....that played inferior thanks to the bad 3DO-Pad. And it is 3DO, not 3D0.
Stands for 3DVideO. Granted, stupid name.
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You usually abbreviate with the first letter of each word, for example:
Super Street Fighter II Turbo High Definition Remix = SSFIITHDR
3-Doh should then be 3DV instead.
I know, but you usually donīt bring a console for others to license either. And you donīt do 8365 Army Men games when you see that each and everyone of it sucks and brings the company near bankrupcy.
So whatīs normal about 3DO?
At least they were punished in the end.
Hey, it has Return Fire!
fighters are one of those genres that they overproduce, that everyone loves, but I hate. Just like FPSs and RPGs.
and if your trying to get new gamers into playing oldschool games, fighters just aren't the best genre, because they generally make old systems look weaker than they actually are.
Rusty, I like you, I like everyone with such an avatar....
but if you speak bad about the glorious Street Fighter II, Iīll have to call you and sing Do the limbo-dance to you!
Or even worse, Iīll take you hostage and play the whole album of Hulk Hogan and the Wrestling Boot Traveling Band!!!
I'll make you listen to "Macho Man" Randy Savage's rap album. OH YEEEEEAAAH
I'm sorry, but any game that requires that many tweaks and revisions within the first year or two of release can't be that wonderful. Tweaked a kick here, red fireball there...and don't even get me started on "Super"...
Plus I hold the opinion that SF2, and its popularity, degraded arcade innovation that much more. After SF2 took off the arcades here became nothing but a collection of various fighter games.
That doesn't really leave much option for those who don't want to get our asses handed to us in 25 seconds by some dude who plays SF2 all damn day.
Nobody says SF II needed the revisions; Capcom did them because the market was there and stupid people would buy any little update they could get their hands on. The original SF II: The World Warrior was fine enough not to be revised, but itīs made by Capcom; of course they would not waste such a chance to make ca$h!
About the arcades....true that after SF II the market was flooded with fighting games. But since there are no arcades in Germany that is unimportant anyway.:)
The original SF II: The World Warrior was fine enough not to be revised
No. :)
The real problem was Capcom's knee-jerk reactions in releasing Turbo & vanilla SSF2, the former to combat the flooded market of CE hacks, the latter to combat the impending release of "Mortal Kombat II". Those two were the ones that really wore people out. Imagine how much more of a hit Super Turbo would've been without the existence of those two, an official speed hack of CE and a slow, incomplete beta of Super Turbo.
I got to say that there was no other reason to make SFII CE other than to battle it out with Mortal Kombat like Aarzak said above. They were filling the marketing gap with SFII CE, Turbo, and all the other ones when they should have probably just concentrated on SSFII and made it a whole lot better.
I love Ryu even though I can't master his moves besides the regular Hadouken.
What exactly do you mean by slow?
What exactly do you mean by choppy?
Street fighting games continued to get faster, with many games offering speeds so fast that they compromise gameplay.
Street fighting games have more sprite animation than pretty much any other genre. SFIIWW probably had the highest amount of real sprite/character animation of any game when it was released. But the bar was raised to ridiculous levels by other fighting games that came after it for the next 6+ years. Particularly by Capcom themselves with games like the X-Men/VS series and SFIII.
Sprite animation in any game that the player controls a character (like platformers and street fighters) limits the gameplay. If you have to wait for 8 frames of animation to play out to turn your character around, it plays infinitely worse than a mirrored sprite like in early Super Mario Bros games.
Also, what are these fluidly animated 8-bit games that trounce SFII in player/character animation?
Could you please give some examples of street fighting games, platformers or shooters from the 16-bit era that aren't all locked in at 60fps?
What are these platformers that have better animation than street fighting games? Someone sited Sonic 3 in the past as well animated, but Sonic has fewer frames than a single character in a Capcom Vs game and no other sprites are as animated as he is (except maybe Tails or Knuckles, but thats still only 3 characters).
Even if Sonic had ten times as many frames, a single Sonic frame does not equal a single street fighting player frame. Its like comparing an explosion sprite frame to a platformer character sprite frame. Aside from the major bump in price to have a talented animator (required to) animate detailed street fighting characters over the price to have the same animator do the simple Sonic sprite, you could just get a budget animator to do the Sonic frames no problem.