Great video, once again. I had saved up all my money and bought a Saturn to play virtua fighter when alpha came out...I remember vividly and regret nothing lol, I guess I would have been 12. Those nostalgia feels are the real deal.
OMG this "pause" question plagued me for more than 20 years, I always thought it was a graphic compression issue... can't believe its actually an audio problem!!! Today one of my childhood question got answered!!! Sad and Happy at the same time.. very strange feeling Thx Dude!!!
I knew the snes pausing was due to the audio on how it was implemented. Its actually very evident in seiken densetsu 3. Dare I say any game that paused was because its loading new data to the spc and the pause is usually instrument data. This was also cleverly hidden on final fantasy 6.
I remember laughing my ass off seeing "Now Loading" on the bottom of the screen in "International superstar soccer on the N64. I told my older brother and he said it was normal for cartridges to load.. I was like: What? no way! lol but it was true all along :)
It's cool that Capcom did this specifically because they knew a lot of people back then couldn't get their hands on 5th generation consoles. They did the same thing with Megaman and Bass, which was the last Megaman game to be released on the Super Famicom, that used a bunch of assets from Mega Man 8. Though that game was its own thing rather than just a port of Megaman 8.
I have to say, this version of Street Fighter Alpha 2 really gave my SNES new life. I wanted one of the newer systems at the time, but my dad was never very enthusiastic about spending much money on video games. Having access to a respectable version of Street Fighter Alpha 2 on my SNES not so long after I was reading about the PlayStation and Saturn versions in magazines and seeing guides for them really made this version of the game seem like something special.
It’s really cool to know that the producer wants to make this game avaliable for people who can’t affort 32 bits consoles at the time. A gift to the fans!
if by "gift" you mean $70 cartridge. It's slightly ironic that the SNES game would cost about 2 or 3 times as much as the CD version. but it's not like the loading times were substantially better on 32bit console.
i suspect nintendo pushed this released on the snes because n64 didnt have a good 2d engine. they probably didnt want nintendo fans feel left out not having street fighter alpha 2. they even published this themselve instead of capcom.
@@bryanlorenzo79 I don't think anyone really needed to push anything in this case. Let's not forget that the SNES had already sold 40 million consoles by the time this game was released, so it would've been quite unwise not to release a port for that console, since statistically speaking it'd have potential to sel hundreds of thousands of copies.
Back in the 90's i wasn't aware that this was coming to the SNES. I was a hardcore SF2 fan back then and even owned an arcade cab. When i saw this on the shelf in WH Smiths i couldn't believe it and immediately bought it there and then. I think it was the only copy they had and i never saw it for sale elsewhere again. Wish i still had it now as the Pal version seems to be rare nowadays.
I actually bought a cooy recently from a German Friend of mine if you want i could ship you it :D i dumped the cardridge anyways and i own a SNES Flashcard so you can have it if you want:3
I don't know if it's just nostalgia, but it makes me sad there won't be any more hand animated 2D Street Fighter games. The flat but colorful look is very stylish.
@@aegisreflector1239 None of those use sprites. Sprite hardware was gone starting from the 32-bit generation and with the exception of KOF 13 they all have this weird flat anime look.
What?! I always thought it was the graphics causing the delay. This is a technological marvel for the SNES. I remember seeing this game for rent at a grocery store chain my mom shopped at when it first came out. My jaw dropped. I did not have a PSX yet, and I just couldn't believe I could get this game at the time. I still own my original copy purchased. Thanks for the video!
In the late 90's, I had both the Genesis and SNES. When the volume slider on my Genesis stopped working (I had it plugged into the AUX IN of my stereo), I brought it into my local Funcoland and traded it (along with the 5 or 6 games I owned) for a used loose copy of SFA2 for the SNES. I played the HELL out of that cart! That 3-second pause sparks major nostalgia! Good times!
Excellent. I've always been fascinated by games that pushed hardware late in a console's development cycle, and this is one has always been a head-turner.
I play this every now and then just to experience how impressive this port is again and again. This is a underrated technical and gameplay achievement.
Absolutely. Not to mention that everything is there. From characters to stages, special moves and the like. Even the intro "Ryu vs. Sagat" stage was included, no less! This port is by no means a small feat.
Capcom did some impressive things with the SNES. Rockman & Forte (Rockman 8.5) still impresses me because it actually uses sprites from Rockman 8 which I thought to be insane at first because there were so many frames.
But the biggest sprites still had to be remade from the ground up. I compared the sheets for both Rockman 8 and this, and Green Devil on SNES was much smaller and had less frames of animation. Some small enemies have missing frames of animation too (like that threaded guy you see in R8 opening stage). But the game still does its best to look like 32-bit, with its colors, animations and minor details you normally see on Playstation 2D rather than SNES 2D.
Since R&F uses assets from Rockman 8 I always wondered if someone would ever attempt to make a "demake" of the game for SNES. Maybe someday *dream music plays*
Capcom never was that good at programming on SNES, so much games with windowed screen and slowdown due to bad coding. But that Rockman & Forte game... damn. It must have been another team of developers. Fullscreen, smooth animated characters, loads of large sprites and no slowdown.
@@ArtemyMalchuk Glad someone else noticed; they did have to compromise the MM8 assets when re-using for MM&B, but the quality of the artwork still shines through on a console that, much like with SFA2, no one expected this game to land in.
I remember being all excited about playing this port just to be super annoyed by the "load times". Of course, back then I was a stupid teenager with no idea how much work this port meant. Looking back though, and with more understanding of the SNES' capabilities, it's so interesting to analyze the last batch of games released. SFA2, Doom, Final Fight 3, DKC3, Far East Of Eden Zero and Star Ocean, to name a few. Truly an amazing machine and one that refused to surrender easily to the 32-Bit era. Great video.
