Street Fighter Deck Building Game Solicitation

Total Page:16

File Type:pdf, Size:1020Kb

Street Fighter Deck Building Game Solicitation Order Due Date: 6/17/13 Release Date: Late 2013 Street Fighter Deck-building Game Game Contents • 221 Game Cards • 14 Oversized Hero Cards • 1 Rulebook Game Summary: In the CapCom® Street Fighter™ Deck-building Game, you take on the role of Ryu, Ken, Chun-Li, Balrog, M. Bison or one of the other well-known characters as you travel to exotic locales seeking new challenges! While you begin armed only with basic combat maneuvers, you will add new, more powerful cards to your deck as you go, with the goal of defeating as many Stage Bosses as you can. Each player starts with their own basic 10 card deck and draws a hand of five cards each turn. Power is the currency you will use to buy new, stronger cards to add to your deck. The goal of a deck-building game is to craft your personal deck into well-oiled machine. There are five different types of cards that can be acquired: Villains, Heroes, Equipment, Super Powers, and Locations. A large, central stack of cards supplies a five-card “Line-Up” from which players make their purchases. Each player will always have five cards to choose from each turn, so every turn there are new options and new surprises. When a player has amassed enough Power, he or she may attempt to defeat the current Stage Boss. When a Stage Boss is attacked, it retaliates against the attacker! With Street Fighter, the action is often one-on-one. Players can defend themselves with Defense cards like Chun-Li’s Bracelets and Electric Thunder. Each player also has access to a special Ultimate card that is one of their character’s signature maneuvers. In the end, the player who has accumulated the most Victory Points from the cards in his or her deck wins the game. Key Selling Points • Play as Ryu, Ken, Chun-Li, Balrog, M. Bison, and many more. Fourteen playable characters! Each Street Fighter character has a unique special ability that will open up different strategies to the player. Follow that strategy or break away with a plan of your own. ©2013 Cryptozoic Entertainment. 16279 Laguna Canyon Road, Irvine, CA 92618. All Rights Reserved. ©CAPCOM U.S.A., ALL RIGHTS RESERVED. • Fully compatible with previous and future Cerberus Engine: Heroes game releases! • Card combos, strategy, and fun abound in this game where every card is a well-known, fan-favorite card with amazing art from the Street Fighter universe! • Easy to learn, fun for all ages. Marketing Support • Online media advertising on consumer and retail trade sites including boardgamegeek.com and ICV2.com. • Game reviews and press coverage across major hobby, comic and gaming media outlets to support game launch. • Heavily promoted at major gaming and hobby events throughout the year including GenCon and PAX Prime via live play demos and promo card giveaways. • Review copies sent to online media ranging from enthusiast outlets (hobby gaming, comic and general pop culture) to video game outlets (GameSpot, IGN, Kotaku) for expanded consumer exposure. • Launch expanded product page Cryptozoic.com and constant online media presence on the Cryptozoic Entertainment Facebook page to announce game, run special promotions and introduce new cards and artwork on a continued basis up until launch • Cross-promotions with Capcom Entertainment via giveaways, contents and announcements on the Capcom website and Street Fighter Facebook page and at conventions/special events. • Exclusive gameplay promo cards that will be distributed via events and special consumer and retail promotions. At a Glance: • Number of Players: 2 – 5 • For Ages: 15 and up • Playing Time: 30 – 45 minutes Ordering Information: Available to ship: North America Item Contents UPC ISBN MSRP Preliminary Description Dimensions Game • 221 Game Cards 978-1-61768-287-2 $40.00 12.25”x8”x3” (31.1 cm x 20.3 • 14 Oversized cm x 7.6 cm) 2 Hero Cards lbs (.9 kg) • 1 Rulebook Game Case 6 Games/Case NA $240.00 18.9"x 12.8"x 1.2" (48x32.5x22cm) 12.2lbs (5.5kg) ©2013 Cryptozoic Entertainment. 16279 Laguna Canyon Road, Irvine, CA 92618. All Rights Reserved. ©CAPCOM U.S.A., ALL RIGHTS RESERVED. .
