Too BIG For Sega Mega Drive? - Super Street Fighter 2 Retrospective
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- เผยแพร่เมื่อ 11 ต.ค. 2024
- In 1994 Capcom sought to port their latest Street Fighter 2 update to 16-bit consoles.
Running off the brand new CPS2 arcade board, was the gargantuan Super Street Fighter 2 - The New Challengers too big for the humble Mega Drive?
Dan the Mega Driver looks back at the impossible port...
Despite the poor audio quality, I absolutely love the Genesis/Mega Drive port of Super Street Fighter 2! I even have fond memories with some of those weird grungy interpretations of the stage music. I played it all the time back in the day, and it introduced my favorite Street Fighter character, Cammy. It also still has that great gameplay, and that's what kept me coming back.
Great video!
You're absolutely right. This is the best 16-bit home fighter. I don't care about the audio, nobody does. The gameplay was excellent and super balanced.
Agree with u guys
@HatStackMike There was blood on the difhters after you defeat them. unlike the SNES, which was censored.
100% agree. The 6 button controller for the Genesis and the Saturn were perfect for fightering games
@@rnb2827 yeah especially with that revolving d-pad they had on the Genesis and Saturn.
Great video Dan! As you could probably guess, I grabbed Super SF2 back at the time, I was pretty hyped for it. I did enjoy it, but when it came down to it, SCE was the version I’d always go back to, probably because of a lot of the reasons you cover. It just made it not quite as great of a package as SCE for me, even though I would have to say I still played it a ton back before I got SF Alpha 1 on the Saturn.
It’s so cool what the modding community are doing with these games, it’s awesome to see them freshened up in the way that they have, and Omega SF2 really is looking amazing! I’m looking forward to seeing how that turns out!
Fantastic stuff as always mate, nice one!
I'm glad you mentioned the Lord Hiryu rom hack. The graphical and colour improvements in his version of the game cannot be stated enough! It really is that incredible and more people should know about it. It's visually how the game should have released, but Capcom got lazy with the port. I've combined it with some other audio hacks to make what I feel is by far the best 16bit version.
i dunno, i liked the original colors. What it really pisses me is when the rom hacks also try to "improve" the game changing the life bars and or text fonts. Some of this changes don´t look very good when watched on real hardware and using composite video.
The voice samples sounding like crap was intentionally done by capcom. It was a single line of code that was fixed a few years back, and the fix did not increase the rom size.
Crapcom because they were nintendos bitch
@@TheZudah I don't understand why they sometimes do so. The official version of SF Alpha 2 for SNES has a short "loading time" before each round, later it turned out it was unnecessary and easy to fix with a simple patch. It was also just a little coding thing, and also the games size remained the same, 32meg. Capcom should fix such little but annoying things before they throw their products at the market.
The same Capcom who off the back of both SF2 Special Champion Edition and Super SF2 would go on to become one of Sega’s biggest third party allies on the Saturn and Dreamcast?
@greensun1334 I've never understood why the "Street Fighter 30th Aniversary Collection" only features the inferior vanilla version of Street Fighter Alpha 3 instead of the far superior "Upper" version which includes many additional fighters. Also, the version of "Street Fighter Champion Edition" featured in the collection contains a bug, which means the game difficulty is jacked up to the hilt. The version is no fun to play because the CPU is reading your every input and has lightning fast reactions.
@@greensun1334 it wasn't unnecessary, they aren't stupid. They had reasons to load the sound like that, with lags. You could not had the fix in the original cartridge.
I played sce to death of the genesis , but ssf2 was just everything plus icing.
I don’t see why people are so disappointed.
Sce was scratchy in sound ssf2 just switches everything to softer sound using mono added more and was just beautiful
It's one of those things where people these days that have a more sophisticated understanding of what was possible at the time pretend as if people at the time actually noticed or cared. Yes, I noticed that the audio was low on the game, no I didn't care. Yes, the audio is scratchy, no it doesn't matter. There's no way I would ever take special champion edition over ssf2. It's a total no-brainer for those of us that actually spent a lot of time with both.
exactly it was what we had at home.!
