Free Play Pinball Arcade, FreePlayPinballArcade.com RULES &
STRATEGY GUIDES
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STREET FIGHTER 2 (Gotlieb 1993)

The object of the game is to defeat each of the 12 opponents. You defeat an opponent by making the appropriate shot when the white light with the opponent's name is on. In normal settings before the first Champion Challenge, there are always 3 opponents lit at a time, starting with E.Honda, M.Bison, and Sagat. Every time you defeat an opponent, you get a choice of prizes, which is selectable by the flippers. The choices are the following:

opponent defeatedleft flipper selectsright flipper selects
1st 5M Car Crunch
2nd 5M Multiball
3rd 5M Roaming Ninjas
4th 10M Multiball
5th Hurry Up EB/10M Count Up
6th Add 3 to TORPEDO Multiball
7th 10M 1-2 Punch
8th Add 2 to GUILE Multiball
9th 10M Double Score round
10th Complete FIGHTER Multiball
11th no prize; display message only
12th CHAMPION CHALLENGE

The points are obvious, but for the big prize money always select the choice that is not points, and when available, always select Multiball. If you don't select any within 5 seconds, the game picks one for you, which is always the left flipper choice.

Each of the above choices are described in detail below.

CAR CRUNCH
The car crunch is a mini-playfield under the main playfield, which has a single full-sized flipper, a ball, and a car which crunches up as you hit it. The object of the car crunch is to completely crunch up the car by hitting it multiple times, before running out of time. It takes anywhere from 2 to 5 hits to crunch the car, depending on how strong you hit the car. The amount of time you have depends on which round of the car crunch you are on. I'm not sure exactly, but you get about 1M per car hit. If you succeed in crunching the car, a white light in the mini-playfield which says "winner" lights up, and you also get the Car Crunch bonus. The bonus for the first round is 5M (3M on tournament settings), and you have about 8 seconds, which is about 3 times longer than you need. The bonus on the second round is 10M, and you have about 5-6 seconds. The bonus on the third and subsequent rounds is 30M, and you only have about 2-3 seconds. Note that you only advance to the next bonus level when you successfully complete the car crunch. In addition to obtaining the car crunch as an award for defeating the first opponent, it can also be obtained by making several shots to the unlit Blanka.

ROAMING NINJAS
During the roaming ninjas round, the 8 shots (with ramps in raised position) are randomly lit, 2 shots at a time (one on the left half of the playfield, and the other on the right half), for 5 seconds each pair. During this round, aim for any lit shots. The first lit shot scores 5M, the second scores 20M, the third 50M, and the fourth 100M. Sorry, even if you are fast, there is no fifth shot. When you get a lit shot, that shot still stays lit for the remainder of its 5 seconds, so it is possible to get the same shot twice (which I've often done with E.Honda and M.Bison, where you can send a kicked out ball right back into the hole.)

HURRY UP EB
The first time through (i.e. before getting the Champion Challenge once), the extra ball target lights up for about 10-15 seconds. The second time through (i.e. after a Champion Challenge) or if extra balls are disabled, your choice is 10M, not the Hurry Up EB.

COUNT-UP
In this round, the lower right hole (M.Bison) lights up, with the inverse of a "Hurry-Up" feature. The value of the hole starts at 3M and increases by 100K up to 10M, pauses, then increments quickly by 1M to 48M. No grace period; if you miss the highest value by a millisecond you get nothing.

1-2 PUNCH
For the 1-2 punch you must complete Blanka then Ken&Ryu in that order, within about 20 seconds. The first time you get the 1-2 punch, you get an Extra Ball for completing the two shots. On subsequent times, or if the EB is disabled, then you get 25M for Blanka, then 50M for Ken&Ryu. [or is it 10M for Blanka and 25M for Ken&Ryu??]

DOUBLE SCORE
In this round, you must hit the four lit shots within 20 seconds to double your score. The 1st, 2nd, and 3rd shots score 5M, 10M, and 15M respectively. The 4th shot doubles your score. This is not easy to do, because the machine picks the hardest shots to hit: among the four shots, you usually have to hit Guile, Ken&Ryu, or both.

MULTIBALL

The regular multiball is a progressive jackpot multiball, where each jackpot you score increases the value of the next jackpot.

For every second opponent you defeat (excluding the 12th opponent) one of your choices is to start multiball (which is usually the recommended choice!). You can also get multiball by kicking all barrels via an unlit Sagat or as a random award via unlit Vega. During multiball, you want to shoot a flashing opponent to score a jackpot. There are 8 possible jackpots, one for each shot (the ramps are always in the raised position during multiball, so you always shoot the underpass). Two jackpot shots are flashing at a time. When you hit a jackpot, that shot stays lit (but not flashing) and another one lights up, so that you always have two shots to shoot for, except for when you only have the last jackpot left.

