The Mack-Daddy OG of fighting games also happens to suck ass. I hope you enjoy this movie, but please never play this game. I have no idea how the Nerd reviews bad game after bad game. Making this movie was such a pain in the ass. The next time it will have to be a game that will rock yours and my socks off. I might have to be commited if it isn't.
If you have a response to how to beat Sagat I already now what it is. Remember, I said the controls are incredibly broken.
SF wasn't the first fighting game for one thing. When SF came out, the fighting game genre didn't really exist outside of a few old games that were already dinosaurs by 1987 technologically.
The biggest problem the SF was it had a really stupid control scheme. It had three levels of punch and kick, but instead of six buttons it had two big pads that you hit with your fist. The harder you hit the pad, the harder your character hit, not very practical.
Later on they made versions of the game with the now standard six buttons, which made the game much more playable, but since the game itself was designed for the old mechanic it just felt too slow.
The other difference was the special moves were very powerful, it was possible to take your opponent from 100-0 with one hurricane kick, and the dragon punch could take most of the health away. So for this reason the moves were almost impossible to pull off with any kind of frequency. So while you would try over and over to do a fireball, the other guy was trying to do a hurricane kick, so the end result was both characters doing some odd dance and not hitting each other.
On top of all this the game was very tough, with cheap enemies that could pull off the specials far easier than a human could, making the whole experience frustrating.
But this is coming from someone that played it in arcades, along with what came before and after. Looking at it from your perspective, it's easy to find faults when you compare it to SFII and beyond, just remember that in 1987 it was pretty damn unique and despite all it's flaws, it was always being played and paved the way for the phenomenon that followed.
SF wasn't the first fighting game for one thing. When SF came out, the fighting game genre didn't really exist outside of a few old games that were already dinosaurs by 1987 technologically.
The biggest problem the SF was it had a really stupid control scheme. It had three levels of punch and kick, but instead of six buttons it had two big pads that you hit with your fist. The harder you hit the pad, the harder your character hit, not very practical.
Later on they made versions of the game with the now standard six buttons, which made the game much more playable, but since the game itself was designed for the old mechanic it just felt too slow.
The other difference was the special moves were very powerful, it was possible to take your opponent from 100-0 with one hurricane kick, and the dragon punch could take most of the health away. So for this reason the moves were almost impossible to pull off with any kind of frequency. So while you would try over and over to do a fireball, the other guy was trying to do a hurricane kick, so the end result was both characters doing some odd dance and not hitting each other.
On top of all this the game was very tough, with cheap enemies that could pull off the specials far easier than a human could, making the whole experience frustrating.
But this is coming from someone that played it in arcades, along with what came before and after. Looking at it from your perspective, it's easy to find faults when you compare it to SFII and beyond, just remember that in 1987 it was pretty damn unique and despite all it's flaws, it was always being played and paved the way for the phenomenon that followed.
The biggest problem the SF was it had a really stupid control scheme. It had three levels of punch and kick, but instead of six buttons it had two big pads that you hit with your fist. The harder you hit the pad, the harder your character hit, not very practical.
Later on they made versions of the game with the now standard six buttons, which made the game much more playable, but since the game itself was designed for the old mechanic it just felt too slow.
The other difference was the special moves were very powerful, it was possible to take your opponent from 100-0 with one hurricane kick, and the dragon punch could take most of the health away. So for this reason the moves were almost impossible to pull off with any kind of frequency. So while you would try over and over to do a fireball, the other guy was trying to do a hurricane kick, so the end result was both characters doing some odd dance and not hitting each other.
On top of all this the game was very tough, with cheap enemies that could pull off the specials far easier than a human could, making the whole experience frustrating.
But this is coming from someone that played it in arcades, along with what came before and after. Looking at it from your perspective, it's easy to find faults when you compare it to SFII and beyond, just remember that in 1987 it was pretty damn unique and despite all it's flaws, it was always being played and paved the way for the phenomenon that followed.
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