RetroPort The game is meant to be a tag-team fighter. Making it 4 players all at once on the screen would have probably made the game like Super Smash Bros. Also they’d have to extend the screen as it would be much too small for 4 ppl at once.
FYI - the screen zoom during air combos can be deactived in the options menu (it's called "Dynanic Mode"). Just change it to off and then the game will look just like the Arcade/Dreamcast versions. You're welcome!
@@kokujin-r7254 what I meant is that the game will not do the annoying zoom air combo thing anymore, and that it will play just like the other versions. I didn't mean the look of the graphics overall, just the specific "Dynamic mode". Hopefully this will clarify things.
Given the PS1's limitations, I thought Capcom did great. Not only that, there were some gameplay mechanics that I wish were optional on other systems. For instance, I like the best out of 3 system and I like being able to choose a fighting partner who does counters and combination supers or having unlimited helper characters. The DHC is also nice as well. Some other nice touches was being able to switch to Ken or Akuma mode prior to the battle without having to waste a meter as well as Mega Man being given the Magnetic Shockwave super after beating Onslaught.
I think he meant that in a playable sense, she is identical to Mega Man (with the notable exception of her extremely low height, allowing her to go under certain proyectiles)
Always cool to see how devs try to squeeze as much as they can and what sacrifices had to be made out of really old tech like this game on the PS1 or Alpha 2 on the SNES.
@@luisreyes1963 The ram cart is for extra animations along with faster load speeds if programmed properly. Framerate is another thing programmers need to do properly and that has nothing to do with extra ram.
@@HellTantrumbullthe game is a tag team fighting, the tag team games on saturn like x men vs street fighter needs de 4MB cart to work. But 1 vs 1 like X men COTA or Marvel super heroes dont needs the cart to work.
@@kekeke8988 I bought a japanese Dreamcast to play the japanese version of Marvel vs Capcom because Sega Dreamcast released in Japan first? Only other way to play back in the day was on the original arcade cabinet. I have never burned any games to disc I've always owned the original games.
I only recently found out that Marvel vs. Capcom was released on the PS1. It's crazy that they managed to pull it off, even if it is in a drastically cut down form. I remember owning Marvel vs. Street Fighter for the PS1. It was a little raggedy, but still fun to play.
It was worlds better than X-Men Vs. Street Fighter EX edition. There was still some slowdown issues, but they weren’t nearly as bad. And the animation looked more faithful this time around.
14:00 I think the frame drop is more an optimization issue, remember that the Dreamcast has basically the Naomi hardware, which is a much more powerful board than the CPSII. Even more when you remember the fact that the Dreamcast got Marvel vs Capcom 2 which is much bigger in everything, and even the original Xbox (the most powerful console of the 6th generation) got an inferior version of MvsC2
Doesn’t matter though. Those systems aren’t rendering the game the same way. CPS2 is an actual raster, palette, sprite based 16 Bit machine. The Dreamcast and PS1 revision is the game recreated with textured polygons. Any frame rate issues on those systems is due to going beyond their GPU fillrate budgets. The Dreamcast manages to do more under the same pretenses because it has FAR more RAM, a much better GPU, and a faster processor. Neither system produces its 2D graphics like the arcade game does. The LAST system capable of that mostly is the Saturn, which can do actual raster based 2D backgrounds and effects. However, the “sprites” are textured quads. And even then, without that RAM expansion, the Saturn ain’t doing a game like this 100% intact. It’ll still be better than PS1, but it would have many of the same limitations.
On PS1 only unfortunately. Though to be honest, it’s didn’t come across to me as good a move as you’d think it might have been. His launcher doesn’t go into it like Magneto’s did. That said, I do recall it hitting funky somehow.
La Saturn hubiese podido correr este juego casi o al mismo nivel del arcade, más aún usando el cartucho de 4mb de RAM. Solo tengo en físico la versión de PS1 y a pesar del recorte la disfrute mucho. Buen vídeo 👍
Secondly: I was always impressed Capcom added more frames to the SF standing animations. However, I'm pretty certain those frames made it in-game on PS1 versions of MvSF and XvSF? So Ryu (for example) looks really stilted here. I think the Crossover is an ingenious idea when presented with the PS1 ram limitations. I think many of the background animation cuts are fairly justified too. I think crouching stance cuts (across the board, hardware wise) are fair too. Not too arsed about seeing Hulk static when crouched as opposed to pulsing away (re: MSH). Overall, the PS1 releases of the VS series, although not without compromise, we're actually alright. I had them all before learning about the Saturn Import scene etc...
No version got the sound effects 100% right. Both sounded too tinny, but at least the DC had the audio speed correct. But I remember something I hated with the DC version was that some of the music was system generated and sounded REALLY off compared to everything else that was a recording.
