Can be downloaded at https://sites.google.com/site/bigbluefrontend/about/photography

You can see some long plays here:

https://www.youtube.com/watch?v=ocu50es0wWw

https://www.youtube.com/watch?v=JCJtt1IGUS8

https://www.youtube.com/watch?v=db5kvZqWH60

Features:

* Written from scratch in C++ using Direct3D 11 and XAudio

* Up to 10 player simultaneous play

* Supports any aspect ratio monitor (4:3, 16:9, 16:10, 21:9, 32:9, and even 1:1 is supported) and any refresh rate

* Supports mono through 7.1/11 channel sound setups

* Select from 5 different soundtracks: Arcade, X68000 FM, General MIDI, SNES, and Sega CD

* Runs at the original arcade's native resolution and refresh rate on CRT TVs and arcade monitors if you have the setup for it

* Supports Librashader (https://github.com/SnowflakePowered/librashader) runtime so any Retroarch shaders can be applied to the game

* Play as any of the heroes, bad guys, or bosses

* All players can select the same character with a unique palette

* Casual and score attack endless mode stages that only end when you die featuring cameos from all your favorite Capcom Play System characters

* Multiple endings

* All arcade sprite and alignment issues have been corrected and adjusted

* Backgrounds overhauled to have up to dozens of layers of parallax

* Knockback attack lets you knock enemies and objects across the room

* You can stand on top of objects without picking them up because the game has a dedicated pick up button

* Holding weapons can modify the effect of attacks (eg. holding a knife and grabbing someone with Guy and doing a grab attack stabs them)

* Enemies can become afraid at low health and run away

* Enemies can jump to reach players when they're standing on platforms and objects above them

* Enemies can kite and flank players

* Enemies can steal health pickups from players to get more health back themselves

* Grabbed enemies can be used as human shields against projectiles

* Grabbed enemies can be held over fire to do extra damage to them

* Grabbed enemies can be attacked by other characters

* You can change the direction you're facing while grabbing someone

* There are no limitations placed on characters who are carrying other players (in the original game, you can't jump on top of objects while carrying someone, but you can in this game)

* Objects such as weapons and health pickups can be caught/consumed in midair

* The game randomly generates enemy spawns so the game is different every time you play it

* The game has a more sophisticated timeout system so instead of a global clock that runs out and kills all players, individual idling players can be removed from the game without punishing the people who are still playing

* Weapons and grabbed enemies can be carried from one stage to another

* Weapons can be thrown in mid air

* Weapons and grabbed enemies can be dropped on command

* Unlike the original game, all objects in the game are treated the same way with no special cases so health pick ups can be destroyed by attacks

* Attacks have a material system that allows for different interactions of objects of different material types colliding

* Enemies can be juggled

* Haggar has an additional pummel attack

* Haggar can catch and pile drive enemies while in mid air

* Cody has charging attacks

* Cody has a weak and strong uppercut

* Guy has charging attacks

* Guy has a weak and strong rising kick

* Guy can not only wall jump off objects and the sides of screens but he can also wall jump off enemies in the game

* Damnd has a torpedo attack and rising rolling attack like Blanka

* Two P and J can perform aerial attacks unlike the original game

* Rolento can perform a series of different types of grenade throws unlike the original game

* Sodom has a new attack that scoops up enemies with his swords and propels them into the air

* The game has a lock direction input that lets you hold the direction you're facing