It's arcade perfect, if you're ok with lightgun games on Wii with the differences I mentioned, as good as Wiimote was in an FPS or in a rail shooter like S&P, it was simply workable for a lightgun game and technically miles from an actual lightgun since you have to restrict yourself to keep it accurate enough. And what I said about HOTD 2 & 3 collection being a better fit. I mean I love that stuff on Wii and it was the only way to have it at home anyway, without a CRT TV and actual lightgun accessories at the time, just don't want to misrepresent the quality and get you disappointed. I also recommend SEGA's hand cannon Wiimote shell that came out for House of the Dead Overkill (the best part of that game) if you do get these, it's so rad. Mine's handle has yellowed but:Ghost Squad was a blast back in the day. I never played the Wii version tho, is it a good port?
Virtua Cop series is best in 2 player mode with 1 player, akimbo pistol fun :)
Such a shame nobody figured out lightguns for flat panels and the genre died.
Wii was very good but not quite there in terms of accuracy, you had to stay in place to avoid desync etc.
Hopefully these new VR controllers are exact as the genre sees something of a revival in VR but I've not tried it yet.
The name "Virtua Reality" is literally just sitting there to be used.
SEGA ported another compilation of older arcade lightgun games to it, I forget their name, they're not as known but were solid.
Gunblade NY & LA Machineguns: Arcade Hits Pack, which was ported to the Wii by AM2 but not originally created by. It's the only home release of either game and was and still is high octane fun.
mannnnn
one day, ill play G-Loc in that cabinet! that's gotta be so cool
Suzuki san, Yu great! This thread is making me ache to replay Fighters Megamix. Ive actually been replaying VF1 on Saturn and enjoying its slower, more methodical strategies and pace compared to its sequels. The sound quality is so crisp with a lot of presence.
the dolphin actually will quickly swim around the whole aquarium house to always be in the camera shot. it does backflips whenever anyone in the arena does backflips, and it also turns over onto its back and sinks down toward the sand as if dead whenever a character is knocked down to the ground.
Thanks for more videos, and in my video example i meant shadows/lights in room, were they more complex?
With that PS2 version of Virtua Cop 2 is it a direct arcade port or does it still contain the additional route on the last stage from the Saturn version?
Namie Amuro is real singer, i guess they motion captured her dance? And yeah i've read they actually used supposedly "virtua fighter 3 saturn engine" here and that's it.
Europe. I haven't seen an arcade cabinet in ages.virtua fighter 3 never was developed on saturn. seems more like the virtua fighter 2 saturn engine.
where? in japan it is alive and well. elsewhere, round1 und other chains in america are improving is my feeling.
yeah only the bigger cities might have some...but Sega alone won't revive that (and how could they)
Contribute compelling software experiences to the revival. A new social source of entertainment.
First time I've ever seen this.
There was that World Club Champion Football game. You collect and trade football cards and use them on the game. Quite the perfect game for Europe, but, it seems people did not respond that well.
SEGA in general has a bunch of interesting Arcade games that probably won't see the light of the on the west, which is quite a shame.
virtua fighter 3 never was developed on saturn. seems more like the virtua fighter 2 saturn engine.
where? in japan it is alive and well. elsewhere, round1 und other chains in america are improving is my feeling.
Fun fact: Virtua Cop 3 will run on either a dev. OG Xbox, or an Xbox modded with 128MB RAM.
Arcade classics mini hybrid?yeah only the bigger cities might have some...but Sega alone won't revive that (and how could they)
Q: The games you created before Shenmue are very different from each other, when you think about it. There are driving games, fighting games, flying simulations. That said, they have all something in common: the innovation that each one of these games brought to the genre. You always tried to bring something new in the genre, even if it had been covered before.
My question is simple: where do you find the ideas and inspiration to bring innovation?
YS: I don't really play other games, so I don't think about comparisons with other games. My basis for comparison is the real world.
So for a driving game, I see whether it's more interesting than driving my own car or not. And when I made After Burner, for example, I wanted to try flying a plane, so I went to Florida, where there's a place you can pilot a plane, and I tried that. Those kinds of things. When I create a game I always compare with reality to figure out what's best to do.
I've always created games by looking at reality and thinking "I'd like to make something like this".
Q: Did you really used to drive like that? Like in your games?
YS: I tried not to get caught...
Speaking of which, also when I made the game Out Run I went driving through Europe, around here, to gather material. In Monaco there's a state-run Casino over there, isn't there, in a splendid location. A bright-red Ferrari passed by in front of it. I saw it and thought, "This is the car it's got to be". Out Run's red car was decided in Monaco, you see.
Q: In your opinion, is it still possible in 2018 to innovate as much and bring novelty to the video games industry?
YS: Even now, I think it's possible to be innovative, if you have ideas. Video games are evolving together with computers, but the greatest changes came soon after the introduction of computers. So a spate of revolutionary technologies came onto the scene in the period just afterwards. Now much of these have matured, so I think it was easier to produce revolutionary concepts back then, compared to now.
Q: You often have the double role of producer and director of your games. I would simply like to know what are those two roles about?
YS: I don't like being a producer!
Q: That was my next question: which one do you prefer?
YS: A producer has to worry about things like the schedule and the project budget. There are a lot of non-creative things you have to take care of. The jobs of producer and director always clash with each other. They're like enemies, or opponents.
I'm a creator, so I definitely prefer being director. I wish someone would be producer for me!