Street Fighter (video game)

Last updated
Street Fighter
Street Fighter game flyer.png
North American arcade flyer
Developer(s)
  • Arcade
  • Capcom
  • Ports
Publisher(s)
Capcom
Director(s) Takashi Nishiyama
Designer(s) Hiroshi Matsumoto
Programmer(s) Hiroshi Koike
Composer(s) Yoshihiro Sakaguchi
Series Street Fighter
Platform(s)
Release
August 30, 1987
  • Arcade
  • ZX Spectrum
    • EU: April 1988 [5]
    • EU: 1989 (re-release)
  • Commodore 64
  • Amiga, Amstrad CPC
  • Atari ST
  • PC Engine/TurboGrafx-CD
  • MS-DOS
Genre(s) Fighting
Mode(s) Single-player, multiplayer

Street Fighter [lower-alpha 1] is a 1987 arcade video game by Japanese developer and publisher Capcom. It is the first competitive fighting game produced by the company and the first installment in the Street Fighter series. It was a commercial success in arcades and introduced special attacks and some of the conventions made standard in later fighting games, such as the six-button controls and the use of command-based special moves.

Contents

Street Fighter was directed by Takashi Nishiyama, who conceived it by adapting the boss battles of his earlier beat 'em up game Kung-Fu Master (1984), for a one-on-one fighting game, and by drawing influence from popular Japanese shōnen manga. A port for the TurboGrafx-CD was released as Fighting Street [lower-alpha 2] in 1988, and was re-released via emulation for the Wii's Virtual Console in 2009.

Its sequel, Street Fighter II (1991), evolved its gameplay with phenomenal worldwide success. Street Fighter also spawned two spiritual successors, Capcom's beat 'em up Final Fight (working title Street Fighter '89) and SNK's fighting game Fatal Fury: King of Fighters (1991), the latter designed by Street Fighter director Takashi Nishiyama.

Gameplay

Ryu (right) versus Retsu (left) Street Fighter.png
Ryu (right) versus Retsu (left)

The player competes in one-on-one matches against a series of computer-controlled opponents or in a single match against another player. Each match consists of three rounds in which the player must knock out an opponent in less than 30 seconds. If a match ends before a fighter is knocked out, the fighter with the greater amount of energy left is the round's winner. The player must win two rounds in order to defeat the opponent and proceed to the next battle. If the third round ends in a tie, then the computer-controlled opponent will win by default or both players will lose. During the single-player mode, the losing player can continue against the same opponent. Likewise, a second player can interrupt a single-player match and challenge the first player to a new match.

In the deluxe version of the arcade game, the player's controls consist of a standard eight-way joystick and two large, unique mechatronic pads for punches and kicks that return an analog value depending on how hard the player actuated the control. An alternate version was released that replaces the two punching pads with an array of six attack buttons, three punch buttons, and three kick buttons of different speeds and strengths: light, medium, and heavy.

The player uses the joystick to move left or right, and to jump, crouch, and block. By using the attack buttons and pads in combination with the joystick, the player can perform a variety of attacks from standing, jumping, or crouching positions. Three special techniques require a specific series of joystick and button inputs:

This is the first game to use such a concept. Unlike its sequels and other fighting games, the specific commands for these special moves are not given in the arcade game's instruction card, which instead encourages the player to discover these techniques. [8]

The single-player mode consists of a series of battles against ten opponents from five different nations. [9] At the beginning of the game, the player can choose Japan or the United States, and China or England depending on the game's configuration. The player fights two fighters from the chosen country and proceeds to the next country. Two types of bonus games give additional points: brick breaking and table breaking. After defeating the initial eight characters, the player travels to Thailand for the last two opponents.

Characters

The player takes control of a young Japanese martial artist named Ryu, who competes in the Street Fighter tournament to prove his strength, [10] and the second player takes control of Ryu's former partner and current rival Ken, who only jumps into the tournament unqualified to challenge Ryu in two-player matches. [11] Normally, the player takes control of Ryu in the single-player mode; however, if the player controlling Ken defeats Ryu in a 2-player match, the winning player will play the remainder of the game as Ken. The differences between the two characters are aesthetic, with the same basic moves and special techniques.

