Jump to content

Street Fighter II

From Wikipedia, the free encyclopedia
(Redirected from SFII)
Street Fighter II
Japanese arcade brochure featuring the original eight main characters.
Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li.
Developer(s)Capcom
Publisher(s)Capcom
Producer(s)Yoshiki Okamoto
Designer(s)
Programmer(s)
  • Shinichi Ueyama
  • Seiji Okada
  • Yoshihiro Matsui
  • Motohide Eshiro
Artist(s)
  • Eri Nakamura
  • Satoru Yamashita
Composer(s)
SeriesStreet Fighter
Platform(s)
Release
March 7, 1991
  • Arcade
    SNES
    • JP: June 10, 1992
    • NA: July 15, 1992[4][5]
    • AU: October 23, 1992
    • UK: October 1992[6]
    • EU: December 17, 1992
    MS-DOS
    • EU: July 10, 1992
    • NA: April 26, 1993
    Amiga
    • EU: November 15, 1992
    • UK: December 15, 1992[6]
    Atari ST
    • EU: December 20, 1992
    Amstrad CPC
    • EU: December 31, 1992
    Commodore 64
    • EU: August 20, 1992
    ZX Spectrum
    • EU: September 14, 1992
    CPS Changer
    • JP: July 14, 1994
    Game Boy[7]
    • JP: August 11, 1995
    • NA: September 1995
    • EU: 1995
Genre(s)Fighting
Mode(s)Single-player, multiplayer
Arcade systemCP System

Street Fighter II: The World Warrior[b] is a 1991 fighting game produced by Capcom for arcades, and their fourteenth game to use the CP System arcade system board. It is the second installment in the Street Fighter series and the sequel to 1987's Street Fighter. Street Fighter II vastly improved many of the concepts introduced in the first game, including the use of special command-based moves, a combo system, a six-button configuration, and a wider selection of playable characters, each with a unique fighting style.

Designed by Yoshiki Okamoto and Akira Yasuda, who had previously worked on Final Fight, Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. Additionally, it prolonged the survival of the declining video-game arcade business market by stimulating business and driving the fighter genre.[8][9] It prominently features a popular two-player mode that obligates direct, human-to-human competitive play, inspiring grassroots tournament events, culminating in Evolution Championship Series (EVO).[10][9] Street Fighter II shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.[8]

Street Fighter II became the best-selling game since the golden age of arcade video games. By 1994, it had been played by an estimated 25 million people in the United States alone. Worldwide, more than 200,000 arcade cabinets and 15 million software units of all versions of Street Fighter II have been sold, grossing an estimated $10 billion in total revenue, making it one of the top three highest-grossing video games of all time as of 2017 and the best-selling fighting game until 2019. More than 6.3 million Super Nintendo (SNES) cartridges of Street Fighter II were sold, making it Capcom's best-selling single software game for the next two decades, its best-selling game on a single platform, and the highest-selling third-party game on the SNES. Due to its major success, a series of updated versions were released with additional features and characters, starting with 1992's Street Fighter II: Champion Edition; its major successor was Street Fighter III in 1997.

Gameplay

[edit]
Guile defeats Ken with his Flash Kick on the arcade version.

Street Fighter II follows several conventions and rules established by its 1987 predecessor Street Fighter. The player engages opponents in a series of timed one-on-one, close-quarters combat matches. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match.

While a single-player game is in progress, a second player may join at any time, immediately starting a head-to-head match. The winner continues the game in single-player mode.

The original Street Fighter II allowed up to 10 rounds per match; this maximum is reduced to four rounds starting with Champion Edition. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a two-player match. After every third match in the single-player mode, a bonus stage gives a chance to earn additional points by smashing a car, wooden barrels, or metal oil drums. After each match, the location for the next one is selected on a world map.

Playing Street Fighter II on an arcade machine

Like in Street Fighter, the controls are an eight-directional joystick and six attack buttons. The joystick can jump, crouch, walk left and right, and block. A tradeoff of strength and speed are given by three punch buttons and three kick buttons, each of light, medium, and heavy. The player can perform a variety of basic moves in any position, including new grabbing and throwing attacks. Special moves are performed by combinations of directional and button-based commands.

Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves including combos. According to IGN, "the concept of combinations, linked attacks that can't be blocked when they're timed correctly, came about more or less by accident. Street Fighter II's designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones."[11] This combo system was later adopted as a standard feature of fighting games and was expanded upon in this series.[11]

Plot

[edit]

The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing.

Characters

[edit]

The original Street Fighter II features a roster of eight playable characters. This includes Ryu and Ken—the main protagonists from Street Fighter—plus six new international newcomers. In the single-player tournament, the player fights the other seven main fighters, then the final opponents—a group of four CPU-only opponents known as the Grand Masters, which includes Sagat from Street Fighter.

Playable characters:

  • Ryu[c], a Japanese martial artist seeking no fame or even the crown of "champion", but only to hone his Ansatsuken Karate skills with the inner power of Chi. He dedicates his life to perfect his own potential while abandoning everything else in life such as having no family and few friends; his only bond is with Ken. He is the winner of the previous tournament. He is not convinced that he is the greatest fighter in the world and comes to this tournament in search of fresh competition.
  • E. Honda, a sumo wrestler from Japan. He aims to improve the negative reputation of sumo wrestling by proving to competitors that he is a legitimate athlete.
  • Blanka, a beast-like mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past.
  • Guile, a former United States Air Force special forces operative seeking to defeat M. Bison, who killed his best friend Charlie.
  • Ken, Ryu's best friend, greatest rival and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament, as well as feeling lackadaisical in his fighting potential due to spending too much time with his fiancée.
  • Chun-Li, a Chinese martial artist who works as an Interpol officer. Much like Guile, she does not enter the World Warrior tournament for any personal glory except proving that she can defeat any man who challenges her. Chun-Li's ambition in the past was tracking down the movements of the smuggling operation known as Shadaloo. Her goal now is her trail being led to the tournament by seeking to avenge her deceased father by holding the Grand Master's leader of the crime syndicate responsible.
  • Zangief, a professional wrestler and sambo fighter from the Soviet Union. He aims to prove "Soviet Strength" is the strongest form of strength, particularly by defeating American opponents with his bare hands.
  • Dhalsim, a fire-breathing yoga master from India. Even though he is a pacifist, he uses the money earned from fighting in order to lift people out of poverty.

CPU-exclusive characters, in the order of appearance:

  • Balrog, an American boxer with a similar appearance to Mike Tyson. Called M. Bison in Japan. Once one of the world's greatest heavyweight boxers, he began working for Shadaloo for easy money.
  • Vega, a Spanish bullfighter who wields a claw and uses a unique style of ninjutsu. Called Balrog in Japan. He is vain and wishes to eliminate ugly people from the world.
  • Sagat, a Muay Thai kickboxer from Thailand and former World Warrior champion from the original Street Fighter. He was once known as The King of Street Fighters until he got demoted as The King of Muai Thai in his own tournament due to a narrow defeat at the hands of Ryu's shoryuken (rising dragon punch) which left a deep gash across his chest. Ever since that moment he felt disgrace, and will do anything to have a grudge match with Ryu to get his title back, even if it takes joining forces with Shadaloo.
  • M. Bison, the leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power, and the final opponent of the game. Called Vega in Japan.

Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for Street Fighter II included another bullfighter and an American amateur wrestler.[12]

Regional differences

[edit]

With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a pastiche of real-life boxer Mike Tyson and was originally named M. Bison (short for "Mike Bison", with "Mike" being one of the American opponents faced in Street Fighter). Vega and M. Bison were originally named Balrog and Vega, respectively. When Street Fighter II was localized for the overseas market, the names of the bosses were rotated, out of concern that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit.[13]

The characters in the Japanese version have more than one win quote[14] and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA said that Nash is not a natural sounding English name.[15]

Development

[edit]

Although the original punching-pad cabinet of Street Fighter had not been very popular, the alternate six-button version was more successful, which began to generate interest in a sequel.[16] Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States.[17] Yoshiki Okamoto recounted: "The basic idea at Capcom was to revive Street Fighter, a good game concept, to make it a better-playing arcade game."[18]

Development of Street Fighter II took about two years[17] and about 35 to 40 people, with Noritaka Funamizu as a producer, and Akira Nishitani and Akira Yasuda in charge of the game and character design, respectively.[15][17] The budget was estimated at $2,450,000 (equivalent to $5,480,000 in 2023).[15]

Funamizu notes that the developers did not particularly prioritize Street Fighter II's balance; he primarily ascribes the game's success to its appealing animation patterns. The quality of animation benefited from the developers' use of the CPS-1 hardware, with advantages including allowing different characters to occupy different amounts of memory. For example, Ryu can occupy 8 megabits and Zangief 12 megabits.[17]

The combo system came about by accident:

While I was making a bug check during the car bonus stage... I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles. Later we were able to make the timing more comfortable and the combo into a real feature. In [Street Fighter II] we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! A bug? Maybe.

— Noritaka Funamizu[17]

The vast majority of in-game music was composed by Yoko Shimomura. This is ultimately the only game in the series on which Shimomura worked, as she left the company for Square two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks ("Versus Screen", "Sagat's Theme", and "Here Comes A New Challenger") for Street Fighter II and became the main composer on the subsequent versions. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, the composer on Street Fighter.

