View Full Version : Street Fighter & Mortal Kombat Snes Vs Genesis
Y2Jericho
06-21-2010, 09:49 AM
What versions do you think are better?
I personally think Mortal Kombat on Genesis plays better and for Street Fighter I also prefer the genesis version :D
miquell
06-21-2010, 09:54 AM
I say Genesis for MK. Because of the blood and the music. YES I said it, I prefer the genesis music over the snes because itīs more gritty and dark on the gen. The voices however...
Zebbe
06-21-2010, 10:00 AM
Haven't played SNES MK, but I prefer MD SFII because of music and 6-button controller.
Jesse813
06-21-2010, 10:19 AM
Both games are better on the Genesis as the SNES pad sucks for fighting games.
Leathco
06-21-2010, 10:23 AM
It depends. Graphically, I prefer Street Fighter on the SNES, although it looks great on the Gen as well. I prefer the Gen for Mortal Kombat.
Music, I prefer both SNES. I always liked the SNES sound chip.
Gameplay is a whole different ballpark though. Genesis wins hands down for both IF you are using a 6 button controller. If you are stuck with the 3 button controller though, the edge goes to the SNES.
Devil N
06-21-2010, 10:23 AM
What bother me most about the SNES versions of MK2 and MK3 in particular is that they don't feel at all like the arcade versions. It's like the developers used the original games as a basic template and then created their own fighting game around it. Which is basically what happened, I suppose, but seeing how the MD versions do have the authentic arcade feel, I can't help but feel that the SNES versions are lame.
NeoVamp
06-21-2010, 10:28 AM
MK1 - Genesis version, the Snes version is a horrible port and just plays.. wrong!
SF2 - Snes, just feels better can't really explain.
MK2 - really difficult to say, Snes looks and sounds nice but the Genesis version has gameplay closer to the Arcade.
But the Genesis version was gutted from all the eye and ear candy, which was always kind of an MK selling point.
N.Saibot
06-21-2010, 11:12 AM
UMK3 is better on the Mega Drive, if only because of the Brutalities alone. They look
totally wrong on the SNES version. Since the Brutalities were censored so much, some
Fatalities may have been censored too, not sure though.
In general I prefer the Mega Drive sound effects in every version of Mortal Kombat over
the ones on SNES. The screams, the punches, all sounds better on Sega. The music is
also really good on the Mega Drive. SNES's music seems not that appropriate, but maybe
it's only because I grown up playing the Sega version of Mortal Kombat.
Street Fighter looks nearly identical gameplaywise to me, but I don't play it that much to
begin with. Maybe I'd give the edge here to Mega Drive as well, since the sound effects
seem to be better on the Mega Drive. The 6-button gamepad is of course an important
point here, but afaik you can buy a fighting game stick for the SNES, so it's kind of
evened out.
MK I: Genesis because it plays better, has blood and different music.
MK II: SNES, looks, plays and sounds better.
SF II: SNES because of higher quality port, genny version is faster though if you prefer that.
Funny how people bring up the controller issue, since the SNES also has better controllers available for fighting games.
Also, for any MK game the SNES controller is better since you can block using the shoulder buttons, eliminating the need to take your thumb off the action buttons.
tomaitheous
06-21-2010, 11:46 AM
SF2: Definitely SNES. Yeah the graphics are better on the SNES, but it's the sound FX that give it to the SNES. It's not that the SNES version had great sound FX, but that the Genesis laryngitis voices really annoyed me. The arcade music compositions are nice, but nothing special about the sound of the chip. Which makes the snes instrument version sound pretty nice IMO. If I had to choose, I'd probably pick most of the SNES sound tracks over the arcade too.
MK <x>: I played this in the arcade, but only as a break from SF2 mania from time to time. I thought the game overall was very gimmicky. The gameplay mechanics definitely took a step back from SF2. For this reason, I never cared to pick up any of the console versions. If the gore and fatalities were missing for any snes port, then I could definitely see that as the lesser port (because those attributes made up a majority of the experience).
I find the comment about the controllers pretty funnier and irrelevant too. It's not like 3rd party controllers didn't exist for either system. Why would you judge the merits of a game based on a controller bundled with the console? Absurd. It doesn't 'devalue' a game because the stock controller isn't prime for said game. Unless of course there was no other option.
QuickSciFi
06-21-2010, 11:46 AM
Gameplay-wise: The Sega Genesis.
...The same goes for all the 16-bit fighters. ;)
Mista_Ed
06-21-2010, 11:55 AM
...the SNES pad sucks for fighting games....
no way dood!!!
the standard snes pad is wayyy better than any of the megadrive pads - PERFECT for fighting games!!
i guess youre not a 'shoulder' button lover? :)
N.Saibot
06-21-2010, 11:57 AM
MK I: Genesis because it plays better, has blood and different music.
MK II: SNES, looks, plays and sounds better.
SF II: SNES because of higher quality port, genny version is faster though if you prefer that.
Funny how people bring up the controller issue, since the SNES also has better controllers available for fighting games.
Also, for any MK game the SNES controller is better since you can block using the shoulder buttons, eliminating the need to take your thumb off the action buttons.
Yeah, right, try doing the full Liu Kang combo, or any of the Brutalities and it won't
annoy you at all that the block button is not in the right place. Also making the freeze
move with Sub-Zero is not clumsy at all when you have no diagonals.
Maybe you never noticed, but with the Sega pad you don't have to push down,
forward, A. You just push a diagonal, then A. This is also true for any other
combination that requires you to push down and some direction afterwards. Much
easier (and faster) to do with the Sega pad.
Y2Jericho
06-21-2010, 11:57 AM
no way dood!!!
the standard snes pad is wayyy better than any of the megadrive pads - PERFECT for fighting games!!
i guess youre not a 'shoulder' button lover? :)
But the 6 button genesis controller is perfect for street fighter 2 :D and for all the other fighting games :) but personally I use my mega drive arcade stick :D
PimpUigi
06-21-2010, 12:01 PM
Genesis MK1
32X MK2
Genesis MK3/UMK3
Genesis Street Fighter 2
Genesis Super Street Fighter 2
All assuming a 6 button controller.
Genesis got the best version of all of those fighting games...except MK2
32X MK2 plays better, but SNES MK2 is the real deal, the version to get.
It's 95% complete, where as the 32X version was only about 65% complete.
32X misses out on art for the endings, and many Shao Kahn voice effects.
SNES misses out on half of the stage background, as they're mirrored to save memory.
If anyone wants me to go in depth as to more differences, such as SSF2, SF2, etc.
Just PM me, because this board has heard it a million times already.
Da_Shocker
06-21-2010, 12:11 PM
http://cache.gawker.com/assets/images/4/2009/05/504x_tb-snesxbcon1.jpg
I'm sorry just really don't use 3rd party controllers. It's first party or bust for me. I haven't played SF on the SNES in years but I really didn't like the controller for the SNES. It did look and sound better than the Genesis but the 6-button is the by far the best pad for a SF based game.
MK1 don't play that dated garbage anymore. The Genesis version plays better.
MK2 SNES IMO was way better than that shitty port probe did and since the control was revamped on the SNES its better than the Genesis version. The MK series relies on button taps while SF mainly used circle combinations.
Mista_Ed
06-21-2010, 12:15 PM
ayyyooo....
its all about the scoremaster man!!!
http://www.syntaxerror.nu/joy022.jpg
PimpUigi
06-21-2010, 12:15 PM
How did the SNES version look better?
When I did comparison screen shots, both versions looked virtually the same.
IMHO it comes down to missing frames.
And SNES SSF2 censored Cammy's tit jiggle by cutting most of her idle animation frames.
SNES version of SSF2 also resets the music at the end of every round, and is missing many voice effects like "Max Out!" and "Round ? Fight!"
Da_Shocker
06-21-2010, 12:38 PM
I own both the 32X and Saturn version and they are both inferior to the SNES version IMO.
OldSchool
06-21-2010, 12:42 PM
ayyyooo....
its all about the scoremaster man!!!
http://www.syntaxerror.nu/joy022.jpg
Damn, that looks neat!
I have two SNES Advantages and while I'm not big on the 2 on top of 4 configuration, it grows on you. They work great regardless.
I passed on MK 1 because imo parts 2 & 3 are leagues better.
Went with the #s 2 & 3 on SNES.
Street Fighter Champion Edition on SNES as well.
wip3outguy7
06-21-2010, 12:43 PM
MK was a mixed batch. I still believe the first game plays best on the Genesis/MD. I think every MK after that plays and looks better on the SNES.
Street Fighter is a different story. The Genesis versions play worlds better with the 6 button pad. The SNES versions suffer from slow down on connecting hits and during combos. The Genesis version doesn't skip a beat and plays much closer to its arcade counterparts. This is especially evident in Super Street Fighter 2 on the Genesis.
The sound effects and music on the Genesis may be garbled to an extent but they are pulled directly from the arcade sounds and music. The SNES has some remixed midi garbage going on when it comes to the music and the sound effects were much weaker, IMO.
It's all null and void now, however. The anniversary version can be purchased on Playstation 2 and Xbox, contains all variations of characters and music and essentially looks/plays just like the arcade version. I'm sure similar versions of MK can be found on later systems that near arcade-perfectness (?), but I haven't bothered to look.
cfjackson123
06-21-2010, 12:43 PM
I happen to prefer the Mega-Drive just becasue it's what I grew up with,
I do like Nintendo as well.
Y2Jericho
06-21-2010, 12:46 PM
http://www.elocal.com.au/images/3150/SA1.jpg
^-- controller I use for most of my genesis fighting games & sometimes Ms. Pacman :D
Cammy's Mellon Jiggle Always amused me lol those things would go everywhere :P
PimpUigi
06-21-2010, 12:47 PM
I own both the 32X and Saturn version and they are both inferior to the SNES version IMO.
My bad, I meant to specify I was only talking about SSF2. Not MK2.
Y2Jericho
06-21-2010, 12:50 PM
someone should make an article or whatever you call them for the main site and compare Mortal Kombat on the Genesis & Snes and then a another article for Street Fighter on the Genesis & SNES
Lopson
06-21-2010, 12:57 PM
For those curious about the difference between SF2 on the MD and SNES, Classic Game Room did a couple of comparison videos:
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PimpUigi
06-21-2010, 01:01 PM
someone should make an article or whatever you call them for the main site and compare Mortal Kombat on the Genesis & Snes and then a another article for Street Fighter on the Genesis & SNES
I could make one for SSF2 if people really think I should.
There's already the classic game room comparison for vSF2
Apart from that, everyone knows MK1 is superior on Genesis, and MK2 is better on SNES.
