What can be written about Street Fighter II that has not already been said by someone else previously? This was the first thought that entered my head when I decided to write this review of the classic Capcom brawler.
Since it first entered arcades in 1991, Street Fighter II has had countless column inches devoted to it and its many revisions and sequels. As far as ports go, most of these articles have focused on either the Super Nintendo / Super Famicom games or the Sega Mega Drive / Genesis versions.
However, as impressive as these ports were across the main 16-Bit formats, there was one port which really stands out, for its technical achievement if nothing else. That is the 1993 PC Engine release of Street Fighter II: Champion Edition.
An initially surprising fact about this particular port is that Capcom used the PC Engine’s HuCard format for the release rather than utilising the CD-ROM. By the time Street Fighter II: Champion Edition was launched, HuCard support had started to seriously dwindle, with most new games coming out on the CD-ROM format, taking advantage of the additional capacity and CD quality audio. In 1992 just over 30% of the games released that year in Japan for PC Engine were in the HuCard format. By the end of 1993, the year Street Fighter II was published on the PC Engine, there had only been an additional 10 HuCard titles published, including Capcom’s Street Fighter II.
As with the Mega Drive versions of Street Fighter II, the PC Engine was initially at a disadvantage with the control system. At the time of its release in June ’93, NEC had just launched the PC Engine DUO-R, but that, like all its predecessors, only had two action buttons on its control pad (the later DUO-RX was bundled with a six button pad). Fortunately, just as Sega did, NEC released a six button controller; and so did Hori, who released the superb Fighting Commander PC. The game can still be played with a standard controller, but this does stunt the gameplay somewhat.
There is, sadly, one major drawback with the PC Engine – a solitary controller port. Now, why, given the number of different versions of the PC Engine produced between 1987 & 1994, none of the revisions ever addressed this deficiency is anyones guess. But, most Street Fighter II veterans will argue that no matter how well you’ve mastered your favourite character, to put your skills to the test, and to get the most satisfying experience out of the game, you need to play against a human controlled opponent.
Therefore, not only would you need to buy the game and two six button controllers, you’d also need to pick up a multi-tap as well. Not a particularly cheap proposition back in the day.
One of the great thing about the game being on HuCard is that it is, like all other HuCards, playable on both the PC Engine GT (aka Turbo Express) and LT. Despite having the disadvantage of just two action buttons, on the GT Street Fighter II is still incredibly playable, and I found it quite easy to adjust my style to pressing the “select” button to toggle between “punch” and “kick”. In the early ’90s, to have been able to swank around with a GT and such a close port of Street Fighter II must have been something else!
As with the Super Famicom and Mega Drive Street Fighter games, Capcom handled the PC Engine port in-house and therefore content wise, it matches the original coin-op. All twelve fighters are selectable, along with their alternate colour palletes, each character’s special moves are there, along with thier individual stages, theme tunes and the bonus stages.
In fact, there’s very little that is missing. The opening sequence with the two fighters outside a sky-scraper is absent, and the character animations on the continue / game over screen are also missing. Inevitably there are some frames of animation missing, but they’re hardly noticeable. Whereas in some ports to less able machines background animations tend to be the first to go out the window, in this port all the background animations of the 12 stages seem to be intact – from the bustling street scene in China, to the tiny drops of water in E. Honda’s bath house.
Where the game would certainly of benefited from the CD-ROM format is in the music. While many of the game’s tunes are faithfully replicated here, there are a few that suffer from the HuCard’s limitations, particularly Sagat’s stage. Still, the voice samples are nice and clear, and all present, including the announcer.
I’m not going to go into any detail over the gameplay, you’ve heard it all before, and then some. I am sure most of you know where I am coming from when I say the gameplay is pure Street Fighter II; it is indistinguishable from the arcade parent or the later ports on more advanced hardware. Yes, you will need a six button pad, but if you’ve got a Mega Drive, you would have the same issue.
