Difference between revisions of "Virtua Fighter"
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==History== | ==History== | ||
===Development=== | ===Development=== | ||
− | + | ====Model 1 version==== | |
+ | {{quote| 3D graphics in games were very primitive. You could only make models from triangles, which didn't even have textures. ... There wasn't the opportunity to make graphics that were really beautiful, and because of that I decided to spend all my efforts to make character movements correct and realistic. Yes, Street Fighter had nice sprites, but we had the advantage of very smooth movements | [[Yu Suzuki]]{{ref|1=[http://www.shenmuedojo.net/forum/viewtopic.php?t=46577 Yu Suzuki Interview]}} }} | ||
− | + | In 1992 [[Sega]] released the three-dimensional fighter, ''[[Dark Edge]]'', which attempts to create 3D gameplay by manipulating [[sprite]]s with the [[Sega System 32]] arcade board. ''Dark Edge'' was, however, riddled with hardware limitations and failed to excite the gaming public - the next milestone in the genre had to use polygons. | |
− | + | Sega were not the first to come to this conclusion - [[Distinctive Software]]'s niche home computer ''4D Sports Boxing'', released in 1991/1992, was another attempt at a three-dimensional combat game, but was strictly a boxing game, only used 3D polygons for the fighters (who barely resembled humans) rather than the environments, and lacked much of the freedoms enjoyed by ''Virtua Fighter''<nowiki>'</nowiki>s gameplay. Similarly to situation surrounding ''[[Virtua Racing]]'', no single game on the market was offering to render a respectible number of polygons in real time while keeping a solid frame rate. | |
− | + | A "20% complete" build of what was known as '''''Virtua Fighters''''' was shown at the [[Amusement Machine Show 1993]] in August{{fileref|CVG UK 144.pdf|page=12}} alongside ''[[Star Wars Arcade]]'' (then known as ''Virtua Star Wars''). Only two characters out of the planned eight were on show{{fileref|CVG UK 144.pdf|page=18}} - Lau Chan, and the inevitably scrapped character Siba. While ''Virtua Fighters'' raised eyebrows, its early state meant it was not the star of the show - this accolade likely goes to [[Namco]]'s ''Ridge Racer'', a texture-mapped 3D racing game. | |
− | + | Akira Yuki is a particularly notable character in ''Virtua Fighter'' as he was a last-minute addition to the game (so much so that early cabinets do not feature him in the artwork at all). He replaced Siba, a Middle-Eastern fighter who was axed from the game altogether for unknown reasons. Siba would eventually become an unlockable character in ''[[Fighters Megamix]]''. | |
− | + | Suzuki stated that the game program was written with 50,000 lines of code.{{fileref|GameOn US 06.pdf|page=11}} | |
− | + | ====Saturn version==== | |
+ | The Saturn version of ''Virtua Fighter'' was written almost entirely from the ground up alongside the hardware{{fileref|Edge UK 011.pdf|page=29}}. AM2 took a different approach to the arcade game, focusing on the quality of the animations over graphics, to the point where in early builds, characters could have as little as 100 polygons{{fileref|Edge UK 011.pdf|page=28}}. AM2 would then raise the polygon count as high as possible before the frame rate dropped to unacceptable levels. | ||
− | + | One of these low polygon, low resolution, "30-40% complete" builds was shown at the [['94 Tokyo Toy Show]]{{fileref|Edge UK 011.pdf|page=29}} in June 1994, where despite being playable, only two punches and two kicks could be performed{{fileref|Edge UK 011.pdf|page=7}}. Sega later clarified that this build represented less than two weeks of work{{fileref|Edge UK 014.pdf|page=47}}. A "45% complete" build was shown a few months later, now with an upped resolution to 640x224 (versus the 320x224 seen previously){{fileref|Edge UK 014.pdf|page=46}} and more features. | |
− | {{ | + | Yu Suzuki had originally planned for 1,000 polygons for each scene in ''Virtua Fighter'', but this milestone was met in the Tokyo Toy Show build{{fileref|Edge UK 014.pdf|page=47}}. This newer build was running with 1,300 polygons (550 per character and 220 for the ground), with hints that 2,000 may be possible in the final product{{fileref|Edge UK 014.pdf|page=47}}. The Saturn version was never set to hit the arcade's number of polygons overall, instead using texture mapping to reduce the number needed for facial expressions and floor textures{{fileref|Edge UK 014.pdf|page=47}}. |