The first eight computer-controlled opponents are: from Japan, Retsu, an expelled Shorinji Kempo instructor, [12] and Geki, a tekkō kagi-wielding ninja; [11] from the United States, Joe, an underground full-contact karate champion, [13] and Mike, a former heavyweight boxer who once killed an opponent in the ring; [14] from China, Lee, an expert in Chinese boxing, [10] and Gen, an elderly professional killer who has developed his own assassination art; [15] and from England, Birdie, a tall bouncer who uses a combination of wrestling and boxing techniques, [16] and Eagle, a well-dressed bodyguard of a wealthy family who uses Kali sticks. [17] After the first eight challengers are defeated, the player is taken to Thailand for the last two adversaries: Adon, a deadly Muay Thai master, [18] and his mentor Sagat, the reputed "Emperor of Muay Thai" and the game's final opponent. [19]

Development

Takashi Nishiyama conceived Street Fighter after working on Irem's 1984 beat 'em up game Kung-Fu Master (called Spartan X in Japan), which has a number of boss fights; Nishiyama considered making a game centered around them. [20] In turn, the boss fights were inspired by the Bruce Lee's martial arts film Game of Death (1972). [21] Following the success of Kung-Fu Master, Nishiyama was hired by Capcom. [22] He designed an arcade successor for Capcom, Trojan (1986), a brawler which evolved the basic gameplay concepts of Kung-Fu Master; the NES port has a one-on-one fighting mode, for the first time in a Capcom game. [23] Nishiyama later designed Street Fighter. [22] The game was also influenced by the earlier fighting games from 1984 – Karate Champ and Yie Ar Kung-Fu . [22] [24] The gameplay of Karate Champ, Kung-Fu Master and Yie Ar Kung Fu provided a basic template for Street Fighter. [25] [20] Nishiyama wanted the game to have a story similar to a film. [26]

Street Fighter was produced and directed by Takashi Nishiyama (who is credited as "Piston Takashi") and planned by Hiroshi Matsumoto (credited as "Finish Hiroshi"), who both previously worked on the overhead beat 'em up Avengers (1987). They would leave Capcom after the production of the game and were employed by SNK, developing most of their fighting game series, including Fatal Fury and Art of Fighting . They would later work for Dimps and work on Street Fighter IV with Capcom. Keiji Inafune, best known for his artwork in Capcom's Mega Man franchise, got his start at the company by designing and illustrating the character portraits in Street Fighter. Nishiyama drew several inspirations for developing the original gameplay of Street Fighter from martial art styles he was practicing, [27] [22] and Inafune based several character designs on the manga Karate Baka Ichidai . [28]

The designers at Capcom took inspiration from Robert Clouse's 1973 Enter the Dragon , also co-starred by Bruce Lee. That and Street Fighter are similarly centered around an international fighting tournament, with each character having a unique combination of ethnicity, nationality, and fighting style. [29] Nishiyama was also inspired by popular Japanese shōnen manga and anime, including an energy attack called Hadouho (lit. the "Wave Motion Gun") from the 1970s anime series Space Battleship Yamato as the origin of the Hadouken move. [22] The game's title was named after Sonny Chiba's The Street Fighter (1974). [28]

Release

Arcade variants

The pressure-sensitive arcade control system Streetfighter Console.jpg
The pressure-sensitive arcade control system

The board was based on the Motorola 68000 system, running at 8 MHz. Display 384x224. The sound chip was a Yamaha YM2151, paired with a Z80 and two MSM5205.

Two different arcade cabinets were sold for the game: a "Regular" version (which was sold as a cocktail cabinet in Japan and as an upright overseas) with the same six-button configuration later used in the Street Fighter II and the deluxe cabinet with two pressure-sensitive rubber pads, that determine the strength and speed of attacks.

In the worldwide versions, Ryu's and Ken's voices were dubbed so that they yell the names of their moves in English, such as Psycho Fire, Dragon Punch, and Hurricane Kick. Subsequent localized releases until Street Fighter IV left the Japanese voices intact; since Street Fighter IV, the series contains English voice acting, and Asian characters use Japanese names for certain special moves and super combos among otherwise English dialogue.

Home versions

Street Fighter was ported as Fighting Street in 1988 for the PC Engine CD-ROM² System in Japan [30] and 1989 for the TurboGrafx-CD in North America. There was no six-button controller for the TurboGrafx-CD at the time, so the attack strength is determined by the duration of the button-press, akin to the deluxe arcade version. It has a remastered soundtrack and covers artwork of Mount Rushmore, an in-game location. It was developed by Alfa System and published by NEC Avenue in North America and Hudson Soft in Japan. This version was re-released via emulation for the Wii's Virtual Console on October 6, 2009, in Japan, November 2, 2009, in North America and November 6, 2009, in PAL regions. [31]

