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The History of Sega Fighting Games
Page 8 of 19
 
In November of 1993, Sega took a second stab at the 3-D fighting game market. Employing its Model 1 arcade flat-shaded polygon board, which had been developed in conjunction with General Electric and used in 1992's


"The Genesis clearly could not handle a translation of Virtua Fighter, and there was no guarantee that the game was even popular enough to risk releasing as a dumbed-down port on the old 16-bit hardware."

hit driving game Virtua Racing, Sega's AM2 division created the first polygonal martial arts game, Virtua Fighter. The concept was fresh: PC game companies had released polygonal sporting games such as 4-D Boxing and adventure games such as Alone in the Dark, but no one had created a 3-D one-on-one martial arts game. Characters were safe bets: VF's main character Akira strongly resembled Street Fighter's Ryu, and VF's 'cute' Chinese girl Pai strongly took after SF2's Chun Li. This time, unlike Dark Edge, Sega decided to use 3-D for effect only: Virtua Fighter lacked "true" 3-D movement, but its characters were full polygonal models.

The first Virtua Fighter made only a moderate splash in Japan and the United States, arriving shortly after the popular Super Street Fighter II and Fatal Fury Special, but Sega was determined to make VF succeed.

Virtua Fighter
Magazines were given high-resolution pictures of the flat-shaded VF characters in action, and Sega commissioned official guidebooks in both Japan and the United States for the game. Undeniably, the game made fewer waves in America than it did in Japan, as Mortal Kombat II was drawing away whatever crowds were willing to ignore Super Street Fighter II, though a small number of people were beginning to compete at Sega's game. What Sega offered was attractive to some gamers, especially those in Japan - fewer buttons (3) to learn than Street Fighter and Mortal Kombat (6 and 5), actual martial arts styles rather than mystical use of fireballs, electricity, and the like, and special moves which mostly involved simple taps on the joystick rather than emphasizing rolling the stick, which was reserved for more advanced techniques.

The Genesis clearly could not handle a translation of Virtua Fighter, and there was no guarantee that the game was even popular enough to risk releasing as a dumbed-down port on the old 16-bit hardware. Sega's next game console, the Saturn, was underway at this point, and Sega's AM2 division was put to work on a home translation of its moderate arcade hit. By mid-1994 Sega was content to release translations of SNK's Samurai Shodown and Art of Fighting in Japan for the Genesis, and Art of Fighting alone in the United States.

Now read Perfecting the Formula
 

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