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{{Short description|1991 video game}} | |||
{{Infobox VG |title = Street Fighter II | |||
{{For|the animated film|Street Fighter II: The Animated Movie{{!}}''Street Fighter II: The Animated Movie''}} | |||
{{Redirect|SFII|other video games with the same initialism|SF2 (disambiguation)}} | |||
{{DISPLAYTITLE:''Street Fighter II''}} | |||
{{Use mdy dates|date=December 2024}} | |||
{{Use American English|date=December 2024}} | |||
{{Infobox video game | |||
| title = Street Fighter II | |||
| image = SF2 JPN flyer.jpg | |||
| caption = Japanese arcade brochure featuring the original eight main characters.<br />Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li. | |||
| developer = ] | | developer = ] | ||
| publisher = Capcom | | publisher = Capcom | ||
| |
| series = '']'' | ||
| platforms = {{collapsible list|title={{nobold|]}}|], ], ], ], ], ], ], ], ], ], ], ], ]}} | |||
| caption = A Japanese brochure for the arcade version of ''Street Fighter II'', featuring the original eight main characters. | |||
| designer = Planners: Akira Nishitani (Nin Nin)<br />Akira Yasuda (]) | |||
| composer = ]<br />Isao Abe | |||
| series = '']'' | |||
| release = '''Arcade'''<br/>March {{vgy|1991}}<br/>April {{vgy|1992}} (''Champion Edition'')<br/>December {{vgy|1992}} (''Hyper Fighting'')<br/>October {{vgy|1993}} (''Super'')<br/>April {{vgy|1994}} (''Super Turbo'') | |||
| genre = ] | | genre = ] | ||
| modes = ], ] | |||
| modes = Up to 2 players simultaneously | |||
| arcade system = ] | |||
| platforms = ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ], ] | |||
| producer = ] | |||
| media = ], ], ], ], ], ], ] | |||
| designer = {{ubl|]|]}} | |||
| input = 8-way ], 6 ] | |||
| programmer = {{ubl|Shinichi Ueyama|Seiji Okada|Yoshihiro Matsui|Motohide Eshiro}} | |||
| cabinet = Upright | |||
| artist = {{ubl|Eri Nakamura|Satoru Yamashita}} | |||
| arcade system = ] | |||
| composer = {{ubl|]|Isao Abe}} | |||
| cpu = | |||
| release = {{collapsible list|title= {{nobold|{{nobold|March 7, 1991}}}} | |||
| sound = | |||
|'''Arcade'''{{vgrelease|JP|March 7, 1991<ref>{{cite web |title=ヒストリー ストリートファイター35周年記念サイト |url=https://www.streetfighter.com/ja/35th/history.html |website=]}}</ref>{{efn|An article from ''Game Machine'' claims its release date to be February 1991.<ref name="GM441"/>}}|WW|March 1991<ref>{{cite web |url=http://www.capcom.co.jp/ir/english/company/history.html?tab=1 |title=CAPCOM Investor Relations - History |work=Capcom |publisher= |access-date=May 24, 2019 |archive-date=August 7, 2020 |archive-url=https://web.archive.org/web/20200807123142/http://www.capcom.co.jp/ir/english/company/history.html?tab=1 |url-status=live }}</ref>}}'''SNES'''{{vgrelease|JP|June 10, 1992|NA|July 15, 1992<ref name="egmbuyersguide1993"/><ref name="SF2 NL">{{cite web | title=Street Fighter II: The World WarriorStreet Fighter II: The World Warrior (SNES) | work=] | date=20 November 2020 | url=https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior | access-date=July 28, 2021 | archive-date=14 January 2022 | archive-url=https://web.archive.org/web/20220114155535/https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior | url-status=live }}</ref>|AU|October 23, 1992|UK|October 1992<ref name="Mega22">{{cite magazine |title=Can Mega Drive ''Street Fighter 2'' Live Up To All The Hype? |magazine=] |date=17 June 1993 |issue=10 (July 1993) |page=22 |url=https://archive.org/details/mega-issue-10-july-1993}}</ref>|EU|December 17, 1992}}'''MS-DOS'''{{vgrelease|EU|July 10, 1992|NA|April 26, 1993}}'''Amiga'''{{vgrelease|EU|November 15, 1992|UK|December 15, 1992<ref name="Mega22"/>}}'''Atari ST'''{{vgrelease|EU|December 20, 1992}}'''Amstrad CPC'''{{vgrelease|EU|December 31, 1992}}'''Commodore 64'''{{vgrelease|EU|August 20, 1992}}'''ZX Spectrum'''{{vgrelease|EU|September 14, 1992}}'''CPS Changer'''{{vgrelease|JP|July 14, 1994}}'''Game Boy'''<ref>{{cite web|url=https://www.nintendolife.com/games/gameboy/street_fighter_ii|title=Street Fighter II (GB)|website=]|access-date=March 17, 2021|archive-date=January 14, 2022|archive-url=https://web.archive.org/web/20220114155534/https://www.nintendolife.com/games/gameboy/street_fighter_ii|url-status=live}}</ref>{{vgrelease|JP|August 11, 1995|NA|September 1995|EU|1995}}}} | |||
| display = ], horizontal orientation, 384 x 224 pixels, 4096 colors, 60 Hz ] | |||
}} | }} | ||
{{nihongo|'''''Street Fighter II'''''|ストリートファイターⅡ|Sutorīto Faitā Tsū}} is a {{vgy|1991}} ] produced by ] originally released as a ]. A ] to Capcom{{'}}s {{vgy|1987}} fighting game '']'', ''Street Fighter II'' improved upon the many concepts introduced in the first game (including the use of command-based special moves and a six-button configuration), while offering players a selection of multiple ]s, each with their own unique fighting style and special moves. ''Street Fighter II'' is credited for starting the fighting game boom during the 1990's. Its success led to the production of several updated versions, each offering additional features and characters over previous versions, as well as numerous home versions. Some of the home versions of the ''Street Fighter II'' games has sold over millions of copies, with the ] port of the first ''Street Fighter II'' being Capcom{{'}}s best-selling consumer game of all-time as of {{vgy|2008}}<ref name=platinum /> | |||
{{nihongo foot|'''''Street Fighter II: The World Warrior'''''|ストリートファイターII -The World Warrior-|Sutorīto Faitā Tsū Za Warudo Uōria|lead=yes|group=lower-alpha}} is a 1991 ] developed and published by ] for ]. It is the second installment in the '']'' series and the sequel to 1987's '']''. It is the fourteenth game to use Capcom's ] ]. ''Street Fighter II'' vastly improved many of the concepts introduced in the first game, including the use of ], a ] system, a six-button configuration, and a wider selection of ], each with a unique fighting style. | |||
Designed by ] and ], who had previously worked on ], ''Street Fighter II'' is regarded as ] and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. Additionally, it prolonged the survival of the declining video-game arcade business market by stimulating business and driving the fighting game genre.<ref name="TSFL">{{cite journal |last1=Lemon |first1=Andy |last2=Rietveld |first2=Hillegonda C. |date=12 March 2020 |title=The Street Fighter Lady: Invisibility and Gender in Game Composition |url=http://todigra.org/index.php/todigra/article/view/112/159 |url-status=live |journal=Transactions of the Digital Games Research Association |volume=5 |issue=1 |doi=10.26503/todigra.v5i1.112 |issn=2328-9422 |archive-url=https://web.archive.org/web/20210421134957/http://todigra.org/index.php/todigra/article/view/112/159 |archive-date=21 April 2021 |access-date=21 April 2021 |doi-access=free}}</ref><ref name="FAO">{{cite web |last1=June |first1=Laura |date=16 January 2013 |title=For Amusement Only: the life and death of the American arcade |url=https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only |url-status=live |archive-url=https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only |archive-date=6 October 2014 |access-date=15 September 2017 |website=The Verge}}</ref> It prominently features a popular two-player mode that obligates direct, human-to-human competitive play, inspiring grassroots tournament events, culminating in ] (EVO).<ref>{{cite journal |last1=Skolnik |first1=Michael Ryan |last2=Conway |first2=Steven |date=1 November 2019 |title=Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community |url=https://journals.sagepub.com/doi/10.1177/1555412017727687 |url-status=live |journal=Games and Culture |volume=14 |issue=7–8 |pages=742–762 |doi=10.1177/1555412017727687 |issn=1555-4120 |s2cid=149397381 |archive-url=https://web.archive.org/web/20210421131950/https://journals.sagepub.com/doi/10.1177/1555412017727687 |archive-date=21 April 2021 |access-date=21 April 2021}}</ref><ref name="FAO" /> ''Street Fighter II'' shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.<ref name="TSFL" /> | |||
''Street Fighter II'' became the best-selling game since the ]. By 1994, it had been played by an estimated 25 million people in the United States alone. More than 200,000 ]s and 15{{nbsp}}million software units of all versions of ''Street Fighter II'' have been sold worldwide, grossing an estimated {{US$|10 billion|long=no}} in total revenue, making it one of the top three highest-grossing video games of all time {{as of|2017|lc=y}} and the best-selling fighting game until 2019. More than 6.3 million ] ] of ''Street Fighter II'' were sold, making it Capcom's ] single software game for the next two decades, its best-selling game on a single platform, and the ] on the SNES. Due to its major success, a ] were released with additional features and characters, starting with 1992's ]; its major successor was ] in 1997. | |||
==Gameplay== | ==Gameplay== | ||
] defeats ] with his Flash Kick on the arcade version.]] | |||
] | |||
''Street Fighter II'' follows several of the conventions and rules already established by its original ] predecessor. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, then a "double KO" or "draw game" is declared and additional rounds will be played until ]. In the first ''Street Fighter II'', a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in ''Champion Edition'' and onward. If there is no clear winner by the end of the final round, then either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match. | |||
''Street Fighter II'' follows several conventions and rules established by its 1987 predecessor '']''. The player engages opponents in a series of timed one-on-one, close-quarters combat matches. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match. | |||
After every third match in the single player mode, the player will participate in a "]" for additional points. The bonus games includes (in order) a car-breaking event similar to another bonus round featured in '']''; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt above the player; and a drum-breaking bonus game where drums are flammable and piled over each other. The bonus games were removed from the arcade version of ''Super Street Fighter II Turbo'' (although they're featured in the Dreamcast and Game Boy Advance versions). | |||
While a single-player game is in progress, a second player may join at any time, immediately starting a head-to-head match. The winner continues the game in single-player mode. | |||
Like in the original, the game's controls uses a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original ''Street Fighter''. Like in the original, the player can perform special moves by inputting a combination of directional and button-based commands. | |||
The original ''Street Fighter II'' allowed up to 10 rounds per match; this maximum is reduced to four rounds starting with '']''. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a two-player match. After every third match in the single-player mode, a ] gives a chance to earn additional points by smashing a car, wooden barrels, or metal oil drums. After each match, the location for the next one is selected on a ]. | |||
''Street Fighter II'' differs from the original due to the selection of multiple ], each with their distinct fighting styles and special moves. Additionally, the player can also "cancel" during animation by performing another move, allowing for a combination of several basic and special moves. Both of these features would be expanded upon in subsequent installments. | |||
] | |||
==Characters== | |||
The original version of ''Street Fighter II'' featured a roster of eight playable characters that could be selected by the player. ] and ], the main characters from the original ''Street Fighter'' returned along with six new characters from different nationalities: ], a ] wrestler from ]; ], a beast-like man from ]; ], a former ] operative from the ]; ], a female martial artist from ]; ], a ] from ]; and ], a ] from ]. | |||
Like in ''Street Fighter'', the controls are an eight-directional joystick and six attack buttons. The joystick can jump, crouch, walk left and right, and block. A tradeoff of strength and speed are given by three punch buttons and three kick buttons, each of light, medium, and heavy. The player can perform a variety of basic moves in any position, including new grabbing and throwing attacks. Special moves are performed by combinations of directional and button-based commands. | |||
<!-- DO NOT "fix" this paragraph, as it contains the Japanese names wikilinked to the American ones. --> | |||
The single player tournament mode also features four ]-controlled opponents whom the player faces after defeating the other main characters. The bosses in the game: ] (M.Bison in the Japanese version), an ] boxer; ] (Balrog in Japan), a ] claw-welding ]; ], a one-eyed ] master and the former champion from the original ''Street Fighter''; and ] (Vega in Japan), a mysterious military commander. The African-American boxer was named M. Bison in Japan (with the "M" being an initial for "Mike"), since he was designed as a ] of real-life boxer ]. When ''Street Fighter II'' was released overseas, the names of the bosses were rotated, fearing that the character of “M. Bison” resembled Mike Tyson to the point of ], but also because Capcom USA's marketing team believed that "Vega" was a "weak-sounding name" for the game{{'}}s final opponent.<ref>{{cite web|url=http://www.capcom.co.jp/sound/topics/tpcs1_2.html|title=Interview with ''Street Fighter II'' Sound Team|language=Japanese}}</ref> | |||
''Street Fighter II'' differs from its predecessor due to the selection of multiple ], each with distinct fighting styles and special moves including combos. According to ''IGN'', "the concept of combinations, linked attacks that can't be blocked when they're timed correctly, came about more or less by accident. ''Street Fighter II''{{'}}s designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones."<ref name=":0" /> This ] system was later adopted as a standard feature of fighting games and was expanded upon in this series.<ref name=":0">*{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=June 16, 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=August 30, 2011 |url-status=dead |df=mdy-all }}</ref> | |||
From ''Champion Edition'' and onward, the boss characters became playable, expanding the selectable roster to twelve and the player could now face against an opponent who used the same character. This meant that the player faced all twelve characters, including a clone of their own, during the single-player tournament. | |||
==Plot== | |||
'']'' introduced four new characters from previously unrepresented nationalities to the pre-existing roster: ], an indigenous warrior from ] whose ancestral homeland was taken from him by Shadaloo; ], a 19-year-old member of the ] from ] with a mysterious past tied to Bison; ], a martial arts movie star from ]; and ], a kickboxing musician from ]. The new characters were designed by Capcom's internal artists in Japan except for Dee Jay, whose original design was contributed to the game by American designer James Goddard. The character roster was now increased to sixteen, although the player still faced only twelve opponents (including the original four bosses) in the single-player tournament. | |||
The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing. | |||
==Characters== | |||
'']'' featured another new character whom the player faced (upon meeting the required conditions) in the game's final match instead of M. Bison. This character, who was unnamed within the actual game, was officially referred as ] in ] and as ] in the ] version and the different names were stuck in those territories. Akuma becomes selectable only by entering a special cheat code in the character selection screen. | |||
The original ''Street Fighter II'' features a roster of eight playable characters. This includes Ryu and Ken—the main protagonists from ''Street Fighter''—plus six new international newcomers. In the single-player tournament, the player fights the other seven main fighters, then the final opponents{{mdash}}a group of four ]-only opponents known as the Grand Masters, which includes Sagat from ''Street Fighter''. | |||
{{Clear left}} | |||
==Arcade release history== | |||
] | |||
===''Street Fighter II''=== | |||
'''''Street Fighter II - The World Warrior''''' is the first iteration of the ''Street Fighter II'' series, released on March {{vgy|1991}}. The game featured all the basic features that would be carried over to subsequent ''Street Fighter II'' editions. The original game featured eight selectable characters, with Ryu and Ken being the only characters with identical moves. In the single-player tournament, the player faces against the other seven main characters, before proceeding to the final four opponents, which were non-selectable boss characters. In ''World Warrior'', matches could go up to ten rounds if there were no clear winner before making the player lose by default (in ''Champion Edition'' and onward, this was reduced to four rounds). This version featured several glitches, such as Guile's infamous "Handcuffs."<ref>{{cite web |url= http://old.jasongordon.com/static/sf2/guile.html|title= Guile's Glitches|accessdate=2008-02-29 |last= Gordon|first= Jason|coauthors= |date= 2000, February 13|work= |publisher=}}</ref> | |||
Playable characters: | |||
===''Street Fighter II': Champion Edition''=== | |||
'''''Street Fighter II': Champion Edition''''', known in ] as {{nihongo|'''''Street Fighter II Dash'''''|ストリートファイターⅡダッシュ|Sutorīto Faitā Tsū Dasshu|}} and officially promoted as '''''Street Fighter II′ - Champion Edition'''''<ref name=dash>The full title of the game in Japan is ''Street Fighter II Dash: Champion Edition''. However, the word "Dash" is not spelled on the game's ], but represented by the ]-like ], which is also known as a "dash" depending on the context. Likewise, ''Street Fighter II': Hyper Fighting'' is known as ''Street Fighter II Dash Turbo: Hyper Fighting'' in Japan.</ref><ref name=aac17 />, was released on April {{vgy|1992}}. It was the first of several updated versions of ''Street Fighter II'' (hence the Japanese title ''Street Fighter II Dash'', a ] of the original ''Street Fighter II''). The four boss characters from the first edition became selectable characters and a feature was added that allowed two players to select the same character, with one character being distinguished from the other with an alternate color scheme. Characters using their alternate color scheme have their names printed in blue below their lifebar. The number of opponents in the single-player mode increased to twelve due to the addition of clone matches. Some of the artwork were redrawn as well and the stages' backgrounds were recolored. Much of the gameplay was revised to balance the characters out. | |||
* {{nihongo foot|] |]: リュウ|] ]: 'Ryū'|group=lower-alpha}}, a Japanese martial artist seeking no fame or even the crown of "champion", but only to hone his ] ] skills with the inner power of Chi. He dedicates his life to perfect his own potential while abandoning everything else in life such as having no family and few friends; his only bond is with Ken. He is the winner of the previous tournament. He is not convinced that he is the greatest fighter in the world and comes to this tournament in search of fresh competition. | |||
===''Street Fighter II': Hyper Fighting''=== | |||
* ], a ] wrestler from Japan. He aims to improve the negative reputation of sumo wrestling by proving to competitors that he is a legitimate athlete. | |||
'''''Street Fighter II': Hyper Fighting''''', known in Japan as {{nihongo|'''''Street Fighter II Dash Turbo'''''|ストリートファイターⅡダッシュターボ|Sutorīto Faitā Tsū Dasshu Tābo|}}<ref name=dash /> and officially promoted as '''''Street Fighter II′ Turbo - Hyper Fighting''''', was a minor update released in response to the proliferation of modified bootlegs of ''Champion Edition''. Released on December 1992 (eight months after ''Champion Edition''), ''Hyper Fighting'' increased the game speed and added new special techniques for some of the characters such as Dhalsim's ''Yoga Teleport'' and Chun-Li's ''Kikoken''. All of the characters received new default color schemes, with the original color scheme available as the alternate scheme.<ref name=aac20>''All About Capcom Head-to-Head Fighting Games'', pg. 20"</ref> | |||
* ], a beast-like mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past. | |||
* ], a former United States Air Force special forces operative seeking to defeat ], who killed his best friend ]. | |||
* ], Ryu's best friend, greatest rival and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament, as well as feeling lackadaisical in his fighting potential due to spending too much time with his fiancée. | |||
* ], a Chinese martial artist who works as an ] officer. Much like Guile, she does not enter the World Warrior tournament for any personal glory except proving that she can defeat any man who challenges her. Chun-Li's ambition in the past was tracking down the movements of the smuggling operation known as Shadaloo. Her goal now is her trail being led to the tournament by seeking to avenge her deceased father by holding the ''Grand Master's'' leader of the crime syndicate responsible. | |||
* ], a professional wrestler and ] fighter from the Soviet Union. He aims to prove "Soviet Strength" is the strongest form of strength, particularly by defeating American opponents with his bare hands. | |||
* ], a fire-breathing ] master from India. Even though he is a pacifist, he uses the money earned from fighting in order to lift people out of poverty. | |||
CPU-exclusive characters, in the order of appearance: | |||
===''Super Street Fighter II''=== | |||
] | |||
{{see|Super Street Fighter II}} | |||
{{nihongo|'''''Super Street Fighter II - The New Challengers'''''|スーパーストリートファイターⅡ|Sūpā Sutorīto Faitā Tsū}}, was released on October {{vgy|1993}}. The fourth game in the ''Street Fighter II'' series, ''Super'' was the first Capcom game produced for the ] hardware, instead of the ] hardware the previous games were released on. All new graphics were drawn for the game, including an all new attract sequence was featured. Characters received new animation frames for their attacks and win poses, and the four bosses received new animation frames for their basic attacks (Vega and Sagat for example, did not have actual jumping punches in previous versions). All of the audio were remade for the game as well.<ref name=aac22 /> | |||
* ], an American ] with a similar appearance to ]. Called M. Bison in Japan. Once one of the world's greatest heavyweight boxers, he began working for Shadaloo for easy money. | |||
In addition to the returning twelve characters from previous versions, ''Super'' also introduced four new selectable characters (T. Hawk, Cammy, Fei-Long and Dee-Jay), increasing the character roster to sixteen. The single-player mode against the CPU however, did not change: like in previous versions, players fight against eight initial random opponents before facing the four bosses, for a total of twelve characters. Each character now had eight selectable color schemes: in addition to their regular colors, player can also select their characters in their ''Champion Edition'' and ''Hyper Fighting'' colors, or choose one or five new color schemes. | |||
* ], a Spanish ] who wields a claw and uses a unique style of ]. Called Balrog in Japan. He is vain and wishes to eliminate ugly people from the world. | |||
* ], a ] kickboxer from Thailand and former World Warrior champion from the original ''Street Fighter''. He was once known as ''The King of Street Fighters'' until he got demoted as ''The King of Muai Thai'' in his own tournament due to a narrow defeat at the hands of Ryu's ''shoryuken'' (rising dragon punch) which left a deep gash across his chest. Ever since that moment he felt disgrace, and will do anything to have a grudge match with Ryu to get his title back, even if it takes joining forces with Shadaloo. | |||
* ], the leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power, and the final opponent of the game. Called Vega in Japan. | |||
Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for ''Street Fighter II'' included another ] and an American amateur wrestler.<ref>{{cite magazine|last=Thorpe|first=Nick|date=181|language=en|magazine=Retro Gamer|location=United Kingdom|publisher=Future}}</ref> | |||
A new scoring system was also implemented, which displays the number of connected hits a player lands in their opponent after performing a combo. The scoring also gives players bonus points for making a first attack or performing a reversal. The overall game speed however, was reduced from ''Hyper Fighting'' back to the same level as ''Champion Edition''. | |||
==Regional differences== | |||
The arcade version of ''Super Street Fighter II'' features an exclusive game mode dubbed "Tournament Battle". This game mode is only available when a ''Super Street Fighter II'' cabinet was interconnected with three other ''Super'' cabinets in which up to eight players can compete in a ]. Four matches are played at the same time (one in each cabinet) and when all matches are over, then the players are rearranged accordingly based on their position in the tournament.<ref name=aac26>''All About Capcom Head-to-Head Fighting Games'', pg. 26</ref> | |||
With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a ] of real-life boxer ] and was originally named M. Bison (short for "Mike Bison", with "Mike" being one of the American opponents faced in ''Street Fighter''). Vega and M. Bison were originally named Balrog and Vega, respectively. When ''Street Fighter II'' was localized for the overseas market, the names of the bosses were rotated, out of concern that the boxer's similarities to Tyson could have led to a ].<ref>{{cite web|archive-url=https://web.archive.org/web/20070423095618/http://www.capcom.co.jp/sound/topics/tpcs1_2.html|archive-date=April 23, 2007|url=http://www.capcom.co.jp/sound/topics/tpcs1_2.html|title=Interview with ''Street Fighter II'' Sound Composer Isao Abe|language=ja}}</ref> | |||
The characters in the Japanese version have more than one win quote<ref>{{Cite web|url=http://meh.brpxqzme.net/sf2/message.html|title=STREET FIGHTER II Japanese win quote compilation|access-date=2014-09-04|archive-date=2016-02-21|archive-url=https://web.archive.org/web/20160221044440/http://meh.brpxqzme.net/sf2/message.html|url-status=live}}</ref> and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in '']'') was changed from Nash to ], since a staff member from Capcom USA said that Nash is not a natural sounding English name.<ref name="Polygon">{{cite web |last1=Leone |first1=Matt |title=Street Fighter 2: An Oral History |url=https://www.polygon.com/a/street-fighter-2-oral-history/ |access-date=29 April 2021 |website=] |date=February 3, 2014 |archive-date=15 May 2021 |archive-url=https://web.archive.org/web/20210515155936/https://www.polygon.com/a/street-fighter-2-oral-history |url-status=live }}</ref> | |||
===''Super Street Fighter II Turbo''=== | |||
] | |||
'''''Super Street Fighter II Turbo''''', or {{nihongo|'''''Super Street Fighter II X - Grand Master Challenge'''''|スーパーストリートファイターⅡX|Sūpā Sutorīto Faitā Tsū Ekusu|}} in Japan, was released on March {{vgy|1994}}. The main new feature in ''Super Turbo'' are the ability to perform a new type of special move called "Super Combos", with one available for each character. A Super Combo is a powerful special move (usually a more powerful version of one of the character's special moves) that can only be performed by filling out the Super Combo gauge. The Super Combo gauge is filled as the player performs regular and special moves against their opponent, which will be emptied again once a Super Combo is performed. | |||
==Development== | |||
Other additional features are added to the gameplay in ''Super Turbo'' such the ability to "juggle" or perform a combo against an opponent falling in the air. This can be done by connecting an air combo-capable attack with another air combo attack or with a Super Combo (and vice versa). The player can also escape from a throwing or holding attack and make a safe fall, reducing the damage from the attack. | |||
Although the original punching-pad cabinet of ''Street Fighter'' had not been very popular, the alternate six-button version was more successful, which began to generate interest in a sequel.<ref>{{cite web |last1=Leone |first1=Matt |title=Street Fighter 1: An oral history |url=https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |website=] |publisher=] |access-date=July 16, 2020 |date=July 7, 2020 |archive-date=July 16, 2020 |archive-url=https://web.archive.org/web/20200716104722/https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |url-status=live }}</ref> Capcom began to make fighting games a priority after ''Final Fight'' was commercially successful in the United States.<ref name="Edge-Makingof">{{cite magazine|title=The Making Of... Street Fighter II|magazine=]|publisher=]|location=]|date=March 2002|issue=108}}</ref> ] recounted: "The basic idea at Capcom was to revive ''Street Fighter'', a good game concept, to make it a better-playing arcade game."<ref>{{cite magazine|title=Interview: The Men Who Make Street Fighter II!|magazine=]|issue=59|publisher=]|date=June 1994|page=32}}</ref> | |||
Development of ''Street Fighter II'' took about two years<ref name="Edge-Makingof" /> and about 35 to 40 people, with ] as a producer, and ] and ] in charge of the game and character design, respectively.<ref name="Polygon" /><ref name="Edge-Makingof" /> The budget was estimated at {{US$|2,450,000|long=no|year=1991|round=-4}}.<ref name="Polygon" /> | |||
The increased game speed from ''Hyper Fighting'' returned. The game speed this time can be adjusted on the cabinet{{'}}s settings or be selected by the player at the start of the game. There are a total of four speed settings, which ranges to a normal speed setting to one which is faster than ''Hyper Fighting''. | |||
Funamizu notes that the developers did not particularly prioritize ''Street Fighter II''{{'}}s ]; he primarily ascribes the game's success to its appealing animation patterns. The quality of animation benefited from the developers' use of the ] hardware, with advantages including allowing different characters to occupy different amounts of memory. For example, ] can occupy 8 ]s and ] 12 megabits.<ref name="Edge-Makingof" /> | |||
In addition to all the characters featured in the original ''Super Street Fighter II'', a new character named ] (Gouki in Japan) was introduced. Akuma is featured in the game as both: a secret computer-controlled challenger and as well as a playable character. If the requirements are met, he will confront the player at the end of the single-player mode instead of the usual final match against M. Bison. In addition to Akuma, the player can also play as versions of the other characters from the original ''Super Street Fighter II''.<ref name=aac27>''All About Capcom Head-to-Head Fighting Games'', pg. 27</ref> | |||
The ] system came about by accident: | |||
===''Hyper Street Fighter II''=== | |||
{{nihongo|'''''Hyper Street Fighter II - The Anniversary Edition'''''|ハイバーストリートファイタ-Ⅱ|Haipā Sutorīto Faitā Tsū}} is the sixth and final arcade iteration of ''Street Fighter II'', released on December {{vgy|2003}} (nearly ten years after ''Super Turbo'') in Japan and Southeast Asia only. ''Hyper'' was a special version of ''Street Fighter II'' produced to commemorate the 15th anniversary of the ''Street Fighter'' series. The game system is based on ''Super Turbo'', but with the added feature of being able to select between characters from all five preceding iterations of ''Street Fighter II''. Players can choose between "Normal", "Champ" ("Dash" in Japan), "Turbo", "Super" and "Super T" ("Super X" in Japan) versions of the game{{'}}s cast and match against any other version (i.e: "Normal" Ken against "Turbo" Ryu). Each particular version of a character will have the same set of moves, animation frames and voice samples of the game they represent. Some characters are only available in certain modes: for example Cammy is only available in "Super" and "Super T", while Sagat is not selectable in "Normal". Furthermore, "Normal" versions of character cannot be matched against another "Normal" version of the same character (i.e: "Normal" Guile cannot fight another "Normal" Guile). All of the computer-controlled opponents in the single-player mode will fight in "Super T" mode only. | |||
{{blockquote|text=While I was making a bug check during the car bonus stage... I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles. Later we were able to make the timing more comfortable and the combo into a real feature. In we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! A bug? Maybe.|sign=Noritaka Funamizu<ref name="Edge-Makingof" />}} | |||
The arcade version of ''Hyper Street Fighter II'' was not released in North America and Europe. Instead, the game was released in those territories via its PlayStation 2 and Xbox ports. | |||
The vast majority of in-game music was composed by ]. This is ultimately the only game in the series on which Shimomura worked, as she left the company for ] two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks ("Versus Screen", "Sagat's Theme", and "Here Comes A New Challenger") for ''Street Fighter II'' and became the main composer on the subsequent versions. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, the composer on ''Street Fighter''. | |||
Location testing began in Japan.<ref name="Polygon"/> It was then exhibited in the United Kingdom at London's ] (ATEI) in January 1991.<ref name="theone">{{cite magazine|title = Coin-Operated Corkers!|date = 28 January 1991|url = https://archive.org/details/theone-magazine-29/page/n19|magazine = The One|publisher = emap Images|last = Nesbitt|first = Brian|issue = 29 (February 1991)|page = 20}}</ref> The same month, Capcom held a two-week location test in North America, before unveiling the game at Capcom's distributor conference on February 1, 1991, held at ], ].<ref name="RePlay6">{{cite magazine |title=Street Fighter II: interactive jawbreaker shines bright at Capcom's Florida dealer meet; nice goods! |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |pages=54, 56 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/54}}{{Dead link|date=January 2024}}</ref><ref>{{cite magazine |title=Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet |magazine=RePlay |date=February 1991 |volume=16 |issue=5 |page=36 |url=https://archive.org/details/re-play-volume-16-issue-no.-5-february-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%205%20-%20February%201991/page/36}}</ref> Capcom introduced ''Street Fighter II'' as its "greatest video game ever".<ref>{{cite magazine |title=Capcom Bows ''Street Fighter II'', Hints At 3D Coming On CPS |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |page=16 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/16}}</ref> | |||
==Ports== | ==Ports== | ||
{| class="wikitable sortable" style="font-size:95%;" | |||
===Consoles=== | |||
|- | |||
*The very first home version produced by Capcom was the ] version of ''Street Fighter II: The World Warrior'', released on ], {{vgy|1992}} in ] and on July in ]. This version introduced the 2-Player Versus Mode that allowed players to adjust their handicap and features a cheat code that allows two players to select the same character like in ''Champion Edition''. | |||
! Release date | |||
! Platform | |||
! Media | |||
! Developer | |||
! Publisher | |||
! Notes | |||
|- | |||
|{{vgrelease|JP|June 10, 1992|NA|July 15, 1992<ref name="egmbuyersguide1993"/>|EU|October, 1992<ref>{{cite web|url=https://archive.org/details/nintendo-magazine-system-2/page/64/mode/2up|title=Nintendo Magazine System Issue 02|website=Archive.org|date=November 1992|access-date=March 9, 2024}}</ref>}} | |||
|] | |||
|] | |||
|] | |||
|{{vgrelease|JP|Capcom|NA|Capcom|EU|]<ref>{{cite web|url=https://archive.org/stream/nforce-magazine-06/NForce_06_Dec_1992#page/n7/mode/2up|title=N-Force Magazine Issue 06|website=Archive.org|date=December 1992|access-date=January 18, 2015}}</ref>}} | |||
|Re-released on the ] and ] ]. | |||
|- | |||
|rowspan=7 | ] | |||
|]<ref name="gf_amiga">{{cite web|url=http://www.gamefaqs.com/amiga/921759-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224132618/http://www.gamefaqs.com/amiga/921759-street-fighter-ii/data|url-status=live}}</ref> | |||
|4 ]s | |||
|rowspan=4 | Creative Materials | |||
|rowspan=5 | ] | |||
|rowspan=5 | Released in Europe. | |||
|- | |||
|]<ref name="gf_st">{{cite web|url=http://www.gamefaqs.com/ast/948202-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133124/http://www.gamefaqs.com/ast/948202-street-fighter-ii/data|url-status=live}}</ref> | |||
|4 floppy disks | |||
|- | |||
|]<ref name="gf_c64">{{cite web|url=http://www.gamefaqs.com/c64/571874-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224132518/http://www.gamefaqs.com/c64/571874-street-fighter-ii/data|url-status=live}}</ref> | |||
|] or floppy disk | |||
|- | |||
|] | |||
|Cassette or floppy disk (unreleased) | |||
|- | |||
|]<ref name="gf_zx">{{cite web|url=http://www.gamefaqs.com/sinclair/946923-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224143633/http://www.gamefaqs.com/sinclair/946923-street-fighter-ii/data|url-status=live}}</ref> | |||
|Cassette or floppy disk | |||
|] | |||
|- | |||
|] (])<ref name="gf_pc">{{cite web|url=http://www.gamefaqs.com/pc/945853-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133215/http://www.gamefaqs.com/pc/945853-street-fighter-ii/data|url-status=live}}</ref> | |||
|3 floppy disks | |||
|Creative Materials | |||
|{{vgrelease|EU|U.S. Gold|NA|]}} | |||
|Released in North America and Europe. | |||
|- | |||
|] | |||
|Custom LCD hardware (handheld) | |||
|Tiger Electronics | |||
|Tiger Electronics | |||
|- | |||
|] | |||
|]<ref>{{cite web|url=http://www.gamefaqs.com/cps/937827-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133352/http://www.gamefaqs.com/cps/937827-street-fighter-ii/data|url-status=live}}</ref> | |||
|ROM cartridge | |||
|Capcom | |||
|Capcom | |||
|Released exclusively in Japan. | |||
|- | |||
|] | |||
|] | |||
|ROM cartridge | |||
|Sun L | |||
|Capcom<br />] | |||
| | |||
|- | |||
|rowspan=2 | ] | |||
|] | |||
| rowspan="2" |] | |||
|Capcom | |||
|Capcom | |||
|Included in '']''. Released exclusively ]. | |||
|- | |||
|] | |||
|Capcom | |||
|Capcom | |||
|Included in '']''. | |||
|- | |||
|] | |||
|]<ref>{{cite web|url=http://www.gamefaqs.com/mobile/924634-street-fighter-ii/data|title=Street Fighter II|website=Gamefaqs.com|access-date=January 18, 2015|archive-date=February 24, 2015|archive-url=https://web.archive.org/web/20150224133213/http://www.gamefaqs.com/mobile/924634-street-fighter-ii/data|url-status=live}}</ref> | |||
|] | |||
|Capcom | |||
|Capcom | |||
| | |||
|- | |||
|rowspan=3 | ] | |||
|] | |||
|rowspan=2 | ] | |||
|rowspan=2 | ] | |||
|rowspan=2 | Capcom | |||
|rowspan=2 | Included in '']''. Based on the PS1 version. | |||
|- | |||
|] | |||
|- | |||
|] | |||
|] | |||
|Capcom | |||
|Capcom | |||
|Included in '']''. Based on the PS1 version. | |||
|- | |||
|rowspan=4 | ] | |||
|] | |||
|rowspan=2 | ] | |||
|rowspan=4 | Digital Eclipse | |||
|rowspan=4 | Capcom | |||
|rowspan=4 | Included in '']''. | |||
|- | |||
|] | |||
|- | |||
|] | |||
|Flash based ROM cartridges | |||
|- | |||
|] | |||
|Online distribution | |||
|- | |||
|} | |||
===Super NES=== | |||
*In {{vgy|1993}}, a ] version of ''Street Fighter II Dash'' was produced by NEC Avenue and released in Japan on ]. A six-button controller was released specifically for the game. | |||
''Street Fighter II'' was released for the ] on June 10, 1992, in Japan, followed by a North American release for the ] in August and a European release in December. It is the first game released on a 16-megabit SNES cartridge. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity. This version has a secret code allowing both players to control the same character in a match, which is not possible in the original arcade version. The second player uses the same alternate color palette introduced in '']''. The four Shadaloo Bosses are still non-playable, but the code enables their ''Champion Edition'' color palette. Tatsuya Nishimura, who had recently joined Capcom from ], arranged the soundtrack with assistance from Shimomura, Abe, and Sakaguchi. | |||
The American SNES cartridge was re-released in November 2017 as a limited edition item to celebrate the anniversary of the ''Street Fighter'' series.<ref>{{cite web|last1=McWhertor|first1=Michael|title=Capcom re-releasing Street Fighter 2 on SNES cartridge|url=https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit|website=]|publisher=]|access-date=1 September 2017|date=30 August 2017|archive-date=1 September 2017|archive-url=https://web.archive.org/web/20170901034208/https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit|url-status=live}}</ref> | |||
*A second SNES version by Capcom, simply titled ''Street Fighter II Turbo'' (spelled without the prime mark, even in its Japanese release), was released shortly afterwards on ] in Japan and on August in North America. The primary game mode in this version is "Turbo" mode, which is based on the arcade version of ''Hyper Fighting''. The SNES version of ''Turbo'' allows players to adjust the game's speed from zero (normal) to four stars, with six additional speed settings available via a cheat code. A secondary game mode called "Normal" is also available, which is based on the arcade version of ''Champion Edition''. | |||
===Home computers=== | |||
*A ] port was produced titled ''Street Fighter II': Special Champion Edition'' (known as ''Street Fighter II Dash Plus'' in Japan and promoted as ''Street Fighter II′ Plus''), released in Japan on September 28 and during the same month in North America. ''Special Champion Edition'' features much of the same content as ''Turbo'' for the SNES, except the primary game mode is "Champ" ("Dash" in the Japanese version), a game mode based on the arcade ''Champion Edition'', while the secondary game mode available is "Hyper" ("Exciting" in the Japanese version), based on ''Hyper Fighting''. This port contains an exclusive five-on-five "Group Battle" mode and the ability to disable any of the characters' special moves in Versus Mode. A six-button controller was also made for this version of the game. Unlike the previous SNES and PC-Engine ports, this version features the original attract sequence from the original arcade game featuring the two generic fighters fighting in front of crowd. In the western versions of the port, the African-American fighter who gets defeated by the Caucasian fighter is replaced by another Caucasian fighter. | |||
] released versions of ''Street Fighter II'' for various ] platforms in Europe, namely the ], ], ], ] (]), and ]. These were all developed by Creative Materials, except the ZX Spectrum version by ]. The PC version was also published in North America by ].<ref name="gf_pc"/> These versions suffer numerous inaccuracies, such as missing graphical assets and music tracks, miscolored palettes, and lack of six-button controls due to these platforms having only one or two-button joysticks as standard at the time. Though officially advertised by US Gold along with the C64 and ZX Spectrum conversions and anticipated in magazines, the ] development by Creative Materials was canceled.<ref>{{cite web|url=http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/|title=5 Street Fighter Ii Ports You Don't Know About|website=Retrogamingmagazine.com|date=11 December 2014|access-date=December 11, 2015|archive-date=24 December 2015|archive-url=https://web.archive.org/web/20151224004756/http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/|url-status=live}}</ref> | |||
===Tiger Electronics=== | |||
*In {{vgy|1994}}, Capcom produced ports of ''Super Street Fighter II'' for the SNES and Genesis/Mega Drive were released on ] in Japan and in August in North America. Both ports feature the standard arcade style mode (dubbed "Super Battle"), as well as a 2-Player "Vs. Battle" and the "Group Battle" mode from the previous Mega Drive/Genesis edition. Both ports also feature an eight-player "Tournament Battle" mode, similar to the "Tournament Battle" version of the arcade ''Super Street Fighter II'', as well as a "Time Battle" mode, in which a single player must defeat the computer in a single-round match in the best time possible. | |||
This standalone handheld machine was missing Chun-Li and Dhalsim.<ref>{{cite web | url=https://www.ign.com/games/street-fighter-ii-lcd-game | title=Street Fighter II [LCD] }}</ref> | |||
===Game Boy=== | |||
*A version of ''Super Street Fighter II Turbo'' for the ] was on November {{vgy|1994}}. This port features an ] version of the original CPS II soundtrack. | |||
The Game Boy version of ''Street Fighter II'' was released on August 11, 1995, in Japan, and in September 1995 internationally. It is missing Dhalsim, E. Honda, and Vega. The graphics, character portraits, and stages are based on ''Super Street Fighter II'', although some moves (ex: Blanka's Amazon River Run) from ''Super Street Fighter II Turbo'' are included. Because the Game Boy only has two buttons, the strength of punches and kicks is determined by the duration of button presses. | |||
===Compilations=== | |||
*In {{vgy|1997}}, Capcom released a compilation for the ] and ] titled ''Street Fighter Collection'', a two-disc set which features ''Super Street Fighter II'' and ''Super Turbo'' on one disc and ''Street Fighter Alpha 2 Gold'' (a minor upgrade of the original '']'') on the other. | |||
''Street Fighter II'', ''Champion Edition'', and ''Turbo'' are in the compilation '']'' for the ] and ], which was released in North America and Europe as ''Street Fighter Collection 2''. All three games are in '']'' for the ] and ], and in ''Capcom Classics Collection Reloaded'' for the ]. In 2011, all three games were released on ] devices as the ''Street Fighter II Collection'',<ref>{{cite web | url=https://news.capcomusa.com/lets/browse/final-fight-and-street-fighter-ii-collection-coming-to-ios-devices | title=Final Fight and Street Fighter II Collection coming to iOS Devices }}</ref> though the compilation was later delisted from the ]. In 2018, ''Street Fighter II'' was one of the many games included in the '']'' for the ], ], ] and ]. | |||
==Updated versions== | |||
*A ] port of ''Street Fighter II′'' was also released in 1997 for the ]ian market, published by ]. This version, based on ''Champion Edition'' (hence the prime symbol), features only eight characters: Dhalsim, Honda, Zangief and Vega are not in this version.<ref name="sf2sms">{{cite web | editor=GameSpot Staff | year=2006 | title=Street Fighter II' | url=http://www.gamespot.com/sms/action/streetfighter2/index.html | accessdate = 2006-08-08}}</ref> | |||
''Street Fighter II'' spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game. | |||
* |
* '']'', released in arcades in March 1992, rebalances characters' power levels, allows both players in two-player matches to select the same character (distinguished by alternate costume colors) and allows players to choose the four previously computer-only boss characters. | ||
* '']'', released in December 1992, increased playing speed and gave some characters new special moves. It was Capcom's official response to a wave of unauthorized modifications for arcade cabinets of ''Champion Edition'', such as the so-called ]. | |||
* '']'', released in September 1993, used the more advanced ] which allowed for updated graphics and audio. It introduces four new characters, but relieved the speed increase of ''Street Fighter II Turbo: Hyper Fighting''. | |||
* '']'', released in February 1994, combines the improvements of ''Super Street Fighter II'' with the previous ''Turbo (Hyper Fighting)'' edition. It allows for a selective game speed, introduces powered-up special moves called Super Combos, and adds a new hidden character. | |||
All arcade ''Street Fighter II'' games have been ported to various platforms, as individual releases and in compilations. Later home console revisions further reinvented elements from the arcades: '']'' released in December 2003 (later given an arcade release); '']'' released in November 2008, and '']'' released in May 2017, adding three characters who previously debuted outside the ''Street Fighter II'' line of titles. | |||
