Street Fighter II

Short description: 1991 video game

For the animated film, see Street Fighter II: The Animated Movie.

"SFII" redirects here. For other video games with the same initialism, see SF2 (disambiguation).

Street Fighter II: The World Warrior

Japanese arcade brochure featuring the original eight main characters. Clockwise from top: Zangief, Ken, Blanka, Dhalsim, Ryu, Guile, and Honda. Center: Chun-Li.

Developer(s)| Capcom[lower-alpha 1]
Publisher(s)|

Capcom

* Super NES

* JP/NA: Capcom
* PAL: Bandai

Amiga, Atari ST, C64, CPC, ZX Spectrum
U.S. Gold
MS-DOS

* NA: Hi Tech Expressions
* EU: U.S. Gold

Game Boy

* JP: Capcom
* NA/EU: Nintendo

Producer(s)| Yoshiki Okamoto
Designer(s)|

* Akira Nishitani
* Akira Yasuda

Programmer(s)|

* Shinichi Ueyama
* Seiji Okada
* Yoshihiro Matsui
* Motohide Eshiro

Artist(s)|

* Eri Nakamura
* Satoru Yamashita

Composer(s)|

* Yoko Shimomura
* Isao Abe

Series| Street Fighter
Platform(s)|

Arcade

* Super NES, MS-DOS, Commodore 64, Amiga, ZX Spectrum, Atari ST, Amstrad CPC, CPS Changer, Game Boy, Java ME

Release|

March 7, 1991

* Arcade

* JP: March 7, 1991[2][lower-alpha 2]
* WW: March 1991[1]

Super NES

* JP: June 10, 1992
* NA: July 15, 1992[4][5]
* AU: October 23, 1992
* UK: October 1992[6]
* EU: December 17, 1992

MS-DOS

* EU: July 10, 1992[citation needed]
* NA: April 26, 1993

C64

* EU: August 20, 1992[citation needed]

Amiga

* EU: November 15, 1992[citation needed]
* UK: December 15, 1992[6]

ZX Spectrum

* EU: 1993[7]

Atari ST

* EU: December 20, 1992[citation needed]

CPC

* EU: December 31, 1992[citation needed]

Mega Drive

* JP: June 25, 1994[8]

CPS Changer

* JP: July 14, 1994

Game Boy[9]

* JP: August 11, 1995
* NA: September 1995
* EU: 1995

Genre(s)| Fighting
Mode(s)| Single-player, multiplayer
Arcade system| CP System

Script error: The function "nihongo_foot" does not exist. is a 1991 fighting game developed and published by Capcom for arcades. It is the second installment in the Street Fighter series and the sequel to 1987's Street Fighter. Designed by Yoshiki Okamoto and Akira Yasuda, who had previously worked on the game Final Fight, it is the fourteenth game to use Capcom's CP System arcade system board. Street Fighter II vastly improved many of the concepts introduced in the first game, including the use of special command-based moves, a combo system, a six-button configuration, and a wider selection of playable characters, each with a unique fighting style.

Street Fighter II became the best-selling game since the golden age of arcade video games. By 1994, it had been played by an estimated 25 million people in the United States alone. More than 200,000 arcade cabinets and 15 million software units of every version of Street Fighter II have been sold worldwide, earning an estimated $10 billion in total revenue, making it one of the top three highest-grossing video games of all time as of 2017[update] and the best-selling fighting game until 2019. More than 6.3 million SNES cartridges of Street Fighter II were sold, making it Capcom's best-selling single software game for the next two decades, its best-selling game on a single platform, and the highest-selling third-party game on the SNES.

Unlike the original game, Street Fighter II became a pop culture phenomenon, and is frequently regarded as one of the greatest video games ever made. It is also cited as the most important and influential fighting game ever made, with its launch being credited with popularizing the genre during the 1990s and inspiring other producers to create their own fighting series. Additionally, it prolonged the survival of the declining video game arcade business market by stimulating business and driving the fighting game genre.[10][11] It prominently features a popular two-player mode that obligates direct, human-to-human competitive play, inspiring grassroots tournament events, culminating in Evolution Championship Series (EVO).[12][11] Street Fighter II shifted the arcade competitive dynamic from achieving personal-best high scores to head-to-head competition, including large groups.[10] Due to its major success, a series of updated versions were released with additional features and characters, starting with 1992's Software:Street Fighter II: Champion Edition; its major successor was Street Fighter III in 1997.

## Contents

* 1 Gameplay
* 2 Plot
* 3 Characters
* 4 Regional differences
* 5 Development
* 6 Updated versions
* 7 Ports
* 7.1 Super NES
* 7.2 Home computers
* 7.3 Tiger Electronics
* 7.4 Game Boy
* 7.5 Compilations
* 8 Reception
* 8.1 Commercial
* 8.1.1 Arcade versions
* 8.1.2 Home conversions
* 8.2 Critical
* 8.2.1 Japan
* 8.2.2 International
* 8.2.3 Retrospective
* 9 Legacy
* 9.1 Sequels
* 9.2 Other media
* 9.3 Impact
* 9.4 Popular culture
* 10 Notes
* 11 References
* 12 Further reading
* 13 External links

## Gameplay

Guile defeats Ken with his Flash Kick on the arcade version.

Street Fighter II follows several conventions and rules established by its 1987 predecessor Street Fighter. The player engages opponents in a series of timed one-on-one, close-quarters combat matches. In order to win a round, the player must either completely drain the opponent's health bar by landing attacks, or have more health left than the opponent when the timer runs out. Neither fighter wins the round if they have equal health when time expires or if they simultaneously knock each other out. The first fighter to win two rounds is declared the victor of the match.

While a single-player game is in progress, a second player may join at any time, immediately starting a head-to-head match. The winner continues in single-player mode.

The original Street Fighter II allowed up to 10 rounds per match; this maximum is reduced to four rounds starting with Champion Edition. If there is no clear winner by the end of the final round, either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a two-player match. After every third match in the single-player mode, a bonus stage gives a chance to earn additional points by smashing a car, wooden barrels, or metal oil drums. After each match, the location for the next one is selected on a world map.

Playing Street Fighter II on an arcade machine

Like in Street Fighter, the controls are an eight-directional joystick and six attack buttons. The joystick can jump, crouch, walk left and right, and block. A tradeoff of strength and speed are given by three punch buttons and three kick buttons, each of light, medium, and heavy. The player can perform a variety of basic moves in any position, including new grabbing and throwing attacks. Special moves are performed by combinations of directional and button-based commands.

Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves including combos. According to IGN, "the concept of combinations, linked attacks that can't be blocked when they're timed correctly, came about more or less by accident. Street Fighter II's designers didn't quite mean for it to happen, but players of the original game eventually found out that certain moves naturally flowed into other ones."[13] This combo system was later adopted as a standard feature of fighting games and was expanded upon in this series.[13]

## Plot

The leader of the Shadaloo organization, M. Bison, in his global domination plan sets up a world fighting tournament, to select the best fighters to work in his Shadaloo organization through brainwashing. Many of the other characters in the game have personal reasons for wanting revenge on Bison.

## Characters

The original Street Fighter II features a roster of eight playable fighters. This includes Ryu and Ken—the main protagonists from Street Fighter—plus six new international newcomers. In the single-player tournament, the player fights the other seven main fighters, then the final opponents—a group of four CPU-only opponents known as the Grand Masters, which includes Sagat from Street Fighter.

Playable characters:

* Script error: The function "nihongo_foot" does not exist., a Japanese martial artist seeking no fame or even the crown of "champion", but only to hone his Ansatsuken Karate skills with the inner power of Chi. He dedicates his life to perfect his own potential while abandoning everything else such as having no family and few friends; his only bond is with Ken. He is the winner of the previous tournament. He is not convinced that he is the greatest fighter in the world and comes to this tournament in search of fresh competition.
* E. Honda, a sumo wrestler from Japan. He aims to improve the negative reputation of sumo wrestling by proving to competitors that he is a legitimate athlete.
* Blanka, a beastlike mutant from Brazil who was raised in the jungle. He enters the tournament to uncover more origins about his forgotten past.
* Guile, a former United States Air Force special forces operative seeking to defeat M. Bison, who killed his best friend Charlie.
* Ken, Ryu's best friend, greatest rival and former training partner, from the United States. Ryu's personal challenge rekindled Ken's fighting spirit and persuaded him to enter the World Warrior tournament, as well as feeling unenthusiastic in his fighting potential due to spending too much time with his fiancée.
* Chun-Li, a Chinese martial artist who works as an Interpol officer. Much like Guile, she does not enter the World Warrior tournament for any personal glory except proving that she can defeat any man who challenges her. Chun-Li's ambition in the past was tracking down the movements of the smuggling operation known as Shadaloo. Her goal now is her trail being led to the tournament by seeking to avenge her deceased father by holding the Grand Master's leader of the crime syndicate responsible.
* Zangief, a professional wrestler and sambo fighter from the Soviet Union. He aims to prove "Soviet Strength" is the strongest form of strength, particularly by defeating American opponents with his bare hands.
* Dhalsim, a fire-breathing yoga master from India. He fights even though he is a pacifist, with the goal of using the money earned to lift people out of poverty.

CPU-exclusive characters, in the order of appearance:

* Balrog, an American boxer with a similar appearance to Mike Tyson. Called M. Bison in Japan. Once one of the world's greatest heavyweight boxers, he began working for Shadaloo for easy money.
* Vega, a Spanish bullfighter who wields a claw and uses a unique style of ninjutsu. Called Balrog in Japan. He is vain and wishes to eliminate ugly people from the world.
* Sagat, a Muay Thai kickboxer from Thailand and former World Warrior champion from the original Street Fighter. He was once known as The King of Street Fighters until he got demoted as The King of Muai Thai in his own tournament due to a narrow defeat at the hands of Ryu's shoryuken (rising dragon punch) which left a deep gash across his chest. Ever since that moment he felt disgrace, and will do anything to have a grudge match with Ryu to get his title back, even if it takes joining forces with Shadaloo.
* M. Bison, the leader of the criminal organization Shadaloo, who uses a mysterious power known as Psycho Power, and the final opponent of the game. Called Vega in Japan.

Takayuki Nakayama stated in an interview that many character design ideas were trialled and dropped along the development process. Rejected character designs for Street Fighter II included another bullfighter and an American amateur wrestler.[14]

## Regional differences

With the exception of Sagat, the Shadaloo Bosses have different names in the Japanese version. The boxer known as Balrog in the international versions was designed as a pastiche of real-life boxer Mike Tyson and was originally named M. Bison (short for "Mike Bison", with "Mike" being one of the American opponents faced in Street Fighter). Vega and M. Bison were originally named Balrog and Vega, respectively. When Street Fighter II was localized for the overseas market, the names of the bosses were rotated, out of concern that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit.[15]

The characters in the Japanese version have more than one win quote[16] and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.S. marketing staff. For example, the name of Guile's fallen friend (who later debuted as a playable fighter in Street Fighter Alpha) was changed from Nash to Charlie, since a staff member from Capcom USA said that Nash is not a natural sounding English name.[17]

## Development

Although the original punching-pad cabinet of Street Fighter had not been very popular, the alternate six-button version was more successful, which began to generate interest in a sequel.[18] Capcom began to make fighting games a priority after Final Fight was commercially successful in the United States.[19] Yoshiki Okamoto recounted: "The basic idea at Capcom was to revive Street Fighter, a good game concept, to make it a better-playing arcade game."[20]

Development of Street Fighter II took about two years[19] and about 35 to 40 people, with Noritaka Funamizu as a producer, and Akira Nishitani and Akira Yasuda in charge of the game and character design, respectively.[17][19] The budget was estimated at $2,450,000 (equivalent to $5,660,000 in 2024).[17]

Funamizu notes that the developers did not particularly prioritize Street Fighter II's balance; he primarily ascribes the game's success to its appealing animation patterns. The quality of animation benefited from the developers' use of the CPS-1 hardware, with advantages including allowing different characters to occupy different amounts of memory. For example, Ryu can occupy 8 megabits and Zangief 12 megabits.[19]

The combo system came about by accident:

> While I was making a bug check during the car bonus stage... I noticed something strange, curious. I taped the sequence and we saw that during the punch timing, it was possible to add a second hit and so on. I thought this was something impossible to make useful inside a game, as the timing balance was so hard to catch. So we decided to leave the feature as a hidden one. The most interesting thing is that this became the base for future titles. Later we were able to make the timing more comfortable and the combo into a real feature. In [Street Fighter II] we thought if you got the perfect timing you could place several hits, up to four I think. Then we managed to place eight! A bug? Maybe.

— Noritaka Funamizu[19]

The vast majority of in-game music was composed by Yoko Shimomura. This is ultimately the only game in the series on which Shimomura worked, as she left the company for Square two years later. Isao Abe, a Capcom newcomer, handled a few additional tracks ("Versus Screen", "Sagat's Theme", and "Here Comes A New Challenger") for Street Fighter II and became the main composer on the subsequent versions. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi, the composer on Street Fighter.

