Showing posts with label data east. Show all posts
Showing posts with label data east. Show all posts

Thursday, July 30, 2020

The Street Writer Podcast, Episode 12

The brawler series heats up as some of the absolute best brawlers of all time are released in the same year. Will Konami, or Capcom be crowned the king of the brawler?


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Friday, May 27, 2016

The Abridged History of the Brawler, part 25


The following games found a balance between the traditional side scrolling mechanics and the free-roaming brawler. They too featured wave after wave of opponents to battle but offered new ranged game mechanics to do so. Players no longer had to wait for an opponent to come to them, they could instead pace out the advancing bad guys with some well timed projectiles. We'll begin with the one that combined animé stylization with side scrolling action.


Namco's Rolling Thunder from 1986 was not a typical run-and-gun game. Instead players had to carefully track through an enemy compound while shooting or avoiding hooded sentries. Players could jump up or down to platforms and even sneak behind fences or inside of doors to evade captors. Although the game was still set in 2D, being able to interact with the environment gave players the illusion that there was height and depth to the levels as well. It also added a bit of a puzzle playing element to the shooting mechanic. Players did not have unlimited ammo so simply running and shooting was out of the question. Players could save up machine gun rounds between levels by shooting only when they had to. What the main character, the super spy named Albatross, lacked in this game was the ability to perform close range combat with the bad guys. That gameplay element would be introduced a year later by Sega.


The original Shinobi had very similar play mechanics to Rolling Thunder in that the character could jump to different levels and avoid enemies and strike from a distance. Joe Musashi used ninja stars to strike but could upgrade to a pistol. The game was unique for its use of a magic system which could wipe opponents off of the screen or do tremendous damage to a boss character. Both Shinobi and Rolling Thunder would stay popular with gamers and sequels would be released on arcade and home consoles.


The ninja was beginning to develop a following in the US and by 1988 two major ninja games were released. The brawler Ninja Gaiden I had featured previously in this series. The second was the side scrolling action game the Ninja Warriors by Taito. As the game allowed two-players on screen fighting against opponents at the same time it could be considered a brawler. What made this game remarkable was that it was the second game that Tecmo released that was two monitors wide, the previous one was Tecmo Bowl from 1987. Ninja Warriors was a brutally hard game. Players had to have an absolute sense of range and timing in order to get very far into the game on one quarter The ranged ammunition, the ninja stars, were limited and there were no weapon upgrades. Players could wait for opponents to reach them and then cut them down with a short sword, but that also put them at risk of having opponents reach them from behind.


Visually the game was impressive. The levels were highly detailed and the sprites were large and well animated, I want to say that the moves were rotoscoped for how fluid the animation looked. On two displays it was like being the hero in a widescreen movie. However that sensation would be short lived. The Ninja Warriors was the first arcade game where I felt as if the ending were a hollow victory. I do not mean the poor translation in the credits either, the part that read: "A revorution broke out. And everything became to and end. The troubled country seemed to be finished by the death of the wicked machines. But the peace did not came."


Instead I refer to the defeat of the military dictator. He was a fat military character that was groveling and running with fear inside of his palace. He was impervious to ninja stars so players had to walk right up to him and cut him down with a knife attack. He went down with one stab, not very final boss-like at all, what came next would shock and sadden me. Some general, whose face was hidden in the darkness, pressed a red button, detonating a bomb hidden inside the robots, flattening the palace of the dictator. I was stunned. There would be no sequel, no chance to continue the adventure. The heroes were disposable. By extension the players felt the same way as well.


That same year another Japanese studio made players feel like real heroes. Bad Dudes vs. Dragon Ninja was released by Data East and had some of the best two-player side scrolling combat in any brawler. In fact when I did not mention this title early on in my brawler series my friend was upset. He was wondering how the "Double Dragon" of 2D side-scrollers could be left out. I told him that I would actually be saving this entry for when I spoke exclusively to the 2D brawlers that helped define the genre. What Bad Dudes did was more than define the genre. They set a standard for the Japanese pandering to young Western male gamers. President Ronnie, who happened to look a lot like the popular Ronald Reagan, was kidnapped by the Dragon Ninja clan. It was up to a duo of street fighters to save him. If that wasn't a premise for a low-budget 1980's action film then I don't know what was!


Bad Dudes was a better version of  Kung Fu Master and Vigilante. To show off the pedigree Data East even made Karnov, the first boss in the game. The famous strongman and fire breather was one of their earlier arcade stars. In Bad Dudes players fought waves of ninjas approaching from the sides, and could jump to different platforms to continue the adventure similar to Rolling Thunder or Shinobi's mechanics. Players could get knives or nunchaku's for weapons, however their best strikes were dished out with bare hands. The characters could charge up a punch by holding down the attack button and then release it once their character was glowing with energy. The force of the punch would actually send an invisible shockwave through the air, knocking down any ninja that was at least 2/3 of a screen or closer. This worked well on boss characters and large groups of opponents. Players could kick ninja stars out of the air, knock opponents off ledges and do all sorts of over-the-top moves.

The only game that could have possibly topped this game for action and impossible stunts was another one by Data East. Most brawling fans might think I was referring to Sly Spy, the 1989 title that gave Rolling Thunder a run for its money. The game even began with the secret agent jumping out of an airplane and shooting at terrorists while free falling over the White House! However like Shinobi and Rolling Thunder the game was a 1-player affair.


The title that tried to outdo the Bad Dudes was called Two Crude Dudes aka Crude Buster. The 1991 title had a completely different art style, one which did not settle with most fans of the original Bad Dudes. The characters were large, brightly colored, mohawk wearing bruisers, fighting to save a post apocalyptic New York. It was as if the Japanese were trying to make a game that looked like a comic book, complete with word balloons during strikes, only they had no idea how American comic heroes were supposed to look or act. The game allowed the Crude brothers to interact with the scenery. They could lift and throw cars at opponents, yank street signs out of the ground and swing them like clubs and even knock down buildings The game pandered to every insignificant detail the programmers knew about the USA. There was graffiti on the walls, a fallen Statue of Liberty and even a KISS knock-off boss in the first level. The problem was that the game might have been appealing to pop culture from 1981, rather than 1991.


The other side-scrolling Data East games would fare better because they would be based on licenses. Before the company ruined their good name with the abysmal Captain America and the Avengers game they released Robocop. The 1988 title was based on the hit movie and featured locations, sound bites and villains right from the film. Players could shoot or punch opponents, they could even get different types of ammunition as well. The film and game based on it were so well made that Sega poached the concept in ESWAT a couple of years later.