.
It’s not like the snes was way better.!
U had 2 different battles…..
Pick the sound that sounded like it echos from out an empty bathroom Or the other which was a bit scratchy.
Because to me the snes was very annoying with its double sound and muffled, bathroom echo sounding signature twang, that capcom seem to over use .
Yes it did sound clearer but it was annoying that it sounded low and far away & had this double and triple eco effect .
.
.
At the time they was what we had and we loved every single
Minute of which ever one we had because. It was ether that or 😢the arcade & I was a kid so the arcade was not a viable option every single day.!
,
This was magical to see super street fighter 2 on my tv at home anytime of day.
.
And it just feel better and the snes to me in every way.
SNES
I was never good at it, but I loved playing this on my Mega Drive. Street Fighter 2 was just a nice world to stay in for a while, even if I was getting the sh't beaten out of me
Using the 3 button controller was the real fight.
This game is reason why everybody got the 6 buttons controller which is one of THE BEST controllers for fighting games to this day! It was only surpassed by the Saturn controller
You can get used to it. I play it that way and have mastered the art of pressing the start button to switch punches and kicks. 😆
I used to play this game on the genesis all the time when I was a kid... I didnt realize the audio was so bad until all of these youtube videos pointed it out 😅
Compared to the SNES its generally bad. But still i like Ryu´s stage music, Fei Long´s and T-Hawk´s are also pretty good, not spectacular but better than other tunes in the game.
@@jsr734 I wouldn't consider the Megadrive version as bad, but compared to the SNES version, it definitely looks and sounds inferior, some people would describe it as ugly. After all, the gameplay is the most important thing, and both play the same.
I'll never forget seeing just the front cover of this and couldn’t wait to get it home!
Such good times. Remember the day my brother came home and said a new girl was coming to Street Fighter. Rushed to the supermarket and bought my first GamePro, then begged u til getting a subscription. Still have that issue...
Until very recently my favorite SF2 game was on 3DO but I really appreciated the attempt of this game going in as much as it could... Not quite as impressive as the PC Engine release on that front but still great😊
Just like many DOOM ports were cut back due to most developers using the watered down Jaguar port as a starting point, SF2 ports faced the same fate as Capcom prioritized the SNES and basically all assets, from characters, to scenery and more were used as a base, the PC-Engine, Mega Drive and even the DOS port of SSF2 are based on the SNES assets. Characters are much smaller (Ken and Ryu have three toes, and so on. Also, ports ended with top/bottom bars, as the SNES limited resources forced them to squeeze every inch of performance they could.
Now, Capcom also was very weak, not too dissimilar from Konami, as far as getting decent sound effects and voices from the Mega Drive, they just didn't care enough, and like you mentioned in this video, not only SSF2, but also SF2SCE received the enhanced sound/colors treatment, showing that it was either proposital, or they were almost deaf.
The Mega Drive could even do KOF94, 95, what limits the machine the most is the cartridge sizes, which would be expensive at the time, we can now see Real Bout FF Special showing that, a 1988 console can achieve almost 32-bit quality visuals and that is very impressive.
With all that, I still think the SNES could have received much better versions of said games, too, when developers knew how to, they pulled off impressive stuff, it's a matter of time, know-how and talent.
It might be just me with this, but even being a limitation, I find MKII on the Mega Drive great visually, the grainier visuals give it a great vibe, I only miss the extra animations and sprites that are absent from the backgrounds.
Real Bout Genesis looks quite different. Look at the color and background layers. It's 40meg, the Neo Geo original has 600meg or so. There is quite a difference in looks (animations, scroll layers, coloration) and sound quality.
@@greensun1334 That's expected and obvious.
The snes version really suffers with baffling wet squelchy impact sounds. The Megadrive has pretty much the same satisfying crunch to block/attacks as the arcade.