I managed to get a Japanese Dreamcast copy for a good price a few years ago. I don't even own a Dreamcast, I just bought it for the sake of collecting.
It's a crime this game wasn't ported to the Saturn with the 4MB RAM card. It would have been perfect and leaps and bounds better than the PS version, just like the 2 previous VS games.
I dunno, because this game actually pushed the arcade machine pretty hard, and even the Dreamcast would have a little trouble on certain duo team attack super situations. Arcade flickered wildly on double War Machine. And MsH vs SF on Saturn had a few issues with slowdown too.😮
as usual sega's consoles can deliver a perfect or almost perfect version of the arcade fighting games not to mention the sega satrun 6 button layout was considred the best controller for fighting games really thanks for the videos loved everyone of them
Meh, by this point if the Dreamcast didn’t get it close to perfect there would’ve been problems. And anyone serious with Marvel vs. titles was using a stick.
No they weren’t. There’s a noticeable difference. For some strange reason it was really tinny sounding on DC. It was the first thing I pointed out all those years ago.
MvC1 if you look carefully had quite a few whole character animations that were visibly compressed and crunchy looking . Strider is one of them. You tend to notice this on fall animations too. That was another RAM saving strategy on PS1.
I love PS1 for 3D games experience, marvel vs capcom PS1 disappointing a lot ,😮 it is not a bad version. Fun to play biggest problem no switch characters in the fighting time . BEST Marvel vs Capcom is Arcade and Dreamcast + they are the true fighting video game experience, the Dreamcast got everything like Arcade perfect ports PS3 & 360 Marvel vs Capcom Origins yes 100% better fighting combat experience
While it is easy to dismiss the PS1 version for having less frames of animation and a very limited 2v2 arcade accurate mode, it is important to remember it was a different game and the testbed for the mechanics that would be implemented in MvC2.
You should've mentioned that if you do a crossover attack on PS1, it will literally clone your opponents character to pull it off rather than use your teammate. It makes zero sense.
Forgot the Cross Fever mode in Dreamcast that allows 4 players in 2 vs 2 tag battles (not present in any other vertion of MVC1). But anyways, very cool video, thanks a lot. :D
The way they got the select screen animations on PS1 that good was by literally cutting the win pose animations down to close to nothing. Admittedly I was wondering how they did it back then too, seeing how the other two had stripped down animations here.
PS1 with low memory Cpu R3000 33mhz Memory 2 MB main EDO DRAM Additional RAM is integrated with the GPU (including a 1 MB framebuffer) and SPU (512 KB), see below for details.
Ever so true it was just something about Capcom and Sega that just clicked. I use to hear a lot that back in the day as well Sega had them beat when it came to fighting game performance.
Saturn actually had real 2D hardware which did wonders for ports since the way it did things was exactly like how stuff like the Neo Geo and CPS2 worked as a raster based system. The stock system also had more RAM in a couple areas too, and ADX CRI was a godsend for Audio manipulation, particularly with music. The only thing the Saturn didn’t do was 2D sprites, those were textured quads. The PS1 (and virtually EVERY system after it) has no actual 2D hardware. ALL games unless emulated, had to use the 3D GPU to recreate the entire game from the ground up, using textured polygons for sprites and background. All of which were limited by the GPU’s fillrate and RAM. And the PS1 didn’t have a lot of either. Modern systems Dreamcast and on had more than enough RAM and GPU to be able to recreate ANYTHING those old raster based systems could do back then and then some.
Nope. The Saturn was even shittier at 2D than Ps1 if not for the cheater ram pack. Just look at Symphony of the Night Saturn version to see the best the Saturn is capable of with no ram cart.
@@kekeke8988 Um, take a look at Street Fighter Alpha 2 on Sega Saturn. That version didn't utilize the RAM cart, but it kept most of arcade's details, including the sprite based intro, background animations (although some stages had some missing details), and used actual 2D sprites. Although some of the characters had little missing animations iirc. PS1 version intro was a video (later fixed to the sprite based one if the update Alpha 2 Gold), and the sprites weren't really sprites, but rather flat polygons to save up on memory. It also had some missing details and sprite animations. Castlevania SOTN was bad on Saturn because it was just a lazy port from PS1 to Saturn. If KCE Nagoya actually reworked it from the ground up it probably would have looked and played better, and of course with the 4MB RAM carts.
@@kekeke8988 no!!! The entire world knows that SOTN ps1 version is awesome coz it was ported by main Konami team!!! And the saturn version was ported by Konami third team...everybody knows that!!!
One minor difference between the Dreamcast and Arcade version is that in the Arcade version of the intro, Wolverine always knocks Zangief out of his Weapon X whereas in the Dreamcast version he actually lands it.
