hide results

    FAQ by Eurocom

    Updated: 01/01/70 | Search Guide | Bookmark Guide

    
                    Super Street Fighter II Turbo - PC Version
                    ==========================================
    
                            Frequently Asked Questions
                            ==========================
    
        Compiled by Eurocom Developments Ltd.
    
        This is the OFFICIAL SSF2TPC FAQ.  It provides pointers/answers to the
        most Frequently Asked and easily answered questions about SSF2TPC that
        often get posted or e-mailed to us.
        
        All trademarks mentioned are acknowledged.
    
        This article is (C) Copyright 1995 by Eurocom Developments Ltd., 
        All rights reserved.  You are welcome to make copies and redistribute
        this article, as long as it is kept in its original form.
    
      CONTENTS:
      
      [1]. INTRODUCTION
    
          [1a] What is Super Street Fighter II Turbo?
          [1b] Who developed the game?
          [1c] Who published the game?
          [1d] Have Eurocom worked on other SF series games?
          [1e] Which version of the game is the PC version based on?
          [1f] What versions of the game are there?
          [1g] How do the versions differ?
          [1h] How do the difficulty levels relate to the arcade version?
          [1i] The game had problems on my system - why was it released?
          [1j] The game differs from the arcade - why was it released?
          [1k] What demo versions of the game have been released?
          [1l] Who would the developers like to thank?
          [1m] What's different from the arcade version?
          [1n] Non-US CD versions only - where's the CD music tracks?
          [1o] I've seen non-US CD versions on sale with a
               "special edition" sticker - what's different?
          [1p] Can you skip or speed up the presentation sequences?
          [1q] What do all the options do?
          [1r] What are the command-line options?
          [1s] Killing blocking characters on zero energy needs more
               than one hit.
          [1t] Can I redefine the actions of my pad buttons?
          [1u] Compressed Drives - Stacker, Doublespace, Drivespace etc.
          [1v] Swap File
          [1w] Windows 3.x and Windows 95
          [1x] Can I play the game under OS/2
          [1y] Installing takes a long time - what can I do?
    
      [2]. SOUND CARDS
    
          [2a] Why do I have to select a soundcard for sound effects
               and again for music?
          [2b] Why do I have to select a soundcard for CD music.
          [2c] Why is there no auto-detect for MIDI?
          [2d] I have a Gravis Ultrasound - any special tips?
          [2e] I have a Sound Galaxy Pro - any special tips?
          [2f] I have a Pro Audio Spectrum - any special tips?
    
      [3]. TACTICS
    
          [3a] Landing safely.
          [3b] Move list
    
      [4]. CHEATS AND SECRETS
    
          [4a] Are there any cheats?
          [4b] How can I play as the Super characters?
          [4c] How do I play as Akuma?
          [4d] How do I select a different colour for my character?
          [4e] How do you get to fight Akuma?
          [4f] How does Akuma differ from the arcade version?
          [4g] How do you get to see the credits?
    
      [5]. OTHER PROBLEMS
    
          [5a] Why do I have problems with the copy protection?
          [5b] Are there any patches available?
          [5c] Keyboard control isn't too good on my system - why?
          [5d] Why are some sound effects never used in the game?
          [5e] Why can you use only 1 4 or 6 button pad?
          [5f] Is there any way I can play with two 6 button controllers?
          [5g] The game seems to sometimes skip frames - why?
          [5h] Guile's sonic boom doesn't always animate right - why?
          [5i] Guile's flash kick doesn't always flash - why?
          [5j] Advice for low memory set-ups
          [5k] Advice for high memory set-ups
          [5l] Why is there such a long wait between bouts?
    
    ----------------------------------------------------------------------------
    REVISION HISTORY
    
        23rd May 1995  Initial release of SSF2TPC.FAQ. Compiled by 
                       Eurocom Developments Ltd..
    
    WHERE CAN I FIND THE FAQ?
    
        On the Internet, specifically in the Usenet newsgroups,
        look for it in alt.games.sf2, or alt.pc.games.action.
    
    ----------------------------------------------------------------------------
    
    Part [1].  INTRODUCTION
    
    
    -- [1a] ----------  What is Super Street Fighter II Turbo?
    
