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Tatsunoko vs. Capcom: Ultimate All-Stars is a crossover fighting game developed by Eighting and published by Capcom for the Wii gaming console. It was released in North America on January 26, 2010, in Japan on January 28, in Europe on January 29 and in Australia on February 4. Tatsunoko vs. Capcom is Capcom's seventh installment in its Vs. series after a over seven-year hiatus, which includes the Marvel vs. Capcom and Capcom vs. SNK games. It was originally released exclusively in Japan as Tatsunoko vs. Capcom: Cross Generation of Heroes (タツノコ VS. CAPCOM CROSS GENERATION OF HEROES?) for video arcades and the Wii in December 2008. Fan reception of the game incited Capcom to localize an updated version with help from Tatsunoko Production to deal with licensing issues involving the Tatsunoko characters in North America and Europe.

Tatsunoko vs. Capcom features characters from the Japanese animation studio Tatsunoko Production and video game company Capcom. Players attempt to knockout their opponent in a one-on-one fight with a team of two characters. Gameplay is in a 2.5D environment; character models and backgrounds are rendered with three-dimensional graphics as opponents fight on a two-dimensional battle area. The game's control scheme combine simplistic attributes of both the Wii and of the Vs. series to create a three-button attack system. It supports five different control options, two of which offer a more simplified control method. Ultimate All-Stars received generally positive reviews from critics.

Gameplay

File:Tatsunoko vs Capcom Gamefight.jpg

Joe the Condor of Gatchaman fights against Batsu of Rival Schools.

Tatsunoko vs. Capcom: Ultimate All-Stars is a 2.5D fighting game where up to two players compete against each other in combat using a variety of characters each with their own set of attacks and fighting styles.[3] While the game uses three-dimensional graphics for characters, they are restricted to a two-dimensional battle area that only allows them to move back and forth or up into the air.[4] Players face each other with a team of two in a one-on-one fight to deplete their opponent's life gauge.[5] When a character receives damage, part of their damage received will be colored red. Each player may switch out their applicable character at any time when their partner is able to assist, which will gradually regenerate the red part of the life gauge and let the tagged-in character substitute.[6] The match is over when at least one of the teams have no remaining fighters.[5]

The characters in Tatsunoko vs. Capcom fight each other using variety of normal, special and hyper moves that can be strung together.[7] Players execute each normal move by pressing one of three buttons mapped to either a light, medium, or strong attack and can change the characteristic of an attack with a joystick or control pad direction; for example, pressing the strong button can result in an uppercut, but holding down in conjunction does a sweep.[7][8] There is also the multifunctional partner button that can be used to tag in a teammate, provide partner assistance in attacking, or activate the "Baroque Combo" technique in tandem with an attack button.[3][9] When players attack or are attacked, their Hyper Combo gauge gradually fills-up. This gauge can be leveled up fivefold and is needed to execute some of the game's universal techniques.[5]

Tatsunoko vs. Capcom features universal gameplay techniques implemented in previous Vs. games.[10] Each fighter has their own set of special moves that are stronger than normal attacks, and are performed using a variety of character-specific directional input and attack button combinations.[8][11] Hyper Combos, powered-up versions of a character's special move, are executed with similar input commands and inflicts damage relative to the amount of used Hyper Combo levels.[8] Players can also perform a "Team Hyper Combo" by canceling their character's ongoing Hyper move with that of the character's partner.[12] There are universal techniques that do not have character-specific inputs. Each character has a launcher attack to send the opponent into the air, allowing the character to pursue them with mid-air attacks referred to as an "Air Combo".[13] When guarding against an opponent, players can execute the "Crossover Counter," which will counter an opponent with their partner and enable he or she the option to immediately switch with the partner.[9] When a partner is able to assist, their teammate can be switched out at will, which will let the tagged-in character perform an "Crossover Attack" upon entry.[6] Players can also momentary bring out a character's partner to do a predefined "Crossover Assist" attack or a "Crossover Combination" when characters of one team perform their Hyper moves simultaneously.[12]

