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Ever
since their very first release in 1984, Capcom have
managed to establish themselves as the most widely respected
video game developer in the world. They have produced
more than their fair share of groundbreaking titles
- and while they are far from being alone in that respect,
they are arguably the only house to have navigated three
decades of videogaming history while consistently excelling
at everything they do. Every game house has a bad day
now and again, but somehow Capcom have always managed
to maintain an exceptionally high standard for every
single release; earning themselves a well deserved reputation
of infaillable quality and stlye.
Having
started off exclusively as a designer of arcade games,
Capcom have steadily been expanding thier repertoire
to include the home market, be it through high quality
conversions of their most successful arcade titles,
original home productions of their own, or by acting
as Japanese publisher for successful Western releases.
The Capcom of today is definately aware of their arcade
heritage: the late 80s - early 90s remain their most
creatively successful period; it was then that their
most successful series came light: from Street
Fighter to the Rockman,
Makaimura
or Vampire
series, they have influenced the arcade game genre more
than any other comany. Thus they remain, for good or
ill, the undisputed masters of the arcade game.
Capcom's
roots can be traced as far back as the late 70s, and
a small electronics venture named 'I.R.M. Corporation'.
The company set up shop in the Matsubara district of
Osaka in May 1979, with the intention of developing
and selling electronic game machinery. In May 1981 I.R.M.
opened a small development subsidiary named 'JAPAN CAPSULE
COMPUTER Co., Ltd.', and by September of the same year,
changed their name to 'SAMBI Co., Ltd.', while moving
into more spacious officies in Habikino prefecture.
The
company enjoyed a very unique business climate: in the
late 70s Japan was enjoying a massive economic boom,
and the demand for electronic and mechanical entertainment
was increasing at a phenomenal rate. Games like Space
Invaders (1978), Galaxian (1979), Pac-Man (1980)
and Donkey
Kong (1981) had created an all-new industry of their
own: the arcade room. So Sambi re-structured and decided
to attack this new opportunity head-on: in June 1983
the 'Capsule Computer' name was shortened to 'CAPCOM
Co., Ltd.', and in October the company opened their
Tokyo officies in Shinjuku. By May 1984 their very first
production was ready, and emerged from the Capcom development
studio in the form of Vulgus,
the first Capcom arcade game to bear the name. |
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Vulgus (1984) |
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1942 (1984) |
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Senjo no Ookami (1985)
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Makaimura (1985)
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Clearly
inspired by Namco's genre-defining Xevious
(1982), Vulgus (above
left) was an extraordinarily polished production considering
it was Capcom's first ever release. In fact it ranks
easily as one of the best shooting games of the period,
and Capcom would go on to expand even further on the
template in the excellent 1942
(above right), and later in the criminally under-rated
2-player classic, Exed
Exes (1985).
Son Son and Higemaru,
Capcom's other two 1984 releases, were also huge successes.
One year, four releases, four smash hits: not bad for
a maiden year... Yet Capcom were only getting warmed
up, seemingly preparing themselves to elevating their
standard from excellent to extraordinary: 1985 would
see the appearance of two of the most important releases
of the 80s, the first being the overhead action game
Senjo
no Ookami (left).
Known as 'Commando' ouside of Japan, Senjo
no Ookami (Wolf of the Battlefield) was a fast,
frantic, and superbly produced action shooting game
that took the world by storm. Its pinpoint controls
and frenzied pace went as far as creating a genre all
of its own: in the years that followed any game that
even vaguely resembled it was immediated tagged as 'Commando-style'.
Then came Makaimura
(left), a seemingly innocuous action platform choke
full of tricks, traps and clever level designs. Makaimura
gained an immediate cult following the world over, where
it was released as 'Ghosts 'n Goblins'. Iconic isn't
the word... The sheer impact of both of these titles
is undeniable - they spurred literally hundreds of imitators,
and a number of sequels of their own. Not just that,
they also remain firm favourites to this day.
No surprise: never before had gameplay, design and architecture
been so meticulously entertwined. Within two years,
Capcom had made an immediate impact on the industry.
They had become, in the space of a half dozen releases,
nothing less than the finest video game maker in the
world. |
Capcom's first Famicom releases (left to right): 1942,
Son Son, Makaimura and Senjo no Ookami |

