One of the few times I prefer the Genesis / MD port to the actual arcade. Infinite replayability.

Capcpom Chrornicles ~ # 4 ~

Never forget that Agrippa was considered for Tatsunoko vs Capcom

A middling combination of a 1v1 Roman gladiator inspired arena action combat recontextualized with Capcom's patented Stylish Action (or Character Action if you prefer) and stealth game that unfortunately is lesser than the sum of its parts. There are some interesting highs in there, but it's best remembered as a curiosity in Capcom's Bizzaritorium of the late sixth generation / early seventh generation of console gaming where they tried to hard to make games look / feel like Western developed games but ended up being uniquely Japanese in their design. With that in mind I can certainly see the appeal for History nerds, as there is more than just lip service to keystone events of the Roman Republic referenced here.

I can see myself picking this up again in a couple of years or so after looking at my shelf and going "oh yeah, that game," maybe a second playthrough when I'm even more lenient on games than I am now it will grow on me a bit.

Capcpom Chrornicles ~ # 3 ~

Played on that Disney Classic Games compilation on my girlfriend's Switch

As a Sega kid I played the hell out of the Genesis / MD one to hell and back but only ever got to play this version at my school's daycare program when my parents couldn't and / or didn't want to pick me up on time. Even then I thought it paled in comparison. I still do but this was a very comfy playthrough.

I will say I guess I can see why people prefer it over the Genesis / MD version even if I can't agree, the easiness of this one is great to sit down and play in one sitting and the look and sound are classic SNES Capcom and fine in their own right but the Disney supported edge of the Genesis / MD offering blows this games presentation out of the water and is a big reason it leaves a greater impact.

I also understand people saying that the acrobatic Aladdin of this game is more in character, which I can't disagree with entirely. However it has that quirk of making sudden turns slowing your momentum down to a near stop which kind of goes against that design philosophy. This game isn't hard in the slightest so it never gets in the way so to speak, but honestly it makes me prefer even the movement of Aladdin in the Genesis / MD one, which is probably not a good sign because that's the whole selling point of Capcom's SNES offering.

That being said this is not a bad game in the slightest and proof that Capcom and Disney made for, at minimum, "quite good" games when paired together. A comfy nostalgic classic that if I see a cart in the wild (that doesn't have the Nintendo Tax) I will pick up ASAP.

It's shallow, it's broken, it's easy, it's not really different from any other bog standard anime arena fighter but you can beat the shit out of the characters from Vento Aureo so that pretty much makes this the best fanservice game.



No I have not played it online but it's a Bamco anime arena fighter why would you ever expect it to have anything but the worst online ever?

Capcpom Chrornicles ~ # 2 ~


If you followed this game it was near impossible to not be disappointed. It did suck at launch with a pre-release cycle that seemed to try its best to make it look lame, the whole gem system with “pay to win” gems, the Sony guest characters - and the still baffling choice to keep Pac-Man and Mega Man as PS3 / Vita exclusives – leaving the XBox with less overall content, and DLC characters 99% complete on disc that could be accessed by removing two lines of code. It was a total clusterfuck of a rushed game. Also their decision to focus on Games For Windows Live has made the STEAM version virtually unplayable without modding after GFWL shut down which is extra salt in the wound a decade later.

My shameful secret is I always loved this game, and still do.

Keep in mind this is for the Ver. 2013 update, which made much needed global changes such as the timer, throws being faster, overall speed, nerfing rolls and removing the option for some characters to hit confirm into a combo after a Cross Cancel / Alpha Counter (trust me, if you weren't there at launch this shit was nuts lmao). These small changes make the entire game feel so much tighter, which is a blessing for a system as good as this. No, I am not joking. I love how this game plays. This is what Street Fighter V tried to do with Crush Counters, but the way the game gives you freedom to chain attacks and Launch to get your next character in, getting a juggle that you can tag in your other character and get them in a move that locks them in place allowing you to get your first character back in, etc., is so much more creative than SF V's “now do the combo we designed your character to do in this specific scenario or else anything else it worthless” that drove the setplay for that game. This is a much better way to promote footsies and when you get it from your counter poke, it also promotes different ways to capitalize on the moment. You could just hit confirm into your super for the damage, but more often than not, that's the least helpful thing you can do. You can drive your opponent into the corner, get out of the corner yourself, provide a set up for a safe jump, chain into your launcher to get your counterpick in, there's so much to do and it's rarely the same answer twice of your opponent also knows how to play. Not only is it fun to really experiment with different characters for synergy in these situations, it fundamentally helps you understand the game better.

