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This week's Arcade Archives release is... Street Smart (SNK, 1989)

No Switch 2 version for this game!

As a remnder, this game is also available on SNK 40th Anniversary Collection by Digital Eclipse on PS4, Xbox One, Switch and Steam, with the PS4 and Switch versions also getting physical releases that you can get second-hand.

Only the Japanese ROM is included, although as far as I can tell the only differences are the Winners Don't Do Drugs screen and removal of Japanese text on the title screen. Preference Settings allow players to play on the Player 2 side, allowing easy access to Wrestler as a solo player.

Across the USA, street-fightin' men are getting ready for the big championship! 8 cities are hosting the bouts with their own fight queens to congratulate the winner, with two of the top contenders, Karate Man (P1) and Wrestler (P2), in fighting form! These pugilists know what they're doing, with powerful punches, crushing kicks and even backlips and somersaults to get out of harm's way quickly! They even move up and down the boxed-in arena to keep their opponents on their toes! As promising as they are, the competition is fierce, with some hulking competitors out there, waiting to become the king of the hill, and this year the action's even hotter as Karate Man and Wrestler can work together to fight two opponents at once, a real tag match! They'll even fight each other afterwards to see who's the toughest of the two! Only one can be the champion, though... Can they prove that they're really... Street Smart?! Medical services provided by SNK Ambulance Services, Co., with Dr. Nak Oruru and Nurse Rim Ururu tending to the wounded (well, they can't help with wounded pride!)

The SNK fighting game lineage begins with this game, one of their final releases alongside games like Beast Busters and SAR - Search & Rescue before the launch of the Neo Geo. Combining the one-on-one (or two-on-two with two players fighting two opponents) fighting of Street Fighter with the belt-scroll movement of Double Dragon, you've got a bit more freedom of movement than in later fighting games, allowing you to escape a little, plus the backflip helps you get out of a sticky situation quickly. That said, the way your character moves forward with most moves performed far away from your opponent is very strange and takes some getting used to, but if you're close enough, you'll throw out different moves that keep your stationary. The conventions of fighting games hadn't been set in stone just yet, so this is more of a boss rush with lives, non-recovering health between matches and unique opponents to fight.

To be honest, it's one I've never really been able to get into because of the strange way it feels, but there are definitely ways to play the game better than me! It certainly has charm though, with that distinctive '80s SNK look to it, an energetic soundtrack, some extremely loud and satisfying sound effects and the SNK AMBULANCE showing up to pick up the loser after bouts! Contrary to popular belief, there's no story ties to other SNK games, so no, you're not playing as Takuma Sakazaki. There are some connective threads though, as the first stage theme from Street Smart is remixed for the two-player battle theme in Fatal Fury, and the strange two player system- where players fight against the computer first then against each other- appears in both games (although in Fatal Fury, both players fight one opponent at once). One for those who want to explore the history of early fighting games for sure, although again, it's on SNK 40th Anniversary Collection- this version does have the advantage of being able to play as Wrestler easier, though.

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This week's Arcade Archives release is... Surprise, another Neo Geo game! It's Master of Syougi (SNK / ADK, 1995)

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No ACA2 version for this one, so just Playstation 4 and Switch versions this time. In a rarity for the Neo Geo, there is no English version either, which makes sense given this is an arcade shōgi game from the 1990s. However, this release includes a full breakdown of the pre-match menus in the manual so you can consult that to navigate the game. There's no real Preference Settings either, but like the other Neo Geo rereleases, you can extend the screen display for pixels to the left and right of the image that are usually cut off.

... Well, folks, this is it, maybe the most "I have absolutely no hope of saying anything useful about this game" Arcade Archives release ever! This was even joked about in the Pop'n Bounce post where this game sat all on its lonesome at the bottom of the 'Neo Geo games awaiting ACA rereleases" list! Board games like this aren't my area I'm afraid, but at the very least this has a few options- you can play shōgi by standard (chess-like, get your opponent's king in check to win) or hasami (sandwich opponent pawns to capture them and get the target number) rules, there's a setting for a move guide to let you know what moves you can do with what pieces, different play conditions like removing certain pieces, and the manual contains a fairly robust listing of the actual rules of shōgi (although it does say this version may differ from the real-life game). I'm at least glad that they've managed to squeeze out a few more Neo Geo rereleases, even if this one isn't for me (don't expect any of the mahjong games though, they used a special controller, although look forward to this sentence blowing up in my stupid face in a few months' time) but that's all I can tell you, I'm afraid!

