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AtGames:AtGames
Type:Microconsole
Platform:Sega Genesis
Color:White
Arcade Nano:Arcade Nano
Connectivity:Composite RCA
Year Manufactured:2010
Features:Retired
Country/Region of Manufacture:China
Resolution:480p
Check out our store for more great new, vintage, and used items! FOR SALE:An awesome mini Plug N Play console featuring Sega classics 2010 ATGAMES ”SEGA GENESIS” ARCADE NANO DETAILS:Features five Sega games worth their weight in gold!Dive into a world of retro gaming nostalgia with the 2010 AtGames ”Sega Genesis” Arcade Nano – a compact Plug N Play video game console that delivers hours of entertainment for gamers of all ages. Featuring 10 built-in video games, this tiny console is a powerhouse of fun. The mini controller is equipped with a genuine arcade-style joystick, providing you an authentic gaming experience as you play through a selection of classic Sega titles. The AtGames Arcade Nano includes 5 official Sega video games that originally debuted on either the Sega Genesis/Mega Drive or Sega Master System, bringing classic favorites right to your fingertips. Embark on epic adventures with Sega classics Alien Storm, Golden Axe, Golden Axe III, Shinobi III, and the 2D remake version of Virtua Fighter 2. In addition to the Sega classics, the console also includes a selection of non-Sega games, including Snake, Spider, Bottle Taps Race, Bomber, and Hexagonos. Fans of classic gaming will appreciate the inclusion of ”Bomber,” a thrilling title reminiscent of Bomberman from the NES/Famicom era. While the Arcade Nano is designed for single-player use, its collection of timeless and valuable Sega games makes it a must-have for any gaming enthusiast and collector. Whether you’re a die-hard Sega fan or lover of retro games, this compact console from AtGames is sure to bring a smile to your face with its treasure trove of games that are worth their weight in gold. Setting up the AtGames ”Sega Genesis” Arcade Nano is a breeze – simply plug it into your television using the included yellow/white RCA cable. A single 1.5V AAA battery (not included) powers up the console for tons of gaming fun. Retired AtGames product! In 2010 AtGames released a few versions of the Arcade Nano and all would become retired (no longer manufactured) soon after release – making them a collectible that has become harder and harder to find today. RCA cable included! Requires 1.5V AAA battery for operation.Battery is not included. For single-player use only. CONDITION:New in package. Please see photos.To ensure safe delivery all items are carefully packaged before shipping out. THANK YOU FOR LOOKING. QUESTIONS? JUST ASK.*ALL PHOTOS AND TEXT ARE INTELLECTUAL PROPERTY OF SIDEWAYS STAIRS CO. ALL RIGHTS RESERVED.* ”Alien Storm (エイリアンストーム) is a beat ’em up shooter released as an arcade video game by Sega in 1990.[3] It was ported to the Genesis/Mega Drive and Master System. The Mega Drive version was re-released on Wii’s Virtual Console in 2007 and was also included on Sonic’s Ultimate Genesis Collection for Xbox 360 and PlayStation 3.[citation needed] The game was also re-released on the Nintendo Switch Online + Expansion Pack in 2022. Plot A homicidal alien race is invading Earth, and the only thing that stands between them and world domination are a special forces team known as the ”Alien Busters”, composed of Karen (absent in the Master System version, named ”Karla” in some versions), Garth (named ”Gordon” in some versions) and Scooter (the robot, named ”Slammer” in Master System and PAL versions). Gameplay Alien Storm is a side-scrolling beat ’em up.[4] The game resembles Golden Axe, with a similar artistic style, three playable characters (a man, a woman, and a novelty character) and pick-up or power-up special attacks. The player (one player only on the Master System version, up to two players on the Mega Drive version, three on the arcade version) selects from the three different characters to embark upon a quest to save the Earth from an alien invasion. All of the Busters are playable from the beginning of the game. There are six missions to complete (eight in the Mega Drive version) with several stages, and each mission has the player blasting aliens, from the streets to the mother ship, where the mother of all aliens can be found. This task becomes increasingly difficult with each new mission, and the aliens are capable of hiding inside objects such as plants, post boxes, trash cans, drums, and other items. Each mission has an objective such as rescuing people or destroying a UFO. After defeating certain aliens, flying skulls will appear, which can be shot to collect life or energy. Energy is used specifically to power the energy-based attacks of the player’s weapon (such as flames or electricity) and to use the much more powerful special weapons. In a similar format as other early Sega arcade games, each character has unlimited usage of various short-range attacks, i.e. punches, kicks. Along with these standard attacks, each character has their own individual weapon (Garth’s weapon that shoots lightning is replaced with a flame weapon in the Master System version). Special attacks are also included, and vary depending on the character chosen at the start of the game. For instance, Garth summons a U.S. Air Force starship that drops bombs across the street (in the Master System version he has Karen’s special, a ballistic missile strike). Scooter will teleport out of his present location and leave a series of bombs that will blow up on the appearance of aliens, after which he will re-appear (in the Mega Drive and arcade versions he just explodes, leaving his head, which his new body returns to retrieve). Karen calls down a nuclear missile, which incinerates every foe on the screen. However, a large amount of energy is depleted by using each character’s special attack, and cannot be used if the energy of the player’s character is too low. There are few bosses in the game. The arcade original features an alien spaceship, an alien brain and a single boss in the middle of the game that has three distinct forms. This boss is repeated as a common enemy near the end of the last mission. The Mega Drive port has two of these forms as three separate bosses. At the end of each mission, the side-scrolling gameplay shifts to either a shooting gallery perspective where the player must take out the aliens that pop out of various locations, similar to the bonus stages of Shinobi and Shadow Dancer, both by Sega, or a running section that is similar to the side-scrolling mode but plays like a horizontal shooter instead with projectile weapons. Release In October 1993,[5] Atari Corporation filed a lawsuit against Sega for an alleged infringement of a patent originally created by Atari Corp. in the 1980s,[6] with the former seeking a preliminary injunction to stop manufacturing, usage and sales of hardware and software for both Sega Genesis and Game Gear.[7] On September 28, 1994,[8][9][10][11][12][13][14] both parties reached a settlement in which it involved a cross-licensing agreement to publish up to five titles each year across their systems until 2001.[15][16][17][18][19][20] The Master System version of Alien Storm was one of the first five titles approved from the deal by Sega in order to be converted for the Atari Jaguar,[7] but it was never released.Reception In Japan, Game Machine listed Alien Storm on their June 15, 1990 issue as being the most-successful table arcade unit of the month.[28] Megatech reviewed the Sega Genesis version and gave an overall score of 78%, they praised the game for being an outstanding conversion of the arcade version and praised the graphics and saying the gameplay is highly enjoyable. The only criticism they had was the game being too easy.[29] Mega Play’s four reviewers gave above average reviews and praising the game’s graphics, animation and felt the game was a near perfect port from the arcade version and being similar to Golden Axe. The criticisms they had was the gameplay being too easy and repetitive.