Difference between revisions of "Virtua Fighter"
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==Gameplay== | ==Gameplay== | ||
− | ''Virtua Fighter'' is a one-on-one versus fighting game, pitting two of eight characters (nine, if Dural is included) against each other in a three-dimensional arena to fight over the best of three matches (or "sets" as referred in-game) - players win if their opponent's life bar is depleted, by a "ring-out" (when one of the opponents falls off the edge of the ring), or has less health when the in-game timer reaches 0. The arcade version's cabinet utilises an eight-way control stick and three buttons: "Punch" ({{punch}}), "Kick" ({{kick}}) and "Defense" (also referred as Guard/Block) ({{guard}}). Movement of the characters with the control stick is done using {{left}} and {{right}} to move away/towards the opponent; {{down}} to crouch; holding {{downleft}} or {{downright}} while standing or crouching makes the character slowly crawl backwards/forwards; and {{up}}, {{upleft}}, or {{upright}} are used to make the character jump into that respective direction, with characters having two | + | ''Virtua Fighter'' is a one-on-one versus fighting game, pitting two of eight characters (nine, if Dural is included) against each other in a three-dimensional arena to fight over the best of three matches (or "sets" as referred in-game) - players win if their opponent's life bar is depleted, by a "ring-out" (when one of the opponents falls off the edge of the ring), or has less health when the in-game timer reaches 0. The arcade version's cabinet utilises an eight-way control stick and three buttons: "Punch" ({{punch}}), "Kick" ({{kick}}) and "Defense" (also referred as Guard/Block) ({{guard}}). Movement of the characters with the control stick is done using {{left}} and {{right}} to move away/towards the opponent; {{down}} to crouch; holding {{downleft}} or {{downright}} while standing or crouching makes the character slowly crawl backwards/forwards; and {{up}}, {{upleft}}, or {{upright}} are used to make the character jump into that respective direction, with characters having access to two jump heights, depending of how long the player holds any of the up directions. Different attacks can be triggered by pressing a direction plus either the {{punch}} or {{kick}} buttons. |
While fights take place in a 3D arena, players can only manipulate their characters in a two-dimensional manner, with movement on the third dimension being dictated by the characters' attacks and special moves. Unlike other fighting games at the time, the characters do not turn around automatically when an opponent gets behind them, requiring to tap the required direction in order to face each other. While considered a milestone in real-time 3D graphics, the 3D has limitations, with every arena being a flat square and backgrounds 2D in nature. It also operates with a refresh rate of only 30FPS - half that of ''Virtua Racing'' (and ''Virtua Fighter 2''). | While fights take place in a 3D arena, players can only manipulate their characters in a two-dimensional manner, with movement on the third dimension being dictated by the characters' attacks and special moves. Unlike other fighting games at the time, the characters do not turn around automatically when an opponent gets behind them, requiring to tap the required direction in order to face each other. While considered a milestone in real-time 3D graphics, the 3D has limitations, with every arena being a flat square and backgrounds 2D in nature. It also operates with a refresh rate of only 30FPS - half that of ''Virtua Racing'' (and ''Virtua Fighter 2''). | ||
− | ''Virtua Fighter'' takes a more realistic approach to combat than many of its popular 2D rivals from the likes of [[Capcom]] or [[SNK]], with characters using real world fighting techniques (as opposed to genre-defining ''[[Street Fighter II]]'' which arms characters with fictional chi-based special attacks and projectiles). It is a slower-paced game as a result, though with hundreds of moves and a computer able to adapt to the player's fighting powers, a more tactical fighter than others on the market. Where this does not apply in the original ''Virtua Fighter'' (and its sequel) is the jumping mechanics, with characters being able to jump twice their body height (as was the case in other fighting games of the time). | + | ''Virtua Fighter'' takes a more realistic approach to combat than many of its popular 2D rivals from the likes of [[Capcom]] or [[SNK]], with characters using real world fighting techniques (as opposed to genre-defining ''[[Street Fighter II]]'' which arms characters with fictional chi-based special attacks and projectiles). It is a slower-paced game as a result, though with hundreds of moves and a computer able to adapt to the player's fighting powers, a more tactical fighter than others on the market. Where this does not apply in the original ''Virtua Fighter'' (and its sequel) is the jumping mechanics, with characters being able to jump twice their body height (as was the case in other fighting games of the time). |
Unique to ''Virtua Fighter'' upon release was the concept of characters receiving "visual damage". If hit with a barrage of attacks, loose items of clothing (for example, Pai's hat or Kage's headband and mask) will fall off and lie on the arena floor until the match is over. This feature makes no difference to gameplay, but would become a staple in many of Sega's fighting games going forward. Another new concept upon release was that of alternate costumes; during a versus match where both players selected the same character, one of the players would receive a secondary costume for that character. This feature would also inspire later 3D fighting games. | Unique to ''Virtua Fighter'' upon release was the concept of characters receiving "visual damage". If hit with a barrage of attacks, loose items of clothing (for example, Pai's hat or Kage's headband and mask) will fall off and lie on the arena floor until the match is over. This feature makes no difference to gameplay, but would become a staple in many of Sega's fighting games going forward. Another new concept upon release was that of alternate costumes; during a versus match where both players selected the same character, one of the players would receive a secondary costume for that character. This feature would also inspire later 3D fighting games. | ||
===Back Attack=== | ===Back Attack=== | ||
− | When an opponent is behind a character who is facing backwards, the character can perform a Back Attack by pressing {{punch}} or {{kick}}. Pressing {{punch}} performs a standing punch back attack, and {{kick}} performs a high kick back attack. | + | Back Attacks are used to defend against an opponent who is coming from behind. When an opponent is behind a character who is facing backwards, the character can perform a Back Attack by pressing {{punch}} or {{kick}}. Pressing {{punch}} performs a standing punch back attack, and {{kick}} performs a high kick back attack. |
===Quick Step and Running=== | ===Quick Step and Running=== | ||
− | When quickly tapping (if facing to the right) {{right}}{{right}}, the player's character will | + | When quickly tapping (if facing to the right) {{right}}{{right}}, the player's character will quick step forwards, which is called a '''Quick Forward'''; and by quickly tapping {{left}}{{left}}, the player's character performs a backwards quick step, which is referred as '''Step Back'''. Quickly tapping {{right}}{{right}} then holding {{right}} makes the character run towards the opponent; while quickly tapping {{left}}{{left}} then holding {{left}} when the character is with his back facing towards the opponent makes the character run away from the opponent. |
