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Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Thursday, 2 May 2013

The SNES-CD

   In the early to mid ninety’s Nintendo and Sega were going head to head with their respective 16-bit consoles for the hearts of gamers across the world as they each sort to dominate the market. In 1991 Sega released the Mega CD add-on which took advantage of the new medium of the future the CD, as they sort to expand upon and widen the Mega Drives range.

   Nintendo already had previous experience with add-ons as they had already ventured down this well worn path with the Famicom Disk System for the Famicom (NES.) This add-on was never released outside of Japan because it wasn’t a resounding success amongst other factors, such as piracy and unreliability to name a few. But Nintendo wanted to compete and take advantage of this new storage medium that offered so much more potential to gaming, and so they approached Sony to produce what would be dubbed the SNES-CD.

   Sony, having experience with this new CD-ROM technology, and Nintendo having used the Sony SPC-700 processor for the SNES sound output, it seemed like a natural fit for both companies. But it was mostly thanks to the relationship built between Nintendo and Sony through engineer Ken Kutaragi that such a processor was created and used in the SNES, and that there was even an open channel for dialog between the two companies at all, as Sony management didn’t like being bedfellows much with other companies at the time. So it come to pass that with a prior business deal, and a mutual business relationship (of sorts) well established, the two companies agreed on a deal.

   Where things fell apart, essentially dooming this add-on never to see the light of day on a production line, is essentially when the powers that be at Nintendo HQ realised that the contract they had signed off on with Sony for the SNES-CD, also handed complete control of all software produced on it to them, freezing Nintendo out of retaining control of the software. With the Nintendo top brass less than happy with this seemingly one sided venture, they secretly formed a deal with Philips and put a stop to any further work on the SNES-CD with Sony. At the 1991 CES (Consumer Electronics Show) Sony announced that it was working with Nintendo on the SNES-CD add-on. But the following day Nintendo announced that they wasn’t working with Sony on the CD add-on for their 16-bit console, but instead had formed a deal with Philips. Sony was left red faced with embarrassment at their announcement the day before as Nintendo had neglected to tell Sony that the SNES-CD deal was dead in the water.

   Sony could have killed all further work right there and left the video games industry to itself, but with a few different prototypes of the CD add-on produced, they decided to further research and develop the project and release a standalone CD-based console themselves. They eventually ended their on-going tumultuous relationship with Nintendo and went onto release the PlayStation, and the rest they say is history.

   Although it can be said that if Nintendo had read the contract they had signed with Sony properly, then it might not have been signed in the first place. Or perhaps it would have been amended to allow Nintendo to retain control and rights over all the software for the add-on, there for it would have been signed, and the SNES-CD would possibly have been produced. Both these could have kept Sony out of the console hardware business that it ended up being the dominant leader in, but the truth is, it was Nintendo backing out and backtracking on their original agreement that caused Sony to further its development into a standalone console that would become the PlayStation. If they had honoured their contractual agreement with Sony for the SNES-CD, their decision to pull out and embarrass Sony (whether intentional or not) wouldn’t have come back to bite them, as they would slip into second place in the console market with the N64, and then third place with the Game Cube, all as Sony remained at the top spot with its PlayStation consoles.

Monday, 17 December 2012

Old Computers Won't Last Forever

   When I first started looking into buying an Amiga, I found that there were plenty of different models to choose from, and so I had to do a fair bit of research at the time about each model and reading up on the history of Commodore and the Amiga range of computers, all of which was fascinating and made me hunger more for one of these old machines.

   Then, as if waking from an amnesia type brain freeze, I remembered that I already had one, an A2000 sitting in the shed, along with a tone of software. Damn my ineptitude and complete lack of foresight! Trust me to store a great computer in a damp, dusty, cobweb filled shed instead of storing it somewhere proper and safe from the environmental effects that could kill an electrical device off faster than the main man Chuck Norris. It wasn’t a machine I had in my youth, nor one that me or my parents bought at the time it was on the market, but it’s a system I acquired and messed about with until I ran out of space to store it. Yet I wasn’t into retro gaming at the time, and I knew little if anything about the Amiga or its significance, so in the shed it went.

   Of course I was kicking myself when I rescued it from the damp shed, as I was becoming strongly entrenched in retro gaming, and enjoying plenty of games and systems from my youth, and having a blast on old games as well as the latest and greatest a modern system could offer. But would it still work though, that was the question, would the A2000 still fire up after all these years in the shed? After taking the cover off and inspecting the insides, everything looked ok, the ribbons connecting all the drives looked a little worse for ware, but everything else seemed ok. Lucky for me it fired up, and after turning it on and off more times than I care to remember the hdd eventually kicked in and Workbench appeared, as you can imagine, I was relieved, more so than a vegetarian being told that what they were eating was in fact quorn balls and not hairy cows bollocks dipped in gravy.

   Though the A2000 still worked and Workbench fired up, the machine had still taken a hit: the floppy drives had bit the dust, they damaged one floppy disk then didn’t want to work, and the ribbons looked in a state of serious decay. So even though the system still lived on, it needed some serious TLC, something of which it wouldn’t need if I had looked after it properly in the first place.

