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Street Fighter 2 Turbo Hd Pc Download

We've given some thought to it but the costs we'd expect to incur in compatibility development and testing are significant and the requirement of a gamepad (no keyboard and mouse support) is really market limiting. About the only people we'd reach are the emulation hounds, who, let's face it, aren't the crowd that's eager to.

Street Fighter 2 Turbo Hd Pc Download

Guile defeats Ken after using his Flash Kick (arcade version shown) Street Fighter II follows several of the conventions and rules already established by its original 1987 predecessor. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out.

If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, then a 'double KO' or 'draw game' is declared and additional rounds will be played until. In the first Street Fighter II, a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in Champion Edition and onward.

If there is no clear winner by the end of the final round, then either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match. After every third match in the single player mode, the player will participate in a for additional points. The bonus games include (in order) a car-breaking event similar to another bonus round featured in; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt on the top portion of the screen; and a drum-breaking bonus game where drums are flammable and piled over each other. Between the matches, a is seen, showing the participant's home stages.

When the upcoming match and its location have been chosen, an moves across the map. Like in the original, the game's controls use a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium, and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter. Like in the original, the player can perform special moves by inputting a combination of directional and button-based commands. Street Fighter II differs from its predecessor due to the selection of multiple, each with distinct fighting styles and special moves.

Ford Ids Software Updates. Combos were also possible. 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 ' system was later adopted as a standard feature of fighting games and was expanded upon in subsequent Street Fighter installments. Characters [ ] The original Street Fighter II features a roster of eight playable characters that could be selected by the player. The roster initially included Ryu and Ken—the main characters from the original Street Fighter game—plus six new characters of different nationalities.

In the single-player tournament, the player faces off against the other seven main fighters, before proceeding to the final opponents, which are four non-selectable -controlled boss opponents, known as the 'Grand Masters.' Playable characters: •, a karateka seeking to hone his skills. •, a wrestler from Japan.

•, a beast-like mutant from who was raised in the jungle. •, a former special forces operative from the United States, seeking to defeat who killed. Grmcprxfreo En Dvd Iso Torrent.

•, Ryu's rival and former training partner, from the United States. •, a martial artist who works as an officer, seeking to avenge her deceased father. She is the only female character. •, a from the.

•, a fire breathing master from India. CPU-exclusive characters: •, an American, designed with a similar appearance to. •, a Spanish who wields a claw and uses a unique style of. •, a kickboxer and former World Warrior champion from the original Street Fighter, who was scarred by Ryu in the end of the previous tournament.

•, the leader of the criminal organization Shadaloo, who uses a mysterious power known as 'Psycho Power,' and the final opponent of the game. Due to a mistranslation, Ryu's words to a defeated opponent 'You must defeat Sheng Long to stand a chance' (which correctly translated is 'If you cannot overcome my Dragon Punch you cannot win') lead some to believe they would face a character named Sheng Long, who is not a character in the game. Regional differences [ ] With the exception of Sagat, the Grand Masters have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a of real-life boxer and was originally named M.

Bison (short for 'Mike Bison'), while 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, fearing that the boxer's similarities to Tyson could have led to a. This name change would be carried over to future games in the series. To avoid confusion in Tournament Play, many players refer to each character by a defining characteristic. The names are 'Claw' to refer to the character from Spain, 'Boxer' to refer to the African American boxer, and 'Dictator' to refer to the final boss of the game, who wears an outfit resembling a military dictator.

The characters in the Japanese version also have more than one win quote 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 would later debut as a playable fighter in ) was changed from Nash to, since a staff member from Capcom USA felt that Nash was not a natural sounding English name.

Development [ ] Although the original Street Fighter had not been very popular, Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States. Recounted, 'The basic idea at Capcom was to revive Street Fighter, a good game concept, to make it a better-playing arcade game.' About 35 to 40 people worked on Street Fighter II, with as a producer, and and in charge of the game and character design respectively. Funamizu notes that the developers did not particularly prioritize Street Fighter II's; he primarily ascribes the game's success to its appealing animation patterns.

The quality of animation benefited from the developers' use of the hardware, the advantages of which included the ability for different characters to occupy different amounts of memory; for example, could take up 8Mbit and 12Mbit. The game's development took two years. The game's system came about by accident: 'While I was making a bug check during the car bonus stage I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles.

Later we were able to make the timing more comfortable and the combo into a real feature. In SFII we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! — Noritaka Funamizu, The vast majority of the in-game music was composed.

