Street Fighter II#Hyper Fighting
{{Short description|1991 video game}}
{{For|the animated film|Street Fighter II: The Animated Movie{{!}}Street Fighter II: The Animated Movie}}
{{Redirect|SFII|other video games with the same initialism|SF2 (disambiguation)}}
{{Use mdy dates|date=December 2024}}
{{Use American English|date=December 2024}}
{{Infobox video game
| title = Street Fighter II
| image = SF2 JPN flyer.jpg
| caption = Japanese arcade brochure featuring the original eight main characters. Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li.
| developer = Capcom
| publisher = Capcom
| series = Street Fighter
| platforms = {{collapsible list|title={{nobold|Arcade}}|SNES, PC Engine, PlayStation, Amiga, Atari ST, Amstrad CPC, Commodore 64, ZX Spectrum, DOS, CPS Changer, Game Boy, Master System, Java ME}}
| genre = Fighting
| modes = Single-player, multiplayer
| arcade system = CP System
| producer = Yoshiki Okamoto
| designer = {{ubl|Akira Nishitani|Akira Yasuda}}
| programmer = {{ubl|Shinichi Ueyama|Seiji Okada|Yoshihiro Matsui|Motohide Eshiro}}
| artist = {{ubl|Eri Nakamura|Satoru Yamashita}}
| composer = {{ubl|Yoko Shimomura|Isao Abe}}
| release = {{collapsible list|title= {{nobold|{{nobold|March 7, 1991}}}}
|Arcade{{vgrelease|JP|March 7, 1991{{cite web |title=ヒストリー ストリートファイター35周年記念サイト |url=https://www.streetfighter.com/ja/35th/history.html |website=Capcom JP}}{{efn|An article from Game Machine claims its release date to be February 1991.}}|WW|March 1991{{cite web |url=http://www.capcom.co.jp/ir/english/company/history.html?tab=1 |title=CAPCOM Investor Relations - History |work=Capcom |publisher= |access-date=May 24, 2019 |archive-date=August 7, 2020 |archive-url=https://web.archive.org/web/20200807123142/http://www.capcom.co.jp/ir/english/company/history.html?tab=1 |url-status=live }}}}SNES{{vgrelease|JP|June 10, 1992|NA|July 15, 1992{{cite web | title=Street Fighter II: The World WarriorStreet Fighter II: The World Warrior (SNES) | work=NintendoLife | date=20 November 2020 | url=https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior | access-date=July 28, 2021 | archive-date=14 January 2022 | archive-url=https://web.archive.org/web/20220114155535/https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior | url-status=live }}|AU|October 23, 1992|UK|October 1992{{cite magazine |title=Can Mega Drive Street Fighter 2 Live Up To All The Hype? |magazine=Mega |date=17 June 1993 |issue=10 (July 1993) |page=22 |url=https://archive.org/details/mega-issue-10-july-1993}}|EU|December 17, 1992}}MS-DOS{{vgrelease|EU|July 10, 1992|NA|April 26, 1993}}Amiga{{vgrelease|EU|November 15, 1992|UK|December 15, 1992}}Atari ST{{vgrelease|EU|December 20, 1992}}Amstrad CPC{{vgrelease|EU|December 31, 1992}}Commodore 64{{vgrelease|EU|August 20, 1992}}ZX Spectrum{{vgrelease|EU|September 14, 1992}}CPS Changer{{vgrelease|JP|July 14, 1994}}Game Boy{{cite web|url=https://www.nintendolife.com/games/gameboy/street_fighter_ii|title=Street Fighter II (GB)|website=Nintendo Life|access-date=March 17, 2021|archive-date=January 14, 2022|archive-url=https://web.archive.org/web/20220114155534/https://www.nintendolife.com/games/gameboy/street_fighter_ii|url-status=live}}{{vgrelease|JP|August 11, 1995|NA|September 1995|EU|1995}}}}
}}
{{nihongo foot|Street Fighter II: The World Warrior|ストリートファイターII -The World Warrior-|Sutorīto Faitā Tsū Za Warudo Uōria|lead=yes|group=lower-alpha}} is a 1991 fighting game developed and published by Capcom for arcades. It is the second installment in the Street Fighter series and the sequel to 1987's Street Fighter. Designed by Yoshiki Okamoto and Akira Yasuda, who had previously worked on the game Final Fight, it is the fourteenth game to use Capcom's CP System arcade system board. 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.
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. More than 200,000 arcade cabinets and 15{{nbsp}}million software units of every version of Street Fighter II have been sold worldwide, earning an estimated {{US$|10 billion|long=no}} in total revenue, making it one of the top three highest-grossing video games of all time {{as of|2017|lc=y}} and the best-selling fighting game until 2019. More than 6.3 million 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.
Street Fighter II became a pop culture phenomenon, and is frequently 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 fighting game genre.{{cite journal |last1=Lemon |first1=Andy |last2=Rietveld |first2=Hillegonda C. |date=12 March 2020 |title=The Street Fighter Lady: Invisibility and Gender in Game Composition |url=http://todigra.org/index.php/todigra/article/view/112/159 |url-status=live |journal=Transactions of the Digital Games Research Association |volume=5 |issue=1 |doi=10.26503/todigra.v5i1.112 |issn=2328-9422 |archive-url=https://web.archive.org/web/20210421134957/http://todigra.org/index.php/todigra/article/view/112/159 |archive-date=21 April 2021 |access-date=21 April 2021 |doi-access=free}}{{cite web |last1=June |first1=Laura |date=16 January 2013 |title=For Amusement Only: the life and death of the American arcade |url=https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only |url-status=live |archive-url=https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only |archive-date=6 October 2014 |access-date=15 September 2017 |website=The Verge}} 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).{{cite journal |last1=Skolnik |first1=Michael Ryan |last2=Conway |first2=Steven |date=1 November 2019 |title=Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community |url=https://journals.sagepub.com/doi/10.1177/1555412017727687 |url-status=live |journal=Games and Culture |volume=14 |issue=7–8 |pages=742–762 |doi=10.1177/1555412017727687 |issn=1555-4120 |s2cid=149397381 |archive-url=https://web.archive.org/web/20210421131950/https://journals.sagepub.com/doi/10.1177/1555412017727687 |archive-date=21 April 2021 |access-date=21 April 2021|url-access=subscription }} Street Fighter II shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups. 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
File:Street Fighter II (arcade) screenshot.png 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 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.
File:Street Fighter II arcade-20061027.jpg
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." This combo system was later adopted as a standard feature of fighting games and was expanded upon in this series.*{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=June 16, 2011 |archive-url=https://web.archive.org/web/20110830043153/http://top100.ign.com/2007/ign_top_game_24.html |archive-date=August 30, 2011 |url-status=dead |df=mdy-all }}
Plot
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. Many of the other characters in the game have personal reasons for wanting revenge on Bison.
Characters
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{{mdash}}a group of four CPU-only opponents known as the Grand Masters, which includes Sagat from Street Fighter.
{{Clear left}}
Playable characters:
- {{nihongo foot|Ryu |Katakana: リュウ|Hepburn Rōmaji: 'Ryū'|group=lower-alpha}}, 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 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 beastlike 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 unenthusiastic 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. He fights even though he is a pacifist, with the goal of using the money earned 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.{{cite magazine|last=Thorpe|first=Nick|date=181|language=en|magazine=Retro Gamer|location=United Kingdom|publisher=Future}}
Regional differences
With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The 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.{{cite web|archive-url=https://web.archive.org/web/20070423095618/http://www.capcom.co.jp/sound/topics/tpcs1_2.html|archive-date=April 23, 2007|url=http://www.capcom.co.jp/sound/topics/tpcs1_2.html|title=Interview with Street Fighter II Sound Composer Isao Abe|language=ja}}
The characters in the Japanese version have more than one win quote{{Cite web|url=http://meh.brpxqzme.net/sf2/message.html|title=STREET FIGHTER II Japanese win quote compilation|access-date=2014-09-04|archive-date=2016-02-21|archive-url=https://web.archive.org/web/20160221044440/http://meh.brpxqzme.net/sf2/message.html|url-status=live}} 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.{{cite web |last1=Leone |first1=Matt |title=Street Fighter 2: An Oral History |url=https://www.polygon.com/a/street-fighter-2-oral-history/ |access-date=29 April 2021 |website=Polygon |date=February 3, 2014 |archive-date=15 May 2021 |archive-url=https://web.archive.org/web/20210515155936/https://www.polygon.com/a/street-fighter-2-oral-history |url-status=live }}
Development
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.{{cite web |last1=Leone |first1=Matt |title=Street Fighter 1: An oral history |url=https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |website=Polygon |publisher=Vox Media |access-date=July 16, 2020 |date=July 7, 2020 |archive-date=July 16, 2020 |archive-url=https://web.archive.org/web/20200716104722/https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama |url-status=live }} Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States.{{cite magazine|title=The Making Of... Street Fighter II|magazine=Edge|publisher=Future Publishing|location=Bath|date=March 2002|issue=108}} 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."{{cite magazine|title=Interview: The Men Who Make Street Fighter II!|magazine=GamePro|issue=59|publisher=IDG|date=June 1994|page=32}}
Development of Street Fighter II took about two years 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. The budget was estimated at {{US$|2,450,000|long=no|year=1991|round=-4}}.
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.
