It was a stupid move from capcom to release ssf2 on consoles while super turbo was already in arcades. They should opted for a lock on cart like sonic and knuckles , in that way users that already bought ssf2 will be given the choice for a future update at a fraction of the price as you had already the data of the base game in the lock on cart . plus more memory to store animations etc
They released SFII regular when Championship edition was out in the arcades at the very least (might have even been turbo that was out, but you could defffo play the bosses in the arcade version before the japanese import for vanilla SF2 came out, unless I'm mis-remembering.)
@@Vectorman2X Yeah I was kinda confused as a kid in the mid 90s, playing Turbo at the Arcade, then renting the Genesis version later that night. I watched the intro and was like, "where's Chun-Li? Where's Cammy? Where's Purple Guy (Akuma)? But most importantly, where's Cammy's Tongue?!" I didn't realize it was based on the version that came before it, and just thought it was all just console limitations at the time. A short while after, I got the PC version of Turbo and it was the closest thing to the arcade version in your home for a period of time.
This isn't hard to believe as I always thought the 3DO port was meant for the Sega CD and 32x CD before Sega threw in the towel. I think it would have done better for Sega than Panasonic. I also remember the fabled runner that Capcoms Alien vs Predator was supposed to been ported to the 32x but was canceled for similar reasons.
If it was available for the SEGA / MEGA CD it would have been arcade perfect baring the graphical aesthetics. Perfect case-in-point is Final Fight CD. Yes, that would mean all the sprints would have been direct from the Arcade instead of the SNES version. Unfortunately, such a port never came into Capcom's mind because the Mega CD wasn't performing well at all and remember that the 3DO version came out with the same month at the 3DO launch, which made me more understandable for it to appear.
@@NEONBattleBitch for me of all video games I would say streetfighter has been the most influential game of my life. I met a lot of good people playing that game that became great friends and though I love other video games genres there is no other game. I could say that has done that for me personally.
@@EAprima A MCD port with a 32X CD mode would've had potential. Sadly, 32X CD got no real love. Just a bunch of FMV ports. Just imagine if MCD got ST. Capcom would probably stick to 16-bit console sprites to conserve RAM, but there'd probably be more frames added. Sound would be better for sure, and it would not cost $70 (or more?) like a cart. The PS1 and Saturn ports of Super Turbo are very nice. I'd rather that they had come out a lot sooner. It was about 1998 before these released.... 1995 would've been the best time. I do like the PC CD version as well. Eurocom captured the sprites straight from CPS-2 and it had the parallax which 3DO missed. Just about perfect except for projectiles being a bit harder to dodge (due to 320 horizontal resolution instead of 384).
Thank you for investigating this curiosity. I heard that Super Street Fighter II Turbo would be a 3DO port with scenes from the animated movie. Interesting at this time I actually heard it referred to ports of Street Fighter: The Movie and not Super Street Fighter II Turbo for Mega Drive, SNES and Sega 32X. I'd love a Super Street Fighter II Turbo for Mega Drive/ Sega Genesis. Fans of Brazil are working on a homebrew called Omega Street Fighter II X for Mega Drive.
As someone who still has their Genesis/Sega CD/32X monster.. what an awesome collector’s item this game would be if it had ever been released as a Sega CD / 32X game. The only Sega CD / 32X game I’ve owned was Night Trap, but I didn’t think it was that much better than the original Sega CD game
They should've used the 32x to run arcade-perfect ports, similar to how the TG-16 used the system cards. Not to mention, the sharp x68000 ran arcade ports of certain games. And the architecture for that system and the genesis are similar.
The combined furies of the GENESIS, SEGA CD, and 32X supercharger deth mushrooms cannot be contained! Slap on a karaoke unit, modem, number pad for doing all your banking, the unparalleled control of the SEGA Activator, and a floppy disc drive and u have the gaming equivalent of a Deathstar
@@rufioquin2406 imagine a 32XCD game, a FPS that uses the unreleased SEGA VR headset in tandem w the Activator, Menacer, and the two Justifier guns. The activator is how u move, then the menacer is your main weapon for machine gun/flame/shotgun/grenades, but when u run out of ammo you've also got your trusty justifiers in your belt holster to fall back on. The game is compatible w voice commands via the karaoke unit's microphone lol, so u can lead your AI computer troops. Now you're playing w power! Just don't get tripped up and spun around n strangled on all the wires lol.
I had this on 3DO and was blown away by how close this was to the arcade version. My brother had a 6 button gamepad and I had to use the crappy stock controller with 3 face buttons.
They totally could have technically done it but financially back then memory was so expensive it limited what systems could show off at the time. These days modern devs are showing just how amazing the games on Sega Genesis can be when the cost of memory is a non-issue. Neo Geo level even. Personally always thought how cool would it have been to get Super Street Fighter for the PC Engine CD w/ Arcarde Card expansion, Fatal Fury Special was amazing, the best port that era no question and the SF2CE HuCard was always my preferred version as well. Avenue Pad 6 baby! And then there's Samurai Shodown, would have been a dream come true... they did it on Sega.
king of fighters , fatal fury real bout 2 , world heroes 2 jet were ported to the 8 bits Game boy , of course everything was scaled down , some background stage animation removed , but other than that they are enjoyable and fun to play . So they could have ported whatever 2D fighting games on the SNES , they ported street fighter alpha 2 , remember
I guess it skipped 16 bit consoles primarily because it didn't add much content. If anything, I wish we were in the alternate universe where Capcom put some 2D fighters on N64. A platform that could have actually delivered arcade perfect ports.
@@Larry ugh… and “how.” Like, “we’re going to take the arcade graphics/sound and overlay them on an 8-bit engine and framerate.” “Look, we have popular games.. On CD!” lol
@@NEONBattleBitch The Amiga 1200 and CD32 are 32bit Machines....where did you get 8bit from? The games looked Perfect but the play was attrocious because it was GAMETEK who ported it rather than Capcom.
@@NEONBattleBitch So much ignorance about the Amiga tech and its development over time! The NES was a weird release in Europe in 1987 because it was competing with 16-bit and later 32-bit home computers by that time!
The Amiga CD32 version doesn't quite measure up to the console versions in terms of graphics performance and gameplay. We know it wasn't developed by Capcom, but if you want to sell consoles, you need ports with a minimum level of quality. What was Commodore expecting?
