Showing posts with label vold. Show all posts
Showing posts with label vold. Show all posts

Monday, March 2, 2026

Bookmark This Page; Enter the Dragon, Fighting Layer & the roots of Street Fighter II

For those that are visiting my page for the first time my name is Noe aka BigMex. I love fighting games, as well as racing games, skateboarding, theme parks, and much more. You might know that this blog had been around for a long time. A good portion of what I wrote on the 1UP, and the Capcom-Unity  pages some 20+ years ago were shared here. My best work was hidden at the bottom of this page. To make things easy for new visitors I started collecting similar threads. If you were interested in a certain topic then I was asking you to Bookmark This Page.

The first collection was a deep dive on Fighting Layer, a little known title by ARIKA and Namco. Find out the connection to Street Fighter II in this series.

Enter the Dragon, the legend inspires a game, part 1…

Enter the Dragon, the legend inspires a game, part 2…

Fighting Layer, return of the dragon, part 1...

Fighting Layer, return of the dragon, part 2…

Fighting Layer, return of the dragon, part 3…

Fighting Layer, return of the dragon, part 4…

Fighting Layer, return of the dragon, part 5…

Fighting Layer, return of the dragon, part 6…

Fighting Layer, return of the dragon, part 7…

Fighting Layer, return of the dragon, part 8…

Fighting Layer, return of the dragon, final part… 

Did you ever play Fighting Layer? Even an emulated version? What did you think about it? Let me know about it in the comments section. 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, September 7, 2015

How fight culture became fighting game history, part 30

There were many manga writers and artists that had published comics on real and fictional wrestlers. These comics had a hand in inspiring many game characters also. One of the more famous artists, Tetsuo Hara, who was co-creator on  Hokuto No Ken / Fist of the North Star was a huge fan of wrestling. He had used wrestlers like Abdullah the Butcher and Big Van Vader as the basis for some of his characters. His work had heavily influenced the development of Street Fighter II. In some early designs Ryu looked very much like Kenshiro from Hokuto No Ken before his design was taken to a more karate form.

Hara stayed in contact with the developers at Capcom and when they asked the artist if he could help design the wrestlers for the Muscle Bomber / Saturday Night Slam Masters series he was happy to oblige. His intimate knowledge with wrestlers from the world over allowed him to put a unique spin on many figures. For example, the only female playable female character in the Muscle Bomber series was Black Widow. Her look and gimmick was modeled after Mariko Yoshida.


Hara was also the designer for adapting Big Van Vader into the Muscle Bomber series as Sheep the Royal aka Alexander the Grater. There were many masked wrestlers featured in his title, many from around the world. Hara helped demonstrate that great characters in fighting games came in all shapes and sizes. They did not all have to look like karate or kung-fu masters in order to be memorable. Best of all by extension the characters he created became part of the Street Fighter universe.

Game designers had an incredible diversity of designs for over 25 years. In early arcade and console games there could always be a masked wrestler to help break up the traditional karate and kung-fu characters that were all the rage. Many times the designers would push the idea of what a luchador could be and what fantastic moves they could contribute to the fighting game genre. Like the other characters in the title the moves that the wrestlers were given were great exaggerations of the actual fighting arts. A suplex was a dangerous throw but imagine how much greater it would look if the performer would leap and spin in the air with their opponent as they performed it. The same thought process was applied to pile drivers, power bombs and all sorts of real wrestling moves. They were made fantastic for the sake of the game. The luchadors and enmascarados that appeared in fighting games were sometimes mild adaptations, as with El Blaze or they were completely over-the-top as with King in Tekken or Tizoc in Garou Mark of the Wolves. 


Pro Wrestling did not need masked wrestlers in order to create mysterious personas. Some of the most most popular characters often came "From Parts Unknown." It could be seen as lazy writing from bookers or inspired creativity by the performers themselves. By leaving the country of origin unknown the audience was allowed to imagine what far off island, or lost civilization these fighters came from. In many instances having a strange physical appearance was enough to keep the illusion alive. Some wrestlers were tall, gangly, obese, muscular or outright grotesque. George "The Animal" Steele was a heavy set and hairy man that would paint his tongue green. This plus his erratic mannerisms was enough to scare audiences into thinking that he was some sort of Neanderthal in wrestling trunks. Maurice Tillet aka the French Angel was an even earlier version of the monster man. Maurice suffered from Acromegaly which caused his hands and head to expand through most of his life. His features were proportioned for somebody much larger, making him look gruesome even against other less-than-handsome wrestlers. Some wrestlers used a little face paint or body paint in order to enhance their appearance. Dewey Roberts was a mid-card wrestler until he discovered his gimmick, a crazy haircut and some face paint, then he was elevated to stardom. He was known as the Missing Link and would brutalize his opponents by using headbutts over and over. The large Southerner James Harris was nicknamed the Ugandan Headhunter Kamala. Sometimes teamed with the Missing Link and formed Devistation Inc.


