Talk:Super Street Fighter II Turbo (Arcade)

I've looked at this game in the past, so I figured I might as well make some notes of things I've noticed before that could be added to the article:


 * Ryu's Hadouken sprite has some frames that end up going unused in the finished game. The projectile has different sprites for each strength (light, medium, hard), but it "downgrades" as it moves (i.e., goes from hard to medium, then from medium to light), doing so before the animation has a chance to fully loop.


 * Akuma has an unused normal Hadouken startup animation like Ryu and Ken. In the finished game, he does his trademark bowlegged stance instead.


 * There's a slightly different copy of Cammy's character select icon.


 * There are two unused name labels for someone named "Sarah" (presumably Cammy).


 * There's a large "Z" that fits with the title screen logo to form the alternate title "Super Street Fighter II Z".

--Felineki 13:14, 21 May 2012 (EDT)
 * There's an unused piece of music that can be heard in the sound test.


 * The unused music from the sound test were leftover from either the original Super Street Fighter II or Tournament Battle (possibly used for the cancelled League Battle) BTW, I would like to thank Ragey for the unused graphics found inside the ROM Ragey Jiterdomer 13:48, 21 May 2012 (EDT)

I don't recall the piece of music I'm referring to (00D2 in the sound test) ever being used in SSF2 or Tournament Battle, it seems to have seen added in SSF2T. I suppose it might have been intended for League Battle.--Felineki 13:59, 21 May 2012 (EDT)

League Battle is the sequel to Tournament Battle from SSF2 Jiterdomer 14:31, 21 May 2012 (EDT)


 * Jiterdomer, thanks for adding this here, but please remember that I'm Rage Quitter 87. Ragey is a different guy. Ragey Rage Quitter 87 17:40, 22 May 2012 (EDT)


 * You're welcome sir, me and Felineki were looking for these assets inside the ROM. In a meantime, I will postpone this page until next week or Felineki and others were going to upload the unused assets listed above Jiterdomer 14:45, 22 May 2012 (EDT)


 * Any lookout on Leftover Bonus Stage assets from SSF2? Jiterdomer 17:13, 18 September 2012 (EDT)
 * According to this blog post the bonus stages only exist in a very rudimentary form in SSF2T. Just a few backdrop graphics, and the game plays out like a normal fight rather than a bonus round. But all the graphics still exist in the ROM, because SSF2T's graphic ROM is just SSF2's with new stuff appended. --Felineki 20:58, 18 September 2012 (EDT)

Jiterdomer 11:04, 19 September 2012 (EDT)
 * I was looking around google image and suddenly, I found someone who found the Letter Z sprite along with the aformentioned Earlier Titles which is right here:
 * That's a joke image I put together a few years back, but yes that does show the Z I was talking about and shows how it fits with the "Street Fighter II" logo. I'll put together a proper image for this article later. --Felineki 12:03, 19 September 2012 (EDT)
 * Right, but I wonder what Z is? Is it the earlier Japanese name like America did with Ultimate Championship? Jiterdomer 12:17, 19 September 2012 (EDT)
 * I'm not really sure. I've never heard anything about it aside from the graphic in the ROM itself. If I had to venture a guess, I'd say "Super Street Fighter II Z" might have been an early idea for the international title of the game before it became "Super Street Fighter II Turbo". Also, on the subject of title logo graphics, I think I remember seeing "Hyper" in the same style as the finished logo's "Super" in the ROM as well, meaning "Hyper Street Fighter II" could possibly have been another title they considered. Of course, years later Hyper Street Fighter II would actually become its own game and use those logo graphics. --Felineki 14:15, 19 September 2012 (EDT)
 * Yes, artwork for the left half of the 'HYPER' overlay does exist in the SSF2T graphics. Go to Object in the test menu, then select Character, and scroll backwards. It's the first thing you'll see, on the F400 and F500 lines.--Tiberious 00:04, 22 July 2013 (EDT)
 * That's what 2003's Hyper Street Fighter II used for its own title screen without redrawing anything similar to that font Jiterdomer 01:47, 22 July 2013 (EDT)

BTW, did you rip it from Kawaks emulator or from the Character Test Menu? Because it's too complicated to find a palette for this. This is my first work on ripping. Jiterdomer 02:40, 29 September 2012 (EDT)
 * Hey Felineki, check this out: http://imageshack.us/a/img9/4194/zlogop.png


 * What I found on rom address 00866b that there's a sprite for a car from the previous game was still there and it's on unwrecked form although the wrecked version still exists in the hidden stage you've mentioned Jiterdomer 00:55, 17 October 2012 (EDT)


 * I'm back from a hiatus and I found out that there are more winquotes in the Japanese version that requires any translator to translate any of the winquotes (Remember, Akuma has his own winquote that was removed in the overseas version and even has an ending for him). Jiterdomer 16:01, 23 January 2013 (EST)


 * Felineki, what do you mean exactly by raw graphics data? Does it refer to Kawaks' tile viewer or around the game's object test? I know you found those simpler version of the character select screen background. Jiterdomer (talk) 22:00, 11 November 2013 (EST)
 * Yeah, just the basic tile set itself, as seen in the tileviewer of Kawaks, MAME, or the game's own built-in test menu. Anyway, the early character select map was actually first found by Jedpossum at Shoryuken.com.--Felineki (talk) 21:14, 12 November 2013 (EST)

One thing I'm wondering about: Is it worth mentioning that Akuma doesn't have any dizzied sprites at all? It's pretty common knowledge that he can't be dizzied in this game (owing to his hidden super boss status), but seeing as his sprites are just edited versions of Ryu's and Ken's, and he does have a few sprites from those two that go unused, you might expect that he would have dizzied sprites in there that just go unused. But he doesn't, and I was pretty surprised when I noticed that. But I'm not sure whether that sort of "you might expect there to be something unused here, but there really isn't" comment really falls under TCRF's scope.--Felineki (talk) 19:13, 26 November 2013 (EST)

Try using infinite health and Super meter cheat so that you can let Akuma get dizzied, it's not possible in any normal circumstances since the Boss version of Akuma was more powerful than the playable version we just got. Akuma recovered from his dizzy state in less than 1.5 seconds. Jiterdomer (talk) 19:35, 26 November 2013 (EST)
 * Have you tried using 2P match that involves Akuma? FMecha (talk) 13:46, 6 December 2013 (EST)