By the time that we got to I994, the Megadrive was already being phased out in Japan, with the console finishing up its run outright in I996 with only one title coming out during that Calendar Year (that being a port of Madou Monogatari 0I (Sorcery Saga 0I), the precursor to Arle's storyline in the Puyo Puyo series), the situation that we were running into was that Sega of Japan had already done the lot that it wanted to with the console by the end of its Sixth Year and thus prioritizing for the Sega Saturn at the time was the smarter move from a business standpoint; the Sega CD amazingly also managed to survive up to I996 and finished up with an Anime adaptation of Shadowrun, all of the Disc~based consoles did far better in the region (with the Saturn ending its journey in 2000; heck, the Dreamcast ultimately had a Nine Year run over there, with a virtually Arcade Perfect port of Karous ending the console's official run in 2007) and thus I probably would've been able to believe Super Turbo being available in the region had the Super 032X instead debuted as the Neptune being an Upper Version of the Megadrive at its same 099$ USD pricetag that it had in Fiscal Year I994, combined with a Model 0I Mega CD that was bought in I99I the upgrade path to a Sega version of this title for Generation IV consoles would've probably cost no more than 0I60$ for the customer and fate knows that its presence in the Tournament space would've definitely made having it available for more people outside of the ThreeDO and PSX would've been free real estate for Capcom had financial and hardware circumstances been different (we could've even gotten a Sharp X68000 port, had cost and resources not been an obstacle). At this point in Sega's run though, Super Turbo not coming to the Gen IV consoles really comes down to the financial hardships of the Sega CD and lack of Mars (Super 032X) being a standalone console (Neptune), the Super Famicom probably wouldn't have gotten its port until I996 to compete with Ultimate Mortal Kombat III's sales and best case scenario is that the Sega side of matters probably would've gotten the same treatment that the Upper Version of Mortal Kombat II obtained had companies such as Probe and Acclaim helped out with development; Capcom opting to do all of the ports In~House is most likely what did in the fate of Super Turbo's Domestic Versions, I do believe that it wouldn't have had enough people on hand to prioritize development of many of its then~upcoming IPs (Vampires/Darkstalkers, Street Fighter Alpha, Final Fight Tough, and more) had some of these ports been completely done by the main team and that is ultimately why having more Second Party outlets within a company is so important, it is fortunate though that we did get the ThreeDO port because the console truly had become the Homeland for virtually perfect ports of Arcade and PC titles (it is the only console to get a port of PGA Tour 0486, improperly rebranded by Electronic Arts as '96 to improve overall sales when that game was coming out for PC; it also has the best port of Flashback: The Quest for Identity, in terms of Cutscene Quality and Render Performance) and the eventual Dreamcast port (Super Turbo for Matching Service) helped guarantee the game would expand its competitive space to the point where it became a pinnacle for Online Play (it is also the only version of the game to give us Ten Akuma, pretty much Shin Akuma with the Raging Demon fully intact in his only Arcade Perfect appearance; Ultra Street Fighter II would bring him back, but he was given Ultra's balances instead of what we got from Super Turbo '94 and Hyper Street Fighter II), it's an honest shame that it took until the release of Street Fighter: Thirtieth Anniversary Collection International for Super Turbo to be made available at an adequate price in an official capacity but the evolution of this entry's success Thirty Years in is an honest welcome and I do hope that its continued success in the industry will eventually lead to community backports to consoles such as the Neptune and SFC to truly help deliver to us what could've been many decades ago (fortunately with MSU1 and Sega CD Mode 0I being brought into the picture to further expand their optimization).
One thing to keep in mind is that SFA2 on the SNES is one of only TWO games that use the SDD1 expansion chip (Star Ocean is the other), a chip that wasn't available when Super Turbo was the new hotness. By the time they had a way to put beefier CPS2 games on SNES (the only CPS2 games ported to the SNES are SSFF2, which was the very first CPS2 game, and SFA2), Alpha 2 was the latest game in the Street Fighter series, so it was the one that made sense to put there.
Sega cd and 32x had the power to do it I believe. Problem would have had to wait on load screens on cd but hey, look how Final Fight turned out (great)!
Although Super Street Fighter II Turbo never made it to Super NES and Sega Genesis, the Super Street Fighter II port that those consoles had were technically Super Street Fighter II Turbo by gameplay. The Turbo speed that were later brought to Super Street Fighter II Turbo were kept for those two ports so both play just as fast as Super Turbo, the only thing both doesn't had are the extra filler moves, flashy super combos, Akuma and Shin Akuma, and those newer counter and reversal moves.
The true original rumour was Capcom was thinking of putting SSF2T on the megadrive on a 64meg cartridge. Clearly that never materialised though which was a shame.
Dreamcast version is the best. Released in Japan only 5000 copies. I own it. I play it with an adapter so I can plug a Saturn controller, which makes it amazing.
Street fighter 2 was my life back then. I had a horrible stretch in my life as a nerdy unpopular kid/teen. My whole reality was a disaster....but I was somebody else when I was at the arcade or on my Super Nintendo. SF2 always was always will be my favorite game.
Weird that this video popped up. I was just talking about this with my little son earlier today. I have always wondered the exact thing about these particular entries in SF history. Why did the 3DO get a port, from a company and console who were both untested? Why pass on the Sega CD, when at least it had a pedigree? Why not start with a port of Alpha on the SNES? It was a weird time, and reading about stuff like this in magazines back then made me wonder. There isn't a shred of doubt in my mind that both the 32X and Sega CD could handle SSF2. Anyway, nicely done.
I would have loved Super Turbo on the SNES or 32X. I was envious about the 3DO having it. In fact, it was what I knew the system best for (even if it was WAY out of my pre-adult-money price range). SFA2 was certainly a miracle port even with its load times and lacking sound. Super Turbo would have been just right. I was honestly surprised to see 32X-Sega-CD games were even a thing! Even if it was better to just wait for the Saturn.
Even with the 768 KB of memory of the Sega CD-ROM and the capabilities and palette of the 32X, we would have had a version that fell somewhere between the SNES and the 32-bit versions like the 3DO, Saturn, or PSX.
One thing not brought up is CPSIII platform. The timeframe makes sense as well because Capcom was doing R&D on CPSIII during the same time period for its 1996 release. They were also looking into 3D and eventually used Sony's ZN-1/2 platform for their early 3D titles.
It's kind've forgotten history but Capcom lost ALOT of their SF2 profits by overproducing the SSF2 cartridges for Genesis / SNES so I don't think they would even consider another SF2 port to those systems. SF2 was no longer a strong seller after Hyper fighting. The 3DO Soundtrack was so good! As for SF Alpha, it was originally being designed for the purpose of being another hot seller as an eventual 16-bit port. (as 'Street Fighter Classic' or 'SFC') - See the the Mad Man's Cafe Istuno interview for more details.
I bought the Super Street Fighter II game for the SNES and hoped that there was a secret code to unlock Super Turbo at some point, but unfortunately that never happened. I too wish they made a Super Turbo port on the SNES.
Couldn't someone just mod SSF2 add a turbo option to Genesis and SNES ? I didn't realize that turbo feature and adding Akums was such rocket science 😳 😅
I just remember someone from Capcom at the time saying that there wasn't a cart big enough to handle a port on the 16-bit side. 32x carts would've faced similar restrictions.
I appreciate the info like this episode ! I vividly remember the days of the Street Fighter II home ports. There was no way Sega / Capcom releasing a 32X or 32X / Sega CD combo at the time. Reasons being, 32X was a new peripheral for the Sega Genesis. Gamers were looking at the upcoming Saturn and PlayStation ! 32X lacked an install base !
Never heard of a sega cd/32x port. As an old guy now it seems interesting, but I do think it would have bombed if it released at the time. As an arcade rat back then, my friends and I were pretty sick of all the different versions of SF2 back then. Super Street Fighter 2 turbo machines in the arcade had no one playing them. Everyone wanted something new, and people were lined up on MK2/3, Killer Instinct, Primal Rage even. No one paid attention to the SF machines then, and Capcom were on the down cline. People think SF3 almost killed the series, but you could see it coming from Super Street Fighter 2 if you went to arcades each weekend to play. Those machines were dead.
@@stijnvonck1431 I owned a snes with Alpha 2 but it was at the end of the 16 bit era…for the most part of the 16 bit era, I had a Genesis but still rented the SNES from times to times.
It's interesting that plans for Super Street Fighter II Turbo were scrapped for the SNES, but Capcom managed to pull off Street Fighter Alpha 2 on the same console years later: a port that, despite the delay between rounds and the musical downgrade in the soundtrack, is still an amazing technical wonder given the hardware limitations.
