The Golden Age of Arcade
Chapter 2: The Rise of Competitive Play
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The Golden Storm - When Lightning Struck Twice
THE ESSENTIAL TRUTH
Nobody plans a revolution. Sometimes it simply arrives, quarters in hand, ready to change everything.
THE PERFECT PUNCH
February 1991. A single Street Fighter II cabinet appears in a suburban Japanese arcade. Within hours, a crowd gathers. Within days, legends are born. Within months, the arcade industry would never be the same.
TECHNICAL MASTERY
Street Fighter II represented a quantum leap in arcade technology, running on Capcom's revolutionary CPS-1 (Capcom Play System) hardware. The system featured a Motorola 68000 CPU at 10 MHz alongside a Zilog Z80 for sound processing, with sophisticated sprite capabilities that allowed different characters to occupy different amounts of memory - Ryu could take up 8Mbit while Zangief required 12Mbit.
Development took approximately two years with a team of 35 to 40 people and a budget estimated at $2.45 million. The CPS-1 hardware represented Capcom's investment of about $9.8 million in custom chip development, equivalent to the power of ten normal arcade circuit boards at the time.
THE MASTER SPEAKS
"The basic idea at Capcom was to revive Street Fighter, a good game concept, to make it a better-playing arcade game."
- Yoshiki Okamoto, Producer
The development team was led by producer Noritaka Funamizu, with Akira Nishitani handling game design and Akira Yasuda in charge of character design. Music was primarily composed by Yoko Shimomura, with sound programming overseen by Yoshihiro Sakaguchi.
PROGRAMMING POETRY
Street Fighter II's technical innovations were revolutionary for their time. The game featured the most accurate joystick and button scanning routine in the fighting genre, allowing players to reliably execute multi-button special moves that had previously required an element of luck. Each character's animations were painstakingly crafted, with the development team prioritizing appealing animation patterns over perfect game balance.
THE PERFECT BALANCE
Eight characters, each a universe of possibility:
- Ryu: The fundamental warrior
- Ken: Speed and flash
- Chun-Li: Lightning legs and agility
- Guile: Defensive power
- Dhalsim: Range and surprise
- Blanka: Unorthodox assault
- Zangief: Grappling dominance
- E. Honda: Precision strikes
THE INITIAL STRUGGLE
Street Fighter II was not immediately successful in Japan, as most arcade players initially played it solo rather than the intended multiplayer versus mode. Producer Yoshiki Okamoto was disappointed with the initial performance. However, after the Japanese arcade magazine Gamest began publishing articles explaining the "battle play" feature, the game gained considerable popularity.
The game topped Japanese arcade charts by April 1991, becoming the highest-grossing arcade game of both 1991 and 1992 in Japan. In the United States, individual machines were earning $1,300-1,400 per week, far exceeding expectations and giving a substantial boost to the struggling arcade industry.
REVOLUTIONARY IMPACT
Street Fighter II's success sparked what many consider a renaissance for arcade gaming. It established the template for fighting games that remains influential today, featuring highly detailed characters and stages that took full advantage of Capcom's CPS arcade chipset. The game allowed players to compete against each other in ways that previous fighting games had never achieved.
THE ARMS RACE
As controversy raged around Mortal Kombat, innovation accelerated across the industry.
THE PERFECT EVOLUTION
Mortal Kombat II arrived in 1993 as a direct sequel featuring significant improvements. The development team used a broadcast-quality $20,000 Sony camera instead of the Hi-8 camera from the original, and later switched to blue screen techniques for more efficient processing.
Actors were lightly sprayed with water to create a sweaty, glistening appearance, while post-editing highlighted flesh tones and improved muscle visibility. The sequel featured an increased roster from 7 to 12 characters, improved graphics and gameplay, and introduced multiple Fatalities per character along with new finishing moves like "Babalities" and "Friendships."