===Short Jump=== | ===Short Jump=== | ||
− | + | Quickly tapping {{up}} performs a short jump, which can be used to hop over low attacks; tapping {{upleft}} makes the fighter Short jump backwards, and tapping {{upright}} makes the fighter do a forward Short Jump. During a short jump, characters can perform various jumping attacks by pressing {{punch}} or {{kick}}. Pai, Lau, Jacky, Sarah and Kage can perform a backflip instead of a back jump when quick tapping {{upleft}}. Backflips can be chained up to three times. | |
===Giant Leap=== | ===Giant Leap=== | ||
− | Also called '''Big Jump''' (大ジャンプ), a Giant Leap is performed by holding {{up}}, in which characters can leap very high up into the air; by holding {{upleft}} or {{upright}}, the characters can respectively Giant Leap backwards and forwards. During a Giant Leap the characters | + | Also called '''Big Jump''' (大ジャンプ), a Giant Leap is performed by holding {{up}}, in which characters can leap very high up into the air; by holding {{upleft}} or {{upright}}, the characters can respectively Giant Leap backwards and forwards. During a Giant Leap the characters do a variety of jumping attacks by pressing {{right}} {{punch}} for a spinning sledgehammer punch; {{right}} {{kick}} for a dropkick; {{left}} {{kick}} for a reverse dropkick; and finally, pressing {{kick}} while simultaneously jumping, while airborne, or while landing out of a Giant Leap for a variety of jump kick attacks. |
===Throws=== | ===Throws=== | ||
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{{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}|Same technique as Lau's.}} | {{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}|Same technique as Lau's.}} | ||
{{MoveListRow|Ensen Shuu (燕旋蹴)|{{Hold|{{down}}|{{kick}}+{{guard}}}}|Same technique as Lau's.}} | {{MoveListRow|Ensen Shuu (燕旋蹴)|{{Hold|{{down}}|{{kick}}+{{guard}}}}|Same technique as Lau's.}} | ||
− | {{MoveListRow|Taitou Risenkyaku (腿󠄀登裏旋脚)|Press {{kick}} while standing up from crouch|Pai performs a forward advancing roundhouse kick that knocks down the opponent. Same technique as Lau's.}} | + | {{MoveListRow|Taitou Risenkyaku (腿󠄀登裏旋脚)|Press {{kick}} while standing up from crouch|Pai performs a forward advancing roundhouse kick from a crouching position that knocks down the opponent. Same technique as Lau's.}} |
{{MoveListRow|Haitenkyaku (背転脚)|{{upleft}} {{kick}}|Pai performs a backflip kick.}} | {{MoveListRow|Haitenkyaku (背転脚)|{{upleft}} {{kick}}|Pai performs a backflip kick.}} | ||
{{MoveListRow|Risentai (離旋腿󠄀)|{{upleft}}{{upleft}} {{kick}}|Pai performs a backflip followed by a backflip kick.}} | {{MoveListRow|Risentai (離旋腿󠄀)|{{upleft}}{{upleft}} {{kick}}|Pai performs a backflip followed by a backflip kick.}} | ||
{{MoveListRow|Rai'in Shouda (雷陰掌打)|{{downright}} {{punch}} near the knocked down opponent|Pai's unique Down Attack. Pai strikes the knocked down opponent with a downward punch. The move can be repeated indefinitely, but players must wait a moment between hits.}} | {{MoveListRow|Rai'in Shouda (雷陰掌打)|{{downright}} {{punch}} near the knocked down opponent|Pai's unique Down Attack. Pai strikes the knocked down opponent with a downward punch. The move can be repeated indefinitely, but players must wait a moment between hits.}} | ||
{{MoveListRow|Tenshin Soutou (転身捜倒)|{{punch}}+{{guard}} (close to opponent)|Normal throw technique.}} | {{MoveListRow|Tenshin Soutou (転身捜倒)|{{punch}}+{{guard}} (close to opponent)|Normal throw technique.}} | ||
+ | {{MoveListRow|Rasen Anshou (螺旋按掌)|{{left}} {{punch}} against a opponent's high kick|A counterattack throw against high kick attacks; Pai catches the opponent's attack, then throws them to her left.}} | ||
{{MoveListRow|Ensen Hairyuu (燕旋擺柳)|{{left}} {{punch}} against a opponent's high punch|A counterattack throw against high punch attacks; Pai catches the opponent's attack, then flips them on their back.}} | {{MoveListRow|Ensen Hairyuu (燕旋擺柳)|{{left}} {{punch}} against a opponent's high punch|A counterattack throw against high punch attacks; Pai catches the opponent's attack, then flips them on their back.}} | ||
− | |||
{{MoveListRow|Senpuu Enjin (旋風燕陣)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} | {{MoveListRow|Senpuu Enjin (旋風燕陣)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} | ||
{{MoveListRow|Tenchi Touraku (天地頭落)|{{right}}{{down}} {{punch}} (close to opponent)|DDT-like throw technique.}} | {{MoveListRow|Tenchi Touraku (天地頭落)|{{right}}{{down}} {{punch}} (close to opponent)|DDT-like throw technique.}} | ||
− | {{MoveListRow|Toushin Inshou (倒身陰掌)|{{right}}{{right}} {{punch}}+{{kick}} (close to opponent)|Throw technique.}} | + | {{MoveListRow|Toushin Inshou (倒身陰掌)|{{right}}{{right}} {{punch}}+{{kick}} (close to opponent)|High Throw technique.}} |
}} | }} | ||
}} | }} | ||
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{{MoveListRow|Shajoushou (斜上掌)|{{hold|{{downright}}|{{punch}}}}|Lau performs a rising palm strike that can also hit crouching opponents. If this move hits as a counter, the opponent will be launched higher into the air than with Shakashou. This move can be chained into a series of combos.}} | {{MoveListRow|Shajoushou (斜上掌)|{{hold|{{downright}}|{{punch}}}}|Lau performs a rising palm strike that can also hit crouching opponents. If this move hits as a counter, the opponent will be launched higher into the air than with Shakashou. This move can be chained into a series of combos.}} | ||
{{MoveListRow|Chugeki (肘撃)|{{right}} {{punch}}|Lau performs a forward advancing elbow strike.}} | {{MoveListRow|Chugeki (肘撃)|{{right}} {{punch}}|Lau performs a forward advancing elbow strike.}} | ||
− | {{MoveListRow|Taitou Risenkyaku (腿󠄀登裏旋脚)|Press {{kick}} while standing up from crouch|Lau performs a forward advancing roundhouse kick that knocks down the opponent.}} | + | {{MoveListRow|Taitou Risenkyaku (腿󠄀登裏旋脚)|Press {{kick}} while standing up from crouch|Lau performs a forward advancing roundhouse kick from a crouching position that knocks down the opponent.}} |
{{MoveListRow|Rekkakosen Kyaku (烈火虎尖脚)|{{upright}} {{kick}}|Lau performs a low jumping high kick. It looks similar to Hishitai, but the gap for the attack to hit the opponent is shorter, making it easier to connect to other attacks.}} | {{MoveListRow|Rekkakosen Kyaku (烈火虎尖脚)|{{upright}} {{kick}}|Lau performs a low jumping high kick. It looks similar to Hishitai, but the gap for the attack to hit the opponent is shorter, making it easier to connect to other attacks.}} | ||
{{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}| }} | {{MoveListRow|Senpuuga (旋風牙)|{{kick}}+{{guard}}| }} | ||
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}} | }} | ||
{{MoveListTable|desc=Giant Leap attacks| | {{MoveListTable|desc=Giant Leap attacks| | ||
− | {{MoveListRow|Drop Kick (ドロップキック)|{{Hold|{{right}}|{{kick}}}} during Giant Leap's ascent|Wolf performs a jumping dropkick, which if whiffs or hits the opponent causes Wolf to land on his back, entering a knocked down state.}} | + | {{MoveListRow|Drop Kick (ドロップキック)|{{Hold|{{right}}|{{kick}}}} during Giant Leap's ascent|Wolf performs a jumping front dropkick, which if whiffs or hits the opponent causes Wolf to land on his back, entering a knocked down state.}} |
}} | }} | ||
{{MoveListTable|desc=down attacks| | {{MoveListTable|desc=down attacks| | ||
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{{MoveListRow|Body Slam (ボディスラム)|{{right}} {{punch}} (close to opponent)| }} | {{MoveListRow|Body Slam (ボディスラム)|{{right}} {{punch}} (close to opponent)| }} | ||
