Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

The Street Fighter game series has always been one of the biggest and most influential fighting games in history. Each of the Street Fighter games creates a special enthusiasm among the fans of this series and creates memorable individual and collective experiences. On the other hand, it has been a while since a special edition has been released to commemorate the 30th anniversary of this game series with the full name Street Fighter 30th Anniversary Collection, which reminds us of the value of history and the huge impact of this game series. Therefore, in this series of articles, we decide to review the history of the Street Fighter game series and explore its past. I've played a fighter that had a version released for other countries and not exclusive to Japan.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

The Street Fighter game series has always been one of the biggest and most influential fighting games in history. Each of the Street Fighter games creates a special enthusiasm among the fans of this series and creates memorable individual and collective experiences. On the other hand, it has been a while since a special edition has been released to commemorate the 30th anniversary of this game series with the full name Street Fighter 30th Anniversary Collection, which reminds us of the value of history and the huge impact of this game series. Therefore, in this series of articles, we decide to review the history of the Street Fighter game series and explore its past. I've played a fighter that had a version released for other countries and not exclusive to Japan.

The thing is, I owe a lot of my interest in video games to Street Fighter. The 2D fighting game genre is one of my favorite genres in mass media, and like most 90s kids this love stems back to the first time I played a Street Fighter game. The first work I experienced in this series was Street Fighter II, which I played around the age of 5 or 6 on a SNES device at one of my cousins' houses. The other cousin also had the Special Champion Edition of this game on Sega Genesis, and finally the first cousin made Street Fighter II Turbo for the SNES. I became obsessed with this game, almost to the point of obsession, and when I finally got my hands on a copy of the game, I was overjoyed. Of course, my version was the IBM-PC version, which was basically broken and clunky, but you wouldn't want to tell a happy kid that. Not too long after that, I was finally able to get my hands on a real, good copy of the game; I mean the game "Super Street Fighter 2" for the Sega Genesis console. While Street Fighter may no longer be among my favorite fighting games, it still holds a very special place in my heart. Because of this, I have almost as many games in the series in various forms in my collection as it is: the recently released special edition for the 30th anniversary of the work just gives me the opportunity to more easily I have several older titles in the series on PC, my platform of choice.

Street Fighter 2 is probably one of the most important games of all time. This game popularized the fighting genre in a way and to an extent that no other game had been able to do so before. Back when I was a kid, we just called it Street Fighter. Although the number II (Greek number 2) was always next to it, we had never actually played Street Fighter 1. As I said, these mysteries weren't really what we were looking for at the time, but Street Fighter 2 actually owes its existence to several titles. What better place to start than by taking a look at the title that most likely inspired Capcom to develop Street Fighter.

Avengers

In On February 1st, 1987, Hissatsu Buraiken, which roughly translates to "Death Fist of the Fat Man", was released in Japanese arcades with relatively little fanfare. This work was released in the West in the same year under the name Avengers or Avenger (not to be confused with Avengers or the Avengers of Marvel). Although some arcade machines used the same original name of the work, some used the new name due to advertising issues. Although it has almost no direct and obvious connection with Street Fighter, I believe that this work can be called the first ancestor of Street Fighter. Of course, at the time, Capcom had only a fraction of the popularity it has now in the Western market. At the time, their most popular games were Ghosts 'n Goblins and 1942, an arcade platformer themed around fighting mysterious creatures in a medieval fantasy setting and a shoot-em-up shooter set during World War II, respectively. While these two titles were fairly popular in their heyday, they were overshadowed by Capcom's upcoming titles. The more interesting point is that both had the same producer; A person named Takashi Nishiyama ("Piston Takashi" Nishiyama). Nishiyama actually got his start at Irem, working on some of their early hits such as Moon Patrol in 1982 and Kung-Fu Master in 1984. Similarly, two designers Avengers game characters with the names Short Arm Seigo" Ito and Puttun Midori were seen among the list of Street Fighter developers in the "Special Thanks" sub-section. One of the composers of that game, Yoshihiro Sakaguchi (better known as Yuukichan's Papa) worked on both the first Street Fighter game and the first MegaMan game.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Of course, Avengers ran on one of Capcom's proprietary arcade boards, commonly referred to as "Section Z hardware" since Section Z was Capcom's first game in 1985. which used this particular hardware. The Avengers was apparently the last of the four games made to run on it, with the other two, The Legendary Wings and Trojan, both released in 1986. Like many of Capcom's early arcade hardware, this board used a 6MHz Zilog Z80 as the main CPU, as well as two 4MHz Z80 chips for its sound processor. The hardware was complemented by a two-piece YM2003 as the sound chip.