The origins of these gimmicks went back to the earliest days of wrestling in North America. Back when many performers worked the Sideshow in the circus. Sometimes the wrestlers were legitimate fighters and sometimes these fighters needed a gimmick to get them over with audiences. Sadly some of these gimmicks could actually be linked to racial biases and ignorance on foreign cultures. Previously on the blog I had mentioned how ignorance about the Indian fighting forms led to Chinese filmmakers exploiting Yoga as a fighting art. This in turn influenced the creation of characters like Dhalsim and the Great Tiger. Through the history of wrestling the islanders from the South Pacific were often presented as savages and wild men. In the early days of televised wrestling audiences in smaller markets genuinely believed that these men, and sometimes women, with large heads of hair were indeed Headhunters.

A savvy promoter might help develop a gimmick and convince audiences that their new talent was indeed from some sort of far off land. The wrestlers sometimes did not have to speak to the camera, and the gimmick worked better when they didn't, so that they could be presented as uncultured savages. The designers working on Street Fighter II had used wrestlers as a point of reference for several characters. One of those that ended up on the cutting room floor was an amalgamation of several "wild" wrestlers. The Uganda Warrior had a physical build similar to Afa and Sika, the Wild Samoans, as well as Jimmy "Superfly" Snooka but with the body paint of Kamala.


The savage wrestlers had a big presence in the ring. When promotions went from local television to the mainstream bookers knew to hire wrestlers that looked great on television. Those that had bodybuilder physiques and handsome faces were easier to book than the chubby ones that had actual fighting ability. Masked wrestlers were always great mystery opponents that would boost the ratings. Something that also worked great on television were the gimmick wrestlers that worked the wild man angle. These characterizations translated very well to fighting games. These savage figures were less like traditional wrestlers and more like animals when they fought. They sometimes scratched and bit opponents when the ref wasn't watching, they often celebrated when they were able to draw blood. The line between man and monster would be blurred depending on the performer, or in the case of gaming, depending on the designer.

 

Take the character Blanka from the Street Fighter series and Missing IQ Gomes from the Muscle Bomber series. Both were featured in a Capcom title and both fell within the canon of Street Fighter. The figures were both extremely muscular, very hairy and had features that were almost ape-like.The major difference between the two was skin deep. Blanka was colored green with bright orange hair whereas Gomes had a more natural skin color. The senior designers working on Street Fighter II wanted to see how far they could push the wild man concept and still keep the attention of gamers. Blanka was rooted mainly on an earlier character called The Amazon that was featured in Nintendo's Pro Wrestling game.  Artist Akira "Akiman" Yasuda wanted to make players feel powerless as Blanka would bite the face of his opponents as the Amazon did to him on the old Nintendo console.

Capcom could go way out with the look and Blanka would still work within the context of the series. Blanka had long extended ears, sharp teeth, claws (which were simply long nails) and shackles as if he were an escaped animal. He was a good counter-point to the character Dhalsim. Both featured very odd fighting styles and represented mysterious origins. They added a sense of wonder and fantasy to an otherwise traditional cast of boxers, kung-fu and karate experts.



By comparison Gomes had many of the same features yet could have existed in an actual promotion. Like George Steele he was a very strong hairy man that acted irrationally in the ring. The wild outbursts performed by Gomes was something that a wrestler like Frank "Bruiser Brody" Goodish excelled at in real life. Tetsuo Hara tried to keep the majority grounded in reality. He had such tremendous respect for the art of pro wrestling that he didn't want to push the envelope as far as the Street Fighter II team had done. The gimmicks Hara exploited were strong for most of the wrestlers and even the more "exotic" characters could have existed in some promotion. The roots of Blanka's design were not as harmless as those used by Hara.



