Both versions are fantastic considering the hardware the huge difference here is the camera being zoomed in or out the SNES version uses the zoomed out camera but also has everything in the game that should be in the game and the Genesis version has bigger sprites because they chose to use the zoomed in camera angle But is also missing quite a bit of stuff from the arcade so technically it’s really a matter of preference.
I don’t think the genesis version is zoomed in I think it’s the same as the AES/MVS. The gen has a bigger resolution also. If I’m honest the SNES version looks like Shaq Fu
This is truly remarkable. Any version a person choose, we can't say it's wrong. In one hand, you have very nice character sprites in Genesis. In the other hand, the environment, presentation and character selection is better in Snes. Gameplay wise, I remember both versions being very close to arcades. Because I was more a Nintendo guy (but I had both consoles), I played more the Snes version, which satisfied very well my "Neo Geo" hunger. But to play the Genesis version, was very pleasant too. There's no wrong option with this one.
The 16-bit systems were clearly underpowered at the time, and cartridge memory was also HELLA expensive back then... And then again if the ports were like 100% arcade perfect, then SNK would NOT be having it cuz then you'd be ROBBING them of their own business. If you couldn't make a decent 16-bit port that was realistically affordable (within the $100 range) for most casual gamers back then, it was totally outta the question!
@@021881mtYeargh, and all that fuckin' JAZZ... With 'bank-switching' as far as I know, the Genesis could technically support even much more larger carts than that. Perhaps somewhere in the neighborhood range of at least 960 megs; like the Atari Jaguar. Dunno about the SNES tho; as most people believe it would max out at like around 64 or 128 megs? But the main issue back then in those days, would've been the PRICE tho... $70+? No, more like $150+. 😳
Both systems are extremely impressive in their Neo Geo ports. SNK’s monster console was an arcade hardware/software system at home. For those of us who weren’t super rich, Takara produced wonderful ports of the MVS/AES games for the 16-bit competition. I remember having Samurai Shodown for my SNES and a Super Advantage controller one Christmas, and I felt like I was actually in the arcade. It even made me think the Neo Geo was a complete waste of money as I was loving SamSho every bit as much as I would have if I had a Neo Geo Gold. What did I know? I was 15 at the time. Still, I was loving my little SNES and my new fighting game. Along with Street Fighter II Turbo and Mortal Kombat II, who even needed an arcade?! Looking back, I have owned multiple releases of all of the Samurai Shodown games (all except the original Neo Geo AES/MVS on real hardware). Even with arcade perfect ports available to me now, I still look back fondly on these 16-bit versions and play them from time to time. It just baffles me, in the best of ways, how powerful these two systems were. The Samurai Shodown, Fatal Fury, and Art of Fighting ports were outstanding and every bit as impressive as the original versions, if only as a show of what could be done on 16-bit systems under $200. I actually pity kids growing up today as they really don’t get to see innovation the same way my generation witnessed. Systems are essentially limitless today and just about anything can be done on systems quite easily. But back in the 16-bit era, SEGA and Nintendo really pushed both of their systems to squeeze everything they could from their consoles. Who would have thought that the Genesis or Super Nintendo would be capable of some of the games that beefed up on them? Virtua Racing, Doom, Mortal Kombat, Street Fighter II… these games were so demanding at the time that imagining games like these at home seemed impossible. Bringing them home to the Genesis or Super Nintendo was unthinkable. But it happened, and I was fortunate enough to see the golden age of video gaming roll out before me like a red carpet to the future. These ports of Samurai Shodown are glorious. I am so thankful that I got to see them and play them when they were brand new. To some, they are lesser, specially because we can play everything in perfection today. But to me, they are every bit as special as they first were when they graced these consoles in the 90’s. Thank you so much for the awesome side-by-side and the trip down memory lane. ❤❤❤❤❤❤❤❤
Tengo tanto la megadrive, como la supernintendo y una neo geo mvs. La version de megadrive es mas espectacular porque tiene un zoom permanente mas grande, pero los escenarios son demasiado cortos al tener ese zoom, ya que recorta tambien la pantalla. La version de supernintendo tiene los sprites mas pequeños, pero los escenarios estan al completo, y ademas tiene a Earthquake. Hoy en dia, jugar a estas versiones habiendo emuladores de neo geo es únicamente por curisosidad. Aparte, la jugabilidad de todos los ports de juegos de neo geo en megadrive y supernintendo es muy diferente a la original
I'm sure Earthquake could have been on the genesis version if more memory was used for the cart. Would have made the price for the game a little higher but it would have been worth it so the complete cast could be in.
Nope, it’s a sprite size and performance limitation of the 16bit platforms of the time. Unless you want a slow, flickering mess of a game whenever even just one of them is on screen with another character, let alone two of them, the choice was either to cut him entirely, or shrink everyone else down to accommodate him. Same thing that had to happen with SF2 with Sagat and later THawk though neither come even remotely close to the size of Earthquake. But the same considerations had to be made. If neither character was there, the rest could’ve been bigger. That simple.
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot without bank-switching. WITH bank-switching, then up to like 960 megs is fully possible. That would've been one HUGE-ASS cartridge, and easily would've costed like at least $600+ or MORE. During the peak of the 2-D fighting game hype (1992 to 1996), the Atari Jaguar was prolly the only other cartridge-based system which was actually powerful enough and could technically also handle carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts even anywhere near a FRACTION of that size; and there must be MANY reasons for it!
I have samurai shodown on the genny and playstation for some stupid reason the developer went with the bead guy instead of earthquake, but both games are still better than the snes.
It's sad that Haomaru's strong slash motion of the Genesis version has changed completely differently, but the huge sprite and high-quality sounds made me have a pleasant imagination of playing the Neogio version at times.
In terms of sprites, the Megadrive version DESTROYS the Super Famicom. Granted, this comes at the cost of losing both Haohmaru's tress slashing intro as well as Earthquake (Amakusa is playable in Vs. Mode to compensate somewhat), but it's still an overall better visual package. Add in the removal of the occasional fatalities and the blood being censored on the Super Famicom, and yeah...this is definitely a superior experience. Too bad neither console had the processing chops to handle the zoom in/zoom out of the arcade & NeoGeo versions. The control *for me* is just a little more responsive on the Super Famicom, though, but that really ain't enough to save it...
While I agree about the Genny's sprites looking better, everything else about it falls far short of the SNES version. The soundtrack is total ass, the backgrounds less detailed, audio is missing, etc. I almost always give the Genny version the benefit of the doubt, but in this case? Not even a contest, the SNES version even with the missing blood, kills it.
The rock tunes sound better on SNES, but I think the more traditional Japanese tunes sound better on Genesis. Overall though, I can't stand the reverb on the SNES. I actually like the way it plays on Sega. The Sega CD version is probably the worst of them all. But if I had to pick a version to play, I'd play the Genesis version with Pyron's color fix.
@@bondosho Too bad there's not a similar hack for the Japanese version... And as for the worst...I'd have to go with the Japan-only PSone version: there's a glitch where when you make a save in Shin Samurai Spirits/Samurai Shodown II, your save in SS1 gets wiped out.
@@TS-yz3ud yeah actually the SNES version is the better version between it and the Genny version. It is more complete (it even includes Earthquake), has the better presentation overall, and has audio the Genny version is missing. The soundtrack actually sounds decent in the SNES version too. If it had bigger sprites closer to the arcade? It would've been the Definitive Edition of the game outside the 3DO version.
Yeah, Super Nintendo FTW, definitely! At least it didn't leave out any characters or missing cutscenes, like Genesis. Not to mention it had more detail to stages, a catchier soundtrack, even an actual intro.
Siempre me pregunte pirque lo de los Graficos con Sprites pequeños si Art Of Fighting para SNES era similar a Samurai Shodown e Arcade que tienia efectos de Zoom, sospecho lo de los Personajes pequeños que fue para incluir a el Gigante EarthQuake de otra manera para SNES hubiera sido imposible mover ese Gigantesco Personaje en su Hardware.
Es un problema de gestión de sprites en snes. Solo permite sprites cuadrados mientras que en MegaDrive permite diversos tamaños, tanto cuadrados como rectangulares. Esta limitación penaliza la superioridad técnica de 128 sprites por los 80 de MD, pero la mejor gestión de tamaños de sprites de MD hace parecer que mueve más sprites que la Snes y puede montar personajes más grandes con menos sprites.
Era de la primeros juegos que salían en snes además en snes tenía varios cinemáticas ausentes en sega incluso en sega le hacen falta algunos poderes atajes y cosas en el fondo de stages
the magnitude of the sprites of the Megadrive console is similar to those of the Neogeo console , wallpapers and music are better on the Nintendo console . SuperNintendo's sprites are too small
Foi por causa do Earthquake! A versão do SNes está mais completa! Vozes dos personagens, abertura, tela do resultado da luta, história, som dolby, algumas animações cenário!
Antes que alguém reclame ...sou seguista mas a versão do meguinha cortaram muita coisa ! A torinha dos ninjas , o dash do ukio com magia , os golpes baixos de alguns personagens , a espada reta do haomaru ! Já no snes tem tudo praticamente !
Yes, but it is a snes sprites management limitation. Snes is not able to manage rectangular sprites and punishes the character size. In addition, worse resolution does not help.
@@danielb.m1075 well maybe for this game but the SNES on the whole handled 2D fighters better than the Genesis. I mean look SF, MK series, Art of Fighting , weapon lord, clay fighter, etc. And Killer instinct on the SNES is a master piece.
Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
@@alubaldini yes. Right. SNES is better because of this version have lot of content like opening intro scene and character animation cut scenes and environment background graphics
*Vou dar minha opnião sobre ambas versões* 1-Mega Driver/Genesis (Positivo) - Sprites Grandes bem parecido com o Arcade. 2-Mega Driver/Genesis (Negativo) - Pela 1 Vez Mais Slowdown na Console da Sega. 3-Snes/SuperFamicom (Positivo) - Fluidez , Cenários e Som Levemente melhores. 4-Snes/SuperFamicom (Negativo) - Personagnes Formiguinhas - Maniniquinhos. * Observação Assim como Mortal Kombat vence pro ter Sangue então o Critério vale aqui Tb o Super Nintendo Vence por Ter Earthquake. * Observação 2 - A Do Mega Podia ser um Arcade Perfect - Se eles não capasem de Proposito o Jogo para ter Alguma Melhoria no Sega Cd Isso mesmo. A Sega ela mesma capava os Jogos No Mega Drive para quando Saise a Versão do Sega CD parece se Melhor. Ex - Mk 1 - Teve menos Sprites e Musicas Invertidas no Mega - Samurai 1 Tb Foi capado de propósito para Justificar a Compra no Sega Cd - Ou seja Caparam de propósito a Espada do Haohmaru assim como a não colocada do Earthquake. Mas a Sega é tão imcompentende que Usou o mesmo Código Fonte ou Seja assim como Mk 1 - Mk 2 no 32x Samurai Shadown 1 é o Mesmo Jogo do Mega Drive Por isso não tem o Earthquake que segundo a Sega Não coube no Cartucho mas a Versão do Sega Cd que também não tem o Earthquake Cabe 10 Samuria 1 ou seja caberia uns 500 Earthquake ou mais só não teve pois tava usando o mesmo Código do Mega ou seja o mesmo Jogo. Se Dúvida disso MK1 de Sega Cd eles usam a Gameplay do Super Nintendo de Intro fingindo que é do Arcade é imcopetentencia ou não é? Porém a Versao de Samurai Shadown 1 do Mega Chega a ter Mais Vozes e Som que o Sega Cd que usa Cd kk - Duvida o Haohmaru fala o Ruuúme - Ouéia no Sega Cd ele só fala Uhhhu quando da a espada Forte . E Do snes temos Formiguinhas - mas pela Primeira vez temos mais Slowdowns No Mega Drive do que no Snes.
"Primeira vez temos mais Slowdowns No Mega Drive do que no Snes."???? Sprites menores otimizam o bandwidth nos consoles. Mas isso pode ser intencional e não slowdown por fraqueza. "A Sega ela mesma capava os Jogos No Mega Drive para quando Saise a Versão do Sega CD parece se Melhor"???? Vc quer comparar uma prom com mídia de CD??? A questão do Sega cd era sua memória ram para armazenar o jogo, um programa rom para cpu do mega e um programa rom para sega cd para efeitos especiais como escalonamento de sprites. "Porém a Versao de Samurai Shadown 1 do Mega Chega a ter Mais Vozes e Som que o Sega Cd que usa Cd" O som do sega cd é o mesmo PCM do mega drive porém com maior khz. Os jogos de sega cd roda na cpu do mega drive por isso a grande semelhança, o mega drive usa o sega cd para efeito especiais escalonamento/rotação/mode 7, tocar música com qualidade de CD e descomprimir jogos full motion videos. Os jogos versão cd tem mais fluídez porque se tornava possível colocar mais frames de sprites na ram do sega cd e o tempo de resposta que uma ram tem é muito maior que uma prom. Basicamente o mega drive usa a ram do sega cd em vez de uma prom.
Marcos Vander. O seu comentário foi um dos melhores até agora. Porque eu tenho acompanhado bem esses ports.e honestamente eu não sabia que a Sega tinha capado propositalmente a versão dela mesma..e eu não duvido. São umas manobras loucas de uma empresa muita das vezes, apavorada para ganhar mercado ( a Sony que o diga ) o resultado disso muitas vezes é que fans vão lá e consertam o jogo todo. Mas quem vivenciou esses jogos na época deve ter ficado meio frustado...eu não escondo eu sou seguista. mas a versão do sn SNES é melhor
@@tonmaster189 desculpa a minha ignorância.... não seria o Sega cd que usaria a memória ram do mega ? Até porque tanto a fonte de energia quanto parte do processamento partem do mega não ?! E por isso eles não colocaram o earthqueak no jogo, pois caberia no CD, mas não na ram do mega drive ?! Não sei.posso estar enganado
Mortal kombat de megadrive es mejor, no solo por la sangre, sino los fatalitites censurados y tener un mucho mejor gameplay. Los slowdown están también en neo geo, así que...
I think that TAKARA/SNK used 24Mb cartridge in MD/GEN, instead of 32Mb of SNES so that the difference between the two platforms was not so overwhelming. If MD/GEN had used 32Mb would have had better stages as well. The MD/GEN game was technically limited for marketing reasons. If it had not been, the SNES version would have turned out to be a scam.
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell? 🤔
Honestly, it's not such a bad technical achievement on the Genesis way back in '94 tho... Main problem back then at the time, was limited onboard RAM (only 64KB), limited onscreen colors (64 max), and ROM cart size being VERY fuckin' expensive. On a much larger cart; like say 32 or 48 megs prolly could've allowed for most of the animation frames, nearly all of the background details, and much better/clearer music and louder sound samples. That would've made the game cost HELLA expensive tho. $120+ USD anyone? Some of those issues CAN be fixed however, by todays' most talented modern hackers/modders; their modding tools and dev kits are constantly getting better and better all the motherfuckin' time!
The zoomed in view was too ambitious to attempt because it required more to make the backgrounds and the characters plus all their projectile animations...the Sega version needed the Super Street Fighter 2 approach using 40megs for 72$...that IMO should've been standard for all arcade to console fighting game conversions for either system buy at least SNES did that more than once
Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
Har, 64 or 96 megs would be kinda stretchin' it... I think with 40 or 48 megs, that shit might've still been a worthwhile port. Let's say go with that, and then keep the price down to under 80 bucks max! 🤑
I do not know the version of sega mega drive well but that version is better than Snes because of the fact that larger sprites cut elements of scenarios and the Japanese version of sega has the fatal finnish maybe missing a character but it is due to the increase of the sprites (lack of zoom) but the one of snes could have been better with zoom effect (as happened with art of fighting) that if it was good that's all thanks 👍
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell OK. 🤔
@@OtomoTenzi there is no zooming effect in the SNES version. The game is a quite accurate and good but it plays always in the outzoomed view, I think including the zoom effect and having a good gameplay would be to much for the SNES, it would be more downgraded, just like in Art of Fighting, they included the zoom effect in it but it plays not very good...
@@greensun1334 No need to show any kinda mercy for the fanboys in here, bro... Just say what's on your mind, and shoot what's in your dick. Feel free to be more more 'CRASS' in your comments. The SNES was technically only able to produce sprites that were roughly around HALF the size of the Neo Geo's. The Neo Geo can use techniques to not only produce HUGE sprites but also animate them fluidly. Bank switching also meant it could support cart sizes well above and beyond the proclaimed 330 meg 'pro gear spec' back in 1990. Currently, there are even AES carts made by some homebrew devs out there that are quickly approachin' the 1 GIG benchmark (1,000+ megabits). To pull that kinda shit off with the SNES hardware, would require HUGE amounts of help; in the form of both special enhancer chips inside of the game carts, 64-meg carts or greater, as well as RAM or chipset upgrade add-on carts in the back ports (if there was room for any). That shit could get pretty EXPENSIVE!!!
This era of gaming was a complete rip off because money was the issue and sometimes played a role in one game being better or worse IMO...this game was a tie, TamTam and Wan-Fu on the Genesis is the same size as the intro guy on SNES cutting the tree if you want perspective on why soo many other little things were missing from the Genesis port... SNES used the full 32megs and SEGA used the full 40megs for SF and that should've been the standard for this game and every other arcade conversion
Tecnicamente falando, levando tudo em conta acho a versão do SNES mais completa, mas estamos falando de um jogo de luta, onde o que precisa ser agradável é a jogabilidade e fluidez do game, prefiro jogar a do Mega. Após jogar melhor as duas, a do Mega tem jogabilidade capada e meio diferente do Neo Geo, sinceramente a do SNES na verdade é melhor.**
@@Sh-hg8kf The BFG and the third episode in 32X Doom, Earthquake in this, half the damned game of Sunset Riders, Sega fanboys are experts and handwaving away missing content.
Snes please loll😁 don't get upset , is just a vote look what happened to red death redemption 2 the greatest cow boy video games ever see unbelievable got 10/10 masterpiece not win the game of the year 2018 that's was very sad , i was feel very bad when i hear red 2 not win the game of the year 2018 i accept that nothing i can't do for it GOD OF WAR take that shit that's it
Era assim que tinha que ser o Fatal Fury Special do Mega/Sega CD, comparado com esta versão de Samurai Shodown do mega. Não é idêntico ao arcade, mas tem a movimentação nos cenários e bons sprites
...and the CD-version of Samurai Shodown looks not so good as the Megadrive-Version. Megadrive's has much more details in the backgrounds. On CD, it just sounds better and the sprites have more animations. Btw, Fatal Fury Special on Sega CD is actually the worst version of the game, it's a very lazy port.
Nope control in genesis is horrible and many missing atacks in some characters .. can you imagine playing mortal kombat with subzero and no ice atacks . Something similar happeneds here
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot without bank-switching. WITH bank-switching, then up to like 960 megs is fully possible. That would've been one HUGE-ASS cartridge, and easily would've costed like at least $600+ or MORE. During the peak of the 2-D fighting game hype (1992 to 1996), the Atari Jaguar was prolly the only other cartridge-based system which was actually powerful enough and could technically also handle carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts even anywhere near a FRACTION of that size; and there must be MANY reasons for it!
Pena a versão do SNes não ter feito como o Mega e tirado o anão Earthquake. Personagem chato que diminuiu todos os outros. Fora os personagens pequenos fico com a Nintendo.
Thanks for the comparison but for me there is absolutely no point anymore to play either sub-version knowing that any mini nes, mini snes le megadrive mini and Pandorabox emulates the Neogeo MVS version perfectly today. Only a few arcade adaptations from the late 80’s are sometimes better on consoles
La culpa de todo la tienen la falta de zoom y el propio earhtquake. Si lo hubieran metido en MD no o hubiera cabido en la pantalla o hubiese sido imposible de implementar. En SNES para meterlo y conservar la proporción de los personajes los demás quedaron pequeños. Hubiese sido mejor haberlo metido y no conservar la proporción de los personajes. Tampoco hay que obsesionarse por el tamaño de los personajes, son pequeños en comparación, pero si se comparan con otros juegos similares no son tan pequeños
1st of all both of the 16bit ports were absolute pants I had them both at the time and people like to put the SNES version down for smaller sprites I agree on that front but it did play slightly closer to the original because it retained all of the normal and special moves unlike the Megadrive version which looked much better but lacked Earthquake and some of the normal moves were changed. Which for me changed how I played the game in the Arcade. I rather not play either of these versions lol since we have much better options these days Still I wonder if there was a port done for the 16bit consoles today if it could be done better than what we got.
