Street Fighter (universe): Difference between revisions

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In 1984 while working on Irem beat-em-up ''Kung-Fu Master'' (titled ''{{iw|wikipedia|Spartan X}}'' in Japan), programmer Takashi Nishiyama was inspired by the many boss fights in the game and wanted to make a game exclusively about fighting bosses.<ref>[https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama Street Fighter 1: An oral history]</ref> Other inspirations include video game ''Karate Champ'' and feature film ''{{iw|wikipedia|Game of Death}}''. Nishiyama was then hired by [[Capcom]], where he made a spiritual successor to his previous game titled ''Trojan'' in 1986. Home console ports of this game had a one on one fighting mode, which would also inspire his future titles.
In 1984 while working on Irem beat-em-up ''Kung-Fu Master'' (titled ''{{iw|wikipedia|Spartan X}}'' in Japan), programmer Takashi Nishiyama was inspired by the many boss fights in the game and wanted to make a game exclusively about fighting bosses.<ref>[https://www.polygon.com/2020/7/7/21270906/street-fighter-1-oral-history-takashi-nishiyama Street Fighter 1: An oral history]</ref> Other inspirations include video game ''Karate Champ'' and feature film ''{{iw|wikipedia|Game of Death}}''. Nishiyama was then hired by [[Capcom]], where he made a spiritual successor to his previous game titled ''Trojan'' in 1986. Home console ports of this game had a one on one fighting mode, which would also inspire his future titles.


Capcom then promoted Nishiyama to producer and director, where he would develop his next game. He would be accompanied by planner Hiroshi Matsumoto, and character designer Keiji Inafune would join as his first project with the company before moving on to the {{uv|Mega Man}} franchise. His major inspiration for the characters would be the film ''{{iw|wikipedia|Enter the Dragon}}''. This game would release as ''Street Fighter'' in 1987 for the Motorola 68000 arcade board. During development, Nishiyama decided to include a six button control scheme, each attributing to different types of punches and kicks, which was unheard of at the time. He also wanted to include command inputs for special moves, which very few games attempted to do before hand. He was initially met with skepticism over wether the public was ready for such complicated controls, but he insisted that this was required to achieve a level of realism not seen in games prior. He also focused on in-game graphics, with large, expressive sprites and detailed backgrouds that give the sense of traveling the world. Two different arcade variants were made. The first was a standard machine with six individual buttons. The other used two pressure sensitive buttons that give different attacks depending on how hard the button is pressed. This variant was not popular due to being easily broken and very few are still functional today.  
Capcom then promoted Nishiyama to producer and director, where he would develop his next game. He would be accompanied by planner Hiroshi Matsumoto, and character designer Keiji Inafune would join as his first project with the company before moving on to the {{uv|Mega Man}} franchise. His major inspiration for the characters would be the film ''{{iw|wikipedia|Enter the Dragon}}''. This game would release as ''Street Fighter'' in 1987 for the Motorola 68000 arcade board. During development, Nishiyama decided to include a six button control scheme, each attributing to different types of punches and kicks, which was unheard of at the time. He also wanted to include command inputs for special moves, which very few games attempted to do before hand. He was initially met with skepticism over whether the public was ready for such complicated controls, but he insisted that this was required to achieve a level of realism not seen in games prior. He also focused on in-game graphics, with large, expressive sprites and detailed backgrouds that give the sense of traveling the world. Two different arcade variants were made. The first was a standard machine with six individual buttons. The other used two pressure sensitive buttons that give different attacks depending on how hard the button is pressed. This variant was not popular due to being easily broken and very few are still functional today.  


The game itself is a primarily single-player affair in which the only character that can be played is the martial artist [[Ryu]], who must defeat a linear series of computer-controlled opponents at martial arts venues across the world. In the game's limited 2-player mode, the second player takes control of [[Ken Masters]], Ryu's friendly rival who is otherwise a functionally identical [[clone]] of Ryu in-game, and whichever player wins a multiplayer match between the two will proceed with the rest of the single-player game as that character. The game received praise for its presentation and inventive game design, but also receive heavy criticism for its poor-feeling gameplay, unfair difficulty spikes, and underbaked multiplayer mode. The game only sold modestly and primarily derives its public appeal from being a historical curiosity in the wake of far more successful endeavors by the series. That being said, the game was subsequently ported it to the TurboGrafx-CD console under the title "''Fighting Street''" in 1988. An NES version was also prototyped, but was canceled for unknown reasons.
The game itself is a primarily single-player affair in which the only character that can be played is the martial artist [[Ryu]], who must defeat a linear series of computer-controlled opponents at martial arts venues across the world. In the game's limited 2-player mode, the second player takes control of [[Ken Masters]], Ryu's friendly rival who is otherwise a functionally identical [[clone]] of Ryu in-game, and whichever player wins a multiplayer match between the two will proceed with the rest of the single-player game as that character. The game received praise for its presentation and inventive game design, but also receive heavy criticism for its poor-feeling gameplay, unfair difficulty spikes, and underbaked multiplayer mode. The game only sold modestly and primarily derives its public appeal from being a historical curiosity in the wake of far more successful endeavors by the series. That being said, the game was subsequently ported it to the TurboGrafx-CD console under the title "''Fighting Street''" in 1988. An NES version was also prototyped, but was canceled for unknown reasons.
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