Super Street Fighter II Turbo arcade vs 3DO

Sdílet
Vložit
  • čas přidán 29. 05. 2021
  • For best results view at 108p60fps. Another Street Fighter II comparison? Yup! This time I compare the arcade and 3DO versions of Super Street Fighter II Turbo. The 3DO version has a reputation for being an excellent and close arcade conversion. But is it? Let's find out.
    Some stuff I didn't mention during the video: This game got rid of the bonus rounds. We don't get to see all 16 stages because I did a playthrough which gets you 12 of them. Sometimes I refer to SNES and Genesis versions... when I do I mean regular Super, since Super Turbo was not released on those systems.
    Also I don't cover every single difference and don't claim to. I mention some of the character defeated portrait differences, some I don't. I also don't mention it every time there are spectators that don't animate on 3DO, which is often.
    I cut for time some info on the 3DO resolution which can be 640x480 (higher than the arcade game) or 320x240 (lower than the arcade game). It looks like this game runs in the low res mode but I'm not entirely sure.
    If you like this video check out some of my others!
    Mortal Kombat: Genesis vs SNES (and arcade): • Mortal Kombat SNES vs ...
    The Long Winding Road of the Atari VCS: • The Long Winding Road ...
    Capcom Games on the Sega Master System: • Capcom Games on Sega M...
    Gradius: Arcade vs PC Engine (TurboGrafx-16): • Gradius Arcade vs PC E...
    Street Fighter II CE: Arcade vs PC Engine: • Street Fighter II Cham...
    #streetfighterII #ssf2t #3DO #superstreetfighterII #superstreetfighterIIturbo #superstreetfighter2 #superstreetfighter2turbo #arcade #32bit #fightinggame #retrogaming #capcom
  • Hry

Komentáře • 147

  • @greensun1334
    @greensun1334 Před 8 měsíci +5

    You're absolute right, its speed and raised difficulty combined with the sometimes ridicolous damage, input reading and AI cheapness made the arcade version to a quarter muncher. You had to be an already experienced SF2 player to enjoy it. I prefer to play the SF Alpha series.

    • @R0YB0T
      @R0YB0T Před 19 dny +1

      Uh alpha bosses were retardedly hard

    • @JudgmentStorm
      @JudgmentStorm Před 5 dny

      Pretty much all international versions of SSF2T have the difficulty up to a mad level. Super Street Fighter II X Grand Master Challenge, the Japanese version, is a bit more sane.

  • @fthprodphoto-video5357
    @fthprodphoto-video5357 Před měsícem +2

    The 3DO version was the best you could get at home back in 1994…but it was a very expensive console that teenagers couldn’t afford.

    • @Sinn0100
      @Sinn0100 Před 21 dnem

      What?! The 3DO wasn't that expensive at all. You got an extra kidney, don't you? Jeeze man. If you're partial to the kidney, why not a lung? You might even be able to afford the game and controller as well! ;)
      Addendum- In all seriousness, I believe Capcom did what they did to the Genesis ports of the game. By my eyes, at least on paper the 3DO was more powerful than a CPS2. Yes, they got the best, bar none at the time port of SF2, but I believe it could have been much better. Much like how Capcom did a poor job when creating the Genesis port of both SF2 games. There flat wasn't any excuse for the voices to sound like they did. Especially if you consider how close the Genesis's sound hardware was to the CPS machines.

    • @R0YB0T
      @R0YB0T Před 19 dny

      Neo Geo is calling

    • @fthprodphoto-video5357
      @fthprodphoto-video5357 Před 19 dny

      @@R0YB0T impossible to get a Neogeo back in the days, in my neighborhood 2 friends had one but weren’t very friendly to invite « poor friends » to play with them. They were living in huge mentions and regular people, in small appartements with our NES and SNES systems that we loved to death 😜😝
      I started to sell video games and never had the financial opportunity to purchase a neogeo with games, even second hand back then but one day my dream came true and I purchased a huge NEOGEO ARCADE cabinet with 2 MVS slots and 47 MVS games for 450$ ! And there was still 180$ cash in the coin machine 😝

  • @ezg2000
    @ezg2000 Před 3 lety +6

    Even though it's not arcade perfect, it looks very good. But I would expect more from a $700 machine.

