Creating mini-games to improve your own gameplay

I have a feeling that everyone remembers their first rivalry, regardless of how friendly or heated it may have been. Mine was in a run-down Namco arcade in an outlet mall in Alabama. That’s where I was born, little Crow_Mashboy standing in front of a Soul Calibur 2 machine. My friends and I would go there a few times a week to play, but someone, the same someone, would always show up to destroy us.

To my right, on the player 2 stick, was a guy probably in his 30s or so, dressed in a suit. I guess he worked somewhere in the mall. He always appeared at around the same time, and would only stay for 30 minutes or so.  I couldn’t tell you anything else about the man. But I can tell you this:

“HOW DO I STOP IT!?” Crow_SpaceTeen shouted into the void.

He lived for Ivy’s 1A. Mr. Suitman’s Ivy was purely keep out, and revolved around basically any move that had long range. It’s the sort of thing that’s woefully unimpressive in hindsight, but when you’re new and lack the vocabulary and experience of a veteran, it seemed like the gameplay of the gods.

1A was the centerpiece of his game because it hit low. The more I played him, the more I began to understand that Mr. Suitman died once you got close to him. I started to just walk and block when I saw Ivy attack, but then 1A would come out and trip me up. He’d run away and I’d have to chase him down again, rinse, repeat. Rounds were dictated purely on whether I could walk in. Sometimes I’d try and guess and block low to beat 1A, but that usually just resulted in me eating some silly high-damage mid.

I knew that there had to be a way to beat this. After a few days of losing, I asked one of my friends to play Ivy so that we could figure out what the hell was going on. At first we just played normal games, which didn’t teach us a whole lot because neither of us knew Ivy. We had fun, but we couldn’t replicate his style if we didn’t know the character’s inputs.

At some point, my friend found 1A, and I relived every time my ankles had been clipped by that move. I asked him to only use that move versus me, and I tried to find ways to make it whiff or move past it. The more he used it, the slower the move looked. A few minutes of this clearly bored my friend, so he started mashing guard to try and trick me. It got a smirk out of me, for sure, but it wasn’t similar enough to 1A to trick me.

What we were doing there changed the way I viewed fighting games for the rest of my life.

We added more things. My friend would start doing really slow mids that we found. He’d yell “LOW!” while, obviously, not doing the low. Except when he did. If I wasn’t laughing at him, I usually blocked the low. Eventually, he wanted to see if he could block it too. I put him through the same mini game he put me through: at first I just did 1A, but then added more “traps” over time as he got better at isolating that move.


The result of this game we made for ourselves is that both of us could now block 1A on sight. If I had just kept throwing my body into his sword I probably would have never beaten him. But our mini-game not only helped me practice against that move, it found a way to teach me a difficult skill (twitch reactions) in a fun way. I don’t think anyone doubts the virtues of training, but sometimes we forget, or find it difficult, to have fun with it.

Not every training mode is made equal, of course. While it would be nice for every game to have a training mode like, say, Street Fighter V, that’s not always a choice. Training mode also doesn’t take into account the thought process of humans. Sometimes an irrational, heat-of-the-moment decision could completely change a situation, and that’s what you fight against in tournament, not optimal recorded actions 1 and 2.

I am, by my very nature, someone that likes challenges. Ever since that moment in the arcade, if I’ve encountered a problem in a game I’ve had trouble with, I’ve tried to create some sort of mini-game for me to tackle the situation. Conversely, that’s also how I tend to offer advice to people that I see struggling with something. If I tell you to get better at anti-airing, it puts a burden on you. But if I make a game out of it…

“I am going to try and get in. If I get to you in the first 10 seconds of the game, I win. I cannot attack, I can only block, dash, or jump.”

… as a very broad example, I am quickly forcing you to isolate a specific part of your game. It probably wouldn’t hurt if I setup a reward of some kind (for me? Coffee. Make the reward coffee and I will destroy you in all the mini-games.), but if both parties are having fun, it’s probably not necessary. Simple mini-games like this not only cut away a lot of the “noise” of a fighting game match, but they challenge your creativity. “I’m not sure of a solution for this situation. What can I create to make this simpler?”

Guilty Gear’s platformer-esque tutorial mode teaches you the game in a fun, hands-on way without seeming like school work.

There’s likely a larger psychological part to this. I found this little tidbit from a participant in a health mini-game conducted by a group of professors in “Virtual, Augmented Reality and Serious Games for Healthcare 1.” The game they were playing was an augmented-reality game (think: Pokémon Go, with less Pokémon and more Go.) designed as a method of aiding in health improvement and rehabilitation. The participant spoke on why they chose one exercise-related task over others:

So I picked the stairs one a lot because I live on the 4th floor. Going from the lowest one to the top one is like, almost impossible. But because there is this spark (in-game reward), I’ve tended to take them more.