In the earliest concept art Blanka was a savage black man that was in chains. Tight curly hair, big lips and distorted proportions made him appear more ape than man. Somebody at Capcom had enough sense to change the design. The character known as Anabebe could have been a potential disaster, especially in the black community. Arcade games depend on making their audiences happy and keeping them happy. Street Fighter II would have offended many players overseas if figures like "Great Tiger" and Anabebe had not been rethought.


There was still an unmistakable draw to the wild man as a fighter. Many great characters in literary and movie history were based on the idea of a man becoming more like a monster. Think about the classic characters Dr. Jeckyl and Mr. Hyde, Frankenstein's monster, the Mummy, Dracula, and the Wolf Man. They were the inspirations for some of the longest-running movie characters. Universal Studios would revisit those characters time and time again. Modern retellings of these characters could be seen through comic book icons like The Incredible Hulk, Bane and Gorilla Grodd. The influence of these monsters with human traits was universally appealing. A version of the monster-as-a-man was in every culture and storytelling tradition. Capcom had even experimented with the genre by putting the iconic movie monsters in a fighting game known as Vampire / Darkstalkers. Yet for the Street Fighter franchise they wondered how far they could push the wild man, or savage man concept without losing the audience. Blanka had done very well for the series but the developers were looking to recast the game in Street Fighter III. The stretchy-limbed lab experiment named Necro was a variation of Dhalsim. The Chinese twins Yun and Yang were younger takes on Ken and Ryu.

The Blanka-type character for the game never made it past the planning stages. Ofuransu was described as being "a noble field beast." He was an aristocrat that had the features of a wolf man. This combination of royalty and hulking brute was very unique. It was not the only time that Street Fighter designers had kicked around the idea. Half of the team that worked on Street Fighter II left Capcom to form ARIKA. They created a game called Fighting Layer. It incorporated many ideas from Street Fighter II, including ideas left on the cutting room floor. The main villain of the game was an aristocrat named Vold Ignitio. He was more vampire than werewolf in the game, his regal costume beguiled his savage attacks. He would slash at opponents with his long fingernails and even pounce on opponents and bite at their necks.


Wild men, monsters, savages and demons were on the extreme edge of designs that worked for the fighting game genre. The team working on Street Fighter III had even kicked around the idea of having a man made of stone, instead of the MMA fighter Alex, or the giant Hugo be the "strong" character in the title. The Golem was actually based on a character featured in what was considered the earliest horror film ever made, an experimental German film from 1915 titled Der Golem. The Golem was a man made of clay from Jewish myth. A person seeking revenge against a great adversary could bring the monster to life by using magic. He would write the name of the person he wanted to kill on a piece of paper and feed it to the Golem. The Golem would then go out and hunt his victim, never tiring, impervious to harm and never stopping until his mission was accomplished. This character was considered the basis for Frankenstein's monster. The character was obscure compared to the more famous movie monsters. That didn't stop the designers at Capcom from putting him on the table or even from the writers on the Simpsons from using him in a Halloween special.

 

The designers at Capcom came to their senses and scaled back their character choices. They found a good balance between new fighting forms and returning characters as the Street Fighter III series took off. Wrestlers would remain popular choices while casting other fighting games. Artists like Tetsuo Hara would find success in adapting real wrestlers into the Muscle Bomber games. The champion of the universe was a semi-retired fighter by the name of Victor Ortega. The character was modeled after "Superstar" Billy Graham, one of the most colorful wrestlers from the '70s and '80s. Graham was a great in-ring worker and had an amazing bodybuilder physique. His look and gimmick would be copied for generations by Jessie "the Body" Ventura, Hulk Hogan and Scott Steiner. Ortega was one of the most muscular characters ever featured in a Capcom fighting game, easily beating the massive frames of Zangief and Darun Mister.

 

Despite its long and colorful history pro wrestlers, masked or not, were thought of as the bottom tier of the fight circuit. Television and motion pictures had convinced audiences that the best fighters stood on their feet and traded punches and kicks with each other until one person fell. Wrestlers did not really throw punches and kicks therefor they were not "real" fighters. The reality of combat was completely different. Most street fights and even professional fights ended up on the ground. It would be anticlimactic in most fighting games to have the final boss simply tackle the player and break their arm, even if that was what would work best in the real world. It was rare when a fight stayed upright but allegedly not for the best fighters. People like Bruce Lee and Mas Oyama were said to have ended fights quickly, before they could be taken down. When Oyama would have an open challenge sparring match he would often dispatch opponents with a single punch, usually to the torso instead of the head. Even with that said both men knew the importance of being well rounded fighters. They studied the grappling arts and knew how to stay on their feet even when people were desperate to take them down. Judo, jujitsu and wrestling were forms that they had learned a tremendous amount from. This made them much more formidable than any one style could have ever taught them. Achieving that level of expertise was not easy for the fighters.



