Graeme Sandiford limbers up and practices his flying back flips. It's...

Super Street Fighter 2 Turbo logo AGA

After nearly a decade of development and refinement the Street Fighter series is revered by many an arcade-going pugilist as the ultimate beat-'em-up. Indeed, a whole sub-culture has sprung up around the globe complete with its own dialect and rules of conduct. There have even been reports of real fights breaking out in arcades in America and the far east over cheap tactics in the game.

Like many true gaming sensations, the success of this grand-daddy of beat-'em-ups is based on several factors. These include unique characters with their own distinctive fighting styles, strengths and trademark special moves and a finely-tuned game engine that enables players to develop their own fighting styles and strategies.

The fact that Super Street Fighter 2 Turbo has actually made it to the Amiga is one in the eye for several species of console-owner as it has only been released for PC and 3DO. Grudgingly, it must be admitted that the PC conversion was almost arcade-perfect and as the Amiga version is being published by the same company, Gametek, there seems to be just cause to expect another surprisingly good conversion.

Super Street Fighter 2 Turbo, also known as Street Fighter X in Japan, is the follow up to Super Street Fighter 2 (88% in AF75) and contains the characters of its predecessor.

It would seem the guys and gals have been busy honing their deadly skills, as each character, except Sagat for some reason, has new moves. Each character also has a Super-gauge at the bottom of the screen which registers their accumulated Super power. When the Super gauge is full they can then let rip with a devastating Super combo by performing a super motion on their joystick or pad.

THE ANCIENT ONE
There is also a new hidden character who goes by the names of Akuma, Gouki and The Ancient One. He's a bit of bad-hat, after learning a secret killing technique from Ken and Ryu's teacher he killed him, presumably with said technique, and now roams the world beating people up to prove how hard he is - sounds a little insecure to me.

He's kinda like a souped-up version of Ken and Ryu and has the added ability of shooting fireballs while in the air and gliding mysteriously across the screen to avoid attacks - spooky.

For some strange reason Gametek seemed a bit reluctant to send us a copy of the game so we had to pop into the local Electronics Boutique to purchase one. The first thing you notice about the game, even before you get it home, is the weight of the box. The reason for this is the 11 disks the game comes on which takes quite some time to install.

Each time a character is hit you hear a sound like someone hitting a cabbage with a ruler.

Another noteworthy fact about this game is that you need a hard disk - an accelerator and Fast RAM is highly recommended.

The reason for the high number of disks becomes apparent once the game is loaded as the graphics are quite simply stunning. The backgrounds are at least as good as the PC version and character sprites are nice and big without the washed-out look of Super Street Fighter 2.

Unfortunately, they don't look so good when animated. For some reason, probably a cheap and quick solution for the slow-down caused by the large sprites, the animation frames seem to have been halved. This results in characters that jerk around the screen as being subjected to random electric shocks.

Aside from looking ugly this can cause real problems - there is nothing more annoying than being in a fight and having an opponent's fist or foot appear from nowhere in the middle of your mush. This in itself is a pain in the neck, but it also throws the excellent Street Fighter game engine out of whack. Experienced Street Fighters have a surprising awareness of the game's technicalities.

The animation frames play an important part in Street Fighter. They not only give you clues to your opponents next move, they also play an integral part in combos and general tactics. It's not nice to face an opponent who, instead of going through several frames of a reeling backward animation after a fierce blow, hits you back before you can follow through with your favourite combo.

BAD CODING
While this may be more of a problem for expert players the general screen glitches that appear especially when a character performs their super move is a sign of bad coding. There have been several instances, when the computer has crashed when my character has performed its super move. This is just one of many errors that start getting on your nerves after a while.

The sound is unbelievably poor, especially as all the sound effects needed were a few cheap and cheerful tunes for each of the characters background and some meaty thumping and kicking sounds. Instead there is no background music whatsoever and each time a character is hi you hear a sound like someone hitting a cabbage with a ruler.

Super Street Fighter 2 Turbo may have fixed some of the inadequacies of its predecessor, such as the abysmal graphics, bu, it has now been robbed of its best feature - its playability. The sole redeeming factor about the whole game is that it only costs £10.



