Sunday, January 26, 2020

A Tatsunical Legacy Over Two Decades: Tatsunoko's Ultimate Cross Generation Fight

Founded on October 19, 1962 by the Yoshida Brothers (Tatsuo, Kenji, & Toyoharu [better known as Ippei Kuri]), Tatsunoko Production has gone on to become a legendary & respected studio that helped define TV anime during the 60s, 70s & 80s, while from the 90s to today it's mostly either re-interpreted its standard-setting icons in new ways, or has done more traditional, for-hire work. As for said icons, Tatsunoko's biggest impact will most certainly be its various hero & comedy series, done primarily during the 70s & 80s. Whether it's Science Ninja Team Gatchaman, Neo Human Casshan, Hurricane Polimar, Space Knight Tekkaman, the Time Bokan Series, Hakushon Daimaoh, Gold Lightan Golden Warrior & beyond, Tatsunoko is probably best recognized for producing what were essentially the Japanese anime equivalents of Marvel, DC, & even Hanna-Barbera, with some of them even seeing international airing on television during the 70s, 80s, & 90s.

So, naturally, it would make sense for "Tatsu's Children" to eventually come to blows!

Hey, don't underestimate Hutch the Honeybee...
And Kerokko Dematan will most certainly kick your ass!

Now, to be fair, the first real major crossover between these various Tatsunoko characters would come in the form of 1993's Time Bokan: Royal Revival, a two-episode OVA celebration of the titular franchise. The first episode was a Wacky Races-esque race between the various villainous trios from all of the Time Bokan anime that existed at the time (& would inspire similar trios in shows like Nadia & Pokémon), while the second saw numerous Tatsunoko heroes unite (& argue) to take on evil. Beyond that, & the occasional cameos in more recent anime, there have really only been three full-on crossover productions involving Tatsunoko characters, with two of them being fighting games that are celebrating notable anniversaries in the year 2020; the third is Infini-T Force, which comes in both 2015 manga & 2017 anime flavors. Therefore, I think it's only fitting to look over said games, and see what each one brought to the table, whether it was giving a "gaijin" artist his chance to create something original, reviving a fan-favorite fighting game series that many had waited literally years for more of, or showing that even if Tatsunoko isn't exactly on the lips of the world's mouth, the studio can still bring smiles & joy to people all around the world... Even if pugilistically.


Produced by Takara, Tatsunoko Fight came out as a Japan-exclusive release for the PlayStation on October 5, 2000, just two weeks shy of Tatsunoko's 38th Anniversary (though the year was the 35th Anniversary of Space Ace, the studio's first anime). We can wonder as to why it wasn't developed for the PS2, which had been out in Japan ever since that March, but my guess is that it was simply a cost-cutting measure, as Takara had only released its first PS2 game, EX Billiards (Real Pool in North America), just a month prior. To no surprise, the game is a crossover between Tatsunoko's four most iconic superhero series, plus an original creation made solely for the game, with each series featuring three playable characters: A "Hero", "Supporter", & "Arch Rival". From Science Ninja Team Gatchaman we have Ken the Eagle, Jun the Swan, & Galactor's Berg Kazte; from Neo-Human Casshan we have Casshan, Luna Kozuki (though robot dog Friender does nearly all of the fighting), & Braiking Boss; from Hurriance Polimar we have Polimar, Teru Nanba (in a power suit she wore in a single episode), & the game-exclusive Astral Chameleon (a collection of the souls of various foes Polimar fought, since he simply fought crime itself); finally, from Space Knight Tekkaman we have Tekkaman, Andro Umeda (the sole male "Supporter"), & Waldaster Empire leader Dobrai (who, due to the anime's early cancellation, was never truly shown until this game). As for the original "series", there's Denkou Senka/Lightning Flash Volter, with its representation consisting of Volter himself, his partner Sparkling Neon, monstrous "rival" Karochi, & final boss Rosraisen, giving the game a total 16 characters. There are also cameo appearances from Gatchaman's Joe the Condor & Jinpei the Swallow during Story Mode, while Ryu the Owl appears quickly during Ken's super; Galactor grunts similarly appear during one of Berg Katze's specials & his intro. The music is mostly comprised of interpretations of the various anime theme songs, plus some original tracks; nothing instantly memorable, but all fitting. The only annoying thing is that, during Story Mode, you mainly hear only your character's theme during fights, which gets repetitive.

