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Art of Fighting


 
STORYThe storyline of Art of Fighting takes place in 1978. Ryo Sakazaki and Robert Garcia set out to find Ryo's sister, Yuri, who was kidnapped by Mr. Big. Mr. Big took Yuri to entice Takuma Sakazaki, Ryo's father and originator of Kyokugen Karate, and also because Ryo refused to work for Big. After Ryo & Robert defeat Mr. Big, they face the enigmatic Mr. Karate. Art of Fighting's story ends with a cliff-hanger; Yuri is about to disclose the true identity of Mr. Karate as their father Takuma.
 
REVIEW
Continuing the early 90's fighting game craze, Art of Fighting is well known to be SNK's answer to Capcom's smash hit, Street Fighter 2. A little over a year after SF2 redefined the demographic of arcades, Art of Fighting hit the scene in late 1992, offering a similar gameplay style to SF2 and a unique cast of fighters of its own. AOF also introduced an eye-catching "graphical scaling" effect, which makes characters and backgrounds smaller as fighters move apart (later to become a visual trademark of SNK fighting games). AOF was one of the first fighting games to put SNK on the map, and was the starting place for several characters whom would later become "icons" in the fighting game realm.

While not nearly as popular as the headlining Street Fighter 2 series, AOF actually brought some unique ingredients to the fighting game recipe. Even though SNK was, in some ways, "riding the coattails" of Capcom's success, they were at least trying something different - having an actual story unfold through the 1-player experience of Art of Fighting. Only the 2 main protagonists (Ryo and Robert) are selectable in the Arcade / Story Mode, thus allowing the story of Yuri's kidnapping and rescue to unfold. Interestingly enough, once a second player joins in, both players can then select from any of the 10 characters during Versus battles.
 

Drunk Biker = punching bag for a martial artist.

 
For the most part, AOF follows the traditional gameplay format put in place by earlier fighting games. Some innovative elements, such as: taunting, off-the-wall attacks, the "Spirit Gauge", and super moves helped give players a unique experience in AOF. Located under a character's life meter, the Spirit Gauge limits the use and power of special attacks. When a character performs special moves, their spirit gauge is depleted and their special attacks become weaker. During cut-scenes, the game also gives instructions on how to perform a powerful super move (dubbed the "Super Death Blow"), which requires an advanced button command (advanced at the time, that is). In addition, Desperation Attacks can be performed when the player's health is low and the life bar is flashing red.

The character sprites of AOF are colorful, and notably larger than those from Street Fighter 2. Although they're definitely "beefier" than their SF2 counterparts, the characters also come off as a bit more "stiff" - not only in terms of animation, but in actual gameplay as well. While AOF presents a decently fun gameplay system, this slight feeling of stiffness definitely held the game back from being great, and notably contrasted the "silky smooth" gameplay that gamers were experiencing over at Capcom's end of the arcade. Speaking of a stiff, a few of AOF's character designs were also lacking in the originality department, to say the least. In addition, several character designs and special moves seem to "blatantly" take inspiration from Capcom's SF2 universe. In fairness, AOF also introduces its fair share of innovative special attacks and diverse character personalities.
 

Sooonic...... uhh.... wait a minute. 

 
The visuals of Art of Fighting were unmistakably impressive in 1992 (and many years after). Character faces actually become bruised as the fight progresses, and backgrounds are large, colorful, and moody. One of the most notable aspects of the visuals is the background scrolling effect, which was very impressive at the time. This effect also gives players a wider view of the battleground, an "original" visual element for a fighting game at the time. Hit effects and projectiles also made a statement in AOF, even though a few were clearly rip-offs of SF2's effects.

One area where Art of Fighting "one-upped" Street Fighter 2, are the bonus games. During a player's run though of the story mode, they are eventually given the option to select between 3 different bonus challenges, which include: Bottle Smash, Ice Smash, & Initiate Super Death Blow. All of these bonus games were exciting, fun, and definitely helped AOF stand apart from other fighting games.
 

Initiate Super Death Blow!!!

 
Overall, Art of Fighting was an attractive arcade game, especially when compared to other arcade games out in 1992. AOF had a decent story for a video game, interesting characters, catchy music, cool super moves, and innovative "extras" that other fighting games lacked. The original arcade version of AOF was great, but unfortunately, the home ports really didn't live up to the original in terms of graphics. The SNES and Genesis versions featured much smaller, less detailed 2D sprites, and the characters & stages were missing graphical details & animations. The cool scrolling effect also didn't translate very well in the home ports. Needless to say, make sure you're playing the arcade version to get the full Art of Fighting experience!
 

OFFICIAL PROLOGUE COMIC ARTWORK
(By Shinkiro)

 
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Page Updated: April 14th, 2015
Developer(s) SNK
Publisher(s): SNK
Artwork By: Shinkiro     (poster & comic)
Eiji Shiroi   (character art)
Platform(s): Neo Geo, Neo Geo CD, Super Nintendo, Sega Genesis, PC, Wii Virtual Console, PS2, PSN
Release Date(s): Sept. 24th, 1992    (/ Arcade)
May 11th, 2006     ( PS2 - in Art of Fighting: Anthology)
May 15th, 2007 
    ( PS2 - in Art of Fighting: Anthology)
Oct. 8th, 2007       
(Wii Virtual Console)
Dec. 21st, 2010
       (PSN)
Characters Ryo Sakazaki, Robert Garcia, Todo, Jack Turner, Lee Pai Long, King, Mickey Rogers, John Crawley, Mr. Big, Mr. Karate

Featured Video:

Related Games: Art of Fighting 2, Art of Fighting 3, Fatal Fury, Fatal Fury Special, Samurai Shodown, King of Fighters '94, Street Fighter 2, Neo Geo Battle Coliseum
  

Gameplay Engine  7.5 / 10
Story / Theme  8.5 / 10
Overall Graphics  8.5 / 10
Animation  7.0 / 10
Music / Sound Effects  7.5 / 10
Innovation  7.0 / 10
Art Direction  8.0 / 10
Intro / Presentation  9.0 / 10
Replayability / Fun  7.0 / 10
"Ouch" Factor  6.5 / 10
Characters  7.0 / 10

BOTTOM LINE

7.8 / 10

 Review based on Arcade version

 

Final Words: Like many arcade rats of the late 80's / early 90's, I was an experienced SF2 player by 1992. When I first tried out Art of Fighting, I had mixed feelings about it, but I eventually came to appreciate the game for its unique aspects. AOF was no doubt a great "alternative" if a particular arcade didn't have a crowded SF2 cabinet. In retrospect, some gamers might look back at AOF and scoff at its quirks and flaws, but for a 2D fighting game in 1992... AOF was quality stuff. The graphics made a statement, and the gameplay & characters were actually pretty fun if you gave the game a chance.

There was an AOF machine at one of my family's main vacation spots back in the day (in the very hotel)... so I actually became fairly decent at AOF in the early 90's, and enjoyed mopping up the occasional "competition" that walked by. I always got a kick out of the fact that after defeating a human opponent or two, I could just get back to where I was in the story mode... (only to later get my ass handed to me by the retardedly-tough boss, Mr. Big ).

Even though I was just a kid back in 1992-1993, I still knew SF2 was a much better fighting game when it came to competitive gameplay... but I definitely enjoyed AOF for its unique spin on the 2D fighting game recipe. As you probably know, AOF spawned two fairly decent sequels. Furthermore, many of AOF's original characters would live on, crossing over to titles such as King of Fighters and Capcom VS SNK
~TFG Webmaster
 

 
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