Posts Tagged David Sirlin

Design Roundup #1

articlesheader Design Roundup #1

Whenever I sit down to write an article about some aspect of game design, I always do a bit of research first. Often I run into works that already cover the topic, usually more extensively than I would have, so I scrap it. That doesn’t make these existing pieces any less valid, though, so I’ve decided to periodically highlight them.

Also, there’s a lot of information out there that isn’t specifically aimed at videogame design: neuroscience, prose, psychology, etc. Articles that discuss these topics can still be quite useful for a designer, so I’ll try to include them as well.

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Super Street Fighter II Turbo: HD Remix Tips

Although I haven’t written much about fighting games, I’m a big fan of the genre. In fact, I’ve spent more time playing Street Fighter II (Special Championship Edition, to be exact) than any other video game. And, at least back in the day, I was pretty damn good at it.

thumb1280x1280 2329936333 1a100b45dd o Super Street Fighter II Turbo: HD Remix Tips

Fight!

The only “tournament” I ever entered was a small event at a local Blockbuster celebrating SFII coming to the Genesis. I won, and it only made me more obsessed about the game.

When HD Remix came out, I was a bit rusty and I had to put up with the Xbox 360′s horrible d-pad, but I quickly got the “Playing To Win” achievement for winning 100 ranked matches. My experience with the online competition was a bit surprising, though, as, generally speaking, it wasn’t that good. I’m not claiming to be the greatest SSFIIT: HD Remix player either — in all my matches, there were a couple of people I played that were genuinely better than me — but overall it was a little easier getting that achievement than I expected.

So, in the spirit of good competition, here are a couple of tips for the intermediate players out there:

Read the rest of this entry »

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