Quarter Circle Meltdown

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I remember it as if it were last night. My cat – a strapping lad of gray shorthair named Digit – jumped through the open ground-floor apartment window onto my lap while I was sitting on the couch playing computer games with my roommate. The window was open not only to allow Digit free passage outside but also to filter the tobacco smoke that stained our lungs and jaundiced the light-colored walls. My roommate and I had Dreamcast controllers in hand and lit cigarettes dangling from our mouths and subtle glowers on our faces as we sat brand-new-to-adulthood and transfixed by the massive widescreen firing off psychedelic lightshows. The blues of hadoukens and the purples of reppukens flashed about inside puffs of cigarette smoke like ball lightning within the clouds of an alien planet. And although the room was loud, there was silence between us, for we were engaged in the digital-equivalent of a samurai honor duel and we were both great pretenders; pretending like we were engaged in just another friendly game of Capcom vs. SNK: Millennium Fight 2000 for the Sega Dreamcast; when, in reality, there was an intense clash of personalities playing out between the sounds of button mashing and pixelated fighters yelling the names of their ridiculous special-attacks and Satoshi Ise’s electro-infused drum-and-bass stage music.

Capcom vs. SNK: Millennium Fight 2000 was originally developed and released by Capcom in August 2000 for the arcades; it was later released on Dreamcast in North America on November 8th, 2000. The origin story – the myth – is that the magazine Arcadia featured a cover with both The King of Fighters ‘98 and Street Fighter Alpha 3 titles a little too close together and readers misread this thinking it was “KOF vs. SF”; when this imaginary game didn’t manifest, fans of both series went unhinged with hate mail and thus: Capcom vs. SNK was born – or something. And while it wasn’t the first crossover between Capcom and SNK, it was the first to reach a wide audience outside of Japan, as the previous title – SNK vs. Capcom: The Match of the Millennium – was only released for the Neo Geo Pocket Color; a handheld console that was poorly adopted in the West where Street Fighter and Pokemon infected the minds of young computer gamers like brain-eating amoebas. An updated version of this game, Capcom vs. SNK Pro, was released a year later – and the concept was so popular that it would eventually spawn a sequel, Capcom vs. SNK 2, which built upon the hip-hop back-alley beat-down eclecticism of Millennium Fight 2000 and further reinforced Capcom and SNK as the premier 2D-fighting game developers.

My roommate and I were on our centesimal round of Capcom vs. SNK: Millennium Fight 2000 and I had not won a single match. I played Iori and Sakura; he played Ken and Yuri. I must have smoked half-a-pack of cigarettes because I was getting my ass handed to me on a very dirty ashtray. I persisted in total silence with a look of unbothered determination on my face; this faux-stoicism belied the fact that I was a raging storm inside. I could have stopped playing; I could have called it quits after the nth loss; but something like pride compelled me to keep going, and as I kept going, my playing got worse and the hole grew deeper until it was quickly approaching Hell. My roommate’s faux-stoicism was much simpler; with every knock-out: his confidence grew and his gamer-cred multiplied, and he would always have this over me because computer games were very serious back then and he dared not speak a word lest the fisticuffs escape the television-set and stain the shag carpet with blood. The digital-equivalent of the samurai honor duel was about to end in seppuku.

Capcom vs. SNK was revolutionary as it combined characters from rival developers and introduced the lesser-known SNK fighting games to a wider western audience initially put off by SNK’s realistic-yet-very-anime art style, especially when compared to Capcom’s more western-palatable cartoon-like aesthetics. Both art styles exist in this game, with characters drawn in either style depending on which “groove” was selected before character-selection. The crossover makes perfect sense as SNK’s fighting games were directly inspired by Capcom; SNK’s Fatal Fury: King of Fighters was designed by Takashi Nishiyama, the director of Street Fighter, and was envisioned as a spiritual successor to that game. The two companies often parodied each other; Dan from Street Fighter, a parody of Ryo from SNK’s Art of Fighting, who himself was a homage to Capcom’s Ryu. And while Dan may not be in Millennium Fight 2000, the game does include a roster of over 20 characters from each series. As with most 2D fighters, the controls are obtuse to newbies but intuitive to those familiar with the genre; players are encouraged to use an arcade stick or learn to slide their thumb in circles, half circles, and quarter circles on very-small-directional-pads to execute special-attacks. Both series use this input method so there’s nothing to learn coming from one or the other; thus, combining Capcom and SNK characters into a single game was a no-brainer.

image.png *Iori rushes Ken in the digital equivalent of a samurai honor duel

Patience and practice of the key fundamentals are important with all 2D-fighting games and this is especially true for Capcom vs. SNK: Millennium Fight 2000; its 4-button control scheme, lack of true combos, and smaller skill list compared to the series it pulled from, make mastering the key fundamentals – footsies, blocking, looking for openings, and punishing – extremely important. You could master all a character’s inputs, learn all their moves and perform them perfectly, but if you didn’t time these moves correctly or space them out properly, you would fail every time. For example, Iori Yagami – my main character of choice in most SNK titles – has a super-special-attack called “Ura 108 Shiki: Ya Sakazuki” which can stun and heavily damage the opponent, but it’s blockable so throwing it out in a battle without respect to the opponent’s actions will result in the opponent blocking the attack and punishing you. In fact, one could bait these types of attacks and punish them with a simple low kick, and entire matches could be won doing this.

Even the most fancy quarter-circle-back-half-circle-forward-punch special-attack won’t save you if the opponent sees it coming

And that was why I failed to win a single match that dark night on that alien planet. I knew the cool moves but I didn’t know how to properly use them. I would fire a burning projectile, but my roommate would jump-kick over it. I would use a rush-down attack but my opponent would only block and punish me with a low-kick. I was bound for the floor. I realized what was happening early on but I couldn’t adapt to it because I was too focused on quarter-circle back and quarter-circle forward and getting those flashy special-attack kills. My roommate patiently punished every attack with normal punches and kicks while I was performing complicated inputs for cool-points from the gamer gods who never answered my prayers.

Several hours passed in silence. We both had to work in the morning and at a certain point it became too irresponsible to continue getting my ass beat. I said something like, “I have to get some sleep” and my roommate nodded and we went our separate ways without another word between us. We both knew what happened.

When the door closed behind him, only the miasma of angst and an embarrassed man-child were left behind. I stood silently as the Capcom vs. SNK: Millennium Fight 2000 title screen flashed before my eyes, and my hands were trembling, feeling a wail building up inside me. My failures replayed over and over again in my head; over fifty rounds and no wins; my opponent didn’t perform a single special attack but still managed to defeat me. And all my quarter-circle forwards and half-circle backs only resulted in a full-blown quarter-circle meltdown. The Dreamcast controller I was holding dropped to the floor, and I fell to my knees with my face buried in my hands. As I was doing this, my roommate walked in to grab the lighter he left on the couch but, upon seeing my crumpled form, immediately turned around and left the room.

We never played Capcom vs. SNK again.


(Originally published on 4/8/2024)

#ComputerGames #Autobiographical #CapcomVsSNK