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Neo-Geo FAQ by CMullins

Version: 12.1 | Updated: 03/20/02

PDF Version 2.0/TXT version 12.1/PostScript version 1.2a 
FAQ is Completely Rewritten
Updated 3/20/2002

----Why did I create this FAQ, and what is expected of this document in the future?
Well, there were many reasons, but the first, was that there was no other current Neo FAQ out on the 
Internet. Ralph Barbagallo's FAQ was, in April 1997, 2 1/2 years without an update, and I felt a new update 
may have been necessary.  I had to find something to occupy my time then; making a new FAQ was the first 
step.  It has gotten much larger since I started the FAQ five years ago, and much more comprehensive at 
that. Nowadays, there are a large number of Neo sites that have a lot of general information, and devoted 
fans continue to fill the void left by former SNK-players.  Since I am of the "former SNK and game players" 
category, updates to this FAQ will be further and farther between, as all of the information that I ever knew 
about the Neo is here.
V.1.0 (4/10/1997) to v.12.1 (3/20/2002)

----What is the History and Rationale behind the NEOGEO?
Two hypotheses concern why SNK released a home version of their MVS set:
1.	SNK originally intended for the NEOGEO to be a home rental system, as it was too expensive 
for most people at launch time. After two months though, SNK stopped doing this, and started 
to sell them vigorously, to the best of their ability. They needed to move cartridges, and could 
do so by interchanging the home with MVS whenever the market desired it.  If more home 
cartridges were needed, SNK could do the conversions and sell them (Shock Troopers: Second 
Squad comes to mind), and vice versa.
2.	SNK needed to generate more publicity for their arcade games; it is better to hit the arcade 
owners with a $650 (later the retail MVS game price was around $1100) price tag than a $200 
price tag.  I do not believe SNK wanted to sell a lot of home carts; people playing these home 
carts spread the word about NEOGEO to their friends and other interested parties, and since 
these were still prohibitively expensive, they would head to their local arcades to play them.  
The arcades would then buy new SNK boards, making the company much more money than 
the "piddly" money coming from home sales.
The Neo stood strong after undergoing a motherboard change for the video output (they needed to have 
better composite output from the Neo, as the first NEOGEOs had horrid composite output), and initial 
expectations were high as a result of good reviews.  Despite sales pushes of the Neo-Geo utilizing 
Penthouse Magazine Ads, game leaflets, and large information packets; the American sales they were 
dreaming about never came to pass.
In late 1994, after Samurai Shodown 2 was released in America, the front office of SNK US changed with 
Chad Okada (the Game Lord) leaving for Sony while the Barones took over rein of the company. The 
Barones must have took generic cost-cutting measures or "milked the cow" as far as possible, because there 
was very little marketing and advertising to push Neo-Geo home sales. It is a small wonder that the Neo-Geo 
was sinking fast by 1995.
Despite rumors that Bakumatsu Roman Gekkano Kenshi would be the last fighter on the MVS, SNK 
prevailed on the arcade front with their Metal Slug series, lending a new lease on life to the Neo. Outside 
developers were brought in to make the last few games for the MVS (Noise Factory: Sengoku Densyo 2001, 
Eolith: KOF 2001, etc.), which effectively told that SNK was unwilling to make any expenditures in 
development themselves. The death knell was sounded on 30 October 2001, though interested parties in 
Southeast Asia quickly took up the cause of saving SNK's intellectual properties.  One can safely say that 
the MVS as a platform will die in around 24 months, though I cannot even count the number of people who 
guessed wrong concerning the Neo's departure.

----Is the NEOGEO really worth the money?
Well, though there are a few games that I can say are worth the money (Magical Drop 3 quickly comes to 
mind), as a whole the system will quickly disappoint given the technology in newer systems. It is hard to 
convince the masses that 3D garbage is worse than 2D finesse, but even if one can do so, there are very few 
games that are examples of 2D finesse. Unless one plays the hell out of the games listed below, and 
understands that the Neo is more about playability than flash, then do not get one at all. As well, given the 
awesome development of emulation (see below), it is a moot point to collect Neo games, as the sheer 
expense in mere video games has caused quite a few personal collapses that I know of.
Games that I personally think are worth full price (meaning high playability) are listed further down in the 
FAQ, under "recommended games."

----What is a NEOGEO or NEOGEO CD, and what are the specs for it?
The NEOGEO is a near-exact copy of SNK's MVS arcade hardware (except for board pinouts, of which they 
are rearranged), with MVS standing for MULTI-VIDEO SYSTEM. SNK usually makes games in this order: 
MVS Cartridge (all games are made on this format, no matter if they are released or not), Home Cartridge, and 
NeoGeo CD. Remember that there are very few games that are CD only, or are MVS only; but all CD games 
have MVS prototypes with FM synthesis music, such as Oshidashi Zintrick.
Arcade operators have the MVS boards set up to where one can play up to 6 games (can access different 
ones with a push of the button) while standing at one machine. There are also 4 game, 2 game (2 monitor), 2 
game (1 monitor) and single units. Specs are below:
Processor: Motorola 68000 (12 Mhz, 16-bit), Zilog-80A (4 Mhz, 8-bit)
(Technically a 16-bit machine, not 24-bit)
Resolution: 320x224 
Color Palette: 65,536
Maximum Colors On-Screen: 4,096
Maximum Sprites On-Screen: 380
Minimum Sprite Size: 1x2
Maximum Sprite Size: 16x512
Maximum Amount of Game Planes: 3 
Sound Channels: 4-FM synthesis, 7-Digital, 3-PSG, 1-Noise channel
Internal RAM: Work RAM: 64Kb
Video RAM: 68Kb
Z80 RAM: 2Kb 
Memory Card (see below)
The NEOGEOCD has all, including a single-speed CD-ROM drive, 64Kb of Static RAM, 512Kb Video RAM, 
cool loading screens, and 56 Megabits of Dynamic RAM. The CDZ has the same specs, except with more 
cache and a faster CD controller (not a double-speed drive).

----How much does a NEOGEO system cost?
When the NEOGEO first came out in 1990, the system cost $650 with either NAM-1975 or Baseball Stars 
Professional, and games soon followed at $200 apiece. Now one can pick a Neo up for about $200 though 
new games run around $300 apiece, due to the extremely large megabit count of them. But one can find older, 
used games for a lot cheaper (about $40-50 apiece); which provide somewhat better value that way. Before 
emulation's prowess in the Neo realm, used carts were sought after since no one could rent these systems 
by 1994; with emulation, one can try out any of these games for free.
The NEOGEO CD came out in 1994 as SNK's plans for high volume sales of home carts (and arcade sales in 
America) never materialized on the cartridge medium. The CD system was the supposed answer to SNK's 
gamut of problems, with cheaper games and a standard medium to put them on. It's debatable as to the 
system's viability nowadays, as the last game released was KOF '99 and emulation is coming into its own. 
Certain used games are cheaper on cartridge (not so much anymore), and load time is a big problem (due to 
the demanding fighting games made for it, and it being a single-speed drive).  Though the CD games are 
very cheap on the used market now, as a whole they are now bought for the arranged music and CD only 
titles. The NEOGEO CD cost about $250 new, and games used to run about $50-70 apiece new for it. The 
CDZ cost around $400 new when released as well.

----What Accessories are available for the NEOGEO, and can I get substitutes for parts?
Joystick: There are two kinds of joysticks available for the NEOGEO. The older of the two is a larger, more 
stable joystick, where motions can be done with relative ease. The joystick is very comfortable, and 
personally it has a good feel to it. But the newer joystick (released when the Neo CD came out) are lighter, 
more apt to break, and harder to even pull off motions on it. Some people don't like the fact that SNK doesn't 
make the older, heavier controllers anymore, but only the smaller, sleeker controllers. You can use these 
controllers on the CD, CDZ, MVS (with a direct joystick output), and Home cart system.
Memory Card: This device on the NEOGEO Cartridge System can save any position in ANY game (from 19-
27 game positions saved), and can be put in an MVS arcade cabinet so you can resume playing from your 
saved game in the arcade (8 Kbytes of RAM). One can also use any memory card (no matter the size) that 
has 68 pins and is JEIDA spec ver.3 or higher. 
Joypad Controllers: These are pretty good controllers for non-fighters, but please do not try to play 
fighters with these unless one is adept at playing them on other home consoles.  Once used to a good 
joystick, very few will go back to a joypad for fighting games.
RGB/S-Video Cables: One can have arcade quality graphics with an RGB cable (and good quality with the 
S-Video cable), but one has to make his own, as all of the old peripherals are not made anymore. 
Nylon Carry Bags: This is a very old accessory which I have seen very few of. The use is to carry one's 
Neo anywhere, though they are not that sturdy.
AC and AV adapters: The AV adapters can be used by the Home Cart, CD, and CDZ system, provided you 
don't try to use the red jacks on the cart system. The AC adapters are DIFFERENT for the Home cart, CD, 
and CDZ systems. :( One must get stock SNK replacements, for which retailers such as BuyRite charge an 
arm and a leg for…
There are other products out there made by third-parties and other companies, but are not listed here (like 
tons of specialty controllers, which were mostly made back in 1993-1994). 

----What Accessories were Proposed, but never released on the NEOGEO?
There were some accessories for the Neo-Geo, mainly back in the earlier years of its life, but never surfaced. 
Below they are listed:
1, The Neo-Geo Network: This was a network, which included games with built-in modems (only 
Minnasanno Okagesamadesu was released like that) for link-up play all across Japan and the USA (in 
theory). It only appeared in the USA in an advertisement for the Neo-Geo in 1990, though in Japan, it 
2. Keyboards: There were two keyboards for the Neo-Geo; the first is a Mahjong controller with 8 buttons 
(no joystick itself, no directional up and down), and the second is a computer-style keyboard, for the Neo-
Geo network. Both were shot down in late 1991, as only prototypes exist. The Mahjong controllers do exist 
in small quantities in Japan, but are very rare to find.
3. The Neo CD unit, which was supposed to attach on the Neo cart unit...relegated to vaporware status in 

----Are Japanese games compatible with U.S. NEOGEOs?
Games are fully interchangeable between regions on all systems, but the region of the system determines the 
language of play on default. For example, if one has a Japanese system, all English games play in Japanese 
by default. Japanese, English, and European are the only language/region markers in use by SNK.

----Are there any Third Party Game Manufacturers for the NEOGEO?
There used to be several third party companies publishing in America, but now only produce in Japan(and 
let SNK publish them over here), such as Visco, Pallas, Video System, Alpha Denshi (ADK), Face, Saurus, 
Sunsoft, Aicom, DataEast, Tradewest, Hudson Soft, Nazca, Taito, Viccom, Technos, American Sammy, 
Monolith, Takara, Brezza Soft, Eolith, Success, NMK, Yumekobo, Playmore and Wave. They all publish 
games in Japan, or just stopped making games for SNK. To tell the truth, most of these were probably 
separate entities within SNK, such as ADK, Saurus, etc.

----What's this I hear about NEOGEO Emulation?
After 4 years of updates and teasers beginning with the Gekko emulator of NAM-1975, there are several 
well-done emulators (NeoRageX, Nebula, and Kawaks to name a few) that run all games dumped.  There are 
still very minor kinks to work out, such as transparency flaws, but the emulation is almost perfect. As of 20 
March 2002, only KOF 2001 and the Prototypes remain undumped, meaning that all other games are playable 
on one's computer. 
Personally, I used to be turned off by emulation, but that was because I sold arcade MVS carts as a 
wholesaler in 1997-1999; I saw the gains emulation was making and knew that it can undercut my business. 
With my distance from gaming in general, the only way I'll play these games is through emulation now; as 
the costs I incurred as a collector years ago caught up with me in a big way. I could not believe how much 
money I would have saved if I never bought all those "rare" titles in 1996-1997.  Emulation has landed in a 
big way with respect to the Neo, and personally I think it is a welcome one.

