Thursday, April 21, 2011

Guy Gets Erection During Wax





Sorry for the short period of time that there were no updates, I had a small run of bad luck that I can not even remember. My works were in the refrigerator but will try to catch up.


- First of all the updates in Player Index of Super Street Fighter II Turbo , Street Fighter III Third Strike and Super Street Fighter IV: Arcade Edition (including Evil Ryu and Oni). Also updated the list of voice actors , this time with only characters for Super Street Fighter IV: Arcade Edition (Yun, Yang, Evil Ryu and Oni), in Japanese and English.


- Second, a great interview Satsuinohadou , a great person who had a significant influence on me. Born as an homage to Street Fighter II But as we talked a little bit more including other aspects ( Alpha, EX, III, IV ) in a sequel.


- Feature as Tournament Format, a translation of the German community Hardedge gaming, and really rare items as Brazil, Blanka and representation in Street Fighter II , who was made by a student of Literature and released at a meeting of Culture in Brazil in 2006. Really quaint and picturesque, most likely you do not like but I personally I charm.


- Another project that shows the face, Technical Guide. Complete list moves and special abilities of the wrestlers in Japanese kanji, romanized, adapted and origin. It is a long term project, I have come a long way but I did not have time these days to take care of many things. Yet there is plenty of material (58 characters listed). If you want interiorizarte that is the thing, click here.


- And finally, our humble tribute to the 20 years of Street Fighter II.


For Special updates Street Fighter, we have included the following, together with some anecdotes highlighted in purple:


Street Fighter II Special

- The map of Street Fighter II: The World Warrior has the particularity to present nipocéntrica perspective. This would mark registered in the versions of CPS-I. Only in Super Street Fighter II is changed to a global perspective. To make matters more, as seen in The World Warrior is the first Street Fighter.



The first capture obviously corresponds to the world map of the first Street Fighter

- The flag of Spain representing Vega on the map template characters do not correspond to the situation history surrounding the game. The flag of Spain of Street Fighter II is imposed since the military regime of Francisco Franco Bahamonde English politician (identifiable by the coat of arms), which was replaced by the current in 1975 (year Franco died), sixteen years before Street Fighter II saw the light. This flag was maintained until Street Fighter II Turbo. In Super Street Fighter II would see the current English flag.




Comparison between the flags of Spain, the Franco regime and the current




Flags Spain's taken directly from the games. Although almost indescribable, shields fused to the yellow strips can at least differentiate.


- As mentioned before, Super Street Fighter II would change the perspective of his world map of nipocéntrica to global. This would remain true even in the Alpha series.



Comparison between the globes of two Street Fighter II: the first CPS-I and the other CPS-II.

- There are differences between the covers of Super Street Fighter II: The New Challengers for Super Nintendo and Sega Mega Drive version of Japanese and Western. In the Japanese versions of cover of the game is based on the animated movie, Street Fighter II: The Animated Movie and is equal for both 16-bit consoles from Nintendo and Sega, in fact the image has been used as a flyer or poster, only difference is that the four New Challengers appear that the game's title is say, Cammy, Fei Long, Dee Jay and T. Hawk. While on the western side of the covers are very simple but have two (one for Super Nintendo and Sega Meda Drive). Note that although Super Street Fighter II: The New Challengers appeared in arcades in 1993, its conversion to Super Nintendo and Sega Mega Drive and the animated film appeared in 1994.



Comparison between the covers of Super Street Fighter II, Western and Japanese version


Special Street Fighter III

- Street Fighter III again has the same quirk in the map that Street Fighter II: nipocéntrica perspective. Having chosen a fighter, the starting point to destination is Japan where we have to play, and this will repeat the same in every battle.




- New Super Combo of Ryu and Ken: Shin Shoryuken and Jinrai Kyaku became part of the movement of Street Fighter Alpha 3 and Marvel vs. SNK against. Coinciding with the launch year, Marvel Super Heroes vs. Street Fighter, Ryu and Ken have these new techniques.



- Street Fighter III Second Impact: Giant Attack nipocéntrica also shares the perspective of the world map of New Generation, with the same characteristics. Its sequel Third Strike would be the only title not submit a map.



- As in the Alpha series games in their shipments to the West were changed some images where the characters were bleeding. In this update of Street Fighter III also occurs when you play with Akuma and defeat you, you see as the Master of the Fists is disjointed and has a bloody mouth. In the Western versions blood color change to green, something really weird because in this way implies that Akuma is anything but a human. Another thing where a character was revealed this vital fluid in the defeat of Urien has only the result of losing or not exceed Over Time bonus stage Sean, where Gill's brother, rage and helplessness self flagellates strongly squeezing the biceps with his hands, and so much pressure and force finishes burying his fingers and bleeding. The versions that do not correspond to the Japanese ignored the details of the blood.



- In Second Impact: Giant Attack there is a small mistake, at least in the Western version go unnoticed and not corrected. When faced with Sean, whose stage is in Sao Paulo (Sao Paulo in English) in the Japanese version says "Sao Paura", which is understandable due to the phonetic Japanese. But so does the western version of the game.



