Friday, August 30, 2024

The story of the Mickey Mouse sneakers...

I found out a little bit of trivia the other day that blew my mind. I’m a fan of sneakers as you probably know. I also like all things Disney, and specifically the classic cartoon characters. I picked up a Converse sneaker magazine from the Japanese bookstore the other day. It was a history of the company, and most of their iconic sneakers. In the early days they actually had the first licensed cartoon shoes. They were called Skoots, and they featured Mickey Mouse.

I had to look up these sneakers online, and I found they were released in the ‘30s, following the runaway success of Mickey, and his friends. They would have come out around the time of the famous Ingersoll watches. Which was one of the genius business moves of Walt to license his character on all sorts of products. The Skoots were canvas, and rubber like traditional Converse shoes. Instead of the star, or Chuck Taylor logo on the ankle there was a Mickey graphic. His name also appeared on the toe cap.

It might be hard to imagine that some of the rarest, and most expensive sneakers of all time had nothing to do with Michael Jordan. Finding out about these shoes reminded me of one of the gems I got for the missus in our early days. I’ve been collecting Disney Fan magazine from Japan for years. I saw what looked like Mickey sneakers in one issue and had to check them out online. Belle Maison’s Fantasy Shop offers a number of household, and fashion items featuring the Disney characters. I’ve no doubt that if we lived in Japan then most of our apartment would be Belle Maison products.

Anyhow as I was looking up the sneakers I found out that they were actually rain boots. They were designed to look like canvas sneakers. They even went to the trouble of adding functional laces to complete the illusion. The hard part for me was figuring out how I would be able to order these, and get them to the US. There weren’t a lot of companies that offered international shipping. Thankfully I was able to find a third-party vendor that offered purchase, and shipping for overseas customers.

The other thing I had to figure out were the international sizes. I knew that the Japanese sizes were going to be smaller than US sizes, but I didn’t realize by how much. My wife doesn’t have big feet so I thought that it would be easy to get these rain boots. The opposite was the case. Our relatively small size turned out to be the XXL size in Japan. Also the majority of the boots had already sold out. The only ones that were available were the olive green, or leopard print ones. Thankfully the missus loved leopard print designs so that would be her choice. A few weeks later we got a shipment from Japan.

The funny thing was that we went almost a decade without heavy rain in Southern California. Suddenly in the past couple of years we’d gotten more rain than we had in a decade. Of course her Mickey rain boots were buried somewhere in the garage. I would eventually clear out enough space, and find them. Hopefully before we get more rain. Anyhow that’s the story of the Mickey Mouse sneakers. Did you ever own any cartoon character shoes? I’d like to hear about it on the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, August 28, 2024

Feel the Rush! Atari's San Francisco Rush! - A 1UP classic from April 29, 2009

In the late 90's the US arcade scene was tapering off. San Francisco Rush by Atari was created as a rival to anything Sega had and especially to counter the popular Cruis'n USA series by Midway. The 1996 title showed that Atari was behind the curve. However even their worst Rush showing was better than the best Cruis'n game.

Atari did an accurate representation of San Francisco to race around in. The hilly city was a good setting for an arcade racer. All Atari had to do was polish out some corners and lengthen a few streets to make it perfect. They developed a series of tracks around the city, exploiting obvious as well as hidden shortcuts with their model. They also introduced a series of cars which handled differently and had their own strengths and weaknesses. The Volkswagen-inspired cars said a lot about the still lingering hippy vibe from San Francisco. Rarely did the cars mesh so well with the theme of the game. Rush was a blast to play as cars made fantastic jumps at top speed clearing entire blocks in one go. Not many racing games ever featured cars that could leave the ground. With a few rare exceptions none of the Sega racers featured any jumps, let alone those on the scale of Rush. Expert players could "thread the needle" through a series of jumps and shortcuts that would frighten even the most seasoned racing veterans. Those that took a jump just a little bit off would end up crashing miserably and lose their spot in the race. As imaginative and arcade-like as the game was it felt like it was lacking something.

I believe the graphics were the biggest detractor to the Rush series. The tracks and cars seemed very simplistic, details were sparse and the city of San Francisco felt lifeless. AM2 was memorable for their racing games but the sum of their parts were more than great cars and tracks. None of the Rush games carried the same level of atmosphere that Sega had poured into their games. Filters to convey motion, realistic lighting effects, models made up of millions of polygons, landscape and textures which were weren't flat and generic. Atari touted the latest 3DFX technology but it wasn't enough to make Rush appear more than a very pretty computer game in the arcade. However this was also a sign of the times.