Assuero Junior For the time just about everyone loved it. I believe more people owned that version than the DC version back then. Given that the system was a Generation behind it makes sense that the system is inferior with 2D especially to the Saturn which was its specialty. But for what it was it pushed forwards in comparison to the previous games. (COTA, MSH, XMvsSF and MSHvsSF) I believe Capcom was at their Peak with the PS1 ports when JoJo came out, even though it has a few setbacks of its own. However Guilty Gear will remain as the best game in terms of sprite animation for the ps1 even though it never was an arcade game.
@@ThatOldSchoolMagic Nope. The PS1 port was critically panned and sold pretty poorly. Dreamcast got it at launch, so everyone just brought for Dreamcast. That's why Mvc2 was anticipated so much once it was set to hit Dreamcast in the Summer of 2000.
I always hated how muffled/compressed the audio MVC was. Even the arcade version sounded like you were listening to all of the sound through a pillow, compared to the previous VS games.
Well of course that’s how it sounded, this game literally maxed out all 32MB of ROM available to CPS2. Something have to give, that’s why there’s no more individual super announcements and the quality is lower, why the Marvel characters lost animations, and why 4 of the hidden characters are palette swaps with different tech. The roster feels smaller than the other games too, and to compensate for that they did the assist heroes thing. Keep in mind that Children of the Atom with its 12 character roster, was ALSO 32MB. So was Marvel Superheroes.
You gotta utilize a good assist, some projectiles and low attacks on em because the A.I. blocks alot but he’ll want to switch between normal blocking and crouch blocking. But even if they’re blocking you can try to grab em. Try different things.
@@ThatOldSchoolMagic Thanks for the advice. I need all the help I can get with War Machine. I wish I bought a Hori controller for my DC back in the day since its smaller size would make fighting games easier.
wdcain1 There are Saturn To DC adapters and PS2 to DC adapters on Amazon and Ebay. Get a saturn or PS2 controller and the adapter and you should be good. DC controller’s D-Pad isn’t too good imo for Fighting games.
the PS1 is really impresive, the only bad thing that make it somewhat unplayable for today standars are the loading times, are really bad... basically the version that still holds up today is the dreamcast port, even against modern releases
PS1 has the ability to do EX moves. meaning at any time mid Hyper Super you can interrupt one Hyper Super to do another one, you can do it up to 3 times, the max total of your Super Bars, each time you interrupt the background color changes: Hyper 1 - Blue (Ice) Hyper 2 - Gold (Desert) Hyper 3 - Purple (Space)
Thank you for your ,very good work, just like the others, Marvel vs. Capcom 2 There are no big differences between the ports, but for the frames and amition I'm not sure if there any missing, and the same case with Capcom vs SNK2, but Capcom vs SNK on ps1 was very bad.
What's so special about Capcom vs SNK is the wonderful backgrounds and sound on the Naomi and sega Dreamcast , these backgrounds with the sounds seems futile to on ps1.
If PlayStation is the only port or equal to all parallel ports to Marvel SuperHeroes, we can rule out the pros and cons of the game, but since the release of X men vs Street Fighter on the Saturn platform and up to the Capcom version, why do we go to a weak platform like PS1? Many fans of these games have beautiful memories and I do not deny that in the old days I enjoyed the generosity of my ps1 from these games, but now We only compare copies.
When i was young i Bought this game thinking i was buying ‘3rd Strike instead’ when i got home and played it i waas reallly disappointed. Didnt know much better. 😓
People always pointed out Soul Calibur as the power of Dreamcast, but every arcade point was better on the Dreamcast. SF Alpha 3, Marvel Vs Capcom 1 & 2, Tech Romancer, and others were much better on the Dreamcast. Soul Calibur just stood out the most.
You can tag on the ps1 version, but was limited to just 2 distinct characters. So if you had Ryu and spider Man the opponent had to have those same characters. The zooming part can also be turned off. The ps1 was amazing if you think about how much better it played compared to the ps1 port of X-Men vs street fighter. The programmers had their work cut out for them and they were skilled at their craft
@@Darknight0681 yes mshsf was a very good port too. It takes talented engineers to achieve what they did on the psx. The psx was way underpowered. Same thing with sfa2 on the snes.
IMO they should’ve added one more character from the marvel side, missed opportunity to not have Thor as a playable character and have it equal 8 Capcom characters and 8 Marvel Characters
Can I ask a question here? I wish to know if I play these games on emulators on devices far more powerful their original consoles and tweak the graphical settings and overclock speed will the loading speed be improve or will it just be the same as in running on the native consoles.
