"From
the middle of the 1980s, the amusement industry rapidly established itself as a
vast new market. As the industry entered the 1990s, competition between
manufacturers intensified, and striking disparities in growth became apparent.
In this environment, the SNK Corporation has continued to produce numerous
amusement machines and game software always one step ahead of the competition.
Behind this achievement is our "customer comes first" policy and the
managing principle, "Developing Amusement, Contributing to
Society."
-
Yoshihiko Kodo, President, SNK Japan, 1997
Part
1: The product
Well
before any of this, however, SNK was a small arcade kit
developer. The company was launched in Japan on July 22nd, 1978
under the title Shin-Nihon Kikaku Inc. Starting with the block
breaking "Maikon Kit" and then moving into many other genres,
SNK found a certain degree of success developing for arcade hardware.
In
1986, while still producing arcade titles, a third party license was
signed with Nintendo that allowed SNK to develop games for the NES/Famicom.
This resulted in many player favorites including Baseball Stars and
Ikari Warriors. 1986 was the also the year that saw the company's name
officially change to SNK Corporation.
The
system that SNK is known for is clearly the Neo Geo, which was released
as both a home console and a cheap arcade hardware setup known as the
MVS (Multi Video System). Throughout the 1990s, over one hundred
Neo Geo games were released, the most popular genre being versus
fighting. The main figure behind SNK's fighting game development was a
man named Takashi Nishiyama who had previously worked on the Street
Fighter series at Capcom. Under his control, franchises such as Fatal
Fury, Samurai Shodown and The King of Fighters became some of the most
well-known in the industry. These titles were rivaled only by Capcom's
games in the 2D fighting market. Nishiyama is no longer with SNK.
Following
the Neo Geo, the company had trouble finding its next successful piece
of hardware. First came the Neo Geo CD (1994), which was essentially a
Neo Geo home console that used compact discs instead of cartridges. Most
CD games were conversions of arcade and home system titles, with only a
handful of exclusives. Though three different versions of the CD system
were released in Japan, only one made it to the U.S. and estimates
say that less than one thousand systems were sold through SNK of
America.
SNK
R&D in Japan a few years ago had very cramped workstations.
[Picture
is from an SNK of Japan catalog]
SNK
next looked back to the amusement market with the Hyper Neo Geo 64
hardware (1997), which supported three cabinet configurations: joystick
controls, racing wheels and guns, mimicking the popular genres in
arcades at the time. The Hyper 64 was torn apart by critics, and it
didn't fare much better in sales. Even with popular licenses such as
Fatal Fury and Samurai Shodown, the system was really dead before it
ever got started.
Following
the immense success of Nintendo's Pokémon series (and thus the GameBoy
system), SNK tried a new angle and released a portable system in the Neo
Geo Pocket, followed by the Neo Geo Pocket Color. While both were
critically acclaimed, nothing could compete with GameBoy at the time and
system sales never took off.
During
this period, SNK went back to its third party developer roots and
started publishing games for the Saturn and PlayStation consoles (1996).
Many of these titles were ports of Neo Geo games and almost all arrived
to fair receptions from fans.
Part
2: The U.S. Market
SNK's
U.S. offices moved around quite a bit before they closed down in 2000,
but interestingly, these moves centered around the same two areas of
California. The company was constantly jumping back and forth between
Torrance (Southern California) and the Silicon Valley (Northern
California). There was even a plan to move back to Torrance at the end,
which would have happened if the division was not shut down.
SNK
California
Because
of the numerous office moves, there were many staff changes through the
years. One theme between some of the SNK U.S. offices, however, was the
separation of management and employees. Tony Gonzalez of the tech
department in Torrance described this situation simply: "Marty
[Kitazawa] was up on the second floor, president of the operation. We
never talked to him much." As far as the employee group was
concerned, Tony continues, "SNK is a job I look back at fondly...we
all co-existed as a family, in a sense."
Some
people have questioned what SNK of America did other than distribution
and sales, and while this changed over time (the Neo Geo home cart
instructions were initially produced in the U.S., but later were put
under Japan's control), the basic structure consisted of sales,
management, financial, customer service, tech support and shipping. Tony
points out, "When crunch time came around, we were all on the
assembly line for shipping, sometimes super late. Unlike a lot of
companies out there these days, we lived by the Japanese ideal where our
efforts kept our jobs going."
As
with pretty much any game company, certain areas were very crowded
The
relationship between SNK of Japan and SNK of America was never
especially strong. According to the former "Gamelord" game
counselor Chad Okada (who was in charge of customer service), "SNK
Japan did not share information with SNK of the U.S...We would have to
go out and purchase European products or someone with an import product
would inform us of what was going on with our own products."
SNK
in the U.S. had its ups and downs, one of the most memorable downs being
when the U.S. Neo Geo home cart Samurai Shodown was censored and the
blood was altered. The media made a fairly big deal out of the
situation. Chad tells the story from his perspective:
"Yes, the Samurai Shodown debacle…that was the most painful time
in my career at SNK. I had worked through all of the bad times and taken
all of my lumps because I believed in SNK. Finally, SNK had a product
worthy of its price tag and I, personally, had loved this game from the
very start. Like many things, I had not known that they had decided to
"censor" the home version. In fact, I could not even dream
that this could happen. When I received the Samurai Shodown and found
out it had been censored, it was like a knife had been rammed into my
back. My whole world went into a downward spiral because I loved games
and we had finally had something great.
