Wednesday, January 8, 2025

Pink Monorail Manufacturing the Magic Ep 4: France throws down the gauntlet

Heya friends, here is the link to the next episode of the Pink Monorail Podcast. This podcast is designed for Disney fans, amusement park visitors, and history buffs. You’ll learn the roots of the multi-billion dollar theme park industry from ancient history all the way to today. The missus, and I worked hard putting these episodes together through 2024, and we’re growing it through 2025. Click on the picture or link to visit our streaming page hosted on Jim Hill Media. I hope you get a chance to listen, subscribe, and leave a review so we can climb the theme park podcast rankings!

The Pink Monorail Podcast: Manufacturing the Magic Episode 4 In the fourth installment of this new educational series, Noe & Shelly look at even more early World’s Fairs. With the focus this time around being on French advances in themed entertainment. In this episode, listeners will learn about: 
  •  Why the Exposition Universelle de Paris of 1899 dwarfed all others 
  •  How the temporary Eiffel Tower led to the discovery of gamma rays 
  •  The problem with “human zoos” 
  •  Why the Tower’s most vehement critic dined there every day 
  •  Which themed international buildings served as a precursor for EPCOT’s World Showcase 
Have you heard of a person that hated something so much that he paid for the experience to eat there? If you live in a place that had a classic expo I’d like to hear about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, January 6, 2025

Pink Monorail Manufacturing the Magic Ep 3: Early World’s Fairs & Expositions

Heya friends, here is the link to the next episode of the Pink Monorail Podcast. This podcast is designed for Disney fans, amusement park visitors, and history buffs. You’ll learn the roots of the multi-billion dollar theme park industry from ancient history all the way to today. The missus, and I worked hard putting these episodes together through 2024, and we’re growing it through 2025. Click on the picture or link to visit our streaming page hosted on Jim Hill Media. I hope you get a chance to listen, subscribe, and leave a review so we can climb the theme park podcast rankings!

The Pink Monorail Podcast: Manufacturing the Magic Episode 3 In the third installment of this new educational series, Noe & Shelly look back at the first World’s Fairs. More importantly, the impact that these ambitious expositions had on society In this episode, listeners will learn about: 
  • Where in London was the Great Exposition staged 
  • Which structure at the Great Exposition inspired a popular WDW restaurant 
  • What marvels from the Victorian Age were on display during this 5-month-long event 
  • Which event held in France just four years later attempted to throw the Great Exposition of London into eclipse 
  • Why is the Palais d’Industrie considered Napoleon III’s “ego building” 
Have you visited the sites of any classic expo in London or Paris? I’d like to hear about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!

Saturday, January 4, 2025

Capoeira Fighter 3, the interview - A 1UP classic from January 4, 2008

The fighting game genre isn't as popular as it was in the early 90's, but given the attention that Street Fighter IV has garnered in the past few months it is safe to say that the fans haven't gone anywhere. Director of SF IV, Yoshinori Ono, believes that the game is like a sleeping giant, ready to be roused from a long slumber with a kick to the ribs. I believe the genre is asleep as well but more than just to be awoken it is ready for a renaissance.

Developers from every corner of the world are going to take notes on SF IV and begin developing fighting titles of their own. I'm certain there are fans of Killer Instinct ready to pounce on Rare when they see a potential for success. Those old enough to remember Primal Rage will petition to get some closure on the sequel. But those that focus too much on the past will fail to see the future of the genre. The world has grown quite a lot since the 90's. There is a whole new generation ready to test out the fighting genre.

The only guarantee that we have is in Capcom capturing the pure aspect of the fighter without 3D gimmicks. Until SF IV comes out we have to find titles cut from the same cloth. I don't mean a fighter by SNK, Namco, Taito, Sammy or DIMPS, but something more local. The game featured today has a lot of the classic Street Fighter vibe, it's creator inspired by Capcom's greatest, Street Fighter Alpha.

It has been two years and three months since I last did an interview with Scott C. Stoddard. His name should be important to you and everyone here on 1UP, especially those that consider themselves fighting game fans. Scott created a fighting game by himself. Okay, to be fair, his friends Adam Ford (most of the backgrounds and character selection art), Ethan Halvorsen (new music), and Trent and Melissa Halvorsen (arcade dialogue and ending art) helped at the end. Regardless I don't know of anyone else that can claim to have made a good, let alone great, fighting game all by themselves. I'm talking about character designs, backgrounds, models, animation, music, balance... the works. In this age of multi-million dollar development budgets, Hollywood writers and endorsement deals, it is humbling that one man is keeping the genre alive. The name of the game (in case you haven't guessed) is Capoeira Fighter 3. Go on and check out the demo but be sure to come back here.