[30] In 2023, Time Extension included the arcade version on their top 25 ”Best Beat ’Em Ups of All Time” list.” (wikipedia.org) ”Shinobi III: Return of the Ninja Master, released in Japan as The Super Shinobi II,[a] is a 1993 hack-and-slash platform game developed and published by Sega for the Mega Drive/Genesis. It is the direct sequel to the previous The Revenge of Shinobi. The game was intended to be released in 1992 and to be very different from the final version of the game in terms of levels and storyline. Shinobi III received critical acclaim. It’s been ranked among the greatest Mega Drive/Genesis games. Gameplay Compared to its predecessor, the action is considerably smoother, with less emphasis on difficulty and more on speed. In addition to the ability to run from place to place, the player character comes equipped with a new array of moves and techniques, including a mid-air dashkick, the ability to jump-scale walls and a powerful running slash that renders him temporarily invincible to projectiles. Besides his regular assortment of moves and attacks, the player has the ability to perform four special ninjitsu techniques. Only one can be used in each level, unless the Shinobi finds additional ninjitsu bonuses throughout hidden spots in most levels. The four ninjitsu techniques involve engulfing lightning as a temporary shield, summon fire-dragons, boosting his vertical leap and self-sacrificing, the latter costing one life to destroy common enemies or damage bosses. Plot Neo Zeed is threatening the world once more. The evil crime syndicate – thought to have been vanquished two years earlier – has returned, headed by a man known only as the Shadow Master. Joe Musashi has felt their presence, and descends from the lonely mountaintops of Japan to face his nemesis once more. Development and release This section does not cite any sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (October 2020) (Learn how and when to remove this template message) Shinobi III was originally set to be released in 1992.[2] Several gaming magazines (including GamePro, Mean Machines SEGA and Computer & Video Games) gave previews and even reviews of the game, showing pictures of levels, enemies, artwork and special moves which were not seen in the final version at all. Because of being dissatisfied with the result, Sega had put the game back into development to heavily improve it and delayed its release until 1993. When Shinobi III was finally released, many game features seen earlier were missing, with new ones taking their place. A beta-version of the original version of the game has been leaked and is now widely available as a ROM image. Shinobi III is included on the Sega Genesis Collection for the PlayStation 2 and PlayStation Portable and Sonic’s Ultimate Genesis Collection for the Xbox 360 and PlayStation 3. It was also released for the Wii’s Virtual Console service in 2007,[3] for the PC on the download service Steam in 2010, on the iPhone in 2011,[4] for the Nintendo 3DS eShop in 2013, and on the Nintendo Switch Online + Expansion Pack in 2021.[5][6] The game also appears on the Sega Genesis Classics (released as Sega Mega Drive Classics in PAL regions) for Windows, Linux, macOS, PlayStation 4, Xbox One and Nintendo Switch[7] Reception Shinobi III: Return of the Ninja Master received critical acclaim. MegaTech magazine praised the game’s new attacks and moves, but criticised that it was ”not as hard as The Revenge of Shinobi”.[16] Mega said that ”beyond the tricky bosses, this is far too easy”.[18] An IGN review by Levi Buchanan called it ”a legit Genesis great, one of the better action games for the 16-bit console of yesteryear”, even if the iPhone version was deemed just ”okay”.[15] Complex rated it the third best game on the Sega Genesis, stating: ”The only drawback? The last level was freaking impossible!”[19] Retro Gamer included it among their top ten Mega Drive games.[20] In 2023, both Nintendo Life and GameSpot ranked the game among top 15 Mega Drive/Genesis games.” (wikipedia.org) ”Shinobi (忍) is a side-scrolling hack and slash video game produced by Sega, originally released for arcades on the Sega System 16 board in 1987. The player controls ninja Joe Musashi, to stop the Zeed terrorist organization from kidnapping students of his clan. Shinobi was a commercial success in arcades; it topped the monthly Japanese table arcade charts in December 1987, and became a blockbuster arcade hit in the United States, where it was the highest-grossing conversion kit of 1988 and one of the top five conversion kits of 1989. It was adapted by Sega to its Master System game console, followed by conversions to the Nintendo Entertainment System, PC Engine, and home computers. It was re-released as downloadable emulated versions of the original arcade game for the Wii and Xbox 360. The arcade game joined the Nintendo Switch in January 2020 through the Sega Ages series. Shinobi’s success inspired various sequels and spin-offs of the Shinobi series. Gameplay The controls of Shinobi consist of an eight-way joystick and three action buttons for attacking, jumping, and using ninjutsu techniques called ”ninja magic”. The player can walk, or perform a crouching walk by pressing the joystick diagonally downward. The player can jump to higher or lower floors by pressing the jump button while holding the joystick up or down. The protagonist Joe Musashi’s standard weapons are an unlimited supply of shurikens, and punches and kicks. Rescuing certain hostages in each stage will grant him an attack upgrade replacing throwing stars with a gun, and his close-range attack becomes a katana slash. Musashi’s ninjutsu techniques can only be used once per stage and will clear the screen of all enemies, or greatly damage a boss. Depending on the stage, the three ninjutsu techniques are a thunderstorm, a tornado, and a doppelganger attack. Enemies include punks, mercenaries, ninjas, and the Mongolian swordsmen guarding each hostage. Musashi can bump into most enemies without harm and can only be killed if he gets struck by an enemy’s attack, gets hit by a projectile, or falls into a bottomless hole. Then, the stage restarts but retains any saved hostages. When the player runs out of lives, additional coins will continue the game except the final mission. The time limit is three minutes per stage and bonus points are awarded for time, with additional bonuses for refraining from ninjutsu technique (except on the fifth level) or using only melee attacks. Extra lives are awarded for achieving certain scores, completing the bonus round, or rescuing a special hostage. A bonus round has a first-person perspective of throwing shurikens at incoming enemy ninjas, for an extra life.[6] Plot A ninja named Joe Musashi must stop a criminal organization called Zeed from kidnapping the children of his ninja clan. Five missions consist of three stages in the first mission and four stages each in the rest, where Musashi approaches Zeed’s headquarters and frees all the hostages in the first two or three stages with a boss at the final stage of each mission. At the start of each mission, the player is shown the objective, with a file containing a photograph of the enemy boss and a map display pinpointing the location of the next stage. Ports Master System Sega converted Shinobi to its Master System game console. It was released in Japan on June 19, 1988, and in North America and Europe. Some of the play mechanics were altered. Instead of one-hit kills, the player now has a health gauge before losing a life. Hostage rescue is now an optional task but provides upgrades to the close and long-range weapons, and restores or expands the health gauge. Rescuing certain hostages is a requirement to access the game’s bonus stages, which now occur after the regular stages instead of each boss fight. Bonus rounds provide the ninjutsu skills. In October 1993,[7] Atari Corporation filed a lawsuit against Sega for an alleged infringement of a patent originally created by Atari Corp. in the 1980s,[8] and Atari sought a preliminary injunction to stop manufacturing, usage, and sales of hardware and software for the Genesis and Game Gear.[9] On September 28, 1994,[10][11][12][13][14][15][16] both parties reached a settlement involving a cross-licensing agreement to publish up to five games each year across their systems until 2001.