----Can I put my ROMs from my computer onto an MVS, Home Cart, or CD?
Theoretically, one could re-dump them onto an MVS or Home Cart (pirates do something similar as they 
copy ROMs to other Flash ROMs on Neo games; buy an arcade game from Hong Kong and open it up, and 
chances are that all one will see is flash ROMs), but knowing where each bit of information goes is best left 
to professionals. One cannot put them onto a CD (I don't think), and expect the Neo CD to play them. 

----What is the Memory Card test and the Controller Test?
The Memory Card test does test and let you format cards, delete and copy saves, and read files. One 
presses and holds ABCD (on first controller) when a game is inserted, then one presses reset, and it is 
activated. The Controller Test tests to see if you have a broken controller, and it is activated by inserting a 
game, turning on the power while holding ABCD on the second controller. There is either a 0 or 1 when one 
presses any button in the test.

----Are there extension cables for my controllers available?
One can actually use PC controller 15-pin extension cables without any modifications necessary. Although I 
have had this information in this FAQ since April of 1997, I have never actually tried this. I've heard that 
this works, but I cannot verify this personally.

----What about the Multi-Link feature?
Some games (Riding Hero, League Bowling, Thrash Rally, and the two Versus Prototype games) for the 
NEOGEO feature the Multi-Link Feature, which means one can network two NEOGEOs together, with two 
separate TVs. But the Multi-Link Cable is essentially a wire with two male mini-headphone jacks, one at each 
end. I have never tried this either, nor do I know of anyone who has done this.  I think that this was 
intended because the original MVS games had them, and that Home games are direct copies of MVS games.

----I keep seeing NEOGEO games with cardboard boxes, what is up?
The first 18 games were released in Japan with cardboard boxes not unlike the Nintendo (Famicom) game 
boxes. These are more rare than the other box forms, and are somewhat desired by collectors.

----What about these "Prototype" cartridges I'm hearing of?
There is a debate as to what can be considered a prototype game.  Some have been talked about for release 
several times (GhostLop, QP, etc.), while others were never intended for release.  Below is a partial list; other 
sites on the internet may have a more complete list, so I would suggest performing an adequate search for 
them before claiming to know of Neo prototypes:
Baseball Stars 3
Crystal Legacy
Death Match
Dunk Stars
Fire Suplex 2
Fun Fun Brothers
Fu'un Super Tag Battle Link-Up
Heavy Glove Boxing
Magician Lord 2 (CD only)
Mystic Wand
Ninja Gaiden
QP (CD only) 
Warlocks of the Fates
World Heroes Link-Up
Buyer beware though, as rumors purport that a few of the above have been pirated and copied for years in 
Latin America. The games that are MVS Only, if they are advertised as home cartridges, are merely 
converted cartridges. 

----Which Game Magazines covered the NEOGEO?
Back from 1991, American magazines covered the Neo-Geo from day one, as there was a decent amount of 
hoopla surrounding it. I theorize that it was these initial reviews of the Neo that prompted the Neo home 
system to begin with (see first question). The coverage continued for several more years, in such magazines 
as Electronic Gaming Monthly, GamePro, Die Hard Game Fan, etc. But, in 1995, most of the magazines 
stopped covering the Neo (mainly because they were tired of going to the arcade to review the games), and 
readers had to turn to Japanese magazines for their Neo info. In 1996, Neo-Geo FREAK was introduced in 
Japan, which was the only all-Neo magazine to date. In December 2000, Neo-Geo FREAK closed its doors, 
shutting down adequate Neo coverage for good.

----What's the current status of the Neo?
Though everyone has been wrong as to the demise of this system, SNK's demise will spell the end of this 
system. Home cartridges from now on will be hobbyist, non-official releases, and the arcade development 
will cease in about 24 months.  The Neo had a good run, but the system should have been canned in 1997 
when Last Blade was supposed to be the last fighting game. Jeff Ferrier's startup Vektorlogic states, 
however, that they can fully reproduce the Neo boardset without SNK parts; Playmore and SNKNEOGEO 
(interested parties in SE Asia) have even threatened the company with lawsuits because they have been 
successful at duplicating Neo development kits. 
Several other entrepreneurs are aiming to produce home releases of MVS only cartridges, but it may be 
futile; I tried to get into the market in late 2000 to no avail.  I offered Breakers Revenge for $250 w/quality 
(not garbage, archetypal) insert, manual, and everything else, but the advent of emulation and the game's 
lack of appeal killed that prospect. Emulation has killed most of these offers, as near-perfect quality can be 
had for free.  

----Why was SNK of America so complacent?
Firstly, after Bonnie Lais and Chad Okada left the company, SNK Japan brought in a new director's board to 
take charge of SNK USA (the Barones).  It is legendary of their laziness at responding back to calls, and 
their lack of will to service home sales with regard to their arcade sales.  They knew where their bread and 
butter was, but forgot that fostering small sales is the key to garnering larger sales later.

----I want Blood in my games!
One can either input the code normally (which can be time-consuming), or one can have a language switch 
installed. In the following paragraphs I will explain how to do so in a NEOGEOCD(Z). This may also work for 
the cartridge system as well. Please don't turn the switch when the system is on, as it may damage the 
system.  I will NOT take responsibility for your mishaps on making this, should an accident occur, as I have 
not tried this process.
Now, here are the directions:
1. Unplug all cables from the NEOGEOCD(Z), and remove any disks that may be inside.
2. Turn over the NEOGEOCD(Z) and remove the four screws at the corner of the case. After removing the 
screws, carefully lift the TOP portion of the case so that it does not get stuck on the joystick connectors.
3. Place the top portion of the case next to the bottom so that the CD data cable does not get removed from 
its socket.
4. Look at the board with the joystick connectors. Carefully remove the Data Cable from its socket. Next, 
remove the six screws and carefully remove the board from its case. Also, be aware that there is a switch 
already present on the board. This is NOT a pre-installed language switch (DON'T TOUCH IT!).
5. Look at the jumpers near the Data Cable (at southwest position from the Data Cable, when the diagram 
near the Data Cable is facing north, relatively). If you have an American NEOGEOCD there will be a jumper 
located at JN1. If you have a European system, the jumper will be at JN2. On a Japanese NEOGEOCD(Z), 
there is no jumper set.
6. Look at the jumper diagram near the Data Cable. Now you have to decide what modes to switch from and 
to. If you have any remaining jumpers, remove them with a soldering iron. Also take the time to decide 
whether you want a remote switch, or one soldered to the board.
7. (FOR JAPANESE TO USA MODE) If you decided on a remote switch, solder a piece of wire to one 
terminal of JN1 and solder the other end of the wire to one of the terminals on the switch. Next, solder 
another wire to the other terminal of JN1 and then to the other terminal on the switch. You now have a 
working USA to Japanese mode switch. You can now cut a hole in the case of your NEOGEOCD(Z) and 
mount the switch( if you want to). If you wanted to switch between Europe and Japanese mode just 
substitute JN2 for JN1 in the above example. Also, if you did not want a remote switch, you can optionally 
mount the switch directly to the board. This makes it really hard to change modes when you want to. 
(ALL THREE MODES) If you wish to have all three modes you have several options. First, you can buy a 
three-way switch, that must support both JN1 and JN2 open, JN1 closed and JN2 open, and JN2 closed and 
JN1 open. Or, you can install two switches. In the second part, you could use USA mode by leaving the JN2 
switch in Japanese mode and setting the JN1 switch for USA. European mode can be used by leaving JN1 in 
Japanese Mode and setting JN2 for European. Japanese mode would be accomplished by leaving both 
switches in Japanese mode. Please do NOT leave both switches in either USA or European mode.
8. Now reassemble your NEOGEOCD(Z).
9. Now reattach everything and try a game in Japanese mode and then try it in American mode. If it works 
both times, you have a successful switch! 
If you don't want to do this yourself, please contact MAS Systems, as they can modify your NeoGeo to 
show the blood with the flick of a toggle button. Not all games require a language switch to get blood and 
Shiranui Mai's "bounciness", but even recently some do require it (Metal Slug comes to mind). 

----I heard that MAS SYSTEMS does various modifications to Neo-Geo Cartridge Systems. Please tell me 
about it.
I'll try to explain the best I can, but since I haven't owned a Neo in four years, I'll only go by what other 
reliable sources told me about them. Here it goes:
Stereo-SVideo Mod: This mod enables you to use S-Video and Stereo outputs on your Neo-Geo system 
(instead of composite video and monaural sound). I think it costs about $100 to have done, courtesy of 
MAS Systems.
Debug Mod: Or known as the "Arcade Mod", or the "Game Developer Mod", this mod does quite a few 
things. Firstly, it's a language changer for older titles. Then, it's a "Game Genie" for the Neo, enabling you to 
access secret characters by using access codes and such. As well, one can have unlimited continues, 
damaging hits, and the like. It costs about $80-$120 or so to have done.
Japanese Switch Mod: Many people can do this, as the process is described above. 

----Can I convert MVS Games to Neo Home Games?
The conversions require one taking the MVS chips out of the casing, putting them in the home cart, and re-
wiring them to work. Plain and simply, this is what you need:
$100-125+ per cart (depending on the charge that the converter uses)
A host cart, to convert the MVS game to (118 Megs or bigger)
The MVS Cart you want to convert
MAS Systems' number is at the bottom of the FAQ. Almost all of the so-called 'prototypes' out there are 
merely converted carts. One can tell converted carts, because when opened they contain tons of re-wiring; 
regular cartridges are clean inside.  Jeff Kurtz had a list of what "sacrifice" carts are needed for MVS->Home 
conversion, of which the list can be found with an adequate internet search.

----Are you sure about the "converted" carts? Are they worth buying?
To give you an idea, about 2 years ago, I converted a copy of Breakers Revenge for my own personal use, 
on my own. And let me tell you, it took a lot more than $125 and a cheap game to transfer the MVS cart to. I 
used to "homebrew" them myself, but the cost became quickly prohibitive to collecting.  I quickly left the 
collecting market, and with the advent of emulation and cheap arcade boards, converting MVS games in 
order to work in home systems easily fell out of favor. In short, they are not worth buying as cheaper 
alternatives provide the same level of functionality (arcade board setup in the home, emulation).

----Man, the NEOGEO CD is too slow! Can't I put in an 8x CD-ROM drive in my NEOGEO CD?
Well, it may depend on one's computer skills, as it depends on wiring the CD interface to the controller on 
the NEOGEO CD.. But all that work may be for naught, because most of the access time depends on what 
speed the games are produced at. Most are still produced at 1x,so anything higher than a 6x or 8x drive is 
not necessary at all. A 4x drive may not be necessary, so unfortunately one is stuck with slow access times.  
The translation itself is EXTREMELY difficult, and only one place (MAS Systems) has pulled off a 
translation. And, it was a Saturn-CDZ, which had no speed increase in it at all.
With the advent of Neo CD emulation, load times are extremely fast and games have no slowdown 
whatsoever.  CD games are worth buying if only to play with an emulator, because the emulators currently 
out are that good. I would actually suggest selling the original system and playing the games with an 
emulator if possible, as they (NeoCD I think is the name of my favorite) blow away the original's 
performance. No more reading chapters out of the Hunchback of Notre Dame while waiting for Bakumatsu 
Roman Gekkano Kenshi to load, I guess. 

