- Bản Super này sẽ có các gói nội dung tải về của bản Arcade nếu fan muốn.
- Đoạn phỏng vấn Ono của GameRadar về SSF43D. Chịu khó đọc tiếng Anh nha, tết cho lười chút xíu.
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GamesRadar: Were you surprised when you first saw Super Street Fighter IV running on the 3DS? Did you think the machine was capable of such a visually accurate conversion?
Ono: The first time I had any kind of contact with the 3DS was shortly before E3 of last year. A couple of weeks before the show I got a call from [Capcom producer] Takeuchi-san, and he said he had something he wanted me to see. So I traveled to Osaka, and he whipped out a
3DS, and it was running a version of Resident Evil 5! And yes I was surprised we could get this kind of power in the palm of your hand, and 3D to boot.
It was almost time for me to go on vacation, part of Japan’s Golden Week series of holidays, but I was inspired to do something new. We started experimenting with the 3DS, threw together a quick build of SSFIV in a couple of weeks and invited Nintendo to come see it. They liked what they saw so much that they wanted to show it at E3 – I wasn’t really feeling that because it wasn’t terribly stable at the time, though I did give them a couple of screens and permission to talk about the game. But yeah, it was very surprising, just how powerful this little machine is.
GamesRadar: You said earlier the 3DS allows for console-quality porting, but were there any smaller, maybe imperceptible sacrifices you had to make under the hood to get it running?
Ono: There are a couple of things we did that could be called compromises, or techniques we used to make certain things easier to do.
One is the facial expressions of the characters as they perform or get hit by Ultra Combos. On the home systems this is done through animation and the polygon bone structure of the face. On 3DS we quickly substitute out a different model of the face, one with a different expression on it. If you played it on a 60-inch TV you might notice, but not really on the small screen. It also did free us up to simplify the models and make the game move even faster.
The other thing is less a compromise and more something we had to do given the 3D nature of the hardware. We never really needed to think too much about the actual relative distance in the backgrounds because the games were always 2D. On 3DS, the development tools can, to a certain degree, read the Y axis and automatically tell where things are supposed to be in 3D space, but we still needed to fine tune them. Sometimes things would overlap, something you intended to be behind is now closer, that sort of thing. There was a lot of fine tuning that had to be done. Not really a compromise, just part of the of the development process.
Not to brag, but with Super Street Fighter IV and Resident Evil: The Mercenaries 3D, we’ve done a particularly good job of using the 3D depth, and that’s because we’ve done so much fine tuning. A lot of other games [seen at the New York 3DS event], I don’t want to name names or anything, it still looks like they haven’t necessarily done those last stage fine tuning things. The way we’ve done it, no matter where you position that slider, it’s going to look appropriately 3D. Not at all the games in their current state - surely later it’ll be a different story - necessarily look as good as how we’ve pulled it off.
GamesRadar: If the 3DS infrastructure is set up for such a thing, could the Arcade Edition changes come to 3DS as DLC?
Ono: Right now, since it’s still so early in the 3DS’ cycle, there’s a lot that’s unclear. It’s certainly something we’d be interested in if it looks like that sort of infrastructure is there and people are interested in an upgrade. To be really clear, this kind of decision would be based not only on what Nintendo has in mind for distribution methods, but also what the audience is going to pan out to be.
The good thing about Super is that it’s very well balanced. If you look at the tournaments, you see a lot of different characters participating, which you don’t see in a lot of other fighting games.
Arcade Edition is kind of a special case in that it’s kind of deliberately not so well rounded. There are some extreme personalities, some “ultimate evil” style characters – we wanted them to be tuned up a bit and the player to think about “how am I supposed to beat this ultimate character?” It’s a little more geared towards the hardcore, so even if we have the ability to distribute something like AE, we wouldn’t necessarily do it. It would depend on the audience – if it’s all casual players [on 3DS] who aren’t interested in hardcore features, I don’t want to force them into some new version."
- Hàng ăn theo game của Capcom làm. 
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