Entries in Games I Worked On (22)

Monday
Nov242008

Super Balance Articles II Turbo

I was the lead designer of Street Fighter HD Remix. This is a collection of all 20 articles I wrote about designing the game. Together, they are even longer than my book. CLICK ON THE PORTRAITS BELOW for each character's article. Enjoy.

--Sirlin

 

Special thanks to all the Evolution tournament players who playtested the game and helped it be what it is.
(Text-only version of this page here.)

Thursday
Nov202008

Street Fighter HD Remix Features

You get a hell of a lot when you buy Street Fighter HD Remix, way more than you might realize. Lets go over all the goodies.

1) Two games in one. You get the gameplay of the classic Super Street Fighter 2 Turbo, just like the arcade, and the brand new sequel to that game, Street Fighter HD Remix, both in one package. (They are called Classic and Remixed in the menus.) That means you get the nostalgia of the old, awesome gameplay AND you get a new, rebalanced game guided by the wisdom that tournament pros have accumulated over the last 14 years.


2) HD graphics. Every single piece of art in the game is redrawn in 1080p HD. That includes backgrounds, characters, endings, menus, and—well—everything. Udon Comics drew most of it.

3) Remixed music. All the music in the entire game is new. Every stage, every ending, and the menus. It’s from the OCRemix community, so the fans really contributed here.

4) Widescreen mode. On an HDTV, you can play the game in its original 4:3 aspect ratio, or switch to widescreen mode to fill your screen during gameplay. Widescreen mode zooms in and has slightly different camera behavior, but has no affect whatsoever on gameplay.



5) Every combination of the features above. Whether you’re playing the Remixed or the Classic game, you can turn HD sprites on or off. If you turn them off, you’ll get the original game’s sprites scaled up in all their blocky glory. This has no impact on gameplay, it’s just visual. Regardless of whether you play in Classic/Remix and HD sprites on/off, you can also turn remixed music on/off. If you prefer the original game’s tunes, go for it, it’s up to to you. Finally, no matter which of any of those modes you’re in, you can play in widescreen mode or 4:3 mode. All of this stuff is independent so you can customize these options however you want.

Also note that when you play online, your opponent won’t even know what your choices are regarding HD sprites on/off, remixed music on/off or widescreen mode on/off. All three of those affect your experience only, and your opponent might have different settings for those options on his end.

6) Advanced networking. The art delays in this project gave us a chance to experiment with several different networking techniques and we chose the best. We went with a predictive/rollback system that has the advantage of reducing input delay. I know that sounds pretty jargon-filled, so in plain English, it makes the game feel responsive and usually look smooth even during lag. We were able to refine this from the feedback on our open beta test, and also from a few experimental things we tried in the patch to the open beta.

The final version of the game has another feature called “smoothing” that lets you turn the input delay up or down. We found that best results were generally when there’s a very small input delay of 2 frames, as that leads to smooth network play that it is still so responsive that it feels instant to most people. You can set this to suit your own tastes, but try the default setting (2 frames) first.

7) Double-blind character selection online. When you’re playing online, don’t you hate it when your opponent refuses to pick a character until the last possible moment because he’s trying to make you pick first? He wants to see who you pick so he can pick the best character to beat yours. In HD Remix, all online play has double-blind character selection. That means that you cannot see who your opponent picked or even where his character selection box is until both of you finish picking your characters. Now there’s no reason to stall on this screen, you might as well just pick your character right away.

8) 8-player tournaments. As you saw from the open beta test, you can create your own 8-player, single elimination tournaments. The results go in the leaderboards. Those results don’t contribute to any kind of actual rank (you get to choose who enters your tournaments so we can’t really make them ranked) but after the tournament is over, anyone can see the bracket to verify who won.

9) A new announcer. We got overwhelming feedback that people did NOT like the voice of the high-pitched announcer in the original game. He’s usually referred to as “Big Bird.” We replaced him with a more gruff sounding voice. While we were at it, I replaced Guile’s girly sounding “Sonic Boom” with the more manly version from Street Fighter 2: Hyper Fighting. Give this one some time, and you’ll realize that almost anything is better than Big Bird.

