Platform: Neo Geo
Neo Geo at a glance
If you grew up in arcades, the name Neo Geo still has a certain charge. It evokes red multi-game cabinets, booming FM synths, chunky joysticks, and sprites so large they felt like they could step out of the monitor. The Neo Geo platform was SNK’s bold experiment to collapse the gap between arcade and home, to build a single ecosystem where the same code and the same cartridges powered both. It succeeded at that goal more completely than almost anything else of its era, and it did so with style.
At its heart, Neo Geo means two closely linked products. In arcades you had the MVS (Multi Video System), a cartridge-based board operators could slot multiple games into. At home there was the AES (Advanced Entertainment System), a console that ran those same titles with the same performance. This shared lineage allowed truly arcade-perfect games in the living room in the early 1990s, something no other console could honestly claim.
Neo Geo is also a culture. It is the home of SNK’s fighting dynasties, of tight action games, of meticulous pixel art, and of cabinets that introduced a generation to game rotation menus. It is expensive, idiosyncratic, and deeply beloved. Even if you have never owned one, you have probably played one without realizing.
If you want to jump deeper into the rabbit hole or verify some specifics, Wikipedia’s entry on the Neo Geo is a well maintained overview, and SNK’s corporate site offers current projects and legacy notes at the SNK Corporation website.
The late 80s context and the big leap
The late 1980s arcade scene was undergoing a transformation. Dedicated cabinets were giving way to modular systems that made operators’ lives easier. Kits could be swapped in without buying entirely new machines. SNK, already a seasoned developer, saw an opening. Its idea was both practical and daring: build a cartridge-based arcade platform that could host several games at once, then pair it with a home console that used the exact same hardware.
That vision materialized in 1990 with the MVS in arcades and the AES shortly after. Planned initially as a rental unit for affluent customers and business lounges, the AES quickly drew attention from consumers who wanted an uncompromised arcade experience at home. The catch was the price. The AES launched at a premium that made other consoles look like freebies, and the cartridges often cost several times a standard home console game. People still bought them because it was the only way to have Samurai Shodown, Magician Lord, or early Fatal Fury in your living room just as they appeared in the arcade down the street.
SNK’s choice of a shared platform brought several advantages. Developers could target a single architecture for both markets. Arcade operators benefit from the MVS’s multi-slot design, which could host two, four, or six games in a single cabinet and let players pick via an on-screen menu. The player benefits were immediate. A local arcade might stock puzzle, fighting, and shooting games in one upright, making better use of floor space and offering variety.
Throughout the early 1990s SNK used the Neo Geo as a launch pad for ambitious new series. The fighting game boom, kicked off by Capcom’s Street Fighter II, collided with SNK’s prolific creativity and the MVS’s horsepower. Between 1992 and 1996, SNK established or refined multiple franchises that would carry the platform through more than a decade of life.
In 1994 SNK tried a cost-friendly pivot for home users with the Neo Geo CD, a console that used cheaper CDs instead of enormous ROM cartridges. The hardware was similar, but a single-speed drive and heavy reliance on CD streaming introduced long load times. The Neo Geo CDZ revision improved things somewhat, although the realities of 1x and 2x optical drives meant that cartridge convenience still reigned.
SNK later experimented with the Hyper Neo Geo 64, a 3D arcade system meant to transition the brand into polygonal games, and introduced the Neo Geo Pocket line of handhelds. The original 2D MVS and AES, though, remained the backbone of SNK’s identity. Official MVS releases continued into the early 2000s, with titles like Samurai Shodown V and The King of Fighters 2003 marking the platform’s late bloom.
What made Neo Geo special under the hood
You can read spec sheets all day and still miss why the platform feels unique. The Neo Geo’s design leaned heavily into sprites, not tilemap backgrounds, and that decision shaped the look of its games.
At the core, the system used a Motorola 68000 CPU clocked around 12 MHz for game logic paired with a Zilog Z80 at roughly 4 MHz to handle audio tasks. For sound, SNK chose the Yamaha YM2610, a flexible chip capable of FM synthesis, PSG channels, and ADPCM sample playback. The result is a signature soundscape that mixes crunchy drums with syrupy FM basslines. If you ever heard the title theme of Metal Slug in a crowded arcade and still remember it, that is the YM2610 doing its job.