A 13 minute video about a 2 second pause that most people didn't even notice. Fascinating and educational nonetheless, but I sometimes have to ask myself how I got here.
Yup. I picked this puppy up and I still own my original cart and my SNES. I completely accepted the technical limitations and was always mind-blown they fit this immense game into a tiny little SNES with as much detail as they could.
3:35 We were these people that couldnt afford a 32-bit console at the time so when SFA2 came out on the SNES we were beyond impressed and excited they didnt forget about us. To us this port was beyond our expectations, the loading times were a minor inconvenience vs. the hours of fun.
That Japanese packaging looks so good. I wish we'd had the vertical boxes in the UK. It always felt like the further West you went, the worse the SNES external presentation was! At least we had the Super Famicom style console over here and not that weird purple and grey brick that you guys got in the US.
The SNES looks better than the Super Famicon & it's lame, 4-color, masonic design that's on EVERY CHINESE KNOCKOFF, EVER.... you actually never noticed that? I also LOVE the look of the NEC SuperGrafx 👍.
@@lfla0179 The Japanese like small and cute things. They consider large appliances bulky and wasteful, and cuteness communicates the idea of fun. In America, small, rounded and colorful "toys" are considered childish and therefore pathetic.
Huh, I’d always figured the audio was as least partly responsible for the pause. Absolutely love this conversion, especially how the music was interpreted, and it made me so happy when I saw they even implemented the SNES OST into Alpha Anthology on PS2.
El juego pesa tan sólo 4 MB y las versiones de PlayStation 1 y Sega Saturn pesan más de 300 MB, es increíble que este port exista y lo magníficamente bien que está hecho.
i didn't get a 3d console until late 97 or early 98, because those were indeed expensive. my mom couldn't afford a saturn or playstation for me. the n64 cost a little less and so i got that and also not at launch, but until it got cheaper. so, yeah. in 96/97 quite a few kids were still stuck with their 16-bit consoles, so this port made perfect sense.
I can confirm that I was one of the people that wanted this port. I remember when Alpha came out and was only on PS1 and Saturn and I was so salty! I said "What the heck! The sprites have less colors and it's only 2D! The SNES could totally handle this!" (I was a kid, it was the 90s, if it's not 3D then why isn't it on SNES) and then they proved me "right" with Alpha 2 on SNES...and yes I enjoyed the crap out of it. In retrospect it's an incredible port and I LOVE how clean those redrawn sprites look. They did a REALLY good job on those! The loading pause also never bothered me as a kid for some reason. I was just happy to have Alpha 2 in my home.
it's worth noting that the CPU in the CPS2 may have been essentially the same chip as the one in the Megadrive, but the arcade board was, as you might reasonably expect for an expensive piece of commercial electronics, clocked twice as fast. 9:01 It could simply be that the bus is busy, resulting in the SPC data loading taking longer than it normally would.
Alpha 3 GBA had a lot more cartridge memory to work with, more system capability, and a developer who was willing to go that extra mile to make it all happen. Hell they added characters that weren’t even in any of the other ports at the time!
@Marc Carran1, street fighter alpha 2 and street fighter 3 are not 1 to one the same game and alpha 2 was very much pushing the limits on the snes, 2 the Super Nintendo wasn’t doing it alone as there was the powerful s-dd1 chip for on the fly graphics decompression, 3 the gba wasn’t doing a straight port of street fighter alpha 3 but rather street fighter alpha 3 upper which had added content like characters (which the gba added even more!) and isms.
Crawfish Interactive did an amazing job with that port! The things they did blew my mind at the time… Great animation,intros,the whole Upper roster(!!) The devs had a GFaqs account and share a lot of their process and expressed intention of working on another Capcom property(DS,IIRC).Also when the game released,a new high capacity cartridge was released as well….They lamented that if they had that cart,the game would run even better.(Characters wouldn’t share voice clips,for example) Amazing times.🥲
I remember going to arcade as a kid to watch these fanatics battle each other on Streetfighter 2. To this day I was blown away by there hand speed when controlling the joy sticks. It was amazing.
Fun Fact: The game was originally going to be developed for the Super Famicom in 1996, and it was going to be called Street Fighter Classic, which is a 16-bit port of Street Fighter Alpha: Warriors' Dreams. Scheduling however for this was dropped and the project went under an overhaul after the announcement of their new ambition which is Street Fighter Alpha 2 for the SFC.
These “impossible ports” videos are awesome to watch. I still have my original Street Fighter Alpha 2 for the SNES, it’s an absolutely amazing port considering the hardware.
2:28 you forgot about Super Street Fighter 2 for Ex let s take Turbo ! Combos system count, new characters, new music or arranged for already existing characters , new stages and real endings for Sagat, Vega, Balrog and M.Bison who had now endings in SF2
Amazing the work people put into these ports, like fixing the audio pauses, when the arcade perfect version... the arcade versions... are readily available in pay collections and... other "free" options. I am not denigrating the work on any level; I am truly impressed people spend time on these passion projects.
Never stop making videos. Even though I'm not a dev myself, I love these dev explainers you do that really show off just how impressive many of these games really are for the hardware they're on.
I was just recently wondering about the background of this port, and here you have provided it along with some good analysis. Very good timing in that case. I suspected the loading pauses had more to do with sound samples than anything else, since the graphics are already loaded and knowing the basics about how SNES sound worked and the limitations the system had. I did not know the loading could be eliminated that way which was interesting to see.
