I remember renting this when it came out and was shocked that a cartridge had loading times in it, lol. It was quite an achievement releasing this on a 16-bit system.
+ronjon83 This was because capcom wanted use an 32 megabits memory... all the data had to be compressed, and this is the reason why the game has loading times (it brings a decompressor chip). With a 64 megabits cartridge all the data could be transferred on the fly. Surely with some minimal loading time, but not like the actual game.
Incorrect. The loading times have to do with audio samples, not graphics decompression. The S-DD1 is perfectly capable of decompressing graphics on the fly, and Star Ocean doesn't suffer from any load times.
I played this on SNES a long time ago and forgot about the stupid pauses. Now I play it on the emulator and thought there was something wrong with the emulator. =)
it was an achievement they did this on SNES and one thing Street Fighter Alpha 2 on SNES despite a graphics decompression chip and loading times they found a way to port Alpha 2 on SNES retaining most of it,
really an achievement for the snes. Put a game that was released on 32-bit consoles to a 16-bit console is really a miracle. I'm impressed with this port. But why this game wasn't released on the n64 as a launch title better?
In hindsight, Capcom really should've just held-off on the SNES release and just made it for the N64, considering not just the memory and graphics capabilities, but also the stock controller -- the thing had a built-in joystick... as if the thing was practically made for pulling off Street Fighter special/super moves. Try doing Zangief's 360 pile driver motion on a cross-shaped D-pad.... nowhere near as smooth as pulling off the same move on a joystick. I tell you, this really would've opened the door to a whole lot more Capcom games for the platform............ but no... Capcom really seemed to favor Sega and Sony around that time.
The pause as we found out thanks to tech geeks, discovered it was due to the music track. Once disabled, zero delay. They think it’s due to the sound guy not having enough time and rushed out
Like check out the Samurai Shodown port for SNES and then for Sega Genesis. The Sega version destroys it. Same for Fatal Fury 2 Sega just had a lower color pallette but faster processor
Lack of space, more work than they really wanted to do, and higher manufacturing cost for carts. On the other consoles, they're using cd which means less manufacturing costs and less work in reprogramming the sound, specifically the music.
It's really weird how they made most of the soundtrack of this port sound like it's played on a melodica ("keyboard-flute") - the introduction track being the worst offender. I just can't help but think that they should have remixed some tracks to make them sound better on the SNES hardware, instead of trying TOO hard to make the music sound as close to the arcade as they could on a system that just couldn't handle it... and end up with something like this.
Not really the snes could have easily sounded like the arcade with no problem, due to limited sound ram, the sounds had to be cut down to fit in the voice samples during the fight. A user on youtube used the x-men mutant apocalypse instruments to get an arcade perfect ken and a hard rocking adon SFA2 track.
i have said this many times and i still stand firm. The Snes is NOT a 16bit Console. has to be somewhere between 16 and 32. Snes did some incredible things.
VDP/PPU reads 16 bits per cycle as far as I know. I assume the cartirdge is also read 16 bits at a time. The CPU is 16 bit with 8 bit data bus, but the 68k in the mega drive is 32 bit with a 16 bit data bus so I think people just focus on whatever the video hardware does. In this context as gorf would say the Jaguar really is 64 bit, just as the SNES, PC engine and mega drive are 16 bit. The sound chip isn't really something pople consider when evaluating "bits" but it outputs 16 bits but i'm not sure how much it reads per cycle.
This one was released towards the end of the SNES lifecycle. This game was overshadowed by the console wars between Playstation and Saturn and the hype over N64. It's on Virtual COnsole if you want to check it out.
This game existing makes me wonder if it would have been possible for SNK to have ported The King of Fighters '94 to the SNES, since that's the only game in that series to not get any sort of console port before the Wii Virtual Console.
+Gamevet snes can directionate until 95 megabits (in fact, until 117.5 megas... but nintendo only had provided pcb's for 95). P.D: Anyone can do an pcb capable of directionate 117.5, i mean, but with the officials the limit was 95 (if you want more, do it yourself xD).
