ABSTRACT

An important point to consider is that Street Fighter II’s emphasis on competition made it uniquely suited to the arcade; playing it at home alone against the computer was for training purposes. Street Fighter also featured three secret techniques that players had to discover on their own. It was a great design decision, but executing these techniques required split-second timing and were difficult to pull off. In response to Double Dragon’s enviable success, Yoshiki Okamoto seized moment and abandoned his plans for a Street Fighter sequel. Instead, he produced Final Fight, a beat’em up designed by Akira Nishitani and Akira Yasuda. Okamoto had taken a big risk making Street Fighter II; Final Fight II would have been much safer bet. The tension escalated after the game launched in Japan to a lukewarm reception. While most of the excitement around Street Fighter II and Mortal Kombat happened at arcades, they were ported to most computer and console platforms in various editions.