Only Japan seemingly had enough of an arcade market to keep on developing dedicated cabinets and hardware for every title. In the US corners had to be cut which meant that the tech that went into arcade titles was very scaled back and based on systems not much nicer than the PC's available in homes. All of the atmosphere and technology from the Sega games couldn't be reproduced with such limited resources. This did not stop the Rush series from taking a foothold and keeping Atari going. The 1997 follow-up Rush the Rock Alcatraz edition did well as did the last in the series, 1999's San Francisco Rush 2049. All of these games eventually found their way to the consoles where a generation that didn't have an arcade scene could see what they were missing out on. There were some arcade titles that never made the transition to the home, not because the technology wasn't there but because of the interesting ways the game was presented. On the next blog we'll look at one of the more obscure and odd titles in the driving genre.

Did you ever play the Rush games? Did you have a favorite late '90s arcade racer? Let me know in the comments section please. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, August 26, 2024

Rad Mobile vs Race Drivin', Japanese design vs American hardware - A 1UP classic from April 28, 2009

A few years after Power Drift Sega released another scaling sprites-as-3D racer called Rad Mobile. It was called Gale Racer to my friends overseas. The 1991 title was a coast-to-coast race set in-cockpit. At the core it was AM2's updated take on OutRun. Entire states could be cleared in seconds, there were hidden paths, multiple endings and cops to avoid! The graphics were very nice for the time but the details were what sold this game.

The arcade cabinet was an updated version of the Power Drift deluxe one. It rode on hydraulics to immerse the player further into the experience of racing. Hanging from the rearview mirror was a Sonic the Hedgehog. It was his first arcade cameo, a nod from Yu Suzuki to Yuji Naka for making Sega's console a real contender. The steering wheel provided force-feedback and on the dashboard were buttons to start the engine, turn on the headlights and windshield wipers. All of these things were used as the game progressed. It was nice seeing weather and time elements happen on the course. To help move the day and night along faster Yu logically had the race start on the west coast and had the cars run east. The tracks were all fantastic, some freeways suspended miles over the city or cutting a path through a valley. The most memorable level in any arcade racer is easily the Springfield portion of Rad Mobile.

It was the 12th stage in the game. Off to the side of the road was an open gate. The open track was welcoming as the rest of the racers had to contend with oncoming traffic. There was a rainstorm happening so they had to turn on their windshield wipers. It was right about then that racers realized they were on train tracks. Suddenly the cabinet would blair out a train horn and the player could see a locomotive bearing down on them in the rearview mirror. The fence on the side of the road would open up for a section of the track so the player could choose to jump into the streets and contend with oncoming traffic or take their chances and stay on the tracks. Of course most arcade gamers would stay on the tracks and take their chances with the train. It was a white-knuckle ride that has yet to be reproduced in any arcade racer. Best of all if you were a good enough driver you could beat the game on one credit, a rarity for most racing games.

The supercar that powered through this race was allegedly the Porsche 959 racing car. However most of my friends agreed that it looked a lot more like the Mclaren F1, although that supercar wouldn't debut until a year after Rad Mobile. Was this a case of design following culture or an odd coincidence?

A year before Rad Mobile the US was giving the arcade crowd an equally fantastic racer. 1990's Race Drivin' was the sequel to the groundbreaking polygon racer Hard Drivin'. Billed as the world's first authentic driving simulation game. It was a bit ugly and slow in the graphics department but more than made up for it with advances in the technology. Atari had closed the legacy on their arcade racing scene by leaving the free-wheeling Sprint games behind. They knew players wanted realism especially now that Badlands had shown that the Sprint formula was dead. Race Drivin' was as close as players would get to the feel and physics of driving without actually taking the family car out for a spin.

The Hard Drivin' and Race Drivin' cabinets were memorable for their attention to detail. These cabinets and controls were nothing at all like the freewheeling steering from the Sprint games. The steering wheels had rock-solid force feedback. Actually fighting the players for control if they were careening off course! The game also featured accurate gas, brake and even clutch pedals along with a five-speed shifter. On top of everything was a metal key that was built into the cabinet that players had to turn in order to start their cars. This game was the antithesis of every arcade racer ever. It rivaled the logic of Japanese design and trumped the details from any other western developer. However the tracks were anything but daily driving courses. They were designed to test your driving skill and patience. The game was very unforgiving. You would be penalized for driving off the course and every little bump seemed to cause your car to blow up. Every jump and landing had to be perfect or you'd be shelling out another quarter. The stunt and latter super-stunt tracks were the reasons why people really played the games. What good was realistic physics and force feedback steering if you weren't willing to drive the car like a mad stuntman? The wild jump and loop from the first title were blown out in the sequel. Players had to contend with a loop with the top portion cut out as well as a corkscrew loop as well. It was an amazing experience for a racing game.

