Retrospective: Street Fighter – The Second Coming

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Welcome back to my Retrospective on the Street Fighter series. This time around, I’ll be tackling the most popular part of the series: Street Fighter II and its various expansions. Back in the early 90s, Street Fighter II effectively ruled the entire medium, spawning an entire genre through several imitators and knockoffs. It also effectively extended the lifespan of arcades for several years, as they were already beginning their decline in the late 80s, due to technological improvements in home consoles and personal computers. There are very few video games period that become worldwide phenomena, but Street Fighter II was memorable enough to span a live-action film, an animated series and countless merchandise and remains as one of the few video games that was recognized by the mainstream both during the peak of its popularity and to this day.

As such, it only seems fitting to examine each iteration of Street Fighter II separately, showing the build from the original 1991 release all the way up to the modern day. There are quite a few versions to discuss – and that’s not even including all of the home versions – as well as various curiosities that altered the trajectory of the series itself, as well as its continued legacy.

Street Fighter II: The World Warrior

February 6, 1991: arguably the most important day in the history of fighting games. It’s the day that Street Fighter II: The World Warrior was first released in North American arcades. With a worldwide launch following 8 days later, SF2 was a phenomenon that kickstarted the fighting game genre into inescapable prominence throughout the 1990s and managed to pulse new life into the ailing arcade game market. Very few fighting games were released between the original Street Fighter and its sequel. Most developers decided to focus on beat-‘em-ups instead due to the success of Final Fight and Double Dragon. Street Fighter II – commonly referred to simply as “Street Fighter”, as the second game completely eclipsed its predecessor – provided a template that jumpstarted the entire fighting game genre and led to onslaught of games, ranging from wholly unique takes on the genre to obvious knockoffs of other games in the genre.

Most of my memories of the original Street Fighter II don’t actually involve the original arcade version. Instead, I spent most of my time playing The World Warrior either on my cousin’s Super Nintendo or my own copy on IBM PC. I can say with certainty that while the SNES version is clearly where my love of fighting games in general spawned, my experiences with the PC version clearly illustrates the lengths I was willing to go to play the game – for reasons I’ve explored before and will explore again later on.

Street Fighter II’s development has an interesting story behind it. After the arcade smash-hit Final Fight, it was clear that Capcom wanted a follow-up. Instead of creating a direct sequel to the 1989 beat-‘em-up, they chose to develop a sequel to its inspiration, 1987’s far less successful Street Fighter. The reasoning behind this varies depending on who you ask: the game’s producer Yoshiki Okamoto claims that Capcom wanted a direct sequel to Final Fight, but he decided to develop Street Fighter II instead. Akira Nishitani, one of the game’s designers, corroborates Okamoto’s story. Akira “AKIman” Yasuda, the game’s other designer, claims that Street Fighter II was actually in production before Final Fight was even created, but ROM capacity limitations stalled the game’s development. Noritaka Funamizu – a producer at Capcom who was merely credited in SF2’s special thanks – claims that Capcom’s US branch made it clear that they wanted a direct sequel to Street Fighter all along.

Regardless, the game spent two years in development and had a staff of roughly 35 to 40 members developing the game. Okamoto says that “The basic idea at Capcom was to revive Street Fighter, a good game concept to make it a better-playing arcade game.” Street Fighter II utilized the same controls as the first game, opting for the joystick and six-button layout found in the later revision of the first game. Funamizu notes that balance was not a priority when developing SF2, most of the developers were actually focusing on creating visually appealing animations. As with Final Fight, Street Fighter II: The World Warrior ran on the CPS-1 Hardware and the game’s visuals benefitted from the hardware.

The second game’s story was about as barebones as the first: the primary focus was on a world-wide fighting tournament. Perhaps the most significant change from the original Street Fighter was the fact that players had eight characters to choose from, as opposed to essentially having no choice in SF1. Ryu and Ken return from the first game, but the rest of the playable cast are entirely new characters. Guile is an American soldier, bent on avenging his best friend Charlie Nash’s death at the hands of Shadoloo; Edmond Honda is a sumo wrestler bent on showcasing the supremacy of the sport; Dhalsim is a master of Yoga, reluctantly fighting to provide for his village; Chun-Li is a member of Interpol bent on avenging the death of her father; Blanka is a savage green-skinned beastman capable of electric attacks and Zangief is a professional wrestler who enters the tournament at the behest of his country’s president. This new eclectic cast of characters became pop culture icons and represented far more of the world than the previous game, though ironically the United Kingdom was left unrepresented in the second game, despite having two fighters present in the original Street Fighter.

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A small roster by today’s standards, but absolutely mind-blowing in 1991.

Of course, there was the additional intrigue of just who was holding the tournament: a shadowy terrorist organization by the name of Shadoloo (or Shadolaw, depends on who you ask). Of course, this plot point would become almost as influential as the concept of a fighting tournament in general. Shadoloo was represented by the game’s four unplayable bosses, the “Four Heavenly Kings” – referred to as the “Grand Masters” in earlier English releases of Street Fighter II. Balrog is an ex-boxer barred from the sport due to his illegal techniques killing one of his opponents. Vega is a narcissistic Spanish ninja who fights with a claw and covers his beautiful face with a mask, lest it be harmed in a fight. The previous game in the series’ final boss, Sagat, returns as the bodyguard of Shadoloo’s leader and the game’s penultimate boss. Since his defeat at the hands of Ryu in the first tournament, he has mastered a new technique: the devastating Tiger Uppercut. The game’s final boss is M. Bison, the leader of Shadoloo. His ambitions of world domination are his key motivation and he fights wielding a powerful energy, known simply as Psycho Power.

Of course, the names for Balrog, Vega and M. Bison had to be shuffled around in the international releases: in Japan, the boxer was M. Bison (a clear allusion to Mike Tyson, which is what caused the name shuffle in the first place); Balrog was the claw-wielding Spanish ninja and Vega was the dictator in charge of Shadoloo. As such, those terms are used as nicknames for the characters in tournament settings, to avoid confusion. It’s a piece of trivia that almost everyone knows, but I figured it was worth mentioning for the sake of completion.

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The rematch of the century.

If Okamoto and his team sought to take the basic elements of the original Street Fighter and streamline them into a new game that finally made good on the original game’s concept, they succeeded beyond their wildest dreams. Street Fighter II clearly built off its predecessor, retaining the first game’s control scheme: six attack buttons, separated by strength (light, medium and heavy) and limb (punch and kick), hit up on the joystick to jump, hold down to duck and back to block. Ryu and Ken’s motions for their special moves return from the previous game, but now the timing is more lenient. Instead of pressing the button as the joystick motion is being finished, the timing now relies on pressing the button after the motion is completed.

Of course, with new characters come new motions. Many of the new characters use charge motions: holding back or down on the joystick for roughly one second, then hitting the opposite direction and an attack button. Charge motions were originally conceived as an easier method of performing special moves for novice players. Special moves could also be performed by mashing attack buttons (Honda’s Hundred Hand Slap, Blanka’s Electric Thunder and Chun-Li’s Hundred-Feet Kick), doing a half-circle motion followed by an attack button (Dhalsim’s Yoga Blast), pressing multiple buttons simultaneously (Zangief’s Double Lariat) and performing a full circular motion on the joystick followed by an attack button (Zangief’s Spinning Piledriver). The sheer diversity of character abilities made the game’s multiplayer mode much more attractive to players than the first game’s, to the extent where it became the key feature.

Of course, perhaps the most influential new mechanic was the addition of combos. Combos were originally a bug unintended by the developers: certain moves could be cancelled into others with little delay between them. It was the unintended consequence of making special moves easier to perform – allowing more leniency when performing special moves allowed players to execute special moves after performing standard attacks. While rumors circulated that the development team originally considered removing this as a glitch, Nishitani actually said they found it interesting, and since it didn’t cause any bugs, they decided to leave it in as a feature, to expand the gameplay. Considering how combos are considered a staple of the genre, it clearly worked. Likewise, there was the addition of a stun mechanic: after taking a set amount of damage within a short amount of time, a character would wake up in a dizzy state, leaving them open to attack. This only lasts for a short period and players can try to speed up the process by rapidly tilting the joystick left and right and mashing buttons. While not quite as prominent as combos, stun appeared in many future fighting games, with some games even putting their own unique spin both on how it was achieved and how it could be escaped.

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Combos are hard to convey in screenshots, but stun? Easy.

The single-player arcade mode is pretty simple. Select a character from the eight playable characters, defeat the other seven, then fight the four bosses. Every three stages, players are treated to a bonus stage, much like the original Street Fighter and Final Fight. In fact, the car-themed bonus stage returns from Final Fight. There’s also a stage with wooden barrels being dropped from a ceiling and one with a stack of oil drums that burst into flames when attacked. I was always fond of that last one, but it seems to be the least popular of the three – it certainly hasn’t appeared in any future titles, unlike the other two.

All things considered, I’d say Street Fighter II’s graphics have aged pretty well. The sprite work owed a lot of inspiration to Final Fight, but the visuals have been improved significantly. Animations are much smoother, the colors are much more vibrant, and the backgrounds do a good job of conveying aspects of their respective characters: Blanka’s stage takes place in a small village near the Brazilian jungle, while a busy street corner in China is Chun-Li’s fight locale. Despite all of the flashy animations and beautiful backgrounds, everything in Street Fighter II is easily readable at any given moment. It popularized the now-common tendency of putting each character’s health bar over the side of the screen they start a round on – and by extension, the side of the arcade cabinet each player is on. I’m not sure if this was the first time health bars were arranged in this fashion for a fighting game, but it definitely implied a greater emphasis on multiplayer than previous fighting games, most notably the original Street Fighter.

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If my math’s right, this bonus stage is due back in Street Fighter VI. Can’t wait!

Most of Street Fighter II’s compositions were handled by Yoko “Shimo-P.” Shimomura, a long-time Capcom composer who worked mostly on early Capcom console games before moving to Squaresoft, composing for such games as Live a Live, Parasite Eve and Kingdom Hearts. Her work was supplemented by Isao “Oyaji Oyaji.” Abe, who would later go on to compose on such titles as Knights of the Round, Ring of Destruction: Slam Masters II, Pocket Fighter and Auto Modellista. Each piece of music does a good job of matching its respective stage. They also do a good job of representing the action itself: when one or both characters are low on health, the music’s tempo increases, audibly signaling that the round is near its end. This went on to become a musical trademark of the series, I can’t really think of any other fighting game that does anything like this, yet it’s such a good idea that many games in the series used it or something similar.

“Iconic” doesn’t feel like a strong enough word to describe Street Fighter II’s soundtrack: considering just how many times many of the compositions from this game have been rearranged, both in other games and fan compositions, many of the songs that originated in this game have become permanently associated with their respective characters, regardless of how many attempts there have been at composing new leitmotifs for them. The sound effects are also well done for their time, though many of the characters seem to recycle the same voice clips.

