**************************************************************************** * * * A R C A D E S P E C I F I C I N F O R M A T I O N * * * **************************************************************************** 01. I've heard that there is a way to find out many times a character has been played on a particular machine. How is this done? 02. I've seen a game where you could do every special move in the air. What kind of machine is this? 03. When will SF3 be released? 04. What are the different types of endings? 05. What are the differences in the versions of the game? 06. How can I get the secret color on Super SF2? 07. What is this Zangief Magic throw I've been hearing about? **************************************************************************** 01. I've heard that there is a way to find out many times a character has been played on a particular machine. How is this done? The code is as follows, on 2P controller: Up-Up, Down-Down, Left-Right, Left-Right, Strong, Jab. It can be put in on the Classic and Champion Edition machines. It may work on some of the Hyper Machines, but most likely not. This is what the numbers on the screen mean (on Classic, numbers 13-16 don't appear): wiwiriya@mailbox.syr.edu provides: 0001 0002 0003 0004 0005 0006 0007 0008 0009 0010 0011 0012 0013 0014 0015 0016 0001 - No idea, probably some sort of "experience points" for 1P side. 0002 - The no. of tokens/quarters put in in the left-hand slot. => It's not the first player. I tried inserting into the right-hand slot and pressing 1P button. The number showed up in 004. 0003 - Same as 0001, but for 2nd player. 0004 - Same as 0002, but for right-hand slot. 0005 - No. of times Ryu has been used. 0006 - No. of times Honda has been used. 0007 - No. of times Blanka has been used 0008 - No. of times Guile has been used. 0009 - No. of times Ken has been used. 0010 - No. of times Chun Li has been used. 0011 - No. of times Zangief has been used. 0012 - No. of times Dhalsim has been used. 0013 - No. of times M.Bison (US version) has been used. 0014 - No. of times Sagat has been used. 0015 - No. of times Balrog (US version) has been used. 0016 - No. of times Vega (US version) has been used. caine@uiuc.edu adds: It turns out that this an operator adjustable feature, and that will explain any machines on which this does not work. As a matter of fact, I have tried this on several HF machines without success. I wonder if it was taken out when the HF chips were put in? ============================================================================ 02. I've seen a game where you could do every special move in the air. What kind of machine is this? It is an illegal "accelerated" version. They are mainly responsible for the creation of HF. They are not as balanced, or as playable as the official one. The are notoriously unpopular. There are many added features in these games, this includes, but is not limited to: all special moves can be done in the air, sinusoidal fireballs, wider-arc Dragon Punch, Fireballs for other characters and extra Fireballs, no charge times, and lots of other "improvements". These machines might go under the name Accelerator, Accelerator II, Quicken, or whatever. If it is not a Classic, CE, HF, or Super, then it is a hack. ============================================================================ 03. When will SF3 be released? No official word on this. Probably a good sign that SF3 is on its way is when a home version of SF2 Super is announced. Don't hold your breath. inkblot, wanderer, and asw @leland.stanford.edu inform: At this time, no one is actively working on SFIII. She said that they'd be crazy not to make one, given the success of SFII, though. In case you're curious, the next game to be released by Capcom will be "Dungeons and Dragons: Tower of Doom", which has a TSR license. (She was a Capcom rep.) ============================================================================ 04. What are the different types of endings? SF2: CLASSIC a. If you finish the game, you get to see your character's ending. b. If you finish the game on one quarter, without challenges, you see the characters fight as credits roll by. c. Finish without challenges, or losing a round, it's the same as b, but you also see mugshots of the programmers. SF2: CHAMPION EDITION Better endings for each character, plus boss endings. Same as for Classic except that if you do (c), it shows the characters attack some of the various inanimate objects such as barrels and oil cans, etc. Endings for the bosses are rather generic with a diamond formation with the champion at the top, and scrolling text rolling by. The endings for the bosses go a little like this: Balrog rises out of the ghetto, an inspiration to young children. Vega is insane, and wants to kill all the