Location testing began in Japan.[17] It was then exhibited in the United Kingdom at London's Amusement Trades Exhibition International (ATEI) in January 1991.[21] The same month, Capcom held a two-week location test in North America, before unveiling the game at Capcom's distributor conference on February 1, 1991, held at Marriott Harbor Beach, Fort Lauderdale, Florida.[22][23] Capcom introduced Street Fighter II as its "greatest video game ever".[24]

## Updated versions

Street Fighter II spawned a series of revisions, each refining the play mechanics, graphics, character roster, and other aspects of the game:

* Software:Street Fighter II: Champion Edition, released in March 1992, rebalances characters' power levels, allows both players in two-player matches to select the same character (distinguished by alternate costume colors) and allows players to choose the four previously computer-only boss characters.
* Street Fighter II Turbo, released in December 1992, increases the playing speed and gave some characters new special moves. It was created as Capcom's official response to a wave of unauthorized modifications for arcade cabinets of Champion Edition that appeared throughout 1992, such as the so-called "Rainbow Edition".
* Super Street Fighter II, released in September 1993, used the more advanced CP System II which allowed for updated graphics and audio. It introduces four new characters, but relieved the speed increase of Street Fighter II Turbo: Hyper Fighting.
* Super Street Fighter II Turbo, released in February 1994, combines the improvements of Super Street Fighter II with the previous Turbo (Hyper Fighting) edition. It allows for a selective game speed, introduces powered-up special moves called Super Combos, and adds a new hidden character.

In addition to the official updated versions, numerous counterfeit modified versions of Street Fighter II were in wide circulation. For example, nine different counterfeit versions were available on the Super Famicom in Japan by December 1992.[25]

All of the Street Fighter II arcade games have been ported to various platforms, as individual releases and also in compilations. Later home console ports further reinvented elements from the arcades: Hyper Street Fighter II released in December 2003 (which was later given an arcade release), Super Street Fighter II Turbo HD Remix released in November 2008, and Ultra Street Fighter II released in May 2017; the latter of which added three additional characters who previously debuted outside the Street Fighter II line of titles.

## Ports

Release date  | Platform  | Media  | Developer  | Publisher  | Notes

|
|
|
|
|

* JP: June 10, 1992
* NA: July 15, 1992[4]
* EU: October, 1992[26]

| SNES | ROM cartridge | Capcom |

* JP: Capcom
* NA: Capcom
* EU: Bandai[27]

| Re-released on the Wii and Wii U Virtual Console.
1992  | Amiga[28] | 4 floppy disks | Creative Materials  | U.S. Gold | Released in Europe.
Atari ST[29] | 4 floppy disks
Commodore 64[30] | Cassette or floppy disk
Amstrad CPC  | Cassette or floppy disk (unreleased)
ZX Spectrum[31] | Cassette or floppy disk  | Tiertex Design Studios
PC (DOS)[32] | 3 floppy disks  | Creative Materials  |

* EU: U.S. Gold
* NA: Hi Tech Expressions

| Released in North America and Europe.
Tiger Electronics  | Custom LCD hardware (handheld)  | Tiger Electronics  | Tiger Electronics
1994  | CPS Changer[33] | ROM cartridge  | Capcom  | Capcom  | Released exclusively in Japan.
1995  | Game Boy | ROM cartridge  | Sun L  | Capcom
Nintendo |
1998  | Sega Saturn | CD-ROM | Capcom  | Capcom  | Included in Capcom Generation 5. Released exclusively in Japan.
PlayStation | Capcom  | Capcom  | Included in Street Fighter Collection 2.
2004  | Mobile[34] | Online distribution | Capcom  | Capcom  |
2006  | PlayStation 2 | DVD-ROM  | Digital Eclipse | Capcom  | Included in Capcom Classics Collection Vol. 1. Based on the PS1 version.
Xbox
PlayStation Portable | UMD | Capcom  | Capcom  | Included in Capcom Classics Collection: Reloaded. Based on the PS1 version.
2018  | PlayStation 4 | BD-ROM  | Digital Eclipse  | Capcom  | Included in Street Fighter 30th Anniversary Collection.
Xbox One
Nintendo Switch | Flash based ROM cartridges
Windows | Online distribution

### Super NES

Street Fighter II was released for the Super Famicom on June 10, 1992, in Japan, followed by a North American release for the SNES in August and a European release in December. It is the first game released on a 16-megabit SNES cartridge. Many aspects from the arcade versions were either changed or simplified in order to fit into the smaller memory capacity. This version has a secret code allowing both players to control the same character in a match, which is not possible in the original arcade version. The second player uses the same alternate color palette introduced in Software:Street Fighter II: Champion Edition. The four Shadaloo Bosses are still non-playable, but the code enables their Champion Edition color palette. Tatsuya Nishimura, who had recently joined Capcom from TOSE, arranged the soundtrack with assistance from Shimomura, Abe, and Sakaguchi.

The North American SNES version was re-released in November 2017 as a limited edition item to celebrate the anniversary of the Street Fighter series.[35]

### Home computers

U.S. Gold released versions of Street Fighter II for various home computer platforms in Europe, namely the Amiga, Atari ST, Commodore 64, PC (DOS), and ZX Spectrum. These were all developed by Creative Materials, except the ZX Spectrum version by Tiertex Design Studios. The PC version was also published in North America by Hi-Tech Expressions.[32] These versions suffer numerous inaccuracies, such as missing graphical assets and music tracks, miscolored palettes, and lack of six-button controls due to these platforms having only one or two-button joysticks as standard at the time. Though officially advertised by US Gold along with the C64 and ZX Spectrum conversions and anticipated in magazines, the Amstrad CPC development by Creative Materials was canceled.[36]

### Tiger Electronics

This standalone handheld machine was missing Chun-Li and Dhalsim.[37]

### Game Boy

The Game Boy version of Street Fighter II was released on August 11, 1995, in Japan, and in September 1995 internationally. It is missing Dhalsim, E. Honda, and Vega. The graphics, character portraits, and stages are based on Super Street Fighter II, although some moves (ex: Blanka's Amazon River Run) from Super Street Fighter II Turbo are included. Because the Game Boy only has two buttons, the strength of punches and kicks is determined by the duration of button presses.

### Compilations

Street Fighter II, Champion Edition, and Turbo are in the compilation Capcom Generation 5 for the PlayStation and Sega Saturn, which was released in North America and Europe as Street Fighter Collection 2. All three games are in Capcom Classics Collection Vol. 1 for the PlayStation 2 and Xbox, and in Capcom Classics Collection Reloaded for the PlayStation Portable. In 2011, all three games were released on iOS devices as the Street Fighter II Collection,[38] though the compilation was later delisted from the App Store. In 2018, Street Fighter II was one of the many games included in the Street Fighter 30th Anniversary Collection for the PlayStation 4, Nintendo Switch, Xbox One and Windows.

## Reception

### Commercial

By 1994, Street Fighter II had been played by an estimated 25 million people in the United States alone, across arcades and homes.[39] All versions of Street Fighter II are estimated to have grossed a total of $10.61 billion in revenue, mostly from the arcade market. As of 2017[update], it is one of the top three highest-grossing video games of all time, along with Space Invaders (1978) and Pac-Man (1980).[40]

#### Arcade versions

Street Fighter II was not immediately successful in Japan, as most arcade players were initially playing it solo, rather than multiplayer as originally intended. Yoshiki Okamoto was disappointed with its initial performance, and was told he should have produced another solo beat 'em up like Final Fight instead. After Japanese arcade magazine Gamest began publishing articles informing readers about the "battle play" feature, the game began gaining considerable popularity in Japanese arcades.[17] In Japan, Game Machine magazine listed the game as the second most successful table arcade cabinet of March 1991, outperforming games such as Detana!! TwinBee and King of the Monsters,[41] before Street Fighter II topped the charts two weeks later.[42] It went on to become the highest-grossing arcade game of 1991 in Japan,[43][44] and then became the highest-grossing arcade game of 1992.[45][3] Street Fighter II Turbo became the highest-grossing arcade game of 1993, with Street Fighter II Dash (Champion Edition) at number four and The World Warrior at number nine.[46]

Street Fighter II was similarly successful in the Western world.[47] In the United States, the game was more immediately successful as it exceeded expectations in test markets,[17][22] with individual machines earning $1,300–1,400 per week,[17] Capcom USA sales representative Jeff Walker predicted it would "become the kit of 1991", and RePlay magazine said the game showed there was "plenty of life" left in the then-struggling arcade business.[22] By March, it had become a blockbuster[48] and the top-grossing game in the United States,[49][50] giving a substantial boost in earnings for street operators.[51] It topped the RePlay arcade software charts from May 1991 through August 1992, for a total of 16 months.[lower-alpha 3] On the Play Meter arcade charts, it was the top-grossing video game during January–February 1992[68][69] and May 1992.[70] Street Fighter II was the highest-grossing arcade game of 1991 in the United States,[71][72] and one of the top five highest-grossing arcade conversion kits of 1992[73][74] (below Champion Edition).[75] Its success was considered phenomenal; by 1992, it had turned around the convenience store segment of the coin-op industry[76] and become the best-selling arcade game in ten years.[77] Electronic Games noted in its October 1992 issue, "Not since the early 1980s has an arcade game received so much attention and all-out fanatical popularity."[78] It was similarly successful in Australia, where it was performing strongly after 16 months on the market, with Leisure Line magazine noting in 1992 that not "since the days of Space Invaders (1978) has a game had such longevity".[79]

In 1991, 50,000 arcade units were sold worldwide, including 17,000 in Japan, with Capcom reporting continued production of arcade units due to repeat orders.[44] In the United Kingdom, Your Commodore reported in July 1991 that spectators were betting on players at London West End arcades.[80] Between early 1991 and early 1993, Street Fighter II had captured about 60% of the global coin-op market, including 10,000 units installed in the United Kingdom by mid-1991, with individual machines in the UK estimated to be taking between no|yes|GB|}}£70–1,000 per week over the next two years.[81] Street Fighter II generated an estimated annual revenue of £260 million in the UK alone for the two years between mid-1991 and mid-1993,[81] totaling £520 million ($Undefined year "1,992" million at the time, equivalent to $2.05 billion in 2024).

Capcom sold more than 60,000 arcade machines of the original Street Fighter II,[82] including about 20,000 to 25,000 units in the United States.[17] It was followed by Street Fighter II′ (Dash or Champion Edition), of which 140,000 arcade units were sold in Japan alone, where it cost ¥160,000 ($1300) for each unit, amounting to ¥22.4 billion ($182 million) revenue generated from hardware sales in Japan[83][47] (equivalent to $420 million in 2024),[84] in addition to about 20,000 to 25,000 units sold in the United States.[17] On the US RePlay arcade charts for July 1992, Champion Edition was number one on the upright cabinets chart (above Midway's Mortal Kombat), while the original Street Fighter II was number two on the coin-op software chart (below SNK's World Heroes).[85] Street Fighter II generated $1.5 billion (equivalent to $3.36 billion in 2024) annually in 1993, making it the year's highest-grossing entertainment product, above the film Jurassic Park.[86][87] In January 1994, Capcom referred to Street Fighter II as "the most successful video game series of the decade" while promoting Super Street Fighter II.[88] In early 1994, Capcom projected sales of Super Street Fighter II to reach 100,000 arcade units.[89] According to the March 1995 issue of GameFan, the game had earned "billions of dollars in profit".[90]

Title  | Region  | Hardware sales | Coin drop revenue (est. US$)  | Peak chart position

|
|
|
|

No inflation  | With inflation
Street Fighter II: The World Warrior | Japan  | 60,000+[82] | Unknown  | Unknown  | #1[43][45][44][3]
Australia  | Unknown  | Unknown  | #1[79]
Hong Kong  | Unknown  | Unknown  | #1[42]
United Kingdom  | $Undefined year "1,992" million (as of 1993[update])[81] | $2 billion | #1[81]
United States  | Unknown  | Unknown  | #1[91][71][72]
Software:Street Fighter II: Champion Edition | Japan  | 140,000[47][83] | $2.312 billion (as of 1995)[92] | $5.18 billion | #1[93]
United States  | 20,000+[17] | #1[85][75]
Australia  | Unknown  | #1[94]
Street Fighter II Turbo | Japan  | Unknown  | Unknown  | Unknown  | #1[95][46]
United States  | Unknown  | Unknown  | Unknown  | #1[96]
Super Street Fighter II | Japan  | Unknown  | Unknown  | Unknown  | #1[97]
United States  | 1,000+[98][89] | Unknown  | Unknown  | #1[99]
Super Street Fighter II Turbo | Japan  | Unknown  | Unknown  | Unknown  | #1[100]
United States  | Unknown  | Unknown  | Unknown  | #1[101]
Total  | Worldwide  | 221,000+  | $5.31 billion+[40] | $12.26 billion\+  | #1

