Tiers for Super Smash Bros. Ultimate
Moves for Super Smash Bros. Ultimate

ZEN Studios to release Street Fighter Pinball FX game

ZEN Studios to release Street Fighter Pinball FX game For those pinball Street Fighter maniacs — your life just got a whole lot better.

Yep, you guessed it. Street Fighter pinball from ZEN Studios. Here's the official announcement from Capcom.

Officially licensed themed table is the latest expansion for the best selling Xbox LIVE Arcade pinball game.

Budapest, Hungary –November 5, 2008 – ZEN Studios, a videogame developer and digital publisher known for its innovative arcade, strategy and action games, announced today it is working with Capcom® to release an officially licensed Street Fighter™ table for Pinball FX in celebration of the soon to be released Super Street Fighter™ II Turbo HD Remix. Pinball FX is the latest in a wide selection of pinball tables for one of the best selling titles on Xbox LIVE® Arcade for the Xbox 360® video game and entertainment system from Microsoft. The table will launch on Xbox LIVE Arcade for Xbox 360 on November 12th, 2008.

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Rebalancing Street Fighter HD Remix part 15

Rebalancing Street Fighter HD Remix part 15 David Sirlin is back to go over the rebalancing changes that went into the final version of Super Street Fighter 2 HD Remix.

They altered Ken's Dragon Punches quite a bit, Blanka takes more damage, Sagat does less, and quite a few other things were altered. If you're at all interested in HD Remix, this is a must read.

Here's a cut.

Ken

If you played the online beta test after we patched it, then you already saw the new Ken. His medium Dragon Punch was supposed to be a 2-hit juggle that could sometimes get a 3rd hit in some situations. A bug in Ken’s juggling system allowed his juggles to go beyond 3, but that’s now fixed. The fix only really affects the fierce Dragon Punch though, because I removed the juggle on the medium Dragon Punch entirely. It’s still invulnerable on the way up though, which gives it plenty of uses.

Meanwhile, the jab Dragon Punch is back to New Ken’s in ST. That means it does have some vulnerability around the head several frames after it starts. It turns out that an invulnerable, safe-on-block move that you can’t beat with any other move in the game is not so good for strategy.

Ken’s three Dragon Punches now have distinct uses:
Jab: safest
Strong: most invulnerable
Fierce: least invulnerable but biggest arc and can hit on the first frame.

Finally, in order to reduce the ease of his comboing fierce Dragon Punch after roundhouse Hurricane Kick, I had to make the Hurricane Kick travel a bit slower than earlier versions (but still faster and farther than ST). It’s a long, boring technical story, so just take my word for it that we had do it.

Character select screen shows Gouken and Seth playable

There was a tournament held recently in Japan and both Gouken and Seth were selectable from the choose your character screen.

Character select screen shows Gouken and Seth playable

You can see Gouken above Chun Li and Seth above Ryu in the low quality photo.

Cool.

Sven covers HD Remix submission questions

Sven covers HD Remix submission questions Capcom's Christian "Sven" Svensson jumped on the Unity Boards to clarify what it means to submit a game as a downloadable title, in this case Super Street Fighter 2 Turbo HD Remix, and if the release dates will differ between the XBox and Playstation versions.

Here's the full run down.

Is HD Remix getting the same release date on both systems?

Sven: It's submitted on both platforms but not approved on either yet so we'll have to see. *Fingers crossed*.

What is the process for submitting a downloadable title and what purpose does it serve?

Sven: Submission serves several purposes for first parties and publishers.

It's the last step of many in an approval process. For most first parties, there is a concept approval phase, where you tell them broadly, what you're making, what features it has, what elements of the SDK and/or first party services it's going to use. If there's anything outside the "norm" that gets cleared up and either approved or disapproved in that process. And then you move into development in earnest.

In some cases, there's what's called a Phase 2 approval, which is typically a demonstration of playable code for evaluation against the original approval and some basic checks against what's allowed/not allowed on the system in general.

Submission is the last step. Code and all manuals, packaging, etc. are submitted for evaluation against a slew of requirements. The code side in particular has tons of TCRs/TRCs that are technical compliance requirements. So for example, you may have to make sure your network code operates without dropping people at certain bandwidth and packetloss restrictions. All error messages under given conditions have to be exactly standardized by platform. When you hit start, it HAS to pause and/or go to an options menu, etc. When I push the 360 button, it brings up the appropriate blade menu or the Home button, it brings up the XMB. Basically, adherence to all standards such that your experience in one game is consistent with your experience in the next.

