The Fighting Game Console Port Differences thread

Faded colors.

SFA2: Alpha Anthologies if i recall, Evil Ryu can’t do full-screen blow-through CC

I am mad tired, but I updated with a good chunk of you guys’ input today. I’m trying to organize by game in alphabetical order, group the games, and then seperate by system. I will work on this little by little every day. :tup:

Can you make an arcade perfect version of A1, A2, A2 Gold, or A3 using Alpha Anthologies? If so, info plz?

Here is a typo error first it says that its NOT TOURNAMENT PLAYABLE and then it says that its GOOD ENOUGH FOR TOURNAMENTS. But that is understandable due to:

from what i remember the framerate in ss1 on 3do was choppy compared to the neo. playable, but choppy. I haven’t played it in over a decade though, if you could clear that up that would be cool.

kof99 unplayable? i disagree on that one…speed is slightly different from arcade -> console, but console ports generally tend to behave like that in general (usually a bit slower or a bit faster.) it didn’t feel floaty to me in terms of jumps, maybe that might be that way because of the enhanced 3d backgrounds, making the aspect ratios seem a bit off. it seems fine to me for the most part and while its not 100% arcade perfect, most of the stuff that is done in actual matches works fine in the dc version. my memory is a bit blurry but iirc, kensous infinite was removed from 99 evolution, while jhun’s stompkick infinite still works i believe. i

The good enough for tournaments part was meant for the PS2 version, thanks for pointing out my mistake. :tup:

The gameplay is probably the same… however, I find GG XX AC nicer (notably for the color contrasts and aliasing) on the Naomi compared to the PS2 vers.

(running both at home, might be due to the fact that I plug the Nomi using a VGA cable and YUV for the PS2…)

I can check the 3DO ss1 in a few days, no pb

as for KOF '99 DC the problem is that while being globally a good port in terms of engine, the speed difference is a very big issue. What I mean is it’s different enough to

  • make anything you learn on DC near impossible to land on arcade because your inputs will be way too late or you’ll try to speed it up and end up do everything with inconsistent timings which will lead to the same disaster
  • if you go from arcade to DC the problem is slightly different: you’ll be able to perform very tight links or difficult chains just because the game is slow. Not that it is unplayable, just that you’ll feel like you can nearly take the time to comment on what you’re about to do before doing it.

And I call that unplayable, at least tournament-wise.

Oh, and I’ll need to check but iirc KOF 98 on PS1 is far from being perfect engine-wise. I also remember #R players saying that though ps2 #R was tournament-worthy, the speed or timings was very slightly off compared to arcade and xbox (but I’m not expert enough to say if those comments were justified)

Nope. Saturn version came out before VS2. The extra characters in Saturn VS have VS-style Dark Forces, not VS2-style Dark Forces. Saturn VS is really just arcade VS + 3 more characters.

Well, according to the arcade version’s start up screen, VS2 came out in 09/13/97, and according to gamefaqs, Saturn VS came out in 04/16/98.

http://wiki.livedoor.jp/sfh21/d/����������

Has bug differences for real versions of that alpha games and that collection thing. Also what TS said there is input delay. Though I have also read that this is only in american version. I did not think true at first, however I did try and it may be in fact true. Cant say for sure for that one. ALso not in there but alpha 1 guy does not auto cancle his run at same distance in that collection of alpha you have to do it manualy at diff distance.

FOr kof 98 for DC I dont recall speed being diff(though its been awhile)but I do know that some combos were ethier harder or not possible at all like that old kyo task overish combo.

&

  • Kiryu Gen no longer has his damage bonus from a counter hit crouching Fierce
  • Dhalsim has slower normals and has a different close crouching Short in X-ISM
  • Zangief loses his Glitch-driver
  • Bigger sprites and different screen size, even with the “Arcade” setting enabled

i’m guessing in vein of all the other capcom collections

the vampire chronicles has input lag?

There actually are some minor differences between VS CPS-II and VS Saturn:
http://vampiresavior.com/index.php?categ=Consumer&param=saturn&chara=1&color=1&active=0

Overall though, its a fairly exact port, except as always with the Saturn versions of CPS2 games the sprites are larger.

**SF3:NG DC **Some infinites don’t seem to work for Ryu, Ibuki, and Oro. Can’t use the empty fireball parrying trick. Can’t use Alex’s glitch Hyper Bomb.

**SF3:SI DC **Hugo clap infinite doesn’t work, Hugo doesn’t have rapid fire jabs.

Neo geo battle coliseum PAL version has fast load times compared to the JPN’s long load times. Gameplay on both versions are arcade perfect.

Marvel vs Capcom 1 on the DC does not have the screen trembling effect when you do a SC move. On the arcade, that effect was present. Not that it adds to the gameplay, but just a very minor complaint.

Same problems arise in ST/Saturn. Weird!

Not being sarcastic, I’m really asking. The load times are like a real 4-5 seconds on mine for the JPN PS2, that’s considered a long time? :wtf:

Compared to other 2D fighters on the market, hell yes 5 seconds is a long time.

Oh…ok. I only brought it up because I heard for the longest time about how horrible the load times were gonna be but I didn’t care cause I wanted the game. When I had my first match I was bracing myself for a long ass load time, I was thinking 10 or more seconds at least, but was delighted to find out it was pretty quick.