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell? 🤔
@@WWammyy The Sega/Mega CD version is quite easy to explain, cuz it lacked the RAM and plus the port was also developed by a buncha CLUELESS ASSCLOWNS... 👎🗑
Earthquake actually could've been included in the Genesis version with just a few more extra megs of cartridge memory; and any left over surplus memory from that could've been used to help out with some of the missing background details, OR better sound samples. Some people speculate, that the Genesis would NOT have been able to handle TWO Earthquakes on the screen at once; but then again let's not forget that it has a gimmick called 'BLAST PROCESSING'. It might OR might not have worked, and honestly I really dunno fer shure but at least it's worth a try tho. While the SNES version, could've also had LARGER sprites if only they were willing to DROP the zooming effect... Most people who side with the Genesis version obviously prefer LARGER sprites over more detailed backgrounds and lotsa other missing stuff. I think Takara prolly made all the WRONG decisions here to go with those weird changes and stuff, just so that BOTH versions would be able to sell OK. Honestly, I dunno why they didn't just go with THOSE approaches which I mentioned instead? 🤔
Megadrive version looks very good at first sight. Snes version is zoomed out but the game keeps all the movements of the arcade and all the staff. Maybe snes is not as fast as mega but I consider it a better version. I am a Sega man but snes is more complete and with the arcade movements, the only disadvantage is the sprites' size
I'm a SNES fan all the way and I have to give the edge to the Genesis. Presentation (opening scene and some cutscenes) look better on SNES SF but the larger sprites on the MD makes a huge difference.
@@8bpianoplayer yes, the sprites are very good on mega, is a good port with good graphics but I was used to the arcade movements and is not faithfull in this point, moreover earthquake. I prefer other ports such as Fatal Fury 1 (without 2 characters but more faithfull) and 2 for sure or maybe art of fighting with some discussion.
Honestly, it's not such a bad technical achievement on the Genesis way back in '94 tho... Main problem back then at the time, was limited onboard RAM (only 64KB), limited onscreen colors (64 max), and ROM cart size being very expensive. On a much larger cart; like 64 or 96 megs prolly could've allowed for ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho. $120+ USD anyone? Some of those issues CAN be fixed however, by todays' most talented modern hackers/modders; their modding tools and dev kits are constantly getting better and better all the time!
difícil até de escolher um vencedor, o do snes tem todos os detalhes mais os bonecos são pequenos, o do mega é todo capado, faltando a porcaria toda mas os bonecos são grandes, acho q dá empate, se a takara não fizesse essa merda de colocar os bonecos do snes pequenos a versão do snes teria dado o mesmo banho q deu com art of fighting
Infelizmente é difícil defender esse samurai do SNES.... Tive os dois consoles, joguei as duas versões. SNES é melhor nos cenários, bem similares aos do Neo geo, efeitos, vozes , quadros de animação, que no mega foram muito cortados. Tem TB as cutscenes e abertura. Mas os sprites... Sem comentários...as músicas TB são bem irritantes. Preferi a do mega, que mesmo com chip de som inferior, as músicas foram mais legais e parecidas com as do Neo geo. A música da Charlotte mesmo ficou insuportável. Engraçado que o mega teve outros jogos nos quais os sprites foram mais fiéis aos arcades. Mortal Kombat 2 e super street fighter foram outros casos. Mesmo que perdendo em cores.
Até hoje pra mim é difícil de entender esses Sprites minúsculos do Snes, alguém que entende mais da parte técnica pode me responder essa pergunta: o Snes não é capaz de gerar Sprites maiores ? similares aos do Arcade ?
@Ross jogos convertidos como Samurai Shodown, tinham a tendencia de ser mais lentos no Snes, por isso a diminuição dos sprites... Sem falar q o Mega tinha uma facilidade de trabalhar com jogos do neo geo pelo processador e a placa de som serem da mesma marca ( apesar do Neo Geo ser superior em AMBOS)
É preguiça e serviço porco mesmo. super street fighter, world heroes, fatal Fury especial tá aí para provar que é possível uma conversão mais fiel que no mega
@flaviochaos nem! Veja AOF2 no Snes! Tem sortes ainda maiores q o Samurai Showdown do Mega e zoom! Então não tem nada com velocidade de processamento! Foi pura vagabundisse dos programadores!
@@MarceloSousa-de4ev Disse Tudo alguns programadores nessa epoca eram bem ruins - MK sofreu no MD não por causa do console e sim os programadores meia boca
Eu acho as 2 versões ótimas!! Mas a do SNES por conta do zoom muito reduzido ficou bem abaixo do que poderia apresentar!! E a do Mega ficou incrível!! Personagens grandes!! O som é ótimo!! Mas gosto bastante das 2!!!
SNES rom is 4.2MB and Genesis/SMD is 1.7MB. So SNES has more detailed backgrounds perhaps and more art and intro but sampled music uses more space. The SMD has much clearer sampled sound effects. I'm honestly confounded as to where the extra 2.5MB went on the SNES version. I'm honestly confused as to why the characters are so small in the SNES version. They are probably the smallest of any fighting game on the SNES. It possesses to processing power to handle two large fighters and an animated background for sure. Collision tuning has three people working on it. Just collision tuning (I call it handling). This is the most important aspect of a fighting game and very complicated and involved. Shaq-Fu would likely have no such role but their art department was in the region of 20 people. Priorities for art over gameplay made that game suffer for it's art.
while the Super Nintendo's Ricoh 5A22 S-CPU has a slower clock rate, it has faster memory transfer per cycle, claiming that this gives it faster data transfer speed. However, the Genesis 68000 CPU has a wider 16-bit external data bus, twice as wide as the S-CPU's 8-bit external data bus, which means the 68000 transfers 16-bit data per cycle, whereas the S-CPU transfers 8-bit data per cycle, giving the 68000 a faster data transfer speed.
@@SonySupporter oh right that makes more sense. Honestly the smaller characters don’t bother me in the SNES game. I just can’t deal with having to press two punch buttons at once to do a heavy attack. I would prefer to use a shoulder button ( which is not used for anything).
@@iwanttocomplain That issue could've been resolved with any arcade stick with at least 4 buttons on it, but Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
@@hempnews4204não, o snes faz 3 ciclos de 8bits na mesma velocidade de 1 ciclo do mega, sendo assim enquanto o mega faz 16 bits o snes faz 24bits em 3 de 8 bits.
Genesis is missing Earthquake move, along with other moves. It also, if I'm correct, is missing one character. I don't care about sprite size, as long as the game's content has been completely ported
Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
I say Sega Genesis wins. The sprites are way better than Snes version. Not to mention it's uncensored version meaning you can cut your opponent in half like the arcade. Also, you can disable the items if you want a fair fight. I wasn't a big fan of Earthquake so I don't feel bad about him
Typical Sega fan. "Our version is missing actual content, but it has meaningless window dressing. Window dressing matters more than real content." Sunset Riders was similarly forgiven by Sega fans. "We're missing literally half the game, but ours has Indians and saloon girls, so it's better!"
@@SomeOrangeCat Oh really now! sorry to disappoint you but in general I like Snes ports more than Genesis. Also I liked Snes console more when I was kid but I have to be honest, some ports are better in Sega Genesis (WrestleMania Arcade for example) and Samurai Shodown. That's MY opinion and if you don't respect it that's your problem
@@NostalgicShadow Earthquake actually could've been included in the Genesis version with just a few more extra megs of cartridge memory; and any left over surplus memory from that could've been used to help out with some of the missing background details, OR better sound samples. Some people speculate, that the Genesis would NOT have been able to handle TWO Earthquakes on the screen at once; but then again let's not forget that it has a gimmick called 'BLAST PROCESSING'. It might OR might not have worked, and honestly I really dunno fer shure but at least it's worth a try tho. While the SNES version, could've also had LARGER sprites if only they were willing to DROP the zooming effect... Most people who side with the Genesis version obviously prefer LARGER sprites over more detailed backgrounds and lotsa other missing stuff. I think Takara prolly made all the WRONG decisions here to go with those weird changes and stuff, just so that BOTH versions would be able to sell OK. Honestly, I dunno why they didn't just go with THOSE approaches which I mentioned instead? 🤔
SNES port's more arcade accurate with the cut-scene graphics, more sounds, and having Earthquake. Only apparent shortcomings is the game being "zoomed out" with character sprite sizes and the port having censorship with the lack of blood and ability to kill your opponent. While the Genesis port's uncensored and has bigger character sprites, it's missing more content and suffers slowdown if there's too much onscreen activity (notably with Nakoruru and Galford having their animals).
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell OK. 🤔
Troisième meilleur jeu de combat sur megadrive après super street fighter 2 et fatal fury 2. Excellente conversation pour le support 16 bits de sega. Meilleur que sur snes.
Wow, the Genesis version looks more impressive and this is from someone who only had a SNES. The bigger sprites on the Genesis almost looks like it would be a Sega CD version and not a comparable 16-bit version.
A única coisa que eu achei melhor na versão do Mega Drive é o tamanho dos personagens, que no SNES ficou muito pequeno, mas do resto, gráficos, música, o do SNES me parece superior. Não joguei a versão do MD pq eu tinha o SNES, mas os detalhes gráficos do SNES são visivelmente melhores. Não sei qt a jogabilidade do MD, quando joguei a SNES, comparado com o do arcade Neo GEo que eu jogava, a versão do SNES ficava bem decepcionante. SNES conseguiu excelentes portes com o MKII e MKIII, os Street Fighters, mas esse Samurai Shodown deixou a desejar no meu ponto de vista.
A versão do snes tentou respeita o arcade em golpes, personagens e aspectos dos cenarios, se a versão do snes fosse perto igual a do mega, teria o mesmo defeito de cenario cortado, sem contar que no arcade nesse jogo vc tinha um espaço maior de distancia comparado aos outros jogos da época como mk e street fighter, note que o snes tem o cenario completo sem zoom mas com a mesma distancia de ir e vir.
The Genny version might have bigger sprites, but damn, the backgrounds of the fighting arenas look like ass, it is missing audio, the close up pictures after a win or a loss, the intro, and a few more things, the SNES version also has the better soundtrack too. Normally I give the benefit of the doubt to the Genny version but in this case? It isn't even a contest, the SNES version smokes it.
i like more genesis version, despite the incredible sncenarios from snes, just because the atention in gameplay center on the character not the background, is better option for me. btw wtf with that "dolby surround" in snes?, i know snes have better sound, but this is ridiculus. me gusta mas la version de sega genesis, mas alla del increible detalle de los fondos en la super nintendo, pienso que la atencion cuando jugas , se la llevan los personajes y no los fondos, por lo cual se me ahce mejor jugar en genesis, wtf con el "dolby sorround" en snes? se que snes tiene mejor sonido que la megadrive, pero esto es ridiculo.
