i checked out ur website preety cool, the rip-offs is hilarious to me keep it up:lovin:
i got one Ryo from king of fighters and Dan
i checked out ur website preety cool, the rip-offs is hilarious to me keep it up:lovin:
Glad you like the site, Ryo’s already on page 3. Lot’s of rip offs to come. Let’s focus back on SFTM game or this thread will get too big. Anoon is the star.
i sent u an email of 2 rip off characters aerialgroove:lovin:
You know, it always puzzled me why they had Felicia hanging out in the pool in that background… don’t cats hate swimming?
Glad you guys are enjoying the info as much as I am writing it. I should have gotten all of this down years ago.
Yes and no. I say “Yes” because we delivered our raw digitized capture to the Capcom USA guys that were doing the console versions out in California. I also say “No” because each team processed and animated that data completely seperately.
For animation, it appears that they reworked and edited the captured frames to more closely match the frames of the SSFT2 character anims, where we cleaned up and used the frames in a more straight forward manner. I prefer their animation to ours since they had more dynamic poses, though I think it could have maybe used a few more frames of animation.
In terms of image quality, I favor our character art as it was more vibrant and colorful than the console version. We did a lot of processing on the art by adjusting contrast levels, color balance, and so forth. I have no info as to what the console team’s clean up processs was.
I’m afraid not! I had only seen that for the first time very recently. I don’t know who was involved with that or where it is from.
I did not know that, though it does not surprise me. The whole Sawada thing was pretty interesting, and almost peculiar in some ways. The next section coming up was going to be Sawada, but I segued into Akuma instead. There’s so much interest in Sawada, I’ll do his section next.
Well, I was certainly not the first to ever come up with that idea either. I seem to think it’s a staple of those old Kung Fu thater shows that were on Saturday mornings when I was a kid, so that proably influenced me quite a bit.
I plan to do a section on some of the ideas that we came up with, but never got around to implementing. Some of these would have appeared to have made it into later SF games, particularly the Zero/Alpha series. DISCLAIMER: I’m not taking credit for these features at all. In the world of videogames, everything has already been thought of already. I would not be surprised to find that Capcom had these concepts down on paper before we proposed them ourselves. I thought it might make for a good read though.
Speaking of Akuma/Gouki, many people have asked why he is in SFTM at all, since he wasn?t in the film. Good question. The short answer was: because Akuma kicked ass! Remember, we approached SFTM as if it was to be the biggest, baddest, Street Fighter ever. We wanted to put in as much great stuff as possible. We had already pitched Sheng Long and had that shot down, so once we learned of Akuma, we wanted him in.
I say ?once we learned of Akuma,? because when we started the project, I don?t think he was public knowledge. In fact, if I have my time line correct, I personally did not know Akuma existed until we had been in Australia for a few days. We were on location in our digitizing studio which contained the Super Street Fighter 2 Turbo as previously mentioned. Before shoots, during lunch, on breaks, and during data backup to CD I would play SSF2T. Often times, I would play against the Capcom Japan guys who were there too. I can?t recall if it was Mr. Minami, Mr. Meshi, or Mr. Okamoto specifically, but they showed us the code to unlock Akuma as a playable character, which had only just been released or something.
Obviously, Akuma was totally cool. The arcade scene seemed to be afire with the news that he was playable. Even later that week, when I went to an arcade one night in Surfer?s Paradise, people had learned of him and were using him like mad. We wanted him in SFTM, bad.
As it turned out, we had an opportunity to create and capture Akuma for the game. The specifics of our digitizing schedule and working with Hollywood actors is a topic for another time, but suffice it to say, we found ourselves with some open days on our shooting schedule. In addition to the big name Hollywood guys, there were a number of real life martial artist types, serving as fight and stunt coordinators, and/or appearing in the film as various villains and background characters. One of these was Ernie Reyes Sr.
Mr. Reyes was a really cool guy. Super friendly, very professional, and he genuinely seemed to be very interested in the whole video game thing we were doing. We approached him with the idea that perhaps he could play a role in the game, to which he responded very positively to. We were overjoyed to be working with a real martial artist who had the kind of physical control over his body that we needed. We worked out the scheduling and we set about preparing for the shoot.
The first thing we needed to do was get costuming and make up squared away. Although we had just been introduced to Akuma by way of SSF2T, that was not exactly a lot of reference material to work with. All we had to go on was the completely blacked out character portrait on the select screen, and his actual in game character sprites. We knew he was evil. We knew he wore a gi with ripped up sleeves and pant legs. We knew he had crazy red hair. We knew he had some sort of bracelets on, which appeared to be studded. He also appeared to have a necklace or choker of some kind. We figured it was studded too, to match the bracelets. Based on this, we hit up Wardrobe, Make Up, and the Props Department.
The crew in the Wardrobe department kicked butt every time we asked them for something. We described what we wanted for the gi, and they had it ready to spec by the next morning, if not sooner. For the shoot, we had them dye the gi a mid value, neutral grayish brown. By then we had figured out which colors gave us the best range of values in the final art. If we went too light, the lighting on set blew out the details. Too dark and everything came out flat.
Considering the reference material, (20 odd pixels of hand drawn character art on screen,) the Make Up department did a bang up job as well. Sure, Akuma?s hair style in SFTM might not look to be canon now, but all things considered, it looked pretty good, and it held up for 6 hours of athletic activity under some blazing hot lights. I expect Mr. Reyes was washing orange dye out of his hair for weeks. That stuff was on his lid THICK.