    • @J.Crooner
      @J.Crooner Před rokem +1

      Absolute facts bud👍😎👌

    • @archive3do769
      @archive3do769 Před rokem +3

      As you should. But you can't hold a console accountable for laziness by developers, especially when there are multiple games on the system with up to 4 layers of parallax and the same Capcom made a very lazy port on the Genesis too.

  • @BigOleWords
    @BigOleWords Před 2 lety +4

    Nice comparison! I'd always heard that the 3DO version was probably the best SFII port of them all, but I hadn't seen it in action til now.

    • @InglebardGaming
      @InglebardGaming  Před 2 lety +2

      Thanks! Yeah, talk of its near perfection is clearly exaggerated. It's not bad or anything, it was just surprising (at the time) that major features of the 16-bit ports were missing from this version.

    • @chickenbites8877
      @chickenbites8877 Před 10 dny +1

      It’s far from perfect visually speaking

  • @Tempora158
    @Tempora158 Před 3 lety +4

    8:06 T. Hawk's stage is the only big flex of the game that screamed "this cannot be done on the CPS1, this is why we made the CPS2", because even the venerable Sharp X68000 could not duplicate this stage in its port of SSF2.

    • @greensun1334
      @greensun1334 Před 8 měsíci

      Just because I'm interested now, what's the reason why T-Hawk's stage could'nt displayed correctly on CPS1 hardware? The big moving crowd?

    • @Tempora158
      @Tempora158 Před 8 měsíci +1

      @greensun1334 Yes, it's the big animating crowd in the background that will cause major slowdowns if preserved. As with the X68K version, the PC DOS version from Gametek is also missing the far background crowd animation in T. Hawk's and Dee Jay's stages.

  • @ianfisch7289
    @ianfisch7289 Před 9 měsíci +2

    The 3DO didn't have hardware sprite or background scrolling, like the 16bit systems had. It's why Gex doesn't run at 60fps, but Sonic does.

    • @spawnlink
      @spawnlink Před 9 měsíci

      Define "hardware sprite".
      "a sprite is a two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term sprite referred to fixed-sized objects composited together, by hardware, with a background."
      3DO has 2 CEL engines which render 2 dimensional bitmaps. Please explain how that is not "hardware sprite"?
      The reason GEX doesn't run at 60 frames per second is because the devs didn't do so + the fact the system wasn't designed to output 60 frames per second. It follows the NTSC standard unlike most other systems prior. If you render at 60 times per second you'd have interlaced artifacts like SSF2T does.

    • @ianfisch7289
      @ianfisch7289 Před 9 měsíci

      @@spawnlink lol this is quite the take. Gex seems to run at about 30fps.
      Are you saying that 30fps is the “correct” frame rate, and all of the 60fps games on NES, Genesis, PlayStation 2, etc were “doing it wrong”?

    • @spawnlink
      @spawnlink Před 9 měsíci +1

      @@ianfisch7289 I'm the maintainer of the 3DO emulator Opera. I created and maintain the 3dodev site. I'm likely one of the top 10 most knowledgeable persons on the planet on this platform.
      The M1 / Opera 3DO console doesn't support 240p 60 frames per second like many 8bit and 16bit consoles at the time / before. Of which (240p) is non-standard hack of the NTSC standard. It supports standard NTSC 480i ~30 frames per second. 60 fields per second. In fact it leverages NTSC's higher luminescence resolution vs color resolution to provide upscaling interpolation. So... yes... 30 frames per second / 60 fields per second is the "correct" frame rate. The max general framerate. If you updated the graphics a rate of 60 times per second / the vsync rate then you will get artifacting. There may be more but the only game I know of that does this is SSF2T. You can see this more easily in emulation because we don't emulate the part of the rendering pipeline which does the upscaling and instead just render out the internal framebuffer resolution of 320x240 (plus color substitution via the CLUT.) The "240p" / Mode B mode of some Japanese FZ-1's and RGB mod'ed is actually modifying the DAC which has a "pseudo progressive" mode and forces the CLIO to render the same field over and over. Literally done at the end of the rendering pipeline. If the game doesn't update the framebuffer 60 times per second (which is only SSF2T AFAIK) then fields are rendered twice so you have only 30 frames per second. The system wasn't built for 60 frames per second rendering (except for stereoscopic glasses but that is really still 30 FPS just with 2 separately rendered fields.

