1/5/2024 0 Comments Final fight 3 speed run![]() ![]() ![]() With a full team of programmers under him, and with an idea on just how to outdo Double Dragon II, Final Fight came together.Īt this time, Capcom’s arcade prowess was well known thanks to a battery of hits. He liked the concept, but the graphics and the gameplay didn’t quite grab him, so he thought he would try and do better. Okamoto was worried about his future there when he discovered Taito’s Double Dragon II. Okamoto’s titles, 1943, Gunsmoke, and Sidearm, were also a lot of fun - but weren’t quite as successful. It was really small, Okamoto recalls, though the president told him “that in the future, Capcom would be a really big company.” During his time there, Capcom stormed the arcades with a variety of games ranging from Ghouls ‘n Ghosts to Commando. If only he and David Crane could have met up.įortunately, he landed on his feet at a small company called Capcom. Then Okamoto asked for a raise slightly more than the “really small raise” they offered him and the next day, he was fired. It didn’t sell quite as many units as a result, but it was still a strong hit. The next game for Okamoto was Gyruss and this came out in ’83, a year that arcades were also experiencing their own recession though arguably weathering it slightly better than what the Video Game Crash handed consoles like the Atari 2600. Okamoto stood by and backed him up on his version of the truth despite knowing the real story to avoid disgracing him. In the interview, Okamoto shares an anecdote in seeing his boss talking to Konami’s president, being called over, and hearing how his boss’ “guidance” was responsible for the big hit, taking credit for the game. It arrived in Japan first in 1982, then internationally in 1983 thanks to distributors like Centuri who handled the North American end. And, luckily for him, was a solid hit in the arcades. This became Time Pilot (you can see the influence in how the time traveling plane flies around the screen like you also can in Bosconian). ![]() In an interview in 1997 that he did with Shinsuke Nakamura who was part of the shmup dev house, Psikyo, archived by GSL (Japan) and hosted over at, he recounts being inspired by Namco’s Bosconian. Instead, and under his boss’ nose, he created what he had proposed in the first place – a flying-type of shooter game. In that role, he was tasked to create a racing game. In an archived interview for Videogamespot by Steven Kent, Okamoto reveals his history, starting out at Konami as an artist in 1982 and then eventually moved into game design making him wonder if he were hired under “false pretenses” as that was what they wanted to him to be after all. This was the boring front page of the flyer sent out to North American operators sparing them from the pool of blood forming under Andore’s head in the one above or the Blanka wannabe standing next to an unimpressed Cody. ![]()
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