Super Street Fighter 2 - The New Challengersa game by Capcom
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No more "Special" editions. No more multi-month delays. No more second place for Sega. Super Street Fighter II will debut simultaneously on both 16-bit systems in July, so Genesis aficionados can play alongside their SNES siblings. In fact, Genesis owners will get a few exclusive benefits, such as faster game play.
Hot from the Arcades
Super is a straight dump from coin-op, so of course all the New Challengers, new moves for the old World Warriors and bosses, new computer A.I. patterns, new portrait graphics, new animation, new music, new voices, new sounds, and new endings will all be in this 40-meg monster! (Whew.) Of course, the big question is how sharp the graphics will look and how clean the audio will sound given the Genesis's capabilities.
Overall, it looks like there will be a few minor feature differences between the Genesis and SNES versions. For starters, the Genesis has an extra star of speed, for a total of five speed levels (0-4), as opposed to four on the SNES (0-3). Also, for computer-crushing fighters, a new Expert mode enables you to challenge all 16 opponents instead of just 12 on the SNES. The Score Challenge mode, where you fight to earn the most points in a certain amount of time, replaces Time Challenge mode. Finally, the Match Play mode from Group Battle has been nixed in favor of a Point Match mode where the amount of time remaining on the clock when you beat the enemy translates into points, and the player who scores the most points over the series wins.
- Vega uses his new Off-the-Wall Claw Thrust against Guile.
- Ken's Flaming Dragon Punch lights up the screen.
- Bison's new Flying Psycho Fist can confuse his enemies!
- T. Hawk has a nasty elbow hold to bust Ryu's chops.
Another Genesis in Fighting Games?
Critics contended that despite audio limitations, Special for Genesis outplayed Turbo for SNES. Super Sega's extra star is an indication that this could be another great-feeling edition of the legendary series.
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Strider 2 In Strider 2, the player takes control of modern-day ninja named Strider Hiryu who wields a deadly plasma-ejecting cypher named the Falchion, completing missions assigned to him.
Ghouls 'N Ghosts It's a platform game/run and gun developed by Capcom. It is the sequel to Ghosts 'n Goblins, and prequel to the Super Ghouls 'n Ghosts.
Mercs Mercs is one of those games that's instantly fun to play, with bullets and bodies flying all over the place, and there are hordes of enemies to mow down.
The fighting-game phenomenon that has ruled the arcades for the past three years, Street Fighter II, appeared to enter a downswing last fall when Super SF II debuted. Players' complaints focused on the unbearably slow speed and the lack of enough new features, even with the four new characters. To correct these flaws, Capcom recently introduced Super SF II Turbo (see ProReview, pg. 39), and that speedy, exciting fifth version in the coin-op series has garnered positive comments from fans everywhere -- it's really what Super should have been in the first place.
ProTip: Take on the new Time Challenge mode. You choose your player and the CPU opponent and try to win as fast as possible. Can you beat the Capcom staff record?**
**So it is with bittersweet excitement that Capcom has announced Super for the SNES. This game doesn't have any built in Super Turbo arcade moves. Super is also missing some features from the Turbo home version. It has three stars (four speed levels) and all the features of the coin-op, true Street Fighter disciples will probably find it worth playing. **
There's a lot to love about Super. First off, the new characters -- Cammy, Dee Jay, Fei Long, and T. Hawk-all fall into established styles of game play and use familiar controller motions but still add new dimensions to the action. Considering that most of the old characters have one new move (some more effective than others) you've got some exciting match-ups -136 total, as opposed to 78 in Turbo.
On the negative side, some reason Capcom saw fit to actually remove moves, which annoyingly weakens certain characters. Taking features away imbalances some fights and gives you less technique. In some instances, you may actually prefer to play your old copy of SF II Turbo over Super SF II. On the subject of taking features away, Super has three stars of speed, whereas SFII Turbo had ten stars. If you prefer three stars or under, it's no problem, but if you feel the need for Hyper speed, it can be a major problem.
All this leads to one big question: Are there any codes for extra stars, Super Turbo features, or anything else? Capcom confirms the existence of at least one code but won't say what it does. Capcom firmly denies, however, the slightest possibility that it's Super Turbo, since ST features would take up too much memory. Without a definitive confirmation of more stars, speed freaks should proceed with a degree of caution.
All the new challengers have cool win animations.
Me and My A.I.
Playing Street Fighter is exciting in two ways: playing against the computer and playing against a friend. In the single-player mode, Capcom has given the CPU some majorly cheap new patterns on the hardest setting that should keep experts frustrated and happy. (I love to hate you, get it?) The artificial intelligence is really tough to beat, harder than the Super coin-op, though not as tough as Super Turbo arcade.
- Check out the new vs. screen!
- The Handicap can be applied even in the new Tournament Battle mode.