This was awesome man. I've always wanted some background technical info on this game. Like you said, it's a really impressive port considering the limitations of the snes.
awesome video mate! :) I had no idea of the history of Street Fighter: Alpha 2 on the SNES. I learnt a lot today! Making home ports of CPS1 and CPS2 games is extremely hard due to the odd resolution of those machines. It's definitely not a simple copy and paste job and often ends up being a complete remake of the games. I've started to remake SFII for Amiga 1200 and CD32 together with a friend of mine. It's super exciting but also a colossal task as well. :)
3:34 The same opinion also came from Keiji Inafune who decided to make a spin-off Rockman known as Rockman & Forte(pre-GBA version) at least for people could not afford the 32/64 bits consoles and even younger siblings got it 16-bits consoles from their elder brothers or sisters. It wasn't a port, it was a different game but the graphics were just looked like 32-bits Rockman 8 on the SNES/SFC exact same assets and i wonder if Capcom actually could port the rest 32-bits games.
Great video. I always was under the impressions that it was the decompression of the graphics that caused the "loading." This is some really good insight on what was actually the cause.
Watching this i called it being a sound issue as to why its got pausing, i mean theres no music until the level starts. Almost like its searching for the right track. Great video, this was awesome to watch.
The SDD1 was the bane of some rom hackers and emu devs since both Star Ocean and SFA2 were popular games. They didn't want to directly distribute the graphics packs since they contained copyrighted data and a lot of noobs had trouble running the program to generate them and patch the rom. It got so bad one time I remember one of the DeJap members (the team that did the fan translation of Star Ocean) actually posting the graphics packs for download on the main site stating he'd rather deal with a possible copyright claim than deal with the noobs any longer LOL. I believe is was around 2003 when Andreas Naive reverse engineered the SDD1 algorithm and it was finally implemented natively in emulators starting with Snes9x and Zsnes.
Wow! Thanks for pointing me in the direction of that rom hack! As my machine barely handles psx emulation, being able to play the best possible version of this port is really nice.
I remember hearing about this port, and was able to get this as a loose cart a couple years back, its quite an experience. (Load times in a Super NES game? Crazy!!) I enjoy your videos immensely, keep up the awesomeness! 😊🎮 Marcus
Back in those days I was a Nintendo fanboy... but It took me a while to get my Nintendo 64 so I stayed with SuperNintendo... when I saw Street Fighter Alpha 2 was available for my console I got it as soon as possible... It made me so happy, I couldn't believe one of my favorite arcades was ported to Super Nintendo... when I plug it and saw the full intro animated in my TV I was speechless I played for hours to finish it with all the characters... Good old days thanks to CAPCOM
I didn’t know the pause screen before the fight was because of sound sampling, I just thought it was a memory limitation of the SNES hardware. Very interesting
It is a memory limitation that's causing the pausing; not the SNES hardware itself, but the SCP700. SPC700 is actually an external device that connects to the SNES like a Roland MT-32 and it only has 64KB of RAM, which is a miniscule amount of memory even back in 1991. The sound driver, audio samples and music composition that must be accessible for playback during a particular game section must be loaded in advance from the SNES and fit into the SPC700's 64KB of RAM. Every time something needs to be loaded into that audio RAM, the SNES has to stop what it's doing to perform the I/O between itself and the SPC700, which creates the pausing or, "load time", that we normally attribute to loading data from disc to system RAM.
Seriously, always a pleasure to see one of your videos pop up! The knowledge you have and how you put it together is brilliant! That and what you have done for the community. Thank you! 😊
Thanks for this video! I grew up with Super Street Fighter 2 on the SNES and only played Alpha 2 on the SNES a few times. Now I’m in my 30s and have gotten into the Alpha series. I picked up a Japanese cartridge of Zero 2 and play it weekly. I don’t mind the “loading”. Such a beautiful animation style that is full of nostalgia for me along with an extraordinary fun factor.
I love how your content is consistently just so full of information in the most entertaining way and I'm always feeling so easily educated by your videos even with all the technical language. Thank you for your amazing work!
It's true that Capcom's philosophy at the time, was to release as many games as possible even in the twilight of the SNES because there were still many people who couldn't afford them. In fact, this is why Japan got Rockman & Forte still on Super Famicom, and it used sprite intended for Rockman 8, which was a 32-bit exclusive MegaMan. That's consistency. Kudos to them, and to you for this video
All things considered, Rockman and Forte’s sprites were still only 16 color which put them right in line with anything the SNES could do. After that it was just a matter of memory management and using the largest cartridge available.
Great video, I wasn't aware this patch was available. I've spent the morning applying the patch, downloading the arcade PCM files, and playing it on my SNES with the flashcart. A fantastic port made even better now without that delay.
They honestly could have found a better way to mask the loading times before matches started, like perhaps a loading bar or something, instead of just a frozen screen. Surely a better solution could have been found to mask it a bit better.
It's amazing how this SNES Port is almost as good as the cps III Street fighter 3 arcade game. Street fighter 3 arcade appears to be missing the line scrolling parallax floor of Street fighter 2 arcade.
About 20 years ago, I found a cardboard box filled with SFC imports at a pawn shop near a military base. All of them were in their original VHS-style boxes with instruction manuals and inserts. Most of them looked like they had never been played. There were games like Pop N’ Twinbee, Seiken Densetsu 2, Tactics Ogre “Let Us Cling Together”, Ogre Battle “March of the Black Queen”, Front Mission 2, Front Mission: Gun Hazard and about thirty others that I’d never heard of, including several interesting looking RPGs. The guy who owned the pawn shop said that he had tried selling them for $3 apiece but nobody was interested because none of the games would play on a Super NES (US version). So, he wanted to get rid of the entire box. I offered him $65 cash and he gladly accepted.
At first I was like "Snes Port of Alpha 1 hell yeah!" then I saw 2 next to the title and I was like "This existed? Wow, this was an impossible port." Amazing video.
Awesome video I always felt that despite the minor slowdowns that it was just amazing to see SFA2 notjust working but working great on the SNES and I'm not even a SNES fanboy because I was a Sega Genesis kid.
