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Tatsunoko vs. Capcom: Ultimate All-Stars is a crossover 2.5D fighting game featuring characters from the Japanese animation studio Tatsunoko Production and Capcom. It was developed by Eighting and published by Capcom. This is the seventh game in the Versus series.
Tatsunoko VS

Tatsunoko VS. Capcom Ultimate All-Stars (PAX 2009 Trailer)

The game was originally released as Tatsunoko vs. Capcom: Cross Generation of Heroes only in Japan in 2008 for arcades and the Nintendo Wii. Later, a newer version called Tatsunoko vs. Capcom: Ultimate All-Stars was released for Wii in Japan, North America and Europe, featuring five new characters not available in the original version, but removing one Tatsunoko character from the previous version. The release date for the Japanese edition was on January 28, 2010, January 26, 2010 in North America, and January 29, 2010 in Europe.

The game received generally positive reviews from critics, who praised its approachable gameplay for newcomers and depth for veteran players. However, reviewers had mixed experiences with its online component, and found Arcade mode lacking in replay value. Capcom announced in April 2010 that the game was a commercial success.

Promotional art and character design was handled by Shinkiro, with some guest art produced by Ippei Kuri (famed Tatsunoko artist), The animated sequences were all produced by Tatsunoko Productions. The Ultimate All-Stars ending art (which replaces the animated endings from the Japanese version) was done by the artists at UDON. The game was produced by Ryota Niitsuma.

Gameplay Edit

Tatsunoko vs. Capcom is a tag team-based fighting game in which players control characters with different attacks and fighting styles, and engage in combat to deplete their opponent's life gauge. The gameplay is set in a 2.5D environment where the characters are rendered in three-dimensional graphics, but their movements are restricted to a two dimensional plane; they may only move left and right, and upward through the air.[1] Each player may select a team of two characters and can switch between them during combat. Alternatively, players may select one of two "giant" characters, who cannot be played as part of a team. When characters switch, the incoming one performs a special attack upon entry, and the previous one can regenerate health. Characters not in play may be used to assist, and to perform powerful team moves. A match ends when a team has no characters left, or when the timer reaches zero—in which case, the team with the most remaining life wins.

The arcade release of Cross Generation of Heroes has a control scheme consisting of a joystick and four buttons. Wii versions of Tatsunoko vs. Capcom have five control options: the Classic Controller, Nintendo GameCube controller, third-party arcade sticks, and two simplified control schemes—intended for inexperienced players—for the Wii Remote. Players use controller inputs to perform attacks; the most basic attacks are executed by pressing one of three attack buttons: light, medium, or strong. Players may augment basic attacks with joystick or control pad directional inputs; for example, a standard strong attack can become a sweep when the down input is added.[2] Basic attacks can be strung together to perform combos.[2]

Each character has unique "universal techniques"—special attacks that are more powerful than normal moves—that require complex control inputs. Similar inputs are used to perform even stronger versions of special moves called Hyper Combos and Team Hyper Combos; these deal damage relative to the size of the player's Hyper Combo gauge, which increases when the character inflicts or receives damage. Certain universal techniques are usable by all characters; for example, each character possesses one that launches opponents upward, rendering them vulnerable to an "air combo". Other common universal techniques include the "Baroque Combo", which sacrifices the regenerable portion of a character's life gauge, but allows players to extend combos and deal more damage; and the "Mega Crash", which creates a temporary barrier around the character to knock back opponents, but partially drains their Hyper Combo and life gauges.

ModesEdit

Cross Generation of Heroes, the 2008 Wii version of Tatsunoko vs. Capcom, has an Arcade game mode: the player fights against artificial intelligence (AI)-controlled opponents to reach the final boss character, Yami from Ōkami. Time attack and Survival modes are also available, and require the player to defeat every character in the game. While Survival limits health regeneration, Time attack challenges players to win in the shortest time possible. Other modes include Vs. Mode, in which two players engage in combat, and Original Games, which sees up to four players competing in character-specific minigames. Using money obtained throughout the game, the player may purchase unlockable characters, alternate character costumes, minigames, character profiles, movies, illustrations, and background music. Once purchased, the latter four are viewable in a gallery.[3] The arcade release of Cross Generation of Heroes omits the game modes, and instead features a character selection screen from which a player may compete against either AI opponents or a second player.[4]

Ultimate All-Stars has largely the same features as the Wii version of Cross Generation of Heroes, with the exception of Original Games; instead, it features a top-down shooter minigame set in the Lost Planet world called "Ultimate All-Shooters".[5] Unique to Ultimate All-Stars is Nintendo Wi-Fi Connection support for Vs. Mode competition over the Internet.[6] Online multiplayer matches may be played either with registered friends or opponents, or randomly selected participants. Players can choose from randomly selected opponents to be of a rank similar to their own. Rank is decided by battle points, which fluctuate when a ranked match is won or lost. Once a match is completed, players can add a consenting opponent to a Rival Roster for future matches.