Personally it's the juggle state that really sells it for me. There are few things as fun as clipping your opponent's hurtbox with an anti air on the counter hit and getting a full combo punish. This is another way the game promotes footies in a genius way, jumps are not safe. It's very Street Fighter Alpha / Zero 2 that way. While both SF IV and V promote jumping in, this game promotes the opposite, and being that SF IV was the first time “taking a fighting game seriously” I suppose I can see why so many people were turned off as this game really hates you for trying to play it like SF IV.

Pandora and Gems are non-issues imo. No one uses Pandora because, well, it fucking sucks. Gems ended up not being the game breaking get out of jail free card that people feared, but they're still stupid. I don't think there's a SFxT player who would disagree with either of these. The music is also way more inconsistent than SF IV, which is quite the accomplishment because there is basically no cohesion with trying to make any of the character themes sound like they're in the same game, but the highs of this OST outweight the highs of SF IV as a whole for me. The Pitstop 109 stage themes' weird talk box and Happy Hardcore inspired 8bit arps in particular have stuck in my head for a decade. Models are also stand out when they are bad. Most of the Tekken cast look fine, but Heihachi and Kuma look way too cartoonish and of course Ogre is just green Seth and looks nothing like Ogre. I also wish they went with Tekken 4 or 6 Yoshimitsu, but that was never going to happen.

Aside from a few personal picks that would only please me this is one of the best “greatest hits” rosters in crossover game history. It's a great mix of Tekken staples with some new blood and the reintroduction of Hugo along with the playable introduction of Poison in Street Fighter proper was much appreciated. I wish there were more callbacks, but SF IV already had pretty much all the most popular characters people wanted so you can't complain that much. I do think Karin should have been Sakura's partner over Blanka to mirror Asuka and Lili's dynamic as Karin would have fit in perfectly with this game over SF V. The battle director also really wanted Jun Kazama from Tekken, that would have been a much appreciated deep cut, but I respect their decision to respect Tekken lore too. It sucks that so many of the Tekken character's movesets are so distinctly tied to them because I would have loved if we could have gotten some expy's or spiritual successors in the form of new characters in core Street Fighter games. You may be able to get away with it for someone like Hwoarang or Raven who had a lot made up for the game anyway, but for my guy Kazuya? Forget about it, there's no way you could even try to make EWGF on a character and not have people go “that's just an EWGF,” which is a shame because I genuinely think Kazuya in this game is one of the most fun movesets in a Street Fighter game.

No, Tekken x Street Fighter is not happening. Is it because of this game's failure? Yes, but I don't believe it's solely because of it. We knew that they were focusing on the start of Tekken 7 during this time and that was going to be the main focus until it was finished, but Tekken 7's shelf life was much longer than anyone at Bamco expected. Couple in characters like Eliza and Akuma were experiments for how traditional inputs, fireballs, etc., would work in the 3D space and Tekken fans kind of just decided they hated it as a whole. It's mostly this latter point that killed real interest in Tekken x Street Fighter I think: take an aspect of your game that people hated and make it the full game. Not worth the effort.

I have been playing this nearly a decade and didn't want to rate it until I felt I had enough to say about it here, and with COVID slowing down here and ranbatts coming back, it was the perfect time to put serious time into it again. I cannot blame anyone for never giving this the time of day, but with only the hardcore scene still playing it, there are some amazing things waiting for people who take the time.






Also I'm from the Bay Area, so take that as you will lol.