In the two-player mode, there's a plethora of new modes and options available, such as Tournament Battle and Time Challenge, but unfortunately none of them seem to add much value to competitive situations. For example, there's no way to hold an extended multi-character tournament for more than two players. Even Capcom traditional tournament- site rules aren't incorporated, which would've enabled both players to choose five or so different match-ups and then play both sides of each fight. If you can win both sides of the fight, you win a point. Wouldn't this have been more exciting and required more skill than the generic single-elimination Tournament Battle?
A New Look, Sort Of
If you're expecting completely redrawn character graphics and all-new animation, you'll be disappointed. The good news is that so much new artwork and animation were packed in that the look is just awesome. Combine this with the new background touches, such as the orange-hued sky in Sagat's Thailand and the perfectly rendered English countryside in Cammy's stage, and you'll be hard-pressed to find better SNES graphics than Super.
A Corny New Voice
Super's audio has highs and lows. The music is a big plus and has all the tunes from the arcade, with great representation of the cool instruments and effects. The voices, on the other hand, leave even more to be desired than the coin-op. Not only does the announcer sound less masculine than a soprano singer, but some of the voices, such as Dhalsim's death groan, are a bit distorted by echo effects. Regardless, it's still great sound once you get used to it.
A Special Deal
When all is said and done, Super SFII is a great translation, but it's not the game it could have been -- Super Turbo with ten stars. On the other hand, one way to look at purchasing Super is this: Many other series get updated every year with a few new features but at the heart are still the same game.
Cammy's Cross-Up Four Hit
1) Cross up the enemy with a deep Strong Punch.
2) Do a standing Jab against small characters or a Strong against big characters. 3) Immediately two-in-one into the Roundhouse Cannon Drill for up to four hits.
Dee Jay's Cross-Up Five Hit
1) Cross them up with a deep Forward while Charging Toward (the other way).
2) Do two standing Strong punches while still Charging
3) Immediately two-in-one into the Roundhouse Dread Kick for two more hits.
Fei Long's Cross-UpFive Hit
1) Cross them up with the Roundhouse.
2) Do a standing Fierce.
3) Immediately two-in-one into the Fierce Rekka Ken. Do two more Rekka Kens for five hits!
T. Hawk's Cross-Up Four Hit
1) Cross up the opponent with a Fierce Body Splash (hold Down).
2) Do a low Jab.
3) Do a standing Forward,
4) Immediately two-in-one into the Rising Hawk.
Last year, you were promised a Champion right away, but instead you had to wait forever just to get something Special. Remember the pixel blur and less-than-defined colors? Remember the tinny music? Remember the phlegm-in-your-throat voices? Once again, all this and more can be yours if you purchase Super Street Fighter II for the Genesis instead of for the SNES. Oh...did I mention this game has only four stars of speed, whereas Special had ten?
- Ryu's red Fireball has an Increased hit range, so you can use it as a "shield mov" to trade hits more effectively.
- You can trade hits with Fei Long's Rising Dragon Kick if you hit him deep enough.
Super SFII for the Super Nintendo outdoes the graphics, music, and voices of its Sega counterpart. Buyers who own both systems beware: Get the SNES version! (Unless one star is all that important to you.)
Ken's three-hit Flaming Dragon Punch often dizzies, especially if used in a combo.
Overall, Super for the Genesis is still an extremely high-quality, value-packed, solid translation of the coin-op that includes tons of extra (though not necessarily worthwhile) features. The game brings home all 16 characters from the arcade, including the fabled New Challengers: Cammy, Dee Jay, Fei Long, and T. Hawk.
Game Play All the Way
Super SF II feels very solid and responsive, just like its Special Champion Edition predecessor did. Which Super actually plays better -- the Genesis or SNES -- is a toss-up. Unfortunately, Super was never the game it could have been in the arcades, and the same imbalances and flaws that hurt the coin-op still affect the home versions. What happened to Ken's Roundhouse/Hurricane Kick air combos? Where is Guile's double-hitting Flash Kick?
As far as new features go, Super Genesis is a jack of all trades but master of none. Most of the options are pretty cosmetic or just downright boring and unimportant. For example, you can play a Time Challenge mode where you try to beat the computer in the shortest time possible. Gee, why is this fun when breaking the record is blind luck (the CPU must expose itself by throwing a fireball) and the game doesn't save high scores?
How about the new Tournament Battle, with one-round matches and the inability to use real-life tournament rules? The most potentially interesting mode is the Expert mode, which pits you against all 16 opponents instead of just 12. There better be a special ending for beating this mode!
Doing Zangief's Spinning Pile Driver motion with a kick is safer than with a punch, because you can get either the Siberian Suplex or the Siberian Bear Crusher to come out.
All the Frames, Less Filling
Super seems to have retained almost all the graphical candy and animation quality of the coin-op, from Ruy's heart quickening fireball intro to Cammy's winning poses. However, it's still the Genesis, so prepare for some color loss.
