Come on down to Southtown,
gonna meet some friends of mine.
Fatal Fury
One
of the most famous (or infamous) fighting game series of all time, Fatal
Fury (also known by its Japanese name of Garou Densetsu: Legend of the
Hungry Wolf) sort of marked SNK finding its calling; releasing a crappy
game and gradually molding it into a classic.
Fatal
Fury was considered by most to be a Street Fighter rip off. And true,
it shares some characteristics with the original SF. Like the way there's
a fight going on between two people, and it's controlled by a joystick.
And the fact they both just weren't very good. But that's really where
the similarities end, as this wolf is its own beast.
On
the whole, the main thing that set apart SNK's early fighting games
from the rest was an emphasis on storylines. Fatal Fury's backstory
is a simple revenge plot, but it works as good enough an excuse to get
the then-large-nosed Terry Bogard in the ring with a cast of forgettable
thugs and ultimately his father Jeff's murderer, Geese Howard. On his
side are his Shiranui Ninjitsu-trained little brother Andy (who is here
and in FF2 referred to as being trained in Koppo, the art of bone-breaking),
and their friend and comic relief, the Muay Thai kickboxer Joe Higashi.
Depending on who you play as, the cutscenes between battles change as
Geese anxiously prepares for your arrival. The last obstacle between
the Bogards and revenge is Geese's trusted bodyguard and KOF champion,
Billy Kane. And his incredibly cheap, unblockable pole vault. Yay.
You
read right, King of Fighters champion Billy Kane. You see,
King of Fighters was the citywide tournament Geese began for his own
morbid amusement in Southtown. So, Fatal Fury was actually KOF '91.
So
anyway, Geese's 'legitimate business' career came to a close as he fell
from his skyscraper, and everything was just hunky-dory. For a couple
of months, anyway.
Unfortunately,
in terms of play and execution, Fatal Fury 1 is just... bad. The character
illustrations in these early games make everyone look like scary homeless
versions of their more famous selves. Granted, the hook-nosed, bloodshot(!)
Terry is probably truer to the look of a man who wanders around aimlessly,
fighting just to prove his strength. It just doesn't scream 'hero' to
me. Of the villains who appear, only Billy and Geese are very memorable,
and the fact that I routinely FORGET that goofy-ass Duck King was in
the first game doesn't really speak well of the villains' memorability.
But still, some traces of charm manage to leak through, apparently enough
to merit a franchise. I suspect Terry's character design alone had a
hand in it. Down-to-earth, but still unique- and with the Neo-Geo logo
embroidered on his cap. "OKAY!"
Then
there's the matter of control. This is one of those games where even
the usual quarter circle moves are painful to execute, and the computer
has no problem whatsoever. On that note, damage levels are ridiculously
high. FF's main innovation was to have a revolutionary two-plane fighting
stage. I guess that was aimed at everyone who had been clobbered by
Hadoukens and wondering why the hell their character didn't simply sidestep-
unfortunately, this is implemented rather badly. Some fights end up
as two characters just jumping back and forth until one kicks the bucket.
Fatal Fury 2
One
might point out that the worldwide KOF tournament presented in Fatal
Fury 2 might be analogous to the World Warrior battle seen in Street
Fighter II. Unfortunately, FF2 was still a work in progress, as the
crappy controls were only tightened up a little. Many of the characters
added in addition to the Trio of Garou/Lone Wolves became pretty popular-
case in point, Andy's love interest/bane of his existence Mai Shiranui.
'Nuff said.
FF2
introduced 'supers' with its Desperation Moves- when your life meter
was flashing red, you could (in theory) pull off a last-ditch mass destruction
attack in hopes of taking them down to your level, if not out entirely.
The damage levels of the last game were toned down ever so slightly,
unfortunately it still only takes two or three Big Bear hugs to get
killed.
SNK's
remarkable ability to make things up based on existing made up plot
elements provides a nice sort of background for this sequel. It turns
out Geese was planning to hire the victor of KOF as a bodyguard against
his half-brother, the Dark Kaiser of Strolheim, Wolfgang Krauser.
So, when Terry defeated Geese, Krauser was curious as to how strong
Terry might be, and kicked the crap out of him in their first meeting.
Then, he invited him to join in the first worldwide KOF for a chance
at a rematch.
While
still not quite there, it was definitely an upgrade, and was given a
slight makeover with new characters and the title of Fatal Fury Special.
Among the newcomers: The bizarre, breakdancing Duck King, and the first
'punk' iteration of Billy.