*In {{vgy|2000}}, Capcom released ''Super Street Fighter II X for Matching Service'' for the ] in Japan as a mail-order title via Dreamcast Direct. This version which features an online-compatible Vs. Mode and restores the bonus rounds from previous ''Street Fighter II'' games which were removed from the arcade version of ''Super Turbo''. | |||
In 1995, Capcom released a prequel successor to the series, ], and then a complete sequel in 1997, ]. | |||
*In {{vgy|2003}}, Capcom released ''Hyper Street Fighter II'' for the ] in Japan and Europe. Similar to the "Super Vs. Mode" in ''Street Fighter Collection 2'', this version of the game allows players to select from different versions of the selectable from the five arcade games. ''Hyper'' includes an option for CPS, CPS II and Arranged soundtrack, as well as an edited cut of the ''Street Fighter II'' animated movie. The PS2 version of ''Hyper'' was released in North America as part of bundle titled '']'', which also includes a PS2 port of '']''. The ''Anniversary Collection'' was later released for the ] in all three territories. | |||
In addition to official updated versions, numerous counterfeit modified versions of ''Street Fighter II'' were in wide circulation. For example, nine different counterfeit versions were available on the Super Famicom in Japan by December 1992.<ref>{{cite news |editor1-last=Gregory |editor1-first=Mark |title=The Buzz: Valken the Wildside |url=https://archive.org/details/MEGA-guide/The%20Sun%20MEGA%20Guide%20%281992-12-18%29/page/n1/mode/1up |work=Mega Guide |date=18 December 1992 |pages=2–3}}</ref> | |||
*In {{vgy|2005}}, Capcom released '']'' for the PS2 and Xbox, which features all 16 games from the ''Capcom Generation'' compilations for the PlayStation, including the three ''Street Fighter II'' games. A second compilation, '']'', released in {{vgy|2006}} for the PS2 and Xbox, contains the original ''Street Fighter'' and a port of ''Super Street Fighter II Turbo''. | |||
==Reception== | |||
* An online-enable version of ''Street Fighter II {{'}}: Hyper Fighting'' was released for the ] in {{vgy|2006}} as a downloadable game available for the ] service. A ] remake titled '']'' is currently being developed for the Xbox Live Arcade and ] download services. ''HD Remix'' will feature new sprites and backgrounds rendered with high-resolution artwork drawn by ] and remixed music by ], among other changes.<ref></ref> | |||
===Commercial=== | |||
By 1994, ''Street Fighter II'' had been played by an estimated 25 million people in the United States alone, across arcades and homes.<ref name="businessweek_sfii">{{cite magazine|year=1994|title=Business Week|url=https://books.google.com/books?id=kAseAQAAMAAJ|magazine=]|publisher=]|issue=3392–3405|page=58|access-date=January 25, 2012|quote=Japan's Capcom Co. has sold 12 million copies of its Street Fighter games worldwide and figures that 25 million Americans have played the games at home or in arcades.|archive-date=April 9, 2023|archive-url=https://web.archive.org/web/20230409095518/https://books.google.com/books?id=kAseAQAAMAAJ|url-status=live}}</ref> All versions of ''Street Fighter II'' are estimated to have grossed a total of {{US$|10.61 billion|long=no}} in revenue, mostly from the arcade market. {{As of|2017}}, it is one of the top three highest-grossing video games of all time, along with '']'' (1978) and '']'' (1980).<ref name="gamerevolution">{{cite web|url=https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|title=World of Warcraft Leads Industry With Nearly $10 Billion In Revenue|date=26 January 2017|website=GameRevolution|access-date=9 January 2019|archive-date=20 April 2021|archive-url=https://web.archive.org/web/20210420110806/https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|url-status=live}}</ref> | |||
====Arcade versions==== | |||
* All three ''Street Fighter II'' games released for the SNES, as well as ''Special Champion Edition'' for the Genesis, have also been released for the ] through the ] service. | |||
''Street Fighter II'' was not immediately successful in Japan, as most arcade players were initially playing it solo, rather than multiplayer as originally intended. Yoshiki Okamoto was disappointed with its initial performance, and was told he should have produced another solo beat 'em up like ''Final Fight'' instead. After Japanese arcade magazine '']'' began publishing articles informing readers about the "battle play" feature, the game began gaining considerable popularity in Japanese arcades.<ref name="Polygon"/> In Japan, '']'' magazine listed the game on their April 1, 1991 issue as being the second most-successful ] of the month, outperforming games such as '']'' and '']'',<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=400|publisher=]|date=1 April 1991|pages=32–3|lang=ja|url=https://onitama.tv/gamemachine/pdf/19910401p.pdf|archive-url=https://web.archive.org/web/20200131224724/https://onitama.tv/gamemachine/pdf/19910401p.pdf|archive-date=31 January 2020|url-status=live}}</ref> before ''Street Fighter II'' topped the charts two weeks later.<ref name="GM401">{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=401|publisher=]|date=15 April 1991|pages=17, 25|lang=ja|url=https://onitama.tv/gamemachine/pdf/19910415p.pdf|archive-url=https://web.archive.org/web/20200131224723/https://onitama.tv/gamemachine/pdf/19910415p.pdf|archive-date=31 January 2020|url-status=live}}</ref> It went on to become the highest-grossing ] in Japan,<ref name="Gamest5">{{cite magazine |title=第5回ゲーメスト大賞 |trans-title=5th Gamest Awards |magazine=] |date=December 28, 1991 |volume=68 (February 1992) |pages=1–17 |language=ja}} {{Webarchive|url=https://web.archive.org/web/20080708023228/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |date=2008-07-08 }}</ref><ref name="GM419">{{cite magazine |title="Final Fight II" and "Final Lap 2" Top Videos: Video Games of The Year '91 |magazine=] |issue=419 |publisher=] |date=1 February 1992 |page=26 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19920201p.pdf#page=14 |archive-url=https://web.archive.org/web/20200131224217/https://onitama.tv/gamemachine/pdf/19920201p.pdf |archive-date=31 January 2020 |url-status=live }}</ref> and then it again became the highest-grossing ].<ref name="Gamest6">{{cite magazine |title=第6回ゲーメスト大賞 〜 インカム部門 |trans-title=6th Gamest Awards – Income Category |magazine=] |date=December 28, 1992 |volume=84 (February 1993) |pages=8–28 (27) |language=ja}} {{Webarchive|url=https://web.archive.org/web/20080708023308/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |date=2008-07-08 }}</ref><ref name="GM441">{{cite magazine |title=Overseas Readers Column: "SF II", "Exhaust Note" Top Videos '92 |magazine=] |issue=441 |publisher=] |date=1–15 January 1993 |page=36 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19930101p.pdf#page=19 |archive-url=https://web.archive.org/web/20200131223848/https://onitama.tv/gamemachine/pdf/19930101p.pdf |archive-date=31 January 2020 |url-status=live }}</ref> ''Street Fighter II Turbo'' became the highest-grossing ], with ''Street Fighter II Dash'' (''Champion Edition'') at number four and ''The World Warrior'' at number nine.<ref name="Gamest7">{{cite magazine |title=第7回 ゲーメスト大賞 〜 ヒットゲーム BEST 10 〜 インカム中心 |trans-title=7th Gamest Awards – Hit Games: Best 10 – Income Center |magazine=] |date=December 27, 1993 |volume=107 (February 1994) |pages=20–43 (39) |language=ja}} {{Webarchive|url=https://web.archive.org/web/20210210183949/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html |date=2021-02-10 }}</ref> | |||
''Street Fighter II'' was similarly successful in the ].<ref name="Curran-38"/> In the United States, the game was more immediately successful as it exceeded expectations in test markets,<ref name="Polygon"/><ref name="RePlay6"/> with individual machines earning {{US$|1,300–1,400|long=no}} per week,<ref name="Polygon"/> Capcom USA sales representative Jeff Walker predicted it would "become the kit of 1991" and ''RePlay'' magazine said the game showed there was "plenty of life" left in the then struggling arcade business.<ref name="RePlay6"/> By March, it had become a blockbuster<ref>{{cite magazine |title=A Wealth of Games |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=109 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/109}}</ref> and the top-grossing game in the United States,<ref>{{cite magazine |title=Sneak Preview: what new games will be unveiled at this month's ACME? RePlay sneaks a peek at videos, pins & redemption games |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |pages=68–72 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/68}}</ref><ref>{{cite magazine |title=ACME '91: American Coin Machine Exposition |magazine=RePlay |date=April 1991 |volume=16 |issue=7 |pages=ACME 1–8, p. 56 |url=https://archive.org/details/re-play-volume-16-issue-no.-7-april-1991-600DPI/RePlay%20-%20Volume%2016%2C%20Issue%20No.%207%20-%20April%201991/page/21}}</ref> giving a substantial boost in earnings for street operators.<ref>{{cite magazine |last1=Taylor |first1=Yogi |title=Street Power! "Capcom's new ''Street Fighter II'' increased my route earnings by 50%," says California street operator Yogi Taylor |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |pages=112, 114 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/112}}</ref> It topped the ''RePlay'' arcade software charts from May 1991 through August 1992, for a total of 16 months.{{efn|<ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=June 1991 |volume=16 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-9-june-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%209%20-%20June%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=July 1991 |volume=16 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-10-july-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2010%20-%20July%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=August 1991 |volume=16 |issue=11 |page=3 |url=https://archive.org/details/re-play-volume-16-issue-no.-11-august-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2011%20-%20August%201991/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=September 1991 |volume=16 |issue=12 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-12-september-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2012%20-%20September%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=October 1991 |volume=17 |issue=1 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-1-october-1991-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%201%20-%20October%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=November 1991 |volume=17 |issue=2 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-2-november-1991-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%202%20-%20November%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=December 1991 |volume=17 |issue=3 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-3-december-1991-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%203%20-%20December%201991/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=January 1992 |volume=17 |issue=4 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=March 1992 |volume=17 |issue=6 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-6-march-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%206%20-%20March%201992/page/4}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=April 1992 |volume=17 |issue=7 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay%20-%20Volume%2017%2C%20Issue%20No.%207%20-%20April%201992/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=May 1992 |volume=17 |issue=8 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-8-may-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%208%20-%20May%201992/page/n3/mode/2up}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=June 1992 |volume=17 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-9-june-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%209%20-%20June%201992/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=July 1992 |volume=17 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-10-july-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%2010%20-%20July%201992/page/n3}}</ref><ref>{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=August 1992 |volume=17 |issue=11 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-11-august-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%2011%20-%20August%201992/page/4}}</ref>}} On the '']'' arcade charts, it was the top-grossing video game during January{{ndash}}February 1992<ref>{{cite magazine |title=Equipment Poll |magazine=] |date=January 1992 |volume=18 |issue=1 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-1-january-1992-600dpi/Play%20Meter%20-%20Volume%2018%2C%20Number%201%20-%20January%201992/page/n7/mode/2up}}</ref><ref>{{cite magazine |title=Equipment Poll |magazine=] |date=February 1992 |volume=18 |issue=3 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-2-february-1992-600dpi/page/n7/mode/2up}}</ref> and May 1992.<ref>{{cite magazine |title=Equipment Poll |magazine=] |date=May 1992 |volume=18 |issue=6 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-6-may-1992-600dpi/Play%20Meter%20-%20Volume%2018%2C%20Number%206%20-%20May%201992/page/n7/mode/2up}}</ref> ''Street Fighter II'' was the highest-grossing arcade game of 1991 in the United States,<ref name=":1">{{cite magazine |title=ACME '92: Play Meter and AAMA present annual awards |magazine=] |date=April 1992 |volume=18 |issue=5 |pages=66, 68 |url=https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%205%20-%20April%201992/page/n129}}</ref><ref name=":2">{{cite magazine |title=Coin Machine - Seven Manufacturers Receive AAMA Awards |magazine=] |date=April 18, 1992 |page=25 |issn=0008-7289 |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf#page=27 |archive-url=https://web.archive.org/web/20200812054207/https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf |archive-date=August 12, 2020 |url-status=live }}</ref> and one of the top five highest-grossing arcade conversion kits of 1992<ref>{{cite magazine |title=Coin Machine: AMOA JB Award Nominees Announced |magazine=] |date=August 29, 1992 |page=29 |url=https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf |archive-url=https://web.archive.org/web/20210513065410/https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf |archive-date=May 13, 2021 |url-status=live }}</ref><ref>{{cite magazine |title=Game Awards |magazine=RePlay |date=October 1992 |volume=18 |issue=1 |page=61 |url=https://archive.org/details/re-play-volume-18-issue-no.-1-october-1992-600dpi/RePlay%20-%20Volume%2018%2C%20Issue%20No.%201%20-%20October%201992/page/61}}</ref> (below ''Champion Edition'').<ref name="RePlay2"/> Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry<ref>{{cite magazine |last1=Moore |first1=Dale |title=Viewpoints |magazine=RePlay |date=January 1992 |volume=14 |issue=7 |page=14 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/14}}</ref> and become the best-selling arcade game in ten years.<ref>{{cite magazine |title=Distributing: East and West |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |page=114 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/114}}</ref> '']'' noted in its October 1992 issue, "Not since the ] has an arcade game received so much attention and all-out fanatical popularity."<ref name="eg_review"/> It was similarly successful in Australia, where it was performing strongly after 16 months on the market, with ''Leisure Line'' magazine noting in 1992 that not "since the days of '']'' (1978) has a game had such longevity".<ref name="Leisure">{{cite magazine |title="Street Fighter II' CE" Has Legs |magazine=Leisure Line |date=June 1992 |page=3 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n2}}</ref> | |||
===Portables=== | |||
] | |||
*A ] version of ''Street Fighter II'' was released in {{vgy|1995}}. This version features a graphic design based on ''Super Street Fighter II'', but features only nine of the original twelve characters. Dhalsim, E. Honda and Vega, as well as all the new characters introduced in ''Super'' and ''Super Turbo'' were left out in this version due to limited space. The controls and some of the moves were modified due to the two-button configuration of the Game Boy console. | |||
In 1991, 50,000 arcade units were sold worldwide, including 17,000 units in Japan, with Capcom reporting continued production of arcade units due to repeat orders.<ref name="GM419"/> In the United Kingdom, '']'' reported in July 1991 that spectators were betting on players at ] arcades.<ref name="Your Commodore"/> Between early 1991 and early 1993, ''Street Fighter II'' had captured about 60% of the global coin-op market, including 10,000 units installed in the United Kingdom by mid-1991, with individual machines in the UK estimated to be taking between {{£|70–1,000|long=no|link=yes}} per week over the next two years.<ref name="Mega18">Interview with David Snook, editor of '']'', published in {{cite magazine |title=The making of Street Fighter 2 - a video game legend |magazine=] |date=17 June 1993 |issue=10 (July 1993) |pages=14-35 (18-21) |url=https://retrocdn.net/images/0/07/Mega_UK_10.pdf#page=18 |archive-url=https://web.archive.org/web/20210429083203/https://retrocdn.net/images/0/07/Mega_UK_10.pdf |archive-date=29 April 2021 |url-status=live }}</ref> ''Street Fighter II'' generated an estimated annual revenue of {{£|260 million|long=no}} in the UK alone for the two years between mid-1991 and mid-1993,<ref name="Mega18"/> totaling {{£|{{#expr:260*2}} million|long=no}} ({{US$|{{To USD|520|GBR|year=1992|round=yes}} million|long=no}} at the time, equivalent to ${{formatprice|{{Inflation|US|913000000|1992|r=0}}}} in {{Inflation-year|USD}}). | |||
*''Super Street Fighter II Turbo Revival'' was later released for the ] in {{vgy|2001}}. ''Revival'' is not direct port of the arcade ''Super Turbo'', but rather an original portable version of the game based on it. The controls, much like the Game Boy version of the original ''Street Fighter II'', has been modified due to the platform{{'}}s four-button setup. ''Revival'' features all seventeen characters from the arcade version, with Akuma now a regular character, with his own Super Combo move. The artwork for the character select screen, victory screen and the character endings have all been remade by Capcom artist Edayan. The English localization was also revised. The backgrounds for Ryu's, Ken's, Chun-Li's, Guile's, Zangief's, Balrog's and Bison's stages have all been replaced, with some of the backgrounds taken from the later ''Street Fighter Alpha'' and ''Street Fighter III'' games. | |||
The company sold more than 60,000 ] of the original ''Street Fighter II'',<ref name="Kent-446">{{Cite book|first=Steven L.|last=Kent|author-link=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=]|url=https://books.google.com/books?id=C2MH05ogU9oC|access-date=April 9, 2011|page=446|quote=Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.|isbn=978-0-7615-3643-7|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=C2MH05ogU9oC|url-status=live}}</ref> including about 20,000 to 25,000 units in the United States.<ref name="Polygon"/> It was followed by ''Street Fighter II′'' (''Dash'' or ''Champion Edition''), of which 140,000 arcade units were sold in Japan alone, where it cost ]160,000 (]1300) for each unit, amounting to ¥22.4 billion ($182 million) revenue generated from hardware sales in Japan<ref name="Edge-Dash">{{cite magazine|title=The Making Of... Street Fighter II|magazine=]|publisher=]|location=]|date=March 2002|issue=108|quote=Noritaka Funamizu: We made ''Street Fighter 2 Dash'', and sales were so high. I mean the game cost around ¥150,000 or ¥160,000 and we sold about 140,000 of them. I can't even imagine such numbers now.}}</ref><ref name="Curran-38">{{Cite book|title=Game plan: great designs that changed the face of computer gaming|author=Ste Curran|publisher=Rotovision|year=2004|isbn=2-88046-696-2|page=38|url=https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|access-date=April 11, 2011|quote=When ''Street Fighter II′'' (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's ''Titanic'' wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|url-status=live}}</ref> (equivalent to ${{formatprice|{{inflation|US|182000000|1991|r=0}}}} in {{Inflation-year|USD}}),<ref>{{cite web|title=Five Ways to Compute the Relative Value of a Japanese Yen Amount, 1879 - 2009|publisher=Measuring Worth|url=http://measuringworth.com/japancompare/|access-date=April 25, 2011|url-status=dead|archive-url=https://web.archive.org/web/20110405062703/http://www.measuringworth.com/japancompare/|archive-date=April 5, 2011}}</ref> in addition to about 20,000 to 25,000 units sold in the United States.<ref name="Polygon"/> On the US ''RePlay'' arcade charts for July 1992, ''Champion Edition'' was number one on the upright cabinets chart (above ]'s '']'') while the original ''Street Fighter II'' was number two on the coin-op software chart (below ]'s '']'').<ref name="replay_1992-07">{{cite magazine |title=Top Coin-Ops of July, 1992 |magazine=] |date=10 November 1992 |volume=1 |issue=3 (December 1992) |page=18 |url=https://archive.org/details/Electronic-Games-1992-12/page/n17}}</ref> ''Street Fighter II'' generated {{US$|1.5 billion|long=no}} (equivalent to ${{formatprice|{{inflation|US|1500000000|1992|long=no}}}} in {{Inflation-year|USD}}) annually in 1993, making it the year's highest-grossing entertainment product, above the film '']''.<ref>{{cite book |last1=Goldstein |first1=Jeffrey H. |chapter=Immortal Kombat: War Toys and Violent Video Games |title=Why We Watch: The Attractions of Violent Entertainment |date=1998 |publisher=] |isbn=978-0-19-802790-4 |pages=53–68 (53) |chapter-url=https://books.google.com/books?id=Cc_QCwAAQBAJ&pg=PA53 |quote=Its financial success was exceeded only by a video game with violence as its theme. "One single game{{ndash}}''StreetFighter II''{{ndash}}made {{US$|1.5 billion|long=no}} last year . Nothing, not even ''Jurassic Park'', touched that success in the entertainment business," said screenwriter Michael Backes (quoted in Covington, 1994).}}</ref><ref name="Kirsh-228">{{Cite book|title=Children, adolescents, and media violence: a critical look at the research|author=Steven J. Kirsh|publisher=]|year=2006|isbn=0-7619-2976-2|url=https://archive.org/details/childrenadolesce00stev|url-access=registration|access-date=April 23, 2011|page=|quote=In 1993, sales of the violent fighting video game Street Fighter II exceeded $1.5 billion.}}</ref> In January 1994, Capcom referred to ''Street Fighter II'' as "the most successful video game series of the decade" while promoting ''Super Street Fighter II''.<ref>{{cite magazine |title=More Fighters, More Moves, More Profits: Super Street Fighter II |magazine=] |date=January 1994 |volume=20 |issue=1 |page=25 |url=https://archive.org/details/play-meter-volume-20-number-1-january-1994/Play%20Meter%20-%20Volume%2020%2C%20Number%201%20-%20January%201994/page/25}}</ref> In early 1994, Capcom projected sales of ''Super Street Fighter II'' to reach 100,000 arcade units.<ref name="Handbook">{{cite magazine |title=Japan Company Handbook: Second Section |magazine=Japan Company Handbook: Second Section |date=Spring 1994 |issue=1 |page=758 |url=https://books.google.com/books?id=HqC0AAAAIAAJ |publisher=] |quote=Sales of "Street Fighter II Turbo" aimed at 4.2 mil units, and commercial-use "Super Street Fighter II" at 100,000 units, in current term.}}</ref> According to the March 1995 issue of '']'', the game had earned "billions of dollars in profit".<ref>{{cite magazine |title=Street Fighter II Movie |magazine=] |date=March 1995 |volume=3 |issue=3 |pages=26–7 |url=https://archive.org/details/GamefanVolume3Issue03March1995/page/n25/mode/2up}}</ref> | |||
*The {{vgy|2006}} compilation '']'' for the ], contains the first three ''Street Fighter II'' games, as featured in ''Street Fighter Collection 2''. | |||
{|class="wikitable" style="text-align:center" | |||
