Tal vez una de las grandes interrogantes para el fanatico de Sega Dreamcast y sus futuras consolas que derivaron muchos
de los juegos más equilibrados o más solicitados por el publico, me refiero a esas joyas como Street Fighter, Darkstalkers, King of Fighters
y otras hierbas... pero lo que muchos no saben (y incluso ignoran, incluyendome) es que en Dreamcast empezaron esta serie
de juegos, que prometian mas que un arreglo grafico, más que un simple reparto de personajes, incluso mejoras en la mecanica
hicieron, sin embargo... ahi esta la gran duda, que diferencias hay? entre versiones? o son solo estrategia de marketing inteligente?
he investigado un poco por mi cuenta, sobre las diferencias que tiene Street Fighter Zero 3 de Dreamcast con respecto al Arcade y
encontre algunas cosas interesantes que me gustaria cuestionar/debatir/complementar los interesados
Directamente desde Shoryuken.com dejado en spoiler para no desfigurar más el topic.
MiddleKick escribió:
Firstly, it should be noted that there are in fact two versions of the game for the Dreamcast.
The first release which came out in '99 in Japan, and then later worldwide, is the game which most of us in the west are familiar with. The second version - Street Fighter Zero 3 Saikyo Ryu Dojo for Matching Service, was only available in Japan. In terms of game-play, this version featured a significant change: the removal of crouch-cancelling.
Dreamcast Street Fighter Alpha 3 (first version) changes
General:
- Significantly reduced invincibility of VCs at start-up
- Different movement of shadows compared to the arcade game, and as such allows many DC-exclusive shadow hit VCs in VC2 and VC3
- "Inflation" during VCs removed
Gouki:
Different timing for OTG VC
Dhalsim:
Slower far standing Strong, far standing Fierce and far standing Roundhouse
Hit box for close standing Strong altered; will trade a lot more often against jump-ins
Zangief:
Kattobi VC behaves differently - less distance travelled
"Glitch-driver" VC removed
Rose:
Level 3 Aura Soul Spark can be rolled away from before the damaging throw part can connect. May also be true of the Level 2 version.
Chun Li:
Different hit box for crouching Roundhouse - will trade a lot more.
Less invincibility on Level 3 Senretsu Kyaku
Cody:
Akuma's air fireball freezing bug removed.
Jab Criminal Upper behaves differently, so his corner trap/pressure game is greatly weakened
Karin:
Commands after her 360+K during a VC are now performed in the direction Karin faces after the move - as opposed to the direction she was facing before the move, like the arcade version.
I am willing to bet that there are a lot more severe changes to this version. The above information is based on observations of the glaringly obvious stuff many, many years ago.
OK, tenemos una gran variedad de mejoras (sin contar el bug que tiene el arcade con el error de disminuir la barra de energia del 2º player
al inicio del round... pero aqui llego de nuevo la dama llamada pregunta, que diferencias hay entre estas versiones existentes?
chan chan chan... Si, Ambas son Saikyo Dojo-Ryu
y eso que aun no hemos indagado las versiones de Vampire Darkstalkers, Super Street Fighter 2X For Matching Service y
uno que otro que se me ha pasado por la borda que creen ustedes? seria bueno despejar dudas o debatir estos "sucesos" paranormales dentro
de las versiones caseras
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Las epocas pasan, Sega se rehusa a morir en el corazon de su gente