Capoeira is a beautiful martial art. It looks amazing in videogames like Tekken and Street Fighter III and doubly amazing on film. A former practitioner of the art, Scott currently works at a game studio but has been filling his free time by plugging away on Capoeira Fighter for near a decade. As a dedicated family man his time is precious, it takes years for his titles to come out. Unlike Capcom, Scott has never stopped working on his series. This most recent release is by far the best and deserves some love on 1UP.

BigMex: Scott, it's great talking with you again. So tell us are you still with the team at Avalanche? I understand the company is part of Disney Interactive now. How is this working out for you?

Scott Stoddard: Disney is a great employer. I did have to animate Hannah's singing lips for the Hannah Montana Wii game, but I'm lead animator on a cool IP project right now. Plus I get into Disneyland free!

BM: The team at Avalanche (and you) now keep a blog. On the Avalanche Software blog the artists all contribute to monthly themes. Are you going to become more involved with those now that Capoeira Fighter 3 has gone "gold?"

SS: I plan to. I've had a lot of fun with my posts in the past, just been a matter of priorities lately trying to get CF3 out the door. All this coding is turning my brain lefty. I definately need to do more good ol' drawing and painting.

BM: Before we get to the actual CF3 questions is there an upcoming game you are working on with Avalanche that you'd like to mention?

SS: Sorry can't mention anything here, but I can say that it is more exciting to work on than Hannah Montana.

BM: Now let's talk about the genre. The fighting game scene has been pretty quiet these past few years. Everything changed in October when Street Fighter IV was announced. What was your reaction to the announcement?

SS: Loved the trailer. Watched it a few dozen times. The motion and ink effect was fun. The impacts and cloth had a great feel to them. Only hitch was the faces and hair. They look really, I mean REALLY bad compared to what I know Capcom is capable of. They've had so many cool stylized versions over the years, but SFIV looks like they hired a middle schooler to design the faces. Very sad to see them going away from the anime look.

BM: Back when I first interviewed you two years ago, you mentioned that Capcom needs to do a cel-shaded 3D fighter with all the characters from past titles. Your words now seem prophetic as details of SF IV have been released. Were these steps logical for the franchise?

SS: As long as the gameplay stays true to the old 2D version, 3D has some very attractive advantages.

BM: What are the advantages of working in 3D over a sprite-based system?

SS: Iteration, iteration, iteration. It is so much easier to fix and change things on a 3D character, or tweak 3D animation. Let's say you want to make Ryu's head smaller (or you want to make it ridiculously small like they apparently have for SFIV). In a 3D system, you just open the model, scale down the head, re-export and your done, maybe 5-10 min tops. If you want to shrink the head on a 2D character, you're pixel pushing every sprite, probably days, if not weeks of work.
The main thing 2D still has going for it is control. You know exactly what that sprite is going to look like because it is only ever going to be seen from one angle. In a 3D game, an animation might look great from one angle, and terrible from another.

BM: Is there a particular character that you can't wait to try out?

SS: Mostly I'm just curious to see the gameplay in motion. The screen grabs didn't wow me, but you've really got to see it in motion to judge it fairly. Some of the screens looked like the faces were going to be a lot more animated, which looks promising. I guess I would go for Ryu because it would be easiest to get a feel for the new gameplay using a familiar character, unless of course they include Elena... got a soft spot for capoeiras.

BM: What do you think about the Saving / Revenge system that EGM / 1UP has reported on?

SS: Hmm... I'll have to try it out. Sounded kinda muddy in the article I read, but might work better in actual gameplay. The idea of keeping the match interesting to the very end is definitely a good goal.

BM: Now that we have established your love of the Street Fighter franchise let's talk a little about your title. It's been two years and change since we last spoke, can you guess how many hours you've spent bringing Capoeira Fighter 3 from beta to final copy? Or specific time spent balancing moves and tweaking the engine?

SS: 1,000's easily. Adam Ford who worked on the backgrounds, and had a strong SF background played CF3 with me on our lunch break almost everyday. I also played nights, and my brother John put in quite a few hours with me. Overall I am very satisfied with the final product. There are still a lot of things that other games do better, but I have to honestly say, when I get together with friends that used to play SF, we would rather play Capoeira Fighter now.

BM: How has the reaction been for your title during development and final release?

SS: We've got some diehard fans out there. We're starting to get more fan vids on youtube. That's fun to see what people are doing with the game. I've also invited the shoryuken.com forums to test it out, they have responded pretty positively, and made some very useful suggestions that I implemented. Things are still pretty quiet as the final build is only available on my site right now where it's had a few thousand hits. Shockwave is really where most of the fans play it. I expect things to be more exciting when Shockwave releases the download version in Jan-Feb '08. Usually get over a million hits a month there.