In addition to Capcom's official arcade units, many pirated counterfeit Street Fighter II arcade clone units were sold across the world.[17][102] RePlay noted in January 1993 that Street Fighter II had "single-handedly re-ignited the worldwide black market in counterfeit PCBs and speed-up kits".[102] Many counterfeit arcade units often outsold official Street Fighter II arcade cabinets in various markets. For example, about 200,000 counterfeits were in Mexico alone, where Capcom did not officially sell the game.[17] Bondeal from Hong Kong produced 3,000 copied arcade units per month for markets like Latin America, and a Taiwanese firm produced 20,000 copied arcade units in 1991;[103] in Taiwan, up to 150,000 clone units were manufactured by 1992.[104] Many counterfeit units were in South Korea, such as a trader selling about 100 Street Fighter II PCBs by 1992.[105] Seven different versions of the game claimed to be sequels in 1992, mostly from Hong Kong, and one named Champion of Champion Editions reportedly was in British arcades.[106] Capcom and its partners took legal action against counterfeit arcade units in regions such as Southeast Asia,[44] North America,[102] South Korea,[105] and Puerto Rico.[103]

#### Home conversions

The numerous home conversions of Street Fighter II are listed among Capcom's Platinum-class games, with more than one million units sold worldwide.[107] In Japan, 1 million copies of the Super Famicom version were sold in June 1992 within the first two weeks of its release,[108] at a retail price of ¥10,780[109] (equivalent to $Undefined year "1992" then, or $191 in 2024). The February 1992 issue of Gamest in Japan said that, due to low stock, the console versions were selling for much higher at ¥15,000 (equivalent to about $119.19 at the time, or $267 in 2024). It topped the Japanese Famitsu sales charts from June[110] through July[111][112][113] to August 1992.[114][115] It was a multi-million seller in Japan by December 1992.[116][117]

In the United States, 750,000 units of the SNES version were sold between July 15 and September 30, 1992,[4] with a retail price of $74.99 (equivalent to $170 in 2024).[118] According to Electronic Gaming Monthly: "Never has a game taken the country [by] storm as this one has."[4] It remained America's top-selling Super NES game for much of late 1992, in August[119] and then October,[120][121] November,[122] and December.[123] In 1992 in North America, 2 million units were sold.[124] In the United Kingdom, Street Fighter II replaced Super Mario World as the bundled game for the SNES,[125] and the SNES and Amiga versions made it the second best-selling home video game of 1992, below Sonic the Hedgehog 2 for the Mega Drive.[6] Worldwide, four million Street Fighter II cartridges had been sold by September 1992,[4] 5 million units by the end of 1992,[126] and over 6 million by 1993.[127][128] The SNES version became the company's best-selling single consumer game software, at more than 6.3 million units,[129] and it remains its best-selling game software on a single platform.[107][130] By 1993, 10 million units of all home software versions had been sold,[131] and 11.9 million units for Nintendo and Sega consoles by March 1994.[132]

The SNES versions of Street Fighter II Turbo and Super Street Fighter II had 4.1 million and two million unit sales, respectively, followed by the Mega Drive/Genesis version of Street Fighter II: Special Champion Edition with 1.65 million sales. In total, more than 14 million copies were sold for the SNES and Mega Drive/Genesis consoles.[107] The SNES version of Street Fighter II was Capcom's best-selling single game until 2013, when it was surpassed by Resident Evil 5.[133] The Amiga version was successful in the United Kingdom, where it became the best-selling home computer software of 1992, though only being available for the last 16 days of the year.[6] Street Fighter II also topped the UK's Amiga sales chart in January 1993,[134] and the UK's Atari ST chart in March 1993.[135] In 2008, Super Street Fighter II Turbo HD Remix broke both the first-day and first-week sales records for a download-only game.[136] Street Fighter II was the best-selling fighting game with 15.5 million units sold across all versions and platforms, until it was surpassed by Super Smash Bros. Ultimate in 2019.[137]

Title  | Platform(s)  | Worldwide sales  | Japan sales  | Revenue  | Inflation

|
|
|
|
|

Street Fighter II: The World Warrior | Super NES  | 6,300,000[129][138] | 2,900,000[139] | $1.5 billion+[87] | $3.36 billion\+
Street Fighter II': Special Champion Edition | Mega Drive | 1,665,000[138] | Unknown
Street Fighter II Turbo | Super NES  | 4,100,000[129][138] | 2,100,000[139]
Super Street Fighter II: The New Challengers | Super NES  | 2,000,000[129][138] | 1,300,000[139] | Unknown  | Unknown
Street Fighter II | Game Boy | 17,038+  | 17,038[140] | Unknown  | Unknown
Super Street Fighter II Turbo: Revival | Game Boy Advance  | 45,335+  | 45,335[140] | Unknown  | Unknown
Hyper Street Fighter II: The Anniversary Edition | PlayStation 2 | 53,000+  | 53,000[140] | Unknown  | Unknown
Super Street Fighter II Turbo HD Remix | PS3 / Xbox 360 | 250,000+[136] | Unknown  | Unknown  | Unknown
Ultra Street Fighter II | Nintendo Switch | 500,000[141] | 100,000[142] | Unknown  | Unknown
Total sales  |  | 15,500,000[137] | 6,515,373+  |  |

Like the arcades, the home conversions were impacted by copyright infringement. Upon release of the SNES version in 1992, thirteen different unauthorized versions were reportedly available for the Super Famicom.[106]

### Critical

Contemporary reception

| Review scores

Publication| Score
Amiga| Arcade| Atari ST| C64| Game Boy| Sega Genesis| SNES| ZX
CVG| 78%[143]| | | | | | |
Edge| | | | | | | 9/10[144]|
EGM| | | | | 29/40[146]| | 38/40[145][4]|
Famitsu| | | | | 21/40[148]| | 35/40[147]|
GamePro| | | | | | | 5/5[149]|
Nintendo Power| | | | | | | 16.2/20[150]|
Sinclair User| | 84%[151]| | | | | | 89%[152]
Your Sinclair| | | | | | | | 62%[153]
Bad Influence!| | | | | | | 96%[154]|
Electronic Games| | | | | | | 94%[78]|
Mega Zone| | | | 84%[157]| | | 95%[156]|
Play Meter| | 94%[158]| | | | | |
RePlay| | Positive[22]| | | | | |
SNES Force| | | | | | | 92%[159]|
ST Format| | | 91%[160]| | | | |
Super Play| | | | | | | 94%[161]|
Your Commodore| | Positive[80]| | | | | |
| Awards

Publication| Award
Gamest Grand Prize| Game of the Year,
Best Action Game, Best Album, Best VGM,
Best Direction, Best Characters,
Best Graphics (Runner-Up)
Electronic Gaming Awards| Video Game of the Year, Best Action Video Game[162]
Electronic Gaming Monthly
(EGM)| Game of the Year,
Best Game of the Year (Super Nintendo),
Best Video Game Ending,
Hottest Video Game Babe (Chun-Li)
European Computer Trade Show
(ECTS)| Overall Game of the Year,
Best Action Game, Italian Game of the Year[163]
Golden Joystick Awards| Game of the Year,[164]
Console Game of the Year,
Best Licensed Console Game[165]
GameFan Golden Megawards| Best Game, Best Arcade Translation,
Best One-on-One Fighting Game,
Best Character (Dhalsim & Guile)[166]
Game Informer| Game of the Year, Best Playability in a Video Game
Chicago Tribune| Game of the Year[167]
GamePro| 16-bit Game of the Year
Nintendo Power| Game of the Year (SNES), Theme and Fun (SNES),
Play Control (SNES), Best/Worst Villain (Bison)[168]

#### Japan

The original arcade version of Street Fighter II was awarded Best Game of 1991 in Gamest's Fifth Annual Grand Prize, which also won in the genre of Best Action Game (the award for fighting games was not established yet). Street Fighter II placed No. 1 in Best VGM, Best Direction, and Best Album, and was second place in Best Graphics below the 3D Namco System 21 game Starblade. All the characters except M. Bison (known internationally as Balrog) are on the list of Best Characters of 1991.[169]

Street Fighter II Dash was awarded Best Game of 1992 in the Sixth Annual Grand Prize, as published in the February 1993 issue of Gamest, winning again as Best Action Game. It placed No. 3 in Best VGM, No. 6 in Best Graphics, and No. 5 in Best Direction. The Street Fighter II Image Album is the No. 1 Best Album in the same issue, with the Drama CD version of Street Fighter II tied for No. 7 with the soundtrack for Star Blade. The List of Best Characters only had Chun-Li at No. 3.[170]

In the February 1994 issue of Gamest, both Street Fighter II Turbo and Super Street Fighter II were nominated for Best Game of 1993, but neither won (the first place was given to Samurai Spirits). Super ranked third place, and Turbo ranked sixth. In the category of Best Fighting Games, Super ranked third place again, while Turbo placed fifth. Super won third place in the categories of Best Graphics and Best VGM. Cammy, who was introduced in Super, placed fifth place in the list of Best Characters of 1993, with Dee Jay at 36 and T. Hawk at 37.[171] In the January 30, 1995 issue of Gamest, Super Street Fighter II X (known as Super Turbo internationally) placed fourth place in the award for Best Game of 1994 and Best Fighting Game, but did not rank in any of the other awards.[172]

The Super Famicom (SNES) version was critically acclaimed. Famitsu's panel of four reviewers gave it scores of 9, 9, 9, and 8, adding up to 35 out of 40. This made it one of their five highest-rated games of 1992, along with Dragon Quest V: Hand of the Heavenly Bride, Shin Megami Tensei, World of Illusion Starring Mickey Mouse and Donald Duck, and Mario Paint. They later gave the Turbo update a score of 36 out of 40. This made Street Fighter II Turbo their highest-rated game of 1993, and the twelfth game to have received a Famitsu score of 36/40 or above.[147]

#### International

The arcade game was well received by English-language critics upon release. In March 1991, RePlay said that "the graphics and sounds are tops" while praising the "solid" gameplay,[22] and it was considered the top game at the American Coin Machine Exposition (ACME) that month.[173] In May 1991, Julian Rignall of Computer and Video Games gave it ratings of 94% for graphics, 93% for sound, 95% for playability, and 92% for lastability, with a 93% score overall. He criticized the original Street Fighter for being a "run-of-the-mill beat 'em up with little in the way of thrills and spills" but praised the sequel for being "absolutely packed with new ideas" and special moves. He noted the "six buttons combining with 8 joystick directions to provide more moves than I've ever seen in a beat 'em up" and praised the "massive, beautifully drawn and animated sprites, tons of speech and the most exciting, action-packed head-to-head conflict yet seen in an arcade game," concluding that it is "one of the best fighting games yet seen in the arcades" and a "brilliant" coin-op.[174] In the June 1991 issue of Sinclair User, John Cook gave the arcade game an "addict factor" of 84%. He praised the gameplay and the "excellent" animation and sound effects, but criticized the controls, stating players "might find the control system a bit daunting at first [with] a joystick plus six (count 'em!) fire buttons [but] it's not that bad really". He concluded "this is bound to appeal to you if you like the beat 'em up style of game."[151] Jeff Davy of Your Commodore praised the game for its large sprites, character animation, varied opponents, character moves, and two-player mode.[80] Computer and Video Games later referred to Street Fighter II as the "game of the millennium" in 1992.[175]

The SNES version of Street Fighter II was very well received. In Electronic Gaming Monthly (EGM), its panel of four reviewers gave it scores of 10, 9, 10, and 9, adding up to 38 out of 40,[145][4] and their "Game of the Month" award. Sushi-X (Ken Williams) gave it a 10, calling it "The best! Street Fighter II is the only game I have ever seen that really deserves a 10!" Martin Alessi gave it a 9, describing it as "the best cart available anywhere! Incredible game play!" Ed Semrad gave it a 10, saying "The moves are perfect, the graphics outstanding and the audio exceptional. Get one of the new 6 button sticks and you'll swear you're playing the arcade version."[145] GamePro printed two reviews of the game in its August 1992 issue, both giving it a full score of 5 out of 5; Doctor Dave described it as "Capcom's best arcade conversion yet" while Slasher Quan stated that almost "everything's perfect in the Super NES version" and that it is "a nearly flawless conversion of the arcade original that's made even more enjoyable by new options and the convenience of home fighting." Super Play gave it a 94% score, stating that with "the inclusion of Champion Edition's Character vs. Character select and the extra options, I would even go so far to say that this is actually better than the coin-op."[149] Electronic Games gave it scores of 95% for graphics, 92% for sound, and 93% for playability, with a 94% overall, concluding that it is the best fighting game to date.[78] Nintendo Power scored it 16.2 out of 20,[150] stating that the "hottest arcade game around has been faithfully reproduced for this Super NES conversion" and that it "is just like having the arcade game at home!".[149] Nintendo Power ranked it the best SNES game of 1992, above The Legend of Zelda: A Link to the Past in second place.[150]

