Super Street Fighter II Turbo

Super Street Fighter II Turbo

Promotional brochure for the arcade version of Super Street Fighter II Turbo, featuring Akuma
Developer(s) Capcom
Publisher(s) Capcom
Designer(s) Noritaka Funamizu
Haruo Murata
Composer(s) Isao Abe
Syun Nishigaki
Series Street Fighter
Platform(s) Arcade, Amiga, Amiga CD32, PC DOS, 3DO, Dreamcast, Game Boy Advance, PlayStation, Sega Saturn, PlayStation 2
Release date(s)

Arcade

  • WW: February 23, 1994[1]

3DO

  • JP: November 13, 1994
  • NA: November 6, 1994
  • EU: 1994

PC DOS

  • NA: May 1995
  • EU: 1995

Amiga

Dreamcast

  • JP: December 22, 2000

Game Boy Advance

  • JP: July 13, 2001
  • NA: October 30, 2001
  • EU: November 2, 2001
Genre(s) Fighting
Mode(s) Up to 2 players simultaneously
Cabinet Upright
Arcade system CPS-2
Display Raster (horizontal),
384×224 resolution,
4096 colors on screen,
16,777,216 color palette[2]

Super Street Fighter II Turbo, released in Japan as Super Street Fighter II X: Grand Master Challenge (スーパーストリートファイターII X -Grand Master Challenge-), is a competitive fighting game released for the arcades by Capcom in 1994. It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Like its predecessor, it ran on the CP System II hardware.

Super Turbo introduced several new gameplay mechanics not present in previous versions of Street Fighter II, including the addition of Super Combos and air combos. It also introduced the secret character Akuma, who would go on to become a recurring character in later Street Fighter installments and other Capcom fighting games.

Super Turbo was originally ported to the 3DO Interactive Multiplayer, followed by the PlayStation and Sega Saturn (under the title of Super Street Fighter II Turbo: The Ultimate Championship) as part of the Street Fighter Collection, and for the Dreamcast in Japan under the title of Super Street Fighter II X for Matching Service. A remake of the game was released for the PlayStation 3 and Xbox 360 titled Super Street Fighter II Turbo HD Remix.

Gameplay

Super Street Fighter II Turbo made the following changes and additions to the play mechanics inherited from Super Street Fighter II.

Super Combos

Ryu finishes off Zangief with his Shinkū Hadōken Super Combo.

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 when the character performs their basic and special techniques against the opponent. When the Super Combo gauge is full, the gauge will be replaced with the word "SUPER". The player will then be able to perform a Super Combo by inputting specific commands, which will reset the Super Combo gauge back to zero. If an opponent is defeated with a Super Combo, the background will flash red and yellow.

Air Combos

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

Other new features and changes

Super Turbo was the first Street Fighter game released in arcades to feature an adjustable speed setting. The game speed can be adjusted through 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.

Additionally, the bonus mini-games featured in previous versions of Street Fighter II were removed from this installment. The eight-player "Tournament Battle" mode from Super Street Fighter II was removed as well. Ending now has new image for each character. "No rounds lost" credits was also changed, it now shows some of those images.

Some of the characters were given new special moves.

Characters

Alternate versions

Super Street Fighter II Turbo allows players to play as versions of characters from the original Super Street Fighter II 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, the alternate version of Sagat in Super Turbo can now cancel his light kick into any special move, whereas in Super Street Fighter II he couldn't.

This method has its strengths and weaknesses. The alternate characters cannot perform Super Combos, nor can they recover from an opponent's throw. On the other hand, some features are beneficial, such as the alternate versions of Ryu and Ken, who are invulnerable when they perform their Shoryuken and cannot be hit out of it (unlike their standard counterparts). All of the characters' original color palettes (i.e. Ryu's red headband and white gi, Chun-Li's blue outfit, M. Bison's red uniform, etc.) are only worn by their alternate counterparts, whereas the standard versions use a different default palette.

