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"At Southern Impact in Laredo, TX, we met a talented SSF4 Chun-Li player named Mike Begum (aka "Broly" or "Legs") who has a condition called arthrogryposis. Despite his circumstances, he became one of the top Chun-Li players in Texas after playing the game for just 6 months, and is also one of the best Super Smash Bros. players in the state. In this interview with Gootecks, Broly talks about how he plays without using his hands, why and how he uses Chun-Li, and his advice for others in similar situations." I cannot play Chun-Li, or to be frank, my mains, nearly as well as this. You go, dude.
Chess at Sixty Frames Per Second
06 May 2010
I’m as much an apologist for fighting games as I am a fan of them, and so when I saw Quintin “Quinns” Smith’s latest post for Rock, Paper, Shotgun pop up in my feedreader, I got ready to suck my teeth. A cursory skim hinted at the content: Starcraft II as a better “e-sport” than (Super) Street Fighter 4.
By the time I’d finished reading the article, I ended up agreeing with Smith a great deal. I’m still a fighting game apologist, and you can pry my arcade stick from my cold, RSI-crippled hands, but when it comes to e-sports, I’ll agree that fighters aren’t your best bet.
The most obvious reason why is Smith’s strongest point: sports of any stripe are about more than the ninety minutes on the pitch.
The formats that have evolved for competitions don’t help. Starcraft has evolved into a game of ladders and ongoing series; SF4, and other fighters, focus on tournaments: events covering a single day, usually with a form of knock-out structure (but with added complications to keep people playing). And an SF4 bout is short: 90 seconds per round, five rounds per match as a maximum. And between tournaments? Contestants return to their home arcades, to online services, to the Shoryuken forums and Youtube, trading combos and demonstrations, building reputation until the next official event. From this description alone, you can already see why RTS games – and Starcraft in particular – make better “e-sports”.
The longer format of the individual games have also helped Starcraft commentary become genuinely useful, and to augment what’s going on. There’s time to get some words in, for starters; not just colour, but also analysis. Smith’s complaint about SF4 commentary –
If you listen to commentaries of SFIV tournament matches, despite the fact that each match plays out much more quicklyyou still hear the commentators filling seconds by talking about what the players might be aiming for, or what their chosen characters are good at, or simply calling out special moves as they happen. “Oh! Sonic boom! Oh, EX-flash kick! Yeah, Guile’s a very defensive character, he wants to keep Balrog way out of range.”
is a fair one, but I think he’s wrong on one point: there’s not really time to do analysis right; if you actually bothered to explain and what’s happening (“oh, and Hart goes for a super jump cancel rather than a focus dash cancel“) you run the risk of running out of time. And: it’s not a game you can analyse in real-time very easily; it takes a few seconds of reactive analysis, thinking about what you saw, to actually say something meaningful. I’m not going to defend SF4 commentary too much: I do wish there’d be a bit less “colour” and more analysis, but it doesn’t lend itself to real-time analysis. The best thing you can do is just re-watch the match a few times, and work out why he went for that super jump cancel on your own.
It may be a rapid game, but that doesn’t mean the whole thing comes down to reflexes.
For all the talk of high level SFIV play being like a chess match and any obvious parallels with, say, boxing, there’s no escaping that the game is primarily down to honed reflexes.
I definitely disagree with that. It’s a lot faster than chess, I’ll give Smith that: it is lightning-quick and demands honed reflexes in execution. (Much, in fact, like Starcraft – you should see the speed professionals can micromanage and click around that UI; their speed with a mouse terrifies me). But when you get over that speed-of-execution, there are a great many similarities to chess that both explain the appeal of such games, and why they’re such terrible spectator sports.
Chess and SF4 are about having innate knowledge of a game’s mechanics. System knowledge – basic rules, more complex rules, exceptions, building combos out of these, testing knowledge. The system becomes so big you can’t calculate it all – instead, you combine a great deal of factual recall – simply learning combos/openings, mix-ups/mid-games, FADC/end-games, rather than working them out – with a bit of human intuition (which chess computers lack). The skill in SF4 then becomes about taking that knowledge – factual recall, knowledge of the system, a bit of intuition – and speeding it up. There are fewer possibilities to take in than chess – at any one time, you’re looking at low/mid/high/throw/counter/focus attack (and chains thence), and realistically, not even that many – but the speed makes it hard enough.
That sounds like a great game, but a lousy spectator sport. Chess and SF4 are both good analytical sports.
How many column inches are devoted to analysis of chess games? Not commentary, not colour pieces; just move-analysis. There’s one every day in most broadsheets. How many books are there on openings, mid-games, endings? How many Youtube videos providing tutorials for characters, or even individual techniques such as kara throwing?
There are many, because these games – games that reward and require analysis – become more enjoyable to watch the better you know the system. Chess columns are for fans, not novices; the SF4 videos are for enthusiasts. They expand on what happens on the screen, not merely reporting it. And you can understand the analysis to a level higher than you can play it: I can explain the Focus Attack Dash Cancel, for instance, but I sure have difficulty pulling one off.
