Revisiting World Warrior

In 1991, Capcom released Street Fighter II: The World Warrior to an unsuspecting world, and the fighting game genre was never the same. 12 warriors each with their own personalities, styles, combos, and special moves. A combat engine that allowed for almost total freedom, allowing players to develop their own styles and combos.

I started playing the game in early 1992 right before it was announced on the Super Nintendo Entertainment System, and I managed to convince my folks that year to get me an SNES and a copy of SFII for Christmas. Once i had it in my hot little hands, then I could practice away from the arcade. I had tournaments with friends, gave awards to the winners. I made friends at arcades and we’d all trade secrets, tips, and stories while we crowded around the machine in the hopes of being one of the next to play one of the local champs holding court, beating by opponent after opponent, knowing that if we could somehow beat that guy, that WE’D become that guy.

It’s been 17 years since Street Fighter II: The World Warrior was released. Recently I started going back and playing it again, the arcade version, not the SNES version, and each time I do, I’m surprised at how complete a game it is. Sure SNK and Capcom themselves took the fighting game genre to wildly different places that were more advanced and sometimes more interesting than the places SFIIWW went, but as the game that ignited the fire that would be the fighting game genre, I feel like it’s held up pretty well. It’s not as fast, doesn’t have complex defense/parry systems, doesn’t have super moves, and only has 8 playable characters, and yeah, it’s quite a bit simpler, but it’s EFFECTIVE!

For only 8 playable characters, each one is very well fleshed out. There are very few, if any, truly useless moves. You’d think a standing Jab may not be the most effective move until it allows you to stop Ryu mid-fireball, or a close Forward that allows to to complete a truly sick dizzy combo. Because each character has only a couple special moves, it encourages the player to use their regular arsenal effectively. Each character’s regular and special arsenals work together like clockwork, and make for a very deep combat system. Two players could play the same character in a completely different way and still be successful. Sure there were some combos that were pretty standard with some characters, but the game’s engine encouraged exploration of each character’s movesets rather than putting the emphasis on memorizing long strings of button presses a’la Tekken or MK in 3D.

The characters are fairly well balanced too (note I said FAIRLY and not TOTALLY.) Each character has a fight or fights in which they have a clear advantage, and vice versa. Sometimes even Guile and Dhalsim are truly outgunned and no amount of broken-ness can save them.

Then there were the Bosses. Stronger than the rest of the cast, and sometimes seemingly impossible to defeat until you found the trick. I remember struggling with Vega for a long time until I figured out his weaknesses. I haven’t lost to Vega in WW since I was in 9th grade. They’re strong, but totally beatable.

To me, it’s interesting that no matter how hard a company like SNK tried, they never truly bested Capcom. They put out 5 times as many fighting games, but none of them had the strength at the core that SFII had. Forget about MK. They were great games for their time, but how many people still want to play MK1?

SFII has stood the test of time. Maybe some feel it’s outdated, too slow, not forgiving enough, but in a way, it’s still there in every SF game we play. The bones of just about ANY SF game COMES from SFIIWW! The basic engine has changed very little. Sure it’s had refinements, but at its core, Street Fighter is still the same as it was 17 years ago, and THAT is why people still play SF games. Because they know to expect a game that, if Capcom did it right, people will still be playing 10 years down the road.

Doesn’t Guile beat everyone but Dhalsim for free?

Vanilla SF2…wow. In retrospect it’s hard to believe how the SNES port became (and STILL IS) Capcom’s best-selling console title (6 million and some change sold). Even though it was better than most of the debut titles of other franchises (Fatal Fury, Art of Fighting, World Heroes, Mortal Kombat), it sure did become archaic after the releases of CE and Turbo. By the time Super Turbo was released…almost a world apart IMO.

I wonder how many of those 6+ million SNES SF2 carts are still wandering around worldwide, unwanted, or whatever happened to the hundreds if not thousands of SF2 coin-ops that once lit up every corner, everywhere you went. Hell, seeing one in the Dominican Republic over ten years ago was a trip! (BTW, I played against this Dominican kid and his Zangief who utterly owned me by doing his damn sweep kicks)

Is there any real point to this post besides “WW iz kool”?