----I'm so sick of composite video. I want RGB!
Have you got a PAL Neo-Geo with an RF, or composite cable? Here are two steps to RGB (I never did this, 
so approach with caution):
1. You need to force your Neo-Geo to display through the NTSC signal. Why? Because unlike the PAL 
signal it is 16% faster, full screen, and above all, it looks as the programmers intended. To do this, just open 
your Neo-Geo by unscrewing the four screws on the bottom (3 of the screws are hidden under the rubber 
feet; just remove the feet with a little screwdriver). Once your console is open, locate a small piece of bare 
wire (very short) in the area of the top right corner of the motherboard; it is called PAL 1. There is no need to 
be uneasy, as it is marked as PAL 1. Now with a small cutter cut it in half, and make sure that no contact is 
made. That's all. If you did everything fine you should get full screen signal (NTSC). 
2. Now for the optimum display (RGB) make a SCART/RGB (European SCART) cable. You can either get one 
from a store, like Telegames UK, or make your own. I do not have any info on how to make one, however.
If you did all well, you should now get a perfect display from your Neo-Geo. You COULD be a bit unlucky 
and get a composite display (not real good colors) through that cable on your TV set, after all that is what 
happened to me. Well, getting around is a pretty simple affair. All you got to do is to put your TV in Teletext 
mode, and it automatically switches to RGB! Then, with the appropriate button, remove the teletext page 
number, and there you have it! 

----Do you think the composite video problem I have is in the system?
Well, first, make sure that you're using Composite video, with two AV jacks (one for monaural sound, one 
for video). If it still is excessively blurry, then read the following:
There are three types of Neo-Geo cartridge systems. The first type had poor composite output, but good 
RGB output; the motherboard was a one-piece board. Well, in late 1992-early 1993, SNK released a new type 
of system with a daughterboard to help the composite signal. It did just that, but the RGB output suffered 
despite composite's gain as a result. In late 1997, SNK seemed to finish the production of Neo cart systems 
in JAPAN (in the US, they ended sometime in 1995), but they were manufactured with the one-piece board. 
The output for both RGB and composite, however, is clearer than the other systems. But what's different on 
the Japanese systems, is that they have 6V AC adapters and not 5V ones.  

----What is a NEOGEO CDZ?
A CDZ is merely a NEOGEO CD with better caching capabilities. IT IS NOT ADOUBLE-SPEED DRIVE, but 
was advertised as one. I've tested and opened the CDZ and CD, and there is the same drive mechanism. 
Right now, it is only available through Japanese importers, and plays CD games only in Japanese (on newer 
games, there is an option for the game to display English, Spanish, and Portuguese also). CDZs have high 
faults and low reliability with their drives; most will not last 3 years of regular use. The drive mechanism is 
similar to the Sega Saturn (first version)'s drive, and may work if you can wire it to the CDZ.
Also, the power output is 115V, not 100V, and the board will probably fry if one doesn't use a step-down 
converter (from 115 to 100). One can be had from most electronics stores. Load time is not that much faster, 
so the cost of admission may not be worth it.

----What should I get, the CD or Cartridge System?
It all depends on two things, how much one plays games and how long one is willing to wait in load times. 
The cartridge-based systems have no load times, but the load time with the CD/CDZ units is downright 
atrocious. Emulation has fixed the problem of cost for cartridges and load time for the CD, but as far as 
physical systems go, the cartridge is clearly the better value. Cartridge systems have better reliability 
because of the inherent advantages of cartridges (less moving parts) and the disadvantages of CD-based 
systems (more moving parts). Almost any anomaly wrecks the Neo CD lens, so for value purposes they are 
not worth the money.  One purchases a cartridge system for the lack of load times and cheaper used games, 
but emulation is free; only die-hard Neo fans would even bother owning one now.  CD based systems have 
the load time problem, but usually have beautiful Redbook-audio music; emulation fixes the problem of bad 
load times.  I would pick a cartridge system if I had to pick between the two, with a leaning toward the arcade 
cartridges with their inherent value and double use of making an arcade machine out of them.

----What should I get, the NEOGEO CD, or the NEOGEO CDZ system?
Neither, as I would buy the original games but use an emulator to play them.  Believe me, the load times are 
very fast using emulators as compared to an original CD or CDZ.  But if I had to pick between the two, it is 
the CD for being more reliable than the CDZ. 

----I can't find the Home Cartridge games I want. Are you sure I can't use MVS cartridges in my Cartridge 
I speak about this from experience, because I bought a Ninja Master's MVS cart on 1/20/97, and it wouldn't 
fit in my home system. The original reason why SNK made the MVS and Home Cartridges incompatible, by 
the way, is because arcade operators couldn't buy the "cheap" home games for arcade use. 

----What about an MVS->Home Cart converter?
There have been some made as of late that has piqued my attention (the !Arcade! adapter for example), 
however, long-term reliability concerns of these units are abound. There are reports of them not working 
with every game, and failure rates exceed that of the Neo CDZ. I'd say FORGET about these MVS->Home 
cart adapters, as one won't get the full functionality of the MVS system. This option is for the people who 
want the best of both by saving space, but for the cost of this thing, one can probably get a full size MVS 

----Are the NEOGEO MVS boards JAMMA?
The Neo-Geo motherboards are JAMMA compatible, and hook into any JAMMA harness. But in order to 
play an MVS game, one needs the main MVS motherboard (1 slot through 6 slot), the game cartridge and a 
Super Gun or an arcade cabinet with a JAMMA harness.

----Is It Possible to hook up my Neo Controllers to an MVS board?
It is possible on the *older* boards to hookup the Neo controllers directly to the controller ports (yes they 
are the same controller ports as all other SNK systems had). The new 1-slot MINI motherboards, however, 
do not have Neo home joystick ports.

----Then, should I get the MVS 1-Slot, because it's cheaper?
Most 1-slot boards do not have Neo controller hook-ups, which means modifications are necessary to hook 
up any controllers to the board. Neo MVS starters would be advised to get an older 1-slot or a 2-4-6 slot.

----Are 6-slots good to have in the home setup?
They work fine if one has a separate power supply. 6-slots need a lot of juice to keep running, and will 
eventually mess up the power supply if one is hooking the 6-slot to a MAS Systems Super Nova system. A 
dedicated cabinet with an adequate power supply will have no problem with it whatsoever.

----What system should I get, the home cartridge or the MVS cartridge system?
I would go for an arcade setup personally, given the high cost of better titles on the home system due to 
collector and yuppie hype.  The arcade systems have had many more copies floating around, and since the 
only difference between the two is instructions and a game insert, arcade games hold an advantage.  
Pricewise, the arcade games are much better in value; Metal Slug is the best example of yuppie hype versus 
normal supply-demand relations as the home costs $1100 while MVS costs around $40.  Though emulation 
has killed off any practical rationale for home system use, the arcade setup can be used to generate income, 
which is something emulation cannot do. I personally prefer the arcade system to the home, in conclusion.

----What's "The Irritating Maze"?
SNK made one trackball game for the Neo-Geo called "The Irritating Maze". It utilizes a special MVS board 
(with air compressor hook-ups and a special trackball controller for the game), and a standard MVS 
Cartridge. One can't put the MVS Trackball game cart into a regular MVS board, as it will not work. There are 
no other games planned on the trackball platform.

----I want to get an MVS system (Arcade machine or Super Gun->MVS board), but where, or how do I go 
about finding one?
That's a tough call. First, decide if you have enough money ($600 or so for a newer 1-slot machine with a 25" 
monitor), and adequate space to hold a big arcade machine. If not, you can purchase a Super Nova (Super 
Gun is the generic name for this type of setup) system from MAS Systems, and attach an MVS board to it. 
But, if you want an arcade machine for Neo games, see below for some tips:
Call up all the "Amusement Machines" dealers in the phone book n your area, and ask them these 
1. Ask if there are any arcade auctions in the area.
2. See if there are any machines for sale at the dealer.
3. Ask if any other dealers in your area might have what you're looking for.
Then, one can check out the dealers (including the ones I listed below, and across the internet), and see if 
buying used or new makes sense personally.
Shipping is the most important deal, however, when it comes to purchasing an arcade machine. Even if one 
purchases one locally, he'll need to find a way to pick it up and deliver it safely to the destination. If you 
buy one from a dealer that's more than 100 miles or so miles away, the most effective way of shipping is by 
freight truck. This method adds about 2 weeks to your delivery time and costs about $250 or so to ship. 

----Is SNK going to upgrade the MVS Board?
I've heard many rumors of SNK releasing an upgrade to the MVS board; a 32-bit upgrade of sorts, and the 
ill-fated CD drive in its early years represent such hype. With SNK's demise, the MVS will be dead soon and 
other systems more powerful than the old Neo will garner the last few developers away, killing any upgrade 

----What if my new MVS/Home cartridge game doesn't work?
If you've bought an MVS game from someone, and it doesn't work when you get the game, here are some 
things to try:
1. When you push the game in, push it in slowly; try not to jam the game in the board.
2. When you insert the game to its fullest extent, let it back out of the board by a couple of millimeters. You 
don't need to push the game all the way in.
3.Clean the contacts with isopropyl alcohol.
4. The last reason is if you have a Japanese/English switch on the back of your Neo-Geo (cart or CD), 
enabled in Japanese, some newer games may not work (from Fatal Fury 3-onward). I speak from experience (I 
bought a system from GameDude like that, and games like Crossed Swords and Fatal Fury 3 wouldn't work), 
so switch it back to English and see if it works.
Flip the first dipswitch at the back of the motherboard up, and then power the system on. This takes you 
into the Neo's diagnostic mode.

----Why can't I find my favorite NEOGEO cartridge?
When SNK used to make home cartridge games, they made from around 25000 during the early years or so 
to 500 or lower recently (I don't have exact figures). If one wants them, buy them as soon as possible before 
collectors push up the market value to well past its worth.

----I'm tired of my Neo Cartridge (or CD). Where do I sell it?
Well, I'm assuming that you don't know anyone else with your kind of Neo system (like myself). What you 
do, is follow this checklist below:
1. Try to determine a good market value for your game, by checking out the various newsgroups associated 
with this (rec.games.video.marketplace comes to mind), and go from there.
2. Put Ads over the internet, telling how good of condition it is in, the price, does it come w/ box or 
instructions, and other general info that the people may need to make a judgment on the game. Try to direct 
them toward Neo-related sites and message boards as well.
3. Put it up for auction on www.ebay.com (eBay Auctions), though I have major differences with them over 
their lack of any policing ability over the type of auctions conducted.
4. Sell your games to a company, such as GameDude, for some cash. These places usually will not give 
much for them, and are used as a convenience option only. Make this the "last resort" option because it 
garners you the least cash available.
That should be enough to get you on your way to selling games over the internet.

----Are there any significant oddities pertaining to the Neo-Geo and its games?
1. Minnasanno Okagesamadesu, one of the Mahjong Cartridge games for Neo, seems to be the only 
Cartridge game without any Megabit Count specified on the box(no cart symbol with a number inside it). It 
was also the game which was made (in prototype form) with a built in modem, for the Neo-Geo Network..
2. Twinkle Star Sprites, Alpha Denshi (ADK)'s last game on Neo, was made on Neo Cartridge in limited 
amounts. But, ADK ran out of instruction books for the cartridge version, so they made the rest with 
photocopied instructions. 
3.Tokuten Ou (Super Sidekicks), one of the first soccer games out on the Neo, had a glitch in championship 
mode wherein facing the third team(?), the game will glitch up. 
4. The Irritating Maze requires a TRACKBALL to play, and cannot be used with a joystick! Pop N' Bounce 
can be played with a paddle-type joystick, like in Arkanoid.
5. Mahjong Kyoretsuden and Mahjong Story are two different releases by two different companies, but 
constitute the same game.
6. The Neo-Geo Cart system may have underwent a final cosmetic change, as in 1996 issues of NeoGeo 
Freak there are red buttons on the joysticks and a red reset button (Japanese cart system, everything else is 
just like the regular cart system). This may be the last iteration of the Neo-Geo Cartridge system.
7. Stakes Winner, by Saurus, has 80 Megs in Japanese, and 98 in English. 
8. Dunk Dreams is known as Street Hoop is USA, and Street Slam in Europe. Also, Miracle Adventure in 
Japan is known as Spinmaster in USA, and Spin Kids in Asia/Europe.

