Sign on Options
Theme: [Light Selected] To Dark»

History
HistoryThe GamesCharactersRelated GamesHistory

Page 2 of 6

In the mid-1980's, however, one-on-one fighting games were in their infancy, and the limitations of technology prevented them from catching on. It was hard enough back then to program a game to recognize the fast motions of a joystick, let alone have eight or ten megabytes worth of game graphics or enough RAM to display one tenth of them at once. So programmers did what they could, and the results were mediocre. Lacking animation to walk fluidly, characters staggered on the screen, and in the absence of a fluid control scheme, some moves took five or ten tries to execute while others shot out so quickly that opponents never had a chance to defend against them.

Ken vs. Ryu Ken vs. Ryu in Street Fighter II
By March of 1991, when Capcom debuted Street Fighter II, the technical problems had been solved by the company's R&D staff . At the time, it was arguably the finest action game programmers had ever assembled under one roof. Utilizing Capcom's proven CPS arcade chipset, which had powered the revolutionary large characters and colorful backgrounds of Final Fight, Yoshiki Okamoto's team developed a joystick and button scanning routine that would revolutionize the industry. Unlike the programming in the company's earlier Street Fighter, the new control mechanism could quickly sense certain types of motions - like holding the joystick back for two seconds and then pressing it forward with a punch button, or rolling the joystick from down to back with a kick button - and accurately spit out special moves in response. The technique had been tried in Street Fighter, but the technology wasn't accurate enough. Now it worked. And wherever the earlier game's animation had been choppy, it was now silky smooth - smoother than anything in arcades at the time. Armed with some of the best artists in the business, Capcom's Street Fighter II team sifted through pages of character and background designs before settling upon 12 incredible stages and fighters to populate them. Most crucially, the decision was made to allow players to choose from eight characters - each with different looks and moves - and face off against either the computer or human opponents.

Next: More on the History of Street FighterNext


 
Street Fighter, Dark Stalkers, Final Fight, Star Gladiator, and all related characters and likenesses are TM & © Capcom Entertainment 1997. All rights reserved. Marvel Super Heroes, X-Men, and all related characters and likenesses are TM & © 1997 Marvel Characters, Inc. All rights reserved.