|
Post by Sarge on May 3, 2019 10:10:22 GMT -5
Well, I said I played a ton, but my Dreamcast save only says 27 hours. I know I've played more than that, but that's probably still a good reflection of the time spent unlocking everything. I'm going to verify that wasn't a save I somehow got from elsewhere. I only played on the highest difficulty by the time I was done.
I don't know about Venom or Felicia, but Dr. Doom is definitely a high-tier character.
|
|
|
Post by Xeogred on May 3, 2019 21:01:43 GMT -5
Since I'm on a Genesis kick, I thought I'd play some of its SF2 variant Super Street Fighter II - The New Challengers...
The sound is AWFUL! It's crazy how Capcom didn't seem to bother with the Genesis much.
I remember playing this version once or twice growing up, think I rented it at some point or something. Looks fantastic at least and really sharp/smooth, plus it feels great with a 6 button pad. But man oh man, the SNES version has the better music and sound by miles. No wonder I haven't heard much talk or any incarnation of the Genesis tunes for years, decades even...
|
|
|
Post by Sarge on May 3, 2019 21:12:52 GMT -5
I was just trying to dump my copy of it. The firmware my Retrode is on doesn't like it, and I don't feel like upgrading it right now. But yeah, the sound is pretty iffy (the Genesis can do much better, listen to Savaged Regime's stuff!), but it still plays really well.
|
|
|
Post by Xeogred on May 4, 2019 15:51:17 GMT -5
If Capcom cared at all, their stuff should have sounded like Techno-Soft's music on the Genesis. GAH! I'm still dreaming about some exclusive Mega Man X on the Genesis... would have been killer. Wily Wars is awful!
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 4, 2019 20:10:40 GMT -5
How many games did Capcom port themselves? All the early stuff was done by Sega and Wily Wars was an outside company. Even Street Fighter II was going to be ported by Sega before they changed their mind (the prototype was shaping up to be pretty solid too).
Yeah, Super Street Fighter II's sound is awful. Street Fighter II SCE wasn't that bad though.
|
|
|
Post by Sarge on May 4, 2019 21:12:57 GMT -5
I think pretty much everything after Special Champion Edition was Capcom themselves; that's when the exclusivity deals were killed with Nintendo and they could bring the games there themselves.
SCE does sound pretty good, actually.
My favorite rendition (that I know of) was the PC port. Make sure to stick around for the critical health version!
|
|
|
Post by Ex on May 4, 2019 21:24:55 GMT -5
Capcom getting down on the Yamaha YM2612:
|
|
|
Post by Xeogred on May 4, 2019 21:29:57 GMT -5
Interesting, Special Champion Edition does sound a little better. Not sure I ever knew of this version on the Genesis.
|
|
|
Post by Sarge on May 4, 2019 21:45:42 GMT -5
Nice. I dig it. I played through Slam Masters pretty recently, although I did so with the SNES version.
Special Champion Edition was the first version of Street Fighter II that was put out on the Genesis, and it was a huge deal at the time. It marked Capcom officially developing for the system, and I think it was even announced before the SNES version of SF2 Turbo. Apparently they even delayed the Genesis version to attain feature parity with the SNES game. It's generally considered to be not quite as good as SNES Turbo, but for folks that only had a Genesis, I'm sure it didn't matter one whit.
|
|
|
Post by toei on May 5, 2019 22:25:06 GMT -5
I think the Genesis version of Slam Masters might be easier. It's certainly easier than the arcade version, though that's unusual for console ports of older fighters. I enjoy it.
That said, as I probably said when I started the thread, I'm more of a 3D fighter guy. I love Virtua Fighter, which, in my opinion, has the most solid, logical, instinctive, and perfectly balanced fighting engine, and I love that it's purely physical and based on real martial arts. Ironically, that's exactly what has made it somewhat unpopular in the West (though VF4 was a hit on the PS2 back in the day); people like that flashy nonsense so common in 2D fighters. It probably doesn't help that the character who seems most like a Ryu-type figure is actually the hardest to play as, or that it's acquired this reputation for complexity when it's actually a very straightforward experience on a casual level of play.
Tekken was always flashier; longer combos, large rosters, etc. The first two games just felt off to me, but from Tekken 3 on the series feels much more solid. You really have to learn a bunch of pre-made attack chains, though, because the four limb systems doesn't really work as instinctively as it should. Soul Calibur is actually a bit of a weapon-based Virtua Fighter clone, but simpler and more fluid. Extremely responsive, too. Very fun games. Dead or Alive started off as a VF clone too, but added that dreadful insta-counter mechanic. Tobal is good, but a bit too basic, while Tobal 2 is great and would have probably been a hit if it had been released in the West, because it has all the flash people like, depth, and a very developed universe. What else? Bloody Roar is also crazy fluid and pretty fun, but I never liked the Altered Beast gimmick or the music in those games. I wish it had gotten more respect, though. I remember critics being really harsh on those games because of how its simplicity and fluidity lends itself to button-mashing in low-level play; if they'd actually bothered playing against people who knew what they were doing, though, they'd have realized just randomly mashing buttons will get you nowhere. The same is true for all 3D fighters this "button-masher" label has been applied to, btw. And I wished Last Bronx had gotten sequels, because the engine was solid and I loved the setting and characters, but it needed more moves and a larger roster.
*I like a bunch of 2D fighters, though; I just tend to prefer the more straightforward ones that were made around the mid-90s, before the combos and special move animations got too long. Though the worst offenders I've seen were around the PSX generation; Rival School and so on. It was the same trend with RPGs (think of the summons in PSX FFs); just long-ass animation ruining the momentum.
|
|