Capcom vs. SNK Millennium Fight 2000 Pro
From Sega Retro
Capcom vs. SNK Millennium Fight 2000 Pro | |||||||||||||||||||||||
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System(s): Sega NAOMI, Sega NAOMI GD-ROM, Sega Dreamcast | |||||||||||||||||||||||
Publisher: Capcom | |||||||||||||||||||||||
Developer: Capcom | |||||||||||||||||||||||
Licensor: SNK | |||||||||||||||||||||||
Peripherals supported: Dreamcast Arcade Stick, Jump Pack, Dreamcast Keyboard, Dreamcast Modem, Dreamcast VGA Box, Visual Memory Unit | |||||||||||||||||||||||
Genre: Fighting/Taisen Kakutou (対戦格闘)[1][2], Action[3] | |||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||
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Capcom vs. SNK Millennium Fight 2000 Pro (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000 プロ) is an update to Capcom vs. SNK: Millennium Fight 2000, released for Sega NAOMI GD-ROM arcade hardware and the Japanese Sega Dreamcast.
Contents
Story
In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations, Garcia Financial Clique and Masters Foundation. The gala event, it is hoped by everyone, will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000."
Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.
Gameplay
The game is a crossover fighting game featuring characters primarily drawn from Capcom's Street Fighter series and SNK's The King of Fighters series. It is an update to Capcom vs. SNK: Millennium Fight 2000 and plays nearly identically. It adds two characters (Dan Hibiki from Street Fighter Zero and Joe Higashi from Garou Densetsu, who were the tournament winners in the ending of the previous game). There are also numerous balance changes (such as lessening the damage and life of ratio 1 characters and increasing the damage of ratio 3 and 4 characters) and some aesthetic changes (such as adding additional frames of animation for many characters and changing the color of the health gauges to green). All of the hidden characters and features from the previous game are now unlocked by default.
Like The King of Fighters, players assemble teams of multiple characters, which fight each other in one-on-one battles. When a character is defeated, the next character in the team takes his or her place in the next round, and the winning team continues with the same character (with a segment of health restored in proportion to the time left over in the previous round). The match continues until every character on one of the teams is eliminated. If time runs out before a character can be defeated, the character with the most life remaining is the winner. Both characters are eliminated in the case of a draw. The roster is evenly split between Capcom and SNK characters, who are divided into "ratios," ranging from 1 to 4, based on each character's overall strength. Teams of up to four characters can be assembled, but their combined ratios must equal and go no higher than 4.
Characters move with and and crouch with . They backstep or dash with or . There is an option to replace dashing with running (originally introduced in The King of Fighters '96). They jump with and flip back and forth with and . They can "super jump" (a faster and farther jump, trailed by afterimages) by pressing , then , , or quickly. Characters can perform a weak punch with , a hard punch with , a weak kick with , or a strong kick with . Weak attacks are quick but do light damage, while strong attacks do more damage but have a longer startup delay and recovery time. Special moves for each character are done by pairing specific directional combinations with an attack button. Characters can perform a taunt with HOLD START , which is a short animation during which the character is vulnerable to attack. Taunting fills the opponent's power gauge by a slight amount.
Throws and grabs are done by holding or when near an opponent and pressing a strong punch or kick button. Some characters have midair throws as well. Grapple moves cannot be blocked (including special moves involving grappling), but a character can escape a throw and take no damage by likewise holding or and pressing a strong punch or kick button immediately upon being grabbed.
Blocking is done by holding the D-Pad away from the opponent. Characters can block while standing, which blocks against high and mid attacks but not low attacks (such as sweeps), or crouching, which blocks against mid and low attacks but not high attacks (such as jumping attacks and overhead strikes). Special moves still do a small amount of "chip damage" if blocked. If characters block too much, they become "guard crushed" and momentarily stunned and vulnerable to attack; the health gauge flashes red before a character is guard crushed. Characters can perform an evasive roll forward by pressing the weak punch and kick buttons (+) simultaneously. Characters are invulnerable during most of the roll, and they can roll through nearby opponents to the other side.
