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/vr/ - Retro Games


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File: 27 KB, 384x224, xmcota.png [View same] [iqdb] [saucenao] [google]
8736780 No.8736780 [Reply] [Original]

How the fuck does a late-1994 2D fighting game looks and sounds this good? I don't know anything else from that era that is remotely as stunning.
It's easily on par with 1998-1999 stuff.

>> No.8736843

>>8736780
cause capcom were fucking out of this world god tier devs
daimakaimura is unbelievable for a game released in 1988

>> No.8736864

The way they worked on those sprites is absolutely mental, they changed the colors of the pixels on a grid with the keyboard, rather than drawing them with a pen or mouse, they said this method was faster after they got used to it.
https://youtu.be/USC6c9Dtak8

>> No.8736993

>>8736780
This game was my jam after my kids' bowling league was done for the day.

>> No.8737001

>>8736780
Why wouldn't it be on par with games released just 4 years later?
It's not like video games are guaranteed to exponentially increase in quality every year.

>> No.8737039

>>8737001
Because it was the 90s, when video game hardware WAS increasing at a breakneck pace. Compare this to Guilty Gear X from 2000 and it's obvious what a difference 5 years can make.

>> No.8737195

>>8736864
>>/vr/thread/S4343327
Anon posted this amazing thread a while ago if you wanted more insight into their art team.

>> No.8737203

>>8736780
x-men were the best thing ever in the 90s

>> No.8737215
File: 5 KB, 234x145, images.png [View same] [iqdb] [saucenao] [google]
8737215

>>8736780
Sprite gaming basically peaked at that time. A Sega Genesis was capable of high quality animation in 1993, of course more powerful arcade hardware could take it a step further

>> No.8737224

>>8737039
I unironically would say CotA looks and animates better then the GGX games.

>> No.8737251

>>8736780
>It's easily on par with 1998-1999 stuff.
No it's not lmao

It's good but it's not that good. Capcom themselves were doing way better spritework in the late 90s.

>> No.8737252

>>8736780
The CPS2 used a proprietary ASIC video processor (you could informally call it a GPU) that was cutting edge and very expensive.
The DL-1525 integrated chip with the 68000 on the dye is also a mighty work of engineering.

>> No.8737254

>>8737251
It took until the Dreamcast to see 100% complete CPS2 ports. Even the RAM cart stuff on the Saturn is missing a little bit.

>> No.8737263

>>8736780
A brand new CPS2 game was like $5000 back then is how.

>> No.8737282
File: 1.23 MB, 667x398, kykiske-bigsuper.gif [View same] [iqdb] [saucenao] [google]
8737282

>>8737224
I mean yeah, but you gotta remember that ASW was a REALLY small company back in the day. It's simply not a fair comparison to pit them against SNK or Capcom when both companies were already at their prime.

>> No.8737309

>>8736780
I wonder who's been more influential in regards to the presentation of fighting games between Capcom and SNK? You can argue that Capcom is more famous but I feel like when you think about how characters are presented, the emphasis on their personalities and fighting games have more thought put into stories, the more overt "cool" anime influence, even the general flashiness of special and super moves, SNK actually has Capcom beat.

>> No.8737337

>>8736780
For Me It's Spiral & Thighlocke
SNXMH

>> No.8737391

>>8736780
>6 X-Men
>4 bad guys
not very fair desu

>> No.8737402

>>8736780
X-Men COTA and Darkstalkers were Capcoms answer to SNKs Samurai Shodown. Which not only completely owned the arcades in summer 1993, it also was grund breaking for featuring more colors per sprite.

>> No.8737409
File: 403 KB, 295x224, Beautiful Memory.gif [View same] [iqdb] [saucenao] [google]
8737409

>>8737309
>but I feel like when you think about how characters are presented, the emphasis on their personalities and fighting games have more thought put into stories, the more overt "cool" anime influence, even the general flashiness of special and super moves
Maybe if you're only thinking about Street Fighter(and even then the Alpha series and III ooze style and presentation) but you would have to woefully ignore the Vs Series and Darkstalkers especially the latter with its emphasis squash and stretch. That's not taking into account Rival Schools, Red Earth, Cyberbots and even Plasma Sword.
Now it could be argued a lot of these series or styles were made in response to SNKs level of presentation(Alpha would probably be the easiest case to make) but that would require probably require a lot of extrapolation and guessing on our parts. That said I think the two companies are very much equals at least in their 90s prime, but they exceeded at different things. So both different but very cool and stylish equals.

