The competitive Street Fighter scene is one full of intense camaraderie, rivalry and drama, much like the games themselves. Note that this ranking has been compiled from a variety of lists and data; this is the general consensus of audiences and critics, with no crossovers which leaves out the brilliant Tatsunoko vs Capcom: Ultimate All Stars , as just one example even if they had Street Fighter in the title apologies to the excellent — or should that be X-cellent — X-Men vs.
Street Fighter. Perhaps a controversial inclusion right off the bat, the original Street Fighter is a far more limited and basic game than the titles that followed it. Released in arcades in Player one is Ryu and the second player is Ken; if the second player wins against Ryu and continues the game against the CPU controlled fighters, will continue to be Ken until they lose or beat the game.
Otherwise, this version of Street Fighter features a focus on Ryu all the way. Setting this game apart from any others is that the Deluxe version of the arcade cabinet actually featured pressure sensitive rubber pads that would increase the power of in-game attacks the harder they were pressed. It was a genuine cultural phenomenon, with an incredibly diverse cast of colourful, sometimes silly hi Dhalsim and Blanka! If it still embraced the concept of layers, the CPS-1 abandoned the constraint of rectangular sprites.
The OBJ layer is built via 16x16 units called "tile". In Street Fighter II, tiles are combined to make character poses. This approach gave considerable freedom to the artists who proceeded with designing "objects" of arbitrary sizes and shapes. Besides a few basic operations such as horizontal and vertical flipping, the CPS-1 cannot alter tiles. It has no rotating or scaling capabilities. What made the machine stand out was the sheer volume of tiles it could manipulate per frame, reported to be in the vicinity of It was a real tour-de-force at the time to make so much of the screen move.
The "wow" factor immensely contributed to the success of the games. In a game like "The Punisher", the kingpin final boss is made of poses reaching up to 80 tiles. If the CPS-1 capabilities were a blessing for artists, it was a problem for project managers.
In an era where ROM chips were very expensive, a game was allocated a ROM budget at its beginning which it could not exceed. Before the CPS-1, remaining within the budget was a simple matter of a division.
But the free form factor introduced a tracking problem. This system is a golden opportunity for a software archaeologist. Among other things one can see which features were added later these would be implemented using left-over space and therefore less elegantly cut out. Unfortunately, I was only able to come across two of them.
Notice the tile addressing system in the upper left of each sheet Dhalsim 0x and Ryu 0x The first two hex characters give a value [] which is the sheet ID while the two remaining are the tile ID within that sheet. Also notice how the sheet tiles are rectangular instead of square. Had designers drew in squares, the result would have been compressed on screen. By drawing in rectangles, they essentially reverse-stretched the visual assets so tiles would be displayed as they were drawn.
This non-square pixel system was a nightmare for the art team. It was disappointing to see that only two sheets had come out but it was possible to reconstruct them using the imprint left in the ROM. With all the sheets reconstructed, it was analysis and hypothesis time.
The CPS1 works with four layers. The remaining 1. The most byte-heavy characters are Zangief 19 , followed by Honda 15 , Dhalsim 14, he is slim but stretches a lot! Why the hair of the top left pose is offsetted is unknown. Analyzing other games also showed that tile 0x was never used. Ryu palette Ken palette Looking at the pie chart, we can see that Ken character is consuming an impossibly small amount of three sheets.
That is because Ken is a patch on top of Ryu tiles. The vast majority of the in-game music was composed by Yoko Shimomura. This was ultimately the only game in the series on which Shimomura worked, as she subsequently left the company for Square two years later. The sound programming and sound effects were overseen by Yoshihiro Sakaguchi , who had been the composer on the original Street Fighter.
With the exception of Sagat , the Grand Masters bosses have different names in the Japanese version. The African-American boxer known as Balrog in the international versions was designed as a pastiche of real-life boxer Mike Tyson and was originally named M.
Bison short for "Mike Bison" , while Vega and M. Bison were originally named Balrog and Vega, respectively. When Street Fighter II was localized for the overseas market, the names of the bosses were rotated, fearing that the boxer's similarities to Tyson could have led to a likeness infringement lawsuit.
To avoid confusion in Tournament Play, many players refer to each character by a defining characteristic. The names are "Claw" to refer to the character from Spain, "Boxer" to refer to the African-American boxer, and "Dictator" to refer to the final boss of the game.
The characters in the Japanese version also have more than one win quote [5] and if the player loses a match against the CPU in the Japanese version, a random playing tip will be shown at the bottom of the continue screen. While the ending text for the characters was originally translated literally, a few changes were made due to creative differences from Capcom's U.
For example, the name of Guile's fallen friend who would later debut as a playable fighter in Street Fighter Alpha was changed from Nash to Charlie , since a staff member from Capcom USA felt that Nash was not a natural sounding English name. Street Fighter II U. Cover Art, by Mick McGinty. The game featured all the basic features that would be carried over to subsequent Street Fighter II editions. The original game featured eight selectable characters, with Ryu and Ken being the only characters with identical moves.
In the single-player tournament, the player faces against the other seven main characters, before proceeding to the final four opponents, which were non-selectable boss characters. In World Warrior , matches could go up to ten rounds if there were no clear winner before making the player lose by default from Champion Edition onward, this was reduced to four rounds. It was released only eight months after Champion Edition in Changes included:. The arcade version of this game also included a variant titled Super Street Fighter II: Tournament Battle that allowed four arcade cabinets to be connected together for simultaneous tournament play.
This version contained the most extensive changes introduced in the series:. This version, released in , introduced:. This makes it one of the top three highest-grossing video games of all time, after Space Invaders and Pac-Man Street Fighter II has sold Ultimate in Street Fighter II is regarded as one of the most influential video games of all time, [8] [9] [10] and the most important fighting game in particular. It featured the most accurate joystick and button scanning routine in the genre thus far, allowed players to reliably execute multi-button special moves which had previously required an element of luck , and its graphics took advantage of Capcom's CPS arcade chipset , with highly detailed characters and stages.
Whereas previous games allowed players to combat a variety of computer-controlled fighters, Street Fighter II allowed players to play against each other.
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