After nearly a decade of development and refinement the Street Fighter series is revered by many an arcade-
Like many true gaming sensations, the success of this grand-
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-
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-
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.