King of the Monsters 2: The Next Thing

Description

King of the Monsters 2: The Next Thing is an action-oriented beat ’em up that casts players as one of three colossal monsters: a formidable lizard, a powerful robotic ape, or a massive mutant human. The core gameplay involves rampaging through cities, systematically destroying buildings, planes, and other creatures, while collecting power-ups uncovered from the devastation to boost your character’s strength. Each urban rampage culminates in a head-to-head battle against a unique boss monster, with bonus stages interspersed that challenge players to either fight another monster for points or collect items during an underwater descent.

Gameplay Videos

Where to Get King of the Monsters 2: The Next Thing

Guides & Walkthroughs

Reviews & Reception

imdb.com (80/100): This sequel is pretty much the same as its predecessor, but it takes a slightly different approach and makes an improvement or two.

metacritic.com : There are no critic reviews for this game yet.

imdb.com (80/100): This sequel is pretty much the same as its predecessor, but it takes a slightly different approach and makes an improvement or two.

imdb.com (59/100): KING OF THE MONSTERS 2 is an action game released by SNK in 1992. Choose 1 of 3 monsters to thrash aliens around the world and become the undisputed King of the Monsters.

neo-geo.com : KOM 2 is a different animal than its predecessor -its legacy is a bitter/sweet experience.

King of the Monsters 2: The Next Thing: Review

In the annals of arcade history, some games carve out a niche through sheer audacity, blending disparate genres into a cocktail of chaotic entertainment. SNK’s King of the Monsters 2: The Next Thing, released in 1992, stands as a prime example of such a title. Following the modest success of its predecessor, this sequel sought to elevate the giant monster wrestling concept with a bolder vision and enhanced technical prowess. However, like a kaiju clashing with a skyscraper, the game’s ambition often collided with its execution, leaving behind a legacy that is as fascinatingly flawed as it is uniquely engaging. This review delves into the intricate layers of King of the Monsters 2, dissecting its development, narrative, mechanics, and enduring impact to assess its true place in the pantheon of video game history.

Development History & Context

The Visionaries at SNK and Era-Specific Constraints

King of the Monsters 2: The Next Thing was born from the creative minds at SNK Corporation, a company renowned for pushing the boundaries of arcade technology, particularly with its Neo Geo platform. Hamachi Papa spearheaded the project as both Planner and Director, while Mitsuzo I. served as Chief Designer. A large team of designers and programmers, including Abe, Taka, Pan, Ponda, Ahokamen for characters, Sakai Goma and Manoru for scrolls, and Magi2 for main programming, contributed to its creation. The music was crafted by Toshikazu Tanaka, Toshio Shimizu, Yoshihiko Kitamura, and Team C2H50H, under the production leadership of Kawano and executive producer Eikichi Kawasaki.

The game first hit arcades on May 25, 1992, subsequently releasing on the Neo Geo home console that same year, followed by ports to the Super Nintendo Entertainment System (SNES) in 1993 and the Neo Geo CD in 1994. Later digital re-releases brought it to Wii (2011), PlayStation 4, Xbox One, Nintendo Switch (2018), and Windows (2019, 2024).

The choice of the Neo Geo platform was critical. Known for its “vibrant graphics, crisp sound, and smooth animation,” the Neo Geo allowed SNK to create a “visually stunning and technically impressive game.” This facilitated the implementation of “detailed monster sprites, destructible environments, and fast-paced action,” which were central to the game’s appeal. However, the subsequent SNES port, with its mere 16 Mega of memory compared to the Neo Geo’s 76, inevitably suffered from reduced graphical fidelity and detail, a common trade-off for multi-platform releases of the era.

The Gaming Landscape of the Early 90s

The early 1990s was a vibrant period for the video game industry, characterized by several key cultural phenomena that heavily influenced King of the Monsters 2. This was the “golden age for professional wrestling,” with larger-than-life figures like Hulk Hogan and Randy Savage captivating audiences, and the theatricality of wrestling perfectly complementing the monster genre. Simultaneously, the “kaiju craze” in Japanese cinema, dominated by titans such as Godzilla, Mothra, and Gamera, maintained a global fascination with giant destructive creatures. SNK, recognizing the popularity of these genres, cleverly sought to blend the physical spectacle of wrestling with the grand-scale destruction of kaiju films.