Games like these that afford – and demand – analysis don’t really support the ebb and flow of seasonal league. It’s not about the victories and losses, supporting a team, as much as it is about seeing players trying new things, pushing the enevlopes with new combos (or strategies), pushing a character beyond the limits of their tier (or seeing if opening x really is viable against opening y). The long goal of playing the game is making everybody better at the game; making the game better.
Street Fighter’s great red herring – which, indeed, it shares with all fighting games – is that it shows two human beings in mortal combat. But really, they’re not people at all; they’re rulesets, two giant boxes of cogs and clockwork being manipulated to produce a higher number in a shorter time. Strip away the aesthetics, get down to the mechanics, and that’s what there is. You might call that soulless, and I would forgive you for that even if I don’t agree: the real magic of fighting games is watching a player wrestle with their own box of cogs and defeat their opponent with it; watching mastery of the system.
That’s not a kind of game that everybody gets; analytical, systems-oriented, analytically studied, and mechanically driven. And all those adjectives make for a terrible sport, e- or otherwise. A far more understandable game would have longer dynamics, beyond matches and across tournaments; be complex enough to demand analysis, but that analysis would be understandable enough in real time. And the game played at its highest level ought to resemble the game you play with your friends and pick-up partners. Football in the park is identifiably the same as football at Wembley, even if the skill levels on display are wildly different.
And so, given all that, it’s only fair to agree that Starcraft is the better sport – by a long way. That’s my analytical brain speaking. But Street Fighter 4 is the better game, and the one that has my heart, rulesets, clockwork, cogs and all.
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It's Oregon Trail, but where you take everybody's favourite emo band on tour of the states. Surprisingly deep and detailed, an affectionate tribute to Apple II entertainment and the rigours of being a touring rock band. It is very silly, and somewhat ace, and will be getting a blog post in due course.
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"Tips and tricks only the pros knew, UNTIL NOW! Get ready to PWN up some NUBS on Xbox Live and get some MAD BP'S BRO!" I'm pretty sure I've played this guy.
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"These are just various photos taken during the development cycle of the businessib. Enjoy them. We hope you think they are as hilarious as we do." Oh my word.
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"If you keep the city and concentrate on putting more world into it, imaginativeness becomes the primary obstacle– you can add things into this city without having to add much physical space and new assets. There's legions of empty storefronts and empty buildings, waiting to be filled. And media– web sites, radio stations, tv shows– don't take up space either. Think of this cheap empty space as a place to tell new stories, because as a developer, you are good at this." Iroquois, hitting many nails on the head all at once, again.
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The Guardian Open Platform launches, with their Content API, their Data Store, and a selection of client libraries for the API (one of which I did a smidge of work on). This is not just a good thing, it's a good thing Done Right, and I'm looking forward to what's next from the Open Platform team.
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"A collection of accidents that happened while working on maps and other graphics." Bloopers from interactive infographics. Delightful; the patina and happy accidents of the 21st century.
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Custodian is the Ruby gem for accessing the Guardian Open Platform Content API that James Darling, Kalv Sandhu, and I (although my contribution was minor) built. There's a Google Code link to it, but I'd imagine the github version is where the action will be.
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"You may not know his name but you will certainly know his work: Morris Cassanova (aka Mr Chicken) designs and makes signs for most of the fried chicken shops in the UK." That's a good market to have sewn up, I'd imagine.
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Jones annotates his screengrabs from the James Coburn classic; lovely to see it all captured so well, even if I'd disagree that the plot is a thing of "gossamer" – it's a _tiny_ bit thicker, surely?
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I've got a way to go with Abel yet; I can't do FADCs at all, but the earlier stuff looks useful.
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The title sequence to a Saturday morning kids' cartoon series. Of Watchmen. It is not, shall we say, particularly reverent. Probably better for it.
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Tom's been poking Heroku, and now, so have I. It's proper brilliant: a rackup file, a tiny Sinatra app, and the Heroku gem, and you're building webapps in ten minutes. It's crazy and brilliant, and exactly the kind of thing of which we need more of.
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"It’s new fun in some Russian cities, to jump from the bridge with the rope in a big group, when there is no water under the bridge but raw firm ice, also they use to jump at that same moment when the train is going thru the bridge". The pictures explain it pretty well.
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"Planbeast is a free service that lets you find people to play your favorite Xbox 360 games with online. Planbeast allows you to schedule and join new online events for any Xbox Live-compatible title." And there was me all ready to build this (albeit just for Left4Dead)… and now somebody's gone and done it already.
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"This is a series of lessons on Blues Guitar." Simple, but thorough, and with some score/tab as well. Probably worth plugging through.
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"BUGFIXES: Fixed a bug that would sometimes cause characters other than Ken to appear on the Character Select screen during online play." Damn, that one's been affecting me too.
