Arcade Gears: Image Fight & X-Multiply

The Saturn version of Image Fight has a slightly awkward button layout and you are unable to change it.
the PS1 version allows you to map the buttons as desired.


- more slowdown

- worse sound

- has a nice practice mode

- great screen-setting options

- Saturn RGB output is definately sharper and got richer color

- has the 'rgb' option under pause menu (optimises the output for RGB monitors, like in Saturn SF Zero 3)

- score attack mode is handy for practicing individual stages
- Yoko mode is unplayable "wobble" mode

- seems to run smoother

- sound, especial speech, is much clearer

- You can toggle the slowdown (wait on/off), but it still runs faster than the Saturn version with wait set to ON.

- fewer loads


- Saturn has an extra stage. It's not great and isn't a "feature" that most care about.

- You can choose the different ship at the ship selection part.

- Second player can play as different ship.

- Graphics are not as bright and clear as PS1 version, supposedly has pixelated explosions?

- Loading time isn't very long.

- It is not arcade perfect or accurate, though game play does preserve some of the slowdowns

- Looks better in TATE mode than YOKO
- The PSX port was the more lovingly crafted port, but only by a minor amount.

- PS1 has no extra stage

- You have to choose the different ship in the option menu.

- Second player will have to play the same kind of ship as first player.

- Graphics is really nice and bright and more accurate to the arcade. You can tell the difference between Saturn and PS1, trust me.

- Has a bit of loading time every time each stage starts.

- Slowdowns in arcade is not the same or is lacking. There is an option to push a button to have slowdown during the game.

- slightly better sound overall

- is generally a smoother playing port

- they added in a WAIT option to add back in some slowdown to make it a bit closer to the Arcade rev, though neither the PSX port nor the Saturn port are identical in terms of pacing.

- Most people find the PSX port a bit more difficult - but much of that comes from the fact that it runs buttery-smooth and takes some getting used to.


- stuck in wobble mode

- doesn't have TATE (US/JP)

- quality of the opening movie is better

Gunbird 2

- good sound

- 240p, forces cropped YOKO play
- 480i, allows for better YOKO play

- sound on both games is pretty bad, with too-loud shooting/explosion sound effects drowning out the muffled music

- there are in game load times on GB2 before boss battles

- has a training mode that has some nifty features

In the Hunt

more slowdown
less slowdown

Raiden Project

JP Version has TATE

US Version doesn't have TATE (but can be unlocked with gameshark)


- has rather poor textures in comparison to the PSX version

- one or two tracks of music remixed (the main transfer screen after selecting your version of game comes to mind... it featuress a shot of the R-Gray 1 against a metalic background)

- allows selection of the R-Gray 0 in any mode as a default ship

- transparencies are missing

- MediaQuest instead used mesh techniques

- has more slowdown.

- pre-rendered CG cutscenes are exclusive to the Saturn version

- audio is in redbook format
- in-game graphics look much better on PS1

- Version 1: original Japanese release (which is a pretty solid port)

- Version 2: available on the Double Shooting: RayStorm X RayCrisis version and the US version

- Version 2: 13-ship mode. You are given a single credit to play through with 13 lives (3 R-Gray-1 Manual, 3 R-Gray-1 Auto, 3 R-Gray-2 Manual, 3-R-Gray-2 Auto and finally 1 R-Gray-0)

- Version 2: The Double Shooting version has the PS-exclusive Extra Mode


- arcade perfect, generally considered the best version

- main advantage over PS2 version is configurable controls
- Pocket Mode: Presented in PocketStation graphics and effects (under the name JIENRYU), enemies appear as blocky heart-shaped craft and bullets are tiny gray blocks, all lacking graphical detail.

- Comical Mode: The same game, only there is no music and the sound effects are replaced by various laugh tracks and an audience applauses the player the higher their score gets.

- Stingy Mode: The same game, only the player has only one life, no continues and there are only two levels. Oddly enough, the original soundtrack is used in this mode only.

- No Mercy Mode: The same game, only extremely difficult.

- Slow Mode: The same game, only darker shading, an atmospheric/techno beat soundtrack and all sound effects are replaced by haunted-house type sounds. It's interesting to note that all enemies and the player's ship scream once destroyed. Despite the greatly slowed movements of all of the sprites onscreen, the game vastly increases the number of bullets put out by the enemy and this mode is, surprisingly, the most difficult setting in the game.

