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Yeah, the contoller is actually a great fit for fighting games. If you hold it by the outer handles you get a great dpad, six face buttons and two shoulder buttons.
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I'd play it. I got a laugh out of this image, too.
The N64 controller could be a dildo and you'd defend it through your delusional Nintendo sycophantism
The N64 controller is actually well suited for fighting games.
Yeah, the contoller is actually a great fit for fighting games. If you hold it by the outer handles you get a great dpad, six face buttons and two shoulder buttons.
https://i.imgur.com/Gu6BfGe.jpg
A Super Street Fighter 2 Turbo port for N64.
I'd play it. I got a laugh out of this image, too.
Best is that B and A are still on a proper angle to use for plattformers, but in fairness, the analogue sticks, well, sticks out if you wanna use it for non N64 emulation or 2D games on steam
Have you ever actually tried to use it for fighting games? Those little c-buttons are thumb destroyers. If they had stuck with the Ultra-era intention of making all six buttons the same size, it would be a different story…
>Those little c-buttons are thumb destroyers.
Felt fine when I was playing KI Gold.
Of course, there's an easy way to test this. Just use a N64>USB adapter and fire up some ST.
I was skeptical of them but like another anon said, they were fine in KI. Although I agree that they would be better if they were more like the Genesis or Saturn layout.
1. The game had only been released on the 3do up to that point.
2. There was actually a lot of people who were extremely hyped for the game even if game magazine journalists were not
3. The controller would have been excellent for this game. Great d-pad and six face buttons.
It's the fifth revision of SF2. The most popular video game in the entire world in 1992 and 93.
It would have sold very well for an N64 game.
Capcom were all in on the PS and weren't really bothering much with Nintendo at the time. Also I might be wrong but Nintendo didn't want 2D games on the N64 and discouraged them.
That is all correct but at the same time the statement: >in 1996 Why would I want to play SF2 port number 50001 for the ten millionth time on a shit controller?
is in bad faith because there was still high demand for a good console port of Super Turbo. To the point that Capcom ported it yet again to the Dreamcast just a few years after the PS1 and Saturn ports. And then released it yet -again- not that long after in the form of HSFII.
SSF2T for N64 would have been a good selling game and Okamoto would probably have been on board with it but the suits at Capcom had other ideas. He's kinda salty over it to this day if you watch his videos about the history of ST ports where he talks about the decision to port it to the 3do.
Since you seem to understand it, could you explain what his post meant? Specifically what does "knows off" mean, and why is he so sure the N64 could run those three games in particular?
Nintendo was okay about 2D games, BUT you had to use their SDK that was optimised for 3D. The OP image is meant as a troll but in reality you'd wind up having to make that because every sprite would have to be an orthogonally projected quad with 3-point filtering turned on.
The N64 was fully capable of pixel perfect output, but you had to be one of Nintendo's chosen elites like Rare or Factor 5 to be allowed to turn off the pixel destroying filters. The usual kind of low rent outsourced studio that handles these ports wouldn't have the time, strength or will to fight Nintendo on their policies and would just have malicious complianced it through quality assurance until it was the lowest tier port going.
>The N64 was fully capable of pixel perfect output, but you had to be one of Nintendo's chosen elites like Rare or Factor 5 to be allowed to turn off the pixel destroying filters.
If any company would be considered an elite it would be Capcom. And since this was on a Nintendo system it would not be outsourced.
Trilogy was a half-assed job on a really small cartridge, Midway should have let Eurocom handle the port like they did with MK4 and Cruis'n World.
And despite that, it's the one tourneygays prefer for competitive play.
Contrarianism.
Sucking at fighting games.
Not 3d.
Being tired of covering the most popular game.
Thought-process of the time was every title for a new system should be a new installment in a series.
well it's a pretty understandable thought process when there's like seven versions of the game as is, like you don't have to pump out a sequel every year granted but selling the same game with some minor changes every year ain't much better
That would be very cool, as well. Don't know why the NGPC got no Capcom games except Megaman Arcade and the SNK Vs. games. Should have had an insane amount.
>SNES
This would have been excellent but would be an upgraded version of the previous versions. I don't think it would have needed any special chip but if they added one like they did for SFZ2 it could have been even better. >NEC SG
Similar to the SFC versions. >Neo Geo
Slightly cropped on the sides, possibly improved backgrounds with more things going on than the CPS2, different but still very good audio. Extra harness to add 2 more buttons (probably by wiring A+D and B+C combos to be E and F).