This was the first Megadrive SF2 game I bought, last time round I bought SF2 Turbo on SNES over SCE. I remember the Megadrive version of SSF2 came out a lot earlier. I do remember being disappointed with the sound, however it played better than the SNES virtue simply because the 6 button layout was better.
The SNES versions of the game were definitely more sluggish as well.
@mashk I agree with u yes the audio was a big let down compared to they did with Special Champion Edition Mega Drive I don’t know what they were thinking but hey at least they got the gameplay feel perfect plays beautiful with the 6 button pad
@@SeveredLegs No, i have both and they both play good, even with their respective original controllers (i´m looking at you standard Sega 3 button controller :)
@@thehumbleone1983 At least they added a bit of stereo panning in some bgm´s (Feilong´s music sound great) compared to the mono audio only from Champion Edition.
@@jsr734 indeed, I have all versions of 16bit SF games, played them to death, and they play the same on both platforms (except the additional fourth star game speed in SSF2 on MD of course. SF2 SCE has up to 10*, and SF2 Turbo on SNES has 4*, but with a simple cheat you can play with up to 10* as well), and also the same combos are possible (some chain combos need to be better timed on SNES (they don't "removed" them, like often claimed), and besides one certain Ryu/Ken combo, everything is possible since both ports, since they used the same source code and the moves have equal framerates, this goes for SF2 Super and SF2 Turbo/SCE of course). Neither port is more or less "sluggish" than the other, the differences are in graphics/sound quality and intros/outros, just minor things so to speak, but not in gameplay.
I paid £60 for that cartridge was expensive at the time but had to have it
Check the arms movement on the intro.
MD's version Ryu's forearms are "rotating", SuperNIN it does not.😉
Gen does what nintendon't😁😅
Glad someone bought up the extra intro animation.
SNES has 3 background layers, Megadrive has only 2. And some missing background animations in certain stages compared to the SNES port. Both versions have their pros and cons.
@@greensun1334 Yep. Its weird that they decided to add extra animation to the intro opening but removed animations from the ingame stages, even removing and extra frame of animation from a girl in the background in Guile´s stage that was present in Champion Edition. 🤔
@@jsr734 yep, I also noticed that, and the guitar player on the right and the couple on the left side of Dee Jays stage aren't animated and a full layer is missing. Or look the scrolling clouds/moon and the castle in Ryu's background, it's a still image on MD, and on SNES both scrolls freely. I'm sure there is some more to point out. Sure, it has to do with the systems capabilities (MD: 2 scroll layers plus sprites, SNES up to 4 plus sprites), but with this huge and bigger cart size, it should have at least the same background animations. That's why I can't decide which version is the better one, both have their fair share of good features.
I told this before in other similar posts:
SF2SCE and SSF2 are just lazy Snes ports, they are both based on low res Snes assets and are not made with Megadrive hardware in mind from scratch.
Both games don't justify what Megadrive can really do in terms of visuals, only Eternal Champions is the best example of the Megadrive's capabilities.
Street Fighter II Special Champion Edition - The story of the definitive 16-bit port
th-cam.com/video/93fCn-zHKC4/w-d-xo.html
@@SEGAGuys What do you want to tell me with this? Does it changes anything that its Snes based?
@@vasileios6301 "lazy SNES ports" - I get your point about the resolution thing, but keep in mind, the 16bit Street Fighter games are some (if not the) best arcade to 16bit home console ports of any fighting game. Whatever, do you think Eternal Champions is the better game? I don't think so.
@@greensun1334 No I never said Eternal Champions is a better game, definately not. But in terms of graphics yes it is! Just look at its huge animated sprites and backgrounds- its like a Neogeo game lookalike.
Capcom should have ported SF2SCE straight from the arcades on the Megadrive, not straight from the Snes. The result would be much different and we could have the truly definitive version. They chose the easy cash crab road that doesnt justify the hardware.