Y2Jericho
06-21-2010, 01:04 PM
I could make one for SSF2 if people really think I should.
There's already the classic game room comparison for vSF2
Apart from that, everyone knows MK1 is superior on Genesis, and MK2 is better on SNES.
Yea you should make a Street Fighter Comparison :D and Classic Game Room Rocks :D
Metalwario64
06-21-2010, 01:06 PM
And SNES SSF2 censored Cammy's tit jiggle by cutting most of her idle animation frames.
SNES version of SSF2 also resets the music at the end of every round, and is missing many voice effects like "Max Out!" and "Round ? Fight!"
Censorship was annoying in Super Street Fighter II. I noticed all of it even when I was a kid... I didn't "know" it was censorship, but things like bloodless defeat portraits and Cammy's incredibly stiff standing animation always looked very awkward to me as a kid (and of course still does nowadays, especially since I know it's censorship.)
I still, in my heart, prefer the SNES Street Fighters because that's what I've grown up with, but I feel the Genesis ports were simply more accurate, played smoother (the SNES had short load times between matches, and before the "You Win/Lose" voice samples, which really screwed up the pacing on the faster speeds, and I think the actual controls are just more responsive).
Super Street Fighter II aside, the music was much more accurate to the arcade version. Both have voice sample problems, but the Genesis versions had all of the sound clips, and the entire sound clips to boot, as opposed to the SNES versions with missing sound effects, and the ones that were kept were shortened and cut up. As a result, I think I'd take a scratchy version of the full sample over a shortened, muffled version of the sample.
Most of the time I see the Genesis version of Super Street Fighter II's music "bashed" on YouTube where the footage is taken from emulators. The sound is much worse on an emulator, and it sounds like some channels are missing entirely which is noticeable mostly in DeeJay's stage. On actual hardware the music sounds very much like the CPS1 remixes in Hyper Street Fighter II - The Anniversary Edition, but with crappy drums. The drums in the Genesis version sounded like light taps on wood, which was a legitimate problem... It makes no sense, since the drums were much more powerful and arcade accurate in Special Champion Edition... Otherwise I'd say the music is not terrible, but definitely mediocre. The SNES music sounded overall much more like the arcade (even if you could only hear a portion of each song due to the aforementioned problem of the songs resetting at the beginning of each match).
Also, the Genesis port of Super has an exclusive "Expert Mode" which lets you fight every character in the game as opposed to just 12 random ones (minus bonus stages), which I haven't seen replicated in a version of Super Street Fighter II yet! There is also an extra speed setting of 4 stars, which oddly only goes to 3 stars on the SNES version...
On the subject of Mortal Kombat, a strange issue on the SNES version of Mortal Kombat 2 was that everyone sounded like Liu Kang... In the Genesis and arcade version's they sound much deeper (except Lui Kang of course), but on the SNES, all male characters have that high pitched, Bruce Lee-esque "WAAAH" voice samples...
PimpUigi
06-21-2010, 01:11 PM
That was a beautiful post right there.
Forgotten Sin
06-21-2010, 01:11 PM
MKI on the Genesis. No blood aside, what I really dislike about the SNES port is that the controls feel sorta laggy.
MKII on the SNES. The Genesis port hasn't held up well IMO.
MK III/UMK III on the Genesis. The Snes AI feels more unbalanced.
And I'll say SNES for the Street fighter games. Audio and controls feel a bit more smooth.
The Coop
06-21-2010, 02:27 PM
Mortal Kombat- The Genesis version wins this round, but in all honesty, not by a whole lot. With a lot of missing voice samples, missing frames of animation and the color loss, it's not the best looking or sounding version. The SNES version looks a lot more like the arcade, and features most (all?) of the voices. However, what gives the Genesis version the edge is the blood code and that it tightened up the controls a bit. The SNES version feels like things are lagging a bit behind, making the controls feel mushy. Musically, the SNES is closer to the arcade, but the Genesis tunes aren't bad (they seem more like electronica remixed versions of the original music).
Mortal Kombat II- SNES version, hands down. I don't know what the hell happened with Probe on this one. Well over half the voices are gone, the color usage is iffy, the fatalities look bad, and it just doesn't quite feel done. Even the 32X version they did, which is considerably better, is missing things that the SNES version had. Is Probe just that bad at conserving memory and making good use of it? Don't tell me the Genesis couldn't have had a better port of this.
Anyway, the SNES version has the graphics, the good controls, the endings, the sound... it's the clear winner. The Genesis had the controls right, and even the music isn't bad with the same feel that their first MK port had. But don't tell me someone else couldn't have done a better job.
Mortal Kombat III & Ultimate Mortal Kombat III- For MKIII, this one gets close. With Sculptured Software now at the helm of the Genesis ports, the games became a lot more even. Visually, while the Genesis ports are a bit grainy, they still look much better than what Probe did in terms of making the graphics resemble the arcade machines. The music was closer to capturing the feel of the arcade games, as opposed to remixing the music like Probe did. The Genesis version also features a lot more (though staticy) voices and sound effects over the Probe efforts (218 to be exact), thus showing Sculptured Software really tried to make this as close a port as they could given the cart size.
So while both ports are very similar in what they do and don't contain from the arcade game, the SNES version does get the edge with more color and an instrument set that creates a better feel in the songs. Plus, the Genesis version is just cheap as hell with that jump kick shit.
With UMKIII, it's basically the same story, though Sculptured Software did a lot of giving and taking with UMKIII to get it to fit. Even so, the two versions are pretty similar in content, with the SNES version again getting the edge.
I'd love to talk about the two versions of SFII and SSFII that I noticed, but I've only truly played the Genesis ports. The only things I can say are that the music in Street Fighter II: Special Champion Edition strikes me as being closer to the arcade music, and the graphics between it and SNES' Street Fighter II: Turbo are pretty damn close. They both seem to have the same number of voice and FX as well, which is a nice change of pace after the cuts done in the first two MK games.
But, I can't comment on the gameplay, or the differences/similarities of SSFII between the systems, as I've not sat down and really played the SNES ports.
Anyway, those are my takes on it.
On a final note, I really wish Sculptured Software had been able to to do the MK and MKII ports. Something tells me that the games would have turned out better.
N.Saibot
06-21-2010, 02:30 PM
If there would be interest in such a comparison article of MK and SF2 Sega vs. Nintendo,
I could do the Mortal Kombat parts alone, or at least help doing them. I don't own a
SNES, but I'm really into Mortal Kombat and played it to death in the whole years.
nissling
06-21-2010, 03:05 PM
I prefer the Genesis-ports of the games 24/7.
MK1 is superior on Genesis, but for me, MK1 was never really realesed on the Snes because of the lack of blood and violence.
MK2 sure is a bit more lame when it comes to sound effects and graphics on the Genesis, but the 6-button controller does pretty much all of the job.
When it comes to MK3, I can't really notice that much diffrent between between the Genesis-port and the Snes-port. The Genesis-port is very well done and they did all they could to make the game as good as it gets on the Genesis. Still, the 6-button controller is enough reason for me to stick with the Genesis-port.
Street Fighter 2: CE and Street Fighter 2: Turbo, the Genesis wins again. The graphics are pretty much about the same to me and the sound and music is by far superior on the Genesis. Still, the 6-button controller is excellent for this game and that alone is enough reason for me to prefer the Genesis-port.
Aarzak
06-21-2010, 03:18 PM
The SFII comparisons have been done to death just here on Sega-16, so I won't bother explaining again. :)
Zebbe
06-21-2010, 03:21 PM
Unless of course there was no other option.
There wasn't, except for an arcade stick, and I really hate arcade sticks for some reason.
Black_Tiger
06-21-2010, 03:35 PM
I'm not a Mortal Kombat fan, so I haven't played them since they came out. Back in the day I really preferred the SNES Mortal Kombat. The gameplay is fine even with a stock pad as long as you haven't abused it. The difference in graphic quality was hard to believe, even with the Genesis' blurry composite masking things a bit. To me there was no point in having arcade faithful fatalities rendered with such poor graphics. Plus the "gore" wasn't more realistic either way. The off colors and lack of shading ruined some fatalities, I think that the ripped out hearts looked orange or something. I also remember that some of the SNES original fatalities were much cooler, like Sub Zero's uppercutting off a frozen torso. Just like with SNES SFIIT, the SNES version is polished all round and it has a greater impact for a game like Mortal Kombat.
I've never been crazy about SFII Turbo and I didn't like the overall feel of the SNES port, especially after playing the PC Engine version for months before. I can't stand that blueberry colored sky on Ryu's stage. I think that an unbiased judgement would probably heavily favor the SNES version as being better, but I still hate playing it but can still enjoy the mixed bag that is the Genesis version.
Mortal Kombat II was pretty much the same deal as the first Mortal Kombat ports, only this time the SNES version was even more polished and not censored the same way. The SNES version benefited further from the source material being so much better than the first game. I remember visiting my brother at my mother's house one day and found that my mother had just bought him both MKII and SSFII out of the blue. Both games were shockingly impressive aesthetically and we played them both to death for a long time. Of course I had more fun at home playing Genesis and TurboDuo RPGs. ;)
I still rented the Genesis versions to compare and they both held up much better visually this time. I've always been very impressed by Super Street Fighter II on Genesis. SFII games more than any other are designed in a way that is the most challenging for the Genesis' color capabilities. So much unique detailed and shaded art all crammed within a single screen. But the Genesis SSFII still looks amazing and is perfect for the Nomad. It was in my Nomad playlist for a couple years straight when I spent 3 hours a day on transit. I rarely play the SNES version anymore (or SNES games in general), but it's always cool to fire up he Genesis/MD version just to appreciate the Genesis experience.
I rented Mortal Kombat 3 for both systems just to see what they were like, but I hated the game and never got into it. I tried again with UMK3 for Saturn, but I couldn't pretend anymore that Mortal Kombat was a good series. Especially when contrasted against the other fighting brands like Street Fighter and Virtua Fighter.
Thenewguy
06-21-2010, 03:44 PM
I don't know what the hell happened with Probe on this one. Well over half the voices are gone, the color usage is iffy, the fatalities look bad, and it just doesn't quite feel done. Even the 32X version they did, which is considerably better, is missing things that the SNES version had. Is Probe just that bad at conserving memory and making good use of it? Don't tell me the Genesis couldn't have had a better port of this.I don't know much about memory space, but from what i've heard Probe transfered the arcade code to the Genesis to make their version, whilst the SNES version was designed from the ground up for SNES.
This is why the SNES version has new combos not apparent in the Arcade/Genesis version, it was made by sight/playing whilst the Mega Drive port is literally the arcade programming but downgraded to work on Genesis, meaning gameplay oversights are impossible.
