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Polo

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Posts posted by Polo

  1. Dragon Slayer 4 (MSX) opening sequence head shots:

    ds4_xemn.gifds4_maia.gifds4_royas.gifds4_lyll.gifds4_pochi.gif

    LT: Nice rips, but those are IMO ugly sprites. Pass.

    Legacy of the Wizard (NES) characters (mostly Lyll):

    lotw_cabin_lyll_floor.giflotw_lyll.giflotw_lyll_shoot.giflotw_pochi.gif

    LotW items:

    lotw_armor.giflotw_chest1.giflotw_chest2.giflotw_gold.giflotw_hp_potion_black.giflotw_poison_black.giflotw_scroll.giflotw_shield.giflotw_spike_shoe_outline.gif

    LT: A little too oogly for all the NES-style piexlization. I'd take some of these in a smaller size.

    The Lost Vikings (the circles underneath each one is their life bar):

    lv_erik.giflv_baleog.giflv_olaf.gif

    LT: If they didn't have those black borders around them, they'd be cool. Dunno if removing them is more trouble than it's worth, as the edges may look worse as a result.

    And suitless Samus:

    justinbailey.gif

    LT: Sure.

    EDIT: Smaller package:

    lotw_cabin_lyll_floor_2.giflotw_lyll_2.giflotw_lyll_shoot_2.giflotw_pochi_2.giflotw_armor_2.giflotw_chest1_2.giflotw_chest2_2.giflotw_gold_2.giflotw_hp_potion_black_2.giflotw_poison_black_2.giflotw_scroll_2.giflotw_shield_2.giflotw_spike_shoe_outline_2.gif

    LT: Too small.

    And no borders do kinda look worse, so I provided the Vikings' default black backgrounds as well:

    lv_erik.gif:arrow:lv_erik_2.gif:arrow:lv_erik_3.gif

    lv_baleog.gif:arrow:lv_baleog_2.gif:arrow:lv_baleog_3.gif

    lv_olaf.gif:arrow:lv_olaf_2.gif:arrow:lv_olaf_3.gif

    LT: Looks better with the black background. S'alright.

  2. HUnewearl

    Sonic Team (Japan) (developer) / Sega (publisher)

    2000

    ocr4_mascot27.jpg

    Bio

    Phantasy Star Online was the first in the sci-fi RPG series to be played over a network, trading the turn-based battle system for real-time action. Features like the set phrase-translating Word Select and emoticon-riden Symbol Chat crossed language gaps between players interacting worldwide. Storywise, an explosion on the planet Ragol cuts off communication links between its colony and the landing starship, Pioneer 2. The Hunters onboard are the first group dispatched to investigate matters.

    The HUnewearl is a combination of a Hunter, Newman, and Female. Newmans have feline genes spliced into their human DNA structure, sharpening their ears and hastening their maturation. With a low range of hit points, they make every second fighting in close quarters count, brandishing cane-shaped Daggers, swords, and a wide range of attack and defense raising / lowering techniques. In one quest, the player encounters Sue, a non-playable HUnewearl conducting research aboard Pioneer 2. Do you tell her your name? What is her research, and what role do you play in her quest?

    Quote: "A Newman's lifespan is not definite. I may die tomorrow. Nobody knows."

    Selected Game Appearances

    DREAMCAST

    Phantasy Star Online (2000)

    Phantasy Star Online ver. 2 (2001)

    XBOX

    Phantasy Star Online Episode I & II (2003)

    GAMECUBE

    Phantasy Star Online Episode III C.A.R.D. Revolution (2003)

    References

    Wikipedia - Phantasy Star Online

    Pioneer Alley - HUnewearl

    Phantasy Star Online Resource - HUnewearl Character Information

    Phantasy Star Online - Episode I & II Game Manual (GCN)

  3. Akuma

    Capcom

    1994

    ocr4_mascot43.jpg

    Bio

    "You must defeat Sheng Long to stand a chance!" Capcom U.S.A.'s untranslated winning quote of Ryu's led some Street Fighter aficionados to believe "Sheng Long" was an M. Bison-tough opponent, not Ryu's Dragon Punch attack. Electronic Gaming Monthly exploited fans' imaginations in an April Fool's issue, complete with pseudo-screenshots and pro-inclined details on how to earn them, boosting coin-op sales. Only when Super Street Fighter 2 Turbo came out did the joke become real. Those who reached M. Bison virtually unscathed found a swarthy muscleman come out of nowhere, pummel the dictator, and challenge the player. His name is Akuma, and his name means demon.

    Clad in a black gi, prayer beads wreathed around his neck, the fiery brawler rises hand and fist above others in speed and health bar-poundage. Consumed by the Satsui no Hadou - literally, the Surge of the Intent to Murder - Akuma takes Ryu and Ken's Ansatsuken martial arts to the "kill your opponent to win" extreme it was feared to go. At his command is a move known as the Shun Goku Satsu - the Raging Demon. Akuma rushes his opponent for a grab, then the screen draws a blank amidst a flurry of beats and brawls of unknown nature. A murder instant later he stands over his fallen opponent, the "heaven" kanji on his back glowing red.

    Only the purest and swiftest can avoid this unholy death. It is these rare warriors that Akuma seeks to battle; to win means to come one step closer to unchallenged omnipotence.

    Quote: "Weaklings! Is there no one worth fighting?"

    Selected Game Appearances

    ARCADE

    Super Street Fighter 2 Turbo (1994)

    Street Fighter Alpha 2 (1996)

    Marvel Super Heroes vs. Street Fighter (1997)

    Street Fighter III: 3rd Strike - Fight for the Future (1999)

    NEO GEO POCKET COLOR

    SNK vs. Capcom: Card Fighters Clash (1999)

    NEO-GEO

    SVC Chaos: SNK vs. Capcom (2003)

    References

    Wikipedia - Akuma (Street Fighter)

    Fighters Generation - Akuma

    Akuma's Lair

    Street Fighter Alpha 2 Game Manual (SNES)

    Street Fighter Organization

  4. "Ryu" does indeed mean "dragon," Dafydd. The special move names are rather intuitive in their functions; I intimated alternate names for them in their descriptions (fireball = Hadouken; hurricane kick = Tatsumaki Senpuukyaku; dragon punch / uppercut = Shoryuken). I can understand my wording may be a little scattered, but on the other hand, I think bunching up the meanings would clutter the descriptions repetitively. See for yourself:

    Channeling energy through his hands, [Ryu] projects from them a wave in the form of a fireball, the Hadouken (lit. "Wave Motion Fist"). Further defying physics is his ability to spin forward through the air, foot outstretched, creating a hurricane-like kick, the Tatsumaki Senpuukyaku ("Tornado Whirlwind Feet"). But it was the Shoryuken ("Rising Dragon Fist") that stole the title of champion from Muay Thai kickboxer Sagat. Leaping to the heavens with the grace of a dragon, fist outstretched in an uppercut, Ryu knocked down Sagat and scarred his chest.

    If you find it's more helpful than repetitive, I'll gladly slip in the translations. 'Til then, here's Ken.

    ----------

    Ken Masters

    Capcom

    1987

    ocr4_mascot63.jpg

    Bio

    Showcasing a red gi and blond hair, Ken Masters loves standing out as an American martial artist in Japan. There, he trained with Ryu under the same master, Gouken, learning discipline and the deadly art of Ansatsuken. Fulfilling the "player two" role in the first Street Fighter, Ken matches Ryu move for move; throughout the series, while Ken's individuality evolves, they remain each other's toughest rivals.