Like many arcade games of the era, Avengers' story was simple but it got the job done. It's a two-player game with two main characters named Ryu (another connection to Street Fighter) and Ko. The game's villain, known simply as Geshita, has taken over Paradise City and kidnapped six girls, leaving five of them to his people. It's up to Rio and Co. to kick Geshita out of their town.

Beat-'em-up seems like the best word to describe the gameplay of Avengers, but this game is completely different. Unconventional and different approach to this genre. Unlike many beat-em-ups of this era (or in general), Avengers is a top-down game similar to games like Ikari Warriors or Capcom's own Commando. In this way, players can move freely in 8 directions. There are also two attack buttons, a punch (fast, but short range) and a kick (long range, but slower). Honestly, the best description I really have for the game's core mechanics is Kung-Fu Master (known as Spartan X in Japan) combined with Commando. There are also various bonus items that can be found in objects such as trash cans and clay pots scattered throughout each stage. These additional items can fill your character's health bar or increase his speed. Also, various weapons can be found all over the game, each of which has its own characteristics.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

This one It is one of those situations where anonymity has helped a game in general. Most of the reactions I've seen online about this game have been negative at best, with a few stating that it was Capcom's worst beat-em-up game. Honestly, I can't really argue with that statement. While the plot of The Avengers was unique and interesting, the execution was severely lacking. The angle of view and the style of the game cannot show itself very suitable for a beat-up fighting game whose fights are with punches and kicks. The final giants in the game are also very difficult because many of them use long-range weapons that make them impossible to damage. Of course, this criticism can be generally attributed to many games of this genre, but the severity of the issue here is really high, and you can understand this from the very first game. You can tell right away that this is one of those arcade games designed to make more money from players. There are two works and the names of the main characters. For example, some of the sound effects from the Avengers game - especially the roars of various characters - were completely recycled and used in the first Street Fighter game. There is also another very interesting reference related to Dan Hibiki's character in Street Fighter. One of Dan's special combos is a special move called Hisshou Buraiken. Sounds familiar, right? That's right, the move is an interesting nod to the Japanese origin of the game, originally known as Hissatsu Buraiken. If this doesn't prove that the two games are related and that Avengers is some kind of anonymous precursor to Street Fighter, I don't know what can.

You have to admit that the game Avengers was not a very popular game at the time of its release because as far as I can tell, there was no home console version of the game at the time of its release. The first home version of this game that I could find was released as the second part of the Capcom Classics Collection on PlayStation 2 and Xbox consoles. This game also Through Capcom Classics Collection Remixed, it could also be experienced on the PlayStation Portable (PSP). Apart from these cases, it can be said that the game Avengers or Hissatsu Buraiken by its original name is almost a forgotten game, which to be honest, maybe this is the best ending for the game itself. Avengers is not an attractive game by any means, and even compared to some of Capcom's previous arcade games, it's a rather crude work.