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The trash talk’s also come a long way from the first game.

Surprisingly, most of the home ports for the original version of Street Fighter II were released on home computers in Europe. U.S. Gold published versions of the game on the Amiga, Atari ST, Commodore 64, Amstrad CPC and the ZX Spectrum. North America only saw two home ports: the fantastic SNES version, handled by Capcom themselves, and the abysmal version for DOS, developed by Creative Materials and published by the fine monsters at Hi Tech Expressions. These ports were also released in Europe, published by Bandai and U.S. Gold respectively.

I’m only familiar with the two ports released in North America. While the Super Nintendo version wasn’t arcade perfect and came out a year after the original release, most of the changes were aesthetic. Many of the game’s visuals and sounds had to be simplified and compressed to run on the SNES’s weaker hardware. Fortunately, the gameplay was left more or less intact. The Super Nintendo version did add a few new features: both the wooden barrel and oil drum bonus stages were removed and replaced with one where players punched their way through a pile of bricks. The game also had a Versus mode, which kept details of both players win/loss/draw record and select characters and stages, as well as letting players set handicaps before each match. The SNES version also had a secret code that allowed for mirror matches – a feature not present in the arcade version. The DOS port, on the other hand, is an abomination. The game only allowed for a single punch and kick button, the motions for several special moves weren’t implemented correctly, most of the soundtrack was missing – and what few tracks remained were never used in their original contexts – and the animation was so jerky, the game was practically a slideshow at times. To make matters worse, the game was completely unbalanced: Dhalsim’s stretchy limbs had an obscene hit priority which made him pretty much unstoppable. The only silver lining to Hi Tech’s version was that it seemed to take assets directly from the original release, allowing for a game that appeared arcade-perfect …but only in screenshots.

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I’ll always love this box art though.

Considering the worldwide phenomenon it inspired, Street Fighter II is generally held as one of the most important video games of all-time and this reputation is well-deserved. It was even inducted in the Video Game Hall of Fame last year, a well-deserved honor. It’s hard for me to determine whether or not Street Fighter was the game that made Capcom a household name in the first place, since I don’t really remember a time before Street Fighter II existed in at least some form. Compared to many “important” video games, Street Fighter II: The World Warrior has actually aged surprisingly well, though it’s clearly been overshadowed by later revisions.

Street Fighter II’: Champion Edition

Even back in the days when arcades ruled the world, it wasn’t uncommon to see an established title receive some form of a revision at some point after its release. Most of the time, these would often just include fixes for various bugs, glitches and other problems with earlier iterations of the game. For the most part, these new versions of existing titles wouldn’t draw attention to the differences between previous releases: generally, the different versions would be identified with a hidden revision designation in an arcade cabinet’s Service Mode or hidden somewhere in the source code. It was rare for games to outright advertise being a revised version of an earlier title. Street Fighter II’ (pronounced “Street Fighter II Dash” in Japan), better known as the “Champion Edition” in the West, was one such game that took the already popular Street Fighter II and added a few new features to expand it. It was released worldwide in March 1992, just over a year after the original version.

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Haven’t seen a fight like this since Wrestlemania XXIV.

The most obvious addition to Champion Edition was that the “Four Kings” of Shadoloo – the previously unplayable boss characters – were made playable, bumping the roster of selectable characters to 12. Of course, they had their abilities rebalanced in the process: as bosses, they weren’t balanced for competitive play. CE also added the ability to fight mirror matches, allowing both players to select the same character when fighting. This prompted the addition of alternate palettes for each character, which could also be chosen by hitting the Start button when selecting a character. Mirror matches also had an effect on the arcade mode: bumping the total number of opponents fought from 11 to an even 12.

The maximum number of rounds in the game was also tweaked. While the World Warrior allowed up to 10 rounds in a single match, Champion Edition decided to cut down the number to speed up play. If the third round ends in a draw, the fourth round is considered the final one – win or lose. Capcom also redrew several art assets, generally focusing on stage backgrounds (most of them were also recolored) and the endings, tweaked the game’s balance and fixed various bugs. Finally, the game was also made slightly faster.

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One Blanka…two Blankas!? But he– but you can’t– oh, my medication!

Technically, Champion Edition had the least amount of home ports. It was released in Japan on both the PC Engine (or the TurboGrafx-16, as it’s known in the West) and the Sharp X68000 computer. The PC Engine version was clearly a downgrade, while the X68000 version is nearly arcade-perfect, much like the port of Final Fight. There was also a home port that was released on the Master System in Brazil, handled by Tec Toy. It’s an impressive port given the hardware limitations but not worth tracking down. Of course, most people assume that the Genesis release was also based on CE, but I’ll hold off on discussing that for reasons that will become apparent later.

Out of all the versions of Street Fighter II, I think Champion Edition is the most forgettable, which isn’t fair. CE helped to codify many of the elements that would be taken for granted in future iterations of the game, the series and even the genre. While it may not have had as much of an impact on the series at large as The World Warrior, it was a necessary step forward for the game. The Grand Masters are among the most popular characters in the series and making them playable in the first place is likely a major source of their mainstream popularity. Mirror matches, on the other hand, had a significant impact on the genre, reinventing the tired concept from the original Street Fighter and other competitive fighting games into something much more dynamic. Competing with friends or random opponents to determine who had the best Guile, Chun-Li, Balrog or Zangief added a new dimension of strategy to the meta-game.

Interlude: Street Fighter II’: Rainbow Edition

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Of course, as with any arcade smash hit, there was always the possibilities for hacks sold as knock-offs. Pac-Man had Crazy Otto, Donkey Kong had Crazy Kong (I’m sensing a pattern), Dig Dug had Zig Zag and Street Fighter II… had a lot. In fact, there were so many modified versions of Street Fighter in the arcade that there are some left totally forgotten to history, hacks that are completely unknown to video game historians.

The most infamous of these hacks is generally referred to as “Rainbow Edition”, due to its title screen’s rainbow palette, but I’ve also seen it referred to as the “Black Belt Edition”. The code for this version originated from the Taiwan version of the game, which was licensed by Hung Hsi Enterprise. There is another famous hack of Champion Edition (using the same source ROM) called “Street Fighter II Koryu” which dials up the insanity of the Rainbow Edition to 11, but Rainbow is the only version that was ever acknowledged by developers at Capcom.

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Just an average fight where E. Honda blocks Zangief’s Sonic Boom spam with his patented boxing gloves.

Rainbow Edition is clearly built on Champion Edition’s framework, containing a roster of 12 characters. The game’s engine plays considerably differently. For starters, the game is significantly faster than both The World Warrior and CE. The properties of various special moves have also been changed. For example, Hadoukens can either travel extremely fast or float slowly while homing in on the opponent. On top of that, several special moves from other characters (such as E. Honda’s Hundred Hand Slap) now generate Hadoukens of their own. Special moves can also be pulled off in mid-air – even when they don’t make any sense. On top of that, players can cycle through characters on the fly by pressing the Start button. In fact, when CPU-controlled opponents take a certain amount of damage, they also transform into different characters, though they revert at the beginning of the next round.

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Wait, does this mean the Marvel vs. games were inspired by this too?

While Rainbow Edition and its sister hacks had little direct impact on Street Fighter as a whole – though they did inspire modifications of other games as recent as Ultra Street Fighter IV – it did lead to two notable changes. For starters, the ease of hacking CPS hardware forced Capcom to develop a new arcade board, dubbed the “CPS-2”. In addition to being less vulnerable to bootleggers, the CPS-2 was significantly more powerful than its predecessor, allowing for much more impressive visuals and sound effects in later Capcom arcade games. While James Goddard, a Capcom USA employee, wasn’t impressed by the changes made to Rainbow Edition, he did notice that it was significantly faster than any official Street Fighter games. This observation led to some significant changes in the next SF2 revision.

Street Fighter II’ Turbo: Hyper Fighting

Inspired by the changes made in various bootleg conversions for Champion Edition, Capcom further tweaked Street Fighter II and released another revision to arcades in December 1992. Referred to as “Street Fighter II’ Turbo” in Japan and “Street Fighter II’: Hyper Fighting” just about everywhere else, the third iteration of SF2 is my favorite by a wide margin. In my opinion, it is the ultimate version of Street Fighter II: Turbo builds the ultimate SFII experience from the framework of its predecessors, while still retaining enough material from the earlier two games to not feel like some form of a sequel.

As I mentioned earlier, Hyper Fighting was created as a response to various bootleg upgrade kits for Champion Edition, billed as a balanced and legal alternative to Rainbow Edition and other similar hacks. Apparently, the changes to the game were inspired by Capcom USA rather than the main office in Japan, who thought that Champion Edition was fine as it was. When Turbo was initially revealed at a trade show, the speed was only increased by 5%. When arcade operators made it clear that the crazier (and cheaper) bootleg upgrades were much more appealing, Capcom head Kenzo Tsujimoto told James Goddard – the Capcom USA employee who brought up the idea in the first place – to overhaul Turbo’s design in the span of a day, leading to the creation of the version we’re familiar with today.

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I could’ve used the Champion Edition Player Select screen too, but I wanted to show off the pretty new colors.

The main difference between Turbo and the previous iterations of SF2 is the faster speed of the gameplay. Compared to Champion Edition, Hyper Fighting was 15% faster not only in terms of gameplay, but also the speed of the various menus and endings. This led to much stricter timing when performing special moves, but also allowed players to get into battle and react to their opponents much faster.

Hyper Fighting also gave most characters – everyone aside from Guile and the Grand Masters – brand-new special moves. Some of these moves were mundane variants on existing attacks: Ryu and Ken’s Hurricane Kick and Chun-Li’s Spinning Bird Kick could be performed in mid-air (which could’ve been a subtle nod to Rainbow Edition); Blanka was given a new anti-air variant of his rolling attack, allowing him to catch jumping opponents by surprise and Zangief was given a faster variant of his Double Lariat which can pass through to low attacks like sweep kicks. The real standouts are E. Honda’s Super Sumo Splash – an anti-air maneuver that sends the sumo flying into the air before slamming into the ground – Dhalsim’s Yoga Teleport and Chun-Li’s new fireball, the Kikoken. All of these new techniques became trademarks for their respective characters and offered new strategies for playing them, keeping the game fresh.

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There’s something about recycling existing assets into new moves that gives me goosebumps.

A few other minor alterations were made to Champion Edition in Turbo. Most prominently, each character was given entirely new default color palettes, while the classic colors were available as alternates. This was the beginning of a trend in Capcom fighting games, where revisions would swap out returning characters’ default palettes for something else entirely. The game also received various balance adjustments and bug fixes and a new graphic was added after the single-player mode’s ending, presenting the victorious character standing on a podium with M. Bison and Sagat (or Vega, if the player chose either one) in second and third place, respectively.