Plot Edit

The city is safe tonight, but not for long. An ancient evil from another universe has come to consume time and space by causing many universes to merge together into a worldwide crisis. Heroes, Villains, and the like from these worlds must fight to survive and find the evil that caused this crisis and destroy it.

However, once they get to this evil, can they win? Because if they can't, all is lost.......

Ready? FIGHT!!

Characters Edit

TatsuCapShinkiro

Promotional art by Shinkiro.

Ultimate All-Stars contains 26 playable characters from Capcom video game franchises like Street Fighter, Mega Man and Viewtiful Joe, and Tatsunoko Production anime franchises such as Science Ninja Team Gatchaman, Yatterman, and Casshan. The original arcade version of Cross Generation of Heroes features 18 characters, which was increased to 22 for its Wii release. The rosters of both Ultimate All-Stars and Cross Generation of Heroes are evenly divided between Tatsunoko and Capcom characters. The game's two largest and most powerful characters, Tatsunoko's Gold Lightan and Capcom's PTX-40A, cannot have partners; by extension, they cannot perform universal techniques that require a partner. Non-playable characters, derived from Capcom and Tatsunoko intellectual properties, make cameo appearances during certain attacks; for example, Casshan is assisted by his robotic dog, Friender, while Doronjo is accompanied by her lackeys Boyacky and Tonzura.

Capcom Edit

Playable Fighters Game origin
Alex Street Fighter III
Batsu Ichimonji Rival Schools: United by Fate
Chun-Li Street Fighter II
Frank West (Ultimate All-Stars only) Dead Rising
MegaMan Volnutt Mega Man Legends
Morrigan Aensland Darkstalkers: The Night Warriors
PTX-40A/Ivan Lost Planet: Extreme Condition
Roll Mega Man
Ryu Street Fighter
Saki Omokane Quiz Nanairo Dreams
Kaijin no Sōki Onimusha: Dawn of Dreams
Viewtiful Joe Viewtiful Joe
Yami (Final boss) Ōkami
Zero (Ultimate All-Stars only) Mega Man X

Tatsunoko Edit

Playable Fighters Anime origin Info
Casshan Neo-Human Casshan The main character of Neo-Human Casshan. Tetsuya Azuma transformed himself into a cybernetic warrior named Casshan in order to combat the robotic menace that faced his world. He is accompanied by his robotic dog Friender.
Doronjo Yatterman An attractive blonde who leads Boyacky and Tonzra in their attempts to locate the Dokuro Stone, and constantly bosses them around.
Gold Lightan Golden Warrior Gold Lightan A gigantic golden robot, he can transform from a lighter to a huge mechanical superhero.
Hakushon Daimaō (Cross-Generation of Heroes only) The Genie Family One of the main characters in the show, Hakushon is a genie who must grant the wish of whoever sneezes near him, usually resulting in comedic shenanigans.
Ippatsuman Gyakuten! Ippatsuman Sokkyu Go is the heroic main character who has sworn to fight against evil, especially the syndicate Skull Lease.
Joe the Condor (Ultimate All-Stars only) Science Ninja Team Gatchaman Joe Asakura is an expert marksman, driver and the tough guy of the Gatchaman team.
Jun the Swan Science Ninja Team Gatchaman A pretty young girl who is the electronics and ballistics expert for Science Ninja Team Gatchaman throughout the many Gatchaman series.
Karas Karas One of the titular karas; humans appointed as superpowered agents. Able to transform into a car, an aircraft, and an armored crusader; the skilled swordsman sets out to defeat his evil predecessor.
Ken the Eagle Science Ninja Team Gatchaman Ken Washio is the leader of Science Ninja Team Gatchaman throughout the many Gatchaman series. He is known to be a level-headed and capable leader.
Polymar Hurricane Polymar Takeshi Yoroi is martial arts expert who designed a special ability enhancing suit in order to fight crime and entitled himself Polimar.
Tekkaman Tekkaman: The Space Knight A super-powered robot suit managed by Joji Minami, designed to fight aliens that were seizing control of the earth.
Tekkaman Blade (Ultimate All-Stars only) Tekkaman Blade Also known as D-Boy, Blade was a space explorer who was tranformed into a techno-organic warrior by an alien race known as the Radam. Blade escaped and made his way to Earth, where he battled against the Radam invasion along with the Space Knights.
Yatterman-1 Yatterman The male protagonist of the Yatterman series, Gan Takada is the 13-year-old son of a famous toy designer. He forms a fighting team with his girlfriend Ai, and names himself "Yatterman No. 1". He wields a kendama with great skill in battle.
Yatterman-2 (Ultimate All-Stars only) Yatterman The female protagonist of the Yatterman series, Ai Kaminari is the girlfriend of Yatterman-1, and she and Yatterman-1 combat the crime together. Her weapon is an electric short rod.

