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Author Topic: SNES - Pang X Street Fighter II  (Read 20441 times)

Offline SUPER-J11BIT

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SNES - Pang X Street Fighter II
« on: May 09, 2026, 08:36:57 pm »


SNES - Pang X Street Fighter II

Buster, the hero of Pang, has to destroy the energy spheres left behind by M. Bison in every classic stage from Street Fighter II.



Along the way, he finds a cyborg wrecked in a fight with Ryu. From the remains, Buster recovers combat data from six legendary fighters: Ryu, Chun-Li, Dhalsim, Guile, Ken, and Sagat.



He uploads this data into his harpoon gun, learning to fire each fighter's special energy — Hadoken, Kikoken, Yoga Fire, Sonic Boom, Shoryuken, and Tiger Shot — finally giving him the power to destroy the spheres and stop Bison's plan.

I finally got the character walking in‑game, and seeing him move around the world I’m building feels really rewarding.



There’s also a big milestone:



In the original Street Fighter 2, this scene was only an intro, but in my version I’m turning it into a fully playable level. It’s the first time I can actually play through it myself, and it’s pretty exciting to see it come to life.



Buster has loaded the powers of six World Warriors into his harpoon gun.

Following the map recovered from the destroyed cyborg, he now travels across the classic Street Fighter II stages — each one corrupted by Bison’s energy spheres.

From Tokyo to New York, from the USSR to Brazil, every stop brings tougher, evolving spheres.

And with every Hadoken, Sonic Boom, or Tiger Shot he fires, the spirits of the fighters guide him forward.

The route is set.

The battle begins.

More updates coming soon!

Free SNES homebrew dev.
Relive the past. Imagine the future.
https://www.vidlii.com/user/SUPERJ11BIT
https://super-j11bit.itch.io/

Offline SUPER-J11BIT

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Re: SNES - Pang X Street Fighter II
« Reply #1 on: May 10, 2026, 01:56:00 am »


Buster has now integrated three iconic powers into his harpoon gun: Hadoken, Yoga Fire, and Tiger Shot.
In the GIF below, you can see him firing each one in sequence, testing their energy and timing.

Right now I’m debating an important detail:
should I use the original Street Fighter II sound effects, or go with simpler, more stylized sounds to keep things closer to the Pang vibe?
Still experimenting to see which direction fits the game best.
Free SNES homebrew dev.
Relive the past. Imagine the future.
https://www.vidlii.com/user/SUPERJ11BIT
https://super-j11bit.itch.io/

Offline SUPER-J11BIT

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Re: SNES - Pang X Street Fighter II
« Reply #2 on: May 12, 2026, 02:09:33 am »


New project update!

Buster just got a brand‑new way to celebrate his victories.
In the original Street Fighter II, the iconic intro screen — the crowd gathering, the punch, the giant logo — appeared only once and was never seen again during gameplay.
In my version, that intro scene becomes part of the adventure.
Every time Buster clears a level and destroys all the energy spheres, the SF2 intro screen updates to reflect his latest win:
a small highlight, a new animation, a visual mark showing how far he’s come.
It turns the intro into a living record of his journey — a blend of nostalgia and progression that gives each victory a bit more weight.
It feels great to see that classic screen evolve as Buster pushes forward.
And this time… the intro won’t just be an intro.

More updates coming soon!
Free SNES homebrew dev.
Relive the past. Imagine the future.
https://www.vidlii.com/user/SUPERJ11BIT
https://super-j11bit.itch.io/

 

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