The combo system came about by accident:
{{blockquote|text=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.|sign=Noritaka Funamizu}}
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. It was then exhibited in the United Kingdom at London's Amusement Trades Exhibition International (ATEI) in January 1991.{{cite magazine|title = Coin-Operated Corkers!|date = 28 January 1991|url = https://archive.org/details/theone-magazine-29/page/n19|magazine = The One|publisher = emap Images|last = Nesbitt|first = Brian|issue = 29 (February 1991)|page = 20}} 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.{{cite magazine |title=Street Fighter II: interactive jawbreaker shines bright at Capcom's Florida dealer meet; nice goods! |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |pages=54, 56 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/54}}{{Dead link|date=January 2024}}{{cite magazine |title=Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet |magazine=RePlay |date=February 1991 |volume=16 |issue=5 |page=36 |url=https://archive.org/details/re-play-volume-16-issue-no.-5-february-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%205%20-%20February%201991/page/36}} Capcom introduced Street Fighter II as its "greatest video game ever".{{cite magazine |title=Capcom Bows Street Fighter II, Hints At 3D Coming On CPS |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |page=16 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/16}}
Updated versions
Street Fighter II spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game:
- Street Fighter II: Champion Edition, released in March 1992, 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.
- Street Fighter II Turbo: Hyper Fighting, released in December 1992, increases the playing speed and gave some characters new special moves. It was created as Capcom's official response to a wave of unauthorized modifications for arcade cabinets of Champion Edition that appeared throughout 1992, such as the so-called "Rainbow Edition".
- Super Street Fighter II: The New Challengers, released in September 1993, used the more advanced CP System II which allowed for updated graphics and audio. It introduces four new characters, but relieved the speed increase of Street Fighter II Turbo: Hyper Fighting.
- Super Street Fighter II Turbo, released in February 1994, combines 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.
In addition to the 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.{{cite news |editor1-last=Gregory |editor1-first=Mark |title=The Buzz: Valken the Wildside |url=https://archive.org/details/MEGA-guide/The%20Sun%20MEGA%20Guide%20%281992-12-18%29/page/n1/mode/1up |work=Mega Guide |date=18 December 1992 |pages=2–3}}
All of the Street Fighter II arcade games have been ported to various platforms, as individual releases and also in compilations. Later home console ports further reinvented elements from the arcades: Hyper Street Fighter II released in December 2003 (which was later given an arcade release), Super Street Fighter II Turbo HD Remix released in November 2008, and Ultra Street Fighter II: The Final Challengers released in May 2017; the latter of which added three additional characters who previously debuted outside the Street Fighter II line of titles.
Ports
=Super NES=
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.{{cite web|last1=McWhertor|first1=Michael|title=Capcom re-releasing Street Fighter 2 on SNES cartridge|url=https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit|website=Polygon|publisher=Vox Media|access-date=1 September 2017|date=30 August 2017|archive-date=1 September 2017|archive-url=https://web.archive.org/web/20170901034208/https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit|url-status=live}}
=Home computers=
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. 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.{{cite web|url=http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/|title=5 Street Fighter Ii Ports You Don't Know About|website=Retrogamingmagazine.com|date=11 December 2014|access-date=December 11, 2015|archive-date=24 December 2015|archive-url=https://web.archive.org/web/20151224004756/http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/|url-status=live}}
=Tiger Electronics=
This standalone handheld machine was missing Chun-Li and Dhalsim.{{cite web | url=https://www.ign.com/games/street-fighter-ii-lcd-game | title=Street Fighter II [LCD] }}
=Game Boy=
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=
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,{{cite web | url=https://news.capcomusa.com/lets/browse/final-fight-and-street-fighter-ii-collection-coming-to-ios-devices | title=Final Fight and Street Fighter II Collection coming to iOS Devices }} 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.
Reception
=Commercial=
By 1994, Street Fighter II had been played by an estimated 25 million people in the United States alone, across arcades and homes.{{cite magazine|year=1994|title=Business Week|url=https://books.google.com/books?id=kAseAQAAMAAJ|magazine=Business Week|publisher=Bloomberg|issue=3392–3405|page=58|access-date=January 25, 2012|quote=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.|archive-date=April 9, 2023|archive-url=https://web.archive.org/web/20230409095518/https://books.google.com/books?id=kAseAQAAMAAJ|url-status=live}} All versions of Street Fighter II are estimated to have grossed a total of {{US$|10.61 billion|long=no}} 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).{{cite web|url=https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|title=World of Warcraft Leads Industry With Nearly $10 Billion In Revenue|date=26 January 2017|website=GameRevolution|access-date=9 January 2019|archive-date=20 April 2021|archive-url=https://web.archive.org/web/20210420110806/https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|url-status=live}}
==Arcade versions==
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. 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,{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=Game Machine|issue=400|publisher=Amusement Press, Inc.|date=1 April 1991|pages=32–3|lang=ja|url=https://onitama.tv/gamemachine/pdf/19910401p.pdf|archive-url=https://web.archive.org/web/20200131224724/https://onitama.tv/gamemachine/pdf/19910401p.pdf|archive-date=31 January 2020|url-status=live}} before Street Fighter II topped the charts two weeks later.{{cite magazine|title=Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)|magazine=Game Machine|issue=401|publisher=Amusement Press, Inc.|date=15 April 1991|pages=17, 25|lang=ja|url=https://onitama.tv/gamemachine/pdf/19910415p.pdf|archive-url=https://web.archive.org/web/20200131224723/https://onitama.tv/gamemachine/pdf/19910415p.pdf|archive-date=31 January 2020|url-status=live}} It went on to become the highest-grossing arcade game of 1991 in Japan,{{cite magazine |title=第5回ゲーメスト大賞 |trans-title=5th Gamest Awards |magazine=Gamest |date=December 28, 1991 |volume=68 (February 1992) |pages=1–17 |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html alternate url] {{Webarchive|url=https://web.archive.org/web/20080708023228/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |date=2008-07-08 }}{{cite magazine |title="Final Fight II" and "Final Lap 2" Top Videos: Video Games of The Year '91 |magazine=Game Machine |issue=419 |publisher=Amusement Press, Inc. |date=1 February 1992 |page=26 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19920201p.pdf#page=14 |archive-url=https://web.archive.org/web/20200131224217/https://onitama.tv/gamemachine/pdf/19920201p.pdf |archive-date=31 January 2020 |url-status=live }} and then it again became the highest-grossing arcade game of 1992.{{cite magazine |title=第6回ゲーメスト大賞 〜 インカム部門 |trans-title=6th Gamest Awards – Income Category |magazine=Gamest |date=December 28, 1992 |volume=84 (February 1993) |pages=8–28 (27) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html alternate url] {{Webarchive|url=https://web.archive.org/web/20080708023308/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |date=2008-07-08 }}{{cite magazine |title=Overseas Readers Column: "SF II", "Exhaust Note" Top Videos '92 |magazine=Game Machine |issue=441 |publisher=Amusement Press, Inc. |date=1–15 January 1993 |page=36 |lang=ja |url=https://onitama.tv/gamemachine/pdf/19930101p.pdf#page=19 |archive-url=https://web.archive.org/web/20200131223848/https://onitama.tv/gamemachine/pdf/19930101p.pdf |archive-date=31 January 2020 |url-status=live }} 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.{{cite magazine |title=第7回 ゲーメスト大賞 〜 ヒットゲーム BEST 10 〜 インカム中心 |trans-title=7th Gamest Awards – Hit Games: Best 10 – Income Center |magazine=Gamest |date=December 27, 1993 |volume=107 (February 1994) |pages=20–43 (39) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html alternate url] {{Webarchive|url=https://web.archive.org/web/20210210183949/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html |date=2021-02-10 }}
Street Fighter II was similarly successful in the Western world. In the United States, the game was more immediately successful as it exceeded expectations in test markets, with individual machines earning {{US$|1,300–1,400|long=no}} per week, 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. By March, it had become a blockbuster{{cite magazine |title=A Wealth of Games |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=109 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/109}} and the top-grossing game in the United States,{{cite magazine |title=Sneak Preview: what new games will be unveiled at this month's ACME? RePlay sneaks a peek at videos, pins & redemption games |magazine=RePlay |date=March 1991 |volume=16 |issue=6 |pages=68–72 |url=https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%206%20-%20March%201991/page/68}}{{cite magazine |title=ACME '91: American Coin Machine Exposition |magazine=RePlay |date=April 1991 |volume=16 |issue=7 |pages=ACME 1–8, p. 56 |url=https://archive.org/details/re-play-volume-16-issue-no.-7-april-1991-600DPI/RePlay%20-%20Volume%2016%2C%20Issue%20No.%207%20-%20April%201991/page/21}} giving a substantial boost in earnings for street operators.{{cite magazine |last1=Taylor |first1=Yogi |title=Street Power! "Capcom's new Street Fighter II increased my route earnings by 50%," says California street operator Yogi Taylor |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |pages=112, 114 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/112}} It topped the RePlay arcade software charts from May 1991 through August 1992, for a total of 16 months.{{efn|{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=June 1991 |volume=16 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-9-june-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%209%20-%20June%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=July 1991 |volume=16 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-10-july-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2010%20-%20July%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=August 1991 |volume=16 |issue=11 |page=3 |url=https://archive.org/details/re-play-volume-16-issue-no.-11-august-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2011%20-%20August%201991/page/n3}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=September 1991 |volume=16 |issue=12 |page=4 |url=https://archive.org/details/re-play-volume-16-issue-no.-12-september-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%2012%20-%20September%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=October 1991 |volume=17 |issue=1 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-1-october-1991-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%201%20-%20October%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=November 1991 |volume=17 |issue=2 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-2-november-1991-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%202%20-%20November%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=December 1991 |volume=17 |issue=3 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-3-december-1991-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%203%20-%20December%201991/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=January 1992 |volume=17 |issue=4 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=March 1992 |volume=17 |issue=6 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-6-march-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%206%20-%20March%201992/page/4}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=April 1992 |volume=17 |issue=7 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay%20-%20Volume%2017%2C%20Issue%20No.