Super Street Fighter 2 Turbo logo AGA

Die Arcade-Dynastie der schlagfertigen Straßenfeger ist mittlerweile bei der vierten Generation gelangt - und präsentiert nun einen Sproß am Amiga, der wieder gutmacht was sein turbo-loser und ganz etwas schwächelnder Vorgänger verpatzt hat!

AM ANFANG

..gab es nur die Straße. Dann stürmte der erste Street Fighter die Spielhallen und sorgte vornehmlich mit seinem überdimensionalen Gummiknöpfen zum Draufdreschen für Aufsehen.

Trotz dieser lebensnahen Steuerung war das Game nicht unbedingt eine Sensation - sie gelang erst 1991 mit dem legendären Teil zwei, dem eigentlichen Ahnherrn aller folgenden Computer-Konvertierungen.

Die Gründe für den bald erreichten Kultstatus sind schnell aufgezählt: ungewöhnlich große, fein animierte Kämpfer, versteckte Special-Moves und nicht zuletzt die superbe Spielbarkeit machten "Street Fighter II" zum wohl populärsten Beat 'em -up überhaupt.

Die originale Amiga-Umsetzung erschien Anfang 93, und siehe da, das ruhmreiche Gameplay des Automaten ging auch bei einer Steuerung per Joystick und Tastatur nicht verloren. Im Prinzip dasselbe läßt sich zwar über die erst kürzlich veröffentlichte Amigaversion von "Super Street Fighter II" behaupten, allerdings drückt dabei die bescheidene Präsentation doch gewaltig auf die Motivation.

Bei der Umsetzung der aktuellen Turbovariante hatte Gametek also einiges gutzumachen, was U.S. Gold verbockt hätte.

DAS SPIELPRINZIP

...ist immer noch unverändert: Zwei der insgesamt 16 Prügelknaben und -mädchen stehen sich in horizontal scrollenden Arenen gegenüber und knabbern unter Zeitdruck am Energiebalken des Gegners. Dazu stehen ihnen neben den gängigen Schlägen und Tritten auch etliche Spezialattacken zur Verfügung, die von Fighter zu Fighter verschieden sind und über meist recht komplizierte Steuerkreuzbewegungen ausgelöst werden.

Loben muß man dabei, daß alle sechs Buttons des CD32-Pads genutzt werden, weniger toll ist, daß man ihre Belegung nicht (wie bei anderen Konsolenumsetzungen) umkonfigurieren kann.

Auch die Continues werden keineswegs schrankenlos verteilt, statt dessen darf man im Solo-Modus selbst wählen, ob man drei, fünf oder sieben Chancen für ein Leben nach dem K/o. Haben möchte. Wir empfehlen das Maximum, vor allem, wenn man zugleich eine höhre der acht Schwierigkeitsstufen wählt: Schließlich wollen alle 15 Kolleten und dazu das eigene Spiegelbild besiegt sein, wenn man die neuen Abspänne der Turboversion kennenlernen will.

Im Duell-Betrieb dürfen sich die beiden menschlichen Raufbolde nach Belieben vor einem der 16 Hintergrundbilder balgen. Dabei fehlt dann aber nicht bloß das statistische Zwischenspiel nach jedem Match, sondern auch die Möglichkeit, mit unterschiedlichen Handikaps in die Schlacht zu ziehen.

DIE NEUERUNGEN

...gegenüber dem Vorgänger bestehen im Kern aus ein paar veränderten Spezialattacken und den noch vernichtenderen, aber höllisch schwierig auszuführenden "Super-Moves". Sie muß man sich erst verdienen, indem das "Supermeter" durch unbarmherziges Malträtieren des Kontrahenten mit Energie gefüllt wird.

Der Lohn der Mühe besteht aus kombinierten Special-Moves, deren gebündelte Wirkung so fürchterlich ist, daß dann sogar die Sprites vor innerer Ergriffenheit bläulich zu leuchten beginnen. Damit wären wir unversehens auch schon beim größten Trumpf dieser Version angelangt, nämlich der Präsentation.

DIE GRAFIK

...schlägt tatsächlich so ziemlich alles aus dem Feld, was jemals auf dem Monitor eines Amigas oder CD32 aufgetaucht ist - einmal wegen der höchst detaillierten Zeichnung der Kämpfer, zum anderen durch deren schlichte Größe.

