Virtua Fighter 4
From Sega Retro
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System(s): Sega NAOMI 2, Sega NAOMI 2 GD-ROM, PlayStation 2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega-AM2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Distributor: Sony Computer Entertainment (Europe) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Virtua Fighter 4 (バーチャファイター4) is a fighting game developed by Sega-AM2 and released for Sega NAOMI 2 arcade hardware in 2001. It is the fouth major entry in the Virtua Fighter series and a direct sequel to Virtua Fighter 3. The game was originally announced under the working title of Virtua Fighter X, before appearing with its final name at AOU Show 2001.
The game changed the Japanese arcade landscape due to use of internet and physical cards to save progress, which was the VF.NET (later ALL.Net) system.
It was succeeded by Virtua Fighter 5 in 2005.
Contents
Gameplay
Characters
Virtua Fighter 4 is the only game in the history of the Virtua Fighter series to remove a character from the core lineup of playable characters. Taka Arashi, who debuted in Virtua Fighter 3 and would return in Virtua Fighter 5 R, was not included due to technical difficulties.
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Akira Yuki |
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Pai Chan |
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Lau Chan |
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Wolf Hawkfield |
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Jeffry Mcwild |
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Kagemaru |
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Sarah Bryant |
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Jacky Bryant |
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Dural |
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Shun Di |
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Lion Rafale |
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Aoi Umenokoji |
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Lei-Fei |
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Vanessa Lewis |
History
Development
The NAOMI 2 arcade version of Virtua Fighter 4 uses up to 20,000 polygons for each character, while each background uses over 50,000 polygons, with up to 16 hardware light sources per polygon, at 60 frames per second. This was the highest character polygon count and lights per polygon for a video game up until 2001, giving it the most detailed character graphics and lighting effects of its time (such as dynamic search lights).[6] In comparison, the same year, Dead or Alive 3 on the Xbox used 10,000 to 15,000 polygons for the characters. Virtua Fighter 4's character polygon count was unsurpassed until Virtua Fighter 5 in 2005.[7] In terms of textures, the game uses 128 MB of texture data for the characters.[8]
The PlayStation 2 version of Virtua Fighter 4, due to hardware limitations, reduced the polygon count down to 7,000 polygons for the characters and had much fewer light sources. The texture details were also reduced for the PlayStation 2 version.[9]
Legacy
Like its predecessors, Virtua Fighter 4 saw several minor upgrades during the course of its lifespan, titled "Ver. B" and "Ver. C" respectively. It was ported to the PlayStation 2 in 2002 with slight graphical downgrades and online modes removed in exchange for more single player options.
