morning radio

7

A Generic Video Game Podcast About SNK

A Generic Video Game Podcast About SNK

An as-yet-unnamed conversation about video games between Anthony Ernst and shidoshi.

//Episode 000
//Show Note: This is an initial test episode, and was recorded directly from Skype (versus multi-track recording as we usual do for morning radio). So, please excuse any roughness in the audio and volume levels.

//Radio site: radio.morningproject.com
//Twitter: Anthony (@24bitAJE), shidoshi (@pikoeri)

SNK

mollipen • June 1, 2014


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  • jewunit

    Cool! Thanks for posting this podcast! I have been thinking a lot about the Neo Geo recently and look forward to hearing your thoughts.

  • Dean Siren

    That was a great podcast on Neo Geo! A few comments:

    How did the SNES version of Art of Fighting keep the zooming camera, and why did Takara not use it in Samurai Shodown? Many SNES games scaled the background, but AoF was the only SNES game I’ve seen that scaled sprites without the help of the FX chip.

    You mentioned a lull in ports in the mid 90s. If I recall correctly, the SNES versions of FF Special and Sam Sho 1 were 32 megabits. Wouldn’t SNES and Genesis versions of Sam Sho 2 and KoF 94 have needed at least 40 megabits, sold for $80 at US retail, and still looked far worse than the arcade versions? If so, I would guess Takara stopped porting SNK games to those consoles after 1994 because it became too expensive and difficult, not because SNK wanted to keep them exclusive to Neo Geo.

  • Really enjoyed that. I’m a bit young to remember SNK’s heyday, so I enjoyed learning about a gaming topic I know almost nothing about. And I love the long podcasts. Can’t wait till the 24 hour WAHP!

  • Only 4 hours? What I am supposed to do for the rest of my workday? Listen to four other podcasts?

    You guys need to get off your butts and record an 8 hour show.

  • @ jewunit: Thank you for the kind words and support!

    @ Dean Siren: SNES & Zoom feature; I don’t have a clear-cut answer for this. I just did some Google-ing and YouTube-ing and couldn’t find a clear-cut answer. My guess would have something to do with the Mode 7 aspect of the hardware for zooming. Or, maybe they had Treasure help them with this version secretly. 😉

    If SamSho 2 & KOF ’94 were to have hit Genesis/SNES it would’ve most likely been a nightmare and there is no way of telling how many megabits would’ve been needed. For SamSho2..the intense backrounds and high level animation would’ve made those 16-bit consoles go into cardiac arrest. Moreover, the 3-on-3 aspect of KOF ’94 would’ve probably only been possible in chibi form. Thanks for listening and your support!

    As for further detail on TAKARA, I would seek out “retro GAMER volume 2” from the UK (which can be found digitally via “Zinio” app or via the iTunes store). That collected edition publication from 2009 collects 3 great articles on the history of SNK as well as some discussion on TAKARA.

    @ Jeremy Nelman: Thank you as well!

    @ Ned Stark: Our goal is to do a 24-hour show one day! To outdo the hardcore of the hardcore from the cyber cafes of China & S. Korea. Thanks for listening!

  • madtyger

    After a 3 day long battle, I have finally vanquished this podcast! Thoroughly enjoyed listening to Anthony and shidoshi together again. Funny, informative, and definitely entertaining – couldn’t think of a better way to spend 4 hours of my life. Hoping there’s more where this came from. P.S. I think the podcast should simply be called “Anthony & shidoshi’s awesome podcast!”

  • @ MadTyger Thanks for listening and thanks for the continued support! It is appreciated! Keep on gaming and keep on listening!