He justs knocks that guy out huh.
It's pretty realistic to how real street fights go down.
He justs knocks that guy out huh.
More content I actually care about at least because a standard arcade mode is still better then story and survival.legit sf2 had more content than SFV did on its release right? 🤔
I'm not comparing SF2 to every other fighting game just SFV.
SFV as a packaged game how many years after SF2 gave very little extra value. Hell even SF4 was a WAY better package.
-snip-
You guys had it good. There wasn't an arcade anywhere near me and I didn't have a SNES, so I rocked the Amiga version. Single button joysticks, multiple disk swaps per match, 32 color graphics, doing Shoryuken with a Flash kick motion... but I had to convince myself that it was awesome or die of jealousy.
It's interesting to see the concepts that never made it into the updates, where they were still clearly working things out.There are a lot of little things I love about this game as opposed to the sequels (although I love all games in the Street Fighter II series):
Getting the awful Amiga version for Christmas 1992 and convincing myself that it was genuinely good and fun and proper SF2 is the single greatest act of self-deception I've ever performed.
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Getting the awful Amiga version for Christmas 1992 and convincing myself that it was genuinely good and fun and proper SF2 is the single greatest act of self-deception I've ever performed.
SF2: More original characters with original moves. Arcade Mode, All original soundtrack, biggest offline scene worldwide.
SFV: Server errors, rehashed music, rehashed characters, No arcade mode, worse AI.
SF2 was the better package, imo. 🤔
I do wonder if a fighting game as straight forward as SF2 could be successful now. I don't necessarily mean easy combos etc like SFV, just getting rid of all the meters and subsystems that populate modern fighting games. I've been playing a lot of Guilty Gear recently and while it is super fun it is also rather convoluted.
This could be something here on the Gaf may be able to solve. This has baffled me for years.
So I had this on the SNES and played a couple of variations after. But I remember as a kid, playing a crazy version in the arcade where.... bizarre stuff happened. I can't remember everything specifically, but I do remember that when you did Balrogs sliding lunge punch, 3 of Ryu/Kens fireballs would also shoot out.
Anyone even ever heard of this?
SF2 has 12 characters, 8 selectable and 4 mastersCome on dude, what are you taking about.
SF2 had eight characters, two of which were near enough clones. You couldn't choose the same character without entering a code. It had game breaking bugs. It had no practice mode or combo challenge or survival. PAL territories suffered from a terrible conversion.
SFV launched with 16 unique characters, 4 of which are completely new and 4 of which haven't been in a mainline street fighter title for 18 years.
So while you might be sad at the lack of arcade mode, saying that sf2 objectively offers "the better package" is pure garbage.
This could be something here on the Gaf may be able to solve. This has baffled me for years.
So I had this on the SNES and played a couple of variations after. But I remember as a kid, playing a crazy version in the arcade where.... bizarre stuff happened. I can't remember everything specifically, but I do remember that when you did Balrogs sliding lunge punch, 3 of Ryu/Kens fireballs would also shoot out.
Anyone even ever heard of this?
I do wonder if a fighting game as straight forward as SF2 could be successful now. I don't necessarily mean easy combos etc like SFV, just getting rid of all the meters and subsystems that populate modern fighting games. I've been playing a lot of Guilty Gear recently and while it is super fun it is also rather convoluted.
Mods, AmyS seriously needs a tag! "Video game historian" or something
Anyway, I was just playing World Warrior yesterday. I play it somewhat regularly. I own the SNES cartridge but still play the version on Capcom Classics Collection more since it's much closer to arcade perfection.
There are a lot of little things I love about this game as opposed to the sequels (although I love all games in the Street Fighter II series):
- Guile's jab re-dizzy combos. Oh yea.
- Ryu's stage seemingly having a "sunset" color scheme rather than a night color scheme as it does in future entries
- Sagat's stage has a PALM TREE. I miss the palm tree :-(
- Dictator's portrait is all red. He looks really evil :-D
- Chun-Li's outfit is orange (-ish) in the portrait for apparently no reason, because her in-game sprite has the iconic blue outfit.
- Ryu and Ken have hideous smiles in their "fist raised" victory pose, LOL
- Combos dizzy very easily, and do a lot of damage
- Gimped 'Gief because he only has the 3P Lariat, which stays in place (you can't move)
- And much, much more.
And the best thing is, that it's still a joy to play, 26 years later.
It's also Street Fighter franchise 30th Anniversary this August.
I'm only counting playable characters as unplayable opponents don't really count towards the "value proposition" of a fighter. But if you want to include them, sure, and let's include the 12/13 unplayable opponents in SFV's story mode too.SF2 has 12 characters, 8 selectable and 4 masters
WW Gief is one of the best Giefs because of the minimal push-back on SPD.
