Dreamcast Super Turbo Option Menus
Translated to English by NKI
T.Akiba's original Japanese page:
http://games.t-akiba.net/sf2/dc.html

EX Options
Secret Options
  • AUTO SETTING
  • MANUAL SETTING


    EX Options
    Hold the left trigger while choosing "Options" to go to the EX Options menu.

    Super Meter
    You can choose regular (the default option, 通常), carry over between rounds (press right once, 持ち越し), or infinite (press right twice, 無制限). 1P and 2P do not have to choose the same type.

    Time Lag
    The amount of time the game lags between your input and when the move actually comes out. You can turn it off, or set it all the way up to 15 (frames?).

    Bonus Stages
    Default is off (なし). Press left or right to turn them on (あり).

    Old Character Menu
    You don't have to put in the code for old (SSF2) characters; the game will ask you what version you want to use. Default is off (なし). Press left or right to turn it on (あり). This only applies to Vs. mode and training mode.

    Computer Controlled Characters
    Will allow you to choose "human" or "com" in Vs. mode. Default is off (なし). Press left or right to turn it on (あり).

    Damage Handicap
    Default is off (なし). Press left or right to turn it on (あり). Only applies to Vs. mode.

    Clear High Scores

    Default


    Secret Options
    Except for with Akuma himself, beat Akuma with all 32 characters (new version and old version of each of the 16 characters). After that, hold Y while selecting "Options" to access the Secret Options (DIP switch) menu

    AUTO SETTING
    Choose one of the pre-selected versions.

  • 1993/10/05 (SSF2 version?)
    	Line 0	012  5
    	Line 1	       78  bcd f
    	Line 2	01 3 56  9     f
    	Line 3	012345678 abcdef
  • 1994/02/23 (ST version 1?)
    	Line 0	012  5
    	Line 1	       78
    	Line 2	01 3 56  9
    	Line 3	012345678 abcdef
  • 1994/05/29 (ST version 2?)
    	Line 0	012  5
    	Line 1	       78
    	Line 2	01 3 56  9  c e
    	Line 3	012345678 abcdef
  • 2000/12/22 (Dreamcast Version?)
    	Line 0	01
    	Line 1
    	Line 2
    	Line 3
  • ????/??/?? (most recent version?)
    	Line 0	01  4 6789abcdef
    	Line 1	0123456  9a    f
    	Line 2	    4      bcde
    	Line 3	         9
    MANUAL SETTING
    These are organized by columns and rows. The first number corresponds to the row number (top to bottom), and the second number corresponds to the column number (left to right). So the very top left one is 00 and the very bottom right one is 3F.

    Row 0
    number effect when set to 0 when set to 1
    00
    01
    02 getting hit by a two-hit combo during pre-jump animation causes flip out knock down
    03 game's ending normal location test
    04 character color in the group shot after special credits SSF2 colors ST colors
    05 staff roll DC version arcade version
    06 hit sound for Akuma's neutral j.Fierce Strong Fierce
    hit sound for Akuma's diagonal j.Strong Fierce Strong
    07 number of points for DeeJay's diagonal j.Fierce 500 (Strong) 1000 (Fierce)
    08 number of points for Fei's diagonal j.RH 500 (Forward) 1000 (RH)
    Fei's far st.Forward treated as a ... Short Forward
    09 Sim's close cr.Fierce is treated as a ... Strong Fierce
    0A hit sound for Gief's towards+Strong hop Fierce Strong
    hit sound for Gief's far st.Jab Strong Jab
    0B number of points for Chun's D/F+Forward 100 (Short) 500 (Forward)
    0C hit sound for O.Ken's/N.Ken's neutral j.Fierce Strong Fierce
    hit sound for O.Ken's/N.Ken's diagonal j.Strong Fierce Strong
    0D Guile's knee bazooka is treated as a ... Forward Short
    0E hit sound for Honda's close Towards or Back+Forward kick RH Forward
    0F Ryu's overhead is treated as a ... Fierce Strong
    hit sound for O.Ryu's/N.Ryu's neutral j.Fierce Strong Fierce
    hit sound for O.Ryu's diagonal j.Strong Fierce Strong

    Editor's notes for row 0
    02 - I asked T.Akiba about this because when I tested it, the opponent flipped out whether it was set to 0 or set to 1. He said that he's not sure, but he may have made a mistake when he originally did his testing.
    03 - The "location test" version didn't have any endings for the characters. It just says something like "Thanks for playing."
    06 through 0F - In ST, there were a lot of glitches where the sound and/or points attributed to a normal move were incorrect. Switches 06 through 0F allow you to correct them.