  • @kamranki
    @kamranki Před 2 lety +1

    Great comparison there! It's crazy just how much work went into cutting the game down to lower res for 3DO release; sprites, character artwork and even the whole intro was downscaled a bit. That's a lot of work right there. But the fact that it was so difficult to notice the lower res on CRT that they were able to get away with it. What was immediately noticable though was lack of scrolling backgrounds! That sucked.

    • @InglebardGaming
      @InglebardGaming  Před 2 lety +2

      It's also definitely tougher to notice when you're not looking at them side by side. There are a lot of ports I remembered being a little closer to the arcade versions than they actually were back in the day. Which is a big part of the reason this channel exists now!

    • @AnthonyRiddle
      @AnthonyRiddle Před 2 lety +2

      @@InglebardGaming it was almost impossible to do a direct comparison between arcade games and their console ports back in the 90s. Most of the comparisons were done from memory or from playing the arcade then going home to play the console port. It was much more difficult to recognize and point out the differences.

  • @shanestep8685
    @shanestep8685 Před 3 lety +1

    U killin it man. "The Roaring 20s", forget what vid u said that in , but i died. . Just waiting till you blow up with hancock, riggs, avgn, and game sack. Keep u
    The fight

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      Thanks, appreciate it! I'll never be as big as Riggs, he's like 6'4 or something! 😁

  • @NeoTurboManiac78
    @NeoTurboManiac78 Před 3 lety +2

    Wow! It's unbelievable, the amount of cut animation, pixelated details, and darker colors in the 3DO version. Looking back, if you spent $700 on this machine, you would expect nothing less than a perfect port.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety +1

      Yeah, and I think the Mandela effect is going on with this game, everyone seems to remember it as more accurate than it actually was.

    • @IslandBoy-808
      @IslandBoy-808 Před 3 lety +1

      And I think that's more on the developer than the console

    • @mattkennedy6115
      @mattkennedy6115 Před rokem +2

      @@IslandBoy-808 the 3DO came out in 1993 this was in the earliest days of the 32 bit era. All things considered I think this port came out nicely

    • @greensun1334
      @greensun1334 Před 8 měsíci +2

      At this early state of CD based consoles, more animation frames would make the loading times even longer. The missing details are because the 3DO's lower resolution of 320x224 (CPS: 384x224), so there would be no way to change that. It's a good port overall imo.

  • @clyderadcliffe1536
    @clyderadcliffe1536 Před měsícem +1

    One of the best ports is also missing so much. Bizarre.

  • @salahadinhadin7137
    @salahadinhadin7137 Před 7 měsíci +1

    I had this game on 3do. It was an awesome game. The sound was pretty damn good.

  • @Tempora158
    @Tempora158 Před 3 lety +2

    12:30 It only looks different because the defeated portraits shown during the victory quote screen in the 3DO version baked in the hand sprite that is only suppose to be drawn as its own animating sprite during the Continue countdown screen in the arcade version. This may be a holdover from the 16-bit ports where the hand was included in the still portraits because the portraits didn't animate in the 16-bit ports. The hand is not shown in anybody's still portrait in the arcade version because it covers up so much of the face (of some characters) when their hand isn't animated. Unless you are talking about the lack of blood, which is censorship inherited from the SNES/SFC version.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      Great catch, I should have definitely noticed that they were using the "continue" versions of the portraits. Still a strange choice they made for that version. I'll have to take a look at the FM Towns version of Super, wonder if they did the same thing there.

  • @jbmaru
    @jbmaru Před 3 lety +1

    I didn't think there were so many differences. Interesting.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety +2

      Yeah, there were a lot. Not a terrible port or anything, it just isn't 'near perfect' as people often say online these days.

  • @laumpolumpio
    @laumpolumpio Před 2 lety +2

    There is hack/patch? (or I think is a switch found on some early models of the console?) that lets you run the 3do version of the game at 15khz "progressive" scan resolution, or 240p as people use to call it, and I think that somehow fixes the pixelation on the game graphics caused by interlacing.

  • @argedismun2
    @argedismun2 Před rokem +2

    I noticed that ryu on the 3do only has one winning animation

    • @InglebardGaming
      @InglebardGaming  Před rokem +1

      It's been so long and I've been through so many versions of SF2 that I didn't even remember that. I'll have to double check some time and make sure it wasn't just some weird randomness.

