Showing posts with label street fighter ex plus alpha. Show all posts
Showing posts with label street fighter ex plus alpha. Show all posts

17/03/2016

STREET FIGHTER EX PLUS ALPHA (SNES)

By the mid-nineties videogaming's polygon revolution was in full swing, with companies falling over themselves to replace outdated 2D graphics with the latest Gourad-shaded, texture-mapped blocks of the future. Capcom were not immune to this, and in 1996 they teamed up with Arika to produce Street Fighter EX, the first game in the venerable fighting series to feature fully 3D models. It reviewed well, (and I'm rather fond of it,) but in my personal experience at the time most people seemed to think of it as something of a poor relation to the sprite-based Street Fighters. This combination of cutting-edge 3D graphics and perhaps a slightly luke-warm reception made Street Fighter EX the perfect candidate for bootleg SNES port, as long as you're from a different universe where the laws of logic run backwards. Unluckily for us, one enterprising group of pirates managed to break through into our reality and make this madman's dream a reality.


That's right, it's Street Fighter EX Plus Alpha - "Plus Alpha" originally referring to the enhanced Playstation port of Street Fighter EX - brought to the SNES, possibly by a company called DVS Electronic. Wisely, the developers decided not to include their name on the final product.


As you'd imagine, Street Fighter EX Plus Alpha: Baffling SNES Edition Turbo is pretty light on content, with only the standard arcade and versus modes available to choose from and a couple of options to fiddle with. There's an option to change the difficulty of your CPU opponents. I'm fairly certain it doesn't actually change anything.


Okay, that's a fairly faithful recreation of SFEXPA's painfully gaudy character select screen, or it least it would be if it wasn't missing half the characters. Despite being based on SFEX, this "port" only includes two of the fighters introduced in the SFEX series. One of them is Skullomania, thankfully, while the other is Hokuto. Already this is a worrying sign, because why bother porting SFEX if you're going to remove all the characters that made it unique instead of just making, I dunno, Street Fighter Zero 6: Rainbow New Challengers Edition or something? Well, the reason for the lack of SFEX characters will become clear once we get into the game. I'll be playing as Ryu for the purposes of this article. Yes, it was quite the emotional struggle not to pick my beloved Skullomania, but I chose Ryu for a reason. After twenty-five years of Street Fighter, I've spent more time moving Ryu around that I have moving my own physical body, so he offers a good baseline for deciding how accurate a copy of Street Fighter this game really is.


Ryu vs. Ken: the eternal struggle. Ryu has a finely-honed mastery of karate and the invincible soul of a true warrior on his side. Ken is a millionaire with a loving family. In a lot of ways, the winner here is already decided.
I'm sure you're all excited to see how the developers of this game managed to cram the polygonal graphics of the original into a SNES cart, and the simple answer is...


...they didn't. The main thing that set SFEX apart from its forebears is completely absent from this version, replaced with familiar 2D sprites. I suspect most of these sprites are based on sprites from the Street Fighter Alpha series - Ryu having a white headband is something of a giveaway - but they're definitely not straight rips of the Alpha graphics, either. Did someone sit down and edit the sprites or draw over them to produce these unconvincing, blobby clones? Probably. They did a bloody awful job, mind you. Just look at Ken's right knee. That's not where knees are in relation to the rest of the leg, not unless his femur is about three inches long.


So, I set to playing SFEXPA and immediately noticed some problems. For starters, there're only one button each for punch and kick. I tried to do a jumping kick but Ryu point-blank refused, jumping into Ken's Dragon Punch instead. Normally this would be a minor setback, but for some reason Ken's Dragon Punch - his regular, unadorned Dragon Punch - hit Ryu about fifteen times and drained nearly two-thirds of his health. I retaliated by throwing a fireball, and to the games credit it actually worked first-time. The ability to perform special moves with any degree of reliability was not something I expected to be included, so there's that. However, everything else about the fighting engine is utterly woeful, a heinous juddering mess of missing frames and unfathomable hit detection. I think in this case, showing is better than telling, so here you go:


I don't know which is my favourite part: when Ryu is tripped and briefly goes completely upside-down, or when Dragon Punches are being traded and the game just decides "fuck it" and pops the characters into random positions. They're both pretty wonderful.
After grappling with the controls for a while, particularly when it came to not pressing the shoulder buttons for heavy attacks because surprise, they don't do anything, I managed to avoid Ken's ridiculously lethal uppercuts long enough to win the fight. Naturally you don't get a victory screen or a win quote or anything like that, but to be fair those things weren't in the original SFEXPA either.


