America: The Godfather of Game Development
Chapter 651

[Style: Bajiquan]

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Unlike Gamenova, Sega has its own relatively independent production system.

Except for some chips that need to be purchased from Micro-Nova Semiconductor, almost all other parts can be assembled and produced locally in Japan.

After all, although it is essentially a subsidiary of Gamenova, it is nominally an independently operating company.

Sega couldn't completely drain the lifeblood of the stars.

In terms of publicity and promotion, it is destined to be slightly inferior.

However, the strong addition of the Jackie Chan Stunt Team stunt team has effectively filled this gap.

despite this.

The initial batch of Sega available for immediate delivery is still only 500.

This doesn't mean that the production capacity here is very poor, but rather it's a conventional business model.

Not all game companies are like Gamenova, which can so openly and aggressively distribute its products without any reservations.

Let alone arcade games that cost thousands of dollars, even hoarding too many game cartridges is a risk.

These 500 units are for trial sales. Each arcade will only purchase one or two units experimentally during the trial period.

Spend some time testing and collecting data.

Only then will it be determined whether to expand the scale of distribution.

This model wasn't limited to Sega; Sega, Namco, Hudson Konami, and other companies also followed this approach.

To minimize risks and prevent repeating Atari's mistakes that led to their own financial collapse.

Don't be fooled by the fact that Sega is an asset of Gamenova. If they get too cocky and anger the boss, they could be slapped into a restructuring, and that would be a real mess.

In any case, the trial sales began as scheduled.

Thanks to Sega's established sales network, the mere 500 units sold out immediately.

"Hadugen! Hadugen!"

"Shu Ting! Shu Ting!"

"Hadouken..." Inside the arcade, Guile and Ryu were locked in a fierce battle on a Street Fighter II machine.

The essence of a game is to see who makes fewer mistakes.

If either side makes a mistake in their combo, the balance of power between the two sides will change instantly.

"I'm saying... Kentaro, I'm starting to feel like we're just wasting our allowance like this."

Matsumoto Shoki felt the burning sensation on his hand from the friction, and for a moment he felt somewhat helpless.

It was fine at first.

But as the two became more and more familiar with each other, Kamehameha, taught by the same master, was truly unbreakable!

Over time, sometimes watching skilled players in the arcade is actually more enjoyable than playing it yourself.

They need some new stimulation.

A new kind of excitement, unlike Street Fighter and the King of Fighters.

Furukawa Kentaro nodded, expressing his deep agreement.

"Or... how about playing a racing arcade game? Virtua Racing or Ridge Racer would be great." "Good idea!"

The two hit it off immediately and left the arcade machine, intending to check out the motion-sensing racing game.

Just then, an inconspicuous machine came into their view.

Just as writing has its own style, so too does painting have its own style.

For two seasoned gamers, it was immediately obvious who owned the machine.

Sega's new product.

The polygonal metal frame, when standing upright, reaches about chest height for two people.

With the addition of two small round stools temporarily provided by the staff, it's immediately obvious that this is an action game.

"Bashifa Itea (バーチャ·ファイター)?"

"Virtua Fighter, it must be Sega's new game."

Furukawa's eyes lit up.

The word "virtua" is also considered a signature of Yu Suzuki. His previous Virtua Racing, "Virtua racing," followed this naming convention.

As the name suggests, this is actually a fighting game!

"How so? 200 yen a game, that's not too expensive."

Matsumoto shrugged.

"Then... let's give it a try?"

Since it's all about having fun, does it really matter what you play?

The two of them quickly took their seats, one on each side, before anyone else noticed the new machine.

As soon as they sat down, they noticed something unusual about the machine.

The button design is very... simple.

"Huh? There are even fewer buttons than in the King of Fighters, only three."

Aside from the buttons for selecting 1p and 2p, the entire control panel really only has three buttons: pkg, which are for punches, kicks, and defense.

The veteran immediately understood what this meant.

"They're not even distinguishing between light and heavy punches anymore!"

It's important to know that in Street Fighter, even a simple punch requires varying degrees of force.

With so few buttons in this game, the commands must be very simple!

This is clearly a fighting game suitable for beginners!

The two inserted coins and selected the battle mode.

Up to the character selection stage, it's no different from other mainstream fighting games.

"Let me see, they're all characters I don't recognize!"

"Of course, this is a new game, okay?"

Furukawa was somewhat speechless at Matsumoto's obliviousness, and continued switching between roles as if nothing was wrong.

[Character Profile]

[Name]: [Akira Yuki] [Nationality]: [Japan]

Birthday: [September 23, 1968]

[Gender]: [Male]

[Blood type]: [o]...

I don't know which game started this habit of creating detailed character profiles.

But now it has long since become a commonplace technique.

Creating sufficiently detailed profiles for characters can also facilitate future IP derivative development.