{{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Same move as Jeffry. Also, this is the only game in the series (alongside Virtua Fighter Remix and Virtua Fighter PC) in which Wolf can perform this move.}} | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Same move as Jeffry. Also, this is the only game in the series (alongside Virtua Fighter Remix and Virtua Fighter PC) in which Wolf can perform this move.}} | ||
− | {{MoveListRow|Giant Swing (ジャイアントスイング)|{{HCF}} {{punch}} (close to opponent)|It can also be inputted as {{left}} {{down}} {{right}} {{punch}}.}} | + | {{MoveListRow|Giant Swing (ジャイアントスイング)|{{HCF}} {{punch}} (close to opponent)|Wolf's command throw. It can also be inputted as {{left}} {{down}} {{right}} {{punch}}.}} |
{{MoveListRow|Double Arm Suplex (ダブルアームスープレックス)|{{downleft}} {{punch}}+{{kick}}+{{guard}} (close to crouched opponent)|Wolf's Low Throw.}} | {{MoveListRow|Double Arm Suplex (ダブルアームスープレックス)|{{downleft}} {{punch}}+{{kick}}+{{guard}} (close to crouched opponent)|Wolf's Low Throw.}} | ||
{{MoveListRow|German Suplex (ジャーマンスープレックス)|{{punch}}+{{guard}} (standing directly behind opponent)|Wolf's Back Throw technique.}} | {{MoveListRow|German Suplex (ジャーマンスープレックス)|{{punch}}+{{guard}} (standing directly behind opponent)|Wolf's Back Throw technique.}} | ||
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}} | }} | ||
{{MoveListTable|desc=Giant Leap attacks| | {{MoveListTable|desc=Giant Leap attacks| | ||
− | {{MoveListRow|Rising Sun Hammer (ライジングサンハンマー)|{{hold|{{right}}|{{punch}}}} during Giant Leap's ascent|Jeffry performs a downward | + | {{MoveListRow|Rising Sun Hammer (ライジングサンハンマー)|{{hold|{{right}}|{{punch}}}} during Giant Leap's ascent|Jeffry performs a spinning downward sledgehammer punch, which when whiffs or hits the opponent, Jeffry lands with a short forward roll.}} |
{{MoveListRow|Killing Bites (キリングバイツ)|{{kick}} simultaneously while performing a Giant Leap|Jeffry performs a jumping high kick that only hits on the way up, knocking down standing opponents.}} | {{MoveListRow|Killing Bites (キリングバイツ)|{{kick}} simultaneously while performing a Giant Leap|Jeffry performs a jumping high kick that only hits on the way up, knocking down standing opponents.}} | ||
− | {{MoveListRow|Jumping Foot Stamp (ジャンピングフットスタンプ)|{{hold|{{right}}|{{kick}}}} during Giant Leap's ascent|Jeffry performs a jumping dropkick which if whiffs or hits the opponent, causes Jeffry to land on his back. Also called '''Jumping Foot Stomp'''{{fileref|Virtuafighter 32x us manual.pdf|page=24}}.}} | + | {{MoveListRow|Jumping Foot Stamp (ジャンピングフットスタンプ)|{{hold|{{right}}|{{kick}}}} during Giant Leap's ascent|Jeffry performs a jumping front dropkick, which if whiffs or hits the opponent, causes Jeffry to land on his back. Also called '''Jumping Foot Stomp'''{{fileref|Virtuafighter 32x us manual.pdf|page=24}}.}} |
{{MoveListRow|Flying Low Kick (フライングローキック)|{{kick}} during Giant Leap's ascent|Jeffry performs a jump kick that only hits airborne opponents.}} | {{MoveListRow|Flying Low Kick (フライングローキック)|{{kick}} during Giant Leap's ascent|Jeffry performs a jump kick that only hits airborne opponents.}} | ||
}} | }} | ||
{{MoveListTable|desc=down attacks| | {{MoveListTable|desc=down attacks| | ||
{{MoveListRow|Flying Body Press (フライングボディプレス)|{{up}} {{punch}}|Jeffry leaps forward and lands stomach first at the opponent.}} | {{MoveListRow|Flying Body Press (フライングボディプレス)|{{up}} {{punch}}|Jeffry leaps forward and lands stomach first at the opponent.}} | ||
− | {{MoveListRow|Raiden Drop (ライデンドロップ)|{{Hold|{{up}}|{{punch}}}}|Jeffry jumps forward high up into the air, then lands | + | {{MoveListRow|Raiden Drop (ライデンドロップ)|{{Hold|{{up}}|{{punch}}}}|Jeffry jumps forward high up into the air, then lands buttocks first into the opponent.}} |
}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
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{{MoveListRow|Elbow Hammer (エルボーハンマー)|{{right}}{{left}} {{punch}}|Jeffry does a elbow strike followed by a Hammer Punch.}} | {{MoveListRow|Elbow Hammer (エルボーハンマー)|{{right}}{{left}} {{punch}}|Jeffry does a elbow strike followed by a Hammer Punch.}} | ||
{{MoveListRow|Back Flip (バックフリップ)|{{punch}}+{{guard}} (close to opponent)|Jeffry's Normal throw technique.}} | {{MoveListRow|Back Flip (バックフリップ)|{{punch}}+{{guard}} (close to opponent)|Jeffry's Normal throw technique.}} | ||
− | {{MoveListRow|Power Slam (パワースラム)|{{right}} {{punch}} (close to opponent)|Jeffry | + | {{MoveListRow|Power Slam (パワースラム)|{{right}} {{punch}} (close to opponent)|Jeffry performs a scoop powerslam on the opponent.}} |
{{MoveListRow|Body Lift (ボディーリフト)|{{left}}{{left}} {{punch}} (close to opponent)|Also can be inputted as just {{left}} {{punch}} after dodging an opponent's high attack. The drawback of this move is that if the grabbed opponent repeatedly presses any buttons, the damage of the throw will be reduced.}} | {{MoveListRow|Body Lift (ボディーリフト)|{{left}}{{left}} {{punch}} (close to opponent)|Also can be inputted as just {{left}} {{punch}} after dodging an opponent's high attack. The drawback of this move is that if the grabbed opponent repeatedly presses any buttons, the damage of the throw will be reduced.}} | ||
− | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)| }} | + | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Jeffry's command throw.}} |
{{MoveListRow|Iron Claw (アイアンクロー)|{{down}} {{punch}} (close to crouching opponent)|Jeffry grabs the crouched opponent's neck and holds them up in the air, then throws them into the ground.}} | {{MoveListRow|Iron Claw (アイアンクロー)|{{down}} {{punch}} (close to crouching opponent)|Jeffry grabs the crouched opponent's neck and holds them up in the air, then throws them into the ground.}} | ||
{{MoveListRow|Powerbomb (パワーボム)|{{downright}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Jeffry's Low Throw.}} | {{MoveListRow|Powerbomb (パワーボム)|{{downright}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Jeffry's Low Throw.}} | ||
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}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
+ | {{MoveListRow|Resshou (烈掌)|{{punch}}{{punch}}| }} | ||
+ | {{MoveListRow|Hagasane (葉重ね)|{{punch}}{{kick}}| }} | ||
{{MoveListRow|Sandan Urageri (散弾裏蹴り)|{{punch}}{{punch}}{{punch}}{{kick}}|Kage performs a three hit knifehand strike combo finishing with a spinning back kick.}} | {{MoveListRow|Sandan Urageri (散弾裏蹴り)|{{punch}}{{punch}}{{punch}}{{kick}}|Kage performs a three hit knifehand strike combo finishing with a spinning back kick.}} | ||
{{MoveListRow|Sandan Fujinkyaku (散弾風神脚)|{{punch}}{{punch}}{{punch}}{{upleft}}{{kick}}| }} | {{MoveListRow|Sandan Fujinkyaku (散弾風神脚)|{{punch}}{{punch}}{{punch}}{{upleft}}{{kick}}| }} | ||
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{{MoveListRow|Taitou (太刀)|{{punch}}+{{guard}} (close to opponent)|Kage's normal throw technique. Kage performs a hip throw; the opponent is thrown behind Kage slightly to the left axle.}} | {{MoveListRow|Taitou (太刀)|{{punch}}+{{guard}} (close to opponent)|Kage's normal throw technique. Kage performs a hip throw; the opponent is thrown behind Kage slightly to the left axle.}} | ||
{{MoveListRow|Koenraku (弧延落)|{{left}} {{punch}} (close to opponent)|Kage grabs the opponent, then throws them in a very high arc into the air, with the opponent taking damage when they fall back into the ground. While the opponent is airborne, Kage can follow up with an attack or with a variety of combos.}} | {{MoveListRow|Koenraku (弧延落)|{{left}} {{punch}} (close to opponent)|Kage grabs the opponent, then throws them in a very high arc into the air, with the opponent taking damage when they fall back into the ground. While the opponent is airborne, Kage can follow up with an attack or with a variety of combos.}} | ||