[17][18][19][20][21][22] The Master System version is one of the first five games approved from the deal by Sega in order to be converted for the Atari Jaguar, but it was never released.[9] Home computers In 1989, conversions of Shinobi were released for the Amiga, Atari ST, Commodore 64, Amstrad CPC, and ZX Spectrum. All five were developed by The Sales Curve and published by Virgin Mastertronic in Europe and by Sega in North America except the Amstrad and Spectrum versions. An IBM PC version was developed by Micromosaics Inc. and released in North America by Sega. PC Engine A PC Engine version was released exclusively in Japan by Asmik on December 8, 1989. The graphics and play mechanics of the PC Engine version are similar to the arcade version’s, but the close-range attacks and power-ups are missing and there are extra lives for points instead of bonus rounds. There is no life gauge, time limit, or Mission 2. Nintendo Entertainment System The Nintendo Entertainment System version of Shinobi was released by Tengen exclusively in North America as an unlicensed release in 1989. The play mechanics are based on the Master System’s version, but without close-range weapons and grenades. All the vertical-scrolling stages (such as Mission 2-2 and Mission 3-2) were redesigned into horizontal-scrolling stages. Wii and Xbox 360 The arcade version was published on the Wii’s Virtual Console and Xbox 360’s Live Arcade services, with slight graphical modifications due to licensing issues over one character’s resemblance to Spider-Man. Sonic’s Ultimate Genesis Collection Shinobi is unlockable in Sonic’s Ultimate Genesis Collection for the PlayStation 3 and Xbox 360 after the first round of Shinobi III: Return of the Ninja Master without using a continue. Reception In Japan, Game Machine listed Shinobi in its December 15, 1987, issue as the most successful table arcade unit of the month.[31] In the United States, Shinobi became a blockbuster hit.[32] It became America’s highest-grossing arcade conversion kit of 1988,[33] and again one of America’s top five highest-grossing conversion kits of 1989.[34] The arcade game received critical acclaim. Clare Edgeley of Computer and Video Games noted it as one of several popular ”martial arts simulation” games at London’s Amusement Trades Exhibition International (ATEI) show in January 1988, along with Taito’s Ninja Warriors and Data East’s Vigilante; she said it plays similarly to Ninja Warriors, but that Shinobi also has elements from Namco’s run and gun video game Rolling Thunder (1986), introduces bonus stages, and is more challenging overall. She praised the ”clean colourful graphics” with large ”well defined” sprites, and the action gameplay for being fast-paced and challenging, concluding that the game is ”well worth playing”.[23] Nick Kelly of Commodore User rated it 8 out of 10, also noting similarities to Rolling Thunder but said Shinobi looks good, ”plays brilliantly”, and ”combines several kinds of shoot’em and beat’em up action in one well-thought-out, well-executed game.”[28] Sinclair User also compared it to Rolling Thunder and other martial arts games, but considers Shinobi ”sufficiently different to be familiar without being boring.”[27] Retrospectively, Black Belt magazine in 2003 called Shinobi ”one of the best martial arts arcade games of the 1980s”.[35] Sega’s conversion for the Master System received critical acclaim. Computer and Video Games praised the ”well defined” graphics, good sound, and ”excellent” gameplay.[4] It was awarded 4 out of 5 stars in Dragon.[25] Classic Game Room’s retrospective review reflected that the game is a classic, though less so than the 16-bit sequel The Revenge of Shinobi.[36] Zach Gass of Screen Rant included Shinobi and its sequels in his list of ten ”awesome” hack-and-slash games in 2020.[37] Legacy According to Den of Geek, ”Shinobi is arguably the most ‘important’ and influential ninja game, as well as kicking off the genre’s longest running franchise.”[38] Sequels and related games Further information: Shinobi (series) In 1989, Sega released a sequel called The Revenge of Shinobi (The Super Shinobi in Japan) as one of the first games for its new Mega Drive game console. An arcade sequel called Shadow Dancer was also released in 1989. Shadow Dancer retains the original gameplay, adding a canine companion. Other sequels were released for the Game Gear, Mega Drive/Genesis, Sega Saturn, the PlayStation 2, and the Nintendo 3DS. Alex Kidd in Shinobi World is a parody of Shinobi starring former Sega mascot Alex Kidd, released for the Master System in 1990.” (wikipedia.org) ”Shinobi[a] is a series of hack-and-slash games created by Sega. The ninja (shinobi) Joe Musashi is the protagonist of the original series of games (Shinobi to Shinobi III).[3] The first Shinobi was released in 1987 as an arcade video game. Along with Alex Kidd and Sonic the Hedgehog, Joe Musashi has long been one of Sega’s flagship characters, acting as a mascot for a short time in the late 1980s when ninjas were popular in mainstream media. The series’ games are a showcase of Sega’s technical accomplishment, noted for their high quality of graphics, gameplay and music, as well as their high level of difficulty. The Shinobi franchise sold more than 4.60 million copies.[3] Plot The main character of Shinobi (the original Japanese word for ”ninja”) is most commonly associated with that of Joe Musashi, the protagonist of the original arcade game and many of its sequels. His name is a combination of both an archetypical Western first name and Japanese last name, Musashi likely being derived from the legendary Japanese swordsman Miyamoto Musashi. In the manual of The Revenge of Shinobi, Musashi’s backstory is told as that of a weak boy who first entered the dojo of the Oboro clan at a young age and gradually, through tireless practice and meditation, worked himself up to become the most skilled and respected ninja of his clan.[3] His peaceful existence in the mountains of Japan is shattered when the ninja crime syndicate Zeed rises to power and attempts to revert Japan into the Sengoku period of civil war when the ninja thrived. After being defeated by Musashi in the original Shinobi, Zeed reforms three years later as Neo Zeed and attacks the Oboro clan directly. With his master assassinated and his girlfriend Naoko kidnapped by the enemy, Musashi swears revenge, and in the ensuing battles through a series of locations in Japan and America, as chronicled in The Revenge of Shinobi, all but annihilates Neo Zeed. When Neo Zeed returns in Shinobi III: Return of the Ninja Master, Musashi comes out of retirement one last time and destroys them for good.[3][4] In the arcade version of Shadow Dancer, Joe Musashi is replaced by a nameless new ninja and his canine companion as the game’s protagonists. The ninja and his dog must disarm various time bombs spread across an unnamed metropolis that were planted by a terrorist group.[5] The game was remade for the Mega Drive/Genesis under the title Shadow Dancer: The Secret of Shinobi, with the protagonist’s identity differing between regions. The Japanese version identifies him as Joe Musashi’s estranged son Hayate (疾風),[6][7] while the English language manual identifies him as Joe Musashi himself coming out of retirement.[8] In the Master System game The Cyber Shinobi, Zeed has resurfaced once more, this time under the name of Cyber Zeed. A grandson of Joe Musashi must prevent them from threatening the world again. Shinobi Legions presents a different plotline. The shinobi is Sho, the youngest of two brothers raised by a lone ninja master. The elder brother becomes corrupted and abducts the master’s daughter in search of the ultimate ninjitsu technique, and Sho has to prevent him from destroying the world. Neither Joe Musashi nor the Oboro clan are mentioned.