@@vasileios6301 Eternal Champions looks like a Neo Geo game? Not really, there's still a huge difference, even to low tier titles like World Heroes 1. It's also a matter of cart size, scroll layers and coloration. Yes, like I said, I get your point, but I'm not sure if the outcome would've been better.
Great retrospective Dan. As I mentioned on your Twitter post, this was the first time I ever experienced regional lockout on my Megadrive. I'd picked up a Genesis copy of it when I was on holiday in Canada and it didn't twatting work - it came up with a message about how it wasn't for this region (unlike the Genesis version of Thunderforce 3 I'd bought over there a few years previously, which worked no problems or all the Japanese MD games I had, which worked with a simple adapter). I had to buy an Action Replay for it. The NTSC Vs PAL thing REALLY made the game seem noticeably slower, especially the music. It was an incredibly ambitious port, but I ultimately regretted spending so much dosh on it(inc. the Action Replay) for what ultimately was just 4 new characters and some extra faetures, when I really considered Special Champion Edition more of an enjoyable experience, and I could've used that cash for a new and original title.
Thankfully the Genesis has the rom hacks made by Lordhiryu that greatly improves how both games look. he did a really good job at making the colors o the Genesis look as close as possible to the arcade and even added extra details that were missing in the backgrounds. the sound hack also helps a lot, too.
@@HellTantrumbull You know to me, as someone who played a ton of it, I don't really think the new colors and the new sounds are really that great, although I do admit they are better. It just doesn't matter to me that much cuz the game plays so well.
@@SeveredLegs I think Capcom did a good job with the colors. They were aware that the Genesis could not replicate the original CPS2 colors.
There is also a hack for the SNES version that try for a more accurate color palette.
@@jsr734 the problem with the snes version is the sluggish game play and muted sound effects.
@@SeveredLegs I don´t know what SNES version you are playing but by american copy plays just fine and the sound effects and background music sound sharp and nice.
Great video Dan,
I had Champion edition, and luckly found and bought Super with a great 6 button gamepad. My genesis had that cardrige in for months.
Happy years.
Then Saturn with Alphas. Happier years.
Saturn gamepads I still have today.
Agreed - Saturn pads are phenomenal. Even use one for the PC currently, when analog sticks aren't required. The Nights controller was my go to for X-Men vs Street Fighter. Purchased that game over Panzer Dragoon Saga and no regrets. 👍
Are you able to provide a reference to the OMEGA SSF2T port? That looks really exciting!!!
I really like my fighters slow and deliberate. Never understood the fun in having everything turbo.
I never really liked Mortal Kombat that much. I prefer Street Fighter, even the sound was already bad back in the day. Eternal Champions was also a good contender in my book.
It didn't look or sound as nice as arcade but the gameplay, the physics and overall feel felt exactly like playing the arcade but to me the megadrive was my favourite way to play because that 6 button controllers layout and d pad was a dream for Street fighter
However, for me, the Snes controller was much better for Mortal 2. Having block on the shoulder button just feels right
The SNES also had 6 button controllers available, even from Capcom itself.
I didn't play in arcades much, so I was rating these on how good they were as console games. The colours and sound weren't a deal breaker on Mega Drive because it played great. For gameplay, the Street Fighter games were all brilliant on SNES and Mega Drive.
Capcom messed up the sound and Colours, Glad colours and voices are mostly fixed now and with a Mega Everdrive pro you can play with arcade music and it makes the game so much better but SF2 SCE is a better port.
Good call. My favorite of MD+ or msumd versions is definitely the DOS soundtrack one. That music was randomly good, for whatever reason. Better than the arcade for sure.
Sega version played the best out of the two western versions. It actually plays like the arcade version with all the combs.
With sonic 2 and streets of rage 2, it's my first proper videogame ever. I'm very fond to this particular version for that, and thanks to that i love those franchises in a very special way
BEST version of Fei Long's theme!