I remember immediately talking to the president, Marty Kitazawa, at the
time about this fiasco to try to find out what happened and what they
were thinking. The only thing he told me was, "Yes, the home
version is censored." I had also asked him what we wanted to tell
everyone the reason was that we had censored Samurai Shodown, and to
that, I received no answer. I was to be a good PR guy and make something
up. Many different reasons for the "censorship" came out of
SNK America and none of them actually became SNK's official word on this
situation. I do remember the Beast Busters excuse and that was widely
used. [Beast Busters was a previous SNK game that came under fire for
being too violent]
However, I later found out the truth for the censorship, and although
this was never used as SNK's official word, this was the truth. SNK,
like many companies, [was] facing many lawsuits at the time. They were
paranoid about being sued because they could not afford it financially.
SNK started putting epilepsy warnings in the cartridges because Nintendo
lost a big lawsuit over a case. At this time, there was much negative
publicity for violence in video games and it eventually went to
congress. One of the Mortal Kombat [games] at the time was
censored. SNK was worried about a lawsuit or future lawsuit and
decided to play it safe, because it could not afford not to."
This
basketball hoop was actually used in the building when the boxes weren't
in the way
Though
the U.S. offices have been criticized at times for their business
decisions, it is clear that some of this was unavoidable due to SNK of
Japan's control and them dumping leftover product. In order to be more
profitable in Japan, the company would force certain items on the U.S.
office. The most well known example of this is the single speed CD
systems that were sold from SNK of America even though a better, faster
version of the system (the CDZ) was available in Japan. Still, outside
factors were not the only negatives the U.S. offices had going for them.
According to Chad, "The American
divisions of SNK weren't exactly successful and from a business
standpoint, it's easy to see why SNK Japan treated us like a broken
arm."
Part
3: U.S. Development
Created
for Thrash Rally by Tony Gonzalez, this was a
prototype
steering wheel shown at at least one trade show
Though
under-publicized, SNK has made attempts at product development in the
United States. Within the SNK of America offices, a few small attempts
were made, but nothing much really happened. As Tony Gonzalez of the
tech department said, "Prototypes would come in here and there, we
would evaluate, modify as needed." But this was pretty much the
extent of things outside of a few small projects such as the steering
wheel seen to the right.
However,
in late 1993, a joint project between SNK and their advertising firm
Asatsu saw the creation of SAI Softworks (where the "S" and
"A" of SAI stand for SNK and Asatsu), a development studio
located first in Westwood and then in Torrance, near the SNK of America
office at the time. Approximately $2 million was put up between the
two investors, and the studio was well respected for its cutting edge
technology such as motion capture machines. Heading this studio was Greg
Lemkin, who had previous experience in the entertainment industry.
Three
games were in production by SAI: An aliens versus humans fighting game
for the arcade and home systems, a Neo Geo CD role playing title based
on the Land of the Fay anime series and a Hyper Neo Geo 64 game called
Outmaneuver Mission where a human was trapped in a puzzle, seemingly
like a less violent version of the movie The Running Man. Unfortunately,
none of these games ever reached the playable stage of development and
were all halted before they could be completed. As Greg told us, SNK
management "never really knew what they wanted." So Asatsu
dropped out and then the studio was put to rest in August of 1995. Their
technology and some team members went to SNK of Japan, while other team
members went on to places such as Marvel Comics.
Here's
the converter that allowed the steering wheel to be used on a Neo Geo
cabinet
But
SNK couldn't stay away from U.S. development opportunities, and in
February of 1997 they opened SNK U.S. Technology in San Jose, California
(Silicon Valley). As described by an SNK of Japan catalog back when this
office was still running: "Our local staff works to formulate more
advanced game design programming and discover new methods of expression
for amusement. As a focal point for the research and development of the
next generation of worldwide amusement, we are vigorously active in
realizing our dreams for the future." Quite a bit overblown, sure,
but it is clear that this office was created for research and not just
pumping out games.
This
is the SNK U.S. Technology office that was in San Jose, California.
[Picture
is from an SNK of Japan catalog]
In
looking at the titles that were released, it seems that these studios
didn't have a big impact on the market apart from help here and there
(the SAI motion capture machines were said to be used for Fatal Fury 3),
but their presence is telling in that SNK of Japan had high hopes for
the U.S. That all changed with the presence of a company named Aruze.
Part
4: Aruze Takeover
Though
not commanly known in the U.S., Aruze is well established in Japan
Coming
off a run of less than successful systems, SNK of Japan was not doing
all that well financially, so it was not a huge surprise when Japanese
pachinko giant Aruze came in and purchased the company. Many have
questioned the motives behind this purchase since SNK has been
relatively quiet under the wing of Aruze, but certain crossovers like a
Samurai Shodown pachinko game have taken place. Even after the Aruze
takeover, SNK has had financial troubles, with a recent reorganization
taking place.
Allen
Weisberg is president of Apple Industries, the company handling SNK's
Neo Geo arcade titles in the U.S. market. Regarding changes in SNK due
to the Aruze purchase, he stated, "I did not notice much
difference. The management in SNK was the same."
That
said, there have been questions concerning in-house Neo Geo development
over the past year. Many rumors have circulated that a large number of
research and development employees have left the company, and this
theory is supported by looking at the recent Neo arcade releases. They
have all come from outside developers (such as Noise Factory for Sengoku
3). Even the latest version SNK's marquee fighting series, The King of
Fighters, is said to be coming from developer Eolith. Allen offers the
following: "Now that SNK is back in Osaka [they recently moved
their Japanese offices], I believe there will be more releases. The
company is focused on their core business at the present time and this
can only result in great product." Time will tell if there are to
be more SNK developed Neo Geo games.
Though
games are no longer being published for the Neo Geo CD and Hyper 64
systems, SNK is still supporting the Neo Geo and to a lesser extent the
Neo Geo Pocket Color, as well as producing games as a third party
for current home consoles such as Sega's Dreamcast.
SNK
officially released their first farewell message through their official
webpage (http://www.neogeo.co.jp)
in late October 2001.
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