Turbo’s most famous home port was the Super Nintendo version, but what most people don’t realize is that Hyper Fighting also technically made its way to the Sega Genesis. Sega originally announced a home version of Champion Edition around the same time as the PC Engine version, however Capcom wasn’t pleased with the first attempt at porting the game and delayed it. When Nintendo nabbed the exclusive rights to Turbo, Sega demanded that the features from the latest revision also be added to the Genesis release. As such, the Genesis version was renamed “Street Fighter II’: Special Champion Edition” in the West and “Street Fighter II’ Plus: Champion Edition” in Japan. Of course, the SNES and Genesis versions were functionally identical in terms of basic features: they were technically home conversions of both CE and Hyper Fighting, thanks in part to the option to change the game’s speed in the options menu.

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A Hurricane Kick…performed in the air? Preposterous! 

 

There were a few other major re-releases. Street Fighter Collection 2 compiled the first three iterations of Street Fighter II – The World Warrior, Champion Edition and Hyper Fighting – onto the original PlayStation in North America on October 31, 1998. This collection contained new ports that were essentially arcade-perfect, to the extent where they would later be used in the Capcom Classics Collection on PS2, Xbox and the PSP. SFC2 was released in Japan as “Capcom Generations 5” on both the PlayStation and Saturn later that year. The collection included unlockable arranged soundtracks, as well as “Super Vs. Mode”, which allowed two players to compete against each other using characters from any of the three versions present in the collection. In 2006, the game was ported to the Xbox Live Arcade in North America and Europe. This version was also arcade-perfect and included the option for online play. This release is notable simply because it garnered enough interest in Street Fighter for Capcom to develop new titles and revive the franchise.

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I forgot to show off the breakable stage elements in the earlier games. Still a nice touch.

To this day, I’d say Street Fighter II Turbo is one of my favorite games in the entire series, as well as my absolute favorite revision of SF2. On top of that, it’s easily the second-most popular version of SF2 currently – more on that later. Even more than that, it may be the fighting game I would recommend to anyone just getting into the genre. Hyper Fighting retains the simplicity of The World Warrior, but with the increased play speed and the various other new features, it showcases the insanity that I love about fighting games in general. I was ecstatic to hear that Turbo is going to be one of the games with online play in the upcoming Street Fighter 30th Anniversary Collection.

Super Street Fighter II: The New Challengers

I’d have to say that Super Street Fighter II – the initial release, as opposed to its far more popular revision (more on that later) – may be one of the most tragically overlooked fighting games of all-time, on par with titles like Fatal Fury 2 and the original version of Mortal Kombat 3. Objectively the most radical revision of Street Fighter II, The New Challengers added several new features – many of which would become mainstays in the fighting game genre to this day – differentiating it from its predecessors. The fact of the matter is that SSF2 could have easily been passed off as a “Street Fighter III” in the hands of a more less company with a different amount of scruples than Capcom circa 1993 and the arcade crowd would’ve eaten it up.

Super Street Fighter II: The New Challengers was first released in Japanese arcades on September 10, 1993. North America followed suit in October, while Europe didn’t receive the game until January 6, 1994. SSF2 was the first game developed for the new CP System II hardware, a new hardware that improved on the graphical and audio capabilities of the original but was mainly developed to combat bootleggers from making unauthorized copies of games and modifications. CPS-2 games were comprised of two boards: the A board connects directly to the arcade cabinet itself, while the B board contains the game itself, effectively acting as a cartridge to the A board’s “console”. Considering that CPS-2’s encryptions weren’t cracked until 2007 – four years after the final CPS-2 game was released – it’s clear that Capcom’s efforts were successful.

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A still frame from the new opening. It doesn’t do it justice.

Very little is known about the development of Super compared to other iterations of SF2 and even other games in the series. The only interesting story about the game’s development stems from the creation of two of the game’s new characters. Originally, Capcom planned on having a pair of twin brothers who would essentially be headswaps of each other, sharing the same fighting style. James Goddard felt that a pair of characters like this would be redundant – comparing them to Ryu and Ken – suggesting a replacement character design: a black kickboxer based loosely on Tae Bo creator Billy Blanks, who would eventually evolve into Dee Jay. This gives Dee Jay the distinction of being the first Street Fighter character (and the only one in the mainline series) to be designed by an American.

Considering that it was subtitled “The New Challengers”, it only made sense that Super SF2 would add four brand-new characters to the game. Easily, the breakout character was Cammy White from the United Kingdom, the second female character in the franchise. Suffering from amnesia, she was taken in by Delta Red, an elite special forces unit. When she learns of M. Bison’s involvement in the second Street Fighter tournament, she felt a strange connection to him and entered the tournament, hoping to find answers. Fei Long is a martial arts film star from Hong Kong – and one of a plethora of fighting game characters “inspired” by Bruce Lee – who enters the tournament to test his skills among real fighters. As I mentioned earlier, Capcom originally pitched two martial artists brothers as characters for Super and Fei Long was what became of the original concept. Thunder Hawk (generally referred to as “T. Hawk”) is an American Indian of the Thunderfoot tribe whose ancestral lands were taken over by Shadoloo, forcing him to live in exile in Mexico. He fights using his tribe’s unique style of martial arts, a style that involves strong strikes, powerful throws and airborne dives. Finally, there’s Dee Jay, a happy-go-lucky kickboxer and famous musician from Jamaica. He enters the second World Warrior tournament seeking inspiration for his next album, hoping to find a new rhythm in the heat of battle.

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Two of the “New Challengers” duking it out. No points for guessing who I like more.

SSF2 reduces the speed from Hyper Fighting back to that of Champion Edition, which was generally viewed as a negative change. However, the game also better emphasized the combo mechanic by displaying the number of hits in a combo and awarding a score bonus based on both the number of hits and the moves used. Point bonuses were also awarded to the player who made the first hit in a round, successful reversals and escaping from a dizzy state without taking damage. Speaking of which, there were new animations added to the stun mechanic that showed off how difficult it was to escape: stars and birds represented the standard length, angels were easier to escape from, while Grim Reapers represented a dizzy state that would be the most difficult to escape. Super also increases the number of color palettes per character from 2 to 8 – there’s one assigned to each of the attack buttons (Light Punch being the default color), one for the Start button and a secret color that can be activated by holding down any of the attack buttons when selecting a character. As far as I know, this is the first time this many alternate palettes were present in a fighting game and considering how much of a fan I am of using different colors, this addition was an absolute treasure to me.

Just like Turbo before it, Super SF2 also adds a host of new moves, even more than the previous revision. Some changes are a bit minor: Guile gets some new “command normal” (performed by hitting a direction and a specific attack button together); Ken’s Heavy Punch Shoryuken becomes surrounded with flames and burns opponents on impact; E. Honda gets a new air command normal, the Flying Sumo Press; Chun-Li’s Kikoken and Dhalsim’s Yoga Teleport had their inputs changes and Sagat’s normal attacks got modified. However, some characters get entirely new moves. Zangief gets a pair of new command grabs – both use a 360 motion and kick, but the properties of the move change depending on how far away from the opponent he is. Ryu gets a new “Fire Hadoken” that burns opponents on impact. Blanka gets a third variant on his rolling attack, where he leaps backwards then pounces at his opponent. Balrog gets a new anti-air, the Buffalo Headbutt; while Vega gets the Sky High Claw attack, which sends him flying across the screen in mid-air, as well as a new shorter variant of his backflip. Finally, M. Bison gets “Devil Reverse”, a feint variant on his Head Press that allows him to trick opponents and perform new attacks.

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After years of being called a “fireball”, the Hadouken gives in to peer pressure.

Once again, there were also various bug fixes and balance changes made to Super from the previous version. More importantly, Super was an important point in the evolution of both Ryu and Ken as individual characters, in the sense that SSF2 is where they began to gain distinct abilities, as opposed to slightly different properties on their special moves. Super began differentiating the two “Shotos” by changing some of the properties on their regular attacks and their balancing in general: Ryu became the stronger, slower character, while Ken became faster but did less damage per attack.

Surprisingly, despite the new hardware, Super Street Fighter II recycles a lot of sprite work from the previous CPS-1 versions of SF2. Most of the characters do receive some new animations though – the chief standout is Chun-Li’s Kikoken which sports a new unique projectile design instead of a hastily palette-swapped Yoga Fire and a much more fluid movement. The New Challengers, on the other hand, are completely drawn from scratch. Capcom does their best to match the new artwork with the old, but the details on the new characters alone seem much more detailed than the other characters. It’s not quite as distracting as future titles that relied on similar recycling, but the sprites from 1991 are beginning to show their age. All of the returning backgrounds have had their palettes changed a second time, likely to take advantage of the CPS-2’s more powerful hardware. The new backgrounds do a good job of blending with these new takes on the older ones – Cammy’s stage is one of my favorites of all-time, due to the presence of the Northern Lights. All of the characters had their portraits completely redrawn in a new art style.  I think they were meant to help mask the age of the recycled artwork and personally, I like how most of the new ones look compared to the earlier versions. Capcom also redrew some of the artwork in the game’s endings – while giving Chun-Li, Balrog, Vega, Sagat and M. Bison entirely new ones – and a brand-new introductory animation where Ryu charges up and fires a Hadoken at the screen was drawn up for the game. The world map was also redrawn to accommodate the additional stages and modified the designs of the health bars. They even changed the victory symbols from a V hand gesture to a yellow star.

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A screenshot that shows off a new move AND the new scoring system? Score!

The improved technology also allowed Capcom to rearrange the game’s soundtrack. While Yoko Shimomura’s compositions were still being used in Super, she’d left Capcom by this point. Isao “Oyaji” Abe returned to compose the game, along with “Syun” Nishigaki, who helped pioneer the CPS-2’s Q-Sound chip. Syun composed the themes for Cammy and Fei Long, while Abe handled T. Hawk and Dee Jay. Most of the songs from the previous games returned, though not always used the same way. For example, the new introduction had a completely original song (composed by Nishigaki) and the theme for the intro from the previous three versions of SF2 was used as the new Player Select theme. The sound effects were also significantly improved from previous installments. Nobuhiro “Nobu” Ohuchi and “Toshio” Kajino were the sound team for Super and they did an excellent job showcasing the abilities of the CPS-2 hardware. Each character has a distinct voice in SSF2 – even Ryu and Ken! There was also a brand-new announcer voice (also used by Guile) which sounded …interesting, to put it mildly.

In addition to the standard arcade version, there was also a special variant of Super SF2 that connected four cabinets together, allowing for eight-player tournaments. Referred to as “Super Street Fighter II: The Tournament Battle”, it was an interesting idea that was handled a bit awkwardly. The first round takes place on all four cabinets, but after each match is completed, players are often sent to entirely different cabinets to continue. For example, the first two cabinets are where the semi-finals take place, while the other two hold the Losers’ Bracket. It’s a fascinating curiosity that never received any direct home ports, until it was announced that it would be a unique bonus feature in the Switch version of the Street Fighter 30th Anniversary Collection, using the Switch’s built-in LAN capabilities and JoyCons to emulate connectivity between multiple cabinets.

