The Fighting Game Console Port Differences thread

i like this thread.

Could you guys possibly do the differences with NTSC and PAL and stuff?

Because Iv’e noticed I can’t do the move-canceling thingie In CvS2 But In Arcade I’d do it all the time by accident… So Yes, please.

Bump.

Move canceling thingie?

Thoughts on Alpha 3 for PSX? Other than the missing frames and loading screens, how is it in terms of actual gameplay (aesthetics aside)?

what about KOF XI for PS2 is it arcade perfect?..tournament worthy?and what are the changes?

mvc came out on ps?

Yep, stay away from it.

Actually, is it just me or did the PSX version of Marvel 1 have slightly superior color?

Tekken 3 (PS1) - the backgrounds are the still images from earlier Tekkens, whereas in the arcade game they were rendered in polygons. Three characters not in the arcade game - Gon, Dr. Boskonovich, and Anna Williams. Anna was a third costume of Nina in the arcade, but in the PS1 game, she has most of her TTT move set (which was based on her Tekken 2 move set as far as I know). Eddy, Jin, Xiaoyu, Law, and Gun-Jack had third costumes which had to be unlocked by selecting the characters a certain number of times. Eddy’s third costume was Tiger Jackson like the arcade, but Gun-Jack’s costume wasn’t in the arcade as far as I know and looked like Jack-2. Gon’s background was the beach stage used in Tekken Ball, and Dr. B’s was a laboratory.

Tekken Tag Tournament (PS2) - I believe someone already mentioned Armor King’s “handcuffs” being gone. He also had a third costume that wasn’t in the arcade, shirtless AK. Backgrounds didn’t disappear when you used True Ogre. Unknown was playable and had an actual background. If you started the round as Unknown, she’d always start as Jun, but you could change mimics by pressing R3 in addition to tagging out like Mokujin/Tetsujin. The Tekken 3 characters could pick all their costumes immediately instead of having them unlock like the arcade game. Angel/Kazuya team is possible on PS2 if you pick Angel first (I think?) - in the arcade, you could pick the team as Angel/Kazuya, but the game would force Devil/Kazuya when it loaded the match. IIRC, PS2 wouldn’t let you pick Angel after picking Kazuya. Apparently, Mokujin/Tetsujin/Unknown would never imitate Ogre, True Ogre, or Roger/Alex. Don’t remember if they’d imitate Devil/Angel. Also I don’t know if this was in the arcade version or not, but tag juggles worked differently depending on which side of the screen you were on - 1P side launched slightly lower than 2P side, enough so that I noticed it on juggles requiring somewhat precise timing.

That’s all I remember, feel free to correct me if something’s wrong or I forgot something.

Actually, the PS2 port of “Tekken 3” had what’s referred to as “3D wrap-around backgrounds”, in that the stages are essentially cubes with texture maps of the originally 3D backgrounds on them. It looks weird at times.

Yeah, MVC1 did come out for PS1, a good while after the DC port came out. I believe it came out (in the U.S) not too long before MVC2 came out, and MVC1 was already “old hat” by early 2000 anyways. Nobody paid attention to it with the DC port around of course. It’s the Vs. game who’s gameplay was most crippled upon being ported to the PS1. Along with the usual, restricted palette-swap tagging, you could only pull off Duo Team attacks with a palette swap of your character/opponent. You also can’t have a tag-team partner AND a helper all at once, only one or the other. And check out Hulk’s standing animation! It’s LITERALLY 2 FRAMES!

I know the PS2 port of KOF2002 isn’t considered too favourably, but what about the Xbox or DC versions? Any issues with these?

Bumping to ask, how close to the arcade is MvC 1 for the Dreamcast?

Character select screen is different
the assists say “recommended”

that’s it.

in SF3, Yang doesn’t cause as much stun, so some combos don’t work on PS2, but it’s still tourny worthy

Xbox MvC2
Same differences as Dreamcast
Weird slowdown
When you counter out, the character that leaves isn’t safe
Some glitches don’t work (colossus thing where you snap out to remove super armor gets all screwy and sometimes freezes the game)

PS2 MvC2
All Xbox problems
MASSIVE SLOWDOWN
load times
sound effect problems
the factory stage is glitchy as fuck
randomly freezes
the slowdown isn’t as bad if you turn the music and sound effects off
some exploitable glitches tend to freeze the game (i had the game reset on me when I hit somebody with sent’s unblockable)

What about NG or 2i on Dreamcast?

No one mention the SF2 Games on the Genesis & The SNES…

You forgot 4 people can play at the same time WOOT!

in PS2 3s, akumas F.MP is throwable

The sprites are redone and somewhat simplified, the animation isn’t as smooth, and the sound is redone using the internal processors of the respective consoles.

Someone with a lot more time on their hands can handle the game play differences.

What exactly is the problem with Alpha 3 for the Dreamcast? Is that it’s not arcade perfect when compared to the original Alpha or is it a bad port? Is it pretty much spot on when compared to the NAMOI version of Alpha 3?

The dreamcast version of SFA3 is close to the naomi version of SFA3 Upper, in that you can’t do crouch cancel infinites in either, and there are extra characters in both, compared to the CPS2 version. Saturn version of SFA3 is probably considered more of the ‘arcade perfect’ choice.