Bug checking and avoidance of crashes is of course a huge part of the process too. First parties don't want a buggy mess on their systems. That said, they have usually between 10-15 days to get a report back to the waiting publisher/developer with the list of everything that is "not approved". On bigger games (like GTA or Fallout) that's only so much test time that there could be things that are missed (personally, I'm amazed at how bug free GTA is and I'm playing Fallout3 on PC with no problems so far). First parties are actually very, very good at catching things (even things that teams and publishers own extensive testing don't catch).

Testing in general is for the purpose of catching and fixing bugs. But in this age of very, very complex systems, I think I could say with confidence that there isn't a 360/PS3 game in the market that doesn't have a few minor bugs somewhere if you dig deep enough. The games and systems are just too complex and sometimes the bugs are just so minor/not reproducable on a consistent basis that it's not worth the expense of fixing them. First party testing is meant to be another filter to keep it to minor bugs. If it weren't for that process, I'd bet there'd be FAR more complaints about certain games than there are.

Super Street Fighter 2T HD Remix move listing and changes

Super Street Fighter 2T HD Remix move listing and changes We've posted a basic Super Street Fighter 2 Turbo HD Remix strategy guide.

It contains a move listing, including all of the new joystick motions and button presses for the characters, plus a list of changes from rebalanced mode.

This isn't anything earth shaking here, just a simple listing to get us started on making a more complete and robust guide.

Enjoy.

The history of Gouken with new screen shots

The history of Gouken with new screen shots 1up has a fun article examining how Sheng Long Gouken came to be which includes several new screen shots of him from Street Fighter 4.

This is a solid read, here's a clip.

You wouldn't think anything productive would come from a series of mistranslations, improvised backstories, and outright plagiarism, but you'd be wrong.

The story of Sheng Long's a hallowed tale, well documented in the annals of gaming history. Born from a translation error and perpetuated by a legendary gag from our very own EGM, Sheng Long (or Gouken, as he's officially called now) finally makes his first playable appearance in Street Fighter 4.

To accompany these new Gouken screens, we figured we'd delve into the past and see exactly how he made the jump from an April Fools' gag into an actual character.

Capcom responds to Street Fighter 4's net code worries

Capcom responds to Street Fighter 4's net code worries Some users have been complaining to Capcom because of the way Street Fighter 4's net code is shaping up.

Complaints from the community are mostly stemming from an interview Yoshinori Ono gave to Play Magazine that stated they won't be able to use the same net code from Super Street Fighter 2 Turbo HD Remix because the CPU and GPU use in SF4 is much higher. Having HD Remix's net code in the game would create performance issues.

Word on the street is that this would get rid of the 'rollback' effect which produces frames of animation to help eliminate perceptible lag when playing online.

Capcom manager, Seth Killian, chimed in on the Unity boards to tell people to chill about their worries that Street Fighter 4's net code won't be up to par.

Anyone here that knows me knows how impressed I am with GGPO and Tony. That said, so far this thread is essentially complaining about something you haven't seen yet, much less played.

With the work on SF HD Remix, hopefully you've had at least some reason to believe Capcom is working hard on the networking front, so please try and give us at least a small benefit of the doubt. There will still be plenty of time for griping once you actually have something to gripe about :)

It will be interesting to see how SF4's net code ends up. Anyone who's played on GGPO knows it's the best fighting game experience for online play currently out.

That said, Capcom may have something better up their sleeves, but if for some reason it doesn't work out, I certainly wouldn't mind decreasing the graphics and other things for a better online experience.

Gametrailers.com interviews Yoshinori Ono

Gametrailers.com interviews Yoshinori Ono Gametrailers grabbed Street Fighter 4's producer, Yoshinori Ono, for an interview right around the time the Tokyo Game Show was taking place.

Ono mostly re-caps what we've already heard a few times, but here's a run down of what the interview touches on.
  • Street Fighter 4 has brought back an arcade resurgence in Japan, it's almost every where.
  • The Capcom team had difficulty getting the ink effects to play nice on Sony's Playstation 3.
  • They don't want to add so many characters that it's difficult to memorize their moves or it hurts the game balance, so they're trying to keep the roster reasonable, but you will see more characters.
  • Downloadable characters will not be an option.
  • Some fighters will available from the get go, but a few will be unlockable as you achieve different requirements.
  • Their plan is to keep all three versions (XBox 360, PS3 and PC) the same.
  • The team is still focusing on improving the online experience.
If you may have missed any of these points along the way, it's probably worth watching the clip, if not, you've probably heard it all before.

