NES Retrospective #6 – Zapper Games Round 2

Let’s head back to the Zapper, because I would be a total douche if I didn’t mention the other two launched games that were made for use with the light gun; Hogan’s Alley and Wild Gunman. Not much background I can give on these two other than they were originally arcade titles ported to the NES, which was a fact I didn’t even know until the Internet age. Ah, good old Internet.

I never had Wild Gunmen. However, I did have Hogan’s Alley at one point and remember the game fondly so I guess we’ll start with that.

Hogan’s Alley was basically a shooting gallery where you’d shoot down all the enemy paper cutouts and avoid the civilian paper cutouts. There were three different modes of play: one was a basic shooting gallery mode in which three cutouts would move on screen and you’d have to shoot the bad guy cutouts. It was a basic mode that more difficult with quicker shots and reaction time required, but it was a fun little game. Further progress in the game would dub you Sharpshooter or Super Sharpshooter. Don’t remember or know if there are other titles, but those were the only two I got.

The second game mode took place in a cityscape of sorts where you have to shoot down more paper cutouts. Not sure why you couldn’t include “real” people as your foes; it would have made for a different transition. Game Mode A would be the “training” mode and Game Mode B would be the “real” deal where you’re on the streets, but then again, this isn’t Grand Theft Auto.

If you’re bored with shooting down paper cutouts, you can try the third game mode which has you shooting tin cans and keeping them from falling down the pit. Landing the cans in various spots net you points and unlike the other games, there’s no need to pick and choose which cans to avoid or shoot. It’s a simple romp; if it moves, shoot it. I found Hogan’s Alley to be truly diverse of the three Zapper games (or rather the two I’ve played) and if you have an old Zapper hanging around, I’d check it out.

The third and final Zapper game in the launch wave is Wild Gunman, another port of a Nintendo arcade game. I’ve never played this, but apparently this has something to do with the Wild West and you shoot down cowboys in a good ol’ fashioned one-on-one showdown. There’s even voices in this game. Nice.

Anyway, that covers the remaining Zapper launch games. Unlike ROB the Robot, the Zapper would receive a few more compatible games, such as Gumshoe, so it still got some use even after people grew tired of the initial offerings. Next up, we’ll check out a couple more games on bikes: the popular Excitebike and the lesser popular Mach Rider. Later.

NES Retrospective #5 – The Wrecking Crew Is In…

While Super Mario Bros. was Mario’s main breakout game, it wasn’t his first game. Mario was first introduced in the 1982 arcade game, Donkey Kong. Some time later, Mario would gain a green-clad brother named Luigi and would be featured in another unrelated arcade game aptly named Mario Bros. Then they were stars of the Super Mario Bros. game and became well-known icons in Nintendo games. So given that they were popular, Nintendo decided to feature the brothers in another NES launch title; this one a game of lesser quality, but still fairly decent. The game was called Wrecking Crew.

In Wrecking Crew, Mario and Luigi are working as demolition workers and their job is to smash every wall into oblivion, all the while avoiding avoiding a plethora of enemies such as fireballs, waling monkey wrenches with eyes and eggplant enemies. AS you progress further, the brothers will meet a construction foreman named Spike, who will also work to smash down walls. Seems like he’s a friend, but he’s actually trying to screw our heroes over by screwing up your game. See, Wrecking Crew requires that you not only smash every wall in the game, but you smash things up in a certain order. Not only can you shatter walls, but also certain ladders and columns which drop the floor above you. Be forewarned – once the ladders are smashed, they don’t come back and if you needed to get to a higher level and the ladder was the only way up, you’re fucked big time.

So as stated, the game featured the Mario Bros. as the main protagonists. Player 1 was Mario, while Player 2 was Luigi. Strangely enough, Luigi wore purple. Some people would find this odd later on, but the truth of the matter is that nobody seemed to know what colors to stick Luigi with. In the original Mario Bros. arcade game, Luigi wore his familiar green overalls. In Super Mario Bros, he wore white overalls over a green shirt. So this purple outfit was another outfit Luigi was considering before sticking with his current choice of colors – green and blue – which would debut in the US-modified Super Mario Bros. 2. Say what you will about the game, but if we had gotten the other Mario 2, Luigi would still be wearing white and would still be a virtual Mario clone.