Pick a perspective and stick with it, all that camera whiplash gave me some kind of motion sickness induced migraine. Not terrible for people who can handle it, which seems to be everyone but me apparently, but I can't replay this.

The gimmick for this one seems great, but when you sit down and play it it all falls apart. Some characters, namely Orbulon, are so much better than the rest that you may as well get a “skip mini game” button when playing with all characters. A lot of characters gimmicks step on other characters toes, leaving them not feeling unique enough, namely Kat & Ana being a worse version of Dribble & Spitz. Playing with single characters is mostly fine for the story mode stages you unlock them on but 90% of the mini games you play with them are not designed with their gimmicks in mind making it a total roll of the dice wether the mini game will be trivial or overly challenging, not the kind of randomness you want in a WarioWare game. Speaking of: no new characters is always disappointing. If you’re just looking for something to play through once you’re probably going to be content with this but it lacks the replay ability of past WarioWares. All it does for me is hoping for a Rhythm Heaven revival.


It’s cool to see contemporary games in 9-Volt’s Nintendo mini games tho.

Capcpom Chrornicles ~ # 1~


Beat this in one sitting as Haggar (because that is the only character in the game). It's insane how much it kicks the ass out of not just any SNES Final Fight game but pretty much every belt scroller on the console I've played.

Is that fair to say given that the original Final Fight port was an early SNES title when people were still figuring out how to really make games for it that just weren't prettier version of NES games that played worse than NES games in the series cough Konami cough Gradius III cough Castlevania IV cough vs. a very late NES release when the developers that stuck around were coming close to getting the best that they could out of the system? Hell no.

The NES follows the original SNES port having only three sprites on screen at a time meaning there are still only two enemies max on screen at a time. While that was fixed in Final Fight 3 to have a whopping four sprites on screen with three enemies, the main appeal of the arcade Final Fight was its crowd control oriented combat. No matter which way you cut it, the SNES games failed on all aspects due to trying to stick with that despite technical limitations. For this one the entire combat system is redesigned from scratch based on that making its combat system feel engaged instead of separated from the game its in. These bosses are among the best I've seen in a belt scroller and it's on an non-arcade port made for NES game.

Like most late NES games, its graphics and music are remarkable as developers really understood the ins and outs of the hardware and could do things thought impossible back in the 80s. I can see this slowly become one of my favourite OSTs as I have been humming the tunes all day during work. For a Capcom NES game that is saying a lot since the competition among their titles is not easy. I really appreciate that its not just 8-bit remixes of the arcade's OST. I'm sure that would have sufficed many people, myself included, but now I can comfortably say that "Metro City Slums is one of my favourite Capcom compositions" for two different compositions.

It's only by freak chance that I was able to get this for a price that isn't highway robbery but I am glad I did. I'm not saying you should emulate it, but if you won't tell I won't. An absolute classic that like the arcade original begs to be played multiple times to really master it and solidifies why Capcom is a strong contender for "objective best 3rd Party NES Developer" (as stupid as "objectivity" in gaming is), at the very least it helps solidify them as my favourite developer of all time despite its ups and many many many downs the last two generations. While not as good as the arcade original obviously it's easily the second best game in the series for me.

I will find a copy of this game and develop a religion around it

Call me a heretic but gameplay wise I appreciate it more than I like it.

You can't jack off with the R5-D4 droid this game is unplayable

taking it down a star since Capcom Fighting Collection really shows how minimal effort this was, it's embarrassing in retrospect

Is it a copout to say my current contender for GOTY is a collection of a bunch of arcade ROMs from the 90s / 00s? Not when it's arguably the ultimate love letter to an entire genre.

Ignoring the specific games included for a second, this package is od. First home release of many of the games here, ALL games have a training mode (even those that never did in their old console ports!) completely themed around them, online with rollback netcode for EVERY game instead of Street Fighter 30th Anniversary Collection, unique banner art for every game instead of just using stock art of characters (many of which were not from the specific game you were playing), first releases of artwork that has been thought to have been lost in time, and the cherry on top: all perfect arcade emulation where you can choose the USA OR JPN version of each game when available! This goes beyond characters changing names or some different sprites / animations, some games contain small balance changes between them. For example: the JPN version of Hyper SF II's Super X version of Zangief has the 90% guaranteed stun on Zangief's air 8HP, where the US version of Hyper SFII's Super Turbo version of Zangief doesn't have any special properties for that move.

