SF Zero 2 problem

StealthLurker

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NOTE: This is not for the arcade CPS2 version

I got copy of SF Zero 2 for super famicom a few weeks ago. Came in a really nice box, complete, cart looked clean... popped it in and nothing. Black screen forever. I cleaned the cart, same thing. Tried another game, worked fine. I cut it as a loss and tracked down another copy from a different source.

Now my second copy arrives. Physically all looks good and complete too. I pop it in... SAME STUPID BLACK SCREEN. I'm all like WTF now? Search around the web for any known problems... Nothing. All I find is that this game uses special compression and what not to fit the game on a cart. Could this cart have a suicide battery?

I know this is probably the worst version of SF Zero 2, but as a famicom/super famicom collector I thought it would be a nice little oddity. I've played this version before and on a SNES/SFC Backup unit copy even!

In short, I'm wondering if anyone else is having problems with this version of the game or has any info/insight. Thanks in advance.




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Razoola

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I don't know about this but maybe if it is compressed then it may take a while for anything to come on screen. How long did you leave it on that blank screen?

Raz
 

StealthLurker

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Razoola said:
I don't know about this but maybe if it is compressed then it may take a while for anything to come on screen. How long did you leave it on that blank screen?

Raz

Yeah I considered that as a possibility as well. I left it on for a good five minutes at least while doing other things around the house. I highly doubt it would take even 5 minutes...

Nothing irks me more than receiving a non-working item. But twice! aaargh. :rolleyes:

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StealthLurker

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beh3moth said:
what system are you running it on? JAP, US or Euro?

I'm using a japanese super famicom console with all original hookups / power supply etc. Plays all my other sfc games fine.

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SF Zero 2 for SNES/SFC does use compression... its very noticable between rounds, as the game freezes for a second or two while it decompresses. It doesnt have any type of suicide battery.

The cart uses the extra edge connectors on each side of the main cartridge connector. Try cleaning your console's corresponding extra cart connectors.

I've noticed that this cart pulls more power from the SNES than your typical cart as well, so if your console is iffy on power throughput, it might not have enough to get the game going. Easiest solution would be to try the cart on another system. (If you're a collector, I know you've got more than one... :loco: )

Lastly, look at the open end of the cart, it should have one grounding prong. The metal prong is supposed to make contact with the outside of the console's cart connector, which is grounded. Often this prong is smashed in from overuse, and doesnt make contact with the cart connector. Disassemble the cart and use a screwdriver or whatnot to bend the prong open, so that it will contact the cart connector.

Unless the carts themselves are dead, one of those 3 will be the problem.
 
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DaemoN

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Street Fighter Zero 2, Mario RPG and a few other SNES/SFAM games feature a new kind of protection - it detects if the console has been modified (to play games from other regions) and they refuse to boot.

Perhaps this is your case?
 

StealthLurker

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jamesleung79 said:
SF Zero 2 for SNES/SFC does use compression... its very noticable between rounds, as the game freezes for a second or two while it decompresses. It doesnt have any type of suicide battery.

The cart uses the extra edge connectors on each side of the main cartridge connector. Try cleaning your console's corresponding extra cart connectors.

I've noticed that this cart pulls more power from the SNES than your typical cart as well, so if your console is iffy on power throughput, it might not have enough to get the game going. Easiest solution would be to try the cart on another system. (If you're a collector, I know you've got more than one... :loco: )

Lastly, look at the open end of the cart, it should have one grounding prong. The metal prong is supposed to make contact with the outside of the console's cart connector, which is grounded. Often this prong is smashed in from overuse, and doesnt make contact with the cart connector. Disassemble the cart and use a screwdriver or whatnot to bend the prong open, so that it will contact the cart connector.

Unless the carts themselves are dead, one of those 3 will be the problem.


Yeah, my plan was to go dig in storage this weekend for another console to test on. However, the ground test seems like the next best move. Thanks for the suggestion.


DaemoN said:
Street Fighter Zero 2, Mario RPG and a few other SNES/SFAM games feature a new kind of protection - it detects if the console has been modified (to play games from other regions) and they refuse to boot.

Perhaps this is your case?


Maybe... however I don't know what kind of mods you would want to do on a sfc console. I remember on my us snes, there was no region checking... the only thing preventing one from playing japanese games on a us snes were the plastic tabs near the cart slot. I'm assuming the same is true on an sfc (ie physical prevention) However who knows...

Once I dig out another sfc console, I'll have a few more answers I suppose.
 

J0e Musashi

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DaemoN said:
Street Fighter Zero 2, Mario RPG and a few other SNES/SFAM games feature a new kind of protection - it detects if the console has been modified (to play games from other regions) and they refuse to boot.

That can't be due to this...

StealthLurker said:
I'm using a japanese super famicom console with all original hookups / power supply etc. Plays all my other sfc games fine.

Unless the cart slot has been widened then there have been no mods to the SFC. Alternatively, it may have a PAL mod, which can be switched via the tiny black channel switch at the back of the SFC. Unless the SFC came from Europe I doubt this though.
 
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