This was ultimately the only game in the series on which Shimomura worked, as she subsequently left the company for two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks for this game and subsequently became the main composer on the remaining Street Fighter II games. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, who had been the composer on the original Street Fighter. Ports [ ] Release date Platform Media Developer Publisher Notes •: June 10, 1992 •: July 15, 1992 •: December 17, 1992 •: Capcom •: Capcom •: Re-released on the and. 4 Creative Materials Released exclusively in Europe. 4 floppy disks or floppy disk Cassette or floppy disk () 3 floppy disks Creative Materials •: U.S.

Gold •: Released in North America and Europe. Cassette or floppy disk Creative Materials U.S. Gold Released exclusively in Europe. ROM cartridge Capcom Capcom Released exclusively in Japan.

ROM cartridge Sun L Capcom ROM cartridge Tec Toy Capcom Capcom Included in. Released exclusively. CD-ROM Capcom Capcom Included in. Capcom Capcom Capcom Included in. Based on the PS version. Capcom Capcom Included in.

Based on the PS version. Super NES [ ] Street Fighter II was released for the on June 10, 1992 in Japan, which was followed by a North American release for the in August of the same year and a European release in December.

It was the first game released on a 16-Megabit cartridge for the SNES. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity.

This version also featured a secret code which would allow both players to control the same character in a match, which was not possible in the original arcade version. The second player uses the same alternate color palette introduced in. The four Grand Masters are still non-playable, but they use their Champion Edition color palette if the code is entered. Other changes are as follows: • The attract sequence which featured two generic fighters fighting was removed (it was missing in Street Fighter II Turbo, but it was restored for the Genesis version Street Fighter II: Special Champion Edition albeit with the appearance of one of the fighters altered and blood removed). • Some of the voice samples played when characters perform certain techniques or special moves were removed. • The pitch of a character's voice when they perform a special move differs depending on the strength level.

The higher the strength level, the higher the pitch. • The bonus stage in which the player must destroy stacks of flammable oil drums was replaced by a stage in which the player must destroy a pile of bricks (this same bonus stage also featured in subsequent SNES versions, as well as in both Genesis installments although the bricks were red instead of gray). The barrel breaking bonus stage was also removed (it was restored for the two subsequent SNES versions, as well as both Genesis installments) and as a result, the bonus stages are now played after every four matches (rather than every three).

• The tunes of the soundtrack were not only arranged, the music that plays when a character is losing a match is arranged differently from the arcade version, since the same music is played but with the tempo raised (later SNES and Genesis installments also featured similar changes). Tatsuya Nishimura, who had recently joined Capcom from, arranged the soundtrack for the SNES version, with assistance from Shimomura, Abe, and Sakaguchi. • Some attacks were removed, such as Chun-Li's close standing medium punch. • The walking animation of the characters when retreating from an opponent is the same when advancing, only played in reverse (the subsequent SNES and Genesis versions also featured this change). • The voiced countdown during the continue screen, as well as the reading of each country's name, were removed. Moreover, the font used during the continue screen is different as well (a noticeably larger number font).

• Two of the elephants were removed from Dhalsim's stage, leaving a total of four. • The two guitar players and other background characters were removed from Vega's stage. • The palm tree in the foreground of Sagat's stage was removed (it was removed in the arcade version of Champion Edition). • The blood splatter behind the 'VS.' Text before each match was removed. The effect was added back in later console ports, and its color was changed to purple in Super Street Fighter II.

• The victory quotes for certain characters (such as Balrog and M. Bison) were altered. • The visuals and script in some of the endings are a bit different from the arcade version.

• The upper and lower portions of the screen are covered by black bars, shortening the vertical length of the screen (the PC Engine and Genesis ports also added black bars). This was done to compensate for the reduced size of the character sprites and make the change less noticeable to players. • A 'VS' mode was added for two players to play a series of matches (//), having the option each time to change their character, stage, and handicap between matches. The American SNES cartridge is to be re-released in November 2017 as a limited edition item to celebrate the 30th anniversary of the Street Fighter series. Home computers [ ] released versions of Street Fighter II for various platforms in Europe, namely the,,, (), and. These versions of the game were all developed by Creative Materials, except for the ZX Spectrum version which was developed.

These versions were not released in any other region, except for the PC version, which also saw a release in (where it was published by ). These versions suffered from 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). As a result, these versions are filled with unusual peculiarities such as Ryu and Ken's Hadouken (Fireball) sprite being a recolored Yoga Fire and the title theme being used as background music for matches, while move properties are completely different.