  • @Sinn0100
    @Sinn0100 Před 21 dnem +1

    I actually did not like that you skipped the hardware specs of both machines. At any rate, when SF2T was released on the 3DO, it was hailed as the best defacto version to own in the home. I remember getting a chance to play it and being mesmerized by it in 1994. Then....I started noticing things about it. The lack of parallax scrolling was something that really bothered me.
    Now, I thought the colors, especially during a Super Finisher, were incredible. I wonder if maybe it might look much better on a CRT TV. I thought the graphics were otherworldly when I played it and I was enjoying SF2T on the Snes an hour before getting to see the 3DO port. It could be the CRT hides blemishes like they did with Genesis and Snes games. Things like the Sonic The Hedgehog water level and dithering come to mind. What do you think? Is it possible?

    • @InglebardGaming
      @InglebardGaming  Před 21 dnem

      I didn't show the specs because the 3DO works completely differently. It doesn't really have dedicated 2D graphics in the way that older tile and sprite based systems did. Because of that, it really didn't make sense to talk about the hardware.
      Regarding CRTs, the worse the TV quality, the less obvious any visual issues were in any system, especially colors. For the waterfalls in Sonic to look transparent, you'd really need a pretty awful CRT, they never looked transparent on the monitors or TVs that I used in those days. I mostly used composite video on old c64 and Amiga monitors until I went up to a 32 inch TV with an S-video connection and then used that pretty much from the Jaguar until the HD era.

    • @Sinn0100
      @Sinn0100 Před 21 dnem +1

      ​@InglebardGaming
      I know that, but....this is the pointless comparison video. If there ever was a time to do it now, it would be it.
      Addendum- When I talked about Sonic I was referring to the water level itself. As the Genesis could not do proper transparencies (without trickery) they had serious issues getting the effect right. They had to do some type of interrupt in the middle of the screen which caused horrible artifacting all over. That's when they added the waves on the top to hide it from players eyes. A CRT TV really makes the illusion look great. No, the waterfalls color-banded like crazy because of the dithering effect. Thankfully, it did help sell it because waterfalls do create rainbow effects.

  • @fazares
    @fazares Před 3 lety +1

    Very good video..i learned something...u just forgot some animations were cut even compared to the 16 bit ones...ex. zangief lost its medium low punch animation if im correct (or something else..cant remember well) xD The 3do one didnt have the original version of the characters but featured CPS1 chains :P

  • @mscdman
    @mscdman Před měsícem

    Your eyes must be incredible. They look almost identical to me

  • @amerigocosta7452
    @amerigocosta7452 Před 3 lety +2

    Yeah, I remember READING that the 3DO port was arcade perfect, and let's be honest most of us never played this version because the 3DO was not very common, I personally never owned one and I never knew anyone who owned one. Reviewers back then were very easily impressed and truth to be told this was before the age of MAME and the ability to do very thorough comparisons. But as a matter of fact the 3DO would output 480i graphics that would give the game a completely different look that was never pointed out in the reviews, other than artificially smoothing some flaws in the port that are indeed very apparent using an emulator with its very crisp image output. I personally don't think the 3DO is very powerful when it comes to 2D graphics (other games like Gex are quite choppy from what I can see from footage) or even 3D graphics (low polygons count yet never a good frame rate or speed), but that's understandible. It was more of a proof of concept for what was to come.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety +1

      Yeah, just guessing based on the image quality it looks like its outputting at 320x240. And the magazines of the time were definitely too easily impressed.
      Again its OK, but its certainly nowhere near arcade perfect. And on a then 'next gen' 32-bit system, I and a lot of others expected better.

    • @greensun1334
      @greensun1334 Před 8 měsíci

      They just overlooked the missing parallax scrolling - how is that possible? It was the first big difference, and I spotted it immedeately. And of course, the missing background animations aren't easy to overlook as well.