− | {{MoveListRow|Katana Gasumi (刀霞)|{{punch}}+{{kick}}+{{guard}} (close to opponent)|Throw technique; Kage flips the opponent upside down.}} | + | {{MoveListRow|Katana Gasumi (刀霞)|{{punch}}+{{kick}}+{{guard}} (close to opponent)|High Throw technique; Kage flips the opponent upside down.}} |
− | {{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|Throw technique.}} | + | {{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|High Throw technique.}} |
{{MoveListRow|Haura Gasumi (葉裏霞)|{{punch}}+{{kick}} (standing directly behind opponent)|Kage's Back Throw technique.}} | {{MoveListRow|Haura Gasumi (葉裏霞)|{{punch}}+{{kick}} (standing directly behind opponent)|Kage's Back Throw technique.}} | ||
}} | }} | ||
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{{MoveListRow|Somersault Kick|{{upleft}} {{kick}}|Same move as Jacky's.}} | {{MoveListRow|Somersault Kick|{{upleft}} {{kick}}|Same move as Jacky's.}} | ||
{{MoveListRow|Jackknife Kick|{{downright}} {{kick}}| }} | {{MoveListRow|Jackknife Kick|{{downright}} {{kick}}| }} | ||
− | {{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}} }} | + | {{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} |
{{MoveListRow|Front Suplex (フロントスープレックス)|{{punch}}+{{guard}} (close to opponent)|Normal throw technique.}} | {{MoveListRow|Front Suplex (フロントスープレックス)|{{punch}}+{{guard}} (close to opponent)|Normal throw technique.}} | ||
{{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (close to opponent)|Throwing technique; Sarah lunges forward and grabs the opponent's neck around her arm and jumps forward, slamming their head into the ground. Also called '''Neck Breaker Drop''' (ネックブリーカードロップ){{fileref|Virtuafighter 32X jp manual.pdf|page=35}}.}} | {{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (close to opponent)|Throwing technique; Sarah lunges forward and grabs the opponent's neck around her arm and jumps forward, slamming their head into the ground. Also called '''Neck Breaker Drop''' (ネックブリーカードロップ){{fileref|Virtuafighter 32X jp manual.pdf|page=35}}.}} | ||
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}} | }} | ||
{{MoveListTable|desc=special moves| | {{MoveListTable|desc=special moves| | ||
− | {{MoveListRow|Jab | + | {{MoveListRow|Jab - Straight|{{punch}}{{punch}}| }} |
− | {{MoveListRow|Punch | + | {{MoveListRow|Punch - Side Kick|{{punch}}{{kick}} (close to opponent)|A punch into side kick two hit combo.}} |
{{MoveListRow|Double Spinning Kick|{{kick}}{{kick}}| }} | {{MoveListRow|Double Spinning Kick|{{kick}}{{kick}}| }} | ||
{{MoveListRow|Spinning Back Knuckle (スピニングバックナックル)|{{left}} {{punch}}|Jacky performs a spinning backfist.}} | {{MoveListRow|Spinning Back Knuckle (スピニングバックナックル)|{{left}} {{punch}}|Jacky performs a spinning backfist.}} | ||
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{{MoveListRow|Spinning Kick (スピニングキック)|{{kick}}+{{guard}}| }} | {{MoveListRow|Spinning Kick (スピニングキック)|{{kick}}+{{guard}}| }} | ||
{{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | {{MoveListRow|Leg Slicer (レッグスライサー)|{{Hold|{{down}}|{{kick}}+{{guard}}}}| }} | ||
− | {{MoveListRow|Northern Light Bomb (ノーザンライトボム)|{{punch}}+{{guard}} (close to opponent)|Normal | + | {{MoveListRow|Northern Light Bomb (ノーザンライトボム)|{{punch}}+{{guard}} (close to opponent)|Jacky's Normal Throw technique.}} |
{{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (close to opponent)|Throwing technique; Jacky lunges forward and grabs the opponent's neck around his arm and jumps forward, slamming their head into the ground. Also called '''Neck Breaker Drop''' (ネックブリーカードロップ){{fileref|Virtuafighter 32X jp manual.pdf|page=37}}.}} | {{MoveListRow|Neck Breaker (ネックブリーカー)|{{right}}{{right}} {{punch}} (close to opponent)|Throwing technique; Jacky lunges forward and grabs the opponent's neck around his arm and jumps forward, slamming their head into the ground. Also called '''Neck Breaker Drop''' (ネックブリーカードロップ){{fileref|Virtuafighter 32X jp manual.pdf|page=37}}.}} | ||
{{MoveListRow|Face Crusher (フェースクラッシャー)|{{punch}}+{{guard}} (standing directly behind opponent)|Jacky's back throw technique; while behind the opponent, Jacky puts his arm around the opponent's head and jumps forward, slamming them face first into the ground.}} | {{MoveListRow|Face Crusher (フェースクラッシャー)|{{punch}}+{{guard}} (standing directly behind opponent)|Jacky's back throw technique; while behind the opponent, Jacky puts his arm around the opponent's head and jumps forward, slamming them face first into the ground.}} | ||
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{{MoveListRow|Brainbuster (ブレーンバスター)|{{punch}}+{{guard}} (close to opponent)|Wolf's normal throw technique.}} | {{MoveListRow|Brainbuster (ブレーンバスター)|{{punch}}+{{guard}} (close to opponent)|Wolf's normal throw technique.}} | ||
{{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|Kage's throw technique.}} | {{MoveListRow|Kage Gasumi (影霞)|{{left}}{{right}} {{punch}} (close to opponent)|Kage's throw technique.}} | ||
− | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Jeffry and Wolf's throw technique.}} | + | {{MoveListRow|Splash Mountain (スプラッシュマウンテン)|{{downright}}{{downright}} {{punch}}+{{kick}} (close to opponent)|Jeffry and Wolf's command throw technique.}} |
{{MoveListRow|Giant Swing (ジャイアントスイング)|{{HCF}} {{punch}} (close to opponent)|Wolf's command throw technique. It can also be inputted as {{left}} {{down}} {{right}} {{punch}}.}} | {{MoveListRow|Giant Swing (ジャイアントスイング)|{{HCF}} {{punch}} (close to opponent)|Wolf's command throw technique. It can also be inputted as {{left}} {{down}} {{right}} {{punch}}.}} | ||
{{MoveListRow|Iron Claw (アイアンクロー)|{{down}} {{punch}} (close to crouching opponent)|Jeffry's Low Throw technique. Dural grabs the crouched opponent's neck and holds them up in the air, then throws them into the ground.}} | {{MoveListRow|Iron Claw (アイアンクロー)|{{down}} {{punch}} (close to crouching opponent)|Jeffry's Low Throw technique. Dural grabs the crouched opponent's neck and holds them up in the air, then throws them into the ground.}} | ||
− | {{MoveListRow|Powerbomb (パワーボム)|{{downright}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Jeffry's | + | {{MoveListRow|Powerbomb (パワーボム)|{{downright}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Jeffry's Low Throw technique.}} |
− | {{MoveListRow|Double Arm Suplex (ダブルアームスープレックス)|{{downleft}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Wolf's | + | {{MoveListRow|Double Arm Suplex (ダブルアームスープレックス)|{{downleft}} {{punch}}+{{kick}}+{{guard}} (close to crouching opponent)|Wolf's Low Throw technique.}} |
}} | }} | ||
}} | }} | ||
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Prior to ''Virtua Fighter''<nowiki>'</nowiki>s release, fighting games (such as Capcom's ''Street Fighter'' series) were mostly designed and rendered on sprite-based raster hardware — meaning that both the characters and background scenery were composed of 2D sprites and tilemaps, which when using multiple layers produced a [[wikia:w:c:gaming:Parallax scrolling|parallax scrolling]] effect as the screen moved to follow the characters. ''Virtua Fighter'' dispensed with the 2D graphics, replacing them with [[wikipedia:Shading#Flat_shading|flat-shaded]] triangles rendered in real-time, using the [[Sega Model 1]]'s 3D rendering hardware, allowing for effects and technologies that were impossible in sprite-based fighters, such as characters that could move tri-dimensionally rather than just backwards and forwards, and a dynamic camera that could zoom, pan, and swoop dramatically around the arena. The game had a more realistic take on the genre, attempting to represent real life martial arts disciplines, making it more of a fighting simulation.{{ref|http://www.hardcoregaming101.net/virtuafighter/virtuafighter.htm}} | Prior to ''Virtua Fighter''<nowiki>'</nowiki>s release, fighting games (such as Capcom's ''Street Fighter'' series) were mostly designed and rendered on sprite-based raster hardware — meaning that both the characters and background scenery were composed of 2D sprites and tilemaps, which when using multiple layers produced a [[wikia:w:c:gaming:Parallax scrolling|parallax scrolling]] effect as the screen moved to follow the characters. ''Virtua Fighter'' dispensed with the 2D graphics, replacing them with [[wikipedia:Shading#Flat_shading|flat-shaded]] triangles rendered in real-time, using the [[Sega Model 1]]'s 3D rendering hardware, allowing for effects and technologies that were impossible in sprite-based fighters, such as characters that could move tri-dimensionally rather than just backwards and forwards, and a dynamic camera that could zoom, pan, and swoop dramatically around the arena. The game had a more realistic take on the genre, attempting to represent real life martial arts disciplines, making it more of a fighting simulation.{{ref|http://www.hardcoregaming101.net/virtuafighter/virtuafighter.htm}} | ||