Series died for me at 3 and it's iterations.Series died at 3rd Strike for me. Anyone agree?.
You mean a game that anyone could play with out having to worry about 17 hit combos, v triggers, ultimates, supers, juggles.I do wonder if a fighting game as straight forward as SF2 could be successful now. I don't necessarily mean easy combos etc like SFV, just getting rid of all the meters and subsystems that populate modern fighting games. I've been playing a lot of Guilty Gear recently and while it is super fun it is also rather convoluted.
LMAO... Just how bad was the Amiga version?
I guess I can check out a video on YouTube. Maybe I shouldn't :-D
The Third Strike hate brigade has arrived and is fully loaded up on crazy pills I see.
On topic; Street Fighter 2 and Mega man X are probably the most critically formative games of my life; it cannot be stated enough how important this game is to me.
Third Strike is fuckin incredible though and I don't know what you haters are smoking.
I'm only counting playable characters as unplayable opponents don't really count towards the "value proposition" of a fighter. But if you want to include them, sure, and let's include the 12/13 unplayable opponents in SFV's story mode too.
You mean a game that anyone could play with out having to worry about 17 hit combos, v triggers, ultimates, supers, juggles.
A game like SF2? Absolutely, it's no surprise the more complex the genre got the more people stopped purchasing the games.
I dig SFIII3S because of its art, music, and aesthetic but I'm sure if I played it competitively I would like the game less, lol.
Knew I should have added more to my post before that old argument was used. Divekick is fun to play with a buddy for 15 minutes but that's about it.You can't get anywhere with that argument. Clearly SFV has more content but once you get people to concede that they'll simply move the goal posts and say "Well, it should have more content. It was released in 2016 for $60. But it was still too little compared X game I also don't play."
No, it wouldn't be more successful. Otherwise Divekick would be the best selling fighting game of all time.
SF2 is too complex for most people now. Street Fighter 2 was a success because it was revolutionary, not because it was simple. The fighting game genre took a big hit, in general, when arcade games didn't automatically have the most powerful hardware. Spending all your power on two characters and a background using superior arcade hardware vs. spending it on a character and an entire level using an SNES or PS1 hardware made arcade fighting games the best looking games, period. Once console hardware became the best, aside from PC, and AAA games were born fighting games lost the hook they had on casual players. That has a lot to do with the shrinking prevalence of fighting games.
Guys, no throws, they're cheap.
I have vivid memories of my time with SF2. I've seen fights break out over "cheap" tactics, lines taking 30 mins to get through, and the explosion of the fighting genre. Nobody really played Zangief, and so many people thought Ken was better than Ryu. Figuring out how to play and eventually winning against people was the best part of my childhood.
It is absolute atrocious, demonic shit of the worst kind. It fails to come within a hundred thousand miles of what makes the arcade version so great. It looks bad, it sounds worse. It's hurtfully, achingly bad. And then on top of that, I think of little 12 year-old me, excitedly unwrapping it on Christmas morning, eagerly loading it up .... fuck.
It's rumoured that US Gold weren't given any source code to port for the Amiga version, so had to recreate it by taking off-screen photographs, recording sounds and guessing how the game actually worked. If you play it, you'll find that all too believable.
Watch at your own risk: https://www.youtube.com/watch?v=O8biwhjXvjo
That's another thing, would there have ever been six-button controllers for home consoles, were if not for SF2? What other game of the time needed one?
Was the SNES controller designed, in part, to support ports of SF2? I wouldn't be surprised.
The snes was originally released in japan in 1990 so no
Shame. I'm pretty sure Megadrive/Genesis got it's 6-button pad as a direct response to SF2. Wasn't it bundled with the machine/game at some point?
Anybody remember using the gamesgenie for the SNES to alter the game? I remember getting my EGM every month and hoping there would be some code to play as the bosses. Well one say I got my magazine and there was. It was a headline in the magazine actually.
It worked, kind of. You could play as the bosses but I remember the bosses were messed up and it actually crashed the game. It was fun for the 5 minutes it worked though.
Looks top quality in my eyes.It is absolute atrocious, demonic shit of the worst kind. It fails to come within a hundred thousand miles of what makes the arcade version so great. It looks bad, it sounds worse. It's hurtfully, achingly bad. And then on top of that, I think of little 12 year-old me, excitedly unwrapping it on Christmas morning, eagerly loading it up .... fuck.
It's rumoured that US Gold weren't given any source code to port for the Amiga version, so had to recreate it by taking off-screen photographs, recording sounds and guessing how the game actually worked. If you play it, you'll find that all too believable.
Watch at your own risk: https://www.youtube.com/watch?v=O8biwhjXvjo
Amiga and DOS players were much better off playing Body Blows.