Ja, diese Fleischberge verdecken im Doppelpack fast den gesamten Hintergrund! Vorbei sind daher die Zeiten, wo man sich zwischendurch aus dem Nahkampf zurückziehen und den Gegner aus sicherer Distanz beharken konnte, denn einige Charaktere überbrückten die vollen Screenbreite mit einem einzigen Sprung.

Ein Personal im Kingsize-Format hat in der Praxis aber leider noch mehr Nachteile: Den Backgrounds fehlen nun die zerstörbaren Gegenstände und Mini-Animationen, welche doch viel zum Flair des Originals beigetragen haben.

Die ansonsten tadellos konvertierten Schauplätze (Tempel, Flughafen, Badehaus etc.) ruckelten zudem bei unserem Testmuster recht heftig, auch die Animation dere Fighter kann mit ihrer Größe nicht Schritt halten. Und damit werden beispielsweise "im Flug" ausgelöste Fußkciks manchmal zur Glückssache.

DER SOUNDKULISSE

...bietet ein ähnlich durchwachsenes Hörbild: Irgendwelche Kampf- Schmerzens- oder Jubelschreie waren in unserem Pressetestmuster noch nicht eingebaut, weshalb wir auf eine Bewertung dieses Punktes verzichtet haben.

Die von Stage zu Stage unterschiedliche, sehr ansprechende Musik wird direkt von der CD geladen und nach ungeähr einer Minute wieder ausgeblendet, um einem schnelleren (Show-down-) Thema Platz zu machen.

Darüber dürfen sich jedoch ur Konsoleros freuen, denn am 1200er mit CD-RÖMer bleibt das Orchester stumm. Für kampferfahrene Streithähne ist das jedoch ohnehin alles eher nebensächlich, sie interessieren sich in erster Linie für das Gameplay.

DIE SPIELBARKEIT

...ist denn auch bis auf einige Kleinigkeiten über alle Zweifel erhaben. Fans des Automatenvorbilds erkennen sofort die vertrauten Verhaltenswerten ihrer Lieblinge wieder: Beispielsweise verbringt die zierliche Chun Li die Hälfte der Zeit in der Luft und vertreibt sich die andere Hälfte mit dem Werfen von Feuerbällen.

Dagegen marschiert der massive Zangief nach alter Gewohnheit direkt auf sein gegenüber zu und versucht dann, seine gefürchteten Wurftechniken anzubringen.

Auch das "Combosystem" wurde unmittelbar aus der Spielhalle übernommen und erlaubt den fließenden Übergang von normalen Angriffen zu einem Special-Move. Dasselbe in Grün gilt für das "throw softening": Wer selbst noch (erfolgslost) zu einem Wurf ansetzt, während ihn der Gegner bereits durch die Luft schleudert, erlebt zur Belohnung wenigstens eine weichere Landung als weniger einsatz-freudige Kollegen.

Die allseits bekannte Schwammigkeit der Steuerscheibe auf dem serienmäßigen CD-32-Pad führt zwar dazu, daß die diversen Superspecials relativ schwierig auszulösen sind,a ber das kann man ja kaum dem Spiel anlasten.

Stärker stören die bis dato noch enthalten Bugs wie gelegentliche Grafikfehler, aber Gametek hat uns hoch und heilig versprochen, all diese Mängel auszumerzen, bevor das Game dieser Tage in den Handel gelangt.

DAS ERGEBNIS

...ist damit eine durchweg souveräne und auf dem Grafiksector sogar überwältigende Digi-Prügelei. Lediglich die kleine Schönheitsfehler verhindern den sonst unvermeidlichen Hit, nicht jedoch, daß Super Street Fighter II Turbo das zwischenzeitlich leicht angeknackste Image der Serie wieder kräftig aufpoliert.