Two major upgrades exist for the game, Virtua Fighter 4: Evolution and Virtua Fighter 4 Final Tuned.
Production credits
NAOMI 2 version
- Executive Producer: Hisashi Suzuki
- Producer & Director: Yu Suzuki
- Coordinator: Hiroshi Kataoka
- Game Director: Daichi Katagiri
- Program Director / VF.NET & Card Planning: Toru Ikebuchi
- CG Design Director: Yasuo Kawagoshi
- Main programmer: Susumu Morii
- Game System: Shinji Ohshima
- Rendering Effect: Goho Ogura
- GUI & 2D Graphics: Takanori Kobayashi
- Program & Arrangement: Masataka Daigo
- NAOMI net & Enemy: Syuji Takahashi
- Stage Effect & Sound Program: Yohsuke Takeda
- Stage Effect & Card System: Shigeru Yoshida
- Chracter Face Director / Akira & Kage: Jun Kubota (iceman)
- Wolf & Jeffery: Makio Kida
- Lion, Aoi & Dural: Hiroaki Ota
- Jacky & Lei-fei: Tetsunari Iwasaki
- Sarah & Vanessa: Takashi Ito
- Lau & Pai: Yumiko Sonoyama
- Shun: Chizuka Tamehira
- Chracter Concept Design: Kenji Miyawaki
- Stage Design: Munehiko Makino, Atsushi Kanno
- Visual Effect Design: Toru Ikeuchi
- GUI & 2D Graphics: Kazfumi Ohashi
- Design Support: Akihito Hiroyoshi, Takahito Minei, Hiroshi Hiraga, Kon Goshi, Nobuyuki Fujiki, Masami Naitou, Jin Onodera, Makoto Onuma, Nobuhiko Kosuge, Takahiko Kimura, Mitsugu Tsuchida
- Planning & Arrangement: Tomonori Shiino
- Motion Director: Kouji Kudou
- Motion Designer: Yoshiyuki Iwai, Kousuke Sasaki, Makoto Koizumi, Masato Nakamura, Hajime Itou
- Nova Inc.: Kashow Oda, Kazuaki Kitazawa
- Anchor Inc.: Masahiro Onoguchi, Toshiyuki Ohashi, Yoshikazu Sumioka, Kiyoshi Kunimori, Mitsuo Shimizu, Shintaro Umeda, Tsutomu Tokumasu
- Motion Capture Team: Hans Van Veenendall, Yaeko Okadaya, Takeo Iwata
- Motion Actor
- Attractive Action Club: Mitsuo Abe, Akira Oohashi, Eiji Morisaki, Tomotaka Watanabe, Jirou Ishimura, Toshinori Sasaki
- Katsugekiza: Wataru Koga, Iori Sakakibara
- Stunts Astyn: Motoki Kawana, Akira Sugihara
- Ray/Orbital Link: Nakazawa Ray
- Game System Regulator: Tetsuji Sugahara, Masaharu Terabata, Masanori Chida
- Sound Creator: Tatsutoshi Narita, Shinichi Goto, Sachio Ogawa, Hideaki Miyamoto, Naoyuki Machida, Satoru Higashi, Tomoya Koga, Hiroyuki Kazama
- Chracter Voice: Shinichiro Miki, Mahito Tsujimura, Minami Takayama, Shigeru Chiba, Nina Kumagaya, Tetsuya Sakai, Takahiro Sakurai, Takenobu Mitsuyoshi, Eric Kelso, Jeff Manning, Dennis Gun, Colleen Lanki, Yuko Florence Yunokawa, Donna Burke, Claire O'Connor, Marcus Hood, Ryan Drees
- VF.NET team: Koki Koiwa, Kazuhiro Shigekuni, Yasuyuki Komiya, Masaya Takeshige, Chika Torii, Wataru Nakanishi
- Cabinet Design: Masao Yoshimoto, Hideyuki Yamada, Seiji Ishii, Toru Mori, Masaki Kawabata, Yasuhiro Wada, Hiroki Koyama, Naoaki Syoui, Mitsuru Kawamura, Kenji Watanabe
- Publicity: Taku Kihara, Kaznori O
- Visual Editing: Makoto Ando, Naonori Watanabe
- Special Thanks: Master Gorenshi, Satoshi Motoike, Masanori Ohe, Youji Kato, Ryujirou Ohta, Satoshi Fujinuma, Mitsuo Kashiwagi, Masayuki Takahashi, Miyuki Noda, Hiroyuki Tsuzuki, Daigo Iwatani, Hiroya Eguchi, Hideaki Fukai, Shungo Seki, Katsuhiro Fujita, Yoshihiko Suzuki, Tomoko Morikawa, Eisuke Abe, Takeyuki Izumi, Naoya Shiozaki, Ryo Sato, Seiji Honma, Masato Shimoyama, Hiromitsu Sasaki, Hiroshi Tsurusaki, Daisuke Kojima, Ryo Shibasaki, Manabu Sato, Masato Suzuki, Hidemi Yamaguchi, Akino Tsuga, Erika Aihara, Hiroshi Kandou, Masaya Saida, Akira Yamanaka, Yukio Sugino, Magic Capsule Co., Ltd., discoveryfirm "the legend of China"
- NAOMI by: Hardware R&D Dept.