They could have just put it on the sega cd
A real shame we never got a Sega CD version! - Dan
This would've made so much sense, the sound would have been perfect. Guess it wouldn't have sold quite so many copies though...
Or the 32x
The SEGA CD wasn’t fast enough.
No nobody plays Sega cd SEGA GENESIS is more popular
Arguably the best game ever produced imo
MK 2 port was outstanding on the MD too
Great times to be a young gamer and fond memories of each title, their anticipation and arrival
The cost was high £120 for the game and 2 6 button controllers (that was a lot back then) especially for a 16 year old me!!
Still got my originals and the MD to this day
A great Sega Channel and some quality content
Thanks fellas
I won't rest in peace until the 32X version of Super Street Fighter 2 has been released. No audio or color compromises. Only then can Sega Fans brag about our superior version of this game.
Aah top vid dude - loads of great stuff in there and enjoyed hearing about it! But noooooo… tell me it can’t be true that you defected to the dark side?! 😂
100% agree with you there Dibbs. Same reason I ultimately always preferred SCE.
Super Street Fighter 2 on the Mega drive/Genesis was a huge 40 meg cart. It was a 32 meg cart on the Super Nintendo. The fact that Sega and Capcom were able to cram Super SF2 onto a cart was no easy feat. This is why Super SF2 was $70 when it originally released. It was literally pushing 16 bit hardware to it's limits.
From an expense side yes. There are carts 4x bigger these days because chips are super cheap these days. If chips were cheap in the early 90's the games would have been much more polished with many more frames of animation as the rest of the chipset could handle it. Unfortunately in 1990+ a few megs of cartridge memory could add $20+ per cart. The neo geo had 200meg carts that cost $250-$299 per game in the same years.
@@atomiswave1971 4x bigger than SSF2? A 160meg Megadrive game doesn't exist, that's for sure. The biggest MD game, Paprium, is 80meg.
@@greensun1334 I stand corrected.
Loved street fighter 2 coincede with the happiest times of my life great times with family and friends met so many new friends because of this game, remembered some excuse from Capcom when world warrior went to SNES that a port on megadrive/genesis was impossible cos of the arcade colours, sound and scailing floor was not possible on the sega system. Waiting so long for it i eventually got the SNES for sf2 and anticipating Sf2 turbo which was essentially same game as special championship edition (minus the multiplayer modes), was not happy when i found out sce was coming out after i got snes as saved so much pocket monet to buy the snes! Shame i never played either version of sf2 on the megadrive as it died before super sf2 came out. Miss the sf2 days!
Suffice it to say, my only problem with the Genesis version is the sound. SF2SCE had better quality music than SSF2. They definitely regressed in the sound department, but I played the hell outta this game. My friends and I couldn’t wait to play each other every weekend. I’m showing my age here, but I was 10 years old when my dad purchased this game for me in 1994.
GameDevBoss is proving that the Genesis was a beast of a machine for its time, the devs just didn’t know how to extract all of its potential! Excited to see what will become of Omega SSF2T.
Music. Music. Music. Lost so much from it here
Yeah, Cammy´s stage suffered terrible, but the most offencive is Guile´s stage music. That is real ear torture.
"Built form the ground up" My ass. Capcom clearly reused the SNES version sprites for its ports to Megadrive/Genesis and PCE. That is why all the console ports used 256x224 resolution modes, to make cross-platform games development easier and quicker.
I personally think the inclusion of a mapper chip was an aftertought. They probably realized at some point in development that the Genesis cart would need to hold more data than the SNES cart, just to port the same amount of content as sampled voice samples and instruments would take more memory on the Megadrive. So they decided to include a mapper chip just to fit all the SNES content but now they had all that extra space, and, what was the easiest way to fill that extra space? Adding a few extra pictures for the characters endings and some extra few frames of animation to the intro Ryu´s fireball animation, and basically that. Yep, they used an extra 1Mbyte (8Mbits) just for that, and still there are missing deatils in the backgrounds and missing bg layers compared to the SNES version.