Jetzt richtet sich die Aufmerksamkeit natürlich auf den Nachfolger "Street Fighter Alpha", der derzeit in der Spielhalle Furore macht - doch bis man hier an eine Umsetzung denken darf, haben die Straßenkämpfer am Amiga erst mal alle Hände voll zu tun. Quasi turbomäßig... (mz)


DER 17. STREET FIGHTER

Viele halten diese sagenumwobende Gestalt, die manchmal "Akuma" und dann wieder "Gouki" genannt wird, für reine Legende. Aber der Bruder von Meister Gouken (dem Ausbilder von Ken un Ryu) existiert tatsächlich, nur ist es sehr, sehr schwierig, ihn auch mal persönlich zu begegnen. In der Spielhalle muß man alle Kämpfe bestehen, ohne auch nur ein einziges Continue zu verbrauchen, dann erscheint er plötzlich als eine Art Überobermotz. Es sind auch Gerüchte im Umlauf, denen zufolge man ihn mit einem bestimmten Cheat aus der Reserve locken kann.

Darüber hinaus tritt der geheimnisvolle Finsterling auch im Capcom-Automaten "X-Men, Children of the Atom" auf. Und schließlich hatte er sogar eine winzige Gastrolle in dem japanischen Zeichentrickfilm "Street Fighter: The Animated Movie", der hierzulande nur als Video erhältlich ist. Apropos: Den ebenfalls bereits auf Video erhältlichen Action-Streifen "Street Fighter" (mit Jean-Claude van Damme und dem leider viel zu früh verstorbenen Raoul Julia) habt ihr sicher schon gesehen, oder?



Super Street Fighter 2 Turbo logo AGA

One or two words? We haven't a clue.

Reviewer stands upon pleasant village green, disrupting round of bowls, the most useless, ridiculous game ever in the history of all things.

REVIEWER: Hello! As part of my research for the review of Super Street Fighter 2 Turbo, I've come to the pictureesque village of Yetts O'Muckhart, having sent invitations and first-class aeroplane tickets to the 15 best hand-to-hand fighters of the world. (Grinningly growls). Come on then! You fellows.

(Reviewer is set upon by 15 huge rumblers. He is beaten badly. Fade out. Fade in on a hospital bed. Reviewer lies swathed in bandages.)

REVIEWER: Well, that didn't go as well as I'd have liked. Tch. (Notices patient in next bed.). Hello! And who might you be?
PATIENT: I am Super Streetfighter 2 Turbo, and I too have just been beaten.
REVIEWER: Well there's a stroke of luck.

AKKKKK
PATIENT: I didn't deserve my beating.
REVIEWER: Actually, I asked for mine. (Although it was quite unpleasant.) What happened to you?

PATIENT: I don't understand. I'd just been released, so I thought it only natural to go along to the local branch of the beat-'em up union and sign up. I made my pitch in the form of a small video presentation, and the next thing I knew I was being beaten senseless.

REVIEWER (sympathetically): Did a large black whirlpool spin before you, and you dived into it and never hit the bottom?
PATIENT: Right.
(Film is projected on wall. Slightly blurred and crackly. Super Street Fighter 2 Turbo appears.)

SUPER: Hello there. So why should you admit me to your union? Take a look at this. (There is footage of his game). Observe how my characters teleport from position to position across the screen in a display of astonishingly slow, jerky animation. This makes it all too easy to entirely lose your fighter for a vital moment as if you were concentrating on the wrong part of a zoetrope image. (One fighter strikes another.)

See also how my collision detection is shabbily lax so blows land from feet away. In collusion these two spectacular errors destroy the skill of Streetfighter 2, that is, learning the shape, range, moves and combos of your character. (He smiles. Image flicks to options screen.)

To stagger the mind of even the most innocent Streetfighter 2 player, I've taken out the handicap option whereby you set the strengths of the opponents' blows to even up a match between a casual and experienced player, and dropped the timer option so you can only play a 99-second bout, thereby ensuring almost every two-player game will be decided on time.

PATIENT: (gesturing): I particularly liked this bit. (Complicated charts appear on the screen.)

SUPER: (pointing at charts): Notice how Super Streetfighter 2 Turbo gives you only three speeds to choose from, and how even the fastest is pitifully slower than, for example, Super Streetfighter 2.

PATIENT (winking at reviewer): He! What's that detail column?
PATIENT (cupping hand to ear): What's that sir? The detail column?
REVIEWER: How clever.