- Ancient Mode: The same game, only presented in a yellowed-with-age monochrome screen with cracks and lines in the screen as well as weakened sound effects and music to create an antiquated feel.

- Arcade mode now called Gekioh Mode.

- slowdown and tearing not seen in other versions
- doesn't save scores

- buttons not freely configurable

- straight arcade port without bonus modes from PS1 release

Shikigami no Shiro

- US version has terrible cover art

- US version is titled "mobile light force 2"

- no TATE

Strikers 1945

- Saturn version is supposedly superior to the PS version
- has slowdown
- does not save hi-scores

Strikers 1945 II

- the Saturn port is missing most of the transparencies and effects

- Saturn version has slowdown (only slows down at some Boss areas so this is pretty minor)

- the Saturn version is closer in speed to the PCBs it got a lot of sudden slowdown and speed up again

- both timing-wise and in typical play perception it was obvious that the Saturn port was a bit slower whereas the PSX port would run smoother.

- The Saturn port is quite good - very playable and enjoyable.

- The very minor graphical, sound and slowdown issues as compared to the PSX aren't enough to stop it from being highly enjoyable.

- lacks transparencies and has more pixelated explosions

- game-breaking slowdown on the ships level

- audio is downsampled

- Hitbox on the Saturn version is larger

- has better loadtimes on the menu's
- takes up a larger part of the screen in Yoko mode - The PSOne version is overclocked, the bullets got too fast in later levels under default difficulty

- The Japanese PSX port has TATE

- looks a bit sharper in spots (water effects are nicer, cloud effects are nicer - less dithered

- PS1 version doesn't have slowdown from saturn version

- US version is called just 'Strikers 1945'

- US version removes TATE mode

- US version removes FMV clips that the non-Simple series import had

- has the original "opening scene" from the original Arcade PCB, where-as the US version removed it

- music and sound effects seem a bit more full

- Hitbox on PS version is closer to the arcade
- displays in 480i

- does not save hi-scores

- the continue button is the same as the firing button, so you'll most always continue after you die your last life

ThunderForce V

- has better graphics

- supposedly has more slowdown
- has bonus features

- also has some slowdown, just in different places


Street Fighter Zero 2

Street Fighter Zero 2: n/a
Street Fighter Zero 2 'Alpha':

Capcom released a revised version of Zero 2 titled Street Fighter Zero 2 Alpha, which features all the additional characters from Alpha 2, as well as other changes to the game:

- In addition to EX Zangief and EX Dhalsim, Zero 2 Alpha also features EX versions of Ryu, Ken, Chun-Li, Sagat and Bison. All whom were characters from the original Street Fighter II: Champion Edition.

- Custom Combos are now executed by pressing a punch and kick button of the same strength simultaneously and now require half (1½ level) of the Super Combo gauge filled to perform them.

- Some of the characters have gained new moves such as Ryu's Shakunetsu Hadoken and Dhalsim's Yoga Tempest.

- Zero 2 Alpha also features a "Survival Mode", as well as a 2-on-1 "Dramatic Battle Mode" similar to the hidden "Ryu and Ken vs. Bison mode" in the original Alpha.

- In the Japanese version of Zero 2 Alpha, Evil Ryu has different dialogue exchanges and a different ending from his regular counterpart.

Street Fighter Zero 3

- The Saturn port makes use of Capcom's 4-Mega RAM cart

- utilizes all of the features added to the PlayStation version with the exceptions of the polygon usage or PocketStation

- the Saturn version uses the extra RAM to include more frames of animation than the PlayStation version

- Evil Ryu, Shin Akuma, and Guile are immediately selectable

- World Tour and Survival modes are virtually unchanged from the PlayStation version

- Dramatic Battle improved with the addition of Reverse Dramatic Battle and allowing three different characters to be used.
- Replaced "hit" sprites with "hit" polygons in order to focus more memory on character animations.

- Added T. Hawk, Fei Long, and Dee Jay (the remaning "New Challengers" from Super SFII, who were not in the original arcade version)

- Added Balrog, Juni and Juli after they were given new character portraits and their own storylines.

- Evil Ryu, Shin Akuma, and Guile were added as secret characters in the World Tour mode

- The Japanese version made use of the PocketStation peripheral used to build up their characters strength.

- Shin Akuma serves as the final boss for Evil Ryu.

