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Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames Permalink https://escholarship.org/uc/item/5pg3z8fg Author Chien, Irene Y. Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Film and Media and the Designated Emphasis in New Media in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Linda Williams, Chair Professor Kristen Whissel Professor Greg Niemeyer Professor Abigail De Kosnik Spring 2015 Abstract Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames by Irene Yi-Jiun Chien Doctor of Philosophy in Film and Media Designated Emphasis in New Media University of California, Berkeley Professor Linda Williams, Chair Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. -
Dual-Forward-Focus
Scroll Back The Theory and Practice of Cameras in Side-Scrollers Itay Keren Untame [email protected] @itayke Scrolling Big World, Small Screen Scrolling: Neural Background Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Fovea centralis High cone density Sharp, hi-res central vision Parafovea Lower cone density Perifovea Lowest density, Compressed patterns. Optimized for quick pattern changes: shape, acceleration, direction Thalamus Relay sensory signals to the cerebral cortex (e.g. vision, motor) Amygdala Emotional reactions of fear and anxiety, memory regulation and conditioning "fight-or-flight" regulation Familiar visual patterns as well as pattern changes may cause anxiety unless regulated Vestibular System Balance, Spatial Orientation Vestibulo-Ocular Reflex Natural image stabilizer Conflicting sensory signals (Visual vs. Vestibular) may lead to discomfort and nausea* * much worse in 3D (especially VR), but still effective in 2D Scrolling with Attention, Interaction and Comfort Attention: Use the camera to provide sufficient game info and feedback Interaction: Make background changes predictable, tightly bound to controls Comfort: Ease and contextualize background changes Attention The Elements of Scrolling Interaction Comfort Scrolling Nostalgia Rally-X © 1980 Namco Scramble © 1981 Jump Bug © 1981 Defender © 1981 Konami Hoei/Coreland (Alpha Denshi) Williams Electronics Vanguard -
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. -
Street Fighter X Tekken Pc Download Street Fighter X Tekken
street fighter x tekken pc download Street Fighter X Tekken. The long awaited dream match-up between the two leaders in the fighting genre becomes a reality. Street Fighter X Tekken delivers the ultimate tag team match up featuring iconic characters from each franchise, and one of the most robust character line ups in fighting game history. With the addition of new gameplay mechanics, the acclaimed fighting engine from Street Fighter IV has been refined to suit the needs of both Street Fighter and Tekken players alike. DREAM MATCH UP � Dozens of playable characters including Hugo, Ibuki, Poison, Dhalsim, Ryu, Ken, Guile, Abel, and Chun-Li from Street Fighter as well as Raven, Kuma, Yoshimitsu, Steve, Kazuya, Nina, King, Marduk, and Bob from Tekken. REAL-TIME TAG BATTLE � Fight as a team of two and switch between characters strategically. FAMILIAR CONTROLS � In Street Fighter X Tekken, controls will feel familiar for fans of both series. JUGGLE SYSTEM � Toss your foes into Tekken-style juggles with Street Fighter X Tekken�s universal air launching system. CROSS ASSAULT � By using the Cross Gauge, a player can activate Cross Assault and attack with both of their characters at the same time. SUPER ART � Using the Cross Gauge you can immediately unleash a Super Art. Ryu�s famed Shinku Hadoken, Kazuya�s Devil Beam as well as the Tekken characters all have original Super Art techniques. ROBUST ONLINE MODES � In addition to the online features from Super Street Fighter IV, Street Fighter X Tekken features totally upgraded online functionality and some new surprises. Game mode: single / multiplayer Multiplayer mode: Internet Player counter: 1-2. -
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. -
Pots Style Compilation
CHARACTER MAIN THEME STAGE STORY FIGHT 1 STORY FIGHT 2 BOSS (FAKE) FINAL BOSS (SECRET) FINAL BOSS Nightmare Geese; THEME: Kyo; THEME: Esaka Ken; THEME: Stage of God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Reinterpretation (Ryu Suzaku Castle (Japan) Akuma THEME: Theme Ryu Forever (Kyo Kusanagi) Capcom - Street Fighter God [CvS2] STAGE: Osaka original/non-arrange ver] Stage) [SSFIIT HDR] [SSFFIIT HDR] of Akuma [SFIV] [KOF97] Remix [CvS2] [CvS2] STAGE: Geese Tower - Inner Sanctum [RBFFS] Nightmare Geese; THEME: Mai; THEME: "Floating" Cammy; THEME: M. Bison; THEME: God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Street Market (Chun-Li on a Fantasy for Chun-Li Beijing (China) [SFA2] Theme of Cammy Theme of M. Bison God [CvS2] STAGE: Osaka original/non-arrange ver] Stage) [SSFIIT HDR] Yvonne Lerolle (Mai [SFIV] [SFIV] [CvS2] STAGE: Geese Tower - Inner Shiranui Stage) [FF3] Sanctum [RBFFS] Charlie; THEME: Rugal; THEME: The ЯR Nightmare Geese; THEME: Decisive Bout - Theme (Rugal Bernstein) M. Bison; THEME: God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Guile Stage [Street Ghost Valley, Nevada Guile of Charlie [SFA3] [KOF98] STAGE: The Theme of M. Bison God [CvS2] STAGE: Osaka original/non-arrange ver] Fighter Tribute Album] (USA) [SFA3] STAGE: Frankfort Black Noah (round 1) [SFIV] [CvS2] STAGE: Geese Tower - Inner Hangar (USA) [SFA3] [KOF94] Sanctum [RBFFS] Nightmare Geese; THEME: God Rugal; THEME: The Lord Soy Sauce for Geese [FFS Theme of Sakura Setagaya-ku Ni-chome, Karin; THEME: Theme Yuri; THEME: Diet (Yuri Ryu; THEME: Ryu -
Company Profile Nov-2003
COMPANYCOMPANY PROFILEPROFILE NOVNOV--20032003 Character Samanosuke by (c)Fu Long Production, (c)CAPCOM CO., LTD. 2004 ALL RIGHTS RESERVED. Onimusha 3 Market Overview ◆◆ ProspectProspect ofof GameGame MarketMarket ■ Globalization of Game Market ■ Market Projection for Console software (Unit: Millions of Copies) (1) Continuous growth in U.S. and European markets 400 346 350 3313 ① 301 272 Harvest time for software publishers in U.S. market 300 253 242 ② 250 Promising harvest time till CY2005 for software 200 publishers in European market due to late introductions 150 100 50 (2) Moving toward on-line game software market 0 2000 2001 2002 2003E 2004E 2005E ① Establishment of infrastructure for network North America Europe Japan Next-generation environments facilitates on-line gaming ※E: Estimate ※Source: “IDG Report” ② On-line gaming proliferation helps more users to access ■ Market Projection for On-line gaming (Worldwide basis (3) Market expansion through more mobile phone users in the including PC ) (Unit: Millions of U.S. dollars) 600 market 528 478 500 Mobile phone to be another platform for entertainment 408 400 334 games 300 255 (4) Exploitation of the potential markets 200 125 ① Asian market as unexplored market 100 ② 0 Release of console hardware as well as software in 2000 2001E 2002E 2003E 2004E 2005E China ※E: Estimate ※Source: “Trends of Information and Communications Industry” 1 Capcom's position in the video game industry FY2002 Financial Results comparison among the Japanese game software companies. (Unit: 100 Millions of Yen) Nintendo Square Koei Namco Sega Capcom Enix Konami Net Sales 5,041 402 268 1,547 1,972 620 218 2,536 Operating Profit 1,001 125 107 94 92 66 46 -218 of Operating Profit 19.9% 31.3% 40.0% 6.1% 4.7% 10.8% 21.0% -8.6% Net Income 672 140 62 41 30 -195 24 -285 *1. -
Dreamcast Fighting
MKII TOURNAMENT ANIMAL CROSSING We continue our Mortal Kombat II CHRONICLES throwdown with the second round of analysis, video and more. Join us as we walk through the days with Samus as she lives her life in the town of Tokyo. PAGE 20 PAGE 37 YEAR 04, NO. 14 Second Quarter 2011 WWW.GAMINGINSURRECTION.COM DREAMCAST FIGHTING GAMES GI SPOTLIGHTS SEGA’S FALLEN VERSUS COMBAT MACHINE contents Columns Features Usual Suspects The Cry of War…....….......….3 Dreamcast fighting games …….4-15 Ready, set, begin ……... 16-19 From the Dungeon…...........3 Mortal Kombat II tournament ..20-24 Retrograde ….………….. 25-28 Beat.Trip.Game. .. .. .. .3 The Strip …....…….…..….29-31 Strip Talk ……………...........29 Online this quarter ….……..32 Otaku ………..…….............30 Retro Game Corner …...34-36 Torture of the Quarter …...36 Animal Crossing Chronicles …………………….….....…37-39 staff this issue Lyndsey Mosley Lyndsey Mosley, an avid video gamer and editor–in-chief journalist, is editor-in-chief of Gaming Insurrection. Mosley wears quite a few hats in the production process of GI: Copy editor, writer, designer, Web designer and photographer. In her spare time, she can be found blogging and watch- ing a few TV shows such as Mad Men, The Guild and Sim- ply Ming. Lyndsey is a copy editor and page designer in the newspaper industry and resides in North Carolina. Editor’s note: As we went to press this quarter, tragedy struck in Japan. Please con- sider donating to the Red Cross to help earthquake and tsunami relief efforts. Thank you from all of the Gaming Insurrection staff. CONTACTCONTACTCONTACT:CONTACT: [email protected] Jamie Mosley is GI’s associate Jamie Mosley GAMING editor. -
Company Profile President's Message
Doc.02 99.9.30 6:31 PM Page H2 1 COMPANY PROFILE PRESIDENT’S MESSAGE A leading company in the amusement have succeeded in producing one hit after advertising and incentive-based consumer industry, Capcom develops, publishes and another, and the release of Resident Evil in promotions such as our innovative Fighters Edge program. distributes a variety of software games for March 1996 established a new genre, both arcade machines and home video "Survival Horror", which is unrivaled by our With the new millennium on the horizon, the business consoles. We also operate amusement competitors. Popular all over the world, the world is on the brink of change. We are entering an age where consumers will have the power of choice. facilities at 47 locations in Japan. Since the outstanding Resident Evil series has Bidding farewell to mass consumption, we will see foundation of the company in May 1979, we contributed enormously to Capcom's growth. the development of an information-centered society have taken a leading role in the entertainment In addition to our existing overseas which contributes to a higher level of customer software industry and have continued to subsidiaries in the United States and Asia, we satisfaction as well as increased environmental awareness. And in the years to come, the world will respond to the demand and expectations of established Capcom Eurosoft in London, continue to change at a faster rate than ever. customers. In March 1991, we achieved the England in July 1998, as a main sales base for top position in the arcade game industry with the European home video game market. -
Capcom and Gungho Launch Co-Developed Title TEPPEN! - Mobile Game Released Globally, Features a Host of Capcom’S Major Series
July 5, 2019 Press Release 3-1-3, Uchihiranomachi, Chuo-ku Osaka, 540-0037, Japan Capcom Co., Ltd. Haruhiro Tsujimoto, President and COO (Code No. 9697 First Section of Tokyo Stock Exchange) Capcom and GungHo Launch Co-Developed Title TEPPEN! - Mobile game released globally, features a host of Capcom’s major series - Capcom Co., Ltd. (Capcom) today announces that TEPPEN, a mobile title jointly-developed with GungHo Online Entertainment, Inc. (GungHo), was released on the App Store and Google Play Store on July 4 in North America and Europe (local times). TEPPEN is further scheduled for release in Japan and Asia at a later date. Developed in collaboration with GungHo, TEPPEN is the ultimate card battle game for mobile devices and features a diverse cast of popular Capcom characters. The game pits players from around the globe against one another in white-hot card battles that are both strategic and fast-paced. The intuitive controls of the real-time system immerse players directly into the thick of battle, where a deep, original story unfolds