Overview
One button per limb. Namco’s fighting game philosophy made 3D combat accessible without sacrificing depth. Tekken’s four-button layout—left punch, right punch, left kick, right kick—created intuitive controls that hid serious combo potential. The PlayStation conversion made it a system essential, launching a rivalry with Sega’s Virtua Fighter.
Fast facts
- Developer: Namco.
- Director: Katsuhiro Harada (later).
- Innovation: Limb-based controls.
- Platform: Arcade, PlayStation.
Control philosophy
| Button | Function |
|---|
| 1 | Left punch |
| 2 | Right punch |
| 3 | Left kick |
| 4 | Right kick |
Combat systems
| Mechanic | Implementation |
|---|
| Juggle combos | Launch and continue |
| Sidestep | 3D movement |
| Throws | Limb-specific |
| Reversals | Defensive technique |
Character roster (Tekken 1)
| Character | Style |
|---|
| Kazuya | Mishima karate |
| Paul | Power punches |
| Law | Bruce Lee tribute |
| King | Wrestling |
| Nina | Assassination arts |
Mishima saga
| Theme | Implementation |
|---|
| Family conflict | Father vs son |
| Corporate warfare | Zaibatsu control |
| Devil Gene | Supernatural element |
| Tournament | Story structure |
Series evolution
| Title | Year | Innovation |
|---|
| Tekken | 1994 | Foundation |
| Tekken 2 | 1995 | Expanded roster |
| Tekken 3 | 1997 | Refined, new characters |
| Tekken Tag | 1999 | Tag mechanics |
PlayStation success
| Factor | Impact |
|---|
| Arcade-quality | Home conversion |
| System seller | Console adoption |
| Multiplayer | Living room competition |
See also