Street Fighter the Movie Broke My Heart

DIGITIZING: THE SET AND EQUIPMENT
Incredible Technologies had done some digitizing for the previously mentioned Hard Yardage, but the digitizing for SFTM would be an undertaking on a whole new scale. Characters were to be huge by comparison, full color, (256 palette registers per sprite,) and they had to animate incredibly smoothly. We needed to capture a lot of frames of data. Clearly the Hard Yardage setup from 2 years prior was not going to work.

We ended up with some huge, broadcast quality Sony camera and some supposedly high end capture card which was installed in a PC with one of those (at the time,) fancy new CD ROM burners. The camera connected directly to the card/PC. I really wish I could remember the specifics of the makes and models, but they escape me now. What I do remember is that the card was not capturing data fast enough. Ever wonder why some of those SFTM animation look stiff? Get this: Its because the actors basically had to perform each motion IN SLOW MOTION! If they moved too fast, the image would get split across fields, resulting in tearing of the image which was a real bear to deal with for the artists as they would have to somehow extract the background color from character image while somehow rebuilding the field interpolated data. We experimented with all kinds of camera settings, capture settings, lighting schemes, you name it. We minimized the effect as best we could, but in the end, we were capturing animations in slow motion. The slower the better. (Supposedly we had purchased the same capture card as the Mortal Kombat guys had, but I really dont know where that info came from, as it couldnt possibly be true. When we did a project with Midway later, I got to see just how advanced their capture setup was. It was no surprise they had such beautiful artwork!)

Capture was done in front of a blue screen as we had expected that we were going to use a professional grade chromakeyer to strip the data. That didnt pan out, but we used blue anyway. We probably would have been better off with a flat grey background. We had a guy manning the camera and PC, and then 2 directors, each with his own monitor, to coach the actor through each move as necessary. Our two lead producers were on hand to do anything else that needed doing. We also generally had a lot of spectators lurking off screen, watching the whole process.

As far as props went, we had a turn table, a wooden box roughly 2x2x3, and a small wooden staircase maybe 4 feet long and 3 feet high, with four to six steps up it, all painted blue to match the background. The turn table was for moves in which the character had to spin. The box and staircase came in handy for faking in air moves or posing an actors legs on to simulate high kicks. Remember, we couldnt capture at full speed, so many of the kick type moves had to be posed out, frame by frame for a clean shot. Besides, the majority of the actors werent martial artists, so they were not going to be performing good looking kicks anyway. BTW, special mention goes to Peter Tuiasosopo, who played E. Honda. Peter is a big man, and not a martial artist, yet he got his legs up way higher for the kicks just about all of the other actors. Half naked. Wearing a skirt. And a Wig. All greased up in baby oil under those hot lights. That guy was a real class act. Super good natured and fun. A true professional.

We had some number of stage lights positioned around the actor to best create the right highlights and edge definition, probably somewhere on the order of 10 big lights. Some of these were on stands, some on the floor. Some had diffusers on them, some had their barn doors open or closed to varying degrees. The thing they all had in common was that these lights were HOT. We had a couple of fans wed turn on to cool the actors down as much as possible.

Also on set was a Super Street Fighter 2 Turbo, which wed use to demo some of the moves that were more difficult for the actors to visualize. Many months before arriving on set to shoot, we mapped out every characters animations/move set. These were all storyboarded and assigned a four letter code. This naming convention was something to the effect of SCFP, for Standing Close Fierce Punch. These codes were all printed onto standard 8.5x11 paper in big bold letters, and then arranged into a big binder. This binder would be held up in front of the camera before each take so that we knew which move was which by looking at the first frame of the capture. It also helped to make sure we got every single scheduled move. Sounds dumb, but it was an important little piece of the process.

I think that was the majority of the mission critical digitizing equipment we had on set. We did a number of dry runs in the warehouse of the Chicago office to make sure we had our bases covered, and then we provided a list of our equipment needs to Capcom. We planned on taking our PC and capture card, the camera, and the binder with us, while Capcom would recreate everything else on set as per our specifications. Off to Australia!!!

I’m almost sad to say because of this thread, i went back and decided to play StreetFighter: the movie arcade, until i beat it for the first time.