What is up with the word directionate? None of the SNES carts were larger than 48Mb. So, even if they could use larger carts, the price to do so was cost prohibitive. This game was like $70 back then.
Gamevet The word directionate is about the capability of see all the data. The 65c816 has 24 bit of memory adressing, and, resuming, it can see until 117.5 megas. Nintendo had provided an pcb with a decoder that let handle until 64 (in fact, 63, because is the limit in the memory map of the 65c816 on "high memory"). The thing is like this: -63 megas of memory at a high transfer rate. -The rest until 117.5 megas at a low tansfer rate. Resuming: The SFA2 fits in a 63 megas cartridge with no load times. P.D: Megadrive can only directionate 32 megas. All the memory from 32 to xxx, is with memory switching (but the memory adressing is of 24 bit too, so, the 68000 can see until 128megabits of data at the same time). SNES: Nintendo provided PCB's that let built roms with 95 megas. Megadrive: Sega provided PCB's that let built roms until 32 megas. ...but both of them can manage a lot more memory than that.
This was one of the times Nintendo's ambitions exceeded what they were capable of. The build of the game is too dense to be on snes compared to the newer consoles. They could have made it work more like Super Street Fighter II but again they tried to push the envelop in ways that exceeded the system's ability.
Well this was Capcom's doing, not rrally Nintendo. I respect the effort though, and honestly, just seeing a game like Alpha 2 actually run on a 16-bit console is impressive to me. I like when devs push consoles to the limits. Rockman & Forte was another example of this. Looked a lot like MM8
Turns out the pauses were cause by the sound chip, some rom hacking genius fixed it, and the game runs perfectly. So the snes was more than capable of running it, and the s-dd1 chip allowed this port to maintain graphicaly what would have been previously impossible. Would have love them to give super street fight 2 turbo a go using these technique. Try and give us full sized spirits and animation.
This game looks like it was playing to the weaknesses of the snes, instead of playing to its strengths. Still though, If I can get my hands on a copy for around 30 bucks then might as well. Looks pretty fun.
theres a technical reason for this. but why didnt they put the pause after the character vs screen? after is says fight! im always like duh. i would if you werent decompressing ;r
I wonder what this would look like on the Sega Genesis? I know the Ram on Sega was not as good but the CPU was much faster on the Sega Genesis then the Super Nintendo but also the color palette on the Genesis was severely lacking so who knows.
Genesis has a higher memory bandwidth than SNES, the load times would have probably been faster (but the game probably would have looked and sounded incredibly ugly)
Dario Rivera true, but this was due to CAPCOM either making a lazy port or were in bed with Nintendo. Their are multiple colour and sound hacks that run on real MD hardware that are twice as good as CAPCOM’s poor effort. SEGA should have done the port themselves..
I don't even know how many times I played this game on the hard mode trying to beat Shin Akuma. The worst is that I never was able to defeat him. I just got closer.
The capacity of cartilages back then compared to CDs today. SNES could barely hold Alpha 2 without lag but now CDs can hold GTA5 and GTA Online which is 3D.
by the time I got a better system- i wasnt as into this. I thought the first 3 looked a little better than this. Street fighter 2 hitting the SNES was one of the most anticipated releases in video game history though
+Tom Wilson I agree I have this game on many versions but I always choose the Snes version to play it on this game is fantastic but my favorite Street Fighter game on the Snes has to be Street Fighter 2 Turbo its pure class and any beat up fans dream come true
I remember renting this when it came out and was shocked that a cartridge had loading times in it, lol. It was quite an achievement releasing this on a 16-bit system.
my thoughts exactly!
+ronjon83 This was because capcom wanted use an 32 megabits memory... all the data had to be compressed, and this is the reason why the game has loading times (it brings a decompressor chip).
With a 64 megabits cartridge all the data could be transferred on the fly. Surely with some minimal loading time, but not like the actual game.
Incorrect. The loading times have to do with audio samples, not graphics decompression. The S-DD1 is perfectly capable of decompressing graphics on the fly, and Star Ocean doesn't suffer from any load times.