Rockman (1987) |
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The
sheer succes Capcom's arcade endeavours enabled the
setting up of California-based 'CAPCOM U.S.A. Inc.'
in August of 1985. This allowed the company to have
greater control over all of its export operations, instead
of relying on third parties for distrubution abroad
(Vulgus, interestingly,
was distributed stateside by none other than SNK).
Having secured their position as one of the world's
premier arcade developpers, Capcom turned their attention
toward the home market, and Nintendo's successful Famicom
console. They began a string of home conversions of
their greatest arcade hits, and a number of original
productions of their own.
Rockman
(left) in particular became one of the format's top
sellers in the East nas much as the West, where the
character was renamed 'Mega Man'. |

Strider Hiryu (1989) |
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Capcom's 1989 CPS Lineup |
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Having
effortlessly established themselves as a home developer
to be reckoned with, Capcom's arcade output continued
to excel as the 80s drew to a close. 1988 saw the introduction
of the 'Capcom Play System' (CPS) arcade board, a dedicated
hardware template that was to play host to some of the
finest video games ever produced. Some even go as far
as arguing that this was the 'real' golden age of arcade
games. Forget about Pac-Man, Galaga and Xevious - it's
all about Lost
Worlds, Daimakaimura,
Strider
Hiryu, Area 88,
1941, and
Final Fight.
And they wouldn't be far from wrong: each and every
one of these titles is a masterpiece of design, and
a milestone of gaming history. Not just that - each
and every one of them is being played and enjoyed right
now, as we speak, in arcades and homes all around
the world. Their appeal has completely transcended their
age: people are still trying to master every stage,
perfect the finer elements of their gameplay, or chase
the world's highest score.
Now there aren't many games that can claim to retain
such appeal, 18 years down the line. A lifetime for
some - but then again games like Final
Fight can take a lifetime to master. |
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Street Fighter II (1991) |

Vampire (1994) |
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And
then came Street
Fighter II. Capcom's fighting game masterpiece not
only propelled Capcom to financial heights that the
company could only have dreamed of, but it also changed
the face of arcade gaming forever.
The dust is yet to settle... It is impossible to hark
back to the Final Fight / Street Fighter phenomenon
without seeing that it was a blessing and curse for
Capcom. On one hand, they succeeded in defining absolute
perfection for two of the most important game genres
of the period: the arcade / action game, and the versus
fighting game. But then, they went on to dedicate themselves
to trying to push these enveloppes even further, spending
the rest of the decade in a vile funk, seemingly forcing
themselves to further the formula at any cost.
Something was lost along the way; that distinctively
creative, meticulous, awe-inspiring, and uniquely 'Capcom'
touch seen in abundance prior to Street
Fighter II was lost... Gone are dream-like landscapes,
mythical worlds, unforgettable characeters and raw,
original gameplay of Lost
Worlds, Strider
Hiryu, or Daimakaimura.
All there is left now is a large wallowing cloud, and
distant echoes of "Lound 1... Fight!" |