This:

[media=youtube]Wf-bu5nFoM4[/media]

To this day, I have never actually seen a WW cab.

My first experience with SF2 was CE… I remember reading the marquee and thinking “What’s so special about both people picking the same character?” I also remember I had to climb a stool so I could read the marquee at all, haha.

World Warrior never had a dedicated cab, so probably 99% of them got converted into CE or Hyper Fighting, or some other game. Then the CE got converted into Super, then ST, then COTA, then XVS, then Marvel, then MVC2. The old Dynamo cabs have seen A LOT of action.

I think World Warrior is still a great game, and good choice to play if you want to try to get somebody into fighting games. It’s slow and simple to play, but also very deep. Playing a few matches of World Warrior is a good way to teach somebody the fundamentals that are common to all fighting games.

my little brother is 12, every now and then he asks to play a fighting game with me and we usually play CE and he moans and groans about everything and I tell him that unless he learns the basics of SF2 he is probably going to do worse in every fighting game ever. its like he can play his ps2/xbox games with a zillion buttons and shit but when he asks how to block I tell him to hold back on the dpad he looks at me like Im speaking another language no matter how many times I explain it to him.

Ever played one in a SF1 cab? Terrible…

Those were the greatest cabs ever. 2 buttons that you hit as hard as you could (I was a kid) yet Ryu always looked like he was doing the same strength punch/kick. I only played on one of those cabs and within about 3 months the owner switched it out to the revised 6-button cabs.

I remember buying the SNES+SF2:WW pack and playing on it all the time. Started off playing on Difficulty level 0, and it was always Vega and Bison that gave me the most trouble.

Eventually I got an Action Replay Pro and starting messing around with the hundreds of SF2 codes from the booklet and also from the magazines.

Everyone was after the ‘cheat’ to play as the bosses, which of course never existed. Only the Game Genie and Action Replay 2 and 3 allowed you to do that. :rofl:

O_o WTF is that? Never seen that before! That’s Hyper edition though, could you do that in WW too?

It’s funny how complex it is considering its relative simplicity as far as fighting games go. But I feel like, if you can’t own on WW or CE with all their limitations, then you can’t own period.

Haha, I bought a Game Genie just for that convoluted boss code back in the day! Good times! :rofl:

Yes you can. Guile has that invisible throw and handcuff glitch in WW.

Here’s another video:

[media=youtube]H-o2kE7db9M[/media]

Ohhh, that’s that “handcuff” glitch? I remember hearing about it but I never saw it. If anyone tried to use that shit in an arcade against someone else, they’d get beat the fuck down right there at the machine! :rofl: That video is pretty effed up! I didn’t realize there were THAT many glitches in WW.

Those fake throws were possible in vs matches (Arcade)?
The only one I saw was Guile statue and no more, that in fact I thought it was a game-over glitch but the video shows you can “escape” of it.

Yea they were possible in VS play. I remember back in the good old days when they discovered it, people used them in matches. The statue glitch you can escape out of yes but if you didn’t before the time ran out then the game would freeze.

My laundrymet near my old apartment still have SFWW lmao. I got there all the time when im bored to play some classic SF action…

I have yet to get past chun-li…

Still 2 this day SFWW is the best looking sf of all time.

I remember me and my friend trying out this code on SNES that would give both players unlimited health.
We entered it and in stead of “Round 1, Fight!”, there was just a bunch of weird shit on the screen. We started the match and even though we were both supposed to have unlimited health, one of us got KO’ed. The match didn’t end though. One of us could keep playing, while the other lay unconscious on the floor. Had to reset the game.

Hard to believe you couldn’t pick the same character back then. Good times.

yea thats not going to help him at all. teaching him ce might make him worse in other (particularly 3d) fighting games.

O_o How?