Graphics were where the Neo Geo sparked magic. The video system supported a 65,536 color palette with thousands on screen at once, and it rendered scenes primarily using sprite objects. Backgrounds in many games are actually large sprites cleverly stitched together. The architecture allowed up to hundreds of sprite tiles on screen simultaneously and enabled very tall or wide composite sprites by chaining 16x16 tiles. Artists could go wild with parallax, large characters, and detailed backgrounds without the traditional limits of tile-based maps. Resolutions varied slightly by game, with 320x224 being a common baseline.
Because the MVS and AES were the same under the skin, the idea of "arcade perfect" was not marketing. You were playing the exact program, the exact assets, and the exact timings. The home console used the same cartridges as the arcade board, just with a different shell and board pinout. SNK enjoyed advertising "Max 330 Mega Pro-Gear Spec" on shells and boot screens, nodding to the early cartridge sizes. Over time cartridges grew far beyond that, with later games weighing in at several hundred megabits.
On the MVS, the multi-slot design felt like the future. Operators could bundle four or six games, use the system’s built-in menu to let players select, and swap any one of them out without pulling the whole cabinet. The system even supported a tiny memory card that players could carry between arcade and home AES to save progress or high scores. Long before cross-save became a buzzword, Neo Geo was quietly doing it with a little plastic card.
Controllers defined the feel as much as the hardware. The AES shipped with a full-size arcade-style joystick and the classic four-button layout that SNK fighters made famous. In arcades, the MVS panel also offered four large convex buttons. That choice influenced how fighting games evolved on the platform. Where Capcom often used six buttons with distinct strength levels, SNK leaned on a four-button system that used combinations, holds, and directional context to vary attack strength and special actions.
For tinkerers and engineers, another detail was fun: the Neo Geo used simple DB-15 controller ports, a feature that has made it a favorite of stick modders and custom controller makers. The system also included region and mode settings through DIP switches and BIOS options that affected language, blood censorship, and other operator features. Many enthusiasts today use aftermarket BIOS chips, such as the famously capable Universe BIOS, to toggle regions, enable cheats during practice, and unlock debug options.
The living cartridge and the developer mindset
Cartridge design for Neo Geo was a feat of engineering. To fit enormous quantities of sprite data, sound samples, and code, SNK and partners used multiple ROM chips. They organized data into banks with standardized labels that are still common shorthand among fans and developers. For example, program ROMs were often labeled P, sprite graphics C, sound samples V, and fixed layer tiles S. Even today, when you read technical discussion or preservation notes, you will see talk about the P and C ROMs as distinct entities with unique concerns.
The upside of such roomy cartridges was flexibility. Artists could lavish frames of animation on fighters, design intricate backgrounds, and compose rich soundtracks. The downside was obvious. These carts were expensive to produce, and for the AES they were expensive to buy. There were cartridges that retailed for several hundred dollars, and some late-run AES releases in the west are still infamously rare and costly on the collector market.
Developers who spent years with the system squeezed miracles from it. What started as an already-strong 1990 platform kept receiving games that looked and sounded better deep into the 2000s. Techniques like sprite multiplexing, careful palette work, and clever streaming of sound samples made titles like Garou: Mark of the Wolves or Metal Slug 3 look almost implausible on paper. The lack of dedicated tilemap layers forced programmers to think differently about backgrounds, which often gave SNK games their distinct cinematic feel.
The games that defined Neo Geo
The library is why people still talk about Neo Geo. It is heavy on 2D action, yet varied in tone and style. If you are starting a tour, the following touchstones will give you a feel for what the platform does best.
SNK’s flagship fighter was arguably The King of Fighters, a series that introduced team-based battles and annual updates. The early entries borrowed characters from Fatal Fury and Art of Fighting, then evolved into a deep roster with systems like rolling, short hops, guard cancels, and multiple power gauges. You can get a good overview of its evolution by browsing The King of Fighters.
The weapon-based drama of Samurai Shodown made a splash with its feudal Japanese setting and heavy, deliberate swordplay. Fights were tense and damage was high. The series mixed traditional fighting mechanics with dramatic slow motion hits and cinematic zooms. It remains one of the system’s most stylish calling cards, and you can find background on the series at Samurai Shodown.
If you prefer punchy street brawling with a global tour vibe, Fatal Fury and Art of Fighting formed the early fighting bedrock, laying groundwork for KOF. Fatal Fury experimented with plane-switching in the background, while Art of Fighting pushed huge character sprites and a then-novel Spirit Gauge mechanic.