Recommended publications
  • Street Fighter
    STREET FIGHTER by Luis Filipe Based on Capcom's videogame "Street Fighter II" Copyright © 2019 This is a fan script [email protected] OVER BLACK. All we hear is the excited CHEER of a crowd. Hundreds of voices roaring in unison, teasing something to come. Under those voices, there is also the rhythmic sound of TRAMPLES on the floor that sound like drums. CUT TO: INT. CORRIDOR - NIGHT A dirty, dimly lit corridor. A few meters ahead, a beam of light leaks through a door that gives access to another scenario. Standing in the corridor hidden in total shadow, a barefoot MAN attired in a white karate gi uniform tightens a black martial arts BELT. We do not see his face. The cheer continues, seeming to be coming from beyond that door in the hallway. After putting on the belt, the man takes a pair of RED GLOVES from his duffel bag, which is on a bench beside him. He wears them calmly. Finally, he also grabs a RED HEADBAND from the bag and ties it around his head. All this is almost ritualistic for him. When completed, the mysterious man walks toward the corridor door where comes the intense light. INT. STREET FIGHTER ARENA - NIGHT A large warehouse-like room. Wooden boxes surround the boundaries of the fighting area. And behind these boxes are the spectators, some sit in stands and others stand on feet. Our mysterious man comes in, revealing his face for the first time: RYU. A Japanese experienced martial artist. The audience goes wild to see him there.
    [Show full text]
  • Acquiring Literacy: Techne, Video Games and Composition Pedagogy
    ACQUIRING LITERACY: TECHNE, VIDEO GAMES AND COMPOSITION PEDAGOGY James Robert Schirmer A Dissertation Submitted to the Graduate College of Bowling Green State University in partial fulfillment of the requirements for the degree of DOCTOR OF PHILOSOPHY August 2008 Committee: Kristine L. Blair, Advisor Lynda D. Dixon Graduate Faculty Representative Richard C. Gebhardt Gary Heba © 2008 James R. Schirmer All Rights Reserved iii ABSTRACT Kristine L. Blair, Advisor Recent work within composition studies calls for an expansion of the idea of composition itself, an increasing advocacy of approaches that allow and encourage students to greater exploration and more “play.” Such advocacy comes coupled with an acknowledgement of technology as an increasingly influential factor in the lives of students. But without a more thorough understanding of technology and how it is manifest in society, any technological incorporation is almost certain to fail. As technology advances along with society, it is of great importance that we not only keep up but, in fact, reflect on process and progress, much as we encourage students to do in composition courses. This document represents an exercise in such reflection, recognizing past and present understandings of the relationship between technology and society. I thus survey past perspectives on the relationship between techne, phronesis, praxis and ethos with an eye toward how such associative states might evolve. Placing these ideas within the context of video games, I seek applicable explanation of how techne functions in a current, popular technology. In essence, it is an analysis of video games as a techno-pedagogical manifestation of techne. With techne as historical foundation and video games as current literacy practice, both serve to improve approaches to teaching composition.
    [Show full text]
  • Adjustment Description Alterations to V-Shift's
    Adjustment Description Abilities granting invincibility or armor from the 1st frame, as well as low- risk or high-return moves invincible to throws have all been adjusted to have less effective throw invincibility. Alterations to V-Shift's Considering V-Shift's offensive and defensive capabilities, normal throws offensive/defensive should have enough impact to reliably handle V-Shifts, but characters with capabilities the invincible abilities mentioned above had an easy way to deal with throws and strikes. This gave their defense such a strong advantage that offensive opponents struggled against it. These adjustments seek to correct this issue. These general adjustments are a continuation of previous adjustments. Improvements to While V-Skills and V-Triggers have already been adjusted overall, players infrequently used V-Triggers tend to use one V-Skill and V-Trigger over the other, so we have further and V-Skills strengthened the techniques themselves and the moves that rely on their input. Some characters have been rebalanced in light of previous adjustments. We have buffed characters who were lacking in strength or who were Rebalancing of some largely left alone in previous adjustments. characters Characters with downward adjustments have not had their moves altered significantly; rather, the risks and returns of moves have been properly balanced. Balance Change Overview We've adjusted Nash's close-quarters attack, standing light kick, to yield more of an advantage on hit, and we have further improved Nash's impressive mid to long-distance combat. Standing light kick was previously adjusted to have faster start-up and to be easier to land, but we noticed that it didn't grant the same rewards as it did for other characters.