Street Fighter

As for We discussed the previous explanations, we can go to the real story of the beginning of the Street Fighter franchise. The first part of the Street Fighter game series was released on August 30, 1987 in Japan, and the western version was released in North America and Europe in the same year. Although Street Fighter was not the first fighting game in history, it is the first fighting game created by Capcom. Released in 1984, Karate Champ is considered by many to be the first true one-on-one fighting game, later renamed PvP. This work also introduced the concept of special tutorial stages and bonus, which were very common in the early days of the genre. Konami's Yie Ar Kung Fu, released the following year, introduced the concept of fighting multiple unique opponents in succession, which became a hallmark of the genre. Street Fighter was inspired by both games and expanded their ideas and took an important step forward in the growth and development of games of this genre, and by adding new concepts that many of us know now, the structure and shape of fighting games to this day. drew.

Before we talk about the game itself, we finally come to the point where I have memories of this game from my childhood. Of course, it's clear that my memories aren't of the arcade version of the game, but of one of its home console ports. I have already explained this in detail in another article, so I will try to only briefly mention it here. I have to say that my perception of the game is much more positive than most of my peers, why you ask? The Hi-Tech version was so awful that the arcade version, which had its own weaknesses, compared to the Hi-Tech version, is like a celestial table from heaven. Few people I've come across were able to find the arcade version of Street Fighter when it was brand new, so most only got to experience it properly after the much more popular and successful second game. Obviously, the first Street Fighter game got less attention than its far superior sequel, but it still makes for a fascinating curiosity.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Two key roles in the development of the first Street Fighter game were Takashi Nishiyama (Piston Takashi" Nishiyama) and Hiroshi Matsumoto (Finish Hiroshi" Matsumoto), who were the director and designer of this work, respectively. There are claims that the two of them also worked on the Avengers game, aka Hissatsu Buraiken, but right now, I can't really find any information about Matsumoto's involvement in the project. Likewise, this is said to be the first project of Keiji Inafune (who is famous for his work on the Megaman game). It has been claimed that he designed the character Adon, but again this is not confirmed anywhere else, especially not in the end credits that list the developers of the game. Street Fighter was developed on another of Capcom's early arcade hardware systems, the 68000 Based, which used the Motorola M68000 as its main processor. Capcom started using this hardware in 1987 and a few of their arcade games used this hardware, including Tiger Road, Mad Gears, Last Duel and most importantly Bionic Commando.

The most interesting thing about Street Fighter is that it has two completely different arcade cabinets; While the version seen today used the traditional six-button layout common to Capcom's fighting games, there was an alternative version that featured a different game control layout. That model had two large buttons dedicated to punching and kicking respectively, and depending on how hard those buttons were pressed, different levels of power were delivered to the enemy for each attack during the game. It may not be the most accurate or the best design, but it was interesting and different at the time.

Street Fighter allows you to choose between two characters: Player #1 as Ryu, Player #2. In the role of Ken. At that time, the way to play with these two characters was the same, and the only real difference between them was the color of their clothes and of course their faces, which was Ken's face redesigned; In fact, in the early designs, Ken was a complete remake of Ryu, with only the color of his clothes being different and nothing else. Instead of choosing a character, players were given the chance to choose the environment of the match from among 4 countries to choose from - although some versions only featured 2 countries (Japan and the USA) initially, with each of these countries having two opponents. Japan was the home of Retsu and Geki. Retsu is a monk who was excommunicated from his temple for using forbidden techniques, and Geki is a master ninja who possesses things like claws, shuriken, and the ability to teleport. The US region introduced us to a regular kickboxer named Joe and another boxer named Mike. A martial artist named Lee and an elderly but deadly assassin named Jen were characters from China. Two characters, Birdy and Eagle, were from England. Defeating both representatives of a country allows Rio to participate in a special stage or break bricks or boards with his power in another special stage within a time limit. Only after defeating all the first eight opponents will Rio (or Cannes) gain access to Thailand, the fifth and final country. There, players are tasked with defeating Adon's character. Afterward, Ryu or Ken face off in a montage with all the opponents they've defeated, but realize they don't have time to rest on their laurels and are warned that there are always new challenges.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Compared to later games, the controls of the first Street Fighter game were incredibly clunky. . The physics of the game are slippery and floating, and the controls are not as responsive as expected, and the character controlled by the computer is able to hit his opponent more than the player. As mentioned, this game was released in 1987, and given that Street Fighter was inspired by games like Karate Champ and Yie Ar Kung Fu, which were in the fledgling genre, these are primitives in relation to the first game. Street Fighter was natural. It seems unfair to judge this game against its own legacy, against its contemporaries, but unfortunately, that's how most people see it.