There are also new universal techniques found in the game.[10][14] "Crossover Air Raid" lets the character switch to his or her partner while in mid-air and can be combined with air combo attacks to increase damage inflicted.[8] The "Baroque Combo" technique is when a character colorfully glows while sacrificing the red portion of the their life. Activating it cancels the current attack animation, allowing the player to extend combos and deal more damage relative to the amount of red life that is sacrificed.[15] When players are caught in a lengthy combo, they can "Mega Crash" to knock-back opponents with a temporary barrier around themselves at the cost of two stocks of levels and a part of their life gauge.[cn 1][12]

Tatsunoko vs. Capcom: Cross Generation of Heroes for the Wii has an Arcade game mode, which involves the player battling against computer controlled opponents in multiple stages until he or she reaches the boss character, Yami from Ōkami. Time attack and Survival mode requires the player to defeat every character in the game. Survival limits health regeneration while Time attack is solely about completing it in the shortest time possible. There is a shop where unlockable characters, alternate character costumes, minigames, character profiles, movies, illustrations, and background music can be purchased with money obtained throughout the game. Once purchased, the latter four are available in a gallery. There are also modes exclusively for multiple players. Vs. Mode is the where two players can compete simultaneously, while Original Games is where up to four players compete in character-specific minigames.[18][19] Its Arcade counterpart lack game modes for players to select from and instead brings them to a character select screen.[16]

Ultimate All-Stars has most of the game modes seen in Cross Generation of Heroes for the Wii with the exception of Original Games. Instead, Ultimate All-Stars has a top-down shooter minigame named "Ultimate All-Shooters".[20][21] Also, unique to this Wii version is the ability for players fight against distant opponents via the Nintendo Wi-Fi Connection.[17] Online multiplayer matches can be played either with registered friends, randomly selected participants or registered opponents. Additionally, players can choose their randomly selected opponents to be of similar rank as themselves. Rank is decided by battle points acquired, which fluctuates if a ranked match is won or lost. Once any match is decided, an opponent can be consensually added to a Rival Roster for future matches.[22]

The game has five control options, which include the Classic Controller, Nintendo GameCube controller, third-party arcade sticks and the two more simplified control schemes of the Wii Remote and Nunchuk and solely the Wii remote.[17][3] The latter two control schemes let inexperienced gamers be able to pick-up-and-play, but they offer a lesser level of control.[3] The game includes an option which allow players to customize button configurations for conventional gamepads.

Playable characters

Tatsunoko vs. Capcom: Ultimate All-Stars allows the player to select from 26 characters. The Arcade release of Cross Generation of Heroes had 18 characters, which was increased to 22 for its Wii release. Ultimate All-Stars' roster, along with the two previous releases, 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, fight solo resulting in the inability to do universal techniques that require a partner.[3] Some characters are assisted by non-playable characters from their respective series when performing certain attacks, such as Casshan being accompanied by his robotic dog Friender, or Doronjo who is accompanied by her lackeys Boyacky (voiced by Jōji Yanami) and Tonzura (voiced by Kazuya Tatekabe).[3][23]

Tatsunoko characters Origin[11] Voice Actor[23][24] Capcom characters Origin[11] Voice Actor[23][24]
Ken the Eagle Science Ninja Team Gatchaman Katsuji Mori Ryu Street Fighter Hiroki Takahashi
Jun the Swan Science Ninja Team Gatchaman Kazuko Sugiyama Chun-Li Street Fighter II Fumiko Orikasa
Casshan Neo-Human Casshern Daisuke Ono Alex Street Fighter III Hiroki Yasumoto
Tekkaman Tekkaman: The Space Knight Katsuji Mori Morrigan Aensland Darkstalkers Yayoi Jinguji
Polimar Hurricane Polymar Kunihiko Yasui Batsu Ichimonji Rival Schools: United By Fate Nobuyuki Hiyama
Yatterman-1 Yatterman Eri Kitamura MegaMan Volnutt Mega Man Legends Mayumi Tanaka
Karas Karas Endo Daichi Kaijin no Soki Onimusha: Dawn of Dreams Toshiyuki Kusuda
Doronjo Yatterman Noriko Ohara Roll Mega Man Hiromi Igarashi
Hakushon Daimaō12 The Genie Family Tōru Ōhira Saki Omokane1 Quiz Nanairo Dreams Yōko Honna
Ippatsuman1 Gyakuten! Ippatsuman Masayuki Katō Viewtiful Joe1 Viewtiful Joe Shinji Kawada
Gold Lightan Golden Warrior Gold Lightan Issei Futamata PTX-40A Lost Planet: Extreme Condition
Tekkaman Blade13 Tekkaman Blade Toshiyuki Morikawa Frank West13 Dead Rising Peter Von Gomm
Joe the Condor13 Science Ninja Team Gatchaman Isao Sasaki Zero13 Mega Man X Ryōtarō Okiayu
Yatterman-213 Yatterman Emiri Katō
Notes:

