Highlightany regularly selectable character that you want to play as. In the Boost selection screen press and hold , START,+ and wait until Akuma appears. The game will end whether you lose the battle or not, but if you win, you get to watch the credits. This code will not work if you play as Akuma.
The Dramatic Battle is a featured inspired by the Street Fighter II anime, which concludes with a two-on-one battle of Ryu and Ken versus M. Bison. That scene is reconstructed in the game for two human players to experience. Ryu and Ken share one life bar, as well as one super meter. Ryu and Ken can not hurt each other, but M. Bison can damage both players simultaneously. Note that if you lose the battle, you can repeat it by having the first player select Ryu with , and the second player select Ken with , instead of re-entering the entire code.
To fight against your character's mid-boss, you must not lose any rounds, and you must win five matches with a Super Move finish or a Custom Combo finish before your sixth opponent. The next opponent after your fifth win will be the mid-boss.
To fight against Shin Akuma, player one must choose the color while player two must choose the color. You must fight to the boss stage without losing a round. You must win with at least three perfect victories, and you must with at least five Super Move finishes or Custom Combo finishes.
Have a second player join the game. Press and hold Start, and highlight Sagat for the thunderstorm stage, or highlight M. Bison for the Waterfall stage. Highlight your selection for five seconds, then release Start and choose your character normally.
Press and hold all three kicks, then press Start after inserting a credit. Dramatic battle pits you and a partner against Adon, Sagat, M. Bison, and Shin Akuma. You have an unlimited Super Meter, and you and your partner share a single life bar.
Press and hold all three punches, then press Start after inserting a credit. Survival mode pits you against all eighteen characters. Your health meter carries over from the previous fight, but you earn a little back after each fight depending on your performance.
Start the game in arcade mode and choose M. Bison. Play until you obtain the high score (you can do so after losing the first fight already, if no high scores have been made yet). As the first entry on the high score chart, enter CAM as your initials. Cammy will be unlocked in Versus Mode and Training Mode. In one of these modes, highlight M. Bison and press Start repeatedly until you see Cammy's portrait. In the PSX version, she is only available in Versus Mode.
The color of the title screen denotes what secrets are currently available. After a few weeks of play, the title screen will change color, so in a few months after your SFA3 machine has been installed, it should reach the final color (light blue). There are also codes that enable you to unlock these modes at the time of your choosing. In order to completely enter these codes, you must exit the test mode, insert a credit, and press and hold Start until the character selection screen is completely drawn. Then restart the machine. A (1) indicates that the input must come from the player 1 side, and a (2) indicates the player 2 side. The explanation of the colors and their unlock codes is as follows:
The Random Select squares are normally invisible. There are two for the first player and two for the second. The 1P squares are located above Dan and below Zangief. The 2P squares are above Akuma and below Dhalsim. When you've highlighed a Random Select square, it will show each character's portrait quickly, and when you press the button, you'll get whatever character was shown at the time. When selecting a normally-playable character via Random Select, the button you press determines the ISM chosen: Press or for X-ism, press or for A-ism, and press or for V-ism. If you've used the Random Select square to pick a hidden character, then you still get to select their ISM manually from the menu. This doesn't apply (for either normal or hidden characters) if you've previously selected Classical Mode. Note that there are two colors for your character's clothing in either ISM (depending on whether you use Punch or Kick to choose your character).
Select the character of your choice, then press and hold and while you choose your ISM (or hold it right after you select your character, if you're using Classical Mode). Keep holding the buttons until Shin Gouki is listed as your opponent on the VS screen.
Play through Arcade Mode on level 8 difficulty using a World Tour character to unlock Final Bison. To play as Final Bison, highlight M.Bison on the Character Select screen, then hold Start and press any button.
With ISM-Pluses, you can boost your fighter's attributes in various categories. You can turn each one on or off through the Options menu. You will receive a new ISM-Plus category by completing Final Battle Mode in the following order:
These manual cheats are entered at the title screen. You must finish entering these codes prior to the demo screen appearing or else it will not work. In all instances you will hear Ryu's traditional 'Hadouken!' confirming the code's entry.
