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Producing games for the NES during the mid to late 1980s was an unmitigated boon for the company, as was the introduction of the NeoGeo MVS hardware. The NeoGeo AES, although not a commercial success, still has its share of fans that are willing to
shell out $300 or more just to get the latest games. SNK stumbled during the late 1990s with its NeoGeo CD console, and the buyout by Aruze proved to be catastrophic, but that tumultuous period also produced the NeoGeo Pocket Color--a handheld that gave
Nintendo a run for its money and only failed
because Aruze shut down SNK's operations throughout the world. Moving ahead, the company's plans to develop software for the PlayStation and Xbox consoles seem like a good idea, at least on paper. Will SNK Playmore succeed in its bid to become a major third-party game developer? Only time will tell. One thing is certain--this is a company known for its ability to adapt and roll with the punches. SNK Playmore continues to keep other companies on their toes with games like Samurai Shodown 5 Special Edition. Above all, SNK's status as one of the most influential players in the video game industry cannot be overstated. If not for SNK, Capcom may never have tried so hard to come up with newer and better installments in the Street Fighter franchise. If not for SNK, companies like Sega and Sammy might not have been pushed to develop their own modular arcade systems. If not for SNK, Nintendo might have waited an additional year before introducing the Game Boy Advance.
3Darwin's Yearbook 3. 4The Gumball
Chronicles 4Broadcast 5Reception Toggle Reception
subsection 5. 1Ratings 5. 2Critical reception 5. 3Awards and nominations 6Related media Toggle Related media subsection 6. 1Comic book 6.
Archived
from the original on September 18, 2016. Retrieved September 20, 2016. ^ Green, Scott (September 12, 2016). ""Re:Zero" Anime Overtakes
Published Light Novel Material (Spoiler Warning)". Crunchyroll. Archived from the original on September 13, 2016.