Pardon my joystick, but that's not essential breathing apparatus.
Even though the original was shambolic, their sequel was indeed the shit.
Capcom's masterstroke became a global pandemic and a cultural obsession was born.
Backgrounds were beautiful, it sounded great, chars were born celebrities and above all, was smoother than silk to play.
Crowds queued behind cabinets like screwdrivers starved of a twist and everybody wanted a screw.
All manner of barefaced clones quickly appeared who ultimately failed to cash in on its unparalleled success.
I did think about doing this via screens, but as stages selfishly scroll, that would be practically impossible.
Should this score a perfect? Probably.
The SNES pad was made for Street Fighter as six standard buttons meant there was no real necessity to buy an alternative pad and/or stick to accommodate an enjoyable playing experience.
Those without a fast rubber finger needed to configure buttons so the ‘strongest’ form of Hundred Hand Slap or Lightning Kick could be pulled off with ease.
Enough of memories, here we bastard go.
Chars, bosses, backgrounds and specials are all here in spirit, but the amount of edits were stunningly obscene.
Sagat doesn't adopt his Muay Thai stance for standard attacks and kick-boxing fans will know exactly what I'm talking about.
Dazed animation and victory poses, or whatever the fuck you wanna call them; are compromised.
Don't worry, I haven't even started.
The chain attached to the lever lies coiled on the floor and in the background; a chain dangles from the ceiling leading to a smaller coil.
The chain is looped from the ceiling and is joined to the said lever. The same principle exists for the other but is beefier in coil.
Different colours don’t cycle through the Casino sign and show girls not only look different, they're poorly animated, dressed in tankinis and stride separately on either side of screen, instead of marching together on the right hand side.
They originally wore bikini knickers and bra.
After round is won:
Not content with forgetting reefs, the girls' hats release infinite doves instead of a select few.
I wish my wallet was as deep.
The guy who threw confetti is replaced by another and doesn't throw any stuff, while the man in middle wearing mac and hat doesn't get upset.
Who was guilty of trading in the original for peanuts and paying £50 on PAL? Oops.
In brief, Hyper Fighting made gameplay faster, added extra specials, together with new suit and skin colours.
Also, you could move while performing Zangief's clothesline and Honda’s hundred hand slap.
Ken’s Dragon Punch was given extra range and his Hurricane Kick made faster, but attack strength suffered.
Depending on your age, you may remember the illegal hack (known as 'Blackbelt Edition') surfacing in amusement halls that allowed every char to do everything that he/she couldn't, including bouncing and numerous fireballs on screen at once...
In those days, nobody cared and didn't damage Capcom one little bit.
Of those 'new' specials...
Recycling from others and/or combining standard moves does not constitute an actual ‘special'.
Enhanced beyond all reasonable doubt
Throwing sounds for Ryu, Ken, Zangief etc are tougher and Blanka growls during a cannonball.
Along with brick wall and car break bonus, the barrel conveyor belt thing is included.
A new male cyclist pedals by.
A new animated background char stands directly below hut's window nearest the tree.
Those victorious had to swap cabinets which gave unexpected exercise.
Stuff to like, much to hate
New modes Group Battle, Time Challenge and Tournament Battle do spice up variety, but I'm sure remained largely unused.
Remember that red blood splat behind VS. in Turbo? Well now, it's violet. Er, yeah.
So it's no longer bastard blood then is it? As they're treating like pussies, they may as well have painted it pink.
This is effort I don't applaud.
- Get back to the exciting life of a young, single girl
- Continue being a detective
- Return to a normal life
- Continue being a detective
Get over it Nintendo. Women wear short dresses.
There are some unexpected surprises...
We get a new cyclist (old guy with beard) and a modified girl type but who we saw before have punctures and only one bike bike pedals by...
The hat down the alley, water from tap and woman's bowl finally moves but... the tap is fatter, shorter and at a different angle so liquid flows directly on the floor and not the bowl.
As for hat, he constantly shakes his leg and occasionally wiggles his arm so apart from poorer animation, is out of sync with the intermittent movement from the arcade.
'Cock a doodle doo' and bicycle 'bell ring' can be heard throughout a round but the bell ring is not twanged after round.
As for the arcade, the cock a doodle doo is only heard after each round ends.
What a pain in the ass that was to explain...
The majority of onlookers are forced to watch in suspended animation.
Elephants now make a racket throughout and after round so exactly per arcade, but still missing those two Dumbos.