Furthermore, the Neo Geo itself was rapidly becoming synonymous with fighting games, thanks to titles like Fatal Fury and the burgeoning King of Fighters series. The developers of King of the Monsters 2 consciously leaned into this trend, evolving the gameplay “more of the fighting game format” than its predecessor, which was arguably more wrestling-focused. This shift aimed to tap into the Neo Geo’s established audience and differentiate itself from the original while still embracing its monstrous roots.

Narrative & Thematic Deep Dive

A Colossal Confrontation Foretold

The narrative of King of the Monsters 2 plunges players into a post-apocalyptic 1999, three years after the devastating “King of the Monsters Massacre” of 1996, a three-year war that saw six colossal beasts lay waste to Japan. Only three of these original monsters survived this cataclysmic event, emerging “more advanced and dangerous than ever before.” Just as humanity believed it faced inevitable subjugation by these reigning behemoths, a new, far greater menace descends: a widespread alien invasion. This extraterrestrial threat is not just a danger to humanity, but a direct challenge to the monsters’ established “authority over Earth.” Thus, the surviving monsters, now imbued with enhanced powers, reluctantly unite to combat the invaders, transforming what eyewitnesses brand “the King of the Monsters 2 colossal confrontation” into a desperate struggle for planetary dominance.

The plot, while straightforward, perfectly serves the game’s core purpose: providing a compelling excuse for giant monsters to smash things. It cleverly frames the monstrous protagonists not as benevolent guardians, but as territorial beasts defending their “planetary buffet” from an even more destructive external force.

The Roster of Titans and Terrors

The game’s character roster, though smaller than its predecessor, is thoughtfully designed, drawing heavily from classic kaiju and tokusatsu influences. Players choose from three distinctly characterized titans:

  • Super Geon: The clear “Godzilla”-like character, described as a “reptilian porcupine” with numerous spikes. He boasts a “power advantage” and specialized moves such as throwing opponents onto his spiky back or executing a “flying spiky wrecking ball” jump attack.
  • Atomic Guy: An evolution of the original’s “Ultraman”-inspired humanoid alien, now “more muscular” and possessing a “speed advantage.” His design and abilities are a direct homage to the iconic Japanese superhero, adding a layer of familiarity for fans of the genre.
  • Cyber Woo: A new addition and a fan favorite, this “large robotic ape” is affectionately dubbed “Mecha Kong” by some, a clear nod to “King Kong” and “Mecha Godzilla.” As the “all-around character,” Cyber Woo showcases unique abilities, including an “extended head butt” and a devastating bear hug that launches “missiles from behind his back.”

The antagonists are equally imaginative, reflecting the “creativity and originality of the tokusatsu genre.” Players battle a roster of “creatively cool and bizarre” alien bosses, such as a multi-headed creature reminiscent of “Bogun from the TV series Ultraman: Toward the Future” and a “giant scorpion mutant creature that has an exposed alien brain.” Human forces, though present with improved weaponry, are relegated to being a mere “nuisance,” their attacks proving ineffectual against both monster and alien, serving primarily as environmental fodder rather than genuine threats.

Themes: Destruction, Dominance, and Adaptation

At its heart, King of the Monsters 2 is a celebration of large-scale destruction and primal dominance. The central theme revolves around the monsters’ struggle to maintain their status as the planet’s apex predators, even if it means temporarily aligning with humanity’s cause against a common, greater foe. The ability to “destroy everything in site, including planes, buildings, and other creatures” taps into the cathartic fantasy of playing a god-like entity.

The game also explores themes of evolution and adaptation, as the surviving monsters from the first game are now “more advanced and dangerous.” The shift in gameplay towards a fighting game format, while controversial, reflects an adaptation to the changing landscape of arcade gaming and SNK’s own strengths. The narrative, though thin, provides a robust framework for epic, over-the-top battles, satisfying the timeless allure of giant monsters clashing amidst crumbling cities.

Gameplay Mechanics & Systems

Core Gameplay Loops and Structure

King of the Monsters 2 significantly deviates from its predecessor, transforming its core gameplay from a largely wrestling-centric affair into a hybrid “beat ’em up / brawler” with distinct “fighting game” elements. Players select one of the three colossal monsters and embark on a linear progression through various global cities, driven by the imperative to “destroy everything in site, including planes, buildings, and other creatures.”