The next battle is against Ryu's deadliest foe: himself! Okay, second deadliest after "this game's shocking amount of input lag." Further proof that these graphics aren't just ripped straight from Street Fighter Alpha is offered here: in the SFEX games Ryu's usual Hurricane Kick is replaced by a jumping triple-kick move which you can see above, so the developers must have drawn new sprites (or at least heavily edited existing ones) for these new moves.


If I wrote a sentence describing every weird bug I ran across during this game, this article would end up longer than War and Peace but with considerably more anguished swearing, but some things cannot be allowed to pass without comment: things like my Ryu refusing to face his opponent while he performs his super Hurricane Kick. Shouting out "HE'S BEHIND YOU!" is something that really should be limited to children's pantomimes or watching horror movies while drunk. Oh, and yes, this game does include super moves, which was a surprise. You can see the super bar just below the health bar at the top of the screen, although how and why said bar fills up is a mystery to me and the CPU often seems to able to summon up a string of uninterrupted super combos one after the other. This is a problem, and the problem is exacerbated by blocking not working properly. You hold back to block as usual, but any multi-hit attack can and will ignore your defences whenever it bloody well feels like it. If Ryu catches you with his super Hurricane Kick and you're blocking, you'll take at least three or four hits out of the fifteen or so it throws out.


Next up is the strongest woman in the world: Chun Li, with her massive legs and teeny-tiny arms and her famous pink dress. Chun Li has reached such an advanced level of martial arts prowess that she is able to to become utterly intangible, turning her physical form on and off like a goddamn light switch.


See? This, amazingly, did not register as a hit despite Ryu's fist - which is bigger than Chun Li's entire head - definitely being in a position that should result in Chun Li losing some health and possibly filing criminal charges. The worst thing is that sometimes this would count as a hit, but SFEX's hitboxes are as ineffable and unknowable as the whims of the jerkiest of trickster gods. This serves to make the game extremely difficult, because while a human player can never truly comprehend what's going to happen from one moment to the next, the CPU always "knows" what's going on. Perform a super move and the computer will have the exact right move ready to counter it, for example, or it'll walk straight through one of your seemingly clean punches and smash you with a Spinning Bird Kick that wipes out half your health. Obviously this makes SFEX a very unfair game, and I was having real trouble getting past Chun Li until I hit upon the One True Strategy: stay as far away as possible, hit them with a few fireballs and wait for the time to run out. They're too dumb to come and get you most of the time, and these tactics are helped by the game clock starting at forty "seconds" rather than the usual ninety-nine - making matches so short that you'd struggle to defeat your opponent before the time ran out even if you could fight properly.


Even in a game as illegally cobbled together as this one, Guile here is looking particularly bootleg-y. I think that's because his sprite is actually based on Charlie / Nash (wait, I think his name is canonically "Charlie Nash" now, right?) from the Street Fighter Alpha series, as evidenced by his ploofier-than-usual trousers and orange vest. They've replaced Charlie's bizarre "Misfits' devilock wrapped around a wire coat hanger" haircut with Guile's marginally less bizarre "mighty desert plateau" 'do, but he still doesn't look all that much like Guile. The lack of Stars and Stripes tattoos on his biceps doesn't help, either.
After some painful research - that is, I played some more of this mess after I finished the arcade mode - I realised I could have made my life easier by playing as Guile. This is because projectile attacks were the main pillar of my combat strategy, and Guile doesn't have to charge up his Sonic Boom like he does in other, actually competent Street Fighter games. Nope, you just tap away, towards and punch to throw a Sonic Boom, which makes Guile feel a bit like a Mortal Kombat character.


Long-time VGJunk readers will know all about my affection for Skullomania, a character introduced into the Street Fighter universe via the first Street Fighter EX game - a tragic figure and balletic fighter who lost his mind after his boss forced him to dress as a skeleton for a work promotion and became a costumed... well, I'm not sure "champion of justice" is exactly correct so let's just call him a puncher of faces. I have long awaited another chance to play as Skullomania, but not like this.