− | |||
− | |||
+ | ====32X version==== | ||
The 32X version was meant to debut alongside the cancelled [[Sega Neptune]] project{{fileref|SegaMagazine UK 15.pdf|page=12}}. | The 32X version was meant to debut alongside the cancelled [[Sega Neptune]] project{{fileref|SegaMagazine UK 15.pdf|page=12}}. | ||
− | + | <!-- move this somewhere | |
− | + | In comparison, ''Virtua Fighter'' was fully 3D (using 3D polygons for both the fighters and environments), the 3D fighters resembled humans (using polygons for individual limbs, fingers, eyes, ears, nose, mouth and hair). The human body had never before been rendered with such detail using polygons in a video game.{{fileref|GameOn US 06.pdf|page=6}} It also had a character physics engine, free-flowing camera system, and realistic martial arts simulation gameplay. | |
− | |||
− | |||
− | |||
− | + | In the original Model 1 arcade version, each 3D character in the game is rendered with around 2000 polygons, while the ground uses more than 220 polygons.{{fileref|NextGeneration US 01.pdf|page=72}} Akira is rendered with 2300 polygons, while Dural uses 2600 polygons. The game thus renders at least 5420 polygons per frame, pushing at least 162,600 polygons/sec at 30 frames/sec. | |
− | = | + | Since the Saturn is capable of texture mapping and Gouraud shading, the number of polygons needed for the Saturn version is less. As a result, the Saturn version renders each character with 550 polygons, while the ground is rendered using 220 polygons, adding up to 1,300 polygons per frame for the Saturn version.{{fileref|NextGeneration US 01.pdf|page=72}} The Saturn version thus renders 39,000 polygons/sec at 30 frames/sec. |
− | + | --> | |
− | + | ===Impact=== | |
− | + | {{cleanup}} | |
− | + | Up until that time, fighting games (such as Capcom's ''Street Fighter'' series) were designed and rendered on sprite-based 2D graphics hardware—both the character animation 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 left and right 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 actual 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}} |
===Legacy=== | ===Legacy=== |
Revision as of 16:05, 22 October 2016
Virtua Fighter | |||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Model 1, Sega 32X, Sega Saturn, Tiger R-Zone | |||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | |||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega AM2 | |||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (18 tracks) | |||||||||||||||||||||||||||||||||||||||||||||
Genre: Fighting, Action[1] | |||||||||||||||||||||||||||||||||||||||||||||
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, creating the basic template for 3D fighting games (such as Tekken, Soul and Dead or Alive), and playing a key role in the development of early fifth-generation consoles (the Sega Saturn and Sony 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 versus fighting game, pitting two of nine characters against each other in a three-dimensional arena to fight until one is "knocked out". Unlike other games in the genre at the time (such as Street Fighter II or Mortal Kombat), Virtua Fighter relies only on a control stick and three buttons, "Defense" (guard), "Punch" and "Kick" . Simple button combinations will trigger special attacks, and the large number of moves leads to a relatively complex fighting game.
Movements in Virtua Fighter are seen as more realistic than many of its popular 2D rivals from the likes of Capcom or SNK. Virtua Fighter opts for a slower-pace with fighting styles modeled on those seen in the real world. Virtua Fighter also involves "ring outs", where if a player either walks or is knocked out of the ring, he or she is instantly disqualified.
Also unique to Virtua Fighter upon release, some characters receive "damage" if hit in certain areas and will lose part of their clothing (for example, hats).
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.