Location testing began in Japan.[15] It was then exhibited in the United Kingdom at London's Amusement Trades Exhibition International (ATEI) in January 1991.[19] The same month, Capcom held a two-week location test in North America, before unveiling the game at Capcom's distributor conference on February 1, 1991, held at Marriott Harbor Beach, Fort Lauderdale, Florida.[20][21] Capcom introduced Street Fighter II as its "greatest video game ever".[22]

Ports

[edit]
Release date Platform Media Developer Publisher Notes
SNES ROM cartridge Capcom
Re-released on the Wii and Wii U Virtual Console.
1992 Amiga[25] 4 floppy disks Creative Materials U.S. Gold Released in Europe.
Atari ST[26] 4 floppy disks
Commodore 64[27] Cassette or floppy disk
Amstrad CPC Cassette or floppy disk (unreleased)
ZX Spectrum[28] Cassette or floppy disk Tiertex Design Studios
PC (DOS)[29] 3 floppy disks Creative Materials Released in North America and Europe.
Tiger Electronics Custom LCD hardware (handheld) Tiger Electronics Tiger Electronics
1994 CPS Changer[30] ROM cartridge Capcom Capcom Released exclusively in Japan.
1995 Game Boy ROM cartridge Sun L Capcom
Nintendo
1998 Sega Saturn CD-ROM Capcom Capcom Included in Capcom Generation 5. Released exclusively in Japan.
PlayStation Capcom Capcom Included in Street Fighter Collection 2.
2004 Mobile[31] Online distribution Capcom Capcom
2006 PlayStation 2 DVD-ROM Digital Eclipse Capcom Included in Capcom Classics Collection Vol. 1. Based on the PS1 version.
Xbox
PlayStation Portable UMD Capcom Capcom Included in Capcom Classics Collection: Reloaded. Based on the PS1 version.
2018 PlayStation 4 BD-ROM Digital Eclipse Capcom Included in Street Fighter 30th Anniversary Collection.
Xbox One
Nintendo Switch Flash based ROM cartridges
Windows Online distribution

Super NES

[edit]

Street Fighter II was released for the Super Famicom on June 10, 1992, in Japan, followed by a North American release for the SNES in August and a European release in December. It is the first game released on a 16-megabit SNES cartridge. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity. This version has a secret code allowing both players to control the same character in a match, which is not possible in the original arcade version. The second player uses the same alternate color palette introduced in Street Fighter II: Champion Edition. The four Shadaloo Bosses are still non-playable, but the code enables their Champion Edition color palette. Tatsuya Nishimura, who had recently joined Capcom from TOSE, arranged the soundtrack with assistance from Shimomura, Abe, and Sakaguchi.

The American SNES cartridge was re-released in November 2017 as a limited edition item to celebrate the anniversary of the Street Fighter series.[32]

Home computers

[edit]

U.S. Gold released versions of Street Fighter II for various home computer platforms in Europe, namely the Amiga, Atari ST, Commodore 64, PC (DOS), and ZX Spectrum. These were all developed by Creative Materials, except the ZX Spectrum version by Tiertex Design Studios. The PC version was also published in North America by Hi-Tech Expressions.[29] These versions suffer numerous inaccuracies, such as missing graphical assets and music tracks, miscolored palettes, and lack of six-button controls due to these platforms having only one or two-button joysticks as standard at the time. Though officially advertised by US Gold along with the C64 and ZX Spectrum conversions and anticipated in magazines, the Amstrad CPC development by Creative Materials was canceled.[33]

Tiger Electronics

[edit]

This standalone handheld machine was missing Chun-Li and Dhalsim.[34]

Game Boy

[edit]

The Game Boy version of Street Fighter II was released on August 11, 1995, in Japan, and in September 1995 internationally. It is missing Dhalsim, E. Honda, and Vega. The graphics, character portraits, and stages are based on Super Street Fighter II, although some moves (ex: Blanka's Amazon River Run) from Super Street Fighter II Turbo are included. Because the Game Boy only has two buttons, the strength of punches and kicks is determined by the duration of button presses.

Compilations

[edit]

Street Fighter II, Champion Edition, and Turbo are in the compilation Capcom Generation 5 for the PlayStation and Sega Saturn, which was released in North America and Europe as Street Fighter Collection 2. All three games are in Capcom Classics Collection Vol. 1 for the PlayStation 2 and Xbox, and in Capcom Classics Collection Reloaded for the PlayStation Portable. In 2011, all three games were released on iOS devices as the Street Fighter II Collection,[35] though the compilation was later delisted from the App Store. In 2018, Street Fighter II was one of the many games included in the Street Fighter 30th Anniversary Collection for the PlayStation 4, Nintendo Switch, Xbox One and Windows.

Updated versions

[edit]

Street Fighter II spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game. The first update was Street Fighter II: Champion Edition, released in arcades in March 1992. It rebalances characters' power levels, allows both players in two-player matches to select the same character (distinguished by alternate costume colors) and allows players to choose the four previously computer-only boss characters. It was followed by a second update, Street Fighter II Turbo: Hyper Fighting, released in December 1992, increasing the playing speed and giving some characters new special moves. It was Capcom's official response to a wave of unauthorized modifications for arcade cabinets of Champion Edition, such as the so-called "Rainbow Edition"

The third update is Super Street Fighter II: The New Challengers, released in September 1993, using the more advanced CP System II, allowing for updated graphics and audio, and introducing four new characters, but relieving the speed increase of Street Fighter II Turbo: Hyper Fighting. It was followed by the fourth update, Super Street Fighter II Turbo, released in February 1994, combining the improvements of Super Street Fighter II with the previous Turbo (Hyper Fighting) edition. It allows for a selective game speed, introduces powered-up special moves called Super Combos, and adds a new hidden character.

All arcade Street Fighter II games have been ported to various platforms, as individual releases and in compilations. In 1995, Capcom released a prequel successor, Street Fighter Alpha, and then a full sequel in 1997, Street Fighter III. Despite this, Street Fighter II continued to be popular and Capcom has released further home versions revising or expanding the game years later: namely Hyper Street Fighter II released in December 2003 (later given an arcade release); Super Street Fighter II Turbo HD Remix, released in November 2008 and a remake of 1994's Super Street Fighter II Turbo; and Ultra Street Fighter II: The Final Challengers released in May 2017, adding three characters who previously debuted outside Street Fighter II updates.

In addition to official updated versions, numerous counterfeit modified versions of Street Fighter II were in wide circulation. For example, nine different counterfeit versions were available on the Super Famicom in Japan by December 1992.[36]

Reception

[edit]

Commercial

[edit]

By 1994, Street Fighter II had been played by an estimated 25 million people in the United States alone, across arcades and homes.[37] All versions of Street Fighter II are estimated to have grossed a total of $10.61 billion in revenue, mostly from the arcade market. As of 2017, it is one of the top three highest-grossing video games of all time, along with Space Invaders (1978) and Pac-Man (1980).[38]

Arcade versions

[edit]

Street Fighter II was not immediately successful in Japan, as most arcade players were initially playing it solo, rather than multiplayer as originally intended. Yoshiki Okamoto was disappointed with its initial performance, and was told he should have produced another solo beat 'em up like Final Fight instead. After Japanese arcade magazine Gamest began publishing articles informing readers about the "battle play" feature, the game began gaining considerable popularity in Japanese arcades.[15] In Japan, Game Machine magazine listed the game on their April 1, 1991 issue as being the second most-successful table arcade cabinet of the month, outperforming games such as Detana!! TwinBee and King of the Monsters,[39] before Street Fighter II topped the charts two weeks later.[40] It went on to become the highest-grossing arcade game of 1991 in Japan,[41][42] and then it again became the highest-grossing arcade game of 1992.[43][3] Street Fighter II Turbo became the highest-grossing arcade game of 1993, with Street Fighter II Dash (Champion Edition) at number four and The World Warrior at number nine.[44]

Street Fighter II was similarly successful in the Western world.[45] In the United States, the game was more immediately successful as it exceeded expectations in test markets,[15][20] with individual machines earning $1,300–1,400 per week,[15] Capcom USA sales representative Jeff Walker predicted it would "become the kit of 1991" and RePlay magazine said the game showed there was "plenty of life" left in the then struggling arcade business.[20] By March, it had become a blockbuster[46] and the top-grossing game in the United States,[47][48] giving a substantial boost in earnings for street operators.[49] It topped the RePlay arcade software charts from May 1991 through August 1992, for a total of 16 months.[d] On the Play Meter arcade charts, it was the top-grossing video game during January–February 1992[66][67] and May 1992.[68] Street Fighter II was the highest-grossing arcade game of 1991 in the United States,[69][70] and one of the top five highest-grossing arcade conversion kits of 1992[71][72] (below Champion Edition).[73] Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry[74] and become the best-selling arcade game in ten years.[75] Electronic Games noted in its October 1992 issue, "Not since the early 1980s has an arcade game received so much attention and all-out fanatical popularity."[76] It was similarly successful in Australia, where it was performing strongly after 16 months on the market, with Leisure Line magazine noting in 1992 that not "since the days of Space Invaders (1978) has a game had such longevity".[77]

In 1991, 50,000 arcade units were sold worldwide, including 17,000 units in Japan, with Capcom reporting continued production of arcade units due to repeat orders.[42] In the United Kingdom, Your Commodore reported in July 1991 that spectators were betting on players at London West End arcades.[78] Between early 1991 and early 1993, Street Fighter II had captured about 60% of the global coin-op market, including 10,000 units installed in the United Kingdom by mid-1991, with individual machines in the UK estimated to be taking between £70–1,000 per week over the next two years.[79] Street Fighter II generated an estimated annual revenue of £260 million in the UK alone for the two years between mid-1991 and mid-1993,[79] totaling £520 million ($913 million at the time, equivalent to $1.98 billion in 2023).

