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Super street fighter 2 turbo arcade
Super street fighter 2 turbo arcade







super street fighter 2 turbo arcade

"Maximum Carnage" was a pretty good game. Maybe developers were obligated to sign on to the 32X to be able to sign on for the Saturn as well, and when things quickly turned sour they all jumped without fail.or something liek that. But few of the "big" Japanese developers wanted anything to do with the Mega Drive, either because they were scared of biting the hand that was feeding them or because the console was doing just that much abysmal over in Nippon.īut I digress again.wasn't Capcom the first signed 32X developer to jump ship? Goes to show they weren't really planning to develop jack for it. But as far as the first two go, they up until recently were so far removed from their series' canon that they were overlooked.įortunately, Capcom later saw the errors of it's ways and greatly supported the Saturn and Dreamcast with their A-game 2D fighting game ports among other stuff. At least Konami, another faithful Nintendo developer since the '80's, left an impression on the MD/Genesis with original efforts like Bloodlines, Hard Corps and the English SCD port of Snatcher.

super street fighter 2 turbo arcade

#Super street fighter 2 turbo arcade software

Outside of the Street Fighter ports, Capcom released only a handful of MD/Genesis games (Rockman Mega World, Mickey/Minnie Mouse: Great Circus Mystery, Saturday Night Slam Masters, farmed out the Genesis port of "The Punisher" to Sculptured Software instead of DOING IT THEMSELVES.that was it). Maybe it was indeed the cart space restriction that stuck again.or all of the worthwhile 2D developers were over at Sony and Sega's camp.īack to the Genesis and Capcom, the conspiracy theory that I put together a couple of months was that Capcom, which up until the late '90's was one of Nintendo's most loyal developers, was paid off or bribed by Nintendo to go about developing for the Mega Drive/Genesis in a half-hearted or non-existent matter. That game aside, the lack of hand-drawn 2D games on the N64 was quite suspicious. Then again, there's also word about the N64 hardware having been worse at 2D than even the Playstation, and closer in 2D capability to the SNES. Not only because of Capcom's inability (or as I've suspected, laziness and dislike) to program well for the Mega Drive hardware, but also because of the cart size limitation, which is why I also suspect that Capcom didn't port over it's 2D fighters to the N64 which at it's max had 2-4X more RAM than the PS1 & Saturn. The coin-op was at or near the top of the Japanese arcade charts for over two years dammit.īack on-topic.I doubt that a 32X port of SSF2T would've been as good as even the old 3DO port (first instance of arcade-quality SF graphics and animation on a home console, arguably the 3DO's killer app). Was it REALLY completed and ready for retail, then subsequently shelved and wrapped up in tons of red tape inside some SoJ vault in favor of the (underwhelming) Dreamcast port? I imagine what a playable port of VF3 could've done for the Saturn in Japan. I'd really like to hear and find out more about that sucker. I also SWEAR there was this one site that had screen shots of the oh-so-elusive Saturn port of "Virtua Fighter 3". The sites and the aforementioned scans are apparently long gone. I don't know if these were 32X screenshots or if they were early Saturn screenshots. Daytona also looked quite rudimentary compared to the final Saturn version. The PD screenshot in particular looked very crude compared to the final game, with the Dragon the protagonists ride on looking like it was composed of spheres ala Vectorman. I don't remember from which magazine it was scanned from (I think it was a non-US one), but there was this one site years ago that had scans of this old magazine that had early screenshots of "Daytona USA" and I think either "Clockwork Knight" or "Panzer Dragoon", presumably running off 32X hardware.









Super street fighter 2 turbo arcade