10) Revised endings. Udon revised and rewrote the story and text of the endings to make them consistent with the current canon. And of course they redrew the endings, too.



11) Original costume colors. The original game has 8 costume colors for each character, but these costumes do NOT include the original iconic colors from the first Street Fighter 2. So if you want to play Ryu wearing white or Ken wearing red, your only choice was to play the “old” versions of those characters by using a code. The old versions had slightly different (usually worse) gameplay. First of all, you no longer need a code to select the old characters in Classic mode, you choose between two different game logos: Super Turbo and Super SF2.

The cooler news here about the costume colors in the Remixed game though. You can’t play the old characters at all in that game, but of course you want to be able to pick those iconic colors. You can. Select your character with the jab button to get that character’s old-school costume. If you want the color that used to be on jab, hold any punch button for 2 seconds. That means in the Remixed game, you have access to 9 different costume colors in total.

12) The CPU difficulty.
In the original game, the difficulty of the computer AI is ridiculously hard. It’s harder than in any other Street Fighter game ever. Beating the first opponent is hard and beating the third one is usually beyond hard. Well, it’s just as hard as ever if you pick Classic mode, but in Remixed mode, I fixed up the difficulty so that easy is actually easy, medium is actually medium, and so on. Try playing the HD Remix arcade mode (where you fight all the CPU opponents), then if you want to risk breaking your controller in frustration, switch to Classic arcade mode.

13) Hitbox display. In training mode, you can turn on a display of the game’s hitboxes to see what’s really going on under the hood. Blue boxes are where your character can be hit and red boxes are where you can hit the opponent. This is my gift to the hardcore community, so they can refine their strategies more than ever.



14) Game speed. The game speeds match the arcade version of the game, but this is confusing so bear with me. In SF HD Remix, speed 3 is the default and is intended for tournament play and online play. It’s the same speed as Japanese arcade speed 3, which is also known as US arcade speed 2. You don’t really have to understand what’s going on with all that, just play at the default speed 3 and be happy that it matches the arcade.

Furthermore, there is a speed 0 in there for the hardcore players. On all speeds except 0, the game uses its own system of dropping frames in order to increase speed (we didn’t touch this, the arcade version did it too). This does affect whether some combos are possible/impossible. Speed 0 is slow, but it will let combo masters and makers of combo videos take frame-dropping out of the equation when they are trying to figure out which crazy combos are possible.

15) Dipswitches. The Dreamcast version has several secret dipswitches for turning bug fixes on and off. We took the dipswitches that actually affect gameplay and put them in a menu for you to adjust, if you want. These only affect offline matches, so you can’t use them online. For example, they let you turn on or off the ability for Chun Li to “store” her super. Note that the default setting for many of these is for a given bug to be fixed in Remixed mode but still unfixed in Classic mode (have to stay true to the original!).

Here's a list of the dipswitches you can toggle:

  • Ability to throw an opponent who was dizzied by a throw
  • Ability to store Honda's super
  • Ability to store Honda's command throw
  • Ability to store Chun Li's super
  • When Bison does a headstomp that hits a rising opponent only a few pixels above ground level, he briefly pauses
  • Old Characters in Classic Mode can cancel the same normal moves into special moves as...Super/Super Turbo characters
  • Slowdown during hit-stun
  • Percentage chance that the first frame of Old Ryu's air hurricane kick is unblockable
  • Percentage chance that the first frame of Old Ken's air hurricane kick is unblockable
  • Percentage chance that the first frame of Akuma's air hurricane kick is unblockable
  • Percentage chance that the first frame of Blanka's horizontal ball is unblockable
  • Percentage chance that the first frame of Blanka's vertical ball is unblockable
  • Vega's super drains the meter when he...touches wall/grabs opponent
  • Ability for Sagat to perform a reversal Super
  • Can do Sagat’s super using a kick button during a 1 frame window
  • Dhalsim’s reversal super
  • Ken’s reversal super
  • Some moves, such as Chun Li’s throw, which normally require a forward/back input can be done with an up input.

