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Somebody been translating the CFN notes that is on Capcom's SFV JP page. One of the pages has an interview with Hideaki Itsuno, who helped develop Street Fighter Alpha.
More in the link.
Somebody been translating the CFN notes that is on Capcom's SFV JP page. One of the pages has an interview with Hideaki Itsuno, who helped develop Street Fighter Alpha.
* Itsuno, one of the creators of SF Zero, and also the experienced director of JUSTICE GAKUEN, and also Dragon Dogman and DMC.
* When he joined the company, new employees had to arrive 30 minutes earlier to clean up. And if they were finished before the start of work time, they would play on the office Neo-*** (1). They played a lot of KoF94. They were working at Capcom, and playing Capcom games were part of their work, so outside of worktime they were playing non-Capcom games. There was no debug department, so they were doing it themselves, testplaying their games to death.
(1) the console of the 100 Mega Shock.
* After a year of doing that, Funamizu arrived and asked him "would you want to work on Street Fighter Classic?"
- What's Street Fighter Classic?
- Well, we were right at the boom of the Super Famicon, so the project started with the aim of being adapted to SFC after the arcade version was released. BENGUS had drawn some characters of SF1, and they thought about doing a game on this period. One experienced employee created the story, Funamizu over-watched the whole project... but they needed a planner. So they came to me, a random guy who had been there for 1 year, and offered me the position.
I knew nothing! I was just a guy who liked to play fighting games, not how to make them! So of course I said "yes". The game became Street Fighter Zero.
* SF3 was already being worked on by the "real" ace team, so they didn't have enough people experienced for the cheap spin-off and they ended up hiring inexperienced newcomers. The CPS2 had been released, but there was still a stock of CPS1. So we were told to create that game to get rid of that stock. Wait, you can't write that!
*In 1994, when Itsuno joined, the plan was to have the real sequel (SF3) on CPS3, and the CPS2 was just to fill the gap until release, with Vampire, Super Muscle Bomber and X-Men (then Marvel Super Heroes) developed in parallel. The reason was that, even though fighting games were super popular and SNK developed plenty of different titles, most users thought Capcom only had SF2, and that needed to change. Thus the need for games with amazing animations, games with crazy air combos, a certain wrestling game where you could bury your enemy with a throw finish, etc.
* Dan was the only character that was added after he had joined. Itsuno was not involved; some "bad person" wanted a parody of a certain character-Garcia, and he convinced Funamizu by saying he wouldn't take too much space if he used as much from Ryu/Ken as possible (he only had his "Yoyuussu" as original sprite). He was supposed to suck from the beginning: the idea was "if you used Gouki and you lose, shame on you" vs "if your opponent used Dan and you lose, shame on you". There was a different kind of pressure when someone challenged you with Dan: the player had to feel "I cannot lose against this guy!". The colors (pink and tea green) were also picked because they felt "the weakest".
And since the "Yoyussu" pose was really pushing it, they made it extremely rare (1/256 chance), so if you saw it, your friends wouldn't believe you!
More in the link.