* Mobile phone versions of the original ''Street Fighter II'' and ''Champion Edition'' have also been released. | |||
|- | |||
! rowspan=2 | Title | |||
! rowspan=2 | Region | |||
! rowspan=2 | ] | |||
! colspan=2 | ] ({{estimation}} ]) | |||
! rowspan=2 | Peak chart position | |||
|- | |||
! No inflation | |||
! With inflation | |||
|- | |||
| rowspan="5" | ''Street Fighter II: The World Warrior'' | |||
| ] | |||
| rowspan="5" | 60,000+<ref name="Kent-446"/> | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref name="Gamest5"/><ref name="Gamest6"/><ref name="GM419"/><ref name="GM441"/> | |||
|- | |||
| ] | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref name="Leisure"/> | |||
|- | |||
| Hong Kong | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref name="GM401"/> | |||
|- | |||
| ] | |||
| {{US$|{{To USD|520|GBR|year=1992|round=yes}} million|long=no}} {{small|({{as of|1993|lc=y}})}}<ref name="Mega18"/> | |||
| {{US$|{{Inflation|US|0.913|1992|r=1}} billion|long=no}} | |||
| #1<ref name="Mega18"/> | |||
|- | |||
| ] | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine |title=Top Coin-Ops of May 1992 |magazine=] |date=October 1992 |volume=1 |issue=1 |page=14 |url=https://archive.org/details/Electronic-Games-1992-10/page/n13}}</ref><ref name=":1"/><ref name=":2"/> | |||
|- | |||
| rowspan="3" | '']'' | |||
| Japan | |||
| 140,000<ref name="Curran-38"/><ref name="Edge-Dash"/> | |||
| rowspan="3" | {{US$|2.312 billion|long=no}} {{small|(as of 1995)}}<ref>{{cite web|title=Top 10 Biggest Grossing Arcade Games|website=]|url=http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time|access-date=January 25, 2013|archive-date=January 11, 2016|archive-url=https://web.archive.org/web/20160111065518/http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time|url-status=dead}}</ref> | |||
| rowspan="3" | {{US$|{{Inflation|US|2.312|1992|r=2}} billion|long=no}} | |||
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=426|publisher=]|date=15 May 1992|page=29|lang=ja}}</ref> | |||
|- | |||
| United States | |||
| 20,000+<ref name="Polygon"/> | |||
| #1<ref name="replay_1992-07"/><ref name="RePlay2">{{cite magazine |title=Banquet Hoedown! Game Awards |magazine=RePlay |date=November 1992 |volume=18 |issue=2 |pages=78–80 |url=https://archive.org/details/re-play-volume-18-issue-no.-2-november-1992-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%202%20-%20November%201992/page/78/mode/2up}}</ref> | |||
|- | |||
| Australia | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine |title=Test Reports |magazine=Leisure Line |date=June 1992 |page=34 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n33}}</ref> | |||
|- | |||
| rowspan="2" | '']'' | |||
| Japan | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=443|publisher=]|date=15 February 1993|page=29|lang=ja|url=https://onitama.tv/gamemachine/pdf/19930215p.pdf#page=15|archive-url=https://web.archive.org/web/20200131223824/https://onitama.tv/gamemachine/pdf/19930215p.pdf|archive-date=31 January 2020|url-status=live}}</ref><ref name="Gamest7"/> | |||
|- | |||
| United States | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite web|url=https://archive.org/stream/Electronic-Games-1993-06/Electronic%20Games%201993-06#page/n13/mode/2up|title=Electronic Games 1993-06|website=archive.org|date=June 1993 |access-date=January 18, 2015}}</ref> | |||
|- | |||
| rowspan="2" | '']'' | |||
| Japan | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=460|publisher=]|date=1 November 1993|pages=25|lang=ja|url=https://onitama.tv/gamemachine/pdf/19931101p.pdf#page=13|archive-url=https://web.archive.org/web/20200131223721/https://onitama.tv/gamemachine/pdf/19931101p.pdf|archive-date=31 January 2020|url-status=live}}</ref> | |||
|- | |||
| United States | |||
| 1,000+<ref>{{cite magazine |title=Hot Off The Press! Revenue Sharing |magazine=RePlay |date=October 1993 |volume=19 |issue=1 |page=9 |url=https://archive.org/details/re-play-volume-19-issue-no.-1-october-1993-600dpi/RePlay%20-%20Volume%2019%2C%20Issue%20No.%201%20-%20October%201993/page/9}}</ref><ref name="Handbook"/> | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=]|issue=461|publisher=]|date=1 December 1993|pages=25–6|lang=ja|url=https://onitama.tv/gamemachine/pdf/19931201p.pdf#page=13|archive-url=https://web.archive.org/web/20200131223711/https://onitama.tv/gamemachine/pdf/19931201p.pdf|archive-date=31 January 2020|url-status=live}}</ref> | |||
|- | |||
| rowspan="2" | '']'' | |||
| Japan | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine |title=第8回 ゲーメスト大賞 |trans-title=8th Gamest Awards |magazine=] |date=December 27, 1994 |volume=136 (January 1995) |pages=40–59 |lang=ja}} {{Webarchive|url=https://web.archive.org/web/20090304183330/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html |date=2009-03-04 }}</ref> | |||
|- | |||
| United States | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| {{Unknown}} | |||
| #1<ref>{{cite magazine |title=Charts - Arcade: PCBs |magazine=] |issue=10 (July 1994) |publisher=] |date=26 May 1994 |page=85 |url=https://archive.org/details/EDGE.N010.1994.07/page/n84}}</ref> | |||
|- | |||
! Total | |||
! Worldwide | |||
! 221,000+ | |||
! {{US$|{{#expr:10.61/2 round 2}} billion|long=no}}+<ref name="gamerevolution"/> | |||
! {{US$|{{Inflation|US|5.31|1991|r=2}} billion|long=no}}+ | |||
! #1 | |||
|} | |||
In addition to Capcom's official arcade units, many pirated counterfeit ''Street Fighter II'' arcade clone units were sold across the world.<ref name="Polygon"/><ref name="RePlay"/> ''RePlay'' noted in January 1993 that ''Street Fighter II'' had "single-handedly re-ignited the worldwide black market in counterfeit ] and speed-up kits".<ref name="RePlay">{{cite magazine |title=The Bottom Line |magazine=RePlay |date=January 1993 |volume=18 |issue=4 |pages=32, 34, 42 |url=https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%204%20-%20January%201993/page/32}}</ref> Many counterfeit arcade units often outsold official ''Street Fighter II'' ]s in various markets. For example, about 200,000 counterfeits were in ] alone, where Capcom did not officially sell the game.<ref name="Polygon"/> Bondeal from ] produced 3,000 copied arcade units per month for markets such as ], and a ]ese firm produced 20,000 copied arcade units in 1991;<ref name="RePlay-17-4">{{cite magazine |title=Hot Off The Press! Bondeal Replies |magazine=RePlay |date=January 1992 |volume=17 |issue=4 |page=3 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/n2}}</ref> in Taiwan, up to 150,000 clone units were manufactured by 1992.<ref>{{cite magazine |title=The Shadow World Of Counterfeits: Korea, Taiwan, Italy & Spain identified as major sources of video copies; strange alliances and twisting trails lead from makes to final users |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |pages=29–32 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/29}}</ref> Many counterfeit units were in ], such as a trader selling about 100 ''Street Fighter II'' PCBs by 1992.<ref name="RePlay41">{{cite magazine |title=Cops Nab Copiers: counterfeit buyers & sellers arrested in three countries; government enforcement heats up in U.S., Canada & Korea. |magazine=RePlay |date=April 1992 |volume=17 |issue=7 |pages=41–2 |url=https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay%20-%20Volume%2017%2C%20Issue%20No.%207%20-%20April%201992/page/41}}</ref> Seven different versions of the game claimed to be sequels in 1992, mostly from Hong Kong, and one named ''Champion of Champion Editions'' reportedly was in British arcades.<ref name="CVG134">{{cite magazine |title=News: Street Fighter 21 |magazine=] |date=15 December 1992 |issue=134 (January 1993) |page=14 |url=https://retrocdn.net/images/9/92/CVG_UK_134.pdf#page=14 |archive-url=https://web.archive.org/web/20171201041607/https://retrocdn.net/images/9/92/CVG_UK_134.pdf |archive-date=1 December 2017 |url-status=live }}</ref> Capcom and its partners took legal action against counterfeit arcade units in regions such as ],<ref name="GM419"/> ],<ref name="RePlay"/> South Korea,<ref name="RePlay41"/> and ].<ref name="RePlay-17-4"/> | |||
===Computers=== | |||
A ] port of ''Street Fighter II'' was published and developed by US Gold in 1992.<ref></ref> It only had two attack buttons: one for punching and one for kicking. In this port, special moves were more difficult to perform and the keyboard controls were often unresponsive. Ports for ],<ref></ref> ],<ref></ref> ]<ref></ref> and ]<ref></ref> were also released by ]. Capcom later released a PC port of ''Super Street Fighter II'' in {{vgy|1996}} based on the SNES version. During the same year, ] released a CD-ROM-based port of ''Super Street Fighter II Turbo''. | |||
====Home conversions==== | |||
In 2003 ''Capcom Arcade Hits Volume 1'' was released for ] PC, featuring emulated arcade versions of the original ''Street Fighter'' and ''Street Fighter II': Champion Edition''. | |||
The numerous home conversions of ''Street Fighter II'' are listed among Capcom's Platinum-class games, with more than one million units sold worldwide.<ref name="platinum">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html |title=CAPCOM — Platinum Titles |url-status=dead |archive-url=https://web.archive.org/web/20150208030840/http://www.capcom.co.jp/ir/english/business/million.html |archive-date=2015-02-08 }}</ref> In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release,<ref>{{cite web|url=https://archive.org/stream/Electronic-Games-1992-10/Electronic%20Games%201992-10#page/n9/mode/2up|title=Electronic Games 1992-10|website=Archive.org|date=October 1992 |access-date=January 18, 2015}}</ref> at a retail price of {{¥|10,780|link=yes}}<ref>{{cite web|url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no|title=ストリートファイターII|website=Famitsu.com|access-date=17 February 2021|archive-date=14 January 2022|archive-url=https://web.archive.org/web/20220114161036/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no|url-status=live}}</ref> (equivalent to ${{To USD|10780|JPN|year=1992|link=yes}} then, or ${{Inflation|US|85.12|1992}} in {{Inflation-year|USD}}). The February 1992 issue of '']'' in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about {{US$|119.19|long=no}} at the time, or ${{inflation|US|119.19|1992|round=-1}} in {{Inflation-year|USD}}). It topped the Japanese '']'' sales charts from June<ref>{{cite magazine |title=Weekly Top 30 (6月26日) |magazine=] |date=10 July 1992 |issue=186 |pages=14–5 |url=https://archive.org/details/weekly-famitsu-no.-186-july-10th-1992-600dpi/Weekly%20Famitsu%20-%20No.%20186%20July%2010th%201992/page/n14/mode/2up |lang=ja}}</ref> through July<ref>{{cite magazine |title=Weekly Top 30 (7月10日) |magazine=] |date=24 July 1992 |issue=188 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno188july24th1992hiresscans/Weekly%20Famitsu%20-%20No.%20188%20July%2024th%2C%201992/page/n13/mode/2up |lang=ja}}</ref><ref>{{cite magazine |title=Weekly Top 30 (7月17日) |magazine=] |date=31 July 1992 |issue=189 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno189july31st1992/Weekly%20Famitsu%20-%20No.%20189%20July%2031st%2C%201992/page/n13/mode/2up |lang=ja}}</ref><ref>{{cite magazine |title=Weekly Top 30 (7月24日) |magazine=] |date=7 August 1992 |issue=190 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno190august7th1992600DPI/Weekly%20Famitsu%20-%20No.%20190%20August%207th%2C%201992/page/n13/mode/2up |lang=ja}}</ref> to August 1992.<ref name="Super-Play">{{cite magazine |title=Charts Would Be a Fine Thing! |magazine=] |date=1 October 1992 |issue=1 (November 1992) |page=17 |url=https://archive.org/details/Superplay_Issue_01_1992-11_Future_Publishing_GB/page/n16/mode/1up}}</ref><ref>{{cite magazine |title=Weekly Top 30 (8月21日) |magazine=] |date=4 September 1992 |issue=194 |pages=16–7 |url=https://archive.org/details/WeeklyFamitsuNo194Sept4th1992/Weekly%20Famitsu%20-%20No.%20194%20September%204th%201992/page/n15/mode/2up |lang=ja}}</ref> It was a multi-million seller in Japan by December 1992.<ref name="Sega-Force">{{cite magazine |title=Big in Japan! Sega grab Capcom licenses |magazine=] |date=10 December 1992 |issue=13 (January 1993) |pages=10–11 (11) |url=https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf#page=11 |archive-url=https://web.archive.org/web/20190207015355/https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf |archive-date=7 February 2019 |url-status=live }}</ref><ref name="N-Force">{{cite magazine |title=Super Savings! |magazine=N-Force |date=March 1993 |issue=10 (April 1993) |publisher=] |page=12 |url=https://archive.org/details/NForce07Jan93/NForce10-Apr93/page/n11}}</ref> | |||
In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992,<ref name="egmbuyersguide1993"/> with a retail price of {{US$|74.99|1992|long=no|round=-1}}.<ref>{{cite web |url=http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg |format=JPG |title=Super Nes |website=Huguesjohnson.com |access-date=2016-03-11 |archive-date=2016-03-03 |archive-url=https://web.archive.org/web/20160303225522/http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg |url-status=live }}</ref> According to '']'': "Never has a game taken the country storm as this one has."<ref name="egmbuyersguide1993"/> It remained America's top-selling Super NES game for much of late 1992, in August<ref name="EGMOct1992">{{cite magazine |url=https://archive.org/details/Electronic_Gaming_Monthly_Issue_039_October_1992/page/n43/mode/2up |title=EGM Top Ten |magazine=] |issue=39 |date=October 1992 |pages=44–45}}</ref> and then October,<ref name="Super-Play-2">{{cite magazine |title=Charts Across the World |magazine=] |date=November 1992 |issue=2 (December 1992) |page=25 |url=https://archive.org/details/Superplay_Issue_02_1992-12_Future_Publishing_GB/page/n24/mode/1up}}</ref><ref name="EGMDec1992">{{cite magazine |url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20041%20%28December%201992%29/page/n47 |title=EGM Top Ten |magazine=] |issue=41 |date=December 1992 |page=48}}</ref> November,<ref>{{cite magazine |title=Charts Across the World |magazine=] |date=3 December 1992 |issue=3 (January 1993) |page=27 |url=https://archive.org/details/Superplay_Issue_03_1993-01_Future_Publishing_GB/page/n26/mode/1up}}</ref> and December.<ref name="EGMFeb1993">{{cite magazine |url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20043%20%28February%201993%29/page/n37 |title=EGM Top Ten |magazine=] |issue=43 |date=February 1993 |page=38}}</ref> In 1992 in North America, {{nowrap|2 million}} units were sold.<ref>{{cite magazine |title=News Digest: People on the Move |magazine=RePlay |date=January 1994 |volume=19 |issue=4 |page=22 |url=https://archive.org/details/re-play-volume-19-issue-no.-4-january-1994/RePlay%20-%20Volume%2019%2C%20Issue%20No.%204%20-%20January%201994/page/22}}</ref> In the United Kingdom, ''Street Fighter II'' replaced '']'' as the bundled game for the SNES,<ref>{{cite magazine |title=What's So Hot About Capcom |magazine=] |date=March 1993 |issue=46 |pages=92–3 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20046%20%28March%201993%29/page/n99/mode/2up}}</ref> and the SNES and Amiga versions made it the second best-selling home video game of 1992, below '']'' for the Mega Drive.<ref name="Mega22"/> Worldwide, four million ''Street Fighter II'' cartridges had been sold by September 1992,<ref name="egmbuyersguide1993"/> {{nowrap|5 million}} units by the end of 1992,<ref>{{cite book |title=Tokyo Business Today |date=1993 |publisher=Toyo Keizai Shinposha (The Oriental Economist) |page=38 |url=https://books.google.com/books?id=Fw20AAAAIAAJ |quote=The most important new contributor to Sega is Capcom Co., producer of the phenomenally successful Street Fighter II (five million unit sales last year). Capcom is widely known as the single biggest outside contributor to the Nintendo legend, but will launch software designed for Sega this spring.}}</ref> and over {{nowrap|6 million}} by 1993.<ref name="Force2">{{cite magazine |last1=Rice |first1=Chris |title=Street Fighter II Turbo |magazine=] |date=12 July 1993 |issue=2 (August 1993) |pages=28–9 |url=https://archive.org/details/SNESForce04Oct93/SNESForce02-Aug93/page/n27/mode/2up}}</ref><ref name="Edge">{{cite magazine |title=Data stream |magazine=] |date=19 August 1993 |issue=1 (October 1993) |page=14 |url=https://retrocdn.net/images/5/55/Edge_UK_001.pdf#page=14 |archive-url=https://web.archive.org/web/20190421191658/https://retrocdn.net/images/5/55/Edge_UK_001.pdf |archive-date=21 April 2019 |url-status=live }}</ref> The SNES version became the company's ] single consumer game software, at more than 6.3 million units,<ref name="capcom_ir">{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html|title=CAPCOM {{!}} Platinum Titles|date=September 30, 2013|website=Capcom Investor Relations|publisher=]|archive-url=https://web.archive.org/web/20150208030840/http://www.capcom.co.jp/ir/english/business/million.html|archive-date=February 8, 2015|url-status=dead|access-date=November 9, 2013}}</ref> and it remains its best-selling game software on a single platform.<ref name="platinum"/><ref>{{cite web|url=https://archive.org/stream/Superplay_Issue_06_1993-04_Future_Publishing_GB#page/n27/mode/1up|title=Superplay - Issue 06 (1993-04)(Future Publishing)(GB)|website=Archive.org|access-date=January 18, 2015}}</ref> By 1993, {{nowrap|10 million}} units of all home software versions had been sold,<ref>{{cite book |title=Japan Economic Almanac |date=1994 |publisher=Japan Economic Journal |isbn=978-4-532-67504-2 |page=90 |url=https://books.google.com/books?id=-jCxAAAAIAAJ |quote=As for video-game software, accumulated sales of Capcom Co.'s Street Fighter II series reached 10 million units in 1993, compared with 15 million units of Enix Inc.'s Dragon Quest series and 100 million units of Nintendo's Super Mario series.}}</ref> and {{nowrap|11.9 million}} units for Nintendo and Sega consoles by March 1994.<ref>{{cite news |last1=Pollack |first1=Andrew |title=Market Place; Pummeling A Warrior of Video Games (Published 1994) |url=https://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html |access-date=21 February 2021 |work=] |date=6 September 1994 |archive-url=https://web.archive.org/web/20150526101657/http://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html |archive-date=May 26, 2015 |quote=Capcom sold 6.5 million copies of the game for the Nintendo machine in the fiscal year that ended in March 1993, and an additional 5.4 million for the Nintendo and Sega machines combined in the year that ended last March. |url-status=live}}</ref> | |||
Ports of ''Street Fighter II'' were also released for ]ese computers. A port of ''Street Fighter II Dash'' for the ] was released on ], {{vgy|1993}}. This version came with an extension that allowed players to connect the Capcom Power Stick (a joystick released for the Super Famicom and Mega Drive) or any Super Famicom/Mega Drive-compatible controller into the X68000 hardware.<ref name=aac17>''All About Capcom Head-to-Head Fighting Games'', page 17</ref> The original ''Super Street Fighter II'' was ported to the X68000 (], {{vgy|1994}}), as well as the ] (], 1994).<ref name=aac22>''All About Capcom Head-to-Head Fighting Games'', page 22</ref> FM Towns version was the first version to use the arranged soundtrack used for the 3DO version of ''Super Turbo'' and later ports, while the X68000 version of ''Super'' featured the "CPS"-style renditions of the four new characters' theme music used for ''Hyper Street Fighter II''. | |||
The SNES versions of ''Street Fighter II Turbo'' and ''Super Street Fighter II'' had 4.1 million and two million unit sales, respectively, followed by the Mega Drive/Genesis version of ''Street Fighter II: Special Champion Edition'' with 1.65 million sales. In total, more than 14 million copies were sold for the SNES and Mega Drive/Genesis consoles.<ref name=platinum/> The SNES version of ''Street Fighter II'' was Capcom's best-selling single game until 2013, when it was surpassed by '']''.<ref>{{cite web|url=http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever|title=Resident Evil 5 is Capcom's best selling game ever|author=Emily Gera|date=October 31, 2013|website=]|publisher=]|access-date=November 9, 2013|archive-date=November 9, 2013|archive-url=https://web.archive.org/web/20131109232028/http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever|url-status=live}}</ref> The Amiga version was successful in the United Kingdom, where it became the best-selling home computer software of 1992, though only being available for the last 16 days of the year.<ref name="Mega22"/> ''Street Fighter II'' also topped the UK's Amiga sales chart in January 1993,<ref>{{cite magazine |title=Charts (Data supplied by Virgin Games Centre) |magazine=] |date=3 February 1993 |url=http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm |access-date=15 March 2021 |archive-date=16 May 2021 |archive-url=https://web.archive.org/web/20210516110747/http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm |url-status=live }}</ref> and the UK's Atari ST chart in March 1993.<ref>{{cite magazine |title=Charts (ELSPA Charts Compiled by Gallup) |magazine=] |date=8 April 1993 |url=http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm |access-date=15 March 2021 |archive-date=1 October 2021 |archive-url=https://web.archive.org/web/20211001124208/http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm |url-status=live }}</ref> In 2008, '']'' broke both the first-day and first-week sales records for a download-only game.<ref name="Super Street Fighter II Turbo HD Remix achieves record breaking sales">{{Cite web | author=John Diamonon | date=December 18, 2008 | title=Super Street Fighter II Turbo HD Remix achieves record breaking sales | publisher=Capcom Unity | url=http://www.capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales | access-date=February 14, 2009 | archive-date=January 29, 2009 | archive-url=https://web.archive.org/web/20090129185504/http://capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales | url-status=live }}</ref> ''Street Fighter II'' was the best-selling fighting game with 15.5{{nbsp}}million units sold across all versions and platforms, until it was surpassed by '']'' in 2019.<ref name="IGN">{{cite news |last1=Bankhurst |first1=Adam |title=Super Smash Bros. Ultimate Is The Best-Selling Fighting Game Ever |url=https://ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever |access-date=29 March 2020 |work=] |publisher=] |date=4 November 2019 |archive-date=5 January 2020 |archive-url=https://web.archive.org/web/20200105120343/https://www.ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever |url-status=live }}</ref> | |||
{|class="wikitable sortable" style="text-align:center" | |||
|- | |||
! Title | |||
! Platform(s) | |||
! data-sort-type="number" | ] | |||
! data-sort-type="number" | ] | |||
! Revenue | |||
! Inflation | |||
|- | |||
|''Street Fighter II: The World Warrior'' | |||
|] | |||
|6,300,000<ref name="capcom_ir"/><ref name="Capcom2001">{{cite book |chapter=Million titles |title=Company Profile |chapter-url=https://www.capcom.co.jp/ir/data/pdf/fy2001b.pdf#page=7 |publisher=] |date=May 2001 |page=7 |access-date=5 November 2021 |archive-url=https://web.archive.org/web/20030314223606/https://www.capcom.co.jp/ir/data/pdf/fy2001b.pdf |archive-date=14 March 2003 |url-status=live }}</ref> | |||
|2,900,000<ref name="magicboxjapan">{{cite web|url=http://www.the-magicbox.com/topten2.htm|title=Japan Platinum Game Chart|publisher=The Magic Box|access-date=May 22, 2008|archive-date=December 13, 2007|archive-url=https://web.archive.org/web/20071213230402/http://www.the-magicbox.com/topten2.htm|url-status=dead}}</ref> | |||
|rowspan="3" | {{US$|1.5 billion|long=no}}+<ref name="Kirsh-228"/> | |||
|rowspan="3" | {{US$|{{Inflation|US|1.5|1992|r=2}} billion|long=no}}+ | |||
|- | |||
|'']'' | |||
|] | |||
|1,665,000<ref name="Capcom2001"/> | |||
|{{Unknown}} | |||
|- | |||
|'']'' | |||
|Super NES | |||
|4,100,000<ref name="capcom_ir"/><ref name="Capcom2001"/> | |||
|2,100,000<ref name="magicboxjapan"/> | |||
|- | |||
|'']'' | |||
|Super NES | |||
|2,000,000<ref name="capcom_ir"/><ref name="Capcom2001"/> | |||
|1,300,000<ref name="magicboxjapan"/> | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|- | |||