BM: You mentioned previously that once CF3 was finished you hoped that a publisher might bring it to the home consoles. Any luck with that?

SS: I've talked to a few companies about getting it ported to XBLA and there have been plenty of fans asking for a console version. Turns out it's really tough and expensive to develop for consoles, so to answer your question, we're looking into it, and we want to do it. It's just a matter of finding the right company that is willing to port our game instead of working on their own IP.

BM: There are new and expanded modes in your game, ways to cancel out of combos and supers, a story mode, tag team, solo and versus options. Can you highlight the control scheme and these new modes for us?

SS: Yeah, CF3 is um... full featured to put it nicely (bloated is how I was feeling trying to bug test all the little things I've put in over the years), but the final product is very satisfying and much deeper than most fighting games.

As far as the fighting system goes, there are quite a few little polishing tweaks in the final build. CF3 is very combo heavy. Special moves can be linked with regular moves, but cannot be repeated in a combo unless a hyper move is used to cancel the move usage. To balance out the crazy long combos, you can special dodge to escape between moves or to air recover. So you see a lot of situations where one guy gets an uppercut into a jump kick, then he escapes and returns a punishing downward blow sending the attacker back into the ground. The back and forth in the air is lots of fun, and tends to generate gameplay that is more focused on the flow of combos and escapes than any one move by itself.

We also added color coated swooshes to indicate overhead hits so you can tell how you need to dodge.

There are the usual arcade and versus modes, plus a few other practice and minigame modes.
Capoeira Fighter 3's arcade mode is unique in the fighting genre, because of the branching story. You choose one fighter to start, and depending on that character's story, you may or may not start with a partner. The cool thing is that the partner's story is actually part of yours. Half way through you'll have the option to switch partners, or in some cases to go solo, so there are two endings for every character. Trent Halvorsen and his wife Melissa did all the writing and ending art, and they did a great job weaving all 29 character's stories together. It is also possible to play co-op if your fighter has a partner. I've had a lot of fun playing through co-op with my 4 year old son. He can already do most of the super moves.

The other unique thing to Capoeira Fighter is the match types. My brother an I grew up on SNES Street Fighter II. We started to get bored after a while, so we set up our own mini games, seeing who could get the other guy against the wall first, or who get past the guy to his back wall first. So when I made Capoeira Fighter, I wanted to put more of that stuff in the game to mix it up and keep the game fresh longer.

We ended up with 6 match types, all of which I enjoy (Adam hates the money game). Knock Out is the regular beat-up-the-other guy match. Then there is Ring-King, where you can damage your opponent by keeping them out of the center of the arena. Ring of Fire has a fire pit where you can score extra damage knocking the other guy into it. Money Game plays like capture the flag, and finally Ring Out is a quick match where the first guy to be hit out of the arena wins. You can also set it to switch randomly every round which keeps you on your toes.

Minigame Mode allows you to record scores for each fighter in things like the most damaging combo, the longest combo, busting targets etc... It's a great place to master combos.

BM: The roster of fighters has really expanded. In addition to the fantastic library of capoeira fighters you now feature a lineup of fighters from all over the world. I spy an homage to Street Fighter II as well as at least one character inspired from a popular movie. Can you introduce us to the new faces and some of the new fighting styles presented?

SS: Yeah we felt like the game needed some other styles to balance it out. We ended up building almost half of the 29 character roster with non-capoeira martial artists. Among my favorites are Jimmy Zappa who plays like a classic fireballer, except that we replaced the fireball with a lunging sweep kick. Panda is bubbly asian school girl that happens to be very good at tae kwon do. There's Aleron, the English boxing champ with small man syndrome and his nemesis, Angus, the Irish street fighting soccer player in a kilt. We also have Helicopter the German break dancer, and your monkey kung fu fighter Macaco (AKA Avery).

BM: You have some unique faces in the lineup, Arubim and Saryn aren't human, these are cameos from another game you created, right?

SS: Yes, Saryn and Arubim are from Guardians of Altarris, Spiritonin's take on a Final Fight style game. We needed two more characters to fill in the blank spots on the selection grid and we thought it would be a fun and completely non-logical mix. They are definitely some of my favorite characters to play.

BM: The CF3 design a character contest brought in some interesting designs, I was lucky enough to be one of those selected as was Pantera by a younger artist. Did you have fun coming up with moves for these characters?


SS: Yes! They both turned out to be very fun and different from the other characters in the game. They each have very distinct personalities that come across in their vocals and attacks.

