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Capcom Arcade Stadium
  PCAction_VarietyUC  
  opened by paleface at 20:21:12 09/21/23  
  last modified by paleface at 20:23:40 04/25/24  
  paleface [sys=PC; cat=Action_Variety; reg=NA]
           

 
I missed that Hyper has a Training mode in CFC! (Can display hit boxes; can't fight vs CPU.)
 
Capcom Fighting Collection's default "Full" resolution for Hyper displays at 1542x1080, a 1.43 aspect ratio--slightly wider than the 4:3 (1.33) the internet says is ST's arcade aspect ratio, but not nearly as wide as if you displayed its CPS2 hardware 384x224 pixel count as square pixels (1.71 aspect) rather than the tall-ish pixels it rendered on an arcade CRT display.
 
Googling, I can only find that 1.43 is IMAX 70 mm screen aspect. ?? But the map location dots on the character select screen world map are more round at 1.43, whereas they're definitely oval at 4:3. You can set the screen aspect to 4:3 in CFC, though.
 
I don't know what CFC's "Light Reduction" setting does in Hyper. In at least one of the first two Darkstalkers games here, for instance, it removes the screen flash effect on KO--but I checked frame-by-frame after recording and it does NOT reduce the KO/Continue strobing effect in Hyper. And it doesn't affect the flickering on-fire effect in Hyper. So, dunno.
 
According to the Game Extraction Toolbox Github https://github.com/shawngmc/game-extraction-toolbox , not all ROMs extract correctly from CAS, and extracting them requires Steam "Depot" downloading--whatever that is. It sounds like it has better support for extracting from CFC. It does not support extracting from CA2S. I haven't tried it on any of those, just on 30th Anniversary--which did give me a US ST ROM that works in MAME 0.119, and that's probably how I'll be playing ST because it's quicker to run and feels more responsive than running through the official ports...but that is subjective and I haven't tried to compare their actual input delays on my set-up...because I really just want to run it in MAME. : P
 
CAS uses MAME. A MAME dev mentioned additional challenges it had that affected performance: https://www.reddit.com/r/emulation/comments/lof9oq/capcom_arcade_stadium_uses_mame_for_emulation/

"Arcade Stadium noticeably suffered from having to make their own sound cores (and also from some performance and input lag issues caused by jamming MAME into the middle of Capcom's RE Engine, but there's nothing we can do about that)"
 
Oh, and I think CAS has pretty much all the Graphics settings CA2S has--I just didn't scroll all the way down. : P
 
Hyper - Capcom Fighting Collection
 
Good
- Can use easier JP difficulty in US version (this is CFC's default setting! : P)
- Can play either US or (easier) JP version
- online multiplayer? (didn't find anyone online)
- Training mode (can show hitboxes; can't fight vs CPU)
 
Bad
- can't disable Vsync
- Game Speed setting uses JP numbering (have to set to "3" to get US default ST speed Turbo 2)
 
ST - Capcom Arcade Stadium
 
Good
- only $1.99 for ST
- can play either US or (easier) JP version
- online single-player score leaderboard
- can run at arcade-style 59.94 fps
 
Bad
- possibly more input lag since it's running MAME through RE Engine
- leaderboard entry requires scoring at least 300,000 pts ;_;
- Game Speed setting uses JP numbering (have to set to "3" to get US default ST speed Turbo 2)
 
Hyper - Capcom Arcade 2nd Stadium
 
Good
- only $1.99 for Hyper
- can play either US or (easier) JP version
- online single-player score leaderboard
- can run at arcade-style 59.94 fps
- uses correct Game Speed numbering for both US and JP versions!
 
Bad
- possibly more input lag since it's running MAME through RE Engine
 
  paleface 21:25:27 09/24/23
           

 
Super Street Fighter II Turbo input delay comparison
 
My previous tests of SF2 were Champion Edition (not WW like I think I said here : P), the Street Fighter Collection 2 version (see entry 1367) on PS1 and the Street Fighter 30th Anniversary Collection version on PS4 (see entry 1368); I counted 4 and 5 frames for them, respectively, at that time.
 
0:00 - PS3 - HD Remix (see entry 1281) - 5 frames of delay
2:15 - PC - Street Fighter 30th Anniversary Collection (see entry 1595) - 4 frames
3:25 - PC - Capcom Arcade Stadium (see entry 1661) - ~4.25 frames
5:32 - PC - MAME 0.119 (30th Anniv ROM) (see entry 1656) - 7 frames
8:34 - PS2 - Capcom Classics Collection Vol.2 (see entry 1154) - 6 frames
9:56 - PS1 - Street Fighter Collection (see entry 1366) - 3 frames
 
The PC versions had Vsync off. Capcom Arcade Stadium was set to 59.94 Hz. CCC2 had progressive scan on. After the poor result in MAME 0.119 -- current MAME won't run the ST ROM dumped from 30th Anniversary with the Game Extraction Toolbox https://github.com/shawngmc/game-extraction-toolbox ) -- I tried Final Burn Neo (see entry 1663), but FBNeo wouldn't run it either.
 
Delay in 30th Anniversary was highly variable, from 3 to 5 frames. It was somewhat unstable in Arcade Stadium, but not quite as much.
 