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It’s funny: I think this is my favorite world map out of all the SF2 games.

Compared to the previous two revisions of Street Fighter II, Super SF2 actually had a fair amount of home conversions. The most prominent of them were obviously the SNES and Genesis releases, which both came outf in 1994. Compared to the previous releases, these ports of Super definitely show the age of the 16-bit consoles, appearing much more anemic when compared to Turbo and Special Champion Edition. The graphics and sound are significantly downgraded from the Arcade version and the SNES version has various content omissions: the Genesis used a 40 Megabit cartridge compared to the SNES version’s 32, which meant that various sound samples from the announcer had to be dropped and Nintendo’s censorship policy caused the removal of blood in the character’s loss portraits. To make up for these shortcomings, both the SNES and Genesis releases included additional game modes. The Tournament Battle was carried over as a special feature, allowing 8 human or CPU players to go through an entire tournament. Time Challenge Mode challenges players to defeat a computer opponent in a 1-round fight as quickly as possible. Finally, there’s Group Battle which feels like a precursor to “Team Battle” mode for future fighting games: players can choose between Match Play, which sets up a series of matches between an equal number of characters, and Elimination, where the character who wins each match moves on to fight their opponent’s next character until one of them runs out. Both versions also had the ability to increase the speed, though it was only able to go as far as the standard speed in Hyper Fighting. On top of that, the Genesis version also added the option to fight against all 16 characters in “Super Mode”, as opposed to the standard 12.

There were also various PC ports that differed wildly in quality. The Sharp X68000 release in Japan did a fairly good job reproducing the Arcade experience, though it wasn’t quite as arcade-perfect as previous ports on the platform. Japan also received a home port on the Fujitsu FM Towns which came with an arranged soundtrack and a color edit mode that allowed players to modify each character’s color palettes. In North America and Europe, Eurocom released SSF2 on DOS computers and Amiga, though these ports were based on the Super Nintendo release as opposed to the arcade version. The DOS version was handled by our good friends at Rozner Labs and was about on par with their port of MegaMan X: functional but clearly inferior to its source material and saddled with an abominable MIDI soundtrack. The Amiga version fared even worse, being ported by Freestyle – the same company that handled MegaMan on the Game Gear.

My first memories of Super Street Fighter II involved seeing an arcade cabinet of the game with a giant screen while I was on vacation. I also had a copy of the game on Genesis, making it my first “real” Street Fighter. Maybe I’m biased because of the good memories I’ve associated with it, but I don’t think SSF2 ever got a fair shake by the masses. By the time it was released, fans were hungering for an actual sequel and despite all the improvements and additions it made to the Street Fighter II formula, it was considered a tragic misstep. While the more discerning members of the fanbase had become skeptical about this being the final version, Super was still the last version of Street Fighter to appear on 16-bit consoles in any meaningful capacity – more on that later. I guess in that sense, it was the end of an era: Street Fighter had finally grown beyond the systems it called home in its earliest days: from the obscure Fighting Street on TurboGrafx-CD, the runaway success of World Warrior on the SNES, to the console war that led to the creation of separate but equal ports in Turbo and Special Champion Edition, Super all but proved that the fourth generation of video game consoles was swiftly approaching its end.

Super Street Fighter II Turbo

Finally, we come to what is generally regarded as the ultimate version of Street Fighter II. Super Street Fighter II Turbo – or Super Street Fighter II X: Grand Master Challenge, as it was known in its home country – was released in Japanese arcades on February 23, 1994, with North America receiving it exactly one month later and coming out in Europe on April 6. Personally, I think this version is overrated, especially by today’s standards, but for so many fans of the franchise, Super Turbo is literally synonymous with “Street Fighter”. It is perhaps the oldest fighting game to still have a significant following in the tournament scene to this day, which is an achievement in itself. Unfortunately, just like the previous revision, there’s very little concrete information about SSF2T’s development. There’s speculation that it was only made due to criticism regarding the original Super SFII’s slower speed compared to Hyper Fighting.

As with the previous revisions, Super Turbo adds a few more game mechanics. Perhaps the most influential of these was the addition of the Super Meter. While SNK beat them to the punch by introducing Desperation Moves in Fatal Fury 2 and Spirit Gauges in the original Art of Fighting – both games came out in 1992 – SSF2T popularized the concept among the masses. Each character’s Super Meter appears at the bottom of the screen, below their respective health meter. Performing special moves or taking damage fills the meter and once it’s full, players have access to a Super Combo. Essentially a beefed-up version of an existing special move, Super Combos feel gimmicky and unrefined in Super Turbo compared to later iterations on the concept, feeling more like a comeback mechanic in ST. In fact, it’s not unheard of for a match to end with neither character achieving a full gauge.

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Gotta love that sunburst when you finish someone off with a Super Combo.

Super Turbo also reintroduced the higher speed from Hyper Fighting. In addition, before selecting a character, players could also set the game’s speed. There were 4 speed options – labeled as Turbo 0-3 in the West and Turbo 1-4 in Japan – though generally, only the first three settings were visible. Characters are also given the ability to escape throws. Throws can also be “teched” out of by hitting a throw command in the middle of it, allowing them to recover and only take half damage. Both of these new options became extremely prominent in future fighting games during the 1990s, though only the latter persists to this day.

Of course, perhaps the most influential addition to the game came in the form of the secret boss character: Akuma – or Gouki, as he was known in Japan – the brother (and murderer) of Ryu and Ken’s master. By playing the arcade mode under certain constraints, Akuma will warp in and obliterate M. Bison, taking his place as the game’s final boss. Boasting moves from both Ryu and Ken, as well as unique techniques like a teleport and air fireballs, defeating Akuma is truly a testament to the player’s skill. It’s generally been assumed that Akuma was inspired by an April Fools’ joke in Electronic Gaming Monthly’s April 1992 issue, depicting how to unlock a similar boss fight with “Sheng Long” with over-the-top powers and a ridiculous method for unlocking the fight. Capcom has neither confirmed nor denied this urban myth’s influence on the creation of Akuma, but considering he was given a profile on the Street Fighter V site as an April Fool’s joke, they seem to at least acknowledge its existence. There was also a special code to unlock Akuma as a playable character, but while he was significantly weaker than the boss version, he was also considered unbalanced and is generally banned from tournament play. He also lacks a Super Combo, unlike every other character in the game.

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I think Cammy’s stage might be my favorite out of all the Street Fighter II levels.

SSF2T also added a whole new host of command normal and special moves, far too many for me to list them all. Some have become iconic: Zangief’s Banishing Fist (generally referred to as “Green Hand”), Fei Long’s Rekku Kyaku (aka “Chicken Wing”) and Cammy’s Hooligan Combination all come to mind. Others, like Blanka’s command hop and Ken’s assortment of new kick-based special moves were promptly abandoned. Ryu and Ken’s divergence also continued, with both characters receiving unique normal attacks to further differentiate them from one another.

All of the characters in the game lost their default color palettes from SSF2, opting for 8 new palette swaps. There was also the option to use variations of all 16 regular characters, allowing them to play more similarly to older iterations by inputting unique codes on the player select screens. These “old” variants of the characters used the original palettes (with one alternate), lost access to the Super Meter and throw escapes, but would be balanced differently from the standard versions. Sometimes they were objectively worse than the newer versions, but Sagat, Ken and T. Hawk are all generally considered superior to the standard incarnations. Super Turbo removes the bonus stages from the single-player mode, but also adds a piece of artwork to the end of each character’s ending, looking significantly more detailed than the rest of the game’s artwork, showcasing the CPS-2’s abilities in a way that future games would only expand on. The game’s introduction was also expanded, adding a scene with Chun-Li and Cammy posing back to back and Akuma standing with his back turned as Ryu charges his Hadouken. New music was also composed for this extended opening.

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Cammy’s being remarkably cheeky here.

While previous iterations of Street Fighter II appeared on the most popular home consoles, Super Turbo’s ports were a little more obscure at first. The most prominent version was on the 3DO of all things. It was a relatively accurate port, missing the “Old” variants of characters, certain moves and various background effects, but retained the arranged soundtrack from the FM Towns version of SSF2. The MS-DOS version was developed by Eurocom and published by GameTek. This version allows players to choose the original palettes for characters, reintroduces certain moves lost in the 3DO conversion and boasts its own arranged soundtrack. Unfortunately, due to a low resolution, the game’s view is a bit compact compared to other versions, but aside from that, it far exceeds previous PC ports of Street Fighter games by a wide margin. GameTek also published an Amiga version which was developed by Human Soft. It looks far more accurate than the previous SSF2 release but suffers from very jerky animation. Impressively, it also has its own soundtrack arrangement as well.

Mainstream ports did eventually surface. Street Fighter Collection, released on the Saturn and PS1 in North America, Japan and Europe, contained near-perfect arcade ports of both the original Super SF2 and Super Turbo. There was also a Japanese exclusive port on the Dreamcast in late 2000, dubbed “Super Street Fighter II X for Matching Service”, due to the fact that it implemented online play. Finally, the second volume of Capcom Classics Collection on the PlayStation 2 and Xbox contained an emulation of the arcade version of SSF2T.

I think my lack of experience with Super Turbo may be the reason why I’ve never really liked it as much as most fans of the series. My main experience with it was seeing the 3DO version being played during my sole visit to a short-lived video game shop in my home town.  I honestly wish I’d known just how well the DOS version was designed: considering how turned off I was from Hi-Tech Expressions’ port of The World Warrior, I gave up on playing Capcom fighting games on my computer until I happened upon a copy of X-Men: Children of the Atom, which was a well-designed port. Maybe the upcoming 30th Anniversary Collection will win me over, but for now, Hyper Fighting is still my favorite version of SF2.

Interlude: The Legacy of Super Turbo

Of course, while most people consider Super Street Fighter II Turbo to be the final game in the SF2 line, that hasn’t stopped Capcom for making even more revisions down the line. While all of these versions could easily be classified as “enhanced ports” of Super Turbo, they each add enough unique elements for Capcom and most of the fanbase to consider them separate titles.

First off, we have 2001’s Super Street Fighter II Turbo Revival on the Game Boy Advance. Not only was this the first iteration of Super Turbo to appear on a Nintendo platform, it’s the first one I owned. Revival’s a mish-mash of content: recycling sprites from both the SNES version of Super SF2 and the arcade version of Super Turbo, characters often fluctuate in size when using the new moves from ST. Two versions of Akuma are unlockable on the main character select – the standard balanced version and “Shin Akuma”, who has some of the tricks from the unplayable boss version. Akuma is also given a Super Combo, his trademark “Raging Demon” attack, the Shun Goku Satsu. The bonus stages are also reimplemented into this new release. New artwork for each of the characters have been drawn up exclusively for this game and Ryu, Ken, Guile, Zangief and M. Bison are given new stages. Chun-Li and Balrog also have different stages, though theirs are taken from Street Fighter Alpha 2 and 3 respectively. Akuma is also given his own unique stage, though it’s a palette swap of Ryu’s. Most of the user interface is also completely redrawn.

