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   <channel>
      <title>Sirlin's Articles and Posts</title>
      <description>Pipes Output</description>
      <link>http://pipes.yahoo.com/pipes/pipe.info?_id=0N5_GkOo3RGREn63BBNMsA</link>
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      <pubDate>Thu, 01 Oct 2015 23:23:46 +0000</pubDate>
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      <item>
         <title>New Sirlin.net</title>
         <link>http://oldsite.sirlin.net/blog/2014/9/16/new-sirlinnet.html</link>
         <description>&lt;p&gt;I'm relaunching my site at &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net&quot;&gt;www.sirlin.net&lt;/a&gt;. The post you're reading now is part of my old site, now archived at &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net&quot;&gt;oldsite.sirlin.net&lt;/a&gt;. (The DNS switchover may take a couple days.)&lt;/p&gt;
&lt;p&gt;Please set your RSS feeds to &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/?format=rss&quot;&gt;this one&lt;/a&gt; for my new site.&lt;/p&gt;
&lt;p&gt;I revised and updated all my articles, added some new ones, and updated the graphic design of the entire site.&lt;/p&gt;
&lt;p&gt;Enjoy!&lt;/p&gt;</description>
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         <pubDate>Wed, 17 Sep 2014 02:33:26 +0000</pubDate>
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         <title>Chess 2 Launch!</title>
         <link>http://oldsite.sirlin.net/blog/2014/8/19/chess-2-launch.html</link>
         <description>&lt;p&gt;Chess 2 is now available on Steam.&lt;/p&gt;
&lt;p&gt;It's a new take on Chess with modern design sensibilities:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;6 different armies&lt;/li&gt;
&lt;li&gt;Far fewer draws because of the new midline invasion rule&lt;/li&gt;
&lt;li&gt;Less about memorization, more about improvisation&lt;/li&gt;
&lt;li&gt;Dueling system adds a bit of mindgames and even more focus on knowing how valuable each piece really is&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;/p&gt;</description>
         <guid isPermaLink="false">280482:2841774:34974176</guid>
         <pubDate>Tue, 19 Aug 2014 19:25:34 +0000</pubDate>
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         <title>Character Lore and EX Card Roundup</title>
         <link>http://oldsite.sirlin.net/blog/2014/7/14/character-lore-and-ex-card-roundup.html</link>
         <description>&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/yomi/yomi_logo_no_glow.png?__SQUARESPACE_CACHEVERSION=1405364706627&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;There's only two days left in the &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;Yomi kickstarter&lt;/a&gt;, so please pledge now if you're interested. (It ends Wednesday at midnight, US Pacific Time.) Pledging now lets you get the decks months ahead of the retail release, as well as *free* 2-deck set of the minimalist Panda vs. G.Panda decks once we hit the $150k.&lt;/p&gt;
&lt;p&gt;In the updates section of the kickstarter, there's now character lore for all 20 characters, as well as images of all their new &quot;EX cards&quot; and text about how to use them. The EX cards allow you to play overpowered versions of Yomi characters. These aren't intended to be balanced, but they are very fun and flavorful.&lt;/p&gt;
&lt;p&gt;Here are links to all the lore / ex card updates:&amp;nbsp;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/884697&quot;&gt;Grave, Jaina, Midori &amp;amp; Setsuki&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/888680&quot;&gt;Rook &amp;amp; DeGrey&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/891458&quot;&gt;Valerie &amp;amp; Geiger&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/895799&quot;&gt;Lum &amp;amp; Argagarg&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/899518&quot;&gt;Quince, Onimaru, BBB &amp;amp; Troq&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/902040&quot;&gt;Menelker &amp;amp; Persephone&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/904947&quot;&gt;Gloria &amp;amp; Gwen&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/909184&quot;&gt;Vendetta &amp;amp; Zane&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;That's a lot of info to soak up, so enjoy!&lt;br /&gt;(&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;Yomi kickstarter link&lt;/a&gt;)&amp;nbsp;&lt;/p&gt;</description>
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         <pubDate>Mon, 14 Jul 2014 19:01:31 +0000</pubDate>
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         <title>Chess 2 Soon on Steam &amp; iPad</title>
         <link>http://oldsite.sirlin.net/blog/2014/6/26/chess-2-soon-on-steam-ipad.html</link>
         <description>&lt;div id=&quot;_mcePaste&quot;&gt;Chess 2: The Sequel is coming to Steam &amp;amp; iPad! http://ludemegames.com/chess2&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/chess2/online/SteamIPadAnnounceTwitter2.jpg?__SQUARESPACE_CACHEVERSION=1403807240718&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;</description>
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         <pubDate>Thu, 26 Jun 2014 18:24:52 +0000</pubDate>
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         <title>Yomi Kickstarter Crosses 100K!</title>
         <link>http://oldsite.sirlin.net/blog/2014/6/25/yomi-kickstarter-crosses-100k.html</link>
         <description>&lt;p&gt;The &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;Yomi kickstarter&lt;/a&gt; is doing extremely well! On behalf of the testers, artists, and Thelo the lead programmer of the online version, we all thank you for your support.&lt;/p&gt;
&lt;p&gt;We reached $100K funding already, and I'm really hoping we can go further since it's actually more expensive than that to fund a whole print run, shipping, and all the art costs. Anyway, if we can get even more backers then I'll be able to give out a free set of unusual, minimalist Yomi decks called Panda vs. G.Panda. And beyond that everyone can get foil Aces maybe. More on all that later.&lt;/p&gt;
&lt;p&gt;For now, I just wanted to highlight that I've started posting about character lore and the new EX cards for every character. So far there are 6 characters revealed:&lt;/p&gt;
&lt;p&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/884697&quot;&gt;Grave, Jaina, Midori &amp;amp; Setsuki&lt;/a&gt;&lt;br /&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi/posts/888680&quot;&gt;Rook &amp;amp; DeGrey&amp;nbsp;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;There's more to come!&lt;/p&gt;</description>
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         <pubDate>Wed, 25 Jun 2014 22:57:51 +0000</pubDate>
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         <title>Yomi EX Box</title>
         <link>http://oldsite.sirlin.net/blog/2014/6/22/yomi-ex-box.html</link>
         <description>&lt;p&gt;Here's the EX Powerup box for the new Yomi! (Don't miss the &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;kickstarter&lt;/a&gt;.)&lt;/p&gt;
&lt;p&gt; &lt;/p&gt; 
&lt;p&gt;&lt;img src=&quot;http://www.sirlin.net/storage/yomi/exbox2/img029.png&quot; width=&quot;600&quot; height=&quot;750&quot; class=&quot;reel&quot;/&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;As you can see, it features new art of all 20 characters. Overall the box is as simple, bold, and elegant as I could make it. For practical reasons of selling, boxes need more text and info on them than you see here. That's why the box will have a sleeve around it with more text, but you'll remove that sleeve and forget about it later. I did the same kind of thing with the Pandante Deluxe box to make it extra elegant.&lt;/p&gt;
&lt;p&gt;Here's the EX Powerup box with the sleeve wrapped around. The front has a circular cutout where you can see the actual box underneath.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/ex_box_sleeve_front4.jpg?__SQUARESPACE_CACHEVERSION=1403497084162&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/ex_box_sleeve_back4.jpg?__SQUARESPACE_CACHEVERSION=1403497110747&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;It will be a great, stylish way to store all 20 Yomi decks&amp;mdash;and oh by the way it's also an expansion to powerup all 20 characters and more! Get it on &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;kickstarter&lt;/a&gt;.&lt;/p&gt;</description>
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         <pubDate>Sun, 22 Jun 2014 20:26:32 +0000</pubDate>
         <category>Yomi Card Game</category>
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         <title>Yomi Kickstarter launch!</title>
         <link>http://oldsite.sirlin.net/blog/2014/6/17/yomi-kickstarter-launch.html</link>
         <description>&lt;p&gt;The &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;Yomi kickstarter&lt;/a&gt; is up right now!&lt;/p&gt;
&lt;p&gt;Yomi now comes in two 4-deck sets called Round 1 and Round 2.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/round1_layout1.jpg?__SQUARESPACE_CACHEVERSION=1402861111275&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/round2_layout1.jpg?__SQUARESPACE_CACHEVERSION=1402861121986&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;The other 12 decks will be sold individually, but they will release over a period of several months after Round 1 and Round 2 ship...UNLESS you back Yomi on kickstarter. Kickstarter backers only will be able to get all the decks months ahead of everyone else.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/yomi_10_expansion_tuckboxes.jpg?__SQUARESPACE_CACHEVERSION=1402861129464&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;10 of these decks are new characters that we've tested for years, but that haven't had a physical release yet. The other 10 are reprints and updates of the original characters. There's balance tweaks, art tweaks, a new layout for ability boxes, way better looking character cards, and a new stat reference card for each deck showing every ALL your character's moves at a glance.&lt;/p&gt;
&lt;h3&gt;The EX Powerup Expansion&lt;/h3&gt;
&lt;p&gt;There's also a surprise expansion on top of all that! The EX Powerup expansion gives you overpowered cards with new art(!) and new abilities that you can add to your decks. When you play an EX character, during the powerup phase you get to search for any card in your deck, not just for Aces. This mode is not intended for tournament play, but it's a blast!&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/ex_gravejaina.jpg?__SQUARESPACE_CACHEVERSION=1402861139497&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Just as exciting is the &lt;strong&gt;2v2 tag team&lt;/strong&gt; mode. It's sort of like in Marvel vs. Capcom games where one player on each team is on the bench, healing (and getting more cards), and also capable of switching in and doing team combos. You can even do assists.&lt;/p&gt;
&lt;p&gt;The EX Powerup expansion also comes with a special, &lt;strong&gt;oversized Deathstrike Dragon card&lt;/strong&gt; that allows you to play as Master Menelker in a 2v1 mode. Can you defeat two challengers at once?&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/deathstrike_dragon4.jpg?__SQUARESPACE_CACHEVERSION=1402861146937&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;You also get a &lt;strong&gt;premium knockdown token&lt;/strong&gt;. This token is a cool way to mark who is knocked down at any given time. The Round 1 and Round 2 games come with one too, but the EX Powerup one is higher quality.&lt;/p&gt;
&lt;p style=&quot;text-align:center;&quot;&gt;&lt;img style=&quot;width:500px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/knockdown_token_layout2.jpg?__SQUARESPACE_CACHEVERSION=1402861157828&quot; alt=&quot;&quot;/&gt;&lt;/p&gt;
&lt;p style=&quot;text-align:left;&quot;&gt;The BOX is also incredible. I'll reveal how great it looks soon (not yet!). It's designed to hold all 20 decks in a pleasing way, with a character select screen inside to show you what goes where.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/expansion/storage_box_internal_diagram3.jpg?__SQUARESPACE_CACHEVERSION=1402861171260&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h3&gt;Other Ways To Play&lt;/h3&gt;
&lt;p&gt;&lt;span&gt;You can play Yomi right now on&amp;nbsp;&lt;/span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.fantasystrike.com/&quot;&gt;the web&lt;/a&gt;&lt;span&gt;&amp;nbsp;or get the&amp;nbsp;&lt;/span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://itunes.apple.com/us/app/yomi/id594630025?ls=1&amp;amp;mt=8&quot;&gt;iPad version&lt;/a&gt;&lt;span&gt;&amp;nbsp;or&amp;nbsp;&lt;/span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlingames.com/collections/yomi&quot;&gt;print-and-play versions&lt;/a&gt;&lt;span&gt;. This kickstarter is for the all-new tabletop version though. Visit the&amp;nbsp;&lt;/span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.kickstarter.com/projects/sirlin/yomi&quot;&gt;kickstarter page for Yomi&lt;/a&gt;&lt;span&gt;&amp;nbsp;now, pledge your support, and help unlock more stretch goals for everyone!&lt;/span&gt;&lt;/p&gt;</description>