Versions for the Commodore 64, ZX Spectrum, Amstrad CPC, Amiga, and Atari ST were developed by Tiertex and published by U.S. Gold in 1988 in Europe. A different Commodore 64 version was developed by Pacific Dataworks and published by Capcom USA. Capcom also published an MS-DOS version in 1989, developed by Hi Tech Expressions. [32] Hi-Tech re-released the game as part of the Street Fighter Series CD-ROM collection. [33]

An emulated arcade version is included in: Capcom Arcade Hits Volume 1 for Windows, Capcom Classics Collection Remixed for the PlayStation Portable, Capcom Classics Collection Volume 2 for the PlayStation 2 and Xbox, and Street Fighter 30th Anniversary Collection for PlayStation 4, Xbox One, Nintendo Switch, and Windows. [34]

Reception

Arcade

The original punching-pad cabinet was not successful as Capcom had planned, with only around 1,000 units sold. However, the alternate six-button version was more successful, selling in the tens of thousands, with estimates ranging from between 10,000 and 50,000 units sold. [20] In Japan, Game Machine listed Street Fighter on its September 15, 1987, issue as the fifth-most-successful upright arcade unit of the month, [42] before reaching No. 3 in October 1987 and then No. 1 in January 1988. [20] It became Japan's fifth-highest-grossing large arcade game of 1987, [43] and the country's eighth-highest-grossing arcade game of 1988. [44] In the United Kingdom, the Coinslot charts, in the August 1988 issue of Sinclair User , listed Street Fighter as the top-grossing dedicated arcade game of the month. [45] It was not as successful in the United States, where it peaked at No. 10 on the RePlay upright cabinet chart in December 1987. [20]

The arcade game received positive to mixed reviews, with critics praising the combat and graphics but criticizing the pressure-pad controls. Upon release in August 1987, Commodore User magazine said it has some of the "most unusual features which make it worthy of note" such as the experimental rubber pad controls and the large 24-inch screen displaying large detailed sprite graphics. However, the review said "the fairly repetitive nature of the game, and the large amount of physical effort needed to play it, will prevent Street Fighter from being much more than a novel experiment in coin-op technology" but that only "time will tell". [2] In September, Tony Thompson of Crash said it "breathes new life" into martial arts games, with a "huge" cabinet, "big" characters, pads where "the harder you hit the pads the harder your character hits" and "secret techniques" but criticized it for making his "hands hurt". [46] In December 1987, Julian Rignall and Daniel Gilbert of Crash said "it adds a new dimension with pneumatic punch buttons" and the action is "gratifying" with "great feedback from the buttons" but "there's very little to draw you back" after the novelty wears off. [47]

Clare Edgeley of Computer and Video Games said in December 1987 that the arcade game had "huge" sprites, "among the most realistic" characters, and "intense" action, but requires mastering the controls, including punches, kicks, stoop kicks, flip kicks, and backward flips. She said "the competition is intense" and the deluxe version "is much more fun". [35] Computer and Video Games said in May 1988 that the arcade game was "one of the most realistic martial arts combat games, a sort of street Olympics" with international opponents. [48]

Ports

The ZX Spectrum version received positive reviews. While reviewing the Spectrum version, Sinclair User awarded the game a maximum rating and called it "one of the games of the year". [5]

The Amiga and Atari ST versions received mixed reviews. Génération 4 gave them a positive review. [38] Julian Rignall of Computer and Video Games reviewed the Amiga and Atari ST versions, stating that the game had "no lasting appeal whatsoever". [37]

Legacy

Street Fighter's niche evolved, [25] partly because many arcade game developers in the 1980s focused more on producing beat 'em up and shoot 'em up games. [49] Part of the appeal was the use of special moves that can only be discovered by experimenting with controls, which created a sense of mystique and invited players to practice the game. [50] Following Street Fighter's lead, the use of command-based hidden moves began to pervade other games in the rising fighting game genre. [50] Street Fighter introduced other staples of the genre, including the blocking technique and the ability for a challenger to spontaneously initiate a match against a player. The game introduced pressure-sensitive controls that determine the strength of an attack. However, due to this encouraging damage, Capcom soon replaced it with a six-button control scheme offering light, medium, and hard punches and kicks, which became another staple of the genre. [51] Yoshinori Ono considers Street Fighter to be "the first modern-day fighting game". [24]

