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Home»PC»Back in 2006, this tiny indie developer made a mecha game that reveres Sega’s Virtual On as much as I do
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Back in 2006, this tiny indie developer made a mecha game that reveres Sega’s Virtual On as much as I do

ValhalladiddeBy ValhalladiddeJune 27, 2023No Comments5 Mins Read
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Back in 2006, this tiny indie developer made a mecha game that reveres Sega’s Virtual On as much as I do
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computer retro is a regular look back at the early days of Japanese PC gaming, covering everything from 80’s specialty computers to the happy days of Windows XP.

In 1997, Sega’s nearly unbeatable arcade division created Virtualon, an arena-based fighting game featuring giant mechs that can rocket-boost over buildings and shoot screen-sized lasers at each other. Like everything the company released in arcades at the time, this game was built on an eye-catching “more is better” philosophy, using state-of-the-art technology to recreate at home at the time. Achieved graphics that were really impossible. This already overwhelming sensory experience was housed in a cabinet with unusual twin-stick control panels and large cockpit-like seats for maximum effect. Virtual-On was a success, becoming the first of a small series that is still loved today despite being long and expensive to play.

Developer: blue & white release: 2006 (PC version) (Image credit: Blue & White)

Doujin game developer Blue&White had only released a few schmaps at the time after seeing a brilliant fusion of neon and metal running on dedicated hardware and dabbled in basic 3D modeling. and said, “Oh, we can do that too.” Some types of games are perfect for doujin-sized development teams. There are practical reasons why there are so many indie roguelikes and retro-his style arcade games. Speedy mecha on mecha 3D action is definitely not that he is one.

However, Blue&White’s indie team actually carried out that ambitious idea, releasing Iron Duel on PC around 2006. That metal-to-missile collision was housed inside a simple burned CD-R with a printed insert, and was housed in a very basic backside ‘cover’. The game’s slim CD case is just loose paper with a link to the developer’s old Geocities website printed at the bottom.

2006. In the old days when mainstream PC games were still routinely delivered in boxes, Windows Vista hadn’t been released yet, and The Elder Scrolls 4: Oblivion had everyone’s opinion on horse armor. was forced to Recetear was still many years away from debuting on Steam. This quiet revolutionary event will slowly but surely raise English awareness of doujin games, eventually turning them into a viable (and affordable) niche on our side of the internet. It will be But this was the era in which Iron Duel was made, and in a broader context, it’s clear how doujin games were pioneers in pioneering genres never played before.

Despite being a bold and experimental step into relatively new and uncharted territory, the game still features six playable mechs ranging from versatile all-rounders to logging specialists. Each one features a unique arsenal of weapons designed to unleash as many vibrant blocky 3D explosions as possible. Laser whenever possible. Iron Duel’s simple look, all sharp angles, and simple, crisp textures happen to evoke the nostalgic, retro style of 3D long before that trend finally took hold. And, fortunately for Blue&White, it fits especially well with mech action.giant bomb thrower should do it It has a large, flat surface and a box-like shape at the end of square arms.their waist should do it It rotates independently of the upper body.jet booster effect should do it Created from raw spiky polygons, the missile trajectory should always be triangular.

image 1 of 8

iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)
iron duel
(Image credit: Blue & White)

these are Virtuaroid-sorry, vertical gunner– Blow each other to pieces in different arenas and in different situations, even if some of these rules don’t fit the original VirtualOn setting that Iron Duel seeks to emulate. The dueling battles here are stolen from the much later Virtual-On Force (internal consistency isn’t something a fan-made work born out of pure passion should worry about).

Fan games don’t have to worry so much about whether they’re good or not. Iron Duel exists because it can be done, because someone wanted it, and that very personal passion alone is reason enough. Is it like a long-hidden gem, or is it a particularly novel twist on an established formula? There is no flashy charisma like virtual on. The controls that lead the Vertical Gunner to victory never feel right no matter how you tweak them. Friendly AI and hit detection in general remain somewhat questionable, even after the game’s virtual eyeball is patched.

In this case, that’s fine. I didn’t install this expecting to see Sega lose at their game.In fact, it wasn’t fair to expect this indie start-up to outperform its inspirational marvels. Hajime Katoki (Gundam, Patlabor, Super Robot Wars) Virtuaroid design anyway. I installed this because, as a fan of virtualons, I had a rare opportunity to play something new in the afternoon. It’s like listening to your favorite song on the radio, sampled by a new artist you’ve never heard before. It doesn’t really matter if you like the reimagined way or if you like the original better. A happy meeting of like-minded fans.

Iron Duel’s handcrafted CD is a love letter to a series whose developers clearly care at least as much as I do. It was a big idea burned onto a small disc, and while their game didn’t turn out great, I’m still happy to share their evident passion for virtualons with the world and with me. .

Developer Game indie MECHA reveres Segas Tiny Virtual
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