In 1996 everybody was sick and tired of SF2. It would have sold like shit on the N64 because most people already played the frick out of that game in '93/'94.
The N64 was so starved of quality fighting games that it probably would have sold relatively well. Combine that with the low cost of porting it and you'd likely get a fairly profitable release.
Because compilations have always been a cheap way to get extra sales for very little development investment. Sticking a bunch of games on a CD = cheap. There was also comparatively little upfront investment in a PS1/Saturn game. If you only sold 10000 copies you only had to request 10000 copies be manufactured. Nintendo's cartridge manufacturing policy would have meant Capcom was on the hook for tens of thousands in order to get halfway decent prices.
No issues. The ROM will fit on a standard 32mb cartridge and N64 has the hardware for the rest to make an excellent near-arcade perfect port.
Shitty scrubby game journalists would have torn it apart but frick em.
That game was poorly designed. It could have been a lot better.
The SSF2T rom is 30mb.
1. The game had only been released on the 3do up to that point.
2. There was actually a lot of people who were extremely hyped for the game even if game magazine journalists were not
3. The controller would have been excellent for this game. Great d-pad and six face buttons.
It's the fifth revision of SF2. The most popular video game in the entire world in 1992 and 93.
It would have sold very well for an N64 game.
Remind the ported develop Resident Evil 2 to the N64 right? Nothing is impossible, everything is permitted.
Since when the N64 has a good dpad and buttons for fighting games?
The dpad is hard as a brick and mushy as frick, same with the face buttons sans a-b. I was not made for buttom combos
The buttom press is mushy, not click, fells like pressing down on something of poor quality. Hard isn't mutually exclusive with mushy, unless you are talking about the dpad structure itself, and why the frick you would.
You can have something mushy and that requires a hard press (N64 dpad) and something mushy that is light to press (genesis dpad)
>The buttom press is mushy, not click
D-pads aren't supposed to be clicky. This was the norm for almost the entirety of video game history. Clicky d-pads are more of a recent thing, and in my opinion are terrible for anything outside of menu navigation.
The N64 d-pad is literally nearly the exact same d-pad the SNES used. They use rubber contact pads that are interchangeable and feel exactly the same if swapped around.
The only difference with the N64 d-pad is the plastic part that is the actual cross shape has a slant to the bottom of it that the SNES one does not.
So if you hate the N64 d-pad then you also hate the SNES d-pad, which is usually considered one of the best d-pads ever.
I think most people find the N64's d-pad "rigid" because most people never really used it much, since most of the most popular N64 games didn't require the d-pad, or at least not heavy use of it. So most controllers, while the 3D stick is worn out, the d-pad is still practically brand-new. Use it for a while and yeah it will feel like a SNES d-pad.
in 1996 Why would I want to play SF2 port number 50001 for the ten millionth time on a shit controller?
The N64 controller is actually well suited for fighting games.
The N64 controller could be a dildo and you'd defend it through your delusional Nintendo sycophantism
You bet. How are you today, anon?
I ain't tryna play my games with no dildo
>t. unbelievably gay Sony fanboy
The button layout yes, but it has a godawful dpad and that stick worked like no other stick on the market.
The d-pad is great, and the analog stick is irrelevant for fighting games.
Try to press the bottom row of buttons togheter and you'll quickly discover it's shit.
Yeah, the contoller is actually a great fit for fighting games. If you hold it by the outer handles you get a great dpad, six face buttons and two shoulder buttons.
I'd play it. I got a laugh out of this image, too.
Best is that B and A are still on a proper angle to use for plattformers, but in fairness, the analogue sticks, well, sticks out if you wanna use it for non N64 emulation or 2D games on steam
Have you ever actually tried to use it for fighting games? Those little c-buttons are thumb destroyers. If they had stuck with the Ultra-era intention of making all six buttons the same size, it would be a different story…
>Those little c-buttons are thumb destroyers.
Felt fine when I was playing KI Gold.
Of course, there's an easy way to test this. Just use a N64>USB adapter and fire up some ST.