Late in the life of the platform, SNK delivered Garou: Mark of the Wolves, often cited among the best 2D fighters ever. It introduced the T.O.P. system and Just Defend while showcasing incredibly fluid animation. It is a masterclass in how far the platform could be pushed, and it has a detailed page at Garou: Mark of the Wolves.
On the action side, Metal Slug deserves its place in the pantheon. The series is a perfect cocktail of responsive run-and-gun gameplay, slapstick humor, ornate animation, and clever level design. Multiple entries appeared on the Neo Geo, each escalating the spectacle with screen-filling bosses and branching paths. If you have not met Marco Rossi and Tarma Roving yet, the Metal Slug series is the perfect introduction.
Arcades thrive on pick-up-and-play fun, and Neo Geo delivered with sports and puzzle gems. Neo Turf Masters is a shockingly deep yet accessible golf game with buttery presentation. Windjammers is essentially air hockey dressed as an extreme beach sport, and it is still one of the best competitive games at parties. If you are curious about its origins, the entry for Windjammers is a fun read. Magician Lord represents the launch era’s appetite for tough, stylish platforming. Shock Troopers and NAM-1975 scratch the top-down shooting itch.
It is easy to focus on fighting games and miss the rest, so here are a few more highlights for a broader taste:
- Last Blade: poetic weapon fighters with a moody atmosphere.
- Blazing Star: a late shoot-em-up with brilliant sprite work and voice samples that still get quoted.
- Pulstar: a technical horizontal shooter and a showcase for sprite-based transparency tricks.
- Baseball Stars Professional and Super Sidekicks: ideal arcade sports with surprising nuance.
- Puzzle Bobble (Bust-A-Move on some cabinets): timeless bubble popping with impeccable pacing.
What ties these games together is an obsession with character and feedback. Attacks feel weighty, hits sound right, and animation has a particular snap. Even when games are unforgiving, they invite you back with clear rules and expressive reactions.
How SNK’s fighting philosophy shaped the genre
Neo Geo’s four-button panel shaped SNK’s design choices. Rather than mapping light, medium, and heavy punches and kicks across six positions, SNK devoted its four face buttons to fewer attack types plus context-sensitive actions. Depending on the series, a button might be a dodge, a blowback attack, or a command throw. This gave SNK fighters a different cadence than their Capcom contemporaries.
Teams and movement were also treated differently. The King of Fighters series pioneered 3-on-3 formats where you fight with a lineup and your health carries between rounds. Many games used running instead of dashing, short and high hops instead of large jumps, and rolls to pass through attacks without blocking. These choices created a battlefield that rewarded positional pressure and footsies in a way that felt distinct from Street Fighter’s spacing and charge mechanics.
SNK evolved the super gauge concept aggressively too. From Rage in Samurai Shodown to Power and S-Power in KOF, the platform was a test bed for ideas that later became staples across the genre. The community aspect formed around these games, the rivalries they fostered, and the enduring arcade appeal of their head-to-head cabinets helped cement competitive fighting culture outside of Japan.
Hardware quirks players actually noticed
Specs can be abstract. Certain design choices on Neo Geo were concrete the first moment you touched a controller. The AES joystick is a good example. It is a heavy base with a surprisingly light ball-top stick and four soft yet clicky buttons. The throw distance and microswitch feel are unmistakable, and modern reproductions try to recapture it for good reason.
On the MVS side, the game select menu on multi-slot cabinets invited browsing. Many cabinets ran a single attract loop that cycled through all installed games, then prompted you to choose. Operators could mute attract sounds to calm down a noisy arcade or keep them on to draw a crowd. The memory card slot sat under the panel inviting you to save, and a little green light often reminded you to insert or remove your card.
Region quirks were common. The same cartridge could display blood, story text, and even special features differently on a Japanese BIOS vs a US or European one. This led to decades of community tips on enabling blood in certain Samurai Shodown revisions or toggling between languages for unique intros and victory quotes. Many enthusiasts eventually discovered the joy of using an aftermarket BIOS to explore every regional quirk without swapping hardware.
There is also a tactile delight in the cartridges themselves. AES carts are gigantic compared to contemporary consoles. Sliding one into a console feels like loading a cassette into a professional deck. MVS cartridges are industrial and robust, meant for the rough life inside cabinets. The shells are utilitarian, the labels are clear, and the boards inside are easy to service, which is one reason the platform has aged well among arcade operators and collectors.