The company sold more than 60,000 arcade machines of the original Street Fighter II,[80] including about 20,000 to 25,000 units in the United States.[15] It was followed by Street Fighter II′ (Dash or Champion Edition), of which 140,000 arcade units were sold in Japan alone, where it cost ¥160,000 ($1300) for each unit, amounting to ¥22.4 billion ($182 million) revenue generated from hardware sales in Japan[81][45] (equivalent to $407 million in 2023),[82] in addition to about 20,000 to 25,000 units sold in the United States.[15] On the US RePlay arcade charts for July 1992, Champion Edition was number one on the upright cabinets chart (above Midway's Mortal Kombat) while the original Street Fighter II was number two on the coin-op software chart (below SNK's World Heroes).[83] Street Fighter II generated $1.5 billion (equivalent to $3.26 billion in 2023) annually in 1993, making it the year's highest-grossing entertainment product, above the film Jurassic Park.[84][85] In January 1994, Capcom referred to Street Fighter II as "the most successful video game series of the decade" while promoting Super Street Fighter II.[86] In early 1994, Capcom projected sales of Super Street Fighter II to reach 100,000 arcade units.[87] According to the March 1995 issue of GameFan, the game had earned "billions of dollars in profit".[88]

Title Region Hardware sales Coin drop revenue (est. US$) Peak chart position
No inflation With inflation
Street Fighter II: The World Warrior Japan 60,000+[80] Un­known Un­known #1[41][43][42][3]
Australia Un­known Un­known #1[77]
Hong Kong Un­known Un­known #1[40]
United Kingdom $913 million (as of 1993)[79] $2 billion #1[79]
United States Un­known Un­known #1[89][69][70]
Street Fighter II: Champion Edition Japan 140,000[45][81] $2.312 billion (as of 1995)[90] $5.02 billion #1[91]
United States 20,000+[15] #1[83][73]
Australia Un­known #1[92]
Street Fighter II Turbo Japan Un­known Un­known Un­known #1[93][44]
United States Un­known Un­known Un­known #1[94]
Super Street Fighter II Japan Un­known Un­known Un­known #1[95]
United States 1,000+[96][87] Un­known Un­known #1[97]
Super Street Fighter II Turbo Japan Un­known Un­known Un­known #1[98]
United States Un­known Un­known Un­known #1[99]
Total Worldwide 221,000+ $5.31 billion+[38] $11.88 billion+ #1

In addition to Capcom's official arcade units, many pirated counterfeit Street Fighter II arcade clone units were sold across the world.[15][100] RePlay noted in January 1993 that Street Fighter II had "single-handedly re-ignited the worldwide black market in counterfeit PCBs and speed-up kits".[100] Many counterfeit arcade units often outsold official Street Fighter II arcade cabinets in various markets. For example, about 200,000 counterfeits were in Mexico alone, where Capcom did not officially sell the game.[15] Bondeal from Hong Kong produced 3,000 copied arcade units per month for markets such as Latin America, and a Taiwanese firm produced 20,000 copied arcade units in 1991;[101] in Taiwan, up to 150,000 clone units were manufactured by 1992.[102] Many counterfeit units were in South Korea, such as a trader selling about 100 Street Fighter II PCBs by 1992.[103] Seven different versions of the game claimed to be sequels in 1992, mostly from Hong Kong, and one named Champion of Champion Editions reportedly was in British arcades.[104] Capcom and its partners took legal action against counterfeit arcade units in regions such as Southeast Asia,[42] North America,[100] South Korea,[103] and Puerto Rico.[101]

Home conversions

[edit]

The numerous home conversions of Street Fighter II are listed among Capcom's Platinum-class games, with more than one million units sold worldwide.[105] In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release,[106] at a retail price of ¥10,780[107] (equivalent to $85.12 then, or $185 in 2023). The February 1992 issue of Gamest in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about $119.19 at the time, or $259 in 2023). It topped the Japanese Famitsu sales charts from June[108] through July[109][110][111] to August 1992.[112][113] It was a multi-million seller in Japan by December 1992.[114][115]

In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992,[4] with a retail price of $74.99 (equivalent to $160 in 2023).[116] According to Electronic Gaming Monthly: "Never has a game taken the country [by] storm as this one has."[4] It remained America's top-selling Super NES game for much of late 1992, in August[117] and then October,[118][119] November,[120] and December.[121] In 1992 in North America, 2 million units were sold.[122] In the United Kingdom, Street Fighter II replaced Super Mario World as the bundled game for the SNES,[123] and the SNES and Amiga versions made it the second best-selling home video game of 1992, below Sonic the Hedgehog 2 for the Mega Drive.[6] Worldwide, four million Street Fighter II cartridges had been sold by September 1992,[4] 5 million units by the end of 1992,[124] and over 6 million by 1993.[125][126] The SNES version became the company's best-selling single consumer game software, at more than 6.3 million units,[127] and it remains its best-selling game software on a single platform.[105][128] By 1993, 10 million units of all home software versions had been sold,[129] and 11.9 million units for Nintendo and Sega consoles by March 1994.[130]

The SNES versions of Street Fighter II Turbo and Super Street Fighter II had 4.1 million and two million unit sales, respectively, followed by the Mega Drive/Genesis version of Street Fighter II: Special Champion Edition with 1.65 million sales. In total, more than 14 million copies were sold for the SNES and Mega Drive/Genesis consoles.[105] The SNES version of Street Fighter II was Capcom's best-selling single game until 2013, when it was surpassed by Resident Evil 5.[131] The Amiga version was successful in the United Kingdom, where it became the best-selling home computer software of 1992, though only being available for the last 16 days of the year.[6] Street Fighter II also topped the UK's Amiga sales chart in January 1993,[132] and the UK's Atari ST chart in March 1993.[133] In 2008, Super Street Fighter II Turbo HD Remix broke both the first-day and first-week sales records for a download-only game.[134] Street Fighter II was the best-selling fighting game with 15.5 million units sold across all versions and platforms, until it was surpassed by Super Smash Bros. Ultimate in 2019.[135]

Title Platform(s) Worldwide sales Japan sales Revenue Inflation
Street Fighter II: The World Warrior Super NES 6,300,000[127][136] 2,900,000[137] $1.5 billion+[85] $3.26 billion+
Street Fighter II': Special Champion Edition Mega Drive 1,665,000[136] Un­known
Street Fighter II Turbo Super NES 4,100,000[127][136] 2,100,000[137]
Super Street Fighter II: The New Challengers Super NES 2,000,000[127][136] 1,300,000[137] Un­known Un­known
Street Fighter II Game Boy 17,038+ 17,038[138] Un­known Un­known
Super Street Fighter II Turbo: Revival Game Boy Advance 45,335+ 45,335[138] Un­known Un­known
Hyper Street Fighter II: The Anniversary Edition PlayStation 2 53,000+ 53,000[138] Un­known Un­known
Super Street Fighter II Turbo HD Remix PS3 / Xbox 360 250,000+[134] Un­known Un­known Un­known
Ultra Street Fighter II Nintendo Switch 500,000[139] 100,000[140] Un­known Un­known
Total sales 15,500,000[135] 6,515,373+

Like the arcades, the home conversions were impacted by copyright infringement. Upon release of the SNES version in 1992, thirteen different unauthorized versions were reportedly available for the Super Famicom.[104]

Critical

[edit]

Japan

[edit]

The original arcade version of Street Fighter II was awarded Best Game of 1991 in Gamest's Fifth Annual Grand Prize, which also won in the genre of Best Action Game (the award for fighting games was not established yet). Street Fighter II placed No. 1 in Best VGM, Best Direction, and Best Album, and was second place in Best Graphics below the 3D Namco System 21 game Starblade. All the characters except M. Bison (known internationally as Balrog) are on the list of Best Characters of 1991.[168]

Street Fighter II Dash was awarded Best Game of 1992 in the Sixth Annual Grand Prize, as published in the February 1993 issue of Gamest, winning again as Best Action Game. It placed No. 3 in Best VGM, No. 6 in Best Graphics, and No. 5 in Best Direction. The Street Fighter II Image Album is the No. 1 Best Album in the same issue, with the Drama CD version of Street Fighter II tied for No. 7 with the soundtrack for Star Blade. The List of Best Characters only had Chun-Li at No. 3.[169]

In the February 1994 issue of Gamest, both Street Fighter II Turbo and Super Street Fighter II were nominated for Best Game of 1993, but neither won (the first place was given to Samurai Spirits). Super ranked third place, and Turbo ranked sixth. In the category of Best Fighting Games, Super ranked third place again, while Turbo placed fifth. Super won third place in the categories of Best Graphics and Best VGM. Cammy, who was introduced in Super, placed fifth place in the list of Best Characters of 1993, with Dee Jay at 36 and T. Hawk at 37.[170] In the January 30, 1995 issue of Gamest, Super Street Fighter II X (known as Super Turbo internationally) placed fourth place in the award for Best Game of 1994 and Best Fighting Game, but did not rank in any of the other awards.[171]

The Super Famicom (SNES) version was critically acclaimed. Famitsu's panel of four reviewers gave it scores of 9, 9, 9, and 8, adding up to 35 out of 40. This made it one of their five highest-rated games of 1992, along with Dragon Quest V: Hand of the Heavenly Bride, Shin Megami Tensei, World of Illusion Starring Mickey Mouse and Donald Duck, and Mario Paint. They later gave the Turbo update a score of 36 out of 40. This made Street Fighter II Turbo their highest-rated game of 1993, and the twelfth game to have received a Famitsu score of 36/40 or above.[146]

International

[edit]