− | ''Virtua Fighter''<nowiki>'</nowiki>s graphics, however, eventually became obsolete due to rapid advances in polygon technology that allowed for rounder, more detailed, textured, higher-polygon-count character models, as seen in ''Virtua Fighter 2''. Nevertheless, ''Virtua Fighter'' forever revolutionized the fighting game genre, introducing a more realistic style of gameplay to the genre with its move to 3D.{{ref|https://web.archive.org/web/20011120061225/gamespot.com/gamespot/features/video/15influential_rc/p4_01.html}} | + | ''Virtua Fighter''<nowiki>'</nowiki>s graphics, however, eventually became obsolete due to rapid advances in 3D polygon technology that allowed for rounder, more detailed, textured, higher-polygon-count character models, as seen in ''Virtua Fighter 2''. Nevertheless, ''Virtua Fighter'' forever revolutionized the fighting game genre, introducing a more realistic style of gameplay to the genre with its move to 3D.{{ref|https://web.archive.org/web/20011120061225/gamespot.com/gamespot/features/video/15influential_rc/p4_01.html}} |
===Legacy=== | ===Legacy=== |
Revision as of 19:58, 14 May 2024
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Virtua Fighter | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Model 1, Sega 32X, Sega Saturn | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega AM2 Sega CS4 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (18 tracks) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: Six Button Control Pad, Saturn Backup Memory | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting Action/Kakutou Action (格闘アクション)[1][2], Action[3][4] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Virtua Fighter (バーチャファイター) is a fighting game developed by Sega AM2 and published by Sega for Sega Model 1 arcade hardware in 1993. It is the first game in the Virtua Fighter series. It is often cited as being the first fully 3D fighting game released to the general public, and is a basis for almost all subsequent games in the genre.
It was an influential game in the development of 3D polygon graphics, popularizing it among a wider audience (along with Virtua Racing), demonstrating 3D human character models effectively, with realistic movement and physics, and creating the basic template for later 3D fighting games (such as Tekken, the Soul series and Dead or Alive), and playing a key role in the development of early fifth-generation consoles (the Sega Saturn and PlayStation). It was followed by a 1994 sequel, Virtua Fighter 2.
Contents
Story
While much of the first Virtua Fighter's story would be retroactively filled in by newer games and merchandise, the basic premise of the first game is that martial artist Akira Yuki, specialising in the forgotten art form of "Hakkyoku-ken" enters the World Fighting Tournament, in an attempt to be recognised as the greatest fighter in the world.
Gameplay
Virtua Fighter is a one-on-one versus fighting game, pitting two of eight characters (nine, if Dural is included) against each other in a three-dimensional arena to fight over the best of three matches (or "sets" as referred in-game) - players win if their opponent's life bar is depleted, by a "ring-out" (when one of the opponents falls off the edge of the ring), or has less health when the in-game timer reaches 0. The arcade version's cabinet utilises an eight-way control stick and three buttons: "Punch" (P), "Kick" (K) and "Defense" (also referred as Guard/Block) (G). Movement of the characters with the control stick is done using and to move away/towards the opponent; to crouch; holding or while standing or crouching makes the character slowly crawl backwards/forwards; and , , or are used to make the character jump into that respective direction, with characters having access to two jump heights, depending of how long the player holds any of the up directions. Different attacks can be triggered by pressing a direction plus either the P or K buttons.
While fights take place in a 3D arena, players can only manipulate their characters in a two-dimensional manner, with movement on the third dimension being dictated by the characters' attacks and special moves. Unlike other fighting games at the time, the characters do not turn around automatically when an opponent gets behind them, requiring to tap the required direction in order to face each other. While considered a milestone in real-time 3D graphics, the 3D has limitations, with every arena being a flat square and backgrounds 2D in nature. It also operates with a refresh rate of only 30FPS - half that of Virtua Racing (and Virtua Fighter 2).
Virtua Fighter takes a more realistic approach to combat than many of its popular 2D rivals from the likes of Capcom or SNK, with characters using real world fighting techniques (as opposed to genre-defining Street Fighter II which arms characters with fictional chi-based special attacks and projectiles). It is a slower-paced game as a result, though with hundreds of moves and a computer able to adapt to the player's fighting powers, a more tactical fighter than others on the market. Where this does not apply in the original Virtua Fighter (and its sequel) is the jumping mechanics, with characters being able to jump twice their body height (as was the case in other fighting games of the time).
Unique to Virtua Fighter upon release was the concept of characters receiving "visual damage". If hit with a barrage of attacks, loose items of clothing (for example, Pai's hat or Kage's headband and mask) will fall off and lie on the arena floor until the match is over. This feature makes no difference to gameplay, but would become a staple in many of Sega's fighting games going forward. Another new concept upon release was that of alternate costumes; during a versus match where both players selected the same character, one of the players would receive a secondary costume for that character. This feature would also inspire later 3D fighting games.
Back Attack
Back Attacks are used to defend against an opponent who is coming from behind. When an opponent is behind a character who is facing backwards, the character can perform a Back Attack by pressing P or K. Pressing P performs a standing punch back attack, and K performs a high kick back attack.
Quick Step and Running
When quickly tapping (if facing to the right) , the player's character will quick step forwards, which is called a Quick Forward; and by quickly tapping , the player's character performs a backwards quick step, which is referred as Step Back. Quickly tapping then holding makes the character run towards the opponent; while quickly tapping then holding when the character is with his back facing towards the opponent makes the character run away from the opponent.
