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Virtue Signals

 

DATE:
25 YEARS AGO




GPOW 25TH

A N N I V E R S A R Y

     
3DO BAD SUPER STREET FIGHTER II TURBO
       
   

They were happy that I was getting this thing off their hands, but I was even happier at the price by which they insisted on selling it to me for. My jaw dropped as they told me it would be mine for the modest price of $50.00. Yes, fifty dollars! I offered them more as a good gesture, but the grateful grandpa insisted on getting the machine out the door, and at a mere fraction of what it was worth. The whole train ride home, I just couldn't believe I finally had Panasonic's rare 3DO game machine, and at such a small price. Though I had at long last found the machine to play it (and at an unbelievable price), it was constantly in the back of my mind how I was going to find the game I bought the machine for. Where would I even start? 3DO games were not easy to find anywhere, and the few places that did sell them usually didn't have many of the good games for it. Finding Super Street Fighter II Turbo took longer, but I eventually found it.

     
   
 

I can't remember exactly where, but I want to say it was about 3 or 4 countryside game stores later. Physically, in-person, this is one of the most difficult-to-find Capcom games ever made. Throughout my travels, I had discovered that Capcom had made dedicated Capcom Soldier Pad controllers for it just like they did with SNES. I never knew about them, but knew exactly what they were when I saw them, picked them both up immediately, and proceeded to buy them. Passing on them could result in years and years of waiting for them to appear again as trade-ins; a fate I could not allow. Spotting such relics in the wild was not common, and therefore must be treated as once-in-a-lifetime opportunities. Boy, did treating this opportunity as such really pay off. Capcom's 3DO Soldier Pad controllers were made especially for Super Street Fighter II Turbo, and there's nothing like it. Yes, despite mainstream media reporting absolutely nothing at the time, it is true that Capcom did make a six-button controller for the 3DO.

I have finally obtained the GameFan issues dedicated to Super Street Fighter II Turbo on 3DO all this time later, and it was great to see Nick Rox do the game justice. The main thing that separated GameFan's work from anyone else's is that they actually had a fan cover it. Big, beautiful screenshots cascaded around the page, enticing screenshot choreography, and Nick Rox's signature writing style all gave the game the recognition it deserved. Other magazines paled in comparison. Anti-3DO, anti-Capcom, anti-GameFan, or all of the above, there were detractors, but I agree and believe that GameFan's coverage was definitely the best at the time. It was the most passionate, positive coverage for the game - not just then, but even today. In fact, one of the things that drove me to do an article on the game is that fact that even the "diverse" and "all-encompassing" Internet has virtually no coverage of the game (beyond bad screenshots and even worse writing). My goal was to do both the game and GameFan's coverage justice on the web (although this work may not even get close to the quality of GameFan's 3DO Super Street Fighter II Turbo article)!

There's a huge disparity between how GameFan covered the game back then, and what is said about the game on the Internet today. The game was viewed generally in a positive light at the time of its release, but that light would eventually dim as the Internet got bigger and bigger with more and more questionable information. When I first got the game, it felt like I went back in time to the arcades I first played it at. If there was any missing character animation like some of these Internet phantoms claim, I sure didn't notice. Even frames that are easy to miss in the blink of an eye are there; the first frame of Guile's FP grab, early damage frames for Bison, the first frame of Balrog's win pose, continue-screen bloodied character portrait animations, backward walking animations, and a lot, lot more. I'm not sure if these Internet phantoms were actually playing the game on real hardware or not (as in, an actual 3DO console with an official disc of the game), but I am. It is due to this fact that I also reject the recent assumption that this game was based off a Super Nintendo or Sega Genesis Street Fighter II. There absolutely no proof of this, and there never has been. I've never seen a single interview with any Capcom employee (past or present) that confirms nor implies that assumption. Even if we don't count that, animation alone debunks the theory.

 
  31  
  CRUSHING  
  Straight.  
     
  32  
  ANIMATION  
  Frames for SFII hit a pinnacle in this game.  
 
  33  
  CRUSHING  
  New Special Moves for characters like E. Honda were brutally-awesome.  
     
  34  
  JUMP KICKS  
  Since Street Fighter II - The World Warrior.  
 
  35  
  BACK-BREAKER  
  But for who?  
     
     
     
     
One criticism was the lack of "old" (The New Challengers) character versions available in the final version of arcade Super Street Fighter II Turbo. I always thought it seemed counterintuitive, and never really cared much for that part of the game. The absence of those optional hidden characters (but inclusion of Akuma) put the 3DO consumer version somewhere between the beta and final versions. Good riddance, though. "Old" Sagat spamming was almost as annoying as Akuma spamming. Perhaps there was someone involved with development who also thought the same. It definitely wasn't the case that there wasn't enough storage for those character versions on the CD (there definitely was enough space for them if they were to be included). All of the normal characters were presented in all their (busted) SSFIIT glory, though, which is exactly what everyone remembers. Seriously, who even remembers the "old" versions of any of those characters? Answer: Nobody who actually played the game for any of the "new" features.
 
  36  
  SCARRED  
  Literally and figuratively.  
     
     
     
     
Obtaining Super Street Fighter II Turbo for 3DO and all of its hardware was a roller coaster of an experience. Over the span of about a year, I had found all of the components to build a powerful piece of nostalgia in my life. It's incredible that the nostalgia from my teenage memories in a poor industrial town in rural USA would be resurrected by means in rural Japan, oceans across the world. Given the turbulent start I had with the game, I could have never imagined that one of the Capcom games I liked least would bring me to so many places, so far from home. Nostalgia is an incredibly strong, driving force. Super Street Fighter II Turbo is probably my least-favorite CPS-II game, and one of my least-favorite Capcom games, but the 3DO version, specifically, holds a special place in my heart where otherwise-forgotten teenage years still live.
 
  37  
  FACE  
  Palm.  
     
  38  
  THUNDER  
  (Thighs) never strike(s) the same place twice.  
 
  39  
  CONTRASTING  
  Elegance on display.  
     
  40  
  ONLY  
  One will walk away.  
 
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