Balancing Match
Earlier I looked at the concept I attempted to coin ‘Versus Flow‘ in video games. Here’s my continued thoughts on that & how to improve things.
Don’t Give Up, Challenge Again
So what can you do to try to fix the matchmaking? Well, much like getting good at anything; the first step is to at least try! Flawed as they are, at least SF4 and Halolz are starting along the right track, it’s just that overall it’s taking videogames a ridiculously long time to get anywhere, given that this is something that’s been needed since the dawn of competitive gaming, and has been ripe for any game to utilise for as long as we’ve had internet enabled games.
I’ll use a primary example of Vs Fighting games, as those are my favourite. You need to start with a decent skill rating system like those in VF5 or HDR, ie: one based on results and not experience (although experience might be used to count for a very small portion of your rating), but use it based on the character you select, not an average overall score. Just because I’m pretty decent with DeeJay, it doesn’t mean I’m anywhere near that good with Ryu. However your ‘best character rating’ could be used to give a default ‘base’ rating with a character you hadn’t played before eg. you’d start at half your best character’s rating until you actually played a more games with different characters to assist the game in ‘finding’ your skill level based on results. You could potentially go even further than a character based rating, and use a character matchup based rating. eg. I’m pretty familiar with the Dee Jay vs Ryu match, but I’m really not good or familiar with playing Dee Jay vs Dictator.
Then, here’s how a network battle options menu ought to look:
Online Game Type: Single Vs Match, Repeated Vs Match, Best of Three Vs Match, Group/Lobby Match etc. Whatever relevant modes that game allowed. Maybe even allow a player to try and play all types depending on what is available with a priority setting for whatever the player prefers.
Priority: Skill Match, Connection Match, Equal, possibly even a Zone/Attitude Match (more on this below).
Ping Limit: Set the highest ping time you want to play from Any, down to 10ms or something ridiculous (good luck!). Turn this into a number of stars of connection or whatever for simplicity. Or Best/Good/Average/Any banding.
Skill Upper Limit: Set how much higher ranked than you your opponents can be, this could be banded rather than actual points for simplicity.
Skill Lower Limit: Set how much lower ranked than you your opponents can be. Again this could be banded, and might not even be needed at all. Certainly if it was, it could be limited to not very much easier, or tied to your upper limit, so you can just choose how far varied rankings you play against.
All of this could be further simplified for players who didn’t want to worry about ‘under the hood’ mechanics, just let them pick “I only want to play Good/Average/Any net connections” and “I want online Vs matches to be Easy/Normal/Hard/Any”. Oh and you’d probably need to put in warning messages like “you may not find matches for a long time” if people set it on certain silly options – like a low rated player only wanting easier opponents, if you even chose to allow this (perhaps not).
Then I’d pick the character I want to play as.. and we’re off. No, not staring at a ‘waiting for opponent’ screen – I’m playing vs the CPU, or training mode, or ideally, whatever the heck you wanted to do in that game, or even a different game if the gaming platform could allow it. But my ‘Request to Fight’ would be out there, on the network, looking for another request to match with, and when they find each other via XBL dedicated matching servers etc, bam – “Here Comes a New Challenger”. You could still quit at this point if necessary (your Mum just called!), but the game wouldn’t even show you your opponents name, character, connection or actual ranking until the match began. And once the fight begins, if you quit or disconnect – you’d lose and your opponent would win. After the match your ratings would be recalculated appropriately – perhaps given lesser weighting to the result, the further the match was from your preferred settings.
Hopefully the online code would also have some method for dealing with other forms of ‘cheating’ other than the simple to deal with quitting – including things like auto-fire, lag switches – whatever the actual known exploits are in the game. Almost all of these would be detectable over time.
All of this would totally change the idea of “Ranked Match”; which arguably emulates entering a tournament against all comers and figuring out ‘who’s the best’ instead to a “Balanced Match”; attempting to match equally skilled players. Online versus shouldn’t be about the ‘n00b pwnage’! I’d even rename it Balanced Match if I could do, and hopefully at least put a hinderance on the ’rank-whoring’ obsession with Leaderboards & how to cheat them. To me a leaderboard for the vast majority of players should be the byproduct of play, not the goal of play.
Now, it might sound overly complicated or difficult to code the features in my online battle menu, but all of these features already exist in one form or another in various games, they just haven’t ever been put together in any game that also has good netcode and a good rating system.
There’s certainly hope of all of this being put together at some point. The most progress seems to be coming on the ‘Attitude Match’ mentioned above. Impulse (a PC digital download service from Stardock similar to Valve’s Steam) will attempt to match players based on game ownership and their self-defined gaming priorities, which is a bit like a far more advanced version of XBox Live’s “Zones” for a player – which I’ve only ever seen a single game (Marble Blast Ultra) even make use of – probably because they are just too limited to be of much use. Social gaming applications like Raptr might also eventually become an aid to matchmaking – even Facebook itself (& its games) could use all of this – you can see the early signs that they are starting to look into it’s relationship with gaming when you read interviews like this one, and see the start of it’s integration with XBox Live (even though it’s really basic at this time).
With regards to actual skill matching, it appears Blizzard have some fantastic ideas for Starcraft II:
“The old experience of playing through single-player, getting online, getting your ass handed to you,and then saying “I don’t want to play anymore” is not something we’re after. We want to have more friendly experiences for new players.”

It seems like they really want to make Starcraft II multiplayer far more accessible:
“Sigaty talks about how long it took him to feel like he could win at Warcraft III. “It took 10 games… I knew it would get to that point, but I think, 10 games, that’s ridiculous. If you play three, get your ass handed to you, then you walk away, you say yeah, I think the online thing’s not for me.”
Pardo, and Battle.net, have the answer. Over and above improved matchmaking algorithms, searches, and the persistent player profiles that should prevent “smurfing” (experienced players creating new accounts to take noobs unawares), there’s an ambitious and clever new ladder and tournament system that aims to give players of all skill levels the kind of thrill experienced at the top end of competition – “the competitive arena for everyone”, Pardo calls it. “Ladder play doesn’t have to be for hardcore gamers only.”
There will be seven levels of competition in StarCraft II – five regular bands from Copper to Platinum, book-ended by the e-sports Pro League at the top, and the Practice League at the bottom. Practice League will feature a slowed game speed and maps custom-designed to prevent the rush tactics that can be panic-inducing and off-putting to a new player.”
It sounds like exactly the same things I’m talking about, just translated to the RTS genre, doesn’t it? But all competitive games should be doing this. Even if Starcraft II actually ends up more like this:
Even Capcom appears to have some decent ideas for Super Street Fighter IV, as they are talking about having rating points based per-character, and also matchmaking in team vs team battles to try to create equal teams. Now they just need to put these features in a better fighting game with better netcode (like, say HDR
).
Overall, once again, it’s down to ‘e-sports’ to take their cues from real sports. There’s usually multiple paths available to a sportsman to get a varied skill level of competition. But video games don’t have much available between “casual games with your mates” to “take on the best in the world”; but they easily could, and should do. In many ways this is recovering another lost part of local arcade culture; where you vied to be the ‘best in your arcade’, as that was all you really knew about. Your local arcade catchment area was the equivalent to an amateur sunday league at a sport in some ways, but the options that are available with online matchmaking could actually be signigicantly better than this.
Coming next in this series – my thoughts on how to improve measuring actual skill at games to get good ratings, and also training modes in games and how to allow players to improve their skills better.
Sticks of Joy
A lot of people ask me “Remy77077, you play fighting games a lot, what joystick should I get?”.
Well okay, only a couple of people have asked me that.