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Still pretty impressive for a handheld.

Unfortunately, this port has a whole host of problems. The GBA only has four buttons, which limits the controls significantly. Players can change the button layouts in the option menu to best adjust to these shortcomings. The music quality takes a hit due to the GBA’s sound chip, but most of the voices are retained from the arcade version, with the exception of Ryu (who uses the classic SF2 voice samples) and Akuma (using the voice samples from the Alpha games). This port is also filled with various bugs, with the North American and European releases introducing bugs that didn’t exist in the original Japanese version. Most prominent among these are the dreaded “Akuma glitch”, which freezes the game completely if Shin Akuma gets reached in Arcade Mode and switching around Balrog, Vega and M. Bison’s win quotes.

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I don’t know why this always stuck with me, but it did.

Next up, there’s my favorite update, Hyper Street Fighter II: The Anniversary Edition. Released on the PS2 in Japan and in arcades on CPS-2 hardware, HSF2’s major difference and selling point is that players can choose between every iteration of each character. Of course, the game’s arcade mode just defaults to the Super Turbo characters, but Hyper is essentially Capcom’s answer to Mortal Kombat Trilogy. Imagine the dream matches: World Warrior Guile versus SSF2 Sagat alone sounds epic! The game was also released in North America and Europe as a part of the “Street Fighter Anniversary Collection” on the PS2 and Xbox. The home versions offered the ability to choose between three different soundtracks – CPS-1, CPS-2 and the remixed soundtrack present on the FM Towns and 3DO versions. I wish this was included in the upcoming 30th Anniversary Collection, but I suppose it would be redundant considering the original Super Turbo’s inclusion.

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It’s like Mortal Kombat Trilogy, only good.

Backbone Entertainment’s Super Street Fighter II Turbo HD Remix is probably the most prominent of these enhanced ports. Released on the Xbox 360 and PlayStation 3 as a downloadable game, this version was based on the Dreamcast version. HD Remix is named for its completely redrawn art assets – produced by UDON Entertainment, who have since become a long-time collaborator with Capcom, mostly localizing art books and producing comics based on Capcom properties. These new graphics look decent when still, but downright hideous in motion: a friend of mine commented that he thought I was being ridiculous until he stopped looking at screenshots and saw a video of the game in motion. There’s an option to use the classic pixel graphics, but this only applies to the characters, not the backgrounds. The game also received a new arranged soundtrack provided by OverClocked ReMix and rebalanced gameplay overseen by David Sirlin, who would go on to develop Yomi and Fantasy Strike. Of course, there is an option to use the classic balancing as well, but Sirlin’s take on the game was center stage. This was the first version of Super Turbo I invested any real time into, which may have also contributed to my distaste for that revision in general.

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They say a picture is worth a thousand words. In this case, they’re all “barf”.

Everyone assumed that HD Remix was going to be the last version of SSF2T, but last year Capcom went back to the well one more time. Ultra Street Fighter II: The Final Challengers – we’ll see about that – was released as one of Capcom’s first games on the Nintendo Switch. This version contains the two options for graphics: “Classic” uses the original spritework in a 4:3 aspect ratio, while “New Generation” recycles the HD Remix art assets on a 16:9 perspective.

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Figured I’d start with Classic, because you might need a palette cleanser. 

Ultra adds Akuma to the base roster, allows players to unlock Shin Akuma and introduces two new characters to the roster: Evil Ryu, an alternate version of Ryu known for his appearances in the Street Fighter Alpha games and Super Street Fighter IV: Arcade Edition; and Violent Ken, who only appeared in SNK vs. Capcom CHAOS which wasn’t even developed by Capcom. As with HD Remix, this version was rebalanced from the original arcade version. Using the newer artstyle changes the music to a unique arranged soundtrack and uses voice samples from Street Fighter IV’s Japanese dub for the characters. There was also a brand-new announcer in both versions.

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The Final Challengers, Color Edit and… “Buddy Battle” all in one screenshot? What more could you ask for?

Other additions include a color edit mode and “Way of the Hadou”, a first-person perspective rail shooter where players take control of Ryu and fight off Shadoloo soldiers before a final showdown with Bison himself. Special moves and attacks are performed by using the JoyCon’s motion sensors. Considering the game’s $40 price tag, most people assumed this game wasn’t going to succeed. However, Capcom has announced several titles for the Switch since then – including the upcoming Street Fighter 30th Anniversary Collection – so clearly, the game managed to at least meet their expectations. Capcom also mentioned the possibility of porting Ultra SF2 to other platforms depending on the game’s success, but considering the announcement of the compilation, it seems unlikely that this Switch exclusive will be released on any other platforms in the future.

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I don’t know what Capcom was thinking with this one.

And with that, we close the book on the long, storied history of Street Fighter II – at least for the time being. I still find it impressive that a game that started over 25 years ago could still see new iterations as recently as last year. I originally intended to do this write-up in honor of the upcoming Street Fighter 30th Anniversary Collection but I decided to move it to April due to a nice little gap in my schedule. Instead, I’m going to celebrate this new compilation’s release by discussing my personal favorite “flavor” of Capcom’s fighting game institution: the Street Fighter Alpha games.

Turn Based #6: X’ed Out

Professor Icepick: Hello everyone and welcome to another installment of Turn Based. While our last article tackled the epic struggle between gaming on PCs and consoles, this time we’ll be discussing a much simpler topic. Since late 2001, Microsoft decided to expand its scope from mere PCs to taking over the living rooms of homes all over the world with their first Xbox home console.

Since then, they’ve met with mixed success, ranging from the dizzying heights of the Xbox 360 to the current nadir that is the confusingly-named “Xbox One”. The question we are posing today is should the Xbox line continue? Does it offer anything to console games as a whole and if so, is it enough to justify its continued existence? I’ll let KI start with his argument.

SNES Master KI: To be honest, I never thought we really needed Xbox that badly. I’ve been happy with my Nintendo and Sony systems for the past few generations, the only Xbox incarnation I own is a 360 that I purchased in 2014, and even that triggered our running joke curse where the games I wanted the system for quickly went to Nintendo and/or Sony once I actually got a 360. In the past, however, there was at least an argument to be made that there was no reason for Sony’s primarily third party supported systems to be in control. This was especially true in the early seventh generation, when Sony made their biggest console blunder and got PlayStation 3 off to a very rough start, giving the Xbox 360 a huge amount of popularity and momentum.

However, things have changed since then. Microsoft went off the rails in 2013, introducing their third system, the Xbox One, as an online mandatory, anti-used games entertainment hub. The backlash was massive, and Microsoft backpedaled (but not before letting Sony win E3 2013 by announcing that PlayStation 4 could automatically play used games), removing the worst features of the XB1. But not only had the bad publicity left its mark, this left us with a system that seemed to have no purpose. I think the original incarnation of the Xbox One was Microsoft’s master plan all along, an entertainment hub that relied on online services. When the backlash destroyed that vision, Xbox One was left as a weaker, more expensive PlayStation 4 that Microsoft barely supported with either first-party games or paid for third-party exclusives.

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This should not be an E3 winning announcement.

Icepick: Before I was the PC die-hard you see before you, I was an adherent to what was called “Wii60”. I believed that you only really needed a Nintendo console and one of the two “HD Twins”, and I chose Microsoft. During the fifth and sixth console generations — especially the sixth, stay tuned — Sony forced more than its fair share of paradigm shifts that poisoned the well of console gaming for me and sent me into a self-imposed exile, relying on a steady diet of retro games and whatever handhelds existed at the time.

However, even when the PS2’s dominance was all but assured, Microsoft’s little behemoth that could managed to make strides in the industry. It brought online gaming to the mainstream. The Xbox 360 found a home for the smaller and 2D experiences that made me fall in love with video games in the first place with its Xbox Live Arcade. Even today, the Xbox One is trying to keep the concept of backwards compatibility alive in a world where even Nintendo has all but abandoned it. Microsoft is the least powerful entity in the console space, but some of their decisions have ultimately sent shockwaves through the industry. Some for the worse, but some for the better.

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A perfect metaphor for my feelings toward console gaming, circa 2002. Guess who PS2 is.

KI: The issue is, almost all of those things are in the past. You can also make just as many arguments for Xbox hurting gaming with microtransactions, the first paid online, a non-functioning D-pad, and trying to make games a subscription service with Game Pass. And that’s just what they actually got to do, the original version of Xbox One could have done irreparable damage to console gaming if it was successful. Microsoft was also the worst at backwards compatibility in the seventh generation and is only ahead now because it is physically impossible to do on Switch. PlayStation 5 and Super Switch could very well bring it back in full.

I also have to say that it sounds more like you’re angry at Sony than have any real reason to support Xbox, which segues nicely into another point. You hate Sony, I hate Steam… but we both are always aware of their existence. We care about them, even if it’s in a negative way. Xbox… we pretty much forget it exists a lot of the time. At this point no one in our group of friends cares enough about it to even consider it a threat and therefore an object of hostility. That is not a good position for a system to be in.

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Dislike at least requires acknowledgement.

Icepick: While I clearly have a bias against Sony, Microsoft is important to their continued development. While the PS2 was king, Sony got complacent and lazy. The one-two punch of the Xbox 360’s head start and the PS3’s underwhelming package managed to sucker punch them into working hard to create a much better follow-up in the PS4.

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If you looked up the definition of the word “hubris” in the dictionary, you’d find a bunch of words. But this works too.

Like it or not, Sony needs direct competition to bring out their A-game. Nintendo’s given up on fighting them directly, trotting out more and more unorthodox experiences for each new console. Sony relies a lot on more conservative experiences and without a Microsoft (or some other rival) propping them up, we could witness a significant brain drain in terms of traditional console experiences.

KI: Well, as ironic as this is, I feel like Sony does at this point have a direct rival besides Microsoft. As you may remember from the last Turn Based, I feel that PC has given up its own identity and has barely any exclusive left, especially among AAA budget games. However, as I also said in that discussion, it has made significant strides in getting the majority of multi-platform console games. Even some that wouldn’t be multi-platform if it weren’t for PC.

So yes, despite how I feel about PC, I think it has become an effective rival for the traditional consoles. I don’t think we need two nearly identical systems to keep things in balance. While Sony would have to go to extreme measures to make me go for Steam over PlayStation, I don’t think the mass market feels quite as strongly about that as I do. If PS4 and PC share 90% of their library, and Nintendo regains some third party support even if it’s unlikely to completely match Sony, I think Sony has enough motivation to try and not cause massive damage to consoles.