I can see it from both perspectives really, Probe may have been worried about missing elements of the gameplay if they designed it by scratch, porting the code bypasses that worry, also porting the code it much easier and faster than rewriting the game (which was probably more the concern). Unfortunately this method means they wouldn't be able to use the console efficiently.
Before we get the obligatory "Probe are lazy" comments though, I'd like to add that its possible the only reason why Sculptured Software re-wrote the game for SNES is simply because they literally had no choice, the SNES may not have been fast enough to do a straight port over and have the game actually working acceptably.
But yeah, I agree that the SNES version of MK2 is better too, the gameplay is less accurate but overall the experience isn't that noticeable and the presentation is much better.
goldenband
06-21-2010, 03:46 PM
I'll concur with the conventional wisdom and say that the Genesis version of MK is definitely better, while the SNES port of MKII is absolutely the one to get. I guess the SNES version of MK3 is a bit better, though I don't particularly enjoy any version of that game.
I don't understand all the praise that the 32X version of MKII gets, as the gameplay seems wonky and not-quite-right. For example, Jax's Backbreaker move is completely messed up in the 32X version -- it's very finicky and only works if you're high in the air, ruining one of the character's trademark combos (deep jumpkick + Backbreaker) which worked perfectly in the arcade and SNES versions.
Christuserloeser
06-21-2010, 04:18 PM
Definitely SNES. Yeah the graphics are better on the SNES, but it's the sound FX that give it to the SNES.
Yeah, the voices are terrible in the MD ports.
I remember being pretty disappointed at first when SSF2 didn't seem to improve [much] on that issue. I knew from Streets of Rage 2 that the MD was capable of pretty much crystal clear speech.
..."Bare Knuckle!"
Anyway, I like the music a lot, and the graphics are great too. It's my personal favorite out of all SF2 variants, with the original game on SNES coming close:
SF2: SNES
SF2 Turbo/CE: none
SSF2: Mega Drive
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The Coop
06-21-2010, 04:19 PM
Before we get the obligatory "Probe are lazy" comments though, I'd like to add that its possible the only reason why Sculptured Software re-wrote the game for SNES is simply because they literally had no choice, the SNES may not have been fast enough to do a straight port over and have the game actually working acceptably.
It's a possibility to be sure. Who knows how each version was made.
But I will say this... I don't know if I'd call Probe "lazy," but I would have no reservations about calling into question their skills and common sense. They botched nearly every port of MKII they did (the PC version's supposedly pretty good, but I have no gamepad to try it out with). When you port a game, it should be brought over with the system's strengths and weaknesses in mind... something I don't think Probe did at all. The Genesis' MKII could have looked noticeably better if the colors were used more wisely, and we all know the Genesis could have had most (if not all) the voices and ending pics. The 32X version improved things, but it still didn't feel finished.
I won't even go into the mess that was Probe's Saturn port.
I guess I just don't know why Probe kept getting hired to make MKII ports. Was it a package deal? A line in a contract somewhere? Because you'd think after the Genesis version, Midway or someone would have brought in a new team to do the later versions.
Yeah, right, try doing the full Liu Kang combo, or any of the Brutalities and it won't
annoy you at all that the block button is not in the right place. Also making the freeze
move with Sub-Zero is not clumsy at all when you have no diagonals.
Maybe you never noticed, but with the Sega pad you don't have to push down,
forward, A. You just push a diagonal, then A. This is also true for any other
combination that requires you to push down and some direction afterwards. Much
easier (and faster) to do with the Sega pad.
It depends on what you're used to. I prefer the Nintendo D-Pads. They are more sturdy and you can slide your thumb across to do a quarter circle/half circle move. Of course, arcade sticks are better than both and should be used when available. You not being used to shoulder buttons doesn't mean the block button is not in the right place, lol.
kool kitty89
06-21-2010, 05:08 PM
For those curious about the difference between SF2 on the MD and SNES, Classic Game Room did a couple of comparison videos:
That's specifically comparing Genesis SFII SCE with SNES Super SFII Turbo, there's a whole lot of variations to compare, with roster changes, graphical modifications, audio changes, and gameplay changes.
For Genny it's a bit up to personal preference for SCE vs Super Turbo, though it's more unanimous that Super Turbo is the best on the SNES. (some seem to feel gameplay improved but sound -at least music- degraded on the Genesis while sound generally improved on the SNES -at least music wise)
World Warrior on SNES is the first home port of the game period, so is lacking a good deal of things later installments added, Turbo updated a good number of things (I think content is fairly similar to SCE) but kept sound virtually identical, and Super Turbo updated more and remixed the music.
I'm not positive on how animation compares though, in terms of which are more or less cut down.
There's also Alpha on the SNES, but that's a separate issue.
Censorship was annoying in Super Street Fighter II. I noticed all of it even when I was a kid... I didn't "know" it was censorship, but things like bloodless defeat portraits and Cammy's incredibly stiff standing animation always looked very awkward to me as a kid (and of course still does nowadays, especially since I know it's censorship.)
Not all of that is censorship though... As we know, NoJ didn't give a crap about that and if it's missing from even the JP versions, it's likely not censored but different for other reasons. (even the Genesis games were censored, like the whitewashed intro scene in SCE -the black guy stays in the JP MD version)
The "bloodless" defeat screens in particular aren't really censored afik, but simply using earlier art: World Warrier matches the arcade I think, and if you note, the PC Engine shares those as well.
I think the later arcade versions updated that, but I'm not sure how the JP SFC releases compare, or if they kept the earlier animation too for whatever reason. (it would be easy enough to compare ROMs, but I'm not going to do it :p)
Super Street Fighter II aside, the music was much more accurate to the arcade version. Both have voice sample problems, but the Genesis versions had all of the sound clips, and the entire sound clips to boot, as opposed to the SNES versions with missing sound effects, and the ones that were kept were shortened and cut up. As a result, I think I'd take a scratchy version of the full sample over a shortened, muffled version of the sample.
Yeah, and the SNES was generally stuck with the muffled interpolation, while the Genesis didn't have to have that poor quality. (capcom's PCM code wasn't as good as some though not the worst -and cut-down samples were only going to sound so good and they weren't willing to use more ROM for that it seems, but it could have sounded on par or better than the great PCE version ideally)
Most of the time I see the Genesis version of Super Street Fighter II's music "bashed" on YouTube where the footage is taken from emulators. The sound is much worse on an emulator, and it sounds like some channels are missing entirely which is noticeable mostly in DeeJay's stage. On actual hardware the music sounds very much like the CPS1 remixes in Hyper Street Fighter II - The Anniversary Edition, but with crappy drums. The drums in the Genesis version sounded like light taps on wood, which was a legitimate problem... It makes no sense, since the drums were much more powerful and arcade accurate in Special Champion Edition... Otherwise I'd say the music is not terrible, but definitely mediocre. The SNES music sounded overall much more like the arcade (even if you could only hear a portion of each song due to the aforementioned problem of the songs resetting at the beginning of each match).
If they used GEMS, maybe, but Fusion sounds great, better than a lot of real hardware too (most or all stock model 2s, stock model 1s in some respects -especially the lack of filtering- but not as good as Tiido's CCAM), GEMS makes PCM sound particularly poor, though there's FM issues too, but Fusion is one of the most accurate for sound of any console emulator. (recording off clones have other issues -and in most cases not tied to anything like emulation as it's real hardware, but simply to bad analog circuitry like Sega had problems with on several models but far worse -stemming from TECTOY's design implementation I think)
On the subject of Mortal Kombat, a strange issue on the SNES version of Mortal Kombat 2 was that everyone sounded like Liu Kang... In the Genesis and arcade version's they sound much deeper (except Lui Kang of course), but on the SNES, all male characters have that high pitched, Bruce Lee-esque "WAAAH" voice samples...
The 32x version sounds a good bit better and many argue it plays better too, though the SNES version probably looks better overall. (32x version certainly could have looked better though)
N.Saibot
06-21-2010, 05:20 PM
It depends on what you're used to. I prefer the Nintendo D-Pads. They are more sturdy and you can slide your thumb across to do a quarter circle/half circle move. Of course, arcade sticks are better than both and should be used when available. You not being used to shoulder buttons doesn't mean the block button is not in the right place, lol.
The block button is not in the right place, since in the arcade it is not on the back of
the machine, but right there with all of the rest buttons. In fact, arcade MK 3 button
layout looks pretty much like this:
http://www.arcadehits.net/datObase/Files/arcadehits_panels/mk3.png
Sure, not exactly like the Sega pad, but close enough to feel right. The run button is
never included in combos, at least not if we are talking about "real" combos, the ones
that are documented in online faqs and such.
Of course, you can get used to the SNES pad too. If you are used to that one, it'll be
better for you, but the Mega Drive comes closer to the real arcade button layout and it
is easier to pick up the Mega Drive port after playing in the arcades.
Thenewguy
06-21-2010, 05:29 PM
But I will say this... I don't know if I'd call Probe "lazy," but I would have no reservations about calling into question their skills and common sense. They botched nearly every port of MKII they didYou're exagerating, the MKII Genesis port is perfectly fine, it plays well, looks decent, and sounds decent, yeah it could've been better, it could've been worse too.
Capcom on the other hand did completely botch their ports of the Mega Man games to the Mega Drive, and that was a 1st tier company porting from a god damn 8-bit system ffs
Samurai Shodown was bad on the SNES, bad enough to strongly affect the overall experience, MK2 on the other hand scored like 4% less than the SNES version in most magazines, I'd hardly call that a train wreck.
I won't even go into the mess that was Probe's Saturn port.The Saturn port, now that was a botch job
Because you'd think after the Genesis version, Midway or someone would have brought in a new team to do the later versions.Yeah you'd think after the Genesis versions huge sales, and positive critical reaction Midway would be rushing to find someone else to do the sequels, they can't let down the stalwart Genesis fanboys who only really care about having a better port than the one on SNES now can they ;)
NeoVamp
06-21-2010, 05:31 PM
MKII on Genesis should have been a 32M cart, then all the Intro's and bio's and Endings could have made it in.
again showing that Probe didn't know what they were doing, because there are still no Ending pics in their 32X port.
I don't know about this, for one part i gotta give Probe credit for not making MKII look grainy,
but on the other hand.. they cut out so much stuff!!!
And what i really don't understand is why the 32X version still looks like a 16bit game?
Okay i understand the 32X uses the MD sprites but the 2 layers could have each had 256 colors right?
then why do the backgrounds still look so.. so.. 16bittish?
They also didn't even bother to add back cut sprites, really lazy port imo.