Characters can become dizzy from being attacked repeatedly; they are uncontrollable and vulnerable in this state but can recover more quickly by rapidly pressing back and forth on the D-Pad along with the attack buttons. It is also possible to escape grabs in this way.
Grooves
Players choose one of two modes before selecting their characters, which affects how the power gauge works. The power gauge is empty at the start of each round (though this can be changed to filled in the options).
Capcom | |
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The Capcom groove is based on the gameplay system from Street Fighter Zero.
The power gauge is filled by landing normal moves (including throws) or performing special moves (regardless of whether they connect). When the gauge is full, it gains a level, and the player can accumulate up to three levels of the gauge. The contents of the gauge carries over between rounds (but not between matches). Every character has super moves that can be performed at the cost of one level of the gauge. These super moves hit more times and do more damage than normal special moves. Every super move has three different levels, with each level costing an additional level of gauge to perform. Higher level super moves typically hit more times and sometimes have other improved characteristics, such as covering a larger area. The level of the move is determined by the button used to perform it: weak punch or kick for level 1, strong punch or kick for level 2, or both punches (or ) or both kicks (or ) simultaneously for level 3. | |
SNK | |
The SNK groove is based on the Extra mode from The King of Fighters '94 to The King of Fighters '98.
The power gauge is filled by taking damage (but not by blocking attacks). It can also be filled manually by holding the strong punch and kick buttons (+) simultaneously, though the character is vulnerable to attack while doing this. The gauge fills gradually when charged manually (slowly at first, then more quickly). The contents of the gauge carries over between rounds (but not between matches). When the power gauge is filled, the character enters "MAX mode," and basic attacks become stronger for a short period as the gauge drains. The gauge drains faster when the meter is filled by blocking attacks or taking damage than when it is filled by manually charging. When characters are in this state, players can perform a super move that immediately consumes the entire power gauge. Characters can perform super moves indefinitely when the health gauge is nearly empty and flashing red. If both requirements are fulfilled (the character's health gauge is flashing red and the character's power gauge is full), the character can perform a "MAX super move" instead that does more damage. Performing a super move when only one of the conditions is fulfilled is equivalent to performing a level 1 super move in the Capcom groove (regardless of what strength of button is used to perform it); when both conditions are fulfilled, it is equivalent to level 3 super move. |
Modes
The Dreamcast version of the game has multiple modes. The Pair Match Mode is available from the start. The game no longer has the Secret Shop from the original version since all of the content is unlocked by default, and the Neo Geo Pocket Color linking is removed for the same reason. The Groove Point system of the previous game is retained, but instead of Groove Points being used to unlock content in the Secret Shop, they are now used to unlock secret fights in the Arcade Mode and Pair Match Mode.
- Arcade Mode: A single-player mode where the player forms a team of up to four characters (which must be different characters) and fights a series of elimination matches against five randomly selected teams, then against a final boss. The final boss depends on the composition of the player's team, weighted by the number of ratio points. More Capcom points increases the chance that the final boss is the crime boss Geese Howard at Geese Tower; more SNK points increases the chance that the final boss is the Shadaloo henchman M. Bison followed by the dark dictator Vega at the Psycho Drive. If the team composition is evenly split between Capcom and SNK, the final fight is equally likely to be either. The demonic Gouki is fought instead of either if the player earns enough Groove Points by the final match. The game ends if the player loses a match but can be continued an unlimited number of times. A second player can challenge the first by pressing START , with the victor of the match continuing the game. There are eight difficulty levels for computer-controlled opponents.
- Vs Mode: A two-player mode where players can choose any characters (which can include the same character multiple times) and any stage and battle each other in elimination matches. Players can choose the maximum ratio points available to them (between one and four) and change the ratio for each character (which changes the character's relative strength). The game keeps track of the number of wins for each player.
- Pair Match Mode: A single-player mode that is identical to the Arcade Mode, except every character is worth two ratio points, so teams consist of any two characters. Like the Arcade Mode, a second player can enter the game by pressing START .
