While Street Fighter IV isn't without little niggling issues (mostly related to Games for Windows - LIVE!) there's no doubting this is the only fighting game you should consider getting. Ignoring the fact it's probably the only one currently out on the PC, it could I definitely be described as genre-defining. A new warrior has entered the ring! Take control of 32 world warriors and test your mettle against players from around the world. Street Fighter IV: Champion Edition perfects the winning gameplay formula by offering the most exciting fighting game on mobile. Long time Street Fighter fans can jump into the action and have an instant familiarity with the controls. For more casual players Street.
There Cant Surely be many people out there reading this who haven't heard of or played any of the Street Fighter games before. One of the most successful and iconic computer games to ever be committed to memory, versions of the second game even appeared on the Spectrum in its dying days. Best not to imagine that though, as the images are still scarring my mind to this day. What we have here is Capcom's return to producing a full new iteration of the game, getting rid of all this Super Alpha X Edition nonsense.
If you haven't heard of this massive franchise before, then the premise is simple: Street Fighter is a side-scrolling 2D beat-'em-up with larger-than-life caricatures who have to use kicks, punches and various special attacks to defeat their opponents over a set number of rounds. In single-player, you'll primarily be trying to unlock hidden characters, movies and artwork in the story mode, which gives each character a flimsy and nonsensical reason for why they happen to be fighting against a load of burly super hulks from across the globe.
All the old favourites back, accompanied by a handful of new ones, not all of which I believe arefhat good. Ken, Ryu, Chun Li, E. Honda and pals are all present and correct, with familiar moves supplemented by flashy new ones. The new additions include a vastly overweight American clown, Mexican guy with a frying pan, and a from martial arts guy with amnesia. Some of the other characters won't be familiar unless you've kept up with all the various other games since Super Street Fighter II made its debut so many years ago.
Once you're into the game, and have somehow managed to sign into the execrable Games for Windows - LIVE! service, you're presented with a substantial array of options. Thankfully for a console port, the game hasn't been-stripped down. There are loads of graphics tweaking options to play about with and there are some intriguing new visual styles to stick on if you fancy a change. The game itself is as colourful and vibrantly exciting as you'd expect and the actual combat matches this perfectly.
Scrapper's Delight
While it doesn't feel as fast-paced and frantic as versions of yore, this might be something to do with this writer's inability to play the game with any level of skill. Suffice it to say that, for Street Fighter aficionados - or for people who've only dabbled - there's nothing that will make them feel uncomfortable.
The first problem for incompetents like me is that the game is still as impenetrably difficult at the higher settings. One could argue I just need to practice more, but I do think it is a valid issue to raise. In remaining so faithful to the original format, which is laudable -they could so easily have ruined the whole thing by attempting fundamental changes - this has meant that any issues .you might have had with a previous I version will still be present in this one. This only really affects the single-player, of course, as the core of the game I really should be fighting human opponents, either on the same machine or using the various online modes that are available (which we couldn't test at the time of writing, as no other bugger I had a copy).
I You should also probably be I considering using a gamepad as well, I even though I still firmly believe the keys I could be an adequate substitute if they I were implemented correctly. While the D-Pad is useful, it's advisable to use a controller with an analogue stick, as some of the special moves require rolling movements to pull off.
While Street Fighter IV isn't without little niggling issues (mostly related to Games for Windows - LIVE!) there's no doubting this is the only fighting game you should consider getting. Ignoring the fact it's probably the only one currently out on the PC, it could I definitely be described as genre-defining. While our console cousins have been falling over themselves to lavish praise on and lick clean the boots of Capcom's developers, we'll be a little more reserved in our praise, because this sort of thing really is much more at home played on the couch on a big TV.
A brilliant combat game that can be dabbled with in short bursts or long bouts of human vs human combat, there's no denying that it is a must-play for PC fighting fans and those looking for a bit of short, sharp fun. If you've got a setup that allows you to play in your living room on the TV, add three extra points to the score.
Street Fighter IV |
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Also known as: KuaiDa ChuanShuo (CH), The Legend This game has unused code. |
A mostly original fighting game by Hummer Team that predicted the release of the real Street Fighter IV...but that one doesn't have fighting bunny girls.
- 1Unused Graphics
- 2Missing Tiles
- 6The Legend
Unused Graphics
Bunny/Tracy
Unused (and possibly earlier?) head and hand variants as well as unused body tiles can be found in the graphics bank for the walking animation. The unused body does fit with the legs in the fifth sprite of the animation and the third variant of Bunny's head. It appears Hummer Team decided to reuse the same body and head from the fourth sprite of the walking animation however. The other two head variants appear to be earlier sprites of Bunny and the rest of the tiles for these may have been overwritten or edited.
Found with the jumping graphics; it could've been an alternate jump sprite or another attack.