Introduction of Akuma

Super Street Fighter II Turbo saw the introduction of the series' first secret character, Akuma (Gouki in Japan). Should the player succeed in defeating all eight preliminary opponents, as well as Balrog, Vega, and Sagat without using more than one credit (and achieve a high score or reach the final match in less than 25 minutes), Akuma will reveal himself. Once the player reaches M. Bison, at the start of the round Akuma will enter the stage and grab Bison, knocking him out with the Shun Goku Satsu technique, and challenge the player as an alternate final boss. There is no name under Akuma's health gauge, and the portrait next to it is completely black. Akuma can also be controlled by the player by inputting a code at the player select screen, though the playable version of him is not as powerful as the computer-controlled version. Akuma is a very difficult opponent, being able to move at very high speeds and deal large amounts of damage.

Home versions

3DO Interactive Multiplayer

The 3DO port was released on November 13, 1994 in Japan, with subsequent releases in North America and Europe during the same year. While the graphics are more accurately reproduced compared to the previous console ports for 16-bit platforms, some of the backgrounds don't scroll like they do in the arcade version, the blood was removed or replaced by sweat (including the one in the defeat portraits of the characters), the score system when performing combos is not accurately reproduced and the order of opponents in single-player mode is altered as well. Although the loading times are considerably short by CD-ROM standards at the time,[3] the game loads during battle when a player performs an elaborate move such as jumping (especially when both characters jump at the same time) and the controls are affected occasionally as well. The soundtrack features the same remixed music from the FM Towns version of Super Street Fighter II (with a few additional remixes specific to Super Turbo). This port also features "simultaneously button cancels", a feature that only existed in the arcade versions up until Hyper Fighting.

This port has the unique feature of giving Chun-Li and E. Honda the ability to perform their Super Combos while walking towards the opponent. To do that, the player must hold the last direction of the Super Combo command and then press the corresponding attack button before getting hit, blocking or changing position. Blanka, Dee Jay, Balrog (boxer) and M.Bison (dictator) have Super Combos with the same motion as Chun-Li's and E. Honda's, but are unable to make use of this method.

On the default control configuration, the ABC buttons are used for kicks, whereas LPR are used for punches. Because of the unusual button placement of the standard 3DO controller (since P normally functioned as a start/pause button, whereas L and R were shoulder buttons), various 6-button controllers, such as the REAL Pad Soldier by Ascii (based on the CP Soldier controller released by Capcom for the Super NES and Genesis) and the Fighting Commander REAL by Hori, were sold which featured the LPR buttons placed on a row above ABC.

MS-DOS

The MS-DOS version, developed by Eurocom and published by GameTek, was released in May 1995 in North America and Europe. The port is very accurate to the arcade version and utilizes a six-button controller. There are secret commands to use each character's original color scheme, as well as attacks that were removed from the 3DO version due to memory constraints. The option menus have custom settings (such as enabling and disabling parallax scrolling) that allows the game to be played with low hardware specifications. The biggest change is the game's resolution; the game is played with a resolution of 320x200 on AT/PC-compatible machines and, since the graphic data is ported straight from the arcade version, all of the characters appear large due to the narrow screen size. Because of this, the distance between both fighters at the beginning of a match is slightly narrower than in the arcade version. There were many glitches in the initial shipments of the DOS port, such as characters landing and recovering normally after landing from a jump if they're knocked out in mid-air with a basic attack. A patch file was distributed that corrected these glitches, which were later fixed in version 1.5 of the retail release. A patch file for version 1.6 was released as well. The music has been remixed as well, although the arrangements are different from the ones used in the 3DO soundtrack.

Amiga

The Amiga port was also released by Gametek (and ported by Human Soft) in 1996, which is graphically very close to the original arcade version and features a remixed soundtrack, but suffers from jerky animation and other shortcomings when played on an unexpanded machine.