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         <pubDate>Tue, 17 Jun 2014 07:09:56 +0000</pubDate>
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         <title>Yomi Kickstarter Coming Soon</title>
         <link>http://oldsite.sirlin.net/blog/2014/6/14/yomi-kickstarter-coming-soon.html</link>
         <description>&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:250px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/yomi_logo_no_glow.png?__SQUARESPACE_CACHEVERSION=1402800451582&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;The Yomi kickstarter will launch June 17th at 12:01 am Pacific Time, if things go well. (Might be a slight delay...we'll see.) You'll be able to get all 10 expansion characters, all 10 base characters reprinted and refined, as well as a surprise extra.&lt;/p&gt;
&lt;p&gt;Yomi's been many years in the making. You can read about the process of balancing the game &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/blog/2014/4/18/game-balance-and-yomi.html&quot;&gt;here&lt;/a&gt;, and you can listen to an hour+ long podcast about the strategy of the game &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://soundcloud.com/aphotix-1/yomi-discussion&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Stay tuned for more info, and please pass the word on to any fighting game fans or strategy card game fans who think might be interested!&lt;/p&gt;</description>
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         <pubDate>Sun, 15 Jun 2014 02:38:27 +0000</pubDate>
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         <title>Chess 2 Update</title>
         <link>http://oldsite.sirlin.net/blog/2014/5/26/chess-2-update.html</link>
         <description>&lt;p&gt;There's a new version of Chess 2 out on OUYA now. (And yes, other platforms are in the works.) The main new features are:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Asynchronous play&lt;/li&gt;
&lt;li&gt;Improved graphics and 1080p resolution&lt;/li&gt;
&lt;li&gt;New Ranking system&lt;/li&gt;
&lt;/ul&gt;
&lt;h3&gt;Asynchronous Play&lt;/h3&gt;
&lt;p&gt;You can now play an &lt;em&gt;unlimited&lt;/em&gt; number of games simultaneously, and your opponents don't have to be online at the same time you are. Go ahead and start 10 games at once!&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/chess2/online/05-Async.jpg?__SQUARESPACE_CACHEVERSION=1401161118556&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h3&gt;Improved Graphics&lt;/h3&gt;
&lt;p&gt;Improved lighting and a resolution bump to full 1080p HD make this update even more crisp and beautiful.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/chess2/online/04-1080p.jpg?__SQUARESPACE_CACHEVERSION=1401161152599&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;div&gt;&lt;/div&gt;
&lt;h3&gt;New Ranking System&lt;/h3&gt;
&lt;div&gt;You can now earn titles in the new ranking system to show off to your opponents. Who will be the first to show off some Grandmaster flare?&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/chess2/online/03-Multiplayer.jpg?__SQUARESPACE_CACHEVERSION=1401161201739&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;h3&gt;Update Now&lt;/h3&gt;
&lt;div&gt;You can push the update to your OUYA with this button:&lt;/div&gt;
&lt;div style=&quot;text-align:center;&quot;&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://devs.ouya.tv/gamers/queued_downloads/new?uuid=LudemeGames.Chess2&quot;&gt;&lt;img src=&quot;http://static.squarespace.com/static/519b05bde4b005a0d6f41acc/t/5381b77be4b0cfdce9f1c228/1401010043315/?format=500w&amp;amp;__SQUARESPACE_CACHEVERSION=1401161325629&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
&lt;div style=&quot;text-align:center;&quot;&gt;&lt;/div&gt;
&lt;div style=&quot;text-align:center;&quot;&gt;&lt;/div&gt;
&lt;div style=&quot;text-align:center;&quot;&gt;&lt;/div&gt;
&lt;div&gt;&lt;/div&gt;
&lt;div&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/chess2/online/02-Midline.jpg?__SQUARESPACE_CACHEVERSION=1401161384036&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/div&gt;
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&lt;/div&gt;</description>
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         <pubDate>Tue, 27 May 2014 03:08:47 +0000</pubDate>
         <category>Chess 2</category>
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      <item>
         <title>Game Balance And Yomi</title>
         <link>http://oldsite.sirlin.net/blog/2014/4/18/game-balance-and-yomi.html</link>
         <description>&lt;p&gt;To celebrate the release of &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;https://itunes.apple.com/us/app/yomi/id594630025?mt=8&quot;&gt;Yomi on iPad&lt;/a&gt;, I'll tell you some stories about balancing Yomi. First I'll give you two myths about game balance, then tell you about tier lists and matchup charts, and then a bunch of specific balance problems we had to solve.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Game Balance Myth 1: If it's too well balanced, it's boring.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I understand where this one comes from. Game balance is really hard, so if you had a cast of characters (or RTS races, or card decks, or whatever) and some of them were too good vs other ones, what should you do? The easiest thing is to smooth out anything one that has that's too different. Make things more and more homogeneous&amp;nbsp;until it's fair. Yeah that's one approach, but it makes things boring. The harder way is to try to preserve as much asymmetry as possible AND to make it fair. When we do things the hard way, the good way, it doesn't make things boring. Furthermore, balanced just means the matchup is fair. It doesn't say anything about the dynamics of how interesting it is. A balanced game could be boring or interesting.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Game Balance Myth 2: Sirlin only cares about balance.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;From the outside, I can see why someone would think that because I work on games that require a lot of balance work. But the testers who work with me would laugh at this. I'm the one always pushing back on balance changes because other things are more important: good flavor (mechanics expressing the right personality), good dynamics, and elegance. I want fewer words, fewer elements, things to be as simple as we can get away with, and for characters to feel right. If you allow balance to rank higher than those things, you get a terrible feeling game. If you make only balance changes that respect all those constraints, it's hard work, but you can still have a balanced game.&lt;/p&gt;
&lt;h3&gt;Measuring Balance&lt;/h3&gt;
&lt;p&gt;At first, I think it's best to get tier lists from testers. That where they put all the characters in a few tiers (groups) to say which characters are all pretty much tied for strongest, which are tied for next strongest, etc. The goal isn't to eliminate tiers, because even you had a 100.00% perfectly magically balanced game, testers would still say there are tiers because of their imperfect perceptions, and that's fine. Tiers help you get a sense of what's going on with balance though.&lt;/p&gt;
&lt;p&gt;A helpful format is:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;God Tier (S rank)&lt;/strong&gt;. Any character here is brokenly good, above the maximum level that should be allowed, and obsoletes the other characters.&lt;br /&gt;&lt;strong&gt;Top Tier (A rank)&lt;/strong&gt;. The group of strongest characters. Being here doesn't mean there's any problem.&lt;br /&gt;&lt;strong&gt;Mid Tier (B rank)&lt;/strong&gt;. These characters are noticeably weaker than the top tier, but still very useable.&lt;br /&gt;&lt;strong&gt;Bottom Tier (C rank)&lt;/strong&gt;. These characters are noticeably weaker than the mid tier. They are still useable.&lt;br /&gt;&lt;strong&gt;Garbage Tier (F rank)&lt;/strong&gt;. Any character here is too weak to bother with. Something really went wrong and they need a boost to become a real part of the game again.&lt;/p&gt;
&lt;p&gt;Players are going to disagree and argue, but there will also be some low-hanging fruit here. Even if everyone is arguing about whether CharacterX is high or mid, they might pretty much all agree that CharacterY is garbage or CharacterZ is God tier. The first thing to fix here is to nerf anything in God tier (since even a single thing there ruins the game). The next thing is to buff anything in garbage tier. After that, try to compress the tiers so that being a tier below only means you're barely worse, not like hugely worse.&lt;/p&gt;
&lt;h3&gt;Matchup Charts&lt;/h3&gt;
&lt;p&gt;The next level of zooming in on balance is a matchup chart. That's where you create a grid of every character vs every character and then give a rating to how difficult the matchup is. The notation is stuff like 6-4 or 7-3 which means if two experts played 10 games, we expect the expert using CharacterA to win 6 (and opponent using CharacterX wins 4), for example.&lt;/p&gt;
&lt;p&gt;It's actually best not to use numerical data to determine these numbers. Yes, really. It's faster and more accurate to get to the bottom of things by relying on expert opinions, and then having those experts argue, and then play each other to sort out disagreements. Think of matchup chart numbers as a kind of shorthand for this:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;10-0.&lt;/strong&gt; Not possible to lose when you play how you should, which you can always do.&lt;br /&gt;&lt;strong&gt;9-1.&lt;/strong&gt; Horrifically bad matchup. Impossible to lose unless something very unlucky happens.&lt;br /&gt;&lt;strong&gt;8-2.&lt;/strong&gt; Really hard for the other player. Multiple &quot;miracles&quot; required each game for the disadvantaged player to win.&lt;br /&gt;&lt;strong&gt;7-3.&lt;/strong&gt; Very hard for the other player. Clear disadvantage for them, but they can still win.&lt;br /&gt;&lt;strong&gt;6-4.&lt;/strong&gt; Somewhat advantage for you. Pretty close overall.&lt;br /&gt;&lt;strong&gt;5.5-4.5.&lt;/strong&gt; Very close match, but you can slightly detect an advantage.&lt;br /&gt;&lt;strong&gt;5-5.&lt;/strong&gt; No advantage to either character.&lt;/p&gt;
&lt;p&gt;I want to emphasize just how important it is to get expert opinions on this, rather than adding up numbers from matches. Experts can get a good sense of what's going on in a match much, much sooner than data will reflect. I mean like months or years sooner, even. Imagine two experts played a certain matchup 20 times and the more they played, the more unfair it got. In our example, there is a certain way of playing that the other character just can't deal with and both players are coming to realize that truth more and more. It's entirely possible that they (correctly!) declare it an 8-2 matchup even though their results are no where near that bad. Lots of their games were before they fully understood what's going on. And if we lump in the data from anyone other than experts, it's likely to be worse than ignoring it because they probably aren't playing the match well enough.&lt;/p&gt;
&lt;p&gt;With 20 characters, that's 210 matchups (190 non-mirror matchups) so if every non-mirror matchup was played 20 times, that's 3,800 games. Wow is that a lot to even do a first pass with the numerical method. And you get extremely bad data if you do. Let's say a matchup is really 5-5 and you're lucky enough to have found two expert players of equal skill. The chance that result will be 10 games to 10 is just 18%. Finding catastrophically wrong results (the chance of a player winning 14 games or more, indicating a 7-3 MU or worse) is 12%. You're really better off just asking the experts, letting them argue, and letting them sort it out by playtesting, and that's what we do.&lt;/p&gt;
&lt;p&gt;Here's Yomi's matchup chart as of today. Of course it slightly changes as players gain more and more understanding, but it's fairly stable:&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/yomi/yomi_matchup_chart_5-9_2014-04-16.png?__SQUARESPACE_CACHEVERSION=1397699835629&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;To put it into perspective,&lt;/p&gt;</description>
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         <pubDate>Fri, 18 Apr 2014 19:29:17 +0000</pubDate>
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         <title>The Interconnected Systems of Puzzle Strike</title>
         <link>http://oldsite.sirlin.net/articles/the-interconnected-systems-of-puzzle-strike.html</link>
