In the arcade you could “combo” Foot Soldiers, like you can in most beat-em-ups. In the NES version, when you hit Foot Soldiers they simply get knocked back and get a few invincibility frames. If you try to combo them, they’ll just smack you upside the head.
Also some additions to the changes of Final Fight (SNES)
-Missing Guy
-No 2 player mode
-Options screen added
-Missing Stage 4, plus the boss(Rolento) and the bonus level associated with it
-Several missing background details and animations, still looks good for a first gen SNES game though
-Poison and Roxy changed to look like (very gay) males.
-Lots of slowdown
Probably some other things I’m forgetting
Final Fight Guy (SNES)
-Cody replaced with Guy
-Some background details added
-Slowdown isn’t as bad
-Everything else seems identical, even though the box makes it look like the Japanese version of the game. Poison and Roxy are still censored for example.
I thought the same thing too when I bought it, but sadly, the magic soon drifted away… :sad:
I was expecting some good practice out of the game for further arcade play (SFA 2 was still all the rage back then), but sadly, nerfing the CCs was pretty enfuriating. :annoy:
Yeah, like said previously, the gameplay from the arcade was non-existent in the NES version. Foot soldiers could not be comboed (except strangely, the white sword wielding foot soldiers) since after one hit, they were invincible for a second… not sure why they did that, so the majority of the game was actually just doing that big whacking attack to everyone since that defeated foot soldiers in one hit, which even Raphael had. What was disappointing was that there was pretty much no difference between the turtles e.g. Donatello despite having a long-ass bo staff had pretty much the exact same attack range and attack speed as Raphael with his short-ass sais… speaking of which, Raph did not have the rolling attack like in the arcade.
And yeah, boss tricks from the arcade were also pretty much non-existent on the NES since they were NEVER knocked down until they were defeated and couldn’t really be comboed by repeated ground attacks. I do recall a trick against Bebop where if you get the distance just right, you can do an infinite against him where if you do the big whack, he’ll retaliate by ducking and shooting his ray gun instead of his usual uppercut, and you just do the big whack again and repeat the process.
Hey everyone, just updated the list a little bit. I was going to add more in, but it seems I’m reachng the maximum length for a post. The only way I’ll fix this is if I use spoilers. Could someone help me on how to make spoilers? I tried doing so earlier, but I have no idea how to do it here.
There is something different in HnK for the PS2, it’s Juda’s DP attack!
In the arcade, Juda’s DP (the little guy doing a flying uppercut) came out slow and close to Juda, it was great for combos.
But in the PS2 version, his DP came out faster and farther. I thought this was a bad thing because it messed up Juda’s combos and if you did it in the corner instead of hitting your opponent with the DP it just flew away from the screen.
Ikaruga for XBOX Live did had some changes as well.
Holy crap, I totally forgot Kizuna Encounter came out for PS2, I gotta get that :bgrin:
snk vs capcom(ps2/xbox)
-cleaner graphics
-transparencies on projectile attacks and shadows
-faster speed(check iori’s DM follow-up)
-Geese’s infinite made harder to perform/removed(?) - Somebody correct me on this if I am wrong.
It’s a ‘complete’ port. It’s not missing anything from the arcade, but the sprites were redrawn, the game’s color depth took a hit on the Genesis, and music is arranged. Still, it’s far and away the closest arcade port on the Genesis/CD.
The Sharp X68000 (never heard of it? Exactly) had pretty much the only 1:1 arcade-perfect home version of Final Fight, until Capcom Classics Collection was released.
X68K used the same sprites as CPS1 (the hardware spec was pretty much the same) while the Mega CD version was resampled or redrawn. If you’re not nitpicking, Final Fight CD may as well be perfect, and between the two home versions, it’s the most accessible without going the emu route…
Powerstone 2 for DC isnt perfect , there are reduced polygons in the characters as well they are smaller to their NAOMI counterparts this is due to NAOMI having more ram than DC. And about Final Fight for Sega CD the sprites are not perfect and are somewhat different to CPS1 , ive seen a site ages ago comparing the 2 side by side.
Ok guys, I’m making a small update for now. I finally figured out how to do spoiler lists, but the text limit is still a problem. I will probably divided the lists and put them in my other posts in the first page of the topic.
PS2 on DC has reduced polygons? Wow, I never knew that. I thought it was a arcade perfect port like most Naomi to DC conversions. So would that make it close to arcade perfect, or not even close?
I’m not sure about you guys, but for Final Fight CD I’ll put in the better than Arcade Perfect list. Not due to graphics (which we know is not close), but due to redbook music, and a couple game modes. I’ll correct this change if you all don’t agree.
Sorry for the wait guys, I just updated all of the lists. I separated them from the first post, but are still in the first page. Again, anything to add or change, due let me know.
Made an update to the lists today concern MK’s 3 and 4 for PC. Thanks to Jion_Wansu for the info. Wow, I didn’t know they changed the input for Sub Zero’s slide!
Edit: Completely forgot to add the comments for SFA3 SNES that Lantis provided. That is fixed now.
Hey guys, made some small updates to the list today. Added BlazBlue and KOFXII.
On the wake of the release of KOFXII, what do you guys think? You think it is worst than the arcade game, is the arcade game, or is it better than the arcade game? So far I think that the game is better than the arcade game. Game controls well with no problems, plus more characters. Only negative is the lag, which is not too bad. Can’t wait for the patch tomorrow.
Well I don’t list any CPS2 games, because they are the arcade games. Except for one instance, I won’t list any of the Neo Geo games (case you don’t know which one it is, it is some AES vesions of Samurai Shodown V Special).
Yeah, some of the games listed are simple to figure out, while others are not. Like the DC port of LB2. That is why this topic exists, to explain every known detail about the console ports of arcade games.
Like we need a list of CPS2 and NEO GEO games that are not arcade perfect on the fucking genesis and snes
It’s obvious that Alpha 2, SSFII, Samurai Showdown, Fatal Fury etc arent perfect on the SNES/Genesis. Understand now?
Seriously, it’s only worth starting off with DC games, because that was the first console to have arcade paerfect games as standard. Before the Dreamcast it’s much much much easier to assume that ALL GAMES are not perfect, and just list ones that are.