Street Fighter IV Special

- The Ultra Zangief Combo II takes the name of Hyper Combo Mech Zangief Marvel Super Heroes vs. Street Fighter: Siberian Blizzard. The Special Moves both are completely different, while the Siberian Blizzard Zangief is a key that is only done in the air, Mech Zangief is quite similar to Ken Shinryuken but made with the Lariat. It is not as a mere anecdote, as in Super Street Fighter IV you can download the alternate costume that pays homage to Mech Zangief.






- Dhalsim has a new move to this new release: Yoga Tower. In the Hindu movement that lifts up making use of its elasticity. Dhalsim takes the position in the movement is identical with his artwork for Super Street Fighter II Turbo, where we also take the same stance.




- Everyone takes for granted that the alternative costume Cammy Ultra range is a replica of Catwoman, but in fact already put Cammy in that outfit ... Street Fighter Zero manga by Masahiko Nakahira, 1996. In the manga Cammy Dan faces which easily defeated, but the victory is short-lived because of the appearance of a relentless Sodom which puts her in serious trouble, while Chun Li should intercede to give him time to escape. Not get very far because it falls into the hands of M. Bison.




- Makoto alternative attire of the Ultra line is an exact replica seen in official artwork.



- Finally on March 25 Evil Ryu was officially by Capcom. Ryu version Satsui not consumed by the Hadou is far from a simple change in the color palette as in previous versions, and features an array of moves and special that differentiate it from his other self. The third character steps on Super Street Fighter IV: Arcade Edition. Oni is expected by or perhaps surprise.



- On April 8, 2011 Capcom has officially shown the papers to be the real monster of Street Fighter: Oni. Akuma can say that reached its peak of power, and we may be in the presence of a canonical character to replace Shin Akuma, who incidentally is in the same Super Street Fighter IV as special non-playable boss, but as common in the series, only a change in the color palette. Oni has been very cool in this sense, being the opposite of Shin Akuma.



- Some relate the set of special moves inspired by Captain Crimson Viper Command, first appeared in Marvel Vs. Capcom: Clash of Super Heroes, but previously released only Final Fight 3 for Super Nintendo, the character Lucy Morgan has a special move, Flame Kick, that the execution is very similar to the Burning Kick Crimson Viper. Another similarity between two women is they are both agents of justice, Lucia works for the special crime division of Metro City (Special Crimes Unit), while Viper supposedly works for the CIA as a last in Final Fight 3 Dean's character can create electricity through his fists (rumored to perhaps be a cyborg), like the red-haired agent through his gloves.


- Marvel vs. Capcom 3 presents a technical characters of Street Fighter, even with the same name: She-Hulk is Guile's Somersault Kick and Wesker two movements and Jaguar called Tiger Uppercut Kick. By no means is the first time that Capcom do this, is known for Zangief and Mike Haggar in other genre games like Megaman X could get technical like Hadouken, including Cody in Final Fight Revenge has Somersault Kick the in your arsenal of moves. Wesker's case is more complex because the Tiger Uppercut bears little resemblance to the movement of Sagat, but we can not say the same for the Jaguar Kick (very similar to that of Adon). Both movements had them from Resident Evil 5. X-23 also has a motion very similar to the Somersault Kick but with the name of Crescent Scythe.





also updated the section of Super Street Fighter IV: Arcade Edition, including data for your ad.

Well, now that's all. There is much work to do maintaining the site in areas that should not be abandoned as the Special and Player Index, intended to offer more new material.

Enjoy your stay in the blog, see you in the next report News.


Friday, April 8, 2011

Is It Possible To Get Pink Eye More Than Once

Brazil, Blanka and representation in Street Fighter II


The following article is a rarity that perhaps the largest found so far of life blog. Imagine the following: held a cultural event and a student of Arts performs work on behalf of Brazil in video games (so far nothing too unusual), but his choice focuses on Street Fighter II, the game that marked the 1991 season. Impressive, so you can qualify the work outlined by Leandro Viana Villa de Santos, where a brilliant genius shows that representation of Brazil in Street Fighter II Blanka through his character is not simply a random choice and the environment character. These jobs that kick the surface layer, banal and even vulgar (which unfortunately prevails today) to find relevant data and background relations are my weakness. Do not hesitate a minute to translate.

clarify that this paper presents text with a baroque vocabulary, away from everyday life, taking into account the context in which it was submitted (a cultural event in 2006), so have a dictionary at one side would be ideal for higher compression. Yet it is entirely understandable, only parts of it will force you to reread and make a little pause to think and process the message you want to give the author. Anyway I always do my thing: adapt the best way possible for the broadest spectrum of audiences as possible without distorting the message you want to.


From here my applause for Leandro Viana Villa de Santos for his incredible idea and sagacity.


can find the following text in its original language at the following link: Click here

wish you enjoy reading.


II MEETING OF MULTIDISCIPLINARY STUDIES OF CULTURE

Paper presented at the Second ENECULT - Meeting for Multidisciplinary Studies of Culture held from 03 to 05 May 2006, at the School of Communication / UFBA, Salvador-Bahia-Brasil.


