Super Street Fighter II Turbo (abbreviated as Super Turbo ), known in Japan under the name Super Street Fighter II X: Grand Master Challenge ( Japanese ス ー パ ー ス ト リ ー ト フ ァ イ タ ー II X-Grand Master Challenge- Su: pa: Sutori: then Fight: Tsu: Ekusu -Gurando Masuta: Tärendzi- ) is a multi-platform video game in the genre of fighting game from the Street Fighter series, developed and released by Capcom for arcade machines in 1994. She is the fifth game in the Street Fighter II sub-series following Super Street Fighter II . Like its predecessor, Super Street Fighter II Turbo came out for machines based on the CP System II system .
| Super Street Fighter II Turbo | |
|---|---|
![]() | |
| Developer | Capcom |
| Publisher | Capcom |
| Part of a series | Street fighter |
| Date of issue | Arcade Machine |
| Genre | fighting game |
| Creators | |
| Game designers | Noritaka Funamizu Haruo Murata |
| Composers | Isao Abe Xiong Nishigaki Yuki Iwai |
| Technical details | |
| Platforms | Arcade Machine Ms dos Amiga 3DO Playstation Sega saturn Dreamcast Game boy advance |
| Game modes | up to 2 players |
| Type of shell | vertical |
| Display | raster, 384 by 224 pixels (horizontal), 4096 colors |
| Arcade platform | CP System II |
Super Turbo introduced several new game mechanics, including the appearance in a series of super tricks ( Super Combos ). In the same game, the debut in the series (in the role of the secret character) of Akuma took place , which from that time appeared in all other games in the series and other Capcom fighting games.
Super Turbo was initially ported to the 3DO Interactive Multiplayer , and later to the PlayStation and Sega Saturn (called Super Street Fighter II Turbo: The Ultimate Championship ) as part of the Street Fighter Collection compilation, and even later to the Dreamcast console for the Japanese market called Super Street Fighter II X for Matching Service . A remake of the game, dubbed Super Street Fighter II Turbo HD Remix , was released for the Xbox Live Arcade and PlayStation Network network services in 2008.
Content
- 1 gameplay
- 2 characters
- 3 game versions
- 3.1 3DO Interactive Multiplayer
- 3.2 MS-DOS
- 3.3 Amiga
- 3.4 Sega Saturn and PlayStation
- 3.5 dreamcast
- 3.6 Game Boy Advance
- 3.7 PlayStation 2 and Xbox
- 3.8 PlayStation 3 and Xbox 360
- 4 Ratings in the gaming press
- 5 notes
- 6 Sources
- 7 References
Gameplay
Super Street Fighter II Turbo has introduced some additions and innovations to the combat system, which has moved from Super Street Fighter II .
The first and main innovation was the appearance in the series of the concept of super tricks, which in the game are called super-combos ( Eng. Super Combo , plural. Super Combos , jarg. Super combo ). Usually a super-combo is an enhanced version of a certain special technique (for example, Ryu’s sinku-hadenken will be a strengthened version of a regular hukden ; Ken’s shёriu-rappa will be an enhanced version of a shрюryuken , and so on) and can be performed under certain conditions, being able to inflict significant damage to the enemy for one-time use. Super Combo is assigned a special energy scale ( Super Combo gauge ), each player is located in the lower corner of the screen and is filled when performing basic or special moves on the opponent; between rounds it is not tolerated. When the energy scale is full, the scale will be replaced by the inscription “SUPER”, after which the player will be able to carry out the attack with super-power, having entered a special command for this. When performing a super reception, the energy scale will be reduced to zero. Using super combos in battle is rewarded with bonus points; knocking out an opponent using super-combos is accompanied by a specific “fiery” background. Each character has one Super Combo [K 2] .
Super Turbo also introduced the ability to attack an enemy in the air. While the previous versions of the game introduced several techniques that allowed the player to attack the enemy several times, Super Turbo was the first game in the series where an advanced air combo technique was introduced. Certain basic tricks allow a player to attack an opponent more than once in the air, and thus “juggle” him. Such "juggling" tricks can be introduced into other similar tricks or super tricks. The changes affected the system of throws and captures, the damage from which it was possible to reduce, leaving them at a certain point after the capture.
