While I was looking through the list I made of ideas for Street Fighter articles, it occurs to me that one of them unfortunately didn't make the cut. This happened either because (1) I planned for each entry to only have one feature a day, and this one unfortunately didn't make that, or (2) I was too damn lazy to write it. I'm pretty sure it was the latter, though. Whoops.So anyway, that brings us to this entry now, just a little late. The Street Fighter franchise's arcade entries have had numerous ports to home consoles, some perfect, and some slightly less than perfect. But there's a subset of them that usually aren't mentioned too often: intentionally imperfect ports. These were the ports that no one in their right mind expected to be anywhere near perfect, but the developers intended for them to be something we could make do with on lower-end platforms. However, they were still perfectly playable and enjoyable, despite their compromises.
On the surface, you'd think the team of people who thought porting Street Fighter II to the Game Boy were crazy. A fighting game that relies on six buttons for input on a system with two? It seriously sounds bizarre, but Capcom was able to make it a pretty solid, but not spectacular, diversion from its big brother. Place extra emphasis on diversion, because there's definitely not enough here for it to replace the original. The monochrome iteration didn't leave much potential for anyone to show off the dazzling combos they could do on the console versions; especially if your favorite character was either Dhalsim, E. Honda, or Vega, since they were cut from this version.Due to the Game Boy's incredibly limited memory, the backgrounds also weren't as vibrant as the console version, though you could get a partial picture of the color background if you played it through the Super Game Boy; though that's a little redundant if you're playing it on a system that has three great Street Fighter II titles. Don't expect any of the franchise's token voice samples here either, though the nearly 8-bit music samples actually turned out pretty well. This was something you played to keep yourself occupied outside of the house, or merely played for novelty's sake.
It was 1996, and the Playstation, Saturn, and Nintendo 64 (and those other systems that died a quick death) were now on the market. But some of us were still stuck in last-gen with our Super Nintendo's and Genesis', unable to plead to our parents that those new consoles were well worth the asking price. While the Street Fighter franchise had moved on to having a home on the Playstation and Saturn, Capcom thankfully looked out for anyone who hadn't upgraded yet, and made a version of Street Fighter Alpha 2 for SNES. A shame they decided to pass on releasing it outside of Japan for some reason, but Nintendo decided to publish it in America and Europe. The port was expectedly not as good as the PSX and Saturn versions -- which also weren't arcade perfect, by the way -- but it was an incredibly good replica.SFA2 was one of the few SNES games to have loading times, a testament to how much data was needed to fit into the cartridge. Every character from the game made it into this version (except for a few admittedly silly alternate versions), and unlike SFII for GB, it was a very good alternative to the other versions. Most of the sound effects made it in, and the SNES had six buttons, enough for a player to use every combo they used in the other versions. Though it was a little tough to perform techniques that required pressing all three punches/kicks, but there were arcade sticks made for the SNES. There's no way music on a cartridge could match CD-quality material the other ports had, but the replica the SNES game has is pretty good. It was well worth your time if you still hadn't decided which system to purchase yet.
For the three of you who wanted to know how the original Street Fighter Alpha: Warrior's Dreams would look on an NES, Capcom answered your pleas with a port of the game to Nintendo's short-lived Game Boy Color. In a way, it's kind of similar to the Game Boy version of SFII, in that you're hindered by only having two buttons (you won't be showing off your fancy chain combos here), most of the sound effects and music are left out, and it really only works as a diversion. However, it's not similar in that this game is two-times better than SFII for GB.The best thing about the port is that it feels fluid, like your moves actually have an impact on your opponent. The main problem with SFII for GB was that it felt like your moves didn't have enough "oomph," but you can actually perform combos here. Also, every character from the original version made it into this game with most of their techniques. Even Dan! All of the stages made it in too, though the original didn't have many to begin with.
Really, the only crippling flaw is that it doesn't allow for link cable battles. It's single-player only. I don't even...what?