In his pursuit of perfection Oyama lived like a hermit in the mountains for years. He lived in relative isolation, free from distractions and tried to unite the body and mind through his rigorous training. His physical conditioning was brutal. Running, punching, kicking were the only things on his mind, that was when he was not trying to clear his mind through meditation. It wasn't as if he were punching a bag filled with sand either. He would punch and kick hard wood, or trees wrapped in rope and canvas. His skin became rough, his hands and feet calloused. The micro-fractures his limbs suffered by hitting hard surfaces had calcified, making his bones thicker and stronger. He could actually break rocks, stones and bottle necks with the edge of his hands. He trained day and night, in good weather as well as miserable weather. He worked out barefoot, even during the winter. He would run and train under icy waterfalls to harden his mind as well as his test his willpower. When he returned to challenge the community of martial artists he was able to drop most opponents with a single punch. The training regiment would be repeated by other karate practitioners. Many of his Kyokushin students joined Oyama on his journey as his legacy grew. Even after his death his die-hard students kept up with the practice. People would fly in from around the world with the hopes of becoming hardened like steel under the harsh conditions.

Older martial arts systems had their own training techniques which could be considered as brutal as anything that Oyama had suffered through. The Shaolin school, the ancestor of the kung-fu schools, had very strict guidelines. Practitioners ate a diet of vegetables and trained and mediated from morning until night. They too would harden their bones by punching hard wooden dummies, running up and down hills and even focus on strengthening tendons. The feats of superhuman strength and endurance shown by the masters of the fighting arts grew into legend. They truly seemed superhuman, even when compared to other fighters. Those that were strikers had gotten all of the glory. However there were men that had fought just as many opponents if not more than the fabled masters. There were men that had compiled 100, 200 or more undefeated battles in their lifetime. Because they settled the contests through the grappling arts rather than the striking arts they weren't as well remembered. It did not make them any less formidable though.

Wrestlers of the various forms applied themselves just as hard at their craft as the Japanese or Chinese fighters did. The conditioned themselves by running, sometimes with a teammate over their shoulder. They developed exercises to help them build strength in their joints, neck, back, shoulders and core. By swinging heavy weights and clubs they developed insane grip strength. They would perform rigorous calisthenics, sometimes thousands of repetitions per day to build stamina. Some of the grappling legends did not have the punches or kicks that made other fighters immortal there were still extremely dangerous. The best wrestlers could dislocate and break bones with ease. They knew how to cut, gouge, stretch and maim opponents without a weapon. Yet they also learned to temper their ability so as not to permanently disable an opponent. The same code of conduct almost chivalrous observed by other martial artists was also practiced by most world class grapplers.



Players realized that the grapplers featured in fighting games were pulled from real world and pop culture influences. Some characters wore masks, others bizarre costumes, most wore traditional uniforms and let their abilities speak for themselves. The grappler was an appealing character because they were grounded in realism. They demonstrated that even mere mortals stood a chance against the martial arts heroes. In fighting games the grapplers did not have projectile moves. The lack of a "fireball" attack did not necessarily hold them back. The most extreme caricatures of a grappler made them iconic to gamers. Zangief, Darun Mister, Alex, Abel and Tendo Gai were just some of the wrestlers featured over the years in some fighting games.

Fans of wrestling history never forgot the influence of Catch on modern wrestlers and MMA fighters. Even comic book artists had been eager to put their spin on the wrestling legacy. The French writers and artists that worked on a series called Lucha Libre highlighted the various genres featured in wrestling matches and even movies. Masked wrestlers, monsters, mad scientists, damsels in distress, cool cars and even tikis had all been featured in one way of another. The most powerful fighter in the series was called King Catch. The masked warrior lived on a tropical island and would be a run in character featured with the Tikitis. The character was designed by Fabien M. Although he never crossed over into the Luchadores Five comics the people at Muttpop hired Monster5 to create a vinyl figure that would fit with the other heroes.



