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Punisher and Nick Fury's special kick moves (Flaming Sonic Kick and Flaming Flip Kick, respectively) set the enemy on fire in the Japanese version while in the international version these attacks make the enemy bleed.
Contributed by ZpaceJ0ck0
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Both playable characters have a flying fire kick move that can only be done in the Japanese version. It is unknown why this attack was removed from the international version of the game.
Contributed by ZpaceJ0ck0
Due to the Genesis' inferior hardware compared to the CPS1 arcade board, many of the destructible items in the background are now indestructible. Additionally many NPCs are missing, such as the white dog in the first level.
Contributed by ZpaceJ0ck0
Bone Crusher, the third boss of the game, has three attacks, one where he uses his flamethrower, one where he launches multiple missiles, and another where he rushes into the player. In the Genesis version he just rushes into the player and uses missiles; the flamethrower attack is missing.
Contributed by ZpaceJ0ck0
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There's a short cutscene that plays after the player defeats Scully, the first boss of the game, where Punisher interrogates Scully to find out about Kingpin's location, and once he's done he disposes of Scully. In the Arcade version Punisher kills Scully, while in the Genesis version he just tosses him to the side.
Contributed by ZpaceJ0ck0
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Nick Fury smokes a cigarette in the arcade version, with the cigarette being part of his character select portrait and his in-game sprites. In the Genesis version, he doesn't smoke, with the cigarette being completely removed.
Contributed by ZpaceJ0ck0
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The game's final boss Kingpin smokes a cigarette before the final battle. In the Genesis version he doesn't smoke.
Contributed by ZpaceJ0ck0
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The female ninjas' outfit shows more skin in the arcade version, whereas in the Genesis version they are covered up.
Contributed by ZpaceJ0ck0
According to former Capcom artist Katsuya Akitomo, the game's final boss Kingpin was originally so big he filled half the screen. This was shot down by Capcom who said that "he's a regular human, he can't be that big", and so he was made smaller.

When the game's general planner and visual designer Akira "Akiman" Nishitani told Katsuya Akitomo about this, he pointed out that there have been times where the Kingpin has been drawn as an incredibly large figure in the comics, citing examples such as 1986's Daredevil: Love & War. This bummed Akira Nishitani out.
Contributed by ZpaceJ0ck0
A PlayStation port for the game was in development by Crystal Dynamics, but it was never completed.
Contributed by ZpaceJ0ck0
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The barrel breaking bonus stage bares a strong resemblance to Street Fighter II's barrel breaking bonus stage. This is most likely an intentional reference since both games were made by Capcom.
Contributed by ProtoSnake