Super Street Fighter II Turbo - PC Version ========================================== Frequently Asked Questions ========================== Compiled by Eurocom Developments Ltd. This is the OFFICIAL SSF2TPC FAQ. It provides pointers/answers to the most Frequently Asked and easily answered questions about SSF2TPC that often get posted or e-mailed to us. All trademarks mentioned are acknowledged. This article is (C) Copyright 1995 by Eurocom Developments Ltd., All rights reserved. You are welcome to make copies and redistribute this article, as long as it is kept in its original form. CONTENTS: [1]. INTRODUCTION [1a] What is Super Street Fighter II Turbo? [1b] Who developed the game? [1c] Who published the game? [1d] Have Eurocom worked on other SF series games? [1e] Which version of the game is the PC version based on? [1f] What versions of the game are there? [1g] How do the versions differ? [1h] How do the difficulty levels relate to the arcade version? [1i] The game had problems on my system - why was it released? [1j] The game differs from the arcade - why was it released? [1k] What demo versions of the game have been released? [1l] Who would the developers like to thank? [1m] What's different from the arcade version? [1n] Non-US CD versions only - where's the CD music tracks? [1o] I've seen non-US CD versions on sale with a "special edition" sticker - what's different? [1p] Can you skip or speed up the presentation sequences? [1q] What do all the options do? [1r] What are the command-line options? [1s] Killing blocking characters on zero energy needs more than one hit. [1t] Can I redefine the actions of my pad buttons? [1u] Compressed Drives - Stacker, Doublespace, Drivespace etc. [1v] Swap File [1w] Windows 3.x and Windows 95 [1x] Can I play the game under OS/2 [1y] Installing takes a long time - what can I do? [2]. SOUND CARDS [2a] Why do I have to select a soundcard for sound effects and again for music? [2b] Why do I have to select a soundcard for CD music. [2c] Why is there no auto-detect for MIDI? [2d] I have a Gravis Ultrasound - any special tips? [2e] I have a Sound Galaxy Pro - any special tips? [2f] I have a Pro Audio Spectrum - any special tips? [3]. TACTICS [3a] Landing safely. [3b] Move list [4]. CHEATS AND SECRETS [4a] Are there any cheats? [4b] How can I play as the Super characters? [4c] How do I play as Akuma? [4d] How do I select a different colour for my character? [4e] How do you get to fight Akuma? [4f] How does Akuma differ from the arcade version? [4g] How do you get to see the credits? [5]. OTHER PROBLEMS [5a] Why do I have problems with the copy protection? [5b] Are there any patches available? [5c] Keyboard control isn't too good on my system - why? [5d] Why are some sound effects never used in the game? [5e] Why can you use only 1 4 or 6 button pad? [5f] Is there any way I can play with two 6 button controllers? [5g] The game seems to sometimes skip frames - why? [5h] Guile's sonic boom doesn't always animate right - why? [5i] Guile's flash kick doesn't always flash - why? [5j] Advice for low memory set-ups [5k] Advice for high memory set-ups [5l] Why is there such a long wait between bouts? ---------------------------------------------------------------------------- REVISION HISTORY 23rd May 1995 Initial release of SSF2TPC.FAQ. Compiled by Eurocom Developments Ltd.. WHERE CAN I FIND THE FAQ? On the Internet, specifically in the Usenet newsgroups, look for it in alt.games.sf2, or alt.pc.games.action. ---------------------------------------------------------------------------- Part [1]. INTRODUCTION -- [1a] ---------- What is Super Street Fighter II Turbo? Super Street Fighter II Turbo is the latest in the Street Fighter series of arcade games from Capcom. There are many incarnations of the game on a variety of formats but Super Street Fighter II Turbo is by far the most advanced of the range. The main features of this version are the new characters (THawk, Cammy, Feilong and Deejay plus the secret character/boss Akuma) and the Turbo bar. This is charged up during gameplay to allow devastating Super Combo moves to be performed on your opponent. -- [1b] ---------- Who developed the game? The game was developed by Eurocom Developments Ltd.. We have no other connection to GameTek. -- [1c] ---------- Who published the game? The game was published by GameTek. They have no other connection to Eurocom. -- [1d] ---------- Have Eurocom worked on other SF series games? No. -- [1e] ---------- Which version of the game is the PC version based on? The PC version is based solely on the SSF2T arcade machine. If you see features in any other versions of the SF series on any format e.g. ARCADE/PC/3DO/SNES/GENESIS etc. then don't expect them to be present or work the same in this version. -- [1f] ---------- What versions of the game are there? The game was released on two media formats - CD-ROM and Floppy Disk. The differences between these versions are that the CD version was shipped with CD Audio music while the floppy version was shipped with MIDI music. The game itself is no different. The 1.5 patch available for the CD version will provide a MIDI option. The game was released in a number of territories