NATIONALITY AT STAKE: THE REPRESENTATION OF BRAZIL STREET FIGHTER II


Villa Leandro Viana Santos

Summary

This work verifies that the characterizations of Brazil and its people, displayed in the video game Street Fighter II (1991) refer to the first performances found in travel narratives of the XVI century on the land that would become known as Brazil and its inhabitants. We show that the imagery captured during the colonial period appears in post-colonial times and still continues to serve similar purposes, create alternatives and fantasizing about the origin of an identity. Street Fighter II not only set a naive game or a form of entertainment, can also be seen as a set of political and economic power among nations, multinationals and markets.


The launch of the best-known work of Yoshiki Okamoto, Street Fighter II (1991), redefined the production of the Media (media by mass) of the game due to the careful creation of his characters. These progressed to more detailed screens and identities and characterized, which are based on factors such as their nationalities. Street Fighter II was the first game to have in their ranks to a Brazilian in his character, Blanka. In addition to their nationality and name as Hispanic, the game has three Americans, two Japanese, two Thais (M. Bison taking one of them), one china, one Soviet, one Indian and one English. Street Fighter II is a tour of the countries of those characters in which the player after choosing one of them happens to deal with the rest. The most peculiar in the game are the representations of these nationalities, especially in the interest of this work, the Brazilian. The prospect of reading to be adapted from the statement of Stuart Hall.


"National cultures are composed not only of cultural institutions, symbols and representations also. A national culture is a discourse of many ways of constructing multiple meanings which influences and organizes our actions and conceptions of ourselves, to produce performances that contribute to the identification and construction of identities. "


In the game each country is presented many times over the number of scenarios compatible with the number of characters, where Brazil has only one. The representative of Brazil is shown with some huts on stilts at the edge of a river, having in his face some " ribeirinhos " (locals), a huge fish, a large cobra coiled around a tree and a person who observes the combat and taking pictures (apparently a tourist). Another national representation also draws attention because of its characterization of India, presented in a temple of the god Ganesha and inhabited by elephants. India and Brazil, former European colonies, classified as third world countries, represent the exotic in the world map, undeveloped places that have no street to street fighting. Apparently no urbanization.



Both representations are quite different from those of Japan and the United States, countries of game producers and major consuming markets. Both are represented by scenarios that, unlike Brazil and India, positively reinforcing their national images.

Japan representation is formed from the scenes of Ryu and Edmond Honda. In the first stage is a wooden floor with traditional buildings in the background, although the idea of \u200b\u200btradition is most evident in the other scenario.



Edmond Honda, Sumo wrestler, traditional and popular sport in Japan, appears in a public bathroom with lots of background images as a samurai, Mount Fuji and Rising Sun flag, symbol of the Japanese Navy was widespread during World War II, banned after Japan's defeat and resumed later. In addition to his stage, Japan is also noticeable in the nipocéntrica perspective on the world map in the game.



U.S. representations are presented from the scenes of Balrog, Ken and Guile. The first takes place in one of the streets of Las Vegas, the entertainment representation related to Show Business (or Business of Entertainment), a component present and constantly asserted in American culture. In the second case, Ken, we see a harbor with boats in the background. The port as a gateway or entry, limit of a nation, is in the imagery captured by the game well protected by the character. The last scenario is that of Guile, a military that faces us in an Air Force base with a huge F-16 and military, two of them are a sexy blonde having fun watching the fight. This scenario reinforces the idea of \u200b\u200bmilitary power the United States, as well as direct representation of the idea of \u200b\u200bfemale sexual figure.



The

national representations in Street Fighter II not only define the scenarios of the game, also the case with the image of the characters. All game characters are sharply characterized in human bodies, with the exception of two, Brazilian and Indian Blanka Dhalsim. These characters are the only representatives of their countries, which in turn represent their national communities, being in the imaginary game of "national bodies" of Brazil and India. Another factor particularly in the characterizations of images of the characters: the likeness of Ryu and Ken, Street Fighter II actors and fighters with identical characteristics, have the same fighting skills. They represent a partnership between Japan and the United States. The similarity of these characters indicia the interest of the producer of the game, Capcom, not to forge a multinational cohesion of a particular nationality, but of different markets. This reinforces the idea of \u200b\u200ba less privileged position in the game of nations not participating in their market.


Dhalsim and Blanka , taking as a parameter to man, have deformed bodies, different representations to be not only alien but also in the pejorative sense. The Indian in the game is a being endowed incredible flexibility in his arms and legs, besides having the ability to spit fire. The Brazilian is instead a bestial creature with green fur, tufts of orange hair, fangs and claws. The two characterizations, the displacement of the bodies of two nations for a different location from that account, bring to mind a way to address well-known domination by colonial countries. In a fragment of chapter three of "The Place of Culture by Homi Bhabha, are the following statements about the process of colonization:


" Building the colonial subject in discourse and the exercise of colonial power through discourse requires an articulation of forms of difference, racial and sexual. This articulation becomes crucial if it is asserted that the body is always simultaneously (even conflicting) enrolled in the economy of pleasure and desire and the economy of discourse, domination and power. "



The objective of colonial discourse is to present the colonized as a population of degenerates with based on racial way to justify conquest and to establish systems of administration and instruction.