^1 Wii-exclusive character[25] ^2 Exclusive to Cross Generation of Heroes[26] ^3 Exclusive to Ultimate All-Stars[17][27][28]

Development

File:Ryota Niitsuma at TvC launch event.jpg

Capcom producer Ryota Niitsuma previously worked on Street Fighter IV.[29]

The concept of Tatsunoko vs. Capcom began when Tatsunoko Production approached Capcom to develop a game involving their characters. Ryota Niitsuma was interested in producing a fighting game at the time and he agreed with other Capcom employees that Tatsunoko's characters would be more suitable in a Versus game as opposed to a Street Fighter game.[30] The game became a departure from the more complex attack systems implemented in the Street Fighter series and some previous Vs. fighting titles. The game was built around a simplified three-button attack system (Light, Medium, Strong) since it was developed with the Wii's simplistic nature in mind, as well as the Vs. series with its attribute to execute special moves with simple commands.[3] Capcom announced on May 22, 2008, its seventh Vs. series fighting game after a over seven-year hiatus,[4] titled Tatsunoko vs. Capcom: Cross Generation of Heroes, for Japanese arcades.[31] The arcade system board these machines run on is proprietary hardware based on the Wii's architecture.[16][32] Beta units were sent out to test locations in Tokyo (July 10 to July 13) and Osaka (July 25 to July 27).[33] By September, the game was 70% complete and announced for the Wii in Japan.[34] Since the game's announcement, Capcom periodically revealed more of the game's cast until its release.[25][35]

When choosing candidates for the Tatsunoko and Capcom character rosters, the development team had the freedom to pick their desirable line-up they wish to see in a fighting game, for example, the finalized Tatsunoko cast consists of characters they were fond of from their youth.[36] However, the team faced limitations on their Tatsunoko roster candidates. "[We] had to consider licensing issues. Once we had that list we had to figure out how to make a balanced fighting game. On top of that we wanted a good balance between male and female characters," Niitsuma explained. There was also a high emphasis on main characters, less so with villains. Some characters were not approved by Tatsunoko Production for reasons never explained to Capcom. "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," Niitsuma said. Characters from Genesis Climber MOSPEADA and one of the most requested anime from fans, Samurai Pizza Cats, were turned down.[37]

Localization

Capcom did not originally intend to release Tatsunoko vs. Capcom: Cross Generation of Heroes outside of Japan. Fan reception of the game led Capcom to attempt localization with help from Tatsunoko Production to deal with licensing issues involving the Tatsunoko characters. In Japan, Tatsunoko Production are the rights holder to their characters; however, they are licensed to different companies in North America and Europe, such as Time Warner.[36][38] Ryota Niitsuma claimed that the character licensing acquirement process was difficult since it practically involved going through each character one at a time. Also, this process was done on a region-specific basis — what was cleared for North America also had to be checked for its European release.[26] Another issue involve the possibility of Eighting, Capcom's hired developer, being occupied with other projects.[39] Capcom's Christian Svensson, vice president of business development and strategic planning reassured in March 2009, "Do not rule it out" and the company is currently attempting to work around licensing and resource issues.[39] Time constraints led Niitsuma to replace character-specific minigames from Cross Generation of Heroes with "Ultimate All-Shooters," an expansion of PTX's minigame.[40] Artwork by UDON replaced the animated character-specific endings.[41]

The development team sought to include the characters of Phoenix Wright and Franziska von Karma from the Ace Attorney series; while the latter would have been easy due to her use of a whip, they had struggled to find appropriate fighting moves for Phoenix beyond his finger-pointing gesture. Though they had come up with an attack that used his catch-phrase "Igiari!" ("Objection!" in English), with the letters themselves used to attack the opponent, they found that localization would have changed the four-character phrase (in kanji) to a ten-letter word and would have unbalanced the game.[42]