Incentives, however small, can go a long way in driving progress. This game helped motivate someone with a much more significant physical problem then landing an anti-air.

I also think this can be a motivating tool to help with players that are struggling with themselves. Not just a problem with X game, but just their confidence with their game in general. It’s easy to feel lost when you lose a bunch of games, but set a specific challenge in front of someone and you can reveal skills that they, themselves, didn’t see. It helps show players their own possibilities, instead of just a blanket win-loss stat online.

I’ll admit right away this may not work for everyone; if you don’t enjoy training mode, or mini-games, or just the idea of separating tasks, this may not be for you. But your brain is an organ that behaves like a muscle, and it can be trained and strengthened in a lot of different ways. If your end goal is to get better at anything, I personally think you should find a way to both have fun, and work towards that goal efficiently.

jacko

Kotobukiya’s R. Mika Bishoujo statue delayed to late August

Some time back, we did some coverage on Kotobukiya’s Bishoujo Street Fighter V R. Mika statue. Sculpted by Masahiro Takahashi based on a design by Shunya Yamashita, the statue was supposed to ship this month. Sadly however, it seems that that isn’t the case anymore.

A couple of posters on our own forums have reported receiving emails from Amazon stating that shipment of the statue has been delayed. Checking in with Amazon, we can confirm that the release date for the statue is no August 30, 2017.

This news is bound to disappoint those who were expecting their statues this month. The upside to this however is that anyone who’s interested in this but still hasn’t pre-ordered now has some more time to do so.

Click to view slideshow.

Source: Amazon via Shoryuken forums

Mic’d Up: HoldBackToBlock documents Bronson Tran’s remarkable Tekken 7 run at NCR

There was a lot of talk this past weekend at NorCal Regionals, but no one mouthed off to the degree Bronson Tran did when he played his Winner’s and Grand Finals matches in Tekken 7. In a surprise move by the production staff, Bronson was allowed to play and self-commentate his matches during the final stages of the tournament. Warning: language in this video may not be suitable for children.

While the sound of a grown man’s voice cracking as he mocks his opponent might seem awful to some, it comes as a fresh change of pace from the hugs, patches, and teabag discussions that the FGC has grown accustomed to recently. As a longtime tournament veteran and one of the strongest competitors in the Tekken series in the West, Bronson brings an attitude that will resonate with older FGC heads who can remember the kind of banter that was used in arcades in North America.

This video is courtesy of Esteban aka “The Besteban,” one of the premier videographers of the FGC today (You might also know him as the “Tekken video guy,” or the guy that made that great FGC documentary).

Source: Hold Back to Block

NCR 2017 off-stream SFV matches feat. Haitani, Commander Jesse, ROM, Samurai, Gamerbee, Go1 and more

When it comes to big major fighting game competitions such as Final Round, NorCal/SoCal Regionals, South East Asia Major, Canada Cup and others, they are not only drawing more amazing talent from all over the world , but it is getting increasingly more difficult to place high at these events if you’re not fully prepared for high level competition from the word ‘go’. With Street Fighter V consistently being the game with the highest amount of entrants and prize money, don’t be surprised to see at least two to four top players in almost every pool, with some dark horses, and new prodigies in-the-making sprinkled throughout the bracket.

For the second year in a row, NorCal Regionals hosted some of the most brutal SFV competition yet. There were a lot of amazing matches between notable players that that only occurred off-stream and unfortunately, only a few were recorded. Luckily, I was able to record a few of those early matches between some notable players. The Fresno Gaming Community YouTube channel also uploaded some matches of WFX|Samurai’s against some stiff international competition. You can check them out below. As a warning, there is some NSFW language here.

Sources: thirdstrikerMAB; Fresno Gaming Community

BornFree interviews Floe at NCR 2017 about balancing a fighting game, Street Fighter V and more

Mark ‘BornFree’ Sheridan got to sit down with legendary FGC player (and streamer!) Ari ‘Floe’ Weintraub at NCR 2017. They talked about Floe’s first tournament in years, game mechanics, philosophy on balance, and much more for nearly an hour.

Floe admits that he is enjoying Street Fighter V more then Street Fighter IV, but has a lot of reservations about the way the game is developing in season 2. He feels that one of the biggest problems with Season 2 of SFV is that the game is too ‘Marvel’-y, equating V-trigger to MvC3’s X-factor.