Man and woman on trolley return from long-term sick and even move but still no red/white poles and missing junk on floor. Steps leading to the plane were removed for arcade so are missing here.
The fun bit is that the guy with his arm around the woman in shades have magically moved a few feet left and the jet's bombs are included. Consequently, the other peeps have also shifted left.
Planning permission for poster advertising on metal fence in foreground has been approved.
That background char I mentioned must stink as he's moved to the right and all peeps in hut celebrate the fact by moving.
Birds fly, we have a crescent moon and wait for it - clouds finally slide to the left (albeit not as smoothly).
Crows intermittently caw during action and audibly flap after a round ends. The water's movement is on strike and the flames of passion dance indifferently.
The lights of Las Vegas illuminate but the floor lights don't. The new circus like confetti thrower doesn't disappoint with his muck after a round is won and the guy in middle still rubs his eyes.
In the arcade, cars from left to right are blue and green respectively. Here, they're both green.
Never mind that. Read on for something very weird.
Goldwin flashes up to form part of the famous Golden Nugget sign and not Nin Nin Hall.
Just so we're clear, the arcade didn't agree.
If you'll fucking excuse me. WHY?
The said 'Hall' refers to former Capcom designer Akira Nishitani (under the pseudonym Nin Nin), who was more than responsible for essential works such as Final Fight, Magic Sword, Cadillacs & Dinosaurs and Forgotten Worlds.
According to rumour, Noritaka Funamizu who was a right load of Poo.
Impressively, the brand new detail of fence slamming down before a fight commencing is retained.
Some more good news is that green lights glow and lanterns pulse but background chars, guitarists either side of bull are cut and row of lights below bull are still on the blink.
Just like arcade, the giant lantern from the far left was removed.
Animation aside, Mr. Masters and his boat kicks ass.
Seagulls don't fuss during a match but aren't so shy afterwards...
(Puffs out cheeks).
While that's it for Street Fighter II, one more sonic boom would be pulled from their SNES fighting sleeves.
Capcom moved onto the Alpha series in 1995.
Acting as a fairly obvious interquel (set after Street Fighter but before Street Fighter II), fans simply lapped this up.
They also decided to taunt SNK by adapting the ability to actually cause damage (if one got close enough).
Together with the introduction of new chars Guy, Rose, Charlie and Sodom, being reacquainted with forgotten men Birdie and Adon added relish to a tasty burger.
Most remember the Saturn and PS1 versions but Crawfish Interactive surprised with a belated but admirable effort in 1999 for the Game Boy Colour.
It had fuzzy sound, no speech, beep music and offered no 2P link cable capability, but compensated by having all chars, authentic looking backgrounds and most importantly, didn't play like a tank.
Street Fighter Alpha 2 (1996)
Capcom canned the first and went straight for the jugular with a hugely ambitious port of the far superior sequel.
32 megs of raw power and all 18 chars.
Unlike every SF II update, (apart from Super), this was released in the same year as insert coin.
Deficiencies will only be briefly touched upon, as I'm judging this bitch on its own merits.
The arcade's intro is brilliantly preserved but Ryu and Ken DO NOT physically unleash hadokens at the end.
Ironically, the effect is identical to Ryu's illumination from the intro in Super/Super Turbo.
The grassy field featured is based on the 1994 animated SFII Movie.
Oh, the game's title is spoken after the intro.
After meeting specific conditions, your reward will be a match against Shin Akuma but it's impossible to play as him. Via a code, Chunners will wear her classic get-up...
To be consistent with the craziness of Final Fight in PAL/North America, Sodom becomes Katana.
We get 'Round whatever', 'Fight', 'KO' and 'Perfect' but 'You Win' and 'You Lose' are silent.
Speech is keen to impress, sound effects are fairly meek and but themes depress.
Not as much moves in whatever background (especially audience), colours are deflated and while chars look good, animation is crippled.
Chars feel floaty, gameplay is slower and can become jerky if action dictates...
Jikkyou Oshaberi Parodius and Super Mario RPG used the SA1 chip for more horsepower. Along with Star Ocean, Ryu and chums housed the S-DD1 chip for graphic compression and more sprite data but unnatural pauses inconveniently interrupt certain aspects of gameplay, particularly after a CPU opponent is chosen in 1P and the word 'Fight' is announced.
Call me impatient but seconds take the piss.
Overall, it was an amazing feat for the SNES to pull off but for overall quality, Turbo was the best...
Next time, we'll do it all over again as ports are itching to unleash their might, or in most cases – lack of it.