Street Fighter II is one of those games that will forever be linked with the SNES, thanks to the fact that Nintendo's 16-bit console was the first home system to get a port of the arcade sensation. Who knows how many gamers cut their teeth on this edition rather than the coin-op? It's a pretty legendary conversion and one which ironically overshadows the fact that the SNES also got a port of the more-advanced Street Fighter Alpha 2 later on in its life.
Released in 1996, Street Fighter Alpha 2 was arguably better suited to the (then) newfangled 32-bit consoles like the Saturn and PlayStation, but the fact that the SNES got it at all was (and still is) impressive. What's even more impressive is the fact that this oft-derided port has concealed a cheat code for a quarter of a century.
Programmer Gizaha from the Zeldix forums has been reverse-engineering the game, and, during this process, has discovered a previously unknown code which unlocks the hidden boss Shin Akuma as a playable character.
The code has been verified by EventHub, and requires you to finish the game's Arcade Mode and set a new high score. Once this is done, you must enter the initials KAJ in the high score table, return to the title screen and hold down the L, X, Y and Start buttons on a controller plugged into the console's second controller port while the player one pad is used to select the 'Versus' mode. From here, player one or two can select Shin Akuma by holding the Start button while selecting normal Akuma. You'll know you've been successful because Akuma's clothing will change colour.
@mjharper Nope Shin Akuma was not even in that game whether playable or as a hidden opponent, Evil Ryu was playable however. To tell you the truth Shin Akuma was only console exclusive for the home versions of Street Fighter Alpha 2. All home versions (SNES, PS1, and Sega Saturn) had different codes to play Shin Akuma. It wasn't until Street Fighter Alpha 2 Gold that Shin Akuma was playable in the arcade.
Damn this would had been my childhood dream to be able to play as this guy back in 1996 for my Super NES. Instead I had to go buy the lame PS1 port just to play him. GamePro, EGM, and Nintendo Power all failed me.
@Clyde_Radcliffe Street Fighter Alpha 1 was on Game Boy Color so SNES got Street Fighter Alpha 2 instead which is strange but make sense. Strange cause GBC came out way after the SNES was on its way out but make sense as SNES is more powerful than GBC.
@Edu23XWiiU Street Fighter Alpha 2 arcade used Capcom's more advance QSound processor so it's really difficult to reproduced those in midi format unlike previous CPS-2 port like Super Street Fighter II which doesn't use QSound. For what it is though it sounds okay for SNES.
@durr I believe I read on a different site that it was because they were trying to study the games code to find ways to better optimize it (as for why they wanted to do that to begin with, it was probably just for fun/the coding practice)
Sorry, but SNES/Super Famicom version of Alpha 2 was way, way inferior to the Japanese Saturn version. Even the PlayStation version was trimmed slightly (missing reflections in the puddles on Gen's backstreet stage, Zangief missing considerable more frames of animation) etc, etc
Brave attempt for the old SNES, but once you'd bought, or played it on Saturn (or a genuine CPII board via a super gun) then there was simply no going back unfortunately. Still own an import copy somewhere.
@Jayofmaya I'd imagine so, but I suspect many programmers popped things like this in as secrets, too. Or maybe Shin Akuma was intended to be in the game to begin with, but Capcom decided against it at the last minute?
I don't understand why this was never shared back in the day.
All the other versions cheat codes were publicized in many magazines, but nothing for the Snes.
Did Capcom just never tell anyone.
@Azuris that was more of an issue of the GBC only games like Alpha not having a Super GameBoy type device when it came out. Was only when the GameBoy Player came out could you play those type of games on a TV.
I do love secrets like this that were hidden for ages and no one figured them out. Usually all cheat codes got distributed in magazines after the publishers released them so the magazines could test some games easier. I still remember a few years after Goldeneye was released when a load of cheat codes were all suddenly just released out of no where and managed to keep their existence a secret for ages.
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