As was the case in many 16-bit ports, the SNES COULD HAVE looked and sounded closer to the arcade if the company handling the port didn't make weird choices that I'm sure had nothing to do with hardware limitations. Overall, Genesis looks and sounds closer to recreating the arcade.
Earthquake actually could've been included in the Genesis version with just a few more extra megs of cartridge memory; and any left over surplus memory from that could've been used to help out with some of the missing background details, OR better sound samples. Some people speculate, that the Genesis would NOT have been able to handle TWO Earthquakes on the screen at once; but then again let's not forget that it has a gimmick called 'BLAST PROCESSING'. It might OR might not have worked, and honestly I really dunno fer shure but at least it's worth a try tho. While the SNES version, could've also had LARGER sprites if only they were willing to DROP the zooming effect... Most people who side with the Genesis version obviously prefer LARGER sprites over more detailed backgrounds and lotsa other missing stuff. I think Takara prolly made all the WRONG decisions here to go with those weird changes and stuff, just so that BOTH versions would be able to sell OK. Honestly, I dunno why they didn't just go with THOSE approaches which I mentioned instead? 🤔
They are both mediocre ports. SNES Wins in zoom out (Full and detailed backgrounds and more elements on screen) battles but Sega Wins in zoom in battles (Big and detailed character sprites and better hitboxes). Best version of this game is just in Neo Geo AES and emulations.
This is the one time that I know of that the SNES port actually had a more arcade accurate opening than the Genesis, but the gameplay and looks still shine on Genesis. -HERETICPRIME
Actually don't. The snes version is more responsive, Genesis version is lacking a lot of moves. To play the Genesis version it's a far cry from the Arcade, than the Snes port.
en términos de sprite la version de genesis destruye a la snes, pero la verdad prefiero infinitamente la version de snes, jugabilidad mas fluida, sonido muchísimo mejor, y bastante mejor trabajado los fondos, conste que ambos los jugué bastante en mi infancia y siempre terminábamos prefiriendo la versión de snes.
Si supieras que en términos de jugabilidad la de mega es mejor, al menos es más parecida al arcade.Eso que le llaman "slowdowns" son intencionales, pasan también en la de neo geo, así que la jugabilidad quizá sea más fluida, pero menos parecida al arcade.Y claro respeto tu opinión....
@@elianandres4326 si tenía la de génesis/Megadrive pequelos atrasos en comparación del de snes, inclusive más pronunciados que la de arcade, aunque era entendible el tamaño de los personajes era muy parecido al de arcade, en snes lo jugue y la verdad lo sentí incompleto más por la sensura de Nintendo
a falta de um personagem, slow downs e cenários bem pobres e capados, eu fico com a versão samurai ant do SNES. que inclusive enfia no bolso a versão de sega CD, que ta a mesma coisa dessa preguiça de jogo ai !!! sabemos que o MEGA poderia ter feito algo igual ou até superior ao SNES, só não acreditava nisso a própria SEGA.......bom trabalho MAROTA !!!!!
basicly the snes has surround audio all the characters and better control at the cost of reduce the sprites and almost all graphics besides the genesis version have fatal finishes and better graphic looking than the snes version but lacks of surround audio and 1 character
The SNES prolly would've just needed a FASTER processor in order to accomplish that tho... Nintendo really shot themselves in the foot (and in the ASS) when they launched the system with a SLOW-ASS processor back then. Even the TurboGrafx-16; which was released 3 years earlier than it had much better specs and nearly twice the speed!
Snes só perde na questão dos sprites dos personagens, caso contrário seria uma cópia quase perfeita do Neo Geo, me arrisco em dizer que se pegasse programadores mais dedicados poderia acontecer isso, Snes tem um potencial ainda desconhecido.
MWU-HAHAHAR... The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot, without bank-switching. WITH bank-switching, then klike up to 960+ megs is fully possible. That would've been one GIGANTIC-ASS cartridge, and easily would've costed like at least $750+ or MORE. During the peak period of the 2-D fighting game hype (1992 to 1998), the Atari Jaguar was prolly the ONLY other cartridge-based gaming system which was actually powerful enough to handle such HUGE carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it amyway and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts that were even anywhere/anything near a FRACTION of that size; and there must be MANY reasons for it!
As a so called "Nintendo Fanboy" everytime I leave a comment on this channel stating the facts, I have to admit, Samurai Shodown is one of the few games that Genesis does better than the SNES...... (imo) *SEGA WINS* ........this round......☺
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot without bank-switching. WITH bank-switching, then up to like 960 megs is fully possible. That would've been one HUGE-ASS cartridge, and easily would've costed like at least $600+ or MORE. During the peak of the 2-D fighting game hype (1992 to 1996), the Atari Jaguar was prolly the only other cartridge-based system which was actually powerful enough and could technically also handle carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts even anywhere near a FRACTION of that size; and there must be MANY reasons for it!
Pra mim é empate. O SNES claramente tem os cenários muito mais detalhados e não teve nenhum golpe capado. O Mega tem sprites maiores sim, mas perde muito nos detalhes e principalmente em golpes. O Haomaru mesmo não tem aquela "lapada" com a espada que com o POW cheio arranca quase 80% do Life do inimigo. E tantos outros golpes capados também, além do Earthquake. Se a ideia era ficar parecido com o Arcade, não adianta tirar personagens. De som e músicas, são igualmente irritantes e ruins comparado com a versão original. Empate.
Concordo Não adiantar capar golpes e até remover personagens e faltar efeitos sonoros - Já no snes temos sprites nanicos . O que eu acho no Snes dava para TYer os personagens um Pouco maior e no Mega Drive por o Earthquake e Por a espada certa do Haohmaru . Se ambos tive s efeito isso era ponto pra Sega - Mas a Sega sabotou o Jogo pra versão do Sega Cd ser melhor a na Nintendo deixou os personagens Muito Nanicas - poderia sre menor que do Mega mas não tento kk
Mano ....earthquake nunca fez falta... não tem nem game play dele no UA-cam...mas eu também prefiro a do SNES .. pra mim alguns cortes no mega foram desnecessário...diga se golpes e magias que ficaram toscas demais
Both versions are fantastic considering the hardware the huge difference here is the camera being zoomed in or out the SNES version uses the zoomed out camera but also has everything in the game that should be in the game and the Genesis version has bigger sprites because they chose to use the zoomed in camera angle But is also missing quite a bit of stuff from the arcade so technically it’s really a matter of preference.
Nah. The SNES version is clearly inferior, the sprites are downright ugly.
@@fabricebacquart Inferior Just because the sprites size? Come on! 🤭
@@rummeniggesilva Try playing both.
I don’t think the genesis version is zoomed in I think it’s the same as the AES/MVS. The gen has a bigger resolution also.
If I’m honest the SNES version looks like Shaq Fu
@@pxs6654 All SNES fighters look like Shaq Fu bruh
This is truly remarkable. Any version a person choose, we can't say it's wrong. In one hand, you have very nice character sprites in Genesis. In the other hand, the environment, presentation and character selection is better in Snes. Gameplay wise, I remember both versions being very close to arcades. Because I was more a Nintendo guy (but I had both consoles), I played more the Snes version, which satisfied very well my "Neo Geo" hunger. But to play the Genesis version, was very pleasant too. There's no wrong option with this one.
You might be right but these versions were busted as hell in gameplay. 1 frame crouching heavy slashes is not balanced at all lol
The 16-bit systems were clearly underpowered at the time, and cartridge memory was also HELLA expensive back then... And then again if the ports were like 100% arcade perfect, then SNK would NOT be having it cuz then you'd be ROBBING them of their own business. If you couldn't make a decent 16-bit port that was realistically affordable (within the $100 range) for most casual gamers back then, it was totally outta the question!
@@021881mtYeargh, and all that fuckin' JAZZ... With 'bank-switching' as far as I know, the Genesis could technically support even much more larger carts than that. Perhaps somewhere in the neighborhood range of at least 960 megs; like the Atari Jaguar. Dunno about the SNES tho; as most people believe it would max out at like around 64 or 128 megs? But the main issue back then in those days, would've been the PRICE tho... $70+? No, more like $150+. 😳
Both systems are extremely impressive in their Neo Geo ports. SNK’s monster console was an arcade hardware/software system at home. For those of us who weren’t super rich, Takara produced wonderful ports of the MVS/AES games for the 16-bit competition.
I remember having Samurai Shodown for my SNES and a Super Advantage controller one Christmas, and I felt like I was actually in the arcade. It even made me think the Neo Geo was a complete waste of money as I was loving SamSho every bit as much as I would have if I had a Neo Geo Gold. What did I know? I was 15 at the time. Still, I was loving my little SNES and my new fighting game. Along with Street Fighter II Turbo and Mortal Kombat II, who even needed an arcade?!
Looking back, I have owned multiple releases of all of the Samurai Shodown games (all except the original Neo Geo AES/MVS on real hardware). Even with arcade perfect ports available to me now, I still look back fondly on these 16-bit versions and play them from time to time. It just baffles me, in the best of ways, how powerful these two systems were. The Samurai Shodown, Fatal Fury, and Art of Fighting ports were outstanding and every bit as impressive as the original versions, if only as a show of what could be done on 16-bit systems under $200.
I actually pity kids growing up today as they really don’t get to see innovation the same way my generation witnessed. Systems are essentially limitless today and just about anything can be done on systems quite easily. But back in the 16-bit era, SEGA and Nintendo really pushed both of their systems to squeeze everything they could from their consoles. Who would have thought that the Genesis or Super Nintendo would be capable of some of the games that beefed up on them? Virtua Racing, Doom, Mortal Kombat, Street Fighter II… these games were so demanding at the time that imagining games like these at home seemed impossible. Bringing them home to the Genesis or Super Nintendo was unthinkable. But it happened, and I was fortunate enough to see the golden age of video gaming roll out before me like a red carpet to the future.
These ports of Samurai Shodown are glorious. I am so thankful that I got to see them and play them when they were brand new. To some, they are lesser, specially because we can play everything in perfection today. But to me, they are every bit as special as they first were when they graced these consoles in the 90’s.
Thank you so much for the awesome side-by-side and the trip down memory lane.
❤❤❤❤❤❤❤❤
Tengo tanto la megadrive, como la supernintendo y una neo geo mvs. La version de megadrive es mas espectacular porque tiene un zoom permanente mas grande, pero los escenarios son demasiado cortos al tener ese zoom, ya que recorta tambien la pantalla.