So, the PS1 version is still the best I can run. = D
 
However, it's not the version I'm going to be playing. The Dreamcast version--see entry 679 --one I used to own, but sold with the rest of my collection when I moved 4-5 years ago...--that, when dumped and run with the right settings in a certain emulator, will, it appears, get me 1 frame of delay.
 
  paleface 13:22:11 03/23/24
           
Doesn't work with the DualSense natively--first Steam game I've had to use DS4Windows with! = P
 
  paleface 23:10:43 04/14/24
           
Ah don't need DS4W--just enable Steam Input. Still, pretty weak, Capcom!
 
  paleface 21:56:42 04/15/24
           

 
Starting playing through the arcade version of Ghosts 'n Goblins in the Steam version of Capcom Arcade Stadium on PC! On Difficulty Easy, Lives 7 (although the Lives setting doesn't particularly seem to matter in free play as you always respawn or continue at the last checkpoint, and with whatever weapon you had when you last died).
 
Well at least I made it to stage 2 before I broke down and started save scumming. ; D
 
Never really played the game in the arcade back in the day and looking at it now, that would be because each new bit is specifically tuned to surprise the heck out of you and kill you fast before you can react. You can JUST ABOUT react and you feel really good when you do, but usually it's me dead and saying "oh."
 
The way the AI adjusts its swoops to wipe you out wherever you're at, and in the hardest way to counter-attack, and often just after it forces you to jump, leaving you a sitting aerial duck, is so sadistically calculated. ; D It seems like I do best when actually GOING RIGHT AT IT aggressively, although then I inevitably run straight into some new fatal hazard within a screen or two. ; )
 
They made Arthur pause and moon the screen at the top of ladders JUST TO MAKE IT HARDER!! = ooo
 
And yet I'm smiling my way through it. The action is fast and hard, and everything feels so intricately hand-tuned, like the weird twitches of those nutty up/down platforms toward the end of stage 2 (town), and the surprising variety of ways in which enemies will adjust their paths and spawn points based on your precise position. You feel the designers paying so much attention to you! (TO KiLL YOU! : DD) (We'll see how long the smile lasts as the stages get harder. ; DDD)
 
The music and sound are fabulous. The bosses all look cool and dangerous, and EVERYTHING looks really distinctive, even ramshackle buildings.
 
I think I feel more effective with the default lances than the throwing daggers, even though the manual says the daggers are faster. But the lances have wider hurt boxes, maybe? Haven't really given the torches a fair shot; I think I have vague feelings of not being effective with them in the NES version.
 
Not sure my family owned the NES version, or if my recollections of that are all from playing some friend's version. But I have SOME memory of making it to some fairly late stage in it. Is it easier than the arcade version? (Quick check on NES version: not sure. Maybe slightly slower, but also more flickery/juddery and harder to read. Doesn't scroll very smoothly and the sound is pretty bad.)
 
(Took a look at the C64 version and I'm not sure if I remember the graphics--I don't THINK I remember the sound--and it's quite distinctive with different music and no SFX...so I kinda don't think I played that one. Don't think I got a whole lot of C64 games once the NES was out, although we didn't get one until a year or two after launch--but I was obsessively stalking them at friends' houses. = o ... OH the C64 version is only the first two stages! https://www.youtube.com/watch?v=OwxhxbkFjic So no don't think I played the C64 one.)
 
I can't count! I didn't make it THROUGH stages 1-3 out of 6, I made it TO the start of stage 3 of 6. : P So I'm 1/3rd of the way through the revealed stages on the map, not 1/2. : PPP
 
OH! I have Capcom Generations Volume 2 (see entry 37) for PS1, which has Ghosts 'n Goblins, Ghouls 'n Ghosts, and Super Ghouls 'n Ghosts. I'll hafta be checkin' that out. Tokuro Fujiwara was Director/Designer of the first two, and the later Ultimate Ghosts 'n Goblins (PSP--see entry 1198) and the recent Ghosts 'n Goblins Resurrection--but only Director, not Designer, on Super. (I keep looking at Resurrection but it has harsh red hit flash FX on giant enemies which I do not like. Also I suppose I'm less keen on its high def, puppet-like segmented character animation.)
 
  paleface 19:21:47 04/17/24
           

 
Being aggressive is definitely necessary--'specially 'cause if you dink and dawdle around, not only do monsters keep comin', but you're also running out of time! Really had to leap at that batty boss to get hits in, and to discourage him from swooping at me so much.
 
Got the shield--then died, and stupidly reloaded a previous save, where I didn't have the shield, and had to find another one--and it takes out projectiles--definitely handy in projectile-heavy stage 4! Unfortunately didn't QUITE catch the cyclops' magic fireballs. 'p'
 
Sure never would'a got through stg 4 w/o save states though, I don't think. = P As far as I can vaguely recall, I never put more than a quarter or two at a time in these games in the arcade--I just died too fast! ; D
    
 
references:
· Capcom Arcade 2nd Stadium (PC)
· Capcom Arcade Stadium (PS4)
· Capcom Fighting Collection (PC)
· Street Fighter 30th Anniversary Collection (PC)

 
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