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Super Street Fighter II
SSF2 US flyer.png
Developer(s) Capcom
Publisher(s) Capcom
Designer(s) Planners: Noritaka Funamizu (Poo)
Haruo Murata (Mucchi)
Composer(s) Isao Abe
Syun Nishigaki
Platform(s) Arcade
Computers:
Amiga, FM-Towns PC-DOS, Sharp X68000
Consoles:
3DO, Amiga CD32, Dreamcast, GBA, PlayStation, PlayStation Network, Sega Saturn, Sega Genesis, SNES, Xbox Live Arcade, Virtual Console
Release date(s) October 1993
Genre(s) Fighting
Mode(s) Up to 2 players simultaneously
Input methods 8-way Joystick, 6 Buttons
Cabinet Upright
Arcade system CPS-2
Display Raster, 384 x 224 pixels (Horizontal), 4096 colors

Super Street Fighter II - The New Challengers (スーパーストリートファイターⅡ?) is a head-to-head fighting game produced by Capcom originally released as a coin-operated arcade game in 1993. It is the fourth arcade version of Street Fighter II produced, following the original Street Fighter II, Street Fighter II: Champion Edition and Street Fighter II: Hyper Fighting. In addition to refining and balancing the existing character roster from the previous installments, Super Street Fighter II also introduced four new characters. It was also the first game to be developed on Capcom's CP System II hardware, which permitted more sophisticated graphics and audio over the original CP System hardware, used by the previous versions of Street Fighter II.

Super Street Fighter II was followed by Super Street Fighter II Turbo, a fifth version of Street Fighter II released during the following year (1994), which further refined the balance between characters and introduced additional new features.

Contents

[edit] Changes from previous games

[edit] Graphics and sounds

All of the stages, face artwork and even the HUD feature all new graphics. The original opening sequence which featured Joe and Mike from the original Street Fighter fighting in front of a crowd[1] was replaced by a new opening featuring the lead character Ryu launching a Hadoken projectile towards the screen. New animation frames were drawn for all the characters for their basic and special moves, as well as new victory poses. For example, all four boss characters now have new animation frames for basic attacks (Vega and Sagat did not have jumping punches in the previous games), while Chun-Li now has a new animation for her Kikoken projectile technique. The music and sound effects were also remade and new voice samples were recorded for some of the characters (Ken, Guile, and the announcer were given new voices).

[edit] Characters

All twelve characters from the previous Street Fighter II games returned, with many them having their basic and special techniques refined in order to adjust the overall balance. Some of the characters received new special techniques such as Ryu's Shakunetsu Hadoken, a flaming Shoryuken for Ken, Zangief's Atomic Buster and M. Bison's Devil Reverse.

Four new characters were also introduced to the game in addition to the returning roster, expanding the number of playable characters to sixteen. The new characters include T. Hawk, an indigenous warrior from Mexico whose ancestral homeland was taken from him by Shadaloo; Cammy, a 19-year-old female special forces agent from England with a mysterious past tied to M. Bison; Fei-Long, a Hong Kong movie star who wishes to test his martial arts against real opponents; and Dee Jay, a kickboxing musician from Jamaica seeking inspiration for his next song.

The number of opponents fought in the single-player mode against the computer remained unchanged. As in the previous game, the player fought against eight initial opponents, followed by the Four Devas (Balrog, Vega, Sagat, and M. Bison). Because of this, not all the character featured in the game would be fought by the player. The bonus rounds from previous versions were still featured in the game.

[edit] Other new features

Super Street Fighter II features a new scoring system which kept track of combos, first attacks, reversals and recoveries made by the player and awards the player with bonus points by performing such deeds.

Each character now have available eight color schemes, depending on which button is pressed to select the character. Players could choose between a character's original color scheme, their color schemes from Champion Edition and Hyper Fighting, or one of five new color schemes featured in the game.

The faster game speed introduced in Hyper Fighting was removed and the gameplay was reduced back to the same speed level from Champion Edition. The hyper fighting feature would soon return the following year for SSF2T.(see below)

[edit] Tournament Battle

In addition to the standard single and two-player game modes, Super Street Fighter II also feature an exclusive eight-player single-elimination tournament mode dubbed Tournament Battle. This mode is only available when four Super Street Fighter II arcade game cabinets are connected together and all of them configured to "Tournament" mode. The Tournament Mode consists of three sets of four simultaneous matches: the initial eliminations, the semifinals and the finals. After the first set is over, the players are re-arranged accordingly based on their position: the winning players sent to either of the first two cabinets, whereas losing players sent to one of the other two. In the finals, the players competing for first place are sent to the first cabinet, the third-place players to the second cabinet, and so on.

[edit] Ports

  • Super Street Fighter II was released for the Super Nintendo Entertainment System and Sega Genesis in 1994. The 16-bit console versions included additional game modes such as Group Battle, Tournament Battle and Time Challenge, as well as adjustable game speed.
  • A Game Boy port was also being released featuring only a few returning characters, the four new characters in Super Street Fighter II didn't appear in this version but all the character arts, sprites, and special moves were all based from Super Street Fighter II; however, this game was labeled only as Street Fighter II (without any subtitle).

[edit] Super Street Fighter II Turbo

Arcade Flyer of Super Street Fighter II Turbo.