An incomplete and nude Bunny sprite. This sprite looks like her jumping punch when you jump backwards or forwards but this is in the graphic bank before it. This sprite also used a different head that's similar to one of the heads above.
Unfinished tiles for the legs and feet on Bunny's sprite when she's hit in the body. This was either meant for this sprite specifically or she originally had a different sprite for this state. In the final version, she reuses tiles from another hit sprite.
This sprite is located in the same graphics bank as her card throw and spin attack. This may have been an earlier sprite of her card throw or it was meant for an entirely different sprite. The coloring on her body appears to be a bit strange however. The legs on this sprite were reused in the card throw animation.
Chunfo/Moon
In several graphic banks, there's various unused sprites of Chunfo walking. The last one is included in a bank with some of his other walking sprites but isn't even finished.
In one bank, there's a duplicate of the upper half of his standing punch with a set of legs nowhere else to be used. This might've been an alternate crouching punch.
An outline of one of Chunfo's first standing punch frame. Only the upper body tiles remain.
A different crouching stance that isn't seen anywhere.
This frame isn't used in any animation; it looks like this could've been part of an attack.
An unfinished sprite located in one of his walking animation graphic banks. It even resembles the upper half of one of his walking sprites.
Several unused leg tiles located near one of his walking animation graphic banks.
Stalong/Ranboo
The majority of Stalong's graphics are edited versions of Guile's sprites from Hummer Team's Street Fighter II NES port. Stalong has a different walking animation but sprites of him using Guile's walking animation could be found in the ROM. The other walking sprites are missing because the graphic bank for it was completely removed in Street Fighter IV.
Sprites of Stalong doing a Sonic Boom exist as well even though he uses different special attacks.
Stalong doing a Flash Kick but once again, it's unused because he uses different special attacks.
Unfinished sprites found in the special attacks graphic banks. The 1st sprite looks like it could've been used for a back flip while the 2nd one could've been an additional frame for his jumping knee attack. Interesting enough, he appears to have boots here.
An outline which resembles part of one of his jumping knee sprites.
Musashi/Conbon
In the game, it's impossible to make Musashi dizzy. However, he does have a sprite for this as well as the star that flies around his head. Unlike the other sprites, it's possible to view this by changing the value in 008F to 28 while fighting him.
Two unfinished bodies can be found in the graphics bank that contains his walking animations.
In the graphics bank that contains sprites of him getting hit in the body, these tiles can be found. They don't appear to match up with any of the final sprites so the rest of the graphics for these may have been overwritten.
Miscellaneous
The portraits for the original fighters seem to be much bigger than the ones used in the game. The clones also contain the tiles for the backgrounds but they were never intended to be used since some of them aren't edited to match the character and some tiles even appear missing for them. Chunfo appeared to have originally used Moon's background for his portrait but ended up getting a whole new portrait instead. There's also several portraits of the original fighters that seem to lack the border as well. (However, Cliff is missing several tiles and it appears most of Bunny's tiles were completely overwritten by the character select's logo, leaving only the background left.) The portraits in the top row were later used in The Legend revision with some of them using different palettes.
Hummer Team took some graphics from Tokkyuu Shirei Solbrain but not all of them were used. The whole font is included in these graphic banks.
Missing Tiles
Cliff/Goho Li and Pasta/Rober
In-GameFixed |
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Both of them are missing part of their foot when they're dizzy.
Bunny/Tracy
In-GameFixed |
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Chunfo/Moon
In several graphic banks, there's various unused sprites of Chunfo walking. The last one is included in a bank with some of his other walking sprites but isn't even finished.
In one bank, there's a duplicate of the upper half of his standing punch with a set of legs nowhere else to be used. This might've been an alternate crouching punch.
An outline of one of Chunfo's first standing punch frame. Only the upper body tiles remain.
A different crouching stance that isn't seen anywhere.
This frame isn't used in any animation; it looks like this could've been part of an attack.
An unfinished sprite located in one of his walking animation graphic banks. It even resembles the upper half of one of his walking sprites.
Several unused leg tiles located near one of his walking animation graphic banks.
Stalong/Ranboo
The majority of Stalong's graphics are edited versions of Guile's sprites from Hummer Team's Street Fighter II NES port. Stalong has a different walking animation but sprites of him using Guile's walking animation could be found in the ROM. The other walking sprites are missing because the graphic bank for it was completely removed in Street Fighter IV.
Sprites of Stalong doing a Sonic Boom exist as well even though he uses different special attacks.
Stalong doing a Flash Kick but once again, it's unused because he uses different special attacks.
Unfinished sprites found in the special attacks graphic banks. The 1st sprite looks like it could've been used for a back flip while the 2nd one could've been an additional frame for his jumping knee attack. Interesting enough, he appears to have boots here.
