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Old 07-03-2007, 08:12 AM
AirRaid
 
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Default Super Street Fighter II Turbo HD Remix


while this news isn't exactly hot-off-the-presses new, it deserves to
be here.


concept shot of the Ryu sprite compared to the old sprites

http://img2.kult-mag.com/photos/00/0...00818216_2.jpg
http://www.racketboy.com/images/ryu-sprites-large.jpg


http://www.joystiq.com/2007/04/13/su...bla-announced/

Super Street Fighter II Turbo HD Remix for XBLA and PSN announced

With 13 years of competitive play under its belt and counting, Super
Street Fighter II Turbo is widely considered to be 2-D fighting
perfected. A high octane, extremely offense-minded fighter, how is it
that Capcom plans to improve upon perfection? By bringing in the comic
masterminds at UDON to redraw the entire game, pixel-for-pixel.

Super Street Fighter II Turbo HD Remix (wow again) for Xbox Live
Arcade and PSN mirrors the same tactic Capcom utilized with their
Hyper Fighting release - the goods you remember, only with online
play. This time, however, Capcom is taking care of business in-house
and utilizing the insight that 13 years of worldwide, top-tier
competition has brought to the game.

They aren't ruling out making slight changes to the game. It will be
lost on the average player, but when the faithful get a load of the
slight but sexy frame tweaks, they'll freak out. And they will love
it.

Capcom didn't have anything to show on the project, but they did say
that the entirety of the game is being redrawn, from the character
select, all the way through to backgrounds and endings. While it would
be heaven in a download if they could also work in the original SSF2T,
it is something they are currently considering. Capcom is aiming for a
release this Fall.

[Update - If you were interested in seeing just how super this remix
is, the folks at GameKult snapped a picture of the presentation slide
during the announcement. Capcom to Sammy: "In yo face!"]

______________

http://xbox360.ign.com/articles/780/780524p1.html

Super Street Fighter II Turbo HD Remix Announced
Ryu and company return to the XBLA this fall.
by Erik Brudvig

Street Fighter II on the Xbox Live Arcade has generated more revenue
than any other XBLA game, according to Capcom. That can only mean one
thing: more Street Fighter games are on the way. Along with an updated
version of Super Puzzle Fighter II Turbo, Capcom announced its
intention to bring Super Street Fighter II Turbo HD Remix to both the
PlayStation Network and Xbox Live Arcade this fall.

Though Capcom did not have the game on hand to show the audience, they
did promise that all of the art is being redrawn by Udon Entertainment
so that it will look crisp and clean at resolutions up to 1080p. A few
samples of what Capcom is aiming for were shown and it was quite easy
to see the vast improvement in the level of detail and polish over the
original graphics. Like Street Fighter II for XBLA, this remake will
include both online and offline play for one or two players.

We'll have more on Super Street Fighter II Turbo HD Remix when it's up
and running.


______________

http://games.teamxbox.com/xbox-360/1...urbo-HD-Remix/

One of the most popular games of the early '90s is reborn! Super
Street Fighter II Turbo HD Remix, originally developed by Capcom for
the arcade, makes its downloadable debut on the Xbox LIVE Arcade.
Capcom will stay true to the foundation of the popular game by
utilizing the original game code, while creating a fresh upgraded
experience with new artwork and high resolution 1080p graphics. All of
the art will be completely redrawn and created by UDON Comics, which
currently publishes the official Street Fighter comic and is
responsible for the new contemporary look of the Street Fighter
franchise.

______________

http://www.racketboy.com/retro/2007/...g-sprites.html

Super Street Fighter 2 Turbo HD & It's Massive Sprites


You may have read about the upcoming, remastered version of Super
Street Fighter 2 Turbo that will be coming out on both the XBox Live
Arcade and the PS3's online service. Since the initial announcement,
we have learned a few more details and I've been able to piece
together my thoughts on the developments.

First of all, Gamekult posted a "confidential" slide from the Capcom
press conference that actually showed off the new Ryu sprite and how
it compared to the original sprite in addition to the previous
standard of high-resolution fighters, Guilty Gear X.

I took the liberty of cleaning up that slide and adding some fresh
comparisons so that it is easier to see the difference. I've even
added the Ryu sprite from Street Fighter 3 - the largest Ryu sprite
until this generation.

http://www.racketboy.com/images/ryu-sprites-large.jpg

When I laid my eyes on this new sprite, I really had to do a double
take to make sure that I was reading it correctly. But indeed, the new
character sprites for SSF2T HD are so big and detailed, they don't
look like sprites at all. It looks like one of my remake dreams that I
thought would never come true is actually becoming a reality.

As good as this single sprite looks, the true test will be seeing it
in action. The number of frames in the character animation can make a
huge difference. If they could exceed the animation in Street Fighter
3, I suppose that would be excellent.

It is also worth mentioning that the new sprites and artwork featured
in this high definition remake is by UDON, the masterminds behind
Capcom's beautiful Street Fighter and Darkstalkers comic books.

When an iconic game like Street Fighter 2 receives such an overhaul,
there is bound to be some gamers that are concerned. I thought this
was addressed well by this comment made by Velops on the Joystiq post...