Okay, enough about Luigi’s wardrobe choices. Back to Wrecking Crew.

So a truly innovative feature that was included in Wrecking Crew was the ability to build your own levels… up to four levels can be built and enjoyed by all. And really, the builder wasn’t actually that bad. There was pretty much no limits as to what you can create in terms of level design. Levels can be really easy or frustratingly difficult. So now we save our levels for future use, right?

Well, no.

You see, Wrecking Crew had the ability to create levels and the option to save and load levels were there, but the thing is they didn’t actually work. The reason they didn’t work is simple: Wrecking Crew was originally released on the Japanese Famicom and level data was saved through a cassette recorder peripheral released for the Famicom system. The cassette recorder was similar to what was used by the old Commodore computers and quite possibly other similar brands. The NES didn’t have a similar device and nobody had bothered to remove the options, and so the save/load commands remained, even if they didn’t work. Fortunately for fans of the original Wrecking Crew who also happen to own a Wii, the Save Function has been fixed in the Virtual Console version of the game, so you can save your levels with no problem whatsoever.

Wrecking Crew was a fun little game. I know some people might be put off and that Screwattack had named it one of the worst Mario games, but I didn’t think it was that bad. Certainly, it had to be better than, say, Ice Climber. But that’s another story entirely.

Next up: More Zapper titles.

NES Retrospective #4 – Your Princess Is In Another Castle

Let’s backtrack a bit, shall we? Now a couple posts ago, I mentioned that Nintendo had devised a cunning Trojan Horse through their ROB the Robot peripheral, designed to get people into their cleverly-named Nintendo Entertainment System. The strategy worked and people bought the NES because it was a toy and not a video game console. People saw the light, but the games were so good and well designed that nobody seemed to mind.

About a year later, Nintendo dropped support for the robot entirely and hedged their bets that consumers will pick up their new video game system with a single game included. The game chosen was Super Mario Bros, a game about a portly Italian plumber and his brother saving a Mushroom Princess from a bunch of rogue turtles. Some were predicting doom for Nintendo, but were quickly disproved when Nintendo sold a crapload of NES consoles, thereby ensuring not only the company’s future but also their growing success into one of the new juggernauts in the video game industry, as well as opening the doors for other companies to ply their trade.

But while people were firmly enjoying their copies of Super Mario Bros on their NES systems in the late-1980s, I was happily passing along my own gaming path with the Commodore VIC-20 computer system and Atari 7800 video game console. Both were fairly decent systems and the VIC-20 even had a minute BASIC language built in so you can make your own little programs and games, but in the end, neither were as exciting or advanced as a Nintendo. Around 1990 or 91, I got my first NES and as luck would have it, it included the SMB game. To say I was hooked is an understatement, but that’s another story entirely.

Nothing can be said about Super Mario Bros. that hasn’t already been said by countless others. It’s the game that was responsible for pulling the video game industry out of recession and making it hip again. It’s the game that redefined the standards of what a video game should be all about. It’s the game that stands the test of time by being a fun well-designed game for the time and is still fun to play even today. It’s undoubtably the single top-selling video game of all time, hitting numbers equally the number of titles sold within a single gaming franchise combined. Not many single video games of any time or place could make the same claim that SMB can; only a couple games have a chance of getting up there and… lo and behold, they’re on a Nintendo system as well.

Super Mario Bros was the gold standard in video games and in many ways, still is the gold standard in video games. What it lacks in extras and features that dominates most of the current offerings, it makes up with simple balanced gameplay, smooth scrolling of the playfield, solidly responsive controls, non-existent learning curve, and replayability that makes for an overall fun experience even over two decades after its initial launch in 1985. But setting aside the lifespan of the game and the standards it would establish, Nintendo made the right decision in going with Super Mario Bros. Duck Hunt showed off the Zapper, Gyromite showed off the robot, but Super Mario Bros. showed off the NES itself and presented would-be gamers a glimpse into the future.