Yes you can, but the results isn't always perfect or even smooth, Some games will get out of sync with the audio and sounds effects or the game might crash i reccomend you to play them at the intended speed, few tweeking wouldn't hurt also if you want to
Firstly: I'm probably one of the few who favours (any) one of the previous installments preceding MVC2! I've never liked that game as much as, well, I actually wanted to. I didn't like the 4 button layout; 3v3 made fights too extended; music was garbage; 3D stages were unwelcome; final boss unremarkable; 3D visual effects not needed, etc. As exciting as putting all of these characters into ONE game should have been, for me, it was a weirdly put together let down. No offense to those who love MVC2 but it really missed the mark for me I'm afraid...
I would avoid the PS1 version of Marvel vs Capcom 1 because in the PS1 version of the game, Capcom forgot to add the tag-in/tag-out your partner feature in the PS1 version of MvC1.
Arcade Analysis - 0:08
Arcade vs. Arcade - 3:29
PlayStation Analysis - 4:55
Dreamcast Analysis - 12:51
PSN/XBLA Analysis - 14:57
All versions side-by-side - 16:20
4 player mode is still a Dreamcast exclusive.
It's nice, but misleading as you can't play with 4 players at the same time.
RetroPort
The game is meant to be a tag-team fighter. Making it 4 players all at once on the screen would have probably made the game like Super Smash Bros. Also they’d have to extend the screen as it would be much too small for 4 ppl at once.
@@retroport9393 that's dumb, vs series are meant 1vs1
@@retroport9393 ...
@@retroport9393 It is 4 player tag team. Players can play simultaneously in hyper mode.
FYI - the screen zoom during air combos can be deactived in the options menu (it's called "Dynanic Mode"). Just change it to off and then the game will look just like the Arcade/Dreamcast versions. You're welcome!
Except it doesn't though. There are still frames missing. There are major gameplay tweaks like no tagging as well
@@kokujin-r7254 what I meant is that the game will not do the annoying zoom air combo thing anymore, and that it will play just like the other versions. I didn't mean the look of the graphics overall, just the specific "Dynamic mode". Hopefully this will clarify things.
@@kokujin-r7254 What a moronic response. Did you even READ what was said about Dynamic Mode?
I like the zoom in, but it gets annoying sometimes, so thanks.
Given the PS1's limitations, I thought Capcom did great. Not only that, there were some gameplay mechanics that I wish were optional on other systems. For instance, I like the best out of 3 system and I like being able to choose a fighting partner who does counters and combination supers or having unlimited helper characters. The DHC is also nice as well. Some other nice touches was being able to switch to Ken or Akuma mode prior to the battle without having to waste a meter as well as Mega Man being given the Magnetic Shockwave super after beating Onslaught.
2:51 Roll is most definitely NOT a "sprite replacement" for MegaMan as she plays differently.
I think he meant that in a playable sense, she is identical to Mega Man (with the notable exception of her extremely low height, allowing her to go under certain proyectiles)
This videos bring me back to countless discussion on forums in late 90s - early '00s
Here's a little extra: PS1 version doesn't flash screen when a hit connects during a special or hyper move!
There's an arcade settings controlling that too: Flicker. When off, the Duo team BG doesn't use psychedelic color cycling, staying constantly red.
They probably turned it off to save on RAM. It kept those super backgrounds simpler.
The one thing the PS1 version doesn’t do despite all the light sensitivity settings being on is the screen shakes on hits with supers.
"Roll who is basically a sprite replacement of Megaman"
Lol, no.
I don’t know how I stumbled onto this channel, but I’m glad I did. Subscribed!
please don't stop , this Is the best Channel on TH-cam!!!
Always cool to see how devs try to squeeze as much as they can and what sacrifices had to be made out of really old tech like this game on the PS1 or Alpha 2 on the SNES.
Too bad the Saturn never got this. They definitely could've done it. Would've been the best version with that godly Saturn pad.
Sega fucked up as usual which is nothing new !!
But a Saturn version would need the 4MB pack to make the game run at the same framerate as the Arcade version.
@@luisreyes1963 The ram cart is for extra animations along with faster load speeds if programmed properly.
Framerate is another thing programmers need to do properly and that has nothing to do with extra ram.
Then get the cart 🤷♂️
@@HellTantrumbullthe game is a tag team fighting, the tag team games on saturn like x men vs street fighter needs de 4MB cart to work. But 1 vs 1 like X men COTA or Marvel super heroes dont needs the cart to work.
Can't wait for MVC2 vid :) very excited
I had the PS1 version but played MVC1 first on Arcades.
I first played this on the Dreamcast I even imported a Japanese system just to play Marvel vs Capcom.
@@CAPCOM784
You never needed to import. You could just burn games and play them on Dreamcast without any modchip even back in the day.
