Reviews from

in the past


Tá aí um jogo que definitivamente existiu né?

The day Bison graced your village was the most important day of your life. But for me, it was Tuesday.

This game is one of the stupidest out there.
It's far from a bad game, it can actually be pretty fun, especially because its fighting mechanics are similar to Super Street Fighter II Turbo, just without the customizable speed.
The game's story mode, called Movie Battle, is interesting because at certain points, it allows you to make a choice between two options and therefore get a different opponent to fight against, depending on the choice you made. The only thing I don't like about it is the 2nd phase of the final boss, where they decide to make him harder to hit and also give him unlimited Super Combos, because that's fun.

Outside of that, the game ain't bad and I think I'll have plenty of dumb fun with it whenever I feel like playing more of it in the future.

This could have been like a semi cool gimmick game, but no, its fighting mechanics are honnestly unbearable.

The movie is great, watch it. But this.......ew.


This game gets a bad rep due to the arcade of the same name, but it has almost nothing to do with it. The digits are the same, but the gameplay is this time actually ported from SSF2X. There is some sort of story mode, which is fun to play a few times.

actually better than mortal kombat somehow

Definitely an upgrade over the abysmal arcade release.

This one was actually made by Capcom, and it shows. Pretty much just a weirder clunkier version of SFII, it plays much like what you'd expect from that description.

The interactive story mode was a neat touch, and was at least a better advertisement for the movie than whatever the hell the arcade version was supposed to be.

Better than the original street fighter I guess

The immense mindgames behind crouching low punch neutral... The oppressive rushdown inherent to the cr.lp->cr.lp->cr.lp->cr.lp combo... The abject lack of overheads... The Real Warriors Kusoge

I was wondering why something about this game felt even better than playing it on the cabinet and it turns out this iteration plays similar to Street Fighter 2 turbo which, to me, is the only good release of SF2. didn't even notice the additional characters at first. game has a pretty decent soundtrack now that im not surrounded by a bulkload of arcade machines. im bumping up my rating from the arcade release simply because id like to imagine the extras in the background had fun working on the game

Once I saw Jontron at a Barcade in NYC. I couldn't tell if it was him, but he was with someone and I didn't want to bother him if it was and didn't want to look stupid if it wasn't. When we got home, he posted a pic to his twitter of this game, at Barcade! It was him! That's my "I saw a celebrity once" story. Then it turned out he's a weirdo. Now it's annoying to think about.

This game is also annoying to think about.

The 2.5 stars are for the Akuma infinite. This game is super kusoge but really fun.

I would say worth your attention just on the gimmick alone. A Street Fighter game that's made like Mortal Kombat? Interesting! It's not really that terrible, but it is still pretty bad.

playing this is like entering bizarro world. not as horrendous as the arcade version, but nowhere near as memorable as the arcade version either. tbh the home port is kinda boring.

this version plays like a weird version of ST. the characters have their new moves form ST, but the speed is slow like The New Challengers. there are some neat ideas in here though (such as EX moves and Zangief's green hand being able to completely reflect fireballs).

the music is cool. a lot of it wouldn't sound out of place in Alpha 2.

A very underrated game. This game is playable and has decent controls and fun gameplay. It is kind of ugly and is a Wal-Mart version of street fighter. But it is still playable and can be fun.

Starting off my 2023 gaming journey in the weirdest way possible.

Street Fighter: The Movie: The Game does not need to be analyzed to understand why it's not a good game. Based off of a movie no one likes (except for 3-5 year old me) it lifts the digitization of actual actors from the movie (and no doubt inspired by Mortal Kombat) and manages to be fundamentally worse than just about everything that came before or after it. It's pretty baffling to me that Capcom put out a game in the mid-90s that feels so stiff and so unintuitive.

Since the game is based off of the movie, it's inherently campy and oddly charming, the only reason I gave this 1.5 stars instead of 1. I got a bit of a nostalgic kick seeing footage of the movie in the game, and if only the game was remotely fun, I could've seen myself playing through the "movie mode" just to see it through.

I'm glad this exists because every once in a while it makes me laugh, but in the future I'll just laugh at it from a distance instead of playing it.

This game is a masterpiece. The movie is a God-given gift. Nothing will ever surpass this. 1.5 stars.

Unlike the arcade version, this is more or less a translation of Super II Turbo onto consoles.


A shitty one at that.

