Virtua Fighter 3tb (Dreamcast J) Akira playthrough (Easy) Only char who can't exploit sweeps vs CPU!

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Playing through the Japanese version of Virtua Fighter 3tb for Dreamcast as Akira Yuki, on Easy difficulty, in the emulator Flycast in Windows! And trying all the other characters to see if they, like Akira, CAN'T exploit the CPU's inability to defend against sweep kicks. (Akira doesn't have a sweep kick. ^ _^) (As far as I know. = oo)

My Virtua Fighter playlist:    • smbhax's Virtua Fighting!  

0:00 - start
7:05 - Jacky sweep spam vs hardest CPU
9:15 - Akira has no sweep
12:14 - J version's shadow chunks
13:29 - no VS main menu item in J version
16:15 - no combo buttons in J version!
25:15 - Akira playthrough
44:05 - boss in elevated station
46:32 - credits
49:03 - HISTORY flicker, accidental reset
51:45 - sweep exploit vs CPU w/ all other chars
1:17:03 - wrap!

Figured out a couple video things after stopping the recording:

- That "History" video playback flicker (I cut it from this video--basically the HISTORY video of old VF dev footage--like, stick figure 3D characters and stuff--flickered horribly, and when I tried resetting the game by hitting the four face buttons plus START, which during NORMAL MODE (arcade play) does just that, it actually reset all the way back to the DC console menu) is fixed with Flycast's "Full Framebuffer Emulation" setting; don't want to have that on normally 'cause it's slow--according to the help text--but I could toggle it on just to view that video

(Also if you hit ESC during that video the whole emulator just quits! = o)

- Flycast's Widescreen option works in 3tb! = ooo Hafta run with THAT enabled next time ^ _^

~ ~ ~

Come to think of it, I'm not sure you CAN save having the ENDING video in HISTORY unlocked--there doesn't seem to be an autosave; the only SAVE function is for VS RECORDS, and I'm not sure that saves having that ENDING unlocked. Does HISTORY = RECORDS? There are save files on GameFAQs that say "All history unlocked," so, maybe? Oh hm but those would be from the US version, which could be different in this respect. Well, I'll have to give it a try next time.

The "Change Backgrounds" cheat on GameFAQs (Hold START "when selecting the stage") says it's "for alternate backgrounds"; I wonder if that just means the bitmap representing the far distance and sky. I tried it in Vs on Akira's stage and couldn't spot an obvious difference but you can only see a tiny part of the far distance through the windows of that stage's dojo. (Also the cheat notes it doesn't work for Aoi's stage or the Underground stage (subway? the distance is all fogged out there--but not in the alternate Dural version...so maybe that one's blocked from being selected?). And the cheat notes that you have to hold both START and X for an alternate background in Training mode).

Ooh and hopefully my US disc will be here by then so I can set up my P-plus-G and K-plus-G buttons. : D ('Cause the Japanese version doesn't let you set combinations of buttons to single buttons OPTIONS - KEY ASSIGN, but the US version that came out a year or whatever later DOES!)

I was speculating at one point about poly count differences between the Sega Model 3 arcade version and the Dreamcast version of 3tb, but they look about the same in this comparison video:    • Virtua Fighter 3tb (Arcade vs Dreamca...   . Sega Retro says the arcade hardware--Sega System 3 Step 1.0--has a "Rendering Fillrate" of 300 MPixels/s (or 200?) for "Raw polygons" and 200 for "Textured polygons," and Rendering Performance of 2 million textured polygons/sec https://segaretro.org/Sega_Model_3#Graphics , whereas the Dreamcast has a rendering fillrate of 3.2 GPixels for "opaque polygons," and a "triangle setup" from its main FPU of over 7 million polygons/sec, whatever that means https://segaretro.org/Sega_Dreamcast/Technical_specifications#Graphics --so it doesn't SOUND like Genki would have had to have to mess with lowering the detail of the model geometry for the port--although something did go wrong with the modelling of the character shadows in the NTSC-J version. ; D

9/27/24

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