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SF2'CE just uses the simplest kind of mapper you can think of. NES had more extensive mappers than what it used. It's just a simple 512kbyte segment selector. Hell, that 'bump' on the hucard is full of... nothing. I took it apart. The PCB was a little (black part) longer and they wanted a full label area, so they made a bump. It's not stuffed full of magical chips or such. But really, they could have easily used a normal large hucard if they consolidated the PCB (and roms. It uses four glop tops: one mapper, one 512kbyte rom, two 1024kbyte roms).
Interesting. I thought the "bump" had fat rom chips in it or something. Good to know.
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Again, not only is there no extra hardware, large MD and SFC games do the same thing and games like SFA2 for SFC actually DO use real extra hardware. But the way I've always heard this story is that the offer was made back before the Super CD had been released in North America and Midway had thought that the Turbo CD was the best chouce for a port. If MK had wound up as a CD2 game, then it truly would havd been butchered. Since MK's bgs are so simple, a Super CD port would've held uo fine compared to the Genesis and SNES ports. Other Super CD fighters without SFII's overly detailed bgs show how well they can turn out.
I kind of doubt it. Mortal Kombat for Sega CD didn't exactly get an amazing reception, and Super CD has considerably less RAM. I'm having a hard time thinking of decent fighting games for the Super CD. I do have Asuka 120%, which is alright, but hardly a good example.