16) The dipswitch “hat.” I didn’t want to have to worry about tournament situations where someone changes the dipswitches to their advantage without anyone realizing it. In SF HD Remix, if you change even one dipswitch, a blue dot with a chrome enclosure will appear at the top middle of the screen, above the KO box. It looks kind of like a hat for the KO icon. Anyway, if you see that, you immediately know that someone has changed the dipswitches. Dipswitches don't affect online play, so you don't have to worry about any tricks there.

 


17) Button config. You get the best button config screen we could think of. Both players can set their buttons at the same time. It’s NOT that horrible kind of button config where it lists the buttons, then you have to scroll through various functions for that button. That kind is bad because when it says Y Button, or whatever, you might not even know which button that is if you have an arcade joystick. Even if you know, it takes a moment to think about it and figure out what is what.

Our button config works like this. You don’t have to know what any buttons are called and you don’t have to care about the layout on your controller or joystick. You simply press the buttons on your controller in this order: jab, strong, fierce, short, forward, roundhouse. That’s it. You don’t even have to tap down in between: we do that for you automatically. Furthermore, after you press those 6 buttons, you’ll end up on something called “unassigned.” If you press the remaining two buttons on your controller, we’ll unassign those for you so they don

’t do anything if you accidentally hit them. If you unassign those (so you did 8 presses total) then we’ll move the menu highlight to ACCEPT for you automatically. Also note that we even support mapping more than one button to a function if you want. If you want two fierce buttons, then go for it!

18) Competition. I hope Street Fighter HD Remix becomes the new standard of fighting game competition and that you'll have plenty of online opponents to play against. Super Street Fighter 2 Turbo was still played in tournaments 14 years after its release, so I hope that you’ll be playing SF HD Remix for that long as well.

Thanks for your support and enjoy the game.

--Sirlin

Wednesday
Nov192008

Street Fighter Mini-Site

I was the lead designer of Street Fighter HD Remix. This is a collection of all the articles I wrote about designing the game. Together, they are even longer than my book. Enjoy.

--Sirlin

Character Balance Articles:

Putting it all together:

Special thanks to all the Evolution tournament players who playtested the game and helped it be what it is.

Tuesday
Nov182008

Street Fighter HD Remix: Akuma

Akuma is so powerful in Super Street Fighter 2 Turbo (ST) that he's banned in all US tournaments. I’ve noticed that when players of other games read about this, they think that is some kind of hypocrisy to the general theory that we should ban as little as we possibly can. But Akuma is not like whoever the best character is in whatever other game you play. He’s not just the best, but he’s miles and miles and miles above the rest of the cast. He was never intended to be fairly balanced in ST, and it shows.

In HD Remix, Akuma is our chance to get a 17th playable character. By taking him down several notches to make him fair for tournament play, we get 17 new matchups in the game. I even put him on the character select screen so you don’t have to do a code to pick him. In a nod to his fake-secrecy though, he’s “hidden” above Honda’s selection box.

So how do we balance Akuma?

Air Fireball

Akuma has a lot of completely unfair things, but the air fireball is the main one. Most characters just can’t deal with it at all. My first idea was kind of an experiment. What if the air fireball was the only non-super move in the game that used up super meter, rather than gave super meter? Let him keep the unfairness of the move, but limit its use. The idea is sort of like an EX move from other Capcom fighting games.

I thought of this version of the move kind of like Millia’s hairpin in the fighting game Guilty Gear. In that game, Millia wants to rush you down. She has a hairpin move that has a similar trajectory to ST Akuma’s air fireball. Hers travels insanely fast though, and forces the opponent to block while she uses that time to get in. The catch is that she then has to pick up the Hairpin to do it again, so she can’t keep doing it over and over in a row. ST Akuma’s fireball is so hard to deal with that I thought allowing even a few of them would be pretty powerful because it would allow him to teleport or crossup or whatever other tricks he felt like. I tried making the move cost 25% super meter, but the air fireball itself was just as strong as ever.

