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Street Fighter Collection
Street Fighter Collection
from Wikipedia

Street Fighter Collection
DeveloperCapcom
Publishers
SeriesStreet Fighter
PlatformsSega Saturn, PlayStation
ReleaseSaturn
PlayStation
GenreFighting
ModesSingle-player, multiplayer

Street Fighter Collection is a 1997 fighting game compilation developed and published by Capcom for the Sega Saturn and PlayStation. It contains the original Super Street Fighter II: The New Challengers (1993), its follow-up Super Street Fighter II Turbo (1994), and an enhanced version of Street Fighter Alpha 2 titled Street Fighter Alpha 2 Gold (Street Fighter Zero 2 Dash in Japan and Street Fighter Alpha 2 Prime in Europe),[citation needed] which is exclusive to this compilation.

A follow-up, Street Fighter Collection 2, which contains the first 3 editions of Street Fighter II, was released as part of the Capcom Generations line.

Gameplay

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The Super Street Fighter II games are ported from their original CPS II arcade versions. After selecting either game from the Street Fighter Collection title screen on the first disc, the player is taken to the attract mode from the game they have selected. Both games feature the standard "Arcade", "Versus" and "Option" modes. In Super Turbo, the Super Street Fighter II versions of the returning characters, as well as the hidden character Akuma, are playable through easier means compared to the ones provided in the original arcade version. The international versions of Super Turbo have an easier AI than the arcade version; they may be based on the original Japanese version (Super Street Fighter II X) which contained a similarly easier level of difficulty.

Street Fighter Alpha 2 Gold is based on Street Fighter Zero 2 Alpha,[5] an enhanced version of the original Street Fighter Alpha 2 released for the arcade in Japan, Asia and South America. All the game modes and features in the previous PlayStation and Sega Saturn versions of the original Alpha 2 are featured, with the exception of the exclusive "Gallery" mode in the Sega Saturn version. Evil Ryu, who was selectable in the Sega Saturn version of the original Alpha 2 but not in the PlayStation version, is featured in both versions of the game,[5] along with Champion Edition-style renditions of all the Street Fighter II characters featured in the game. This version includes the debut of Super Street Fighter II character Cammy in the Alpha series. She is selectable as a hidden character in the game's "Versus" and "Training" modes.[6][7] The version of this Cammy is the same one previously featured in X-Men vs. Street Fighter, which depicts Cammy as a Shadaloo agent working for M. Bison before joining Delta Red.

Reception

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Reviews were complimentary toward Street Fighter Collection's arcade-perfect conversions,[8][9][10][11][12][14] but judged the selection of games too weak to be worth buying.[8][9][10][11][12][14][15] In particular, critics were puzzled that Capcom chose to include Super Street Fighter II, widely regarded as one of the weakest in the series, over more beloved Street Fighter games,[8][9][12] and found Street Fighter Alpha 2 Gold too similar to the original Alpha 2, which most of the compilation's prospective audience would already own, since critically acclaimed conversions of Alpha 2 had already been released for both the Saturn and the PlayStation.[8][9][10][11][12] The inclusion of Super Street Fighter II Turbo was met with widespread approval, but considered insufficient reason to buy the collection on its own. Sega Saturn Magazine's editor-in-chief Rich Leadbetter concluded that, "Is the game worth buying if you already own Street Fighter Alpha 2 (and you should be ashamed of yourself if you don't)? Well, to be brutally honest, I would have to say 'no'. Super Street Fighter 2 Turbo is a cool game, but it is old and it isn't really worth the full whack."[12] Jeff Gerstmann of GameSpot additionally felt that Street Fighter Collection should have included the entire series, remarking "Capcom truly missed out on a great opportunity by releasing a 'collection' that is obscenely incomplete."[10][11]

GamePro offered a somewhat different viewpoint, opining that Alpha 2 Gold is a worthwhile game but the other two are outdated and have no value beyond nostalgia.[14][15] While most critics did not compare versions, Kelly Rickards of Electronic Gaming Monthly (EGM) scored the Saturn version half a point higher because he felt the Saturn controller much better suited to fighting games, and his co-reviewer Sushi-X, while giving the two versions equal scores, said the PlayStation version is slightly better due to the Saturn version having some visual glitches.[8][9]

