Street Fighter the Movie Broke My Heart

Hey Anoon…

Wanna play SFTM over Kailerra sometime?

That’s basically my way of saying “You’re still cool with me”.

Also, I didn’t read every page of the topic yet, so forgive me if this was asked already, but did you work on any other games?

I know SFTM was developed by the guys that made Golden Tee Golf and Bloodstorm…

So I’m playing cvs2 today and in between matches I glance over at the screen next to me, “World Class Bowling Deluxe”, and whose name do I see in the credits? Alan Noon. He’s everywhere.

What are you talking about ?
His English is incredible !

Long time, no update. The past couple of weeks have been super busy! I’ve entered a graphics contest, so my entry has been eating up all of my free time.

Actually, no. I’m currently writing up my thoughts on what I would do differently if I had the chance to do it all again. I will comment on the characters and costumes there.

Ha, yep. World Class Bowling was a fun little game. I did some “exciter” animations for it. Be sure to check out Silver Strike Bowling, a more recent, spiritual successor to WCB, also by Incredbile Technologies. (In fact, the guy who ran the camera and capture hardware for SFTM led the Silver Strike Bowling project.)

Ok, I don’t want to air too much dirty laundry, but it’s kind of hard to tell the story of SFTM without a glimpse of the team dynamics, as they definitely impacted the final product.

A game geeks dream come true; the career opportunity of a lifetime; the ultimate in fan service; the promise of Hollywood and Silicon Valley synergy delivered! SFTM should have been all of these things.

Unfortunately, this was not to pass.

Ultimately SFTM was not a great product. It was neither commercially successful nor critically well received. It did not sell, and obviously players have no love for it.

Making games is difficult work. So much can go wrong. Each team member has their own ideas as to what will make for a great game.


I believe it was shortly after we returned from Australia and had just begun the real grunt work. There was a meeting at our offices between the project leads, I.T. management, management from Romstar/Gamestar, and project management of Capcom Japan. The Capcom JP guys began asking questions about the fighting engine. The issue of the combo system came up. One of our team members answered by describing SFTMs combo system to be as a MK2 style, “pop 'em up, juggle em” type system. While this alarmed me greatly during the meeting, I kept cool, not wanting to rock the boat with all of those important people in the room. I figured that perhaps our guy was just telling them something to keep them satisfied, as I did not understand how that type of game play fit into a Street Fighter game.

Though I did not believe it at the time, I came to realize later on that this proposal was not just lip service. That’s what we got: juggle combos.

Should I have spoken up? That meeting was probably not the best place to enter into a heated debate. Should I have argued against the excessive juggle combo system later? Probably, though I doubt it would have made much of a difference. Truth be told, things got pretty ugly towards the end of the project. Tensions were running high on the team. Many of the improvements I wanted to make were disregarded outright, largely because of personality conflicts, as far as I can tell. This was truly unfortunate as the game suffered as a result.

One example would be that of the throws. When they first went in, throws were not implemented in true Street Fighter fashion, but rather more akin to a Mortal Kombat style throw: All throws would launch the character the opposite direction from which you initiated the move. Naturally I commented that Street Fighter allows you to decide which way to throw, and we should remain true to that convention. A heated debate ensued and in the end I had to sit down and demonstrate throw mechanics on a Super Street Fighter 2 Turbo machine. Then, after remaining broken for weeks, throw directions were eventually implemented, though incorrectly; pushing right while throwing tosses the character to the left, and vice versa. There was no good reason for implementing throw directions backwards. I can only assume it was done out of spite. While the backwards throws may not have been the key reason SFTM did not succeed, this story illustrates one of the little things that could have easily been fixed to make the game just a little bit better.

I went up to my parent’s place this weekend and unearthed a couple of SFTM things from storage.

The first is my original Sheng Long sketch. Wow… it is hard to look at: Goofy pose, bad anatomy, etc. It looks like it must be the first drawing of him, because he is wearing a headband instead of a blindfold. I’ll scan it and put it up once I get my web page up and running. If I had the time, I would like to do a new sketch to prove that I can actually draw!

The second thing is a 3 page document titled “SF3: Character Stories.” This doc would have been written early on in the project, possibly before we actually landed the deal, and before we knew we were doing Street Fighter the Movie rather than Street Fighter 3. The interesting thing about it is that it lists all of the characters we intended to put in the game; looks like my initial post listing the characters we proposed was incorrect. According to this doc, we pitched:

Chun Li
E. Honda
Fei Long
Dee Jay
M. Bison
Sheng Long
Mega Man

So now we see where Blade’s Gunloc reference came from.

I had completely forgotten about Mega Man as a hidden character. That would have been an interesting costuming and digitizing session.

Poor T. Hawk never stood a chance of making the game.

Ha ha live action Mega Man would of been sweet. Would you of hired a little boy to wear his outfit I wonder? Would of been cool.

Can’t wait to see the Sheng Long sketch. :tup:

All I can say is…

link doesn’t work, even after copy and paste

They’re blocking referrers. You have to bring up their homepage, THEN copy and paste. Lame, I know, but that’s how you see it. It’s an image of the MM1 box art.

aaand works. :smiley:

looks like nobody told the designer that mega man never had a horse untill half way through the design :rofl: :rofl:

Reminds me of Hesh from Sealab…

What a bizarre take on SF3… mega man?! :smiley: Thanks for continuing with this, Anoon. Still as good a read as when you started.


Strange the link works for me with IE but not with Firefox.

Hey guys, check out this SF: the Movie related music video. Enjoy!


This was taken from the Sega Saturn version of the game.


Wow, that’s odd and a small world. I actually tested for FEAR pc and FEAR 360 at Vivendi. I kinda remember seeing an alan noon in the database too. I had no idea that I (in some 6 degrees of separation kind of way) was working with such a legend. And to think, at the office we spent our breaks playing Street Fighter ; )

Still only a few pages in, but good read so far!

Well, looks like Jedite made a 3 part review of SF: The Movie:

Part 1:

Part 2:

Part 3:

Edit: Its mainly about the movie. But he only mentions the game for 30 seconds.

I read the whole thread and it’s probably my favorite thing I’ve ever read on SRK. Really interesting stuff, especially since I usually thought games with digitized graphics were kinda special. I miss the early to mid-90s. The games, the movies, TV…sigh…

I like the second part.

I remember that. For some reason that song pops into my head occasionally.