All the same, the first Street Fighter game brought something new to the genre. which later became one of its fixed and key features: Special Moves. Of course, at that time this feature was very special like its name because it was almost impossible to use it continuously. While the moves of Hadouken, Shoryuken and Tatsumaki Senpuu Kyaku - which in the English versions of the game are referred to as "Fire Ball", "Dragon Punch" and "Hurricane Kick" respectively, for people who If you've noticed these special moves in Street Fighter 2, they're pretty well known, but back in 1987, these special moves were almost a secret in the first game. You had to be very precise to perform these special moves in the first game. In fact, the movements themselves worked differently: instead of pressing the button after completing the movement that should have been made with the joystick, players had to release it at that moment. It was even different from how special moves were done in 1991, let alone how they are done now.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Street Fighter may not feature special stages and bonuses for the first time in the genre, but these stages aren't really unlike those found in future games. There are two types of bonus stages in Street Fighter, each of which has two versions, making four stages in total. These special stages are placed after defeating both fighters of a country. In the first special stage, there is a segment where Ryu is tasked with breaking a bunch of bricks (replaced with cinder blocks in the second attempt) in front of an audience, who cheers or boos depending on the results. This mini-game can remind you of the famous Test Your Might mini-game in the first Mortal Kombat game, but timing is important here. Another mini-game involves breaking wooden planks held in different positions by men in combat uniforms. In this mini-game, accuracy is key: some boards can only be hit with certain attacks. These bonus stages have very little effect on the game itself and only add to the player's score, but they seem like a well-deserved break from the process of fighting other opponents.

Game art design for a late 80s arcade game. They were quite standard. The game's graphics far exceeded what most home platforms were capable of at the time, but it was somewhat underwhelming in terms of reflection. The game's character sprites reflected the problematic arcade games at the time that were adapting to wider color palettes and higher resolutions. The end product is something that is admittedly ugly and yet endearing in the same way that you look at a confused and rambunctious teenager. On the other hand, the background environment was truly breathtaking for a work of that time. While if we want to compare with the next games of this series, maybe something very special and special in them No, but it was really impressive for the time.

The sound design isn't much better either. Don't get me wrong, there are actually some good compositions in Street Fighter's music, but the game's weird instrumentation tends to overshadow the quality of those compositions. Fortunately, one of the home version ports that we'll cover later has a remastered sound that recreates these songs using Redbook CD sound, making them much easier to enjoy. On the other hand, the sound effects are just silly. The real star here are the audio samples. They were generally of the same quality in the Japanese and English versions, with only one exception involving the Rio attacks. At best, Ryu's attack voice acting is extremely confusing. People are still debating to this day whether or not Ryu says Dragon Fire, Psycho Fire, Hell Fire, and probably several other similar words whenever he performs a Hadouken in the English version. However, the English localization and voice acting in this game is absolutely amazing, especially in the screens after you win the battle.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Interestingly, Street Fighter actually received a few different home ports. I personally grew up with and am familiar with the IBM-PC version published by Hi-Tech Expressions, but it actually ran on several computer systems throughout North America and especially Europe, the Commodore 64. 64, Amiga, ZX Spectrum and Amstrad CPC. The best known of the ports is the console version released for the TurboGrafx-CD. This version was named "Fighting Street" and was released in 1988 in Japan and a year later in 1989 in North America. This is actually the version I mentioned with the rearranged music. The only real flaw in this version was the TG-16 controller. Having two buttons limited the ability to perform attacks with different powers, but this was a common flaw in most home versions of Street Fighter. The excellent arcade ports will eventually be released on the second installment of the Capcom Classics Collection for the PlayStation 2 and original Xbox, as well as the Capcom Classics Collection for the PSP. This version was also included in the Street Fighter 30th Anniversary Collection, which was released for PlayStation 4, Xbox One, Nintendo Switch and personal computers. Unfortunately, though, it didn't have the ability to play online.

