Sega's Third Development Department was charged with both excitement and tension.
The handheld version of Tetris had completed final testing and was sent to the production department for stock preparation. It was slated for release at the start of summer vacation, aiming to claim a share of students' spending before they ran out of pocket money during the break.
Nakayama Takuya stood in the center of the workspace, his gaze sweeping across the young faces before him. Their eyes held excitement, but also a trace of unease.
"Everyone," Takuya began. His voice was not loud, yet it reached every ear clearly. "I know you're under a lot of pressure."
He paused slightly, a faint smile rising at the corners of his mouth, like winter sunlight chasing away some of the tension. "After all, we're making a game unlike anything that's come before."
"But trust me. As long as we work together, we'll create a miracle." His tone was resolute. "We've already done a great deal of preparation, and we have development contingency plans in place."
His words were like a shot in the arm, energizing the entire team. Team Leader Shimizu, standing beside Takuya and sensing the rise in morale, cleared his throat. His booming voice rang out. "All right, everyone, get to work!"
"Nakayama-san has already laid out a detailed development plan. From here on, we'll move forward step by step according to that plan!"
The programmers swiftly returned to their stations, fingers flying over keyboards as the clatter of typing filled the room like a rapid drumbeat. The art team gathered around Masami Kurumada's original character design sheets, arguing intensely as they gestured back and forth, sparks of inspiration flying.
Takuya knew that beginnings were always difficult. The heart of a fighting game lay in collision detection precise down to the smallest margin. To allow the artists to configure attack and hurtboxes intuitively and conveniently, he decided to take matters into his own hands and develop a visualization tool internally codenamed the "Collision Configurator."
"Team Leader Shimizu, Oyama-san," Takuya said sincerely as he approached the two top programmers on the team. "I'd like you to work with me on developing this tool."
"No problem, Nakayama-san. We'll give you our full support," Team Leader Shimizu agreed at once, and Oyama nodded in approval.
Over the next several days, the lights in the development department stayed on around the clock. Takuya, Shimizu, and Oyama practically made the department their home. The three of them constantly discussed, tested, and revised code. From efficiently processing massive amounts of frame data to ensuring the editor's accuracy and usability—even down to the shapes of the hitboxes—everything sparked fierce debate.
"I think we should use more complex shapes to simulate collisions more precisely," Oyama insisted. He was a perfectionist when it came to technology.
"But complex shapes will increase the computational load and affect game performance." Team Leader Shimizu objected from a practical standpoint. Performance optimization was the foundation of smooth gameplay.
Takuya pondered for a moment before saying, "My idea is to use rectangular boxes as the foundation, layering multiple rectangles to create a complete collision area. The collision area doesn't need to match the character's outline exactly. If we leave room for manual adjustment, it can accommodate every animation frame. That ensures accuracy while taking performance into account."
He patiently explained his reasoning. "As for peripheral details like a character's hair or the corners of their clothing, we can ignore them where appropriate."
After hearing Takuya's explanation, both Shimizu and Oyama found it reasonable. It was the best balance between accuracy and performance. The three immediately began development according to Takuya's plan.
After two weeks of sleepless effort, the editor's core functions had begun to take shape. The interface was still crude and its functions relatively limited, but it could already import simple pixel-art image sequences and perform basic hitbox configuration.
During an internal demonstration, Takuya imported a simple stick-figure punching animation and successfully configured its collision detection. When the stick figure's fist struck the "target," the collision area appeared clearly on-screen. "It worked!" Cheers erupted from the development department. They were not loud, but they were enough to lift everyone's spirits. This marked the first milestone step for the Fatal Fury project.
At the same time, the team was actively exploring the characteristics of the Pre-System 16 board. Takuya made it clear that they had to squeeze every bit of potential out of the dual M68000 CPUs to achieve a smooth 60 Hz combat frame rate. "60 Hz?" a young programmer asked doubtfully. "Nakayama-san, most arcade games right now run at 30 Hz or even lower. Isn't 60 Hz too ambitious?"
"I know it's difficult." Takuya nodded, his tone firm. "But for a fighting game, a high frame rate is crucial."
"A higher frame rate means faster input response and more accurate detection. It also gives us enough room for animation work and balance adjustments." He explained the importance of a high frame rate in fighting games. "Only then can players truly experience the joy of fighting."
"We have to do everything we can to extract the Pre-System 16 board's performance and make sure there are no dropped frames during intense matches. That's also why I simplified the computational load as much as possible when developing the Collision Configurator."
The programmers felt Takuya's determination and all pledged to give it their all. However, how to optimize the code and fully tap the Pre-System 16 board's capabilities while preserving visual detail became the technical team's foremost challenge.
One young programmer got stuck while optimizing CPU allocation, scratching his head in frustration without finding an answer. Takuya walked over, carefully examined his code, and asked about his overall approach. "Here, you could try simplifying unnecessary background calculations," Takuya suggested, pointing at a section of code. "These data can actually be calculated in advance before the game starts. There's no need to recalculate them every frame."
The young man's eyes lit up. He immediately followed the suggestion, and the problem was soon solved. "Thank you, Nakayama-san!" he said gratefully.
"No need to thank me. Give it your all!" Takuya smiled. "If there's a problem, we'll discuss it together and pool our ideas."
After a period of experimentation and optimization, the team gradually mastered the characteristics of the Pre-System 16 board. They successfully assigned non-core combat elements such as backgrounds and the UI to an additionally installed Zilog Z80 CPU, while the board's original Motorola 68000 CPUs focused entirely on character animation, combat logic, and detection calculations. In preliminary tests, the game could already run steadily above 50 Hz, drawing ever closer to the 60 Hz target.
While the technical team tackled one challenge after another, the art team was also working at full speed on experimenting with character pixel art.
Based on the character designs Takuya had provided, they collected countless demonstration and fight recordings from the various martial arts styles associated with each character. Combining them with the requested "hard-edged, hot-blooded" style, they drew preliminary pixel sketches and key animation frames for the characters.
When Takuya reviewed the initial drafts, he found that while the artists had solid fundamentals, they still fell short of the visceral impact and distinctive sense of motion he wanted.
"Everyone's drawings are good, but they're not enough."
Takuya looked at the members of the art team and spoke gently.
"The movements in a fighting game aren't just simple changes in pose. What matters more is the sense of power and impact."
He picked up a sketch and pointed to a character throwing a punch.
"This fist looks limp. There's no power in it at all."
"We need more exaggerated lines and stronger colors to convey the fist's speed and power. The resolution we have to work with is limited right now, but we can use tricks like manga speed lines to compensate."
To help the artists better understand what he meant, Takuya personally demonstrated with simple diagrams, explaining how limited frame counts could create visual deception.
He emphasized the importance of the attack's startup, active, and recovery phases in animation.
"None of these three phases can be left out. By assigning different numbers of frames to different stages of each movement, we can make the changes in speed and rhythm much more apparent. Especially when an attack lands, we need to add hit-stop frames and insert impact effects. That's how players will feel every blow landing solidly."
After hearing Takuya's explanation, the art team was suddenly enlightened.
They began revising their work according to Takuya's suggestions.
Watching the highly motivated team members around him, Takuya's heart filled with confidence.
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