    The rich son of owners of a hotel chain, Ken lives the high life in sports cars and nightclubs, or chills with his lover, Eliza. In tournaments, he never fails to boast to his defeated opponents about the power behind his stylized moves. His wide-ranging Shoryuken strikes multiple times while leaping, sometimes blazing a trail of flame. Likewise, his Tatsumaki Senpuukyaku spins faster and delivers more hits than Ryu's, though the Japanese warrior holds his own with a swifter, more concentrated Hadouken. Nevertheless, Ken gladly accepts a challenge anytime, anywhere, from his honorable friend.

    Quote: "Attack me if you dare, I will crush you!"

    Selected Game Appearances

    ARCADE

    Street Fighter (1987)

    Street Fighter II: The World Warrior (1991)

    Street Fighter Alpha 2 (1996)

    Marvel Super Heroes vs. Street Fighter (1997)

    Street Fighter III: 3rd Strike - Fight for the Future (1999)

    PLAYSTATION

    Street Fighter EX Plus Alpha (1997)

    NEO GEO POCKET COLOR

    SNK vs. Capcom: The Match of the Millennium (1999)

    GAME BOY ADVANCE

    Super Street Fighter II Turbo: Revival Edition (2001)

    PLAYSTATION 2

    Namco x Capcom (2005)

    References

    Wikipedia - Ken Masters

    Fighters Generation - Ken Masters

    Street Fighter II - The World Warrior Game Manual (SNES)

    Street Fighter Organization

  5. "TO excavate ruins..." Heh. That makes sense. Without the word "to" it sounds like a command rather than a calling. Thanks for the nitpick.

    As for Lara's quote, you can check Google's search result. It would make more sense for it to read "I don't count poison darts and triggered entombment to be your average child's tea party," but Lara says otherwise in The Last Revelation. Perhaps you can think of it this way: "poison darts" and "triggered entombment," two small ideas that are part of a BIGGER one (the perils inside a tomb). "I don't count (BIG IDEA) your average child's tea party."

    ----------

    Ryu

    Capcom

    1987

    ocr4_mascot18.jpg

    Bio

    Ryu, the crowned champion of the first World Warrior tournament, finds victory over an opponent meaningless. Forever sporting a white gi, sparring gloves, and a bandanna to stay focused, he wanders, flying fists and feet sharpening his skills and perfecting his spirit. Periodically he visits Suzaku Castle, the burial ground for his master Gouken, to pay his respects - and to fight those who may challenge him.

    Trained in Ansatsuken martial arts, Ryu boasts three key attacks. Channeling energy through his hands, he projects from them a wave in the form of a fireball, the Hadouken. Further defying physics is his ability to spin forward through the air, foot outstretched, creating a hurricane-like kick, the Tatsumaki Senpuukyaku. But it was the Shoryuken that stole the title of champion from Muay Thai kickboxer Sagat. Leaping to the heavens with the grace of a dragon, fist clenched in an uppercut, Ryu knocked down Sagat and scarred his chest. The accessibility of these moves, Ryu's balanced fighting style, and his character sculpt him as an iconic figure not only in the Street Fighter series, but the fighting genre as a whole.

    Quote: "You must defeat my Dragon Punch to stand a chance!"

    Selected Game Appearances

    ARCADE

    Street Fighter (1987)

    Street Fighter II: The World Warrior (1991)

    Street Fighter Alpha 2 (1996)

    Marvel Super Heroes vs. Street Fighter (1997)

    Street Fighter III: 3rd Strike - Fight for the Future (1999)

    PLAYSTATION

    Street Fighter EX Plus Alpha (1997)

    NEO GEO POCKET COLOR

    SNK vs. Capcom: The Match of the Millennium (1999)

    GAME BOY ADVANCE

    Super Street Fighter II Turbo: Revival Edition (2001)

    PLAYSTATION 2

    Namco x Capcom (2005)

    References

    Wikipedia - Ryu (Street Fighter)

    Fighters Generation - Ryu

    Street Fighter II - The World Warrior Game Manual (SNES)

    Street Fighter Organization

    ----------

    I also have Ken's bio in the works, and while I'm at it, I'll write Akuma's / Gouki's (# 43) as well.

  6. Maybe there should be some mentioning that Dracula extends his legacy in other forms and in other games than just the Castlevania series

    Sure. I added two spin-off appearances (Wai Wai World, Kid Dracula) and a random cameo (Ganbare Goemon 2). I focused mostly on Castlevania since many sitegoers know the series well (not to mention the scope of remixage).

    Also, Coop, small editing nitpicks for Hsien-Ko's bio:

    Their search is cut short however, as they're struck down by an evil force. Their search didn't last long, for they are struck down by an evil force.

    I think you can cut one of those sentences. And

    As they lay dying, each makes a vow

    can read "As they're dying, ..." It sounded like an abrupt past-to-present tense change.

    Btw, the summer version of Jon Talbain and the smiley is cute.

    ----------

    Lara Croft

    Core Design (developer) / Eidos (publisher)

    1996

    ocr4_mascot31.jpg

    Bio

    When Core Design graphic artist Toby Gard goofed up on Lara's mammaries, colleagues approved of the size before he could change it, thus deciding the treasure hunter's debuting look. That slip-up sparked conflicting, in-depth analyses of the character's role as a sex object, a symbol of feminism, and all the shades in between like no video game babe before her. The growing number of women that supply Lara's voice and model her body in real life is a testament to her fan base.

    Formally educated through private tutoring and a succession of schools, Lady Lara Croft finds the sheltered atmosphere of the British aristocracy stifling. An indefatigable sportswoman, she prefers engaging the great outdoors in rock climbing, skiing, archery, and the many modes of transportation including jeep, motorbike, and kayak. Lara's passion is forged into hardy survival skills when her plane crashes in the Himalayas before she can return home. Combined with her education, a new calling beckons: to excavate ruins and live to write home about them.

    The Indiana Jones tomb raider sprints, leaps, rolls, swings, climbs, and dives into archaeological sites the world over, retrieving relics such as the Atlantean Scion, the Dagger of Xian, and the Philosopher's Stone, to name a handful. Dominant among the tools in her backpack and hip holsters are guns, fit for dealing with wild animals and double-crossers who race Lara for the artifacts she seeks. On her missions, the ponytailed brunette commonly sports a green latex tank top and khaki shorts to accentuate her curves and her fun.

    Quote: "I don't count poison darts and triggered entombment your average child's tea party."

    Selected Game Appearances

    PLAYSTATION, PC, MACINTOSH

    Tomb Raider (1996)

    Tomb Raider: The Last Revelation (1999)

    Tomb Raider Chronicles (2000)

    GAME BOY COLOR

    Tomb Raider: Curse of the Sword (2001)

    GAME BOY ADVANCE

    Lara Croft Tomb Raider: The Prophecy (2002)

    PLAYSTATION 2, XBOX

    Lara Croft Tomb Raider: Legend (2006)

    References

    Wikipedia - Lara Croft

    Tomb Raider Chronicles

    Tomb Raider News Channel

  7. Dan Hibiki

    Capcom

    1995

    ocr4_mascot44.jpg

    Bio

    "Wow! How does Street Fighter beat other arcade fighters? It must be Capcom's "Ryu" formula!" thought rival company SNK. Like Doctor Frankensteins, they pieced together Ryo Sakazaki, a gi-toting, uppercut-flaring, fireball-tossing Ryu shotoclone who led the roster in SNK's Art of Fighting and King of Fighters series. Did Capcom file a lawsuit? No, they simply ripped off the knock-off, inadvertently adding to Street Fighter's already soaring popularity. They crafted... Dan Hibiki.