Wow. Just... wow. It's so graceful I can hardly take my eyes off it, a statement which, sadly, is almost true. And here I though the digitised clowns in the background would be the most upsetting part of this fight.


It's Akuma. He's waving at me. Hello, Akuma! I hope you like fireballs.
It turns out Akuma does like fireballs, and he spent the entire fight throwing them at me, including a big super fireball and even his trademark air fireballs. Further testing indicates that his other trademark, the deadly Shun Goku Satsu super combo, is not included in the game. This is hardly surprising, as it would be difficult to input light punch, light punch, forward, light kick, heavy punch when there are only two buttons and they don't even work half the time.


I have no idea what M. Bison is trying to do here. I've been playing this game for so long that everything's started to blur into a dizzying mess of indecipherable bullshit. Bison appears to be performing a hyper-exaggerated "slipping" pose, as a cartoon character who's just trodden on a banana peel might. His poorly-drawn boots make his lower half look like he's wearing blue shorts, tights and black pumps, while a giant slug perches on his shoulder. For his part, Ryu is about to plant a Dragon Punch right into Bison's testicles, which is an apt metaphor for playing this game.


Seriously, I'm really struggling here. Between Sakura's pencil-thin thighs and the statue of a green jelly baby in the background, this SNES version of Street Fighter EX Plus Alpha feels like it pushing me to the edge of either madness or a catastrophic cerebral haemorrhage.


I know it's crude, but I have to ask: are you farting on Sakura, Ryu? Is that what's happening here? Does the answer lie in the fart of battle? Oh god, I'm so sorry. Do you see what this game has reduced me to? I don't think I've ever said "wait, what? What is going on?" so often in such a short span of time, apart from maybe the time I watched Twin Peaks while I had the flu and was dosed up on Night Nurse.


The final bout of the arcade mode is against Hokuto, one of the characters introduced in the Street Fighter EX series. She's a serious shrine maiden type who sometimes becomes a murderous berserker assassin, as you do. The graphics on her portrait picture are messed up, because of course they are.


Here we see why this Street Fighter EX game barely contains any Street Fighter EX characters: because they've never been represented in sprite form before, there was nothing for the developers to rip off and so adding in more EX characters would have taken a lot of extra effort. I think by now now we have a good idea as to the developer's feelings on "effort," and so we're left with a wonky Hokuto sprite with a waist so thin she couldn't possibly eat solid food and a colour scheme that only dogs should be allowed to look at.


Thus the arcade mode ends as it began, with me throwing fireballs and waiting for the clock to run out. Hokuto didn't stand much of a chance, mostly because she kept doing her "perform a counter attack if someone punches me" move and you can't counter-attack a fireball. I mean, I suppose you could but it's fire. Don't punch fire.


The ending sequence, in all it's majesty! I know you think it says "you are number one," but reflect on that for a moment. Don't you think it's more likely it means "you are no-one"? I'm not saying that this game is so bad that it has stripped away all sense of my identity and left me a hollow shell of a man, but that's just because I only played it for a few hours.


In case you didn't read this article and skipped to the end for my admittedly very important final judgement, let me be clear: Street Fighter EX Plus Alpha is an absolutely wretched experience, and one of the worst videogames I've played in a very long time. It gets every single facet of the fighting game experience wrong: blocking doesn't work, hitboxes come and go as they please, controlling your fighter is like trying to play Operation using a JCB and every character jerks around the screen though someone hollowed out their bones and replaced the marrow with angry wasps.


I like to try to say something positive about every game I play, but in this case I'm struggling to come up with anything. The music's pretty good, but that's because all the music is ripped straight from Street Fighter II. It's poorly compressed and doesn't sound quite right, but a bad version of Guile's theme is still Guile's theme. Erm, it has Skullomania in it? Apart from that, the only nice-ish thing I can say about this game is that I have to admire the sheer cheek of the developers. They were determined to cram Street Fighter EX into a SNES cart, and by god they sort-of managed it. Sure, the cramming process absolutely destroyed the game, but these noble fools dared to dream. I just wish their dreams had been in a medium I have no interest in. Street Fighter EX: The Ballroom Dance would have been fine. I could have comfortably ignored that. Unless it had Skullomania in it, of course.

