Did the original Model 2 Dead Or Alive get released on console?

doncale

Banned
deadoralive8pk.jpg


As far as I know, the original Model 2 Arcade Dead Or Alive was never released on console. the Playstation and Saturn versions don't count, obviously. Now unless Temco included it with DoA Ultimate, the Model 2 version is only playable in arcades.

well now that Namco has brought us Arcade Tekken 1-3 to PS2, I would like to see Temco answer that by including Model 2 arcade DoA with DoA4 on Xbox2 and-or PS3. I wouldn't want to see Model 2 DoA on PS2 since we know how poorly VF2 turned out on PS2. and I don't really blame Sega for that. I blame PS2's crappy rendering quality. I'm not talking about power, because we know PS2 blows the living hell out of Model 2 and Model 3 combined in terms of power. but power cannot make up for rendering quality. sorry to harp on this. I know it's been discussed 500 trillion times over the last 6 years.

anyway....

and Namco's inclusion of Tekken 1-3 with PS2 Tekken 5 should prompt Sega to GET OFF ITS ASS and include PERFECT ports of VF, VF2, VF2.1, VF3, VF3TB, VF4, VF4 Evo, VF4 Final Tuned with the PS3 version of VF5. which ALL better be arcade-exact concidering that PS3 probably out-powers and out-renders (quality & quantity) the PowerVR5 based arcade board that VF5 is probably running on. why? I don't think PowerVR team is going to outdo Sony-Toshiba-IBM and Nvidia. anyway, Sega should really go all out for the home-version of Virtua Fighter 5, which if released in 2007 would be VF's 15th aniversary


whoa, i really got off my own topic here...


Tecmo, bring DoA Model 2 home, please :)
 
I don't think so.

DoA on DoA Ultimate is the Saturn version. Itagaki claims it is the best version of DoA that is why he chose to have the Saturn version included with Ultimate.
 
I have the Model 2 version for my arcade cab (and got DSmith from 1up to have Itagaki sign the filterboard! I'm a fucking nerd) and I can tell you that the Saturn version is quite a bit better in regards to gameplay/animation. The modeling and backgrounds and effects are far, far superior on the M2 one tho. I suggest playing it on Nebula, the M2 emulator.
 
Team Ninja should port DOA++ to DS. Then port DOA2 Hardcore to PSP. :)

As is, here's all the known versions of DOA.

-Dead or Alive (Model 2A CRX) 1996
-Dead or Alive (Model 2B CRX) 1996
-Dead or Alive (Sega Saturn) 1997
-Dead or Alive (PlayStation) 1998
-Dead or Alive ++ (TPS) 1998
-Dead or Alive 2 (Naomi) 1999
-Dead or Alive 2 (Dreamcast) 2000
-Dead or Alive 2 (PlayStation 2) 2000
-Dead or Alive Millenium (Naomi) 2000
-Dead or Alive 2 Hardcore (PlayStation 2) 2000
-Dead or Alive 2 Limited Edition (Dreamcast) 2000
-Dead or Alive 3 (Xbox) 2001
-Dead or Alive Xtreme Beach Volleyball (Xbox) 2003
-Dead or Alive Ultimate (Xbox) 2004
-Dead or Alive 4 (Xbox 360)
 
The world changing hype surrounding the next wave of console superchips sounds the same as it did all of the times before; I don't expect home consoles in the next generation to suddenly outperform custom arcade boards of the same era.

PowerVR's MBX reached silicon way back in 2003 and still compares well to the offerings from all of the big graphics companies in the sector. I can't imagine they'll have a problem making a competitive part for Sega Sammy's new board.
 
Sho Nuff said:
I have the Model 2 version for my arcade cab (and got DSmith from 1up to have Itagaki sign the filterboard! I'm a fucking nerd) and I can tell you that the Saturn version is quite a bit better in regards to gameplay/animation. The modeling and backgrounds and effects are far, far superior on the M2 one tho. I suggest playing it on Nebula, the M2 emulator.

there there is no way that the Saturn can match Model 2, let alone surpass it, graphically. except in animation and gameplay if the developer puts alot of care into it, and if those areas in a Model 2 game are lacking. there's a DoA M2 Arc machine about 2 miles from my house.
 
jarrod said:
Team Ninja should port DOA++ to DS. Then port DOA2 Hardcore to PSP. :)

As is, here's all the known versions of DOA.