This review contains spoilers

Whereas Street Fighter: The Movie: The Console Game is probably technically better than Street Fighter: The Movie: The Arcade Game - it is not only less fun than Street Fighter: The Movie: The Arcade Game, but very soulless too.

(this review will use the American naming conventions. Therefore, the boxer is Balrog, the claw-wielder is Vega, the dictator is M. Bison, and the red-haired guy is called Akuma instead of Gouki)

In 1994, Universal Pictures would release the now-infamous "Street Fighter" movie to...little success. For whatever reason, Capcom would see fit to release not one, but two different games based off of the movie. Most people would likely be familiar with the arcade version of the game. Developed not by Capcom, but by Incredible Technologies (most well known for their Golden Tee series of games), the arcade version of Street Fighter: The Movie, while certainly not good by any means, and definitely not a Street Fighter game in feeling, was a very unique game with its own identity. Established characters like Zangief, Guile and Sagat got wacky new moves, the ability to juggle and combo was off the rails and the game itself was a very interesting diversion from many other Street Fighter games. While it certainly wasn't fondly looked at at the time, nowadays people tend to look at it a little more better. Which is more than could be said for the console version.

Compared to the arcade version, the console version of Street Fighter: The Movie (yes, they were both named the same) shares little similarities - arguably its main similarity was that both fighting games used digitized sprites of the actors, ala Mortal Kombat or NBA Jam. Developed by Capcom in 1995, Street Fight: The Movie would release on both the Playstation, and the Sega Saturn. It's technically a better game than the arcade version, but that's largely because this game is mostly just Super Street Fighter II Turbo.


Gameplay


Like all Street Fighter Games, Street Fighter: The Movie, released on the Playstation and the Sega Saturn is a 6-button fighting game, with each button corresponding to both a strength of attack (light, medium and heavy) and a type of attack (a punch, or a kick). Like most Street Fighter II versions, Street Fighter: The Movie is a relatively simple fighter, with the most complex mechanic being the super meter. All characters have unblockable throws in this game to punish overly defensive play, though like SF2, it's not uniform on which buttons characters can throw with, and rather annoyingly, throw inputs occasionally unnecessarily overlap with other moves.

Street Fighter: The Movie, is heavily influenced by Super Street Fighter II Turbo, the latest (and currently most played) version of SF2 at the time, thus all characters that appear in this game share their moveset with their appearances in ST (such as, for example, E Honda's Hundred Hand Slap being unsteerable like in ST, or Sagat's Tiger Uppercut being a multi-hit attack, again, like in ST). In addition to this, the two mechanics that debuted in ST, super combos (a super powerful move that dealt huge damage, but required the super meter to be filled up) and throw softening (a way to not only take less damage from being thrown, but also land on your feet, ready to attack again) also appear in SF:TM's console edition.

Because this game was designed to be played with a Playstation controller, which has 4 buttons on the front of the controller and 4 buttons on the top of the controller), a couple of attacks which used to require hitting all 3 punches or kicks to activate, like Vega's backflips or Zangief's Spinning Lariats, now only require two buttons to be pressed instead of three (though, rather annoyingly, Balrog's Turn Around Punch still requires 3 buttons to be held down and released). This game only lets you map 6 buttons - on a Playstation controller, this means that two buttons will always go unused. There's no macros with 3P or 3K to let people execute the aforementioned moves above, which would be perfect for an 8 button controller (and in fact, would be used in nearly every other fighting game that came out on the Playstation later).

Arguably the only new addition this game has was the existence of EX Moves. Taken from Darkstalkers, another Capcom fighting game that released the previous year, EX Moves were more powerful versions of a character's regular special moves, performed by doing the motion and pressing either 2 punches or 2 kicks (for example, Guile's EX Sonic Boom saw him shoot out 2 Sonic Booms instead of 1). EX moves cost half the super gauge, indicated when the super bar turned from orange to blue, however, if the super meter was full, EX moves could be performed for free. This meant that often times, unless your character had poor EX moves, it was much better usually to perform a bunch of no-cost EX moves and retain them than to perform a super and lose them all.
I suppose if you had to invent EX moves you'd have to invent the trend of them usually being better than actual super moves.


Roster


There's very little to say in terms of the roster, as most of them were digitized facelifts of their appearances in ST. Most of the original 12 chars that appeared in SF2 returns (with the sole exception of Dhalsim), alongside Cammy and Dee Jay from Super Street Fighter 2. Akuma returns as a hidden character/final boss, while Sawada is the only new character in the game.

