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The Evolution of Street Fighter's revolutionary health bars and interface

Posted by DreamKing23
February 10, 2013 at 4:34 p.m. PST
Digressing and Sidequesting created a great video that analyzes the evolution of the health bar and interface in fighting games. Focusing solely on the various Street Fighter iterations, this video discusses how the life bars from the first Street Fighter game changed drastically in SF2 and how they paved the way for most every other fighting game that proceeded it.

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Comments

Celticlord's avatar
Celticlord said on February 10, 2013 at 4:40 p.m.

Well I would think its because SF2 did it and everyone is used to that.

#1
era's avatar
era said on February 10, 2013 at 4:58 p.m.

i like vidoes like these. they make you appreciate some of the little things that get overlooked a lot. egoraptors megaman sequelitis is also fun and insightful to watch

#2
ShinAkiraDesu's avatar
ShinAkiraDesu said on February 10, 2013 at 4:58 p.m.

interesting video on the whole video life bars aspect. love the lil bit at the end after the whole video is done

#3
kara's avatar
kara said on February 10, 2013 at 5:24 p.m.

i like 3s' thinner health bar, the eyes in second impact without a giant portrait

#4
Default avatar
Seroth said on February 10, 2013 at 5:34 p.m.

Hm. I'd like to see an analysis as to why the super meters are almost always at the bottom. That seems counter intuitive to what's presented here.

#5
Default avatar
Android said on February 10, 2013 at 5:46 p.m.

ive always though a better super/EX meter would be a circle in the bottom corner of the screen with a meter bar that goes around clock wise with a large # in the center signifying how many bars you have stored. rather than a bar that blocks the characters' feet and bottom portion of the screen.

#6
knuxpyro56's avatar
knuxpyro56 said on February 10, 2013 at 5:52 p.m.

This guy is amazing also did you know that on Game Theory he proved that we are connected to the video game world thanks to Mike Tyson(Punch Out and character Balrog)

#7
Default avatar
AAKZ said on February 10, 2013 at 6:39 p.m.

Sorry... just a few things that need to be pointed out. The whole thing about the arcade cabinet and the sides is irrelevant considering they were made for Japanese style arcades where people sit across from each other. Also, the ultra meter has very little to do with your actual life total.

#8
poignant_potency's avatar
poignant_potency said on February 10, 2013 at 6:54 p.m.

@ 8 Sitting across from each other is a fairly new advent and since this is more on the history of lifebars I think it fits, and generally speaking as your life gets lower the ultra meter grows. I don't think this video was aimed at the fgc it's more of an overview so the technicalities and whatnot were left to the side.

Overall this was pretty interesting look into how fighting game interfaces work and the way we interpret them.

#9
Astro_Notch's avatar
Astro_Notch said on February 10, 2013 at 9:06 p.m.

I learned something new today

#10
FightDirty's avatar
FightDirty said on February 10, 2013 at 9:24 p.m.

Cool stuff.

#11
Jevali's avatar
Jevali said on February 10, 2013 at 11:41 p.m.

Seems to elligehtly ignore the whole super ultra bar placement thang... Oh well

#12
Default avatar
adrian783 said on February 11, 2013 at 7:29 a.m.

IMO, this analysis is really done in hindsight. I bet if the lifebars were to be at the sides in SF2T than every fighting game would have the life bars at the side. I don't find it a compelling reason not to have them on top of each other, one of the problem of LIFEBAR-TIMER-LIFEBAR is that it is hard to compare how much life you have to your opponent. This would not be an issue if the format was
TIMER
LIFEBAR
LIFEBAR

Also, focus attack can allow you to accumulate revenge meter without taking damage. And if the designers REALLY wanted to distinguish life at 50%, they would have made the life bar much more visually different at the 50% mark, or a different color. I would argue lifebar in SF4 is just for aesthetic reasons. Also, if the designers really want to tell the amount of health that badly, why is the health bar in SFxT completely straight? In SFxT, one combo can take out half your health.

This video makes it sounds like we literally have the best lifebar ever in existance, which I think is complete false. They designed the basics when they made SF2, before there is any fighting games. Are you telling me they knew everything about lifebar designs in fighting games ever when they made it? We most likely just stuck to it because it works, and no one ever really complains about it. Not providing any alternative to an otherwise empty praise makes this a shallow and uninteresting commentary.

#13
Default avatar
rosy said on February 11, 2013 at 8:40 a.m.

Imagine there is an option to turn off lifebar. So player can't see our opponent nor self lifebar while fighting. That will bring whole new playing.

#14
Default avatar
cliffeside said on February 11, 2013 at 10:18 a.m.

@14

you can. go to options and and turn HUD display off.

#15
Tankverso's avatar
Tankverso said on February 11, 2013 at 11:07 a.m.

I'd love to watch the video, but I cannot listen to that guy. I can't do it.

#16
Default avatar
Rome_Himself said on February 11, 2013 at 12:23 p.m.

good video but he should have mentioned how kof13 has sections between the health indicating how much 100's of health you have

#17
Default avatar
aridarron said on February 11, 2013 at 1:06 p.m.

Capcom could have given the life bar 4 sections that descend so players can gauge 3/4, 1/2 and 1/4 life easier,

I always liked Double Dragon (neo geo) life bars with the super bar layered on top, so you get super faster when your life is low but it took getting use to, apart from having to look down at least SF4 ultra gauge flashes when it's full but IMO SF3 had the worst super bars.

#18
Default avatar
SanchezCrooser03 said on February 11, 2013 at 1:20 p.m.

(This user was banned.)

#19
Crysalim's avatar
Crysalim said on February 12, 2013 at 8:52 a.m.

An interesting side note is that Final Fight (released 2 or 3 years before Street Fighter 2) was the first real implementation of this lifebar style.

In that game, they had to deal with the problems of enemies having certain amounts of health, while making it so the player could understand the damage of their attacks based on how much life each attack drained.

The way they stacked deeper colors on the lifebar was a very cool solution imo, and this did not carry over to Street Fighter 2 and other games, which instead began to put individual health "ratings" to each character. In SF4, two characters can share the same exact health bar graphic, but in reality their health can be more than 1/4 a length apart, if shown in a linear fashion.

I think some kind of graphical representation of actual character health could be the next innovation to this system, but then again, it's near perfect already.

#20


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