You'll need a joystick to pull off moves like this
But since I’ve written about joysticks in the past too, I felt that this was a worthy topic for an update to the current situation. As that old article atests, I believe if you want to play fighting games properly, you do need to invest in a joystick.
The situation with multi-format sticks is still sadly pretty murky, and pretty much the same as documented before. I’ve not researched that further though, as I’ve given up on that ‘dream’ myself, and have gone with standard format sticks. Most pre-manufactured joysticks these days are USB connections, and so will work on your console of choice – the gamer’s XBox 360 or the one-handed blu-ray fondler’s PS3 system – as well as on your PC. And the PC functionality is really not to be scoffed at. As I’ve discovered recently purchased a new PC that can actually run GGPO, whilst the PC fighting game scene is not nearly as well subscribed as it is for consoles, there is actually a huge amount of choice and options out there to play. If you’re a fighting game player with a decent PC I seriously recommend giving GGPO a try if you haven’t already. Then of course there’s games like Street Fighter IV, and other Japanese titles. Although a lot of Japanese titles will need Japanese OS support to run unfortunately. Trawling shoryuken forums would be the first place to look if you want to know more about this. The PC compatibility and USB-ness also gives you huge potential for future-proofing your stick use as well, although of course it cannot be guaranteed, as who knows what new consoles or new PC solutions will come along.
So if you’re willing to spend the cash on a really good joystick with manufactured-for-the-arcade parts, the ones I’d go for are either the Madcatz Tournament Edition stick (the ‘TE stick”) or the Hori Real Arcade Pro (the “HRAP”). I’ve played on the 360 versions of both and I rate them both the same really. The TE stick is slightly bigger, but the HRAP is actually a lot heavier due to it’s metal base. I honestly couldn’t choose between them, and while I currently own a TE stick, I’ll quite likely invest in an HRAP as my next potential stick. It really just comes down to looks & a personal feel (ooo-er). The TE stick does have some snazzy extra features like turbo commands etc, but those are only for online cheaters anyway, and so should not interest you at all. One advantage of the TE stick being far more widespread is that it’s almost the de-facto tournament standard in the UK. So, like I did, you can potentially go to a tournament run on a console you don’t own a joystick for, borrow a sticks off a different kind person each round, and still get a stick you are familiar with to play on the whole time.
I had better state though, whilst I can vouch for the PS3 version of the TE stick as much as the 360 one, I can’t do the same for the PS3 version of the HRAP, as it is actually a slightly different model. The 360 version is called the Hori Real Arcade Pro EX, whereas the PS3 is known as the Hori Real Arcade Pro 3. Their design is actually visually quite different, although they may well be the same parts.
If you’re buying these sticks from the UK, here’s some current links for them on amazon:
Remember, all of these will work fine on a decent PC too.
If you want to go for a cheaper stick then it’s a whole different ball game though. These will always be smaller and much lighter than the pricier sticks discussed above. For many players, that’s a deal-breaker immediately. Also bear in mind cheaper sticks will use replica parts rather than true ‘arcade parts’. This doesn’t mean they are that much worse – such sticks can be perfectly functional (David Sirlin himself defended the Hori EX2 and indeed used it to get the #1 ranking on SF2HDR for a time), it’s just that they won’t feel as good, the stick and buttons will feel slightly less responsive if you are really used to playing with the best kind of parts, and also, they are far more likely to break due to wear & usage.
I would personally recommend the Hori EX2 for the XBox 360. I just sold my old Hori EX2 to agoners’ own Navan Daughn actually, as that was exactly what he wanted to get himself started. The PS3 version of this stick is again slightly different; the Hori Arcade Fighting Stick (HAFS??) which in limited use I’m afraid I didn’t like at all; it may have simply been an overworn old stick, but in my limited use it seemed a lot worse than the EX2 for the 360, hence my concern with HRAP for PS3 too (but it could potentially be better for all I know!). Similarly I have had bad experiences with the Madcatz Standard Edition (the “SE stick”), so I cannot personally recommend it even as a budget stick.
If you’re actually into modding a stick, then I’m afraid I cannot offer much advice other than to explain a few of the basics. The main difference between different arcade parts is Japanese style arcade parts, or American style arcade parts. Both are just as good it really just depends on your preference, which is why if you have limited real-life arcade experience I wouldn’t start modding your stick immediately without trying some out.
For buttons, Japanese style means convex (bumping out, the centre of button is the highest point), and USA style is concave (dimpled inwards, so their edges are highest). USA buttons are also traditionally laid out in a straight line, whereas the Japanese button layout is slightly curved with the lengths of your fingers.
For the stick itself Japanese means a ball-top, whereas American means a bat-top. You can also get specific 8-way gates and 4-way gates. True 4-way gates are sticks that will only go into the up/down/left/right positions and so are actually generally specialised ones for retro games like Pac Man or certain shumps, not really for fighting games, assuming you actually want to be able to jump forward or crouch block.
But you can also get specifically shaped gates underneath the stick too. Japanese style gates are generally square, meaning the ‘four corners’ can easily be felt if you slide the stick around. eg. you can feel down/back and down/forward, whereas the straight back and straight forward are slightly harder to find. An octagonal gate means that there is slightly stronger impression for all 8 directions, but it may feel relatively harder to find the corners. Some USA parts also offer ‘optical 360′ sticks which have a true round gate and use optical readings of the stick position to determine which angle it is closest too rather than microswitches.
There are different manufacturers of both Japanese and American parts for both the sticks and the buttons. I am not knowledgeable enough to discuss their various merits or difference, but I can tell you the most popular ones I have seen referenced are Sanwa and Seimitsu for Japanese style parts, and HAPP for USA style parts.
You’ll notice that all of the pre-manufactured joysticks mentioned above are all Japanese style in terms of stick, buttons and layout (and also gate shape on all I’ve tried). For this reason, the main reason to mod these days, is if you have a preference for a specific manufacturers parts, or want even a partially USA style stick at all.
Versus Flow
“In theory I love playing online with people on Versus but I get frustrated because I suck so badly at it, with my reaction time, that I just die constantly, and after a while of no joy whatsoever, it loses it’s fun factor.” -DeeGruenEinzige
The game designer’s job of setting the right difficulty and challenge level when it comes to the technical execution required to play a game (as previously discussed here) and the overall “solo” experience in a game is one thing, but for multiplayer competitive ‘versus’ style games it’s a different beast entirely. Here, to a reasonable extent I believe, you can measure the challenge, and hence the ability for a player to experience an enjoyable state of ‘flow’ depending on the person (or team) that they are competing against, and measuring their ‘chance to win’, based on their skill level versus the skill level of the competition. When there is a huge disparity in skill level, and one team or player is easily beating the other, then clearly there is little chance for either team or player to experience flow. Conversely where both players are of a similar skill level, and both would ‘on paper’ have a 50% chance to win, and are winning around that rate upon repeated competitive play, then you’ve got the potential for a really fun game where all players are in the ‘flow zone’.

Now of course, the game’s mechanics still play a part in the flow experience, and you can only go so far with this. A gamer’s taste in games will also come into play. It’s unlikely that even two equally skilled players winning 50% of the time are going to get to a heightened state of flow from repeated games of noughts and crosses (that’s tic-tac-toe for our American readers!), paper-rock-scissors (jun-ken-pon), or even a perfect 50/50 game of ‘flip the coin’ (unless they love alea and really enjoy winning by luck). And conversely many players wouldn’t enjoy a drawn out game of chess, even if it was against someone of exactly the same skill. The vast majority of gamers don’t appear to enjoy competitive play whatsoever. But we can assume for the sake of this article that we’ve got a game that both the players or teams of players enjoy playing, or potentially would enjoy playing.
The Only Test is Your Skill: Face Him Straight!
Now getting the game difficulty and game mechanics right for ‘flow’ in a single-player experience is a really difficult task. So much has been written on that topic already elsewhere. The big problem is matching the challenges in the game to every individual player’s skills, which of course, vary widely. And their tastes in the level of challenge and type of challenge they want (if any at all!) also varies. So you get solutions such as different difficulty settings, the ability to save your game, or as I’ve already discussed as an example setting the difficulty of moves within a game. However getting the potential for ‘versus flow’ right ie: the difficulty setting of versus mode, is actually a very simple goal, no matter the type of game: You simply need to match up two players (or teams of players) of relatively equal skill. Yet this is exactly where video games fall down.
I’ve referenced this issue a multitude of times here on Agoners, and I’m continually astounded that not even a single game has ever really tried to address this fully. I see this as the vital missing component in so many games.
Imagine if you could play a game of Street Fighter (any version!) and have a good chance of fighting against someone very close to your skill level with the character you selected to play. I cannot fathom that anyone would not find that more fun than the current situation; where it’s effectively totally random who you get to play, outside of creating your own game invites. On Street Fighter 2 HDR Ranked Match or a random Player Match lobby, you’re as likely to fight against Joe Noob, who can barely block an attack, as you are to fight against an Evo champion like Afro Legends - and I have first hand experience of both. Now of course your subsequent rating change, win or lose, will attempt to reflect the level of your competition – and HDR has one of the very few decent skill rating systems out there (provided all players have played enough games, you always play your best character(s) in ranked, and don’t get idiots playing you with rubbish ping times, or Akuma players…). But I feel the aim of an online matchmaking system ought to be to provide fun for the players first, and a realistic ranking or rating system second. But of course the rating system itself does become critical if you use it to matchmake. Street Fighter IV is also a total failure in this regard. Whilst it’s “Championship Mode” patch at least gave players the chance to get a match against a similarly skilled opponent with it’s grade point system, the system of grading players itself was so flawed, with far too wide levelling and grinding potential, that this actually did nothing but add a a slightly improved, but still only very small chance of a good versus match. Probably the only fighting game that even comes close to decent matchmaking is Virtua Fighter 5 – but only if people use the ‘find players close to my level’ option; which many do not, given that not enough players with good ping-times are play the game.