An update of the game, Super Street Fighter II Turbo (known in Japan as Super Street Fighter II X — Grand Master Challenge), was released in July 1994 and featured four speed settings plus new moves and animations for all the existing characters, as well as the first appearance of Akuma, who would become a recurring hidden character in Street Fighter and other Capcom fighting games. Super Turbo also introduced to the series "Super Combo" techniques, which would become usual in Street Fighter games from then on. The game is also noticeable for its extremely high difficulty level in one-player mode.

[edit] Super Combos

A Super Combo is a type of special move, usually a more powerful version of a character's special move, that can be performed only under a certain condition and will strike an opponent multiple times. Each player has a Super Combo gauge at the bottom of the screen which is filled up while the character performs their basic and special techniques against the opponent. When the Super Combo gauge is filled completely, then the gauge will be replaced with the word "SUPER". The player will then be able to perform their Super Combo technique by inputting the specific command, which will then reset the Super Combo gauge back to zero. If an opponent is defeated with a Super Combo, then the background will flash red and yellow.

[edit] Air Combos

Super Turbo also introduced the ability to perform a combo against an opponent who is in mid-air. Whereas previous versions of Street Fighter II feature a few techniques which would strike an opponent multiple times, Super Turbo was the first game in the series to feature an extensive Air Combo feature. Certain basic moves allows the player to strike an opponent more than once in the air and "juggle" them. These "juggling" moves can be connected into a juggling move or a Super Combo.

[edit] Extra characters

Super Street Fighter II Turbo allows players to play as versions of characters from the original Super Street Fighter II (officially dubbed "Super characters") in addition to their regular counterparts in the game by inputting a code for each character. The character would play as they would in Super Street Fighter II, with subtle differences. For example, Super Sagat in Super Turbo can now cancel his short kick into any special move, whereas in Super Street Fighter II he couldn't.

This method has its strengths and weaknesses. "Super" characters cannot perform the Super Combo moves and they cannot fall safely from a throw. On the other hand, some features are beneficial, such as at the start of a Shoryuken, "Super" Ken and "Super" Ryu are invulnerable when they perform their Shoryuken and cannot be hit out of it (Normal Ken and Normal Ryu can be hit out of it at any point). Another minor mention was that all of the characters' default palettes (Ryu's red headband and white gi, Chun-Li's blue outfit, Bison's red uniform, etc.) are only seen in their Super version since their Super Turbo versions' in-game appearances use only alternate color schemes.

[edit] Introduction of Akuma

Super Street Fighter II Turbo also saw the introduction of the series' first hidden character, Akuma (Gouki in Japan). Should the player succeed in defeating all eight preliminary opponents, as well as Balrog, Vega and Sagat without using any continues (and achieve a high score or reach the final match in less than 25 minutes), Akuma will reveal himself. Once the player reaches M. Bison, at the start of the round Akuma will enter the stage and grab Bison, knocking him out with the Shun Goku Satsu attack, and challenge the player as the game's new final boss. There is no name on Akuma's life gauge, and his small portrait is completely black. Akuma can also be selected by the player by inputting a certain code at the player select screen, though the playable version of him is not as powerful as the computer-controlled one. Akuma is frighteningly strong, being able to deal Super Combo-level damage with his special attacks.

[edit] Other new features and changes

Super Turbo was the first Street Fighter game (excluding home versions of the previous games) to feature an adjustable speed setting. The speed can be adjusted on the system configuration by the game's operator or (if the speed setting is set to "Free Select") can be chosen by the player at the start of the game. The player has a choice between three speed settings, from the original setting in Super Street Fighter II to one which is slightly faster than Street Fighter II Hyper Fighting.

Additionally, the bonus rounds from previous versions of Street Fighter II were removed entirely from the game.

[edit] Ports

  • A DOS port of Super Street Fighter II Turbo was developed by Eurocom and released by Gametek in 1995 in North America and Europe.
  • An Amiga CD32 port was also released by Gametek, which is graphically very close to the original arcade game, but suffers from jerky animation and other shortcomings.
  • In 2000, Capcom released Super Street Fighter II X for Matching Service for the Dreamcast in Japan as a mail-order release on Dreamcast Direct (Later Sega Direct). The Dreamcast features an online versus mode, as well as other features such as selectable Super Combo gauges and the returning of the bonus rounds from the previous Street Fighter II games.
  • Street Fighter Collection, a compilation that contains Super and Super Turbo, as well as Street Fighter Alpha 2 Gold, was released for the PlayStation and Saturn in 1997. This version is considered to be nearly arcade perfect (at the time of the game's release), although it suffers from long loading times (besides counting the extra features, illustrations character info, etc).
  • In 2001, Capcom released Super Street Fighter II Turbo Revival for the Game Boy Advance. This portable version features a simplified control configuration (due to the reduced amount of buttons in the GBA), new stages for some of the characters (some taken from the Street Fighter Alpha and Street Fighter III games) and revised endings (and localization) for all the characters. This port also let players take control of Akuma and Shin Akuma and was the first game in the SFII series to be able to used Akuma's Shun Goku Satsu during a match.

[edit] References

[edit] Sources

  • Studio Bent Stuff (Sept. 2000) (in Japanese). All About Capcom Head-to-Head Fighting Games 1987-2000. A.A. Game History Series (Vol. 1). Dempa Publications, Inc.. ISBN 4885546761. 

[edit] External links

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