The arcade game was well received by English-language critics upon release. In March 1991, RePlay said that "the graphics and sounds are tops" while praising the "solid" gameplay,[20] and it was considered the top game at the American Coin Machine Exposition (ACME) that month.[172] In May 1991, Julian Rignall of Computer and Video Games gave it ratings of 94% for graphics, 93% for sound, 95% for playability, and 92% for lastability, with a 93% score overall. He criticized the original Street Fighter for being a "run-of-the-mill beat 'em up with little in the way of thrills and spills" but praised the sequel for being "absolutely packed with new ideas" and special moves. He noted the "six buttons combining with 8 joystick directions to provide more moves than I've ever seen in a beat 'em up" and praised the "massive, beautifully drawn and animated sprites, tons of speech and the most exciting, action-packed head-to-head conflict yet seen in an arcade game," concluding that it is "one of the best fighting games yet seen in the arcades" and a "brilliant" coin-op.[141] In the June 1991 issue of Sinclair User, John Cook gave the arcade game an "addict factor" of 84%. He praised the gameplay and the "excellent" animation and sound effects, but criticized the controls, stating players "might find the control system a bit daunting at first [with] a joystick plus six (count 'em!) fire buttons [but] it's not that bad really". He concluded "this is bound to appeal to you if you like the beat 'em up style of game."[150] Jeff Davy of Your Commodore praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode.[78] Computer and Video Games later referred to Street Fighter II as the "game of the millennium" in 1992.[173]

The SNES version of Street Fighter II was very well received. In Electronic Gaming Monthly (EGM), its panel of four reviewers gave it scores of 10, 9, 10, and 9, adding up to 38 out of 40,[144][4] and their "Game of the Month" award. Sushi-X (Ken Williams) gave it a 10, calling it "The best! Street Fighter II is the only game I have ever seen that really deserves a 10!" Martin Alessi gave it a 9, describing it as "the best cart available anywhere! Incredible game play!" Ed Semrad gave it a 10, saying "The moves are perfect, the graphics outstanding and the audio exceptional. Get one of the new 6 button sticks and you'll swear you're playing the arcade version."[144] GamePro printed two reviews of the game in its August 1992 issue, both giving it a full score of 5 out of 5; Doctor Dave described it as "Capcom's best arcade conversion yet" while Slasher Quan stated that almost "everything's perfect in the Super NES version" and that it is "a nearly flawless conversion of the arcade original that's made even more enjoyable by new options and the convenience of home fighting." Super Play gave it a 94% score, stating that with "the inclusion of Champion Edition's Character vs. Character select and the extra options, I would even go so far to say that this is actually better than the coin-op."[148] Electronic Games gave it scores of 95% for graphics, 92% for sound, and 93% for playability, with a 94% overall, concluding that it is the best fighting game to date.[76] Nintendo Power scored it 16.2 out of 20,[149] stating that the "hottest arcade game around has been faithfully reproduced for this Super NES conversion" and that it "is just like having the arcade game at home!".[148] Nintendo Power ranked it the best SNES game of 1992, above The Legend of Zelda: A Link to the Past in second place.[149]

Computer Gaming World in April 1994 said that "Street Fighter II now enters the PC ring rather late and with a touch of weak wrist". The magazine reported that "the atmosphere and the impact of hefty welts and bone-crushing action is just not here. The usual lament of many PC gamers about arcade conversions is once again true: too little and too late".[174]

Entertainment Weekly wrote: "Sure, it's violent (people can be set on fire), but Street Fighter II offers a depth of play (each character has more than 20 different moves) unmatched by any other video-game slugfest."[175]

Street Fighter II was named by Electronic Gaming Monthly as the Game of the Year for 1992.[4] EGM awarded Street Fighter II Turbo with Best Super NES Game in 1993.[176] Street Fighter II won the Golden Joystick Award for Game of the Year in 1992.[163] Game Informer gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards.[177] It won Electronic Games's Electronic Gaming Award for the Video Game of the Year,[161] where it was nominated along with NHLPA Hockey '93 and Sonic the Hedgehog 2.[178]

The Mega Drive version of Street Fighter II received ten out of ten for both graphics and addiction from Mega, who described it as "a candidate for best game ever and without a doubt the best beat-'em-up of all time" and gave it an overall 92% score.[179] MegaTech scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form".[180] Edge gave the PC Engine version of Champion Edition a score of eight out of ten.[181] The four reviewers of Electronic Gaming Monthly, while remarking that the Game Boy control is difficult, the game speed "lethargically slow", and it is a very old game, agreed it to be an excellent conversion by Game Boy standards.[145] The Axe Grinder of GamePro agreed, praising the graphics and Game Boy survival mode, but criticizing the slow controls and concluding that "The real problem here is that the game's just plain old."[182]

Retrospective

[edit]

Street Fighter II has been listed among the best games of all time. Game Informer ranked it as the 22nd-best game ever made in 2001. The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect."[190] They later ranked it the 25th-best game ever made in 2009.[191] Other publications that listed it among the best games of all time include BuzzFeed,[192] Electronic Gaming Monthly,[193][194][195] IGN,[196][197][198] Edge,[199] Empire,[200][201] Famitsu,[202] FHM,[203] G4,[204] GameFAQs,[205][206][207][208] GameSpot,[209] GamingBolt,[210] Guinness World Records,[211] Next Generation,[212][213] NowGamer,[214] Retro Gamer,[215] Stuff,[216][217] Time,[218] and Yahoo![219] Guinness World Records awarded Street Fighter II the world records of "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game" in the Guinness World Records: Gamer's Edition 2008. In 2017, The Strong National Museum of Play inducted Street Fighter II to its World Video Game Hall of Fame.[220]

GameSpot gave the PlayStation 3 version of HD Remix a score of 8.5 out of 10.[221]

PC Gamer listed the 1993 DOS version of Street Fighter II as one of the worst PC ports.[222]

Legacy

[edit]

Sequels

[edit]

The Street Fighter II games were followed by several sub-series of Street Fighter games and spinoffs including Street Fighter Alpha, Street Fighter EX, Street Fighter III, Pocket Fighter, Super Puzzle Fighter II Turbo, and Vs. series. Capcom released Street Fighter IV for the arcades in July 2008, followed by Xbox 360 and PlayStation 3 in February 2009 and Microsoft Windows in July 2009. Street Fighter V was released for the PlayStation 4 and Windows in 2016. Street Fighter 6 was released for the PlayStation 4, PlayStation 5, Windows and Xbox Series X/S in June 2023, with an arcade version set to release in Japan later in 2023.[needs update]

Other media

[edit]

Impact

[edit]

Street Fighter II is regarded as one of the most influential video games of all time,[225][226][227] and the most important fighting game in particular.[227][228][229] The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning routine in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allow players to combat a variety of computer-controlled fighters, Street Fighter II allows human combat.

The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand.[230] It was responsible for introducing the combo mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover.[17][226][231][232] Its success inspired a wave of other fighting games, which were initially often labeled as "clones"[225][233] or imitators, including titles such as Guardians of the 'Hood, Art of Fighting, Time Killers,[234] Mortal Kombat,[235] and Killer Instinct. Street Fighter II also influenced the development of the combat mechanics of beat 'em up game Streets of Rage 2.[236] However, Street Fighter II also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.[234]

Street Fighter II was the best-selling arcade video game by far since the golden age of arcade video games,[226][229] bringing an arcade renaissance in the early 1990s.[237] Its impact on home video games was equally important, becoming a long-lasting system-seller for the Super Nintendo Entertainment System.[225] Since then up until the late 1990s, numerous best-selling home video games were arcade ports.[238] In 2005, Electronic Gaming Monthly ranked it the ninth most important game since they began publication in 1989, stating no game "did more to prop up arcades" in the 1990s and it was the first killer app for the SNES.[239]

The game popularized the concept of "face-to-face", tournament-level competition between two players[225] instead of just high scores.[225] This enabled the competitive multiplayer and deathmatch modes found in modern action games.[227] John Romero, for example, cited the competitive multiplayer of Street Fighter II as an influence on the deathmatch mode of seminal first-person shooter Doom.[240]

It is an innovation in revision series, with Capcom continuously upgrading and expanding the arcade game instead of releasing a sequel. This furthered the practice of patches and downloadable content found in modern video games.[225]

[edit]

Street Fighter II has been frequently sampled and referenced in hip hop music, by artists such as The Lady of Rage, Nicki Minaj, Lupe Fiasco, Dizzee Rascal, Lil B, Sean Price, and Madlib. This started with Hi-C's "Swing'n" (1993) and DJ Qbert's "Track 10" (1994) which sampled Street Fighter II, and the Street Fighter film soundtrack (1994) which is the first major film soundtrack to consist almost entirely of hip hop music. According to DJ Qbert, "I think hip-hop is a cool thing, I think Street Fighter is a cool thing". According to Vice magazine, "Street Fighter's mixture of competition, bravado, and individualism easily translate into the trials and travails of a rapper."[241] The "Perfect" sample was used by Kanye West and Drake in The Life of Pablo (2016).[242][243] UK rap includes grime DJ Logan Sama saying, "Street Fighter is just a huge cultural thing that everyone experienced growing up [with] such a huge impact that it has just stayed in everyone's consciousness." According to Jake Hawkes of Soapbox, "grime was built around lyrical clashes [and] the 1v1 setup of these clashes was easily equated with Street Fighter's 1 on 1 battles." Grime MCs such as Dizzee Rascal were sampling Street Fighter II in 2002, and Street Fighter II has been sampled "by almost every grime MC". It became an integral part of BBC Radio 1Xtra DJ Charlie Sloth's Fire in the Booth freestyle segments, using samples such as "Hadouken", "Shoryuken", and the "Perfect" announcer sound.[244]

Notes

[edit]
  1. ^ An article from Game Machine claims its release date to be February 1991.[3]
  2. ^ Japanese: ストリートファイターII -The World Warrior-, Hepburn: Sutorīto Faitā Tsū Za Warudo Uōria
  3. ^ Katakana: リュウ, Hepburn Rōmaji: 'Ryū'
  4. ^ [50][51][52][53][54][55][56][57][58][59][60][61][62][63][64][65]

