The Golden Age of Arcade
Chapter 4: The Social Phenomenon
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Streets of Cooperation
When Two Players Became Brothers
THE ESSENTIAL TRUTH
In 1987, Double Dragon asked a simple question: What if two players could fight together instead of against each other? That single innovation would transform arcades from places of individual achievement into centers of shared triumph, creating a social revolution that redefined what it meant to play games.
THE BIRTH OF BROTHERHOOD
August 1987. When Technos Japan released Double Dragon in Japanese arcades, director Yoshihisa Kishimoto was creating more than just another beat-em-up. Conceived around July 20, 1986 - the 13th anniversary of Bruce Lee's death - Double Dragon was the world's first cooperative fighting game and completely revolutionized its genre.
TECHNICAL AMBITION AND HEARTBREAK
Double Dragon represented unprecedented technical ambition for its time. The game featured twin brothers Billy and Jimmy Lee, martial arts masters who must defeat the savage street gang known as the 'Black Warriors' to rescue Billy's kidnapped girlfriend, Marian. But ambition came with a price: Double Dragon's hugely innovative gameplay and superb graphics proved to be too ambitious for the host Technos hardware and the game was plagued with the now notorious 'slowdown', that occurred whenever a large number of fighters appeared on-screen.
The development team understood they were pushing boundaries. Director Yoshihisa Kishimoto got the idea of picking up an enemy's weapon from his previous game, "Renegade" ("Nekketsu Kouha Kunio-kun" in Japan). During the first stage of Renegade, he noticed that the armed enemy characters were not holding their weapons when they were on the ground. This simple observation led to one of Double Dragon's most copied features and established the template for interactive environmental combat.
THE REVOLUTIONARY PARTNERSHIP
Double Dragon may not have been the world's first side-scrolling beat-em-up to feature depth-movement (that accolade belongs to its predecessor, "Renegade", released in 1986) but it is the world's first CO-OPERATIVE fighting game and as such completely revolutionized its genre. The varied, multi-colored sprites and hugely detailed backdrops married to instinctive, one or two-player gameplay was something that had never really been seen in fighting games before.
The game's cooperative mechanics weren't just technical innovations - they were social engineering. Players could work together throughout the entire adventure, but the game's most discussed feature was its ending: if two players reached the final battle together, they would be forced to fight each other for Marian's affections. This created a narrative tension that was unprecedented in arcade gaming - brotherhood tested by desire, cooperation threatened by competition.
COMMERCIAL DOMINATION
Double Dragon became Japan's third highest-grossing table arcade game of 1987 before becoming America's highest-grossing dedicated arcade game for two years in a row, in 1988 and 1989. The game's massive success was reflected in bold marketing for home versions: "You'll never have to stand in line to play Double Dragon again!" In the United States, Taito America had sold over 10,000 dedicated arcade cabinets by 1988, where it was purchased by over 80% of arcade operators.
CULTURAL REVOLUTION
Double Dragon ushered in a "Golden Age" for the beat 'em up genre that took it to new heights with its detailed set of martial arts attacks and its two-player cooperative gameplay. Double Dragon's success resulted in a flood of beat 'em ups in the late 1980s. The game established conventions that would define the genre for decades: Subsequent beat 'em ups during the late 1980s to 1990s followed the conventions set by Double Dragon.
TECHNICAL INNOVATION THROUGH NECESSITY
The fictional martial arts practiced by the Lee brothers, called Sousetsuken or 'Twin Interception Fist', was described as a combination of Shaolin Temple Kung Fu, Karate and Tai Chi Chuan. But the real innovation was in how the game handled two-player interaction. Unlike competitive fighting games where players faced each other, Double Dragon required complex programming to manage cooperative positioning, shared resources, and coordinated attacks while preventing players from interfering with each other's actions.
THE MAYOR'S REVOLUTION
- Capcom was watching closely. When Double Dragon proved that cooperative combat could dominate arcades, producer Yoshiki Okamoto envisioned something bigger, bolder, and more spectacular. When coming up with the game's concept, Okamoto cited the arcade game Double Dragon II: The Revenge (1988) as his basis for Final Fight.
FROM STREET FIGHTER TO STREET CLEANING
The game began development as a sequel to the original Street Fighter released in 1987, but the genre was switched from a fighting game to a beat 'em up and the title was changed following the success of Double Dragon. Originally planned as "Street Fighter '89," the concept was completely reimagined after test audiences pointed out the two games had virtually nothing in common. This creative pivot would prove to be one of gaming's most fortuitous decisions.