As soon as he said, it's not the decompression chip, it's the audio loading, I thought - oh shit somebody fixed the game didn't they? Somebody get me a repo cart, stat!
Unfortunately they "fixed" it by using the MSU-1 to stream audio. By doing that it freed memory in the SPC's RAM to avoid pausing after it says "FIGHT". So unless you can find a repro cart that supports MSU-1 then you're out of luck. It would have been more interesting to see a fix that doesn't require MSU-1 as it would have shown that Capcom with more time could have made it better. I think it's probably correct that a lack of time, experience, or skill is the reason why it was released with the pauses. Maybe someday a hacker will succeed in an improvement or fix that doesn't require MSU-1 to take over music duties.
@@JonThysell I actually thought the same thing by how it was presented in the video. But when I took a look at the patch it clearly requires MSU-1. Without it there is no music.
@@JonThysell Gizaha's hack already functions as a "no-music" patch that gets rid of the pauses when you run it on a cart or emulator with no MSU-1 support.
I'd love to see a video on Primal Rage, from what I remember it's copy protection has made it impossible to emulate perfectly (I'm not sure if that holds true to this day) so the only way to play the original title perfectly is an original cabinet. Also, every console port of the game is lacking in one way or another and none of them do the arcade version justice.
Correction: Capcom Lead producers name is - Noritaka Funamizu . Apologies for messing that up.
You make mistakes in every single video you make. It's getting embarrassing
Great video, once again. I had saved up all my money and bought a Saturn to play virtua fighter when alpha came out...I remember vividly and regret nothing lol, I guess I would have been 12. Those nostalgia feels are the real deal.
Mistakes were made
I forgive you :D
@DarkestLost lmao
At least you said it right every time, only the on-screen text was wrong.
If only young Derek knew about playable Shin Akuma back in the day
Hey it's Derek, YOU DEREK!!! Fancy seeing you here!!!👍👍
If only young Derek knew he would some day be called uncle Derek by weirdos on the internet
HI UNCLE DEREK!
Uncle Derek!
Love your channel!!!!
#myman!!!!
@SSj Crono how dare you?
OMG this "pause" question plagued me for more than 20 years, I always thought it was a graphic compression issue... can't believe its actually an audio problem!!! Today one of my childhood question got answered!!! Sad and Happy at the same time.. very strange feeling
Thx Dude!!!
Same here... Great to have that cleared up after all that time
I knew the snes pausing was due to the audio on how it was implemented. Its actually very evident in seiken densetsu 3. Dare I say any game that paused was because its loading new data to the spc and the pause is usually instrument data. This was also cleverly hidden on final fantasy 6.
Rather interesting. Is there an in-game no sound option and if so, does that eliminate the pause on the stock release of the game?
@@ratix98 could the snes not stream audio & video data at the same time either?
Only if Capcom talked to Rare.. Research how Rare got the music to Donkey Kong Country to run on The SNES.. It's truly amazing..
I'd love to see you follow this up with the masterclass that is Alpha 3 on Game Boy Advance
The best fighter on GBA hands down, used to own it and wow i loved it and it was amazing
Crawfish interactive worked miracles. Even having 3 different characters on screen for dramatic battles! Something the PS One port didn't include.
Oh it's on the list
Yeah, its a great port. Their Alpha for the GBC is very playable too.
@@ModernVintageGamer and ssf2t revival/remix
To this day this is still one the most impressive SNES ports. I inadvertently became the owner of the game when my local Blockbuster burned down lol
You burned a whole blockbuster just for one game
@@MaximumCarne No it was the Netflix mafia
@@MaximumCarne 😭😭😭😭
Umm ever heard of doom?
@@Cosmin694 Doom deez nuts
Proves that cartridge games do in fact load. Usually it's very fast, but it still happens (moving data from cart ROM to video/audio RAM)
@@NB-1 There is one more downside: Neo Geo carts were/are very, very expensive.
Fatal Fury had to load too.
@Ben Heck Hacks
The Nintendo Switch also Loads from the Cartridge that why it only needs 4 GB of DDR4 RAM
Loading only exists in certain dimensions.
I remember laughing my ass off seeing "Now Loading" on the bottom of the screen in "International superstar soccer on the N64.
I told my older brother and he said it was normal for cartridges to load..
I was like: What? no way! lol but it was true all along :)
It's cool that Capcom did this specifically because they knew a lot of people back then couldn't get their hands on 5th generation consoles. They did the same thing with Megaman and Bass, which was the last Megaman game to be released on the Super Famicom, that used a bunch of assets from Mega Man 8. Though that game was its own thing rather than just a port of Megaman 8.
I have to say, this version of Street Fighter Alpha 2 really gave my SNES new life. I wanted one of the newer systems at the time, but my dad was never very enthusiastic about spending much money on video games. Having access to a respectable version of Street Fighter Alpha 2 on my SNES not so long after I was reading about the PlayStation and Saturn versions in magazines and seeing guides for them really made this version of the game seem like something special.
And to be fair, all of the SNES Street Fighter ports maximized the system resources of that console. None of them “sucked” as it were.
Alongside Megaman & Bass this port was made for people who cant buy Playstation yet that time
It’s really cool to know that the producer wants to make this game avaliable for people who can’t affort 32 bits consoles at the time. A gift to the fans!
if by "gift" you mean $70 cartridge.
It's slightly ironic that the SNES game would cost about 2 or 3 times as much as the CD version. but it's not like the loading times were substantially better on 32bit console.
i suspect nintendo pushed this released on the snes because n64 didnt have a good 2d engine. they probably didnt want nintendo fans feel left out not having street fighter alpha 2. they even published this themselve instead of capcom.