Fatal Fury 3: Road to Final
Victory
This
is as good as traditional Fatal Fury gets, and well- it's actually pretty
damn good. The focus shifts back to Southtown as several returning characters
and some newcomers search for the location of a set of scrolls that
belonged to Geese Howard. Scrolls that either contained the secrets
of immortality or the secrets of Hakkyokusaken (the secret ancient martial
art that a frustrated Geese couldn't master fully and provoked him to
murder the two who did- his master and Jeff Bogard.) So anyway, Terry,
Andy, Joe, et al. scour the city and vie with the darker forces for
control of the stolen scrolls, including the not-suprisingly alive Geese.
Fatal
Fury 3, in cast and play, is pretty similar to the Real Bout series
(see below.) The plane-shifting aspect of the game is used better, and
the controls for special attacks are finally good. (DMs, on the other
hand are still hard to do. On purpose, most likely.) The new characters
are every bit as stylish and unique as the 'classic' ones, introducing
fan favorites like Blue Mary and Ryuji "Card-Carryingly Insane"
Yamazaki. Damage is finally at a decent level, but the game manages
to stay challenging. The final boss(es) are Chonshu and Chonrei, a pair
of identical, evil twins who want the scrolls for themselves. In other
words, they're like any other overpowered SNK boss, only really little
and hard to hit.
As
a useless aside, I really like Hon-Fu, the Hong Kong supercop and transparent
Jackie Chan parody. He's sort of the Sherlock to Yamazaki's Moriarty,
if Moriarty were a raving sadomasochist and Sherlock were a bumbling
police officer who fights with nunchaku because of his amazingly inaccurate
skill with a gun.
Real Bout Fatal Fury
At
the same time of FF3's release, Real Bout Fatal Fury came out. The Real
Bout series were, as far as I'm concerned, SNK's way of saying "You
know what? Forget those first two games. This is what we were really
trying to do." Real Bout just tickles me. The artwork is much more
cartoony and expressive than any of the other SNK fighters, yet not
as outlandish as the style changes between Street Fighter II and Alpha.
Okay, so maybe
Sokaku's true identity was kind of a shock.
The
game is out of canon with the series, despite Real Bout 2's opening
calling itself "The Seventh Episode of Fatal Fury." (Which
doesn't really add up right unless they were counting FF Special and
a couple KOFs.)
All
the old characters who were reborn in the new art style also got some
personality behind those new looks. A far cry from his original street
punk look and subsequent MC Hammer-ish club life, Duck King bobs and
dances constantly, all of his new breakdancing moves seem to flow into
the Snoopy-like jig. Tung yawns and scratches periodically, and when
he does any move that launches him into his 'power self,' his body goes
through a Dragon Ball-like bulging. (It doesn't hurt that he looked
like Master Roshi form the beginning.) Fat Cheng is even chubbier yet
mysteriously agile, and one of my personal favorites, Kim Kaphwan is
redrawn and in constant motion, occasionally brushing his hair back
out of his face.
There
was also a move to make the background more interactive in Real Bout,
that was sadly toned down as the series progressed. In the original,
you could 'ring out' people by bashing them against an obstacle at the
end of the stage repeatedly. After some complaints, Real Bout Special
kept the obstacles, only making breaking them dizzy the enemy. And RB2
ditched them entirely, opting for a couple special levels with only
one plane of combat. One of the things that really made Real Bout shine
was the assignment of the D button to shifting planes. Also, many characters
were giving combos and special moves that made the most of the area
(Terry's Round Wave seen in KOF was originally conceived so he could
hit both planes at once.)
The
game also had a great system for combinations, sort of like Killer Instinct's
auto-doubles concept, only more dependent on familiarity with the character.
Add to this a great super system, which has a classic SNK-style gauge
that fills slowly as you rack up/take damage. At about half full, the
"H-POWER" activates, enabling combo-interrupting Break Shots
and such, when fully charged (S-Power) a super can be executed. And
when you're on your red second life bar, you can do unlimited DM's,
and the S-Power becomes P-(Potential) Power, or an SDM.
There
were two Real Bout-exclusive characters introduced in Real Bout 2, Rick
Strowd and Li Xiangfei. One was a Native American boxer whose moves
were later ripped and attached to Vanessa's sprite in KOF. The other
was a eerily cheerful and violent Chinese waitress who was great in
RB2, but sadly her fighting style didn't transfer to her King of Fighters
self very effectively. There was also a hidden boss, a barnstormer turned
street fighter named Alfred, who pops up occasionally in other games.
So,
Fatal Fury wasn't the greatest, but it did set the stage for the rest
of SNK's fighting series. Southtown and Geese Howard would play major
parts in the background of Art of Fighting as well...