Just as they had released a one-two punch with Bad Dudes and Two Crude in 88 and 91, so too did they follow up their run-n-gun attempt with Robocop 2. The sequel played out as you would expect, the publisher took some liberties with the characters and locations but followed the general direction of the movie including turning Cain into the nemesis. The game was actually more like a brawler as it provided 2-player action and free roaming levels. The game was notable for the limited use of depth in the game. If the two player-controlled Robocops came at the intersection of a street or an alley, they could actually shoot at opponents in the distance as well as those to the immediate left or right.


Licenses were hot for many of the arcade brawlers, one of the biggest licenses from 1988, Superman was again developed by Taito. Unfortunately this arcade game was very simplistic. It was a 2D brawler that had side scrolling levels where Superman could kick and punch his opponents as well as flying levels where he could shoot his heat vision and even energy punches at meteors and helicopters.


The reason I would consider this a brawler was because it was actually a 2-player game. The second person could play as "Red Superman." He was nothing more than a palette swap of the original character. Same powers, same strength, same everything. Which was a shame really. My brothers and I would pretend that he was actually Valor, an alien from the far future that had powers and abilities that were comparable to Superman. DC had actually featured Red Superman characters for some time, not including Shazam / Captain Marvel. The best part of the game was probably the soundtrack which was a digitized version of the classic John Williams soundtrack.


A slightly better 2D brawler based on a comic book appeared in 1991. SNK published Eightman, a game based on a classic manga and anime character. Eightman was a cyborg that could move super fast. He was defending humanity from rogue robots and cyborgs. The character was very influential and helped inspire cyborgs like Robocop and even some of the villains in Mega Man.


The game had a unique power up system which allowed Eightman to gain stronger attacks and even get screen-clearing moves. Player-2 in the game took control of Nineman, the red palette-swap version. The two fought in futuristic landscapes. On some stages of the game they ran quickly along the ground, racing cars and fighting other high speed villains. It was a great effect that was even better than the flying sequences in the Superman game.


Post 1991 the side scrolling brawler, run-and-gun and even hack-and-slash were not long for the arcades. The formats were kept alive on home consoles through the early 90's but trends were quickly shifting. The next blog will highlight the last great hurrah from the hack-and-slash brawlers. I hope to see you back for that. As always if you enjoyed this blog and 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, April 13, 2016

The Abridged History of the Brawler, Part 6



The start of the new decade, 1991, was a gold rush. Every arcade company wanted to make their fortune on a brawler. Data East saw the runaway success that Konami enjoyed with their licensed titles and decided to secure a high profile Western license for themselves as well. The result, Captain America and the Avengers, was without a doubt the biggest quarter-waster my brothers and I had the misfortune of playing.

The game featured Captain America, Iron Man, Vision and Hawkeye taking on the Red Skull and a collection of villains from Marvel Comics. Unfortunately the people at Marvel seemed to have little creative control once they signed up with Data East. The game played as if the Japanese developers flipped through some comic books in the lobby of Marvel studios and then never looked at them again. The character sprites were small and not detailed, possibly so players in the USA would not be offended by the gross disregard to the legendary designs. Playing as the characters was fun, I am not going to lie about that. Each character had ranged attacks and close up strikes. The first time I threw Captain America’s shield into the head of a robot and watched it bounce back to me I was quite giddy. I’ve enjoyed almost all of Data East’s arcade releases however this game left me disappointed.


The game ate quarters like mad. Every strike from rivals seemed to eat up health at an alarming rate. Quite honestly it probably ate quarters faster than P.O.W. Back then SNK had an excuse, the genre was just getting started. The line between difficulty for the sake of challenge and difficulty for the sake or ripping off players hadn’t been established yet. Data East had no excuse. Once they were out of health the characters would drop to their knees and exclaim “I can’t move…” at which point my brothers and I would yell out “Feed me another quarter!” The more time I spend talking about this game the more disappointed I get. So let’s move instead to another company that let me down and then redeemed themselves in the same year.

My friends know that I am passionate about Sega games, however D.D. Crew, the first traditional brawler from the publisher left me cold. Visually it was impressive. The size of the sprites, the level of detail and animations were pretty good. However watching Sega appropriate early Hip Hop culture and try to make a brawler “urban” and “street” was painful to watch, or rather listen to. The soundtrack consisted of an endless loop that sounded like a rip-off of a Whodini song with Tracy Morgan saying “Shut up already” over and over.


The game was as formulaic as it could be. There were four named characters, the buff King, the cool cop F.F., the black boxer Buster (possibly named after James “Buster” Douglas for which Sega had just released a Genesis game) and the elderly kung-fu master Gung Ho. They fought wave after wave of typical baddies on a way to fight yet another crime lord. The nonsensical phrases the bosses spouted off was laughable. There were two things I did enjoy with the game, the level set atop of a cable car which was great design. Too bad they had to fight a Bruce Lee clone. The other thing I enjoyed was being able to hurl opponents straight up in the air and watch them come crashing down a few seconds later. Other than that the game didn’t hold my attention, or the interest of the rest of the public for that matter. Sega managed to do far more for the genre in a game on a platform with less memory and processing power that same year.


Streets of Rage by most estimations, or at the very least the passionate Sega community, began the best console brawler series ever released. The variations on the formula were subtle but well executed. There were three playable characters, all undercover police officers and one of which was Blaze, a female cop. A strong female lead in a brawler hadn’t been seen since Tyris in Golden Axe. The three characters played more or less the same. Sega did not follow the conventions of having one being the slow strong one, the small fast one or one in the middle. Those character archetypes would be featured in the sequels.

Streets of Rage was a great game. The officers were on the trail of a crime lord. They had to beat up the gangs he controlled in order to get to him. The city was slightly futuristic and fairly original. I always felt that the rival designs were poached a bit much from Final Fight but it was still a great game. Where it innovated was in the use of crowd clearing moves. Players could earn special attacks which consisted of radioing for backup and having a cop car shoot a round of flaming mortar shells which rained down on opponents. This acted similarly to the magic spells in Golden Axe which affected all opponents on screen. By comparison Final Fight and other brawlers featured characters that could perform a crowd clearing move at the cost of some health points. I enjoyed the Sega mechanic much more.