    Super Street Fighter II Turbo is the latest in the Street Fighter series of
    arcade games from Capcom.
    
    There are many incarnations of the game on a variety of formats but Super
    Street Fighter II Turbo is by far the most advanced of the range.
    
    The main features of this version are the new characters (THawk, Cammy,
    Feilong and Deejay plus the secret character/boss Akuma) and the Turbo bar.
    This is charged up during gameplay to allow devastating Super Combo moves to
    be performed on your opponent.
    
    
    -- [1b] ----------  Who developed the game?
    
    The game was developed by Eurocom Developments Ltd.. We have no other
    connection to GameTek.
    
    
    -- [1c] ----------  Who published the game?
    
    The game was published by GameTek. They have no other connection to Eurocom.
    
    
    -- [1d] ----------  Have Eurocom worked on other SF series games?
    
    No.
    
    
    -- [1e] ----------  Which version of the game is the PC version based on?
    
    The PC version is based solely on the SSF2T arcade machine. If you see
    features in any other versions of the SF series on any format
    e.g. ARCADE/PC/3DO/SNES/GENESIS etc. then don't expect them to be present
    or work the same in this version.
    
    
    -- [1f] ----------  What versions of the game are there?
    
    The game was released on two media formats - CD-ROM and Floppy Disk. The
    differences between these versions are that the CD version was shipped
    with CD Audio music while the floppy version was shipped with MIDI music.
    The game itself is no different.
    The 1.5 patch available for the CD version will provide a MIDI option.
    
    The game was released in a number of territories namely
    
            US
            Europe excluding Germany
            Germany
    
    The European version has also made its way to Australia and the Far East.
    
    There are a number of demo versions available. These are detailed below.
    
    
    -- [1g] ----------  How do the versions differ?
    
    The German version has all blood removed from the game, since their laws do
    not allow video games to portray blood. Installation language is German.
    
    The European version has language support for French and English.
    
    All demos are a cut down version of the final release. They incorporate one
    level (USSR or Zangief's level) and two characters (Chun Li and Ryu).
    Tournament mode, Super characters and Akuma are also unsupported in the demo.
    
    
    -- [1h] ----------  How do the difficulty levels relate to the arcade version?
    
    The arcade machine can be set internally to a difficulty level of 1 to 8.
    However, there are 2 sets of 8 difficulty tables, that seem to be selected
    on the territory the arcade machine is running in. In all, there are a total
    of 12 unique difficulty tables (i.e. the last 4 of set 1 and the first 4 of
    set 2 are the same), and so the PC version has a difficulty setting of
    1 to 12 (i.e. you can select all possible difficulty settings).
    This level affects how good the CPU players are, and how much damage the
    CPU player does to you per hit among other things. On the arcade machine,
    you have no control over this and no way of knowing what it is set to, so
    you will need to experiment with the PC difficulty setting until you find
    the level that "feels" like the setting you are used to.
    
    
    -- [1i] ----------  The game had problems on my system - why was it released?
    
    While we tested the game extensively on as many hardware combinations as
    we could before release, due to the enormous diversity found on PC systems, 
    it is simply not possible to check every combination. Once aware of these
    problems, we provided via patches new versions of the soundcard set-up
    program, soundcard drivers, CD drivers and DOS extender, to eliminate these
    problems.
    
    
    -- [1j] ----------  The game differs from the arcade - why was it released?
    
    While we tested the game extensively before release, some bugs and
    differences between the arcade and PC versions crept in during the conversion 
    process. Due to the number of characters and number of moves they can
    perform, testing all possible combinations is extremely difficult and time
    consuming. Many of these problems were only spotted by expert SSF2T players, 
    (we are not expert players, by the way, but are much better than we were!) and
    once aware of these problems, we attempted to fix them via patches.
    
    
    -- [1k] ----------  What demo versions of the game have been released?
    
    A number of demo versions of Super Street Fighter II Turbo have appeared.
    
    These are the Internet demo, the PC Format cover disk (also released on
    PC Attack), and the demo that GameTek distributed to magazines at the recent
    ECTS (Spring '95).
    