Next, we have Super Street Fighter II Turbo Revival for Game Boy Advance, the first really stellar portable port of a Street Fighter game. Actually, calling this merely a port is doing it a disservice a little, as it goes slightly beyond that. Capcom added quite a bit to this version, including new special effects (the super-triggering effect is ripped right from the Alpha games), alternate stages for 1/3 of the cast (Chun-li has her Alpha 2 stage, Ken has his SFIII: 2nd Impact stage, etc.), and the character portraits have all been completely redrawn - a sample of which is included in the banner. The fan-favorite bonus stages were also re-added to this version, which were absent from the original. The gameplay is just as balanced as the original, and this time you're only hindered by having four buttons instead of two.But there always has to be a problem, and the issue here is that ST Revival comes jam-packed with so many glitches that you'll wonder if this game had any QA. In the original game, you had to fulfill specific conditions in order to face Akuma as the final boss instead of M. Bison. That's included here, but instead of fighting him, you're greeted with the game freezing while the background music plays Akuma's theme. There are also other bizarre instances, but the aforementioned one is pretty inexucsable.
That still doesn't stop ST Revival from being a great port of the original, though. It's the best version of the game available on a portable system.
The last portable compromised port we have is Street Fighter Alpha 3 for Game Boy Advance, which is even more of a faithful port than ST Revival. Somehow, Capcom was able to jam most of the console version's features into a GBA cartridge. That includes all 32 characters from the console version; heck, they even added a few - Maki from Final Fight 2, Eagle from the original Street Fighter, and Yun from Street Fighter III. Most of the voice samples didn't make it in, though that's not surprising considering the plethora of sound effects the console version has.That didn't stop this from being a great version, though, with the game's flow being precisely similar to the console version. Anyone with experience with previous Street Fighter games could easily jump right in with minimal problems (excusing the fact that the GBA only has four buttons). It was the best portable version of SFA3 until the PSP version would come along a little more than three years later.
Anyone who knows Capcom well knows that they're definitely no strangers to porting all of their games everywhere, and Street Fighter was nowhere near an exception here. The good thing is that they did a great job with most of their ports, which shows how much they were concerned with quality and money; pretty different from too many other companies that just love to cash in with haphazard ports that don't work to a specific console's advantages and disadvantages, and that's, sadly, too many companies to name.
By the way, I'll try not to post anything Street Fighter related here for a while. OK? OK.
Anyone who's played through Blazblue's story mode should know who these two are.
From left to right:
Oh hey, and there's also an update to
Yet in all of this talk, there's still one game that's regrettably left out of most conversations about the genre: Virtua Fighter 5 R. VF5 R is, well, an enhanced version of Virtua Fighter 5, originally released on PS3 and 360 - the latter of which with online play. Some vocal fans of the franchise outside of Japan have been clamoring for the game to receive a console release, but Sega won't budge. It's a shame, given all of the rebalancing and enhancements R has - including the inclusion of one returning character and one completely new - but it's perfectly understandable that they haven't. You see, the fanbase for this game is vocal, but it's undeniably niche, and a console port would be a hard sell anywhere. It's popular in Japanese arcades, but usually that doesn't equal brisk console sales, and the franchise was never that popular in America or Europe. It would be a gamble, and it's definitely one Sega isn't willing to take. It's a shame though, given how well balanced it apparently is, and how good VF5 is online.
Of all of the characters that have been revealed after Street Fighter II, there hasn't been one more memorable than Dan. That's because of his unique appeal, and the fundamentals that gave birth to his origins.
Art of Fighting has two main characters named Ryo Sakazaki and Robert Garcia (to the left and right of the above picture, and on the left side of each screen shot), who are definitely intended to be that franchises Ryu and Ken. That's not where their similarities end either. Ryo, as you've probably noticed already, has a similar name to Ryu, but he also has moves similar to them as well. So does Robert, who also comes from an incredibly wealthy family, just like Ken. Yeah, you can see where this is going.
Wherein Dan meets his bitter rival!
Wherein Dan meets his bitter rival! Again!
Subtle!
And here's Dan's ending in Marvel Super Heroes vs. Street Fighter:
I don't know about you, but they look pretty similar.
Oh, Terry...
