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super_street_fighter_ii [2022/06/10 08:57] dstettlesuper_street_fighter_ii [2022/06/10 10:05] (aktuell) nkazimir
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-======= Super Street Fighter =======+======= Super Street Fighter II =======
  
  
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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. 
-{{streetfighter:super-street-fighter-2-turbo-gameplay.jpg}}+ 
 +{{streetfighter:super-street-fighter-2-turbo-gameplay.jpg?400}}
  
  
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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:huge_avatar.jpg?400}} {{streetfighter:huge_avatar.jpg?400}}
  
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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. 
  
 +{{streetfighter:eq.jpg}}
  
 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:ssf2-characterselect-arcade.png?400}} {{streetfighter:ssf2-characterselect-arcade.png?400}}
  
-In beat'em ups / fighting games - the character select screen is the screen you will see over, over, over, over again as these games are mostly played in co-op multiplayer mode (during the arcade era even more) so it needs to be a place where the player gets amped up for the fight and simultaneously the player wants to find themselves again while spending their time wisely to select the right character. Once you selected your character the announcer will announce the country and you will hear a plane fly there. The UI sounds and most importantly the character select music must be ready for this task. There is an unwritten rule about fighting game soundtracks: If the player select screen music is great - the stage compositions will follow that lead. The SSFII one is a great composition you won't get tired of: it has an interesting tempo slightly over your hearts bpm (to get you ready fo the fight), its melodies suggest you choice and pushes you but not to much. +In beat'em ups / fighting games - the character select screen is the screen you will see over, over, over, over again as these games are mostly played in co-op multiplayer mode (during the arcade era even more) so it needs to be a place where the player gets amped up for the fight and simultaneously the player wants to find themselves again while spending their time wisely to select the right character. Once you selected your character the announcer will announce the country and you will hear a plane fly there- this is done neatly with a pan effect -> left to right. The UI sounds and most importantly the character select music must be ready for this task. There is an unwritten rule about fighting game soundtracks: If the player select screen music is great - the stage compositions will follow that lead. The SSFII one is a great composition you won't get tired of: it has an interesting tempo slightly over your hearts bpm (to get you ready fo the fight), its melodies suggest you choice and pushes you but not to much. 
  
 | Character Select Theme | {{streetfighter:charachter_select.mp3}} | | Character Select Theme | {{streetfighter:charachter_select.mp3}} |
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 | Round Start | {{streetfighter:beginning.mp3}} | | Round Start | {{streetfighter:beginning.mp3}} |
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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, block, movement SFX are composed in a way that they are immediate and communicate in a clear way to the player so they know within fractions of seconds how to react next. Also the general mixing of these sounds in the ingame-mix is loud and not realistic to enhance player-immersion.+Normal character hit, hit-confirmation, block, movement SFX are composed in a way that they are immediate and communicate in a clear way to the player so they know within fractions of seconds how to react next. Also the general mixing of these sounds in the ingame-mix is loud and not realistic to enhance player-immersion. Most of these sound are mixed mono - as you want to have these type of sounds to approach the player really in a direct way (same for special attacks) 
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 +{{streetfighter:vectortiger.jpg?400}}
  
 | Hit / Block Sounds | {{streetfighter:hit.mp3}} | | Hit / Block Sounds | {{streetfighter:hit.mp3}} |
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 Stage music plays an important factor in the game. Its a important component of a stage-look, stage-sound, character look immersion and identification which is based around nationality in SSFII. Different stages are based in different countries and the composers tried to evoke a particular designed instrument/melody within the composition that resembles that country. Mixing-wise its also very present in the in-game mix - fitting perfectly in between all the Character SFX and generally rounding the sonical experience. Stage music plays an important factor in the game. Its a important component of a stage-look, stage-sound, character look immersion and identification which is based around nationality in SSFII. Different stages are based in different countries and the composers tried to evoke a particular designed instrument/melody within the composition that resembles that country. Mixing-wise its also very present in the in-game mix - fitting perfectly in between all the Character SFX and generally rounding the sonical experience.
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 +{{streetfighter:cammyvector.jpg?400}}
  
 | Ryu Theme | {{streetfighter:ryu_theme.mp3}} | | Ryu Theme | {{streetfighter:ryu_theme.mp3}} |
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 == End Of the Round == == End Of the Round ==
-{{streetfighter:ssf2t.png}}+{{streetfighter:ssf2t.png?400}}
  
 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