Between Rad Mobile and Race Driving players could see how differently each country approached the racer. Sega would learn from Atari (then owned by Namco) and top Race Drivin'. They combined the US polygons with the memorable Japanese track designs and gave us Virtua Racing. Later on they would also give us Daytona. Atari would eventually catch up to the trends and release a series that many here hold in very high regards. Come back tomorrow to revisit Atari's last great arcade racing hurrah.

Do you enjoy realistic, or arcade style racing games? Let me know in the comments section please. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Saturday, August 24, 2024

Mai Shiranui returns in Fatal Fury the City of the Wolves...

I don’t know why but I had a massive spike in views the other day. I’m betting it had something to do with the character reveal trailer for Mai Shiranui in Fatal Fury / Garou City of the Wolves. This was a long running series and I had blogged a much earlier this year I even did some character breakdowns for the game for both new, and returning faces. Takashi Nishiyama was the Godfather of the fighting game genre, while he may not have designed Mai Shiranui, he certainly deserved respect from the entire community for the direction of the SNK titles.

I’ve never talked at length about Mai, or most of the characters in the Fatal Fury / King of Fighters franchise by SNK. I played through most of the games, but enjoyed the titles by Capcom just a little bit more. I still loved the characters, and canon they created for audiences. Mai was unique among all the early fighting game girls. The Capcom titles tended to make caricatures of the fighting arts with their cast. The difference for the SNK universe was in their costuming. Very often the Fatal Fury characters were also masters of the fighting arts, but they didn’t always dress the part. That was the genius of the SNK school of art. They hid the masters in plain sight. A world champion level boxer for example could show up in a dress suit, an assassin might sport a fur coat.

Female ninjas were referred to as kunoichi. They were normally presented with a dark outfit, and a mask. The very first kunoichi in gaming that I remember was in the game The Ninja Warriors. The Taito game used multiple screens, and featured rotoscoped animation. It was an important contribution to the genre with a shocking ending. From there on kunoichi weren’t featured very often in fighting games. I could remember Taki from the Soul Edge series by Namco. To be fair Kunimitsu was a hidden character in Tekken from 1994, she was a boss for Michelle Chang. The last new lady ninja that I could remember was Hibana from the action game Kunoichi (Nightshade) by Sega. She was the successor to the Shinobi franchise. In essence it seemed that a new lead female ninja character would appear once a decade in gaming. 

Mai looked nothing like any of the classic lady ninja characters in pop culture. She wore a bright red outfit, that revealed her bosom, and backside. Mai was anything but shy or demure. She was the heiress of the Shiranui clan. Her form of ninjitsu went back centuries, and was closely guarded. Despite protecting her form of fighting the team at SNK made sure she stood out from her contemporaries. This tradition continued into 2024 with an updated form-fitting leather outfit.

Mai was meant to be a response to Chun-Li. Street Fighter II was more than a fighting game. When it came out in 1991 it became a global phenomenon. A few months after it came out SNK released Fatal Fury, which helped keep the momentum going. Fatal Fury was more than a lucky break, it was more than a studio trying to capitalize on the moment. The game was designed by Mr. Nishiyama. He had created the original Street Fighter back in 1986. He was planning new ideas for a Street Fighter sequel, some of which would inspire Street Fighter ’89, which would later become the arcade hit Final Fight. Mr. Nishiyama changed companies and wanted to try out entirely new play mechanics through Fatal Fury.

Mai was not in the original Fatal Fury, she debuted in 1992 with the release of Fatal Fury 2. During this time Capcom was developing a Super Famicom / Super Nintendo follow up to Final Fight. The game from 1993 would introduce some new faces, among them a female ninja wearing red, and white. The blonde Maki Genryusai debuted in Final Fight 2. Despite outward appearances she was not a clone of Shiranui. Maki had a completely different move set, her costume, and sneakers were designed to parallel Guy. It was simply coincidence that Mai, and Maki had similar looks. Not only that but Mai was meant with a fighting game in mind, rather than a brawler.

