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Wally switched to a more offensive style, which made Ippo confident that he would be able to trade hits. However, Ippo was the only one getting hit as he could not land a hit on Wally. Near the end of the fourth round, Ippo hit a small milestone of touching Wally's body for the first time with his fist. After the fourth round, Ippo went to the corner smiling form his small achievement, wishing to aim for bigger targets later one step at a time, starting with tapping Wally's body five times. In the fifth round, Ippo, while getting brutally hit, managed to tap Wally's body five times. Ippo was then beaten in the corner until the fifth match ended, with Yagi catching his fall with the chair, thanks to his chair skills. Ippo was instructed to touch Wally six times in the sixth round. In the sixth round, Ippo completed his goal of touching Wally six times, getting hit in the process many times. Ippo hit Wally's block with a punch that made him fly back to the corner. Ippo approached Wally at the corner and was hit, leaving Ippo barely hanging onto the ropes. Ippo then threw a big swing at Wally, who jump backwards and stumbles upon landing.09. 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.
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