Anyway, here's a video showing my full understanding of shōgi.


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This week's Arcade Archives release is... Touchdown Fever (SNK, 1987)

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No Switch 2 release this time (similar to Chopper I) and the PSN version's not out until January 13th, so I'll update this with the working links later. Both the Japanese and English ROMs are included. Preference Settings allow you to control the player three side with player two controls (this is to more easily allow a player versus player game as when the game's set to four players, player one and player two are normally on the same team against the computer). Button Settings are similar to the ones for the other SNK Loop Lever games with the default being using the right thumbstick to control your passing direction, and other options letting you adjust the direction with buttons (no analogue settings for this though, make a note of that) and hold a button to lock direction, or tie aim direction to movement direction. You can also reverse the movement direction inputs, presumably to simulate player a multiplayer game on a cocktail cabinet.

So here's something interesting, a pre-Neo Geo SNK ACA release that isn't on the SNK 40th Anniversary Collection! Touchdown Fever was one of three games (the others being Touchdown Fever II and Fighting Soccer) that used an optical variant of the SNK Loop Lever, the difference being these allowed for much finer control than the eight directions of games like Ikari Warriors. Oh, and Touchdown Fever used a football for a joystick (thanks, ohfivepro!) which certainly stands out. It's also got some scorching-hot jams and the kind of SNK presentation you expect from this era. This is also the first rerelease of this game for quite a while, as it last appeared on PSP on SNK Arcade Classics 0 (Japan only) and as a PSP Mini on PS3, PSP and PS Vita (outside Japan only) so that's something, and I'm clearly running out of things to say because...

Ahem. Unfortunately, I'm at a particularly massive disadvantage this week- this is, of course, an American football game. I don't know American football. My entire knowledge of the sport is derived from game results shown on Channel 4 in the '90s (just before the cartoons, you see), watching other people play Super High Impact (SOMEBODY GET A BODY BAG!) and that one stage in Tiny Toon Adventures: Buster Busts Loose! for the SNES. My understanding of the rules is lacking, to say the least (and the manual does say "Game rules may differ from actual American football rules" but it does define a few terms like Turn Over and Safety at least) and so this game is a real challenge for me. The controls are a little less than ideal too, but while this would definitely work better on real hardware so you have a hand free to mash the Run button (you can move without it, but going faster is always a better option), you don't always need to be aiming for a Pass, so maybe you might have more luck using the buttons to move your aim direction rather than the right stick. I would not recommend using the shoulder buttons for Run because mashing that gets very uncomfortable! There is a neat concession though- once you're moving in a direction, you don't have to hold it, you can just mash Run and head that way, so keep that in mind. Sorry I don't have much to say on this one, but please look forward to a complete repeat of this when we get the inevitable ACA release of Touchdown Fever II!

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This week's Arcade Archives release is... Bermuda Triangle (SNK, 1987)

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Both the Japanese and English ROMs are included, but if you're expecting World Wars, the heavily-modified alternate version of the game, then sorry, that's not here. No special Preference Settings, but you have a few control options- you can keep it semi-faithful to the Loop Lever control scheme of the arcade game by using one stick to move and the other to rotate your cannon, have one stick do both movement and aiming, or have rotation set to buttons for use on arcade stick controllers. Remember, this game is also on Digital Eclipse's SNK 40th Anniversary Collection, although not as part of the original lineup (you have to download an update for it).
 
It's shmuo time again, so time for me to flail about and not really know what I'm doing! Still, this is a strange one. SNK decided to use their Loop Lever control scheme (where you twist the top of the joystick to rotate your aim in-game) for a more traditional shmup rather than a Commando-style top-down action game. Well, I say more traditional, but Bermuda Triangle actually does quite a few things differently, such as scrolling both forwards and backwards (you can aim in all eight cardinal directions, might as well make the most of it), tiny formation fighters you can pick up and rearrange akin to Tokio / Scramble Formation to fit the situation, and an energy system that lets you take multiple hits per life and alters the look and attack power of your ship as you gain or lose energy. This ends up being a little absurd though, as at maximum power you are near-unstoppable with huge projectiles that explode into multiple other shots that decimate enemies, but the second you take one too many hits, you'll power down and then you are gonna lose a lot of lives in quick succession. The size of the ship is unusual too- your player ship is absolutely huge, so you'll be bumping into obstacles like the giant spike balls a lot, so the energy system feels like a band-aid on that particular issue. I've never really been able to get into this one, mostly because of that honking massive player ship, but it's certainly interesting, if nothing else!
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This week's Arcade Archives release is... Munch Mobile (SNK, 1983)

