super_street_fighter_ii
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Beide Seiten der vorigen RevisionVorhergehende ÜberarbeitungNächste Überarbeitung | Vorhergehende Überarbeitung | ||
super_street_fighter_ii [2022/06/10 08:57] – dstettle | super_street_fighter_ii [2022/06/10 10:05] (aktuell) – nkazimir | ||
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- | ======= Super Street Fighter ======= | + | ======= Super Street Fighter |
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Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. It sparked a renaissance for the arcade video game industry and impacted competitive video gaming and wider popular culture such as films and music. | Street Fighter II is regarded as one of the greatest video games of all time and the most important and influential fighting game ever made. Its launch is seen as a revolutionary moment within its genre, credited with popularizing the fighting genre during the 1990s and inspiring other producers to create their own fighting series. It sparked a renaissance for the arcade video game industry and impacted competitive video gaming and wider popular culture such as films and music. | ||
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It's Sound-Design is seen as a pioneering one. In many regards Street Fighter II became a sound-design template for many other fighting games until this date. The main composers were Yoko Shimomura & Isao Abe. The design decisions of binding the characters to unique sounding locations resonates in many ears and designs to this date- same goes for the unique attack sounds - Hadoken. | It's Sound-Design is seen as a pioneering one. In many regards Street Fighter II became a sound-design template for many other fighting games until this date. The main composers were Yoko Shimomura & Isao Abe. The design decisions of binding the characters to unique sounding locations resonates in many ears and designs to this date- same goes for the unique attack sounds - Hadoken. | ||
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{{streetfighter: | {{streetfighter: | ||
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You won't have low basses in these type of games, but most sounds will have more low-mid to mid-high frequency placements. | You won't have low basses in these type of games, but most sounds will have more low-mid to mid-high frequency placements. | ||
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The voices in the game will sound harsh and lo-fi to todays ears because of those above mentioned restrictions. | The voices in the game will sound harsh and lo-fi to todays ears because of those above mentioned restrictions. | ||
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{{streetfighter: | {{streetfighter: | ||
- | In beat' | + | In beat' |
| Character Select Theme | {{streetfighter: | | Character Select Theme | {{streetfighter: | ||
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| Round Start | {{streetfighter: | | Round Start | {{streetfighter: | ||
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===During Round === | ===During Round === | ||
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==UI Sounds incl. announcers== | ==UI Sounds incl. announcers== | ||
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==Character Sound EFX== | ==Character Sound EFX== | ||
- | Normal character hit, hit-confirmation, | + | Normal character hit, hit-confirmation, |
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| Hit / Block Sounds | {{streetfighter: | | Hit / Block Sounds | {{streetfighter: | ||
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Stage music plays an important factor in the game. Its a important component of a stage-look, stage-sound, | Stage music plays an important factor in the game. Its a important component of a stage-look, stage-sound, | ||
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| Ryu Theme | {{streetfighter: | | Ryu Theme | {{streetfighter: | ||
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== End Of the Round == | == End Of the Round == | ||
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Character specific dying sounds kick in first. Afterwards when the screen freezes celebration sounds , UI Sounds of the score and the announcer announcing the winner kick in while the music fades out making the ambiances stand out more. The score sounds are comparable to the Menu UI in terms how they are composed and how they sound. Getting high scores should sound rewarding and it does. The dying sounds are trying so simulate slow-motion through an delay/echo effect. | Character specific dying sounds kick in first. Afterwards when the screen freezes celebration sounds , UI Sounds of the score and the announcer announcing the winner kick in while the music fades out making the ambiances stand out more. The score sounds are comparable to the Menu UI in terms how they are composed and how they sound. Getting high scores should sound rewarding and it does. The dying sounds are trying so simulate slow-motion through an delay/echo effect. |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/super_street_fighter_ii.1654844229.txt.gz · Zuletzt geändert: von dstettle