ugly people. Sagat chats - comes across as a more intense Ryu. Bison thanks you for helping him achieve world domination. TURBO SF2: HYPER FIGHTING Same as for Champion Edition. The last shot is a platform showing the following: Win with Bison: #1 Bison, #2 Sagat, #3 Vega Win with Sagat: #1 Sagat, #2 Bison, #3 Vega Win with : #1 , #2 Bison, #3 Sagat Ryu does show up on the platform (sellout!), like his ending says he shouldn't. I thought that the fight was all... SUPER SF2 The endings in this game are better done in a way, at least for the boss characters. They each have new text, and also personalized illustrations. Ryu: some better animation in the trees. ChunLi: "choose your own" ending: become detective or single young girl. The graphics for each is identical except that Chun's outfit in the pictures is different, as is the text. Zangief, Ken, Blanka: UNCHANGED. FeiLong: gets a movie offer from a director that wants to capture his "4-hit redizzy combo" (which does not exist) on film, but declines, saying he wants to improve his skills even more; homage to the Lees. T.Hawk: gets back the land that Bison took away. Cammy: her mission is complete, and Bison reveals that she has lost part of her memory, and the she was once in love with him. But, her friends tell her not to believe him, and then she leaves with friends. DeeJay: his music is important to him; becomes a big music star. Balrog: earns the number one title, retires wealthy with two gorgeous women sitting on his lap. Vega: goes back to his mansion, and admires himself. Sagat: broods over Ryu. Bison: achieves his evil goals - the world burns. He also refers to "the Ancient One" -- a hint about SF3..? ============================================================================ 05. What are the differences in the versions of the game? SF2: CLASSIC Early 1991 $3500 new There are 4 versions of the original game, the differences are below: Version 1 and 2: Guile's bugs, no Dhalsim bugs, Ryu/Ken can destroy the car with roundhouse only. Version 3: Guile's and Dhalsim's bugs, no char vs. char. Version 4: No Guile bugs, Dhalsim's bugs though, char vs. char. This is the least balanced of the versions; Guile and Dhalsim were the most dominant. This game is quite slow, the Dragon Punch did not have the knockdown capability among other things. SF2: CHAMPION EDITION Early 1992 $4000 new One version of this game. It sports character vs. character, as well as the ability to play the boss characters. Many graphical changes, as well as changes to the characters. Each fighter has an additional uniform color. The game is quite a bit (about 50%) faster than the Classic. The endings for the characters were revised with better graphics, and the bosses got generic endings... TURBO SF2: HYPER FIGHTING Winter 1992 $500 upgrade This version gives each character a new uniform color along with the Classic colors. Most characters are changed significantly enough so that the game is a bit difficult to catch on to. Many new moves were added, most notable is the ability to do some moves in the air, and the new vertical attacks. This game is 10%-25% faster than CE, depending on the prototype. Some are slower, some faster. There is an appended ending for each character. SUPER SF2 Fall 1993 $??? replacement kit $???? new Here, four new characters are added. The speed has been reduced to slightly faster than CE. Each character now has 8 uniform colors, the 3 from previous editions, plus 5 new ones. There are obviously 4 new backgrounds, some of the existing ones were modified for the better, and the sound has been changed to the Q-Sound system. Some of the characters have new moves, and there have been some touch ups on existing moves, and variations on others. There is at least one other version of SF2 Super. It has been observed that on certain (newer) machines, Zangief's "magic" throw no longer works. Also, on a local machine, you can start a one player game on the P2 side. ============================================================================ 06. How can I get the secret color on Super SF2? Hold down the button you use to select your character for 3 seconds or so, and you can get what is called the "super" secret color. You can't use the 1P or 2P start buttons to get the secret color. Just in case you didn't know, this is how the choices of colors are set up: Jab Strong Fierce Hold button for 3 secs. Classic Champion Hyper/Turbo Super Secret Short Forward Roundhouse 1P/2P Button Super #1 Super #2 Super #3 Super #4 maestas@cs.arizona.edu and caine@uiuc.edu compiled: And here is a complete listing of the colors that are available for all the characters for each of the above listed items: Color definitions (just so you know what I mean on some of these): Chartreuse.. a light yellow-green color, like those green firetrucks. Sandstone... an orange-brown color Magenta..... red-violet Beige....... yellow-brown Tan......... slightly yellowish brown (but more like tanned skin) Fuchsia..... hot pink-violet Olive....... Army drab green color, a greyish green Teal........ Blue-green Aqua........ slightly greenish blue This is a list that was compiled by myself and caine@uxa.cso.uiuc.edu. All of the colors listed are basically arbitrary. Some colors have fancy names others are just plain. However, if you have any conflicts, e-mail me and I will look into the situation. Sorry about some of the designations, I work in a frame shop and we've got a zillion colors of mats to choose from. Legend: Ja- Jab St-Strong Fi-Fierce P#-Player # Sh- Short Fo-Forward Ro-Roundhouse Su-Super (hold 3 sec.) Lt-Light Dk-Dark Br- Bright P - Pale RYU (Gi, headband) Ja - White, Red Sh - Orange, Blue St - Grey, Purple Fo - Lt Blue, Red Fi - Lt Blue, White Ro - Lt Green, Chartreuse P# - Brown, Dk Brown Su - Forest Green, Red KEN (Gi) Ja - Red Sh - Br Green St - Dk Grey Fo - Teal Fi - Indigo Ro - Lt Olive P# - Yellow Su - Bronze E. HONDA (Face paint, Trunks) Ja - Red, Blue & Lt Blue Sh - Lt Purple, Green & Lt Green St - Blue, Red & Lt Red Fo - Teal, Dk & Lt Sandstone Fi - Green, Orange & Lt Orange Ro - Red, Dk & Lt Grey P# - Lt Blue, Dk & Lt Grey Su - Orange-Red, Dk Yellow & Yellow CHUN LI (Outfit, Trim) Ja - Blue, Gold Sh - Dk Grey, Bronze St - Red, Bronze Fo - Br Yellow, Bronze Fi - Grey, Gold Ro - Dk Green, Bronze P# - Lt Purple, Gold Su - Mint Green, Bronze BLANKA (Skin, Hair) Ja - Yellow, Orange Sh - Grey, Dk Magenta St - Blue, Yellow Fo - Dk Yellow, Green Fi - Yellow, Blue Ro - Flesh, Green P# - Teal, Green Su - Beige, Dk Pink ZANGIEF (Trunks, Bracelets) Ja - Red, Gold Sh - Lt Grey, Gold St - Dk Green, Lt Green Fo - Bright Yellow, Peach Fi - Baby Blue, Gold Ro - Green, Gold P# - Bright Blue, Gold Su - Black, Gold GUILE (Fatigues, Hair) Ja - Green/Brown/White, Blonde Sh - Red/Tan/White, Blonde St - Tan/Brown/White, Blonde Fo - Dk Blue/Pink/White, Grey Fi - Blue/Red/White, Blonde Ro - Dk Yellow/Tan/White, Dk Pink P# - Grey/Tan/Lt Beige, Blonde Su - Blue-violet/Brown/Beige, Dk Orange DHALSIM (Skin, Paint, Trunks) Ja - Tan, Red, Beige Sh - Sunburn, ? St - Greyish Purple, Red, Orange Fo - Red-brown, Lt grey-blue, Dk Beige Fi - Brown, Blue, Grey Ro - Mint Green, Bronze P# - Greyish Blue, Lt Pink, Tan Su - Lt Grey, Lt Blue, Lt Purple BALROG (Shirt, Gloves) Ja - Lt Blue, Red Sh - Lt Green, Red St - Gold, Orange Fo - Red, Dk Teal Fi - Orange, Red Ro - Lt Purple, Red P# - Dk Bronze, Red Su - Dk Grey, Red VEGA (Tights, Sash) Ja - Violet-Blue/Yellow, Red Sh - Red/Tan, Black St - Green/Yellow, Yellow Fo - Purple/P Yellow, Orange Fi - Black/Yellow, Br Green Ro - Blue/P Yellow, Purple P# - P Blue/White/P Red, Black Su - Dk Yellow/Yellow, Blue SAGAT (Trunks, Trunk Stripe) Ja - Blue, Red Sh - Purple, White St - Red, Green Fo - Olive, Orange Fi - Lt Beige, Red Ro - Blue-Grey, Lt Blue P# - Dk Grey, Lt Grey Su - Yellow, Black M. BISON (Outfit, Padding) Ja - Red, Grey Sh - Grey-Blue, Red St - Green, Orange Fo - Dk Tan, Dk Grey Fi - Grey, Red Ro - Purple, Green P# - Dk Grey, Lt Grey Su - Bronze, Bronze CAMMY (Outfit, Beret/Gloves) Ja - Olive, Red Sh - Lt Grey-Blue, Orange-Red St - Platinum, Fuchsia Fo - Blue, Red Fi - Hot Pink, Fuchsia Ro - Grey, Red P# - Purple, Fuchsia Su - Bluish Grey, Fuchsia DEE JAY (Pants, MAXIMUM Stripe) Ja - Orange, Dk Orange Sh - Lt Green, Dk Green St - Blue, Dk Blue Fo - Lt Purple, Dk Purple Fi - Green, Dk Green Ro - Lt Olive, Dk Olive P# - Grey, Black Su - Lt Purple, Dk Purple FEI LONG (Pants) Ja - Dk Grey Sh - Aqua St - Purple Fo - Reddish Brown Fi - Olive Ro - Lt Grey P# - Brown Su - Red T. HAWK (Outfit) Ja - Lt Blue Sh - Lt Magenta St - Off White Fo - Pink Fi - Mint Green Ro - Grey P# - Beige Su - Brown ============================================================================ 07. What is this Zangief Magic throw I've been hearing about? Zangief can, under certain conditions, grab an opponent from outrageous distances with a Double German Suplex, a move that normally requires you to be fairly close. In case you are curious, Matthew A Wallace (mwallace@ucscb.UCSC.EDU) wrote: I talked with one of the game's designers, and the glitch is unintentional. They did find out about it before the game shipped, but it was not put in on purpose. So far as is known, Z's "magic" throw requires using Forward kick when executing the move, and it only works in the following conditions: 1) at the start of a round 2) when Zangief gets up after being knocked down 3) after blocking anything 4) after being hit In general, the bug does not work if the opponent is in the air, although at least one exception has been noted - a T. Hawk player was magic thrown on the rebound from a Condor Dive that hit low. The timing is tricky - you need to execute the move at a precise time that varies with each condition. When blocking a fireball, for instance, I've found it necessary to wait a moment after blocking before attempting the move. The Zangief "Magic Throw" bug has apparently been corrected on the newest versions of SSF2. **************************************************************************** * * * H O M E V E R S I O N S P E C I F I C I N F O R M A T I O N * * * **************************************************************************** 01. When will Super SF2 come out? 02. What are the different types of endings? 