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I had never seen nor heard of Galaxy Fight prior to three weeks ago when someone I follow retweeted a gif of Juri bumrushing a literal child and kicking him in the face. At the time, I was refining a design for a character of mine who is a kickboxer, and seeing Juri cave a young boy's face in was a potent hit of inspiration. I had to play Galaxy Fight, and while I could download an ISO and burn it onto a CD-ROM, I instead shelled out about 35$ for a used Japanese copy because I just had to have the real thing in hand. Juri's thighs are still selling this game today.

Galaxy Fight is pretty barebones. Keep in mind that my fighting game literacy sucks, so when I say that I didn't find much here to differentiate it from your typical mid-90s fighter, someone more intimate with the genre may find a lot more nuance. There's nothing wrong with that either, fighting games of this era were great and even a very average one makes for a good way to kill a three-day weekend. However, this also makes Galaxy Fight a hard sell to anyone buying up genuine copies of old games (certainly not an American copy), though I suspect if you're serious about collecting you're probably accustomed to paying more than a game is reasonably worth. Look, I get it. I bought a copy of Mario Party, I have a sickness of the mind.

But maybe you don't, maybe you're a reasonable person and just want a good fighting game to play in emulation. In which case, Galaxy Fight is a much easier recommendation, as its aesthetic design and overall feel makes it worthwhile enough to spend a bit of time with. Combat feels very punchy, responsive, and carries just the right amount of weight. It's especially satisfying to launch an attack from a sprint thanks to the way characters truck across the screen, there's a good sense of momentum and force behind it. In terms of how a fighting game should feel, it checks all the boxes for me, even if it may be lacking in depth.

Setting aside my obvious Juri bias, I also gel with the way the rest of Galaxy Fight's modest roster looks and plays. Kouta Kita - who passed in 2017 - may be better known for Waku Waku 7, whose roster Roomi could effortlessly fight in with, but I think I prefer the designs in Galaxy Fight more. Not that I'm against cute things, but the darker, more sci-fi driven aesthetic resonates with me more. These designs translate well to sprite art, and even on the Saturn, Galaxy Fight is graphically impressive. Character pallets change to reflect the lighting conditions of the levels they're in, watery surfaces look convincingly wet thanks to some excellent reflections and shimmering effects, and parallax scrolling is used to create scope to great effect. I also love everything that's going on in Roomi's stage.

Plus, it's got Juri, man. Juri.

Although Galaxy Fight isn't the most innovative fighter of its time, it's still perfectly competent at what it does, and fun enough for what it is. I'd also like about 15 bucks back, maybe 20, but whatever. Whatever! I've made my bed, and it's filled with dusty-ass Sega Saturn imports.

In 1996, my Dad came into my room, and dropped one of my dirty magazines on my computer table. He said don't be embarrassed, he just found it on the floor in the basement and didn't want my little sister to find it. I was horrified.

I was also playing a demo of this game when it happened.

My boomer dad just bought me this game so he could beat my ass on Old School Street Fighter II.

I am getting so sick and tired about talking about this fucking game. Don’t get me wrong, I still love it even after all that I have said about it, but there is something called too much of a good thing, and that is what we got here with Street Fighter II. Capcom was just so determined to make this game better and better and better AND BETTER to where they just kept releasing updates for it, and somehow, nobody back then caught onto how repetitive this was getting. Thankfully though, there is one more update that they had released after Super Street Fighter II, and it would be the last update that the game would ever get… at least, it would be for the next 7 years or so, but we may as well just pretend that this is the last one for now. This final version would be released in 1994, 3 years after the game initially came out, and it would be known as Super Street Fighter II Turbo.

If you all remember the base version of Super Street Fighter II, you would know that, in terms of an update, it added quite a lot of new features to the game, including quite a few new characters to play as, the new moves you can pull off, and the visual overhaul that the game got, making it the best version of the game at that time. As for this update though, it doesn’t really add too much more to the experience as a whole, but what it does add does make it stand out from the rest, and makes it a noteworthy experience. So, I don’t wanna sound like a broken record, but naturally, this would end up being the best version of Street Fighter II that we would have access to at this time, but as an update, it just barely misses the mark of quality that SSFII had. With that being said though, it is still pretty good.

For starters, if you all remember back to SSFII, one of the biggest complaints that that update has was when it reverted the game back to the fighting speed of the original SFII and the Champion Edition. Yes, it still SFII at its core, and it was still fun to play, but people had gotten so used to the increased fighting speed that SFII Turbo gave them, that this change made it seem like a bit of a downgrade. So, not only did we get the Turbo speed back for this game, but we also got so much more. Now, the fighting speed of the game was completely customizable, with four different options available to switch between, allowing the player to be able to set up their optimal SFII experience. It isn’t that much to write home about, but the fact that players are given an option to do this is pretty admirable for the devs to include.