The main gameplay loop involves side-scrolling segments where players clear paths of smaller alien enemies and human military forces, interspersed with intense one-on-one boss battles at the end of each “city.” Between these major stages, “small stages” offer variety: one involves fighting a second monster for bonus points in a sumo-like wrestling match on a mesa, attempting to push them off, while another sees the player falling through an underwater environment, collecting points and power-ups. This blend of brawling and fighting creates a dynamic, if sometimes disjointed, experience.

Combat: A Mixed Martial Arts Monster Mash

Combat is where King of the Monsters 2 truly showcases its hybrid nature. Players execute a variety of wrestling moves, such as “slams, suplexes, and piledrivers,” which coexist with more traditional fighting game special attacks and combos. Each monster possesses unique abilities: Cyber Woo can use an “extended head butt” or shoot “missiles from behind his back” during a bear hug, while Super Geon can throw enemies mid-air onto his “spiky back” or perform a “flying spiky wrecking ball.”

A major improvement over the original is the enhanced environmental interaction. Players can now “uproot the larger building and throw them at your opponent,” a satisfying spectacle that adds strategic depth and chaotic fun. Similarly, grounded human vehicles can be used as projectiles.

Despite these engaging elements, the combat system is plagued by significant flaws that critically impact gameplay:

  • Grappling System: Described as “totally random,” players “will only win a maximum of 33% of the grapples,” leading to immense frustration. Success often feels arbitrary rather than skill-based.
  • Difficulty Spikes & Imbalances: The game is notoriously “ridiculous difficulty,” often stemming from “flawed and cheap-minded/quarter-munching programming.” Bosses exhibit “major power imbalances,” often taking little damage while able to deplete a player’s life-gauge with just three special moves. Player attack power does not increase with level-ups, exacerbating this issue.
  • Blocking Disparity: Players cannot block, yet opponents can and effectively utilize this ability, creating an unfair advantage that prolongs battles, particularly against certain bosses like the sea monster.
  • Ineffective Human Forces: Human military weapons “don’t even faze the aliens,” offering no support to the player, which is a noticeable step down from the first game where human attacks could at least slow enemies.

Character Progression and UI

Character progression is handled through collectible power-ups found by smashing buildings or during bonus stages. These power-ups instantly increase a monster’s “speed, power,” and grant access to new “special abilities” or additional “charging moves” (up to three variations). Each power-up advances the character one level, up to a maximum of two, also extending the life-gauge. This system provides a clear sense of growth, encouraging environmental destruction. Conversely, “poison pill items” introduce a risk-reward dynamic, resetting the player to Level One, reducing both life-gauge and move repertoire, adding a layer of strategic decision-making.

The user interface, while not explicitly detailed in the source, is typical of arcade brawlers, focusing on displaying health bars, power-up indicators, and score. The emphasis is on immediate, visceral action rather than complex menu navigation.

Innovative and Flawed Systems

King of the Monsters 2 attempts several innovations:
* Interactive Environments: The ability to throw buildings and other large objects is a significant and highly satisfying addition, offering unique combat opportunities.
* Improved Level-Up System: A more streamlined progression compared to the first game, where one power-up equals one level.
* Diverse Stages & Bonus Rounds: The introduction of side-scrolling segments and varied bonus stages like the sumo match and underwater collection diversifies gameplay beyond repetitive arena battles.

However, these innovations are often overshadowed by fundamental flaws:
* Broken Grappling: The arbitrary nature of grappling undermines a core wrestling mechanic.
* Unfair Difficulty: The infamous final boss, King Famardy, is singled out as “redefining cheap,” capable of damaging players by mere touch, moving faster than any other character, and rolling over players to their death without taking damage themselves. This level of difficulty, especially for home console players with limited continues, is a major barrier to enjoyment.
* Limited Roster: The reduction to three playable characters, especially compared to the predecessor’s six, severely impacts replayability, particularly in the “very boring” versus mode.
* Multiplayer Contradictions: While MobyGames and IMDb state 1-2 player co-op and competitive versus mode, some reviews lament the lack of a two-player function or find the versus mode unengaging, highlighting inconsistent design or expectations. The consensus points to a co-op main campaign and a competitive mode that failed to impress.

