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Super Street Fighter II - Wikipedia, the free encyclopedia

Super Street Fighter II

From Wikipedia, the free encyclopedia

Super Street Fighter II

Developer(s) Capcom
Publisher(s) Capcom
Platform(s) Arcade
Computers:
Amiga, PC-DOS, Sharp X68000
Consoles:
3DO, Dreamcast, GBA, PlayStation, PlayStation Network, Sega Saturn, Sega Genesis, SNES, Xbox Live Arcade, Virtual Console
Release date JPN September 10, 1993
NA EU September 11, 1993
Genre(s) Fighting
Mode(s) Up to 2 players simultaneously
Input methods 8-way Joystick, 6 Buttons
Cabinet Upright
Arcade system CPS-2
Display Raster, 384 x 224 pixels (Horizontal), 4096 colors

Super Street Fighter II (スーパーストリートファイターⅡ Sûpâ Sutorîto Faitâ Tsû?) is the fourth installment of a long string of fighting games in the Street Fighter II series.

Contents

[edit] History

In late 1993, Capcom released another version of Street Fighter II, Super Street Fighter II: The New Challengers. As the subtitle implies, four new characters were added: Cammy, Dee Jay, Fei Long and T. Hawk. The Super in the title suggested to gamers the graphical enhancements possible due to the new hardware (CPS-2) the game ran on. Though the game looked superficially similar, every character had in fact been redrawn and animations added to their repertoire. Some say the release of the game was made too early (rumors say that this was done because of the recent release of Mortal Kombat II)[citation needed] - several of the team working on the game later publicly stated that the Turbo version was the game originally intended for release.

Among the major changes were redrawn character portraits for the returning characters, 8 available colors for each character's costume (likely due to a version of the game called Super Street Fighter II: The Tournament Battle that featured interconnected arcade machines where up to 8 players fought to win the tournament), new endings for the boss characters, an alternate ending for Chun-Li, and new animations and special moves such as a Red Fireball for Ryu, a Flaming Dragon Punch for Ken, and a new fireball animation for Chun-Li. New dizzy animations were added (such as angels and reapers), as well as points incentives for achievements such as performing the first attack. This was also the first game in the series to formally incorporate a combo system; the HUD would show the number of attacks in a combo and award points bonuses accordingly. Another improvement from previous games was the reversal, allowing quick recovery into an attack after landing on the ground or blocking, thus negating the opportunity in previous incarnations of "ticking" one's opponent (i.e., hitting an opponent with a light attack and immediately throwing during their block animation).

[edit] Changes from Street Fighter II Turbo

Super Street Fighter II made several significant deviations from the well-established Street Fighter II Turbo.

[edit] Characters

Super Street Fighter II introduced four new playable characters: Cammy, an English Delta Red agent; Fei Long, modeled after actor Bruce Lee; T. Hawk (short for Thunder Hawk), the first Native American fighting game character; and Dee Jay, a kickboxer from Jamaica.

[edit] Sound

Super Street Fighter II featured an entirely updated soundtrack using Capcom QSound, sporting applied acoustics making for crisper music. Stereo sound was also implemented.

Several character voices were added, giving each character a unique throw and knock-out cry, as opposed to the generic male and female audio samples of previous games.

Moreover, the announcer was changed from a fairly deep voice to a clearer, higher voice. Guile's voice also changed to this new voice as well, but was changed back to having a deeper voice in later games.

Chun-Li was given a "Kikouken" audio sample.

Dee Jay's "Max Out" audio sample is "Slash" in Japan, and in subsequent games.

Dee Jay has two voice samples "Did it!" and "Alright!" for his win poses in Japan, and in subsequent games.

Cammy's Thrust Kick and Cannon Drill are Cannon Spike and Spiral Arrow in Japan and subsequent games.

[edit] Visuals

A brand new introduction was included in the attract mode, featuring Ryu executing a Hadouken toward the screen.

The game update included faster rendering, improved animation, and redrawn character portraits. Each character had eight different outfit colors, to facilitate tournament play (which took place on a special version of the game known as Super Street Fighter II: The Tournament Battle).

Examples of individual graphical updates are as follows: Ryu's fireball, the Hadouken, was redrawn, while Ken's Hadouken used the same sprites from the previous games; however Ken's Shoryuken was redrawn to leave a fire trail, whereas Ryu's remained the same. Other graphical improvements are present, such as a new fireball animation for Chun-Li.

