Title The King Of Fighters Dream Match '99
Manufacturer SNK
System/Year Dreamcast/1999
Genre 2-D Fighting
Players 2 Players
Ports MVS, NeoGeo (Home), PSOne, and SS

Overview
Fans of the popular series have been waiting a long time to get a port to get released in the states since KOF 95 came out for the PSOne. In 1999, we get our first stateside KOF port as 98 appear on the short-lived Dreamcast console! However, unlike the other console ports of KOF 98, this DC version contains 3D backgrounds, an anime intro, and Neo Geo Pocket Color connectivity. Can this ‘updated’ game live up to what was the original or was it going be added to the list as another one of those bad SNK ports?

Graphics 8/10
I always liked the graphics of the original KOF 98 and I’ll bet you a lot fans will agree with me on that. What is presented in the DC, they will not be disappointed. Every stage in the game gets a 3D background for every stage, with alternate night stages. The backgrounds were great either way in both 2D/3D landscapes. Although, the 3D were not definitely not the best 3D backgrounds I have seen, SNK still manage to provide them with that KOF touch. The anime intro is also a wonderful and beautiful plus since fans wanted something like this to be shown on a KOF for awhile. It has this “Manga” feel to it. The artwork on the characters in the select screen is great as the original KOF 98. The lengths of the animation are good and should keep fans entertained while watching it. The fighters’ sprites on the DC look about the same, but not as impressive then the Arcade and Neo Geo versions. Still, the colorful special moves effects were cool and entertaining to watch.

Gameplay/Controls 8/10
The controls are very responsive for this port. Players should not have a problem performing the regular command and specials on the DC controls, unless you have really small hands. In fact, to me, the game feels faster then the original. This game still had the 3 member team format before the 4 on 4 with the one striker deal was injected in KOF 99-01. The combatants would be cheering you in the back and help you if you were being grabbed or attacked. You have to input a special command to perform it, but for some odd reason, almost nobody actually use it. It even had the nifty relationship feature that was in KOF 97, where certain people were teamed could result from getting no help, super meter boosts, and whatnot. Well the game is well balanced as most of the glitches that were in the Neo Geo and MVS version are more harder to performed, that’s includes infinites since they changed the timing on the DC. Kyo is like the best character in the game due to his insane rush down game and combos. Most of the other characters in the game seem well ballanced except for of course orochi chris, orochi yashiro, and orochi shermie. Almost every character in this game can compete but of course their are always low tier characters and useless characters in a fighting game. The game still contains most of the infinites that were in the aracade and mvs version but not all. Fans may be dissapointed by this since fans always want a arcade perfect port of a fighting game. Which like all the time makes a fighting game port really good. Fans like to be able to perform everything that can be perfomed in the arcade and including glitches and combos. But who can blame them. Practice makes perfect expecially without having to waste money all the time at a arcade to do so. This version of kof 98 has practice mode like mostly every fighting game port. Very good mode to practice combos and strats and stuff. Sucks your friend can control the secound player in practice mode though.

The game has two gauges: Advance and Extra. The Advance gauge was the orange meter that debut in 97. With that gauge you could fill up a meter and earn up a green which could be taken through using a super move or pressing LP+LK+HP together to use into a time mode, giving you an increase in attack power. Doing super move during the time mode would give out an even dangerous version of that super, but by using it, you automatically drain the time mode meter. The Extra gauge is what we have been using our prime super meter since KOF 94. In this gauge pressing and holding the LP+LK+HP buttons charged your power meter up. When reached, it turned into a time mode giving you attack power increase as well. If you ever get in near defeat will a flashing life bar, you can skip the charging and perform endless amounts of DMs. One small thing you must realize is that in order to use the SDMs, your energy had to be low with a charge super meter, which is a lot harder then it sounds. The computer has the exact same plan every time you fight them. You’ll have simple fights on the first five until you reach the final sixth team before fighting Rugal, both who are insanely smart.

Sound/Music 10/10
Next to 96, KOF 98 has the best music I ever heard. It has a lot of the characters’ and teams’ main themes from older KOF soundtracks and such, with some original tracks, too. In it all, they are a little fixed to sound very clean and just as catchy. The sound effects are still cool, even thought we heard them in older KOFs. The announcer that says the round number and “Ready Go!!” sounds fantastic. Also, the people behind the voice acting for the fighters, like Iori and Terry, should get a round of applause. Who can forget those people!?! In all the music and sound bites rock solid in this game!

Replay Value 8/10
This game has great replay value. Great amount of characters to beat the game with and also each team has a special picture when you beat the game with them. There are also special pictures when you beat the game with certain character teams (i.e. Terry, Ryo, and Kyo) Also it is very fun to learn new combos and learn new stratagy for each character. SNK also putted in some ‘altered’ versions of some of the fighters, some of them having entirely different setups for moves and combos. So it is possible to play Kyo like he was in KOF94, some of the guys from Fatal Fury can play as their Real Bout 2 selves, the AOF people can play as if they were in their AOF series, and we all know the New Face team can go ‘Orochi’. There is a pretty big cast in this game and alot of strats and combos to learn so that should be a plus for the replay value in this game. Also having a practice mode makes it abel for you to practice and learn combos, inifintes, strats, and glitches for as long as you want. The Neo Geo Pocket Color connection is cool to say the least. Just saving points from KOF-R2, install it to the DC (!), and use the points to buy new content is spectacular and like every fighting game, its always better to play with friends. A very high replay value in all.

Overall 8.5/10
This game was known by many SNK fans as the best KOF game to get and play! Several years later, KOF 98 is ‘the’ game to go for, for that great balance of gameplay. However, the DC is a must for its additional extras. The anime intro, 3D backgrounds, and the ability to transfer NGPC stuff. What more can you ask for? You know how good this DC copy is? It should be bought even if you have the original KOF 98. Plain and simple.


- by fighting game master


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