This has to be the most impressive demake I've seen for the C64 yet! By releasing a good SF game for the C64 you have fulfilled an over three decade old desire for millions of C64 users so very well done indeed!
Congratulations, this is an incredible achievement.. thank you so much. I played this for a good 6 hours last night live on my twitch stream - and we noticed a few issues. Overall this is still amazing, but suggested improvements include: making easy mode easier - I found it harder than normal mode which was also extremely difficult, but I won a match on normal, and couldn't win a single round on easy. Supers should be a bit easier to perform. A viewer with a lot of experience with the NGPC version could only perform the qcf qcf punch specials 2 in 20 times, and he's used to performing these consistentliy. I couldnt do that at all, despite pulling off single qcf punch moves consistently. Also some moves seem to have incorrect damage, for example Zangief's screw pile driver does the same damage as his normal throw Suplex. Anyway, thanks so much for your effort, it looks great, sounds great.. I think with working supers it would be perfect.
The game was tested a lot in every difficulty level, and my tester shows that in easy mode the game is too much easy, so I suppose that only randomness of AI behavior and general mastery beated you (you can't suppose CPU to stand still during battle in easy). About supers and moves in general, I suggest you to use intensively the training mode of the game in order to master your characters. You can find detail instructions in manual on how to activate it, and I really encourage you and anyone to use it a bit before to play the game appropriately.
@@retrogl2580 i was passing on the findings of someone who can do supers consistently on the NGPC version, but could only execute a super 2 out of 20 times on this version. I think your tester probably got too good at the game. Also the Cartridge doesn't reset properly when reloading. It cuts straight to a you lost screen before going back to the main menu, which is a bit weird. That was even after a hard reset of the C64. I have it on video if you want to look at that. One issue I forgot to mention is the 2 button mode wasn't working - I use a 6 button Megadrive pad with a Backbit Genassister which maps button Z to the C64GS 2nd button (which I assume is what you've tried to implement) - but in the game in 2 button mode it executes a jump instead of a kick. There's also the incorrect damage assignments as mentioned in my previous comment.
The reset deal is mentioned in manual too: you can't use software reset but only hard. I dont't know what kind of hard reset you made, but all the test i made with this doesn't produce that glitch except for software reset. About the controller: you have to make sure that second button is connected to POTX signal of paddle, I don't own a C64GS controller so I can't tell more. The damage is correct, I just wanted to make that moves behave equally in terms of energy subtracted.
@@retrogl2580 Apologies, the 2nd button fault is my adapter - it should be doing C64GS 2nd button (which does use the POTX signal the paddles use) - the problem appears to be a fault in my adapter. Why is damage the same for Zangief's Suplex and a regular throw? - In that case there is no need to ever attempt the suplex - which is a harder move to pull off.
@@retrogl2580 No ehm sorry, just that it was unexpected 🙂... I asked but I didn't really expect that an Amiga port was really planned ! Could you tell us something more? 😇
Just confiirming that the 2nd button now works as expected, so you managed to fix that problem I had with the prior releases. Thank you very much again for this brilliant game!
@@Ticr00I think that, at this point, the problem is in your configuration and the way you're testing the game. I tested for long on both real hw and VICE emulator the two buttons deal and it works as expected. If you can give more details on your side, I can understand better your problem.
Espectacular. Lo que se podría haber hecho en Game Boy y no aquél Street Fighter II que, sí, muy chulo gráficamente, pero que iba como a 5 frames por segundo.
Everything's great. Small constructive criticism and it's a minor one, but any chance you can update the music? I think it's missing a bit of bass and adding some would beef it up no end. You should be able to add it in between drum sounds easily enough. Same technique as Jeroen Tel would use on 1-channel in-game music in Hawkeye. Great work though, you've definitely delivered the best beat-em'up on the C64. I don't think anything else compares to the complexity of moves etc. that you've manage to cram into the game engine.