Moves
History
Development
Model 1 version
“ | 3D graphics in games were very primitive. You could only make models from triangles, which didn't even have textures. ... There wasn't the opportunity to make graphics that were really beautiful, and because of that I decided to spend all my efforts to make character movements correct and realistic. Yes, Street Fighter had nice sprites, but we had the advantage of very smooth movements | „ |
In 1992 Sega released the three-dimensional fighter, Dark Edge, which attempts to create 3D gameplay by manipulating sprites with the Sega System 32 arcade board. Dark Edge was, however, riddled with hardware limitations and failed to excite the gaming public - the next milestone in the genre had to use polygons.
Sega were not the first to come to this conclusion - Distinctive Software's niche home computer 4D Sports Boxing, released in 1991/1992, was another attempt at a three-dimensional combat game, but was strictly a boxing game, only used 3D polygons for the fighters (who barely resembled humans) rather than the environments, and lacked much of the freedoms enjoyed by Virtua Fighter's gameplay. Similarly to situation surrounding Virtua Racing, no single game on the market was offering to render a respectible number of polygons in real time while keeping a solid frame rate.
A "20% complete" build of what was known as Virtua Fighters was shown at the Amusement Machine Show 1993 in August[6] alongside Star Wars Arcade (then known as Virtua Star Wars). Only two characters out of the planned eight were on show[7] - Lau Chan, and the inevitably scrapped character Siba. While Virtua Fighters raised eyebrows, its early state meant it was not the star of the show - this accolade likely goes to Namco's Ridge Racer, a texture-mapped 3D racing game.
Akira Yuki is a particularly notable character in Virtua Fighter as he was a last-minute addition to the game (so much so that early cabinets do not feature him in the artwork at all). He replaced Siba, a Middle-Eastern fighter who was axed from the game altogether for unknown reasons. Siba would eventually become an unlockable character in Fighters Megamix.
Suzuki stated that the game program was written with 50,000 lines of code.[8]
Saturn version
The Saturn version of Virtua Fighter was written almost entirely from the ground up alongside the hardware[9]. AM2 took a different approach to the arcade game, focusing on the quality of the animations over graphics, to the point where in early builds, characters could have as little as 100 polygons[10]. AM2 would then raise the polygon count as high as possible before the frame rate dropped to unacceptable levels.
One of these low polygon, low resolution, "30-40% complete" builds was shown at the '94 Tokyo Toy Show[9] in June 1994, where despite being playable, only two punches and two kicks could be performed[11]. Sega later clarified that this build represented less than two weeks of work[12]. A "45% complete" build was shown a few months later, now with an upped resolution to 640x224 (versus the 320x224 seen previously)[13] and more features.
Yu Suzuki had originally planned for 1,000 polygons for each scene in Virtua Fighter, but this milestone was met in the Tokyo Toy Show build[12]. This newer build was running with 1,300 polygons (550 per character and 220 for the ground), with hints that 2,000 may be possible in the final product[12]. The Saturn version was never set to hit the arcade's number of polygons overall, instead using texture mapping to reduce the number needed for facial expressions and floor textures[12].
32X version
The 32X version was meant to debut alongside the cancelled Sega Neptune project[14].
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. |
Up until that time, fighting games (such as Capcom's Street Fighter series) were designed and rendered on sprite-based 2D graphics hardware—both the character animation 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 left and right 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 actual martial arts disciplines, making it more of a fighting simulation.[15]
Virtua Fighter'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.[16]
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.[17] Its success has guaranteed future entries in the franchise ever since, and is amongst Sega AM2's most recognisable products. However, the timing of its arcade release caused problems - it could not be brought to the then-less powerful home consoles of 1993, and to this day, no accurate home conversions of Virtua Fighter (in its original form) exist.
Across the world (starting in late 1994), Virtua Fighter was made a launch title for the Sega Saturn console. This version is considered to have been rushed to market, shipping with several gameplay issues such as five-second load times between fights and lower polygon graphics (although the disc comes paired with a remixed arrange music based off the arcade soundtrack). The problems were largely forgiven in Japan (and in fact, much of the Saturn's success in that region originated from this game), but the late 1995 release in western territories, saw Virtua Fighter be compared unfavourably to other early Saturn/PlayStation fighting games, such as Battle Arena Toshinden Remix.