The Catch icons in MMA had shown the limitations of relying on one school of grappling for all the answers. They demonstrated that for every attack there was a defense, and for every hold there was a counter-hold. Fights were fluid and had to be approached as a series constantly changing situations. The people that froze up or relied too heavily on what they had been taught without adapting found themselves on the losing end of a battle. Lee, Oyama and the other fighting masters had come to this realization early on in their careers. The best fighters of the modern era learned that no one school held all the secrets to being a great fighter. The lessons in conditioning and strength training from various disciplines could help make a person physically capable of competing but the mental toughness required was something entirely different. The reason that Oyama and his students studied under harsh conditions was to help train their minds to deal with pain, fatigue or other forces that were beyond their control. The various schools of Karate, Kung-Fu, Judo, Wrestling and Ju-jitsu had taught the world that the striking arts were to be tempered with self-discipline. Knowing how to fight was never an excuse to fight.

Modern gladiators began to pick and choose the best elements from the traditional arts and began re-writing the book on training. They took the hard training from the Asian fighting arts. Building strong bones through repeated striking. Then the new generation of fighters then began developing core and grip strength workouts using classic tools like ropes and kettlebells but with cross training applications as well. The most important thing was the sharing of knowledge between martial arts schools. Students no longer had to limit their training to one system or another. If a fighter learned muay thai strikes from one teacher they were free to go to a different teacher and learn the nuances of boxing as well. Previously there was a stigma associated to "betraying" one school to learn from another. Now many instructors encourage diversity and experimentation. No one school was perfect for every build, body type, expertise or age. Exploration into the various systems meant that competing schools had to become more diversified. This would allow a person to cater to their strengths and build on their weaknesses. The end result were fighters that were well-rounded and would have made the early MMA pioneers proud.



Despite the difficult cross training that the best fighters endured there always seemed to be the one fighter that was better than them. Maybe it was a classmate, a former friend or a bitter rival but there always seemed to be a superior fighter waiting in the wings. Perhaps the opponent got lucky or maybe they had indeed developed a better fighting system. Whatever the case was the loss often changed the path for a legend in the making. The next blog will look at the evolution of MMA in Eurasia as well as the myth of the elderly masters. 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, May 21, 2014

Fighting Layer, return of the dragon, final post...

This series began by looking at the film Enter the Dragon and ended by exploring the game Fighting Layer which was created by many of the same people that developed Street Fighter II. Fighting Layer had many of the same elements that made Enter the Dragon unique. There was a powerful and dangerous host that had gathered fighters from around the world. The competition was held on a private island in international waters where no government could intervene. An entire underground complex that housed lethal surprises was waiting for competitors. Even the dragon motif that was featured in the film made its way into the game.



Fighting Layer mixed much more mysticism into the story than any other version of Street Fighter. Although he looked human the host of the tournament was some sort of creature of darkness. He had apparently been alive for centuries and was capable of defying physics and logic. People that lived in the rural areas of China and Japan spoke in superstitious tones about the cursed island in the Sea of Japan. Villagers living near the coast had gone missing for generations. They had been taken by the "dragon" that lived on Zausu Island. Not all of the tournament competitors were familiar with the legends but when they set foot on the island they could tell there was something odd about it. Some fighters were so foolhardy and so confident in their fighting prowess that they welcomed any challenge. When tested against animated suits of armor and man eating tigers they learned quickly that the island would take their life if they stopped fighting even for a moment. Of course the other competitors were just as lethal as any wild animal and willing to do whatever it took to become the greatest fighter ever.

 

The diversity of characters provided in Fighting Layer was broad and different than those in other fighting games. Although they were set in fantastic circumstances the characters didn't really have the same mythical "fireball" attacks of the Street Fighter characters. Not to mention that the characters had more believable proportions unlike the Street Fighter lineup. This mix of realism and fantasy was unique to the genre. The game offered hidden moves, unique branching paths, secret bosses and alternate endings. The amount of control and gameplay features for the title made it one of the most robust fighting games ever created. Multiple animals that had faced martial arts masters in the comics were for the first time playable against and as. Finally manga geeks or otaku could settle the debate as to what would win in a fight, a shark or a tiger.



The animals and cursed Knight in the game were not half as colorful as the characters and bosses themselves. Each contestant brought with them a unique story and a reason for fighting. Some wanted to prove themselves in the ring, others wanted riches and notoriety. Some were even looking to assassinate the host and bring peace to the villagers on the mainland. Each of the main characters got a piece of the story if they defeated Vold Ignitio. The truth could only be known to players that beat the game with every possible character. Vold was a master of illusions. He could make himself appear like any contestant and even use their own techniques against them.
  