Odds and Ends

There was a bunch of other stuff to fix up:

  • Akuma’s ducking kicks no longer have invulnerable legs(!)
  • Akuma can now be dizzied like any other character
  • Akuma’s Hurricane Kicks don’t have invulnerable startup and can’t hit on the way up
  • Raging Demon super tuned to go slower than the secret version of him on Dreamcast, but travel farther
  • Teleport no longer has random input window and can be done with 2 punches or 2 kicks rather than 3 punches and 3 kicks (drawback: can't use "piano method" for Dragon Punch)
  • Teleport has vulnerability in the head so he can’t run away forever with it, and it builds no super meter.
  • Stray hitbox that was floating in the air on his medium kick is fixed
  • Akuma takes more damage than other characters
  • Red fireball recovery made way worse so it can’t do inescapable lockdown
  • Blue fireball startup and recovery made closer to Ryu’s
  • Knockback effect on his fierce blue fireball only happens from very close range
  • Timing on Raging Demon command much more lenient

All of this definitely brought him down to Earth. He wasn’t overpowered anymore, but all the fun was balanced out of him too. More testing revealed that he was probably the worst character in the game.

Air Fireball, Take 2

The air fireball is Akuma’s signature special move, yet he could hardly even do it because of the meter restriction. That was a failed experiment. Next, we tried to make an air fireball that he could use as much as he wanted, like any special move, but that was somehow fair. It needed a much more downward angle for starters. The problem is that even when the angle was right, he could do really nasty lockdowns with repeated air fireballs. Making the fireballs travel faster or slower didn’t help at all. All it did was change the way he did the nasty lockdown.

The real trick to making that move work is the slight upward hop we added as he releases the fireball. This increases the time between two consecutive air fireballs, and it’s what lets opponents actually get out of any traps he might do. It took about 5 or 6 tries of tuning this move, but suddenly it clicked and seemed right.

At this point, I also added back in his hurricane kick’s ability to hit on the way up, so that it can hit ducking opponents and lead to a juggle. I also toned down his damage penalty so he didn’t take quite as much as before.

This version of Akuma was pretty good. It was definitely more fun to be able to do the air fireball more and try to set up tricks with it. A few months past and I started to think that Akuma was still the worst in the game, though. He has no super fireball like Ryu, no overhead, and no fake fireball. Akuma had some advantages, but just not enough to really justify picking him.

Version 3 Akuma

Then I made one small change that made a world of difference. I allowed his air fireball to be performed very low to the ground. In the original game, it has a minimum jump distance before it can come out, but I removed this. Now it became possible to do a “tiger knee” air fireball, meaning you roll the joystick from down to forward to up/forward (for a jump), then wait a moment for Akuma to barely leave the ground, then press punch to get an immediate air fireball. This turned out to be way more fun and versatile than I realized it would be.

Akuma can attempt many, many traps and setups with this. An example is immediate air fireball (I’ll call it TK air fireball, referencing the tiger knee motion), then land right next to the opponent with the cover of the air fireball. Then do, say, low strong, TK air fireball and land right next to them again. Then do low strong, low strong (pushes you farther away), and TK air fireball to reset the trap. This time, after you do a normal move or two, jump straight up and do an air fireball.

I just listed three different air fireball situations there: one TK from close, one TK from farther, and one where you jump straight up and don't do the tiger knee technique. Many characters have to do a different move or act at a different time in order to deal with each of those situations. Against new players, I can create what looks like an inescapable lockdown, but really it’s a mixup that gives the opponent several chances to get out. It’s all an illusion.

I tested this trap against all 17 characters and every single one can get out. Ken can do a medium dragon punch (invulnerable on the way up) to ignore the entire situation. Zangief can use his green hand. Bison can just jump strong. Everyone can do something. Also remember that if these air fireballs hit, they deal only a couple pixels of damage. If they hit as Akuma lands, he can attempt to go into a damaging combo, but due to the way the game intentionally slows down when fireballs hit, this combo will fail about 50% of the time no matter how good you are.

