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King of Fighters R-1
  NGPFightingJ  
  opened by paleface at 02:06:26 12/02/03  
  last modified by paleface at 19:53:39 03/28/24  
  paleface [sys=NGP; cat=Fighting; reg=JPN]
           
The little greyscale game that kick-started SNK's ill-starred trip with the handheld gaming public. And quite a game it is with all the speed, control, sass, and super-cute deformed KOF characters that you'll find in the later color fighters, only here in stylish monotones. Of course it blurs a good deal on the NGP's screen and its a bit hard to see how someone could have got really into it playing it that way, but then you have to remember that at the time the next best thing were Takara's shrimpy KOF ports on GB (the last one of those was '96--R-1 is '97, essentially, like R-2 is to '98).
 
And besides, messing with that contrast knob to try to get it so that you can see both your fighter and the background at the same time is all part of the bonus fun!
 
Seriously though, darn fine fighting game by any standard. Pretty much zippo in the way of extras--so you'll just play the main game over and over and like it, you Nancy!
 
  paleface 06:50:01 06/25/22 [relations updated]
           
With its Contrast knob, the single-screen flashes on Kyo's super for instance weren't so bad on my somewhat photosensitive old eyeballs. Oh huh and whereas in MotM (see entry 421), Ryo's circle back, circle forward+P multi-hit super flashes the screen rapidly, it doesn't flash at all in R-1.
 
  paleface 22:09:29 02/17/24
           
 
  paleface 15:30:32 02/19/24
           
Manual (the "kof_r1-english_text.pdf" one is a smaller file): https://archive.org/download/neo-geo-pocket-manuals
 
  paleface 19:53:39 03/28/24
           

 
Orochi Yashiro, Orochi Iori, and Orochi Shermie, in Mednafen.
 
Plays well, if a bit slowly--plenty of dramatic pauses in the limited animation; this can get a bit funky with a supernaturally fast character such as Orochi Iori: you push up-forward to jump, there's a pause--THEN SUDDENLY he jumps and you weren't quite ready because of the pause and now he's already landed from the jump before you recovered to hit jump kick.
 
If I don't end up playing this much it's mostly because of what chased me off KOF '97, of which this is a reasonably faithful port:
- lots of screen flashing FX (especially toward the end here)
- three boss fights in a row (at least two more than I would like 'p')
 
Stuff I'd wondered about:
- Only came out in J and PAL.
- Activate Max Power Gauge: down plus AB
    
 
references:
· The King of Fighters 02/03 (PS2)
· The King of Fighters 2000 (DC)
· The King of Fighters 2001 (DC)
· The King of Fighters 2002 (DC)
· The King of Fighters '94 Re-Bout (PS2)
· The King of Fighters '97 (PS1)
· The King of Fighters '98 (PS1)
· The King of Fighters '99 Evolution (DC)
· The King of Fighters Dream Match 1999 (DC)
· The King of Fighters NeoWave (PS2)
· The King of Fighters Orochi Comp. (NeoGeo Online Collection v.3) (PS2)
· King of Fighters R-2 (NGPC)
· The King of Fighters XI (PS2)
· SNK vs. Capcom: The Match of the Millennium (NGPC)

 
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