Design History
Believe it or not the Mad Gear War has been in the design and planning stages for almost 10 years. It is an entirely new premise destined to be the greatest fighting game ever designed. My design incorporates the best elements from the Street Fighter (SF) universe in the past 15 years and adds an entirely new twist on the franchise. The control scheme is easy to learn and difficult to master. The opponents, storyline and gameplay are very immersive and extensive. Easily making this the most original and anticipated title since Street Fighter II more than 10 years ago!
This is the first version of the War that I am committing to the web. After thoroughly researching and detailing the entire universe, in addition to helping add new elements, control and layout I am ready to present this document formally in the hopes that Capcom will consider publishing the game under my direction. Before I even get going the reader should understand that one of the premises of this game is to properly orient international gamers to the Street Fighter universe. Inconsistencies and typos that have plagued versions of Japanese and English versions of the game have been standardized. I wanted to create an International version of the SF series which is why I refer and ask that all of the studios involved, refer to the project with the following changes: Shadaloo (US version) has been corrected to Shadowlaw (Japanese version). Other popular names such as Gouki (Akuma in the US), Vega (M. Bison in the US), Balrog (Vega in the US) and M. Bison (Balrog in the US) have been changed to their proper Japanese names. This game can be developed and released in three separate language sets at the same time. A Japanese language set, a US version with their names changed to the US standard, and an International version which is in English with the character names in the original Japanese.


The War webpages have been broken down from a formal kit I sent to two studios in March, 2004. This kit included a printed version of the Mad Gear War game design document, a script, a copy of my letter of the month to EGM, my portfolio, formal letter of inquiry and DVD video of my presentation. I sent one copy to Udon and another copy to Dreamwave. The reason for sending the material to two comic book studios instead of Capcom was for legal reasons obviously, but also in that the studio does not solicit game design documents, nor do they have openings for entry-level game designers. The second reason I sent the kit to the studios was upon learning that Capcom was very receptive to selling licenses and working with several comic books under development featuring their characters. As the momentum of the 15th Anniversary of the SF series moved closer I thought that now would be as good a time as any to pitch my idea. Unfortunately neither Udon or Dreamwave has responded to my kit as of August, 2004.















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