----Which games for the Neo-Geo are only available in Japanese?
All these games (Cart and CD) are only available in Japanese (NOT US) form. On MVS, most are in English 
(European) form. The list below means that none of the games below are in any English/European form.
ADK World
Art of Fighting ~ryuukonoken gaiden~ Limited Edition
Bakatonosama Mahjong Manyuki
Band of the Fighters
Chibi Marukochan Deluxe Quiz
Crossed Swords 2
Idol Mahjong ~final romance 2~
Jyanshin Densetsu
King of Fighters '96 CD Collection
Mahjong Kyoretsuden
Mahjong Story
Minnasanno Okagesamadesu
Neo-Geo CD Special
Quiz Daisousa Sen
Quiz King of Fighters
Quiz Meintantei Neo Geo ~Quiz Daisousa Sen Part 2~
Shinsetsu Samurai Spirits Bushidoretsuden
Syougi No Tatsujin

----How come new cartridges don't come with sealable stickers anymore?
Up till ~Bakumatsu Roman~ Gekkano Kenshi (Last Blade) was released, SNK utilized sealable stickers on the 
side of the carts to determine that they were new. Since SNK ran out of stickers, and that most carts are kept 
in 'like new' condition, there was no need for them anymore.

----On NAM-1975, how come there is two cartridge stickers, one on top of the other?
From NAM-1975 up till after the release of Samurai Shodown, SNK just took production Japanese games 
and slapped a US sticker on the Japanese game on some of them. Showing their insolent laziness, SNK 
saved money by not removing stickers off of Jap games and just put the US ones over them.
The games are legit; there's nothing wrong with them. But, the double-stickering of the games does look 

----What games are recommended for the NEOGEO (CD)?
Here is my short list of 8 games:
Art of Fighting ~ryuukonoken gaiden~ (Art of Fighting 3)(Fighting)
King of Fighters '95 or '98 (Team Fighting)
Real Bout Garou Densetsu (Real Bout Fatal Fury)(Fighting)
Ninja Masters ~haoh-ninpo-cho~ (Fighting)
League Bowling (Sports)
Metal Slug X or 3 (Action)
2020 Super Baseball (Sports)
Magical Drop 3 (Puzzle)

----What is the Biggest Game for the NEOGEO currently?
For games that are released, King of Fighters 2001 is the largest at 892 Megabits!

----Can the NEOGEO handle more than 330 Megs?
Of course, there is no limit to how much data can be fit onto a Neo cartridge, or any cartridge for that matter. 
The 330 Meg limit and technology is called the "Pro-Gear Spec", which is just a name for the ROM 
addressing technology of the Neo-Geo. Back in 1990, SNK had to give a certain Megabit count as their 
maximum (any could do), and they called it "Max 330 Mega". Now, there are games twice as big as 330 Megs 
(King of Fighters '98, Metal Slug 3, etc.).

----Are NEOGEO games compressed?
SNK made it a point NOT to compress a game, to boast about having the bigger game as well as enhancing 
playability and minimizing slowdown. SNK has used it sparingly as of late, but as a general rule they don't 
do much of it. 

----What is GIGA POWER, which I've been seeing on intro screens on games like Real Bout Garou 
Densetsu 2. Is it more than a marketing tool?
Well, I have heard that it is more than marketing hype. Unlike Sega's 'Blast Processing', this 'GIGA POWER' 
allows SNK to address higher memory on the ROMs, making for games with a less grainy look to them. For 
games such as Real Bout Garou Densetsu 2 and newer, they utilize the 'GIGA POWER' technology for better 
quality (supposedly) games. For informational purposes, Bakumatsu Roman Gekkano Kenshi (The Last 
Blade) is the biggest non-GIGA POWER game, weighing in at 474 Megs.

----Are there any Back-Up units for the NEOGEO?
One could probably find one of the old Multi-Game Doctor units that are floating around; but since there are 
no more back-up units in production, one will have to pay a pretty penny to get one now (cost $1300 new). 
Unfortunately, I heard that it took about 10 minutes to load up a game on the device, and there are serious 
reliability issues with it. 

----Are there ports of Neo games on other systems?
I have a listing of ports in English name, since most people are familiar with the English name with regard to 

Fatal Fury
Fatal Fury 2
Fatal Fury Special
King of Fighters '97

Art of Fighting
Fatal Fury 3
King of Fighters '95
Samurai Shodown 2
Samurai Shodown 4
Game Gear
Fatal Fury Special
Samurai Shodown
King of Fighters '98
King of Fighters '99
Last Blade 2
Garou: Mark of the Wolves
Twinklestar Sprites
Game Boy
World Heroes Perfect
Fatal Fury 2
Real Bout Fatal Fury Special
King of Fighters '95
King of Fighters '96
Samurai Shodown
Samurai Shodown 3
Samurai Shodown
Sega Genesis
Art of Fighting
Fatal Fury
Fatal Fury 2
King of the Monsters
King of the Monsters 2
Samurai Shodown
World Heroes
Sega CD
Fatal Fury 2
Fatal Fury Special
Samurai Shodown 2
World Heroes 2
PC Engine/Turbo-Grafix 16
Art of Fighting 
Fatal Fury 2
Fatal Fury Special
World Heroes 2
Super Nintendo
Art of Fighting
Art of Fighting 2
Dunk Stars (proto Neo game)
Fatal Fury
Fatal Fury 2
Fatal Fury Special
King of the Monsters
King of the Monsters 2
Legend of Success Joe
Magical Drop 2
Puzzle De Pon
Samurai Shodown
World Heroes
World Heroes 2
Fm Towns Marty
Fatal Fury 2
World Heroes 2
Sega Saturn
Galaxy Fight
King of Fighters '95
King of Fighters '96
King of Fighters '97
Magical Drop 2
Magical Drop 3
Metal Slug
Real Bout Fatal Fury
Real Bout Fatal Fury Special
Samurai Shodown III
Samurai Shodown IV
Samurai Shodown RPG
Stakes Winner 2
Twinkle Star Sprites
Waku Waku 7
World Heroes Perfect
Sony Playstation
Double Dragon
Galaxy Fight
King of Fighters '95
King of Fighters '96
King of Fighters '97
King of Fighters '98
King of Fighters '99
Last Blade
Magical Drop III
Metal Slug
Metal Slug X
Real Bout Fatal Fury
Real Bout Fatal Fury Special
Samurai Shodown
Samurai Shodown II
Samurai Shodown III
Samurai Shodown IV
Samurai Shodown RPG
Fatal Fury
Fatal Fury 2
I rate the quality of the game and the profitability of the game for arcade operators in these mini-reviews, 
which all include a short ditty about the game.
(1 being worst, 20 being best)
All of the names are in Japanese form, or in translated Japanese form (not necessarily what SNK calls them 
in USA).
(American translations of names that SNK uses for USA are below)
150 Separate Games Indexed

Burning Fight (54 Megs)
--Quality 10/20
--Profitability 6/20
Like a poor man's Final Fight, this 1991 Neo-Geo game is a pretty decent buy, but not something to spend 
$50 on (maybe $15). Decidedly average.
Crossed Swords (50 Megs)
--Quality 14/20
--Profitability 9/20
I give my hat off to Alpha Denshi, for creating a new genre of pseudo-3D action that does well on the Neo. 
It doesn't do too well in the arcades, but for the collector, this is a must-have game.
Cyber-Lip (50 Megs)
--Quality 5/20
--Profitability 4/20
As much as some say how good of a game this is (i.e., the predecessor to Metal Slug), this game is horrid, in 
my opinion. I just cannot get the hang of this game.
Eight Man (46 Megs)
--Quality 9/20
--Profitability 4/20
Just when I thought old Neo action games couldn't get any worse than Cyberlip, this one comes close. It's 
not a Metal Slug, but it is okay; definitely much more playability than Burning Fight or CyberLip can muster. 
--The King of the Monsters Series--
King of the Monsters (55 Megs)
King of the Monsters 2 (74 Megs)
--Quality 12/ 9
--Profitability 10/ 7
After the first King of the Monsters, I expected an action packed sequel. I got an action packed sequel, but 
for 1 player ONLY! How is an arcade operator expected to make anything off this? The first one was 
somewhat fun, but I got quickly tired of it. 
Magician Lord (46 Megs)
--Quality 16/20
--Profitability 8/20
Considered SNK's best all time action game, this 1990 game stands the test of time, and passes it every time. 
Profitability is questionable; but for the home user, a classic that everyone shouldn't be without.
--The Metal Slug Series--
Metal Slug (193 Megs)
Metal Slug 2 (362 Megs)
Metal Slug X (506 Megs)
Metal Slug 3 (708 Megs)
--Quality 15/ 15/ 16/ 19.5
--Profitability 17/ 15/ 17/ 19
Metal Slug has been one of SNK's best moneymakers of all time. Arcade operators love this series, game 
players love it, and in fact the only people that don't like it are people that don't like action games to begin 
with. MS1 is a fantastic game, MS2 is great but with some slowdown, and MSX corrects the slowdown and 
spices things up a bit but is not worth the price if one has MS2 already.
MS3 is the first all new Metal Slug game in about 2 ½ years. After playing this game recently, I can safely 
say that SNK has mastered the 2D action genre. It is games like this that will stand the test of time rather 
than 3D garbage.
Miracle Adventure (90 Megs)
--Quality 13/20
--Profitability 13/20
Whether you call it Spinmasters or Spin Kids, it's a decent game, especially popular among little kids. Easy 
to play, easy to get into, it's a well-rounded game.
--The Account of a Musashi style Series--
Musashi Ganryuki (178 Megs)
--Quality 9/20
--Profitability 4/20
Visco's last Neo-Geo game, this really isn't anything special, and the profitability is severely questionable as 
gameplay is terrible. In my opinion, it's only worth it for collectors. The game itself feels like a rushjob, killing 
any hopes for profitability and fun.
Mutation Nation (54 Megs)
--Quality 8/20
--Profitability 3/20
Yet ANOTHER horrid Neo-Geo Final Fight ripoff; this time it has less class than even Burning Fight. I would 
use this game only as aa "transition" game for arcade operators.
Ninja Combat (46 Megs)
--Quality 9/20
--Profitability 2/20
The Neo-Geo has a reputation for having money makers, but unfortunately, this is absolutely horrible for 
arcade operators. I've never seen a more pathetic example of Neo-Geo power, but it is quite fun when playing 
in solitude. Otherwise, try another action title. 
Ninja Commando (54 Megs)
--Quality 13/20
--Profitability 9/20
I wouldn't say this game is one of a kind, but it has its good points. A decent vertical action game (along the 
lines of Shock Troopers), this is certainly worth $30 on MVS at least. Not the most profitable, but decent 
Raguy (47 Megs)
--Quality 6/20
--Profitability 5/20
Maybe this game has some good points, but no matter how cutesy this game may seem, it scores pretty 
badly in my book. I just could not get into this game at all! 
Robo Army (45 Megs)
--Quality 10/20
--Profitability 12/20
One of the better buys in the Neo-Geo action scene, this game still stands the test of time, and can pull some 
quarters out on the street. A good, solid buy for around $40-50 or so.
--the Warring States Tradition Series--
Sengoku Densyo (55 Megs)
Sengoku Densyo 2 (74 Megs)
Sengoku Densyo 2001 (364 Megs)
--Quality 10/11/17
--Profitability 6/6/16
The first two Sengoku games are depraved versions of Final Fight, but provide a spin on the genre by 
placing the world into a realm like none else. Imagine samurai from years past traveling to kick your ass, and 
the way SNK delivered the perspective is done well. Now, I would not force these games on any arcade 
operators with the new Sengoku.  It is such a tremendous improvement, that I might buy an arcade machine 
again just for this game, it is that good.  A quite imaginative sidescroller beat-em-up that has warranted my 
--The Shocking Troopers Series--
Shock Troopers (346 Megs, MVS Only)
Shock Troopers ~second squad~ (514 Megs)
--Quality 15/ 13
--Profitability 16/ 16
Whereas the first Shock Troopers is more like Ikari Warriors, the second one is a lukewarm sequel. ST2 takes 
a different direction than Shock Troopers does, as it's a "move-all-around" type of game. The game didn't do 
too well in arcades, as gamers preferred the first iteration of Shock Troopers.
Super Spy (55 Megs)
--Quality 13/20
--Profitability 13/20
A great game by any means, this game is pretty difficult, and is worth around $40. Arcade operators will like 
this game, as they will make some off this game, and since it costs so little, its value is supreme. And, who 
can forget the inventing of a genre as well?
Top Hunter (110 Megs)
--Quality 10/20
--Profitability 7/20
Another easy action game, this title is another run-of-the-mill action game; even though the graphics are 
pretty good, it never did do well in arcades. This game is really only for collectors and solitary gameplayers.