BM: The fighting game genre is a hard sell for publishers. If your game is not a license, MMO or a GTA-clone then you really can't pitch it. This is where the life long gamer takes things into their own hands. You are a member of a small group keeping the genre alive. The new, unique, fighting games are not made by the big studios these days. Tekken and Virtua Fighter are becoming carbon copies of the other. 2D fighters (not made by SNK) are few and far between. Subtle Style from Japan was made by a small team and distributed on PC before it caught the attention of the industry. Now an arcade version is being released to great reviews. In Korea a one or two person team is making Chosun Musa, a fighter based on mythical Korean warriors. Here in the states you've been plugging away single-handed at Capoeira Fighter for years. How does it feel knowing that you are one of the small global developers keeping the genre alive and unique?

SS: As someone who got into video games because of games like Street Fighter II, it's sad to see the genre displaced in today's market. I made Capoeira Fighter so I could have my own engine to try out new gameplay concepts and see if I couldn't offer something worthwhile to the genre. The PC is a very small market for fighting games, but Capoeira Fighter has proved popular and profitable so far. My hope is that the fighting community give it a serious look. I don't think they'll be dissapointed.

BM: Do you think people in the industry should devote more time to building these small games in a variety of genres rather than focusing only on their work project?

SS: I think a lot of guys do that already. Maybe not on the scale that we have attempted here, but you see lots of games on the web that are developed on the side. It's definitely good for me and has helped me understand the industry better.

BM: Do you think that the industry could invest or support these developers by offering release time, stipends or distribution?

SS: It would be nice if console development was more friendly to small developers. From the research I've done, it's pretty daunting to get a game on a console, time, resource and expense wise. Even with something like CF3 that would be a simple port, it is still more than my small team could handle for a console.

BM: Do you foresee a time where digital distribution will replace traditional publishers and give you a chance to gain a wider audience and / or monetary compensation?

SS: I don't see publishers going anywhere, they will adapt. I still rely heavily on publishers for the majority of my profit because they handle all the marketing and ad sales etc...

BM: Any fears that Street Fighter IV will cause the other publishers to have a knee-jerk reaction and begin creating bad fighting titles rather than investing in yours? For reference think of the horrid fighters that flooded the market in the 90's after the success of Street Fighter II. We had to wade through Fighters History, Shaq-Fu, Blood Storm, Time Killers, Thrill Kill, Rise of the Robots, Pit Fighter, War Gods, etc...

SS: Yeah I remember buying all those games looking for another SFII experience and being sorely disappointed every time. It will be interesting to see. I don't think anyone is going to do anything serious until they see SFIV do really well. Grade A console games cost so much to make now. If Capcom's strategy to return to the SFII roots proves successful, and the fighting genre regains popularity, we will definitely see more fighting games. It's all about the money.

BM: Do you hope that SF IV sparks interest in your fighter as well?

SS: I hope anything sparks interest in my fighter. It will be interesting to see if any of the bigger developers use any of my ideas like the match types and abilities attached to hyper combos...

BM: You said that your back would have healed while you were working on this title. Is it well enough for you to return to practicing capoeira with your friends?

SS: Been thinking about that seriously. I do need to get back in shape, but my family also needs me back. I think I'll be taking it easy for a few months.

BM: You are a dedicated family man but does your wife ever have to pull you away from the computer and say enough is enough, especially now that CF 3 is out? Or are you just thinking of things for CF 4? SS: My wife is very supportive, and she keeps me balanced. Plus she did the voices for several of the girls! She is very excited to have a full time husband & dad back, and I am excited to be done. I imagine a CF4 is inevitable, but there will probably be a few more iterations of 3 with some characters added and a few more features that we wanted to get into it. I hope the game does well. Thanks for the interview!

So there you have it, the first interview of the new year. If you are a fighting game fan then you should support the dream and buy a copy. Even if you aren't big into fighting games then you should at least give the online version a spin at Spiritonin or at Shockwave.com. Scott deserves some exposure for his hard work so do me a favor and please, please, please tell a friend. Tell the editors at EGM and 1UP to shine some light on the small developers. Street Fighter IV is still a long ways off, so how about putting some hype behind a homegrown fighter for a change? Have a great weekend and let me know what you are up to!

---EDIT 2025---
Did you ever play this classic game when it came out? Did you know about the free download of the newly polished 60FPS version? Download the Legacy Edition of Capoeira Fighter 3. I’d like to read about which long gone fighting games would come back in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
follow the Street Writer on Patreon!

Friday, January 3, 2025

Pink Monorail Manufacturing the Magic Ep 2: Pleasure Fairs

Heya friends, here is the link to the next episode of the Pink Monorail Podcast. This podcast is designed for Disney fans, amusement park visitors, and history buffs. You’ll learn the roots of the multi-billion dollar theme park industry from ancient history all the way to today. The missus, and I worked hard putting these episodes together through 2024, and we’re growing it through 2025. Click on the picture or link to visit our streaming page hosted on Jim Hill Media. I hope you get a chance to listen, subscribe, and leave a review so we can climb the theme park podcast rankings!