    Row 1
    number effect when set to 0 when set to 1
    10 screen darkens when you do a super no yes
    11 Claw's super drains the meter when he ... actually grabs the opponent touches the wall
    12 Blanka's vertical ball (point blank) unblockable 50% of the timealways blockable
    13 Blanka's horizontal ball (point blank) unblockable 50% of the timealways blockable
    14 Akuma's air hurricane kick (point blank) unblockable 50% of the timealways blockable
    15 O.Ryu's and O.Ken's air hurricane kicks (point blank) unblockable 50% of the timealways blockable
    16
    17
    18 hit-stop for Chun's headstomp on the car bonus stage off on
    19 slowdown during hit-stun on off
    1A
    1B character portraits under life bars on off
    1C color of characters' names blue yellow
    1D background is visible through the super meter yes no
    1E 1P mode normal survival
    1F old character cancel time (for normal moves into special moves) one frame longer than ST characters same as ST characters


    Row 2
    number effect when set to 0 when set to 1
    20
    21 shadow and text for Claw's broken claw (on the ground) on off
    22 portraits for CPU opponents in 1P mode only next opponent is shown all are shown
    23 Akuma's win quote glitch disabled enabled
    24 high score name POOMNR
    25
    26 hit-stop after Dictator's ultra low Head Stomp no yes
    27 Start + Strong/Fierce/Forward/RH to choose Ten Akuma (switch 28 must be on) off on
    28 Start + all three kicks for Shin Akuma off on
    29 Hundred Hand Slap/Lightning Legs bonus stage glitch disabled enabled
    2A in-game language (does not change option menu language) Japanese English
    2B display score for the CPU off on
    display score during the demo mode on off
    2C ability to store Chun's super on off
    2D ability to store Honda's command throw on off
    2E ability to store Honda's super on off
    2F demo mode version ST SSF2

    Editor's notes for row 2
    23 - During a 1P game, if a second player enters after Akuma wins but before Akuma's win quote comes up, the first character of his win quote disappears when "Here comes a new challenger!" appears. Switch 23 allows you to correct this glitch.
    26 - If you time a meaty Head Stomp to hit as late as possible, Dic will land on the ground (rather than bounce off the opponent), and there will be no hit-stop.

    Row 3
    number effect when set to 0 when set to 1
    30 when CPU does supers during demo mode demo continues screen freezes
    31 select Akuma without using the code yes no
    32 ability of two Akumas to use the same color off on
    33 ability to throw an opponent who was dizzied by a throw on off
    34
    35 kara canceled Jab or Short into Strong or Fierce red Fireball (for Ryu) no effect shortens the recovery time
    36 Zangief's whiffed FAB glitch impossible possible
    37
    38
    39 up+button glitch moves enabled disabled
    3A Ken's reversal super possible impossible
    3B Sim's reversal super possible impossible
    3C can do Sagat's super using a kick button no yes
    3D Sagat's reversal super possible impossible
    3E
    3F O.Dictator's reversal Devil's Reverse (charge D, U+punch) possible impossible

    Editor's notes for row 3
    39 - Certain moves that are supposed to be done with left or right can actually be done using up as well. For example, Chun Li can throw by inputting up+Strong. Switch 39 allows you to turn correct this.