Icepick: Maybe PC could act as a proper rival to the PlayStation brand, but I don’t think Sony views them that way. The sheer amount of collaboration Sony has done with PC the past two generations has been absolutely staggering. Even Street Fighter V — a game Sony personally funded — appeared on PC. And with crossplay. Considering the fact that Sony had to blatantly lie about being worried about the welfare of children to avoid crossplay with Microsoft and even Nintendo, it’s clear that Sony isn’t remotely worried about PC, Steam or otherwise.

KI: They don’t view them as a rival right now, but situations can change. They may not ever get as petty as they did with Microsoft, but Sony is very reactive to other game platforms. Remember the Six Axis? The touch pad? Move? I’ve also heard some convincing arguments that some of PS3’s early problems may have been caused by competing with Microsoft. If Microsoft hadn’t released a nearly identical system, it’s possible Sony would have been willing to wait a bit longer and avoid the $599 fiasco.

I’ll concede that Sony doesn’t seem to view PC as a rival, but that raises another question: how much longer will they view Xbox One as a rival? Playstation 4 is pounding Xbox One pretty badly, Switch’s success is the main reason we aren’t seeing a repeat of the sixth generation’s Sony dominance. Even if Sony needs a rival, is there any reason that has to be Xbox, and is Xbox even going to act as a functional rival much longer? Microsoft really doesn’t seem to care much about it, would Xbox 2001 (or whatever confusing name the fourth one gets) get the effort necessary to challenge PlayStation 5? I’d say a functional Steambox or Nintendo system that could run AAA third party games without issue would be more effective rivals going forward.

Icepick: Steam Machines is pretty much a dead end: even Valve seems to have given up on the concept, having recently taken listings for them off the Steam store. Nintendo seems to have doubled-down on their old “lateral thinking with withered technology”, so the idea that they’ll ever be able to run contemporary AAA games at full power feels like a pipe dream.

While Microsoft does come across as a lame rival these days, there’s absolutely no other company that comes to mind that could afford to risk entering the console market in this day and age. We’ve seen the utter failure that was the Ouya and a variety of other attempts at creating new consoles using the Android OS as a base.

Meanwhile, there’s also been rumblings about Microsoft selling off the Xbox brand to another company or spinning it off into its own separate entity. I think that’s a much more viable solution to everyone’s problems: if the Xbox brand were put under the same pressure as Sony (who basically relies on PlayStation for survival), we might see them step up their game.

KI: Well, it’s not like I hate the name Xbox itself with a burning passion. If someone else can do it better, that’s fine, but I’m not sure how much benefit buying the name would have at this point. After losing so much momentum and fan support, I feel like changing companies could just be a nail in the coffin for the Xbox brand. Especially since even if we agreed that the Xbox brand was necessary to keep Sony on guard, that’s going to be a very tough sell from the company perspective. Would you want to release a system that was probably going to lose just to make your rival give their consumers a better experience?

But aside from that, I think our main point of contention is whether Sony needs to have a rival that is nearly identical to them to keep the industry healthy. If we had Nintendo, Sony, and Steam then each platform would offer something unique. As it is now, Xbox really isn’t providing a reason that we need it. If they can’t make good exclusives or compete with Sony as a third party console, what’s the point? If Microsoft really wants to turn this around, and doesn’t do anything that threatens console gaming as a whole like the 2013 incident, then more power to them (Ironically, I think I still have more intention of eventually buying an Xbox One than you do. I want to play Cuphead someday…). However, as it is now, I feel like Microsoft is just going through the motions and they might as well just wrap it up and let me play Cuphead and Killer Instinct on my consoles of choice. I really think the fact that the main argument for keeping it around is “Sony needs a rival, it doesn’t matter who” says it all.

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Someday…

Icepick: I guess part of the reason I’m so protective of Microsoft is that, technically, they are the last remaining vestige of Sega’s console legacy. The Dreamcast ran a modified version of Windows CE and the original Xbox aped a lot of design traits from the last Sega console. Not to mention all of the exclusive Sega games early in the Xbox’s lifespan. As such, from my point of view, Sega’s consoles will die with the Xbox line’s end — even if both companies aren’t on the best of terms these days. It’s not the most logical reason, but that’s just how I feel.

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Can’t you see the family resemblance?

In the end, even if they’re outnumbered by PlayStation fanboys, there are still people out there who remain faithful to Microsoft’s big black box. While the Xbox brand has seen better days, I think there’s still some untapped potential just waiting to be explored. But what about you? Do you think Microsoft should just trash the Xbox or can it be redeemed into a Sony killer? Sound off in the comments below.

The Top Ten Most Overrated Games of All Time and What You Should Play Instead (Part 2)

Here we are, Part 2, hopefully in a more reasonable timeframe. I’m continuing counting down my top ten most overrated games of all time and listing antidote games that do what the overrated games are doing, but better. Let’s get right into it!

Number 5: Metroid

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Told you more Nintendo games were coming. Now there’s no way to deny how important the original Metroid is, it expanded what a platformer could be with its non-linear, interconnected world and myriad of upgrades that were needed to progress in the game. But damn it, that doesn’t mean we have to pretend it aged well. Metroid laid a great foundation, but the house is absolutely not up to code. The endless stretches of identical looking rooms with no map make navigating the game a nightmare, the control is too clunky for the game’s high difficulty level and starting at the first room of the game with 30 health (out of a possible 800 by the end of the game) are crippling flaws. I’ll give it a pass on the password issue, since the original disk-based version had saving. There are plenty of NES games that are much more playable today, to say nothing of later games using the Metroid formula. This hasn’t stopped people from acting like the original Metroid is the timeless classic that later games in the series are, and that’s why I’m putting it on this list. It deserves appreciation and respect, but you don’t have to pretend none of its flaws exist just because it came first.

Instead You Should Play: Super Metroid

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Here it is, the game you remembered the original Metroid as. Super Metroid takes the formula from the original game and fixes everything wrong with it. A fun to explore world with a map, excellent controls, a balanced difficulty level, worldwide saving. Plus great new abilities that the game uses to their fullest, great boss fights, and one of the most iconic emotional moments in gaming. Super Metroid is everything the first game wanted to be, the seeds of potential that the first one planted sprouted and produced one of the best series in all of gaming. There’s even a remake of the original Metroid using the elements from Super Metroid, which I considered for this position, but using a remake didn’t feel right. But whatever your preference is in that area, there are Metroids out there that will give you exactly what you remember from the original game and require much less nostalgia filtering.

Number 4: Secret of Mana

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Yeah, this is what I was talking about when I mentioned those supposed action-RPGs that may as well be turn-based. In the 90s, any RPG that wasn’t literally turn-based would be labeled a Zelda-style game, and that’s what I went into Secret of Mana expecting. Yeah, that’s not what I got. My sword needing to recharge after every swing and magic attacks freezing everything on the screen while they connect (and this includes bosses freezing you to get in their unavoidable attacks) was not my idea of Zelda. But genre preference isn’t my only reason for putting Secret of Mana on here. You have a three-person party in the game, with the option of co-op play. But if you don’t have two friends you can summon to your side whenever you want to play, you’re going to have to deal with the AI, and dear God. Now, I understand that a hyper-competent companion AI in a SNES game wasn’t a realistic request, but my issue is that the game puts the responsibility on you for the AI characters dying. And this is one of those RPGs where bringing a party member back from the dead is a huge pain in the ass early in the game. You can swap which character you control, but there will always be two vulnerable, AI-controlled characters during fights if you’re in single-player. Oh, and you not only have to individually level up several different types of elemental spells, the game sucker punches you by basically requiring you to have maxed out several elements to beat one of the last bosses. The grinding I endured when I got there… never again. Secret of Mana simply does not deserve the praise it gets, there are so many better RPGs on SNES. But for the antidote, I decided to go with the three-person party theme…

Instead You Should Play: Ys VIII: Lacrimosa of Dana

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There are a lot of great things about this game, but for the purpose of being an antidote to Secret of Mana, I’m going to focus on the combat. Like Secret of Mana, Ys VIII is an action-RPG where you have three party members fighting at once, which you can freely switch between at any time with the other two being AI-controlled (there’s no co-op option, but that allows for the single player mode to be better balanced). However, the CPU-controlled characters have greatly increased defense and can’t be knocked out while the computer is controlling them, because the game isn’t a complete asshole. And the combat, it’s night and day. Fast action game-style combat where every attack is avoidable, you can combo enemies, link in special moves, dodge and parry, even activate something like Bayonetta’s “Witch Time” mechanic. This is what an action-RPG should be, and modern action-JRPGs thankfully seem to be adopting this style as a whole. The fourth generation was a golden age for many genres, but action-RPGs are doing much better in the present.

Number 3: Metal Gear Solid 3: Snake Eater

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I’m still in a dream, and I want to wake up and get the Metal Gear I loved back. I’m not talking about the universally acknowledged monstrosity that modern Konami has turned Metal Gear into, I’ve felt this way ever since Metal Gear Solid 3 was first released. After loving the first two console Metal Gear Solid games and the Game Boy Color one for their fast-paced stealth gameplay and insane stories, Metal Gear Solid 3 messed everything up and the series never recovered, although MGS3 remained the low point until Konami really went demonic. The story was much simpler than the previous games with a one-dimensional main villain, zero dimensional bosses, and far fewer plot twists with the one the game presented as its biggest being insultingly obvious. But the gameplay was worse. Fast-paced stealth? Yeah, screw that, now we have to tip toe up behind enemies to avoid alerting them and worry about our supplies so that we can micromanage camouflage and recovering health, with long load times for the menu we constantly need, of course. And we lose the radar from the earlier games while at the same time getting much more open environments that the overhead camera is absolutely not suited for. I just want the old Metal Gear back.

Instead You Should Play: Metal Gear Solid 2: Sons of Liberty

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Well, this should have been pretty easy to guess after what I wrote above. Metal Gear Solid 2 is one of my favorite games of all time, and one of the most unfairly bashed in its heyday. Raiden not being Snake doesn’t change that the gameplay of the Metal Gear series, which is at its peak in MGS2, with fast paced stealth that still gives you real options (as opposed to “do you want to use the camouflage that the game demands on this specific texture or be handicapped?” in a certain later game). The story doesn’t give a shit about realism, and that’s exactly how it should be, and it doesn’t hinder it at all when it wants to be philosophical. The fact that this game never got a faithful sequel saddens me to this day, and I can only hope that by some miracle Death’s Stranding turns out to play like this (not like we have any gameplay information to prove it won’t). Easily the best game of 2001, and the fact that people nitpicked it to death while giving a pass to… never mind, we’ll get to that in a bit.

