Sweet Fightin' +2
A downloadable game
Choose from 12 legendary fighters and battle your way across the world in a series of one-on-one, best-of-three fights to achieve the glory and title of Sweet Fightin' Champion... or go head to head with your friends in 2-player mode!
Unofficial homage for the ZX Spectrum 128K, celebrating 35 years of the two-player fighting game which shaped the genre!
⚠️ Please note that this game requires either an original ZX Spectrum 128K computer or suitable emulator to run.
For more information, please see the following sections:
Controls
The following control methods are available:
- Keyboard
- Sinclair joystick (ports 1 & 2)
- Kempston joystick
General controls
Push the joystick ⬅️ or ➡️ to walk.
Push the joystick ⬆️ to jump.
Push the joystick ⬇️ to crouch.
Push the 🔘FIRE button to attack.
Attack strength
The strength of attacks can be varied using horizontal movement of the joystick while pressing the FIRE button.
Directions shown are for player on left, facing right.
| Strength | Direction | Characteristics |
|---|---|---|
| LIGHT 🔘🇱 |
None (neutral) |
Very fast Low damage |
| MEDIUM 🔘🇲 |
Towards ➡️ |
Medium speed Medium damage |
| HEAVY 🔘🇭 |
Away ⬅️ |
Slow High damage |
Alternatively, you can use keys on the keyboard to specify the strength of the attack without having to move the joystick:
| LIGHT 🔘🇱 |
MEDIUM 🔘🇲 |
HEAVY 🔘🇭 |
|
|---|---|---|---|
| Player 1 | Q | W | E |
| Player 2 | I | O | P |
✔️ For the best experience on original hardware, please use a joystick/joypad and the QWE / IOP keys above.
✔️ If running under emulation, you should bind the QWE / IOP keys to your controller's buttons for a more convenient & satisfying arcade-style experience!
Attack variations
Change the style of attack by pressing the joystick ⬆️ or ⬇️ down while pressing 🔘.
e.g. while on the ground, press ⬇️+🔘 to perform crouching attacks, such as ↙️+🔘 to perform a leg sweep.
You can also combine ⬆️ or ⬇️ down with 🔘 while jumping to perform alternative airborne attacks.
Throws
While close to the opponent, press ➡️+🔘 to throw the opponent.
Some characters can also throw while jumping, and some characters have no throws at all - see the list below for details.
Blocking
Push the joystick away from the opponent to block.
| ⬅️ | High block | Vulnerable to crouching attacks |
| ↙️ | Low block | Vulnerable to jumping attacks |
Keyboard
Although joystick or joypad is the preferred way to enjoy this game, if you really must use the keyboard you can use the following keys:
| Up | A |
| Down | Z |
| Left | K |
| Right | L |
| Fire | M or Space |
⚠️ Please note that keys are not redefinable at this time.
Characters & Moves
Directions shown are for player on left, facing right.
Key
🔘 = Any attack button
🔘🇱 = Light attack
🔘🇲 = Medium attack
🔘🇭 = Heavy attack
🇯🇵 Ryu
🇺🇸 Ken
| ⬇️↘️➡️+🔘 | Fireball |
| ➡️⬇️↘️+🔘 | Dragon Punch |
| ⬇️↙️⬅️+🔘 | Hurricane Kick |
✔️ Ground Throw
❌ Air Throw
🇯🇵 E. Honda
| Tap 🔘 rapidly | Hundred Hand Slap |
| Hold ⬅️ then ➡️+🔘 | Sumo Charge |
| Hold ⬇️ then ⬆️+🔘 | Sumo Splash |
✔️ Ground Throw
✔️ Air Throw
🇧🇷 Blanka
| Tap 🔘 rapidly | Electricity |
| Hold ⬅️ then ➡️+🔘 | Rolling Attack |
| Hold ⬇️ then ⬆️+🔘 | Vertical Roll |
❌ Ground Throw
❌ Air Throw
🇺🇸 Guile
| Hold ⬅️ then ➡️+🔘 | Sonic Boom |
| Hold ⬇️ then ⬆️+🔘 | Vertical Flash |
✔️ Ground Throw
✔️ Air Throw
🇨🇳 Chun-Li
| Tap 🔘 rapidly | Lightning Kick |
| Hold ⬇️ then ⬆️+🔘 | Bird Kick |
| Jump then ⬇️+🔘🇱 | Head Stomp |
| ⬆️+🔘🇭 | Back-Flip Attack |
| ⬆️+🔘🇲 | Front-Flip Attack |
✔️ Ground Throw
✔️ Air Throw
🇷🇺 Zangief
| ⬇️↘️➡️+🔘 | Lariat |
| ➡️⬇️↘️+🔘 (close) | Spinning Air Slam |
✔️ Ground Throw
✔️ Air Throw
