2:00 Funny enough, XCOTA actually maxed out the CPS2 board early on. Tons of frames of animation along with elaborate backgrounds, it's the most animated of any of the VS games. They had to take frames out in order to be able to add more characters in later games (and the assists in MvC1). I guess they also kept the removed frames in MVC2 so the XCOTA characters wouldn't look smoother than the rest of the cast.
It's quite surprising that the best home port of this game was basically the PC version back then, in a time that fighting games were nowhere near closely associated with the platform. Even more surprising, it ran on DOS!
@@Darknight0681Like what? Never played the DOS port and I’m not a combo master on this game. Maybe it was based on a different revision than you’re used to?
I think the author couldn't monetize the channel and/or Patreon in the way he liked and just used his efforts in other place, which is a shame but understandable, I remember RU-vid annoyed him because his videos weren't voiced, that didn't help.
I didn't realise how much I missed the straight simple one on one fighting game. None of the tag team or Capcom vs stuff. I still like the new stuff but I wish there was a simple Marvel mode in the Capcom vs games, that also had a strong story mode.
I never knew the Saturn port was so deficient in animation/frames vs CPS2 with animation parity to the PS1. If you play both versions, one after the other though, the Saturn version is still 'night and day' > PS1 release. I really believe Capcom should have released revised Version 2's of BOTH Xmen COTA and MSH in a double pack, to be fully compatible with the 4MB RAM, way back when. That would have been amazing...
@@hardcoredelta I don't think Alpha 1, 2 + Dash/Gold need the extra RAM. Maybe Alpha 2 for Zangief etc but Alpha 1 doesn't need it as the animation isn't super frame-heavy. The Marvel games proved that Capcom could have been much more generous with their animation for the Alpha titles, if they wanted, but they never were. Not until SF3 series...
Should be noted, the PC port actually supports a couple different memory/color modes, with 8 bit and 16 bit color being an option. It is also a Dos titles. If the plan is to run the game on a actual Windows 98/Dos based pc, the game also has issues with displaying on certain graphics cards. It does seem to display fine with the older S3 cards and oddly enough Kyro II cards. But it can be a pain to get it to work correctly with a Voodoo, TNT or Geforce.
Yeah, the DOS version was a headache. I remember running it only with the "Display VESA driver". Awfull port and streched pixels I regret spending money on that crap. In the days i thinked that Saturn version was a far superior port.
On a PC that ran it fine, it was better than everything else barring the arcade game. And that’s only because of some odd move property changes and such on the conversion.
Glad you picked up on the animation cuts across the arcade versions of the MvC series. :) Beginning w/Marvel Vs. Street Fighter, Capcom chopped animation frames from some of the Marvel characters, presumably due to space constraints within the maxed-out CPS2 hardware. With MvC2 it was partly due to medium attacks being removed from all of the characters sprites. The other part was laziness as the NAOMI hardware was more than capable of reproducing all of those CPS2 sprites.
Here's my theory on why there are huge animation cuts in later Marvel games by Capcom. For example, in X-Men VS Street Fighter, the SF characters use the SF Alpha sprites, which when compared to X-Men / MSH characters have anemic animation, so to have parity, they cut the animation of the old characters and then made the new characters have limited animation to have parity in smoothness. Another theory is that I think the CPS2 ROM chips can only hold a maximum of 50MB of ROM Data. There are documentation that Capcom needed to cut Vampire Savior (Darkstalkers 3) into two games because all the characters couldn't be put in a single game. Suprisingly, a lot of Capcoms CPS2 games have a ROM size not exceeding 50MB. Yet if you look at Capcom's fighting games at that time (X-Men to Marvel VS Capcom) all of these games are on the 40MB+ size.
It came down to CPS2 storage limits. X-men vs Street Fighter was almost totally intact outside of the deformity stuff on hit and a few other marvel specific animations. The two vs. games that came after that however was when the first real cutbacks started coming into play. Now with MVC2, they had the storage true, but it had to also load 6 characters into RAM along with everything else. Sentinel took BIG cuts on there for that reason, along with Colossus losing animation on that throw too. And every transformation of Spiral’s super is one frame for this reason too. That said, in MvC2 Cyclops gained back the pre fight walk cycle from CoTA. This was removed from every other game he was in prior.
Captain America suffered greatly. The captain walked very fluently on his first appearance. However, in later games the movement of his legs is horrible. Lost many frames. Hulk managed to keep almost all of his original frames.
The severe animation cuts and general crapola are why I don't have the PS1 version of Xmen cota on my retropie for my raspberry pi 3b+. I will stick with the arcade version.