Without ROB The Robot, Nintendo would not have gained a foot in the untapped video game market. But without Super Mario Bros, Nintendo would not have gained and maintained a stranglehold in the video game industry that would make it a lucrative and successful company. It almost begs to wonder what the scene would have been like if they packed another game besides Mario with the NES. Would Nintendo have been as successful? Probably not, but we won’t really know.

Now, if you will excuse me, I have to save some Princess who’s in another castle.

NES Retrospective #3 – Zapping Some Chickens

While ROB the Robot was responsible for the NES’ success – and make no mistake, the NES would not have lasted that first year without it – it didn’t last long as a peripheral and soon faded into memory. One launch peripheral that did survive and got decent support for a time was the Zapper light gun. Plugged into a controller port, this thing allowed you to shoot at the screen (a classic Tube Tv and not the modern HD screens which require a fucking sensor) similar to an arcade game. While a number of Zapper games were released, none are more fondly remembered than the pack-in game Duck Hunt.

Duck Hunt offered nothing special: just a simple shooting gallery that has you shooting down ducks and clay plates in an alternate mode. However, most fondly remember the game because of its simple premise and the ability to shoot down flying animals with an orange (or gray) plastic gun. I certainly remember when I played this at my cousin’s house, who had just gotten the NES Action Set (a later set-up which included the Zapper and SMB/Duck Hunt multicart). I also distinctly remember playing a different type of game and pretending to gun down all the would-be players with the Zapper while the sound effects were playing on the title screen. Yeah, the Zapper was a toy and it was a fun one at that, too.

But I digress.

The idea behind the game is pretty simple to understand: along with your trusty hunting dog, you took aim at various colored ducks (flying either one at a time or two at a time depending on the game mode selected) and if you let the ducks fly away, your mutt would come out of hiding and laugh at you for your miserable performance. The laughing dog didn’t really bother me so much at the time, as he was simply playing the role of the buddy who also laugh at your pisspoor performance in a video game as simple as Duck Hunt, but as I would later discover, the dog had given people many nightmares to the point where people would actually program little Flash games that allowed you to shoot the dog. Where were the PETA people when this animal cruelty program was unleashed upon thousands and millions of children around the world? They must have been pissed… but apparently not pissed enough to keep this game from being a success.

So Duck Hunt was a fairly decent game for its time and is still fun to play today if you can find a working NES and Zapper, which was fairly responsive up to a certain range as most peripherals of this type were. If you actually shot down all or most of the ducks, you progressed to the next level where the ducks move faster and more sporadically. The game with two ducks is a bit harder because, as you only have three bullets per round, you can’t screw up that much. You don’t have to shoot down all the ducks, but missing more than a certain amount of acceptable losses merits a game over and gives your trusty dog one last laugh at your expense. Finally, there’s the clay shooting mode, where you have to shoot down some clay plates launched from behind you. Curiously enough, the dog is nowhere to be seen in this mode. Probably the player’s character kicked him off the cliff after being laughed at so many times.

Ah, the memories. But alas, Duck Hunt and its Zapper peripheral didn’t set the world on fire and bring Nintendo to prominence for years to come. That role belonged to Super Mario Bros.

NES Retrospective #2 – The Trojan Robot

To truly review what games were offered on the NES initially, you’d have to look at the games that were packed with the consoles. As stated in the previous “episode” of this NES Retrospect, Nintendo released the NES in two formats: the Control Deck, which included Super Mario Bros, and the Deluxe Set, which included Gyromite, Duck Hunt, and the peripherals needed to play the games. Since the main focal point of the NES at the time was ROB the Robot, we’ll start with the pack-in game Gyromite, which required the infamous ROB The Robot to play the game.

Now confession time: I never had ROB The Robot. Unfortunately (or fortunately), I only got an NES in 1990, during which time ROB had long been placed in carbonite and stranded on Omicron Theta along with Mr. Data. So my only real experience with Gyromite was through a bulk deal with a kid back in my junior years. It was only after an hour of trying to figuring out what the fuck I’m supposed to be doing in this game did I realize that I needed good ol’ ROB to play the game… well, no thanks. I already had a perfectly good toy robot for twenty bucks. Didn’t really work with my NES, but man was he awesome and also cute.