An outline which resembles part of one of his jumping knee sprites.
Musashi/Conbon
In the game, it's impossible to make Musashi dizzy. However, he does have a sprite for this as well as the star that flies around his head. Unlike the other sprites, it's possible to view this by changing the value in 008F to 28 while fighting him.
Two unfinished bodies can be found in the graphics bank that contains his walking animations.
In the graphics bank that contains sprites of him getting hit in the body, these tiles can be found. They don't appear to match up with any of the final sprites so the rest of the graphics for these may have been overwritten.
Miscellaneous
The portraits for the original fighters seem to be much bigger than the ones used in the game. The clones also contain the tiles for the backgrounds but they were never intended to be used since some of them aren't edited to match the character and some tiles even appear missing for them. Chunfo appeared to have originally used Moon's background for his portrait but ended up getting a whole new portrait instead. There's also several portraits of the original fighters that seem to lack the border as well. (However, Cliff is missing several tiles and it appears most of Bunny's tiles were completely overwritten by the character select's logo, leaving only the background left.) The portraits in the top row were later used in The Legend revision with some of them using different palettes.
Hummer Team took some graphics from Tokkyuu Shirei Solbrain but not all of them were used. The whole font is included in these graphic banks.
Missing Tiles
Cliff/Goho Li and Pasta/Rober
In-GameFixed |
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Both of them are missing part of their foot when they're dizzy.
Bunny/Tracy
In-GameFixed |
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Second sprite of her walk animation is missing part of her foot but the tile still remains in the ROM and was even reused for a later sprite.
In-GameFixed |
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Both sprites are missing feet tiles in-game.
Chunfo/Moon
In-GameFixed |
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His dizzy sprite in the game is missing part of his foot.
In-GameFixed |
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The second frame of the animation of Chunfo getting hit in the face reuses the legs from the first frame, but it forgets to carry over a tile for his foot.
Stalong/Ranboo
In-GameFixed |
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Stalong's whole foot is missing in his standing kick.
In-GameFixed |
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Stalong's missing part of his foot in his crouching kick.
Musashi/Conbon
In-GameFixed |
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Even though the feet reuse tiles from the other standing sprite, part of his foot disappears here.
Unused Sounds
The NSF for this game contains some unused DPCM samples:
Track 19 - Unknown Sample
A short voice sample that isn't associated with any character.
Track 20 - Shoryuken?
Sounds like a character saying 'Shoryuken'. In the game, a different one is used probably because it sounds much better.
Also if you change the value in 0701 to 09, you can hear the round beginning fanfare from Hummer Team's Street Fighter II NES port:
Full Tracks
Track 1 - Title Screen
The only way to hear this fully is to use the sound test on the options screen. The demos start playing halfway through the track.
Track 4 - High Score
The high score screen ends before the track finishes. The only way to hear this fully is through the sound test.
Cliff's Second Palette
Every character loads up two palettes to be used for their sprites. While Cliff has two palettes, he only uses one for all of his sprites despite his second palette containing a different color. In the ROM file, AA1B to AA1D holds Cliff's second palette which contains white, orange and a reddish-brown. This could've been carried over from Ryu's palettes from Hummer Team's Street Fighter II since Cliff and Ryu share the same palettes and Ryu actually uses a second palette for his feet. Given how Goho Li is a palette swap of Cliff, he does have a second unused palette as well but it's just his first palette repeated.
The Legend
The Super New Year Cart 15-in-1 contains a revision of Street Fighter IV which changes quite a bit:
- All references to Street Fighter IV have been removed.
- The wall on the title screen's building appears glitched.
- The character select screen is entirely different; the layout has changed, the fighters use bigger icons (Chunfo uses his original one with the lightning background and no border) and some of the portraits use different colors. It's also possible for both players to choose the same character.
- All the clones have been removed from the game but graphics for their portraits still exist in the ROM.
- Some of the portraits have been mixed up. Chunfo uses Moon's portrait on the VS screen, Pasta and Stalong have their portraits swapped around and Musashi uses Conbon's portrait instead.
- The high score font palette has changed and it's all gray.
- At the beginning of the fight, the HUD displays 'READY' and neither you or the opponent can move for a few seconds.
- All the voice samples appear to be distorted.
- The ending is glitched; all the characters are Cliff performing his own animations while using the other characters' palettes. The ending also loops and there's no way to leave the screen.
Street Fighter Iv Characters
Unused Graphics
Graphics for an alternate title do exist in the ROM. The Chinese name for this game does translate into something like 'Fighter Legend' which is what the font might've spelled out.
Street Fighter Iv Ps4
Although the character select screen changed, the graphics for the logo still exist in the ROM. Instead of the Street Fighter IV subtitle, it has a different font that could spell out 'Fighter Legend'.