Computer Gaming World in April 1994 said that "Street Fighter II now enters the PC ring rather late and with a touch of weak wrist". The magazine reported that "the atmosphere and the impact of hefty welts and bone-crushing action is just not here. The usual lament of many PC gamers about arcade conversions is once again true: too little and too late".[176]

Entertainment Weekly wrote: "Sure, it's violent (people can be set on fire), but Street Fighter II offers a depth of play (each character has more than 20 different moves) unmatched by any other video-game slugfest."[177]

Street Fighter II was named by Electronic Gaming Monthly as the Game of the Year for 1992.[4] EGM awarded Street Fighter II Turbo with Best Super NES Game in 1993.[178] Street Fighter II won the Golden Joystick Award for Game of the Year in 1992.[164] Game Informer gave it the "Best Game of the Year" and "Best Playability in a Video Game" awards.[179] It won Electronic Games's Electronic Gaming Award for the Video Game of the Year,[162] where it was nominated along with NHLPA Hockey '93 and Sonic the Hedgehog 2.[180]

The Mega Drive version of Street Fighter II received ten out of ten for both graphics and addiction from Mega, who described it as "a candidate for best game ever and without a doubt the best beat-'em-up of all time" and gave it an overall 92% score.[181] MegaTech scored it 95% and awarded it Hyper Game, stating "the greatest coin-op hits the Megadrive in perfect form".[182] Edge gave the PC Engine version of Champion Edition a score of eight out of ten.[183] The four reviewers of Electronic Gaming Monthly, while remarking that the Game Boy control is difficult, the game speed "lethargically slow", and it is a very old game, agreed it to be an excellent conversion by Game Boy standards.[146] The Axe Grinder of GamePro agreed, praising the graphics and Game Boy survival mode, but criticizing the slow controls and concluding that "The real problem here is that the game's just plain old."[184]

#### Retrospective

Retrospective reception

| Review scores

Publication| Score
Arcade| C64| Game Boy| SNES| Wii
AllGame| [185]| [187]| [188]| [186]|
Eurogamer| | | | | 9/10[189]
GameSpot| | | | | 7.2/10[190]
IGN| | | | | 7/10[191]
Aggregate score
GameRankings| | | | 82%[161]|

Street Fighter II has been listed among the best games of all time. Game Rankings aggregated the SNES reviews since 1992 with a reported ranking of 81.57% indicating an overall positive reception.[161] The staff praised it for popularizing the one-on-one fighting game genre and noted that its Super NES ports were "near-perfect."[192] They later ranked it the 25th-best game ever made in 2009.[193] Game Informer ranked it as the 22nd-best game ever made in 2001. Other publications that listed it among the best games of all time include BuzzFeed,[194] Electronic Gaming Monthly,[195][196][197] IGN,[198][199][200] Edge,[201] Empire,[202][203] Famitsu,[204] FHM,[205] G4,[206] GameFAQs,[207][208][209][210] GameSpot,[211] GamingBolt,[212] Guinness World Records,[213] Next Generation,[214][215] NowGamer,[216] Retro Gamer,[217] Stuff,[218][219] Time,[220] and Yahoo![221] Guinness World Records awarded Street Fighter II the world records of "First Fighting Game to Use Combos", "Most Cloned Fighting Game", and "Biggest-Selling Coin-Operated Fighting Game" in the Guinness World Records: Gamer's Edition 2008. In 2017, The Strong National Museum of Play inducted Street Fighter II to its World Video Game Hall of Fame.[222]

GameSpot gave the PlayStation 3 version of HD Remix a score of 8.5 out of 10.[223]

PC Gamer listed the 1993 DOS version of Street Fighter II as one of the worst PC ports of all time.[224]

## Legacy

### Sequels

The Street Fighter II games were followed by several sub-series of Street Fighter games and spinoffs, including Street Fighter EX, Pocket Fighter, Super Puzzle Fighter II Turbo, and Vs. series. A prequel to Street Fighter II, Street Fighter Alpha, was released in 1995. The direct sequel to Street Fighter II, Street Fighter III, would be released in 1997. Capcom released Street Fighter IV for the arcades in July 2008, followed by Xbox 360 and PlayStation 3 in February 2009 and Microsoft Windows in July 2009. Street Fighter V was released for the PlayStation 4 and Windows in 2016. Street Fighter 6 was released for the PlayStation 4, PlayStation 5, Windows and Xbox Series X/S in June 2023, an arcade version was released in Japan in December 2023.

### Other media

* The characters joined the G.I. Joe: A Real American Hero lineup in 1993, as Hasbro bought their toy rights.[225]
* Two film adaptations were released in 1994: Street Fighter II: The Animated Movie, a Japanese anime film produced by Group TAC; and Street Fighter, an American live-action film starring Jean-Claude Van Damme.
* A U.S. Street Fighter cartoon follows a combined plot of the live-action movie and the game series. An unrelated anime, Street Fighter II V, features younger characters similar to The Legend of Chun-Li.
* Capcom sponsored IndyCar driver Kenji Momota at the 1992 Indianapolis 500, providing a Street Fighter livery for his No. 88 car, which failed to qualify.[226]

### Impact

Street Fighter II is regarded as one of the most influential video games of all time,[227][228][229] and the most important fighting game in particular.[229][230][231] The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It has the most accurate joystick and button scanning routine in the genre, allowing players to reliably execute multi-button special moves, and its graphics use Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allow players to combat a variety of computer-controlled fighters, Street Fighter II allows human combat.

The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand.[232] It was responsible for introducing the combo mechanic, which came about when skilled players learned that they could combine several attacks with no time for the opponent to recover.[19][228][233][234] Its success inspired a wave of other fighting games, which were initially often labeled as "clones"[227][235] or imitators, including titles such as Guardians of the 'Hood, Art of Fighting, Time Killers,[236] Mortal Kombat,[237] and Killer Instinct. Street Fighter II also influenced the development of the combat mechanics of beat 'em up game Streets of Rage 2.[238] However, Street Fighter II also received criticism for its depiction of street violence, and for having inspired numerous other violent games in the industry.[236]

Street Fighter II was the best-selling arcade video game by far since the golden age of arcade video games,[228][231] bringing an arcade renaissance in the early 1990s.[239] Its impact on home video games was equally crucial, becoming a long-lasting system-seller for the Super Nintendo Entertainment System.[227] Since then, up until the late 1990s, numerous best-selling home video games were arcade ports.[240] In 2005, Electronic Gaming Monthly ranked it the ninth most important game since they began publication in 1989, stating no game "did more to prop up arcades" in the 1990s and it was the first killer app for the SNES.[241]

The game popularized the concept of "face-to-face", tournament-level competition between two players[227] instead of just high scores.[227] This enabled the competitive multiplayer and deathmatch modes found in modern action games.[229] John Romero, for example, cited the competitive multiplayer of Street Fighter II as an influence on the deathmatch mode of seminal first-person shooter Doom.[242]

It is an innovation in revision series, with Capcom continuously upgrading and expanding the arcade game instead of releasing a sequel. This furthered the practice of patches and downloadable content found in modern video games.[227]

### Popular culture

Street Fighter II has been frequently sampled and referenced in hip hop music, by artists such as The Lady of Rage, Nicki Minaj, Lupe Fiasco, Dizzee Rascal, Lil B, Sean Price, and Madlib. This started with Hi-C's "Swing'n" (1993) and DJ Qbert's "Track 10" (1994) which sampled Street Fighter II, and the Street Fighter film soundtrack (1994) which is the first major film soundtrack to consist almost entirely of hip hop music. According to DJ Qbert, "I think hip-hop is a cool thing, I think Street Fighter is a cool thing". According to Vice magazine, "Street Fighter's mixture of competition, bravado, and individualism easily translate into the trials and travails of a rapper."[243] The "Perfect" sample was used by Kanye West and Drake in The Life of Pablo (2016).[244][245] UK rap includes grime DJ Logan Sama saying, "Street Fighter is just a huge cultural thing that everyone experienced growing up [with] such a huge impact that it has just stayed in everyone's consciousness." According to Jake Hawkes of Soapbox, "grime was built around lyrical clashes [and] the 1v1 setup of these clashes was easily equated with Street Fighter's 1 on 1 battles." Grime MCs such as Dizzee Rascal were sampling Street Fighter II in 2002, and Street Fighter II has been sampled "by almost every grime MC". It became an integral part of BBC Radio 1Xtra DJ Charlie Sloth's Fire in the Booth freestyle segments, using samples such as "Hadouken", "Shoryuken", and the "Perfect" announcer sound.[246]

## Notes

1. ↑ Amiga, Amstrad CPC, Atari ST, Commodore 64 and MS-DOS versions developed by Creative Materials; ZX Spectrum version developed by Tiertex; Game Boy version developed by Sun L.
2. ↑ An article from Game Machine claims its release date to be February 1991.[3]
3. ↑ [52][53][54][55][56][57][58][59][60][61][62][63][64][65][66][67]