Terry Bogard, and Ryo Sakazaki (Art of Fighting) were a sort of male equivalent to Ken, and Ryu, but the studio needed a strong female lead as well. From the very first day audiences knew that Shiranui was a scene stealer. There was no doubt in our minds that she was going to be the face for the franchise, similar to how Chun-Li was embraced by the global community. When it came to fan art the two female leads were in a category all their own. Capcom and SNK would play up the friendly rivalry in official art, and often present Chun-Li and Mai Shiranui as opponents. Sakura was considered a little sister clone, a jab at Yuri Sakazaki from the Art of Fighting 2. In fact Dan Hibiki was also a parody of Ryo, and Robert Garcia from the Art of Fighting. This is why they sometimes turned up in the Mai vs Chun-Li art as well.With her leather outfit the most recent version of Mai was one of the better contemporary remakes for the character. It was not the first time she was presented with a mostly black costume.

When the Fatal Fury games went to 3D many of the main characters got makeovers in the form of alternate costumes. Noise Factory developed the King of Fighters Maximum Impact in 2004. The updated looks of all the returning characters were well done, and Mai specifically had a bold new design. Her long hair had been cropped short. Her trademark red outfit was swapped to black. The occasional redraws by Tatsuhiko Kanaoka aka Falcoon were memorable.

I am a big fan of Falcoon’s art. I consider his bold style to be the BENGUS equivalent of the SNK art team. Back in 2005 the studio released two limited edition posters at the E3 in Los Angeles. I was able to get the black version of Mai for my little brother. I wish I had known about the signings both days so I could have scored the two prints.

It was great to see the Fatal Fury series continue into the 2020’s. I was glad that there were teams still passionate about the classic fighters. They were keeping the genre alive, and sharing them to an entirely new generation of fans. I’m certain that Mai would reclaim her spot on the fighting ladies Mount Rushmore. What did you think of Mai, and her new look? Were you a fan of any of her redesigns, or did you prefer her classic look? Tell me about it in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Friday, August 23, 2024

How the Sparks kept me going through 2024

Hello friends, I hope your summer is going well. Things are moving along on my side of the world. I just wanted to highlight a team that has been helping my mental state this year. I had been open these past few years about the effects that COVID-19 had with my work, professional, and personal relationships. Avoiding crowds, and trying to keep my family safe has been difficult. I discovered that going back, and emulating my artistic influences helped me reconnect with the things I loved. I was feeling a little creatively drained spring of this year. That was when I started writing about my love of basketball, and streetball art. I decided to give myself a creative challenge. I decided to draw the Los Angeles Sparks, our local WNBA team.

I knew that this challenge wouldn’t burn me out as the team had 12 members. It would be easy for me to illustrate the lineup. The last time I challenged myself in a similar fashion I went overboard. In the heart of the lockdown I discovered that drawing bikes helped my mental well being. When I wrote the blog I said I had drawn around 50 F1 BMX bikes. A few weeks later that number had grown to over 100 bikes. As much fun as I had drawing them all it also drained me creatively.

Granted there were over 140 players in the league, and I could probably crank them all out in the summer, but then I’d be back to square one. So this time around I set myself a cut off. Draw only one team of players, and leave it at that. I’ve been a fan of the league, and team since it was founded in 1997. I’d make sure to draw female basketball, and streetball characters in my sketchbook because the sport belonged to everyone. I didn’t want to be known as the guy that only drew guy players.

I might do more detailed illustrations in the future if the mood strikes me. For now I’m happy with how the team turned out. Are there any sport teams you follow? Or are there ways you can express your creativity that helps recharge your mental, and emotional batteries? I’d like to read about them in the comments section. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Wednesday, August 21, 2024

Ryu Final, the real Street Fighter III and IV, part 2 - A 1UP classic from January 31, 2008

Good morning friends, there's not much news to report today. Some family issues that I will see about later in the day, plus lawn mowing of course. Things are holding steady but right now I have to get back to work, one of the projectors blew a bulb so that's going to cost somebody money. Let's get back to the second (and final) book of Ryu Final. WARNING: if you would rather wait for the translated issue next month then skip today and tomorrow's blog. I will be talking about everything that happens in great detail.

This comic begins with a rock pile and a stick. It is a grave marker. The red headband of Ryu is tied onto it.

This story does not begin with Ryu but the lessons learned are just as important as everything we saw in the first book. This is the story of Sagat, rather the lessons of Sagat. As the story starts we see Hugo's diesel truck parked outside of a temple in the heart of Thailand. Hugo is taking swings at Sagat. Although he towers over the mighty Thai, he is unable to land a solid hit on him. Sagat is motionless and allows Hugo to throw punches that don't seem to faze him. In a fit of anger Hugo lifts the stone head of a Buddha and throws it down on Sagat. It shatters into a million pieces and this gets a reaction. Sagat takes down the mighty giant with one kick. He then remembers his life of fighting.

