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Virtua Fighter

Sega AM2's polygon fighters, from Model 1 to the Saturn

Sega AM2's 1993 arcade fighting game built its eight fighters from flat-shaded polygons on the Model 1 board and animated them with motion capture, using just three buttons: punch, kick and guard. It became a craze in Japanese arcades, and its 1994 Saturn conversion was the game that sold Sega's new console in Japan. The series has run from Virtua Fighter 2 on Model 2 to Virtua Fighter 5, and a new game from Ryu Ga Gotoku Studio is due in 2027.

In 1994 Edge went looking for the reason Japanese arcades had gone quiet around one cabinet. Virtua Fighter, it found, had been “snubbed by many as being clumsy and shallow” when it appeared, and now Japanese coin-op fans had “gone crazy over the game”. Its fighters were built from flat-shaded polygons, blocky next to the hand-drawn sprites of Street Fighter II, but they moved like people. A camera swooped around them, a thrown wrestler landed with his weight, and a fighter knocked out of the ring lost the round. When Sega put the game on its new Saturn that November, Edge judged it the only worthwhile game at the launch.

Fast facts

  • Developer: Sega AM2, led by Yu Suzuki.
  • Hardware: Sega Model 1, the board that ran Virtua Racing.
  • Arcade release: Japan, 6 December 1993, after a showing at the Amusement Machine Show that August.
  • Controls: a joystick and three buttons: punch, kick and guard.
  • Fighters: eight, plus a hidden boss, Dural.
  • Home versions: Saturn (Japan, 22 November 1994; North America, May 1995; Europe, July 1995) and 32X (1995).
  • Sequels: Virtua Fighter 2 (1994, Model 2), Virtua Fighter 3 (1996, Model 3), Virtua Fighter 4 (2001), Virtua Fighter 5 (2006); Virtua Fighter Crossroads announced for 2027.

Fighters out of polygons

AM2 had put Sega into polygon 3D with Virtua Racing in 1992. After it, Suzuki told Edge in 1994, “we split AM2 into two departments — one team worked on Virtua Fighters while the other concentrated on Daytona GP”. The fighting game stayed on the Model 1 board: an NEC V60 main processor, “actually pretty slow” at 16 MHz by Suzuki’s account, with four Fujitsu signal processors doing the 3D maths, about 180,000 polygons a second, and a display of 496×384. The 3D was not new to fighting games: Edge called Distinctive Software’s 4D Sports Boxing for the PC “pioneering” and “polygon-based” in 1995. What was new was fighters that looked and moved like trained people, in an arcade, fast enough to fight with.

Speed cost detail. Edge asked why Virtua Fighter looked plainer than Virtua Racing, especially its backgrounds, when both ran on Model 1. “We doubled the frame rate in Virtua Fighters,” Suzuki replied, “because fighting games require a faster response.” Accounts of the result differ. Edge itself later described the 60 frames a second of Virtua Fighter 2 as “twice the speed of the original”, and Sega Retro gives the first game 30 frames a second, half Virtua Racing’s.

The movement came from people. AM2 modelled the fighters in SoftImage on Silicon Graphics workstations, and Suzuki said it had “also used SoftImage’s Flock Of Birds motion capture system for the animation in Virtua Fighters”. The arcade game had about 700 motions, he said, combined into what he called “an infinite variation”. The first version shown in public was far from finished. Sega Retro, which has traced the development, dates serious work to Christmas Eve 1992 and says a 20%-complete version appeared at the Amusement Machine Show in August 1993, where Edge reported that “Sega’s pride and joy, Virtua Fighters” had outshone Super Street Fighter II. The Japanese release followed on 6 December.

Three buttons

Street Fighter II had six buttons. Virtua Fighter had three, “punch, kick and guard”, and Edge thought that “doesn’t compromise the gameplay, though. In fact, it amplifies it.” The depth came from direction-and-button combinations: every fighter had at least ten special moves and most close to 20, Edge counted, with throws for when two fighters were close and attacks for a fighter lying on the ground.

