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

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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.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


CHECK YOUR TRAINING WHEELS AT THE DOOR.

Hmmm...
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
  • The soundtrack album includes voice clips of the announcer saying every character's name, but these seem to be completely unused ingame (if they're even present in the files at all). Notably, there are clips for "Mike Bison" and "Gouki", but not "M. Bison" and "Akuma".

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

Hmmm...
To do:
Add photo/video examples for each point.

Subtitle Change

The game's subtitle is different depending on the region. The Japanese version is subtitled Millionaire Fighting 2001, but elsewhere this was changed to Mark of the Millennium 2001. This change affects the title screen logo and announcer voice clip (though he still says "This is the Millionaire Fighting 2001" on the character select screen in all versions), the background of the groove select screen, and the text above the round timer.

Character Name Changes

As is the standard since Street Fighter II, a few characters' names are changed from the Japanese version to international releases:

  • M. Bison (Boxer), Balrog (Claw), and Vega (Dictator) are respectively renamed Balrog, Vega, and Bison.
  • Gouki is renamed to Akuma. This also applies to his secret boss form, Shin Gouki/Shin Akuma.

Additionally, Rugal's secret boss form is called God Rugal in Japan and Ultimate Rugal elsewhere.

System Name Changes

  • A-Groove allows the player to activate a special mode that lets their character cancel any attack into any other attack for a limited time, at the cost of all remaining super meter. As in the Street Fighter Alpha series, this state is known as "Original Combo" in Japan and "Custom Combo" elsewhere.
  • P-Groove's primary technique, originating in Street Fighter III, allows the player to negate an opponent's attack by tapping the joystick forward (or down for low attacks) a few frames before impact. This technique is known as "Blocking" in Japan (not to be confused with guarding—casually referred to as "blocking" in English—which is done by holding the stick away from the opponent), and "Parrying" elsewhere.
  • The "Finest K.O." in the Japanese version is renamed "Dramatic K.O." in other versions, which also removes the announcer's unique line associated with it.

Character Victory Quotes

Hmmm...
To do:
Fully translate all unique Japanese victory dialogue

The Japanese version has unique win quotes in arcade mode for characters talking to their teammates (if on a team) or their defeated opponent (if solo). Each permutation of characters has its own dialogue. International versions omit this extensive dialogue, instead giving characters generic win quotes. A partial translation of the Japanese quotes can be found here.

(Source: CGTio)