References

[edit]
  1. ^ "CAPCOM Investor Relations - History". Capcom. Archived from the original on August 7, 2020. Retrieved May 24, 2019.
  2. ^ "ヒストリー ストリートファイター35周年記念サイト". Capcom JP.
  3. ^ a b c "Overseas Readers Column: "SF II", "Exhaust Note" Top Videos '92" (PDF). Game Machine (in Japanese). No. 441. Amusement Press, Inc. January 1–15, 1993. p. 36. Archived (PDF) from the original on January 31, 2020.
  4. ^ a b c d e f g h "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly. 1993. pp. 13–24.
  5. ^ "Street Fighter II: The World WarriorStreet Fighter II: The World Warrior (SNES)". NintendoLife. November 20, 2020. Archived from the original on January 14, 2022. Retrieved July 28, 2021.
  6. ^ a b c d "Can Mega Drive Street Fighter 2 Live Up To All The Hype?" (PDF). Mega. No. 10 (July 1993). June 17, 1993. p. 22.
  7. ^ "Street Fighter II (GB)". Nintendo Life. Archived from the original on January 14, 2022. Retrieved March 17, 2021.
  8. ^ a b Lemon, Andy; Rietveld, Hillegonda C. (March 12, 2020). "The Street Fighter Lady: Invisibility and Gender in Game Composition". Transactions of the Digital Games Research Association. 5 (1). doi:10.26503/todigra.v5i1.112. ISSN 2328-9422. Archived from the original on April 21, 2021. Retrieved April 21, 2021.
  9. ^ a b June, Laura (January 16, 2013). "For Amusement Only: the life and death of the American arcade". The Verge. Archived from the original on October 6, 2014. Retrieved September 15, 2017.
  10. ^ Skolnik, Michael Ryan; Conway, Steven (November 1, 2019). "Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community". Games and Culture. 14 (7–8): 742–762. doi:10.1177/1555412017727687. ISSN 1555-4120. S2CID 149397381. Archived from the original on April 21, 2021. Retrieved April 21, 2021.
  11. ^ a b *IGN staff (2007). "The Top 100 Games of All Time!". IGN.com. Archived from the original on August 30, 2011. Retrieved June 16, 2011.
  12. ^ Thorpe, Nick (181). Retro Gamer. United Kingdom: Future. {{cite magazine}}: Missing or empty |title= (help)
  13. ^ "Interview with Street Fighter II Sound Composer Isao Abe" (in Japanese). Archived from the original on April 23, 2007.
  14. ^ "STREET FIGHTER II Japanese win quote compilation". Archived from the original on February 21, 2016. Retrieved September 4, 2014.
  15. ^ a b c d e f g h i j k l Leone, Matt (February 3, 2014). "Street Fighter 2: An Oral History". Polygon. Archived from the original on May 15, 2021. Retrieved April 29, 2021.
  16. ^ Leone, Matt (July 7, 2020). "Street Fighter 1: An oral history". Polygon. Vox Media. Archived from the original on July 16, 2020. Retrieved July 16, 2020.
  17. ^ a b c d e f "The Making Of... Street Fighter II". Edge. No. 108. Bath: Future Publishing. March 2002.
  18. ^ "Interview: The Men Who Make Street Fighter II!". GamePro. No. 59. IDG. June 1994. p. 32.
  19. ^ Nesbitt, Brian (January 28, 1991). "Coin-Operated Corkers!". The One. No. 29 (February 1991). emap Images. p. 20.
  20. ^ a b c d e "Street Fighter II: interactive jawbreaker shines bright at Capcom's Florida dealer meet; nice goods!". RePlay. Vol. 16, no. 6. March 1991. pp. 54, 56.[dead link]
  21. ^ "Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet". RePlay. Vol. 16, no. 5. February 1991. p. 36.
  22. ^ "Capcom Bows Street Fighter II, Hints At 3D Coming On CPS". RePlay. Vol. 16, no. 6. March 1991. p. 16.
  23. ^ "Nintendo Magazine System Issue 02". Archive.org. November 1992. Retrieved March 9, 2024.
  24. ^ "N-Force Magazine Issue 06". Archive.org. December 1992. Retrieved January 18, 2015.
  25. ^ "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  26. ^ "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  27. ^ "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  28. ^ "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  29. ^ a b "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  30. ^ "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  31. ^ "Street Fighter II". Gamefaqs.com. Archived from the original on February 24, 2015. Retrieved January 18, 2015.
  32. ^ McWhertor, Michael (August 30, 2017). "Capcom re-releasing Street Fighter 2 on SNES cartridge". Polygon. Vox Media. Archived from the original on September 1, 2017. Retrieved September 1, 2017.
  33. ^ "5 Street Fighter Ii Ports You Don't Know About". Retrogamingmagazine.com. December 11, 2014. Archived from the original on December 24, 2015. Retrieved December 11, 2015.
  34. ^ "Street Fighter II [LCD]".
  35. ^ "Final Fight and Street Fighter II Collection coming to iOS Devices".
  36. ^ Gregory, Mark, ed. (December 18, 1992). "The Buzz: Valken the Wildside". Mega Guide. pp. 2–3.
  37. ^ "Business Week". Business Week. No. 3392–3405. Bloomberg. 1994. p. 58. Archived from the original on April 9, 2023. Retrieved January 25, 2012. Japan's Capcom Co. has sold 12 million copies of its Street Fighter games worldwide and figures that 25 million Americans have played the games at home or in arcades.
  38. ^ a b "World of Warcraft Leads Industry With Nearly $10 Billion In Revenue". GameRevolution. January 26, 2017. Archived from the original on April 20, 2021. Retrieved January 9, 2019.
  39. ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)" (PDF). Game Machine (in Japanese). No. 400. Amusement Press, Inc. April 1, 1991. pp. 32–3. Archived (PDF) from the original on January 31, 2020.
  40. ^ a b "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)" (PDF). Game Machine (in Japanese). No. 401. Amusement Press, Inc. April 15, 1991. pp. 17, 25. Archived (PDF) from the original on January 31, 2020.
  41. ^ a b "第5回ゲーメスト大賞" [5th Gamest Awards]. Gamest (in Japanese). Vol. 68 (February 1992). December 28, 1991. pp. 1–17. alternate url Archived 2008-07-08 at the Wayback Machine
  42. ^ a b c d ""Final Fight II" and "Final Lap 2" Top Videos: Video Games of The Year '91" (PDF). Game Machine (in Japanese). No. 419. Amusement Press, Inc. February 1, 1992. p. 26. Archived (PDF) from the original on January 31, 2020.
  43. ^ a b "第6回ゲーメスト大賞 〜 インカム部門" [6th Gamest Awards – Income Category]. Gamest (in Japanese). Vol. 84 (February 1993). December 28, 1992. pp. 8–28 (27). alternate url Archived 2008-07-08 at the Wayback Machine
  44. ^ a b "第7回 ゲーメスト大賞 〜 ヒットゲーム BEST 10 〜 インカム中心" [7th Gamest Awards – Hit Games: Best 10 – Income Center]. Gamest (in Japanese). Vol. 107 (February 1994). December 27, 1993. pp. 20–43 (39). alternate url Archived 2021-02-10 at the Wayback Machine
  45. ^ a b c Ste Curran (2004). Game plan: great designs that changed the face of computer gaming. Rotovision. p. 38. ISBN 2-88046-696-2. Archived from the original on January 17, 2023. Retrieved April 11, 2011. When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East.
  46. ^ "A Wealth of Games". RePlay. Vol. 16, no. 8. May 1991. p. 109.
  47. ^ "Sneak Preview: what new games will be unveiled at this month's ACME? RePlay sneaks a peek at videos, pins & redemption games". RePlay. Vol. 16, no. 6. March 1991. pp. 68–72.
  48. ^ "ACME '91: American Coin Machine Exposition". RePlay. Vol. 16, no. 7. April 1991. pp. ACME 1–8, p. 56.
  49. ^ Taylor, Yogi (May 1991). "Street Power! "Capcom's new Street Fighter II increased my route earnings by 50%," says California street operator Yogi Taylor". RePlay. Vol. 16, no. 8. pp. 112, 114.
  50. ^ "RePlay: The Players' Choice". RePlay. Vol. 16, no. 8. May 1991. p. 4.
  51. ^ "RePlay: The Players' Choice". RePlay. Vol. 16, no. 9. June 1991. p. 4.
  52. ^ "RePlay: The Players' Choice". RePlay. Vol. 16, no. 10. July 1991. p. 4.
  53. ^ "RePlay: The Players' Choice". RePlay. Vol. 16, no. 11. August 1991. p. 3.
  54. ^ "RePlay: The Players' Choice". RePlay. Vol. 16, no. 12. September 1991. p. 4.
  55. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 1. October 1991. p. 4.
  56. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 2. November 1991. p. 4.
  57. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 3. December 1991. p. 4.
  58. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 4. January 1992. p. 4.
  59. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 5. February 1992. p. 4.
  60. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 6. March 1992. p. 4.
  61. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 7. April 1992. p. 4.
  62. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 8. May 1992. p. 4.
  63. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 9. June 1992. p. 4.
  64. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 10. July 1992. p. 4.
  65. ^ "RePlay: The Players' Choice". RePlay. Vol. 17, no. 11. August 1992. p. 4.
  66. ^ "Equipment Poll". Play Meter. Vol. 18, no. 1. January 1992. pp. 8–9.
