2.9.12

STREETFIGHTER II (Capcom, 1991)


Childhood really is the time to make the most of your injuries.

Think back - back to a time when all your afflictions and ailments, however embarrassing, just served as the punchlines to fantastical lies.  I walk funny because I fell out of a fourteenth story window.  I’ve got this rash because my body’s rejected my robot arm.  You could take anything, and turn it into anything else; you could take something as unremarkable as a sprained wrist, and inflate it into whatever magnificent bollocks you liked.

It’s the two things I like most about children; their thoughtless capacity for violence (punching you in the cock, for example), and that beautiful, earnest willingness to indulge any story, however ridiculous.   In the cartoonish realm of violence and inconsequence that they occupy, kids are willing to believe almost anything.

“Why haven’t you got a finger?”

“It was bitten off.  By a shark.  A big, metal shark.”

And why not?  Who’s going to prove otherwise?

Sometimes, though, truth is beauty, and beauty truth.  Sometimes you don’t need to lie.  Children are idiots, let’s be honest, and when you factor that idiocy into their misadventures, the scripts just tend to write themselves.  Take my friend (who’s asked to remain nameless): he’s got a small, neat scar, in the middle of his forehead.  After many years of changing the subject, he finally admitted to me that his older brother had once stabbed him with a chip fork.  Hysterical, he’d then run off with it protruding from his head, like some wailing, speccy Dalek.

Just look at the ‘Don’t Try This At Home’ warnings, which are so proliferate in things like the WWE: it’s because Tombstone Piledrivers and hitting someone with a flaming plank are precisely the kind of things that kids will try at home, given the chance.  And that’s a good thing – to operate beyond fear, and consequence.  You don’t really fathom the repercussions of violence until you’re about 9 or 10, which makes those early years a beautiful, adventurous thing; I remember nearly mincing my neighbour’s hand with a lawnmower, in the most bloodthirsty ‘what if...?’ scenario ever conceived.

The same friend has another story; the tale of his wonky bottom tooth.  The story goes that he and his brother were playing Streetfighter II on their SNES.  Older Brother was doing his usual thing – playing as Eddie Honda, the Sumo Wrestler, and pinning my friend helplessly into the corner with the Hundred Hand Slap.  My mate was getting frustrated, and the argument escalated, until finally he yanked out his brother’s controller.  The coup de grace.  Game, set and match.

Except it wasn’t.  His brother considered this for a few moments, weighed up his options, and then threw my mate onto the floor, punching him fully and repeatedly in the face.  He punched and punched, until there was blood.  Only then was he vindicated.

This would have (just) pre-empted the moral dirge that encircled computer games in the mid-90s; if a paper like the Daily Mail had gotten hold of it, I can safely say that they would have held the front page for him.  He’d have been their posterboy - a prototype for the war on light entertainment.  I can see it now; my mate with a fat lip, his eyes flushed red, just to the side of some headline about whatever was supposed to be giving you cancer at that particular point.

His story, though – this humdrum, everyday tale of domestic assault - articulates a much bigger point, and brings me neatly onto the main subject: namely, Streetfighter II, and how much people cared about it.

In all honesty, you probably wouldn’t be reading this blog if you hadn’t heard of Streetfighter II, if you didn’t know what it was about, or if you weren’t already aware of its seismic contribution to the history of computer gaming.  Simply, it is the Rubber Soul of fighting games; the parting of the proverbial waves, the drawing of the lines for an entire, multi-billion dollar genre.

I first encountered SFII on holiday in Orlando – I would have been about 11 or so.  I’d heard a lot about it, but never played it:  they had the game somewhere down near the lobby of our hotel, and there was a gaggle of kids swarming constantly around it*.  This was back when arcades provided a public podium for dick-swinging, when every cabinet tended to be monopolized by a single, unblinking alpha-youth, ploughing wordlessly through his competition.  As I recall, I had my SFII cherry brutally popped by one such youth: it took all of about two minutes, as he pummelled me dispassionately into the ground, barely saying a word.  My quarter was probably still rattling down into the guts of the machine as I slinked back to our room, and for the duration of our stay, that kid never shifted - morning, noon or night.  That song remained the same for every SFII machine in the world – in every video shop, cinema, airport, swimming pool, or bowling alley, there seemed to be some immoveable child-savant, demonstrating his supremacy as a gamer and – accordingly, at that age – a human being.

(* It’s probably on account of this phenomena that we should salute SFII’s contribution to global etiquette, as it played a pivotal role in teaching children the world over how to queue [presumably, therefore, it was never released in France]).

In summary: SFII is a 2D, one-on-one fighting game.  You picked from eight playable characters - each with their own moves, attributes, strengths and weaknesses - and then progressed sequentially through a series of best-of-three battles, until... well, until you ‘win’.  And that, really, is it.  Sounds a bit mundane?  That’s only because the premise has since been unapologetically cribbed by just about every other fighting game in existence.