@@bryanlorenzo79 I don't think anyone really needed to push anything in this case. Let's not forget that the SNES had already sold 40 million consoles by the time this game was released, so it would've been quite unwise not to release a port for that console, since statistically speaking it'd have potential to sel hundreds of thousands of copies.
@9:45
The MSU-1 hack “eliminates” the long pause. It was definitely the sound that caused the “loading”. I love it!
What an impressive port to the SNES!
This conversion, along with Doom are a true feat for the Super Nintendo. Love it.
Κiller Instict also
Looking back, Star Ocean is also incredible. It doesn't look that different than the 32 bit sequel.
I think Donkey kong on SNES showed what could be achieved with clever design and made devs think out of the box.
@@kamranki And most of all,without any extra chips inside,clean stock snes power
It became pretty clear in 1995 that the SNES was superior to the Genesis/Mega Drive in every way on what developers can do with the hardware.
Back in the 90's i wasn't aware that this was coming to the SNES. I was a hardcore SF2 fan back then and even owned an arcade cab. When i saw this on the shelf in WH Smiths i couldn't believe it and immediately bought it there and then. I think it was the only copy they had and i never saw it for sale elsewhere again. Wish i still had it now as the Pal version seems to be rare nowadays.
I actually bought a cooy recently from a German Friend of mine if you want i could ship you it :D i dumped the cardridge anyways and i own a SNES Flashcard so you can have it if you want:3
@@RetroDarioGaming nah it’s fine I also have an FX-Pak Pro for my Snes 😁
@@ogxboxmike :0 Nice do you like it? i own a Super Famicom and the FX PAK PRO from Stone Age Gamer
@Paul Bell Harrow!
@Paul Bell North London
I don't know if it's just nostalgia, but it makes me sad there won't be any more hand animated 2D Street Fighter games. The flat but colorful look is very stylish.
Check out games like Blazblue, King of fighters 13, Persona 4 arena, Under Night in Birth and Dengeki Bunko Fighting.
Skullgirls baybeee
Sprites/Pixels man... they were just awesome.
@@aegisreflector1239 None of those use sprites. Sprite hardware was gone starting from the 32-bit generation and with the exception of KOF 13 they all have this weird flat anime look.
U don't know the future.
What?! I always thought it was the graphics causing the delay. This is a technological marvel for the SNES. I remember seeing this game for rent at a grocery store chain my mom shopped at when it first came out. My jaw dropped. I did not have a PSX yet, and I just couldn't believe I could get this game at the time. I still own my original copy purchased. Thanks for the video!
In the late 90's, I had both the Genesis and SNES. When the volume slider on my Genesis stopped working (I had it plugged into the AUX IN of my stereo), I brought it into my local Funcoland and traded it (along with the 5 or 6 games I owned) for a used loose copy of SFA2 for the SNES. I played the HELL out of that cart! That 3-second pause sparks major nostalgia! Good times!
Excellent. I've always been fascinated by games that pushed hardware late in a console's development cycle, and this is one has always been a head-turner.
I like this "impossible ports" series, the N64 RE2 was great and this one too. Gope you find more of this examples.
Half Life 2 on the Original Xbox comes to mind.
MGS V TPP for Xbox 360
Linux on Dreamcast and PS2
Starcraft on N64
@Ali Hendrickson Capcom have a great reputation when making impossible RE ports, RE2 on N64, RE on DS & REvelation on 3DS
I play this every now and then just to experience how impressive this port is again and again. This is a underrated technical and gameplay achievement.
Absolutely. Not to mention that everything is there. From characters to stages, special moves and the like. Even the intro "Ryu vs. Sagat" stage was included, no less! This port is by no means a small feat.
One of my favorite games of all time! It's hard to overstate how impressive this was at the time.
Capcom did some impressive things with the SNES.
Rockman & Forte (Rockman 8.5) still impresses me because it actually uses sprites from Rockman 8 which I thought to be insane at first because there were so many frames.
But the biggest sprites still had to be remade from the ground up. I compared the sheets for both Rockman 8 and this, and Green Devil on SNES was much smaller and had less frames of animation. Some small enemies have missing frames of animation too (like that threaded guy you see in R8 opening stage). But the game still does its best to look like 32-bit, with its colors, animations and minor details you normally see on Playstation 2D rather than SNES 2D.
Since R&F uses assets from Rockman 8 I always wondered if someone would ever attempt to make a "demake" of the game for SNES. Maybe someday *dream music plays*
Capcom never was that good at programming on SNES, so much games with windowed screen and slowdown due to bad coding. But that Rockman & Forte game... damn. It must have been another team of developers.
Fullscreen, smooth animated characters, loads of large sprites and no slowdown.
@@ArtemyMalchuk Glad someone else noticed; they did have to compromise the MM8 assets when re-using for MM&B, but the quality of the artwork still shines through on a console that, much like with SFA2, no one expected this game to land in.
We played the crap out of this on SNES back in the day, we definitely noted the loading time but didn't dwell on it too much.
I remember being all excited about playing this port just to be super annoyed by the "load times". Of course, back then I was a stupid teenager with no idea how much work this port meant. Looking back though, and with more understanding of the SNES' capabilities, it's so interesting to analyze the last batch of games released. SFA2, Doom, Final Fight 3, DKC3, Far East Of Eden Zero and Star Ocean, to name a few. Truly an amazing machine and one that refused to surrender easily to the 32-Bit era. Great video.
A 13 minute video about a 2 second pause that most people didn't even notice. Fascinating and educational nonetheless, but I sometimes have to ask myself how I got here.
Love this so much. The custom chips in SNES games have such a fascinating history from a technical perspective and in the emulation scene!
You need an “Impossible Ports” playlist! I’d listen all day.
Yup. I picked this puppy up and I still own my original cart and my SNES. I completely accepted the technical limitations and was always mind-blown they fit this immense game into a tiny little SNES with as much detail as they could.