  67. ^ "Equipment Poll". Play Meter. Vol. 18, no. 3. February 1992. pp. 8–9.
  68. ^ "Equipment Poll". Play Meter. Vol. 18, no. 6. May 1992. pp. 8–9.
  69. ^ a b "ACME '92: Play Meter and AAMA present annual awards". Play Meter. Vol. 18, no. 5. April 1992. pp. 66, 68.
  70. ^ a b "Coin Machine - Seven Manufacturers Receive AAMA Awards" (PDF). Cashbox. April 18, 1992. p. 25. ISSN 0008-7289. Archived (PDF) from the original on August 12, 2020.
  71. ^ "Coin Machine: AMOA JB Award Nominees Announced" (PDF). Cash Box. August 29, 1992. p. 29. Archived (PDF) from the original on May 13, 2021.
  72. ^ "Game Awards". RePlay. Vol. 18, no. 1. October 1992. p. 61.
  73. ^ a b "Banquet Hoedown! Game Awards". RePlay. Vol. 18, no. 2. November 1992. pp. 78–80.
  74. ^ Moore, Dale (January 1992). "Viewpoints". RePlay. Vol. 14, no. 7. p. 14.
  75. ^ "Distributing: East and West". RePlay. Vol. 17, no. 5. February 1992. p. 114.
  76. ^ a b c "Electronic Games 1992-10". archive.org. October 1992. Retrieved January 18, 2015.
  77. ^ a b ""Street Fighter II' CE" Has Legs". Leisure Line. Australia: Leisure & Allied Industries. June 1992. p. 3.
  78. ^ a b c Davy, Jeff (August 1991). "Neon Zone". Your Commodore. No. 82 (26 July 1991). Argus Specialist Publications. pp. 36–7.
  79. ^ a b c d Interview with David Snook, editor of Coinslot, published in "The making of Street Fighter 2 - a video game legend" (PDF). Mega. No. 10 (July 1993). June 17, 1993. pp. 14-35 (18-21). Archived (PDF) from the original on April 29, 2021.
  80. ^ a b Kent, Steven L. (2001). The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World. Prima. p. 446. ISBN 978-0-7615-3643-7. Archived from the original on January 17, 2023. Retrieved April 9, 2011. Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.
  81. ^ a b "The Making Of... Street Fighter II". Edge. No. 108. Bath: Future Publishing. March 2002. Noritaka Funamizu: We made Street Fighter 2 Dash, and sales were so high. I mean the game cost around ¥150,000 or ¥160,000 [£820] and we sold about 140,000 of them. I can't even imagine such numbers now.
  82. ^ "Five Ways to Compute the Relative Value of a Japanese Yen Amount, 1879 - 2009". Measuring Worth. Archived from the original on April 5, 2011. Retrieved April 25, 2011.
  83. ^ a b "Top Coin-Ops of July, 1992". Electronic Games. Vol. 1, no. 3 (December 1992). November 10, 1992. p. 18.
  84. ^ Goldstein, Jeffrey H. (1998). "Immortal Kombat: War Toys and Violent Video Games". Why We Watch: The Attractions of Violent Entertainment. Oxford University Press. pp. 53–68 (53). ISBN 978-0-19-802790-4. Its financial success was exceeded only by a video game with violence as its theme. "One single game–StreetFighter II–made $1.5 billion last year [1993]. Nothing, not even Jurassic Park, touched that success in the entertainment business," said screenwriter Michael Backes (quoted in Covington, 1994).
  85. ^ a b Steven J. Kirsh (2006). Children, adolescents, and media violence: a critical look at the research. SAGE Publications. p. 228. ISBN 0-7619-2976-2. Retrieved April 23, 2011. In 1993, sales of the violent fighting video game Street Fighter II exceeded $1.5 billion.
  86. ^ "More Fighters, More Moves, More Profits: Super Street Fighter II". Play Meter. Vol. 20, no. 1. January 1994. p. 25.
  87. ^ a b "Japan Company Handbook: Second Section". Japan Company Handbook: Second Section. No. 1. Toyo Keizai. Spring 1994. p. 758. Sales of "Street Fighter II Turbo" aimed at 4.2 mil units, and commercial-use "Super Street Fighter II" at 100,000 units, in current term.
  88. ^ "Street Fighter II Movie". GameFan. Vol. 3, no. 3. March 1995. pp. 26–7.
  89. ^ "Top Coin-Ops of May 1992". Electronic Games. Vol. 1, no. 1. October 1992. p. 14.
  90. ^ "Top 10 Biggest Grossing Arcade Games". US Gamer. Archived from the original on January 11, 2016. Retrieved January 25, 2013.
  91. ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (in Japanese). No. 426. Amusement Press, Inc. May 15, 1992. p. 29.
  92. ^ "Test Reports". Leisure Line. Australia: Leisure & Allied Industries. June 1992. p. 34.
  93. ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)" (PDF). Game Machine (in Japanese). No. 443. Amusement Press, Inc. February 15, 1993. p. 29. Archived (PDF) from the original on January 31, 2020.
  94. ^ "Electronic Games 1993-06". archive.org. June 1993. Retrieved January 18, 2015.
  95. ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)" (PDF). Game Machine (in Japanese). No. 460. Amusement Press, Inc. November 1, 1993. p. 25. Archived (PDF) from the original on January 31, 2020.
  96. ^ "Hot Off The Press! Revenue Sharing". RePlay. Vol. 19, no. 1. October 1993. p. 9.
  97. ^ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)" (PDF). Game Machine (in Japanese). No. 461. Amusement Press, Inc. December 1, 1993. pp. 25–6. Archived (PDF) from the original on January 31, 2020.
  98. ^ "第8回 ゲーメスト大賞" [8th Gamest Awards]. Gamest (in Japanese). Vol. 136 (January 1995). December 27, 1994. pp. 40–59. alternate url Archived 2009-03-04 at the Wayback Machine
  99. ^ "Charts - Arcade: PCBs". Edge. No. 10 (July 1994). Future plc. May 26, 1994. p. 85.
  100. ^ a b c "The Bottom Line". RePlay. Vol. 18, no. 4. January 1993. pp. 32, 34, 42.
  101. ^ a b "Hot Off The Press! Bondeal Replies". RePlay. Vol. 17, no. 4. January 1992. p. 3.
  102. ^ "The Shadow World Of Counterfeits: Korea, Taiwan, Italy & Spain identified as major sources of video copies; strange alliances and twisting trails lead from makes to final users". RePlay. Vol. 17, no. 5. February 1992. pp. 29–32.
  103. ^ a b "Cops Nab Copiers: counterfeit buyers & sellers arrested in three countries; government enforcement heats up in U.S., Canada & Korea". RePlay. Vol. 17, no. 7. April 1992. pp. 41–2.
  104. ^ a b "News: Street Fighter 21" (PDF). Computer and Video Games. No. 134 (January 1993). December 15, 1992. p. 14. Archived (PDF) from the original on December 1, 2017.
  105. ^ a b c "CAPCOM — Platinum Titles". Archived from the original on February 8, 2015.
  106. ^ "Electronic Games 1992-10". Archive.org. October 1992. Retrieved January 18, 2015.
  107. ^ "ストリートファイターII". Famitsu.com. Archived from the original on January 14, 2022. Retrieved February 17, 2021.
  108. ^ "Weekly Top 30 (6月26日)". Famicom Tsūshin (in Japanese). No. 186. July 10, 1992. pp. 14–5.
  109. ^ "Weekly Top 30 (7月10日)". Famicom Tsūshin (in Japanese). No. 188. July 24, 1992. pp. 14–5.
  110. ^ "Weekly Top 30 (7月17日)". Famicom Tsūshin (in Japanese). No. 189. July 31, 1992. pp. 14–5.
  111. ^ "Weekly Top 30 (7月24日)". Famicom Tsūshin (in Japanese). No. 190. August 7, 1992. pp. 14–5.
  112. ^ "Charts Would Be a Fine Thing!". Super Play. No. 1 (November 1992). October 1, 1992. p. 17.
  113. ^ "Weekly Top 30 (8月21日)". Famicom Tsūshin (in Japanese). No. 194. September 4, 1992. pp. 16–7.
  114. ^ "Big in Japan! Sega grab Capcom licenses" (PDF). Sega Force. No. 13 (January 1993). December 10, 1992. pp. 10–11 (11). Archived (PDF) from the original on February 7, 2019.
  115. ^ "Super Savings!". N-Force. No. 10 (April 1993). Europress. March 1993. p. 12.
  116. ^ "Super Nes" (JPG). Huguesjohnson.com. Archived from the original on March 3, 2016. Retrieved March 11, 2016.
  117. ^ "EGM Top Ten". Electronic Gaming Monthly. No. 39. October 1992. pp. 44–45.
  118. ^ "Charts Across the World". Super Play. No. 2 (December 1992). November 1992. p. 25.
  119. ^ "EGM Top Ten". Electronic Gaming Monthly. No. 41. December 1992. p. 48.
  120. ^ "Charts Across the World". Super Play. No. 3 (January 1993). December 3, 1992. p. 27.
  121. ^ "EGM Top Ten". Electronic Gaming Monthly. No. 43. February 1993. p. 38.
  122. ^ "News Digest: People on the Move". RePlay. Vol. 19, no. 4. January 1994. p. 22.
  123. ^ "What's So Hot About Capcom". Nintendo Power. No. 46. March 1993. pp. 92–3.
  124. ^ Tokyo Business Today. Toyo Keizai Shinposha (The Oriental Economist). 1993. p. 38. The most important new contributor to Sega is Capcom Co., producer of the phenomenally successful Street Fighter II (five million unit sales last year). Capcom is widely known as the single biggest outside contributor to the Nintendo legend, but will launch software designed for Sega this spring.
  125. ^ Rice, Chris (July 12, 1993). "Street Fighter II Turbo". SNES Force. No. 2 (August 1993). pp. 28–9.
  126. ^ "Data stream" (PDF). Edge. No. 1 (October 1993). August 19, 1993. p. 14. Archived (PDF) from the original on April 21, 2019.
  127. ^ a b c d "CAPCOM | Platinum Titles". Capcom Investor Relations. Capcom. September 30, 2013. Archived from the original on February 8, 2015. Retrieved November 9, 2013.