-Dead or Alive (Model 2A CRX) 1996
-Dead or Alive (Model 2B CRX) 1996
-Dead or Alive (Sega Saturn) 1997
-Dead or Alive (PlayStation) 1998
-Dead or Alive ++ (TPS) 1998
-Dead or Alive 2 (Naomi) 1999
-Dead or Alive 2 (Dreamcast) 2000
-Dead or Alive 2 (PlayStation 2) 2000
-Dead or Alive Millenium (Naomi) 2000
-Dead or Alive 2 Hardcore (PlayStation 2) 2000
-Dead or Alive 2 Limited Edition (Dreamcast) 2000
-Dead or Alive 3 (Xbox) 2001
-Dead or Alive Xtreme Beach Volleyball (Xbox) 2003
-Dead or Alive Ultimate (Xbox) 2004
-Dead or Alive 4 (Xbox 360)

thanks for the list Jarrod. I forgot about DoA++ what is TPS ?
 
doncale said:
thanks for the list Jarrod. I forgot about DoA++ what is TPS ?
TPS stands for Tecmo PlayStation System. It was essentially an arcade variant of the PS1, and DOA++ is based off the PS1 port. Tecmo also licensed the board out to 3rd parties as an ultra low cost solution.
 
jarrod said:
TPS stands for Tecmo PlayStation System. It was essentially an arcade variant of the PS1, and DOA++ is based off the PS1 port. Tecmo also licensed the board out to 3rd parties as an ultra low cost solution.


ahhh thats interesting Jarrod, did not know that at all! it's ironic that Tecmo licensed that board out to 3rd parties. because as you know, Sega licensed out the Model 2 board to Tecmo for very first game in the series
 
FrenchMovieTheme said:
you don't blame sega for VF2's crappy showing on ps2??? :lol
Sega didn't put 4MB of VRAM in the PS2. With such limited space it's inevitable texture emulation would take a massive hit. The fact they got Model 2 emulation working at all under such conditions is remarkable, I expect they'd have done even better on Xbox, GameCube or even Dreamcast or PSP though.
 
jarrod said:
Sega didn't put 4MB of VRAM in the PS2. With such limited space it's inevitable texture emulation would take a massive hit. The fact they got Model 2 emulation working at all under such conditions is remarkable, I expect they'd have done even better on Xbox, GameCube or even Dreamcast or PSP though.

agreed.

Sega cannot make the PS2 do what the PS2 cannot do because the PS2 graphics chip does not have the adaquate capabilities to reproduce Model 2 texture and images.

now before some you yell at me that i am insane, i know PS2 is vastly more powerful than Model 2 (and Model 3) in many areas. but power does not make up for a lack of imaging / rendering features or texture memory space.

we all know PS2 can obliterate Model 2 & Model 3 in a heartbeat as far as polygons, lighting, pixel fillrate.

but does that mean PS2 can replicate Model 2 or Model 3 imaging features?
(almost free anti-aliasing, texture, proper mip-mapping etc ) the answer is no.

Sony PS2's GS is not on par with Martin Marietta's Model 2 and Lockheed Martin's Model 3 imaging / rendering quality. there is only so much you can do to "brute force it" on PS2 using PS2's vastly higher polygon and pixel-fill performance.


that said, if Lockheed Martin had built a system or board that rivaled PS2's paper-specs, matched PS2's polygon performance and pixel fillrate, that board would have shit all over PS2 with ease.
 
Wow, I used to the think the arcade game had much stronger character models till I saw that poster. Plus I didn't think there were any changes to them physically (I used to have the Saturn version and thought it was a straight port).
 
jarrod said:
The fact they got Model 2 emulation working at all under such conditions is remarkable, I expect they'd have done even better on Xbox, GameCube or even Dreamcast or PSP though.
Well wouldn't the problem be that they are emulating Model 2? If they were actually porting the code it probably would have wound up looking better.
 
border said:
Well wouldn't the problem be that they are emulating Model 2? If they were actually porting the code it probably would have wound up looking better.


probably. because emulation, in the case of PS2 having to emulate Model 2, is probably tougher on the system than if VF2 had been ported.
 
Offbeat question, but I'm interested since I work for a competitor - does Lockheed Martin still make game boards?
 
Lockheed Martin is out of the 3D graphics market, as far as I know. at least the consumer and arcade market. they sold their Real3D division to Intel, and Intel let them go I think. and i belive ATI scooped up some of their engineers & technology. ATI's Orlando Florida design center I think is the former Real3D HQ. could be mistaken though.
 
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