As I just indicated, the main attraction of the game is Story Mode, where you select one of the five heroes & fight the all of the villains; yes, it's a rather small ladder of opponents. In true Tatsunoko fashion, though, each hero's story begins with their respective anime's OP sequence, you get fully voiced narration & conversations between the hero, their respective supporter, & each villain, & each story ends with the proper anime ED sequence; you even get the proper eyecatch before the final fight! Unfortunately, while Volter gets its own brand new animation for the OP, ED, & eyecatch, similar to the original animation done for the game's OP sequence, all of the older animation for the other series looks to have been sourced from a second-generation VHS tape; the brand new animation looks nice & clean, however. Also, the only story of any real note is for the Volter cast, as the plot of young scientist Battering's (Volter's civilian identity) "Salvasion System" to allow for travel between parallel worlds being stolen by Demon King Dokucyber's Jaleizer Empire to enact "Operation Dark Inferno", which sees all of the villains uniting to conquer the multiverse, is the only major glue that holds anything together. As for Story Mode itself, the heroes simply travel between the different worlds, beat up everyone else's villain, and then finish things off by defeating their own respective foe. Once you beat all five stories, you unlock "Final Story Mode", where each hero fights his respective rival (again), followed by your choice of hero to fight the final battle; amusingly enough, this is handled like it was a traditional Arcade Mode. If you couldn't tell already, Dokucyber isn't actually fought (or even really seen) directly in this game, but rather his respective general & second-in-command, Karochi & Rosraisen, are. Finally, Story Mode is how you unlock characters, as you start the game with only the heroes, and beating each one's story unlocks their respective supporter & arch rival; you unlock Rosraisen by beating Final Story Mode. At least you have a number of other modes to play with, from two-player Versus to Free Play (i.e. Arcade Mode, where you can fight anyone) to Training to even 3-on-3 Team Battle (a King of Fighters-esque Arcade Mode variant, which is cool). There's also a Gallery Mode to watch all of the FMVs you've unlocked, if you really want to see the VHS-quality 70s anime OPs & EDs again.


If you think it's weird that, instead of using pretty much any other series, Tatsunoko would create a completely original superhero, sidekick, villain, & backstory for the purpose of it only ever being seen in a single fighting game... You'd be right, but this isn't the only time Tatsunoko would do such a thing. In 2008, to celebrate 50 years, Tatsunoko produced Ippatsu Hicchuu!! Devander, a new superhero that would appear in a single-episode OVA, only to become utterly forgotten afterwards & never referred to again, much like Volter before him. All of the character designs for this game were done by Roberto Ferrari, an Italian artist who became a Tatsunoko employee during the late 90s & early 00s, working on the likes of New Hurricane PolymarGenerator Gawl & The SoulTaker, & later drawing packaging & promotional artwork for any & all of Tatsunoko's properties; he effectively was THE man behind Tatsunoko's publicly shown artwork at that time. He'd move to Namco in 2001, eventually doing the character designs for Tekken spin-off Death by Degrees, & in 2006 moved to Square-Enix, where he is currently handling character designs for Final Fantasy VII Remake. In other words, Roberto Ferrari has (inadvertently?) followed Yoshitaka Amano's career path slightly by starting at Tatsunoko, (re-)defining the studio's iconic superheroes, & then moving over to working on the Final Fantasy franchise, even (re-)defining characters that Amano himself originally designed. According to Ferrari's own webpage describing his journey into working in Japan (just click the US flag on the right for English), he had found a producer interested in making Denkou Sekka Volter into an actual anime, but nothing came of it; my guess is that it would have been a loose sequel to the game, detailing the continuing story of Volter.

