version; "D-Points", gained by playing through the Dreamcast version; and "V-Points", obtained by playing online multiplayer. The game featured online play between two Dreamcast consoles through a specialized network known as "Match Service". The service, developed by Capcom and KDD Corp, used KDD-developed technology called "Data on Demand" as a foundation, which offered transfer rates below 70 milliseconds. These features were removed in all future domestic and international ports of Marvel vs. Capcom 2. During a press conference prior to the Electronic Entertainment Expo 2002, Capcom unveiled its plans to bring Marvel vs. Capcom 2 over to the PlayStation 2 and Xbox consoles. While the PlayStation 2 version allowed players to compete against one another via USB modem connections, the Xbox version didn't feature Xbox Live support. Once again, online multiplayer was not available outside Japan. Online service was discontinued when Capcom began to dissolve its dial-up support in 2004. Following the commercial and critical success of Super Street Fighter II Turbo HD Remix in 2008, Capcom stated its intentions to continue making high-definition remakes of its past games. When asked specifically about Marvel vs. Capcom 2, Capcom's vice president of business development and strategic planning, Christian Svensson, indicated that the game was their most requested title by fans. On April 27, 2009, Marvel and Capcom jointly announced that Marvel vs. Capcom 2 would be coming to the Xbox 360 through the Xbox Live Arcade and PlayStation 3 through the PlayStation Store. A demo was released on April 30 exclusively for the PlayStation Network. When questioned about the lack of a Wii port, Svensson stated that Capcom was unable to release the game on the console due to licensing restrictions and WiiWare's file size limit. The PlayStation 3 and Xbox 360 ports were developed by Backbone Entertainment, who previously worked with Capcom on Super Street Fighter II Turbo HD Remix. The game was built using the original Dreamcast version's code base. The online functionality in Marvel vs. Capcom 2 utilized the same net code from Super Street Fighter II Turbo HD Remix. Additional changes for the PlayStation 3 and Xbox 360 versions included various filtering options for character sprites, labeled "Smooth", "Crisp", and "Classic". Widescreen support was implemented; since Marvel vs. Capcom 2 was originally designed with a 4:3 aspect ratio, the developers were able to widen the camera field of view. The ports also added independent music volume controls