If he were defeated he might tempt the winner with riches. Players would find out that the treasures he offered were traps. More often than not he would try to attack players from behind when they were distracted by a prize. Several characters were powerful enough to stop him in his tracks while others fell for his lies and got knocked into the underworld. Sometimes he would hit an opponent and simply run away. Those that broke through his illusions saw the character fall to the ground and burn into a ball of bright light. His shadow would be left burned onto the floor. For one character the source of Vold's power was revealed. Tetsuo Kato, the main character saw Vold burn into the ground. He left behind a large crystal containing a DNA double helix. The blue and red strands mirrored the red and blue dragon logo of the tournament. Perhaps it was dragon DNA that gave Vold his powers, bloodlust and longevity. Kato did not succumb to temptation and shattered the crystal with a punch.



The sub boss characters were not as fortunate as the main characters. Not one of them made it off the island as it collapsed. Some of the endings were bittersweet. The assassin Preston Ajax was almost killed in a bomb blast. He had been pieced together with the remains of his brother, who was a mercenary killed in the explosion. He owed Vold Ignitio his life however cursed it was. The character could hear his brother speaking to him in his mind. Both knew that Vold deserved to die for his crimes against humanity. Ajax fought his way to the top in order to kill Ignitio and bring his island down on top of him. The wrestler Clemence Kleiber died of his own arrogance. He wanted to prove to himself that he was the greatest wrestler that ever lived. If he defeated Vold then he stayed on the island and celebrated, oblivious to the fact that the curse that held the island together was broken. The castle came down on top of the one-eyed wrestler as he waved to his adoring fans. Almost as melancholy was the character of Joe Fendi. The boxing champ had a flair for showmanship. He wore expensive jewelry and watches as he battled and would often swap out his sunglasses in between rounds.



The sunglasses were actually a front. Fendi had gone blind in one eye. He wore sunglasses to keep his secret from becoming public knowledge. Because he would not allow doctors to examine him Fendi was banned from professional boxing. He felt cheated by the system and swore that he would go out as the champ. If he managed to defeat Vold Ignitio then he would become the greatest undisputed fighter on the planet. He did not realize that he would have to deal with the castle as it collapsed. Unfortunately for Fendi a stone that fell from the ceiling hit him on the head and knocked off his designer sunglasses. A near blind Fendi crawled along the ground, searching desperately for his shades. Fendi had a personal trainer that would celebrate with him between rounds. In the ending credits the trainer ran through a collapsing tunnel without Fendi. The trainer ended up alone on a raft as he saw Zausu Island burn in the distance.



Fighting Layer may have revisited the sub boss and final boss designs for Street Fighter II but the game did not set itself up for a sequel. All of the villains ended up dead in every possible ending of the game. Perhaps it was Akira Nishitani's way of getting closure on his original plans for SF II. The producers on Street Fighter, SFII, SFEX, SF Zero and SF III did not want to keep developing sequels for their games. They wanted to tell a distinct story and close it out. They did not want to get locked into a series of upgrades either. Capcom hoped to capitalize on a successful game and turn it into a series. That was a pitfall of market based production. The majority of Capcom fighting game producers had only one story that they wanted to tell in each game. These were never meant to be a jumping off point for any other sequel. The producers wanted fighting games to be treated like other genres and be enjoyed as stand-alone arcade experiences. By killing off the villains and burning down Zausu Island Mr. Nishitani ensured that if he made a Fighting Layer 2 that almost none of the original characters or locations would be revisited.

ARIKA had put enough into Fighting Layer that it could stand on its own and not have to draw comparisons to Street Fighter II or any other fighting game. The first thing they addressed were the visuals. Game production for consoles and the arcade had moved to 3D. The era of the sprite had passed and there was no getting around that fact. The downside for most fighting games were the aesthetics that sprites provided. The Street Fighter series was established in 2D and the work of the 20+ designers created a cast that still has not been surpassed. Characters in the 2D fighting games had undeniable style. The artists could get away with exaggerated proportions and scale in 2D and still make the designs visually appealing. In Street Fighter EX it was obvious that the characters did not transition well to 3D. They looked bulky and generic. ARIKA learned from EX and created a cast that had more visual flair by the use of strong contrasting colors which would stand out more in 3D. In order to help bring over the influences from 2D design the studio added lighting and modeling effects that made their characters pop off the screen. The costume of Exodus for example actually reflected light as if he were wearing a gold flake painted singlet, the YouTube video of the character barely catches those details. That was not the only visual innovation that the company had added to 3D fighters.