The air fireball was a hit with playtesters because it’s so fun and feels so powerful, yet is actually beatable in many ways.

Raging Demon

Somewhere in the middle of development, we discovered that it was possible to make the Raging Demon super a guaranteed throw in many situations, such after a jump roundhouse. By adding some startup time (9 frames, same as CvS2), we thought we fixed this. Toward the end of development, we realized that we really didn’t and the Raging Demon was still guaranteed in lots of ways, most dangerously after any blocked air fireball! This made it the most powerful thing in the entire game and we had to do something. Unfortunately, the technical limitations surrounding this are big because it’s very difficult to mess with things like throw timing in the circuitous assembly code.

The solution we were able to implement is not quite ideal, but it’s definitely workable. In general in the SF2 series, when you hold up on the joystick, your character does not leave the ground immediately. Instead, he goes into a “pre-jump” state that lasts 2 to 5 frames, depending on the character. You can be thrown during pre-jump frames. The only change we made is that pre-jump frames are now invulnerable to the Raging Demon specifically.

That means if you hold up and you aren’t locked into doing a move or recovering from a move, you will always be able to jump out of Raging Demon, even from close on reaction. This makes the move a little weaker than intended, but it’s a preferable situation to being the best move in the game. This means the best time to use the super is when the opponent has committed to doing a move, such as a fireball or sweep. To help you land it, the Raging Demon is completely invulnerable and unthrowable. Even though opponents can jump out on reaction, it’s still possible to land this super by baiting their attacks first.

Conclusion

Akuma has a solid ground game with fireballs that stand up to Ryu’s, juggling special moves, an incredibly versatile air fireball, and a tricky super. He does take more damage than any other character, but not by a large margin. We finally have a 17th character.

--Sirlin

Friday
Nov142008

Street Fighter HD Remix: Bison

Bison always seemed strong in Super Street Fighter 2 Turbo (ST) because he can suddenly win matches out of nowhere, and he can keep up the pressure against most characters...if he can get things going his way. If he lands a solid jumping roundhouse, he can combo into low forward, then psycho crusher for a dizzy, then follow up with another combo for the win. If he lands a cross-up attack, he can do a different (admittedly difficult) kill-combo. His standing kicks and scissor kicks let him keep up the pressure.

But Bison can’t always put that offense together. Getting out of Ryu’s fireball trap in the corner once it starts is extremely hard. Even getting near Old Sagat is extremely hard. And Honda has a huge advantage over Bison because Bison has no way out of repeated Ochio throws other than his super. In short, Bison lacks defense. He’s the only character in the game with no special move that can be used as a reversal. Even Dhalsim has a teleport to get out of trouble.

I always liked Bison’s character design though. In theory, a character who is all offense and no defense is an interesting addition to the game. In practice, he just has too many matches of disadvantage and he’s not used that often in tournaments. He’s not even considered a second tier character. What to do about it?

Suggestions

A few people suggested that his psycho crusher become a reversal attack (some invulnerability and/or active hitting frames at the start of the move). This is way too powerful and mostly just turns him into Honda. The most common suggestion was to make the headstomp a reversal that can go through fireballs. Even this is too powerful because it means an attempted fireball trap against Bison leads to Bison getting guaranteed damage (the headstomp is fast and would hit fireball throwers during their recovery). Yet another common suggestion was to give Bison a teleport because he has that move in later games. This would allow him to escape from trouble, but not get any free damage. Even that is too strong, in my opinion. Yes he needs a way to get out of trouble, but it should not lead to guaranteed damage and it should put Bison at some risk.

Reversal Devil’s Reverse

The devil’s reverse is that move that hardly anyone uses where you charge down, then up + punch. It makes you leap into the air, then you can press punch again to fly around with your blue fiery arm extended. In HD Remix, this move now has a few invulnerable frames on startup. Bison can use it to escape a fireball trap, but he’s also committing to a devil’s reverse, and gets no guaranteed damage. He can try to reset the situation with this move.