## References

1. ↑ "CAPCOM Investor Relations - History". Capcom. http://www.capcom.co.jp/ir/english/company/history.html?tab=1.
2. ↑ "ヒストリー ストリートファイター35周年記念サイト". https://www.streetfighter.com/ja/35th/history.html.
3. ↑ 3.0 3.1 3.2 "Overseas Readers Column: "SF II", "Exhaust Note" Top Videos '92". Game Machine (Amusement Press, Inc.) (441): 36. 1–15 January 1993. https://onitama.tv/gamemachine/pdf/19930101p.pdf#page=19.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly: 13–24. 1993.
5. ↑ "Street Fighter II: The World WarriorStreet Fighter II: The World Warrior (SNES)". NintendoLife. 20 November 2020. https://www.nintendolife.com/games/snes/street_fighter_ii_the_world_warrior.
6. ↑ 6.0 6.1 6.2 6.3 "Can Mega Drive Street Fighter 2 Live Up To All The Hype?". Mega (10 (July 1993)): 22. 17 June 1993. https://archive.org/details/mega-issue-10-july-1993.
7. ↑ "Where have all those lovely games gone?". Your Sinclair (Future plc) (132): 6. February 1993. https://spectrumcomputing.co.uk/page.php?issue_id=131&page=6.
8. ↑ Cite error: Invalid `<ref>` tag; no text was provided for refs named `famitsu-smd`
9. ↑ "Street Fighter II (GB)". https://www.nintendolife.com/games/gameboy/street_fighter_ii.
10. ↑ 10.0 10.1 Lemon, Andy; Rietveld, Hillegonda C. (12 March 2020). "The Street Fighter Lady: Invisibility and Gender in Game Composition". Transactions of the Digital Games Research Association 5 (1). doi:10.26503/todigra.v5i1.112. ISSN 2328-9422. http://todigra.org/index.php/todigra/article/view/112/159. Retrieved 21 April 2021.
11. ↑ 11.0 11.1 June, Laura (16 January 2013). "For Amusement Only: the life and death of the American arcade". https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only.
12. ↑ Skolnik, Michael Ryan; Conway, Steven (1 November 2019). "Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and the Street Fighter Community". Games and Culture 14 (7–8): 742–762. doi:10.1177/1555412017727687. ISSN 1555-4120. https://journals.sagepub.com/doi/10.1177/1555412017727687. Retrieved 21 April 2021.
13. ↑ 13.0 13.1 *IGN staff (2007). "The Top 100 Games of All Time!". IGN.com. http://top100.ign.com/2007/ign_top_game_24.html.
14. ↑ Thorpe, Nick (181). (in en)Retro Gamer (United Kingdom: Future).
15. ↑ "Interview with Street Fighter II Sound Composer Isao Abe" (in ja). http://www.capcom.co.jp/sound/topics/tpcs1_2.html.
16. ↑ "STREET FIGHTER II Japanese win quote compilation". http://meh.brpxqzme.net/sf2/message.html.
17. ↑ 17.00 17.01 17.02 17.03 17.04 17.05 17.06 17.07 17.08 17.09 17.10 17.11 Leone, Matt (February 3, 2014). "Street Fighter 2: An Oral History". https://www.polygon.com/a/street-fighter-2-oral-history/.
18. ↑ Leone, Matt (July 7, 2020). "Street Fighter 1: An oral history". Vox Media. https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama.
19. ↑ 19.0 19.1 19.2 19.3 19.4 19.5 "The Making Of... Street Fighter II". Edge (Bath: Future Publishing) (108). March 2002.
20. ↑ "Interview: The Men Who Make Street Fighter II!". GamePro (IDG) (59): 32. June 1994.
21. ↑ Nesbitt, Brian (28 January 1991). "Coin-Operated Corkers!". The One (emap Images) (29 (February 1991)): 20. https://archive.org/details/theone-magazine-29/page/n19.
22. ↑ 22.0 22.1 22.2 22.3 22.4 "Street Fighter II: interactive jawbreaker shines bright at Capcom's Florida dealer meet; nice goods!". RePlay 16 (6): 54, 56. March 1991. https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay - Volume 16, Issue No. 6 - March 1991/page/54.
23. ↑ "Craven Exits Capcom to Form Leprechaun, Inc.; Walker Now Tops Capcom Sales, Sets Dealer Meet". RePlay 16 (5): 36. February 1991. https://archive.org/details/re-play-volume-16-issue-no.-5-february-1991-600dpi/RePlay - Volume 16, Issue No. 5 - February 1991/page/36.
24. ↑ "Capcom Bows Street Fighter II, Hints At 3D Coming On CPS". RePlay 16 (6): 16. March 1991. https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay - Volume 16, Issue No. 6 - March 1991/page/16.
25. ↑ "The Buzz: Valken the Wildside". Mega Guide: pp. 2–3. 18 December 1992. https://archive.org/details/MEGA-guide/The Sun MEGA Guide (1992-12-18)/page/n1/mode/1up.
26. ↑ "Nintendo Magazine System Issue 02". November 1992. https://archive.org/details/nintendo-magazine-system-2/page/64/mode/2up.
27. ↑ "N-Force Magazine Issue 06". December 1992. https://archive.org/stream/nforce-magazine-06/NForce_06_Dec_1992#page/n7/mode/2up.
28. ↑ "Street Fighter II". http://www.gamefaqs.com/amiga/921759-street-fighter-ii/data.
29. ↑ "Street Fighter II". http://www.gamefaqs.com/ast/948202-street-fighter-ii/data.
30. ↑ "Street Fighter II". http://www.gamefaqs.com/c64/571874-street-fighter-ii/data.
31. ↑ "Street Fighter II". http://www.gamefaqs.com/sinclair/946923-street-fighter-ii/data.
32. ↑ 32.0 32.1 "Street Fighter II". http://www.gamefaqs.com/pc/945853-street-fighter-ii/data.
33. ↑ "Street Fighter II". http://www.gamefaqs.com/cps/937827-street-fighter-ii/data.
34. ↑ "Street Fighter II". http://www.gamefaqs.com/mobile/924634-street-fighter-ii/data.
35. ↑ McWhertor, Michael (30 August 2017). "Capcom re-releasing Street Fighter 2 on SNES cartridge". Vox Media. https://www.polygon.com/2017/8/30/16230658/street-fighter-2-snes-cartridge-rerelease-capcom-iam8bit.
36. ↑ "5 Street Fighter Ii Ports You Don't Know About". 11 December 2014. http://retrogamingmagazine.com/2015/12/11/5-street-fighter-ii-ports-you-dont-know-about/.
37. ↑ "Street Fighter II [LCD]". https://www.ign.com/games/street-fighter-ii-lcd-game.
38. ↑ "Final Fight and Street Fighter II Collection coming to iOS Devices". https://news.capcomusa.com/lets/browse/final-fight-and-street-fighter-ii-collection-coming-to-ios-devices.
39. ↑ "Business Week". Business Week (Bloomberg) (3392–3405): 58. 1994. https://books.google.com/books?id=kAseAQAAMAAJ. Retrieved January 25, 2012. "Japan's Capcom Co. has sold 12 million copies of its Street Fighter games worldwide and figures that 25 million Americans have played the games at home or in arcades.".
40. ↑ 40.0 40.1 "World of Warcraft Leads Industry With Nearly $10 Billion In Revenue". 26 January 2017. https://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue.
41. ↑ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (400): 32–3. 1 April 1991. https://onitama.tv/gamemachine/pdf/19910401p.pdf.
42. ↑ 42.0 42.1 "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (401): 17, 25. 15 April 1991. https://onitama.tv/gamemachine/pdf/19910415p.pdf.
43. ↑ 43.0 43.1 "第５回ゲーメスト大賞" (in ja). Gamest 68 (February 1992): 1–17. December 28, 1991. alternate url
44. ↑ 44.0 44.1 44.2 44.3 ""Final Fight II" and "Final Lap 2" Top Videos: Video Games of The Year '91". Game Machine (Amusement Press, Inc.) (419): 26. 1 February 1992. https://onitama.tv/gamemachine/pdf/19920201p.pdf#page=14.
45. ↑ 45.0 45.1 "第６回ゲーメスト大賞 〜 インカム部門" (in ja). Gamest 84 (February 1993): 8–28 (27). December 28, 1992. alternate url
46. ↑ 46.0 46.1 "第７回 ゲーメスト大賞 〜 ヒットゲーム BEST 10 〜 インカム中心" (in ja). Gamest 107 (February 1994): 20–43 (39). December 27, 1993. alternate url
47. ↑ 47.0 47.1 47.2 Ste Curran (2004). Game plan: great designs that changed the face of computer gaming. Rotovision. p. 38. ISBN 2-88046-696-2. https://books.google.com/books?id=TXcWlWkIZ0AC&pg=PA38. Retrieved April 11, 2011. "When Street Fighter II′ (pronounced street fighter two dash) was released just a short time later, it sold around 140,000 units, at ¥160.000 (c. US $1300 / £820) each. The figures were beyond massive — they were simply unheard of. Capcom's Titanic wasn't sinking. Anything but. The game was a runaway success in its territory of choice, bringing Western gamers as much joy as it had in the East."
48. ↑ "A Wealth of Games". RePlay 16 (8): 109. May 1991. https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay - Volume 16, Issue No. 8 - May 1991/page/109.
49. ↑ "Sneak Preview: what new games will be unveiled at this month's ACME? RePlay sneaks a peek at videos, pins & redemption games". RePlay 16 (6): 68–72. March 1991. https://archive.org/details/re-play-volume-16-issue-no.-6-march-1991-600dpi/RePlay - Volume 16, Issue No. 6 - March 1991/page/68.
50. ↑ "ACME '91: American Coin Machine Exposition". RePlay 16 (7): ACME 1–8, p. 56. April 1991. https://archive.org/details/re-play-volume-16-issue-no.-7-april-1991-600DPI/RePlay - Volume 16, Issue No. 7 - April 1991/page/21.
51. ↑ Taylor, Yogi (May 1991). "Street Power! "Capcom's new Street Fighter II increased my route earnings by 50%," says California street operator Yogi Taylor". RePlay 16 (8): 112, 114. https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay - Volume 16, Issue No. 8 - May 1991/page/112.
52. ↑ "RePlay: The Players' Choice". RePlay 16 (8): 4. May 1991. https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay - Volume 16, Issue No. 8 - May 1991/page/4.
53. ↑ "RePlay: The Players' Choice". RePlay 16 (9): 4. June 1991. https://archive.org/details/re-play-volume-16-issue-no.-9-june-1991-600dpi/RePlay - Volume 16, Issue No. 9 - June 1991/page/4.
54. ↑ "RePlay: The Players' Choice". RePlay 16 (10): 4. July 1991. https://archive.org/details/re-play-volume-16-issue-no.-10-july-1991-600dpi/RePlay - Volume 16, Issue No. 10 - July 1991/page/4.
55. ↑ "RePlay: The Players' Choice". RePlay 16 (11): 3. August 1991. https://archive.org/details/re-play-volume-16-issue-no.-11-august-1991-600dpi/RePlay - Volume 16, Issue No. 11 - August 1991/page/n3.
56. ↑ "RePlay: The Players' Choice". RePlay 16 (12): 4. September 1991. https://archive.org/details/re-play-volume-16-issue-no.-12-september-1991-600dpi/RePlay - Volume 16, Issue No. 12 - September 1991/page/4.
57. ↑ "RePlay: The Players' Choice". RePlay 17 (1): 4. October 1991. https://archive.org/details/re-play-volume-17-issue-no.-1-october-1991-600DPI/RePlay - Volume 17, Issue No. 1 - October 1991/page/4.
58. ↑ "RePlay: The Players' Choice". RePlay 17 (2): 4. November 1991. https://archive.org/details/re-play-volume-17-issue-no.-2-november-1991-600dpi/RePlay - Volume 17, Issue No. 2 - November 1991/page/4.
59. ↑ "RePlay: The Players' Choice". RePlay 17 (3): 4. December 1991. https://archive.org/details/re-play-volume-17-issue-no.-3-december-1991-600dpi/RePlay - Volume 17, Issue No. 3 - December 1991/page/4.
60. ↑ "RePlay: The Players' Choice". RePlay 17 (4): 4. January 1992. https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay - Volume 17, Issue No. 4 - January 1992/page/4.
61. ↑ "RePlay: The Players' Choice". RePlay 17 (5): 4. February 1992. https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay - Volume 17, Issue No. 5 - February 1992/page/4.
62. ↑ "RePlay: The Players' Choice". RePlay 17 (6): 4. March 1992. https://archive.org/details/re-play-volume-17-issue-no.-6-march-1992-600DPI/RePlay - Volume 17, Issue No. 6 - March 1992/page/4.
63. ↑ "RePlay: The Players' Choice". RePlay 17 (7): 4. April 1992. https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay - Volume 17, Issue No. 7 - April 1992/page/n3.
64. ↑ "RePlay: The Players' Choice". RePlay 17 (8): 4. May 1992. https://archive.org/details/re-play-volume-17-issue-no.-8-may-1992-600dpi/RePlay - Volume 17, Issue No. 8 - May 1992/page/n3/mode/2up.
65. ↑ "RePlay: The Players' Choice". RePlay 17 (9): 4. June 1992. https://archive.org/details/re-play-volume-17-issue-no.-9-june-1992-600dpi/RePlay - Volume 17, Issue No. 9 - June 1992/page/n3.
66. ↑ "RePlay: The Players' Choice". RePlay 17 (10): 4. July 1992. https://archive.org/details/re-play-volume-17-issue-no.-10-july-1992-600dpi/RePlay - Volume 17, Issue No. 10 - July 1992/page/n3.
67. ↑ "RePlay: The Players' Choice". RePlay 17 (11): 4. August 1992. https://archive.org/details/re-play-volume-17-issue-no.-11-august-1992-600DPI/RePlay - Volume 17, Issue No. 11 - August 1992/page/4.
68. ↑ "Equipment Poll". Play Meter 18 (1): 8–9. January 1992. https://archive.org/details/play-meter-volume-18-number-1-january-1992-600dpi/Play Meter - Volume 18, Number 1 - January 1992/page/n7/mode/2up.
69. ↑ "Equipment Poll". Play Meter 18 (3): 8–9. February 1992. https://archive.org/details/play-meter-volume-18-number-2-february-1992-600dpi/page/n7/mode/2up.
70. ↑ "Equipment Poll". Play Meter 18 (6): 8–9. May 1992. https://archive.org/details/play-meter-volume-18-number-6-may-1992-600dpi/Play Meter - Volume 18, Number 6 - May 1992/page/n7/mode/2up.
71. ↑ 71.0 71.1 "ACME '92: Play Meter and AAMA present annual awards". Play Meter 18 (5): 66, 68. April 1992. https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play Meter - Volume 18, Number 5 - April 1992/page/n129.
72. ↑ 72.0 72.1 "Coin Machine - Seven Manufacturers Receive AAMA Awards". Cashbox: 25. April 18, 1992. ISSN 0008-7289. https://worldradiohistory.com/Archive-All-Music/Cash-Box/90s/1992/CB-1992-04-18.pdf#page=27.
73. ↑ "Coin Machine: AMOA JB Award Nominees Announced". Cash Box: 29. August 29, 1992. https://worldradiohistory.com/hd2/IDX-Business/Music/Archive-Cash-Box-IDX/90s/1992/CB-1992-08-29-OCR-Page-0027.pdf.
74. ↑ "Game Awards". RePlay 18 (1): 61. October 1992. https://archive.org/details/re-play-volume-18-issue-no.-1-october-1992-600dpi/RePlay - Volume 18, Issue No. 1 - October 1992/page/61.
75. ↑ 75.0 75.1 "Banquet Hoedown! Game Awards". RePlay 18 (2): 78–80. November 1992. https://archive.org/details/re-play-volume-18-issue-no.-2-november-1992-600DPI/RePlay - Volume 18, Issue No. 2 - November 1992/page/78/mode/2up.
76. ↑ Moore, Dale (January 1992). "Viewpoints". RePlay 14 (7): 14. https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay - Volume 17, Issue No. 4 - January 1992/page/14.
77. ↑ "Distributing: East and West". RePlay 17 (5): 114. February 1992. https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay - Volume 17, Issue No. 5 - February 1992/page/114.
78. ↑ 78.0 78.1 78.2 "Electronic Games 1992-10". October 1992. https://archive.org/stream/Electronic-Games-1992-10/Electronic Games 1992-10#page/n71/mode/2up.
