![]() Please share your thoughts on the SNES/Genesis SSF2 Turbo matter here. ![]() This is not an emulator and was not played on the Wii or Wii U Virtual Console. Is there another hardware- or business-related reason the older units never got SSF2 Turbo? Did Capcom ever make a public statement about it that got printed in a magazine or something?Īnd shoot, even the PSX and Saturn took their sweet time getting it (wasn't out until Street Fighter Collection 1, which came out well after Alpha 2 did). This is a capture of me playing through Street Fighter II Turbo on the SNES. Game Description: Street Fighter II Turbo Hyper Fighting is a 16-bits classic Game Released for Super Nintendo (SNES) console. I get that the SNES/Genesis were being pushed to what then seemed to be the max for SSF2, but then the SNES/SFC later got Street Fighter Alpha 2 which had like twice as many characters as SSF2! (And yeah, it had loading times and missing animation frames but it still played pretty okay-please don't make this topic about my SFA2-on-SNES quality claims.)īut making SSF2 Turbo happen wouldn't have been that hard in theory: data- and performance-wise you're adding super moves (and we know SNES can handle the trailing/ghostly visual effect thanks to SFA2) and Akuma/Gouki, a few new animation frames (Guile's mid-air throw, Ryu's chop, etc.) and maybe the colorful portrait frames on the VS. ![]() Super Street Fighter II isn't that far behind Super SF2 Turbo feature-wise, so wouldn't it have been a no-brainer to port SSF2T to SNES/Genesis? Were the Super SF2 sales that big of a letdown that they wanted to draw attention to the, uh, 3DO for the more arcade-accurate port?
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