>> No.8737490
File: 27 KB, 425x721, images (21).jpg [View same] [iqdb] [saucenao] [google]
8737490

>>8737402
They were in the works but were delayed due to those taking more to make, thats why they had to choice but to make 2 more SF2 upgrades to test the grounds of the CPS2 hardware, hell, Super Vanilla was in fact beta test of what Super Turbo ended up becoming, but not just Samurai Shodown but specially MK2, forced to keep upgrading the same game.

Also Turbo/Hyper Fighting only happened out of neccesity to fight the Rainbow Edition hacks and the like that were coming from Taiwan and were ruinning things for many, these bootlegs were prominent in latin america.

Otherwise it would have been only 3 versions.

WW > CE > S.Turbo

>> No.8737497

Because Capcom were absolutely fucking mental during the 80s and 90s and were pumping out top tier games at a frightening rate. It’s really quite bizarre in all honesty, just game after game after game of sheer perfection

>> No.8737505
File: 108 KB, 1440x1080, T7c0yGmY.jpg_large.jpg [View same] [iqdb] [saucenao] [google]
8737505

>>8737490
Speaking off, shame the so called ULTRA SF2 THE FINAL CHALLENGERS, was such a fucking joke, literally only having 3 shoto recolors and thats it.

Wouldnt be cool if they added 4 actual new unique challengers? And pull a megaman and make a contest and have people around the world design them?

>> No.8737531

>>8737215
>Sprite gaming basically peaked at that time. A Sega Genesis was capable of high quality animation in 1993


Also helps when you have some Disney Animators: https://youtu.be/cc9xyWfFAiU?t=16

>> No.8737542

>>8737497
Yet can’t port CPS2 on N64.
>>8737505
I love Ranma.

>> No.8737548

>>8737542
Capcom might have taken their sweet ass time to finally move away from SF2 but their fighting game output were of higher quality once Darkstalkers and CotA came out, i think the only legit bad one was MSHvSF, there were 2 experimental ones like Ring of Destruction and Cyberbots but they were higher quality.

On SNK they have more variaty and more games, sure, but quality was all over the place imo.

>>8737505
Who drew this?

Also i wanted to have an idea to design a SF character for funsies bit too much /v/ cancer and hambeast infiltration and bitching about female designs.

>> No.8737563

What anons in here said really. Capcom in the 90's was pretty much unfucking touchable it was insane. Japanese game developers in general were but Capcom was probably the best and this is in an objective sense. Pumping out game after game, all getting high reviews and were great during gamings true golden age. For those who didn't live it they just cannot possibly understand how great of a company they truly were in this era. As other anons said they were just godly, I mean I am out of words here myself but its simply true.

Gaming will never ever be as great as the 90's again though. It was absolutely perfect and no it isn't just because I was a kid.

>> No.8737607

>>8737542
They can't port or didn't want to? N64 video output was dogshit with forced filtering.

>> No.8737627

>>8737542
Wtf does the N64 have to do with anything? What is wrong with you

>> No.8737734

>>8737627
>>8737607
Its the return of an old schizo meme about how somehow the N64 could do CPS2 arcade games easily because of some dumb cart size issue or something like that, not taking into account that nintendo were cheap as hell with those and early on games were only 64 megaBITS (8 mb) and most CPS2 games were areound 32mb at the end of their cicle, it was just dumb.

>> No.8737961

>>8737734
This has been discussed in-depth a couple of times on /vr/ and the conclusion both times with well-founded technical arguments was that the N64 could have done very competent CPS2 ports superior to what you'd see on PlayStation 1. With the caveat that these would be "64" variations of the games so expect certain changes like the possibility of 3d background elements.

X-men vs SF was the most discussed game and could have appeared on the system with the full tag-team gameplay intact.

>> No.8737963

>>8737961
and it would have been shit, MKT anyone?

>> No.8737967

>>8737734
>early on games were only 64 megaBITS (8 mb)
Who says the releases have to be early? Alpha 3 came out in 1998.
Also I think a big 2d fighting game release can merit one of the bigger cart sizes and sticker prices.