That makes sense. The snes only had around 64kb of ram for its sound chip.
Agree, and being able to play this , UMK3 and KI on the snes was awesome , I had a lot of fun .
Ah, that signature awkward pause before a round starts... That's the Street Fighter Alpha 2 I remember on the SNES!
I played this on SNES a long time ago and forgot about the stupid pauses. Now I play it on the emulator and thought there was something wrong with the emulator. =)
SFA2's port on SNES was a great achievement, just like the N64 port of Resident Evil 2.
it was an achievement they did this on SNES and one thing Street Fighter Alpha 2 on SNES despite a graphics decompression chip and loading times they found a way to port Alpha 2 on SNES retaining most of it,
really an achievement for the snes. Put a game that was released on 32-bit consoles to a 16-bit console is really a miracle. I'm impressed with this port. But why this game wasn't released on the n64 as a launch title better?
Fabricio Vega n64 was probably released a few months later, without capcom knowing
In hindsight, Capcom really should've just held-off on the SNES release and just made it for the N64, considering not just the memory and graphics capabilities, but also the stock controller -- the thing had a built-in joystick... as if the thing was practically made for pulling off Street Fighter special/super moves. Try doing Zangief's 360 pile driver motion on a cross-shaped D-pad.... nowhere near as smooth as pulling off the same move on a joystick. I tell you, this really would've opened the door to a whole lot more Capcom games for the platform............ but no... Capcom really seemed to favor Sega and Sony around that time.
Your comment make no sense because cps2 is 16-bit machine
They gave you 32 bit graphics but 8 bit music to make room on the cartridge.
@@rkmugen n64 was a trash console, that's why there's no good 2d games
The pause as we found out thanks to tech geeks, discovered it was due to the music track. Once disabled, zero delay.
They think it’s due to the sound guy not having enough time and rushed out
i'm STILL surprised that this game came out on snes. man, that was really the best console ever. there was nothing it couldn't do.
sid viscus it couldn’t do fast gameplay with multiple sprites
@@Nobunaga1983
But Genesis could with less slowdown and no flicker!
Like check out the Samurai Shodown port for SNES and then for Sega Genesis. The Sega version destroys it. Same for Fatal Fury 2
Sega just had a lower color pallette but faster processor
Man, I really wish they released the arcade game on N64. I think it would've been be possible, using 64MB cartridges and compressing the files
I wonder why nintendo never put this on the 64?
Lack of space, more work than they really wanted to do, and higher manufacturing cost for carts.
On the other consoles, they're using cd which means less manufacturing costs and less work in reprogramming the sound, specifically the music.
Because nintendo hated 2d back when the n64 was out lol
@burningwreckage00
I don't really understand this. If it's space issues then wouldn't a SNES port naturally be more problematic than an N64 port?
Because the n64 doesn't have 6 buttons
I never minded the loading time, I really love this game.
It's really weird how they made most of the soundtrack of this port sound like it's played on a melodica ("keyboard-flute") - the introduction track being the worst offender. I just can't help but think that they should have remixed some tracks to make them sound better on the SNES hardware, instead of trying TOO hard to make the music sound as close to the arcade as they could on a system that just couldn't handle it... and end up with something like this.
Not really the snes could have easily sounded like the arcade with no problem, due to limited sound ram, the sounds had to be cut down to fit in the voice samples during the fight. A user on youtube used the x-men mutant apocalypse instruments to get an arcade perfect ken and a hard rocking adon SFA2 track.
dang...wasn't even aware this is on the snes.Gotta be a rare game.
i have said this many times and i still stand firm. The Snes is NOT a 16bit Console. has to be somewhere between 16 and 32. Snes did some incredible things.
VDP/PPU reads 16 bits per cycle as far as I know. I assume the cartirdge is also read 16 bits at a time. The CPU is 16 bit with 8 bit data bus, but the 68k in the mega drive is 32 bit with a 16 bit data bus so I think people just focus on whatever the video hardware does. In this context as gorf would say the Jaguar really is 64 bit, just as the SNES, PC engine and mega drive are 16 bit. The sound chip isn't really something pople consider when evaluating "bits" but it outputs 16 bits but i'm not sure how much it reads per cycle.
