Super Nintendo
| Region | ![]() | ||||
| Players | 2 Simultaneous | ||||
| Year | 1992 | ||||
| Cart size | 16 Mbit | ||||
| Publisher | Majesco | ||||
| Serial # | SNS-S2-USA | ||||
| Graphics | 8.25 | ||||
| Sound | 8.15 | ||||
| Gameplay | 8.54 | ||||
| Overall | 8.46 (71 votes) | ||||
| CRC | bc3dcd9dMore... | ||||
| Verified | 2026-03-12 | ||||
| Version |
1.0 |
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Cartridge
| BD62-672A | 90 seconds per battle instead of 99 |
| 6D62-672A | 80 seconds per battle |
| 5D62-672A | 70 seconds per battle |
| 1D62-672A | 60 seconds per battle |
| 9D62-672A | 50 seconds per battle |
| 0D62-672A | 40 seconds per battle |
| 7D62-672A | 30 seconds per battle |
| 4D62-672A | 20 seconds per battle |
| FD62-672A | 10 seconds per battle |
| DF80-AD64 | Win 1 bout to win the match instead of 2 out of 3--must switch off effects before fighting M. Bison |
| EDBE-0F09 | Dizziness wears off very quickly |
| C9BE-0DA9 | Dizziness lasts longer--on harder levels, won't work on computer |
| BB63-6D2A | 99 seconds in 1st bonus round instead of 40 |
| BD63-6D2A | 90 seconds in 1st bonus round |
| 6D63-6D2A | 80 seconds in 1st bonus round |
| 5D63-6D2A | 70 seconds in 1st bonus round |
| 1D63-6D2A | 60 seconds in 1st bonus round |
| 9D63-6D2A | 50 seconds in 1st bonus round |
| 7D63-6D2A | 30 seconds in 1st bonus round |
| 4D63-6D2A | 20 seconds in 1st bonus round |
| FD63-6D2A | 10 seconds in 1st bonus round |
| 4DC6-6493 | Championship mode on |
| 6DCF-D764 + FFCF-D7A4 | Advance to next level when you continue (must switch off before you continue on M. Bison stage) |
| For the next 10 codes, don't choose the character you want to always fight | |
| CBA0-AF64 + EEA0-AFA4 | Always fight Ryu |
| CBA0-AF64 + DDA0-AFA4 | Always fight Honda |
| CBA0-AF64 + DFA0-AFA4 | Always fight Blanka |
| CBA0-AF64 + D4A0-AFA4 | Always fight Guile |
| CBA0-AF64 + D7A0-AFA4 | Always fight Ken |
| CBA0-AF64 + D0A0-AFA4 | Always fight Chun-Li |
| CBA0-AF64 + D9A0-AFA4 | Always fight Zangief |
| CBA0-AF64 + D1A0-AFA4 | Always fight Dhalsim |
| CBA0-AF64 + DBA0-AFA4 | Always fight Balrog |
| CBA0-AF64 + DCA0-AFA4 | Always fight Vega |
| CBA0-AF64 + D6A0-AFA4 | Always fight Sagat |
| B9A0-AF04 | Fight M. Bison |
| DDA4-A404 + 6DA4-A764 | Always fight on bonus stage 1 |
| DDA7-AF04 + DDA7-A4A4 | Always fight on bonus stage 2 |
| For the next two codes, Zangief's Pile Driver does less damage | |
| 3CA4-DD67 + FEA4-DFD7 | High throw and grab damage |
| 3CA4-DD67 + EEA4-DFD7 | Minimum throw and grab damage |
| 503E-04DF | Player dies after getting hit by 2 blows |
| 60AC-AFD4 | Both players start with 3/4 energy (1/4 damage) |
| 96AC-AFD4 | Both players start with 1/2 energy (1/2 damage) |
| 4AAC-AFD4 | Both players start with 1/4 energy (3/4 damage) |
| C2CC-A7DF | Round number does not advance (can't fight to a draw) |
| DF81-A704 | 1 draw ends fight in VS. battle |
