Archive for the ‘Genesis’ Category
Hardware Profile: Game Cartridges
It’s hard to believe, but the typical cartridge game began to phase out of gaming in 1995 when the new wave of consoles and the subsequent movement to disc-based media began. I’m sure plenty will be quick to point out that the N64 was a cartridge-based console, but I truly believe this decision was the result of Nintendo not wanting to give up the control over manufacturing and sordid history making a machine that read discs. This change happened 18 years ago, which means there is a significant number of gamers that are now in their early to mid 20s that have never played games on a cart. This is truly a shame because the versatility of cartridges is much more abundant than most people realize, but the crutch will always be that carts offer little storage for massive prices. In today’s lesson we will discuss what makes up a cartridge, benefits/setbacks, and how the cartridge was used to literally upgrade consoles for more than two decades.
Podcast: Xtreme – The Story of Sonic (Part 2)

Screen capture from Sonic Xtreme
This week Fred is teamed up again by Andy (@damien14273) and Ali (@thealmiesta) of the 42 Level One podcast (@42levelone) to discuss the second and final part of the history of Sonic the Hedgehog. For the second part we cover Sonic’s 3D outings including the sordid tale of Sonic Xtreme (and its many other project names and iterations) as well as all other 3D Sonic titles up to 2006 (Sonic the Hedgehog on 360/PS3/PC). Although it ends badly, trust us, it’s a great ride.
Opening Song – Living in the City from Sonic R (Saturn)
Closing Song – Sonic X Theme from Sonic X cartoon show
Retro Game Night: Fatal Labyrinth and Call of Cthulhu Dark Descent
In what is easily the two hardest game titles to spell, we are going dark for this week’s Retro Game Night.
First up is user @NeoJakeMcC requesting one of the first ever rogue-likes from the Genesis/Mega Drive: Fatal Labyrinth.
Next up is the relatively rare hybrid between survival horror, first-person shooter, and adventure: Call of Cthulhu Dark Descent.
Podcast: Blast Processing – The Story of Sonic

This week Fred is joined by Ali (@thealmiesta) and Andy (@damien14273) from the 42 Level One podcast to discuss Sonic the Hedgehog. With a heavily documented history, Sega’s official mascot to combat Mario had quite the history. In part 1 we discuss the origins of Sonic and all of his 16-bit era outings (which include his 8-bit Master System/Game Gear titles, spin-offs, and his CD outing), complete with the games themselves and the stories of development. While long, there’s no lack of content or stories tethered with the beloved hedgehog.
Opening Song – Sonic Theme (from Sonic the Hedgehog on Genesis/Mega Drive)
Closing Song – Sonic Boom (from Sonic CD on Sega CD/Mega CD)
Review: Revolution X
Console: Arcade
Released: 1994
Developer: Midway / Rage Software (console)
Publisher: Midway / Acclaim (console)
Ports: Genesis, SNES, Playstation, Saturn, PC/DOS
Digital Release? No (probably due to license issues)
There are some games you can’t help but adore, even if they are completely without merit. Revolution X is definitely one of those games. When the title released to arcades in 1994, Aerosmith’s Get A Grip album was just around a year old and with solid hits like Living on the Edge and a slew of videos featuring Alicia Silverstone (who was discovered by the band and started her career in these initial videos). What originally started as a Jurassic Park game much in the same vein as previous title Terminator 2, Revolution X had to be retooled when Sega outbid Midway for the rights to Universal’s film. The result is a game with more off-the-wall and undeveloped ideas than a season of Lost that involves helping children around the world, saving the band, and stopping the New World Order and its leader Helga – a nazi-esque goth queen.
Revolution X has a hell of an intro, but as we often see in games like this it’s only a matter of time until it all falls apart. Aerosmith is performing in some drab downtown Los Angeles club (Club X) and the New World Order shows up to kidnap the band. You start off shooting the endless supply of henchmen with CDs as your grenades and large blood spatters as you take out enemies. After all, this is the team that gave us Mortal Kombat. Before even entering the club you will face literally hundreds of enemies, large security bosses with shields and bulletproof armor, and a massive tank. Once inside you will blast away at (literally again) hundreds of NWO henchmen while destroying the intro lounge, complete with Kerri Hoskins (Sonya in MK3) as thonged dancers in cages, and eventually entire the massive main area where Aerosmith is jamming away to the song Eat the Rich.
Getting It Backwards
Video game consoles are one of the most interesting electronics items on the market for several reasons. Probably the most prolific is the fact that there are frequent hardware upgrades, which we call generations, that move home consoles forward. Because each new console is basically a piece of hardware frozen in time, the need to innovate and improve on future games demands that they be constantly updated. This works counter to movies or music, which see improvements from new hardware but don’t require the upgrade to enjoy the medium. Imagine if you could play Super Mario Bros. on the Wii but with drastically upgraded visuals or Dead Space on the original Playstation with the juxtaposed setback, this is exactly what we see when we watch Ghostbusters on VHS versus DVD versus Blu Ray. As a result new consoles come out all the time, typically in 5-8 year intervals, and usher in a more interactive experience – it’s important to note that the greatest difference between games and other media is that they are active, not passive experiences – and with it comes a new format for software.
Enter the concern of the consumer. It can be frustrating for both gamers and parents of gamers alike to purchase a new console, especially when it renders an entire collection on an older console useless. As retro gamers I’m sure we see the value in it, but for the majority there’s a want to move forward and never look back. Well, that is until there are enough new games to get me to migrate over. This is another slow start that prevents all but early adopters to purchase new hardware, which can then result in fewer sales. With fewer sales comes more canceled projects on new hardware, which then results in fewer sales of the hardware and the cycle continues until a console is considered dead in the water. Just look at the Virtual Boy, Jaguar, and possibly even the WiiU about this problem; developers have enough to worry about, they can’t also deal with poor penetration rate due to a false start console. One excellent solution to help usher in that awkward period between consoles is the concept of backwards compatibility, or a new console that can play a previous generation’s games.
Friday at the Movies: Terminator 2: Judgment Day (Arcade)
Console: Arcade
Released: 1991
Developer: Midway / Probe Software (console)
Publisher: Midway / Acclaim (console)
Ports: Gameboy, Game Gear, Master System, Genesis, SNES, PC/DOS (all as T2: The Arcade Game)
Digital Release? No (probably due to license issues)
In 1991, the sequel to Jim Cameron’s film Terminator hit theaters and literally launched the careers of Edward Furlong and Robert Patrick as well as ushering in a new generation of computer generated image (CGI) effects. With a monster budget the film was accompanied by a marketing blitz like no other. At that time making an arcade game for the movie was a great and potentially cost-free endeavor (it would make as much in revenue that it cost to produce), which resulted in one of the heaviest cult following of a licensed game I’ve ever experienced. Not only was it a licensed arcade game, but it was also a bolt-on light gun game (which I describe in my Operation Wolf article) that made it significantly more approachable than any other format. For me, it was the “why can’t I beat the damn third level!” game.
It’s quite an expansive experience that takes you through most of the pivotal moments of the movie, including several levels that take place in the post-apocalyptic future and subsequent present day challenges. Like other shooters of its type, you have a primary machine gun weapon and bombs that can be fired off for some of the stronger enemies or to take out clusters. I must admit that at the time it was awesome taking out the original T-800 cyborgs we first saw in the original Terminator and the neo-future setting. Then you hit level three. Most people don’t remember and even fewer talk about the fact that unlike arcade quarter-swallowing titles like Revolution X, level three requires skill to complete and no amount of money in the world will get you past it. This is why most people who have played this game get hung up on or never see beyond the third level. It’s a protection mission where you literally have to memorize the spawn points of the oncoming enemies that seek to destroy the truck John Connor is fighting in. This vehicle is very susceptible to damage and if you can’t intercept the airborne enemies right as they appear you have no chance of completing the level. If John dies, you have to restart with no true penalty. This resulted in long, repetitive, and frustrating replays of an escort mission you never wanted to play. It’s really disappointing too, because the remaining seven levels are both fun and provide much more fan service for those that have seen the movie. These levels are also brutally difficult to the point that I don’t think it’s possible to pass on consoles and requires more than 50 credits on arcades/MAME.
Podcast: DC Bullet

