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This is a play-through using Sagat in an alternative version of the SNES game Street Fighter 2: The World Warrior. Read on below for more information... Sagat is the 3rd of 4 bosses of this game, and is originally an unplayable character in the normal version of the game. In this alternate version however, he can be selected and controlled by a human player. === About this Sagat === The first thing you should know is that the human-controlled Sagat in this game has a flaw with his controls. If it weren't for this problem, he would have been a perfect "conversion" of the CPU Sagat. Here is the description of the flaw, as well as other information: ---- He has a flaw in his controls where a human player cannot perform standing basics like a "normal" character. He always starts off a round with only Jabs available for when he is standing/neutral. If you jump and perform a jumping basic move, it will "copy" the button you used to do it so when you land, he'll have the standing basic of the corresponding button you used for the jumping basic. So for example, if you jump and perform a jumping Roundhouse, he'll then have the high kicks for all of his standing basics. If you jump and do a jumping Short, he'll then have the low kicks for all of his standing basics. It's like as if his standing/neutral state copies and stores what strength jumping moves he does. Another flaw is when he does crouching basics. If you do a crouching basic move with him, you'll be stuck with crouching basics for the rest of the round. It's like as if his standing/neutral input data copies and stores what you last did. So even when standing, if you press a button he'll automatically do a crouching move, even though you didn't press/hold Down on the D-Pad. This flaw only happens in his standing/neutral states. The jumping states, crouching states and special moves are perfectly normal. ---- When fighting against Sagat, he cannot avoid his High Tiger projectiles by crouching. ---- To save memory space, his basic standing and crouching Jabs use his Tiger projectile sprites. His standing Strong and Fierce elbows are edits from the same Tiger projectile sprites. ---- Obviously as the bosses were never meant to be playable, their "endings" are flawed, with Ryu's ending music playing. It doesn't lock up the game though. You can see this near the end of the video. ---- In a single player mode, if you lose with him and end up on the Continue countdown screen, pressing START to continue will produce some strange flawed voices or sounds. It varies and the sound you get is dependent on which voiced was used by the opponent he was fighting and lost to. ---- On the main character select screen map, the flying plane has been removed for this version. Instead it just skips straight to the next opponent. This was obviously done because the bosses had no proper flight plan programmed in, they would originally "fly" to "out-of-bounds" values which would end up freezing the game. ===== About SNES Alternate SF2WW ===== This version of the game is known as Street Fighter II: Champion Edition, and is developed by Twin Eagles Group, a Peruvian coding group who is known for many other alternate versions of video games across a few platforms in the 1990s. The SF2 one was actually published by an unknown company, and distributed across South America. Overall this is a very impressive adaptation, because in the normal SNES version of SF2:WW, if you tried to control the bosses (using alternate methods) it would just lock up the game. The creators have somehow found a way to make them fully playable AND be able to perform their special moves. It is not perfect and it does has a few flaws (there is nothing in it that freezes the game), but this is to be expected. It is one of the best alternative versions of Street Fighter II (in my opinion).