[3] Following a seven-year hiatus in the series, the lead archetype returns in Shinobi for PlayStation 2 as Hotsuma, another member of the Oboro clan. In a similar theme to Shinobi Legions, the game starts with Hotsuma slaying his elder brother Moritsune during a full moon Oboro ritual. The main plot revolves around Hotsuma’s battle to defeat a powerful sorcerer called Hiruko and put an end to anarchy in Tokyo. The game features Joe Musashi as a hidden character, as well as Moritsune himself (who appears in the game’s storyline as an enemy named Aomizuchi).[3] In a break with tradition, Nightshade (Kunoichi in Japan) featured a female ninja named Hibana. Hotsuma appears as a hidden character, though it requires a completed Shinobi PS2 game save on the memory card to unlock him. Joe Musashi returns as he did in the PS2 Shinobi by completing 88 missions in the game.[3] The protagonist of the 3DS Shinobi 3D is Jiro Musashi, Joe’s father. Gameplay The main weapons of Shinobi are the shuriken (or throwing knives), but over the course of the series the emphasis gradually shifted to a ninjato. One of the most important moves in the games is Shinobi’s somersault, performed by tapping the jump-button a second time at the height of a jump. The somersault is used to leap onto high-places, perform trick jumps and use the hedgehog shuriken attack to wipe out several opponents at once. The ability to run was introduced in Shinobi III.[3] Another staple of the series are the four magical ninjitsu attacks Shinobi can use to kill their foes, or improve their own abilities. The four ninjitsu techniques are: Ikazuchi, Fushin, Kariu and Mijin. Another common feature of the early Shinobi games is the enemy AI, where enemies could duck behind boxes to reload their weapons after firing at Musashi, or hide behind boxes or shields to block Musashi’s shurikens.[9][10] Each level in Shinobi is usually divided into two or three scenes, and the final scene is a battle against a powerful boss character. Standard Shinobi stages include bamboo forests, dojos, docksides, and industrial complexes filled with biological monstrosities. Timeline The following is a timeline of releases in the Shinobi series. Listed are the name of each game, the corresponding release date and the consoles for which they were developed/ported. Further below is a brief discussion of each release. For a more detailed examination of each game, click on the corresponding link in the timetable. No. International title Japanese title Year Game system 1. Shinobi Shinobi 1987 Arcade 1988 Master System 1989 Commodore 64, Amiga, Atari ST, Amstrad CPC, ZX Spectrum, MSX, IBM PC, PC Engine, NES 2009 Wii (Virtual Console), Xbox 360 (Xbox Live Arcade) 2. Shadow Dancer Shadow Dancer 1989 Arcade 1991 Commodore 64, Amiga, Atari ST, Amstrad CPC, Master System, ZX Spectrum 3. The Revenge of Shinobi The Super Shinobi 1989 Mega Drive/Genesis 2009 Wii (Virtual Console) 2012 PlayStation 3 (PlayStation Network), Xbox 360 (Xbox Live Arcade), Windows (Steam) 4. Shadow Dancer: The Secret of Shinobi Shadow Dancer: The Secret of Shinobi 1990 Mega Drive/Genesis 2006 PlayStation 2, PSP (Sega Genesis Collection [A]) 2010 Windows (Steam) 5. The Cyber Shinobi 1990 Master System 6. Shinobi The G.G. Shinobi 1991 Game Gear 2012 Nintendo 3DS (Virtual Console) 7. Shinobi II: The Silent Fury The G.G. Shinobi II 1992 Game Gear 8. Shinobi III: Return of the Ninja Master The Super Shinobi II 1993 Mega Drive/Genesis 2006 PlayStation 2, PSP (Sega Genesis Collection) 2007 Wii (Virtual Console) 2009 PlayStation 3, Xbox 360 (Sonic’s Ultimate Genesis Collection) 2010 Windows (Steam) 2013 Nintendo 3DS (Virtual Console) 9. Shinobi Legions [B] Shin Shinobi Den 1995 Sega Saturn 10. Shinobi Shinobi 2002 PlayStation 2 2012 PlayStation Network 11. Nightshade Kunoichi 2003 PlayStation 2 12. Shinobi Shinobi 3D 2011 Nintendo 3DS 13. Untitled Shinobi game TBA TBA TBA Notes A^ Unavailable in PAL regions. B^ Released as Shinobi X in PAL regions. Series Shinobi (1987) Main article: Shinobi (1987 video game) Shinobi, the first game in the series, was released in 1987 for the arcades and ran on Sega’s System 16 arcade hardware. Sega released a home conversion for the Master System, followed by licensed ports for the IBM PC, Amiga, Atari ST, Commodore 64, Amstrad CPC, ZX Spectrum and MSX, as well as the PC Engine (via Asmik) in Japan, and an unlicensed port by Tengen for the Nintendo Entertainment System in North America. Shinobi introduced several novelties to traditional platform mechanics, such as sophisticated enemy AI and multiple layers in each level. Shadow Dancer (1989) Main article: Shadow Dancer (1989 video game) Shadow Dancer is the 1989 arcade sequel to the original Shinobi. It runs on Sega’s System 18 arcade hardware. The plot follows an unnamed ninja and his canine companion who must disarm various bombs spread across a city and defeat the terrorist group responsible for planting them.[5] The Revenge of Shinobi (1989) Main article: The Revenge of Shinobi (1989 video game) In Japan it is known as The Super Shinobi. The debut of the ninja on the Mega Drive console, The Revenge of Shinobi was widely praised at the time of its release and long one of the most popular games on the Mega Drive and is regarded as the best entry in the series by many.[who?] Its soundtrack was written by composer Yuzo Koshiro.[3][11] Shadow Dancer: The Secret of Shinobi (1990) Main article: Shadow Dancer: The Secret of Shinobi The Mega Drive version of Shadow Dancer, titled Shadow Dancer: The Secret of Shinobi and is different game from the arcade original. The backstory differs between regional releases, giving the unnamed protagonist from the arcade version an identity – the Japanese version establishes him as Hayate, the estranged son of Joe Musashi; while the manuals for the English language versions claims that he is Joe Musashi himself. Although the basic gameplay is similar to the arcade version, little of the actual game content — from levels to character art — is the same.[12] The Cyber Shinobi (1990) Main article: The Cyber Shinobi The Cyber Shinobi was a Master System exclusive title, released as a follow-up to the Master System port of the original Shinobi. The Cyber Shinobi is notorious for being one of the worst games in the series. Since it is mentioned in the manual that the hero’s grandfather defeated Neo Zeed, the Joe Musashi-character in this game appears to be the grandson of the original Joe Musashi.[3] The G.G. Shinobi (1991) Main article: The G.G. Shinobi The debut of Shinobi on the Game Gear system was titled Shinobi, though in Japan it was known as The GG Shinobi (The Game Gear Shinobi) and the game still carries this name internally in all regions. Its gameplay is largely reminiscent of The Revenge of Shinobi. In a take on the Japanese Super Sentai series, Shinobi revolves around the quest of five coloured ninjas (red, pink, blue, yellow and green) to bring down a powerful crime organization. The game starts with the player just controlling the red ninja and then freeing more and more of his compatriots as he progresses through each level. The soundtrack was once again composed by Yuzo Koshiro.[11][3] The G.G. Shinobi II: The Silent Fury (1992) Main article: The G.G. Shinobi II: The Silent Fury The Silent Fury (also The G.G. Shinobi II) is a direct sequel to the original The G.G. Shinobi game on Game Gear, and features much of the same gameplay mechanics as its predecessor. Both The G.G. Shinobi and The Silent Fury were Game Gear exclusive games. It was scored by Yuzo Koshiro and Motohiro Kawashima.[3][11] Shinobi III: Return of the Ninja Master (1993) Main article: Shinobi III: Return of the Ninja Master Known as The Super Shinobi II in Japan, Shinobi III is regarded by many as the high point of the series[who?]