Gamepad control: | direction buttons | ↑↓←→ | action button A | Z | action button B | X | action buttons X, Y | A, S | shoulder buttons L, R | Q, E | SELECT | Shift | START | Enter |
Emulator selection: | The following emulators are available for this game: NeptunJS (JavaScript), Nesbox (Flash) and RetroGames.cc (JavaScript). Warcraft installer download. |
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- Street Fighter Bonus Round
- Street Fighter Bonus Round Car
Street Fighter Bonus Round
Other bonus stages use the same gaming paradigm as the rest of the game, as in the car smashing bonus stage of Street Fighter II or the bonus stages in Super Monkey Ball where players collect bananas to earn extra points and lives. Namco's Rally-X from 1980s. Enjoy the video? Remember to like, comment and subscribe! EVOLUTION PLAYLIST: CAPCOM Fighting Games PLAYLIST: Str.
Other platforms: | This game can be played also in a versions for SMS, Genesis and DOS. |
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Game info: |
box cover | Game title: | Street Fighter II | Console: | SNES | Author (released): | Capcom (1992) | Genre: | Action, Fighting | Mode: | Multiplayer | Design: | Akira Nishitani, Akira Yasuda, Shinichi Ueyama, Yoshihiro Matsui | Music: | Yoko Shimomura, Isao Abe | Game manual: | manual.pdf | File size: | 2189 kB | Download: | not available (stream only) | Game size: | 1296 kB | Emulator: | ZSNES | From Wikipedia, the free encyclopedia: | Street Fighter II: The World Warrior is a competitive fighting game originally released for the arcades in 1991. It is the second entry in the Street Fighter series and the arcade sequel to the original Street Fighter released in 1987. It was Capcom's fourteenth title that ran on the CP System arcade hardware. Street Fighter II improved upon the many concepts introduced in the first game, including the use of command-based special moves and a six-button configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style. Street Fighter II follows several of the conventions and rules already established by its original 1987 predecessor. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, then a 'double KO' or 'draw game' is declared and additional rounds will be played until sudden death. In the first Street Fighter II, a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in Champion Edition and onward. If there is no clear winner by the end of the final round, then either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match. After every third match in the single player mode, the player will participate in a bonus stage for additional points. The bonus games includes (in order) a car-breaking event similar to another bonus round featured in Final Fight; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt on the top portion of the screen; and a drum-breaking bonus game where drums are flammable and piled over each other. Like in the original, the game's controls uses a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter. Like in the original, the player can perform special moves by inputting a combination 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. A bug in the game's code enabled the player to 'cancel' during the animation of some moves by performing another move, allowing for a combination of several basic and special moves. This 'combo' system was later adopted as a standard feature of fighting games, and was expanded upon in subsequent Street Fighter installments. More details about this game can be found on Wikipedia.org. | For fans and collectors: | Find this game on video server YouTube.com or Vimeo.com. | Buy original game or SNES console on Amazon.com or eBay.com. | Find digital download of this game on GOGorSteam. | Videogame Console: | This version of Street Fighter II was designed for the Super Nintendo Entertainment System (SNES), which was an 16-bit video game console of the fourth generation manufactured by Nintendo in the years 1990 - 2003. In that time, it was the best-selling 16-bit video game console with superior graphics and sound compared to its competitors. Worldwide, almost 50 million units of this console were sold at approximately price $ 200 per unit. More information about the SNES console can be found here. | Recommended Game Controllers: | You can control this game easily by using the keyboard of your PC (see the table next to the game). However, for maximum gaming enjoyment, we strongly recommend using a USB gamepad that you simply plug into the USB port of your computer. Take me to little caesars. If you do not have a gamepad, you can buy one of these SNES controllers: | Available online emulators: | 4 different online emulators are available for Street Fighter II. These emulators differ not only in the technology they use to emulate old games, but also in support of various game controllers, multiplayer mode, mobile phone touchscreen, emulation speed, absence or presence of embedded ads and in many other parameters. For maximum gaming enjoyment, it's important to choose the right emulator, because on each PC and in different Internet browsers, the individual emulators behave differently. The basic features of each emulator available for this game Street Fighter II are summarized in the following table:
| Emulator | Technology | Multiplayer | USB gamepad | Touchscreen | Without ads | NeptunJS | JavaScript | YES | YES | NO | NO | NesBox | Flash | NO | YES | NO | YES | RetroGames.cc | JavaScript | YES | YES | YES | NO | EmulatorJS | JavaScript | YES | YES | YES | NO |
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Similar games: |
Street Fighter Alpha 2 | Art of Fighting | Street Fighter II Turbo | Fighter's History | Fatal Fury |
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(Redirected from Bonus level)
A bonus stage (also known as a bonus level or bonus round) is a special level within a video game designed to reward the player or players, and typically allows the player to collect extra points or power-ups. Bonus stage either have no enemies or hazards, or replace the normal penalties for being struck by enemies or hazards with simply being thrown out of the bonus stage. Many bonus stages need to be activated or discovered in some manner, or certain conditions must be satisfied to access them. Otherwise, they appear after the player has completed a certain number of regular stages.[1] They are often much shorter than regular stages.