- Game Replay Mode: A two-player mode where players can play a match (with the same unlockable options as the Vs Mode) and save a replay of the game to a VMU, which can be loaded and watched again at any time. A replay takes 30 blocks of storage.
- Training Mode: A practice mode where the player can choose any character and any opponent. The player can set the whether the dummy opponent is non-hostile, hostile, or controlled by a second control pad. Non-hostile opponents can be set to stand, crouch, or jump and guarding or not guard. The player can also toggle the health gauge (normal or flashing red) and power gauge (normal or max).
- Network Mode: This mode supported competitive online matches over Capcom's Matching Service. Players could also upload high scores or open the official web site to view rankings and high scores or download replays or color schemes.
- Link Mode: The game can import customized color schemes from Capcom vs. SNK: Millennium Fight 2000 or create a save file for that game with all of the secrets unlocked (but this save file is only compatible with the Japanese version of the game).
- Color Edit Mode: A customization mode where the player can create custom color schemes for any character. Each character has 15 colors that can be changed (by adjusting the red, green, or blue color bars). Custom color schemes can be saved to a VMU.
There are two game speeds, Normal and Turbo (which can be set in the options so players are not asked every time).
Characters
Note: Move lists assume that the character is facing right. When facing left, and should be reversed.
P | Any punch button |
LP | Light punch |
HP | Hard punch |
K | Any kick button |
LK | Light kick |
HK | Hard kick |
TAUNT | Taunt |
All of the characters from Capcom vs. SNK: Millennium Fight 2000 return, with the addition of Dan Hibiki (from Street Fighter Zero) and Joe Higashi (from Garou Densetsu). The hidden characters (Morrigan, Nakoruru, Evil Ryu, and Gouki) and all of the Extra characters are unlocked by default. The Extra versions can be chosen by holding START while selecting the character in any mode.
Every character has a different color scheme depending on which button is used to select him or her (, , , or ). Additional bonus color schemes can be used by selecting the character with +, +, +, or +. If the player has made a custom color scheme for the character in the Color Edit Mode, it can be selected with START .
Ratio 1
Originally appeared in: Street Fighter Zero 2
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Sakura Kasugano | |||||||||||
Sakura is a Japanese schoolgirl who idolizes Ryu, whose fighting style she has imitated.
Her Extra form brings her moveset more in line with her appearance in Street Fighter Zero 2. She has a more conventional fireball, the Kou'ou Ken is replaced with the Shou'ou Ken (a jumping uppercut instead of a standing uppercut), and the Shunpuu Renkyaku is replaced with the Shunpuu Kyaku (which rises higher and loses its follow-up moves but can be performed in midair). | ||||||||||||
Originally appeared in: Super Street Fighter II
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Cammy | |||||||||||
Cammy is a genetically engineered assassin for Shadaloo, operating under the code name "Killer Bee."
Her Extra form gains the Cannon Spike, first seen in X-Men vs. Street Fighter, and an additional super move, the Reverse Shaft Breaker, from Street Fighter Zero 3. She loses the Axle Spin Knuckle and the Hooligan Combination. Unlike the previous version of the game, she retains the Spiral Arrow. | ||||||||||||
Originally appeared in: Street Fighter II
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Dhalsim | |||||||||||
Dhalsim is a Yoga mystic who has gained exceptional control over his mind and body, giving him the ability to stretch his limbs and breathe fire.
His Extra form is based on his appearance in Super Street Fighter II X. Yoga Flame and Yoga Blast are changed to use a half-circle forward motion, he can perform the Drill Kick in two different angles (depending on the button used), and he has the Yoga Inferno super move.
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Originally appeared in: Street Fighter II
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Blanka | |||||||||||
Blanka is a feral beastman from the jungles of Brazil with the ability to generate electricity.
His Extra form is modeled after his moveset in Super Street Fighter II X. It has the Vertical Rolling Attack and Surprise Forward and Back moves (which were removed from the Normal form) and a unique super move, Ground Shave Rolling. | ||||||||||||
Originally appeared in: The King of Fighters '94
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Benimaru Nikaido | |||||||||||
Benimaru is a model with a Japanese father and an American mother who fights with shootboxing techniques and can control electricity.