If you read the back of the PS1 case, I think it blatantly says it's a 100% conversion of the arcade version? LOL. If you do Wolverine taunt my disc hangs but if it's a mirror match it won't. Still a really rich experience on PS1 in terms of gameplay. Just missing too many damn frames to enjoy when you know the arcade port looks so damn fine.
Has to load 6 characters. In the arcade that wouldn’t have been an issue since Naomi had more RAM, but for the Dreamcast that’s another thing entirely.
Edit: Nvm. It IS the superior version on MVC So for the recent MVC collection, it appears that the stage is 3D but the number of frames isn’t identical to the arcade version? Have to look again.
Hi! Nice to be back. I'll try to make more videos, so let me know on the comments which game you would like next. Some gameplay for each system was removed to make the video not too long (like previous videos), let me know if it's ok. I ended up adding more information and reuploaded the video, thanks to user Félix Félicis Felixis! Thanks for watching!
I've always been curious about the differences, if any, between Street Fighter III: New Generation and Double Impact between the arcade and Dreamcast. I'm also curious about ancient Street Fighter II ports, even and including the Genesis and SNES, as well as early PC ports.
@ 5:34 notice that there are no light sparks reflecting off of Colossus' metal in the Playstation port. While his hide flashes on Playstation, he lacks the added sparks, such as the two that consistently show on his right leg and left bicep on the Saturn version. /Nitpicking
Nice one, good feedback ; D By the way CAPCOM always used native 352x224 in Saturn's ports, and for the PlayStation more variable resolution modes. Anyway, what's next? : D
The PC port has sharper pixels I like it BUT I know from that time even a premium PC would have weird chops... It's clearly the best, to bad controllers on PC suxd at that time
This game absolutely blew my mind away back in mid 90's when I was a child fan of X-Men franchise. Animations are so smooth and impressive, Capcom did an amazing work. How I wish to have a PlayStation back in the day.
Would it be fair to say that the Saturn port was always the better port compared to the ps1 for 2D fighting games? Every comparison I have seen without using the ram cart, shows the PlayStation version had either less background animations, worse loading times, worse frame rate, less going on in the foreground, etc.....but otherwise played very much the same if it didn't have any bad slow downs.....frames of animation was about the same which I was surprised at seeing. It was when games utilised the ram cart that the Saturn version got waaay better than the ps1 ports. And made it seem like it was a 2D power house. But the PlayStation had the advantage with way better 3D games on average without an extra ram cart.....and made it seem like a 3D powerhouse but wasn't exactly true either......
With DOSBOX or a PC running Windows 95. I have the game. If your playing on a PC with DOSBOX you would need a program called joy2key to map all the punch and kick buttons .
1998....Bronx, New York.....Games Express.....A mom and pop asian game store. I had a nappy head and duffle bag of about 20+ SNES games. The clerk offered me the PS1 port of COTA which had a price tag of $34.99. Yeah right i was a kid but i wasn't stupid. So I begged my mother to take me funcoland for some store credit. I got 3 new sealed games: WWF Warzone, NFL Gameday 98, and Mortal Kombat 4 instead. Thank goodness I didn't trade for that crappy port.
Never thought I'd hear about Game Express on RU-vid! I miss the hell out of that chain: would frequent their East Harlem and Penn Station locations often in the early 2000's. By that time they were done with cartridges, but their new PS1 selection was dirt-cheap as it was already after the release of PS2. Gentrification did them in; their Penn Station location was demolished and a high-rise stands in its place.
I have ps and Saturn versions, no PC tho. I would like to know if pandora version which I have also and new arcade 1up version are perfect arcade ports.
Wait a minute... so you're telling me Probe actually managed to port something COMPETENT let alone well?! I would've bought this had I had a decent PC back then... To this day, I still don't understand why they even bothered to release that botched PS port after MSH was released.
Nevertheless, Can’t underspend slowdown framerate to excuse me how PS get laughable port. If so, Probe can just manage to made solid work of 64 port based on Saturn disc version because pulled quick loading time with extra features RAM.
I think there's more to the story behind the PS1 port of X-Men: COTA then most of us know about. It was advertised on the launch boxes of the console in the Fall of 1995, and had been announced by Capcom earlier in that summer. The Saturn version's Japanese version came and went in November '95. Digging through old Usenet posts from that time period, the U.S release of the Saturn port was held up until Spring '96 because Acclaim wanted to release it alongside the PS1 port. They eventually released it solo on Saturn, while the PS1 port's release date kept getting pushed back, and back....and then disappeared off the map until mysteriously releasing in early 1998. My impression is that Capcom struggled making a decent port out of it on the RAM-starved PS1, were not satisfied with the quality and then passed on their work to Probe/Acclaim to finish and release. Note how it never got a Japanese release.