79. ↑ 79.0 79.1 ""Street Fighter II' CE" Has Legs". Leisure Line (Australia: Leisure & Allied Industries): 3. June 1992. https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n2.
80. ↑ 80.0 80.1 80.2 Davy, Jeff (August 1991). "Neon Zone". Your Commodore (Argus Specialist Publications) (82 (26 July 1991)): 36–7. https://archive.org/details/YourCommodoreIssue82Aug91/page/n35.
81. ↑ 81.0 81.1 81.2 81.3 Interview with David Snook, editor of Coinslot, published in "The making of Street Fighter 2 - a video game legend". Mega (10 (July 1993)): 14-35 (18-21). 17 June 1993. https://retrocdn.net/images/0/07/Mega_UK_10.pdf#page=18.
82. ↑ 82.0 82.1 Kent, Steven L. (2001). The Ultimate History of Video Games: The Story behind the Craze that Touched Our Lives and Changed the World. Prima. p. 446. ISBN 978-0-7615-3643-7. https://books.google.com/books?id=C2MH05ogU9oC. Retrieved April 9, 2011. "Capcom will not release the final numbers, but some outsiders have estimated that more than 60,000 Street Fighter II arcade machines were sold worldwide."
83. ↑ 83.0 83.1 "The Making Of... Street Fighter II". Edge (Bath: Future Publishing) (108). March 2002. "Noritaka Funamizu: We made Street Fighter 2 Dash, and sales were so high. I mean the game cost around ¥150,000 or ¥160,000 [£820] and we sold about 140,000 of them. I can't even imagine such numbers now.".
84. ↑ "Five Ways to Compute the Relative Value of a Japanese Yen Amount, 1879 - 2009". Measuring Worth. http://measuringworth.com/japancompare/.
85. ↑ 85.0 85.1 "Top Coin-Ops of July, 1992". Electronic Games 1 (3 (December 1992)): 18. 10 November 1992. https://archive.org/details/Electronic-Games-1992-12/page/n17.
86. ↑ Goldstein, Jeffrey H. (1998). "Immortal Kombat: War Toys and Violent Video Games". Why We Watch: The Attractions of Violent Entertainment. Oxford University Press. pp. 53–68 (53). ISBN 978-0-19-802790-4. https://books.google.com/books?id=Cc_QCwAAQBAJ&pg=PA53. "Its financial success was exceeded only by a video game with violence as its theme. "One single game–StreetFighter II–made $1.5 billion last year [1993]. Nothing, not even Jurassic Park, touched that success in the entertainment business," said screenwriter Michael Backes (quoted in Covington, 1994)."
87. ↑ 87.0 87.1 Steven J. Kirsh (2006). Children, adolescents, and media violence: a critical look at the research. SAGE Publications. p. 228. ISBN 0-7619-2976-2. https://archive.org/details/childrenadolesce00stev. Retrieved April 23, 2011. "In 1993, sales of the violent fighting video game Street Fighter II exceeded $1.5 billion."
88. ↑ "More Fighters, More Moves, More Profits: Super Street Fighter II". Play Meter 20 (1): 25. January 1994. https://archive.org/details/play-meter-volume-20-number-1-january-1994/Play Meter - Volume 20, Number 1 - January 1994/page/25.
89. ↑ 89.0 89.1 "Japan Company Handbook: Second Section". Japan Company Handbook: Second Section (Toyo Keizai) (1): 758. Spring 1994. https://books.google.com/books?id=HqC0AAAAIAAJ. "Sales of "Street Fighter II Turbo" aimed at 4.2 mil units, and commercial-use "Super Street Fighter II" at 100,000 units, in current term.".
90. ↑ "Street Fighter II Movie". GameFan 3 (3): 26–7. March 1995. https://archive.org/details/GamefanVolume3Issue03March1995/page/n25/mode/2up.
91. ↑ "Top Coin-Ops of May 1992". Electronic Games 1 (1): 14. October 1992. https://archive.org/details/Electronic-Games-1992-10/page/n13.
92. ↑ "Top 10 Biggest Grossing Arcade Games". http://www.usgamer.net/articles/top-10-biggest-grossing-arcade-games-of-all-time.
93. ↑ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (426): 29. 15 May 1992.
94. ↑ "Test Reports". Leisure Line (Australia: Leisure & Allied Industries): 34. June 1992. https://archive.org/details/Leisure_Line_1992-06_Leisure_Allied_Industries_AU/page/n33.
95. ↑ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (443): 29. 15 February 1993. https://onitama.tv/gamemachine/pdf/19930215p.pdf#page=15.
96. ↑ "Electronic Games 1993-06". June 1993. https://archive.org/stream/Electronic-Games-1993-06/Electronic Games 1993-06#page/n13/mode/2up.
97. ↑ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (460): 25. 1 November 1993. https://onitama.tv/gamemachine/pdf/19931101p.pdf#page=13.
98. ↑ "Hot Off The Press! Revenue Sharing". RePlay 19 (1): 9. October 1993. https://archive.org/details/re-play-volume-19-issue-no.-1-october-1993-600dpi/RePlay - Volume 19, Issue No. 1 - October 1993/page/9.
99. ↑ "Game Machine's Best Hit Games 25 - テーブル型TVゲーム機 (Table Videos)". Game Machine (Amusement Press, Inc.) (461): 25–6. 1 December 1993. https://onitama.tv/gamemachine/pdf/19931201p.pdf#page=13.
100. ↑ "第８回 ゲーメスト大賞". Gamest 136 (January 1995): 40–59. December 27, 1994. alternate url
101. ↑ "Charts - Arcade: PCBs". Edge (Future plc) (10 (July 1994)): 85. 26 May 1994. https://archive.org/details/EDGE.N010.1994.07/page/n84.
102. ↑ 102.0 102.1 102.2 "The Bottom Line". RePlay 18 (4): 32, 34, 42. January 1993. https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay - Volume 18, Issue No. 4 - January 1993/page/32.
103. ↑ 103.0 103.1 "Hot Off The Press! Bondeal Replies". RePlay 17 (4): 3. January 1992. https://archive.org/details/re-play-volume-17-issue-no.-4-january-1992-600dpi/RePlay - Volume 17, Issue No. 4 - January 1992/page/n2.
104. ↑ "The Shadow World Of Counterfeits: Korea, Taiwan, Italy & Spain identified as major sources of video copies; strange alliances and twisting trails lead from makes to final users". RePlay 17 (5): 29–32. February 1992. https://archive.org/details/re-play-volume-17-issue-no.-5-february-1992-600DPI/RePlay - Volume 17, Issue No. 5 - February 1992/page/29.
105. ↑ 105.0 105.1 "Cops Nab Copiers: counterfeit buyers & sellers arrested in three countries; government enforcement heats up in U.S., Canada & Korea.". RePlay 17 (7): 41–2. April 1992. https://archive.org/details/re-play-volume-17-issue-no.-7-april-1992/RePlay - Volume 17, Issue No. 7 - April 1992/page/41.
106. ↑ 106.0 106.1 "News: Street Fighter 21". Computer and Video Games (134 (January 1993)): 14. 15 December 1992. https://retrocdn.net/images/9/92/CVG_UK_134.pdf#page=14.
107. ↑ 107.0 107.1 107.2 "CAPCOM — Platinum Titles". http://www.capcom.co.jp/ir/english/business/million.html.
108. ↑ "Electronic Games 1992-10". October 1992. https://archive.org/stream/Electronic-Games-1992-10/Electronic Games 1992-10#page/n9/mode/2up.
109. ↑ "ストリートファイターII". https://www.famitsu.com/cominy/?m=pc&a=page_h_title&title_id=8857&redirect=no.
110. ↑ "Weekly Top 30 (6月26日)". Famicom Tsūshin (186): 14–5. 10 July 1992. https://archive.org/details/weekly-famitsu-no.-186-july-10th-1992-600dpi/Weekly Famitsu - No. 186 July 10th 1992/page/n14/mode/2up.
111. ↑ "Weekly Top 30 (7月10日)". Famicom Tsūshin (188): 14–5. 24 July 1992. https://archive.org/details/weeklyfamitsuno188july24th1992hiresscans/Weekly Famitsu - No. 188 July 24th, 1992/page/n13/mode/2up.
112. ↑ "Weekly Top 30 (7月17日)". Famicom Tsūshin (189): 14–5. 31 July 1992. https://archive.org/details/weeklyfamitsuno189july31st1992/Weekly Famitsu - No. 189 July 31st, 1992/page/n13/mode/2up.
113. ↑ "Weekly Top 30 (7月24日)". Famicom Tsūshin (190): 14–5. 7 August 1992. https://archive.org/details/weeklyfamitsuno190august7th1992600DPI/Weekly Famitsu - No. 190 August 7th, 1992/page/n13/mode/2up.
114. ↑ "Charts Would Be a Fine Thing!". Super Play (1 (November 1992)): 17. 1 October 1992. https://archive.org/details/Superplay_Issue_01_1992-11_Future_Publishing_GB/page/n16/mode/1up.
115. ↑ "Weekly Top 30 (8月21日)". Famicom Tsūshin (194): 16–7. 4 September 1992. https://archive.org/details/WeeklyFamitsuNo194Sept4th1992/Weekly Famitsu - No. 194 September 4th 1992/page/n15/mode/2up.
116. ↑ "Big in Japan! Sega grab Capcom licenses". Sega Force (13 (January 1993)): 10–11 (11). 10 December 1992. https://retrocdn.net/images/b/ba/SegaForce_UK_13.pdf#page=11.
117. ↑ "Super Savings!". N-Force (Europress) (10 (April 1993)): 12. March 1993. https://archive.org/details/NForce07Jan93/NForce10-Apr93/page/n11.
118. ↑ "Super Nes" (JPG). http://huguesjohnson.com/scans/EBChristmas92/EBChristmas92_pg06.jpg.
119. ↑ "EGM Top Ten". Electronic Gaming Monthly (39): 44–45. October 1992. https://archive.org/details/Electronic_Gaming_Monthly_Issue_039_October_1992/page/n43/mode/2up.
120. ↑ "Charts Across the World". Super Play (2 (December 1992)): 25. November 1992. https://archive.org/details/Superplay_Issue_02_1992-12_Future_Publishing_GB/page/n24/mode/1up.
121. ↑ "EGM Top Ten". Electronic Gaming Monthly (41): 48. December 1992. https://archive.org/details/ElectronicGamingMonthly_201902/Electronic Gaming Monthly Issue 041 (December 1992)/page/n47.
122. ↑ "Charts Across the World". Super Play (3 (January 1993)): 27. 3 December 1992. https://archive.org/details/Superplay_Issue_03_1993-01_Future_Publishing_GB/page/n26/mode/1up.
123. ↑ "EGM Top Ten". Electronic Gaming Monthly (43): 38. February 1993. https://archive.org/details/ElectronicGamingMonthly_201902/Electronic Gaming Monthly Issue 043 (February 1993)/page/n37.
124. ↑ "News Digest: People on the Move". RePlay 19 (4): 22. January 1994. https://archive.org/details/re-play-volume-19-issue-no.-4-january-1994/RePlay - Volume 19, Issue No. 4 - January 1994/page/22.
125. ↑ "What's So Hot About Capcom". Nintendo Power (46): 92–3. March 1993. https://archive.org/details/NintendoPower1988-2004/Nintendo Power Issue 046 (March 1993)/page/n99/mode/2up.
126. ↑ Tokyo Business Today. Toyo Keizai Shinposha (The Oriental Economist). 1993. p. 38. https://books.google.com/books?id=Fw20AAAAIAAJ. "The most important new contributor to Sega is Capcom Co., producer of the phenomenally successful Street Fighter II (five million unit sales last year). Capcom is widely known as the single biggest outside contributor to the Nintendo legend, but will launch software designed for Sega this spring."
127. ↑ Rice, Chris (12 July 1993). "Street Fighter II Turbo". SNES Force (2 (August 1993)): 28–9. https://archive.org/details/SNESForce04Oct93/SNESForce02-Aug93/page/n27/mode/2up.
128. ↑ "Data stream". Edge (1 (October 1993)): 14. 19 August 1993. https://retrocdn.net/images/5/55/Edge_UK_001.pdf#page=14.
129. ↑ 129.0 129.1 129.2 129.3 "CAPCOM | Platinum Titles". Capcom. September 30, 2013. http://www.capcom.co.jp/ir/english/business/million.html.
130. ↑ "Superplay - Issue 06 (1993-04)(Future Publishing)(GB)". https://archive.org/stream/Superplay_Issue_06_1993-04_Future_Publishing_GB#page/n27/mode/1up.
131. ↑ Japan Economic Almanac. Japan Economic Journal. 1994. p. 90. ISBN 978-4-532-67504-2. https://books.google.com/books?id=-jCxAAAAIAAJ. "As for video-game software, accumulated sales of Capcom Co.'s Street Fighter II series reached 10 million units in 1993, compared with 15 million units of Enix Inc.'s Dragon Quest series and 100 million units of Nintendo's Super Mario series."
132. ↑ Pollack, Andrew (6 September 1994). "Market Place; Pummeling A Warrior of Video Games (Published 1994)". The New York Times. https://www.nytimes.com/1994/09/06/business/market-place-pummeling-a-warrior-of-video-games.html. "Capcom sold 6.5 million copies of the game for the Nintendo machine in the fiscal year that ended in March 1993, and an additional 5.4 million for the Nintendo and Sega machines combined in the year that ended last March."
133. ↑ Emily Gera (October 31, 2013). "Resident Evil 5 is Capcom's best selling game ever". Vox Media. http://www.polygon.com/2013/10/31/5049944/resident-evil-5-is-capcoms-best-selling-game-ever.
134. ↑ "Charts (Data supplied by Virgin Games Centre)". Digitiser. 3 February 1993. http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-02-03.htm. Retrieved 15 March 2021.
135. ↑ "Charts (ELSPA Charts Compiled by Gallup)". Digitiser. 8 April 1993. http://www.superpage58.com/digitiser-vault-teletext-screenshot-image-archive-1993-04-08.htm. Retrieved 15 March 2021.
136. ↑ 136.0 136.1 John Diamonon (December 18, 2008). "Super Street Fighter II Turbo HD Remix achieves record breaking sales". Capcom Unity. http://www.capcom-unity.com/johndmoney/blog/2008/12/18/super_street_fighter_ii_turbo_hd_remix_achieves_record_breaking_sales.
137. ↑ 137.0 137.1 Bankhurst, Adam (4 November 2019). "Super Smash Bros. Ultimate Is The Best-Selling Fighting Game Ever". IGN (Ziff Davis). https://ign.com/articles/2019/11/04/super-smash-bros-ultimate-is-the-best-selling-fighting-game-ever.
138. ↑ 138.0 138.1 138.2 138.3 "Million titles". Company Profile. Capcom. May 2001. p. 7. https://www.capcom.co.jp/ir/data/pdf/fy2001b.pdf#page=7. Retrieved 5 November 2021.
139. ↑ 139.0 139.1 139.2 "Japan Platinum Game Chart". The Magic Box. http://www.the-magicbox.com/topten2.htm.
140. ↑ 140.0 140.1 140.2 "Game Search". Famitsu. https://sites.google.com/site/gamedatalibrary/game-search.
141. ↑ Vogel, Mitch (9 May 2018). "Capcom Says Ultra Street Fighter II And Monster Hunter XX Enjoyed Hit Status". Nintendo Life (Gamer Network). http://www.nintendolife.com/news/2018/05/capcom_says_ultra_street_fighter_ii_and_monster_hunter_xx_enjoyed_hit_status.
142. ↑ "Capcom Reveals Ultra Street Fighter II Sales Figures, Is Still "Evaluating" Switch Support". 3 August 2017. http://www.nintendolife.com/news/2017/08/capcom_reveals_ultra_street_fighter_ii_sales_figures_is_still_evaluating_switch_support.
143. ↑ Anglin, Paul (15 February 1993). "CVG Review: Street Fighter II (Amiga)". Computer and Video Games (136 (March 1993)): 49. https://retrocdn.net/images/9/92/CVG_UK_136.pdf#page=49.
144. ↑ "Street Fighter II Turbo Review". Edge (Future Publishing) (1). October 1993. http://www.edge-online.com/review/street-fighter-2-turbo-review/. Retrieved November 20, 2012.
145. ↑ 145.0 145.1 145.2 Harris, Steve; Semrad, Ed; Alessi, Martin; Williams, Ken (July 1992). "Review Crew: Street Fighter II". Electronic Gaming Monthly (Sendai Publishing) (36): 18. https://archive.org/details/Electronic_Gaming_Monthly_036.