His Normal form resembles his moveset from The King of Fighters '94, while his Extra form is closer to his expanded moveset in The King of Fighters '97. He gets an upward-angled Raijin Ken, a command grab, and a different super move. | ||||||||||||
Originally appeared in: Ryuuko no Ken
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King | |||||||||||
King is a French bar owner who fights with a unique form of Muay Thai incorporating numerous acrobatic spinning kicks.
Her Extra form is based on her original appearance in Ryuuko no Ken. Her Tornado Kick and Surprise Rose are replaced with the Tobi Nidan Shisshukuri and Moshu Kyaku, and the Double Strike is changed to a super move.
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Originally appeared in: The King of Fighters '96
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Vice | |||||||||||
Vice is Rugal's sadistic secretary, who possesses preternatural strength.
Her Normal form is closer to her moveset from The King of Fighters '96, while her Extra form adds aspects of her moveset from The King of Fighters '98. She gains the Mayhem ability and an upward-angled Da Cide but loses her Tranquility and Gore Fest command grabs. | ||||||||||||
Originally appeared in: Ryuuko no Ken 2
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Yuri Sakazaki | |||||||||||
Yuri is the younger sister of Ryo and a student of Kyokugen-ryuu.
Her Normal form resembles her moveset from The King of Fighters '94, while her Extra form is based on her appearances in The King of Fighters '96 and later. She regains her long-ranged fireballs and trades the Kuu Ga special move for Sai Ha.
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Originally appeared in: Street Fighter Zero
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Dan Hibiki | |||||||||||
Dan is the "Capcom champion" of the previous tournament. He is a cocky martial artist who fights in a style of his own design called Saikyou-ryuu. He was created as a parody of Ryo Sakazaki and Robert Garcia, the protagonists of Ryuuko no Ken, and he was deliberately given weak special moves. | ||||||||||||
Originally appeared in: Garou Densetsu
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Joe Higashi | |||||||||||
Joe is the "SNK champion" of the previous tournament. Though he is Japanese, he trained in Muay Thai kickboxing in Thailand. He is a loyal sidekick to the Bogard brothers. |
Ratio 2
Originally appeared in: Street Fighter
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Ryu | |||||||||||||||||
Ryu is a student of Shotokan karate who is highly focused on his training and becoming the strongest that he can. He enters the tournament in hopes of facing a legendary new competitor he has heard about, Kyo Kusanagi. | ||||||||||||||||||
Originally appeared in: Street Fighter
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Ken Masters | |||||||||||||||||
Ken is a student of Shotokan karate and the best friend and training partner of Ryu. His family's Masters Foundation is co-hosting the tournament with the Garcia Financial Clique.
His Extra form is based on his appearance in Super Street Fighter II X. He loses the Zenpou Tenshin and Ryusen Kyaku but gains back his "crazy kicks." | ||||||||||||||||||
Originally appeared in: Street Fighter II
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Chun-Li | |||||||||||||||||
Chun-Li is a Chinese wushu expert known for her quick motions and powerful kicks.
Her Extra form reduces her moveset to her two special moves from Street Fighter II: Champion Edition and introduces a new super move, the Spinning Hornet Kick, which resembles Ryu's Shinkuu Tatsumaki Senpuukyaku. | ||||||||||||||||||
Originally appeared in: Street Fighter II
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Guile | |||||||||||||||||
Guile is an officer in the United States Air Force who uses a mixed martial arts form combining elements of boxing, kickboxing, and wrestling.
His Extra form is nearly the same but trades the Rolling Sobat for the Reverse Spin Kick and only has one super move. | ||||||||||||||||||
Originally appeared in: Street Fighter II
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Edmond Honda | |||||||||||||||||
E. Honda is a sumo wrestler who wants to prove to the world the strength of his technique.
His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X). | ||||||||||||||||||
Originally appeared in: Street Fighter II
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Zangief | |||||||||||||||||
Zangief is a massive Soviet wrestler who trains by wrestling bears.
His Extra form reduces his moveset to his special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X).