|''Street Fighter II'' | |||
|] | |||
|17,038+ | |||
|17,038<ref name="gamedatalibrary">{{cite web |title=Game Search |url=https://sites.google.com/site/gamedatalibrary/game-search |website=Game Data Library |publisher=] |access-date=28 March 2020 |archive-date=24 April 2019 |archive-url=https://web.archive.org/web/20190424035430/https://sites.google.com/site/gamedatalibrary/game-search |url-status=live }}</ref> | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|- | |||
|'']'' | |||
|] | |||
|45,335+ | |||
|45,335<ref name="gamedatalibrary"/> | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|- | |||
|'']'' | |||
|] | |||
|53,000+ | |||
|53,000<ref name="gamedatalibrary"/> | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|- | |||
|'']'' | |||
|] / ] | |||
|250,000+<ref name="Super Street Fighter II Turbo HD Remix achieves record breaking sales"/> | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|- | |||
|'']'' | |||
|] | |||
|500,000<ref>{{cite news |last1=Vogel |first1=Mitch |title=Capcom Says Ultra Street Fighter II And Monster Hunter XX Enjoyed Hit Status |url=http://www.nintendolife.com/news/2018/05/capcom_says_ultra_street_fighter_ii_and_monster_hunter_xx_enjoyed_hit_status |access-date=29 March 2020 |work=] |publisher=] |date=9 May 2018 |archive-date=29 March 2020 |archive-url=https://web.archive.org/web/20200329054635/http://www.nintendolife.com/news/2018/05/capcom_says_ultra_street_fighter_ii_and_monster_hunter_xx_enjoyed_hit_status |url-status=live }}</ref> | |||
|100,000<ref>{{cite web|url=http://www.nintendolife.com/news/2017/08/capcom_reveals_ultra_street_fighter_ii_sales_figures_is_still_evaluating_switch_support|title=Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support|date=3 August 2017|website=Nintendo Life|access-date=9 January 2019|archive-date=28 December 2018|archive-url=https://web.archive.org/web/20181228063355/http://www.nintendolife.com/news/2017/08/capcom_reveals_ultra_street_fighter_ii_sales_figures_is_still_evaluating_switch_support|url-status=live}}</ref> | |||
|{{Unknown}} | |||
|{{Unknown}} | |||
|- | |||
! Total sales | |||
! | |||
! 15,500,000<ref name="IGN"/> | |||
! 6,515,373+ | |||
! | |||
! | |||
|} | |||
Like the arcades, the home conversions were impacted by ]. Upon release of the SNES version in 1992, thirteen different unauthorized versions were reportedly available for the Super Famicom.<ref name="CVG134"/> | |||
===Critical=== | |||
{{Video game reviews | |||
| title = Contemporary reception | |||
| na = false | |||
| ARC = true | |||
| AMI = true | |||
| SNES = true | |||
| AST = true | |||
| C64 = true | |||
| GB = true | |||
| ZX = true | |||
| CVG_ARC = 93%<ref name="CVG115">{{cite magazine |last1=Rignall |first1=Julian |author1-link=Julian Rignall |title=Arcade Action: Street Fighter II |magazine=] |date=11 May 1991 |issue=115 (June 1991) |pages=118–20 |url=https://archive.org/stream/cvg-magazine-115/CVG_115_Jun_1991#page/n117/mode/2up |access-date=January 18, 2015}}</ref> | |||
| CVG_AMI = 78%<ref>{{cite magazine |last1=Anglin |first1=Paul |title=CVG Review: Street Fighter II (Amiga) |magazine=] |date=15 February 1993 |issue=136 (March 1993) |page=49 |url=https://retrocdn.net/images/9/92/CVG_UK_136.pdf#page=49 |archive-url=https://web.archive.org/web/20210819021948/https://retrocdn.net/images/9/92/CVG_UK_136.pdf |archive-date=19 August 2021 |url-status=live }}</ref> | |||
| Edge_SNES = 9/10<ref>{{cite magazine|title=Street Fighter II Turbo Review|magazine=]|publisher=]|date=October 1993|issue=1|url=http://www.edge-online.com/review/street-fighter-2-turbo-review/|access-date=November 20, 2012|archive-date=May 31, 2013|archive-url=https://web.archive.org/web/20130531053655/http://www.edge-online.com/review/street-fighter-2-turbo-review/|url-status=live}}</ref> | |||
| EGM_SNES = 38/40<ref name="EGM"/><ref name="egmbuyersguide1993"/> | |||
| EGM_GB = 29/40<ref name="EGM76"/> | |||
| Fam_SNES = 35/40<ref name="famitsu">{{cite web|title=Famitsu Hall of Fame|url=http://geimin.net/da/db/cross_review/|work=Geimin|access-date=February 7, 2012|archive-date=February 4, 2010|archive-url=https://web.archive.org/web/20100204020438/http://geimin.net/da/db/cross_review|url-status=dead}}</ref> | |||
| Fam_GB = 21/40<ref>''Famitsu'', {{Webarchive|url=https://web.archive.org/web/20160304223224/http://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=20720 |date=2016-03-04 }}</ref> | |||
| GamePro_SNES = 5/5<ref name="defunct_games">{{cite web|url=http://www.defunctgames.com/reviewcrew/32/street-fighter-ii-what-did-critics-say-in-1992|title=Street Fighter II: What Did Critics Say in 1992? - Defunct Games|website=Defunctgames.com|access-date=January 18, 2015|archive-date=December 24, 2014|archive-url=https://web.archive.org/web/20141224014931/http://www.defunctgames.com/reviewcrew/32/street-fighter-ii-what-did-critics-say-in-1992|url-status=dead}}</ref> | |||
| NP_SNES = 16.2/20<ref name="NP">{{cite magazine |title=The Year in Review: Top 10 of 1992 |magazine=] |date=January 1993 |issue=44 (Super Power Club) |pages=2–11 (3) |url=https://archive.org/details/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20044%20January%201993/page/n117}}</ref> | |||
| SUser_ARC = 84%<ref name="su_arc">{{cite magazine |last1=Cook |first1=John |title=Coin Ops |magazine=] |date=June 1991 |issue=112 |pages=40–1 |url=http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html |access-date=January 18, 2015 |archive-date=February 27, 2015 |archive-url=https://web.archive.org/web/20150227140921/http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html |url-status=live }}</ref> | |||
| SUser_ZX = 89%<ref>{{cite web |url=http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue133/Pages/SinclairUser13300010.jpg |title=Archive - Magazine viewer |publisher=World of Spectrum |access-date=August 17, 2012 |archive-date=October 29, 2012 |archive-url=https://web.archive.org/web/20121029233952/http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue133/Pages/SinclairUser13300010.jpg |url-status=live }}</ref> | |||
| YSinclair_ZX = 62%<ref>{{cite web |url=http://www.ysrnry.co.uk/articles/streetfighterii.htm |title=Street Fighter II |publisher=Ysrnry.co.uk |access-date=August 17, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120621133736/http://www.ysrnry.co.uk/articles/streetfighterii.htm |archive-date=June 21, 2012 }}</ref> | |||
| rev1 = '']'' | |||
| rev1_SNES = 96%<ref>{{Cite web |url=http://www.bad-influence.co.uk/downloads/mag/BI_issue1.pdf#page=16 |title=Decisions you have to make and how they can go wrong |access-date=2014-12-11 |archive-date=2020-10-12 |archive-url=https://web.archive.org/web/20201012200127/https://bad-influence.co.uk/#page=16 |url-status=dead }}</ref> | |||
| rev3 = '']'' | |||
| rev3_SNES = 94%<ref name="eg_review">{{cite web|url=https://archive.org/stream/Electronic-Games-1992-10/Electronic%20Games%201992-10#page/n71/mode/2up|title=Electronic Games 1992-10|website=archive.org|date=October 1992 |access-date=January 18, 2015}}</ref> | |||
| MM_SNES = 98%<ref>{{cite magazine |title=Super NES Review: Street Fighter II |magazine=] |date=27 June 1992 |issue=22 (July 1992) |pages=22–6 |url=http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php |access-date=January 18, 2015 |archive-url=https://web.archive.org/web/20190718045208/http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php|archive-date=July 18, 2019 |url-status=dead}}</ref> | |||
| rev5 = '']'' | |||
| rev5_SNES = 95%<ref>{{cite web|url=http://amr.abime.net/review_30941|title=Street Fighter 2 review from MegaZone 24 (Oct - Nov 1992) - Amiga Magazine Rack|website=Amr.abime.net|access-date=January 18, 2015|archive-date=May 12, 2015|archive-url=https://web.archive.org/web/20150512074705/http://amr.abime.net/review_30941|url-status=live}}</ref> | |||
| rev5_C64 = 84%<ref>{{cite web|url=http://amr.abime.net/review_47404|title=Street Fighter 2 review from MegaZone 29 (Jul 1993) - Amiga Magazine Rack|website=Amr.abime.net|access-date=January 18, 2015|archive-date=May 12, 2015|archive-url=https://web.archive.org/web/20150512073653/http://amr.abime.net/review_47404|url-status=live}}</ref> | |||
| rev6 = '']'' | |||
| rev6_ARC = 94%<ref>{{cite magazine |last=Overman |first=Jim |title=An operator's video picks of the show |magazine=] |date=April 1992 |volume=18 |issue=5 |page=52 |url=https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%205%20-%20April%201992/page/n115}}</ref> | |||
| rev7 = ''RePlay'' | |||
| rev7_ARC = Positive<ref name="RePlay6"/> | |||
| rev8 = '']'' | |||
| rev8_SNES = 92%<ref>{{cite magazine |title=The Super League |magazine=] |date=23 December 1993 |issue=8 (January 1994) |page=30 |url=https://archive.org/details/SNESForce04Oct93/SNESForce08-Jan94/page/n29}}</ref> | |||
| rev9 = '']'' | |||
| rev9_AST = 91%<ref>{{cite web|url=http://www.atarimania.com/atari-magazine-issue-st-format-issue-44_1207.html|title=ST Format (Issue 44) - March - 1993|website=Atarimania.com|access-date=January 18, 2015|archive-date=May 10, 2015|archive-url=https://web.archive.org/web/20150510135347/http://www.atarimania.com/atari-magazine-issue-st-format-issue-44_1207.html|url-status=live}}</ref> | |||
| rev10 = '']'' | |||
| rev10_SNES = 94%<ref name="gr_snes"/> | |||
| rev11 = '']'' | |||
| rev11_ARC = Positive<ref name="Your Commodore">{{cite magazine |last1=Davy |first1=Jeff |title=Neon Zone |url=https://archive.org/details/YourCommodoreIssue82Aug91/page/n35 |magazine=] |issue=82 (26 July 1991) |publisher=] |date=August 1991 |pages=36–7}}</ref> | |||
| award1Pub = '']'' ] | |||
| award1 = ],<br />], ], ],<br />Best Direction, Best Characters,<br />Best Graphics (Runner-Up) | |||
| award2Pub = ] | |||
| award2 = Video Game of the Year, Best Action Video Game<ref name="EG">{{cite magazine |title=The 1993 Electronic Gaming Awards: Here are Your Votes for the Year's Best Games |magazine=] |date=March 16, 1993 |volume=1 |issue=7 (April 1993) |pages=38–9 |url=https://archive.org/details/Electronic-Games-1993-04/page/n37/mode/2up}}</ref> | |||
| award3Pub = '']''<br />(''EGM'') | |||
| award3 = Game of the Year,<br />Best Game of the Year (Super Nintendo),<br />Best Video Game Ending,<br />Hottest Video Game Babe (]) | |||
| award4Pub = ]<br />(ECTS) | |||
| award4 = Overall Game of the Year,<br />Best Action Game, Italian Game of the Year<ref>{{cite magazine |title=News: And the Winner is... |magazine=] |date=15 May 1993 |issue=139 (June 1993) |page=14 |url=https://retrocdn.net/images/c/c8/CVG_UK_139.pdf#page=14 |archive-url=https://web.archive.org/web/20151222103601/https://retrocdn.net/images/c/c8/CVG_UK_139.pdf |archive-date=22 December 2015 |url-status=live }}</ref> | |||
| award5Pub = ] | |||
| award5 = Game of the Year,<ref name="cvg_gj"/><br />Console Game of the Year,<br />Best Licensed Console Game<ref>{{cite magazine |title=News: The Polls Are In! |magazine=] |date=15 June 1993 |issue=140 (July 1993) |page=10 |url=https://retrocdn.net/images/d/d4/CVG_UK_140.pdf#page=10 |archive-url=https://web.archive.org/web/20210105102507/https://retrocdn.net/images/d/d4/CVG_UK_140.pdf |archive-date=5 January 2021 |url-status=live }}</ref> | |||
| award6Pub = ] | |||
| award6 = Best Game, Best Arcade Translation,<br />Best One-on-One Fighting Game,<br />Best Character (] & ])<ref>''GameFan'', volume 1, issue 3 (January 1993), pages 70-71</ref> | |||
| award7Pub = '']'' | |||
| award7 = Game of the Year, Best Playability in a Video Game | |||
| award8Pub = '']'' | |||
| award8 = Game of the Year<ref>{{cite news |last1=Carter |first1=Chip |last2=Carter |first2=Jonathan |title=The Best of '92 That Kept You Playing and Playing... |url=https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html |access-date=15 September 2021 |work=] |publisher=Tribune Media Services |date=December 25, 1992 |archive-date=2022-01-14 |archive-url=https://web.archive.org/web/20220114155533/https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html |url-status=live }}</ref> | |||
| award9Pub = '']'' | |||
| award9 = 16-bit Game of the Year | |||
| award10Pub = '']'' | |||
| award10=Game of the Year (SNES), Theme and Fun (SNES), <br /> Play Control (SNES), Best/Worst Villain (Bison)<ref>{{cite magazine |title=Nintendo Power Awards '92: The NESTERS |magazine=] |date=May 1993 |issue=48 |pages=36–9 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20048%20%28May%201993%29/page/n37/mode/2up}}</ref> | |||
}} | |||
====Japan==== | |||
The original arcade version of ''Street Fighter II'' was awarded ] of 1991 in '']''{{'}}s Fifth Annual Grand Prize, which also won in the genre of Best Action Game (the award for fighting games was not established yet). ''Street Fighter II'' placed No. 1 in Best VGM, Best Direction, and Best Album, and was second place in Best Graphics below the ] ] game '']''. All the characters except M. Bison (known internationally as Balrog) are on the list of Best Characters of 1991.<ref name=gamest68>{{cite magazine|magazine=Gamest |issue=68 |page=4 |url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |script-title=ja:第5回ゲーメスト大賞 |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20080708023228/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |archive-date=2008-07-08 }}</ref> | |||
''Street Fighter II Dash'' was awarded Best Game of 1992 in the Sixth Annual Grand Prize, as published in the February 1993 issue of ''Gamest'', winning again as Best Action Game. It placed No. 3 in Best VGM, No. 6 in Best Graphics, and No. 5 in Best Direction. The ''Street Fighter II Image Album'' is the No. 1 Best Album in the same issue, with the Drama CD version of ''Street Fighter II'' tied for No. 7 with the soundtrack for ''Star Blade''. The List of Best Characters only had Chun-Li at No. 3.<ref name=gamest84>{{cite magazine|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |script-title=ja:第6回ゲーメスト大賞 |magazine=Gamest |issue=84 |language=ja |page=8 |url-status=dead |archive-url=https://web.archive.org/web/20080708023308/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |archive-date=2008-07-08 }}</ref> | |||
In the February 1994 issue of ''Gamest'', both ''Street Fighter II Turbo'' and ''Super Street Fighter II'' were nominated for Best Game of 1993, but neither won (the first place was given to '']''). ''Super'' ranked third place, and ''Turbo'' ranked sixth. In the category of Best Fighting Games, ''Super'' ranked third place again, while ''Turbo'' placed fifth. ''Super'' won third place in the categories of Best Graphics and Best VGM. Cammy, who was introduced in ''Super'', placed fifth place in the list of Best Characters of 1993, with Dee Jay at 36 and T. Hawk at 37.<ref name=gamest107>{{cite magazine|magazine=Gamest|issue=107|language=ja|page=20|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html|title=第7回ゲーメスト大賞|access-date=2009-01-17|archive-date=2021-02-10|archive-url=https://web.archive.org/web/20210210183949/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html|url-status=live}}</ref> In the January 30, 1995 issue of ''Gamest'', ''Super Street Fighter II X'' (known as ''Super Turbo'' internationally) placed fourth place in the award for Best Game of 1994 and Best Fighting Game, but did not rank in any of the other awards.<ref name=gamest136>{{cite magazine|magazine=Gamest|issue=136|language=ja|page=40|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html|title=第8回ゲーメスト大賞|access-date=2009-01-17|archive-date=2009-03-04|archive-url=https://web.archive.org/web/20090304183330/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html|url-status=live}}</ref> | |||
The Super Famicom (SNES) version was critically acclaimed. '']''{{'}}s panel of four reviewers gave it scores of 9, 9, 9, and 8, adding up to 35 out of 40. This made it one of their five highest-rated games of 1992, along with '']'', '']'', '']'', and '']''. They later gave the ''Turbo'' update a score of 36 out of 40. This made ''Street Fighter II Turbo'' their highest-rated game of 1993, and the twelfth game to have received a ''Famitsu'' score of 36/40 or above.<ref name="famitsu"/> <!--In July 1995, '']'' magazine's Family Game Cross Review gave the Super Famicom version a 28 out of 40.<ref>実験!! ゲーム家族のクロスレビュー: ストリートファイターII. Weekly Famicom Tsūshin. No.343. Pg.107. July 14, 1995.</ref>--> | |||
====International==== | |||
The arcade game was well received by English-language critics upon release. In March 1991, ''RePlay'' said that "the graphics and sounds are tops" while praising the "solid" gameplay,<ref name="RePlay6"/> and it was considered the top game at the American Coin Machine Exposition (ACME) that month.<ref>{{cite magazine |title=Capcom |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=74 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/74}}</ref> In May 1991, ] of '']'' gave it ratings of 94% for graphics, 93% for sound, 95% for playability, and 92% for lastability, with a 93% score overall. He criticized the original ''Street Fighter'' for being a "run-of-the-mill beat 'em up with little in the way of thrills and spills" but praised the sequel for being "absolutely packed with new ideas" and special moves. He noted the "six buttons combining with 8 joystick directions to provide more moves than I've ever seen in a beat 'em up" and praised the "massive, beautifully drawn and animated sprites, tons of speech and the most exciting, action-packed head-to-head conflict yet seen in an arcade game," concluding that it is "one of the best fighting games yet seen in the arcades" and a "brilliant" coin-op.<ref name="CVG115"/> In the June 1991 issue of '']'', John Cook gave the arcade game an "addict factor" of 84%. He praised the gameplay and the "excellent" animation and sound effects, but criticized the controls, stating players "might find the control system a bit daunting at first a joystick plus six (count 'em!) fire buttons it's not that bad really". He concluded "this is bound to appeal to you if you like the beat 'em up style of game."<ref name="su_arc"/> Jeff Davy of '']'' praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode.<ref name="Your Commodore"/> ''Computer and Video Games'' later referred to ''Street Fighter II'' as the "game of the millennium" in 1992.<ref>{{cite magazine |title=Hotshots: Street Fighter II |magazine=] |date=15 November 1992 |issue=133 (December 1992) |page=106 |url=https://retrocdn.net/images/8/87/CVG_UK_133.pdf#page=106 |archive-url=https://web.archive.org/web/20190216212146/https://retrocdn.net/images/8/87/CVG_UK_133.pdf |archive-date=16 February 2019 |url-status=live }}</ref> | |||
The SNES version of ''Street Fighter II'' was very well received. In '']'' (''EGM''), its panel of four reviewers gave it scores of 10, 9, 10, and 9, adding up to 38 out of 40,<ref name="EGM"/><ref name="egmbuyersguide1993">{{cite magazine |year=1993 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=] |pages=13–24 }}</ref> and their "Game of the Month" award. ] (Ken Williams) gave it a 10, calling it "The best! ''Street Fighter II'' is the only game I have ever seen that really deserves a 10!" Martin Alessi gave it a 9, describing it as "the best cart available anywhere! Incredible game play!" Ed Semrad gave it a 10, saying "The moves are perfect, the graphics outstanding and the audio exceptional. Get one of the new 6 button sticks and you'll swear you're playing the arcade version."<ref name="EGM">{{cite magazine |last1=Harris |first1=Steve |last2=Semrad |first2=Ed |last3=Alessi |first3=Martin |last4=Williams |first4=Ken |title=Review Crew: Street Fighter II |magazine=] |issue=36 |publisher=Sendai Publishing |date=July 1992 |page=18 |url=https://archive.org/details/Electronic_Gaming_Monthly_036}}</ref> '']'' printed two reviews of the game in its August 1992 issue, both giving it a full score of 5 out of 5; Doctor Dave described it as "Capcom's best arcade conversion yet" while Slasher Quan stated that almost "everything's perfect in the Super NES version" and that it is "a nearly flawless conversion of the arcade original that's made even more enjoyable by new options and the convenience of home fighting." '']'' gave it a 94% score, stating that with "the inclusion of ''Champion Edition''{{'}}s Character vs. Character select and the extra options, I would even go so far to say that this is actually better than the coin-op."<ref name="defunct_games"/> '']'' gave it scores of 95% for graphics, 92% for sound, and 93% for playability, with a 94% overall, concluding that it is the best fighting game to date.<ref name="eg_review"/> '']'' scored it 16.2 out of 20,<ref name="NP"/> stating that the "hottest arcade game around has been faithfully reproduced for this Super NES conversion" and that it "is just like having the arcade game at home!".<ref name="defunct_games"/> ''Nintendo Power'' ranked it the best SNES game of 1992, above '']'' in second place.<ref name="NP"/> | |||
'']'' in April 1994 said that "''Street Fighter II'' now enters the PC ring rather late and with a touch of weak wrist". The magazine reported that "the atmosphere and the impact of hefty welts and bone-crushing action is just not here. The usual lament of many PC gamers about arcade conversions is once again true: too little and too late".<ref name="matthews199404">{{Cite magazine | |||
|last=Matthews | |||
|first=Robin | |||
|date=April 1994 | |||
|title=Sequel Syndrome Strikes Again | |||
|department=Over There | |||
|url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117 | |||
|magazine=Computer Gaming World | |||
|pages=124, 126 | |||
|access-date=2017-11-11 | |||
|archive-date=2017-11-11 | |||
|archive-url=https://web.archive.org/web/20171111041726/http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117 | |||
|url-status=live | |||
}}</ref> | |||
'']'' wrote: "Sure, it's violent (people can be set on fire), but ''Street Fighter II'' offers a depth of play (each character has more than 20 different moves) unmatched by any other video-game slugfest."<ref>{{cite magazine|url=https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/|title=Holiday video game guide: 1992|magazine=]|access-date=9 January 2019|archive-date=7 September 2018|archive-url=https://web.archive.org/web/20180907032246/https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/|url-status=live}}</ref> | |||
''Street Fighter II'' was named by ''Electronic Gaming Monthly'' as the ] for 1992.<ref name="egmbuyersguide1993"/> ''EGM'' awarded ''Street Fighter II Turbo'' with Best Super NES Game in 1993.<ref name="egmbuyersguide1994">{{cite magazine |year=1994 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=] }}</ref> ''Street Fighter II'' won the ] for ] in 1992.<ref name="cvg_gj">{{cite web|title=12 facts about the Golden Joysticks|url=http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/|work=]|publisher=]|access-date=February 3, 2012|date=September 14, 2009|url-status=dead|archive-url=https://web.archive.org/web/20120513071751/http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/|archive-date=2012-05-13}}</ref> '']'' gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards.<ref>''Game Informer'', issue 8 (January/February 1993), page 34</ref> It won '']''{{'}}s Electronic Gaming Award for the Video Game of the Year,<ref name="EG"/> where it was nominated along with '']'' and '']''.<ref>{{cite magazine|title=Electronic Gaming Awards|magazine=Electronic Games|date=January 1993|issue=38|pages=26–7|url=http://archives.tg-16.com/00_happy_new_year_1993.htm|access-date=February 5, 2012|archive-date=January 14, 2012|archive-url=https://web.archive.org/web/20120114025550/http://archives.tg-16.com/00_happy_new_year_1993.htm|url-status=live}}</ref> | |||