In response, Sega produced Virtua Fighter Remix in 1995, which addresses some of the concerns and textures the 3D models. Virtua Fighter Remix is now the de facto version of Virtua Fighter, and was the basis for a PC port.
A version was released for the Sega 32X, which in Japan debuted after the Saturn version (but before the Saturn version in other territories). 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. 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. Ports for mobile phones also exist.
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.
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.[18]
Production credits
Arcade version
- Main Programmer: Toru Ikebuchi
- Coordinator / Main Designer: Seiichi Ishii
- Programmers: Shin Kimura, Takeshi Suzuki, Eisuke Miura, Kazuhiko Yamada, Masahiko Kobayashi, Naomi Ota, F.Y. Bertrand, Tetsuya Kaku
- Designers: Kunihiko Nakata, Youji Kato, Toshiya Inoue, Yoshinao Asako, Masataka Aochi, Tomohiro Ishii, Jeffery Buchanan, Mika Kojima
- Program Supports: Keiji Okayasu, Hiroaki Shoji
- Music Composer: Takayuki Nakamura
- Planning Support: Manabu Tsukamoto
- Producer and Director: Yu Suzuki
Saturn version
- Main Programmer: Keiji Okayasu
- Programmers: Tetsuya Sugimoto, Hiroaki Shoji, Motoi Kaneko, Jun-ichi Ishito
- Designers: Yoshinao Asako, Youji Kato, Ryoya Yui
- Sound Designers: Takayuki Nakamura, Takenobu Mitsuyoshi, Kazuhiko Kouchi
- Thanks: Yutaka Nishino, Hideya Shibazaki, Takayuki Yamaguchi, Kazuo Otani, Sega Digital Studio
- Producer: Yu Suzuki
32X version
- Producer: Kouichi Nagata
- Programmers: Eiji Horita, Akio Setsumasa, Tatsuo Yamajiri, Yasuhiro Takahashi
- Designer: Masashi Kubo
- Sound Designers: Masaru Setsumaru, Tatsuya Kohzaki, Atsumu Miyazawa, Tadashi Joukagi
- Planner: Hideki Anbo
- Special Thanks: Yu Suzuki, Keiji Okayasu, Toshiya Inoue, Tetsuya Sugimoto, Yutaka Nishino, Hiroaki Shoji, Takeshi Suzuki, Yoshinao Asako, Youji Kato, Ryoya Yui, Manabu Tsukamoto, Saturn V.F Team, Ryoichi Hasegawa
- For SOA: Michael B. Latham, Eric Quakenbush, Erik Wahlberg, Bill Person, France Tantiado, Terry Tang
- Special Thanks: Joe Miller, Steve Payne, Joyce Takakura, All Magazines, Chrissie Huneke-Kremer, Diana Bertollt, John Kully, Clint Dyer, Eric Smith, Lorene Goble, Jennifer Titchener, Sandy Tallerico, Graciela Arrue
- Executive Producer: Michael Latham
- Associate Producer: Eric Quakenbush
- Assistant Producers: Erik Wahlberg, Bill Person
- Marketing Manager: France M. Tantiado
- Public Relations Coordinator: Terry Tang
- Test Manager: Mark Lindstrom
- Lead Tester: Richie Hideshima
- Assistant (Tester) Leads: Stephen Bourdet, Lloyd Kinoshita, Mike Borg, Nicole Tatum
- Testers: Rob Prideaux, Joshua Johnson, Ron Allen, Ty Johnson, Mark Fabela, Sako Bezdjian, Raul Orozco, Cesar Lemus, Jay Vo, Scott Hawkins, Kemrexx George, David Paniagua, Richard Cummings, Kim Rogers, Seth Carbon, Rayman Suansing, Joel Breton, Louis Dribbin, Joseph M. Damon, Sean Davin, Stephen C. Wong, Rick Greer, Randy Smaha, Steve Thompson, Anthony Borba, Mike Benton, Eric Molina, Jeffrey L. Loney, Jeff Sanders, Joe Cecchin, Steve Smith
- Manual: Wendy Dinsmore
Track list
Saturn version
1. [data track] |
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2. AM2 Logo (00:09) |
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3. Stage Clear (You Won) (00:08) |
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4. Stage Failed (You Lost) (00:07) |
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5. Continue? - Game Over (00:18) |
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6. Player Select (05:04) |
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7. Jacky Bryant (05:10) |
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8. Jeffry Mcwild (05:05) |
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9. Sarah Bryant (05:09) |
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10. Kage-Maru (05:06) |
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11. Pai Chan (05:07) |
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12. Wolf Hawkfield (04:55) |
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13. Lau Chan (05:11) |
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14. Akira Yuki (05:12) |
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15. Dural (05:04) |
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16. Name Entry (00:50) |
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17. Rating - Average (00:09) |
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18. Rating - Poor (00:09) |
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19. Rating - Excellent (00:12) |
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Magazine articles
- Main article: Virtua Fighter/Magazine articles.
