If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Capcom vs. SNK 2: Mark of the Millennium 2001 (Arcade)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Capcom vs. SNK 2: Mark of the Millennium 2001 (Arcade)

Also known as: Capcom vs. SNK 2: Millionaire Fighting 2001 (JP)
Developer: Capcom Production Studio 1
Publisher: Capcom
Platform: Arcade (NAOMI GD-ROM)
Released in JP: August 2001
Released in US: August 2001

AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.


To do:
  • Add more screenshots of the EX grooves on the character select
  • See if the EX grooves do anything like they do in the console versions
  • Information on Boss characters (CVS1 & CVS2)
  • Pictures on 4th Slot in-game
  • Subtitle change in Japanese version of the game (Millionaire Fighting 2001)

Leftovers from Capcom vs. SNK

It may not seem apparent from the start, since the first game doesn't use any real 3D in its backgrounds, Capcom vs. SNK 2 was built on its predecessor's engine. With this in mind, we can see leftovers from the first game in its sequel, like the fourth character slot.

You can have four characters on a team, but the game glitches out a bit trying to represent them in-game, since this was never meant to be done. You can set any number from the character list in memory address 2C241043 to have a fourth character.

(Source: Jedpossum)

Console-Exclusive Features

The arcade version of the game contains a few incomplete and disabled features that would later be made available in the home console versions of the game.

Unused Characters

As this video proves, the two console exclusive characters, Evil Ryu and Orochi Iori, are fully present in the arcade version, but there is no way to select them without hacking. It is possible that they were locked intentionally, though the reason why is unknown.

(Source: Krizalid99v2)

Training Stage

By setting memory address 2C225148 to 10, you can access the Training stage that is primarily used in the home console version. While it has no music at all, it acts like a normal stage with no glitches.

Cvs2 train1.pngCvs2 train2.png

(Source: Jedpossum)

EX Grooves

By setting memory address 2C241050 to 6 or 7, you can access EX1 or EX2 groove (the memory address is for player 1 only). It is currently unknown if you can set any of the EX grooves to act anyway like they do in the console versions. Since they aren't useable in the arcade version, they are most likely just placeholders.

Cvs2 ex1.pngCvs2 ex2.png

These current default EX grooves do not do much of anything but be able to use supers.

(Source: Jedpossum)

Regional Differences

In the Japanese version, Rugal Bernstein uses his technique called "Genocide Cutter" and even says it out loud, but it was renamed to "Destroyer Cutter" and changed the dub to grunt sounds when he performs his move in the international versions. Sagat has also been affected, with the latter half of his Tiger Genocide voiceover being replaced with a grunt.