%207%20-%20April%201992/page/n3}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=May 1992 |volume=17 |issue=8 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-8-may-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%208%20-%20May%201992/page/n3/mode/2up}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=June 1992 |volume=17 |issue=9 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-9-june-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%209%20-%20June%201992/page/n3}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=July 1992 |volume=17 |issue=10 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-10-july-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%2010%20-%20July%201992/page/n3}}{{cite magazine |title=RePlay: The Players' Choice |magazine=RePlay |date=August 1992 |volume=17 |issue=11 |page=4 |url=https://archive.org/details/re-play-volume-17-issue-no.-11-august-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%2011%20-%20August%201992/page/4}}}} On the Play Meter arcade charts, it was the top-grossing video game during January{{ndash}}February 1992{{cite magazine |title=Equipment Poll |magazine=Play Meter |date=January 1992 |volume=18 |issue=1 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-1-january-1992-600dpi/Play%20Meter%20-%20Volume%2018%2C%20Number%201%20-%20January%201992/page/n7/mode/2up}}{{cite magazine |title=Equipment Poll |magazine=Play Meter |date=February 1992 |volume=18 |issue=3 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-2-february-1992-600dpi/page/n7/mode/2up}} and May 1992.{{cite magazine |title=Equipment Poll |magazine=Play Meter |date=May 1992 |volume=18 |issue=6 |pages=8–9 |url=https://archive.org/details/play-meter-volume-18-number-6-may-1992-600dpi/Play%20Meter%20-%20Volume%2018%2C%20Number%206%20-%20May%201992/page/n7/mode/2up}} Street Fighter II was the highest-grossing arcade game of 1991 in the United States,{{cite magazine |title=ACME '92: Play Meter and AAMA present annual awards |magazine=Play Meter |date=April 1992 |volume=18 |issue=5 |pages=66, 68 |url=https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%205%20-%20April%201992/page/n129}}{{cite magazine |title=Coin Machine - Seven Manufacturers Receive AAMA Awards |magazine=Cashbox |date=April 18, 1992 |page=25 |issn=0008-7289 |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf#page=27 |archive-url=https://web.archive.org/web/20200812054207/https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf |archive-date=August 12, 2020 |url-status=live }} and one of the top five highest-grossing arcade conversion kits of 1992{{cite magazine |title=Coin Machine: AMOA JB Award Nominees Announced |magazine=Cash Box |date=August 29, 1992 |page=29 |url=https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf |archive-url=https://web.archive.org/web/20210513065410/https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf |archive-date=May 13, 2021 |url-status=live }}{{cite magazine |title=Game Awards |magazine=RePlay |date=October 1992 |volume=18 |issue=1 |page=61 |url=https://archive.org/details/re-play-volume-18-issue-no.-1-october-1992-600dpi/RePlay%20-%20Volume%2018%2C%20Issue%20No.%201%20-%20October%201992/page/61}} (below Champion Edition). Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry{{cite magazine |last1=Moore |first1=Dale |title=Viewpoints |magazine=RePlay |date=January 1992 |volume=14 |issue=7 |page=14 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/14}} and become the best-selling arcade game in ten years.{{cite magazine |title=Distributing: East and West |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |page=114 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/114}} 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." 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".{{cite magazine |title="Street Fighter II' CE" Has Legs |magazine=Leisure Line |date=June 1992 |page=3 |publisher=Leisure & Allied Industries |location=Australia |url=https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n2}}
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. In the United Kingdom, Your Commodore reported in July 1991 that spectators were betting on players at London West End arcades. 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|long=no|link=yes}} per week over the next two years.Interview with David Snook, editor of Coinslot, published in {{cite magazine |title=The making of Street Fighter 2 - a video game legend |magazine=Mega |date=17 June 1993 |issue=10 (July 1993) |pages=14-35 (18-21) |url=https://retrocdn.net/images/0/07/Mega_UK_10.pdf#page=18 |archive-url=https://web.archive.org/web/20210429083203/https://retrocdn.net/images/0/07/Mega_UK_10.pdf |archive-date=29 April 2021 |url-status=live }} Street Fighter II generated an estimated annual revenue of {{£|260 million|long=no}} in the UK alone for the two years between mid-1991 and mid-1993, totaling {{£|{{#expr:260*2}} million|long=no}} ({{US$|{{To USD|520|GBR|year=1992|round=yes}} million|long=no}} at the time, equivalent to ${{formatprice|{{Inflation|US|913000000|1992|r=0}}}} in {{Inflation-year|USD}}).
The company sold more than 60,000 arcade machines of the original Street Fighter II,{{Cite book|first=Steven L.|last=Kent|author-link=Steven L. Kent|year=2001|title=The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World|publisher=Prima|url=https://books.google.com/books?id=C2MH05ogU9oC|access-date=April 9, 2011|page=446|quote=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.|isbn=978-0-7615-3643-7|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=C2MH05ogU9oC|url-status=live}} including about 20,000 to 25,000 units in the United States. 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{{cite magazine|title=The Making Of... Street Fighter II|magazine=Edge|publisher=Future Publishing|location=Bath|date=March 2002|issue=108|quote=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.}}{{Cite book|title=Game plan: great designs that changed the face of computer gaming|author=Ste Curran|publisher=Rotovision|year=2004|isbn=2-88046-696-2|page=38|url=https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|access-date=April 11, 2011|quote=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.|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222415/https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38|url-status=live}} (equivalent to ${{formatprice|{{inflation|US|182000000|1991|r=0}}}} in {{Inflation-year|USD}}),{{cite web|title=Five Ways to Compute the Relative Value of a Japanese Yen Amount, 1879 - 2009|publisher=Measuring Worth|url=http://measuringworth.com/japancompare/|access-date=April 25, 2011|url-status=dead|archive-url=https://web.archive.org/web/20110405062703/http://www.measuringworth.com/japancompare/|archive-date=April 5, 2011}} in addition to about 20,000 to 25,000 units sold in the United States. On the US RePlay arcade charts for July 1992, Champion Edition was number one on the upright cabinets chart (above Midway's Mortal Kombat) while the original Street Fighter II was number two on the coin-op software chart (below SNK's World Heroes).{{cite magazine |title=Top Coin-Ops of July, 1992 |magazine=Electronic Games |date=10 November 1992 |volume=1 |issue=3 (December 1992) |page=18 |url=https://archive.org/details/Electronic-Games-1992-12/page/n17}} Street Fighter II generated {{US$|1.5 billion|long=no}} (equivalent to ${{formatprice|{{inflation|US|1500000000|1992|long=no}}}} in {{Inflation-year|USD}}) annually in 1993, making it the year's highest-grossing entertainment product, above the film Jurassic Park.{{cite book |last1=Goldstein |first1=Jeffrey H. |chapter=Immortal Kombat: War Toys and Violent Video Games |title=Why We Watch: The Attractions of Violent Entertainment |date=1998 |publisher=Oxford University Press |isbn=978-0-19-802790-4 |pages=53–68 (53) |chapter-url=https://books.google.com/books?id=Cc_QCwAAQBAJ&pg=PA53 |quote=Its financial success was exceeded only by a video game with violence as its theme. "One single game{{ndash}}StreetFighter II{{ndash}}made {{US$|1.5 billion|long=no}} last year [1993]. Nothing, not even Jurassic Park, touched that success in the entertainment business," said screenwriter Michael Backes (quoted in Covington, 1994).}}{{Cite book|title=Children, adolescents, and media violence: a critical look at the research|author=Steven J. Kirsh|publisher=SAGE Publications|year=2006|isbn=0-7619-2976-2|url=https://archive.org/details/childrenadolesce00stev|url-access=registration|access-date=April 23, 2011|page=[https://archive.org/details/childrenadolesce00stev/page/228 228]|quote=In 1993, sales of the violent fighting video game Street Fighter II exceeded $1.5 billion.}} 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.{{cite magazine |title=More Fighters, More Moves, More Profits: Super Street Fighter II |magazine=Play Meter |date=January 1994 |volume=20 |issue=1 |page=25 |url=https://archive.org/details/play-meter-volume-20-number-1-january-1994/Play%20Meter%20-%20Volume%2020%2C%20Number%201%20-%20January%201994/page/25}} In early 1994, Capcom projected sales of Super Street Fighter II to reach 100,000 arcade units.{{cite magazine |title=Japan Company Handbook: Second Section |magazine=Japan Company Handbook: Second Section |date=Spring 1994 |issue=1 |page=758 |url=https://books.google.com/books?id=HqC0AAAAIAAJ |publisher=Toyo Keizai |quote=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.}} According to the March 1995 issue of GameFan, the game had earned "billions of dollars in profit".{{cite magazine |title=Street Fighter II Movie |magazine=GameFan |date=March 1995 |volume=3 |issue=3 |pages=26–7 |url=https://archive.org/details/GamefanVolume3Issue03March1995/page/n25/mode/2up}}
In addition to Capcom's official arcade units, many pirated counterfeit Street Fighter II arcade clone units were sold across the world. 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".{{cite magazine |title=The Bottom Line |magazine=RePlay |date=January 1993 |volume=18 |issue=4 |pages=32, 34, 42 |url=https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%204%20-%20January%201993/page/32}} 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. Bondeal from Hong Kong produced 3,000 copied arcade units per month for markets like Latin America, and a Taiwanese firm produced 20,000 copied arcade units in 1991;{{cite magazine |title=Hot Off The Press! Bondeal Replies |magazine=RePlay |date=January 1992 |volume=17 |issue=4 |page=3 |url=https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay%20-%20Volume%2017%2C%20Issue%20No.%204%20-%20January%201992/page/n2}} in Taiwan, up to 150,000 clone units were manufactured by 1992.{{cite magazine |title=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 |magazine=RePlay |date=February 1992 |volume=17 |issue=5 |pages=29–32 |url=https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay%20-%20Volume%2017%2C%20Issue%20No.%205%20-%20February%201992/page/29}} Many counterfeit units were in South Korea, such as a trader selling about 100 Street Fighter II PCBs by 1992.{{cite magazine |title=Cops Nab Copiers: counterfeit buyers & sellers arrested in three countries; government enforcement heats up in U.S., Canada & Korea. |magazine=RePlay |date=April 1992 |volume=17 |issue=7 |pages=41–2 |url=https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay%20-%20Volume%2017%2C%20Issue%20No.%207%20-%20April%201992/page/41}} 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.{{cite magazine |title=News: Street Fighter 21 |magazine=Computer and Video Games |date=15 December 1992 |issue=134 (January 1993) |page=14 |url=https://retrocdn.net/images/9/92/CVG_UK_134.pdf#page=14 |archive-url=https://web.archive.org/web/20171201041607/https://retrocdn.net/images/9/92/CVG_UK_134.pdf |archive-date=1 December 2017 |url-status=live }} Capcom and its partners took legal action against counterfeit arcade units in regions such as Southeast Asia, North America, South Korea, and Puerto Rico.