Promotional material
Saturn JP TV advert
Photo gallery
Physical scans
Model 1 version
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
Model 1, JP | ||||
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Saturn version
88 | |
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Based on 51 reviews |
Saturn, PT |
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|
32X version
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
85 | |
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Based on 30 reviews |
Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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✔ |
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Cartridge | ||||||||||||
✔ |
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1995-07-26 | Page | |||||||||||
✔ |
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1995-07-25 | Page | |||||||||||
✔ |
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1995-07-24 | Page | |||||||||||
✔ |
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1995-07-21 | Page | |||||||||||
✔ |
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1995-07-27 | Page | |||||||||||
✔ |
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1995-06-30 | Page | |||||||||||
✔ |
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1995-06-15 | Page | |||||||||||
✔ |
|
1995-05-30 | Page |
References
- ↑ http://sega.jp/fb/segahard/32x/soft.html
- ↑ Press release: 1995-09-19: Sega Genesis 32X price comes down to $99
- ↑ 3.0 3.1 3.2 File:CVG UK 168.pdf, page 36 Cite error: Invalid
<ref>
tag; name ":File:CVG UK 168.pdf_p36" defined multiple times with different content - ↑ http://www.mamedb.com/game/vf
- ↑ Yu Suzuki Interview
- ↑ File:CVG UK 144.pdf, page 12
- ↑ File:CVG UK 144.pdf, page 18
- ↑ File:GameOn US 06.pdf, page 11
- ↑ 9.0 9.1 File:Edge UK 011.pdf, page 29
- ↑ File:Edge UK 011.pdf, page 28
- ↑ File:Edge UK 011.pdf, page 7
- ↑ 12.0 12.1 12.2 12.3 File:Edge UK 014.pdf, page 47
- ↑ File:Edge UK 014.pdf, page 46
- ↑ File:SegaMagazine UK 15.pdf, page 12
- ↑ http://www.hardcoregaming101.net/virtuafighter/virtuafighter.htm
- ↑ htt (Wayback Machine: 2001-11-20 06:12)
- ↑ File:UltimateFutureGames UK 02.pdf, page 28
- ↑ File:GameOn US 06.pdf, page 12
- ↑ File:VirtuaF1_Saturn_JP_SSOpening.pdf
- ↑ File:Virtuafighter_32x_us_manual.pdf, page 31
- ↑ EGM², "September 1995" (US; 1995-0x-xx), page 99
- ↑ Sega Pro, "May 1996" (UK; 1996-03-21), page 36
- ↑ File:CVG UK 147.pdf, page 100
- ↑ 24.0 24.1 File:CDConsoles FR 03.pdf, page 126 Cite error: Invalid
<ref>
tag; name ":File:CDConsoles FR 03.pdf_p126" defined multiple times with different content - ↑ 25.0 25.1 File:ConsolesPlus FR 039.pdf, page 130 Cite error: Invalid
<ref>
tag; name ":File:ConsolesPlus FR 039.pdf_p130" defined multiple times with different content - ↑ 26.0 26.1 File:CVG UK 158.pdf, page 12 Cite error: Invalid
<ref>
tag; name ":File:CVG UK 158.pdf_p12" defined multiple times with different content - ↑ File:CVG UK 160.pdf, page 27
- ↑ 28.0 28.1 28.2 File:CVG UK 165.pdf, page 32 Cite error: Invalid
<ref>
tag; name ":File:CVG UK 165.pdf_p32" defined multiple times with different content - ↑ 29.0 29.1 File:Edge UK 017.pdf, page 72 Cite error: Invalid
<ref>