Street Fighter Reunion: The Television Series

Street Fighter Reunion: The Television Series StreetFighterDevotion.com caught up with Mike Fass for an interview about the upcoming Street Fighter Reunion: The Television Series. Fass played Zangief in Street Fighter the Later Years and will be reprising his role for this new set.

The interview contains details about what the television series is going to look like this time around, including who's returning from the original staff and that they're hoping to add new characters from Street Fighter 4.

Right now they're shooting for about 10 episodes running for 30 minutes each.

If you're interested in this new series, just follow the link above for the full interview.

HD Remix coming in November?

HD Remix coming in November? An astute reader noticed that Capcom may have revealed the month Super Street Fighter 2 Turbo will be released in a recent post on the Unity website.

The quote states: "... in anticipation of the game (HD Remix) finally coming in November!"

Would be nice to have an official day, but it looks like we're getting much closer to its release.

Gamespot HD Remix tournament video part 2

Gamespot.com uploaded part 2 of their HD Remix tournament footage. It has several interviews with the players there, and more of Gamespot's cheesy dialogue.

There's a few matches with some really scrubby play — and then there's Graham Wolfe — who still happens to be really freaking good, and handily beats his opponent in the last clip.

Check out the pre-game interview starting at about 8:17 where Graham does a nice job of understating his skills, and then goes head to head with some guy that's never played in a tournament before... You can guess what happens next.

Akuma Tokyo Game Show trailer

Akuma Tokyo Game Show trailer The official Japanese Street Fighter 4 site was updated with a special Akuma trailer, where you can check out his Raging Demon in high quality.

If you have any trouble viewing this movie, watch the YouTube version here.

And if you're curious about his strategies and how to play him, read our shameless plug Akuma Street Fighter 4 character guide.

Shots of Dan and Fei Long from Play magazine

Fei Long Shot #1

Fei Long Shot #1

Fei Long Shot #2

Fei Long Shot #3


(Click the images above for a larger version)

Thanks to Maximilian on the Unity boards for the images.

More SFIV/HD Remix promotional events in the works

More SFIV/HD Remix promotional events in the works Christian Svensson threw in a few words on the Capcom-Unity boards informing the community that there will be more promotional events (Street Fighter Clubs?) in the future.

While Street Fighter IV is still roughly 4-6 months off, most are assuming HD Remix will be released some time in November.

Doesn't give them a lot of time to host multiple big events, so I'm curious if we'll see a bunch of smaller ones where fans get a chance to have a hands on with the games.

Street Fighter IV joystick hands-on impressions

Street Fighter IV joystick hands-on impressions Gamemanx.com posted a brief hands on with the Mad Catz SF4 joystick, which has a rather... interesting video.

Most of the people I heard from who used this stick at the recent Street Fighter Club thought it was a great stick, and with Seth Killian overseeing the project, it sounds like it's helped Mad Catz up their game.

Here's a blurb from the article.

The most notable thing about the joystick itself was the slant. The area where you would rest your wrist is slanted downward making the joystick more comfortable and ergonomic. It's noticeable right off the bat and is a great design choice.

The joystick had recessed start and select buttons on the back and the art on the joystick was good I guess but nothing to flip out about though who knows that may change as the joystick could have been a prototype so much could be subject to change. The slanted front design alone makes this Street Fighter IV Joystick one to watch.

Additional Super Street Fighter 2T HD Remix screens

Capcom shipped over a bunch of new screen shots of Super Street Fighter 2 Turbo HD Remix. Here they are. (Click the thumbnails for larger versions)

Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1

Super Street Fighter 2 Turbo HD Remix Screen #1

Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1 Super Street Fighter 2 Turbo HD Remix Screen #1

Sakura videos from Street Fighter Club

Sakura videos from Street Fighter Club If you can't get enough Sakura action, Gamemanx.com put together four nice videos of Sakura in Street Fighter 4.

You get to see some of her combos and how she plays, plus they offer an HD download option for those of you who want to see high definition shaky cam footage. ;)