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Pocket Fighter (PlayStation)/Changes from the Arcade Version

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This is a sub-page of Pocket Fighter (PlayStation).

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Definitely some more changes in-game, and in the graphics and/or animations. Check into the graphics of both the Arcade and PlayStation versions for:
    • Ken
    • Chun-Li
    • Sakura
    • Morrigan
    • Hsien-Ko
    • Felicia
    • Tessa
    • Ibuki
    • Zangief
    • Akuma
  • Also, see if there are any more changes from the original CPS-2 release (such as in the Menus, portraits, backgrounds, etc...).

Pocket Fighter is a port of Super Gem Fighter Mini Mix. In addition to the extra content, there are actually tons of changes from the original Arcade version, ranging anywhere from tiny to huge.

As can be expected due to the PlayStation's memory capacity, some of the Arcade release's graphics were removed for obvious reasons (such as the Earth Buttobi scene and certain in-game effects). These changes won't be covered here, and extra content that was added to the port (including Edit Fighter Mode and Running Battle Mode) won't be listed either.

In-Game Changes

Hmmm...
To do:
  • More in-game changes to cover.

General

CPS-2 PlayStation
SGFMMArcIngame.png PFPSIngame.png
  • The size of the shadows on the ground were reduced for certain characters.
  • In the PlayStation port, the character names and Gem Gauges on the in-game HUD's layout were both slightly moved closer.
    • An Infinity symbol has also been added to the HUD timer graphics for the PlayStation port, which replaces the numbers while in Training Mode.

Attract Demos

CPS-2 PlayStation
SGFMMAttractDemo.png PocketFighterPSAttractDemoFinal.png
  • In the attract demos, the font for Capcom's Japanese website URL is different between the original Arcade version and the PlayStation port.
    • The URL was also pushed slightly upward for the PlayStation port.

Character Changes

SGFMMRyuIconFront.png SGFMMRyuIconBack.png Ryu

Hmmm...
To do:
  • There's more character graphic changes to cover.
  • When Ryu is turning while crouching, you can see a incorrectly colored pixel (regardless of the alternate pallete that he's using) on the left/right side of his head in the original Arcade version. This error was fixed for the PlayStation port.
CPS-2 PlayStation
SGFMMArcRyuCrouchTurn.png PFPSRyuCrouchTurn.png
  • Ryu's running animation was given improvement in the PlayStation port. His face was given a slight change, as well as the position of his feet, making it similar to Ken's variant.
CPS-2 PlayStation
SGFMMArcRyuRun.gif PFPSXRyuRun.gif
  • For Ryu's Level 2 Shoryuken startup, he briefly keeps his mouth closed on one frame in the original Arcade version, while in the PlayStation port, he keeps it open.
CPS-2 PlayStation
SGFMMArcRyuLevel2ShoryukenStart.gif PFPSRyuLevel2ShoryukenStart.gif
  • One frame of Ryu's standing body damage animation was fixed in the PlayStation port. Notice that part of his right arm is fixed compared to the Arcade version.
CPS-2 PlayStation
SGFMMArcRyuStandingBodyDamage.png PFPSRyuStandingBodyDamage.png

SGFMMDanIconFront.png SGFMMDanIconBack.png Dan

Hmmm...
To do:
  • There's still character graphic changes to cover.
  • Dan recieves a new Mighty Combo called Hisshou Burai Ken that is exclusive to the PlayStation and Sega Saturn ports of the game.