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Sega's racing game rendered cars and circuits as flat-shaded polygons calculated on the fly, with camera angles players could switch between. It made three-dimensional graphics a paying arcade attraction rather than a laboratory demonstration.
Real-time polygon rendering stopped being a technical curiosity and became something audiences would pay for repeatedly. That shift reset expectations across the entire industry within roughly three years, and the design questions it raised, camera placement above all, are still being worked out.
Sega AM2 built a fighting game from polygonal figures with weight, footwork and a ring to be pushed out of. It became the reference point for three-dimensional fighting and a showcase for the coming console generation.
Fighting games in three dimensions arrived essentially fully formed. Spacing, sidestepping and ring-outs replaced the flat plane's geometry with something new rather than translated, and the emphasis on believable weight and recovery established animation standards that spread well beyond the genre.