The Props guys came through too. We showed them the game and we discussed what we could do. We ended up deciding that Akuma?s little SSF2T character sprite was wearing some badassed spikes, so they ended up devising a leather choker and matching bracelets studded with 3 inch chrome spikes. If I recall, the spikes were actually wooden cones with some sort of foil type material wrapped around them. These were then screwed into the choker and bracelets which I believe were anchored to some sort of stiffer supporting material within the leather.
The digitizing session was a dream. Mr. Reyes was able to take our direction and really execute upon it. If we needed something slower, he did it slower. If we needed him to perform an action that wasn?t true to real martial arts form, he didn?t question it, he just nailed. We relied on the box and staircase very little that day. The shoot was one of the shortest we had, while still capturing the full move set. He was awesome.
Skipping ahead in time and back in Chicago we were cleaning up our images at a furious pace. We knew we wanted Akuma in the game, so his art and implementation was under way. In a perfect world, Akuma probably would have been a hidden character, and I believe this was our original intent, as he did not appear in the film. Ultimately I think a combination of events led us to put him up there. Unfortunately, we were not able to digitize all of the ?regular? Street Fighter characters for the movie, so we had open slots in the select screen. We wanted a lot of characters in the game and we wanted to add to the hype as much as possible. Since Akuma was one of the characters featuring better digitizing quality, (due to Mr. Reyes? superb performance,) and also one of most popular characters, we figured he should be right up front. Was it a good idea to do so? Did it make sense, considering the game was based off of the film ?Street Fighter the Movie?? Probably not, though it seemed like a good idea at the time. It annoys me now when I see that select screen, but there are probably bigger issues that need fixing in SFTM first. My opinions on that particular subject are destined for another section.
subscribed. This is the mopst important thread on SRK
im in <3
Yes, most do. But cat caring tips say that if kittens are given a bath once a month, they’ll get used to being around water when they grow older and won’t mind it. Maybe that’s Felicia’s case too.
I found a picture of Tsujimoto from the movie:
OK, another topic on SF: Movie game and its probably perverted. Did Chun Li’s skirt get stapled or something, or was Ming-La just doing splits and spinning on something during the Spinning Bird Kick?
Thank god u only help make the game, if u were one of the ppl who helped make the movie i would have 2 be force 2 google ur location and hunt u down :lol:
This thread has inspired me to give it a shot… and damn am I glad that I never played it before.
Reflecting fireballs, come on!! And that is just the beginning
Yes it kinda looks neat, and on some level i wanted to like it, but once you get to playing it yourself, ya realize its kinda lousy and thats putting it nicely.
Sawada must be strong with the force to deflect fireballs with his lightsaber that way.
It seems other characters can deflect as well just by blocking a certain way. Also shoto characters can dragon punch right through a fireball, sometimes thats all a cpu-controlled shoto character would do in order to avoid them.
i still have the game and it sucks. but nice read =)
who was the genius behind Sawadas special?
i played the console version and sawada’s special which seems to be him raising his arms and walking kind fast towards his opponent had me in hesterics
racism aside…is balrog secretly danny glover?
So anoon, you got a rare proto board lying around some where?
It was mine too. I bought it the same time as my Sega Saturn.
Well technically it was my ‘first game’, since Virtua Fighter Remix came packed with the system.
Like an arcade board? How would you even play it, didn’t those I.T arcades use some kind hard to find, proprietary hardware?
OMG Alan, I never knew that you worked on SFTMTG! I’m with everyone else. This thread is a lot of fun to read. I can’t wait to hear the rest.
PS: This is John V…from the 3D Studio forums, Siggraph, etc. Good to see you around. It’s a small world :looney:
For spinning moves, we had a device on hand that was basically a big turn table that the actors stood on. We’d have them pose up there, then slowly rotate it. Afterwards, we pick out the best frames for the move. In the case of the spinning bird kick, I believe we posed her with one leg out and span her around. the artist in charge of cleaning her up then cut and pasted the other leg so it looks like the move we’re familiar with. At the end of every shoot we’d also do several takes of the actors moving through a range of motions so we had an extra cache of body parts to use in the event that some of the regular shots weren’t of quality, so we may have had her do the splits as well. My recollection is hazy, and my photos from that session are MIA.
Yes, only the game, but I was almost in the movie! In the film, the control panel for Bison’s weapons of mass destruction was a replica of an actual Street Fighter coin op. Bison was to launch the missiles using the secret codes. There was supposed to be a little bit of fan service there as the secret codes were our favorite street fighter specials like the Dragon Punch, hadoken, SPD, etc. There was talk of having me don the Bison gloves and perform the joystick and button motions. Unfortunately, that bit of filming was scheduled after we finally left Australia, so my big hollywood debut is still pending.
Speaking of fireballs, the fireball art in SFTM was actually a tennis ball, soaked in gasoline, suspended on a wire. We lit the thing in the parking lot of the I.T. office in the middle of the night and digitized it.
I really don’t know the specifics of the console version. We only ever had one meeting with those guys.
No, but he was a real actor. His name was Grand L. Bush. He was a really cool dude. We went out to dinner with he and his family and the owners of I.T. developed a friendship with him. http://www.imdb.com/name/nm0005598/
No, unfortunately not.
Proprietary hardware, yes, but the overwhelming majority of coin op games back then conformed to the JAMMA standard, which would allow arcade operators to quickly swap games in and out of cabinets. In effect, each game was like a giant cartridge. So one week you could have Mortal Kombat in a cab, then the next week, you could upgrade to Mortal Kombat 2 just by plugging in the board and slapping some new cabinet graphics on.