  128. ^ "Superplay - Issue 06 (1993-04)(Future Publishing)(GB)". Archive.org. Retrieved January 18, 2015.
  129. ^ Japan Economic Almanac. Japan Economic Journal. 1994. p. 90. ISBN 978-4-532-67504-2. As for video-game software, accumulated sales of Capcom Co.'s Street Fighter II series reached 10 million units in 1993, compared with 15 million units of Enix Inc.'s Dragon Quest series and 100 million units of Nintendo's Super Mario series.
  130. ^ Pollack, Andrew (September 6, 1994). "Market Place; Pummeling A Warrior of Video Games (Published 1994)". The New York Times. Archived from the original on May 26, 2015. Retrieved February 21, 2021. Capcom sold 6.5 million copies of the game for the Nintendo machine in the fiscal year that ended in March 1993, and an additional 5.4 million for the Nintendo and Sega machines combined in the year that ended last March.
  131. ^ Emily Gera (October 31, 2013). "Resident Evil 5 is Capcom's best selling game ever". Polygon. Vox Media. Archived from the original on November 9, 2013. Retrieved November 9, 2013.
  132. ^ "Charts (Data supplied by Virgin Games Centre)". Digitiser. February 3, 1993. Archived from the original on May 16, 2021. Retrieved March 15, 2021.
  133. ^ "Charts (ELSPA Charts Compiled by Gallup)". Digitiser. April 8, 1993. Archived from the original on October 1, 2021. Retrieved March 15, 2021.
  134. ^ a b John Diamonon (December 18, 2008). "Super Street Fighter II Turbo HD Remix achieves record breaking sales". Capcom Unity. Archived from the original on January 29, 2009. Retrieved February 14, 2009.
  135. ^ a b Bankhurst, Adam (November 4, 2019). "Super Smash Bros. Ultimate Is The Best-Selling Fighting Game Ever". IGN. Ziff Davis. Archived from the original on January 5, 2020. Retrieved March 29, 2020.
  136. ^ a b c d "Million titles" (PDF). Company Profile. Capcom. May 2001. p. 7. Archived (PDF) from the original on March 14, 2003. Retrieved November 5, 2021.
  137. ^ a b c "Japan Platinum Game Chart". The Magic Box. Archived from the original on December 13, 2007. Retrieved May 22, 2008.
  138. ^ a b c "Game Search". Game Data Library. Famitsu. Archived from the original on April 24, 2019. Retrieved March 28, 2020.
  139. ^ Vogel, Mitch (May 9, 2018). "Capcom Says Ultra Street Fighter II And Monster Hunter XX Enjoyed Hit Status". Nintendo Life. Gamer Network. Archived from the original on March 29, 2020. Retrieved March 29, 2020.
  140. ^ "Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support". Nintendo Life. August 3, 2017. Archived from the original on December 28, 2018. Retrieved January 9, 2019.
  141. ^ a b Rignall, Julian (May 11, 1991). "Arcade Action: Street Fighter II". Computer and Video Games. No. 115 (June 1991). pp. 118–20. Retrieved January 18, 2015.
  142. ^ Anglin, Paul (February 15, 1993). "CVG Review: Street Fighter II (Amiga)" (PDF). Computer and Video Games. No. 136 (March 1993). p. 49. Archived (PDF) from the original on August 19, 2021.
  143. ^ "Street Fighter II Turbo Review". Edge. No. 1. Future Publishing. October 1993. Archived from the original on May 31, 2013. Retrieved November 20, 2012.
  144. ^ a b c Harris, Steve; Semrad, Ed; Alessi, Martin; Williams, Ken (July 1992). "Review Crew: Street Fighter II". Electronic Gaming Monthly. No. 36. Sendai Publishing. p. 18.
  145. ^ a b "Review Crew: Street Fighter II". Electronic Gaming Monthly. No. 76. Ziff Davis. November 1995. p. 52.
  146. ^ a b "Famitsu Hall of Fame". Geimin. Archived from the original on February 4, 2010. Retrieved February 7, 2012.
  147. ^ Famitsu, issue 349 Archived 2016-03-04 at the Wayback Machine
  148. ^ a b c "Street Fighter II: What Did Critics Say in 1992? - Defunct Games". Defunctgames.com. Archived from the original on December 24, 2014. Retrieved January 18, 2015.
  149. ^ a b c "The Year in Review: Top 10 of 1992". Nintendo Power. No. 44 (Super Power Club). January 1993. pp. 2–11 (3).
  150. ^ a b Cook, John (June 1991). "Coin Ops". Sinclair User. No. 112. pp. 40–1. Archived from the original on February 27, 2015. Retrieved January 18, 2015.
  151. ^ "Archive - Magazine viewer". World of Spectrum. Archived from the original on October 29, 2012. Retrieved August 17, 2012.
  152. ^ "Street Fighter II". Ysrnry.co.uk. Archived from the original on June 21, 2012. Retrieved August 17, 2012.
  153. ^ "Decisions you have to make and how they can go wrong". Archived from the original (PDF) on October 12, 2020. Retrieved December 11, 2014.
  154. ^ "Super NES Review: Street Fighter II". Mean Machines. No. 22 (July 1992). June 27, 1992. pp. 22–6. Archived from the original on July 18, 2019. Retrieved January 18, 2015.
  155. ^ "Street Fighter 2 review from MegaZone 24 (Oct - Nov 1992) - Amiga Magazine Rack". Amr.abime.net. Archived from the original on May 12, 2015. Retrieved January 18, 2015.
  156. ^ "Street Fighter 2 review from MegaZone 29 (Jul 1993) - Amiga Magazine Rack". Amr.abime.net. Archived from the original on May 12, 2015. Retrieved January 18, 2015.
  157. ^ Overman, Jim (April 1992). "An operator's video picks of the show". Play Meter. Vol. 18, no. 5. p. 52.
  158. ^ "The Super League". SNES Force. No. 8 (January 1994). December 23, 1993. p. 30.
  159. ^ "ST Format (Issue 44) - March - 1993". Atarimania.com. Archived from the original on May 10, 2015. Retrieved January 18, 2015.
  160. ^ a b "Street Fighter II for Super Nintendo". GameRankings. Archived from the original on December 9, 2019. Retrieved May 14, 2020.
  161. ^ a b "The 1993 Electronic Gaming Awards: Here are Your Votes for the Year's Best Games". Electronic Games. Vol. 1, no. 7 (April 1993). March 16, 1993. pp. 38–9.
  162. ^ "News: And the Winner is..." (PDF). Computer and Video Games. No. 139 (June 1993). May 15, 1993. p. 14. Archived (PDF) from the original on December 22, 2015.
  163. ^ a b "12 facts about the Golden Joysticks". Computer and Video Games. ComputerAndVideoGames.com. September 14, 2009. Archived from the original on May 13, 2012. Retrieved February 3, 2012.
  164. ^ "News: The Polls Are In!" (PDF). Computer and Video Games. No. 140 (July 1993). June 15, 1993. p. 10. Archived (PDF) from the original on January 5, 2021.
  165. ^ GameFan, volume 1, issue 3 (January 1993), pages 70-71
  166. ^ Carter, Chip; Carter, Jonathan (December 25, 1992). "The Best of '92 That Kept You Playing and Playing..." Chicago Tribune. Tribune Media Services. Archived from the original on January 14, 2022. Retrieved September 15, 2021.
  167. ^ "Nintendo Power Awards '92: The NESTERS". Nintendo Power. No. 48. May 1993. pp. 36–9.
  168. ^ 第5回ゲーメスト大賞. Gamest (in Japanese). No. 68. p. 4. Archived from the original on July 8, 2008.
  169. ^ 第6回ゲーメスト大賞. Gamest (in Japanese). No. 84. p. 8. Archived from the original on July 8, 2008.
  170. ^ "第7回ゲーメスト大賞". Gamest (in Japanese). No. 107. p. 20. Archived from the original on February 10, 2021. Retrieved January 17, 2009.
  171. ^ "第8回ゲーメスト大賞". Gamest (in Japanese). No. 136. p. 40. Archived from the original on March 4, 2009. Retrieved January 17, 2009.
  172. ^ "Capcom". RePlay. Vol. 16, no. 8. May 1991. p. 74.
  173. ^ "Hotshots: Street Fighter II" (PDF). Computer and Video Games. No. 133 (December 1992). November 15, 1992. p. 106. Archived (PDF) from the original on February 16, 2019.
  174. ^ Matthews, Robin (April 1994). "Sequel Syndrome Strikes Again". Over There. Computer Gaming World. pp. 124, 126. Archived from the original on November 11, 2017. Retrieved November 11, 2017.
  175. ^ "Holiday video game guide: 1992". Entertainment Weekly. Archived from the original on September 7, 2018. Retrieved January 9, 2019.
  176. ^ "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly. 1994.
  177. ^ Game Informer, issue 8 (January/February 1993), page 34
  178. ^ "Electronic Gaming Awards". Electronic Games. No. 38. January 1993. pp. 26–7. Archived from the original on January 14, 2012. Retrieved February 5, 2012.
  179. ^ Mega magazine review, 1993
  180. ^ MegaTech magazine review, December 2010
  181. ^ "Street Fighter II: Championship Edition review (PC Engine)". Edge. No. 1. Future Publishing. October 1993. Archived from the original on May 31, 2013. Retrieved November 20, 2012.
  182. ^ "ProReview: Street Fighter II". GamePro. No. 87. IDG. December 1995. p. 142.
  183. ^ Miller, Skyler. "Street Fighter II - The World Warrior Review". AllGame. Archived from the original on November 14, 2014. Retrieved February 17, 2016.
  184. ^ Kosydar, Aaron. "Street Fighter II: The World Warrior". Archived from the original on November 14, 2014. Retrieved February 17, 2016.
  185. ^ "Street Fighter II: The World Warrior (Commodore 64/128)". AllGame. Archived from the original on January 1, 2014.
