Hyper Street Fighter II: The Anniversary Edition (Arcade)
|Hyper Street Fighter II: The Anniversary Edition|
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
The last revision of Street Fighter II for the arcades (Revival, HD Remix and Ultra don't count here, due to being ports of Super Turbo), Hyper Street Fighter II celebrated Street Fighter 's (belated) 15th Anniversary...by reworking the second game of the series.
The arcade version was a rare product (specifically the US version, which was dumped by the MAME team a long time ago), but was later released for consoles.
Three leftover songs from Super Turbo (specifically, the character select and attract mode themes and even the aforementioned unused music) remain accessible in this game, accessible by selecting sound code 0353, 0354, and 0352 in the sound test. These were discarded in Hyper in favor of the The New Challengers versions of said themes for those instead.
Aside from characters' portraits and sound, inside the game's data there are several assets from the character select screen, attract mode, and endings from the earlier versions of Street Fighter II that lay there as leftovers while dumping assets during development.
In addition to all previous regional changes, Hyper added a new regional difference: the play types "Super T" (Super Turbo) and "Champ" (Champion Edition) in the international versions are "Super X" and "Dash" in the Japanese version, reflecting the different naming of the games between region.
The logo for the secret Super Turbo Old mode (accessible by highlighting Super and pressing Start + Jab Punch) is also different between versions, for obvious reasons. The Japanese version also included a win counter.
In 031222 (December 22, 2003) revision, if an attack sound is supposed to repeat (such as ST Sagat's Tiger Uppercut), the attack sound would only play once. This was fixed in 040202 (February 2, 2004) revision.
In 040202 (February 2, 2004) revision, some bugs exist, such as:
- The recovery time for Sagat's (Super Street Fighter II Turbo version) Low Tiger Shot was longer than originally intended.
- The range of Blanka's (Street Fighter II version) Rock Crusher (forward or back + MP).
- Guile's (Street Fighter II version) Somersault Kick would sometimes execute with the wrong strength.
- Sometimes, it would be difficult to trigger Wall Jump (and Cage Climb) when playing as certain characters.