  • @dezm101
    @dezm101 Před 3 lety +3

    I have the 3DO version and it is one of the best games on the system along with Samurai Shodown. It certainly lacks in a few areas, even the normal 3DO controller is bad for the game, and trying to get an arcade stick for 3DO is expensive. When you compare it with other fighting games on 3DO like Way of the Warrior and it seems like a masterpiece lol

    • @InglebardGaming
      @InglebardGaming  Před 3 lety +1

      Ha, yeah, its DRAMATICALLY better than most of the other fighting games on the system, no question about that. I have to wonder if the system was lacking in 2D because the designers (who had a LONG history in the industry) were betting on 3D, which was definitely the right move at the time. It just left systems like the 3DO in a lurch because 2D was still doing OK at the time and 3D was really only just starting to take off and when it did... well, the Saturn and PlayStation were way better at it.

    • @dezm101
      @dezm101 Před 3 lety +1

      @@InglebardGaming good point, the 3DO really fascinates me because of how it exists in a bizarre limbo of early 3D CD ROM games and less focus on the 2D foundations. I also wonder why they had to cut so many corners, I actually had no idea the extent until this video, very nice job!

    • @monkeysyndicate
      @monkeysyndicate Před 3 lety +2

      I have a SNES controller adaptor for mine, but it amazes me when the 3DO launched they thought 3 buttons was enough. It was barely enough for the 16-bit era. Still a beautiful port though!

    • @InglebardGaming
      @InglebardGaming  Před 3 lety +2

      I don't like the 3DO controller(s) but to be fair they have five action buttons with the triggers. Its only got one less button than an SNES controller. Still, I'd take the SNES controller over the 3DO one any day. And the Genesis 6 button pad over that one 😁

  • @J.Crooner
    @J.Crooner Před rokem +3

    It's absolutely no excuse for a 3DO console to have any game made that's not at least perfect arcade quality period. Even the Neo Geo set the home standard and with the 3DO being a next generation console why in the hell would they deliberately sabotage the definitive game that set the standard for all one on one fighters to follow? It makes no sense especially when EB Games had an $800.00 price tag on this system back in 93/94😳 It actually should of been better than the arcade port really with more features at least. It was for this reason why I stuck with the Neo Geo during this time period and even to this day the Neo has never let me down ever, I Promise You That!!!!!👍😁😉😎👌

    • @ianfisch7289
      @ianfisch7289 Před 9 měsíci +2

      It's apples and oranges. The Neo Geo had GPU chips designed specifically for moving around big sprites and background tiles. The 3dO did not.
      The Neo Geo could have probably done a better Super Street Fighter 2 port, but there's no way it could have done Road Rash or Need For Speed.

    • @J.Crooner
      @J.Crooner Před 9 měsíci

      @@ianfisch7289 You're right in fact Street fighter 2 Turbo would of been arcade perfect on the Neo Geo and also had the capacity to be better. I can imagine during those years video game developers had an obligation look out for all the arcade owners in knowing that they can't sell to same hardware for a fraction of the price without putting the arcade out of business. Unfortunately that ended up happening anyway and Sony decided in 1995 it was time to take the next step. Sega, Atari, Panasonic, and Nintendo allowed Sony to come in and gut punch them all taking the market forever looking at it now and it made no sense. Billions of dollars spent on hardware that should of been so much more.

    • @ianfisch7289
      @ianfisch7289 Před 9 měsíci +1

      @@J.CroonerWell I think the issue was more that Neo Geo had a tiny home install base (it was mostly an arcade machine), so it didn't make sense for Capcom to port the game to Neo Geo.

    • @J.Crooner
      @J.Crooner Před 9 měsíci

      @@ianfisch7289 At the time I agree. It's just sad that both systems priced themselves completely off the market for the mainstream consumers. Still a great piece of history to go back and enjoy. I surely wish the 3DO would of stuck around. The one game that would of changed its fate forever would of been if they had ported Ridge Racer I'm 93 when it came out in arcades along with the system as a pack in showpiece it would of been totally different for Trip Hawkins dream machine. The crazy part is that they had a two year head start over Sony and they allowed them to steal the magic. Why Panasonic didn't call Namco for that title is beyond me and we will never know just how great the 3DO could of been.

    • @mulreid
      @mulreid Před 4 měsíci

      FYI the neo geo does not support tiles. The background layers were made with strips of sprites. Pretty crazy!

