That would be 8-4 towers you see in that picture.
TRUE. I took that photo!
That would be 8-4 towers you see in that picture.
[Yasuda tells the story differently. In an interview in Udon's Street Fighter X Tekken art book, he says he began early design work on Street Fighter 2 before starting on Final Fight but stopped because of a lack of ROM capacity to make the game he wanted. He also says Capcom renamed Street Fighter '89 not because Street Fighter had a poor reputation, but because the game didn't feel like a Street Fighter title. Nishitani says he doesn't remember the situation clearly, but didn't do any work on Street Fighter 2 himself until after finishing Final Fight. Yasuda declined to speak with Polygon for this story, saying he only does interviews if paid.
Yoshiki Okamoto said:You know how each character has a life bar? At one point, I wanted to make the power gauge for Chun-Li shorter than for the other characters because women are not as strong.
Jeff Walker said:Even the LA riots worked out for me because when they were looting the street, they were running down the streets from the 7-11 stores with Street Fighter games in their hands.
James Goddard said:My mentor Akira Nishitani was very disappointed with the fact that I wanted to make it faster. He no longer was my mentor after that.
Scott Smith said:It's easy to look back on these things with hindsight. You know, anime was not anywhere near the acceptance [it's earned as time has gone on]. So we were always creating box art whether it was Mega Man or Street Fighter we were always creating art that would sell the game in the U.S.
Laurie Thornton said:Could my developers have done such a thing and gotten away with it?
Based on the article, it sounds as if the endless Street Fighter II revisions (Champion Edition, Turbo, etc.) were largely produced as a way to combat counterfeit versions of the game. Interesting.
Interesting read, thanks for posting it.
Street Fighter 1 was just awful. It's interesting to read about their deliberate change to make the moves work.
I also enjoyed the Japanese programmers' reactions to bugs - "total shame". Overreaction, for sure, but what a better place the world would be if that view was prevalent.
Also: I just knew combos were accidental! I'd never seen that put on the record before now. But wait, isn't the correct term for what they describe a "2-in-1"? Combos are strings of moves that, if done right, are unblockable. Getting 2 moves out of a single button press is a 2-in-1...or it was, back then. Has the terminology changed?
buffering, Cancel, Canceling, Cancelable, Super Cancel, 2-in-1: These mean to cancel the animation of one move to go into another. If something is, "cancelable," that means you can interrupt the animation of this move with another with some form of command. The most popular cancel is a normal move into a special move
I guess that might be an opinion that some people have.Street fighter 1 was a good game
No, the 2-in-1 is what most players call "negative edge" these days. It's something completely different: the ability to activate a special move on both the press or release of a button, which means that you may trigger a normal attack with the press and also trigger a special attack with the release.2 in 1s became cancelling, buffering, super cancelling.
That's changed then. But the original meaning was the one it listed.I guess that might be an opinion that some people have.
No, the 2-in-1 is what most players call "negative edge" these days. It's something completely different: the ability to activate a special move on both the press or release of a button, which means that you may trigger a normal attack with the press and also trigger a special attack with the release.
You guys keep saying that making videogames was always about making money and today isn't different from 20 years ago.
You keep saying that
It was still a motivation. In that piece they were talking about how the versus fighting was a way to get two players on the same machine at once and improve on Final Fight's attempt by making it so that players won't get frustrated at the game and blame the difficulty.
You guys keep saying that making videogames was always about making money and today isn't different from 20 years ago.
You keep saying that
Interesting read, thanks for posting it.
Street Fighter 1 was just awful. It's interesting to read about their deliberate change to make the moves work.
I also enjoyed the Japanese programmers' reactions to bugs - "total shame". Overreaction, for sure, but what a better place the world would be if that view was prevalent.
Also: I just knew combos were accidental! I'd never seen that put on the record before now. But wait, isn't the correct term for what they describe a "2-in-1"? Combos are strings of moves that, if done right, are unblockable. Getting 2 moves out of a single button press is a 2-in-1...or it was, back then. Has the terminology changed?
It was interesting to find out that SF2 was a completely different team than SF1. Had no idea but it makes sense. From reading that, the thing the SF2 team did to inadvertently create combos by making special moves easier to do is what sucked the most about SF1. Fireballs were fucking impossible to pull off unless you did them perfectly.
Also interested to find out the original SF1 designers went on to SNK to create their early fighting games. Those early SNK games also seemed to have much more difficult and strict controls compared to SF2 from what I can remember. Must have carried over.
1UP: This may sound stupid, but Sam Kennedy wants me to ask, what cars do you drive? We heard you once had a Ferrari, but someone crashed it. Is that true?
YO: No, no, it was a Porsche. One of my employees crashed it. But other people have lots of accidents in my cars. My mom crashed a 2002 BMW GTR I used to drive. Now I'm riding a Joker scooter, a Monkey scooter from Monkey, a Rich mountain bike, an Esteema station wagon, and a BMW 750. I used to have a girlfriend that I was riding too. But I went out to the parking lot to get her the other day and she wasn't there anymore. [Laughs]
Gotta love Polygon.
This is quality work.
I wish we could get more stuff like this from any site on the history of franchises and the industry.
Because James Goddard was a fan of the character Zangief, some at Capcom Japan were skeptical of his ability to give objective feedback.
There's a reason why it's scarce. This thread can't even get a page of posts. Some shitty review they phone in gets 10x the attention/ad revenue. Sad, really.
It's on page 2...
I wonder why the article stopped at Turbo, since there were still a couple of Super iterations after that (although there was that mention of the Gouki -> Akuma rename - which is dumb as hell).
Glad to know it was a sequel of sorts to the article on Takashi Nishiyama - I loved that one, and I'd love to see an SNK counterpart to this more recent article, if ever possible, what with the way the Fatal Fury and Art of Fighting series are related, but that only becoming clear by AoF2, it'd be interesting to know of the process behind working on both series.