I think the most impressive thing about the original Street Fighter is the legacy it left behind; Believe it or not, this game inspired more than Street Fighter 2 and the rest of the series. Apart from the two works that I will mention below, this game also received an unofficial sequel. One that was released in Europe some time before Street Fighter 2, in March 1989. Many of the computer ports that I mentioned earlier were developed by a company called Tiertex and are manufactured by the U.S. company. Gold - the same company behind the infamous Strider Returns. Their ports of Street Fighter became so popular that they created a spiritual successor for the European market and PC platform. Simply titled Human Killing Machine, this game is worse than the poor ports of the original Street Fighter game. Of course, the game itself was extremely strange. I mean, the main character was a Korean martial artist named Kwon which is probably the most normal thing in the game but his opponents included a dog, two prostitutes, a waiter, a bull, and even some terrorists! While I've never played HKM myself, all the information I've found about it makes the game look absolutely terrible. Therefore, it's really no surprise that the game was quickly forgotten, even more so than its source of inspiration.

Final Fight

One of the unique One of the most interesting things about video games as a medium is how quickly people will accept a spin-off of an existing franchise. However, there are few that can compare to Street Fighter, which received a spin-off just two years after its debut. The original Street Fighter, itself only a partial success in Capcom's eyes, managed to get a full spin-off with multiple ports (from mediocre to terrible quality) to support the relative success of the original arcade version. Of course, how happy Capcom was with these spin-offs in the 90s could have been a sign of things to come.

In 1988, Takashi Nishiyama and Hiroshi Matsumoto both left Capcom, and a new phase began. They started working at SNK and went on to develop Fatal Fury and Art of Fighting games. However, Capcom wanted a sequel to the original Street Fighter and hired Yoshiki Okamoto to produce it. This new sequel helped. Okamoto cites the arcade version of Dragon II: The Revenge as the basis for the development of the next Street Fighter title, which moves away from the one-on-one fighting genre and focuses on the beat-up fighting style. This game was initially shown in various trade shows under different names, the most important of which were Street Fighter 89 and Street Fighter: The Final Fight. Finally, due to feedback from various agents, the game was simply renamed as Final Fight.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

The story line of the game is very basic compared to today's games, but it's very interesting for an arcade game released in the late 80s. . The cutscene that plays during the game sets the scene: Metro City, which can clearly be said to be a fictional version of New York City, full of crime and violence. Newly elected mayor Mike Hager sets out to rid the city of crime and make it safe for its citizens. However, a mad gangster, the most powerful crime syndicate in town, decides to take matters into his own hands. After unsuccessfully trying to bribe Hagar, they kidnap his daughter Jessica and ask the mayor to do what they want. Due to the fact that Hager is an old professional wrestler, Guy is a Ninjitsu master, and Cody is a successful street fighter, Hager decides to contact Jessica's boyfriend, Cody, and their mutual friend, Guy, and ask for their help in saving his daughter. These three decide to defeat the enemies and save Jessica from the dumb clutches of criminals.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Final Fight is one of the first beat-em-up games to feature multiple playable characters with different abilities and mechanics. Cody is a seasoned fighter, Hagar is the strongest but slowest, and Guy is the weakest but fastest. The game also has three weapons spread throughout its stages, and each character gains special abilities with their respective weapons. The knife can only be thrown by Guy and Hagar, while Cody can hold it and stab enemies. The lead pipe is the most powerful weapon in the game, but its weight slows Cody and Guy down, so only Hagger can use it to its full potential while wielding it. The katana is a good weapon for all three characters, but Guy's speed allows him to use it to its full potential. A little simplification is also seen in it. The controls are smooth and responsive even by today's standards, with characters moving effortlessly across the screen and attacks coming at lightning speed. Final Fight is a beat-up game where player characters and enemies can walk in 8 directions at will and characters must line up to attack each other. The game has a standard joystick and button layout where one button is dedicated to attacks and the other button allows the character to jump. Pressing these two buttons at the same time allows the character to perform a special move at the cost of losing a small amount of health. Cody has a jump kick, Guy does a spin kick, and Hager does a special spin.