Over the last few weeks, I've been going back into this site's archives and looking at my earlier writing in an attempt to better my abilities at transcribing my thoughts. Always a frightening ordeal, I know. But when I did, a few features stuck out as feeling unfinished and, worst of all, totally phoned in. The fact that some examples include a couple of the Street Fighter related posts disturbs me greatly. I think an extended director's cut edition here would be silly, so here's an excuse to do the
That idea gave birth to the first Street Fighter Alpha, which featured a downsized-though-reanimated 13 characters (ten initially with three hidden). You may or may not have liked the changed art style depending on your preferences - with Alpha shifting more towards anime rather than the faux-realism style of Street Fighter II - but it made plenty of sense upon seeing what it was based off of. From observing that, you could surmise that Alpha was definitely for dedicated fans that had stuck with the series and absorbed its plethora of merchandising with open arms. On the other hand, you could also blame it for relegating the franchise to one that now only appealed to a specific niche.
It isn't until you play the two of them back to back that you realize how big of a leap Street Fighter Alpha 2 is. It may not look that way at first glance, but when you play both of them, you'll realize the frightening realization: Capcom actually fooled us out of our money or quarters with the first game, and the second game is the real product. That's because Alpha does everything better than the first game. Lack of stages? Well now everyone has their own stage. Too slow? Now it's much faster? Lack of "oomph" in the music? This time, it has more of a beat. Not enough characters? Capcom added five more here (six if you're including the Gold edition) Not enough fan service? Well, this one has much more.
Street Fighter Alpha 3 is an entirely different beast than its two predecessors, mainly because of everything it includes. Capcom clearly took the gloves off for this one and made the gameplay quite disparate from the first two games. More juggles are possible, many characters have new moves and animations for more combo possibilities, and the character roster was almost doubled. These are enhancements you would expect for a game releasing around two and a half years after the second game, and they're definitely for the better...and worse.
If you accept that
The Japanese arcade flyer. Love the bizarre English.
Inserting the Street Fighter characters into an X-Men world doesn't sound like an easy task, but both games play similarly enough that it's perfectly fitting. Though it's only "fitting" for your tastes if you're willing to accept that this game doesn't have the same amount of depth or complexity as a Street Fighter game. Like CotA before it, it eschews that for a higher sense of fun for people who aren't already attuned to games like that. The result was a game that was a little finicky at times (especially with people who exploit the unbalances in the game), but still remained fun and flashy enough that it attracted casual and hardcore gamers alike.
So, which do you think is better?
The Saturn version. Not too much of a difference between this one and the arcade game. Well, aside from the lack of a forced widescreen ratio that the arcade board induced.
When Street Fighter IV was announced and shown to be using a 3D graphics system, fans balked at the approach it was taking. While Capcom claimed that their intention was to capture fans sense of nostalgia, their memories were of the game being a 2D experience, hence the hassle. But Capcom's ambitions went further than that: they also wanted to bring back the audience that left after Street Fighter II Turbo. Fortunately, the results were good, but the initial fan reaction was understandable given the existence of Street Fighter EX.
Street Fighter EX was the franchise's first foray into 3D. Assumingly, Capcom didn't want to continue developing all of the sub-series in 2D, and decided to enlist the help of Arika to develop a new game using the Playstation's polygon pushing power. A pity about the actual game, though, which is pretty mediocre thanks to the game's loose controls, which make performing techniques and combos more difficult than they should be. Also, I don't think anyone wanted to see their favorite characters make the transition into blocky polygons. Thankfully, it looks better in motion, but that isn't enough to assuage the clunky feel of the game.
The first EX title also had some bizarre endings. These were supposedly designed to give Tekken a run for its money with full CG endings only accompanied by music. They all either ranged from
Then came Street Fighter EX 3, which was...well, not really a sequel. This was a launch title for the Playstation 2 back in 2000, so naturally the game looked better than a PSOne game. It also featured a tag mode similar to Tekken Tag Tournament's. Again, the core game was the same, and there were no new characters added. EX 3 instead reuses characters from the previous installments, with a few omissions - one of which is fan-favorite Akuma, interestingly enough.
