Hack Name:  Bishoujo Super Street Fighter II: Glamor Queen
Platform: 
Genre: 
Released by: 
Language: 
Status:  Complete
Patch Version:  1.6
Last updated:  October 29, 2024
Type of Hack:  Bug Fix, Gameplay, Graphics, Music, SFX, Text
Downloads:  1678
Rating: 

Bishoujo Super Street Fighter II: Glamor Queen is a combo ROM Hack of the Sega Mega Drive version of Super Street Fighter II, where some of the characters are replaced with characters from various fanchises. It draws some inspiration from several bootleg versions of Champion Edition, as well as other Street Fighter II ROM Hacks such as Street Fighter II: Mix and Super Street Fighter II Turbo: New Legacy.

Stef’s PCM Driver Fix and Pyron’s Color Hack were used as a base.

The following characters are replaced:
-Blanka is replaced with Roll, from Mega Man.
-Dhalsim is replaced with Mai Shiranui, from Fatal Fury and King of Fighters.
-E. Honda is replaced with Choi Jadoo, from Hello Jadoo.
-Fei Long is replaced with Emily, from Unholy Night: The Darkness Hunter.
-Dee Jay is replaced with Madonna de Swan, from Makeruna! Makendou 2.
-Boxer is replaced with Avra Yumeno, an original creation, and Belva Lina, another original creation.

Features

-The Game Speed defaults to 3 stars, like in console versions of Street Fighter II’ Turbo: Hyper Fighting, and Super Street Fighter II Turbo.

-Some character sprites that were missing are inserted, such as stance sprites for Shotos, Sagat and Cammy.

-Air Specials
-Charge Times are disabled (except for Turn Around Punches, which charge way faster).
-Characters can be juggled. Once a juggle quota is reached, they fall down faster.
-Characters can back dash. Emily and Madonna can also forward dash. Emily can air dash.
-Wakeup can be delayed like in Ultra Street Fighter IV, by holding at least 2 Kick buttons.
-A few moves’ commands are changed to be easier to use, such as Sagat’s Tiger Knee and Cammy’s Spinning Back Fist.
-Character Endings can be accessed on any difficulty.
-A lot of PCM samples, such as Guile’s Sonic Boom voice clip are changed.
-Most of the music have different pitches, tempos and use different YM2612 instruments.
-All Arcade Ladder Arrangements are changed.
-A few aspects were made more Arcade accurate, such as Dictator’s suplex reaction.
-Health persists between Elimination matches in Group Battle Mode.
-In Arcade Mode, stages can be chosen by the players in 2-player matches with the Mode button.
-The computer can control a player in Group Battle Mode by holding the Mode button.
-The Debug Menu can be accessed by holding A or Mode, and selecting Options.

-In Versus Mode, directions can be locked by holding the Mode button, any direction then releasing the Mode button. Lifebars can be refilled with both Players’ Mode buttons.

-Challenge Modes can be played in faster speeds.

-New moves, such as Zangief’s Coconut Thunder and Sagat’s Tiger Dive.
-Extra colors can be chosen by holding the Mode button in Arcade, Versus and Challenge Modes. If the Mode button is held when starting Group or Tournament Modes, the extra pack of colors are used.

-In Arcade Mode, the player can switch to either the previous character defeated (Down+A+B+C), or to the character that they’re up against (Up+A+B+C), a la Vampire Savior 1 and 2. This allows for “relay” playthroughs, or playthroughs that use multiple characters where a player can switch to a character that they recently defeated.

 

Rev. 1.2:

-Fixed Sagat’s Tiger Uppercut command setting an invalid value, which prevented it from being usable.

Rev. 1.3:

-A secret character could continue her animation forever at the end of a round.

Rev. 1.4:

-Made some balance changes: https://ssf2tnf.blogspot.com/2024/10/rev-14-changelist.html

Rev. 1.5:

-Projectiles ensure that they disappear on contact.

-Fixed holding both Players’ Mode buttons in Versus Mode not resetting Player 2 Belva’s weapon usage count.

-Fixed Mai Shiranui playing the Medium Punch hit sound instead of saying her “Nippon ichi” line at the High Scores screen and during the “Combat” Special Ending. She’ll consistently say her victory line in every round she wins now.

-Mai Shiranui has a new move: Chou Hissatsu Shinobi Bachi (QCB+Kick)

Rev. 1.5A:

 

-Adjusted the code for Mai’s Chou Hissatsu Shinobi Bachi

 

Rev. 1.5B:

 

-Fixed Jadoo not having a Pushbox when slammed, which meant that she couldn’t break destroyable objects when slammed.

 

Rev. 1.6:

 

Another Balance Update: https://ssf2tnf.blogspot.com/2024/10/rev-16-changelist.html

Hashes: 
Filename: Super Street Fighter II - The New Challengers (U) [c][!].smd
CRC-32: 165defbf
SHA-1: 9ce6e69db9d28386f7542dacd3e3ead28eacf2a4
Staff/Credits: 
Yummy Glitzer
Rikilaionel
daiki_art
redmond_pines
Luiz Ramirez
CG-OR
vcmxss
Lara Shiro
Jay-Jay
Nico
Stark Joker
Pixel Gaze
Lilycal
Yori Kaizen
Yzmar09
T_opete
Pixel Jester
Mudbit
Momomikitty
Phantom9

BillyTime! Games
Master Linkuei
gsaurus
Stef
Pyron
Zero800
File download: 
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Reviews:
A good start.