When talking about overall balance, however, he’s not ready to say that the current top tiers should be weakened. “Buff bad characters, don’t nerf good characters. I like games where everyone is cheap,” Floe admits. Considering his background as one of the world’s best Soul Calibur 2 players, it’s not surprising to hear this take from him.

There’s a lot of ground covered, including Floe’s favorite game of all time (it’s not a fighting game!) and a Floe’s life outside of gaming. Be sure to check it out!

Source: BornFree

Conversations and Fireballs (and smiles): PR Balrog talks positivity, ELEAGUE, maining Balrog and more

CYG BST|PR Balrog spoke to Yahoo Esports at length about ELEAGUE, character balance, and keeping a positive attitude in the FGC, all while, of course, sporadically breaking into fits of laughter.

The conversation remains on a high note but takes an interesting turn when PR notes how optics play a big role in the way the fighting game community perceive certain characters as top tier. For instance, a top player dominating in a tournament may cause spectators to believe that the character they are using has particular advantages and cause a shift in who players main and regard as high ranking.

You can watch him expand on this and other FGC topics right here:

Source: Yahoo! eSports

The SNES fighter Unholy Knight finds new life through Retroism

Pre-orders are live on Amazon!

The new Super Nintendo fighter, Unholy Night: Darkness Hunter, may soon see release even after being unable to reach its goal on Kickstarter. The game appears to have been resurrected by video game retailer, Retroism, due to the company’s name appearing on the Amazon listing. Pre-orders are currently only shipping to the U.S., but this may soon change whenever more information about the title become available.

Developed by former SNK staff members, Unholy Night will feature supernatural characters going toe-to-toe in Story, Versus, Survival, and Practice modes, running at a cool $49.99. The game is set to release on June 19 but this may be a placeholder date without further confirmation aside from the listing.

While the potential of a SNES release is certainly a feat to be commended, a digital release on console or PC would certainly reach a broader audience, especially without the hefty price tag. That note aside, it is great that Unholy Night can finally see the light of day.

A brief overview of what to expect in the story mode is available in the video below, feel free to check it out!

Sources: Amazon; Kickstarter

MySmashCorner breaks down what makes a mind-game

At its core, winning in a fighting game is all about mind-games. Strip out execution and the main struggle in any fighting game is successfully outwitting your opponent to achieve victory. Whether that is through successfully reading your opponent or baiting out a bad option, mastering mind-games is key to become a great fighting game player. But how do you improve your mind-games? Hoping to improve the mental fortitude of struggling players, MySmashCorner has released a new video discussing what makes a mind-game.

After briefly discussing the idea of thinking of strategies on multiple levels (traditional fighting game players will know this concept by the word “yomi”), MySmashCorner gives specific examples of using mind-games in a typical match. Most of these mind-games are thought up in the heat of battle, so it’s helpful to see them broken down piece by piece, in order to understand the reasoning behind each one. Of course, some mind-games require one player’s deliberately switching their brain off to make them hard to read, but you shouldn’t rely on this as a common tactic.

Most of the mind-games presented in this video–techchasing, tomahawks, edgeguards–are specific to Smash, but things like shield/block pressure, conditioning and reads are universal to all fighting games. Even if you aren’t a dedicated Smash player, you may learn something about improving your general mental game by watching this analysis.

Source: MySmashCorner

Snake Eyez breaks down his Street Fighter V Akuma method for Yahoo! Esports

RB.CYG BST|Snake Eyez temporarily lays down his ‘Gief mantle to talk to Yahoo! Esports about his philosophy on playing Akuma in Street Fighter V. While demonstrating his aptitude for handling the Raging Demon in a friendly set with Bizzaro Mike, he gives some useful tips to aspiring Akuma mains, and explains what type of character he is–from a Zangief specialist’s viewpoint.

Versatility, better ground game, and defensive advantages are a few of the perks Snake Eyez cites for choosing Akuma as his pocket shoto. Hear his full thoughts, and see his answer to the Kolin matchup in the video below.

Source: Yahoo! Esports

SoCal TO Jimmy Nguyen talks about Red Bull and FGC history: “Rivalries are a means of motivation for players”

Red Bull has been very active in the FGC scene for the past few years, holding tournaments and supporting community events. Street Fighter V is, of course, the latest big thing for the FGC–and this year’s Red Bull Proving Grounds seeks to bring a whole new flavor to the competition with this regional rivalry theme. To get some better insight into these different regions and what’s going to happen when they all meet June 24-25th, we’ve been reaching out to each region’s tournament organizer for insight.