3:35 We were these people that couldnt afford a 32-bit console at the time so when SFA2 came out on the SNES we were beyond impressed and excited they didnt forget about us. To us this port was beyond our expectations, the loading times were a minor inconvenience vs. the hours of fun.
That Japanese packaging looks so good. I wish we'd had the vertical boxes in the UK. It always felt like the further West you went, the worse the SNES external presentation was! At least we had the Super Famicom style console over here and not that weird purple and grey brick that you guys got in the US.
I never understood why the Super Famicom is so small compared to the SNES, along with the dull purple controls.
The SNES looks better than the Super Famicon & it's lame, 4-color, masonic design that's on EVERY CHINESE KNOCKOFF, EVER.... you actually never noticed that? I also LOVE the look of the NEC SuperGrafx 👍.
@@lfla0179 The Japanese like small and cute things. They consider large appliances bulky and wasteful, and cuteness communicates the idea of fun. In America, small, rounded and colorful "toys" are considered childish and therefore pathetic.
The Famicom/NES had it WORSE. But at least we Yanks got non-RF video right away while Japan only got it with the "wedge" model.
Huh, I’d always figured the audio was as least partly responsible for the pause.
Absolutely love this conversion, especially how the music was interpreted, and it made me so happy when I saw they even implemented the SNES OST into Alpha Anthology on PS2.
El juego pesa tan sólo 4 MB y las versiones de PlayStation 1 y Sega Saturn pesan más de 300 MB, es increíble que este port exista y lo magníficamente bien que está hecho.
esta contenido en un chip rom de 4mb pero el juego al descomprimirse pesa 8 megas(64mb)
I think for the disc based versions much of the file size comes from the CD audio tracks
@@PlasmaSnake369 si, es verdad, el audio no tiene compresión en cd, de hecho el juego en cps 2 debe pesar unos 20 megabytes
i didn't get a 3d console until late 97 or early 98, because those were indeed expensive. my mom couldn't afford a saturn or playstation for me. the n64 cost a little less and so i got that and also not at launch, but until it got cheaper. so, yeah. in 96/97 quite a few kids were still stuck with their 16-bit consoles, so this port made perfect sense.
I can confirm that I was one of the people that wanted this port. I remember when Alpha came out and was only on PS1 and Saturn and I was so salty! I said "What the heck! The sprites have less colors and it's only 2D! The SNES could totally handle this!" (I was a kid, it was the 90s, if it's not 3D then why isn't it on SNES) and then they proved me "right" with Alpha 2 on SNES...and yes I enjoyed the crap out of it. In retrospect it's an incredible port and I LOVE how clean those redrawn sprites look. They did a REALLY good job on those! The loading pause also never bothered me as a kid for some reason. I was just happy to have Alpha 2 in my home.
it's worth noting that the CPU in the CPS2 may have been essentially the same chip as the one in the Megadrive, but the arcade board was, as you might reasonably expect for an expensive piece of commercial electronics, clocked twice as fast.
9:01 It could simply be that the bus is busy, resulting in the SPC data loading taking longer than it normally would.
Loved alpha 2 on snes. A similar "impossible" port was street fighter alpha 3 for the gba. Would love to hear that story!
Alpha 3 is my favorite so far. Played that for hundreds of hours on my GBA and PSP back in the day!
Given the hardware I'd argue Steet Fighter Alpha: Warriors Dreams on the Game Boy color was equally a marvel.
Alpha 3 GBA had a lot more cartridge memory to work with, more system capability, and a developer who was willing to go that extra mile to make it all happen. Hell they added characters that weren’t even in any of the other ports at the time!
@Marc Carran1, street fighter alpha 2 and street fighter 3 are not 1 to one the same game and alpha 2 was very much pushing the limits on the snes, 2 the Super Nintendo wasn’t doing it alone as there was the powerful s-dd1 chip for on the fly graphics decompression, 3 the gba wasn’t doing a straight port of street fighter alpha 3 but rather street fighter alpha 3 upper which had added content like characters (which the gba added even more!) and isms.
Crawfish Interactive did an amazing job with that port! The things they did blew my mind at the time…
Great animation,intros,the whole Upper roster(!!) The devs had a GFaqs account and share a lot of their process and expressed intention of working on another Capcom property(DS,IIRC).Also when the game released,a new high capacity cartridge was released as well….They lamented that if they had that cart,the game would run even better.(Characters wouldn’t share voice clips,for example)
Amazing times.🥲
first time i saw a picture of it, i didn't believe it could exist. this is fascinating
I remember going to arcade as a kid to watch these fanatics battle each other on Streetfighter 2. To this day I was blown away by there hand speed when controlling the joy sticks. It was amazing.
Fun Fact:
The game was originally going to be developed for the Super Famicom in 1996, and it was going to be called Street Fighter Classic, which is a 16-bit port of Street Fighter Alpha: Warriors' Dreams. Scheduling however for this was dropped and the project went under an overhaul after the announcement of their new ambition which is Street Fighter Alpha 2 for the SFC.
These “impossible ports” videos are awesome to watch. I still have my original Street Fighter Alpha 2 for the SNES, it’s an absolutely amazing port considering the hardware.
2:28 you forgot about Super Street Fighter 2 for Ex let s take Turbo ! Combos system count, new characters, new music or arranged for already existing characters , new stages and real endings for Sagat, Vega, Balrog and M.Bison who had now endings in SF2
This kind of optimizations is what make programming so exciting.
Amazing the work people put into these ports, like fixing the audio pauses, when the arcade perfect version... the arcade versions... are readily available in pay collections and... other "free" options.
I am not denigrating the work on any level; I am truly impressed people spend time on these passion projects.
