Such a huge improvement over the original that it rendered the original Virtua Fighter obsolete. The most obvious and welcome improvement was the presentation of the characters – now texture-mapped, totally solid creations, they became distinctive personalities in their own right.
The two new characters, Shun-Di and Lion Rafale, brought two unique fighting styles that helped move Virtua Fighter 2 away from conventional fighting games into its own groove. Although not as tactical (or float-based) as VF4 and VF5, the seeds were sown for the series’ future – Lion and Shun had dodge moves, counter-attacks were introduced and, in the arcade, Wolf’s cage let you trap your opponent for merciless damage.
I remember when I first got my Saturn I wanted to put together a really slick-looking video highlighting the best Saturn games around, and part of that involved an extremely scripted match of Virtua Fighter 2 between Akira and Pai. I had each move planned out and it would have been ace if I were good enough to make it look natural. In the end I just decided we should fight properly, which looked much better!
At the time I found VF2 pretty harsh; unlike VF4, I never really developed any finesse or technique. It certainly looked and sounded tremendous, and the Saturn conversion was an incredible technical achievement, but in hindsight Virtua Fighter 2 was really the true starting point for what became the greatest fighting series in the world.
With its mansion of zombies, House of the Dead is a distinctly un-Sega property at first glance, but that magic is never far from the surface. The twist is in removing the one-shot kill of Virtua Cop in favour of a more trigger-happy approach to blowing limbs off zombies, at once repulsive and satisfying. A steady hand can take the head from a monster’s shoulders, but when they start shambling towards you, mouths sagging open, even the sharpest aim starts to waver.
Brave Firefighter continued Sega’s heritage of pitting players against huge real-life dangers – terrorists, criminal syndicates, dinosaurs – with three levels of incendiary action. A ring on the nozzle let you control the shape of your spray, from wide angle to precise beam, and the level design featured some tremendously scripted events.
The sheer number of bizarre enemies in Space Harrier was without parallel until the Keio series started, with bouncing mushrooms, deadly Moai statues and reflective metallic… things. The dragon bosses stand out as great encounters, the original red dragon even being resurrected as a minigame in Sumo Digital’s recent Sega Superstars Tennis. It’s had quite a few good home conversions, the best of course being on Saturn’s Sega Ages Volume 1 (shame we never got Volume 2!), but make sure you avoid the 3D debacle on Sega Classics Collection for PS2. It burns!
I remember getting Shinobi on the Master System as one of my first games, and it still stands up as one of my favourite in the series. As an arcade conversion it’s hardly 100% accurate, but as an action platformer it excels in its own right. There’s more thought involved in the home version, as you learn to plan a route to free hostage children – very Moonwalker! – and avoid enemy fire. The end-of-level ninja bonus levels have gone down in history for being memory and reaction tests of the highest order, and even in my prime I could never clear the fourth test. So many ninja.
Shinobi’s legacy is clear to see in any number of modern titles, but its greatest contribution to the world is, without doubt, Flying Squirrel Magic. It’s just a shame the attempt to render Joe Musashi in 3D fell flat, because I’m sure resurrecting those bonus levels for the Wii Remote has crossed more than one mind at Sega. Perhaps in Sega Superstars Tennis 2?
My name is James Newton, and this is my website - a collection of my writings about
videogames, music and all my other thoughts.