To be fair, they were on for zero sales if they did, going by previous versions. SFII sold over 6 million on SNES SFII Turbo sold 4 million Super SFII sold 2 million If they were dropping by 2 million per release, and let's not forget were much more expensive than most other games ($80 instead of $50-60 because of the cartridge size) and it would have cost close to $100 as Capcom and Nintendo liked passing on the prices for larger carts, and adding a larger mark up on top, less sales for a game now costing $100 would have been a massive, MASSIVE failure. Especially when people were buying PS1 and Saturn consoles at the time it would have released by. Yeah, it would have been nice for us consumers at the time, apart from the price, but it would have been terrible for Capcom and just ate money instead of making it.
There is story from the past that Capcom may have had a warehouse full of unsold cartilages of Super Street Fighter II. The game did not sell well on the Super Nintendo or Sega Genesis. Later on these games sold for $19.99 in stores. Many fans were happy with Street Fighter II Turbo & Special Champion Edition. Fans wanted Street Fighter III next not Super Street Fighter II. Now Street Fighter Alpha 2 is an amazing port on the Super Nintendo. The Street Fighter Alpha 2 Super Nintendo cartridge has an S-DD1 Chip to make the port possible. This explains why Nintendo published the game in 1996 due to needing a special chip. In 1994 Super Street Fighter II Turbo would have probably needed a special chip in the cartilage to run on the Super Nintendo that might not have been possible in 1994 or 1995 while also keeping the cost of the cartilage reasonable.
Yes i always thought this also, if you have a Mega Everdrive pro you can play Street fighter 2 remastered on it with the 3DO music, while it isn’t “super Turbo it at least gives you a glimpse of what might have been on the 32x/Sega CD combo
That image of Akuma is the one i scanned from an old EGM insert back in 1995. You can see my poor Canvas (Photoshop like program on the mac) skills at the time editing out some writing at the top of his hair.
You are not alone with this, im happy to see some person think the same that me!. I think was great sega cd /32x and i add pc Engine + super cd + arcade card. This versions will be great, but capcom only wants super Nintendo... We can see with SFA2..., i send a big huge from spain!!
I would say that it was easily possible to port Super Turbo to Super NES and Megadrive seeing as they both got Super. Super Turbo wasn't completely different (same sprites, same animation) so wouldn't have been restricted by memory size. In fact the real mystery was why Capcom released Super instead of Super Turbo when the latter was already out in the arcades. Anyway, probably the most likely reason to not release Super Turbo after Super was simple: sales. Super didn't have spectacular sales in the slightest, and with both consoles nearing the end it would have been silly to release yet another variation. Sega/Mega CD/32X was an addon that would have practically ensured that sales would have been terrible, so we can discount them completely. But wait! How come they released SF Alpha 2 later on then, when I said that the Super NES was nearing the end of its life? I heard it was a condition from Nintendo to let Capcom publish for the N64 (which wasn't out yet) in order to continue to prop up the Super NES while the N64 was still not out. In other words a deliberate marketing and sales decision rather than a technical one.
On SNES I don't know if would be possible. Maybe... But on Mega Drive not only possible but would be amazing. It wouldn't not even be necessary the 32x or SEGA CD.
I remember thinking that it was odd they never released it SNES. But, I mean, they released Alpha 2, but not Alpha 1. So maybe A2 was in development where Super Turbo should have been.
I think one of the main things is if the game was going to come out it would have been in 1995 and by then arcade ports had pretty much dried up on 16-bit systems in favour of the new generation that had just kicked off and in comparison they would have looked outdated and probably wouldn't have sold too well. I can only imagine how Ultimate Mortal Kombat 3 sold on 16-bit systems over superior versions that were closer to the arcade games on the PlayStation and Saturn. Arcade ports made more sense if your hardware was some of the best on the market at the time if there was superior hardware out there that could do a better job it made much less sense as arcade hardware was developing at a very fast rate at that point in time and 16-bit hardware was having to make significant cutbacks to get a version of the game running.
I certainly would have gotten Super Turbo on SNES if it had come out, and I was disappointed that it didn't happen (especially with 3DO getting a port, and me not otherwise wanting or being able to afford a 3DO as a teenager back then). That being said... I doubt that a port of Super Turbo for SNES or Genesis (let along the Genesis add-ons) was ever really on the table beyond maybe them "kicking the idea around the office." The sales of Super on SNES, as stated in the video, weren't great compared to the prior versions. While I personally had no problem with it, these gradual upgrades to SFII requiring a whole new game purchase was starting to take its toll and become somewhat controversial. While there may be some gameplay/balancing differences, on the surface level to the general gaming public, the only major differences would have been the super moves and Akuma as a hidden character (and to some extend speed, though they already added that element into the SNES port of Super). Given what little there would have been to add to the game in terms of assets (again, mainly things like Akuma and super moves), I doubt that it was an issue of the game not being able to fit on a SNES cart. Given the minimal obvious differences, diminishing financial returns on the SF2 upgrades, and the fact that the SNES was heading towards the end of it's life cycle meant that releasing Super Turbo on it just didn't make much sense.
Super Street Fighter 2 on the snes apparently didn't sell well, at least in Europe (according to a magazine article I read back around 1995) which could be a reason why they decided to not bother with the slight upgrade turbo version. I think the Cart size for SSF2 was 32mb or thereabouts which was expensive to produce to the game itself was reasonably expensive to buy. SSF2 was widely believed to be a rush release anyway with the turbo version supposedly being what it was meant to be, they just released the non turbo version because of an upcoming Mortal Kombat game which was getting a lot of hype.
** Repost ** For those of you asking why Street Fighter Alpha 2 was released on the SNES, see the following video from Modern Vintage Gamer: A closer look at Street Fighter Alpha 2 on the Super Nintendo | MVG [13m42s, uploaded 3/8/2021] {link withheld - I believe RUclips removed my original post because I provided a link to another RUclips video}
when I was a kid I had a choice to get a bike or a ps1 for Christmas... and I chosen the bike cause at that time I had all the video games I needed from the snes and compared street fighter alpha for the snes to my Friend's ps1 street fighter alpha and concluded they were the same lol ...its always a trip to memory lane with street fighter alpha for the snes
I do know that once developers found out sega of america has ceased the GENESIS 32X. Developers knew that they weren't gonna get paid even though if they have finished the game. So every single developer quit during development. It meant that's why we got some prototypes such as X-MEN Mind games on 32X that still need finished. It was just such a sad disaster for video gamers in America during the mid 90's.
The Japanese PCs got the Ports, FM Towns (Marty needed a 4MB upgrade), X68000 on 5x HD disks. a Capcom CPS Figher stick for the NES/Super Famicom was out and a 9pin adaptor would utilize the 6 buttons. in which I have them all
Ssf2 was on the fm towns as a pal of mine was jealous as he couldn't find Ssf2t anywhere. I had the jamma of Ssf2t as I use to borrow yes borrow it from work 👍🏼
I used to have the 3DO version in the mid '90s, that I lent to a coworker, along with the 3DO. Unfortunately, that coworker quit the job & I never saw my 3DO & SF2 Turbo game again. On a positive note, I have the SF C
I say they could have added Akuma to SSF2, I say that because he would have fit nicely to the game because he has no Super Move anyway, And a code to add the new Super Turbo Color costumes like they did when they had a code for SF2CE costume to SF2WW for SNES
I get that games were moving on from 16-bits at that time, but 3DO never had the same kind of install base, so it's hard to imagine that port being a more financially sound decision. On the other hand, maybe it was simply that much easier and worthwhile to port. Why go through all the asset conversion and feature/quality cuts to get it playing on an older system when they could keep it arcade-perfect and just port the coding.
