Third arcade version of "Street Fighter II: The World Warrior (1991)". It introduces a faster playing speed and new special moves for certain characters, as well as further refinement to the... Read allThird arcade version of "Street Fighter II: The World Warrior (1991)". It introduces a faster playing speed and new special moves for certain characters, as well as further refinement to the character balance. Each fighter also receives a new default color palette.Third arcade version of "Street Fighter II: The World Warrior (1991)". It introduces a faster playing speed and new special moves for certain characters, as well as further refinement to the character balance. Each fighter also receives a new default color palette.
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Still Street Fighter II. Same characters. Same stages (minor changes to colors here and there). Same attract screen. Same final four battles. New colors for the logo. New alternate color for the characters (most are a drastic improvement over CE). But that's okay, I never got hooked on CE like I did with World Warriors so I was ready for another video game obsession for awhile.
With SF2T Capcom intended to answer the bootleg chips that arcades had implemented. Bootleg "accelerated" chips that altered the game in a number of ways -- aerial execution of ground based moves, crawling fireballs, full-screen dragon punch arcs, no charge time etc, etc, etc.
Thus, on the game play level Capcom's official game, Hyper Fighting, bumped up the speed and allowed a few formerly ground-only attacks to take to the air: Ken/Ryu's hurricane kick (which I overuse and abuse to this day) and Chun-Li's spinning bird kick. Other characters received new ground-based moves that allowed them to attack air-borne opponents more effectively: both E Honda and Blanka now sport a charge move that launches them up at a 45 degree angle. Still, other characters received a different flavor of new abilities -- Dhalsim can teleport, Zangief has a new spinning clothesline which negates low attacks, Chun-Li has an underwhelming fireball.
Unfortunately, many (if not all) of the new moves quite plainly recycle previous animations. Capcom pulled Chun-Li's fireball from one of her fierce punches and recolored a Yoga Fire. Blanka's new rolling attack appears virtually identical to his previous rolling attack with a new direction. Honda's new sumo leaping attack? Assembled from two of his jump attack animations. Dhalsim's teleport uses one of his victory poses. And so on, and so forth.
Despite where the moves came from, they do add a new dimension to the existing arsenal of moves in Street Fighter II. As far as new content, I believe Guile received the least of the pack (not that he needed anything new.) Although Capcom did scale down his flash-kick from a single-hit knockdown to a two-hit knockdown where unless both hits connected Guile would be left vulnerable (thank God.) No longer the turtle-from-hell he used to be.
Ryu and Ken started receiving variations in their moves -- Ryu's hurricane kick leaned towards powerful single-hit knockdowns, while Ken's drifted towards a flurry of weaker multihits more suited for combos. Ken's dragon punch gained a wider arc than his rival, and retained the double-hit quality. Ryu, by contrast, simplified his Dragon Punch down to do more damage in fewer hits.
Other fine tune tweaks exist throughout the entire game from exact range to the priority of individual character moves, but one would have to be a hardcore SF2 player to notice them all without playing Champion Edition and Turbo back to back. At its core, Street Fighter II' Turbo: Hyper Fighting is still Street Fighter II. As I said in the opening paragraph: same game, same characters, same stages, a few new bells and whistles.
Street Fighter II' version 3.0, the upgrade, if you will.
With SF2T Capcom intended to answer the bootleg chips that arcades had implemented. Bootleg "accelerated" chips that altered the game in a number of ways -- aerial execution of ground based moves, crawling fireballs, full-screen dragon punch arcs, no charge time etc, etc, etc.
Thus, on the game play level Capcom's official game, Hyper Fighting, bumped up the speed and allowed a few formerly ground-only attacks to take to the air: Ken/Ryu's hurricane kick (which I overuse and abuse to this day) and Chun-Li's spinning bird kick. Other characters received new ground-based moves that allowed them to attack air-borne opponents more effectively: both E Honda and Blanka now sport a charge move that launches them up at a 45 degree angle. Still, other characters received a different flavor of new abilities -- Dhalsim can teleport, Zangief has a new spinning clothesline which negates low attacks, Chun-Li has an underwhelming fireball.