The game has six stages, each set in a part of Metro City. The game starts in the slums, before moving to the metro, followed by the western district, the industrial district, the bay area, and the final stage of the race takes place in Balashahr. Each stage ends with a unique final giant that is nowhere to be found It does not appear anywhere else in the game. There are also two bonus stages that take place after the second and fourth stages respectively.

When Final Fight was released, Capcom was adapting to the capabilities of the CP System device, creating a look that many It remained constant from future titles, especially the subsequent Street Fighter games. The game's coloring was more artificial than some of the later CPS games, but everything else was top-notch at the time. Considering the fact that this game was originally released in 1989, it's pretty amazing that it managed to overcome the various aesthetic problems that plagued many arcade games from this era. The soundtrack is also pretty good for its time, my favorite tracks include the stage 1 music, the music that plays in stage 5, and the second music from the industrial area of the game. These 3 pieces were later used in the next Street Fighter games. While Yoshihiro Sakaguchi was the only composer whose name appears on Final Fight's end credits, six others worked on the game's soundtrack. You probably recognize Harumi Fujita, Manami Matsumae, and Yasuaki Fujita from the classic Mega Man games, but Junko Tamiya, who worked on the Strider arcade games as well as 1943 and 1943 Kai, Hiromitsu Takaoka, who worked on games like 1941 and Sweet Home, is one of the other composers of this game. Yoko Shimomura also wrote some songs for the game, which we will explain in more detail below.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Evaluation of the reactions regarding the finals. Fight is a little more difficult in western markets, but considering there was a lot of discussion about the game at the time, it's probably safe to say that Final Fight was a success in all regions. As with the original Street Fighter, several home computer ports of the game were released across Europe for the Amiga, Amstrad CPC, Atari ST, Commodore 64, and ZX Spectrum. Like the ports of the first Street Fighter game, these ports were also developed by the U.S. Gold were developed and were not very impressive. Of course, how much of this is due to computer limitations at the time or to the general weakness of U.S. quality control remains to be seen. Gold is debatable and there can be different opinions about it. However, unlike Street Fighter, there were actually several home ports worth talking about. For starters, there was a port for the Sharp X68000, a Japanese home computer. The cool thing about this version is the fact that because of the hardware the game was built on, the game is basically almost as good as the arcade version, which is a rare thing indeed. There was also a Sega CD version that featured more vibrant colors and voice acting, as well as a new mode called Time Attack Mode. This mode is not what you expect; In this section, there are basically three combat environments (one for each playable character) designed with endless waves of enemies that you have to defeat in a time limit, and on the other hand, the western version compared to other console versions. Censorship was much less.