The block button is not in the right place, since in the arcade it is not on the back of
the machine, but right there with all of the rest buttons. In fact, arcade MK 3 button
layout looks pretty much like this:
http://www.arcadehits.net/datObase/Files/arcadehits_panels/mk3.png
Sure, not exactly like the Sega pad, but close enough to feel right. The run button is
never included in combos, at least not if we are talking about "real" combos, the ones
that are documented in online faqs and such.
Of course, you can get used to the SNES pad too. If you are used to that one, it'll be
better for you, but the Mega Drive comes closer to the real arcade button layout and it
is easier to pick up the Mega Drive port after playing in the arcades.
If you want to mimick the arcade feel, then both consoles offer arcade sticks for cheap. Kind of strange to compare sticks to controllers, since you hold controllers in your hand, freeing your index fingers.
Even stranger (not you) to downrate a game because of the controller used.
To my knowledge, the six button controller did not come with the console at any point in time (at least where I live), so comparing it to the SNES stock controller is lame.
kool kitty89
06-21-2010, 06:04 PM
One more thing on emulation on youtube videos: not only can you have cases of reduced sound in Gems (or some other emulators, not to mention youtube audio in some cases), but a lot have videos with SNES emulators not enabling interpolation, so sound sounds much clearer (and a few instruments may sound off if dependent on interpolation), this would be an obvious example:
http://www.youtube.com/watch?v=AhawXgfK--g
MKII on Genesis should have been a 32M cart, then all the Intro's and bio's and Endings could have made it in.
again showing that Probe didn't know what they were doing, because there are still no Ending pics in their 32X port.
They went cheap, plain and simple: had they gone with more ROM it would have either cut in on profits or impacted price, or both. (higher price could mean lower sales in spite of higher quality)
It was their bottom line, and they obviously thought they could make the most money by going cheap with a game that was "good enough" and reasonably priced. (and may have been correct)
And what i really don't understand is why the 32X version still looks like a 16bit game?
Okay i understand the 32X uses the MD sprites but the 2 layers could have each had 256 colors right?
then why do the backgrounds still look so.. so.. 16bittish?
No no no. 32x only does a single bitmap layer in hardware at 256 indexed colors (usually) or direct 15-bit RGB (32,786 colors, same as the SNES palette), but you have the SH2s for software rendering, so for 256 color mode it's somewhat like VGA on a PC with a fast 486.
You do have the genesis layers too, but those are identical to the way they always were, it's just that they can be used more sparingly and more optimized. (Kolibri uses the 32x with 256 color rendering on the "sprites" and foreground and uses both genesis BG layers as well as sprites to created the multi-layer backgrounds, I think VR Deluxe uses Genesis BG too, and Chaotix pretty much a regular Genesis game with sprites replaced with the 32x rendered 256 color layer for software rendered objects -except a few cases with polygons)
The genesis doesn't allow modification/expansion to the VDP itself, hence the limitations imposed on the CD, but with the cart slot and RGB connections you can at least do overlay.
The 32x has no hardware acceleration other than simple line fill, that's both in respects to 3D and 2D, so scrolling, object rendering/blitting, texture mapping, polygon rasterization, etc are all done in software using the CPUs.
The Genesis has the sprite layer and 2 BG layers all sharing 4 16/15 color palettes indexed from 9-bit RGB, though there's additional effects like shadow and highlight too (which become more useful in some cases, particularly with the 32x handling a fair bit of the graphics) and in general it's a bit more flexible when you can dedicate those 4 subpalettes to a more specific portion of the display rather than having to use them for everything.
Given how well balanced several 32x games managed to be in terms of a nice colorful layer and good optimizations to the BG, MK could certainly have looked a bit better. (it seems like they barely changed the BG and simply replaced the sprites)
However, that all impacts ROM size too, though the SH2s could facilitate some better decompression too and you get a bit more RAM to work with.
Not to mention added space for audio samples. (unless compression was used)
Metalwario64
06-21-2010, 06:08 PM
The "bloodless" defeat screens in particular aren't really censored afik, but simply using earlier art: World Warrier matches the arcade I think, and if you note, the PC Engine shares those as well.
I think the later arcade versions updated that, but I'm not sure how the JP SFC releases compare, or if they kept the earlier animation too for whatever reason. (it would be easy enough to compare ROMs, but I'm not going to do it :p)
In the arcades, World Warrior, Champion Edition, and Hyper Fighting all used the same defeated portraits, and the same can be said about the console ports. The only difference in portraits between World Warrior and Champion Edition were the normal portraits, which were redone slightly to look edgier and tougher, but were done in the same style, and didn't clash with the old artwork enough to justify new defeat portraits. Hyper Fighting used the same artwork as Champion Edition, and as such it carried across to the console ports (although I think the SNES version of Street Fighter II Turbo - Hyper Fighting redid them to my recollection).
The first set of character defeat portraits featured blood which remained across the board for every console port as far as I know.
In Super Street Fighter II, the character portraits were entirely redone in a different art style, and since the style was so different, new defeat portraits had to be made this time around. These new defeat portraits were very bloody, and many were much bloodier than the original Street Fighter II games' portraits.
Every instance of blood was removed from the portraits of the SNES version of Super Street Fighter II in every release, even the original JP release, and even in-game blood during fights was removed entirely (notably when Blanka bites someone), as well as Cammy's standing animation, which had frames removed to make her chest look more stiff as it bounced around a little bit in the arcade version. In the Genesis version, the blood is left entirely intact, and Cammy's standing animation is left intact, so I'd say it's pretty safe to assume that it was indeed censorship on the SNES version, especially since it would fit in so well with the rest of the censorship.
Da_Shocker
06-21-2010, 07:57 PM
Don't get me started on Probe ugh. And for the poster that asked Acclaim had the rights for the home consoles and Sculptured did Nintendo ports while Probe did the Genesis ports. Thing is MKII IMO felt like a scaled down arcade game. There were some missing frames of animation and such but for the most part it was a great translastion a few weeks later and I played the Sega port and i'm like WTF just happened. And I was a Sega fanboy during that time but it was such a bad translation. Then the 32X port was annouced a few months later and I thought this was going to be the one. And when I seen the pics in Sega Visions I was like well it looks as good as the SNES version. But were did those 8 extra megs go to? Once they fucked up the Saturn port I knew Probe was a shitty programmer.
I would've been interesting to see what Capcom could've done with the 32X. All of the games they were going to put on the 32X didn't have Genesis versions so they would've had to build the games from the ground up rather than use recycled Genesis code.
Black_Tiger
06-22-2010, 01:01 AM
Every instance of blood was removed from the portraits of the SNES game in every release, even the original JP release, and even in-game blood during fights was removed entirely (notably when Blanka bites someone), as well as Cammy's standing animation, which had frames removed to make her chest look more stiff as it bounced around a little bit in the arcade version. In the Genesis version, the blood is left entirely intact, and Cammy's standing animation is left intact, so I'd say it's pretty safe to assume that it was indeed censorship on the SNES version, especially since it would fit in so well with the rest of the censorship.
I know that at least SFII Turbo SFC and I believe SNES both have all the in-game blood. It wasn't really censored. It uses the same graphics as the sweat animation, only recolored red. I thought that that was it and was likely just another missing detail, until I discovered that the fully animated blood does appear during biting attacks.
A quick check on youtube shows that the SNES SFII Turbo does indeed have bloody portraits-
http://www.youtube.com/watch?v=PEV4NepFoNQ
Have you actually played the games, or did you just hear about all this supposed censorship somewhere?
Joe Redifer
06-22-2010, 01:19 AM
Yeah, the voices are terrible in the MD ports.
I remember being pretty disappointed at first when SSF2 didn't seem to improve [much] on that issue.
The Genesis Super Street Fighter II voices are FAR WORSE than the voices in Special Champion Edition. Far, far worse. They are just awful. It also didn't help that Capcom changed most/all of the voices for Super SF2 so even the arcade voices sound far worse than any regular, non-super SF2 game. In fact, there is not a closet built that could contain the new Super SF2 announcer. They even let him voice Guile.
PS - How do you personally pronounce "Guile"? Guy-ul, rhyming with bile? Or Gwee-Lee? In Super SF2 he definitely should be called Gwee Lee since he "came out".
Metalwario64
06-22-2010, 01:46 AM
I know that at least SFII Turbo SFC and I believe SNES both have all the in-game blood. It wasn't really censored. It uses the same graphics as the sweat animation, only recolored red. I thought that that was it and was likely just another missing detail, until I discovered that the fully animated blood does appear during biting attacks.
A quick check on youtube shows that the SNES SFII Turbo does indeed have bloody portraits-
http://www.youtube.com/watch?v=PEV4NepFoNQ
Have you actually played the games, or did you just hear about all this supposed censorship somewhere?
Uh... Unless you only read the quoted text without knowing its context, I thought I made it pretty clear that I was referring to Super Street Fighter II on the SNES, especially since I mentioned Cammy within the text you quoted, and she wasn't even introduced until Super Street Fighter II. I even stated that I grew up with the SNES versions, and I stated within the post that you quoted that the SNES versions of World Warrior and Turbo - Hyper Fighting contained all of the blood.
Regardless, I decided to edit the post to prevent future misunderstandings.
Devil N
06-22-2010, 05:09 AM
PS - How do you personally pronounce "Guile"? Guy-ul, rhyming with bile? Or Gwee-Lee? In Super SF2 he definitely should be called Gwee Lee since he "came out".
Duh, everyone knows Guile is from Belgium, so you pronounce it in French: Guh-weel.
N.Saibot
06-22-2010, 09:11 AM
If you want to mimick the arcade feel, then both consoles offer arcade sticks for cheap. Kind of strange to compare sticks to controllers, since you hold controllers in your hand, freeing your index fingers.
Even stranger (not you) to downrate a game because of the controller used.
To my knowledge, the six button controller did not come with the console at any point in time (at least where I live), so comparing it to the SNES stock controller is lame.
Well, you have a point there, but where I come from, there were no 3-button controllers.
I wasn't aware of their existence at all, the only hint I had was the options screen in
Earthworm Jim 2, where you see a comically deformed 3-button controller.
Wasn't the 6-buttoner packaged with all model 2s? In former UdSSR it was, you had
difficulties to get a 3-button controller where I come from. Never heard of those things
back in the day and certainly never seen one till now.
If the 6-buttoner was not packaged with model 2s and was just an accessory like an
arcade stick, then it would make no sense comparing it to the stock SNES one. I'm still
going to say I like the Mortal Kombats on Mega Drive more because I like the music
and screams better. Not just in terms of quality, voice samples sound better to me on
SNES, but they are way too different, the music of the Sega version is just better to
me like from a musical standpoint and the sound effects too, if that makes any sense, lol.