Despite the criticisms expressed in their reviews for the compilation, Street Fight Collection was a hit at EGM's 1997 Editors' Choice Awards, taking "Fighting Game of the Year" and "Best Compilation", as well as a runner-up for "Saturn Game of the Year" (behind Saturn Bomberman). In naming it "Fighting Game of the Year" the editors explained that, in spite of the advances fighting games had made in both graphics and realism, they still felt the classic Street Fighter games were the best of the genre.[16]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Street Fighter Collection is a 1997 fighting game compilation developed and published by Capcom for the PlayStation and Sega Saturn consoles. Released on November 30, 1997, in North America for PlayStation, the collection bundles three titles from the Street Fighter series: Super Street Fighter II, Super Street Fighter II Turbo, and an enhanced version titled Street Fighter Alpha 2 Gold. As a two-disc set, it provides arcade-accurate ports with modes including Arcade, Versus, and Options, supporting 1-2 players and featuring 27 playable fighters across the games, including hidden characters like Akuma and Cammy. The compilation marked the first wide Western home console release of on the , preserving the original arcade visuals and audio while adding enhancements such as new animations and moves in . It received acclaim for its faithful recreations and value as a of the series' , earning awards like runner-up for Saturn Game of the Year and of the Year from in 1998. Notable for introducing console players to advanced mechanics like Akuma Mode in the Alpha title, the collection helped bridge arcade heritage with home gaming, influencing later anthologies.

Overview

Development

In the wake of the immense arcade success of the series and the burgeoning titles released between 1995 and 1996, initiated the development of Street Fighter Collection to package these hits for home console audiences, extending their popularity beyond arcades. 's internal development teams handled the project, prioritizing arcade-perfect ports that reused and adapted the original arcade codebases for the and PlayStation hardware. This approach preserved the core visual and audio fidelity of the source material while optimizing for console limitations. Key technical challenges involved emulating the CPS-2 arcade board's advanced 2D graphics pipeline on both platforms. On the , developers leveraged its dual GPUs and direct drawing capabilities—superior for sprite-based rendering compared to prior 16-bit systems—to handle complex sprite scaling, , and layering without compromises. For the PlayStation, the team navigated its reliance on the engine for 2D tasks by fine-tuning sprite processing and , achieving consistent 60 FPS frame rates to replicate the arcade's responsive . These adaptations ensured the ports surpassed earlier console versions in accuracy and . The selection of games emphasized broad appeal and novelty: and its Turbo variant were chosen for their status as refined evolutions of the iconic formula, while Gold served as an upgraded iteration with exclusive enhancements like additional playable characters, distinguishing the collection from individual releases. This curation aimed to deliver a comprehensive yet accessible entry point for series enthusiasts, particularly addressing the limited Western availability of Turbo on prior consoles.

Release and Platforms

Street Fighter Collection was initially released in Japan for the on September 18, 1997, with the PlayStation version following on October 23, 1997. The compilation was published by for both platforms, targeting the growing 32-bit console market during the intense competition between and . In , the edition launched in November 1997, while the PlayStation version arrived the same month. European releases for the occurred throughout 1997, whereas the PlayStation port was delayed until July 1998. The game was distributed by in Japan and , with Virgin Interactive handling European markets. The version leveraged the console's dual-processor architecture for arcade-accurate 2D sprite rendering and graphical fidelity, while neither included online play, as widespread console networking was not yet available in 1997. Launch pricing in was set at 5,800 yen for the Saturn edition. positioned the as a premium "best-of" anthology of titles amid the 32-bit console wars, with some regional bundles including instructional materials to appeal to competitive players.