   Well 4 years later and I’m still in the process of doing my Amga 2000 up, I got as far as replacing the two floppy drives and a drive ribbon, but that’s about it, but now, with the system in a permanent place under my TV, I’m ready to start refurbishing the system again. Late last year I did strip the system down, and clean the whole thing from top to bottom, all boards, the case, connections, everything. I was even pleased to find that the clock battery had not leaked onto the main board (something which I thought had happened,) and so on the advise of others, I de-soldered it from the main board as the big box Amiga’s suffer from clock battery leakage, and this has the potential to kill the system.

   One unforeseen side effect though was that when removing the main board from the system, which was a complete pain, and in hindsight was a two man job, some of the legs on the second mouse port snapped away from the board. It was far to awkward to re-solder them back on as there were other components in the way, so I wouldn’t have been able to get to the legs in question, so after careful thought, I decided to remove joystick port 2 completely. The plan was to solder wires from the main board to the corresponding legs, this I managed to do, but it was a sloppy job and the wires eventually came loose. So recently I tackled the problem again, but this time I bought a D-Sub9 connector and some soldering flux and it worked a treat. I re-soldered wires back onto the main boards D-Sub9 joystick port 2 connections, planned the route around the board I wanted the wires to take and used insulator tape to stick them down so they wouldn’t move, then soldered the wires onto the D-Sub9 and popped that into a back port plate. So now I plug a controller into the back of the A2000 where port 2 is newly located.

   I basically did what I had to do to save joystick port 2 and get it working, as many Amiga games take advantage of controllers and joysticks, but through the second port, and so if that’s out of action, it’ll make it very awkward to play many games. Upon looking at it it’s a bit of a ‘what in the Frankenstein’s monster!?’ But my A2000 isn’t getting any younger and over time things break, so I have done what I needed to do to keep the machine going, it’s not the best solution, but it works, that’s the important thing.

   As time marches on and we all continue to use these ageing machines way past their intended usage, its inevitable that things will break or stop working and repairs will have to be carried out. Some will be repairable, others won’t, it’s just the way things go, and over time it’s a fact that old computers and consoles will become rarer and more uncommon as the years tick by. Yes even all the abundant sun faded turd brown Super Nintendo’s you can find for sale online will one day become a wild and not too often seen item, more ripe chance for asshole sellers on eBay to charge through-the-arse prices on the auction site no doubt. I already own two A1200 because one has a dodgy expansion port and the other stopped outputting sound at one point, and add to that a cassette player for the Spectrum that’s now just dead electronic weight. It’s amazing that a lot of these computers and consoles are still going and we can only do our best to preserve them while actively using them, so it’s sad to think that one day, if these machines don’t re-enter production somehow somewhere in the future, that emulation will be the only real way to experience them, food for thought.

Saturday, 17 November 2012

Dreamcast Analog Stick Mod Guide


   This is a mod for the Dreamcast analog stick that I think is a must. Have you ever been in the thick of the action on Ready 2 Rumble Boxing, Sega Rally 2, Soul Calibur, or possibly running around Dobuita in Shenmue and found your thumb slipping off the nub constantly? Well I have, and at times it can be quite annoying to be honest. As much as I love the design and layout of the Dreamcast controller, it’s the convex design of the analog nub, coupled with the fact that Sega choose to use plastic instead of rubber that causes ones thumb to always slip from its grip at the worst possible time. They did add small dimples or dots of plastic to help your thumb grip, but it really doesn’t help much, a rubber nub is what’s needed for maximum comfort and grip. So here is a mod that might be small in nature, but adds so much to the overall Dreamcast experience, enjoy Sega fans!

Thursday, 2 August 2012

What’s In the Box? Real Sound: Kaze No Regret


    Real Sound: Kaze No Regret is a Japanese game made for blind people, so there are no visuals to speak of as the game is made entirely around sound, kind of like an interactive audiobook. Made by WARP, the creators of D no Shokutaku and EO (Enemy Zero,) this is without a doubt the most unique and interesting game on the Sega Saturn. WARP were known for using sound as an important mechanic in some of their games, so Real Sound seems like a natural fit for the developer, and they also have the honour of being the first developer to create one of the first ever games to be made for blind people which is still highly sort after in Japan to this day.


   Kenji Eno, WARPs founder and director decided to make Real Sound after visiting visually impaired fans who had wrote to him about his games. Curious as to how they were able to experience playing video games, Kenji went to visit them and see for himself first hand how they were able to experience and enjoy games. This inspired Kenji to make the game specifically for blind people, where the game was based around sound and would give them the same experience as those who weren’t blind. The game was a Sega Saturn exclusive and did receive a re-release on the Dreamcast with some visuals, but the game was essentially the same, and still one to be played by listening to the audio.

   I wish I could tell you what the game is about, but I can’t, as to play the game requires an understanding of Japanese, which sadly I do not possess. But what I can say is that if you are studying Japanese, and are at an intermediate to advanced stage of your learning of the language, then this game is the perfect study aid. Most Japanese adventure games are a perfect way of helping you learn and further your studies of Japanese, but none will ‘test your metal’ as to just how much you have learned as Real Sound will, as without any visuals to help you interpret what you don’t understand, you have nothing to go on other than the audio itself.