If it was possible or not well... there's street fighter alpha 2, but also just look at Power Rangers Fighting Edition and Gundam Wing Endless duel. These games never chug like the street fighter ports and there's a whole lot more stuff going on too.
Why would CAPCOM not follow up with a *Turbo* version of a Street Fighter game for one of the three most popular console platforms at that time? The only valid reason would be that there was a money disagreement at the time. Like they say: #followthemoneytrail.
Weird, I thought it came out on the Japanese SNES. I guess that was just in my head 😅 I probably just guess it when I played it on the Xbox sf 3 collection.
Exactly, they made Alpha 2 on SNES with the SFX2 chip, so I don't buy that it would have been too expensive to release SSFT2. Alpha almost certainly was far more hardware and Cartridge size intensive.
@@alexojideagu SNES Yoshi island is such an incredible game. My second favourite platformer of all time second only to the incredible and amazing super mario bros 3.... gosh I'm old ha ha
Dreamcast version is best I think as it has all 3 version of Akuma, which are Akuma, shin Aluma and Ten Akuma that has double air fireball and raging demon super in 1 player mode. Plus it's in full english with dip switch settings in unlocked secret menu. Dreamcast was my favourite machine... too bad it tanked.
@@AI_Gaming_and_Technologyi didn't play that version. Just bought the turbo version, an extra $50 I think. Kind of sucks cause now a days it would be DLC
How about: Never seen SSF2 on any of both Xbox & PlayStation Consoles (From year 2000 until now)? Not even in the retro packages 25th, 30th or, 35th anniversary editions. :(
THE MORAL???, the companies like Nintendo, Capcom, MUST speak clearly about the REAL capabilities of the Snes, a thing that will be more than welcomed cause admiting that arcade perfect was something tangible opens up the possibility even for new markets, and having OFFICIAL licensed products is what we should get/deserve, and remember, if they aren't interested in doing these ports (arcade perfect, even attempting their resolutions, on Snes?, you'll never know), the thing is, others ARE INTERESTED, and maybe for free, just for the sake of playing arcade perfect on Snes, the ideal thing would be to have Capcom/Neo Geo/Konami/Nintendo doing releasing these games, i hear that the Snes is not "that" difficult to program. CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
I think a lot of these ports are programmers having fun at their job playing around with hardware. Gears of War was ported to the PS3 but never released it was just Epic programmers messing around at the office but it was never made to be release to the public.
Capcom Japan really supported the Sega Saturn very well.There was a 4 Mega memory expansion cart available for the Sega Saturn in Japan that made the Capcom Arcade fighting games arcade perfect. In fact Street Fighter Zero (Alpha) 3 was released for the Sega Saturn in Japan after the Dreamcast port.
i always wanderer why the game never came out on snes... the console was MORE than capable of running the game (and sf alpha 2 DID came out to the console and its a far more complicated game to actually port) and it was a fairly easy game to make (super was already out, so they had more than half of the assets already made) the sega cd would have been a TERRIBLE choise, the load time on that cd drive was HUGE... the game would have turn out to be a dissaster. 32x could have worked (as i said, super was already on genesis, and they had more than half of turbo already made, and even when 32x would have looked washed out... its more than possible)
I have SNES unit,it broke but I have a copy of World Warrior,Hyper Fighting,And Super Street Fighter.No TURBO,It could have been FUN having SSF2T in SNES, Because new System at that time is expensive.So my next system that I wanna buy with Super Street Fighter 2 Turbo is 3DO CD.The Unit is expensive maybe around 15thousand Philippine Pesos Around US$ 269 back then.Maybe in today's Money is Big. I was a Kid back then maybe around 15-17 yrs old.How can I produce that kind of Money?For a Kid studying and has allowance.I glad I didn't bought the 3DO because it's popularity Flup,Few library games etc.. Then came PlayStation, Finally in time period that I'm accurating Money for 3DO is diverted to Sony Playstation the Super Street Fighter 2 Turbo can be bought Cheaply on Pirate copy Disc.At least I played the game Now Super Street Fighter 2 Turbo can be Downloaded as MAME ROM,PS1 iSO. The 3DO emulator I'm having a hard time setting it.Easy online to get it. Buttom line, There's no fun playing Street Fighter 2 Turbo or any Fighting Games if you have no Human challenger, in time Ai playing is boring
It was a stupid move from capcom to release ssf2 on consoles while super turbo was already in arcades. They should opted for a lock on cart like sonic and knuckles , in that way users that already bought ssf2 will be given the choice for a future update at a fraction of the price as you had already the data of the base game in the lock on cart . plus more memory to store animations etc
@@Vectorman2X nah, they should have just released Super Turbo instead of Super, seeing as the latter was already out in the arcades
They released SFII regular when Championship edition was out in the arcades at the very least (might have even been turbo that was out, but you could defffo play the bosses in the arcade version before the japanese import for vanilla SF2 came out, unless I'm mis-remembering.)
@Vectorman2X that would of been the best move. An extra 16/20/24 or even 32mbit of content cart add on. 💯 agree with you 👍🏼.
@@Vectorman2X You're wrong. LOL
@@Vectorman2X Yeah I was kinda confused as a kid in the mid 90s, playing Turbo at the Arcade, then renting the Genesis version later that night. I watched the intro and was like, "where's Chun-Li? Where's Cammy? Where's Purple Guy (Akuma)? But most importantly, where's Cammy's Tongue?!" I didn't realize it was based on the version that came before it, and just thought it was all just console limitations at the time. A short while after, I got the PC version of Turbo and it was the closest thing to the arcade version in your home for a period of time.
This isn't hard to believe as I always thought the 3DO port was meant for the Sega CD and 32x CD before Sega threw in the towel. I think it would have done better for Sega than Panasonic. I also remember the fabled runner that Capcoms Alien vs Predator was supposed to been ported to the 32x but was canceled for similar reasons.
If it was available for the SEGA / MEGA CD it would have been arcade perfect baring the graphical aesthetics. Perfect case-in-point is Final Fight CD. Yes, that would mean all the sprints would have been direct from the Arcade instead of the SNES version. Unfortunately, such a port never came into Capcom's mind because the Mega CD wasn't performing well at all and remember that the 3DO version came out with the same month at the 3DO launch, which made me more understandable for it to appear.
The 3DO had one hell of a soundtrack for this game
@@vinnieg007 the best. The Eurocom PC-CD version is pretty good too.
@@NEONBattleBitch for me of all video games I would say streetfighter has been the most influential game of my life. I met a lot of good people playing that game that became great friends and though I love other video games genres there is no other game. I could say that has done that for me personally.
@@EAprima A MCD port with a 32X CD mode would've had potential. Sadly, 32X CD got no real love. Just a bunch of FMV ports.
Just imagine if MCD got ST. Capcom would probably stick to 16-bit console sprites to conserve RAM, but there'd probably be more frames added. Sound would be better for sure, and it would not cost $70 (or more?) like a cart.
The PS1 and Saturn ports of Super Turbo are very nice. I'd rather that they had come out a lot sooner. It was about 1998 before these released.... 1995 would've been the best time.
I do like the PC CD version as well. Eurocom captured the sprites straight from CPS-2 and it had the parallax which 3DO missed. Just about perfect except for projectiles being a bit harder to dodge (due to 320 horizontal resolution instead of 384).