La version de supernintendo tiene los sprites mas pequeños, pero los escenarios estan al completo, y ademas tiene a Earthquake.
Hoy en dia, jugar a estas versiones habiendo emuladores de neo geo es únicamente por curisosidad.
Aparte, la jugabilidad de todos los ports de juegos de neo geo en megadrive y supernintendo es muy diferente a la original
I'm sure Earthquake could have been on the genesis version if more memory was used for the cart. Would have made the price for the game a little higher but it would have been worth it so the complete cast could be in.
Nope, it’s a sprite size and performance limitation of the 16bit platforms of the time. Unless you want a slow, flickering mess of a game whenever even just one of them is on screen with another character, let alone two of them, the choice was either to cut him entirely, or shrink everyone else down to accommodate him. Same thing that had to happen with SF2 with Sagat and later THawk though neither come even remotely close to the size of Earthquake. But the same considerations had to be made. If neither character was there, the rest could’ve been bigger. That simple.
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot without bank-switching. WITH bank-switching, then up to like 960 megs is fully possible. That would've been one HUGE-ASS cartridge, and easily would've costed like at least $600+ or MORE. During the peak of the 2-D fighting game hype (1992 to 1996), the Atari Jaguar was prolly the only other cartridge-based system which was actually powerful enough and could technically also handle carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts even anywhere near a FRACTION of that size; and there must be MANY reasons for it!
@@OtomoTenzi EL PERSONAJE GARLICIANO DE LA VERSIÓN DE MEGADRIVE ES EARTHQUAKE
I have samurai shodown on the genny and playstation for some stupid reason the developer went with the bead guy instead of earthquake, but both games are still better than the snes.
Really .. why sega cd happened the same
It's sad that Haomaru's strong slash motion of the Genesis version has changed completely differently, but the huge sprite and high-quality sounds made me have a pleasant imagination of playing the Neogio version at times.
In terms of sprites, the Megadrive version DESTROYS the Super Famicom. Granted, this comes at the cost of losing both Haohmaru's tress slashing intro as well as Earthquake (Amakusa is playable in Vs. Mode to compensate somewhat), but it's still an overall better visual package. Add in the removal of the occasional fatalities and the blood being censored on the Super Famicom, and yeah...this is definitely a superior experience. Too bad neither console had the processing chops to handle the zoom in/zoom out of the arcade & NeoGeo versions.
The control *for me* is just a little more responsive on the Super Famicom, though, but that really ain't enough to save it...
While I agree about the Genny's sprites looking better, everything else about it falls far short of the SNES version. The soundtrack is total ass, the backgrounds less detailed, audio is missing, etc. I almost always give the Genny version the benefit of the doubt, but in this case? Not even a contest, the SNES version even with the missing blood, kills it.
@@DesertRainReads It doesn't kill sh*t. It's just a draw. The soundtrack is ass on both ports.
The rock tunes sound better on SNES, but I think the more traditional Japanese tunes sound better on Genesis. Overall though, I can't stand the reverb on the SNES. I actually like the way it plays on Sega. The Sega CD version is probably the worst of them all. But if I had to pick a version to play, I'd play the Genesis version with Pyron's color fix.
@@bondosho Too bad there's not a similar hack for the Japanese version...
And as for the worst...I'd have to go with the Japan-only PSone version: there's a glitch where when you make a save in Shin Samurai Spirits/Samurai Shodown II, your save in SS1 gets wiped out.
@@TS-yz3ud yeah actually the SNES version is the better version between it and the Genny version. It is more complete (it even includes Earthquake), has the better presentation overall, and has audio the Genny version is missing. The soundtrack actually sounds decent in the SNES version too. If it had bigger sprites closer to the arcade? It would've been the Definitive Edition of the game outside the 3DO version.
Yeah, Super Nintendo FTW, definitely! At least it didn't leave out any characters or missing cutscenes, like Genesis. Not to mention it had more detail to stages, a catchier soundtrack, even an actual intro.
Siempre me pregunte pirque lo de los Graficos con Sprites pequeños si Art Of Fighting para SNES era similar a Samurai Shodown e Arcade que tienia efectos de Zoom, sospecho lo de los Personajes pequeños que fue para incluir a el Gigante EarthQuake de otra manera para SNES hubiera sido imposible mover ese Gigantesco Personaje en su Hardware.
podria ser, aun asi sacrificaron mucho los graficos, se ven fatal en super ness
Es un problema de gestión de sprites en snes. Solo permite sprites cuadrados mientras que en MegaDrive permite diversos tamaños, tanto cuadrados como rectangulares. Esta limitación penaliza la superioridad técnica de 128 sprites por los 80 de MD, pero la mejor gestión de tamaños de sprites de MD hace parecer que mueve más sprites que la Snes y puede montar personajes más grandes con menos sprites.
Era de la primeros juegos que salían en snes además en snes tenía varios cinemáticas ausentes en sega incluso en sega le hacen falta algunos poderes atajes y cosas en el fondo de stages
md is good
the magnitude of the sprites of the Megadrive console is similar to those of the Neogeo console , wallpapers and music are better on the Nintendo console . SuperNintendo's sprites are too small
The music sucks on both.
@@GoroDaimonX who cares every character on snes looks like an ant 🐜 so small
O que matou a versão do SNES foram os personagens tamanho formiga.
Eu acho que Foi mais por conta da camera
Kkkkk vdd
Foi por causa do Earthquake, tiveram que dar uma reduzida drástica na parte gráfica pra incluir o personagem.
Foi por causa do Earthquake! A versão do SNes está mais completa! Vozes dos personagens, abertura, tela do resultado da luta, história, som dolby, algumas animações cenário!
Antes que alguém reclame ...sou seguista mas a versão do meguinha cortaram muita coisa ! A torinha dos ninjas , o dash do ukio com magia , os golpes baixos de alguns personagens , a espada reta do haomaru ! Já no snes tem tudo praticamente !
Takara dropped the ball on the SNES character models. Too small
Yes, but it is a snes sprites management limitation. Snes is not able to manage rectangular sprites and punishes the character size. In addition, worse resolution does not help.
@@danielb.m1075 well maybe for this game but the SNES on the whole handled 2D fighters better than the Genesis. I mean look SF, MK series, Art of Fighting , weapon lord, clay fighter, etc. And Killer instinct on the SNES is a master piece.
Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
Wassup, my good friend? Happy New Year!
@@OtomoTenzi Happy New year bud
Mega Drive lack colors and surround sound but still fun to play people!!!
Actually the graphics are good.
sega sprites are bigger than snes version , sound better in sega than snes , but missing one charchter on sega .
The genesis sounds better?! They both sound terrible: Sega = garbled/scratchy/limited, Nintendo = damn reverb compressed audio/more samples than Sega
@@Ryuujin1078 i mean the announcer voice is more clear than the snes version .
The MegaDrive versión was supperior
The Genesis version has better sprites and animation
Animation better ? Sega génesis are too much missing animations and cute escenes and some
Moves and atacks
@@alubaldini yes. Right. SNES is better because of this version have lot of content like opening intro scene and character animation cut scenes and environment background graphics
@@SnakezDogg even moves and some attacks
*Vou dar minha opnião sobre ambas versões*
1-Mega Driver/Genesis (Positivo) - Sprites Grandes bem parecido com o Arcade.
2-Mega Driver/Genesis (Negativo) - Pela 1 Vez Mais Slowdown na Console da Sega.
3-Snes/SuperFamicom (Positivo) - Fluidez , Cenários e Som Levemente melhores.
4-Snes/SuperFamicom (Negativo) - Personagnes Formiguinhas - Maniniquinhos.
* Observação Assim como Mortal Kombat vence pro ter Sangue então o Critério vale aqui Tb o Super Nintendo Vence por Ter Earthquake.
* Observação 2 - A Do Mega Podia ser um Arcade Perfect - Se eles não capasem de Proposito o Jogo para ter Alguma Melhoria no Sega Cd Isso mesmo.
A Sega ela mesma capava os Jogos No Mega Drive para quando Saise a Versão do Sega CD parece se Melhor.
Ex - Mk 1 - Teve menos Sprites e Musicas Invertidas no Mega - Samurai 1 Tb Foi capado de propósito para Justificar a Compra no Sega Cd - Ou seja Caparam de propósito a Espada do Haohmaru assim como a não colocada do Earthquake.
Mas a Sega é tão imcompentende que Usou o mesmo Código Fonte ou Seja assim como Mk 1 - Mk 2 no 32x Samurai Shadown 1 é o Mesmo Jogo do Mega Drive Por isso não tem o Earthquake que segundo a Sega Não coube no Cartucho mas a Versão do Sega Cd que também não tem o Earthquake Cabe 10 Samuria 1 ou seja caberia uns 500 Earthquake ou mais só não teve pois tava usando o mesmo Código do Mega ou seja o mesmo Jogo.
Se Dúvida disso MK1 de Sega Cd eles usam a Gameplay do Super Nintendo de Intro fingindo que é do Arcade é imcopetentencia ou não é?
Porém a Versao de Samurai Shadown 1 do Mega Chega a ter Mais Vozes e Som que o Sega Cd que usa Cd kk - Duvida o Haohmaru fala o Ruuúme - Ouéia no Sega Cd ele só fala Uhhhu quando da a espada Forte .
E Do snes temos Formiguinhas - mas pela Primeira vez temos mais Slowdowns No Mega Drive do que no Snes.
Jogo snk não da sega não é dona deste jogo snk deu takara para fazer porte do jogo não sega ..
"Primeira vez temos mais Slowdowns No Mega Drive do que no Snes."???? Sprites menores otimizam o bandwidth nos consoles. Mas isso pode ser intencional e não slowdown por fraqueza.
"A Sega ela mesma capava os Jogos No Mega Drive para quando Saise a Versão do Sega CD parece se Melhor"???? Vc quer comparar uma prom com mídia de CD???
A questão do Sega cd era sua memória ram para armazenar o jogo, um programa rom para cpu do mega e um programa rom para sega cd para efeitos especiais como escalonamento de sprites.
"Porém a Versao de Samurai Shadown 1 do Mega Chega a ter Mais Vozes e Som que o Sega Cd que usa Cd" O som do sega cd é o mesmo PCM do mega drive porém com maior khz.
Os jogos de sega cd roda na cpu do mega drive por isso a grande semelhança, o mega drive usa o sega cd para efeito especiais escalonamento/rotação/mode 7, tocar música com qualidade de CD e descomprimir jogos full motion videos.