We are taken back to a period in time when Sagat was at his most dangerous. He had survived the dragon punch from Ryu and was recovering in Thailand. Furious with himself he takes his aggression out in the jungle. Knocking down trees and trying to make his techniques stronger. Adon watches from a distance, ashamed that the tiny Ryu could have done this to his master. Although bandaged up Sagat has a would that will not heal. He doesn't stop long enough to think about the consequences of his actions until he accidentally knocks a tree down onto a child. He takes the child to a temple where the monks take him in and try to help. The monks warn Sagat of what he is becoming.

Although he survived a potentially fatal blow he survived. Whether is was his size, his determination or his will that kept him alive is unknown. What worries the monks is the scar has been left in the Shoryuken's wake. It is not the physical scar but the emotional one. They warn Sagat that revenge and hatred is what is fueling him now. That hatred is going to eat him up from the inside, that scar will never heal if Sagat remains possessed with a desire to kill. Sagat lived for a reason, there is tremendous potential for him but he seems to miss his purpose. It extends beyond the fight. The monks say that poachers are killing and trapping tiger nearby. Sagat should be defending his homeland. So he leaves the child behind and goes into the jungle.

We see poachers stalking a tiger who instead kills one of them. Before the tiger can pounce on the other Sagat kicks it in the head and scares it off. The poacher thanks Sagat profusely for which he rejects. Sagat has found a new target for his aggression. He begins slapping the poacher all over the jungle. As he does so the scar on his chest opens up and he starts bleeding. While Sagat pauses to clutch his chest the poacher grabs a young villager from a nearby tent. It is the child that Sagat accidentally hurt. The poacher holds him hostage. Sagat throws his hand in between the gun and the child. The poacher fires a round into his hand. Sagat grabs the poacher with his free hand and lifts him into the air. The poacher fires a few more rounds into the torso of Sagat.

Sagat can easily kill the poacher but he chooses not to. He had just cause and unlike Ryu, this person was a criminal willing to murder Sagat in cold blood. At that point Sagat has chosen his path, he will not let rage consume him, he will not use muay thai as a means to have his revenge. He will not stain the name of his beloved country. The bandages fall away from his chest as he holds the poacher aloft. The massive scar on his chest has stopped bleeding. Sagat has matured as much as Ryu in the universe. He has learned many lessons and he perseveres. He is proof that even a mortal wound can be overcome.

Ryu and Oro know where their path will lead. In Ryu's memory the reader is taken to the past again to witness an important moment in SF continuity. Nakahira shows us the fight between Gouken and Gouki in all its violent glory. Ryu and Ken are young, about the age they were in Zero if not a little younger. One day Gouki just begins shooting fireballs at his brother from high atop a ridge in the woods. Gouken senses these strikes and jumps out of the way. They begin battling all over the woods in a very cinematic fashion. They hurl special moves at each other but Gouken is eventually overtaken by his brother. He is beaten and killed when Gouki punches his hand through his chest. Gouki takes the string of giant beads from the body of his brother and places them around his own neck. Ken and Ryu call out for their master but it is no good. They can barely hold themselves back but they know neither of them is remotely a match for Gouki. He warns them and then walks off. The memory remains with Ryu for a long time and now is the time to do something about it.

It is now the present and Ryu returns to Thailand for a rematch. Ryu and Oro pass a couple of teens farming near the temple. The villagers that Sagat saved many years ago are growing up. Sagat waits for Ryu, the battle between the tiger and dragon has been a long time coming. Sagat is stronger than he's ever been, Ryu has been training harder than ever. Of all the rivalries in Street Fighter this is the oldest. Nakahira tells us what happened between them during the SF III continuity. This is important because the beef was not settled in canonical terms or in the videogame, Sagat was not in III. Both Ryu and Sagat prepare for the fight with Oro and the teens acting as spectators. There is a storm brewing but neither Sagat nor Ryu will let the rain stop them. They square off and begin fighting when the lightning strikes nearby.

The battle is over in a few hits.

Both strike each other quickly, over and over, but Sagat manages to land a devistating knee. He sends Ryu crashing through a sleeping Buddha statue. Oro was the only one that was able to perceive the blows and know when each struck the other. Ryu looks beaten but Sagat takes a knee and concedes defeat. Ryu does not understand. Both men were capable of taking the fight much further. Sagat has taken a knee because his old wound has reopened. He knows now that the path of the warrior is not validated if he must fight to the death. Ryu learns that every battle does not have to end with him crippling or knocking out his opponent. He must take the fight as far as it has to go and no further. Ryu must not becomes that which he despises. Ryu and Sagat come to an understanding after that. Ryu and Oro leave Thailand. Sagat bandaged up again, the teens holding an umbrella over his head and watching an old adversary walking away. This might very well be the last time Sagat is supposed to be seen in continuity, the end of an amazing chapter in the history of fighting games.