CameosEdit

Capcom characters Appearance
Akane Yagyū Featured in Soki's ending.
Arthur In Soki's ending. (Cross-Generation of Heroes only)
Astaroth In Soki's ending. (Cross-Generation of Heroes only)
Axl In Zero's ending. (Ultimate All-Stars only)
Baby Head In PTX-40A's ending.
Bilstein's Ghost In Tekkaman Blade, and Joe the Condor's endings. (Ultimate All-Stars only)
Blodia In PTX-40A's ending.
Brad Garrison In Frank West's ending. (Ultimate All-Stars only)
Dave In Doronjo and Joe the Condor's endings.
Debilitas In Joe the Condor's ending. (Ultimate All-Stars only)
Demitri Maximoff In Joe the Condor's ending. (Ultimate All-Stars only)
Devilotte In Doronjo and Joe the Condor's endings.
Dr. Light In Roll's ending.
Dr. Wily In Zero's ending. (Ultimate All-Stars only)
Fiona Belli In Joe the Condor's ending. (Ultimate All-Stars only)
G. Kaiser In PTX-40A's ending.
Gigi In PTX-40A's ending. (Ultimate All-Stars only)
Gourai In PTX-40A's ending. (Ultimate All-Stars only)
Gustaff In PTX-40A's ending. (Ultimate All-Stars only)
Hauzer In Karas' and Saki's ending.
Hayato Kanzaki In Tekkaman Blade's ending. (Ultimate All-Stars only)
Hewie In Joe the Condor's ending. (Ultimate All-Stars only)
Hinata Wakaba In Batsu's ending. (Cross-Generation of Heroes only)
Hornisse Featured in the background of the Gesellschaft stages.
Huitzil In Roll's ending.
Jessica McCarney In Frank West's ending. (Ultimate All-Stars only)
Kyosuke Kagami In Batsu's ending. (Cross-Generation of Heroes only)
Lilith Assists Morrigan in her Level 3 Darkness Illusion Super Combo.
Mega Man In Roll's ending. (Ultimate All-Stars only)
Ohatsu Featured in Soki's ending.
Pyron In Tekkaman and Joe the Condor's ending.
Raizo Imawano In Batsu's ending.
Red Arremer In Soki's ending. (Cross-Generation of Heroes only)
Roberto Featured in Soki's ending.
Santana In PTX-40A's ending. (Ultimate All-Stars only)
Servbots Featured in the background of the Gesellschaft stages.
Silvia In Viewiful Joe's ending. (Cross-Generation of Heroes only)
Tenkai Featured in Soki's ending.
Vector In Roll's ending.
Vile In PTX-40A's ending. (Ultimate All-Stars only)
X In Zero's ending. (Ultimate All-Stars only)
Xavier In Doronjo and Joe the Condor's endings.
Wayne Holden (Implied) Implied to be the suited "Pilot" in PTX-40A.

Development Edit

TatsuCapCoverArt

Promotional art.

Origin Edit

Tatsunoko vs. Capcom was conceived when Tatsunoko Production asked Capcom to develop a game with Tatsunoko characters. Capcom producer Ryota Niitsuma was interested in producing a fighting game, and agreed with other Capcom employees that Tatsunoko's characters would be better suited for a Versus game than a Street Fighter game.[7] The resulting project was the seventh Capcom-designed entry in the Versus series and the first in over seven years.[8] In the 2000s decade, fighting games were less popular and plentiful than in the mid-1990s, with multiplayer competition shifting towards other genres.[9]

Tatsu Cap Ken and Ryu

Promotional art.

