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Super Street Fighter II Turbo (DOS)

Super Street Fighter 2 Turbo DOS SSF2T
Genre: Action
Perspective: Side view
Visual: 2D scrolling, Fixed / flip-screen
Gameplay: Fighting
Interface: Direct control
Published by: GameTek
Developed by: Capcom Co.
Released: 1995
Super Street Fighter II Turbo DOS control keys
Super Street Fighter II Turbo, known in Japan under the name of Super Street Fighter II X: Grand Master Challenge, a multi-platform video game in the genre of fighting game series Street Fighter, developed and published by Capcom for the arcade in 1994. It is the fifth game in the sub-series Street Fighter II, following the Super Street Fighter II. Like its predecessor, Super Street Fighter II Turbo came out for the machines based on the system CP System II.
In Super Turbo introduced several new gaming techniques, including an appearance in the series of Super Combos. In the same game debut in the series (as a secret character) Akuma, who from that time show up in all the other games of the series and the other fighting games Capcom.
Super Street Fighter II Turbo DOS title screen
Super Turbo was originally ported to the console 3DO Interactive Multiplayer, and later on the PlayStation and Sega Saturn (called Super Street Fighter II Turbo: The Ultimate Championship) as part of the compilation Street Fighter Collection, and even later on the Dreamcast console for the Japanese market under the name Super Street Fighter II X for Matching Service. A remake of the game, titled Super Street Fighter II Turbo HD Remix, out of network services for Xbox Live Arcade and PlayStation Network in 2008.


Super Street Fighter II Turbo has introduced several innovations and additions to the combat system, had been transferred from Super Street Fighter II.
The first and main innovation was the emergence of a series of superpriemy that in a game called Super Combo (zharg. Supercombo). Usually Super Combo is a stronger version of a certain special moves (such as Cinco hadoken at Ryu is the Super Combo-hadokena normal version) and can be performed under certain conditions, being used for a maximum of two times the whole fight. Under the implementation of Super Combo has a special Super Combo gauge, each player is located in the lower corner of the screen and filling in the performance of basic or special moves on opponents. When the energy scale is full, the scale will be replaced by the words «SUPER» in English. The player can carry out the attack superpriemy by entering this particular team. When the superpriemy energy scale will be reduced to zero. If the opponent's character has been knocked out, being attacked by a Super Combo, then the backdrop will change to a specific arena, painted in red and yellow colors. Each character has one Super Combo.
In Super Turbo was also introduced to attack the enemy airborne. While the previous version of the game was introduced a few techniques that allow players to attack the enemy a few times, Super Turbo was the first game in the series, which was introduced advanced technology air combos. Certain basic techniques allow the player to attack an opponent more than once in the air, and thus "juggle" them. Such "juggling" techniques can be introduced to other similar devices or super-simple.
Also, Super Turbo was the first game in the series (excluding the home versions) that introduced the ability to configure the speed. The speed can be set in the configuration settings of the system operator or as an arcade machine (if the option is put on the free choice) at the beginning of the game by the player. The player may choose between three different speed settings. In addition, secret mini-games from previous audits games have been completely removed from the Super Turbo, as well as the Tournament Battle mode from the original Super Street Fighter II to 8 players.


In Super Turbo crossed all the characters, who were present in the previous apdeyte, where in Super Turbo for all the characters when they are selected, the default is different from the original color scheme (such as Ryu in Super Turbo is the default black and yellow karategi hatimaki, whereas in the original Street Fighter II had been the default white and red karategi hatimaki).
In Super Turbo, each character has its own alternative version to select which you want to enter a special code for each character their own. Gameplay alternate versions of all the characters, with minor changes based on the Super Street Fighter II (for example, Sagat in Super Turbo can overrule a weak kick to any SPETSPROM, whereas in Super Street Fighter II, he could not do it.) The alternate versions of all the characters have the default color scheme of the original 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 get out of the cast. On the other hand, some features of the balance of SSFII prove useful. For example, alternate versions of Ryu and Ken at startup seryukena virtually invulnerable, while the standard versions of the same characters can be attacked at any moment.
Also, Super Turbo debut of the first in the series of secret character Akuma (Gokey in the Japanese version). In order to fight him at the end of single player, the player has to go through all eleven previous opponents (including three sub-bosses Balrog, Vega, and Sagat) without the use of extensions and earn as many points or reach the final boss in less than 25 minutes. Once the condition is met, at the beginning of the battle c bison at his level is Akuma, who then kills a bison by attacking his technique hsiung-Goku-satsu, and then offers to the player to fight with him to test his abilities (in the international version, translated into English, this scene is deleted and after the killing of bison once the fight starts with an Akuma). When playing with Akuma, mini portray a character close to the scale of health is completely black, and his name is not specified. Also, the player can play as Akuma by entering a special code for this, although it is not a playable version so powerful as the version under computer control. Despite this, Akuma is still a very dangerous fighter combat, being able to apply the special moves damage comparable to the Super Combo.

Versions of the game

3DO Interactive Multiplayer

Version of the game for the 3DO console was released in Japan November 13, 1994 with subsequent releases in North America and Europe. Although the graphics in the port very carefully reproduced from the arcade version, compared to the previous ports for 16-bit platforms such as Super Street Fighter II for the SNES, backs some arenas do not scroll as you could do in the arcade version, the points system for perform a combo moved not the most accurate way, and the order of arcade fighters during the passage of a little different. While the load times significantly less standard CD-ROM of the time, the game is loaded when the player elementary movements such as jumping (especially when the characters are jumping two players). This version uses a rearranged version of the music from Super Street Fighter II for FM Towns (including several compositions characteristic of the Super Turbo). Also in this version, there is the possibility of simultaneous cancel button that was present in the arcade version of Street Fighter II to Hyper Fighting.