I love this port since it released, not only because the game was good but because it was so impressive playing a PS1/Saturn game on a 16Bit console
Didn't ask
Never stop making videos. Even though I'm not a dev myself, I love these dev explainers you do that really show off just how impressive many of these games really are for the hardware they're on.
Love chillin out with some coffee & watching these vids
The cheat (Shin Akuma) was on Gamefaqs from the last July/2020. And you didn't need to ending the game
Loved how you mentioned the Shin Akuma discovery! Impressive little cartridge!
thank you for this video, i loved it. i had always found this port to be so interesting.
I was just recently wondering about the background of this port, and here you have provided it along with some good analysis. Very good timing in that case. I suspected the loading pauses had more to do with sound samples than anything else, since the graphics are already loaded and knowing the basics about how SNES sound worked and the limitations the system had. I did not know the loading could be eliminated that way which was interesting to see.
This was awesome man. I've always wanted some background technical info on this game. Like you said, it's a really impressive port considering the limitations of the snes.
awesome video mate! :) I had no idea of the history of Street Fighter: Alpha 2 on the SNES. I learnt a lot today! Making home ports of CPS1 and CPS2 games is extremely hard due to the odd resolution of those machines. It's definitely not a simple copy and paste job and often ends up being a complete remake of the games. I've started to remake SFII for Amiga 1200 and CD32 together with a friend of mine. It's super exciting but also a colossal task as well. :)
3:34 The same opinion also came from Keiji Inafune who decided to make a spin-off Rockman known as Rockman & Forte(pre-GBA version) at least for people could not afford the 32/64 bits consoles and even younger siblings got it 16-bits consoles from their elder brothers or sisters. It wasn't a port, it was a different game but the graphics were just looked like 32-bits Rockman 8 on the SNES/SFC exact same assets and i wonder if Capcom actually could port the rest 32-bits games.
Great video. I always was under the impressions that it was the decompression of the graphics that caused the "loading." This is some really good insight on what was actually the cause.
Watching this i called it being a sound issue as to why its got pausing, i mean theres no music until the level starts.
Almost like its searching for the right track.
Great video, this was awesome to watch.
The SDD1 was the bane of some rom hackers and emu devs since both Star Ocean and SFA2 were popular games. They didn't want to directly distribute the graphics packs since they contained copyrighted data and a lot of noobs had trouble running the program to generate them and patch the rom. It got so bad one time I remember one of the DeJap members (the team that did the fan translation of Star Ocean) actually posting the graphics packs for download on the main site stating he'd rather deal with a possible copyright claim than deal with the noobs any longer LOL. I believe is was around 2003 when Andreas Naive reverse engineered the SDD1 algorithm and it was finally implemented natively in emulators starting with Snes9x and Zsnes.
Wow! Thanks for pointing me in the direction of that rom hack! As my machine barely handles psx emulation, being able to play the best possible version of this port is really nice.
I was 16 when Street Fighter II launched in the arcades. Dang.... I feel old. Lol
I remember as a kid looking for this because my ps1 crapped out and couldn't buy the ps1 version. This port was hard to find even when it came out.
I got this game the Christmas 1996. It was sooo dope. One of my favorite snes games.
Street Fighter 2 is a phenomenal masterpiece.
Super Street Fighter 2 Turbo = Perfection
Thank you so much for this vid! as a fighting game fan this content has so much value to me! seriously THANK YOU!
I remember hearing about this port, and was able to get this as a loose cart a couple years back, its quite an experience. (Load times in a Super NES game? Crazy!!) I enjoy your videos immensely, keep up the awesomeness! 😊🎮 Marcus
Back in those days I was a Nintendo fanboy... but It took me a while to get my Nintendo 64 so I stayed with SuperNintendo... when I saw Street Fighter Alpha 2 was available for my console I got it as soon as possible... It made me so happy, I couldn't believe one of my favorite arcades was ported to Super Nintendo... when I plug it and saw the full intro animated in my TV I was speechless I played for hours to finish it with all the characters... Good old days thanks to CAPCOM
I didn’t know the pause screen before the fight was because of sound sampling, I just thought it was a memory limitation of the SNES hardware. Very interesting
It is a memory limitation that's causing the pausing; not the SNES hardware itself, but the SCP700. SPC700 is actually an external device that connects to the SNES like a Roland MT-32 and it only has 64KB of RAM, which is a miniscule amount of memory even back in 1991. The sound driver, audio samples and music composition that must be accessible for playback during a particular game section must be loaded in advance from the SNES and fit into the SPC700's 64KB of RAM. Every time something needs to be loaded into that audio RAM, the SNES has to stop what it's doing to perform the I/O between itself and the SPC700, which creates the pausing or, "load time", that we normally attribute to loading data from disc to system RAM.
Seriously, always a pleasure to see one of your videos pop up! The knowledge you have and how you put it together is brilliant! That and what you have done for the community.
Thank you! 😊
woaaaa, this brings me back some memories from 1996
Thanks for this video! I grew up with Super Street Fighter 2 on the SNES and only played Alpha 2 on the SNES a few times. Now I’m in my 30s and have gotten into the Alpha series. I picked up a Japanese cartridge of Zero 2 and play it weekly. I don’t mind the “loading”. Such a beautiful animation style that is full of nostalgia for me along with an extraordinary fun factor.
There is a Master System version of SFII, ported to brazilian market in 1997. I think you could talk about this port.
Very good episode. Thank you so much for taking the time to do this. So fascinating.
Crazy improvements, looks perfectly playable now. Had it been released like this at the time, it wouldn have been considered a technical marvel.
I love how your content is consistently just so full of information in the most entertaining way and I'm always feeling so easily educated by your videos even with all the technical language. Thank you for your amazing work!