Announcements

Capcom listed two "mystery games" on May 6, 2009 as part of their Electronic Entertainment Expo 2009 (E3 2009) lineup.[43] "Capcom Mystery Game #1" was revealed in Nintendo Power to be the North American localization of Tatsunoko vs. Capcom dubbed with the subtitle "Ultimate All-Stars," which was playable at the company's booth.[44] European and Australian releases were announced on later dates.[45] A Capcom press release on June 2, 2009 stated that this version for North America would have more mini-games, an "enhanced" story mode, and Wi-Fi compatible for online play. In addition, the roster would be expanded by five characters but would lose one Tatsunoko character (Hakushon Daimaō) in its localization.[46] However, Capcom later revised this press release since it was incorrect and stated they are "looking into adding new features to the game, including possible additions of several new characters from both Capcom and Tatsunoko and is exploring the option of online gameplay."[47][48]

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. Fan appeals and the research and development team's own hopes eventually resulted in the announcement that the updated game would come to Japanese shores as well.[49] Starting at the 2009 Tokyo Game Show, Capcom periodically revealed more of the game's new cast, although they were eventually leaked from the official Japanese site through its JavaScript code.[28][50] Almost every playable character from the original Wii release made it in with the exception of Hakushon Daimaō.[26]

Tatsunoko vs. Capcom was optimized for the Wii, particularly its graphical characteristics, inhibiting it from being ported to other consoles without thoroughly re-building the game.[51] It was developed for the Wii since the publisher wanted each console to have a fighting game.[37] The producer suggested a sequel would be more suitable and Capcom will first gauge reception of the Wii game.[51] He thought if gamers invested in arcade sticks for this title, it would be a "disservice to fans" to not produce more games.[26] Capcom's Community Manager Seth Killian reiterated this stating if the same fan reception that got the game localized transits into sales Capcom will be able to proceed with another project.[52]

Release

Tatsunoko vs. Capcom: Ultimate All-Stars ships with its own Mad Catz arcade stick or as a standalone disc. The arcade stick's artwork was produced by Japanese artist Shinkiro.[53] Pre-orders from GameStop included eight of twelve lenticular trading cards.[54] The Capcom Japan online store offered an audio CD with four vocal tracks from the game and its previous versions as well as the twenty-seventh volume of the Secret File promotional booklet as buying incentives.[55] Vocal tracks include the opening song from Cross Generation of Heroes, "Across the Border", sung by Asami Abe,[56] the English version for Ultimate All-Stars sung by Anna Gholston with rap by James C. Wilson, as well the Japanese and English versions of Roll's theme song.[55][57] Secret File booklets, originally published from 1996 to 1999 in twenty-six volumes, are a compilation of concept artworks, illustrations and design notes for the respective games they were released with.[58]

An official launch event was held at the Nintendo World Store in the Rockefeller Center on January 23, 2010. Featured at the event were autograph signings from Ryota Niitsuma, giveaways and competitions. Hundreds of fans were expected to attend from around 11–3pm where they were able to tryout the game before its release.[59]

Seth Killian expressed satisfaction for 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."[60] In Japan, Ultimate All-Stars sold 10,583 units in its first week and as of December 27, 2009, Cross Generation of Heroes has sold 62,805 units.[61]

Reception

 Tatsunoko vs. Capcom: Ultimate All-Stars

Tatsunoko vs. Capcom: Ultimate All-Stars garnered positive reviews; the game has an 85% average on aggregate web sites Metacritic and Game Rankings.[62][63]

Licensing and resource issues made some critics doubtful that the game would see an international release.[64][47][65] Adam Sessler of X-Play stated "clearing the American rights to show them all in one game would be a logistical nightmare."[66]

Nintendo Power awarded Ultimate All-Stars a score of 9 out of 10, praising the title, but lamenting the removal of certain content from Cross Generation of Heroes. Game Informer scored the game an 8 out of 10, and IGN has given it a 9.0 out of 10.[21] X-Play awarded Tatsunoko vs Capcom with a 5/5, calling it one of the most accessible fighters to date. NGamer awarded the game 85%, praising the variety, visual effects and a control system which is accessible both to newcomers and fans of the genre.[67] GameTrailers gave the game a score of 9.0, praising its accessible gameplay and additional content.[68] GameZone's Dakota Grabowski gave the game an 8.5/10 rating, saying "Fans of the fighting genre definitely need to pick up TvC as soon as possible since it is an extraordinary fighter for the Nintendo Wii."[69] Official Nintendo Magazine gave it 91%, praising the cel-shaded graphics and large character roster.[70]