Also, what happened at 9:37? That SNES video capture sounds as if is dropping many frames and the sound is continuosly cutting off and in very low quality too.
I remember my mother giving me £100 to spend towards my Christmas presents, and all I came home with were 2 Megadrive games. Street Fighter Champion Ed, and Ali boxing. She was gobsmacked that I'd paid over £70 for a game lol. For all of it's flaws, and the fact Capcom just wanted to get the game out before the Christmas period I loved it. Yes the sound effects are bad (especially the elephants!), but the gameplay itself for me is still the best out of that entire 16bit era. The snes had the better sound effects, and more polished graphics. But for sheer gameplay? For me it was the Sega version. The years gone by proved that Capcom could have done a much better job if they had wanted, but personally I as happy with it.
The arcade version had speed options. They had to be set by the arcade operator. Turbo gave you the option on fighter select
Ha, I was the same. Bought champion edition and then went on to MK2. I couldn’t afford super SF2 back then.
MK2 was/ is the best version of that licence ever, it also whipped ssf2 as we had in the arcade spent a few years playing the same game with a miniscule change
I had a very similar gaming experience like you Dan only i grew up in Australia i remember when I first got MD Special Champion Edition I loved it the game was good but could have been great as proved by Lord Pyron just as you mentioned in ur video and I totally agree with everything in ur video as for me I missed SSF2 MD too back then when it first released ended up getting it later on yes the audio was a big let down but the gameplay feels and plays great especially with the 6 button pad for me SSF2 was good as is but we all know the mighty mega drive was more than capable it’s just CapCom seem to always screw us Sega Boys back then that’s how I felt looking back now but hey its all good cause we have really special talented people like Lord Pyron , Rheo Gamer , Master Linkuei and many others spoiling us with remakes / ports and demos showing how great the mega drive was and I can’t wait to see more of the Omega you mention Dan thanks for a great video mate 👍🏻
The Megdrive had Sonic 3 and Knuckles. There is no way this was bigger than those 2 games
It is. With a size of 40megs Super Street Fighter 2 is the biggest official Megadrive game.
Sonic 3 & Knuckles is 32 megabit (with 2 megabit as a patch for Sonic 2 on the S&K cart, I read). So yes, SSF2 is the biggest.
Weird, right. I would have expected much more content (extra animation frames for the characters, more background layers and animations) for that 5 Megabyte (40 Megabit) cart over the SNES 4 Megabyte (32 Mbit)
😊 I disagree with the maker of the video that the game was slow. It was definitely slower, but that was by design. There's no reason to make it faster, it's a pretty balanced fighting game as is.
Back in the NES games developers augmented their games with special sound chips, etc. It wouldn’t have been for free bus SEGA could have helped CAPCOM with addressing the voices. Still, having owned both the SNES and Genesis version, I prefer the SEGA version. It just runs smoother.
I wonder what happened with the sound in this port. I mean, the Mega Drive’s sound chip obviously is capable of something a lot better than this.
Very likely and inexperienced musician that was trying to mimic the SNES version music and somewhat FAILED in most cases. 😆
My googlefu isn't working.
I can't find any info on omega super street fighter 2.
Do you have a link?
Same here, I'm really interested in what the megadrive could do with a ground up port
th-cam.com/video/z2dK8ok_0s0/w-d-xo.html
@@rudolphpokorny610 th-cam.com/video/z2dK8ok_0s0/w-d-xo.html
Good stuff, glad you mentioned the hacks as it fixes the only 2 issues originally holding it back with color correction and audio sample quality boost which proves it was always totally possible with enough care and effort. The Sega Gen/MD & CD suffered from some poor color translations during porting of titles that didn't make smart use of the system's color palette, usually from automated process, R.O.T.D. being most egregious. Anyway, this is a great related video, SSF2T... imagine 32X or if they actually made smart use of the Sega CD instead of FMV... th-cam.com/video/J3LdKysE6lI/w-d-xo.html
I have to disagree on the Cammy theme comparison. That actually sounded pretty awesome on the Mega Drive. I agree with the rest though...