For specific games: this is the first home release for Red Earth PERIOD, this is the first time Hyper SF II, arguably the best version of Street Fighter II, has gotten a home release since 2003, this is the first Western home release ever for Cyberbots, the first Western non-PSX release of any post-Night Warriors Darkstalkers game (the main appeal for many I am sure), but with that there is the one major missed opportunity. I know I just praised this for using Arcade ROMs instead of home ports, but there's this specific home port of Vampire Savior in Japan that has all characters from every version plus Dee, the non-canon character of Donovan succumbing to his vampire side and Demitri's dying body fusing his head on Donovan's body a la Dio to Jonathan Joestar (in what """""may""""" be a """""coincidence,"""""" Capcom produced a Jojo fighting game around this time [sorry for the run-on parentheses and brackets but I've seen a lot of complaints about Jojo's Venture and Heritage for the Future not being here. I get it, would be truly "complete" with them but they don't have the license, it's unfortunate but was unrealistic to expect it along with the Marvel licenses imo.)

Now that I've 100% completed this with every achievement, I would be completely OK with this replacing fightcade for these games. The convenience is too good to ignore, Capcom still gets financial support for something they absolutely deserve, but the only thing I have an issue with is that I have noticed sometimes after unpausing that it can take a second to get control over your character again or if you're holding back or down you'll have to go to a different direction before it reads going back or down again. Really makes playing Boxer or Dee Jay in Hyper a drag if you need to pause lol.

I didn't want to rate this until I finish every game here but not even halfway through completing them, this blows Street Fighter 30th Anniversary Collection out of the fucking water. It's a very good sign for Street Fighter 6 that its in the hands of the people who put this collection together, they clearly care for and love fgs a lot.

Played for Glitchwave Game of the Month August 22

An attempted marriage between Western CRPGs and Console JRPGs that shows that some relationships are unhealthy and doomed from the start.

Reading through the manual and finding a bunch of hotkeys / shortcuts about maneuvering make traveling less of a slog than when I first started, but the ultimate killer for me is the horrendous combat. Just wait and click your strongest option. Sometimes they shake it up by having enemies that take 1 HP of damage no matter what attack, so you have to wait less to use your weakest option, but somehow this makes everything feel even longer. Enemies like these are no strangers to JRPGs, take the fan favourite monster Metal Slime from Dragon Quest for example. It takes forever to kill and has a penchant for running away before you have the chance to kill it. However, they are mid / late game enemies that provide an exorbitant amount of EXP, making hunting and killing them worth it. These Giant Enemy Sand Crabs are early game roadblocks, meaning that you must waste your time through them whenever you need to pass through this area on the overworld. Fuuuuuuuuuuuuuuuuuuuuuuuuuuuuun.

Stories in JRPGs are always the most overrated part where you can count the number of truly engaging stories on two hands, but it's incredibly generic here often times just aping off of Final Fantasy VII beat for beat (one of the first areas in the game totally isn't Cosmo Canyon trust me bro it's completely different). There is charm in the proto-Western Anime character design filtered through 90s CRPGs but ultimately it's nothing special.

I made it about twelve hours before checking HowLongToBeat and seeing I was roughly 1/4th of the way through the game before I tapped out. I can't say this among the worst RPGs I've ever played in good conscious out of never finishing it, but man, if I'm gonna sit through an RPG I might hate may as well do it for a game I feel compelled to complete out of obligation (Xenoblade Chronicles 3 can't be as bad as 2..... can it?)

Sometimes games that are "unjustly forgotten" really are justly forgotten.



I got one of my races where I totally smoked my opponent televised on Nick and I’ve been chasing that gaming high ever since