I can't believe I only stumbled across halolz.com thanks to writing this article - great site, click image for more!
When it comes to another staple competitive genre – FPS’s – things are arguably even worse. Almost every game I’ve played that could be a helluva lot of fun with good matchmaking eg. Left 4 Dead Versus Mode or Team Fortress 2, has no actual attempt at matchmaking at all. And adding vastly to the complexity is the fact that determining the skill of teams is a far more difficult task than ascertaining a single player’s ability. But what amazes me is that these games don’t even try.
I’ve often held up Halo 3 as one of the exemplars of good matching, with it’s in-depth experience point and grading system and seemingly excellent matchmaking system. However I’ve played a lot more of it since Halo 3 ODST came out, and very quickly huge cracks started to appear to me. There’s a lot of them, but they all generally fall under the umbrella of the major problem being that players are not realistically ranked on the actual skills that matter in the game. For example, map knowledge plays a huge part, whether in a team game or a free-for-all. However the matchmaking works on the assumption that you are equally knowledgeable on all maps in the game… not so much fun when you’ve never had a DLC map-pack, and just got ODST and hence are experiencing a multitude of new maps for the first time.
Jumpers for goalposts
I could go into a lot more depth about the problems in virtually all current games across any genre, this is just a sample that I am familiar with. But the point is that hopefully it’s obvious that it is a problem. If you analogise video games to real sports, the current situation is like asking a soccer team to have to play against anyone from the Premiership, through to a bottom division, to a bunch of kids kicking the ball around in the park, whenever they want to play a match. Most versus modes on games don’t even attempt to offer anything like Easy mode or Hard mode, or even a Normal; it’s just totally random, or more likely VERY HARD all the time, if you’re not an expert experienced player. How many of those players out there who don’t appear to enjoy playing competitive games, like the quote at the start of this article, might do, if they felt they had a chance for a ‘equal match’. Next time in this series I’ll look at some possibilities for solving it, and better ways of doing things.
Challenge me Angel!

Challenge me angel ?? :-S
Do you really want to mess with me punk? Well, do ya?
Despite how I describe myself as being a fiero-seeking nutjob sometimes the challenge just seems too much, or too far away from my core interest in a game, even for me. For example, as part of my practice for Street Fighter 2 HD Remix, I’ve watched youtube videos of the best players in the world fighting with DeeJay & read about them and even from them on forums like shoryuken. And I see and read about things that I just can’t seem to do reliably, no matter how much I try. The biggest stumbling block for me is the execution of combos & blockstrings, which whilst not always that important to SF2, can be in certain matches for DeeJay. It’s a bit like how I’d describe watching any match of Street Fighter 4 in some ways [link to the future here ^_^], in that the best DeeJay players always hit that huge combo in that one chance they get to land it in a match, or can repeat a blockstring over and over if it’s effective to do so. It’s pretty much the opposite to me, as I have to play around the fact I will more than likely miss a big combo if only given a single attempt and a small opening to get it – and I actually quite deliberately work around this weakness in my play style and strategy in some ways. However it definitely limits my ability to play at a really high level – and with blockstrings it’s much worse than just missing a combo. In matchups where I need them a lot – eg. vs Dictator, I struggle with the whole matchup and am generally a lot worse because of it. Despite hours and hours spent in training mode on combos & stringing moves together, whereas I can at least do every combo in SF2 with my chosen character (unlike many other fighting games!), it always seems forever out of my grasp to become consistent at them. Now having this never attainably execution plateau is sometimes inspiring, but equally sometimes I wonder; what’s the point? What’s the point of learning every setup and situation & mindgame (which I find amazing fun, because it’s interactive & opponent dependant, not rote-learning of facts; like a map or course layout), when I get into the perfect situation I want to be in – I miss the exact move or combo I’ve just spent the whole round setting up.
I sometimes wonder if I ought to attempt to find the character in a fighting game that requires “the least physical dexterity to use”. My ideal character would therefore be the one with the least combos, least difficult moves – anything that’s a motion special I find much harder than a charge move, and I am quite bad at direction-held normals where they have to be applied in very small reaction windows, least important to time a perfect safe-jump / cross up / or reversal? ie: A character that is most dependant on mind-games (yomi) & knowledge. I’m not sure who this character would be in SF2, perhaps Blanka? But it’s so matchup dependant in SF2. And I would bet that this theoretical character in any fighting game is very probably low tier. It sometimes makes me think I really ought to go and play a good competitive turn-based game instead, such as Kongai or Magic the Gathering; and of course, sometimes I do. This is especially a problem when I’m playing when mentally or physically tired, and I’ve even suffered from serious issues with RSI in the past (thankfully joysticks never really cause me this, although I do get ‘button basher’s forearm’ at times
).
The crazy thing for me is that when HDR was announced I set myself my own personal goal for how good I thought I could get at Street Fighter 2…
Now whilst I’ve not yet signed away my soul to the Spirit of a Fighter, I’ve already surpassed my personal goal to become the greatest jazz player in Yorkshire… Perhaps I set my sights too low, and sometimes I wonder should I even be trying to aim higher? Yet of course, much of the time, it’s great fun, and that good old fiero when I do manage to punch above my weight isn’t half addictive for someone like me
I do believe that the mastery of execution needed to play fighting games well is a big part of the ‘flow‘ that fans of this kind of game can achieve whilst playing. What I mean by this is that when the execution of moves is within their grasp, not too hard and not too easy, the player is put into the flow portion by just this aspect of the game; and they’ll probably have a lot of other enjoyment factors for them going on as well. The trouble is that the vast majority of gamers – at least when exposed to real competitive play on fighting games – are quickly placed into the Anxiety area on the graphic to the left – although I’d prefer to rename the feeling caused as frustration or despair. I believe one of the main reasons I enjoy it so much is that SF2 HDR hits my “flow zone” far more than any other fighting game, during competitive play, precisely because so many other fighting games are just too hard, too fast and too complex (in terms of the dexterity needed to use their mechanics) for me.
Unfortunately it seems that much of the fighting game community – and even the developers of these games – are oblivious to just how much of a challenge even so-called simpler or ‘easy’ games like HDR really are. As fighting games have developed over time, rather than a focus on balance and viable strategic options or tactical styles for players, games have generally just increased the complexity of the execution needed to master them. But then again, you could argue these developers really are feeding their own community, since even today you still hear cries from the ignorant about the so-called ‘dumbing down’ of SF2 in HDR purely due to the handful of motions & timings that were made easier. I take completely the opposite view and I think any nod towards greater accessibility is actually a really good idea for the genre. And the really daft thing is, when it comes to SF2 at least, that at the very top levels of play everyone can execute everything with very high %’s of success. So making moves ‘easier’ for lower level players, really doesn’t change the top-level game at all, it just allows more players access to it. If some players move into the “control/relaxation” zone when it comes to performing moves on a fighting game, I think that’s a really small concern, in fact the game arguable works best at that point. It amazes me that even fighting game fans at times seem not to realise there’s still so much more going on in these games than simply performing combos and special moves! How ‘flow’ can be found equally well, if not far more in the rest of the gameplay inherent in fighting games is something I’ll also go into in future.
So really, maybe HDR is still the ideal fighting game for me when it comes to the mastery of execution, since I’m getting put very close to a ‘flow’ zone every time I get a chance for a crossup combo with DeeJay. “Alright Rikky, bust out da’ jackknife!.. kick”
Technical KO
or.. “how I placed somewhere between 3rd & 46th at Super Vs Battle 09″ Sorry no snappy titles for once!
.. unless you want to count “I wuz robbed?”

Super Vs Battle 09 Report & Analysis
Despite getting blown up in HDR casuals before the tournament, I settled down and ended up going 5-1 in my group. I was really amazed I’d managed to do this well, as I was really thinking the competition would be way too good for me at SVB. There were about 50 entrants to HDR, but there were great players from all over Europe such as Germany, Luxembourg, the Netherlands, Italy and it was clear this was a really quite hardcore group, unsurprisingly for perhaps Europe’s biggest fighting game tournment.