>> No.8737970

>>8737963
MKT could have been better. The number of easily corrected things that are just sloppy and wrong about that game says a lot about how optimized it was for the N64 (not at all).

>> No.8737978

>>8737963
Killer Instinct Gold was good. Not arcade perfect but good.

>> No.8737994

>>8737978
Yeah sure, having the animation reduced to Clayfighter levels and the sprites being just jpeg captures sure was good.

>> No.8738014

>>8737994
I'll concede that it looked like shit, but the gameplay turned out fine.

>> No.8738026

>>8737627
>>8737734
Oh you...

>> No.8738149

>>8737994
Exaggeration.

>> No.8738168
File: 2.26 MB, 166x270, cute dance.webm [View same] [iqdb] [saucenao] [google]
8738168

>>8736780
LETS FUCKING GOOOO
https://www.youtube.com/watch?v=O_ITeMlZTaA
https://www.youtube.com/watch?v=FaMtUFSTl8g
https://www.youtube.com/watch?v=css60iKVN5s
https://www.youtube.com/watch?v=U8glkGpd2H8
https://www.youtube.com/watch?v=KxMdFMJdeYg
https://www.youtube.com/watch?v=hqCmOFvyvjw

>> No.8738184

https://www.youtube.com/watch?v=hycEk8eYxfk

>> No.8738654

Nothing beats Metal Slug 1-3.

>> No.8739804

>>8737409
>Alpha would probably be the easiest case to make
It's funny you mention Alpha, Plasma Sword and Rival Schools because those are all Itsuno's games and he's straight up said he was a big SNK fan who would spend his breaks playing KoF which is why he got the job directing SFA1. So Capcom's mid/late '90s output definitely had a strong SNK influence in presentation.

Rival Schools is pretty blatantly Itsuno trying to make an SNK-style game at Capcom with the focus on younger characters, character personalities and relationships and even the four button layout.

>> No.8739852

>>8736864
That was a great watch. Thank you for linking it.

>> No.8739929

>>8737391
>Silver Samurai
>Bad guy

>> No.8740034
File: 2.59 MB, 284x231, tumblr_inline_phix1uUS6o1w169t0_400.gif [View same] [iqdb] [saucenao] [google]
8740034

>>8736780
They were still using the X68000 workstation in the late 90's. SEGA was quick to replace them with Macs but the rest still held to the their old stations for 2D.
https://vgdensetsu.tumblr.com/post/179656817318/designing-2d-graphics-in-japan-from-the-late-70s

>> No.8740037
File: 108 KB, 1000x598, tumblr_4e917ca1b7d557b4de84effa598d4659_b3bd61e5_500.jpg [View same] [iqdb] [saucenao] [google]
8740037

They just had to have a level of dedication that made them rise to the top.

>> No.8740048

>>8739804
A four button control scheme wasn't that uncommon with Capcom, gameslike Cyberbots and Jojos used it.

>> No.8740051

>>8737195
I had a hunch the designers didn't "design" the characters but were just illustrators, it just didn't add up. Akiman drew the sprites on SF2 and Vampire on a keyboard, they all did which is hard to believe because both Sega and Nintendo both used mice.
https://twitter.com/akiman7/status/386598518380453888

>> No.8740083

>>8740051
There was a blog with a list detailimg the creators and illustrators for characters, it's amazing how many iconic character's designers are completely unknown.

>> No.8740378

>>8737309
>I wonder who's been more influential in regards to the presentation of fighting games between Capcom and SNK?

Sega and Namco.

>> No.8740387

>>8740378
LMAOOOOOOOOO

>> No.8740394

>>8740378
Sega has shit fighting games, so no. Definitely the king of racers
>but muh VF!!
Moonjump your ass onto my dick

>> No.8740398

>>8740378
The Art of Fighting predates SF2, and was created by the guy behind SF1. So SNK in this regard

>> No.8740410

>>8740398
>World Warrior: February (US)/March (Japan) 1991
>Fatal Fury 1: November 1991
>Art Of Fighting 1: September 1992
What made you think AoF predayed not only FF but SFII?

