Hands down, stone cold, lead pipe, 100% absolute unchallengable grand champion forever and ever and ever:
Neo. Geo.
The year was 1995. It was a particularly bad time for console gaming, as the NES had finally reached the end of its magnificent run, Sega had a bunch of systems of dubious worth, and the rest of the landscape was littered with blink-and-you-missed-it systems doomed to become museum pieces within a couple of years.
But by far the greatest disappointment was the Super NES. It was a truly something to behold: The good folks at Nintendo built what was at the time the most powerful, loaded, complete, fun system of the time dollar for dollar (an important distinction I’ll get to later), they got the backing of a gamut of third-party developers, and they proceeded to make about 50 million brain-dead decisions which just about guaranteed that it’d be dead and buried approximately 3 nanoseconds after the first Playstation hit the shelf. By far the most disastrous was the decision to brand it as a “family system” (an albatross so titanic that they’ve just now put it to rest, if they have at all). That meant ridiculous bowldlerized replacements for “kill”, no blood, nothing even remotely suggestive, ugly labels on the corners of boxes, etc. etc. It was a debacle.
Of course, it also didn’t help that in many cases the programmers bit of far more then they could chew, and the system was rife with games with tinny sound, choppy graphics, image breakup, clumsy controls, or even outright game-crashing bugs (The Tick was especially bad in the latter department). And more than a few games were simply way, waaaaaay too hard (I’m looking at you, Contra 3).
With no reasonably-priced alternatives, I turned to an obscure cartridge system called the Neo Geo. This was the most advanced system of the time, with lots of terrific games. It was so good, in fact, that it regularly competed with the arcade games of the time. It was also outrageously expensive. A used system could run $450 easily (and in 1995 dollars, don’t forget); new, better be ready to shell out $600 minimum. Let’s not forget the games, starting from $55 for a cheapo throwaway thirdhand cart that’d be fun for maybe a week to a top-of-the-line fighting game which could’ve easily set you back $250.
Oh, did I mention that my only income at the time came from a paper route?
In retrospect, I should have realized that the whole industry was just going through an unfortunate lull, not the first or last time it would happen. Take a break from gaming, find a new hobby, pick up a sport, learn some job skills, whatever, and come back once a quality system at a reasonable price hits the market again (which happened when Sony unveiled the Playstation about a year or two later). But I was young and impetuous then, and so incredibly disgusted how Nintendo butchered the Super NES beyond recognition that SNK could name their price. I paid their price.
And I paid it again when the Neo CD system came out a little later. At least the games weren’t gougingly expensive (about $30-$50 on average), but the console still set me back well over $400.
Keep in mind that Blockbuster Video never had these games, and the one place that regularly had them for rental stopped almost a year before I got the system. That meant that for the most part, it was full price or nothing. Also, this wasn’t exactly a popular system, so it was very often full price new, and I had to travel far and wide to find even that much. (And of course, no online shopping at the time.)
And guess what? I encounted many of the same headaches that I did with the Super NES. Oh, sure SNK wasn’t squeamish about the word “kill”, and there weren’t rampant sound or graphics problems (they did censor the blood in the Samurai Shodown games for some inexplicable reason, but that’s the only really egregious thing I remember), but a lot of the games were still a total pain in the butt to play and good for a week, tops. Oh yeah, that “way too hard” thing I mentioned? Same 'ol, same 'ol: Fatal Fury 3, Samurai Shodown 3, Aggressors of Dark Kombat, World Heroes 2 (which had by far the most ridiculously overpowered final boss in any mainstream-release fighting game I’ve ever seen IN MY LIFE. Trust me, Seth is a baby compared to this horror.).
Aside from that…and it took me a while to notice this…hardware-wise, it really wasn’t a big improvement over the Super NES. What SNK did was take a 16 bit platform, the same the Super NES and Sega Genesis used, and code the everloving snot out of every game. That’s all it was, program, program, program until they had something that wouldn’t draw derisive snorts from arcadegoers. If you’ve seen the rom files, you’ll notice that some of them are FREAKIN’ HUGE, easily above 200 megabytes . Of course, this kind of work costs money, and it showed at the cash register. (The main reason the CD games were more reasonably priced was that, well, they were the same games as for the cart system, so the heavy labor was already done.)
Oh, did I mention the Neo CD’s loading times? Yeah, every new character, level, section, time to wait for that bar to fill. For a few games, this wasn’t a huge burden (Aero Fighters 3 was good, Metal Slug was all right), but for the most part, this was a huge source of frustration which absolutely ruined the flow of the game. Ever try to play King of Fighters '97 where you have to wait 45 seconds before every flippin’ round?
And then emulation came along, and it was OVER, man. Comfort of my own home, much better controls than anything SNK ever, produced, unlimited credits, and get this…cheat codes and save states. Which I definitely could’ve used when I was spraying shots all over the place in Top Players Golf, let me tell you.
In short, nearly three grand (1995 dollars!) blown, and thanks to emulation’s features, a total waste. (I was able to cut my losses a tiny bit by selling my remaining CD games on Ebay years later. Unfortunately, the system mysteriously broke down before I coudl sell it.)
Believe me, even the PS3 is a steal compared to this.