Naturally, when I mentioned the Final Fight game ports for home consoles, I can't help but talk about the most well-known port of that game. The Super Nintendo (SNES) port of Final Fight was released on September 21, 1990 in Japan, on November 10, 1991 in the United States, and on December 10, 1992 in Europe and elsewhere. While the game itself was not one of the games at the time of the SNES launch, it was released in some regions in the same year as the release of this device. Unfortunately, this version had some limitations. Probably the biggest remaining feature is the lack of multiplayer. This version was a completely solo experience. Therefore, the character of Guy and the fourth stage of the game were removed. Besides that, at least in the western version we saw a lot of censorship. Damnd's character name was changed to Thrasher and Sodom's character name was changed to Katana. Another change that was unique to the western version of this game for the SNES console was to change the characters of Poison and Roxy to two people named Billy and Sid. Even if we don't consider all these things and changes, the experience of the console version The SNES was really brutal. In fact, I hated Final Fight for many years because I only played the SNES version of the game. Years later, Capcom tried to correct these problems with the release of "Final Fight Guy". Despite being released two years after the original Japanese version, the only difference in this version is that Cody has been replaced by Guy. This version was released on a limited basis in America.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Several other modern home ports of Final Fight There was. One of the most important ports belonged to the Game Boy Advance console. That port, which was released under the full name of "Final Fight One" (Final Fight One), was almost as perfect as the arcade version. This version not only restored the omissions made in the SNES version, but also added new content to the game such as another version of the characters Guy and Cody. A port similar to the arcade version was later included in the first Capcom Classics Collection and was released for PlayStation 2 and Xbox One consoles. This version was also made available for the PSP portable console through Capcom Classics Collection Remixed. The latest release is called Final Fight: Double Impact, which was released digitally and includes a new soundtrack, the ability to play online, various graphics filters, as well as an additional game called Magic Sword. This version was exclusive to the Xbox 360 and PlayStation 3 consoles, although the PlayStation 3 version was marred by the controversial Always Online DRM protection, which prevented the game from being shared with other PSN users. The Xbox 360 version of Final Fight: Double Impact, along with other Capcom digital titles, saw a physical release in March 2012 as the Capcom Digital Collection. This game was able to release two direct sequels for the SNES, which fortunately were in much better condition than the port of the first game for the SNES, and of course another sub-version was also released for it. That being said, Final Fight's longevity has been more than ever through the Street Fighter franchise as a whole. Even to this day, there are new references to the original Final Fight in the Street Fighter games, from characters and environments to hidden Istrags. While we haven't seen a new game from the Final Fight series since 2006, the franchise still lives on in the minds of players to this day.

Street Fighter 2010: The Final Fight

I wasn't going to write anything about Street Fighter 2010: The Final Fight at first. Writing about this game was actually suggested to me by one of my editors, and when I realized that it was actually a prequel to Street Fighter 2 which left me with even more questions I had no compelling reason not to. This game has a very strange history behind it, so it would be interesting to at least explore it.

There is actually a very unique backstory to the North American release of this game. Early rumors were that the game was originally known simply as "2010" when it was released in Japan, and that the Street Fighter branding was a decision made by Capcom's US division to give the game more visibility. As it turned out, this is not true and the game was supposed to be a subversion of Street Fighter from the beginning, and its full Japanese name was 2010 Street Fighter. Of course, that's not to say that Capcom's US branch hasn't changed the game. They changed the game's protagonist, originally a cyborg interplanetary police officer named Kevin Strucker, to Ken (who had not yet been given the last name Masters) from the original Street Fighter. They also completely changed the game's storyline (more on that later) and added The Final Fight to the game's original title. In other words, the Japanese branch of Capcom has always considered this game as a spin-off of Street Fighter, but what the American branch did was to make a connection between it and the sequel and also make a reference to the game Final Fight. /p>

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

Actually, there are many differences between the story of the Japanese and Western version. Let me start with the story of the Japanese version. In this version's story, humanity has grown far beyond the confines of Earth and is seeking new worlds. In this new interplanetary society, crime is rampant. Many of the criminals are powerful cyborgs, made even more powerful after the discovery of "Parasites" in 2010 AD: "Parasites" are armored insects that fuse with their hosts, causing them to develop beetle-like armor and shells. significantly increase the formation and strength of their host. To combat this new threat, the galaxy's police decide that a Send cyborg officer Kevin Straker on a mission. Strucker's order is to capture the creator of the parasites, Dr. Jose, destroy the parasites and absorb their power, which opens a multidimensional gateway to the next outbreak area. However, Kevin only has 10 seconds to get through the gate and if the gate closes, and he doesn't get through, Kevin dies and with these limitations in mind, he decides to fight this parasitic scourge.