1991 started out a bit rough for the arcades but things quickly improved. While not all the titles were winners, the majority were memorable. Sega showed that the arcade was no longer the exclusive domain of a great brawling experience. They managed to pick up where River City Ransom left off and brought the brawler into glorious 16-bit life at home . As for Capcom and Konami the rivalry to claim the title as greatest arcade developer would reach a fever pitch. The next blog will look at the single greatest year that both studios had in the arcade. As always if you enjoyed this blog and 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, April 1, 2016

The Abridged History of the Brawler, Part 1


The Brawling genre, also known as the Beat-Em-Up among arcade aficionados, has been a part of gaming history for over 30 years. Players can identify the genre thanks to some trademark elements. The games traditionally consist of one or more players taking on waves of opponents using mostly punches and kicks. Players can usually pick up health and weapons along the way. At some point a boss or sub boss appears to fight the players. The game basically repeats this formula until the end, or until the player runs out of continues.

Some of the most enjoyable gaming experiences are connected to long-running titles, many of which are saturated with murder, violence, tragedy and revenge. The genre remains popular despite the (sometimes) graphic content because the titles are among the easiest to get into, play and enjoy. The mechanics of a great brawling experience are rooted in very simple gameplay elements. A joystick and two buttons are usually all that is required to begin playing, navigating and interacting with any number of virtual worlds. A player that has mastered one good brawler has probably experienced the best elements of all of them. The key to the success for most in the genre has been accessibility. The fantastic premises, over-the-top characters and simple control schemes could make players feel like they were literally taking on the world. The repetitive nature of the combat system and sheer number of opponents made gamers believe that they were advancing through a rich narrative even though the gameplay remained the same from beginning to end. These lessons would be applied to other genres and helped shape the gaming industry. However before we talk about what became of the brawler we have to go back to the beginning. Where did the brawler come from?

The brawler as you can imagine is closely related to the fighting game. Traditional one-on-one combat was made popular in Karate Champ, released by Data East in 1984. This game established the concepts of traveling to challenge other masters, two-player vs combat and even mini games to break up the monotony. In 1985 the concepts behind Karate Champ were expanded. New narratives, fighting mechanics and character designs were explored in Yie Ar Kung Fu. Released by Konami this new game had more in tune with modern fighting games. It featured a colorful cast of masters in different styles of kung fu, instead of the singular karate style from Data East. Most of the rivals had fantastic abilities such as being able to fly through the air.

These characters were inspired by archetypes featured in kung-fu cinema and based on legendary heroes from past dynasties. Some of the masters in Yie Ar used weapons against the players, adding a bit of a challenge and forcing the player to adapt to those styles of combat. The addition of digitized voices, spouting one-word statements, helped add dimension to the game. Both Karate Champ and Yie Ar Kung-Fu predated the original Street Fighter by years. They made player vs computer combat possible and more important, entertaining. They helped lay the foundation for brawling games however they were not the biggest influence on the creation of the genre.

If you were to poll a gamer old enough to remember the golden age of the arcade what the first brawler was there would be an almost unanimous title. Double Dragon, developed by Technos and under license from Taito, was released in 1987. This game heralded the introduction of a genre that would explode in popularity and then fade quickly as the arcade and home console markets transitioned through the late 80's and early 90's.

The game was unlike anything that arcade visitors had ever seen before. It began with a scene of a girl getting punched in the gut and kidnapped by a gang of pseudo-futuristic thugs. This intro was shocking to most gamers. It gave young gamers a dose of sex on top of violence as the pixelated panties of the damsel were clearly visible as she was thrown over the shoulders of a gang member. Right after the kidnapping the main characters Billy and Jimmy Lee appeared from a garage to chase down the attackers.

The rest of the game was a textbook example of brawling design. Rival characters fought with certain techniques, the larger characters had greater range and could often do more damage to players so they had to be kept at bay. Smaller characters could be rushed by players. Players could even battle female gang members. It was the first equal opportunity brawler! The control was simple, there were only three buttons; jump, punch and kick. Players could move in any direction on the screen but their character would always face either right or left. The same thing applied for opponents. This allowed the player to focus on attacks on a 2D plane and not worry about directional attacks from below or above the character. The fighting system was quite robust for only using a few buttons. A player could switch between punches and kicks and find which combination of attacks worked best to drop different sized opponents. Players could stun rivals with a punch and then throw an elbow at an opponent sneaking up behind them, then return to the original attacker with a kick. Players could even perform grapple attacks by pressing toward opponents and pressing the right action button. The player could grab the opponent by the hair and smash a knee into their face or perform a judo throw and toss the opponents over their shoulder. Players could also interact with the environment, such as throwing objects at opponents and even take weapons from rivals to use against them.


Visually the game was vey stylized. Characters didn't quite have Eastern animé or Western comic book proportions but instead something in the middle. The muscles were exaggerated on most of the characters and especially on the rival characters to make them appear more imposing. Each character was given a solid color choice to make them easy to identify on screen especially when a half dozen or more characters were engaged in battle. The world of Double Dragon was urban and just a hint futuristic with the choice of gang outfits and vehicles on the stages. The stages and environments shifted from the streets to the countryside and even the underground of the dystopian world. Players could take advantage of the level designs and throw opponents into rivers or down spike pits. The changing scenery and interactive environments would become a staple of all brawling games. Players felt as if they were on the ultimate quest for revenge as they battled nonstop through a city. For young gamers, especially boys, the experience could be exhilarating.

Gamers assumed the role of the ultimate tough guys. They fought off wave after wave of gang members coming at them from every direction. Using everything they could to fend off attackers and fighting just as dirty as their opponents. Double Dragon allowed players to turn into digital representations of martial arts movie stars and live out the fantasy in one extended battle sequence.



Unlike the legendary non-stop 4 minute fight sequence featuring Tony Jaa in the film Tom Young Goong aka the Protector, many brawling games were anywhere from a half hour to an hour of nonstop fighting. This level of intense engagement (and monetary investment) gave players that beat the game a strong emotional attachment to the characters and title itself. Yet most of the seasoned arcade players would be surprised to learn that Double Dragon was not the original brawling game, at least not by the definition we’ve explored here.

This series will go over some of the most important, some of the worst and some of the most unique brawling games released over the past three decades. The series is in no way meant to be comprehensive or even cover all the sub-genres associated with the brawler. Additionally this series deals mostly with the original titles and will rarely bring up sequels. The blogs will go chronologically through the years, so if I fail to bring up a title please be patient. Chances are I'll mention a few fan-favorite games through the course of the series. Next time I shall talk about the brawling game that predated Double Dragon and got a generation started on beat-em-ups. I hope to see you back for that. As always if you enjoyed this blog and 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!


