Just let then shitpost about SF2 in here so they'll stay out of other SF2 related threads and do it here instead.
a few corrections though:
Quoted from purplemunkydishw: They couldn't have made a phone call to Capcom and asked, hey, could you guys give us a couple 4 bit sprite animations to use? It's just lazy.
Much like the original Nintendo Gameboy, monochrome DMD is actually 2 bit not 4bit.
2 to the 2nd power is 4.
4 bit art would be 2 to the 4th power aka 16 colors. 4 plane DMDs are capable of 16 shades but SF2 only uses 4 shades.
Its common practice for pinball companies to re-use generic animations across games. I wouldn't really even call these animations though, they were just full screen text. I was going to replace them, but the keyframe triggers forced it to be a loop of about 8 frames and I couldn't make it work in a style I liked.
Quoted from purplemunkydishw:
You get an occasional spinning RYU animation of about 3 frames per second here and there...whoopie!
As far as the playfield art goes, a giant mound of cheesy mashed potatoes and some triangles is not decent. You can't rule out the original derpy Chun-li because someone else fixed it either.
Ryu never spins, he does have a dragon punch animation that is 2.5 seconds long that is 42 frames.
Ken doesn't spin either, he does a jump kick in the air that is 2.7 seconds long and 61 frames.
I can't deny that Dictator does look like he's standing in front of mashed potatoes though.
You can rule out Puerto-Rican Chun Li if she isn't there anymore. I have made play field decals to cover her ramp shot, the spinning bird flipper, and Guile's flash kick, I just didn't release them because I didn't want a specific seller who out sources art stealing those too. Since he gone (for now) I might release them.
My biggest issue with the play field (other than the stars instead of SF2CE grey static) is Honda's Sumo Headbutt and Dictator's Psycho-Crusher being used for a TORPEDO shot.