Os jogos versão cd tem mais fluídez porque se tornava possível colocar mais frames de sprites na ram do sega cd e o tempo de resposta que uma ram tem é muito maior que uma prom.
Basicamente o mega drive usa a ram do sega cd em vez de uma prom.
Marcos Vander. O seu comentário foi um dos melhores até agora. Porque eu tenho acompanhado bem esses ports.e honestamente eu não sabia que a Sega tinha capado propositalmente a versão dela mesma..e eu não duvido. São umas manobras loucas de uma empresa muita das vezes, apavorada para ganhar mercado ( a Sony que o diga ) o resultado disso muitas vezes é que fans vão lá e consertam o jogo todo. Mas quem vivenciou esses jogos na época deve ter ficado meio frustado...eu não escondo eu sou seguista. mas a versão do sn SNES é melhor
@@tonmaster189 desculpa a minha ignorância.... não seria o Sega cd que usaria a memória ram do mega ? Até porque tanto a fonte de energia quanto parte do processamento partem do mega não ?! E por isso eles não colocaram o earthqueak no jogo, pois caberia no CD, mas não na ram do mega drive ?! Não sei.posso estar enganado
Mortal kombat de megadrive es mejor, no solo por la sangre, sino los fatalitites censurados y tener un mucho mejor gameplay.
Los slowdown están también en neo geo, así que...
I think that TAKARA/SNK used 24Mb cartridge in MD/GEN, instead of 32Mb of SNES so that the difference between the two platforms was not so overwhelming.
If MD/GEN had used 32Mb would have had better stages as well.
The MD/GEN game was technically limited for marketing reasons. If it had not been, the SNES version would have turned out to be a scam.
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell? 🤔
Honestly, it's not such a bad technical achievement on the Genesis way back in '94 tho... Main problem back then at the time, was limited onboard RAM (only 64KB), limited onscreen colors (64 max), and ROM cart size being VERY fuckin' expensive. On a much larger cart; like say 32 or 48 megs prolly could've allowed for most of the animation frames, nearly all of the background details, and much better/clearer music and louder sound samples. That would've made the game cost HELLA expensive tho. $120+ USD anyone? Some of those issues CAN be fixed however, by todays' most talented modern hackers/modders; their modding tools and dev kits are constantly getting better and better all the motherfuckin' time!
The zoomed in view was too ambitious to attempt because it required more to make the backgrounds and the characters plus all their projectile animations...the Sega version needed the Super Street Fighter 2 approach using 40megs for 72$...that IMO should've been standard for all arcade to console fighting game conversions for either system buy at least SNES did that more than once
The Genesis cart was only just $94.99 USD at my local Blockbuster, cuz they were havin' a going-out-of-business sale in 1994... What BARGAIN, huh? 🤑
Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
Har, 64 or 96 megs would be kinda stretchin' it... I think with 40 or 48 megs, that shit might've still been a worthwhile port. Let's say go with that, and then keep the price down to under 80 bucks max! 🤑
I do not know the version of sega mega drive well but that version is better than Snes because of the fact that larger sprites cut elements of scenarios and the Japanese version of sega has the fatal finnish maybe missing a character but it is due to the increase of the sprites (lack of zoom) but the one of snes could have been better with zoom effect (as happened with art of fighting) that if it was good that's all thanks 👍
o som do snes é abafado, e os bonecos são pequenos comparado com a versão do mega drive...mega drive wins.
Sprites from Megadrive (but inclusive Earthquake!) with the backgrounds from SNES would be the perfect 16bit solution for this game
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell OK. 🤔
@@OtomoTenzi there is no zooming effect in the SNES version. The game is a quite accurate and good but it plays always in the outzoomed view, I think including the zoom effect and having a good gameplay would be to much for the SNES, it would be more downgraded, just like in Art of Fighting, they included the zoom effect in it but it plays not very good...
@@greensun1334 No need to show any kinda mercy for the fanboys in here, bro... Just say what's on your mind, and shoot what's in your dick. Feel free to be more more 'CRASS' in your comments. The SNES was technically only able to produce sprites that were roughly around HALF the size of the Neo Geo's. The Neo Geo can use techniques to not only produce HUGE sprites but also animate them fluidly. Bank switching also meant it could support cart sizes well above and beyond the proclaimed 330 meg 'pro gear spec' back in 1990. Currently, there are even AES carts made by some homebrew devs out there that are quickly approachin' the 1 GIG benchmark (1,000+ megabits). To pull that kinda shit off with the SNES hardware, would require HUGE amounts of help; in the form of both special enhancer chips inside of the game carts, 64-meg carts or greater, as well as RAM or chipset upgrade add-on carts in the back ports (if there was room for any). That shit could get pretty EXPENSIVE!!!
This era of gaming was a complete rip off because money was the issue and sometimes played a role in one game being better or worse IMO...this game was a tie, TamTam and Wan-Fu on the Genesis is the same size as the intro guy on SNES cutting the tree if you want perspective on why soo many other little things were missing from the Genesis port... SNES used the full 32megs and SEGA used the full 40megs for SF and that should've been the standard for this game and every other arcade conversion
I can’t tell what game it is on the right with the small ant sprites
Tecnicamente falando, levando tudo em conta acho a versão do SNES mais completa, mas estamos falando de um jogo de luta, onde o que precisa ser agradável é a jogabilidade e fluidez do game, prefiro jogar a do Mega.
Após jogar melhor as duas, a do Mega tem jogabilidade capada e meio diferente do Neo Geo, sinceramente a do SNES na verdade é melhor.**
Sound on Snes is amazing. I love to listen it all day.
Megadrive Wins!
Sega Genesis Wins
Snes Still very good
Genesis Characters players bigger than Snes they almost like arcade , Snes background look fantastic
Classic Sega fanboy. Sega is missing many moves, and backgrounds are utter trash. Have you even played the game?
@@Sh-hg8kf The BFG and the third episode in 32X Doom, Earthquake in this, half the damned game of Sunset Riders, Sega fanboys are experts and handwaving away missing content.
Snes please loll😁 don't get upset , is just a vote look what happened to red death redemption 2 the greatest cow boy video games ever see unbelievable got 10/10 masterpiece not win the game of the year 2018 that's was very sad , i was feel very bad when i hear red 2 not win the game of the year 2018 i accept that nothing i can't do for it GOD OF WAR take that shit that's it
@@Sh-hg8kf we get it, you don't agree. Christ....
@@honotron Sure, play your half-baked game with shitty ai
Mega, sem discussões. Que falta faz aquele Earthquake ?
Se fosse só isso... A versão do Mega capou os golpes dos personagens. Isso foi a pior coisa que fizeram.
Era assim que tinha que ser o Fatal Fury Special do Mega/Sega CD, comparado com esta versão de Samurai Shodown do mega. Não é idêntico ao arcade, mas tem a movimentação nos cenários e bons sprites
...and the CD-version of Samurai Shodown looks not so good as the Megadrive-Version. Megadrive's has much more details in the backgrounds. On CD, it just sounds better and the sprites have more animations. Btw, Fatal Fury Special on Sega CD is actually the worst version of the game, it's a very lazy port.
I bet Sega better controller as usual on must fighting games. My vote goes for the Sega version, the only thing is the it missing Earthquake.
Nope control in genesis is horrible and many missing atacks in some characters .. can you imagine playing mortal kombat with subzero and no ice atacks . Something similar happeneds here
@@alubaldini no es terrible, es estándar en juegos de lucha. Y en realidad no faltan tantos ataques como para poner esa comparación
@@elianandres4326 tengo arcade snes y. sega y créeme sega tiene mala jugabilidad en sm
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot without bank-switching. WITH bank-switching, then up to like 960 megs is fully possible. That would've been one HUGE-ASS cartridge, and easily would've costed like at least $600+ or MORE. During the peak of the 2-D fighting game hype (1992 to 1996), the Atari Jaguar was prolly the only other cartridge-based system which was actually powerful enough and could technically also handle carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts even anywhere near a FRACTION of that size; and there must be MANY reasons for it!
Gameplay is what matterz most. Which one do you guyz think plays the best?
Everyone is talking about grafx..
Sega has better sized character sprites, snes has better background and music Blah blah blah ... but which one actually plays the best?
@@Lightblue2222 Snes. It has an extra character, and more moves
Quanto jogador de Genesis joga, o jogador de Snes chora, sem mas.
Mega Drive levou a melhor
Pena a versão do SNes não ter feito como o Mega e tirado o anão Earthquake. Personagem chato que diminuiu todos os outros. Fora os personagens pequenos fico com a Nintendo.
Thanks for the comparison but for me there is absolutely no point anymore to play either sub-version knowing that any mini nes, mini snes le megadrive mini and Pandorabox emulates the Neogeo MVS version perfectly today.
Only a few arcade adaptations from the late 80’s are sometimes better on consoles
Megadrive nice, big spirits fluent scrolling
La culpa de todo la tienen la falta de zoom y el propio earhtquake. Si lo hubieran metido en MD no o hubiera cabido en la pantalla o hubiese sido imposible de implementar. En SNES para meterlo y conservar la proporción de los personajes los demás quedaron pequeños. Hubiese sido mejor haberlo metido y no conservar la proporción de los personajes. Tampoco hay que obsesionarse por el tamaño de los personajes, son pequeños en comparación, pero si se comparan con otros juegos similares no son tan pequeños
1st of all both of the 16bit ports were absolute pants I had them both at the time and people like to put the SNES version down for smaller sprites I agree on that front but it did play slightly closer to the original because it retained all of the normal and special moves unlike the Megadrive version which looked much better but lacked Earthquake and some of the normal moves were changed.
Which for me changed how I played the game in the Arcade.
I rather not play either of these versions lol since we have much better options these days
Still I wonder if there was a port done for the 16bit consoles today if it could be done better than what we got.
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell? 🤔
@@OtomoTenzi I doubt it even yhe Mega CD version that had loads of storage compared to carts didn't include Earthquake
@@WWammyy The Sega/Mega CD version is quite easy to explain, cuz it lacked the RAM and plus the port was also developed by a buncha CLUELESS ASSCLOWNS... 👎🗑
Genesis version hands down. Loved this game when I was a kid.
The question is: which is more fun?
Neo-Geo wins :v
Os dois são bons
Despite lacking Earthquake, MD version wins. Just looks, sounds, and plays more like the Neo Geo original.