Also, Super Turbo was the first game in the series (excluding home versions), where the ability to adjust the speed was introduced. The speed can be configured in the system configuration settings by the operator of the arcade machine or (if the parameter is set to free choice) at the beginning of the game by the player himself. The player can choose between three different speed parameters. The secret mini-games in the original game and previous revisions were completely removed from Super Turbo , as well as the Tournament Battle mode from the original Super Street Fighter II for 8 players. In addition, when completing a single passage, a special illustration is shown, one for each character; upon successful completion (without defeats in the rounds), all these illustrations are alternately shown during the final credits.
Characters
In Super Turbo , all the characters that were present in the previous update went over; for all characters, when they are selected, the default color scheme is different from the original (for example, Ryu in Super Turbo by default wears black karategi and yellow hatimaki against white karategi and red hatimaki in previous versions).
In Super Turbo, each character has his own alternative version, to select which you need to enter a special code that is unique for each character. The gameplay of alternative versions of all characters with minor changes is based on Super Street Fighter II (for example, Sagat in Super Turbo can cancel a weak kick in any special technique, whereas in Super Street Fighter II he could not do this). In addition, alternate versions of all characters use the original color schemes from Street Fighter II and Super Street Fighter II by default.
This method has its strengths and weaknesses. On the one hand, characters cannot perform Super Combo and quickly exit the cast. On the other hand, some balance features from SSFII are useful. For example, the alternative versions of Ryu and Ken at the start of the Shрюryuken possess the property of invulnerability, while the "standard" versions of these same characters can be attacked at any time.
Also in Super Turbo was the debut of the first in a series of secret character Akuma ( Goki in the Japanese version). In order to fight him at the end of a single pass, the player must pass all eleven previous opponents (including the three intermediate bosses Balrog, Vegu and Sagata) without using continuations and earn as many points as possible or reach the final boss for less than 25 minutes. As soon as the condition is met, at the beginning of the battle with Bison, Akuma is in the arena, who then kills Bayson by attacking him with the technique of sung-goku-satsu ; accordingly, Akuma replaces Bison as the final boss [K 3] . When playing with Akuma, the mini-portrait of the character next to the health bar is completely black, and his name is not indicated. Also, the player can play for Akuma by entering a special code for this, although his playable version is not as powerful as the computer-controlled version. Despite this, Akuma is still a very dangerous fighter in battle, being able to deal special damage comparable to Super Combo .
Game Versions
3DO Interactive Multiplayer
The 3DO version of the game was released in Japan on November 13, 1994, with subsequent releases in North America and Europe. Although the graphics in the port are very accurately reproduced from the arcade version, in comparison with previous ports for 16-bit platforms, such as Super Street Fighter II for SNES , the backs of some arenas do not scroll, as could be done in the arcade version; the system of scoring for combos is not transferred in the most accurate way, and the order of the fighters during the arcade passage is slightly different. Although the download time is much shorter by the CD-ROM standards of that time, the game is loaded when the player performs basic movements, such as a jump (especially when the characters of two players are jumping). This version uses rearranged music from the Super Street Fighter II version for FM Towns (including several songs specific to Super Turbo ). Also in this version there is the possibility of simultaneous cancellation of buttons, which was present in the arcade versions of Street Fighter II before Hyper Fighting
MS-DOS
A version of MS-DOS developed by Eurocom and released by Gametek was released in May 1995 in North America and Europe. This version is almost identical to the arcade and uses a six-button gamepad for the game. Here there are secret input commands for using the original character colors, as well as tricks removed from the 3DO version due to lack of memory. The options menu includes various settings, such as enabling or disabling parallax scrolling, which allows you to customize the game to the characteristics of the computer. The most significant change was the resolution of the game screen. The game ran at 320 x 200 pixels on AT / PC-compatible computers, and graphic data was ported directly from the arcade version. Due to the narrower than in the arcade game screen, character sprites look largest. For the same reason, the distance between the character sprites at the beginning of the match is slightly narrower than in the arcade version. When this version was released, various glitches were noticed in it, such as landing of characters and recovery (usually after landing from a jump if the fighter was knocked out in the air with a basic airborne technique). A patch was later released that fixed these errors, which was later fixed in version 1.5 for the retail release. A patch was also released for version 1.6. For this version, as well as in the version on 3DO, rearranged music is used, although the arrangements of musical themes from this version differ from those in the version for 3DO.
Amiga
The Amiga home computer version was also released by Gametek and was developed by Human Soft in 1996 . This version is very close to the arcade, although it suffers from problems with animation and other minor flaws.