 

In traditional animation a "smear" was a technique used to create blurry shapes indicating speed. Game characters in 3D moved quickly without any blur or smear effects. Other studios like Sega had experimented with effects to make their 3D characters look blurry while moving fast but none of the studios could quite get the effect right. ARIKA found a way to program an effect similar to a smear. The filter made streaks matching the colors of the character uniforms to create the illusion of speed. It didn't matter if the character were dashing forward or leaping backwards or even if they were dropping down from the rafters. The direction of the streaks followed the characters and the length and intensity of the lines were directly related to how fast they were moving. For example Vold Ignitio was capable of zipping back and forth between the walls with his leaping attacks. He looked like a long narrow streak of red, gold and black while doing so. Jigjid Bartol was large and slow by comparison and rarely got any sort of speed lines applied to his animations. The game also made great use of particle effects and transparencies. Flame and smoke for example were very well done in the game. This was important to Exodus as he could set his opponents on fire and then hit them with a chair.

In addition to the colorful cast of characters the biggest contribution that ARIKA gave the genre were its stage designs. Each stage in Fighting Layer told a story. The entire design was a narrative about Zausu Island and the empire that Vold controlled. Everything the camera showed, from the volcanic underground to the highest point in his castle was ruled by Ignitio. As the camera rotated 360 degrees around the players there was always something interesting to look at. The color choices, details and architecture complimented the theme of the game. When ARIKA wanted to show gamers a village that had been neglected for over a century then they went with faded colors, splintering wood and steam engines in the distance. When ARIKA wanted to show players what the new industrial heart of the island was then they created an enormous futuristic refinery. When ARIKA wanted players to see how opulent the castle of Vold was then they created room after room made of polished marble, stained hardwood and gold statues. All these visual cues grounded the characters into the reality that ARIKA was going for. There were places like this on Earth, countries that had a mix of the old world and the new world in a relatively small area. Of course there were also barons and business tycoons that had amassed fortunes and ran small nations. Without his dragon powers Vold very well may have been a crazed royal, dictator or mafia boss.

 

The idea to infuse the location with supernatural elements while keeping the fighters grounded with plausible fighting styles made the game unique. ARIKA had done similar things with the locations and characters introduced in Street Fighter EX. Fighting Layer was a more complete version of the themes they had previously explored. It was a worthy way of closing out their original fighting games. They did go on to adapt Namco's Tekken series for the Nintendo 3DS but they never created a new fighting game on their own. They teased a 3DS version of Street Fighter EX called Fighting Sample as an April Fools Joke but had no real intention of following up with an actual game.

Most of the original Street Fighter II developers had long since moved on from Capcom. They appreciated the institution that their fighting game became but had no intention of revisiting it. They wanted to try their hand at puzzle games, racing games, simulation games and more original properties. Fighting Layer was the last time the senior Capcom team members created a fighting game in the same vein as Street Fighter II. When it came out it was overlooked by most gamers as well the gaming press. The genre had grown and collapsed by then. Gamers were looking for new experiences. New team members were scouted and groomed by Capcom. New developers that grew up playing Street Fighter II tried to reinvent the game and call it Street Fighter IV. It played well but did nothing innovative with the IP. Instead it played up to the nostalgia for the various characters through the years. It was a reminder of why ARIKA, DIMPS and the other companies started up by former Capcom employees decided to leave. 

Street Fighter II was a groundbreaking game but it was in the past and instead the producers wanted to focus on the future. They had new ideas and took bold chances with the genre. Not all of these ideas worked for the Street Fighter universe or even with the Street Fighter mechanics but they did help make Dragon Ball Z, Naruto, Yu Yu Hakusho and Tekken games much better. The legacy that the developers left behind would last as long as gaming remained a part of pop culture. We must remind ourselves that they would not have had created Street Fighter II had they not been influenced by martial arts films like Enter the Dragon and The Master of the Flying Guillotine. Pop culture would continue to influence the creators and the creators would continue to change pop culture. It wouldn't hurt for the current crop of fighting game developers to look at more films and read more comics from time to time. Inspiration could be found from just about anywhere. I hope you enjoyed this series. If you have any comments or questions be sure to ask. 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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