
Mega Street Fighter
Let's be honest: the first Street Fighter is a legend, but it's not a great game. Stiff controls, pressure-pad buttons, a cast you could never play, two playable fighters who are basically the same guy. It started everything, and almost nobody goes back to it. So I set out to make a bad game play great. Street Fighter MD puts the entire 1987 game, with its cast, its moves, its stages, its music and its sounds, inside the engine of Street Fighter II' Special Champion Edition on the Mega Drive / Genesis. SF1's look and soul, on the controls and combat that made SF2 a classic. MEGA — the version to play Power it on and choose HOME. This is the game I wanted SF1 to be. 🥋 Play anyone In 1987 you got Ryu and Ken. Here you get all twelve: Ryu, Ken, Retsu, Geki, Joe, Mike, Lee, Gen, Birdie, Eagle, Adon and Sagat, every one of them selectable for the first time. ⚡ Their own moves These aren't reskins. Every SF1 fighter was rebuilt natively in the SF2 engine with their own SF1 specials, normals, jumps and animations, each special finally on a real input: Geki zones with shurikens, high and low, and teleports behind youBirdie charges the headbuttGen unleashes the claw flurryEagle batters you with the stick flurryAdon flies in with the Jaguar kicksSagat brings the Tiger Shot and the kneeMike has his dash upper, Lee and Gen their jump-in slides, Joe his kick-punch combo Even the hidden stuff: frames buried in SF1's data that the arcade never showed, like Gen's third slide arc, Birdie's hammer and Geki's diving claw, are playable in Home. 🎬 Endings for everyone Beat the tour with any fighter and see their own ending. Pick SF1's classic style or animated SF2-style scenes in the options. 🧠 A brand-new AI, smarter than the arcade's SF1's original computer opponents walk forward and throw random attacks. Home ships a completely custom AI, written from scratch for this port: Every fighter has their own game plan: Geki zones and teleports, Birdie charges the headbutt, Eagle keeps you at the end of his stick, Adon flies in, Sagat controls the screen with Tiger ShotsReal fundamentals: it blocks high and low, anti-airs your jump-ins, punishes your whiffs, reverses on wake-up and combos into specialsIt learns how you play: jump too much, crouch-turtle, spam fireballs or mash buttons, and it adapts to you mid-fight8 difficulty levels, from a friendly sparring partner to a real fightPrefer the old way? Switch to SF1's original AI in the options 🎮 Modes Arcade-style tour around SF1's world map, bonus stages included2-player versus, with SF1's world map as the stage select and a rematch / results menuTRAINING: pick any fighter against a dummy that won't go down, with an on-screen move list that lights up when you pull a move off right. Learn all twelve!Pause anytime ⚙️ Options galore BALANCE: ORIGINAL / REBALANCED. Keep SF1's brutal damage, where a single fireball takes a huge bite, or switch to SF2's tuned damage: fireballs cut in half, Shoryukens and Hurricane Kicks tamed, normals that matter.AI: HOME / SF1. Fight the new brain, or SF1's original computer logic.DIZZY and CHIP DAMAGE, SF2's systems, on or offDifficulty, time limit, credits / free play, ending styleMusic and sound test 🔧 Tons of tuning Hundreds of hours of testing went into making it feel right: Hit and hurt boxes trimmed to the art: if it looks like a hit, it's a hit, and a whiff is a whiffSF1's movement, frame for frame: every jump arc, lunge and slide travels exactly as in the arcadeSF1's hit reactions: fighters crumple, fly and get KO'd with their own SF1 animations, picked by the attack that hit them, standing, crouching or in the airNo borrowed moves: no SF2 host leftovers (no stray throws, no out-of-place specials), just each fighter's own kitFixed jump-ins: every fighter's forward jump attack connectsThe AI was measured in thousands of rounds against scripted players and tuned fighter by fighterSF1's stages, music and sound effects, rebuilt for the Mega Drive's own sound chipsSF2's guarding, chip damage and feel, with SF1's characters ARCADE (for the record) Also on the cart, kept intact for completeness: SF1 as it was. The WARNING screen, attacks that fire on the button release like the original pressure pads, SF1's original computer opponents and its original ending. It's a fascinating piece of history. But please, play MEGA. 🔥 Fighting game fans: I need you This is an alpha, and the next level depends on you. If you live in training mode, count frames, argue about tier lists or still have SF2 muscle memory from the arcade, play it and tell me what you think: Feel: do the controls, the inputs and the specials come out the way you expect from an SF2-engine game?Balance: who's broken, who's hopeless? Is REBALANCED the right call, or does ORIGINAL feel better?The AI: too easy, too cheap, too predictable? Did you find a pattern it can't handle? Which difficulty felt right?Characters: which fighter feels the most fun, which one is missing something, and what should they get?Hit boxes: any hit that shouldn't have landed, or a whiff that should have hit? Tell me the move and fighter.Bugs: crashes, glitches, graphics errors, stuck states. What you did and where.Wish list: what would make this the definitive way to play SF1? Drop a comment below, rate the game, or share a clip. Every report gets read, and the best ideas go into the next version. Let's make the first Street Fighter a game people actually want to play. 🥊 💬 Join the RetroPorters Discord Want to talk frame data, report a bug live, test new builds before anyone else or follow the next ports? Come hang out with us on the RetroPorters Discord: https://discord.gg/pjFK9smRe A non-commercial fan project. Street Fighter is © Capcom; this project is not affiliated with or endorsed by Capcom.
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