Secondly, of course, we have the updates to the game itself. The intro was changed up to where you could see bits of fights interspersed with Ryu throwing a hadoken at you, which is pretty neat, new animations were made for a lot of the characters, and the HUD for the fights had gotten an updated look. Out of all the changes though, the biggest definitely had to be with the Super Meter, where while fighting, you can build up this meter all the way, and when it was full, you could unleash a devastating combo which could turn the tide of a match in seconds, deciding who the true winner will be. Of course, this wasn’t the first instance of a fighting game having a super meter or super moves of any kind, but naturally, this game would be the one to coin the terms and popularize them in the first place, to where they would be featured in MANY different fighting games all the way to this day. Not to mention, they are incredibly satisfying to pull off, even if I do have trouble getting it to work because I suck.

Disregarding all that though, without a doubt, the biggest change made in the entire game would be with the addition of one final new character, Akuma, and for those of you who have played this version of SFII, then you know that he is the best character in the game. Not only does he have an awesome design, looking incredibly menacing and tough to take on, but he is also extremely powerful, being faster and stronger than every character in the game, to the point where he is banned from being used in official tournaments of the game, which is quite an honor, if you ask me. Unfortunately though, he is a secret character, meaning that in order to actually play as him in this version, you have to input a series of commands at the character select screen before choosing your character… which I never figured out how to properly do, because again, I suck. But hey, even if you can’t play as him, you can fight him for yourself if you reach the final fight of the game without losing a single match, so good luck with that, and have fun getting your ass kicked.

If I were to compare this to the other versions of SFII that we had gotten before this, I would say that this one is probably the second best out of the bunch. Sure, it didn’t off too many new changes to the formula as a whole, and at this point, this game was so over bloated that fans were probably begging for something new to jump into at some point, but it did introduce plenty of changes that would not only become a staple of the Street Fighter series, but also with the fighting genre as a whole once again, such as with the introduction of secret characters. Not to mention, despite being almost 30 years old, this version of Street Fighter II has managed to retain an active competitive scene, with tournaments often being held to this very day. That is pretty damn impressive, and it just goes to show how strong the longevity of this game really is at the end of the day.

Overall, despite not introducing as much content as SSFII, this is still the best version of SFII that had been released at this point in the game’s history, bringing about new changes that would become series staples, as well as still being a blast to play, whether competitively, or even just for having fun with your friends. I would definitely recommend it for those of you who enjoyed the previous versions of the game, or for those who are just fans of fighting games in general, because despite not being the absolute best version of the game we would end up getting, it still manages to hold a legacy that not much else could truly match. But anyways, now that we got this version out of the way, I am happy to say that I am FREE! I no longer have to cover any more versions of this game!........... at least for now anyway, but I don’t care, I will rejoice anyway!

Update #6

From the 'street' aesthetics to the pixel-art perfection, this is the pinnacle of 2D fighting.

This is literally the best fighting game ever

A solid collection of playable street fighter games, along with some cool behind the scenes bonuses. Accessing every mode in every one of its games is very easy with its streamlined menu system, the online matches are still fairly active at least on switch, And all of the old street fighter games are very fun to play even if i am very very bad at them.

it's weird how many overcooked inspired games instantly go to the space theme but they just never reach the fun chaotic joy that overcooked did. doesn't help that this is one of the more generic and uninteresting ones in this subgenre of co-op games. almost entirely more frustrating than it is wacky and fun.

Na verdade eu joguei a versão de PS4 desse aqui, mas por algum motivo que desconheço não tem esse console ali nas opções de plataforma.

Esse aqui foi o meu primeiro contato com um SF de Arcade anterior ao SF3, e olha, eu fiquei bem satisfeito. A jogabilidade pra um tapado que nem eu que só faz os especiais mais básicos é simples e efetiva, os sprites estão bonitos e os cenários também. As músicas eu estava escutando aqui e achei elas meio parecidas demais... diria que são boas mas não são marcantes.

Tem uma porrada de personagem pra enfrentar (na prática eu só jogo com o Ken Hehe), e pelo que percebi cada um deles tem uma história diferente contada em texto no jogo. 25 boneco pra fazer final é um fator de replay bem sólido. De quebra, se você perde pra o Bison no na batalha final o jogo dá o final DELE e não te deixa botar outra ficha, te forçando a jogar de novo. Isso torna SFA3 do Capcom Arcade Stadium particularmente interessante, pois te força a aprender a jogar direito pra ver finais, ao invés de tentar ganhar no cansaço.

O jogo também conta com o Dramatic Mode do original, que é uma bagunça mas é uma bagunça divertida.

Claro, o Stadium tem ferramentas de voltar tempo pra facilitar luta, mas usa quem quer, eu não uso. Já a ferramenta de acelerar o jogo eu experimentei e eu diria que SFA3 fica particularmente gostosinho com a velocidade aumentada uma vez apenas.

Exatamente como o esperado, é um bom Street Fighter, por que todo Street Fighter que já joguei é no mínimo bom, menos o primeiro.

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