There is no denying that Street Fighter II is still a highly playable game, that some 25 years on from its original release it is still one of the definitive one-on-one fighting games, and the PC Engine version holds up so well it is still worth picking up. The really nice thing is that it won’t cost you the earth either, with average eBay prices in the £25.00 range, sometimes less, for a boxed HuCard.
So, if you’ve got a PC Engine and you’re a fan of the Street Fighter series you owe it to yourself to pick this up and a six button pad. Even if you’re not that much of a fan, it’s probably worth picking it up to just see what the humble HuCard, and PC Engine, were capable of in the right hands.
Street Fighter II : Champion Edition
Version Tested: NEC PC Engine
Also available on: Sega Mega Drive / Sega Saturn / Sony PlayStation / Sony PlayStation 2 / Sony PSP / Microsoft X-BOX / Sharp X68000 / JAMMA PCB (CPS1 system)
For those of us old enough to remember, shopping has changed a lot in the last thirty years. Some of the experience is still the same, but gone are the Wednesday’s of half-day closing, nearly everywhere is open on a Sunday (albeit at slightly reduced hours), and shops can stay open as late as 8pm during the week, all to satisfy our diverse lifestyles and thirst for consumer goods.
One area of retailing that has changed significantly since the mid-1980s is the experience of purchasing the humble video game. I recall, as a kid, being able to pick up a new Spectrum game almost anywhere, even my local newspaper shop could supply me the latest Joe Blade game for £2.99 or the newest shovel-wear to escape out of Codemasters. Oh yes, I didn’t need to scroll down the information super-highway, oh no, long before the mass accessibility to the internet, it was a stroll down the local high-street to get my gaming fix. WH Smith and Boots were brilliant for games in those days, and my town even had a very good independent just outside the town centre – Software City.
Software City was a goldmine. Not only did they stock all the latest releases at prices competitive with the major chains, but they also had some of the less recent titles at really good prices. I regularly walked up to their shop from Sainsbury’s car park whilst my mum did the weekly shop, and more often than not walked away with a purchase. I’ll always remember going in with my mate and seeing Ocean Software’s The Biz compilation (R-Type, Double Dragon, Operation Wolf and Batman: The Caped Crusader) on the shelf for a mere £4.99… it was supposed to retail for £14.99! Software City was a mecca to me for a good few years, right through until about 1992/’93 when more and more retailers were jumping on to the home console boom as gamers switched to Mega Drive’s and Super Nintendo’s and ditched the Amiga and Atari ST as gaming formats. Today, Software City is no more, their presence long since replaced by a hair salon. How the times have changed…
Whilst 8-Bit computer titles were an easy score twenty five years ago, console games were not. In the late 1980s video game consoles were very expensive compared to the popular Commodore, Amstrad, Atari and Sinclair home computers, and nowhere near as popular.
In the Christmas of 1988 I was very fortunate to receive a Nintendo Entertainment System Deluxe pack (the one with R.O.B the robot), to which I was delighted, and played it constantly over the Christmas holidays much to the annoyance of my parents. However, two factors that did not particularly endear me to the system soon came to light. The first was availability. There was nowhere local that stocked NES games, the nearest place was Toys-R-Us, and that was a good forty minute drive away, assuming I could persuade my mother or father to take me there in the first place. The second issue was price. In 1988 / ’89 the average full price title for one of the 8-bit computers was £8.99, and for those who had an ST or Amiga between £14.95 and £19.95. Now, back then £10.00 for a game was a lot of money, and you didn’t want to spend that and then get home and find out it was a load of pants. NES games on the other hand were usually priced between £29.99 and £49.99 – an eye watering amount of cash for a video game back then and over £100.00 in today’s money!! Subsequently, my NES collection was very modest (at best), and I pretty much gave up on it within a few years as it was just too expensive and inconvenient to shop for.
I believe it was a copy of Mean Machines that I picked up at random one day that first altered me to the imminent arrival of the new, and powerful, 16-Bit home consoles from Sega and Nintendo. In the previews section I looked at the first screenshots I had seen of Super Mario World and Capcom’s port of Final Fight, and my jaw hit the floor at the stunning graphics. I eventually picked up a Sega Megadrive for cheap off a friend at school, but by now consoles were moving into the main stream and I didn’t have to travel to the other side of the county to buy games.