Chunli1 (left) and Cuongster (sat) playing HDR
We’d been split up into groups of 6 and 7 players randomly, and the top 2 qualified from each group to create a top 16 knockout tournament. I knew some of my friends had gone through from their groups on only 4 wins so I was feeling quite good I was going though. But there was a problem. There was a 3-way tie on 5-1 in my group. The group organiser was confused about what to do and eventually various other Tournament Organisers were brought over to try to resolve it. Firstly we looked at our records vs each other – but we’d each only lost to each other. There was then an idea we’d all play each other again.. however as I pointed out that could mean we’d get exactly the same three way tie again if the results were the same. “We’ll play all day!” I shouted pumping the air – I love HDR so much I thought this sounded like a pretty good solution.
But having run quite a few tournaments, I understood the problem from the TOs’ perspective straight away. It was almost like paper, rock, scissors. Myself, maining DeeJay who’d beaten CalmDownMonkey playing Honda who’d beaten Cuongster playing Ken, who’d beaten me.
Eventually ‘The Golden Gunman’ came over to sort out what would happen.
“None of you are going to like this..” he started, “but we’re going to have to use ‘Inti’s rule’”. He went on to explain: We’d have to play a single elimination bracket where one player got a first round bye, and the other two played a knockout matchup, and then, because they also needed to determine a group winner for top 16 matchup seeding, they’d also have a 1st place playoff. I drew the shortest of the straws and had to play again for knockout, against Cuongster’s Ken – the only player who’d beaten me in the whole tournament. Now I’d learnt a bit about how to play him, and I got a 2nd round win and pulled it really close in the 3rd, but as I’d already discovered, he’s a really great player and was using some tactics I’d never seen before until that day, and he won it again against me. Cuongster then went onto beat CalmDown the second time around too, to take 1st place in our group. And so I was out of the tournament despite going 5-1 in real play and 5-2 even including the extra “Inti’s rule” matches. Cuongster was the well-deserved winner of our group, having gone 7-1 with the two extra matches thrown in, but CalmDown was also the same 5-2 in ‘real games’ without the Bye. And of course not only did I have the same record as him, I’d beaten him, so still arguably had a better claim to 2nd spot. However CalmDown was the only player in the group to have taken a match off Cuongster, so those arguments work both ways. However it wasn’t the fact that CalmDownMonkey went through instead of me that was the most striking about the unfairness, it was the fact that I knew there were players on 4-2 and 4-1 records and had gone through to top 16, even though they’d done worse within their groups than I had. And I was the only person now out of the tournament who’d only been beaten by a single player! I naturally voiced this complaint and one of the TO’s had the audacity to say “You wouldn’t be saying it if you’d won”… hah.. I just shake my head in retrospect at the thought of that; obviously he didn’t and doesn’t know me at all! If he did, he’d have realised what I’m like; I’d have been FAR more vocal and annoyed on behalf of CalmDown or Cuongster had they drawn the short straw and got knocked out at this early stage despite playing so well. I heard mutterings from a couple of my friends in other groups (some of whom had qualified for top 16) that I was a better player than some of those who had gotten through. I can’t say that for sure myself; but certainly the evidence in tournament matches at SVB did back that up.
The Golden Gunman apologised to me for the situation and even shouted “Inti’s rule sucks!” when he saw me later in the weekend. I discussed it with him and he said “well, if you could come up with something better…”. Within an hour of being out I’d already had one idea which he thought was pretty good, albeit it would need some organisational tweaks. By the next day I’d had even more ideas, so I promised I’d write them up for him. Here would be my thoughts on various ideas to help improve the ‘heats-then-knockout’ tournament format and SVB in general:
1. My initial idea: Why was I forced into a “playoff” just within my group? Why not consider all the groups in this? So whenever a top 2 cannot be determined in a group, then look across the whole 8 groups and select the two worst (or perhaps four worst if required by ties) records to play off for the bottom 16th or 15th & 16th positions. Effectively at SVB I ended up being the 17th player and odd-man out of the top 16, but why should one player in a larger 7-man group with a 3-way tie get all the disadvantages loaded onto them? Why not allow all three of us to go through and have two 4-2 players from other groups play-off for 16th place. Or, not quite as good, but possible, would be to do a playoff with the three way tie group and the 2nd place player from another group randomly selected to balance things out and try to prevent giving out a bye. The difficulty with this, as Golden Gunman pointed out, is that it would mean you couldn’t finalise any groups until all the groups were finished. Earlier running groups (in multiple stages, as was the case at SVB) might mean some players had already left etc. However, I don’t really think this would be an issue if everyone knew the rules beforehand, and knew not to leave or they’d possibly forfeit their chance at top 16.
2. The ‘FIFA’ solution. The World Cup of soccer works in a similar manner to SVB, so why not copy it further. They use goal difference to resolve ties – Street Fighter (& most fighting games) has round difference. People aren’t used to it but there’s no real reason it can’t work. It requires a tiny bit more recording by group organisers, but it means ‘Inti’s Rule’ will hardly ever come into play if you still need it as a secondary tie-breaker. It’s worth noting that Magic the Gathering tournaments also use this method of tie-breaking it’s best of three matches.
3. The ‘NFL’ solution – as well as a very detailed system of tie-breakers than go down in order from ‘head to head’ matchup, divisional matchups, right down to points difference, points scored and eventually to a coin flip, the NFL also uses a system of “Wild Cards” to determine which teams go through to the knockout stage. The winner of each division – groups in SVB terms – automatically qualifies, and then two more wild card teams make it through. These wild cards are the next two best win-loss records out of the entire conference (you could potentially split stages like this in SVB terms if you wanted to), so you can have three teams qualify all from the same division if one division is strong enough. This is essentially similar to my initial idea but taken further. The problem with this is that the NFL season also has inter-divisional and inter-conference play, whereas SVB groups only played within themselves. So you’d arguably be increasing the problem of an unbalanced group by doing this.
4. If you are going to use groups, then attempt to avoid unbalanced groups by using some form of seeding, so known ‘top’ players are theoretically spread out across the groups. Again, I believe this the same method the soccer World Cup uses to seed teams into different groups. The obvious difficulty here is the lack of data you have on players to even attempt to seed them. SVB did have the Dramatic Battles as preliminary heats to potentially gather data, but there wasn’t really enough of them to do this. Still, they also presumably had data from previous Super Turbo tournaments that could’ve been used to seed players. Another idea would be to seed players based on geography. NeoEmpire & Electronic Dojo organiser DNA really likes this idea because he wasn’t too happy about the fact that a bunch of good Midlands players were in the same group. Why let this happen when players are travelling a long way to compete, only to match them up against their local competition anyway?
5. Given the “matchup” nature of most fighting games, you should always allow “blind picks” by ‘telling the judge in secret’ in the same way EVO does it. I’ve already some heard some complaints about “character select screen camping” in HDR, although I saw no evidence of it myself – there’s absolutely no reason to allow it to even be a potential issue. Alternatively make people pick a single character and stick to them for the whole tournament, the same way almost all Japanese tournaments are run, and the way Electronic Dojo runs theirs.
The main thing is that whatever you do there must be TRANSPARENCY; you must have the rules for tiebreakers (& especially for seeding if you are doing it) clearly documented beforehand. I would’ve been much happier if we’d all known about “Inti’s rule”, as the organisers clearly did, before we got in a situation where it applied.
However it’s also worth noting that a totally different tournament organisation would possibly be even better than any of these.
Now firstly let me say, it really all depends on what your goal is for a tournament. If your goal is purely to find a #1 then the way SVB’09 worked was completely fine. I’d had just as good & fair a shot at winning the whole tournament as anyone else – it was just that my “finals” came very early. In fact barring the differences mentioned above, SVB was really quite close to the way the NFL works – a league and then into a playoff format for the ‘Super Bowl’. It’s a great method for creating drama and grudge matches – for example if you maintained the same group from tournament to tournament like the NFL retains its divisions. However it’s also frequently rather unfair in the NFL, and it’s unfair here. This is a definitely personality slant of mine, but whilst I can often see the benefits in other ways of doing things, I place a huge amount of value on fairness and balance. It’s why I abhore cheating so much, and is a big part of my love of HDR as it least attempted to improve overall character balance.
If your secondary goal is to give all the players a chance to play a fair number of matches, then again, SVB’09 is a fantastic way of doing it. Unlike the harshness of elimination-style tournaments, every player had a chance to get in at least 5 or 6 matches against serious competition. I see that as an excellent result of organising it in this manner. However if your goal is to give every player a fair chance to advance as far as they can in the tournament, or to attempt to rank players within the tournament, then SVB’s method doesn’t work so well.