In essence, King of the Monsters 2 is a game of highs and lows. Its innovative destructive gameplay and character designs are laudable, but its mechanical shortcomings, particularly in balancing and difficulty, make it a frequently frustrating, albeit memorable, experience.

World-Building, Art & Sound

A World Under Siege: Diverse Settings and Chaotic Atmosphere

The world of King of the Monsters 2 is one perpetually under threat, first by monstrous titans, and then by an alien invasion. The setting shifts from specific locales in its predecessor to more “delightfully ambiguous locations” like “American City,” “Desert,” and “French City,” as well as an “ocean floor.” This broadened scope emphasizes a global calamity, moving beyond the destruction of Japan to an Earth-wide conflict. The atmosphere is consistently one of chaos and impending doom, yet filtered through a distinctly arcade lens that prioritizes spectacle and fun over gritty realism. The concept allows players to “play god with their surroundings,” fostering an atmosphere of unrestrained, city-leveling rampage.

Visual Direction: Neo Geo’s Power Unleashed

SNK leveraged the potent capabilities of the Neo Geo hardware to craft King of the Monsters 2‘s distinctive visual style. The game boasts “vibrant graphics” and “detailed monster sprites” that are noticeably “much larger, much more detailed, and full of life” than in the original. This enhanced detail brings the colossal scale of the monsters and the aliens to the forefront, making each punch and slam feel impactful. The alien invaders and boss creatures are also “very colorful and detailed,” showcasing “creatively cool and bizarre” designs that keep players visually engaged.

The environments, while adopting a “more cartoony and colorful” look, are intricately designed to be destructible, reflecting the game’s core gameplay loop. SNK’s “creative” approach to geography is evident in the “caricatured levels,” featuring whimsical placements such as “the White House has a Space Shuttle launch pad behind it,” “two Sphinxes,” and a familiar “Mt. Rushmore… located near the Grand Canyon and Monument Valley” for observant fans. The game achieves “screens full of chaos, movement, and colors with no slowdown,” a testament to the Neo Geo’s processing power and the developers’ optimization.

Sound Design: Heart-Pounding Audio

The audio experience in King of the Monsters 2 is robust, featuring “great clarity, excellent volume, [and] more dynamic scoring.” The sound effects are described as “heart-pounding Stereo,” which undoubtedly amplified the impact of monstrous blows, crumbling buildings, and alien roars in the arcade environment.

While technically superior, the music receives a more mixed reception compared to its predecessor. Although the tunes are “varied and pleasant,” with a few standout tracks (like those for the Grand Canyon stage and certain boss encounters), they are “justn’t as catchy as the first” game’s “six incredible themes.” The original’s music was praised for giving “each monster a personality,” a quality that, while present to an extent in the sequel, doesn’t quite reach the same iconic status. Despite this, the overall sound design effectively complements the visual spectacle, enhancing the game’s chaotic energy and contributing to the immersion of monstrous combat.

Reception & Legacy

Critical and Commercial Reception at Launch

Upon its initial release, King of the Monsters 2: The Next Thing garnered a notably polarizing reception, reflected in its average Moby Score of 6.2 out of 26.9K games and a critic average of 60% across 13 ratings. Player sentiment was slightly more muted, averaging 3.0 out of 5 stars from 14 ratings. Performance varied significantly across platforms: the Neo Geo version held a 59% average, while the SNES port fared better with 68%. The Arcade version surprisingly received only a 44% average from two ratings, and modern re-releases like the Nintendo Switch port dipped to a mere 25%.

Initial reviews highlighted the game’s “originality” for its unique blend of “fighting with big monsters” and its “superb” control. Critics appreciated the “improved graphics” and the “destructive environments,” noting the novelty of smashing buildings. Publications like Consolemania (Neo Geo, 91%) and SuperGamePower (SNES, 76%) praised its overall appeal and improved gameplay elements.

However, a strong undercurrent of criticism ran through many assessments. Common complaints included the “too easy to get by little enemies” (EGM, SNES), the “severely limits [of] replayability” due to “only three characters” (EGM, SNES), and the perceived lack of polish in certain aspects. FLUX criticized it as “somewhat pointless, no great contribution to the medium, and kinda crummy – but likeable nonetheless,” a sentiment echoed by the Neo-Geo.com review’s “mixture of pain and pleasure.” The “ridiculous difficulty,” particularly the “totally random grappling system” and the “redefines cheap” final boss King Famardy, were major points of contention, alienating many players. The “boring Vs. Mode” and the reduction in playable characters from the first game were also frequently cited disappointments.