Ryu and Oro make it to Japan where they reunite with Ken and Sean. Ken and Ryu prepare to end another chapter in the series. They set fire to their masters temple. It is a majestic castle that has been in the background of every Street Fighter game. Sadly this is the last time we shall see it standing. Ryu and Ken square off to determine who must challenge Gouki as their dojo burns in the distance. Ryu connects with one well placed strike. Suddenly the temple explodes and collapses. Gouki descends on a pile of rubble. The two great warriors pause to study each other.

In a way it is funny that the path Ryu has wandered on for years takes him back home. Gouki finds irony in the little boy he saved has grown into a capable warrior. They both laugh a little. It is the only time you will ever see a smile on Gouki, it is slightly unnerving. Ryu tries to catch Gouki with a dragon punch. Gouki grabs Ryu's hand and crushes it.

The fight is brutal and although Ryu has grown and learned a lot in the past few years he is still no match for Gouki. Gouki beats Ryu and hits him with the legendary Shun Goku Satsu or Instant Hell Murder. The finishing strike is a punch through the chest, just like he gave his brother and master. To make sure that Ryu is done for he drops a fireball from the hand that went through him. This explains the flash of light that you see at the end of the videogame version. Ryu spits up blood in the face of Gouki. He is wiling to return the favor in kind and do something that his master was not willing to. Ryu places his palm on the side of Gouki and shoots a fireball right through him. Gouki pulls his arm out and both men stagger back.

Ryu is bleeding profusely and wonders how Gouki can remain standing. Gouki tears off his gi and we can see the gaping hole in his torso. Gouki is hollow inside, he has been completely consumed by the Dark Hadou. All that remains is a rage-filled shell of his former self. Ryu curses the monster for killing his master and killing himself.

They strike each other once more. Gouki connects first. As soon as Ryu hits the face of Gouki he becomes consumed by fire. Gouki turns away from Ryu and staggers into the flames of the burning temple. The demon is defeated but at the ultimate price. Ryu collapses and Ken runs to his side. He is unresponsive as Ken yells his name. Ryu is dying.

The epilogue. We see Alex sitting in an alley, distraught. Earlier that day he had a match with Ken at Madison Square Garden. Alex was a big up-and-coming fighter in the MMA circuit. In SF canon he even knocked out M. Bison in a MMA fight. He gives Ken a good battle in the final but is ultimately defeated. Alex is disappointed in himself, not for losing to Ken but because he realizes that he is still not strong enough to fight Gill, whom he really wishes to battle and avenge his family. Alex's adopted family finds him sulking in the alley and helps him. A few days later Alex seems to be doing better when he runs into Ken and his family. Ken advises that the only way to get better is to go around the world and learn from the best. Little Mel reaches out and gives Alex the red headband of Ryu, knowing that Alex respects the legendary fighter greatly. Ken and Alex part ways.

We see Alex months later in the hills of Japan. We assume that he has already done extensive traveling. Learning from Birdie, Zangief and Adon as per the canon. He stops at the ruins that was formerly the temple where Ken and Ryu trained. It is a sad scene now, nothing but rubble remains. There is a pile of rocks marking a grave and a post. Alex kneels and ties the red headband to it. He wishes that he could have learned from the best, to have sparred with Ryu once.

We see a silhouette appear on the horizon. We don't know if it's a memory or Alex's imagination. He turns around.

Ryu is standing there, smiling. His hair unkempt. A large circular scar on his chest.

THE END.

Now do you know why I am so critical of the Udon books? Why can they not write or draw anything as epic as Ryu Final? So what can we make from the end of this book? Well aside from the near-impossible surviving from a punch through the chest we can take many things for the future of the series in canonical and videogame terms. His surviving a death blow was foreshadowed by Sagat at the beginning of the book. Ryu returns not as a messiah but as a true martial artist. Ryu has learned to harness the power of a killing strike in his Fist of the Wind and seems to have finally completed his journey. From this point on he should hold a place of great importance in the universe, the transition from fighter to master. From this point on Ryu is no longer the intro into the world, or should not be. I am speaking in manga and videogame terms. From this point on Ryu should be something more... What should we expect if Capcom creates a true Street Fighter IV and not a II.5? 

