Home Video Games SNK vs. Capcom: The Match of the Millennium Evaluate (Swap eShop)

SNK vs. Capcom: The Match of the Millennium Evaluate (Swap eShop)

Recorded on Nintendo Switch (docked)

Once upon a time there was a real battle between Capcom and SNK. In the early 90s, the two companies, each devoted to developing the fighting game, started a Cold War.

SNK’s Ryo, an orange, gi-wearing approach to Street fighter Ryu ended up in Capcom’s officials Street Fighter II: Champion Edition Artwork as a dejected opponent. Not only was the orange gi present, the fighter, whose face was hidden under Sagat’s powerful grip, wore a ponytail similar to that Art of struggle Robert Garcia. SNK responded with a series of statues resembling Guile, Fei Long, Zangief, and Akuma from Street Fighter II, in the background of a King of Fighters ’94 Cutscene. Rugal Bernstein, the final boss of the game, declares them to be statues of fighters whom he defeated. A year later, in 1995, Capcom revealed the secret Street Fighter Alpha Fighter Dan Hibiki: a slapstick, weeping parody amalgam by Art of Fightings leading duo.

SNK vs. Capcom: The Match of the Millennium Review - Screenshot 2 of 5

Recorded on Nintendo Switch (Handheld / Undocked)

The companies even fought over employees, and Street Fighter director Takashi Nishiyama left Capcom for SNK in the late 1980s to start the company Fatal anger Series. As head of development for SNK it was Nishiyama who – knowing that SNK was on the verge of bankruptcy – finally brought the idea for a crossover to Capcom’s Yoshiki Okamoto (Street fighter II). The rest is history, and the crossover spawned a multitude of titles between 1999 and 2003. Some SNKs were developed, others by Capcom. Before the release of the Arcade and the subsequent Dreamcast and PlayStation 2 ports, the gala started on SNK’s Neo Geo Pocket SNK vs. Capcom: Match of the Millennium.

SNK vs. Capcom: Match of the Millennium is stylistically carved from the same shape as the rest of Neo Pocket’s fighting game catalog, and features a hand-picked selection of punchy SNK and Capcom favorites in pint size. Uniquely presented, the introduction conspicuously shows the performers clashing: Ryo from SNK and Dan Hibiki from Capcom comically involved in kite strikes, and Ryu’s archetypal fireball on the screen that leads you to the title screen.

Plucked from the Street fighter, Darkstalker, Samurai showdown, Fatal anger, and King of Fighters Universe, the game offers 18 characters available immediately with a further 8 characters to unlock, bringing the total number of playable characters to a whopping 26. In addition to the central tournament, the Olympic mode offers various condition-based endurance challenges and a number of special mini-games from the world of Metal bullet, Ghosts’ n Goblins, Samurai Showdown and Darkstalkers. These consist of simple, score-based distractions that range from alien shooting galleries to BemaniStyle reflex tests with a selection of recognizable music tracks. In the original version of the game on the NGPC, the points collected during those games could be transferred to the Sega Dreamcast (via a connection cable, which is now extremely expensive) and used in Capcom versus SNK: Millenium Fight 2000 Unlock additional fighters.

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Recorded on Nintendo Switch (docked)

SNK vs. Capcom: Match of the Millennium brings the IPs of Capcom and SNK together wonderfully and skillfully. arguably better than SNK’s 2003 arcade release, SNK versus Capcom Chaos. The traditional two-button setup of the Neo Pocket remains unchanged. It uses short keys for light punches and kicks and slightly longer presses for strong attacks. Street Fighter characters and bosses have almost complete move sets from the Alpha series, while the SNK boys and girls have similarly up-to-date (at the time of publication) repertoires. Massively impressive combo building is ubiquitous, as are each character’s signature super attacks. And while it comes from franchises with unique fighting game characteristics, everything is superbly honed to ensure that the fighters are evenly balanced in combat.

Apart from the springy mechanics, SNK vs. Capcom: The aesthetics of the millennium are beautiful. An inspired color palette pushes the Neo Pocket to its limits, and the game’s menu screens show detailed character portraits and superb graphic arrangements. Stage backgrounds are drawn from the far corners of the SNK and Capcom pantheon, and the themes of the character music play accordingly, depending on who you’re up against.

In a game that’s already crammed with content, you can approach the tournament mode in either a traditional 1-on-1 setup. a 3 on 3 team fight (in the style of King of Fighters); or a real-time tag team-style option Marvel vs. Capcom. There is also a choice of three super-gauge charging styles from the Street Fighter and King of Fighters series.

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Recorded on Nintendo Switch (Handheld / Undocked)

Each character fights a specific rival in the fourth phase and triggers a real final boss in the form of Evil Ryu or Orochi Iori, as well as good or bad endings, depending on whether the rival is defeated or not. The game’s good mood regarding the SNK and Capcom rivalry is nice to see and there is a lot of thought given to the various cutscenes and pre-fight exchanges. For example, when Ryo and Dan finally meet, Ryo wants to know why Dan is wearing his clothes.

While it appears that the AI ​​has been slightly improved over some previous versions of the console, SNK vs. Capcom: Match of the Millennium still suffers from the fact that the default settings are way too simple and that they do so in real-life encounters with the final boss are pretty frustrating. Beating M.Bison and Geese Howard’s team is a breeze. But Evil Ryu and Iori can be problematic, dealing aggressive attack AI and massive damage. Trying to win against them in team fight mode where they regenerate a large portion of health per turn can be very challenging.

A switch-specific problem is that the analog stick is not optimal compared to the original micro-switched stick of the Neo Geo Pocket. Getting kite strikes to fly can be too difficult in the heat of battle, making everything feel a bit inaccurate. You may want to reach for an alternate pad or stick if you have one, especially when engaging in one-on-one battles.

SNK vs. Capcom: The Match of the Millennium Review - Screenshot 5 of 5

Recorded on Nintendo Switch (Handheld / Undocked)

Criticisms of the Switch’s previous Neo pocket ports are not taken into account. There is no on-the-fly move list available in the submenu, so you can effortlessly load images of the game manual without quick indexing (and not even include the 8 unlockable characters). The external presentation is fine, the game plays in the correct aspect ratio, there are some nice front bezel options and a filter for tinkering – but there are very few unique extras. An option to map the game’s four attacks on four buttons was once again overlooked by criminal law.


Despite some flaws in the re-release, SNK vs. Capcom: Match of the Millennium remains not just a charming piece of history, but a comprehensive fighting game with impressively tight elasticity. It’s full of movesets that exactly mirror the arcade counterparts from which they are derived. It’s the moment a legendary rivalry has thawed and handshake, and a fanfare for SNK’s excellent but unfortunate handheld. It also remains something special to have so many faces from so many different series on the same screen and in such a good mood. Seeing Kyo and Chun-Li compete in pocket size on their Great Wall stage or Ken and Ryu pulling fireballs over Krauser’s Cathedral is an experience worth repeating. It is an object of its time and format, and you must be prepared for it. but SNK against Capcom? This really is the game of the millennium.


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