There is little point in declaring Street Fighter II Turbo merely good.

You personally might not even like SFII, and fine, that's up to you, but whether you like it or not doesn't remove the fact that the game is good. The question is really, what makes it good?

SF2 is first and foremost an excellent test of dexterity and memory. This is why people get enjoyment from driving cars, it's a liberating feeling. Performing complex tasks repeatidly and well is in itself rewarding. For example: Chun Li comes at you with her spinning bird kick, you have to duck your character, but then you also can spin on your heels and upper-cut her. Meanwhile, pulling off your very own special-move is also rewarding.

So, Street Fighter II tests your reflexes and tests your memory. Big deal, every casual gamer from here to Tokyo knows that is fun but what is important is that SF2 does it so well. It's by no means unique, all good and bad fighting games have this feature, it's probably more to do with the way you learn the moves. You start with very simple moves and graduate up to more complex moves. Never once really feeling out gunned by your opponents.

To that end, it is often attempst by the player to try more complex moves, that results in a player losing a round. You thousand-hand slap, when a simple ankle kick would have sufficed.

You learn to balance, when to attack and when to guard. Is SF2 teaching you to become a Samurai master? Perhaps not, but your brain is learning something at reliable steady pace - and it likes it.

That said, there is more to Street Fighter II than merely that though. The characters in Street Fighter 2 have a certain quality to them as well. There is no mistaking the fact that there is a character for everyone. Pretty boy Vega, self assured Ken, U.S. Military Guile, independent Chun Li and fat-boy E-Honda. Everyone is represented. Everyone can kick-arse. Everyone is equal despite their differences.

So SF2 is a good mental test, it's personable, it also looks great. Back in 1995 "Arcade in the home" was the buzz phrase. Many people pointed at the SNES version of StreetFighter 2 Turbo but it paled against the the almost-but-not-quite arcade quality of the 3DO version. Criticisms, were and still are, squared at the 3DO controller, it's not all that bad, but in fairness you are better of playing with the Panasonic Arcade stick for the 3DO or the Special Capcom Joypad.

At the end of the day, the 3DO version is superior in every way to the SNES and MegaDrive versions, not least of all in the sound department.

However, not unique to the 3DO version is part of the coding of SF2 sound system. Ryu does a flying kick, and Guile blocks. The sound almost jars you. You can almost feel how solid the two characters are. The sound feels right.

The whole game feels right.

What staggers me, is that 13 years after it's release Street Fighter hasn't aged all that much. Partly thanks to it's 2D graphics, but also thanks to it's core foundations, its testing of memory, dexterity and personality.

What is also amazing is the longevity of such a simple arcade game. The gaming world views "value" these days by counting hours. FPS games, RPG game and racing games must feature hundreds of hour of game play to justify their expense.

On the other hand casual games don't have to feature weeks of playing but do enjoy the repetitive nature from the classic arcade of the early to mid-nighties, but they are completely devoid of personality. Cutesy blocks, and rounded wide-eyed monkeys replace the horny-ninja girl and the dark-eyed cyberpunk.

Street Fighter II Turbo is classic example of Arcade in the home, and an arcade game squared at it's core demographic: Gamers.

It's a dying breed.

Short of owning a SF2Turbo arcade, owning a 3DO and fighting pad is as good as it gets.

3DO Kid.

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