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Super Street Fighter II

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Super Street Fighter II
Developer(s)Capcom
Publisher(s)Capcom
Designer(s)Planners: Noritaka Funamizu (Poo)
Haruo Murata (Mucchi)
Composer(s)Yoko Shimomura
Isao Abe
Syun Nishigaki
Platform(s)Arcade
Computers:
Amiga, FM-Towns PC-DOS, Sharp X68000
Consoles:
3DO, Amiga CD32, Dreamcast, GBA, PlayStation, PlayStation Network, Sega Saturn, Sega Genesis, SNES, Xbox Live Arcade, Virtual Console
Release September 10, 1993
September 11, 1993
Genre(s)Fighting
Mode(s)Up to 2 players simultaneously
Arcade systemCPS-2

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

Super Street Fighter II was followed by Super Street Fighter II Turbo, a fifth version released the following year (Template:Vgy) also produced which further refined the game's balance and introduced new game features.

Changes from previous games

Graphics and sounds

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

Characters

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

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

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

Other new features

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

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

The faster game speed introduced in Hyper Fighting was removed and the gameplay was reduced back to the same speed level from Champion Edition.

Tournament Battle

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

Super Street Fighter II Turbo

File:Ssf2tposter.png
Arcade Flyer of Super Street Fighter II Turbo.

An update of the game, Super Street Fighter II Turbo (known in Japan as Super Street Fighter II X — Grand Master Challenge), was released in 1994 and featured enhanced speed and difficulty, as well as the first appearance of Akuma, who would become a recurring hidden character in Street Fighter and other Capcom fighting games. Super Turbo also introduced to the series "Super Combo" techniques.

Super Combos

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

Air Combos

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

Extra characters

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

This method has its strengths and weaknesses. "Super" characters cannot perform the Super Combo moves and they cannot fall safely from a throw. On the other hand, some features are beneficial, such as at the start of a Dragon Punch, "Super" Ken and "Super" Ryu are invulnerable when they perform their Dragon Punch and cannot be hit out of it (Normal Ken and Normal Ryu can be hit out of it at any point).

Introduction of Akuma

Super Street Fighter II Turbo also saw the introduction of the series' first hidden character, Akuma (Gouki in Japan). Should the player succeed in defeating all eight preliminary opponents, as well as Balrog, Vega and Sagat without using any continues (and achieve a high score or reach the final match in less than 25 minutes), Akuma will reveal himself. Once the player reaches M. Bison, at the start of the round Akuma will warp in, and dispose of Bison. There is no name on Akuma's life gauge, the portrait is completely black and the background music changes to Akuma's theme music. Akuma can also be selected by the player by inputting a certain code at the player select screen.

Other new features and changes

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

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

Ports

  • A DOS version of Super Turbo was also released by Gametek in North America and Europe in 1995 as well. Gametek also released a port for the Amiga CD32 which graphically, is very close to the original arcade game, but suffers from jerky animation and other shortcomings.
  • In Template:Vgy, Capcom released Super Street Fighter II X for Matching Service for the Dreamcast in Japan as a mail-order release. The Dreamcast features an online versus mode, as well as other features such as selectable Super Combo gauges and the returning of the bonus rounds from the previous Street Fighter II games.
  • In Template:Vgy, Capcom released Super Street Fighter II Turbo Revival for the Game Boy Advance. This portable version features a simplified control configuration (due to the reduced amount of buttons in the GBA), new stages for some of the characters (some taken from the Street Fighter Alpha and Street Fighter III games) and revised endings (and localization) for all the characters.

References

Sources

  • 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 4885546761. {{cite book}}: Unknown parameter |month= ignored (help)

External links

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