I would say yes to almost everything people would bring me. In 1992, Capcom released a book in Japan called Street Fighter 2: Complete File showing early character and stage concept art.
We both had legitimate reasons, but then we came to an agreement to not make it shorter. You know how each character has a life bar? At one point, I wanted to make the power gauge for Chun-Li shorter than for the other characters because women are not as strong. Nishitani would sometimes say no and reject my ideas. There were lots of times people would ignore what I said too. I'd say this is approved or not approved. I had the team put together a concept and the art, and I would look through the design documents and tell them what I liked - what to keep and what to throw out. It was a deep game it still is a deep game, and it was one that required a lot of time with it, a lot of quarters in the arcades. I think the great thing was it really stoked players' competitiveness. John Gillin (Director of marketing, Capcom USA): So we were thinking that could take out the frustration. But if players were competing against each other, whether they won or lost would be up to them. If we dictated the difficulty, players could always get frustrated. We kind of did that with Final Fight since players help each other out, but we realized some players still felt cheated because the game was too difficult. Players would essentially split the cost so they could both play for longer. So we thought about it more and came to the conclusion that if two people played at once. We thought about putting big machines in arcades, so you would need to spend 500 yen per game - developers would be happy because they would make more money, players would be happy because they would get a better experience, but arcade operators wouldn't be happy because it would cost a lot to swap these big machines in and out. So we were thinking really hard about what would make everybody happy. But if it doesn't last very long, then developers are happy and arcade operators are happy, but players aren't happy. And we were thinking, if you're playing a shooter and there's a lot of bullets coming at you, that's a lot of fun. Space Invaders was popular and cost 100 yen ($1) to play. Back in the day, people at arcades weren't happy.