I don't envy GL's massive task with the music. Like the 900-ish sprites, he's single-handedly converted a huge library of tunes to work in 2 channels. We could ask (in fact, we have asked) a seasoned SID composer to polish up all those tracks, but would anyone be able to maintain interest, I wonder? It's a mammoth undertaking, for no reward. GL did it himself because he's personally invested in the project, and wants it to feel complete. Perhaps we could open up a contest on CSDB ? A bit of healthy competition often yields some good results.
@@joneggelton yeah, that sounds like a plan. Like I said, it's only a minor thing - I just think it's missing a bit of bass sound to flesh it out a bit to make it sound fuller. I don't think it would be a problem for anyone to lose interest at all in going through the music, no matter how many pieces of music there are.
@@retrogl2580 Man you did the unthinkable, you did the absurd. You brought to the c64 not only a real street fighter game but an awesome one. The quantity and quality of feature, the MIND blowing controls, the extras, the intro, the dialogues, the ending... Majestic, I am speechless. If you are able to polish just a bit more the shoryuken motion it becomes flawless. Many capcom games are worse than your game (and I am a very avid capcom fan and ancient gamer). Thank you for what you did.
It is said that the name "M. Bison" referred to the real world boxing champion Mike Tyson. And actually M. Bison was the name of the boxer guy in the original first version arcade release of Street Fighter II. "Mike" had been the name of a black boxing guy in the very first Street Fighter game as well. So probably that narrative can be trusted. The names of the original four grand masters in SF2 had to be swapped at some point before the game was further published. The reason was that Capcom needed to avoid potential lawsuits e. g. from the Tyson camp, if I recall correctly.
Please dump all the music and do it again. The music at 1:37 is peak unbearable. Maybe the new trend is out of tune I don’t know but it makes my ears bleed.
There goes my sleep schedule. Fantastic work all around this is top tier work.
Wow!!! I've wanted a game like this since Mighty Final Fight came out on the NES. 30 years later and my wish wish is granted. 😍
It's fantastic! Really well done to the guys for doing this.
i have very much to learn, thanks for the video - this evening i will show this game on my channel as i am C64 streamer and lover of that machine.
This has to be the most impressive demake I've seen for the C64 yet!
By releasing a good SF game for the C64 you have fulfilled an over three decade old desire for millions of C64 users so very well done indeed!
Love seeing some proper fighting games for the C64!
What an utopia we would live in today if this was actually released on the Como back in the early 1990's 😮
Me and my friends would have gone INSANE. INSANE.
RUN/STOP to pause the game works in regular matches too, not only in training mode. May be of interest for some. :)
Incredible achievement! The attention to detail is amazing.
Nice, very nice. Kudos for releasing something this awesome. Thank you immensely!!
Giocarlo è veramente uno spasso. Il C64 ha finalmente il suo picchiaduro!
Great! Thanks for the update! Love your work!
incredible! imagine sending a disc back to the 80s
Congratulations, this is an incredible achievement.. thank you so much. I played this for a good 6 hours last night live on my twitch stream - and we noticed a few issues. Overall this is still amazing, but suggested improvements include: making easy mode easier - I found it harder than normal mode which was also extremely difficult, but I won a match on normal, and couldn't win a single round on easy. Supers should be a bit easier to perform. A viewer with a lot of experience with the NGPC version could only perform the qcf qcf punch specials 2 in 20 times, and he's used to performing these consistentliy. I couldnt do that at all, despite pulling off single qcf punch moves consistently. Also some moves seem to have incorrect damage, for example Zangief's screw pile driver does the same damage as his normal throw Suplex. Anyway, thanks so much for your effort, it looks great, sounds great.. I think with working supers it would be perfect.
The game was tested a lot in every difficulty level, and my tester shows that in easy mode the game is too much easy, so I suppose that only randomness of AI behavior and general mastery beated you (you can't suppose CPU to stand still during battle in easy). About supers and moves in general, I suggest you to use intensively the training mode of the game in order to master your characters. You can find detail instructions in manual on how to activate it, and I really encourage you and anyone to use it a bit before to play the game appropriately.