    In Street Fighter Alpha, Muay Thai kickboxer Sagat is seen tossing aside a defeated warrior. Look closely and you'll spot Ryo's bright orange gi - and the head of Robert Garcia, Ryo's friend and rival. Two bitch-slaps in one heralds Dan's first appearance, his status as both a parody and a weak character exploited in subsequent games. For example, Like Ryo and Robert, Dan throws a fireball with one hand, not two, but the distance covered is pathetically short. His uppercut flies no farther, and his airborne triple-kick can be blocked easily. Dan's redeeming skill, ironically, is taunting. From in-battle poses to conceited catch phrases to SNK fighter-mocking family ties, the bumbling clown of Saikyo karate has no shortage of tauntage, which immortalizes him as a fan favorite.

    Quote: "I'm not tougher than you, just better than you!"

    Selected Game Appearances

    ARCADE

    Street Fighter Alpha: Warriors' Dreams (1995)

    Street Fighter Alpha 2 (1996)

    Marvel vs. Capcom 2: New Age of Heroes (2000)

    Capcom vs. SNK 2: Mark of the Millennium 2001 (2001)

    NEO GEO POCKET COLOR

    SNK vs. Capcom: The Match of the Millennium (1999)

    NEO-GEO

    SVC Chaos: SNK vs. Capcom (2003)

    References

    Wikipedia - Dan Hibiki

    Fighters Generation - Dan Hibiki

    Dan's Super Dojo

    Street Fighter Alpha 2 Game Manual (SNES)

    Street Fighter Organization

  8. Dracula

    Konami

    1986 (video games)

    ocr4_mascot61.jpg

    Bio

    Historically, he was Eastern Europe's most notorious impaler. Since Bram Stoker's novel, movies and plays have contrasted his tact for seducing maidens with the painful loss of his beloved. Dracula, cult figure among vampires, further expands his fame in video games. There's the occasional cameo and/or parody platter in titles like Kid Dracula, Wai Wai World, and Ganbare Goemon 2, but more often the vampire scripts his darker, ongoing legacy in the Castlevania series.

    Decked out in a tuxedo and cape, relishing bloodthirsty fangs and piercing eyes, the Count attains end boss-hood, holding supremacy over death-dealers like the Grim Reaper. With a legion of undead monsters at his command, Dracula aims to terrorize the Transylvanian populace, his first step in ruling the world. Those brave enough to answer the madman's schemes are whip-crackers of the Belmont bloodline and their allies, one of which is Dracula's estranged son, Alucard. When confronted, the Count is apt to teleport near and far, releasing three fireballs at a time from his cape. But the full extent of his power remains cloaked in mystery.

    A master of deception, Dracula can assume the form of not only a bat, but a painting, a hulking gargoyle, even a draconian snake-bodied beast. Should a Belmont or other hero(ine) gain the upper hand in battle, the Count does not expect to stay down for long. Part of the vampire's nature is to rise again, and indeed, the Prince of Darkness grows stronger and more cunning with each resurrection. With cursed heroes, possessed townsfolk, and collective evil in their hearts, one has to wonder... can Transylvania ever sleep at night?

    Quote: "I have waited for this moment, to be awake again."

    Selected Game Appearances

    MSX 2

    Vampire Killer (1986)

    NINTENDO

    Castlevania III: Dracula's Curse (1989)

    GAME BOY

    Castlevania: The Adventure (1989)

    SUPER NINTENDO

    Super Castlevania IV (1991)

    TURBOGRAFX-16

    Demon Castle Dracula X: Rondo of Blood (1993)

    X68000

    Castlevania Chronicles (1993)

    PLAYSTATION

    Castlevania: Symphony of the Night (1997)

    GAME BOY ADVANCE

    Castlevania: Circle of the Moon (2001)

    GAME BOY COLOR

    Dracula: Crazy Vampire (2001)

    References

    Wikipedia - Dracula (Castlevania)

    Castlevania Dungeon

    Mr. P's Castlevania Realm

  9. Way to progress, Dafydd! May your summer course give you as little trouble as possible. I do think we'll manage to get the rest of the bios finished by August.

    ----------

    Mai Shiranui

    SNK

    1992

    ocr4_mascot105.jpg

    Bio

    In many ways, Mai Shiranui is like a dual-edged knife. The cleavage-heavy femme fatale is as stealthy as her bosom is bouncy, as devoted to her grandfather Hanzo's Ninjitsu school as she is wild outside of it. Her fans, her legs, and even her hairpin serve as both show-off accessories and deadly weapons. Even her pyrotechnic-fueled, Dragon-named special moves burn like her body. She allows no boys to get close to her - except Andy Bogard.

    When the buff, blond hunk first comes to Japan to train under Hanzo, the spoiled girl throws herself at him, dubbing him her fiancé. Because he and his brother Terry plan to settle a vendetta back in Southtown, U.S.A., Andy pushes her away, treating her like a little sister. Mai pouts, but continues to train. Once the King of Fighters tournament starts accepting challengers, Mai willingly enters, seeking Andy's affections - and having as much fun as possible along the way.

    Quote: "Another blow for ninja ladyhood has been struck today. Banzai!"

    Selected Game Appearances

    NEO-GEO

    Fatal Fury 2 (1992)

    The King of Fighters '96 (1996)

    The King of Fighters '98 (1998)

    The King of Fighters 2000 (2000)

    NEO-GEO POCKET COLOR

    SNK Gals' Fighters (2000)

    DREAMCAST

    Capcom vs. SNK: Millennium Fight 2000 (2000)

    References

    Wikipedia - Mai Shiranui

    The King of Fighters 10th Anniversary Official Web Site - Mai Shiranui

    Fighters Generation - Mai Shiranui

    ----------

    Now I'll see what I can do with Dracula (#61).

  10. The Hulk

    Marvel

    1962

    ocr4_mascot108.jpg

    Bio

    From murderous gray night walker to emotionally sensitive green goliath, the Hulk has endured more transformations in personality, story arc, and facial features than size, thanks to a progression of writers and artists guiding him on paper. Created by comic book titans Stan Lee and Jack Kirby, the popular monster-man appears extensively in Tales to Astonish, and cameos in many Marvel Comics series, adding malleability to his actions. Chief among the Hulk's superhuman strengths are lifting upwards of one hundred tons, leaping miles in a single bound, and resisting onslaughts of firearms, falling from heights, and extreme temperatures. But this doesn't stop would-be killers or capturers, such as the bulbous-headed Leader, from seeking control of his gamma radiation-powered body.

    The core of the Hulk's form is a human named Bruce Banner, a nuclear physicist. In testing a gamma bomb, he's carelessly caught in the explosion, and his body absorbs excess amounts of radiation. It multiplies Banner's suppressed anger, frustration, and rage, transforming his body into a physical manifestation of those emotions: the Hulk. Abused as a child, and in turn suffering from Dissociative Identity Disorder, Banner's mutation may end in one of a number of different "Hulks," like Savage Hulk, Gray Hulk, or Merged Hulk, to name a few. No matter who pens his abilities or idiosyncrasies, the Hulk's Bruce Banner seeks a cure to his cursed transformation, for being feared and constantly hunted is a lonely existence.

    Quote: "HULK SMASH!"

    Selected Game Appearances

    GENESIS, SUPER NINTENDO

    The Incredible Hulk (1994)

    ARCADE

    Marvel Super Heroes (1995)

    Marvel Super Heroes vs. Street Fighter (1997)

    Marvel vs. Capcom: Clash of Super Heroes (1998)

    PLAYSTATION, SEGA SATURN

    The Incredible Hulk: The Pantheon Saga (1997)

    GAMECUBE, PLAYSTATION 2, X-BOX

    The Incredible Hulk: Ultimate Destruction (2005)

    References

    Wikipedia - The Hulk (comics)

    Fighters Generation - The Hulk

    Lair of the Grey Hulk

    The Hulk Library

  11. Cyclops

    Marvel

    1963

    ocr4_mascot109.jpg

    Bio

    Surviving a childhood head trauma for which he was hospitalized, and ditching the abusive orphanage he was never adopted from, Scott Summers finds an irreplaceable solace in Professor X's School for Gifted Youngsters. The first student guided in the use of his mutant abilities, Scott becomes fitted with a ruby quartz visor to focus his optical blasts, taking on the name Cyclops. With a trigonometric sense of tactical planning, he can shoot angled, reflecting, surprise attack beams at his enemies, destroy locks, and even break an ally's fall. At full power, his beams can split a mountain. These qualities have earned Cyclops the rank of field leader, as well as respect from even the most hardened mutants in Professor X's band of students, the X-Men.