Earthquake actually could've been included in the Genesis version with just a few more extra megs of cartridge memory; and any left over surplus memory from that could've been used to help out with some of the missing background details, OR better sound samples. Some people speculate, that the Genesis would NOT have been able to handle TWO Earthquakes on the screen at once; but then again let's not forget that it has a gimmick called 'BLAST PROCESSING'. It might OR might not have worked, and honestly I really dunno fer shure but at least it's worth a try tho. While the SNES version, could've also had LARGER sprites if only they were willing to DROP the zooming effect... Most people who side with the Genesis version obviously prefer LARGER sprites over more detailed backgrounds and lotsa other missing stuff. I think Takara prolly made all the WRONG decisions here to go with those weird changes and stuff, just so that BOTH versions would be able to sell OK. Honestly, I dunno why they didn't just go with THOSE approaches which I mentioned instead? 🤔
Megadrive version looks very good at first sight. Snes version is zoomed out but the game keeps all the movements of the arcade and all the staff. Maybe snes is not as fast as mega but I consider it a better version. I am a Sega man but snes is more complete and with the arcade movements, the only disadvantage is the sprites' size
You're low key weak for a Sega fan. I'm joking. But if look at the cutscenes, you'll see that neither of them are completed.
I'm a SNES fan all the way and I have to give the edge to the Genesis. Presentation (opening scene and some cutscenes) look better on SNES SF but the larger sprites on the MD makes a huge difference.
@@8bpianoplayer yes, the sprites are very good on mega, is a good port with good graphics but I was used to the arcade movements and is not faithfull in this point, moreover earthquake. I prefer other ports such as Fatal Fury 1 (without 2 characters but more faithfull) and 2 for sure or maybe art of fighting with some discussion.
Honestly, it's not such a bad technical achievement on the Genesis way back in '94 tho... Main problem back then at the time, was limited onboard RAM (only 64KB), limited onscreen colors (64 max), and ROM cart size being very expensive. On a much larger cart; like 64 or 96 megs prolly could've allowed for ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho. $120+ USD anyone? Some of those issues CAN be fixed however, by todays' most talented modern hackers/modders; their modding tools and dev kits are constantly getting better and better all the time!
Pra um 16bits e jogo completo fico com SNES
Mega Drive rules here nothing to argue...
difícil até de escolher um vencedor, o do snes tem todos os detalhes mais os bonecos são pequenos, o do mega é todo capado, faltando a porcaria toda mas os bonecos são grandes, acho q dá empate, se a takara não fizesse essa merda de colocar os bonecos do snes pequenos a versão do snes teria dado o mesmo banho q deu com art of fighting
Infelizmente é difícil defender esse samurai do SNES.... Tive os dois consoles, joguei as duas versões. SNES é melhor nos cenários, bem similares aos do Neo geo, efeitos, vozes , quadros de animação, que no mega foram muito cortados. Tem TB as cutscenes e abertura. Mas os sprites... Sem comentários...as músicas TB são bem irritantes. Preferi a do mega, que mesmo com chip de som inferior, as músicas foram mais legais e parecidas com as do Neo geo. A música da Charlotte mesmo ficou insuportável. Engraçado que o mega teve outros jogos nos quais os sprites foram mais fiéis aos arcades. Mortal Kombat 2 e super street fighter foram outros casos. Mesmo que perdendo em cores.
Mega era mais rápido por isso levou.
Mega drive muito melhor sem dúvida.
Apesar dos sprites menores, a versão do SNES é inegavelmente mais completa e visualmente mais bonita, sem contar o som de melhor qualidade.
Até hoje pra mim é difícil de entender esses Sprites minúsculos do Snes, alguém que entende mais da parte técnica pode me responder essa pergunta: o Snes não é capaz de gerar Sprites maiores ? similares aos do Arcade ?
@Ross jogos convertidos como Samurai Shodown, tinham a tendencia de ser mais lentos no Snes, por isso a diminuição dos sprites... Sem falar q o Mega tinha uma facilidade de trabalhar com jogos do neo geo pelo processador e a placa de som serem da mesma marca ( apesar do Neo Geo ser superior em AMBOS)
É preguiça e serviço porco mesmo. super street fighter, world heroes, fatal Fury especial tá aí para provar que é possível uma conversão mais fiel que no mega
@flaviochaos nem! Veja AOF2 no Snes! Tem sortes ainda maiores q o Samurai Showdown do Mega e zoom! Então não tem nada com velocidade de processamento! Foi pura vagabundisse dos programadores!
@@MarceloSousa-de4ev Disse Tudo alguns programadores nessa epoca eram bem ruins - MK sofreu no MD não por causa do console e sim os programadores meia boca
@@MarceloSousa-de4ev af 2 ?!... Personagens maiores que os de outros ports no mega ? ... Não tem em nenhum deles
Eu acho as 2 versões ótimas!! Mas a do SNES por conta do zoom muito reduzido ficou bem abaixo do que poderia apresentar!! E a do Mega ficou incrível!! Personagens grandes!! O som é ótimo!! Mas gosto bastante das 2!!!
SNES rom is 4.2MB and Genesis/SMD is 1.7MB. So SNES has more detailed backgrounds perhaps and more art and intro but sampled music uses more space. The SMD has much clearer sampled sound effects. I'm honestly confounded as to where the extra 2.5MB went on the SNES version. I'm honestly confused as to why the characters are so small in the SNES version. They are probably the smallest of any fighting game on the SNES. It possesses to processing power to handle two large fighters and an animated background for sure.
Collision tuning has three people working on it. Just collision tuning (I call it handling). This is the most important aspect of a fighting game and very complicated and involved. Shaq-Fu would likely have no such role but their art department was in the region of 20 people. Priorities for art over gameplay made that game suffer for it's art.
while the Super Nintendo's Ricoh 5A22 S-CPU has a slower clock rate, it has faster memory transfer per cycle, claiming that this gives it faster data transfer speed. However, the Genesis 68000 CPU has a wider 16-bit external data bus, twice as wide as the S-CPU's 8-bit external data bus, which means the 68000 transfers 16-bit data per cycle, whereas the S-CPU transfers 8-bit data per cycle, giving the 68000 a faster data transfer speed.
Mega Drive version is 3MB, SNES is 4MB.
@@SonySupporter oh right that makes more sense.
Honestly the smaller characters don’t bother me in the SNES game. I just can’t deal with having to press two punch buttons at once to do a heavy attack. I would prefer to use a shoulder button ( which is not used for anything).
@@iwanttocomplain That issue could've been resolved with any arcade stick with at least 4 buttons on it, but Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
@@hempnews4204não, o snes faz 3 ciclos de 8bits na mesma velocidade de 1 ciclo do mega, sendo assim enquanto o mega faz 16 bits o snes faz 24bits em 3 de 8 bits.
A versão do mega sobresaiu bem melhor do q a do super nintendo apesar de algumas perdas, ficou mais top.
Mega venceu ✌️
Mega pelos os splits, mas o snes com musica/+personagem/cenarios e olhe q é um cartucho sem chip especial.
Genesis is missing Earthquake move, along with other moves. It also, if I'm correct, is missing one character.
I don't care about sprite size, as long as the game's content has been completely ported
Thank you for the video.
Por falta do Earthquake, falas e música mais fiel, Super Nintendo WINS 😉👍
As músicas do mega e os personagens estão melhores pelo menos
If only the SNES port used the L & R buttons for high attacks (Sega does with C & Z) would be more enjoyable.
Takara really dropped the ball here when they could've gone with a much better approach to developing this game. Honestly, I think they could've still kept Earthquake and just ditched that stupid zooming effect altogether (which was hogging all of the processor power). Just keep the sprites as HUGE as possible, and then cut out a few frames of animation just like how they did with those X-men vs Street Fighter games on the PSX. Most people won't really care or notice it that much back int the mid 90's. As long as the controls are tight and the gameplay is solid, then that's all that really matters quite honestly. On a much larger cart; something like 64 or 96 megs prolly could've allowed for it keep ALL of the animation frames, all background details, and much better/clearer music and sound samples. That would've made the game cost HELLA expensive tho! $120+ USD anyone? 🤔
I say Sega Genesis wins. The sprites are way better than Snes version. Not to mention it's uncensored version meaning you can cut your opponent in half like the arcade. Also, you can disable the items if you want a fair fight. I wasn't a big fan of Earthquake so I don't feel bad about him
Typical Sega fan. "Our version is missing actual content, but it has meaningless window dressing. Window dressing matters more than real content." Sunset Riders was similarly forgiven by Sega fans. "We're missing literally half the game, but ours has Indians and saloon girls, so it's better!"
@@SomeOrangeCat Oh really now! sorry to disappoint you but in general I like Snes ports more than Genesis.
Also I liked Snes console more when I was kid but I have to be honest, some ports are better in Sega Genesis (WrestleMania Arcade for example) and Samurai Shodown.
That's MY opinion and if you don't respect it that's your problem
@@NostalgicShadow Earthquake actually could've been included in the Genesis version with just a few more extra megs of cartridge memory; and any left over surplus memory from that could've been used to help out with some of the missing background details, OR better sound samples. Some people speculate, that the Genesis would NOT have been able to handle TWO Earthquakes on the screen at once; but then again let's not forget that it has a gimmick called 'BLAST PROCESSING'. It might OR might not have worked, and honestly I really dunno fer shure but at least it's worth a try tho. While the SNES version, could've also had LARGER sprites if only they were willing to DROP the zooming effect... Most people who side with the Genesis version obviously prefer LARGER sprites over more detailed backgrounds and lotsa other missing stuff. I think Takara prolly made all the WRONG decisions here to go with those weird changes and stuff, just so that BOTH versions would be able to sell OK. Honestly, I dunno why they didn't just go with THOSE approaches which I mentioned instead? 🤔
@@NostalgicShadow MWU-HAHAHAHAHAHAR...
SNES port's more arcade accurate with the cut-scene graphics, more sounds, and having Earthquake. Only apparent shortcomings is the game being "zoomed out" with character sprite sizes and the port having censorship with the lack of blood and ability to kill your opponent. While the Genesis port's uncensored and has bigger character sprites, it's missing more content and suffers slowdown if there's too much onscreen activity (notably with Nakoruru and Galford having their animals).
Earthquake could've been included in the Genesis version with just a few more extra megs of memory, and the SNES version could've also had LARGER sprites if they dropped the zooming effect... I think Takara prolly made the decision with those changes and stuff so that BOTH versions would be able to sell OK. 🤔
Gênesis Wins 🤟
Snes parece mais um joguinho de rpg kkk
Mega drive ❤❤❤
Troisième meilleur jeu de combat sur megadrive après super street fighter 2 et fatal fury 2. Excellente conversation pour le support 16 bits de sega. Meilleur que sur snes.