The eight characters have all since become canonical within gaming folklore: there’s Ryu (ethereal martial arts everyman, and the de facto protagonist of the game); Ken (Ryu, in the body of Owen Wilson); Blanka (lime-green Brazilian jungle-loony); Zangief (lumbering Soviet man-bear); Chun-Li (disconcertingly sexy Chinese spy-crumpet); Dhalsim (hyper-extending Indian fire-breather); E Honda (the surface-to-air sumo wrestler); and Guile (preposterously haired Top Gun escapee).  Work your way through these, and you face off against the boss characters: Vega (infuriatingly nimble Spanish uber-ponce), Sagat (double-hard Muay Thai nutter); Balrog (a thinly veiled Mike Tyson pastiche, just before he went all rapey); and finally, the iconic Streetfighter II overlord, M Bison (continuing Capcom’s proud tradition of lumbering their scariest characters with slightly incongruous names).  The action pans out across a global span of impressive set-pieces; you swing from a dojo to a Chinese street scene, an aircraft carrier to the docks of New York, a temple to a factory.  There’s even a reclining Buddha, with one very distracting nipple on display (distracting when you’re 11, anyway).

It’s better to assess SFII not in terms of how it stacks up against today’s competitors (which is still very well, incidentally), but in terms of what it introduced to the genre.  And in this sense, where do you start?  The democratic concessions of actually picking your own character, in a game that intuitively understood and accommodated the style or preferences of whoever was playing it – that was very new.  So was the 2-player facility; de rigueur for almost any game now, but revolutionary back then, and something that extended the game far beyond its natural lifespan.  It meant that you could really hone your craft, adopting a character and mastering their every nuance, perfecting strings of devastating, sinewy combos... before being inevitably beaten by some button-mashing mong.  Sigh.

Then there were the special moves.  Tournament play.  Unlockable characters.  Bonus rounds.  It even helped to educate me as to where Thailand was (I learned more about global geography through SFII and football than I did in an entire GCSE course).

The game also ushered in the proud tradition of ‘post-fight mockery’, now another staple of the genre, with each character having their own signature taunts.  They’d celebrate their victories by crowing something (and usually, something completely abstract) at their beaten, bloody opponent.  it was always my fondest wish that Capcom would release something like Streetfighter Blue, chuck in a load of blood, digitally remove Chun-Li’s pants, and maybe beef up the insults a bit; instead of having Guile asking ”are you man enough to fight with me?”, they could have changed it to something like “aaaaahhhhhh, you’reatwatyou’reatwatyou’reatwat!  You’re a twat!”.

So insolubly did the tendrils of this game take root in young minds, that the move combinations seem to have been etched into the brains of an entire generation.  It was with great joy that I recently overheard someone at work threatening to “down, forward-down, forward, strong punch” an underperforming colleague: anybody in the room who’d ever played SFII would have understood the gravity of this threat.

SFII also ushered in one of modern gaming’s less salubrious traditions – milking a licence for all its conceivable worth.  To put it lightly, Capcom got their money’s worth out of the franchise… to the point of making New Line’s additions to the Nightmare on Elm Street series look positively vital.  Since the release of the original game in 1991, we’ve been variously treated to Streetfighter II: Champion Edition, Streetfighter II: Hyper Fighting, Streetfighter II Dash, Super Streetfighter II, Super Streetfighter II: The New Challengers, Super Streetfighter II Turbo, Super Streetfighter II: Special Champion Edition, Super Streetfighter II X: Grandmaster Challenge, Hyper Streetfighter II: The Anniversary Edition, and – how could we forget - Super Streetfighter II Turbo HD Remix.  With every single release, every nominal change in graphics, sound, speed or gameplay, Capcom have managed to massage a few more millions out of the game’s loyal patrons.  But then it’s the significance and the transcendence of that first game that’s allowed them to do it.

I struggle to think of another game franchise that’s managed to span such a disparate array of media; since it first arrived in the arcades, there’s been Streetfighter films, animated television shows, comic books, novels, booklets, playing cards, trading cards, role-playing games, albums, and even an online slot machine.  In the arcades, it’s taken over $3bn in revenue.  It’s also widely credited as the game that saved the SNES in the 16-Bit war (my little heart crumbled to ash the day I opened up C&VG, to discover that Nintendo had been granted exclusivity for the port).  It is, in the context of computer games, an absolute work or art.

For my money, fighting games have gone the way of first-person shooters, pop music and football; they all attained perfection by the mid-90s, and it’s been downhill ever since.  Just as the amphetamine ultra-realism of the COD series has overcomplicated the blueprint drawn by games like Doom and Duke Nukem’, so the fighting genre – with its bells-and-whistles shift into polygons / 3D, its bombardment of nuances and distractions – has made itself too inaccessible.  The magic of SFII was it’s pick-up-and-play immediacy, the manner in which it compensated for the incapable, and challenged the exceptional.

The idea of my friend being flung to the floor and savagely beaten becomes suddenly, weirdly reasonable when you chuck Streetfighter II into the equation; it’s the glue that binds, the thing that stops it being a senseless and unwarranted tale of violence.  Bring SFII to the table, and it’s instantly the “ahhhhhh…  I see” factor.  It’s not big, it’s not clever, but it’s understandable… and it’s exactly what I wanted to do to that prick in Orlando.  And if I ever see him again, it’s what I’m gonna do.

He’ll get some ‘down for two seconds, up and strong kick’ action.  You mark my words.