1 00:00:05,600 --> 00:00:15,680 There was a period of time between 1988 and 1994\h where systems like the Commodore 64, ZX Spectrum,\h\h 2 00:00:15,680 --> 00:00:22,400 NES and Master System were coming to the end of\h their lives, but they were still popular enough\h\h 3 00:00:22,400 --> 00:00:29,040 (depending on what region you look at), to warrant\h contemporary arcade games being ported across.\h\h 4 00:00:29,680 --> 00:00:36,640 Great, you might say. Home ports are great.\h They allow an arcade experience in the home! 5 00:00:37,920 --> 00:00:45,840 But this is an era of juxtaposition. It was also\h a time of fighting games. Games like Final Fight,\h\h 6 00:00:45,840 --> 00:00:48,880 Pit Fighter, Street Fighter and Mortal Kombat. 7 00:00:49,440 --> 00:00:55,760 Chunky sprites. Detailed backgrounds.\h Fast Movement and spot on effects. This\h\h 8 00:00:55,760 --> 00:01:02,080 resulted in a visceral sensation of actually\h being a part of the fight, and it was great. 9 00:01:03,040 --> 00:01:09,840 But this was also an era of god being\h in the graphics. If a home port looked\h\h 10 00:01:09,840 --> 00:01:15,520 like the arcade port, if the screen shots\h on the back of the box sealed the deal,\h\h 11 00:01:15,520 --> 00:01:18,880 then it was near as dammit, the arcade game. 12 00:01:20,080 --> 00:01:26,960 The problem was. NONE of this translated well\h to these 8 bit platforms. Fast fighting action,\h\h 13 00:01:26,960 --> 00:01:34,560 detailed graphics, chunky sprites, and so looking\h like it wasn’t always beneficial to the player. 14 00:01:35,200 --> 00:01:39,840 And so, we got this. 15 00:01:48,240 --> 00:01:51,760 This is Final Fight on the ZX Spectrum, trying\h\h 16 00:01:51,760 --> 00:01:59,040 so incredibly hard to be Final Fight on\h the ZX Spectrum, and for that very reason,\h\h 17 00:01:59,040 --> 00:02:03,920 it is as far removed from Final Fight\h on the ZX Spectrum as you could get. 18 00:02:04,480 --> 00:02:09,920 I mean, given the hardware constraints, it\h certainly looks the part, but because of that,\h\h 19 00:02:10,480 --> 00:02:14,720 it lacks the speed and fluidity that\h made Final Fight so fun in the first\h\h 20 00:02:15,440 --> 00:02:22,640 place. It’s such an overwhelming\h ordeal for the poor little Speccy,\h\h 21 00:02:22,640 --> 00:02:26,800 that it doesn’t even register key\h presses or collisions half the time. 22 00:02:28,000 --> 00:02:34,800 Run it on a modern day emulator and 3x the\h speed, and it’s actually very commendable. But\h\h 23 00:02:34,800 --> 00:02:44,080 running at the Speccy’s 4MHz clock speed was not\h commendable, and base clock speed was all we had. 24 00:02:44,720 --> 00:02:54,280 It coped with earlier beat ’em ups like Renegade\h and Double Dragon a little better. But not much. 25 00:02:54,880 --> 00:02:59,760 The alternative option was to\h release a paired down take on a game,\h\h 26 00:02:59,760 --> 00:03:05,600 more fitting for the 8 bit hardware. That’s\h what Capcom did with Mighty Final Fight on the\h\h 27 00:03:05,600 --> 00:03:12,960 NES, featuring smaller chibi style sprites.\h Consequentially, it’s faster, and more playable,\h\h 28 00:03:12,960 --> 00:03:16,640 but of course, doesn’t have\h that arcade box art pull. 29 00:03:17,360 --> 00:03:22,400 But maybe scrolling beat ’em\h ups is being a bit unfair. These\h\h 30 00:03:22,400 --> 00:03:32,240 poor micros never stood a chance. So\h let’s look at more static fighters; 31 00:03:32,240 --> 00:03:36,320 Just like these incredible collectible\h Street Fighter figurines from FanHome. 32 00:03:36,880 --> 00:03:40,720 Detailed and hand painted, they\h are the perfect size to hold\h\h 33 00:03:40,720 --> 00:03:45,360 for real life fighting… OR you can just\h display them and amaze your friends…\h\h 34 00:03:45,360 --> 00:03:49,360 and if you don’t have friends, maybe\h these will help you get friends. 35 00:03:49,360 --> 00:03:53,920 Every month you can build your collection with\h characters from all the Street Fighter games. 36 00:03:53,920 --> 00:03:59,840 You’ll also receive a huge poster and these\h incredible magazines. Every single month. 