This one was released towards the end of the SNES lifecycle. This game was overshadowed by the console wars between Playstation and Saturn and the hype over N64. It's on Virtual COnsole if you want to check it out.
This game existing makes me wonder if it would have been possible for SNK to have ported The King of Fighters '94 to the SNES, since that's the only game in that series to not get any sort of console port before the Wii Virtual Console.
They obviously cut a lot of the music to the bare minimum, to fit this game on a SNES cart.
Gamevet It's like every song uses the same 4 instruments.
Gamevet Actually I take that back. I think what they did was use a basic sound set from some previous game that used less memory or something.
+Gamevet snes can directionate until 95 megabits (in fact, until 117.5 megas... but nintendo only had provided pcb's for 95).
P.D: Anyone can do an pcb capable of directionate 117.5, i mean, but with the officials the limit was 95 (if you want more, do it yourself xD).
What is up with the word directionate?
None of the SNES carts were larger than 48Mb. So, even if they could use larger carts, the price to do so was cost prohibitive. This game was like $70 back then.
Gamevet The word directionate is about the capability of see all the data.
The 65c816 has 24 bit of memory adressing, and, resuming, it can see until 117.5 megas.
Nintendo had provided an pcb with a decoder that let handle until 64 (in fact, 63, because is the limit in the memory map of the 65c816 on "high memory").
The thing is like this:
-63 megas of memory at a high transfer rate.
-The rest until 117.5 megas at a low tansfer rate.
Resuming: The SFA2 fits in a 63 megas cartridge with no load times.
P.D: Megadrive can only directionate 32 megas. All the memory from 32 to xxx, is with memory switching (but the memory adressing is of 24 bit too, so, the 68000 can see until 128megabits of data at the same time).
SNES: Nintendo provided PCB's that let built roms with 95 megas.
Megadrive: Sega provided PCB's that let built roms until 32 megas.
...but both of them can manage a lot more memory than that.
The Super Nintendo went out with the biggest bang ever in the history all of video games consoles. Oh my days!
This its best game ever on the super Nintendo and my favorite game
This was one of the times Nintendo's ambitions exceeded what they were capable of. The build of the game is too dense to be on snes compared to the newer consoles. They could have made it work more like Super Street Fighter II but again they tried to push the envelop in ways that exceeded the system's ability.
Well this was Capcom's doing, not rrally Nintendo. I respect the effort though, and honestly, just seeing a game like Alpha 2 actually run on a 16-bit console is impressive to me. I like when devs push consoles to the limits.
Rockman & Forte was another example of this. Looked a lot like MM8
Turns out the pauses were cause by the sound chip, some rom hacking genius fixed it, and the game runs perfectly. So the snes was more than capable of running it, and the s-dd1 chip allowed this port to maintain graphicaly what would have been previously impossible. Would have love them to give super street fight 2 turbo a go using these technique. Try and give us full sized spirits and animation.
This game looks like it was playing to the weaknesses of the snes, instead of playing to its strengths. Still though, If I can get my hands on a copy for around 30 bucks then might as well. Looks pretty fun.
get the ps2 version in the alpha anthology it is a hard to find but the frame rate us much better
+isael lorenzo you can get it on amazon lol
Got released today for New 3DS SNES Virtual Console.
Got released today for New 3DS SNES Virtual Console.
You'd be better off buying Street Fighter 4 on the 3ds
I already have it on my four 3ds'
theres a technical reason for this. but why didnt they put the pause after the character vs screen? after is says fight! im always like duh. i would if you werent decompressing ;r
Surprisingly good port for SNES. Boggles the mind why they didn't also port SFA1, or, say, Darkstalkers.
Sfa 1 would have been easier to port because it has barely any stages, characters are less the characters share stages.
Great achievement, but certsinly felt off at the end of the day. It was more incredible to me tha Alpha 3 came out on GBA and ran amazing
nostalgia i loved playing this on arcade using Ken
That loading would drive me nuts after a while, already getting agitated just watching it
I wish that 32XCD had this.
