A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Monday, June 30, 2014
The Sega / Namco Rivalry, part 12...
Namco became aware of the popularity of retro-inspired remakes one the past few years. Despite a strong opening in the early '90s they had failed to topple Sega by the end of the decade. The studio came back in the new century looking to expand their market base in new media. Nothing in the past few years had grown as rapidly as social networking games and mobile titles. Young developers had a chance to create a breakout hit like certain Angry Flappy Birds. A great mobile game could make millionaires out of independent developers overnight. A big studio like Namco, and more recently Nintendo, had a lot to gain by remaking arcade classics for mobile devices. Mobile games tended to work best when players only had a few minutes to spare and games could be enjoyed in short bursts. Many arcade games were perfect in this regard. Pole Position Remix was released in 2008 to iOS devices like the iPhone, iPod Touch and iPad. It had garnered great reviews from editors and players alike. It was an iconic series and audiences had great expectations. Namco did not disappoint. The game was easy to get into and enjoy. Despite being on a smaller mobile device the graphics and sound was far superior to any prior Pole Position and even Final Lap arcade release. Thank goodness for advances in technology! Namco gave audiences more than they expected. The game included all the classic tracks including the renamed Namco track (Fuji), Speedway (oval), Wonder (Suzuka), Seaside (Long Beach) and the new Misaki Point.. There were also all sorts of items that could be unlocked.
Friday, June 27, 2014
The Sega / Namco Rivalry, part 11...
Race fans enjoyed the sense of speed that a great game provided. They enjoyed the challenge of controlling a several-hundred horsepower car on a tough and winding course. Whether it was against a computer or human opponent there was a genuine sense of tension each time the green flag dropped. That energy was palpable even to non-race fans. The biggest reason why racing games exploded in popularity in the '90s was due to the introduction of 3D engines in the arcade. Casual fans would watch in awe as cars flew by some breathtaking scenery at over 200mph. Leading the pack was Sega. The company was no stranger to success. It had been at the forefront of arcade technology for decades. In fact Sega was an industry leader before the videogame as we know it had been born. In the early days the studio created electromechanical cabinets that featured moving components and no video screen whatsoever. Once the industry went digital Sega was ready to go. They had the talent, the production facilities and a network of arcades ready to distribute the machines.
Thursday, June 26, 2014
The Sega / Namco Rivalry, part 10...
Sega had released its first 3D racing game years after Namco had put several in arcades. In the market the first game in a particular genre was usually the more successful title but this was not the case for the 3D titles. Time and technology made the later games appear superior by a wide margin. Sega completely overshadowed their competition thanks to Virtua Racing. A couple of years later however Namco responded with a game which would eventually outlive the competition. Ridge Racer debuted in 1993. The game had a few notable things going for it. It was based on modified street legal performance cars rather than Formula-1 cars. The game was set on the streets and highways of the fictional Ridge City rather than an identifiable race course. It featured textured polygons, already making it appear graphically much more advanced than Virtua Racing. Sega would not have Daytona USA in the arcades for another year. Many of these innovations would be copied time and time again by other studios.
Wednesday, June 25, 2014
The Sega / Namco Rivalry, part 9...
Sega released Virtua Racing in 1992, a year before their popular fighting game Virtua Fighter. Both games were developed by Yu Suzuki. He was the Ferrari fan that had created OutRun. For Virtua Racing he wanted to give the world a taste of virtual reality racing. Not necessarily in the sense of giving drivers a helmet which displayed a virtual environment but instead by generating the first Formula-1 style racer that featured 3D environments a 3D racing car and believable physics. The team at AM2 was able to craft a car and several tracks that responded very realistically. While the polygon count was still low by modern standards at the time it was revolutionary.
Sadly the release of Ace Driver in 1994 and its sequel Ace Driver Victory Lap in 1995 had failed to pull many eyes away from the Sega racers. The Ace Driver games were very well done. The control was much improved over previous Namco F1 racers. It played much more like and arcade racer should have and not at all like a simulator. The designs of the cars, selection of race types and tracks were memorable as well. However the Sega game engines were more powerful and the difference in graphics capabilities was starting to become apparent to some arcade visitors.
Tuesday, June 24, 2014
The Sega / Namco Rivalry, part 8...
There was no doubt that Namco and Sega had created the first cult of speed for arcade visitors. Pole Position and OutRun would become elevated to icon status by many long-time gamers. If there were a videogame hall of fame those two would undoubtedly be the first racing games inducted. While pursuing 3D technology for the arcade both Sega and Namco had to convince fans that future titles would all be in that format. It would be a tough going considering the visual quality that many sprite based games brought. Surely the studios could continue to push the boundaries of sprite-based engines for another few years based on a title like F1 Super Lap alone. That would not be the case. Once 1990 hit there seemed to be an internal mandate to get Sega to change its arcade development focus. The consoles could continue to rely on sprite-based ports for a little while longer but even those would have to give way to 3D console technology very shortly.
Monday, June 23, 2014
The Sega / Namco Rivalry, part 7...
Namco decided to dress up their fighting game character Paul Phoenix in leather motorcycle gear and have him ride around in a big custom bike in the game endings and official game art. These changes were made to make the character appear less generic and less like a clone of Ken from Street Fighter. It was also one of the early jabs that the studio took at Sega. The designers at Namco noticed that if Sega were going to link the Virtua Fighter star Jacky to their racing legacy then they would begin putting Phoenix and the other Tekken fighters in other titles as well. Since Jacky was a poster boy for Sega's auto racing lineage then Namco decided to put Phoenix on a motorcycle. After all bikes were supposed to be much cooler than cars and no motorcycle shouted America louder than a flame painted Harley Davidson. Or at the very least a Harley Davidson knock-off.