    Cyclops, however, is far from satisfied. Aloof and cautious by nature, his love for his telepathic ally, Jean Grey, confuses and frightens him. Testing his feelings for her, as well as the Professor's belief that humans and mutants can coexist peacefully, is a stream of wayward-thinking mutants. Some are led by Magneto, master of magnetism and the X-Men's toughest foe. But regardless of the trials, Cyclops remains on the team because they are the only true family he's come to know - and because he feels he can never lead a normal life as a mutant.

    Quote: "Open your mouth again and my glasses come off."

    Selected Game Appearances

    SUPER NINTENDO

    Spider Man and the X-Men: Arcade's Revenge (1992)

    ARCADE

    X-Men (1992)

    X-Men vs. Street Fighter (1996)

    Marvel Super Heroes vs. Street Fighter (1997)

    Marvel vs. Capcom 2: New Age of Heroes (2000)

    GAMECUBE, PLAYSTATION 2, X-BOX

    X-Men Legends (2004)

    References

    Wikipedia - Cyclops (comics)

    Fighters Generation - Cyclops

    X-Men Hero: Cyclops

  12. Cool how the site's design matches OCR's color scheme. The character fades are a mystical touch, and it's refreshing to see three different Guiles for his theme and both ending variations. Also, spot of blood + playfully badass text = win.

    01 - Rock the Asphalt - By 0:11 there's something at every evenly carved-out niche in the beat, with random tighter fits later on. The guitar subtly rearranges the conservatively-noted intro, then co-ops with the buzzy synth that plays the second and more uplifting melody / chorus. Cymbals punctuate three out of four beats at this point. I was hoping for another buildup before the cymbal finish, but no matter, since this is, after all, an intro.

    02 - Prepare Yourself - HOT DAMN! The heroic trumpets, with an added note to the source, sound like they're announcing "HERE COMES A NEW-CHAL-LEN-GER~!" Then the buildup feels like it's scurrying for a hiding place, panning left and right. Hard to keep track of without those metronome-friendly samples beating away. Things get heavier and more frantic with the prospect of said challenger parading through the streets. By 0:35, when the piano comes in, every sample is clear. At the 0:26 - 0:28 iteration, I expected the last note to drop a tad, to mirror the 0:49 - 0:51 iteration. The last one, which reminds me of that pre-movie Tri-Star sigil tune (I think that's what it was), is the cliffhanger that seals my fighter's stance.

    03 - Wallstreet Monster - Clap-and-shaker-ish percussion intros into a set beat. The hollow flute maintains an open jungle vibe. Whatever that was, panned left at 0:58 and 2:11, diverted my attention from the action center stage. Then the bell lead, blending with others later on, creates flashy, sophisticated nightlife imagery. Didn't know Blanka was such a bon vivant. Fade out = Blanka retreating into the obscurity of the jungle. Repetitive cookie-cutter sections, but nevertheless rich.

    04 - I Don't Fight Boys - Sweet auralgasms. I can totally hear this during a live street performance of Chun Li showing off her gravity-defying Whirlwind Kick under the hot sun. This goes through so many different textures at a steady pace. Introing strings, as well as all other strings, sound crisp and jazzy, no matter what the company. Starting at 0:46, I picture this playing by the ocean, I don't know why. But it fits. Heh, there's even what sounds like an American ballgame organ at 3:04. I'm all over the breakdown at 4:37. The smooth gliding outro supplements it longingly.

    05 - New Mexican Thunderbird - I still remember when Shael said he'd more likely listen to this while driving away after having punched someone in the face. Fun times. Ever since his first WIP, Vurez has packed the soundfield on this puppy to the brim. Every second exudes wild west lore, from racing the runaway train on horseback (intro), cruising the plains (the bulk), even to the tumbleweed blowin' desert (2:52) and the final battle where the Indians race down the hill to meet the enemy. Yes, the samples (especially the trumpet, violin, and the chanty Indian voices) sound that realistic. Makes me wish all Native Americans could orate their legends like this.

    06 - Thank You, Dee Jay - This track stays with me after listening to the whole album. Classic Bronx Rican rapping, with some spicy and ethnic Spanish. Miss "thank you, Dee Jay" and the kazoo / blow horn add to the cheesy fun of this mix (not to mention the turntable squips / twists). 1:28 and 2:36 sound decisively Mexican with the classy bar piano. And is that a fight at 2:07? Heh, I guess it had to happen sometime this album. The crowd (2:56 - 3:14) compliments, rather than overshadows, the music. Ends a little suddenly though. (left) "Dee Jay!" (right) "Vamos Dee Jay!"

    07 - Tokyo Slapdown - That introing flute bleeds / is unfocused, but it works fine with the Japanese strings. I feel they could've had more elbow room to play with the melody before the DnB took over. From 0:15 on all I can think of is cars (doubly so 'cause of the name E. "Honda"). Sounds like a musical engine with screeching brakes not quite working in a parking garage. The opening synth makes tentative blending cameos, then changes its mind. Once in a while the bass, while murky, changes the notes it hits. After the Game Boy pops in around 2:00, the bass adds subtle melody changeups as well. Not the most adventurous track, but it allows the closure to maintain Japanese humbleness (E. Honda never strays far from his bath anyway).

    08 - Reaching for Nirudha - The best I could find out about "Nirudha" was that it's a Sanskrit word. Tell me the meaning of it and I'll come one step closer to enlightenment. A fire burns low and bright at the start. 0:38 introduces the long-limbed D-man to us, and 0:57 is a crafty, lower-key rearrangement, giving way to an emerging light flute. The more serious bridges between happy iterations feel like the perilous trials of a firewalk. 2:33 = tongue-tingling-tasty. No problems with the key change at the end. Overall, this holds its own unique ethnic urban beat, blending Middle Eastern percussion sticks and turntable-ish swerves, for example. I don't care if the percussion is mostly left on autopilot; the instruments mesh well into a nourishing, meditative Zen.

    09 - Guile's Mile Long Dong - First off, ballsy title ftw. Cute flute intro, soon diving into a double-time buzzcut beefiness. There's always another sample backing up and playing off of the lead, the role of which is passed like a baton between many synths. Halfway through, the melody goes into 4/4, with a third 5-note iteration preceding the normally-coming-third riff of Guile's theme. The guitar at 2:17, though a little subdued, has scope and diction. By the way, for some reason this mix sounds very Mega Man-ish (notwithstanding the fact that this is, after all, Capcom). And what do you know, just like the Mario Game Over chiptune at the end of Bombing Shade of Blue, so too does Trenthian wedge a Zelda Triforce cameo at the end. Sweetstuffs.

    10 - Communist Jungle - That throaty synth makes me wanna speak an alien language. Here we're treated to an additive mix, with a shaker, hi-hat, dirty DnB, cymbals, and a slew of jungle-creepy glides and vibes dispersed throughout. To compound our absent sense of direction comes the vodka-inebriated "It's like a jungle sometimes~!" and vaguely English subliminal messages later on (4:17 until the end especially, which suddenly makes it all new-agey).