Number 2: The Legend of Zelda

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I’ve had this issue in articles before, the Zelda and Metroid series parallel each other so well in their early days that it’s hard to think of unique things to say about one after covering the other. The original Zelda is an incredibly important game that laid the foundation for an incredible series, but the house is nowhere near up to code and if you go into that basement known as the second quest, you’re as good as dead. The original Zelda has barely any puzzles, control that is too stiff for the level of difficulty, obnoxiously scarce resources, and cheap “do something in a random place with no indication” roadblocks that try to pass themselves off as puzzles. It not holding your hand does not make up for all of this, it does not even come close. When I first played this game (with the very much needed help of a guide) I assumed that I was just bad at it since I was still fairly inexperienced with adventure games. When I came back to it years later, I realized that it was actually just not well designed. This led to some pretty strong feelings towards it, and it was actually my pick for the most overrated game of all time for a good number of years, before a certain game (I feel like I’m trying to hide Wily or Sigma being the final boss of a game by refusing to name it) took that spot.

Instead You Should Play: The Legend of Zelda: Breath of the Wild

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I was originally going to put A Link to the Past in this spot, but I decided to try something different (if you want the ALttP writeup, go to the Super Metroid one and replace every mention of Metroid with Zelda). For all my issues with Breath of the Wild, there’s no way to deny that it completely annihilates the original Zelda at everything the latter game is praised for. More freedom, more non-linearity, way more open world to explore. This game was clearly made to please the people who loved the original Legend of Zelda, and while there are some parts that weren’t done as well (the original Zelda had way more dungeons and I don’t remember your sword breaking) it unquestionably obliterates the original game in pretty much category that gets it so much praise. Now just please fix the weapon durability and lack of dungeons so I can feel confident in the future of my second favorite series.

Number 1: Mega Man X

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Well, what can I say? People change. After a while you have to come to terms with what the games you played as a kid were really like, even if it means having an unpopular opinion. Yes, there was a time when I thought the control, level design, boss fights, secrets, and aesthetics in this game were enough to earn it all the praise it absorbs, but after REALLY taking a long look at it, you realize… you’re not buying this, are you?

The Real Number 1: Grand Theft Auto III

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Yeah, I know, this was a really, really obvious pick. I’ve actually called this my pick for the most overrated game of all time in previous articles. But I am not going to pretend I have a different pick just to surprise people… not for longer than it takes to set up a joke, anyway. Well, I think this is where I should lay it all on the line and tear into Grand Theft Auto III as much as I can and try to thoroughly explain why I hate this game so much.

Basically, the game has a similar decent structure but completely unsafe building issue to the original Metroid and Zelda. But this game isn’t from the 80s, it’s from 2001 and it’s not the first game in its series. Yes, it was the first 3D one, but many of its issues are unrelated to that (although some certainly are). The game not only has an appalling lack of checkpoints, it is actually designed so that even the meager checkpoint you do get is worthless. Die during a mission? You wake up at the hospital and have to drive back to the mission. Except you lost pretty much everything (all your weapons and money), so what you really have to do is load your save, which may be even farther away, since there are only three save points in the entire game. And you’ll have to drive to one after every mission, so even more pointless trekking back and forth. A Retry option would have made this game so much better, but nope, you’re going to spend exponentially more time driving to missions than actually playing them. Also, there’s no full map. Yes, you get a mini-map to guide you to missions, but I hope you never have to visit a gun store or Pay ‘n’ Spray after the one time the game points out the location of a single one to you. You’re also treated to the worst lock-on system I have ever seen in a game. Winning a firefight is nearly impossible, you’ll be quickly shot to death while the camera has a seizure and all of your bullets miss. The driving controls aren’t as bad, but they’re still lacking considering how easy it is to get caught on objects or get flipped over. And let’s talk about the hidden packages. They are the codifier for the worst type of collectable in all of gaming, tiny objects that could be hidden ANYWHERE in an open game world. And they aren’t even confined to masochistic 100% runs in GTAIII, if you want simple quality of life features like being able to restore health at save points, you’re going to need several of them.

Now, some people dismiss these issues by saying you’re really supposed to ignore the missions and enjoy causing chaos with no other objective. I have two responses to that. One, if a game puts in the amount of content and effort into its story mode that Grand Theft Auto III did, and it turns out the game is at its most fun when you ignore it, that is an abject failure on the developer’s part. Two, even this is held back by the awful controls and ultra-strict penalties for dying. And you’re going to need to find a lot of those hidden packages if you want good chaos tools without playing the story. I get it, being able to kill any character in a 3D game was mind-blowing at the time, but that doesn’t change that GTAIII is a genuinely bad game. Innovation can’t replace quality, at least not in the long term, and while the sequels to GTAIII fixed some of my many issues with it, several others remained for no reason. I genuinely think the lack of demand for Grand Theft Auto to fix its issues held the series and genre back for years. It took until Grand Theft Auto IV in 2008 for the gaming community (not reviewers, they still worshipped it) to finally say that the sandbox emperor had no clothes. Not that anyone admitted that about the prior GTA games. Thankfully, the sun was about finally rise and eliminate the shadow GTAIII cast on its genre…

Instead You Should Play: Saints Row 2

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Yep, this was also pretty predictable if you’ve read my past articles. But like my pick for most overrated game of all time, just because it’s predictable doesn’t mean Saints Row 2 hasn’t earned its spot. Saints Row 2 is incredibly similar to the PlayStation 2 Grand Theft Auto games, in most circumstances a game so similar would be a shameless rip-off. But Saints Row 2 had the radical, groundbreaking idea of making the gameplay style good. Almost every single issue I mentioned about GTAIII is fixed. Solid control in every area, checkpoints, a fully functional map, the hidden package equivalents are still there but at least the gameplay doesn’t depend on them in any way. This means you can enjoy the over-the-top story, massive gameplay variety, content packed quest, and all the senseless chaos you want without crippling flaws holding you back at every turn. Saints Row 2 is what Grand Theft Auto always should have been, and between it and the backlash against Grand Theft Auto IV, the genre finally evolved into what it had the potential to be. Saints Row 2 is not only an antidote to Grand Theft Auto III, it cleansed its entire genre of GTAIII’s illness. It earns the number one spot on its list as much as GTAIII earned its number one spot.

So, there you finally have it, my ranked picks for the top ten most overrated games of all time and the antidotes to their flaws. I’m very relieved to finally be finished, see you next time for an article that hasn’t been hanging over me for almost two years.

Top 10 Games I Want Ported FROM PC III: Beyond Thunderdome

It’s that time of year again. It’s funny: I originally intended these lists as a tongue-in-cheek parody of the recurring PC port lists I did years back, yet they’ve become one of my favorite traditions on this site, right up there with the collaborative wishlists we do here at the end of the year. I think part of what I like about these lists stems from the fact that it’s my way of sharing the wonders of games currently exclusive to PC with SNES Master KI, a man who would sooner gnaw an arm off than consider gaming on PC regularly. I don’t know what’s going on here, but these lists of mine seem to have some kind of mojo – for crying out loud, Double Dragon Neon was announced on Steam literally days before my first list came out – so it feels good to share the love, even a little bit.

Before we get to this year’s list, I might as well go through what’s been announced since December. The PC-to-console front has been pretty quiet as of late. The only major gain that’s been made is Streets of Red: Devil’s Dare Deluxe, which appears to be an expanded port of the rogue-like beat-‘em-up Devil’s Dare. It was released on both PlayStation 4 and Nintendo Switch just a couple of days ago. There was also the recent announcement that GameMaker Studio 2 was going to be compatible with the Nintendo Switch, which was preceded by the announcement of Undertale on Switch. Granted, Undertale was already released on PS4 and Vita before that, but it’s good to see it reach a wider audience. Since then, Hyper Light Drifter has also been announced for Switch, but again – it was already available on consoles.

The PC ports fared way better these past four months. First, there was the announcement of Devil May Cry HD Collection back in late December – less than a week after my last article went up – though it’s also coming to Xbox One and PS4. Then a few days later, they announced that the Street Fighter 30th Anniversary Collection would be coming to all four major platforms this May. I bring this up simply because it includes Street Fighter III: 3rd Strike (with online play!) – thus essentially giving us Street Fighter III: 3rd Strike Online Edition on PC. Of course, between this and the upcoming MegaMan X re-releases, I think that kills off any chance of those older conversions from my GOG wishlist – particularly Eurocom’s classic release of Super Street Fighter II Turbo and those old MegaMan X PC ports – being re-released, unless Capcom decides it’s worth the effort to try to exploit the few of us willing to double-dip, either out of nostalgia or curiosity.

After that, February brought us Puyo Puyo Tetris on PC. March brought us Senran Kagura: Peach Beach Splash and the announcement that Crash Bandicoot N.Sane Trilogy would be coming to PC (as well as Switch and Xbox One). Speaking of exclusives, Super Bomberman R – arguably the Switch’s break-out third-party launch game – will be coming to Steam (as well as PS4 and Xbox One) this June, with a nifty little P-Body (from Portal 2) Bomber as exclusive content. XSEED also announced that Ys: Memories of Celceta – my #1 most anticipated PC port from last year’s overall list – will be coming to PC (via Steam, GOG and the Humble Store) sometime this summer. In fact, the same day they announced Celceta on PC, DualShockers released an interview with XSEED’s Executive Vice President Ken Berry, focusing on their recent round of PC ports. Berry said that XSEED wanted to bring as many titles as possible to PC due to the ease of releasing a game worldwide and the lifecycle of PC games lasting much longer than consoles. He also hinted that the gap between console releases and PC ports will continue to shrink as time goes on.

Now that I’ve sufficiently patted myself on the back, it’s time to go over the rules I hold myself to when writing these lists. I’ll be sticking to games that were released on PC during the seventh and eighth generations – so pretty much from 2006 onward – that have not appeared on home consoles or portables by the time this article has been released. I’ll also list the platforms I think would be the best fit for each one, in the case that a game becomes exclusive to a single platform.

Spark the Electric Jester

I’ve always been a fan of the Sonic the Hedgehog series, but for years, Sega has struggled to recreate the magic of the Genesis-era 2D platformers in the modern day. While Sonic Mania – a game that was a collaboration between the creators of some of the most beloved Sonic fan games – managed to finally score Sega some acclaim last year, there have also been some attempts at recreating the style of the 16-bit Sonic games’ magic with various new IPs. Freedom Planet made it to the Wii U and PS4 in recent years, but one game that hasn’t been so lucky is Spark the Electric Jester.

In what I can only summarize as the love child of Sonic the Hedgehog and Kirby raised by MegaMan X, Spark the Electric Jester was developed by Felipe “LakeFeperd” Riberio Daneluz, the man behind such acclaimed Sonic fan games as Sonic Before the Sequel, Sonic After the Sequel and Sonic Chrono Adventure. The game itself skates the line of clearly taking inspiration from Sonic without feeling like a knockoff. Spark came out a few months before Sonic Mania did and felt like a good buffer game while waiting for Freedom Planet 2 – which was pushed back to 2019 at the beginning of the year.