Moving on to the gameplay itself, it's a rather simple & limited fighting game, especially for its time. While you do have things like a four-button control scheme (light & heavy punches & kicks), a three-tier "Tatsunoko Fighting Gauge" for super moves, air blocking, front & back dashing, dizzying, & a basic combo system, don't go looking for anything near the level of a Capcom or SNK game of its time. Combos are pretty limited, allowing for linking between light and heavy attacks & maybe a special, but it's still rather limited; comboing into a super is doable, but extremely difficult. Speaking of supers, the strength is solely dependent on how many levels you have & you have no control over it, so if you do a super with a full Fighting Gauge, for example, you're always going to do the Level 3 version; you can also assign specials & supers to the shoulder buttons, for simpler play & easier comboing. Still, Tatsunoko Fight plays surprisingly well (for a licensed property fighting game, at least), the characters are all unique enough while utilizing the same commands for special moves across everyone (though balance is an issue), & it isn't quite as stiff as you'd expect from a licensed property fighting game of the time, while the visuals are definitely a highlight. Character sprites are large & look to be digitized drawings done by Tatsunoko staff, similar to how games like Dragon Ball Z: Ultimate Battle 22 on the PS1 & Yu Yu Hakusho on the 3DO were done... Only this game plays much better than those. Most of the original voice cast also reprise their iconic roles, like Katsuji Mori (Ken), Kazuko Sugiyama (Jun), & the late Nachi Nozawa (Andro Umeda & Rosraisen), Kenji Utsumi (Braiking Boss), & Kazuyuki Sogabe (Polimar); Sogabe would retire at the end of 2000, so Tatsunoko Fight may have been his final performance. The only recasting is for Berg Katze, now voiced by Yo Kitazawa, as Mikio Terashima from the TV series had retired by then, while Kaneto Shiozawa from the 90s OVA series sadly passed away earlier in 2000. Finally, for voice work, Astral Chameleon is voiced by the late Takeshi Aono, who played Polimar's detective friend Joe Kuruma in the original series, which had to have been done as an Easter egg; Volter's cast has Shinichiro Miki (Volter), Kumiko "Hyo-sei" Yokote (Neon), & Yoku Shioya (Karochi).

Overall, Tatsunoko Fight doesn't aim to be anything more than a simpler fighting game meant primarily for fans of Tatsunoko's superheroes, but at least it's one of the better games based on licensed properties from that era, and one can still have some fun with it today, with proper expectations. It did see a re-release in 2003, so it's not exactly expensive to purchase now, usually being available for $20-$25 on the secondhand market... Unless you want the "Made-to-Order Millennium Box" special edition, which is mainly for Roberto Ferrari superfans.


The same year Tatsunoko Fight saw release, Capcom released two different entries in what is now called the Vs. Series: Marvel vs. Capcom 2: New Age of Heroes & Capcom vs. SNK: Millennium Fight 2000. The following year saw the release of Capcom vs. SNK 2: Mark of the Millennium/Millionaire Fighting 2001, which would pretty much mark the end of Capcom's iconic fighting game output that defined the studio during the 90s. Sure, there was 2004's Capcom Fighting Evolution/Jam, but that was just a M.U.G.E.N.-esque rush job that was made in lieu of Capcom Fighting All-Stars: Code Holder's cancellation; an embarrassing end to Capcom's 2D fighter output. In 2006, Tatsunoko contacted Capcom about hiring the studio to develop a game featuring its characters, & producer Ryota Niitsuma was interested in making a fighting game; everyone at Capcom agreed that Tatsunoko characters would fit better in a Vs. Series game. In the end, Capcom would develop two new fighters in parallel for release in 2008: Street Fighter IV in July, with development assistance from Dimps, & Tatsunoko vs. Capcom: Cross Generation of Heroes in December, which was developed by Eighting. Whereas SFIV was developed for Taito's Type X² arcade board, though, TvC used a proprietary board based on Nintendo's Wii, which allowed for a home console port to see release as a Japan-exclusive later that same month. As for why the Wii was chosen, it was mainly due to the console's lack of Capcom fighting games, as well as its more casual appeal matching well with the Vs. Series' more easy-going fighting mechanics. Plus, let's face it, Tatsunoko's characters appeal more to mainstream Japanese audiences, who would more than likely own a Wii over a PS3 (in Japan, the Xbox 360 was only bought by the most hardcore of gaming otaku).