==Home conversions==
The numerous home conversions of Street Fighter II are listed among Capcom's Platinum-class games, with more than one million units sold worldwide.{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html |title=CAPCOM — Platinum Titles |url-status=dead |archive-url=https://web.archive.org/web/20150208030840/http://www.capcom.co.jp/ir/english/business/million.html |archive-date=2015-02-08 }} In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release,{{cite web|url=https://archive.org/stream/Electronic-Games-1992-10/Electronic%20Games%201992-10#page/n9/mode/2up|title=Electronic Games 1992-10|website=Archive.org|date=October 1992 |access-date=January 18, 2015}} at a retail price of {{¥|10,780|link=yes}}{{cite web|url=https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no|title=ストリートファイターII|website=Famitsu.com|access-date=17 February 2021|archive-date=14 January 2022|archive-url=https://web.archive.org/web/20220114161036/https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no|url-status=live}} (equivalent to ${{To USD|10780|JPN|year=1992|link=yes}} then, or ${{Inflation|US|85.12|1992}} in {{Inflation-year|USD}}). The February 1992 issue of Gamest in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about {{US$|119.19|long=no}} at the time, or ${{inflation|US|119.19|1992|round=-1}} in {{Inflation-year|USD}}). It topped the Japanese Famitsu sales charts from June{{cite magazine |title=Weekly Top 30 (6月26日) |magazine=Famicom Tsūshin |date=10 July 1992 |issue=186 |pages=14–5 |url=https://archive.org/details/weekly-famitsu-no.-186-july-10th-1992-600dpi/Weekly%20Famitsu%20-%20No.%20186%20July%2010th%201992/page/n14/mode/2up |lang=ja}} through July{{cite magazine |title=Weekly Top 30 (7月10日) |magazine=Famicom Tsūshin |date=24 July 1992 |issue=188 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno188july24th1992hiresscans/Weekly%20Famitsu%20-%20No.%20188%20July%2024th%2C%201992/page/n13/mode/2up |lang=ja}}{{cite magazine |title=Weekly Top 30 (7月17日) |magazine=Famicom Tsūshin |date=31 July 1992 |issue=189 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno189july31st1992/Weekly%20Famitsu%20-%20No.%20189%20July%2031st%2C%201992/page/n13/mode/2up |lang=ja}}{{cite magazine |title=Weekly Top 30 (7月24日) |magazine=Famicom Tsūshin |date=7 August 1992 |issue=190 |pages=14–5 |url=https://archive.org/details/weeklyfamitsuno190august7th1992600DPI/Weekly%20Famitsu%20-%20No.%20190%20August%207th%2C%201992/page/n13/mode/2up |lang=ja}} to August 1992.{{cite magazine |title=Charts Would Be a Fine Thing! |magazine=Super Play |date=1 October 1992 |issue=1 (November 1992) |page=17 |url=https://archive.org/details/Superplay_Issue_01_1992-11_Future_Publishing_GB/page/n16/mode/1up}}{{cite magazine |title=Weekly Top 30 (8月21日) |magazine=Famicom Tsūshin |date=4 September 1992 |issue=194 |pages=16–7 |url=https://archive.org/details/WeeklyFamitsuNo194Sept4th1992/Weekly%20Famitsu%20-%20No.%20194%20September%204th%201992/page/n15/mode/2up |lang=ja}} It was a multi-million seller in Japan by December 1992.{{cite magazine |title=Big in Japan! Sega grab Capcom licenses |magazine=Sega Force |date=10 December 1992 |issue=13 (January 1993) |pages=10–11 (11) |url=https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf#page=11 |archive-url=https://web.archive.org/web/20190207015355/https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf |archive-date=7 February 2019 |url-status=live }}{{cite magazine |title=Super Savings! |magazine=N-Force |date=March 1993 |issue=10 (April 1993) |publisher=Europress |page=12 |url=https://archive.org/details/NForce07Jan93/NForce10-Apr93/page/n11}}
In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992, with a retail price of {{US$|74.99|1992|long=no|round=-1}}.{{cite web |url=http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg |format=JPG |title=Super Nes |website=Huguesjohnson.com |access-date=2016-03-11 |archive-date=2016-03-03 |archive-url=https://web.archive.org/web/20160303225522/http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg |url-status=live }} According to Electronic Gaming Monthly: "Never has a game taken the country [by] storm as this one has." It remained America's top-selling Super NES game for much of late 1992, in August{{cite magazine |url=https://archive.org/details/Electronic_Gaming_Monthly_Issue_039_October_1992/page/n43/mode/2up |title=EGM Top Ten |magazine=Electronic Gaming Monthly |issue=39 |date=October 1992 |pages=44–45}} and then October,{{cite magazine |title=Charts Across the World |magazine=Super Play |date=November 1992 |issue=2 (December 1992) |page=25 |url=https://archive.org/details/Superplay_Issue_02_1992-12_Future_Publishing_GB/page/n24/mode/1up}}{{cite magazine |url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20041%20%28December%201992%29/page/n47 |title=EGM Top Ten |magazine=Electronic Gaming Monthly |issue=41 |date=December 1992 |page=48}} November,{{cite magazine |title=Charts Across the World |magazine=Super Play |date=3 December 1992 |issue=3 (January 1993) |page=27 |url=https://archive.org/details/Superplay_Issue_03_1993-01_Future_Publishing_GB/page/n26/mode/1up}} and December.{{cite magazine |url=https://archive.org/details/ElectronicGamingMonthly_201902/Electronic%20Gaming%20Monthly%20Issue%20043%20%28February%201993%29/page/n37 |title=EGM Top Ten |magazine=Electronic Gaming Monthly |issue=43 |date=February 1993 |page=38}} In 1992 in North America, {{nowrap|2 million}} units were sold.{{cite magazine |title=News Digest: People on the Move |magazine=RePlay |date=January 1994 |volume=19 |issue=4 |page=22 |url=https://archive.org/details/re-play-volume-19-issue-no.-4-january-1994/RePlay%20-%20Volume%2019%2C%20Issue%20No.%204%20-%20January%201994/page/22}} In the United Kingdom, Street Fighter II replaced Super Mario World as the bundled game for the SNES,{{cite magazine |title=What's So Hot About Capcom |magazine=Nintendo Power |date=March 1993 |issue=46 |pages=92–3 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20046%20%28March%201993%29/page/n99/mode/2up}} 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. Worldwide, four million Street Fighter II cartridges had been sold by September 1992, {{nowrap|5 million}} units by the end of 1992,{{cite book |title=Tokyo Business Today |date=1993 |publisher=Toyo Keizai Shinposha (The Oriental Economist) |page=38 |url=https://books.google.com/books?id=Fw20AAAAIAAJ |quote=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.}} and over {{nowrap|6 million}} by 1993.{{cite magazine |last1=Rice |first1=Chris |title=Street Fighter II Turbo |magazine=SNES Force |date=12 July 1993 |issue=2 (August 1993) |pages=28–9 |url=https://archive.org/details/SNESForce04Oct93/SNESForce02-Aug93/page/n27/mode/2up}}{{cite magazine |title=Data stream |magazine=Edge |date=19 August 1993 |issue=1 (October 1993) |page=14 |url=https://retrocdn.net/images/5/55/Edge_UK_001.pdf#page=14 |archive-url=https://web.archive.org/web/20190421191658/https://retrocdn.net/images/5/55/Edge_UK_001.pdf |archive-date=21 April 2019 |url-status=live }} The SNES version became the company's best-selling single consumer game software, at more than 6.3 million units,{{cite web|url=http://www.capcom.co.jp/ir/english/business/million.html|title=CAPCOM {{!}} Platinum Titles|date=September 30, 2013|website=Capcom Investor Relations|publisher=Capcom|archive-url=https://web.archive.org/web/20150208030840/http://www.capcom.co.jp/ir/english/business/million.html|archive-date=February 8, 2015|url-status=dead|access-date=November 9, 2013}} and it remains its best-selling game software on a single platform.{{cite web|url=https://archive.org/stream/Superplay_Issue_06_1993-04_Future_Publishing_GB#page/n27/mode/1up|title=Superplay - Issue 06 (1993-04)(Future Publishing)(GB)|website=Archive.org|access-date=January 18, 2015}} By 1993, {{nowrap|10 million}} units of all home software versions had been sold,{{cite book |title=Japan Economic Almanac |date=1994 |publisher=Japan Economic Journal |isbn=978-4-532-67504-2 |page=90 |url=https://books.google.com/books?id=-jCxAAAAIAAJ |quote=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.}} and {{nowrap|11.9 million}} units for Nintendo and Sega consoles by March 1994.{{cite news |last1=Pollack |first1=Andrew |title=Market Place; Pummeling A Warrior of Video Games (Published 1994) |url=https://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html |access-date=21 February 2021 |work=The New York Times |date=6 September 1994 |archive-url=https://web.archive.org/web/20150526101657/http://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html |archive-date=May 26, 2015 |quote=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. |url-status=live}}
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. The SNES version of Street Fighter II was Capcom's best-selling single game until 2013, when it was surpassed by Resident Evil 5.{{cite web|url=http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever|title=Resident Evil 5 is Capcom's best selling game ever|author=Emily Gera|date=October 31, 2013|website=Polygon|publisher=Vox Media|access-date=November 9, 2013|archive-date=November 9, 2013|archive-url=https://web.archive.org/web/20131109232028/http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever|url-status=live}} 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. Street Fighter II also topped the UK's Amiga sales chart in January 1993,{{cite magazine |title=Charts (Data supplied by Virgin Games Centre) |magazine=Digitiser |date=3 February 1993 |url=http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm |access-date=15 March 2021 |archive-date=16 May 2021 |archive-url=https://web.archive.org/web/20210516110747/http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm |url-status=live }} and the UK's Atari ST chart in March 1993.{{cite magazine |title=Charts (ELSPA Charts Compiled by Gallup) |magazine=Digitiser |date=8 April 1993 |url=http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm |access-date=15 March 2021 |archive-date=1 October 2021 |archive-url=https://web.archive.org/web/20211001124208/http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm |url-status=live }} In 2008, Super Street Fighter II Turbo HD Remix broke both the first-day and first-week sales records for a download-only game.{{Cite web | author=John Diamonon | date=December 18, 2008 | title=Super Street Fighter II Turbo HD Remix achieves record breaking sales | publisher=Capcom Unity | url=http://www.capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales | access-date=February 14, 2009 | archive-date=January 29, 2009 | archive-url=https://web.archive.org/web/20090129185504/http://capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales | url-status=live }} Street Fighter II was the best-selling fighting game with 15.5{{nbsp}}million units sold across all versions and platforms, until it was surpassed by Super Smash Bros. Ultimate in 2019.{{cite news |last1=Bankhurst |first1=Adam |title=Super Smash Bros. Ultimate Is The Best-Selling Fighting Game Ever |url=https://ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever |access-date=29 March 2020 |work=IGN |publisher=Ziff Davis |date=4 November 2019 |archive-date=5 January 2020 |archive-url=https://web.archive.org/web/20200105120343/https://www.ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever |url-status=live }}
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.