This week Fred and Trees celebrate the release of Injustice: Gods Among Us by discussing old games based on DC comics (which pretty much means Batman and Superman titles). Also remember next week is our game club with Guardian Heroes (Saturn/XBLA).
Title reference: “DC Bullet” is the official logo used by the company from the 80s until recently.
Opening Song: “Superman Theme” from the Famicom title of the same name.
Closing Song: “Boss Theme” from Batman: Return of the Joker on the NES.
Cover Art: “Killing Joke”
For the Love of the Light Gun
I can’t explain my love for the light gun. It’s one of the oldest forms of interactive entertainment, dating back to the carnival days where you would fire air rifles at a metal bullseye to make an old man’s hat pop up or a dog bark. Once the gun made the transition to video games it honestly became one of the most lifelike and violent gaming tropes throughout history. Not to get deep with it, but you are pointing a gun at a target, usually alive, and shooting it. There is not other gesture like it, you are shooting a modern device to kill something, virtual or not. At the same time it also doubles as the most simple form of proficiency. I don’t think anyone will claim that being good at Duck Hunt or Lethal Enforcers relates to being a good shot in a shooting range, but it’s got a much higher chance of significance than being able to get a headshot in Call of Duty. Whereas the FPS emulates the concept of aiming and firing a gun with 1:1 responses from a controller, a light gun truly simulates the experience.
Light gun games have been a niche genre, but that doesn’t prevent them from withstanding the test of time and being available on most home consoles and one of the most popular games, even today, in arcades. I guess it’s because despite the maturity implied behind firing a gun, it’s one of the easiest concepts for us to pick up. I’ve been on many adventures thanks to light gun games – whether it’s cleaning up the future in T2: The Arcade Game, battling zombies in a haunted house through House of the Dead, or enjoying some of the worst acting of all time in Mad Dog McCree.
It’s also significant because the light gun is a genre nearly impossible to emulate and doesn’t translate well in today’s technology. While there are exceptions, you will have a hard time playing Crypt Killer properly on a PC running MAME and most HDTV technologies don’t support light guns from the past. Authenticity is as important as the genre itself. This month I’ve decided to dedicate to a timeless style of video game that I always make first priority when buying a new (or old) system: the light gun shooter. Come join me to learn about some of the best, worst, funniest, and definitely weirdest titles to ever grace the hobby of video games. Thanks to my huge CRT television and original hardware, I can even show you videos.
Podcast: The Treasure Box

This week Trees returns and we are talking about the Japanese developer Treasure, best known for some of the most impressive games on Sega’s consoles (Gunstar Heroes, Radiant Silvergun, Guardian Heroes, and Ikaruga) as well as Nintendo’s later consoles (Bangai-O and Sin & Punishment). We discuss the company origins, values, and of course the entire library of this impressive developer.
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Below is a video of an unreleased (canceled) title, Tiny Toons: Defenders of the Universe. The beta that was presumably used as a trade show demo eventually leaked on the internet. We have acquired it and played it on an original, modded, PS2. Enjoy!