The Pink Monorail Podcast: Manufacturing the Magic Episode 2 In the second installment of this new educational series, Noe & Shelly Valladolid discuss the ancestors of today’s Renaissance fairs. To be specific, some of the primitive “rides” that could be found at these medieval entertainments. In this episode, listeners will learn about: 
  • Elephants walking across the frozen Thames 
  • What fairs were like in faraway India 
  • How an exhibition of two goats led to today’s county fairs 
  • Why Canada’s Hants County Exhibition, the first major fair in North America, is still in operation today 
  • What it was like to attend a Frost Fair in the heart of London 

Have you visited any county fairs, or classic Dickens fairs this season? I’d like to hear about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, January 1, 2025

The Pink Monorail Podcast: Manufacturing the Magic Episode 1

Happy New Year amigos! I hope that you, and yours are doing well. I’ve been working on a little something for you. In fact this month I’m proud to share something that I and the missus (Shelly) have been working on all throughout 2024. The missus is a theme park historian. She taught a college class on the history of US theme parks more than 20 years ago. Then she stepped away from writing, and teaching for a while. Her former students, and family convinced her to turn her classes into a podcast series. She revised her notes, and broke down the classes into individual episodes. She traces the creation of theme parks going all the way to pre-history. I co-host on the podcast. If you want to learn the roots of American parks then this show is for you. I hope you give it a listen, leave a review, and of course tell a friend.

The Pink Monorail Podcast: Manufacturing the Magic Episode 1 In the premiere episode of this new podcast series, Noe & Shelly explore the origins of themed entertainment. To be specific, how early trade fairs led to the first amusements. Throughout this episode, listeners will learn about: 
  • How gunpowder, tea, and paper from China shaped Europe 
  • How Rome got the secret of Silk 
  • Privileged fairs in Medieval Europe 
  • Christmas markets that still operate today 
  • And the earliest forms of entertainment 

My family had a memorable holiday season, and I'll be sharing more about it later. What did you get up to over the past few months? Did you get a chance to visit the Disney, or Universal Theme parks? I’d like to hear about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Tuesday, December 31, 2024

The Return of Capoeira Fighter 3: Ultimate World Tournament!

If you didn’t believe in Santa Claus then you might want to start believing now! The fighting game community got a special present before the end of the year. Shout out to Luis Lopez for giving me the heads up! The best web-based fighting game ever made (and one of my favorite fighting games of all time) was now available for free download! Windows users only. The criminally underrated Capoeira Fighter 3: Ultimate World Tournament was a Shockwave-based game released by Spiritonin Media in the 2007. I must have played thousands of matches over the years whenever I had a break. Adobe ended support for the Shockwave plugin on 2019, and it was only a matter of time before CF3, and countless other games would be made obsolete. None of the defunct titles made me sadder than losing CF3.

Series creator Scott Stoddard had actually been plugging away at the title in his free time. Adding some polish to it, and trying to make it even better. I did a deep dive on Capoeira Fighter 3 on the blog. For the record Mr. Stoddard had also created a noir fighting game called Death Vegas shortly after CF3 had been released. I managed to dig up an old interview that I conducted with Scott during the 1UP days. I will post it this weekend. Make sure you Download the Legacy Edition of Capoeira Fighter 3, join the Discord (https://discord.gg/PTpuvqkyhF), and give Scott some feedback. It would be nice to see this game get some momentum, and even get featured at EVO.

So this is the last bit of good news that I want to leave you with. A huge thank you for Scott Stoddard for revisiting this gem, and giving it out to the community! May every project you work on bring you much joy, and success! I want to thank all of the visitors that stopped by in 2024. Thank you to those that left a comment, or shared my link on social media. This was the most prolific year that I have ever had on this blog A total of 169 posts in a year... nice! I would not have done it without the support of my friends, and family. I may not be as prolific in 2025, but I will try to find neat things to share with you. I hope 2024 went well for you, and I look forward to playing lots more Capoeira Fighter 3 in 2025. Did you ever play this game when it was available? Is this the first time you’ve heard of it? I’d like to hear about it in the comments section. As always if you like my blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, December 30, 2024

Manifesting a press kit, or how much I love War of the Monsters…

This is the second to last blog of 2024. Thank you all very much for joining me this year. In fact, thank you for inspiring me to have two highly productive years. I cannot guarantee to keep this manic pace into 2025, but I am going to try. If I need to take a break I will let you know. Today I’d like to share a sort of follow-up to my poster series. I have a massive poster that I want to share, but I think the story of how I got it is even better. The poster immediately below is not the one I'm talking about. This double-sided poster is made to look like a classic monster poster on one side, and on the other it looks like the front page of the Global Observer newspaper. This is included with the game itself. How cool is that?!