Unfortunately, many (if not all) of the new moves quite plainly recycle previous animations. Capcom pulled Chun-Li's fireball from one of her fierce punches and recolored a Yoga Fire. Blanka's new rolling attack appears virtually identical to his previous rolling attack with a new direction. Honda's new sumo leaping attack? Assembled from two of his jump attack animations. Dhalsim's teleport uses one of his victory poses. And so on, and so forth.
Despite where the moves came from, they do add a new dimension to the existing arsenal of moves in Street Fighter II. As far as new content, I believe Guile received the least of the pack (not that he needed anything new.) Although Capcom did scale down his flash-kick from a single-hit knockdown to a two-hit knockdown where unless both hits connected Guile would be left vulnerable (thank God.) No longer the turtle-from-hell he used to be.
Ryu and Ken started receiving variations in their moves -- Ryu's hurricane kick leaned towards powerful single-hit knockdowns, while Ken's drifted towards a flurry of weaker multihits more suited for combos. Ken's dragon punch gained a wider arc than his rival, and retained the double-hit quality. Ryu, by contrast, simplified his Dragon Punch down to do more damage in fewer hits.
Other fine tune tweaks exist throughout the entire game from exact range to the priority of individual character moves, but one would have to be a hardcore SF2 player to notice them all without playing Champion Edition and Turbo back to back. At its core, Street Fighter II' Turbo: Hyper Fighting is still Street Fighter II. As I said in the opening paragraph: same game, same characters, same stages, a few new bells and whistles.
Street Fighter II' version 3.0, the upgrade, if you will.
The Street Fighter II series is one of the most unique fighting video games! The characters, the action, and the sure thrill of excitement makes this game a fun non-stop playing time! Below is a brief look how I think the game is!
Game Play: The game play is very good. There is really basic controls here and is easy to perform. Novice gamers should have a good time here!
Graphics: The graphics are wonderful especially for the Super Nintendo!The characters and backgrounds are really beautiful! Difficulty: The game is easy but as it goes on you find out that it will become more difficult!
Music: The music is great! Just fantastic catchy tunes through out the game! In My opinion its some of the best music ever in a video game!
Sound: The sound is great. Nuff said!
Overall: I have always loved Street Fighter II Turbo: Hyper Fighting! If you like excellent flying adventure up games then I strongly recommend you play this game!
To purchase this video game check out Amazon.com!
Game Play: The game play is very good. There is really basic controls here and is easy to perform. Novice gamers should have a good time here!
Graphics: The graphics are wonderful especially for the Super Nintendo!The characters and backgrounds are really beautiful! Difficulty: The game is easy but as it goes on you find out that it will become more difficult!
Music: The music is great! Just fantastic catchy tunes through out the game! In My opinion its some of the best music ever in a video game!
Sound: The sound is great. Nuff said!
Overall: I have always loved Street Fighter II Turbo: Hyper Fighting! If you like excellent flying adventure up games then I strongly recommend you play this game!
To purchase this video game check out Amazon.com!
I have played video games and found that this is the best game ever. The story line is consistent and it is the best 2 player game ever. You can not go wrong with this game. Once you get really good which takes years to master, you have the option of putting it on an extremely hard mode which allows you to test your skills. A+. I really wish this game was everywhere I go. This is the best old school fighting game. I am probably unbeatable at it as well. Another thing, Ryu rules. This is a player that was based off of a hero that everyone wants to be. Silent but an outspoken karate ninja. and who doesn't love ken? he rules because he's from America. Ken and Ryu are the two best player's because they have mastered the haduken.
Did you know
- TriviaThis was released by Capcom Japan in retaliation to a number of hacked bootleg copies of SF2 Champion Edition that were released into arcades (notably "SF Blackbelt Edition" and "SF Rainbow Wave"). It featured new moves for some characters, as well as a general increase in playing speed.
- ConnectionsEdited into Hyper Street Fighter II: The Anniversary Edition (2003)
Details
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- Also known as
- Street Fighter II': Hyper Fighting
- Production company
- See more company credits at IMDbPro
- Color
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