Ultimate All-Stars' debut at E3 2009 garnered it numerous genre-specific awards,[71] and won the Game Critics Award for "Best Fighting Game".[72]

Famitsu gave Tatsunoko vs. Capcom: Cross Generation of Heroes a 32 out of 40 calling gameplay a bit flat since skilled players are conduced to repeat Baroque combos. The reviewers noted variety of characters and its fighting system as strong aspects.[73]

References

Annotations
  1. Early builds of the game included an "Assault" counter technique, portions of which were incorporated into the Mega Crash technique instead.[16] Using Mega Crash offensively counts as Assault.[17]
Notes
  1. Release Summary: Tatsunoko vs. Capcom. GameSpot. CBS Interactive. Retrieved on 2009-05-25
  2. 2.0 2.1 Related Games: Release Summary. GameSpot. CBS Interactive. Retrieved on 2010-01-18
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 Hoffman, Chris (July 2009). "When Heroes Collide". Nintendo Power (United States: Future US) 243: pp. 49–50. ISSN 1041-9551. 
  4. 4.0 4.1 Niizumi, Hirohiko (2008-07-10). Tatsunoko vs. Capcom Beta Test Hands-On. GameSpot. CBS Interactive. Archived from the original on 2010-07-17 Retrieved on 2010-07-17
  5. 5.0 5.1 5.2 Eighting/Capcom (2010), p. 7.
  6. 6.0 6.1 Eighting/Capcom (2010), p. 18.
  7. 7.0 7.1 7.2 Ramsay, Randolph (2010-01-27). Tatsunoko vs. Capcom Review. Gamespot. Retrieved on 2010-05-01
  8. 8.0 8.1 8.2 8.3 Eighting/Capcom (2010), pp. 19, 21.
  9. 9.0 9.1 Eighting/Capcom (2010), p. 20.
  10. 10.0 10.1 Eighting/Capcom (2010), pp. 16-17.
  11. 11.0 11.1 11.2 Eighting/Capcom (2010), pp. 24-35.
  12. 12.0 12.1 12.2 Eighting/Capcom (2010), p. 22.
  13. Eighting/Capcom (2010), p. 19.
  14. Game Design. Official Tatsunoko vs. Capcom: UAS site. Capcom. Archived from the original on 2010-07-24 Retrieved on 2010-07-24
  15. Combo System. Official Tatsunoko vs. Capcom: UAS site. Capcom. Archived from the original on 2010-06-12 Retrieved on 2010-07-24
  16. 16.0 16.1 16.2 Killian, Seth (2010-01-28) (Transcript). Seth Killian speaks on DLC for Tatsunoko vs. Capcom. Interview with Dakota Grabowski. GameZone. http://www.gamezone.com/news/01_28_10_09_07AM.htm. Retrieved 2010-01-28. "SK: It's a proprietary piece of hardware based on the Wii. I don't know the technical name since it's not in wide release, but I've installed a few, and they look a lot like Wiis. SK: Aspects of "Assault" were incorporated into the modern "Mega Crash" technique, which is ultimately much more powerful, and fit better with the "over-the-top" TvC philosophy.". 
  17. 17.0 17.1 17.2 17.3 Capcom (2009-09-23). "TGS 2009: Tatsunoko VS. Capcom: Ultimate All-Stars, It's Frank West, Baby!". Press release. http://www.capcom-unity.com/jgonzo/blog/2009/09/23/tgs_2009_tatsunoko_vs_capcom_ultimate_allstars_its_frank_west_baby. Retrieved 2009-12-05. 
  18. Eighting. Tatsunoko vs. Capcom: Cross Generation of Heroes (in Japanese). (Capcom). Wii. Level/area: Main menu, Shop. (2008-12-11)
  19. http://wii.ign.com/articles/937/937796p1.html
  20. http://www.andriasang.com/e/blog/2010/01/12/tatsunoko_vs_capcom_shooter/
  21. 21.0 21.1 21.2 Bozon, Mark (2010-01-22). Tatsunoko vs. Capcom: Ultimate All Stars; Here comes a new challenger!. IGN. Fox Interactive Media. Retrieved on 2010-01-22