    [Show full text]
  • Cgcopyright 2013 Alexander Jaffe
    c Copyright 2013 Alexander Jaffe Understanding Game Balance with Quantitative Methods Alexander Jaffe A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: James R. Lee, Chair Zoran Popovi´c,Chair Anna Karlin Program Authorized to Offer Degree: UW Computer Science & Engineering University of Washington Abstract Understanding Game Balance with Quantitative Methods Alexander Jaffe Co-Chairs of the Supervisory Committee: Professor James R. Lee CSE Professor Zoran Popovi´c CSE Game balancing is the fine-tuning phase in which a functioning game is adjusted to be deep, fair, and interesting. Balancing is difficult and time-consuming, as designers must repeatedly tweak parameters and run lengthy playtests to evaluate the effects of these changes. Only recently has computer science played a role in balancing, through quantitative balance analysis. Such methods take two forms: analytics for repositories of real gameplay, and the study of simulated players. In this work I rectify a deficiency of prior work: largely ignoring the players themselves. I argue that variety among players is the main source of depth in many games, and that analysis should be contextualized by the behavioral properties of players. Concretely, I present a formalization of diverse forms of game balance. This formulation, called `restricted play', reveals the connection between balancing concerns, by effectively reducing them to the fairness of games with restricted players. Using restricted play as a foundation, I contribute four novel methods of quantitative balance analysis. I first show how game balance be estimated without players, using sim- ulated agents under algorithmic restrictions.
    [Show full text]
  • Black Characters in the Street Fighter Series |Thezonegamer
    10/10/2016 Black characters in the Street Fighter series |TheZonegamer LOOKING FOR SOMETHING? HOME ABOUT THEZONEGAMER CONTACT US 1.4k TUESDAY BLACK CHARACTERS IN THE STREET FIGHTER SERIES 16 FEBRUARY 2016 RECENT POSTS On Nintendo and Limited Character Customization Nintendo has often been accused of been stuck in the past and this isn't so far from truth when you... Aug­22 ­ 2016 | More ­> Why Sazh deserves a spot in Dissidia Final Fantasy It's been a rocky ride for Sazh Katzroy ever since his debut appearance in Final Fantasy XIII. A... Aug­12 ­ 2016 | More ­> Capcom's first Street Fighter game, which was created by Takashi Nishiyama and Hiroshi Tekken 7: Fated Matsumoto made it's way into arcades from around late August of 1987. It would be the Retribution Adds New Character Master Raven first game in which Capcom's golden boy Ryu would make his debut in, but he wouldn't be Fans of the Tekken series the only Street fighter. noticed the absent of black characters in Tekken 7 since the game's... Jul­18 ­ 2016 | More ­> "The series's first black character was an African American heavyweight 10 Things You Can Do In boxer." Final Fantasy XV Final Fantasy 15 is at long last free from Square Enix's The story was centred around a martial arts tournament featuring fighters from all over the vault and is releasing this world (five countries to be exact) and had 10 contenders in total, all of whom were non­ year on... Jun­21 ­ 2016 | More ­> playable. Each character had unique and authentic fighting styles but in typical fashion, Mirror's Edge Catalyst: the game's first black character was an African American heavyweight boxer.
    [Show full text]
  • Instruction Booklet
    CAPCOM ENTERTAINMENT, INC., 800 Concar Drive, Suite 300, San Mateo, CA 94402 © CAPCOM CO., LTD. 2006, 2008 ALL RIGHTS RESERVED. Wii development by Ready At Dawn Studios LLC. CAPCOM and the CAPCOM LOGO are registered trademarks of CAPCOM CO., LTD. ŌKAMI is a trademark of CAPCOM CO., LTD. The typefaces included herein are solely developed by DynaComware. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are owned by their respective owners. www.capcom.com/okami PRINTED IN USA INSTRUCTION BOOKLET ESRB on Front: 14 x 21 mm OKAMI: Wii Manual Cover - Round 5 Prepared by Eclipse Advertising on: February 28, 2008 PLEASE CAREFULLY READ THE Wii™ OPERATIONS MANUAL COMPLETELY BEFORE USING YOUR Wii HARDWARE SYSTEM, GAME DISC OR ACCESSORY. THIS MANUAL CONTAINS IMPORTANT The Official Seal is your assurance that this product is licensed or manufactured by HEALTH AND SAFETY INFORMATION. Nintendo. Always look for this seal when buying video game systems, accessories, games and related products. IMPORTANT SAFETY INFORMATION: READ THE FOLLOWING WARNINGS BEFORE YOU OR YOUR CHILD PLAY VIDEO GAMES. Dolby, Pro Logic, and the double-D symbol are trademarks of Dolby Laboratories. Manufactured under license from Dolby Laboratories. WARNING – Seizures This game is presented in Dolby Pro Logic II. To play games that carry the Dolby Pro Logic II logo in surround sound, you will need a Dolby Pro Logic II, Dolby Pro Logic or Dolby Pro Logic IIx receiver. These • Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or receivers are sold separately.