Each of the returning characters was given a fully redrawn ending, and the bosses received individualized endings with unique artwork, instead of the generic image of their faces with scrolling text used in Champion Edition and Hyper Fighting. Chun-Li's ending allowed players to choose whether she would continue being a detective or return to the exciting life of a young, single girl.

[edit] Gameplay

Super Street Fighter II played at a slightly faster speed than Street Fighter II, but nowhere near as fast as Street Fighter II' Turbo. This was seen as a step back by long time players who had been accustomed to the faster speed.

Many gameplay elements were adjusted. For example, Ken and Ryu, whose play styles were similar in previous games, have more pronounced changes to their arsenal to more clearly distinguish them (e.g., Ryu having a much faster fireball attack and Ken having a multi-hit Dragon Punch).

Dizzy/Stun animations were added. Grim Reapers signified a dizzy that would be difficult to recover from, stars or birds represented a standard recovery time dizzy, and angels represented a dizzy that could be escaped from quickly.

Other subtle changes took place with most of the characters: new moves were added and parameters of the moves were altered, generally making the game more balanced than its previous iterations.

The number of "re-dizzy" combos were greatly reduced. Such combos involve executing an unblockable combination on a dizzied character that results in the target character becoming dizzy again.

Super Street Fighter II also established many new conventions for the Street Fighter series, including a combo hit counting system and bonus points awarded for first attacks, combos, dizzy recoveries, and reversal attacks.

[edit] Super Street Fighter II Turbo

An update of the game, Super Street Fighter II X — Grand Master Challenge (known as Super Street Fighter II Turbo outside Japan and abbreviated as Super Turbo, ST or SSF2T), was released in 1994 and featured enhanced speed and difficulty, as well as the first appearance of the then-secret fighter Akuma. It also was the first game in the series to have "super combo" moves. The game was ported to the 3DO in the same year, with an exclusive remixed soundtrack, which has since been added into other compilations of the Street Fighter franchise including the console version of Hyper Street Fighter II. It was later also ported to the PC, the Amiga (AGA only), the Sega Dreamcast as part of Capcom's Matching Service which allowed for head-to-head online combat, the PlayStation and Sega Saturn as part of Street Fighter Collection, and the PlayStation 2 and Xbox as part of Capcom Classics Collection Vol. 2. A new version titled Super Street Fighter II Turbo HD Remix is scheduled for release on the PlayStation Network and Xbox Live Arcade in Summer 2008.

[edit] Old characters

Super Street Fighter II Turbo introduced the concept of inputting a code to play as the old "Super" character if the player did not like the "Turbo" character. The character would play like how they would in Super Street Fighter II, with small differences. For example, Old Sagat 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. Old characters cannot do the Super Combo moves and they cannot flip out of a throw. On the other hand, some features are considered welcome, such as at the start of a Dragon Punch, Old Ken and Old Ryu are completely invincible and cannot be hit out of it (Super Street Fighter II Turbo Ken and Super Street Fighter II Turbo Ryu can be hit out of it at any point).

[edit] Introduction of Akuma

Super Street Fighter II Turbo also saw the introduction of the series' first hidden character, Akuma. Should the player succeed in defeating all preliminary opponents, as well as Balrog, Vega and Sagat without using any continues (or to a greater extent, without losing rounds), he will reveal himself. Once the player reaches M. Bison, at the start of the round Akuma will warp in, and dispose of Bison using the Shun Goku Satsu. There is no name on Akuma's lifebar, the portrait is completely black and different music is playing. If you lose to Akuma and continue, you will fight Bison instead.

[edit] Revival

Another version of SSF2, called Super Street Fighter II X Revival (Super Street Fighter II Turbo Revival outside Japan) was released on the Game Boy Advance in 2001.

This version added Shin Akuma from the Street Fighter Alpha series, which is an unlockable character. Other new features include survival mode, time attack mode, galleries.

[edit] Ports

Super Street Fighter II has been ported to the Super Nintendo, Sega Genesis and DOS. The Super NES port was a commercial failure due to overproduction of copies based on overestimations of the game's expectation to sell. The DOS version of Super Street Fighter II was remarkably different from the ports of previous games to DOS. It was the first PC Street Fighter port to actually be near-arcade perfect, with sound effects, graphics, speed, and music that nearly matches the original version.

Super Street Fighter II Turbo was never ported to the Super Nintendo, but it did have 3DO, DOS/Windows and Dreamcast versions. These ports resembled the arcade version closely enough, but the 3DO and Dos versions had minor differences due to system limitations that caused many fans to prefer using the arcade board in tournaments.

[edit] External links

General resources

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