Unlike most regular stages, a bonus stage does not normally have to be completed to move on. While a regular stage must be replayed until completion, possibly using up lives or continues upon failures, when a player begins a bonus stage they have one chance at it. Some bonus stages do contain an end location or condition to reach, but regardless of whether the player succeeds or fails, game play resumes at the next regular stage after one attempt. Other bonus stages have no end to reach, the player must simply survive as long as they can before inevitably failing at some point. Some bonus stages have a short time limit, where the player must either complete the stage before the time runs out, or simply survive until the clock runs down to zero. As bonus stages are often shorter and over in one attempt, players cannot as easily practice and perfect their play through of them in the same way as regular stages that permit or demand more attempts upon failure.
In some games, bonus stages have an interface and game paradigm that is completely different and disconnected from the rest of the game, as in the slot machine bonus stage of Super Mario Brothers 2. Other bonus stages use the same gaming paradigm as the rest of the game, as in the car smashing bonus stage of Street Fighter II or the bonus stages in Super Monkey Ball where players collect bananas to earn extra points and lives.
History[edit]
Namco's Rally-X from 1980s contains a bonus round presented with the title 'CHALLENGING STAGE.' The gameplay goal is to collect all of the flags in the scrolling maze, but enemy cars don't move.[2]Namco's Galaga from the following year, also has a 'Challenging Stage' with enemies that do not attack. The player is rewarded extra points based on how many enemies are eliminated.
Most modern bonus stages reward the player with power-ups rather than points.[citation needed] Modern games have often blurred the traditional distinction between bonus stages[citation needed] How to do powerpoint on mac. and ordinary levels. Most first-person shooter games allow players to enter bonus rooms within larger (non-bonus) levels to temporarily power up. Some games have optional bonus stages which must be discovered and whose completion impacts the mechanics of the rest of the game, as in the 'Star Road' levels of Super Mario World.
Comparison with secret levels[edit]
Street Fighter Bonus Round Car
Bonus stages are often confused with secret levels[by whom?]; however, in the majority of games, they are two distinct things. The key differences are the following:
- Bonus stages are often mentioned within the manual or during in-game hints. In comparison, a secret stage is more or less hidden, and only vaguely mentioned in the manual or during gameplay (for instance, on the world map).
- Secret levels feature enemies, death-traps and various hazards, even introducing special, new hazards or enemies which are not present anywhere else inside the game. Most games have little to no resistance or hazards on bonus levels.
- Many bonus stages have a time limit. Therefore, many bonus stages doesn't have any exits either, the clock shall yank the player out of the level eventually. Most secret levels have no time limit at all and their exit must be located to progress further in the game, just like any other regular level. The Crash Bandicoot series contain various other non-linear paths in levels and even levels in their own right that, unlike bonus stages, require certain feats or collectibles to access them.