I am a big fan of the Sony Playstation 2 cult favorite War of the Monsters. In fact on this blog I mentioned that War of the Monsters is one of my favorite games of all time. The game was designed by David Jaffe, and his team at Incognito Entertainment. It was a collection of some of the best game creators ever. They worked on, or released many of the first generation Playstation hits, including Twisted Metal, and Warhawk. On the PS2 they created Twisted Metal Black, Downhill Domination, and a little gem called God of War. Can you imagine how great the world would be if publishers stopped insisting on sequels, and let developers come up with unique experience. But I digress…

I loved the game so much that I collected a copy of the game demo, and even a copy of the Japanese release of the game. I am trying to figure out how to get my hands on a copy of the Korean version of the game. In addition to playing exceptionally well it also celebrated the golden age of the giant monster films circa the 1950's-60's. War of the Monsters captured a moment of American history much better than games with a bigger budget, or even bigger licensed names like King Kong or Godzilla. If you've never played the game here’s part 1 of my deep dive, and part 2 of my deep dive.

I'm such a huge fan of the game that I tracked down everything that I could get my hands on that featured it. Whenever they made the cover of a magazine I would make sure to collect it. I then started searching for items that would have been used in stores. The Playstation 2 games would sometimes have gigantic boxes acting as displays. I got a copy of the War of the Monsters one.

The hardest things to track down were for press releases. One of which was a ViewMaster, you know those red or black toy binoculars that show you a 3D scene? They had one made up of 3D game screens, and it was mentioned in an old 1UP article. I asked the 1UP editors if I could buy their copy, but they had already gifted it to someone else. I searched high, and low but could never get my hands on it. If you are reading this, and happen to have one in your collection you don't want any more please let me know. I can offer you a fair price, but just a reminder I'm raising a family on a teacher's salary. So money is the thing I'm always short on. Just as rare as the ViewMaster was the press kit that Sony sent out with a demo of the game, an extra disk of assets, and a massive poster.

The album-sized press kit looked like a record but with three claw marks scratching through the center of it. It was a recreation of the opening cinematic. We can see some of the monsters peeking through the scratches. When you pull out the sleeve you can see all of the monsters featured in the game. On the back of the insert was information about the game and two discs. One of them had a demo of the game, and the other had screenshots, and graphics for the media to use in their articles. I was so happy to get my hands on this because I’ve always wanted high-quality reproductions of the loading poster art. Unfortunately not every loading poster was in the assets.

The poster in the press kit was HUGE. Also it featured art that was not seen in the game, or in the magazines. Some people were selling the smaller game store versions of the posters for hundreds on eBay, however the one in the press kit was a “two-sheet” in size or about 40-inches by 60-inches. It’s maybe the second or third biggest poster in my collection. My largest poster is an AND 1 ad featuring the work of Kadir Nelson. That poster is six-feet by four-feet. I believe the War of the Monsters press kit landed in my hands thanks to the power of manifestation.

One summer I was walking around the Disneyland Hotel with my kid. We were talking about games we wish we had. I mentioned that I have most of the rare games I want, but I wished I could find a copy of the WOTM press kit. My kid wished that there was a Psychonauts sequel (this was before the game was announced). Without missing a beat we turned the corner and walking right towards us was Tim Schafer, the founder or Double Fine. I said “hey it’s Tim Schafer!” He was surprised that I recognized him. We said hello, I got a picture of my kid talking to him, I wish I could find it so I could share it here. Tim was very nice, we said our goodbyes and he went on his way. A few days later the press kit that I was talking about to my kid turned up on eBay for a ridiculously low price. About a month later the Kickstarter funding started for a new Psychonauts game. Ever since that day we believe in the power of manifestation. Speaking of which, I hope to win the Powerball Lottery in 2025. Anyhow, I hope you had a great 2024. I look forward to sharing stories with you in the new year. Take care, and tell me what you are up to for New Years! As always if you like my blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Sunday, December 29, 2024

The Return of Virtua Fighter, final part

In the previous blog I talked about how important Virtua Fighter, and the 3D revolution was for the gaming industry. I highlighted the precursors from the ‘80s including Karate Champ, and Yie Ar Kung-Fu that set the stage for the modern fighting game. I also talked about the mortality of the pioneers, and how it was important to pass the torch to new directors, and producers. This would help ensure their survival in the long-run. I was extremely happy with the announcement at the 2024 Game Awards about seeing a new Virtua Fighter. There were however a few problems for Sega. First off if you weren’t a 50-year-old Generation-Xer like me then it wasn’t really a major announcement. Millennials, and Gen-Zers didn’t grow up in the arcades, nor did their kids. To them fighters were always on home consoles, and in 3D. They had always had online matchmaking, frame data, and rollback code. Players today had countless choices on every platform imaginable. How could you make a fighting game rooted in realistic arts more interesting than Street Fighter, Guilty Gear, Tekken, or Mortal Kombat? The answer might lay in making a new Virtua Fighter a modern fast-tempo modern experience. I would argue the opposite.