Today’s interview focuses on some of the more classic aspects of the fighting game culture, as well as some history involving the old days, and how it relates to the recent Red Bull event. We hear from the SoCal TO today, running the Vanguard series.

Jimmy “ShinJN” Nguyen: My name is Jimmy Nguyen and my gamer handle is ShinJN. I am a native of Southern California, and I am a co-founder and the President & COO of Level Up, LLC. I wear many hats, but the key ones are business development, adviser/consultant/mentor/teacher, CFO, TO & event manager, activation/project manager, and live-production engineer/director/producer.

Like most OGs, my Street Fighter career began with SFII and this franchise has been a part of my life ever since. It gave me opportunities to be part of the Southern Hills Golfland community and become friends with the old-school guys like the Cannons, Javi Moreno, Joey Cuellar, Alex Valle, and John Choi; just to name a few. Other than playing games, I have been producing content and running & organizing events since the arcade and pre-Evo years. I took a break between 2002 and 2008 to focus on my professional career, but always kept my feet in the FGC in varying degrees.

With the experience I  gained from both my trade and gaming careers, I came up with the idea to start an event and production company, now Level Up, shortly after the announcement of SFIV (Q4 2008). It wasn’t until 2009 when I started finding the right people to turn this idea into a real company. In 2010, Level Up was co-founded by myself, Alex Valle, AJ Papa, Frank Reyes, Bryan Gateb, Mike Ortiz, and Walter Ly. Once I had the right people in place, I started building the foundation of the company by learning more about startups, combining all our strengths, and learning from our weaknesses.

I like to lay low but you can catch a glimpse of me in the B5 DVDs and some older videos on YouTube, as well as some recent content. You just need to dig for it.

Zidiane: You said you started with SFII. Was that the original when it first came out way back when, or did you come into the scene sometime after then?

Jimmy: Yup, that would be the original World Warrior, glitches and all. I met a lot of random players in pizza joints, convenience stores, and mom & pop arcades. Being a kid at the time, the communities I were a part of were my school friends, where we played SFII whenever we could. It was tough fitting in back then because everyone was territorial, so your friends were the first people to fit in with.

Zidiane: The scene must look quite different with that as your original introduction. What’s it like seeing and being a leader of the scene in its current state?

Jimmy: There is a huge contrast between now and then. In the past, you had to really prove yourself to play on the arcade machines. Even when you did get a chance, there was a lot of intimidation. There is still some of this today, but it’s not as cutthroat. I definitely don’t want to see that repeated today. Engagement, inclusion, relating to everyone, and showing empathy are some of the key things I focus on to build the FGC. It’s great seeing how the “community” in FGC is really evolving when you approach it with that mindset. It also is very nice to see how we came from grassroots and still maintain the roots while creating opportunities for each other.

Zidiane: In the context of this latest Red Bull Proving Grounds event, I’ve heard it said that it’s a return to some of the rivalry and regional pride that was everywhere back in those days. Do you see it that way, and if so, do you think it’s good for the community?

Jimmy: RBPG is trying to resurrect the rivalry and regional pride. When I was brought on to do PG last year, I was immediately on board when I heard the pitch. Rivalries and regional pride are great for the community because they give the players something to strive for and it also validates all the effort they put into the game to become better. Look at sports, there are many rivalries there. SoCal vs. NorCal. WC vs. EC vs. MW. Let’s go! Some of the old rivalries need a spark or fuel to create a new fire. Rivalries are a means of motivation for players to play more fighting games and get better.

Zidiane: That’s of course what we all want, to play more fighting games. Speaking of regions, yours is of course LA and the specific regional event will be Vangaurd, correct? What’s the venue like?

Jimmy: That is correct. Vanguard is the LA region event, even though we are in Orange County. The venue we are using is PlayLIVE Nation in Fullerton, CA. It is a beautiful new venue that opened in October of last year. It is focused at providing guests a LAN center experience but instead of PCs, they use consoles, which is perfect for us. They also sell and host trading card games, if you are also into that genre.

Zidiane: As far as that area, what does the player pool look like? SoCal and NorCal are two of the most talent-rich scenes in the FGC, but from what you see and what you expect, who are some notable players that are going to be competing this time around?

Jimmy: SoCal has been known to be one of the top breeders of talent in the FGC. Vanguard: Chapter 0 earlier this month had a very stacked SFV tournament. It can be quite intimidating to compete in a SoCal weekly or monthly event. I always like following the players that seem to come from nowhere, or the ones that don’t always go to events, but come and destroy people. Commander Jesse is one of those stories with his continuous and exponential growth with Dhalsim. I would love to see him represent SoCal in the finals.

