SUPER FIGHTER VERSUS SANGO FIGHTER:
CHINESE WAR ENDS IN AMERICA

by Brandon Cobb
a feature of Diskman Presents
www.diskman.com
Super Fighter: Assassination
Sango Fighter: Execution
Growing up during the fighting game craze of the early 1990s, it was only a matter of time before I too became swept up in it. At first, my options seemed limited because I didn't own a home game console and my arcade budget was limited to the lower-cost games, not the “premium” Street Fighter II that cost a whopping 50 cents a go. All we had at home was a 386SX-based PC: a machine which, by most accounts, wasn't powerful enough to tackle an action-packed game with detailed arcade graphics. Luckily, my fighting game needs were filled by a totally unexpected source.

On the other side of the world, a Taiwanese company named C&E Inc. had just released Super Fighter, a game heavily inspired by Street Fighter II. Passed along dial-up bulletin board systems (BBS), Super Fighter came all the way to Santee, California, my hometown. I'll never forget it: the huge, detailed characters; the crisp sound and vocal effects and the beautiful backgrounds. Everything about the game was fresh and wonderful - not chopped up or downsampled like the console games my friends were playing. It was an amazing experience.
Super Fighter: Bullet versus Indian Joe
Super Fighter: Bullet versus Indian Joe
Super Fighter: Pho Huang versus King Tai Chi
Super Fighter: Pho Huang versus King Tai Chi
Months later, I discovered yet another gem. Panda Entertainment, also from Taiwan, had produced a game called San Guo Zhi, introduced to Westerners as Sango Fighter. The game was unlike any other title in the genre. For one, its plot revolved around 12 legendary generals drawn from ancient Chinese history, fighting to unite a nation torn apart by civil war. It was also one of the first fighting games to include “super attacks,” which could be performed after filling an energy meter at the bottom of the screen. With more graphics and character voices than Super Fighter, as well as a few additional features, Sango Fighter was “the next big thing” for me. I had countless hours of fun.
Sango Fighter: Zhang Fei versus Xu Chu
Sango Fighter: Zhang Fei versus Xu Chu
Sango Fighter: Ma Chao versus Zhao Yun
Sango Fighter: Ma Chao versus Zhao Yun
That could have been the end of the story, but these two games would do far more than keep me entertained as a child. Once I had mastered them, my next quest was to find the people who created them - just to say thanks.

My efforts officially began as a tiny, crudely designed set of webpages, thrown together when I was 16 years old. The “Unofficial Super Fighter Website” went live on August 3, 1998, and informed the world about my favorite fighting game, which had fallen through the cracks in the years since its release. Fueled by my hope of tracking down C&E, I spread word about my website to every corner of the internet.

Everyone I encountered, even people in Taiwan, told me I would never succeed, but I soldiered on. I have never been big on rumor, and no one I spoke with could prove their claims about the death or existence of C&E. I wouldn't quit until I reached the finish line, which for me was locating the company's president and telling him how much I loved his game.

That moment came in 2001, when a former C&E employee decided to search the internet for his name. He came across my modest Super Fighter website, which had recently been translated into Chinese by Gilbert Cheung, a friend in cyberspace and fellow Super Fighter supporter. This former employee, Joseph Chang, had designed the game's striking characters that had so impressed me. Finding my website moved him to tears, and in his first e-mail he offered to help me locate other members of the design team.

Jon Cheng, Super Fighter's lead programmer, was soon introduced to me by Joseph. Jon was delighted to hear of my interest in his game and had a lot of interesting things to say about his time at C&E and beyond. He was gracious in answering all of my questions and wished me luck in tracking down his former boss.

Several months later I finally found C&E's President John Kuo. Contrary to popular belief, his company had survived the tough market transition of DOS to Windows, 2D to 3D graphics, and 16-bit to 32-bit game consoles, a feat which few Taiwanese companies had managed. Kuo was professional and businesslike, and his short responses were to the point. Even so, I could sense he was impressed by my efforts to share Super Fighter with the world, something solidified when he allowed me to rename my website the “Official Super Fighter Website.”

Pho Huang versus Zhao Yun
Having axed its entertainment software division, C&E was unable to promote the game or produce new versions: I was more than happy to take up the task. My childhood idol handed me the rights to Super Fighter at no cost, and all because I had taken the time to find him and say thanks. This friendly encouragement, more or less unheard of in the video game industry, became the basis of the small company I founded in 2004. Super Fighter Team, named after the game that had started it all, was formed around the dream that great new games could be created and released for computers and classic game systems.