  • @marcusson9025
    @marcusson9025 Před 3 měsíci

    Actually it wasn't the last edition, because they had Udon manga drawn version and the final challenger adds evil Ryu and violent Ken

    • @Tempora158
      @Tempora158 Před 25 dny

      Yeah, it was odd that he said that at 0:49 when all those Street Fighter II updates were already released years ago when this video was made.

  • @DarkArynLand
    @DarkArynLand Před rokem +3

    Dreamcast version is the best.

    • @locked01
      @locked01 Před 2 měsíci

      Nah, PS2, 15th anniversary.

  • @Camtrack
    @Camtrack Před 2 lety +3

    even genesis has more scroll layers

    • @InglebardGaming
      @InglebardGaming  Před 2 lety

      Yup, mentioned that, kinda crazy for a system that came out so many years earlier on what was then ancient hardware.

    • @ianfisch7289
      @ianfisch7289 Před 9 měsíci

      The Genesis VDP chip (its GPU) was specifically designed to move multiple 2d background layers around, but it couldn't do 3d or scaling to save its life. You can compare Road Rash 3 on Genesis with Road Rash on 3dO to see the difference.

  • @Tempora158
    @Tempora158 Před 3 lety +1

    1:22 The choice was simple; Capcom took Panasonic/Matsushita's money and sold them the console rights to the game after the financial failure of their own Super Street Fighter II ports on multiple platforms. Panasonic/Matsushita proceeded to publish the 3DO version exclusively to bolster their 3DO hardware business, but other 3DO manufacturers like Goldstar benefited as well.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      Was it really "exclusive" though? I'm not saying you're wrong, I mean that's the most logical choice, but the Windows version came out at just about the same time.
      You'd also think Capcom wouldn't want to dump it on a platform where almost no one was going to buy it., even with a payout, since it would hurt the brand. But obviously, I don't know for sure, I'd just like to see confirmation one way or the other.

    • @Tempora158
      @Tempora158 Před 3 lety +1

      @@InglebardGaming There was no Windows release of Super Street Fighter II Turbo. Capcom sold the home computer rights to Gametek, and Gametek published a DOS version of the game that literally could not be run in Windows (DPMI manager incompatibility) until DOSBox came along. Capcom sold the console rights to Matsushita and, unlike the MLB, didn't force them to make the game multiplatform, so the game became de facto console exclusive for the 3DO platform.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      Whoops, sorry I misspoke there, meant to say PC and not Windows when talking about that version. But as far as Matsushita/Panasonic paying for exclusivity, I dug a little deeper and still haven't been able to confirm that. The game did show up on other consoles later like the CD32, PlayStation and Saturn, but in some of those cases it was about 2 to 3 years later.
      I guess a timed exclusive would be a possibility even though those weren't exactly common in that era like they are today. I'm (hopefully obviously) not trying to argue or anything, but do you have a link you could post from a reputable source showing this info? Something from a big gaming news site, magazine publication, a scan from an old magazine or anything like that? Just asking because I've spent a pretty big chunk of time trying to find a definite answer on this and haven't been able to.

    • @Tempora158
      @Tempora158 Před 3 lety +1

      @@InglebardGaming For whatever reason, Capcom considered the Amiga CD32 to be a home computer, not a console, so Gametek published the Amiga AGA port of the DOS port for CD32. The PlayStation and Saturn did not get a release of "Super Street Fighter II Turbo". Instead, it got "Street Fighter Collection", which just so happened to contain Super Street Fighter II Turbo among the games included in the release. Likewise, the Dreamcast did not get "Super Street Fighter II X" either; it got "Super Street Fighter II X for Matching Service". In both cases, Capcom did not violate Matsushita's publishing rights as far as the law is concerned. Using a non-Street Fighter example, Ninja Gaiden 2 was paid for by Microsoft as an Xbox 360 exclusive and was published by Microsoft Game Studios. But then the PS3 got Ninja Gaiden Sigma 2, which clearly is a port of Ninja Gaiden 2 to you and me, but because it's called "Ninja Gaiden Sigma 2" and contains functional differences from the source game, Tecmo didn't violate Microsoft's publishing rights as far as the law is concerned.
      To this day, Matsushita/Panasonic is the only one to have published a pure port/release of "Super Street Fighter II Turbo" in the console market. It's this kind of loophole that allowed Capcom to release Street Fighter II': Special Champion Edition for the Genesis because it technically wasn't Street Fighter II Turbo, which was exclusive to Nintendo. To go further back, NEC paid for the console publishing rights to Street Fighter II': Champion Edition in Japan (so it became de facto console exclusive to PC Engine), which is why all the Street Fighter II':CE prototypes for the Genesis only exist in English with the American boss name characters; Japan was never going to get the game for the Mega Drive until Capcom got around it by cancelling the Genesis SFII:CE port and made a new port called Street Fighter II' PLUS: Champion Edition, which can be released in Japan.
      Sorry, I don't have any links to magazine press or interviews that explicitly spells out everything I said above.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      I'd also note here that Capcom published the game in Japan, Matsushita/Panasonic didn't publish it there. That and I dug up some old magazines with previews and reviews and didn't see an exclusivity mention.
      I get what you're saying with all of the above and yeah, it makes sense. But an altenative view could be the game sold poorly and wasn't huge int he arcade qhen it was new (although it didbhelp eatablish the tournament scene later) so Capcom didn't port into other contemporary platforms, not until it was bundled in with other games as a classic collection.
      I'd just like to be 100% sure one way or the other. Especially since putting this game exclusively on 3DO would be like making Resident Evil exclusive to the Game.Com 😁