    11 - Flying Heaven - Clear bass and koto lead. What follows is summed up best by djpretzel:

    Drums at 0'15" get progressively layered - this is a trick Andy knows well, layering kits upon kits for a thick, aggressive percussive presence, and he's only gotten better at it.

    zircon fills up the soundfield, fast enough to pump up our adrenaline, gradual enough for us to catch and keep up with, into the red meat of the mix that's more kick-in-the-teeth than punch-in-the-face attention-grabbing. I can envision Fei Long whupping his opponent using just kicks: Jago's combo-rific highs and lows, Mortal Kombat sweeps, Double Dragon knockouts, Liu Kang and Riptor's bicycle kicks, you name it. 1:36 is a respectable time-out for the unlucky challenger. Then at 1:58 he kicks it back into overdrive. Aw yeah.

    12 - Army Girl - High-as-hell-kicking Cammy enters on that rising and falling guitar sample, which sounds agreeable no matter how many other instruments play along. After its entrance comes a set of cooperating bass / shaker / whatnot synths, then another set. When that lead at 0:49 ebbs and flows, there's what sounds like a secondary percussive sample with some hypnotic reverb on it. The piano-carried melody I'm hearing around the middle has echoes of the WIP that myf rapped over. At 3:30+ there's some interesting chemistry happening between samples on all grounds (front, back, middle). I need a smoothie.

    13 - Made in U.S.A. - Just how many guitars are there? At least three, I think. They carry a dynamic arrangement, complete with emotive key changes and a segue into the latter chunk of Ken's theme at 2:17. 3:05 is needed for this kind of ongoing energy, an echoed-into silence amongst the surrounding noise. Drums vary up their beat at timely conjunctions while cymbals simply hit their metronome-timed marks. Everything sounds kinda muddy, as the instruments tend to bleed into each other. With some mastering though, each one can stand out and crispen up, and then this'll be ace tunage.

    14 - R U Overdrive - The commanding guitar and percussion duo makes the sunset on Ryu's stage an epic sensory indulgence. Personally, the tone flooded me with nostalgic days, when video games were all the world to me and I played them 'til the sun came down. Several times I thought the mix would end, when suddenly it came back full throttle, giving me another dose of nostalgia. My soul quivers with delight.

    15 - Mercenary Boxing - Balrog's life story, told in lights: a champion whose return no one believes at first (intro), revved up hopes at 0:14, entering the limelight at 0:28, flashbacks of growing up in the ghetto and fighting to survive, now fighting back tears around 1:20, and the departure of a legend from 4:00 on. I love that baseball-cracking synth at 0:15 and that unchecked pounding synth at 0:36 more so (must be the heads Balrog's busting). The backup strings sound somber and more realistic than the leading ones, but I'm not exactly concerned about strings' authenticity unless they throw the mood off (which, thankfully, they don't). As is, they detail a pretty emotive story.

    16 - Spittin' Narcissism - Ah, the infamous evil organ. Combined with the following strings meant for the royal and the noble, we get an idea just how evil and physically image-conscious Vega is. There's also a rattlesnake-ish shaker panned left, fancy-footwork bass, and a fun changeup at 1:42 with beat variations, dj scratches, and a now leading piano. Since Vega's ending is simply part of his theme repeated mercilessly, it lends itself well to rap. With the seasoned rappage he presents us with comes José's thesaurus-expanded usage for the word "beautiful." "I'm the most beautifulest thing in this world and I'm the reason this world exists." Can't get any more narcissistic than that.

    17 - Urban Uppercut - Ah, trance-y goodness carried on gusts of wind. Sagat's time signature is tamed into a more manageable 4/4. Very urban bass entering at 0:24. The constantly beating percussion, panned left and right throughout, is like an enveloping blanket. At 0:52 and 1:59, the lead synth fluctuates in volume too much for my tastes, but then steadies itself later. Cool how the guitar carries the theme after the breakdown beforehand (could be a little beefier though). 3:35-4:06 is like Equinox (SNES) in tone and dreamlike in nature. I could sleep to this section. But then things march back in line. I wonder, in this following section, if the main theme notes didn't fade out, what would the arrangement sound like over the airy vibes (every other 32 beats)? Does it even matter? Probably not. It's easy to drift away to this.

    18 - Tribute to the Master - I always imagined something grand and orchestral would suit the man in red, and it happens! Drums, trumpets, perilous flute, cymbal, and even a Thailand bell-standing synth get us started. Judicious arrangement planning, with original riffs leading around, to, and from classic sections, for example 0:52 - 1:13. Bison's on fire (or at least his hand is, and growing in power, in my mind) at 1:39, the electronica-heavy section. There's something about an electronica + orchestral fusion that makes for tasty ear candy. It presents the dictator's image as more "bow down to me" than "I'll make my opponents bleed," but that cymbal-ic finish exemplifies both aspects at once.

    19 - Murder Instinct - Rygar first came to mind with the dirty synth + string intro. Heavy guitar compounds the theme every so often (0:23 and 0:36 for instance), and gets my heart pounding without getting repetitive. Reverb in this mix gives me the impression of Gouki's purple trailing figure entrance. At 1:46, I'm standing in a barren wasteland that gives every indication Akuma rampaged here. His theme echoes across the land, almost threatening that he'll jump in and pummel me like he did Bison. The strings and airy synths put me in mind of the "heaven" kanji on the back of his shirt, a reminder of his deadly, divine power. At the end he disappears in a fancy flash of light, into another dimension... doomsday is averted, at least for now.

    20 - Home at Last - Much like Reaching for Nirudha, but with a more selective array of synths and a more playful beat. The flute plays a touch more of Dhalsim's theme before the end. Ouch, cut-off. But nothing a little editing can't fix.

    21 - Blood on the Asphalt (Richter + Shael Riley) - My, how you've grown. Happy to hear the chewy synth and croaking synth again, as well as the driving drums and cymbals. I hear Guile's ending better here than ever before (best around the 2-minute mark). This mix has gone through five or so updates, changing things like the key the music played in, volume, and even singing pitches. The emotion's all over the place. I hear (at least I think I hear) drunken lethargy, desperation for answers, and a hint of sorrow overall. Some more flow between sections, i.e. living the contextual moment to grow from one emotion to the next, would leave a greater impact. Or, if the sections are supposed to be abruptly different, it would add to the notion that Guile tried to drink himself numb ("...before I hit the bar") to the drastic memories of his friend's last moments. Poor guy. After the first "blood on the asphalt" iteration, it sounds like the beat lags or fluctuates more than once. Also, I noticed quieter lyrical sections (2:27, 3:21) had the sole bass beating away, and the louder singing (3:00) had a new beat set to go with it. Vocals this time, btw, are CLEAR. Congrats, Shael.

    22 - Blood on the Asphalt (Aetherius) - Popping percussion, playful piano, background whirls, and warpy sounds make for trippy territory. With the outset of the "breathing" lyrics, the tone and subject are subtly changed from revenge to feelings of ennui and despair. There are more liberties with singing not solely in clear-cut sections, but over and above them as well. The extra "and on and on" at 0:51 just works. 2:02 is an example of dropping pitches, fit for "soon I will be gone." At 3:00 there are higher pitches that fall and rise again, like riding waves. At the crossroads (4:15), the vocals clash rather than synergize. If they were in a foreign language I'd probably enjoy it without having to try to translate it. (I can't understand all the words anyway.)

    23 - Hi, Score! - Nice to listen to you again, too. You haven't changed a bit. Guess you were done before I commented on you months ago...

    Tastes more like candy than beef (sweet without the meat). I wanna mildly poke someone rather than punch 'em in the face. Is this maybe one of the tracks in the project meant to serve as an ear break (no joke intended), like a timeout in the workout where the bodybuilder towels off and drinks from his water bottle before lifting the next set of weights? (That'd work for Here Comes a New Challenger...)