The idea of \u200b\u200ba pedagogical task of teaching of otherness as a sense of inferiority, not taken into account in the analysis of the game, remember that the public is youth, still in formation. It is emphasized that the relationship between power and education is not given in a way that causes a situation of discomfort in his audience, even in Brazil, contrary to Placer. On the relationship established between Power and Pleasure, Michel Foucault is explicit in its text "Truth and Power" that:


"What makes power hold, it is accepted, is simply that weighs only power that says 'no' but in fact Creek produces things, it induces pleasure, forms knowledge, produces discourses; must be regarded as a productive network that passes through the entire social body rather than as a negative instance whose function is repression. "


to this point was a reading of Street Fighter II as something determined by observing the relationships of power and incorporated existing representations. But now interested in looking at discourse which instruments are present and were parents, who were captured in the representations of Brazil and the Brazilian.



characterization of Brazil as a wild place, pervaded by large animals and creatures beastly echoes the first speeches of colonization. The idea that the main images constructed at the beginning of settlement would be replicated to the post-colonial period was raised by Eneida Leal Cunha in his text " Ainda a letter of Pero Vaz de Caminha " . Referring to that letter says:


"Here we find, not the origin of things, literature or the Brazilianness, but certainly some potential early cultural meanings still resonate as a compulsive repetition and permanent, but always distinct from the same scene, or perhaps scenes that are arrays of post-colonial identity. "


The " Caminha Letter " and other texts of the sixteenth century the so-called travel literature, are necessary for these matrices can still be seen if today might be influencing the representation of Brazil in the late twentieth century.


Eurocentric writing these texts are given after the time of migration of the imagination. In the period before the European arrival to the land that became known as America, the great imagination of the fifteenth century Europe was directed toward the Indian Ocean the encircled regions. With time and the consequent knowledge of these places gave way to its demystification. When you reach the American continent, the Europeans brought with them the old imagination, make a change. On that process, Laura de Mello e Souza in the first chapter of his book " The Devil and the Land of Santa Cruz " , we state that:


"In this perspective it seems reasonable to consider that, once known Indian demystified the universe is fantastic and the Atlantic has moved to the analogous role in the imagery of the XV century European, as a last resort outpost of human monster, Paradise Earthly Kingdom of Prester John, perhaps as Fray Vicente del Salvador says that here will lock a fierce battle against the Cross and his Knights. The wonderful thing was destined to occupy the periphery of the known world by the West: the American colonial world would, therefore, the final frontier. "


Thus, directing the idea that migration imaginary contemporary, perceives the Brazilian Amazon as a region little known, appropriate for retention, a possible site for the continuity of what is taken as monstrous, as set out in Street Fighter II. The letter of " Pero Vaz de Caminha " presents a passage relevant to the analysis of non-human images in the representation of Brazil. Referring to the first contacts with the natives of the New World " Caminha " states that:


"They go in good health and hygiene and this seems to me that are more than birds or animals of the forest, (...) because their bodies can not be cleaner, fat and beautiful, and it makes me assume that no houses or shelters where they live. "


In his text, Caminha creates a comparison between him and an animal, initiating a process bestialization and creation of a stereotype. However, the image is that of a docile and domesticated animal, a good representation for an expansionist king. This representation of docility Eden (on Eden) did not last for long, could not bear the tension between self and other self Eurocentric, the margin was seen in more detail (...). Under the new continent began to emerge its specific characteristics, edenización was threatened. New plants strong winds, torrential rains, but mostly men and strange bugs that were not European.


Non-acceptance of cultural differences that eventually became the stories produced by Europeans generate grotesque representations of Native Americans. Are cited as examples two sections of the narrative texts of Pero de Magalhães Gândavo and Jean de Lery.


"In the end these Indians are very cruel and inhumane, they have no mercy: animals live like brutes, without any order or repair (...). All eat human flesh and are among the best dishes that can be (...)."


"Immediately after the death of the prisoner, a woman is placed beside the body and pours a short crying, I mean the way a short cry because this woman (...) feigned laments and tears spilled over her dead husband, but always with the hope of eating a piece. (...).


And then the unbelievable cruelty and give our hunters carrion dogs to make them more fierce, these wild grab their children one after the other and they rub their bodies, arms and legs with blood enemy to make them more courageous. "


Similarly Caminha, Léry Gândavo and compared to native animals, though now in such comparisons are significant traces of aggression. Despite the temporary movement suffered since that time, the representation of native Brazil on the basis of similarities with animals has continued in the discourse of Street Fighter II. Besides not having to physically similar human, unable to speak but growl and roar, Blanka appears in his fighting style some resemblance to animals. The Brazilian bites his rival like a beast, attacking your body rolling as an armadillo and may shock as an eel.



Street Fighter II presents the peripheries of these national bodies deformed to a public that still have their bodies in training molded his speech.


Media In Brazil, the game has rarely been investigated to seek a content of the speeches that can be transmitted in video games, which in general are almost always viewed as mere entertainment media. The recognition in 2004 by the Federal Government through the Ministry of Culture of video games as belonging to the recreational habits of the Brazilians and the incentive to produce games in Portuguese, establishing new official perceptions regarding the above statement as a vehicle for Media national identity.