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Both the Japanese (Joyful Road) and English (Munch Mobile) ROMs are included, which have slight differences in terms of progression and stage design. No unique Preference Settings this time, but according to Eonostro on the LordBBH Discord server, this release fixes several problems exhibited by both MAME at the time of writing and Digital Eclipse's SNK 40th Anniversary Collection- some music errors have been fixed, you can see the letters to input them on the high score table in Munch Mobile, and you are no longer stuck with a single credit always in the game as is the case with the SNK 40th version.

Mankind's folly has lead to this point. We have given our cars, those wheeled contraptions that take us to and fro and here and there, digestive organs, extended arms and eyes. We asked if we could create a horrific amalgamation of creature and conveyance, but we never asked if we should, and now all is lost. Anyway, this is a weird 1983 vertically scrolling driving game, I guess you'd call it, where as the Munch Mobile itself, you have to drive along the road, avoiding hazards and using your extending arms to grab fuel so you can keep going and bonus food that your car somehow eats and leaves behind just apple cores and fish skeletons- be sure to dump the waste in the nearest-available bin, don't be a litter bug! Be careful not to slam your arms against obstacles or you won't be able to grab things, and don't hit the sides of the road or your car's toast. Don't run out of fuel either! This is a strange game but it's pretty interesting- the presentation is very cute (I like the tpuches like the car's eyes closing as you run out of fuel like it's falling asleep) and it's a non-violent game with no shooting, no real enemies, just obstacles which is nice to see for an action game like this. This is on SNK 40th as a free downloadable game, but if you want the best version with leaderboards and a more robust feature set, this is the one you want.

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This week's Arcade Archives release is... Chopper I (SNK, 1988)

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This game is also available on SNK 40th Anniversary Collection for all major systems, although not as standard- it's part of a downloadable update that adds a bunch of games. Both the English (Chopper I) and Japanese (Koukuu Kihei Monogatari / The Legend of Air Cavalry) ROMs are included.No real Preference Settings this time (there is a menu for them but they're all options you could get on the original board) but this is first non-3D, non-Namco ACA1 title to use the 'new' interface which means quite a few things. Most of the new features listed here are added except Time Attack, Network and Variable Refresh Rate, which means proper save states, rewind and, especially useful for this game, menus that properly rotate when you switch to vertical screen! The price, however, is the same on PS4 and Switch as it's always been, and the PS5 and Xbox versions are only a fraction more expensive compared to the 3D Namco ACA2 titles.

*crackle* *buzz* "... Come in, Cavalry I! The enemy army's got twelve mega-weapons (well, six of them are repeats, but don't worry about that) ready to decimate us, and just one chopper left to destroy 'em- you! Fortunately, your chopper is one of the best around, with a machine-gun that can be upgraded to a full-on vulkan cannon and optional homing missiles, plus limited-use armaments like a squadron of napalm bombers and giant explosives. You'll have to be careful though, the enemy's using all the tricks in the book, including netting that'll prevent you from firing if it catches you, so be careful out there. Wait, the enemy's surrendered? Nah, must be a crossed wire. Take 'em out Chopper I, over!"

A few weeks ago we had Jaleco return to ACA with D-Day, and now we get a surprise return from SNK whose last ACA release that wasn't a Neo Geo game was Guerilla War in 2021! I'm OK with this mind you- there's been a pattern mostly of Namco, Konami and Taito games for a good while lately, and while I imagine that's likely because their game libraries are so massive that it'd take a long time to get through them, having other publishers show up after a while is nice. Admittedly, SNK wouldn't be one I'd pick, mostly because a lot of their pre-Neo Geo arcade games are already covered on SNK 40th Anniversary Collection, but the feature set's a little nicer here.

I don't have much to say on the game itself, unfortunately- it's a military-themed vertical shooter with a chopper, a few different bomb types you can hold up to four of and while it's fine enough (I like details like the little infantry guys who can still shoot you down, although they're hard to actually shoot!), it's quite difficult with those weird netting bombs really screwing you over if you get hit by them (and they're not just thrown by enemies, they're thrown off from unseen assailants off-screen!) and, well, it just doesn't particularly stand out for me... Except for one thing. Between stages, your commander gives you instructions and encouragement in typical SNK English, but once you reach the second loop, he tells you the enemy's surrendered... But goes on to say you should keep fighting anyway. These messages are all shown off in LordBBH's Push to Reject segment on the game and they're pretty strange, he just keeps going well after the war is supposed to be over! Maybe this is one I need to spend a bit more time with, but it's completely fine.