Even with all of the attention Super Fighter was getting, I never forgot about Sango Fighter. As it turned out, both games were created by some of the same people — Jon Cheng and Joseph Chang among them — only for two different companies. This came as no surprise, as both games felt very similar; both used almost identical data storage methods and had nearly identical configuration programs.

No, the shocker was Sango Fighter's torrid history, which was explained to me by former Panda employees and confirmed by Kuo. It was a story which, after reading it, refined and refocused my efforts to support classic gaming.

It started simply enough: after finishing work on Super Fighter, Jon Cheng decided to leave C&E, mostly for personal reasons. His start with the then-fledgling Panda Entertainment, as explained to me in his own words, came about as follows: “A Panda shareholder knew me through a colleague. When he heard that I had decided to leave C&E, he strongly encouraged me to join Panda. After discussing the matter with a few other colleagues, we started a studio and worked by contract for Panda. Our first project was Sango Fighter. At this time there were only four members in our studio: one programmer, one character designer and two artists. Four months later, we formally joined Panda and became shareholders.”
Ma Chao versus Joker

Armed with customer feedback about Super Fighter, and recalling his own personal experiences with the game, Jon became more focused and vowed to create a superior product. “I didn't have a debugger for Super Fighter, since I'd used all the system memory to store the game data. The only debugger was my eyes. I spent nearly four months rewriting the Super Fighter engine with the help of Soft-ICE, which helped to shorten my debugging time. The resulting game, Sango Fighter, was released by Panda Entertainment and quickly became one of the most successful action games on the Taiwanese market.”

This success was short-lived, as the generals would become embroiled in a legal war. “C&E sued Panda, claiming that some of Sango Fighter's music and sound playback code was identical to the code used in Super Fighter. Since the code in question was derived from a book, I wasn't worried about C&E's claim. However, for some reason Panda decided to accommodate C&E by ceasing all sales of Sango Fighter within Taiwan. It seems Panda's general manager wished for us to concentrate on our next game with a clear head, without having to worry about a lengthy legal battle,” Jon said.

The story got worse from there. While Sango Fighter did indeed make it to other markets including the USA, Panda Entertainment and its employees never saw a dime from these foreign sales, something Jon remembers clearly. “It's a long story, but a company called Accend pirated Sango Fighter and sold it in the USA. They even used Sango Fighter to cheat Apogee, the largest shareware company in the USA, out of their 3D game engine. To me, this deception was heartbreaking,” he said.

And, though official ports of the game did eventually appear for other machines such as the Japanese PC-98 computer and Taiwan's own Super A'can game console, they were small accomplishments compared to what could have been. The A'can was a failure, and the version of Sango Fighter produced for it was a rushed effort by a different programmer, that was highly inferior to the PC original. Jon blamed this lackluster conversion on a poor development kit. “I didn't spend much time with the A'can, but we had one employee who was dedicated to working with it. Its development kit was very difficult to use, so it was hard to create A'can games.”

Before C&E's lawsuit, South Korean companies had shown interest in localizations of Sango Fighter, and one small outfit even developed an incarnation of it for the Samsung Aladdin Boy, Korea's version of the Sega Master System. Hearing about the illegal recreation of the game, Cheng was both surprised and saddened, saying, “Now you see how deeply it hurt Panda to accommodate C&E. When we released Sango Fighter, we received feedback from people all over the world, but the legal accommodation killed our sales plans. We lost many chances to promote this game on the world market.”

Panda had eyed the Sega Mega Drive (aka Genesis) as an ideal platform for the popular fighting game, but the lawsuit cut these plans short. Panda lost its chance to be a worldwide cross-console name. Though a vastly improved, rewritten from the ground up sequel was released for the PC in 1995, by then it was far too late. “Sometimes, chances don't wait for you. Sango Fighter 2 never got the same attention as the original,” Jon said.

Strip Fighter II: Nina versus Medusa
Strip Fighter II: Nina versus Medusa
While Super Fighter had similar shortcomings, such as its official USA release being cancelled after widespread piracy of the Chinese original, an English version was released in Australia. The game was also exported to South Korea. Furthermore, C&E was able to market the game engine to other companies. One example of this was the smut-peddling Japanese outfit Hacker International's Strip Fighter II, released in Japan for NEC's PC Engine (aka TurboGrafx-16). Some of C&E's source code referenced the Hacker partnership, which I later confirmed in an e-mail exchange with Mr. Kuo.

