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- on display at Toy Fair in New York
- 12 mini figures
- 1.75 inch each
- figures include Mega Man 1: Mega Man, Mega Man Mega Buster variant, Cut Man, Guts Man, Elec Man, Bomb Man, Ice Man, Fire Man, Metool, Sniper Joe, Dr. Light, Dr. Wily and Yellow Devil
- three figures will be sold per pack later this summer
Capcom talks about Switch dev kit costs, tech details, working on RE Engine support, interest in making AAA titles
The following comes from Nintendo’s Masaru Mitsuyoshi, who held a joint session with Capcom’s Masaru Ijuin about Switch.
- Switch dev kits cost roughly $450 to $500
- originally, the Joy-Cons were still in the research phase and weren’t included in the explanation document
- Ijuin from Capcom said that there was only a touch panel form factor and nothing like the Joy-Con
- Ijuin wasn’t sure in what way the device would be portable, but saw how things worked once the Jon-Cons were revealed
- hardware specs for Switch focus on high performance and low power
- you can achieve nVidia GeForce’s high performance capability in TV mode
- you also can use the same device running with a battery in tabletop mode and portable mode
- Nintendo is adopting an original operating system
- you can use plenty of hardware resources for gaming apps and it can secure enough memory space for these apps as well
- Nintendo is putting a high priority on wireless
- even if you go from TV mode to portable mode with Switch, it transmits without a disconnection
- Capcom had been working on Ultra Street Fighter II & are using their original engine MT Framework
- lots of staff at Capcom are used to the engine
- Capcom began to develop an environment to quickly examine the hardware right away
- they initially excluded support of hardware-specific features and also excluded sound and network support
- after this, Capcom began to develop a PC emulation environment in parallel
- Nintendo provided a GPU emulator which is capable of recreating the same shaders of the actual console on PC
- the Switch version of the GPU emulator is enhanced, so it was easier for Capcom to create a PC emulator
- it’s very easy to do iterations on PC, so the advantage of preparing a PC emulator is quite big
- one month was used to understand tools, development environment, and the SDK
- at first, Capcom could secure just two programmers to do the work
- with only one month and two people, they could port basic engine features
- the staff were accustomed to porting and previously developed a Wii U version MT Framework
- the hardware structure was easy to understand
- the port process was overwhelmingly faster than 3DS or Wii U
- on 3DS, it took four months with four people
- on Wii U, it took three months with five people
- the hardware structure was very easy to understand and it also had similarities to Wii U
- Capcom had told Nintendo that the initially planned memory space wasn’t enough
- Capcom’s request was accepted and the memory capacity became as per to their expectation
- there was some talk about whether they should go capacitive or pressure sensitive with the touchscreen
- the situation was considered based on the associated costs
- to examine the situation with the CPU clock and power consumption, it is necessary to have a high-load application
- during the early development stage, there are not many environments which fit that need
- since Capcom was able to get a grasp on Switch in just a month, Nintendo offered Capcom to work on the task
- Nintendo and Capcom collaborated using each other’s specialties
- Nintendo and Capcom built up a trusting relationship while going through a trial and error process
- Switch’s SOC power consumption takes a bigger toll on the GPU than the CPU
- Capcom asked Nintendo about implementing a feature to adjust the GPU clock corresponding on scenes
- Nintendo said that even if you lower the clock, the overall processing time will be longer
- it also won’t necessarily give an advantage in the end
- Capcom is looking into having the RE Engine compatible with Switch
- Capcom wants to develop AAA titles for the platform
Hey World Warriors!
We are just about two weeks away from the release of Nintendo Switch and we’re excited to reveal the brand-new “Way of the Hado” mode coming to Ultra Street Fighter II: The Final Challengers.
By holding the left and right Joy-Con in each hand respectively and utilizing the motion controls, you’ll be able to perform Ryu’s iconic special moves. Full descriptions and demonstrations are available in Training Mode, so you can practice your attacking and defending there. Once you’re ready to jump in, you can challenge yourself to obtain a high score in Beginner or Hard difficulty. And if you want a real test of endurance, try out endless mode where Shadaloo soldiers will continue to appear until you have been KO’d.
Hadoukens are performed by turning the Joy-Con controllers sideways and pushing forward with both hands. This is a great way to stop enemy projectiles and deal damage from a distance.
Shoryukens deal great damage to a single target and is your go-to special move when an enemy is up close. To perform a Shoryuken, keep one arm still while you punch the other into the air in an upward arc.
Tatsumaki Senpuu Kyaku’s allow you to hit multiple opponents up close, making it effective when several enemies try to swarm you. You perform it by holding both Joy-Con controllers upright in front of you and rotating your hips side to side.
The best way to deal massive damage to enemies close up and far away is by doing Ryu’s Shinku Hadouken. You’ll need to build up your Super Meter while playing, and once it’s full, hold down the SL and SR buttons while doing the same motion for a normal Hadouken.
After each stage in “Way of the Hado” mode, you’ll earn valuable experience points that you can invest in various stats such as Attack, Health, Speed, and Defense. Improving your stats are key to defeating soldiers quickly and obtaining a higher score. Once you’re ready for the ultimate test, fight M. Bison himself!
We hope you’ve enjoyed this preview of “Way of the Hado” mode, which will be coming to Ultra Street Fighter II on the Nintendo Switch. At a later date, we’ll share with you even more modes and features coming to the game, along with pricing and release timing. For the latest updates on everything Street Fighter, make sure to follow us on Facebook and Twitter.
Thanks to NetPower for the heads up!
I haven't had the time to dedicate to Monster Hunter lately. I really do enjoy the series, but it requires such a time commitment. It also helps when you have some real-life friends to hook up with and play, but I only have one other friend that's into the series!
■ “Way of the Hado” Mode
Become Ryu from the first-person perspective and beat down the approaching Shadaloo Soldiers. Hold the Joy-Con controllers in each hand and unleash Hadokens and Shoryukens using motion controls and button combinations. Put in all of your passion and defeat longtime enemy M. Bison!
In addition to “Stage Mode,” in which you defeat enemies to clear stages, there is an “Endless Mode” to continue fighting until your health reaches zero, and a “Training Mode” to practice your techniques.
Additionally, you’ll be awarded “Growth Points” based on the gameplay content, which can be used to strengthen Ryu’s Attack, Speed, Guts, Defense, Luck, and Vital stats. Strengthen Ryu to your liking in order to aim for the high score!
Ultra Street Fighter II: The Final Challengers
■ Street Fighter Series High-Resolution Illustration Gallery
One of the charms of the Street Fighter series is its unique character design. In Ultra Street Fighter II: The Final Challengers, you can browse through over 1,400 carefully selected illustrations from SF20: The Art of Street Fighter.
■ Color Edit
With the new “Color Edit” feature, you can edit character colors to your liking and store them. You can customize character colors intuitively using the touchscreen. The colors you store can be used in arcade mode, as well as versus and online battles.
You can store up to 10 edited colors for each character.
I'm not sure how I feel about this mode. I'm into the game in general, but I need to go hands-on with this mode to see if it's any fun. How's everyone else feeling about this?
- players can now trade Kinsects from one weapon to another as long as it’s done at the same time
- this is not possible with collaboration weapons
- when using the Hunting Horn, the melodies you can play are displayed on the bottom screen, where you can activate them
- when a song is activated, its name becomes yellow in the list
- the message that is displayed when activating a song can now be found in the bottom left corner of the top screen
- when hunting a monster, if you manage to cut a part (such as the tail), then it will be displayed on the map
- when fishing, you can now move the lure around using the circle pad, which makes it easier to catch something