    The Internet demo was released directly from Eurocom and can be patched to the
    latest version to incorporate the latest bug fixes and updates.
    
    The PC Format/PC Attack cover disk was released just before the Internet demo
    and final release. It is not quite as advanced as the Internet demo, but is
    the best available cover disk. The CD Format demo includes 3 CD Audio tracks.
    
    The demo distributed at ECTS was a very early version which should not really
    have been made available for general release. Many problems which may come up
    in this version have no relation to either other demos or final release.
    
    
    -- [1l] ----------  Who would the developers like to thank?
    
    The many people who have e-mailed and posted comments, suggestions and
    differences from the arcade version, and also those who have been very
    helpful in running test patches/programs for us on problem hardware which we
    are unable to obtain. We have tried to implement as many of these as possible 
    via patches as fast as we could, and we think the game is much improved for
    them. Once again, thanks to everyone who contributed.
    
    
    -- [1m] ----------  What's different from the arcade version?
    
    When developing SSF2TPC, we tried to convert the arcade version as faithfully 
    as possible. However, due to the limitations of a PC, there are necessarily
    some differences. These are :-
    
     i)     Screen Size -   Arcade  384 Wide * 240 High pixels
                            PC      320 Wide * 200 High pixels
            This makes the play area of the PC version slightly smaller than that
            of the arcade machine. For this reason the sprites appear to be larger.
            We decided at an early stage not to scale the sprites and backgrounds
            down to maintain the detail and quality of the graphics.
     ii)    Akuma Boss.
            The Akuma vs. Bison cut scene was implemented but with a few changes
            These are detailed elsewhere in this document.
     iii)   Statues on Bison's level do not break.
            The graphics were taken directly from the ROM image that makes up the
            arcade machine. However in the file that we had, the broken statues
            were missing. We did not have enough time to redraw these graphics,
            so this feature is missing. Barrels on Ken's level and Crates on
            Guile's level are fully breakable.
     iv)    Some background animations are missing.
            A few less noticeable background animations were left out of the game
            to maintain game speed and keep memory overheads reasonable. e.g.
            Birds on THawk's level.
     v)     Controller sequences for moves.
            All moves are implemented directly from the arcade source, so the
            controller combinations and timings are the same. However, due to the
            need for 2-button controller and keyboard support, and hardware
            limitations of some keyboards, moves that require all 3 punch/kick
            buttons to be pressed, now only need medium & hard punch/kick
            buttons to be pressed.
     vi)    Start button.
            Since the main controller would be the six button pad, and a start
            button would require 7 buttons, the start button was not implemented.
            In those instances where a start button is required (e.g. colour cheats
            on player select), two buttons will do the same.
     vii)   Vs. Mode.
            This was added to enable players to compete in their own tournaments 
            and also to play any characters on any level without having to 
            battle through the game each time.
    
    8. The lose screen has been altered slightly after numerous
    requests to allow speed up during the text printing section.
    
    9. On the VS screen, if one player has the continue counter active, the screen
    will not begin to load the next bout until the timer has completed. The reason
    for this is that in the arcade, the timer would continue into the game. In the
    PC version this was not done to maintain game speed by minimising the number
    of unnecessary processes. The same problem occurs with high score entry for
    the same reasons.
    
    
    -- [1n] ----------  Non-US CD versions only - where's the CD music tracks?
    
    The initial batch of the European CD version which was shipped to the UK,
    France, Australia and Hong Kong, has the CD audio tracks missing, and so
    no music can be heard in the game.
    
    For those people who have already purchased SSF2T PC, a replacement audio CD
    is available free of charge from GameTek. You merely use this CD instead of
    the install CD when playing the game to get full CD Audio.
    
    GameTek UK can be contacted on +44 (0)1753 553445.
    
    
    -- [1o] ----------  I've seen non-US CD versions on sale with a
    --      ---------- "special edition" sticker - what's different?
    
    The only difference is this version contains the missing CD-audio tracks.
    
    
    -- [1p] ----------  Can you skip or speed up the presentation sequences?
    
    The speed ups on the between game screens have been ported directly from the
    arcade machine.
    