References

Bhabha, Homi K. El place de la Cultura / translation of Myriam Avila, Eliana Lourenço de Lima Reis, Renate Gláucia Gonçalves. Belo Horizonte: Ed UFMG 1998.p.107.

CAMPOS, Cleiton. Minc press Start en EGM Brazil at 30. San Pablo: Conrad Editora, Septiembre 2004.

CUNHA, Eneida Leal. Although the letter of Pero Vaz de walkers: Quinto Imperio: Revista de Cultura y Lengua Literatures of Portuguese in April. Salvador, Bahia Graphic Company, 1995.p.19.

FOUCAULT, Michel. Truth and Power: Microphysics del Power. Rio de Janeiro: Grail, 1992.

Gandavo , Pero de Magalhaes. Condition y costumbres de los indios en la tierra: Treaty of Brazil de la Tierra, el cual contiene información están of which cosas en este artículo, hecho by Pero de Magalhaes Gandavo.

HALL, Stuart. Las national culture as imagined communities: La identidad cultural en la post-modernity / translation of Tomaz Tadeu da Silva Lopes Louro Guacira 3. ed. Rio de Janeiro: DP & A publisher, 1999.p.50.

LERY , Jean de. Historia de un hecho a la tierra travel to Brazil. Rio de Janeiro: National 1926.

OKAMOTO, Yoshiki Street Fighter II. Capcom, 1991.

PRADO, JF de Almeida. The Letter of Pero Vaz de Caminha / critical study of JF de Almeida Prado, text and glossary of Maria Beatriz Nizza da Silva. 4. ed. Rio de Janeiro: Agir, 1990.p.99-100.

SOUZA, Laura de Mello e. The new world between God and the Devil: The Devil in the Land of Santa Cruz, witchcraft and popular religion in colonial Brazil. Companhia as lyrics. p. 25-26.

Thursday, April 7, 2011

Chicken Pox Genitalia

Satsuinohadou Interview (Round 2)

Second round of interviews Satsuinohadou. We move away from Street Fighter II and review the other aspects of the series playable and the future ahead.




- As we continue the franchise leaving Capcom to exploit Street Fighter II with the release of the Alpha / Zero, which gave his argument a "sense "and support the history of Street Fighter. Tell us was it difficult transition to more aggressive series with new characters (returns as Adon, guests such as Guy, new and Rose) and elements such as Chain Combos, Custom Combos, and several Super Combos at different levels (between what one can notice at first sight)? Or he was well enough trained with previous experience in Street Fighter II? What stands out most in this aspect and least pleasing to the personal level (concept art, characters, gameplay, etc)?


SSFII Compared Turbo, Alpha / Zero were more accessible, more oriented to attack the strategy. The truth is that the transition was very positive as long as the goose that lays the golden egg was too squeezed and needed renovations anime style graphics, the characters were a welcome addition, "changes in the scenes and gameplay engine. The combo system of the first Alpha magnificent result and the possibility of defending the vital air. Of these versions I have to highlight the Custom Combos allowed to do fancy stuff and Major Counter e-ISM Alpha 3. Both Alpha 2 'as Alpha 3 were outstanding, but within a 2D rendition ranking would fall behind Third Strike and Super Turbo II.


I have to say I opened my PlayStation (a purchase rather late for the satisfaction that have afforded me my beloved Super Nintendo) with Street Fighter Alpha 2 and even today I feel absolutely great. The recent purchase of a Sega Saturn Japanese with each and every one of the classic Capcom and SNK has allowed me to rediscover them again with the original quality, 60 Hz and full-screen size, since both stage 16-bit and 32-bit conversions in Europe suffer at 50 Hz with reduced game speed and a vertical black bars annoying. In addition the best features of Saturn to handle 2D Dreamcast make it next to the paradise of 2D fighting games.




series Alpha / Zero, a breath of fresh air for the franchise. Capcom is the line in terms of artistic direction and adopts anime style, as seen earlier in Darkstalkers: The Night Warriors


- Arika games do not have a highlighted popularity among fans, what does that tell them personally? Do you think that Arika did a good job in general to make the difficult move from a guaranteed formula 2D to 3D (which many big name companies failed and only a few can boast of this)? Were there any "debt" yet? Many point to graphics.


The subset Street Fighter EX has a very serious problem: no one plays like Street Fighter. The 3D still were not prepared to provide the agility of action seen in Alpha, although Rival Schools Capcom's own much closer to those 2.5 D. Despite all the combo system was a delight and Expert mode with missions was the combo lover's paradise. EX 2 Plus does not have the impact it deserves in its output on PSX and PS2 SFEX3 unfortunately was frankly disgraceful.


can summarize that the subset SFEX was a good attempt to innovate on the basis of SF, but the but the technical section and the fact that it came at a time when he suffered criticism for over-exploit Capcom the franchise. In any case and although subjectively, I have to say that their ways yet achieved Expert for today I have a special affection for the PlayStation SFEX.



Arika was responsible for the series' first foray in 3D, creating spin-off EX

- Street Fighter III was a blur and maintaining new accounts only Ryu and Ken, and although his popularity was not very auspicious beginning, eventually managed to increase in value a lot. Tell us about your experience with this chapter through its three installments, which I personally highlights and what did not sit well (new characters, gameplay, Gill, etc).