         <description>&lt;p&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/blog/2010/6/2/on-subsystems-and-selves.html&quot;&gt;Here&lt;/a&gt; I talked about how it's best to have system where the subsystems aren't so tightly woven so that you can tinker with one subsystem without messing up the rest of them. Well, that's not how &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlingames.com/pages/puzzle-strike-overview&quot;&gt;Puzzle Strike&lt;/a&gt; is. It's very tightly woven, and I didn't fully realize this until we were trying to balance it. This made it unlike any other game I have balanced. For months it changed radically, often multiple times per week, because changes to one system affected all the others. Some playtesters would come back a week later and feel like they were playing a different game. I've said before it's best to avoid such interwoven systems if possible, but I kind of wonder if they turn out even better and more fun *if* they are balanced--it's just that balancing such a delicate web is tough.&lt;/p&gt;
&lt;p&gt;In &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions.html&quot;&gt;my series on balancing multiplayer games&lt;/a&gt;, I talked about how &quot;balance&quot; can mean a couple different things. On the one hand, it can mean making sure that a set of different starting options, like characters in a fighting game or races in a real-time strategy game, are fair against each other. But there is also some concept of &quot;balance&quot; in games where everyone starts with the same stuff. The word can also mean making sure that the game system allows players to play in different ways, using different moves and tactics, and that it doesn't all boil down to just one thing (we'd call that &quot;degenerate&quot;).&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/puzzle_strike/game_screen-2.png?__SQUARESPACE_CACHEVERSION=1276801540537&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;span class=&quot;thumbnail-caption&quot; style=&quot;width:600px;&quot;&gt;This is an abstract diagram of the card / chip game Puzzle Strike, not a screen from a video game.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;In Puzzle Strike, I had to worry about both types of balance at the same time. You might think any asymmetric game has to worry about both, but actually I haven't really had to before. &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/sf&quot;&gt;Street Fighter&lt;/a&gt; and &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/articles/balancing-puzzle-fighter.html&quot;&gt;Puzzle Fighter&lt;/a&gt; already had working systems, they only needed asymmetric balance, the kind that's about fairness. For &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/articles/designing-kongai.html&quot;&gt;Kongai&lt;/a&gt;, I created the system, but I didn't develop it in parallel to all the characters. I started by making the system, and it was basically fine from version 1. The only things that ever really changed about Kongai's system were adjusting the damage an intercept does and adding a switch-cooldown so characters can't switch two turns in a row. Other than that, all the balancing was about the characters, not the system itself. Same story for &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlingames.com/pages/flash-duel-overview.html&quot;&gt;Flash Duel&lt;/a&gt;. I adjusted the system of En Garde, changing timing, edge cases, adding a push mechanic, etc, but Flash Duel's system was fine from day 1 and all the balancing was about the characters. &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlingames.com/pages/games/yomi&quot;&gt;Yomi&lt;/a&gt; comes the closest to Puzzle Strike in balancing system + characters, but because system changes happend over such a long period of time--6 years!--it was not quite as traumatic.&lt;/p&gt;
&lt;h3&gt;The Different Types of Chips&lt;/h3&gt;
&lt;p&gt;In Puzzle Strike, there are character chips, puzzle chips, gem chips, and purple chips. (There are also wounds, but those just clog up your deck and do nothing, so we won't worry about them for now.) You can see all 62 chip designs &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlingames.com/pages/puzzle-strike-chip-images&quot;&gt;here&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:300px;&quot; src=&quot;http://oldsite.sirlin.net/storage/puzzle_strike/_0030_1-gem.png?__SQUARESPACE_CACHEVERSION=1276569524905&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;span class=&quot;thumbnail-caption&quot; style=&quot;width:300px;&quot;&gt;Gem chips count as money when played from your hand.&lt;/span&gt;&lt;/span&gt;The character chips are the ones that need &quot;asymmetric balance,&quot; meaning they need to all be fair against each other. But we can't even hope to fix problems there unless we have a game system in the first place. The puzzle, gem, and purple chips compose that system. The gem chips you play from your hand count as money to buy other chips for your deck. You can use gem chips to buy more gem chips to increase your buying power. You can use them to buy purple chips, the most important chips in the game. Purple chips let you empty your &quot;gem pile&quot; and fill up the gem piles of other players. (Each player has a special zone called the gem pile, and if a player's fills up, he loses. The gems in there don't count as money, they just get you closer to losing.) You can also use gem chips to buy puzzle chips so that you can do a bunch of extra stuff that gives you resources, gives you more actions per turn, slows down your opponents, and so forth.&lt;/p&gt;
&lt;p&gt;The main balancing troubles here are that the money system affects the entire game, the way purple chips work affects the entire game, and that puzzle chips compete with the other types of chips for attention. Let's look at each of these situations.&lt;/p&gt;</description>
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         <pubDate>Mon, 14 Jun 2010 21:48:48 +0000</pubDate>
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         <title>The Secrets of Donkey Kong Country 2</title>
         <link>http://oldsite.sirlin.net/articles/the-secrets-of-donkey-kong-country-2.html</link>
         <description>&lt;p&gt;&lt;span&gt;Nintendo has a long history of so-called platform games--games where you jump from platform to platform. Over the last 25 years, these games have evolved, though I would argue that even to this day, Rare&amp;rsquo;s 1995 game &lt;/span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.amazon.com/gp/product/B001EYUPNS?ie=UTF8&amp;amp;tag=sirlinnet-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=390957&amp;amp;creativeASIN=B001EYUPNS&quot;&gt;Donkey Kong Country 2&lt;/a&gt;&lt;span&gt; nailed the winning formula like nothing else before or since. (Make sure to click the SNES version if you follow that link.)&lt;/span&gt;&lt;/p&gt;
&lt;p style=&quot;text-align:center;&quot;&gt;&lt;span&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.amazon.com/gp/product/B001EYUPNS?ie=UTF8&amp;amp;tag=sirlinnet-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=390957&amp;amp;creativeASIN=B001EYUPNS&quot;&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/post-images/donkeykong2_snes.jpg?__SQUARESPACE_CACHEVERSION=1269312247133&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;Before we go on, here&amp;rsquo;s a list of platform games relevant to the discussion:&lt;/span&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span&gt;Super Mario Brothers 1 though 3 (NES)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Super Mario World (SNES)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Donkey Kong Country 1 through 3 (SNES)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Yoshi&amp;rsquo;s Island 1 and 2 (SNES)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Mario64 (N64)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Banjo-Kazooie (N64)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Donkey Kong Country 64 (N64)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.amazon.com/gp/product/B000066JRN?ie=UTF8&amp;amp;tag=sirlinnet-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=390957&amp;amp;creativeASIN=B000066JRN&quot;&gt;Mario Sunshine&lt;/a&gt;&lt;span&gt; (Gamecube)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.amazon.com/gp/product/B000ERVMI8?ie=UTF8&amp;amp;tag=sirlinnet-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=390957&amp;amp;creativeASIN=B000ERVMI8&quot;&gt;New Super Mario Bros.&lt;/a&gt;&lt;span&gt; (DS)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot;&gt;Mario Galaxy&lt;/a&gt;&lt;span&gt; (Wii)&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot;&gt;New Super Mario Bros. Wii&lt;/a&gt;&lt;span&gt; (Wii, of course)&lt;br /&gt; &lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;span&gt;It&amp;rsquo;s interesting that Shigeru Miyamoto basically invented the genre with Super Mario Brothers and re-invented it Mario64. These two titles were far and away the most innovative given what existed when they were released, but Donkey Kong Country 2&amp;rsquo;s handling of secret items deserves special mention. Before I explain why, let's consider the progression of these games over time.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;In the early days, platform games were about trying not to die. Dying occurred frequently and the main goal of the game was to get through all the levels. As time went on, we see less and less emphasis on the dexterity of passing levels and more and more emphasis on finding secrets. There certainly are dexterity challenges in all these games (see the no-jetpack sections of Mario Sunshine or that damned Luigi&amp;rsquo;s coins level of Mario Galaxy), but collecting stars and secrets are definitely the focus of the modern ones.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;The most extreme examples of moving away from the old model of &amp;ldquo;just avoid dying, try to pass the levels,&amp;rdquo; were WarioLand 2 and 3 for GameBoy where Wario cannot die. If he touches fire, for example, he runs quickly for a moment until he cools off, allowing him to travel more quickly or cross tiles of floor he wouldn&amp;rsquo;t normally be able to cross. The entire emphasis on those games is puzzle-solving and secret-finding, not death-avoiding.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;WarioLand aside, the notion of finding secrets in platform games led to the &quot;dual goal&quot; platform games of today. A casual or younger player's goal might be to simply get to the end of a game. This doesn&amp;rsquo;t even require completing every level, because of warp zones and non-linear map screens that allow you to skip levels. A more demanding gamer's goal, though, is to uncover every secret the game has to offer. In Mario64, this means finding all 120 stars (only about 60 are needed to &quot;win&quot; the game.) In Donkey Kong Country 2, this means finding all 40 DK coins as well as finding all 102% of the bonus rooms. These dual goals allow a single game to appeal to a wide range of players.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span&gt;If platform games are becoming more and more about finding secrets, we should define what a &quot;secret&quot; actually is. To a really old-school player, a secret might be a near-impossible-to-find item that's virtually randomly placed. That's not the type of secrets I'm talking about. In fact, a &quot;secret&quot; in the sense of modern platform games is a hidden something-or-other that is actually meant to be &lt;/span&gt;&lt;/p&gt;</description>
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         <pubDate>Mon, 22 Mar 2010 23:41:03 +0000</pubDate>
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         <title>Subtractive Design</title>
         <link>http://oldsite.sirlin.net/articles/subtractive-design.html</link>
         <description>&lt;p&gt;&lt;em&gt;(This article originally appeared in Game Developer Magazine.)&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;Subtractive design is the process of removing imperfections and extraneous parts in order to strengthen the core elements. You can think of a design as something you build up, construct and let grow, but it&amp;rsquo;s pruning away the excess that gives a design a sense of simplicity, elegance, and power.&lt;/p&gt;
&lt;blockquote style=&quot;text-align:center;&quot;&gt;&quot;Make everything as simple as possible, but not simpler.&quot; &amp;mdash;Albert Einstein&lt;em&gt;&lt;br /&gt;&lt;/em&gt;&lt;/blockquote&gt;
&lt;p&gt;First let's look at the theory behind this idea to see why designers in many fields often think in terms of negatives (subtracting things) rather than positives (adding things). Then let's look at several successful subtractive designs so we know what to aim for. Finally, I'll discuss why subtractive design often breeds controversy.&lt;/p&gt;
&lt;p style=&quot;text-align:center;&quot;&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/articles/unique.jpg?__SQUARESPACE_CACHEVERSION=1246666925699&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;span class=&quot;thumbnail-caption&quot; style=&quot;width:480px;&quot;&gt;This image is simple, powerful, and without extraneous detail.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;h3&gt;&lt;strong&gt;Why Subtraction?&lt;/strong&gt;&lt;/h3&gt;