Software City stocked the latest PAL Megadrive and SNES games, and a new competitor shop, A R Computers had also opened selling console titles. The high street retailers had also jumped on the band wagon, with Dixons, Woolworths and Argos all stocking the major 16-Bit formats in the UK. I stayed loyal to Software City, other than when they didn’t have the game I wanted. I think the last title I got from them was Street Fighter 2: Special Champion Edition if I recall correctly. They closed down a short time later.
Later with the Playstation I finally got fed up with stunted PAL conversions and six-to-twelve month lead times to see the UK version of a new release, and so bought a NTSC/J Dual Shock Playstation package from Another World in Stoke-on-Trent. This heralded the last of the real games buying experiences for me.
Between 1997 and 2001 I would regularly go into Another World to see the latest import offerings, and they would generally not disappoint. It was a great shop, hidden at the back of a rundown shopping arcade in central Hanley and just a few doors away from the legendary (and by then defunct) Console Concepts store. The downstairs was tiny, and filled with comic related stuff, but go up the narrow wooden stair case and you entered import heaven! All the latest Playstation and Saturn games from Japan, and the odd US title as well, plus some Neo-Geo and PC Engine stuff too. It was a great place, I really miss its musty smell and grubby building it sat in (now demolished). I really hate to think about how much money I spent there, but, you can’t take it with you, right? At least that’s what I tell my wife nowadays.
Do you remember Tottenham Court Road Computer Exchange? Today they’re better known as CEX, but in the late 90s they had some brilliant shops in London, stocking all the latest import games for all the formats you could think of. I remember going into their, sadly, short lived retro shop and seeing the display of Neo-Geo AES games – I had never seen so many in one place before, and the price tags were wallet busting back then too (comparatively to today).
As we moved into the Playstation 2 and Gamecube eras, the international release dates for major titles began to standardise, and letterbox PAL games were replaced with proper full screen releases, and the import market started to rapidly contract. Who wanted to play the latest Resident Evil game in Japanese when you could go to Game and pick it up cheaper and in English?
As the sun has set over the Twentieth Century and the New Millennium marches on, the internet dominates the way we buy our games today. While some of the great names of ’80s gaming like Boots and WH Smith still permeate the Great British High Street, they have both abandoned video games retailing; Game has had some very serious issues and downsized considerably; and the independents have all but disappeared. CEX has changed beyond all recognition, almost becoming like a personal electronics (only) version of Cash Convertors peppered with a smattering of Xbox 360 & PS3 titles.
While video game nostalgia may only be a quick eBay click away, it could never replace cherished memories of going into WH Smith and picking up my copy of Elite’s Paperboy, the buying experience today is just so soulless.
Following on from the hours lost at Christmas to Resident Evil 3: Nemesis (see my last blog post), I’ve continued rekindling my relationship with the Resident Evil series by importing a copy of Biohazard HD (aka Resident Evil HD) for PlayStation 3.
For those unfamiliar with the earlier entries in the series, in 2002 Capcom completely re-engineered the original 1996 Resident Evil by using the then new technology provided by Nintendo’s Gamecube to not only update the graphics, but to subtly expand the original game and storyline so that it encompassed some of the plot elements of the sequels. Capcom did a fantastic job, the game had all the hallmarks of the original in a new package, and the release was met with universal critical acclaim.
In the lead up to the release of Resident Evil: Revelations 2, Capcom have published a HD update of the Gamecube game.
The HD update has been nicely done – graphics are crisp and show great detail, and the lighting has been improved adding further character to the environments. One thing that struck me is actually how well the game has aged visually. The 1996 PlayStation game is coming up for twenty years old now and while the graphics are still palatable, they do date the game. For what is, essentially, a 13 year old Gamecube game, the visuals on the HD remaster are really good! Obviously they do not quite have the depth of detail of a modern video-game, but you could certainly mistake it for a game that was a little more contemporary than 2002.