The subset SFIII was and is a real wild about the graphics thanks to the support plate CPS-III. Personally I think Capcom faced an unreasonable risk to make a "clean" so much of characters, although I was right in the background. Unfortunately did not get round a playable section almost perfect until the start of Third Strike, as in politics back to the strategy and Turbo SSFII hardness was too sharp a contrast with the possibilities and accessibility of Alpha. The introduction of the ES-Specials Darkstalkers legacy and the new moves and characters that each new version managed to get closer to the vision that Capcom probably should take when they devised the first SFIII.


Although it may sound like heresy, I dislike the system SFIII is the final boss parries and Gill. Capcom managed to polish your bet initiated and continued by New Generation Impact Giant Attack Second and Third Strike Fight for the Future and came to move to the hardcore 2D fighting, losing itself in the way that anyone fan of Street Fighter II not considered a true follower of the genre.


My particular experience with this trio of titles is based on the supply of Dreamcast: Double Impact and Third Strike, games I have on a pedestal in my collection of 2D fighting. I hope that the review of Third Strike for PSN and XBLA are introduced all the scenes and songs from the subset, which I missed in the conversion to Dreamcast.



The Street Fighter III slope brought new characters, revamped gameplay and impressive graphics power for its time


- No doubt Street Fighter III introduced that very charismatic characters like Dudley, Yun or Ibuki, while others went unnoticed as Twelve, Remy and Sean. It is known that there was controversy over the template characters, would you have kept a character from Street Fighter Alpha II or to enhance a bit the template? Or do you think has done the right thing anyway?


personally think that the story of Ryu and Sagat's not finished, and otherwise I would have chosen to bring Gouken and Goutetsu and give more importance to Gold As I mentioned in a previous question I believe that the Character selection was pretty good, although otherwise the effort that was required the player to forget all this galaxy of glory for the new fighters was perhaps excessive, something comparable to what happened to Garou Mark of the Wolves over the Real Bout Fatal Fury.


absent Sagat in Street Fighter III: a cease-fire between the two rivals


- As Street Fighter IV is what we live today, no doubt caused controversy at the time by the graphical change, absence of weight and Yoshiki Okamoto, the new leadership to continue to underpin a little in each chapter but close to Super Street Fighter II Turbo, but not devoid of interesting gameplay innovations. As the above questions, what can you tell us about Street Fighter IV and Super version? What do you consider the pros and cons? Does your overview?


SFIV is a logical step to recover all lost SF fans with both Alpha and SFIII the radical approach. Personally I quite like the Focus Attack system, both in defensive and offensive plot. The character template is quite generous and quite good news SSFIV, especially in regard to honor the fighters finally coming of SFIII. The introduction of the challenges was quite successful, although I do not like the structure of groups of SFIV, which forces you to have to overcome several times a particular mission if you get stuck in a command post.


Retouching Super Street Fighter IV managed to further refine the formula, although many of the new Ultras abuse the money, which led some to rename the game as Super Spin Fighter IV. Achievements / Trophies are really badly designed, but is an aspect that does not affect gameplay. In any case I hope that no more than the foundation for progress in the series to a future Street Fighter V to advance plot and tell us happens to Ryu and company after the plot of Street Fighter III. In this regard I believe like many others who have put aside Arcade Edition for a true sequel.


After 10 years of absence, reborn franchise Capcom Street Fighter IV and Super version consolidates its


- The announcement of downloadable content regarding Arcade Edition characters is desired, and personally do not think Capcom design and life four characters to keep them locked in the arcade market declined (as Ono said about Seth and Gouken for the home version of Street Fighter IV playable no amenities). Marvel vs. Capcom 3 has two downloadable characters and many expect that sooner or later Edition Arcade consoles import your content. With Yun, Yang, and the great role which involved the leak of Evil Ryu and Oni no formal presentation, which of these characters more anxious? still rumored to include two or three characters What would you like to see again? Raibow flirts with Mika Ono, mentions Poison (perhaps in reference to Hugo), but nothing is confirmed.


This issue is especially tricky, because with Super Street Fighter IV was redefined some aspects of online to allow DLCs. The latest rumors seem to point to a new physical version and this would be doubly painful, first go back on his own words about the end of the reviews of Street Fighter IV and second by falling back into the same mistakes that led in the past to 2D fighting genre to virtually disappear. Both Aksys BlazBlue with revisions as Capcom's own are turning to over-express different versions of his classics and is saturating the market.

Focusing on the characters that I have wished to see him pretty clear, I want more and more fighters from Street Fighter III. Urien and Elena are the most obvious and would not do and not averse to Gold Hugo. If finally the two are supposed to be announced Rolento Rainbow Mika and I would be disappointed capital, especially at SFA3 fighter.


The brothers Yun and Yang Street Fighter III just joined Evil Ryu and Oni. It is rumored some more


- What is your opinion on current 2D fighting games? Do you miss old days where games were not as fast or feel as taking into account that there is a "revival" (Back to the roots to see new ideas)?