Short Jump
Quickly tapping performs a short jump, which can be used to hop over low attacks; tapping makes the fighter Short jump backwards, and tapping makes the fighter do a forward Short Jump. During a short jump, characters can perform various jumping attacks by pressing P or K. Pai, Lau, Jacky, Sarah and Kage can perform a backflip instead of a back jump when quick tapping . Backflips can be chained up to three times.
Giant Leap
Also called Big Jump (大ジャンプ), a Giant Leap is performed by holding , in which characters can leap very high up into the air; by holding or , the characters can respectively Giant Leap backwards and forwards. During a Giant Leap the characters do a variety of jumping attacks by pressing P for a spinning sledgehammer punch; K for a dropkick; K for a reverse dropkick; and finally, pressing K while simultaneously jumping, while airborne, or while landing out of a Giant Leap for a variety of jump kick attacks.
Throws
Throws are performed by inputting a special command while standing near the opponent, and are completely unblock-able. All characters (except for Akira) have access to a default throw technique by pressing P+G while close to the opponent. In addition, all characters have access to their own command throws.
Throws are subdivided in three categories: High Throws, which are performed on a standing opponent; Low Throws, which are performed on a crouching opponent; and Back Throws, which are performed on opponents whose back is turned towards the player.
Down Attack
Also referred as Stomp Attack, Down Attacks are attacks that are used for hitting a knocked down opponent for additional damage. The input motion for this move is P or HOLD P when the opponent is in a knocked down state, which causes the character to automatically jump towards the knocked down opponent and attack them. Down Attacks performed with P deal less damage but are hard to dodge, while Down Attacks performed by HOLD P deal more damage, but are easier to dodge.
Quick Recovery
When a fighter gets knocked down, or gets into a knocked down state after performing some specific moves, they'll get get up automatically after a few seconds, however during this time they are vulnerable to an opponent's Down Attack. During a knocked down state, players can perform a Quick Recovery in order to get up quickly. Listed below are the two types of Quick Recovery.
Recovery is a more defensive type of Quick Recovery, being useful to dodge down attacks.
Kick Recovery is a more offensive type of quick recovery, being used to quickly attack the opponent right after getting up.
Arcade Mode
In the arcade mode, the player completes a series of 8 Stages ("Rounds") where he fights against all playable characters (in order): Jacky, Jeffry, Sarah, Kage, Pai, Wolf, Lau, and Akira. After defeating Akira, players enter the "Bonus Stage", where they are pitted against Dural.
Characters
Virtua Fighter contains eight characters each employing a different fighting style. A ninth character, Dural, is not readily available to players.
As well as detailing their careers and hobbies, Virtua Fighter also lists the character's blood type, which in Japanese culture can determine one's personality.
Virtua Fighter claims to feature over 700 moves, many of which were left undocumented for players to find them on their own.
- Note: Move lists assume the player is standing, facing right. If facing left, and should be reversed.
Akira Yuki | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Akira is a 25-year-old kung-fu teacher with blood type O. Akira is largely considered the main protagonist of Virtua Fighter, featuring predominantly on the games' cover art.
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Pai Chan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Pai is an 18-year-old "action star" whose hobbies include dancing. She has blood type O.
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Lau Chan | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Lau, father of Pai, is a 53-year-old Chinese cook. He has blood type B and enjoys Chinese poetry.
During development, Lau was known as both "Lee" and "Tao".
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Wolf Hawkfield | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Wolf is a 27-year-old Canadian wrestler who enjoys karaoke. He has blood type O.
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Jeffry Mcwild | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Jeffry is a 36-year-old fisherman from Australia who enjoys reggae music. He has blood type A.
Curiously, Jeffry's prototype name was "Dural", a name re-assigned to the final character of the game. He was also briefly known as "Willy".
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Kage-Maru (影丸) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kage-Maru (also spelt as Kagemaru, Kage Maru or just Kage) is a 21-year-old ninja who plays mahjong for a hobby. He has blood type B.
Kage was originally known as "Yagyu" during development.
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Sarah Bryant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sarah is a 20-year-old female college student from the United States. She enjoys sky diving and has blood type AB. She shares a few of her special moves with Jacky.
In earlier versions of the game, Sarah's name was spelt without the "h" (i.e. "Sara").
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Jacky Bryant | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Jacky, older brother of Sarah is a 22-year-old male from the United States. He is a Indy car racer by trade and of blood type A.
Originally Jacky's name was spelt with an "ie" (Jackie). This was changed for the final version.
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Dural | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Dural is the last fighter. Her move set is a amalgamation of all the other Virtua Fighter characters moves. Basic techniques can be performed using the same inputs as the other characters. However, Dural cannot perform a K dropkick after a Giant Leap.
Dural is not normally playable in the Arcade version, being playable only in the home ports via a hidden code. |
History
Development
- Main article: Virtua Fighter/Development.
Impact
This article needs cleanup. This article needs to be edited to conform to a higher standard of article quality. After the article has been cleaned up, you may remove this message. For help, see the How to Edit a Page article. |
Prior to Virtua Fighter's release, fighting games (such as Capcom's Street Fighter series) were mostly designed and rendered on sprite-based raster hardware — meaning that both the characters and background scenery were composed of 2D sprites and tilemaps, which when using multiple layers produced a parallax scrolling effect as the screen moved to follow the characters. Virtua Fighter dispensed with the 2D graphics, replacing them with flat-shaded triangles rendered in real-time, using the Sega Model 1's 3D rendering hardware, allowing for effects and technologies that were impossible in sprite-based fighters, such as characters that could move tri-dimensionally rather than just backwards and forwards, and a dynamic camera that could zoom, pan, and swoop dramatically around the arena. The game had a more realistic take on the genre, attempting to represent real life martial arts disciplines, making it more of a fighting simulation.[25]
Virtua Fighter's graphics, however, eventually became obsolete due to rapid advances in 3D polygon technology that allowed for rounder, more detailed, textured, higher-polygon-count character models, as seen in Virtua Fighter 2. Nevertheless, Virtua Fighter forever revolutionized the fighting game genre, introducing a more realistic style of gameplay to the genre with its move to 3D.[26]
Legacy
Virtua Fighter was a phenomenal success for Sega, particularly in Japan which was already consumed by arcade game fighting culture. After a slow start, it became one of Japan's highest-grossing arcade games of all time.[27] Its success has guaranteed future entries in the franchise ever since, and is amongst Sega AM2's most recognisable products.
Virtua Fighter was followed by Virtua Fighter 2 in 1994, which sports significantly improved visuals and two new characters. AM2's Seiichi Ishii would also leave following his work on this game to create Tekken for Namco, seen as an important competitor to Virtua Fighter during the 1990s.
Likewise, programmer Francois Yves Bertrand (credited as F.Y. Bertrand) was headhunted by Atari Corporation and put to work on the Atari Jaguar 3D fighting game, Fight for Life, cited as being a killer app for the system designed to rival the PlayStation and Saturn consoles (though mismanagement at the company led to an unfinished build being released).
Virtua Fighter was adapted into a comic book, published by Marvel Comics. It was released in May 1995, to coincide with the Sega Saturn's North American launch.[28]
Sega Logistics Service announced it would end service on Virtua Fighter arcade machines on March 31, 2017.[29][30]
Virtua Fighter had been given some representation in the Super Smash Bros. series. In Super Smash Bros. for Nintendo 3DS / Wii U, Mii Fighter costumes based on Jacky Bryant and Akira Yuki were added to the game as paid DLC, with the Jacky costume being based on his Virtua Fighter 5 appearance, and the Akira costume being based on his appearance in the original game. Akira himself would later appear in Super Smash Bros. Ultimate as an Assist Trophy, using his polygonal look from this game.
