yreval: (Default)
Gran Turismo - in which I tried to play through the entire single-player campaign in a Toyota Sprinter Trueno similar to the one Takumi Fujiwara drove in Initial D, and got closer than I thought I would to completing it - was released in Japan in December 1997 and the rest of the world in May 1998, immediately became a massive hit, and went on to become the biggest-selling game in the history of the PS1, with nearly 11 million copies sold, Final Fantasy VII being the only other game to reach the 10 million mark. During the game's development, Sony had no idea that it would become the global juggernaut that it did, and so the car lineup, as massive as it was, consisted mostly of Japanese cars, with a few token British and American sports cars, such as the Aston Martin DB7 and Chevrolet Corvette.

A consequence of this was a massive explosion of interest in Japanese cars in the rest of the world - for example, the Official UK Playstation Magazine's review of GT2 noted an influx of companies dedicated to importing Japanese cars in the two years since GT1's launch. Just across the Irish Sea, this video essay - aside from mentally transporting me to one night in summer of 2004, when, as a teenager on holiday in Tramore, I came across a tuned car meet in a car park - directly credits Gran Turismo with a shift in focus towards Japanese cars in the Irish car scene:


In contrast, GT2's car list is much more balanced in geographical terms - while enough Japanese cars have been added to the point that GT2 is practically a playable encyclopaedia of the '90s Japanese car industry, a much wider range of European and American manufacturers are now represented. Nevertheless, I'm sticking with my trusty AE86 as I tackle the sequel to "The Real Driving Simulator".

What's changed since GT1?

Not only has the car count massively increased, but so has the variety of tracks, with a real-world track appearing for the first time (Laguna Seca), another one kinda-sorta appearing (the oval track at Motegi), and a few others based on real-life locations. This means more events to accommodate them, and not only that, but these events generally take the form of several individual races rather than multi-race championships. Within each event, except for some of the late-game events, each race is more difficult than the last, with faster opponent cars and higher licence requirements to enter. There are also maximum power levels for each race, starting at 98hp for some of the kei car races and going up in nearly-but-not-quite 50hp intervals (since these would have been 100ps, 150ps, 200ps, etc., in the Japanese version, with "ps" being a rough equivalent to horsepower - ps is short for pferdestärke, which is German for horsepower - based on metric units) until the Grand Valley 300 endurance race and race 3 of the 4WD Challenge, with the highest power limit in the game at 690hp, while the Sunday Cup, Clubman Cup, and some late-game events have no power limit at all. Finally, although it isn't relevant to this playthrough, rallying (or at least driving on loose surfaces, as the rally events aren't structured like actual rallies at all) appears in the GT series for the first time. Some aspects of GT1 did not make it into the sequel, though - most notably, there are no qualifying sessions, so you start every race in 6th place.

Starting out

GT2 included a feature where you can carry over the B and A licences from a GT1 save - I take advantage of this to speed up the early game. I then head to the Toyota used car dealership, where I find the two-tone Trueno for 7,718 credits.

The Toyota Sprinter Trueno in the used car dealership in GT2, available for 7,718 credits

My first order of business is to head to the Sunday and Clubman Cups. I win race 1 of the Sunday Cup without difficulty, but have to settle for fourth in race 2 and second in race 1 of the Clubman Cup.

Race result: 1) Mini 2) Toyota Sprinter Trueno 3) MGF 4) Lotus Elan 5) Fiat Barchetta 6) Lotus Elise

Not so much Initial D as Mr Bean. Also, notice that at some points in the game the car is referred to as the "Corolla Trueno" - I believe this is because Polyphony Digital made more of an effort to localise the names of the cars, so the Mazda Roadster is now known as the MX-5 in the PAL version of GT2, and the Mitsubishi GTO as the 3000GT. As the Sprinter appears only to have been sold in Japan and Australia, it's renamed as the Corolla in international versions, leading to oddities like this.

Going forward, the plan for this run is to tackle the events in order of their power limit. Since the Trueno starts off with 125hp, I will start with the sole 147hp event in the game, race 1 of the Lightweight K Cup for kei cars. Erm, hang on...

  Toyota Sprinter Trueno Kei car (maximum allowed)
Length (mm) 4,205 3,400
Width (mm) 1,625 1,480
Engine displacement (cc) 1,600 660

Obviously the Trueno isn't a kei car, but for the majority of GT2's special events - everything except for the drivetrain (FF/FR/MR/4WD) and aspiration (NA/Turbo) races - there is no requirement that your car actually fits into the category that the event is for. Over the course of this run, the Trueno will race against four-door saloons, convertibles, and estate cars, among others. Unsurprisingly, I win the race without much difficulty.

197hp races

I now start working on the GT League, the main meat of the playthrough. It consists of three stages which must be completed in order (unless you're playing the Japanese version):
  • the National Leagues, which consist of two or three races in each of six countries
  • the European and Pacific Leagues, with three races each, and finally;
  • the World League, a five-race championship against the fastest racing cars in the game
I have no trouble with race 1 in either Japan or the UK, but can only manage a third place in Italy, where the CPU cars consider braking to be a suggestion at most when taking the sharp right-hander at turn 3 of the Rome Short Course, which can lead to the loss of a lot of time if you aren't well clear of the pack by then. Either way, that can only mean one thing - time to upgrade the car. The super soft racing tyres, racing flywheel, carbon propeller shaft and a stage 1 weight reduction are applied for a total cost of around 20,000 credits, and after a quick detour to win race 2 of the Sunday Cup and all three races of the Clubman Cup, I return to win race 1 in Italy. Race 1 of the 80s Sports Car Cup is also taken care of before race 1 of the German League - the sole 216hp race in the game.

