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Platform: Super
Nintendo
Entertainment System Review by: Bradley Keene Writer's Note: This is part one in a five-part Street Fighter II review. Each month, for the next four months, I will be reviewing the next upgrade to the Street Fighter II series. Stay tuned until next month for Street Fighter II: Champion Edition! HADOKEN! That one word holds a special place in any fighting game fan's heart. Hell, I have the button sequence formed into my thumbs from playing Street Fighter II entirely too much! Seriously though, Street Fighter II on the SNES gave me a large callous in the middle of my left thumb that I still have to this day.
When I think of SFII, I think of fighting game perfection. I think of the many games it paved the way for. I think of the landmark it left in the videogame industry. What I also think of are the
four other versions of this game that were released, and how Capcom managed to perfect the already perfect fighting juggernaut. What I'm trying to mumble out is that
SFII is utterly AMAZING! With a more expanded versus mode, SFII allows players to select one of eight playable characters to fight it out in one of the most well-balanced fighters in history, either in the arcade/story mode or a versus match against a human opponent. The "original eight" are Blanka, Ken, Ryu, Guile, Dhalsim, Zangief, Chun-Li and E. Honda; but sadly, due to limitations, same-character matches were unavailable until SFII Champion Edition launched later in 1992.
After defeating each character in the arcade mode, you're forced to fight the three sub-bosses (Vega, Balrog and Sagat) before getting bitched like a n00b by M. Bison. If you're good enough to defeat him, you're greeted by a character-specific ending, and hopefully entering your initials into the high-score screen. Just to clear something up as well, the names of
three of the four boss characters were changed in the North American versions of
SFII due to legal controversy surrounding the use of the name Mike Bison. Capcom used the name to compare the boxing character to American boxing legend (stay with me here) Mike Tyson, but the name was eventually switched to Balrog, which was Vega's name. Vega was originally the name of M. Bison and Balrog was the original name for Vega. Sagat was lucky and got to keep his name. Hopefully that wasn't TOO confusing!
One of the mainstays in the SF universe is the use of "special moves," which each character can utilize by rotating or "charging" the directional pad followed by the press of an attack button. These are all character-specific, outside of Ken and Ryu's. Characters were also separated into two types: offensive and defensive. Offensive characters usually have special attacks that consist of rotating the control pad either a quarter or half-circle forwards/backwards followed by an attack button. Defensive characters are usually the "charge" characters, where one has to charge away or down for two seconds before pressing the opposite direction and an attack button simultaneously. This usually helped these character stay on the defensive end, since holding the joystick away from the opponent causes you to block their attacks. This, however, created something that we hardcore SF fans loathe
and refer to as "turtling," where players crouch and block at the same time to avoid any attack outside of being thrown, and then capitalizing on
opponents' mistakes. This feature was later fixed in Super Street Fighter
II: Turbo in 1994 by the addition of "overhead" attacks. More on that in a future review, though.
Either way, if you owned a SNES and actually were cool enough to have friends that admitted to playing videogames, this was the game to own. Enough hours of practicing or losing on the hardest difficulty could make a solid player, but learning the tricks of the trade and when to use which attacks made you elite.
It wasn't all about flashy graphics and 100-hit combo throws by sweaty buff men in tiger masks, either. Zangief (or as I call him, "The Gief") would own King any day of the week. His sculpted chest hair and red Speedo are unstoppable! SFII requires a lot of skill to be able to stand your own ground among the SF elite. Picking up the controller and mashing buttons make you look like a complete tool while your skilled friend ( i.e., me) brings the pain from all directions with Sonic Booms, Yoga Flames, Hundred Hand Slaps & Hurricane Kicks. So grab your books, n00b... it's time to get schooled!
-- Bradley Keene {02-04-2006} *Thanks to wikipedia.org for the information. |
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Past Reviews by Bradley Keene:
Splatterhouse
(TG-16)
Ice Climber (NES)