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In a 2001 interview with the game's illustrator Tonko (Aki Senno), found within the Arcadia magazine, she was asked if both Garou: Mark of the Wolves (MOW) and The Last Blade had the same staff working on them. She responded:
"No, it wasn’t. MOW was originally being developed by a very select group; later, a few of the Last Blade staff joined in. The waterfall stage, and several others, were done by The Last Blade staff. Visually I think you can see a bit of The Last Blade’s style in those stages."
"No, it wasn’t. MOW was originally being developed by a very select group; later, a few of the Last Blade staff joined in. The waterfall stage, and several others, were done by The Last Blade staff. Visually I think you can see a bit of The Last Blade’s style in those stages."
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Kim Jae Hoon and Kim Dong Hwan are named after the then leadership of Viccom, SNK's Korean publishing partner. Jae Hoon was the former president and the son of the acting chairman, Kim Kaphwan. Dong Hwan was the acting president and the chairman's brother.
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The game is the first time in the series that the original Japanese title "Garou", instead of its western title "Fatal Fury." However, the game's graphic data contains tiles for an unused, early version of the title screen, showing the name "Fatal Fury: Mark of the Wolves", which was likely the name intended for the international releases during development.
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Because the staff was unsatisfied with Freeman's earlier designs, the game's planner, Yasuyuki Oda, opted to create a completely different design for the character which ended up becoming the final design.
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Gato was originally designed to look similar to Genjuro from Samurai Shodown. Over time, his design started taking inspiration from Bruce Lee before settling on what was in the final game.
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Hotaru was originally named Ayumi, was originally going to have a bolder design. That changed when the SNK staff wanted to start adding cute "moe" characters into their games.
“Around the time Garou was in development, the term “moe” started to be used. We thought, “We want to add in moe, but what is moe?!” and had a lot of trouble with it. Thankfully, some staff were familiar, and Hotaru was created with the teachings of those staff members.”
“Around the time Garou was in development, the term “moe” started to be used. We thought, “We want to add in moe, but what is moe?!” and had a lot of trouble with it. Thankfully, some staff were familiar, and Hotaru was created with the teachings of those staff members.”
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This was the first Fatal Fury game to not feature semi-3D movement. Because of the rise of true 3D fighting games (such as Virtua Fighter and Tekken) at the time, the developers didn't think the feature was unique anymore. So they opted to remove it in favor of a traditional 2D plane.
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