Street Fighter (video game)


Street Fighter (video game)
Street Fighter
North American arcade flyer of Street Fighter.
North American arcade flyer of Street Fighter.
Developer(s) Capcom
Publisher(s) Capcom
Director(s) Takashi Nishiyama
Designer(s) Hiroshi Matsumoto (planner)
Composer(s) Yoshihiro Sakaguchi
Series Street Fighter
Platform(s) Arcade, TurboGrafx-CD, PC, Commodore 64, Amiga Virtual Console, Xbox, PlayStation 2, PlayStation Portable (the latter three as part of Capcom Classics Collection)
Release date(s) August 1987
Genre(s) Fighting
Mode(s) Up to 2 players simultaneously
Rating(s)
Cabinet Upright
Display Raster, 384 x 224 pixels (Horizontal), 1024 colors

Street Fighter (ストリートファイター?) is a 1987 arcade game developed by Capcom. It is the first competitive fighting game produced by the company and the inaugural game in the Street Fighter series. While it did not achieve the same worldwide popularity as its sequel Street Fighter II when it was first released, the original Street Fighter introduced some of the conventions made standard in later games, such as the six button controls and the use of command based special techniques.

A port for the TurboGrafx-CD console was released under the title Fighting Street (ファイティングストリート?) in 1988.[1] This same version was later re-released for the Wii's Virtual Console in North America on November 2, 2009,[2] and in the PAL region on November 5, 2009.

Contents

Gameplay

Ryu vs. Retsu.

The player competes in a series of 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 defeat an opponent in less than 30 seconds. If a match ends before a fighter is knocked out, then the fighter with the greater amount of energy left will be declared 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 player can continue after losing and fight against the opponent they lost the match to. 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 returned an analog value depending on how hard the player actuated the control. An alternate version was released that replaces the two punching pads with array of six attack buttons, three punch buttons and three kick buttons of different speed and strength (Light, Medium and Heavy).

The player uses the joystick to move towards or away from an opponent, as well to jump, crouch and defend against an opponent's attacks. By using the attack buttons/pads in combination with the joystick, the player can perform a variety of attacks from a standing, jumping or crouching positions. There's also three special techniques which can only be performed by inputting a specific series of joystick and button inputs. These techniques are the "Psycho Fire" (波動拳 Hadōken?, "Surge Fist"), the "Dragon Punch" (昇龍拳 Shoryūken?, "Rising Dragon Fist") and the "Hurricane Kick" (竜巻旋風脚 Tatsumaki Senpū Kyaku?, "Tornado Whirlwind Kick"). Unlike the subsequent Street Fighter sequels and other later fighting games, the specific commands for these special moves are not given in the arcade game's instruction card, which instead encouraged the player to discover these techniques on their own.[3]

Characters

The player takes control of a Japanese martial artist named Ryu, who competes in an international martial arts tournament to prove his strength.[4] The second player takes control of Ryu's former training partner and rival Ken, who challenges Ryu in the game's 2-player matches.[5] 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, then the winning player will play the remainder of the game as Ken. The difference between the two characters are aesthetic, as both of them have the same basic moves and special techniques.

The single-player mode consists of a series of battles against ten opponents from five different nations.[6] At the beginning of the game, the player can choose the country where their first match will take place: the available choices are Japan or the US, as well as China or England (depending on the game's configuration). The player will then proceed to fight against two fighters from the chosen country before proceeding to the next country. In addition to the regular battles, there also two types of bonus games which player can play for additional points: a brick breaking bonus game and a table breaking bonus game. After defeating the initial eight characters, the player will travel to Thailand to fight against the final two opponents.

The first eight computer controlled opponents are: from Japan, Retsu, an expelled Shorinji Kempo instructor[7] and Geki, a claw-wielding descendant of a ninja;[5] from the United States, Joe, an underground full contact karate champion[8] and Mike, a former heavyweight boxer who once killed an opponent in the ring;[9] from China, Lee, an expert in Chinese boxing[4] and Gen, an elderly professional killer who has developed his own assassination art;[10] and from England, Birdie, a tall bouncer who uses a combination of wrestling and boxing techniques[11] and Eagle, a well-dressed bodyguard of a wealthy family who uses Kali sticks.[12] After the first eight challengers are defeated, the player is taken to Thailand for the final two adversaries: Adon, a deadly Muay Thai master,[13] and his mentor Sagat, the reputed "Emperor of Muay Thai" and the game's final opponent.[14]

