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Street Fighter Alpha 2 (SNES)

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Title Screen

Street Fighter Alpha 2

Also known as: Street Fighter Zero 2 (JP)
Developer: Capcom
Publishers: Capcom (JP/NA), Nintendo (EU)
Platform: SNES
Released in JP: December 20, 1996
Released in US: November 1996
Released in EU: December 19, 1996


AreasIcon.png This game has unused areas.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:
Document the prototype for this game

Street Fighter Alpha 2 made a surprise appearance on the SNES near the end of the system's lifespan, with... somewhat impressive, but mostly mixed results.

Sub-Page

Read about prototype versions of this game that have been released or dumped.
Prototype Info

Shin Akuma

Sfa2snes-shinakumaingame.png

The secret challenger Shin Akuma was made selectable in the PlayStation and Saturn ports of this game, but not in the SNES port... or so you'd think. Nearly 20 years after the game's release, a legitimate method has been found!

  • Play Arcade Mode until you earn more than 50,000 points to get the 1st Place high score
  • End the game, then on the High Score screen, enter the initials KAJ
  • At the title screen, hold L + X + Y + Start on Controller 2 and select Arcade or Versus Mode
    Important: This has to be done with Controller 2 and the buttons have to be held until the Player Select screen appears!
  • Once on the Player Select screen, release the buttons on Controller 2, then hold Start on either controller and select Akuma with any button

This schoolgirl has no idea what she's in for Twinsies!

If done correctly, Akuma's gi will stay grey until either gameplay starts (Arcade) or the Stage Select screen appears (Versus) – at which point it will turn purple to denote his newfound Gouki-fication! This does lead to a strange occurrence toward the end of Arcade Mode, however, but only in the US version. (See Regional Changes.)


(Source: Yamada_Arthur, Gizaha)

Before this technique was found, it was possible to play as him with an Action Replay. Enter the code 7E1C2714 for player 1 or 7E1C4F14 for player 2. Keep in mind that with this method, his player select screen portrait will be garbled and the map screen will be messed up. Despite all of this, he still looks and plays as he should in-game, and his portrait appears normally on the versus and result screens. His ending is the same as regular Akuma's.


(Source: Wikipedia, Krizalid99v2 (YouTube))

Unused Stage

Something's... not quite right

By using the Action Replay Code 7E1C2712 on the Versus Mode Stage Select screen, an unusual stage can be found. Its location between the Hong Kong street market (Dan's stage) and the Australian outback (Ryu/Sagat special stage) which would seem to suggest that Capcom was planning to add the Angel Falls of Venezuela (M. Bison's special stage) to the stage rotation. Sadly, it's just a duplicate of the Australian outback stage (Ryu/Sagat special stage) with layering issues and broken animations.

Unused Music

Hmmm...
To do:
See if these exist in the final version and, of course, get rips of 'em!

While almost every song from the arcade version made it into this micro-sized port, there were a handful of incidental tunes that didn't:

  • Ryu Ending 2 was replaced by Ken Ending.
  • Adon Ending 2 was replaced by Birdie Ending.
  • Sakura Ending 1 was replaced by Staff Roll 1.
  • The triggers for the second ending themes for Gen, Charlie, Akuma, and Zangief were removed.

All seven of these songs can be found in the elude visibility prototype, but due to the early build of the game, remain completely unused there.

Regional Differences

North America Europe Japan
SFAlpha2 SNES U-Copyright.png SFAlpha2 SNES E-Copyright.png SFZero2 SFC-Copyright.png

The North American release has the most text, sporting an additional line for Capcom U.S.A, Inc. The European and Japanese versions are identical aside from the Japanese title being four lines lower than the English one.

North America Europe Japan
Sfa2snes-title.png SFAlpha2 SNES E-Title.png SFZero2 SFC-Title.png
North America/Europe Japan
SFAlpha2 SNES-Charlie vs Katana.png SFZero2 SFC-Nash vs Sodom.png
SFAlpha2 SNES-Akuma vs MBison.png SFZero2 SFC-Gouki vs Vega.png

As has been the case since their first appearances, Charlie, Akuma, and M. Bison have different names in Japan – "Nash", "Gouki", and "Vega", respectively. Sodom is a unique case, however.

Sodom was renamed "Katana" in the international releases of the SNES version of Final Fight, but his name was left alone on other platforms. His name change, here, may be purely for consistency with that.

Cacti speak Japanese.
...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!
Notes: An explanation of this explanation might explain some things.
North America/Europe Japan
SFAlpha2 SNES-Manual Mode.png SFZero2 SFC-Manual Mode.png

For some reason, the explanation text for "Manual Guard Mode" was erased from the English version of the graphic. This also happens in the arcade version.

North America/Europe Japan
SFAlpha2 SNES-Akuma Gen Chat.gif SFZero2 SFC-Gouki Gen Chat.gif
SFAlpha2 SNES-Shin Akuma Gen Chat.gif SFZero2 SFC-Shin Gouki Gen Chat.gif

In both the Japanese and International releases of the game, Shin Akuma/Gouki largely uses normal Akuma/Gouki's character interactions. Strangely, the International versions seem to have tried to change this. It's most noticeable when Shin Akuma and his end boss, Gen, are talking as the dialogue is a complete mess. Was Capcom U.S.A, Inc. planning to give Shin Akuma unique dialogue for this interaction?