Written by: mushroomblue - October 12, 2024

First of all, I need to preface this by saying this is an important project, and I want it to succeed. I have to make this preface, because such a review is going to dig deep and focus on how to make the (many at this point) flaws better.

Character art cohesion
Very ambitious and comprehensive changes are being made here, and I hope they continue to improve over time.

  • The level select character portraits replacements are fantastic, for the most part. Lots of work was put into making those look good, and it shows.
  • You can see how much love was put into some of these characters. Avra, in particular, are given quite a bit of attention to her art style.
  • The problem is the inconsistency in art style.All the new characters, minus Mai (who is relatively untouched from her Fatal Fury sprite rip) and Madonna stick out due to their stark black character outlines, compared to all the SSF2 characters who have outlines that are darker shades of the surrounding colors.
  • Jadoo and Roll, in particular, pull the gamer out of the experience completely, and keep you aware that you're playing a romhack lacking art direction. From the character portraits, to the stage (re)designs, to the characters themselves, they are absolutely the weakest part of the romhack. Either changing all the characters to have similar outlines (probably not the best idea), or modifying the new characters' sprite art to fit the art aesthetic of the SSF2 fighters, is very much needed.
  • Emily, though mostly very well-ported, is in need of some tweening for her idle and move stances. she looked pretty epileptic with the limited frames that Fei Long's template allowed her.

Level Art Changes
In short, all but maybe 4 stages had changes that detracted from the experience overall.

  • Dhalsim's stage was completely re-done, but you can tell how the elephants were repurposed into cheerleader statues. That said, this is probably the best stage overall in the game. Just tone-down the stark outlines so the background doesn't overpower the foreground.
  • Cammy's stage was a subtle change, and quite nice.
  • Sagat's stage was completely changed, and is a fantastic template to build on for other stages in the future.
  • Fei Long's stage is very sparse, but is a good start for what could definitely be an interesting stage.
  • Chun Li's billboard change and color palette swaps were interesting, if a little too stark.
  • Blanka's stage would've looked a lot better if the character outlines were softened. As it stands, this is probably the weakest stage in the romhack, which is sad, because a lot of work clearly went into modifying it. Some of the characters posing beg for animation (which is likely difficult/impossible), so a suggestion is to swap those with more reserved poses for un-animated characters, so they don't feel like cardboard cut-outs placed in the background. Alternately, further heavy modification to the "Brazil" stage, so the characters don't seem out-of-place, is another option to gain cohesion in the level. Perhaps a Mega Man Theme?
  • Guile's stage had a nice Tetris block added, and a starkly-outlined character that doesn't blend into the scene placed front and center for everyone to notice. This was not a positive addition to the stage.
  • Boxer's stage had one good addition, and three strange squares of animated lights that distract greatly.
  • Dictator's stage's "shadow" characters (ha ha, shadowloo!) were at least interesting. The floating skull? not so much.

 

Character gameplay
You can obviously tell that the most difficult part of the romhack is modifying the character templates to match the actual moves of the characters.

  • Mai is just a sprite swap (and hitbox adjustment) of Dhalsim, and the button combos reflect that. She does not control like Mai in FF/KoF. And Mai never had a teleport before this, but clearly Dhalsim's AI demanded it be there.
  • Roll is essentially Blanka with a sprite swap.
  • Really only Avra seems to have extensive modification to their original template, which is welcome, but makes the rest of the roster feel a little less worth using in comparison.
  • Jadoo's and Roll's hitboxes are rather unfortunate, and moves that go clearly over their heads still connect. Their hurtbox is rather bad as well. The problem with both of these characters is that, should you fix these problems, it will destroy the game balance considerably, because you've essentially created two "Gon" (from Tekken 3) characters who can destroy people while being immune from more than half the regular attacks.
  • Backdashes are a fantastic idea, but inconsistent in application; some have "ghost" sprites when they backdash, and others do not. But all of them have a backdash sound, which is extremely unnecessary.

Lack of balance
as stated earlier, there is very little balance in this game.

  • New characters inflict far too much damage, and it appears this is to compensate for the limitations of their character templates.
  • The best option is to pick a new character like Madonna and spam one of their cheap attacks until you win.
  • Characters like Jadoo and Roll should be made out of tissue paper when it comes to taking damage, but have one or two moves that inflict insane damage alongside a roster of very weak (but combo-able with large stun opportunities) linking moves. Think Ryu's annoying crouching weak kick or Chun-Li's standing jab.

Sound changes
Overall, this is the weakest area of the game in its current incarnation:

  • New announcer is consistent, but the performance is too sultry for the game in its current form. The SSF2 "Big Bird from Sesame Street" announcer was strange in the first place, but this is somehow more jarring. "Excited woman at sports event" would be better than "woman trying to turn you on". If the goal is to focus on panty shots and other bishoujo staples, a lot more work is required to create a cohesive experience to match the audio, and I hope it happens.
  • All the other music changes seem very much like "work in progress", and I hope they improve. As it stands, the changes to the existing character's stages are not an improvement at all, and there are quite a few bugs in them, especially after a character's KO.

Hopefully, this is just a first release, and more work is done on the project. This could be something special, if the above issues are ironed-out, and the rest of the roster is replaced with more, and balanced, female characters. This just screams for a Mugen project to completely flesh-out this idea, but, much like how SkullGirls was based on the Street Fighter 3: Third Strike engine, there is a lot that can still be done with this romhack to make it stand-out as a unique and worthwhile fighter. I hope it gets the love and support it absolutely deserves as the project continues.

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