🇮🇳 Dhalsim
| ⬇️↘️➡️+🔘 | Yoga Fire |
| ⬇️↙️⬅️+🔘 | Yoga Flame |
| Jump then 🔘🇭 | Yoga Mummy Kick |
| Jump then ⬆️+🔘🇭 | Yoga Dive |
✔️ Ground Throw
❌ Air Throw
🇺🇸 Balrog
| ⬇️↘️➡️+🔘 | Dash Straight |
| ⬇️↙️⬅️+🔘 | Dash Upper |
| Hold ⬅️ then ➡️+🔘 | Turn Straight |
| Hold ⬇️ then ⬆️+🔘 | Turn Upper |
❌ Ground Throw
❌ Air Throw
🇪🇸 Vega
| Hold ⬅️ then ➡️+🔘 | Rolling Crystal Flash |
| Jump then ⬆️+🔘 | Flying Barcelona Attack |
| Jump then ➡️+🔘 (close) | Izuna Drop |
| ⬇️↙️⬅️+🔘 | Backflip |
✔️ Ground Throw
✔️ Air Throw (Izuna Drop)
🇹🇭 Sagat
| ⬇️↘️➡️+🔘 | Tiger Shot (high) |
| ⬇️↙️⬅️+🔘 | Tiger Shot (low) |
| ➡️⬇️↘️+🔘 | Tiger Uppercut |
| ↘️➡️↗️+🔘 | Tiger Knee |
✔️ Ground Throw
❌ Air Throw
🇹🇭 M. Bison
| Hold ⬅️ then ➡️+🔘 | Psycho Crusher |
| Hold ⬇️ then ⬆️+🔘 | Scissor Kick |
| Jump then ⬆️+🔘🇱 | Head Stomp |
✔️ Ground Throw
❌ Air Throw
2 Player mode
By default, the game begins in 1 Player mode.
To join in as Player 2, press any attack button during a battle or on the PLAYER SELECT screen.
Playing on original hardware
Instant loading (DivMMC interfaces)
ℹ️ Download "Sweet Fightin' +II.tap" if using one of these devices.
Due to its large data size and multi-load nature, the game is best played using a DivMMC device with the .tap file for near-instant loading times.
Click to view tested DivMMC devices
-
divMMC Future – Sinclair ZX Spectrum
Automatic, near-instant loading.
If you have tried any DivMMC (or similar) devices not listed here, please let me know how you got on in the comments and I will update this list to help guide others... Thank You!
Real-time loading (audio cassette / EAR input)
ℹ️ Download "Sweet Fightin' +II.tzx.zip" if you wish to load in real-time.
The .tzx.zip file contains each "side" of the cassette of a .tzx file, allow easier access to each character's data.
These can be recorded to cassette (one per side, across 7 tapes!) or played directly into the computer from another device using an app.
This .tzx version uses a fast loader to minimise loading times, however it's still not recommended for the impatient! 😅
Click to view guide for cassette users
For optimal experience when using cassettes, it is recommended to record the files onto 7 × C8 cassettes (4 minutes per side):
- one for the main game code (1A + 1B)
- one side for each character's data (2A for Ryu, 2B for E.Honda, 3A for Blanka, etc.)
Tips for real-time loading
Several options & features have been included to limit loading for cassette users.
View tips for real-time loading
- STAGE option (Title Screen)
Set to HOME (all battles take place at 1P's stage) or SAME (use the most recently loaded stage) - MUSIC option (Title Screen)
Set to OFF - beware, this also makes the game run slightly faster! If you prefer music and a more leisurely pace, leave music ON and use the STAGE option to only load a single stage's theme. - REPLAY option (after match)
After beating an opponent in 1-player mode, you can REPLAY the match without additional loading. Even if you lose, you can still choose to advance to the next battle after the fight - however you can't switch character after losing to an opponent during a REPLAY. - The last 2 characters loaded are retained in memory (even after GAME OVER) - selecting either of these characters on the PLAYER SELECT screen does not require their data to be loaded.
For example: if 2P joins during a battle, they can select the same character as 1P or the CPU opponent (or 1P's previous CPU opponent when fighting in a "mirror match") without requiring any loading. Likewise in 1 Player mode, P1 can select their opponent's character ("mirror match") after being beaten without requiring any loading.