--The Swordsman Under a Moon Series--
~Bakumatsu Roman~ Gekkano Kenshi (474 Megs)
~Bakumatsu Roman~ Daini Maku Gekkano Kenshi ~Tsukini Saku, Tiriyuku Hana~ (554 Megs)
--Quality 16/20 and 19.5/20
--Profitability 14/20 and 15/20
SNK's most original fighting game ever, this closely resembles Samurai Shodown in some ways, yet the 
storyline is captivating (1850s Japan, before the Opium Wars between UK-China). As well, the characters 
are welldrawn, the music is awesome, and the game play is superb. Whereas the first one was great, but 
needed tuning and was short some characters; LB2 echoes perfection. My favorite fighter on the Neo is 
Last Blade 2; with good reason, the added characters and better music really make a good game great. 
--The Breakers Series--
Breakers (210 Megs)
Breakers Revenge (242 Megs, MVS Only)
--Quality 13/20 and 14/20
--Profitability 8/20 and 12/20
Another two of Visco's "hits" you say? This is actually a decent series of fighters, however, with an 
uncanny resemblance to Street Fighter Alpha. The first Breakers set the standard for flashy moves, good 
graphics, and for being an all-around decent game. The second game is nothing more than Breakers with 
slightly altered backgrounds and one new character. Go with the second one anyways, as the price for MVS 
versions are the same.
(Superman School Gowcaizer)
Chojin Gakuen Gowcaizer (186 Megs)
--Quality 9/20
--Profitability 5/20
Technos' Japan's fighting game suffers from poor control and the music is 'typical' kiddie-anime style, 
despite the good graphics. The characters are original, but this game is just not a good fighter. Get Waku 
Waku 7 instead, or if you are high on Vicodin, pick up Gowcaizer! 
Double Dragon (178 Megs)
--Quality 16/20
--Profitability 12/20
This game is NOT like the side-scroller beat-em-up Double Dragon that we all know and love; this title is 
actually one of the most original fighters on the Neo. This is a good all-around title on cartridge with a 
higher level of playability than most fighters.
Fight Fever (98 Megs, MVS Only)
--Quality 2/20
--Profitability 1/20
This game should have never been made. Forget the good music, and this game is the worst fighting game 
on the Neo-Geo. Horrid control, absolutely horrible animation, and awful playability make this pure garbage. 
Don't play this game at all.
Fighters' History Dynamite (122 Megs)
--Quality 12/20
--Profitability 9/20
Data East's controversial fighting game series (Fighters History was ruled null, because Capcom levied 
charges that it was too much like the copyrighted Street Fighter) has come to the Neo-Geo with not much 
fanfare. In fact, this game came with a whimper, and may have deserved more. FHD was a decent all-around 
game, if only average. Decent graphics and good animation/sound make this a decent buy.
Fire Suplex (106 Megs)
--Quality 5/20
--Profitability 8/20
This horrid wrestling game has bad control, bad playability, and no ingenuity on behalf of SNK. However, 
the great difficulty and decent graphics make this barely playable. I wouldn't pay more than $10 for it 
--The Wind and Cloud (Savage Reign) Series--
Fu'un Mokujiroku ~kakutou sousei~
or Wind and Cloud: The Revelation (190 Megs)
(Wind and Cloud) Fu'un Super Tag Battle (242 Megs)
--Quality 8/20 and 19/20
--Profitability 4/20 and 16/20
In my opinion, this is one of SNK's best series, if not for originality, and for Tag Battle, great playability as 
well. The first Savage Reign was drawn by SNK's Art of Fighting Staff, and the AOF2 feel holds true to form 
here. Since I don't like AOF2, and arcade op's don't seem to like it; this game isn't too good. The graphics are 
alright and the playability is original, but it is too mellow.
Tag Battle is SNK's finest fighter (as well as Last Blade 2), because it blends true tag-team action, good 
character balance, great music, great graphics, and good difficulty. Arcade operators will like this game as a 
cheaper alternative to the Capcom VS Games on CPS2, and it might even be worth the cost on home 
cartridge because it is very good.
Galaxy Fight (169 Megs)
--Quality 12/20
--Profitability 7/20
This is one of the oddest fighters on the Neo, due to the continuous stages of the game (no side "walls"), 
weird characters, and the hyper speed of the game dictates the low profitability. It's a decent game, but bar 
the eccentricity, it is decidedly average.
--The Wolf Tradition (Fatal Fury) Series--
Garou Densetsu ~shukumei no tatakai~ (55 Megs)
Garou Densetsu 2 ~arata-naru tatakai~ (106 Megs)
Garou Densetsu Special (150 Megs)
Garou Densetsu 3 ~haruka-naru tatakai~ (266 Megs)
Real Bout Garou Densetsu (346 Megs)
Real Bout Garou Densetsu Special (394 Megs)
Real Bout Garou Densetsu 2 ~the newcomers~ (539 Megs)
Garou Densetsu: Mark of the Wolves (688 Megs)
--Quality 7/ 9/ 11/ 14/ 17/ 18/ 13/ 18
--Profitability 4/ 5/ 5/ 8/ 15/ 15/ 12/ 16
SNK's marquee fighting game series has lasted the longest of any fighting game series, over 8 years to be 
exact. What set the standard for fighting games, now tries to linger onward as SNK's marquee fighter. I think 
SNK should stick to Last Blade, Savage Reign, and Samurai Shodown.
The Fatal Furies are as follows; the first groundbreaking one with its' successful sequel, and an updated 
version that was one of the best selling games of all time (FFS). Then, SNK gave the great experiment of 
Fatal Fury 3, bettering the graphics and animation exponentially, but the game never really caught on (and 
almost caused SNK's demise).
Real Bout/RBS/RB2 provided SNK quick money-makers, but the game's story-line (which FF3 did well) 
became nonexistent. And FF:MOTW is another of the latest in the series, and although the characters are 
mixed up and the story refreshed (deletion and addition of new characters), the game has a slightly different 
engine than RBS does.  I did not care for FF:MOTW, although many did love the game. 
--The King of Fighters Series--
King of Fighters '94 (196 Megs)
King of Fighters '95 (250 Megs)
King of Fighters '96 (362 Megs)
King of Fighters '97 (460 Megs)
King of Fighters '98 ~dream match never ends~ (683 Megs)
King of Fighters '99 ~millennium battle~ (673 Megs)
King of Fighters 2000 (688 Megs)
King of Fighters 2001 (892 Megs)
--Quality 13/ 18/ 18/ 15/ 16/ 16/ 16/ 18
--Profitability 6/ 15/ 12/ 9/ 16/ 12/ 12/ 18
Probably SNK's best-known fighting game, it was a surprise break from the Samurai Shodowns and Fatal 
Furies of the era. This is a 3-on-3 (4 on 4 with 2001) team fighting game, with characters from Fatal Fury, Art 
of Fighting, Ikari Warriors, Psycho Soldier, etc.(World Heroes and Samurai Shodown teams were rumored, 
but were taken out of KOF 94).
Known for the depth of the characters and good gameplay, these games do have their shortfalls. KOF 94 is a 
standard fare 1994 fighter; KOF 95 is my favorite KOF of all time, yet has Samurai 3 damage syndrome; KOF 
96 is my second favorite, as the gameplay is the most radical of the KOFs; yet most people thought 96 was a 
failure; KOF 97 was a slightly updated KOF 96; KOF 98 is an updated KOF 97 with 38 characters; and KOF 
99 has a radical change in storyline, because it was clearly getting old. Sure, the new characters are 
refreshing, but SNK can't save the complacency of the series. Arcade gamers have responded, by not 
playing KOF 99 (due to my, as well as others' experience). KOF 2000 is a tune-up of '99, and though KOF 
2001 has a new feel to it, gamers have already said it was a rehash of 2000.  Though I think 2001 has more in 
it than the '96/'97 clones, SNK rode this horse too far and they paid the price in the end.
Ninja Master's ~haoh-ninpo-cho~ (330 Megs)
--Quality 19/20
--Profitability 10/20
I absolutely love this fighting game! You may need a separate Ninja Masters FAQ to help you figure out the 
game's special moves and combos, but the animation, depth of character story, the dreary feeling of "death" 
in the game, and WORLD-CLASS music make this a star game. I give my hat off to ADK on this one, 
although arcade operators will want something a little more upbeat.
--The Fist of Tiger (Art of Fighting) Series--
Ryuukonoken (102 Megs)
Ryuukonoken 2 (178 Megs)
Art of Fighting (supplementary biography)~ryuukonoken gaiden~ (298 Megs)
--Quality 5/ 6/ 19
--Profitability 4/ 6/ 14
One of the most controversial fighting game series on the Neo-Geo, the Art of Fighting games were to first 
to do motion zooming in a game, at the expense of HORRID player control. Art of Fighting 2 tweaked the 
control enough to like, but the game to me still seemed really choppy. I had disdain for AOF2 as well 
(graphically, both are great though), and that's why I never purchased AOF3 for years after it was released. 
After I had played AOF3, I realized that I missed out on such a wonderful game! The graphics are superb, 
characters are huge, the music is stunning, the difficulty is good, and to top it off, the storylines are deeply 
developed.  For around $30, this game is too good to pass up for arcade operators, because it has made me 
quite a bit of money.
--The Samurai Spirits Series--
Samurai Spirits (118 Megs)
Shin Samurai Spirits ~Haohmaru jigokuhen~ (202 Megs)
Samurai Spirits ~Zankuro's matchless sword (musouken)~ (282 Megs)
Samurai Spirits ~Amakusa advent (kohrin)~ (378 Megs)
--Quality 7/ 10/ 17/ 17
--Profitability 9/ 11/ 11/ 14
The first Samurai was a big step for SNK. That, along with its large update (with tons of characters, new 
moves; but still looks somewhat like SS1), Samurai 2, propelled SNK to #1 in the arcade status. That didn't 
last for long, as SNK rode the high horse a little too long, and almost went bankrupt in 1995 nonetheless. 
Samurai 1 and 2 are "classics" by some, but I never really got into them. I hate the choppiness of the 
characters, the lack of difficulty; which got me to not even try the other Samurai's for 2 years. Well, once I 
had tried Samurai 3 and 4, I can tell you this; Samurai Spirits 3 (Zankuro musouken) is one of SNK's best 
ever games to date, with Samurai 4 (Amakusa Kohrin) following up not too close behind.
Arcade operators like Samurai 4 better for faster gameplay, and less damage taken by characters. But, I love 
Samurai 3 for better graphics, the darker feel, the better control, and better skill required to play the game 
(besides pressing C all day). If it were me, I'd take Samurai 3, but if you don't like 3, you're sure to like 4.
Shin-Oh-Ken (338 Megs)
--Quality 13/20
--Profitability 8/20
This game is a tough call. I give the quality rating a 13, because I'm not sure most people will get the gist of 
the game. It's an "aerial" fighting game, meaning that for most of the fights, you jump up in the air, do about 
6 moves, and come back down. I'm not sure if most collectors would like it (most won't, but it's rare), but for 
arcades, it's questionable, because I think it's esoteric enough to succeed on a location (or fail miserably).
Tengai Makyo Shinden (202 Megs)
--Quality 9/20
--Profitability 8/20 
Another esoteric fighter, onewhich  I don't regard too well for arcade operators; despite though it's in cute 
Tengai Makyo anime-style (I'm not sure most American anime fans have even watched Tengai Makyo), I 
never got the feel of this game. 
(Thrilling Gangan March)
Tsuukai GanGan Koshinkyoku (178 Megs)
--Quality 7/20
--Profitability 3/20
I don't know whether to praise ADK for even releasing this oddball wonder, or praise those losers at 
Electronic Laming Monthly for badgering it back sometime in 1994. It is an oddball game, but jumping by 
pressing a button doesn't do much for me. And arcade gamers will respond by not playing it.
Waku Waku 7 (259 Megs)
--Quality 16/20
--Profitability 16/20
If your location has a strong anime contingent, then this is the game for you! It's a wonderful fighter (sequel 
to Galaxy Fight, but has really nothing in common with it), with cutesy graphics, and solid playability. A 
sound title to pick up, by any means.
--The World Heroes Series--
World Heroes (82 Megs)
World Heroes 2 (146 Megs)
World Heroes 2 Jet (178 Megs)
World Heroes Perfect (226 Megs)
--Quality 7/ 11/ 10/ 17
--Profitability 3/ 4/ 4/ 12
As you can clearly see, World Heroes Perfect is LEAPS and BOUNDS over the other World Heroes titles. 
But there is a reason for that. Let's go back to when the first World Heroes game was released. SNK needed 
another "hit" fighting game to go along with Fatal Fury, and had ADK create "World Heroes". In 1992, it 
was a pretty good game, but never ever made any money at the arcades. World Heroes 2 came out, and 
added 6 characters and a Death Match mode, making it an all-time classic. But, arcade gamers didn't seem to 
think so. 
WH2J was more of a speeded-up World Heroes 2, but I really never noticed the speed upgrade myself, and 
the 2 added characters were laughable and cheap at best. I was hoping for a world-class fighter in World 
Heroes Perfect, and I wasn't disappointed there. Sure, the graphics aren't that great, but the mechanics and 
playability of the game are tremendous. And, it has made some money for me in the past year. To make it 
short; World Heroes Perfect was what should've been in WH2Jet.