Outside of the HD enhancement, the game remains identical to the original Gamecube release. Capcom have added a few extra alternate costumes that were not previously available, and have added in trophies to help motivate the completists`amongst you all.
I won’t engage in a full review here, but I will post a full retrospective on the 2002 release soon.
For those who missed the original Resident Evil: REmake when it was first released on the Gamecube then I highly recommend picking this up. The game is still highly entertaining, and will remind many of the great roots this series has, and what Survival Horror really meant before things went slightly awry with Resident Evil 5, and then totally derailed in Resident Evil 6.
Resident Evil HD is available to download now on Xbox Live Arcade and PlayStation Network. Physical copies are available through Japanese import, exclusively, for PlayStation 3 (where the series goes by the (much better) name of Biohazard).
Now, if only Capcom would do a REmaster of Resident Evil 2….
Resident Evil HD
Version tested: PlayStation 3 (NTSC/J)
Also available on: Xbox Live Arcade / PlayStation Network
A Happy New Year to you all, and I thought I would start the New Year with a fresh look at an old favourite of mine, Resident Evil 3: Nemesis. I actually spent a large chunk of my spare time over Christmas playing through the game (again), so that I could finally fully complete it – a feat that has taken me the modest period of a mere fifteen years…
Through the late-1990’s Resident Evil was fast becoming one of the most anticipated series on home-consoles. The zombie and mutant infested tales of Raccoon City’s legendary Special Tactics and Rescue Service’s fight against the corrupt Umbrella Corporation were gripping gamers everywhere. While recent entries from Capcom have divided opinion starkly among fans, between 1996 and 2000 four Resident Evil games were launched, and all were well received, firmly establishing the “survival horror” genre.
RE3 is set around the events of Resident Evil 2, and sees you picking up control of S.T.A.R.S member Jill Valentine as she tries to escape the now zombie infested Raccoon City. The game essentially splits its story into two parts – action set before the events of RE2, and then action set immediately after RE2. However, throughout both segments you will encounter the infamous Nemesis – a bio-engineered assassin from Umbrella who will stop at nothing until all S.T.A.R.S members are eliminated.
Along the way you will meet up with Carlos, a member of Umbrella’s Biohazard Countermeasure Service – a team of ex-mercernaries Umbrella has assembled under the guise of an evacuation force for the remaining human survivors of Raccoon City. Not that you’ll come across many survivors. Zombies are now the primary inhabitants of Raccoon City’s streets; and you’ll also come across the familiar giant spiders, zombie dogs, Hunters, and the occasional new mutant.
Controls are not immediately different to the previous two RE games, save for three exceptions. The first is the introduction of the “quick turn” feature. On the GameCube, simply flick the C-stick and Jill will perform a quick 180 degree turn, a move that is a god-send to improving the “tank” controls of the playable character(s). The second, more minor change, is that you now no longer have to press the action button to climb stairs – you do so automatically on approach. The third feature is a “dodge” manoeuvre, whereby pressing the R button just prior to attack will see you evade your attacker and allow you to ready for a counter attack.
The “quick turn” and climb features make the controls a lot smoother over the previous two games, however, the “dodge” feature can be a bit hit and miss, and I certainly wouldn’t rely on it to survive any given situation.
Another new element to the game is the ability to craft ammunition. Using various gun powders found around the game areas, you can create everything from regular bullets to explosive incendiary grenades and high-powered magnum ammo. Additional weapons do still need to be sought out, and you will only start the game with the standard hand gun. If you’re brave enough to take on Nemesis at the points he attacks you, and you put him down (temporarily though that will be), he will reward you with some pretty helpful weapon upgrades. Whereas ammunition conservation was very much the order of the day in previous outings, RE3 does all it can to insure you’ve got the tools to complete your mission.
