![]() Thus, a home console port of Street Fighter II was inevitable. For instance, the Mega Drive ports of Strider and Ghouls'n Ghosts were actually reprogrammed from scratch by Sega of Japan's R&D 2 department and not by Capcom themselves. ![]() ![]() Some of these companies often had to port games from scratch with very little guidance from Capcom itself (if you were a software developer outside of Japan, that is). Capcom themselves usually did not develop these ports themselves and traditionally relied on contracting development to other companies. Despite this relationship, Capcom also supported other platforms such as the Sega Mega Drive and various personal computers at the time by outsourcing ports to independent software houses. Despite being in the business of developing arcade titles, Capcom was also in the market of developing games for Nintendo's consoles and handhelds. What Street Fighter II did for the arcade industry can be compared to the likes of what Mario did for console gaming in the mid 80s.Īt the time of Street Fighter II's release, Nintendo had developed a close third party relationship with Capcom. The release of Street Fighter II brought life into the arcades again, and was so influential that it popularized the fighting game genre, giving birth to games like Mortal Kombat, Virtua Fighter, and Tekken. At the time, the aging arcade industry was declining as it paled in comparison to the golden age of arcade games that occurred almost a decade before. The game was a huge success, so much so that it quickly became a pop culture phenomenon around the world. The original arcade version of Street Fighter II (known as Street Fighter II: The World Warrior) was released worldwide sometime in March of 1991.
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