Christuserloeser
06-22-2010, 09:50 AM
No, the 6-Button controllers NEVER were an official pack-in. They even designed a special 3-Button controller as a pack-in with the model 2... God knows what they were thinking....
http://zhooibaal.files.wordpress.com/2006/07/megadrive2_box1.jpg
Majesco however did offer a package in the US that included 6-Button controllers.
The Genesis Super Street Fighter II voices are FAR WORSE than the voices in Special Champion Edition.
Really? - I gotta do a comparison one of these days.
GohanX
06-22-2010, 10:53 AM
For Street Fighter the winner is....the PC Engine! (If you don't mind that it's just Champion Edition.)
Was there ever any good home port of MK1? I remember the Midway arcade packs had 2 and 3 in them, but not 1.
Phosis
06-22-2010, 10:53 AM
No, the 6-Button controllers NEVER were an official pack-in. They even designed a special 3-Button controller as a pack-in with the model 2... God knows what they were thinking....
http://zhooibaal.files.wordpress.com/2006/07/megadrive2_box1.jpg
Majesco however did offer a package in the US that included 6-Button controllers.
Really? - I gotta do a comparison one of these days.
The PAL Artwork for Sonic 3 might be the most awful thing I have ever seen in my life.
Y2Jericho
06-22-2010, 11:04 AM
The PAL Artwork for Sonic 3 might be the most awful thing I have ever seen in my life.
Have you not seen the early megaman box artwork lol
PimpUigi
06-22-2010, 11:22 AM
For Street Fighter the winner is....the PC Engine! (If you don't mind that it's just Champion Edition.)
Was there ever any good home port of MK1? I remember the Midway arcade packs had 2 and 3 in them, but not 1.
MK Deception Special Editions got it.
N.Saibot
06-22-2010, 11:54 AM
Back to 6-button controllers and the pirate market in Russia. I have finally found a
picture of the packaging that my original unit came in, unfortunately only a picture of
the insides, but one can clearly see the 6-button controller being a pack-in.
http://demotivators.ru/media/posters/357959_sega-mega-drive-2-sila.jpg
Translation: Sega Mega Drive 2 is power! No soulless WarCrafts and Counter-Strikes can ever substitute it for us.
Oh, the memories... :D
PimpUigi
06-22-2010, 11:56 AM
hotlinking not allowed
N.Saibot
06-22-2010, 12:07 PM
hotlinking not allowed
All right, second try, now uploading the image from my hdd to imageshack:
http://img707.imageshack.us/img707/381/357959segamegadrive2sil.jpg
tomaitheous
06-22-2010, 12:44 PM
There wasn't, except for an arcade stick, and I really hate arcade sticks for some reason.
I don't care for the home console arcade sticks either. I like playing SF2 series with a game pad (although the arcade cabinet and arcade stick still some how feel correct to me). There were 6 button on a single face gamepads for SNES. I have one. When they came out, I'm not exactly sure. But my guess would be around the time SF2 World Warriors came out for the SNES in the US ('cause it would be a hot selling point without the high cost of arcade sticks for the time).
PimpUigi: You mentioned a before quite a bit of differences between MK1 and 2 between the Genesis, 32x, snes. Always found those details interesting. You got a link or site where you have this in a complete package? How in depth is it? And I'd love to see a SF2 one if you're up to it :D
PimpUigi
06-22-2010, 12:58 PM
I'm sure I could through together a rough draft that a more experience writer for the site, like Baloo, could edit to make it appropriate for the site.
Or something like that.
I wrote down all the differences I found from the two SF games.
I'm sure I could go through the MK games again.
Then all that's left for me to do is record sound bits, and take comparison screen shots.
Da_Shocker
06-22-2010, 01:25 PM
I always found it weird that Sega never ever bothered to pack a 6 button in with the newer systems. I know they did with the CDX but that was a niche item and I will not count what Majesco did.
PimpUigi
06-22-2010, 02:13 PM
Well that screen shot posted is of a JP Mega Drive 2 I believe.
That came with a 6 button.
Metalwario64
06-22-2010, 02:14 PM
Here's a great Street Fighter II Champion Edition Voice Sample comparison:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/6W3BNXOO41c&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/6W3BNXOO41c&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
And here are three music comparisons:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/TPStQYIx6S8&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/TPStQYIx6S8&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
To prevent this page from slowing too much for people with slower connections, here are the links to the second and third parts:
Part two (http://www.youtube.com/watch?v=M1WP2YwRwog&feature=related)
Part three (http://www.youtube.com/watch?v=EctdcJW5OsI&feature=related)
And here's a background comparison:
<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/B7p66REQajA&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/B7p66REQajA&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>
As you can see, the SNES is missing many background details, such as some people in Guile's background, and signs and chains in Zangief's stage which are present in the Genesis version.
The SNES version also randomly changes colors of certain background objects, like the pimp in Balrog's stage, and some flowers in Blanka's stage, although in the Genesis version of Vega's stage, the dancers in the backgrounds dresses turned from magenta to yellow, but I am not sure as to whether it was palette limitations or a straight up change. Also in the Genesis version of Balrog's stage, the women in the background are both wearing blue bikini's, whereas on the SNES and Arcade versions one is wearing read. I assume this is a palette limitation.
In Blanka's stage, there is a rope that the fish is hanging by that was removed from the SNES version, but is present in the Genesis version. In the SNES version, the clouds in Blanka's stage do scroll, but the are mirrored and the sky gradient is missing entirely, yet on the Genesis version, the clouds are stationary, but they aren't mirrored and there is a slight sky gradient.
In E.Honda's stage, there is an extra lantern on the left side in the SNES version which wasn't in the original arcade version, nor the Genesis version.
In Ryu's stage, the sky's color was altered from a faded blue to a blue-berry color, and the gradient is done via an HDMA gradient, as opposed to the arcade and Genesis' dithered gradient.
In Chun-Li's stage, the roof of the leftmost building was changed from blue to purple on the SNES version, and on the Genesis version, it remained blue as in the arcade.
I'm quite sure I've missed a few more things, like differences in the number of background layers, but overall, while the SNES version outputs more colors than the Genesis version, I'd say the Genesis version's backgrounds are overall much closer to the original arcade designs.
Christuserloeser
06-22-2010, 03:01 PM
I always found it weird that Sega never ever bothered to pack a 6 button in with the newer systems. I know they did with the CDX but that was a niche item and I will not count what Majesco did.
I remember that we bought SF2 and a pair of six button controllers in summer and my brother got his model 2 in winter that same year.
I am pretty sure that SF2 came out months before the model 2.
I really thought it would have a six button controller included, but it didn't.
Well that screen shot posted is of a JP Mega Drive 2 I believe.
That came with a 6 button.
It's true that this is what most would consider an Asian model 2 which is identical to the Japanese model 2. I don't know if the Japanese version came with a six button controller as a standard pack in though.
kool kitty89
06-22-2010, 03:19 PM
In the arcades, World Warrior, Champion Edition, and Hyper Fighting all used the same defeated portraits, and the same can be said about the console ports. The only difference in portraits between World Warrior and Champion Edition were the normal portraits, which were redone slightly to look edgier and tougher, but were done in the same style, and didn't clash with the old artwork enough to justify new defeat portraits. Hyper Fighting used the same artwork as Champion Edition, and as such it carried across to the console ports (although I think the SNES version of Street Fighter II Turbo - Hyper Fighting redid them to my recollection).
The first set of character defeat portraits featured blood which remained across the board for every console port as far as I know.
In Super Street Fighter II, the character portraits were entirely redone in a different art style, and since the style was so different, new defeat portraits had to be made this time around. These new defeat portraits were very bloody, and many were much bloodier than the original Street Fighter II games' portraits.
Every instance of blood was removed from the portraits of the SNES version of Super Street Fighter II in every release, even the original JP release, and even in-game blood during fights was removed entirely (notably when Blanka bites someone), as well as Cammy's standing animation, which had frames removed to make her chest look more stiff as it bounced around a little bit in the arcade version. In the Genesis version, the blood is left entirely intact, and Cammy's standing animation is left intact, so I'd say it's pretty safe to assume that it was indeed censorship on the SNES version, especially since it would fit in so well with the rest of the censorship.
Again, is that all versions or just the western ones? (It would make no sense to censor the JP release and in pretty much all cases of games released for Japan, there was no censoring)
Anyway, Genesis Special Champion Edition has totally different defeat screens, much more bruised/bloddied/worn out looking than SNES/PCE or similar Arcade iirc. (perhaps unique)
Blanka's eye hanging out is particularly memorable.
As you can see, the SNES is missing many background details, such as some people in Guile's background, and signs and chains in Zangief's stage which are present in the Genesis version.
The SNES version also randomly changes colors of certain background objects, like the pimp in Balrog's stage, and some flowers in Blanka's stage, although in the Genesis version of Vega's stage, the dancers in the backgrounds dresses turned from magenta to yellow, but I am not sure as to whether it was palette limitations or a straight up change. Also in the Genesis version of Balrog's stage, the women in the background are both wearing blue bikini's, whereas on the SNES and Arcade versions one is wearing read. I assume this is a palette limitation.
In Blanka's stage, there is a rope that the fish is hanging by that was removed from the SNES version, but is present in the Genesis version. In the SNES version, the clouds in Blanka's stage do scroll, but the are mirrored and the sky gradient is missing entirely, yet on the Genesis version, the clouds are stationary, but they aren't mirrored and there is a slight sky gradient.
In E.Honda's stage, there is an extra lantern on the left side in the SNES version which wasn't in the original arcade version, nor the Genesis version.
In Ryu's stage, the sky's color was altered from a faded blue to a blue-berry color, and the gradient is done via an HDMA gradient, as opposed to the arcade and Genesis' dithered gradient.
In Chun-Li's stage, the roof of the leftmost building was changed from blue to purple on the SNES version, and on the Genesis version, it remained blue as in the arcade.
I'm quite sure I've missed a few more things, like differences in the number of background layers, but overall, while the SNES version outputs more colors than the Genesis version, I'd say the Genesis version's backgrounds are overall much closer to the original arcade designs.
Umm, that's a bad comparison as it seems to be using world warrior rather than Turbo to compare... (unless SNES turbo didn't change anything)
Given World Warrior was the very first home port it makes sense that it cuts some things...
You'd need to compare all the versions. (PCE is easy since it just has SCE)
Also note PCE SCE has very similar cuts to graphics as the SNES version of WW.
PimpUigi
06-22-2010, 03:38 PM
The video of the backgrounds is certainly Turbo/Champion Edition for all four versions.
Defolto
06-22-2010, 03:38 PM
Not too much of a mortal combat fan but I prefer Super Street Fighter 2 on the Sega Genesis because it is like the arcade button lay out for the six button controller.