A fantastic tournament game
For ranking, it’s really utterly impossible. Whilst I had a fair shot at 1st place, I definitely didn’t have a fair shot at top 16 or top 8. I don’t have all the data (although I’m hoping the organisers of SVB will give me access to all of it), but I might actually be far from the most ‘hard done by’. Cuongster went on to get knocked out in the top 16, whereas CalmDownMonkey went on to finish 3rd (although got a Bye to top 4 due to 2 people not showing up for the top 8!). I don’t know how the groups broke down, but it was possible that one of the other groups had 2 top 8 players (or even two top 4, or the top 2) in it, and someone knocked out at the heat stage who only lost to both these players might’ve technically performed better than me. The top 16 to top 8 cut-off with a single match was also incredibly harsh. In fact one thing that would be really interesting would be if all the results were put through the same ELO-like calculations used to create the XBox Live ratings – and create an “offline tournament rating” in effect. It would probably be best to take the tournament result itself into account by going through all the matches twice under ELO to “double weight” them. Under that kind of scoring I could’ve easily ranked somewhere in the top 10, having beaten the person who’d placed 3rd, and only lost to a player who placed somewhere between 9th-16th. Note that this is exactly how DCI ratings work in Magic the Gathering – incorporating the results of every single match of every officially judged tournament you play in and weighting them by tournament size & organisation. That sort of thing would be absolutely fantastic for any offline game, and especially for Street Fighter, but it would likely need to involve backing from an organisational body like Capcom to work (just like the DCI is backed by Wizards of the Coast).
In so far as advancing, it’s worth noting that under a double-elimination format (eg. the way the Midlands Dramatic Battle by Electronic Dojo was run, or the way EVO is run in the USA), or naturally a triple-elimination, it is impossible to lose a tournament by being beaten by only a single player- that cannot ever happen until the finals or top x playoffs if they are used. It’s also impossible in the ‘matchmaking’ style of Magic the Gathering tournaments… which having thought a lot about this now, I think is probably the best solution for running a tournament of this nature. Now of course there’s no completely fair way to do it, other than a likely unmanageable round-robin of all the competitors. And even then, as Fulan and I discussed at SVB a single tournament can never truly define a ‘best’ player – it is only a snapshot in time of that small period of the event. However I think the DCI’s method for Magic is the fairest that still allows players to continue even if they lose their first two games. It’s pretty simple really, and there’s even a piece of software (DCI Reporter, that I believe is based on chess matchmaking software) that does all the potentially complex matchmaking & round pairings for you. Basically if you have 50 players it just creates 25 matches for the first round and every round after that, but it also allows for players to drop from the tournament at any time, re-calculating matches (and byes if required due to an odd number of competitors in a round) as it goes. After that, it tries to matchmake similar records as much as it can each round. So if you’re at 2 wins and 1 loss in the fourth round, it will match you against someone else with 2 wins and 1 loss, or the best matchup it can make. This can then go on for a set number of rounds based on the time available & then use tiebreakers as required to calculate results, or it can can on until you have an outright winner, or a calculate a top x cutoff at any point. It’s essentially similar to double elimination with a bit of added fairness put in & without the harshness of a quick knock-out (although going 0-2 can likely means you have no shot at winning if there aren’t really enough rounds for the top people to lose 2 games). It’s also particularly nice in a matchup-heavy game like Magic or HDR. Using this style, you’d probably want o run longer rounds too with perhaps best of 5 rounds or best of 3 matches if time allowed.
One last point before anyone claims I’m whining or making excuses – not at all! If I want to do better at HDR, there’s only one focus on my mind, and it’s nothing to do with tournament rules – I need to learn to beat a player like Cuongster and his great tactics against me! I certainly learned a lot at the tournament and came away with more things to work on. But the thing I found most fun was that as I generally find in high level play at HDR, execution of combos is not that big a part of it. I didn’t once get a chance to land one of DeeJay’s big combos – that I would’ve likely messed up anyway! – simply because these players were too good to fall for the usual crossups or risky jump ins. However some other aspects of my play in various situations and matchups need a lot of work. More thoughts on that in a future post. I also found that, as before at the Dramatic Battle, when the heat is on, my results get better. Even when I’m losing – for example against Cuongster, the guy was absolutely pasting me in casuals before & after, and the only time I almost beat him was, sure enough, when it was a knockout tournament match.
Now having said a lot here about how it doesn’t necessarily represent as much as it appears
Here’s the Official Results of HDR at SVB’09 (from NeoEmpire):
Street Fighter 2 Turbo HD Remix:
1: Orf
2: Chunli1
3: CalmDownMonkey
4: Alan Da Man
5-8: Angel Killer
5-8: Prodigal Son
5-8: SMQ
5-8: Kaosflare
My own notes on characters: Orf played Ryu, Chunli1 played Chun Li and switched to DeeJay in top 8, CalmDownMonkey played Honda, Alan Da Man played DeeJay, Angel Killer played Chun Li but missed top 8 due to transport problems, Prodigal Son (Ryan Hart) played Ryu, but didn’t turn up for top 8, SMQ played Boxer, and I don’t yet know who Kaosflare played.
Shout Outs:
Well people are doing this over at the NeoEmpire forum, but I thought I’d do it here.

The, quite literally here, split ST & HDR groups! ST in the background, PlanetRV, Spatz1 & Orf in order nearest playing HDR in the foreground while TastyC watches
Firstly I wanted to say a huge thank you to all the organisers for running it. I know from personal experience how much work these things can be and how little reward it can seem at times! So, I, for one, really appreciate everything it takes to pull this off. Special thanks to the Golden Gunman and BulletProof for being especially sound gents whenever I spoke to them. And HUGE thanks for running HDR. It’s the best fighting game I’ve ever played!
XBox Live REPRESENT! So impressed that tons of XBox Live players made good at this tournament, making up at least half the top 8 and two who were already on my XBL Friends List who I’d had matches with online. I was really sorry for Angel Killer who got caught in a London transport foul-up to miss his top 8 matches in HDR. The look on his face when he found out he was too late said it all.
Congratulations of course to Orf for being a fantastic winner. Hopefully get some more matches in with you online sometime. And also congratulations to CalmDownMonkey & SMQ for their top 8 finishes. I think it all shows that no matter how much some people may not like it, ‘online’, and games with good enough netcode to allow it to develop like HDR, are becoming the present and is future of this gaming genre, and I’m starting to agree with what Bruce Askew said here about how good online play really does count. What’s great about this is that it will only improve the ‘offline’ game and the real-life tournaments as well. Thanks to everyone who plays with me on XBL. I wouldn’t have had a chance to learn any fighting game to anything like this degree if it wasn’t for you and for playing HDR. So thanks too to Capcom, Backbone, and Sirlin for getting this game out with good netcode that allows me to even have any competition!
It was really great to get to meet PlanetRV face-to-face after much chat over XBox Live before, oh and don’t forget… TUNA SANDWICH! Great also to meet SMQ (91), C0rbul0 (SIX Elephants!), TastyC & Fulan for real. Hopefully I’ll hear no more accusations of turbo eh SMQ??
Fulan.. loved your smile after hours of HDR casuals on Sat night and loved your explanation – cos you were beating ME! *shakes fist at you and then grins* GGs… I was really tired and off-form though after my Friday peak… you’d better believe I’m better than I showed then!
Still, I learnt some new stuff which is what it’s all about.
Oh and NICE custom stick TastyC!
Good to get to know CalmDownMonkey, Spatz1, SpinalBl00d and Chunli1 a little too. Congrats Chunli1.. I really wish you played on XBL; I could really learn some stuff from you. Great DeeJay in the finals… and painful, yet somewhat comforting to see you lose to the exact same stuff I lose to when its vs Ryu myself. Still, I’m sure you did better than I would’ve done there. Nice! CalmDown – definitely no hard feelings about the heats; shame that all you Scots seem to play Honda! I already know how to play vs him.
Spatz1 – hopefully play you more in future, I need some serious training in that matchup.
SamStyle102 – cheers, dude – you and your 360 really made this event for me as far as casuals go. I really was going to leave on Saturday when it looked like we’d get NO HDR love whatsoever (& not even any ST) but between you, DNA, PlanetRV, Spatz1 and others we kept finding a way to keep SF2 alive, no matter the cost!
Ethan & The Bleeper- good to see you both again after over a year since BOD. Thanks Ethan for helping to keep HDR going somewhere no matter how much crap you got for it.
GGs Bleeps… ok sorry, Obi
your Claw’s much tougher now!
DNA for many of the same reasons. Thanks for being the first friendly face there at SVB to greet me, and once again for the Midlands HDR Dramatic Battle. I know I’m new on the offline ’scene’ but you’ve really made me feel welcome. Thanks for being a great supporter of HDR too. Maybe if you get something regular going in Brum I’ll be able to make it down more often. Although hopefully one day I can get something going in Yorkshire too.
Killer7 for saying hello even though we’ve still not played in months, you were still a really friendly dude!
Ups, Raks & Kamal for coming down even though you only had a few hours on Saturday & for being the only other guy there I know of from Sheffield. I hope this inspires you to get back into fighting games perhaps.. ?
and finally..
Marc, for doing this: Super Score Tissue 2 Turbo
The Man with the Golden Gun
The Golden Gunman's awesome Dudley AV
Not quite “STOP THE PRESS” but I sent this article to Golden Gunman before full publication and he told me this:
“It appears that during that tiebreak scenario, I made a whopper of a mistake, and in fact, you should have had ANOTHER chance to make it through.
My mistake was that you guys were all tied for first place, not second place, and the rule works differently according to each situation. In your situation, the winner of you against Cuongster should have been the the group winner, and the loser should have played the player who sat it out to see who went through as runner-up.
That way everyone has to win at least one game to make it through, whereas in this case, one player made it through without playing a game. Although he later played Cuongster, he was already through, so the result didn’t really matter.”
!!!
He’s also apologised far more than is necessary, cos he’s a great guy, and also offered me some monetary compensation; which I’ll trade in at my next big Neo Empire event. Also, as I said to him, this would’ve still put CalmDownMonkey in the same unfair position I had been in, had I beaten him in a rematch, he’d have been 5-2 and only beaten by a single player; and yet out of the tournament, so I believe the points I’ve raised here in this article still stand completely, even though it would’ve been a fairer situation overall that no-one got through with a ‘free’ win.
DeeJay’s power is to.. produce maracas from the ether
Some discussion on this here.
Journey of the Tourney-fag
After the fun I had at last year’s Battle of Destiny event from Neo Empire, I’m starting to really look forward to their event this year, Super Vs Battle!
I’d really encourage anyone to go if you’re into fighting games, whether you want to enter a tournament or not, I am sure you’ll have a great time. Of course this year I’m going to enter the Super Street Fighter 2 Turbo HD Remix competition and see how I do. In the meantime I thought I’d try and get a bit of practice at the game at least, and I discovered an European-only tournament being run over XBox Live & via shoryuken.com that some of my XBL Friends List were involved with. I gave that a shot and duely lost in the first match, only then to discover it was only single elimination – and so I was out immediately. At least I discovered later the player I lost to ended up placing 2nd overall
… BADA DADA DA DA DAAAAAAAAAAAAAAAA! …
Now, fight a DRAMATIC BATTLE!

