Indeed, it plays flawlessly and all the combos are possible. Keep in mind, its size of 32megs is just a little fraction of the CPS2 originals size, and it's still complete, this fact alone makes it even more impressive. The "loading time" before each round can be a little annoying (and unnecessary, as it turned out later) but more important is they kept the whole game intact. It's often described as an "impossible port", and I can't agree more.
Some accurate (SF 2 games), some unique (Super Ghouls 'n Ghosts, U.N. Squadron) and even an "impossible" port (SF Alpha 2). Imo, Capcom did a good job by delivering some nice arcade feeling at home, even better considered the big differences in hardware specs.
I hadn't realized how much work Capcom did on many of their ports... SF Alpha 2, Kights of the Round, Magic Sword, Saturday Night Slam, Captain Commando... etc. They are all very similar to their Arcade namesake... WoW! 😍❤❤🔥
Interestingly, I know the SNES version of SFA2 could be further improved and tweaked in modern times to be even more impressive. And it's not like this version isn't already impressive for a game released on a 16-bit console over three decades ago. Similarly, I think every game here could be tweaked and improved further in modern times to be even more accurate to the original and impressive on SNES in modern times.
Wow, I didnt know there were so many CPS ports on to the SNES. The Street Fighter Alpha was supposed to be an impossible port. The prts seem to be all done very well, with some even having Mode 7 effects absent from the Original Arcade
If you played Alpha 2 on the SNES back in the day…it was sooooooo impressive. For a tiny 16bit system, Nintendo was able to push all that Alpha 2 data into a tiny 16meg cartridge. Holy hell…
Just compare SFA2 (Snes) to Gundam E.D., a true CPS2 gameplay experience from the same year (1996), in only 16 megs, SLOWROM, NO CHIPS, NO SLOWDOWNS, NO LOADINGS, FULLSCREEN (see the background viewer in the debugger), HUGE SPRITES. The best Snes games technically wise are SLOWROM, like Super Smash TV, TMNT Turtles in Time, Rendering Ranger, sharing the same characteristics as Gundam E.D., so we deserved better (arcade ports). CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
One thing that doesn’t come through in the comparisons is the gameplay. Some of the ports seems to play one for one with the arcade version so I imagine devs spent a lot of time there too Like Street fighter. Some other ports don’t play the same or are sluggish with significant slowdown such as Final Fight. But as you say, if they had unlimited cart size and more time to perfect it, I think it would have been closer to the arcade originals.
It's a small miracle that SF Alpha 2 even ran on a snes let alone was actually playable. Definitely pushing the SNES 's limits for sure. Essentially taking a 32 bit arcade game and porting it to a 16 bit console.
Then Charlie is Nash, M. Bison is Vega, and Akuma is Gouki in your version and the quote text is in Japanese kanji. And it's called Street Fighter Zero 2 in Japan. The US SNES and carts were redesigned to look different than Japan and Europe/UK systems and carts, and the buttons on the US controllers are two tones of purple than the colored buttons in Japan and Europe/UK. And Japan calls it Super Famicom, and elsewhere in the world it's called Super Nintendo Entertainment System. The Europe/UK version looks like the Japanese, but it's called SNES.
The Final Fight port was weak compared to the arcade version. The first version was missing Guy, industrial area, two player mode, and the US version was edited and censored. the sounds weren't as good and the music sounded cheap compared to the arcade.
Know this (continuing from my first comment), NEW ARCADE PERFECT ports for Snes WILL BE MADE, homebrewers will start "homebrewing", and i ENCOURAGE Nintendo to REVEAL/ADMIT the real capabilities of the Snes, cause 256x224 and the "35s Time Over" sprite option are the Snes "default" capabilities. The ideal would be having Capcom (or other companies) releasing ARCADE PERFECT PORTS for Snes, officially licensed products is the coolest thing for a fan, and i hope Nintendo/companies are interested in doing so, if not, many homebrewers are, and our patience as fans is not that much anymore, it's already been more than 30 years, that's A LOT. Again, revealing the true capabilities will be MORE THAN WELCOMED. CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
The SNES outdid the much more powerful PS1 with street fighter alpha 2 when it came to the intro sequence. Arcade accurate real time graphics on the SNES Vs a crappy,compressed FMV sequence on the playstation.
