Analyzing NEOGEO Software Product Numbers
INTRODUCTION
Over the years, I have received many questions about the NEOGEO software product numbers
or game code numbers as they are sometimes called. These identification numbers are often seen with NGH or NGM prefixes as well as
sometimes seen with 4 digits rather than the usual 3. This can seem confusing, and so in order to clear things up and explain everything
in greater detail, I have put together this page as the official FAQ on the subject. Enjoy!
PARAGRAPH 1
So firstly, every single neogeo software product is assigned a product number. The number
is read by the hardware and is used as its key identifiyer. It is "technically" a 4-digit
number, although the first digit has always been a zero. And the prefixes of NGH or NGM
are simply abbreviations for Neo Geo Home or Neo Geo MVS. As an example, the first NEOGEO
software product was the game NAM 1975 and it was assigned NGM-001.
PARAGRAPH 2
During the first year or so of the systems lifespan, SNK only manufactured multi-slot
jamma boards. They had the 6-slot, 4-slot, and 2-slot boards. The single slot boards were
not introduced until much later and were primarily marketed as conversion kits to be
installed by operators into other arcade cabinets. This is an extremely important detail
because it explains why we have so many more "missing" numbers at the front of the list.
PARAGRAPH 3
When a new game is nearing completion and enters the "beta" stage of development, it
requires extensive play testing. The rom data is burned onto eproms and installed onto
an MVS test or proto cartridge so the "quality assurance" staff or company play testers
can check for bugs and glitches. Shortly afterwards, a game might also go through a
"location test". This is where the game is actually placed on site at a video arcade
where it can be further tested and give feedback to the design team by way of it's
revenues or lack thereof.
PARAGRAPH 4
The NEOGEO MVS hardware has a battery backed save function which not only saves the coin
and game settings of the games, but it also keeps a very detailed record of the games
revenues. It takes detailed accounting for which games were played, when they were played,
for how long they were played, how many times they were played, etc. And the system does
this for each and every game cartridge that is installed on the machine. In fact, it holds
this data for up to 8 titles. After a 9th cartridge is installed, it then automatically
overwrites the data for the oldest one. And the system is able to do all of this through
the use of the product number. Each game MUST have a unique number or the hardwares
bookeeping will be inaccurate and unuseable.
PARAGRAPH 5
And so, from 1990 through 1991, any neogeo game which was location tested,
was by definition installed in a multi-slot cabinet, and was therefore subsequently
REQUIRED to be assigned a unique number. Product numbers that encompass this initial time period are the
early numbers from 001 through about 038. This was one of the key factors which led to
several unused early product numbers accumulating on the list. Because the games which failed testing
and were subsequently shelved, maintained and held onto those numbers which retired with them.
About a year later, when games could be run at locations on the new single slot boards, this led to less strict
guidelines with regards to the use of these numbers. Basically, when a game performed well and
was approved and ready for release and mass production, if the games number was no longer available,
SNK would then simply replace it with a new and unused number.
PARAGRAPH 6
So while no software product number was EVER assigned by SNK more than once to any officially
released NEOGEO game, the managing of these numbers with regards to the earlier games was quite
different than those of the later games. Therefore most circa 1990/1991 abandoned NEOGEO games
which never saw release, retained their unused numbers. However, it was quite the opposite for
the later releases. It was inconsequential what number a proto used because it only matterred
if and when they would see release, at which point they would be assigned a new number if the
number they happened to have during testing had already been issued by SNK to another title
that beat it to production.
PARAGRAPH 7
As evidence of this numbering sytem, we actually have several examples. Crystal Legacy and
Last Odyssey both had NGM-072 as their testing numbers. Another example is an early beta of
King of the Monsters which has the number NGM-013. (the released game was assigned NGM-016)
And Zupapa is yet another great example of proper number assignment. Because when SNK released
it in 2001, they kept its testing number of NGM-070 because since the number had not been
used, it was still available and still valid, even after 7 years.
And this is why we have too many numbers and not enough products to fill them at the front
of the list, and too many products and not enough numbers for them at the back of the list.
Lastly, we have "delayed" games. Some NEOGEO games sufferred some VERY long delays. And I'm
not talking about a few months here. I'm talking anywhere from half a years time to as much
as two years time! The product numbers of these LONG DELAYED releases were handled differently
depending on whether or not they were in house games or third party titles.
LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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The first NEOGEO game to suffer a major delay was SNK's Alpha Mission II. Assigned one of the
earliest product numbers (NGM-007), and certainly among the initial projects due to release after
the NEOGEO systems launch in early 1990, it would actually not come to market until a year later
in 1991. There are actually several reports from arcade shows during this time period which comment
on how the game is buggy and crashes during gameplay. It is also one of a very small group of
NEOGEO games which retained its' DEBUG mode.
