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Missed oppertunity for an Arson Murder And Jaywalking thingie here. Fixed that along with some other changes.


** ''Super Street Fighter II Turbo''[='s=] 3DO port. While the graphics are generally faithful to the arcade version more than other ports and features excellent music, the game loads whenever you jump. Though the loading times are faster than expected for a game of its era, they are still slow and interfere with player controls, rendering Versus matches nearly unplayable. The score system is also not accurate in the least, [[{{Bowdlerise}} the already fairly tame violence was censored]], and the backgrounds can't scroll.

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** ''Super Street Fighter II Turbo''[='s=] 3DO port. While the graphics are generally faithful to the arcade version more than other ports and features excellent music, the game loads whenever you jump. Though the loading times are faster than expected for a game of its era, they are still slow and interfere with player controls, rendering Versus matches nearly unplayable. The score system is also not accurate in the least, [[{{Bowdlerise}} the The already fairly tame violence was also censored]], the background scrolling was removed, [[ArsonMurderAndJaywalking and the backgrounds can't scroll.score system was inaccurate]].



** As touched upon [[https://www.youtube.com/watch?v=-gLDuYs8vWw here]] by tournament legends John Choi and Mike Watson, the [=PS1=] and Saturn version of ''Super Turbo'' from the ''Street Fighter Collection'' introduced several bugs not present in the original arcade version that had a significant and overall negative impact on the balance of the game.
** The Xbox Live Arcade version of ''Street Fighter II Turbo: Hyper Fighting''. It's based on the ''Street Fighter Collection 2'' port made originally for the Saturn and [=PS1=], itself another example of this. Not only was this version much more laggy than the original arcade version, but the balance was changed considerably for the worse as certain combos and techniques no longer worked. Online play was even worse, as matches had a random chance of desyncing and forcing people into waiting practically an entire minute just for the game to return to the lobby or online menu. It was also possible to de-select your character at the select screen, and since it took a long time for the "Start Match" confirmation to pop up, this usually led to constant counter-picking attempts that could last for several minutes.
** The ''30th Anniversary Collection'' made by Creator/DigitalEclipse contains emulations of all the original arcade-released games, but with noticeably flawed emulation quality including issues such as increased input lag. These problems also extend to its online functionality, which runs on save states so there is no way to actually select a stage. Hope you like only seeing E. Honda's bathhouse if you play ''Hyper Fighting''. ''Super Turbo'' actually has it even worse. It has more save states (thus more available stages), but if you somehow get Zangief's stage, then the save state has the Turbo setting inexplicably set at the wrong speed: 1 setting higher than the default. It is widely considered one of the worst ways to play ''Super Turbo'' in any online capacity.

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** As ** The [=PS1=] and Saturn version of ''Super Turbo'' from the ''Street Fighter Collection'' introduced several bugs not present in the original arcade version that had a significant and overall negative impact on the balance of the game.This is touched upon [[https://www.youtube.com/watch?v=-gLDuYs8vWw here]] by tournament legends John Choi and Mike Watson, the [=PS1=] and Saturn version of ''Super Turbo'' from the ''Street Fighter Collection'' introduced several bugs not present in the original arcade version that had a significant and overall negative impact on the balance of the game.
Watson.
** The Xbox Live Arcade version of ''Street Fighter II Turbo: Hyper Fighting''. It's based on the ''Street Fighter Collection 2'' port made originally for the Saturn and [=PS1=], itself another example of this. Not only was this version much more laggy than the original arcade version, but the balance was changed considerably for the worse as certain combos and techniques no longer worked. Online play was even worse, as matches had a random chance of desyncing and forcing people into waiting practically an entire minute just for the game to return to the lobby or online menu. It was also possible to de-select your character at the select screen, and since it took a long time for the "Start Match" confirmation to pop up, this usually led to constant counter-picking attempts that could last for several minutes.
** The ''30th Anniversary Collection'' made by Creator/DigitalEclipse contains emulations of all the original arcade-released games, but with noticeably flawed emulation quality including issues such as increased input lag. These problems also extend to its online functionality, which runs on save states so there is no way to actually select a stage. Hope you like only seeing E. Honda's bathhouse if you play ''Hyper Fighting''. ''Super Turbo'' actually has it even worse. It has more save states (thus more available stages), but if you somehow get Zangief's stage, then the save state has the Turbo setting inexplicably set at the wrong speed: 1 setting higher than the default. It is widely considered one of the worst ways to play ''Super Turbo'' in any online capacity.
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* AndYouThoughtItWouldFail: ''Ultra Street Fighter II'' was widely derided before its release due to its UsefulNotes/NintendoSwitch exclusivity, the addition of a gimmicky first-person mode, and especially for being released and priced $40 despite only adding two characters (particularly since the previous ''HD Remix'' release was digital-only and only $15). On its release, it garnered mixed reviews for all stated reasons. Surprisingly, Capcom called it a "smash hit" in a financial report, and because of it, the company pledged to support the Switch with more games.

