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In a 1995 developer interview featured in the game's guidebook, the game's staff were asked what their concept for the development of this game was. They responded:
"A new Fatal Fury, one that both beginners and experienced players could enjoy, punched up with loads of snazzy visual effects. That was our image, but of course, the way newcomers and veteran players enjoy a FTG is dramatically different, right? Newcomers play relatively casually, and want to be able to perform lots of different special moves; meanwhile, veterans are more interested in precise timing and big combos. We tried to appeal to both, but above all, to make it the kind of game that jumps out at you visually."
"This may be too subtle to notice on first glance, but did you see how most of the stage backgrounds are done in darker colors? We did that so the flashy HIT marks and player graphics would stand out all the more. We asked ourselves, what do players really want to see in a FTG game today? And what you see in Real Bout Fatal Fury is the answer we came up with."
"I think you can say this about any game, but if it looks good, it will look fun to players. With that principle as our basis, we endeavored to make a game that truly anyone could enjoy."
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