>> No.8740563

>>8737282
CotA looks better than DBFZ and GG Strive too

>> No.8741273

>>8740563
Cringe taste.

>> No.8741313

>>8737309
Midway obv.

>> No.8741317

>Marvel cape shit
>good
ok son.....

>> No.8741332

>>8741317
>t.novel-snorting elitist

>> No.8741354

>>8741317
trying too hard to fit in
lurk moar

>> No.8741362

>>8737490
Recently I've been playing a lot of vanilla SF2 and I've come around to the thinking that

1. World Warrior was a released prototype/incomplete game.
2. Champion Edition is the complete game.
3. Turbo is not really that important
4. Super is not really an upgrade or revision. It's a completely new game/remake/sequel. But it is also just a rushed-to-market tech demo for the CPS2.
5. Super Turbo (aka X) is the complete game and when played side-by-side with World Warrior are so far apart in game design and feel that I can't consider them part of the same revision series. Super Turbo is closer to Alpha than it is to World Warrior.

One question that I've been pondering: Why did Capcom push Super so hard and give it ports on everything possible when they knew Super Turbo was coming along in less than a year? Super seems to have been a much bigger marketing effort.

>> No.8741369

>>8740034
something mystical and magical about this gif

>> No.8741474

>>8737505
>ULTRA SF2 THE FINAL CHALLENGERS
>Wouldnt be cool if they added 4 actual new unique challengers?
Capcom lacks the raw artistic talent for such a thing. All their animators from back then have long since left the company. Ever wondered why capcom games are so soulless now? That's exactly why.

>> No.8741478

>>8741362
The plans for porting and such had probably already begun before Super Turbo even entered development. They only decided to make ST some time after Super came out.

>> No.8741515
File: 262 KB, 886x1200, 43346.jpg [View same] [iqdb] [saucenao] [google]
8741515

>>8741362
None of this is what happened in the real world. SFII World Warrior was the final product. Thats it, finito, its done. THE END. And then two things happened. The Capcom distributors in the USA wanted more money. And the SFII lead programmer gave in to his OCD and kept polishing the code even long after release. So Capcom USA traveled to JAPAN and they wanted an updated SFII version hat allowed mirror matches, and playable Bosses. And Capcom JAPAN said NO.
Cap USA kept bugging and Japan said if you buy 10.000 boards we will make it. And Cap USA said we'll pay the first 5000 now. Thats why SFIICE is a thing. Then the same drama repeated when Cap USA complained that bootleggers from South America, Korea and China were eating into their profits, with their sped up bootleg hacks. So they asked for another update and Capcom JAPAN said NO. But money talks and Capcom Japan takes the taxi. So Turbo was born. And SFII Turbo was the pinnacle of fighting games world wide. So money kept coming in and once again another update, this time SUPER SFII was being decided. And Super SFII kind of tanked at first in the USA. Because most arcade goers claimed the game was far too slow and were unwilling to go back to a slower pace after SFII Turbo. So Capcom USA panics again and quickly follows up with another Turbo Super Street Fighter II. And the game tanks again at first because USA competitive players hate the new Super Special move. Which greatly alters how versus matches play out. After a few months Super Street Fighter II Turbo as unbalanced as it is, grows on arcade players. But since Capcom thought they had another stinker on their hands, they never opted for a 16-Bit home console port. Instead the game came out for the 3DO where it under performed because the system didnt sell so well.

>> No.8741520

can we talk also about how good this game sounds?

https://www.youtube.com/watch?v=6OKOAWDNCYE

>> No.8741526

>>8741515
That's only from the financial side of things.
I'd have to hear what the game designers were saying about the state of SF2 when it was released.
> And the game tanks again at first because USA competitive players hate the new Super Special move.
I've heard this but I've also heard people who were around at the time say it's bullshit.

>> No.8741540

>>8741526
Also Super Street Fighter II, again was meant to be the final product. It was meant to be the ultimate SF game. Then Mortal Kombat II pressured, and SNK started to give Capcom stiff competition on the arcade floor. And Mags like EGM were joking Capcom can't count to three. SNK stats to push out new fighting games month after month. And Capcom needs to answer on that front. And they start to look into established IPs for their new fighting games. Hence the Alien, Marvel, Cadillacs, Universal Movie Monsters thing is born

>> No.8741589

>>8741332
But he's not. Just a zoomer who doesn't understand these games nor understand the old arcade scene.