@@kekeke8988 I bought a japanese Dreamcast to play the japanese version of Marvel vs Capcom because Sega Dreamcast released in Japan first? Only other way to play back in the day was on the original arcade cabinet. I have never burned any games to disc I've always owned the original games.
@@kekeke8988 respect the developer for making this game.
I grew up with playing the PlayStation version and It was pretty great.
For getting rid of the zoom feature on the PS1 version: Go to settings and turn off Dynamic Mode.
I only recently found out that Marvel vs. Capcom was released on the PS1. It's crazy that they managed to pull it off, even if it is in a drastically cut down form. I remember owning Marvel vs. Street Fighter for the PS1. It was a little raggedy, but still fun to play.
It was worlds better than X-Men Vs. Street Fighter EX edition. There was still some slowdown issues, but they weren’t nearly as bad. And the animation looked more faithful this time around.
Excellent video.
I hope do a Marvel VS Capcom 2 comparison soon.
Awesome review, as always
14:00 I think the frame drop is more an optimization issue, remember that the Dreamcast has basically the Naomi hardware, which is a much more powerful board than the CPSII. Even more when you remember the fact that the Dreamcast got Marvel vs Capcom 2 which is much bigger in everything, and even the original Xbox (the most powerful console of the 6th generation) got an inferior version of MvsC2
Doesn’t matter though. Those systems aren’t rendering the game the same way. CPS2 is an actual raster, palette, sprite based 16 Bit machine. The Dreamcast and PS1 revision is the game recreated with textured polygons. Any frame rate issues on those systems is due to going beyond their GPU fillrate budgets. The Dreamcast manages to do more under the same pretenses because it has FAR more RAM, a much better GPU, and a faster processor. Neither system produces its 2D graphics like the arcade game does. The LAST system capable of that mostly is the Saturn, which can do actual raster based 2D backgrounds and effects. However, the “sprites” are textured quads. And even then, without that RAM expansion, the Saturn ain’t doing a game like this 100% intact. It’ll still be better than PS1, but it would have many of the same limitations.
@@Darknight0681 That's right. CPS2 and NAOMI aren't interchangeable. MvsC had to be ported to the Dreamcast natively.
Can't wait to compare MVC1 on PS4, Switch and Steam against the previous ports once the MVC Collection is release.
They’re the arcade versions straight away. So more or less whatever you see for the arcade versions here is pretty much reflected on the collection.
11:20 WAIT, WHAT?! YOU CAN ACTUALLY USE IT?!
After watching that part, my thoughts and reaction exactly!
On PS1 only unfortunately. Though to be honest, it’s didn’t come across to me as good a move as you’d think it might have been. His launcher doesn’t go into it like Magneto’s did. That said, I do recall it hitting funky somehow.
La Saturn hubiese podido correr este juego casi o al mismo nivel del arcade, más aún usando el cartucho de 4mb de RAM.
Solo tengo en físico la versión de PS1 y a pesar del recorte la disfrute mucho.
Buen vídeo 👍
Kindly inform everyone that Marvel vs Capcom collection arcade classics is going to be on Nintendo Switch, PlayStation and Steam
I still having my Dreamcast version. That make me lucky then... hehe
Yes! Yes! Yes! I love MvsC on the PS1. Thx for the video. Nice work! Keep it up
Secondly: I was always impressed Capcom added more frames to the SF standing animations. However, I'm pretty certain those frames made it in-game on PS1 versions of MvSF and XvSF? So Ryu (for example) looks really stilted here. I think the Crossover is an ingenious idea when presented with the PS1 ram limitations. I think many of the background animation cuts are fairly justified too. I think crouching stance cuts (across the board, hardware wise) are fair too. Not too arsed about seeing Hulk static when crouched as opposed to pulsing away (re: MSH). Overall, the PS1 releases of the VS series, although not without compromise, we're actually alright. I had them all before learning about the Saturn Import scene etc...
This was the first game where shotos actually lost animation due to having to keep three in memory at once.
No version got the sound effects 100% right. Both sounded too tinny, but at least the DC had the audio speed correct. But I remember something I hated with the DC version was that some of the music was system generated and sounded REALLY off compared to everything else that was a recording.
I can't wait for hd retrovision's component cables for the Dreamcast to come out.
I managed to get a Japanese Dreamcast copy for a good price a few years ago. I don't even own a Dreamcast, I just bought it for the sake of collecting.
It's a crime this game wasn't ported to the Saturn with the 4MB RAM card. It would have been perfect and leaps and bounds better than the PS version, just like the 2 previous VS games.
