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Street fighter alpha 2 strategy guide
Street fighter alpha 2 strategy guide













What I was not prepared for, though, was the impossible three-month deadline we were then given. With Okada in, I decided to throw my hat in too, and agreed to be a part of it. Also, Ueyama had been leading the programming team for a long time - which is to say, not "leading" a team it was just him at first - but around this time the leadership passed to Okada and his team for this project. Plus, we had all these new employees - I mean, a lot of them - to train. And it was partially a way to use up the CPS-1 inventory that I mentioned. Don't make me deal with this again!"Īnyway, we ended up deciding that we'd make a game based off those designs of Kuroshima's. My first impression was one of slight panic: "Oh god no, not again. Eventually Okada heard this, and he said to me, kind of off-handedly, "Hey, if they're good, why don't we try making a Street Fighter 2 game with these Street Fighter 1 characters, like you've been talking about?" I kept saying over and over how amazing they were. It was for a gaming magazine, which I can't remember the name of. His first job was to illustrate drawings of Street Fighter 1 characters, but re-imagined in a modern style. That design team had Kinu Nishimura and Kuroshima, whose pen name was Bengus. So we wanted to create a game that would lower that threshold.Īlso, at that time some new designers joined Capcom, and they were recruited for new design group. It was a problem because normal players couldn't go into an arcade and play anymore. The second factor was, we had a lot of freedom in planning the game, and we started thinking there were a lot of players whose skill and technique were incredible. So that's kind of the first factor that led to Alpha. ( Street Fighter Alpha planner, Capcom Japan) To that end, Capcom ended up making two slightly different versions of Street Fighter Alpha: one on its new CPS-2 hardware that powered the Super Street Fighter 2 series, and a slightly compromised version that ran on its legacy CPS-1 boards. With popular characters like Chun-Li and Akuma on board, and a new look that added a youthful, anime-inspired style, Capcom put together a game that bought itself time before the next proper numbered Street Fighter sequel would be ready - and allowed it to use up some of its leftover arcade hardware. Falling early in the Street Fighter timeline, the game brought back two characters from the original Street Fighter and two characters from Final Fight, and folded them into a game that played like the next incremental step after Super Street Fighter 2 Turbo. Street Fighter Alpha: Warriors’ Dreams wasn’t a remake, though it had traits of one. Instead, Capcom announced a detour and went back in time. Capcom had drawn out Street Fighter 2 for three years, so the obvious move was to finally take a proper step forward. So when the time came for the next Street Fighter game after Super Turbo, many assumed the next step was Street Fighter 3.

street fighter alpha 2 strategy guide street fighter alpha 2 strategy guide

Publicly, though, players saw Capcom pumping out upgrades and spinoffs, rather than moving forward to the next numbered Street Fighter sequel.

#STREET FIGHTER ALPHA 2 STRATEGY GUIDE SERIES#

It had excess hardware to clear out and, as the series took off, a development pipeline it needed to keep running. But players loved the games, so they kept putting in quarters.īehind the scenes, Capcom had business considerations players weren’t aware of. And by Super Street Fighter 2 Turbo, it all felt like a bit of a con. When Super Street Fighter 2 came around, the naming convention started to get a little silly. And many loved the speed, despite minimal other changes.

street fighter alpha 2 strategy guide

Again, it made sense, as a reaction to hacked versions of Champion Edition.













Street fighter alpha 2 strategy guide