Development
The KOF '95 project began with the concept of introducing Iori Yagami as Kyo Kusanagi's rival. As such, developers gave him traits to expand that relationship such as similar abilities and ancient rivalry between both of their clans. During the initial location tests to determine the popularity of the game, Iori was the character who stood out most, also becoming a favorite of the developers. The creation of the Rival Team was one of the things developers worked the hardest, focusing in their moves and lines. The character of Eiji Kisaragi was originally from Art of Fighting 2 and the staff had to adjust most of his moves to balance him with the other characters. Following this game, several Art of Fighting characters were removed from each sequel with developers saying it was "thanks to KOF jinx." The sub-boss character, Saisyu Kusanagi, was never meant to appear in the game as the staff wanted to make so that he died in The King of Fighters '94 during one of the cut-scenes from the Hero Team. However, Saisyu was added at the last moment to the game, becoming the sub-boss character. Fatal Fury boss character Geese Howard was meant to be playable in the game. Various considerations at the time, however, led developers to abandon this plan.
The King of Fighters '95 was one of the first titles from SNK to be ported to the Sony PlayStation. Chad Okada, a former member from SNK, mentions it was one of his first works. He comments that he had to improve its marketability to the US market. As such, he added new options to the game that were not present in the original Japanese version such as selection from stages and improve the grammar and spelling, which was one of the biggest issues from the Neo Geo version.
Read more about this topic: The King Of Fighters '95
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