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Street Fighter Alpha 2 (SNES)
| Street Fighter Alpha 2 |
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Also known as: Street Fighter Zero 2 (JP)
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| 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
| Prototype Info |
Shin Akuma
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
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.)
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.
Unused Stage
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
| 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 |
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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 |
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| North America/Europe | Japan |
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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.
| ...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 |
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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.
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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?
Cleanup > Articles needing translation > Articles needing translation/ja
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with unused areas
Games > Games by developer > Games developed by Capcom
Games > Games by platform > SNES games
Games > Games by publisher > Games published by Capcom
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Games > Games by release date > Games released in 1996
Games > Games by series > Street Fighter series



