   Real Sound comes in a double Saturn case as the game is spread across four disks, and comes in a plastic slip case, which has clouds pictured on it, with the all important collectors spine card cased within it. The game has an accompanying braille manual, a post card, and numerous other cards that have Japanese on one side and pictures of cloud skylines on the other. What really makes the game unusual from a collecting standpoint is that it comes with a packet of herb seeds, that’s herbs as in the traditional garden or ‘kitchen’ herb, and not the cannabis variety. I have tried in the past to find out what herb the seeds are, but haven’t been able to find anything out, and although I know I could just plant them and find out, I’d rather not open the packet and plant them as this would make the game incomplete from a collectors standpoint. Some might find this a really unusual thing to pack in with a game as an extra, and it is, but for WARP its rather tame as a previous game, Short Warp, came packaged with a condom amongst other things, so in light of this, its not that outlandish.

Real Sound: Kaze No Regret - Sega Saturn
4 disks
Outer plastic sleeve
Spine card
Braille manual
Post Card
8 Cards
Packet of herb seeds

Herb Seeds Front
Herb Seeds Back
Braille manual

Saturday, 30 June 2012

Sonic the Hedgehog - Master System Memory’s



   The 16-bit Sonic games are held up as some of the finest platformers the 16-bit era had to offer, and I would totally agree with that, the games are fantastic, graphically a visual treat, with a cool mascot, well designed levels and fast paced and engrossing gameplay. Though I don’t doubt there are those out there that don’t like the Sonic games for one reason or another, which is fair enough, but it can be said that they (Sega) certainly hit the right spot with the games at the time. As I remember back to my youthful days, Sega’s mascot was never far from people’s lips whenever the Mega Drive (MD) was mentioned, and there were few who hadn’t experienced the Sonic games first hand. But I never knew at the time how Sonic came to be, I never knew why he was created, or the pretext for his creation? But nor did I care, or even care to think about such things, though I find it really fascinating now.

   The fact that his existence is tied to that of Nintendo and Mario, and that without them and their success, Sonic would have been a proverbial no show is something that just makes me wonder, would Alex the Kid still be Sega’s unofficial mascot? Well doesn’t bother me so much as I like the Alex the Kidd games ‘he says in a quiet hushed whisper,’ though it would be a loss for gaming without Sega’s cool blue blur. But for a corporate mascot created by designer Naoto Oshima, to become such an icon of cool to so many, when he created Sonic in response to Sega’s management challenge to its designers to create a rival to equal and top that of Mario, is some feat by everyone involved in bringing the games and the hedgehog to life. Sonic was the perfect corporate construct, created as a response to its rival, and to serve the companys specific aims of having its own recognisable mascot to associate with its brand, its own must have platformer, and to drive the MD forward being its killer title. How they pulled this off and made all the elements work and feel natural, instead of forced and artificial has to be one of the biggest marketing achievements in gaming and popular culture history, as Sonic and the games he appeared in become seamlessly woven into the fabric of 90’s brilliance. The corporateness of Sonic and the way in which he came to exist is not in anyway demeaning, nor does it make him a shallow corporate construct, but rather shows how a company and those within it can produce something with passion and meaning, that in turn brought joy and happiness to the lives of many millions across time and continents.

   I consider myself privileged to have been a youthful kid during late 80’s and early to mid 90’s, oblivious to the wider world and its intrusive problems and only concerned with my own immediate small part of it, hell, even the late 90’s was a pretty great time long since gone. The 8-bit and 16-bit era was the special time period in gaming for me, I got to experience a lot of games, few were easy, and many were hard. Sonic managed to captivate me in the early 90’s, he and his games stood out amongst the crowed of titles I had played before he swept me off of my feet, maybe some would say I just hadn’t played the right games before then, but I wouldn’t say so. Nothing said cool like Sonic did to me and my friends and no other platform games bar Earthworm Jim managed to come even remotely close. Nobody on the playground of petty school arguments and whimsical fallings out would dare argue differently, no not in my school, not for fear of ridicule and mockery, bullying or of being outcast, but because everyone thought the same. Sonic and all of his MD games were cool, they were the best platformers, it was an unspoken, unwritten law, Sonic was ‘in,’ and we all damn well knew it! Even those of us that owned Nintendo systems, myself included, and even those that didn’t own anything Sega, and yes, even those that owned home computers, all at the time, at least at my School, knew Sonic wasn’t a cheap trick fad, we all knew the Sonic games were a must play must own experience not to be missed out on.

   I never owned a MD at the time, but that didn’t stop me from experiencing what the console had to offer, thanks in no small part to my friend and his deep cash filled pockets that kept a constant stream of games flowing his way. I was always around his house playing on the latest game he had acquired, and he would do the same when I got a SNES. In those early days, you experienced other platforms and different types of games through your friends, as next to no one had the luxury of owning multiple systems of that particular generation, as is now the norm these days. So it was at my friends house that I first played Sonic 1, and I honestly couldn’t quite believe what I was seeing, the levels were so detailed, filled with vibrant bright colours, tons of enemies, with different routes Sonic could traverse through the levels, and it was all seamlessly fast paced with some excellent sound. My friend was pretty smug in the fact he owned Sonic the Hedgehog, and a MD for that matter, especially now he had a game that finally showed off just what the console could do and what Sega represented. All I could think while watching him play the game was when is he going to shut up talking and give me the bloody controller, it was a joyous mesmerising thing to watch the game run, but I couldn’t have snatched the controller from his hands fast enough when he decided it was finally my turn. So that’s how I got to experience Sonic for the first time and was able to join in with the growing banter at school about each game, and how I managed to become acutely familiar with the 16-bit versions of Sonic 1 & 2 over time. I never got the chance to play Sonic 3, which was one game that managed to escape me, although I do remember my friend having it in his possession. However I was fortunate at some point to play a considerable amount of Sonic & Knuckles, though it was only for a brief period and never long enough to work up an affinity with the title like the first two.