Just like Baseball Stars Professional (NGM-002), this game was a "sequel" or "continuation" of
an earlier SNK pre-NEOGEO game series. In fact, it is speculated that one of the other early
unassigned NGM numbers could have been assigned to a similar SNK pre-NEOGEO game such as Athena
or Ikari. Either way, at the end of the long delay, Alpha Mission II kept and retained its
original assigned number.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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SNK must have run into some SERIOUS problems after the first 12 releases because when they
reached the early teens, the list became swiss cheese! That said, we know that Alpha's failed
puzzle game (Sun Shine / Block Paradise) was likely assigned NGM-012, but 13 and 15 remain
complete mysteries to this day? And the only reason 14 wasn't also a part of this group of lost
teenagers, was because it belonged to Mutation Nation which just barely got out the door! NGM-014
was certainly a circa 1990/91 project which sufferred delays until 1992.
The original working title for Mutation Nation was "Dream Over". This information was told
to me personally by Chad back in 1992! And the released instruction manual for the game even
makes an indirect nod to this with its' carefull wording. We aren't sure why the game was delayed
for so long, but it is generally heralded as the best among the earlier offerrings of the side
scrolling brawler genre. So we are certainly grateful that it was eventually green lighted.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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This next entry needs no introduction. Alpha's World Heroes (NGM-053) was such a huge
financial success, that it put a hold on everything that Alpha was working on. The arcade
market was completely overtaken by the new one on one fighting game genre. So much so, that
(NGM-054) Crossed Swords 2 was immediately canceled and a super sequel World Heroes 2 came
to market lightning fast at (NGM-057)! And so (Blaster Blaze / Crossed Swords 2), a circa
1992 product (location tested in September of 1992 mind you) was instantly killed and would
remain unreleased for 3 years!
The ONLY reason why this incredible action RPG sequel wasn't lost forever was because
of chance and opportunity. And this scenario would finally come to be in 1995, with SNK's
introduction of the new NEOGEO CD home game system and the subsequent need to support it
with original content.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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And finally we arrive at Savage Reign (NGM-059). Originally conceived as a spiritual
successor to Art of Fighting, this game would undergo a slew of changes before its eventual
delayed release; a release which was largely considered a HUGE failure! The overproduced
yet unsold cartridges were partially recycled as they were repurposed for a sequel which
utlized an experimental NEOGEO hardware expansion.
This game also marks the last "majorly delayed" game which still retained it's assigned
product number. From here on forward, it will get a bit complicated.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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SNK released the NEOGEO CD home game system in 1995. In addition to bringing over most
of the existing game library, SNK produced several "CD SYSTEM EXCLUSIVE" software for the
unit. This particular title Samurai Showdown RPG, which was not released until 1997, was
issued (NGH-085) as its product number.
Clearly, this was a reassigned circa 1995 number which had been previously given to an
abandoned game which had been long since canceled.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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In 1995 TECMO signed on as a third party publisher for the NEOGEO. Originally intended
to be their initial project, they produced a super sequel to their famous 1988 arcade hit
Ninja Gaiden. However, the location test did not go well for the game and sadly TECMO canceled
the game. However they did not want to walk away from the NEOGEO hardware without a release
to show for their work.
And so in 1996, TECMO released a Soccer game and simply used the same NGM-086 product number
that had been assigned to Ninja Gaiden II.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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In 1995 (NGM-093) was assigned to I'MAX for a puzzle game known as Magic Stone War
(Maseki Taisen Stoon). This game was first shown at the 1994 Japan AM Show and then
again, an entire year later, at the 1995 Japan AM Show. The game failed to release
after either show! And in 1997, 2 years later, the number was revoked and reassigned
to Hudson Soft for their Neo Bomberman game.
NGM-093 (circa 1995) reassigned in 1997.
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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NGM-204 (circa 1995/1996) reassigned in 1997.
Originally assigned to Yumekobo for Karate Ninja Sho, after the failed location test,
the game was quietly canceled and the number was reissued to Success for their unique
variety soft game Q.P. (Quality People / Quiz Party).
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LIST OF SIGNIFICANTLY DELAYED GAMES AND THEIR NUMBERS:
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NGM229 (circa 1996) was originally assigned to Saurus/Takumi for their upcoming puzzle
game known as Magic Master / Mahou Jouku / Brick Block. When the game failed to see release,
SNK revoked the number and assigned it to their CD EXCLUSIVE King of Fighters 96 Collection,
which was released in 1997.
NGM-229 -- King of Fighter C -- 1996 -- 1997
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