pay off the cartridge and get into profits!"

Speaking at SNK's headquarters in Torrance, Calif., execs said the game was conceived over a year ago. Recognizing that The Art of Fighting could put Neo-Geo into an "industry dominant" position, SNK devoted huge resources to its de

velopment. The firm applied the talents of a gigantic 20-person team of engineers, programmers and graphic artists to this one title, making it the best it could possibly be.

"We had a very good team working on it," Marty Kitazawa confirmed. "They refined the gameplay up till the very end," John Barone

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    added. "We worked on it till we got it just right." And now, The Art of Fighting is tweaked, tested and ready.


    A NEW LEVEL OF REALISM

    What makes The Art of Fighting such a stunner? Well, it's a twoplayer head-to-head street fighting game, using 102 megabytes of computer memory (nearly twice the megs of any previous Neo-Geo game). All that computer power is put to very good use. The game features oversized characters. It features a constantly-changing perspective as the screen follows the action left, right, in and out. It features extra-realistic graphics with oversized, detailed characters who grow and shrink subtly but noticeably in size, as the viewpoint moves closer and farther away. Graphic realism also extends to a large repertoire of fighting moves, all executed smoothly and realistically on the screen.

    In a first for fighting videos, the characters visibly become more beat up as they progress through their matches. Just like in a real boxing match, eyes swell, cheeks turn blue and faces turn red. Here again, it's a subtle but noticeable touch that makes for an extra dimension

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