. It introduced a much smoother, faster style of gameplay while keeping the series’ familiar trademarks firmly intact. The game marked Musashi’s last appearance in a Shinobi game until Shinobi was released in 2002 for the PlayStation 2. At least two known beta versions of Shinobi III are currently in circulation, featuring almost completely different levels from the final game. Shinobi Legions (1995) Main article: Shinobi Legions Shinobi Legions was the only Shinobi game developed for Sega Saturn, and the last sidescrolling title in the series until The Revenge of Shinobi on the Game Boy Advance. The gameplay is similar to that of Shinobi III but with many tweaks. The plot represented a break with the traditional storyline of the previous games, as it focuses on an entirely new character named Sho. Shinobi Legions uses live-action cutsequences between each round and digitized live actors in game sequences. Shinobi (2002) Main article: Shinobi (2002 video game) Shinobi debuted in the world of 3D gaming with Shinobi, only for PlayStation 2. It is the third game in the series to simply be called Shinobi. The story introduces a new member of Oboro clan called Hotsuma. Shinobi’s gameplay is based upon a combo system called the tate-system, which produces a very fast and smooth style of play. However, even more so than other Shinobi titles, Shinobi is also noted for its extreme difficulty. Whenever Hotsuma dies, the player has to start the level all over again. Although this reboot of the franchise was generally well received by critics and fans alike, some of the bigger complaints waged against the game were for its average graphics, somewhat repetitive gameplay, and (as noted earlier) steep difficulty. Joe Musashi can be unlocked as a playable character after finishing the game. Nightshade (2003) Main article: Nightshade (2003 video game) The first game of the Shinobi series to feature a female lead, Nightshade is a continuation of 2002’s Shinobi with differences to the gameplay. In Japan, the game is known as Kunoichi, the Japanese term to denote the female equivalent of Shinobi. Shinobi 3D (2011) Main article: Shinobi 3D Shinobi 3D was developed by Griptonite Games for the Nintendo 3DS. The game returned to the side-scrolling nature of earlier games and was released in November 2011.[13] It is the twelfth title in the series since the 1987 original arcade games.[14] Shinobi (TBD) A new Shinobi game featuring hand-drawn 2D animation was announced during The Game Awards presentation on December 7, 2023. No developer, platforms or release date were announced at the time.[15] Spin-off games In 1990, Sega released Alex Kidd in Shinobi World on Master System, a spoof of the original Shinobi game in which Alex Kidd takes the position of Joe Musashi. In the game, Alex Kidd has to rescue his girlfriend, a native of Shinobi World, from an evil ninja named Hanzo. A good ninja fuses into him and gives him his powers. Often related to the series is the handheld The Revenge of Shinobi game for Game Boy Advance, however, this game shares only the name and basic premise (ninja action) with other Shinobi titles. In other media A comic book series based on the game, written by Alan McKenzie and illustrated by Jon Haward, was published in the UK publication Sonic the Comic between 1993 and 1995, with four stories printed during its run.[16] In 2014, Sega and Hakuhodo DY formed the production company Stories International for feature film and TV projects based on their Shinobi games.[17] In April 2016, Marc Platt was assigned to produce a live action Shinobi movie through his production banner Marc Platt Productions along with Adam Siegel & Stories President and CEO, Tomoya Suzuki.” (wikipedia.org) ”Virtua Fighter 2 (Japanese: バーチャファイター2, Hepburn: Bācha Faitā Tsū) is a 1994 fighting video game developed by Sega. It is the sequel to Virtua Fighter (1993), and the second game in the Virtua Fighter series. It was created by Sega’s Yu Suzuki-headed AM2 and was released for arcades in 1994. Ports were released for the Sega Saturn in 1995 and Microsoft Windows in 1997. Virtua Fighter 2 was critically acclaimed for its gameplay and breakthrough graphics; it introduced the use of texture-mapped 3D characters,[8] and was one of the first video games to use motion capture animation technology.[9] It became a major arcade hit, selling more than 40,000 arcade units worldwide,[10] and becoming one of Sega’s best-selling arcade games of all time.[11] The Sega Saturn version was also well-received for its graphics and gameplay. It became a blockbuster hit in Japan and sold relatively well in other markets, selling more than 2 million units.[12] Gameplay Virtua Fighter 2 is a 3D 1v1 fighting game, similar in concept to other games of the series. Players select a character, and attempt to use that character to overcome a series of opponents. This can be done by simply knocking the other character out (by dealing enough damage), or by knocking them out of the square ”ring” in which the fights take place. Each fight takes place over a number of rounds; typically 3 rounds in a best-of-3 approach (though this can be varied). The game is played with an eight-way stick to control character movement, and three buttons (guard, punch and kick), which are used in various motions to pull off a character’s signature attacks. The arena size could be adjusted up to a very small platform or all the way to 82 meters (269 feet). This is the only game in the series—other than Virtua Fighter Remix—that could have such size adjustments. The physical energy meter could also be adjusted to infinity, giving the player the advantage when beating opponents or practicing moves against the computer player. Adjusting the arena to a smaller size and giving the characters infinite health could lead to mock sumo matches, wherein victory is achieved by knocking the other player’s character out of the ring. Each character has their own fighting style, loosely based on various real-world fighting methods, such as wrestling or eastern styles. Characters each have many unique moves; however, like in the original Virtua Fighter, many of the characters share a number of moves with another character (for instance, Lau Chan and Pai Chan each practice similar forms of Kung Fu). In addition, the entire roster of characters shares certain moves and functions; for instance, every character has a basic throw that can be executed by pressing the guard and punch buttons simultaneously. The number and variety of attacks possessed by each character has also been expanded, including the addition of counter-attacks and the ability to prevent throws (with very quick reactions required on part of the player). All nine characters from the original Virtua Fighter are once again playable in Virtua Fighter 2. The sequel also adds two new characters: Shun Di, an old drunken fist master from China, and Lion Rafale, the French son of a rich businessman who uses praying mantis style kung fu. Additionally, Shun and Lion possess the unique ability to perform ”axis strikes” in which they would move around the attacks of other characters, accentuating the game’s 3D nature. Plot Virtua Fighter 2 presents no narrative in-game; there is no story-based intro sequence, no narrative character endings and very little text to supply much of a plot. However, the game was given a story in its supporting material, such as the manual for the Sega Saturn version. Virtua Fighter 2 hinges around a fighting tournament, where the greatest fighters in the world seek to compete for fame and glory. However, the tournament is organised by the sinister ”J6” syndicate, who intend to use the information gathered to perfect their fighting cyborg ”Dural” (the game’s boss, who uses a move-set made up of other character’s moves). Development Arcade version The game took Sega AM2 roughly 12 months to develop.[13] The game’s head developer was Yu Suzuki. For Virtua Fighter 2, he wanted to introduce texture mapping to the characters, who lacked textures in the original game. However, the Sega Model 1 arcade system lacked texture mapping hardware, so the Sega Model 2 system was developed for the game. To render the game’s texture-mapped characters, it cost $2 million ($4.1 million adjusted for inflation) to purchase a texture-mapping graphics processor from the military flight simulation firm Lockheed Martin. Suzuki convinced Sega to purchase the chip, which his team then adapted into a much cheaper processor for video game use in the Model 2 hardware.[14] The game made use of advanced motion capture animation, with similar technology to what was used in the healthcare and military industries, capable of magnetic motion capture to track head movements.