SFII:CE (prototype 25/03/1993) [Gen] - Sagat

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This is a playthrough using Sagat in an early prototype version (25/03/1993) of Street Fighter II: Champion Edition for the Genesis / Mega Drive. Read on below for more information...

Sagat is the 3rd of 4 bosses in this game. He is also a regular selectable character.

===== ABOUT SAGAT =====

Famous Muay Thai fighter who got beaten by Ryu in SF1 and has been pretty mad ever since. Works for M.Bison and is one of the main antagonists of Ryu. Also has a blatant disregard for height genetics, and his eye-patch switches to his other eye every time he turns around in the 2D Street Fighter games. Interesting fact: all the way up to SF5, the SF3 series are the only Street Fighter games where Sagat has not appeared in.

===== SAGAT SPECIAL MOVES =====

-- High Tiger: QCF + Punch
-- Low Tiger: QCF + Kick
-- Tiger Uppercut: DP + Punch
-- Tiger Knee: QCF, UF + Kick

===== SAGAT IN THE 25/03/1993 PROTOTYPE =====

In this prototype, his gameplay sprites are directly taken from the SNES version of SF2:WW. You can tell this because in-fight, the animation of his knee (during the animation of his standing kicks) is the "sharp knee" rather than the "droopy knee" seen in SF2:SCE.

However, he has many extra frames when compared to his SNES WW counterpart. When compared to the final version of him in SF2:SCE, Sagat is missing many animation frames. An example of this is that his standing MK uses the same frames as his standing LK (which was also the case in SNES SF2WW as well). Also, his standing punches look different as well.

===== ABOUT PROTOTYPE 25/03/1993 =====

This is another "early" version of Street Fighter II: Special Champion Edition (or Street Fighter II' Plus in Japan) for the Genesis / Mega Drive. The game is quite different to the final version, with significant differences in graphics and sound. The music is completely different.

In comparison to the later prototype (called Street Fighter II Turbo), the major difference is that in the gameplay screen, the lifebars at the top are situated within a black border. The lifebars and "K.O." icons themselves also look different as well, and the name font of them is the same style as in SNES SFII:WW minus colours. The "punch" and "kick" sound effects are also not the same.

In comparison to the final game (SFII:SCE), the animation frames for some characters appear to be unbalanced in usage for certain actions. For example Ryu, Ken and Vega's neutral standing animations has more frames (it actually animates like the Arcade version), but the penalty for this is that frames for their other areas/moves has been cut, making them look quite choppy. Other characters also have more walking frames, but again the penalty applies for other areas/moves.

Perhaps rather surprisingly, this version of the game features the proper "danger" music (for when characters are low on life) like the Arcade version... this is the only 16-bit version of SFII to have this feature. As we all know, it was changed to just speeding the music up in the final version of the game, just like the SNES and PC Engine versions.

===== THE STORY =====

Basically, Capcom outsourced to an unknown third-party software company to make the game for the Mega Drive. Capcom of Japan suddenly became unhappy with the quality of the port late into it's marketing and discarded everything made in this port. Capcom then decided to do the whole thing themselves.

===== MEDIA =====

A similar version to this prototype was shown in some video game magazine articles and TV shows back then. See as follows:

https://www.youtube.com/watch?v=cFXlY7v5w60

And here's an even EARLIER version which is NOT the one in my video, this version is not available:

https://www.youtube.com/watch?v=70lftKow39s

===== CHAPTERS =====

00:00 - Title, Character Select
00:16 - Regular fights
07:38 - Bonus Stage 1 (car)
07:50 - Regular fights
17:02 - Bonus Stage 2 (falling barrels)
17:38 - vs. Balrog
19:26 - vs. Vega
21:05 - vs. Sagat
22:44 - vs. M.Bison
24:49 - Ending and name entry







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