The research and development team started work in parallel with Street Fighter IV. "Capcom [hoped to] bring back the fighting genre into the mainstream market [...] with a serious fighting game for very hardcore fans, and another with a slightly lowered barrier to entry," Niitsuma said.[10] Eighting, Capcom's hired developer, took on the job in early 2007. The design of the game was a departure from the complex attack systems of the Street Fighter series, and of certain Vs. titles. The game is built around a simplified three-button attack system (light, medium, and strong); it was inspired by the control systems commonly used by both the Vs. series and the Wii, which allows intricate moves to be performed with basic control inputs.

On May 22, 2008, Capcom announced the game, titled Tatsunoko vs. Capcom: Cross Generation of Heroes, for release in Japanese arcades.[11] The arcade cabinets' system board was proprietary hardware based on the Wii.[12] Beta units were sent to test locations in Tokyo (July 10–13) and Osaka (July 25–27). By September, the game was 70% complete, and a Wii version was announced for Japanese release. Capcom gradually revealed the game's cast until release. It was released in Japan on the Wii on December 11, 2008, and an arcade version followed in mid-December 2008.

The game is the first Capcom-designed Vs. installment to be rendered fully in 3D. Tatsunoko vs. Capcom and its graphical characteristics were optimized for the Wii, which prevents the game from being ported to other consoles without completely re-building the game. Niitsuma explained that its Wii exclusivity was also due to a lack of Capcom fighting games for the console, and because the Wii's casual quality matches the Vs. series trait of accessibility. The producer suggested that porting a sequel would be easier, but that Capcom would gauge the reception of the Wii game before making such plans.[13]

On November 7, 2012, Capcom USA's senior vice president Christian Svensson revealed that Capcom's rights with Tatsunoko have lapsed, meaning Capcom is no longer authorized to sell Tatsunoko vs. Capcom physically or digitally.[14]

Fighters Edit

When choosing candidates for the Tatsunoko and Capcom character rosters, the development team was free to nominate any character it wished.[15] However, the team faced limitations on its Tatsunoko candidates; Niitsuma explained; "[the development team] had to consider licensing issues. Once [they] had that list [they] had to figure out how to make a balanced fighting game. On top of that [they] wanted a good balance between male and female characters." Selection emphasis was placed on main characters, rather than on villains. Certain characters were denied by Tatsunoko Production without explanation to Capcom. Niitsuma said: "We weren't privy to a lot of their decision making process. They didn't share a lot of reasons with us. When they said no and we asked why, they wouldn't tell us, but would give us another suggestion". Tatsunoko Production disallowed characters from Genesis Climber MOSPEADA or Samurai Pizza Cats, despite the high number of fan requests for the latter.[16] The eponymous characters of Tatsunoko's Muteking, The Dashing Warrior and Nurse Witch Komugi were among those planned for inclusion, but were eventually scrapped.[17][18][19] The finalized Tatsunoko cast consists of characters that the team enjoyed in their youth. At one point, Go Mifune from Mach Go Go Go (known as Speed Racer in International territories) was considered as a potential fighter, but difficulties on assembling a moveset aside from those enabled by his car made him difficult to implement.[20]

As for Capcom candidates, the development team hoped to include Phoenix Wright and Franziska von Karma from the Ace Attorney series, but while the latter's use of a whip made her easy to incorporate, the problems the team had with the former's game mechanics (specifically his movement and the Ace Attorney text bubbles) prevented them both from getting in.[21] Other Capcom characters who were considered for inclusion were Arthur from Ghosts 'n Goblins, Ingrid from Capcom Fighting Evolution and Street Fighter (as shown in the game's Secret File book, she was however used as a test character model), Charlie Nash,[19] Ibuki[19] and M. Bison[19] also from Street Fighter, a Tyrant (unclear which one specifically) and Leon from Resident Evil,[19] Date Masamune from Sengoku BASARA,[19] Hsien-Ko from Darkstalkers,[19] Zero Gouki from Cyberbots,[19] Tiara from Gaia Master,[19] Rouge from Power Stone,[19] June from Star Gladiator,[19] Nero from Devil May Cry[19] and The Smith Syndicate from Killer7.[citation needed]