The Neo Geo CD pivot and its long load times
SNK’s cartridge strategy gave Neo Geo unmatched arcade parity, but it came at a high cost. The Neo Geo CD addressed that with a lower-cost console and cheaper games. The tradeoff was instant. Where cartridges loaded instantly, CDs did not. A single-speed drive and large data sets meant frequent pauses, and while some games were optimized to pre-load fighting animations or voice samples, many were slowed by the drive.
The later Neo Geo CDZ revision improved load times with better caching and a faster drive, and the CD library has charm of its own with unique soundtracks and extras. For most players, however, the choice between instant cartridge joy and cheaper CD access felt stark. The CD versions gave more people a chance to own KOF and Samurai Shodown at home, even if the arcade-like immediacy was compromised.
If you want a quick reference on the hardware differences and library, the Neo Geo CD page is a helpful resource.
A long tail, a deep legacy
Few platforms enjoy Neo Geo’s longevity. The MVS kept receiving official releases well into the 2000s, outlasting multiple generations of home consoles. Developers learned the hardware inside out, and late titles show a mature art form. This consistency fostered a sense of identity that still resonates.
The legacy unfolds in several layers:
- Arcade to home parity: Before Neo Geo, "arcade perfect" was a marketing exaggeration. With the AES, it was the literal selling point. That expectation shaped how later consoles were judged.
- Mastery of 2D: Neo Geo stood proudly for 2D games in an era rushing toward polygons. It set an artistic bar that continues to inspire indie developers who favor pixel art and tight mechanics.
- Competitive culture: The platform’s fighters helped seed early competitive communities. Move lists, counterplay, and mind games were passed down cabinet to cabinet, then magazine to magazine, then forum to forum.
- Design vocabulary: Concepts like meters, cancels, hops, and team formats became part of the fighting lexicon, and SNK’s take on them influenced competitors and successors alike.
- Collector lore: The high prices, limited runs, and regional variations forged a strong collector scene. Discussions about AES versus MVS, conversions, shock boxes, and serial numbering are part of the fun.
SNK’s own journey also shapes the story. The company saw ups and downs, changed ownership, and reinvented its catalog on new platforms. Yet the Neo Geo brand persists as a symbol. It even reappeared in 2012 as the Neo Geo X, a licensed handheld with a dock styled like the AES and a modern reproduction of the joystick. The project was short-lived and controversial in quality, but it shows how enduring the silhouette is. More recently, re-releases under the ACA Neo Geo line have made arcade-accurate versions of classic titles widely available on modern systems. For a quick index, Wikipedia’s entry on Arcade Archives and ACA Neo Geo summarizes the approach.
Curiosities and tales from the cabinets
Ask a few veterans and the stories start pouring out. I still remember the first time I heard the YM2610 soundtrack of Neo Turf Masters battling the buzz of old fluorescent bulbs. It somehow cut through and made everything feel like a televised tournament.
A handful of fun quirks give the Neo Geo extra character:
- Memory cards before cloud saves: Players could carry small save cards from home to arcade. Finishing a long mode in an arcade cabinet felt like gaming a system that never meant for continuity.
- "Max 330 Mega" and beyond: Early labels proudly proclaimed the cartridge limit, yet later releases blew past it. The slogan became a badge of honor rather than a hard spec.
- Blood by region: Some games censored gore or toned down death cries depending on the regional BIOS. A simple region swap could turn sweat into blood in a few Samurai Shodown releases.
- Service menus and DIP switches: Many old cabinets still have paper manuals taped inside the coin door. Operators could set credits per coin, difficulty, attract sound, and more. For tinkerers, poking around those menus is half history lesson, half treasure hunt.
- Hyper Neo Geo 64 detour: The brand’s brief foray into 3D brought games like Samurai Shodown 64 with polygonal characters, yet the magic remained in the 2D originals. Learn more about that family branch at Hyper Neo Geo 64.
Then there is the AES versus MVS debate. The hardware is the same at the core, so many enthusiasts buy MVS cartridges and use adapters or consolized MVS boards to enjoy the library at a fraction of AES prices. Others prefer the look and feel of AES with its massive shells and iconic joystick. Both camps are chasing the same experience, just with different aesthetics and budgets.