    [Show full text]
  • 4. the Street Fighter Lady
    4. The Street Fighter Lady Invisibility and Gender in Game Composition Andy Lemon and Hillegonda C Rietveld Transactions of the Digital Games Research Association December 2019, Vol. 5 No. 1, pp. 107-133. ISSN 2328-9422 © The text of this work is licensed under a Creative Commons Attribution — NonCommercial –NonDerivative 4.0 License (http://creativecommons.org/licenses/by-nc- nd/ 2.5/). IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights ABSTRACT The international success of Japanese game design provides an example of the invisibility of female game composers, as well as of gendered identification in game music production and sound design. Yoko Shimomura, the female composer who produced the iconic soundtrack for the 1991 arcade game, Street Fighter II (Capcom 1991), seems to have been invisible to game developers and music producers, which is partly due to the way in which the game is credited as a team effort. Regardless of their personal gender identity, game composers respond to themed briefs by 107 108 The Street Fighter Lady drawing on transnational musical ideas and gendered stereotypes that resonate with the Global Popular. Game music, as imagined as suitable for hyper-masculine game arcades, seems to draw on a masculinist aesthetic developed in Hollywood compositions. In turn, Street Fighter II’s music and the competitive game culture of arcade fighting games has been interwoven with masculinist music scenes of hip-hop and grime. The discussion of the music of Street Fighter II and the musical versions it inspired, nevertheless highlights that although seemingly simplified gendered stereotypes are reproduced within the game, gender identification itself can be complex within the context of game music composition.
    [Show full text]
  • Onimusha Soul” for Pcs and Smartphones - Aiming for More Growth in the Online Content Business Through the Multiple Use of Popular Titles
    March 9, 2012 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom Announces Entry in the Growing Browser Game Market First Title will be “Onimusha Soul” for PCs and Smartphones - Aiming for more growth in the online content business through the multiple use of popular titles - Capcom Co., Ltd. (Capcom) is pleased to announce that the launch date of“Onimusha Soul”, the company’s first browser game, will be June 28, 2012. “Onimusha” is a series of samurai survival action game. Set in the Warring States period of Japan, the games require young swordsmen to advance while slaying enemies and solving mysteries. The first title was “Onimusha”, a game for the “PlayStation®2” that made its debut in 2001 and became the first million seller. Cumulative sales of all “Onimusha” titles were 7.9 million units at the end of December 2011, making this one of Capcom’s most successful series of games. In recent years, the pachislo versions of “Onimusha 3” and “Onimusha: Dawn of Dreams” have also become big hits. “Onimusha Soul” is a Sengoku simulation RPG based on the characters that appear in “Onimusha” series. Each player is a daimyo (feudal lord) of one of the warring states. Players use their powers to achieve the growth of their respective states and train military commanders as they fight with other players. “Onimusha Soul” also allows players to enjoy an original story. The game is easy to play as it offers two unique advantages of browser games.
    [Show full text]
  • PSP UGNG Manual.Pdf
    BOOKLET - PSP 2 PANEL 4 PAGE 1/8" BLEED ZONE A0030.02 FLAT: 6.688" x 6.75" 1/16" SAFETY ZONE FINISHED: 3.375" x 0.0" x 6.688" PRINT/TEXT ZONES 01/21/05 6.688" capcom.com/psp 3.375" 3.375" 6.75" ugng psp final.qxd 6/14/06 9:28 AM Page ii For safe use of this product, carefully read the following section of this manual and the Precautions section of the instruction manual supplied with the PSP (PlayStation®Portable) entertainment system before use. Retain both this software manual and the instruction manual for future reference. CONTENTS Health precautions • When operating the unit, play in a well-lit room and keep a safe distance from the screen. • Avoid prolonged use of the system. Take a break of about 15 minutes during GETTING STARTED 2 every hour of play. • Do not use the system when you are tired or short of sleep. • When using headphones, do not turn the volume up before putting the headphones on. Also, do STARTING UP 3 not listen at loud volume levels for extended periods of time. Stop using the system immediately if you experience any of the following symptoms. If the condition persists, ARTHUR’S ULTIMATE TEST! 4 consult a doctor. • Lightheadedness, nausea, or a sensation similar to motion sickness. GETTING INTO THE GAME 6 • Discomfort or pain in the eyes, ears, hands, arms, or any other part of the body. Use and handling precautions GAME RULES 8 • This disc is PSP™ (PlayStation®Portable) format software and is intended for use with the SCREEN LAYOUT 9 PSP system only.
