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Game info

Super Street Fighter II Turbo

Super Street Fighter II Turbo
Reviewed byndial
Super Street Fighter II Turbo (or Super Street Fighter II X: Grand Master Challenge in Japan), is the fifth version of Street Fighter II. The game was originally released in 1992 by Capcom for the arcades. To this day SFII is a favorite old-school game and still recognized by many gamers around the world as one of the best fighting games ever. The 3DO version was initially released in November 13, 1994 in Japan and later in North America and Europe.
Super Street Fighter II TurboSTORY / GAMEPLAY
Super Street Fighter II Turbo was released in 1994 and features three different speed settings (hence the name "Turbo") plus some new moves and animations in all the existing characters! Also, Akuma makes his debut on this very game! Should the player succeed in defeating all eight preliminary opponents as well as Balrog, Vega, and Sagat without using any continues and achieve a high score or reach the final fight in less than 25 minutes, Akuma will reveal himself. The game also introduced the Super Combo techniques to the SF series. Super Street Fighter II X/Turbo allows you to choose among 16 readily available characters. Two of these are the original playable characters from Street Fighter: Ryu (the game's protagonist) who is a Japanese karate champion and his best friend Ken an American karate champion. The game allows players to play with some variations of the original characters (officially dubbed as "Super characters") in addition to their regular counterparts in the game, by inputting a code for each character. The character moves and fights as in the original Super Street Fighter II with some subtle differences. For example, Super Sagat in Super SFII Turbo can now cancel his short kick into any special move, whereas in Street Fighter II he just couldn't. Note that, the most obvious disadvantage on the 3DO version is that the Old characters are completely missing.

Although the 3DO version looks stunning and plays great, it lacks some extra animations from the original. For example, all of Zangief's ducking punches use the same animation. While the graphics are more accurately reproduced, compared to the previous gen (16bit) console versions (such as the Nintendo Super NES), some of the backgrounds do not scroll at all, the score system when performing combos is not accurately reproduced and the order of opponents during the single player mode is a bit different. Although the loading times are considerably shorter due to the console's CD-ROM, the game loads during a battle by the time a player performs an elaborate move (like jumping) and especially when both characters jump at the same time). Soundwise the game offers a nice remixed music from the FM Towns' Super Street Fighter II (with a few additional remixes that were composed specifically for Super SFII Turbo). The sampled sound effects are excellent, much like in all Street Fighter games, giving an intense atmosphere to the game.
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
  • Super Street Fighter II Turbo
Gameplay sample
Hardware information


3DOCPU: 32-bit 12.5 MHz RISC CPU ARM60
MEMORY: 2 MB of main RAM
GRAPHICS: 1MB VRAM, Resolution 640x480, 320x240 60 Hz for NTSC version, and 768x576, 384x288 50 Hz for PAL version with either 16 bit color (from 24 bits) or 24 bit, Two accelerated video co-processors capable of producing 9-16 million pixels per second (36-64 megapix/s interpolated), distorted, scaled, rotated and texture mapped.
SOUND: 16-bit stereo, 44.1 kHz sound sampling rate, Custom 20-bit Digital signal processor (DSP)
The 3DO (default) color palette
24bit RGB 16,7 million-color palette (16,7M on screen)
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