=Critical=
{{Video game reviews
| title = Contemporary reception
| na = false
| ARC = true
| AMI = true
| SNES = true
| AST = true
| C64 = true
| GB = true
| ZX = true
| CVG_ARC = 93%{{cite magazine |last1=Rignall |first1=Julian |author1-link=Julian Rignall |title=Arcade Action: Street Fighter II |magazine=Computer and Video Games |date=11 May 1991 |issue=115 (June 1991) |pages=118–20 |url=https://archive.org/stream/cvg-magazine-115/CVG_115_Jun_1991#page/n117/mode/2up |access-date=January 18, 2015}}
| CVG_AMI = 78%{{cite magazine |last1=Anglin |first1=Paul |title=CVG Review: Street Fighter II (Amiga) |magazine=Computer and Video Games |date=15 February 1993 |issue=136 (March 1993) |page=49 |url=https://retrocdn.net/images/9/92/CVG_UK_136.pdf#page=49 |archive-url=https://web.archive.org/web/20210819021948/https://retrocdn.net/images/9/92/CVG_UK_136.pdf |archive-date=19 August 2021 |url-status=live }}
| Edge_SNES = 9/10{{cite magazine|title=Street Fighter II Turbo Review|magazine=Edge|publisher=Future Publishing|date=October 1993|issue=1|url=http://www.edge-online.com/review/street-fighter-2-turbo-review/|access-date=November 20, 2012|archive-date=May 31, 2013|archive-url=https://web.archive.org/web/20130531053655/http://www.edge-online.com/review/street-fighter-2-turbo-review/|url-status=live}}
| NP_SNES = 16.2/20{{cite magazine |title=The Year in Review: Top 10 of 1992 |magazine=Nintendo Power |date=January 1993 |issue=44 (Super Power Club) |pages=2–11 (3) |url=https://archive.org/details/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20044%20January%201993/page/n117}}
| SUser_ARC = 84%{{cite magazine |last1=Cook |first1=John |title=Coin Ops |magazine=Sinclair User |date=June 1991 |issue=112 |pages=40–1 |url=http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html |access-date=January 18, 2015 |archive-date=February 27, 2015 |archive-url=https://web.archive.org/web/20150227140921/http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html |url-status=live }}
| rev1 = Bad Influence!
| rev3 = Electronic Games
| MM_SNES = 98%{{cite magazine |title=Super NES Review: Street Fighter II |magazine=Mean Machines |date=27 June 1992 |issue=22 (July 1992) |pages=22–6 |url=http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php |access-date=January 18, 2015 |archive-url=https://web.archive.org/web/20190718045208/http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php|archive-date=July 18, 2019 |url-status=dead}}
| rev5 = Mega Zone
| rev6 = Play Meter
| rev6_ARC = 94%{{cite magazine |last=Overman |first=Jim |title=An operator's video picks of the show |magazine=Play Meter |date=April 1992 |volume=18 |issue=5 |page=52 |url=https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play%20Meter%20-%20Volume%2018%2C%20Number%205%20-%20April%201992/page/n115}}
| rev7 = RePlay
| rev8 = SNES Force
| rev8_SNES = 92%{{cite magazine |title=The Super League |magazine=SNES Force |date=23 December 1993 |issue=8 (January 1994) |page=30 |url=https://archive.org/details/SNESForce04Oct93/SNESForce08-Jan94/page/n29}}
| rev9 = ST Format
| rev10 = Super Play
| rev11 = Your Commodore
| rev11_ARC = Positive{{cite magazine |last1=Davy |first1=Jeff |title=Neon Zone |url=https://archive.org/details/YourCommodoreIssue82Aug91/page/n35 |magazine=Your Commodore |issue=82 (26 July 1991) |publisher=Argus Specialist Publications |date=August 1991 |pages=36–7}}
| award1Pub = Gamest Grand Prize
| award1 = Game of the Year,
Best Action Game, Best Album, Best VGM,
Best Direction, Best Characters,
Best Graphics (Runner-Up)
| award2Pub = Electronic Gaming Awards
| award2 = Video Game of the Year, Best Action Video Game{{cite magazine |title=The 1993 Electronic Gaming Awards: Here are Your Votes for the Year's Best Games |magazine=Electronic Games |date=March 16, 1993 |volume=1 |issue=7 (April 1993) |pages=38–9 |url=https://archive.org/details/Electronic-Games-1993-04/page/n37/mode/2up}}
| award3Pub = Electronic Gaming Monthly
(EGM)
| award3 = Game of the Year,
Best Game of the Year (Super Nintendo),
Best Video Game Ending,
Hottest Video Game Babe (Chun-Li)
| award4Pub = European Computer Trade Show
(ECTS)
| award4 = Overall Game of the Year,
Best Action Game, Italian Game of the Year{{cite magazine |title=News: And the Winner is... |magazine=Computer and Video Games |date=15 May 1993 |issue=139 (June 1993) |page=14 |url=https://retrocdn.net/images/c/c8/CVG_UK_139.pdf#page=14 |archive-url=https://web.archive.org/web/20151222103601/https://retrocdn.net/images/c/c8/CVG_UK_139.pdf |archive-date=22 December 2015 |url-status=live }}
| award5Pub = Golden Joystick Awards
| award5 = Game of the Year,
Console Game of the Year,
Best Licensed Console Game{{cite magazine |title=News: The Polls Are In! |magazine=Computer and Video Games |date=15 June 1993 |issue=140 (July 1993) |page=10 |url=https://retrocdn.net/images/d/d4/CVG_UK_140.pdf#page=10 |archive-url=https://web.archive.org/web/20210105102507/https://retrocdn.net/images/d/d4/CVG_UK_140.pdf |archive-date=5 January 2021 |url-status=live }}
| award6Pub = GameFan Golden Megawards
| award6 = Best Game, Best Arcade Translation,
Best One-on-One Fighting Game,
Best Character (Dhalsim & Guile)GameFan, volume 1, issue 3 (January 1993), pages 70-71
| award7Pub = Game Informer
| award7 = Game of the Year, Best Playability in a Video Game
| award8Pub = Chicago Tribune
| award8 = Game of the Year{{cite news |last1=Carter |first1=Chip |last2=Carter |first2=Jonathan |title=The Best of '92 That Kept You Playing and Playing... |url=https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html |access-date=15 September 2021 |work=Chicago Tribune |publisher=Tribune Media Services |date=December 25, 1992 |archive-date=2022-01-14 |archive-url=https://web.archive.org/web/20220114155533/https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html |url-status=live }}
| award9Pub = GamePro
| award9 = 16-bit Game of the Year
| award10Pub = Nintendo Power
| award10=Game of the Year (SNES), Theme and Fun (SNES),
Play Control (SNES), Best/Worst Villain (Bison){{cite magazine |title=Nintendo Power Awards '92: The NESTERS |magazine=Nintendo Power |date=May 1993 |issue=48 |pages=36–9 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20048%20%28May%201993%29/page/n37/mode/2up}}
}}
==Japan==
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.{{cite magazine|magazine=Gamest |issue=68 |page=4 |url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |script-title=ja:第5回ゲーメスト大賞 |language=ja |url-status=dead |archive-url=https://web.archive.org/web/20080708023228/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html |archive-date=2008-07-08 }}
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.{{cite magazine|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |script-title=ja:第6回ゲーメスト大賞 |magazine=Gamest |issue=84 |language=ja |page=8 |url-status=dead |archive-url=https://web.archive.org/web/20080708023308/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html |archive-date=2008-07-08 }}
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.{{cite magazine|magazine=Gamest|issue=107|language=ja|page=20|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html|title=第7回ゲーメスト大賞|access-date=2009-01-17|archive-date=2021-02-10|archive-url=https://web.archive.org/web/20210210183949/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html|url-status=live}} 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.{{cite magazine|magazine=Gamest|issue=136|language=ja|page=40|url=http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html|title=第8回ゲーメスト大賞|access-date=2009-01-17|archive-date=2009-03-04|archive-url=https://web.archive.org/web/20090304183330/http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html|url-status=live}}
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.