When looking for news on SVB I discovered there was a preliminary “Dramatic battle” tournament running in Birmingham. Whilst it was quite a way to travel, it was the nearest HDR tournament to me by far. So after forum reassurances that I’d be able to borrow a TE stick to play on – because they were using the horrible PS3 hardware to run it on I wouldn’t have my own, I started to sort out my travel arrangements. In the end fellow Sheffielder & gaming blogger id0ru, aka Marc from Dead Pixel Skyline joined me for the trip, so with a navigator on board I decided to go by car as the most efficient option.

Marc's tiny Dic leads the way!
But as expected finding the place proved to be an immense challenge in itself. After numerous wrong turns, illegal manoeuvres, giving up and deciding to park in a shopping centre carpark, seeing the ridiculous prices at shopping centre carpark & giving up on that, throwing the as-usual ridiculously inaccurate googlemaps directions out of the window, and relying on the map printouts I had and despite the fact the road we kept missing turned out to not have the same name as on the map or the directions, we eventually arrived, ready for a fight!

Remy77077 & id0ru. Don't mess with us, sir, we've got some powerful moves. Oowww!

The Global Gaming venue where the event was held. Where's Ryan?
The event was run really smoothly by the guys at Electronic Dojo, one of whom turned out to be an old friend of mine I’d not seen in years, with an excellent set of tournament rules (better than some of Neo Empire’s rules in my opinion): double elimination format, characters selected once at the start of the tournament and no changes allowed, ie: Japanese style. However I wasn’t exactly brimming with confidence anyway, or worried about the rules – as long as it wasn’t one and done – I mostly just wanted to go for the sheer experience of it and to see just how much I had to learn. However I fully expected to go 0-2 and out immediately. When I recognised ‘Prodigal Son’ Ryan Hart outside the venue – probably the UK’s top fighting game player & also known for this money match against Justin Wong, I became even more certain this was going to be a lot of fun but any wins at all would be a very good result I thought. As I’d driven all the way there for over two & a half hours and there were spare slots available still, I decided to enter 3rd Strike as well just for a laugh – even though I haven’t played it properly in many years - just so I’d get a few more games of something in. I started taking some quick notes in my phone after my matches as to how my matches played out so I could try and play them back in my mind later and learn from whatever mistakes I made, and also to remember which characters I needed more practice against. However I then discovered the organisers were actually video capturing all the games anyway. Brilliant!
My first game was on HDR and I beat a rather cagey T-Hawk 2 rounds to 1 with DeeJay. T Hawk is one of those odd ‘unstable’ matchups for DeeJay where I feel he really has the advantage and holds all the cards, yet one mistake can spell defeat. As long as I can keep my cool and there’s not horrible lag, online, I’m pretty confident against all but the very best Hawks though, so despite the fact my opponent was playing as pink T-Hawk (who as we all know does extra damage on all his moves), I was pleased I didn’t blow it. I was finding the “but it’s not mine” effect on the joystick rather weird as well – it definitely felt looser than my TE stick. I was also really struggling with the button config and menus on the PS3 with its stupid shape symbols instead of simple button letters – everything felt so unfamiliar. I ended up always leaving it up to my opponents to navigate the menus.

Marc fighting for the future!
Next my name was called for 3rd Strike and I quickly & unsurprisingly lost 0-2 to a Chun Li, although it was amusing being asked which character I wanted to play, given my signup name.
My next game of HDR I lost 1-2 to a Ryu player called Jinty who played some really good rounds and got me in a perfectly timed & spaced fireball corner trap in both his wins. This put me at 1-1 and quickly into the ‘losers bracket’. I managed to actually win a game of 3rd Strike against a Ken. It was only during this match that I remembered you could actually ’super jump’ on 3rd Strike, which made me laugh as to just how much of the game I’d forgotten. I also discovered I couldn’t reliably even do a flash kick motion on the PS2 joystick I was borrowing; already not taking my 3s games at all seriously, I didn’t really care. My bottom-tier Remy quickly lost to yet another Ken on 3rd Strike so I was done with that anyway. As expected almost all the players were playing Ken-Chun-Yun, although it was fun that there was actually another Remy player there. I never thought I’d see that.
But then after a wait for the winners brackets to be resolved, it was back to HDR. Losing in my 2nd game I was deep into the losers bracket hole & found myself up against another excellent Ryu – who is also DeeJay’s worst character matchup at least ‘on paper’, yet I just managed to scrape out a 2-1 win with a ‘Sobat Carnival’ (Super Dread Kick) as Ryu tried to land a j.LK on DeeJay on wakeup. My opponent lamented he was trying an SF4 tactic of a LK crossup when it was hardly the right thing to do in HDR! I completely understood as I’d found my own HDR game got worse back when I played SF4 any amount at all. The TE stick I’d borrowed for this match (from a fellow DeeJay player M. Turbo, who luckily played blue-pants DeeJay to my purple-pants so there was no squabbling) felt a lot nicer and actually felt identical to my own.
Next HDR match up was my friend Marc! I joked that I wouldn’t give him a lift back home to Sheffield if he didn’t ‘play possom’ and let me win.. but then I told Marc seriously it was actually the opposite – he’d better play his best against me or I wouldn’t drive him anywhere! But his Cammy went down 2-0 to my DeeJay; it’s another matchup I fortunately feel very confident in & once again, the TE stick I had felt perfectly familiar. The TO told me to stay in my seat because the way the brackets worked I was up next. And then again, and again. I somehow beat past a Honda, another Ryu & the fellow DeeJay player without losing a round. I think having a run of games in a row like that really helped me though, and I suspect a lot of the players were distracted by also playing other games too.