In creating the roster, Capcom had some restrictions from Tatsunoko, like Genesis Climber Mospeada & Samurai Pizza Cats being disallowed, but wound up following a quaint concept that, honestly, should be used more often: One character per game/anime represented. Sure, Capcom stretches the concept slightly by having three Street Fighter reps under the excuse of each representing one of the first three numbered games, while Gatchaman & Yatterman each get two reps, but the end result is a roster that still feels super fresh & unique, especially for the Capcom side, even to this day. On the Tatsunoko side we have Ken the Eagle, Jun the Swan, Casshan (with Friender to assist), Polimar, & Tekkaman as the "returning" cast from Tatsunoko Fight, & they're joined by Yatterman-1 & Doronjo (with Boyacky & Tonzura assisting the latter) from Yatterman, Karas from the titular OVAs that had just finished up the year prior, & Gold Lightan. Meanwhile, on the Capcom side, we have Ryu, Chun-Li, & Alex representing Street Fighter I, II, & III (respectively), Batsu Ichimonji from Rival Schools, Morrigan Aensland from Darkstalkers (in literally her first ever re-design since the original sprite work from 1994!), Rock "Mega Man" Volnutt (neé Trigger) from Mega Man Legends, Roll from the original Mega Man, Kaijin no Soki from Onimusha: Dawn of Dreams, & the PTX-40A "Ivan" from Lost Planet, for a total of 18 characters. Yes, Lightan & PTX are literal giants, and choosing to play as either means that you are not allowed a partner for the traditional 2v2 tag action; in return, though, they do more damage & are tougher to knock down. For the console release, Capcom added in four unlockable characters, namely Ippatsuman from Gyakuten! Ippatsuman & Hakushon Daimaoh for Tatsunoko's side, while Capcom's side got Saki Omokane from Quiz Nanairo Dreams & Viewtiful Joe, upping the tally to 22. While there isn't any notable story to speak of, the general gist you get is that Yami from Okami somehow opened up a space-time rift between the Capcom & Tatsunoko universes, resulting in the characters interacting & fighting each other, before finally encountering & defeating Yami in a three-part fight to close things back up, though the various character endings indicate that the universes may have simply merged together for a period of time... Still, it's fun to see Ryu fight the Akrid with just his martial arts, Ippatsuman being inspired to train himself without his power suit, Chun-Li recruit the Tatsunoko heroes to take down Shadaloo... or Gold Lightan teaching himself the Shoryuken!

TvC supported both 4:3 & 16:9, which was
a nice touch to allow anyone to display it "correctly".

In terms of gameplay, TvC eschews the old "punches & kicks" button layout of the previous Vs. Series games, instead utilizing a four-button set-up of Light, Medium, Heavy, & Partner; this apparently evolved from a control scheme originally intended for Street Fighter IV early on. However, don't mistake a simplified control scheme for a lack of depth, because TvC still features plenty of extra abilities & techniques, such as tagging out during an air combo (a new feature which would become a Vs. Series standard), tagging out as a counter while blocking, or bringing in a partner for a team super (though now one has some flexibility over which supers get combined). The mechanic exclusive to TvC is Baroque, which allows the player to cancel out of their combo at the expense of whatever red health the currently used character has, allowing one to extend a combo in place of being able to recover health when tagged out; the amount of red health also correlates to how much stronger the Baroque part of the combo is. There's also the Mega Crash, which acts similar to the Burst in Guilty Gear X that allows a player to break out of a combo being done to them, but in TvC it uses a level of the super meter & comes at the expense of a little health. The end result is a natural evolution of the style of game that the old crossovers with Marvel became famous for, with fast paced & easy to pick up gameplay, but without the utterly hectic & insanely unbalanced feel of Marvel vs. Capcom 2. This is no surprise considering that Hidetoshi "Neo_G" Ishizawa, a legendary designer who worked for Capcom & would later help with SNK's recent revival, was a "Planning Director" for TvC. Sure, some characters are notably better than others, Karas in particular was noted for being both fast & good at dealing damage (while fighting Yami as Gold Lightan is maddeningly annoying & tedious), but every character in TvC is relatively easy to pick up & play, lending a feel that anyone is viable to use; even Polimar & Saki, who rely on powering up or loading bullets during battle, are easy to learn. Not just that, but command inputs are very lenient, meaning that just about anyone can reliably do full-circle motions with Alex or Gold Lightan with ease.