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"It is probably safe to say that, despite decades of ever more spectacular Hollywood visions of extra-terrestial domination, humanity in its worst nightmares never imagined it would have to contend with spawn-camping aliens." Chris Remo documents the end of Tabula Rasa from the frontlines.
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"How finished an artefact is is an important indicator of its relationship to the world: not just an indication of where it is in its lifecycle, but also one that explains how it should be understood, and that opens a dialogue between the observer and the artefact." Me, on Pulse Laser, talking about unfinished states as conversation tools, amongst other things.
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"Virgil is singing arms and a man". I must admit, I prefer "the man", but this is lovely nontheless.
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"I’ve always been curious about which drummers use a click track and which don’t, so I thought it might be fun to try to build a click track detector using the Echo Nest remix SDK." Analysing tempo fluctuation on a variety of popular recordings to find out who uses a click track; as you might have guessed, Ringo and John Bonham didn't.
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Finally, a decent video of Abel. Ignore the first round, where he gets hammered, and concentrate on the second two: he negates Sagat's ranged game by getting in close, throwing in some careful EX scissor kicks, and massive abuse of linking a juggle into the aerial grab throw.
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Some nice tips in here, mainly about blocking access to things and security.
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David Hobby goes to Cern, and has a ball. Also: takes some nice portraits.
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Useful tutorial on building Pagination, that goes beyond the Pagination library and points out what you need to be doing with the Model, too.
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Bandcamp add an automatic way to generate one-time use download codes for music – so bands can promote singles and the like. And then: they add automatic Moo Minicard generation to the mix. Bloody brilliant, and definitely The Right Way To Do Things.
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"where dreams become heart attacks" – photographs of revolting, calorie-drenched food "experiments".
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Dave Sirlin offers some analysis of SF4. I think, at the overview level, he's got a good point: SF4 is not actually as "accessible" as everyone makes out; it's certainly got a lower on-ramp than SF3, but it ramps up pretty fast. More on this in a blogpost, I think.
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"After being seen as cheap or low-rent housing for much of the 40s, asylums started to be seen as 21st century modern, and desirable places to live." All of this has happened before and all of it will happen again. Heathcote's Lyddle End entry is fantastic, and primarily for his writing/futurism.
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More on the phenomenon that is Ken Fighter Ken.
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This is a pretty accurate explanation of the state of the majority of SF4 online. It's also quite funny, and is the reason the phrase "Flowchart Ken", used to described a particular kind of player, is already entering the SF4 Lexicon.
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"Ryanair can confirm that a Ryanair staff member did engage in a blog discussion. It is Ryanair policy not to waste time and energy corresponding with idiot bloggers and Ryanair can confirm that it won't be happening again." Ryanair's social media strategy is pretty much on-brand, it seems.
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'A morose-looking guy stood at the bar talking to his friends, wearing a Flashbang Studios t-shirt. Emily leaned across the bar next to him, and shouted giddily over the music: "hey, I like that developer."' A lovely piece of speculative writing from Duncan Fyfe.
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A first, rather long, post on the S&W Blog, in which I talk to Jack about a project he's been working on for a while.
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"This summer will you be, or not be? It's Resident Evil meets House of the Dead, IN DENMARK." Epic Eegra thread taking the Dante's Inferno-shaped ball and running a very, very long way with it.
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Full version, no out! The beta was lovely, so I'm looking forward to this a lot.
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"[Wrestle Jam is] completely playable. There was an intro screen, character select, win / loss conditions, opponent AI, eight different attacks," Furino explained. "It was as close to a genuine old-school wrestling game as I could make it in the time allowed. I even mapped an old Nintendo controller to the input system so they could play it that way." Gosh, that's lovely, if not totally unexpected from Arronofsky. Lovely interview, too.
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"Sometimes, when the wind is warm and low, when the gear ratio is perfect and the tyres pumped, and when the road is soft and quiet, I feel weightless."
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"A few lonely zombies are looking for love on the Bay Area Craigslist." Lovely.
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"…while there will no doubt be a small but vociferous core of Third Strike veterans who cry foul over the series' apparent simplification, they will be vastly outnumbered by those players who get to fall in love again with the Street Fighter of their youth: one that's easy to pick up and play, yet near-impossible to master. As a result this is, in almost every way that matters, the perfect Street Fighter." Very excited. Very, very excited.
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"I've had too many conversations with game-makers (particularly from my Scottish locus) who, when presented with a range of possible game motivations and scenarios that don't involve spectacular male violence in urban settings, shake their heads and say, "just don't see the game in that, Pat. You gotta see the game." I've always suspected that this was male geek laziness on the industry's part. Incidentally, this report is based on a sample set that was 85% male." Maybe; but sometimes, "seeing the game" is an important part of game design. That doesn't always call for free-roaming urban-carnage, but I'm not sure I can entirely agree with Kane's quotation here.