DeeJay Wins!
So somehow I’d made it out of losers bracket and through to the HDR final! I was absolutely overjoyed already that I’d managed to even win a couple of games – this was far surpassing my expectations already. I’d read all about “bedroom champions” and “internet warriors” falling flat on their face their first time in a real-life tournament. I fully expected I’d end up the same way the moment the pressure was on me to perform on the spot. But whilst I’d been playing pretty badly, missing combos and setups I do regularly at home, and forgetting basic things like to LIGHT Jackknife-Kick a Honda butt drop from underneath it, I’d still managed to do ok and had managed to keep my cool despite my errors, and I’d even managed a few moments of clutch play that I’d had no idea were in me. However I found that something else I’d read was completely true; that in a tournament setting combos that you find easy normally you completely mess up when the pressure is on. But fortunately it wasn’t just me making these mistakes, it seemed to afflict my opponents just as much. Plus I’m not very good at combos anyway, so it probably hurts me less than most. Another major thing that was very strange was that the game seemed so slow to me. I don’t know if it was the fact I almost never get to play offline and so it felt much more responsive to me than online matches, or whether I’d somehow developed the Sirlin super power to slow down time (!!!
); but I actually suspect it is the much complained about speed differences on the inferior Ps3 version of HDR. However I can’t really complain because once I’d become accustomed to it, I feel it was actually helping me a lot. I frequently find HDR online on the 360 actually feels too fast for my reactions, yet I never felt that problem all day at this Dramatic Battle. It may equally well have just been that I was wide awake, I’d been sleeping, eating & drinking pretty well the whole weekend, and I wasn’t playing drunken at 4am as I somewhat prone to doing.
However despite this speed ‘advantage’, I was already thinking about how I was going to write up an agoners blog post about how I was so thrilled to come 2nd in my first ever real fighting game tournament. I now had to play against the only guy who’d beaten me all day, in technically DeeJay’s worst matchup, I didn’t really think I had much hope, but I knew it would definitely be great fun when I realised they were going to hold the finals so you each had your own screen and everyone else at the event would be watching – Fantastic! However I had to wait for quite a while before the HDR final would come along.. in the meantime I did everything I could to keep my focus. I sat down where I couldn’t even see any other games (in truth I’d not been very interested in watching anything other than HDR matches anyway – to me it’s so much more interesting than the other Street Fighters these days), and did mental ‘reps’ about the Ryu vs DeeJay matchup. How did I want to start the round? What did I want to try after the way Jinty had beaten me before? I kept going through various theory fighter games in my head again and again to keep me concentrated on nothing but HDR…
“Don’t psyche yourself out man! Just picture the fight in your head. How will the battle shape up? How will you win? Let’s get started!”
When I finally sat down for the finals with my friend Lom in the ‘judges seat’ between us, he announced that because I was in the losers I had to beat Jinty twice to win. I knew about this from watching how Evo was run this year, but I’d actually completely forgotten about it until I was reminded. I didn’t really think too much about it though, as I thought the finals would have been more sets anyway. I was still just thinking about Ryu vs DeeJay. We did our button configs, then went into a match and picked our characters. As my opponent pressed to pick “Ryu stage” I’d already started to hold down-back to charge at the start of the round, and so the stage selection cursor moved down to China as he hit the button. I said “sorry” across to him & I meant it – I actually much prefer Ryu stage graphically & musically
. As the round started I walked back away from Ryu and then threw a Hard Max Out.. and my DeeJay Dread Kicked his merry way across the screen! “My buttons are wrong” I said matter-of-factly but loudly. The annoying PS3, like the pox on the video-gaming world it is, had chosen that moment to dish up it’s known bug of actually being unable to save the button configuration between the options menu and an actual game.
Is there no end to the bad comedy that is the PS3?

Luckily for me not even a single blow had been landed and the TO kindly immediately stopped the fight and allowed us to redo our button config, twice, so that we knew it had actually worked.
Then to my complete surprise I managed to go on to win twice in a row to win the final! I was so focused on playing the individual rounds that I can’t recall much other than setting up a bunch of start-of-the-round guessing games pretty well, but apart from that they were really rough & ready games with lots of mistakes on either side – as others commented afterwards, and I readily agreed, they weren’t very good performances. I felt we’d actually both played much better in our earlier game where Jinty had won. I recall I did win one round when I managed to cross up Ryu, not quite finish him off – I most likely fluffed a combo as usual – and I just decided to play clock and distance as there was no way Ryu was going to beat me with fireball chip damage at that point and couldn’t gain a super either. So I just blocked, Max Out & slid about and tried to bait a jump in that never came until the timer ran out. I remember this because I was glad I managed to keep my head enough to do this in this situation. I don’t even know what the round counts were in the finals though, I was so concentrating on just playing each round as it came and I was really glad I was able to focus in that way as it’s something I’ve actively worked on doing a lot when playing SF.

The winnings. Propped up, like me, by 'the lucky lucky Street Fighting drink'!
I also wasn’t sure what, if anything, I got for winning this.. it turns out I won a ‘Gold Pass’ to SVB which is free entry and a free game entry. Nice! However I’ve already paid for SVB and my entry to HDR and I can’t really play any other games I might have tried since they haven’t been released on the 360 yet, so I need to find out how I can actually use this Gold Pass… but it does manage take away my disgust and disgrace of playing a video game for the first time in my life on a PS2 or a PS3. At least no cooty-infested Sony control pad got near me though.
But it was the fun of the whole thing that was the best thing to “win” anyway. I’ve thanked the organisers already on their forums for this, but I have to re-iterate it was absolutely amazing to be able to play the game I love the most in this kind of atmosphere. I do really love playing with an audience – even if I was concentrating so much I was barely aware of their presence for the most part – it feels like old times in those all too rare occasions I’d get to play in an arcade and when I’d manage to draw a crowd. I do wish there was something like this closer to home, and I have to admit I’d really like to try and run an event like this someday locally, if I could ever find a suitable venue for it.

My other prize! Thank you Dee xxx om nom nom, it's lovely Sheffield's finest
When I got home it was gone midnight but I was still so mentally into Street Fighter there was no way I could sleep, so I went onto HDR, and promptly got my ass handed to me online. I’ve hopefully made it clear enough that although I’m really happy about this result (if you can’t enjoy winning at your favourite game then I don’t know what you can enjoy!) I’ve got no delusions of grandeur, nor would I want to brag about my performance in any way as I genuinely felt I was pretty bad for the most part – as you’ll be able to see on the videos most likely soon enough. I felt I got lucky a bunch of times in this tournament, and I’m absolutely certain that a fair few of the players were much better than me overall and will I am sure will beat me the next time we play. I actually found it a great shame that Jinty, who I most wanted to play against again (as he beat me!), was only on PSN so there’s really no way we will get any matches in.
In any case, this will all mean absolutely nothing once SVB starts, and I’m still expecting to scrub out 0-2 there if I don’t manage to up my game and play much better. I’ve got so much to learn and improve still, but that’s exactly what makes fighting games so much fun – the endless challenge!
Afterall, the answer lies.. in the heart of battle!
Max Out.

(Note: At this Dramatic Battle some people also played some games of SF4 apparently)
To the spirit of a fighter

Stolen from somewhere on SRK.com! I actually needed a bit of help translating the advice dog - 'FOB' = "fresh off the boat" - a reference to displaying "contemporary East Asian youth cultures" in this instance
Oh and 'AH' is Arcana Hearts.
There’s an article forthcoming on my full thoughts on Street Fighter IV, but I think it’s a summary enough to say for now that I’m no longer playing or following the game very much at all. However as long pre-supposed here on agoners, the main reason for the excitement around SF4 was not SF4 itself, but its position as a flagbearer for the return of the 2d fighting game scene in general. And what a return it has been!
The years of having nothing fighting game wise to play, and/or no-one to play against have ended, and now the pendulum has swung the other way with veritable a glut of good fighting games, and XBox Live and other competition generally always available. And not to mention the excellent joysticks and controllers now available, neatly solving all my joystick issues, are also mainly thanks to SF4.
The trouble now is finding the time to play them all, and deciding which to play and which to dedicate my real ’serious’ gaming time to as well. Perhaps the advice dog can help?
This past few weeks have been especially mad with both Garou: Mark of the Wolves & The King of Fighters 98 Ultimate Match being released to XBox Live Arcade.

I’d never had the chance to play Garou at all before, but it seems to be a really great engine and really fun to play so far. It appears to be pretty much the ‘Street Fighter 3′ of the Fatal Fury series, set after the other games, with only a single returning (much older) character, with vastly improved graphics & animation and even technical additions to the game engine centering around just-defense, a kind of parry. I’m intrigued to actually find out more about where some of these characters come from too, although many are of pretty obvious parentage/heritage. This game on it’s own just a couple of years ago would’ve had me immensely excited & playing it night after night. Now it’s practically lost in the sea of fighting games.

Too many great characters & games!
The King of Fighters 98 Ulitimate Match, as well as being an appropriately long-winded title, actually lives up to it’s billing. Another game I’d never got to play, I was really shocked at how amazing it is. I really lost touch with KOF beyond 97 & one of the contributing factors was constantly having my favourite characters removed or having their moves changed beyond all recognition. But KOF98UM is a glorious return to form for me!
OHMSHIT!!GEYSER!
Virtually every one of my favourite characters or moves are back & in the form I used and loved them – it’s almost like meeting old friends again.