Sega Saturn and PlayStation
Super Turbo was included in the compilation of Street Fighter Collections for the PlayStation and Sega Saturn , which included Super Street Fighter II on the same disc, while Street Fighter Alpha 2 Gold was placed on the second disc. Despite the fact that the port itself was executed very carefully, there were minor processing malfunctions in the game, as a result of which the control stopped responding during close combat in some arenas. Also, in this version there is a bug that allowed the player for Gail to perform Sonic Boom special moves twice at a time. In connection with the release of the CD-ROM, a musical theme of each level began to play a little later exclusively for convenience. It took a certain amount of time to release the Street Fighter II sub-series games on the PlayStation and Sega Saturn, since Capcom was already working on the Street Fighter Alpha sub-series for arcade machines at that time.
Dreamcast
The Dreamcast version, known as the Super Street Fighter II X for Matching Service , was released on December 22, 2000, only in Japan was available only through the Dreamcast Direct store (later Sega Direct). This version includes the VS network mode, compatible with the Matching Service, compatible only with analog modems. Matching Service was closed on September 1, 2003. Bonus levels from the original Street Fighter II cut from the arcade version have been returned in this version. The port is made much better than for the PlayStation and Sega Saturn, since almost nothing was changed with a few exceptions: when the player fulfilled certain conditions, he got the opportunity to play for the true Akuma, which has much greater combat capabilities than the usual Akuma; there is the opportunity to play for a special version of Akuma called Ten Gouki , which can use the technique of sung-goku-satsu as Super Combo ; Other secret options are also available.
Game Boy Advance
The version for Game Boy Advance , known as Super Street Fighter II Turbo Revival , was released on June 13, 2001 in Japan with subsequent releases in North America and Europe. For this version, a completely new start screen and illustrations for the characters were developed. Since there are only four action buttons on the GBA, they can easily be customized. Although most sprites have been ported from the Super Street Fighter II version for SNES, new character techniques added to Super Turbo use sprites from the arcade version. As a result of this, different characters can increase in size when performing certain techniques, such as Gail’s powerful kick. Also, probably, when the player moves towards the enemy, the same sprites are used as those used when moving from the enemy. Only for Akuma sprites are used completely from the arcade version, and accordingly, its sprites when moving are different from the rest.
The arenas for fighting Ryu, Ken, Zangiev and Bayson are completely new, while the Chunli level is moved from Street Fighter Alpha 2 , and the Balrog level is from Street Fighter Alpha 3 . Akuma also has a specific level, based on the Ryu level, but different in color. All scoring for the cast was taken from the arcade version (except for Ryu, for which scoring was taken from the original Street Fighter II , and Akuma, for which scoring was taken from the Street Fighter Alpha series). Most of the music in this version is rearranged to the hardware capabilities of the platform, however, the versions of the character themes played when the characters were critically damaged were taken from the arcade version. Also, in this version there are exclusive remixes.
Akuma in this version can use the syun-goku-satsu technique as a super device, while in the arcade version this feature was absent. The player can also unlock the ability to play for the “true” Akumu, which can also use sung-goku-satsu .
PlayStation 2 and Xbox
Super Turbo is included in the compilation of the Capcom Classics Collection Vol. 2 for PS2 and Xbox. Although the first part of the compilation included the first three games from the Street Fighter II sub-series, only Super Turbo got into the second part, while Super Street Fighter II was not included there.
PlayStation 3 and Xbox 360
In 2008, Capcom released for the PlayStation Network and Xbox Live Arcade network services a downloadable remake of the game with an emphasis on multiplayer developed by Backbone Entertainment and called Super Street Fighter II Turbo HD Remix . The game uses fully remade HDTV graphics and a rebalanced character balance based on the source code for Super Street Fighter II X for Matching Service for Dreamcast.
