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Q&A: Backbone's Sirlin Talks Remixing  Street Fighter II
Q&A: Backbone's Sirlin Talks Remixing Street Fighter II
April 16, 2008 | By Brandon Sheffield

April 16, 2008 | By Brandon Sheffield
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There are many notable questions to be asked on Super Street Fighter II Turbo HD Remix, one of Japanese-headquartered publisher Capcom's most high profile developments right now.

The game - which is a hi-def re-imagining of the classic Street Fighter II with both original and remixed gameplay modes - will launch for digital download on Xbox Live Arcade and PlayStation Network in the near future.

In this interview, Backbone Entertainment lead designer and competitive SFII player David Sirlin talks with Gamasutra about the design decisions he has implemented in working with Capcom on the game and why - arguing that accessibility is possible without damaging high-level play.

[NOTE: This interview goes quite some way into specifics. If you want to know something about more advanced tactics for the franchise to orient yourself, then Sirlin's tutorial videos from the earlier Capcom Classics Collection 2 are a useful starting point. In addition, he has written a series of articles for Capcom.com about tuning individual characters for the upcoming Remix title.]

Youíre doing a lot of tuning with Super Street Fighter II Turbo HD Remix, and I know youíve written articles about it, but still: why simplify it?

David Sirlin: Thereís been a lot of reporting that the game was dumbed down or something, but I think people are off base there. The changes that make the moves easier to do, do not really affect high-level tournament play at all. Thereís a couple of cases where the move changes really do affect it, and Iíve changed the properties of the moves to compensate, but in most of the cases, it doesnít really affect the balance.

People maybe think it does, but itís making no change at the high-level play, and at low-level, itís giving people a chance to experience more of the game. If youíre stuck at the level of, ďI canít do Cammyís Hooligan Throw,Ē then youíre not really playing Cammy and not really playing the game or feeling the strategy.

I want to get you past the beginner phase into the intermediate phase, where you get the strategy and the fun. So thatís the idea -- donít mess up the high-level play, but get the beginners to the intermediate stage faster.

I remember when I first played Street Fighter II; there was definitely a bar that you had to pass before you could even figure out what was happening in the game. There was some complexity that kept people out: how can you really communicate this to people?

DS: Itís really pretty straightforward actually. With Cammy, say, you give any player Cammy and her new Hooligan Throw command, where she flies through the air and throws you, is a quarter-triple towards, and then punch, like a fireball, they do it all the time.

Itís just immediately obvious that theyíre able to do all her moves when they couldnít before. Even I couldnít before. I didnít really play Cammy before HD Remix, so thatís one of the reasons I probably steered clear of her, even the experts canít do the original motion every time.

It doesnít seem to me that lowering the barrier of the move complexity is changing the strategy too much, because really, youíre just using the right move at the right time; itís all about timing and strategy rather than complexity of input, right?

DS: Thatís right. Thereís still a lot of nuances of timing. One developer I worked with during the project, at one point said, that Cammyís Dragon Punch move -- call it a thrust kick or cannon spike depending on who you ask -- is too good and has too high a priority. That was the claim.

I was playing as Cammy at the time, and he was playing as Fei Long, and later we switched characters so I was playing as Fei Long, and he said that Fei Longís Flame Kick has too much priority, itís like his Dragon Punch.

The thing is, the priority on these moves is actually about the same; I donít have the frame stats off the top of my head, but I have a feeling that both of them are invulnerable for a certain amount of time, and both of them become vulnerable later.

Itís really about, did you do yours a little bit before mine or a little bit after? Itís all about those nuances in timing, and weíll deliver there just as much as ever.

How do you balance the priority of these moves? Excel spreadsheets?

DS: [Laughs] Well, maybe itís not as you imagined. Of course I have access to all of the hit box data which is tables and tables of numbers, and all the formulas and equations of how the trajectory is computed, so you could say I have access -- theyíre not in spreadsheets -- but I have access to all this data and I must use some kind of analysis and some formula to come up with what to do, but itís really not to do with that.