I dunno, because this game actually pushed the arcade machine pretty hard, and even the Dreamcast would have a little trouble on certain duo team attack super situations. Arcade flickered wildly on double War Machine. And MsH vs SF on Saturn had a few issues with slowdown too.😮
Suggestions: Jojo Bizarre Adventure & Vampire Savior
Really appreciate this! Gaming is what brought me doing software engineering work 10 years ago.
as usual sega's consoles can deliver a perfect or almost perfect version of the arcade fighting games not to mention the sega satrun 6 button layout was considred the best controller for fighting games
really thanks for the videos loved everyone of them
Meh, by this point if the Dreamcast didn’t get it close to perfect there would’ve been problems. And anyone serious with Marvel vs. titles was using a stick.
GENIAL VIDEO , MUY INFORMATIVO!!!!
Sega Dreamcast then arcade version. Playing Marvel Vs Capcom on my Sega Dreamcast emulator and Mame arcade emulator 😀😁😏
Arcade was better for sound.
@@Darknight0681 they're both similar in sounds
No they weren’t. There’s a noticeable difference. For some strange reason it was really tinny sounding on DC. It was the first thing I pointed out all those years ago.
Capcom needs a Marvel vs Capcom collection with 12 games
MvC1 if you look carefully had quite a few whole character animations that were visibly compressed and crunchy looking . Strider is one of them. You tend to notice this on fall animations too. That was another RAM saving strategy on PS1.
Every port is excellent. Even the PS1. Can't go wrong with either.
I hope see vampire savior.
Next should be JoJo’s Bizarre Adventure
I have on my dreamcast marvel vs capcom 1 & 2, street fighter 3: third strike and double impact. Also have marvel vs capcom 2 on ps2.
That zoom thing killed me so hard when I had it. lololol
1:35 “if you hold some buttons.” What buttons?
Question! How do you get EX OPTION??? On 12:48 on PS1???
i never notice any of these problems when i play this game in the arcade and ps1 versions
I can't believe you're playing Marvel Vs Capcom origins 😀😁
I love PS1 for 3D games experience, marvel vs capcom PS1 disappointing a lot ,😮 it is not a bad version. Fun to play biggest problem no switch characters in the fighting time .
BEST Marvel vs Capcom is Arcade and Dreamcast + they are the true fighting video game experience, the Dreamcast got everything like Arcade perfect ports
PS3 & 360 Marvel vs Capcom Origins yes 100% better fighting combat experience
While it is easy to dismiss the PS1 version for having less frames of animation and a very limited 2v2 arcade accurate mode, it is important to remember it was a different game and the testbed for the mechanics that would be implemented in MvC2.
Dreamcast was such an underrated console
Capcom vs SNK pro, next!!
03:18 WTF?!
You should've mentioned that if you do a crossover attack on PS1, it will literally clone your opponents character to pull it off rather than use your teammate.
It makes zero sense.
It does when you have RAM limits yet still want as much of the core gameplay to stick around.
Forgot the Cross Fever mode in Dreamcast that allows 4 players in 2 vs 2 tag battles (not present in any other vertion of MVC1). But anyways, very cool video, thanks a lot. :D
I hope to see a hd remake of this
The way they got the select screen animations on PS1 that good was by literally cutting the win pose animations down to close to nothing. Admittedly I was wondering how they did it back then too, seeing how the other two had stripped down animations here.
One of my favorite Dreamcast games. And Morrigan is my waifu...👰
Ehh... 2 years after this comment... is she still your waifu?
@@k0metz590 Hell yeah...🥰
@@luisreyes1963 epic...
Now we need marval capcom vs anime
Ever heard of Tatsunoko vs. Capcom?
PS1 with low memory
Cpu R3000 33mhz
Memory
2 MB main EDO DRAM
Additional RAM is integrated with the GPU (including a 1 MB framebuffer) and SPU (512 KB), see below for details.
3:18 He looks like Bert
From Bert and Ernie.
...Or...Mr. Poopybutthole.
Playstation 1 sucked at 2d games. Even Sega saturn for its memory limitations performed better than the ps1 when it came to 2d games.
Ever so true it was just something about Capcom and Sega that just clicked. I use to hear a lot that back in the day as well Sega had them beat when it came to fighting game performance.
Saturn actually had real 2D hardware which did wonders for ports since the way it did things was exactly like how stuff like the Neo Geo and CPS2 worked as a raster based system. The stock system also had more RAM in a couple areas too, and ADX CRI was a godsend for Audio manipulation, particularly with music. The only thing the Saturn didn’t do was 2D sprites, those were textured quads.
The PS1 (and virtually EVERY system after it) has no actual 2D hardware. ALL games unless emulated, had to use the 3D GPU to recreate the entire game from the ground up, using textured polygons for sprites and background. All of which were limited by the GPU’s fillrate and RAM. And the PS1 didn’t have a lot of either. Modern systems Dreamcast and on had more than enough RAM and GPU to be able to recreate ANYTHING those old raster based systems could do back then and then some.
