STREET FIGHTER ZERO (ARCADE CPS-Changer) 1CC DAN Playthrough NO DEATH RUN (FULL GAMEPLAY)
STREET FIGHTER ZERO (ストリートファイター ZERO) (ARCADE CPS-Changer) 1CC DAN Playthrough NO DEATH RUN (FULL GAMEPLAY).
Ryu Walkthrough (CPS-2) (No Death): https://www.youtube.com/watch?v=ODnlknIMuQY
Dan Walkthrough (CPS-2): https://www.youtube.com/watch?v=95cR_7X70xY
A home version of the CP System, the Capcom Power System Changer was released in 1994. Capcom released the CPS Changer as an attempt to sell their arcade games in a home-friendly format. The CPS Changer adapter was basically an encased SuperGun (Television JAMMA adapter), and was compatible with most JAMMA standard PCBs. Capcom's "protection" against people using the CPS Changer on other arcade boards was the physical shape of the device. On a normal JAMMA PCB it would not attach firmly and tended to lean at odd angles, but it would work. The CPS Changer has outputs for composite video, S-video and line-level mono audio.
The CPS Changer featured an adapter that allowed the user to plug in the "CPS Fighter", a joystick controller Capcom originally released for the Super Famicom (and later the Mega Drive) when they released the Super Famicom version of Street Fighter II in 1992.
All of the CPS Changer games were based on the CPS arcade hardware. The CPS Changer games were simply arcade PCBs in a special plastic shell suitable for home use. This concept was later re-used in the CP System II hardware. Some CPS1 games were changed slightly for home release, sometimes including debugging features or other easter eggs. The CPS Changer was sold as a package deal of the console itself, one CPS Fighter joystick controller, and the Street Fighter II ′ (Dash) Turbo game for 39,800 yen. Additional games were sold for about 20,000 yen.
The final game for the CPS Changer was a back-ported version of Street Fighter Zero. Originally released on the CP System II hardware, this special CPS Changer version, released at a premium 35,000 yen, was degraded slightly for the older hardware: it had fewer frames of animation for the game characters, fewer onscreen colors , and the sound and music effects were sampled at a lower rate.
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