America: The Godfather of Game Development
Chapter 652

Crushing Strike, Cloud Body, Twin Tiger Palms; Asura Overlord Leans Against Mount Hua

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"Puff!"

The moment they entered the game, they both exclaimed in unison.

That's fucking bad!

The game immediately gave them a thunderous camera movement.

The camera pans down, rotating and quickly focusing on the two people.

It still appears to be a side-scrolling fighting game.

But that move just now was clearly just showing off!

Because it's impossible for a true 2D game to achieve that kind of free camera movement.

All the characters are 2D paper cutouts, and the illusion is instantly revealed once the perspective is changed.

But this game is different; it recklessly circles the entire arena, from top to bottom.

Okay, although the model's precision is indeed lacking, with noticeable polygonal textures, it's quite different from Gamenova's main titles.

But that's enough. For gamers these days, 3D is synonymous with awesome.

Not to mention that thanks to Lin's clever optimization tips, the entire game background is much more exquisite than the original " Virtua Fighter ".

Pre-rendered graphics and parallax mapping are combined with fully 3D characters for both sides.

In an instant, the sense of three-dimensionality brought by the spatial depth seemed to leap off the screen.

Forget about fighting, the two of them were completely dumbfounded and had even forgotten how to operate the game.

Even when they are not moving, the characters have their own idle animations.

Sarah's style is clearly inspired by Jeet Kune Do, as she constantly swings and tries to do a standing round.

Of course, if the player insists on not moving, she won't actually change the distance between them.

This is just a visual effect.

Don't be fooled by the fact that this game is now purely 3D; there are many more actions involved.

However, aside from the model, the motion module is actually very resource-efficient.

Because these things are essentially just skeletal animation, all that's needed is to record the changes. This also makes " Virtua Fighter " highly scalable.

It's much better than 2D fighting games.

To add a new motion module, all you need to do is input the new motion capture data and make some modifications based on the character model.

"Wait, don't hit me yet, let me check the move list..."

The first rule of the fighting game rules is that before the fight begins, both players are allowed to step back to the edge of the screen to look at the move list.

"Never mind, this is too much!"

Fewer keys, but plenty of tricks.

To accommodate so many moves, the only option is to continuously explore the possibilities of the three keys.

Well... strictly speaking, there are two keys, because G is for blocking, and only some moves require the G key.

"Forget it, when in doubt, just rub it randomly; you'll eventually get something out."

Although they couldn't understand it, the two of them were quite open-minded about it.

It's a fighting game, not some kind of competition. The two of them just spar casually, doing whatever makes them happy.

" Snake Body Flying Stance! Heart-Targeting Elbow! Pressing Palm! Pressing Palm and Thrusting Elbow! Eight Gates Opening Attack! White Crane Soaring to the Heavens!..."

Furukawa muttered to himself, his hands flailing wildly over the buttons.

In truth, he didn't know whether he had actually executed the move or not.

He was just randomly shouting out names he'd seen at a glance.

That makes it look more imposing!

First, you need to win in terms of morale.

But Matsumoto was clearly not one to be trifled with.

Sarah's fighting style, which relies heavily on leg techniques, appealed to him.

The two instantly became entangled in combat.

The significant differences between 3D and 2D gradually became apparent at this point.

Unlike 2D games, achieving a truly visceral sense of impact in 3D games is extremely difficult. The original Virtua Fighter was actually quite lacking in the refinement of its combat feel.

Perhaps due to a lack of experience in making 3D games for the first time, every move felt soft and weak, like hitting cotton.

The reason for this problem is actually quite simple.

Because 3D games can hardly create exaggerated hit reactions like 2D fighting games, the choice of special effects is also very limited.

In order to achieve realism, Virtua Fighter has very limited features regarding being hit.

However, Lin Lixin is not Yu Suzuki.

In terms of refining the feel of combat, Gamenova has long had its own mature design paradigm.

The simplest way is to add a very short freeze frame when the target is hit.

This can be easily achieved in both 2D and 3D.

It doesn't need to be too long; one or two frames are perfectly sufficient.

Any longer and it would lose the unique fluidity and aesthetic design of " Virtua Fighter ".

With just this simple adjustment, the game delivers a noticeable sense of power the moment it hits.

In addition, the camera shake and impact sound effects have also been carefully refined.

While it doesn't have the same visceral, punch-to-kick realism, the impact of the combat is definitely on a completely different level from the original Virtua Fighter.

The two of them started fighting, making a lot of noise.

Soon, Matsumoto noticed something interesting.

His character was slammed to the ground by Akira Yuki's elbow.

With his action, the character rolled on the spot, actually rolling to the side and then standing up.

The camera, as if to maintain the horizontal perspective of both sides, rotated slightly.

This change is not noticeable.

But you should know that they started the game on a rectangular field.

As the camera shifts, the rotation of the edge of the field makes this subtle change in perspective particularly noticeable.

"Ooioi! It really is 3D!" "Huh? What nonsense are you talking about at a time like this?"