Thank you for investigating this curiosity. I heard that Super Street Fighter II Turbo would be a 3DO port with scenes from the animated movie. Interesting at this time I actually heard it referred to ports of Street Fighter: The Movie and not Super Street Fighter II Turbo for Mega Drive, SNES and Sega 32X. I'd love a Super Street Fighter II Turbo for Mega Drive/ Sega Genesis. Fans of Brazil are working on a homebrew called Omega Street Fighter II X for Mega Drive.
As someone who still has their Genesis/Sega CD/32X monster.. what an awesome collector’s item this game would be if it had ever been released as a Sega CD / 32X game. The only Sega CD / 32X game I’ve owned was Night Trap, but I didn’t think it was that much better than the original Sega CD game
The tower of power
They should've used the 32x to run arcade-perfect ports, similar to how the TG-16 used the system cards. Not to mention, the sharp x68000 ran arcade ports of certain games. And the architecture for that system and the genesis are similar.
The combined furies of the GENESIS, SEGA CD, and 32X supercharger deth mushrooms cannot be contained! Slap on a karaoke unit, modem, number pad for doing all your banking, the unparalleled control of the SEGA Activator, and a floppy disc drive and u have the gaming equivalent of a Deathstar
@@Bird_Dog2099 don't forget the menacer.
@@rufioquin2406 imagine a 32XCD game, a FPS that uses the unreleased SEGA VR headset in tandem w the Activator, Menacer, and the two Justifier guns. The activator is how u move, then the menacer is your main weapon for machine gun/flame/shotgun/grenades, but when u run out of ammo you've also got your trusty justifiers in your belt holster to fall back on. The game is compatible w voice commands via the karaoke unit's microphone lol, so u can lead your AI computer troops. Now you're playing w power! Just don't get tripped up and spun around n strangled on all the wires lol.
I had this on 3DO and was blown away by how close this was to the arcade version. My brother had a 6 button gamepad and I had to use the crappy stock controller with 3 face buttons.
They totally could have technically done it but financially back then memory was so expensive it limited what systems could show off at the time. These days modern devs are showing just how amazing the games on Sega Genesis can be when the cost of memory is a non-issue. Neo Geo level even. Personally always thought how cool would it have been to get Super Street Fighter for the PC Engine CD w/ Arcarde Card expansion, Fatal Fury Special was amazing, the best port that era no question and the SF2CE HuCard was always my preferred version as well. Avenue Pad 6 baby! And then there's Samurai Shodown, would have been a dream come true... they did it on Sega.
king of fighters , fatal fury real bout 2 , world heroes 2 jet were ported to the 8 bits Game boy , of course everything was scaled down , some background stage animation removed , but other than that they are enjoyable and fun to play . So they could have ported whatever 2D fighting games on the SNES , they ported street fighter alpha 2 , remember
I guess it skipped 16 bit consoles primarily because it didn't add much content. If anything, I wish we were in the alternate universe where Capcom put some 2D fighters on N64. A platform that could have actually delivered arcade perfect ports.
@@GigaCringe I wouldn't say arcade prrrfect....plus da controller is garbage 4 fighting gamez-u would HAVE 2 buy an alternative controller
Yasss this and the pc engine versions 🎉🎉 love the quality in your work as always, lovely! 🎉❤
Brazilian programmers are creating a version of Ultra Street fighter 2 for genesis. Keep yout eye on it!
Lol
The Commodore Amiga port of SSFII Turbo is the most perplexing, just a huge case of "why?".
@@Larry ugh… and “how.” Like, “we’re going to take the arcade graphics/sound and overlay them on an 8-bit engine and framerate.”
“Look, we have popular games.. On CD!” lol
@@NEONBattleBitch The Amiga 1200 and CD32 are 32bit Machines....where did you get 8bit from? The games looked Perfect but the play was attrocious because it was GAMETEK who ported it rather than Capcom.
@@eijentwun5509 I know friend, like I said “arcade graphics & sounds,” but it played like the gameboy version.
@@NEONBattleBitch So much ignorance about the Amiga tech and its development over time! The NES was a weird release in Europe in 1987 because it was competing with 16-bit and later 32-bit home computers by that time!
The Amiga CD32 version doesn't quite measure up to the console versions in terms of graphics performance and gameplay. We know it wasn't developed by Capcom, but if you want to sell consoles, you need ports with a minimum level of quality. What was Commodore expecting?
By the time that we got to I994, the Megadrive was already being phased out in Japan, with the console finishing up its run outright in I996 with only one title coming out during that Calendar Year (that being a port of Madou Monogatari 0I (Sorcery Saga 0I), the precursor to Arle's storyline in the Puyo Puyo series), the situation that we were running into was that Sega of Japan had already done the lot that it wanted to with the console by the end of its Sixth Year and thus prioritizing for the Sega Saturn at the time was the smarter move from a business standpoint; the Sega CD amazingly also managed to survive up to I996 and finished up with an Anime adaptation of Shadowrun, all of the Disc~based consoles did far better in the region (with the Saturn ending its journey in 2000; heck, the Dreamcast ultimately had a Nine Year run over there, with a virtually Arcade Perfect port of Karous ending the console's official run in 2007) and thus I probably would've been able to believe Super Turbo being available in the region had the Super 032X instead debuted as the Neptune being an Upper Version of the Megadrive at its same 099$ USD pricetag that it had in Fiscal Year I994, combined with a Model 0I Mega CD that was bought in I99I the upgrade path to a Sega version of this title for Generation IV consoles would've probably cost no more than 0I60$ for the customer and fate knows that its presence in the Tournament space would've definitely made having it available for more people outside of the ThreeDO and PSX would've been free real estate for Capcom had financial and hardware circumstances been different (we could've even gotten a Sharp X68000 port, had cost and resources not been an obstacle).
At this point in Sega's run though, Super Turbo not coming to the Gen IV consoles really comes down to the financial hardships of the Sega CD and lack of Mars (Super 032X) being a standalone console (Neptune), the Super Famicom probably wouldn't have gotten its port until I996 to compete with Ultimate Mortal Kombat III's sales and best case scenario is that the Sega side of matters probably would've gotten the same treatment that the Upper Version of Mortal Kombat II obtained had companies such as Probe and Acclaim helped out with development; Capcom opting to do all of the ports In~House is most likely what did in the fate of Super Turbo's Domestic Versions, I do believe that it wouldn't have had enough people on hand to prioritize development of many of its then~upcoming IPs (Vampires/Darkstalkers, Street Fighter Alpha, Final Fight Tough, and more) had some of these ports been completely done by the main team and that is ultimately why having more Second Party outlets within a company is so important, it is fortunate though that we did get the ThreeDO port because the console truly had become the Homeland for virtually perfect ports of Arcade and PC titles (it is the only console to get a port of PGA Tour 0486, improperly rebranded by Electronic Arts as '96 to improve overall sales when that game was coming out for PC; it also has the best port of Flashback: The Quest for Identity, in terms of Cutscene Quality and Render Performance) and the eventual Dreamcast port (Super Turbo for Matching Service) helped guarantee the game would expand its competitive space to the point where it became a pinnacle for Online Play (it is also the only version of the game to give us Ten Akuma, pretty much Shin Akuma with the Raging Demon fully intact in his only Arcade Perfect appearance; Ultra Street Fighter II would bring him back, but he was given Ultra's balances instead of what we got from Super Turbo '94 and Hyper Street Fighter II), it's an honest shame that it took until the release of Street Fighter: Thirtieth Anniversary Collection International for Super Turbo to be made available at an adequate price in an official capacity but the evolution of this entry's success Thirty Years in is an honest welcome and I do hope that its continued success in the industry will eventually lead to community backports to consoles such as the Neptune and SFC to truly help deliver to us what could've been many decades ago (fortunately with MSU1 and Sega CD Mode 0I being brought into the picture to further expand their optimization).
