

The CPS Changer used self-contained systems, so each software module had its own CPU, audio amplifier, ROMs and everything needed to operate without any extra electronics. Most other consoles put the main processor - the CPU - in the base console, and the software module was only software - with rare exceptions, like the Super FX chip which powered the likes of Star Fox on the SNES. The differences arise, as they always do, from the details. "It's like any game system in that respect. "On some levels the concepts are very similar: a software module is connected to an interface module, allowing the game to be played using controllers and a display," he explains. For CPS Changer collector Lawrence "NFG" Wright - arguably one of the world's leading English-speaking experts on the console - the comparison between the Neo Geo and CPS Changer is a reasonable one to make, but is not entirely reflective of what the machine was all about.Ĭapcom released the Power Stick Fighter alongside the CPS Changer, perfect for titles like Street Fighter II (Image: NFGphoto) You don't have to look far for potential inspiration for the CPS Changer - arcade rival SNK had already released its Neo Geo system by this time, which used the same software across its arcade (MVS) and domestic (AES) formats. The CPS1 board powered such arcade hits as Final Fight, Strider, Mercs and Street Fighter II, and is considered to be one of the most successful coin-op hardware standards of the era. Released in 1994, the CPS Changer offered a means of playing Capcom's CPS1 titles in the comfort of your own home. The system was a move by Capcom to leverage its enviable stable of coin-guzzling arcade hits, and while it didn't achieve the commercial success it perhaps deserved - especially when you consider how popular Capcom's coin-op titles were at the time - it serves as an interesting and often overlooked footnote in the firm's illustrious history. Based on Capcom's CPS1 arcade board and released in such small numbers that it remains incredibly hard to track down today, the CPS Changer's muted Japan-only release means that few people have even heard of it. Whatever triggered Capcom's decision to enter the home hardware market during the early '90s, the resultant console was a rather strange proposition. This contained all of the elements required to run the title, with the CPS Changer acting as an interface for power, AV and control (Image: NFGphoto) In Japan, Nintendo enjoyed a period of almost total dominance, and while publishers like Capcom naturally benefited from this success, they were also very reliant on Nintendo and were limited from supporting other consoles.Ī CPS Changer game.

Having enjoyed a particularly profitable relationship with Nintendo during the days of the NES and SNES, Capcom could have been forgiven for looking at Nintendo's gargantuan profits and wanting some for itself.
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Nintendo's former rival Sega and industry trailblazer Atari are perhaps the most famous names, but we've also had companies like SNK (the Neo Geo AES and CD), Panasonic (the 3DO Multiplayer), Hudson Soft (the PC Engine family), Taito (the unreleased WOWOW) and Bandai (the Apple Pippin), all of whom have at some point tried to enter the domestic hardware arena and experienced wildly differing degrees of success.Īnother established name in the industry which had ambitious plans for the living room is Capcom, creator of million-selling franchises like Resident Evil, Mega Man and Street Fighter. Although today's gaming landscape is dominated by Nintendo, Sony and Microsoft, there have been plenty of other companies which have tried - or at least considered - producing their own gaming hardware in the past few decades.