Actually, it was too big for the SNES, not the Megadrive since the Megadrive port had more animation frames and sounds.
I grew up with the SNES version of SSF2, but I used to have the genesis version.... yeah I'd take the SNES version any day! man I don't know what happened to the sound between SCE and SSF2, but man. the genesis version was rough. never heard of omega SF2 but I'm curious to look into that, I'm surprised nobody's attempted a 16-bit conversion of super turbo yet, but I wonder if that's the first?! may have to track down SSF2 on SNES here soon, I'm hoping to get back around to collecting for it again.
It sucked by the time I came due to the fact ssf2 Turbo came out with super moves in arcades and made this version redundant. Mentioned at the end of the video
Had the turbo version on the PC, pure arcade beauty.
What's up with that Omega super Street fighter 2 the final challengers mod he talks about at the end? I literally can't find anything about it on google.
*Redone soundtrack* aside, the Genesis port of Super SF II is otherwise Excellent. The Genesis music is still Good in it's own right also, it's just not faithful to the Arcade.
There are some bg music that sound okish (Ryu´s stage, Feilong´s, T-Hawks) but they could have been so much better.
I evaluate a good port of a fighting game by it's gameplay. ALL SF2 versions for 4th gen consoles were flawed as sht, but yet, good enough to carry the arcade hype because they still were amazing games... all of them.
IMHO, the best SF2 4th gen console version is the Champion Edition for the PC-Engine... it's the closer I got to the original. And the CE/Turbo for the Mega Drive and SFamicom came both in a very close second gameplay-wise.
The Super ports were pretty good games if you evaluate them by themselves. I don't think they are better than the CE/Turbo ports, but close enough. But if you evaluate them all comparing to their arcade version, the Super versions didn't work (gameplay) as the arcade version... it was the only version that you couldn't improve you skills by playing on other platforms. Even the MDrive and SFamicom versions had some response clearly perceptive differences.
The first almost 1:1 SF2 home version I ever played was the SSF2X for the MS-DOS... in all aspects... gameplay, graphics and even sound (the musics were a little off, but still pretty close).
The Mega Drive and Super Famicom SSF2 conversions took a huge hit on both visuals and sound and I believe that they were worst than the previous versions. As, ever the World Warrior for the SF were one of the prettiest games ever for the console, and the same goes for the CE and Turbo versions for all the three consoles... but these Super conversions were average at most, both visuals and sounds. Back in the day I only rented the MD version once and stuck with the arcade version only until the emulation advent, when I replayed this console port (as I did with the SFamicom version) just to understand why I disliked it that much.
Yeah... some CPS2 games were too much even for 5th Gen consoles.
Cheers!
Great Stuff!
If you're playing it on Genesis and you're playing it on difficulty 8 and expert mode, then good luck getting past Dee Jay... ugh lol
I love SNES Art of fighting 2
Capcom was also pretty partial towards SNES in that time...😅
Yes, the SNES (Super Famicom) was where they sold the most at that time. They even made real tournaments in Japan with the Super Famicom versions.
The SNES may have the edge on sound but that quite deep, bassy sound to the voiced I think sounds like someone recorded on a talkboy then added it in over. It seems a little out of place.
Great look at Dan. Not one I played much of on either system back then. Mostly played later versions.
Have you talked about how the Sega Genesis 6-button controller is still to this day, the finest console controller ever produced? Still have mine and I preferred SF on these controllers to even joysticks.
Also, speaking about the sound of the Sega Genesis, have you done a deep dive on synthesizers using the Genesis chip? I own a MEGAfm by Twisted Electrons and it's the tits.
The Mega Drive 6 button pad is glorious, but not even it can touch the Japanese Mk1/Western Mk2 Sega Saturn controller.