In terms of extra content, aside from being able to unlock the four bonus characters, you can also unlock various mini-games, each one matching a specific character. As for the aesthetics, you have Tatsunoko producing short animations to go with each character's respective ending, amazing character artwork done by the venerable Toshiaki "Shinkiro" Mori, new renditions of character themes for the Capcom characters & anime OPs for the Tatsunoko characters (including a new version of Roll's vocal theme from Marvel vs. Capcom), & most of the Tatsunoko side being reprised by their original seiyuu, with changes being made for Polimar (now voiced by Kunihiko Yasui), Yatterman-1 (Eri Kitamura), Casshan (Daisuke Ono), Ippatsuman (Masayuki Kato), & Karas (Daichi Endo); Capcom's characters are recast often, so those aren't worth mentioning. These were mainly due to the ages of the actors, or death in Kei Tomiyama's case, while Karas was originally a celebrity performance by Toshihiro "Soko" Wada in the OVA. Capcom also tossed in a bevy of cameos & references from its enormous catalog for the endings, whether it's Saki & Karas each readying to combat Hauzer from Red Earth, Tekkaman taking on Pyron from Darkstalkers, the Doronbo Gang meeting Devilotte & her servants from Cyberbots, or the PTX pilot coming across a giant robot battle royale involving Santana & the Blodia from Cyberbots, the G.Kaiser/Kikaioh from Tech Romancer, Baby Head/Hoover from Captain Commando, & others.

In other words, Tatsunoko vs. Capcom: Cross Generation of Heroes is simply outstanding, even to this day, and had it come out earlier in the decade it likely would have been restricted to the Land of the Rising Sun... But by the end of the 00s, nothing like this could be kept hidden from the worldwide reach of the Fighting Game Community.


Naturally, with Street Fighter IV seeing international release & news of a new entry in the Vs. Series coming out, even if most abroad knew next to nothing about what a "Tatsu-what's-it?" was, people started asking Capcom about the chances of Tatsunoko vs. Capcom seeing release outside of Japan. The game, to no surprise, was developed with only Japan in mind, but at E3 2009 Capcom shocked the world with Tatsunoko vs. Capcom: Ultimate All-Stars, an updated version for international release in January 2010, with Tatsunoko helping out with the myriad of potential licensing issues; amusingly enough, it wasn't originally intended for Japanese release. UAS featured a mix of changes, additions, & some removals, like updated character balance (most notably, Karas was turned from one of the best to a glass cannon) & two new stages, though the various character themes were replaced with new stage-specific songs, likely due to licensing for the Tatsunoko themes. Similarly, Hakushon Daimaoh was removed completely, with indications being licensing issues over in Europe, though those have likely since expired, as Dead or Alive 5: Last Round received Tatsunoko outfits as DLC in 2016, with Hakushon being one of them; that being said, he was also apparently just not well received in CGoH. To make up for those removals, Capcom added in five new characters to unlock, giving a final total of 26 characters, with the Tatsunoko side getting Yatterman-2, Joe the Condor from Gatchaman, & Tekkaman Blade from 90s re-imagining Space Knight Tekkaman Blade, while the Capcom side saw Frank West from Dead Rising & Zero from Mega Man X. Obviously, Frank, Zero, & Blade were all included to help appeal to American & European audiences, with Blade in particular being a definite shock, since he required bringing Sotsu Agency into the trademark mix, as Tekkaman Blade isn't owned by Tatsunoko alone; this also marks the first (& only) time both versions of Tekkaman ever crossed over, which is notable. Tatsunoko even produced new English logos for the various anime featured, which is neat.