The Mega Drive version of ''Street Fighter II'' received ten out of ten for both graphics and addiction from '']'', who described it as "a candidate for best game ever and without a doubt the best beat-'em-up of all time" and gave it an overall 92% score.<ref>''Mega'' magazine review, 1993</ref> '']'' scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form".<ref>''MegaTech'' magazine review, December 2010</ref> '']'' gave the PC Engine version of ''Champion Edition'' a score of eight out of ten.<ref>{{cite magazine|title=Street Fighter II: Championship Edition review (PC Engine)|magazine=]|publisher=]|date=October 1993|issue=1|url=http://www.edge-online.com/review/street-fighter-2-turbo-review/|access-date=November 20, 2012|archive-date=May 31, 2013|archive-url=https://web.archive.org/web/20130531053655/http://www.edge-online.com/review/street-fighter-2-turbo-review/|url-status=live}}</ref> The four reviewers of ''Electronic Gaming Monthly'', while remarking that the Game Boy control is difficult, the game speed "lethargically slow", and it is a very old game, agreed it to be an excellent conversion by Game Boy standards.<ref name="EGM76">{{cite magazine|title=Review Crew: Street Fighter II|magazine=]|issue=76|publisher=]|date=November 1995|page=52}}</ref> The Axe Grinder of ''GamePro'' agreed, praising the graphics and Game Boy ], but criticizing the slow controls and concluding that "The real problem here is that the game's just plain old."<ref>{{cite magazine|title=ProReview: Street Fighter II|magazine=]|issue=87|publisher=]|date=December 1995|page=142}}</ref> | |||
{{Clear}} | |||
====Retrospective==== | |||
{{Video game reviews | |||
| title = Retrospective reception | |||
| na = false | |||
| ARC = true | |||
| SNES = true | |||
| C64 = true | |||
| GB = true | |||
| WII = true | |||
| GR_SNES = 82%<ref name="gr_snes">{{cite web |url=https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html |title=Street Fighter II for Super Nintendo |publisher=] |access-date=May 14, 2020 |archive-url=https://web.archive.org/web/20191209015626/https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html |archive-date=December 9, 2019 |url-status=dead}}</ref> | |||
| Allgame_ARC = {{Rating|5|5}}<ref>{{cite web|url=http://allgame.com/game.php?id=9378 |title=Street Fighter II - The World Warrior Review |publisher=] |access-date=February 17, 2016|archive-url=https://web.archive.org/web/20141114145104/http://www.allgame.com/game.php?id=9378|archive-date=November 14, 2014|last=Miller|first=Skyler}}</ref> | |||
| Allgame_SNES = {{Rating|4.5|5}}<ref>{{cite web|archive-url=https://web.archive.org/web/20141114221802/http://www.allgame.com/game.php?id=2615&tab=review|url=http://www.allgame.com/game.php?id=2615&tab=review|access-date=February 17, 2016|title=Street Fighter II: The World Warrior|last=Kosydar|first=Aaron|archive-date=November 14, 2014}}</ref> | |||
| Allgame_C64 = {{Rating|2.5|5}}<ref>{{cite web|url=https://www.allgame.com/game.php?id=22989|title=Street Fighter II: The World Warrior (Commodore 64/128)|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=22989|archive-date=2014-01-01|url-status=dead|website=]}}</ref> | |||
| Allgame_GB = {{Rating|4|5}}<ref>{{cite web|url=http://www.allgame.com/game.php?id=7356&tab=review|archive-date=November 15, 2014 |archive-url=https://web.archive.org/web/20141115075408/http://www.allgame.com/game.php?id=7356&tab=review|access-date=February 17, 2016|last=Williamson|first=Colin|publisher=]|title=Street Fighter II: The World Warrior}}</ref> | |||
| EuroG_WII = 9/10<ref>{{cite news |last1=Whitehead |first1=Dan |title=Virtual Console Roundup • Page 4 |url=https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4 |access-date=12 August 2021 |work=] |date=2 June 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812023040/https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4 |url-status=live }}</ref> | |||
| GSpot_WII = 7.2/10<ref>{{cite news |last1=Navarro |first1=Alex |title=Street Fighter II: The World Warrior Review |url=https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/ |access-date=12 August 2021 |work=] |date=January 18, 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812023036/https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/ |url-status=live }}</ref> | |||
| IGN_WII = 7/10<ref>{{cite news |last1=Thomas |first1=Lucas M. |title=Street Fighter II VC Review |url=https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review |access-date=12 August 2021 |work=] |date=17 January 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812025219/https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review |url-status=live }}</ref> | |||
}} | |||
''Street Fighter II'' has been listed among the ]. '']'' ranked it as the 22nd-best game ever made in 2001. The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect."<ref name=GI2001>{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=http://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=] |last=Cork |first=Jeff |date=November 16, 2009 |access-date=December 10, 2013 |archive-date=April 8, 2010 |archive-url=https://web.archive.org/web/20100408113757/http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |url-status=dead }}</ref> They later ranked it the 25th-best game ever made in 2009.<ref name=GI2009> {{Webarchive|url=https://web.archive.org/web/20141225233341/http://nintendoeverything.com/game-informers-top-200-games-of-all-time/ |date=2014-12-25 }}, '']'', 2009</ref> Other publications that listed it among the best games of all time include '']'',<ref name=BuzzFeed> {{Webarchive|url=https://web.archive.org/web/20180918231122/https://www.buzzfeed.com/alanwhite/the-23-best-vintage-video-games-you-can-play-in-your-browser |date=2018-09-18 }}, ], 2014</ref> '']'',<ref name=EGM1997>{{cite magazine |url=http://kisrael.com/vgames/powerlist/egm100.html |title=EGM Top 100 |magazine=] |date=November 1997 |access-date=June 1, 2011 |archive-date=June 10, 2011 |archive-url=https://web.archive.org/web/20110610191247/http://kisrael.com/vgames/powerlist/egm100.html |url-status=live }}</ref><ref name=EGM2001>, '']'', 2001</ref><ref name=EGM2006>{{cite magazine |url=http://www.1up.com/features/egm-200-greatest-videogames |title=The Greatest 200 Videogames of Their Time |date=February 6, 2006 |magazine=] |access-date=November 19, 2013 |archive-url=https://web.archive.org/web/20121017222736/http://www.1up.com/features/egm-200-greatest-videogames |archive-date=October 17, 2012 |url-status=dead }}</ref> '']'',<ref name=IGN2003> {{Webarchive|url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |date=2014-12-07 }}, ], 2003</ref><ref name=IGN2005>{{cite web |url=http://top100.ign.com/2005/ |title=IGN's Top 100 Games, 2005 |year=2005 |website=] |access-date=November 19, 2013 |archive-url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |archive-date=December 7, 2014 |url-status=dead |df=mdy-all }}</ref><ref name=IGN2007> {{Webarchive|url=https://web.archive.org/web/20071203021612/http://top100.ign.com/2007/ |date=2007-12-03 }}, ], 2007</ref> '']'',<ref name=Edge2000>'']'', issue 80, 2000</ref> '']'',<ref name=Empire2009>, '']'', 2009</ref><ref name=Empire2014>{{cite magazine |url=http://www.empireonline.com/features/100greatestgames/ |title=The 100 Greatest Video Games of All Time |author=<!--Staff writer(s); no by-line.--> |date=August 15, 2014 |magazine=] |access-date=September 25, 2014 |archive-date=September 24, 2014 |archive-url=https://web.archive.org/web/20140924084409/http://www.empireonline.com/features/100greatestgames/ |url-status=live }}</ref> '']'',<ref name=Famitsu>{{cite magazine | author=Edge Staff| date=March 3, 2006 | title=Japan Votes on All Time Top 100 | url=http://www.next-gen.biz/features/japan-votes-all-time-top-100 | magazine=] / ] | access-date=November 24, 2008 | archive-url=https://web.archive.org/web/20080723051728/http://www.edge-online.com/features/japan-votes-all-time-top-100 | archive-date=July 23, 2008}}</ref> '']'',<ref name=FHM> {{webarchive |url=https://web.archive.org/web/20120331030350/http://www.fhm.com/gaming/news/arcade-games-the-top-ten-greatest-83108 |date=March 31, 2012 }}, '']'', 2012</ref> ],<ref name=G4> {{Webarchive|url=https://web.archive.org/web/20141123063703/http://www.g4tv.com/top-100 |date=2014-11-23 }}, ], 2012</ref> ],<ref name=GF2004>{{cite web | title=Spring 2004: Best. Game. Ever. | url=http://www.gamefaqs.com/features/contest/c04spr | website=] | access-date=July 16, 2008 | archive-date=February 9, 2009 | archive-url=https://web.archive.org/web/20090209040851/http://www.gamefaqs.com/features/contest/c04spr | url-status=live }}</ref><ref name=GF2005>{{cite web | title=Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever | url=http://www.gamefaqs.com/features/contest/top10 | website=GameFAQs | access-date=July 16, 2008 | archive-date=July 16, 2015 | archive-url=https://web.archive.org/web/20150716111618/http://www.gamefaqs.com/features/contest/top10 | url-status=live }}</ref><ref name=GF2009>{{cite web | title=Spring 2009: Best. Game. Ever. | url=http://www.gamefaqs.com/poll/index.html?poll=3509 | website=GameFAQs | access-date=June 10, 2009 | archive-date=May 18, 2011 | archive-url=https://web.archive.org/web/20110518195457/http://www.gamefaqs.com/poll/index.html?poll=3509 | url-status=live }}</ref><ref name=GF2014> {{Webarchive|url=https://web.archive.org/web/20141208224753/http://www.ddjgames.com/category/gamefaqs-top-100/ |date=2014-12-08 }}, ], 2014</ref> '']'',<ref name=GameSpot2006>, ], 2006</ref> ],<ref name=GamingBolt> {{Webarchive|url=https://web.archive.org/web/20141026161536/http://gamingbolt.com/top-100-greatest-video-games-ever-made |date=2014-10-26 }}, GamingBolt, ], 2013</ref> '']'',<ref name=Guinness>, '']'', 2009</ref> '']'',<ref name=NextGeneration>, '']'', September 1996, page 68</ref><ref>{{cite magazine|title=Top 50 Games of All Time |magazine=]|issue=50 |publisher=] |date=February 1999|page=80}}</ref> ],<ref name=NowGamer>100 Greatest Retro Games, NowGamer, ], 2010: {{Webarchive|url=https://web.archive.org/web/20190502004527/http://www.nowgamer.com/100-greatest-retro-games-part-1/ |date=2019-05-02 }}, {{Webarchive|url=https://web.archive.org/web/20141213205959/http://www.nowgamer.com/100-greatest-retro-games-part-2/ |date=2014-12-13 }}, {{Webarchive|url=https://web.archive.org/web/20151106101507/http://www.nowgamer.com/100-greatest-retro-games-part-3/ |date=2015-11-06 }}, {{Webarchive|url=https://web.archive.org/web/20141213210433/http://www.nowgamer.com/100-greatest-retro-games-part-4/ |date=2014-12-13 }}</ref> '']'',<ref name=RetroGamer>'']'', issue 1, p. 30, January 2004</ref> '']'',<ref name=Stuff2009>{{Citation | title = 100 Greatest Games | newspaper = ] | pages = 116–126 | date = October 2008 }}</ref><ref name=Stuff2014>"100 Best Games Ever", '']'', February 2014, pp.87-99</ref> '']'',<ref name=Time>, '']'', 2012</ref> and ]<ref name=Yahoo>, ], 2006</ref> '']'' awarded ''Street Fighter II'' the world records of "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game" in the '']''. In 2017, ] inducted ''Street Fighter II'' to its ].<ref>{{cite web |title=Street Fighter II |url=https://www.museumofplay.org/games/street-fighter-ii/ |website=] |publisher=] |access-date=6 May 2022 |archive-date=6 May 2022 |archive-url=https://web.archive.org/web/20220506140248/https://www.museumofplay.org/games/street-fighter-ii/ |url-status=live }}</ref> | |||
'']'' gave the PlayStation 3 version of ''HD Remix'' a score of 8.5 out of 10.<ref>{{cite web |url=http://gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/ |title=Super Street Fighter II Turbo HD Remix for PS3 - GameSpot |publisher=Uk.gamespot.com |date=February 19, 2009 |access-date=January 11, 2013 |archive-date=January 8, 2013 |archive-url=https://web.archive.org/web/20130108095810/http://www.gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/ |url-status=dead }}</ref> | |||
'']'' listed the 1993 DOS version of ''Street Fighter II'' as one of the worst PC ports.<ref>{{cite web |last1=Elliott |first1=Matt |title=The worst PC ports ever |url=https://www.pcgamer.com/the-worst-pc-ports-ever/ |website=] |publisher=] |access-date=20 February 2023 |date=23 April 2021 |archive-date=15 August 2019 |archive-url=https://web.archive.org/web/20190815215843/https://www.pcgamer.com/the-worst-pc-ports-ever/ |url-status=live }}</ref> | |||
==Legacy== | ==Legacy== | ||
===Sequels=== | ===Sequels=== | ||
The ''Street Fighter II'' games were followed by several sub-series of ''Street Fighter'' games and spinoffs |
The ''Street Fighter II'' games were followed by several sub-series of ''Street Fighter'' games and spinoffs including '']'', '']'', '']'', '']'', '']'', and ''Vs.'' series. Capcom released '']'' for the arcades in July 2008, followed by Xbox 360 and PlayStation 3 in February 2009 and Microsoft Windows in July 2009. '']'' was released for the PlayStation 4 and Windows in 2016. '']'' was released for the PlayStation 4, PlayStation 5, Windows and Xbox Series X/S in June 2023, with an arcade version set to release in Japan later in 2023.{{Update inline|date=April 2024}} | ||
=== |
===Other media=== | ||
* The characters joined the '']'' lineup in 1993, as Hasbro bought their toy rights.<ref>{{cite book |title= The Official 30th Anniversary Salute To G.I. Joe 1964-1994|last= Santelmo|first= Vincent|year= 1994|publisher= Krause Publications|isbn= 0-87341-301-6|page=188}}</ref> | |||
''Street Fighter II'' was adapted into two different ] in 1994, '']'' (a Japanese anime film produced by ]) and an American produced live-action film, simply titled '']''. Starring ] as Guile, ] as Cammy and ] as M. Bison, the live-action film effectively incorporated the main cast of the video game and wrapped them into an action adventure. Director ]'s take on the premise: "I especially loved films like The Longest Day, The Great Escape and The Guns of Navarone. What made those films great wasn't the random violence. It was the clear-cut struggle between forces of good and evil, leading to an ultimate showdown." | |||
* An unofficial South Korean animation, '']'', was produced by Daiwon Animation in 1992 and features the cast of ''Street Fighter II''. The Hong Kong movie '']'' has a renamed cast of ''Street Fighter II'' characters.{{citation needed|date=March 2014}} | |||
* Two film adaptations were released in 1994: '']'', a Japanese anime film produced by ]; and '']'', an American live-action film starring ]. | |||
* A U.S. '']'' cartoon follows a combined plot of the live-action movie and the game series. An unrelated anime, '']'', features younger characters similar to '']''. | |||
* Capcom sponsored IndyCar driver ] at the ], providing a ''Street Fighter'' livery for his No. 88 car, which failed to qualify.<ref>{{cite news|last=Dunkin|first=Dan|url=https://www.newspapers.com/article/the-indianapolis-star-rain-fails-to-fall/136131945/|title=Rain fails to fall so Momota's day turns out all wet|newspaper=]|via=]|date=May 18, 1992|access-date=December 1, 2023}}</ref> | |||
===Impact=== | |||
There was also a US '']'' cartoon, which followed a combined Van Damme movie and game series plot, and an unrelated anime titled '']''. | |||
''Street Fighter II'' is regarded as one of the most influential video games of all time,<ref name="egm_influential_sf2">{{cite magazine|last=Patterson|first=Eric L.|title=EGM Feature: The 5 Most Influential Japanese Games Day Four: Street Fighter II|url=http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/|magazine=]|access-date=April 17, 2012|date=November 3, 2011|archive-url=https://web.archive.org/web/20170314064721/http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/|archive-date=March 14, 2017|url-status=dead}}</ref><ref name="1up_essential_sf2">{{cite web|title=Street Fighter II|url=http://www.1up.com/features/essential-50-street-fighter-ii|work=The Essential 50|publisher=]|access-date=April 17, 2012|archive-date=July 20, 2012|archive-url=https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}</ref><ref name="barton_sf2">{{cite book|title=Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time|year=2009|publisher=Focal Press/Elsevier|location=Boston|isbn=978-0-240-81146-8|pages=239–255|url=https://books.google.com/books?id=M_bFdsP9L7oC|author=Matt Barton|author2=Bill Loguidice|access-date=April 17, 2012|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=M_bFdsP9L7oC|url-status=live}}</ref> and the most important fighting game in particular.<ref name="barton_sf2"/><ref>{{cite web|title=Happy 20th birthday to the most important fighting game of all time!|url=http://www.1up.com/features/20-years-street-fighter-ii|website=]|access-date=April 17, 2012|date=March 30, 2011|url-status=dead|archive-url=https://web.archive.org/web/20130509120323/http://www.1up.com/features/20-years-street-fighter-ii|archive-date=May 9, 2013}}</ref><ref name="tao2">Spencer, Spanner, {{Webarchive|url=https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro |date=2011-07-15 }}, ''Eurogamer'', February 12, 2008, Accessed March 18, 2009</ref> The release of ''Street Fighter II'' in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning ] in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's ], with highly detailed characters and ]. Whereas previous games allow players to combat a variety of computer-controlled fighters, ''Street Fighter II'' allows human combat. | |||
The popularity of ''Street Fighter II'' surprised the gaming industry, as arcade owners bought more machines to keep up with demand.<ref name="sfhistory">{{cite web | url = http://www.gamespot.com/features/vgs/universal/sfhistory/history.html | title = The History of Street Fighter | website = GameSpot | access-date = October 11, 2008 | archive-date = February 4, 2009 | archive-url = https://web.archive.org/web/20090204224001/http://www.gamespot.com/features/vgs/universal/sfhistory/history.html | url-status = dead }}</ref> It was responsible for introducing the ] mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover.<ref name="Edge-Makingof" /><ref name="1up_essential_sf2"/><ref>{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |archive-url=https://web.archive.org/web/20071130221850/http://top100.ign.com/2007/ign_top_game_24.html |url-status=dead |archive-date=November 30, 2007 |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=June 16, 2011}}</ref><ref>{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=March 30, 2011 |work=1UP.com |access-date=June 16, 2011 |archive-date=April 1, 2011 |archive-url=https://wayback.archive-it.org/all/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }}</ref> Its success inspired a wave of other fighting games, which were initially often labeled as "]"<ref name="egm_influential_sf2"/><ref name="EGM88">{{cite magazine |title=What If Street Fighter 3 Isn't Good?|magazine=]|issue=88 |publisher=]|date=November 1996 |page=278|quote=It is not the first 2-D one-on-one fighter, but it was leaps and bounds over the competition in terms of graphics, sounds and most importantly, gameplay. Because of this success, countless clones were produced, including many by Capcom themselves.}}</ref> or imitators, including titles such as '']'', '']'', '']'',<ref name="RePlay54">{{cite magazine |title=That's Entertainment? As street crime shot higher & public morals sank lower, so did popular entertainment — including music & video |magazine=RePlay |date=January 1993 |volume=18 |issue=4 |page=54 |url=https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%204%20-%20January%201993/page/54}}</ref> '']'',<ref name="nytimes2002">{{cite news|last=Horwitz|first=Jeremy|title=Technology: Mortal Apathy?|url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html|access-date=March 4, 2012|newspaper=]|date=July 8, 2002|archive-date=October 3, 2013|archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2|url-status=live}}</ref> and '']''. ''Street Fighter II'' also influenced the development of the combat mechanics of ] game '']''.<ref>{{cite web |title=Streets of Rage 2 – Developer Interview with Ayano Koshiro (designer/planner) of Ancient |url=http://shmuplations.com/streetsofrage2/ |website=Shmuplations |date=2015-04-27 |access-date=29 September 2020 |archive-date=2018-12-28 |archive-url=https://web.archive.org/web/20181228135350/http://shmuplations.com/streetsofrage2/ |url-status=live }}</ref> However, ''Street Fighter II'' also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.<ref name="RePlay54"/> | |||
===Reception=== | |||
''Guinness World Records'' awarded ''Street Fighter II'' three world records in the ''Guinness World Records: Gamer's Edition 2008''. These records are "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game." The numerous home versions of the ''Street Fighter II'' are listed among Capcom{{'}}s Platinum-class titles (games which have sold more than 1 million units worldwide). As of ], {{vgy|2008}}, the SNES version of the original ''Street Fighter II'' is still the company{{'}}s best-selling game, having sold more than 6.3 million units, followed by the SNES versions of ''Street Fighter II Turbo'' (4.1 million) and ''Super Street Fighter II'' (2 million), and the Genesis version of ''Street Fighter II': Special Champion Edition'' (1.65 million).<ref name=platinum>{{cite web|url=http://ir.capcom.co.jp/english/data/million.html|title=CAPCOM - Platinum Titles}}</ref> | |||
''Street Fighter II'' was the ] by far since the ],<ref name="1up_essential_sf2"/><ref name="tao2"/> bringing an arcade renaissance in the early 1990s.<ref name="theverge.com">{{cite web|url=https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only|title=For Amusement Only: the life and death of the American arcade|work=The Verge|date=16 January 2013|publisher=Vox Media|access-date=January 18, 2015|archive-date=6 October 2014|archive-url=https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only|url-status=live}}</ref> Its impact on home video games was equally important, becoming a long-lasting ] for the ].<ref name="egm_influential_sf2"/> Since then up until the late 1990s, numerous best-selling home video games were arcade ports.<ref name="Mark Stephen Pierce Atari Games Corporation 1998 444">{{cite book |author=Pierce |first=Mark Stephen |url=https://archive.org/details/digitalillusion00clar/page/444 |title=Coin-Op: The Life (Arcade Videogames) |publisher=] |year=1998 |isbn=0-201-84780-9 |series=Digital Illusion : Entertaining the Future With High Technology |page= |chapter=30 |access-date=May 2, 2011 |chapter-url=https://archive.org/details/digitalillusion00clar |chapter-url-access=registration}}</ref> In 2005, ''Electronic Gaming Monthly'' ranked it the ninth most important game since they began publication in 1989, stating no game "did more to prop up arcades" in the 1990s and it was the first killer app for the SNES.<ref>{{cite magazine |title=The 10 Most Important Games |magazine=] |date=January 2005 |issue=187 |page=48 |url=https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up}}</ref> | |||
The game popularized the concept of "face-to-face", tournament-level competition between two players<ref name="egm_influential_sf2"/> instead of just ]s.<ref name="egm_influential_sf2"/> This enabled the competitive ] and ] modes found in modern ]s.<ref name="barton_sf2"/> ], for example, cited the competitive multiplayer of ''Street Fighter II'' as an influence on the deathmatch mode of seminal ] '']''.<ref>{{cite book|last=Consalvo|first=Mia|year=2016|title=Atari to Zelda: Japan's Videogames in Global Contexts|pages=201–3|url=https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201|publisher=]|isbn=978-0262034395|access-date=2017-09-15|archive-date=2023-01-17|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201|url-status=live}}</ref> | |||
It is an innovation in revision series, with Capcom continuously upgrading and ] the arcade game instead of releasing a sequel. This furthered the practice of ] and ] found in modern video games.<ref name="egm_influential_sf2"/> | |||
===Popular culture=== | |||