So what was I talking about before? Oh yeah, Gyromite.

Gyromite has you in control of a professor who designed ROB. Unfortunately for our esteemed scientist, he is caught in various levels filled with enemies. It’s up to the player to use Rob to control conveyors and guide the professor to safety. Now having never played Gyromite properly because I never owned the robot, I can’t provide exact details as to whether the game played well or not. Another game that was released on launch for the ROB peripheral was a game called Stack Up. This was less of a single game than it was a collection of mini-games that made use of ROB’s various functions. Again, having never owned the robot or the game, I can’t properly comment on the title.

Interesting to note was that only two games (the ones I just mentioned) were made for the peripheral and thus the robot was quickly dropped soonafter. However, ROB the Robot had served its ultimate purpose; it was Nintendo’s own version of a Trojan Horse, allowing ROB to enter the homes of families while secretly getting kids addicted to video games again and making it an in-thing during a time when people were fed up with the electronic form of entertainment. While some would criticize the robot for its noise and functionality, it no doubt remains an icon in Nintendo history to point where it even gets a character in the Smash Bros. series of fighting games. Go figure.

With its main goal accomplished, Nintendo quickly dropped support for ROB The Robot and stuck with the Control Deck and the Super Mario Bros. game, which continued Nintendo’s wave of success and ensured a future for the NES. Nonetheless, never doubt the importance of a noisy robot without whom Nintendo would never be able to succeed as quickly as they did.

ROB The Robot… we salute you. Now go back to the scrap heap where you belong and hope you get dropped for a real fighting robot in the next Smash Bros. game. Is the original Mega Man available?

Next up: The Zapper and friends.

NES Retrospective #1 – What You’d Get Initially

Every good piece needs an opening monologue of sorts, and while I don’t expect my project to be great, I still need an introduction of sorts. As I stated, I’m beginning my NES Retrospect event – a review of the initial sixteen launch titles for the classic Nintendo console as well as some additional side pieces. Now everyone knows about Super Mario Bros and Duck Hunt; those were the more popular of the titles, but what about the rest of the games? What’s so special about Ice Climber that they would be included in the current series of Smash Bros. games? Why does my copy of Gyromite have hard levels? Here’s where we look at some old games for old times’ sake. But first…

The Nintendo Entertainment System was considered to be the pinnacle of video games. It is often difficult to see a world where the NES hadn’t been introduced or even become the success it was. While more powerful video game consoles have passed the old system by, most can remember their fondest gaming memories on the classic gray box.

In a twist of irony, however, the console wasn’t initially touted as a video game system, but rather as a toy, with focal points being not the successful pack-in game Super Mario Bros, but the robot peripheral ROB and Zapper light gun. Instead of game cartridges, you had game paks. You had better graphics than the old gaming systems and the titles were larger in scope, unlike the video games of old and their simplistic-minded design. These days, when a company like Sony puts out a video game system and calls it a computer entertainment system, you’d cry foul, but this sort of strategy was exactly what Nintendo needed for their fledgling console (which had undergone several revisions before hitting stores).

The reasoning behind this was simple: video games were passe and for a good while now, people had been burned out by the market of horrid Atari games that had plagued shelves. For some reason, people thought differently when it came to this new machine from Japan. Maybe people actually enjoyed the ROB and the two games designed for it, who knows?

During the initial launch of the NES, Nintendo released two configurations for its soon-to-be-popular system:

The Deluxe Set, initially priced at $249, included the console itself, two Nintendo gamepads, ROB the Robot, a Zapper light gun, and two games; Gyromite (made for the robot) and Duck Hunt (made for the Zapper).

The Control Deck set, initially priced at $199, included the console itself, two Nintendo gamepads, and the launch title that would make Nintendo and its star protagonist famous, Super Mario Bros.

Along with these sets, sixteen games were initially launched, the three pack-in games included. Over the course of the next month, I will be either reviewing each of the games or the series of games that were initially launched. In addition to the reviews, I’ll be providing some history lessons on the NES’ rise, fall, and revival in relevance and reveals means on how you can play the games today on modern hardware or classic hardware.