&lt;p&gt;Designers in many fields, not just games, often think in terms of negatives (subtracting things) rather than positives (adding things). Design is creating a form (a game in our case) that fits a context. There isn&amp;rsquo;t just one boundary we have to check between form and context though, there are infinitely many. Is our game easy enough to learn? Does it have the desired amount of strategy or depth? Does it appeal to the intended age-group? Is it cheap enough to make in both time and money? Is it aesthetically pleasing? Do the aesthetics help the player understand how to play the game? Do the mechanics work well with each other? Do they require the desired amount of dexterity? The list goes on.&lt;/p&gt;
&lt;p&gt;We first come up with a design that might fit all the requirements. Sometimes this comes from the intuition of a designer who has internalized all those forces and somehow spits out a new answer. More likely, we start with something pretty well established so that we know it solves many of the requirements already. That&amp;rsquo;s how genres, sequels, and remakes help us make good (but not necessarily new) designs.&lt;/p&gt;
&lt;p&gt;Once we have something, we have to evaluate how good our design is. Does our form actually fit the context? Architect Christopher Alexander had some choice words on this subject in his &lt;a rel=&quot;nofollow&quot; class=&quot;offsite-link-inline&quot; target=&quot;_blank&quot; href=&quot;http://www.amazon.com/gp/product/0674627512?ie=UTF8&amp;amp;tag=sirlinnet-20&amp;amp;linkCode=as2&amp;amp;camp=1789&amp;amp;creative=9325&amp;amp;creativeASIN=0674627512&quot;&gt;Notes on the Synthesis of Form&lt;/a&gt;:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;We should find it almost impossible to characterize a house which fits its context. Yet it is the easiest thing in the world to name the specific kinds of misfit which prevent good fit. A kitchen which is hard to clean, no place to park my car, the child playing where it can be run down by someone else&amp;rsquo;s car, rainwater coming in, overcrowding and lack of privacy, the eye-level grill which spits hot fat right into my eye, the gold plastic doorknob which deceives my expectations, and the front door I cannot find, are all misfits between the house and the lives and habits it's meant to fit. These misfits are the forces which must shape it, and there is no mistaking them. Because they are expressed in negative form they are specific, and tangible enough to talk about.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Alexander explains that when a misfit occurs, we are able to point at it specifically and describe it. When we instead try to explain what a good fit would be like, we&amp;rsquo;re often reduced to generalities that are hard to act on.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;With this in mind I should like to recommend that we should always expect to see the process of achieving good fit between two entities as a negative process of neutralizing the incongruities, or irritants, or forces, which cause misfit.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;h3&gt;/// Ico&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:300px;&quot; src=&quot;http://oldsite.sirlin.net/storage/articles/ico-jp-cover-1.jpg?__SQUARESPACE_CACHEVERSION=1246610168336&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;span class=&quot;thumbnail-caption&quot; style=&quot;width:300px;&quot;&gt;This isn't the real box cover for Ico, but it probably should have been.&lt;/span&gt;&lt;/span&gt;When Fumito Ueda designed Ico, he did not start with a list of everything the game should have. Instead, he started with the core idea that it should be&lt;/p&gt;</description>
         <guid isPermaLink="false">280482:2842685:4505979</guid>
         <pubDate>Thu, 02 Jul 2009 21:24:52 +0000</pubDate>
      </item>
      <item>
         <title>Super Balance Articles II Turbo</title>
         <link>http://oldsite.sirlin.net/articles/super-balance-articles-ii-turbo.html</link>
         <description>&lt;p&gt;I was the lead designer of Street Fighter HD Remix. This is a collection of all 20 articles I wrote about designing the game. Together, they are even longer than &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/ptw&quot;&gt;my book&lt;/a&gt;. CLICK ON THE PORTRAITS BELOW for each character's article. Enjoy.&lt;/p&gt;
&lt;p&gt;--Sirlin&lt;/p&gt;

 

&lt;div style=&quot;overflow:hidden;background-image:url(http://www.sirlin.net/storage/sfhd/bg.png);background-repeat:no-repeat;text-align:right;width:600px;&quot;&gt;
&lt;div style=&quot;margin:0pt;padding:0pt;height:20px;text-align:center;width:600px;&quot;&gt;
&lt;div id=&quot;tabsJ&quot;&gt;
&lt;ul&gt;

&lt;li style=&quot;text-align:left;&quot;&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/articles/street-fighter-hd-remix-design-overview.html&quot;&gt;&lt;span&gt;Introduction&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li style=&quot;text-align:left;&quot;&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/articles/street-fighter-hd-remix-features.html&quot;&gt;&lt;span&gt;Feature List&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li style=&quot;text-align:right;&quot;&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/articles/sf-hd-remix-complete-change-list.html&quot;&gt;&lt;span&gt;Change List&lt;/span&gt;&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
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&lt;td&gt;&lt;span id=&quot;charPortrait&quot;&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/blank_portrait.gif&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/td&gt;
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&lt;td style=&quot;text-align:center;&quot; colspan=&quot;6&quot;&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/akuma_small.gif&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
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&lt;td&gt;&amp;nbsp;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/ryu_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/honda_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/blanka_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/guile_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
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&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/balrog_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/ken_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/chun-li_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/zangief_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/dhalsim_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
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&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/vega_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/thawk_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/fei-long_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/dee-jay_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/cammy_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
&lt;td&gt;&lt;img src=&quot;http://www.sirlin.net/storage/sfhd/bison_small.png&quot; alt=&quot;&quot;/&gt;&lt;/td&gt;
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&lt;/table&gt;
&lt;/div&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Special thanks to all the Evolution tournament players who playtested the game and helped it be what it is.&lt;br /&gt;(Text-only version of this page &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/sf-text-only&quot;&gt;here&lt;/a&gt;.)&lt;/p&gt;</description>
         <guid isPermaLink="false">280482:2842685:2607310</guid>
         <pubDate>Tue, 25 Nov 2008 06:49:53 +0000</pubDate>
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         <title>Street Fighter HD Remix Features</title>
         <link>http://oldsite.sirlin.net/articles/street-fighter-hd-remix-features.html</link>
         <description>&lt;p&gt;You get a hell of a lot when you buy Street Fighter HD Remix, way more than you might realize. Lets go over all the goodies.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;1) Two games in one.&lt;/strong&gt; You get the gameplay of the classic Super Street Fighter 2 Turbo, just like the arcade, and the brand new sequel to that game, Street Fighter HD Remix, both in one package. (They are called Classic and Remixed in the menus.) That means you get the nostalgia of the old, awesome gameplay AND you get a new, rebalanced game guided by the wisdom that tournament pros have accumulated over the last 14 years.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/street_fighter/sf_logos.gif?__SQUARESPACE_CACHEVERSION=1227420243405&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong&gt;2) HD graphics.&lt;/strong&gt; Every single piece of art in the game is redrawn in 1080p HD. That includes backgrounds, characters, endings, menus, and&amp;mdash;well&amp;mdash;everything. &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.udonentertainment.com&quot;&gt;Udon Comics&lt;/a&gt; drew most of it.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;3) Remixed music.&lt;/strong&gt; All the music in the entire game is new. Every stage, every ending, and the menus. It&amp;rsquo;s from the &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.ocremix.org&quot;&gt;OCRemix&lt;/a&gt; community, so the fans really contributed here.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;4) Widescreen mode.&lt;/strong&gt; On an HDTV, you can play the game in its original 4:3 aspect ratio, or switch to widescreen mode to fill your screen during gameplay. Widescreen mode zooms in and has slightly different camera behavior, but has no affect whatsoever on gameplay.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;thumbnail-image-inline ssNonEditable&quot;&gt;&lt;span&gt;&lt;a rel=&quot;nofollow&quot;&gt;&lt;img style=&quot;width:290px;&quot; src=&quot;http://oldsite.sirlin.net/storage/thumbnails/2841773-2184452-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1227586257726&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt; &lt;span class=&quot;thumbnail-image-inline ssNonEditable&quot;&gt;&lt;span&gt;&lt;a rel=&quot;nofollow&quot;&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/thumbnails/2841773-2184462-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1227586294567&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;5) Every combination of the features above.&lt;/strong&gt; Whether you&amp;rsquo;re playing the Remixed or the Classic game, you can turn HD sprites on or off. If you turn them off, you&amp;rsquo;ll get the original game&amp;rsquo;s sprites scaled up in all their blocky glory. This has no impact on gameplay, it&amp;rsquo;s just visual. Regardless of whether you play in Classic/Remix and HD sprites on/off, you can also turn remixed music on/off. If you prefer the original game&amp;rsquo;s tunes, go for it, it&amp;rsquo;s up to to you. Finally, no matter which of any of those modes you&amp;rsquo;re in, you can play in widescreen mode or 4:3 mode. All of this stuff is independent so you can customize these options however you want.&lt;br /&gt;&lt;br /&gt;Also note that when you play online, your opponent won&amp;rsquo;t even know what your choices are regarding HD sprites on/off, remixed music on/off or widescreen mode on/off. All three of those affect your experience only, and your opponent might have different settings for those options on his end.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;6) Advanced networking.&lt;/strong&gt; The art delays in this project gave us a chance to experiment with several different networking techniques and we chose the best. We went with a predictive/rollback system that has the advantage of reducing input delay. I know that sounds pretty jargon-filled, so in plain English, it makes the game feel responsive and usually look smooth even during lag. We were able to refine this from the feedback on our open beta test, and also from a few experimental things we tried in the patch to the open beta.&lt;br /&gt;&lt;br /&gt;The final version of the game has another feature called &amp;ldquo;smoothing&amp;rdquo; that lets you turn the input delay up or down. We found that best results were generally when there&amp;rsquo;s a very small input delay of 2 frames, as that leads to smooth network play that it is still so responsive that it feels instant to most people. You can set this to suit your own tastes, but try the default setting (2 frames) first.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;7) Double-blind character selection online.