21/05/2014

EPHEMERA, VOLUME 6

It's time once again for an Ephemera article, where instead of taking an in-depth look at one game I use the laser-like focus of my mind to pick out five tiny videogaming moments for dissection. Maybe I should be hyping these articles up more, giving them jazzier titles and more dynamic descriptions. Five Mind-Blowing Game Moments That You Won't Believe (Unless You Do), maybe? Hmm, no, I don't think so. Right then, what do we have this time?

The Whole World Smiles With You

The Bitmap Brothers' 1993 Amiga game The Chaos Engine is a dark, grim shooter set in an alternate Victorian era where a Charles Babbage analogue has created an evil sentient computer that's destroying the land and mutating man and beast alike. It doesn't sound like a place for men with cheery hearts and chipper attitudes, but apparently no one told this to the Mercenary character.


Just look at that beaming smile! He is a man fair resplendent with warm feelings and a deep love for all the people of the world. He wants to be your friend, he wants to be everyone's friend. It's nice to see a man with such a positive outlook on life. His good humour will be much needed on this long and arduous journey.


Okay, so in his profile picture his smile looks more like a grimace. That's understandable. Not even the Mercenary can be happy all the time, not when they're doing battle with the twisted forces of the Chaos Engine.


Oh. He's a complete psychopath. Well, there's nothing that says a psychopath can't be cheerful, I suppose.

Give a Hoot

My very favourite Megadrive game now, with Shining Force II and its books. There are a bunch of bookcases dotted around the game, and each one shows you the title of a book when examined.


Viva, Friendship indeed. Shining Force II lets you make friends with a werewolf, a robot and a vampire called Mr. Lemon. Friendship in Shining Force II is a wonderful thing. There are sensible books, like Attitude of Soldiers, and there are less serious ones like the Sega Guide. There's one called An Old Goat, which the main character thinks might be about his Gandalf-type wizard mentor Sir Astral, the ungrateful little sod. My favourite, however, is this serious tome.


Ah yes, Study of Yogurt, that famous seven-volume treatise on all things created from fermented milk. An indispensable grimoire for any sorcerer, be they searching for battle tactics to use against the Fromage Frais Tribe from beyond the Dairy Mountains or just looking for a good raita recipe.


I checked out the Japanese version to see if there was anything else to the Study of Yogurt, but as far as I can tell the message just reads "a book named Study of Yogurt". I think that's for the best, though - the wonder of the Study of Yogurt is in its brevity, giving your mind free reign to imagine just what resides in its hallowed pages.

The Voice of Nigeria

You know what's a horrible feeling? When you work for ages on a long and tiring project but eventually finish it, only to realise as you're getting it ready for the final delivery that you forgot something. A small piece, something that isn't vital to the overall success of your project but a niggling annoyance none-the-less. I can only assume that the Konami staff who worked on PS1 football game International Superstar Soccer Pro know this feeling all too well, considering that they forgot record the commentator saying the word "Nigeria".



That is a completely different person saying "Nigeria". You'd think the sound department would have just gone down a big checklist of all the countries in the game, ticking them off as they were recorded, but then this is a game where the commentator sometimes shouts "SCORCHIO!" when you take a shot so I don't think getting the English speech right was Konami's top priority.

As Graceful as a Bison

Street Fighter EX is the black sheep of the Street Fighter series, (and Street Fighter The Movie is the deformed offspring chained up in the attic,) and as such it's got some strange moments, none more so than the various CG character endings. Zangief cossack dances his way around the world. Guile rides a plane - you might think that makes sense, given that he's in the Air Force, but he literally rides a jet fighter by standing on top of it while it's flying.


How Guile passed his training is anyone's guess. The Air Force generally frowns on its pilots not being inside the plane as it soars through the air.
But what of fearsome villain and Shadaloo dictator M. Bison? Surely he has a sensible ending that shows off his menacing Psycho Power and lust for conquest?


No, he does not. Your reward for completing the game as Bison is getting to see him perform a gymnastic floor routine. I know I've said before that if you can perform flying ninja kicks or endless cartwheels then you should use them to travel everywhere, but there are exceptions, like if you're the feared head of an international crime syndicate. A little decorum, if you please. We don't need to see you practising for the 2016 Rio Olympics.