As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
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Monday, August 19, 2024

Ryu Final, the real Street Fighter III and IV - A 1UP classic from January 30, 2008

Welcome back friends. We're here to talk about Ryu Final, the last book Masahiko Nakahira created for Street Fighter. The book was set in the SF III continuity, to be precise it is set during 2nd Impact: Giant Attack. Nakahira never did a SF II book for Capcom, those were covered by Masaomi Kanzaki and Mami Itoh. So how does Nakahira's story go? How does it progress? If you read it once then go back through you'll notice that everything that went into this story was done so deliberately. Every character, location, fight and moral was done with forethought. Nakahira is a genius when it comes to plotting the events of his book. He doesn't just plot out a linear story but carefully intersects flashbacks which keeping you turning the pages. The weakest part of his story is better than anything I've seen with Udon. Overall it is perfect storytelling and great art combined. Let's touch on the events of the first collected book.

This comic begins with a rock pile and a stick. It is a grave marker, but for whom?

Ken and Ryu are much older, stronger and wiser than when we last saw them. They are possibly at the peak of their abilities. Ryu begins the tale, he is training in the shadow of his old dojo. He remembers the lessons learned from his master Gouken. Nakahira presents Ken and Ryu younger than they appeared in the Zero books, as young as they appear in some Udon flashbacks. The sage advice is not lost on Ryu as he remembers, in Jedi style, that he and Ken are part of the living, breathing world, not apart from it. It is up to Ken and Ryu to catch a falling leaf, the task sounds simple but has profound meanings. In almost all the Nakahira books you see a big oak tree and leaves come up time and again. The leaves and lessons of Gouken also return in the ending credits of SF III: 3rd Strike. The cycle of growth and change, the eternal strength with roots deepening as they grow. The hard training of Ryu and the trees that shake with his blows are inspired by actual accounts of Mas Oyama's tremendous power.

Ryu is fully confident in his abilities and decides it is time for him to return to the circuit and prove himself. His first stop is San Francisco where the understudy of Ken, Sean, taxis Ryu to a yacht. Young Mel, the son of Ken and Eliza is crying because he's afraid that Ryu is going to beat his father. After a few formalities the classic rivalry gets underway. The outcome isn't even close. Ryu is soundly beaten by Ken and can't even manage to get a hit in. Somehow his best friend and rival has surpassed him. Ken has worked harder than Ryu and has become a true martial artist. The reason is told in flashback.

Ken had challenged the man-god Gill and was beaten within an inch of his life. He came to the realization of his purpose as he was lying in a pool of his own blood. He could not allow this defeat to happen, he would never allow himself to be defeated in combat by anyone. His life was not forfeit as he remembered his wife and son. They were his foundation and Gill be damned for trying to sever those ties. The fight became a stepping stone for Ken. From that point on Ken realized he was not only fighting for himself, but for his family and with that conviction he would never fail them. With his remaining strength he leveled Gill with a dragon punch and did the same to Ryu. A clear-cut victory.

The scenes and plot with Gill were covered in the shortest span of time. Nakahira knew the important part of the story was not in trying to explain the plot of SF III but instead allowing the reader to discover how much the cast had grown. Ryu walked away from the encounter a little humbled but grateful. He knew now that he had room to grow. So he said farewell to his friends and set out again. While sleeping in a park he was awoken by Oro, who was trying to walk away with his duffel bag. Ryu tries to teach the old man a lesson but is instead beaten by the aged master. To make things fair Oro even puts one hand behind his back and still manages to beat up Ryu. FYI: remember that Capcom has been trying to use a one-armed boxer in their series because their template for SF II, the Master of the Flying Guillotine sparked the idea. Ryu becomes progressively angry with his aged opponent and finally decides he's had enough. Ryu tries to counter with a fireball but he is instead knocked silly when Oro unleashes a massive Yagyou Dama, or two handed fireball the size of a Volkswagen Beetle. It turns out that Oro was testing him. Hoping to find a student worthy to train. Ryu is the one and from then on he is under the hard tutelage of the 140-year-old master. He begins by making Ryu carry a massive boulder on his back with Oro riding atop.

At this point of the story Ryu has pretty much hit rock bottom. This is important because he must be rebuilt as a person and as a fighter. The battles he has had in the past, against opponents like Sagat and Vega should have made more of him. Instead he is still locked in the rigid system taught to him by his master and unwilling to progress. It is up to Oro to show Ryu his true potential or kill him in the process. Somewhere in Germany Ryu's first battle turns out to be against the giant Hugo. The battle is brutal on Ryu as Hugo dominates him for most of the match. Pounding him into the ground and throwing him like a ragdoll, Hugo is a force of nature against Ryu. Nakahira uses exaggerated perspective to make Hugo appear 20 feet tall rather than the 7'8" he is. This is in the same dramatic technique that Tetsuo Hara would do to make gigantic opponents for his Kenshiro to battle. After losing for most of the match Ryu is able to defeat Hugo with a well placed dragon punch to his stomach.