    
    -- [1q] ----------  What do all the options do?
    
     i)     Player one control
            Selects the control method for player one from
                    Keyboard
                    2 button joystick
                    4 button joypad
                    6 button joypad
     ii)    Calibrate Joystick/Redefine Keys Player One
            Depending upon the control method selected, this allows you to
            redefine the player keys or calibrate your game paddle.
     iii)   Player two control
            Selects the control method for player two from
                    Keyboard
                    2 button joystick
                    4 button joypad
                    6 button joypad
     iv)    Calibrate Joystick/Redefine Keys Player Two
            Depending upon the control method selected, this allows you to
            redefine the player keys or calibrate your game paddle.
     v)     Difficulty
            Selects the difficulty level of the game. There are 12 settings. The
            first 4 are very easy while 5 to 12 represent the 8 difficulty levels
            in the arcade machine.
            This setting controls the difficulty that the computer characters and
            players begin at, and how fast the difficulty level goes up. Please
            note that the game will increase the difficulty during play depending
            on how the player fares. (Continues step up the difficulty!)
     vi)    Time Limit
            This turns the time for rounds on or off.
     vii)   Background Animation
            This turns off the animation in the background e.g. the dancers on
            Deejay's level. This can help speed up a level.
     viii)  Parallax
            This turns off the parallax scrolling on the levels. e.g. the hills
            in Cammy's level. It will not turn of the parallax floor at the
            front of the levels. This can help speed up a level.
     ix)    Frame Lock
            This controls whether or not the game ties frame drawing to the
            vertical refresh. This can help prevent shearing on faster machines.
     x)     Music speed up
            Determines whether or not the music speedup plays when close to KO.
            On CD versions the game may pause when beginning the KO section
            of the music. This is due to the CD hardware and cannot be overcome.
            There are 3 options, ON, OFF, ALWAYS. ALWAYS will always use the stage
            KO music rather than the normal stage music.
     xi)    Sound FX Volume
            Select sound effect volume
     xii)   Music Volume
            Select music volume
     xiii)  Music Test
            Play the selected track
     xiv)   SFX Test
            Play the selected Sound Effect
     xv)    Auto Set-up
            Although mentioned in the manual, this option was removed prior to
            release.
    
    
    -- [1r] ----------  What are the command-line options?
    
    Super Street Fighter II Turbo now has a number of command line options. These
    are:
    
        NOSFX   - Run Super Street Fighter II Turbo without Sound Effects
        NOMUSIC - Run Super Street Fighter II Turbo without Music
        NOSOUND - Run Super Street Fighter II Turbo without Sound Effects or Music
    
        CD Version only
    
        MIDI       - Run Super Street Fighter II Turbo without MIDI Music not
                     CD Audio
        NOCDINST   - Disable Mixer control
        NOCDSTATUS - Disable CD ROM status checking. This may speed up gameplay
                     on machines where the CD ROM is causing slowdown. This also
                     enables SONY CD ROM drives to correctly handle the CD Audio.
    
        USEAGE: SSF2T <option> at the command prompt where option is one of the
                               above options.
    
    
    -- [1s] ----------  Killing blocking characters on zero energy needs more
    --      ----------  than one hit.
    
    Due to the differences in screen size between the PC version and the Arcade,
    the energy bars also required resizing. This means that when an energy bar
    appears to be at zero, it may actually be at 1 unit of energy. This means that
    two hits would be required to kill the character since the character dies
    when energy falls below zero.
    
    
    -- [1t] ----------  Can I redefine the actions of my pad buttons?
    
    This has now been implemented. It is available in patches 1.4 and upwards
    using the file 'PAD.CFG'. Edit this file in any text editor to configure
    the buttons for your 4 or 6 button pad. Full instructions can be found in
    this file.
    
    
    -- [1u] ----------  Compressed Drives 
    
    Super Street Fighter II Turbo appears to work fine on compressed drives.
    On drives with very small amounts of free space however, the swap file
    system may run intro problems, as the DOS extender will not be expecting
    to receive a disk-full error writing to the swap file once it has initially
    created it succesfully. Although the effects of this may not be noticeable,
    it is possible that Super Street Fighter II Turbo may crash or quit with an
    out of memory error.
    