&lt;/strong&gt; When you&amp;rsquo;re playing online, don&amp;rsquo;t you hate it when your opponent refuses to pick a character until the last possible moment because he&amp;rsquo;s trying to make you pick first? He wants to see who you pick so he can pick the best character to beat yours. In HD Remix, all online play has double-blind character selection. That means that you cannot see who your opponent picked or even where his character selection box is until both of you finish picking your characters. Now there&amp;rsquo;s no reason to stall on this screen, you might as well just pick your character right away.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;8) 8-player tournaments.&lt;/strong&gt; As you saw from the open beta test, you can create your own 8-player, single elimination tournaments. The results go in the leaderboards. Those results don&amp;rsquo;t contribute to any kind of actual rank (you get to choose who enters your tournaments so we can&amp;rsquo;t really make them ranked) but after the tournament is over, anyone can see the bracket to verify who won.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;9) A new announcer.&lt;/strong&gt; We got overwhelming feedback that people did NOT like the voice of the high-pitched announcer in the original game. He&amp;rsquo;s usually referred to as &amp;ldquo;Big Bird.&amp;rdquo; We replaced him with a more gruff sounding voice. While we were at it, I replaced Guile&amp;rsquo;s girly sounding &amp;ldquo;Sonic Boom&amp;rdquo; with the more manly version from Street Fighter 2: Hyper Fighting. Give this one some time, and you&amp;rsquo;ll realize that almost anything is better than Big Bird.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;10) Revised endings.&lt;/strong&gt; Udon revised and rewrote the story and text of the endings to make them consistent with the current canon. And of course they redrew the endings, too.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;thumbnail-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;a rel=&quot;nofollow&quot;&gt;&lt;img style=&quot;width:600px;&quot; src=&quot;http://oldsite.sirlin.net/storage/thumbnails/2841773-2184479-thumbnail.jpg?__SQUARESPACE_CACHEVERSION=1227586421808&quot; alt=&quot;&quot;/&gt;&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;11) Original costume colors.&lt;/strong&gt; The original game has 8 costume colors for each character, but these costumes do NOT include the original iconic colors from the first Street Fighter 2. So if you want to play Ryu wearing white or Ken wearing red, your only choice was to play the &amp;ldquo;old&amp;rdquo; versions of those characters by using a code. The old versions had slightly different (usually worse) gameplay. First of all, you no longer need a code to select the old characters in Classic mode, you choose between two different game logos: Super Turbo and Super SF2.&lt;/p&gt;
&lt;p&gt;The cooler news here about the costume colors in the Remixed game though. You can&amp;rsquo;t play the old characters at all in that game, but of course you want to be able to pick those iconic colors. You can. Select your character with the jab button to get that character&amp;rsquo;s old-school costume. If you want the color that used to be on jab, hold any punch button for 2 seconds. That means in the Remixed game, you have access to 9 different costume colors in total.&lt;br /&gt;&lt;strong&gt;&lt;br /&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/street_fighter/ryu_hd_remix_colors.gif?__SQUARESPACE_CACHEVERSION=1227417527090&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;12) The CPU difficulty.&lt;/strong&gt; In the original game, the difficulty of the computer AI is ridiculously hard. It&amp;rsquo;s harder than in any other Street Fighter game ever. Beating the first opponent is hard and beating the third one is usually beyond hard. Well, it&amp;rsquo;s just as hard as ever if you pick Classic mode, but in Remixed mode, I fixed up the difficulty so that easy is actually easy, medium is actually medium, and so on. Try playing the HD Remix arcade mode (where you fight all the CPU opponents), then if you want to risk breaking your controller in frustration, switch to Classic arcade mode.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;13) Hitbox display.&lt;/strong&gt; In training mode, you can turn on a display of the game&amp;rsquo;s hitboxes to see what&amp;rsquo;s really going on under the hood. Blue boxes are where your character can &lt;em&gt;be hit&lt;/em&gt; and red boxes are where you can &lt;em&gt;hit the opponent&lt;/em&gt;. This is my gift to the hardcore community, so they can refine their strategies more than ever.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/street_fighter/street_fighter_hd_remix_hitboxes.jpg?__SQUARESPACE_CACHEVERSION=1227417591457&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;14) Game speed.&lt;/strong&gt; The game speeds match the arcade version of the game, but this is confusing so bear with me. &lt;strong&gt;In SF HD Remix, speed 3 is the default and is intended for tournament play and online play.&lt;/strong&gt; It&amp;rsquo;s the same speed as Japanese arcade speed 3, which is also known as US arcade speed 2. You don&amp;rsquo;t really have to understand what&amp;rsquo;s going on with all that, just play at the default speed 3 and be happy that it matches the arcade.&lt;br /&gt;&lt;br /&gt;Furthermore, there is a speed 0 in there for the hardcore players. On all speeds except 0, the game uses its own system of dropping frames in order to increase speed (we didn&amp;rsquo;t touch this, the arcade version did it too). This does affect whether some combos are possible/impossible. Speed 0 is slow, but it will let combo masters and makers of combo videos take frame-dropping out of the equation when they are trying to figure out which crazy combos are possible.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;15) Dipswitches.&lt;/strong&gt; The Dreamcast version has several secret dipswitches for turning bug fixes on and off. We took the dipswitches that actually affect gameplay and put them in a menu for you to adjust, if you want. These only affect offline matches, so you can&amp;rsquo;t use them online. For example, they let you turn on or off the ability for Chun Li to &amp;ldquo;store&amp;rdquo; her super. Note that the default setting for many of these is for a given bug to be fixed in Remixed mode but still unfixed in Classic mode (have to stay true to the original!).&lt;/p&gt;
&lt;p&gt;Here's a list of the dipswitches you can toggle:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;span&gt;Ability to throw an opponent who was dizzied by a throw&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Ability to store Honda's super&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Ability to store Honda's command throw&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Ability to store Chun Li's super&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;When Bison does a headstomp that hits a rising opponent only a few pixels above ground level, he briefly pauses&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Old Characters in Classic Mode can cancel the same normal moves into special moves as...Super/Super Turbo characters&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Slowdown during hit-stun&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Percentage chance that the first frame of Old Ryu's air hurricane kick is unblockable&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Percentage chance that the first frame of Old Ken's air hurricane kick is unblockable&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Percentage chance that the first frame of Akuma's air hurricane kick is unblockable&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Percentage chance that the first frame of Blanka's horizontal ball is unblockable&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Percentage chance that the first frame of Blanka's vertical ball is unblockable&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Vega's super drains the meter when he...touches wall/grabs opponent&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Ability for Sagat to perform a reversal Super&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Can do Sagat&amp;rsquo;s super using a kick button during a 1 frame window&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Dhalsim&amp;rsquo;s reversal super&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Ken&amp;rsquo;s reversal super&lt;/span&gt;&lt;/li&gt;
&lt;li&gt;&lt;span&gt;Some moves, such as Chun Li&amp;rsquo;s throw, which normally require a forward/back input can be done with an up input. &lt;br /&gt;&lt;/span&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;16) The dipswitch &amp;ldquo;hat.&amp;rdquo;&lt;/strong&gt; I didn&amp;rsquo;t want to have to worry about tournament situations where someone changes the dipswitches to their advantage without anyone realizing it. In SF HD Remix, if you change even one dipswitch, a blue dot with a chrome enclosure will appear at the top middle of the screen, above the KO box. It looks kind of like a hat for the KO icon. Anyway, if you see that, you immediately know that someone has changed the dipswitches. Dipswitches don't affect online play, so you don't have to worry about any tricks there.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p style=&quot;text-align:center;&quot;&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/street_fighter/dip_hat.jpg?__SQUARESPACE_CACHEVERSION=1227585952885&quot; alt=&quot;&quot;/&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;strong&gt;17) Button config.&lt;/strong&gt; You get the best button config screen we could think of. Both players can set their buttons at the same time. It&amp;rsquo;s NOT that horrible kind of button config where it lists the buttons, then you have to scroll through various functions for that button. That kind is bad because when it says Y Button, or whatever, you might not even know which button that is if you have an arcade joystick. Even if you know, it takes a moment to think about it and figure out what is what.&lt;br /&gt;&lt;br /&gt;Our button config works like this. You don&amp;rsquo;t have to know what any buttons are called and you don&amp;rsquo;t have to care about the layout on your controller or joystick. You simply press the buttons on your controller in this order: jab, strong, fierce, short, forward, roundhouse. That&amp;rsquo;s it. You don&amp;rsquo;t even have to tap down in between: we do that for you automatically. Furthermore, after you press those 6 buttons, you&amp;rsquo;ll end up on something called &amp;ldquo;unassigned.&amp;rdquo; If you press the remaining two buttons on your controller, we&amp;rsquo;ll unassign those for you so they don&lt;/p&gt;
&lt;p&gt;&amp;rsquo;t do anything if you accidentally hit them. If you unassign those (so you did 8 presses total) then we&amp;rsquo;ll move the menu highlight to ACCEPT for you automatically. Also note that we even support mapping more than one button to a function if you want. If you want two fierce buttons, then go for it!&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;18) Competition.&lt;/strong&gt; I hope Street Fighter HD Remix becomes the new standard of fighting game competition and that you'll have plenty of online opponents to play against. Super Street Fighter 2 Turbo was still played in tournaments 14 years after its release, so I hope that you&amp;rsquo;ll be playing SF HD Remix for that long as well.&lt;br /&gt;&lt;br /&gt;Thanks for your support and enjoy the game.&lt;/p&gt;
&lt;p&gt;--Sirlin&lt;/p&gt;</description>
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         <pubDate>Fri, 21 Nov 2008 06:16:32 +0000</pubDate>
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         <title>Professor Sirlin and the Fourth Amendment</title>
         <link>http://oldsite.sirlin.net/articles/professor-sirlin-and-the-fourth-amendment.html</link>
         <description>&lt;p&gt;On October 21st, 2008, I gave a lecture at &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/storage/articles/4th-amendment-cases/4th%20amendment%20memo.pdf&quot;&gt;Hastings Law School&lt;/a&gt; in San Francisco to first year law students. My lecture was first about the concept of competition in law school and second about analyzing a hypothetical case that the students would have to write about for class. You might think that me not being an actual lawyer was some kind of drawback in leading a discussion about the law, but the professor who asked me to speak didn't think so.&lt;/p&gt;
&lt;h3&gt;Competition&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:280px;&quot; src=&quot;http://oldsite.sirlin.net/storage/articles/running_scrub.jpg?__SQUARESPACE_CACHEVERSION=1227211676428&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;span class=&quot;thumbnail-caption&quot; style=&quot;width:280px;&quot;&gt;You don't have to treat every situation like a tournament finals.&lt;/span&gt;&lt;/span&gt;I heard that the students at Hastings were acting overly competitive, to the point that it was hurting their development. I explained my background, my business and math degrees from MIT, that I am a fake scientist, a fake psychologist, a fake lawyer, and a real game designer. In addition to that, I am a competitor, and I'm knowledgeable about competition and which types of people do well in competitions.&lt;/p&gt;
