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Thread: Super Street Fighter II

  1. #91

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    During the 16 bit war I thought the genesis versions of sf II were inferior to the snes ports it was not until the late 90s I played a sf game on the genesis ssf II I could not believe how good it looked on the genesis I did not discover the greatness of the six button controller until about three years ago with the six button pad ssf II is the definitive 16 bit SF game I wish I could use it on the newer systems.

  2. #92
    Road Rasher Orchid87's Avatar
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    I don't really know why but I love Champion Edition more. Maybe because I hated all of the new challengers and I liked classic stage and character portrait graphics more.

  3. #93
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    I did own a copy of this game, but I didn't play it as much as I did the SNES version. As Aarzak pointed out, the sound is much closer to the CPS2 arcade version on the SNES port than the Sega Genesis/Mega Drive port. I also agree that the larger color palette does help out in certain spots on the SNES version. The sound effects and voice samples on the Sega Genesis version sound really bad. The control seems very slightly more responsive on the Genesis version. I'd say the SNES version wins over the Genesis/Mega Drive version, although I did enjoy playing both ports back in the day.

  4. #94
    Wildside Expert Jared's Avatar
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    This is coming to Wii Virtual Console with online play. Should be good.

  5. #95
    Move Between worlds Raging in the Streets TheEdge's Avatar
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    Super Street Fighter II is probably my most played genesis game in my collection. I actually perfected my Guile / Vega fighting styles through that game and actively pitied people who bought the obsolete Street Fighter II: Championship Edition. I must say though, SFII champ edition was more true to the "old school" playing style of SF but I'd rather have the whole sha-bang of Super Street Fighter II. Also, the Boss characters moves and animation where more refined in SSFII
    Last edited by TheEdge; 11-19-2011 at 02:29 PM.
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  6. #96
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    I've always wondered how this game used a 40 Megabit cartridge when the supposed limit is 32 Megabits. Does Super Street Fighter II have some sort of special chip(s) or is there hardware inside the cartridge that allows for this?

  7. #97
    Where are the bits?! ESWAT Veteran j_factor's Avatar
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    Quote Originally Posted by Josh View Post
    I've always wondered how this game used a 40 Megabit cartridge when the supposed limit is 32 Megabits. Does Super Street Fighter II have some sort of special chip(s) or is there hardware inside the cartridge that allows for this?
    Bank switching. It was common on Atari 2600.


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  8. #98
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    Changes from previous versions of Street Fighter II (The World Warrior, Champion Edition, Turbo: Hyper Fighting) to Super Street Fighter II: The New Challengers


    Graphics

    New HUD (Heads up display)

    Updated character artwork (miniature character portraits, main VS screen portraits, and defeated character portraits have been re-drawn)

    8 new endings (Balrog, Vega, Sagat, and M. Bison now have their own ending screen artwork, rather than a slightly modified version of the same end screen with the faces changed around showing the player’s character at the top. They also have new text accompanying their ending sequences. Cammy White, Dee Jay, Fei Long, and T. Hawk add four more endings)

    Re-colored stages (character stages and bonus game stages)

    New introduction sequence

    4 new stages added

    92 new costume colors added (the original 12 from SFII, the 12 ones added in Champion Edition, and the 12 costume colors included in Hyper Fighting are also available, making for a total of 128 selectable costume colors)

    Ryu’s Hadouken, Chun Li’s Kikoken, Sagat’s Tiger Shots, and Guile’s Sonic Boom animations have been updated graphically.

    Updated map/country location screen and character select screen


    Audio

    Updated music and sound effects

    The announcer voice and various character voices have been re-done

    Each character has their own K.O. scream, rather than all of the male characters having the same one in previous versions of Street Fighter II

    Animal noises and crowd noise can now be heard after winning a match

    The four boss characters now have their own ending music instead of having the same ending theme like in previous editions


    Game play

    4 new characters added (Cammy White, Dee Jay, Fei Long, and T. Hawk)

    4 new countries added (England, Hong Kong, Jamaica, and Mexico, although England was available in the original Street Fighter)

    Additional command moves for various characters

    Information about special attacks

    Ryu’s Fire Hadouken added, ground Tatsumaki Senpuu Kyaku spins fewer times, mid-air Tatsumaki Senpuu Kyaku altered

    Ken’s fierce punch Shoryuken lights characters on fire, aerial Tatsumaki Senpuu Kyaku altered

    Chun Li’s Kikoken command motion changed and no longer goes full screen as it did in SFII Turbo: Hyper Fighting, can no longer perform the Spinning Bird Kick in mid-air

    Blanka’s Backstep Rolling Attack added, Vertical Rolling Attack can no longer hit on the way down since Blanka flips out at the end of the move in mid-air

    E. Honda’s Sumo Smash always knocks down

    Zangief’s Flying Powerbomb added, Atomic Suplex added

    Balrog’s Buffalo Headbutt added

    Vega’s Sky High Claw added

    M. Bison’s Devil Reverse added


    Hardware

    CPS-2 (upgraded version of CPS-1 hardware which was used in previous versions of Street Fighter II)

  9. #99
    For great justice! Road Rasher Tor Landeel's Avatar
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    Josh, do you prefer overall Sf2's audio or Ssf2's?
    I personally can't stand Guile's new voice, as well as the announcer's.
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  10. #100
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    Quote Originally Posted by Tor Landeel View Post
    Josh, do you prefer overall Sf2's audio or Ssf2's?
    I personally can't stand Guile's new voice, as well as the announcer's.
    I prefer the music in the CPS-1 versions of SFII over Super SFII. I also like the announcer's voice and Guile's voice in the CPS-1 versions more. I like the sound effects in Super Street Fighter II more than SFII: The World Warrior, Champion Edition, and Turbo: Hyper Fighting. Overall, I'd say the audio in SFII: WW, CE, and HF is better than Super SFII.

  11. #101
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    Quote Originally Posted by j_factor View Post
    Bank switching.
    How does bank switching work for this game? Could Super Street Fighter II have been ported to the Sega Genesis using a 32 Megabit cart (and if so, what would it most likely be missing) or was a 40 Megabit cart required for it to be ported over?

  12. #102
    YM2612+SN76489 = eargasm! ESWAT Veteran Christuserloeser's Avatar
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    The one reason it uses 40 Mbit is the incredible amount of PCM samples. If you cut back on ROM size the first thing you'd loose would be these.

  13. #103
    Re-Animator Raging in the Streets NeoVamp's Avatar
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    Quote Originally Posted by Josh View Post
    (and if so, what would it most likely be missing)
    No 40mbit cart was not required, if they had gone with a 32M cart most likely they would have cut.

    1. All announcing voices, no RYU WINS here or YOU LOSE!
    2. Not sure if the lose portraits were animated, but if they are then these would have been reduced to 1 frame.
    3. Ken & Ryu would not have had their own stance sprites, instead they would have shared as much of the same sprites as they could.
    4. Ken & Ryu would also not have had their own win sprite. (see 3)
    5. no bigass Ryu intro
    6. Backgrounds would have lost some detail, no bicycles on Chun-Li's stage for example.


    This is all pretty much from mind, so don't get angry if i mentioned something that never made it to the Genny version.

    In the end you'd pretty much get the Snes version but with less colors.

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