    I instantly recognized the rising arpeggio that is Ranking.spc, and I like how it's slowed, lingering, and upped another ante. Good start for a minimal source material. But the use of the xylophone-ish synth makes me feel like I'm solving a timed puzzle. Maybe this is more a challenge to my brains than my brawn.

    0:17 is awesome, though I think you can give the drums and cymbal more space to jam beforehand. 0:52 is leaving me dumbfounded (so quiet all of a sudden without a build back into the music). And I'm not sure what to make of that buzzy bass. Any louder and it'll put me in mind of Frogger or some non-fighting arcade game; any quieter and there'd be no bass.

    At the very end (2:02+), I think you can add 8 more notes to the existing 8, to help the whole thing rise another notch.

    So yeah... that's my two cents.

    Oh man. That feedback was totally sweet. Thanks!

    24 - Ending Credits Mix - I can tell this was mastered via +volume. However I think it highlighted some weak spots. The lead doesn't quite... lead. It feels like it's fighting with the relentless percussion for dominance. I do hear holdups (intro) and breakdowns (1:27), but everywhere else the lead suffocates - and so do I. Not all samples are clear-cut. Also, what's up with the piercing shots? Clipping issues? This could use some more mastering overall (not to mention on that midi-like note at the end).

    25 - Hadoken Mix - No, I didn't find the Easter Egg via clicking or even viewing the source, but I heard it the many times it was "finished." I remember ongoing percussion, Ryu's "Hadoken!" repeated, replaced, and added to by other Ryu-isms with mind-numbing repetition. This was never my cup of tea.

    Now, where are the mixer's mugshots? Is that another Easter Egg? And what happened to the scratching / fading into each track progressively by DjSammyG? Or the urban wedding theme (Ken's ending)? I guess some ideas had to be scrapped to meet the project release date.

    And I kinda miss myf's version of Cammy's stage.

    Me too.

    I ain't need a bitch life growing up young

    Never knowin' if your next day is your last one

    And everybody, yeah, lookin' for tension

    Gotta be the best if you wanna get some

    Blond haired girl, tragical past

    With a glin' in her eyes, what a mystical laugh

    From the moment she saw me I hoped it would last

    Coming from a girl that could kick my ass

    But I stepped too fast, I moved too soon

    I told her I loved her alone in my room

    Broke down cryin', I had made a mistake

    Seein' that I didn't realize what was at stake

    Her name was Cammy, London born and raised

    She was runnin' from some Shadoloo thugs afraid

    I saw stars and tears and it changed my world

    'Cause now I was in love with the Street Fightin' girl

    ;)

    Anyway, kudos Shael, Malcos, and gang.

  13. Dhalsim

    Capcom

    1991

    ocr4_mascot83.jpg

    Bio

    Clad in a cloth skirt, the lean, lanky Dhalsim is a seasoned Street Fighter from India. He sharpens his mind through meditation and stays in shape with yoga, giving him an edge of control in battles. A peaceful man, Dhalsim does not kill his opponents. His necklace links skulls of children who've died in a plague, and so every rupee earned in his fights goes to benefit the poor in his village.

    With an elephant-flanked shrine for a battleground, Dhalsim bests his opponents more through patient defense than all-out offense. Most notable is his tact for throwing punches and kicks from across the screen, thanks to his stretchy limbs. In the air, Dhalsim can execute the Yoga Spear, a stiff-bodied, angled, spinning drive (feet first or head first) into his opponents, leaving them open for his sliding kick or more stretchy hits. If need be, he'll retreat by teleporting. And further tapping into his yoga training, he can breathe fire, far or close, small or large, fleeting or lasting; Yoga Fire and Yoga Flame respectively.

    Quote: "Now you've realized the inner mysteries of yoga!"

    Selected Game Appearances

    ARCADE

    Street Fighter II: The World Warrior (1991)

    Super Street Fighter II: The New Challengers (1993)

    Marvel Super Heroes vs. Street Fighter (1997)

    PLAYSTATION, SEGA SATURN

    Street Fighter Alpha 2 (1996)

    DREAMCAST, PLAYSTATION 2

    Capcom vs. SNK 2: Mark of the Millennium 2001 (2001)

    References

    Wikipedia - Dhalsim

    Fighters Generation - Dhalsim

    Street Fighter II Turbo: Hyper Fighting Game Manual (SNES)

    Street Fighter Organization

    ----------

    'K, I'll now try my hand at The Hulk and Cyclops (108 & 109).

  14. Aya Brea

    Square

    1998

    ocr4_mascot52.jpg

    Bio

    Aya Brea is a headstrong New York police detective of the 17th Precinct with Asian and Caucasian parentage. She received a cornea transplant from her twin sister Maya, who died in a car crash with their mother years ago. And with no knowledge of where her father is, her partner, Daniel Dollis, and his son, Ben, act as surrogate family for her.

    Resplendent in her evening gown, Aya watches an opera in Carnegie Hall on Christmas Eve. The busty actress, Melissa Pearce, holds the audience captive with her solo. Suddenly, one after another, people burst into flames onstage and in every row and balcony, leaving only Aya - and the lead actress. No longer is she Melissa Pearce, but an entity calling herself "Eve." The case is on.

    Inspired by the science fiction horror novel by Hideaki Sena, Parasite Eve uses the science and hypothetical history of mitochondria (energy transferrers in cells) to drive the story. Why doesn't Aya spontaneously combust when Eve awakens? What functions do each of Eve's seedy mutations have? And why does Aya feel similar powers awakening within her? Toting a gun in one hand and her colleagues' increasingly shocking mitochondrial findings in the other, the rookie sets out to destroy the mother of all mutations before her offspring overrun Manhattan.

    Quote: "I know you want to live... After all, you've just been born. But, I want to live too, just like every human being!"

    Selected Game Appearances

    PLAYSTATION

    Parasite Eve (1998)

    Parasite Eve II (1999)

    References

    Wikipedia - Aya Brea

    Parasite Eve Game Manual (PS)

    Parasite Eve Headquarters

  15. Moogle

    Square

    1990

    ocr4_mascot24.jpg

    Bio

    Populating the Final Fantasy series like Chocobos, Cids, and airships, Moogles are a cute and versatile Squaresoft stamp. Called Mogli (or Mog) in Japan, they are easily spotted by their white fur, teddy bear-like stature, bat wings (which come in red, pink, or purple), and pom-pom antenna. Moogles first appeared in Final Fantasy III for the Famicom, bodyguards to a scrooge-y wizard named Dorga. Since then they've branched out into other roles of Squaredom.

    In Secret of Mana, Moogles live in the foresty Upperland, their village overrun by Spring Beak, a tall-legged jumping bird-boss. Certain enemies can "Moogle" a party member, transforming them into one of the helpless little critters. Conversely, they wield a crazy assortment of weaponry in Final Fantasy VI. Led by Mog, the only one who can speak English (and the poster Moogle of the game), they protect Terra from a monster onslaught. Mog can later join the party and add dangerous dance steps to the battlefield. Cait Sith rides a beastly Moogle in Final Fantasy VII. One Moogle holds an air bubble chalice in a one-player game of Final Fantasy: Crystal Chronicles. Another delivers mail to traveling caravans from home.

    And so Moogles continue to pop up.

    Quote: "Kupo!"

    Selected Game Appearances

    NINTENDO

    Final Fantasy III (1990)

    SUPER NINTENDO

    Secret of Mana (1993)

    Final Fantasy VI (1994)

    PLAYSTATION

    Final Fantasy VII (1997)

    PLAYSTATION 2

    Kingdom Hearts (2002)

    GAMECUBE

    Final Fantasy: Crystal Chronicles (2003)

    References

    Wikipedia - Moogle

    Final Fantasy Compendium - Moogle

    Video Game Character Adaptations - Mog

  16. ...randomly sarcastic lone wolf who can't even dance.