One thing to keep in mind is that SFA2 on the SNES is one of only TWO games that use the SDD1 expansion chip (Star Ocean is the other), a chip that wasn't available when Super Turbo was the new hotness. By the time they had a way to put beefier CPS2 games on SNES (the only CPS2 games ported to the SNES are SSFF2, which was the very first CPS2 game, and SFA2), Alpha 2 was the latest game in the Street Fighter series, so it was the one that made sense to put there.
Sega cd and 32x had the power to do it I believe. Problem would have had to wait on load screens on cd but hey, look how Final Fight turned out (great)!
I'm just glad we got it on dreamcast, that version is my fav
Def the definitive port/version.
Although Super Street Fighter II Turbo never made it to Super NES and Sega Genesis, the Super Street Fighter II port that those consoles had were technically Super Street Fighter II Turbo by gameplay. The Turbo speed that were later brought to Super Street Fighter II Turbo were kept for those two ports so both play just as fast as Super Turbo, the only thing both doesn't had are the extra filler moves, flashy super combos, Akuma and Shin Akuma, and those newer counter and reversal moves.
The true original rumour was Capcom was thinking of putting SSF2T on the megadrive on a 64meg cartridge. Clearly that never materialised though which was a shame.
@@EAprima Nintendo would have gone insane with Capcom if they made Super Turbo for the Megadrive, they would never have done that.
I think the 3do version is the best home port of Street Fighter II of all time!
Dreamcast version is the best. Released in Japan only 5000 copies. I own it. I play it with an adapter so I can plug a Saturn controller, which makes it amazing.
You're not alone it would have been an epic SNES port! Great video!
Street fighter 2 was my life back then. I had a horrible stretch in my life as a nerdy unpopular kid/teen. My whole reality was a disaster....but I was somebody else when I was at the arcade or on my Super Nintendo. SF2 always was always will be my favorite game.
I had the PC version, back in 96 or 97. It came with a 6 button game pad bundled in the box.
Weird that this video popped up. I was just talking about this with my little son earlier today. I have always wondered the exact thing about these particular entries in SF history. Why did the 3DO get a port, from a company and console who were both untested? Why pass on the Sega CD, when at least it had a pedigree? Why not start with a port of Alpha on the SNES? It was a weird time, and reading about stuff like this in magazines back then made me wonder.
There isn't a shred of doubt in my mind that both the 32X and Sega CD could handle SSF2.
Anyway, nicely done.
Alpha 2 on SNES is AN ACCOMPLISHMENT
I would have loved Super Turbo on the SNES or 32X. I was envious about the 3DO having it. In fact, it was what I knew the system best for (even if it was WAY out of my pre-adult-money price range). SFA2 was certainly a miracle port even with its load times and lacking sound. Super Turbo would have been just right.
I was honestly surprised to see 32X-Sega-CD games were even a thing! Even if it was better to just wait for the Saturn.
Even with the 768 KB of memory of the Sega CD-ROM and the capabilities and palette of the 32X, we would have had a version that fell somewhere between the SNES and the 32-bit versions like the 3DO, Saturn, or PSX.
One thing not brought up is CPSIII platform. The timeframe makes sense as well because Capcom was doing R&D on CPSIII during the same time period for its 1996 release. They were also looking into 3D and eventually used Sony's ZN-1/2 platform for their early 3D titles.
The loading pauses in SF Alpha 2 on SNES are from the sound chip loading the backgrounds and stage music 🎶 😁
It's kind've forgotten history but Capcom lost ALOT of their SF2 profits by overproducing the SSF2 cartridges for Genesis / SNES so I don't think they would even consider another SF2 port to those systems. SF2 was no longer a strong seller after Hyper fighting. The 3DO Soundtrack was so good!
As for SF Alpha, it was originally being designed for the purpose of being another hot seller as an eventual 16-bit port. (as 'Street Fighter Classic' or 'SFC') - See the the Mad Man's Cafe Istuno interview for more details.
I bought the Super Street Fighter II game for the SNES and hoped that there was a secret code to unlock Super Turbo at some point, but unfortunately that never happened. I too wish they made a Super Turbo port on the SNES.
@@bobhuynh1974 apparently theres a code you can put in for it to be turbo
@mickey912 you can make the game much faster but that's it.
@@mickey912 making it faster wont make it the same as super turbo/2x, frame data and moves are different, no throw techs, no supers etc
Couldn't someone just mod SSF2 add a turbo option to Genesis and SNES ? I didn't realize that turbo feature and adding Akums was such rocket science 😳 😅
@@bruceleeds7988 totally acknowledge and agreed. It’s one of those , here’s a teaser but not the whole thing 🤓
Thank you for using pics I emailed you ❤️
*SEGA CD and a cartridge with extra RAM inside could work I believe!* 💡
I just remember someone from Capcom at the time saying that there wasn't a cart big enough to handle a port on the 16-bit side. 32x carts would've faced similar restrictions.
I appreciate the info like this episode ! I vividly remember the days of the Street Fighter II home ports.
There was no way Sega / Capcom releasing a 32X or 32X / Sega CD combo at the time. Reasons being,
32X was a new peripheral for the Sega Genesis. Gamers were looking at the upcoming Saturn and PlayStation !
32X lacked an install base !
I love the Street Fighter II Series since the 90's, Wished Turbo be on the Sega CD back then
Great video!
Never heard of a sega cd/32x port. As an old guy now it seems interesting, but I do think it would have bombed if it released at the time. As an arcade rat back then, my friends and I were pretty sick of all the different versions of SF2 back then. Super Street Fighter 2 turbo machines in the arcade had no one playing them. Everyone wanted something new, and people were lined up on MK2/3, Killer Instinct, Primal Rage even. No one paid attention to the SF machines then, and Capcom were on the down cline. People think SF3 almost killed the series, but you could see it coming from Super Street Fighter 2 if you went to arcades each weekend to play. Those machines were dead.
this comment is way underrated
Thank you for your service. 🤩
I would’ve loved to have ssf2t on the snes! Great video! 👍
I needed Street Fighter Alpha on Genesis or 32x
Why not play the Saturn version? It's still technically Sega.
@@VOAN that is not the point
@@pipikakachu i was lucky to own a super Nintendo as a kid, i played countless hours of SF Alpha 2
In motion.
ruclips.net/video/s7OeJ9YIYCY/видео.html
@@stijnvonck1431 I owned a snes with Alpha 2 but it was at the end of the 16 bit era…for the most part of the 16 bit era, I had a Genesis but still rented the SNES from times to times.
Nice work…I’m still waiting for the Sega Mega CD version 🙏🏽
I remember playing it on 3DO. one of my friends picked up a Panasonic 3DO with a few games back in 1998 for $75.
It's interesting that plans for Super Street Fighter II Turbo were scrapped for the SNES, but Capcom managed to pull off Street Fighter Alpha 2 on the same console years later: a port that, despite the delay between rounds and the musical downgrade in the soundtrack, is still an amazing technical wonder given the hardware limitations.
To be fair, they were on for zero sales if they did, going by previous versions.
SFII sold over 6 million on SNES
SFII Turbo sold 4 million
Super SFII sold 2 million
If they were dropping by 2 million per release, and let's not forget were much more expensive than most other games ($80 instead of $50-60 because of the cartridge size) and it would have cost close to $100 as Capcom and Nintendo liked passing on the prices for larger carts, and adding a larger mark up on top, less sales for a game now costing $100 would have been a massive, MASSIVE failure.
