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Post by toei on Aug 13, 2019 20:48:42 GMT -5
Street Fighter 2's sales include several different versions and multiple re-releases, including Super Street Fighter 2: The New Challengers, which really should count as a sequel. In that sense, you could argue FF7 was more popular. On the other hand, this doesn't account for SF2's arcade revenues, and it was by far the biggest arcade game in its day.
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Post by Deleted on Aug 13, 2019 20:48:43 GMT -5
Oh, I wasn't being facetious, it's just that I wasn't around back then and I'm not very interested in beat em ups. I knew it was popular, just not 15 million units sold popular.
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Post by Sarge on Aug 13, 2019 20:56:42 GMT -5
It took them what felt like forever to eventually release SFIII. Also, Super Street Fighter II on consoles nearly bankrupted Capcom, too.
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Post by Ex on Aug 13, 2019 21:01:19 GMT -5
Oh, I wasn't being facetious, it's just that I wasn't around back then and I'm not very interested in beat em ups. I knew it was popular, just not 15 million units sold popular. I remember when Street Fighter II released, and I was all "what's the big deal?" The idea of a game where two people just punched and kicked each other seemed banal in the extreme. Then I played the arcade game and it all made sense. To this day, Street Fighter II remains my all time favorite fighting game. Specifically this version: I can absolutely believe at least 15 million permutations of this game have been sold.
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Post by Sarge on Aug 13, 2019 21:11:21 GMT -5
It almost feels like a low number, but the market was smaller then. That's how big it was.
I used to hate tournament fighters, because I was so bad at them. But I decided I'd get better, and practiced quite a bit. Now I love 'em. Granted, SFII and its variants aren't my favorite of the series (I like Alpha 3 best), but New Challengers/SSFII Turbo is excellent, and the most complete iteration of the game.
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Post by toei on Aug 13, 2019 21:23:38 GMT -5
I was a kid then, but I remember. SF2 was the biggest thing in gaming for a while, period, and it defined a very prolific genre all by itself, even if it didn't quite create it. Sarge is right that it would have sold more than that if the market had been bigger.
I also remember thinking that "Street Fighter 2" was just the name of the series, and there would never be a Street Fighter 3. Lots of the kids I knew thought that as well. The original Street Fighter was before our time, you never saw it in the arcades in the early '90s, and it hadn't been ported to any of the big consoles, so to us it was just a rumor. One kid said he or someone he knew had played it once (and in retrospect, I believe him, cause he specifically mentioned most of the characters not being playable and a few other things like that), but then kids also made up stuff about Sexualities in Mortal Kombat.
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Post by Sarge on Aug 13, 2019 21:26:21 GMT -5
One kid said he or someone he knew had played it once (and in retrospect, I believe him, cause he specifically mentioned most of the characters not being playable and a few other things like that), but then kids also made up stuff about Sexualities in Mortal Kombat. The kid who cried wolf, indeed. I actually do remember seeing an SF cabinet at our closest Walmart, but I never actually got to play it. Honestly, I didn't get to play them much, but I'd watch intently. I'm sure I'd have thought it was pure garbage if I had, so that was 25 cents saved.
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Post by Ex on Aug 13, 2019 21:31:23 GMT -5
That's my second favorite, the arcade version to be precise. I also remember thinking that "Street Fighter 2" was just the name of the series, and there would never be a Street Fighter 3. Well there was another fighter where that was indeed the case...
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Post by Xeogred on Aug 13, 2019 21:35:08 GMT -5
I'm probably underselling the difference in a few million, but Nier Automata slowly crossed over 3 million more recently and was almost like an accident. That was all thanks to Yoko Taro, Platinum, and a few key producers that were behind the project, but otherwise Square Enix tends to show little faith/marketing in a lot of their non-FF stuff. Same with Octopath Traveler which hit 1 million and was just kind of shoved out the door, though it had a lot of fan hype behind it. So I'm probably being silly, but for Square Enix to take their sweet ass time and only get 8 million with FFXV just doesn't seem all that impressive to me. That ain't CoD numbers either! But that game is abysmal so I'll just stop there. Capcom has 90 "platinum" million sellers which is pretty cool: www.capcom.co.jp/ir/english/finance/million.html
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Post by Ex on Aug 17, 2019 1:52:20 GMT -5
Jewel Master | Genesis | 1991
After a few nights of practice, I've finally managed to take down Jewel Master legitimately. toei was right, this game is actually quite fair and sensible to beat, once you learn what to do and when. Things to know... go slow and trigger enemies piecemeal, once enemies are dead they don't come back - so save the recovery items for later retrieval, and use that ice dagger. I had this game back in 1991 or 1992, not sure which exact year. I remember my mom brought it home for me out of the blue. Or maybe I'd done well in school and she bought it as a reward. Whatever the case, it was one of the rare times I received a video game I didn't specifically request, and also not for Christmas or my birthday. I'd never heard of Jewel Master until the day I received it. I also never managed to finish this game as a kid. I think I made it to stage four out of five though. I didn't put the effort in to beat it, because honestly I had better games to play back then than Jewel Master. Jewel Master is a 2D side-scrolling game developed and published by SEGA for their Genesis/Mega Drive console. It features the eponymous hero of the Jewel Master as he goes about collecting the twelve elemental rings necessary to bring down the demon tyrant Jardine the Mad and save the country of Mythgard from his minions.
The player acquires rings as the game progresses, and can combine the ones they have together to create more powerful effects. The player does this by equipping up to two rings on either hand, which correspond to the A and B button respectively, with a maximum allowance of four rings. The damage effects from different ring combinations can be advantageous depending on the current level or boss, so the player is well served experimenting with the rings they have. There's also a fair amount of platforming involved in the later stages, you'll need that double jump spell!
This game's music was composed by Motoaki Takenouchi, and features numerous tracks named in homage after songs from the British prog/synth-rock band Yes. I'm too tired to write a bigger review. So if you don't know anything about this game: +Mix and match rings to create various offensive magic.
+Killer OST.
+Some of the best parallax scrolling ever.
+Gritty and forlorn graphical aesthetic.
+More plot exposition than you might expect.
-Only five (fairly long) stages.
-Stage designs are kinda bland.
-Gameplay implementation is simple with no surprises.
-Limited continues. -Very low replayability. If you are a fan of 16-bit platformers or action-adventures, then I'd recommend giving Jewel Master a try (yes that means you Sarge ). It's certainly not stellar, but this is still a unique experience. This game captures a gloomy disposition, you can certainly feel Jardine's oppression upon the world. For all that the gameplay and level designs lack, the aura of the adventure itself is worth experiencing. And if it weren't for Jewel Master, we might never had gotten Eternal Ring, so in that regard I'm quite glad this game exists. Ex's time to beat: 37 minutes (reflects the successful run only) Ex's rating: 6/10 - And that fair fellows is going to wrap up my submissions to this Club Retro theme. Here's what I beat: Mike Tyson's Punch-Out!! (NES) Fantasy Zone II: The Tears of Opa-Opa (Master System) Jewel Master (Genesis) I'm off to finish New Vegas. But I'll be back here next month with my cape and Speedo.
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