We are receiving a superlative level games, both SFIV, as BlazBlue or finishing of Marvel vs. Capcom 3, I have completely satisfied, but you are missing a very remarkable quality of the SNK original. I would like to resurrect a franchise like Darkstalkers and Rival Schools, as well as having a utopian desire for a new Fatal Fury quality (something quite impossible in view of the developments of SNK Playmore).

The future looks pretty good with the crossover of Street Fighter and Tekken and all that has come and we have not had time to operate in terms material. In this connection and linking to a previous answer I have to criticize so fast out of new games that keep you from enjoying leisurely each. For example after the departure of Continuum Shift reach us no time to breathe Marvel vs Capcom 3 and Mortal Kombat 9. The base of players, especially the online community, can not cover all of these titles is well deserved and you can find virtually alone in different modos online antes de lo debido. Personalmente creo que muchos jugadores de de mayor edad (entre los que me incluyo), sin la cantidad ingente de tiempo libre de un estudiante, no tienen tiempo material para aprovechar y explotar cada título y simplemente pasamos de puntillas empapándonos ligeramente con la esencia de cada título.


Street Figther x Tekken, el cruce entre dos gigantes del mundo de la lucha dará mucho que hablar. Ryu y Kazuya no pueden contener su ansiedad por enfrentarse

Muchas gracias por su tiempo, fue un placer, espero contar con usted en otra ocasión si lo amerita.

Monday, April 4, 2011

Carnation Wedding Flowers

Satsuinohadou Interview (Round 1)

As part of the 20th anniversary of Street Fighter II , interview a person who influenced me most was me. Perhaps some remember it to have reviewed at some time, and although I knew him for years by his tireless work on the web where you work, never thought I could get this time. I appreciate the kindness of Satsuinohadou by accepting to be interviewed for this special occasion, and also to you readers of the blog (whether the amount is).


The interview is divided into two parts or "rounds", the first of it focuses on Street Fighter II the reason already mentioned, while the second will be published within a few days, where we will discuss other aspects of Street Fighter look and some another question related to fighting games. The interviews are dressed for pictures accompanied by a comment from me.


I apologize for the delay (we're in April) and also if the interview is a little dense. This is the first time I made this type of work, put much effort in doing what I always try to offer: great read, and an interview with Satsuinohadou is a guarantee. If you do not know do not waste your time, you will not regret.






- First of all I want to thank for access to interview him kindly. Can be filed with the readers of the blog?

My name is Vincent Rubio Pérez (alias satsuinohadou in specialized gaming portal www.viciojuegos.com ). Born in Madrid, began to contact the game at six years, almost three decades ago. I consider myself a big fan of 2D/3D fighting genre and have been linked to this approach is playable from the 80's with titles like Yie Ar Kung-Fu, Human Killing Machine, Karate International and the first Street Fighter.

Since then I've tried almost everything that has been published in Europe for platforms such as Super Nintendo, Nintendo 64, PlayStation, Dreamcast, PlayStation 2, GameCube, Xbox, Game Boy Advance, PlayStation 2, PlayStation Portable, Nintendo DS, PlayStation 3, Xbox 360 and Wii. Franchises like Street Fighter, Fatal Fury, Darkstalkers, The King of Fighters series VS. Capcom, Guilty Gear, BlazBlue, Mortal Kombat, Samurai Shodown, World Heroes, Art of Fighting, Dead or Alive, Tekken, Virtua Fighter, Bloody Roar, Soul Calibur, Street Fighter EX, Dragon Ball Rival Schools and I have been with this whole time with other titles like Tobal No. 1, Ehrgeiz, Weapon Lord and Ranma 1 / 2.


- 20 anniversary of Street Fighter II: The World Warrior may go unnoticed in the world of video games, and perhaps Capcom's own, but we are here to give a little tribute. Having a broad experience in fighting games even before the release of Capcom's work in 1991, can you tell us about your early experiences playing Street Fighter II? What was it that drew him the game? Will the graphics, music, characters ...?

The truth is that Capcom has not made any noise with the anniversary of which we consider as one of the most successful arcade games of all time with titles like Tetris and Pac-Man. In any event have revived the franchise with the different versions of Street Fighter IV is enough for the numerous fans around the world, although I made in a lack such initiatives as free DLC for PS3 and 360, or at least some dynamic theme memorial.

My first contact with Street Fighter II were undoubtedly with the recreational, but certainly when I became hopelessly hooked on this series was the Super Nintendo version of The World Warrior. I remember being struck by the graphic finish and the large number of strategies that could be implemented. Versus fighting with friends turned into a constant evolution of tactics and countermeasures to counteract a certain character or a certain movement, such as charges of Blanka or Guile's Flash Kick. We also had a constant itch to get beyond the arcade mode on level 8 difficulty with as many Perfects, going so far as to let us lose an assault if it received some damage (even without causing total loss and also we imposed upon ourselves the challenge of unused items that were continuations) . Undoubtedly

melodies Street Fighter II have been burned into my memory player, and indeed any fan of the series welcomes remixes of these classics to new releases. The highlight of the game was a balance, control and gameplay so far unmatched in the genre.