246hp races

I continue to work my way through the National Leagues, winning race 1 in each of the USA and France, as well as race 1 of the Compact Car World Cup at the Rome Short Course, but just falling short at race 2 at the Seattle Short Course. Another round of upgrades, resulting in a significant power increase later, I finish off the last of the Sunday Cup races before returning to claim victory in Seattle. The first races of the Convertible and Historic cups are taken care of, both at Tahiti Road.

295hp races

Five more National League races, race 1 of the FR Challenge, and race 3 of the Compact cup are taken care of with ease, but now I arrive at one of the most infamous races in the entire GT series - race 2 of the Historic cup at Rome Circuit.

In this race, your opposition consists of pre-1980 sports cars with around 200hp - various Lotuses, a Toyota 2000GT and a Lancia Stratos, for example. Oh, and a Ford GT40 Mk1 with 305hp (10 more than any car you can enter with) and with stock tyres that are equivalent in grip to racing medium tyres on most other cars. Unsurprisingly, this is considered the most difficult race in the game (unless you had the early US version where a Vector M12 race car could show up as an opponent in the Trial Mountain 30-lap endurance race), and the first time most players win this race is when the GT40 doesn't show up on the grid. Nevertheless, skilled players can beat the GT40, even with further handicaps. TeaKanji on YouTube has quite a few videos of this, such as beating the GT40 with stock tyres, or with a car with only 142hp, or while only using first gear, or even while giving the GT40 a 30-second head start:


I don't manage to beat the GT40 on my first attempt, but I'll leave it for now as it isn't essential to this run.

345hp races

After selling off my prize cars, I have more than enough credits to fully upgrade my car, except for the racing modification (and stability control and traction control, but they're very expensive and not that useful). In the GT League, race 3 in Japan and race 2 in the UK are taken care of, and in the special events, race 2 of the Convertible cup and races 2 and 3 of the 80s cup are all won easily.

394hp races

The USA and UK leagues are finished off, while a whole host of special events are ticked off - the entirety of the Wagon Cup, the remaining races in the 80s and Historic cups (although there was no GT40 in the field for race 2 at Rome this time) and the first races of the 4-Door Cup, Grand Touring Car Trophy, and Pure Sports Car Cup.

443+hp races, and the final push

The last of the national GT League races is completed as I win race 3 in Germany. Then, after I do a few more 443hp and 493hp special events as a warm-up, I take on the Pacific League, featuring Japanese and American cars. With a power limit of 542hp, this is, on paper, the most difficult event I have tackled up to this point, but I win all three races on the first attempt. The European League for, well, European cars is ostensibly another step up, with a power limit of 591hp, but once again my Trueno is more than up to the task.

With the National, Pacific, and European Leagues conquered, I am now, in theory, able to take on the GT World League. But even after applying the racing modification, I don't like my chances of success in a series where even the least powerful opponent will have easily more than double my car's power.

However, I have a plan.

Remember when I said that "as late as 2001 it was being raced in the All Japan Grand Touring Car Championship"? Well, GT2 contains a number of cars from the 1999 season of the JGTC (as well as a few from previous seasons), from both the GT500 and GT300 classes (so called because when these classes were established in 1996, the cars in each class had around 500hp and 300hp respectively. Nearly 30 years and several regulation changes later, the GT500 cars have over 600hp, while in the GT300 class, even the least powerful cars will have nearly 500hp, and some of the more powerful cars aren't that far off the GT500 cars in terms of engine power). There are GT500 and GT300 championships in the special events section, and among the four possible prize cars for winning the GT300 series is this bad boy:

The BP Apex Kraft Trueno GT from Gran Turismo 2

To warm up, I contest the five races of the Super Touring Trophy - essentially the Gran Turismo version of the '90s British Touring Car Championship - and win them all by at least five seconds, and a couple by over ten seconds. On paper, the GT300 cars should be faster than the Super Touring cars, but not overwhelmingly so - around this time they performed similarly in a straight line, with the GT300 cars having a handling advantage due to having more advanced aerodynamics. However, quite a few racing cars in GT2, mostly JGTC and rally cars, have significantly increased performance over their real-life counterparts. In the case of the GT300 cars, they're generally around 100hp up on the actual cars (Although these cars would generally have more accurate specs in future GT games, the most egregious example of this is still a couple of games away). This wasn't going to be easy, but I reckoned it was doable.

Race 1 at Grand Valley East put that idea in serious doubt, as I finished 5th, side-by-side with the GT300 Trueno. Race 2 at Laguna Seca went somewhat better, as I came in 3rd, and I was only .007 seconds away from a win at Deep Forest. However, another 3rd place at Mid-Field eliminates me from title contention and after a 5th in the final round at Apricot Hill I finish the series in 4th place. My second attempt at the series sees me get the win at Deep Forest along with two second place finishes, but that Impreza is just too fast, winning every other race this time. A third attempt ended with a win at Apricot Hill, but a terrible start with two 5th places meant that it was too little, too late.

At this point I was ready to give up on this challenge, but while looking through TeaKanji's channel for those GT40 videos, I came across this:


It's a Corolla Levin rather than the Trueno, but it's got the same specs, and the video shows the Grand Valley East race - the most difficult race in the series - so I changed my Trueno from the setup I was using (which was itself based on the advice given in TeaKanji's GT2 guide) to the setup shown in the video, and found that I was about a second a lap quicker around Grand Valley East. Not only that, but there was no Impreza on the grid for this attempt, so I was feeling optimistic. Third place in the first race was better than I had managed before, but the RX-7 (and a yellow RX-7, too - damn you Keisuke Takahashi!) proved to be too consistent, and a spin towards the end of race 4 ended my title hopes. A further attempt ended with me finishing six points behind the winning Impreza - the closest I had come yet, but I felt like I had taken it as far as I could with my current skill level.