On September 9, 2009, Capcom announced the Japanese release of Ultimate All-Stars and starting on that day, periodically revealed the game's new characters; however, the full cast was leaked through JavaScript code on the game's official Japanese site.[22] With the exception of Hakushon Daimaō, who was removed due to unspecified licensing issues, every playable character from the original Wii release was included. Hakushon Daimaō was also removed in Ultimate All-Stars version's Japanese release, due to both his unpopularity with players, and the game's status as a localization of the North American version.[23]

The new characters encompassed Frank West from Dead Rising, Zero from Mega Man X, Yatterman 2 from Yatterman, Joe the Condor from Gatchaman, and the title character from Tekkaman Blade.

LocalizationEdit

On May 6, 2009, Capcom listed two "mystery games" as part of their Electronic Entertainment Expo 2009 lineup. The Nintendo Power magazine revealed "Capcom Mystery Game #1" to be the North American localization of Tatsunoko vs. Capcom: Cross Generation of Heroes, with the new subtitle "Ultimate All-Stars". It was playable at the company's E3 booth.

European and Australian releases were announced on later dates. The game was originally unintended for release outside Japan, but was localized by Capcom due to positive fan reception. Tatsunoko Production assisted Capcom with its character licensing issues; while Tatsunoko Production holds such rights in Japan, they are licensed to companies such as Time Warner in other countries. Niitsuma said that acquiring character licenses was difficult, as it was largely done one at a time, and characters cleared in North America had to be checked separately in Europe. Another issue was the possibility that Eighting would be occupied with other projects. Time constraints led Niitsuma to replace the character-specific minigames of Cross Generation of Heroes with "Ultimate All-Shooters", an expansion of PTX-40A's minigame.

Artwork by UDON replaced the animated character-specific endings.[24]

A Capcom press release in June 2009 stated that the North American release would have more mini-games, an "enhanced" story mode, and support for online play. The roster would be expanded by five characters, but would lose one unnamed Tatsunoko character.[25] However, Capcom later revised this press release, as it was incorrect, with the statement that they were "looking into adding new features to the game, including possible additions of several new characters from both Capcom and Tatsunoko and [...] exploring the option of online gameplay.

Director Hidetoshi Ishizawa admitted that, just as Cross Generation of Heroes was not initially planned to be released internationally, neither was Ultimate All-Stars planned to be released in Japan. However, fan appeals and the research and development team's own hopes resulted in the game's Japanese localization.[26]

ReleaseEdit

An official launch event for Tatsunoko vs. Capcom: Ultimate All Stars was held at the Nintendo World Store in the Rockefeller Center on January 23, 2010, featuring autograph signings by Niitsuma, giveaways, competitions, and playable demo kiosks. Hundreds of fans were expected to attend between 11 pm and 3 pm. The game was released in North America on January 26, in Japan on January 28, and in Europe on January 29.

Certain versions of Tatsunoko vs. Capcom: Ultimate All-Stars are bundled with a Mad Catz arcade stick, whose artwork was produced by Japanese artist Shinkiro. Pre-orders from GameStop included eight of thirteen lenticular trading cards. As a buying incentive, Capcom's Japanese online store offered a Secret File compilation book of concept art, illustrations and design notes; it is the twenty-seventh volume of the Secret File series, which was originally published between 1996 and 1999 as a supplement to Capcom games of the time.[27]

The store also included an audio CD with four vocal tracks from the game: the opening song from Cross Generation of Heroes, "Across the Border", sung by Asami Abe, Ultimate All-Stars English re-recording of this song, sung by Anna Gholston, with rap by James C. Wilson; and the Japanese and English versions of Roll's theme song.

