Retro Gaming Moves: Spinning Bird Kick

In 1987, Capcom created a new winner with the Street Fighter series. Knowing the demographic, they went for teenage boys with the desire to play fighting games in the arcade in competitive fashion. But is a good fighting game without some eye candy?

Chun-Li was the star, with her Spinning Bird Kick. Actually, Chun-Li never saw the first Street Fighter title… only Ken and Ryu (mainly Ryu) were available in the first series installment. This got our taste wet for battle, and Street Fighter II introduced us to a whole range of great moves and character designs.

Out of all the characters, Chun-Li held her own as a cute skinny yet muscular female with moves like no other. Her Spinning Bird Kick would allow her to flip upside down and whack the opponent upside the head a few times as they fall to their back on the stone.

Chun-Li, or “spring beauty” in Mandarin, was famous for her sexy anime legs and their spinning doom. Gamers would perform the move that the worse possible time for their opponent, such as in mid-jump when your opponent had nothing but death and peril awaiting their landing.

Ken and Ryu had spinning kicks too, but without the inverted impossible moves of Chun-Li it fell short of awesome. When it comes to animated violence, perceived hot chicks and young boys battling for ego and rights to be the winner, the Spinning Bird Kick and Chung-Li was a great choice.

The British rock band Arctic Monkeys have an instrumental song titled “Chun Li’s Spinning Bird Kick” and was nominated for a Grammy for Best Rock Instrumental Performance (wikipedia).

It does without doubt, every Street Fighter II player remembers the crazy spinning kicks of Chun-Li and this is what makes her have retro gaming moves!

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Retro FlashBack: DragonFire (Atari 2600)Retro FlashBack: DragonFire (Atari 2600)

Now here is another interesting video game for the Atari 2600, the game Dragon Fire consisted of two game screens, one which you ran across a bridge while fireballs were shot at you, you had to duck or jump over the fireball. This screen was a side-scroller style screen (although it doesn’t actually scroll), at the other end of the bridge was a castle door which you’d enter to get to the next screen.

The second screen was more classic “overhead but not really” screen where you ran around this black screen picking up treasures while a dragon at the bottom shot fire at you from below.

As the game increased in level jumping fireballs became more challenging (on the first screen) as you ran because they would come quicker, more often. The second screen would get very difficult very quickly as the dragon would increase in speed and fireball spitting. You could tell how hard the dragon would be as it would change colors from lighter to darker black as you progress stages.

When you finished collecting all the treasure an exit would pop up in the corner and you had to run to it without being burned by the fireballs, that dragon would turn from left to right nearly instantly too! Then, you’d jump into the exit and be back on the bridge again, but this time it was harder. You could die up to 7 times before the game was over (just to show you how hard it is, they gave you a bunch of lives).

The game was tough, frustrating, hard to replay because you were just so nervous and jittery from the last attempt. Graphics were “okay,” nothing to rave at but it was, after all, the 2600.

You can hear all we had to say about DragonFire for the Atari 2600 on Episode 79 of the TD Gaming Podcast!

TD Gaming Podcast 100: KatastroephicTD Gaming Podcast 100: Katastroephic

This weeks gaming podcast flashes back to Yo! Noid, for the NES and a bit of gaming history on Accolade while touching on some hot news topics:

This week’s soap box we’re asking you if you believe social networking and new media techniques will help or hinder the gaming industry.

Activision Blizzard Trying To Scare Off Competition?Activision Blizzard Trying To Scare Off Competition?

A few months ago, Activision Blizzard CEO Bobby Kotick said investing $500 million to a billion still wouldn’t be enough to compete with an MMORPG like World of Warcraft. The MMORPG space is a costly investment and you’d need to really burn a lot of money to start competing against the mega-giant, but Mythic VP and Warhammer Online lead designer Mark Jacobs disagrees with that quote.

Jacobs says $100-million dollars would be needed to start competing against the giant subscription generator that is World of Warcraft. Although few developers are sitting on $100-million USD, it’s a bit more realistic an investment for a studio to scrape up compared to a billion bucks! A billion dollars is a scary number when you consider that’s the start of an investment that may, or may not, pay off in the end.

Kotick may not be using complete scare tactics, he may be working off experience when dealing with MMORPG’s. A startup MMO isn’t a cookie cutter system, there is a lot of development efforts, $100-million dollars worth, but MMO developers slip dates many times. When you start slipping your dates you’ll start burning more money and, before you know it, you’re a billion in the hole. Jacobs thinks $100-million will cover development costs and messing up, so a billion is still way over budget.

Perhaps this is a bit of a scare tactic, assuming a developer will fail and slip their dates isn’t really a great way to start quoting prices. However, shooting too low isn’t always the best method of building your development assessments. The end result, scream ONE BILLION and you may scare off any potential startup MMO developers.

Warhammer Online lead designer did mention one big barrier to entry: the need for “at least half a million subscribers to be successful.”

(Thanks, 1up)