My biggest secret is that, even though I have a math degree from MIT, itís not about math at all. If I was going to make a fighting game from scratch, starting with nothing, thereíd be a tiny bit of math to make sure that, if you make them block a move, you canít block it again to prevent infinite loops, so thereís already a little bit of maths done for me in Super Street Fighter, but when it comes to things like, should this guyís priority be a little bit better or not?

Itís just this holistic approach. We know the results from all these tournaments from all these years, and itís just having an intuition of what a tweak is going to do.

So for Fei Long, for example, heís invulnerable for a certain amount of time, and then heís vulnerable. Some people suggested he should be invulnerable for a greater amount of time. Now, I donít need a spreadsheet to tell me thatís a good idea or not. I just know that his Dragon Punch is pretty much effective as it is, and thatís not the reason he loses matches. So, when I look at expert players try to play Fei Long and try to be successful with him, itís just that they cannot get in, canít get close enough, and once they do, he has a lot of options and a lot of ways to deal damage.

There needs to be a trade-off, it needs to be kind of hard, but not as hard as it currently is. So I have to look at things and ask, what can I do to let him get in a little more easily? One example is that he has a flying kick where he flies through the air as one of his special moves. Itís really hard to do before, we made it much easier to do.

I made the small version of that -- thereís three versions, small, medium, and large -- I made the small version be able to go through fireballs at the beginning. So thatís one more option he needs to get in. The opponent can counter it by just backing up and sweeping, but he didnít have any really good options. So itís a feel, itís intuition.

Have you talked to any of the original team to see what they think?

DS: I have not. Most of them do not work at Capcom. I did say hello to [Yoshiki] Okamoto. I spoke to him briefly, but heís really moved on from Street Fighter and didnít have anything to say.

Have you had the ability to put anything extra in? Such as dashing?

DS: What you have to understand is that itís technically very hard to make a lot of these changes, so a lot of the changes are bound by what we can reasonably do in a certain amount of time. Changes to sizes of hit box, which affects the priority of moves -- they take me a while to do, but I can definitely do them. Anywhere thatís needed, I can put in the time to get it done, without relying on other programmers or anything.

Things that have to do with the trajectory of how things fly through the air, I can actually affect those too myself. Changing frame-stats, like how quickly a move starts out or how it recovers at the end -- this is actually a strange thing, but if I want to change it, thereís a certain threshold where if I want to change it too much, everything breaks and I need a programmer, but if I want to change it a fair amount, I can do it myself.

But youíre asking about really new moves, and Ryuís Fake Fireball is an example of a new move -- of course, it uses the graphics of the old move -- but I needed a programmer to implement that because itís actually pretty complicated assembly code. And we gave Bison a new fake slide, actually, which is similar in that it required a programmer to code that. So, most of the changes Iíve been able to do involve those first things I talked about; starting, recoveries or trajectories.

That gives a lot of the old moves -- they feel like new moves. For example Blankaís Rainbow Roll, where he hops back and then rolls diagonally forward, it was so slow it was completely worthless, and now itís very good, so it feels like you have a new move in your repertoire even though itís using the same graphics.

It sounds to me like a lot of the changes are in order to combat the fact that for some characters there is no way to get close fast.

DS: Fireballs are really powerful in this game -- more so than other Street Fighters -- and I actually think thatís a really good feature, one of the things thatís a characteristic of what makes the Street Fighter II series what it is, so I really donít want people to think I want to nerf fireballs and have them be worthless. Itís really that theyíre too much: theyíre a ten out of ten and really they should be an eight out of ten, and they should be dialled-back a little bit.

So, yeah, Fei Long was an example where his short Flying Kick can now go through fireballs. Cammyís Spinning Backfist? That move could go through fireballs in Super Street Fighter II, but not in Super Turbo. But I gave it back that ability to go through fireballs. But itís kind of slow, though, itís not really overpowering, so itís just an option instead of no options.

Is there any major thing you would have added if you had the time or the resources?

DS: Off the top of my head, itís hard to answer this, but there were a lot of times where we felt a character needed something to balance them, and if only we could think of a new move. T-Hawk was one of those. But we were able to find solutions with what we had. So, yeah, it would have been nice and maybe easier to add more moves, or to add another character, but thatís technically very hard and was not scheduled for our project.