==International==
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, and it was considered the top game at the American Coin Machine Exposition (ACME) that month.{{cite magazine |title=Capcom |magazine=RePlay |date=May 1991 |volume=16 |issue=8 |page=74 |url=https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay%20-%20Volume%2016%2C%20Issue%20No.%208%20-%20May%201991/page/74}} 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. 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." Jeff Davy of Your Commodore praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode. Computer and Video Games later referred to Street Fighter II as the "game of the millennium" in 1992.{{cite magazine |title=Hotshots: Street Fighter II |magazine=Computer and Video Games |date=15 November 1992 |issue=133 (December 1992) |page=106 |url=https://retrocdn.net/images/8/87/CVG_UK_133.pdf#page=106 |archive-url=https://web.archive.org/web/20190216212146/https://retrocdn.net/images/8/87/CVG_UK_133.pdf |archive-date=16 February 2019 |url-status=live }}
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,{{cite magazine |year=1993 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=Electronic Gaming Monthly |pages=13–24 }} 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."{{cite magazine |last1=Harris |first1=Steve |last2=Semrad |first2=Ed |last3=Alessi |first3=Martin |last4=Williams |first4=Ken |title=Review Crew: Street Fighter II |magazine=Electronic Gaming Monthly |issue=36 |publisher=Sendai Publishing |date=July 1992 |page=18 |url=https://archive.org/details/Electronic_Gaming_Monthly_036}} 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." 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. Nintendo Power scored it 16.2 out of 20, 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!". Nintendo Power ranked it the best SNES game of 1992, above The Legend of Zelda: A Link to the Past in second place.
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".{{Cite magazine
|last=Matthews
|first=Robin
|date=April 1994
|title=Sequel Syndrome Strikes Again
|department=Over There
|url=http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117
|magazine=Computer Gaming World
|pages=124, 126
|access-date=2017-11-11
|archive-date=2017-11-11
|archive-url=https://web.archive.org/web/20171111041726/http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117
|url-status=live
}}
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."{{cite magazine|url=https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/|title=Holiday video game guide: 1992|magazine=Entertainment Weekly|access-date=9 January 2019|archive-date=7 September 2018|archive-url=https://web.archive.org/web/20180907032246/https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/|url-status=live}}
Street Fighter II was named by Electronic Gaming Monthly as the Game of the Year for 1992. EGM awarded Street Fighter II Turbo with Best Super NES Game in 1993.{{cite magazine |year=1994 |title=Electronic Gaming Monthly's Buyer's Guide |magazine=Electronic Gaming Monthly }} Street Fighter II won the Golden Joystick Award for Game of the Year in 1992.{{cite web|title=12 facts about the Golden Joysticks|url=http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/|work=Computer and Video Games|publisher=ComputerAndVideoGames.com|access-date=February 3, 2012|date=September 14, 2009|url-status=dead|archive-url=https://web.archive.org/web/20120513071751/http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/|archive-date=2012-05-13}} Game Informer gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards.Game Informer, issue 8 (January/February 1993), page 34 It won Electronic Games{{'}}s Electronic Gaming Award for the Video Game of the Year, where it was nominated along with NHLPA Hockey '93 and Sonic the Hedgehog 2.{{cite magazine|title=Electronic Gaming Awards|magazine=Electronic Games|date=January 1993|issue=38|pages=26–7|url=http://archives.tg-16.com/00_happy_new_year_1993.htm|access-date=February 5, 2012|archive-date=January 14, 2012|archive-url=https://web.archive.org/web/20120114025550/http://archives.tg-16.com/00_happy_new_year_1993.htm|url-status=live}}
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.Mega magazine review, 1993 MegaTech scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form".MegaTech magazine review, December 2010 Edge gave the PC Engine version of Champion Edition a score of eight out of ten.{{cite magazine|title=Street Fighter II: Championship Edition review (PC Engine)|magazine=Edge|publisher=Future Publishing|date=October 1993|issue=1|url=http://www.edge-online.com/review/street-fighter-2-turbo-review/|access-date=November 20, 2012|archive-date=May 31, 2013|archive-url=https://web.archive.org/web/20130531053655/http://www.edge-online.com/review/street-fighter-2-turbo-review/|url-status=live}} 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.{{cite magazine|title=Review Crew: Street Fighter II|magazine=Electronic Gaming Monthly|issue=76|publisher=Ziff Davis|date=November 1995|page=52}} 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."{{cite magazine|title=ProReview: Street Fighter II|magazine=GamePro|issue=87|publisher=IDG|date=December 1995|page=142}}
{{Clear}}
==Retrospective==
{{Video game reviews
| title = Retrospective reception
| na = false
| ARC = true
| SNES = true
| C64 = true
| GB = true
| WII = true
| GR_SNES = 82%{{cite web |url=https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html |title=Street Fighter II for Super Nintendo |publisher=GameRankings |access-date=May 14, 2020 |archive-url=https://web.archive.org/web/20191209015626/https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html |archive-date=December 9, 2019 |url-status=dead}}
| Allgame_ARC = {{Rating|5|5}}{{cite web|url=http://allgame.com/game.php?id=9378 |title=Street Fighter II - The World Warrior Review |publisher=AllGame |access-date=February 17, 2016|archive-url=https://web.archive.org/web/20141114145104/http://www.allgame.com/game.php?id=9378|archive-date=November 14, 2014|last=Miller|first=Skyler}}
| Allgame_C64 = {{Rating|2.5|5}}{{cite web|url=https://www.allgame.com/game.php?id=22989|title=Street Fighter II: The World Warrior (Commodore 64/128)|archive-url=https://web.archive.org/web/20140101010101/https://www.allgame.com/game.php?id=22989|archive-date=2014-01-01|url-status=dead|website=AllGame}}
| Allgame_GB = {{Rating|4|5}}{{cite web|url=http://www.allgame.com/game.php?id=7356&tab=review|archive-date=November 15, 2014 |archive-url=https://web.archive.org/web/20141115075408/http://www.allgame.com/game.php?id=7356&tab=review|access-date=February 17, 2016|last=Williamson|first=Colin|publisher=AllGame|title=Street Fighter II: The World Warrior}}
| EuroG_WII = 9/10{{cite news |last1=Whitehead |first1=Dan |title=Virtual Console Roundup • Page 4 |url=https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4 |access-date=12 August 2021 |work=Eurogamer |date=2 June 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812023040/https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4 |url-status=live }}
| GSpot_WII = 7.2/10{{cite news |last1=Navarro |first1=Alex |title=Street Fighter II: The World Warrior Review |url=https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/ |access-date=12 August 2021 |work=GameSpot |date=January 18, 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812023036/https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/ |url-status=live }}
| IGN_WII = 7/10{{cite news |last1=Thomas |first1=Lucas M. |title=Street Fighter II VC Review |url=https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review |access-date=12 August 2021 |work=IGN |date=17 January 2007 |archive-date=12 August 2021 |archive-url=https://web.archive.org/web/20210812025219/https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review |url-status=live }}
}}