It was crucial, and necessary that the developers at Ryu Ga Gotoku Studio would slow down the game. I don't mean the fighting itself, but everything surrounding the build up to the fight. Adventure titles had slowed down the action, but not the difficulty or challenge in the past 20 years. The biggest studios were creating living, breathing worlds that you could spend 40+ hours exploring. The evolution of the From Software “Souls” games, Sony’s God of War titles, or Rockstar’s GTA, and Red Dead Redemption had all changed the pacing of AAA titles. The latest Street Fighter, and Mortal Kombat games also slowed down the experience so you could savor the worlds they were set in. I had no doubt that Virtua Fighter would also get the same treatment. Yet unlike the aforementioned games it was actually part of Yu Suzuki’s long term vision. I didn’t understand it when I was younger, and could only now appreciate what he had been trying to do for the past 30 years.

Yu Suzuki had poured tremendous insight into every game he created for Sega. The thing about his fighters was how much he appreciated, and almost mythologized the Chinese martial arts. It was evident in the styles he assigned Akira, Lau, and Pai in the original VF. It was why even though Akira was younger, and stronger than most of the characters, at the end of the first tournament it was Lau Chan that was victorious. Akira still had a ways to go before he could topple the older master. Upon hearing the news that Lau Chan had bested the new crop of fighters the even older Shun Di decided to throw his hat into the ring. Seeing the bearded master do his thing in the opening animation of VF2 surprised the arcade visitors. Only in Mr. Suzuki's world did it make sense that two elderly Chinese fighters could beat people half their age. As the sequels came out he would incorporate other arts from around the world. Such as sumo, judo, and aikido from Japan. Lucha libre from Mexico, Muay Thai from Thailand, and Vale-Tudo from Brazil. He would always return to China for the most colorful techniques, including Praying Mantis, Drunken Fist, Shaolin, and Monkey Kung-Fu. 

There was no escaping the impact of the Chinese martial arts with the birth of fighting games. Everything from legendary kung-fu masters, to the more popular Hong Kong cinema influenced a great number of fighting game designers that came from Capcom, as well as SNK, but also the team at Midway that created Mortal Kombat in the USA. It was almost impossible to create any sort of martial arts title without featuring a number of classic Chinese elements. The fighting styles, fashion, and history had been sprinkled throughout Japanese history. Even in pop culture, kung-fu heroes had always been a part of manga, and anime. The early ‘80s featured a lot of the fashion, and arts from China including the Himalayas. Iron Fist Chimi debuted in 1983, Genma Wars Harmagedon was an animated movie from 1983. Which was created from an older manga which began in 1967. One of the characters in Harmagedon named Tao inspired the creation of Chun-Li. 3x3 Eyes, and Ranma 1/2 first appeared in 1987, around the time that Mr. Suzuki was crafting the greatest hits for Sega. Chinese backdrops had always been a part of Japanese pop culture.

Virtua Fighter looked, and played different from every other title out there, not just because it was in 3D. It was because Mr. Suzuki had a genuine belief in the mythology of the Chinese arts. It was evident in his series. He was doing everything he could to not only promote the classic arts, but to keep them from fading out of existence. Any other fighting game developer would stick to the generic karate, boxing, kung-fu archetypes for their title. Yet Mr. Suzuki made sure to show the world that kung-fu wasn’t one catch-all style from China. There were distinct forms, and some of the most beautiful like bajiquan, huyanquan, and mizongquan all deserved to be featured. In doing so he was exposing new generations to these beautiful forms of combat. Whether they were functional in an actual fight was a conversation for a different blog. Mr. Suzuki was helping preserve their reputation.

Mythology was very important in spreading the reputation of great martial artists. People didn’t have film, or pictures of the masters from the early 1900’s. Even the records of the champions that came up in the 1940’s, and 1950’s seemed too good to be true. Would you believe the stories of martial artists that killed a bear, a bull, or a tiger with their bare hands? It was word of mouth, not pictures or video that turned regular people into immortal legends. There was a tremendous amount of mythology used in the creation of many fighting games, especially in the weapons-based titles like Samurai Shodown, and Soul Calibur. Virtua Fighter was more than a game. It was a way of holding onto the truth behind the myths. Mr. Suzuki asked what if the last of the Chinese masters was still alive? How would they actually hold up against a modern style of fighting? The seed was planted with the apocryphal story of a young Mas Oyama (the real-life inspiration behind Ryu). When he was traveling the world he was humbled by a master named "Mr. Chen" it was then that he decided to give everything to becoming the best fighter. Mr. Suzuki believed so much in the mythology of the lost arts that he wanted to explore it in an entirely new type of game.