That was until I realised something - all the gameplay in TeaKanji's GT2 videos uses a frame rate mod, and he says right at the beginning of his GT2 guide that this mod vastly improves the handling. This has to be worth a try, surely?

The first attempt didn't get off to the best of starts, but after getting used to the change in the car's handling I finished the series just two points behind the winning Silvia. I reckoned one more attempt was all I would need. Third place at Grand Valley East was a decent start, and was followed by a second place at Laguna Seca. Importantly, each race was won by a different opponent - as a result, I was only one point off the series lead. The Impreza and RX-7 may be the fastest posssible opponents, but it may be beneficial to have them both appear on the grid so that they can take points off each other like this. Another win at Deep Forest followed before a pivotal race at Mid-Field, where I would have to finish second in order for the championship outcome to remain in my hands going into the final race at Apricot Hill. However, the Mid-Field race is the second-hardest race in the series after Grand Valley East, as the track heavily favours power, and in my previous attempt I finished fifth. This time, though, I navigated the twistier middle section of the track to perfection, and drove defensively when needed, to just about hold off the Silvia for that all-important second place. As an added bonus, the RX-7 finished down in fifth, all but eliminating it from title contention.

That meant a winner-takes-all showdown between my Trueno and the Impreza at Apricot Hill. I was in the lead by the end of the first lap, but the Impreza and RX-7 would get back in front at times during the middle stage of the race. By the end, though, I had built up enough of a lead in the more technical parts of the circuit that my rivals couldn't make it up on the home straight. With that, a major hurdle in this run had been cleared.

Race result: 1) Toyota Sprinter Trueno 2) Mazda RX-7 3) Subaru Impreza 4) Toyota Sprinter Trueno 5) Nissan Silvia 6) Toyota Celica

Series result: 1) Toyota Sprinter Trueno (32) 2) Subaru Impreza (29) 3) Mazda RX-7 (24) 4) Nissan Silvia (16) 5) Toyota Sprinter Trueno (14) 6) Toyota Celica (5)

And look at what showed up in my garage...

The BP Apex Kraft Trueno from Gran Turismo 2... but now it's in my garage

There's only one thing left to do (well, aside from earning the International A licence that I need in order to enter the series) - take on the GT World League. I'll let this video explain how that went:


Conclusion

When GT1 came out, it was a generational leap for the racing game genre and many thought there was no way it could be improved upon, at least not in this console generation. GT2 came along and proved them all wrong. With its greater variety of cars, tracks, and races, GT2 builds on the platform created by GT1 in a way I don't think anyone but Polyphony Digital saw coming. I also noticed that the racing was a lot closer than in GT1, although this is probably a result of more aggressive rubberbanding rather than a substantial improvement in the opponent AI. Either way, there's a good reason why this remains the peak of the GT series in the eyes of so many people.

Next up: a new console generation looms large, and so does a GT sequel. Until next time...

yreval: (Default)
Initial D is a manga series, created by Shuichi Shigeno, which ran from 1995 until 2013 in Weekly Young Magazine. It tells the story of Takumi Fujiwara, a young man working for a petrol station owned by his father Bunta, a former racing driver, in a mountainous area of Gunma Prefecture, delivering tofu in an old Toyota Sprinter Trueno. One of his work colleagues is the leader of a street racing team, the Akina Speed Stars, but is unaware that Takumi has been practicing his driving skills while on the job. Eventually, the Speed Stars are challenged by a rival team, the Red Suns, and are thoroughly defeated - until Takumi appears in his Trueno and beats the shiny new Mazda RX-7 of the Red Suns' Keisuke Takahashi. The series then follows the exploits of Takumi as he rises through the street racing ranks and eventually becomes a renowned rally driver, setting up the sequel series, MF Ghost.

The series was a massive hit, spawning multiple anime series and movies, no less than 27 video games, a live-action movie (with a second possibly on the way), becoming associated with an entire genre of music, and influencing countless pieces of car-related media over the last thirty years - including the subject of this post, Gran Turismo.

The title screen of Gran Turismo

My aim is to make as much progress through GT Mode as possible while driving only cars based on the AE86 chassis - meaning the fourth generation Toyota Sprinter Trueno mentioned above, or the fifth generation Toyota Corolla Levin (essentially the same car as the Trueno, but with fixed headlights instead of pop-up headlights and a few other minor styling differences). While the AE86 has a reputation in the Initial D universe as a bit of an old banger, in reality it had a decent motorsport career - taking Toyota to the 1986 European Touring Car Championship manufacturers' title and Chris Hodgetts to the 1986 and 1987 British Touring Car Championship drivers' titles - and as late as 2001 it was being raced in the All Japan Grand Touring Car Championship, the forerunner to the modern Super GT championship. Not to mention drifting, where to this day the AE86 competes and holds its own against cars forty years newer. So clearly there's some potential here - the question is, just how much?

The rules of this challenge are as follows:
  • Apart from licence tests, the only cars that will be driven will be the Toyota Corolla Levin GT-Apex and Toyota Sprinter Trueno GT-Apex (in GT1 at least - there are related cars that appear in future GT games that I'll mention if they come up). In general, the Trueno - and in particular, the High-Tech Two Tone black and white Trueno made famous by Initial D - will be preferred
  • The challenge is considered to be completed when the main GT League championship (the GT World Cup in GT1) has been won
  • I will give myself three attempts at series races and five attempts at single races (unless it's clearly unwinnable)
  • I will not quit and re-enter just to re-roll the opponent cars
Anyway, on with the show. I am running the PAL version of GT1 in the Duckstation emulator, and playing on a standard Xbox controller (you may recall my post from last year about playing emulated PS1 racing games on my Logitech G29 - some games work well, but Gran Turismo isn't one of them).

