@@ToastyCubes What would be the difference between this and a "real" video? He is still sitting in front of a camera and talking about a specific subject on a specific manner, maybe it's not scripted or have the biggest production, but the amount of edits this have is almost the same. Not to mention I kind of prefer when he talks on stream rather for RU-vid specifically, sounds more natural.
@@ToastyCubes because he... Streams? Y'know, the thing he does most of his stuff on, because it requires just free time and that's it. My guy, decide yourself in which hater class you stand on, ffs
Thank God the guy who made the Yanky controls left and made Fatal Fury, which also had stiff controls. Fatal Fury, Art of Fighting and King of Fighters carried this problem for generations, the moves never quite flowed into combos until very latter versions.
To be fair, the Turbografix 16 port (oddly renamed to fighting streets) did the music some amazing justice. The arranged remixes make the soundtrack sound amazing...except for Sagat’s theme because that’s pure raw penis music
little known fact about SF1 is that it's the only game in the series that has a down-forward crouch block that, if I recall correctly, blocks overhead attacks.
Fuck man, I miss Eagle so much. Edit: Also, regarding Sagat's theme, Thor High Heels did a video that mentioned the origins. It's based on an Indonesia style called Gamelan and is actually kind of accurate. You can hear something similar in Secret of Mana with the Lich's Theme.
Eagle is AMAZING. He's such an accurate conversion from SF1. They got ALL of his normals spot on, didn't mess with his design, and expanded him BRILLIANTLY. As a rare SF1 fanboy, I pretty much played CvS2 entirely for Eagle. Gosh darnit Capcom, port the PSP version of Alpha 3 to console already!
Seeing this makes me wish Capcom would bring Joe, Mike, Retsu, Geki, and Lee back as playable characters. They already handled it well with Sagat, Adon, Birdie, Gen, and Eagle!
I also wanted to see the SF1 cast returning. Just forget about Geki. He died...that is canon 😅😞 The SFV Shadaloo CRI site mention that and also said that Geki has a successor, Geki II
Mike is never coming back, his concept was reworked into Balrog. Everyone else has a chance, but Mike, in particular, brushes too close to the IRL Mike Tyson. Heck, even Balrog does that, given his Japanese name is M(ike) Bison.
I remember seeing Street Fighter 1 in the arcades in 1989 when I was a kid and I was blown away by the Mount Rushmore stage (graphics, how cool it was etc.). That stage always stayed in my memory and I didn't see it again for decades until RU-vid came about and got big. Great memories and it was actually the start of my love for fighting games (I'm 43 now) 💪🏻👍🏻
38 here, saw SF1 when I was very young and yeah the Mount Rushmore stage stuck with me too. Only reason I care about Mount Rushmore is because it was in SF1...it should really be in more fighting games the way the Great Wall of China is. It's a pretty darn American stage!
Funny enough, a lot of fighting games from the 1980s were like the original Street Fighter and Karate Champ in which you were stuck to one playable character, and you fight a series of bosses in each level. Many examples include Yie Ar Kung-Fu, 霊界導士 Chinese Exorcist (Reikai Doushi - Chinese Exorcist), Barbarian: The Ultimate Warrior, and the best of the bunch, Punch-Out!! & its sequel, Super Punch-Out!!
Yie Ar Kung-Fu... Wow that gives me memories 😄 I played the NES port. The main theme is still stuck in my head. And also the funny sound of Lee's punches and kicks "Pitu! Pitu!" 😆
Bingo! Early fighting games were weirdly lacking in a versus mode...though a VS version of Karate Champ eventually released and on home computers you had stuff like Way of the Exploding Fist and International Karate + which had VS mode but only one character. Also Urban Champion. Pre-Street Fighter fighting games are FASCINATING. Arcade Yie-Ar Kung Fu being my favorite.
Seems like in the japanese version, ken and ryu say "hadouken" and "shoryuken" but in the western version, they say "Doragon Punch" and "Doragon Faia". I guess they weren't sure how to localize that yet. Also seems like all the voice acting was done by the janitor, which is actually a bit captivating nowadays.
@@raymurakawa NEAT! Also worth mentioning that in CvS2, one of Sagat's win poses has him say "Try again kid, ehehe!" which sort of implies Sagat is the announcer for the first game? I mean...that at least explains the comically samey win quotes.
The artwork question is a bit wrong. The original 1987 artwork is uncredited in Capcom artbooks (just "Capcom design staff", but looks similar to the spritework portraits in the game. The cool images you're showing are by Bengus/CRMK and from a later date. They are noticably more simple than his SF2 art, with sketchy lines, but carry the same typical "blue shadows" look of his art at the time. They're said to be a "design study", and chronologically in the artbook they're between SF2 and Alpha. So I'm assuming that Bengus was appointed to redraw the characters in preparation for designing Alpha, since they weren't used for any specific artbook or re-release at the time (as it would have been mentioned in the book).