ReceptionEdit

Famitsu's four reviewers each gave Tatsunoko vs. Capcom: Cross Generation of Heroes a score of 8/10. They believed that its variety of characters and its fighting system were strong points, but found its gameplay to be slightly flat, as skilled players are obligated to use Baroque Combos repeatedly.[28] Licensing and resource issues made GameSpot's Ricardo Torres, IGN's John Tanaka, GamesRadar and other critics doubtful that the game would see an international release.[3][29][30] Describing the game's cast of licensed characters, Adam Sessler of X-Play stated that "clearing the American rights to show them all in one game would be a logistical nightmare."[31] He also pointed out the largely unknown cast to non-Japanese audiences—a notion IGN's Mark Bozon agreed with.[32][31] When Ultimate All-Stars debuted at E3 2009, it garnered numerous genre-specific awards,[33] and won the Game Critics Award for "Best Fighting Game".[34]

Tatsunoko vs. Capcom: Ultimate All-Stars received positive reviews, with an average score of 85% on review aggregate sites Metacritic and GameRankings.[35][36] Critics praised its balance between accessibility and depth;[37][38] Adam Sessler called it the perfect game for the Wii's demographic, and remarked that it allows "grandmas, kiddies and junkies" to perform intricate combos, while including deeper gameplay mechanics for the "more refined palate".[39] Contrasting the game with previous Vs. titles, GameSpot reviewer Randolph Ramsay stated that its use of fewer buttons "may seem less complex [...], but this simplicity belies the depth of each character's move set."[2] Eurogamer's Matt Edwards believed that, compared to the separate buttons for punches and kicks in Marvel vs. Capcom 2: New Age of Heroes, Tatsunoko vs. Capcom's streamlined approach was moderately easy to learn. Edwards claimed that the game is a "slightly slower and more user-friendly Marvel, without losing the ability to pull-off crazy 50+ hit combos."[40]

Reviewers lauded the variety of Tatsunoko vs. Capcom's graphical presentation and character playstyles. Ben Kuchera of Ars Technica wrote that its over-the-top attacks can be "huge, colorful, screen-filling blasts of light and movement," and that combos "flash across the screen, claiming you landed billions of points of damage."[41] Adam Sessler and 1UP.com's Richard Li found that each character played in a vastly different way; Li explained that there are characters who take advantage of sheer speed and long range moves, others who use momentum to apply pressure to opponents and those who rely on a single opportune moment to deal vast amounts of damage.[42][39] Heidi Kemps of GamePro contrasted the game with Marvel vs. Capcom 2, and noted that "every combatant in Tatsunoko feels carefully designed to be unique, intriguing, and most importantly, worth investing time into mastering."[43] Bozon, Edwards, and VideoGamer.com's Wesley Yin-Poole believed that the characters were well-animated, and chained attacks together seamlessly.[5][40][44]

Li criticized Capcom for not providing an easy alternative to unlock characters since the multiple Arcade mode playthroughs needed to unlock them could be frustrating.[42] Nintendo World Report's Neal Ronaghan mentioned it can get tedious,[45] and echoing Li's sentiment, Ryan Scott of GameSpy complained that "arcade mode needs to be left to die," as multiplayer is the primary reason for playing fighting games.[46] Both Scott and Ramsay thought many of the other unlockables obtainable through Arcade mode didn't offer sufficient value.[2][46] Reviewers had mixed experiences with its online component; GameDaily's Robert Workman reported that it ran fluidly, but Scott said that the game lagged often enough to be unplayable.[46][47] Edwards thought "the netcode hasn't shown itself to be particularly sturdy," but the situation may improve as the number of local players increase.[40] Both Bozon and GameTrailers said that performance depends on each player's connection; the latter explained that lag is more likely to occur when playing against a distant opponent.[5][48]

The game's soundtrack was lauded,[5] with Robert Workman of GameDaily highlighting its "fantastic mix of strong techno tunes and dramatic battle themes."[47] Ramsay cited its "convincing battle effects" and "catchy music"; he believed that the latter complemented the game's dynamic nature and presentation.[2] Bozon and Official Nintendo Magazine's Chris Scullion expressed annoyance with the voice work of the top-down shooter minigame.[5][49] Bozon explained that three of the four playable characters yell every time they fire.[5]

Critics speculated on the commercial risk of localizing Tatsunoko vs. Capcom for the Wii.[42][43][44] Kemps considered it a risky undertaking for Capcom, as the console isn't renowned for fighting titles, and as the game abandons the three-on-three matches of the Marvel titles—which popularized the Vs. series—in favor of the two-on-two formula used in the older, more obscure Vs. games.[43] Kemps and Bozon pointed out that the game's Tatsunoko characters are largely unknown to non-Japanese audiences; this caused Bozon to liken the game to a dark horse, as he considered it to be one of the Wii's best titles.[5][43] Li reported that "Many wondered why Capcom chose Nintendo's Wii as the exclusive platform [...], a multiplatform release would reach a broader audience, critics argued."[42] The game's quality led Yin-Poole to question whether it would stay exclusive to the Wii; he speculated, "Perhaps TvC is a test, then. If it sells even remotely well, maybe we'll see a sequel on Microsoft and Sony's consoles. Or maybe, fingers crossed, it'll add further weight to the case for [Marvel vs. Capcom 3]."[44]

