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 09:01] – nkazimir | 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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{{streetfighter: | {{streetfighter: | ||
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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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| 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: |
/home/wiki/wiki.pink.zhdk.ch-ssl/public_html/gamesoundopedia/data/attic/super_street_fighter_ii.1654844460.txt.gz · Zuletzt geändert: von nkazimir