Sunday! Sunday! Sunday!

I head to the Toyota used car dealership and pick up the Trueno for 7,900 credits, in the same colours as Takumi's car. The remaining 2,100 credits are spent on a racing flywheel and a stage 1 weight reduction, and after picking up the B licence, it's time to tackle the Sunday Cup. Here's how the field looks. My Trueno is the least powerful car, but also the lightest, and around the tight and twisty Autumn Ring Mini that should work in my favour. In GT1 (unlike GT7, or any GT game after 4 for that matter) you can take part in a practice session and one-shot qualifying before the race. I qualify fifth - this looks like it could be tough. The race is a different story, though - by the halfway point of the first lap I am in the lead, and I take a reasonably comfortable victory.

Race 2 is at the High Speed Ring - where, on paper, my power deficit should make victory much more difficult. Sure enough, in qualifying I'm a long way off the pace. But once again, I fight my way through the field in the race.

The third and final race of the Sunday Cup is at the Grand Valley East Course, where I wrap up the championship:

Race result: 1) Toyota Sprinter Trueno 2) Toyota MR2 3) Mitsubishi Mirage 4) Nissan Silvia 5) Honda Civic 6) Mazda Demio

Championship results: 1) Toyota Sprinter Trueno (27) 2) Toyota MR2 (16) 3) Mazda Demio (11) 4) Mitsubishi Mirage (9) 5) Nissan Silvia (7) 6) Honda Civic (5)

After picking up my winnings and selling the Mazda Demio A-spec prize car, I have a budget of nearly 40,000 credits with which to upgrade my car. The credits go towards a stage 1 turbo kit, hard racing tyres, semi-racing exhaust, semi-racing suspension, and a twin-plate clutch. Next stop is the FR Challenge. The level of opponent is a big step up from the Sunday Cup: despite the upgrades, I still have the least powerful car on the grid. There is a Levin and another Trueno on the grid, too, while it looks like the main threat will come from the RX-7 - is that you, Keisuke? I take some time to set up my semi-racing suspension - pay special attention to the ride height. The PS1 GT games have... not so much a bug, as a programming oversight, where if the front of your car is lower than the rear, the game assumes you are going downhill and boosts your acceleration accordingly.


In race 1 at Grand Valley East Course Reverse, I qualify fifth and lead home a Trueno 1-2. It only gets better in qualifying for race 2 at Deep Forest Reverse, as I pick up my first pole position of the run. But the RX-7 takes the victory, setting up a race 3 decider at Grand Valley Speedway Reverse. The RX-7 takes the pole, while I am 6th by some distance. But in the race, I fight through the field once again to claim the series victory:

Race result: 1) Toyota Sprinter Trueno 2) Nissan 180SX 3) Mazda RX-7 4) Nissan 180SX 5) Toyota Sprinter Trueno 6) Toyota Corolla Levin

Championship results: 1) Toyota Sprinter Trueno (24) 2) Mazda RX-7 (17) 3) Nissan 180SX (13) 4) Toyota Sprinter Trueno (9) 5) Nissan 180SX (8) 6) Toyota Corolla Levin (4)

After selling the prize car - a Nissan Silvia - I spend another 30,000 or so credits on upgrades and head for the Lightweight Challenge - this is an odd championship that is only open to certain cars. The common thread seems to be that the eligible cars have naturally aspirated engines with a displacement of less than 2 litres, although not all such cars are able to race in this series. Despite being fitted with a turbo kit earlier in the run, the Trueno is eligible. For the first time in this run, my Trueno isn't the least powerful car on the grid. And sure enough, pole position and the win are secured at Autumn Ring Mini Reverse. Race 2 at Clubman Stage Route 5 is a little trickier, with a narrow victory after qualifying 6th. A mistake in race 3 at Deep Forest Reverse costs me the win, but it's not enough to stop me from winning the championship.

Race result: 1) Honda Civic 2) Toyota Sprinter Trueno 3) Mazda Demio 4) Toyota Sprinter Trueno 5) Honda Civic 6) Mitsubishi Mirage

Championship result: 1) Toyota Sprinter Trueno (24) 2) Honda Civic (19) 3) Honda Civic (12) 4) Toyota Sprinter Trueno (9) 5) Mazda Demio (7) 6) Mitsubishi Mirage (4)

Join the Club, Man

After selling the Mazda MX-5 prize car and spending the proceeds on more upgrades, I obtain the A licence and get to work on the Clubman Cup. The opposition here is of a similar standard to the FR Challenge. But with the Trueno having been significantly upgraded since then, they put up nowhere near as much resistance, allowing me to take three wins out of three and two pole positions (a second place in qualifying for race 2 at Clubman Stage Route 5 being the sole blemish on my record).

Championship results: 1) Toyota Sprinter Trueno (27) 2) Subaru Impreza (18) 3) Toyota MR2 (12) 4) Mitsubishi Eclipse (8) 5) Nissan Skyline (6) 6) Honda Prelude (4)

With the prize money, and the proceeds from selling the prize car (a Chevrolet Camaro this time - a significant step up in performance from previous prize cars, but I still get the same 12,000 credits for selling it) I now have enough credits to add every upgrade to my Trueno except for the racing modification.

The Grand Tour

(note 1: this section will be rather light on screenshots as I clicked away from Duckstation at some point and the screenshot hotkey only works if Duckstation is in focus. Sorry!)