37 00:03:59,840 --> 00:04:04,160 Packed with backstory and details\h about the fighters, the game as\h\h 38 00:04:04,160 --> 00:04:09,120 well as a hefty dose of history and insight\h into the arcade world they were born from. 39 00:04:09,680 --> 00:04:13,440 Just head to the link below to\h set up your personal subscription\h\h 40 00:04:13,440 --> 00:04:18,400 and join the incredible world of\h FanHome’s STREET FIGHTER COLLECTION. 41 00:04:18,400 --> 00:04:24,720 Street Fighter (1987) 42 00:04:24,720 --> 00:04:32,480 Ok, so the original Street Fighter isn’t the\h greatest arcade experience. But it arrived\h\h 43 00:04:32,480 --> 00:04:38,720 at the perfect time for 8 bit micros whose\h selection of fighters, apart from Barbarian\h\h 44 00:04:38,720 --> 00:04:42,320 and a few karate based games like The Way\h of the Exploding Fist and IK+, wasn’t great. 45 00:04:42,960 --> 00:04:48,960 So Street Fighter shook up the scene, if a\h little less vigorously than it’s sequel, and\h\h 46 00:04:48,960 --> 00:04:57,280 even with 1987 arcade hardware, it’s on the very\h limits of what an 8 bit micro could replicate.\h\h 47 00:04:58,320 --> 00:05:02,800 For that reason we’ll use it as a\h benchmark for the horror shows to come,\h\h 48 00:05:02,800 --> 00:05:05,840 because actually, this works reasonably well. 49 00:05:06,480 --> 00:05:12,800 The ZX Spectrum version programmed by Tiertex,\h although lacking colour, has large, defined\h\h 50 00:05:12,800 --> 00:05:19,520 sprites that move at an almost reasonable pace.\h I mean, there are very few frames of animation,\h\h 51 00:05:19,520 --> 00:05:23,840 but you can make out that Ryu is\h Ryu and they get the job done.\h\h 52 00:05:24,560 --> 00:05:31,680 The gameplay is pretty dull and cumbersome, and\h the AI is akin to fighting a slug. But it almost\h\h 53 00:05:31,680 --> 00:05:36,960 holds together as a playable game. You know, if\h you really wanted to, you could get through it. 54 00:05:36,960 --> 00:05:43,200 I’ll be honest though that’s the best version. The\h Amiga and Atari ST versions are somehow worse, in\h\h 55 00:05:43,200 --> 00:05:50,480 almost every way… and the Commodore 64 version?..\h Well, there are two versions for the C64;\h\h 56 00:05:50,480 --> 00:05:56,400 one developed for North America, the other\h for Europe. But they’re both so dreadful\h\h 57 00:05:56,400 --> 00:06:05,840 that US Gold included them both on the same\h cassette, to try and appease buyers somewhat. 58 00:06:07,120 --> 00:06:07,360 Pit Fighter (1990) 59 00:06:07,360 --> 00:06:13,360 When Pit Fighter burst on the scene in 1990,\h it blew most of the competition away. Being\h\h 60 00:06:13,360 --> 00:06:18,880 one of the first to use actual digitised\h fighters and a zooming camera action,\h\h 61 00:06:18,880 --> 00:06:22,080 it was technically miles ahead of anything else. 62 00:06:22,960 --> 00:06:28,160 Gameplay wise, things were a bit more\h simple. Much like Renegade and Double Dragon,\h\h 63 00:06:28,160 --> 00:06:34,000 your moves were mainly limited to jump, punch\h and kick. But being able to interact with\h\h 64 00:06:34,000 --> 00:06:39,840 your environment was an added bonus that gave the\h gameplay enough variety to keep you entertained. 65 00:06:40,560 --> 00:06:45,840 So then, for the home ports, it was clearly\h imperative to keep as much of the impressive\h\h 66 00:06:45,840 --> 00:07:01,840 technical elements as possible…. and you can\h imagine how that turned out on the ZX Spectrum. 67 00:07:02,480 --> 00:07:08,880 I mean you can tell it’s Pit\h Fighter. So that goal has been\h\h 68 00:07:09,520 --> 00:07:16,160 well and truly met. But holy hell, this\h is like wading through a thick syrup of\h\h 69 00:07:16,160 --> 00:07:20,880 excrement. To coin a more successful\h YouTuber. What WERE THEY THINKING? 70 00:07:22,320 --> 00:07:28,080 Teque Software Development Ltd, otherwise\h known as Krisalis Software the brains behind\h\h 71 00:07:28,080 --> 00:07:33,680 the coding weren’t exactly slouches.\h They created games like Laser Squad,\h\h 72 00:07:33,680 --> 00:07:39,200 Bad Lands and Castle Master.\h But yet, here we are in 1991\h\h 73 00:07:39,200 --> 00:07:46,000 with a game as accessible as American Football.