Game Press Ratings
| Reviews | |
|---|---|
| Summary rating | |
| Aggregator | Rating |
| Mobyrank | 91% (3DO) [1] |
| Foreign language editions | |
| Edition | Rating |
| Allgame | (Arcade) [2] (3DO) [3] |
| Egm | 8/10 [5] |
| Famitsu | 29/40 [4] |
| Gamefan | 290/300 (3DO) [6] |
| Gamepro | 16.5 / 20 (3DO) [7] |
| Digital press | 9.5 / 10 (3DO) [8] |
| Fun generation | 9/10 (3DO) [9] |
| Honorgamers | 10/10 (3DO) [10] |
| Ultimate future games | 95% (3DO) [11] |
| Video games | 93% (3DO) [9] |
| Awards | |
| Edition | Reward |
| Gamest | "The best game of 1994" (4th place) "The best fighting game" (4th place) |
In the January 30, 1995 issue of Gamest magazine, Super Street Fighter II X ( Super Street Fighter II Turbo outside of Japan) took fourth place in the Best Game of 1994 and Best Fighting nominations, but did not take any places in other nominations [12] . Famitsu magazine rated the version of the game for the 3DO console at 29 points out of 40 possible [4] .
Four reviewers from Electronic Gaming Monthly magazine unanimously rated Super Turbo for 3DO 8 points out of 10. In reviewers' comments, it was noted that the graphics and content in this version completely recreate the impression of the arcade version, while the controls look “almost perfect” even when using standard gamepad [5] . In contrast to the above, GamePro reviewers believe that the control is far from perfect even using a six-button controller from Panasonic, but with the standard one it looks completely awful due to the soft D-pad; The lack of earlier versions of Street Fighter II was also criticized. As a result, according to reviewers, the port, although it looks “a fairly close translation from an arcade machine,” is inferior in this sense to the Street Fighter II: Hyper Fighting version on SNES [7] . Arcade Sushi has put the game in first place in its ranking of the best fighting games, saying that “ Super Street Fighter II Turbo is undoubtedly the most beloved and most played game in the franchise. If you did not play this fighting game, it means that you did not play fighting games at all ” [13] . Future Publishing Ultimate Future Games reviewers rated the 3DO version of Super Turbo at 95%; in their opinion, Super Turbo is a “perfect bitmap ” that “will save 3DO”, while the only minus was that the reviewers recognized the slow loading of data from the CD [11] .
Notes
- Comments
- ↑ Date indicated when loading the arcade system
- ↑ Исключением является секретный персонаж Акума, который не имеет Super Combo , и соответственно, энергетической шкалы.
- ↑ В японской версии игры Акума после убийства Байсона обращается к игроку следующей фразой: «Я — мастер кулака. Прими в отчаянии свою немощь!» ( яп. 我は、拳を極めし者。うぬらの無力さ、その体で知れい! Га ва, кэн о кивамэсимоно. У нура но мурёки-са соно карада дэ сире и! ) ; в англоязычных версиях игры этот момент опущен.
- Sources
- ↑ Super Street Fighter II Turbo for 3DO (1994) MobyRank - MobyGames
- ↑ Super Street Fighter II Turbo - Review - allgame
- ↑ Super Street Fighter II Turbo - Overview - allgame
- ↑ 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. Номер 330. стр.78. 14 апреля 1995.
- ↑ 1 2 Super Street Fighter II Turbo Review, Electronic Gaming Monthly , EGM Media, LLC (January 1995), С. 42.
- ↑ GameFan , volume 3, issue 1 (January 1994), pages 24 & 86-87
- ↑ 1 2 ProReview: Super Street Fighter II Turbo, GamePro , IDG (February 1995), С. 72.
- ↑ Super Street Fighter II (3DO) - Digital Press Online
- ↑ 1 2 Super Street Fighter II Turbo (3DO) - NinRetro (New is not Retro) v3
- ↑ Super Street Fighter II Turbo (3DO) review by Marc Golding
- ↑ 1 2 Ultimate Future Games — Issue 02 (1995-01)(Future Publishing)(GB)
- ↑ «第8回ゲーメスト大賞» (яп.)
- ↑ 25 Best Fighting Games #5 - #1 . Arcade Sushi (13 мая 2013). Дата обращения 28 сентября 2015.
Sources
- All About Capcom Head-to-Head Fighting Games 1987-2000. AA Game History Series (Vol. 1). — Dempa Publications, 2000. — ISBN 4885546761 .
Links
- Официальный сайт версии игры для Game Boy Advance
- Super Street Fighter II Turbo на Killer List of Videogames
- Страница игры на сайте Eurocom
- Super Street Fighter II Turbo на Street Fighter Wiki
- Super Street Fighter II Turbo на StrategyWiki
- Сборник арта к Super Street Fighter II Turbo на FightingStreet.com