[9] Other improvements over its predecessor include a framerate of 60 frames per second, new fighting arenas, two new characters, 500 new moves, and 1,200 motion patterns (compared to 700 patterns in the original).[15] In a 1995 interview, Suzuki said Virtua Fighter 2 was his favorite of all the games he had made, elaborating that he was particularly pleased with the way the polygonal graphics ”added a sense of reality” to the characters’ motions, and the addition of counterattacks.[16] The developers designed four new characters, only two of which, Lion and Shun, made it into the final game.[13] Saturn version At the beginning of 1995, Sega AM2’s Sega Saturn division was split into three sub-departments, each one charged with porting a different arcade game to the Saturn: Virtua Fighter 2, Virtua Cop, and Daytona USA. Due to unexpectedly slow progress in the Daytona USA port, a number of members of the Virtua Fighter 2 team were reassigned to Daytona USA. In March, AM2 Research completed the Sega Graphics Library, a Saturn operating system which made it feasible to create a near-arcade perfect port of Virtua Fighter 2 for the Saturn.[17][18] After completing the Daytona USA port in April, the team took a short holiday before beginning work on the Virtua Fighter 2 conversion in earnest.[18] In June, AM2 gave the first public demonstration of Saturn Virtua Fighter 2 at the Tokyo Toy Show. To increase confidence in the accuracy of the port, they displayed non-playable demos of the characters Lion, Shun, Pai and Lau running on the Saturn hardware at 60 frames per second – the same speed as the arcade version.[17] However, AM2 continued to face problems in creating an accurate port for the Saturn. Due to the high number of moves in Virtua Fighter 2, months had to be spent on developing compression techniques in order to fit all of the game’s moves onto a single CD.[17] Also, in order to maintain the 60 frames per second, the Saturn version could not use nearly as many polygons as the arcade version. To make this difference less apparent, the programming team made use of texture mapping for the characters, taking advantage of the fact that the Saturn could map 16 different colors to each polygon, whereas the Model 2 arcade hardware could map only one color per polygon. In addition, the polygon background objects of the arcade version were replaced with parallax scrolling playfields with selective scaling.[17] The AM2 team also used data from Virtua Fighter Remix as a reference for some elements.[19] In an interview during development, Keiji Okayasu discussed the team’s struggles with getting the Saturn version to run at 60 frames per second: If we didn’t have to consider the speed, we could do the conversion very quickly. But with so much data, we can only move slowly. With Virtua Fighter 1 we could use the arcade data for each technique with just a few changes, but with 2 there’s just too much data. But we have done well, although how is a secret… I think we couldn’t have made 2 if we hadn’t made the first conversion – but it’s just as tough! We owe a lot to the new SGL OS [Sega Graphics Library Operating System] software.[20] By the end of September, hit detection had been enabled, and the now fully playable conversion was displayed at the JAMMA show.[18] Taking into account audience reactions at the JAMMA show, the team spent the next two months on final adjustments, play-testing, and the addition of Saturn-specific options. Development on the port was completed in November 1995.[18] Release The original arcade game released for the Japanese market in November 1994.[21] It then released overseas for Europe in December 1994,[22] and North America in January 1995.[23][24] Virtua Fighter 2.1 is a revised version featuring re-tweaked gameplay, slightly enhanced graphics and the ability to play as a revamped Dural.[25] Though it was never released outside Japan,[26] it is possible to switch to the 2.1 gameplay mechanics in the Saturn and PC ports, as well as to play as Dural with a cheat code. This version was also released in the Sega Ages 2500 series. The Saturn port was scheduled for a December 1995 release in Europe, in time for the crucial Christmas shopping season, but it did not appear until the end of the following January.[27] A 2D remake was released for the Mega Drive/Genesis in 1996.[28] In addition, Virtua Fighter 2 was converted for the PlayStation 2 in 2004 as part of Sega’s Ages 2500 series in Japan. The Mega Drive/Genesis port was re-released on the PS2 and PSP in 2006 as part of Sega Genesis Collection, on the Virtual Console for the Wii on March 20, 2007 (Japan) and April 16, 2007 (North America), on December 15, 2022 on the Nintendo Switch Online + Expansion Pack, and for iOS on January 20, 2011. A port of the arcade version was released digitally for Xbox 360 and PlayStation 3 in November 2012.[29] In Japan, a Virtua Fighter 2 ”CG Portrait Series” of discs were released for the Saturn. Each of the 11 discs (one for each playable character) contains a slideshow of high-resolution CG stills of the character engaged in non-fighting activities such as playing pool or eating ice cream, backed by a Japanese pop song, as well as a karaoke mode.[30] Reception Arcade version In Japan, Game Machine listed Virtua Fighter 2 on their January 1, 1995 issue as being the most-successful arcade game of the month.[55] It went on to become Japan’s highest-grossing arcade game for two years in a row, in 1995[51][56] and 1996.[57] In the United States, the game also generated high earnings upon release,[58] and went on to become one of America’s top ten best-selling arcade video games of 1995.[59] As of 1996, over 40,000 arcade units were sold worldwide.[10] Virtua Fighter and Virtua Fighter 2 became Sega’s best-selling arcade games of all time, surpassing Out Run (1986).[11] Virtua Fighter 2 was critically acclaimed upon release. It used the Sega Model 2 arcade hardware to run the game at 60 frames per second at a high resolution with no slowdown (by comparison, the original Virtua Fighter ran at 30 frames per second).[60] Computer and Video Games gave the arcade game a positive review, praising the ”stunning visuals” as ”quite possibly the best graphics ever seen in a fully-playable arcade title,” the ”quality of the animation” where ”you can certainly feel each blow when they connect and the character reels back” and the ”more accessible” combos which ”opens up the opportunity for a number of new sequences.”[22] The magazine later called it ”the greatest arcade game ever made” in December 1995.[33] Sega Saturn version Sega reported pre-orders of 1.5 million units for the Sega Saturn version of Virtua Fighter 2 in Japan, which is nearly as many of the number of Sega Saturns that had been sold in Japan at that point.[61] Upon its Japanese release, 700,000 copies were sold within two days.[62] It was the third best-selling home video game of 1995 in Japan, below Dragon Quest VI and Chrono Trigger.[63] Virtua Fighter 2 also became the top-selling game worldwide for the Sega Saturn, and remains the highest-selling Sega Saturn game in Japan with 1.7 million copies sold.[64] In the United States, the game was bundled with various Sega Saturn consoles for a while alongside Daytona USA and Virtua Cop, which helped boost the Sega Saturn’s sales.[65] Virtua Fighter 2 sold more than 500,000 bundled copies in the United States by December 1996,[66][67] bringing total sales to more than 2.2 million units sold in Japan and the United States. The Sega Saturn port was critically acclaimed upon release. Next Generation gave the game a perfect 5/5 stars, calling it ”the ultimate arcade translation” and ”the best fighting game ever.”[44] The magazine cited its ”accurate representation of 10 very distinct and realistic fighting styles”, ”remarkable AI”, and ”a general attention to detail that sets a new mark for quality game design.”[68] Sega Saturn Magazine gave the Sega Saturn version a 98%, citing the smooth frame rate, the realistically varied reactions to blows, the huge variety of moves, and the addition of features such as Team Battle Mode.