In the DOS version, in particular, Dhalsim ends up being the strongest fighter in the game due to his basic attacks having high priority over other characters. The DOS version also saw a bootleg version and was actually considered by many, while mediocre, to be still quite superior to the official DOS version.

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 three of the original characters (Dhalsim, E.

Honda, and Vega), although the remaining nine are playable. The graphics, character portraits, and stages are based on Super Street Fighter II, although some moves (such as Blanka's Amazon River Run) from Super Street Fighter II′ Turbo are included as well. Since the Game Boy only features two buttons, the strength of a player's punches and kicks are determined by how long the player holds either button (an input method similar to the one used in Fighting Street, the version of the original ). Same character matches are allowed, but because of the game's lack of color, distinguishing between two characters is not possible even on a Super Game Boy. Compilations [ ] The original Street Fighter II was included along with Champion Edition and Hyper Fighting in the compilation for the and, which was released in North America and Europe under the title of Street Fighter Collection 2.

All three games were also included in for the and, as well as Capcom Classics Collection Reloaded for the. Updated versions [ ] Street Fighter II was followed by a series of updated versions, each refining the play mechanics, graphics, character roster, and other aspects of the game. The first was, released for the arcades in March, which allowed players to control the four Grand Masters and same character matches. Following the release of Champion Edition, a wave of bootleg ROM chip upgrades for its arcade cabinets added new gameplay, prompting Capcom's official response with during December the same year, increasing the playing speed and giving some of the characters new special moves. Was released in September, which marked the change to the more advanced, allowing for updated graphics and audio, while introducing four new characters.

Was released in February and was the last of the Street Fighter II releases for the arcades (until ), which introduced powered-up special moves called Super Combos and added a new hidden character. All six Street Fighter II games have ported to various platforms, both in individual releases and in compilations.

There have also been exclusive home versions such as (which was retroactively ported to the arcade) and. Was released exclusively for and adds two final characters who previously debuted outside Street Fighter II updates and actually the separate alternate forms of the two main Street Fighter II characters themselves.

• ^ 'Electronic Gaming Monthly's Buyer's Guide'.: 13–24. Retrieved January 18, 2015. Retrieved January 18, 2015. • ^ Patterson, Eric L. (November 3, 2011)...

Retrieved April 17, 2012. (3392-3405): 58. Retrieved January 25, 2012. Japan's Capcom Co. Has sold 12 million copies of its Street Fighter games worldwide and figures that 25 million Americans have played the games at home or in arcades. Archived from on 2015-02-08. Capcom Investor Relations..

September 30, 2013. Archived from on February 8, 2015. Retrieved November 9, 2013. • Emily Gera (October 31, 2013).... Retrieved November 9, 2013. • ^ • * IGN staff (2007)..

Retrieved June 16, 2011. • (in Japanese). Archived from on April 23, 2007. • ^ 'The Making Of. Street Fighter II'..: (108). 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. • 'Interview: The Men Who Make Street Fighter II!' Retrieved January 18, 2015. Retrieved January 18, 2015.

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Retrieved April 9, 2011. Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide.

• ^ Ste Curran (2004).. Retrieved April 11, 2011. When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each.

The figures were beyond massive — they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East. Measuring Worth. Retrieved April 25, 2011.

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The Official 30th Anniversary Salute To G.I. Joe 1964-1994.

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November 1996. 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. • Horwitz, Jeremy (July 8, 2002)... Retrieved March 4, 2012. • Mark Stephen Pierce (Atari Games Corporation) (1998).

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• • ^ • • • Further reading [ ] • Studio Bent Stuff (Sep 2000). All About Capcom Head-to-Head Fighting Games 1987-2000. Game History Series (Vol. 1) (in Japanese). Dempa Publications, Inc.. External links [ ].

July marks the first anniversary of the award-winning Street Fighter II release. For its publisher, Capcom, there's only one way to celebrate: SHOW 'EM WHO'S BOSS! Balrog laces on his bloodstained gloves. Vega sharpens his claw and hides his 'gorgeous' face behind a mask. Sagat stretches out his lengthy limbs.

Bison dons his cape, and Capcom finally unveils Street Fighter II Turbo for the Super NES! Overall, Turbo satisfies an fan's 'wish list' with awesome new features, such as the ability to play as the bosses, adjustable speed settings, enhanced sound, and almost all the moves found in the arcade game. You can even choose to play! Save Your Tokens SF II Turbo brings home a near-perfect version of the coin-gobbler, Turbo Street Fighter II: Champion Edition Hyper Fighting. Like the original Street Fighter II, Turbo is a head-to-head fighting game for one or two players.