The Snes "tried"???, that never happened, YET. Fun fact, the Snes can display up to almost 2050 colors in modes 3 and 4 (BG1) and still have the other 256 colors at its disposal, and display up to 32 sprites of ANY SIZE (like 16x16 or even 32x32, which is a lot) on the same line with the "33s Range Over" option, the Snes is based on the X68000, the computer used by Capcom to make their games, and seeing all the easter eggs that Capcom shows us we can assume that Capcom "helped" design the Snes (the Alpha 1 original plans, the "Capcom Super Machine" in CvS Millenium fight, in Neo Geo Land stage), obviously Capcom knows the real capabilities of the Snes. As for the processor, if we take a look at the Motorola 68k (CPS1/CPS2, Neo Geo, Sega Genesis, etc), and knowing that the M68k runs at its 1/4 speed when dealing with external memory (games, obviously), and also knowing that the Snes' processor doesn't present that issue, we get similar numbers between CPS1 and SLOWROM and CPS2 and FASTROM, and, for the record, the "blast processing" hoax IS OVER, cause it's even slower than SLOWROM (numbers). The Snes also has the MSU1 technology incorporated, which makes a CD add on totally useless, for a really small glimpse take a look at the Killer Instinct arcade Mega patch. the Snes can also make use of its incredible sampling capabilities for reproducing any sound. CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI..
SF Alpha's port punched far beyond its weight class. While far from perfect, it is an amazing port
when I got this game on SNES back in 1997, I never needed to upgrade my system for a long time because Alpha 2 is one of my favorite Arcade games
Indeed, it plays flawlessly and all the combos are possible. Keep in mind, its size of 32megs is just a little fraction of the CPS2 originals size, and it's still complete, this fact alone makes it even more impressive. The "loading time" before each round can be a little annoying (and unnecessary, as it turned out later) but more important is they kept the whole game intact. It's often described as an "impossible port", and I can't agree more.
Some accurate (SF 2 games), some unique (Super Ghouls 'n Ghosts, U.N. Squadron) and even an "impossible" port (SF Alpha 2). Imo, Capcom did a good job by delivering some nice arcade feeling at home, even better considered the big differences in hardware specs.
I hadn't realized how much work Capcom did on many of their ports... SF Alpha 2, Kights of the Round, Magic Sword, Saturday Night Slam, Captain Commando... etc. They are all very similar to their Arcade namesake... WoW! 😍❤❤🔥
Interestingly, I know the SNES version of SFA2 could be further improved and tweaked in modern times to be even more impressive. And it's not like this version isn't already impressive for a game released on a 16-bit console over three decades ago.
Similarly, I think every game here could be tweaked and improved further in modern times to be even more accurate to the original and impressive on SNES in modern times.
Wow, I didnt know there were so many CPS ports on to the SNES. The Street Fighter Alpha was supposed to be an impossible port. The prts seem to be all done very well, with some even having Mode 7 effects absent from the Original Arcade
If you played Alpha 2 on the SNES back in the day…it was sooooooo impressive. For a tiny 16bit system, Nintendo was able to push all that Alpha 2 data into a tiny 16meg cartridge. Holy hell…
Just compare SFA2 (Snes) to Gundam E.D., a true CPS2 gameplay experience from the same year (1996), in only 16 megs, SLOWROM, NO CHIPS, NO SLOWDOWNS, NO LOADINGS, FULLSCREEN (see the background viewer in the debugger), HUGE SPRITES. The best Snes games technically wise are SLOWROM, like Super Smash TV, TMNT Turtles in Time, Rendering Ranger, sharing the same characteristics as Gundam E.D., so we deserved better (arcade ports). CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
One thing that doesn’t come through in the comparisons is the gameplay. Some of the ports seems to play one for one with the arcade version so I imagine devs spent a lot of time there too Like Street fighter. Some other ports don’t play the same or are sluggish with significant slowdown such as Final Fight. But as you say, if they had unlimited cart size and more time to perfect it, I think it would have been closer to the arcade originals.