''Street Fighter II'' has been frequently ] and referenced in ], by artists such as ], ], ], ], ], ], and ]. This started with ]'s "]" (1993) and ]'s "]" (1994) which sampled ''Street Fighter II'', and the ] (1994) which is the first major film soundtrack to consist almost entirely of hip hop music. According to DJ Qbert, "I think hip-hop is a cool thing, I think ''Street Fighter'' is a cool thing". According to '']'' magazine, "''Street Fighter''{{'}}s mixture of competition, bravado, and individualism easily translate into the trials and travails of a rapper."<ref>{{cite web|url=https://waypoint.vice.com/en_us/article/ypvx7k/the-long-strange-history-of-street-fighter-and-hip-hop|title=The Long, Strange History of Street Fighter and Hip-Hop|first=Stephen|last=Kearse|date=15 December 2016|access-date=9 January 2019|archive-date=15 August 2018|archive-url=https://web.archive.org/web/20180815045755/https://waypoint.vice.com/en_us/article/ypvx7k/the-long-strange-history-of-street-fighter-and-hip-hop|url-status=live}}</ref> The "Perfect" sample was used by ] and ] in '']'' (2016).<ref>{{cite web|url=https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag|title=Kanye West Tagging His Verses With a "Street Fighter" Sample is Officially a Thing|first=Nathan|last=Slavik|website=DJBooth|date=12 February 2018 |access-date=9 January 2019|archive-date=2018-02-22|archive-url=https://web.archive.org/web/20180222133057/https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag|url-status=live}}</ref><ref>{{Cite web |url=https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069 |title=Yep, That's Street Fighter on Kanye West's New Album |access-date=2017-09-19 |archive-url=https://web.archive.org/web/20180630214206/https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069 |archive-date=2018-06-30 |url-status=dead }}</ref> ] includes ] ] ] saying, "''Street Fighter'' is just a huge cultural thing that everyone experienced growing up such a huge impact that it has just stayed in everyone's consciousness." According to Jake Hawkes of Soapbox, "grime was built around lyrical clashes the 1v1 setup of these clashes was easily equated with ''Street Fighter''{{'}}s 1 on 1 battles." Grime MCs such as Dizzee Rascal were sampling ''Street Fighter II'' in 2002, and ''Street Fighter II'' has been sampled "by almost every grime MC". It became an integral part of ] DJ ]'s ''Fire in the Booth'' ] segments, using samples such as "Hadouken", "Shoryuken", and the "Perfect" announcer sound.<ref name="spbx">{{cite web|url=http://www.spbx.co.uk/grime-music-and-street-fighter-a-history/|title=Hadouken! Grime Music and Street Fighter: A History|access-date=9 January 2019|archive-date=4 November 2017|archive-url=https://web.archive.org/web/20171104005429/http://www.spbx.co.uk/grime-music-and-street-fighter-a-history|url-status=live}}</ref> | |||
==Notes== | |||
{{notelist}} | |||
==References== | ==References== | ||
{{ |
{{Reflist}} | ||
*{{cite book|title=All About Capcom Head-to-Head Fighting Games 1987-2000|language=Japanese|year=2000|month=Sept.|isbn=4885546761|series=A.A. Game History Series (Vol. 1)|author=Studio Bent Stuff|publisher=Dempa Publications, Inc.}} | |||
==Further reading== | |||
*{{cite book|title=All About Capcom Head-to-Head Fighting Games 1987–2000|language=ja|date=2000|isbn=4-88554-676-1|series=A.A. Game History Series (Vol. 1)|author=Studio Bent Stuff|publisher=Dempa Publications, Inc.}} | |||
*''Like a Hurricane: An Unofficial Oral History of Street Fighter II'' by Matt Leone ({{date|2023|02|23}}), published by ] {{ISBN|9780500025932}} | |||
==External links== | ==External links== | ||
* entry at Arcade-History | |||
*{{KLOV game|id=9814}} | |||
* {{MobyGames|id=/street-fighter-ii-the-world-warrior}} | |||
* | |||
{{Street Fighter II|state=Expanded}} | |||
* | |||
{{Street Fighter series|state=expanded}} | |||
* | |||
{{Golden Joystick GOTY}} | |||
* | |||
{{Authority control}} | |||
*{{moby game|id=/street-fighter-ii |name= ''Street Fighter II''}} | |||
{{Street Fighter series}} | |||
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Latest revision as of 08:33, 26 December 2024
1991 video game For the animated film, see Street Fighter II: The Animated Movie. "SFII" redirects here. For other video games with the same initialism, see SF2 (disambiguation).1991 video game
Street Fighter II | |
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Japanese arcade brochure featuring the original eight main characters. Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li. | |
Developer(s) | Capcom |
Publisher(s) | Capcom |
Producer(s) | Yoshiki Okamoto |
Designer(s) | |
Programmer(s) |
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Artist(s) |
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Composer(s) |
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Series | Street Fighter |
Platform(s) | Arcade |
Release | March 7, 1991 |
Genre(s) | Fighting |
Mode(s) | Single-player, multiplayer |
Arcade system | CP System |
Street Fighter II: The World Warrior is a 1991 fighting game developed and published by Capcom for arcades. It is the second installment in the Street Fighter series and the sequel to 1987's Street Fighter. It is the fourteenth game to use Capcom's CP System arcade system board. Street Fighter II vastly improved many of the concepts introduced in the first game, including the use of special command-based moves, a combo system, a six-button configuration, and a wider selection of playable characters, each with a unique fighting style.
Designed by Yoshiki Okamoto and Akira Yasuda, who had previously worked on Final Fight, Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. Additionally, it prolonged the survival of the declining video-game arcade business market by stimulating business and driving the fighting game genre. It prominently features a popular two-player mode that obligates direct, human-to-human competitive play, inspiring grassroots tournament events, culminating in Evolution Championship Series (EVO). Street Fighter II shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.
Street Fighter II became the best-selling game since the golden age of arcade video games. By 1994, it had been played by an estimated 25 million people in the United States alone. More than 200,000 arcade cabinets and 15 million software units of all versions of Street Fighter II have been sold worldwide, grossing an estimated $10 billion in total revenue, making it one of the top three highest-grossing video games of all time as of 2017 and the best-selling fighting game until 2019. More than 6.3 million SNES cartridges of Street Fighter II were sold, making it Capcom's best-selling single software game for the next two decades, its best-selling game on a single platform, and the highest-selling third-party game on the SNES. Due to its major success, a series of updated versions were released with additional features and characters, starting with 1992's Street Fighter II: Champion Edition; its major successor was Street Fighter III in 1997.
Gameplay
Street Fighter II follows several conventions and rules established by its 1987 predecessor Street Fighter. The player engages opponents in a series of timed one-on-one, close-quarters combat matches. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match.
While a single-player game is in progress, a second player may join at any time, immediately starting a head-to-head match. The winner continues the game in single-player mode.
The original Street Fighter II allowed up to 10 rounds per match; this maximum is reduced to four rounds starting with Champion Edition. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a two-player match. After every third match in the single-player mode, a bonus stage gives a chance to earn additional points by smashing a car, wooden barrels, or metal oil drums. After each match, the location for the next one is selected on a world map.
Like in Street Fighter, the controls are an eight-directional joystick and six attack buttons. The joystick can jump, crouch, walk left and right, and block. A tradeoff of strength and speed are given by three punch buttons and three kick buttons, each of light, medium, and heavy. The player can perform a variety of basic moves in any position, including new grabbing and throwing attacks. Special moves are performed by combinations of directional and button-based commands.
Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves including combos. According to IGN, "the concept of combinations, linked attacks that can't be blocked when they're timed correctly, came about more or less by accident. Street Fighter II's designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones." This combo system was later adopted as a standard feature of fighting games and was expanded upon in this series.
Plot
The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing.
Characters
The original Street Fighter II features a roster of eight playable characters. This includes Ryu and Ken—the main protagonists from Street Fighter—plus six new international newcomers. In the single-player tournament, the player fights the other seven main fighters, then the final opponents—a group of four CPU-only opponents known as the Grand Masters, which includes Sagat from Street Fighter.
Playable characters:
- Ryu, a Japanese martial artist seeking no fame or even the crown of "champion", but only to hone his Ansatsuken Karate skills with the inner power of Chi. He dedicates his life to perfect his own potential while abandoning everything else in life such as having no family and few friends; his only bond is with Ken. He is the winner of the previous tournament. He is not convinced that he is the greatest fighter in the world and comes to this tournament in search of fresh competition.
- E. Honda, a sumo wrestler from Japan. He aims to improve the negative reputation of sumo wrestling by proving to competitors that he is a legitimate athlete.
- Blanka, a beast-like mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past.
- Guile, a former United States Air Force special forces operative seeking to defeat M. Bison, who killed his best friend Charlie.
- Ken, Ryu's best friend, greatest rival and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament, as well as feeling lackadaisical in his fighting potential due to spending too much time with his fiancée.
- Chun-Li, a Chinese martial artist who works as an Interpol officer. Much like Guile, she does not enter the World Warrior tournament for any personal glory except proving that she can defeat any man who challenges her. Chun-Li's ambition in the past was tracking down the movements of the smuggling operation known as Shadaloo. Her goal now is her trail being led to the tournament by seeking to avenge her deceased father by holding the Grand Master's leader of the crime syndicate responsible.
- Zangief, a professional wrestler and sambo fighter from the Soviet Union. He aims to prove "Soviet Strength" is the strongest form of strength, particularly by defeating American opponents with his bare hands.
- Dhalsim, a fire-breathing yoga master from India. Even though he is a pacifist, he uses the money earned from fighting in order to lift people out of poverty.
CPU-exclusive characters, in the order of appearance:
- Balrog, an American boxer with a similar appearance to Mike Tyson. Called M. Bison in Japan. Once one of the world's greatest heavyweight boxers, he began working for Shadaloo for easy money.
- Vega, a Spanish bullfighter who wields a claw and uses a unique style of ninjutsu. Called Balrog in Japan. He is vain and wishes to eliminate ugly people from the world.
- Sagat, a Muay Thai kickboxer from Thailand and former World Warrior champion from the original Street Fighter. He was once known as The King of Street Fighters until he got demoted as The King of Muai Thai in his own tournament due to a narrow defeat at the hands of Ryu's shoryuken (rising dragon punch) which left a deep gash across his chest. Ever since that moment he felt disgrace, and will do anything to have a grudge match with Ryu to get his title back, even if it takes joining forces with Shadaloo.
- M. Bison, the leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power, and the final opponent of the game. Called Vega in Japan.
Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for Street Fighter II included another bullfighter and an American amateur wrestler.
Regional differences
With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a pastiche of real-life boxer Mike Tyson and was originally named M. Bison (short for "Mike Bison", with "Mike" being one of the American opponents faced in Street Fighter). Vega and M. Bison were originally named Balrog and Vega, respectively. When Street Fighter II was localized for the overseas market, the names of the bosses were rotated, out of concern that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit.
The characters in the Japanese version have more than one win quote and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA said that Nash is not a natural sounding English name.
Development
Although the original punching-pad cabinet of Street Fighter had not been very popular, the alternate six-button version was more successful, which began to generate interest in a sequel. Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States. Yoshiki Okamoto recounted: "The basic idea at Capcom was to revive Street Fighter, a good game concept, to make it a better-playing arcade game."
Development of Street Fighter II took about two years and about 35 to 40 people, with Noritaka Funamizu as a producer, and Akira Nishitani and Akira Yasuda in charge of the game and character design, respectively. The budget was estimated at $2,450,000 (equivalent to $5,480,000 in 2023).
Funamizu notes that the developers did not particularly prioritize Street Fighter II's balance; he primarily ascribes the game's success to its appealing animation patterns. The quality of animation benefited from the developers' use of the CPS-1 hardware, with advantages including allowing different characters to occupy different amounts of memory. For example, Ryu can occupy 8 megabits and Zangief 12 megabits.
The combo system came about by accident:
While I was making a bug check during the car bonus stage... I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles. Later we were able to make the timing more comfortable and the combo into a real feature. In we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! A bug? Maybe.
— Noritaka Funamizu
The vast majority of in-game music was composed by Yoko Shimomura. This is ultimately the only game in the series on which Shimomura worked, as she left the company for Square two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks ("Versus Screen", "Sagat's Theme", and "Here Comes A New Challenger") for Street Fighter II and became the main composer on the subsequent versions. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, the composer on Street Fighter.
Location testing began in Japan. It was then exhibited in the United Kingdom at London's Amusement Trades Exhibition International (ATEI) in January 1991. The same month, Capcom held a two-week location test in North America, before unveiling the game at Capcom's distributor conference on February 1, 1991, held at Marriott Harbor Beach, Fort Lauderdale, Florida. Capcom introduced Street Fighter II as its "greatest video game ever".
Ports
Release date | Platform | Media | Developer | Publisher | Notes |
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SNES | ROM cartridge | Capcom | Re-released on the Wii and Wii U Virtual Console. | ||
1992 | Amiga | 4 floppy disks | Creative Materials | U.S. Gold | Released in Europe. |
Atari ST | 4 floppy disks | ||||
Commodore 64 | Cassette or floppy disk | ||||
Amstrad CPC | Cassette or floppy disk (unreleased) | ||||
ZX Spectrum | Cassette or floppy disk | Tiertex Design Studios | |||
PC (DOS) | 3 floppy disks | Creative Materials |
|
Released in North America and Europe. | |
Tiger Electronics | Custom LCD hardware (handheld) | Tiger Electronics | Tiger Electronics | ||
1994 | CPS Changer | ROM cartridge | Capcom | Capcom | Released exclusively in Japan. |
1995 | Game Boy | ROM cartridge | Sun L | Capcom Nintendo |
|
1998 | Sega Saturn | CD-ROM | Capcom | Capcom | Included in Capcom Generation 5. Released exclusively in Japan. |
PlayStation | Capcom | Capcom | Included in Street Fighter Collection 2. | ||
2004 | Mobile | Online distribution | Capcom | Capcom | |
2006 | PlayStation 2 | DVD-ROM | Digital Eclipse | Capcom | Included in Capcom Classics Collection Vol. 1. Based on the PS1 version. |
Xbox | |||||
PlayStation Portable | UMD | Capcom | Capcom | Included in Capcom Classics Collection: Reloaded. Based on the PS1 version. | |
2018 | PlayStation 4 | BD-ROM | Digital Eclipse | Capcom | Included in Street Fighter 30th Anniversary Collection. |
Xbox One | |||||
Nintendo Switch | Flash based ROM cartridges | ||||
Windows | Online distribution |
Super NES
Street Fighter II was released for the Super Famicom on June 10, 1992, in Japan, followed by a North American release for the SNES in August and a European release in December. It is the first game released on a 16-megabit SNES cartridge. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity. This version has a secret code allowing both players to control the same character in a match, which is not possible in the original arcade version. The second player uses the same alternate color palette introduced in Street Fighter II: Champion Edition. The four Shadaloo Bosses are still non-playable, but the code enables their Champion Edition color palette. Tatsuya Nishimura, who had recently joined Capcom from TOSE, arranged the soundtrack with assistance from Shimomura, Abe, and Sakaguchi.
The American SNES cartridge was re-released in November 2017 as a limited edition item to celebrate the anniversary of the Street Fighter series.
Home computers
U.S. Gold released versions of Street Fighter II for various home computer platforms in Europe, namely the Amiga, Atari ST, Commodore 64, PC (DOS), and ZX Spectrum. These were all developed by Creative Materials, except the ZX Spectrum version by Tiertex Design Studios. The PC version was also published in North America by Hi-Tech Expressions. These versions suffer numerous inaccuracies, such as missing graphical assets and music tracks, miscolored palettes, and lack of six-button controls due to these platforms having only one or two-button joysticks as standard at the time. Though officially advertised by US Gold along with the C64 and ZX Spectrum conversions and anticipated in magazines, the Amstrad CPC development by Creative Materials was canceled.
Tiger Electronics
This standalone handheld machine was missing Chun-Li and Dhalsim.
Game Boy
The Game Boy version of Street Fighter II was released on August 11, 1995, in Japan, and in September 1995 internationally. It is missing Dhalsim, E. Honda, and Vega. The graphics, character portraits, and stages are based on Super Street Fighter II, although some moves (ex: Blanka's Amazon River Run) from Super Street Fighter II Turbo are included. Because the Game Boy only has two buttons, the strength of punches and kicks is determined by the duration of button presses.
Compilations
Street Fighter II, Champion Edition, and Turbo are in the compilation Capcom Generation 5 for the PlayStation and Sega Saturn, which was released in North America and Europe as Street Fighter Collection 2. All three games are in Capcom Classics Collection Vol. 1 for the PlayStation 2 and Xbox, and in Capcom Classics Collection Reloaded for the PlayStation Portable. In 2011, all three games were released on iOS devices as the Street Fighter II Collection, though the compilation was later delisted from the App Store. In 2018, Street Fighter II was one of the many games included in the Street Fighter 30th Anniversary Collection for the PlayStation 4, Nintendo Switch, Xbox One and Windows.
Updated versions
Street Fighter II spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game.
- Street Fighter II: Champion Edition, released in arcades in March 1992, rebalances characters' power levels, allows both players in two-player matches to select the same character (distinguished by alternate costume colors) and allows players to choose the four previously computer-only boss characters.
- Street Fighter II Turbo: Hyper Fighting, released in December 1992, increased playing speed and gave some characters new special moves. It was Capcom's official response to a wave of unauthorized modifications for arcade cabinets of Champion Edition, such as the so-called "Rainbow Edition".
- Super Street Fighter II: The New Challengers, released in September 1993, used the more advanced CP System II which allowed for updated graphics and audio. It introduces four new characters, but relieved the speed increase of Street Fighter II Turbo: Hyper Fighting.
- Super Street Fighter II Turbo, released in February 1994, combines the improvements of Super Street Fighter II with the previous Turbo (Hyper Fighting) edition. It allows for a selective game speed, introduces powered-up special moves called Super Combos, and adds a new hidden character.
All arcade Street Fighter II games have been ported to various platforms, as individual releases and in compilations. Later home console revisions further reinvented elements from the arcades: Hyper Street Fighter II released in December 2003 (later given an arcade release); Super Street Fighter II Turbo HD Remix released in November 2008, and Ultra Street Fighter II: The Final Challengers released in May 2017, adding three characters who previously debuted outside the Street Fighter II line of titles.
In 1995, Capcom released a prequel successor to the series, Street Fighter Alpha, and then a complete sequel in 1997, Street Fighter III.
In addition to official updated versions, numerous counterfeit modified versions of Street Fighter II were in wide circulation. For example, nine different counterfeit versions were available on the Super Famicom in Japan by December 1992.
Reception
Commercial
By 1994, Street Fighter II had been played by an estimated 25 million people in the United States alone, across arcades and homes. All versions of Street Fighter II are estimated to have grossed a total of $10.61 billion in revenue, mostly from the arcade market. As of 2017, it is one of the top three highest-grossing video games of all time, along with Space Invaders (1978) and Pac-Man (1980).
Arcade versions
Street Fighter II was not immediately successful in Japan, as most arcade players were initially playing it solo, rather than multiplayer as originally intended. Yoshiki Okamoto was disappointed with its initial performance, and was told he should have produced another solo beat 'em up like Final Fight instead. After Japanese arcade magazine Gamest began publishing articles informing readers about the "battle play" feature, the game began gaining considerable popularity in Japanese arcades. In Japan, Game Machine magazine listed the game on their April 1, 1991 issue as being the second most-successful table arcade cabinet of the month, outperforming games such as Detana!! TwinBee and King of the Monsters, before Street Fighter II topped the charts two weeks later. It went on to become the highest-grossing arcade game of 1991 in Japan, and then it again became the highest-grossing arcade game of 1992. Street Fighter II Turbo became the highest-grossing arcade game of 1993, with Street Fighter II Dash (Champion Edition) at number four and The World Warrior at number nine.
Street Fighter II was similarly successful in the Western world. In the United States, the game was more immediately successful as it exceeded expectations in test markets, with individual machines earning $1,300–1,400 per week, Capcom USA sales representative Jeff Walker predicted it would "become the kit of 1991" and RePlay magazine said the game showed there was "plenty of life" left in the then struggling arcade business. By March, it had become a blockbuster and the top-grossing game in the United States, giving a substantial boost in earnings for street operators. It topped the RePlay arcade software charts from May 1991 through August 1992, for a total of 16 months. On the Play Meter arcade charts, it was the top-grossing video game during January–February 1992 and May 1992. Street Fighter II was the highest-grossing arcade game of 1991 in the United States, and one of the top five highest-grossing arcade conversion kits of 1992 (below Champion Edition). Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry and become the best-selling arcade game in ten years. Electronic Games noted in its October 1992 issue, "Not since the early 1980s has an arcade game received so much attention and all-out fanatical popularity." It was similarly successful in Australia, where it was performing strongly after 16 months on the market, with Leisure Line magazine noting in 1992 that not "since the days of Space Invaders (1978) has a game had such longevity".