    
    -- [1v] ----------  Swap File
    
    Super Street Fighter II Turbo will analyse the free memory on your machine 
    when it starts up. It will then create a swap file if needed to bring the 
    total up to 16Mb. The swap file allows the game to run on systems which 
    would otherwise have insufficient memory.
    
    
    -- [1w] ----------  Windows 3.x and Windows 95
    
    Super Street Fighter II Turbo does not currently run under Windows. This is
    due to the DPMI manager that the game uses. Should the DPMI manager ever be
    updated to remedy these problems, an appropriate patch will be released.
    
    Windows 3.x users should quit to DOS before running Super Street Fighter II
    Turbo.
    
    Windows 95 users should use Shutdown - Restart computer in MS-DOS mode.
    
    
    -- [1x] ----------  Can I play the game under OS/2
    
    Super Street Fighter II Turbo has not been tested under OS/2. It may run or
    it may suffer similar problems to running under Windows.
    
    If you have problems, try running the game from a DOS bootup.
    
    
    -- [1y] ----------  Installing takes a long time - what can I do?
    
    Although you can't run the game under Windows/Windows 95, due to their
    advanced file handling routines, the game can be installed very much
    faster under these operating systems.
    
    ----------------------------------------------------------------------------
      
      [2]. SOUND CARDS
    
    
    -- [2a] ----------  Why do I have to select a soundcard for sound effects
    --      ----------  and again for music?
    
    Some users have two sound cards in the same machine. This facility is mainly
    for these users.
    
    
    -- [2b] ----------  Why do I have to select a soundcard for CD music.
    
    The CD-audio drivers are able to enable the CD-audio output line directly
    on certain soundcards, as some soundcard drivers do not do this by default
    after bootup, resulting in no CD-audio. For this reason, the music card
    selection process is necessary.
    
    
    -- [2c] ----------  Why is there no auto-detect for MIDI?
    
    MIDI ports are generally in the 300 HEX address range on a PC. However, this
    is also the place where many SCSI cards reside. Auto detection is thus not
    used to avoid possible problems with SCSI cards.
    
    
    -- [2d] ----------  I have a Gravis Ultrasound - any special tips?
    
    For MIDI music on the floppy disk version of PC Super Street Fighter II Turbo
    you must run LOADPATS.EXE before running the game.
    
    
    -- [2e] ----------  I have a Sound Galaxy Pro - any special tips?
    
    PC Super Street Fighter II Turbo does not directly support this card, but
    sound effects and music can be used by selecting a Sound Blaster Pro in the
    install program. You may see a warning when you try to run the game that
    the settings are incorrect. Ignore this and you should get full sound.
    
    
    -- [2f] ----------  I have a Pro Audio Spectrum - any special tips?
    
    Please ensure that the drivers supplied with your cards are loaded before
    trying to run the game. If you get an error message similar to the
    following
            'specified driver is not loaded'
    you need to load your drivers before running PC Super Street Fighter II Turbo.
    See your sound card manual for full details.
    
    Also ensure that Sound Blaster emulation is disabled when running
    PC Super Street Fighter II Turbo. If the emulation mode is on the game may
    crash or hang.
    
    ----------------------------------------------------------------------------
    
      [3]. TACTICS
    
    
    -- [3a] ----------  Landing safely.
    
    The manual claims that a throw move needs to be done to land safely from a
    throw. This is incorrect. The player need only use a punch to land safely.
    
    
    -- [3b] ----------  Move list
    
    Rather than repeat the move list here we recommend that you download the
    official SSF2T FAQ available on the Internet. The moves for the PC version
    correspond to the moves for the arcade version.
    
    The only difference is that moves which require 3 punches/kicks on the arcade
    to activate, use medium + hard punch/kick on the PC. This was to remove some
    of the keyboard problems discussed previously.
    
    ----------------------------------------------------------------------------
      
      [4]. CHEATS AND SECRETS
    
    
    -- [4a] ----------  Are there any cheats?
    
    There is a small set of cheats. It is up to you to find them.
    There are cheats to recharge your energy and to kill either player
    instantly. Happy hacking!
    
    
    -- [4b] ----------  How can I play as the Super characters?
    