Is a decompression chip really any cheaper than a huge 32 megabit cartridge?
Those lags lmao
I wonder what this would look like on the Sega Genesis? I know the Ram on Sega was not as good but the CPU was much faster on the Sega Genesis then the Super Nintendo but also the color palette on the Genesis was severely lacking so who knows.
Genesis has a higher memory bandwidth than SNES, the load times would have probably been faster (but the game probably would have looked and sounded incredibly ugly)
Check out street fighter 2 on genesis and hear it for your self, you'll exit out fast.
Dario Rivera true, but this was due to CAPCOM either making a lazy port or were in bed with Nintendo.
Their are multiple colour and sound hacks that run on real MD hardware that are twice as good as CAPCOM’s poor effort.
SEGA should have done the port themselves..
Man this street fighter game very underrated
Never understood why CapCom went from Super Street Fighter 2, skipping both Super Street Fighter 2 Turbo AND Street Fighter Alpha 1, to this game.
They should have released this on the mega drive and utilised the 32x add on.
It is unfortunate that there is not one 32x street fighter game.
The 32X was dead by the time SFA2 came out and Japan was no longer supporting the Mega Drive
If I bought this for $40 with a messed up label = worth it or not ?
Yep. Thanks to the SDD1 chip, they could have these graphics
I had a Genesis those times, remember being so mad lol.
I don't even know how many times I played this game on the hard mode trying to beat Shin Akuma. The worst is that I never was able to defeat him. I just got closer.
@Odell Long What?
Amazing
I really like the vs sound better than 32 bit.
👍🏻💘
The capacity of cartilages back then compared to CDs today. SNES could barely hold Alpha 2 without lag but now CDs can hold GTA5 and GTA Online which is 3D.
+RapiDSpacE13 Using GTA as comparison is really dumb, use Skyrim or Xenoblade instead, they are bigger and better.
+Brian Silva
You're right. I apologize.
cartilages?
LionDog
Did I spell it wrong? If I did, please correct me.
RapiDSpacE13 Cartilages are biologic tissue, like the one in our ears, the games were put in cartridges :)
where is Blanca??
You realize you can play this game sped up, much faster loading times then
que saudade dessa epocaaaaaaaaaaaaaaaaa!!!!!!!!
Amazing game
The loading time was really lagged although this was for snes in 1995 so that it explains why
Hey SNES Alpha 2, you've got yourself a spiritual successor: WWE 2K18 on the Switch!
As soon as they start fighting, does she say Fuck You?
+Tyler Nicolo haha that made me laugh, if by "she" you mean the first female character Rose then the first thing she says is "Go through" I believe.
Lucky I had the Saturn back then.
Sonic 06 loading doe
Never played it
always stickin with Street Fighter II the world warriors. Never liked turbo or alpha too much
what do u think about the Super Street Fighter II - The New Challengers?
@georgesheardexpress9 so you don't like being able to play as Cammy on the SNES?
*takes final hit*
*2000 years later*
K.O.
It almost makes it dramatic.
Nintendo shouldve launched it on the n64
Fatal Fury 1 on the SNES was worse...
Fatal fury 1 was shit but fatal fury special was hidden gold
99vidas
music is awful
the music is dope
99 vIDAS
eeuuu qqquuueeerrrroooo
this was bad idea...
Fooooooooooomeeeeeeeeeee👎
Trash port , who actually thinks, this is better then the Saturn or Psx versions, oh yeah , a snes fan.
because it's a great game that ran on outdated hardware?
by the time I got a better system- i wasnt as into this. I thought the first 3 looked a little better than this. Street fighter 2 hitting the SNES was one of the most anticipated releases in video game history though
+Tom Wilson I agree I have this game on many versions but I always choose the Snes version to play it on this game is fantastic but my favorite Street Fighter game on the Snes has to be Street Fighter 2 Turbo its pure class and any beat up fans dream come true
No one would say that, this is however a miracle port, a miracle that they got the game working on a 16 bit console altogether.