  186. ^ Williamson, Colin. "Street Fighter II: The World Warrior". AllGame. Archived from the original on November 15, 2014. Retrieved February 17, 2016.
  187. ^ Whitehead, Dan (June 2, 2007). "Virtual Console Roundup • Page 4". Eurogamer. Archived from the original on August 12, 2021. Retrieved August 12, 2021.
  188. ^ Navarro, Alex (January 18, 2007). "Street Fighter II: The World Warrior Review". GameSpot. Archived from the original on August 12, 2021. Retrieved August 12, 2021.
  189. ^ Thomas, Lucas M. (January 17, 2007). "Street Fighter II VC Review". IGN. Archived from the original on August 12, 2021. Retrieved August 12, 2021.
  190. ^ Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games of All Time (Circa Issue 100)". Game Informer. Archived from the original on April 8, 2010. Retrieved December 10, 2013.
  191. ^ Game Informer's Top 200 Games of All Time Archived 2014-12-25 at the Wayback Machine, Game Informer, 2009
  192. ^ The 23 Best Vintage Video Games You Can Play In Your Browser Archived 2018-09-18 at the Wayback Machine, BuzzFeed, 2014
  193. ^ "EGM Top 100". Electronic Gaming Monthly. November 1997. Archived from the original on June 10, 2011. Retrieved June 1, 2011.
  194. ^ Top 100 Games of All Time, Electronic Gaming Monthly, 2001
  195. ^ "The Greatest 200 Videogames of Their Time". Electronic Gaming Monthly. February 6, 2006. Archived from the original on October 17, 2012. Retrieved November 19, 2013.
  196. ^ IGN's Top 100 Games of All Time Archived 2014-12-07 at the Wayback Machine, IGN, 2003
  197. ^ "IGN's Top 100 Games, 2005". IGN. 2005. Archived from the original on December 7, 2014. Retrieved November 19, 2013.
  198. ^ The Top 100 Games of All Time Archived 2007-12-03 at the Wayback Machine, IGN, 2007
  199. ^ Edge, issue 80, 2000
  200. ^ The 100 Greatest Games, Empire, 2009
  201. ^ "The 100 Greatest Video Games of All Time". Empire. August 15, 2014. Archived from the original on September 24, 2014. Retrieved September 25, 2014.
  202. ^ Edge Staff (March 3, 2006). "Japan Votes on All Time Top 100". Edge / Famitsu. Archived from the original on July 23, 2008. Retrieved November 24, 2008.
  203. ^ The 10 Greatest arcade games of ALL TIME Archived March 31, 2012, at the Wayback Machine, FHM, 2012
  204. ^ G4TV's Top 100 Games Archived 2014-11-23 at the Wayback Machine, G4, 2012
  205. ^ "Spring 2004: Best. Game. Ever". GameFAQs. Archived from the original on February 9, 2009. Retrieved July 16, 2008.
  206. ^ "Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever". GameFAQs. Archived from the original on July 16, 2015. Retrieved July 16, 2008.
  207. ^ "Spring 2009: Best. Game. Ever". GameFAQs. Archived from the original on May 18, 2011. Retrieved June 10, 2009.
  208. ^ Top 100 Archived 2014-12-08 at the Wayback Machine, GameFAQs, 2014
  209. ^ The Greatest Games of All Time, GameSpot, 2006
  210. ^ Top 100 greatest video games ever made Archived 2014-10-26 at the Wayback Machine, GamingBolt, GameRevolution, 2013
  211. ^ Guinness World Records 2009 Gamer's Edition reveals the Top 50 console games of all time, Guinness World Records Gamer's Edition, 2009
  212. ^ Top 100 Games of All Time, Next Generation, September 1996, page 68
  213. ^ "Top 50 Games of All Time". Next Generation. No. 50. Imagine Media. February 1999. p. 80.
  214. ^ 100 Greatest Retro Games, NowGamer, Imagine Publishing, 2010: part 1 Archived 2019-05-02 at the Wayback Machine, part 2 Archived 2014-12-13 at the Wayback Machine, part 3 Archived 2015-11-06 at the Wayback Machine, part 4 Archived 2014-12-13 at the Wayback Machine
  215. ^ Retro Gamer, issue 1, p. 30, January 2004
  216. ^ "100 Greatest Games", Stuff, pp. 116–126, October 2008
  217. ^ "100 Best Games Ever", Stuff, February 2014, pp.87-99
  218. ^ All-TIME 100 Video Games Archived 2016-03-07 at the Wayback Machine, Time, 2012
  219. ^ The 100 greatest computer games of all time, Yahoo!, 2006
  220. ^ "Street Fighter II". The Strong National Museum of Play. The Strong. Archived from the original on May 6, 2022. Retrieved May 6, 2022.
  221. ^ "Super Street Fighter II Turbo HD Remix for PS3 - GameSpot". Uk.gamespot.com. February 19, 2009. Archived from the original on January 8, 2013. Retrieved January 11, 2013.
  222. ^ Elliott, Matt (April 23, 2021). "The worst PC ports ever". PC Gamer. Future plc. Archived from the original on August 15, 2019. Retrieved February 20, 2023.
  223. ^ Santelmo, Vincent (1994). The Official 30th Anniversary Salute To G.I. Joe 1964-1994. Krause Publications. p. 188. ISBN 0-87341-301-6.
  224. ^ Dunkin, Dan (May 18, 1992). "Rain fails to fall so Momota's day turns out all wet". The Indianapolis Star. Retrieved December 1, 2023 – via Newspapers.com.
  225. ^ a b c d e f Patterson, Eric L. (November 3, 2011). "EGM Feature: The 5 Most Influential Japanese Games Day Four: Street Fighter II". Electronic Gaming Monthly. Archived from the original on March 14, 2017. Retrieved April 17, 2012.
  226. ^ a b c "Street Fighter II". The Essential 50. 1UP.com. Archived from the original on July 20, 2012. Retrieved April 17, 2012.
  227. ^ a b c Matt Barton; Bill Loguidice (2009). Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Boston: Focal Press/Elsevier. pp. 239–255. ISBN 978-0-240-81146-8. Archived from the original on January 17, 2023. Retrieved April 17, 2012.
  228. ^ "Happy 20th birthday to the most important fighting game of all time!". 1UP.com. March 30, 2011. Archived from the original on May 9, 2013. Retrieved April 17, 2012.
  229. ^ a b Spencer, Spanner, The Tao of Beat-'em-ups (part 2) Archived 2011-07-15 at the Wayback Machine, Eurogamer, February 12, 2008, Accessed March 18, 2009
  230. ^ "The History of Street Fighter". GameSpot. Archived from the original on February 4, 2009. Retrieved October 11, 2008.
  231. ^ IGN staff (2007). "The Top 100 Games of All Time!". IGN.com. Archived from the original on November 30, 2007. Retrieved June 16, 2011.
  232. ^ "20 Things You Didn't Know About Street Fighter II". 1UP.com. March 30, 2011. Archived from the original on April 1, 2011. Retrieved June 16, 2011.
  233. ^ "What If Street Fighter 3 Isn't Good?". Electronic Gaming Monthly. No. 88. Ziff Davis. November 1996. p. 278. It is not the first 2-D one-on-one fighter, but it was leaps and bounds over the competition in terms of graphics, sounds and most importantly, gameplay. Because of this success, countless clones were produced, including many by Capcom themselves.
  234. ^ a b "That's Entertainment? As street crime shot higher & public morals sank lower, so did popular entertainment — including music & video". RePlay. Vol. 18, no. 4. January 1993. p. 54.
  235. ^ Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. Archived from the original on October 3, 2013. Retrieved March 4, 2012.
  236. ^ "Streets of Rage 2 – Developer Interview with Ayano Koshiro (designer/planner) of Ancient". Shmuplations. April 27, 2015. Archived from the original on December 28, 2018. Retrieved September 29, 2020.
  237. ^ "For Amusement Only: the life and death of the American arcade". The Verge. Vox Media. January 16, 2013. Archived from the original on October 6, 2014. Retrieved January 18, 2015.
  238. ^ Pierce, Mark Stephen (1998). "30". Coin-Op: The Life (Arcade Videogames). Digital Illusion : Entertaining the Future With High Technology. ACM Press. p. 444. ISBN 0-201-84780-9. Retrieved May 2, 2011.
  239. ^ "The 10 Most Important Games". Electronic Gaming Monthly. No. 187. January 2005. p. 48.
  240. ^ Consalvo, Mia (2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. pp. 201–3. ISBN 978-0262034395. Archived from the original on January 17, 2023. Retrieved September 15, 2017.
  241. ^ Kearse, Stephen (December 15, 2016). "The Long, Strange History of Street Fighter and Hip-Hop". Archived from the original on August 15, 2018. Retrieved January 9, 2019.
  242. ^ Slavik, Nathan (February 12, 2018). "Kanye West Tagging His Verses With a "Street Fighter" Sample is Officially a Thing". DJBooth. Archived from the original on February 22, 2018. Retrieved January 9, 2019.
  243. ^ "Yep, That's Street Fighter on Kanye West's New Album". Archived from the original on June 30, 2018. Retrieved September 19, 2017.
  244. ^ "Hadouken! Grime Music and Street Fighter: A History". Archived from the original on November 4, 2017. Retrieved January 9, 2019.

Further reading

[edit]
  • Studio Bent Stuff (2000). All About Capcom Head-to-Head Fighting Games 1987–2000. A.A. Game History Series (Vol. 1) (in Japanese). Dempa Publications, Inc. ISBN 4-88554-676-1.
  • Like a Hurricane: An Unofficial Oral History of Street Fighter II by Matt Leone (2023), published by Thames & Hudson ISBN 9780500025932
[edit]