\h The thing is, it goes back to those graphics. 74 00:07:46,000 --> 00:07:52,160 Crash Magazine said “Every spite seems to have\h been defined really small and blown up to fill\h\h 75 00:07:52,160 --> 00:07:57,520 the screen. I know the Spectrum doesn’t have\h the graphic capabilities of 16-bit machines,\h\h 76 00:07:57,520 --> 00:08:01,360 but it’s games don’t have to\h be this bad”. Awarding it 24%. 77 00:08:02,480 --> 00:08:06,720 You see, to get such large sprites\h to move at any reasonable speed,\h\h 78 00:08:06,720 --> 00:08:14,160 they were indeed stretched out, and created in\h very low fidelity. Unfortunately the outcome is\h\h 79 00:08:14,160 --> 00:08:21,440 stretched spites still moving at an unreasonable\h speed, and a game that’s very hard to play indeed. 80 00:08:21,440 --> 00:08:24,080 To get the other side of the coin, The Kremlin\h\h 81 00:08:24,640 --> 00:08:30,560 (the developers, not the Russian government), did\h the opposite on the Sega Master System. Shrinking\h\h 82 00:08:30,560 --> 00:08:36,720 everything down to a scale where it didn’t even\h resemble Pit Fighter in the slightest. The result\h\h 83 00:08:37,280 --> 00:08:53,840 is a slightly more playable game, but one\h that didn’t sell from the box art alone. 84 00:08:53,840 --> 00:08:58,880 Street Fighter II (1991) 85 00:08:58,880 --> 00:09:04,720 It’s amazing what a few years can do.\h Street Fighter II was not only years,\h\h 86 00:09:04,720 --> 00:09:10,880 but also worlds apart from it’s prequal.\h This new onslaught of colour, speed and\h\h 87 00:09:10,880 --> 00:09:16,480 combos blasted onto the scene in\h early 1991, and didn’t look back. 88 00:09:17,120 --> 00:09:22,400 The problem of course, was the game had now\h advanced way past the original in terms of\h\h 89 00:09:22,400 --> 00:09:29,040 colours, graphics, sound, speed, playable\h characters, moves, basic gameplay, and\h\h 90 00:09:29,040 --> 00:09:36,560 given Tiertex had a hard enough time packing the\h first one in, this was surely an impossible task. 91 00:09:37,360 --> 00:09:44,720 Well, for starters it took another 2 years, with\h the ZX Spectrum release not available until 1993,\h\h 92 00:09:44,720 --> 00:09:50,800 and by that point, you have to ask, why bother?\h The system was very much in its dying days,\h\h 93 00:09:50,800 --> 00:10:03,840 and not even THIS could resurrect in. In fact,\h I’m sure this helped lay it to rest even quicker. 94 00:10:14,800 --> 00:10:19,120 BUT, this simple fact also meant that\h the last remaining Spectrum magazines\h\h 95 00:10:19,120 --> 00:10:24,240 commended any new games, especially big names\h like this, like it was better than sliced\h\h 96 00:10:24,240 --> 00:10:31,840 bread. Your Sinclair, issue 87 said “Staggering\h graphics and speed and a huge range of moves.\h\h 97 00:10:32,640 --> 00:10:55,440 It’s one of the best two-player games on the good\h ol’Speccy” gifting it 67%. With Sinclair User\h\h 98 00:10:56,160 --> 00:10:59,840 going even more out awarded it a whopping 89%. 99 00:11:08,560 --> 00:11:13,840 The Spectrum version was developed, again, by\h Tiertex, but other home ports, including Amiga,\h\h 100 00:11:14,400 --> 00:11:20,400 ST and DOS were developed by Creative\h Materials, and even though, those platforms\h\h 101 00:11:20,400 --> 00:11:25,280 aren’t exactly inappropriate for the\h game. They’re still pretty bad examples. 102 00:11:25,920 --> 00:11:32,800 The Commodore 64 version is undoubtedly the\h worst. I’ve even made a dedicated video about it.\h\h 103 00:11:32,800 --> 00:11:39,680 It’s not helped by the C64’s lower resolution, but\h that could be forgiven if gameplay was any good.\h\h 104 00:11:39,680 --> 00:11:44,560 Unfortunately, it’s not, it plays\h about as well as a badly chopped onion. 105 00:11:45,680 --> 00:11:49,680 You only have to look at the Gameboy\h version developed by Sun L, to realise\h\h 106 00:11:49,680 --> 00:11:55,360 that cramming a fighter of this nature,\h is indeed possible on limited hardware,\h\h 107 00:11:55,360 --> 00:12:00,320 you just have to made sacrifices.