(Baka: Mr. Mahjong Sketches His Travels)
Bakatonosama Mahjong Manyuki (48 Megs)
(Tradition of the Mahjong Master)
Jyanshin Densetsu (82 Megs, MVS, CD Only) 
(Mahjong Tradition: Volume of Western Japan) 
Mahjong Kyoretsuden (42 Megs)
(It is Your Favor) Minnasanno Okagesamadesu (54 Megs)
--Quality 12/ 8/ 11/ 12
--Profitability 0/0/0/0
Well, to start off, since most Americans don't like Mahjong, I'll have to rate these on Profitability as 0. 
Anyways, except for Jyanshin, these games were first-generation Neo titles. That's not to say that these are 
good games (I love Mahjong personally), but they are dated.
Kyoretsuden is probably the best one, but it has a dark feel to the game, that some won't get over. 
Bakatonosama is the other really good game, as it is serious mahjong, and no sidetrack 'quests'. Minnasan is 
like the board game "The Game of Life", and has such crazy characters and funny animation, that I'd get it 
just for comic appeal. Jyanshin is a weird game, as it's a Mahjong/RPG type game that I just didn't 
Chibi Marukochan Deluxe Quiz (118 Megs)
Quiz Daisousa Sen (34 Megs)
Quiz King of Fighters (122 Megs)
Quiz Meintantei Neo Geo ~Quiz Daisousa Sen Part 2~ (50 Megs)
--Quality 12/ 13/ 12/ 18
--Profitability 0/0/0/0
Like with the Mahjong games, since these are JAPANESE Quiz games (only available in Japanese), the 
profitability must be 0. But, since I love Quiz games(these and the Mahjong games, are the only games I 
own, along with Tag Battle and LB2), I rate them based on story, music and graphics. Quiz Daisousa 
Sen/QMN+G are great quiz games. They have a very dark feel to them, mean serious business, the games are 
hard, the music fits the mood, and are my picms for Quiz games. QKOF takes a spin on these, as you play to 
save Yuri Sakazaki from the evil warlord. You choose from Samurai Shodown characters, as well as from FF 
and AOF. I don't like this, as the difficulty is not there, and replay value is nonexistant. Chibi is like a Game 
show, and based on the anime of the same name. QMN+G has mastered the quiz genre with its feel; if I had 
to choose one quiz game or something to play for fun, pick this title up.
Diggerman (44 Megs)
--Quality 1/20
--Profitability 3/20
How can a Boulderdash clone do poorly in the arcades?  It does because the game is such a poor rendition 
of Boulderdash that it has turned off gamers from playing it.  Fight Fever gets more playtime than this one, 
I'll bet; considering that this is a puzzle game means the quality must be utterly abhorrent.
Gapporin (54 Megs, MVS Only)
Gururin (42 Megs, MVS Only)
Joy Joy Kid (22 Megs)
--Quality 17/ 13/ 8
--Profitability 18/ 12/ 12
Gapporin, otherwise known as Pop 'N Bounce, is an addictive title, based on Arkanoid and Breakout. Video 
System made a hit with this title, made for European markets only. Gururin is another hit, as it's like Columns, 
but you can shift the game area to your advantage. But, Gururin is very hard, which extends the replay value 
but may anger gameplayers. Joy Joy Kid (Puzzled) is a Tetris ripoff, though the objective is to save the 
balloon and make it rise to the top. 
Magical Drop 2 (82 Megs)
Magical Drop 3 (174 Megs)
Money Idol Exchanger (74 Megs, MVS Only)
Neo Bomberman (138 Megs, MVS Only)
Neo Mr. Do! (50 Megs, MVS Only)
--Quality 14/ 19.5/ 13/ 17/ 10
--Profitability 13/ 20!/ 10/ 17/ 8
These all-star puzzle games sure seem a little alike (maybe except for Bomberman), but this grouping will help 
people to determine which games are good or not. Magical Drop 2 involves elimination of the balls by 
matching them together, to 'clear' them. That's the objective. You can pick from several characters as well. 
MD3 extends on this, by offering new modes of play, more items in the game, and added difficulty. Magical 
Drop 3, in my opinion, is the best buy on Neo right now, as it gives the most playability that I've ever seen. 
One will not get tired of it, because in the few years that I owned it, I played the living hell out of it. 
Exchanger is a lot like MD3, except you clear the balls (money) by making them equal $1000 (get 2 $500 balls 
to $1000). Very fun I think, but most don't seem to think so. 
Bomberman is a great iteration of the TG-16 hit, IMO. So what if it's made to play some in Spanish? It's a 
solid game, with great graphics and sound, made for the kids. Neo Mr. Do is an alright game, but Visco 
dropped the ball designing this game as the successor to Mr. Do. 
Night Meanzidaku (168 Megs)
---Quality 16/20
---Profitability 18/20
If you have played Chip Chan Kick or are familiar with Snow Bros., then you get the idea of this game. After 
playing this title, the music is excellent, the graphics are good, and makes an overall good puzzler.  If only 
this came out on home, then there would probably be a reason to spend that $300 under the couch 
Extrusion (Oshidashi) Zintrick (74 Megs, MVS, CD only)
--Quality 13/20
--Profitability 0/20 (have not found on MVS, too rare)
ADK's weirdest puzzle game, this title I do not know much about, since I only have played this once on CD 
format. Although it's a puzzle game, it's kind of like a cross between Gururin and Columns. A good game in 
its own right, but not something I'd stake any serious money on.
Pair Pair Wars (118 Megs, MVS Only)
--Quality 0/20 (never played it)
--Profitability 0/20 (too rare to have a rating)
This MVS title is a Shanghai clone that has very impressive graphics (from screenshots). 
Panic Bomber (46 Megs, MVS Only)
Puzzle Bobble (32 Megs, MVS, CD Only)
Puzzle Bobble 2 (154 Megs, MVS Only) 
Puzzle De Pon (30 Megs, MVS, CD Only)
Puzzle De Pon R (32 Megs, MVS Only)
--Quality 9/ 13/ 19/ 12/ 13
--Proftability 10/ 18/ 20!/ 14/ 15
These 5 games are closely related, as they are all on MVS (no Home Cart) format, they are puzzle games, and 
are good puzzlers. 
Panic Bomber is a Gururin/Zintrick type game, using Bomberman characters and has decent difficulty. Puzzle 
Bobble/Puzzle de Pon/PDPR are basically one and the same, the difference being that Puzzle Bobble does 
not have a time limit, and has Bubble Bobble characters, while PDP/PDPR you have a time limit, and humans 
must free these arcane symbols from the balls. PDPR is a complete rehash of PDP, with just some new levels 
switched instead of old ones.
Puzzle Bobble 2 is a completely different game, in that the graphics are great, the music is awesome, and 
there are different modes to play through the game (story mode/challenge mode; story is harder). Even 
though it was actually released in 1995 under Puzzle Bobble 2 on the Taito F3 system, it works wonders for 
the Neo-Geo today. My pick: Puzzle Bobble or the sequel, as both games are wonders for arcade operators.
(Expert of Syougi Chess)
Syougi No Tatsujin (58 Megs)
--Quality 13/20
--Profitability 6/20
What a weird chess-like game, eh? This title is based on the game "Syougi", which resembles chess. There 
are some differences, such as how pawns move, how you use them, and the different modes of the game 
(regular or speed). A good game to try out, and heck, you may even end up liking it! Please try on emulation 
first before buying, though.
Zupapa (58 Megs)
--Quality 12/20
--Profitability  8/20
SNK's release of a 1994 holdover proves that they had something special; for Zupapa could almost pass for 
a 2001 game.  This puzzler is an excellent shot at the kiddies, but it is too long to hold their interest while 
being too childish for adults.  However, it is a good effort on SNK's part, and if released in 1994, it would 
have been better remembered.