Though I understood C&E's legal action was a sound business decision made in the name of protecting its intellectual property and market share, I couldn't feel too bad for the company on a personal level seeing as how Panda Entertainment practically had its golden goose snatched from its arms. I was even more inspired to obtain the rights to Sango Fighter next and give it a second chance to be presented to and enjoyed by people all over the world. That task would be plagued with difficulties and would take five years to accomplish.

When Panda Entertainment went out of business, its intellectual properties were sold to another Taiwanese company. Trouble was, no one from Panda could remember that company's name or anything about it! The search seemed hopeless until Jeff Huang, Panda's former general manager, sent me an e-mail regarding the situation. “The company was called Art 9 Entertainment. Its general manager arranged the deal with me, but I don't remember his name. Since I'm now on the Chinese mainland most of the time, I'm unable to locate the related documents or information,” he said. I was excited: the company name was a starting point, and as long as I had that I was confident I could track down the owner.

After some digging I found a man in Taiwan named Owen, who listed Art 9 Entertainment on his résumé. I contacted him, introduced myself and my intent, and proceeded to ask him if he remembered the name of his former boss at Art 9. “Sure. His name is Andrew Li,” he said. Running the name past Mr. Huang, I got a confirmation: Mr. Li was indeed the one I needed to talk to.

However, finding Mr. Li was another challenge altogether. At the time he was working for a large education company in China whose offices spanned a range of the country. No one knew for sure which office he worked at, and the trail ran cold. While several people helping me with the search shrugged and gave up, one of our programmers at Super Fighter Team kept trying. Finally, one night, he presented me with the personal cell phone number of Mr. Li. Success at last!

Mr. Li, though busy, was cordial over the phone. He was surprised at my interest to acquire the rights to Panda's games, stating he had left the video game business years ago. Even so, he still owned the rights to the games, and after some negotiation we reached a purchase agreement. As a result, in 2009 I became the official, legal owner of Panda Entertainment's back catalog, including Sango Fighter and its sequel. Mr. Li contacted Jon Cheng, giving his blessing for the game source codes to be released to me. I informed Joseph Chang, who said, “Amazing! You did a wonderful job.”

I was beside myself with joy. My favorite games were finally united under the same company banner, opening up huge potential for both. Not in my wildest dreams could I have ever expected to accomplish such a feat.

In 2012, I took things a step further by flying to Taiwan to finally meet my game industry heroes in person. In the capital city of Taipei, I was warmly welcomed by John Kuo, Jon Cheng and Joseph Chang. Each of them were friendly and fun, and we enjoyed our time together. Most importantly, we were no longer just colleagues or internet buddies: we had become friends in real life. We've kept in touch since, as we can, wishing each other well in our professional and personal endeavors.
John Kuo and Brandon Cobb
John Kuo and Brandon Cobb
Jon Cheng and Brandon Cobb
Jon Cheng and Brandon Cobb
Brandon Cobb and Joseph Chang
Brandon Cobb and Joseph Chang
In the years since, my work at Super Fighter Team has taken me across the world where I have forged more professional partnerships and made more international friends, learning a great deal about other cultures and myself along the way. What started as an obsession with a video game became so much more.

Two Taiwanese fighting games, each with its own remarkable story, may not have changed the world when they were released, but they certainly changed my life. The fighting game craze may have perished in favor of other gaming fads, but it has never left my heart.
Want to try out the games for yourself?

Super Fighter, Sango Fighter, and Sango Fighter 2 are all available as free downloads.

Please note: These games — except for Super Fighter Special Edition & Sango Fighter Special Edition — were developed for MS-DOS. You will need to use DOSBox to play them under Windows, Mac OS or Linux.

• Download Super Fighter (English)
• Download Super Fighter (Chinese)
• Download Super Fighter (Korean)
• Download Sango Fighter (English, Chinese, Japanese)
• Download Sango Fighter 2 (English, Chinese, Korean)

SUPER BONUS CONTENT:

• Download Super Fighter Special Edition - updated version for Windows!
• Download Sango Fighter Special Edition - updated version for Windows!
Sarkov and Xiahou Dun flex together
“Super Fighter versus Sango Fighter: Chinese war ends in America” article and website content © Brandon Cobb.