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Capcom Fighting All-Stars
Capcom Fighting All-Stars
from Wikipedia
Capcom Fighting All-Stars: Code Holder
DeveloperCapcom
PublisherCapcom
DirectorToyohisa Tanabe
PlatformsPlayStation 2, arcade
ReleaseUnreleased
GenreFighting
ModesSingle-player, multiplayer

Capcom Fighting All-Stars: Code Holder is a cancelled 3D fighting game developed by Capcom for arcade and PlayStation 2. The game would have featured characters from various Capcom franchises fighting to prevent a massive bomb from exploding. The game was canceled in 2003 due to poor feedback during its testing period, though it would influence the release of Capcom Fighting Evolution the following year.

Gameplay

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Capcom Fighting All-Stars was designed to translate mechanics from Capcom's 2D fighting games into a 3D environment, similar to their Street Fighter EX series.[1] Characters had three life bars that would cause a brief pause each time one was depleted, similar to the Darkstalkers series. The super combo gauge was also linked with the life system: while on their first life bar, characters would only be able to gain up to one of their gauge's three tiers, preventing them from using more than their most basic super attack. Each time one of a character's life bars was depleted, the next tier of their super gauge would unlock, allowing them to gain more meter and use more powerful super attacks. The game would also allow players to perform finishing moves.

Characters

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Capcom Fighting All-Stars was intended to feature 16 playable characters, consisting of 11 characters from other Capcom franchises such as Street Fighter and Final Fight, along with four original characters and one guest character from SNK's The King of Fighters franchise.[2][1][3][4]

Story

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A terrorist named Avel, under the code name "Death", threatens to destroy Metro City using a small atomic bomb known as "Laughter Sun". To prevent anyone from stopping the bomb, Death locks the disarm function behind a set of codes. Each of these codes are held by the eponymous "Code Holders", humans with special powers: D.D. ("Ogre"), Luke ("Fallen Angel"), and Ingrid ("Isis"). Faced with this crisis, Metro City Mayor Mike Haggar contacts several other fighters for help, and orders them to retrieve the codes, defeat Death, and prevent Metro City's destruction. The story had multiple endings, determined by the amount of time the player takes to finish the game.

Development

[edit]

Following the release of Capcom vs. SNK 2 (2001), Capcom began work on a third entry in the Capcom vs. SNK series. However, the game was cancelled due to SNK facing bankruptcy at the time. As a result of changes brought on by SNK's financial situation, a team of roughly 20 staff members left the company to join Capcom, including director Toyohisa Tanabe. This team decided to repurpose the assets created for Capcom vs. SNK 3 into a new project, which became Capcom Fighting All-Stars.[5] The presence of several of their former staff on the team led SNK to grant Capcom permission to feature one of their characters, Kyo Kusanagi, as a special guest.[4]

Between 2002–2003, Capcom held a series of limited location tests for the arcade version, where they received negative feedback from players. After several more months in development, the game was canceled in August 2003.[5] Outside of a few minor details and limited screenshots and footage over the years, very little about the game would be publicly known until 2017, when Capcom published an interview with Tanabe on their Street Fighter V website that went into more detail about the game's development and cancellation, along with a pair of articles revealing previously unpublished artwork and screenshots.[1]

Legacy

[edit]

While Capcom Fighting All-Stars would never receive a release, the idea of a crossover fighting game focused on Capcom's own characters would later inspire the release of Capcom Fighting Evolution in 2004, which included one of Capcom Fighting All-Stars' original characters, Ingrid, in its roster.[6] Ingrid would go on to reappear in other Capcom games, including as a playable character in Street Fighter Alpha 3 MAX, Street Fighter 6, and Project X Zone 2, and as a costume for Karin Kanzuki in Street Fighter V.[7][8][9] Ingrid, D.D. and Luke also made cameo appearances in the 2013 Rhythm RPG Otoranger.[10]