Wednesday, March 30, 2016

The Abridged History of the Brawler, a pre-rumble...


Over the next few weeks I'm going to be looking at one of my favorite all-time genres, the Brawler. This was originally a series that I ran on 1UP but I decided to revisit it and update a few entries. Now note that I call the genre the "Brawler." Other people and game sites call the genre "Beat-em Ups." But those people often call fighting games beat-em ups as well. I would contend that the fighting game and the brawler are actually two completely different genres. A fighting game is traditionally a one-vs-one game. Whether it's two martial arts masters, or a robot versus a demon or two dinosaurs going head-to-head, there is always one player versus another (sometimes a PC opponent instead). That is by my definition a fighting game. There are usually a few things that most fighting games have in common. There is a scoring system, a way to track health and often a time clock or ring out rule as well. Again the fight is usually one on one. There is the rare exception where the original Fatal Fury actually allowed two versus one battles and it would still be considered a fighting game. For the most part however a fighting game is one vs one.

A Brawling game however is one or more versus many. The Brawling game usually revolves around unarmed combat. In some cases a character may pick up a bat, knife or gun along the way but a weapon usually does not last after a few uses. The difference between a Brawler and an action game, such as the Capcom arcade classics Black Tiger or Strider, is that a Brawling game allows two or more people to fight against waves of opponents. In at least one arcade game there was even a chance for six teammates fight against the bad guys or a single bad guy. This game would still be considered a Brawler. There are other genres that are cousins of the Brawler, the Run-and-Gun, also called the Action Shooter features characters that fought with guns and modern weapons instead of bare hands.

Also the Hack-and-Slash game is a brawler featuring classic swords and melee weapons instead of bare hands. In terms of popularity the Brawler had a quick climb to the top, in fact of all of the games I will be talking about the majority happened within a few years, from 1990-1993. Then they all slowly faded away. The brawler was eclipsed by the rise of fighting games. The genre never completely faded away but instead it slowly evolved. It would find waves of popularity in countries with developing PC markets like Korea and China. The core mechanics of the brawler would even become adapted into other genres. I will highlight many games and try to point out some things that made each game unique.

 

The Brawler, just like every other genre, came from somewhere. The early generation of arcade hits were inspired, if not outright stolen, from comics and movies. These games would then become adapted to the home consoles as a sort of faded copy of a familiar idea. Star Wars, Star Trek, various anime shows, manga and comic books all had a hand in shaping the history of game designs. The developers on the first batch of action titles often looked at action movies for inspiration. There was a lot of crossover to influences for the early action games, fighting games and brawlers. The action movie star was often a kung-fu expert. After all if you are going to have a story where one person can take out an army of opponents then they better know how to fight. There was no bigger star on the planet than Bruce Lee, at least this was the case back in the '70s. The young developers in Japan and the United States would have been greatly influenced by the man and his movies while growing up. When they started working on the first wave of action arcade games, almost a decade later, then there was usually one person they all looked to. It didn't matter how the artists colored or animated the early sprite heroes, there was something very familiar about the way they appeared...


The presence of Lee actually worked in favor of these early games. We had an actor and martial artist that dressed in very clean and easy to read costumes in his films. The shirtless hero with dark pants would pop up on various character designs. When the early arcade and console systems had limited memory to work with then simple two-color costumes were perfect designs. Of course Lee's signature yellow jumpsuit with black stripe from the film the Game of Death would become iconic as well. The costumes that Lee wore, his haircut, stance and moves would influence character designs for the next few generations. From some of the earliest 2D fighting game characters to some of the first 3D fighting game characters, even the Flash-based fighting games and hybrid 2.5D fighters all had a Bruce Lee clone. Some of these were subtle nods to the actor but the majority stole his likeness.

 

Lee moved with a quickness that had never been seen before. He punched and kicked so fast that it was a blur on screen. These would be elements that would become adapted in the early brawlers. Resources were very limited on the arcade machines at the time, especially memory. Perhaps a character had two frames of animation between a punch and kick. This would have seemed impossible on a bulky character but a skinny fighter like Lee actually did strike that fast. Even the trademark yell of Lee, his facial quirks and mannerisms would be reproduced on many characters in fighting games and brawlers. The godfather of the brawler, the one that I believe started it all was Kung-Fu Master by Irem. It was released in 1984, a pivotal year for arcade games. The title was a subtle nod to Lee's final film, the Game of Death. Players had to climb a tower filled with various fighters, and it got progressively more difficult the higher you went. The main character "Thomas" was searching for his girlfriend "Sylvia." Of course the names were changed from the original title, Spartan X. What didn't need translating was the lighting-quick strikes and familiar yell of the hero.


The US didn't really have a connection to martial arts cinema in the '60s or '70s. The action movies that the USA enjoyed right through the '80s had a different type of violence, one which was rooted on guns and revenge. The anti-hero was a popular subject in many of the movies. As it turned out the settings were a character all to themselves. The fictional version of New York in the John Carpenter film Escape from New York lit the imagination of the Japanese studios. Cities in western-themed games had to be big, dirty and overcrowded. The walls had to be covered in graffiti and colorful gangs patrolled every corner. Japanese studios began creating impressions of these cities, based on cult films like Death Wish and Streets of Fire for the earliest and often most successful brawling franchises. Double Dragon and Final Fight were two of the biggest sellers and they introduced audiences to a modern "western" metropolis overrun with gangs.


The setup for most of the games was simple. A person of interest was usually kidnapped, often a girlfriend, a finacee and at least in one case it was the President of the United States. Seeing as how the Japanese were shamelessly pandering to Western audiences they would drop names like pop singer Madonna and Ronnie, the nickname of President Ronald Reagan, into their games. If the brawler could be compared to a film genre then it would be the cult action film. Not quite a summer blockbuster yet not lowbrow enough to be a "grindhouse" picture (with the exception of Splatterhouse that is). The Brawler was nothing short of mindless action, it was like the perfect summer movie for eating popcorn, drinking soda and turning off your brain for an hour. After all, the payoff after saving President Ronnie was getting hamburgers. It was hardly Oscar-caliber material the Japanese were interpreting.


