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Super Street Fighter II Turbo (Arcade)

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Title Screen

Super Street Fighter II Turbo

Also known as: Super Street Fighter II X: Grand Master Challenge (JP)
Developer: Capcom
Publisher: Capcom
Platform: Arcade (CPS-2)
Released internationally: February 23, 1994


MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?

Super Street Fighter II Turbo was another tweak/release/whatever of Street Fighter II, and was pretty much the definitive version of the game (at the time). This entry in the series marks the first appearance of the popular hidden Ryu head swap character, Akuma (Gouki in Japan). It was also the first fighting game to use Super Combos.

Hmmm...
To do:
  • More regional differences.
  • Plenty of unused frames for Ryu and Akuma that were either changed or scrapped; Cammy also has an unfinished frame that has an earlier contour shading.
  • There's an "Ultimate Championship" prototype?
  • The Sound Test; some are unused, others are leftovers from Super Street Fighter II.
  • Three unused stages, two of which are Bonus Stages from the previous version.
  • A leftover developer mugshot from CPS1 Street Fighter games somewhere inside the ROM.
  • Plenty more stuff related to "The League Battle".

Unused Graphics

Earlier Titles

UltimateChampionship.png
Super-street-fighterii-turbo-z-logo.png

An unused subtitle and a "Z" intended for the main logo are present in the data. The Ultimate Championship subtitle was seen in an early promo (below), while the Z may be an earlier English title (before The Ultimate Championship) or an earlier title for the Japanese version.

I dunno, maybe we went a tad overboard.
This mockup title screen shows how the Z would've looked on top of the normal title.

Ultchamp.jpg

Alternate World Map

An alternate, simpler world map backdrop (similar to SSF2) exists unused in the graphics data.

Alternate Final
Plain and Simple Glowy + Tiled Logos

Unused Akuma Frames

New hidden character Akuma has several unused frames of animation, some of them which would later be used in X-Men: Children of the Atom.

Hadouken Windup 1Hadouken Windup 2Hadouken Windup 3
A normal Hadouken windup like Ryu's and Ken's. In the final game he does his trademark bowlegged-stance, then goes straight to the outstretched arm pose.

Standing Hard Kick Startup
An extra frame intended for the beginning of his far standing hard kick.

Vertical Jumping LK/MK StartupVertical Jumping LK/MK Recovery
Two frames intended for the startup and recovery of his vertical jumping light and medium kicks.

Rolling Throw 1Rolling Throw 2 Rolling Throw 3Rolling Throw 4
Frames for Ken's rolling throw.

Electrocuted
A unique electrocution sprite, with Akuma's characteristic topknot. In the final game, he borrows Ryu and Ken's. This likely went unused because it isn't properly indexed to fit the palette electrocuted sprites use, instead seemingly being indexed to fit Akuma's normal palette.

Ssf2t-akuma-tatsu.gif
He also has the same unused Hurricane Kick startup animation frame that Ryu and Ken have (although in Ken's case, it's more "used to be unused").

Ssf2t-zankuimpact.gif
His downward-angled Zanku Hadoukens get a newly-drawn angled variant of the standard projectile impact animation... and just like the standard one, its last frame goes unused as the effect disappears before it can be displayed.

Interestingly, dizzied sprites for Akuma do not exist at all. He is the only character in the game that cannot be dizzied, but since this is an otherwise global mechanic and his sprites are mostly modified from Ryu and Ken, it might be reasonable to expect that dizzied sprites for Akuma exist...but they don't. (For his Children of the Atom appearance, he can be dizzied and so he has the similar dizzy sprite that Ryu and Ken have here.)

Alternate Hooligan Combination Animation

You Spin Me Right Round, Baby
Sprites for an unused variant of Cammy's Hooligan Combination exist in the raw graphics data. Here she spins on a vertical axis rather than a horizontal one. No associated tilemaps or animation data seem to exist.

Dhalsim Horizontal Drill Kick

As if he needed even more drills
Along with the animations for the newly-introduced sharp and shallow-angled variants of Dhalsim's drill kick exists an animation of a horizontally-oriented version (which was made by slightly redrawing the animation of his head drill attack). The animation has no attack box assigned and has the same vulnerability boxes as the medium-angled drill kick, implying it was abandoned fairly early in the development process.

Alternate Win Icons

Ssf2t-winicon1.gifSsf2t-winicon2.gifSsf2t-winicon3.gifSsf2t-winicon4.gif Ssf2t-winicon5.gifSsf2t-winicon6.gifSsf2t-winicon7.gifSsf2t-winicon8.gif
8 different styles of win icons exist unused in the graphic data.

Alternate Super Meter Effect

Ssf2t-super1.gifSsf2t-super2.gif
Special sprites for a full super meter effect go unused in the graphics data. The finished game simply uses the game's standard font and an electricity effect from the title screen.
Ssf2t-super-gauge.gif
What it might have been intended to look like in action.

Alternate "K.O." Icons

Ssf2t-ko5.gifSsf2t-ko1.gifSsf2t-ko2.gifSsf2t-ko3.gifSsf2t-ko4.gif
Several different alternate versions of the "K.O." icon for the players' lifebars exist unused. The final game simply uses the same K.O. icon from Super Street Fighter II.