Experiencing Neo Geo today
There has never been a better time to explore the Neo Geo catalog, even if original AES cartridges are out of reach. MVS cabinets are still repaired, sold, or consolized by hobbyists. Flash cartridges from reputable makers let you load legal backups and prototypes for research or convenience. For the purist route, pairing original hardware with a modern scaler like an OSSC or RetroTINK gives a great image on modern displays with minimal lag.
For less hardware commitment, official re-releases under the ACA Neo Geo banner on current consoles and PC are faithful and convenient. They often include features like save states, online leaderboards, and regional toggles that mirror some of what a custom BIOS can do. Collections like SNK 40th Anniversary also present curated museum-style experiences, though those focus more on pre-Neo Geo titles.
Emulation has matured as well, and preservation efforts ensure that not just games but revisions and regional variants are archived. If you go this route, support official releases when possible. They keep rights holders invested in maintaining access and sometimes include interviews, gallery art, and music players that enrich the experience.
Technical highlights that aged gracefully
Neo Geo’s core architecture rewards study. Some details that still impress developers:
- Sprite-first rendering: It is unusual to see a major platform lean so hard on sprites without strong tilemap layers. The result encouraged cinematic compositions and unconventional parallax tricks.
- Audio flexibility: The YM2610’s combination of FM, PSG, and ADPCM samples let composers mix crisp drums with melodic lines. Soundtracks age well because they have both clarity and character.
- Stable target: Releasing on unchanged hardware for over a decade let teams discover smart assembler-level optimizations, asset compression techniques, and graphics streaming patterns that squeezed more out of the same base.
- Input and timing: Consistent latency and tight polling made fighters feel reliable. Players developed muscle memory that carried across the platform’s library.
These elements make Neo Geo both a nostalgic destination and a learning sandbox. Modern developers interested in tight 2D design often study Neo Geo games for lessons in feedback, frame data clarity, and visual communication without shader trickery.
Industry impact beyond the hardware
It is not hyperbole to say that SNK’s Neo Geo era changed the way people talked about arcade games. Operators appreciated the economics of MVS cabinets, especially in smaller arcades where floor space mattered. Players benefited from variety and the ritual of sampling different titles with a single coin drop. Home users redefined their expectations of what a console could deliver.
Perhaps more importantly, Neo Geo championed the idea that 2D excellence is not a stopgap before 3D. It is an art in itself. The platform’s ongoing presence in competitive circles and indie inspirations proves the validity of that stance. When modern developers choose to build a 2D fighter or a pixel art run-and-gun, they do so in a world that recognizes the legitimacy of that choice, thanks in no small part to what SNK built.
The platform also helped popularize ideas of consistent annual fighting updates, crossovers within a shared universe, and story continuity in arcade-focused series. The KOF roster became a living comic that fans followed across years, the same way sports fans track drafts and retirements. That approach to character-driven fighting would echo in later franchises across the industry.
Practical advice for the curious
If this all sounds tempting and you want to try the real hardware, a few practical tips can smooth the path. Look for 2-slot or 4-slot MVS boards if you want a cabinet that can serve as a rotating library without skipping a beat. Check the battery on the board, since old rechargeable backup cells can leak. If you find an AES, inspect the cartridge slots for bent pins and the joystick connectors for wear. MVS cartridges are more affordable and plentiful, and MVS-to-AES adapters exist if you want the AES shell with MVS library prices.
For cables, aim for RGB or component output from day one. The platform’s image shines with proper analog connections, and scalers do a great job bridging to modern displays. If you are playing on re-releases, do not shy away from training modes and hitbox displays where available. SNK’s fighters reward practice, and the rise of online resources makes the climb friendlier than it was when we were all huddled around a single move list photocopy.
A quick personal preference: start with one fighter and one non-fighter. For me, The King of Fighters 98 and Metal Slug X form a perfect one-two punch. One trains your fundamentals, the other reminds you that pure arcade joy exists and is evergreen.
Why Neo Geo still matters
The Neo Geo stands as a monument to a focused idea executed with conviction. Make arcade games, let people play them at home without compromise, and give artists a canvas that favors bold color and motion. The cost was high, the market was niche, and yet the influence was broad. It shaped how fighting games evolved, how players talk about parity, and how developers think about long-term hardware mastery.
