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Sean Notti
Sean Notti

Street Fighter 2 Turbo ##VERIFIED##


Turbo features faster playing speed compared to Champion Edition. As a result, the inputs for special moves and combos requires more precise timing. The faster playing speed also allowed players to get into battle quicker, as well as to react quicker. All of the fighters, with the exception of Guile and the four Shadaloo Bosses, were each given at least one new special move.




Street Fighter 2 Turbo



Each fighter also received a new default palette. The original palettes are now featured as alternate palettes for each character, replacing the ones that were in Champion Edition. The only character exempt to this change is M. Bison, who retains his original default palette, but still gets a different alternate palette.


The MS-DOS version, developed by Eurocom and published by GameTek, was released in May 1995 in North America and Europe. There are secret commands to use each character's original color scheme or 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 320200 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 being knocked out with a basic attack in mid-air. 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 was remixed, although the arrangements are different from the ones used in the 3DO soundtrack.


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.[17] 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: Hyper Fighting among Street Fighter II conversions.[20] 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."[21] Arcade Sushi ranked Super Street Fighter II Turbo as the "best fighting game", adding that it "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."[33] 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.[25] In 2019, Game Informer ranked it as the 3rd best fighting game of all time.[34]


Special Champion Edition consists of a "Champion" mode with Champion Edition rules and a "Hyper" mode with Hyper Fighting rules, similar to the Normal and Turbo modes in the SNES Turbo version. This was the first console version of a Street Fighter II to feature the original opening sequence which depicted two generic martial artists fighting in front of a cheering public (the Japanese version features a white fighter hitting a black opponent, while the overseas versions replaced the black opponent with another white fighter). The ten-stars speed settings in "Hyper" mode, which were only accessible in the SNES version through a cheat code, is available by default in the Genesis and a secret code to adjust the speed setting in "Champion" mode was added as well. Special Champion Edition was also the only home version at the time of its release to feature "simultaneous button cancels".


It prominently features a popular two-player mode that obligates direct, human-to-human competitive play which prolonged the survival of the declining video game arcade business market by stimulating business and driving the fighter genre.[11][12] It inspired grassroots tournament events, culminating into Evolution Championship Series (EVO).[13][12] Street Fighter II shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.[11]


Street Fighter II follows several conventions and rules established by its 1987 predecessor Street Fighter. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. Both fighters having equal vitality left yields a "double KO" or "draw game" and additional rounds ensue until sudden death.


In the first Street Fighter II, a match can last up to ten rounds; this was reduced to four rounds since Champion Edition. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match. After every third match in the single-player mode, a bonus stage gives additional points including a car-breaking stage, a barrel breaking stage, and a drum-breaking stage. Between the matches, the next match location is selected on a world map.


The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing.


Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for Street Fighter II included a bullfighter and an American amateur wrestler.[15]


The characters in the Japanese version have more than one win quote[17] and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA said that Nash is not a natural sounding English name.[18]


Street Fighter II is regarded as one of the most influential video games of all time,[224][225][226] and the most important fighting game in particular.[226][227][228] The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning routine in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allow players to combat a variety of computer-controlled fighters, Street Fighter II allows human combat.


The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand.[229] It was responsible for introducing the combo mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover.[20][225][230][231] Its success inspired a wave of other fighting games, which were initially often labeled as "clones"[224][232] or imitators, including titles such as Guardians of the 'Hood, Art of Fighting, Time Killers,[233] Mortal Kombat,[234] and Killer Instinct. Street Fighter II also influenced the development of the combat mechanics of beat 'em up game Streets of Rage 2.[235] However, Street Fighter II also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.[233]


The biggest change is the game's resolution. The game is played on a resolution of 320x200 on AT/PC-compatible machines. Since the graphics were ported straight from the arcade version, all 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 a bit narrower than in the arcade original.


Choose from twelve street fighters from around the world, skilled in a variety of martial arts -- for instance, a character named E.Honda is a sumo wrestler from Japan, while Ken is a master of Tae Kwon Do from the United States. Journey to different countries to defeat other fighters, eventually leading up to a battle with evil man M.Bison. Besides the standard punches and kicks, each character can also execute special moves, such as energy projectiles or lightning-fast kicks, for more damage or to create a chain of hit combos.


The roster included the (more or less) clones of Ken and Ryu, nimble Chun-Li, rugged Guile, yoga expert Dhalsim, Russian wrestler Zangief, wild jungle creature Blanka and sumo master E.Honda. After picking your fighter.


You take your chosen fighter through the remaining 7 fighters and must defeat all to unlock the final four 'boss' characters. Defeating them reveals the ending, which is unique to each of the 8 fighters. 041b061a72


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