Though it's the ostensible successor to
Overall, though, the first Street Fighter Alpha game was pretty underwhelming. Its cast of characters was colorful figuratively and literally, but they were a far cry from the epic cast included in Super Street Fighter II Turbo. But it was the gameplay that made it not quite up-to-par with the best of the Street Fighter II titles. Executing charge techniques as part of a combo was a little difficult, and mystifyingly the game overall moves much slower. It was an OK start to a promising concept, but not good enough to draw away criticisms from the game.
At least until Street Fighter Alpha 2 released later in the year. Basically, Street Fighter Alpha 2 is what the first game should have been. Sure, it may not look like that big of a leap from the first game, but Alpha 2 actually refines the formula established in the first game very well. It avoids the mundane and sluggish feeling of the first game with the addition of a more upbeat soundtrack and faster gameplay speed. The game also adds one new character named Sakura, who's obviously designed to appeal to anyone with a Japanese schoolgirl fetish. Also, Akuma was finally nerfed down to the level of any other characters.
Though Alpha 1 and 2 released close to each other, Street Fighter Alpha 3 didn't release until 1999. Alpha 3, as far as storyline was concerned, was Capcom's way of saying that Alpha 2 was not the definitive game to bring Alpha and II together, but Alpha 3 was. And it did, because the game has the most expansive storyline of any Street Fighter game around until Street Fighter IV. Alpha 3 decided to give more refinements to the formula, giving the gameplay a new sense of intensity. Heck, it was probably a little too intense. While Alpha 2 reveled in its own sense of subtlety, Alpha 3's presentation was way over the top with new juggling moves, a louder soundtrack, and a semi-witty announcer.
Over the next ten days, this blog with have at least one entry a day related to Street Fighter, leading up to the release of Street Fighter IV in all territories. The entries will be mostly about the history of the franchise, but won't be limited to just them. To spice things up, there will also be impressions and reviews, while the history entries will talk about the franchise's trials and tribulations (and oh my are there many). It's not that SFIV needs the hype, but we believe that a franchise that has carried on this long deserves the coverage; it's admirable quest to bring back it's erstwhile fans while embracing nostalgia deserves a lot of respect.
Aww, so close to calming down the bitter Makoto fans.
Interesting is the only way I'm describing this. Because that's all I think. Yup.
It's like Final Fight never left and became more "street wise."
Suddenly the quote "I AM CHAMP" has a different meaning.
Don't tell me you don't think this is great.
But man do they look good! Personally, I think it's a heinous practice, but this is the first time I actually feel inclined to pay for this. Especially for the female costumes, for some very strange reason. Though I also like how some of the outfits are interesting nods to other fictional and non-fictional characters. Zangief's alternate is basically Haggar's outfit from Final Fight, Balrog dons
Hey look, speaking of the Hollywoodification of nerdish materials,
So allow the latest screen captures from the movie to completely dash your hopes of it being any good in any which way. Disregard the fact that Kreuk isn't completely Chinese, or that she doesn't have Chun-Li's thunder thighs. Just look at and try to figure out what the heck is going on in that shot above. I heartily apologize to anyone who was expecting this to be any good; you now have your guarantee that it will be bad...and totally hilarious. Please keep in mind that popcorn will be prerequisite upon entering the theater this movie is playing in.
While the series was known for its very responsive and fluid controls, it was also very complicated. Street Fighter II is known as one of the games that moved arcades from the place for everyone to strictly a hardcore gamer's den. A game with eight degrees of motion and six buttons for combat wasn't something a person could pick up and fool around with to get the hang of; and that's not even getting into the complex motions required for super techniques. But really, the number of us that were totally planted into the hardcore gaming square ate it up as much as the machine's ate our quarters.
But even I get a little puzzled about a few decisions in fighting games in terms of canon. Sakura was revealed to be a selectable character in the home edition of Street Fighter IV, which releases in February 2009 for PS3 and 360. In terms of canon, the fourth game in the franchise takes place a little after Street Fighter II, and well after Street Fighter Alpha. Sakura originally appeared in the Alpha series as a sixteen-year-old schoolgirl. Now she's appearing in this game...as a schoolgirl. 



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