THREE HEROES, THREE PHILOSOPHIES
Final Fight's character design reflected careful consideration of different player types and combat philosophies. Before the game begins, the player chooses between the three main characters, Guy, Cody, and Haggar, each with his own fighting style and attributes. Guy is the weakest but has faster attacks, Haggar is the strongest but also the slowest, and Cody has all-round attributes.
The character inspiration drew from unexpected sources. Haggar is influenced by the lead of Les Misérables, Jean Valjean. In the latter half of the story, Jean Valjean becomes the mayor of the city. Additional inspiration came from the manga "Mad Bull 34," creating gaming's first and only mustachioed ex-pro-wrestler turned mayor. This unique character background reflected Capcom's commitment to creating personalities that transcended simple gameplay functions.
TECHNICAL MASTERY ON CPS-1
Final Fight was the seventh title released for the CP System hardware and the first game in the Final Fight series. The game pushed Capcom's new CPS-1 system to showcase what dedicated arcade hardware could achieve. Each character featured unique animations, environmental destruction effects, and special moves that demonstrated the system's sprite manipulation capabilities.
The game's controls consisted of an eight-way joystick and two buttons for attacking and jumping. But the simplicity was deceptive - players could perform complex combo attacks, environmental interactions, and cooperative maneuvers that required precise timing and positioning. Pressing both buttons simultaneously performs a special move that attacks in both directions, though it uses a little vitality.
UNPRECEDENTED SUCCESS
Final Fight became a major commercial success in arcades, selling 30,000 arcade units worldwide while becoming the highest-grossing arcade game of 1990 in Japan and the year's highest-grossing arcade conversion kit in the United States. The critical acclaim was equally impressive: In the February 1991 issue of the Japanese coin-operated video game magazine Gamest, Final Fight took the No. 1 spot as the Best Game of 1990 in the 4th Annual Grand Prize.
The game won multiple categories in Gamest's awards, establishing it as a technical and artistic achievement that set new standards for the beat-em-up genre.
THE TURTLE POWER PHENOMENON
- While Capcom perfected three-player cooperation, Konami was preparing to revolutionize four-player gaming with a license that would prove unstoppable: Teenage Mutant Ninja Turtles.
PERFECT TIMING AND PERFECT EXECUTION
Konami acquired the license for the Teenage Mutant Ninja Turtles franchise around the same time the animated series began airing in 1987. Konami began development on both an arcade game and console game shortly after. The timing was impeccable - the game launched during the absolute peak of TMNT mania, with the animated series dominating children's television and toy stores across America.
TECHNICAL INNOVATION FOR FOUR
The game uses Konami's 2.5 dimension perspective. Any number of players can join the game at any time. This drop-in, drop-out capability was revolutionary for its time. Unlike games that required all players to start simultaneously, TMNT allowed friends to join ongoing battles, creating organic social moments where passersby could instantly become part of the action.
Each turtle offered distinct gameplay characteristics: Donatello has slower attacks but a longer range, Michelangelo and Raphael have fast attacks but a short range, and Leonardo is a well-rounded Turtle with average range and speed. These differences weren't just cosmetic - they required genuine strategic thinking about team composition and battlefield positioning.
COMMERCIAL TSUNAMI
The arcade game was a blockbuster hit, especially in North America, becoming Konami's highest-grossing arcade game. Konami was unable to keep up with high demand, so they outsourced additional US manufacturing production to Dynamo Corp. The success was so overwhelming that it changed Konami's manufacturing approach entirely.
By early April 1990, Konami had sold over 20,000 arcade cabinets internationally outside of Japan, including over 14,000 cabinets sold in the United States, where it became the biggest arcade hit since Double Dragon (1987). By early May 1990, the game had sold 25,000 arcade cabinets in America and Europe, with more units still in production to meet continued demand at the time.
GLOBAL DOMINATION
The game's success wasn't limited to North America. The game was also a major hit in Europe, particularly the United Kingdom, where it was one of the top four highest-grossing arcade games during early 1990 (along with Tecmo World Cup '90, Super Masters, and Line of Fire). On Hong Kong's Bondeal charts, Teenage Mutant Ninja Turtles was the top-grossing dedicated arcade game from December 1989 to January 1990.
THE YELLOW REVOLUTION
- Konami had mastered four-player cooperative combat with TMNT. Now they faced a different challenge: taking America's most beloved animated family and turning them into arcade heroes.
DEVELOPMENT WITH HEART
The game began development in February 1990 and underwent location testing in the Chicago, Illinois area (where the Konami's U.S. subsidiary was located) in December of the same year, a few months before its full release. This extended development and testing period showed Konami's commitment to capturing the essence of The Simpsons franchise.