Super Street Fighter II Turbo (Arcade)
|Super Street Fighter II Turbo|
|This page is rather stubbly and could use some expansion.|
Are you a bad enough dude to
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.
- 1 Unused Graphics
- 2 Tournament Battle Mode
- 3 Graphical Errors
- 4 Unused Music
- 5 Regional Differences
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.
Alternate World Map
An alternate, simpler world map backdrop (similar to SSF2) exists unused in the graphics data.
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 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
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.
"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.
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
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.
Messed-up Shinkuu Hadouken frame.
A few of Akuma's animation frames have some of his hair or gi clipped off, although the tiles for them actually exist.
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!
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.
- The game is 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: