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EvrythNuthin's Super Street Fighter II: The New Challengers (SNES)
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[March 6, 2008 12:39:47 AM]
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Game: Super Street Fighter II: The New Challengers
Date: 3/4/08
Time: 9:00-10:30pm
CMPS 80K
Gamelog 5, Session 2
Gameplay
The New Challengers has multiple modes one can play from. There is the regular mode, in which you fight against the computer, versus mode, time attack, group, and tournament mode. In the time attack mode, you fight against the computer in hopes of KO’ing your opponent in the quickest manner. The group mode is much like the versus mode, only instead of picking just one character you pick many, anywhere from 2 to 8. Lastly the tournament mode allows the player to fight in a series of tournament brackets; this mode is good if one has multiple people wanting to play.
In the previous log I had briefly touched upon the characters that are in the game. In fighting games it’s all about getting good with the characters in order to more efficiently beat the hell out of your computer opponents and friends. When it comes right down to it the most known characters of the whole Street Fighter series is of course Ken and Ryu, and there is a good reason for this, they are characters whose moves are easy to learn, who are iconic, and who don’t suck, but its hard to find a character that just totally sucks in this game. That’s another great thing about this game, each character has their pros and cons, which makes the game dynamic. Now while these pros and cons are not necessarily finite, that is to say that Ken does not always lose to Ryu just because Ryu’s Hadouken has a cooler animation, no these pros and cons are not that apparent and must be figured out with one’s own time. For example I have found that Chun-Li works really well as an aerial fighter, by this I mean that she jumps higher than other characters and can even bounce off the back walls, however while playing as such one must watch out for anti aerial moves such as Ken and Ryu’s Shrouyken.
Design
The level design in each level is simple, and most have no real interactivity within them, but there are a few that do. For example on Ken, Guile, and Bison’s levels, there are a set of breakable items within the levels, but only two of each. Also on Vega’s level there is a cage, that only Vega can climb up on. So in that sense the level design is interactive, even though it is very limited. However, what is more interesting about the levels is the fact that each one is set in the fighters home country. Each level is completely different from one another, and they range from America, Thailand, Japan, China, and even Jamaica. Each level has its own feel, and its own music to boot. For example, in Brazil, which is Blanka’s level, the fight takes place in what seems like a fishing village, and the music has a very samba feel. In China, Chun-Li’s level, there is a market in the background and bicyclers that ride by, you can even hear a chicken in the market and the bell of the bikes. These I feel are great design elements, while not necessarily interactive, like a lot of current 3d fighters; it still feels good and fun.
Another interesting element put into the game is the bonus challenges that appear in the regular arcade mode. There are 3 bonus challenges that occur during the span of the arcade mode, and you get to one after every 3 fights. The first challenge is trying to destroy a car as quickly as possible. The second is trying to destroy a big stack of cement blocks as quickly as possible. And the third, is trying to break all the barrels that fall from the roof of the level. Now the hardest of the 3 is the last one, I can never seem to break all of the barrels; one always hits me, or like doesn’t break when I hit it. These stages seem to just break up some of the fighting and give the player a chance to simply shoot for a high score, which is of importance in fighting games.
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EvrythNuthin's Super Street Fighter II: The New Challengers (SNES)
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Current Status: Playing
GameLog started on: Thursday 6 March, 2008
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