You can battle in a single-elimination tournament against the computer, or you can take on a friend. The most noticeable improvement over the standard SFII is your ability to play as any of the 12 martial artists, including the bosses. (In the original, you could only choose among the eight main fighters.) Additionally, you can now play a character against himself or herself without having to enter a secret code. The two-player Versus mode is unchanged. A Street Fighter II-in-1?

Since it includes the option to swap between Champion Edition mode and Turbo mode, SF II Turbo maybe billed as 'two-games-in-one.' The differences between the two versions are minimal, so think of this feature as a 'switch' that can be turned on or off to suit your tastes. Some people like CE mode because Turbo has too many moves, while others prefer Turbo because it tends to be faster and more challenging.

Both versions feature the same tight, precise controls found on the original SF II. You can even use classic SF II joysticks, such as the Capcom Fighter Power Stick. Pick a Fight, Any Fight Whether you choose to play Champion Edition or Turbo, the graphics and sounds are the same. The only differences are the number of moves per character and their clothing colors.

Champion Edition mode is an excellent rendition of the coin-op classic. Each character gets one to two new or improved moves, such as Chun Li's Chest Flip Kick, Guile's double-hit Flash Kick, and Sagat's Throw. Since CE mode is based on Japan's Champion Edition arcade machine, there are a few extra surprises. Balrog can wipe out half of an opponent's lifeline with the Final Punch, a move that didn't appear until the Turbo arcade machine was released in the U.S. CE mode only comes up short when it comes to Re-Dizzy Combos, which are combination attacks that daze opponents twice in a row. In the arcade Champion Edition, M.

Bison and Balrog had Re-Dizzy Combos up their sleeves, but they've been left on the cutting room floor for this version. Turbo mode shadows its coin-op counterpart by offering one new move for the eight weakest characters. For example, Chun Li gets a Fireball, Dhalsim can Disappear, and E.

Honda has a Super Sumo Press. Turbo mode also emulates the arcade game with five selectable speed settings. At top speed, it's a tad faster than the Turbo coin-op and no slowdown! ProTip: Complicated moves, such as Sagat's Tiger Uppercut, are easier to execute with Turbo mode's faster speed settings.

Fight to the Top In either mode, the one-player tournament is more fun and more challenging than ever. You can now fight against all 12 opponents, including a clone of your own character. The barrel-breaking bonus stage rejoins the car and wall bonus stages, but the drums stage is still on hiatus. You even get the endings from the arcade game. While the computer opponent's artificial intelligence has increased, it's still no genius. The CPU now uses more 'cheap' attacks to frustrate you.

It will even throw a few multi-hit combinations, but you can exploit holes in the Al with counterattack patterns. You still pick from eight levels of challenge, and M. Bison's a real muther fud-drucker on Level 8! While the CPU is now smart enough to try 'cheap combos,' such as Zangief's Spinning Pile Driver combination.

It's still too gullible to avoid well-crafted traps. As Ryu or Ken, throw a Jab Dragon Punch to sucker Guile into using his Flash Kick, then nail him with a Fierce Dragon. Graphics: A Touch-up Job Street Fighter M's already awesome visuals get a minor cosmetic facelift in the Turbo edition, but remain essentially the same as the regular SNES versions. All the backgrounds are now recolored to match the arcade game's scenery. For example, the sunset behind Ryu's dojo has darkened to nightfall. A handful of minor moves and animation frames that were missing from the last SNES version have been replaced, such as E.

Honda's Knee Bash and Zangiefs Boston Crab. Most characters get new facial portraits, too. Some details from the arcade versions are still missing, though, such as the extra elephants in India. The sprites are also still a tad smaller than the arcade games. Hearing Double SF II Turbo sounds like a winner. Sound effects and voices dropped from its predecessor have been replaced, such as the announcer's 'You win' and 'Perfect.'

The audio is now in true stereo, which means you can hear Ryu shout 'Ha-do-ken' and Ken scream 'Sho-ryu-ken' from separate speakers -- at the same time! Crowd noise, a new effect not found in the coin-op, has been added, but it's nothing to shout about. Worth the Price of Admission? Despite minor quibbles with the Al of the computer, the repetitive crowd-noise effect, and the removal of Re-Dizzy Combos from CE mode, SF II Turbo is worth every penny for its boss and speed features alone. At 20 megs, expect street prices to top S80, but this game is a must-have masterpiece!