    The feature to play as any of the 16 characters from Super Street Fighter II
    is fully implemented. These are selected from the player select screen
    in the following manner :-
    
    First select your character with short jab, then use the moves from the
    following list for the selected character :-
    
            RYU             RIGHT,  RIGHT,  RIGHT,  LEFT
            HONDA           UP,     UP,     UP,     DOWN,
            BLANKA          RIGHT,  LEFT,   LEFT,   LEFT,
            GUILE           UP,     DOWN,   DOWN,   DOWN,
            THAWK           RIGHT,  RIGHT,  LEFT,   LEFT,
            FEILONG         LEFT,   LEFT,   RIGHT,  RIGHT,
            BISON           RIGHT,  LEFT,   LEFT,   RIGHT,
            SAGGAT          UP,     DOWN,   DOWN,   UP,
            KEN             LEFT,   LEFT,   LEFT,   RIGHT,
            CHUNLI          DOWN,   DOWN,   DOWN,   UP,
            ZANGIEF         LEFT,   RIGHT,  RIGHT,  RIGHT,
            DHALSIM         DOWN,   UP,     UP,     UP,
            CAMMY           UP,     UP,     DOWN,   DOWN,
            DEEJAY          DOWN,   DOWN,   UP,     UP,
            BALROG          LEFT,   RIGHT,  RIGHT,  LEFT,
            VEGA            DOWN,   UP,     UP,     DOWN,
    
    and finish with short jab.
    
    You are now playing with the Super Street Fighter II character.
    
    
    -- [4c] ----------  How do I play as Akuma?
    
    To select Akuma as your character use the following on the player select
    screen:
    
    Goto RYU and wait for 4 Seconds
    Goto GUILE, wait 4 Seconds
    Goto THAWK, wait 4 Seconds
    Goto CAMMY, wait 4 Seconds
    Goto RYU, wait 4 Seconds
    Short Jab
    
    Ryu's face will become Akuma's shadow and you are now playing as Akuma.
    
    
    -- [4d] ----------  How do I select a different colour for my character?
    
    When selecting your character on the player select screen, you can choose one
    of 8 different colours as follows :-
    
    Each punch and kick button will give a separate colour when used as the
    selector. This provides 6 of the 8 colours.
    Press and hold any punch or kick button for the 7th colour.
    Press and hold any 2 punch or kick buttons for the 8th colour.
    
    
    -- [4e] ----------  How do you get to fight Akuma?
    
    When playing Super Street Fighter II Turbo, under certain circumstances, Akuma
    (the secret character) will come on when you are about to fight Bison. He will
    then kill Bison, and you fight Akuma as the last character.
    
    
    -- [4f] ----------  How does Akuma differ from the arcade version?
    
    The PC version handles this in a slightly different way to the arcade machine.
    In the arcade, the dead body of Bison will remain on screen throughout all
    rounds. On the PC version, after the cut scene of Bison vs. Akuma, Bison will
    no longer appear on screen. The main reason for this was to maintain game
    speed and reduce memory overheads. If Bison had been left on screen, the
    plotting of this extra sprite, together with the memory overhead would have
    reduced game speed, and therefore playability.
    
    
    -- [4g] ----------  How do you get to see the credits?
    
    There are two ways to see the credits.
    
    1 - Fight Akuma and win. The credits come up instead of the usual end
    sequence.
    
    2 - Win the game on one of the higher difficulty levels. The credits will
    appear after the usual end sequence.
    
    
    ----------------------------------------------------------------------------
      
      [5]. OTHER PROBLEMS
    
    
    -- [5a] ----------  Why do I have problems with the copy protection?
    
    After the game was completed, the manual was changed at the last minute.
    As the copy protection is based on the manual, the words on certain page
    numbers are incorrect. This will be fixed from patch 1.5 onwards.
    
    
    -- [5b] ----------  Are there any patches available?
    
    There are a number of patches available for the game. The latest is 1.5.
    We do not recommend using any patch with an earlier version.
    
    
    -- [5c] ----------  Keyboard control isn't too good on my system - why?
    