Especially when people were buying PS1 and Saturn consoles at the time it would have released by.
Yeah, it would have been nice for us consumers at the time, apart from the price, but it would have been terrible for Capcom and just ate money instead of making it.
They used a very nifty form of compression for it like what Team Wolf & Namco used for the JP-only Tales of Phantasia SFC version.
There is story from the past that Capcom may have had a warehouse full of unsold cartilages of Super Street Fighter II. The game did not sell well on the Super Nintendo or Sega Genesis. Later on these games sold for $19.99 in stores. Many fans were happy with Street Fighter II Turbo & Special Champion Edition. Fans wanted Street Fighter III next not Super Street Fighter II. Now Street Fighter Alpha 2 is an amazing port on the Super Nintendo. The Street Fighter Alpha 2 Super Nintendo cartridge has an S-DD1 Chip to make the port possible. This explains why Nintendo published the game in 1996 due to needing a special chip. In 1994 Super Street Fighter II Turbo would have probably needed a special chip in the cartilage to run on the Super Nintendo that might not have been possible in 1994 or 1995 while also keeping the cost of the cartilage reasonable.
The name of your channel made me lol. Great work too! I’m glad the algorithm is putting you content out. I just liked, commented, and subbed 💪
Yes i always thought this also, if you have a Mega Everdrive pro you can play Street fighter 2 remastered on it with the 3DO music, while it isn’t “super Turbo it at least gives you a glimpse of what might have been on the 32x/Sega CD combo
That image of Akuma is the one i scanned from an old EGM insert back in 1995. You can see my poor Canvas (Photoshop like program on the mac) skills at the time editing out some writing at the top of his hair.
You are not alone with this, im happy to see some person think the same that me!.
I think was great sega cd /32x and i add pc Engine + super cd + arcade card.
This versions will be great, but capcom only wants super Nintendo...
We can see with SFA2..., i send a big huge from spain!!
I would say that it was easily possible to port Super Turbo to Super NES and Megadrive seeing as they both got Super. Super Turbo wasn't completely different (same sprites, same animation) so wouldn't have been restricted by memory size.
In fact the real mystery was why Capcom released Super instead of Super Turbo when the latter was already out in the arcades.
Anyway, probably the most likely reason to not release Super Turbo after Super was simple: sales. Super didn't have spectacular sales in the slightest, and with both consoles nearing the end it would have been silly to release yet another variation. Sega/Mega CD/32X was an addon that would have practically ensured that sales would have been terrible, so we can discount them completely.
But wait! How come they released SF Alpha 2 later on then, when I said that the Super NES was nearing the end of its life? I heard it was a condition from Nintendo to let Capcom publish for the N64 (which wasn't out yet) in order to continue to prop up the Super NES while the N64 was still not out. In other words a deliberate marketing and sales decision rather than a technical one.
On SNES I don't know if would be possible. Maybe... But on Mega Drive not only possible but would be amazing. It wouldn't not even be necessary the 32x or SEGA CD.
I remember thinking that it was odd they never released it SNES. But, I mean, they released Alpha 2, but not Alpha 1. So maybe A2 was in development where Super Turbo should have been.
I think one of the main things is if the game was going to come out it would have been in 1995 and by then arcade ports had pretty much dried up on 16-bit systems in favour of the new generation that had just kicked off and in comparison they would have looked outdated and probably wouldn't have sold too well. I can only imagine how Ultimate Mortal Kombat 3 sold on 16-bit systems over superior versions that were closer to the arcade games on the PlayStation and Saturn. Arcade ports made more sense if your hardware was some of the best on the market at the time if there was superior hardware out there that could do a better job it made much less sense as arcade hardware was developing at a very fast rate at that point in time and 16-bit hardware was having to make significant cutbacks to get a version of the game running.
Hopefully the homebrew scene can port it
I certainly would have gotten Super Turbo on SNES if it had come out, and I was disappointed that it didn't happen (especially with 3DO getting a port, and me not otherwise wanting or being able to afford a 3DO as a teenager back then).
That being said... I doubt that a port of Super Turbo for SNES or Genesis (let along the Genesis add-ons) was ever really on the table beyond maybe them "kicking the idea around the office." The sales of Super on SNES, as stated in the video, weren't great compared to the prior versions. While I personally had no problem with it, these gradual upgrades to SFII requiring a whole new game purchase was starting to take its toll and become somewhat controversial. While there may be some gameplay/balancing differences, on the surface level to the general gaming public, the only major differences would have been the super moves and Akuma as a hidden character (and to some extend speed, though they already added that element into the SNES port of Super).
Given what little there would have been to add to the game in terms of assets (again, mainly things like Akuma and super moves), I doubt that it was an issue of the game not being able to fit on a SNES cart. Given the minimal obvious differences, diminishing financial returns on the SF2 upgrades, and the fact that the SNES was heading towards the end of it's life cycle meant that releasing Super Turbo on it just didn't make much sense.
Super Street Fighter 2 on the snes apparently didn't sell well, at least in Europe (according to a magazine article I read back around 1995) which could be a reason why they decided to not bother with the slight upgrade turbo version. I think the Cart size for SSF2 was 32mb or thereabouts which was expensive to produce to the game itself was reasonably expensive to buy.
SSF2 was widely believed to be a rush release anyway with the turbo version supposedly being what it was meant to be, they just released the non turbo version because of an upcoming Mortal Kombat game which was getting a lot of hype.
7:15 nah I’m with you on that, supers are a pretty big deal
Great videos bro! Subscribed!
** Repost **
For those of you asking why Street Fighter Alpha 2 was released on the SNES, see the following video from Modern Vintage Gamer:
A closer look at Street Fighter Alpha 2 on the Super Nintendo | MVG [13m42s, uploaded 3/8/2021]
{link withheld - I believe RUclips removed my original post because I provided a link to another RUclips video}
This is too cool!
Just got this loaded on my Steam Deck using the 3D0 emulator from Emudeck. Hands down best SF2 port!
This was very intriguing thanks for the research young lady...👏🧐💯🥂
I'm sure today, somebody could homebrew a Street Fighter 2 32X/Sega CD combo :)
when I was a kid I had a choice to get a bike or a ps1 for Christmas... and I chosen the bike cause at that time I had all the video games I needed from the snes and compared street fighter alpha for the snes to my Friend's ps1 street fighter alpha and concluded they were the same lol ...its always a trip to memory lane with street fighter alpha for the snes
Thank you, i love classsic fighting games especially Arcade games
I do know that once developers found out sega of america has ceased the GENESIS 32X. Developers knew that they weren't gonna get paid even though if they have finished the game. So every single developer quit during development. It meant that's why we got some prototypes such as X-MEN Mind games on 32X that still need finished. It was just such a sad disaster for video gamers in America during the mid 90's.
7:17 and more importantly, Akuma !
The Japanese PCs got the Ports, FM Towns (Marty needed a 4MB upgrade), X68000 on 5x HD disks. a Capcom CPS Figher stick for the NES/Super Famicom was out and a 9pin adaptor would utilize the 6 buttons. in which I have them all
FM Towns got Super Turbo?