The only huge let-down with both SNK games is that the netcode & Live interface is almost tragically poor. The input lag is worse than even SF4, and at times even worse than older XBox titles like 3rd Strike. This is such a terrible shame really, as it will really put a shelf-life on both of these titles as it will hamper any attempts at “serious play” for me, because I don’t have any similarly passionate local competition. The one saving grace for them is that, like SF4, it is possible to cancel out of fighting high-ping opponents altogether. But the odd awful game still seems to occur.
Still, it’s such a pity that something much better wasn’t done with these great games that would’ve had so much potential online. It still absolutely astounds me that no fighting game has ever managed to “get it all right” in terms of its online interface, given how many years systems like XBox Live & GGPO have been around.
The next couple of months will also bring us Marvel Vs Capcom 2 to Live Arcade, and hopefully a PAL release of King of Fighters 12, both of which will hopefully involve further attempts by the same companies to better their online fighting experiences, so there is some hope at least. Oh and I’m certainly not forgetting SSF2T HD Remix! Taken as a whole package, including the netcode, HD Remix is still the best fighting game around, and one I cannot ever foresee leaving behind.
There are also yet more games that are leaving a bitter taste of absence for me though. Both Virtual On Oratorio Tangram and BlazBlue are games I’d love to be playing and would be hugely excited about. However VOOT is awaiting a decent twin stick controller to be available to me – in the UK – before it actually becomes worth playing! But at least Hori are planning to manufacture one in Japan, so I have some hopes I’ll be able to pick up one and get a chance to play this game online (although it apparently suffers from the same netcode failings as the SNK games.. *sigh*). BlazBlue is incredibly frustrating for me, thanks to my old enemies: Region lock-out disks, and No PAL release whatsoever. Now this situation has occured before – for one of my potential favourite XBox 360 games, All-Pro Football 2k8, which was why I’d originally purchased an NTSC American 360 Elite… however when it RROD’d on me, I was left with a fixed PAL UK model instead, so I’m now unable to play 2k8. The same has happened with a few other games, notably Japan-only ones though (like Super Robot Wars XO), and now its the case with BlazBlue too. This is always a pretty irritating state of affairs, but it causes RAGE GAUGE levels of annoyance when you can actually ’see’ your friends on your XBox Live friends list playing it!
It just brings home how utterly retarded and ass-backwards region lock-outs for non-global release games are – they are literally just refusing to take my money, pointlessly. As long as it gets released at some point though, I won’t be too upset, as I do have plenty enough other games to be playing.
So in some ways this is a good time for it not to be released. But the problem is that when it does eventually come out in the UK, I’ll be hopelessly behind the learning curve compared to the top players (not that it’s at all certain I’d ever be competitive at it anyway!), and I’ll be really upset if we don’t get an equivalent collectors edition set as the USA and Asia got, because the idea of a tutorial DVD included with the game is one of the things that particularly drew me into potentially getting into this game much more seriously than I otherwise would. I’m also irritated by the total lack of information on this, because I’d be quite tempted to try and get ahold of another NTSC 360 if this game isn’t going to receive a PAL release sometime soon.
Anyway, I don’t want to grumble too much, because the main point of this post was just to say ”yay, I was right!” when it comes to the rejuvenation of the 2d fighting game scene – there’s never been so many great reasons NOT to play SF4!

Four Play
I’ve lamented the death of arcade culture over here before, especially for someone outside of London, who must go on some crazy pilgrimage, or to a tournament to even play games in this style. However to my amazement, Capcom decided to run a mini Street Fighter 4 UK tour with some actual arcade cabinets in tow. Despite the fact I’d have my hands on the game itself in only a few weeks - what made this truly special was that it was going on just a half-hour drive out from my home city. As an SF nut, I just had to show my support for this, no matter what. Sadly on the first day, the whole of the shopping mall in question, Meadowhall, was snowed out; my calls to the shops there going unanswered, the helpdesk did eventually answer me to to explain that the whole place was pretty much closed down and that the SF4 event wouldn’t be going on. I’d later find out that it had been on, but virtually no-0ne had showed up due to the weather & the fact most of the mall was closed. I would have been more upset at missing a chance at this, but I’d had a fantastic evening gaming on HD:R and GoW2 anyway so I couldn’t be too miffed.
The next day however, the snow had died down and melted somewhat, and I had a roving informant already at the mall who eventually tracked down the cabinets and confirmed it was on and would be going on until later that evening.

I was shattered after being at work all week (and too many late nights gaming, naturally), but nothing was going to stop me, as I dug my car out from under the snow and ice with gloves and an ice scraper, and then proceeded to try to drive it off the icesheet that called itself my road. No go, it was literally impassable without some snow tires or something. But instead I managed to slide my car back down the hill on the ice, and managed to get it around the corner and onto the, thankfully clear, main streets of Sheffield. Whew! When I got there I knew exactly where I was headed… yep, I walked straight past the SF4 cabinets with a grin, and wearing my ‘Sonic Boom’ t-shirt like a true SF geek, went on my way to Starbucks. I grabbed a vital double espresso to go, and made my way back to the SF4 stand.
There wasn’t too many people about so I almost immediately got a go, and supping on my espresso, went to select Guile and discovered I had to play as f**king Ryu as the previous person had actually won despite vacating the machine. But I hate Ryu I thought to myself (and perhaps sung out loud)… but proceeded to play anyway. I immediately noticed something was terribly wrong. What was this.. LAG??! On a cabinet? How on earth was this possible? It was actually really horrendous slowdown at times – and as I discussed with the Capcom booth staff on hand later, apparently these weren’t “full spec” cabs, and didn’t have the correct graphics cards or RAM or something. Of course their reassurances to me that the console version would be fine weren’t really necessary as I knew this was some really freaky problem, having played at least a little on SF4 cabs that were perfectly fine before; but talk about a terrible way to promote your game.

Still, it was free, and so my quarter-circle-punch’ing went on unbowed by this unfortunate turn of events. I discovered I couldn’t seem to get out a Super or Ultra move though, despite the fact I find Ryu’s double fireball motion easy most of the time. My opponents weren’t exactly taking advantage of the flaws in my game though, and three easy wins later my opponent was motioning wildly at my win counter for some reason. Bemused, I then discovered this had earned me an SF4 t-shirt for my troubles, and I also realised as his arm waving got more exasperated that he was in fact using sign language. Sadly I don’t know any sign language, but I still managed to communicate through the universal language of Street Fighter, smiles and points at the screen with both him and his friends during the course of the evening. There was only one competitor all night though who could give me anything like a good game (wushudude, who’d travelled from Manchester), but I was still having fun, and we were more interested in experimenting with focus attacks, dash cancels, different characters and the like. I even discovered that due to the slowdown on the machines that Ultras and other complex motions could be performed, you just had to input the motions incredibly slowly for the game to register it.

A day away later, I woke up after hardly any sleep after playing Drunken SF HD Remix all ‘night’ until 8am, and in a very short space of time somehow managed to get myself back to Meadowhall, for more coffee & SF4, this time with a couple of friends with me, including fellow blogger Navan Daughn. SF4 does seem to be associated with a lack of sleep for me now. This was quite a different experience to the other night, as the weather had cleared further, and the mall, and the machines were packed. The bad news was it took some time to get a go and you probably wouldn’t stay on the machines for the maximum 3 wins unless you got a run of weaker opponents. However it was great to chat with a lot more knowledgeable players and bigger fans, and to get some good competition – not to mention the tantalising “oooh” of the crowd when spectacular moves and near misses occured. Of course that competition was really dulled by the amount of experimentation with the new game systems going on, and not to mention our total exasberation with the slowdown, causing some stages of fights to become utterly random. 3rd Strike player SrWilson has put up some videos on youtube of the SF4 games at Meadowhall.

Yes that's really agoners own Navan Daughn on the nearest cab putting in his first real-life appearance on this blog!
So yes, all in all it wasn’t an incredible experience thanks to the dodgy cabs, but there were some real highlights for me. The chance, if only for a few brief hours, to play games in this kind of arcade environment was really fantastic for me. In fact it was arguably better than ever before for me, as now I’m a converted stick player, I don’t feel like I am playing with one arm tied behind my back just because I have to use a joystick. In fact the Viewlix cabs had absolutely gorgeous controls – and it was great to really start to get to hands-on with them, knowing that my Tournament Edition Madcatz SF4 joystick is only a few weeks away, and it itself is modelled off these same cabs; even using almost the same parts. But it was the comaraderie and audience of the crowd that makes this kind of gaming just so special. Not to mention the game itself. I’ve been pretty harsh on SF4 in general, as it’s taken a number of design turns that I really disagree with, completely counter to say, the great decisions made in HD Remix. However I have to say with actually a few hours of play under my belt now, the game is warming on me. The amount of mind games and techniques based around the focus attack is really impressive, and the mixture of some of the best elements of Street Fighter 3 is really a great idea. Not to mention giving anyone with a good grounding in SF3 a huge initial advantage at SF4 I would suggest. I’ll never agree with choice to maintain (and even worsen) the overly complex commands, and I’ll lament the atrocious character roster until hopefully one day something like SF5 makes amends for it. But until then, it was good to see some more good in SF4 than I expected – and I’m really looking forward to the home version much much more now, thanks to this UK Tour.

Yes, there really is a guy who's cut his hair like Zangief! What a dude!

Another game I love, Virtual On was recently re-released in an
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