References

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from Grokipedia
Capcom Fighting All-Stars: Code Holder is a cancelled 3D crossover fighting video game developed by for arcades using the System 246 hardware and the console. The game was designed to bring together characters from multiple franchises, including , , Rival Schools, and Strider, in a three-dimensional arena-style battles similar to or . Announced in 2002 with a public debut at the JAMMA arcade show, it featured a roster of at least nine confirmed fighters such as Ryu, , Mike Haggar, Strider Hiryu, and original characters like Ingrid and D.D., with plans to expand to around 16 selectable combatants. Development of Capcom Fighting All-Stars: Code Holder began as an ambitious project to unify 's fighting game icons in 3D, incorporating innovative mechanics such as a five-button control scheme (two punches, two kicks, and a side-step), simultaneous attack cancellation, dramatic counters, and special finishers triggered by complex commands. The game also introduced unique elements like axis-based movement and a "Dramatic Finish" mode, alongside hidden characters including Akuma, Demitri, and the enigmatic Code Holder Avel (or ""). Artwork was provided by notable artists such as and Kita Senri, with promotional materials showcasing detailed character portraits and emblems. Following location tests in and other regions, cancelled Capcom Fighting All-Stars: Code Holder in February 2003, with no official reason disclosed at the time, though reports indicated it had been removed from publishing schedules. The cancellation came amid 's strategic shift toward partnered arcade developments and a preference for 2D fighters, leading to the repurposing of assets like the character in later titles such as . The character was later announced as downloadable content for in June 2025. Despite never being released, the project has garnered interest among fans for its potential crossover appeal, with later sharing unreleased images and artwork through official channels in 2017.

Development

Announcement and Initial Concept

Capcom Fighting All-Stars was first publicly revealed in early September 2002 through Japanese media outlets, with its official title announced on September 4. The game debuted at the 40th Amusement Machines Show (JAMMA) in on September 19, 2002, where attendees could view a featuring 3D models of characters such as Ryu from Street Fighter and . The project originated as a planned sequel to the Capcom vs. SNK series, specifically Capcom vs. SNK 3, which began development shortly after Capcom vs. SNK 2: Mark of the Millennium 2001. However, SNK's bankruptcy filing in 2001 prompted a major pivot, refocusing the game on Capcom's internal properties while securing permission to include just one SNK guest character, Kyo Kusanagi from The King of Fighters. Conceived as a 3D crossover fighter for arcades and the , the initial design targeted Namco's System 246 hardware and envisioned a 16-character roster that integrated elements from franchises including , , and . To build the team, recruited approximately 20 developers from the recently defunct in 2002, including key figures like director Toyohisa Tanabe, who brought expertise from prior crossover projects to help shape the game's early vision.

Production and Testing

Development of Capcom Fighting All-Stars began in late 2001 following the bankruptcy of , when a team of approximately 20 former developers, including director Toyohisa Tanabe, joined to work on the project. This small team, supported by producer Yoshiki Okamoto, focused on creating 's first internally developed 3D , adapting the company's iconic 2D fighting styles from franchises like and Rival Schools into a three-dimensional environment. The effort emphasized crossover elements, integrating characters from multiple series while drawing on the ex- staff's expertise in producing versus-style fighters such as . Tanabe, who had prior experience directing titles, aimed to balance the distinct mechanics and aesthetics of these franchises to ensure cohesive gameplay, though the team faced significant hurdles in translating 2D precision to 3D movement and animations. The project spanned about 1.5 years, with the team reusing assets from a previously canceled to accelerate progress toward a mid-2003 target. Challenges arose early, including design disagreements—such as redesigning Ryu with a more stylized appearance—and technical issues like animating complex elements, exemplified by the antagonist Death's flowing coat, which proved difficult in 3D. The developers experimented with innovative mechanics, like the "Dramatic Counter" that slowed time on successful hits to heighten tension, but these were seen as overly experimental by executives, who questioned their appeal in media coverage like . Tanabe later reflected on his relative inexperience as a key factor in the project's struggles, noting the difficulty in crafting an engaging product amid these iterations. To refine the game, Capcom conducted internal testing and showcased builds at events like the 2002 and Amusement Operators Union (AOU) expo in early 2003, where feedback highlighted concerns over marketability and the 3D implementation's departure from traditional 2D feel. Limited location tests followed in Japanese arcades in late 2002 and early 2003, featuring partial versions with around 8-10 playable characters from 's roster; player responses were mixed, praising the crossover concept but criticizing the 3D controls and movement as clunky and unfamiliar. This feedback prompted staff increases and further revisions, but ultimately underscored persistent balancing issues across the franchises' diverse playstyles. Early public previews of the footage also drew negative reactions, with observers noting it "looked kind of bad" compared to 's 2D legacy.

Cancellation

Capcom officially announced the cancellation of Capcom Fighting All-Stars on August 5, 2003, marking the end of over a year of development on the 3D fighting game. This decision followed a period of mounting challenges, including the project's removal from 's publishing schedule in February 2003 as reported by Japanese gaming magazine Dorimaga. The announcement provided no explicit reasons at the time, but subsequent accounts highlighted poor reception during location tests and public demonstrations as key factors. Player feedback from beta testing and events like the and Amusement Operators Union (AOU) show was overwhelmingly negative, with testers criticizing the gameplay's execution. Internal testing revealed similar issues, prompting attempts to rework elements such as the Dramatic Counter mechanic due to concerns over its market appeal. These feedback loops, combined with creative disagreements—including debates over the game's title—contributed to the project's strain on a small development team led by director Toyohisa Tanabe. Capcom's broader priorities were shifting amid the early decline in the arcade market, favoring more straightforward 2D fighters that aligned better with console transitions and resource efficiency. In the wake of cancellation, select assets from Capcom Fighting All-Stars were repurposed for other projects, notably influencing the character Ingrid's design and mechanics in the 2004 2D crossover fighter . However, no full playable build of the original game was ever released to the public. A 2017 retrospective interview with Tanabe provided further insight into the decision-making process, where he reflected on his inexperience as a factor in the project's challenges and expressed regret over the impact on the team and fans.

Gameplay

Core Mechanics

Capcom Fighting All-Stars employed a three-tiered vitality gauge system, in which depleting one tier caused the character to momentarily, pausing the for a recovery animation before play resumed with access to higher-level super moves unlocked by the progress. This structure replaced traditional round-based progression, emphasizing endurance through multiple "break points" rather than immediate knockouts, with the full concluding only after all three tiers were exhausted. Matches followed a standard single-player arcade mode format typical of fighters, featuring time limits to prevent stalling and progression through opponent encounters. Movement combined 3D spatial navigation—such as axis-based sidestepping for evasion—with core 2D plane combat, enabling players to dodge attacks laterally while maintaining focused forward-facing battles on a flat arena. Dramatic Finishes were character-specific finishing moves that could be triggered after defeating an opponent via precise, high-difficulty inputs and introduced a risk-reward dynamic by potentially ending combos in spectacular cinematic sequences if executed successfully.

Combat System

The combat system of Capcom Fighting All-Stars employed a 5-button control scheme consisting of two punch buttons, two kick buttons, and an evade button to facilitate movement and attacks in a 3D environment. This setup allowed players to execute light and heavy variations of punches and kicks, while the evade button enabled sidestepping for evasion, adapting elements from Capcom's 3D fighters like Street Fighter EX. Defensive options included a "Dramatic Counter System" akin to the parry in Street Fighter III, where precise timing could deflect incoming attacks and create counter opportunities. The three-tiered vitality gauge included "Break Points," where depleting an opponent's tier caused them to momentarily collapse in a recovery animation, creating openings for follow-up attacks before play resumed. These mechanics encouraged aggressive play while rewarding defensive precision, with the overall health structure divided into tiers that reset positioning upon loss but maintained escalating risks. Offensively, the system supported extended combos leveraging the 3D space for juggles, where airborne opponents could be kept suspended through chained attacks blending ground and aerial hits. Balance was achieved via recovery frames on whiffed moves and variable hitstun durations, limiting infinite chains and promoting frame-advantage awareness similar to Capcom's 2D titles adapted to 3D mobility. Central to resource management was the super combo gauge, which filled through successful attacks and special moves, enabling access to tiered ultra attacks costing one to three levels. This gauge linked directly to the vitality system, gaining an additional level for each lost health tier to simulate desperation comebacks, much like the escalating super arts in . Depleting the gauge during ultras could further erode the opponent's life bars, adding strategic layers to gauge buildup and expenditure.

Roster

Returning Characters

Capcom Fighting All-Stars features a selection of returning characters drawn from established franchises, adapted for the game's 3D fighting format to create a crossover experience set in Metro City. From the series, confirmed fighters include Ryu and , with Akuma as a hidden character. The franchise contributes Demitri Maximoff as a hidden supernatural combatant. representatives Mike Haggar and add brawling expertise. Other confirmed characters include Strider Hiryu from Strider. These characters receive updated 3D models and animations to suit the arcade-style 3D engine, transitioning from their traditional 2D sprite-based appearances in prior titles. This adaptation process aimed to modernize the visuals and mechanics for contemporary arcade hardware during the 2003 location tests. In the game's storyline, returning characters are integrated through backstories linked to the central conflict in Metro City, where a terrorist threat endangers the population. Mike Haggar, portrayed as the city's mayor, plays a pivotal role by recruiting an alliance of fighters—including protagonists like Ryu and —to combat the antagonist Avel and retrieve protective codes. Demitri is included as a hidden character.