    [Show full text]
  • Capcom Cheats
    Capcom cheats For Marvel vs. Capcom: Clash of Super Heroes on the Arcade Games, GameFAQs has 40 cheat codes and secrets. For Capcom Classics Collection Reloaded on the PSP, GameFAQs has 41 cheat codes and secrets.​Kai · ​ The Battle of Midway · ​Ghosts 'n Goblins · ​ Capcom: Clash of Super Heroes: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for Marvel vs. Capcom: Clash of. Capcom: Clash of Super Heroes Cheats - PlayStation Cheats: This page contains a list of cheats, codes, Easter eggs, tips, and other secrets for. Play as Lilith. At the character selection screen, highlight Zangief, then press Left(2), Down(2), Right(2), Up(2), Down(4), Left(2), Up(4), Right, Left, Down(4). The best place to get cheats, codes, cheat codes, hints, tips, tricks, and secrets for the PlayStation (PSX). Capcom: Clash Of The Super Heroes EX Edition. Find all our Marvel vs. Capcom Cheats for Arcade. Plus great forums, game help and a special question and answer system. All Free. Asgard: Beat Arcade Mode eight Times Danger Room: Beat Arcade Mode once. Demon Village: Beat Arcade Mode Four Times Fate of the Earth: Beat Arcade. Marvel vs. Capcom Dreamcast Play as Lilith Morrigan: At the Character Selection screen, highlight Zangief and press Left (2), Down (2), Right (2), Up (2), Down. For Capcom Arcade Cabinet on the Xbox , GameRankings has 59 cheat codes and secrets. Cheats, codes, passwords, hints, tips, tricks, help and Easter eggs for the Sega Dreamcast game, Marvel Vs. Capcom: Clash of Super Heroes. The latest Dead Rising: Off The Record DLC pack adds various cheat modes to Capcom's re-tooled zombie sequel.
    [Show full text]
  • Capcom to Bring Classic Titles Such As “SONSON” to the Wii Via Virtual
    July 16th, 2010 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 Tokyo - Osaka Stock Exchange) Capcom to bring classic titles such as SONSON to the Wii “ ” via Virtual Console Arcade - Arcade favorites make their long-awaited return - Capcom Co., Ltd. (Capcom) is pleased to announce the regular release of classic arcade games that will be available for download and play on the Nintendo Wii “Virtual Console Arcade”. The first title scheduled for release is “SonSon”, a shooting game inspired by the Chinese fable “Journey to the West”. Originally released in 1984 for the arcade market, subsequent releases on home consoles and on the mobile phone platform have contributed to its status as a long-selling title. As it supports two-player simultaneous play with the Wii Remote, this title will appeal to fans of the original as well as the core Wii audience. Capcom plans to follow up the release of “SonSon” this summer with regular additions of its classic titles to the Virtual Console Arcade. Lately, the market for downloadable content over the online marketplace has been growing at a rapid rate, starting from PC online games and expanding to include the home consoles as well. Recognizing this growth, Capcom is striving to become a leading company in the online business sector. We hope to utilize our vast library of game titles to aggressively break into the digital distribution market (sales through downloadable content), assuring stable and long-term profit gain. Capcom will continue our commitment to maximize the value of our games across multiple platforms.
    [Show full text]
  • Street Fighter 11: the Origid Warrior
    Michael Chang STS 145 Game Review February 22,2001 Street Fighter 11: The Origid Warrior A young malesees the letters “SF” together and thinks not of the Golden Gate Bridge or Ghirardelli Square but of a video game. Although SF abbreviates the great city of San Francisco to most, to the young malehanging out in an arcade, SF was an abbreviation not for the city or place but for a lifestyle. To that kid, SF stood for Street Fighter, In particular, that kid and all his friends at school were fascinated by SFII, the sequel to the original but less popular Street Fighter. SF11 launched into arcades everywhere and became one of the most popular and influential games ever. Even after a decade of sequels and literally hundreds of clones, the classic game is still a favorite of the gaming community. Before Street Fighter 11’s time, arcades were dominated by hybrid video games that featured both side-scrolling action and fighting. Such gamesincluded Teenage Mutant Ninja Turtles: The Arcade Game and Final Fight. Capcom and other game developers such as Data East and Konami had long been building games for the one-on-one fighting genre by stripping down the side-scrollers for their most satisfying elements: fighting and beating “bosses” who governed each level. The fighting genre’s game-play still retained the side-scrolling genre’s succession of levels and characters. However, per fighting game level, no obstacles lay beyond or before the boss, and no onscreen weapons or objects cluttered the action. The invention of the genre spawned Yie Ar Kung Fu, Karate Champ, and the original Street Fighter.
    [Show full text]