- Presented by: Sega
- Created by: AM2
PlayStation 2 version
- Main programmer: 田中 秀樹
- Arcade Conversion
- Graphics Library: 池淵 徹
- 3D Display & Converter: 八木澤 茂
- 2D Display & Effect: 高林 雄一
- Effects: 吉田 茂
- Sound: 武田 洋介
- Training
- System
- File System: 山之内 毅
- Data Files: 薄井 岳彦
- Advice: 橋本 圭介
- Options: 佐藤 領
- Art Director: 川越 康雄
- Characters: 平賀 宏志, 為平 千寿香, 五師 魂, 藤木 伸幸
- Items: 小菅 信彦, 真鍋 林檎, 土田 貢
- Stages: 菅野 敦, 安藤 聡
- Visual Effects: 池内 徹
- 2D Graphics: 大橋 一文, 貫洞 洋至
- Design R&D: 加藤 陽仁, 藤沼 里志, 高橋 雅之
- Training: 蝶間林 英生
- System: 下田 紀之
- Sound Team: 成田 尊, 小河 幸男, 後藤 真一, 町田 直幸, 東 論
- Menu Narration: Lenne Hardt
- Original Movie: 渡辺 尚則, 池内 徹, 大橋 一文, 貫洞 洋至, 鈴木 正友
- Programmers: 飯田 貴行, 岩﨑 剛, 大島 真治, 佐藤 文則, 杉本 哲也, 醍醐 正高, 村松 誉教, 森井 進, 森口 賢, 和田 誠
- Stage Designers: 牧野 宗和, 松井 工, 京谷 茂孝
- Character Designer: 嶺井 孝仁
- 2D Graphics: 渡辺 尚則, 鈴木 正友, 太田 英邦
- Planners: 松山 雄介, 増井 宏, 椎野 智徳, 谷口 祐一
- Publicity: 木原 卓
- Publicity Design: 王 和則, 西野 紗代子, 太田 英邦
- Supervisors: 有馬 央, キャサ夫, ちび太, 諸橋 務, 工藤 浩司, 千田 正憲, 中村 真人, 佐々木 孝介, 小泉 真, 寺端 正治, 大橋 俊幸, 荻原 純志, 菅原 哲二, 片桐 大智
- Special Thanks: 森川 ジョージ, PKアキラ, アニアキ, 海老原 玲緒奈, 鏡 陽光, 小島 創, 忰田 豊, ザ・ゲリラ, 佐々木 明子, 澤田 五郎, 篠原 元貴, 榛葉 志乃武, 杉原 貴広, ススキノウルフ, セガール, 龍爺, たいちょう, ハクションラウ魔王, 長谷 励, ハチ, 羽田 隆之, 深沢 洋介, マッスルサラ, 三浦 利夫, ムッキー晶, 武藤 洋平, 吉田 孝広, 太田 隆二郎, 小岩 巧基, 重国 和宏, 柴崎 孝美, 清水 祐介, 釣崎 宏, 鳥居 史, 中西 亘, 宮脇 謙史, 古川 憲司, CRI事業部, テクニカルリサーチ部, Virtua Fighter 4 アーケードチーム
- Localization: Jin Shimazaki, Osamu Shibamiya, Arthur Liboon
- Product Marketing: Mike Fischer, Robert Alvarez, Cord Smith
- Public relations: Kirsten Merit, Gwen Marker
- Creative Services: Robert Schonfisch, Angela Santos
- Localization / PD: Kats Sato, Matt O'Driscoll, Aude Donnan, Mark Horneff
- Product Marketing: Jim Pride, Mark Fisher
- Software Manual: Emma Ledda
- Special thanks to all those involved at: Sony Computer Entertainment Europe
- Executive Director: 鈴木 裕
- Executive Producer: 鈴木 久司
- Presented by: Sega
Digital manuals
Magazine articles
- Main article: Virtua Fighter 4/Magazine articles.
Promotional material
Artwork
Physical scans
NAOMI 2 version
NAOMI 2, JP | ||||
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PlayStation 2 version
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90 | |
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Based on 24 reviews |
Technical information
Virtua Fighter 4 was the first video game to use normal mapping, an advanced form of bump mapping.
