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· CvsSNK photo |
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Capcom vs. SNK Photo from E3 Unlike the previously released screenshots, this is the real deal. The background is rendered in 3D, like Marvel vs. Capcom 2 and all the sprites have been redrawn.
Capcom vs. SNK at E3 Here's a snipped version of the IGN DC article: Not yet available in console form, I was faced with a 30% complete arcade cabinet. [...] First you must select the play style you want abide by, or "ism". However, in a spunky rename stunt, the two "ism" types are now known as "Grooves". · Capcom Groove Emulating the Street Fighter Alpha series, each character’s super combo gauge can rise multiple levels and be used at varying strengths. · SNK Groove It’s all about King of Fighters baby! f you’re familiar with the Extra mode from the series, then you’ll know that you can use your super once your meter has been charged. Or, should your vitality fall to an extremely small level, an improved version of your super can be unleashed for added damage. Once you choose your groove, the character menu reveals itself in all its varying glory. Varying in the sense that, depending on the chosen groove, you can select anywhere from 1-4 fighters. Further affected by an individual's power level, the seemingly simple choice can actually open up quite a few possibilities. Anyway, our choices were there in front of us, so I went with the Capcom groove and so did my opponent. Only fractions of the final character count was in the game, with our being able to choose from only 6 of the eventual 28 fighters. Recognizable icons Kyo, Iori, Raiden, Ryu, ken, and Zangief were ready to square off. I went with resident bad ass Iori from SNK lore, and threw in the obligatory Ryu appearance to combat his Iori, Raiden and Zangief. The battle was underway. Obviously in its infancy, the frame rate and anti-aliasing still need some major work. Utilizing a zoom technique reminiscent of the classic Samurai Showdown, the pixilation is terribly obvious. The jagged character outlines don’t take away from the large cartoonish sprites however. Hand drawn in true Capcom style, the game play visuals are something straight out of Street Fighter Alpha 3 with player illustrations matching the King of Fighters series. It sounds like a strange combination on paper I’m sure, but in practice it’s actually pulled off quite nicely. The background I saw was another story. Beautiful and full of special effects, the sunny desert landscape was an original stage created especially for the game. A spectacular display of lens flare that beads off a fiery red sun, the landscape was the true visual standout in the cabinet so far. Just like in Marvel vs Capcom 2, the backgrounds are presented in full 3D, but once again the effect is so seamless that Capcom may just as well have hand drawn every frame individually. - Jeremy Dunham [IGN DC] You can read the full article here:
MvsC2 US version details Quoted from IGN DC: "What can I say about this one that I haven’t said time and time before? After reviewing the import version of the game and already throwing a preview up on the American rev not too long ago, all the bases have pretty much been covered, and nothing seems to have changed in terms of difficulty, speed, or game play; except one. The hidden characters. A thorn in the side of many an import fanatic, unlocking all the secret fighters was a major pain in the behind. Split up between three different secret modifiers, American gamers just couldn’t hang with the idea of having to settle for only a few of the many secrets. We don’t have access to the Japanese network and our arcade machines don’t support the VMU, leaving our options for unleashing everyone to downloading a certain hacked save file. To combat this problem Capcom has decided to do away with the VMU swapping support and change the network points system to altered versions of the existing model. Players will now be able to download the fighters they want via the Internet without having to earn them, via semi-monthly site updates from Capcom. While they wait, other secrets (such as stages, alternate colors, and a small number of other characters) will be time-released through the VMU’s memory. An improvement over the current import system, this should be good news for MvsC 2 fans everywhere. In related news, the status of player-to-player Internet play in MvsC2 is still up in the air, but our sources at silence..." - Jeremy Dunham [IGN DC]
SNK vs Capcom gets official name Here's the latest goss from The Magic Box: "Capcom has released new details on their upcoming arcade fighting game SNK vs Capcom, the game now has an official name ~ Capcom vs SNK: Millennium Fight 2000, scheduled to release in arcade this August, some of the characters will have redrawn animation sequences, such as Ryu and Ken." For older information on this game check Grand Archive's own SNK vs Capcom section.
SNK vs Capcom release date "Capcom announced that they will be releasing the long await cross over fighting game SNK vs Capcom for both Dreamcast and Naomi in Japan this August, featuring characters from both SNK and Capcom universe, and this game will have network battle support, allowing you to battle with other people over the internet. The DC version will retail for 6800 yen."
SFZero3 Complete Version for Dreamcast announced "Even more hot news from Capcom! Capcom announced that they will release Kikaioh Complete Version (Tech Romancer) and Street Fighter Zero 3 Complete Version in Japan this summer, both games will have the new Network battle function, allowing you to battle against other people over the internet." | ![]() |
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