It is not easy for Ryu to win battles. Unlike the Udon books where fan-favorites can knock out opponents in one hit, nothing comes easy in the Nakahira books. This importance of this fight is to show him, and the reader, that there will always be bigger and stronger opponents waiting for the challenge. Ryu will always bring out the best in his opponents and he can't always out-muscle them. The moral of the Hugo battle is that strength is tempered by technique. Ryu continues his training with Oro from there, having earned the respect of Hugo and Poison. He travels south and eventually encounters Yun and Yang. The brothers are brash and inexperienced fighters. The determination of the young kung-fu masters is a parallel between Ryu and Ken's legacy. Even though Yun and Yang are beaten by Ryu they will not quit. Ryu is reminded of how stubborn he was in his youth as well. Yun and Yang establish the core of the Ryu story.

In flashback we see a young Ryu, much younger than he's ever been presented. His build is skinny, his hair unkempt, but he has a determination that impresses Gouken. He wants to prove that he is worthy to learn under the master so he says he will strike out to chase away a bear terrorizing the local villages. Gouken discovers his bloody duffel bag a few days later. Gouken fears that the bear has killed Ryu. This adventure, like much in the life of Ryu is inspired by the fictional retelling of the life of Mas Oyama, better known as the Karate Baka Ichidai anime. In particular the battle here is between Ryu and a dangerous bear, the same thing that happened to Yoshiji Soeno in the cartoon. We catch up to Ryu in the woods and see that a bear is indeed slashing at him ferociously.

The bear pounces on Ryu and is about to finish him when he is struck from behind. The force of the punch travels through the head of the bear and stops inches from the face of Ryu. It is a wild-haired Gouki that has saved Ryu and killed the bear. Gouken arrives to take Ryu away. Gouki cares not for man or beast, saving Ryu was an afterthought. It was that day where Ryu saw the face of evil. He saw that the techniques he wanted to learn was lethal in the wrong hands. These were techniques that could easily be used to kill if left unchecked. In present time Ryu thanks Yun and Yang for the fight and hopes to see them again someday. Like they Ryu has room to grow and many more battles to come.

The next battle Ryu faces is nowhere near as easy as the battle with Yun and Yang. Dudley the boxer, the undisputed heavyweight world champion, wishes to challenge Ryu. You would think that with Oro as his new master he would have become a better fighter by now. Dudley beats the tar out of Ryu and has a counter for every move. Ryu is simply not fast enough to catch the champ with his guard down. Even his dragon punch is caught and countered. Round 1 goes to Dudley but Ryu will not stay down.

This is the abstract part of the book, the weakest reason for a character to be introduced. Elena is brought in an aside and doesn't fight in any way. She is in Africa, a continent away from where Ryu is. Yet she, like every other fighter in the world is connected. It all goes back to the lessons that Gouken planted into the young Ken and Ryu. They are part of this living world, their roots have grown deep and they have more potential than they realize. It is up to them to wake up to that and release their true potential. With that Ryu comes to his senses and catches his second wind. The leaves in the mighty oak tree in the background shake. Ryu plants his feet and prepares a new fighting stance. Oro and Dudley are intrigued at this newfound intensity in Ryu.

Oro wonders how Ryu will face his opponent now. Dudley is the culmination of the boxing arts, possibly the oldest fighting arts in the world, dating back thousands of years. Boxing is a refined sport, called the sweetest science by practitioners. Embracing the culmination of the art Dudley represents a fighter in the purest sense of the word. He is taller than Ryu and has a longer reach than Ryu, there is no way he can get caught by Ryu's blows. A pure fighter cannot be defeated by traditional strategies and technique. Ryu has learned that he is not fast enough for a special move, he has also learned that he can't always out-muscle his opponents. In order to evolve he must be willing to change his strategy. He decides to use the force of a killing strike but use it in a new way. In one strike they go at each other with everything they have.

Dudley was aiming for the head of Ryu and failed to notice that Ryu's punch was headed for his hand. Ryu has learned to harness the power of a killing strike but not in the way that was used against Sagat. The force of the blow destroys Dudley's boxing glove and breaks the bones in his arm. The force of the blow also travels through Ryu's arm and tears part of his gi off. Ryu remained grounded and the remaining energy returned to the Earth. Dudley concedes defeat. Ryu has learned the fist of the wind, a technique unique to him. He is now ready for an even greater challenge.

End of book 1.

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