The fighters moved on a single line, as in sprite-based games, and could not circle each other; only throws and falls sent them elsewhere in the arena. The arena was a raised square, and a fighter pushed off its edge lost the round by “ring out”. Edge called the result “basically a 2D beat ’em up with 3D graphics”, and praised its “elegant simplicity”.

The eight fighters came from different martial arts, named in the game’s character profiles:

Fighter Style in the game’s profiles
Akira Yuki Hakkyoku-ken (Chinese Bajiquan)
Pai Chan Ensei-ken
Lau Chan Koen-ken
Wolf Hawkfield Professional wrestling
Jeffry McWild Pancratium, the ancient Greek combat sport
Kage-Maru Hagakure-ryu jujutsu
Sarah Bryant Jeet Kune Do
Jacky Bryant Jeet Kune Do

Beat all eight and the game sent in Dural, “a metallic polygon woman”, as a final opponent.

The Saturn version

Sega gave the conversion to AM2 itself. At the Tokyo Toy Show in June 1994 it showed a version Edge put at 30% complete, with “crude and blocky fighters” meant only as placeholders. The Saturn could draw about 90,000 to 100,000 polygons a second against Model 1’s 180,000, Edge reported, and Suzuki had already told Sega’s press brochure that “there will be a reduction in the number of polygons compared to the coin-op”. His answer was the Saturn’s ability to texture individual polygons, and a promise about the moves: “We can do it, and we’ve just discovered a trick to replicate the movements 100%.”

The Saturn went on sale in Japan on 22 November 1994, and Virtua Fighter went with it at ¥7,800. Edge gave it nine out of ten. It called the game “Sega’s most important release for years” and “arguably the first true ‘next generation’ console game”. “In the arcades, Virtua Fighter made people stop and look,” the review ended. “On the Saturn, it will make many people stop, look at their bank balance and then fork out for Sega’s new machine.” Its one complaint was that polygons sometimes disappeared and characters broke up in the replays.

The prediction came true in Japan. By the end of December the Saturn had sold 500,000 units against the PlayStation’s 300,000, and Edge reported that “despite the technical superiority of the PlayStation, Virtua Fighter has got a firm grip on the nation’s wallets”. Sega’s own American magazine, Sega Visions, claimed in April 1995 that Sega of Japan had sold as many copies of the game as it had Saturns. In the West the game came with the console: in the United States for $449 in May 1995, and in Europe, at £399, from 8 July 1995.

A version for the 32X, Sega’s add-on for the Mega Drive, followed in 1995. Computer & Video Games said it “doesn’t look as good as on Saturn” but “could be the best version yet”, and a reader was told that “the animation is just as smooth, and there are NO glitches!”

Sequels

Virtua Fighter 2 (1994) moved to the Model 2 board, with texture-mapped fighters at 60 frames a second. Suzuki unveiled Virtua Fighter 3 in Tokyo on 26 July 1996, on the new Model 3 board, and it added a fourth button that let every character dodge into or out of the screen. Virtua Fighter 4 was unveiled at the AOU show in February 2001 on Sega’s Naomi 2 board, and its PlayStation 2 version of 2002 added a Kumite mode of “simulated arcade opponents and customizable characters”, which IGN Unplugged thought gave it the edge over Tekken 4. AM2 readied Virtua Fighter 5 for Sega’s Lindbergh arcade board in 2006.

The first game’s staff spread its influence. Seiichi Ishii, who had worked on Virtua Racing and Virtua Fighter, moved to Namco and worked on Tekken and Tekken 2 before leading Dream Factory, which made Tobal No. 1 for Square.