@@retrogl2580 i was passing on the findings of someone who can do supers consistently on the NGPC version, but could only execute a super 2 out of 20 times on this version. I think your tester probably got too good at the game. Also the Cartridge doesn't reset properly when reloading. It cuts straight to a you lost screen before going back to the main menu, which is a bit weird. That was even after a hard reset of the C64. I have it on video if you want to look at that.
One issue I forgot to mention is the 2 button mode wasn't working - I use a 6 button Megadrive pad with a Backbit Genassister which maps button Z to the C64GS 2nd button (which I assume is what you've tried to implement) - but in the game in 2 button mode it executes a jump instead of a kick. There's also the incorrect damage assignments as mentioned in my previous comment.
The reset deal is mentioned in manual too: you can't use software reset but only hard. I dont't know what kind of hard reset you made, but all the test i made with this doesn't produce that glitch except for software reset.
About the controller: you have to make sure that second button is connected to POTX signal of paddle, I don't own a C64GS controller so I can't tell more.
The damage is correct, I just wanted to make that moves behave equally in terms of energy subtracted.
@@retrogl2580 Apologies, the 2nd button fault is my adapter - it should be doing C64GS 2nd button (which does use the POTX signal the paddles use) - the problem appears to be a fault in my adapter. Why is damage the same for Zangief's Suplex and a regular throw? - In that case there is no need to ever attempt the suplex - which is a harder move to pull off.
@@hayesmaker64well, I can consider the case to review Zangief's moves again in terms of damage.
Featured FIRST on IndieREtroNews too :D HELL YEH
Awesome! Can’t wait to try this! 😃
I don't even really get into fighting games but this will do!
Awesome! Great work! :)
Awesome ! But i really hope an update for inputs. I've tried several pads or sticks and special moves are really painful to do !
Fantastic! Thank you. David, ZZAP! 64
looks crazy good!
I love the visual aspect. The game have sounds fx and multitunes music for every stage?
Each stage has normally one music, but the geese & vega's ones have two musics.
@@retrogl2580cool!!!
It's really impressive, kudos to the programmer!
Now an Amiga port? 😋
An Amiga port is planned, I don't know if I can get it ready for this year anyway.
@@retrogl2580 😗 Are you serious or is just a joke? 😋
@@Samo7900 why should i joke?
@@retrogl2580 No ehm sorry, just that it was unexpected 🙂... I asked but I didn't really expect that an Amiga port was really planned !
Could you tell us something more? 😇
I understand that for this little gem you are using your own ad-hoc engine... have you also developed something specific for classic Amiga ECS/AGA?
Dang. This is impressive, especially compared to the C64 version of Street Fighter II. Anyone remember that little disaster?
yes :( I remember I felt it is NOW over for the c64, with such a terrible game :(
And we thought is was c64's "fault"...
Just confiirming that the 2nd button now works as expected, so you managed to fix that problem I had with the prior releases. Thank you very much again for this brilliant game!
Nope. Second button still doesn't work, sorry.
@@Ticr00I think that, at this point, the problem is in your configuration and the way you're testing the game. I tested for long on both real hw and VICE emulator the two buttons deal and it works as expected. If you can give more details on your side, I can understand better your problem.
@@retrogl2580 Tested the game on both Cloanto and Vice. Can't make button 2 to work on either.
@@Ticr00I don't know Cloanto, about Vice can you tell me the version?
@@retrogl2580 Sure. 3.1. 18
Fantastic work!!!
Thanks for this amazing work !!!!!!!
Excellent work! 👊😎🕹
INCREDIBLE STUFF!!!! would have made a fortune back in the day!!!
Ist das Game tatsächlich auf C-64 Hardware lauffähig oder ist es nur grafisch im 64er Stil (was ja auch toll wäre)?
