Three days later, January 11.
The cold wind couldn't dampen the teens' fervor.
Long lines ford early at Sega arcade halls across Japan's major cities.
As arcade doors slowly opened, crowds surged in like a tide.
Their target: the shiny new machines adorned with Fatal Fury posters.
"It's here!"
" first!"
"Queue up, jerk!"
Shouts, the crisp clink of coins, and the ga's intense fight sound effects filled the air.
Onscreen, Terry's Burn Knuckle blazed a fiery trail.
Andy's Zan-ei Ken struck like lightning.
Joe's Hurricane Upper roared with force.
The dazzling moves glimpsed in the ani trailer now appeared vividly before players.
Though the graphics couldn't match the ani's fidelity, precise controls and fierce battles imrsed players in the characters.
The expressiveness exceeded many players' expectations.
Spectators outnumbered players, craning their necks, eyes gleaming with excitent.
Gasps, discussions, and mimicked move shouts echoed.
The arcades' heat contrasted sharply with the winter chill outside.
At Sega's Third Developnt Departnt office.
Group Leader Shimizu and Takuya, in a eting room with other team leads, received real-ti reports from arcade frontlines.
Phones rang nonstop, each call bringing more exhilarating news.
"Shinjuku's line wraps around the corner!"
"Akihabara's short on machines—players are complaining!"
Shimizu clenched his fists, face alight with uncontainable excitent.
His designed characters and tuned moves were now in countless players' hands, sparking wild enthusiasm.
This achievent surpassed any prior project.
He glanced at Takuya Nakayama.
Takuya calmly took calls, nodding occasionally, a faint smile on his lips.
The nationwide arcade frenzy seed entirely within his expectations.
After the noon reports from direct arcades, Shimizu exhaled deeply, his face a mix of exhaustion and ecstasy.
He gave Takuya a thumbs-up, voice hoarse. "Takuya… you… you did it!"
Takuya hung up, nodding slightly. "This is just the start."
His quiet voice carried convincing strength. "The ani and its end tutorials haven't even hit yet."
"The real storm is coming."
anwhile, in Kyoto, Nintendo headquarters.
Reports of Fatal Fury's arcade launch frenzy reached Hiroshi Yamauchi's desk at top speed.
They detailed packed arcades, players' wild reactions, and dia coverage.
The staggering coin-drop rates and player linger tis left the marketing reporter's voice dry.
The office atmosphere grew heavy for the first ti over Sega's arcade ga.
Yamauchi silently reviewed the report.
His fingers tapped the desk unconsciously.
His earlier "just arcade noise" remark now felt hasty.
Though he still believed the console market's foundation was unshakable, Sega's explosive montum and novel ani-ga synergy exceeded his predictions.
"Marketing bubble"?
The term lingered in his mind but didn't settle as confidently as before.
He looked up, scanning the executives. "Keep watching."
His voice remained low, now with a trace of caution. "Focus on their next moves."
At Namco's Tokyo headquarters, Masaya Nakamura learned of Fatal Fury's arcade explosion.
He wasn't shocked, feeling a complex "as expected" sentint.
Nintendo's "snipe" had failed.
Sega had ignited the market.
This confird his faint worries and judgnts.
Gazing out at Tokyo's gray sky, he wondered: was the industry's sky changing?
January 11, 1986, 6:00 p.m.
Countless household TVs lit up, reflecting eager or curious young faces.
Fatal Fury's first episode aired under intense anticipation.
Directed by Shutaro Oba with a lavish budget, its quality seized viewers' attention.
Masami Kurumada's rugged character designs exuded power and masculinity.
Fluid fight scenes and sharp move effects surpassed typical TV ani of the era.
The tight-paced plot—Terry Bogard's quest for vengeance—ignited teens' passion.
"So strong! This animation!"
"Terry's so cool!"
Exclamations filled living rooms.
As the episode ended at its climax, viewers, still imrsed in thrilling fights and suspense, expected the usual credits music.
But the screen shifted.
Instead of credits, arcade gaplay appeared—the sa one driving players wild earlier.
A clear window below showed the joystick's eight directions and four buttons' inputs.
The character: ani protagonist Terry Bogard.
Terry assud a ready stance.
The joystick window traced a downward arc, then snapped right-forward, A button lighting up.
Terry lunged, his fist trailing fiery streaks. "—Power Wave!"
The move's na and clear command appeared: "↓→ A/C."
Before viewers could react, another demo played.
The joystick held down briefly, then flicked up, A pressed.
Terry leaped, slamming a powerful fist to the ground. "Crack Shoot!"
"↓→ B/D."
Other basic specials like Rising Tackle followed, each paired with precise input displays, like a hands-on tutorial.
The teen audience, briefly stunned, erupted.
"Whoa! Like this?"
"It's the move list! In-ga moves!"
"No wonder I couldn't get it right today!"
"The input display's so clear!"
"Write it down! ↓→ A/C!"
Players beaten by CPUs or others in arcades, awestruck by flashy moves, felt enlightened.
Those drawn by the ani but not yet at arcades had their curiosity and desire to try sparked by these "simple" commands.
TV screens lit up flushed, excited faces.
End credits? Who cares?
Their minds were fixed on "↓→ A/C"!
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