Future enhancements
I've looked into further enhancements to reduce load times for cassette users, including zx0 file compression.
A single-disk version for the +3 may even be possible depending on file compression efficiency and other factors.
Playing under emulation
ℹ️ Download "Sweet Fightin' +II.tap" if using an emulator.
The game is available in .tap format for compatibility with most ZX Spectrum emulators.
Due to the multi-load and somewhat random tape access required by the game, it is important that any emulator used is capable of scanning and loading the contents of the virtual tape ( .tap) file quickly.
View details of tested emulators
Windows
-
Spectaculator
Instant loading - please also untick the "Stop at end of tape" option (in Tools > Options > Cassette Recorder > Playback Options) to enable auto-rewind & prevent interruptions during loading.
Alternatively, when you see a cyan border on the START THE TAPE screen, press CTRL + SPACE together to continue loading. - Fuse - takes a little longer to scan the tape than Spectaculator
Linux
- Fuse - tested working in a Linux Mint virtual machine running under Windows 11; tape scanning took a while but this may be down to the virtual machine
For a more complete list of available emulators, please see:
https://worldofspectrum.net/emulators/
If you have tried any emulators and/or platforms not listed here, please let me know how you got on in the comments and I will update this list to help guide others... Thank You!
Disclaimer
This is a non-commercial fan project. All characters and visuals are the property of their respective rights holders. No infringement is intended. Please contact itch.io if you hold the rights and would like this removed.
| Status | In development |
| Rating | Rated 5.0 out of 5 stars (12 total ratings) |
| Author | zxpresh |
| Genre | Fighting |
| Tags | Retro, Two Player, ZX Spectrum |
| Content | No generative AI was used |






Comments
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Fantastic work. What a technical marvel to pull this off in such a great way on the humble Speccy. Kudos to you. I have had a blast playing it and honestly, I enjoyed playing this more over the modern ports / versions. SNES will still just have the edge but that’s saying something on how well you have done.
Works really well run through a Next too.
Thanks for all your hard work.
Tim, from the Pixel Gaiden Podcast.
P.S. Would you mind if TFW8B was to include this in an updated build of the SD Image downloadable from their website and included with the DIVMMCFuture?
Thanks so much for the kind words!
Personally I've no problem with it being included in the DivMMCFuture SD image, it'd be quite the honour in fact! Also it was a TFW8B DivMMC Future that I purchased to test the game with on real hardware, so that'd be quite fitting 😁
Hello Andy,
I would like to map this amazing game. Don’t you have the graphics for all the backgrounds in any PC or ZXS format which I could use?
If so, please let me know at pavero(a)post.cz. I don’t find any other way how to contact you. Many thanks.
Hi ZXpresh, this is an astonishing achievement. I have an idea that could be really fun to try. Is there any chance of a 'black' version being released at any point? Basically the same as this, but with no backgrounds for the matches? If this could be done, I could adapt it for the ZX Touch with some more colourful backgrounds. It could look even more amazing. It would be really fun to try.
Just managed to get this running on an Analogue Pocket (FPGA-based handheld) using a virtual DivMMC - it works great! What an achievement, very well done!
Any chance of a +3 DSK image for +3 owners? (or +3 with Gotek)
Hello, yes this would be awsome :)
When using on orginal Hardware this would make so much sense...
Very good new fighting game, fun to play. I added it to my video along with other games released in March. Hope you like and share the video.
Making it required guts, doing a good job required mad, phat skillz. I salute you, my friend...that's a top job.
Incredible port, It is so good, I featured it on my channel
Estoy alucinado. Increíble !
I just finished it, it is really excellent. Some opponents are not easy if not played in the easiest mode.
very good
If you're keeping track, this works great on zx32.
Also works on ZXDS, although there's a need to dive into the tape menu whenever the game needs to load data. Luckily, it tells you exactly what it's searching for, so you can get on with the next fight without too much waiting around.
Hi Presh, thank you for this update. I played the new file, again, on a 128 equipped with a DivMMC EnJoy and ESXDOS 0.8.9.
Everything was going well until I noticed something strange while playing as Sagat. When he blocks an attack, the winning stance sprite (i.e. standing with crossed arms and laughing) is displayed, instead of the blocking sprite. Please investigate into this.
Again, I would like to suggest you what I did in my previous comment: a TR-DOS disk image file, the possibility of different colour combinations to be selected while playing like in the US Gold conversion, scoring, fighter portraits and end-of-game messages.