Virtua Fighter 5 R.E.V.O., a remaster, reached the Switch 2 in March 2026, the series’ first Nintendo release. A new game from Sega’s Ryu Ga Gotoku Studio, the makers of the Yakuza series, was announced at The Game Awards in December 2024; in June 2026 it was named Virtua Fighter Crossroads, a story-driven game with a new fighter, Cielo, due in 2027.

Sources

  • Edge issue 2, November 1993, p. 16: Amusement Machine Show report (Virtua Fighters against Super Street Fighter II and Fatal Fury Special).
  • Edge issue 9, June 1994, pp. 6–7: Saturn news and Yu Suzuki’s comments from Sega’s Saturn brochure (700 motions, fewer polygons on the Saturn, the Japanese craze); pp. 45–49: “Yu Suzuki: Sega’s driving force” (AM2 split in two; Model 1’s processors, 180,000 polygons a second and 496×384 display; SoftImage and Flock of Birds; the doubled frame rate).
  • Edge issue 11, August 1994, pp. 28–29: Saturn Virtua Fighter prescreen (the Japanese craze and “clumsy and shallow”; the Saturn’s 90,000–100,000 polygons; Suzuki on textures and replicating the movements; 30% complete at the Tokyo Toy Show).
  • Edge issue 15, December 1994: Virtua Fighter 2 prescreen (60 frames a second, “twice the speed of the original”).
  • Edge issue 17, February 1995, pp. 72–75: Saturn Virtua Fighter review, nine out of ten (¥7,800; three buttons; the moves; single-axis movement; Dural; the glitches); p. 43: Boxer’s Road review (4D Sports Boxing as “pioneering” and “polygon-based”).
  • Edge issue 19, April 1995, news: Japanese Saturn and PlayStation sales to the end of December 1994.
  • Sega Visions, April 1995, p. 20: Sega’s claim of one-to-one sales with the Saturn in Japan.
  • Edge issue 23, August 1995: the American launch and the $449 bundle with Virtua Fighter; the UK launch date and price. Issue 24, September 1995: the European launch.
  • Saturn Plus, Christmas 1995, p. 25: character profiles and fighting styles (from Virtua Fighter 2, with the same eight fighters).
  • Computer & Video Games issue 168, November 1995, p. 37 and letters: the 32X version.
  • Computer & Video Games issue 178, September 1996, p. 10: Virtua Fighter 3 unveiled on 26 July. Issue 182, January 1997, p. 95, and issue 183, February 1997, p. 18: the dodge button.
  • Edge issue 96, April 2001, p. 30: Virtua Fighter 4 at the AOU show, on Naomi 2.
  • IGN Unplugged issue 12, April 2002, p. 28: the Kumite mode in Virtua Fighter 4 for PlayStation 2 (US release February 2002).
  • Edge issue 162, May 2006, p. 35: AM2 and Virtua Fighter 5 on Lindbergh.
  • Game Informer issue 42, October 1996, p. 10, and Edge issue 34, July 1996, p. 37: Seiichi Ishii’s work on Virtua Fighter and Tekken, and Dream Factory.
  • Sega Retro, “Virtua Fighter” and “Virtua Fighter/Development” (web, secondary): release dates, development start, the August 1993 showing and the frame rate. https://segaretro.org/Virtua_Fighter
  • Chris Scullion, “Ryu Ga Gotoku Studio’s Virtua Fighter project is officially titled Virtua Fighter Crossroads”, VGC, 5 June 2026 (web, secondary): the title, 2027 release, the Game Awards announcement and Virtua Fighter 5 R.E.V.O. on Switch 2. https://www.videogameschronicle.com/news/ryu-ga-gotoku-studios-virtua-fighter-project-is-officially-titled-virtua-fighter-crossroads/
  • Sal Romano, “SEGA and Ryu Ga Gotoku Studio announce new Virtua Fighter project”, Gematsu, 12 December 2024 (web, secondary). https://www.gematsu.com/2024/12/sega-and-ryu-ga-gotoku-studio-announce-new-virtua-fighter-project

See also

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