Nintendo
acquisition for 16-bit console would be a blow to competition


- What was the scene around arcade Street Fighter II in his time? How often visited the arcade halls?

My influx to the arcades at the time was a weekly, which was enhanced with the release version of Super Street Fighter II: The New Challengers. The high point of my relationship with the arcades of the central Gran Via in Madrid coincided with the release of Street Fighter Alpha 2, which had a longevity in these halls unusual. Coinciding with the output of that SSFII and with the rise of The King of Fighters, it enhanced the influx to the arcades and the spontaneous generation of tournaments such as "The king of the road", especially on Saturday morning and afternoon.


Super Street Fighter II: The New Challengers, updated version inauraba CPS-II plate


- you surprised to know that Street Fighter II was the sequel a little known game of 1987?

No, because he had already played the original on my Amstrad CPC464. Yes, I have recognize that the first Street Fighter revisit I was surprised that Ryu and Ken were intact its Hadoken, Shoryuken, and Tatsumakisenpukyaku. And it seemed to me that it was quite unfair that you throw those magic Sagat but could be addressed. In any case the first Street Fighter title was a pretty weak compared even with games of his time as Yie Ar Kung-Fu.


In 1987 he had taken the first Street Fighter tournament


- Trying to break a little ice, what were the characters that you liked? With what was best suited and problems which caused him to dominate?

Ryu and Ken have been with me forever, but the tactical play Guile loads so have become a regular on my games. The shotokan is easily mastered and I especially like Ryu's personality can be denoted as my nick. In any case as I said in an earlier question in the first Street Fighter II, we imposed upon ourselves the challenge to spend the game on difficulty level 8 with all the characters, so a greater or lesser extent could cope with any character. I fondly recall the training to master techniques such as the Shoryuken (to me today sounds ridiculous for its simplicity) and the challenge posed by the movement of 360 degrees with Zangief.


A template rich and varied fighting styles, the house trademark

Ryu vs. Guile was always an interesting battle


- Was there a character that kept him either because they dislike whenever you generated faced headaches as a reason or another design that did not like?

The truth is that I think are all fantastic and although Dhalsim with lengthening of their limbs could be annoying, what else could the damage was exaggerated angry bosses and the amount of life that he could remove characters such as Blanka with a Shoryuken against his motion horizontal load .


- What level playable characters from the wide range there, I like to drive, those who used circles, cargo, or his tastes are broad?

More or less I have answered this question in previous responses. At first to make combos easier to use characters with quarter-turn movements, crescents and others, but I do not averse to anyone. In any case I always prefer a fast fighters but cause little damage compared to more cumbersome and slow.


- Subjectively with which version of Street Fighter II feel a special appreciation?

The World Warrior is undoubtedly the greatest impact caused me but each sequel surpassed the original. The most time dedicated to generational change was a Super Street Fighter II: The New Challengers for Super Nintendo, a cartridge of 32 Mb brutal. The challenge of Turbo Hyper Fighting for their enormous difficulty also makes me hold it in memory with special affection. In any case all are brutal, perhaps best of all is Super Street Fighter II Turbo, but not having had the 3DO and have thoroughly enjoyed the first compilation of Street Fighter for the first PlayStation, has no emotional involvement comparable to that of the other versions. The Turbo SSFII announcement almost coincided with the departure SSFII consoles, which began this anger with Capcom that even today many may have for its revision policy and especially in the current generation DLCs.


In his time the last installment of Street Fighter II Turbo not had the impact of their successors due to attrition, but time will redeem and today is one of the games most frequently seen in high-level tournaments


- What you consider your greatest achievement in a Street Fighter II? For example: getting beyond the game at the highest level of difficulty with the entire staff, getting a huge amount of wins in a row in an arcade room, master a combo which in principle not think he could do so.

As I noted earlier beat the game on difficulty level 8 all characters and achieve the highest possible number of Perfects (now can not remember at what point was the bet, but it surpassed the 1,200,000 points in the delivery of Super Nintendo). Say that despite my fondness for the series do not consider myself anything but a gifted pad / stick and less now that family obligations that leave me less time.


- There is no doubt that it weighs very little time to Super Street Fighter II Turbo (final result of the formula started in 1991), or maybe nothing to some. Bearing in mind that this game is a regular in many high level tournaments, do you have one or a few players he admired no matter where in the world are?

I like the aggressiveness, competitiveness and nerves of steel Daigo "The Beast" Umehara, although there are dozens of players on a utopian level for a professional player. Daigo's comeback in Third Strike I still think the most incredible thing I've ever seen in combat, with that series of parries against Super Chun Li and the final combo finished off the play.


- What is the value of Street Fighter II for the video game industry in general and what is specifically for the fighting genre?

is the philosopher's stone the struggle, the starting point of a formula that twenty years later it is equally applicable to millions of players. As in many other aspects of life, hitting the first with these quality standards assures the "eternal life" in memory of the players.


Immortal, and can be set to Street Fighter II


- And finally, for you personally what you think of Street Fighter II?

transform This title won as a player and twenty years then I continue to enjoy these classics as the first day. In fact the next March 25, 2011 is set to Nintendo 3DS sale in Spain and buy the first game will be Super Street Fighter IV 3D Edition.


continued ...