How the Creators of ‘Street Fighter II’ Figured Out How to Make the Best Game for an Arcade

YOSHIKI OKAMOTO (HEAD OF ARCADE DEVELOPMENT, CAPCOM JAPAN): Back in the day, people at arcades weren’t happy. Space Invaders was popular and cost 100 yen ($1) to play. And we were thinking, if you’re playing a shooter and there’s a lot of bullets coming at you, that’s a lot of fun. But if it doesn’t last very long, then developers are happy and arcade operators are happy, but players aren’t happy. So we were thinking really hard about what would make everybody happy.

We thought about putting big machines in arcades, so you would need to spend 500 yen per game — developers would be happy because they would make more money, players would be happy because they would get a better experience, but arcade operators wouldn’t be happy because it would cost a lot to swap these big machines in and out.

So we thought about it more and came to the conclusion that if two people played at once … operators would get twice the money. Players would essentially split the cost so they could both play for longer. We kind of did that with Final Fight since players help each other out, but we realized some players still felt cheated because the game was too difficult … If we dictated the difficulty, players could always get frustrated. But if players were competing against each other, whether they won or lost would be up to them. So we were thinking that could take out the frustration.

In Polygon, 20 former Capcom employees and business partners look back on the arcade game that transformed the industry: Street Fighter II.

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