PlayStation and Sega Saturn

Super Turbo is included in the Street Fighter Collection compilation for the PlayStation and Sega Saturn, which also includes Super Street Fighter II on the same disc, as well as Street Fighter Alpha 2 Gold on a second disc. Although the port of Super Turbo is very accurate, the game suffers from slight processing glitches that make the controls unresponsive during close-quarters combat in certain stages, and there is a glitch that allows Guile to throw two "Sonic Boom" projectiles on-screen at the same time. Due to loading times, the beginning of each stage theme is played one beat later for convenience.

Dreamcast

Capcom released Super Street Fighter II X for Matching Service for the Dreamcast in Japan exclusively as a mail-order release via the online Dreamcast Direct store (later known as Sega Direct) on December 22, 2000. The Dreamcast version features an online versus mode on Sega's "Matching Service" compatible only on analog modems. The Matching Service closed down on September 1, 2003. The bonus mini-games from previous versions of Street Fighter II, which were cut in the arcade version, were restored in this port and can be enabled via a special options menu. The port is considerably more accurate than the PlayStation and Sega Saturn versions, as almost nothing was changed aside for the score display. If the player fulfills certain requirements, Shin Gouki (the computer-controlled version of Akuma from the single-player mode) can be used by the player, who boasts greater fighting skills than his regular self. There's also a third version of Akuma called "Ten Gouki" who can use the Shun Goku Satsu ("Raging Demon") technique as a Super Combo. Other secret options are available as well. It also features additional speed settings including 3 new faster ones, speeds 4-6, and a very slow speed (speed 0) that doesn't remove any frames.

Game Boy Advance

Released on June 13, 2001 in Japan, with subsequent releases in North America and Europe, Super Street Fighter II Turbo Revival is a port of Super Turbo for the Game Boy Advance with an all new title screen and character illustrations. It was re-released as a Virtual Console game for the Wii U in 2015. The GBA only has four buttons used for attacks, though the four action buttons can be easily customized. Although most of the basic character sprites and animations were transferred from the SNES version of the original Super Street Fighter II, the new techniques that were added from Super Turbo used the same sprites and animations from the arcade version. This results in a few characters suddenly growing in size for a moment when performing certain moves, such as Guile's standing heavy kick, since the arcade version used bigger sprites than the SNES version. Likewise, the animation frames when a character advances towards an opponent are the same when he or she retreats. Only Akuma uses character sprites exclusively from the arcade version and his advancing and retreating animations are different as a result.

The stages for Ryu, Ken, Guile, Zangief, and M. Bison are all-new, while Chun-Li's new stage is from Street Fighter Alpha 2, and Balrog's stage is from Street Fighter Alpha 3. Akuma also has a specific stage, which is the same one as Ryu's, but with a different palette. All the voice clips of the characters are taken from the arcade version with the exception of Ryu's, which is based on the original Street Fighter II, while Akuma's voice clips are from the Street Fighter Alpha series. While the music quality is not of the same rate as the arcade version, the danger versions of the stage themes are included just like the arcade version's and there are exclusive remixes as well.

Akuma can use the Shun Goku Satsu as a Super Combo, unlike in the arcade version (where he had none). The player can also unlock "Shin Akuma", a variation of Akuma who boasts even greater fighting skills, in addition to the regular version. He can also use the Shun Goku Satsu Super Combo.

PlayStation 2 and Xbox

Super Turbo is included in Capcom Classics Collection Vol. 2 for the PlayStation 2 and Xbox. Although the first compilation included the first three Street Fighter II games, the second volume skipped the original Super Street Fighter II and only included Super Turbo.

PlayStation 3 and Xbox 360

In 2008, Capcom released Super Street Fighter II Turbo HD Remix, an HD port of the game for the PlayStation 3 and Xbox 360 available as a downloadable title. It features a 1080p resolution with redone graphics by artists from Udon (authors of the Street Fighter comic book series), an arranged soundtrack provided by Overclocked Remix, and adjustments to the game's balance. This version was based on the source code from Super Street Fighter II X for Matching Service for Dreamcast.

