Video Game Consoles by Generation, Part 3 Codexery

Capcom CPS Changer

Capcom's home console version of its CPS-1 arcade hardware.

The Capcom Power System Changer, often shortened to CPS Changer, is a home video game console released in Japan in late 1994. It was Capcom’s effort to bring their arcade games into a home setting, going up against SNK’s Neo Geo AES. The system was essentially an encased SuperGun—a Television JAMMA adapter—and worked with most standard JAMMA PCBs. Capcom tried to discourage people from using it with other arcade boards by giving the device a physical shape that wouldn’t attach firmly to a normal JAMMA PCB, though it would still function, if at an odd angle. The CPS Changer offered composite video, S-video, and line-level mono audio outputs. It also had Super Famicom/Super NES controller ports, supporting all controllers for those systems, including Capcom’s own six-button joystick, the “CPS Fighter.”

The console was sold as a bundle containing the unit, one CPS Fighter joystick controller, and *Street Fighter II (Dash) Turbo* for 39,800 yen. Additional games cost around 20,000 yen each. Upon its November 1994 release, Capcom initially made only 1,000 units in Japan. All CPS Changer games used the CP System arcade hardware, and the game cartridges were simply arcade PCBs housed in special plastic shells designed for home use—a concept Capcom had already used with the CP System II hardware a year earlier.

Quick Facts

Manufacturer
Capcom
Release Date
1988-05-13
Discontinued
1995-05-11
Input
8-way joystick, from 3 to 6 buttons
Cpu
Motorola 68000 (@ 10 MHz)
Display
Raster, 384 × 224 pixels (horizontal), 4096 colors
Successor
CP System II

Facts from the source article.

Lore & Background

The CPS Changer was sold as a package deal containing the console itself, one CPS Fighter joystick controller, and Street Fighter II (Dash) Turbo for 39,800 yen. Additional games were sold for about 20,000 yen. Upon its release in November 1994, Capcom initially manufactured only 1,000 units in Japan.

The CPS Changer's adapter was basically an encased SuperGun (Television JAMMA adapter), and was compatible with most JAMMA standard PCBs. Capcom's 'protection' against people using the CPS Changer on other arcade boards was the physical shape of the device: on a normal JAMMA PCB, it would not attach firmly and would lean at odd angles, but it would work. The CPS Changer has outputs for composite video, S-video and line-level mono audio. It also featured Super Famicom/Super NES controller ports, allowing the use of all Super Famicom/Super NES controllers, including their own six-button joystick, the 'CPS Fighter'.

All of the CPS Changer games used the CP System arcade hardware. The games were simply arcade PCBs in a special plastic shell suitable for home use; this concept had already been done with the CP System II hardware a year prior. The plastic shells are identical to that used in CP System Dash games. Some CPS-1 games were changed slightly for home release, sometimes including debugging features or other easter eggs.

Reader's Guide

The CPS Changer represents Capcom's sole attempt at a home console during the 1990s, directly competing with the Neo Geo AES. Its significance lies in bringing arcade-perfect (or near-arcade) versions of Capcom's CPS-1 library into the home, though its high price and limited production kept it a niche product. The final game for the CPS Changer was a backported version of Street Fighter Zero (Street Fighter Alpha) in 1995, originally released for the CP System II hardware. This port, released at a premium 35,000 yen in 1996, was downgraded slightly for the system's less capable hardware: it ran at a slightly slower frame rate, had a lower color depth and palette, a different soundtrack generated entirely by the system's sound chips, fewer sound effects, and the music and sound effects being sampled at a lower rate. The CPS Changer version of Street Fighter Zero also had a limited release overseas in the arcades for publicity testing purposes (released as Street Fighter Alpha for those regions) where it was distributed as a standard CP System release, especially to those who couldn't afford the upgrade to the CP System II hardware. Another CP System II game that was backported around the same timeframe, Rockman: The Power Battle (Mega Man: The Power Battle), also received similar changes when it was ported to the CP System hardware (but not the CPS Changer, as no new releases for it were made after Street Fighter Zero), and it too had limited releases in the arcades much like the publicity test versions of Street Fighter Zero for the CPS Changer.

Did You Know?

Frequently Asked Questions

What is the Capcom CPS Changer?

It is a Japan-only home console released in late 1994 that let players run Capcom's CPS-1 arcade boards in their living room. Functionally, it is a packaged SuperGun-style JAMMA adapter, and it served as Capcom's direct answer to SNK's Neo Geo AES.

How many games were released for the CPS Changer?

Only eleven titles ever shipped, and every single one was both developed and published by Capcom. The last game to appear was Street Fighter Zero, which reached stores in 1996 at a price of 35,000 yen.

How much did the CPS Changer cost at launch?

The launch bundle—console, one CPS Fighter joystick, and Street Fighter II (Dash) Turbo—retailed for 39,800 yen in Japan. Each additional game carried a price tag of roughly 20,000 yen.

How many CPS Changer units were actually produced?

Capcom's initial production run was a mere 1,000 units, making the system extraordinarily rare. That tiny run, combined with its Japan-only release, has turned it into a highly prized collector's item today.

Why did Capcom create the CPS Changer?

Capcom wanted to bring its own arcade titles into players' homes without relying on a third-party platform, positioning it squarely against SNK's Neo Geo AES. The hardware was shaped to fit CPS boards snugly while making it awkward to attach a non-Capcom JAMMA PCB, though it would still work at an odd angle.

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