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Capcom's world-touring martial arts game earned only modestly, but its hidden joystick-and-button commands for powerful attacks supplied the vocabulary that its sequel turned into a global competitive form.
Concealed inputs turned execution into knowledge, creating something to learn, trade and practice rather than merely react to. That distinction underlies competitive fighting games and much of what later became esports, and it began as an obscure feature of a machine few operators considered a hit.
Capcom's sequel gave players eight fighters with genuinely different move sets and a structure that rewarded study. Arcades rearranged their floors around it, and the community that formed became the foundation of organized competitive play.
Fighting games became a genre built on play against another person rather than against a machine, and the arcade business briefly recovered because of it. The competitive practices assembled around these cabinets, matchup study, ranking, tournament formats, are the direct ancestors of professional esports.