Street Fighter: The Movie: Difference between revisions

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'''''Street Fighter: The Movie''''' ([[Fan Nickname|also nicknamed]] ''[[Colon Cancer|Street Fighter: The Movie: The Game]]'') was the title of two different games in the ''[[Street Fighter]]'' series, both based on the 1994 film adaptation ''[[Street Fighter (film)|Street Fighter]]''. The arcade version was developed by the same staff behind ''[[Time Killers]]'', while the [[PlayStation]]/SegaSaturn versions, although published by Acclaim outside of Japan, was developed by Capcom themselves. Such recursive adaptations are not unheard of, but they are rare for video games. Despite having the same title, the home version developed by Capcom is ''not'' a port of the arcade version. Though they both used the same digitized pictures are sprites, in the manner of ''[[Mortal Kombat]]'', any similarities between the two end there. Even the digitization method used to convert the footage into game graphics were different for both games. In fact, the home version was actually released in Japan under a [[Market-Based Title|different title]]: ''Street Fighter: Real Battle on Film''.
 
The arcade version of the game is noted for its numerous alterations to the standard ''Street Fighter'' formula, such as the inclusion of ''Mortal Kombat''-style "tapping" commands, counter-attacks for throws, alternate Super Combos that featured "hold and release" commands, excessive juggles (in comparison to ''Super Turbo'', the last traditional ''Street Fighter'' at the time), fireball-reflecting attacks, numerous secret codes (including fake ones), among other weird changes in an attempt to pander to the ''Mortal Kombat'' crowd. This version took the character roster from ''Super Turbo'' (including Akuma), but ditched Blanka, Dhalsim, Dee Jay, T. Hawk and Fei-Long (who technically wasn't in the movie, but they allegedly recorded footage for him like they did with Akuma) in favor of Captain Sawada, a original character who was featured in the movie, and Blade, a Shadaloo elite troop who appears in the game along with three [[Palette Swap|palatte-swapped]] hidden versions a la Sub-Zero/Scorpion. The lead designer Alan Noon wrote a tell-all account on his involvement in the game's development, which he posted [http://shoryuken.com/forum/index.php?threads/street-fighter-the-movie-broke-my-heart.21457/page-4 here]{{Dead link}}. Needless to say, [[Old Shame|he apologizes for the game]].
 
The home version, in contrast, plays more like a traditional ''Street Fighter''. More precisely, it plays like a slower-paced version of ''Super Street Fighter II Turbo'' but with digitized graphics. While the digitized actors are the same, the characters have all been dubbed by Japanese seiyuu, averting the mispronounced move names in the arcade version. One overlooked aspect of the game is the fact it introduced the concept of EX Specials to the franchise (though named differently in this installment): powered-up versions of special moves that are not quite as powerful as Super Combos, but easier to perform. Capcom later reintroduced the EX Specials to the franchise in ''[[Street Fighter III|Street Fighter III 2nd Impact]]''. The character roster brings back Blanka and Dee Jay, while ditching Blade and his palette swaps. Akuma returns to his common position as a hidden character and Sawada is revamped as a [[Joke Character]], complete with a [[Taking You with Me|Human Kamikaze]] Super Combo. Despite having little in common with the arcade version and being a somewhat better game, it's often dismissed alongside the arcade version due to guilt by association.
 
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{{tropelist}}
=== Tropes Distinct To, Or Introduced In, This Game: ===
* [[Ascended Glitch]]: Guile has a move in which he handcuffs the opponent, a reference to an infamous glitch in the original arcade version of ''Street Fighter II''.
* [[Ascended Meme]]/[[What Could Have Been]]: Sheng Long was going to be a playable character in the arcade version, but Capcom kept flip-flopping on whether he could be included.
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