Super Street Fighter II Turbo (Arcade)
Super Street Fighter II Turbo |
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Also known as: Super Street Fighter II X: Grand Master Challenge (JP)
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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.
To do:
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Contents
Unused Graphics
Earlier Titles
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.
This mockup title screen shows how the Z would've looked on top of the normal title.
Alternate World Map
An alternate, simpler world map backdrop (similar to SSF2) exists unused in the graphics data.
Alternate | Final |
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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.
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. This was later used in X-Men: Children of the Atom as his normal Hadouken's animation and the bowlegged-stance for his Hyper-X Hadouken.
An extra frame intended for the beginning of his far standing hard kick.
Two frames intended for the startup and recovery of his vertical jumping light and medium kicks.
Frames for Ken's rolling throw.
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.
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").
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
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
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
8 different styles of win icons exist unused in the graphic data.
Alternate Super Meter Effect
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.
What it might have been intended to look like in action.
Alternate "K.O." Icons
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.
They were likely intended to flash like this upon a character's life becoming low, like the one actually used in-game.
"Turbo" Font
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.
A The League Battle subtitle, very similar to the one used in The Tournament Battle.
A set of large ranking numbers, complete with proper suffixes (and even an alternate Japanese suffix).
Some messages, written in the font used for TURBO text in the title screen, except that they are stored separately and have different gradient.
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.
Cammy Intro Graphics
Cammy's graphic in the intro sequence is slightly cut off by the bottom of the visible screen, which in addition to being blocked by her gauntlets causes much of her body to be unseen.
Speaking of which, the gauntlets extend beyond the bottom of the screen as well.
Tournament Battle Mode
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
To do: Messed-up Shinkuu Hadouken frame. |
In-Game | Fixed |
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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 |
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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 don't even play those in the proper order!
Unused Music
Sound code 00D2 is a piece of music most likely meant for an ending.
To do: Add the track. |
Sound code 00C1 is another piece of music most likely meant for an ending.
Regional Differences
Japan | International |
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- The game has a different title screen for the Japanese version compared to elsewhere, having an exclusive "X" graphic and a The New Challengers-style subtitle.
- 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.
- 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.
- In addition to the boss names being changed around, as usual, the character called Gouki in the Japanese version is called Akuma in the US/World versions. It is implicit in this game, however, as Akuma is not mentioned by name in this game at all.
...But what does it mean? This game has text or audio that needs to be translated. If you are fluent with this language, please read our translation guidelines and then submit a translation! |
To do: Add all Akuma's win quotes and translate them. |
Japan | International |
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![]() フン、その程度か。。。くだらん! Hmph, is that all you've got? Pathetic! |
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- Akuma/Gouki actually has win quotes in the Japanese version but unlike other characters, not even a single quote was localized in the International versions and instead in the victory screen no text appears when he is the winner.
Japanese | 我は、拳を極めし者。 うぬらの無力さ、その体で知れい! |
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English | I am the Master of the Fist. You shall learn how weak you are! |
- On the introduction of the secret fight with Akuma, in the Japanese version, there's a brief quote that appears soon after he attacks M.Bison/Vega and just before his fight starts. In the International versions, he doesn't say anything, the fight just starts as soon as he deals with Dictator with his screen flashing move. This also makes an animation of Dictator laying on the ground go unused in non-Japanese versions.
- The game has two different endings if you're playing as Akuma: one if you defeat his secret boss version (Shin Akuma) and the other if you defeat Dictator. In non-Japanese versions, all the dialogue was removed:
Japanese | 悪の帝王だと・・・フン、くちほどにもない |
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English | The Emperor of Evil, huh? Hmph, nothing to write home about. |
Japanese | 拳を極めた者が勝つ。それだけだ |
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English | He who has mastered the fist wins. Nothing more. |
The ending after defeating Dictator...
Japanese | うぬは・・・何者だ? |
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English | Who... are you? |
Japanese | 俺はキサマのかげ・・・ かげにみいられし者は死す・・・キサマもおわりよ! |
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English | I am your shadow... Anyone who is possessed by their own shadow must die. This means that you are finished! |
Japanese | フン!もとよりわれは闇の住人。 死など恐れるべくもない・・・こざかしいわ! |
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English | Hmph! I have always lived in darkness. I will never fear death... Pointless! |
Japanese | ・・・その男は、再び闇に消えた。 いくつものナゾを残したまま・・・。 |
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English | ...The man returned to the darkness, leaving behind many mysteries... |
...and after defeating Shin Akuma.
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