Nope. The Saturn was even shittier at 2D than Ps1 if not for the cheater ram pack. Just look at Symphony of the Night Saturn version to see the best the Saturn is capable of with no ram cart.
@@kekeke8988 Um, take a look at Street Fighter Alpha 2 on Sega Saturn. That version didn't utilize the RAM cart, but it kept most of arcade's details, including the sprite based intro, background animations (although some stages had some missing details), and used actual 2D sprites. Although some of the characters had little missing animations iirc. PS1 version intro was a video (later fixed to the sprite based one if the update Alpha 2 Gold), and the sprites weren't really sprites, but rather flat polygons to save up on memory. It also had some missing details and sprite animations. Castlevania SOTN was bad on Saturn because it was just a lazy port from PS1 to Saturn. If KCE Nagoya actually reworked it from the ground up it probably would have looked and played better, and of course with the 4MB RAM carts.
@@kekeke8988 no!!! The entire world knows that SOTN ps1 version is awesome coz it was ported by main Konami team!!! And the saturn version was ported by Konami third team...everybody knows that!!!
One minor difference between the Dreamcast and Arcade version is that in the Arcade version of the intro, Wolverine always knocks Zangief out of his Weapon X whereas in the Dreamcast version he actually lands it.
Let’s get a snk vs capcom SVC CHAOS video
Great job so detailed and full of info!
Dreamcast died too soon. 😢😢😢😢
RIP PS1 version
Assuero Junior
For the time just about everyone loved it. I believe more people owned that version than the DC version back then.
Given that the system was a Generation behind it makes sense that the system is inferior with 2D especially to the Saturn which was its specialty.
But for what it was it pushed forwards in comparison to the previous games. (COTA, MSH, XMvsSF and MSHvsSF)
I believe Capcom was at their Peak with the PS1 ports when JoJo came out, even though it has a few setbacks of its own.
However Guilty Gear will remain as the best game in terms of sprite animation for the ps1 even though it never was an arcade game.
@@ThatOldSchoolMagic Nope. The PS1 port was critically panned and sold pretty poorly. Dreamcast got it at launch, so everyone just brought for Dreamcast. That's why Mvc2 was anticipated so much once it was set to hit Dreamcast in the Summer of 2000.
Sega United
Source?
@@ThatOldSchoolMagic his ass I assume
I always hated how muffled/compressed the audio MVC was. Even the arcade version sounded like you were listening to all of the sound through a pillow, compared to the previous VS games.
Well of course that’s how it sounded, this game literally maxed out all 32MB of ROM available to CPS2. Something have to give, that’s why there’s no more individual super announcements and the quality is lower, why the Marvel characters lost animations, and why 4 of the hidden characters are palette swaps with different tech. The roster feels smaller than the other games too, and to compensate for that they did the assist heroes thing. Keep in mind that Children of the Atom with its 12 character roster, was ALSO 32MB. So was Marvel Superheroes.
@@Darknight0681 makes sense. That probably also explains the truncated color pallette as well.
If you got the download from the internet of Marvel vs Capcom it unlocked a boss mode where you could play as Onslaught.
Clicked this video fast as hell
Tbh, the screen zooming for throwing and air combos does bring out the attention, especially when showing off
The zoom option can be deactivated in the options menu - it's called "Dynamic mode".
lol I love the over the shoulder view
My list:
>Xbox Live and Play Station Network
>Arcade
>Dreamcast
>Playstation One
Does anyone else find War Machine unbeatable on the DC version? He blocks everything I do.
You gotta utilize a good assist, some projectiles and low attacks on em because the A.I. blocks alot but he’ll want to switch between normal blocking and crouch blocking.
But even if they’re blocking you can try to grab em.
Try different things.
@@ThatOldSchoolMagic Thanks for the advice. I need all the help I can get with War Machine. I wish I bought a Hori controller for my DC back in the day since its smaller size would make fighting games easier.
wdcain1
There are Saturn To DC adapters and PS2 to DC adapters on Amazon and Ebay. Get a saturn or PS2 controller and the adapter and you should be good.
DC controller’s D-Pad isn’t too good imo for Fighting games.
the PS1 is really impresive, the only bad thing that make it somewhat unplayable for today standars are the loading times, are really bad... basically the version that still holds up today is the dreamcast port, even against modern releases
I still have this game! 1 of the best games for the Dreamcast! 🎮 👍
The Dreamcast version is the best console port purely because it lets you swap characters.
Dreamcast, & 360/PS3 ports
are the best console port versions to play.
Otherwise, arcade will always be the king.