From the corners of the globe come twelve of the toughest fighters to ever prowl the streets. Choose your champion and step into the arena as one of the eight original challengers or as one of the four Grand Masters! Pound your opponent as Balrog and knock them out for the count.

Tower over your prey as Sagat and daze them with your awesome Tiger Shot. Slash your opponent with Vega's claw and send them running for cover.

Or strike fear into your enemies as M. Bison, the greatest Grand Master of them all! Here is an interesting challenge. Choose the VS. Mode in either the Turbo or Normal game.

Have players 1 and 2 pick their characters. At the Handicap and Stage Select screen, take controller 2 and press these buttons in this order: DOWN, R button, UP, L button, Y, B. You will hear some musical tones that indicate the trick worked. The screen will scroll to the left, revealing a menu for the two characters you chose. This menu consists of special moves which you can choose to leave on or turn off. For example: Vega's rolling claw can be turned off.

This will make it fair for the less experienced player to go against the more experienced player, and it's a challenge for all players by limiting their moves. • Manufacturer: Capcom • Machine: Super NES • Theme: Fighting • No. Of Levels: 12 World Warrior Superbouts!

After last year's phenomenal record-setting sales, you can't help but wonder how Capcom could possibly outdo themselves by coming out with a better game than Street Fighter 2. They didn't just go for the Champion Edition, they went all out with the Turbo Edition that has a speed-adjust setting and also a Normal mode which is really the Champion Edition.

So what you're getting is really two awesome fighting games in one! Not only is the speed updated but the moves and all the characters are pumped up as well. The graphics are the most colorful of any video game with much better music and sound. All the arcade animations have been fully restored including the missing barrel bonus round.

Get set for the hottest update to date with the year's top fighting game! One good Street Fighter II deserves three more! Cap- com's finally ready to triple your Street Fightin' pleasure with new-and-improved versions of 1992's 16-bit game of the year. It's Official!

Capcom came out of the beat- em-up closet on April 23, 1993 and spoke the magic words the whole continent's been waiting to hear: STREET FIGHTER II TURBO FOR THE SUPER NES! Gird up those karate costumes, boys and girls, 'cause the U.S. Is gonna be rockin', rollin', and fightin' once again come September. The new version has more moves, faster action, and hotter looks. Who's the Boss Now? SF II Turbo offers the Street Fightin' feature that has caused stacks of mail to flood our offices, each letter pleading with Capcom for the same thing-the ability to play as the four boss characters!

In addition to the original eight World Warriors, you can now assume the identity of U.S. Heavyweight boxer Balrog, Spanish bullfighter Vega, Thai kickboxer Sagat, or the mysterious dictator M.

Bison -- and no cheesy Game Genie codes are necessary! Turbo Makes Its Moves This game is hot from the arcades! It's based directly on Turbo SF II: Champion Edition Hyper Fighting, and Capcom plans a near-identical conversion.

If the company's actions match its words, all the characters will get new moves. Chun Li should throw Fireballs and bewilder opponents with a Chest Flip Kick. Blanka will get vertical with his new Rolling Attack.

Zangief will use a faster Spinning Clothesline. Vega will roll from one end of the screen to the other with his wicked claw extended. After Charging energy for 60 seconds, Balrog should be able to unleash the deadliest move in the game -- a Turn Punch which cuts off half of the opponent's lifeline! Other new attacks to watch for include Ryu and Ken's airborne Hurricane Kick, Guile's Knee Thrust and double-hit Flash Kick, E. Honda's moving Hundred Hand Slap and vertical Head Butt, and Dhalsim's faster Yoga Spear/Torpedo and infamous disappearing act. Feel the Need for Speed Plans call for the SNES version to offer two speed settings: a slower Champion Edition speed, and the 15 percent faster Turbo speed. Players can choose between the two settings!

No word yet on whether the game can handle the Turbo speed without slowdown. New Digs, New Outfits Capcom is quick to state that SNES Turbo is still on the drawing boards, but from the looks of these screens it's a safe bet that the game will get the full recolored look of the coin-op. Notice that Ryu's dojo rooftop level is now dark blue, the sun has set on Guile's air force base level, Zangief's industrial factory has a golden hue, and Ken's dock has deep purple tones.

The characters should also don new Turbo-colored uniforms. (See Ryu in his new light-blue garb.).