tag; name ":File:Edge UK 017.pdf_p72" defined multiple times with different content - ↑ 30.0 30.1 File:GamePro US 068.pdf, page 33 Cite error: Invalid
<ref>
tag; name ":File:GamePro US 068.pdf_p33" defined multiple times with different content - ↑ 31.0 31.1 File:GamePro US 073.pdf, page 50 Cite error: Invalid
<ref>
tag; name ":File:GamePro US 073.pdf_p50" defined multiple times with different content - ↑ 32.0 32.1 File:Joypad FR 045.pdf, page 74 Cite error: Invalid
<ref>
tag; name ":File:Joypad FR 045.pdf_p74" defined multiple times with different content - ↑ 33.0 33.1 File:MAXIMUM UK 01.pdf, page 142 Cite error: Invalid
<ref>
tag; name ":File:MAXIMUM UK 01.pdf_p142" defined multiple times with different content - ↑ 34.0 34.1 File:MeanMachinesSega28UK.pdf, page 16 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega28UK.pdf_p16" defined multiple times with different content - ↑ 35.0 35.1 File:MeanMachinesSega35UK.pdf, page 88 Cite error: Invalid
<ref>
tag; name ":File:MeanMachinesSega35UK.pdf_p88" defined multiple times with different content - ↑ 36.0 36.1 File:NextGeneration US 04.pdf, page 90 Cite error: Invalid
<ref>
tag; name ":File:NextGeneration US 04.pdf_p90" defined multiple times with different content - ↑ 37.0 37.1 File:PlayerOne FR 055.pdf, page 56 Cite error: Invalid
<ref>
tag; name ":File:PlayerOne FR 055.pdf_p56" defined multiple times with different content - ↑ 38.0 38.1 Saturn no Game wa Sekai Ichi~i~i~i!: Satamaga Dokusha Race Zen Kiroku, SoftBank Publishing, page 11 Cite error: Invalid
<ref>
tag; name ":File:SnGwSISDRZK Book JP.pdf_p11" defined multiple times with different content - ↑ File:UltimateFutureGames UK 03.pdf, page 74
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 21
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 74
- ↑ Computer + Video Giochi, "Gennaio 1995" (IT; 199x-xx-xx), page 30
- ↑ Digitiser (UK) (1995-07-10)
- ↑ 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
- ↑ 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
- ↑ 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
- ↑ 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
- ↑ 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
- ↑ 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
- ↑ 77.0 77.1 File:EGM US 075.pdf, page 36 Cite error: Invalid
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tag; name ":File:PlayerOne FR 057.pdf_p122" defined multiple times with different content - ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 257
- ↑ Consoles +, "Octobre 1995" (FR; 1995-xx-xx), page 136
- ↑ 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
- ↑ Game Players, "Vol. 8 No. 11 November 1995" (US; 1995-1x-xx), page 68
- ↑ 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
- ↑ Next Generation, "November 1995" (US; 1995-10-24), page 179
- ↑ Saturn Fan, "1995 12-22" (JP; 1995-12-08), page 86
- ↑ Sega Magazine, "October 1995" (UK; 1995-09-12), page 84
- ↑ Sega News, "Prosinec 1996" (CZ; 1996-1x-xx), page 29
- ↑ Sega Power, "December 1995" (UK; 1995-10-19), page 52
- ↑ Sega Pro, "November 1995" (UK; 1995-10-05), page 56
- ↑ 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 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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