Props to the editor(s) for making this legacy video, instead of just throwing out Max's attempts while playing they show footage accordingly to his thoughts about it, it ended up being really cool!!
3:30 As someone said in the comments. These artworks are not the originals. Those were draw years later by Bengus. I have heard Keiji Inafune did the in-game art of SF1 6:28 Ouch...at least the arranged soundtrack of Fighting Street (the PC Engine port of SF1) is amazing. The remixes of Joe, Birdie, 2nd Bonus Stage, Eagle, Retsu and Mike's themes are incredible 🎼🎵 7:36 The World Heroes games (expect WH Perfect) also have the pressure sensitive buttons and those games played great. Aggressors of Dark Kombat also has pressure sensitive buttons. That game is underrated.
One thing I like about SF1 that never returned is three different crouching poses. Ryu has a defensive crouch pose where he leans back, and an offensive crouch pose where he leans forward.
Getting off the SF6 beta to watch a SF1 mini documentary lol. Its crazy how the game has evolved, even just between SF1 and 2, let alone the immaculate new game.
The reason that inputs only fire on *releasing* the attack button is squarely to blame on the deluxe cabs' pressure-sensitive buttons! Since the button had to move through the weaker states before reaching the desired state, it was a concession that had to me made for the concept to actually work.
I love every single track of the soundtrack of that port! The remixes of Joe, Mike, Retsu, the 2nd Bonus Game, Eagle and Birdie's themes are my favorites 🎼🎵
@@meganinten0078 Personally I've only discovered it a year-or-so ago, but I was absolutely floored by just how thick and juicy it sounded. Goes to show you how important sound design is, as it can make or break otherise perfectly fine tunes.
@@RosencrantzxGuildenstern Yep. Love the instrumentation in every track of that soundtrack. And as you said the sound design is very important. If you are looking for amazing soundtracks, I recommend you listen to the music of 'Magician Lord' a classic 90s platform for the Neo Geo made by ADK It never got an AST but the OST is wonderful 🎵🎼 You will have a great time 😄 Have a nice weekend
I really, really like this game. I beat it for the first time this year and was so impressed with how well it held up compared to what I expected based on its reputation of being worse than SFII. I actually think learning to play it improved my basic understanding of fighting games in a way a more complex, but easier game wouldn't have.
Not only special moves, EVERY attack is negative edge. Also I read theory about why sagat music is so dissonant, in short (and bad terms) it's because they tried to do typical thailand music on a more traditional music tones / scales, and they don't match. Hard to explain but when you hear it you understand.
The musical compositions themselves are good, they just weren't implemented well ingame. There was an arcade prototype with similar music, but with some differences that made them sound less shrill than the final product (not to mention the amazing AST from the TurboGrafx-16 version).
You aren't wrong about paying to win arcades, some games seriously want you to credit feed - I have an insane amount of respect for people who can 1CC insanely difficult games
I really hope they bring the fighters from this classic and the foundation of the series to 6 as teachers and get their clothing for our fighter. Can’t wait to play 6 and the classic games they give us in the hub areas.
Well Retsu is at least confirmed but wow do I second this... ...because I wanna remake Geki in SF6. (So I gotta learn a Yoga Teleport, a ground projectile, and an air projectile...)
@@GELTONZ The monk and the ninja are so overlooked Gen came back in alpha as well as Birdy and Eagle was in SNK vs Capcom they need to realize that if they have trouble coming up with a new fighter bring back some old ones.
I kind of want to see what Street Fighter 1 reboot looks like. We met Adon,Gen,Eagle, and Birdie in later series, but I would love to see how other fighters will translate in modern era.
Karate Champ had a VS. cabinet. Basically the Champion Edition of the game, where you could compete agaimst a friend. But KC matches are over in like 30 seconds became its all a one hit gsme.
Back in 87 when I played this in the Arcades we called the Dragon punch Bravo once you got the feel of the stick and touch on the button I could Dragon punch all the way across the screen it was tough to master but when you did oh boy many a coin placed on a Saturday afternoon.