I forced myself to beat it once with bison, then for some reason i felt compelled to beat it again with blade. Thankfully afterwards it was “GAME OVERRRRR!!!”

Also i sat through the end credits and a certain Alan Noon was credited for the actor of blade :looney:

Yeah and Sawada can use the lightsaber to defect fireballs back at you in the game!

the game doesn’t look too bad from the vids. looks like it can be fun.

The initials “AVN” show up in 4th place on the game’s default high score list too :looney:

This is such a fantastic thread, please keep those stories coming.

Still my favorite thing about SFTM is Guile’s dizzy animation. Watch it sometime if you haven’t, it looks so wrong. OOOOOOH MY TUMMY HURTS

I like guile’s win pose, where he ‘whipes his hair back’ - classic damme.

Question for ya - during the movie is when Rual Julia unfortunatly passed - did ya’ll get any fottage with him, or did ya’ll just start by using another person?

  • :bluu:

He answered this in the last page:

Yep, that’s me in the credits, and those are my initials on the high score screen.

OUR ON LOCATION CREW
The film of Street Fighter the Movie was filmed in two locations: first in Thailand, second portion in Australia. We hooked up with the film production during their second leg, on the lot of Universal Studios outside of the Gold Coast area on Australia?s East Coast. Our crew consisted of five people; Myself as a director, the other director, the capture technician, as well as two more people who were what we would today know as the lead producers. We directors would coach the actors and evaluate each shot performance. The capture guy would man the PC and camera and evaluate each capture in terms of quality. The producers did everything else: running interference with other big wigs, getting the people we needed when we needed them, helping out during the shoots, securing equipment, organizing and making arrangements for travel, food, etc.

A TYPICAL DAY DOWN UNDER
It was a pretty sweet setup. We were lodged in the superb ANA Gold Coast Hotel, located in Surfer?s Paradise. Over the course of two weeks, we were to wake up early each morning and drive over to the movie studio lot. We?d head up to our capture studio in order to prepare for the day?s shoot by prepping the set and readying the equipment. Once we were set, we?d go get our actor and we begin shooting. We were to have each actor, one day each, for up to roughly 8 hours of digitizing. Some shoots were shorter, some ran longer, but at the end of the session, we released the actors and we?d verify our data. I?m pretty sure this was back before hard drives bigger than a gigabyte were cost effective, so at the end of a every day, we?d burn our data to CD. I could be wrong, but a full day?s worth of data may have required at least one disc, maybe two. It took FOREVER to burn these things. Like an hour and a half. I have no idea what speed that drive was, but I wouldn?t be surprised to learn that it was a 2x, maximum. After 10-12 hours working, that extra hour or two made for a long day. Then it was dinner, maybe some sight seeing or night life, then off to bed. Fifteen days of that later, and we?d be on the plane back to Chicago to make the game. Or so we thought. Our time in Australia actually ended up running much longer.

UNIVERSAL STUDIOS, SURFER?S PARADISE
At this point, I must have been 21 years old and had not done a whole lot of traveling. I also had not been on a movie set before, so the whole experience was pretty amazing. Our capture facility was situated up on a hill, next to the resident prop makers, who turned out to be really cool dudes. Half way down the hill there was some sort of long garage type building where Colonel Guile?s Boat was kept. (That thing was pretty sweet close up!) At the foot of the hill were two giant hangar-like buildings that housed many of the sets for the film. If memory serves, the hangar on the right contained Bison?s Command Center and accompanying Refugee Prison, the Bisonopolis Map Room, and some of the Refugee Prison Hallway areas underneath. The hangar on the left contained Bison?s Personal Quarters, Dhalsim?s Lab, and I forget what else. The Craft Services were set up on the right of the right hangar. (It was pretty cool to go down and grab lunch with the cast and crew each day.) The cast?s trailers were situated to the left of the left hangar. Make Up was some where off around to the left of the left hangar as well, in a smaller building. It could have been attached to Wardrobe, which was a long building furthest away from our studio and ran behind the two hangars.