It is also just fun. Neo Geo cabinets invite you to play one more round, to try the other game in the selector menu, to swap in a new cartridge and see the boot logo with a little extra anticipation. Revisiting these games today is like flipping through a beautifully printed art book that also happens to be fully interactive. When the YM2610 kicks in and those big sprites fill the screen, the years peel away.
If you want to keep digging, start with the Neo Geo overview, browse a few series pages like The King of Fighters or Garou: Mark of the Wolves, and peek at Samurai Shodown. From there, sample a couple of ACA releases or visit a local arcade bar that still has a red MVS standing proud. You will understand very quickly why this platform refuses to fade.
Most played games
-
Mutation NationStory 0h 47mExtras -Complete 1h 7m
-
Samurai Shodown IIStory 1h 9mExtras 3h 50mComplete 1h 19m
-
Street SlamStory 1h 2mExtras 1h 52mComplete 2h 44m
-
Burning FightStory 0h 45mExtras -Complete 0h 51m
-
Zed BladeStory 0h 39mExtras 1h 7mComplete 15h 45m
-
World Heroes PerfectStory 0h 55mExtras 4h 35mComplete 0h 40m
-
WindjammersStory 0h 42mExtras 4h 7mComplete 9h 44m
-
The Last Blade 2Story 1h 2mExtras 3h 39mComplete 3h 6m
-
The Last BladeStory 1h 6mExtras 3h 22mComplete 5h 9m
-
The King of Fighters '99Story 0h 56mExtras 7h 35mComplete 13h 46m
-
The King of Fighters 2001Story 0h 42mExtras 3h 16mComplete 12h 17m
-
The King of Fighters '98: The SlugfestStory 1h 21mExtras 13h 57mComplete 29h 26m
-
The King of Fighters '96Story 1h 47mExtras 7h 59mComplete 9h 24m
-
The King of Fighters '97Story 1h 25mExtras 10h 6mComplete 10h 43m
-
The King of Fighters '94Story 1h 34mExtras 3h 6mComplete 5h 18m
-
The King of Fighters '95Story 1h 16mExtras 4h 22mComplete 17h 28m
-
SpinMasterStory 0h 26mExtras 0h 30mComplete 0h 28m
-
SNK vs. Capcom: SVC ChaosStory 1h 31mExtras 3h 49mComplete 6h 45m
-
Shock TroopersStory 0h 43mExtras 2h 14mComplete 4h 52m
-
Samurai Shodown (1993)Story 1h 19mExtras 4h 22mComplete 6h 2m
-
Real Bout Fatal Fury 2: The NewcomersStory 0h 33mExtras 2h 50mComplete 2h 37m
-
Real Bout Fatal Fury SpecialStory 0h 44mExtras 0h 57mComplete 1h 46m
-
Prehistoric Isle 2Story 1h 21mExtras 0h 58mComplete -
-
Metal Slug XStory 1h 9mExtras 2h 35mComplete 4h 51m
-
Metal Slug 5Story 0h 53mExtras 1h 56mComplete 2h 16m
-
Metal Slug 3Story 1h 29mExtras 2h 57mComplete 4h 53m
-
Metal Slug 4Story 0h 59mExtras 2h 0mComplete 2h 45m
-
Metal Slug 2Story 1h 2mExtras 1h 37mComplete 2h 46m
-
Metal SlugStory 0h 57mExtras 1h 54mComplete 3h 23m
-
King of the MonstersStory 1h 29mExtras 2h 46mComplete -
-
Garou: Mark of the WolvesStory 1h 22mExtras 5h 16mComplete 13h 23m
-
Fatal Fury: King of FightersStory 1h 18mExtras 1h 56mComplete 7h 1m
-
Fatal Fury 3: Road to the Final VictoryStory 0h 58mExtras 1h 10mComplete 1h 8m
-
Fatal Fury SpecialStory 1h 10mExtras 2h 2mComplete 2h 14m
-
Fatal Fury 2Story 1h 11mExtras 2h 21mComplete 8h 56m
-
Blazing StarStory 0h 51mExtras 1h 7mComplete 0h 31m
-
Art of Fighting 2Story 3h 53mExtras 1h 39mComplete 6h 26m
-
Art of Fighting 3: The Path of the WarriorStory 0h 34mExtras 1h 42mComplete 5h 2m
-
Art of FightingStory 1h 3mExtras 1h 46mComplete 4h 51m
-
Aero Fighters 2Story 0h 50mExtras 1h 9mComplete 0h 59m