Capcom's brawler Final Fight (1989) began development as a sequel called Street Fighter '89. [52] According to the developers, they were originally planning to have Ryu and Ken as the main protagonists, but changed to a new plot and setting. [53] SNK's fighting game Fatal Fury: King of Fighters (1991) was designed by Takashi Nishiyama, the director of Street Fighter. Nishiyama envisioned Fatal Fury as a spiritual successor to Street Fighter, developed around the same time as Street Fighter II (1991). Street Fighter II focuses on combos, and Fatal Fury focuses on special move timing and storytelling. [54] Street Fighter also influenced Sega AM1's Makoto Uchida as lead designer of hack and slash beat 'em up Golden Axe (1989), particularly with combo moves. [55]

Notes

  1. Japanese: ストリートファイター, Hepburn: Sutorīto Faitā
  2. Japanese: ファイティング・ストリート, Hepburn: Faitingu Sutorīto

Related Research Articles

A fighting game is a genre of video game that involves combat between two or more characters. Fighting game combat often features mechanics such as blocking, grappling, counter-attacking, and chaining attacks together into "combos". Characters generally engage in battle using hand-to-hand combat—often some form of martial arts. The fighting game genre is related to, but distinct from, the beat 'em up genre, which pits large numbers of computer-controlled enemies against one or more player characters.

<i>Street Fighter II</i> 1991 arcade video game

Street Fighter II: The World Warrior is a 2D fighting game developed by Capcom and originally released for arcades in 1991. It is the second installment in the Street Fighter series and the sequel to 1987's Street Fighter. It is Capcom's fourteenth game to use the CP System arcade system board. Street Fighter II vastly improved many of the concepts introduced in the first game, including the use of special command-based moves, a combo system, a six-button configuration, and a wider selection of playable characters, each with a unique fighting style.

<i>Street Fighter III</i> 1997 video game

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Ryu (<i>Street Fighter</i>) Street Fighter character

Ryu is a fictional character and the protagonist of Capcom's Street Fighter series. Having premiered in the first Street Fighter in 1987, Ryu appears as the game's lead character alongside his best friend and friendly rival Ken Masters. Other games in the series show Ryu to be highly focused on his training, aiming to become the strongest he can. Unable to control his dark nature, Ryu developed two alter egos: Evil Ryu, and Kage-naru mono or simply Kage.

<i>Super Street Fighter II</i> 1993 video game

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<i>Street Fighter Alpha 2</i> 1996 video game

Street Fighter Alpha 2, known as Street Fighter Zero 2 in Japan, Asia, South America, and Oceania, is a 1996 fighting game originally released for the CPS II arcade hardware by Capcom. The game is a remake to the previous year's Street Fighter Alpha: Warriors' Dreams. The game features a number of improvements over the original, such as new attacks, stages, endings, and gameplay features. It was followed by Street Fighter Alpha 3.

<i>Super Street Fighter II Turbo</i> 1994 video game

Super Street Fighter II Turbo is a fighting game released for the arcades by Capcom in Japan on February 23, 1994, in North America on February 23 and March 26, 1994 (beta) and in Europe in March 1994 (beta). It is the fifth installment in the Street Fighter II sub-series of Street Fighter games, following Super Street Fighter II: The New Challengers. Like its predecessor, it ran on the CP System II hardware.

<i>Street Fighter Alpha 3</i> 1998 arcade video game

Street Fighter Alpha 3, released as Street Fighter Zero 3 in Japan, Asia, South America, and Oceania, is a 2D fighting game originally released by Capcom for the arcade in 1998. It is the third and final installment in the Street Fighter Alpha sub-series, which serves as a sequel to Street Fighter Alpha 2, and ran on the same CP System II hardware as previous Alpha games. The game was produced after the Street Fighter III sub-series has started, being released after 2nd Impact, but before 3rd Strike. Alpha 3 further expanded the playable fighter roster from Street Fighter Alpha 2 and added new features such as selectable fighting styles called "isms".

<i>Kung-Fu Master</i> (video game) 1984 video game

Kung-Fu Master, known as Spartan X in Japan, is a side-scrolling beat 'em up developed by Irem as an arcade video game in 1984, and distributed by Data East in North America. Designed by Takashi Nishiyama, the game was based on Hong Kong martial arts films. It is a loose adaptation of the Jackie Chan, Sammo Hung, and Yuen Biao film Wheels on Meals (1984), called Spartan X in Japan, with the protagonist Thomas named after Jackie Chan's character in the film. The game is also heavily inspired by the Bruce Lee film Game of Death (1972), which was the basis for the game's concept. Nishiyama, who had previously designed the side-scrolling shooter Moon Patrol (1982), combined fighting elements with a shoot 'em up gameplay rhythm. Irem and Data East exported the game to the West without the Spartan X license.