The character models in the original Sega NAOMI 2 arcade version had about 20,000 polygons per character. This was the highest character polygon count in any video game at the time,[35] surpassing the character polygon counts of 2001 Dreamcast game Sports Jam (up to 18,357 polygons)[36][37] and higher than the character polygon counts of any Xbox games (up to 15,000 polygons in Dead or Alive 3 and Dead or Alive Ultimate). The polygon counts in the PlayStation 2 version of Virtua Fighter 4 were reduced to about 7,000 polygons per character.[38]
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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691,470,336 | CD-ROM (EU) | SCES-50759 (V1.00) | ||||||||||
✔ |
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567,332,976 | CD-ROM (JP) | SLPM-62130 (V2.00) | ||||||||||
? |
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569,800,224 | CD-ROM (US) | SLUS-20323 (V1.02) | ||||||||||
? |
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2002-01-04 | CD-R | Page | ||||||||||
? |
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2002-02-01 | CD-R | Page |
External links
- Sega of Japan catalogue pages (Japanese): PlayStation 2
- Official website
- Virtua Fighter 4 on PlayStation.com: JP, US
References
- ↑ http://www.sega-am2.co.jp/vf4/index.html (Wayback Machine: 2001-12-11 23:51)
- ↑ http://flyers.arcade-museum.com/?page=thumbs&db=videodb&id=4482
- ↑ 3.0 3.1 http://www.jp.playstation.com/software/title/slpm62130.html (Wayback Machine: 2007-05-15 07:53)
- ↑ Computer & Video Games, "May 2002" (UK; 2002-04-xx), page 54
- ↑ 5.0 5.1 Computer & Video Games, "May 2002" (UK; 2002-04-xx), page 80
- ↑ http://game.watch.impress.co.jp/docs/20061025/3dvf5.htm
- ↑ https://forum.beyond3d.com/threads/yes-but-how-many-polygons-an-artist-blog-entry-with-interesting-numbers.39321/
- ↑ Next Generation, "August 2001" (US; 2001-07-17), page 51
- ↑ Next Generation, "August 2001" (US; 2001-07-17), page 54
- ↑ https://www.youtube.com/watch?v=Mdh-Ue1we9k
- ↑ File:VirtuaFighter4_PS2_JP_SSCredits.pdf
- ↑ 576 Konzol, "Március 2002" (HU; 2002-xx-xx), page 18
- ↑ BGamer, "Maio 2002" (PT; 2002-0x-xx), page 103
- ↑ Bonus, "3/2002" (YU; 2002-03-25), page 28
- ↑ Click!Konsole, "Sierpień 2002" (PL; 2002-xx-xx), page 8
- ↑ Consoles +, "Mai 2002" (FR; 2002-0x-xx), page 74
- ↑ Edge, "March 2002" (UK; 2002-02-27), page 90
- ↑ Electronic Gaming Monthly, "May 2002" (US; 2002-04-02), page 110
- ↑ Famitsu, "2002-02-08" (JP; 2002-01-25), page 1
- ↑ GamePro, "May 2002" (US; 2002-0x-xx), page 90
- ↑ Game Station (UK) (+0:00)
- ↑ GMR, "February 2003" (US; 2003-01-07), page 93
- ↑ Hyper, "June 2002" (AU; 2002-05-08), page 50
- ↑ MAN!AC, "06/2002" (DE; 2002-05-02), page 40
- ↑ Official U.S. PlayStation Magazine, "April 2002" (US; 2002-03-12), page 92
- ↑ PlayStation 2 Official Magazine - UK, "April 2002" (UK; 2002-03-22), page 82
- ↑ Players, "6/2002" (DE; 2002-04-24), page 54
- ↑ Play, "Czerwiec 2002" (PL; 2002-xx-xx), page 24
- ↑ Play, "March 2002" (US; 2002-xx-xx), page 46
- ↑ PlayZone, "06/2002" (DE; 2002-04-30), page 66
- ↑ PSM, "Vol. 6, No. 4: April 2002" (US; 2002-0x-xx), page 24
- ↑ PSX Extreme, "03/2002" (PL; 2002-0x-xx), page 40
- ↑ Power Unlimited, "Jaargang 10, Nummer 5, Mei 2002" (NL; 2002-04-26), page 52
- ↑ Super Juegos, "Mayo 2002" (ES; 2002-0x-xx), page 14
- ↑ 3Dゲームファンのための「バーチャファイター5」グラフィックス講座
- ↑ Character model with shadow
- ↑ Character model
- ↑ "Yes, but how many polygons?" An artist blog entry with interesting numbers
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Music: Virtua Fighter 4 Official Soundtrack (2002) |
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