Super Street Fighter II: The New Challengers
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(Redirected from Super Street Fighter II)
|Super Street Fighter II: The New Challengers|
|System(s): Sega Mega Drive|
|Publisher: Capcom, Sega (EU)|
|Original system(s): Capcom CPS-2|
|Peripherals supported: Six Button Control Pad|
|Number of players: 1-2|
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Super Street Fighter II: The New Challengers (スーパーストリートファイターII ザ ニューチャレンジャーズ) is an update to Street Fighter II, and was originally released in arcades in 1993. It is the fourth arcade release of Street Fighter II, following the original Street Fighter II: The World Warrior, Street Fighter II′: Champion Edition, and Street Fighter II′ Turbo: Hyper Fighting. It was brought to the Sega Mega Drive in 1994.
Unlike previous entries in the series the arcade Super Street Fighter II runs on the more powerful Capcom CPS-2 hardware (as opposed to the CPS-1 which previous entries in the series used), which means that although the core gameplay is the same, many refinements to the graphics and audio were made. As such, while many versions of Street Fighter II exist (and continue to be made), Super Street Fighter II is generally seen as the most significant, as previous outings merely adjusted the speed of gameplay and available moves, alongside the occasional palette change.
On the Mega Drive the two previous updates, Street Fighter II′: Champion Edition, and Street Fighter II′ Turbo: Hyper Fighting, were rolled into one product; Street Fighter II': Special Champion Edition. The Mega Drive Super Street Fighter II retains all of the content from this earlier release, but the vast majority of graphics and audio were re-made, both to take advantage of the larger ROM capacity of the cartridge, but to better reflect the arcade release of Super Street Fighter II.
Super Street Fighter II's most significant feature is the addition of four characters; T. Hawk, Cammy, Fei-Long and Dee Jay. This brings the total number to sixteen.
|Balrog (M. Bison)|
|M. Bison (Vega)|
Super Street Fighter II was the second Street Fighter II game to be released for the Sega Mega Drive, following from the Mega Drive-only release of Street Fighter II': Special Champion Edition (essentially a compilation of the arcade's Champion Edition and Hyper Fighting revisions with alterations suited to the Mega Drive's hardware). Unlike the arcade lineage, however, Super Street Fighter II was rebuilt almost completely from scratch, so although derives from the same base as Special Champion Edition, borrows very few assets from that earlier release.
Super Street Fighter II uses a different sound driver than Special Champion Edition, and the majority of graphics have been re-drawn and improved. It also re-introduces missing elements from the older release such as the announcer's voice.
However, this comes at a cost — the game ROM is 5MB (40 Megabits) in size, while the Mega Drive console can only safely access 4MB. Capcom created a special bank switching mapper unit to get around this problem, with Super Street Fighter II being the only officially licensed game on the Mega Drive to use such technology (others opt for an SRAM mapper). The custom hardware and larger ROM, however, drove the game's price to ¥10,900 in Japan, with similar inflated prices across the world. The only other licensed Mega Drive games originally priced at more than ¥10,000 were Koei's various titles, but those were deliberately sold at those prices.
Capcom also released a Super NES version of Super Street Fighter II at around the same period, which shares assets with this Mega Drive version. The SNES code (and by extension, likely this Mega Drive version's code) derives from two older SNES releases; a port of Street Fighter II: The World Warrior (1992) and Street Fighter II Turbo: Hyper Fighting (1993, officially spelled without the prime mark in this version).
In the arcades, Super Street Fighter II would be followed up by yet another update, Super Street Fighter II Turbo (known as Super Street Fighter II X in Japan). This would avoid the Mega Drive (and SNES) in favour of the 3DO, Amiga, Amiga CD32 and IBM PC, however a would eventually make its way to the Sega Dreamcast in a tweaked form, Super Street Fighter II X for Matching Service.
Arcade ports of both Super Street Fighter II and Super Street Fighter II Turbo would be included in the Sega Saturn release of Street Fighter Collection. This Mega Drive version of Super Street Fighter II has also since been brought over to the Wii's Virtual Console in Japan (and listed on Sega's main site for some reason).
Super Street Fighter II was originally designed with Capcom's CPS-2 arcade hardware in mind, as opposed to previous iterations which ran on the original CPS board. While Capcom's development teams would have been more accustomed to the Mega Drive hardware at this point, the gap in technology is wider than in Street Fighter II′: Special Champion Edition, meaning more intricate details are missing from the Sega version. Virtually no assets from Special Champion Edition were recycled, being instead re-converted from the arcade.
In addition to expected losses in colour and smaller sprites across the board, backgrounds are simplified on the Mega Drive, either with layers of parallax scrolling removed (T.Hawk's stage) or missing animations (DeeJay's stage). Many of the missing elements in Special Champion Edition are still missing in the Mega Drive port of Super, such as the overflowing water of E.Honda's stage and a missing parallax layer for clouds in Blanka's stage. More complex effects, such as the Northern lights in Cammy's stage are dialed back considerably.
Bonus stages appear in a different order in the Mega Drive version for unknown reasons - rather than fight barrels in the third bonus stage, the player has to fight a wall in the second. The credits sequence where matches take place in the background was removed in the Mega Drive conversion.
While the larger ROM size means Super Street Fighter II is able to offer more voice samples than Special Champion Edition, the quality of the samples in many cases have been noticeably reduced, in addition to simplified music tracks. ROM hacking communities have since released fan-made patches to improve the quality of this audio, as well as to bring the colour palettes more in-line with the arcade version (addressing situations such as the water in Ken's stage, which is unnaturally green in the standard version).
|Sega Retro Average|
|Mega Drive, Asia|
ROM dump status
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- https://www.nintendo.co.jp/wii/vc/software/14.html (archived: 2018-03-21 22:05)
- http://vc.sega.jp/vc_ssf2/ (archived: 2012-01-20 09:25)
- http://www.nintendolife.com/games/megadrive/super_street_fighter_ii (archived: 2017-07-04 12:16)
- http://www.nintendo.com/games/detail/wiDX_oRftkYWoLJNe54F4JOiFcecWHFO (archived: 2012-04-27 15:54)
- Beep! MegaDrive, "August 1994" (JP; 1994-07-08), page 18 (20)
- Sega Saturn Magazine, "September 1995" (JP; 1995-08-08), page 83 (85)
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- Player One, "Juillet/Août 1994" (FR; 1994-xx-xx), page 78-81 (74)
- Video Games, "8/94" (DE; 1994-07-27), page 96-99 (92)
|Super Street Fighter II: The New Challengers|
|Street Fighter games for Sega systems|
|Street Fighter II': Special Champion Edition (1993) | Super Street Fighter II: The New Challengers (1994)|
|Street Fighter: The Movie (1995) | Street Fighter Alpha: Warriors' Dreams (1996) | Street Fighter II Movie (1996) | Street Fighter Alpha 2 (1996) | Street Fighter Collection (1997) | X-Men vs. Street Fighter (1997) | Pocket Fighter (1998) | Marvel Super Heroes vs. Street Fighter (1998) | Capcom Generation: Dai 5 Shuu Kakutouka-tachi (1998) | Street Fighter Alpha 3 (1999)|
|Street Fighter II' (1997)|
|Street Fighter Alpha 3 (1999) | Street Fighter III: Double Impact (1999) | Street Fighter III: 3rd Strike (2000) | Super Street Fighter II X for Matching Service (2000)|
|Street Fighter Zero 3 Upper (2001)|
|Street Fighter Zero 2 Taikenban (199x) | Street Fighter Collection Taikenban (1997)|
|Street Fighter Zero 3 Tentou Taikenban (199x)|