WWF Buys WCW… And Somehow Loses.

It’s over.

After a long, hard-fought battle, the World Wrestling Federation has outlasted its rival promotion World Championship Wrestling and bought off its remains, putting an end to the storied rivalry in years and giving Vincent K. McMahon the sports entertainment monopoly he’s always wanted.

It was tight in the beginning. WCW Monday Nitro started in 1995 and went head to head with WWF during a time when the show was an hour long and ran a bunch of bad matches and stories featuring largely cartoonish gimmicks.

And then Scott Hall and Kevin Nash jumped ship to WCW, wrecked havoc (in more ways than one), and formed the New World Order with a Hulk Hogan who had gone bad in an effort to change his stale act. And for the first time in a good long while, WCW was on top of the world, beating the WWF in the ratings, pay-per-view buys, and other areas that the geeks would consider important. The WWF struggled, but couldn’t quite nudge.

But WCW proved two things; they had one good idea and most of their top stars were old guys from the WWF’s prime years in the eighties. Eventually, people got tired of the nWo gimmick and clamored for something new… and that something new came from Stone Cold Steve Austin feuding with Vince McMahon. Suddenly, people were hot for WWF again to the point where WCW was suddenly feeling left behind.

In an effort to gain back their dominance, WCW made stupid mistakes. They ended the streak of their hottest star, Goldberg, and went back to the nWo well one time too many. They hired one of the creative minds behind the WWF’s recent run and they ended up with the same stuff that was on the other show, which begs the question why anyone would want to watch second-rate WWF television on the WCW show when they could just watch RAW. They let four talented wrestlers leave for the competition. They brought back the two guys responsible for the company’s woes to try and liven things up again, only to fail miserably and harder than before.

And these are just scratching the service.

Eventually, the heads at Time Warner decided to sell the thing off and then someone else decided to cancel all the WCW shows, leaving Vince to come in and buy his competition. He might not have the shows, but he has the trademarks, the titles, and some of the stars… but not the big guns. No Goldberg, no Steiner, no Jarrett or anyone like that… well, they got DDP… that’s something, I guess, right?

So this is it… WWF is the only show on television right now… and how do they celebrate this big milestone?

They make Shane the new owner of WCW and have Steve Austin turn on the Rock to join forces with Vince McMahon.

The next day, a friend of mine who had been watching wrestling since the 80s was so upset by this turn of events that he swore off wrestling forever. We’ll see if he actually means it… but if that’s the case, then I wonder how many other people would feel the same way. More to the point… how many people who used to watch WCW until the very end – still feels funny saying that – are actually going to make the jump to WWF?

I was not the biggest WCW fan in the world; the old guys and the constant nWo stuff killed it for me… but it was the place for great wrestling. And there used to be this mentality that WWF was more focused on the entertainment aspects while WCW was more about the sport… something that wasn’t readily apparent the first time around when you had a bunch of old guys in the main event.

So two shows with two different styles… and one goes away… does the one show get the other audience or do they go away?

One thing’s for sure; this acquisition could very well make this whole WWF vs. WCW thing a reality… even if it feels half-assed

Revisiting THREE: A New Generation of Street Fighters

I remember going to the local arcade by the shopping mall, looking to see if there was anybody occupying the popular fighters during the day. And there it sat: THREE.

Why they went with THREE on the arcade banner and not Street Fighter III baffled me at the time, but looking back, I realized that the banner was a joke that Capcom went along with.

For years, people have been clamoring for a Street Fighter III and for years, we got anything and everything BUT that elusive game. In that time, there have been many countless jokes made about Capcom being unable to count to three when it comes to its Street Fighter games. The funny thing is that nobody at Capcom had a problem counting up to and beyond 3 when it comes to its Mega Man series. Maybe the problem is with Capcom’s arcade side of things, as now we seem to have a problem counting to 4.

Or maybe this is the last Street Fighter game for a good while… not counting the updates, of course.

I remember popping in a token into the machine, which had seen only a couple people play at most. I’d pick Ryu and then was astounded by the option to choose one of three Super Arts. Prior Street Fighter games and spin-offs gave fighters more than one super that were available at all times, so to restrict players to one out of three seemed like a step backwards, but then again, this was a “new” take on the property.

