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Street Fighter II: The World Warrior. For the other popular video game with the same acronym, see Shining Force II. Street Fighter II: The World Warrior. A Japanese brochure for the arcade version of Street Fighter II, featuring the original eight main characters. Clockwise from top: E.
Honda, Zangief, Ken, Blanka, Dhalsim, Ryu and Guile. At the center: Chun- Li.
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Developer(s)Capcom. Publisher(s)Capcom. Producer(s)Yoshiki Okamoto. Designer(s)Akira Nishitani. Akira Yasuda. Programmer(s)Shinichi Ueyama.
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Seiji Okada. Yoshihiro Matsui. Motohide Eshiro. Artist(s)Eri Nakamura. Satoru Yamashita. Composer(s)Yoko Shimomura. Isao Abe. Series. Street Fighter. Platform(s)Super NES, Amiga, Atari ST, Commodore 6. ZX Spectrum, DOS, Game Boy, Play.
Station, Sega Saturn, Play. Station Portable (in Capcom Classics Collection Reloaded), i. OS, Play. Station 2, Xbox, Java ME, Wii Virtual Console, Nintendo Switch. Release. 19. 91. Arcade. SNESJP: June 1. 0, 1.
NA: July 1. 5, 1. It is the second entry in the Street Fighter series and the arcade sequel to the original Street Fighter released in 1. It is Capcom's fourteenth title that runs on the CP Systemarcade hardware. Street Fighter II improves upon the many concepts introduced in the first game, including the use of command- based special moves and a six- button configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style, and introducing a combo system and competitive multiplayer combat between two players.
The success of Street Fighter II is credited with starting the fighting- game boom during the 1. The video game console ports sold more than 1.
The player engages opponents in one- on- one close quarter combat in a series of best- two- out- of- three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, then a . In the first Street Fighter II, a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in Champion Edition and onward. If there is no clear winner by the end of the final round, then either the computer- controlled opponent will win by default in a single- player match or both fighters will lose in a 2- player match.
After every third match in the single player mode, the player will participate in a bonus stage for additional points. The bonus games includes (in order) a car- breaking event similar to another bonus round featured in Final Fight; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt on the top portion of the screen; and a drum- breaking bonus game where drums are flammable and piled over each other.
Between the matches, a Pacific- centeredworld map is seen, showing the participant's home stages. When the upcoming match and its location have been chosen, an aeroplane moves across the map. Like in the original, the game's controls uses a configuration of an eight- directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter.
Like in the original, the player can perform special moves by inputting a combination of directional and button- based commands. Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves. Combos were also possible.
According to IGN, . Street Fighter II's designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones. The roster initially included Ryu and Ken—the main characters from the original Street Fighter game—plus six new characters of different nationalities. In the single- player tournament, the player faces off against the other seven main fighters, before proceeding to the final opponents, which are four non- selectable CPU- controlled boss opponents, known as the . Honda, a sumo wrestler from Japan. Blanka, a beast- like mutant from Brazil who was raised in the jungle.
Guile, a former USAF special forces operative from the United States, seeking to defeat the man who killed his best friend. Ken, Ryu's rival and former training partner, from the United States. Chun- Li, a Chinese martial artist who works as an Interpol officer, seeking to avenge her deceased father.
Zangief, a pro wrestler from the USSR. Dhalsim, a fire breathing yoga master from India. CPU- exclusive characters: Balrog, an American boxer, designed with a similar appearance to Mike Tyson.
Vega, a Spanish torero who wields a claw and uses a unique style of ninjutsu. Sagat, a Muay Thai kickboxer and former World Warrior champion from the original Street Fighter, who was scarred by Ryu in the end of the previous tournament.
M. Bison, the leader of the criminal organization Shadaloo, who uses a mysterious power known as . The African- American boxer known as Balrog in the international versions was designed as a pastiche of real- life boxer Mike Tyson and was originally named M. Bison (short for .
Bison were originally named Balrog and Vega respectively. When Street Fighter II was localized for the overseas market, the names of the bosses were rotated, fearing that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit. To avoid confusion in Tournament Play, many players refer to each character by a defining characteristic. The names are . While the ending text for the characters were originally translated literally, a few changes were made due to creative differences from Capcom's U. S. For example, the name of Guile's fallen friend (who would later debut as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA felt that Nash was not a natural sounding English name. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on.
I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles.
Later we were able to make the timing more comfortable and the combo into a real feature. How To Install Sharepoint Solutions. In SFII we thought if you got the perfect timing you could place several hits, up to four I think.
Then we managed to place eight! While Shimomura initially had reservations about doing the music for a fighting game, a genre of which she was not particularly fond, she soon came to enjoy working on the project and stated that while Breath of Fire was her personal favorite of the games she worked on while at Capcom, Street Fighter II was the most memorable. Isao Abe, a Capcom newcomer, handled a few additional tracks for this game and subsequently became the main composer on the remaining Street Fighter II games. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, who had been the composer on the original Street Fighter. Super NES. It was the first game released on a 1. Megabit cartridge for the SNES. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity.
This version also featured a secret code which would allow both players to control the same character in a match, which was not possible in the original arcade version. The second player uses the same alternate color palette introduced in Street Fighter II.