146. ↑ 146.0 146.1 "Review Crew: Street Fighter II". Electronic Gaming Monthly (Ziff Davis) (76): 52. November 1995.
147. ↑ 147.0 147.1 "Famitsu Hall of Fame". Geimin. http://geimin.net/da/db/cross_review/.
148. ↑ Famitsu, issue 349
149. ↑ 149.0 149.1 149.2 "Street Fighter II: What Did Critics Say in 1992? - Defunct Games". http://www.defunctgames.com/reviewcrew/32/street-fighter-ii-what-did-critics-say-in-1992.
150. ↑ 150.0 150.1 150.2 "The Year in Review: Top 10 of 1992". Nintendo Power (44 (Super Power Club)): 2–11 (3). January 1993. https://archive.org/details/Nintendo_Power_Issue001-Issue127/Nintendo Power Issue 044 January 1993/page/n117.
151. ↑ 151.0 151.1 Cook, John (June 1991). "Coin Ops". Sinclair User (112): 40–1. http://www.solvalou.com/subpage/arcade_reviews/140/334/street_fighter_ii_review.html. Retrieved January 18, 2015.
152. ↑ "Archive - Magazine viewer". World of Spectrum. http://www.worldofspectrum.org/showmag.cgi?mag=SinclairUser/Issue133/Pages/SinclairUser13300010.jpg.
153. ↑ "Street Fighter II". Ysrnry.co.uk. http://www.ysrnry.co.uk/articles/streetfighterii.htm.
154. ↑ "Decisions you have to make and how they can go wrong". http://www.bad-influence.co.uk/downloads/mag/BI_issue1.pdf#page=16.
155. ↑ "Super NES Review: Street Fighter II". Mean Machines (22 (July 1992)): 22–6. 27 June 1992. http://www.meanmachinesmag.co.uk/review/352/street-fighter-ii-the-world-warrior.php. Retrieved January 18, 2015.
156. ↑ "Street Fighter 2 review from MegaZone 24 (Oct - Nov 1992) - Amiga Magazine Rack". http://amr.abime.net/review_30941.
157. ↑ "Street Fighter 2 review from MegaZone 29 (Jul 1993) - Amiga Magazine Rack". http://amr.abime.net/review_47404.
158. ↑ Overman, Jim (April 1992). "An operator's video picks of the show". Play Meter 18 (5): 52. https://archive.org/details/play-meter-volume-18-number-5-april-1992-600DPI/Play Meter - Volume 18, Number 5 - April 1992/page/n115.
159. ↑ "The Super League". SNES Force (8 (January 1994)): 30. 23 December 1993. https://archive.org/details/SNESForce04Oct93/SNESForce08-Jan94/page/n29.
160. ↑ "ST Format (Issue 44) - March - 1993". http://www.atarimania.com/atari-magazine-issue-st-format-issue-44_1207.html.
161. ↑ 161.0 161.1 161.2 "Street Fighter II for Super Nintendo". GameRankings. https://www.gamerankings.com/snes/588700-street-fighter-ii/index.html.
162. ↑ 162.0 162.1 "The 1993 Electronic Gaming Awards: Here are Your Votes for the Year's Best Games". Electronic Games 1 (7 (April 1993)): 38–9. March 16, 1993. https://archive.org/details/Electronic-Games-1993-04/page/n37/mode/2up.
163. ↑ "News: And the Winner is...". Computer and Video Games (139 (June 1993)): 14. 15 May 1993. https://retrocdn.net/images/c/c8/CVG_UK_139.pdf#page=14.
164. ↑ 164.0 164.1 "12 facts about the Golden Joysticks". Computer and Video Games. ComputerAndVideoGames.com. September 14, 2009. http://www.computerandvideogames.com/223211/features/12-facts-about-the-golden-joysticks/.
165. ↑ "News: The Polls Are In!". Computer and Video Games (140 (July 1993)): 10. 15 June 1993. https://retrocdn.net/images/d/d4/CVG_UK_140.pdf#page=10.
166. ↑ GameFan, volume 1, issue 3 (January 1993), pages 70-71
167. ↑ Carter, Chip; Carter, Jonathan (December 25, 1992). "The Best of '92 That Kept You Playing and Playing...". Chicago Tribune (Tribune Media Services). https://www.chicagotribune.com/news/ct-xpm-1992-12-25-9204270261-story.html.
168. ↑ "Nintendo Power Awards '92: The NESTERS". Nintendo Power (48): 36–9. May 1993. https://archive.org/details/NintendoPower1988-2004/Nintendo Power Issue 048 (May 1993)/page/n37/mode/2up.
169. ↑ (in ja)Gamest (68): 4. http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v068.html.
170. ↑ (in ja)Gamest (84): 8. http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v084.html.
171. ↑ "第7回ゲーメスト大賞" (in ja). Gamest (107): 20. http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v107.html. Retrieved 2009-01-17.
172. ↑ "第8回ゲーメスト大賞" (in ja). Gamest (136): 40. http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v136.html. Retrieved 2009-01-17.
173. ↑ "Capcom". RePlay 16 (8): 74. May 1991. https://archive.org/details/re-play-volume-16-issue-no.-8-may-1991-600dpi/RePlay - Volume 16, Issue No. 8 - May 1991/page/74.
174. ↑ Cite error: Invalid `<ref>` tag; no text was provided for refs named `CVG115`
175. ↑ "Hotshots: Street Fighter II". Computer and Video Games (133 (December 1992)): 106. 15 November 1992. https://retrocdn.net/images/8/87/CVG_UK_133.pdf#page=106.
176. ↑ Matthews, Robin (April 1994). "Sequel Syndrome Strikes Again". Computer Gaming World: 124, 126. http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=117. Retrieved 2017-11-11.
177. ↑ "Holiday video game guide: 1992". Entertainment Weekly. https://ew.com/article/1992/12/04/holiday-video-game-guide-1992/. Retrieved 9 January 2019.
178. ↑ "Electronic Gaming Monthly's Buyer's Guide". Electronic Gaming Monthly. 1994.
179. ↑ Game Informer, issue 8 (January/February 1993), page 34
180. ↑ "Electronic Gaming Awards". Electronic Games (38): 26–7. January 1993. http://archives.tg-16.com/00_happy_new_year_1993.htm. Retrieved February 5, 2012.
181. ↑ Mega magazine review, 1993
182. ↑ MegaTech magazine review, December 2010
183. ↑ "Street Fighter II: Championship Edition review (PC Engine)". Edge (Future Publishing) (1). October 1993. http://www.edge-online.com/review/street-fighter-2-turbo-review/. Retrieved November 20, 2012.
184. ↑ "ProReview: Street Fighter II". GamePro (IDG) (87): 142. December 1995.
185. ↑ Miller, Skyler. "Street Fighter II - The World Warrior Review". AllGame. http://allgame.com/game.php?id=9378.
186. ↑ Kosydar, Aaron. "Street Fighter II: The World Warrior". http://www.allgame.com/game.php?id=2615&tab=review.
187. ↑ "Street Fighter II: The World Warrior (Commodore 64/128)". https://www.allgame.com/game.php?id=22989.
188. ↑ Williamson, Colin. "Street Fighter II: The World Warrior". AllGame. http://www.allgame.com/game.php?id=7356&tab=review.
189. ↑ Whitehead, Dan (2 June 2007). "Virtual Console Roundup • Page 4". Eurogamer. https://www.eurogamer.net/articles/r_vcroundup010607_wii?page=4.
190. ↑ Navarro, Alex (January 18, 2007). "Street Fighter II: The World Warrior Review". GameSpot. https://www.gamespot.com/reviews/street-fighter-ii-the-world-warrior-review/1900-6164369/.
191. ↑ Thomas, Lucas M. (17 January 2007). "Street Fighter II VC Review". IGN. https://www.ign.com/articles/2007/01/17/street-fighter-ii-vc-review.
192. ↑ Cork, Jeff (November 16, 2009). "Game Informer's Top 100 Games of All Time (Circa Issue 100)". Game Informer. https://www.gameinformer.com/b/features/archive/2009/11/16/game-informer-s-top-100-games-of-all-time-circa-issue-100.aspx. Retrieved December 10, 2013.
193. ↑ Game Informer's Top 200 Games of All Time , Game Informer, 2009
194. ↑ The 23 Best Vintage Video Games You Can Play In Your Browser , BuzzFeed, 2014
195. ↑ "EGM Top 100". Electronic Gaming Monthly. November 1997. http://kisrael.com/vgames/powerlist/egm100.html. Retrieved June 1, 2011.
196. ↑ Top 100 Games of All Time, Electronic Gaming Monthly, 2001
197. ↑ "The Greatest 200 Videogames of Their Time". Electronic Gaming Monthly. February 6, 2006. http://www.1up.com/features/egm-200-greatest-videogames. Retrieved November 19, 2013.
198. ↑ IGN's Top 100 Games of All Time , IGN, 2003
199. ↑ "IGN's Top 100 Games, 2005". 2005. http://top100.ign.com/2005/.
200. ↑ The Top 100 Games of All Time , IGN, 2007
201. ↑ Edge, issue 80, 2000
202. ↑ The 100 Greatest Games, Empire, 2009
203. ↑ "The 100 Greatest Video Games of All Time". Empire. August 15, 2014. http://www.empireonline.com/features/100greatestgames/. Retrieved September 25, 2014.
204. ↑ Edge Staff (March 3, 2006). "Japan Votes on All Time Top 100". Edge / Famitsu. http://www.next-gen.biz/features/japan-votes-all-time-top-100. Retrieved November 24, 2008.
205. ↑ The 10 Greatest arcade games of ALL TIME , FHM, 2012
206. ↑ G4TV's Top 100 Games , G4, 2012
207. ↑ "Spring 2004: Best. Game. Ever.". http://www.gamefaqs.com/features/contest/c04spr.
208. ↑ "Fall 2005: 10-Year Anniversary Contest—The 10 Best Games Ever". http://www.gamefaqs.com/features/contest/top10.
209. ↑ "Spring 2009: Best. Game. Ever.". http://www.gamefaqs.com/poll/index.html?poll=3509.
210. ↑ Top 100[Usurped!], GameFAQs, 2014
211. ↑ The Greatest Games of All Time, GameSpot, 2006
212. ↑ Top 100 greatest video games ever made , GamingBolt, GameRevolution, 2013
213. ↑ Guinness World Records 2009 Gamer's Edition reveals the Top 50 console games of all time, Guinness World Records Gamer's Edition, 2009
214. ↑ Top 100 Games of All Time, Next Generation, September 1996, page 68
215. ↑ "Top 50 Games of All Time". Next Generation (Imagine Media) (50): 80. February 1999.
216. ↑ 100 Greatest Retro Games, NowGamer, Imagine Publishing, 2010: part 1 , part 2 , part 3 , part 4
217. ↑ Retro Gamer, issue 1, p. 30, January 2004
218. ↑ "100 Greatest Games", Stuff: 116–126, October 2008
219. ↑ "100 Best Games Ever", Stuff, February 2014, pp.87-99
220. ↑ All-TIME 100 Video Games, Time, 2012
221. ↑ The 100 greatest computer games of all time, Yahoo!, 2006
222. ↑ "Street Fighter II". The Strong. https://www.museumofplay.org/games/street-fighter-ii/.
223. ↑ "Super Street Fighter II Turbo HD Remix for PS3 - GameSpot". Uk.gamespot.com. February 19, 2009. http://gamespot.com/super-street-fighter-ii-turbo-hd-remix/platform/ps3/.
224. ↑ Elliott, Matt (23 April 2021). "The worst PC ports ever". Future plc. https://www.pcgamer.com/the-worst-pc-ports-ever/.
225. ↑ Santelmo, Vincent (1994). The Official 30th Anniversary Salute To G.I. Joe 1964-1994. Krause Publications. p. 188. ISBN 0-87341-301-6.
226. ↑ Dunkin, Dan (May 18, 1992). "Rain fails to fall so Momota's day turns out all wet". The Indianapolis Star. https://www.newspapers.com/article/the-indianapolis-star-rain-fails-to-fall/136131945/.
227. ↑ 227.0 227.1 227.2 227.3 227.4 227.5 Patterson, Eric L. (November 3, 2011). "EGM Feature: The 5 Most Influential Japanese Games Day Four: Street Fighter II". Electronic Gaming Monthly. http://www.egmnow.com/articles/news/egm-featurethe-5-most-influential-japanese-gamesday-four-street-fighter-ii/. Retrieved April 17, 2012.
228. ↑ 228.0 228.1 228.2 "Street Fighter II". The Essential 50. 1UP.com. http://www.1up.com/features/essential-50-street-fighter-ii.
229. ↑ 229.0 229.1 229.2 Matt Barton; Bill Loguidice (2009). Vintage games: an insider look at the history of Grand Theft Auto, Super Mario, and the most influential games of all time. Boston: Focal Press/Elsevier. pp. 239–255. ISBN 978-0-240-81146-8. https://books.google.com/books?id=M_bFdsP9L7oC. Retrieved April 17, 2012.
230. ↑ "Happy 20th birthday to the most important fighting game of all time!". March 30, 2011. http://www.1up.com/features/20-years-street-fighter-ii.
231. ↑ 231.0 231.1 Spencer, Spanner, The Tao of Beat-'em-ups (part 2) , Eurogamer, February 12, 2008, Accessed March 18, 2009
232. ↑ "The History of Street Fighter". http://www.gamespot.com/features/vgs/universal/sfhistory/history.html.
233. ↑ IGN staff (2007). "The Top 100 Games of All Time!". IGN.com. http://top100.ign.com/2007/ign_top_game_24.html.
234. ↑ "20 Things You Didn't Know About Street Fighter II". 1UP.com. March 30, 2011. http://www.1up.com/features/street-fighter-ii-things-you-did-not-know.
235. ↑ "What If Street Fighter 3 Isn't Good?". Electronic Gaming Monthly (Ziff Davis) (88): 278. November 1996. "It is not the first 2-D one-on-one fighter, but it was leaps and bounds over the competition in terms of graphics, sounds and most importantly, gameplay. Because of this success, countless clones were produced, including many by Capcom themselves.".
236. ↑ 236.0 236.1 "That's Entertainment? As street crime shot higher & public morals sank lower, so did popular entertainment — including music & video". RePlay 18 (4): 54. January 1993. https://archive.org/details/re-play-volume-18-issue-no.-4-january-1993-600DPI/RePlay - Volume 18, Issue No. 4 - January 1993/page/54.
237. ↑ Horwitz, Jeremy (July 8, 2002). "Technology: Mortal Apathy?". The New York Times. https://www.nytimes.com/2002/07/08/technology/08MIDW.html.
238. ↑ "Streets of Rage 2 – Developer Interview with Ayano Koshiro (designer/planner) of Ancient". 2015-04-27. http://shmuplations.com/streetsofrage2/.
239. ↑ "For Amusement Only: the life and death of the American arcade". The Verge. Vox Media. 16 January 2013. https://www.theverge.com/2013/1/16/3740422/the-life-and-death-of-the-american-arcade-for-amusement-only.
240. ↑ Pierce, Mark Stephen (1998). "30". Coin-Op: The Life (Arcade Videogames). Digital Illusion : Entertaining the Future With High Technology. ACM Press. p. 444. ISBN 0-201-84780-9. https://archive.org/details/digitalillusion00clar. Retrieved May 2, 2011.
241. ↑ "The 10 Most Important Games". Electronic Gaming Monthly (187): 48. January 2005. https://archive.org/details/electronic-gaming-monthly-issue-187-january-2005/page/48/mode/2up.
242. ↑ Consalvo, Mia (2016). Atari to Zelda: Japan's Videogames in Global Contexts. MIT Press. pp. 201–3. ISBN 978-0262034395. https://books.google.com/books?id=tH3TCwAAQBAJ&pg=PA201. Retrieved 2017-09-15.
243. ↑ Kearse, Stephen (15 December 2016). "The Long, Strange History of Street Fighter and Hip-Hop". https://www.vice.com/en/article/the-long-strange-history-of-street-fighter-and-hip-hop/.
244. ↑ Slavik, Nathan (12 February 2018). "Kanye West Tagging His Verses With a "Street Fighter" Sample is Officially a Thing". https://djbooth.net/features/2016-04-05-kanye-west-street-fighter-verse-tag.
245. ↑ "Yep, That's Street Fighter on Kanye West's New Album". https://kotaku.com/yep-thats-street-fighter-on-kanye-wests-new-album-1759253069.
246. ↑ "Hadouken! Grime Music and Street Fighter: A History". http://www.spbx.co.uk/grime-music-and-street-fighter-a-history/.