Of course for most of these movies audiences would wonder why the cops didn't stop the bad guys. There was usually two reasons for this. The cops were either too afraid of the gangs or they were being paid off not to do their job. The gangs often had leaders and these were not the typical thug. They were instead rich crime bosses living in the lap of luxury. Sometimes they were politicians or even heads of corporations. Players figuratively and literally fought their way to the top in many of the games. As dirty subways gave way to abandoned amusement parks and crowded alleyways the player would find themselves fighting in nicer and nicer neighborhoods. Eventually they would end up in the suite or penthouse of a millionaire. It turned out that the person that was pulling the strings was often the richest person in the city. They could have had it all but instead messed with the wrong people. The punishment for kidnapping or putting a city at war was often a long drop for the bad guy.


There were many other plots to explore, many more heroes to become and many more villains to throw through windows. The brawler was and continues to be a fun genre. I hope there are a few games mentioned in this series that rekindles some memories. Perhaps I'll highlight a few that you may not have played and give you a reason to track them down. Whatever the case I hope you stick around and as always share a comment. As always if you enjoyed this blog and 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, October 5, 2015

How fight culture became fighting game history, part 42

Gouki and Silber demonstrated the price that had to be paid to be two of the best fighting game bosses ever. They were willing to fight to the death at each and every encounter. Very few fighting game characters were ever written with that level of intensity. The pair were willing to kill in order to achieve their goals. The Dictator and the other bosses were willing to do the same but Gouki and Silber did not have a different agenda. They did not want to rule the world or even a small nation. They simply wanted to be the greatest fighters that had ever lived. By their definition the most lethal art proved who had true power. This took them out of the realm of bosses and made them symbols of evil.

The lack of respect that the two villains had for human life extended to themselves. These boss characters were willing to enter a fight even if the numbers were against them. They were willing to punish their own bodies, cripple their own bones and deform themselves for the sake of mastering killing strikes. Gouki and Silber had powerful bodies but gruesome expressions. Their faces were a mockery of the humanity they left behind. In the official character are they almost looked like they were wearing masks. Their features carved by a life of constant battle. The scars that Silber wore were clearly visible but Gouki's were hidden, they were scars on his soul. When Gouki killed his own master and brother he had done damage to himself that he would never be able to undo.

The pair had achieved a level of power that few could ever hope to reach in canon. Their training was so hard that no opponent was strong enough to spar with them and live to talk about it. The two had turned to nature to push themselves further. Instead of breaking rocks and trees they began fighting predators from the animal kingdom. This legend was taken from reality itself. Mas Oyama had travelled the world, defeating masters of just about every fighting style. When he ran out of people to fight he turned to animals. He would put on demonstrations of his Kyokushin karate style by fighting a bull. He would wrestle with the bull, break off its horns with a chop and then kill the bull with a punch to the head. When the bull was examined by a local butcher they would discover that Oyama had broken its ribs in several places and had actually shattered enough bone to make portions of the animal unfit for consumption. This legend evolved to make several Street Fighter characters seem as powerful in comparison and at a younger age at that!

It was such a powerful story that one of Oyama's students played his master in the film Karate Bear Fighter. Sonny Chiba appeared in several other moves based on the life of Oyama. These movies and characterizations helped shape the development of Takuma Sakazaki in the Fatal Fury and King of Fighters series.

Oyama inspired millions with his exploits and made many people believe that they too could follow in his footsteps. However none have proven to be a Godhand since. This was the cautionary tale of karate, the master that never quite made it. This was the lesson and legend of Willie Williams. Some karate practitioners took Soeno's fight against a bear as a literal challenge. Willie Williams was one of those. At 6" 7" and 230lbs. of lean muscle Williams was an imposing karateka. The African-American moved to Japan to train and follow the path laid out by Oyama. He immersed himself completely in the training regiment and wanted to prove that Kyokushin was indeed the Ultimate Truth.

You can imagine that a tall black man in Japan studying karate, dressing in traditional garb, training in the traditional format was a strange sight for conservatives and traditionalists. Surely no gaijin could grasp the nuances of Kyokushin, the fighting spirit. Williams, and most Americans are want to believe that anything is possible and a form can be learned and understood by the people, not solely the Japanese. To prove the authenticity of the karate format and dispel the legends from the truth Williams and his trainers staged some fights. One pitted the man against a bear. News reporters were invited to capture contest on film.When news of this encounter reached the states a few die-hards like Willie Williams began training in the Kyokushin style to become fighting machines as well. Williams even staged a match against a bear for the documentary "The Strongest Karate."

The "fight" was highly debated as the bear seemed disoriented. Critics argued that the bear was clearly drugged and possibly even declawed so that Williams wouldn't have been mauled by the animal. Despite the imposing frame that a young Williams carried his strikes seemed ineffective against the bear. The press that covered the event ended up participating is what was called nothing more than a propaganda film. Williams and his instructor, sensei Shigeru Oyama (no relation to Mas Oyama) spent a lot of time trying to prove the authenticity and effectiveness of the art. In 1980 he and Shigeru were suspended from the International Karate Organization Kyoukushinkaikan because of a fight they had participated in. Williams fought Antoni Inoki to a draw. Williams had suffered a broken arm and Inoki a broken rib. The legend of Inoki grew after the battle while Williams was relegated to the footnotes. It seemed that the best he could do was inspire characters for pop culture.

Marco Rodrguez (translated to Khushnood Butt for the US) for the game Garou, Mark of the Wolves was very closely modeled after Williams. To be fair he was inspired by William Oliver, Willie Williams and Charles Martin, the three black Americans better known as the Fighting Black Kings, from the 1976 documentary on the first world Kyokushin fighting tournament. Marco had immersed himself in the study of the fictional Kyokugen (extreme) form of Karate. This is the form invented by Takuma Sakazaki and passed onto his son Ryo and his friend Robert Garcia. Marco believed in the form as the absolute best and touted its superiority with a fanatical zeal in the game, his eyes welling with pride every time he thought about the art and his master. This level of passion, combined with his moves actually being solid, enamored him to gamers. The character worked abroad despite the double stigma of race and karate fool. Gamers were able to see past those conventions because he was a reliable karate-style fighter who played like the traditional Art of Fighting heroes even within a Fatal Fury title. Marco worked very well within the game as well as canon and wasn't simply a joke character for the sake of being a joke character.

There was a world of difference between a bull and and actual predatory animal however. According to legend Oyama had once staged a battle with a bear. He did not dominate the creature and ended up fighting for his life. A version of that fight was featured in the manga and animé series Karate Baka Ichidai.The idea of a martial artist versus a wild animal had inspired many legends, but the stories themselves were sometimes inspired by actual events. In ancient tradition the heroes of a story were the ones that fought off a colossal beast. Sometimes these animals were real and sometimes they were mythical. In ancient Greece the hero Hercules was said to have wrestler both a lion and boar with his bare hands. The fabled 12 Labors included Hercules against The Erymanthean Boar, The Cretan Bull, The Nemean Lion, The Lemean Hydra and The Cerberus. These were certainly monsters perfect for a video game. Also unlike Mas Oyama the contest was not a fight for survival but a chance for the character to cement his legendary strength.