Bushinstyle is another player to keep an eye on. If you followed his grudge match vs. Marq Teddy a few years ago and compare it to how he plays today, there is a huge improvement in his game. His erratic style can really confuse some players. SD Pnoy from San Diego won Chapter 0. I always like seeing SD come and represent that city. He is one of the key players in keeping the SD FGC strong.

Zidiane: If you had to make a prediction, would you say those three would be the ones to represent LA in the main event?

Jimmy: I would say SD Pnoy, Commander Jesse, and Stupendous would represent the LA region. They just need to go to every Vanguard event! If not Stupendous, Chris T would be my third.

Zidiane: Alright. I did sit down with Carolyn, the NorCal TO recently. She talked a lot about rivalries, and mentioned the long-standing rivalry that NorCal and SoCal had with each other. It’s of course a well-established rivalry, but what does that rivalry look like from your perspective?

Jimmy: It is not as strong as the reputation makes it out to be. I don’t blame the players or the advent of online matchmaking, though. As mentioned before, the community is evolving and information sharing is easier and less confined. Players want and love to play each other from other regions. Individual rivalries are a lot stronger than regional ones. There still is SoCal vs. NorCal, but it’s usually us old guys that like to add fuel to that fire when those matchups happen. We just have to keep telling the stories so the newer generation can understand the rivalry. I’m looking forward to seeing what happens when it comes down to NorCal vs. SoCal in the Proving Grounds West Coast bracket. It’ll be super hype.

Zidiane: So, as far as these regional rivalries not carrying as much weight as they used to, do you feel the same about the whole East Coast vs. West Coast theme of the event? Carolyn mentioned that the West Coast branding for the event was important to their players. Does it carry the same significance for you and your region?

Jimmy: When you have a collective of regions vs. another collective and enable them by providing an event such as the Proving Grounds Finals, it changes substance of the rivalry, making it stronger and more important. By branding it WC vs. EC, not only is RB preserving that longstanding rivalry, they are discretely forcing the players to band together and fight for their coast. It’s brilliant. EC dominated the finals last year, and we don’t want that to happen again (even though NYChrisG now lives on the WC and won the finals, the EC still claim him).

Zidiane: So far, most of the TOs I’ve talked to haven’t really felt any strong alliance to one coast or the other. Most of them felt like it’s them against the world, other than you and NorCal. Do you think it’s going to be different when it starts up, or do you think maybe the players have a different attitude about this than the TOs?

Jimmy: I think that is inherent to the mindset that Proving Grounds provides; prove why your region is the better of all the represented regions. I also believe that TOs are currently focused at developing their region, rather than the entire coast. But believe me, once we start getting closer to the finals and the matchups start happening, there will a lot more banding together and the smack talk will begin. Plus, us TOs like to jab each other occasionally behind closed doors. Not for public consumption. It’s kind of like a bunch of old high school friends sitting on a couch, watching a game, and giving each other slack. It’s all in fun now since we reminisce about our golden years of being players.

Zidiane: That’s a nice image you paint. So, as far as the event goes, if you guys make it to the Grand Final match, do you have any speculation on who you’d be going up against in the Grand Finals match from the East Coast?

Jimmy: Oooh. That’s a tough one to answer. I would have to go with Philly.

Zidiane: I keep hearing different regions say Philly, they look like they’re the EC team to look out for.

Jimmy: They are a strong region, but I can’t tell you how many times I have heard Big E say, “Come on man. You know Philly is going to take this. We got this. We. Got. This.” [laughs]

Zidiane: Well, those were all the questions I had for today. Did you have any last things you wanted to say to the readers?

Jimmy: For those looking to be part of the FGC or the competitive gaming scene in general, your options are not limited to only being a player. Look beyond playing and see what else you can do contribute to the community. You can admin at a tournament, be part of the production crew, band people together, and other countless opportunities. Like with anything in life, if you open yourself and broaden your perspective of the world, you will find its many gems.

And for the ninjas behind the scenes already helping the scene, you are just as important as those in the front, often times, more. Keeping doing what you do because we are all one team. If no one has recognized you, then allow me to do so right now! All volunteers, event staff, bracket runners, camera operators, production techs, lighting, staging, and all the unsung heroes, REPRESENT!

…. And stay tuned for an SCR announcement.


If you enjoyed hearing about this TO, be sure to check out the other interviews we have with other regional organizers: Chicago, Texas, NorCal, Vancouver, Montréal, and Florida.

[Feature image courtesy of John Henry Photography]