Street Fighter II has been listed among the best games of all time. Game Rankings aggregated the SNES reviews since 1992 with a reported ranking of 81.57% indicating an overall positive reception. The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect."{{cite magazine |title=Game Informer's Top 100 Games of All Time (Circa Issue 100) |url=https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |magazine=Game Informer |last=Cork |first=Jeff |date=November 16, 2009 |access-date=December 10, 2013 |archive-date=April 8, 2010 |archive-url=https://web.archive.org/web/20100408113757/http://gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx |url-status=live }} They later ranked it the 25th-best game ever made in 2009.[http://nintendoeverything.com/game-informers-top-200-games-of-all-time/ Game Informer's Top 200 Games of All Time] {{Webarchive|url=https://web.archive.org/web/20141225233341/http://nintendoeverything.com/game-informers-top-200-games-of-all-time/ |date=2014-12-25 }}, Game Informer, 2009 Game Informer ranked it as the 22nd-best game ever made in 2001. Other publications that listed it among the best games of all time include BuzzFeed,[https://www.buzzfeed.com/alanwhite/the-23-best-vintage-video-games-you-can-play-in-your-browser The 23 Best Vintage Video Games You Can Play In Your Browser] {{Webarchive|url=https://web.archive.org/web/20180918231122/https://www.buzzfeed.com/alanwhite/the-23-best-vintage-video-games-you-can-play-in-your-browser |date=2018-09-18 }}, BuzzFeed, 2014 Electronic Gaming Monthly,{{cite magazine |url=http://kisrael.com/vgames/powerlist/egm100.html |title=EGM Top 100 |magazine=Electronic Gaming Monthly |date=November 1997 |access-date=June 1, 2011 |archive-date=June 10, 2011 |archive-url=https://web.archive.org/web/20110610191247/http://kisrael.com/vgames/powerlist/egm100.html |url-status=live }}[https://web.archive.org/web/20011220003000/http://www.gamers.com/feature/egmtop100/index.jsp Top 100 Games of All Time], Electronic Gaming Monthly, 2001{{cite magazine |url=http://www.1up.com/features/egm-200-greatest-videogames |title=The Greatest 200 Videogames of Their Time |date=February 6, 2006 |magazine=Electronic Gaming Monthly |access-date=November 19, 2013 |archive-url=https://web.archive.org/web/20121017222736/http://www.1up.com/features/egm-200-greatest-videogames |archive-date=October 17, 2012 |url-status=dead }} IGN,[http://top100.ign.com/2003/ IGN's Top 100 Games of All Time] {{Webarchive|url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |date=2014-12-07 }}, IGN, 2003{{cite web |url=http://top100.ign.com/2005/ |title=IGN's Top 100 Games, 2005 |year=2005 |website=IGN |access-date=November 19, 2013 |archive-url=https://web.archive.org/web/20141207120250/http://top100.ign.com/2003/ |archive-date=December 7, 2014 |url-status=dead |df=mdy-all }}[http://top100.ign.com/2007/ The Top 100 Games of All Time] {{Webarchive|url=https://web.archive.org/web/20071203021612/http://top100.ign.com/2007/ |date=2007-12-03 }}, IGN, 2007 Edge,Edge, issue 80, 2000 Empire,[https://web.archive.org/web/20110515221956/http://www.empireonline.com/100greatestgames/ The 100 Greatest Games], Empire, 2009{{cite magazine |url=http://www.empireonline.com/features/100greatestgames/ |title=The 100 Greatest Video Games of All Time |author= |date=August 15, 2014 |magazine=Empire |access-date=September 25, 2014 |archive-date=September 24, 2014 |archive-url=https://web.archive.org/web/20140924084409/http://www.empireonline.com/features/100greatestgames/ |url-status=live }} Famitsu,{{cite magazine | author=Edge Staff| date=March 3, 2006 | title=Japan Votes on All Time Top 100 | url=http://www.next-gen.biz/features/japan-votes-all-time-top-100 | magazine=Edge / Famitsu | access-date=November 24, 2008 | archive-url=https://web.archive.org/web/20080723051728/http://www.edge-online.com/features/japan-votes-all-time-top-100 | archive-date=July 23, 2008}} FHM,[http://www.fhm.com/gaming/news/arcade-games-the-top-ten-greatest-83108 The 10 Greatest arcade games of ALL TIME] {{webarchive |url=https://web.archive.org/web/20120331030350/http://www.fhm.com/gaming/news/arcade-games-the-top-ten-greatest-83108 |date=March 31, 2012 }}, FHM, 2012 G4,[http://www.g4tv.com/top-100/ G4TV's Top 100 Games] {{Webarchive|url=https://web.archive.org/web/20141123063703/http://www.g4tv.com/top-100 |date=2014-11-23 }}, G4, 2012 GameFAQs,{{cite web | title=Spring 2004: Best. Game. Ever. | url=http://www.gamefaqs.com/features/contest/c04spr | website=GameFAQs | access-date=July 16, 2008 | archive-date=February 9, 2009 | archive-url=https://web.archive.org/web/20090209040851/http://www.gamefaqs.com/features/contest/c04spr | url-status=live }}{{cite web | title=Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever | url=http://www.gamefaqs.com/features/contest/top10 | website=GameFAQs | access-date=July 16, 2008 | archive-date=July 16, 2015 | archive-url=https://web.archive.org/web/20150716111618/http://www.gamefaqs.com/features/contest/top10 | url-status=live }}{{cite web | title=Spring 2009: Best. Game. Ever. | url=http://www.gamefaqs.com/poll/index.html?poll=3509 | website=GameFAQs | access-date=June 10, 2009 | archive-date=May 18, 2011 | archive-url=https://web.archive.org/web/20110518195457/http://www.gamefaqs.com/poll/index.html?poll=3509 | url-status=live }}{{usurped|1=[https://web.archive.org/web/20141208224753/http://www.ddjgames.com/category/gamefaqs-top-100/ Top 100]}}, GameFAQs, 2014 GameSpot,[https://web.archive.org/web/20061223030434/http://www.gamespot.com/gamespot/features/all/greatestgames/index.html The Greatest Games of All Time], GameSpot, 2006 GamingBolt,[http://gamingbolt.com/top-100-greatest-video-games-ever-made Top 100 greatest video games ever made] {{Webarchive|url=https://web.archive.org/web/20141026161536/http://gamingbolt.com/top-100-greatest-video-games-ever-made |date=2014-10-26 }}, GamingBolt, GameRevolution, 2013 Guinness World Records,[https://web.archive.org/web/20100107164406/http://gamers.guinnessworldrecords.com/news/270209_top50.aspx Guinness World Records 2009 Gamer's Edition reveals the Top 50 console games of all time], Guinness World Records Gamer's Edition, 2009 Next Generation,[https://archive.org/stream/nextgen-issue-021/Next_Generation_Issue_021_September_1996#page/n39/mode/2up Top 100 Games of All Time], Next Generation, September 1996, page 68{{cite magazine|title=Top 50 Games of All Time |magazine=Next Generation|issue=50 |publisher=Imagine Media |date=February 1999|page=80}} NowGamer,100 Greatest Retro Games, NowGamer, Imagine Publishing, 2010: [http://www.nowgamer.com/100-greatest-retro-games-part-1/ part 1] {{Webarchive|url=https://web.archive.org/web/20190502004527/http://www.nowgamer.com/100-greatest-retro-games-part-1/ |date=2019-05-02 }}, [http://www.nowgamer.com/100-greatest-retro-games-part-2/ part 2] {{Webarchive|url=https://web.archive.org/web/20141213205959/http://www.nowgamer.com/100-greatest-retro-games-part-2/ |date=2014-12-13 }}, [http://www.nowgamer.com/100-greatest-retro-games-part-3/ part 3] {{Webarchive|url=https://web.archive.org/web/20151106101507/http://www.nowgamer.com/100-greatest-retro-games-part-3/ |date=2015-11-06 }}, [http://www.nowgamer.com/100-greatest-retro-games-part-4/ part 4] {{Webarchive|url=https://web.archive.org/web/20141213210433/http://www.nowgamer.com/100-greatest-retro-games-part-4/ |date=2014-12-13 }} Retro Gamer,Retro Gamer, issue 1, p. 30, January 2004 Stuff,{{Citation | title = 100 Greatest Games | newspaper = Stuff | pages = 116–126 | date = October 2008 }}"100 Best Games Ever", Stuff, February 2014, pp.87-99 Time,[https://techland.time.com/2012/11/15/all-time-100-video-games/ All-TIME 100 Video Games], Time, 2012 and Yahoo![https://web.archive.org/web/20050801002743/http://uk.videogames.games.yahoo.com/specials/100games/ The 100 greatest computer games of all time], Yahoo!, 2006 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.{{cite web |title=Street Fighter II |url=https://www.museumofplay.org/games/street-fighter-ii/ |website=The Strong National Museum of Play |publisher=The Strong |access-date=6 May 2022 |archive-date=6 May 2022 |archive-url=https://web.archive.org/web/20220506140248/https://www.museumofplay.org/games/street-fighter-ii/ |url-status=live }}
GameSpot gave the PlayStation 3 version of HD Remix a score of 8.5 out of 10.{{cite web |url=http://gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/ |title=Super Street Fighter II Turbo HD Remix for PS3 - GameSpot |publisher=Uk.gamespot.com |date=February 19, 2009 |access-date=January 11, 2013 |archive-date=January 8, 2013 |archive-url=https://web.archive.org/web/20130108095810/http://www.gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/ |url-status=dead }}
PC Gamer listed the 1993 DOS version of Street Fighter II as one of the worst PC ports of all time.{{cite web |last1=Elliott |first1=Matt |title=The worst PC ports ever |url=https://www.pcgamer.com/the-worst-pc-ports-ever/ |website=PC Gamer |publisher=Future plc |access-date=20 February 2023 |date=23 April 2021 |archive-date=15 August 2019 |archive-url=https://web.archive.org/web/20190815215843/https://www.pcgamer.com/the-worst-pc-ports-ever/ |url-status=live }}
Legacy
=Sequels=
The Street Fighter II games were followed by several sub-series of Street Fighter games and spinoffs, including Street Fighter EX, Pocket Fighter, Super Puzzle Fighter II Turbo, and Vs. series. A prequel to Street Fighter II, Street Fighter Alpha, was released in 1995. The direct sequel to Street Fighter II, Street Fighter III, would be released in 1997. 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, an arcade version was released in Japan in December 2023.
=Other media=
- The characters joined the G.I. Joe: A Real American Hero lineup in 1993, as Hasbro bought their toy rights.{{cite book |title= The Official 30th Anniversary Salute To G.I. Joe 1964-1994|last= Santelmo|first= Vincent|year= 1994|publisher= Krause Publications|isbn= 0-87341-301-6|page=188}}
- An unofficial South Korean animation, Street Fighter, was produced by Daiwon Animation in 1992 and features the cast of Street Fighter II. The Hong Kong movie Future Cops has a renamed cast of Street Fighter II characters.{{citation needed|date=March 2014}}
- Two film adaptations were released in 1994: Street Fighter II: The Animated Movie, a Japanese anime film produced by Group TAC; and Street Fighter, an American live-action film starring Jean-Claude Van Damme.
