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— CH. 1 · DIGITIZED DEVELOPMENT PROCESS —

Street Fighter: The Movie (arcade game)

~4 min read · Ch. 1 of 5
5 sections
  • In 1995, a five-person team from Incredible Technologies traveled to Australia with rented camera equipment. They planned to film the actors for less than two weeks. The group included president Elaine Hodgson and co-owner Richard Ditton. Game designer Alan Noon and project manager Leif Marwede also joined the crew. Art director Ralph Melgosa handled the visual direction of the shoot. The actors demanded a share of the game's royalties upon arrival. This demand forced the team to stay in Australia for several more weeks while negotiations occurred. Capcom paid for their room and board during this extended period. Many actors lacked the agility required for all moves. Marwede often held them in position for shots. He then erased himself from the footage during post-production. Each character received between 600 and 800 digitized frames of animation. These frames totaled 32 megabytes of graphics data. The characters used a 256 color palette compared to the 16 colors found in previous CPS-based Street Fighter games.

  • The arcade version emphasized air combos or juggling more heavily than previous entries. Players could continuously attack an opponent while they fell through the air. Bison gained a new move called Electric Arc. Cammy received a Whip Choke attack. Guile was given a Handcuff special move based on a glitch in the original Street Fighter II. Zangief and Balrog could deflect projectile attacks back at their opponents. Grappling commands were reversed so holding the joystick toward an opponent threw them to the opposite direction. A player could input a specific command to escape a throw without taking damage. They could also perform a counter throw if the opponent attempted one. A reverse technique allowed a character to counterattack a counter throw. This sequence could be countered further with a slam master technique. Interrupt moves appeared after blocking an opponent's attacks. Comeback moves functioned as special abilities usable only when life gauges hit danger levels. Most characters possessed two Super Combo moves leaving blue or red shadow trails. Players could execute a Regeneration move to restore vitality when the gauge filled completely. The standard single-player mode consisted of 14 matches ending against M. Bison.

  • The game cast contained most characters from Super Street Fighter II Turbo. Fei Long did not appear because he was not used for the movie. Dee Jay, T. Hawk, Blanka, and Dhalsim were absent from the main roster. Akuma became a regular character for the first time in any game. Two new fighters entered the arena: Sawada and Blade. Arkane, F7, and Khyber served as secret palette swaps of Blade. S. Bison appeared as a final computer-controlled opponent exclusive to Tag-Team Mode. Raul Julia received credit as Bison but his likeness appeared only in archive footage. His stunt double Darko Tuscan digitized the character instead. Guile was played by stuntman Mark Stefanich since Jean-Claude Van Damme was available for only four hours. Some actors dressed differently to resemble their video game counterparts more closely. Leftover data indicated Blanka was meant to be playable in the arcade version. An ending exists for him accessed by playing as S. Bison in arcade mode. The Japanese release addressed Balrog, Vega, and Bison by their western names.

  • A home console version titled Street Fighter: The Movie released for PlayStation and Sega Saturn. This title was not a port of the arcade original. It stood as a separately produced game based on the same premise. The developers created distinct versions for each platform rather than converting the arcade code directly. These adaptations included changes to the character selection pool. Blanka and Dee Jay were added to the selectable cast of the home versions. The core mechanics remained similar to the arcade experience despite the separate development path. The game retained its unique special moves and combo systems found in the arcade cabinet. Critics noted the difference between the arcade hardware limitations and the home console capabilities during this era.

  • Game Machine listed the arcade game as the thirteenth most successful title of July 1995 in Japan. RePlay reported it as the ninth most popular arcade game in North America that same month. Maximum magazine stated the game was reasonably successful in arcades. Next Generation reviewed the arcade version giving it two stars out of five. Reviewers described the digital crossover as neither brilliantly conceived nor sleepily dull. They praised the former fighting moves from Super Street Fighter II Turbo alongside excellent new ones. The staff at Capcom Japan visited Incredible Technologies offices near the end of development. Akira Yasuda and Katsuya Akitomo recalled Yoshiki Okamoto seeming angry much of the time. The visit proved tense as the Japanese group offered suggestions but made no major changes. The game remains widely panned by critics today compared to other entries in the series.

Common questions

Who produced Street Fighter: The Movie arcade game in 1995?

Incredible Technologies produced the arcade version of Street Fighter: The Movie. The development team included president Elaine Hodgson, co-owner Richard Ditton, designer Alan Noon, project manager Leif Marwede, and art director Ralph Melgosa.

How many digitized frames did each character receive for Street Fighter: The Movie arcade game?

Each character received between 600 and 800 digitized frames of animation. These frames totaled 32 megabytes of graphics data using a 256 color palette compared to the 16 colors found in previous CPS-based Street Fighter games.

Which characters were added to the home console versions of Street Fighter: The Movie?

Blanka and Dee Jay were added to the selectable cast of the PlayStation and Sega Saturn home versions. These titles were separately produced games rather than ports of the arcade original.

When was Street Fighter: The Movie released as an arcade game in Japan?

Game Machine listed the arcade game as the thirteenth most successful title of July 1995 in Japan. RePlay reported it as the ninth most popular arcade game in North America that same month.

Why did Jean-Claude Van Damme not play Guile in Street Fighter: The Movie arcade game?

Jean-Claude Van Damme was available for only four hours so stuntman Mark Stefanich played Guile instead. Raul Julia received credit as Bison but his likeness appeared only in archive footage while Darko Tuscan digitized the character.