This is a comparison page for Super Street Fighter 2 on
the SNES and Sega Genesis. While the Genesis game is graphically comparable,
it does have a noticeably lower color count on screen as seen, in the screenshots
below, than its SNES counterpart. A few levels suffer from very unfortunate
color choices by the developer as well. However, on a Television set, even a
nice quality S-video capable 32 inch screen like mine, many of the flaws and
dithering seen in the pics below are not visible, and the Genesis and SNES game
end up looking slightly different from each other, while not ultimately better
or worse looking. Ultimately the SNES game is technically superior in both sound
and graphics, because the system itself is actually pushing at least three times
the colors on screen than the Genesis counterpart is.
There are shots of the Genesis version displayed through A/V outs from both
the Genesis and 32X outputs under Game Info-> 32X game pics -> 32X enhancements
->
Super Street Fighter 2. These shots show
both what the Genesis game actually looks like on a TV, and how the game looks
when the 32X upgrade is attached.
Sound is where the real differences are. If one is to hook up their game systems
to a nice Dolby Prologic receiver, with speakers designed for said receiver,
it can be heard that most to all of the sound effects are digitized sounds in
both games, and almost every background song has one to three digitized instruments
in them as well.
I never noticed this in the Genesis version with my old lower quality speakers
hooked up, but with my new ones, I can hear the telltale flatness of Genesis'
digitized sound, accompanied with a slight scratchiness in the instruments and
sound effects that are digitized.
The Genesis sound chip, to my knowledge, was never designed for digitized instruments
and sound effects, but for analog synthesized sounds, whereas the SNES sound
chip was designed specifically for digital sound samples to make up the music
and the sound effects.
This explains the extra memory needed for the Genesis games. The Genesis Street
Fighter 2 SCE was 24Mb to SF2 Turbo on the SNES's 16Mb, and Super Street Fighter
2 here was 40Mb to the SNES' 32Mb. The SNES most likely had special decompression
hardware for digital sounds. At least that's the only way including support
of digital instruments would make sense for a cart system. The Genesis, to my
knowledge, needed to use one of its processors to play digital instruments,
sounds and voice as sound files, and had no specific hardware for it.
This also explains why the SF games are the best examples of scratchy voice
samples on the Genesis. Games like MKII, ToeJam & Earl, the Sports Talk games,
and others, had much more clear voice samples, but those were the only digital
sounds playing at any given time, out of the Genesis' 8 sound channels. The
SF games attempt to play digitized instruments, digitized sound effects, and
digitized voice samples all at the same time, along with the synthesized instruments
that make up the rest of the music and sound effects.
On that subject, with my nice new speakers, I have a greater appreciation for
the advancement in sound that Genesis SSF2 had over SCE. Many of the voice samples
are not only in stereo, but get sorted to the rear speakers ever so slightly
at different times in the fight, the music seems to have much more audio depth,
and the sound effects sound deeper and more clear as well. I had originally
thought that SSF2 had mono music and sound, but it turns out cheap stereo speakers
just weren't picking up the good stuff at all.
While the Genesis sound chips have been insulted many times over the years,
especially in comparison to the SNES sound chip, there is definitely something
to be said that high quality audio equipment actually enhances the audio quality,
rather than just bringing out more flaws.
Also in the Genesis sound's favor is that the audio samples are closer in length
and sound, though not in sound quality, to the arcade version's, in both SCE
and Super SF2, than the SNES counterpart's is. Apparantly the sound effects
used in the SNES games, if not the music as well, was taken straight from some
special edition SF2 CD from Japan, rather than the original arcade samples.
The SNES SSF2 sounds might have been mistaken for CD music and sound if some
of the digital sounds and voices didn't occasionally crack or sound tinny. Where
the Genesis music and sound occasionally makes a subtle appearance on the rear
speakers, the SNES game is pumping in full surround almost the whole time.
I'm really impressed by both games overall sound, now that my speakers are playing
all of it. The Genesis game doesn't sound scratchy compared to other Genesis
audio. The voice samples only crackle ever so slightly , much less so than Special
Champion Edition did, and the depth of the digital instruments and sound effects
really increases my appreciation of how sophisticated this game was for the
Genesis hardware. It all sounded so much worse just coming out of a cheap stereo
or TV speakers, like the difference between watching a movie in a theater with
the side speakers on and THX, and the same movie with only the front speakers
on.
That said, I think the overall audio quality in the Genesis games could
still have been improved if they had stuck with synthesized instruments and
sound effects, worked in some classic, over the top, Genesis stereo
sequencing (MUSHA (all synth), SOR2(synth music)), and made the voice
samples as clear as they possibly could be with the left over cart space.
Super Street Fighter II. Gens v 1.80 was used for the Genesis screenshots, and
SNES9xw 1.39 was used for the SNES screenshots. No special filtering method
was employed for either shot.
Right click to download the
Ryu's
Stage for Genesis 580 KB MP3 file
Right click to download the
Ryu's
Stage for SNES 600 KB MP3 file
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