   But I have a confession to make, and its one that’s quite niche and controversial that when uttered, would either make you laugh and point, thinking I’m some kind of crazy, or reach for the nearest pitchfork and quick dial for the inquisition to sentence me for my heresy. Although I became very familiar with the MD versions of Sonic 1 & 2, and the MD version of Sonic the Hedgehog being my revolutionary experience of that title, introduction to the series, Sonic and helped cement Sega as the definition of ultimate cool in my mind. The truth of the matter is all these years I have had to keep this under wraps, for fear of ridicule and rejection and the lack of others willingness to understand from my point of view. I actually prefer the Master System (MS) version of Sonic the Hedgehog over the MD version any day of the year, and as much as I had a rocky love/hate relationship with the 8-bit Sonic 2 because of its steep difficulty level, again, I still prefer that version over the 16-bit one. I’m sure any Sonic and Sega fan will probably be shocked at the mere thought of this, and most within the mainstream would have me down as a nutter for choosing what some would see as the lesser games over the obvious (in their eyes) superior ones.

   Maybe it’s just me, who knows? Because I have never found another kindred soul that has felt the same way about the MS Sonic titles, but then I have never had cause to mention the fact either, or had the strength and willingness to. I came close once, i told the very same friend who had introduced me to Sonic that although I had a SNES (at that point in time,) I still loved playing on the MS and would never get rid of it because I had too many awesome games on it that the SNES didn’t have, and quite frankly couldn’t beat in terms of playability, like Operation Wolf for example. Well that didn’t go down well, as he laughed and joked at my expense all the way to the shops about it, ‘the MS,’ he scoffed, ‘the MD and SNES have far better graphics, and the games are better than anything on the MS,’ he continued, so I knew then that there was no point in trying to continue with that argument.

   In the early 90’s when a scuffle broke out between friends on a certain matter, it would then lead the issue to be taken directly to the ‘higher ups,’ as was the customary law of the playground. The ‘higher ups’ were a handful of your most popular friends within your circle who would form a small group, or council to settle delicate matters like this. Each party in question would argue the finer points of their cause, once they (the council) ruled on a matter, whatever it was about, it was passed into law and everything was considered settled, even if later they were proved wrong. Go against their ruling and you were punished by being outcast for a certain length of time, destined to wonder the school yard alone, I was witness to this form of justice countless times over, and it was never easy to accept, I think everyone had to suffer it at least once or twice as the years rolled by. It all might seem very harsh and Lord of The Flies now, but this was serious stuff to the young generation of the 90’s. So I couldn’t continue to champion the MS before my friend, and had to bite my tongue on my thoughts about which versions of Sonic I preferred, if I had persisted, he would have brought the debate before the council, and I had the overwhelming feeling I wouldn’t win them over to my train of thought on account that they all owned either a MD or SNES.

Sonic The Hedgehog - Master System 
 
   The MS version of Sonic the Hedgehog is quite different to the MD version, it doesn’t tranquilize a player with detailed fancy graphics in the way that only the MD could, nor could the developer have Sonic move through levels at the same speed or populate them with as many enemies. A different approach was needed, one that suited the 8-bit hardware and built upon its strengths and weaknesses and formed its own unique experience, rather than being a poor cut down one to fit the MS.

   The 8-bit Sonic the Hedgehog wasn’t a compromise or a cut n’ shut, it was crafted into its own compelling game, but borrowing certain key elements from the 16-bit version: such as having three acts in each zone, collecting over fifty rings to reach a special stage, and generally keeping most basic elements that were present in the MD version that would become the signature attributes of the Sonic franchise. But while the gameplay was from the same gene pool, it had its own feel and construct to it, with the level design tailored to suit this different approach to the gameplay. The MS version was about precise platforming at its heart: with Sonic’s movement slower and more carefully planned across levels, simple yet challenging level design, with carefully timed jumps needed, strategically placed enemies, and a good balance of difficulty. Mistime a jump or falter at killing a well placed enemy and Sonic will either loose his rings (which cant be re-collected,) or his life, carful yet meticulous precision in manoeuvring Sonic about each stage is what will see you through to the end of the game. This is a title where the layout of each stage and the position of all dangers within it need to be memorized, as the game has some strategically placed enemy’s, spikes and bottomless pits. Some enemy’s can appear on screen pretty fast, sometimes just where your expected to be jumping, as if the developers designed stages with cause and effect in mind, knowing that if they designed them in a certain way, it would force any new player unfamiliar to the game to jump into harms way, crafty and clever as hell!
   The special stages are much different to, rather than being a place to obtain a crystal, they alternatively served as a place which allowed the player the chance to gain a continue (which are needed to see you through the game) by destroying a TV. These are always positioned in an awkward spot between or by obstacles that repel Sonic away if touched slightly. A time limit coupled with more infuriating level design always made for some pretty tense, if not rage inducing punch the TV screen moments, as Sonic not only had to destroy the TV to get the continue, but then navigate further through the level to the finishing TV panel at the end.