SUPER: I offer both low and high detail modes, which appear identical. And you can switch me to a NTSC display for even larger (but fortunately no faster) graphics - they're excellent, with fine detail on the fighters and impressive portraits for the selection screens.

And there's an annoyingly splendid voice calling out people's names and their home town. But I'm pleased to confirm the match sound is weedy and sparse with none of the grunts and shouts you got in, for example, Super Streetfighter 2. (Although I did admire their utterly unsuitable effeminacy). There is, of course, no music at all.

REVIEWER: And extra bits? (Winks at patient.) I've read the book.
SUPER: (cupping hand to ear): Extra bits? Bless you, sir. I've been careful to stick precisely with the formula. So you can't just replay a two-player match by pressing space (as you could in, for example, Super Street Fighter 2) or even escape to the main menu if you accidentally choose the wrong type of match. (Holding up hands with wry smile.)

And before you mention disk swapping, I've ensured it's hard drive-installable only. Well, hey, anything might have happened. I could have put in second-drive support if I wasn't vigilant. (Chuckles for slightly too long.)


Most useless, ridiculous game

AIEOUGHH
SUPER: But what, you may be asking, makes me Turbo? Well, the speed, obviously, but I quickly saw to that. I've also a hidden character, Akuma, and there's a secret Amiga-only way to get to him.

Quite a few things require secret Amiga-only ways. Combos, for example. Taking advice from renowned beat-'em-up master Graeme From Amiga Format (Quick shot of Graeme who readers may remember guest-starred in the review of, for example, Super Streetfighter 2) I've been careful to subtly alter some of the more potent combos, so that some that should work don't while others that shouldn't do. All part of making the Amiga version truly unique.

But more than all this, my Turboness comes in extra-special Super Combos. I have prepared a series of stills explaining these exactly but rest assured that the untamperable 99 second timer will prevent you from mastering these for many a moon. (Does a little dance.) And that's that. (Projector flicks off.)

PATIENT: Baffling, isn't it? They tried to pull off my head.

REVIEWER (spluttering): Why I oughta... (He grabs for a crutch and swings at the patient, who yelps and inches out of bed. Low-speed chase round ward. Door opens to admit Kenneth Willias as prissy doctor. Jostled by patient. Falls on Hattie Jacques. Swanee whistle. Sid James laughs. Everyone is murdered by Barbera Windsor.)


SUPER(ER)

The Super(er) bit of SSF2 Turbo is this.

Super Street Fighter 2 Turbo
First you build up your super combo meter by raining blows upon your opponent.

Super Street Fighter 2 Turbo
When full, it flashes SUPER. Now is the time to strike.

Super Street Fighter 2 Turbo
Almost... worked out... combo move...

Super Street Fighter 2 Turbo
Success! You turn blue and unleash a devastating attack! On a different opponent. Hours later.


Super Street Fighter 2 Turbo logo AGA

Price: £29.99 Publisher: GameTek 01753 553 445

Capcom's original Street Fighter is arguably the grandfather of all fighting games. We look at the latest addition to the ranks of fighting games on the Amiga.

Fighting games are here to stay. Even right-on parents who force feed their kids a diet of muesli and liberalism have a vested interest in them. Let me explain...

No matter how 'nice' darling Tarquin seems to Mummy and Daddy, he is, like all children, no more pacifist than Saddam Hussein. All their efforts to remove the aggressive element from their offspring will come to nought as soon as the little horror starts playing with Johnny Tomkins from the bottom of the road. It'll take just ten minutes before a small dispute who's turn it is to annoy the cat next door develops into World War 3.

Let them take their aggression out on a game is what I say, and, like it or not, that's what many kids do. Whilst there may be several well-intentioned psychological reasons for playing fighting games (not least of all helping to keep the monsters from physical injury), the main reason for pulling on your gloves should be because, whatever you say about the morality, there's usually a marvellously competitive game to play.

This, it may be argued, is what put the fighting genre into the forefront of one-on-one competitive games and with last year's release of the movies Street Fighter and Mortal Kombat, it's not difficult to see that their popularity remains strong.

The original Street Fighter and Street Fighter 2 began an incredibly pedigree which unfortunately has fared badly on the Amiga, most recently at the hands of US Gold with Super Street Fighter II But Gametek have now put in a bid to change this reputation and Super Street Fighter II Turbo appears, at first glance to have all the right ingredients.