Biohazard (1996) |

Star Gladiator (1996) |
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But
then again you could argue that the versus fighting
game genre is an expression of gaming in its purest
form: competitive, reflex-based, sociable and entertaining.
And to Capcom's credit, all of their fighting games
were of an extraordinarily high standard: the mythical
monsters of the Vampire
series proved a interesting alternative to Street
Fighter's martial artists, and a lucrative licencing
deal with Marvel Comics gave birth to Capcom's 'Marvel'
series of games (starting in 1994 with X-Men
Children of the Atom).
The mid-90s also saw the arrival of superior home
console technology: the Sega Saturn was the ideal
format for Capcom to bring faithful renditions of
their most famous arcade titles home, while Sony's
PlayStation was the perfect opportunity for them to
start experimenting with their own 3D productions.
The PlayStation-based Capcom ZN-1 arcade board was
the perfect host for Capcom's first ventures into
the 3D fighting game genre (Street Fighter EX, Star
Gladiator), and allowed for easy home conversions
onto Sony's machine.
And then came Biohazard
(1996). Capcom's first 3D home exclusive was a massive
success for Capcom, spawning their most successful
brand name this side of Street Fighter.
|
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Sep |
|
aka
'Ghosts'n Goblins' |
Apr |
Tatakai
no Banka |
aka
'Trojan' |
Sep |
Rush
& Crash |
aka
'The Speed Rumbler' |
Nov |
Ares
no Tsubasa |
aka
'Legendary Wings' |
Feb |
Hissatsu
Buraiken |
aka
'Avengers' |
Mar |
Top
Secret |
aka
'Bionic Commando' |
Jun |
|
aka
'1943 - The Battle of Midway' |
Aug |
Black
Dragon |
aka
'Black Tiger' |
Nov |
Tora-he
no Michi |
aka
'Tiger Road' |
Jul |
|
aka
'Forgotten Worlds' |
Dec |
|
aka
'Ghouls'n Ghosts' |
Feb |
Mad
Gear |
aka
'LED Storm' |
Apr |
Tenchi
wo Kurau |
aka
'Dynasty Warriors' |
Jun |
Chiki
Chiki Boys |
aka
'Mega Twins' |
Oct |
U.S.
Navy |
aka
'Carrier Airwing' |
Dec |
Quiz
Tonosama no Yabou |
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Jul |
Wonder
3 |
aka
'Three Wonders' |
Nov |
|
aka
'Warriors of Fate' |
Feb |
Cadillacs |
aka
'Cadillacs and Dinosaurs' |
Jul |
Muscle
Bomber |
aka
'Saturday Night Slam Masters' |
Jan |
Dungeons
& Dragons - Tower of Doom |
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Mar |
|
aka
'Super Street Fighter II Turbo' |
Jun |
Ultimate
Ecology |
aka
'ECO Fighters' |
Oct |
Powered
Gear |
aka
'Armored Warriors' |
Jan |
Quiz
Tonosama no Yabou 2 |
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Jun |
|
aka
'Street Fighter Alpha' |
Jun |
Street
Fighter - The Movie |
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Oct |
Rockman
- The Power Battle |
aka
'Mega Man
The Power Battle' |
Feb |
Dungeons
& Dragons - Shadow Over Mystara |
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Mar |
|
aka
'Street Fighter Alpha 2' |
Jul |
Rockman
2 - The Power Fighters |
aka
'Mega Man 2
The Power Fighters' |
Oct |
Warzard |
aka
'Red Earth' |
Sep |
|
aka
'Super Gem Fighter Mini Mix' |
Apr |
Star
Gladiator 2 |
aka
'Plasma Sword' |
Jul |
|
aka
'Street Fighter Alpha 3' |
Jul |
Tetris
- The Grand Master |
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Sep |
Chokosenki
Kikaioh |
aka
'Tech Romancer' |
Oct |
Magical
Tetris Challenge |
|
Dec |
Jojo
no Kimyo Na Boken |
aka
'Jojo's Venture' |
Sep |
Jojo
no Kimyo Na Boken 2 |
aka
'Jojo's Bizarre Adventure' |
Feb |
Great
Mahou Daisakusen |
aka
'Dimahoo' |
Dec |
|
aka
'Rival Schools 2' |
Apr |
Progear
no Arashi |
aka
'Progear' |
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Gundam
- Federation vs Zeon |
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Gundam
- Federation vs Zeon DX |
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Jangokushi
- Haoh no Saihi |
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Gundam
Z - AEUG vs Titans |
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Gundam
Seed - Federation vs Z.A.F.T. |
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