Ultimate All-Stars also removed the bonus mini-games that each character had in CGoH, though PTX's was expanded upon & made into its own unlockable bonus mode, Ultimate All-Shooters; you get it by grabbing all of the yellow letters while playing the end credits mini-game. In place of those, Capcom added in online play, though the servers were shut down by Nintendo in May of 2014, alongside all other Wii & DS games. The character endings were also changed, with Tatsunoko's stills & animated sequences being replaced with new stills by artists over at Udon, though the endings themselves were still the same. Some anime-only bits didn't carry over, though, like Saki talking with all of the other female characters, or Morrigan dominating her helpless servants at the game itself. I can understand why these were changed, as it was likely cheaper to commission Udon to produce drawings, & make brand new ones for the new characters, than it would be to hire Tatsunoko to produce brand new anime sequences for five more characters, not to mention translate & subtitle said anime bits; at least the excellent CGoH opening sequence can be unlocked to view in the Gallery. As for the new stage themes exclusive to this version, while the character themes in CGoH were cool to hear, UAS' original soundtrack is honestly just outstanding, going for more of a techno/dance beat that fits the frantic action well. Easily the best goes to the Orbital Ring Systems Cargo Bay, which people will point out sounds a lot like "Better Off Alone" by Alice DJ... But Capcom's been sampling from other songs since the 80s (see also: "Wipe Out" from Capcom vs. SNK 2 [or Lei Wulong's theme from Tekken 3], Ken's Theme from Street Fighter II, or Elec Man & Flash Man's stages from Mega Man 1 & 2), so this isn't anything new.

As you can see, 16:9 simply pulls the super meters away & stretches out
the health meters, though I guess you now have a larger playfield.

In terms of gameplay, there really isn't anything different between Cross Generation of Heroes & Ultimate-All Stars, outside of the balance changes, but at least all of the new characters are fun to play. Frank can "summon" zombies, similar to Jill Valentine in MvC2, & even uses the "real" Mega Buster for one of his supers. Tekkaman Blade is an interesting yin to Tekkaman's yang, with D-Boy focusing more on speedy (though trickier to execute) assaults, compared to Joji Minami's slow & powerful blows; there's even a line by Blade ("Tekkaman...datou?!/Another...Tekkaman?!") if both Tekkamen start a fight. Joe the Condor is the no-nonsense bruiser of the Gatchaman crew, having no hesitation to simply shoot his current opponent & a even super where he simply launches Bird Missiles to blow things up. Zero is a speedy combo-fiend who utilizes his various Z-Saber skills from the Mega Man X games he was playable in, and his Level 3 Super even throws in a reference to Mega Man Zero. Finally, Yatterman-2 is a neat compliment to her male counterpart, trading in the "Kendamagic" kendama for her Electric Stick, and utilizing robot partner Omotchama for certain moves. While I certainly understand some people's annoyance at the lack of a more widely known character, like Go Mifune/Speed Racer (which would have still been unlikely, as Tatsunoko didn't regain full international rights to that series until 2014), the final roster we got for UAS is just fantastic, and just like the first version still gives the feeling of everyone being easy to pick up & use. In terms of new things from the endings, Capcom definitely had some fun here, like having TvC take place prior to the events of the original Dead Rising (hey, Frank never said which "wars" he had covered), seeing Tekkaman Blade team with Hayato Kanzaki from Star Gladiator to take on Ghost Bilstein, & Joe the Condor saving Haunting Ground's Fiona & Hewie by simply blowing things up with Bird Missiles! Updating TvC for international release was definitely a risk for Capcom, but thankfully things worked out well, as it was announced to be a financial success; nothing record-breaking, but it more than made its money back.