  22. Eighting/Capcom (2010), pp. 12-13.
  23. 23.0 23.1 23.2 Tatsunoko vs. Capcom (UAS) Tech Info. GameSpot. Retrieved on 2009-09-24
  24. 24.0 24.1 Tatsunoko vs. Capcom (CGOH) Tech Info. GameSpot. Retrieved on 2010-07-05
  25. 25.0 25.1 Tanaka, John (2008-11-03). Viewtiful Joe Coming to Tatsunoko VS Capcom. IGN. Fox Interactive Media. Retrieved on 2010-05-26
  26. 26.0 26.1 26.2 26.3 Niitsuma, Ryota (July 2009) (Transcript). Tatsunoko vs. Capcom Producer Answers Questions About Online Play, Sequel Possibilities. Interview with Spencer. Siliconera at San Diego Comic-Con International. San Diego. http://www.siliconera.com/2009/07/31/tatsunoko-vs-capcom-producer-answers-questions-about-online-play-sequel-possibilities/. Retrieved 2009-08-01. 
  27. Tatsunoko vs. Capcom: Ultimate All-Stars Update- New character reveal. Gamespot. Retrieved on 2009-09-09
  28. 28.0 28.1 Bozon, Mark (2009-10-13). Character Unveil: Tatsunoko vs. Capcom. IGN. Fox Interactive Media. Retrieved on 2009-10-13
  29. Street Fighter IV Tech Info. GameSpot. CBS Interactive. Retrieved on 2010-06-18
  30. Niitsuma, Ryota (2009-11-09) (Transcript). Gamasutra Versus Capcom: The Tatsunoko Interview. Interview with Christian Nutt. Gamasutra. http://www.gamasutra.com/view/feature/4184/gamasutra_versus_capcom_the_.php. Retrieved 2009-11-21. 
  31. Tanaka, John (2008-05-22). Street Fighter Versus Anime. IGN. Fox Interactive Media. Retrieved on 2009-05-29
  32. Torres, Ricardo (2009-06-03). Tatsunoko vs. Capcom: Ultimate All-Stars First Look. GameSpot. CBS Interactive. Retrieved on 2010-07-13
  33. Anoop Gantayat (2008-06-30). Capcom holding Tatsunoko VS Capcom location test. Andriasang. Retrieved on 2010-07-17
  34. IGN Staff (2008-09-17). Tatsunoko VS Capcom Set for Wii. IGN. Fox Interactive Media. Retrieved on 2009-05-29
  35. Tanaka, John (2008-07-25). New Tatsunoko VS Capcom Characters. IGN. Fox Interactive Media. Retrieved on 2009-05-29
  36. 36.0 36.1 Killian, Seth (2009-06-11) (Audio). E3 09: Tatsunoko vs Capcom - Interview. Interview with Games Radar. GamesRadar. http://www.gamesradar.com/wii/tatsunoko-vs-capcom-ultimate-all-stars/preview/e3-09-tatsunoko-vs-capcom-interview/a-2009060815494768059/g-20090602143737971093. Retrieved 2009-06-16. "The way we actually settled on the character lineup was sort of like to the horror of the marketing department. Basically, the development team was allowed to just pick whoever they thought was awesome, so, on the Tatsunoko side are characters all from their youth that they really liked and really wanted to see in a game.". 
  37. 37.0 37.1 Crecente, Brian (2010-01-22). The Lost Characters of Tatsunoko Vs. Capcom. Kotaku. Gawker Media. Retrieved on 2010-07-27
  38. Killian, Seth (2008-12-19) (Transcript). Capcom's Seth Killian. Interview with Ben PerLee. Destructoid. San Francisco. http://www.destructoid.com/destructoid-interview-capcom-s-seth-killian-115243.phtml. Retrieved 2009-05-21. 
  39. 39.0 39.1 Orry, Tom (2008-11-03). 'Do not rule out' Tatsunoko vs. Capcom western release. VideoGamer.com. Pro-G. Retrieved on 2009-05-25
  40. Gantayat, Anoop (2010-02-11). Phoenix Wright, Ghouls 'n Ghosts Originally Planned for Tatsunoko VS Capcom. Andriasang. Retrieved on 2010-08-07