The jackpot values are worth 5M, 10M, 15M, 20M, 25M, 30M, and 35M for the first seven jackpots respectively. The eighth jackpot (or Super Jackpot) is worth 300M. In normal settings, once you get the super jackpot during multiball, you can keep shooting it for 300M a pop, until you lose that Multiball. In hard (tournament??) settings, after you hit the super jackpot once, you must restart with the first 5M jackpot.

You do not have to get all jackpots in the same multiball, as the jackpots already obtained and the jackpot value are carried from multiball to multiball.

The jackpot shots always light up in the same order, starting with E.Honda and M.Bison/Balrog. The next one is Sagat if you hit E.Honda first, or Vega if you hit M.Bison/Balrog first. The fourth is Sagat or Vega, whichever wasn't lit third. The next four are always, in order, Dhalsim, Blanka, Guile, and Ken&Ryu.

STRATEGY: Since the 8th jackpot is worth the most, and it is the only one that you hit more than once, it is wise to stay away from shooting an easy jackpot (e.g. Vega, Sagat, or Dhalsim) and concentrate on always going for the more difficult shots (e.g. Blanka, Guile, and Ken&Ryu). If the shot you have remaining for the super jackpot is something like Sagat, then you can reshoot that target numerous times for 300M a shot. Whereas if you have Guile or Ken&Ryu, it may be difficult to get more than one super jackpot.

If you start a multiball when the Blanka jackpot is lit, you will get that jackpot automatically, as the plunger shot deposits the ball into the Blanka eject hole.

Once you've gotten the super jackpot, and that multiball ends, the next multiball starts from the beginning again, as though it was your first multiball.

TORPEDO MULTIBALL

The torpedo multiball is a 3-ball Frenzy Multiball, where every switch is worth 3M. You get the TORPEDO Multiball by completing the word TORPEDO. One letter is spotted in TORPEDO each time you hit E.Honda when not lit or M.Bison when not lit and before the first TORPEDO Multiball; two letters if the 'double' light is on when you hit E.Honda or M.Bison, or 3 letters if you select "add 3 to TORPEDO" after defeating the 6th opponent.

When there is only one letter remaining in TORPEDO to start the Multiball, the E.Honda hole will be flashing, and the M.Bison hole also if it is the first TORPEDO multiball. If you get this, you get the TORPEDO multiball. You can also get TORPEDO multiball by hitting E.Honda or M.Bison when the "double" light is on and only 2 letters remaining, or by adding 3 letters after defeating the 6th opponent.

An average TORPEDO multiball should score you 100M. With a good multiball, you can really rack up multi-millions of points.

The TORPEDO multiball score is the only End-of-ball bonus in the game. So once you get this, DON'T TILT!

STRATEGY: One strategy that I have found works quite well is to pick two shots, one on the right and one on the left, and just keep hitting those same shots repeatedly. I usually aim for Sagat and Vega. The Sagat shot is a fairly easy shot which takes a ball off the playfield for a few seconds so that you only have to deal with one or two balls at a time, and it passes by 3 switches for 9M a shot (as opposed to E.Honda or Dhalsim, which only register 1 or 2 switches per hit). The Vega shot feeds the top pop bumper, which in cooperation with the green targets, will often give you at least five target hits (i.e. 15M) per shot. You also might light extra ball by continuously shooting it there.

CHAMPION CHALLENGE

Street Fighter II is a goal-oriented pin, and the goal is to become the new master. You do that by first defeating all 12 opponents, which puts you into the champion challenge, then defeating all 12 opponents a second time on the same ball. If you successfully complete the challenge, you get 500M, Special, and you become the new MASTER (the machine asks you to enter your initials).

During the Champion Challenge, all 8 shots are lit simultaneously. As you defeat an opponent, that light goes out. Shooting the lower right hole once defeats both M.Bison and Balrog; shooting the spiral once defeats both Ken and Ryu. Shooting Zangdief raises the ramp and exposes Sagat. Shooting Chun-Li raises the ramp and exposes Vega. Therefore to defeat 12 opponents, you need 10 shots.

Once you complete the Champion Challenge, you start over having to defeat opponent 1, and you get the choices for each opponent defeated. The second time around, though, only two opponents are lit at a time, and not three as the first time around. I haven't gotten to a 2nd Champion Challenge, so I don't know if the third time around you only have one opponent lit at a time.

If you lose the ball during Champion Challenge, then you lose out on that 500M, and you must start all over on the next ball.








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