    Reference #1 - miscelaneous items that apparently cannot be corrected via DIP switches [editor's note: This list is intentionally untranslated because it is essentially T.Akiba's personal "wish-list" of things he would have liked to see modifiable via DIP switches.]
    デモの「X」の字の書き順は「/」より「\」を先に
    デモのスピードを0でなく設定と同じに
    押しっぱなしカラーをスタートボタン選択可能
    小P中P押しっぱなしでスタートでの押しっぱなし色選択可能
    Xリュウ・Sキャラの同色対戦バグ禁止
    対戦画面でのキャラ顔表示の色を使用色にあわせる
    1ラウンド目もピンチ音楽あり
    2ラウンド目以降もピンチ音楽なし
    2ラウンド目に、1本先取側にはピンチ音楽なし
    ラウンド取得数によるダメージ補正なし
    ピヨリ値・ダメージ値のランダムなし
    リカバリーリバーサルのダブルボーナス
    ファイナルラウンドは本当にノーボーナス
    同時当ての2ヒット表示
    めくりの後に逆側に技が出るのを防止
    血しぶき等消去
    つかみ受け身可能
    レバー斜め下での受け身禁止
    投げ受け身判定を死亡判定より優先
    投げで死んだら受け身不可
    空中投げの投げ受け身不可
    投げでスパコンゲージ増加
    つかみ殺した後のジャンプ禁止
    CPUなんでもキャンセル禁止
    必殺技のコマンド重複禁止
    通常技空振りによる飛び道具のスキ短縮禁止(灼熱波動以外)
    ゲージ溜まる前からの予約スパコン禁止
    スパコン特有キャンセル禁止
    スパコンピヨりなし
    なんでも曙フィニッシュ
    箱等を壊した時の点数は攻撃側のみに加算
    勝ちポーズ・勝ちゼリフをボタン等で選択
    ボーナス開始時に近距離技が出るのを修正
    ドラム缶のボーナスで低空必殺技禁止
    リュウ・ケンの近立ち小Pが連打キャンセル可能
    鎖骨割りグラフィックの目・口の色正常化
    リュウ弱波動の射程距離無限
    リュウの根元小昇竜を1000点に
    リュウの面の地面グラフィックを修正
    連続鎌払いでスパコンゲージ増加
    大外回しのかかと部分ヒットでも吹っ飛ぶように
    稲妻かかと割り空中ヒットで倒れるように
    Sケンの竜巻以外の着地リバーサルあり
    大銀杏にレバー真後ろ必要
    大銀杏での死亡ピヨり禁止
    春麗の気合ガード禁止
    キャンセルGSRの後のサプライズ硬直を修正
    遅れスクリューのスパコンゲージ増加量正常化
    フライングパワーボム・フーリガン受け身可能
    ザンギエフのジャンプ頭突きで2回目以降もピヨる
    ガイルの垂直ジャンプの滞空時間を一定化
    ダルシムの短立ち小Kはレバーニュートラル不可
    ダルシムのJK系攻撃音をキック音に
    ダルシムのJ大Kが相手のグラフィックの裏側で当たる
    折檻後のスライディングが普通にガード可能
    テレポートの逆コマンド修正
    インフェルノのフレイムコマンド1回目もレバー前必要
    リバーサルトマホークの弱中強化けを修正
    フーリガン・烈空脚の簡略コマンド禁止
    CPUフェイロンの烈火拳2・3発目もスパコンゲージ増加
    バイソンの立K系攻撃音をキック音に
    バイソンがフェイロンの小足払い等を上ガード禁止
    バイソンの下小K→小Pの謎連打キャンセルを禁止
    スペインステージでバルログが壁にはりつく
    立ちテラー禁止
    Xバルログの折れた爪を消去
    Sバルログのバルセロナのヒットバックを正常化
    サガットのJ小Pのバックモーションの攻撃判定削除
    下タイガー立ちガード可能
    ベガでスーパー頭突きを飛び越したときの着地後硬直を消去
    ベガを「大したことない女」呼ばわりするのを復活(S)
    ヘッドプレス・スカルダイバー空中ヒットで倒れるように
    ヘッドプレス空中ヒット後もスカルダイバーが出せるように
    スカルダイバーのP押しっぱなし禁止
    サイコよりナイトメア優先
    ゴウキも名前を表示する
    ゴウキをちゃんとピヨらせる
    斬空波動の着地にスキを作る

    Reference #2 - differences in the Dreamcast's 1994/02/23 version (compared to the arcade version)
    Instead of "PUSH START", it says "PRESS START"
    Holds (such as Yoga Noogie) will always do the same number of hits unless you wiggle the joystick
    Almost no difference in stage speeds
    Difficult to kill and dizzy at the same time using Honda's command throw
    O.Chun's reversal fireball glitch is removed (in the arcade version the strength didn't correspond to what button you pressed)
    Guile makes a grunt when he does his kick air throw
    No hit noise during Hawk's Fierce punch throw
    Hawk's Jab and Strong 360 sounds don't get cut off
    Fei Long can't cancel rapid fire st.Jabs into jump
    O.Dictator's st.Fierce graphic glitch is corrected



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