    Lol! Pun or not?

    A play on Squall's awkward dance steps with Rinoa at the SeeD graduation ceremony. At one point Squall turns on his heel, acting all fed up, and Rinoa drags him back. He even bumps into other dancers, much to their annoyance and his chagrin. Classic.

    ----------

    Jago

    Rare (developer) / Nintendo, Midway (publishers)

    1994

    ocr4_mascot113.jpg

    Bio

    In the Killer Instinct tournament, some challengers fight for fame and fortune, others for their lives and freedom. Jago, a Tibetan monk, seeks spiritual purity and enlightenment. Guided by the Tiger Spirit through meditation, he is ordered to destroy the evil that lurks within the tournament. At his disposal are a Street Fighter Ryu-esque collection of special moves: the Endokyuken, a yellow-green fireball with which Jago fries his foes from afar; the Tiger Fury, a flying uppercut that knocks back a large or aggressively jumping-in opponent; the Wind Kick, a horizontal jump-kick with the heel; and the Laser Sword, Jago's trusty blade.

    Controlling the tournament is Ultratech, the mega-corporation that ousts all competing corporations through weapon proliferation. Meeting the challengers are some of Ultratech's experiments, successful and failed: Fulgore, the combative cyborg; Riptor, the gene-spliced velociraptor; even Cinder, the man of living flame. Rare's three-dimensional rotating graphics, combined with an automatic combo system (set button inputs tallying successive hits), made Killer Instinct a revolutionary arcade fighter.

    Quote: "ENDOKYUKEN!"

    Selected Game Appearances

    ARCADE

    Killer Instinct (1994)

    Killer Instinct 2 (1995)

    NINTENDO 64

    Killer Instinct Gold (1996)

    References

    Wikipedia - Killer Instinct

    Fighters Generation - Jago

    Killer Instinct Game Manual (SNES)

  17. Squall Leonhart

    Square

    1999

    ocr4_mascot68.jpg

    Bio

    Sporting a fur-trimmed leather jacket, a gunblade on his shoulder, Squall Leonhart is a leader in the mercenary force known as SeeD, trained at Balamb Garden, a military academy. Taciturn but selective in his words, reluctant though loyal to his contracts, Squall is an emotionally complex introvert. As such, he's often misunderstood or trumped by those he works with.

    Seifer Almasy is the only other student who can wield a gunblade effectively. During a training duel, he and Squall scar each other's faces, cementing their rivalry throughout the game. Meanwhile, Squall's instructor, Quistis Trepe, struggles to hold a trivial conversation with him, so much that she completes his sentences on occasion. And Rinoa Heartilly, a member of a resistance group called the Forest Owls, has an even harder time dealing with this moody, withdrawn, blunt, and randomly sarcastic lone wolf who can't even dance.

    Squall's interactions with the supporting characters add a depth of realism to Final Fantasy VIII and help to advance the story. The Sorceress Edea has taken control of the Galbadian army and seeks world domination. To stop her, Squall must first explore the meaning of his dreams about a journalist named Laguna Loire, his past, and his feelings for those he leads... including a growing romance with Rinoa.

    Quote: "As long as you don't get your hopes up, you can take anything... you feel less pain."

    Selected Game Appearances

    PLAYSTATION

    Final Fantasy VIII (1999)

    PLAYSTATION 2

    Kingdom Hearts (2002)

    Itadaki Street Special (2004)

    Kingdom Hearts 2 (2005)

    References

    Wikipedia - Squall Leonhart

    Video Game Character Adaptations - Squall Leonhart

    Final Fantasy VIII Game Manual (PC)

    ----------

    Also, dibs on Jago (#113).

  18. ^ Now that's a powerful intro. I can read JT's pain, resilience, fighting versatility, and hope-filled spirit in just a few lines. I wish to learn more.

    And way to shed some light on spoiler practicality, Coop. I'm sorry if I misled you at first. I realized in Ukyo's bio, I'm "spoiling" the fact that he doesn't find the perfect flower for his love, and in Sagat's bio, I'm revealing that Ryu wins the world's strongest title from him, which, as you say, is giving away the ending to the first game. And considering that there's subsequent and more popular titles in both series, there's no point in limiting the scope to the first one.

    So let me try again... In general, if there's a story plateau, i.e. a character's ultimate goal that transcends the series (like if Jon Talbain will forever search for a cure to his curse, or if it's Lilith and Morrigan's fate to fuse back together no matter what), then that's cool. You can write that in. Just don't reveal whether he / she actually attains that goal or fails at the very very end. That part you can leave open. Everything else - crucial turning points, new objectives - succinctify objectively and engagingly, like you did above.

    Btw, if JT's "sidequest" of overcoming / understanding his shadow directly affects his character for the future, I think you can put it back in the bio. (Though we may need Dafydd's opinion on it...)

  19. We no doubt can tell you're an avid Darkstalkers gamer, Coop, so it's natural you would provide us with bundles of info on it. Some of Dafydd's concerns focus on paring down what you have.

    3. The purpose of the bio pages is merely to introduce characters to people to whom they are largely unknown, not to provide all the information there is about them.

    Your stories are engaging, like reading a novel. I love that cliffhanger question at the end of Jon Talbain's, as well as "But you can't keep an undead rocker down" in Lord Raptor's. Now the idea is to keep all bios succinct. Tighten up the word count so readers won't be all like "tl;dr" and pass up these unique characters.

    4. Also, try to write bios so that they don't contain "spoilers", i.e. revealing things that are supposed to be found out during gameplay. An extreme spoiler would be revealing the main character's death at the end of the game, or the likes.

    If there was a Darkstalkers thread in GenDisc and some posters have just started playing the first in the series, it might break their hearts to hear that Lilith fuses with Morrigan or that Hsien-Ko and her sister awaken from a nightmare. Jon Talbain's recurring lycanthropy after beating Pyron reminds me of "bad" endings for other arcade fighters. They leave me uncaring about the character's efforts and encounters along the way. I'm not even a Samurai Shodown fan and I was disappointed to learn what happens to Ukyo at the ends of some of those games, which I left out of his bio.

    Looking at the number of titles in this series, I'd guess the storyline is ongoing, with no two endings alike for at least one lead protagonist (Morrigan?). The situation at the start of each major game, the character's mindset, the steps needed to reach his / her goals, I'd count as legit, personally. Jedah's story is the only one I feel has an open end to it, whereby it's clear what he must do, but doesn't reveal whether he becomes the ultimate savior, or is bested by some upstart.

    6. Bios need not mention or describe every single game a character has appeared or starred in, unless that game has one or several remixes here on OCR. All such games are to be listed at the end of the bio, and each game name is to be a link that takes whoever clicks it directly to that game's OCR page.

    Good job linking to specific Wikipedia articles on all the characters. Do that for IGN, Gamefaqs, and Mobygames highlights too, like:

    IGN - Darkstalkers: The Night Warriors Review

    Gamefaqs - Darkstalkers

    Mobygames - Darkstalkers series

    and if you want, Darkstalkers game manuals

    As for listing the characters' games, the more notable titles would suffice, like the first, the very latest, and two or three popular intermediates. Listing every Mario game (or appearance) borders on insane, which is why it was avoided.

    Thanks for your time.

  20. Sagat

    Capcom

    1987

    ocr4_mascot99.jpg

    Bio

    The bald, hulking Sagat wears no more than an eyepatch, a pair of trunks, and tape wrapped around his knuckles and soles, and is a master of Muay Thai kickboxing. In the first Street Fighter, he is the last boss to be fought, right after Adon, another Muay Thai kickboxer. Sagat defended the world's strongest title from one Go Hibiki, who cost him the use of his right eye. But another challenger, Ryu, unleashed a desperate Shoryuken (Dragon Punch) on Sagat, scarring his chest and seizing the title from him.