Andro Dunos (34 Megs)
Armored Scrum Object 2 ~last guardian~ (47 Megs)
Ghost Pilots (55 Megs)
Last Resort (45 Megs) 
NAM-1975 (46 Megs)
Operation Ragnarok (110 Megs, MVS Only)
Viewpoint (74 Megs)
--Quality 8/ 9/ 12/ 14/ 9/ 11/ 15
--Profitability 7/ 11/ 14/ 13/ 7/ 8/ 9
These collection of shooters represent SNK's "old" batch of shooters. I group them together, so you can 
see which ones of these are the good ones to pick.
Andro Dunos/Ragnarok are just general side-scrolling shooters, with no good points of them (save the 
music for Ragnarok). Ghost Pilots and ASO2 are general vertical shooters, which have no real good points 
for them, except that arcade operators love vertical shooters. NAM 1975 is a revolutionary game (first game 
on Neo, vertical-first person hybrid shooter), but really is out of place in an arcade today. 
Last Resort is a wonderful side-scrolling shooter, and to many, is a cheaper version of Pulstar. It is a great 
title with lots of replay value, but I think it's little more than average personally. Viewpoint is a real good 
shooter, in that 3/4 perspective that it's famous for. But arcades won't like Viewpoint, because it's too hard 
for the general public. 
--The Shooting Star Series--
Pulstar (305 Megs)
Blazing Star (346 Megs)
--Quality 16/ 17
--Profitability 9/ 16
I'll make this brief, as these two shooters are the most asked for on the Neo-Geo. "Hardcore" shooter fans 
will not like these two games, because of two things; Blazing Star is way too easy, and Pulstar relies on 
patterns too much. Pulstar is very hard, and the general public will not like it, denoting the 9 on Profitability. 
Blazing Star is a lot easier than Pulstar, and it is pretty fun to play through time and again. 
Captain Tomaday (122 Megs, MVS Only)
Choutetsu Brikin'ger ~iron clad~ (178 Megs, MVS, CD only) 
Prehistoric Isle 2 (474 Megs, MVS only) 
Twinkle Star Sprites (146 Megs) 
--Quality 11/ 15/ 15/ 19.5
--Profitability 12/ 0/ 15/ 17
These 4 shooters are all high-quality games. Visco FINALLY made a hit with Captain Tomaday, as it's a 
great vertical shooter, made for the kids, easy to get into, and will wear your hands out playing it. I 
personally love the game myself. Brikin'ger is an awesome horizontal shooter, my personal favorite 
horizontal, because of the stages like Darius, and the rendered graphics. Prehistoric Isle 2 is a great looking 
game, but suffers from Blazing Star syndrome; it's too easy. I wouldn't get this game for staying power, and 
even though it's selling to many arcade operators, they get rid of it in a month or so. Prices will drop on PI2 
very soon. Twinklestar is another odd game from ADK, and scores a hit with me! It's a "competitive" 
shooter, where you and the computer try to beat the stage, and whenever you destroy an object, you throw 
a star over to the otherside, to destroy the opponent.
Sonic Wings 2 (102 Megs) 
Sonic Wings 3 (154 Megs) 
Strikers 1945 PLUS (684 Megs, MVS only) 
--Quality 12/ 17/ 14
--Profitability 14/ 18/ 15
These are the premium vertical shooters on the Neo-Geo. Sonic Wings 2 and 3 are games based on 1942 by 
Capcom, and you get choice from different planes and characters. Good graphics, great music, and great fun 
make these two a winner. I prefer SW3 myself, but it should be; it's newer. Strikers is a mixed bag, as it is too 
short. I think the graphics are mundane, although the fun is there. It will sell to arcade operators, but if I were 
them, I'd save the money and get Aero Fighters 3(SW3) instead. And remember, when I say "vertical", I 
mean vertical perspective, not true monitor moving vertical games. My pick: Sonic Wings 3.

2020 Super Baseball (46 Megs)
--Quality 17/20
--Profitability 14/20
A solid baseball game, withstanding the test of time since 1991, this title should be a staple in the Neo 
collection for all Baseball fanatics. Not realistic to the MLB, but a lot more fun, and has solid profitability as 
--The Joe, tradition of tomorrow Series--
Ashitano Joe Densetsu (46 Megs)
--Quality 3/20
--Profitability 1/20
I don't even know why this was released. This came out in 1991, and is horrible for even its own time. It's 
supposed to be a boxing game, but is actually a poor boxing sim combined with rudimentary Final Fight 
characteristics. It is very hard though, probably due to the supreme lack of animation.
--The Baseball Stars Professional Series--
Baseball Stars Professional (50 Megs)
Baseball Stars Professional 2 (68 Megs)
--Quality 10/ 17
--Profitability 14/ 17
Surprisingly, BSP2 turns out to be one of the most profitable, and it's also one hell of a Baseball game. 
Leaps and bounds over the first Baseball Stars, this title should be the first baseball game on your list to 
pick up, as it's a good one. Can get quite boring, though. BSP1 came out when the Neo was released, and 
doesn't hold up well with age. A good baseball game though.
Big Tournament Golf (133 Megs)
--Quality 17/20
--Profitability 17/20
Want an alternative to Golden Tee? Try this game, as it is sure to make money at your local sports bar (so 
much better than Top Players Golf), and it's a great golf game to boot. Pick this up if you even remotely like 
Dunk Dreams (94 Megs)
--Quality 10/20
--Profitability 8/20
Otherwise known as Street Hoop and Street Slam, profitability is very questionable for this title, as the 
basketball simulation is nowhere being realistic, and the controls make this very hard to play. You might 
make money with it, but I wouldn't try it.
Flip Shot (46 Megs, MVS Only)
--Quality 8/20
--Profitability 14/20
Another of Visco's "Hits", a Pong-Windjammers combination makes its way onto the Neo, in timid fashion. I 
consider the game deplorable personally, however, it's close association to Windjammers make this one ripe 
for money making.
Flying Power Disk (74 Megs)
--Quality 14/20
--Profitability 13/20
Known as WINDJAMMERS, the first Jai Alai game for the Neo-Geo (Super Flip Shot is the other one), still 
collects quarters, and is a surefire 2P hit game. I wouldn't bet on it being fun for 1 player though, so I 
caution collectors on this one.
Football Frenzy (48 Megs)
--Quality 8/20
--Profitability 13/20
Being the only Neo-Geo "American football" game, and made in 1992, this has a lot of drawbacks. But those 
drawbacks are negated somewhat, by its' profitability (subpar graphics and control, but bar-hoppers love it). 
Good for operators, bad for collectors.
Futsal ~pleasure goal 5-on-5 street soccer~ (162 Megs, MVS, CD Only)
--Quality 14/20
--Profitability 0/20 (hard to find on MVS)
This title does make lots of money, in EUROPE. Otherwise, in America, most people wouldn't comprehend an 
"indoor soccer" game. A solid title by Saurus, this has promise, but I'd pick Neo Geo Cup 98 instead for 
soccer fans.
Goal!Goal!Goal! (120 Megs, MVS Only)
--Quality 9/20
--Profitability 5/20
Boy, Visco sure has a reputation for putting out shit, haven't they? This is surely horrid, as the characters 
are jerky, the gameplay is subpar, and for a soccer game, this is surely horrendous. Not worth the time of 
day, although my brother thinks this is the best soccer game on the Neo…..
League Bowling (26 Megs)
--Quality 15/20
--Profitability 17/20
Still after all these years, this title still impresses me with its "quarter-pushing". A wonderful game that 
stands the test of time, SNK really did well in making this, but where are the other bowling games? :( Great 
for all Neo-Geo gamers alike.
Nekketsu Toukyu Densetsu (190 Megs, MVS Only)
--Quality 15/20
--Profitability 12/20
What a crazy game this is! Known as SUPER DODGE BALL, I question the profitability on this, as most 
gamers aren't too familiar with dodge ball games. However, even though this is somewhat rare, it's
a hit for most Neo gamers alike. Technos' best game on the Neo, as well.
Neo Drift Out-New Technology (114 Megs, MVS, CD only)
--Quality 16/20
--Profitability 10/20
Another Visco game, this title is actually quite a good game, as comparable to Over Top. As far as the 
machanics of a driving game, it's a little more realistic than Over Top, but less fun overall.
Neo-Geo Cup '98 (162 Megs)
--Quality 16/20
--Profitability 17/20
Albeit being the SAME damn game as SUPER SIDEKICKS 3, it really helps that this game is named Neo-Geo 
Cup 98 (the 98 really sells the people on it being a newer game), even though SSK3 was made in 1995. Great 
soccer game anyways, the best on the Neo.
Over Top (210 Megs)
--Quality 15/20
--Profitability 14/20
Although not real realistic, the great graphics and good sound really propel this game to great status, as far 
as driving games go. ADK's best driver (better than 'Trash' Rally), this is a sure classic; even operators can't 
go wrong with this one!
Power Spikes 2(82 Megs, MVS, CD Only)
--Quality 3/20
--Profitability 6/20
Ah, Video System shouldn't released this trash, and I should trash Taito for making this game. What looks 
like a volleyball simulation, comes across as an NES-type volleyball sim that is very unrealistic. 
Riding Hero (42 Megs)
--Quality 5/20
--Profitability 9/20
For a 1990 game, this has the capability to make operators money. As a motorcycle racing game, this looks 
like POLE POSITION II for motorcycles (which graphically is unacceptable). However, it CAN make money 
(but I can't guarantee it).
Soccer Brawl (46 Megs)
--Quality 3/20
--Profitability 3/20
One of the worst soccer games ever, I wouldn't even come close to touching this crap. Not fun at all, 
complacent even by SNK's standards, and not even worth $10. I'd rather play Power Spikes II than this 
--The Stakes Winner Series--
Stakes Winner ~GI kinzen seihae no michi~ (80/98 Megs)
Stakes Winner 2 (178 Megs)
--Quality 12/ 14
--Profitability 7/ 9
By far much better than the first iteration, SW2 still has the same questionability of profit-making the first 
one does (it's still horse racing). But, there is hardly any slowdown, the game moves a LOT faster, and easier 
controls make this a winner (no pun intended). SW1 seems to look better, but is slower; still quite a fun 
game, but not for the general arcade market.
--Top Scorer Series--
Tokuten Ou (54 Megs)
Tokuten Ou 2 ~real fight football~ (106 Megs)
Tokuten Ou 3 ~eikoue no michi~ (158 Megs)
Tokuten Ou ~hono-oh no libero~ (226 Megs)
--Quality 6/ 11/ 17/ 17
--Profitability 6/ 8/ 17/ 11
The 3 Top Scorer titles (Tokuten Ou) do change quite a bit in each incarnation. The first is lackluster, but 
good for a 1992 game. SSK2 is a step up, and SSK3 is a solid soccer title. The Last one, known as Ultimate 
11, the best looking soccer game on the Neo has some drawbacks. It is pretty rare, on home cart and MVS 
format; it is insanely easy to score against the opponent, and not a real good profitmaker because of that. 
Graphics are GREAT though, but I'd rather have SSK3 or NGC 98.
The Irritating Maze (106 Megs, MVS Only)
--Quality 11/20
--Profitability 6/20
I feel that they are a good title in certain locations, such as bars and malls; but for the average collector or 
arcade operator, it isn't worth your time.
Thrash Rally (46 Megs)
--Quality 2/20
--Profitability 4/20
Horrid. Awful. What else can I say about what potentially is the worst ever Neo-Geo game? Bad graphics, 
bad sound, the cars look like Micro Machines, and the control is subpar. Why even try to play this game, 
when you know it's gutter trash? Or, be brave, and play it for yourself.
Top Players Golf (62 Megs)
--Quality 6/20
--Profitability 9/20
The old golf game that still makes me wonder why SNK put out this crap. However, for a 1990 game, it's 
pretty good (SNK took the mold from the NES Golf). Not good now however, and not worth the time of day.
V-Liner (54 Megs)
--Quality 8/20
--Profitability 19/20 (if legal)
This slot machine derivative has found its way onto the Neo, in a big way. If it is legal in your neck of the 
woods, or if it's for home use, this is some rudimentary slot machine action, which still is slot machine 
action.  I'm not a gambler (I don't believe in the futility), but for those that are, take a look at this.  Beware, 
it's not in English.
World Soccer '96 (178 Megs, MVS Only)
--Quality 10/20
--Profitability 8/20
At first, I thought this was a pretty good game. But, after looking at Super Sidekicks 3 or Ultimate 11, I 
changed my tune on this title. 