Development

Street Fighter was directed by Takashi Nishiyama (who is credited as "Piston Takashi" in the game) and planned by Hiroshi Matsumoto (credited as "Finish Hiroshi"), who both previously worked on the overhead beat 'em up Avengers. The two men would leave Capcom after the production of the game and were employed by SNK, developing most of their fighting game series (including sequels to Fatal Fury and Art of Fighting). The duo 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.[15]

Arcade variants

Two different arcade cabinets were sold for the game: a "Regular" version (which was sold as a tabletop cabinet in Japan and as an upright overseas) that featured the same six button configuration later used in Street Fighter II and a "Deluxe" cabinet that featured two-pressure sensitive rubber pads. The pressure-sensitive pads determine the strength and speed of the player's attacks based on how hard they were pressed. While this was the first fighting game to feature two pressure-sensitive buttons, this became a standard mainly for fighting games on handheld platforms that mostly had two buttons, as well as in a few other fighting games on some other platforms.[citation needed]

In the American and Worldwide versions of the game, Ryu's and Ken's voices were dubbed so that they yelled the names of their moves in English (i.e.: Psycho Fire, Dragon Punch, Hurricane Kick). Subsequent localized releases left the Japanese voices intact. Street Fighter IV contains both English and Japanese voice acting, although characters from Asia still use Japanese names for certain special moves, Super Combos, and Ultra Combos amidst otherwise English dialogue.

Home versions

  • Street Fighter was ported under the title Fighting Street in 1988 for the TurboGrafx-CD. This version features an arranged soundtrack. Due to the lack of a six-button controller available for the TurboGrafx-16 at the time this version was released, the strength level of the attacks were determined by how long either of the action buttons were held. This version was published by NEC Avenue in North America and Hudson Soft in Japan and was developed by Alfa System. The cover artwork featured Mount Rushmore, which was one of the locations in the game. This version was released for the Wii's Virtual Console in Japan on October 6, 2009, in North America on November 2, 2009 and in the PAL regions on November 6, 2009.
  • Versions of Street Fighter for the Commodore 64, ZX Spectrum, Amstrad CPC, MS-DOS, Amiga and Atari ST were published by U.S. Gold in 1988 in Europe. These ports were developed by Tiertex. The Commodore 64 actually got two versions, published on the same tape/disk - the NTSC (US) version developed by Capcom USA, and the PAL (UK) version by Tiertex. Shortly afterward, Tiertex developed their own unofficial sequel titled Human Killing Machine, which was entirely unrelated to the subsequent official sequel or indeed any other game in the series. This edition of Street Fighter was featured in two compilations: Arcade Muscle and Multimixx 3, both of which featured other U.S. Gold-published ports of Capcom games such as Bionic Commando and 1943: The Battle of Midway.
  • Hi-Tech Expressions ported the game to MS-DOS computers.[16] Hi-Tech also re-released the game as part of the Street Fighter Series CD-ROM collection.[17]
  • An emulation of the original arcade version is featured in Capcom Arcade Hits Volume 1 (along with Street Fighter II': Champion Edition) for Windows PC, Capcom Classics Collection Remixed for the PlayStation Portable and Capcom Classics Collection Vol. 2 (along with Super Street Fighter II Turbo) for the PlayStation 2 and Xbox.

References

  1. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 10
  2. ^ "This Week's Downloadable Lineup Truly Sparkles". Nintendo of America. 2 November 2009. http://www.nintendo.com/whatsnew/detail/uKBVi6hn_qT2yeFlFBBYKa8dZJ0glUFW. Retrieved 2 November 2009. 
  3. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 12
  4. ^ a b All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 345
  5. ^ a b All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 310
  6. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 11
  7. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 347
  8. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 320
  9. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 340
  10. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 311
  11. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 331
  12. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 299
  13. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 297
  14. ^ All About Capcom Head-to-Head Fighting Game 1987-2000, pg. 314
  15. ^ "Power Profiles: Keiji Inafune". Nintendo Power (Nintendo of America) (220): p. 79–81. October 2007. 
  16. ^ [1]
  17. ^ [2]

Bibliography

  • Studio Bent Stuff (Sept. 2000) (in Japanese). All About Capcom Head-to-Head Fighting Game. A.A. Game History Series (Vol. 1). Dempa Publications, Inc.. ISBN 4885546761. 

External links


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