<i>Yie Ar Kung-Fu</i> 1984 video game

Yie Ar Kung-Fu is an arcade fighting game developed and published by Konami. It first had a limited Japanese release in October 1984, before having a wide release nationwide in January 1985 and then internationally in March. Along with Karate Champ (1984), which influenced Yie-Ar Kung Fu, it is one of the games that established the basis for modern fighting games.

<i>Trojan</i> (video game) 1986 video game

Trojan is a side-scrolling action game developed by Capcom, originally released as a coin-operated arcade video game in 1986, and published in North America by Romstar and Capcom. Directed by Takashi Nishiyama, the game includes beat 'em up and hack-and-slash elements. It is a spiritual successor to the beat 'em up Kung-Fu Master (1984), which was designed by Nishiyama at Irem before he left for Capcom, where he evolved its gameplay concepts with Trojan. It is also considered a spiritual successor to Capcom's Ghosts 'n Goblins (1985), which has similar side-scrolling action gameplay elements.

<i>Street Fighter III: 2nd Impact</i> 1997 video game

Street Fighter III: 2nd Impact - Giant Attack is a competitive fighting game produced by Capcom that was released as a coin-operated arcade game in 1997. It is an update of Street Fighter III: New Generation. Like its predecessor, it runs on the CP System III hardware. 2nd Impact introduced new gameplay mechanics, new characters, and new special moves. The game also brings back bonus rounds, not seen in the series since Super Street Fighter II. It is also the only CPS3 title to have a widescreen feature.

<i>Fatal Fury: King of Fighters</i> 1991 video game

Fatal Fury: King of Fighters, known as Garō Densetsu: Shukumei no Tatakai in Japan, is a 1991 head-to-head fighting game released by SNK for the Neo Geo arcade and home platforms. Fatal Fury was SNK's first fighting game for the Neo Geo system and served as the inaugural game in their Fatal Fury series, as well as the first game to depict the fictional "King of Fighters" tournament, which became the basis for the later The King of Fighters games.

<i>Avengers</i> (1987 video game) 1986 video game

Avengers, sometimes known as Avenger and known in Japan as Hissatsu Buraiken, is a 1986 overhead-view vertical scrolling beat 'em up arcade game developed and published by Capcom. The game was directed by Takashi Nishiyama, who previously designed the side-scrolling beat 'em ups Kung-Fu Master (1984) and Trojan (1986), and later designed the original Street Fighter (1987) and several early SNK fighting games.

<i>Street Fighter IV</i> 2008 video game

Street Fighter IV is a 2.5D fighting game published by Capcom, who also co-developed the game with Dimps. It was the first original main entry in the series since Street Fighter III in 1997, a hiatus of eleven years.

<i>Street Fighter Alpha</i> 1995 video game

Street Fighter Alpha: Warriors' Dreams, known as Street Fighter Zero in Japan, Asia, South America, and Oceania, is a 2D arcade fighting game by Capcom originally released in 1995 for the CP System II hardware. It was the first all new Street Fighter game produced by Capcom since the release of Street Fighter II in 1991. The working title for the game was Street Fighter Legends.

<i>Street Fighter</i> Japanese media franchise

Street Fighter is a Japanese media franchise centered on a series of fighting games developed and published by Capcom. The first game in the series was released in 1987, followed by six other main series games, various spin-offs and crossovers, and numerous appearances in other media. Its best-selling 1991 release Street Fighter II established many of the conventions of the one-on-one fighting genre.

<i>Street Fighter: The Movie</i> (arcade game) 1995 arcade fighting game

Street Fighter: The Movie is a 1995 fighting game released as an arcade game. The game is based on the 1994 live-action Street Fighter film, itself based on the Street Fighter series of fighting games, and uses digitized images of the film's cast. The game was developed by Chicago-based Incredible Technologies and distributed to the arcades by Capcom.

<i>Street Fighter II: Champion Edition</i> 1992 video game

Street Fighter II: Champion Edition, released as Street Fighter II Dash in Japan, is a fighting game released by Capcom in 1992. It was launched for arcades and converted to several video game consoles. It is the first of several updated versions of Street Fighter II, and part of the Street Fighter series. The main changes are the addition of the four grand masters as playable characters and mirror matches. The fighting techniques of the eight main characters from the original game were further balanced for competitive play.

Takashi Nishiyama, sometimes credited as "Piston" Takashi Nishiyama or T. Nishiyama, is a Japanese video game designer, director and producer who worked for Irem, Capcom and SNK before founding his own company Dimps. He is best known for developing Kung-Fu Master, Street Fighter, Fatal Fury, and The King of Fighters.

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Bibliography