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* AndYouThoughtItWouldFail: ''Ultra Street Fighter II'' was widely derided before its release due to its UsefulNotes/NintendoSwitch Platform/NintendoSwitch exclusivity, the addition of a gimmicky first-person mode, and especially for being released and priced $40 despite only adding two characters (particularly since the previous ''HD Remix'' release was digital-only and only $15). On its release, it garnered mixed reviews for all stated reasons. Surprisingly, Capcom called it a "smash hit" in a financial report, and because of it, the company pledged to support the Switch with more games.



* GenreTurningPoint: While fighting games had been around for a few years at the time of its release, it was the original ''Street Fighter II'' that forever reshaped the genre, spawning a [[UsefulNotes/FightingGameCommunity competitive scene]].

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* GenreTurningPoint: While fighting games had been around for a few years at the time of its release, it was the original ''Street Fighter II'' that forever reshaped the genre, spawning a [[UsefulNotes/FightingGameCommunity [[MediaNotes/FightingGameCommunity competitive scene]].



** ''Street Fighter II: The World Warrior''[='s=] UsefulNotes/GameBoy port. While its simplified moves and character lineup (only nine characters) can be forgiven due to the system's obvious limitations, the unresponsive controls, single digit framerate and slow as molasses physics utterly destroy the gameplay, leaving it a barely playable mess.
** ''Super Street Fighter II''[='s=] UsefulNotes/SegaGenesis port is fine for the most part, but its music took a massive nosedive, a glaring issue considering the earlier ''Special Champion Edition'' had better music that was faithful to the [=CPS1=] original music.

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** ''Street Fighter II: The World Warrior''[='s=] UsefulNotes/GameBoy Platform/GameBoy port. While its simplified moves and character lineup (only nine characters) can be forgiven due to the system's obvious limitations, the unresponsive controls, single digit framerate and slow as molasses physics utterly destroy the gameplay, leaving it a barely playable mess.
** ''Super Street Fighter II''[='s=] UsefulNotes/SegaGenesis Platform/SegaGenesis port is fine for the most part, but its music took a massive nosedive, a glaring issue considering the earlier ''Special Champion Edition'' had better music that was faithful to the [=CPS1=] original music.
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* EthnicScrappy: T. Hawk among Mexicans, likely due to him not having any Mexican traits (he's a Native American). The fact that he's only Mexican because there were already an abundance of American characters doesn't help matters.

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* EthnicScrappy: T. Hawk among Mexicans, likely due to him not having any Mexican traits (he's a Native American).American, and is far more evocative of the native tribes of the American West and Great Plains than the indigenous tribes found in Mexico). The fact that he's only Mexican because there were already an abundance of American characters doesn't help matters.
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** ''Street Fighter II: The World Warrior'' was originally meant to take place around the time of the game's real-life release, but it was retconned to be ambiguous time period later. Still, you can say this game takes place in 1991 because of Zangief, whose nationality is USSR, which collapsed in the same year the game was originally released. Also, he dances with the late Mikhail Gorbachev in his ending. This was unchanged for the rereleases.

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** ''Street Fighter II: The World Warrior'' was originally meant to take place around the time of the game's real-life release, but it was retconned later on to be on an ambiguous time period later.period. Still, you can say this game takes place in 1991 because of Zangief, whose nationality is USSR, which collapsed in the same year the game was originally released. Also, he dances with the late Mikhail Gorbachev in his ending. This was unchanged for the rereleases.

Added: 603

Changed: 12

Removed: 599

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trope was cut/disambiguated due to cleanup


** Akuma's status as a BonusBoss, appearing out of nowhere without context and outright killing Bison if you played well enough to get this far. Not only was it shocking for the time, but having what looks like a twisted, demonic Shoto fighter suddenly give you the fight of your life is like something out of modern Creepypasta, and the endings don't acknowledge him whatsoever, making it seem like the game was out to get you.

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** Akuma's status as a BonusBoss, secret boss, appearing out of nowhere without context and outright killing Bison if you played well enough to get this far. Not only was it shocking for the time, but having what looks like a twisted, demonic Shoto fighter suddenly give you the fight of your life is like something out of modern Creepypasta, and the endings don't acknowledge him whatsoever, making it seem like the game was out to get you.you.
* OnceOriginalNowCommon: Many fighting game mechanics codified in ''Street Fighter II'' were immediately copied by its followers, including its own sequels, ''VideoGame/StreetFighterAlpha'' and ''VideoGame/StreetFighterIII''. Because of this, by the end of the 1990s, what made ''Street Fighter II'' unique was no longer unique any more and the game started to draw criticism for its relative simplicity, balance issues and many others. The game still enjoys much popularity and has a TournamentPlay demographic, but the series' fans generally prefer its sequels and play this game for nostalgia values.



* SeinfeldIsUnfunny: Many fighting game mechanics codified in ''Street Fighter II'' were immediately copied by its followers, including its own sequels, ''VideoGame/StreetFighterAlpha'' and ''VideoGame/StreetFighterIII''. Because of this, by the end of the 1990s, what made ''Street Fighter II'' unique was no longer unique any more and the game started to draw criticism for its relative simplicity, balance issues and many others. The game still enjoys much popularity and has a TournamentPlay demographic, but the series' fans generally prefer its sequels and play this game for nostalgia values.

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