Street Fighter 1987. I really got to beat this game up on the Xbox One 30th Anniversary Collection. The blueprint for everything was there. Character with Claw on one hand, air projectiles, teleport. Did Makoto learn her punch from Lee? The music from Birdie's stage seems to be the best. No wonder Sagat is a problem if you don't know what to expect in SFII; he was a quarter muncher originally anyways. I fought this boss one time and I was throwing 2 "palm fya" a second for 30 seconds. Sagat was totally Anime about it; he would kick at one and take no damage, then he would lift his knee to block the other one and still take no damage. So he was just soccer ballin my special moves like Frieza. But really, Street Fighter 1987 I feel the heart of all the know SF games. True story - the only button I use from start to end is Medium Punch. Constantly spam the qcf area + M. Punch fast as possible and let fate decide when and how these foo's get taken out. Sometimes its knuckle sandwich, "palm fya" and barely ever the "Dubl punch".
Since I pre-ordered SF6 week plus ago, I feel that I should watch the entire legacy, considering that I watched (and played) almost every Street Fighter game in existence, minus the crossovers… There isn’t anything better than you giving us insight into the nitty-gritty of SF, and we thank you for that😊
I might be in the minority, but I'd loved SF1 back in the days, I used to play it all the time in the arcades. But when I saw SF2 for the first time I was absolutely blown away to say the least. I still remember the first time I ever seen it too.
I'm with ya'...except SF2 was slightly soul crushing to me because none of my favorite SF1 characters returned and Ryu got lame. I DO still remember the first time I saw SF2 as well though.
of course the general quarter muncher mentality when it came to arcade design. its always frustrating when people reference the 'difficulty' of older arcade games to justify things like lack of changeable or selectable difficulty settings ie lack of "easy" mode. They know the design choices but dont know or care to understand the reasoning behind it. It was never to honestly challenge the player, it was to eat your quarters until the game was satisfied or you were broke, whichever came first. Older fighting games, even the original and the sequel to Street Fighter was notorious for this shit. character AI input reading or even having invincibility frames that players dont, to cheese the shit out of you force you to pay more money.
Doods relive his nightmares in 2016 and then he already try to overcome it today. But again, without SF1, there's not a Fighting Game Boom era with SF11 and MK
You give SF1 way too little credit. The motion inputs for specials (even if they lacked input leniancy yet) combined with the different strenght punch/kick buttons became an apsolute core of nearly the entire genre going forward, and it directly birthed not only SF2 but also Fatal Fury.
I used to play Eagle in Capcom vs SNK, and I've always wished they would bring him back in the main series again someday. He (and that England stage, which... wow that's a gorgeous design) would be awesome in SF6.
I find it interesting that Ryu and Ken in smash actually do have that pressure buttons thing. If you press lightly you get a light attack while holding has a heavy attack. I know it's not sf1 exclusive but that was pretty much where my brain went to
5:32 To be honest, I don’t think that the music compositions is bad. Though I’ll say the arranged music that you hear in the Turbografx-16 CD port sounds more pleasing to the ears than the arcade one and it does the music justice for the most part. So give the TG-16 CD/PC-Engine CD port of Street Fighter 1 a listen whenever you get the chance.
I'll never forget the one time I was playing I was fighting Birdie. I was trying to do a fireball/hadouken, but a dp/shoryuken came out as he dashed up close to me. It hit him three times all at once and took him out in one shot! Fastest KO ever with 92 seconds still on the clock!
Honestly the most interesting thing to me isn't just the gameplay and art elements that carried over, but how the story and theme ks still present all the way through SF6. Ryu starting as a young kid fighting old masters and continuing to train since his journey has no real ending.
Oof. That Sagat theme is less a stage music than an attempt to communicate with us by an alien species who evolved with vastly different vocalization organs.
I know for og gamers, their street fighter journey started with SF2 or ST, for me, it started with SF1 in the back of a noodle shop. I just loved it. Even though the control feels very laggy and unresponsive now, it didn't felt that way at the time.
I’m actually kind of surprised, given how huge Street Fighter 2 is for Capcom, (and the series in general) that Capcom never went back and just fixed the controls for Street Fighter. Seems like it’s be pretty easy for them. And the original game is still pretty nice looking (characters kind of have original Dragon Ball builds to them) so a fix wouldn’t be a low cause. The best version of Street Fighter 1 shouldn’t be a fan game.
Street Fighter 1 crawled so that Street Fighter 2 could fly. The fanmade Street Fighter One actually feels pretty good; having made massive improvements on the controls, balance, and letting you play as all the characters.
Arcade games even had programming that difficulty would be 3 out of 7 for opponent 1 and 2. Then opponent 3 would be 6. If you lose 3 times to opponent 3 the difficulty would go down to 4. Pump in enough quarters and the difficulty would get easier for one opponent.
Should have checked out the MUGEN SF1 remake. I guess it fixes the controls and adds a ton of stuff. If i remember right it ven added supers. It looked pretty polished. Never played it but it seemed really cool. Looked like it fixed all the issues and made it play like a more modern street fighter game.