| 893E-04DF | Most punches and kicks do no damage |
| DDAC-AFD4 | Both players start with no energy (1 hit and you're dead) |
| DDAC-AF64 | Player 1 starts with no energy (1 hit and he's dead) |
| 1C65-DF00 | Players move faster |
| D965-DF00 | Some special moves are faster |
| DD61-6DA9 | Both players can do special moves in the air |
| 73A5-DF60 | Dragon punch does not go as high |
| 2AA5-DF60 | Dragon punch goes higher |
| DD84-DD01 | Some special moves are easier to perform (Edmond Honda: Sumo Head Butt; Blanka: Rolling Attack; Guile: Flash Kick; Guile: Sonic Boom; Chun Li: Whirlwind Kick) |
| DFA0-DDA0 + ADA0-DFD0 | No pause after throwing a Fireball |
| 6D25-A467 + 6F25-A4A7 | Players can hit each other no matter where they are |
| DAB8-A761 | Do special moves by just pressing buttons (may make Fireballs lower) |
| Note: You can customize the next 20 codes to your liking by using programming method #3 in the Game Genie codebook. | |
| DDB8-ADF3 | Fireballs are lower to the ground |
| 1DB8-ADF3 | Fireballs are higher off the ground |
| DDE3-DF01 | Fireballs, Sonic Booms and Yoga Fires always go to the right (thrown to the left, they go backwards) |
| EEB8-A793 | Light Fireballs, Sonic Booms and Yoga Fires are slower |
| EBB8-A793 | Light Fireballs, Sonic Booms and Yoga Fires are faster |
| EDB8-A793 | Light Fireballs, Sonic Booms and Yoga Fires are super fast |
| EEB8-A723 | Medium Fireballs, Sonic Booms and Yoga Fires are slower |
| EBB8-A723 | Medium Fireballs, Sonic Booms and Yoga Fires are faster |
| EDB8-A723 | Medium Fireballs, Sonic Booms and Yoga Fires are super fast |
| EEBA-AD93 | Hard Fireballs, Sonic Booms and Yoga Fires are slower |
| EBBA-AD93 | Hard Fireballs, Sonic Booms and Yoga Fires are faster |
| EDBA-AD93 | Hard Fireballs, Sonic Booms and Yoga Fires are super fast |
| DDB1-D4F3 + EEB1-D7B3 | Light Sumo Head Butts and Rolling Attacks are slower |
| DBB1-D4F3 + EBB1-D7B3 | Light Sumo Head Butts and Rolling Attacks are faster |
| F9B1-D4F3 + EDB1-D7B3 | Light Sumo Head Butts and Rolling Attacks are super fast |
| DDB1-D4B3 + EEB5-DDF3 | Medium Sumo Head Butts and Rolling Attacks are slower |
| DCB1-D4B3 + E5B5-DDF3 | Medium Sumo Head Butts and Rolling Attacks are faster |
| F1B1-D4B3 + 33B5-DDF3 | Medium Sumo Head Butts and Rolling Attacks are super fast |
| DDB1-D7F3 + EEB5-DDB3 | Hard Sumo Head Butts and Rolling Attacks are slower |
| D8B1-D7F3 + E9B5-DDB3 | Hard Sumo Head Butts and Rolling Attacks are faster |
| F5B1-D7F3 + 32B5-DDB3 | Hard Sumo Head Butts and Rolling Attacks are super fast |
| 6DA4-6707 | Most special moves disabled (computer can still do them, Zangief can still do Spinning Clothesline) |
| CB61-07A4 | Invisible Fireballs, Sonic Booms, Yoga Fires and Yoga Flames |
| 1868-0D6C | No Fireballs, Sonic Booms or Yoga Fires, makes Yoga Flame invisible |
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