Included Games

Super Street Fighter II: The New Challengers

is a fighting developed and published by as an upgraded version of , released in arcades on September 10, 1993, in and later internationally. This iteration expands the series by replacing the four boss characters from Champion Edition with four new playable fighters—Cammy, Fei Long, , and T. Hawk—while retaining the original eight characters, resulting in a total roster of 12 playable fighters. The update introduces refined animations, new special moves for existing characters, and overall balance adjustments to enhance competitive play. Key gameplay enhancements include the introduction of chain combos, allowing players to link light normal attacks into special moves for extended offense, a feature absent in prior versions. Certain characters can perform air throws, adding depth to jump-based strategies, while the CPU opponents feature improved behavioral patterns for more challenging matches. Unique stages accompany the new characters, such as Dee Jay's Jamaican beach and T. Hawk's Mexican ruins, alongside updated versions of classic locales like the Spanish Bullring, all redrawn with enhanced graphics and interactive background elements. The expanded roster emphasizes diverse movesets, exemplified by Cammy's agile Spiral Arrow—a spinning —and Fei Long's acrobatic Rekka punches, which promote rhythmic combo potential. These additions shift the focus toward faster, more technical engagements compared to the base . In the Street Fighter Collection compilation for PlayStation (1997), Super Street Fighter II: The New Challengers is faithfully recreated from its original arcade hardware, supporting two-player versus modes and including high-score saving to for persistent progress. The port emulates arcade options for adjusting difficulty levels and round settings, akin to dip switch configurations, ensuring authenticity for home play. This version later evolved into with speed increases and additional characters.

Super Street Fighter II Turbo

Super Street Fighter II Turbo, released in arcades on February 23, 1994, by for the CPS-II hardware, served as the definitive and final update to the Street Fighter II series. This version introduced the super combo gauge system, a mechanic that builds during matches and enables powerful super moves for each character, marking the first implementation of such a feature in the franchise. It also added the hidden character Akuma, unlockable as a secret boss through specific arcade mode conditions such as completing the game without continues, without losing any rounds, and within a time limit, enhancing the roster with his aggressive, high-damage moveset including the Shun Goku Satsu. Balance adjustments were made to specials, such as reduced recovery frames, allowing for tighter and more fluid , while new ending sequences provided unique story conclusions for each character upon completing the arcade mode. A key innovation was the Turbo mode, which selectable speed settings that accelerate the overall pace of matches, making actions quicker and requiring greater precision from players compared to prior iterations. This mode, alongside normal speed options, addressed criticisms of slower pacing in earlier versions and contributed to the game's reputation for intense, fast-paced fights. Existing characters received enhancements, including new moves like Chun-Li's Tenshokyaku anti-air kicks, which added vertical options to her arsenal and exemplified the update's focus on expanding tactical depth without overhauling core mechanics. In the Street Fighter Collection released in 1997 for platforms like the and PlayStation, Super Street Fighter II Turbo is emulated faithfully using the original arcade ROM, preserving its authentic visuals, sound, and mechanics. The port supports versus mode for same-screen multiplayer, allowing two players to compete locally just as in arcades, and includes configurable options for original speed versus Turbo mode to cater to different playstyles. These features ensure the version stands as the capstone of the Street Fighter II lineage within the compilation, offering enhanced accessibility while retaining the challenging essence of its 1994 debut.

Street Fighter Alpha 2 Gold

Street Fighter Alpha 2 Gold serves as an enhanced console port of the 1996 arcade title , featured as the third game in the . Developed and published by , it is positioned as a prequel to , bridging the narrative gap by depicting events shortly after the original and prior to the World Warrior tournament. The storyline delves into the origins of Psycho Power, centering on M. Bison's ambitions to harness this supernatural energy through his criminal syndicate Shadaloo, while incorporating stage-specific rival encounters that deepen character motivations and interpersonal conflicts. The base roster comprises 13 returning characters from Street Fighter Alpha, including staples like Ryu, Ken, and , expanded to 18 playable fighters with the addition of five newcomers: the schoolgirl Sakura, assassin Gen, military operative Rolento, wrestler , and yogi . The Gold edition unlocks hidden characters such as —a Delta Red special forces agent—and Evil Ryu—a corrupted version of the protagonist influenced by the Satsui no Hado—from the outset, bypassing arcade unlock requirements, alongside new color edits for visual customization. It also introduces exclusive modes like Dramatic Battle, enabling tag-team fights where two allied characters confront a single opponent in sequence, adding strategic depth to versus play. Gameplay emphasizes innovative mechanics tailored to the Alpha series, including Alpha Counters that allow players to perform a attack during an opponent's blocked combo, promoting defensive aggression. Chain combos form a core system, with linking light attacks into heavier ones varying by character archetype—for instance, Ryu's methodical, power-focused chains contrast Ken's fluid, evasion-based sequences for agile mix-ups. These elements, combined with level-based super moves and the Custom Combo system for mid-air rushdown, highlight the game's focus on accessible yet deep fighting dynamics, all while advancing the prequel lore through Bison's Psycho Power manipulations and rival showdowns on thematic stages.