Versions
As a milestone for both Sega and the fighting game genre as a whole, Virtua Fighter was widely tipped for release on the Sega Saturn console. A port was developed in conjunction with the hardware and was released in Japan as a launch title (before becoming the pack-in game for the subsequent North American and European launches of the console).
Views on the Saturn version are generally mixed, as while its existence led to Sega's console out-selling the PlayStation during its first few months of sale in Japan, it quickly became apparent that the port had been rushed to market with severe graphical and technical issues. Although the disc comes paired with higher quality arranged music inspired by the arcade soundtrack, polygon counts are significantly lower, five-second load times interrupt fights and the screen resolution is reduced over the arcade game.
On the Saturn, Virtua Fighter has issues rendering 3D content, with flickering polygons overlapping in odd ways (some of which occasionally disappear entirely), and animation issues, including an infamous bug where certain characters' feet to point in the wrong direction during their winning poses. The jerky camera of the arcade version is also carried over from the arcade game, and in some situations can behave worse than its arcade counterpart. Similar technical issues would be witnessed in Daytona USA, also created in parallel with the hardware.
By the time of the Western release in mid-1995, Virtua Fighter compared unfavourably to other early Saturn/PlayStation fighting games, such as Battle Arena Toshinden. In response, Sega released Virtua Fighter Remix shortly before the Winter launch of Virtua Fighter 2, which addresses some of the concerns and textures the 3D models. Virtua Fighter Remix quickly became the de facto version of Virtua Fighter, being the new console pack-in and the basis for Virtua Fighter PC.
A version of Virtua Fighter was also released for the Sega 32X, which in Japan debuted after the Saturn version (but before the Saturn version in other territories). Originally planned to be a Sega Neptune launch title, it suffers from even lower polygon counts than the Saturn version and various other cutbacks, but is otherwise relatively faithful to the original, subsequently being cited as one of the better games for the system. While the 32X renders fewer polygons at any one time, they are generally more "stable", with clipping and flickering being mostly absent from the port (although some animation issues still remain). It is also the only 32X game with support for 16:9 widescreen displays.
Both home versions of the game added a "Round-Robin" tournament mode.
The arcade version of the game was re-released on the Astro City Mini in 2020. It notably features upscaled graphics and fully transparent shadows compared to the original.
Ports for mobile phones also exist.
Production credits
- Main article: Virtua Fighter/Production credits.
Magazine articles
- Main article: Virtua Fighter/Magazine articles.
Promotional material
- Main article: Virtua Fighter/Promotional material.
Photo gallery
Artwork
Physical scans
Model 1 version
Sega Retro Average | ||||||||||||||
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87 | |
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Based on 2 reviews |
Model 1, JP | ||||
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Saturn version
88 | |
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Based on 51 reviews |
32X version
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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85 | |
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Based on 30 reviews |
32X, PT |
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Technical information
- Main article: Virtua Fighter/Technical information.
External links
- Sega of America webpage: 32X, Saturn
- Sega of Japan catalogue page (Japanese): Saturn
- Video Game Storytelllers Part 2: The life of Seiichi Ishii in the Virtua Fighter prototype article by Fumio Kurokawa at 4Gamer.net (Japanese)
References
- ↑ File:Virtuafighter sat jp backcover.jpg
- ↑ File:VF 32X JP Box Front.jpg
- ↑ 3.0 3.1 https://sega.jp/history/hard/segasaturn/software.html (Wayback Machine: 2020-03-30 22:53)
- ↑ 4.0 4.1 http://sega.jp/fb/segahard/32x/soft.html (Wayback Machine: 2013-06-19 13:31)
- ↑ 5.0 5.1 Mean Machines Sega, "August 1994" (UK; 1994-06-30), page 93
- ↑ Sega Arcade History, Enterbrain, page 129
- ↑ Mean Machines Sega, "May 1994" (UK; 1994-03-xx), page 51
- ↑ https://eresources.nlb.gov.sg/newspapers/Digitised/Article/straitstimes19940205-1.2.69.15.3?ST=1&AT=search&K=sega+wywy&P=2&Display=0&filterS=0&QT=sega,wywy&oref=article
- ↑ Press release: 1995-05-19: Sega Saturn launch takes consumers and retailers by storm
- ↑ Press release: 1995-09-19: Sega Genesis 32X price comes down to $99
- ↑ 11.0 11.1 Game Players, "Vol. 8 No. 11 November 1995" (US; 1995-1x-xx), page 68
- ↑ 12.0 12.1 Sega Pro, "November 1995" (UK; 1995-10-05), page 56
- ↑ Sega Power, "December 1995" (UK; 1995-10-19), page 53
- ↑ Computer Trade Weekly, "" (UK; 1995-11-13), page 3
- ↑ 15.0 15.1 Computer & Video Games, "November 1995" (UK; 1995-10-13), page 36
- ↑ 16.0 16.1 Sega Magazine, "October 1995" (UK; 1995-09-12), page 84
- ↑ Hobby Consolas, "Enero 1996" (ES; 199x-xx-xx), page 73
- ↑ File:Virtuafighter 32x us manual.pdf, page 23
- ↑ File:Virtuafighter 32x us manual.pdf, page 24
- ↑ 20.0 20.1 20.2 File:Virtuafighter 32x us manual.pdf, page 28
- ↑ File:Virtuafighter 32X jp manual.pdf, page 35
- ↑ File:Virtuafighter 32x us manual.pdf, page 29
- ↑ 23.0 23.1 File:Virtuafighter 32x us manual.pdf, page 30
- ↑ File:Virtuafighter 32X jp manual.pdf, page 37
- ↑ http://www.hardcoregaming101.net/virtuafighter/virtuafighter.htm
- ↑ htt (Wayback Machine: 2001-11-20 06:12)
- ↑ Hobby Consolas, "Enero 1996" (ES; 199x-xx-xx), page 28
- ↑ Game On! USA, "Vol. 1, No. 6" (US; 1996-xx-xx), page 12
- ↑ File:SegaProductsTerminationAnnouncement 2016-11 JP.pdf
- ↑ File:SegaProductsTerminationAnnouncement 2016-12.pdf
- ↑ Computer & Video Games, "February 1994" (UK; 1994-01-15), page 100
- ↑ Gamestar, "June 1994" (AU; 1994-xx-xx), page 54
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 21
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 74
- ↑ CD Consoles, "Janvier 1995" (FR; 199x-xx-xx), page 126