>> No.8741595
File: 2.31 MB, 2260x3141, 4560120196_7c9a23120e_o.jpg [View same] [iqdb] [saucenao] [google]
8741595

>>8741540
Of course with regard to the Universal Monsters, they decided to forgo actually licensing the IP and just made their own monster mash with blackjack and hookers instead.

>> No.8741601

>>8741540
>Also Super Street Fighter II, again was meant to be the final product. It was meant to be the ultimate SF game.
I've read in other places that it was rushed and the Supers were supposed to originally be in it.

>> No.8741735
File: 1.97 MB, 2016x1512, Shock.jpg [View same] [iqdb] [saucenao] [google]
8741735

>>8736780
I always thought the game was inspired by the opening of the animation. See the part between Omega Red and Wolverine: https://youtu.be/2rSw4Xl5qfs

>> No.8741805

>>8741601
I think the supers were meant to be in it. But it was also meant to go back to the deliberate, slower, strategical style of world warrior/CE.

>> No.8741807

>>8741317
>trying to be edgy and nonconformist by using the crutches every other loser with no personality tried to use to appear edgy and nonconformist
Epik fail son....

>> No.8741928

>>8741735
Why did Acclaim of all people published this and SF the movie the game on both ps1 and saturn in the US?

>> No.8741930

>>8737548
>Who drew this
https://mobile.twitter.com/caketea05

Also i wanna hear your idea.

>> No.8741942

>>8741735
Pretty sure it's just the show in general
Capcom have always been massive westaboos

>> No.8741965

>>8741362
Super Vanilla took the maximun amount of memory at the time considering its limitaions and subtractions in visual and audio quality, on snes it was one the first titles to be 32megs (4mb) and on genesis it was 40megs (5mb), the original japanese super famicom version has slightly better voices samples and based from the arcade originals but lacks the announcer sayin the characters names and the music intrument samples soundna bit unfinished and flat, on the US release the songs song more refined and with more intrumentation polish and effects, but the voice samples sound even worse and many of em were altered, sagat even has his throw voice from WW! and all because they added the samples of the announcer sayin the characters names this time, they had to fit em all on the US release because it was a later build.

On Genesis it sounded like ass due to the sound driver being, no not Gems but it was a very mediocre one, bad compositions, and really bad voice samples, and the colors look like shit but not because genny couldnt do color schemes that look like the arcade or the snes version, but because capcom was just porting assets from the snes to the genesis and rather poorly in color conversion, with too many yellows, reds and browns.

The fact that there are color and sound patches for the genesis version that works on real hardware proves this (damn my phone keyboard).

Plus this ports came out on mid 94, SF Turbo would came out in 95 and people just got tired, and it would have been a worse port.

>> No.8741996

>>8740563
true
>>8741273
fuck off zoomer

>> No.8742767

>>8736843
>cause capcom were fucking out of this world god tier devs
yeah

>> No.8742985

All this talk of Super is making me want to go back and give it a long fair go on its own terms as a game. I pretty much skipped over the CPS2 version of it when I moved from the SNES ports to the PS1/Saturn/Emulation options.

>> No.8743339

>>8741996
Cope faggot

>> No.8743891

>>8741526
>I've heard this but I've also heard people who were around at the time say it's bullshit.
I remember seeing old Usenet posts from back around 1996 or so of Seth Killian bitching about throw teching in Super stating that it was ruining Street Fighter. For most American players, Hyper Fighting was basically the greatest, purest Street Fighter experience.

>> No.8743897

>>8741595
Darkstalkers' history is muddy and it depends on if you want to believe Alex Jimenez's version (he created the entire concept/pitch in an hour because he wanted to make a Universal Monsters game) or Akiman's (it came up in a Capcom Japan brainstorming session and was originally supposed to be focused around yokai).

Personally, I'm more inclined to believe Akiman's version.

>> No.8743906

>>8743891
Seth was a hot headed shit poster back then.

>> No.8743958

>>8743897
the truth might land somewhere in the middle

>> No.8744014

>>8743958
Some guy in Hawaii came up with the Darkstalkers concept?