Learning to Run

Mega Man 3 probably defines my early childhood more than anything else. I played that game incessantly for years, being terrible at it for most of that time... but it taught me to think about how I tackled a hard videogame. I played a lot of Super Mario, too, but in the Mario games it's always obvious how a situation needs to be tackled. Not so in Mega Man 3, and in the time before internet FAQs and video walkthroughs I derived great pleasure from figuring things out.


For example, here in Top Man's stage I eventually realised you can shoot this enemy by hanging from the bottom of the ladder, removing the need to drop down onto the staircase where I'd be at the mercy of the deadly... spinning tops? Really? C'mon, Capcom, why is Mega Man even allowed to fight killer robots if he can't handle spinning tops? Anyway, I digress.


Of these little tricks, the one I always remember best is the situation pictured above, also found in Top Man's stage. Platforms hovering over instant-death thorns, with a flying enemy to throw you to your doom via Mega Man's greatest vulnerability - knockback. How can you make your way through this gauntlet of terror with no risk to Mega Man's alarming fragile body?


The answer is simple: just run. Running straight off the platforms without jumping might seem like it'll result in an immediate Mega-explosion, but you have just enough momentum to land safely on the platform below, allowing you to completely bypass the enemy above and clear the screen unscathed, just by holding left on the d-pad. Well, until you have to jump up for the ladder at the bottom, but even a Mega Man player as bad as I can manage that.
I've never forgotten this, even after gaps of many years between Mega Man 3 playthroughs. I'm sure it might not seem like much to you now, and if you're really good at Mega Man games then you have my respect and jealousy, but figuring tricks like these out as a kid was as joyous as any other part of videogaming. Now, if only I could learn to reliably negotiate those platforming sections with the disappearing blocks, I'd be golden.

23/12/2011

STREET FIGHTER EX PLUS ALPHA (PS1)

The one-on-one fighting game seems to be experiencing something of a renaissance in recent years, and as usual Capcom are leading the way with games such as Street Fighter IV, Marvel vs. Capcom 3 and the upcoming Street Fighter X Tekken. Of course, these things move in cycles and after the boom years of the post-Street Fighter II beat-em-up era, the late nineties and early two-thousands weren't the greatest period for the genre. There were still excellent 2D fighting games being released - the Capcom vs. SNK and Marvel vs. Capcom series' spring to mind - but on the whole the gaming public seemed fatigued by the deluge of SFII clones, which is fair enough because most of them were shit (and I'm saving my distaste for Mortal Kombat for another day). It was into this situation that, in 1997, Capcom released one of the most overlooked entries into the Street Fighter series: Street Fighter EX Plus Alpha.

The Street Fighter EX series began as a 1996 arcade release. This received an upgrade titled Street Fighter EX Plus the following year and a few months later it was ported to the Playstation under the title Street Fighter EX Plus Alpha, a title I will be shortening to SFEX from now on because there's no way I'm writing all that out every time. This is the version I'll be rambling on about today.
SFEX’s big deal, its main gimmick, the thing that was meant to wow fighting game aficionados the world over was polygon graphics. No more for us the childish 2D sprites of previous SF games! This is a bold new world of characters so boxy you could use them as shipping crates!

Yes, almost a full twelve years before the release of Street Fighter IV, Capcom made a Street Fighter game which retained the beloved single-plane versus fighting of the SF series but replaced the flat sprites with chunky polygon models that look like the Duplo to SFIV's Lego Technic. I say Capcom made it, but here's the thing: it was actually developed by a separate company called Arika. One of the things that Arika brought to the games (aside from the move to 3D models) was the other thing that SFEX is most remembered for, and that's the significant number of brand-new characters that were added. Can they be as memorable as a green beastman raised by electric eels or a heavyweight boxer who is in no way related to Mike Tyson? Let's meet them and find out!

Of course, there are some of the classic fighters included in SFEX - after all, a SF game without Ryu would be like the Beatles without whichever Beatle was best at karate (my money's on Ringo). The returning SF characters consisted of Ryu, Ken, Chun Li, Guile, M. Bison, Sakura, Dhalsim, Zangief and Akuma (and Evil Ryu, if that counts). All the others are fresh to the SF canon and you know what? Some of them are pretty cool.