around lovingly drawn characters from popular series such as Resident Evil, Monster Hunter and Street Fighter. The collaboration brings together Capcom, whose game brands are recognized around the globe, and GungHo, who has built up superior knowhow in the field of mobile games. In-demand, high quality content will be produced by the strengths of each company in planning, development and operations of the title. Going forward, both companies will continue working together on TEPPEN’s development and promotion in order to make the title a success, even setting their sights on expanding into esports. -
Street Fighter Ii
FAZENDO HISTÓRIA: ENTREVISTAMOS FABIO SANTANA, DA CAPCOM REVISTA www.playreplay.com.br O PAU VAI COMER COM STREET FIGHTER II PARA RECORDAR: NO CALOR DA ESTAÇÃO, TROUXEMOS JOGOS DE VERÃO A CASA JAN/FEV15 DO COGUMELO: TOP 5 1/2 MELHORES #01 JOGOS DO NINTENDO 64 EDITORIAL BATERAM UM CONTRA primeira ida ao fliperama a NESTA EDIÇÃO: gente nunca esquece, não é A verdade? A minha foi no co- mecinho da década de 90, beiran- EDITOR-CHEFE do meus 6 anos de idade. Na época, RODRIGO ESTEVAM precisava subir em caixotes pra po- der enxergar a tela inteira! EDITOR / ARTE / REDAÇÃO Duas décadas depois, quem diria, EIDY TASAKA aqui estou eu prestando homena- REVISÃO gens a Street Fighter II, com a mes- PAULA TRAVANCAS ma excitação de uma criança. O tem- po voa, não é verdade? Essa edição da Revista PlayReplay tam- bém celebra o verão e o calor, ao re- cordar os bons tempos de California NOSSO PARCEIRO Games. Além disso, conseguimos uma NESTA EDIÇÃO: baita de uma entrevista com o Fabão Santana, cara rodado nas principais re- vistas de games do Brasil. Tiro meu cha- péu pra ele, principalmente pelo seu trabalho hercúleo nas páginas da revista Gamers! Pra fechar bem, nossos camaradas do A Casa do Cogumelo também entraram na vibe retrô e trouxeram um Top 5 1/2 A CASA DO de jogos que marcaram a trajetória do COGUMELO grandioso Nintendo 64. Essa edição está flamejante! EIDY TASAKA EDITOR E RETRÔ-GAMER COM MUITOS SHORYUKEN NA MENTE 2 SUMÁRIO RETRO-PARADE STREET FIGHTER: BRAZILIAN 04 16 TRIBUTE 05 REVISITAMOS CALIFORNIA GAMES CAPA: ESPECIAL STREET FIGHTER II FAZENDO HISTÓRIA ENTREVISTAMOS FABIO 31 SANTANA, EX-OLD! GAMER, GAMERS, EDGE BRASIL.. -
Toro and Kuro Characters to Appear in “Street Fighter X Tekken”! - Capcom Uses Collaboration with Sony Computer Entertainment to Strengthen Global Operations
September 14, 2011 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) Toro and Kuro Characters to Appear in “Street Fighter X Tekken”! - Capcom uses collaboration with Sony Computer Entertainment to strengthen global operations - Capcom Co., Ltd. (Capcom) is pleased to announce that the popular characters Toro and Kuro of Sony Computer Entertainment Inc. (SCE) will appear to “Street Fighter X Tekken” for the PlayStation 3. “Street Fighter X Tekken” is best known for its well-polished 2D game play, and “Street Fighter IV” is an exemplary addition to the series. And now, based on the “Street Fighter IV” engine, the “TEKKEN” characters will be stepping into the ring to fight. Featuring two on two “Tag Team Fighting”, and together with Battle and Training Modes, this title will push the series beyond its limits. “Street Fighter X Tekken” is a dream fighting game that combines three powerful components: Capcom’s “Street Fighter” series and Namco Bandai Games Inc.’s “Tekken” series, which have become a major hit worldwide; and the “Toro” and “Kuro” characters of SCE, which are widely known among casual game players in Japan, as well as throughout Asia. Bringing together all these features in a single game will make this game appealing to a broad spectrum of consumers worldwide, extending from core users to individuals who are not currently fighting game fans. Capcom will continue to use collaboration with other companies to utilize the strengths of its content for targeting new user segments as well as to invigorate the entire video game industry.