## Further reading

* Studio Bent Stuff (2000) (in ja). All About Capcom Head-to-Head Fighting Games 1987–2000. A.A. Game History Series (Vol. 1). Dempa Publications, Inc.. ISBN 4-88554-676-1.
* Like a Hurricane: An Unofficial Oral History of Street Fighter II by Matt Leone (2023), published by Thames & Hudson ISBN 9780500025932

## External links

* Street Fighter II entry at Arcade-History
* Street Fighter II at MobyGames

Template:Street Fighter II

* v
* t
* e

Street Fighter

Video games|

| Main series|

* Street Fighter
* II
* Champion Edition
* Hyper Fighting
* Super
* Super Turbo
* Hyper
* HD Remix
* Ultra
* Alpha
* 2
* 3
* III
* 2nd Impact
* 3rd Strike
* IV
* Super
* Arcade Edition
* 3D Edition
* V

|

Other games|

* The Movie
* Real Battle on Film
* The Interactive Movie
* Super Puzzle Fighter II Turbo
* EX
* 2
* 3
* Super Gem Fighter Mini Mix
* Puzzle Fighter

Related|

* Street Fighter 2010
* Cannon Spike
* Capcom Fighting Evolution
* Fighter Maker
* Fighting Layer
* Fighting EX Layer
* Final Fight
* Rival Schools

Crossovers|

* Marvel vs. Capcom series
* Mouse Generation
* Namco × Capcom
* Project X Zone (2)
* SNK vs. Capcom series
* Street Fighter X Mega Man
* Street Fighter X Tekken
* Tatsunoko vs. Capcom
* Tekken X Street Fighter

Compilations|

* Collection
* Capcom Generations
* Anniversary Collection
* Capcom Classics Collection
* Alpha Anthology
* Capcom Puzzle World
* Capcom Digital Collection
* 30th Anniversary Collection

Cameo
appearances|

* Asura's Wrath
* Granblue Fantasy
* Harvey Birdman: Attorney at Law
* Power Rangers
* Shadowverse
* Super Smash Bros.
* for Nintendo 3DS and Wii U
* Ultimate
* Tekken 7
* X-Men: Children of the Atom
* Onimusha

Unofficial games|

* Street Fighter II

Film and television|

| Animated films|

* II: The Animated Movie
* Alpha: The Animation
* Alpha: Generations
* IV: The Ties That Bind

|

Live-action films|

* Street Fighter (soundtrack)
* The Legend of Chun-Li
* Legacy

TV series|

* Street Fighter II V
* Street Fighter
* Assassin's Fist
* Resurrection

Characters|

* Akuma
* Alex
* Balrog
* Birdie
* Blanka
* Cammy
* Charlie
* Chun-Li
* C. Viper
* Dan
* Dee Jay
* Dhalsim
* Dudley
* E. Honda
* Elena
* Fei Long
* Gen
* Gouken
* Guile
* Ibuki
* Juri
* Ken
* M. Bison
* Makoto
* Oro
* R. Mika
* Rose
* Rufus
* Ryu
* Sagat
* Sakura
* T. Hawk
* Vega
* Yun and Yang
* Zangief

From Final Fight|

* Cody
* Guy
* Maki
* Poison
* Rolento
* Sodom

Related|

* Sheng Long
* Hadouken

Media|

* Street Fighter II (manga)
* Sakura Ganbaru!
* Comic books
* Malibu Comics
* UDON
* The Storytelling Game
* City Hunter
* Future Cops
* Hi Score Girl
* Chun-Li's Spinning Bird Kick

Developers|

* Capcom
* Dimps
* Akira Nishitani
* Akira Yasuda
* Keiji Inafune
* Takashi Nishiyama
* Yoshiki Okamoto
* Yoshinori Ono
* Yoko Shimomura

* v
* t
* e

Golden Joystick Award for Ultimate Game of the Year

* Jetpac (1983)
* Knight Lore (1984)
* The Way of the Exploding Fist (1985)
* Gauntlet (1986)
* Out Run (1987/88)
* Operation Wolf † / Speedball ‡ (1988/89)
* The Untouchables † / Kick Off ‡ (1989/90)
* Rick Dangerous 2 † / Kick Off 2 ‡ (1990/91)
* Sonic the Hedgehog (1991/92)
* Street Fighter II (1992/93)
* Super Mario 64 (1996/97)
* Grand Theft Auto III (2002)
* Grand Theft Auto (2003)
* Doom 3 (2004)
* Grand Theft Auto (2005)
* The Elder Scrolls IV (2006)
* Gears of War (2007)
* Call of Duty 4 (2008)
* Fallout 3 (2009)
* Mass Effect 2 (2010)
* Portal 2 (2011)
* The Elder Scrolls V (2012)
* Grand Theft Auto V (2013)
* Dark Souls II (2014)
* The Witcher 3 (2015)
* Dark Souls III (2016)
* The Legend of Zelda: Breath of the Wild (2017)
* Fortnite Battle Royale (2018)
* Resident Evil 2 (2019)

† denotes 8-bit; ‡ denotes 16-bit

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