@@THE_MAQ355 Marvel Super Heroes was a pretty flawed port on both PS1 AND Saturn. Persistent slowdown, long load times and animation cuts...yes they were playable, but far from arcade-perfect. Capcom got better with the PS1 hardware during its lifetime; later ports such as SFA3, Vampire Savior and MSHvSF were pretty well done. X-Men:COTA, MSH and X-Men Vs. Street Fighter were the most animation-heavy fighting games on the CPS2 hardware; even later Vs. games on the same hardware clipped animation frames as the CPS2 had been maxed out.
@@danram7167 RAM starved? It had only slightly less RAM than the vanilla Saturn for a price tag $100 less. 2 MB work RAM on both systems. 1 MB VRAM on PS vs 1.5 MB VRAM on Saturn, .5 MB of which was dedicated only to backgrounds and not sprites. That's why you see Saturn and PSX having the same exact number of cut frames in both versions of Xmen, but the Saturn having a bit more stuff going on in the background.
@@jasonhull2163 - Maybe with the RAM cart, which this game & Marvel Super Heroes didn't use. SF Alpha 3 on Dreamcast had its animation intact, as far as I know.
@@jasonhull2163 - No.... It isn't. I own the Japanese version of the Saturn port of Marvel Super Heroes. It is NOT compatible with the RAM cart. X-Men vs Street Fighter is the 1st game that came with & supports the 4MB RAM cart. I own a copy of it, as well.
Versão de PS1 mais cagada que nunca, tinha que ser a probe, a mesma que cagou em alguns ports do Mortal Kombat, apesar que a versão de PC ficou ótima e mais bem feita que os ports dos street fighter para PC
There's a rumour going around that the JP version of the Saturn port has more animation frames than the US/EU versions, do you know anything about that?
darkstalkers 1....xmen children of the atom...the now loading was large....but its incredible port....almost same frames...so diferent in comparsion with xmen vs street fighter
The Saturn version is not a "great" port. It is missing half the animation frames from the arcade because there was no cheater ram cart to exploit at that stage in the game. That makes it shit, right? I mean, the PSX ports of Dark Stalkers and Street Fighter Alpha 3 are just as good as this Saturn X-Men port, but you fanboys claim that those are shit ports and terrible and unplayable on the PS because of the missing frames, right?
Sentinel can grab you while you're down. Rich stages and music. Multiple win quotes. Juggernaut's debut was something else. When he's on a stage he can grab an I beam from the foreground and whack you with it. Also has an otg grab. Juggs in his prime. Magneto has a move to tear metal from the background (one of them) from his stage to chuck at you. Magneto's debut was also nuts. Kept earning meter automatically and his shield made him impossible to approach. Jump fierce was his air fireball already. Wolverine can heal himself. Lots of other little quirks given to each character. Storm dash is invincible . . . . . yes.
Great video but have to say that your Sega Saturn version of the game looks very suspicious because it plays too smoothly with little to no slowdown... you must be using emulators? And if I'm mistaken, please let us in on the secret as to how you managed to run the game smoothly with no slowdown. I play on white sega saturn japanese edition with japan video cd card installed also.
Me desculpem,mas as versões de Saturn sao muito bem adaptadas , loadings rapidos ,som espetacular,frames nao tem uma diferença tao grande é preciso estar observando bem o que na hora de jogar nao faz diferença alguma, sem contar que nas versões saturn vc pode aumentar a velocidade os personagens ficam surreais de rapido como em X-Men vs Street Fighters, este quase nao existe loading algum claro devido a limites de hardware como na cpsll nao se usa disco cd o jogo processa diretamente da placa por isso alem de rapido tem uma melhor gráfica, tenho certeza que com o saroo isso sera corrigido e podera talvez ser possível transformar a versão saturn em uma versão similar ou superior ao arcade
@@adrenalinex4 - Even if the shitty PS1 version doesn't run, you should still be able to run the arcade version. You gotta have the correct rom version(s) for the PS3 MAME or FBA. CPS2 games run without a hitch.
@@adrenalinex4 - The roms are run via an emulator. You can run emulators via MultiMan if there's no install pkg for it. You don't need to make pkg's for arcade games. Just copy over the correct rom versions for MAME or Final Burn Alpha, directly to your HDD via FTP. I set this stuff up on my PS3 5 years ago, so I know it works.