A couple notes about the new Devil’s Reverse. Bison is as vulnerable as ever as he leaves the ground, so you can jump kick him as he leaves the ground to stop him. Ryu can actually still keep up a trap against Bison by alternating fireballs and then jump roundhousing (or jumping strong for juggles) when expects Bison to try to Devil’s Reverse out. This is preferable to the situation in ST though, because it requires both players to make careful decisions, as opposed to the fireball trap just winning flat-out.

In fact, it can’t escape jumping attacks very well at all. Earlier versions in development did allow Bison to avoid cross-up combos most of the time, but this was really never supposed to the be reason for changes to the devil’s reverse. I rolled back the invulnerability to be about as little as possible while still allowing him to escape fireball traps with it.

For many months of development in HD Remix, the devil’s reverse put the opponent into a juggle state if it actually hit. That means you could follow up with two jumping strongs and then nick them with one hit of a super if you have super meter. On the one hand, no one should really get hit by devil’s reverse because it’s enormously telegraphed. On the other hand, the entire sequence (with super) did more than 40% damage, and it was just uncomfortably much. You’ll have to live without this one.

Fake Slide

Bison also has a new move: the fake slide. His regular slide from ST is unchanged, and you can still hold down/back to charge up as you (regular) slide up to your knocked-down opponent (a common Bison maneuver). The command for the new fake slide is hold diagonally down/forward and press roundhouse. This means you are charged for a headstomp or devil’s reverse, but you lose your charge for psycho crushers and scissor kicks when you fake slide. I actually originally wanted the fake slide to be performed by holding the roundhouse button down for X frames when you slide, which would have allowed him to keep all four special moves charged. We had technical difficulties with this, but maybe it’s for the best, because the move is good enough as it is.

Why have a fake slide at all? Bison is about offense, so here is one more offensive tool. This move isn’t really intended to change his position in the rankings though. I don’t think it allows him to beat characters he couldn’t beat without the slide. It’s more to reinforce what Bison is about. When you pressure the opponent with standing forward and standing roundhouse, you are also at just the right range to fake slide, then throw. The fake slide recovers much more quickly than the real slide, travels a shorter distance, and it does not put the enemy into blockstun because it can’t hit at all. It’s just a way to travel quickly (and then usually throw!).

I actually call this one of Bison’s “circus tricks,” meaning it’s something you can randomly throw into an attack pattern and hope for the best. Though it’s not a super-solid lock down (it can’t even hit!), it will catch people off guard and we already know people will call you cheap when you use it to throw. It should be great fun.

Miscellaneous: Jump up Strong and Stand Jab

Two other odds and ends. In ST, Bison’s jumping strong punch can air juggle for 3-hits. This is true for his jumping toward and jumping away punches with strong, but not true for his jumping straight up strong. This always seemed like an oversight to me, because his fist has that same blue fiery graphics during the jump straight up version. Now the jumping straight up strong punch has the same ability to juggle.

Finally, Bison’s standing jab is slightly higher priority. This does not give him any extra air defense (the new anti-fireball startup of the devil’s reverse is quite enough defense for him). The purpose of this change is to let his standing jabs reliably hit Honda’s torpedo and Blanka’s roll. Bison has trouble against Honda, so any tiny advantage like that helps. Besides, Balrog’s standing jab beats both of those special moves easily, every time, and it really looks like’s Bison’s should, too. I just extended the hitbox slightly so that you can now jab incoming Honda torpedos and Blanka balls.

Conclusion

The new Bison can still practically kill you with a solid hit, if he ever gets one. He can still perform various “circus tricks” such as randomly jumping around with strong, or headstomping, and now we can add fake sliding and devil’s reversing to the list. He now has at least some way to attempt to get out of lockdown traps, but not without risk. In HD Remix, he feels like even more of a pressure character (yay for fake slide), and a slippery fish when he’s forced into devil’s reversing on defense.

--Sirlin