Other than Ryu and Ken, you have a cast of eight new characters. In a way, I was annoyed because that meant you had no old favorites to fall back on other than Ryu or Ken… but in a way, it actually makes sense. Street Fighter II had only three fighters making a return from Street Fighter I and this third game is supposed to denote a new generation. Shouldn’t there be more new faces to introduce to the pack?

So I play this new game and in a way, it’s familiar territory almost back to basics. Moves works as well as they did in past games, air blocking is gone, air hurricane kick is gone, only one level of super energy, and… wait a minute, why does that girl have three levels of energy and a much smaller meter? What’s going on here? Hold on, they’ve got a meter that shows me how many hits it takes to stun someone? Why would… HOLY SHIT! DID THAT SUPER SHORYUKEN JUST EAT UP HALF THAT GUY’S HEALTH?! WHAT THE FUCK?!

Street Fighter III was the same old Street Fighter game with a new cast of characters, a somewhat more fluid artstyle that was rougher looking and carried more grit than the anime-esque Alpha visuals,  and a new parrying mechanic that takes a while to master, but changes the dynamics of the game greatly. And I’ll be honest; I enjoyed the game quite a bit. It was nice to see a different looking Street Fighter game that didn’t just recycle the same Alpha sprites over again and there was a vibe to this one that I kinda dug.

The typical single-player experience gave you six random opponents for you to conquer before facing off against the final boss, Gill; a tall dude with blue and red skin wearing nothing but a loin cloth. This fucker was tough; his moves hit fast and hard, his reaction times were quick, and if he had a full super meter after getting KO’ed, he’d spring right back to life.  Clearly, this guy was an asshole that was hard as nails… but eventually, he was conquered and a high score was achieved… back when we cared for such things.

And then a year or so later, that SF3 machine was replaced with something else. I don’t remember what, but the game didn’t last long. I never did get to play the 2nd Impact upgrade in arcades, but I did play the Third Strike iteration during my wilderness years. A drastically different experience that no doubt felt like a considerable upgrade… but I’ve always had a fondness for the OG Street Fighter III. It might not have gotten the warmest reception at first glance, but I was just thrilled to get a different Street Fighter that actually felt somewhat different.

Revisiting… Street Fighter II

This one’s going to be brief, right? Because almost everyone who has been to a video arcade has played or even seen a Street Fighter II arcade machine.

This was the game that gave birth to the modern-day fighting games. Sure, other games had dabbled in this style before; this is, after all, a sequel to the 1987 Street Fighter arcade game that provide the foundation for this title. And you also had other games like Yie Ar Kung Fu and Karate Champ that also had similar one-on-one set-ups… but those felt more like test runs for the style of play that would become the poster child of competitive gaming among the more hardcore group.

This was the thing you either thanked or cursed for changing the face of arcade games. The days of going into an arcade and seeing a wide variety of games from shooters to weird one-offs were a thing of the past. Almost every arcade that I’ve come across – the ones that are still standing, at least – are filled with nothing but fighting games. Whether it’d be different flavors of Street Fighter or something else entirely… maybe you’ll get lucky and someone has a bunch of sitdown racers to play with, but otherwise, it was Street Fighter or bust.

I’d be mad about it if I didn’t enjoy fighting games in general… but I kinda do. I’m not what you call an expert player – hell, someone comes in and joins a game, I’m already planning my trip home… but I do enjoy playing these things when the competition is… less serious, as it were.

But my first encounter with Street Fighter II wasn’t at a local arcade or anything like that. At that point, I didn’t venture out much on my own, so any trips I’d go on, it’d be with family or friends who were willing to haul my ass along for the ride. But yeah, one day, my brother took me along to a comic book shop close by. Lots of comics, some other odds and ends, but what mesmerized me most of all was the Street Fighter II arcade machine that was just sitting in the corner.