Allen Snider

Okay, we're not off to a great start here. Allen is, to be blunt, a shotoclone. He's got a fireball, a dragon punch and a really stupid voice that renders him about as threatening as a Huey, Dewey and Louie. He once dreamed of becoming the American Karate Champion, but after getting his ass kicked by Ken he decides to aim higher and be the best in the world. A bit of ambition is a good thing here, I think: in a world where all the other Street Fighters are battling global terrorist masterminds and demonic martial-arts masters who can punch people's souls to death, becoming the karate champion of a country that's hardly renowned for its love for the way of the empty hand seems a little... small-minded.
Despite all his backstory, Allen's main distinguishing features are his bright orange sideburns.

Kairi

Another shotoclone. This one's the emo sort, but he makes up for it by having a super move where he punches right through his opponent's torso. He also suffers from Plot-Convenient Amnesia, which I suppose is fair enough. You'd think more of the World Warriors would have neurological problems after years of severe head trauma. Apparently, he was intended to be the series' main character, but that's an accolade for one man and one man alone. We'll get to him in a bit.

Hokuto

You wa SHOCK! No, sadly not a master of Hokuto Shinken but some kind of dour shrine-maiden type. She's Kairi's sister, but happily she's not another shotoclone. If anything, she feels a little like Karin from SFA3. Also, she has no nose.

Doctrine Dark

Leon Kennedy and Hunk had a baby! No, of course not. One of the more interesting new characters, D. Dark was a former member of Guile's unit. Military unit, I mean. They got into a scuffle with a unit led by Rolento, presumably in the manner of some rambunctious schoolboys, except everyone apart from Dark wound up dead. Oops. Perhaps unsurprisingly, this caused him to go straight-up bananas and now he seeks revenge on Guile, blaming him for not training him properly. That's... that's a pretty crappy reason for revenge, man. I should know, I swore vengeance on my high school for not teaching me maths properly and all I got out of it was a restraining order.
Still, Dark's fighting style is interesting - he fights with knives, capture wires and explosives, and his dirty-bastard trickery makes him feel rather unique.

Blair Dame

Not realising the position of "long-legged Street Fighter characters who wear leotards and long boots and fight primarily with kicks" was already filled by Cammy, Blair enters the fray! Okay, so that's not really fair: her fighting style isn't much like Cammy's at all, and leotards offer a freedom of movement that comes in very handy in the world of competitive ass-kicking.
Blair is another fun character, with lots of multi-hit kick moves, an unusual sliding throw and even more unintelligible voice acting than Allen. She's also the game's "sexy" character. Given the primitive nature of the game's graphics, Blair has been handed a rather thankless task, but she tries her best.

Cracker Jack

Yes, he's called Cracker Jack, because his name is Jack and he's a cracker. He's SFEX’s equivalent of Balrog, and he's equipped with dashing punches and a huge punch that can be charged up by holding all three punch buttons. So, like I say, he's Balrog. Except he can clobber people (and projectiles) with a baseball bat, too. And he has a hat.
He's also Blair's bodyguard, and you'd think that his aristocratic employer would have told him that's not how ties work by now.

Pullum Purna

A middle-Eastern princess, Pullum is all about the kicking as well as being one of the few characters who doesn't look really grumpy in their portrait. There's really not that much to say about her, to be honest, except that her trousers are all ploofy. Oh, and apparently she knows Blair through something called the "International Debutante Club". I imagine the elegant world of sickeningly opulent aristocracy seems rather dull after you've travelled with globe to face the strongest opponents you can find, revelling in the sound of their snapping limbs and seeing the world through a red haze as blood drips into your eyes. Still, think of all that Ferrero Rocher.

Darun Mister

Pullum also gets a bodyguard because apparently the women of the SFEX universe can't look after themselves despite being elite martial arts masters. Darun is a wrestler, and to their credit Arika did a good job of not making him feel too much like Zangief despite their similar movesets. This sense of individuality is helped by the fact Darun has a move where he fires his opponent into the sky by thrusting his groin at them.
Also, he seems to be based on the near-legendary Indian wrestler The Great Gama, who also appeared in Shadow Hearts 2 and possessed a moustache that gave him magical powers.