namely US Europe excluding Germany Germany The European version has also made its way to Australia and the Far East. There are a number of demo versions available. These are detailed below. -- [1g] ---------- How do the versions differ? The German version has all blood removed from the game, since their laws do not allow video games to portray blood. Installation language is German. The European version has language support for French and English. All demos are a cut down version of the final release. They incorporate one level (USSR or Zangief's level) and two characters (Chun Li and Ryu). Tournament mode, Super characters and Akuma are also unsupported in the demo. -- [1h] ---------- How do the difficulty levels relate to the arcade version? The arcade machine can be set internally to a difficulty level of 1 to 8. However, there are 2 sets of 8 difficulty tables, that seem to be selected on the territory the arcade machine is running in. In all, there are a total of 12 unique difficulty tables (i.e. the last 4 of set 1 and the first 4 of set 2 are the same), and so the PC version has a difficulty setting of 1 to 12 (i.e. you can select all possible difficulty settings). This level affects how good the CPU players are, and how much damage the CPU player does to you per hit among other things. On the arcade machine, you have no control over this and no way of knowing what it is set to, so you will need to experiment with the PC difficulty setting until you find the level that "feels" like the setting you are used to. -- [1i] ---------- The game had problems on my system - why was it released? While we tested the game extensively on as many hardware combinations as we could before release, due to the enormous diversity found on PC systems, it is simply not possible to check every combination. Once aware of these problems, we provided via patches new versions of the soundcard set-up program, soundcard drivers, CD drivers and DOS extender, to eliminate these problems. -- [1j] ---------- The game differs from the arcade - why was it released? While we tested the game extensively before release, some bugs and differences between the arcade and PC versions crept in during the conversion process. Due to the number of characters and number of moves they can perform, testing all possible combinations is extremely difficult and time consuming. Many of these problems were only spotted by expert SSF2T players, (we are not expert players, by the way, but are much better than we were!) and once aware of these problems, we attempted to fix them via patches. -- [1k] ---------- What demo versions of the game have been released? A number of demo versions of Super Street Fighter II Turbo have appeared. These are the Internet demo, the PC Format cover disk (also released on PC Attack), and the demo that GameTek distributed to magazines at the recent ECTS (Spring '95). The Internet demo was released directly from Eurocom and can be patched to the latest version to incorporate the latest bug fixes and updates. The PC Format/PC Attack cover disk was released just before the Internet demo and final release. It is not quite as advanced as the Internet demo, but is the best available cover disk. The CD Format demo includes 3 CD Audio tracks. The demo distributed at ECTS was a very early version which should not really have been made available for general release. Many problems which may come up in this version have no relation to either other demos or final release. -- [1l] ---------- Who would the developers like to thank? The many people who have e-mailed and posted comments, suggestions and differences from the arcade version, and also those who have been very helpful in running test patches/programs for us on problem hardware which we are unable to obtain. We have tried to implement as many of these as possible via patches as fast as we could, and we think the game is much improved for them. Once again, thanks to everyone who contributed. -- [1m] ---------- What's different from the arcade version? When developing SSF2TPC, we tried to convert the arcade version as faithfully as possible. However, due to the limitations of a PC, there are necessarily some differences. These are :- i) Screen Size - Arcade 384 Wide * 240 High pixels PC 320 Wide * 200 High pixels This makes the play area of the PC version slightly smaller than that of the arcade machine. For this reason the sprites appear to be larger. We decided at an early stage not to scale the sprites and backgrounds down to maintain the detail and quality of the graphics. ii) Akuma Boss. The Akuma vs. Bison cut scene was implemented but with a few changes These are detailed elsewhere in this document. iii) Statues on Bison's level do not break. The graphics were taken directly from the ROM image that makes up the arcade machine. However in the file that we had, the broken statues were missing. We did not have enough time to redraw these graphics, so this feature is missing. Barrels on Ken's level and Crates on Guile's level are fully breakable. iv) Some background animations are missing. A few less noticeable background animations were left out of the game to maintain game speed