I didn’t play it. I just looked at it. I looked at these images that were happening on screen, mesmerized by these people playing these little characters on screen trading blows, and then one of them would throw a fireball and we’d be like wow. Things that we kinda, sorta take for granted nowadays because the fighting game scene is packed with lots of spectacular titles, but the simple allure of seeing someone pull off a fireball and then figuring out the moves, when you only had like two or three special moves per fighter, is something that can never be truly replicated. It’s one of those things that stuck with me until they traded that Street Fighter II machine for a Mortal Kombat one… lather, rinse, repeat… except with more blood and maybe a couple fatalities when someone figured the bloody thing out (no pun intended).

Unlike Street Fighter I – whose only home port I know of is an obscure PC version – Street Fighter II eventually graced a console that I was familiar with: the Super Nintendo. Street Fighter II on SNES became a regular rental whenever I got the chance. And things got ugly when more than one person was around. I’d argue things got uglier when the updated version, Street Fighter II Turbo came long a year later. Same characters, play as the bosses, woe to anyone who decided to use M. Bison and spam his psycho crusher move. You were a hated person in those circles.

Eventually, Super Street Fighter II was a thing. Never having seen the arcade game, it was something I thought was a joke of sorts until the home ports came along and pretty much confirmed it as a real thing. New moves like red fireballs, flaming dragons, a whiny new Guile voice, Big Bird Announcer… 8-player tourneys if you had the controllers and players to spare. Fun time. Great party game whenever we can pull it off. But then there was Super Turbo, which I never played the arcade version, but I did get the DOS port, which ran slow on my woefully underpowered 486SX computer and the music was kinda funky, but there was still fun to be had.

I still have that CD. I wish I could run it on my Pentium, but Windows ME is an asshole with these things. (But I still use it anyway because it still has DOS… and I still use DOS.)

Eventually, Capcom moved on from Street Fighter II and kicked off the Street Fighter Alpha line of prequel fighters… and they’d eventually figure out how to count to three.

But that’s another story.

Later.

Revisiting The Original Street Fighter Game

Most people’s first experience with a Street Fighter anything was the second game. The one with eight World Warriors, special moves that took time to pull off, and made for some competitive battles between players. Even with that initial iteration, it’s easy to see why it became the basis for a much beloved fighting game franchise.

Of course, that is Street Fighter II, which denotes a sequel to a prior game.

The only other Street Fighter game that I knew of back in the day was the Street Fighter 2010 game for Nintendo that was featured in some comic book ads, but eventually, I’d come across that very first Street Fighter game and while my experience with it was brief, it stuck with me until the end of time.

We were at an airport one time and on the second floor, there was a rather modestly-sized video arcade section. I only had a couple quarters on hand to try some of the games; most of which were older games that I wasn’t too familiar with at the time and most of which I probably wish I sampled for the sake of saying that I played an actual [insert vintage arcade game here] arcade cabinet. But instead, my eyes were affixed on this one machine in general with a very familiar name.

Street Fighter.

But this one was different. This one had no roman numeral II on the marquee. And also, the game that was being displayed was not the familiar Street Fighter II game that I had seen before. It took a moment for my young mind to register that this was, in fact, not Street Fighter II… but rather the original Street Fighter I. Yes, the game does, in fact, exist. I’ve seen it with my own two eyes… and it bore the familiar set-up of six buttons (three punches and three kicks).

Being someone who had been on something of a Street Fighter kick, I couldn’t help but be drawn by this magical cabinet before my eyes. Ah man, I’ve got to give this thing a try… aw, but it takes two credits and that’s all I had… but still, it’s Street Fighter I. I’m never going to get this chance again. I rarely get out at this young age of 12. So I popped the quarters in and I start playing.

The game was primitive compared to its sequel. You only had one character to play with (Ryu) and your only option was to fight in Japan or USA. Naturally, I begin the quest in Japan, where I face off against a bald guy named Retsu and eventually get defeated by Geki, a ninja. And then there was a bomb. And then I had no more spare change and moved on with my life.

That’s about all I remember about the game.

I don’t recall if the game ever got ported over to home systems. The closest thing that I could recall was reading about a PC version of Street Fighter II that also came packaged with a DOS version of Street Fighter I, but that’s about the extent of it. It’d be nice to be able to play that game again someday.

We’ll see, I guess.

Later.