The only way to break the record in the rime Challenge mode is to hop a fireball and do a sure-dizzy combo followed by a sure-killing combo.
The audio is pretty much what you'd expect -- raspy but still the familiar awesome tunes. The voices range from passable to grainy; some seem to have been sampled at higher rates than others. (Cammy's "Thrust Kick" is just awful.)
Stars and Secrets
With four stars (five speed settings total, one more than the SNES), the Genesis version is reasonable fast. Unfortunately Capcom hasn't confirmed the existence of codes for more stars, so if you're a speed demon, you may want to stick with your ten-star Special Champion Edition version.
Any chance this game could have a Super Turbo code? No, according to Capcom. That's really too bad, because this game should have been the ultimate version of SF. Personally, I would rather have lost the Ryu cinematic and all those lame option modes if I could have gained Super death moves, the new moves in ST, or even just Akuma.
T. Hawk's Rising Hawk Is essentially an uppercut that counters most jumping or standing moves.
The Final Street Fight?
After so many versions of Street Fighter, one initially would have hoped that Super would be the last, the best, and the most complete. Unfortunately, from the looks of things none of those three wishes have come true. Regardless, Super is still Street Fighter, Street Fighter is still the best fighting game ever made, and if you don't own a SNES, you probably will enjoy a purchase or extended rental of this Genesis product.
You felt it in the wind. You heard it whispered in the alleys. You smelled it like the sweat and blood dripping off Sagat's scarred chest. And now it's official: SSF2 is coming home to Super NES and Genesis simultaneously...complete with three stars of selectable speed. The only thing Capcom hasn't planned for this game is Super Turbo moves from the pew arcade game. Here's a first look at the SNES edition of what's shaping up to be one of the biggest arcade conversions.
How Direct Can It Get?
Arcade players had a somewhat mixed reaction to Super Street Fighter II The New Challengers, new combos, improved artwork, and great sound system were commended while the slow game play and the absense of some moves from the previous Turbo CE version were criticized.
Since Super is planned as a near identical translation of the coin-op, in the pry all the good and bad should be carried over, except for one major difference: speed. Unlike the original arcade game, the Super home games have three speed stars, and the faster action could remedy this major complaint about the arcade version.
Super's a huge 32-meg cartridge, the largest in history (double the size of the 16-meg original SFII). All that memory appears to be allocated to capturing all the sights and sounds of the coin-op. The most obvious and good news is that nothing appears to have been censored or cut. All the new backgrounds are there in full glory: Ryu's opening Fireball cinematic is frame-for-frame perfect, Cammy is still wearing her trademark leotard, and Chun Li's Fireball is completely unaltered. Whether anything at all is missing is yet unknown; we will Jet you know next issue.
As far as game play goes, it should all be here, too! From Dee Jay's massive Hyper Fist combos to Ken's cross-up flaming Dragon Punch death combos, every maneuver and technique should be fdentical as usual.
The sounds are a nearly, straight dump from the coin-op and, though Q-Sound was impossible, you'll hear every instrument, including the electric-guitars on Fei Long's stage and the Bengal roar when Sagat does a Tiger move. However, the echo effects will be different using the SNES sound chip.
Around the World in 15 Seconds
In addition to the star speed, Capcom has added two new modes for extra fun. One is the Time Challenge, where two players compete to see who can defeat computer-controlled opponents the fastest. Tournament Battle is an eight- player single-elimination tourney identical to the limited- release arcade Tournament Battle machines. The Super Battle mode is the same as Came Start, Versus Battle is the same as always, and Group Battle is the same as it was in last year's Genesis Special Champion Edition.
Is SUPER Really Super?
After nearly three years atop the industry, can Street Fighter II pull out another one, or will Mortal Kombat II come out this fall and send the World Warriors to an early grave? Just how close is the Super translation? Is there any chance that Super Turbo Death Moves or more stars might be buried in the game? Right now, our predictions are: maybe, very, and possibly.
Super Street Fighter II: The New Challengers was the first Street Fighter game that Capcom would release on its CPS-2 hardware. All prior Street Fighter games had been released on Capcom's CPS-1 hardware. The arcade version of this game also included a variant that allowed four arcade cabinets to be connected together for simultaneous tournament play. This version contained the most extensive changes introduced in the series:
Four new characters were added (Cammy, T. Hawk, Fei Long, and Dee Jay). Boss characters received updated regular move sets. Boss characters also received new, individual game endings. Each character could be selected with one of eight different color pallettes. Some of the original eight playable characters received updated art and audio. The speed introduced in Hyper Fighting was reduced. A combo counter (a first despite combos being in the game since the original), as well as point bonuses for first attack, combos and reversals.
But if you download it your mind will get blown away
No denying it its street fighter with SUPER it front of it u know you gotta get it.