Reception

Reception
Aggregate scores
AggregatorScore
MobyGames91% (3DO)[4]
NinRetro92% (3DO)[5]
Review scores
PublicationScore
AllGame (Arcade)[6]
(3DO)[7]
EGM32 / 40 (3DO)[8]
Famitsu29 / 40 (3DO)[9]
GameFan290 / 300 (3DO)[10]
GamePro16.5 / 20 (3DO)[3]
Digital Press9.5 / 10 (3DO)[11]
Fun Generation9 / 10 (3DO)[5]
HonestGamers10 / 10 (3DO)[12]
Next Generation (3DO)[13]
Ultimate Future Games95% (3DO)[14]
Video Games93% (3DO)[5]
Award
PublicationAward
Gamest Awards4th Best Game of 1994,
4th Best Fighting Game[15]

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.[15] On release, Famicom Tsūshin scored the 3DO version of the game a 29 out of 40.[9]

The four reviewers of Electronic Gaming Monthly gave the 3DO version a unanimous score of 8/10, commenting that the graphics and content accurately recreate the arcade version, and that the control is "near perfect" even when using the standard 3DO pad.[8] In contrast, GamePro stated that the control is imperfect even with Panasonic's six-button controller, and is terrible with the standard pad due to the "mushy" D-pad. They also criticized the absence of the older versions of the fighters and concluded that the port, though "a reasonably close translation of the coin-op", falls second to the SNES version of Street Fighter II′ Turbo: Hyper Fighting among Street Fighter II conversions.[3] A reviewer for Next Generation concurred with GamePro that the 3DO controllers are not optimal for the game, but still held it to be "without a doubt, the best version [of Street Fighter II] to hit home systems." He described the conversion as "colorful, fast, and so impressive you hardly notice the disk access time between rounds."[13] Arcade Sushi ranked Super Street Fighter 2 Turbo as the "best fighting game", adding "Super Street Fighter II Turbo is easily the most loved, and the most played game in the franchise. If you haven’t played this fighter, then you haven’t played fighting games at all."[16] Future Publishing's Ultimate Future Games gave the 3DO version a 95% score, hailing it as the "game that'll save the 3DO". They praised it as the "ultimate beat 'em up" while their only criticism was the "Slow CD access" times.[14]

References

  1. Date given during bootup
  2. CPS-2, System 16: The Arcade Museum
  3. 1 2 3 "ProReview: Super Street Fighter II Turbo". GamePro (67). IDG. February 1995. p. 72.
  4. http://www.mobygames.com/game/3do/super-street-fighter-ii-turbo/mobyrank
  5. 1 2 3 http://www.ninretro.de/game-15-747.html
  6. https://web.archive.org/web/20141211202604/www.allgame.com/game.php?id=11269&tab=review
  7. https://web.archive.org/web/20141210191700/www.allgame.com/game.php?id=2417
  8. 1 2 "Super Street Fighter II Turbo Review". Electronic Gaming Monthly (66). EGM Media, LLC. January 1995. p. 42.
  9. 1 2 3DO GAMES CROSS REVIEW: スーパーストリートファイターII X. Weekly Famicom Tsūshin. No.330. Pg.78. 14 April 1995.
  10. GameFan, volume 3, issue 1 (January 1994), pages 24 & 86-87
  11. http://www.digitpress.com/reviews/supersf23do.htm
  12. http://www.honestgamers.com/1557/3do/super-street-fighter-ii-turbo/review.html
  13. 1 2 "Powerful". Next Generation. Imagine Media (3): 89. March 1995.
  14. 1 2 https://archive.org/stream/Ultimate_Future_Games_Issue_02_1995-01_Future_Publishing_GB#page/n69/mode/2up
  15. 1 2 第8回ゲーメスト大賞. GAMEST (in Japanese) (136): 40.
  16. "25 Best Fighting Games #5 - #1". Arcade Sushi. 2013-05-13. Retrieved 2015-09-28.

Sources

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