"There is also a risk that fans will not like the changes made to the
animations. Hardcore fans have honed their skills based upon the the
exact number frames for each attack animation. This includes hitbox
sizes, reaction, and recovery times. If the change is noticeable, it
could completely change the tiers for competitive online play."

At the same time, I don't think people should get too worried. Those
dedicated to the original version will still have it to enjoy for
their tournaments. Plus, there is nothing wrong with learning
something new. A true fighting master should be able to learn
different battle systems and adapt accordingly.

To ease the worry about how authentic this remake will feel, David
Sirlin has confirmed that he is working on this project. He has worked
on ports of Street Fighter 2 before and is an expert at the game
himself.

Needless to say, I'm more that glad to see this true high-definition
remake process turn into a continuing trend. Obviously, it would not
be practical for every game, but it would be great to see some of the
truly great games get a high-def makover while keeping the original
feel intact. (High-res Sonic Trilogy, anyone?)

In case you missed it, we have an ongoing conversation about the
Street Fighter remake going on in the forums. I'd love to hear your
thoughts!





http://www.1up.com/do/previewPage?pa...=0&cId=3158732

Previews: SF II HD Remix
High-res 2D Street Fighter! First details and interview.
By Matt Leone

Any time Capcom announces a new Street Fighter, it's a big deal. But
what happens when that game is not actually new, but looks as
different as anything the series has seen? We're about to find out.

At a press conference yesterday, Capcom announced Super Street Fighter
II Turbo HD Remix, a downloadable version of the classic fighting game
for Xbox Live Arcade and Sony's PlayStation Network. As the title
indicates, the game will introduce an entirely new look for the
series, with new art and high-resolution character sprites drawn by
the artists at Udon Comics to allow the game to run comfortably in
1080p.

In a slide on display during the conference, Capcom showed character
sprites from an older Street Fighter game and Guilty Gear next to the
projected quality of what the company is looking to create with this
HD Remix version -- which in the slide simply looked like hand drawn
artwork. The point behind it all is that the company intends for the
visuals to be the next step up from Guilty Gear as 2D fighting games
go.

While the game is very early in development at this point, Capcom has
confirmed online play, a training mode, voice chat, rankings/
leaderboards, different matchmaking options, and stat tracking, with a
Fall release planned. Because of timing differences in the download
schedules on PS3 and 360, the two versions may not hit on the exact
same day, but according to Capcom senior director of strategic
planning and research, Christian Svensson, "We will be coordinating
such that they are within a week of each other."

After the conference, we sat down with Svensson to discuss the game.

1UP: From what I've heard [all development is underway at] Backbone.
Is that correct?

CS: The programming and the project management is all being handled by
Backbone, but there are multiple people working on this project. As I
mentioned [in my speech earlier], Udon Comics is handling the majority
of the art tasks as far as root creating all the art. Backbone will be
pulling it all together, and making it all work.

1UP: Which team is this?

CS: This is one of the Emeryville teams. And specifically, it's a team
that actually has some members of EVO on it, so the point is it's a
team that has people who are going to be as critical of what the end
product is as anyone out there would be, and that's important to us.

1UP: It's the same team working on Puzzle Fighter and Street Fighter?

CS: It's the same team.

1UP: [Are the HD Remix versions of Street Fighter and Puzzle Fighter]
going to be strictly downloadable games? We're not going to see an
arcade version of Street Fighter or something like that?

CS: They are strictly downloadable games. There are no arcade plans
for either of these projects.

1UP: Are these planned for a Japanese release?

CS: It's something we're still discussing. You know, a lot of the
projects we have make sense for Japan, but frankly they have some
different sensitivities and we need to make sure that it's okay for
their market before we actually go stepping into it.

1UP: For Street Fighter, it seems like an ambitious plan to get these
new sprites that we haven't seen in 10 years or however long... why
the decision to apply them to a classic game rather than a new game?

CS: The nice thing is that we know the mechanics works, and there's a
lot less uncertainty in building on top of something that already
exists than starting from scratch and worrying about game balance and
things of those nature. The nice thing that Super Street Fighter II
Turbo gives us is we know it works. Everybody loves it. So that's a
starting point. What the future holds -- we'll see how we do with
this.

1UP: When you say "it already works," does that mean pixel for pixel
this is going to control the same exact way?

CS: The exact, exact way. Pixel for pixel.

1UP: Roughly how long has Street Fighter been in development at this
point?

CS: We have been moving forward officially for about a month and a
half, so it's very very early. We'd actually done some exploratory
work on some of the art side before actually we'd gotten the full
green light, because we had to pull together all the materials for
actually getting everything approved internally and budgets set, etc.
But full actual, full speed ahead, we're going -- about a month and a
half.

1UP: And it's going to look better than Guilty Gear?

CS: I will tell you that our sprites will be far more detailed, far
larger, and again, [feature] 1080p support.

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Old 06-24-2008, 04:30 PM
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Old 06-24-2008, 06:07 PM
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Old 07-04-2008, 04:06 PM
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Old 07-08-2008, 10:55 AM
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Old 07-09-2008, 07:50 AM
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Old 07-09-2008, 11:34 PM
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Old 07-15-2008, 04:42 PM
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