Oyama and his fans would pontificate on his karate and how it was used to defeat other fighters and other forms. Some of his lessons were based on actual encounters. He would describe in detail how his karate form was used to beat boxers and pro wrestlers from the west. These lessons would then be applied in the abstract and authors (including Oyama himself) would come up with scenarios where karate could be used against wild animals. Imagine the situation where a karate expert is ever wandering through a forest and is attacked by a wild ape. The fighter would be no match for the strength of the beast but they would be able to use their long legs to target open spots on the body. Not unlike fighting a musclebound wrestler I'm sure. The story of karate versus an ape would be used by other manga storytellers over the years. The ape would take on demonic features in many retellings and become more of a monster than wild animal when the legends became animated.

Some of the myths that Oyama shared were based on recorded history. Such as a samurai having to defend himself from a pack of wild dogs. The fighter would have to find a way to use the environment to their advantage and not allow themselves to be surrounded by the dogs. Then they would have to focus their attacks so that every strike was lethal. A miss could leave the fighter open to a counter-attack and that could be the difference between life and death. Wandering swordsmen in feudal-era Japan were sometimes targeted by bandits and these same lessons would have been used to ensure their survival. But when it came to bare handed fighting against natural predators there weren't too many success stories to rely on. Oyama had defeated bulls but he often wondered how he, or his karate form would have faired against a more aggressive predator.

It turned out that a thousand years ago there was an encounter that could go down as something too amazing to be true. The pilgrim Wu Song was traveling through a village in China. He had stopped by an in for some rest. The villagers warned Wu that there was a man-eating tiger nearby and that it was dangerous to take a certain bridge out of town, especially once it started to get dark. After a few drinks Wu thought that it would be a good idea to take the bridge and see what happened. Sure enough the tiger was there and being courageous (or crazed with booze) Song attacked the tiger. He had a stick with him but the tiger broke that quickly. Song in a fit of rage managed to get close to the tiger and kill it with repeated blows to the head. Wu Song was a character in The Water Margin. The character was fictional but many of the men and women in the novel were inspired by actual events. It was possible that a kung-fu practitioner with more ability than sense actually did kill a tiger with his bare hands. When the writer of the Water Margin heard of the legend he figured out a way to incorporate it into the series.

Oyama wasn't the first time that the man versus bear legend had been based on reality. The Bulgarian Dan Kolov was a wrestler and had to fight off a bear attack while he was out hunting. He lost his rifle for a moment when the bear was upon him, he grabbed and pulled at the bear with such ferocity that he pulled chunks of skin and fur off of the creature. Kolov was a self-taught catch wrestler, and circus strongman that was considered by some the greatest wrestler that ever lived. He regained his rifle after a brief struggle and killed the bear with a shot. With such a reputation he became a big draw for wrestling promoters. It was possible that the legend of Kolov had a hand in inspiring the legend of Zangief, who was known to wrestle bears in Street Fighter canon.

Domesticated bears had actually been used in some circus sideshows for over a century. The bears would usually only "wrestle" their trainers, because they were comfortable with them. Bears felt like they were playing and not actually fighting. In some rare cases a circus might let an audience member try to wrestler a muzzled bear. The bear would usually knock the person over and sit on them easily to end the match. But every now and then a story would come out where a person got the upper hand. This was the inspiration behind the Australian folk song about William Sinclair who defeated a bear in a match in Queensland.

It's easy to imagine that a version of these man-vs-beast myths could end up shaping the development of various fighting games. In the early days of the genre the developers did not have to go very far to bring the legends to the game screen. In Karate Champ the designers at Data East introduced a bonus stage that had fighters kicking stacks of tile. Oyama and his karate predecessors had often given breaking demonstration to audiences wherever they went. Sometimes they broke stones, bricks and blocks of ice. Karate Champ was the first fighting game to feature the bonus level and even had players take out a charging bull with a punch or kick.

As the developers got more comfortable with the genre they began experimenting with enemy types. The early fighting games had masters of various fighting styles competing against each other. After the studios ran out of identifiable forms they started throwing in monsters, animals and even robots and aliens to keep the genre interesting. A tiger, giant falcon, and even shark would be included in Fighting Layer, a game developed by former Street Fighter II designers.

In Battle K-Road the secret boss was named Mr. Bear. It turned out to be an actual grizzly bear and was among one of the most difficult opponents in any game. The game was over-the-top as one could imagine but it retained some charm. These types of encounters would not have been acceptable in the genre if not for people like Oyama and Kolov who actually fought the beasts and lived to tell the story.

Gouki and Silber should not be confused with the previously aforementioned legends. They did not spar against wild animals with their bare hands, they hunted them down. The two could not only dominate the other fighters that they came across but also the biggest and strongest creatures in nature. In canon Gouki had killed a large bear that was the terror of a nearby forest. A young and inexperienced Ryu went out trying to kill the bear himself but was almost gutted by the creature. Gouki jumped into the fight and punched a hole through the head of the bear. He did not do it as much to save the life of Ryu but to warn him there were things in the world that should be feared and respected more than any animal.

In a similar fashion Silber traveled the globe putting down the animals he tested himself against. He showed little mercy for the other fighters he faced and was willing to put them out of their misery as well. Silber seemed to relish in his power and technique. It had been speculated that the fur on his uniform was taken from a polar bear he had killed and not from a wolf. Few aside from Silber himself knew what points around the world he had visited. Gamers were left to believe that he had wandered into the frozen arctic looking for a new challenge and had returned with the pelt after finding no suitable opponent.

Gouki and Silber were fantastic character designs from Capcom and SNK respectively. They commanded the attention of the audience and held their interest throughout the battle. Each time they appeared in game they were treated with the same sense of awe and respect. Although they were powerful bosses and seemingly superhuman fighters they were not cheap characters from a balance perspective. They did not have attacks that were overpowered or could defeat a player with one or two hits. Even the Shun Goku Satsu at the most took 2/3 of an opponents energy and not the entire health bar. Every character in the game stood a chance against these villains provided that the player were willing to play aggressively and make few mistakes.