It's true that Capcom's philosophy at the time, was to release as many games as possible even in the twilight of the SNES because there were still many people who couldn't afford them. In fact, this is why Japan got Rockman & Forte still on Super Famicom, and it used sprite intended for Rockman 8, which was a 32-bit exclusive MegaMan. That's consistency. Kudos to them, and to you for this video
All things considered, Rockman and Forte’s sprites were still only 16 color which put them right in line with anything the SNES could do. After that it was just a matter of memory management and using the largest cartridge available.
Great video, I wasn't aware this patch was available. I've spent the morning applying the patch, downloading the arcade PCM files, and playing it on my SNES with the flashcart. A fantastic port made even better now without that delay.
How do you find time to make such high-quality, well-researched videos, while also working as a dev for NightDive?
All about time management and good discipline
@@ModernVintageGamer This needs to be highlighted. Self discipline is lost in today's age
Nightdive studios? or a game called Nightdive?
@@haz2901 a night club called Nightdive
And a very satisfied wife 😉
by far one of your greatest videos yet, thanks a lot for this, best wishes from Buenos Aires!
They honestly could have found a better way to mask the loading times before matches started, like perhaps a loading bar or something, instead of just a frozen screen. Surely a better solution could have been found to mask it a bit better.
It's amazing how this SNES Port is almost as good as the cps III Street fighter 3 arcade game. Street fighter 3 arcade appears to be missing the line scrolling parallax floor of Street fighter 2 arcade.
I just envy people now with these complete games in cardboard boxes.
About 20 years ago, I found a cardboard box filled with SFC imports at a pawn shop near a military base. All of them were in their original VHS-style boxes with instruction manuals and inserts. Most of them looked like they had never been played. There were games like Pop N’ Twinbee, Seiken Densetsu 2, Tactics Ogre “Let Us Cling Together”, Ogre Battle “March of the Black Queen”, Front Mission 2, Front Mission: Gun Hazard and about thirty others that I’d never heard of, including several interesting looking RPGs. The guy who owned the pawn shop said that he had tried selling them for $3 apiece but nobody was interested because none of the games would play on a Super NES (US version). So, he wanted to get rid of the entire box. I offered him $65 cash and he gladly accepted.
@@sardonicus76 That’s awesome! I love these kinds of stories. I wish I could find something like that…
@@sardonicus76 amazing, jokes on them for not thinking of converters
At first I was like "Snes Port of Alpha 1 hell yeah!" then I saw 2 next to the title and I was like "This existed? Wow, this was an impossible port." Amazing video.
Guile's Theme is the greatest piece of music ever composed
Love your videos. Always very informative. Pleasure to watch. Thanks.
CAPCOM in 96 game design masters, "CAPCOM" 2021, here's something that looks like a flash game that we call Ghosts and Goblins.
Great video!!!!! Very informative but also just as captivating!
Was literally my favorite SF game on the system... simply due to the fact that it existed.
ROUND.
TWO.
FIGHT!!!
*sits still for seven seconds*
Love this game and I played the hell out of it.
We were poor and I didn't even get a 64 until 99 lol and it was found at a swap meet
Yeah that custom co-processor feature really gave the system a leg up over the Genesis.
I was always impressed by the SF2: Championship Edition port on the PC Engine. Real good for a Hu Card.
Still got that
Pulling out the This is Cool Saturn for 2 seconds of b-roll is such a flex and I LOVE IT
I love the games that came out late, especially star ocean ~ that game pushed the SNES to the limit
I love Street Fighter, and this was super interesting! This vid was enjoyable and well made. Thanks for covering this topic!
It's even more impressive knowing the game could have been released without the pauses!
The alpha series are such a wonder. The GBC port of Alpha 1, SNES port of Alpha, and the GBA port of Alpha 3 are all so awesome despite limitations
One of the best Street Fighter games ever made, up there with Super Turbo and 3rd Strike.
Awesome video I always felt that despite the minor slowdowns that it was just amazing to see SFA2 notjust working but working great on the SNES and I'm not even a SNES fanboy because I was a Sega Genesis kid.
I remember paying almost 80 on the snes version but it was well worth it at the age of 11.
Videos like this or what I look forward to. MVG your videos are so awesome. And the music is always awesome too! (For your intros and outros.)
As soon as he said, it's not the decompression chip, it's the audio loading, I thought - oh shit somebody fixed the game didn't they? Somebody get me a repo cart, stat!
Unfortunately they "fixed" it by using the MSU-1 to stream audio. By doing that it freed memory in the SPC's RAM to avoid pausing after it says "FIGHT". So unless you can find a repro cart that supports MSU-1 then you're out of luck. It would have been more interesting to see a fix that doesn't require MSU-1 as it would have shown that Capcom with more time could have made it better. I think it's probably correct that a lack of time, experience, or skill is the reason why it was released with the pauses. Maybe someday a hacker will succeed in an improvement or fix that doesn't require MSU-1 to take over music duties.
@@mottzilla4858 I missed that I thought he said they fixed it, then, they also made a MSU-1 version that uses the arcade soundtrack.
@@JonThysell I actually thought the same thing by how it was presented in the video. But when I took a look at the patch it clearly requires MSU-1. Without it there is no music.
@@mottzilla4858 I mean, I would even accept a "no-music" patch to get rid of the pausing.
@@JonThysell Gizaha's hack already functions as a "no-music" patch that gets rid of the pauses when you run it on a cart or emulator with no MSU-1 support.
Great game and great vídeo. This is the type of content that show how amazing is this TH-cam Channel. Congratulations.
I'd love to see a video on Primal Rage, from what I remember it's copy protection has made it impossible to emulate perfectly (I'm not sure if that holds true to this day) so the only way to play the original title perfectly is an original cabinet. Also, every console port of the game is lacking in one way or another and none of them do the arcade version justice.