games / Columns

Ask 411 Games 06.14.10: Suda51, Zelda SNES 2 & World Cup Soccer 94?

June 14, 2010 | Posted by Mathew Sforcina

Hello one and almost all to Ask 411 Games! That’s right, everyone except that guy there is allowed in. Yes, you. No, not you, the guy next to you. Yeah, you, get out.

*waits*

Good, I hate that guy.

Anyway, onto the questions!

But first~!

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Remember, questions can go in the comment section, or, better yet, to [email protected]

So, let’s begin with Andy and his request.

Hi Matt,

I love both your ask columns on 411. I have a question that may be relevant to both. I’m a big fan of Suda 51 and his games and was reading a bit about Super Fire Pro Wrestling Special on which Suda 51 acted as a writer. What was interesting was that the game was considered quite contraversial at the time of release due to the ending where the main character comitts suicide. I was hoping you could shed some light on this title and explain a little more about the story.

Well, that game is interesting in that it was Suda51’s second ever game, the Fire Pro series is how Suda51 got into gaming. He sent an application for a job to HUMAN, the company who was making the Fire Pro series, since he loves Pro Wrestling. For a while, he got no reply, and so went back to working as an Undertaker, before he got the call, and started working on the Fire Pro series as the writer, since, apparently, few people working on the game new much about the history of Wrestling.

His first game ever was Super Fire Pro Wrestling 3 Final Bout, in which he was a scenario writer. His second one was the infamous Super Fire Pro Wrestling Special, infamous not for the gameplay or anything (it’s an early entry in the Fire Pro series, despite being the 11th in the series, but the control scheme was in place), but the story, which Suda51 wrote.

I’d put in huge spoiler warning text here, but given that it’s SOMEWHAT unlikely that anyone will be playing it soon (given it was released in 1994 for the Super Famicom), I’ll give you the storyline in the following paragraph then move on.

The storyline for the game sees your character, a made up wrestler, enter the games’ wrestling company to prove that he’s the biggest and toughest. As he wins more and more one on one matches, he gets a buzz around him and also gains respect from his enemies. As he goes along, he makes friends with some wrestlers, one in particular, and meets the sister of Akira Maeda, (based on the wrestler of the same name), falling in love with her. But when you get to the end of the story, and the Undisputed Title match, against his best friend, the girl dumps him, and then his American trainer is killed in front of him. After winning the match and title, the main character decides it was a hollow victory given everything else that happened. The last shot of the storyline sees your character looking depressed, then shows the outside of his mansion. And a single gun shot rings out.

So, not exactly puppy dogs and rainbows at the end then. The game’s roster was pretty deep for the time, and the gameplay, while not perfected, was still pretty good. It was also the first Fire Pro game to feature an Octagon fighting ring. But that story is pretty messed up. Why did he write that? Well, thankfully, someone asked him a while back, so I can give you his own words on the subject.

Another Website: That was Super Fire Pro Wrestling Special wasn’t it? You were the scenario writer that made the hero commit suicide at the end of the game! As a first piece of work that’s pretty shocking for a story ending – do you feel that a shock factor is necessary to engage with the player?

SUDA51: I think the shocking ending scenes were necessary really. In the story you had many different fighters to beat in order to gain experience, but at the end of it all there is nothing left for him. At first I was undecided whether to have a good ending or a bad ending for this game. There were many happy scenes along the course of the game, and I don’t like games with a completely wholesome good ending. So, I decided to kill him [laughs].

In terms of general video game story development, I really like to make games with a solid story. The same as with movies or books, the creators or writers are free to do whatever they want with their stories and I don’t want to make the same kind of Japanese fantasy plot lines. And I want to write stuff for adults as well, so that they can enjoy games too.

So there you have it. He didn’t look at the game like a Wrestling storyline, but as a RPG game. Hence he was able to take liberties and go that route. Of course, you’d never get away with that ending now, but still, he wanted to be different. And he’s gone on as he started, really. I mean, who else could get away with this sort of stuff?

Jay has a simple question.

