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Super Street Fighter II Turbo (Arcade)

Super Street Fighter 2 X: Grand Master Challenge Arcade
Genre: Action
Perspective: Side view
Gameplay: Fighting
Visual: 2D scrolling, Fixed / Flip-screen
Interface: Direct Control
Published by: Capcom Co.
Developed by: Capcom Co.
Released: 1994
Platforms: Arcade Machine, 3DO Interactive Multiplayer, DOS

In Super Turbo, several new game mechanics were introduced, including the emergence of a series of super receptions (Super Combos). In the same game, there was a debut in the series (in the role of a secret character) Akuma, who from that time appeared in all other games of the series and other fighting games Capcom.
The Super Turbo was originally ported to the 3DO Interactive Multiplayer, and later to the PlayStation and Sega Saturn (called Super Street Fighter II Turbo: The Ultimate Championship) as part of the Street Fighter Collection compilation, and later to the Dreamcast console for the Japanese market under the name Super Street Fighter II X for Matching Service. Remake of the game, called Super Street Fighter II Turbo HD Remix, was released for network services Xbox Live Arcade and PlayStation Network in 2008.
Super Street Fighter II Turbo introduced some additions and innovations to the combat system, which passed from Super Street Fighter II.
The first and main innovation was the appearance in the series of concepts of super-tricks, which in the game are called Super Combo, pl. h. Super Combos, frog. supercombo). Usually, a super combo is a reinforced version of a specific special technique (for example, the riu synud hudoken will be an enhanced version of the usual hadoken, the senya-rap of Ken is an enhanced version of the shoruken, and so on) and can be performed under certain conditions, being able to inflict enemy significant damage for one-time use. Under the Super Combo, a special energy scale (Super Combo gauge) is assigned, each player located in the bottom corner of the screen and filling in when performing basic or special techniques on the opponent; between rounds it is not carried over. When the energy scale is full, the scale will be replaced with the inscription "SUPER", after which the player will be able to perform the attack with super-reception, having entered a special command for this. When performing super reception, the energy scale will be reduced to zero. The use of super-combos in combat is rewarded with bonus points; Attacking the opponent with a super-combo is accompanied by a specific "fiery" background. Each character has one Super Combo.
In Super Turbo was also introduced the ability to attack the enemy, who is in the air. While the previous editions of the game introduced several techniques that allowed the player to attack the opponent several times, Super Turbo was the first game in the series, where the advanced technique of air combos was introduced. Certain basic techniques allow the player to attack the opponent more than once in the air, and thus, "juggle" them. Such "juggling" techniques can be introduced into other similar techniques or super receptions. Changes affected the system of throws and captures, the damage from which it became possible to weaken, leaving them at a certain point after the capture.
Also, Super Turbo was the first game in the series (excluding home versions), where it was possible to adjust the speed. The speed can be configured in the system configuration by the arcade machine operator, or (if the parameter is set to free choice) at the beginning of the game by the player himself. The player can choose between three different speed parameters. The secret mini-games in the original game and the previous revisions were completely removed from the Super Turbo, as well as the Tournament Battle mode from the original Super Street Fighter II for 8 players. In addition, when the single pass is completed, a special illustration is displayed, one for each character; with a successful passing (without defeats in rounds), all these illustrations are alternately displayed during the final credits.
In Super Turbo crossed all the characters that were present in the previous update; for all characters, the default color scheme is used by default (for example, Ryu in Super Turbo by default wears black karategi and yellow hatimaki against white karategi and red hatimaki in previous versions).
In Super Turbo, each character has its own alternative version, for which you need to enter a special code, own for each character. The gameplay of alternative versions of all characters with minor changes is based on Super Street Fighter II (for example, Sagat in Super Turbo can reverse a weak kick in any special technique, while in Super Street Fighter II he could not do it). In addition, alternative versions of all characters by default use original color schemes from Street Fighter II and Super Street Fighter II.
This method has its strengths and weaknesses. On the one hand, the characters can not perform Super Combo and quickly exit the throw. On the other hand, some features of balance from SSFII are useful. For example, alternative versions of Ryu and Ken with the startup shoruken have the property of invulnerability, whereas "standard" versions of these same characters can be attacked at any time.
Also, the Super Turbo debuted the first in the entire series of the secret character Akuma (Goki in the Japanese version). In order to fight with him at the end of a single pass, the player must pass all eleven previous opponents (including the three intermediate bosses Balrog, Vega and Sagat) without using continuations and earn as many points as possible, or reach the final boss for less than than 25 minutes. As soon as the condition is met, at the beginning of the battle with Bayson, Akuma is in the arena, which then kills Bayson, attacking him with the syun-goku-satu technique; respectively, Akuma replaces Bayson as the final boss [K 3]. When playing with Akum, the mini-portrait of the character next to the health scale is completely black, and his name is not indicated. Also, a player can play for Akum by entering a special code for this, although his playable version is not as powerful as the version under the control of the computer. Despite this, Akuma is still a very dangerous fighter in combat, being capable of inflicting damage on special abilities comparable to Super Combo.