Akira Nishitani says that a lot of built up stress and creativity from Final Fight went into Street Fighter 2 due to ROM price changes between titles

Posted by Justin 'AdaptiveTrigger' Gordon • August 19, 2019 at 3:34 p.m. PDT

In the first part of CYG|Daigo's interview with Akira Nishitani, we learned about how the Capcom developers allocated different roles and characteristics in Street Fighter 2 and ultimately settled on eight playable characters and four bosses.

FGC Translated recently posted the second part of this interview which took place in 2016. Additional details that fans might find interesting were revealed.

During the development of Final Fight, ROMs were very expensive due to a world-wide shortage. As a result of this, the team were told to reduce the volume of data.

Despite this, they wanted to depict large characters in Final Fight. They attempted to do as much as possible within the data scope that was given to them.

Stress had been building up during the creation process of Final Fight. This was due to the imposed limitations.

Luckily, when it came time to build Street Fighter 2, ROM prices dropped back down. You can imagine how this affected the final product. It was realized that Capcom could increase the data size for the fighting game.

Akiman and the rest of the development team were excited about this prospect. Characters with more pattern variations could be made in Street Fighter 2.

Everyone tried to make the combatants that they were in charge of look really cool by adding moves before telling Nishitani. After seeing the work go into these moves, Nishitani didn't have the heart to overrule them.

A lot of interesting things came about because of this. For example, did you know that Guile's upside down kick is just his crouching medium kick flipped upside-down?

Somewhere in development, Dhalsim's long ranged attacks received an exaggerated extension in length. Blanka's skin also changed from peach colored to green.

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