Furukawa had no idea what was wrong with Matsumoto that had suddenly struck.

Wasn't it obvious this game was a 3D game from the moment you chose your character?

"No, I mean... they're really fighting in a three-dimensional space! Haven't you noticed we're getting more and more off-target?"

"Huh? It seems that's true."

This is a major discovery.

It's a shame the move list in this game is just too complicated; I don't know when I'll ever be able to learn it...

This damn thing, " Crushing Strike, Cloud Body, Twin Tiger Palms " and " Asura Overlord Leans Against Mount Hua."

"Boss, 50 coins, please."

" Yamazaki, here to play Mahjong Academy again?"

The shop manager skillfully stacked several piles of game tokens. Yamazaki was a regular customer and a rare expert.

"No, my body can't take it anymore. I heard there's a new machine today?"

"Yes, Sega's new fighting game. I'm really looking forward to you trying it out. So far, no one has been able to pull off the Crushing Strike, Cloud Body, Twin Tiger Palms."

Yamazaki scratched his head.

Although I didn't understand it, it sounded really impressive.

Carrying the game tokens, he followed the flow of people and found the new machines.

After the trial sales ended, thanks to the amazing true 3D fighting of " Virtua Fighter " and the participation of many martial arts masters, the game became an instant hit in Japan.

When it's officially released globally, the hype will only get more intense.

This store isn't particularly big, but they still bought at least eight units.

Fighting games are like this: as long as you have them, you'll never lack players.

Arcade games are a perennial favorite, second only to coin pushers and pachinko machines in terms of spending power. "After hitting the target, input the follow-up command... oh dear, a punch derivative, didn't execute it again..."

Yamazaki approached upon hearing the sound and saw several young men frantically scribble on a printed black-and-white move list, their faces flushed.

"P+k+g, upon hit, p+g followed by p or p, that's it?"

He squeezed to the front and patted the guy with the red face on the shoulder.

"Shall I give it a try?"

"It's Yamazaki! We're saved!"

The " Crushing Strike, Cloud Body, Twin Tiger Palms" move is definitely one of the most iconic ultimate moves in " Virtua Fighter ".

After releasing, Akira Yuki will first use a slam palm strike to stun the opponent, then dodge to the side and push with his palm to send them flying.

That's right, it's the side view, not the back.

If you defeat your opponent, the game will replay the final scene from multiple camera angles.

At this moment, combined with the dazzling maneuver of the Crushing Strike, Cloud Body, Twin Tiger Palms, the visual appeal is truly off the charts.

... In the meantime, " Virtua Fighter " has already sold out all over the country.

Players accustomed to 2D fighting games have finally welcomed some fresh blood.

However, when it comes to the explosive popularity of " Virtua Fighter," who were the most affected?

Besides Jackie and the core members of the Jackie Chan Stunt Team, Master Wu is definitely one of them.

In recent days, he has heard tourists from other places shouting, "Please teach me the Crushing Strike, Cloud Body, Twin Tiger Palms and the Asura Overlord Leans Against Mount Hua!" more than once, shamelessly asking him to teach them.

Some even went so far as to clamor for him to go to Japan or Europe to establish a dojo and teach Bajiquan.

Well, in any case, at least there's hope for the inheritance and promotion of Bajiquan.

No one expected that something as insignificant as video games could unleash such tremendous power.

only...

" Iron Mountain Lean is one thing, but this Crushing Strike, Cloud Body, Twin Tiger Palms is really a move designed for gamification."

The seekers who had traveled from afar shared a very consistent attitude towards this.

I don't believe it! They must be hiding something, only teaching their true disciples!

On Sony's side...

Ken Kutaragi, then head of the [PlayStation Project Team], fell into a long silence as he faced the arcade board in front of him.

He wasn't a high-ranking member of a powerful family who rose through the ranks from management.

Ken Kutaragi is a genuine engineer by training, and he climbed up the ranks step by step through his own abilities.

Their keen awareness of the situation goes without saying.

rog-m1, also known as Sega -model-1.

What was exposed on this substrate was enough to worry him.

He had, of course, already played the competitor's new game long ago.

3D rendering...

No matter how you look at it, Ken Kutaragi was convinced from the bottom of his heart that this was definitely the future trend. Now, the substrate in front of him further confirmed this idea.

Gamenova's semiconductor R&D capabilities are simply phenomenal.

Although Sony is powerful, Sony current semiconductor capabilities don't necessarily guarantee a victory.

What chilled him even more was the fact that PlayStation, an infant that was already outdated before it was even born.

In today's rapidly changing global semiconductor landscape, consoles based on the Nintendo SNES appear far too weak.

"We have to completely redesign this machine; it needs 3D performance, it needs very strong 3D performance."

Ken Kutaragi muttered to himself, having made up his mind.

Even though doing so would likely anger the higher-ups, he had no choice but to take the plunge.

"A... 32-bit, custom Sony GPU... um... I need to talk to Toshiba."

PlayStation will no longer compete in the 16th position.

Its battlefield is in the fifth generation.

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