  • @IslandBoy-808
    @IslandBoy-808 Před 3 lety +1

    I definitely think the 3DO version could've been done a lot better. It's like the developer didn't know how to use the hardware, or just got lazy. Because looking mlmhow fast the game loads, it's definitely not stressing the hardware of the 3DO

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      That's s the thing, though, I'm not sure about the hardware. It seems like it was just never set up for 2D games with its design, which is an odd choice for a game console from the 90s. I just think that they could probably have done better by doing other stuff to make up for that.

    • @IslandBoy-808
      @IslandBoy-808 Před 3 lety +2

      @@InglebardGaming .That's where I have to disagree with you.The original Playstation wasn't good at 2D either yet you didn't see such a half-assed port of a Street Fighter game. The 3DO could definitely have done better than what the developers gave them. Like I said,a half-assed port.

    • @InglebardGaming
      @InglebardGaming  Před 3 lety

      But there's a difference between being pretty good at 2D like PlayStation to being terrible at 2D like 3DO. PlayStation for example had lots of 2D games that looked and ran fine, for 3DO I can't even think of one.

    • @IslandBoy-808
      @IslandBoy-808 Před 3 lety

      @@InglebardGaming.You dont know if the 3DO is terrible when the developer themselves did a shitr job are you going to ignore that fact . Stop trying to act like only you know what you're talking about. Becau I looked up the 3D0 specs compared to the CPS1 and the game could've definitely been better than that. So you need to.stop talking out of your ass.

    • @IslandBoy-808
      @IslandBoy-808 Před 3 lety

      @@InglebardGaming Yeah and you cant think of one because developers never supported it due to a high price point and poor sales.Or do you live outside of the realm of common sense.

  • @AnthonyRiddle
    @AnthonyRiddle Před 2 lety +2

    Akuma is a what?

  • @stephenhumphrey7935
    @stephenhumphrey7935 Před 2 lety +1

    I wonder if the 3DO version is using some of the 16-bit assets of the SNES or Megadrive version.

    • @InglebardGaming
      @InglebardGaming  Před 2 lety +2

      Nah, the resolutions, sprite sizes, animation frames and amount of colors are different from the 16-bit console ports.

  • @greenelf6506
    @greenelf6506 Před 3 lety +1

    Exactly I owned this version and played it daily on my tank arcade stick on a ntsc crt at 60hz the lower res isn't that noticeable however every other point made in this vid is loved it but hated it in the end a super famicom with a disk back up system replaced my once mighty 3do rip

    • @kamranki
      @kamranki Před 2 lety

      Exactly, lower res isin't noticable on CRT. But when emulated on PC, the difference really surprised me.

  • @IslandBoy-808
    @IslandBoy-808 Před 3 lety +2

    I think the reason the 3DO version doesn't look as good as the Arcade version is because the 3DO isn't a very popular system. It's price point put it out of the reach of a lot of people at the time of it's release.

  • @orderofmagnitude-TPATP
    @orderofmagnitude-TPATP Před 3 lety +1

    Big fan of CPU Akuma then?