- Due to RAM limitations, the only unique pairings in the Dramatic Battle Mode are Ryu & Ken or Juni & Juli.
The 1999 Dreamcast version, was titled Street Fighter Alpha 3: Saikyo Dojo (or Street Fighter Zero 3: Saikyo-ryu Dojo in Japan)

- retains all added features from the PlayStation version of the game.

- An online mode was added that allowed players to display their high scores.

- A Saikyo Dojo mode was added which pits a very weak character of the player's choice against two very strong opponents.
Street Fighter Alpha Anthology for the PlayStation 2 (Street Fighter Zero: Fighters' Generation in Japan) was also released in 2006. It contains the arcade version of Alpha 3 as one of the immediately available games, along with a revised version of Alpha 3 Upper as a secret game. The World Tour Mode that was featured in the previous home versions is not included in this compilation, nor the extra characters introduced in the portable versions of the game.
This Dreamcast port was re-released in Japan in 2000 as Street Fighter Zero 3: Saikyo-ryu Dojo for Matching Service.

- released as a mail order title via Dreamcast Direct.

- The Matching Service version differs from the original due to the addition of an Online Versus Mode.
The PlayStation Portable version, titled Street Fighter Alpha 3 MAX (Street Fighter Zero 3 Double Upper in Japan), was released in 2006 and features the additional characters from the GBA version as well as Ingrid from Capcom Fighting Evolution. The game is a near faithful port of the arcade version with minimal loading times and all graphics intact. All the added characters now feature their own in-game storylines and endings.
Street Fighter Zero 3 was re-released for the arcades in Japan in 2001 under the title of Street Fighter Zero 3 Upper.

- The game was released for the Dreamcast-based NAOMI hardware (rather than the original game's CPS II hardware)

- features all the added characters from the console versions of the game

- allows player to upload any customized characters from the Dreamcast version of the game by inserting a VMU
A Game Boy Advance version developed by Crawfish Interactive was released in 2002. The GBA version is titled Street Fighter Alpha 3 Upper on the title screen. The port is compressed and lacks several stages and music from the previous arcade and console versions, although all characters were present. In addition, Eagle, Maki and Yun, all whom were characters from Capcom vs. SNK 2 (released during the previous year), were also added to the game. Only a small amount of character voices were ported over to this version and the developers raised Ken's voice to a higher pitch and using it as Sakura's voice.

Waku Waku 7

- Saturn Version requires 1 MB RAM cartridge

- Characters look nearly perfect

- Backgrounds look extremely pixellated, as if their resolution were cut in half.

- Load times before fighting are acceptable, but it pauses after every round for a second or two to change from day to night.

- There's an almost unforgiveable amount of slowdown, especially with characters like Dandy J, who is not only huge, but has two characters in the background that follow him constantly.

- Most of the entire battle against Fernandez is fought in slow motion, which is completely unacceptable.

- The Saturn version does feature some extra artwork, which changes depending on the internal clock of the system, as well as an arranged soundtrack.
Arcade Perfect

Dead or Alive 2

- Cinematics play at 30 fps

- Fewer colors result in banding

- Higher screen resolution (more pixels)

- Tight and intuitive controls

- Appropriate lighting and color balance

- Less detailed textures

- JP version's "Dragon Hills" stage has new stage breaks

- JP version adds 2 new stages: "The Burai Zenin" and "The L's Castle"

- The motions of the characters' faces as they talk with one another were improved in the PS2 version of Dead or Alive 2. - "The White Storm" stage has blowing wind - "The Demon Church" stage features a broken and uneven floor


Arcade Gears: Pulirula

The SS port is said to be nearly arcade perfect.
The PS port of Pulirula has missing frames of animation.

Metal Slug

- Arcade Perfect
- MS loads in the middle of the stage on the NeoCD version

- featured a "Combat School" mode that allows the player to revisit previously-played stages, but with new mission objectives to fulfill.
- available in two different versions, 1.002 and 1.005, the latter with minor bug fixes. - Suffers from alot of slowdown, and feels slower than the Neo version also.

- The sound is very good on the Saturn, but it is still missing some sound effects, or are not as loud.

- Faster load times than NEO CD version.

- includes Combat School
- suffers from muffled audio

- missing animation frames

- slowdown, with pausing helicopter explosions

- includes Combat School

- feature a new game mode dubbed "Another Story", which consists of a series of plot-based mini-games.

Sega Rally 2

- US Version has better framerate, including a code to optimize the background environments