I was skeptical of them but like another anon said, they were fine in KI. Although I agree that they would be better if they were more like the Genesis or Saturn layout.
1. The game had only been released on the 3do up to that point.
2. There was actually a lot of people who were extremely hyped for the game even if game magazine journalists were not
3. The controller would have been excellent for this game. Great d-pad and six face buttons.
It's the fifth revision of SF2. The most popular video game in the entire world in 1992 and 93.
It would have sold very well for an N64 game.
>1. The game had only been released on the 3do up to that point.
*and DOS/Amiga. But that port was bad.
Capcom were all in on the PS and weren't really bothering much with Nintendo at the time. Also I might be wrong but Nintendo didn't want 2D games on the N64 and discouraged them.
That is all correct but at the same time the statement:
>in 1996 Why would I want to play SF2 port number 50001 for the ten millionth time on a shit controller?
is in bad faith because there was still high demand for a good console port of Super Turbo. To the point that Capcom ported it yet again to the Dreamcast just a few years after the PS1 and Saturn ports. And then released it yet -again- not that long after in the form of HSFII.
SSF2T for N64 would have been a good selling game and Okamoto would probably have been on board with it but the suits at Capcom had other ideas. He's kinda salty over it to this day if you watch his videos about the history of ST ports where he talks about the decision to port it to the 3do.
>his videos about the history of ST ports
Link?
Knows off. I know N64 capable run Night Warriors: Darkstalkers' Revenge, Asuka 120% and groove on fight.
This
Since you seem to understand it, could you explain what his post meant? Specifically what does "knows off" mean, and why is he so sure the N64 could run those three games in particular?
>Nintendo didn't want 2D games on the N64
Nah, mostly Sony.
Nintendo was okay about 2D games, BUT you had to use their SDK that was optimised for 3D. The OP image is meant as a troll but in reality you'd wind up having to make that because every sprite would have to be an orthogonally projected quad with 3-point filtering turned on.
The N64 was fully capable of pixel perfect output, but you had to be one of Nintendo's chosen elites like Rare or Factor 5 to be allowed to turn off the pixel destroying filters. The usual kind of low rent outsourced studio that handles these ports wouldn't have the time, strength or will to fight Nintendo on their policies and would just have malicious complianced it through quality assurance until it was the lowest tier port going.
In short, if any decent 2D fighting game would have been ported to the n64, it would looked like Clayfighter 63 1/3
>The N64 was fully capable of pixel perfect output, but you had to be one of Nintendo's chosen elites like Rare or Factor 5 to be allowed to turn off the pixel destroying filters.
If any company would be considered an elite it would be Capcom. And since this was on a Nintendo system it would not be outsourced.
No issues. The ROM will fit on a standard 32mb cartridge and N64 has the hardware for the rest to make an excellent near-arcade perfect port.
Shitty scrubby game journalists would have torn it apart but frick em.
Work so well for Mortal Kombat Trilogy lol.
That game was poorly designed. It could have been a lot better.
The SSF2T rom is 30mb.
NBA Hangtime on 64 is arcade perfect.
What about NBA Showtime?
Yes the N64 failed to perfectly recreate a more advanced arcade game that was released later in its life cycle. What exactly is your point?
Trilogy was a half-assed job on a really small cartridge, Midway should have let Eurocom handle the port like they did with MK4 and Cruis'n World.
And despite that, it's the one tourneygays prefer for competitive play.
>Shitty scrubby game journalists would have torn it apart but frick em.
why?
Contrarianism.
Sucking at fighting games.
Not 3d.
Being tired of covering the most popular game.
Thought-process of the time was every title for a new system should be a new installment in a series.
well it's a pretty understandable thought process when there's like seven versions of the game as is, like you don't have to pump out a sequel every year granted but selling the same game with some minor changes every year ain't much better
They weren't minor changes. ST tourney play is barely anything like SF2 tourney play.
>Not 3d.
Mostly this, tho. Pretty much the only publication not actively shitting on 2d games was Gamefan
Who's making this stupid threads? Seriously, this is beyound shitposting at this point.
I like them. They are interesting.
How about SNES, NEC SG and Neo Geo port
That would be very cool, as well. Don't know why the NGPC got no Capcom games except Megaman Arcade and the SNK Vs. games. Should have had an insane amount.
