Including me! The programmers were largely responsible for the audits, so I don’t know what all of them are for. I’m pretty sure a number of those were put in there just to drum up hype, or as in jokes. Brian Smolik’s FAQ is probably the best way to find out some of the more obscure secrets.
Perhaps these are the hidden video screen animations? (IE: Guile’s hand gesture, Vega’s intro. There may have been a Kylie video and a Ken/Ryu vid too… unsure.) They could also be counters for hidden backgrounds. There is at least one hidden background that I remember: A fight ontop of Bison’s Temple Fortress, at night. Unfortunately I know not how to get to it.
We did do a Blanka digitizing session, though we did not clean up his capture or implement him in game as a playable character (either by human, or AI.) There was a secret scheduled for Dhalsim’s Lab. I think it went in… I have forgotten how it was supposed to be done, but after some set of circumstances are met, Blanka would roll out, electrocute the players, and then take off. I believe this increments the Blanka Found counter.
A Blade palette swap with new moves. Check Smolik’s FAQ for info.
A Blade palette swap with new moves. Check Smolik’s FAQ for info.
There was no character ever known as Snake. I’m sure this is just an attempt at building hype. “Falling Clouds on A.N. background” is listed as incrementing this counter as well though… It is possible that it was mislabelled, either by mistake or on purpose as the A.N. background was one of the very last to go in.
I believe this is just an in-joke. Just an attempt at building hype.
Don’t remember what this is specifically… though it could be blowing up the spectators in the Tong Warehouse background. (Fun fact, the crowd members were played by my brother and a couple of his buddies.)
We did intend to add Blanka at one point, but we never got his move set done, so there is no Blanka Fight. I imagine this was left in there due to time constraints/to build hype.
That is true. The game was written entirely by Incredible Technologies. As far as I know, we never recieved any code from Capcom, unfortunately.
Not sure who that can be attributed to, though it does make sense: You never want a game sitting idle, with nobody around it in an arcade. If the players have obviously walked away, (no health drained,) then we just dumped to game over and went back into attract mode. Now, if you’re saying that the game dumps out with equal health that has been drained… that sounds like a problem. I don’t remember that happening though.
I think I’m going to hold off on commenting on this until a little bit later. I do want to talk about the game play, as well as some of the other concepts that are similar to features that appeared in later SF games.
Well, that’s not exactly what we had in mind… lol. The thinking specific to Sawada was this: Fei Long had no shirt and Sawada was kind of a Fei/Guile hybrid in many ways. We also thought that we didn’t want two unique characters that looked the exact same; Sawada and Guile were both A.N. military, so we wanted to differentiate them. We didn’t want two characters in blue camo pants and tank tops.
You do kind of raise an interesting topic however: What was it that made MK2 so popular? While nobody really thought it was because there were bare chested dudes in it, there was a definite difference of opinion amongst the team as to what its magic was. I intend to discuss this later as well, as I believe it may clarify where the game play of SFTM and even BloodStorm stem from.
…so there are a couple of events that i know of off hand that aren’t accounted for: F7 and Super Bison. It’s possible that they were never added to the audits, or they might be one of the first four mystery counters.