Question, why was there never another Zelda on the SNES? They had at least four years to release one.

Well, Japan sorta kinda got one in “BS Zelda no Densetsu Kodai no Sekiban”, which was released on the Super Famicom’s Satellaview peripheral, using a voice transmitting system called SoundLink.

But as for there being no proper Zelda on SNES 2? To my knowledge, there’s been no official word, but basically Link to the Past went so well, they, he said, guessing, that they felt any sequel on the SNES wouldn’t be as well received, they had to wait for the upped power of the N64. Unless someone else found an interview or something disproving that.

Cuthbert wants to talk about exploration.

I had a big problem with one of your answers. Who the hell DIDN’T try to literally burn every single bush and bomb every single rock in Zelda? Seriously, that is how everyone did it.

Well, clearly not, given that someone asked. I’m sure some people out there didn’t think to go through the trouble of doing EVERY bush and rock. I mean, that’s part of the justification for Achievements after all, helping to guide you towards new ways to play.

I mean, if you’re here, reading this, then you have some interest and, probably, some experience with video games. Hence you’re very likely to be the sort of player who does explore EVERY room and loot every body. I sure do. But lots of gamers don’t, or don’t want to bother. That’s what magazines and gamefaqs and the like are for, after all.

SHADE asks about wrestling games.

This is a little mix of a wrestling and video game question.

In pretty much every wrestling video game out there (specifically WWE), there’s an option for tornado tag matches. I can’t remember the last time the WWE did a regular tornado tag match, if they ever have. I know they’ve done falls count anywhere variants, but when was the last one and why would THQ keep putting this option in if it’s not even done (which is their excuse for not using other matches)?

As ste & Guest#5387 pointed out, the reason it’s in there is because it allows for 2 players to play at the same time against the computer or other friends, for local multiplayer tag team action. That’s a rare case of them putting gameplay over ‘believability’.

As for the last WWE Tornado Tag match, the last one I found was November 5th, 2006, at Cyber Sunday.

There were a couple more that year, so 2006 was the last year it was used somewhat regularly. And it was popular, since it got voted in.

Guy wants to rant about PSN.

The other day I was wondering what the deal is with games on the PSN. See, I understand that they have different stores for different regions in case a game was banned in one country but available in another (even though you can access the stores from any country for some reason) and so on. However, I can’t figure out why there’s such a huge gap between the US and Australian stores. I mean, we have Crash 1 and 3 but not 2, Syphon Filter 1 and 3 but not 2, Abe’s Oddysee but not Abe’s Exodus, Rayman 1 but not Rayman 2, and only some of the Tomb Raider games. On the US store, they have the complete series for each of them, along with other ‘exclusives’ such as Dino Crisis and Soul Reaver. As far as I’m aware, these games were not banned or edited when they were initially released in Australia, plus they’re already in the same language as our versions, so why aren’t the games on our store if the versions are identical? What makes the Aussie store so selective? Surely it doesn’t cost any more to add a game to one store than another.

Well, it’s not Australia so much as it being Europe, since we’re on the same PAL region code as them. And that’s the problem. There IS a cost involved in switching a game over from America to the PAL region, in that the PAL and NTSC are different, mainly in the frames per second, NTSC’s standard being 30 frames per second, PAL being 25. Thus, games have to be modified to accommodate the frame rate, otherwise games would look off (and some, like Sonic or any other speed based game, would be unplayable).

There is also issues with some games about who owns the rights to distribute them, and thus some games don’t make it onto the new distribution systems due to complex issues of who can and can’t do that. But it’s mostly rhe NTSC/PAL thing.

That, and the rest of the gaming world hates us for having the most strict Video Games laws in the world. I mean, we don’t have an R rating for Video Games! Clearly we’re all backwards and not worth our time. Oh, and we’re all a bunch of pirates, since the rare time we got a game on time/early in New Super Mario Bros, an Aussie ripped it and put it up to prove he had it and got sued for $1.5 Million dollars, which is now being used by Nintendo as justification for delaying all Australian releases for no good reason.