So nothing like a dash, or counters?

DS: I guess I never really considered that. I guess I thought it would be too radical of a change. If someone said, hey, make some new Street Fighter, then maybe, yeah, I would consider that, but this is supposed to be based on Super Turbo.

How often did you feel, ďOh, I canít change this because it will break peopleís ideas about SFIIĒ?

DS: There were a few of these things -- just trying to remember what they were.

Balrogís one of the best characters in the game, and my balancing tricks here donít work too well on him, because a lot of my tricks are: take a move that is not really used or doesnít do much, and then really improve it so it feels like you have a new move. So Balrog already is really good and all of his moves are really good, so what am I supposed to do?

One solution is to add a new move that is just for fun and doesnít do a lot, and we spent a lot of time thinking about that and maybe trying to do it. Another solution is to just leave him, because he is what he is. Another solution is to change him around a lot, you could say for the sake of it.

But I mean, I could change the commands of his moves, make his headbutt not go through fireballs, make the turn-punch go through fireballs, and the sum total of these changes give you a really different Balrog experience. It might be more fun, but thatís one case where I was just too afraid to do it. Heís just a really dominant character in that game, everybody knows him and has had to fight against him forever.

If I really changed him around, people would not understand: Why am I doing that? Why am I making these changes? So thatís a case where I think Iíll back off and go to how the game was originally. One more thing is -- a big issue is the length of time you have to do a reversal attack.

So you get knocked down and then the opponent is sticking his move out as you get up, and you want to do a Dragon Punch right when you get up, but you have a really short amount of time to do that Dragon Punch -- I think itís one frame, I haven't actually looked, but Iím sure itís 1/60th of a second. So people suggested we increase that time to two or three frames -- double or triple the length of the window. On the one hand Iím in favor of that because itís sort of artificially difficult.

If you look at Dead Or Alive or any of those other games, if you get knocked down, you have a full second to do your rising kick as you wake up, but in Street Fighter, itís super-hard. But, if I were to make that change, it has all sorts of ripple effects throughout the entire game -- it would change everything, a lot of it would be bad, and even though I would like the game to be easier in that way, it would have required so many counter changes, the whole thing would maybe not be Street Fighter II anymore. It would be a ton of work and risky, so thatís a point where itís probably best to just be left alone on this project.

It sounds small, but the reason it has such an effect so large is because if you made it really easy to do those wake-up attacks, it would shift the whole balance of how good is attacking against a guy whoís knocked down. And in Street Fighter II, the answer is, really, really good.

If you can knock a guy down, even if the knock down didnít give you any damage, youíd still do it because it gives you a positional advantage, and you can play guessing games with a knockdown guy and theyíre all in your favor because itís so hard to reverse. And for better or worse, itís balanced around that, so if we made this change, it would really improve defense -- but itís better to have a good offense. The gameís more fun on offense.

Characters look a little thicker -- has that affected the hit boxes of the characters?

DS: The hit boxes are the same; Iím not changing the hit boxes to match the art. If you perceive that the new art looks kind of different, a lot of that is coming from you playing the widescreen mode, and the widescreen mode zooms in, but it doesnít change the aspect ratio, and it does mess with your head a little bit.

We could actually show you the widescreen mode with the old art, and then youíd see itís actually not that far off. Itís pretty close. Yes, some characters are more beefy -- Sagat especially, was very skinny in Street Fighter II and is much thicker here. I guess the juryís still out until we get all of Sagatís artwork in the game in a final state, but so far it seems okay. It doesnít really throw me off.

Does it still look like moves are connecting in the right spots where they did in the past?

DS: It does. I think weíre saved here by, if you analyse what the original game was like, itís much worse than you think. You think it was pretty good, but thereís all kinds of cases where moves are intersecting pretty far before they hit, or even more cases the other way around, where you think theyíre not even close to hitting but they hit -- and you get tricked by the hit spark.

We actually had one version of the game that had no hit sparks, and I thought the entire game was broken or something: how come people are hitting from so far away, and nothing looks right? Itís just that those hit sparks solve all your problems for free. Thereís a much bigger margin of error than you might realize. I think weíre within the margin.


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