"The Country Warrior" just confused a lot of people. |
At a time where consoles and
home computers were catching up to the arcades in terms of quality and
performance, some games matched their arcade counterparts (in a fashion) while
other games were mere shadows of their arcade counterparts. However when Street
Fighter 2 hit the arcades, its resounding success was touted to be ported onto
the Super Nintendo and as a boxed bundle, likely doing almost as much for the
console as the fat plumber did in the first place. What people got, was a
near-perfect replication of the game people had pumped credits into for a long
time and finally a machine that showed it could almost managed what was being
done on the bigger machines in arcades.
...Kicking the shit out of me would help too. |
Street Fighter 2 on the SNES
is likely one of the best arcade to 16-bit conversions attempted. There's a few
slight differences and beyond that not much really in the way of gameplay. A
few frames of animation have been cut, some of the attack and throw animations
are different to compensate for the changes but otherwise all the moves, all
the levels and all the music is there in a manner of speaking.
But as a game, what is it
like?
And already you're thinking of THAT music, I'm proud of you. |
Fundamentally, it's the
Mano-a-Mano (or claw if you're Vega) combat of one person and another, going
toe-to-toe with some special abilities in a limited arsenal of power moves and
special attacks to try to damage the other person enough to drop their health
to zero and win the round. Punches, kicks, jumps, fireballs, power moves and
throws all add to the roster and fairly uniquely for almost each character (Ken
and Ryu being basic palette swaps in this version, later games they differed
more significantly in strength and attacks). There's 8 main characters ranging
from slight and light Chinese girl, to heavy and chunky slow Russian fighter,
to a monster, a sumo wrestler, two shotokan fighters (this was before the
retcon to their specific schools of combat), an American pilot and the mystical
Indian stretchy man. Throw in the 4 bosses as well and you've a very varied,
very colour school of rogues as a 12 character fighter.
I had heard the Russians were capable of some mad dances, this isn't one of them. |
There's strengths and
weaknesses to every character. Some are faster and more agile. Some are less
agile but tend to tank the damage better than others. Some have rapid-fire
attacks while others have projectiles, there's a large mix up and almost
something for everyone and their preferred style of gameplay. Most of the
characters can be paired up with someone else as a "balanced" match
(most...) so for two players there's a lot of different combinations of
fighters to use and enjoy together.
Hardly seems fair to fight a stretchy man who can teleport and breathe fire. |
Each character has their own
stage and level, which you'll encounter while playing through arcade mode and
see the focus, fine detail and attention gone into the presentation of the
game. It's a wonderfully smooth game, with lush graphics for the machine and
fluid, very responsive, gameplay that brings about one of the best reasons to
actually own a Super Nintendo Entertainment System with a controller almost
built as if its sole intention was to be able to play this game. 6 buttons, 6
attacks: 3 punches, 3 kicks and a D-Pad to move, it's quite the achievement and
mapped almost perfectly for the players to use (though I still switch out the
strong and medium attacks). Every few levels or so, you'll encounter a bonus
level which is to smash up a car, or break up a wall. The faster you do it, the
more bonus points you can score, nothing really pertinent about it but it does
make for an interesting change in the game.
The first boss adds that added air of extravagance. |
The AI comes across as fairly
balanced around level 4 in difficulty while at level 7 it'll test you or make
you exploit the AI weaknesses and cause triggers to ensure you'll always be
able to do things that the computer will fall for every time. There are some shortcomings
in the unfairness factor, such as the computer being able to pull off moves and
specials that it couldn't possibly do if played by someone. Such as being able
to instantly do moves that require the player to hold for 2 seconds before
attacking. Such as Guiles overhead kick and Blanka's rolling ball attack, or
E.Honda's blubber bullet for that matter.
It was a tough match, we eventually called it a draw. |
By today's standards, the game
is slow. But then this is the version before we starting to go
Hyper-Turbo-Ex-Plus-Alpha-Mini-Driver-3D-suck-my-arse-off edition. It's core,
it's base but it's good and it's enjoyable to the point of becoming tactical as
a fighter rather than picking some overpowered prick and hitting people with
moves they can't block *coughAkumacough* (love him really) and as a defining
point in the franchise and home-computer vs. arcades, you really couldn't have
picked a better band wagon to get upon to do it.
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