03. What are the differences in the versions of the game? 04. What are the codes for the SNES SF2 versions? 05. Where can I find Game Genie codes for the SNES? 06. What is SF2IBM? 07. Is there a legal version of SF2 available for PC's? **************************************************************************** 01. When will Super SF2 come out? There has been no official word, but it seems likely that there will be a version for the SNES and Sega Genesis sometime in the future. ============================================================================ 02. What are the different types of endings? SNES: CLASSIC Level 0-2: Why don't you try the harder difficulty level? Level 3-5: Personalized ending for your character Level 6-7: Credits scroll across the screen as characters battle. Level 7: Beat the game without changing characters, a special showing the original eight warriors. Level 7: Don't use any continues, same as above, but all 12. Level 7: Don't lose a round, same as above. Pushing start will make Chun Li's sound of "Ya Tai." SNES: TURBO Level 0-2: Why don't you try the harder difficulty level? Level 3-7: Well, you get the ending for your character. On level 6 and 7, you get a picture of a promotional poster or something. Plus the same ending as in the HF arcade game. If you disable the special moves using the code for a 1P game only, and beat the game on level 3, you will get to see the appropriate poster. And if a 2nd player joins in, you get you special moves back for that fight. I only played this on the default and the hardest level. The default was incredibly easy, and the endings are like for the arcade HF. The hardest level is quite difficult, and it is easy to see how much the computer cheats on everything (Sagat even throws you!). There is a digital picture at the end no matter how you finish, but I was unable to beat it without having to continue at least once. SEGA GENESIS: SPECIAL CHAMPION EDITION Level 0-4: Why don't you try the harder difficulty level? Level 5-7: The ending for your character. On level 7, at the end you see a picture of Chun Li doing a standing forward kick. This game is very much a translation of SNES: Turbo. The computer play is like the SNES. If you have played the SNES version, you have basically played this version. TURBO DUO: CHAMPION EDITION No information available. ============================================================================ 03. What are the differences in the versions of the game? SNES: CLASSIC Summer 1992 $50-70 game This is very similar to the Classic version. You can play char vs. char with a special code. Bosses are also available with a third party device. Most of the game is like Classic, but there are missing frames of animation, a few missing moves, a lot less blood that the arcade, and the sound is not nearly as well done. The characters are smaller in relation to the screen, and there may *slight* play differences as well. SNES: TURBO Summer 1993 $60-80 game Very similar to the arcade with a few easy to pick up tricks and what not. It is faster than the arcade on the normal setting, but everything comes off as normal. The bonus stages are like the old SNES version. Plus there is other stuff like on the SNES, and a way to get the game to go extremely fast... There is a Normal mode, which plays like CE in some ways, and HF in others. The Normal mode utilizes the Disable Special Moves option that is available through a code. 11 speeds are available through the use of a code as well. SEGA GENESIS: SPECIAL CHAMPION EDITION Fall 1993 $45-70 game All in all, this is the SNES: Turbo version for the Genesis. The coded options listed above are built in to the game without codes. There is a group battle mode which is useless. The sound of the game is redone slightly, and in some cases sounds better, even though the quality is lesser. The voices are hoarse sounding, and the sound FX for hitting the opponent are all nearly the same. This game is a decent translation of the arcade game, and plays closer to the arcade than the SNES by the way it feels. This doesn't have the extra sound FX that SNES does, but