Street Fighter II Turbo: Hyper Fighting Longplay (SNES) [QHD]

Published: 24 May 2023
on channel: AL82 Retrogaming Longplays
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Game Info
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Developer: Capcom
Publisher: Capcom
Year of Release: 1993

Game Review & Impressions
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Street Fighter II: Turbo was released into the arcade in 1992, with the SNES conversion arriving a year later in 1993. It marks the first in a series of incremental revisions to the base game, including making each of the four boss characters selectable, plus introducing the ability to control the game's overall speed. There are also some additional palette swaps available for each fighter, and new specials, such as Chun-Li's fireball, are seen for the first time in this particular release. If you hadn't already invested in the original SF II cartridge on release, then Turbo would clearly have been the version to purchase.

Unsurprisingly, Street Fighter II: Turbo ended up as a pack-in game bundled with the SNES console, and it was this particular pack that I owned back in the day. I remember getting up early and sneaking in a few rounds before school each day and being thoroughly impressed with how excellent the game was, although considering my previous experience with series had been the utterly risible Amiga version of SF II, my expectations were probably pretty low.

Playing back through the game now, it's still apparent how well Capcom captured the essence of the arcade game. The large sprites and multiple layers of parallax scrolling look superb, and the controls, aided by the fact the SNES joypad had six buttons by default, are slickly implemented and responsive. There's never any problem pulling off special moves, something which blighted the Amiga version of the game, and just feels incredibly tight as a result.

When it comes to problems, the AI of the CPU-controlled player isn't as adept as it could be. It puts up a reasonable challenge under most circumstances, but it becomes quite apparent it's reading player inputs and reacting accordingly. As demonstrated during the fight with Vega, the AI never really learns from mistakes, so exploiting certain behaviours are pretty easy to do, even on the hardest difficulty. I came away from the recording session a little disheartened, because it's fairly noticeable flaw in an otherwise excellent conversion.

With that said, the game was always at its vest when played multiplayer. Even today, I dare anyone not to thoroughly enjoy a few rounds of Street Fighter II: Turbo against a mate; it's a stonkingly good conversion that's stood the test of time.

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