&lt;p&gt;Whether the arena is political debate, legal argument, or video games, the people who win tend to have things in common. There's a lot I could say about the things that winners do &lt;em&gt;during&lt;/em&gt; competition. They get into the head of the opponent and predict their moves. They know when to attack, when to defend, when to stall. They know when to look for &quot;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://www.sirlin.net/ptw-book/8-critical-points.html&quot;&gt;critical points&lt;/a&gt;&quot; to blow open a match (or a debate) when they are losing, and when to avoid them if they are winning. There is a lot to say about the strategy of competition, but that is not what I focused on with the students.&lt;/p&gt;
&lt;p&gt;It's the other side of competition that their professor and I thought they needed to hear about: continuous self-improvement. When you enter any competition, be it legal or a video game, you hope that the rules are fair to all sides. But the things that don't have to be even--aren't supposed to be even--are the skills, abilities, knowledge, and experience you bring with you to the competition. By improving and improving, eventually winning becomes incidental. Just stop by and win easily, if you are that far ahead of everyone else.&lt;/p&gt;
&lt;p&gt;If I look through a crystal ball to the future and discover that you end up being great--as great as Gandhi--how did you get there? You turn out to be a great fighter for the constitution, action figures are made of you, children want to grow up to be you. How did you get there? Was it by putting down other students? By trying to give other students disadvantages so that your own mediocrity appears slightly better? No, that's ridiculous. You got there by developing an excellence in yourself regardless of what anyone else is doing.&lt;/p&gt;
&lt;h3&gt;Ortiz vs. Sirlin&lt;br /&gt;&lt;/h3&gt;
&lt;p&gt;I remember feeling the full effects of this against fighting game player Ricky Ortiz. Ricky played a certain game, I played a different game. Then a third game came out (Capcom vs. SNK) that we both played. I was older, more experienced, and better than Ricky. I understood Ricky's advantages (better dexterity, better reaction time, and better ability at judging precise distances), and I played around them. Ricky was good, but not a real threat to me.&lt;/p&gt;
&lt;p&gt;Then, months later, I entered a tournament in this game. I faced Ricky in the finals. Finals matches are usually best 3 out of 5 games. Ricky won 2 games, and he won them decisively. He crushed me. Onlookers yelled out congratulations to Ricky he won the tournament, but I said, &quot;wait a minute, I thought it was best 3 out of 5.&quot; The tournament organizer then informed us that this particular tournament was 2 out 3 finals. Then Ricky said to me that if I thought it was 3 out of 5, he would play more games. I almost couldn't believe it because he had every right to declare victory on the spot, but I took his offer. Ricky then crushed me one more game and won the tournament.&lt;/p&gt;
&lt;p&gt;Ricky was demonstrating that it didn't even matter what went on in the game. He brought to the table an excellence that I simply could not compete with. It had nothing to do with putting me down, or giving me disadvantages. It had everything to do with Ricky's amazing development as a competitor. You [the students at Hastings law school] need to develop that kind of excellence in yourselves, I said.&lt;/p&gt;
&lt;p&gt;There's one more Street Fighter story I thought they had to hear before getting to the topic of the law. When I played Street Fighter at the MIT arcade, most players tried to keep secrets from each other about techniques and tricks. I disagreed with this mindset and I did not keep secrets. Instead, I told my competitors everything I knew so that we could all practice against everything. Why? Because the MIT arcade was not the REAL competition. It was the training ground. When I went to play at an international tournament in Japan, that was a REAL competition. The only way to be prepared for something like that is to develop your skills as much as you can in your training ground.&lt;/p&gt;
&lt;p&gt;This is the reason that law students should not hide their research from each other. Human nature might compel you to hoard the good secrets you found, but that is the path of trying to be slightly less mediocre than your training partners. Instead, know that a high tide raises all boats and that when law students get together, share research, and discuss cases, they reach a level of understanding of those cases that is far deeper than would be possible without the discussion.&lt;/p&gt;
&lt;p&gt;And now it's time to demonstrate that.&lt;/p&gt;
&lt;h3&gt;The Case of the Woman Who Was Searched&lt;/h3&gt;
&lt;p&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/storage/articles/4th-amendment-cases/4th%20amendment%20memo.pdf&quot;&gt;Here is a pdf describing the case&lt;/a&gt; and the requirements of the legal memo the students had to write about the case. Read it to know what the rest of the article is talking about.&lt;/p&gt;
&lt;p&gt;The case at hand is about the Fourth Amendment rights of Phoebe Thorne. It's a fictional case that is representative of and very similar to real cases. In this case, Ms. Thorne lands in San Francisco on a flight from Bogota, Columbia. She is questioned, searched, detained, and ultimately held long enough to have a &quot;monitored bowel movement&quot; to see if she passes any drugs. She did in fact pass a large number of pellets containing heroine. Her case challenges the validity of various parts of her search.&lt;/p&gt;
&lt;p&gt;The first and most important thing to understand here is why it's important that we care about the rights of Ms. Thorne, a known drug trafficer. In the law, the ends do not justify the means. You can't just say that because she did have drugs, it's ok for the government to treat her any way they wanted, ignoring her Fourth Amendment rights. There are rules for when searches are legal and when they are not, and those rules protect the innocent as well as the guilty.&lt;/p&gt;
&lt;p&gt;You might only care about the rights of innocent people to be free of unreasonable search and seizure. You might think that a case where a person turned out to be guilty is not that important in the grand scheme of civil rights. The trouble is, only guilty people can really bring these cases to court. When guilty people are searched unfairly, they have standing to sue, real incentive to sue, and there are reasonable remedies they can seek (for example, &quot;don't put me in jail.&quot;) Innocent people could have their Fourth Amendment rights voilated routinely, but the courts can't stop that without a case. So cases exactly like Ms. Thorne's are what set the precedent for how we will ALL be treated. You need to care about her rights because her rights are YOUR rights.&lt;/p&gt;</description>
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         <pubDate>Thu, 20 Nov 2008 23:42:00 +0000</pubDate>
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         <title>Street Fighter Mini-Site</title>
         <link>http://oldsite.sirlin.net/articles/street-fighter-mini-site.html</link>
         <description>&lt;p style=&quot;text-align:center;&quot;&gt;&lt;span class=&quot;full-image-block ssNonEditable&quot;&gt;&lt;span&gt;&lt;img src=&quot;http://oldsite.sirlin.net/storage/street_fighter/street_fighter_hd_remix_logo2.jpg?__SQUARESPACE_CACHEVERSION=1227146839911&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;I was the lead designer of Street Fighter HD Remix. This is a collection of all the articles I wrote about designing the game. Together, they are even longer than &lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/ptw&quot;&gt;my book&lt;/a&gt;. Enjoy.&lt;/p&gt;
&lt;p&gt;--Sirlin&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-design-overview.html&quot;&gt;Introduction&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Character Balance Articles:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-ryu.html&quot;&gt;Ryu&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-ken.html&quot;&gt;Ken&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-guile.html&quot;&gt;Guile&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-honda.html&quot;&gt;Honda&lt;br /&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-blanka.html&quot;&gt;Blanka&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-zangief.html&quot;&gt;Zangief&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-chun-li.html&quot;&gt;Chun Li&lt;br /&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-dhalsim.html&quot;&gt;Dhalsim&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-cammy.html&quot;&gt;Cammy&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-dee-jay.html&quot;&gt;Dee Jay&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-fei-long.html&quot;&gt;Fei Long&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-thawk.html&quot;&gt;T.Hawk&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-balrog.html&quot;&gt;Balrog (boxer)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-vega.html&quot;&gt;Vega (claw)&lt;br /&gt;&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-sagat.html&quot;&gt;Sagat&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-bison.html&quot;&gt;Bison (dictator)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-akuma.html&quot;&gt;Akuma&lt;br /&gt;&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Putting it all together:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/street-fighter-hd-remix-features.html&quot;&gt;SF HD Remix Feature List&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a rel=&quot;nofollow&quot; target=&quot;_blank&quot; href=&quot;http://oldsite.sirlin.net/articles/sf-hd-remix-complete-change-list.html&quot;&gt;Complete Change List&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Special thanks to all the Evolution tournament players who playtested the game and helped it be what it is.&lt;/p&gt;</description>
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         <pubDate>Thu, 20 Nov 2008 01:19:49 +0000</pubDate>
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         <title>Street Fighter HD Remix: Akuma</title>
         <link>http://oldsite.sirlin.net/articles/street-fighter-hd-remix-akuma.html</link>
         <description>&lt;p&gt;&lt;span class=&quot;full-image-inline ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:345px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/akuma_portrait.gif?__SQUARESPACE_CACHEVERSION=1227424619835&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;
 &lt;/p&gt;
&lt;p&gt;Akuma is so powerful in Super Street Fighter 2 Turbo (ST) that he's banned in all US tournaments. I&amp;rsquo;ve noticed that when players of other games read about this, they think that is some kind of hypocrisy to the general theory that we should ban as little as we possibly can. But Akuma is not like whoever the best character is in whatever other game you play. He&amp;rsquo;s not just the best, but he&amp;rsquo;s miles and miles and miles above the rest of the cast. He was never intended to be fairly balanced in ST, and it shows.&lt;/p&gt;
&lt;p&gt;In HD Remix, Akuma is our chance to get a 17th playable character. By taking him down several notches to make him fair for tournament play, we get 17 new matchups in the game. I even put him on the character select screen so you don&amp;rsquo;t have to do a code to pick him. In a nod to his fake-secrecy though, he&amp;rsquo;s &amp;ldquo;hidden&amp;rdquo; above Honda&amp;rsquo;s selection box.&lt;/p&gt;
&lt;p&gt;So how do we balance Akuma?&lt;/p&gt;
&lt;h3&gt;Air Fireball&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:200px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/akuma_air_fireball.gif?__SQUARESPACE_CACHEVERSION=1227412501324&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Akuma has a lot of completely unfair things, but the air fireball is the main one. Most characters just can&amp;rsquo;t deal with it at all. My first idea was kind of an experiment. What if the air fireball was the only non-super move in the game that used up super meter, rather than gave super meter? Let him keep the unfairness of the move, but limit its use. The idea is sort of like an EX move from other Capcom fighting games.&lt;/p&gt;