Street Fighter 2010 Game Description it's hard. It's like a strange combination of Ninja Gaiden and Megaman, although the quality is not as good as either of those two games. Quinn is equipped with a short throw that can be fired quickly on the ground but only fires once in the air. The range and power of this attack can be upgraded by collecting power-up capsules scattered throughout most stages. Collecting two capsules increases the power of Kevin's attack by one level, and this attack can be strengthened by five levels. Another special power forms an orb around Quinn that deals damage to any enemies it hits, and there are a few other examples of similar powers.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

The stages are varied in a way that there are stages that only have platforming and a final giant battle at the end, to some stages that only involve fighting giants. It is summarized. Most of the game's stages have a certain timing, and when the last giant of each area (called a target) is defeated, a portal to the next area opens. Kevin only needs ten seconds to enter each portal or he will die. The game allows you to continue indefinitely - this is never guaranteed on the NES - but given that the game's stages are multi-part and your health bar doesn't fill up until you've completed one of the game's worlds , the game still presents a daunting challenge.

The game's graphics look pretty good for an NES game, especially considering the fact that the game came out about halfway through the system's life. The game environment is colorful, character sprites are detailed and clear. It probably wasn't the most graphically impressive NES game, but it did give an early glimpse of what that console's hardware could achieve once it got past some of its technical limitations. The soundtrack of the game is also first class. The soundtrack was created by Junko Tamiya, who you may remember for his work on Final Fight. The game's soundtracks are energetic and sound much more exciting than most of Capcom's NES games.

However, this game feels like a lot of wasted potential. With unique stages, beautiful art sprites and good music, naturally we should see a good effect, but unfortunately the game controls are sometimes very rough and while it may seem that the ability to continue the game infinitely makes it easier, but because of the weak Coin's basic powers make this feature somewhat harder to play. To be honest, the game would be better off if it only gave players one life, just because losing special powers makes Kevin fail in the game's combat and while some stages offer a lot of items, some don't. They are completely useless. Worst of all, since it wasn't a fighting game, its association with the name (and in the western version, the story) of Street Fighter caused many players to get the wrong impression of it, which hurt the game. Street Fighter 2010 is not a terrible game. It can be said that among the games of that time, this game could be among the best games for some companies. But Capcom's strong history made the game more difficult. Street Fighter 2010 was released in August 1990 in Japan and a month later in North America. At that time, Capcom had released two games from the Megaman series, Ghosts 'n Goblins, Chip 'n Dale: Rescue Rangers, Codename Viper, Ducktales, Bionic Commando and Strider for the NES console in North America. It's a shame they never decided to revisit and refine the concepts and designs in this game because there's clearly a lot of untapped potential in this game.

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

The last thought I can think of to check is if Street Fighter 2: World Warrior was in production while Street Fighter 2010 was being made? I mean, Street Fighter 2 came out the year after Street Fighter 2010, so I guess it wouldn't be weird to assume that was the case, but if it was, we have to wonder when Street Fighter 2 was licensed. Why did Capcom continue to develop Street Fighter 2010? This seems strange considering that Street Fighter 2010 was far from the original version both in terms of environment and gameplay. It's possible that the game was so far into development at that point that not completing it would have been a waste of resources, but I don't know what would have happened if Street Fighter 2010 had become a huge success like Final Fight. was doing In that case, would this game have gotten a sequel, or would it have been based on a one-on-one fighting game? We will probably never know the answers to these questions or similar answers. Especially considering the fact that little is known about the development process of Street Fighter 2010, but it can be interesting to dig into it anyway and discover the secrets behind the game's development.

This seems like the best place to end. The first part of the Street Fighter Story Review Essays is a tasty appetizer before the main course is served. In the next article, we will take a detailed look at Street Fighter 2 and its various versions and examine how this acclaimed work became a global and influential phenomenon in video games.

To be continued

BingMag.com Street Fighter from zero to one hundred; The origins and creation of fighting style (part one)

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