Skullomania

The true hero of SFEX and probably the best thing about the game, I wrote about Skullomania before in the Halloween-y Fighting Game Characters article, but here's a quick recap: he used to be a normal salaryman, struggling with the crushing monotony of his everyday life, until one day he was asked to dress as a superhero for a work event. Then he went crazy, and now he acts like he's an actual superhero. His fighting style matches up very nicely with his weird persona, as most of his moves revolve around him hurling himself at his opponents with no regard for his own safety. He's heavily influenced by tokusatsu heroes such as Kamen Rider, but he's dressed in a lycra Hallowe'en costume so he's obviously much, much cooler than that description can convey. Say what you like about SFEX, but it gave us Skullomania and for that I will always be grateful.

Garuda

Finally there's Garuda. He's SFEX’s version of Akuma, or at least he would be if Akuma wasn't in the game. He's the super-secret boss that you can only face by winning all your battles with super combos and not losing a round. His main deal, aside from looking like some unreleased "Japanese Armour Skeletor" toy, is spikes. He can shoot spikes out of his body at will and from a variety of places including what an immature person might describe as "the boobular region". I'm sure he and Akuma would get on like a house on fire.
One final thing while we're talking about characters - poor Ken Masters did not receive a flattering portrait.

That's not the face of someone looking forward to a fight. That's the face of someone who's thinking about what they're going to do to your body after they've knocked you out.

Of course, it's all well and good having these fresh new faces to pummel, but it doesn't mean anything if the game's no good. So how does SFEX play? It plays like Street Fighter II, funnily enough. It shares the same control system you all know and love, with three punch and three kick buttons, special moves activated with the time-honoured inputs and a three-stage super bar system. The only major gameplay additions are a generic unblockable attack, performed by pressing two buttons of the same strength and rather reminiscent of the Focus Attacks from SFIV, and the fact that while fighters can get trapped in a corner, a strong hit will push them backward and expand the playfield.

There's a certain emphasis on cancelling moves, particularly cancelling supers into each other, and a few of the old characters received tweaks - for example, Ken and Ryu's usual Hurricane Kick has been replaced with a three-stage kick attack more like Dan's Dankukyaku. Overall, it's the same Street Fighter action you're used to, except with new characters and not quite as fast. That's SFEX’s only glaring gameplay flaw, really: it feels quite slow, particularly if you're used to playing something like MvC3. Everything just has a hint of slow-motion about it, particularly the aerial attacks. Once you've jumped up, you're going to be staying there for a while, floating around like a karate zeppelin. It certainly doesn't ruin the game or anything, it just takes a little getting used to, and some more methodical thinking when you're planning your attacks.

Any slight issues with the gameplay are compensated for by the sheer amount of gameplay modes the game throws at you with a big grin on it's face, saying "hell, I know you love to kick people in the face: here's a whole bunch of different ways to do it!". Aside from the regular arcade mode (which features not one but two secret bosses), there's a team battle mode, survival mode, time attack mode and a watch mode if you essentially want a screensaver of nothing but Skullomania fighting Skullomania. It may not be the only use for the watch mode, but by God it's the best use. There's even a mission mode: much like Capcom's recent fighters you can face a series of trials, starting with things like chucking out hadokens but quickly progressing to ridiculously difficult combos that my enfeebled hands cannot master. Bloody Guile and his charge supers. By completing the trials, you can also unlock the game's hidden characters, who frankly are a bit disappointing: evil versions of Ryu and Hokuto and the two training dummies.

Content-wise SFEX has plenty to go at, but in terms of presentation it's... mixed. Starting with the graphics, and let's be honest here: they're bad. The low-poly models are covered in corners sharp enough to shave on and everyone's hair looks like it's been carved from wood. Well, apart from Akuma - he appears to be wearing the magical Ruby Crown of the Elven-Folk.

Things get particularly bad when the action gets up-close and personal, especially during throws when the fighters become an amorphous cuboid mélange of body-parts.

I hope that's meant to be dust floating out of Guile's groin and not some kind of crotch-ghost.
At least the fighters are well animated and move around fluidly, but it's not just the fighters that are graphically challenged. The menus and HUDs are all very bland and basic, with simple gradients for health bars and poorly-rendered CG backgrounds. Perhaps most disappointingly, there are no post-match win-quotes. I'm pissed off about this because I'm sure Skullomania had some very important things to say, assuming he hasn't gone completely insane underneath that mask and can now only communicate using puppets made of human hair or something.