In the end, Tatsunoko vs. Capcom, in both of its forms, is much more important to fighting game history than its current cult status would make you think. Similar to how Arc System Works' Battle Fantasia in 2007 would inspire Street Fighter IV's creation visually, TvC reinvigorated old fans of the Marvel vs. games, while also introducing the series to a new generation to some extent. After all, if people clamored so much for a Japan-only crossover with an anime studio to be released worldwide... How would they react to a return of the comics giant? Indeed, Tatsunoko vs. Capcom: Ultimate All-Stars lead to Capcom's release of Marvel vs. Capcom 3: Fate of Two Worlds & Ultimate Marvel vs. Capcom 3 in 2011, both of which were co-developed by Eighting & produced by Ryota Niitsuma (with "Neo_G" designing), building off of what TvC had done. That being said, Tatsunoko vs. Capcom can also be looked at as the last fighting game made by the "old Capcom", as it was the final one by the company to not lock extra characters behind DLC (especially ones that were already "on disc"), keep adding new characters via seemingly never-ending updates, be treated as a "game as a service", see release well before it was fully ready in an attempt to appeal to a specialized group of hardcore fighting game players (not a knock towards the FGC, but Street Fighter V's original release was super inept), or get completely hamstrung by an overbearing licensor; while still enforcing restrictions, Tatsunoko was nowhere near as pedantic & self-serving as a Disney-owned Marvel.


Unfortunately, Capcom's license with Tatsunoko expired back in 2012 (your standard 5 to 7-year deal), so the only way for Tatsunoko vs. Capcom to ever get a sequel, let alone a new release in general, would be for Capcom to make a new deal. Considering how Capcom produces fighting games now though, as shown with Street Fighter x TekkenStreet Fighter V & Marvel vs. Capcom: Infinite, maybe it's actually for the best that a "Tatsunoko vs. Capcom 2" doesn't exist; I honestly feel the same way with the idea of a "Capcom vs. SNK 3", too. That being said, though, I'd seriously be up for a "Tatsunoko vs. Capcom: Definitive Edition" that adds back in the character themes (make it an option between it & the new music), Tatsunoko anime ending sequences (plus new ones for the UAS-exclusive characters), & Hakushon Daimaoh. As it is right now, though, Tatsunoko's dueling duology still holds up to this day, both 10 & 20 years later, though to varying degrees. Tatsunoko Fight may not hold a candle to the more standard fighting game fare on the PS1, but it remains fun in its own simplistic way, while it looks & plays better than most of the other licensed fighting fare of its time (again, aside from Capcom's output). Meanwhile, Tatsunoko vs. Capcom, in either of its two forms, remains one of the best fighting games of its decade, while its very existence & anticipation made it possible for Marvel vs. Capcom to return, and it can be argued that TvC outdoes both MvC3 & Infinite in some ways. After all, TvC doesn't have X-Factor, while the roster actually took risks & chances; at the very least, it remains my all-time favorite of the "Marvel-style" Vs. Series games.

Now if only that planned Marvel/Tatsunoko collaboration ever bore any actual fruit... Maybe we could have had Marvel vs. Tatsunoko vs. Capcom! Or maybe we should just start wishing for Tatsunoko vs. SNK, instead; you never know with the crossovers we get today, honestly.

Tatsunoko Fight © Tatsunoko Pro © Takara Co., Ltd. 2000
Tatsunoko vs. Capcom: Cross Generation of Heroes © Tatsunoko Pro © 2005 Tatsunoko Pro/KARAS Committee (Toshiba Entertainment, Shochiku, Tatsunoko Pro, AT-X) © Capcom Co., Ltd 2008 © Capcom USA, Inc. 2008
Tatsunoko vs. Capcom: Ultimate All-Stars © Tatsunoko Production © Sotsu・Tatsunoko Production © 2005 Tatsunoko Pro./KARAS Committee © Capcom Co., Ltd 2010 © Capcom USA, Inc. 2010

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