Capcom's 1997 PS1 crossover fighting game that invented tag-team fighting — X-Men vs. Street Fighter places Wolverine, Storm, Cyclops, and Rogue against Ryu, Ken, Chun-Li, and Guile across 17 characters, with the tag system allowing mid-match partner switching that defined all subsequent vs. series entries.
Capcom Games
76 classic games published by Capcom.
Capcom's 1995 SNES beat-em-up — Captain Commando follows the Capcom mascot and his three allies (Mack the Knife, Sho Ginsei, Ginzu the Ninja, Baby Head) fighting crime in futuristic Metro City. Four-player in the arcade; two-player on SNES. One of the finest beat-em-ups of the 16-bit era and the origin of a beloved Capcom character.
WayForward's half-genie hero arrived in 2002 — a year after the Game Boy Advance had replaced the Game Boy Color — making it one of the most technically accomplished and rarest GBC games. Shantae uses belly-dancing transformation magic across a connected world of villages and dungeons, combining Arabian Nights aesthetics with Metroidvania-style exploration in one of the handheld era's great hidden gems.
The NES game that dared to remove the jump button. Bionic Commando replaced conventional platforming with a grappling hook mechanic that created one of the most unique action experiences of the era.
Capcom's 1993 arcade beat-em-up based on the Xenozoic Tales comic and CBS animated series — Cadillacs and Dinosaurs features four playable characters (Mustapha, Jack, Hannah, Mess) fighting through a post-apocalyptic future where humans and dinosaurs coexist, using the CPS-1 hardware that powered Final Fight with the addition of firearms to the melee combat.
Capcom's 1993 CPS-1 arcade beat-em-up and the first Dungeons & Dragons licensed game — Tower of Doom established the D&D beat-em-up template with four character classes (Fighter, Elf, Cleric, Dwarf), item management from treasure chests, branching stage routes, four-player simultaneous co-op, and iconic D&D monsters including Beholders and Displacer Beasts, preceding and establishing the structure that Shadow over Mystara perfected.
Capcom's 1994 SNES fantasy beat-em-up — The King of Dragons follows five character classes (Fighter, Dwarf, Cleric, Elf, Wizard) through a medieval quest to defeat the dragon Gildiss. Experience points level up characters, RPG elements enhance the side-scrolling beat-em-up, and two-player co-op adds a companion for the dragon hunt.
Capcom's 1994 SNES Arthurian beat-em-up — Knights of the Round follows Arthur, Lancelot, and Perceval through Medieval England and Camelot's founding, with experience-based leveling that advances character equipment and appearance through seven upgrades per knight. Capcom's most RPG-influenced beat-em-up before The King of Dragons.
Capcom's 1996 PS1 Marvel fighting game sequel to X-Men: Children of the Atom — Marvel Super Heroes expands the roster beyond the X-Men to include Spider-Man, Iron Man, Captain America, and the Hulk, introduces the Infinity Gem power-up system based on Jim Starlin's Infinity Gauntlet storyline, and advances the aerial combo mechanics of its predecessor.
Capcom's 2000 PS1 action-platformer and the intended conclusion of the Mega Man X series — Mega Man X5 adds a time-limit mechanic threatening destruction of Earth, introduces dual selectable protagonists (X and Zero with substantially different combat systems), and features Axl Rose-inspired boss names in Western localization, making it Keiji Inafune's intended X series finale.
Inti Creates sharpens the already-demanding Zero series with an EX Skill system that rewards high-rank mission performance with devastating new techniques, making Mega Man Zero 2 both more accessible and more rewarding for skilled players than its predecessor. The Cyber-Elf customization system, elemental chip weapons, and relentlessly challenging stage design push GBA hardware and player reflexes to their limits in the finest entry of the sub-series.
The darkest Mega Man game — Zero wakes from cryo-sleep to find a dystopian future where humans and Reploids are at war, with brutal difficulty, a ranking system, and a narrative that treats its characters with unusual gravitas.
The Dreamcast's definitive Resident Evil experience and the first entry to abandon fixed camera angles for fully 3D environments. Code Veronica's Antarctic setting, complex Ashford family narrative, and dual-protagonist structure made it the most ambitious Resident Evil story to that point.
Capcom's 1998 PS1 3D fighting game — Rival Schools follows students from competing high schools after mysterious faculty kidnappings, with a 3D arena fighting system emphasizing team assist mechanics and the Party Up feature where two characters can combine for powerful joint attacks. A unique visual style and assist system distinguish it from Capcom's Street Fighter contemporaries.
Jill Valentine vs Nemesis — RE3's titular pursuer is an indestructible bioweapon that can appear in any non-safe room at any time, creating the series' most relentless survival horror experience.
Based on the Area 88 manga and anime, UN Squadron is a masterclass in SNES launch-era shoot-em-up design — pilots choose from three characters with distinct aircraft, purchase weapon upgrades between missions, and tear through enemy-dense side-scrolling stages with exhilarating firepower. Capcom's adaptation benefits from the SNES's Mode 7 capabilities and a pounding soundtrack that establishes the game as one of the finest scrolling shooters of the 16-bit generation.
Capcom's darker, more ambitious JRPG sequel — Ryu's second adventure features a township-building mechanic, seven party members with unique combination abilities, and a story that goes to genuinely dark places for a 1994 game.
The peak of Capcom's RPG ambitions on the original PlayStation, Breath of Fire IV introduces a dual-protagonist narrative structure that boldly humanizes its antagonist emperor Fou-Lu alongside series hero Ryu in a story with genuine moral weight. Stunning hand-drawn sprite work, a haunting Eastern-inspired soundtrack, and a refined combo battle system that lets players chain elemental attacks across the party make this the definitive entry in the series.
Capcom's 1995 PS1 fighting game — Darkstalkers: The Night Warriors presents a roster of supernatural creatures (Morrigan the succubus, Felicia the catgirl, Jon Talbain the werewolf, Demitri the vampire) with fluid animation and specialized special moves. The franchise that pioneered fighting game animation quality and gave Capcom its darkest 2D fighter.
Scrooge McDuck bounces his cane across five exotic stages in one of the finest licensed games ever made. DuckTales proves that licensed titles can be genuine classics.
Capcom's 1995 SNES beat-em-up completing the Final Fight SNES trilogy — Final Fight 3 returns Guy to the roster alongside Haggar, Lucia (new cop character), and Dean (new electric fighter), adds special move inputs, a selectable branching stage path, and the most mechanically complete Final Fight on SNES.
Capcom's 1993 SNES top-down action-adventure based on the Disney animated series — Goof Troop follows Goofy and Max rescuing Pete's family from pirates across five island stages. Two-player co-op, hook-based combat and puzzle solving, and a Capcom polish level that exceeded the Disney license. An early Shinji Mikami production.
Capcom's 1995 SNES Mega Man entry — Mega Man 7 is the first mainline Mega Man on Super Nintendo, with eight Dr. Wily robots, Rush Super Adapter combining abilities, a shop system for buying items with bolts, and the first direct confrontation scene between Mega Man and Bass. A substantial SNES upgrade of the NES franchise formula.
The SNES finale of the original Mega Man X trilogy, introducing the ability to play as Zero and the Ride Armor system. Mega Man X3 features the most complex upgrade paths in the SNES series, with four hidden Ride Armors and a fully playable Zero making the game's secrets among the richest of the era.