I'm going to need those upgrades, as this is what awaits me in the GT Cup:

Entry list: Toyota Sprinter Trueno, Honda NSX, TVR Griffith, Dodge Viper, Toyota Supra, Subaru Impreza

(note 2: why does my car appear slightly lighter here than in the garage? It's because of another programming oversight: the formula used to convert the power from PS (short for pferdestärke, a rough metric-based equivalent of the horsepower, and the unit of power used in the Japanese version) to horsepower is being applied to the car's weight as well)

A Dodge Viper? A Honda NSX? What chance does the Trueno have against them? Qualifying for race 1 at Grand Valley Speedway suggests the answer is "none". We've seen previously that qualifying is one thing and the race is another, but surely ten seconds a lap is too much of a gap to bridge? The race begins, and the Griffith, Supra, and Impreza are overtaken in the first lap. I spend the second lap and about half of the third battling for second with the Viper, before closing in on the leading NSX as we come to the final chicane, overtaking it, and just about managing to hold on to the position on the home straight. Wow - this might actually be doable. Race 2 at Deep Forest is won with another final lap pass on the NSX, and another win at Special Stage Route 5 - a surprisingly comfortable one, this time - sees me secure the championship with a race to spare. I'm not quite able to pull off the sweep as I have to settle for second in Race 4 at Trial Mountain, but I certainly didn't see that coming at the start of this championship.

Taking on the World (and failing)

After selling the prize car (a full-on racing version of the Toyota Chaser, and yes, you still only get 12,000 credits for it), applying the racing modification, and obtaining the International A licence, it's time to tackle the ultimate challenge - the GT World Cup. Here are the opponent cars and oh my word. We have:
  • A Nissan Primera touring car and a Toyota Celica rally car (which is listed as an FF car instead of a 4WD like the actual Celica GT-Four - this is because of yet another programming oversight, where the Celica in this event uses the physics data from an entirely different car), which have a performance advantage over me but not an overwhelming one, and should be beatable
  • A Mitsubishi Lancer Evo IV which is about as powerful as my main rivals in the GT Cup, but is much lighter
  • A Honda NSX GT2 with significantly beefed-up specs compared to the real-life car, which won its class at the 1995 Le Mans 24 Hours
  • A Subaru Impreza "Rally Edition" with about double the power that the real-life WRC car had
Yeah, I don't think this is going to go very well. And - spoiler alert - it doesn't. The best result I can manage is a fourth at Deep Forest, with the Celica being the only car I can consistently beat (and even then, not at the High Speed Ring). I finish the series fifth in the standings, and with no realistic prospect of even getting a podium, let alone a race win, unless I got extremely lucky with the opponent line-up, I decide to end the challenge here.

Conclusion

While the series would soon go on to bigger and better things, it's easy to see how this game caused such a sensation when you compare it to the other racing games that were around in the late '90s. It wasn't just the unprecedented amount of content, as even though the CPU oponents don't put up the stiffest challenge (in equal machinery, at least) the actual driving feels great and as long as you're willing to handicap yourself a little in terms of the car you select relative to the opposition, the racing action as a whole is top-notch - the GT Cup in particular was great fun.

The adventure continues in Gran Turismo 2. Until next time...
yreval: (Default)
Virtua Fighter.

Virtua Fighter (Sega,1993)

Tekken.

Tekken (Namco, 1994)

Dead or Alive.

Dead or Alive (Tecmo, 1996)

These three games were instrumental in establishing the 3D fighter sub-genre, and are among the most well-known franchises of their creators - Sega, Namco, and Tecmo, respectively. But they weren't their developers' first attempt at fighting games - all three companies had prior experience in 2D fighters, and (for the most part) they had a bit more to them than the plethora of "we have Street Fighter II at home" efforts that clogged up arcade floors in the early to mid 90s.

Holosseum (Sega, 1992)

The title screen of Sega's 1992 arcade game, Holosseum

In 1991, Sega released Time Traveler, designed by Dragon's Lair creator Rick Dyer - like Dragon's Lair, it was a Laserdisc game, but unlike Dragon's Lair, it came in a special cabinet which used a concave mirror to create an optical illusion in which the game's graphics appear as holograms floating on a stage which Sega called the "Micro-Theater". It seemed to perform well, with Japanese arcade trade magazine Game Machine naming it the eigth most sucessful upright cabinet in a late 1991 issue, and it received a nomination for the Most Innovative New Technology award at the 1992 AMOA Awards. But Street Fighter II was the big dog in the arcades by this point, and Sega figured that if they could combine the presentation of Time Traveler wth the action of SF2, they'd have a mega-hit on their hands.

Spoiler alert: they didn't.

Holosseum was released in November 1992 as a conversion kit for Time Traveler. Sure enough, it delivered on its promise of pseudo-holographic fighters duking it out in the Micro-Theater, but that's more or less where the positives end for this game. Of course, you're not going to get the full experience playing it in MAME, but you would think that it couldn't have been too hard for Sega to make this work on a gameplay level, as oppposed to purely as a spectacle. Instead, arcade-goers were "treated" to four playable characters and a play area that consisted of, if I'm being generous, the middle 50% of the screen between the life bars.

Dompayagen, a Muay Thai fighter wearing blue shorts, connects with a high kick on Garrison, a "self-taught martial artist" wearing a pair of greenish-brown trousers

On the other hand, it does have an announcer who says it's always great to see guys in good shape, and who am I to argue?

