During the console war of the early '90s, one key point of conflict between SNES and Mega Drive / Genesis owners was Street Fighter II.
The SNES got the game first – and hosted a very credible conversion, as well as the brilliant Street Fighter II Turbo. Sega hit back with Champion Edition, and both systems got ports of Super Street Fighter II.
It's long been said that the Genesis ports could have been better, and we've already seen fans improve Champion Edition massively – but now it's the turn of Super Street Fighter II.
In a new video by @Genesis8141, a revised version of the game is shown off that includes a wide range of community-made improvements, including improved colours, SRAM for high scores, better sound and even the music from the Nintendo Switch game, Ultra Street Fighter II.
You can grab all of those patches from the following links, and you'll need a flash cart to run it on original hardware.
[source x.com]
Comments 12
I'll have to dig out my Meggydrive II .
Is there a rom available that includes all of the listed updates?
I think there's a typo saying the NES got the game first
Very cool seeing improvements like this. It was impressive how they improved Special Champion Edition, though I already thought that one was very good and is my favorite of the 16-bit console ports of the time(and the SNES games were the ones I had back in the day). The scratchy voices didn't bother me as much as they did others. With the benefit of hindsight, the PC Engine version handles the voice samples the best in my opinion.
Back to Super SF2. The SNES port is more to my taste than the previous titles because I think they handled the music better. I've said for a while that Capcom shouldn't have changed the music as much from Special Champion as that was pretty good. It would be cool to see the music improved from the actual sound hardware, but MD+ is cool and not a bad way to do it. I know I've enjoyed some of the MSU-1 stuff I've sampled on the SNES.
The problem was the cart size for the MD game was already huge. Something had to be cut out at the time which is a shame.
@sdelfin yeah, the music in SCE I think more than made up for the iffy voice samples. What the heck happened to it in SSF2 though? It was like there was a whole sound channel missing; the bass and percussion were so pared down, it was like it was being played solely by the PSG
I grew up with SFII: Special Champion Edition, and it’s my favorite console version right in front of SNES SFII Turbo. Such a magical and revolutionary game at the time. I prefer the Genesis drawbacks because the FM sound is closer to the arcade and it has a grit that I like even though the SNES port is stellar.
Many years later I bought Super SFII for Genesis and it was very drab in comparison and the SFX and music are terrible. The SNES port is awesome! So I like Genesis for Hyper Fighting and SNES for new characters in Super.
I’m very much a casual fighting game player / fan but those are my favorite ports. Then I got a Saturn… 😜
@Andee Yeah, it sounded like they prioritized samples for voices and some of the sound effects which left them with some strange limitations when it came to the music composition. I think they would have been better off starting with the audio setup from the prior game and just tweak it from there.
What's even worse about leaning on the PSG more is that some revisions of the system had issues with the sound levels of the PSG output which means the game would sound even worse on those systems.
@Blast16 From what I've read, the CPS boards use similar sound chips to that of the Mega Drive, so porting the music over for SCE was relatively straightforward — for the SNES version of WW/Turbo they had to be re-recorded from the ground up, which is why they have such a distinct "SNES-y" sound to them. I think they both have their charm, but SCE sounds more faithful to the arcade.
@Andee yes, the FM synthesis sound palette options between the Genesis YM2612 chip and the CPS FM boards are similar, and why the newer sample-based SNES music has its own character. Love it all! 💯 I should fire up both versions tonight.
@Blast16 Yeah, that reverb really gave the SNES a really rich, orchestral vibe. Plus I love how they sneakily managed to save on memory by shortening/echoing the samples for when a fighter is defeated, and the echo then became a staple in later iterations of the game!
I love what they did with the music and colors, but man those voices sound terrible. I’m sure they’ve been much improved over the original iteration, but wow.
Please excuse my ignorance, but is it impossible to use different sound drivers for a patch? Or is it that the original is data limited? I’m trying to understand why devs like Data East, Treasure, or Chrysalis were able to utilize fantastic samples while Capcom wasn’t (and even the fixes are at the low end of what’s theoretically possible).
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