Graphically I don’t feel the game has aged too badly considering this title is sixteen years old now. The pre-rendered backgrounds do their job, and the character graphics are pretty good for a game developed for 32-Bit hardware. I’ve certainly experienced worse (I recently took a look back at Tomb Raider 2 on PSN, and the graphics are horrible). The animated cut scenes are showing their age somewhat, but given the original hardware specs the game was designed to run on, they’re still watchable.
The scripting is as cheesy as ever, but it wouldn’t be a proper Resident Evil game without a good dollop of cheese laden dialogue. Music is good, sets the atmosphere well, but is fairly unmemorable, while the sound effects do their job.
Despite its relatively short length, (once you’re familiar with the game, it can be easily completed in under 4 hours), there is stacks of replay value. There are in-game extras to be unlocked when certain criteria are met, a challenging set of Mercenaries campaigns, and the game will rank you on your performance (based on completion time and in-game decisions taken); and there are multiple ways you can tackle in-game decisions and routes to completion. There’s also plenty of stuff hidden around the city to find if you’re inclined to look – it’ll certainly take a few play throughs before you find everything Capcom has thrown in. For fans of the series there are also eight different epilogue endings, each one giving a brief update on individual characters from the Resident Evil series helping to pre-empt the story lines for Code:Veronica and RE4.
I have been a big Resident Evil fan since the launch of the original on the Sony PlayStation, and while the first game and sequel always seem to be fondly remembered, there never seems to be much time given to the third instalment. Perhaps its release was slightly overshadowed by the (then) prospect of Resident Evil: Code: Veronica on Dreamcast, but for me it is a worthy edition to the series and still seriously good fun to play. For those who prefer their zombie action over the puzzle elements and slightly slower pace of the previous games, then Resident Evil 3: Nemesis is a real treat.
Resident Evil 3: Nemesis
Version tested: Nintendo GameCube
Also available on: Sony PlayStation, Sega Dreamcast, Sony PlayStation Network, Microsoft Windows
Through the very late ’80’s and into the early ’90’s there probably wasn’t a single major arcade manufacturer who did not publish a scrolling beat ’em up of one kind or another. Double Dragon, Altered Beast, Teenage Mutant Ninja Turtles are some of the releases that roll off the top of my head, and of course there was Capcom’s seminal Final Fight and the slew of games that followed, both in the arcade and on home consoles, trying to emulate its success and format.
It’s easy to credit Technos’ 1987 hit Double Dragon as the game that really kick started the demand for scrolling beat ’em ups, and Double Dragon certainly was innovative for its time, but it is Irem’s Kung Fu Master that can be seen as the first landmark title in the genre. Nevertheless, Irem never really pursued the scrolling beat ’em up further, instead generally relying on a steady stream of high quality shoot ’em ups to make its name, (chiefly through 1987’s R-Type).
Released on the powerful M-92 hardware, Undercover Cops hit Japanese arcades in the Summer of 1992 in what would become one of Irem’s final commercial successes before their arcade division was wound up, and their penultimate scrolling beat ’em up (their last being the obscure and imaginatively titled Ninja Baseball Bat Man).
Having more than proved themselves capable of doing a decent shoot ’em up, could Irem work their magic on a scrolling brawler, in the face of the high standards already set by Capcom?
The premise of Undercover Cops is as flimsy as just about any other scrolling beat ’em up from the era – in the year 2043, New York City has become over-run by crime, and the mayor and city officials have called in three specialists, dubbed “City Sweepers”, to come kick ass and ask questions later. Thus the scene is set for you and your character, plus a friend in two player co-op, to go in and defeat the minions of the evil Dr Crayborn.
With credits inserted you have the choice of three playable characters each with their own individual strengths and weaknesses. So, as either Zan Takahara, Matt Gables, or Rosa Felmonde, you will punch and kick your way across five stages to save the City and win the day. Each character has your standard punch and kick moves, plus two desperation moves which help you out in the tighter situations you find yourself in. However, as with Final Fight, pulling off either your desperation or super-desperation moves will cost you a chunk of your character’s remaining energy bar.