- A U.S. Street Fighter cartoon follows a combined plot of the live-action movie and the game series. An unrelated anime, Street Fighter II V, features younger characters similar to The Legend of Chun-Li.
- Capcom sponsored IndyCar driver Kenji Momota at the 1992 Indianapolis 500, providing a Street Fighter livery for his No. 88 car, which failed to qualify.{{cite news|last=Dunkin|first=Dan|url=https://www.newspapers.com/article/the-indianapolis-star-rain-fails-to-fall/136131945/|title=Rain fails to fall so Momota's day turns out all wet|newspaper=The Indianapolis Star|via=Newspapers.com|date=May 18, 1992|access-date=December 1, 2023}}
=Impact=
Street Fighter II is regarded as one of the most influential video games of all time,{{cite magazine|last=Patterson|first=Eric L.|title=EGM Feature: The 5 Most Influential Japanese Games Day Four: Street Fighter II|url=http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/|magazine=Electronic Gaming Monthly|access-date=April 17, 2012|date=November 3, 2011|archive-url=https://web.archive.org/web/20170314064721/http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/|archive-date=March 14, 2017|url-status=dead}}{{cite web|title=Street Fighter II|url=http://www.1up.com/features/essential-50-street-fighter-ii|work=The Essential 50|publisher=1UP.com|access-date=April 17, 2012|archive-date=July 20, 2012|archive-url=https://archive.today/20120720141819/http://www.1up.com/features/essential-50-street-fighter-ii|url-status=dead}}{{cite book|title=Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time|year=2009|publisher=Focal Press/Elsevier|location=Boston|isbn=978-0-240-81146-8|pages=239–255|url=https://books.google.com/books?id=M_bFdsP9L7oC|author=Matt Barton|author2=Bill Loguidice|access-date=April 17, 2012|archive-date=January 17, 2023|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=M_bFdsP9L7oC|url-status=live}} and the most important fighting game in particular.{{cite web|title=Happy 20th birthday to the most important fighting game of all time!|url=http://www.1up.com/features/20-years-street-fighter-ii|website=1UP.com|access-date=April 17, 2012|date=March 30, 2011|url-status=dead|archive-url=https://web.archive.org/web/20130509120323/http://www.1up.com/features/20-years-street-fighter-ii|archive-date=May 9, 2013}}Spencer, Spanner, [http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro The Tao of Beat-'em-ups (part 2)] {{Webarchive|url=https://web.archive.org/web/20110715094144/http://www.eurogamer.net/articles/a_taoofbeatemups_pt2_retro |date=2011-07-15 }}, Eurogamer, February 12, 2008, Accessed March 18, 2009 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.{{cite web | url = http://www.gamespot.com/features/vgs/universal/sfhistory/history.html | title = The History of Street Fighter | website = GameSpot | access-date = October 11, 2008 | archive-date = February 4, 2009 | archive-url = https://web.archive.org/web/20090204224001/http://www.gamespot.com/features/vgs/universal/sfhistory/history.html | url-status = dead }} 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.{{cite web |url=http://top100.ign.com/2007/ign_top_game_24.html |archive-url=https://web.archive.org/web/20071130221850/http://top100.ign.com/2007/ign_top_game_24.html |url-status=dead |archive-date=November 30, 2007 |title=The Top 100 Games of All Time! |author=IGN staff |year=2007 |work=IGN.com |access-date=June 16, 2011}}{{cite web |url=http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |title=20 Things You Didn't Know About Street Fighter II |date=March 30, 2011 |work=1UP.com |access-date=June 16, 2011 |archive-date=April 1, 2011 |archive-url=https://web.archive.org/web/20110401182730/http://www.1up.com/features/street-fighter-ii-things-you-did-not-know |url-status=dead }} Its success inspired a wave of other fighting games, which were initially often labeled as "clones"{{cite magazine |title=What If Street Fighter 3 Isn't Good?|magazine=Electronic Gaming Monthly|issue=88 |publisher=Ziff Davis|date=November 1996 |page=278|quote=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.}} or imitators, including titles such as Guardians of the 'Hood, Art of Fighting, Time Killers,{{cite magazine |title=That's Entertainment? As street crime shot higher & public morals sank lower, so did popular entertainment — including music & video |magazine=RePlay |date=January 1993 |volume=18 |issue=4 |page=54 |url=https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay%20-%20Volume%2018%2C%20Issue%20No.%204%20-%20January%201993/page/54}} Mortal Kombat,{{cite news|last=Horwitz|first=Jeremy|title=Technology: Mortal Apathy?|url=https://www.nytimes.com/2002/07/08/technology/08MIDW.html|access-date=March 4, 2012|newspaper=The New York Times|date=July 8, 2002|archive-date=October 3, 2013|archive-url=https://web.archive.org/web/20131003002950/http://www.nytimes.com/2002/07/08/business/technology-mortal-apathy.html?pagewanted=2|url-status=live}} and Killer Instinct. Street Fighter II also influenced the development of the combat mechanics of beat 'em up game Streets of Rage 2.{{cite web |title=Streets of Rage 2 – Developer Interview with Ayano Koshiro (designer/planner) of Ancient |url=http://shmuplations.com/streetsofrage2/ |website=Shmuplations |date=2015-04-27 |access-date=29 September 2020 |archive-date=2018-12-28 |archive-url=https://web.archive.org/web/20181228135350/http://shmuplations.com/streetsofrage2/ |url-status=live }} However, Street Fighter II also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.
Street Fighter II was the best-selling arcade video game by far since the golden age of arcade video games, bringing an arcade renaissance in the early 1990s.{{cite web|url=https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only|title=For Amusement Only: the life and death of the American arcade|work=The Verge|date=16 January 2013|publisher=Vox Media|access-date=January 18, 2015|archive-date=6 October 2014|archive-url=https://web.archive.org/web/20141006081005/http://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only|url-status=live}} Its impact on home video games was equally crucial, becoming a long-lasting system-seller for the Super Nintendo Entertainment System. Since then, up until the late 1990s, numerous best-selling home video games were arcade ports.{{cite book |author=Pierce |first=Mark Stephen |url=https://archive.org/details/digitalillusion00clar/page/444 |title=Coin-Op: The Life (Arcade Videogames) |publisher=ACM Press |year=1998 |isbn=0-201-84780-9 |series=Digital Illusion : Entertaining the Future With High Technology |page=[https://archive.org/details/digitalillusion00clar/page/444 444] |chapter=30 |access-date=May 2, 2011 |chapter-url=https://archive.org/details/digitalillusion00clar |chapter-url-access=registration}} 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.{{cite magazine |title=The 10 Most Important Games |magazine=Electronic Gaming Monthly |date=January 2005 |issue=187 |page=48 |url=https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up}}
The game popularized the concept of "face-to-face", tournament-level competition between two players instead of just high scores. This enabled the competitive multiplayer and deathmatch modes found in modern action games. 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.{{cite book|last=Consalvo|first=Mia|year=2016|title=Atari to Zelda: Japan's Videogames in Global Contexts|pages=201–3|url=https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201|publisher=MIT Press|isbn=978-0262034395|access-date=2017-09-15|archive-date=2023-01-17|archive-url=https://web.archive.org/web/20230117222935/https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201|url-status=live}}
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.
=Popular culture=
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."{{cite web|url=https://www.vice.com/en/article/the-long-strange-history-of-street-fighter-and-hip-hop/|title=The Long, Strange History of Street Fighter and Hip-Hop|first=Stephen|last=Kearse|date=15 December 2016|access-date=9 January 2019|archive-date=15 August 2018|archive-url=https://web.archive.org/web/20180815045755/https://waypoint.vice.com/en_us/article/ypvx7k/the-long-strange-history-of-street-fighter-and-hip-hop|url-status=live}} The "Perfect" sample was used by Kanye West and Drake in The Life of Pablo (2016).{{cite web|url=https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag|title=Kanye West Tagging His Verses With a "Street Fighter" Sample is Officially a Thing|first=Nathan|last=Slavik|website=DJBooth|date=12 February 2018 |access-date=9 January 2019|archive-date=2018-02-22|archive-url=https://web.archive.org/web/20180222133057/https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag|url-status=live}}{{Cite web |url=https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069 |title=Yep, That's Street Fighter on Kanye West's New Album |access-date=2017-09-19 |archive-url=https://web.archive.org/web/20180630214206/https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069 |archive-date=2018-06-30 |url-status=dead }} 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.{{cite web|url=http://www.spbx.co.uk/grime-music-and-street-fighter-a-history/|title=Hadouken! Grime Music and Street Fighter: A History|access-date=9 January 2019|archive-date=4 November 2017|archive-url=https://web.archive.org/web/20171104005429/http://www.spbx.co.uk/grime-music-and-street-fighter-a-history|url-status=live}}
Notes
{{notelist}}
References
{{Reflist}}
Further reading
- {{cite book|title=All About Capcom Head-to-Head Fighting Games 1987–2000|language=ja|date=2000|isbn=4-88554-676-1|series=A.A. Game History Series (Vol. 1)|author=Studio Bent Stuff|publisher=Dempa Publications, Inc.}}
- Like a Hurricane: An Unofficial Oral History of Street Fighter II by Matt Leone ({{date|2023|02|23}}), published by Thames & Hudson {{ISBN|9780500025932}}
External links
- [http://www.arcade-history.com/?n=street-fighter-ii-the-world-warrior-cp-s-no.-14&page=detail&id=2657 Street Fighter II] entry at Arcade-History
- {{MobyGames|id=/street-fighter-ii-the-world-warrior}}
{{Street Fighter II|state=Expanded}}
{{Street Fighter series|state=expanded}}
{{Golden Joystick GOTY}}
{{Authority control}}
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