Wow, the Genesis version looks more impressive and this is from someone who only had a SNES. The bigger sprites on the Genesis almost looks like it would be a Sega CD version and not a comparable 16-bit version.
A única coisa que eu achei melhor na versão do Mega Drive é o tamanho dos personagens, que no SNES ficou muito pequeno, mas do resto, gráficos, música, o do SNES me parece superior. Não joguei a versão do MD pq eu tinha o SNES, mas os detalhes gráficos do SNES são visivelmente melhores. Não sei qt a jogabilidade do MD, quando joguei a SNES, comparado com o do arcade Neo GEo que eu jogava, a versão do SNES ficava bem decepcionante. SNES conseguiu excelentes portes com o MKII e MKIII, os Street Fighters, mas esse Samurai Shodown deixou a desejar no meu ponto de vista.
A versão do snes tentou respeita o arcade em golpes, personagens e aspectos dos cenarios, se a versão do snes fosse perto igual a do mega, teria o mesmo defeito de cenario cortado, sem contar que no arcade nesse jogo vc tinha um espaço maior de distancia comparado aos outros jogos da época como mk e street fighter, note que o snes tem o cenario completo sem zoom mas com a mesma distancia de ir e vir.
The Genny version might have bigger sprites, but damn, the backgrounds of the fighting arenas look like ass, it is missing audio, the close up pictures after a win or a loss, the intro, and a few more things, the SNES version also has the better soundtrack too. Normally I give the benefit of the doubt to the Genny version but in this case? It isn't even a contest, the SNES version smokes it.
Dumbest. Reasoning. EVER.
Me gusta más la vercion snes es más pequeño pero escenarios es casi lo mismo que la vercion arcade
i like more genesis version, despite the incredible sncenarios from snes, just because the atention in gameplay center on the character not the background, is better option for me. btw wtf with that "dolby surround" in snes?, i know snes have better sound, but this is ridiculus.
me gusta mas la version de sega genesis, mas alla del increible detalle de los fondos en la super nintendo, pienso que la atencion cuando jugas , se la llevan los personajes y no los fondos, por lo cual se me ahce mejor jugar en genesis, wtf con el "dolby sorround" en snes? se que snes tiene mejor sonido que la megadrive, pero esto es ridiculo.
Sega wins Fatality
As was the case in many 16-bit ports, the SNES COULD HAVE looked and sounded closer to the arcade if the company handling the port didn't make weird choices that I'm sure had nothing to do with hardware limitations. Overall, Genesis looks and sounds closer to recreating the arcade.
Earthquake actually could've been included in the Genesis version with just a few more extra megs of cartridge memory; and any left over surplus memory from that could've been used to help out with some of the missing background details, OR better sound samples. Some people speculate, that the Genesis would NOT have been able to handle TWO Earthquakes on the screen at once; but then again let's not forget that it has a gimmick called 'BLAST PROCESSING'. It might OR might not have worked, and honestly I really dunno fer shure but at least it's worth a try tho. While the SNES version, could've also had LARGER sprites if only they were willing to DROP the zooming effect... Most people who side with the Genesis version obviously prefer LARGER sprites over more detailed backgrounds and lotsa other missing stuff. I think Takara prolly made all the WRONG decisions here to go with those weird changes and stuff, just so that BOTH versions would be able to sell OK. Honestly, I dunno why they didn't just go with THOSE approaches which I mentioned instead? 🤔
SNES version wins. Is more accurate NeoGeo/Arcade.
I like the Genesis version better
They are both mediocre ports. SNES Wins in zoom out (Full and detailed backgrounds and more elements on screen) battles but Sega Wins in zoom in battles (Big and detailed character sprites and better hitboxes). Best version of this game is just in Neo Geo AES and emulations.
This is the one time that I know of that the SNES port actually had a more arcade accurate opening than the Genesis, but the gameplay and looks still shine on Genesis. -HERETICPRIME
Actually don't. The snes version is more responsive, Genesis version is lacking a lot of moves. To play the Genesis version it's a far cry from the Arcade, than the Snes port.
en términos de sprite la version de genesis destruye a la snes, pero la verdad prefiero infinitamente la version de snes, jugabilidad mas fluida, sonido muchísimo mejor, y bastante mejor trabajado los fondos, conste que ambos los jugué bastante en mi infancia y siempre terminábamos prefiriendo la versión de snes.
Si supieras que en términos de jugabilidad la de mega es mejor, al menos es más parecida al arcade.Eso que le llaman "slowdowns" son intencionales, pasan también en la de neo geo, así que la jugabilidad quizá sea más fluida, pero menos parecida al arcade.Y claro respeto tu opinión....
@@elianandres4326 si tenía la de génesis/Megadrive pequelos atrasos en comparación del de snes, inclusive más pronunciados que la de arcade, aunque era entendible el tamaño de los personajes era muy parecido al de arcade, en snes lo jugue y la verdad lo sentí incompleto más por la sensura de Nintendo
Probably the only arcade fighting game port where the Genesis version was superior to the SNES version. Well, this and Pit-Fighter. ;-)
Dude, Pit-Fighter was just a LOST CAUSE on the SNES... Even the Game Gear version was far more superior! 😝
SNES has Dolby Surround 🔊 🔊 🔥
Mega drive
Genesis wins
Do SNES parece joguinhos do game boy kkkkkkkkkk
Mega Drive/Genesis WINS
a falta de um personagem, slow downs e cenários bem pobres e capados, eu fico com a versão samurai ant do SNES. que inclusive enfia no bolso a versão de sega CD, que ta a mesma coisa dessa preguiça de jogo ai !!! sabemos que o MEGA poderia ter feito algo igual ou até superior ao SNES, só não acreditava nisso a própria SEGA.......bom trabalho MAROTA !!!!!
Genesis version hands down
basicly the snes has surround audio all the characters and better control at the cost of reduce the sprites and almost all graphics besides the genesis version have fatal finishes and better graphic looking than the snes version but lacks of surround audio and 1 character
If snes has same sized sprites as genesis it probably would be a slowdown mess that’s why snes used ants
Its just inexperienced programming,check out Art of Fighting 2 on Snes (japanese release only) which has big sprites and zooming,very well done port.
Samurai Slowdown 😅
@@peristrojka That name came from Psx version of Samurai Showdown 3 :)
@@vasileios6301 but it was originated on the genesis version
The SNES prolly would've just needed a FASTER processor in order to accomplish that tho... Nintendo really shot themselves in the foot (and in the ASS) when they launched the system with a SLOW-ASS processor back then. Even the TurboGrafx-16; which was released 3 years earlier than it had much better specs and nearly twice the speed!
Snes só perde na questão dos sprites dos personagens, caso contrário seria uma cópia quase perfeita do Neo Geo, me arrisco em dizer que se pegasse programadores mais dedicados poderia acontecer isso, Snes tem um potencial ainda desconhecido.
Wow snes so small spirits
Art of Fighting is a much better port
Remember Genesis is Skynet ! 😁
Ve Este Vídeo. Contiene Una Partida Completa Dual Con Jubei Yagyu.
MWU-HAHAHAR...
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot, without bank-switching. WITH bank-switching, then klike up to 960+ megs is fully possible. That would've been one GIGANTIC-ASS cartridge, and easily would've costed like at least $750+ or MORE. During the peak period of the 2-D fighting game hype (1992 to 1998), the Atari Jaguar was prolly the ONLY other cartridge-based gaming system which was actually powerful enough to handle such HUGE carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it amyway and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts that were even anywhere/anything near a FRACTION of that size; and there must be MANY reasons for it!
Os personagens estão bem melhores no Genesis, já o cenário e abertura o SNES esta bem superior. Eu prefiro a versão do Genesis.
Concordo mas a mega drive tá com os personagens com o tamanho ideal e eu achei o som nesse game melhor no mega drive
Não tem o Earthquake da versão do Mega Drive
SNES, el mejor
As a so called "Nintendo Fanboy" everytime I leave a comment on this channel stating the facts, I have to admit, Samurai Shodown is one of the few games that Genesis does better than the SNES...... (imo)
*SEGA WINS*
........this round......☺
How? Sega is missing an entire character, and many moves.
The Genesis lacked all of those dedicated arcade chips and co-processors needed/required to stream graphics and sounds directly from the ROMS tho... And then, you'd have the extremely limited color palette to worry about. The Neo Geo can handle up to at least 320 megs of ROM cartridge memory in 1 single shot without bank-switching. WITH bank-switching, then up to like 960 megs is fully possible. That would've been one HUGE-ASS cartridge, and easily would've costed like at least $600+ or MORE. During the peak of the 2-D fighting game hype (1992 to 1996), the Atari Jaguar was prolly the only other cartridge-based system which was actually powerful enough and could technically also handle carts with all that much memory. But most of their games SUCKED, and so they prolly never needed it and rather chose not to. Neither the Genesis nor the SNES has ever tried handling carts even anywhere near a FRACTION of that size; and there must be MANY reasons for it!
Pra mim é empate. O SNES claramente tem os cenários muito mais detalhados e não teve nenhum golpe capado.
O Mega tem sprites maiores sim, mas perde muito nos detalhes e principalmente em golpes. O Haomaru mesmo não tem aquela "lapada" com a espada que com o POW cheio arranca quase 80% do Life do inimigo. E tantos outros golpes capados também, além do Earthquake. Se a ideia era ficar parecido com o Arcade, não adianta tirar personagens.
De som e músicas, são igualmente irritantes e ruins comparado com a versão original. Empate.
Concordo Não adiantar capar golpes e até remover personagens e faltar efeitos sonoros - Já no snes temos sprites nanicos .
O que eu acho no Snes dava para TYer os personagens um Pouco maior e no Mega Drive por o Earthquake e Por a espada certa do Haohmaru .
Se ambos tive s efeito isso era ponto pra Sega - Mas a Sega sabotou o Jogo pra versão do Sega Cd ser melhor a na Nintendo deixou os personagens Muito Nanicas - poderia sre menor que do Mega mas não tento kk
Mano ....earthquake nunca fez falta... não tem nem game play dele no UA-cam...mas eu também prefiro a do SNES .. pra mim alguns cortes no mega foram desnecessário...diga se golpes e magias que ficaram toscas demais
I main Earthquake, so the Genesis version loses by default.