The physical appearance and attacks of the two bosses made them stand apart from the cast and even other villains. Yet there was a point where villains were too powerful and too evil for the genre. When pushed to the extreme ends the evil characters could break the suspension of disbelief from the gamer. Gouki had one such makeover in Street Fighter IV. It turned out that Gouki or even Shin Gouki (the white-haired variation) were not the most powerful incarnation of the character. A third form known only as Oni or Demon in Japanese was introduced by the SF IV designers. Oni was the manifestation of the Dark Hadou, or evil power which Gouki possessed, or rather which had possessed Gouki. The character grew long, spiky white hair, and a large underbite like an ogre with small tusks protruding. His skin even went from clay-colored to blue. Gouki no longer had the elements of a humanized lion but instead the wholesale appearance of a Nio, or protector of the underworld.

In Tekken a similar character had been unveiled as well. Jinpachi Mishima was a warlord and founder of the Mishima clan. He had spent a few decades locked under the Mishima castle. It was a sentence in Hell but Jinpachi had become so powerful that he broke out and returned to the real world. Oni and Jinpachi were so overpowered that seemingly no other character in the series could have even hurt them. Capcom had ignored all of the elements that made Gouki such an interesting character. They moved right into the realm of the absurd with Oni. The same thing could be said for Namco and the Tekken universe which Jinpachi now occupied. The two studios had been skirting the line between what was good character design, what was bad and what was simply pandering to the masses. Before Oni and Jinpachi the major challenge for the studios was showing gamers the creation of a villain right in the middle of a series. The next blog will look at how Capcom used the template of Gouki to rewrite the Street Fighter mythology. As always if you enjoyed this blog, and 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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Thursday, July 2, 2015

Representation Matters! Or, what happened to Birdie, part 3...

 

I'll get right to the punchline, fat characters were introduced into the recent crop of fighting games because they were funny to look at. For some reason Capcom producer Yoshinori Ono had decided to steer several characters into the absurd. When I saw what the team had done to Birdie in Street Fighter V I was deeply saddened. I thought to myself why would they do such a thing to such an original design. I could not think of a context where his transformation was justified. None of the other characters brought back had gotten fat. If the excuse was that punks got fat and lazy in their old age I would have to ague against that. Sure everybody may get out of shape as they get older but some in the punk rock community would argue that sentiment.


Singer, skateboarder Duane "The Master of Disaster" Peters was into the punk scene from a young age. He was as tough as any long-time punk and had lived a life that would have killed many other people. A veteran of the road he skates as hard as he ever did. He was also born in 1961, during the golden era of skateboarding in Southern California. But let's go even further back. The iconic Iggy Pop also works hard and rocks harder. He was born 1947 and was a catalyst of the punk movement. Iggy has a body better than most men half his age and also shows no sign of slowing down. So when everything about Birdie (up until) now says punk I don't think of fat bikers (which is really what he became). Instead I think of rockers like Iggy and Peters. Birdie should remain as timeless as the other Street Fighter characters. If the developers cannot meet the character with that basic understanding then maybe he shouldn't be in the game.

 So are you against fat characters in fighting games? 


No.

Let's make this perfectly clear. I am not against fat characters in fighting games. I am against silly gimmick characters in franchises that do not need them. Before Birdie got a makeover an even older, and more popular Capcom icon had gotten the same treatment. Mega Man was announced as a playable character for Street Fighter X Tekken. When most people thought of Mega Man they imagined a blue robot that looked like a kid wearing a blaster on his arm and a helmet on his head. What no one could have imagined was a fat guy with a laser pistol and some tights.


It was an absurd redo of a classic character, one that was based on the poorly designed NES box art from North America. It was more outlandish presentation than say the Bionic Commando as a morose ex-soldier in dreadlocks. Yet somehow somebody at Capcom not only thought this was a good idea, they pushed for it to get done. The artists, animators, programmers and developers all had to model and create this fat guy in a costume and balance him out against the rest of the Street Fighter and Tekken cast.  I would assume that it was the producer, Mr. Ono that made the call. Let's go back and look at his short list of questionable decisions in the fighting game arena. He was ultimately responsible for getting Hakan into Street Fighter IV and giving him the silly oiled up attacks. For having T. Hawk sit on opponents and make the Native "how" gesture. For turning El Fuerte from a traditional masked wrestler to a cooking obsessed parody. Of course there was the greatest misstep of all, the addition of Rufus to the Street Fighter universe.

 A-ha! I knew it, you do hate fat people in fighting games! 

 

Pay attention because I do not want to repeat myself. 

I do not hate fat people in fighting games. I love fat people in fighting games. I love to see diversity in body types, body shapes, skin color, age and ability more than anybody else I know. I love the fact that fat characters have been a part of fighting games since the earliest days. King Hippo in Nintendo's Punch-Out!! and Buchu from Konami's Yie Ar Kung-Fu were two of the earliest fat characters in the genre. The were swift, powerful, had great attacks and distinct looks. Hippo was a likable character and was paralleled in real life by people like super heavyweight boxer Eric "Butterbean" Esch. Capcom had even included fat people in their action games before Street Fighter II debuted.


G. Oriber, Bill Bull and Wong Who were members of the Mad Gear Gang. They fought the heroes in Final Fight. The trio, like the rest of the gang, would get beaten up then return for more punishment later on in the stages. The three characters were heavy set but also very muscular. Being nothing more than pallet swaps (simple color changes) with a few cosmetic changes to the heads they were a quick way for the developers to make the cast of villains look numerous. These characters also showed a range of diversity. Oriber and Bull looked Western and Who was presumed to be Chinese. The archetypes were actually inspired by a heavy-set man that used to menace the local bars near Capcom's headquarters in Japan. This added an extra layer of dimension to the brawlers as I could imagine the Capcom employees had to sidestep this person after a night out on the town. I always thought that the fat characters worked well in the series and looked forward to their counterparts in the Final Fight sequels.

The tradition of adding respectable fat fighting game characters was actually observed by several studios and not solely Capcom. Two of the most massive fighters in a fighting game turned out to be eerily similar. Kimala the Bouncer from Capcom's Muscle Bomber / Saturday Night Slam Masters series (1993) and Burnov from SNK's Double Dragon (1995) fighting game were two of fattest game characters ever created. Their arms and legs were often wider than their entire opponents torsos. The two also happened to have Mohawk haircuts to add to their already imposing presence. There was nothing playful or silly about the fighters. They were there to brutalize opponents. Kimala was actually the BWA (Blood Wrestling Association) Heavyweight Champ. Burnov was a post-apocalyptic warlord, not far removed from the villains in Hokuto No Ken / the Fist of the North Star manga series.