In 1991, 50,000 arcade units were sold worldwide, including 17,000 units in Japan, with Capcom reporting continued production of arcade units due to repeat orders. In the United Kingdom, Your Commodore reported in July 1991 that spectators were betting on players at London West End arcades. Between early 1991 and early 1993, Street Fighter II had captured about 60% of the global coin-op market, including 10,000 units installed in the United Kingdom by mid-1991, with individual machines in the UK estimated to be taking between £70–1,000 per week over the next two years. Street Fighter II generated an estimated annual revenue of £260 million in the UK alone for the two years between mid-1991 and mid-1993, totaling £520 million ($913 million at the time, equivalent to $1.98 billion in 2023).
The company sold more than 60,000 arcade machines of the original Street Fighter II, including about 20,000 to 25,000 units in the United States. It was followed by Street Fighter II′ (Dash or Champion Edition), of which 140,000 arcade units were sold in Japan alone, where it cost ¥160,000 ($1300) for each unit, amounting to ¥22.4 billion ($182 million) revenue generated from hardware sales in Japan (equivalent to $407 million in 2023), in addition to about 20,000 to 25,000 units sold in the United States. On the US RePlay arcade charts for July 1992, Champion Edition was number one on the upright cabinets chart (above Midway's Mortal Kombat) while the original Street Fighter II was number two on the coin-op software chart (below SNK's World Heroes). Street Fighter II generated $1.5 billion (equivalent to $3.26 billion in 2023) annually in 1993, making it the year's highest-grossing entertainment product, above the film Jurassic Park. In January 1994, Capcom referred to Street Fighter II as "the most successful video game series of the decade" while promoting Super Street Fighter II. In early 1994, Capcom projected sales of Super Street Fighter II to reach 100,000 arcade units. According to the March 1995 issue of GameFan, the game had earned "billions of dollars in profit".
Title | Region | Hardware sales | Coin drop revenue (est. US$) | Peak chart position | |
---|---|---|---|---|---|
No inflation | With inflation | ||||
Street Fighter II: The World Warrior | Japan | 60,000+ | Unknown | Unknown | #1 |
Australia | Unknown | Unknown | #1 | ||
Hong Kong | Unknown | Unknown | #1 | ||
United Kingdom | $913 million (as of 1993) | $2 billion | #1 | ||
United States | Unknown | Unknown | #1 | ||
Street Fighter II: Champion Edition | Japan | 140,000 | $2.312 billion (as of 1995) | $5.02 billion | #1 |
United States | 20,000+ | #1 | |||
Australia | Unknown | #1 | |||
Street Fighter II Turbo | Japan | Unknown | Unknown | Unknown | #1 |
United States | Unknown | Unknown | Unknown | #1 | |
Super Street Fighter II | Japan | Unknown | Unknown | Unknown | #1 |
United States | 1,000+ | Unknown | Unknown | #1 | |
Super Street Fighter II Turbo | Japan | Unknown | Unknown | Unknown | #1 |
United States | Unknown | Unknown | Unknown | #1 | |
Total | Worldwide | 221,000+ | $5.31 billion+ | $11.88 billion+ | #1 |
In addition to Capcom's official arcade units, many pirated counterfeit Street Fighter II arcade clone units were sold across the world. RePlay noted in January 1993 that Street Fighter II had "single-handedly re-ignited the worldwide black market in counterfeit PCBs and speed-up kits". Many counterfeit arcade units often outsold official Street Fighter II arcade cabinets in various markets. For example, about 200,000 counterfeits were in Mexico alone, where Capcom did not officially sell the game. Bondeal from Hong Kong produced 3,000 copied arcade units per month for markets such as Latin America, and a Taiwanese firm produced 20,000 copied arcade units in 1991; in Taiwan, up to 150,000 clone units were manufactured by 1992. Many counterfeit units were in South Korea, such as a trader selling about 100 Street Fighter II PCBs by 1992. Seven different versions of the game claimed to be sequels in 1992, mostly from Hong Kong, and one named Champion of Champion Editions reportedly was in British arcades. Capcom and its partners took legal action against counterfeit arcade units in regions such as Southeast Asia, North America, South Korea, and Puerto Rico.
Home conversions
The numerous home conversions of Street Fighter II are listed among Capcom's Platinum-class games, with more than one million units sold worldwide. In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release, at a retail price of ¥10,780 (equivalent to $85.12 then, or $185 in 2023). The February 1992 issue of Gamest in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about $119.19 at the time, or $259 in 2023). It topped the Japanese Famitsu sales charts from June through July to August 1992. It was a multi-million seller in Japan by December 1992.
In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992, with a retail price of $74.99 (equivalent to $160 in 2023). According to Electronic Gaming Monthly: "Never has a game taken the country storm as this one has." It remained America's top-selling Super NES game for much of late 1992, in August and then October, November, and December. In 1992 in North America, 2 million units were sold. In the United Kingdom, Street Fighter II replaced Super Mario World as the bundled game for the SNES, and the SNES and Amiga versions made it the second best-selling home video game of 1992, below Sonic the Hedgehog 2 for the Mega Drive. Worldwide, four million Street Fighter II cartridges had been sold by September 1992, 5 million units by the end of 1992, and over 6 million by 1993. The SNES version became the company's best-selling single consumer game software, at more than 6.3 million units, and it remains its best-selling game software on a single platform. By 1993, 10 million units of all home software versions had been sold, and 11.9 million units for Nintendo and Sega consoles by March 1994.
The SNES versions of Street Fighter II Turbo and Super Street Fighter II had 4.1 million and two million unit sales, respectively, followed by the Mega Drive/Genesis version of Street Fighter II: Special Champion Edition with 1.65 million sales. In total, more than 14 million copies were sold for the SNES and Mega Drive/Genesis consoles. The SNES version of Street Fighter II was Capcom's best-selling single game until 2013, when it was surpassed by Resident Evil 5. The Amiga version was successful in the United Kingdom, where it became the best-selling home computer software of 1992, though only being available for the last 16 days of the year. Street Fighter II also topped the UK's Amiga sales chart in January 1993, and the UK's Atari ST chart in March 1993. In 2008, Super Street Fighter II Turbo HD Remix broke both the first-day and first-week sales records for a download-only game. Street Fighter II was the best-selling fighting game with 15.5 million units sold across all versions and platforms, until it was surpassed by Super Smash Bros. Ultimate in 2019.
Title | Platform(s) | Worldwide sales | Japan sales | Revenue | Inflation |
---|---|---|---|---|---|
Street Fighter II: The World Warrior | Super NES | 6,300,000 | 2,900,000 | $1.5 billion+ | $3.26 billion+ |
Street Fighter II': Special Champion Edition | Mega Drive | 1,665,000 | Unknown | ||
Street Fighter II Turbo | Super NES | 4,100,000 | 2,100,000 | ||
Super Street Fighter II: The New Challengers | Super NES | 2,000,000 | 1,300,000 | Unknown | Unknown |
Street Fighter II | Game Boy | 17,038+ | 17,038 | Unknown | Unknown |
Super Street Fighter II Turbo: Revival | Game Boy Advance | 45,335+ | 45,335 | Unknown | Unknown |
Hyper Street Fighter II: The Anniversary Edition | PlayStation 2 | 53,000+ | 53,000 | Unknown | Unknown |
Super Street Fighter II Turbo HD Remix | PS3 / Xbox 360 | 250,000+ | Unknown | Unknown | Unknown |
Ultra Street Fighter II | Nintendo Switch | 500,000 | 100,000 | Unknown | Unknown |
Total sales | 15,500,000 | 6,515,373+ |
Like the arcades, the home conversions were impacted by copyright infringement. Upon release of the SNES version in 1992, thirteen different unauthorized versions were reportedly available for the Super Famicom.
Critical
Contemporary receptionPublication | Score | ||||||
---|---|---|---|---|---|---|---|
Amiga | Arcade | Atari ST | C64 | Game Boy | SNES | ZX | |
Computer and Video Games | 78% | 93% | |||||
Edge | 9/10 | ||||||
Electronic Gaming Monthly | 29/40 | 38/40 | |||||
Famitsu | 21/40 | 35/40 | |||||
GamePro | 5/5 | ||||||
Mean Machines | 98% | ||||||
Nintendo Power | 16.2/20 | ||||||
Sinclair User | 84% | 89% | |||||
Your Sinclair | 62% | ||||||
Bad Influence! | 96% | ||||||
Electronic Games | 94% | ||||||
Mega Zone | 84% | 95% | |||||
Play Meter | 94% | ||||||
RePlay | Positive | ||||||
SNES Force | 92% | ||||||
ST Format | 91% | ||||||
Super Play | 94% | ||||||
Your Commodore | Positive |
Publication | Award |
---|---|
Gamest Grand Prize | Game of the Year, Best Action Game, Best Album, Best VGM, Best Direction, Best Characters, Best Graphics (Runner-Up) |
Electronic Gaming Awards | Video Game of the Year, Best Action Video Game |
Electronic Gaming Monthly (EGM) | Game of the Year, Best Game of the Year (Super Nintendo), Best Video Game Ending, Hottest Video Game Babe (Chun-Li) |
European Computer Trade Show (ECTS) | Overall Game of the Year, Best Action Game, Italian Game of the Year |
Golden Joystick Awards | Game of the Year, Console Game of the Year, Best Licensed Console Game |
GameFan Golden Megawards | Best Game, Best Arcade Translation, Best One-on-One Fighting Game, Best Character (Dhalsim & Guile) |
Game Informer | Game of the Year, Best Playability in a Video Game |
Chicago Tribune | Game of the Year |
GamePro | 16-bit Game of the Year |
Nintendo Power | Game of the Year (SNES), Theme and Fun (SNES), Play Control (SNES), Best/Worst Villain (Bison) |
Japan
The original arcade version of Street Fighter II was awarded Best Game of 1991 in Gamest's Fifth Annual Grand Prize, which also won in the genre of Best Action Game (the award for fighting games was not established yet). Street Fighter II placed No. 1 in Best VGM, Best Direction, and Best Album, and was second place in Best Graphics below the 3D Namco System 21 game Starblade. All the characters except M. Bison (known internationally as Balrog) are on the list of Best Characters of 1991.
Street Fighter II Dash was awarded Best Game of 1992 in the Sixth Annual Grand Prize, as published in the February 1993 issue of Gamest, winning again as Best Action Game. It placed No. 3 in Best VGM, No. 6 in Best Graphics, and No. 5 in Best Direction. The Street Fighter II Image Album is the No. 1 Best Album in the same issue, with the Drama CD version of Street Fighter II tied for No. 7 with the soundtrack for Star Blade. The List of Best Characters only had Chun-Li at No. 3.
In the February 1994 issue of Gamest, both Street Fighter II Turbo and Super Street Fighter II were nominated for Best Game of 1993, but neither won (the first place was given to Samurai Spirits). Super ranked third place, and Turbo ranked sixth. In the category of Best Fighting Games, Super ranked third place again, while Turbo placed fifth. Super won third place in the categories of Best Graphics and Best VGM. Cammy, who was introduced in Super, placed fifth place in the list of Best Characters of 1993, with Dee Jay at 36 and T. Hawk at 37. In the January 30, 1995 issue of Gamest, Super Street Fighter II X (known as Super Turbo internationally) placed fourth place in the award for Best Game of 1994 and Best Fighting Game, but did not rank in any of the other awards.
The Super Famicom (SNES) version was critically acclaimed. Famitsu's panel of four reviewers gave it scores of 9, 9, 9, and 8, adding up to 35 out of 40. This made it one of their five highest-rated games of 1992, along with Dragon Quest V: Hand of the Heavenly Bride, Shin Megami Tensei, World of Illusion Starring Mickey Mouse and Donald Duck, and Mario Paint. They later gave the Turbo update a score of 36 out of 40. This made Street Fighter II Turbo their highest-rated game of 1993, and the twelfth game to have received a Famitsu score of 36/40 or above.
International
The arcade game was well received by English-language critics upon release. In March 1991, RePlay said that "the graphics and sounds are tops" while praising the "solid" gameplay, and it was considered the top game at the American Coin Machine Exposition (ACME) that month. In May 1991, Julian Rignall of Computer and Video Games gave it ratings of 94% for graphics, 93% for sound, 95% for playability, and 92% for lastability, with a 93% score overall. He criticized the original Street Fighter for being a "run-of-the-mill beat 'em up with little in the way of thrills and spills" but praised the sequel for being "absolutely packed with new ideas" and special moves. He noted the "six buttons combining with 8 joystick directions to provide more moves than I've ever seen in a beat 'em up" and praised the "massive, beautifully drawn and animated sprites, tons of speech and the most exciting, action-packed head-to-head conflict yet seen in an arcade game," concluding that it is "one of the best fighting games yet seen in the arcades" and a "brilliant" coin-op. In the June 1991 issue of Sinclair User, John Cook gave the arcade game an "addict factor" of 84%. He praised the gameplay and the "excellent" animation and sound effects, but criticized the controls, stating players "might find the control system a bit daunting at first a joystick plus six (count 'em!) fire buttons it's not that bad really". He concluded "this is bound to appeal to you if you like the beat 'em up style of game." Jeff Davy of Your Commodore praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode. Computer and Video Games later referred to Street Fighter II as the "game of the millennium" in 1992.
The SNES version of Street Fighter II was very well received. In Electronic Gaming Monthly (EGM), its panel of four reviewers gave it scores of 10, 9, 10, and 9, adding up to 38 out of 40, and their "Game of the Month" award. Sushi-X (Ken Williams) gave it a 10, calling it "The best! Street Fighter II is the only game I have ever seen that really deserves a 10!" Martin Alessi gave it a 9, describing it as "the best cart available anywhere! Incredible game play!" Ed Semrad gave it a 10, saying "The moves are perfect, the graphics outstanding and the audio exceptional. Get one of the new 6 button sticks and you'll swear you're playing the arcade version." GamePro printed two reviews of the game in its August 1992 issue, both giving it a full score of 5 out of 5; Doctor Dave described it as "Capcom's best arcade conversion yet" while Slasher Quan stated that almost "everything's perfect in the Super NES version" and that it is "a nearly flawless conversion of the arcade original that's made even more enjoyable by new options and the convenience of home fighting." Super Play gave it a 94% score, stating that with "the inclusion of Champion Edition's Character vs. Character select and the extra options, I would even go so far to say that this is actually better than the coin-op." Electronic Games gave it scores of 95% for graphics, 92% for sound, and 93% for playability, with a 94% overall, concluding that it is the best fighting game to date. Nintendo Power scored it 16.2 out of 20, stating that the "hottest arcade game around has been faithfully reproduced for this Super NES conversion" and that it "is just like having the arcade game at home!". Nintendo Power ranked it the best SNES game of 1992, above The Legend of Zelda: A Link to the Past in second place.
Computer Gaming World in April 1994 said that "Street Fighter II now enters the PC ring rather late and with a touch of weak wrist". The magazine reported that "the atmosphere and the impact of hefty welts and bone-crushing action is just not here. The usual lament of many PC gamers about arcade conversions is once again true: too little and too late".
Entertainment Weekly wrote: "Sure, it's violent (people can be set on fire), but Street Fighter II offers a depth of play (each character has more than 20 different moves) unmatched by any other video-game slugfest."
Street Fighter II was named by Electronic Gaming Monthly as the Game of the Year for 1992. EGM awarded Street Fighter II Turbo with Best Super NES Game in 1993. Street Fighter II won the Golden Joystick Award for Game of the Year in 1992. Game Informer gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards. It won Electronic Games's Electronic Gaming Award for the Video Game of the Year, where it was nominated along with NHLPA Hockey '93 and Sonic the Hedgehog 2.
The Mega Drive version of Street Fighter II received ten out of ten for both graphics and addiction from Mega, who described it as "a candidate for best game ever and without a doubt the best beat-'em-up of all time" and gave it an overall 92% score. MegaTech scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form". Edge gave the PC Engine version of Champion Edition a score of eight out of ten. The four reviewers of Electronic Gaming Monthly, while remarking that the Game Boy control is difficult, the game speed "lethargically slow", and it is a very old game, agreed it to be an excellent conversion by Game Boy standards. The Axe Grinder of GamePro agreed, praising the graphics and Game Boy survival mode, but criticizing the slow controls and concluding that "The real problem here is that the game's just plain old."
Retrospective
Retrospective receptionAggregator | Score | ||||
---|---|---|---|---|---|
Arcade | C64 | Game Boy | SNES | Wii | |
GameRankings | 82% |
Publication | Score | ||||
---|---|---|---|---|---|
Arcade | C64 | Game Boy | SNES | Wii | |
AllGame | |||||
Eurogamer | 9/10 | ||||
GameSpot | 7.2/10 | ||||
IGN | 7/10 |
Street Fighter II has been listed among the best games of all time. Game Informer ranked it as the 22nd-best game ever made in 2001. The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect." They later ranked it the 25th-best game ever made in 2009. Other publications that listed it among the best games of all time include BuzzFeed, Electronic Gaming Monthly, IGN, Edge, Empire, Famitsu, FHM, G4, GameFAQs, GameSpot, GamingBolt, Guinness World Records, Next Generation, NowGamer, Retro Gamer, Stuff, Time, and Yahoo! Guinness World Records awarded Street Fighter II the world records of "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game" in the Guinness World Records: Gamer's Edition 2008. In 2017, The Strong National Museum of Play inducted Street Fighter II to its World Video Game Hall of Fame.
GameSpot gave the PlayStation 3 version of HD Remix a score of 8.5 out of 10.
PC Gamer listed the 1993 DOS version of Street Fighter II as one of the worst PC ports.
Legacy
Sequels
The Street Fighter II games were followed by several sub-series of Street Fighter games and spinoffs including Street Fighter Alpha, Street Fighter EX, Street Fighter III, Pocket Fighter, Super Puzzle Fighter II Turbo, and Vs. series. Capcom released Street Fighter IV for the arcades in July 2008, followed by Xbox 360 and PlayStation 3 in February 2009 and Microsoft Windows in July 2009. Street Fighter V was released for the PlayStation 4 and Windows in 2016. Street Fighter 6 was released for the PlayStation 4, PlayStation 5, Windows and Xbox Series X/S in June 2023, with an arcade version set to release in Japan later in 2023.
Other media
- The characters joined the G.I. Joe: A Real American Hero lineup in 1993, as Hasbro bought their toy rights.
- An unofficial South Korean animation, Street Fighter, was produced by Daiwon Animation in 1992 and features the cast of Street Fighter II. The Hong Kong movie Future Cops has a renamed cast of Street Fighter II characters.
- Two film adaptations were released in 1994: Street Fighter II: The Animated Movie, a Japanese anime film produced by Group TAC; and Street Fighter, an American live-action film starring Jean-Claude Van Damme.
- A U.S. Street Fighter cartoon follows a combined plot of the live-action movie and the game series. An unrelated anime, Street Fighter II V, features younger characters similar to The Legend of Chun-Li.
- Capcom sponsored IndyCar driver Kenji Momota at the 1992 Indianapolis 500, providing a Street Fighter livery for his No. 88 car, which failed to qualify.
Impact
Street Fighter II is regarded as one of the most influential video games of all time, and the most important fighting game in particular. The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning routine in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allow players to combat a variety of computer-controlled fighters, Street Fighter II allows human combat.
The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand. It was responsible for introducing the combo mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover. Its success inspired a wave of other fighting games, which were initially often labeled as "clones" or imitators, including titles such as Guardians of the 'Hood, Art of Fighting, Time Killers, Mortal Kombat, and Killer Instinct. Street Fighter II also influenced the development of the combat mechanics of beat 'em up game Streets of Rage 2. However, Street Fighter II also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.
Street Fighter II was the best-selling arcade video game by far since the golden age of arcade video games, bringing an arcade renaissance in the early 1990s. Its impact on home video games was equally important, becoming a long-lasting system-seller for the Super Nintendo Entertainment System. Since then up until the late 1990s, numerous best-selling home video games were arcade ports. In 2005, Electronic Gaming Monthly ranked it the ninth most important game since they began publication in 1989, stating no game "did more to prop up arcades" in the 1990s and it was the first killer app for the SNES.
The game popularized the concept of "face-to-face", tournament-level competition between two players instead of just high scores. This enabled the competitive multiplayer and deathmatch modes found in modern action games. John Romero, for example, cited the competitive multiplayer of Street Fighter II as an influence on the deathmatch mode of seminal first-person shooter Doom.
It is an innovation in revision series, with Capcom continuously upgrading and expanding the arcade game instead of releasing a sequel. This furthered the practice of patches and downloadable content found in modern video games.
Popular culture
Street Fighter II has been frequently sampled and referenced in hip hop music, by artists such as The Lady of Rage, Nicki Minaj, Lupe Fiasco, Dizzee Rascal, Lil B, Sean Price, and Madlib. This started with Hi-C's "Swing'n" (1993) and DJ Qbert's "Track 10" (1994) which sampled Street Fighter II, and the Street Fighter film soundtrack (1994) which is the first major film soundtrack to consist almost entirely of hip hop music. According to DJ Qbert, "I think hip-hop is a cool thing, I think Street Fighter is a cool thing". According to Vice magazine, "Street Fighter's mixture of competition, bravado, and individualism easily translate into the trials and travails of a rapper." The "Perfect" sample was used by Kanye West and Drake in The Life of Pablo (2016). UK rap includes grime DJ Logan Sama saying, "Street Fighter is just a huge cultural thing that everyone experienced growing up such a huge impact that it has just stayed in everyone's consciousness." According to Jake Hawkes of Soapbox, "grime was built around lyrical clashes the 1v1 setup of these clashes was easily equated with Street Fighter's 1 on 1 battles." Grime MCs such as Dizzee Rascal were sampling Street Fighter II in 2002, and Street Fighter II has been sampled "by almost every grime MC". It became an integral part of BBC Radio 1Xtra DJ Charlie Sloth's Fire in the Booth freestyle segments, using samples such as "Hadouken", "Shoryuken", and the "Perfect" announcer sound.
Notes
- An article from Game Machine claims its release date to be February 1991.
- Japanese: ストリートファイターII -The World Warrior-, Hepburn: Sutorīto Faitā Tsū Za Warudo Uōria
- Katakana: リュウ, Hepburn Rōmaji: 'Ryū'
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It is not the first 2-D one-on-one fighter, but it was leaps and bounds over the competition in terms of graphics, sounds and most importantly, gameplay. Because of this success, countless clones were produced, including many by Capcom themselves.
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Further reading
- Studio Bent Stuff (2000). All About Capcom Head-to-Head Fighting Games 1987–2000. A.A. Game History Series (Vol. 1) (in Japanese). Dempa Publications, Inc. ISBN 4-88554-676-1.
- Like a Hurricane: An Unofficial Oral History of Street Fighter II by Matt Leone (2023), published by Thames & Hudson ISBN 9780500025932
External links
- Street Fighter II entry at Arcade-History
- Street Fighter II at MobyGames
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