Best Platform: Unfortunately, support for Spark has been discontinued by LakeFeperd, as he’s moved onto new projects, including a 3D sequel Fark the Electric Jester, which is clearly inspired by the Sonic Adventure games. The game was built in Clickteam Fusion 2.5 – the same engine used for the original Freedom Planet. Since it looks like there’s an (admittedly convoluted) way to port games from that engine onto all three modern platforms, it seems possible that it could make it to anything.

My money’s on Switch though, as Freedom Planet’s first console port was on the Wii U. Nintendo seems like the kind of company that would throw money at getting a game like this on consoles.

OmniBus

Weird and wacky games spawn on PC all the time, but it seems like there’s a decent market for them on consoles as well. Goat Simulator, I am Bread and Surgeon Simulator all seemed to do pretty well on PS4 and even the licensed Rick and Morty game Virtual Rick-ality is making its way to PlayStation VR later this month. So why not Omnibus? It’s a game that looks like a PS1 throwback – honestly, some of the models remind me of MegaMan Legends – where players take control of a bus and perform various tasks, mostly involving flipping the bus into the air and crashing through anything in sight. It’s stupid, but it’s fun stupid.

Honestly, I’m kind of surprised this one isn’t already on consoles. The game’s built in Unity; it runs on Windows, Mac and Linux and it was published by Devolver Digital of all companies.

Best Platform: PlayStation 4, hands down. The visuals look distinctly like something out of an early-to-mid PS1 game and Sony’s the main company taking risks with more bizarre PC games. I could see it coming to other platforms later on, but Sony would definitely insist on at least a timed-exclusive.

Super Star Path

For some reason, I’ve always felt like shoot-‘em-ups and puzzle games are a match made in heaven. Ikaruga and Zoop were two games that seemed to blend some elements from one genre into the other, though neither went far enough. Enter Super Star Path: a perfect combination of the two. Players are tasked with blasting through waves of alien enemies and when one enemy is hit, all adjacent enemies of the same color are also destroyed, while enemies of different colors essentially get turned into “garbage blocks” that block the path through the level. Super Star Path is a game that relies on quick thinking and quick reflexes.

Best Platform: Unfortunately, the game’s developer has yet to release any of their games on consoles. The game was built in GameMaker Studio, so it’s easy enough to port to any of the current three consoles. In fact, because of that, I’ll probably go with the Switch, simply because they seem to be making a big deal about how it’s compatible with the GameMaker engine now.

Zwei: The Ilvard Insurrection

With a heavy heart, this will probably be the last Falcom game I can actually include on these lists, unless XSEED manages to pull off some kind of miracle and gets their hands on a Falcom game that’s extremely old and PC exclusive. Zwei: The Ilvard Insurrection – née Zwei II – was the second and final entry in Falcom’s obscure action-RPG series and the last game they developed on the PC, both as an exclusive and overall. The franchise’s primary gimmick involves constantly swapping between two characters: one that focuses on physical attacks, while the other focuses on magic, hence the name (“Zwei” is German for “two”). I’m actually surprised that Zwei II didn’t receive any sort of console ports, especially considering the fact that many of Falcom’s Windows games were ported to the PSP when they pivoted to console development.

You’re probably wondering why I’m only doing the second Zwei game and not the first (subtitled “The Arges Adventure” in the West). For starters, the game was technically ported to consoles in Japan, with Taito handling the 2004 PS2 port and Falcom porting the game to the PSP themselves in 2008. Of course, those were Japan-exclusive releases, but considering the sheer number of hoops XSEED had to go through the get the game working on modern OSes, not to mention several PC-only features that aren’t viable on consoles, it would be easier to base a port of the first game on the existing console versions as opposed to the current Western release.

Best Platform: PlayStation 4 and the Vita are the obvious choices here. Even if you discount the fact that the game likely wouldn’t be ported by Falcom themselves and handed off to a partner, Falcom still tends to primarily focus on the Sony brand, as that’s where they think most of the domestic audience is. Having said that, I wouldn’t count out a Switch port down the line, if Falcom decides to revisit the series on consoles.

Verdict Guilty – 유죄 평결

When Street Fighter II ruled arcades back in the early 90s, it spawned numerous imitators – ranging from great to terrible. In fact, there was practically an entire subgenre of mediocre fighting games available on the Super Famicom, both licensed games and original properties. Verdict Guilty feels like a love letter to these games. In the near future, Neo Seoul has been hit with countless terrorist attacks and a massive crime wave, with few police officers willing to protect the people. Players can choose between 4 cops and 4 criminals in their search to unmask the crime lord responsible for the mayhem.

Verdict Guilty may be based on bad games, but it elevates the wonky mechanics of its inspirations into an artform. The game prides itself on being “easy to pick-up and play” with various interesting mechanics that make for a poorly balanced but still extremely fun game.

Best Platform: This is a difficult one. Verdict Guilty was coded from scratch in C++, the developer hasn’t released anything on consoles before and while the game has a clear SNES aesthetic, I’m not sure who would want exclusivity if any. I guess the Switch wins based on that last point alone.

Rosenkreuzstilette/Rosenkreuzstilette Freudenstachel

Admittedly, I wouldn’t have considered either of these games for console release – just due to the fact that I’d be concerned about whether they would be considered original releases or fan games, given its material – but if the games are allowed for sale on both Playism and Steam, then I think the game’s safe for consoles.

While the rebirth of MegaMan is nigh, the original Rosenkreuzstilette was actually released back in 2007, before the Blue Bomber went into hibernation. Both games are essentially love letters to not only the MegaMan series, but include references to various other Japanese retro games like Castlevania, Bomberman and even Super Mario Bros. Both games are among the best MegaMan tributes of all time and the fact that they both managed to get official English releases last year was amazing.

Best Platform: Playism is the games’ English publisher, so my pick would probably be PlayStation 4. While Playism has also published games on the Xbox One and the Switch, most of their console output has been on the PS4, so that just seems like the most obvious release platform, at least at this point.

Odallus: The Dark Call

Speaking of spiritual successors, Odallus: The Dark Call is a game built from the ground up to pay homage to the Castlevania series, mixing elements from Metroidvania and Classicvania to form an experience that’s both new and familiar. Developed by one of my favorite indie developers, JoyMasher – the same people who brought us Oniken – Odallus has been called “the best Castlevania game in years”, acting almost as a Shovel Knight to the franchise. While I hope Bloodstained doesn’t meet the same fate as Mighty No. 9, Odallus has certainly kept us busy while waiting for a “true” successor.

Best Platform: JoyMasher hasn’t released any of their games on console at this point and the game was made in Clickteam Fusion, so if I had to hazard a guess, my money would have been on the Switch. Danilo Dias seems to take a lot of his inspiration from the 8-bit and 16-bit eras of gaming, so I was sure he’d favor Nintendo over Sony or Microsoft.

However, seeing that JoyMasher’s upcoming game, Blazing Chrome – a love letter to the best Contra game, Hard Corps for the Sega Genesis – is being published by DotEmu’s new publishing arm, known as The Arcade Crew, I have to say that PlayStation 4 has become a lot more likely. While no platforms have been confirmed for this new game, DotEmu tends to favor the PlayStation brand when it comes to consoles. If Blazing Chrome does well, I could see them doing something similar with JoyMasher’s previous games.

Them’s Fighting Herds

In most lists, I’d consider this game to be a dark horse, but considering the sheer amount of off-the-wall choices I’ve made so far, I think it’s got a decent shot. Originally conceived as a fighting game starring the mane cast of My Little Pony: Friendship is Magic, Them’s Fighting Herds received a complete overhaul after a cease and desist came from Hasbro. Entirely new designs were conceived by Lauren Faust and Lab Zero licensed them their proprietary “Z-Engine” to improve on the game’s design. The game’s recently entered Steam Early Access – due to issues with implementing the story mode, something Skullgirls fans should remember quite well – but the game should launch in full sometime this year.

Best Platform: Another difficult choice. Humble Bundle is the game’s publisher and as far as I know, they don’t have any preferences regarding platforms. The Z-Engine doesn’t help matters: Indivisible is set to debut on all three modern consoles this year. My gut tells me that Switch would be more likely, simply because of the sheer number of fighting games already available on PS4. TFH’s quadruped gimmick might help it stand out there, but not in a positive way.

River City Ransom: Underground

Developed by Conatus Creative Inc., a Canadian team, River City Ransom: Underground is a game that managed to be released despite having the entire world against it. After managing to receive a license from Million (the successor of RCR originator Technos Japan), all of Technos’ IPs would end up in the hands of Arc System Works. Fortunately, ASW signed off on the game anyway. While other modern River City games have merely felt like extensions of the NES classic, Underground feels like a true sequel. Taking place years after the original game, there’s an entire new generation of fighters waiting for players – each with their own unique fighting style. With four-player co-op, an arena mode for head-to-head fights and a total of 44 fighters to unlock, RCR:U takes the Kunio-kun franchise to new heights.

Best Platform: I’m torn between two extremes here. While the River City games seem to be released more reliably on Nintendo platforms, the PlayStation line is clearly the platform of choice for Arc System Works. What really complicates matters is the fact that the game itself was programmed using Microsoft’s XNA game engine, using the open source FNA for the Mac and Linux ports. Fortunately, all three platforms can use MonoGame, an engine that’s compatible with XNA games, so there are no hardware limitations.

In the end, I’d give the edge to the Switch. The game’s emphasis on co-op and the series’ history with Nintendo makes it seem like the much more logical choice.

Aliens Go Home Run!

I think the best way to describe the game is written on the store page itself: it’s a cross between Breakout, a shoot-‘em-up and baseball. Aliens Go Home Run! is an arcade-style game with less emphasis on branching storylines and more emphasis on clearing stages. It’s a game that’s clearly evocative of a simpler time and looks like a lost NeoGeo game. That’s really all I have to say about it.

Best Platform: This one easily goes to the Switch.  ANIM・ACE hasn’t released any games on console as of now, but considering their mission statement involves releasing games in the style of “Sega, Taito, Namco, Treasure and Nintendo”, it seems like the Big N is the safest bet.

Thus concludes another list of 10 PC games I’d like to see ported to consoles. As with last time, I own every game on this list – which makes sense because I’m recommending that they be made available to a larger audience. Doing lists like this is actually pretty fun: since I’ve already got the games in question, there’s less stress about choosing specific games. Clearly if I own them, I already enjoy them on some level, right? The only real limitations I have are choosing from the increasingly shrinking number of PC exclusives. However, as long as there are hobbyists and small independent developers, with budgets far too small to cough up the licensing fees to work on consoles from the beginning, there will always be games exclusive to PC. Whether they stay that way for good is anyone’s guess.