Showing posts with label Street Fighter 2. Show all posts
Showing posts with label Street Fighter 2. Show all posts

Tuesday, April 30, 2024

Top Ten Fighting Games And Beat-Em-Ups:

Top Ten Fighting Games And Beat-Em-Ups:

Final Fight is probably the first beat-em-up game I remember playing in the arcade. It was just so cool. Waves of punks coming after Haggar and Cody and they just beat the crap out of them with wrestling moves and karate. It didn't make much sense, but it was so cool. The continue screen with the dynamite was so dramatic that it still sticks in my mind as one of the greatest continue screens of all time.

Next up is probably Street Fighter II. It combined everything that was awesome about karate movies and action movies, then made it into an international fighting tournament. Each fight was different, and the fighters had such personality and cool moves that I always enjoyed seeing how each fight would play out, even if it was just me holding forward and heavy punch, it all just looked so badass and became a cultural phenomenon.

After that, I'd have to say X-Men the Arcade Game was top-tier. It was like playing a version of the 90s cartoon. Nobody cared that the characters were actually from the 1989 pilot episode. It was enough to trash sentinels and then stomp on them, and use your mutant power to clear the screen. The mutant powers always felt so impactful and powerful, especially if you were low on health, and cleared the screen to save the day.

Number 6 is a tough call, but I think I'm gonna have to give it to Peacekeepers on SNES. It's cool for the same reasons X-Men Arcade was cool, except ramped up to 10. So, there's a superhero team, and they're taking on monsters and mutants with karate moves and huge wrestling slams. Even bigger if they're in “Angry Mode” and they just launch the bad guys. Plus, each character has their own attacks, special attacks, and super special attacks, so it's all really satisfying to keep beating on baddies, which is important because that's all you do in beat-em-ups.

This one probably a little more obscure: Saturday Night Slam Masters for SNES. It was a wrestling game that combined wrestling with beat-em-up mechanics, instead of the total clickfests that most wrestling games were at the time. The grapple system was still a clickfest, but they were on their way out. Cool special moves, tournament fighter-style and a memorable cast meant that I could keep playing. It probably started my love of wrestling games.

Number 4! Oh well, that's gotta go to Super Street Fighter II: The New Challengers. I can still play this game and enjoy it. Plus, it introduced some of my favorite characters like Cammy and Fei Long! It blew my mind that they just put the boss characters in there. It's like they said forget it. Just put everything that made Street Fighter cool into one game. And the world is better for it.

Marvel vs. Capcom 2 was the same next-level kind of insanity. Only now they let two characters tag-team together and unleash all kinds of crazy special moves, assist attacks, and hyper combos with a few easy button presses. This game was always pure eye candy. Did it make sense that little Mega Man could body slam Captain America? No, but it was so cool nobody cared. It was worth it to see them all on the screen together.

Oh, gosh. What's at Number 2? Super Street Fighter 4! I love that on the touch-screen version they let the player unleash super moves and super combos with a simple poke! Sure, it was the same animations over and over, but it meant there was a level playing field and wasn't a combo and clickfest. Plus, it still has most of my favorite characters like Cammy and added Juri Han! I can always still pick up and play this one.

Number 1 is BlazBlue: Continuum Shift! A great cast of colorful characters, big colorful attacks, and a complex, crazy anime-style narrative make this game my favorite. They put a lot into this game, including story modes, tournament modes, and branching visual novel-style presentation. This many ways to play plus such cool moves for each character means I never get bored of it!

Bonus: Lastly, the perfect way to end the 90s fighting game craze! In 1999, there was Tekken Tag Tournament. The inputs were easier, the characters were cool (You could play as a dinosaur!), it was easier to do combos, they let them tag between each other, each with their own crazy moves. Plus, they even added an unlockable bowling mode, which automatically makes it my favorite. How many other fighting games have a bowling mode?

Saturday, February 10, 2024

Street Fighter II: Special Champion Edition (1993 Sega Genesis):

Street Fighter II: Special Champion Edition (1993 Sega Genesis):

“The Mega Drive/Genesis version, titled Street Fighter II': Special Champion Edition and released as Street Fighter II Dash Plus (stylized as Street Fighter II′ Plus) in Japan, was released on September 27, 1993 in North America, September 28, 1993 in Japan, and October 29, 1993 in Europe. It is the first of two Street Fighter II versions for the console and is in a 24 megabit cartridge. A six-button control pad was made primarily for it.” -Wikipedia

Ok, so, the classic experience of Street Fighter II for me was always on the Super Nintendo. I wanted to try something different. So, I went for Street Fighter II: Special Champion Edition on Sega Genesis. Well, right off the bat, you can tell things are compressed down. The graphics are a bit smaller. The sound palette is a bit more “farty”. I mean, you'll get blips and squeals where some music and sound effects cut out.

