![]() You actually had to build strategies around the person that you're playing against. On top of that, your opponent was a human being, so you actually had to have an understanding of what their habits were. But with Street Fighter II, it was the very first time I ever saw a game where you had to fight with logic, you had to have strategy. "It was already really difficult for me to pay for college tuition, but despite that, I kept just throwing 100-yen coins into the machine over and over again, forgetting all about tuition."Īt that time, there were racing games, action games, and shooters, that was all happening in the arcade, and people were competing on having best clear times, or best high score, or whatnot. That was always an influence of Street Fighter II in my life. Street Fighter II ended up eating up a lot of my time, and as such, it ended up taking a lot of my college units as well. It was already really difficult for me to pay for college tuition, but despite that, I kept just throwing 100-yen coins into the machine over and over again, forgetting all about tuition. That equates to basically a dollar in U.S. At the time, I was actually a college student, and it cost 100 yen per play. Seeing those eight characters on screen and all that was just super exciting for me. Street Fighter II was actually the game that prompted me to join Capcom. *** Yoshinori Ono, current series producer of Street Fighter Please share your own responses in the comments below! ![]() We posed a single question to them: What are your earliest memories of Street Fighter II, and what do you think its legacy has been? ![]() We reached out to many developers who drew lessons and inspiration from Street Fighter II, as well as competitive players and commentators and other luminaries of the fighting game community. It's difficult to express the full impact this game has had. Every subsequent fighting game has felt its influence, whether it followed the established conventions or rebelled against them. Street Fighter II set the paradigm for an entire genre. (That's $3.5 billion adjusted for inflation - lots and lots and lots of quarters.) The game brought unprecedented depth and complexity to arcades, presenting players with an array of characters that each had their own distinctive fighting style, with a deep library of special moves and combos. It's estimated to have raked in $2.3 billion by 1995.
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