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making it even less believable than it already is". [146] However, overall, he considered the story has good art, action and pace, featuring "pure sports storytelling at its finest". [146] The anime adaptation of Eyeshield 21 received positive and mixed responses. Bobby Cooper from DVD Talk praised how the rules of American football are "explained to a foreign audience that has no clue what it's all about", adding that instructions at the commercial breaks "were informative and similar to the Go lessons of Hikaru No Go. " He also said the explanations were "hilarious", but that "Eyeshield 21 is an excellent introduction to football". [147] The on-field action was also praised, with he saying the sports action is "where Eyeshield 21 truly shines", although he criticized the scenes away from the football field, "the pacing slows to a crawl and the storyline gets a little boring".Hoping to catch up with the 3D movement, SNK came up with a new 64-bit motherboard that included both 2D and 3D capabilities. The system used custom cabinets depending on the type of game--a stand-up cabinet for action and fighting, a cabinet with a light gun for shooting games, and a sit-down cabinet for racing games--and used a cartridge-based storage medium similar to that in the MVS. SNK produced versions of Samurai Shodown and Fatal Fury for its ill-fated Hyper NeoGeo 64 arcade hardware. Check out the full ad. Under the hood, the Hyper Neo carried a custom 64-bit RISC processor, 4 megabytes of program memory, 64 megabytes of 3D and texture memory, and 128 megabytes of memory for 2D characters and backgrounds. Unfortunately, the hardware was weak compared to the powerful arcade cabinets being offered by Namco and Sega, and the games fell far short of expectations. Namco released Tekken 3 in arcades in early 1997, and Sega released Virtua Fighter 3 later that same year. SNK produced Samurai Shodown 64 for the Hyper NeoGeo in December 1997. Its graphics weren't nearly as smooth or cutting edge as the games Sega and Namco had put out earlier in the year, and, in fact, the game barely held up to scrutiny when compared to the PlayStation versions of Tekken 2 and Soul Blade that were available at the time. Not surprisingly, a PlayStation version of the sequel to Samurai Shodown 64, Samurai Shodown: Warrior's Rage, was later produced for the PlayStation by SNK. All told, seven games were produced for the Hyper NeoGeo 64 during its brief two-year life span.
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