![]() ![]() With the arcade scene being so popular eventually people decided they should hold tournaments. Street Fighter II would be iterated upon over the next several years, something the series continues to do, with the final arcade version being Super Street Fighter II Turbo in 1994. This remains the norm for fighting game controls today. Later arcade versions replaced this with a six-button layout, separated into three power levels. These action buttons were originally analog and allowed for players to refine the power of an attack by how hard they pressed down. The player had an eight-way joystick for movement and two buttons for punching and kicking. While the game is messy and unrefined it created a list of mechanics that would become the defining elements of any fighting game. These matches would occur over three rounds of 30 seconds. Similar to how FFXIV raids cut out the pointless mob phases of other MMOs to focus on the challenging combat of a boss, Street Fighter was doing the same thing in 1987. ![]() The key change made in Street Fighter was that it cut out everything from a beat-em-up except the boss fights. What they found was an attempt at refining the gameplay loop of director Takashi Nishiyama’s earlier side-scrolling beat-em-up Kung-Fu Master. On August 12, 1987, arcade goers in Japan got their hands on Street Fighter for the first time. The franchise’s beginning was not a refined experience. ![]()
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