Other than that, the name of the game here is speed. Just like in Street Fighter II Turbo, it introduces a speed mechanic which can be toggled up or down in the main menu. It's called hyper here, instead of turbo. I ran a basic E. Honda play-through, because his moves are easy for me to do. Anyone can press punch fast. It was ok, other than the farty sound palette.

This was right before my favorite game in the series. Just a year later, Street Fighter II: The New Challengers would release. In Champion Edition, you do get to play as the 4 bosses. Sagat, Balrog, Vega, and M. Bison are all available. They didn't introduce Cammy, T. Hawk, Deejay, or Fei Long until 1994.

Overall, they're some good ideas were here. I just prefer the Super Nintendo experience. Although, I get that they were going mostly for speed. The playable bosses are nice. But, knowing that The New Challengers would include both them and new fighters makes the game feel a little limited. I'll bet it was good for its time. In my opinion, you can probably skip this one and play either Street Fighter II Turbo or Street Fighter II: The New Challengers.

Tuesday, January 30, 2024

Here Comes a New Challenger (2023):

Here Comes a New Challenger (2023):

“The origins of the gaming phenomena that is Street Fighter II and how it impacted the lives of kids worldwide. It explores not just the aspect of the series, but what made it special to players that played at the comfort of their own home.”

I'm a big Street Fighter fan. So, if you have about an hour, you should watch this documentary on the unprecedented success of Street Fighter II. They interview game designers, and take you through Street Fighter I's game's movie inspirations that are mostly Bruce Lee's “Enter The Dragon”, and Sonny Chiba's “The Street Fighter”. Street Fighter had the basic ideas of Street Fighter II, but with wacky controls, bad hit detection, and limited characters. (1 player had to be Ryu. 1 player could be Ken, but only if he joined to fight Ryu.)

By 1991, Street Fighter II did everything bigger and better. 8 characters, 4 bosses, each with their own fighting styles. The 2-Player vs. mode revived a stagnant arcade industry, and made it ripe for in-home videogame consoles. It took off in a way Street Fighter never did. The meat of the documentary I think, is going through the old character designs (They knew they wanted an international fighting tournament, but who would represent each country?) and music decisions.

There's an interview with the game's composer Yoko Shimomura who confesses that for some countries she had no idea what music should sound like. She'd been to Spain, and was a big fan of American rock, so those countries were no problem. (And from that, we got the iconic Guile Theme for the USA stage.) But, for a country like Brazil...she didn't have a clue. In the documentary, she says she was taking the train home one day, and just filled in the train sounds with jungle drums, which became the iconic Brazil theme music for Blanka, the Brazilian fighter.

After the music, we finally get to explore fighting game tournament culture, a staple of Street Fighter II and all that came after. Championship Editions were released, along with re-makes and new characters like Cammy from England, and T. Hawk from Mexico in 1994's aptly named Street Fighter II: The New Challengers. Some versions like Street Fighter II Turbo added increased speed and really made use of the “combo” system, where players could hit more than once, and string attacks together; which became a classic feature.

But, it's not all just classics. There's a lot in the documentary about the cheesy merchandise that Street Fighter II brought with it. Of course, anything that gets big gets toys. I didn't really like this part of the documentary. If you're a fan, you know some of the toys and games (Even a boardgame!) were cheap cash grabs. Of course they were. It feels like...the director mocking toys and games that fans probably loved at the time. Yes, even the Street Fighter movie with Jean-Claude Van Damme. It felt a little out of place to praise Street Fighter II and then say “But, look at how stupid this stuff for kids was.” We know. We were those kids.

The documentary ends with Street Fighter II spin-offs and its influence on later games like Mortal Kombat, and Killer Instinct, up to Street Fighter EX and the anime-style Street Fighter Alpha series beginning in 1996. If you have an hour or so to kill (Ha!), give it a watch. It's really cool to see how Street Fighter went from one clunky arcade game, to its sequel becoming a cultural stable of the 90s, and an inspiration for the genre for years to come. Check it out!