ADK World (82 Megs, CD only)
--Quality 6/20
--Profitability 0/20
This CD only title showcases 1995-1996 Alpha Denshi titles for the Neo-Geo. A decent title, if you're into 
collectors' CDs. Otherwise, a waste of time.
Art of Fighting (supplemental biography)
~ryuukonoken gaiden~ Limited Edition
--Quality 9/20
--Profitability 0/20
The cartridge and MVS version of this game is superb, but the CD version really blows it. The characters are 
half as big as the original, slowdown is abundant, and to top it off, the "limited edition" designates an art 
booklet and a special coin. 
Crossed Swords 2 (70 Megs, CD only)
--Quality 14/20
--Profitability 0/20
Alpha Denshi's CD only title is a well-developed Crossed Swords sequel, albeit some slowdown and cheesy 
graphics. New levels save this game from the gutter, and the music is well done as well.
Idol Mahjong ~final romance 2~ (146 Megs, CD only)
--Quality 15/20
--Profitability 0/20
This mahjong game is such a great title, as the "nudity" accentuates a great mahjong game. Good buy if you 
like Mahjong.
King of Fighters '96 CD Collection
--Quality 0/20
--Profitability 0/20
This disc is really hype for King of Fighters '96, but it's not a game. It shows off artwork and pictures, which 
leads me to believe why would SNK put this out? For hype of KOF 96 ONLY. 
Neo-Geo CD Special
--Quality 10/20
--Profitability 0/20
Probably the best collection disc, this title shows off various new titles from SNK's lineup from 1995. If 
you're into these types of discs, then you'll like this one, but I would avoid it personally.
Rally Chase (46 Megs, CD only)
--Quality 4/20
--Profitability 0/20
Even though this game is a repackaged THRASH RALLY, this game doesn't have too much going for it to 
be honest with you. Some slowdown, and the fact that NOTHING was changed from Thrash Rally makes me 
want to trash this game. I think I will.
--The True Theory of the Bushido Tradition of Samurai Spirits Series--
Shinsetsu Samurai Spirits Bushidoretsuden (178 Megs, CD only)
--Quality 14/20
--Profitability 0/20 
Known as Samurai Shodown RPG, this title was in development for 3 years, and after it has finally came out, 
I begin to think; WHY did it take 3 years to make THIS game? It really looks like a Super Nintendo RPG(come 
on, it has to look a little better), but plays well; if you know some Japanese. Decent, but I'd hoped for better.

JAPANESE-AMERICAN NAME TRANSLATIONS (listed here are Japanese-English names, or games that 
are only Japanese(only Japanese MVS, for example). remember, only games that UNDERWENT a name 
change are here!!!):
2020 Super Baseball=Super Baseball 2020
ADK World is Japanese only.
Art of Fighting ~ryuukonoken gaiden~=Art of Fighting 3: The Path of the Warrior
Art of Fighting ~ryuukonoken gaiden~ Limited Edition is Japanese only.
Ashitano Joe Densetsu=Legend of Success Joe
ASO 2 ~last guardian~=Alpha Mission 2
Bakatonosama Mahjong Manyuki is Japanese only.
~Bakumatsu Roman~ Gekka No Kenshi=The Last Blade
~Bakumatsu Roman~ Dai Ni Maku Gekka No Kenshi ~Tsukini Saku, Tiriyuku Hana~=The Last Blade 2
Big Tournament Golf=Neo Turf Masters
Chibi Marukochan Deluxe Quiz is Japanese only.
Chojin Gakuen Gowcaizer=Voltage Fighter Gowcaizer
Dunk Dreams=Street Hoop (Street Slam)
Fighters History Dynamite=Karnov's Revenge
Fire Suplex=3 Count Bout
Flying Power Disk=Windjammers
Futsal ~pleasure goal 5-on-5 street soccer~=Pleasure Goal 
Fu'un Mokijiroku ~kakutou sousei~=Savage Reign
Fu'un Super Tag Battle=Kizuna Encounter Super Tag Battle
Gapporin=Pop N' Bounce
Garou Densetsu ~shukumei no tatakai~=Fatal Fury
Garou Densetsu 2 ~arata-maru tatakai~=Fatal Fury 2
Garou Densetsu 3 ~haruka-naru tatakai~=Fatal Fury 3
Garou Densetsu Special=Fatal Fury Special
Idol Mahjong ~final romance 2~ is Japanese only.
Joy Joy Kid=Puzzled
Jyanshin Densetsu is Japanese only, but known as Quest of Jongmaster.
King of Fighters '98 ~dream match never ends~=King of Fighters '98: The Slugfest
Mahjong Kyoretsuden is Japanese only.
Minnasanno Okagesamadesu is Japanese only.
Miracle Adventure=Spinmaster (Spin Kids)
Money Puzzle Exchanger=Money Idol Exchanger
Musashi Ganryuki=Ganryu
Nekketsu Toukyu Densetsu=Super Dodge Ball
Neo Mr. Do! is Japanese only.
Night Meanzidaku=Nightmare in the Dark
Operation Ragnarok=Zed Blade
Power Spikes 2 is Japanese only.
Pulstar is Japanese only.
Puzzle Bobble=Bust-A-Move
Puzzle Bobble 2=Bust-A-Move Again
Puzzle De Pon R is USA/EUROPE only!!
Quiz Daisousa Sen is Japanese only.
Quiz King of Fighters is Japanese only.
Quiz Meintantei Neo Geo ~Quiz Daisousa Sen Part 2~ is Japanese only.
Raguy=Blue's Journey
Real Bout Garou Densetsu=Real Bout Fatal Fury
Real Bout Garou Densetsu Special=Real Bout Fatal Fury Special
Real Bout Garou Densetsu 2 ~the newcomers~=Real Bout Fatal Fury 2: The Newcomers
Ryuukonoken=Art of Fighting
Ryuukonoken 2=Art of Fighting 2
Samurai Spirits=Samurai Shodown
Samurai Spirits ~Zankuro musouken~=Samurai Shodown 3: Blades of Blood
Samurai Spirits ~Amakusa kohrin~=Samurai Shodown 4: Amakusa's Revenge
Sengoku Densyo=Sengoku
Sengoku Densyo 2=Sengoku 2
Sengoku Densyo 2001=Sengoku 3
Shin Samurai Spirits ~Haohmaru jigokuhen~=Samurai Shodown 2
Shinsetsu Samurai Spirits Bushidoretsuden is known as Samurai Shodown RPG.
Sonic Wings 2=Aero Fighters 2
Sonic Wings 3=Aero Fighters 3
Stakes Winner ~GI kinzen seihae no michi~=Stakes Winner
Stakes Winner 2 is Japanese only.
Syougi No Tatsujin=Master of Syougi 
Tengai Makyo Shinden=Kabuki Klash
Tokuten Ou=Super Sidekicks
Tokuten Ou 2 ~real fight football~=Super Sidekicks 2
Tokuten Ou 3 ~eikoue no michi~=Super Sidekicks 3
Tokuten Ou ~hono-oh no libero~=Super Sidekicks 4: The Ultimate 11
Tsuukai GanGan Koshinkyoku=Aggressors of Dark Kombat
Twinkle Star Sprites is Japanese only.
Waku Waku 7 is Japanese only.

I have stopped updating this section due to the lack of retailers carrying products, and the demise of SNK 
causing a stoppage of new product.

v.1.0: First ever edition of this FAQ, with a limited gamelist.(4/10/97)
v.1.1: Important updates, include a revamped gamelist and new questions were put up.(4/23/97)
v.1.2: Added new questions.(4/25/97)
v.1.3-1.9b: Questions were corrected, and gamelist was added to.(5/29/97, around there)
v.2.0: New questions, and Other Info was added.(6/13/97)
v.2.1-2.5: Gamelist was updated.(around 8/20/97)
v.2.6: This is now the best gamelist of Neo games on the Net! I can back up these claims as well, and this 
FAQ has a lot of added questions as well.(10/25/97)
v.2.7-2.8: Added questions, updated gamelist and reviews of my own.(12/10/97)
v.2.9: Added searchable area of my FAQ, updated my gamelist and reviews.(1/23/98)
v.2.9a-2.99c:Updated gamelist, added questions.(around 2/15/98)
v.2.99d: Bold print and more reviews accentuate this interim release.(2/22/98)
v.3.0: Revamped FAQ, with more questions, and my gamelist corrected. (2/23/98)
v.3.1-3.2: Corrections to this FAQ, including new reviews and questions.(2/26/98-3/1/98)
v.3.3: Added 4 new questions, updated my Game List, and cleaned it up somewhat.(3/6/98)
v.3.4-3.43: Another interim release, with new questions and game list updates galore.(3/31/98)
v.4.0-4.09: Barring any more updates, this will be the definitive update, and will answer all your questions to 
the Neo-Geo. Also, it will be the last update, for a long time.(4/31/98)
v.4.1-4.98: A compound of updates, and my review page is almost finished! Some more questions were 
v.5.0: Another update compounding, this will try to end up being over 100kbits in size, which it did. (6/8/98)
v.5.1-5.46: This FAQ will have some more updates done to it.(6/17/98)
v.5.5: Not much more info will be needed, just new game info....(6/26/98)
v.5.6: I just need any more info, as this will hit the 100KBits mark, for text version, soon.(7/15/98)
v.5.7-5.89: Coming closer to the final completion, lots more will be added. (7/16/98)
v.6.0: Updates again. (7/17/98)
v.6.5: Updates!(7/20/98)
v.7.0: Will probably be the last update. Almost everything is complete. (8/16/98)
v.7.5-7.9b: General updates.(10/4/98)
v.8.0-8.0b: Getting bigger, this will say all the megabit counts for each game that is released! (10/5/98)
v.8.1-8.5a: Now, it's actually 100kbits in size. (10/15/98)
v.9.0-9.5: Another standard release...with more questions and a complete Prototype list.(11/15/98)
v.9.6-9.6d: More megabit counts, and a new question answered....this is 2 years since my FAQ's inception. 
Thank you to all who have read my whole FAQ over the years.(12/1/98-4/26/99)
v.10.0-10.4a: This will be the second version in 1999, with more updates! Complete MVS Prices!(8/15/99)
v.10.5-10.6: New update, with complete megabit counts!(8/16/99-11/20/99)
v.11.0/1.0: New reviews of Neo games, lenghy ones of each game. Start PDF v.1.0. (12/16/99)
V.11.0a-11.0f: This is the 3rd anniversary of the Neo-Geo FAQ, thanks to all who have read it.(4/20/2000-
v.11.0g-11.2b: Updates for 2001, and the 4th anniversary of the FAQ. (2/13/2001-8/20/2001)
v.12.0: I updated all the FAQs and most game reviews, as well as the game sellers portion.  I put in SNK's 
newest games, as well as mentioning the demise of the once great company. (12/2/2001)
v.12.1/2.0: I have completely rewritten all parts of this FAQ, took out several unnecessary answers and tried 
to fix some grammatical errors.  I also added the latest games and wrote some thoughts on personal insight 
into SNK's practices. The revisions to the questions are enough to reread this FAQ again, trust me. After 
five years, this document still keeps on trucking. (3/20/2002)
I would wish to thank (in no particular order) Spaceman Spiff, Frigerio Stefano, Christopher Olszewski, and 
Dr. Lawrence Bassin.
Special thanks to Ralph Barbagallo III, for making the first one to improve and learn on. 
Copyrighted 1997, 1998, 1999, 2000, 2001, 2002 by Chris Mullins, all rights reserved. Please do not take this 
property and try to respect my rights as an author, no matter how trivial the subject may be (video games).
~remembering a tradition that was once rewarding, but now only for the affluent~
Chris Mullins's NEO-GEO FAQ (PDF 2.0/TXT 12.1/PS 1.2) END

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