Shenmue was a precursor to the modern adventure game. Released in 1999 it set a template that would influence AAA releases over the next 20+ years, including the Last of Us, and Drake’s Fortune. The game revolved around a hero named Ryo Hazuki trying to avenge the death of his father Iwao Hazuki at the hands of the Chinese martial arts master Lan Di. It was unlike other games of the era, not quite role-playing, not quite fighting game, not quite sim, but instead something in between all three. Yu Suzuki wanted to tell a cinematic adventure across multiple sequels. His project was ambitious to say the least. It took years, and millions of dollars to produce. Mr. Suzuki had underestimated what it would take to bring his vision to life. The finished game was good, but seemed lacking. Fans could tell that he wanted to have an immersive experience that you could lose yourself in. Unfortunately is was lacking in some regards. Since no one had ever attempted anything remotely close to it Sega didn’t realize that it would take double the team size, and at least double the budget to make it fulfill Yu Suzuki’s vision. Little did we know that he had predicted the most popular types of AAA adventures by 20 years.

Shenmue was a commercial flop, but a hit with audiences, and critics. Sega had already invested a considerable amount in a sequel so they had to see it through to completion, the third part in the story was dead in the water. It would take a crowdfunding effort from 2020 to get the trilogy finished. The big publishers learned that titles this ambitious were a risky gamble. We wouldn’t see anything remotely close to it for many years. In the decades following Sega downsized, and a number of their internal teams were consolidated, or closed down. A lot of talent was lost in the 2000’s. There was one person however that had worked under Mr. Suzuki and learned the art of game design. His name was Toshihiro Nagoshi. He started with Sega in the late-80s and learned from Mr. Suzuki, and also the best people at the company.

Mr. Nagoshi had an ambitious idea for a brawling game. He thought the classic 2D format used in Double Dragon, Final Fight, and countless Konami hits were too limiting. He wanted to take everything he learned from the Virtua Fighter team, and set it in an open 3D world. The 1998 title SpikeOut was an important game in the evolution to the brawler genre, it was also rarely seen in arcades. Sometimes I think that my brothers, and I were the only ones that ever played it in Southern California. It was fast paced, violent, and extremely difficult. It featured networked cabinets making it easier for multiplayer action without having to share one screen. It was not without its flaws as the difficulty, and camera angles seemed to work against the action.

Mr. Nagoshi learned an important lesson about combat balance from SpikeOut. He also picked up other things while working at Amusement Vision, alongside the Jet Set Radio designers at Smilebit. It was possible to create a fun, accessible, original game that featured stylized graphics. More important it could respect street culture, while simultaneously exposing it to audiences. I considered the 2002 title Jet Set Radio Future the greatest Hip Hop game ever made. When Sega wanted a skateboarding arcade game with the JSRF feel in 2004, that was also a spiritual successor to the 1997 classic Top Skater Ollie King was created. When Sega wanted an Xbox exclusive they revisited the world of SpikeOut, and dropped the much improved SpikeOut Battle Street in 2005. To be fair DIMPS did most of the programming for it. The team at Ryu Ga Gotoku Studio was galvanized by everything they experienced at AM2, and Amusement Vision. That was why they were able to slide into the development of Virtua Fighter V Ultimate Showdown so easily. 

When he began his career at Sega Toshihiro Nagoshi ran headlong into his work like Akira Yuki. The older he got the more he understood the deliberate pace of Lau Chan, or should I say Yu Suzuki. Mr. Nagoshi took the entirety of what he learned since joining Sega, and put it into the Yakuza series. He featured the detailed world building of Shenmue, added the street vibes of Ollie King, included the arcade classics from his mentor, built easy to learn mini games, and improved the 3D combat of SpikeOut. With nine main Yakuza games in the series (23 including spin-offs) his team was the best equipped to bring back Virtua Fighter. This was a world where the last descendants of ancient kung-fu masters were ready to pass on their forbidden techniques, or die protecting them. After 30 years of following in the footsteps of his master it was time for Akira Yuki, I mean Toshihiro Nagoshi to take over. I was eager to immerse myself in his world. What about you? Did you think this was the right time, and the right team for a Virtua Fighter reboot? I’d like to hear about it in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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