Speaking of noise, the sound design is even more variable quality than the graphics. A big fat tick goes in the "YES" column for SFEX’s music, because it's all really excellent. Composed and arranged by Shinji Hosoe, Ayako Saso and Takayuki Aihara, I don't really know what genre you'd describe it as - electro-jazz, possibly - but that's not important. You don't need labels when it's this much fun. Standout tracks include Sakura's theme, an impossibly cheerful saxophone explosion called Precious Heart:



I'd be quite happy if this was Sakura's theme in every videogame she ever appeared in. Hell, I'd be happy if it was my theme tune. Also very good is Garuda's theme, "Stronger".



An excellent mix up-tempo synths and traditional Japanese instrumentation, it's a fittingly dramatic track for a hidden boss who fights like an angry samurai hedgehog. Who knew that the one thing more powerful than Akuma's Dark Hadou would be spikes? Apart from Megaman, I mean. Anyway, the whole soundtrack is very good and readily available on Youtube, so do go and have a listen.

On the flipside of the sound design, nearly all the sampled speech is strangely-enunciated to the point of being unrecognisable. I know the Street Fighter games have long been associated with misheard attack names, but in SFEX they're a particularly garbled bunch of battlecries. Here, I made a video to demonstrate:



Is it wrong to make fun of the work of these voice actors, these honest people who are just doing their best in a language they do not speak? Probably, but I'm not above a cheap laugh, and "Juice Kick!" has been making me laugh ever since my younger brother pointed it out when we were kids. Speaking of voices, if SFEX’s announcer - the guy who sounds almost offended by having to say "Plus Alpha" at the end of the title - sounds familiar, that's probably because you know him better as Chris Redfield from the original Resident Evil, AKA voice actor Scott McCulloch.

I'm not really sure where Street Fighter EX Plus Alpha stands in people's estimation of the Street Fighter series as a whole. While it seems quite fondly remembered these days, and the review scores at the time were above average, when I was younger I remember getting the feeling that the general opinion of the game was largely negative. This was due partly to the poor graphics but mostly because it wasn't considered a "real" SF game (probably because so many of the established SF characters were left out) and that the move to 3D models was seen as some kind of cop-out in the face of emerging series like Tekken.

Maybe it's just my personal little bubble of youthful experience happened to contain people who didn't rate SFEX, but all I can think these days is that anyone who thought that SFEX was a bad game simply hadn't played it. It's most definitely not a bad game; at its core I'd say it's a very good game. Admittedly the graphics hold it back slightly, and it might be a little too similar to earlier SF games to make a lasting impact, but it's a well-crafted title with interesting new characters that's still fun to play today. And for anyone who still thinks it's not a "real" SF game, the founder of Arika and executive producer of this game was one Akira Nishitani. He was also a designer on Street Fighter II, so I guess he knows what he's doing when it comes to digital violence.

Sadly, we'll probably never get to see another SFEX game, or even have the new characters appear in other Capcom games. While Arika did make SFEX2 and 3, they had a falling-out with Capcom and because they own the rights to the original characters, Capcom can't use them in any future games. That's a real shame, because I think Skullomania, Blair and D. Dark in particular would have been fun additions to the overall SF family. Sadly it was not to be, and Skullomania will have to live on only in our hopes, dreams and a series of erotic thrillers that I'm writing for the silver screen. Nicholas Cage has been pencilled in for the main role.

If you're a Street Fighter fan and you've never played SFEX, then I can definitely recommend tracking it down if for no other reason than to play as the new characters. If you're not a full-on SF obsessive, then I can't recommend that you go out of your way to hunt it out, not when there are so many better and more readily-available SF games out there, but if you happen across it in the wild then pick it up and give it a go.
I'll leave you with one last bit of madness: Guile's ending.



The thing that gets me about this is the way he holds his arms perfectly still in that weird robotic pose as he somersaults. Oh yeah, and surfing on the F-15. And the fact he didn't notice D. Dark up there with him. I guess the whole thing gets me, really.

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