    Enraged, Sagat trained with thoughts of vengeance emanating from his scar, going so far as to make Ryu's moves his own. His high and low Tiger Shots are his version of Ryu's Hadouken, and his Tiger Uppercut mirrors the Shoryuken. He also executes a gut-clenching Tiger Knee, which can pass through projectiles. Combined with his height and long reach, Sagat is one intimidating Street Fighter.

    Sagat's fighting qualities catch the attention of M. Bison, leader of the Shadoloo crime organization. He grants the former world champion the position of bodyguard and, when the second World Warrior tournament beings, a chance for a rematch with Ryu. The only rematch Sagat accepts is an honorable fight to the death...

    Quote: "You are not a warrior, you are a beginner."

    Selected Game Appearances

    ARCADE

    Street Fighter (1987)

    Street Fighter II: The World Warrior (1991)

    Street Fighter II: Champion Edition (1992)

    Street Fighter Alpha 2 (1996)

    PLAYSTATION 2

    Street Fighter EX 3 (2000)

    NEO-GEO

    SVC Chaos: SNK vs. Capcom (2003)

    References

    Wikipedia - Sagat

    Fighters Generation - Sagat

    Street Fighter II Turbo: Hyper Fighting Game Manual (SNES)

    Street Fighter Organization

  21. Working Designs is the U.S. publisher. Though I suppose it would help to credit all companies, website or no website, that had a part in the game's pimping over time, not just the initial inception. Some people associate Lunar with Working Designs anyhow, what with its American release. Fine by me.

    And yeah, quite a few game company sites are in Japanese, so a little (JPN) heads-up would suffice.

    Re the dibs system, I call Sagat next. One week or less. So mote it be!

  22. Rock! I like how those songs don't waste any dead space on loop. Thanks Dafydd! :)

    ----------

    Nall

    Game Arts (Japan) (developer) / Working Designs (publisher)

    1992

    ocr4_mascot29.jpg

    Bio

    When the Mega CD hit American shores under the name of Sega CD, sales looked initially grim. The disc-based addendum to the Sega Genesis offered few capabilities, and indeed few memorable titles, for its high price, until Game Arts spun its reputation around with the release of Lunar: The Silver Star. Showcasing anime-style cut scenes, a rich soundtrack, and a plethora of new gameplay elements, Lunar wowed RPG aficionados enough to spawn incrementally enhanced re-releases in later years to perfect the classic down to every detail.

    The story itself revolves around a boy named Alex who aspires to become a Dragonmaster, like his hero, Dyne. One of his friends accompanying him on his adventure is Nall, a catlike, winged dragon who has grown up with Alex since the day a stranger gave Nall to Alex's father. At that time Alex was a small child, and so the boy-dragon pair have developed a brotherly bond over the years. Nall isn't afraid to speak his mind, laden with sarcastic gibes, American cultural quips, cat-in-a-wet-sack mood swings, and other nonsense. But for all the trouble he causes Alex (and the other heroes), he offers practical information and valuable insight along the way.

    Nall comments on what the player finds in a treasure chest, on a shelf, in the middle of the path... anywhere. In addition to the RPG-earmarked ATTACK and RUN commands in battle, the NALL command lets the player know what enemies are attacking and what your chances for success are. While the dragon himself doesn't fight, he can revive a fallen party member with an urgent "Get back on your feet!" And to further add to his role of mentor / overseer, Nall SAVEs and LOADs the game, checks the ORDER (formation) of the party, and can DROP any unwanted items from the inventory.

    Quote: "Coming through, old man... lovely scent by the way! Is that Eau de Cheap Whiskey?"

    Selected Game Appearances

    SEGA CD

    Lunar: The Silver Star (1992)

    SEGA SATURN

    Lunar: Silver Star Story (1996)

    PLAYSTATION

    Lunar: Silver Star Story Complete (1999)

    GAME BOY ADVANCE

    Lunar Legend (2001)

    References

    Wikipedia - Lunar: The Silver Star

    RPGClassics - Lunar: The Silver Star

    Lunar: The Silver Star Game Manual (Sega CD)

    ----------

    I should mention that on the Lunar mixes page, the developer is recorded as Working Designs, year 1993, which is the North American release. Above, I wrote Game Arts, year 1992 as the earlier release, in Japan. Is this going to cause unwanted confusion? Which do you think is the more accurate publisher / developer / year release?

  23. That missing 'w' will remain a mystery... oh, and you listed the same url for ToeJam & Earl Productions, Inc. and the creators' site (www.tjande.com). Other than that, never knew the game was so into funk. Cool.

    ----------

    Servbots

    Capcom

    1997

    ocr4_mascot116.jpg

    Bio

    Lego-like in appearance, Servbots are the comically clumsy yet indestructible henchmen created by Tron Bonne, a pirate in Mega Man Legends. There are forty Servbots in total, each with their own unique personality, though they do share the high-pitched vocals of children.

    As their name implies, Servbots are servant robots. They are programmed to work together, whether it's cooking and cleaning aboard the Gesellschaft (the Bonnes' airship) or controlling tanks and uberconceptualized robotic giants in battle. They're also seen rescuing Bonnes who've met disaster at Mega Man's arm cannon.

    Tron loves them all the way a real mother would: scolding them when they botch up a task, praising and rewarding them when they get it right. As such, Tron and her Servbots are extremely popular characters in Mega Man Legends. Tron becomes a playable character in Marvel vs. Capcom 2, the Servbots punctuating her attacks, and their relationship is explored further in The Misadventures of Tron Bonne.

    Quote: "Yay! Yay! She thanked us! Three cheers for Miss Tron!"

    Selected Game Appearances

    PLAYSTATION

    Mega Man Legends (1997)

    The Misadventures of Tron Bonne (1999)

    Mega Man Legends 2 (2000)

    NINTENDO 64

    Mega Man 64 (2000)

    ARCADE, DREAMCAST

    Marvel vs. Capcom 2: New Age of Heroes (2000)

    References

    Wikipedia - Servbot

    Fighters Generation - Servbot

    Mega Man Legends Station

    Mega Man Legends Universe

  24. Ukyo Tachibana

    SNK

    1993

    ocr4_mascot11.jpg

    Bio

    Ukyo Tachibana is a lone samurai with a simple-minded passion to keep those he loves safe. As much of a heartthrob he is with the ladies, only one woman, Kei Odagiri, looks past his blue hair and sees his solemn nature. It is this understanding that wins Ukyo's heart, and he seeks to win hers with a gift: the perfect flower.

    Inevitably, battles come between the samurai and his quest. Ukyo faces away from his opponent, a stance and secretive style which plays on the blindness of the Japanese film character Zatoichi. He quickly draws and sheaths his blade more than he strikes with it, and his attacks, with names like Concealed Sabre Swallow Swipe and Ghostly Dashing Slice, bear an element of swift surprise in them.

    But Ukyo's time is limited. Stricken with tuberculosis, he coughs up blood before and after battles. Could finding the perfect flower be more trouble than it's worth?

    Quote: "The moment I drew my sword, the fight was over. Ho-hum."

    Selected Game Appearances

    NEO-GEO

    Samurai Shodown (1993)

    Samurai Shodown II (1994)

    Samurai Shodown III (1995)

    ARCADE

    Samurai Shodown 64 (1997)

    PLAYSTATION

    Samurai Shodown: Warriors Rage (1999)

    References

    Wikipedia - Ukyo Tachibana

    Samurai Shodown Official Website - Ukyo Tachibana

    Fighters Generation - Ukyo Tachibana

    Blue Spirit: Ukyo Tachibana

    Samurai Shodown Game Manual (SNES)

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