[48] Similarly praising the variety of moves and the accuracy of the port, Game Revolution gave the Sega Saturn version an A and concluded that ”Virtua Fighter 2 for the Saturn looks better and smoother than any other polygonal fighting game for the next generation systems. This just might be the best home console fighting game ever.”[40] GamePro called it ”the game to own if you have a Saturn”, citing the authentic fighting styles and moves, the new modes, the realistic animations with strong attention to detail, and the easy to master controls. They gave it a perfect score in all four categories (graphics, sound, control, and FunFactor).[69] The four reviewers of Electronic Gaming Monthly felt the port was not as arcade perfect as it could have been, but highly praised the wealth of options and modes, with two of their reviewers declaring it by far the best fighting game on the Sega Saturn thus far.[35] Game Informer’s Andy, Reiner and Paul praised Virtua Fighter 2 for its depth and variety, but criticized inferior background details in the Sega Saturn port, while Paul also felt that the original Virtua Fighter required more strategy.[38] Maximum described the port as ”remarkably similar to its coin-op parent – a game that’s running on hardware that’s 20 times more expensive than the Sega Saturn.” They particularly praised the high-resolution graphics, smooth frame rate, ”breathtaking” variety of moves, and the numerous Sega Saturn-exclusive modes and options. With their one criticism being the very vulnerable opponent AI,[46] they gave it their ”Maximum Game of the Month” award.[70] Retrospective feedback on the Sega Saturn version has continued to gather praise. GamesRadar ranked it the third-best Sega Saturn game, stating that ”with Sonic sitting much of this generation out, is there a franchise more synonymous with the Sega Saturn than Virtua Fighter?” [71] 1UP described the Sega Saturn port as featuring ”crisp, fast visuals and deeply nuanced game mechanics.” They also claimed the game had aged well, unlike other fighters released around the time, such as the original Tekken.[72] IGN also ranked it as the second-best Sega Saturn game, saying that the game ”stands head and shoulders above all 32-bit fighters. All of them.”[73] Accolades Gamest Awards gave Virtua Fighter 2 the top awards for Game of the Year, Best Fighting Game, Best Graphics, and Most Popular Game.[51] Game Players magazine also awarded it Game of the Year.[52] GamePro awarded it Best Saturn Game of 1995.[53] The AMOA Awards nominated it for Most Innovative New Technology.[54] Virtua Fighter 2 was ranked as the 19th-best arcade game of the 1990s by Complex.[74] In 1996, GamesMaster rated the Sega Saturn version 2nd on their ”The GamesMaster Saturn Top 10.”[75] In the same issue, they also listed the game 13th in its ”Top 100 Games of All Time.”[76] It has also been listed as one of the best games of all time by Next Generation in 1996[77] and 1999,[78] IGN in 2003,[79] Famitsu in 2006,[80] Stuff in 2008,[81] and Electronic Gaming Monthly in 1997,[82][83] 2001,[84] and 2006.[85] Other versions GameSpot praised the game’s realism, depth, and opponent AI, and the PC version’s inclusion of online multiplayer. They deemed it ”unquestionably the best fighting game on the PC, and certainly one of the finest fighting games of all time”, adding that the PC version ”rivals even the excellent Sega Saturn console port.”[90] The PlayStation 2 port of the game was criticized for failing to be faithful to the original arcade version.” (wikipedia.org) ”Virtua Fighter[nb 1] is a series of fighting games created by Sega-AM2 and designer Yu Suzuki. The original Virtua Fighter was released in December 1993[1] and has received four main sequels and several spin-offs. The highly influential first Virtua Fighter game is widely recognized as the first 3D fighting game released. Gameplay [icon] This section needs expansion. You can help by adding to it. (April 2016) Similar to most other fighting games, the default gameplay system of the Virtua Fighter series involves two combatants needing to win two of three rounds, with each round being 30 seconds long or more. Combatants utilize various attacks in an attempt to deplete the other fighter’s stamina gauge and deal a knockout (K.O.), winning a round. If a character is knocked out (or falls out) of the ring, their opponent wins the round in a Ring Out. An extra round is necessary if a double knockout (both players knocking each other out at the same time) occurs in a previous round and the match is tied one round each. In this round, players fight on a small stage wherein one hit is enough to knock the other out and achieve victory. The basic control scheme is simple, using only an 8-way control stick and three buttons (Punch, Kick, Guard). Through various timings, positions, and button combinations, players input normal and special moves for each character. This allows extensive lists of moves to exist for a given character within the limited control scheme. Traditionally, in the single-player mode, the player runs a gauntlet of characters in the game (which may include one’s doppelgänger) all the way to the final boss. Virtua Fighter also owes its simplistic game design to a notable lack of secondary game mechanics, such as any special meters or other emergent elements present in the vast majority of modern fighting games. In addition, every playable character introduced throughout the Virtua Fighter series utilizes a fighting style heavily based in real-world martial arts. Although some creative liberties are taken for the effective execution of certain techniques and styles, the series features no supernatural powers and scarce few superhuman feats, creating a grounded and semi-realistic system of combat. …Arcade fighting games The brainchild of Sega AM2’s Yu Suzuki, Virtua Fighter was released in 1993 as an arcade game using hardware jointly developed by aerospace simulation technology by the company that is now known as Lockheed Martin and Sega’s most prominent and well known studio AM2, originally crafted for the arcade system dubbed the Model 1.[5] It is considered the first polygon-based fighting game. It introduced the eight initial fighters as well as the boss, Dural. Sony developers have confirmed that the game inspired Sony to create the first PlayStation console and to focus more on 3D games, more so than the main competitor in Japan, the Sega Saturn. Virtua Fighter 2 was released in November 1994, adding two new fighters: Shun Di and Lion Rafale. It was built using the Model 2 hardware, rendering characters and backgrounds with filtered texture mapping and motion capture.[6] A slightly-tweaked upgrade, Virtua Fighter 2.1, followed soon after. Virtua Fighter 3 came out in 1996, with the introduction of Taka-Arashi and Aoi Umenokoji. Aside from improving the graphics via use of the Model 3 (such as mipmapping, multi-layer anti-aliasing, trilinear filtering and specular highlighting), the game also introduced undulations in some stages and a fourth button, Dodge. Virtua Fighter 3tb in 1997 was the first major update in series history, implementing tournament battles featuring more than two characters (though not simultaneously as in Tekken Tag Tournament). Virtua Fighter 4, which introduced Vanessa Lewis and Lei-Fei and removed Taka-Arashi, was released on the NAOMI 2 hardware in 2001 instead of hardware from a joint collaboration with Lockheed Martin. The game also removed the uneven battlegrounds and the Dodge button from the previous game. The title is consistently popular in its home arcade market. Virtua Fighter 4: Evolution, released in 2002, was the first update to add new characters, these being Brad Burns and Goh Hinogami. Virtua Fighter 4: Final Tuned, an upgrade to Evolution, was released in the arcades in 2004. In Japan, Virtua Fighter 4 was famous for spearheading and opening the market for internet functionality in arcades. VF.NET started in Japan in 2001, and since companies have created their own arcade networks, E-Amusement by Konami, NESiCAxLive by Taito and Square Enix, and ALL.Net by Sega. Virtua Fighter 5 was released in Japan on July 12, 2006 for Sega’s Lindbergh arcade board and introduced yet two more new characters, Eileen and El Blaze. Similar to its predecessor, two revisions were later released. Virtua Fighter 5 R, released on July 24, 2008, saw the return of Taka-Arashi while introducing a new fighter, Jean Kujo. Virtua Fighter 5 Final Showdown was released in arcades on July 29, 2010. Console fighting games The first Virtua Fighter game was ported to the Saturn in 1994 (1995 outside Japan), just months before fellow 3D-fighter Tekken was released. The console port, which was nearly identical to the arcade game, sold at a nearly 1:1 ratio with the Saturn hardware at launch.