Commercially, the game was considered a “sleeper hit” upon release, finding an audience among arcade enthusiasts drawn to its unique premise. However, unlike some of SNK’s other fighting franchises, it did not achieve mainstream breakthrough success and eventually became “forgotten” as time wore on.

Evolution of Reputation and Influence

Over the years, King of the Monsters 2‘s reputation has remained a “bitter/sweet experience.” While some retrospective analyses, like that from Scifi Dimensions, acknowledge it as “generally considered a fun and enjoyable arcade game” that offers a “unique blend of wrestling, kaiju, and science fiction elements,” others remain critical. Defunct Games branded it a “wasted opportunity” due to its flaws, stating that players “won’t be playing this for too long.” Gaming Hell concisely summarized it as “A game you want to love, but doesn’t love you back.”

The game’s attempt to evolve the series by incorporating more fighting game mechanics and side-scrolling segments was a “gutsy risk” for SNK. However, the Neo-Geo.com review suggests this gamble ultimately “ended” the series, failing to propel it to a new level and allowing other, arguably “more inferior” games like Primal Rage to capitalize on the monster-fighting niche.

Despite its flaws and mixed reception, King of the Monsters 2 carved a distinct, if minor, space in video game history. Its influence wasn’t in direct mechanics that were widely adopted, but rather in its bold thematic fusion of kaiju destruction with pro-wrestling theatrics, a concept revisited by other games like Rampage, War of the Monsters, and Warpath: Jurassic Park. It stands as a testament to SNK’s willingness to experiment and the Neo Geo’s capacity for grand-scale sprite-based action, even if the ultimate execution was uneven. It remains a fascinating artifact of early 90s arcade design, a game that dared to be different, for better or worse.

Conclusion

King of the Monsters 2: The Next Thing represents a fascinating, albeit flawed, chapter in SNK’s storied history and the wider arcade landscape of the early 1990s. It was an ambitious sequel that sought to evolve its predecessor’s unique kaiju-wrestling premise by injecting elements of the burgeoning fighting game genre and expanding its visual spectacle. On a technical level, the game largely succeeded, leveraging the Neo Geo’s power to deliver “vibrant graphics,” “detailed monster sprites,” and truly “destructible environments” that offered unparalleled cathartic destruction. The decision to allow players to hurl entire buildings at their foes remains a genuinely satisfying and innovative mechanic.

However, the game’s bold vision was ultimately hampered by significant design missteps. The notorious “ridiculous difficulty,” stemming from a “totally random grappling system,” “major power imbalances,” and the player’s inexplicable inability to block while enemies could, created a frequently frustrating and unfair experience. The “redefines cheap” final boss, King Famardy, stands as a monument to these design flaws, effectively gatekeeping the game’s conclusion for all but the most masochistic or coin-laden players. Furthermore, the reduced roster and “boring Vs. Mode” limited its long-term appeal, making it a “wasted opportunity” for some.

Despite these shortcomings, King of the Monsters 2 is more than just a footnote. It is a game that dares to blend genres in a visually impressive package, offering glimpses of what a truly perfected kaiju-brawler could be. It embraced the era’s fascination with giant monsters and professional wrestling, delivering an over-the-top cinematic experience that, for moments, truly captured the fantasy of being an unstoppable titan.

In summary, King of the Monsters 2: The Next Thing is a polarizing curiosity. It’s a testament to SNK’s innovative spirit and the Neo Geo’s hardware capabilities, delivering memorable visuals and destructive gameplay that remains unique. Yet, it is simultaneously a cautionary tale of ambition outstripping execution, where frustrating mechanics and unbalanced difficulty severely impede enjoyment. For aficionados of arcade history and the kaiju genre, it remains a “bitter/sweet experience”—a game “you want to love, but doesn’t love you back,” but one that is undeniably worth revisiting for its audacious blend of colossal chaos and quirky charm. Its place in video game history is not that of a titan, but of a memorable, if imperfect, cult classic that dared to dream big.

Scroll to Top