The shiny metallic CGI head of Holosseum's announcer, telling us that it's always great to see guys in good shape

The final word goes to GameFAQs contributor Anonymommy, who actually went to the trouble of compiling a move list for this game (and is also responsible for the iconic quote: "Chances are there won't be a Strip Fighter tournament coming to your town anytime soon, but that doesn't mean you shouldn't be training for one."):

"Not surprisingly, Holosseum is more fun to watch than it is to play. In fact, playing it is no fun at all. This FAQ is dedicated to anyone who gave it a chance."

Burning Rival (Sega, 1993)

The title screen of Sega's 1992 arcade game, Burning Rival

The second of three Sega games I'm looking at (in order of how interesting I find them, rather than chronologically - while all three games have a 1992 copyright date, the Domestic and Overseas Arcade Game List 1971-2005 indicates a more likely release date of August '93 for this game) is Burning Rival. The game certainly has an interesting art style, thanks to animation studio Zero-One who were responsible for most of the graphics. The backgrounds aren't great, but the character sprites are easily the highlight of this game - they wouldn't look out of place in a game five or more years more recent than this.



The gameplay doesn't stray too far from the SF2 formula; the controls are three punch buttons and three kick buttons, but a few characters have juggle combos (which Street Fighter wouldn't have (intentionally, at least) until 1994's Super SF2 Turbo). Not only that, but when you defeat your opponent with a light punch or light kick:

Screenshot of Burning Rival after Asuka has just finished Mr Chin with a jab. The word "FINISH!!" appears near the bottom of the screen

Were fatalities planned for this game? Are they in the game anyway, and no-one ever figured out how to do them? Who knows? (OK, it's most likely that they thought it didn't look good if you just knocked someone out with a jab, and did this in order to give you the chance to finish them off with something a bit more substantial.)

There doesn't seem to be too much information out there on how this game was received upon release, and apart from the excellent graphics, this game is just... kind of there.

Dark Edge (Sega, 1993)

Title screen of Sega's Dark Edge

This predates Burning Rival by a few months, but feels much more like an immediate precursor to Virtua Fighter. That's because this is, in effect, a 3D fighter - albeit one based on sprite scaling rather than polygons.

Genie vs Thud in Dark Edge. Unlike a standard 2D fighter, the camera is not side-on to the fighters - Thud is in the foreground and Genie is in the background

In fact, it's more 3D than most 3D fighters, as you can move freely into the foreground and background. However, some basic functions are sacrificed in order to make this happen; there is no crouching (except for a "squat attack" performed by pressing one of the game's four attack buttons with the joystick in neutral) and there is a dedicated jump button. There is also no effort to keep the camera side-on; it faces in the same direction at all times, which leads to some awkward moments when one fighter is blocking your view of the other. The game does acknowledge this in one of the continue screen hints, to be fair.

The continue screen in Dark Edge. A hint reads: "Keep your position advantageous! Don't be hidden by your opponent."

In a report on the ATEI '93 trade show in the April 1993 issue of Sega Zone, Rik Haynes was enthusiastic about this game, rating it at 4/5 - although in the same report he rates Holosseum (spelled "Holsseum") at 5/5 and seminal puzzle game Puyo Puyo at 1/5. Sega Zone does not seem to have been a particularly high-quality publication, is what I'm saying. In any case, Dark Edge is a game with some interesting ideas, but not the best execution.

Knuckle Heads (Namco, 1993)

Title screen of Knuckle Heads

For their initial entry into the genre, Namco decided that adding another two players to the mix was what they needed to differentiate themselves from SF2. Start up a single player game and it doesn't look too different to SF2:

Rob Vincent vs Gregory Darrell in Knuckle Heads

Insert a few more coins, though, and this is what awaits:

Rob Vincent, Teashi FUjioka, Christine Myao and Gregory Darrell in a four-way fight in Kuckle Heads

It's a three-button game, with high attack, low attack, and jump buttons - because while the one-on-one mode functions like most other 2D fighters, with all the action taking place on a single plane, in the four-player mode you have a bit of Z-axis to play with, much like a scrolling beat-em-up. Another feature of this game is the "aura moves"; by holding down an attack button for a second you make that attack more powerful (holding it for two or more seconds makes it even more powerful), and there are aura special moves in which you hold down a button, perform the joystick motion for a special move, then release the button - sort of like the EX special moves in more modern fighting games, except instead of using a meter they're done with a more elaborate command (Fighter's History Dynamite has something along the same lines).

Namco brought in some serious voice acting talent fror this game; Rob and Gregory are voiced by Nobuo Tobita (best known at the time for playing Kamille Bidan), Takeshi by Toshiyuki Morikawa (Tekkaman Blade), Christine by Megumi Hayashibara (female Ranma), and Claudia by Kotono Mitsuishi (Sailor Moon).

As with Burning Rival, information on how the game was received is not easy to come by; the game's Wikipedia page states that Japanese publication Game Machine rated it the seventh most-successful "table arcade game", whatever that means, in an April 1993 issue, while US publication RePlay reported in their November 1993 issue that it was the 19th most popular arcade game at the time. Personally, I liked some of the ideas, but not so much how they were executed, so it's a bit similar to Dark Edge in that regard.

Touki Denshou: Angel Eyes (Tecmo, 1996)

Title screen of Tecmo's Touki Denshou: Angel Eyes

Picture the scene: you're walking through a Japanese arcade sometime in the summer of 1996. In the corner of your eye, you catch a glimpse of the attract mode of a new game.

Chibiko, a girl wearing a PE uniform consisting of a white Y-shirt and blue shorts, in the intro to Touki Denshou: Angel Eyes

Highway Star, a woman wearing red an black motorbiking overalls

Mysterious Pwer, a woman wearing a green and brown leotard

OK, we've got some decent pixel art, some of the character names are extremely silly but we can live with that, I'll go ahead and insert my 100 yen...