It works on real C64 hardware, just put CRT file in a 1Mb EasyFlash or Kung Fu Flash cartridge and play.
Thx.@@retrogl2580
Espectacular. Lo que se podría haber hecho en Game Boy y no aquél Street Fighter II que, sí, muy chulo gráficamente, pero que iba como a 5 frames por segundo.
looks fantastic, but the pitch bend in the music feels like it's done for the sake of it and is making my ears twitch.
Everything's great. Small constructive criticism and it's a minor one, but any chance you can update the music? I think it's missing a bit of bass and adding some would beef it up no end. You should be able to add it in between drum sounds easily enough. Same technique as Jeroen Tel would use on 1-channel in-game music in Hawkeye. Great work though, you've definitely delivered the best beat-em'up on the C64. I don't think anything else compares to the complexity of moves etc. that you've manage to cram into the game engine.
I know the music is a bit poor, anyway I will surely consider it for the next release.
@@retrogl2580 like I said, it's the only minor - aside from that, it's an awesome game, you have to be really proud with it. Well done.
I don't envy GL's massive task with the music. Like the 900-ish sprites, he's single-handedly converted a huge library of tunes to work in 2 channels.
We could ask (in fact, we have asked) a seasoned SID composer to polish up all those tracks, but would anyone be able to maintain interest, I wonder? It's a mammoth undertaking, for no reward. GL did it himself because he's personally invested in the project, and wants it to feel complete.
Perhaps we could open up a contest on CSDB ? A bit of healthy competition often yields some good results.
@@joneggelton yeah, that sounds like a plan. Like I said, it's only a minor thing - I just think it's missing a bit of bass sound to flesh it out a bit to make it sound fuller. I don't think it would be a problem for anyone to lose interest at all in going through the music, no matter how many pieces of music there are.
Great job, congrats
wow! take a bow, this looks awesome
simply brilliant
Fantastic! Thank you!
This is great. Shouldn't the "Vega" character be named "M. Bison"?
Vega is the name that the dictator has in the original japanese SF2 game.
Is there any difference between a game running on a C128 and a C64?
This version runs the same on C64 and C128, the next one will include stage scrolling but only for C128.
amazing
The quality of this game is MASSIVE. How can I get in touch with the author to congratulate and donate?
Hi DavideNastri, I'm the creator. There's no need to donate: game is free of charge for anybody.
@@retrogl2580
Man you did the unthinkable, you did the absurd.
You brought to the c64 not only a real street fighter game but an awesome one.
The quantity and quality of feature, the MIND blowing controls, the extras, the intro, the dialogues, the ending...
Majestic, I am speechless.
If you are able to polish just a bit more the shoryuken motion it becomes flawless.
Many capcom games are worse than your game (and I am a very avid capcom fan and ancient gamer).
Thank you for what you did.
@@retrogl2580could you at least set up your yt chanel so we could donate this way? I must express my congrats with a few dollars to :)
well done !!!
3:39 Vega? That's M. Bison.
That's his original Japanese SF2 name, before they had to change it for the Western versions.
It is said that the name "M. Bison" referred to the real world boxing champion Mike Tyson. And actually M. Bison was the name of the boxer guy in the original first version arcade release of Street Fighter II. "Mike" had been the name of a black boxing guy in the very first Street Fighter game as well. So probably that narrative can be trusted. The names of the original four grand masters in SF2 had to be swapped at some point before the game was further published. The reason was that Capcom needed to avoid potential lawsuits e. g. from the Tyson camp, if I recall correctly.
Get Nordichsound to do the music please!
We did reach out to him, a while ago. But I think he's a 3-channel guy :)
@@joneggelton
I love the music and - sorry - no street fighter can exist without sound effects!
Awesome work.
mythical!!!!
So...is there a Discord for this project ?
Please dump all the music and do it again. The music at 1:37 is peak unbearable. Maybe the new trend is out of tune I don’t know but it makes my ears bleed.
Excellent work !! Fast moves - Thank you