Capcom was footing the whole bill for all this, so we had full run of the entire studio in order to get what we needed to make the game. When the film crew was in the left hangar filming stuff in Dhalsim?s Lab, we were in the right hangar, snapping photos of everything imaginable so that we could get all of the photographic reference we needed. If we needed a costume for a character (like a Bison Trooper outfit for Blade,) we walked down to Wardrobe and borrowed it. If we needed a custom costume made, (Like a dulled down version of Ryu?s gi that would read better under our digitizing specific lighting,) we asked Wardrobe one day, and they had it made to our specs for shooting the next. When we had opportunity to capture Ernie Reyes as Akuma, the prop guys built him custom bracelets and a choker, while Make Up created his crazy hairstyle and coloring. All and all, it was a pretty astounding situation to be a part of.

One question, were all the normal move graphics in the arcade version the same as the home version? I know the home version was close to SSF2: Turbo.

Also, any stories about this:

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I know it seems to slightly be based on the movie.

First of all thank you VERY much for all the info! It’s very interesting.

Second, there seems to be a basic problem with original arwork (comics, games, cartoons) being followed by “real life” movies. Let me tell you this, no matter how good the game would have been, you had no chance.
Even more important than the story, that many players don’t know, is that the characters actually look like in the original. The movie failed to get even close to both the look and the story and in addition to that, didn’t add any new interesting story either.

Third: There are big problems with communication between Capcom of Japan and America. There are almost unlimited examples for this. I can imagine how difficult it is to not know what’s going on while working on a big project.

I played the game on Saturn up and down (was my first Saturn game) and I want to know everything about Sawada. Did you know he also appeared in the lame US cartoon series?

Reading about Sheng Long being so skilled that he can fight with his eyes covered (or blinded) it reminds me a lot of Oro of SFIII. Oro only fights with one arm because otherwise the opponent wouldn’t have a chance. Maybe Capcom adopted that.

Would love to see the Sheng Long art.

Kenzou Sujimoto

Anoon, can you confirm this or add anything?

In Ken’s background of Street Fighter Zero/Alpha 2, you can see a servant (far right).

Quoting a post by SRK user Golden Hell:

“Kenzo Tsujimoto was also a producer in Van Damme’s Street Fighter flick and executive producer in the American versions of the SF and Mega-Man cartoons.
IMDB also lists that he played an A.N. Commander in the Van Damme movie. I always heard that he was the cook that was left behind in the deserted A.N. base after the troops left to fight Bison.”

Thanks!

^
Wow you’re full of trivia. Aerialgroove, happen to know if the guy with the Teddy bear in that background is Strider or is it another Capcom character?

[sorry for the thread jack]

cool thread, i’ve been passing over it for sometime, but decided to read it now that it’s stickied. But i’d just like everyone to think what would’ve happened if SFTM was actually labled SF3. Really think about the impact that would’ve had.

Check this out and guess who played F7 http://en.wikipedia.org/wiki/Street_Fighter_The_Movie_(video_game)
You should add some info on yourself on wikipedia cuz i clicked on your name and no info appeared

That’s Strider Hiryu. All About Capcom confirms that it’s him. But most of those background appearances are considered people dressing up like those characters in a costume party because some of those appearances are impossible unless time travel is involved. (Linn Kurosawa of Aliens vs. Predator is in the pool too and she also appears in the Tokyo Stage of the first 2 SF3 games bathing with Chun-Li and Felicia). Well, take it as you will. I suppose if you subscribe to the theory that most Capcom games take place in the same universe you can make a case for some of the appearances, in the end it’s one of those things that’s up to the gamer to decide I feel. But that’s just my outlook on it. At least according to Strider 2 it seems that Hiryu is possibly immortal and can live for thousands of years without aging (unless he’s murdered of course, like dying in the game) so his appearance in that background is one of the probable ones, kind of. But again, it’s up to the viewer to decide.

^ “Due to all of these factors, fans of the Street Fighter series have panned Blade himself, labeling him the absolute worst character in Street Fighter history.”

ouch! :sweat:

Thanks!

Xenozip., what sano meant was “yes”.

Here’s more:
http://fightingstreet.com/folders/variousinfofolder/eastereggs/eastereggspage.html

I don’t think I’ve ever answered a question as just “yes” in my entire time on SRK. And given your post with “Here’s more:” I don’t think you have either. J/K :rofl: :rofl: :rofl: :rofl: :rofl:

i checked out ur website preety cool, the rip-offs is hilarious to me keep it up:lovin:
i got one Ryo from king of fighters and Dan