  • @dremcfleuve
    @dremcfleuve Před rokem +1

    I wanted to see how they've managed the pixel aspect ratio problem on the 3DO... They've redrawn everything

  • @chickenbites8877
    @chickenbites8877 Před 10 dny +1

    The 3DO version doesn’t look great, and is certainly not Arcade perfect. I think because it was a step up from the 16-bit versions, it’s warped peoples perception of how great it really was, or wasn’t…

    • @InglebardGaming
      @InglebardGaming  Před 10 dny +1

      Yup, it was a step forward in some ways and a step backwards in others.

  • @andrecosta7574
    @andrecosta7574 Před 2 lety +1

    Arcade ,logico

  • @michaelkelly3501
    @michaelkelly3501 Před 2 lety +1

    3DO couldn't even do parallax scrolling, what the heck?

    • @InglebardGaming
      @InglebardGaming  Před 2 lety

      I know, crazy for a system of that era. There were different tricks and stuff they could do to simulate it, but they were so focused on polygon processing and multimedia, they kind of gave 2D capabilities in the system the shaft.

    • @archive3do769
      @archive3do769 Před rokem +1

      Yeah, it could parallax, multiple games prove this to be true. More like the developers couldnt fester up the desire to add parallax.

    • @InglebardGaming
      @InglebardGaming  Před rokem +1

      It didn't have hardware scrolling layers like the Genesis, SNES or Amiga. It was a design choice because they thought the era of standard 2D gaming was over. Any 2D parallax layers had to be done in software.
      It's like sprite scaling on the Genesis or SNES. Neither system had hardware support for sprite scaling (the super fx2 chip added it to a few SNES titles), but could simulate it in software or through animation frames.

    • @spawnlink
      @spawnlink Před rokem +3

      The 3DO isn't like the 2D based systems of the time. There is no sprite or tile hardware like the Megadrive or SNES. So no... there is no "parallax scrolling" in the hardware. You just move CELs (quads) around like you would on NeoGeo or any other system without tile hardware. Even with tile hardware... all it does is render the tiles in the place and order requested. Parallax scrolling is just multiple tile layers scrolling separately or a single layer that has sections changing at different rates. All of that has to be managed by the CPU. Same as 3DO.

    • @archive3do769
      @archive3do769 Před rokem +1

      @@InglebardGaming If the implication here is that 3DO's 2d capabilities are inferior or aren't even comparable to 16 bit because specialty Sprite capabilities aren't built in, that's a bit of a reach. Like my previous comment and my separate one on the other thread, multiple games utilize the cel engine to accelerate drawing and calculations for layers. So yes, the 3do can draw the 'look' of parallax sprites. Saying that it "cant" is disingenuous, despite multiple examples in the software library. 16 bit systems and their add-ons had these features like scrolling, mode7, scaling, etc built in, simply because it gave a 3 dimensional feel without having actual 3d supporting hardware. 3d hardware can easily sort and draw layers, and 3do is no exception. Way of the warrior is not a great playing game by any stretch of the imagination, but to deny it as a good 2D example is simply ridiculous. Big character "sprites", layering, scaling, 3d aspects mixed with them...

  • @shaunpowelluk
    @shaunpowelluk Před 8 měsíci +1

    I found the OST on 3DO the best of all versions. To me it sound brighter and in CD quality. That's individual taste I guess, but I wish Capcom could release CPS2 version with the 3DO OST. I'd buy that in a heartbeat.
    However, everything else sucks on the 3DO.

  • @Darknight0681
    @Darknight0681 Před 2 lety +1

    Not very. That said, it ain’t bad considering that the 3DO has NO dedicated 2D hardware at all…

    • @InglebardGaming
      @InglebardGaming  Před 2 lety +1

      Eh, I don't have a lot of sympathy for this version's shortcomings considering it was on hardware that cost $700 at launch. It's crazy that in some ways its inferior to the versions on the SNES and Genesis - systems that were released in Japan in 1988 and 1990 respectively.

    • @ianfisch7289
      @ianfisch7289 Před 9 měsíci +1

      I'm not sure that's fair. It's like blaming the Virtua Boy Street Fighter port for being red and black. 3DO chose to make a system that did 2d kindof well and 3d kindof well. If they had focused more on 2d, we would have never seen games like Need for Speed or Road Rash. @@InglebardGaming