and keep memory overheads reasonable. e.g. Birds on THawk's level. v) Controller sequences for moves. All moves are implemented directly from the arcade source, so the controller combinations and timings are the same. However, due to the need for 2-button controller and keyboard support, and hardware limitations of some keyboards, moves that require all 3 punch/kick buttons to be pressed, now only need medium & hard punch/kick buttons to be pressed. vi) Start button. Since the main controller would be the six button pad, and a start button would require 7 buttons, the start button was not implemented. In those instances where a start button is required (e.g. colour cheats on player select), two buttons will do the same. vii) Vs. Mode. This was added to enable players to compete in their own tournaments and also to play any characters on any level without having to battle through the game each time. 8. The lose screen has been altered slightly after numerous requests to allow speed up during the text printing section. 9. On the VS screen, if one player has the continue counter active, the screen will not begin to load the next bout until the timer has completed. The reason for this is that in the arcade, the timer would continue into the game. In the PC version this was not done to maintain game speed by minimising the number of unnecessary processes. The same problem occurs with high score entry for the same reasons. -- [1n] ---------- Non-US CD versions only - where's the CD music tracks? The initial batch of the European CD version which was shipped to the UK, France, Australia and Hong Kong, has the CD audio tracks missing, and so no music can be heard in the game. For those people who have already purchased SSF2T PC, a replacement audio CD is available free of charge from GameTek. You merely use this CD instead of the install CD when playing the game to get full CD Audio. GameTek UK can be contacted on +44 (0)1753 553445. -- [1o] ---------- I've seen non-US CD versions on sale with a -- ---------- "special edition" sticker - what's different? The only difference is this version contains the missing CD-audio tracks. -- [1p] ---------- Can you skip or speed up the presentation sequences? The speed ups on the between game screens have been ported directly from the arcade machine. -- [1q] ---------- What do all the options do? i) Player one control Selects the control method for player one from Keyboard 2 button joystick 4 button joypad 6 button joypad ii) Calibrate Joystick/Redefine Keys Player One Depending upon the control method selected, this allows you to redefine the player keys or calibrate your game paddle. iii) Player two control Selects the control method for player two from Keyboard 2 button joystick 4 button joypad 6 button joypad iv) Calibrate Joystick/Redefine Keys Player Two Depending upon the control method selected, this allows you to redefine the player keys or calibrate your game paddle. v) Difficulty Selects the difficulty level of the game. There are 12 settings. The first 4 are very easy while 5 to 12 represent the 8 difficulty levels in the arcade machine. This setting controls the difficulty that the computer characters and players begin at, and how fast the difficulty level goes up. Please note that the game will increase the difficulty during play depending on how the player fares. (Continues step up the difficulty!) vi) Time Limit This turns the time for rounds on or off. vii) Background Animation This turns off the animation in the background e.g. the dancers on Deejay's level. This can help speed up a level. viii) Parallax This turns off the parallax scrolling on the levels. e.g. the hills in Cammy's level. It will not turn of the parallax floor at the front of the levels. This can help speed up a level. ix) Frame Lock This controls whether or not the game ties frame drawing to the vertical refresh. This can help prevent shearing on faster machines. x) Music speed up Determines whether or not the music speedup plays when close to KO. On CD versions the game may pause when beginning the KO section of the music. This is due to the CD hardware and cannot be overcome. There are 3 options, ON, OFF, ALWAYS. ALWAYS will always use the stage KO music rather than the normal stage music. xi) Sound FX Volume Select sound effect volume xii) Music Volume Select music volume xiii) Music Test Play the selected track xiv) SFX Test Play the selected Sound Effect xv) Auto Set-up Although mentioned in the manual, this option was removed prior to release. -- [1r] ---------- What are the command-line options? Super Street Fighter II Turbo now has a number of command line options. These are: NOSFX - Run Super Street Fighter II Turbo without Sound Effects NOMUSIC - Run Super Street Fighter II Turbo without Music NOSOUND - Run Super Street Fighter II Turbo without Sound Effects or Music CD Version only MIDI - Run Super Street Fighter II Turbo without MIDI Music not CD Audio NOCDINST - Disable Mixer control NOCDSTATUS - Disable CD ROM status checking. This may speed up gameplay on machines where the CD ROM is causing slowdown. This also enables SONY CD ROM drives to correctly handle the CD Audio. USEAGE: SSF2T