Ssf2 was on the fm towns as a pal of mine was jealous as he couldn't find Ssf2t anywhere. I had the jamma of Ssf2t as I use to borrow yes borrow it from work 👍🏼
I used to have the 3DO version in the mid '90s, that I lent to a coworker, along with the 3DO. Unfortunately, that coworker quit the job & I never saw my 3DO & SF2 Turbo game again. On a positive note, I have the SF C
I have the SF 30th Anniversary Collection & SF 2: The Final Challengers for Switch
Damn that was an asshole move, I never lent out anything anymore, if ONE person runs off with my stuff.
im jus happy she pronounced it S.N.E.S and not the other way. i can usually tell if someone really from that era on how they pronounce things
After playing SSF2T, I couldn't go back to SSF2, ever. Even when playing today's collections, why would I play the one without supers! 😅
I say they could have added Akuma to SSF2, I say that because he would have fit nicely to the game because he has no Super Move anyway, And a code to add the new Super Turbo Color costumes like they did when they had a code for SF2CE costume to SF2WW for SNES
Love these videos
I get that games were moving on from 16-bits at that time, but 3DO never had the same kind of install base, so it's hard to imagine that port being a more financially sound decision. On the other hand, maybe it was simply that much easier and worthwhile to port. Why go through all the asset conversion and feature/quality cuts to get it playing on an older system when they could keep it arcade-perfect and just port the coding.
0:45 other version have surpassed it's quality but wow that exclusive soundtrack is unmatched
7:09 "...you didn't have all the costumes, moves and you didn't have supers" And of course, No Akuma.
A snes or md port would ve been highly feasible...the not so huge ssf2 sales on these machines are to be damned on this matter
You should see Killer Instinct Gold running on my triple monitor setup 😁
Thank you Algorithm! This video was clean!
I reckon a 32X 64 Megabit card would have easily supported it.
I used to imagine something like Sonic and Knuckles cartridge but with Akuma on it. Well, you got the idea.
No you wouldn't attach Sonic Games on it.
If it was possible or not well... there's street fighter alpha 2, but also just look at Power Rangers Fighting Edition and Gundam Wing Endless duel. These games never chug like the street fighter ports and there's a whole lot more stuff going on too.
Not alone. Supers are rad AF.
I would of lost my shit having Super Street Fighter II Turbo on the Sega CD32X!!
Why would CAPCOM not follow up with a *Turbo* version of a Street Fighter game for one of the three most popular console platforms at that time? The only valid reason would be that there was a money disagreement at the time. Like they say: #followthemoneytrail.
big fan of the pc cd version of this game's music
Weird, I thought it came out on the Japanese SNES. I guess that was just in my head 😅 I probably just guess it when I played it on the Xbox sf 3 collection.
Good video, bad baseball cap
Exactly, they made Alpha 2 on SNES with the SFX2 chip, so I don't buy that it would have been too expensive to release SSFT2. Alpha almost certainly was far more hardware and Cartridge size intensive.
@@alexojideagu not super sfx 2 chip, it used a decompression chip. This special SDD1 chip allowed the rom to store and decompress graphics on the fly.
@@AI_Gaming_and_Technology Sure. I was thinking of Yoshi's Island 2.
@@alexojideagu SNES Yoshi island is such an incredible game. My second favourite platformer of all time second only to the incredible and amazing super mario bros 3.... gosh I'm old ha ha
At least they're released for the sega saturn and dreamcast. Which are great ports and the closest to the arcade original.
Dreamcast version is best I think as it has all 3 version of Akuma, which are Akuma, shin Aluma and Ten Akuma that has double air fireball and raging demon super in 1 player mode. Plus it's in full english with dip switch settings in unlocked secret menu. Dreamcast was my favourite machine... too bad it tanked.
I remember playing the turbo version on the snes and being able to change the speed, it had 10 levels of speed
Yes you could do a cheat and have 10 stars on sf2t just like megadrive sf2 sce
@@AI_Gaming_and_Technologyi didn't play that version. Just bought the turbo version, an extra $50 I think. Kind of sucks cause now a days it would be DLC
That would have been a great port on either if done right.
7:10 and no Akuma
I wish they made more 32x cd games. 😢
How about: Never seen SSF2 on any of both Xbox & PlayStation Consoles (From year 2000 until now)? Not even in the retro packages 25th, 30th or, 35th anniversary editions. :(
THE MORAL???, the companies like Nintendo, Capcom, MUST speak clearly about the REAL capabilities of the Snes, a thing that will be more than welcomed cause admiting that arcade perfect was something tangible opens up the possibility even for new markets, and having OFFICIAL licensed products is what we should get/deserve, and remember, if they aren't interested in doing these ports (arcade perfect, even attempting their resolutions, on Snes?, you'll never know), the thing is, others ARE INTERESTED, and maybe for free, just for the sake of playing arcade perfect on Snes, the ideal thing would be to have Capcom/Neo Geo/Konami/Nintendo doing releasing these games, i hear that the Snes is not "that" difficult to program. CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
I think a lot of these ports are programmers having fun at their job playing around with hardware. Gears of War was ported to the PS3 but never released it was just Epic programmers messing around at the office but it was never made to be release to the public.
Kool vid this would have been awesome to have n play thank u for posting
ST on the SNES would have been harder than SSF2 but easier than Alpha 2. I still have questions.
Didn't they have Alpha 2 by this point? The only extra character was Akuma. So my thought is they scrapped it in favor of STREET FIGHTER III.
Capcom skipped SNES and 32X / Sega CD ports because they were busy developing games for the... Dreamcast?????
Never heard of the 32 bit era?
Capcom Japan really supported the Sega Saturn very well.There was a 4 Mega memory expansion cart available for the Sega Saturn in Japan that made the Capcom Arcade fighting games arcade perfect. In fact Street Fighter Zero (Alpha) 3 was released for the Sega Saturn in Japan after the Dreamcast port.
I'm pretty sure there was a cheat code on the sega megadrive version of ssf2t the new challengers that made it turbo, not available on snes
I always wondered if it was possible to Demake or transition data from SSF2 Revival(GBA) and to the SSF2 (SNES) ROM.
i always wanderer why the game never came out on snes...
the console was MORE than capable of running the game (and sf alpha 2 DID came out to the console and its a far more complicated game to actually port)
and it was a fairly easy game to make (super was already out, so they had more than half of the assets already made)
the sega cd would have been a TERRIBLE choise, the load time on that cd drive was HUGE... the game would have turn out to be a dissaster.
32x could have worked (as i said, super was already on genesis, and they had more than half of turbo already made, and even when 32x would have looked washed out... its more than possible)
I have SNES unit,it broke but I have a copy of World Warrior,Hyper Fighting,And Super Street Fighter.No TURBO,It could have been FUN having SSF2T in SNES, Because new System at that time is expensive.So my next system that I wanna buy with Super Street Fighter 2 Turbo is 3DO CD.The Unit is expensive maybe around 15thousand Philippine Pesos Around US$ 269 back then.Maybe in today's Money is Big.
I was a Kid back then maybe around 15-17 yrs old.How can I produce that kind of Money?For a Kid studying and has allowance.I glad I didn't bought the 3DO because it's popularity Flup,Few library games etc..
Then came PlayStation, Finally in time period that I'm accurating Money for 3DO is diverted to Sony Playstation the Super Street Fighter 2 Turbo can be bought Cheaply on Pirate copy Disc.At least I played the game
Now Super Street Fighter 2 Turbo can be Downloaded as MAME ROM,PS1 iSO. The 3DO emulator I'm having a hard time setting it.Easy online to get it.
Buttom line, There's no fun playing Street Fighter 2 Turbo or any Fighting Games if you have no Human challenger, in time Ai playing is boring