Did all CPS2 fighters after XMvSF receive animation cuts?

Pretty…uncomplicated if you ask me. My DC doesn’t cook my dinner, suck me off or shine my shoes like all of these newfangled game systems do. It just plays games. :wgrin:

is just 20 years old and missed out on the entire last generation of gaming due to apathy/laziness/lack of interest

Man, I’m so out of the loop…

The PS2 2d ports were awesome except for Marvel vs capcom 2 which had crappy sound effects, certain things that worked in the arcade are missing and some weird slowdowns. The music sounds perfect though. Same with the XBOX port of MvC2.

No, it is just that X-Men:COTA and MSH had like 5 times the animation in its chars than the alpha series. So when finally throwing them into a game together, that is all they had to work with was the less advanced alpha sprites.

Many of them still look good like guile and Ken.

Perhaps keeping all the animation would’ve messed around with game play. Like all the SF characters having best priority in their moves, due to coming out faster because of less frames or something like that.

The CPS1 (yes because the source IS the CPS1 shoto sprite) Akuma in CotA was a real kick. Now that we’re talking about CotA (and I brought this up in another thread), does anyone know exactly why it took so long for the PS1 port of CotA to come out??? The port was advertised on the LAUNCH boxes of the PS1 system and the Japanese Saturn port came out in late 1995, while the PS1 port was finally released (domestic-only) in February 1998. It seems to me like some legal mumbo-jumbo on top of the difficuly porting over the game was the culprit but I don’t know exactly. Surprisingly about 75% of the animation frames were kept in (more than any other Capcom PS1 port, and remember this is CotA I’m talking about)…at the expense of the frame rate which could get as high as 50-55 fps on sparsly animated backgrounds and literally slow to a HALT on animated backgrounds or whenever lots of stuff goes on on-screen. By far the worst slowdown I’ve seen and experienced on a 2D fighter. Acclaim/Probe handled this port or at least finished up whatever work Capcom did, while Capcom did the Saturn port (how was that one?).

Oh, and the opening and ending sequences were all rendered in grainy-ass FMV, and all of the unique character endings were erased and replaced with one stock ending. XmvSF.CotA.MVC1. The trifecta of CRAP PS1 CPS2 ports.

The saturn port, while it had some animation cuts too, it was pretty great! PSX version was most likely delayed simply because it was so hard to do a game with that much animation on the PSX’s limited Ram. Probe didn’t even have the rights at first, the project was handed off to them later on when the original team had to do work on something else.

I had the PSX version for a while, it was a surprisingly decent port! I was especially impressed at the way a lot of the original animation was retained, and the game speed was still decent and not bogged with slowdown. The crew that did that one should have done the PSX port of Marvel Super Heroes- That one not only was missing a lot of animation, the slowdown was also insane.

No way. The Psx port of MVC1 was brilliantly done given the limited resources the Playstation had to work with!

XMVsSF did indeed suck, but the capcom team learned how to make best use of the PSX by the time MVC1 rolled around. A lot of the original animation was present, the sprites were colorful, and there was almost no slowdown. Impressive.

The SNK ports on PS2 aren’t the greatest. The SvC game is decent. The KoF2k3 has the issuss of the arcade fixed up. They’re all decent, but none are arcade perfect, like the SF3 port, which is about perfect as you can get, and the super turbo port, which is the best one so far.

and marvel vs street fighter was worse on PSX than MvC