SHENG LONG
All this was going down sometime during ‘93/’94 and we thought we were initially going to be making Street Fighter 3, (or at least, I seemed to think so, for whatever reason.) Now at this time, if the whole Gouken,Gouki/Akuma, Gotetsu story line existed within Capcom somewhere, we were never privy to that info. The whole Sheng Long controversy was still fresh in everyone’s mind; was Sheng Long a character? Was it a mistranslation? We didn’t know either, but what better way to get people really excited about Street Fighter again than to include the most hyped up character ever? Capcom Japan wasn’t too hot on that idea initially, saying something to the effect that “When Sheng Long does appear, it will be like God making an appearance.” What is curious at this point is that they never corrected us on the character’s name. We always referred to him as Sheng Long. Perhaps much like the way Gouki is known as Akuma in the states, Gouken, (or Gotetsu? It was never clear which one Sheng Long was a true parallel of,) would be known as Sheng Long in the US? At any rate, Sheng Long was shelved, for the time being…
…But he almost made it in after all. I’m skipping ahead quite a bit here, but I might as well put the Sheng Long business to bed. Towards the end of the project we had already digitized the majority of the actors from the film while on location of the movie set in Australia. That art was largely done, processed, and in game. There were still a couple more characters we had to do though. Chun Li, (The beautiful Ming Na Wen,) was never captured in Australia, due to contractual issues. (More on that later.) What ended up happening was that we set up a new, temporary digitizing studio in our Chicago warehouse and flew her in for the session. While we had the studio set up, we also captured two more characters. One was an alternate Ken, which I’ll mention briefly later. The other was in fact Sheng Long.
For whatever reason, the idea of adding Sheng Long came up again, and suddenly the Capcom guys were all for it. Maybe it was them, maybe it was us, but somebody apparently realized at that point that the game was going to need something a little extra other than the new fangled game play to propel it to stratospheric levels of success. Itook it upon myself to designing the look of and move set of Sheng Long. What an opportunity!!! Again, I was in heaven.
Sheng Long was going to be awesome. He wore black Gi pants and a long, green, padded/quilted, sleeveless Gi style top which was tied off with a black belt. His hair was very long and white, being done up in a single big braid running down his back. He also had a very long kung fu movie style Fu Manchu moustache. Now this is where things get a bit wilder… He also wore a thick black ribbon over his eyes. The reason for this I explained, was that Akuma had attacked Sheng Long in an attempt to kill him, and while he failed in slaying Sheng, he did succeed in taking his eyes out and blinding him. Sheng Long was so badassed though, he didn’t even really need his eyes to fight. Ok, so now the design really gets crazy… the final component of Sheng Long’s design was his arm. So as I understand it, originally Ken and Ryu’s hadoken specials were supposed to representations of their Chi, focused into a single high powered attack. “Hadoken” supposedly translates roughly into something like “force wave,” and in the original art, you can see phantom representations of their hands in the projectile. I believe that what the happened was that for the most part, your typical westerner arcade customer wasn’t familiar with the concept of Chi in that day and age, so these attacks were generally referred to as fireballs. At some point during the series, Ryu actually started throwing fireballs, and Ken developed the flaming dragon punch. As part of Sheng Long’s design, I tried to explain these phenomena. So my idea was that at higher levels of enlightenment, these karate master guys would start to take on aspects of “the dragon” as it suited their fighting style. Sheng Long was to be so advanced, he actually started to physically manifest dragon like attributes. Seeing as the words “Sheng Long” were actually a translation of “Dragon Punch” it seemed to make sense that his dragon manifestation would appear in his punching arm. The arm was green and scaly, with several horns protruding from it’s length. His fingers had fused together into 2 larger claws. Capcom signed off, and we were all set to create my Sheng Long!
The practical execution of Sheng Long went fairly well too. One of our artists served as the actor on the digitizing set as he was into body building and martial arts. The outfit was pretty simple: Black Gi pants, and a custom tailored top. The sash across his eyes was actually a mesh so that he could see while acting, but still appeared blindfolded. We hired a professional make up artist to do the hair, moustache, and arm effects. The arm looked pretty good, for the most of the shoot. Digitizing sessions typically lasted for 6 hours on average and after all of that time under the hot lights, the make up of the arm started to melt. By the end, green make up was running everywhere, and the horns were barely clinging to the actor’s arm. But it held up pretty well, all considered. (Fun fact: The artist that played Sheng Long went on to work at Midway games, where he has been creating characters for Mortal Kombat!0
Naturally, he was supposed to play like your typical Ken/Ryu character with some super Akuma style extras, as far as I recall. One major difference however was that he wouldn’t have typical block animations. Instead, the idea was that Sheng Long was so advanced, that you could never hit him unless you scored an unguarded attack. Sure, you would play him like a regular character with “back” on the stick putting your character on the defensive, but when blocking, the animation would look like a dodge instead of a traditional Street Fighter block. All of the game play would be the same, with block slide kicking in and all that, but Sheng would appear to have stepped out of the way of the attack. Would it have worked? I like to think so, but I was afraid that it broke SF convention too much, so we digitized two full sets of blocking animations so we had a back up plan: traditional and dodge style blocking anims. Looking back, we broke just about every other SF convention, so would it have really mattered? I guess we’ll never know.
In the end, Sheng Long never made it into the game, and my grand designs for what was to be a near divine fighting game experience never saw the screen. Due to time constraints, we never were able to process the artwork. All of this stuff was burnt off to CD. I hope it still survives somewhere in the vaults of Incredible Technologies. I’d love to see that footage again.


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