Reika, a woman wearing a red and white dress. Unlike the previous three characters, her portrait is CGI and not pixel art

...sorry, what???

If you're wondering how this weird mishmash of pixel art and CGI came about, then you're in luck as the game's planner, Jun Hasunuma, kept a development diary, which was translated into English by Sudden Desu. A brief summary: the project started out as a way to utilise assets from a cancelled Ninja Gaiden sequel. Eventually, this becomes an all-girl fighting game similar to Asuka 120% or Variable Geo. One of the game's artists experiments with CGI while designing a new character; management sees this and says "excellent, can we have the remaining characters done like this, please?".

(There's a half-hearted attempt at a storyline explanation for this; the fighters have all been posessed by angels vying to become the archangel, and in the case of Kiriko and Reika, they are described as being more synchronised with the angels, resulting in their more metallic appearance. Also, their full names are Kiriko Kasumi and Lei Fang respectively; despite this, the developers, in the Touki Gentei fan book, disclaim any connection to the Dead or Alive characters of the same names. As for Lina, she's a cyborg.)

The game goes through further difficulties, nearly getting cancelled, before finally releasing in June of 1996, a few months before its more famous stablemate Dead or Alive hit arcades.

With that being said, how does the game play? Much like the aforementioned Asuka 120%, this is an early example of what these days we would call an anime fighter. There are four attack buttons - LP, LK, HP, HK, KOF-style - which can be chained together in that order. There is a massive range of movement options by the standards of the time, including some which are still, as far as I can tell, unique to this game (quadruple jumps, mid-air spot dodges). Each round starts with the characters leaping towards each other, suggesting that the developers really wanted to show off this game's aerial movement, and there are no corners - the stages scroll infinitely.

Its most well-known gameplay quirk, though, is how combo damage is worked out. By this point, the convention had been established that as the length of a combo increases, the damage each hit does, as a percentage of its base damage, decreases; otherwise known as damage scaling.

Touki Denshou: Angel Eyes... does not do this.

Here's what it does instead:


Yes, that is a touch of death combo starting from a throw.

That said, there seems to be a bit of a competitive scene for this game, despite (or maybe because of) its idiosyncracies. It helps that, unlike the other games here, it can be played online via Fightcade. Not only that, but there's a wiki for this game on Mizuumi, the number one source for info on obscure fighting games, and there's an excellent FAQ by afroshouji which was updated as recently as last year (despite the initial version dating back as far as 1998).

This is also the only one of these games to have received a somewhat contemporary console port; this was released in Japan for the PS1 in December 1997, about 18 months after the arcade version. It adds pixel art versions of Kiriko, Lina, and Reika as unlockable characters, although the wild gameplay is left more or less untouched.

Out of all the games covered here, this was the one I found the most interesting by far. Had the development team been given more time to properly finish this game, I reckon this could have been decently popular. As it is, it's more of a weird-looking curiosity, but if I had to recommend one of these games, this would definitely be it.

Conclusion

Of the five games covered here, the only one I would call a clear-cut dud is Holosseum. The other four all have something to help them stand out in the 2D fighter marketplace, and in particular I think Touki Denshou: Angel Eyes could have become a bit of a cult classic with a little more polish.

Sega and Namco were not entirely done with 2D fighters after this, either; Eternal Champions arrived on the Mega Drive shortly after Virtua Fighter hit arcades, and Namco had a couple of efforts in 1995; in the arcade, The Outfoxies introduced the idea of the platform fighter, while on the 16-bit consoles, a US-based team including former Capcom employees James Goddard and Dave Winstead put out Weaponlord, an early attempt at online versus play with the XBAND system.

Until next time...

yreval: (Default)
For the first time in the AOA1CC series, I'm leaving the world of shmups to focus on this somewhat obscure 1986 Data East title in which the object is to rescue prisoners and escort them to the exit of each level.

So, are you ready for some of the most extreme, the most hardcore, the most intense gameplay ever witnessed by man, woman, enby, catgirl, or large, dog-like animal?

I don't think you are.

Last chance to turn back...


...Oh.

I promise, I have a more substantial post coming relatively soon. Until next time...

yreval: (Default)
From 2015 to 2022, Celtic Throwdown was an annual (except 2020, for obvious reasons) celebration of fighting games and the Irish scene, held initially in the Ashling Hotel near Dublin city centre, and then in the Crowne Plaza Hotel in the north-western suburb of Blanchardstown. During its run, it attracted some big FGC names to Dublin; Daigo Umehara visited in 2017, and I played - and took a game off - future SFV Evo champion Problem X at the inaugural CT:


Unfortunately, not long after CT2022, AJ and Doom (organisers of CT, as well as occasional one-day tournaments in Dublin) retired from organising tournaments, and we've yet to see anything like it in Ireland since then. The closest we've come was on the weekend of November 2nd and 3rd, when Irish Gaming Market hosted a number of fighting game tournaments as part of its Winter 2024 edition.

Starting last year, Irish Gaming Market, billed as "Ireland's Gaming and Pop Culture Market", have been organising, well, gaming and pop culture markets every four months or so. This wasn't their first event with FGC involvement - the previous event, in July, saw tournaments for Street Fighter 6, Tekken 8, Guilty Gear Strive, and an early build of the upcoming, Irish-developed, indie fighting game Moonatics. I considered going, but the event took place in Gormanstown, which is a nightmare to get to from Belfast if you don't drive, thanks to Ireland's almost non-existent public transport. The November edition, though, would take place in the much more accessible Dun Laoghaire, so I headed down to the Royal Marine Hotel for the weekend.

