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Tag: Alexandra Hall

  • Every Street Fighter Game, Ranked From Worst To Best

    Every Street Fighter Game, Ranked From Worst To Best

    Yep, Super Turbo takes the Street Fighter crown, at least in our book. Truth be told, this is highly subject to personal opinion, and I think any of the top six or seven games in our rankings could easily be number one for someone else. Perhaps for you…and that’s cool. Since Super Street Fighter II Turbo is our top pick, I’ll try to convey why it rules.

    For starters, it ended up being the ultimate evolution of Street Fighter II, the single most important fighting game the genre’s known. Capcom made two more attempts to follow up Super Street Fighter II Turbo, but as you’ve perhaps read by now, they had their own issues. This is the entry that stuck, and the one everyone still enjoys today.

    Super Turbo was the logical culmination of the journey Capcom started in 1991, incorporating everything its designers learned from The World Warrior, Champion Edition, Hyper Fighting, and even the underwhelming Super into one final, excellent game. It also brought its own innovations, like meter-fueled super combos, throw softening (“teching”), and even rudimentary air juggling.

    Characters, too, gained crucial moves that completed their movesets. Imagine Fei Long without his chicken wing, Ryu without his advancing fierce and overhead, Chun without upkicks, Gief without green glove, Honda without oicho. (You don’t have to, because Super exists.) The character balance wasn’t perfect, but was good enough to create consistently fun match-ups, and it was exciting when someone went on a streak with a low-tier like Cammy or T. Hawk.

    (And let’s not forget series mainstay Akuma debuted here, becoming the first tournament-banned character in FGC history.)

    All of the above, combined with the return of Hyper Fighting’s blessedly fast action, worked together to create short, intense matches largely devoid of gimmicks, instead focused on the 2D fighting basics of neutral, footsies, and zoning. Super Turbo was both fun as hell, and an excellent teacher of fighting game fundamentals.

    When I play Super Turbo with a similarly skilled opponent today it’s like we’re engaged in an alternate form of communication, a hidden language composed of attacks and retreats, reads and feints. Sometimes words aren’t needed, because our hands are saying everything through the screen. I’m always chasing that mental “zone” feeling in video games, and at its best, Super Street Fighter II Turbo gets me there like few others.

    While I’ve played and enjoyed most of the Street Fighter games, Super Street Fighter II Turbo is the one I’ll always go back to. I hold it in the same esteem as Doom, Super Mario Bros. 3, R-Type, Dark Souls…masterpieces that always remain relevant, and always have more to offer. — Alexandra Hall

    Alexandra Hall and Kenneth Shepard

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  • Video Game Gear: 10 Things We Got In 2022 That We Now Can’t Live Without

    Video Game Gear: 10 Things We Got In 2022 That We Now Can’t Live Without

    What do you mean you don’t know what this is? Isn’t it obvious?

    What do you mean you don’t know what this is? Isn’t it obvious?
    Image: Impact Acoustics / Kotaku / LUMIKK555 (Shutterstock)

    2022 was the year I decided to get serious about my retrogaming setup. I was tired of having a 104lb CRT dominating half my computer desk and a PlayStation 2, MiSTer, and whatever other consoles I was currently interested in always in peripheral vision. After a bit of thought I concluded that the TV and all the consoles would be better off on a wheeled cart. A retro cart, if you would. It could live in my closet, or be wheeled out to wherever seemed fun. So I started speccing that out.

    The best form factor ended up having two lower shelves—for the consoles, a smaller TATE-friendly/PAL-compatible PVM-1354Q CRT a friend had recently sold me, and bookshelf speakers—with the big-ass 29” TV up on the third, top tier. Both CRTs could accept RGB or YPbPr/component video…which to standardize on? Component seemed easier for a couple reasons, so I went with that. Then I just needed a switcher to not only flip between MiSTer, PS2, Dreamcast, Nintendo 64, Wii, and Xbox, but to route any of those sources to either of the two screens.

    That’s six in, two out. I wanted optical audio switching, too, for MiSTer, Xbox, and possibly PS2. Combined, those requirements take us far beyond the feature set of any basic switcher you’ll find on Amazon or Ali these days. Thus I turned to the bright, shining past of the mid-aughts, when component video adoption peaked and specialty A/V products catered to the more esoteric YPbPr-wrangling needs of the era’s home theater enthusiasts.

    A few promising candidates surfaced. One high-end mid-2000s switcher was very fancy indeed and could actually transcode between analog and optical audio (wow!). But ultimately I was won over by the still-fancy but slightly more modest Impact Acoustics Deluxe Component Video / Digital Audio 6 In / 2 Out Matrix Switch, aka the “40697″. You can see it above. Not only can it route those six inputs to either screen, it can output to both screens simultaneously…the same source, or two different sources. Oh dear, am I blushing?

    After a week or two I managed to snag a NOS (new old stock) one on eBay, and it proved just as performant as hoped: Any console on any display is now just a button-push away. The cart project is still in progress as I seek a working Xbox, look into appropriate Wii hax, and transition to a new display up top (kinda wishing I had gone with RGB now, actually!) but I’ve already been enjoying having all my beloved old games in a single, self-contained, no-compromises tower of power. Even got a beanbag! Hell yeah.

    Alexandra Hall, Senior Editor

    Claire Jackson

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  • Our Favorite Childhood Holiday Gifts, Video Game Edition

    Our Favorite Childhood Holiday Gifts, Video Game Edition

    Space Quest IV: Carolyn Petit and the Time Rippers

    Space Quest IV: Carolyn Petit and the Time Rippers
    Screenshot: Sierra Entertainment

    It must have been Christmas of 1991 that I found Space Quest IV: Roger Wilco and the Time Rippers under the tree, and got the gift of seeing exciting new possibilities in games.

    I was a fan of adventure games, sure, having played a few games in Sierra’s King’s Quest series, not to mention Lucasfilm’s brilliant and bizarre early titles like Maniac Mansion and The Secret of Monkey Island. But this was my first experience with Space Quest, Sierra’s comedic sci-fi series starring Roger Wilco, the hapless space-janitor who finds himself thrust into one cosmic misadventure after another.

    To be honest, I don’t remember much about the quality of Space Quest IV’s puzzles. What I do remember is how varied and vibrant its universe seemed, with harsh alien worlds, moody cantinas, and glitzy space-malls. But what really knocked my socks off about the game was how meta it was. After progressing a bit through Space Quest IV: Roger Wilco and the Time Rippers itself, poor Roger finds himself flung into (the non-existent) Space Quest XII: Vohaul’s Revenge II.

    Image for article titled Our Favorite Childhood Holiday Gifts, Video Game Edition

    Screenshot: Sierra Entertainment

    Today, it’s not so uncommon for games to break the fourth wall and wink knowingly at the player about being video games, to play with conventions in ways both tired and inspired. But wow, was this exciting for me in 1991! The game also sees you venturing into Space Quest X: Latex Babes of Estros (an obvious riff on the 1986 Infocom adventure Leather Goddesses of Phobos) and all the way back to the original Space Quest, which already looked humorously primitive and pixelated compared to 1991’s state-of-the-art graphics, making high(er)-definition Roger Wilco all the more conspicuous.

    Space Quest I - The Sarien Encounter

    Screenshot: Sierra Entertainment

    Space Quest IV may or may not be a great game, I honestly don’t remember well enough to say. I just remember sitting there on my Christmas break, awestruck by the clever meta-ness of it all, and having my mind expanded about the possibilities of what video game storytelling and structure could do.

    Carolyn Petit, Managing Editor

    Alyssa Mercante

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