Original Characters

Capcom Fighting All-Stars introduced four original characters designed to serve as central figures in the game's narrative, known collectively as Code Holders who possessed unique genetic codes from a mysterious , tying together the crossover elements from various franchises. These characters were created during development to bridge the diverse universes, with assets reused from a previously canceled project, as revealed by director Toyohisa Tanabe in a 2017 Capcom interview. Their designs emphasized 3D aesthetics suited for the arcade hardware, incorporating stylistic influences from developers who joined for the project. D.D., real name Daisuke Dejima, was portrayed as a rushdown fighter standing 189 cm tall and weighing 99 kg, with a background as a enthusiast from born on December 11. His design featured a mechanic's and crimson-glowing fists marked with "+" and "-" symbols, earning him the nickname "Crimson Thunder" for his lightning-infused attacks. Mechanically, D.D. focused on forward-advancing specials like Mugen Thunder (a quick body blow rush) and Gift to (a powerful straight punch), culminating in the Supreme Onikami Godfist, an endless combo akin to a Raging barrage, though his linear style left him vulnerable to counters. As a modified Code Holder, D.D. was intended to play a pivotal role in resolving crises across franchises, such as saving Metro City alongside allies. Rook, later adapted as Luke, was a stoic, powerful kick-based fighter measuring 182 cm and 70 kg, with unknown origins but a preference for cooking and metal engraving. His pale, blond design evoked a "cool" , with his name derived from reversing the Japanese of "cool" (ku-ru to ru-ku), and he left trails of feathers and light in certain moves. Abilities included fast-speed mobility and kick combos, such as Wind (an anti-air rising kick), Shifting Dimension Whip (a multi-hit special follow-up), and (an automatic counter that reflects attacks). As another modified Code Holder sharing genetic traits with D.D., Rook was crafted to embody seamless integration across Capcom's lineages, emphasizing defensive tech like energy-based counters. Ingrid, codenamed , was envisioned as a natural Code Holder with an angelic yet enigmatic appearance, blending light-based attacks and a hybrid aesthetic that hinted at deeper lore connections. Her design drew from an 80-year-old " granny" concept, featuring longevity cells that prevented weakening over time, making her the shortest and lightest planned character at 152 cm and 39 kg. Mechanically, she utilized ethereal specials tied to her immortality theme, with development notes highlighting her flexibility for player interpretation, as Tanabe stated, "The people who use her can utilize her however they like." Intended to bridge supernatural elements from series like , Ingrid's narrative significance involved ties to antagonistic forces, positioning her as a successor figure in the Code Holder storyline. Avelai, also known as Avel or (codenamed T.K.O.D. or 13), served as the game's and final boss, depicted as a terrorist leader with a menacing, emblem-bearing design. His abilities centered on overwhelming, death-themed assaults that contrasted the protagonists' styles, drawing from the Code Holder framework to antagonize the crossover heroes. Developed as an original to heighten narrative tension, Avelai's creation incorporated SNK-influenced aesthetics, ensuring he could challenge established icons while unifying the franchises under a shared .

Plot

Main Storyline

The main storyline of Capcom Fighting All-Stars centers on a crisis in Metro City, where the terrorist Avelai, operating under the "," threatens to detonate a small atomic bomb codenamed "Laughter Sun," capable of devastating the city. Mayor Mike Haggar receives a threatening call from and contacts three individuals designated as "Code Holders"—D.D. (code: ), Luke (also known as Rook; code: Fallen Angel), and (code: )—who possess the unique codes required to disarm the device; these characters, born or modified with special abilities, play pivotal roles in the narrative as natural or enhanced beings capable of spontaneous power activation. To counter the threat within a strict time limit, the Code Holders work to locate the bomb, confront Death, and apply their codes to disarm it. Although the game features playable characters from various Capcom franchises such as , , and , the central plot revolves around the Code Holders' mission, emphasizing themes of desperation and the use of their supernatural abilities.