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Originally appeared in: Street Fighter II
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M. Bison (Balrog) | |||||||||||||||||
M. Bison is a former heavyweight boxing champion who now works for Vega as an enforcer. He appears as a sub-boss in the Arcade Mode and Pair Match Mode before fighting Vega.
His Extra form reduces his moveset to his two special moves from Street Fighter II: Champion Edition (with his super move from Super Street Fighter II X). | ||||||||||||||||||
Originally appeared in: Garou Densetsu
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Raiden | |||||||||||||||||
Raiden is a heel pro wrestler known for his ruthlessness in the ring.
Both forms are inspired by his appearance in Garou Densetsu Special (as Big Bear). His Extra form swaps the Raiden Combination/Body Blow move for the Jumping Lariat Drop and the Flame Breath super move for Crazy Train.
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Originally appeared in: Garou Densetsu 2
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Kim Kaphwan | |||||||||||||||||
Kim is a taekwondo master with a strong sense of justice.
His Extra form exchanges the Hien Zan and Stance Change abilities for the Kuusa Jin (first seen in Real Bout Garou Densetsu) and the Hou'ou Tenbu Kyaku super move for the Hou'ou Hiten Kyaku. | ||||||||||||||||||
Originally appeared in: Ryuuko no Ken
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Ryo Sakazaki | |||||||||||||||||
Ryo is a practitioner of Kyokugen-ryuu, a style of karate created by his father.
His Normal form is based on his original appearance in Ryuuko no Ken, while his Extra form adopts a moveset more closely inspired by his moves in The King of Fighters '97. He loses the Zanransetsu but gains the Mouko Raijin Setsu and Kyokugen Ryu Ranbu Ken abilities and the Tenchi Haoh Ken super move. | ||||||||||||||||||
Originally appeared in: Garou Densetsu
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Terry Bogard | |||||||||||||||||
Terry is a young American fighter who learned various fighting techniques from his father.
Both forms are nearly identical, but the Extra form removes the Rising Tackle and replaces it with the Power Dunk.
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Originally appeared in: Garou Densetsu 2
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Mai Shiranui | |||||||||||||||||
Mai is a kunoichi who was trained in her family's ninjutsu arts.
Her Extra form switches the Hissatsu Shinobi Bachi special move for the Kagero no Mai (first seen in Real Bout Garou Densetsu) and the Beni Suzaku super move for the Mizutori no Mai (from The King of Fighters '97). | ||||||||||||||||||
Originally appeared in: The King of Fighters '95
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Iori Yagami | |||||||||||||||||
Iori is the heir to the Yagami clan, which sealed away the snake demon Orochi along with the Kusanagi and Yata clans. He can create fire, which is purple because of the blood pact his clan made with Orochi hundreds of years ago. He has an intense dislike of Kyo because of the longstanding feud between their clans. | ||||||||||||||||||
Originally appeared in: The King of Fighters '94
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Kyo Kusanagi | |||||||||||||||||
Kyo is the heir to the Kusanagi clan, which sealed away the snake demon Orochi along with the Yagami and Yata clans. He is one of the last members of his clan who can still create fire.
His Normal form is based on his reworked moveset in The King of Fighters '96, while his Extra form is based on his original moveset from The King of Fighters '94 and The King of Fighters '95. | ||||||||||||||||||
Originally appeared in: Darkstalkers
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Morrigan Aensland | |||||||||||||||||
Morrigan is a succubus who is obsessed with the human world. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the Capcom groove. | ||||||||||||||||||
Originally appeared in: Samurai Spirits
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Nakoruru | |||||||||||||||||
Nakoruru is a young girl who is a guardian of nature. She can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns between 60 and 70 Groove Points before the fourth opponent when playing on the SNK groove. |
Ratio 3
Originally appeared in: Street Fighter II
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Vega (M. Bison) | |||||||||||
Vega is the shadowy leader of the international crime syndicate Shadaloo. He is motivated solely by his lust for world domination and fights using a dark psychotic energy known as "Psycho Power." He is one of the possible final bosses in the Arcade Mode and Pair Match Mode.