   There are rings in the game to act as a barrier between Sonic and his death, as well as act as an added challenge for the player to either obtain an extra life by reaching a hundred rings or anywhere over fifty to be granted access to the special stage. There are also springs doted throughout the game, but instead of these being used in such a way as to help drive the momentum of Sonic through a stage and keep his speed up, the MS version uses them merely as a tool to reach rings that would otherwise be out of reach, or to gain access to another part of a stage. If you do get hit by another enemy of jump on a spike, then you will loose all the rings you have collected as they don’t spill out of Sonic for the player to re-collect them like in the MD version, this adds more tension to the game and causes the player to be more carful.
   Sonic himself is also well designed and well animated for his 8-bit outing; his proportions are well balanced against the enemies in the game as well as against the levels in general. His features and shape are sharp, clear and easy to pick out, with his blue spikes flapping in the wind as he runs and his impatient tapping of his foot if you leave him idly standing.

   There is a lot more that I could say about this MS Sonic game, about how well designed the levels truly are (Jungle Zone being my particular favourite,) about how each crystal is craftily hidden away in an act within each one of the zones, and more besides. But the proof as to really how good this Sonic game is, and the subsequent MS sequels for that matter, is really in the pudding as it were. The MS Sonic games as a whole are a true testament to the platforming genre and how to make a popular game series transition from a powerful piece of hardware to one less powerful. Yet, in doing so, keep all the key signature elements associated with the games and craft new titles that can stand on their own without being cheap cut-down limiting versions best consigned to the past.

   It’s a real shame that when everyone reminisces about the good old days of Sonic, it’s always without fail about the MD and Dreamcast titles, which is no bad thing, but Sonic appeared in far more great games on other systems than just them two in particular. I for one would like to see a retro compilation from Sega which consists of all the other Sonic titles made since his inception, with the MS games at the forefront of such an endeavour. These games are too hidden away and forgotten for my liking, they need to be brought back from the doldrums and into the open so everyone with a penchant for the mighty blue blur can experience just how damn good all his other platform games are.

 
Sonic the Hedgehog 2
Developer – Aspect
Release – 1992
System – Master System/Game Gear


   Sonic 1 on the MS set a pretty high benchmark for the series on the system as the blue blurs debut was a pretty superb one that set the standard pretty high for any and all sequels, let alone any other subsequent platformer on the system. But Sonic 2 managed to take everything that was great and perfect and improve upon it in all areas, that is accept for the games balance in difficulty, which for this outing was made more difficult, especially in certain stages such as Aqua Lake act 2.

   The graphics were slightly improved, not so much that they were a world apart from Sonic 1, but they were just noticeably better with a smidgen more detail and colour. Sonic himself looked pretty much the same, though subtle improvements like adding his trademark red and white shoes which wasn’t present in the first game made for a nice touch.

   Add the fact that the level design was much better with more intricate stages in certain zones, the ability to collect back lost rings, vastly improved tunes that are far more memorable and catchy, as well as the addition of the hang glider and mine cart and what you have is one hell of a sequel.

   The only downsides to the game is the lack of the spin-dash, but then the game was released before the MD version so its absence is understandable, and the increase in difficulty rather than a more even balance, but otherwise what’s not to like about this game.

 
Sonic the Hedgehog: Chaos
Developer – Aspect
Release – 1993
System – Master System/Game Gear

   Also known as Sonic Chaos in the US and Sonic & Tails in Japan, this is the third Sonic game to be released on the MS, and you would naturally assume that if Sonic 2 managed to continue the high standards of the first 8-bit Sonic game as well as improve upon it, then Chaos should have reached a higher level of tailored perfection. Unfortunately this game lacks the high standards set by the previous two games as it seems to be a poor reworked game from the ground up, instead of taking the game and graphical engine and trying to make subtle tweaks and improvements with better music and level design.

   The graphics seem to have taken a significant hit, the game doesn’t look as good as Sonic 2 with a real lack of subtle detail that was brought into the previous game, though at times the visuals do look pretty interesting in some stages. Sonic seems to have been redesigned, looking far worse with terrible animation as well as his proportions looking out of sync against the levels.

   The crystals now have to be collected in the special stages instead of hidden throughout the levels, which takes away from the replayability aspect of the game and the element of discovery. Its also harder to reach the special stages as you now have to collect a hundred rings as opposed to over fifty, and with the sharpest of difficulty of all the games, a real understanding of each level is a must if you ever hope to reach those special stages and collect all the crystals.

  The game does have a few saving graces, such as introducing Tails as a playable character for the first time on the 8-bit games (though he did make a small appearance for the first time in Sonic 2) as well as introducing Sonics spin-dash. The Special stages are also different and varied with each one different from the other and testing your various platform skills to obtain the crystals.

   On the whole this is the worst of the three, yet it should have been the best, it’s a bit of a let-down after the other games were so damn good, though does have some more unique elements to it, but don’t be surprised if you don’t find yourself going back for more.