New faces
SSFII Turbo (the names are certainly getting longer!) has all of the familiar characters and more. There are 16 in total, each encompassing their own very unique style of fighting. Players will soon recognise their favourite character and stick with them through thick and thin as they identify their opponents' weaknesses and go in brutally for the kill.

Balance is everything in fighting games and SSFII Turbo richly deserves the Tai Chi black belt for keeping a perfect equilibrium between such diverse characters.

For example, Chun Li's athleticism, speed and kicks are well effective, but her punches are as useful as an ashtray on a motorbike, while Balrog has a top notch range of punches but cannot kick at all!

When fighting, each of the characters have the standard arcade machine's soft, medium and hard hits available, along with several special moves including throws, dances, fireballs and spectacular feats of bodily manipulation. The special moves always seem impossible to begin with but as you get used to a particular character, you'll find that the combinations of buttons and directions needed to execute their moves becomes old hat.

But beware - part of the game's balance dictates that if you get hit when making an attack, the damage inflicted to you is commensurate with the force of your abortive attack.

We certainly found that the best way to control the characters was using CD32 joypads. In fact, if you actually try the other way, using the optional joystick/keyboard control, you're bound to break your fingers/keyboard/pain threshold for your trouble.

Hard drive only
Supplied on 11 disks (that's just 14 short of the number in the human spine), the game can only be played from hard drive which involves a fair bit of back-breaking disk swopping before it finally settles into an 11Mb slot on your machine.

Why so huge? Well, this version boasts excellent graphics with big, colourful sprites and excellent backgrounds that, for the first time really show the game's full arcade pedigree. As any aspiring beauty will tell you, what you get out in looks is only a reflection of what you've out in beforehand, and without any doubt, the graphics in this game are in the supermodel league.

Jerky boys!
It's a pity that with this level of detail the game is jerky during combat, even on the highest of the three speeds available and at the lowest of the two user definable resolutions - even though the difference between each of these options seemed minimal on our standard A1200 setup.

So we decided to try to give the game a bit more zip by plugging in a Blizzard 1230 IV accelerator. It did make the whole game much smoother, almost console standard, but only up to the point where the graphics hung irrecoverably. This incompatibility with our accelerator is bound to have Blizzard owners everywhere throwing up their hands, slightly jerkily, in horror.

However, owners of other makes of board may find it worthwhile contacting the publishers to see if their accelerator will work, as the speed is almost perfect once you've given it some help.

Where's the in-fight music?
In play there are two options - tournament mode where a single player must knuckle their way through all the other opponents, and the two player game, which is really what any version of Street Fighter is all about. Here, however, the game fails to offer the player the handicapping options present in the CD32 version. Why this should be the case is not entirely clear but it does mean that a seasoned player will always be able to beat any casual player that happens by.

With no chance for me to iron out the jerky animation coupled with the lack of music during fights and the periodically poor collision detection, what we are left with is a fighting game with excellent graphics that fails to give the fluidity of feel present in Mortal Kombat 3 and Shadow Fighter.

In this light it may be less than perfect but for fans of the original coin-op it still represents as accurate a conversion of the arcade game as we are ever likely to get on Amiga.

With acceleration and two CD32 joypads it's a fine game indeed, but remember, you also need a hard drive. And I'm afraid that this combination (which is necessary, believe me) will limit sales of the game.


Fighting Machines

Anyone who hasn't heard of the Street Fighter phenomenon couldn't have been listening very well over the last few years. Capcom's Street Fighter saga gave SEGA Enterprises some of the biggest selling arcade machines of all time. In the golden years of late 1987 the first Street Fighter machine was delivered into the high street in Britain. However, the first version didn't really set the arcades ablaze. It came complete with punching pads and received a lukewarm reception. Six months later, after revising the code, removing the punch pads and adding joysticks and buttons the Street Fighter II game that we all know today was born. And along with it came the birth of the first world-wide recognised console fighting game. It was obvious that the arcade game would have to be ported to computers but the technology took a while to decant onto SEGA's Megadrive. Once released in 1991 though, it certainly took the world of console games by storm.