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Capcom Arcade Classics impressions

gblues

Banned
My wife rewarded me with a new game, so I picked this up ($19.95 @ EB).

I won't waste time reviewing each game on the collection right now (I'm at work and I've got 5 minutes left on my break).

Overall good & bad:

+ Lots of excellent games.
+ Is this the first ever 100% arcade complete home version of Final Fight?
+ Pretty neat unlockables (cabinet art, character art, soundtracks)
+ Dhalsim stage with 6 elephants FTW!

- Unlimited continues strongly diminishes replay value.
- Lack of either 16x9 or 480p support makes baby Jesus cry. I know the games weren't widescreen, but at least a default windowbox setting would'v been nice.
- Sound effects sound like crap, although they probably always sounded like crap and I just couldn't hear it in the arcade.
- PS2 mode-7 emulation on Super Ghouls & Ghosts looks like shit.

Nathan
 
Don't forget shitty emulation of the PS1 versions of SF2, Champ Edition and Turbo instead of the real arcade versions.
 
gblues said:
- Sound effects sound like crap, although they probably always sounded like crap and I just couldn't hear it in the arcade.
It's worse. Everything's too high-pitched. (Compare the menu sound effects to the ones in the included Street Fighter II games to hear for yourself.)

And you didn't mention anthing about the black borders.

PlayStation and Saturn versions > Capcom Classics Collection for PS2 and Xbox
 
gblues said:
My wife rewarded me with a new game, so I picked this up ($19.95 @ EB).

I won't waste time reviewing each game on the collection right now (I'm at work and I've got 5 minutes left on my break).

Overall good & bad:

+ Lots of excellent games.
+ Is this the first ever 100% arcade complete home version of Final Fight?
+ Pretty neat unlockables (cabinet art, character art, soundtracks)
+ Dhalsim stage with 6 elephants FTW!

- Unlimited continues strongly diminishes replay value.
- Lack of either 16x9 or 480p support makes baby Jesus cry. I know the games weren't widescreen, but at least a default windowbox setting would'v been nice.
- Sound effects sound like crap, although they probably always sounded like crap and I just couldn't hear it in the arcade.
- PS2 mode-7 emulation on Super Ghouls & Ghosts looks like shit.

Nathan


the port of Final Fight seems to be a 100% complete port of the arcade with no downgrades - same for Forgotten Worlds.

the Street Fighter II ports and Ghouls 'N Ghosts is based on the NOT-100% arcade-exact PlayStation Capcom Generation series. you are much better off playing the ROMS on MAME or your CPS emu of choice because you will get a more accurate arcade experience.
 
Yeah, half the games are just ports of those "signature series" PS1 rereleases, like the Megaman games. Although there's a certain novelty in listening to the remixed music, having to sit through load times in a 15 year old fighting game that's been ported to hell and back is unacceptable.

Higemaru is stupidly fun, though
 
That explains a lot, like how the sprites look barely upgraded from the SNES version. Lame..

I didn't really get this for the SFII games, anyway, so I'm not too upset. I played through the arcade version of Bionic Commando--aside from a few musical tracks and similar area designs, it has very little in common with the (superior, IMO) NES version.

Nathan
 
gblues said:
That explains a lot, like how the sprites look barely upgraded from the SNES version. Lame..

I didn't really get this for the SFII games, anyway, so I'm not too upset. I played through the arcade version of Bionic Commando--aside from a few musical tracks and similar area designs, it has very little in common with the (superior, IMO) NES version.

Nathan

Lots of Capcom's NES games were like that-due to limitations at the time or wanting to do more with the home ports, instead of Capcom making straight ports of their arcade stuff, they'd take the basic idea and translate it into another genre. Hence why Nemo is a platformer and not a beat em up, BC and Strider being some kind of action RPGs and not straight platformers, levelling up in 1942(although in this case it's more of an added feature rather than a major alteration,) etc.
 
They did the same thing with the Megadrive MERCS game. There was a whole "Original" mode in there with it. Wish they chucked that in for old times sake ;)
 
Rlan said:
They did the same thing with the Megadrive MERCS game. There was a whole "Original" mode in there with it. Wish they chucked that in for old times sake ;)

Final Fight would have been much more satisfying if they had the FFCD stuff in it. Or if they included FF2/3/Mighty in the collection as well (hell, they bothered to port Super GNG for some reason-why not more 16 bit games?)
 
Final Fight would have been much more satisfying if they had the FFCD stuff in it. Or if they included FF2/3/Mighty in the collection as well (hell, they bothered to port Super GNG for some reason-why not more 16 bit games?)

Dead on right there, but aside from that, CCC is a heckava lot of fun. I prefer the NES version of Gunsmoke and Bionic Commando, but thats a minor quibble. And even with unlimited credits, only 0.5% of the gaming population is capable of beating any of the Ghosts N' Goblins/Ghouls games. I have not played Super Ghosts N' Ghouls on a Super NES in about a decade and a half, but CCC's version is a marvelous port, zero slowdown, fantastic color depth, and I'm pretty sure the Mode 7 effects are just as "impressive" as they were back in 91.

Also, Vulgus kicks ace.
 
gblues said:
That explains a lot, like how the sprites look barely upgraded from the SNES version. Lame..

I didn't really get this for the SFII games, anyway, so I'm not too upset. I played through the arcade version of Bionic Commando--aside from a few musical tracks and similar area designs, it has very little in common with the (superior, IMO) NES version.

Nathan


the sprites, backgrounds and music in SFII games on Capcom Classics Collection (Xbox, PS2) Capcom Generation 5 (Saturn, PS1) Street Fighter Collection 2 (PS1) are basicly just like the arcade. they are alot better than the much-downgraded SNES, Genesis, PC-Engine versions. its just that they didn't use the actual arcade ROMs so you are missing the operaters screen to configure everything, and the glitch-tricks in World Warrior are gone.
 
Troidal said:
Are there any differences between the PS2 and XBOX versions? Load times, sharper images, etc?

I went with the PS2 version myself due to the dpad placement and the fact that the dual analog setup is conveninent for Forgotten Worlds. But other than that I hear they're virtually identical.
 
Grug said:
This will be the first PSP game I have bought since Burnout Legends.

It has Magic Sword right?


I think it was confirmed that Magic Sword is in the PSP version - I recently played through the arcade version on MAME - its a pretty lame, repetitive game. but I guess it's nice that the PSP is getting it.
 
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