\h In this case, with only two buttons,\h\h 108 00:12:00,320 --> 00:12:05,440 strength is determined by how long you hold\h down the trigger for, rather than complex\h\h 109 00:12:05,440 --> 00:12:11,680 combinations. It’s fully paired down for\h the hardware, and because of that, it works. 110 00:12:12,320 --> 00:12:19,440 The Famicom (the Japanese NES) would receive an\h unlicenced version in 1992, developed by Hummer\h\h 111 00:12:19,440 --> 00:12:26,080 Team and published by Cony Soft which is pretty\h abysmal, and you can understand why Nintendo\h\h 112 00:12:26,080 --> 00:12:31,440 wouldn’t want it on their platform given\h how spectacular the SNES version was. 113 00:12:34,800 --> 00:12:39,840 BUT Tec Toy would actually release\h their own Brazil exclusive version\h\h 114 00:12:39,840 --> 00:12:46,480 in 1997 for the Master System. Here,\h the game has been paired down to remove\h\h 115 00:12:46,480 --> 00:12:53,520 moves and is only single player, arguably\h removing the most fun element. But those\h\h 116 00:12:53,520 --> 00:13:05,840 sacrifices mean it still plays well and\h for an 8 bit console, it looks phenomenal. 117 00:13:05,840 --> 00:13:08,720 Mortal Kombat (1992) 118 00:13:08,720 --> 00:13:15,600 Which brings us to my favourite fighter of the\h 90s. It just stood out for all the right (or wrong\h\h 119 00:13:15,600 --> 00:13:20,400 if you’re that way inclined reasons).\h The fact that is sparked a series of\h\h 120 00:13:20,400 --> 00:13:25,040 court cases regarding it’s violent\h content may seem laughable today,\h\h 121 00:13:25,760 --> 00:13:30,080 but back then it paved the way for\h game age ratings around the world. 122 00:13:30,640 --> 00:13:35,520 Of course, I doubt the uproar would have been\h the same had only the Master System version\h\h 123 00:13:35,520 --> 00:13:40,720 been released. Which is a shame, because\h it’s a port which tries so very very hard\h\h 124 00:13:40,720 --> 00:13:52,880 to be like it’s Mega Drive counter part,\h but just lacks the grace and finesse needed\h\h 125 00:13:52,880 --> 00:13:56,160 to mould a fun, seamless playable experience. 126 00:13:56,880 --> 00:14:00,160 Plus, if you’re the type\h who craves a 6 button pad,\h\h 127 00:14:00,160 --> 00:14:04,640 remember, the Master System has just\h two buttons, meaning special moves\h\h 128 00:14:04,640 --> 00:14:10,720 require some pretty finicky directional manoeuvres\h to pull off, and even then you’re quite limited. 129 00:14:15,920 --> 00:14:19,200 Even so, here we get a game\h that looks like Mortal Kombat.\h\h 130 00:14:19,200 --> 00:14:24,880 It has two player mode, and it just about\h achieves what an 8 bit console shouldn’t. 131 00:14:26,560 --> 00:14:29,520 Which is definitely more than we can say for\h most of these struggling 8 bit conversions. 132 00:14:29,520 --> 00:14:33,040 Of course, it’s always down to\h homebrew developers to rectify past\h\h 133 00:14:33,040 --> 00:14:38,960 issues. In 2018, Mighty Final Fight was\h developed by a group of Russian coders,\h\h 134 00:14:38,960 --> 00:14:45,360 and it looks and plays incredibly well.\h There’s also a visual version of Mortal\h\h 135 00:14:45,360 --> 00:14:49,920 Kombat for the Spectrum that looks the part, but\h was limited by the machine’s memory constraints. 136 00:14:59,920 --> 00:15:05,040 Still, I look back on this time with incredibly\h fond memories. These machines may not have had\h\h 137 00:15:05,040 --> 00:15:10,400 the brute power to run games of this nature,\h especially with chunky sprites and fast movement,\h\h 138 00:15:10,400 --> 00:15:15,360 but the developers damn well tried to\h create something as faithful as possible. 139 00:15:15,360 --> 00:15:21,680 We can’t blame them for their shortcomings….\h well, ok, sometimes we can. But it was more our\h\h 140 00:15:21,680 --> 00:15:28,480 uncontrollable unsated craving to have an arcade\h experience in the home that kept them coming…\h\h 141 00:15:28,480 --> 00:15:33,600 and sure, it might have been disappointing,\h but just having a tiny slice of that arcade\h\h 142 00:15:33,600 --> 00:15:38,480 experience on your trusty underdog\h of a machine was good enough. 143 00:15:39,760 --> 00:15:42,000 That’ll do boy. That’ll do.