Cyber Cycles was a motorcycle racing game that Namco released in 1995. It was out about the same time as Virtual-On and Cyber Commando. Since science fiction design was working very well in the early 3D titles and even contemporary racing titles were given locations and vehicles that were ahead of the curve. There were three classes of motorcycles featured in Cyber Cycles. The easiest to control had the slowest top speed. The fastest in the game was the most difficult to control and of course there was a bike in the middle that was easy to control and had a good top speed. The easy and medium class bikes looked like Japanese or Italian racing motorcycles however the difficult one with the biggest engine looked like a classic American chopper.
To give the appearance of multiple characters in the game each bike had four possible colors. The riders in the title never took off their helmets but the designs on the back of their jackets were different. The rider on the blue chopper had an orca on the back of his, the one with the yellow had a cow skull and the one in red had a pin up girl. The one in black had a skull and swords logo as well as flame designs on his pants. The character and his livery were identical to Paul Phoenix and his Wild Hog custom bike which had debuted just a few months earlier. Without naming the character Namco had put one over on Sega.
To give the appearance of multiple characters in the game each bike had four possible colors. The riders in the title never took off their helmets but the designs on the back of their jackets were different. The rider on the blue chopper had an orca on the back of his, the one with the yellow had a cow skull and the one in red had a pin up girl. The one in black had a skull and swords logo as well as flame designs on his pants. The character and his livery were identical to Paul Phoenix and his Wild Hog custom bike which had debuted just a few months earlier. Without naming the character Namco had put one over on Sega.
Labels:
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Friday, June 20, 2014
The Sega / Namco Rivalry, part 6...
Through the early '90s Sega was doing anything but sleeping on the job. They released Virtua Fighter, the first arcade polygon fighting game in 1993 the same year that Cyber Sled came out. It featured a diverse cast of characters and a new game mechanic that allowed players to push opponents out of the ring and disqualify them. Virtua Fighter tried to focus on more realistic combat and fighting styles than the more traditional 2D fighting games like Street Fighter and Mortal Kombat. Many arcade gamers were not initially drawn to the title because it moved much slower than traditional fighting games. Moreover the polygonal characters in Virtua Fighter were extremely blocky because of the limited computing power of early hardware. Namco would not answer the challenge to develop a 3D fighting game for a few more years. When the studio released Tekken in 1995 then arcade visitors began to take notice. Namco had only slightly bumped up the polygon count for their 3D models. What really changed the perception from gamers was the use of textures. Because the polygonal characters in Tekken had textured skin, clothes and hair and the environments did as well they appeared much more detailed than the Sega characters.
Labels:
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Thursday, June 19, 2014
The Sega / Namco Rivalry, part 5...
Namco and Sega were locked in perpetual battle for the hearts of gamers. Every title that one company released often had an answer from the rival. Sometimes the answer was better and sometimes it wasn't. Sega never had Namco's Pac-Man level of success with any of their maze games but when it came to racing games they showed that they could catch up to and beat Pole Position. It was not the only genre where the studios would compete. For science fiction shooters Sega raised the bar in 1985 with Space Harrier. It introduced audiences to a world in which they could fly up, down and across the screen and shoot at alien lifeforms and giant robots over a quickly scrolling battlefield. The technology that Sega used was not really all that new, it simply built on sprite scaling engines that they had used in Turbo, Hang-On and OutRun. Those racing games taught developers great concepts and applications that would work in other genres.
Game fans had gotten a taste for computer generated graphics thanks to the film TRON. Released in 1982 the movie revolved around stolen code from the fictional game titled Space Paranoids. The graphics in Space Paranoids were way ahead of their time but audiences knew that someday the arcades would meet that level of technology. Growing up I had no idea that it would take over a decade to get there. The early polygonal games were not quite at the level that TRON promised, however they showed more than enough potential.
Game fans had gotten a taste for computer generated graphics thanks to the film TRON. Released in 1982 the movie revolved around stolen code from the fictional game titled Space Paranoids. The graphics in Space Paranoids were way ahead of their time but audiences knew that someday the arcades would meet that level of technology. Growing up I had no idea that it would take over a decade to get there. The early polygonal games were not quite at the level that TRON promised, however they showed more than enough potential.
Wednesday, June 18, 2014
The Sega / Namco Rivalry, part 4...
In a previous blog I had highlighted the 1989 Super Monaco GP arcade cabinet. The game itself was considered a successor to the classic 1979 Sega game Monaco GP. It was revolutionary in terms of graphics, sound and control (it was the one that featured paddle shifters). Unlike the stall that Namco had between Pole Position and Final Lap. Super Monaco GP was a game that pushed the genre forward. It was something that fans, and especially newfound fans of Formula-1 could get behind. When the game was ported to the consoles Sega had signed up the super talented and charismatic driver Ayrton Senna to be the poster child. The console version did not have the amazing graphics of the arcade but it added plenty of real world tracks to keep the player going. Sega was dead serious about dethroning Namco as the makers of the best F1 racing titles. In format and presentation Final Lap and Pole Position were very similar. Granted Final Lap looked much more detailed it still had a very similar aesthetic. On the other hand the graphical leap from Monaco GP to Super Monaco GP was like night and day. Sega broke even more ground with the 1991 racer F1 Exhaust Note.
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