there are voices for Balrog's TAP and the continue countdown, unlike the SNES. The "skyscraper" introduction from the arcade versions previous to Super is also included, but made more politically correct. TURBO DUO: CHAMPION EDITION Fall 1993 $65-80 game Not much info from me here. It has been highly regarded as a good trans- lation of the game though, except for the sound. ============================================================================ 04. What are the codes for the SNES SF2 versions? The Code (and will hereafter be referred to as the "Code") in question is shown below, and must be done with a fair amount of speed at the specified times, on the correct controller: Direction Down, Button R, Direction Up, Button L, Button Y, Button B. The Sound (referred to as the "Sound") sounds like this: It is identical to the sound when you pick a character from the selection screen. On SNES Classic, the only applicable time to use it is when the CAPCOM logo appears. Using the 1P controller, put the Code in then, just as the CAPCOM logo fades you should finish, and hear the Sound. This will give you Player vs. Player. Using the ABLRXY buttons will give you the original Classic color, and Start will give you the Champion Edition color for that character. If you are going to fight Player vs. Player, then each player will get the color that the first person didn't pick. The rest of the instances apply to SNES Turbo. They are done at different times, and on different controllers. For 10-star Turbo speed, you can begin to put in the Code from 2P controller as the screen with the distant "Street Fighter 2" appears, and as late as when the word "TURBO" scrolls right to left. You need to finish the Code before the whole title screen appears. If you do this correctly, you will hear the Sound. Like said above in the 10-star Turbo section, this is the way to use the Code to disable Special Moves. There are 2 ways to disable Special Moves. One way is to disable all Special Moves for the Player in a 1P match. Do it at the same time as shown for the 10-star Turbo speed mode. I don't know about the Special Moves for the 2P side if he decides to join in, but I would guess that he is the same boat as you: no Special Moves. The other way is in the vs. battle, i.e. a two player game. On the screen after you have selected your characters, you will see the stage select screen. On the 2P controller, input the Code. I'm not sure if you will hear the sound, but you will know for sure when you hit Start on the 2P controller. This will bring up the Special Moves screen, and will enable you to disable any or all of the Special Moves for the characters. To do this before each battle, after you have correctly inputted the Code, you will only need to hit Start on the 2P controller at the stage select screen. If you disable the moves that are specific only to Turbo mode, you can play a Normal game with the Turbo colors at more speeds. The move disable code is the only difference between the Turbo and Normal modes. Otherwise, they are the same, except for the speed and the colors. These are unlike the more numerous changes that were made between the Champion Edition (Normal) and the Hyper Fighting (Turbo) arcade games. The Sega Genesis SF2:SCE allows these options to be selected without codes. ============================================================================ 05. Where can I find Game Genie codes for the SNES? They are too numerous to list here, but there is one very complete and excellent file at the ftp site. It is called codes.game-genie, it is avaiable at the ftp site. This file is updated as new codes are discover- ed by the writers, so any new versions will be there. If you are looking for Game Action Replay codes, look for the file called codes.action-replay. See question #4 in part 3 of the FAQ for the list of files available at the FTP site. They are in the /pub/local/sf2/other/codes.* file names. ============================================================================ 06. What is SF2IBM? It is an illegal version of the game for the PC. It can be found at various FTP sites. The newest version of the game is 1.96. There are a number of patches available for the original, and they aren't necessary to play the game, but they surely make it more fun. You can find more information at the FTP site, in the FAQ for SF2IBM. ============================================================================ 07. Is there a legal version of SF2 available for PC's? It can be found in software stores and is considerably cheaper than any of the versions for dedicated game systems; however, it is not generally considered a very good translation of the arcade version. Buyer beware. ****************************************************************************