Quite simply THE best controller ever made.
The d-pad, the shoulder buttons, the shape, it’s just a joy to use, and not just on 2D fighters either. - James.
2 be frank, while MK2 & further does boast quality that's kinda dwarfs SSF2, the play style are way too different for individual tastes, hence despite it's especially lackluster audio quality, personally way enjoying SSF2 more back in the era. ;)
Content completeness doesn't matter when it looks and sounds so much worse than the SNES version. The modern port looks phenomenal though.
I sold my copy of SCE to my mate for a bargain price and put it towards SSF2 on release. I was gutted when I got home and stuck it on. That music.... 😫 SCE was a stone cold classic, SSF2 definitely wasn't. Great vid though, love these nostalgia trips!
It's just a bad port because Capcom.
Sfc best .nintendo ❤
The music of this port is awful! 😵💫
The themes for the newcomers (Cammy, T Hawk, Dee Jay and Fei Long) are the only ones who sound decent
In general, the soundtrack of this port of SSF2 is the worst
Even the music in the ports for the original Gameboy and the MS-DOS/AMIGA sound much better
I highly recommend listen to the port of SSF2 The New Challengers for the MS-DOS/AMIGA, it sounds great
I don´t like this versions Cammy´s theme but Fei Long´s, T-Hawk´s and to a lesser degree Dee Jay are ok.) also, Ryu´s stage is not that bad either.
Google length video.
While the current disgrace is still just that it doesn't compare to this legendary era of what made this one not be best fighter but one of the best fighters ever made as in terms of the Street fighter series as a whole again one of the greatest fighters ever made not the greatest fighter ever made while Capcom doesn't compare snk nevertheless it isn't the games that are failing it's the times that failed the game when you're young in the 90s era of greatness free from all this over sensitivity crybaby whining political garbage that has nothing to do with the world of fighting just go out there and get things done and succeed mentality this legendary title like all legendary titles no matter the companies are from the power era not this soft overly sensitive more Cry-Baby weak general nerdy listening to their fathers and mothers dorky dweebs of today no this game like all the great fighters are from the power era a generation of greatness that should have never faded from existence today's weak life sucking sorry excuse of a day and age just doesn't compare search brilliance and when it comes to the times even SpongeBob deserves better
Dee Jay isn’t a kick-boxer.His martial art is capoeira
Capoeira was really known in 1993. They said in the magazines at the time his style was American kickboxing.
DJ is an American designed character i remember reading
Wrong, he is officialy a kickboxer (American kickboxing-full contact karate).+
all with 3 buttons! 😅
Everyone except poor people had 6 button pads by then.
@@heilong79what? Back then, probably 80% of video game consumers were "poor" and not everyone had parents that just bought their child everything. Money was harder to come by before the internet age. You sound privileged af. And the standard 3 button mega drive pad was WAC for streetfighter. Snes version played much better too, pad layout was perfect for sf, although md version had some technically better aspects. If you research specs the snes actually trounced megadrive and the games proved it. I had both eventually and those later games on snes were unmatched. Both great machines, for the rich and poor alike. Stop being a moron.
@@heilong79 🥲
Just play the CPS2 arcade. No need for any 16 bit releases.
@@stevensole1909 I respectfully disagree. Just because we have the means today to run the arcade ROM or play ports on newer consoles, doesn’t mean we consign these older versions to history and memory.
There’s still something magical about the 16-bit versions that take you back to those days as teenagers when the Street Fighter 2 phenomenon swept the world and you just couldn’t escape it, you had to play it, you had to own it.
It’s certainly not a “one or the other” case, there’s no harm in enjoying both the arcade and 16-bit versions. - James.
Even to this day prefer playing console ports for options like difficulty.
Saturn SF2 Collection is my favourite so far.
@@SEGAGuys Their memory is fine. The rom is there. Doesn't need to be updated or improved. For memory and preservation it's there. For playing we have the original Roms.