His Extra form is based on his appearance in Super Street Fighter II X. He loses the Psycho Vanish and Psycho Impact abilities but regains the Psycho Crusher. | ||||||||||||
Originally appeared in: Street Fighter
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Sagat | |||||||||||
Sagat is a Muay Thai master from Thailand who bears a long scar on his chest from a fated fight with Ryu.
His Extra form changes the button combination for the Tiger Crush back to its original motion in Street Fighter II and replaces the super moves with the Tiger Cannon from Street Fighter Zero (which can now be shot high or low). | ||||||||||||
Originally appeared in: Street Fighter II
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Balrog (Vega) | |||||||||||
Balrog is a narcissistic Spanish bullfighter who works for Vega and fights with a clawed hand.
His Extra form resembles his Super Street Fighter II moveset (with his super move from Super Street Fighter II X).
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Originally appeared in: Garou Densetsu 3
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Ryuji Yamazaki | |||||||||||
Ryuji Yamazaki is a deadly and insane Japanese mobster who fights with one hand in his pocket.
His Normal form resembles his appearance in the Garou Densetsu series, and his Extra form is closer to his appearances in the King of Fighters games. He has the Suna Kake and Badukan Pachiki abilities instead of Yakiire, and his super moves use different motions.
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Originally appeared in: The King of Fighters '94
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Rugal Bernstein | |||||||||||
Rugal is a cruel and sophisticated crime lord who turns the fighters he defeats into living trophies.
His Normal form resembles his appearance in The King of Fighters '98, and his Extra form is based on his Omega Rugal form in the same game. | ||||||||||||
Originally appeared in: Garou Densetsu
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Geese Howard | |||||||||||
Geese is the mafia kingpin of South Town and the nemesis of the Terry Bogard. He is an American who has studied and mastered Japanese fighting techniques. He is one of the possible final bosses in the Arcade Mode and Pair Match Mode.
His Normal form is based on his Garou Densetsu appearances, with conventional projectiles, while his Extra form is based on his appearance in The King of Fighters '96, with the Reppu Ken changed to a hand swipe.
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Ratio 4
Originally appeared in: Street Fighter Zero 2
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Evil Ryu |
Evil Ryu is a hypothetical version of Ryu that fights with the dark Satsui no Hadou rather than the light Kyoi no Hadou. He can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns at least 71 Groove Points before the fourth opponent when playing on the Capcom groove. | |
Originally appeared in: Super Street Fighter II X
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Gouki (Akuma) |
Gouki is a savage and merciless fighter who has mastered the Satsui no Hadou. If the player earns at least 85 Groove Points before the final fight in the Arcade Mode and Pair Match Mode, Gouki attacks Vega and challenges the player instead (recalling his original appearance in Super Street Fighter II X). | |
Originally appeared in: The King of Fighters '97
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Orochi Iori |
Orochi Iori is a version of Iori when he is under the effects of the Riot of the Blood, due to the blood pact his clan made with Orochi hundreds of years ago that gave them greater powers but cursed the clan and their descendants forever. He can be fought as a secret challenger in the Arcade Mode and Pair Match Mode if the player earns at least 71 Groove Points before the fourth opponent when playing on the SNK groove. |
Stages
Stages are chosen randomly for most matches in the Arcade Mode. M. Bison and Vega are always fought in the Psycho Drive stage, and Geese Howard is always faced in Geese Tower. Morrigan, Nakoruru, and Akuma also have their own stages when encountered. The hidden backgrounds of the previous game are unlocked by default now.
