King of Fighters ’95, The

PSX PlayStation The King of Fighters '95 The King of Fighters '95

Jewel Case Release

 

Genre: One-On-One Fighting  CDs: 1
Publisher: Sony Released: September 18, 1996
Developer: SNK UPC: 7 11719 42052 1
Sony ID: SCUS-94205 PSRM: 004850
Players: 1 to 2 Players Memory: 1 Block
Accessories: Analog, Vibration
ESRB: Teen Animated Blood, Animated Violence
Box Copy:

The world’s toughest fighters team up for the supreme competition!

Out of the storm of battle comes 24 fighters from around the world who are invited to enter the King of Fighters ’95 tournament. Omega Rugal is alive and out to seek revenge on the participants who destroyed him and his plan to rule the world. Be prepared for a living hell!

  • A near perfect translation of SNK’s blockbuster arcade fighting game!
  • Face 24 of SNK’s greatest warriors, including masters from Fatal Fury and Art of Fighting 2. Plus 2 hidden fighters – the most fighters ever in a home video game!
  • Each fighter has 5 unique special attacks and an incredibly grisly Last Resort move. That’s 144 awe-inspiring original moves!
  • 5 phenomenal battle modes include 1-on-1, 3-on-3, Head-to-Head, Battle Royale, and Tag Team!
  • Build over 2,000 three-fighter combat teams for infinite challenge.

 

Variants

  • There are no known variants.

 

 

Misprints

There is a self-confirmed factory misprint of King of Fighters ’95 that was missing the black ink. I was an idiot and sold it off years before I was thinking of going for variants.

 

Review

  • There is no review for this game yet.

 

The Good

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The Bad

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Final Score: NA – No Review

Summary Text

 

 

Screenshots

  • There are no screenshots for this game yet.

 

Videos

 

Trivia

  • The American version fixed several minor glitches in the original Japanese version.
  • While we only got ’95 and ’99, the Japanese PlayStation gamers would also get ’96. ’97, ’98 and an exclusive Kyo game.
  • In Japan, the Sega Saturn was given a combination media version of King of Fighters. A Rom Cart that contained a majority of the game data was used in conjunction with a CD-Rom, providing an almost zero-load time home conversion on console systems. Capcom and SNK would eventually switch to RAM carts, so that any game could use a single RAM cart.

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