Actually, Sawada also appeared in the arcade version of Street Fighter: The Movie, but in this game he retains almost none of his moveset from there. Instead of doing cool shit with his sword, Sawada mostly just plays as an odd cross between Fei Long (turning his wheelkick into a Fei Long-esque rekka) and Chun-Li (getting a slightly different version of her Lightning Legs where he just chops the opponent instead), and a Dhalsim-style teleport where he can teleport across the screen.

However, by far his most infamous move sees Sawada commit suicide (yes, really, though he takes no damage from it) to shoot up blood as an anti-air move against his opponent, which not only makes up for his lame-ass super (a move where he raises his hand and charges at the opponent), but also to this day still remains as one of the most bizarre moves ever to be seen in a Street Fighter game.


Modes


The four modes of play available are Movie Battle, Street Battle, Versus Battle and Trial Battle. Versus Battle is basically the standard 2-player fighting mode where you fight against your opponent. Street Battle works similar to an arcade mode in many fighting games; players pick a character and fight 12 opponents, with the last four always being, in order, Zangief, Dee Jay, Sagat and M. Bison (with hidden character Akuma replacing Bison as the true final boss if the player performs well enough at the highest difficulty setting). Trial Mode is a standard survival mode where you pick one character to fight against all of the roster.

The only mode worth talking about in-depth here is Movie Battle. A sort of proto-typical "story mode" (arguably the first ever for a Capcom Fighter), players would play as Col. Guile as he journeys to defeat Bison and free the hostages. After each fight, players would be given one of two places on where Guile would head next, journeying deeper and deeper into Shadaloo City (for example, after the first fight against Bison, where the player will likely get their asses kicked, they could either send Guile to a town to fight Balrog, or a harbor to fight Ken). While there was no inherent punishment for failing outside of having to redo the fight again (save for the final fights against Bison), players had a strict 50 minute time limit. Take too long to find Bison (either by losing too many fights, or by taking too long a path to find Bison and getting into too many fights) and it'd be game over.

Stills from the movie would be used in lieu of voice acting, with only a few clips from the movie being used as cutscenes. Almost certainly a novel idea at the time, but honestly there's very little replay value out of this once you beat the game. Plus, I suspect, Movie Battle's difficulty setting is set to be different than the difficulty setting you set in options, meaning that Level 1 scrubs will get destroyed by an input-reading CPU in this mode.

One side note I can't really fit anywhere else, as far as I'm aware there's no way to exit a mode through the pause menu. If someone (for whatever reason) wanted to play with you and you had 30 minutes left in Movie Battle, time to reset the console. If you wanted to play something else other than Versus Battle (like if, for example, you were practicing your character's moves and combos before attempting the other modes), you'd also have to reset the console. It's a very odd omission that, to me, makes me feel like the game was rushed in some way.


Atmosphere


I don't like bringing up atmosphere for games, but specifically for this game it felt very soulless. Whilst the gameplay was simply a slightly different version of ST, nothing else really stood out. The music for this game blends mindlessly in the background - competent enough to not be awful, but nothing that really stands out. The stages themselves, largely consisting of photographed locations with photographed sprites, looks very dull and plain, with some of the stage choices being questionable at best (who really wants to fight in a run down rat-infested dirty hospital set at night?). Even the sprites themselves are largely dull, with none of them managing to stand out in the way that the arcade version or Mortal Kombat ever did. I think the worst sin a fighting game could ever commit is make their game look dull, and SF:TM looks extremely dull - something impressive for a Street Fighter game, which always managed to feel vibrant and unique with each of their other games.


Final Review

This game is literally only remembered because of the Street Fighter name. If this game was titled something else like "Street Beaters" or whatever it would absolutely not get a Wikipedia page dedicated to it. Definitely the worst out of every Street Fighter ever (yes, this includes the launch version of Street Fighter V too).

There is zero reason to play this outside of a weird cursory view. Even around the time of release, you had much better home console games like Battle Arena Toshinden (which came out on the same day on the Playstation), Mortal Kombat 3 (if you were willing to wait a week on the Playstation) and Virtua Fighter 1 (which came out earlier on the Sega Saturn). Even nowadays you can play the game this is based off of, Super Street Fighter II Turbo, online with Fightcade (which also plays heaps better than this game). Avoid at all costs.