Da_Shocker
06-22-2010, 03:44 PM
The PCE version has the clearest voicest by far trumping even the all mighty SNES.
I prefer everything on the MD over the Snes...well except the Voices for obvious reasons but the 6pad, flick it to 60hz and life is good! muchos like the arcade however the graphics on the Snes can either excel or fall rather short..all depends, back in the day we didn't have numerous setups to go out and hunt the differences.
Mortal Kombat on the MD and Snes were jokes too me! both neither impressive, regardless of sloppy ports etc MKII was just crap no matter which way you slice it!
Metalwario64
06-22-2010, 04:02 PM
Again, is that all versions or just the western ones? (It would make no sense to censor the JP release and in pretty much all cases of games released for Japan, there was no censoring)
Awkwardly enough, the game was still censored in the Japanese version. Although in the Japanese one the music used slightly different instruments for the music (and as such, you can download both SPC sets at SNESmusic.org) and actually had some more accurate voice samples, such as Dhalsim's defeat cry (which. like in the arcade was simply Ryu's defeat cry oddly enough, but they made a unique one for the American release) and Ken's throw (which was changed to a pitch increased version of Ryu's in the American release, which makes no sense at all), which were entirely changed in the American release for no apparent reason.
For comparison, here is the arcade version of Zangief's defeat portrait on Super Street Fighter II (http://www.youtube.com/watch?v=SLU_ZewiFZo&feature=player_embedded#t=04m56s). Notice all of the blood on Zangief's face. Now look at the SNES version of Zangief's face (http://www.youtube.com/watch?v=aQQmAUDqxo4#t=06m36s), where the blood was removed. It's not a graphic limitation either, as even the Genesis version has all of the blood (http://www.youtube.com/watch?v=iQ3bbvUkx-U#t=02m17s).
Anyway, Genesis Special Champion Edition has totally different defeat screens, much more bruised/bloddied/worn out looking than SNES/PCE or similar Arcade iirc. (perhaps unique)
Blanka's eye hanging out is particularly memorable.
The Genesis version's was more like the arcade (http://www.youtube.com/watch?v=SLU_ZewiFZo#t=03m49s), and even featured the animated portraits at the Game Over screen which were not present in the PCE and SNES versions.
Umm, that's a bad comparison as it seems to be using world warrior rather than Turbo to compare... (unless SNES turbo didn't change anything)
Given World Warrior was the very first home port it makes sense that it cuts some things...
You'd need to compare all the versions. (PCE is easy since it just has SCE)
Also note PCE SCE has very similar cuts to graphics as the SNES version of WW.
Nope, that's clearly Turbo, as World Warrior had entirely different colored backgrounds from Champion Edition and Hyper Fighting, which shared the same palette.
PimpUigi
06-22-2010, 04:08 PM
OK so...Metal Wario 64, would you like to help me write up the differences in a MS Word or Excel spread sheet???
So far you're doing a good job.
Metalwario64
06-22-2010, 05:00 PM
I think this is a pretty good source (http://www.atariage.com/forums/blog/260/entry-5008-genesis-vs-snes-street-fighter-ii-sceturbo/) for the differences.;)
There were numerous comparison on superpcenginegrafx.com, but the site has been down for some time. I'm pretty sure that my posts and the comparison I linked you to should be enough, as I already listed all of the biggest and most minor differences I know, and truthfully, analyzing any deeper would probably get into the nitpicking territory of comparing each pixel! :o
I believe I've covered everything that wasn't covered by the blog post I linked to, and the videos I've linked to. All that needs to be done is to compile all of the information from that blog post, and my posts and that should just about cover it. Besides, I don't even have Microsoft Word, nor Excel.:p Though, if I notice anything else, I will post it here.
On that note, another thing worth mentioning is that the font on Special Champion Edition for the character names under the life bars is much closer to the arcade's font than the SNES font. Also, the fencing at the sides of the background in Dhalsim's stage is purple in the arcade, but golden in the SNES and Genesis versions. The Barrel in Ken's stage is beat up in the arcade and Genesis versions, but looks in pristine shape on the SNES.
I'd like to see a comparison between the SNES, Genesis and arcade versions, but I wouldn't have the time to write all of that up, but the videos are all there in the links I've posted, and if you want to compare the audio, you can find videos which compare both ports to the arcade (http://www.youtube.com/watch?v=pso4GpKG7cA).
kool kitty89
06-22-2010, 06:14 PM
The PCE version has the clearest voicest by far trumping even the all mighty SNES.
That's mainly because of the SNES's interpolation... Try it in an emulator with interpolation on and then off... (interpolation was intended to eliminate any artifacting/noise from low quality samples or compression, but it's forced, at least in the standard SPC format, thus ruining any higher quality samples and higher frequency stuff)
There's filtering on top of the interpolation as well, but that's not the big issue.
PimpUigi
06-22-2010, 06:15 PM
I could use some help with the Super versions as well.
There don't seem to be as many sites for that one, and what if I missed differences?
Christuserloeser
06-22-2010, 06:34 PM
I think this is a pretty good source (http://www.atariage.com/forums/blog/260/entry-5008-genesis-vs-snes-street-fighter-ii-sceturbo/) for the differences.;)
I've been discussing some things with the author here: http://www.sega-16.com/forum/showthread.php?p=172846#post172846 (goes on for a few pages)
Metalwario64
06-22-2010, 07:57 PM
I could use some help with the Super versions as well.
There don't seem to be as many sites for that one, and what if I missed differences?
Well, aside from the extra modes, censorship discrepancies, and the music restarting at the beginning of each round, and missing "Round _ Fight!" samples, there aren't really any differences between the two. PlayingWithHistory, the guy who made that blog post, has comparison videos of most, if not all stages of Super Street Fighter II on his YouTube account (http://www.youtube.com/user/PlayingWithHistory).
I apologize, but at the moment, I don't want to dedicate myself to something too deeply, but I will post info if I see it. And besides, if we/you do miss things, it's not like I couldn't point them out and you could edit them in later.;)
Interestingly, one thing I've noticed on Guile's stage in SSFII on the Genesis, is that the green hills in the background look wrong. In the arcade versions of every Street Fighter II iteration, Guile's stage had green hills in the background, whereas in the Genesis version of SCE, they were removed due to what I assume were palette/graphic limitations, so they were replaces with a dithered gradient which used the sky's palette and faded onto the runway in the background. On Super Street Fighter II on the Genesis, it appears that they simply took that original background with the removed hills from SCE and colored one line of the gradient green to look like the hills, so they look sorta like the dithered gradient of the sky.
tomaitheous
06-22-2010, 11:07 PM
In Ryu's stage, the sky's color was altered from a faded blue to a blue-berry color, and the gradient is done via an HDMA gradient, as opposed to the arcade and Genesis' dithered gradient.
The SNES version of that stage also has the far building scrolling at a slightly different speed (acting as another layer).
I'm looking for an objective review of the differences, not putting more or less emphasis on any one particular aspect. Like what Night Driver did (not that there's anything wrong with it, but I'd like to come to my own conclusions after the facts have been presented). So, 'just the facts ma'am'. And I want pics (or it didn't happen!), and visual aids, and explicit details, arrows, circles, highlights, and what not. No half-assing around ;)
Orchid87
02-07-2011, 03:11 PM
SFII - Genesis
MK1 - sucks anywhere
MK2 - SNES
MK3 - Genesis
Somehow MK2 on SNES is my favorite port of the game. Must be nostalgia.
hipposticks
02-07-2011, 07:03 PM
Out of each series respectively, I only really liked MK1 and SF2:SCE for their overall attributes of gameplay, graphics and music. I played them on Genesis a lot BITD but I did try the SNES versions on emulator.
Personally, I much prefer the YM2612's music synthesis in pretty much any game. In SF2:SCE's case, the YM2612 simulates the arcade version more closely.
For both MK1 and SF2, the Genesis 6 button controller matches the arcade button layout perfectly. I would hate shoulder buttons in a fast paced fighting game!
The above are pretty obvious points, but I'm not going to play the SNES versions any more to compare. For all I know, SNES versions are better in some ways, but they just don't keep my attention.
Curryman123
02-07-2011, 11:10 PM
SFII Pc engine version rules all. Nec avenue pad is just awesome!
gamegenie
02-08-2011, 12:12 AM
Street Fighter II on Genesis is the only version I own. (well besides SF2 on TurboExpress)
I only listened to the audio of the SNES version on youtube that compared them to the Genesis and TurboGrafx-16. I think the Genesis version sounded more close to the Arcade version, and I'm a stickler to games sounded like their arcade counterparts. So Genesis SF2 wins.
For MK, I going with SNES, (although Sega CD would be supreme if crap Probe/Acclaim didn't gimp the Shang Tsung death sequence)
For MKII, I'm going with SNES
For MK3, Genesis , no longer plagued by crappy Probe/Acclaim, but now Sculptured/Williams who did the game justice. If you compare the SNES and Genesis version of MK3, you'll find the Genesis version matches closer to the coin-up arcade than the SNES version which has misplaced background/music tracks and a awkward healthbar, and few other things I like to nit pick out.
Orchid87
02-08-2011, 12:37 AM
For MK, I going with SNES
SNES version looks and sounds better, and I don't mind the censored fatalities, but there's one big problem in this port - horrible control lag. Genesis version is superior due to that.
XGoldenboyX
02-08-2011, 11:55 AM
Mortal Kombat GENESIS vs SNES
Presentation diferences
http://www.lensoftruth.com/?p=20072
Video
http://www.youtube.com/watch?v=goKcFL_q9GY
Enjoy!
Da_Shocker
02-12-2011, 02:47 PM
Amazing that Probe managed to fuck up the track order on the SCD version.
The Coop
02-12-2011, 03:11 PM
Amazing that Probe managed to fuck up the track order on the SCD version.
With Probe, it's not really that amazing. :lol:
Black_Tiger
02-12-2011, 03:54 PM
There were numerous comparison on superpcenginegrafx.com, but the site has been down for some time. I'm pretty sure that my posts and the comparison I linked you to should be enough, as I already listed all of the biggest and most minor differences I know, and truthfully, analyzing any deeper would probably get into the nitpicking territory of comparing each pixel! :o
Just replace the .com of any superpcenginegrafx.com links with .net
I now have a supergun, so that whole comparison will be updated with true arcade content. The Saturn and Playstation ports are not perfect.
That's mainly because of the SNES's interpolation... Try it in an emulator with interpolation on and then off... (interpolation was intended to eliminate any artifacting/noise from low quality samples or compression, but it's forced, at least in the standard SPC format, thus ruining any higher quality samples and higher frequency stuff)
There's filtering on top of the interpolation as well, but that's not the big issue.