Gameplay

Core Mechanics

The Street Fighter Collection features a standard 2D fighting game format shared across its included titles, utilizing a six-button control scheme divided into three strengths each for punches and kicks. Players use light, medium, and heavy punches (typically mapped to three s) and the same for kicks, allowing for varied and attacks based on button strength and directional inputs via an eight-way or . Special moves, such as Ryu and Ken's Hadoken fireball, are executed through classic input motions like quarter-circle forward plus punch, preserving the arcade-style precision that defines the series. Combat revolves around a health bar system where opponents face off in best-of-three rounds, with victory achieved by fully depleting the enemy's health or securing a time-out win if the round timer expires first. Each round begins with full health for both fighters, and damage accumulates from successful hits, throws, or special attacks, encouraging aggressive yet strategic play to outlast the opponent. The default round duration is set to 99 seconds, mirroring the original arcade experience, though this can be adjusted in the options menu for customized matches. Multiplayer is centered on a two-player versus mode, supporting direct competition using two controllers connected to the same PlayStation or Saturn console, enabling head-to-head battles without additional hardware. To maintain arcade authenticity, the collection includes option menus for remapping buttons, allowing players to reconfigure the six-button layout to their preference during pauses in gameplay via the start and select buttons. This unification ensures consistent control across Super Street Fighter II: The New Challengers, , and Street Fighter Alpha 2 Gold, facilitating seamless transitions between titles.

Exclusive Features

The Street Fighter Collection compilation introduces several enhancements tailored for home console play, distinguishing it from the original arcade releases. The options menu offers customization not available in arcade versions, including a sound test function to play back music and effects, and screen adjustment options to fit television screens and reduce black bars on CRT displays. These settings allow players to adjust the experience for personal preference or hardware compatibility, with configurations savable to the console's . Additionally, high scores from arcade and versus modes can be saved to a (or Saturn internal ), enabling persistent tracking of personal bests across sessions. The compilation uses one block of for these saves, supporting up to the top scores in each game. Versus matches benefit from a random select character option, where players can highlight the random slot on the selection screen and confirm to automatically assign a fighter, adding unpredictability to local multiplayer bouts. Street Fighter Alpha 2 Gold includes exclusive modes such as , for practicing moves and combos, and Dramatic Battle, a 2-on-1 handicap mode. It also features hidden characters like , making her debut in the Alpha series, and an enhanced Akuma with additional moves.

Reception

Critical Reviews

Upon its release in 1997, Street Fighter Collection received generally positive reviews from critics, who praised its faithful arcade ports and value as a compilation of classic fighting games. According to aggregated critic scores compiled by MobyGames, the title earned an average of 83% from 17 reviews across both the PlayStation and Sega Saturn versions. Reviewers appreciated the near-perfect emulation of Super Street Fighter II: The New Challengers, Super Street Fighter II Turbo, and Street Fighter Alpha 2 Gold, noting how the collection preserved the original arcade experiences with minimal alterations to gameplay, visuals, and soundtracks. IGN awarded it a 7 out of 10, highlighting the smooth controls and engaging offline multiplayer modes that allowed for competitive local play with friends, though it critiqued the noticeable load times between rounds that disrupted the flow. Electronic Gaming Monthly lauded the Sega Saturn version as runner-up for Saturn Game of the Year, Fighting Game of the Year, and Best Compilation of the Year in its 1998 Editors' Choice Awards, commending Capcom's effort in bundling three landmark titles that captured the essence of the Street Fighter series' evolution. The magazine's panel scored it 8.6 out of 10, emphasizing the compilation's excellence in delivering high-quality ports suitable for both newcomers and longtime fans. In Japan, Famitsu reviewed the Saturn edition, describing it as an essential package for series enthusiasts despite its focus on iterative updates rather than groundbreaking innovations. GameSpot's later assessment of the PlayStation port echoed some praise for the authentic recreations but rated it 5.7 out of 10 overall, pointing out that while the gameplay remained solid, the absence of more recent entries like Street Fighter Alpha 3 limited its appeal as a definitive anthology. Critics commonly noted a few shortcomings inherent to mid-1990s console hardware. Load screens between matches were a frequent complaint, as they interrupted the fast-paced action of the arcade originals, particularly on the PlayStation version. The Sega Saturn drew some criticism for its appearing slightly dated even at launch, with less vibrant colors and minor sprite scaling issues compared to contemporary arcade cabinets, though the core fighting mechanics were lauded for their precision. The lack of online multiplayer—a feature not yet standard in home fighting games—was mentioned as a missed opportunity, but reviewers generally viewed the collection as a worthwhile for its offline versus and training modes. Overall, the title was celebrated for its role in making Street Fighter's early 1990s legacy accessible on home consoles without compromising the competitive depth that defined the franchise.

