If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
Super Street Fighter II Turbo (Arcade)
Super Street Fighter II Turbo |
---|
Also known as: Super Street Fighter II X: Grand Master Challenge (JP) This game has unused modes / minigames. |
Super Street Fighter II Turbo is yet 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/Ken head swap character, Akuma (Gouki in Japan). It was also the first fighting game to use Super Combos.
To do:
|
Contents
Unused Graphics
A The New Challengers-style subtitle and a "Z" like the "X" on the Japanese version's logo. The Ultimate Championship was intended for the international title, as seen in a prerelease promo (shown above). Whether the "Z" was also meant for the international logo or was for an early Japanese title is unknown. The Ultimate Championship subtitle was added to the selection menu in Capcom Arcade Stadium and in the Game Center selection menu in Street Fighter 6.
This mockup title screen shows how the Z would've looked on top of the normal title.
Unused | Used |
---|---|
An alternate, simpler world map backdrop, similar to The New Challengers.
A normal Hadouken windup animation for new hidden character Akuma, like the one for Ryu and Ken. In the actual game, he does his trademark bowlegged stance and 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 transition for his Shakunetsu Gou Hadou and the Hyper-X Messatsu Gou Hadou.
An extra frame intended for the beginning of Akuma's far-standing hard kick.
Two frames intended for the startup and recovery of Akuma's vertical jumping light and medium kicks.
Akuma frames for Ken's rolling throw. This was used in X-Men: Children of the Atom for his standing roundhouse kick throw and second frame above for his air throw similar to Claw's Izuna Drop.
A unique electrocution sprite, with Akuma's characteristic topknot. In the actual game, he borrows Ryu and Ken's. This possibly 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.
Akuma has the same unused Tatsumaki Zankukyaku startup animation frame that Ryu and Ken have (although in Ken's case, it's more "used to be unused").
Akuma's 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 X-Men: Children of the Atom appearance, he can be dizzied and so he has the similar dizzy sprite that Ryu and Ken have here.
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.
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.
8 alternate styles of victory icons exist unused in the graphics data.
Unique sprites of an icon for a full Super meter effect go unused in the graphics data, the actual game simply uses the game's standard font and an electricity effect from the title screen.
What the Super icon might have been intended to look like in action.
Several alternate versions of the "K.O." icon on the players' health bars exist, the actual game simply reuses the same icon from The New Challengers.
They were likely intended to flash like this upon a character's health becoming low, like the one actually used in-game.
The "TURBO" in the game's non-Japanese title screen is actually formed from a font set, the rest of which goes unused.
The New Challengers 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 with the font used for the non-Japanese title screen's "TURBO" text, except that they are stored separately and have different gradients.
An explanation of the tournament rules. The Japanese text 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.
To do: Messed-up Shinkuu Hadouken frame. |
In-game | Fixed |
---|---|
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 |
---|---|
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!
In-game | Full |
---|---|
Cammy's graphic in the attract mode's intro 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.
In-game | Fixed |
---|---|
While not egregious, Cammy's beret also suffers from a mismatched palette, which is pretty hard to unsee once you notice it. Applying the correct palette reveals her hair around that area was inverted as well. This was fixed in later ports of the game, including those for PC and 3DO.
Tournament Battle Mode
To do: The CPS-2 network emulation has been emulated. Try to see if this feature function in this game. |
The framework of The New Challengers ' Tournament Battle mode remains in this entry. 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.
Unused Music
ID | Sound | Notes |
---|---|---|
C1 | The "Champion" screen theme from the previous entry's Tournament Battle release and its console ports. This might've been used in the win screen of this game's scrapped The League Battle mode. This was later used again for the standard end credits of Hyper Street Fighter II. | |
D2 | A track of unknown purpose. |
Regional Differences
Title Screen
Japan | International |
---|---|
Gameplay Differences
- The computer-controlled opponents are much harder in non-Japanese versions, even if the difficulty setting is at Easiest. This difficulty change was not carried over to the international 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 dizziness the first time it connects in a round, the amount of stun required to cause dizziness goes up the first two times a character is dizzied.
- In the World sets only, if Old Zangief's roundhouse suplex is performed as a reversal attack, it can throw the other character from any distance.
- The speed numbering in the operator's menu is different between versions:
Japan | 1 | 2 | 3 | 4 |
---|---|---|---|---|
International | 0 | 1 | 2 | 3 |
Win Quotes
JP Text | フン、その程度か。。。くだらん! |
---|---|
Translation | Hmph, is that all you've got? Pathetic! |
JP Text | 天命、 我にあり!! |
---|---|
Translation | My destiny is in me!! |
JP Text | 我が拳に敵なし! |
---|---|
Translation | My fist has no equal! |
JP Text | おろか者め、去ねい!! |
---|---|
Translation | Leave, fool!! |
JP Text | 真の勝者は一人でよい。弱者死すべし! |
---|---|
Translation | There can be only one true victor. Let the weak die! |
JP Text | ・・・・・・。 |
---|---|
Translation | ... |
Akuma/Gouki actually has win quotes in the Japanese version, but unlike the other characters, he doesn't have a single quote in the international versions ... not even the one with just dots!
Akuma Boss
JP Text | 我は、拳を極めし者。 うぬらの無力さ、その体で知れい! |
---|---|
Translation | I am the Master of the Fist. You shall learn how weak you are! |
In the introduction of the secret fight with Akuma, the Japanese version has a brief quote that appears after he attacks M.Bison/Vega (Dictator) and just before his fight starts. On the international versions, he doesn't say anything, the fight just starts as soon as Bison is dealt with...
...this also makes an animation of Dictator's body falling to the floor go unused in non-Japanese versions.
Akuma's Ending
The game has two different endings when playing as Akuma: one for defeating Bison and the other after defeating Akuma's boss version. In non-Japanese versions, all the dialogue and a piece of narration on the latter ending were removed.
JP Text | 「悪の帝王だと・・・フン、くちほどにもない」 |
---|---|
Translation | "The Emperor of Evil, huh? Hmph, nothing to write home about." |
JP Text | 「拳を極めた者が勝つ。それだけだ」 |
---|---|
Translation | "He who has mastered the fist wins. Nothing more." |
JP Text | 「うぬは・・・何者だ?」 |
---|---|
Translation | "Who... are you?" |
JP Text | 「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!」 |
---|---|
Translation | "I am your shadow... Anyone who is possessed by their own shadow must die. This means that you are finished!" |
JP Text | 「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!」 |
---|---|
Translation | "Hmph! I have always lived in darkness. I will never fear death... Pointless!" |
JP Text | ・・・その男は、再び闇に消えた。 いくつものナゾを残したまま・・・。 |
---|---|
Translation | ...The man returned to the darkness, leaving behind many mysteries... |
- Pages missing developer references
- Games developed by Capcom
- Pages missing publisher references
- Games published by Capcom
- Arcade games
- Pages missing date references
- Games released in 1994
- Games released in February
- Games released on February 23
- Games with unused game types
- Games with unused graphics
- Games with unused music
- Games with unused text
- Games with regional differences
- To do
- Street Fighter series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused game types
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by developer > Games developed by Capcom
Games > Games by platform > Arcade games
Games > Games by publisher > Games published by Capcom
Games > Games by release date > Games released in 1994
Games > Games by release date > Games released in February
Games > Games by release date > Games released in February > Games released on February 23
Games > Games by series > Street Fighter series