Capcom still developed the game around the end result and the end result is how it is on real hardware. Apparently that was about how good they thought it needed to be. If the SNES samples hadn't used interpolation, then the developer of the PCE version may very well have made that game's samples all the clearer.
16bitter
02-17-2011, 11:18 AM
It's a possibility to be sure. Who knows how each version was made.
I tend to think it's an empty internet meme. One of the guys pushing this idea actually misquoted a Boone GamePro article from mid-94.
he 32X version improved things, but it still didn't feel finished.
It wasn't. I particularly liked the fact that they didn't even bother to put in the arcade endings.
Notice, however, they did put in the portraits to narrate the game's opening. Why? Well, I think it was a front-end statement as to the game's arcade pedigree -- a quick way to say, hey, this is a better port.
But better than what? The Genesis game? OK. But it's still inferior to the SNES effort.
I won't even go into the mess that was Probe's Saturn port.
You should. That mess leaves no doubt as to the culpability of Probe vis a vis ports and hardware.
It's obvious that they were not only lazy, but just full of hubris when designing the Saturn game. The presentation is laughable, particularly the music and sound effects.
Zebbe
02-17-2011, 12:43 PM
The 32X port of Mortal Kombat II is better than the SNES version by far. The only thing better with the SNES version is the background colours. 32X backgrounds have more details though, and the sprites are better. The music is no contest, it is barely hearable in the SNES version. The 32X version also plays much better, much thanks to the 6 button pad, where not only the button layout is more comfortable, the D-pad is also prefered on it.
Curryman123
02-17-2011, 12:54 PM
mortal kombat 1 on the genesis looks terrible. looks like a half finished project.
TrekkiesUnite118
02-17-2011, 12:58 PM
mortal kombat 1 on the genesis looks terrible. looks like a half finished project.
But it has blood, so it wins.
Without blood Mortal Kombat is just an average fighter.
mrbigreddog
02-17-2011, 01:07 PM
But it has blood, so it wins.
Without blood Mortal Kombat is just an average fighter.
No no.. without blood it's just a "Competition Edition"
http://4.bp.blogspot.com/_aKIwBO1p12Y/TQlLOHDYMhI/AAAAAAAAEQw/V8Wu-6w3xgM/s1600/jaquette_mortal_kombat_snes.jpg
16bitter
02-18-2011, 01:49 PM
The 32X port of Mortal Kombat II is better than the SNES version by far.
:rofl:
Ridiculous.
The only thing better with the SNES version is the background colours.
The backgrounds are running off the Genesis.
32X backgrounds have more details
Rather a contradiction in terms. The color level brings out detail, and the 32X port's backgrounds are sadly lacking in that area.
and the sprites are better.
That's very true. That, along with the health bars, is the only consistent and noticeable improvement over the SNES version at first blush.
The problem is, all the missing detail in comparison to the SNES port. The ending is particularly atrocious.
Shao Kahn's defeat takes place, now, on one background, whereas on the SNES he is transposed over every one of the game's backgrounds before exploding.
And the sound effects when he does explode? Pure Genesis, whereas the SNES version preserves the arcade's sound design here.
Worse? No ending portraits on 32X. The SNES, though smaller, has all of the arcade's endings.
The music is no contest, it is barely hearable in the SNES version.
The SNES port has nearly, if not all, the music tracks and presents them in a modality that is representative of the arcade tracks symphonic quality and details. Is it as powerful as the arcade sound? No, but it is instrumentally accurate.
The 32X port, on the other hand, is sonically bifurcated: it, like the graphics, is an inappropriate mashup of new pieces with Genesis leftovers.
What's new is generally great. But what is the percentage of either new tracks or sound effects? Maybe -- maybe -- it's 50/50. But it may be as bad as 60/40 on Genesis sound effects, layering and tracks.
You can hear it with the music that rises with Shao Kahn's voice to 'Finish Him!'. You can hear it when a punch connects, or is blocked. You can hear it with Sub-Zero's ice puddle, or Reptile's invisibility smoke, or any of Johnny Cage's special moves: all sound like the Genesis' sound hardware, and that in this case means that it sounds like someone defecating out of the sound system.
And, yes, you can hear it with the general scoring of specific levels -- there's no doubt that, in the tower level, its Genesis sound hardware producing the results. Results that don't sound consistently accurate to the arcade version's instrumentation. In fact, not even close.
And then there are the pieces that are just missing. Such as a rather obvious number of Shao Kahn voice clips, even in the ending battle.
The 32X version also plays much better, much thanks to the 6 button pad, where not only the button layout is more comfortable, the D-pad is also prefered on it.
Mm. Don't agree, but this is pretty subjective. Always felt that the SNES pads were better laid out and more conducive to the block button scheme, a point only extrapolated on and exacerbated as a problem to the Sega side with the run button in the MK3 release.
goldenband
02-18-2011, 02:06 PM
I don't agree at all that 32X MKII plays better than SNES MKII. I logged plenty of time on the arcade machine, and combos that work on the arcade and SNES versions don't work on the 32X. In particular, Jax's aerial backbreaker is basically worthless in 32X MKII.
The 32X gameplay just feels "off" to me, whereas the SNES is spot-on.
Zebbe
02-18-2011, 03:04 PM
The backgrounds are running off the Genesis.
I know. But they still have more detail, such as the floating wizard on one stage, more chains in the dead pool and overall more parallax.
The problem is, all the missing detail in comparison to the SNES port. The ending is particularly atrocious.
Shao Kahn's defeat takes place, now, on one background, whereas on the SNES he is transposed over every one of the game's backgrounds before exploding.
The ending is a very minor detail to me (it's a fighting game for crying out loud), and the many advantages of the 32X version are much more important to me for the overall gaming experience. I want the game to be the best when I'm playing it, not when I'm watching it.
And the sound effects when he does explode? Pure Genesis, whereas the SNES version preserves the arcade's sound design here.
Ok. But the 32X version still has more sound samples than the SNES version and of higher quality as well.
The SNES port has nearly, if not all, the music tracks and presents them in a modality that is representative of the arcade tracks symphonic quality and details. Is it as powerful as the arcade sound? No, but it is instrumentally accurate.
It's in mono and it sounds like crap. Closer to the arcade doesn't necessarily mean better.
The 32X port, on the other hand, is sonically bifurcated: it, like the graphics, is an inappropriate mashup of new pieces with Genesis leftovers.
It's in stereo and it sounds great. I don't think it sounds bifurcated at all.
What's new is generally great. But what is the percentage of either new tracks or sound effects? Maybe -- maybe -- it's 50/50. But it may be as bad as 60/40 on Genesis sound effects, layering and tracks.
You can hear it with the music that rises with Shao Kahn's voice to 'Finish Him!'. You can hear it when a punch connects, or is blocked. You can hear it with Sub-Zero's ice puddle, or Reptile's invisibility smoke, or any of Johnny Cage's special moves: all sound like the Genesis' sound hardware, and that in this case means that it sounds like someone defecating out of the sound system.
I don't think it sounds that bad, but OK, the SNES knows how to do SFX. Since the music and the voice samples sound better than on SNES, I have to give the 32X the overall edge in the sound department though.
And then there are the pieces that are just missing. Such as a rather obvious number of Shao Kahn voice clips, even in the ending battle.
Yes, but there is more stuff missing in the SNES version.
promking
02-18-2011, 04:22 PM
a b a c a b b
16bitter
02-18-2011, 05:04 PM
I know. But they still have more detail, such as the floating wizard on one stage, more chains in the dead pool and overall more parallax.
The monk is in the SNES version as well, it's in the Genesis release that he's not present; the biggest difference in the SNES and 32X versions is plainly the color depth. The SNES looks far closer to the arcade, and as far as detail brought out looks like another generation of console. Sad to say.
The 32X version? Yeah, the monk moves up and down slightly, whereas in the SNES version he's stationary.
Other details are lost through the lack of shading. As far as foreground, it's absolutely pathetic that Dan "Toasty" Forden looks little better on 32X than on Genesis -- where he was black and white! Or, for instance, the forest; so ugly and drab, and it appears that they used the Genesis' timing for Jade and Smoke, because they appear constantly as opposed to their random appearances on SNES (and the arcade).
It's obvious that all these elements -- i.e. the brunt of the graphics -- are being provided by a stock Genesis, rather than the 32X. The game looks incoherent. Because it was programmed that way.
The ending is a very minor detail to me (it's a fighting game for crying out loud),
When we're talking about detail, I would think that actually having the arcade's ending(s) would be a fairly big issue.
Further, are you arguing that you would, in fact, be happy with a game that had no one player mode? And if not, shouldn't the game provide the player with some kind of reward for beating it, however minor? And, if it really is so minor, why the hell isn't this detail present in the 32X game?
The fact that the 32X iteration completely botches this aspect is a pointer towards the lack of care put into it. And that lack of detail is obvious not only in the complete lack of ending artwork, but also in the manner in which Shao Khan interacts (eh...I''ll go with it) with and is defeated by the player.
All these details are off. All these details speak to Probe's laziness, compounded by the fact that they knew they could more easily get away with these deletions because they required the player to play through the game. Unlike, say, the attract mode sequences, which they put care into translating.
and the many advantages of the 32X version are much more important to me for the overall gaming experience.
And what advantages are these?
The details missing in the 32X version are at least as obvious as those present.
The biggest problem? More than half the game is clearly just a retread of the botched Genesis port, itself clearly inferior to the SNES release.
I want the game to be the best when I'm playing it, not when I'm watching it.
As someone who has played a lot of MKII, I'd give the gameplay advantage to the SNES version.
Ok. But the 32X version still has more sound samples than the SNES version and of higher quality as well.
You have a count on that? Because I know that there are, for example, more Shao Khan voice clips in the SNES version.
Another instance of problematic or recycled sound design comes with the forest area: in the arcade (and SNES) the trees groan, while in the Sega versions they are silent.
It's in mono and it sounds like crap. Closer to the arcade doesn't necessarily mean better.
I think it means a great deal, particularly when arguing which is the better translation; it was, after all, the 32X game that was advertised as "arcade perfect", remember? And the worst part is, that the noticeable changes are not what one would call improvements. The samples are often downgraded horribly, or just unrecognizable on 32X.
It's in stereo and it sounds great. I don't think it sounds bifurcated at all.
Whether you think it, it is. It just is. What I'm talking about is a standardized fact: the 32X has a huge amount of samples that are taken from the broken Genesis translation, which was a mess on sound.
Yes, but there is more stuff missing in the SNES version.
Such as? The most glaring omission are the opening cinematics, but the SNES certainly makes up for that -- arguably more than makes up for it -- by having the arcade's endings.
PimpUigi
02-19-2011, 09:11 AM
Genesis MK1 is way better.
Supports both characters throwing projectiles at the same time.
32X version has much louder samples, whereas on the SNES they're coming through a pillow and really quiet.
Zebbe
02-19-2011, 10:58 AM
The monk is in the SNES version as well, it's in the Genesis release that he's not present; the biggest difference in the SNES and 32X versions is plainly the color depth. The SNES looks far closer to the arcade, and as far as detail brought out looks like another generation of console. Sad to say.
OK, the SNES wins on colours. But 32X has more layer scrolling, more graphical details (such as the chains in the Dead Pool) and higher resolution, so it wins on backgrounds.
The 32X version? Yeah, the monk moves up and down slightly, whereas in the SNES version he's stationary.
A small detail perhaps, such as the randomness of Jade and Smoke on the forest stage in the SNES version.
Other details are lost through the lack of shading. As far as foreground, it's absolutely pathetic that Dan "Toasty" Forden looks little better on 32X than on Genesis -- where he was black and white! Or, for instance, the forest; so ugly and drab, and it appears that they used the Genesis' timing for Jade and Smoke, because they appear constantly as opposed to their random appearances on SNES (and the arcade).
Small details.
It's obvious that all these elements -- i.e. the brunt of the graphics -- are being provided by a stock Genesis, rather than the 32X. The game looks incoherent. Because it was programmed that way.
It was meant to be that way. The game is an upgrade from the 16-bit version, simply because the 32X is an upgrade from the Genesis. They were meant to work together, if not, the 32X would have been a stand-alone system.
When we're talking about detail, I would think that actually having the arcade's ending(s) would be a fairly big issue.
OK, I'll give you that.
Further, are you arguing that you would, in fact, be happy with a game that had no one player mode? And if not, shouldn't the game provide the player with some kind of reward for beating it, however minor? And, if it really is so minor, why the hell isn't this detail present in the 32X game?
No, I am not happy with a game that has no one player mode. There are endings in the 32X version, maybe not as the arcade's or the SNES', but they are there. Most important to me are other things though, see further below
The fact that the 32X iteration completely botches this aspect is a pointer towards the lack of care put into it. And that lack of detail is obvious not only in the complete lack of ending artwork, but also in the manner in which Shao Khan interacts (eh...I''ll go with it) with and is defeated by the player.
All these details are off. All these details speak to Probe's laziness, compounded by the fact that they knew they could more easily get away with these deletions because they required the player to play through the game. Unlike, say, the attract mode sequences, which they put care into translating.
Can't disagree with you, Probe were really lazy. But the game is still better than the SNES version, see below.
And what advantages are these?
Graphics:
- Backgrounds better in all aspects except colour.
- Bigger sprites with more colour.
- Better intro.
Sound:
- Music you can hear.
- Music that is in stereo.
- Music that is good.
- Voice samples you can hear.
- More voice samples (except for Shao Khan).
Gameplay:
- Controls better.
- More combos.
- 6 button pad has superior D-pad and laid out like an arcade game.
The details missing in the 32X version are at least as obvious as those present.
Can say the same about the SNES port.
The biggest problem? More than half the game is clearly just a retread of the botched Genesis port, itself clearly inferior to the SNES release.
The Mega Drive version was inferior, but with 8 extra megs and the 32X it becomes superior.
As someone who has played a lot of MKII, I'd give the gameplay advantage to the SNES version.
OK, I'll give it to the 32X. TmEE too, we played both together side by side when I was in Estonia at his place a few weeks ago.
You have a count on that? Because I know that there are, for example, more Shao Khan voice clips in the SNES version.
I didn't count, but I remember some stuff was missing in the SNES version.
Another instance of problematic or recycled sound design comes with the forest area: in the arcade (and SNES) the trees groan, while in the Sega versions they are silent.
Small detail. Bigger sprites and higher background resolution together with higher quality samples and music you can actually hear, are NOT.
I think it means a great deal, particularly when arguing which is the better translation; it was, after all, the 32X game that was advertised as "arcade perfect", remember? And the worst part is, that the noticeable changes are not what one would call improvements. The samples are often downgraded horribly, or just unrecognizable on 32X.
No, I don't remember it being called arcade perfect. The samples sound much better on the 32X than on the SNES, they can barely be heard there.
Whether you think it, it is. It just is. What I'm talking about is a standardized fact: the 32X has a huge amount of samples that are taken from the broken Genesis translation, which was a mess on sound.
No, it isn't.
Such as? The most glaring omission are the opening cinematics, but the SNES certainly makes up for that -- arguably more than makes up for it -- by having the arcade's endings.
I'd rather take the opening, something that I at least will be able to see everytime I put the game on.
morcar
02-19-2011, 01:16 PM
Only thing i have to say on this is that Super Street Fighter 2 on both SNES and Megadrive sucks badly.
SF Turbo is awesome the SNES
Megadrive let me down on MK games apart from the first one.
Nuxius
04-26-2011, 07:40 AM
Game - Preferred console
Street Fighter II: Turbo - SNES
Street Fighter II: Special Champion Edition - Genesis by far (the one included in SNES Turbo was a joke)
Super Street Fighter II - SNES
Mortal Kombat - All versions stunk. The Genesis and Sega CD versions are better than the SNES one, though.
Mortal Kombat II - SNES
Mortal Kombat 3 - Tie (I played the PSX version back in the day, though)
Ultimate Mortal Kombat 3 - Genesis
I like the way (in the first page) everyone seems to assume that the SNES only has one possible option when it comes to a controller. If you say the Genesis version is better "because of the 6 button controller" or "because the SNES pad sucks" you might as well say "Version X is the worst because I always play that version with a trackball".
PimpUigi
04-26-2011, 11:59 AM
So I suppose we can use the Genesis 6 button pad on the SNES then?
So I suppose we can use the Genesis 6 button pad on the SNES then?
I suppose you could. Why stop there though? I have two ASCII pads which were pretty good at the time. And people are big into making their own sticks.
The point is that the controller is neither here nor there.
PimpUigi
04-26-2011, 12:23 PM
And my point is, I know of no such way to do that as of right now...2011, and there was certainly no such way back in 1993.
Regardless, the SF's, MK1 & UMK3 are all decidedly better on the Genesis. MK3 is like a tie, but plays at the right speed on the Genesis.
People who prefer the SF games on SNES prefer them because of sound quality, but in all the rest of the aspects of the game, the Genesis comes out on top. Missing frames, missing voice samples, missing options, missing intro, they're all there on the Genesis versions. (why cut Cammy's nuetral frames just to limit her chest jiggling?)
And my point is, I know of no such way to do that as of right now...2011, and there was certainly no such way back in 1993.
Surely all you need to do is wire a SNES cable onto a Megadrive pad. If you use a 6 button one, that's the same number of buttons.
PimpUigi
04-27-2011, 09:45 AM
Surely anything harder than buying an adapter isn't going to happen.
Surely anything harder than buying an adapter isn't going to happen.
Aside from being relative, difficulty =/= impossible. I've heard of people spending thousands building their own Daytona rigs, people build their own Arcade cabinets all the time, etc etc.
But aside from that, I spent Ģ40 on an arcade stick for my 360, and there's nothing stopping people from buying or making a different controller, that's all I'm saying. It just shouldn't be a factor in which game is "better", any more than the TV it's displayed on or the chair they sit in.
PimpUigi
04-27-2011, 04:46 PM
Well I agree it doesn't matter on PS3/360, and probably Wii.
Certainly doesn't matter on PC.
I mean, for PC, I have two Genesis to USB adapters, and they even support the mode button as a pseudo R button.
360/PS3/Wii I believe all have PS2 adapters.
So any PS2 controller, or any x-to-PS2 controller will work with those systems.
I personally use an Xbox S controller for my PS3 & 360 fighters.
Costs less than an arcade stick, works on more systems, and I do own at fighting games...play you online in Super Turbo or HD Remix any time.
Maybe even 3s if whine to me a lot about how good it is. (it isn't)
I wish Accent Core had online play...
Well I agree it doesn't matter on PS3/360, and probably Wii.
Certainly doesn't matter on PC.
I mean, for PC, I have two Genesis to USB adapters, and they even support the mode button as a pseudo R button.
360/PS3/Wii I believe all have PS2 adapters.
So any PS2 controller, or any x-to-PS2 controller will work with those systems.
I personally use an Xbox S controller for my PS3 & 360 fighters.
Costs less than an arcade stick, works on more systems, and I do own at fighting games...play you online in Super Turbo or HD Remix any time.
Maybe even 3s if whine to me a lot about how good it is. (it isn't)
I wish Accent Core had online play...
I'm not very good at Fighting games anymore. Just don't have the time/patience. That said I still do enjoy them. I have...
SNK Vs Capcom Chaos (Xbox)
Capcom Vs SNK EO (Xbox)
Capcom Vs SNK (DC)
Capcom Vs SNK 2 (DC)
Marvel Vs Capcom (DC)
Marvel Vs Capcom 2 (DC)
Marvel Vs Capcom 2 (360)
Street Fighter 4 (360)
Super Street Fighter 4 (360)
Tekken 6 (360)
Street Fighter Alpha 3 (PSOne)
Street Fighter Alpha 3 MAX (PSP)
Street Fighter II' (PC Engine)
Street Fighter II CE (Megadrive)
Street Fighter II (SNES)
Street Fighter II Turbo (SNES)
Garou Denetsu (PC Engine)
Samurai Shodown (360)
There may be a few more actually, but those are off the top of my head. SF Alpha (3) is my favorite, then Capcom Vs SNK which I probably don't understand fully. Need to dig that out actually, Just got a DC Arcade stick again which I've barely used.
PimpUigi
04-28-2011, 04:45 AM
We could try some Alpha 3 online too.
I play V-ism Zangief.
But it's on the PSOne! I main Ken or Ryu usually. I should replay it with some other characters though.
PimpUigi
04-28-2011, 02:39 PM
Reminds me of how PSX certainly wasn't the fighting game system of its generation.
Sega Saturn was.
Sega Saturn even got what should have been PlayStation exclusive fighters, like Battle Arena Toshinden.
Lastcallhall
04-28-2011, 02:46 PM
Also, the Saturn got the Street Fighter II Collection and Street Fighter II Collection 2 (AKA Capcom Generations Vol. 5) in Japan, so you have your 5 versions of SF right there, in arcade perfect quality (for the most part; Super Turbo suffers some massive slow down, but I'm not sure if it's the Saturn's fault or if it's the same way on the PS1 version, as well). They also have Alpha/Zero 3 if you're so inclined.
Good times. :)
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