Version for MS-DOS, developed by Eurocom and published by Gametek, was published in May 1995 in North America and Europe. This version is almost identical to the arcade and uses a six-button gamepad for the game. Here there are secret input commands to use the original colors of the characters, as well as the movement cleaned version of the 3DO for lack of memory. Menu options include a variety of settings, such as enabling or disabling the parallax scrolling, allowing you to customize the game for the characteristics of the computer. The most significant change was the resolution of the game screen. The game runs at a resolution of 320 by 200 pixels at AT / PC-compatible computers, and graphic data has ported directly from the arcade version. Because of the narrower than in the arcade, the game screen, sprites characters appear larger. For the same reason, the distance between the character sprites in the beginning of the match a little narrower than in the arcade version. With the release of this version, it was seen various glitches, such as the landing of the characters and the recovery (usually after landing from a jump, if a fighter has been knocked out in the air base in the air intake). He was later released a patch to fix these errors, it was later fixed in version 1.5 for the retail release. Was also released a patch for version 1.6. For this version, as well as in the version on the 3DO, was remade music, although the arrangement of themes from this version is different from those in the version for the 3DO.


Version for home computers Amiga was also released Gametek and was developed by the studio Human Soft in 1996. This version is very close to the arcade, although suffering problems with animation and other minor flaws.

Sega Saturn and PlayStation

Super Turbo was included in the compilation Street Fighter Collections for the PlayStation and Sega Saturn, which included Super Street Fighter II on the same disc, while the second disc was placed on Street Fighter Alpha 2 Gold. Despite the fact that the port itself was carried out very carefully, the game encountered a minor glitch handling, due to which the management has ceased otzyvatsya during a melee in some arenas. Also, in this version there is a bug that allowed a player for Guile perform twice at a time SPETSPROM Sonic Boom. In connection with the release on CD-ROM, theme music began to play each level a little later for convenience only. It took a certain amount of time for the release of sub-series of games Street Fighter II on the PlayStation and Sega Saturn, as Capcom at this time already worked on the subseries for Street Fighter Alpha arcade.


Version for Dreamcast, known as Super Street Fighter II X for Matching Service, came out December 22, 2000 in Japan was only available through the store Dreamcast Direct (later Sega Direct). This version includes the VS-mode network that is compatible with the service «Matching Service», compatible with analog modems. Matching Service office was closed on 1 September 2003. Bonus levels from the original Street Fighter II, carved out of the arcade version, were returned in this version. Port is made much better quality than the PlayStation and Sega Saturn, as almost nothing has been changed, with some exceptions: when the player certain conditions, he was able to play for real Akuma, who has much more combat capabilities than normal Akuma; present opportunity to play for a special version of Akuma called Ten Gouki, which can use the technique hsiung-Goku-satsu as Super Combo; other secret options are also available.

Game Boy Advance

Version for Game Boy Advance, known as Super Street Fighter II Turbo Revival, out June 13, 2001 in Japan, with subsequent releases in North America and Europe. For this version were developed completely new start screen and illustrations for the characters. Since there are only four GBA action buttons, they can be easily customized. Although most of the sprites was moved from version Super Street Fighter II for the SNES, new techniques of characters added to Super Turbo, using sprites from the arcade version. As a consequence, different characters can grow in size if certain techniques, such as a powerful kick from Guile. Also, perhaps, when moving the player to the enemy uses the same sprites as those used in moving from the enemy. Only Akuma sprites used completely from the arcade version, and thus its motion sprites are different from the rest.
Arena battles with Ryu, Ken, Zangieva and bison are completely new, while the level of Chunli moved from Street Fighter Alpha 2, and the level of the Balrog - from Street Fighter Alpha 3. It also has Akuma specific level based on the level of Ryu, but differs from it colors. All of the characters to voice has been taken from the arcade version (except for Ryu, for which the voice has been taken from the original Street Fighter II, and Akuma, for which the voice is taken from the series Street Fighter Alpha). Most of the music in this version rearranged by the hardware capabilities of the platform, but the version that the characters are played at drawing characters critical hit, taken from the arcade version. Also, in this version there are eksljuzivnye remixes.
Akuma in this version can use the technique hsiung-Goku-satsu as a super-simple, whereas in the arcade version of this possibility otstutstvovala. The player can also unlock the ability to play for the "true" Akum, which can also be used hsiung-Goku-satsu.

PlayStation 2 and Xbox

Super Turbo is included in the compilation Capcom Classics Collection Vol. 2 for the PS2 and Xbox. Although the first part of the compilation included the first three games of the sub-series Street Fighter II, the second part has got only Super Turbo, while Super Street Fighter II was not included there.

PlayStation 3 and Xbox 360

In 2008, Capcom released for network services PlayStation Network and Xbox Live Arcade downloadable game remake c emphasis on multiplayer, Developed by Backbone Entertainment and was named Super Street Fighter II Turbo HD Remix. The game uses a completely reworked under the HDTV format graphics and changed the balance of the characters, based on the source code of Super Street Fighter II X for Matching Service for the Dreamcast.

Estimates in the gaming press

At issue Gamest for January 30, 1995, Super Street Fighter II X (outside of Japan - Super Street Fighter II Turbo) took fourth place in the categories "Best Game 1994" and "Best Fighting Game", but did not win any seats on other nominations. [3] Magazine Famitsu rated version of the game for the 3DO console in 29 points out of a possibly 40.