The main floor was just off the right hand side of the hotel lobby, playing host to booths selling retro games and consoles, as well as gaming and nerd culture related arts and crafts.

The main floor at Irish Gaming Market
The main floor at IGM.

Some retro games, consoles, and accessories laid out on a table, including NES, SNES, N64, Atari Lynx and Jaguar, Sega Mega Drive, Saturn, and Dreamcast.
Have you played Atari today? If not, IGM gave you a chance to put that right.

On the balcony overlooking the main floor, there was a free play area with some consoles set up, as well as Stepmania and some bartop arcade emulation cabinets.

A bartop arcade cabinet displaying the Karnov's Revenge title screen
Karnovember comes to IGM - albeit with a stretched image with a Vaseline filter, and really poor quality joysticks.

Behind the balcony there was a corridor, at the other end of which was the fighting game tournament suite, where I'd spend most of the weekend.

A general view of the tournament suite at IGM

I entered Guilty Gear Strive, Street Fighter 6, and Tekken 8. Here's how I did in each game:

Guilty Gear Strive
Character: May
2 wins, 2 losses
=17th out of 42 players
Winner: mattie

Just two days before the tournament, Arc System Works dropped a major update featuring the returning character Dizzy and a whole raft of balance changes. As a May player, not a whole lot changed - some minor nerfs to her normals were offset by the ability to vary the distance travelled by Split (the move where she leaps off her dolphin before it hits). Some other characters, though, were completely reworked for little or no apparent reason (my condolences, Millia and Potemkin players) - and ASW seem to have acknowledged that they may have gone a bit too far this time.

This made for an unpredictable tournament. First up, I lost to Birbfish (Ramlethal), before beating vandalhandle (Testament) to start my losers bracket run - but not before the match was interrupted by someone logging into the wrong PSN account on another console (the intended accounts for each console were written on a Post-It note stuck to the monitor - If someone logged into one of those accounts on another console, it would log you out and pause the game). I then won a close match against nate (Sol) to qualify for top 24, where I would be eliminated by Kaztec (Goldlewis).

Street Fighter 6
Character: Terry
2 wins, 2 losses
=13th out of 37 players
Winner: Nutrient

In my first match against Shane D (Ryu) I got off to a decent start - until I dropped a combo near the end of the first round, and it was all downhill from there. The silly mistakes continued against Dinkleberg (Akuma), and the frustration crept in, but I kept it in check long enough to secure the comeback victory. This gave me a match against DDDDooley (Ken), on the stream setup, to qualify for top 16. Game 1 was pretty routine, as was the first round of game 2. Overconfidence was becoming a factor, though - he was trigger-happy with his EX DP, and it was proving unwise to test his reactions on Modern controls.

There's an infamous Street Fighter 4 match I began thinking of at this point:


FSP, a reasonably well-known Rufus player from the UK, came up against Gandhi (not the Indian independence leader, but a local player with a, shall we say, highly unorthodox playing style) in pools at Dreamhack Winter 2013. Gandhi's play is best described as the competitive gaming equivalent of outsider art - he constantly does unsafe moves and goes for reversal DPs at almost every opportunity. FSP has no idea how to respond to this, and while it does seem, for a while, that he has figured out that he needs to play reactively and punish unsafe moves with simple combos, he inexplicably goes back to attempting aggressive play and more difficult combos after winning game 2, with predictable results.

Determined not to play the role of FSP this time, I took a comfortable lead in round 3 and decided to adopt what I like to call the Luigi strategy - as in "Luigi wins by doing absolutely nothing". This worked for a while, but a couple of throws later I began worrying that the comeback really was on. I got the win in the end, only dropping one round in the entire set, but it felt much closer than that. In top 16, I was eliminated after a loss to BreadBeard (Jamie) off-stream.

Tekken 8
Character: Alisa
1 win, 2 losses
=33rd out of 51 players
Winner: Fergus

Right after qualifying for SF6 top 16, my Tekken 8 pool started. I beat Purity (Bryan) before losing to eventual runner-up outterest (Hwoarang). Waiting for me in the losers bracket was Cheez (Bryan), who told me that he recognised me from an online tournament we had played each other in a few months ago.


The match started evenly, with both of us winning a round each - until the Tekken side of the tournament suite lost power due to a blown fuse. The SF6 tournament, taking place at the same time and at the other end of the room, was unaffected, and I played my top 16 match there while the Tekken players were waiting for the power to be restored. Eventually we were able to resume the match, and it wasn't nearly as close as our previous encounter - I don't think I took another round off him.

Overall thoughts
I had a great weekend, and will be eagerly awaiting details of the next IGM. In particular, I'd like to shout out SHIN-A and his crew who ran an excellent fighting game area, keeping well on top of any problems that cropped up. There was also decent prize support, with a total of €2,000 on offer across the weekend's tournaments (300 for 1st, 150 for 2nd, and 50 for 3rd in each game).

As for the "market" part of IGM: my haul wasn't the biggest, but I'm happy with the purchases I did make.

Left: a Street Fighter shadow box, depicting Ryu vs Ken in Street Fighter II. Right: the official IGM sweatshirt
Left: Street Fighter shadow box from memyselfandmisha.com. Right: the official IGM sweatshirt from crazedaristocrats.com.

Until next time...
 

Profile

yreval: (Default)
yreval

December 2025

S M T W T F S
 123456
78910111213
14151617181920
21222324252627
28293031   

Syndicate

RSS Atom

Most Popular Tags

Style Credit

Expand Cut Tags

No cut tags
Page generated Jan. 1st, 2026 11:55 pm
Powered by Dreamwidth Studios