Thank you for your attention and your efforts.
Sadly there was no blocking sprite for Sagat in the original release, and the victory pose was the best I could come up with from what was available! 😳 (although I do think it's kinda menacing the way he just laughs at your attacks!)
Source will be released in the coming weeks, as I don't feel comfortable developing for hardware which I don't own and therefore can't test on a real-world Spectrum/clone. Scope of the original project was to get something which would run on my +2 via cassette, which it does 🙂 and DivMMC compatibility is also incredibly useful to have, though it may vary by model... I'm so glad it works on my Future and seems to on many others!
There was no memory left for scoring or other mechanics, although disk/DivMMC loading could allow these by ditching code for e.g. title screen once the game begins. I may work on an expanded DivMMC version in future, but no promises... and I'd be happy for it to become a community project to see how much further others can take it! 😁
It looks like absolutely amazing, but unfortunately the game doesn't start on my ZX Spectrum + 128k. I use a DivIDE 2k20 AY and esxdos, the screen remains black when I launch the tap file and the led activity of the CF card is on continuously. It's the only game that fails, all the others 48k & 128k games are working perfectly on my spec.
There was a bug in the loader code which only affected some devices but not others. I've uploaded a fixed .tap file - please let me know if it works now? Thanks 🙂
Hi, many thanks it works now ! As I was expecting, it's an excellent production, the best fighting game on the Spectrum :)
Absolutely superb, very well done - master piece actually given the limitation of the hardware... You are a true programming sorcerer! And you've made the 13 year old boy in this late 40s man very happy. And plays fantastic using a DivMMC and my grey +2 Spectrum from my childhood. Even with just one fire button, which I thought would limit its play-ability, but absolutely not - vertical and horizontal axis for punches, diagonal axis for kicks and sweeps - perfect! The controls are exactly how it should have always been mapped in my view for one button controllers. Thoroughly enjoyable - and a game I wanted for my Spectrum back in the day... And the in game music, the fact its there - just wow. Very well done - pure magic of the strongest kind :) Thank you.
Sorry I forgot to mention it, as you requested it, I am using a DivMMC Future with my +2. I think SF2 came out early 1993 for the Spectrum ZX from memory, and it coincided with the end of the Spectrum's commercial life really. The port of SF2 is like the metaphorical equivalent of getting Doom working an Amiga - its the same 'nemesis'/ seismic changing game really ending one era and starting another in my view. So the fact you got it working so beautifully is truly wonderful & amazing. And the beautiful paradox about it being 33 years later. Back in the day as a child I wanted the home port to be identical to the arcade. Now I'd play a good port on my +2 over the arcade any day of the week, because its anchored in childhood with some wonderful memories playing on my Spectrum :) That and I like seeing the impossible done by supremely talented folks like yourself ;-)
Great game! 👏👏👏 Congratuliations for this awesome game!
It took me a little time to get used to the controls, and I was surprised when I managed to win some bouts, but at the end of the video, I got to a "Load tape..." section, and then it all ground to a halt. How do you deal with that, please?
The tape needs "rewinding" to find the other character's data... I don't know which emulator you're using, but on Spectaculator there is a "stop at end of tape" option which needs disabling to allow the tape to loop indefinitely. So you'll need to find your emulators similar option or "rewind" button. Hope that info can help you, and if so please reply here with details so I can add the info for other players if you find it! Many thanks 🙂
Hi, thanks for that. I'm on Spectaculator, so will look for that option :)
Feel free to post a comment on the video, too. It helps more people to see it :)
Tools > Options > Cassette Recorder > Playback Options > Stop at end of tape
Untick that one, but be sure to have all the options below it ticked (Enable Fast loading, Flashloading and Edge detection) 🙂
Spectacular, congratulations! Could you do a port of the first "Mortal Kombat" in the future? I would also like to know if this could be ported to ZX Spectrum Next. It would be nice to have this with stages and characters in the classic 8 colours of the Spectrum.
Yes Mortal Kombat. That will be amazing.
Amazing homage! Congrats!
Works as a charm in ESPectrum. No problems seen with fast loading. ESPectrum "Fast tap index" feature can be used too (it speeds up, making load almost instant, loading taps with many blocks as Final Pack's one) but as your .tap don't have too many blocks it makes practically no difference.
I played it at 125% and 150% speed with sound and it's quite enjoyable! :D
As pointed below, a .trd version would be wonderful. ESPectrum and many other emulators can load .trd disks in any model of emulated Speccy not only Pentagon.