    Due to the nature of the PC keyboard, only a limited number of keypresses
    can be recognised at any one time. This is further limited by the actual
    layout of the keys. Certain combinations of keys will cause conflicts so
    that if more than one key in a particular area is pressed, not all will
    be recognised. The default key assignments were made with this in mind.
    The best way is to experiment with combinations of your own until you find
    a suitable set-up.
    
    
    -- [5d] ----------  Why are some sound effects never used in the game?
    
    All sound effects were converted from the arcade. However, since the arcade
    machine was shipped in a number of areas, each of which had slight
    differences, some of the sound effects will not be used in the PC version.
    There are also a few sound effects that were purely for Tournament Mode
    (the arcade link up system) which again are not used by the PC version.
    
    
    -- [5e] ----------  Why can you use only one 4 or 6 button pad?
    
    Due to the design of the PC hardware for handling game paddle inputs, there
    are a limited number of signals that can be processed by the PC Game port.
    
    To put this simply, there are 8 input bits from the gameport.
            2 Button joystick uses 4 of these input bits.
            4 Button joypad uses 6 of these input bits.
            6 Button joypad uses all 8 of these input bits.
    This means that you can only have 2 two button joysticks or one 4 button
    joypad or one 6 button joypad connected at any one time.
    
    
    -- [5f] ----------  Is there any way I can play with two 6 button controllers?
    
    Yes, use a true 6 button pad for one controller, and a 6 button
    keyboard emulator pad for the other.
    
    
    -- [5g] ----------  The game seems to sometimes skip frames - why?
    
    In order that Super Street Fighter II Turbo could run on all machines at a
    similar game speed, a timer system was used which runs at the rate of the
    video refresh. This means on slower machines, where the game takes longer
    than one video refresh cycle, the game will skip frames.
    
    Without this system, the game becomes unplayable on low end PC's.
    
    However, the system does have a couple of problems. On low end PC's due to
    the frames that are skipped, certain animations look incomplete (see Guile's
    sonic boom below).
    
    
    -- [5h] ----------  Guile's sonic boom doesn't always animate right - why?
    
    Guile's sonic boom is fully animated, but is one of the largest fireballs in
    the game. For this reason, on slower machines the sonic boom may not appear
    in full, since the machine is not fast enough to display all the graphics
    data in one frame. This will lead to the impression that the boom is only
    partially visible or fully visible but not spinning.
    
    
    -- [5i] ----------  Guile's flash kick doesn't always flash - why?
    
    Guile has two sets of animations for the flash kick. One has the flash and
    one does not. The selection of which animation to use is random, so sometimes
    his flash kick has no flash. Also the frame skipping previously described may
    reduce the chance of actually seeing the flash kick.
    
    
    -- [5j] ----------  Advice for low memory set-ups
    
    If you have less than 4 MB of RAM, the game will not have enough memory
    available to run, so it will use virtual memory on disk. This enables the game
    to run on limited memory systems, but means a large drop in performance. The
    less the game uses virtual memory the faster it will run.
    
    - Remove memory resident programs e.g. disk caches.
    - Remove memory managers - the game will run with only HIMEM.SYS installed.
    - Try turning off Parallax and Animations to reduce the memory required.
    - Try turning sound off by using one of the command line options. This will
      also help free up more memory.
    - You might consider purchasing a memory upgrade - every MB of RAM you add
      will increase performance.
    
    
    -- [5k] ----------  Advice for high memory set-ups
    
    If you have enough RAM so that a swap file of 0K is required, allocate any
    remaining RAM to a disk cache program, as this will speed up the loading
    of files between stages.
    
    
    -- [5l] ----------  Why is there such a long wait between bouts?
    
    Between bouts, the game loads all data required for a particular level
    and character selection. To reduce memory overheads no data is stored between
    rounds.
    
    This reduces the likelihood of unnecessary virtual memory usage and memory
    fragmentation. This helps maintain the high speed of gameplay that Super
    Street Fighter II Turbo offers.
    
    We considered gameplay to far outweigh the slowdown that becomes possible
    with loading large amounts of data between rounds.
    
    The delay can be minimised through the use of a disk cache program.
    
    
    <END>
    

    FAQ Display Options: Printable Version