 
Sonic Blast
Developer – Aspect
Release – 1996 Game Gear/1997 Master System

   While Sonic Blast was first and foremost made for the Game Gear, and is essentially a Game Gear release, it did eventually receive a MS release in Brazil only by TecToy in 1997, and it’s quite unique enough to be featured here.

  The game is perhaps one of the most visually accomplished of any 8-bit game released as it sports pre-rendered graphics, quite an accomplishment for an 8-bit system, though its perhaps fair to say that the visuals would have been better suited to any other game or series other than Sonic The Hedgehog. Some stages don’t look all that amazing while others do; it’s quite the mixed bag, with some looking quite bland and uninspiring, and at times lacking the detail of previous 8-bit Sonic games. While you will wonder if some of the stages have benefited from pre-rendering at all, Sonic and the enemy sprites on the other hand are clearly quite detailed and accomplished, with some excellent animation, though they do look somewhat out of proportion set against the backdrop of the levels.

   Gameplay wise it’s the usual Sonic fair, but without the high polish and shine of previous titles, in fact this is perhaps the worst Sonic game pre Sonic Heroes in terms of gameplay as its lacking the magic that keeps a player going back for more. The stages are simple and uninspiring, the controls are ropy and there are simply better platformers out there, the inclusion of Knuckles as a playable character and pre-rendered graphics do little to save the game in the face of poor gameplay.




Friday, 9 March 2012

Sega Saturn US Exclusive Games List

I thought these Saturn lists would be a good to add to the blog to complement the PAL Saturn list.

These are all the Saturn games that received a US release, though they are not all exclusive to the US as some were released in Japan as well, but these games did not receive a European release. All the games highlighted in red are US exclusive games not released in other regions.

  1. 3D Baseball
  2. Albert Odyssey: Legend of Eldean
  3. Astal
  4. Bases Loaded 96: Double Header
  5. Brain Dead 13
  6. Creature Shock Special Edition
  7. Criticom
  8. Dark Legend
  9. Heir of Zendor: The Legend and the Land
  10. High Velocity: Mountain Racing Challenge
  11. Iron Storm
  12. Magic Knight Rayearth
  13. MegaMan 8: Anniversary Collector's Edition
  14. Megaman X4
  15. Minnesota Fats: Pool Legend
  16. P.T.O. 2: Pacific Theater of Operations 2
  17. Romance of the Three Kingdoms IV: Wall of Fire
  18. Shanghai: Triple Threat
  19. Virtual Casino
  20. Winning Post
  21. Sega Rally Championship Plus Net Link Edition
  22. Daytona USA C.C.E. Net Link Edition
  23. All-Star Baseball 97 Featuring Frank Thomas
  24. BattleSport
  25. Bottom of the 9th
  26. College Slam
  27. CONGO The Movie: The Lost City of Zinj
  28. Contra: Legacy of War
  29. Corpse Killer: Graveyard Edition
  30. Double Switch
  31. Grand Slam
  32. Herc's Adventures
  33. Midway Presents Arcade's Greatest Hits
  34. NFL 97
  35. Quarterback Attack
  36. Scud: The Disposable Assassin
  37. Ten Pin Alley

Sega Saturn European/UK Exclusive Games List

I thought these Saturn lists would be a good to add to the blog to complement the PAL Saturn list.

These are all the Saturn games that received a European/UK release, though they are not all exclusive to Europe and the UK as some were released in Japan as well, but these games did not receive a US release. All the games highlighted in red are European exclusive games not released in other regions.
 

  1. 3D Lemmings
  2. Chaos Control
  3. Darius2
  4. Deep Fear
  5. Destruction Derby
  6. Hebereke's Popoitto
  7. Jewels of the Oracle
  8. Keio Flying Squadron 2
  9. Megaman X3
  10. Mighty Hits
  11. Parodius
  12. Pinball Graffiti
  13. Riven The Sequel to Myst
  14. Sea Bass Fishing
  15. Street Racer
  16. Discworld
  17. The King of Fighters 95
  18. Virtual Golf
  19. Whizz
  20. WipEout 2097
  21. Atlantis: The Lost Tales
  22. Discworld 2
  23. Frankenstein: Through the Eyes of the Monster
  24. Formula Karts Special Edition
  25. Jonah Lomu Rugby
  26. Swagman
  27. Trash It
  28. UEFA Euro 96 England
  29. World League Soccer 98
  30. Z

Monday, 9 January 2012

PAL Sega Saturn Games List

This is a PAL Sega Saturn Games list that i started over a year ago now, i have cross-referenced it against many other lists to root out mistakes and make sure it is correct. In total there were 240 PAL games released.

Monday, 24 October 2011

Will Sega Ever Bring Out A New System?