>SNES
This would have been excellent but would be an upgraded version of the previous versions. I don't think it would have needed any special chip but if they added one like they did for SFZ2 it could have been even better.
>NEC SG
Similar to the SFC versions.
>Neo Geo
Slightly cropped on the sides, possibly improved backgrounds with more things going on than the CPS2, different but still very good audio. Extra harness to add 2 more buttons (probably by wiring A+D and B+C combos to be E and F).
Extra Note: probably some zooming in and out of the screen since that was a thing Neo Geo could do better than CPS2.
>(probably by wiring A+D and B+C combos to be E and F).
Use start+C and start+D.
In 1996 everybody was sick and tired of SF2. It would have sold like shit on the N64 because most people already played the frick out of that game in '93/'94.
The N64 was so starved of quality fighting games that it probably would have sold relatively well. Combine that with the low cost of porting it and you'd likely get a fairly profitable release.
If that's true why did Capcom release Street Fighter Collection with this game on PS1 and Saturn in 1997?
Because compilations have always been a cheap way to get extra sales for very little development investment. Sticking a bunch of games on a CD = cheap. There was also comparatively little upfront investment in a PS1/Saturn game. If you only sold 10000 copies you only had to request 10000 copies be manufactured. Nintendo's cartridge manufacturing policy would have meant Capcom was on the hook for tens of thousands in order to get halfway decent prices.
n64 could do sf3 arcade perfect if it wanted
How do you figure? It couldn't even do MK3/Tril without chopping frames of animation
It just needed larger cartridge storage
Maaaaybe… I think they'd add 3d backgrounds like Killer Instinct Gold, Akuma playable from the start and call it… Super Street Fighter II 64?
Remind the ported develop Resident Evil 2 to the N64 right? Nothing is impossible, everything is permitted.
>Super Street Fighter II 64
Rock Man Legend 64-II?
Street Fighter 64
>II X
Take the original title.
Very well done.
In over a decade of browsing this horrid site, this theoretical might be the stupidest yet.
nah, you're just dumb.
Capcom did throw this bone which can give you an idea of what SNES port of ST could have been like.
This game could do with a hack to map the six buttons properly by using start+select as attack buttons.
Then how do you pause?
Removed. You'd only use this in an emulator anyway so you'd just pause the emulator.
No pause in the arcade version.
This is what it would actually look like with N64 vifilter applied over composite video.
>CPS2 game is TV filter
Vghhh...
If you look carefully that is the PS1 version in versus mode. I used it because I think an N64 version might have been in 320x240.
>This is what it would actually look like
No TV in the world looked like that, zoomer.
This looks more like what I would see if I were to record a TV with a camcorder.
JPG compression is not doing it any favors. The original .png version was 7mb.
Since when the N64 has a good dpad and buttons for fighting games?
The dpad is hard as a brick and mushy as frick, same with the face buttons sans a-b. I was not made for buttom combos
>hard as a brick
>and mushy as frick
How can it be both?
Dpads break all known laws of physics. Unironically.
The buttom press is mushy, not click, fells like pressing down on something of poor quality. Hard isn't mutually exclusive with mushy, unless you are talking about the dpad structure itself, and why the frick you would.
You can have something mushy and that requires a hard press (N64 dpad) and something mushy that is light to press (genesis dpad)
>The buttom press is mushy, not click
D-pads aren't supposed to be clicky. This was the norm for almost the entirety of video game history. Clicky d-pads are more of a recent thing, and in my opinion are terrible for anything outside of menu navigation.
The N64 d-pad is literally nearly the exact same d-pad the SNES used. They use rubber contact pads that are interchangeable and feel exactly the same if swapped around.
The only difference with the N64 d-pad is the plastic part that is the actual cross shape has a slant to the bottom of it that the SNES one does not.
So if you hate the N64 d-pad then you also hate the SNES d-pad, which is usually considered one of the best d-pads ever.
I think most people find the N64's d-pad "rigid" because most people never really used it much, since most of the most popular N64 games didn't require the d-pad, or at least not heavy use of it. So most controllers, while the 3D stick is worn out, the d-pad is still practically brand-new. Use it for a while and yeah it will feel like a SNES d-pad.
Could then theoretically resurrect an SNES d-pad to like-new condition by swapping the rubber contact pad?
SFA2 gold seem better port than SNES retailers.