Super Street Fighter 2 Turbo is coming to the Commodore 64/128 by RetroGL! [UPDATE]

With the amount of news stories throughout the last week and the weekend just gone, you'd think we'd take a break, but not so! As waking up this morning, and waiting for the Caffeine to kick in, I was surprised to learn that RetroGL is still aiming on bringing Super Street Fighter II Turbo over to the Commodore 64 using his RetroFighter engine. An engine that was also used in the more recent homebrew C64 hit of SNK vs CAPCOM. To coincide with this news, Saberman has provided a new video of the demo, but lets just hope that further demos are not magazine exclusives and can be enjoyed by all.

Here's the latest by the creator "In this video you can find some updates on the Super Street Fighter 2 Turbo game I'm creating for C64/C128 platforms using my RetroFighter engine. This adaptation of SSF2T for CBM platforms is based on the GameBoy Advance version called SSF2T Revival, but obviously my version will have something different. The game is planned to be executed on a 1Mbyte EasyFlash or Kung Fu Flash cartridge.

This new demo includes the following:

  • almost all backdrops (one is to be completed)
  • almost all musics (only one remaining)
  • enhanced bonus rounds
  • enhanced animations and sprites
  • chainable jabs and shorts basic moves for some fighters
  • strong and forward basic moves for some fighters
  • updated basic moveset for all fighters: the video explains instructions on how to issue basic moves in general for all fighters, and special/super moves for a specific fighter (Ryu). I plan to insert other showcases and long plays for other fighters, so that the user can understand better how to play correctly and specific game mechanics.
  • some new graphics in the UI
  • bugs correction

Links 1) Download / Manual 2) Source 3) SNK vs CAPCOM

30 comments:

  1. Hot! Hot! Hot! And x-citing like hell! Can't await! :)

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  2. Whow! Great news. Looking forward to try out this one on real hardware.

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  3. Excellent !!
    Need Blood in game, plus realism !!!!
    Me lo auguro che inseriate anche il sangue e qualche elemento di gore !!!!
    Ne vale la pena, il gioco e' davvero splendido.

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  4. That is incredible... fast, decent looking, and can distinguish each fighter :)

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  5. Imagine how good c64 games are gonna be once the machine really hits its stride!

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  6. 8-bit HADOOOOOOOOOOKEN!

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  7. excellent? 🙄 Guys, look at Atari version, CPC demo or new ZX version...

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    1. I'm pretty sure I saw you post complaints about the game on YouTube as well, and I'm just mystified by the response. One, it's Street Fighter II on an 8-bit system, and Super Turbo at that. Two, this is a labor of love, and free for the public. Three, I've played the original C64 version of Street Fighter II, and there's every indication that this is a substantial improvement.

      All those 8-bit computer versions you mentioned are probably pretty good (although there is no universe in which a colorful game like Street Fighter II belongs on a ZX Spectrum), but I don't see the point of dragging the author of THIS version. This is a Commodore 64. It has inherent limitations that prevent it from being just like the Atari XL/XE, CPC, or ZX versions. The game has to be written for the specifications of THAT hardware, and from my perspective it seems like the author has done quite well.

      Porting a 16-bit game to an 8-bit system is like painting landscapes on a grain of rice. How does this even exist? Why does this even exist? Never mind that! Just appreciate that it DOES exist, because it is an impressive feat of back porting.

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    2. Those version, while very impressive in their own right, do not have a real fighting engine inside, the CPU has no advanced fighting logic to deal with and all the power is used towards big flashy graphics. So they do not play at all like Street Fighter 2, this one does as it tries and replicate all the frame data, collision data, and so on

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    3. I agree, and this is a brilliant project! But I do think it deserves some better pixel-art when it comes to the fighters, simply becasue it IS good.

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    4. Look at C64 games that use really good multiplexes. Turrican (whatever version) and final bosses. And many others. Yes, the game as a whole doesn't look bad at all - it's fast and it seems playable. But please don't call it SSF2T. These games were synonymous with pixel art graphics (it wasn't called that back then) for fighting games in early 90s. ZX Spectrum can't give such games colors, that's clear to anyone who knows a little about specifications. But even so, the new Sweet Fightin' is a feast for the eyes and its very playable (not like original Spectrum version with somewhat 2 - seconds lag, lol).
      For second anonymous: Cartridge provides for computers like C64 huge data capabilities. CPU overhead for a game of this type is not significant - all the opponent's intelligence can be stored in tables. What is important - no input lag (ideally) and at least 25fps. Here largest share of CPU should be on the sprite multiplex, which is poor here - see above.

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    5. ArugulaZ: Are you author of this project?

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    6. Me? Ha ha, no! I make 32K ColecoVision games. I'd be bragging non-stop if I made this.

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    7. Hi all, I'm RetroGL, the author of this conversion for C64. I want to reply to the Anonymous that said "Look at C64 games that use really good multiplexes...". First of all, just note that the biggest fighters (i.e. Sagat, Zangief and T.Hawk) uses very big frames. My multiplexer can show, for each fighter, a frame of 48*84 pixels and, in some situation, can grow up to 72 pixels wide and 105 pixels tall. Zangief and T.Hawk, for example, take advantage of this feature, just measure them after downloading the game and try it on VICE if you don't believe me. I don't think that this is a bad multiplexer, since it permits to maintain the frame rate of my conversion to 25 fps and permits to enhance the graphic content of each frame (I have something like 1600 fighter frames stored in cartridge), and I don't think that I have to teach you that graphic content doesn't affect the engine at all with these premises. I've seen the other conversions that other users (another Anonymous) said, that is CPC and ZX Spectrum, and they're far from 25 fps: I think that they hit something like 12 or 10 fps max. So, what they achieved? A "beautiful" graphics (I used the quotes because they're not so beautiful, especially the CPC version) but a completely unfaithful gameplay? If my game can't be called SSF2T, so what about that conversions? Finally, I want to make you understand that SF2 was not famous only for graphics (that should be taken in consideration for ZX Spectrum version and be applied to it, so you can understand that a monochromatic Street Fighter is something you can't pretend in 2026), but especially for gameplay. It's the real factor that made that game a myth, don't try to say the contrary because you know that you would lie.

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    8. That Atari version is colourful, but looks nothing like Street Fighter 2. With its squashed sprites sitting at the bottom of the screen, it looks more like International Karate.

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  8. Fingers crossed 🤞 that there will be an awesome C128 enhanced version just like with SNK Vs CAPCOM

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  9. Fingers crossed 🤞 that there will be an awesome C128 Enhanced version like SNK Vs CAPCOM

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  10. The Dark Knight2 April 2026 at 13:28

    Even the bats in Suzaku castle stage ! You made my day !

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  11. Awesome cant wait to give this a go. Well done to the creator. Impressive to day the very least.

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  12. great game!! really fun to play!!!

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  13. Absolutely superb! RetroGL. You're a genius!

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  14. First off: this game’s graphics are phenomenal—from the various screens and the instantly recognizable characters to the music. That alone puts it among the absolute best on the C64. But what really sets it apart is the gameplay! As an old-timer who’s been playing SF forever, and who even today gets to hang out with friends my age and beat the crap out of each other offline with these classic arcade games, I can say that it’s ridiculously close to the original game’s playability—not 100% spot-on, but it comes incredibly close, with the variety of moves, the combos, and even the super moves. And of course, it’s at its best when played side-by-side with a friend. A truly beautiful game—congratulations!

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  15. So GREAT WORK !

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