A novel feature that helps to encourage plenty of direct action against your enemy is that at the end of every stage you get rated for your performance in disposing of your enemies. Surpass your “finesse” (spelt “finess” in the game) target score and you can benefit from bonus energy and additional lives, plus a better score. The action itself is pretty text book – punch, kick, repeat to defeat your foe. Each playable character has their own move set and animations, with your enemies having a limited set of responses to try and stop you. The five stages are each of a decent length, but as the game wears on, the enemy doesn’t vary greatly and you tend to have the levels loaded with the same enemy creating a degree of repetition, which in many respects is a staple issue of scrolling beat ’em ups, but it feels more or a chore than usual with Undercover Cops when compared with either Final Fight or Streets of Rage 2. Both Capcom and Sega’s efforts cleverly break up the monotony of the minion enemies, but by Stage 5 of Undercover Cops a stagnation begins to set in which takes the sheen off the game.
The sprites are excellent. The three protagonists are each individual in their appearance, well drawn and distinctive. Thought has also gone into the enemy the sprites as well, making them stand out well against the usually less creatively styled enemies of other scrolling brawlers. The stages are well drawn but they are not particularly original in concept, although the end of stages 1, 3 and 4 are well executed with some original features. The final stage is a bit of a let down, with the majority of it set on-board a giant helicopter; that is, sadly, rather blandly drawn inside. On some stages, the first in particular, there is still the Irem trademark of high detail in the backgrounds, but across the game not to the level as seen in Gun Force II or In The Hunt. Indeed, the first stage is arguably the best stage of the five – the backgrounds have plenty going on, there’s lots of detail, and there are plenty of items to pick up and utilise against the enemy along with a decent end boss battle. From there on in, the subsequent levels fail to match this for some reason.
While it does try its best to do things differently, Undercover Cops fails to do anything particularly original. The enemy attack patterns become repetitive after a while, there just isn’t enough variety within the stages, although credit has to be given to the end of stage bosses. This is where the game becomes memorable and at its most challenging. All five bosses are very original in appearance, drawn to a high standard, well animated and given plenty of creative character. They’re also pretty cheap with their attacks, with only Parcs and Balbarotch relatively straight forward to dispatch.
As one comes to expect with Irem’s late efforts, the graphics are highly detailed sprites with excellent animation as I have already alluded too. The music is good, but not particularly memorable. The game is challenging, but generally enjoyable; a worthwhile addition to the roster of scrolling beat ’em ups if for nothing more than its highly distinctive style to help it stand out from the crowd. I would say it is definitely worth a play if you want an alternative to Final Fight without feeling you’re playing a total clone of the same (for example SNK’s Burning Fight).
The end sequence suggests room for a sequel but none was forthcoming before Irem stopped releasing arcade games in 1994. In late 1993, and exclusively on the Nintendo Game Boy, an RPG based on the game, Undercover Cops: Hakaishin Garumaa, was released. This was also, fact fans, the second-to-last game Irem release on Nintendo’s hand held.
The original arcade hardware comes in World and Japanese rom sets. An original Japanese M-92 board-set will be neither cheap or easy to acquire; the World board is a lot less desirable because of changes made to the game, and although not terribly common, it is cheaper than the Japanese board. There is also a third PCB release known as the “Alpha Renewal” version, which is a “fixed” version of the World rom set which restores the features from the Japanese ROM set.
Unfortunately outside of a now very expensive 1994 Super Famicom port by Varie, Undercover Cops is not available for play in any other format save for emulation. Unless you are either a big Irem fan, or simply a connoisseur of the scrolling beat ’em up, you would do better by spending far less money on Final Fight and Streets of Rage 2. Undercover Cops is an above average effort that could have been something exceptional if it weren’t for a few details that let it down. As it is, Final Fight, Streets of Rage 2 and Aliens Vs Predator are all superior entries into the genre. Undercover Cops is good, but it could have been great.
Version tested: PCB (Japanese ROM set)
Also available on: Nintendo Super Famicom