Production credits
- Planner: Hideaki Itsuno, Ichinose Pawer, Haruo Murata, Tomonori Onuma, Oni-Suzuki, Neo-G, Takecyan, Buruma (Kojimax)
- Programer: Akihiro Yokoyama, Batayon, Hard・Yas -Lightside-, Hyper Shinchan, Kaw・Tld, Knight Rider Giu, Kohei Akiyama, Kumiko Morita, Senor, Sailor, Tomohiro Ueno, Yoji Mikami, Yuko Kawamura
- Title Design: Shoei
- Illustrations
- Capcom Illustrator: Kinu Nishimura, Nakata Yosito, RB, Daichan, Harumaru, Takamasa Yamada
- SNK Illustrator: Shinkirou
- Instruction Card Design: Sakomizu
- Object Design: Ball Boy, Chimorin Shogun, Eri★Kimo, G・Kamina, Hideya Takada, Hirano=Daichi, Hiro, Hitoshi Igarashi, Ikusan・Z, Izumi‑N, Jun Ikawa, Kaeru, Kaname, Kimo Kimo, Nakamoto, Narancia, Masaru Nishimura, mamagorou, Masatsugu Sato, Michiru Akizuki, Miwa Sakaguchi, Mizuho, Peliko Fuzii, Rin Boku, Tagirin, Tatsuya Oshima, Tomo, Tomohiko Ohsumi, Tomomall, Toshihiro Suzuki, Tsuyoshi, Who, Yano, Yoshihiko Akita, Yoshihiro Goda, Yosinori Yamamoto, Youhei Nakamura
- Effect Design: Anz, D.Kurita, Rinboku, Takep
- Background: Hiroyuki Imahori, Yumiko Nakatsuka, Chika Iwai, Yoshio★Nishimura, Chie Morisaki, Aya Saito, Takako Nakamura, Tanopu, Yasuhiro Yamamoto, Naoko Niiyama, Masanori Kajita
- Music Compose: Satoshi Ise
- Sound Design: Masayuki Endou, Satoshi Ise
- Recording Engineer: Kazuya Takimoto
- SNK Staff: Yasushi Adachi, Yukihiro Degushi, Akira Konishi, Masanoikusumoto, Eiji Shiroi, Tonko, Senri Kita, Hiroaki, Toyochan, and SNK All Staff
- Producer: Yoshihiro Sudo
- General Producer: Noritaka Funamizu
- Executive Producer: Yoshiki Okamoto
- Network: Shin., Net Man, Ichiro Yunde, Mineyuki Noda, Kentaro Kaneko
- Special Thanks: Shaky Akitomo, Hiroaki Kondou, Jim Miyamoto, Blackbelt Hayashi, H Sugiura, Ryuji Kida, K Shouno, Takuya Shiraiwa, Abu Takemura, Kaori Funakoshi, Kouji Misu, Hiroaki Watanabe, Nuki, Bas (M・P), Tko, Bomito (Ogata), Zero (B・M), Den (I・S), Joe, Capcom All Staff, and You
Magazine articles
- Main article: Capcom vs. SNK Millennium Fight 2000 Pro/Magazine articles.
Artwork
Physical scans
NAOMI version
Dreamcast version
Sega Retro Average | |||||||||||||||||||||||||||||||||||||||
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78 | |
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Based on 7 reviews |
Dreamcast, JP (Dorikore) |
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Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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? |
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GD-ROM (JP) |
External links
- Sega of Japan catalogue pages (Japanese): Dreamcast
References
- ↑ File:CvS1Pro DC JP Box back.jpg
- ↑ 2.0 2.1 2.2 2.3 2.4 http://sega.jp/dc/010611/ (Wayback Machine: 2008-01-31 22:31)
- ↑ https://sega.jp/history/hard/dreamcast/software_l.html#tab02 (Wayback Machine: 2020-02-01 22:57)
- ↑ File:Capcom vs SNK Pro DC credits.pdf
- ↑ Dreamcast Magazine, "No. 25" (UK; 2001-08-09), page 44
- ↑ Dorimaga, "2001-03 (2001-06-22)" (JP; 2001-06-08), page 28
- ↑ Dorimaga, "2002-18 (2002-10-11)" (JP; 2002-09-27), page 34
- ↑ Famitsu, "2001-06-22" (JP; 2001-06-08), page 30
- ↑ Gamers' Republic, "August 2001" (US; 2001-xx-xx), page 77
- ↑ MAN!AC, "08/2001" (DE; 2001-07-04), page 42
- ↑ SuperGamePower, "Agosto 2001" (BR; 2001-xx-xx), page 36
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