Yeah, little bitter….

Let’s cheer things up a bit, with this rather silly Smackdown V Raw Created Story.


I think it’s the horns that make the thing for me.

Russonomics gets us back onto solid ground.

Got a few Tomb Raider based Q’s for you.

1] In TR1, why does lara have a ponytail in cutscenes, but in gameplay, she just has a…sort of…bob thingy?

Well, here’s a pre-rendered cutscene…

And here’s one with in-game grahphics…

So yeah, slight difference there. In the pre-rendered stuff, she has a huge, long pony tail down to about her lower back, while in gameplay, it’s a much shorter ‘ponytail’, tied up into a bob.

In storyline, one can argue that she tied up her long hair while exploring/fighting in order to keep it out of the way, she knew it could cause problems, so she tied up her ponytail and put it in that bob.

In reality, it’s just a simple case of them liking the ponytail, wanting to use it in the pre-rendered stuff, but being unable to make the hair move properly in the gameplay engine, that long a tail wouldn’t be able to move about correctly, or would be solid and look stupid as her head moved. So they put it up in the bob, and thus it wouldn’t move.

2] Why was Winston the butler included in Laras home? All you could really do is lock him in the fridge.

What a cruel thing to do. But then he’s not totally innocent.

But why include him? Comic Relief. Plus it helps give Lara some semblance of a normal relationship that doesn’t involving killing things and stealing stuff.

3] Why did Crystal Dynamics basically do a continuity reboot after taking over the franchise from Core?

Because they had to reboot the series after Core took far too long to basically remake the same game over and over again, and they wanted to ‘retooled the franchise and character to emphasize aspects of the original game that made them unique’, and to that end, they had to change her character, and to do that, they had to change her backstory. Although it’s weird, CD thought Lara was far too dark and bloodthirsty, and yet, compare the first game’s take on this scene, and the Anniversay remake’s take.

Strange that to make her less dark, you remove her empathy and flirtatiousness there…

But regardless, they wanted to restart her character, and thus the continuality had to be tossed out.

(finally) 4] Why did Angel of darkness suck so much ass?

Because despite being delayed several times, it still had a bad control scheme, odd choices in terms of control schemes, and lots and lots of bugs. Plus the RPG system was flawed and somewhat useless, she didn’t have her dual pistols, and was just a rushed game. And considering the delays it had, it’s somewhat unforgivable.

Now, I probably should do El Guesto’s one, but… It’s a long one, and I don’t have time. Next week, I swear dude. Instead, we’ll go onto Muta Mark.

Also in your opinion,what is the best ever soccor game produce?Thats if you play them at all!Mine was Fifa 98:Road to World Cup.

Well, no, sadly, I don’t play that much Soccer, nor soccer games. That said, a game that I LOVED as a kid which is kinda like Soccer was Speedball 2. I had the Mega Drive/Genesis version, this is the Amiga, but damm this was a fun game,

And I just now found out that this was on XBLA for a bit and now isn’t, which really ticks me off.

Anyway, the closest real Soccer game I’ve played with any regularity was… World Cup 94 Pinball.

No, wait! I got it! Virtual Striker! Man, I LOVED that in the Arcade, I played Italy since it’s my homeland, and was not bad at it. But yeah, Virtual Striker man.

And finally, Guest#9323 has a simple request.

I loved Intelligent Qube.Especially when u loe and fall.Are their any youtubes videos that show the character falling? Lol

Intelligent Qube, also known as Kurushi in Europe and Australia, is a puzzle game on the PS1, where the player controlled a character who ran around platforms made of cubes, where you had to capture certain points on the map by selecting them as cubes rolled onto them. It was fairly well received. Here’s how to play the game properly.

I.Q (Oh, I see what they did there, very clever) had ways to die. And while I sadly couldn’t find a video purely of deaths, there’s a few in here, just repeat them ad nauseam if you want.

Remember, questions can go in the comment section, or, better yet, to [email protected], and I’ll see you all later. Except that one guy, he’s still a jerk.

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Mathew Sforcina

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