Comparing it now to FF:Battale Archives version, I have to admit that the feel of the game was pretty dang accurate, missing frames and all. Of course, it’s not arcade perfect by any means…but it’s not as bad as one would expect. Honest.
Of course, this all depends on how accurate FF:BA version is…
Any official info on 16-bit SF2 conversions? Obviously not arcade perfect, but certainly not horrible. Lots of missing or changed animation frames depending on the system, but still very functional. For Genesis, a six-button controller is mandatory, otherwise the game is totally different (have to press START to switch between punches and kicks)
Oh, snap, I forgot: Fatal Fury Special for game gear: missing characters, but beyond that, pretty damn good. When you defeat someone with an attack with multiple attack frames (even if the move only normally hits once), you get extra hits until the attack frames end, for example, Joe’s Tiger Kick hits 6-7 times, and Terry’s Rising Tackle hits with every frame. Also, when you combo into specials, the special does an extra hit.
Street Fighter II Dash: Champion Edition for the #68000 Home Computer: Arcade perfect gameplay wise.
Music sounds different because the #68000 has less sound channels than a CPS.
All voices for all characters were re-recorded.(They sound better)
The PAL version’s difference actually suprised me. I was expecting it to be similar to the JPN version. The JPN version was alright to me initially till I played the PAL one.
SFA3 (PS1):
-Hit spark graphics are different
-Life bars consist of only one colour
-Some animations missing on characters
-In Dramatic battle, only one stage and can only use same character
That’s all I got…nothing character-specific, except I remember doing huge amounts of damage with Balrog’s alpha counter. That might’ve been something I had equipped in World Tour mode, though.
Festival6667: I don’t remember having trouble getting avanced links out and what not, I played on the DC version a bit and im a arcade player mainly. But I don’t have any comp to test, or a DC out here, or anyone to play against in that game, so 'll take your word for it.
Keep the info comming. I will be gone at NWCGE (Northwest Classic Gaming Expo) in Portland from Friday to sunday, but when I get home monday I’ll do a BIG update so all the info is current. But help me out:
-We need more info on home ports of 3D games. Tekken, VF?
-Third Strike on DC, does it absolutely lag?
-Saturn fighters, I’ve always ASSUMED they were perfect because EGM and shit said they were back in the day, but as we’ve found out they really dunno shit other than the superficial about fighting games. Are all the RAM cart games perfect? Sam Sho 4?
-The console ports of Sam Sho 5’s, any good?
-Does PS1 have any worthy ports?
Thanks for helping guys, I think once we get through the debate period I will start a wiki that we can also link to anytime a debate about versions come up. Color and music differences are fine, but the point of this thread was mainly for gameplay/tournament viability, so if you guys know ANY small differences between arcade and console that affect gameplay for any fighter, please post! :tup:
I thought that the shadows were blue if you had it on original arcade music, but if you put it to remixed music it changes the shadows to darker tones of that same character. I least I thought I remembered that. It’s been years since I’ve played the PSX version.
Groove on Fight - I’m pretty sure it’s arcade perfect and also the fact that you can play 4 player mode as well instead of just 2.
Fighters History Dynamite/Karnov’s Revenge - I played it for a bit and it seems to be intact with the arcade version. There are load times during the VS screen but it isn’t that bad of a wait. I didn’t test out if Karnov’s slide glitch worked on this version. I’ll try messing around with it later on today to see if I notice anything different.
Xmen vs Street Fighter - I believe it is based off the 3rd version of the arcade board which removes a lot of the fly screen infinites. Overall though it plays pretty smooth and still fun to play.
DC fighters:
Last Blade 2 - Some combos don’t work on this version like Moriya’s teleport infinite doesn’t work. I’ll have to mess around more with it but I remember there being some sound issues also.
CvS1 - From what I remember it’s arcade perfect.
Genesis fighters:
Fatal Fury 2 - Lets you do super easy re-dizzy combos unlike the arcade version. It pretty much lets you chain anything together. Don’t ask why I even messed around with this version.
man, there are no words to express how much I miss Gamefan.
Eggo, Cerberus, ECM, Fury…those dudes were the truth.
Those dudes were pushing REAL games, they put Cannon Spike on the COVER.
R.I.P., best mag ever. ::pours one out::
hey Noc can you see if Akari’s infinite still works? and if Zantetsu still has that weird rapid d+A slash glitch inf?
Garou MOTW (PS2) : Though playable in tournaments, I find it’s not a good port since speed is slower and characters are smaller in ps2 version. It may be playable in tournaments, but these differences are really noticable and thus making it not arcade perfect.