  41. http://www.capcom-unity.com/jgonzo/blog/2010/01/08/all-new_endings_in_tatsunoko_vs._capcom:_ultimate_all-stars,_courtesy_of_udon_
  42. "Fighting Talk with Ryota Niitsuma, Tatsunoko vs. Capcom's Producer". NGamer. October 2009. pp. 35. 
  43. Kramer, Chris (2008-05-06). Capcom (and you!) At E3 2009. Capcom-Unity. Capcom. Retrieved on 2009-05-31
  44. Kramer, Chris (2008-05-18). Capcom E3 Mystery Game #1 revealed in July Nintendo Power. Capcom-Unity. Capcom. Retrieved on 2009-05-18
  45. Tom Bramwell (2009-03-06). Tatsunoko vs. Capcom heading West. Eurogamer. Eurogamer Network. Retrieved on 2009-05-19
  46. Capcom (2009-06-02). "E3 09: Five new characters coming to the US Tatsunoko". Press release. http://www.destructoid.com/e3-09-five-new-characters-coming-to-the-us-tatsunoko-134560.phtml. Retrieved 2009-06-04. 
  47. 47.0 47.1 Bozon, Mark (2009-06-03). E3 2009: Tatsunoku vs. Capcom Hands-on. IGN. Fox Interactive Media. Retrieved on 2009-06-04
  48. Sinclair, Brendan (2009-06-03). Tatsunoko vs. Capcom might go online, add new fighters. GameSpot. CBS Interactive. Retrieved on 2009-06-04
  49. Killian, Seth (2009-09-17). Introducing Tatsunoko Vs Capcom Game Director Ishizawa-san. Capcom-Unity. Capcom. Retrieved on 2009-09-17
  50. Gantayat, Anoop (2009-09-10). Tatsunoko VS Capcom Characters Leak Out. IGN. Fox Interactive Media. Retrieved on 2009-11-23
  51. 51.0 51.1 Yin-Poole, Wesley (2009-10-07). Capcom: No plans for Tatsunoko vs. Capcom XBLA/PSN port. VideoGamer.com. Pro-G. Retrieved on 2010-01-09
  52. Killian, Seth (2010-01-23) (Video). Seth Killian Interview-Tatsunoko vs Capcom Launch Event. Interview with Keith. RespawnAction. New York City. http://www.respawnaction.com/2010/01/seth-killian-interview-at-tvc-launch.html. Retrieved 2010-05-11. 
  53. http://wii.ign.com/articles/105/1058304p1.html
  54. Grant (2010-01-11). Tatsunoko VS. Capcom: Have you pre-ordered? Niitsuma-san has!. Capcom-Unity. Capcom. Retrieved on 2010-07-07
  55. 55.0 55.1 Tatsunoko Vs Capcom Dev Blog: Music, Concept Art, and the Last Boss that Never Was. Capcom-Unity. Capcom (2009-12-18). Retrieved on 2010-07-02
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  57. Eighting. Tatsunoko vs. Capcom: Ultimate All-Stars. (Capcom). Wii. Level/area: Credits. (2010-01-26)
  58. Tatsunoko Vs. Capcom Ultimate All-Stars(Wii)/ イーカプ限定特典「シークレットフ (Japanese). Capcom Japan. Archived from the original on 2010-07-07 Retrieved on 2010-07-07
  59. Capcom (2010-01-17). "Good news/Bad news: Tatsunoko Vs Capcom NYC event update". Press release. http://www.destructoid.com/good-news-bad-news-tatsunoko-vs-capcom-nyc-event-update-160713.phtml. Retrieved 2010-06-18. 
  60. Killian, Seth (2010-04-22) (Audio). Bit Transmission episode 6 with Capcom's Seth Killian. Interview with Jonathan Holmes. Conrad Zimmerman, Colette Bennett. Destructoid. San Francisco. http://www.destructoid.com/destructoid-interview-capcom-s-seth-killian-115243.phtml. Retrieved 2010-08-07. 
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External links

fr:Tatsunoko vs. Capcom: Cross Generation of Heroes pt:Tatsunoko vs. Capcom: Cross Generation of Heroes th:ทัตสึโนโกะ vs. แคปคอม: อัลติเมตออล-สตาร์ส

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