>CP System II had a hard limit on ROM size, which became a real issue during development of its later games.
Gee, if only there was a more powerful arcade system that they could have used instead to bypass the issue entirely.
Alas, 'tis but a mere pipedream...
On a serious note, how come games like vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
>On a serious note, how come games like Vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
So they could use their old hardware stock. That why Street Fighter Alpha, a CPS-II game also had a CPS-I version.
Street Fighter Alpha started development on CPS1 and got moved to CPS2 towards the end of development. The CPS1 version was later released for the failed CPS Charger console.
>On a serious note, how come games like Vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
Savior was originally supposed to come out in 96, but got delayed, so it wouldn't have been made with the CPS3 in mind. Anakaris's animator didn't even think they were going to make a third Vampire game at all after the second one, and it seemingly only happened because Murata pitched the idea. As for the Marvel games, the contract for them from the very beginning was to make four successive games, each recycling assets from previous ones while shuffling in new ones. This was all back when the contract going into COTA was being written up, so again this would have been before the CPS3 even entered the picture.
Then of course there's the fact that the CPS3 simply didn't sell well, whereas the CPS2 did. So even if they could make higher spec games for their next gen system, they weren't going to get nearly as many sales as they would by simply sticking it out with their older, more popular hardware.
>nakaris's animator didn't even think they were going to make a third Vampire game at all after the second one, and it seemingly only happened because Murata pitched the idea.
No.
"Funamizu: Well, we’d been planning to make a sequel since we finished Revenge."
https://shmuplations.com/vampiresavior/
>CP System II had a hard limit on ROM size, which became a real issue during development of its later games.
Gee, if only there was a more powerful arcade system that they could have used instead to bypass the issue entirely.
Alas, 'tis but a mere pipedream...
On a serious note, how come games like Vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
Now, why ditching the CPS3 in favor of the Naomi seemed like the best option at the end, sucks that Naomi was incapable of 240p let alone the wider 384x224 aspect ratio of the CPS systems (cacophany avoid ya bastards), because the sprite graphics of Mvc2 looks like a mess, even when restoring the old aspect ratio, the sprites look corrupted and distorted.
MvC2 was extremely rushed and Capcom's first game on the NAOMI hardware. As iconic as that game is you can see how haphazard it is visually with the generic stages, the DVD menu UI, the lack of character themes.
OP is talking about animation cuts. Play or just youtube X-Men CotA to see what he's talking about. Examples:
- Psylocke's intro where she removes her ninja garb is cut in every other game
- Sentinel is a completely different character in CotA
We're talking a company that reused that Morrigan sprite in MvC way past its due date. They obviously cut corners on assets. Capcom were the kings of selling the same game N times
COTA used the entire 32 MB of graphics storage the CPS2 could handle. They had to make cuts in order to have room for more content.
This. Unlike Neo Geo, CP System II had a hard limit on ROM size, which became a real issue during development of its later games.
>CP System II had a hard limit on ROM size, which became a real issue during development of its later games.
Gee, if only there was a more powerful arcade system that they could have used instead to bypass the issue entirely.
Alas, 'tis but a mere pipedream...
On a serious note, how come games like vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
>On a serious note, how come games like Vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
So they could use their old hardware stock. That why Street Fighter Alpha, a CPS-II game also had a CPS-I version.
Street Fighter Alpha started development on CPS1 and got moved to CPS2 towards the end of development. The CPS1 version was later released for the failed CPS Charger console.
Why not release on virtual boy and 32x?
Different CPU architectures.
Autismo speaks
Wasnt recently mentioned the CPS1 version was meant to be the original?
That thing was so poorly designed it LITERALLY could croak if you sneeze at it or bump it.
>On a serious note, how come games like Vampire Savior and the Marvel vs. series weren't made for CPS-III when they could have REALLY benefited from it?
Savior was originally supposed to come out in 96, but got delayed, so it wouldn't have been made with the CPS3 in mind. Anakaris's animator didn't even think they were going to make a third Vampire game at all after the second one, and it seemingly only happened because Murata pitched the idea. As for the Marvel games, the contract for them from the very beginning was to make four successive games, each recycling assets from previous ones while shuffling in new ones. This was all back when the contract going into COTA was being written up, so again this would have been before the CPS3 even entered the picture.
Then of course there's the fact that the CPS3 simply didn't sell well, whereas the CPS2 did. So even if they could make higher spec games for their next gen system, they weren't going to get nearly as many sales as they would by simply sticking it out with their older, more popular hardware.
>nakaris's animator didn't even think they were going to make a third Vampire game at all after the second one, and it seemingly only happened because Murata pitched the idea.
No.
"Funamizu: Well, we’d been planning to make a sequel since we finished Revenge."
https://shmuplations.com/vampiresavior/
weird how mvc2 has the most cut animation
Lazyness and developing time.
Now, why ditching the CPS3 in favor of the Naomi seemed like the best option at the end, sucks that Naomi was incapable of 240p let alone the wider 384x224 aspect ratio of the CPS systems (cacophany avoid ya bastards), because the sprite graphics of Mvc2 looks like a mess, even when restoring the old aspect ratio, the sprites look corrupted and distorted.
MvC2 was extremely rushed and Capcom's first game on the NAOMI hardware. As iconic as that game is you can see how haphazard it is visually with the generic stages, the DVD menu UI, the lack of character themes.
Each game was better and better. See Xmen vs SF, MvC1 and MvC2.
OP is talking about animation cuts. Play or just youtube X-Men CotA to see what he's talking about. Examples:
- Psylocke's intro where she removes her ninja garb is cut in every other game
- Sentinel is a completely different character in CotA
>OP is talking about animation cuts
I'm well aware. Had you played any of the games i listed it would be obvious.
We're talking a company that reused that Morrigan sprite in MvC way past its due date. They obviously cut corners on assets. Capcom were the kings of selling the same game N times
did naomi have that rom size limit?
Originally 184MB but later 448. GDROM was obviously much larger.
I always wished Capcom had made a second solo X-Men fighter, these sprites were just too cool.
I too always wished Konami/SNK had done a DC solo/crossover fighter game
I always assumed they would. It just made sense. We got DC/Mortal Kombat…….for some reason……
Dat booty tho
He’s packing. No doubt about it.
I think it's interesting that these characters had the exact same moveset for every future fighting game ever.
psylocke sexo