Logically speaking, that's correct...

However, this material differs significantly from other works.

[Style]: [Bajiquan]

[Mentorship]: [Wu Lianzhi]

"What?!" To be fair, Gamenova really did get Mr. [Name] to personally guide them in order to find the most suitable motion capture for Akira Yuki.

Of course, he also invited the other party to join his stunt team, making him a nominal consultant.

In fact, even in the original timeline of "Virtua Fighter," which was overseen by Yu Suzuki himself, Mr. Wu did indeed have some involvement.

According to his own account in a later interview, Yu Suzuki traveled a long distance to Mengcun, where Master Wu lived, in the autumn of 1991.

Using the most advanced photography equipment available at the time, and based on Master Wu's movements, they meticulously refined Akira Yuki's Bajiquan techniques.

It's important to know that Suzuki in that timeline didn't have Gamenova Support and didn't have any motion capture equipment.

The original Akira Yuki was truly honed step by step, move by move.

Although Master Wu knew absolutely nothing about video games, he readily agreed when he heard that someone wanted to design a fighting game protagonist based on Bajiquan.

It must be said that Yu Suzuki is indeed a prodigy.

He carried his camera all the way to Mengcun, but instead of just shooting the video and running away, he stayed there for quite a while.

According to Master Wu's own recollection, this guy would even spar with the master while eating.

As a result, Master Wu accidentally bumped his head on him, giving him a big bump. It has to be said that Yu Suzuki is indeed quite ambitious to be able to make games to this extent.

And this designer, with his unconventional style, certainly did not disappoint Master Wu.

The Virtua Fighter game became an instant hit, bringing the game's protagonist Akira Yuki, and his Bajiquan to the world stage.

In this game, it's even more popular than Jeet Kune Do, which used to dominate the Americas.

During that period, passionate Kung-Fu Master enthusiasts from all over the world would make special trips to Mengcun to learn from Master Wu or to exchange skills.

To express his gratitude for his efforts, Yu Suzuki added a message after completing the game, "[Thank you, Mr. Wu]".

It must be said that although Yu Suzuki's game designs are often very rough and rugged, even he has a romantic side.

In a sense, "Virtua Fighter" can be considered an important window for promoting the global dissemination and internationalization of martial arts culture.

Now, with the addition of the Jackie Chan Stunt Team and a group of Lin Lixin's friends, the team has grown even stronger.

He could have done this more thoroughly.

Sarah Brian, United States female martial artist who studied under Brandon Lee, is clearly paying homage to Paichan, the Hong Kong action star known for her role as Jackie Chan...

Of course, there are also Japan ninjas and martial artists from various countries and schools. Keep in mind, don't be fooled by simply listing their names.

Doing this will cost quite a bit of money.

After being formalized, such naming rights and the use of motion capture data must be subject to business cooperation negotiations between the company and the individual.

Even though Lin Lixin was personally involved in the project, he insisted on pushing this formal process through.

This can also be seen as... sending a message to the outside world.

Anyone can do what Sega did, hiring masters who used to require a lot of searching, as long as they're willing to pay.

Moreover, the process is absolutely legitimate and reliable, backed by Gamenova, so you won't encounter any cooperation issues or contract traps.

This is the allure of formalization and industrialization.

As the Jackie Chan Stunt Team matures, in the future, whether it's the film and television industry or the cultural and entertainment industry, as long as there is a relevant need, they will definitely think of checking out the Jackie Chan Stunt Team first.

Unless there is truly no suitable candidate, one would not attempt to seek out reclusive masters in the streets.

"Oh..."

The two stared at the character selection screen for ages. Even with the countdown almost over, they were reluctant to confirm.

Japan is a region where Hong Kong action films are extremely popular, so such scenes are a bit too cool for them.

"I choose you, Akira Yuki!"

"Then I'll play Sarah; Jeet Kune Do is the strongest."

Okay, a new round of power struggles—no, I should say a martial arts tournament—is about to begin.

This time, however, there are no superpowers.

"Hey? Did you notice that the character's headshot is in 3D?"

Matsumoto suddenly noticed something unusual.

As he selected the blonde, red-lipped girl in the character selection screen, a preview window appeared above...

Uh, a character that looks very different from the character's official artwork.

She still had blonde hair, blue eyes, and red lips, but the polygonal features on her face were very pronounced.

Since it's 3D, the precision can't compare to 2D. At least not at present.

There's nothing we can do about it. Although Gamenova has made many 3D games, real-time 3D and pre-rendering are completely different things.

This is especially true for fighting games, a genre that demands a high level of smoothness.

Sacrificing a certain degree of model accuracy in exchange for absolute smoothness is their development strategy.

After all, this isn't "Dead or Alive".

Hmm? Speaking of which... has Illusion Studio been quite free lately?

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