocks for last character but at the same time Extra Mode will have shorter bar for the last character, that means quicker to charge and unlimited Desperation Moves during Critical HP.
I don't find the release order that odd. They started with a bang by releasing some of the series favourites - Metal Slug 3 and KOF 98. Now they are going to release the others in series order I would imagine. Personally I would prefer they just released the best in each series, but as many people disagree on which game that is (just start a discussion about Samurai Shodown) you can't blame them for releasing the lot.
Sam Sho 2, Last Blade 2, Sengoku 3, Metal Slug X, Mark of the Wolves, Real Bout FF 2, Baseball Stars 2, Windjammers, Blazing Star and Pulstar are some of the ones I'm waiting for.
Booted up my Wii eShop copy last week to remind myself. It is rather tough, but then I have never been great at fighting games like this.
Looks like the NS release schedule is... Being run by Hamsters!
I'd argue strongly for games such as these to be released in compilations rather than dribs and drabs.
I'd only pick this one up out of curiosity for the port. I mean there's no doubt I won't find a problem considering the others already released, and I own the original cartridge and other versions so it's not a priority (also, I hear Metal Slug 1 comes out tomorrow). But yeah, even if KoF's 95-97 and 99 come out one after another, 98 is already here! You can pick up the others if you want for the story, but 98 is the must-have. And arguably 2002 if that comes around. (I'd pick that one up so I can learn how to use Angel). There are significant gameplay differences between each, some good but some bad, on the way to '98:
'95-Yes, edit teams! But matches are shorter b/c of increased damage output.
'96-Damage got fixed but projectile range nerfs! Terry, Kyo, the Kyokugen crew, to name a few lose full screen projectile range. Mai's standing animation changes to the current style. (worth mentioning)
'97-The mainstay Advanced system is introduced, replacing the old system of charging your POW meter, allowing players to 'stock' super moves and guard cancels. Running is introduced. Dodge rolling replaces standing dodge as the A+B move. Some Fatal Fury characters start playing like their Real Bout 2 versions like Terry and Andy. No music, just ambiance! Well, actually there's music for only certain characters. The New Face team (Shermie, Chris, Yashiro) and I think the '97 Special Team (Blue Mary, Billy Kane, and Yamazaki) had their own individual character music.
'98-Fixes most of the fans' complaints about the other games. Brings back the POW meter and A+B dodging in Extra mode. The changed characters in '97 and 'Classic' Kyo are now hidden 'EX' versions accessed via input code (and others, which is how we get to 51 characters), and the standard versions remain.
So anyway, yeah if you want gameplay, it's '98. To follow the story lines in the KoF series, go ahead pick up the others when they come out. Make sure you don't edit teams and proceed to beat the game. Or do edit, but take in specific team combinations as they have special endings. '94 has some cameos in Rugal's intro that you weren't expecting. And '95-'97 is the Orochi saga revolving around Kyo and Iori and in '97, the New Face team. '99-'01 is the NESTS saga with K', Kula, and Maxima.
What is it like to play with the Switch in portable mode I.e. Without a proper D-Pad
Even though I'm pulling off the moves just fine, I'm feeling the diagonal gap big-time on these fighting games. I know it's all in my head though because 3ds has a digital d-pad and I'm fine on that. I'm a strictly portable gamer these days so I passed on a pro controller, and I just can't see Nintendo releasing a d-pad joycon. Ah well, them's the breaks as they say.
Samsho next please? Seriously I need Hori to hurry up. Think I'm going to buy two HRAPs and see how big the PCB is and look at making a mini stick i can take to work.
I haven't played any KoF games, but each game looks kinda similar? I'm just wondering why they released 94 now after 98 when I hear 98 is the fan favorite of the series. I'm hoping for more obscure Neo Geo games in the future that I never got to play at my childhood pizzeria's Neo Geo arcade cabinet haha.
@Nintenjoe64
It seems okay with thea analog. Honestly the directional buttons on the left joycon do not bother me as much as I thought they would. I usually switch between the analog and the directional buttons. I will be getting a pro controller, though.
Can someone please tell me how the Neo Geo games look on the Switch? The screenshots on the eshop look horriable on the TV (Really blocky) but they don't seem so bad in portable mode. Are they good enough to play on the tv in general? I have noticed that most eshop screenshots of games appear worse than they really are.
Still one of the better fighting game at the time. Pitting Fatal Fury vs. Art of Fighting was the reason I play this back then and still do today.
Definitely not the best in the series, but it ain't bad. The England team is my team of choice here.
@Nintenjoe64 I have been playing KOF 98 a fair bit and have been surprised at how easy I have found it to play using the left JoyCon's 'd-pad' buttons. I have been using a team of three fighters I've never used before and have got all of their moves working and can complete the game on skill level 3.
All that said, if someone releases a left JoyCon with a proper d-pad (I could even live with a basic one lacking HD rumble and motion etc) I will buy it in a second. A skin that adds some kind of d-pad over the top of the four buttons might be a workable (and cheaper) solution too.
@RazorThin
This isn't at all a bad entry to the series, at all. It should deserves an higher vote, definitely.
It's not true that '98 is the best King of Fighters, for example I was a big fan of Neo-Geo games back in time, owned both Neo-Geo and Neo-Geo CD consoles and I liked the most the '96 episode.
'94 is the starting point, it is the most 'original' of the serie.
Down the road characters were redesigned or animations changed (though even '94 wasn't completely faithful, it can't since it mixed both Fatal Fury and Art of Fighting games in one, and they were really different), so this is the one more near the old style (that was good!) Fatal Fury Special (a remix of Fatal Fury 2).
In my opinion:
1. '96
2. '98 (but no story!)
3. '95
4. '94
5. '97 (I didn't liked it)
I'll buy just '96 if it will come, but I'm in for Fatal Fury Special, Fatal Fury - Real Bout Special, Last Blade (1 and 2), Garou, Samurai Shodown 2 plus some others. These are eventually the best.
I actually liked Art of Fighting 3 too.
Wii VC version are better than Switch versions.
@masterLEON - Thanks for going into detail. This series is a mystery to me, and I wanted to know more.
@DarkEdi The Wii VC versions were tampered to eliminate/reduce full screen flashes and flashing user interface elements. A side effect of that is certain effects and animation that depend on rapidly drawing on alternating frames in order to display properly, like the shadows under the characters in KoF '94, would sometimes appear solid black or disappear altogether. Samurai Shodown II on Wii VC suffered with the removal of all red screen flashes when characters are hit, the life bar flashing white/red when life is in the red, Mizuki's hand slap animation is just a blob of hand sprites that doesn't animate smoothly at all, etc. Baseball Stars 2 had all white screen flashes removed when the player portraits slide onto the screen (no one's gonna notice that...except for me. I own the cartridge). And those are the 3 Wii VC NEOGEO I bought before giving up on those ports. Actually, I did buy Ironclad and Sengoku 3 late in the Wii life-cycle just in case those games would never come out on other platforms...which is unfortunately still true.
So, If you want the closest to the original experience for NEOGEO games, and still be able to give SNK some of your money, it's definitely not the Wii VC versions. The Steam and Humble Bundle are good alternatives, but the game selection hasn't been expanded since they came out (there's roughly 25 games on Humble Bundle, and less on Steam). With arcade sticks coming soon, choice of visual filters for scan lines and one for smoothing, arcade operator-level menu with options for blood and screen flash (which was added to later era games like KoF '98), and online learderboards for high scores, the Switch looks to be the most promising platform for the current NEOGEO revival campaign objectively.
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