Nice job!
Thanks!
It's a small miracle that SF Alpha 2 even ran on a snes let alone was actually playable. Definitely pushing the SNES 's limits for sure. Essentially taking a 32 bit arcade game and porting it to a 16 bit console.
That's why the cart had an expensive chip to compress the graphics data.
Not fair for super Pang, you should've compared that one with the Capcom-Mitchell hadrware game of the same name.
I have the Japanese version of this on my SFC. Best fighter on the console!
@@n64fan60 very nice!
Then Charlie is Nash, M. Bison is Vega, and Akuma is Gouki in your version and the quote text is in Japanese kanji. And it's called Street Fighter Zero 2 in Japan. The US SNES and carts were redesigned to look different than Japan and Europe/UK systems and carts, and the buttons on the US controllers are two tones of purple than the colored buttons in Japan and Europe/UK. And Japan calls it Super Famicom, and elsewhere in the world it's called Super Nintendo Entertainment System. The Europe/UK version looks like the Japanese, but it's called SNES.
Huge respect goes out to Nintendo for trying!! The cps2 to was a f..king beast compared to the snes..
The Final Fight port was weak compared to the arcade version. The first version was missing Guy, industrial area, two player mode, and the US version was edited and censored. the sounds weren't as good and the music sounded cheap compared to the arcade.
Chun-Li Ryu Rose Cammy Sagat Sakura
This was important at that time with the limitations.
Now it is useless matter.
Is it possible on Megadrive, that’s the question ??? 🤔🤔🤔
Snes best❤
Know this (continuing from my first comment), NEW ARCADE PERFECT ports for Snes WILL BE MADE, homebrewers will start "homebrewing", and i ENCOURAGE Nintendo to REVEAL/ADMIT the real capabilities of the Snes, cause 256x224 and the "35s Time Over" sprite option are the Snes "default" capabilities. The ideal would be having Capcom (or other companies) releasing ARCADE PERFECT PORTS for Snes, officially licensed products is the coolest thing for a fan, and i hope Nintendo/companies are interested in doing so, if not, many homebrewers are, and our patience as fans is not that much anymore, it's already been more than 30 years, that's A LOT. Again, revealing the true capabilities will be MORE THAN WELCOMED. CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI.
The SNES outdid the much more powerful PS1 with street fighter alpha 2 when it came to the intro sequence. Arcade accurate real time graphics on the SNES Vs a crappy,compressed FMV sequence on the playstation.
The Snes "tried"???, that never happened, YET. Fun fact, the Snes can display up to almost 2050 colors in modes 3 and 4 (BG1) and still have the other 256 colors at its disposal, and display up to 32 sprites of ANY SIZE (like 16x16 or even 32x32, which is a lot) on the same line with the "33s Range Over" option, the Snes is based on the X68000, the computer used by Capcom to make their games, and seeing all the easter eggs that Capcom shows us we can assume that Capcom "helped" design the Snes (the Alpha 1 original plans, the "Capcom Super Machine" in CvS Millenium fight, in Neo Geo Land stage), obviously Capcom knows the real capabilities of the Snes. As for the processor, if we take a look at the Motorola 68k (CPS1/CPS2, Neo Geo, Sega Genesis, etc), and knowing that the M68k runs at its 1/4 speed when dealing with external memory (games, obviously), and also knowing that the Snes' processor doesn't present that issue, we get similar numbers between CPS1 and SLOWROM and CPS2 and FASTROM, and, for the record, the "blast processing" hoax IS OVER, cause it's even slower than SLOWROM (numbers). The Snes also has the MSU1 technology incorporated, which makes a CD add on totally useless, for a really small glimpse take a look at the Killer Instinct arcade Mega patch. the Snes can also make use of its incredible sampling capabilities for reproducing any sound. CHRISTUS VINCIT, CHRISTUS IMPERAT. DEUS BENEDICAT TIBI..