  It never occurred to me when I was younger, that Sega would one day leave the hardware market and just focus on making and publishing software for other systems. Saying such a thing in the early ninety’s would have either meant being subjected to a good mocking, and a prolonged period of sustained piss taking from your friends, or worse, a beating. Either way, you probably would have felt rather stupid for suggesting such blasphemy anyway, “Sega making games for a Nintendo machine?! Fuck off!” But that’s how things eventually turned out, admittedly through no fault of their own, but when they pulled the plug on the Dreamcast, and made the shocking announcement they were to leave the hardware market altogether, it was a very sad day. For diehard Sega fans it was hard news to swallow; the shock and disbelief ran deep. To write that off as an over statement is unfair, you could have kicked a Sega fan in the balls that day, and they wouldn’t have noticed, the only tear shed for Sega, and Sega alone. It wasn’t all bad though, they were still going to be around, just making great games, and considering their money troubles at the time, things could have turned out much worse.

  So how likely is it that Sega will ever return to the hardware market and produce another system? For fans, if they aren’t eagerly waiting on Shenmue 3, or a return to form for Sonic, or maybe even another Panzer Dragoon RPG, then it’s sure to be another console. Rumours do persist from time to time that Sega is working on another system, just like you hear about them making Shenmue 3, but it always turns out to be a load of rubbish, hearsay and conjecture, that’s all it is, and wishful thinking on the part of some. But seriously, how likely is it?

  The first thing that came to mind about this is just how much clout Sega has these days, financially and in terms of market and brand power. In terms of Sega’s muscle within popular culture these days, it’s unfortunately diminished somewhat. They still have their respective place in gaming and popular culture history for sure, and this does still resonate. However, their influence and stature within the world of gaming and on the wider world as a whole is now significantly lower than it was in former years. With the ability of those that did not grow up or live during the 90s to recognise Sega and understand who they are, let alone their history, becoming smaller in number over the years despite Sonic and various other titles aimed towards the younger generation. Sega’s blue and white logo might be instantly recognizable to the much older generation, with a perfect recognition of past glories, but to those significantly younger, sadly these days, few do.

  This is just what happens being a publisher and developer, especially when stepping down from being a major console manufacturer. As a manufacturer they did, and had to, spread their influence far and wide, not just within the gaming industry, and the gaming public, but to the wider world to say, “look, we are Sega and this is our console, these are the great games, buy it!” But now they don’t have to market themselves like that so much anymore, and they probably don’t have the money to do so either, they just need to focus on developing and publishing great games and advertising for them. In getting great games out on the market though, they can slowly build themselves back up to a position of dominance, creating more manoeuvrability and muscle behind them, strengthening their position, and putting their name back out there in the mind’s eye. Just look at other big company’s such as, EA, Activision, Capcom, Bethesda etc.

  This is one of the first things that struck me on this subject, that for Sega to go back into the console market for good, they must first build upon their strengths as a publisher and developer. They must consistently put out quality games time and again, more of a ratio to good than bad ones, and build upon this reputation first. This more so to quell the memories of all the mistakes they made in the past, but still within recent memory of the 90s generation, that inevitably sowed the seeds of discontent and mistrust towards them in later hardware years. Prove that they can consistently deliver, and then people will forgive, forget, and warm to a new system.

  Another obstacle that Sega would have to overcome, and an area that struck me, (in the middle of modding my Dreamcast controller no less,) is where the hell in today’s market would Sega fit into? Think about it, in today’s console marketplace, you have three big companies with their respective machines all vying for your attention, “The Big Three,” as they are known, and soon there will be a fourth, OnLive, who will be cornering their piece of today’s market. So where would Sega fit into this crowded marketplace? They would need to fit somewhere, they can’t just show up late to the party, uninvited, and expect to take a significant chunk of someone else’s cake; it just isn’t going to happen.

  Each one of the big three manufacturers are catering to a certain area of the market, and so Sega would too. They would ultimately need to have their own selling point or angle, a reason for a gamer to go and pick their console up, maybe when they have already got a rivals system. Nintendo already cater towards the cutesy, casual gamer, Mario in any game they can stick him in, younger audience. Microsoft and Sony have the more serious, hardcore gamer and mature audience rapped up between them, which they are constantly battling each other over. But soon OnLive will make a splash, and although it’s still early days for them yet, I suspect they will fit more towards the hardcore gamer, but try and position themselves somewhere between both ends of the spectrum, although only clawing out a small niche for themselves. But Sega, well, they would have to fit in there somewhere, and to me, it just seems a bit crowded. Without doing something different, or finding a certain niche or angle to attack from, it’s doubtful they would be able to set down any permanent roots.

  Back in the days of the Mega Drive/Genesis, Sega aimed its system towards the older more serious gamer, the opposite to who Nintendo had positioned their console towards, and this worked, they dominated the market and once occupied 65% of it. Then Sony came along, and the rest as they say is history: Sega were then always trying to regain what Sony had pulled from under them. Now that demographic has been carved up between Microsoft and Sony, who are constantly playing a tug of war for that specific market audience, and Microsoft doing to Sony what Sony had done to Sega. Would Sega be able to muscle its way into this demographic again? Either sitting shoulder to shoulder with Microsoft and Sony, ousting either one, or even both of them? I personally think they could get a foot in the door, that much is certainly plausible. But having any kind of staying power would depend on many different factors: money, willingness to fight it out with the other manufactures, staying power, willingness to stick around when things might not go according to plan, branding, feeling towards them, developer support, hardware etc. Being able to oust either one, or both Sony and Microsoft, is very doubtful, as both companies have staying power, have brand loyalty, vast empires of resources they can call upon, and of course, enough money to buy a few star systems, let alone a few planets, their respective pockets run very deep.