&lt;p&gt;I thought of this version of the move kind of like Millia&amp;rsquo;s hairpin in the fighting game Guilty Gear. In that game, Millia wants to rush you down. She has a hairpin move that has a similar trajectory to ST Akuma&amp;rsquo;s air fireball. Hers travels insanely fast though, and forces the opponent to block while she uses that time to get in. The catch is that she then has to pick up the Hairpin to do it again, so she can&amp;rsquo;t keep doing it over and over in a row. ST Akuma&amp;rsquo;s fireball is so hard to deal with that I thought allowing even a few of them would be pretty powerful because it would allow him to teleport or crossup or whatever other tricks he felt like. I tried making the move cost 25% super meter, but the air fireball itself was just as strong as ever.&lt;/p&gt;
&lt;h3&gt;Odds and Ends&lt;/h3&gt;
&lt;p&gt;There was a bunch of other stuff to fix up:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Akuma&amp;rsquo;s ducking kicks no longer have invulnerable legs(!)&lt;/li&gt;
&lt;li&gt;Akuma can now be dizzied like any other character&lt;/li&gt;
&lt;li&gt;Akuma&amp;rsquo;s Hurricane Kicks don&amp;rsquo;t have invulnerable startup and can&amp;rsquo;t hit on the way up&lt;/li&gt;
&lt;li&gt;Raging Demon super tuned to go slower than the secret version of him on Dreamcast, but travel farther&lt;/li&gt;
&lt;li&gt;Teleport no longer has random input window and can be done with 2 punches or 2 kicks rather than 3 punches and 3 kicks (drawback: can't use &quot;piano method&quot; for Dragon Punch)&lt;/li&gt;
&lt;li&gt;Teleport has vulnerability in the head so he can&amp;rsquo;t run away forever with it, and it builds no super meter.&lt;/li&gt;
&lt;li&gt;Stray hitbox that was floating in the air on his medium kick is fixed&lt;/li&gt;
&lt;li&gt;Akuma takes more damage than other characters&lt;/li&gt;
&lt;li&gt;Red fireball recovery made way worse so it can&amp;rsquo;t do inescapable lockdown&lt;/li&gt;
&lt;li&gt;Blue fireball startup and recovery made closer to Ryu&amp;rsquo;s&lt;/li&gt;
&lt;li&gt;Knockback effect on his fierce blue fireball only happens from very close range&lt;/li&gt;
&lt;li&gt;Timing on Raging Demon command much more lenient&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;All of this definitely brought him down to Earth. He wasn&amp;rsquo;t overpowered anymore, but all the fun was balanced out of him too. More testing revealed that he was probably the worst character in the game.&lt;/p&gt;
&lt;h3&gt;Air Fireball, Take 2&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:200px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/akuma_air_fireball.gif?__SQUARESPACE_CACHEVERSION=1227412501324&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;The air fireball is Akuma&amp;rsquo;s signature special move, yet he could hardly even do it because of the meter restriction. That was a failed experiment. Next, we tried to make an air fireball that he could use as much as he wanted, like any special move, but that was somehow fair. It needed a much more downward angle for starters. The problem is that even when the angle was right, he could do really nasty lockdowns with repeated air fireballs. Making the fireballs travel faster or slower didn&amp;rsquo;t help at all. All it did was change the way he did the nasty lockdown.&lt;/p&gt;
&lt;p&gt;The real trick to making that move work is the slight upward hop we added as he releases the fireball. This increases the time between two consecutive air fireballs, and it&amp;rsquo;s what lets opponents actually get out of any traps he might do. It took about 5 or 6 tries of tuning this move, but suddenly it clicked and seemed right.&lt;/p&gt;
&lt;p&gt;At this point, I also added back in his hurricane kick&amp;rsquo;s ability to hit on the way up, so that it can hit ducking opponents and lead to a juggle. I also toned down his damage penalty so he didn&amp;rsquo;t take quite as much as before.&lt;/p&gt;
&lt;p&gt;This version of Akuma was pretty good. It was definitely more fun to be able to do the air fireball more and try to set up tricks with it. A few months past and I started to think that Akuma was still the worst in the game, though. He has no super fireball like Ryu, no overhead, and no fake fireball. Akuma had some advantages, but just not enough to really justify picking him.&lt;/p&gt;
&lt;h3&gt;Version 3 Akuma&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:200px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/akuma_air_fireball.gif?__SQUARESPACE_CACHEVERSION=1227412501324&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Then I made one small change that made a world of difference. I allowed his air fireball to be performed very low to the ground. In the original game, it has a minimum jump distance before it can come out, but I removed this. Now it became possible to do a &amp;ldquo;tiger knee&amp;rdquo; air fireball, meaning you roll the joystick from down to forward to up/forward (for a jump), then wait a moment for Akuma to barely leave the ground, then press punch to get an immediate air fireball. This turned out to be way more fun and versatile than I realized it would be.&lt;/p&gt;
&lt;p&gt;Akuma can attempt many, many traps and setups with this. An example is immediate air fireball (I&amp;rsquo;ll call it TK air fireball, referencing the tiger knee motion), then land right next to the opponent with the cover of the air fireball. Then do, say, low strong, TK air fireball and land right next to them again. Then do low strong, low strong (pushes you farther away), and TK air fireball to reset the trap. This time, after you do a normal move or two, jump straight up and do an air fireball.&lt;/p&gt;
&lt;p&gt;I just listed three different air fireball situations there: one TK from close, one TK from farther, and one where you jump straight up and don't do the tiger knee technique. Many characters have to do a different move or act at a different time in order to deal with each of those situations. Against new players, I can create what looks like an inescapable lockdown, but really it&amp;rsquo;s a mixup that gives the opponent several chances to get out. It&amp;rsquo;s all an illusion.&lt;/p&gt;
&lt;p&gt;I tested this trap against all 17 characters and every single one can get out. Ken can do a medium dragon punch (invulnerable on the way up) to ignore the entire situation. Zangief can use his green hand. Bison can just jump strong. Everyone can do something. Also remember that if these air fireballs hit, they deal only a couple pixels of damage. If they hit as Akuma lands, he can attempt to go into a damaging combo, but due to the way the game intentionally slows down when fireballs hit, this combo will fail about 50% of the time no matter how good you are.&lt;/p&gt;
&lt;p&gt;The air fireball was a hit with playtesters because it&amp;rsquo;s so fun and feels so powerful, yet is actually beatable in many ways.&lt;/p&gt;
&lt;h3&gt;Raging Demon&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:150px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/akuma_raging_demon.gif?__SQUARESPACE_CACHEVERSION=1227412563989&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Somewhere in the middle of development, we discovered that it was possible to make the Raging Demon super a guaranteed throw in many situations, such after a jump roundhouse. By adding some startup time (9 frames, same as CvS2), we thought we fixed this. Toward the end of development, we realized that we really didn&amp;rsquo;t and the Raging Demon was still guaranteed in lots of ways, most dangerously after any blocked air fireball! This made it the most powerful thing in the entire game and we had to do something. Unfortunately, the technical limitations surrounding this are big because it&amp;rsquo;s very difficult to mess with things like throw timing in the circuitous assembly code.&lt;/p&gt;
&lt;p&gt;The solution we were able to implement is not quite ideal, but it&amp;rsquo;s definitely workable. In general in the SF2 series, when you hold up on the joystick, your character does not leave the ground immediately. Instead, he goes into a &amp;ldquo;pre-jump&amp;rdquo; state that lasts 2 to 5 frames, depending on the character. You &lt;em&gt;can&lt;/em&gt; be thrown during pre-jump frames. The only change we made is that pre-jump frames are now invulnerable to the Raging Demon specifically.&lt;/p&gt;
&lt;p&gt;That means if you hold up and you aren&amp;rsquo;t locked into doing a move or recovering from a move, you will always be able to jump out of Raging Demon, even from close on reaction. This makes the move a little weaker than intended, but it&amp;rsquo;s a preferable situation to being the best move in the game. This means the best time to use the super is when the opponent has committed to doing a move, such as a fireball or sweep. To help you land it, the Raging Demon is completely invulnerable and unthrowable. Even though opponents can jump out on reaction, it&amp;rsquo;s still possible to land this super by baiting their attacks first.&lt;/p&gt;
&lt;h3&gt;Conclusion&lt;/h3&gt;
&lt;p&gt;Akuma has a solid ground game with fireballs that stand up to Ryu&amp;rsquo;s, juggling special moves, an incredibly versatile air fireball, and a tricky super. He does take more damage than any other character, but not by a large margin. We finally have a 17th character.&lt;/p&gt;
&lt;p&gt;--Sirlin&lt;/p&gt;</description>
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         <pubDate>Tue, 18 Nov 2008 19:18:45 +0000</pubDate>
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         <title>Street Fighter HD Remix: Bison</title>
         <link>http://oldsite.sirlin.net/articles/street-fighter-hd-remix-bison.html</link>
         <description>&lt;p&gt;&lt;span class=&quot;full-image-inline ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:345px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/bison_portrait.gif?__SQUARESPACE_CACHEVERSION=1227424575202&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;

&lt;/p&gt; 
&lt;p&gt;Bison always seemed strong in Super Street Fighter 2 Turbo (ST) because he can suddenly win matches out of nowhere, and he can keep up the pressure against most characters...if he can get things going his way. If he lands a solid jumping roundhouse, he can combo into low forward, then psycho crusher for a dizzy, then follow up with another combo for the win. If he lands a cross-up attack, he can do a different (admittedly difficult) kill-combo. His standing kicks and scissor kicks let him keep up the pressure.&lt;/p&gt;
&lt;p&gt;But Bison can&amp;rsquo;t always put that offense together. Getting out of Ryu&amp;rsquo;s fireball trap in the corner once it starts is extremely hard. Even getting near Old Sagat is extremely hard. And Honda has a huge advantage over Bison because Bison has no way out of repeated Ochio throws other than his super. In short, Bison lacks defense. He&amp;rsquo;s the only character in the game with no special move that can be used as a reversal. Even Dhalsim has a teleport to get out of trouble.&lt;/p&gt;
&lt;p&gt;I always liked Bison&amp;rsquo;s character design though. In theory, a character who is all offense and no defense is an interesting addition to the game. In practice, he just has too many matches of disadvantage and he&amp;rsquo;s not used that often in tournaments. He&amp;rsquo;s not even considered a second tier character. What to do about it?&lt;/p&gt;
&lt;h3&gt;Suggestions&lt;br /&gt;&lt;/h3&gt;
&lt;p&gt;A few people suggested that his psycho crusher become a reversal attack (some invulnerability and/or active hitting frames at the start of the move). This is way too powerful and mostly just turns him into Honda. The most common suggestion was to make the headstomp a reversal that can go through fireballs. Even this is too powerful because it means an attempted fireball trap against Bison leads to Bison getting guaranteed damage (the headstomp is fast and would hit fireball throwers during their recovery). Yet another common suggestion was to give Bison a teleport because he has that move in later games. This would allow him to escape from trouble, but not get any free damage. Even that is too strong, in my opinion. Yes he needs a way to get out of trouble, but it should not lead to guaranteed damage and it should put Bison at some risk.&lt;/p&gt;
&lt;h3&gt;Reversal Devil&amp;rsquo;s Reverse&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:200px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/bison_devils_reverse.gif?__SQUARESPACE_CACHEVERSION=1227409564674&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;The devil&amp;rsquo;s reverse is that move that hardly anyone uses where you charge down, then up + punch. It makes you leap into the air, then you can press punch again to fly around with your blue fiery arm extended. In HD Remix, this move now has a few invulnerable frames on startup. Bison can use it to escape a fireball trap, but he&amp;rsquo;s also committing to a devil&amp;rsquo;s reverse, and gets no guaranteed damage. He can try to reset the situation with this move.&lt;/p&gt;