Also support for second Kempston button or even more buttons would be nice. There are a lot of possibilities today for real machines and emulators to take advantage of modern gamepads.
Anyway, as said at start of post: Congrats! Great work!
Bug report:
On "The Spectrum" from RetroGames, some of the tape loading hangs. I am using the .tap file. Ryu works for example, but if I try to play as Balrog, it loads Balrog, but when trying to load his enemy, it will just hang.
Honestly though, this is an amazing effort. I can't believe what you have achieved here. Phenomenal!
The tape needs "rewinding" to find the other character's data... I don't know how you'd do this on The Spectrum, but on Spectaculator there is a "stop at end of tape" option which needs disabling to allow the tape to loop indefinitely. Hope that info can help you, and if so please reply here with details so I can add the info for other players if you find it! Many thanks 🙂
I know this wasn't asked, but in case anyone was wondering:
The TZX files work fine. You just have to switch tapes/sides with Home>Media select when needed and then use the tape controls to pause/stop as required (for the benefit of anyone yet to try this: Home+Down for tape menu).
For the TAP file... it works fine until it doesn't. The tape controls are unresponsive and unless I'm missing something, you'll have to use the following workaround:
- When it freezes on a "Insert Side" screen press Home to go to the options menu.
- Go to Media Select and press the listed button to clear the "current media"
- Close the media select and then the options menu to return to the game
- it still won't work because now there's no "tape", so head back to the options menu and into Media select
- re-select Sweet Fightin' +II and close the media select and then the options menu
- the game will now auto-load to the required fight and you can go about your brawling.
You may have to do this again during your playthrough, depending on what data the game needs, but it's still a lot quicker than using the TZX files.
The seemingly pointless step of returning to the game without a tape inserted is because even if you remove and re-add the TAP straight away, The Spectrum doesn't seem to recognise that anything has changed.
Thanks for that. Those steps didn't work for me unfortunately, but I found an easier way to work around the issue. Just add an additional tap file for another game when starting SF2 and then when you get the freeze on the insert tape screen, use Home and L button to switch to the second tape, and then Home and L button to switch back to the SF2 tape. This takes only a second to do and works perfectly!
OK, that's much simpler. I'll be doing that from now on. Cheers!
Bug report...
on your loading routine, after checking the header of a tape block, you expect register C to be different than 0, why? The return of C register on the loading routine is not a documented behavior (can have different values 0x01, 0x21, 0xFE, 0xDE...)
Not a bug.... JR NC checks the carry flag, not what the C register contains... and LD_BYTES returns carry flag unset (NC) on error, so this is the error handling (JR NC) for an error within that CALL to LD_BYTES.
Documentation here:
https://skoolkid.github.io/rom/asm/0556.html
Please see the full screenshot. The first JR NC is not relevant (it was in red due to a breakpoint I put on my ZEsarUX emulator). See the LD A,C just some opcodes below that ;)
Ah, ok! Didn't see the rest of that image before, and I'm far, far away from my computer at the moment (about 2500 miles, haha) so I'll have to pick this up when I get back! Cheers 🙂
looking at that code, I don't see any use of the C register before calling the rom load routine (and you would also need a push/pop probably). C register on return from the rom load call is undefined (usually value 01, 0x21 and others) but it doesn't tell anything relevant (I think it's the last value sent to the port feh to draw the border stripes). So I think that's a bug in your code ;) Some emulators like Fuse return C=01, others like mine (ZEsarUX) didn't return anything on C register, so the game was failing and that's the reason I started debugging it, hehehe. Now I'm returning C=01 and yours is the only game that failed loading (of course this is the "fast load" tape method, if I do a "slow" load (realtime) it was working. I assume your game doesn't load on other emulators either
OK, so I think I've figured out the issue here... the section below your breakpoint (red line) is supposed to check the filename in the header... check 10 characters (LD B, $0A) and JR to tl_header (JR NZ, $A14B) if any characters don't match.
The highlighted LD A, C should really be LD A, B - however we already know that B=0 after the final DJNZ, making this extra check redundant!
I will test and release an update once I'm confident that this is the issue... it is likely replicated in the main code loader so I'll need to fix there too.
Thank you for efforts and bug report! 🙂
Updated .tap file - should work now?