[7] The port of Virtua Fighter 2 on the Saturn for Christmas 1995 was considered faithful to the arcade original. While the game’s 3D backgrounds were now rendered in 2D, resulting in some scenery such as the bridge in Shun Di’s river stage being removed, the remainder of the game was kept intact. It became the top-selling Saturn game in Japan. Ports of the original Virtua Fighter and Virtua Fighter 2 with enhanced graphics were also released for the PC. Virtua Fighter 2 was remade as a 2D fighter for the Mega Drive/Genesis in 1996, omitting the characters Shun and Lion, and later re-released on the PlayStation 2 as a part of the Sega Ages series. Yakuza 5 was released in 2012 in Japan and in 2015 worldwide and features Virtua Fighter 2 as a mini-game. The only port of Virtua Fighter 3 was for the Sega Dreamcast by Genki (instead of AM2) with Virtua Fighter 3tb in 1998 for the Japanese release of the console. In a reverse of the usual development cycle for the series, an update of the original Virtua Fighter called Virtua Fighter Remix was released for the Saturn and later ported to the arcade. Virtua Fighter Mini, based on the anime series, was created for the Game Gear and released in North America and Europe as Virtua Fighter Animation. The game was later ported to the Master System by Tec Toy and released only in Brazil. Brazil itself was a market where the series was very popular.[8] Following Sega’s exit from the hardware market in mid-2001, Virtua Fighter 4 was ported by Sega to the PlayStation 2 in 2002. Outside of a slight downgrade in graphics, the port of the game was considered well done. This port was followed by Virtua Fighter 4: Evolution, an update that added two new characters as well as a host of game balancing tweaks, in 2003. Evolution was immediately released under the PlayStation 2’s ”Greatest Hits” label in the United States, which lowered its initial sticker price. With the 2003 PlayStation 2 release of Virtua Fighter 4: Evolution arriving in time for the series’ tenth anniversary, a remake of Virtua Fighter, Virtua Fighter 10th Anniversary, was released exclusively on the PlayStation 2. While the music, stages and low-polygon visual style were retained from the first game, the character roster, animations, mechanics and movesets were taken from Evolution. In the previous PS2 release of Virtua Fighter 4, a button code would make the player’s character look like a VF1 model. In Japan, the game was included as part of a box set with a book titled Virtua Fighter 10th Anniversary: Memory of a Decade and a DVD. The box set was released in November 2003 and was published by Enterbrain.[9] In North America, the game was included within the home version of Evolution, and in Europe it was only available as a promotional item; it was not sold at retail. A port of Virtua Fighter 5 was released for the PlayStation 3 in Japan and North America in February 2007, and March 2007 in Europe. The PlayStation 3 port is considered extremely faithful to the arcade original, due in part to the arcade hardware (based on Sega Lindbergh platform) and PlayStation 3 hardware sharing NVidia-provided GPUs of comparable capability. A port for the Xbox 360 was released in October 2007 in Japan and North America, and December 2007 in Europe, and contains the additions of online fighting via Xbox Live, improved graphics, and gameplay balances from the newer revision of the arcade game. For years, the designers have held strong on their refusal to add an online mode to console versions of the games; because the gameplay relies so much on timing, any lag would ruin the experience.[10] Eventually, with the Xbox 360 release of VF5, Sega decided to add online capabilities via Xbox Live. Virtua Fighter 5 Final Showdown was released as a downloadable title for the Xbox 360 and PlayStation 3 in June 2012, with online play available in both versions. An updated version of Virtua Fighter 5 Final Showdown named Version B was released in Japanese arcades in 2015. Yakuza 6: The Song of Life was released for PlayStation 4 in 2016 in Japan and 2018 worldwide and the game features Virtua Fighter 5 Final Showdown Version B as a mini-game, making the release of Yakuza 6 also the PlayStation 4 debut for the Virtua Fighter series. Spin-offs and adaptations Due to the success of Virtua Fighter 2, a super deformed version called Virtua Fighter Kids was released for the Sega Saturn and arcades in 1996. 1996 also saw the release of Fighters Megamix for the Sega Saturn, a crossover that pitted the cast of Virtua Fighter 2 against the cast of Fighting Vipers as well as other characters in AM2-developed games. Megamix served as a home preview to Virtua Fighter 3 in a few ways, as the game featured the dodge ability found in VF3 and the Virtua Fighter characters had their moves updated to those found in VF3. Some stages and music from VF3 are also in the game. The Virtua Fighter Kids versions of Akira and Sarah appear as hidden playable characters in the game; the character Siba, who was omitted from the first Virtua Fighter also appears as a hidden playable character. In 1996, AM2 began developing a Saturn RPG based on the series, titled Virtua Fighter RPG: Akira’s Story, with Akira as the hero.[11] Development moved to the Dreamcast, the Virtua Fighter connection was dropped[12] and the game became Shenmue, released in 1999.[11] Virtua Quest, a simplified role-playing video game (which was also known as Virtua Fighter RPG) with new characters aimed at the children’s market, was released for the GameCube in 2004 and the PlayStation 2 in 2005. The Virtua Fighters had their incarnations from Virtua Fighter 4. During the late 2000s, both Sega and Namco showed interest in a possible cross over between Virtua Fighter and Tekken.[13] This crossover would combine all the characters and fighting styles from both games, but any other inclusions are unknown at the moment. Prior to that, both franchises were represented as Mii Brawler costumes in the Nintendo crossover Super Smash Bros. for 3DS and Wii U, in which Ryu from the Street Fighter series first playable too, whereas Akira himself (based on 10th Anniversary version) physically appeared in the sequel Super Smash Bros. Ultimate as an assist trophy character where Kazuya Mishima from Tekken, including Ken Masters as Ryu’s echo fighter first playable too. Other media A 35 episodes-long anime television series Virtua Fighter was produced by Tōkyō Movie Shinsha, originally airing on TV Tokyo between 1995 and 1996. In 1995, Shogakukan began publishing a Virtua Fighter 2 manga, with creative oversight from Sega AM2 to ensure the characters were portrayed consistently with their original vision.[14] The games’ manga adaptation was written by Kyōichi Nanatsuki and illustrated by Yoshihide Fujiwara starting in 1997. In Japan, Virtua Fighter CG Portrait Series, wherein each character in the series had their own Saturn CD showcasing various poses of the fighter, was released around the same time as well. People who collected all the discs could send in their proof of purchases to get a special Portrait CD of Dural. In 2014, Sega formed the production company Stories International for film and TV projects based on their games with Virtua Fighter as an animated project.[15][16] The first Virtua Fighter merchandise was a set of dolls of the first Virtua Fighter cast which Sega produced for their UFO Catchers (a model of claw crane). These proved so popular that supplies ran out almost immediately, so Sega made additional batches and began producing other Vir
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