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This week's Arcade Archives release is... Dead Connection (Taito, 1992)

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This game is also included in Taito Milestones 3 (this is the final 'exclusive' game from that set to get an individual ACA release) but while that release only has the Japanese ROM, here both the Japanese and International ROMs are included. This is important because the intro and cutscene text is only in English in the International version, and it's a really big part of the charm. Anyway, Preference Settings include displaying the number of remaining bullets in special weapons and allowing solo players to play on the Player 2 side.

Dateline, The Big City! Nerozzia's crime syndicate has seeped into every part of the city, but four untouchable cops from the Criminal Department- Philip, James, Eddie and Gary- start striking back. Enraged, Nerozzia's message to them is simple- "You can regret it in Hell!"- and orders a hit on the beloved Christine. Keeping anger in their hearts, the four trecnhcoats refuse to give up in the face of tragedy, and go all-out in crushing out the crime in the city, with Nerozzia at the top of their list. From the opulent Restaurant Campanula to the Nerozzia crime family garden party and even the grand opera house, each single-screen stage sees the quartet gunning down a quota of gangsters and can grab machine guns and shotguns to even the odds, as well as duck for cover and dive to avoid shots (and take out bad guys at the same time). Evil power steals on, but nothing will stop their quest for vengeance!

Oh hell yes, Dead Connection. One of my favourite discoveries through emulation, this is an action-packed arena shooter that eschews the twin-sticks of the likes of Roboton: 2084 and Smash T.V. and goes for a single stick with two buttons layout. The controls might be an issue for some, as there's a sort-of auto-aim mechanic- bullets will fire slightly to the left or right if there's enemies in those directions- but it doesn't take long to get used to it, plus the dive can save you in a pinch as it will kill enemies. It also makes up for potential control shortcomings by taking cues from crosshair shooters like Cabal with its focus on environmental destruction. It goes a step further even, as these finely-detailed dioramas have environmental hazards that can be used against the enemy like statues you can kick down stairs, tables you can knock the candles off of to start fires and even machinery to turn the warehouse stage into a raging inferno. The later stages do perhaps go on a bit too long and slowly get less and less interactive elements, but the game overall is pretty short, so as I said about 10 years ago in my short review, at least it wears thin near the end rather than halfway through.



So it plays very well, but the presentation really puts Dead Connection over the top. You've got hugely-detailed dioramas for stages, great character and enemy animation, and some of the most bonkers stage intros and environmental destruction in a game of the time. This does come at a bit of a cost, especially in co-op mode as there can be some rough slowdown, which is a shame, but that's the price of fighting crime. The story really helps as well- the intro has stone-cold classic lines like "MEN MAKING A STAND AGAINST A GIGANTIC CRIME" and "EVIL POWER STEALS ON", this continues throughout the game with diary entries before each stage explaining the story, voice clips throughout like "NEROZZIA... I'LL CHASE YOU TO HELL AND BACK" and "DON'T DIE, ANDY! PLEASE, OPEN YOUR EYES!" and even inserting a coin gets you "WE'RE COUNTING ON YOU, DON'T LET US DOWN". It's incredible, and the ending really leaves an impact, like a good Taito ending should. If you want more info, my very very old Gaming Hell playthrough hasn't aged as badly as I thought- probably needs a rewritten intro but generally it's got some good tips, if I do say so myself. In summary, play Dead Connection.

 
Also! This week's ACA2NEOGEO release is... The King of Fighters '98 (SNK, 1998), and unlike the normal Arcade Archives releases, these are only on Playstation 5 and Xbox Series S / X.

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So, I won't have quite as much to say about these Neo Geo reissues, as they most likely won't be adding any new games to the lineup, but these new versions include 15 newly-added special features detailed here including online play, time attack mode, rewind, more save states, variable refresh rate settings and more... However, a big caveat at the moment is on PS5, these releases are not compatible with PS4 arcade sticks like the HORI RAP4 which just so happens to be the one I use. That's very unfortunate. I might've sent an email to Hamster to ask about it. So, just keep that in mind, it seems to be a fine version otherwise, even if you can get KOF '98 like, four other times on PS4 alone~

May 2026

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