PS1 has the ability to do EX moves. meaning at any time mid Hyper Super you can interrupt one Hyper Super to do another one, you can do it up to 3 times, the max total of your Super Bars, each time you interrupt the background color changes:
Hyper 1 - Blue (Ice)
Hyper 2 - Gold (Desert)
Hyper 3 - Purple (Space)
Dreamcast
Dreamcast all the way
War Machine is also a new character.
Thank you for your ,very good work, just like the others, Marvel vs. Capcom 2 There are no big differences between the ports, but for the frames and amition I'm not sure if there any missing, and the same case with Capcom vs SNK2, but Capcom vs SNK on ps1 was very bad.
Capcom vs SNK in psx is better than Marvel vs Capcom port
What's so special about Capcom vs SNK is the wonderful backgrounds and sound on the Naomi and sega Dreamcast , these backgrounds with the sounds seems futile to on ps1.
@@waleednasser7575 However the gameplay remained
If PlayStation is the only port or equal to all parallel ports to Marvel SuperHeroes, we can rule out the pros and cons of the game, but since the release of X men vs Street Fighter on the Saturn platform and up to the Capcom version, why do we go to a weak platform like PS1? Many fans of these games have beautiful memories and I do not deny that in the old days I enjoyed the generosity of my ps1 from these games, but now We only compare copies.
When i was young i Bought this game thinking i was buying ‘3rd Strike instead’ when i got home and played it i waas reallly disappointed.
Didnt know much better. 😓
Is the gallery in the Dreamcast version???
So, the Dreamcast is indeed the best home port.
People always pointed out Soul Calibur as the power of Dreamcast, but every arcade point was better on the Dreamcast. SF Alpha 3, Marvel Vs Capcom 1 & 2, Tech Romancer, and others were much better on the Dreamcast. Soul Calibur just stood out the most.
Ah Capcom and their lazy oval shadow on the characters. CPS-2 and they still couldn't get it right. At least the games are fun.
Dreamcast for the win. It truly was a home arcade console.
Yezzir that's exactly why I got it too 😂❤️
How do you get that scanlines at first 0:17 ? which version are you playing?
I'm stilingn waiting on marvel vs capcom 2 comparison
You can tag on the ps1 version, but was limited to just 2 distinct characters. So if you had Ryu and spider Man the opponent had to have those same characters. The zooming part can also be turned off. The ps1 was amazing if you think about how much better it played compared to the ps1 port of X-Men vs street fighter. The programmers had their work cut out for them and they were skilled at their craft
That and MSHvSF were actually pretty good conversions limitations aside. Both were worlds better than XvSF.
@@Darknight0681 yes mshsf was a very good port too. It takes talented engineers to achieve what they did on the psx. The psx was way underpowered. Same thing with sfa2 on the snes.
do a video for street fighter 2 world warrior arcade vs snes
It's too obvious.
IMO they should’ve added one more character from the marvel side, missed opportunity to not have Thor as a playable character and have it equal 8 Capcom characters and 8 Marvel Characters
What the name of the first theme?
the zooming can be turned off btw
Can I ask a question here? I wish to know if I play these games on emulators on devices far more powerful their original consoles and tweak the graphical settings and overclock speed will the loading speed be improve or will it just be the same as in running on the native consoles.
Yes you can, but the results isn't always perfect or even smooth, Some games will get out of sync with the audio and sounds effects or the game might crash
i reccomend you to play them at the intended speed, few tweeking wouldn't hurt also if you want to
@@mistergremm735
Thank you.
The Dreamcast version is the best
They’re actually are 21 playable characters
Soul Calibur Dreamcast x Soul Calibur arcade
*signed!
you can turn off DINAMIC MODE :)
Firstly: I'm probably one of the few who favours (any) one of the previous installments preceding MVC2! I've never liked that game as much as, well, I actually wanted to. I didn't like the 4 button layout; 3v3 made fights too extended; music was garbage; 3D stages were unwelcome; final boss unremarkable; 3D visual effects not needed, etc. As exciting as putting all of these characters into ONE game should have been, for me, it was a weirdly put together let down. No offense to those who love MVC2 but it really missed the mark for me I'm afraid...
Oh yeah it's a fun game but the cpu looooooves to stall and drag out fights. Everything else in the game is fine really
I would avoid the PS1 version of Marvel vs Capcom 1 because in the PS1 version of the game, Capcom forgot to add the tag-in/tag-out your partner feature in the PS1 version of MvC1.
They didn't forget. The ps1 couldn't handle all that jazz and had limited hardware so they had to cut it up.
If you're solely wanting to play legit without
emulating CPSII, Dreamcast & 360/PS3 ports
are the best way to play this legit.
Otherwise, arcade ftw
They need to make this a downloadable game on PS4