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Street Fighter: The Movie (Arcade)

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Title Screen

Street Fighter: The Movie

Developer: Incredible Technologies
Publisher: Capcom
Platform: Arcade (Incredible Technologies/Strata 32-bit)
Released in JP: June 1995[1]
Released in US: March 1995[2]

GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

A tie-in to the 1994 live-action movie, Street Fighter: The Movie (The Game) was Capcom's outsourced attempt to compete with the popularity of Midway's Mortal Kombat series in the US, making a digitized fighting game featuring the movie's cast. It's somewhat notorious for its tragic development, as the team wanted to make a great game but the process was rushed due to the deadline.

Test Room

Press Down + Start + Weak Punch + Weak Kick at the same time on the character selection screen. If you input the code correctly, you'll hear a short chant. This works in one-player and VS mode.

Our budget for the background just ran out, sorry!
The stage (which does not display a name on the "VS" screen) is a bare level with a floor against a black background, with several values shown on the screen.

  • Center number: Unknown. Value changes rapidly when playing against the CPU, but not when playing against another player.
  • First number: Dizzy values for each player, which is set to 55 at the start of the round. This decreases on taking damage and rolls from 00 to FF, and when a player gets hit with a combo after this value rolled past FF, the player is dizzied. Additionally, after it goes below 40, it will increase up to 40 when the player is not taking damage. After recovery, it is reset to 55.
  • Second number: Shows the frame ID number of the animation being played.
  • Third number: Number of frames until the next sprite change for the current animation.
  • Fourth number: Unknown.

The number of times this room has been accessed is recorded in the audits menu as Secret4.

Unused Ending

He didn't just vanish from Shadaloo City, but also from the arcade version!
Although they were created at the same time as the other characters, Blanka's digitized sprites were not finished for this game (at least not in playable form) and he was cut from the roster, only appearing in the home versions released for PlayStation and Sega Saturn. However, when beating the game with the normally-unplayable Super Bison by changing the character select value to 0x11, Blanka's ending sequence will be shown instead of Bison's. No music plays here.

Regional Differences

Japanese Version

Japanese version 1.14N is the only one to show the bonus points scored after a round is over. Other versions simply skip to the next round or fight. It does have its issues, however: for example, this appears even when the player loses, and you do get points for it, and the points that you get sometimes may be based on the CPU's stats. Another thing is that, upon using a continue in one-player mode, this screen disappears entirely.

Korean Version

To do:
Extract music data from Tong Warehouse.

A Korean board, version 1.12K, was dumped and emulated in MAME 0.261.

  • All blood effects are changed to white, similar to Neo-Geo games with blood disabled in soft dips.
  • Sawada and Akuma have swapped names with Arkane and Khyber respectively. This change carries over to the messages for the secret fights against Arkane and Khyber. These are the only locations where the names were replaced—the characters retain their names in the actor credits, the Tong Warehouse nameplates, the endings, and the operator menu audit screens.

In all Japanese and Korean versions, the background music order is different from the English version, and the Tong Warehouse has a track not found in that version.

Red Herrings

Fei Long? Snake?
Taking a cue from the Mortal Kombat games, the developers wrote some red herrings in the audits menu, possibly to try to stir rumors:

  • Secret1 to Secret9: Those values change when certain "easter eggs" occur in the stages. It is currently unknown how to do all of them, though a few are documented in GameFAQs guides.
    • Secret1 increases by 1 when Arkane is selected as a character.
    • Secret2 increases by 1 when F7 is selected as a character.
    • Secret3 increases by 1 when Khyber is selected as a character.
    • Secret4 increases by 1 when the debug stage was accessed, as mentioned above.
    • Secret6 increases by 1 when the guard in the background of A.N. Headquarters is blown up by pressing LP, LK, LK, LP in the regular nighttime stage, or MP, LP, LP, MP in the daytime stage (see Secret8 below).
    • Secret7 increases by 2 when the helicopter flying over the Tong Warehouse is blown up by pressing LK, MP, HK, HP, MK, LP.
    • Secret8 increases by 1 when the Daytime A.N. Headquarters stage is accessed. In the Temple Ruins, press LP, LK repeatedly to shoot down the birds in the sky. Shoot down at least five birds before the end of the match to change A.N. Headquarters to the daytime variant.
  • Blanka Found and Blanka Fight: Blanka is not playable in the arcade game, although his ending is present, as shown above. However, it is possible for him to appear on the screen for a few seconds if a player wins 50 battles in a row, doing this raises the Blanka Fight value, but Blanka Found remains unaffected.
  • Snake Found: Unknown. There is no character named Snake in the game.
  • FeiLong Found: Fei Long was slated to appear in the game; however, according to an interview, his sprites could not be cleaned up in time for the game's release. Fei Long does make a small cameo in the Dungeon stage if either Cammy or E. Honda is present, and making him appear raises this value.
  • Fatality1: In Tong Warehouse, pressing LP, MP, MK, HK, HP, LK causes one of the spectators to explode. This value increases by 1 each time this is done.
    • Being a Street Fighter game, there are no proper fatalities present. KOing the opponent with a Super Combo, the closest the game has to fatalities, does not change this value.