I did test it in ZEsarUX_windows-12.1 and it loaded OK... but how do you "rewind" the .tap (e.g. to load Ryu after fighting Dhalsim)? 🤔
Verlo impresiona, pero jugarlo y tener la sensación de estar jugando al original de arcade no tiene precio. Muchas, muchas gracias por esta obra de arte
ZXPresh congratulations on achieving the impossible with such a highly technical game running on such a limited system.
Suggestions for the final release:
- The game name should be changed to simply reflect the original arcade title for the sake of accuracy and authenticity as it already infringes copyright. It would look much better to present it as Street Fighter II: The World Warrior with a well designed colour logo that avoids colour clash. The name change would be the most important suggestion.
- An MGT disk image version for DS/DD 3.5" 800K (720K formatted) disks as this would be suitable for the +D Disk System such as the PlusDLite.
For future revisions of the mass storage version of the game (non-tape version) may I suggest the following:
1. Kempston multi-button joypad support for Sega Master System (2-button), and Sega Mega Drive (6-button) controllers
2. Possible speech when SFX and music are not used such as "fight", "you win", "you lose", "round 1" etc.
https://www.realmofdarkness.net/sb/sf2/
This may require additional sound channels and could require the addition of a 6-channel AY TurboSound chip being present. TurboSound is fast becoming a common standard via add-on expansion for original hardware and built-in to clones like the Sizif-512 and ZX Next.
3. Add the arcade "continue" screen with the number counter and character portrait
4. Use the "Versus" screen before each level to display the fighter and opponent for that match
5. The inclusion of bonus levels and the points system
6. Include the world map and flight path to show the level progression for the player before each match
7. Include a mono "attract mode" screen showing the two fighters in front of the office tower block followed by character bio and stats
8. Include each characters win quote after each match
9. Each character has a different ending when the player completes the game.
Thank you.
I have to admit I am completely amazed with this fantastic release. It's 100 times better than U.S. Gold conversion, with difference. Of course, visually looks very good, but its playability is disastreous.
But this remake IS THE BEST AND NEEDED ONE. My congratulations, ZXPresh!
Tested without issues on my +2 with a Divtiesus Maple Edition divMMC as you'd already tested with a divMMC Future.. Have you thought about doing a native esxDOS version which loads the files directly off the card rather than having to access the .tap file sequentially? I've hacked together a version from the .tap file and I can send you my changes to do this if you're interested - it makes the loading faster and you can take out all those 'stop the tape' messages. :)
Impresionante lo que has conseguido! Esa velocidad de movimientos no pensaba que fuese posible en un Spectrum! Como lo has hecho?
Works very well on Spectaculator (Tested on latest version 9.1)
Incredible work, congrats. Thanks for sharing.
Just imagine if this game was released 35 years ago!
Game of the year,
Love it
Hi Presh, congratulations on your amazing "homage"; this is how the Spectrum conversion of Street Fighter II should have looked and played back in 1992.
I can confirm that the game works on a real 128 Spectrum with a DivMMC EnJoy interface and on the latest version of SpecEmu, with and without DivIDE emulation.
If I may suggest you something in order to further improve an already impressing result, it would be:
Thanks again for your time and effort and for making it available to us all.
Absolutely amazing! Congrats!!!
An incredible achievement!!! Congratulations! Maybe you can add dandanator version? And if you add de zx0 compression what level of reduction can you archive? And finally final fight maybe your next challenge? ;) again thanks for gift us this master peace for our beloved little speccy! :)
Increíble, enhorabuena a los desarrolladores por llevar aún mas al limite al Zx
Why have Sagat and M Bison got Thai flags above??
Because they're from Thailand. Well, it's never officially canon confirmed Bison/Vega is Thai, but working on the assumption that character nationality = stage then he's from Thailand.
exelente juego y programacion como dice los fans que somo nosotros no es ilegal si se hace sin fines de lucro y homenaje a todos Mi querida Speccy , CAPCOM , el Street Fighter y los arcades casi nada y asi es como se avanza en la vida todos casi siempre copia algo bueno de otros programadores Exencia y gusto a programar algo y no quedarse.
very great work thanks
What a fantastic version! If you have a Spectrum clone with a faster processor, I recommend check it at 5.2MHz. At this frequency, the game with music runs with speed almost like on arcade. Is it planned to use a three-button Mega Drive pad that uses e.g. Sizif 512?
Buen trabajo!!
Gracias
An exceptional version of sf2, the one it always deserved. It has everything: great gameplay, smooth movement, fantastic music... everything. Congratulations on this talented work.
great improvement over original, even graphics were partly updated, and plays much better, especially when music turned off.
Thank you for your fantastic effort!