&lt;p&gt;A couple notes about the new Devil&amp;rsquo;s Reverse. Bison is as vulnerable as ever as he leaves the ground, so you can jump kick him as he leaves the ground to stop him. Ryu can actually still keep up a trap against Bison by alternating fireballs and then jump roundhousing (or jumping strong for juggles) when expects Bison to try to Devil&amp;rsquo;s Reverse out. This is preferable to the situation in ST though, because it requires both players to make careful decisions, as opposed to the fireball trap just winning flat-out.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:200px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/bison_devils_reverse_startup.gif?__SQUARESPACE_CACHEVERSION=1227409822546&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;In fact, it can&amp;rsquo;t escape jumping attacks very well at all. Earlier versions in development did allow Bison to avoid cross-up combos most of the time, but this was really never supposed to the be reason for changes to the devil&amp;rsquo;s reverse. I rolled back the invulnerability to be about as little as possible while still allowing him to escape fireball traps with it.&lt;/p&gt;
&lt;p&gt;For many months of development in HD Remix, the devil&amp;rsquo;s reverse put the opponent into a juggle state if it actually hit. That means you could follow up with two jumping strongs and then nick them with one hit of a super if you have super meter. On the one hand, no one should really get hit by devil&amp;rsquo;s reverse because it&amp;rsquo;s enormously telegraphed. On the other hand, the entire sequence (with super) did more than 40% damage, and it was just uncomfortably much. You&amp;rsquo;ll have to live without this one.&lt;/p&gt;
&lt;h3&gt;Fake Slide&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:225px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/bison_slide.gif?__SQUARESPACE_CACHEVERSION=1227409892591&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Bison also has a new move: the fake slide. His regular slide from ST is unchanged, and you can still hold down/back to charge up as you (regular) slide up to your knocked-down opponent (a common Bison maneuver). The command for the new fake slide is hold diagonally down/forward and press roundhouse. This means you are charged for a headstomp or devil&amp;rsquo;s reverse, but you lose your charge for psycho crushers and scissor kicks when you fake slide. I actually originally wanted the fake slide to be performed by holding the roundhouse button down for X frames when you slide, which would have allowed him to keep all four special moves charged. We had technical difficulties with this, but maybe it&amp;rsquo;s for the best, because the move is good enough as it is.&lt;/p&gt;
&lt;p&gt;Why have a fake slide at all? Bison is about offense, so here is one more offensive tool. This move isn&amp;rsquo;t really intended to change his position in the rankings though. I don&amp;rsquo;t think it allows him to beat characters he couldn&amp;rsquo;t beat without the slide. It&amp;rsquo;s more to reinforce what Bison is about. When you pressure the opponent with standing forward and standing roundhouse, you are also at just the right range to fake slide, then throw. The fake slide recovers much more quickly than the real slide, travels a shorter distance, and it does not put the enemy into blockstun because it can&amp;rsquo;t hit at all. It&amp;rsquo;s just a way to travel quickly (and then usually throw!).&lt;/p&gt;
&lt;p&gt;I actually call this one of Bison&amp;rsquo;s &amp;ldquo;circus tricks,&amp;rdquo; meaning it&amp;rsquo;s something you can randomly throw into an attack pattern and hope for the best. Though it&amp;rsquo;s not a super-solid lock down (it can&amp;rsquo;t even hit!), it will catch people off guard and we already know people will call you cheap when you use it to throw. It should be great fun.&lt;/p&gt;
&lt;h3&gt;Miscellaneous: Jump up Strong and Stand Jab&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:150px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/bison_jump_strong.gif?__SQUARESPACE_CACHEVERSION=1227409981296&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Two other odds and ends. In ST, Bison&amp;rsquo;s jumping strong punch can air juggle for 3-hits. This is true for his jumping toward and jumping away punches with strong, but not true for his jumping straight up strong. This always seemed like an oversight to me, because his fist has that same blue fiery graphics during the jump straight up version. Now the jumping straight up strong punch has the same ability to juggle.&lt;/p&gt;
&lt;p&gt;Finally, Bison&amp;rsquo;s standing jab is slightly higher priority. This does not give him any extra air defense (the new anti-fireball startup of the devil&amp;rsquo;s reverse is quite enough defense for him). The purpose of this change is to let his standing jabs reliably hit Honda&amp;rsquo;s torpedo and Blanka&amp;rsquo;s roll. Bison has trouble against Honda, so any tiny advantage like that helps. Besides, Balrog&amp;rsquo;s standing jab beats both of those special moves easily, every time, and it really looks like&amp;rsquo;s Bison&amp;rsquo;s should, too. I just extended the hitbox slightly so that you can now jab incoming Honda torpedos and Blanka balls.&lt;/p&gt;
&lt;h3&gt;Conclusion&lt;/h3&gt;
&lt;p&gt;The new Bison can still practically kill you with a solid hit, if he ever gets one. He can still perform various &amp;ldquo;circus tricks&amp;rdquo; such as randomly jumping around with strong, or headstomping, and now we can add fake sliding and devil&amp;rsquo;s reversing to the list. He now has at least some way to attempt to get out of lockdown traps, but not without risk. In HD Remix, he feels like even more of a pressure character (yay for fake slide), and a slippery fish when he&amp;rsquo;s forced into devil&amp;rsquo;s reversing on defense.&lt;/p&gt;
&lt;p&gt;--Sirlin&lt;/p&gt;</description>
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         <pubDate>Fri, 14 Nov 2008 08:29:44 +0000</pubDate>
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         <title>Street Fighter HD Remix: Sagat</title>
         <link>http://oldsite.sirlin.net/articles/street-fighter-hd-remix-sagat.html</link>
         <description>&lt;p&gt;&lt;span class=&quot;full-image-inline ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:345px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/sagat_portrait2.gif?__SQUARESPACE_CACHEVERSION=1227424537600&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;

&lt;/p&gt; 
&lt;p&gt;Sagat&amp;mdash;well actually &amp;ldquo;Old Sagat&amp;rdquo;&amp;mdash;is one of the best characters in Super Street Fighter 2 Turbo (ST). He&amp;rsquo;s even soft-banned in Japan, meaning there&amp;rsquo;s a tacit agreement not to play him, even though you are technically allowed. He might not be as strong of a character as Balrog or Dhalsim overall, but the problem is that there are several matches where he just dominates. His tiger shots (fireballs) are so powerful that many characters spend the entire game trying to get around them. I think everyone knew that this nerf was coming.&lt;/p&gt;
&lt;h3&gt;Tiger Shots&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:225px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/sagat_low_fireball.gif?__SQUARESPACE_CACHEVERSION=1227407369017&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Sagat now has fireball recovery that&amp;rsquo;s better than New Sagat and worse than Old Sagat. In ST, the difference in recovery times was about 12 frames between Old and New (huge), and Remixed Sagat&amp;rsquo;s recovery is about 4 frames worse than the terror that was Old Sagat. It&amp;rsquo;s still very good, but not as abuseable. It&amp;rsquo;s similar to Ryu&amp;rsquo;s fireball recovery.&lt;/p&gt;
&lt;h3&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:100px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/sagat_tiger_uppercut.gif?__SQUARESPACE_CACHEVERSION=1227407440271&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Various Boosts&lt;/h3&gt;
&lt;p&gt;In exchange for this loss, Sagat has several new bonuses. First, he is based on ST&amp;rsquo;s New Sagat, so he now is able to soften throws and he has a super move (with the reversal bug fixed, even). Furthermore, the super travels farther than in ST and it always knocks down on hit. It&amp;rsquo;s now a viable tool. He also has ST New Sagat&amp;rsquo;s ability to cross-up with medium kick. This gives him a way to apply some up-close pressure.&lt;/p&gt;
&lt;p&gt;Remixed Sagat has Old Sagat&amp;rsquo;s fierce tiger uppercut, meaning it hits only once for good damage rather than juggling five times for low damage. The five hit juggle can be fun, but one-hit version is just more effective in most situations. As with all dragon punch motions, the tiger uppercut has a more lenient (non-random) input timing window.&lt;/p&gt;
&lt;h3&gt;Tiger Knee&lt;/h3&gt;
&lt;p&gt;Finally, his tiger knee is now performed with a dragon punch motion, it always knocks down on hit, and (as a result of that) it can juggle for three hits. Usually this means if he hits with tiger knee, he can do one more because either the first or second knee will get 2 hits. This is good damage and it pushes the opponent back into the corner. I reduced the tiger knee&amp;rsquo;s damage and dizzy power because of this juggle.&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:175px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/sagat_tiger_knee.gif?__SQUARESPACE_CACHEVERSION=1227407552731&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;I didn&amp;rsquo;t really intend this juggle to exist in the first place, it was just a consequence of fixing the 2-hit moves that don&amp;rsquo;t knock down when they should. I did this very early in development and the tiger knee juggle seemed fun, so I kept it and balanced Sagat around having this.&lt;/p&gt;
&lt;p&gt;Although the knee doesn&amp;rsquo;t have any better frame stats or hitboxes than before, several playtesters said &amp;ldquo;Wow, is that higher priority now?&amp;rdquo; when they play against it. I think the ability to walk forward and do it because of the dragon punch command, coupled with the usefulness of scoring a knock-down even on a glancing blow makes it a much more useful tool. And no, you can&amp;rsquo;t juggle with a super after a tiger knee unless you&amp;rsquo;re making a combo video.&lt;/p&gt;
&lt;h3&gt;Normal Move Cancels&lt;/h3&gt;
&lt;p&gt;&lt;span class=&quot;full-image-float-right ssNonEditable&quot;&gt;&lt;span&gt;&lt;img style=&quot;width:225px;&quot; src=&quot;http://oldsite.sirlin.net/storage/street_fighter/sagat_stand_short.gif?__SQUARESPACE_CACHEVERSION=1227407629328&quot; alt=&quot;&quot;/&gt;&lt;/span&gt;&lt;/span&gt;Old Sagat could cancel his stand short, stand forward, and stand strong into special moves, while ST&amp;rsquo;s New Sagat could not cancel any of those. (Well, he could only cancel the first hit of stand short and stand forward, not the second hits.) Remixed Sagat cannot cancel the second hit of standing forward because that was only used for combos anyway, and the ability to juggle with tiger knees is good enough already! He also cannot cancel the second hit of standing short, which is a somewhat controversial decision. In ST, this is mainly used in the following strategy:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Tiger, tiger, tiger, tiger, tiger, stand short because enemy got near, cancel into tiger, tiger, tiger.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;If the enemy gets near, he deserves his chance at Sagat without having to block a very far stand short cancelled into another Tiger Shot. Remixed Sagat can, however, cancel his standing strong into special moves. This is mainly useful against Dhalsim and Balrog, which is fine, and Zangief.&lt;/p&gt;
&lt;h3&gt;Conclusion&lt;/h3&gt;
&lt;p&gt;Playtesers said that playing against my Remixed Sagat was actually fun. I think this was because standing in place and doing nothing but tiger shots wasn&amp;rsquo;t as effective, and the lack of a cancellable stand far standing short makes it even harder to keep up the old iron defense. In HD Remix, it&amp;rsquo;s better to mix in tiger knees, cross-ups, supers, and even jump ins, so it feels like more is going on when you fight Sagat.&lt;/p&gt;
&lt;p&gt;Despite his slightly slower fireball recovery and loss of stand short cancel, Sagat still seems very strong, just not dominating like before. Plus, more characters now have more options against fireballs, such as Cammy&amp;rsquo;s spinning backfist, Blanka&amp;rsquo;s faster &amp;ldquo;rainbow roll,&amp;rdquo; Fei Long&amp;rsquo;s short flying kicks, Dee Jay&amp;rsquo;s machine gun upper, and Honda&amp;rsquo;s jab headbutt. Sagat managed to go to one of the most boring characters (to me) to one of the characters I have the most fun playing.&lt;/p&gt;
&lt;p&gt;&amp;ndash;Sirlin&lt;/p&gt;</description>
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         <pubDate>Fri, 14 Nov 2008 08:27:11 +0000</pubDate>
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