Ssf2t-ko-anim1.gifSsf2t-ko-anim2.gif
They were likely intended to flash like this upon a character's life becoming low, like the one actually used in-game.

"Turbo" Font

Ssf2t-turbofont.gif
The "TURBO" in the game's title screen is actually formed from a font set, the rest of which goes unused.

"The League Battle"

The previous entry in the series had a special variant subtitled "The Tournament Battle" which allowed 4 networked cabinets to be used for 8 player tournaments. It would appear that a similar variant was planned for this game, but never realized. Many graphics seemingly intended for such a version remain unused in the game's data.
Leaguebattle.png
A The League Battle subtitle, very similar to the one used in The Tournament Battle.

Ssf2t-largerank-1.gifSsf2t-largerank-st.gif
Ssf2t-largerank-2.gifSsf2t-largerank-nd.gif
Ssf2t-largerank-3.gifSsf2t-largerank-rd.gif
Ssf2t-largerank-4.gifSsf2t-largerank-th.gif
Ssf2t-largerank-5.gifSsf2t-largerank-th.gif
Ssf2t-largerank-6.gifSsf2t-largerank-th.gif
Ssf2t-largerank-7.gifSsf2t-largerank-th.gif
Ssf2t-largerank-8.gifSsf2t-largerank-th.gif
Ssf2t-largerank-i.gif
A set of large ranking numbers, complete with proper suffixes (and even an alternate Japanese suffix).

Ssf2t-matchup.gif
Ssf2t-current.gif
Ssf2t-results.gif
Ssf2t-final.gif
Ssf2t-ranking.gif
Some messages, written in the font used for TURBO text in the title screen, except that they are stored separately and have different gradient.

Ssf2t-rules.gif
An explanation of the tournament rules in Japanese. Translates to:

Official Rules
This is a round robin tournament against X other players.
You will fight X rounds against X players, a total of 9 rounds against X players.
Placement is determined by winning percentage.
If you win more rounds, your rank will increase.
Aim for a Perfect (total X wins)!

This is substantially different from the rules of the previous Tournament Battle variant, which used a 3-round single elimination style format.

Tournament Battle Mode

Ssf2t-tourn1.pngSsf2t-tourn2.png
The framework of Super Street Fighter II‍ '​s Tournament Battle mode remains in Super Street Fighter II Turbo. Setting address FF8349 to a non-zero value will enable the mode. It has not been updated to incorporate the new graphics or rules that were seemingly intended for the League Battle mode. Exactly how complete this implementation remains is not known at this time, due to incomplete emulation of the CPS2's networking capabilities.

Graphical Errors

Hmmm...
To do:
Messed-up Shinkuu Hadouken frame.
In-Game Fixed
Standing Block
Far Standing Hard Kick
Far Standing Medium Kick
Standing Block
Far Standing Hard Kick
Far Standing Medium Kick

A few of Akuma's animation frames have some of his hair or gi clipped off, although the tiles for them actually exist.

In-Game Fixed
Ssf2t-akuma-aura.gif Ssf2t-akuma-aura-fix.gif

Of the eight frames that exist within the raw graphics data for Akuma's trademark fiery aura animation, only six have tilemaps defined...and the animation data doesn't even play those in the proper order!

Unused Music

Sound code 00D2 is a piece of music mostly likely meant for an ending.

Sound code 00C1 is another piece of music most likely meant for an ending.

Regional Differences

  • There are three versions: USA, World, and Japan.
  • In addition to the boss names being changed around, the character called Gouki in the Japanese version is called Akuma in the US/World versions.
  • Some sound effects are different between Japan and USA/World versions, notably with Cammy's special moves.
  • The computer-controlled characters are much harder outside Japan, even if the difficulty setting in the operator menu is at Very Easy. This difficulty change was not carried over in English versions of the game in Street Fighter Collection for PlayStation and Sega Saturn.
  • The Japanese version has two different endings if you're playing as Akuma/Gouki: one if you defeat M.Bison/Vega (Dictator), the other if you defeat the secret boss Akuma/Gouki. In all other versions, all the dialogue was removed and when defeating the dictator, it just shows Akuma standing there, or when defeating Shin Akuma, it just shows the player Akuma grabbing Shin Akuma, then doing a Shoryuken. Akuma also has his own win quotes in the Japanese version, but none in the international versions.
  • Since the game in Japan has a different name compared to elsewhere, the game has a different title screen:
World Japan
Super Street Fighter II Turbo-title.png SSF2T-Title-JP.png
  • In the Japanese version, Zangief's jumping headbutt move (jump straight up, hold up and press strong or fierce) does more damage and more stun. It will usually cause a dizzy the first time it connects in a round. (The amount of stun required to cause a dizzy goes up the first two times a character is dizzied.)
  • In the World version only, if Old Zangief's roundhouse suplex is performed as a reversal attack, it can throw the other character from any distance.
(Source: http://wiki.shoryuken.com/Super_Street_Fighter_2_Turbo)