Endings

The story mode of Capcom Fighting All-Stars incorporated a time limit mechanic tied to the central plot, where players, as Code Holders, race to thwart the villain Death's desperate act of rigging a small-scale atomic bomb. This urgency directly influenced the game's conclusions, with multiple endings planned to vary based on the player's completion time and performance. Quick completion within the time limit would unlock a heroic path, allowing the Code Holders—such as the naturally activated or the modified D.D. and Rook—to successfully disarm the bomb and neutralize the threat posed by , who possessed abilities to transform his body into . Slower progress, however, led to alternate outcomes, including partial failures where the heroes contain but do not fully eliminate the danger, or villain victories enabling 's destructive plan to unfold. These time-based branches emphasized replayability, encouraging players to optimize their runs for different narrative resolutions. The endings were designed to converge on the shared time-sensitive conflict involving the Code Holders, providing diverse closures that highlighted themes of desperation, alliance among Code Holders, and the high stakes of their supernatural abilities. Although the game was canceled before full implementation, director Toyohisa Tanabe noted that these variable conclusions aimed to deliver a deeper, more stylish narrative distinct from typical fighting games.

Legacy

Influence on Capcom Games

The cancellation of Capcom Fighting All-Stars in 2003 prompted Capcom to repurpose elements of the project into (known as Capcom Fighting Jam in Japan), released the following year for PlayStation 2 and Xbox. Producer Yoshinori Ono described Evolution as a "salvaged version" of the canceled title, adapting its intended 3D crossover concept—blending characters from franchises like , , and —into a 2D tag-team fighter to recoup development resources. The negative reception to All-Stars during location testing and the subsequent rushed production of Evolution, which was criticized for unbalanced gameplay and reused assets, contributed to Capcom's broader strategic reevaluation of its fighting game lineup. This led to a multi-year hiatus in major original fighting titles after 2004, as the company shifted focus away from experimental 3D crossovers amid declining arcade viability and internal resource constraints. By 2008, Capcom returned to the genre with , deliberately emphasizing 2D plane mechanics with 3D models to recapture the precision and accessibility of earlier entries, informed by lessons from the 3D pitfalls of All-Stars and the Street Fighter EX series. This approach not only revitalized interest in 2D fighters but also influenced subsequent Capcom titles by prioritizing core gameplay familiarity over full 3D freedom, helping to spark a global resurgence in the genre. The crossover ethos tested in All-Stars, though unrealized in its original form, aligned with Capcom's ongoing exploration of multi-franchise integration, as seen in later entries like the series, where guest character blending became a staple for expanding rosters and appeal.

Character Reuse

, an original character conceptualized for Capcom Fighting All-Stars, debuted in the 2008 PSP port Street Fighter Alpha 3 MAX, where she was integrated as a playable fighter with a dedicated storyline exploring her role as a "Code Holder." She later appeared as a solo playable unit in the 2015 crossover RPG , contributing to battles alongside characters from various Capcom and franchises. Ingrid's most significant reuse came in (2023), where she was announced in June 2025 as part of the Year 3 DLC lineup, scheduled for release in late spring 2026, allowing her to participate in the main competitive roster and story modes. Other original characters from the project, such as D.D. (Crimson Thunder) and Luke (also known as Rook or Rebellion Feather), received limited exposure through a as part of the "Code Holder" team in the 2013 browser-based rhythm RPG Otoranger, a Capcom featuring musical battles with franchise icons. These appearances marked their only post-cancellation outings, with no further playable roles in major titles, though conceptual elements like Luke's "Code Holder" moniker were echoed in the design of the unrelated Luke Sullivan in (2016). Returning characters planned for Capcom Fighting All-Stars, including and Mike Haggar from the series, continued to appear in subsequent franchise revivals. Haggar featured prominently as a playable in Final Fight: Streetwise (2005), a 3D action beat 'em up that expanded the Metro City narrative. , intended for the canceled game, was instead included in earlier spin-offs like (2000) and later integrated into the Street Fighter series starting with (2008), maintaining her antagonistic roots while evolving into a more heroic manager role for Hugo. The planned guest character Kyo Kusanagi from SNK's series did not appear in any projects following the 2003 cancellation, as the crossover agreement lapsed without realization, limiting his reuse to SNK's own titles. Cultural references to Capcom Fighting All-Stars persisted in official media, such as 's 2016 updates, where character profiles and story elements alluded to "Code Holder" lore from the project's assets. Fan communities have also created mods for games like and to recreate All-Stars-inspired movesets and models for characters like Ingrid and D.D., fostering ongoing interest in the unused designs.

References

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