Speaking of which, Hokuto No Ken was a very influential manga series from the early '80s. It colored the development of many fighting games. One of the evil warlords from the comics was called King Heart. He was tall and fat, with deep scars on his forehead. He also had a distinct tattoo on the side of his head. It was a heart with a K for King, modeled after the classic Bicycle company playing cards. The heart tattoo placed on the head of Birdie as a nod to the character. Despite dying a gruesome death in the comics King Heart turned up in a few fighting games, including an arcade version.

Hokuto No Ken series creator Tetsuo Hara was actually a fan of the Street Fighter series and was called in to help with character designs for the wrestling game Muscle Bomber. He created a lineup that was in almost every way as unique as the original World Warriors from Street Fighter II. He modeled Kimala after the Sudanese (actually Canadian) wrestler Larry Robert Shreve, better known by his ring name Abdullah the Butcher. Abdullah was six feet tall and over 350 pounds. He had studied some karate and judo growing up. He found a living through pro wrestling. Abdullah had a very distinct look. He wore red pants with a sash and had curly-toed shoes, a costume that was supposed to bring up images of ancient Arabia. His most defining feature was his forehead. After years of blading (cutting himself to make the matches bloody) his head was left with very deep scars. Abdullah was never much of an athlete so his matches were often standing brawls where he would bring out illegal weapons, like a fork, which he would then use to stab opponents and bust them open so that they bled as well.

 

Tetsuo Hara did more than develop fighters, he helped create the backstory for Capcom's wrestling universe. Brutality was what the BWA was known for. The "good guys" wrestled in the CWA or Capcom Wrestling Association. The wrestlers would cross between promotions and have an all-out war trying to find out who was the best wrestler of all. I always admired Kimala as a character and also what Hara was trying to represent through him. The influence that he had on Street Fighter was immeasurable. The boots of Abdullah were paralleled in the curly-toed shoes worn by Birdie. But that was not the only thing that Hara had shaped for the character. Birdie was actually tag team partners with Titan the Great. Titan was the giant of the Muscle Bomber series. He was absolutely massive and just a centimeter or two shorter than Hugo Andore from Final Fight / Street Fighter. In the official character art between Titan and Birdie we could see that Optimus Prime and Megatron from the Transformers were characters on the rings of Birdie. Not only that but Birdie had a Decepticon tattoo on his shoulder. These were details that the people working on Street Fighter V had overlooked or simply did not know.

 

As an aside Abdulah had a hand in influence other fat characters in gaming. The wrestler had been at his craft through the '70s, often touring Japan. There was no doubt that Hara as well as other artists and developers were familiar with the character from his trips. The Middle Eastern look of the Butcher influenced the creation of one of the early console and arcade adventure heroes. Jinborov Karnovski aka Karnov was a fire breathing, ex-circus strongman from East Russia. His red pants, curly-toed boots and heavyweight frame were distinctly Abdullah's. If they were not then he was at least based on old Arabic folklore. The arcade game and NES adaptation of Karnov appeared in 1987. Data East was one of the forefathers of the fighting genre, they had created Karate Champ after all. Instead of focusing on one-on-one combat with fighters of different abilities they instead decided to wrap adventure games around these fighters. Karnov would face fantastic monsters on his journey, similar to a character like Sindbad, the pirate of Arabian legend. In addition to his strength Karnov also had the ability to breath fire. This was an important detail that would shape other characters and games.

 

A year after his debut Karnov appeared as the first level boss in the game Bad Dudes vs Dragon Ninja. This appearance meant that Karnov was a modern character but with ancient powers. His adventure was therefor not set in ancient times but instead in a part of the world where mythical creatures and demons existed. Karnov would fall off the radar for a few years. He would return in Fighters History Dynamite: Karnov's Revenge in 1994. Data East could not ignore the runaway success of Street Fighter II in the arcade and on home consoles. The publisher decided to create their own entry. The characters and controls in the original Fighters History were very similar to Street Fighter II. They were so similar in fact that Capcom took Data East to court for copyright infringement. Capcom lost the case and that precedence allowed other studios to create fighting games that also poached ideas from Capcom.


Here's the thing that I want all of my readers to pay attention to. In the original Karnov the character was heavy-set and each time he returned he became a bit fatter. This evolution of the character made sense in continuity. His ability to breathe fire, and his newfound ability to make himself a large balloon were based on ancient magic rather than martial techniques. It also made sense based on the origins of his look and powers. The costume that Abdullah the Butcher wore, the same costume of Karnov was based on ancient Arabia. In the classic story traditions of One Thousand and One Nights, Ali Baba and the Forty Thieves and the Seven Voyages of Sinbad there was a certain body type that kept turning up.

The fat characters were the strongest figures in the stories. Remember that thousands of years ago there were no such things as gyms or weight training programs. Big characters, fat characters, were universally understood as being the strong ones. Also fat characters could sometimes be seen as having status in society because they could afford to eat well. Fighters from these legends sometimes had magical properties. They had to have superhuman strength, be able to breath fire, and run across the sky in order to battle against the mythological characters. Sometimes these mythological characters could partner with them. Djinn or genie's could be summoned by the heroes. The would do this when they needed visit far off lands or destroy their enemies. These classic archetypes were actually featured in the game Arabian Magic by Taito in 1992.

   

Heroes and villains in Arabian Magic could actually be fat fighters. They were not silly and they did not have some sort of gimmick (like eating bananas and donuts) in order to make them more interesting. Abdullah the Butcher would probably have fit into one of the old stories and definitely would have worked in the games as well. This is where the genius of Hara came into play. Not only was he a huge fan of pro wrestling, he was also very familiar with the classic storytelling traditions. Kimala was influenced by Abdullah but he maintained some of the special abilities from myth. The character could spit poison (a trick used by the Graet Mutah) or breath fire as well. This was a tradition that SNK was familiar with. They used it when they created Burnov. The character could breathe fire and even engulf himself in flames and run over opponents. If you study the costume of Burnov you can see how it was a modernized version of the ancient Arabian costumes.

   

These fat characters were well designed and demonstrated that those body types could work in a fighting game as well. It turned out that characters like Kimala and Karnov were actually the exception instead of the rule. In the next blog we shall take an even closer look at fat characters in the fighting genre and see how the industry changed the purpose of those figures. I hope to see you in the next entry. Please leave any questions or comments if you'd like. As always if you enjoyed this blog and 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!