different versions of capcom vs snk for dreamcast

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CD AGES
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Re: different versions of capcom vs snk for dreamcast

Post by CD AGES »

bryan_65 wrote:I will take some pics for ya sometime.
I'll do you one better and show you gameplay footage of both now ;)

CVS1


CVSPro


EDIT: If the OP is at all interested, here is some additional footage showcasing gameplay in US ver. CVS1 and JPN DC CVS2

CVS1


CVS2
Last edited by CD AGES on Sat Nov 03, 2012 1:59 pm, edited 1 time in total.
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bryan_65
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Re: different versions of capcom vs snk for dreamcast

Post by bryan_65 »

These different stages are in your videos.
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CD AGES
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Re: different versions of capcom vs snk for dreamcast

Post by CD AGES »

These different stages are in your videos.
Yes, Correct, they are in my videos. But you seem to be oblivious to the fact that both these levels exist in both versions of the game as 2 different levels, it's just that Purple backdrop in an unlockable in CVS1 (Hence, all CVS1 unlockables are available right from the start in CVSPro like I've mentioned in this very thread) hope you dig my videos :mrgreen:

Edit: If you don't believe me, check the games Secret Shop in CVS1 ;)
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bryan_65
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Re: different versions of capcom vs snk for dreamcast

Post by bryan_65 »

Sorry, I did not know that was an unlockable I only play the Naomi versions so I can't check any menus. I just knew they were different. Again my bad. I could only figure out how to unlock the characters in the Naomi version.

But @ OP get the game in one way or another I love it and it is one of my favorite fighters.
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CD AGES
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Re: different versions of capcom vs snk for dreamcast

Post by CD AGES »

Sorry, I did not know that was an unlockable I only play the Naomi versions so I can't check any menus. I just knew they were different. Again my bad. I could only figure out how to unlock the characters in the Naomi version.
No problem, It's why I'm here ;)
The Purple alternate level is also available in the Naomi ver. of CVS1 (vaguely recall unlockable content being available thru experience points the board would tally overtime thru playtime much like how Marvel 2 operates with its unlockable content). This level as well as Pair Match mode are one of the final things that the arcade version unlocks over time (although I recall a pair match mode requiring a code via button presses to enable).
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Re: different versions of capcom vs snk for dreamcast

Post by mas »

Thanks for the info. Since I own the u.s version I guess I should save my money for capcom vs snk2 or guilty gear
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CD AGES
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Re: different versions of capcom vs snk for dreamcast

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Good call. I would suggest that you focus your efforts on CVS2 first as its still a very relevant game.
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Re: different versions of capcom vs snk for dreamcast

Post by greg »

What I didn't care about CvS was that it seemed that they cut the characters' moves in half and split them into two different versions of each character. So in other words, playing King will only allow you to use some of her moves, and using the second version will allow you to use the other moves. This was unnecessary and hampered the gameplay. was this fixed in the Pro version?
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CD AGES
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Re: different versions of capcom vs snk for dreamcast

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seemed that they cut the characters' moves in half and split them into two different versions of each character. So in other words, playing King will only allow you to use some of her moves, and using the second version will allow you to use the other moves. This was unnecessary and hampered the gameplay. was this fixed in the Pro version?
How does it hamper gameplay!? Please elaborate on your statement? "Ex" characters are nothing new to the genre. Capcom and SNK have been doing it LONG before, so its only natural for Capcom to have adopted and expand on the concept in CVS1. The command list was not split in the middle by any stretch of your imagination.
Let's looks at some examples. Both versions of Guile share their core specials (Sonic/Flash). Ex ver. simply trades the Total Wipeout Super and overhead LK for a crouch MP. The result is a guile more akin to an ST style of play. Let's look at a more drastic example, Bison. His default version has a command list where nearly half is purely experimental. What I mean by that is Specials Psycho Vanish, Psycho Impact and Super HB Despair have never existed in any iteration of Street Fighter prior to this. Ex ver. takes these away and as a result gives you a more traditional ST version of the character complete with a restored Psycho Crusher and ariel 2xMP. Now let's look at the other side of the fence with the SNK roster. Beni standard is natural character stuff with a Capcom exclusive Discharge Spark super that's never existed. Take that away, give em a Lightning fist AA, a helicopter kick that multi hits intead of only once, his electric command grab, special normal LK and you get an attempt at a more traditional version of the character. You starting to see a pattern here? ;) finally let's look at Kyo. Capcom didn't even have to do shit here. They just split the character in 2 nearly identical as to how SNK did in Kof 97 and 98 :lol:
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CD AGES
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Re: different versions of capcom vs snk for dreamcast

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Oh and to answer your question, they didn't "fix" it in PRO as that aspect of the game had nothing that needed fixing. Also, I simply love how you used King in your example. Are you aware that King in CVS2 only has one (count it "1") special deriving from her Ex counterpart in CVS1. No Double step kick special or Double Venom Strike Super to speak...
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