Commercial Performance

The Street Fighter Collection achieved moderate commercial success in the late 1990s, particularly as a bridge between arcade and home console gaming during Capcom's expansion into the 32-bit era. It shipped approximately 247,000 units worldwide, with the PlayStation version comprising the majority of sales, including 96,641 units in the . In , the collection sold approximately 150,000 units, with the Saturn version at 83,936 and PlayStation at 66,375—a performance boosted by Capcom's robust pipeline transitioning popular arcade titles like to home systems, capitalizing on the country's enthusiastic audience. North American sales contributed significantly to its total, with positive encouraging consumer purchases and amplifying its holiday season momentum. Key contributing factors included strategic bundling with PlayStation and Saturn consoles in promotional deals, which expanded accessibility, alongside optimal timing for year-end gift buying; notably, no physical re-releases occurred until much later digital ports on modern platforms.

Legacy

Awards and Impact

The Street Fighter Collection garnered notable recognition in the gaming press for its faithful recreation of classic arcade titles on home consoles. In Electronic Gaming Monthly's 1997 Editors' Choice Awards, published in their March 1998 issue (No. 104), the compilation won "Fighting Game of the Year" and was highlighted as the "Best Compilation of the Year," praised for preserving the authentic arcade experience of Super Street Fighter II: The New Challengers and during a period when arcades were waning in popularity. This release marked a pivotal shift in Capcom's strategy, helping to popularize compilation packs as a means to reintroduce legacy games to new audiences. It directly influenced the development of Capcom's series, launched in 1998 for PlayStation and , which expanded the format to other franchises like and further iterations of , thereby strengthening the series' foothold on home systems amid the arcade industry's decline in the late . Culturally, the collection contributed to the evolution of the competitive scene by offering high-fidelity ports that allowed players to practice combos, strategies, and matchups at home without relying on arcade visits, fostering greater accessibility for aspiring competitors. In terms of preservation, Street Fighter Collection stands as one of the earliest multi-title compilations focused on the franchise, setting a precedent for archival efforts that influenced subsequent digital re-releases, including ports to the PlayStation Network's classic games library in the . Street Fighter Collection 2, released in 1998 for the PlayStation and as part of Capcom's series, compiled the three core iterations of the arcade titles: Street Fighter II: The World Warrior, Street Fighter II: Champion Edition, and Street Fighter II Turbo: Hyper Fighting. This follow-up expanded on the original Collection's approach by focusing on the foundational games, offering arcade-accurate ports with added features like high-score saving and arranged soundtracks. Individual titles from the original Street Fighter Collection received digital re-releases on the starting in the late 2000s, preserving the core gameplay while introducing minor enhancements such as improved resolutions and online leaderboards. For instance, became available on PSN for and PSP on August 14, 2008, followed by HD Remix on November 25, 2008, which featured updated high-definition graphics alongside the original mechanics. These ports maintained the collections' emphasis on accessibility for modern hardware without altering the foundational content. The Street Fighter Collection exemplified Capcom's 1990s trend of bundling classic fighting games into affordable compilations, a strategy that influenced later releases like the Street Fighter Anniversary Collection in 2004, which paired with for and . This pattern continued into the 2010s with the Street Fighter 30th Anniversary Collection in 2018, developed by and published by for multiple platforms, encompassing 12 arcade-perfect versions of titles spanning the series' history, including selections from the original Collection. More recent compilations include the in 2022, featuring and , and Capcom Fighting Collection 2 released on May 16, 2025, which includes additional Capcom fighting titles like Capcom vs. SNK 2. No direct sequels to Street Fighter Collection were produced beyond the 1998 volume, but its compilation model contributed to Capcom's broader evolution toward digital and mobile adaptations, such as the 2017 and Android port of , which optimized console-era fighting mechanics for touch controls.

References

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