  Sega however, have always done what they have done best, and so it is easy to see that they would naturally gravitate to that area to which they would feel most comfortable. I doubt that if they were to bring out another console, they would pander to the casual crowd, or to a much younger demographic, that’s Nintendo’s area, and what they do best. Sega would again aim for a much more mature, hardcore gaming audience, as they had done in the past, this is a natural place for Sega to be and for them to sit more than comfortably in, and one where they have experience in too.

  They would first and foremost want to keep all their fans on board, because it will be firstly their fans that will immediately be onside and willing to pick up a new system, providing of course, that Sega do things right and head in the right direction. It’s their fans that will initially prop them up, help build momentum and excitement, and in supporting them help them get that all important foot back in the door. But just aiming for the demographic that their loyal fans fit into just won’t be enough, they need more to be able to set them apart and make them stand out. I’m sure that they will go for the hole arcade experience in the home angle, this is Sega’s trademark, and is a given really. What they could also do is come from a distinctly Japanese angle, maybe getting Japanese games from the past translated and emulated onto their system. How about the likes of Grandia, Shining Force 3 parts 2 & 3, Snatcher etc. Truth is this would be a real winner, as there are hundreds of great titles from the past that just never made it to the west, this could be a very strong selling point. Also how about courting developers to make predominately RPG games for the system to balance it out: a console strong on arcade perfect ports, a high number of RPG’s, a system that is distinctly more Japanese and proud of it, a system that boasts a huge variety of Japanese games translated for western gamers to enjoy, it’s just a thought.

  Lastly, this naturally brings me to the subject of killer apps, and every console needs killer apps and exclusives to boost the system and sell the platform. What Sega would need here to boost a new system and ramp up the launch is killer titles on launch day; this would be an absolute must! There are plenty of games that I can think of, that I would consider to be absolutely crucial: Sega Rally, Jet Set/Grind Radio, Ecco, Shining Force, Phantasy Star. There are also plenty of other great Sega titles that they could resurrect and release within the first few years from the release of a new system: Shenmue 3, another Panzer Dragoon RPG, Nights Into Dreams, a new Streets Of Rage, Headhunter, Crazy Taxi, HOTD, Vertua Fighter, Ristar etc. Sega has such an impressive library of games they can choose from, and consequentially this is wide open for debate, as each fan would have certain titles they would like to see.

  There is one title that everyone would specifically be looking for, and this would have to be a launch title, Sonic The Hedgehog! Sonic has undoubtedly suffered over the years, and the blue blur has been in so many forgettable titles, that to be honest, just shouldn’t have been made at all. So while Mario has gone from strength to strength, and translated really well into 3D, Sonic on the other hand has not, Sonic Adventure 1 & 2 being the last great Sonic titles. Truth is, Sonic can translate into 3D, it’s just that it hasn’t been done right at all since the Adventure titles, thus with every new title, Sonic seemed to get worse and worse. However, there is hope; recently released Sonic 4 and Sonic Colours have been a real step in the right direction for Sonic, and the best games in nearly a decade. Granted Sonic 4 has divided opinion, and maybe wasn’t the great game it was supposed to be, but going back to 2D roots and playing to Sonics strengths was a good decision for once, even if they still didn’t get it completely right. Sonic colours, on the other hand, was a great game and great success, hell, people who have played both games say Colours is the better title in truth.

  I think that taking Sonic back to his 2D roots is the best way forward, but maybe certain stages could be done in 3D, the special stages maybe? The game should also go back to the 16-bit old skool graphical look, as opposed to the modern clean graphics of Sonic 4, and should also be accompanied by a 16-bit soundtrack. I’d also like to see the Sonic Extreme game resurrected with its 3D fish-eye camera lens view, this was a great idea and the game looked fantastic, a sure fire winner in my eyes, shame it was dropped at the time. Oh, and one last thing, Sonic should not talk at all, he should be quiet and mute, if there is one other aspect to the Sonic games over the years that’s done more harm than good, it’s his cheesy whiny annoying voice, need I say any more on that?

  In conclusion, it’s hard to see Sega deciding to go back into the hardware market and bring out a new console, at least in the immediate future, there is just so many factors they would have to contend with, and so many that would be against them. Money is one, maybe even the biggest overall factor in truth, they would need quite a substantial amount of spare dough to launch a new system, and I just don’t think Sega has that kind of money to spare, it would certainly have to be money they were willing to take a gamble on. Also, with some of Sega’s other once popular and key franchises in a state of limbo, their unwillingness or indecision to produce some key titles fans are starving for because of concerns over whether they would be financially successful or not, just leaves you to wonder, if they can’t or won’t make these titles, (Shenmue 3, Panzer Dragoon, Phantasy Star, to name a few,) then what hope is there for a new console? Very little hope unfortunately.

  If Sega were to release another console tomorrow, I for one, would drop everything, and be camping outside my local games store with all the other fans and gamers so as to secure my machine on launch day. If I could have but one wish, to be used only to do specifically with gaming, it would be for Sega to release a new machine and dominate the console market once again. Ok so that’s two wishes, but you get my point, but I know that really, the longer Sega leaves it, the less likely it will ever be to materialise.

By Casey Suou Layne

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