Another new Photovore. Henri Cartier-Bresson died today. What else to do but produce a photograph?
Quarter Circle Towards
02 August 2004
Down
I first played Streetfighter II, I think, when I was about 9 or 10, on a friend’s Amiga. It was already legendary, from the arcades at bowling allies to the legendary SNES port owned by friends. It had a strange allure; the cast of characters, some more peculiar than others; impressive visuals; and, perhaps, the chance to beat the living daylights out of your friends. It was wish fulfilment, basically; grudges taken out with a stick and six buttons. What was irksome was that it was harder than it looked. How did you do those special moves? We spent ages jiggling sticks, pushing buttons, whilst the characters on screen produced entirely arbitrary actions in response. We didn’t even know what blocking was. I always used to pick Blanka (who was rubbish, back in the days of World Warrior) for no other reason than his electricity move looked cool.
I always got beat, by someone who could never work out how they did it.
Down-forwards
After II comes a succession of patches. Not quite sequels, more just different flavours; Championship Edition, Turbo, Super, Super Turbo, Hyper Fighting. Not to mention a succession of home console ports. Still the same game.
My first encounter with a flavour other than vanilla was on a ferry to Austria. There was a cabinet playing Championship Edition; the main feature of this was the ability to play as the same character as the other player, and to play as the bosses. We took these new features as new rules, and fought match after match, every player as Vega, just because we could. Terrible character. Nightmarish special moves. But we were both being a boss character. We’d never done that before. And still, deep down, the catharsis of beating the shit out of someone.
Forwards
Ryu is a constant. Ryu has been in every game, from I to III: Third Strike, not to mention Alphas and VS games galore. He’s unchanged, balanced to hell and back: a ranged attack, a rising close attack, and a distance covering attack. The cursor falls on him by default, and the player automatically picks. This isn’t like chosing Liu Kang, who fulfilled the desire to be a badly dubbed Bruce Lee, or Akira, who looked like Ryu but fought nothing like him, and confounded beginner after beginner; this is Ryu.
Ryu is a constant in the young man’s life. The skills learnt on a SNES joypad translate years later, when a friend pulls out a dreamcast. I may be Chun Li, I may be Captain America, I may be Terry Bogard, I may be Twelve or Q; you are always Ryu.
You might, of course, be Ken, Ryu’s palette-swapped twin. Ken was the hotheaded American to Ryu’s cool, calm Japanese. Ken was the close-in brawler; Ryu was superior at the distance. Ken was popular with jumpy, excitable, rough-and-ready types; latent xenophobia shining through, perhaps. Ken was good, but there was no competition, really. All the cool kids picked Ryu.
Ryu is the first, the default, the constant. One night, last year, a friend and I sat playing Marvel vs Capcom 2. I was getting hammered. Another friend arrived, a veteran of years of Street Fighter 2, both SNES and chipshop; he was coaxed into taking up a pad. He stared blankly, at the sea of characters, all waiting to be picked.
“Can I be Ryu?”
“Yes”.
Punch
The motions of SFII supers are like nothing else. They are not the random sequence of pushes favoured by Mortal Kombat, nor the endless strings of numbered buttons Tekken players know and hate. It is not even the graceful flicks of Virtua Fighter.
It is a dance; sticks held back and then released, rolling, circling motions capped by button presses, the right hand stabbing at buttons, the left stirring digital custard. It takes ages for a ten-year-old to master. Once inbuilt, you never forget it.
You never forget your first fireball. The grace of the system is finally revealed. No longer floundering, executing moves by random; the player realises the extent of his control, and demonstrates it.
Grasp the stick. In a neat flowing motion, with me: down, down-forwards, forwards, punch:
Hadouken!
AAARGH
02 August 2004
Last week there were 41 comments on this website.
Today there are 829.
I do not want to look at most of them. I need to reinstall Blacklist. I hate the world.
Update: well, I reinstalled MT-Blacklist, though that still didn’t help. It was still broken. in the end, I discovered (thanks to my kind hosts) that MT plugins aren’t quite compatible with the new version of Perl they installed on my server a few weeks back. Which is why Blacklist doesn’t work. The trick, according to my kind hosts is to add the following line:
$Storable::interwork_56_64bit = 1;
under the line ‘use Storable qw( freeze thaw );
‘ in the file {MT dir}/lib/MT/PluginData.pm
. Bob is your uncle, and you nail the last 300 comments (having already deleted 500 manually).
Eat. That.
dsdesign
28 July 2004
Nintendo DS design and name finalised. It’s a bit shinier now; the block, orthogonal style is very retro. Someone on NTSC-UK referred to it as a “blinged out Game-and-Watch“, which neatly summarises exactly the feel Nintendo wanted, I think.
Torrents of spam
28 July 2004
Raining down, all around me. First my email is slowly acquiring more, and Mail.app appears to be taking stupid pills or something as it misses them all. Now I just got hit by a jet of pure filth in my MT comments, and MT-Blacklist just decided to die on me and probably could do with a reinstall. Why me? Why now? Da fug?
Note to self: re-installing MT-Blacklist and messing with chmod
is not the sexy thing to do the evening your girlfriend turns up.
My New Favourite Band
27 July 2004
…for the time being, at least, is the mighty Goldie Lookin’ Chain. Twelve white boys from Newport form a hip-hop collective. Simmer with witty production, slick-as lyrics, a wicked sense of humour and a kicking pair of trainers (well, Hi-Tec Silver Shadows, anyhow), and there you go.
Buy their single next month. It’s called Guns Don’t Kill People, Rappers Do, and it’s very good. It makes sense. You knows it, razzle fuckin’ dazzle…
rands
26 July 2004
Rands In Repose is a great little weblog, with some lovely articles and, of course, the theory of NADD.
Not entirely convinced
22 July 2004
By this re-design, I mean. I mean, I love the Gill Sans, and I’ve been slowly ironing out wrunkles in the code (though the amount by which the whole site won’t validate is hilariously large), but I’m just not convinced. I’m not sure where to begin; I’ve been reading so many beautiful sites recently and I just cannot see where to take this one. For a start, I like the black and white, and introducing colour to it will be nightmarish. I tried it with a colourful top image, which I liked, but am not sure where to go from here.
Simialrly, the piece-of-paper-on-a-table is OK but not entirely convincing. I might return to being borderless; I kind of liked the expanse of white. Of course, really, I’d like something with borders and colour and lots of whitespace and beautiful text.
But that’s not going to happen.
Possibly, it’s just because creativity is at a low point. Music, writing, design, code; all are stagnating. Life has been very hectic at work, I’m getting fractionally less sleep every night, and it’s really beginning to get to me. Thankfully work is less hectic now, but there are other stresses to add to the picture. I’m not sure whether everything is down to the fact I am a useless designer and have zero web-coding skills, or simply because I’m not in the right frame of mind to deal with stuff like this at the moment. Probably the latter. I hope.
Roll on August. That should be good.