- ↑ Consoles +, "Janvier 1995" (FR; 199x-xx-xx), page 130
- ↑ Computer & Video Games, "January 1995" (UK; 1994-12-15), page 12
- ↑ Computer & Video Games, "August 1995" (UK; 1995-07-12), page 32
- ↑ Computer + Video Giochi, "Gennaio 1995" (IT; 199x-xx-xx), page 30
- ↑ Digitiser (UK) (1995-07-10)
- ↑ Edge, "February 1995" (UK; 1994-12-22), page 72
- ↑ Electronic Entertainment, "September 1995" (US; 1995-0x-xx), page 80
- ↑ Electronic Games (1992-1995), "July 1995" (US; 1995-0x-xx), page 64
- ↑ Electronic Gaming Monthly, "July 1995" (US; 1995-0x-xx), page 38
- ↑ Excalibur, "" (CZ; 1995-06-29), page 1
- ↑ Famitsu, "1994-12-02" (JP; 1994-11-18), page 1
- ↑ GameFan, "Volume 3, Issue 7: July 1995" (US; 1995-xx-xx), page 13
- ↑ Game Players, "Vol. 8 No. 8 August 1995" (US; 1995-0x-xx), page 34
- ↑ GamePro, "March 1995" (US; 1995-xx-xx), page 33
- ↑ GamePro, "August 1995" (US; 1995-xx-xx), page 50
- ↑ GamesMaster (UK) "Series 4, episode 11" (1994-11-29, 24:00) (+8:08)
- ↑ Games World: The Magazine, "September 1995" (UK; 1995-0x-xx), page 71
- ↑ Joypad, "Septembre 1995" (FR; 1995-0x-xx), page 74
- ↑ LeveL, "Květen 1995" (CZ; 1995-05-01), page 18
- ↑ MAN!AC, "01/95" (DE; 1994-12-07), page 9
- ↑ MAN!AC, "08/95" (DE; 1995-07-12), page 46
- ↑ Maximum, "October 1995" (UK; 1995-09-01), page 142
- ↑ Mega, "February 1995" (UK; 1995-01-xx), page 38
- ↑ Mega Fun, "08/95" (DE; 1995-07-19), page 77
- ↑ Magazina Igrushek, "3/1995" (RU; 1995-xx-xx), page 56
- ↑ Mean Machines Sega, "February 1995" (UK; 1994-12-30), page 16
- ↑ Mean Machines Sega, "September 1995" (UK; 1995-07-27), page 88
- ↑ Next Generation, "April 1995" (US; 1995-03-21), page 90
- ↑ Player One, "Juillet/Août 1995" (FR; 1995-0x-xx), page 56
- ↑ Power Unlimited, "Jaagang 3, Jul/Aug 1995" (NL; 1995-06-28), page 36
- ↑ Saturn Fan, "1995 February" (JP; 1995-01-07), page 32
- ↑ Saturn+, "Christmas 1995" (UK; 1995-12-14), page 56
- ↑ Score, "Červen 1995" (CZ; 1995-06-01), page 26
- ↑ Sega Magazin, "August 1995" (DE; 1995-07-12), page 62
- ↑ Sega Magazine, "August 1995" (UK; 1995-07-13), page 56
- ↑ Sega Power, "February 1995" (UK; 1994-12-15), page 14
- ↑ Sega Pro, "February 1995" (UK; 1994-12-29), page 36
- ↑ Sega Pro, "September 1995" (UK; 1995-08-10), page 50
- ↑ Sega Megazone, "August 1995" (AU; 1995-0x-xx), page 18
- ↑ Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 11
- ↑ Strana Igr, "" (RU; 1996-xx-xx), page 93
- ↑ Super Juegos, "Agosto 1995" (ES; 1995-0x-xx), page 96
- ↑ Todo Sega, "Agosto 1995" (ES; 1995-0x-xx), page 32
- ↑ Ultimate Future Games, "February 1995" (UK; 1995-01-01), page 78
- ↑ Ultimate Future Games, "September 1995" (UK; 1995-08-01), page 72
- ↑ Última Generación, "Marzo 1995" (ES; 1995-0x-xx), page 76
- ↑ Video Games, "8/95" (DE; 1995-07-26), page 62
- ↑ VideoGames, "June 1995" (US; 1995-0x-xx), page 74
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 257
- ↑ Consoles +, "Octobre 1995" (FR; 1995-xx-xx), page 136
- ↑ Electronic Gaming Monthly, "October 1995" (US; 1995-xx-xx), page 36
- ↑ Famitsu, "1995-10-27" (JP; 1995-10-13), page 1
- ↑ Fun Generation, "06/95" (DE; 1995-0x-xx), page 72
- ↑ Fusion, "Volume 1, Number 5: December 1995" (US; 1995-1x-xx), page 120
- ↑ GameFan, "Volume 3, Issue 10: October 1995" (US; 1995-xx-xx), page 17
- ↑ GamePro, "November 1995" (US; 1995-xx-xx), page 68
- ↑ GamePro, "December 1995" (UK; 1995-10-28), page 29
- ↑ Gamers, "November 1995" (DE; 1995-10-11), page 34
- ↑ Hobby Consolas, "Octubre 1995" (ES; 1995-xx-xx), page 82
- ↑ MAN!AC, "12/95" (DE; 1995-11-08), page 59
- ↑ Mega Force, "Octobre 1995" (FR; 1995-xx-xx), page 86
- ↑ Mega Fun, "11/95" (DE; 1995-10-18), page 74
- ↑ Mean Machines Sega, "November 1995" (UK; 1995-09-29), page 70
- ↑ Next Generation, "November 1995" (US; 1995-10-24), page 179
- ↑ Player One, "Octobre 1995" (FR; 1995-xx-xx), page 122
- ↑ Saturn Fan, "1995 12-22" (JP; 1995-12-08), page 86
- ↑ Sega News, "Prosinec 1996" (CZ; 1996-1x-xx), page 29
- ↑ Sega Power, "December 1995" (UK; 1995-10-19), page 52
- ↑ Sega Pro, "April 1996" (UK; 1996-02-28), page 26
- ↑ Super Juegos, "Octubre 1995" (ES; 1995-xx-xx), page 72
- ↑ Todo Sega, "Octubre 1995" (ES; 1995-xx-xx), page 44
- ↑ Top Consoles, "Octobre 1995" (FR; 1995-xx-xx), page 97
- ↑ Tricks, "Vypusk 8" (RU; 1996-xx-xx), page 28
- ↑ VideoGames, "October 1995" (US; 1995-09-19), page 84
Virtua Fighter | |
---|---|
Main page | Comparisons | Credits | Hidden content | Development | Magazine articles | Video coverage | Reception | Promotional material | Merchandise | Region coding | Technical information
Music: Virtua Fighter: Akira/Kage (1994) | Virtua Fighter: Saikyou no Senshi (1994) | Sega Saturn Virtua Fighter Maximum Mania (1994) | Virtua Fighter "Sega Saturn" Image by B-univ Neo Rising (1994) | Virtua Fighter & Virtua Fighter 2 Music Tracks (1996) | Virtua Fighter (2023) Videos: Virtua Fighter CGMV (1994)
Demos: Develo Magazine Appendix CD-ROM for Sega Saturn (1996) | Virtua Fighter Mihonban Hibaihin (1994) |
Virtua Fighter series | |||
---|---|---|---|
Virtua Fighter (Remix | PC) (1993-1995) | Virtua Fighter 2 (Mega Drive | Sega Ages 2500 Series) (1994-1996) | Virtua Fighter 3 (3tb | 3tb Online) (1996-1997) | Virtua Fighter 4 (Evolution | Final Tuned) (2001-2004) | Virtua Fighter 5 (R | Final Showdown | Ultimate Showdown) (2006-2021) | |||
Spin-offs | |||
Virtua Fighter Kids (1996) | Virtua Fighter Animation (1997) | Virtua Fighter 10th Anniversary (2003) | Virtua Quest (2004) | |||
Cross-overs | |||
Fighters Megamix (Game.com) | Dead or Alive 5 (5+ | Ultimate | Last Round) (2012-2015) | |||
Portrait series | |||
Virtua Fighter CG Portrait Series: (1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | The Final) (1995-1996) | GG Portrait: Yuuki Akira (1996) | GG Portrait: Pai Chan (1996) | |||
Others | |||
Virtua Fighter (LCD) (1995) | Electronic Virtua Fighter (199x) | Virtua Fighter (R-Zone) (199x) | Virtua Fighter 3 Win-PC-Collection (1996) | Virtua Fighter (2007) | CR Virtua Fighter (2008) | Virtua Fighter Mobile (2008) | Pachinko CR Virtua Fighter Revolution (2012) | Virtua Fighter Cool Champ (2012) | Virtua Fighter Fever Combo (2014) | Virtua Fighter Pachislot (2014) | Virtua Fighter Battle Genesis (2019) | |||
Unlicensed | |||
Virtua Fighter 2 vs. Tekken 2 (199x) | |||
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