SalesEdit

Capcom's former community manager Seth Killian expressed satisfaction with the North American sales of Ultimate All-Stars. "[Tatsunoko Vs Capcom] certainly beat the initial expectations. It didn't set any land speed records, but it was a success," Killian stated. "And that's really saying something considering that we're talking about a game that was not only never coming out, but has a title that most people can't even pronounce."[50] In Japan, Ultimate All-Stars sold 18,913 units as of January 2, 2011,[51] and, as of December 27, 2009, Cross Generation of Heroes has sold 62,805 units.[52]

Trivia Edit

  • Tatsunoko vs. Capcom is the second known fighting game that features Tatsunoko characters, the first was Tatsunoko Fight which was developed by Electronics Application (Eleca), published by Takara and released for the original PlayStation console, only in Japan, on October 2000.

GalleryEdit

Box Art Edit

Merchandise and Promotional Art Edit

References Edit

  1. https://www.webcitation.org/5rI8zc8Ks?url=http://www.gamespot.com/arcade/action/tatsunokovscapcom/news.html?sid=6193636&mode=previews
  2. 2.0 2.1 2.2 2.3 2.4 https://web.archive.org/web/20100224234832/http://www.gamespot.com/wii/action/tatsunokovscapcom/review.html
  3. 3.0 3.1 https://web.archive.org/web/20090215112154/http://wii.ign.com/articles/937/937796p1.html#
  4. https://web.archive.org/web/20100131112638/http://www.gamezone.com/news/01_28_10_09_07AM.htm
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 https://web.archive.org/web/20100125144132/http://wii.ign.com/articles/106/1062972p1.html#
  6. http://www.capcom-unity.com/jgonzo/blog/2009/09/23/tgs_2009_tatsunoko_vs_capcom_ultimate_allstars_its_frank_west_baby
  7. http://www.gamasutra.com/view/feature/4184/gamasutra_versus_capcom_the_.php
  8. http://g4tv.com/games/wii/62262/tatsunoko-vs-capcom-ultimate-all-stars/review/
  9. http://www.gamespot.com/xbox360/action/ultimatemortalkombat3/review.html
  10. http://www.videogamer.com/wii/tvc/preview-1837.html
  11. http://games.ign.com/articles/875/875970p1.html
  12. http://e3.gamespot.com/story/6210358/tatsunoko-vs-capcom-ultimate-all-stars-first-look/
  13. http://www.videogamer.com/news/capcom_no_plans_for_tatsunoko_vs_capcom_xbla_psn_port.html
  14. http://www.eurogamer.net/articles/2012-11-08-capcom-can-no-longer-sell-tatsunoko-vs-capcom-due-to-rights-lapse
  15. http://www.gamesradar.com/wii/tatsunoko-vs-capcom-ultimate-all-stars/preview/e3-09-tatsunoko-vs-capcom-interview/a-2009060815494768059/g-20090602143737971093
  16. http://kotaku.com/5454192/the-lost-characters-of-tatsunoko-vs-capcom
  17. http://www.neogaf.com/forum/showpost.php?p=14143517&postcount=3808
  18. http://www.destructoid.com/a-better-look-at-the-stuff-cut-fromtatsunoko-vs-capcom-161902.phtml
  19. 19.00 19.01 19.02 19.03 19.04 19.05 19.06 19.07 19.08 19.09 19.10 19.11 http://www.siliconera.com/2009/05/17/these-characters-didnt-make-the-tatsunoko-vs-capcom-cut/
  20. https://www.destructoid.com/samurai-pizza-cats-speed-racer-almost-in-tatsunoko-vs-capcom-161208.phtml
  21. NGamer, October 2009, page 35, "Fighting Talk with Ryota Niitsuma, Tatsunoko vs. Capcom's Producer"
  22. http://wii.ign.com/articles/102/1022808p1.html
  23. http://multiplayerblog.mtv.com/2009/10/22/tatsunoko-vs-capcom-leaves-one-character-out-again/
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