The release of
Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre.
Yoshiki Okamoto's team developed the most accurate joystick and button scanning
routine in the genre thus far. This allowed players to reliably execute multi-button special moves, which had previously required an element of luck. The game was also highly successful because its graphics took advantage of Capcom's
CPS arcade chipset, with highly detailed characters and
stages. Whereas previous games allowed players to combat a variety of computer-controlled fighters,
Street Fighter II allowed players to play against each other. The popularity of
Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand.
[4]
SNK released
Fatal Fury a few months after
Street Fighter II.
[12] It added a two-plane system where characters could step into the foreground or background. Meanwhile,
Sega experimented with
Dark Edge, an early attempt at a 3D fighting game where characters could move in all directions. Sega however, never released the game outside of Japan because it felt that unrestrained 3D fighting games were unenjoyable. Several fighting games achieved greater commercial success, including SNK's
Art of Fighting and
Samurai Shodown as well as Sega's
Eternal Champions. Nevertheless,
Street Fighter II remained the most popular,
[47] spawning a special
Champion Edition that improved game balance and allowed players to use additional characters.
[4] The popularity of
Street Fighter II led it to be released for home game consoles and allowed it to define the template for fighting games.
[4][47]
Many American developers tried to capitalize on the template established by
Street Fighter II,
[4] but it was Chicago's
Midway Games who achieved unprecedented notoriety when they released
Mortal Kombat in 1992. The game featured digital characters drawn from real actors, numerous secrets,
[47][49] and a "
fatality" system of finishing maneuvers with which the player's character kills their opponent. The game earned a reputation for its gratuitous violence,
[49] and was eventually adapted for home game consoles.
[47] The home version of
Mortal Kombat was released on September 13, 1993, a day that was promoted as "Mortal Monday". The advertising resulted in line-ups to purchase the game and a subsequent backlash from politicians concerned about the game's violence.
[49] The
Mortal Kombat franchise would ultimately achieve iconic status similar to that of
Street Fighter with several sequels as well as movies, television series, and extensive merchandising.
[27][50] Numerous other game developers tried to imitate
Street Fighter II and
Mortal Kombat's financial success with similar games; Capcom took unsuccessful legal action against
Data East over the game
Fighter's History[16] after Data East reminded Capcom their
Karate Champ arcade in their largest objection.
[51]
Sega began to attract attention with the 1993 release of
Virtua Fighter in arcades. It was the first fighting game with
3D polygon graphics and a viewpoint that zoomed and rotated with the action. Despite the graphics, players were confined to back and forth motion as seen in other fighting games. With only three buttons, it was easier to learn than
Street Fighter and
Mortal Kombat, having six and five buttons respectively. By the time the game was released for the
Sega Saturn in Japan, the game and system were selling at almost a one-to-one ratio.
[47] Meanwhile, the 1993 title
Mortal Kombat II captivated American audiences, and is considered the best
Mortal Kombat game in retrospect.
[52] In 1993, Nintendo entered the genre for the first time since
Urban Champion in 1984, by releasing
Joy Mech Fight. The
Family Computer game featured fighting robots that are composed of multiple smaller sprites, enabling smoother movement while being able to hold up to 36 characters, due to large sprites being too difficult to program on the Family Computer hardware. A year later,
Rare started with their futuristic
Killer Instinct in arcades. The arcade game retained finishing moves of Mortal Kombat and introduced a unique combination system. SNK released
The King of Fighters '94 in arcades, where players choose from teams of three characters to eliminate each other one by one.
[53] Eventually, Capcom released further updates to
Street Fighter II, including
Super Street Fighter II and
Super Street Fighter II Turbo. These games featured more characters and new moves, some of which were a response to people who had hacked the original
Street Fighter II game to add new features themselves. However, criticism of these upgrades grew as players demanded a true sequel. By 1995, the dominant franchises were the
Mortal Kombat series in America and
Virtua Fighter series in Japan, with
Street Fighter Alpha: Warriors' Dreams unable to match the popularity of
Street Fighter II.
[4] Throughout this period, the fighting game was the dominant genre in competitive video gaming, with enthusiasts popularly attending arcades in order to find human opponents.
[27]