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Archive for the ‘Master System’ Category

Retro Game Night: Sonic the Hedgehog, 8-bit Edition

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This week in honor of our Sonic podcast, I’m playing the 8-bit (Master System/Game Gear) outings of Sega’s mascot.  If you’ve never seen them before, they are drastically different than the 16-bit versions.

First up is the original Sonic the Hedgehog:

Next is, obviously Sonic 2:

And finally, Sonic Chaos (Sonic & Tails in Japan), which was to be the 8-bit companion to Sonic 3 had it not been delayed:

Written by Fred Rojas

July 13, 2013 at 11:00 am

Podcast: Blast Processing – The Story of Sonic

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sonic_post

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)


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Written by Fred Rojas

July 10, 2013 at 11:00 am

Getting It Backwards

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ds_nesVideo 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.

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Written by Fred Rojas

May 2, 2013 at 6:10 pm

Friday at the Movies: Terminator 2: Judgment Day (Arcade)

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T2TheArcadeGamepromoConsole: 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.

Hosted at Universal Videogame List www.uvlist.netIt’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.

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Written by Fred Rojas

April 26, 2013 at 11:00 am

Operation Wolf (Arcade)

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Operation_Wolf_posterConsole: Arcade
Released: 1987
Developer: Taito
Publisher: Taito
Ports: NES (1989), Sega Master System (1990), DOS (1991), PC-Engine (Japan Only, 1992), Microcomputers (varies), PS2 (in Taito Legends, arcade version), Xbox (in Taito Legends, arcade version)
Digital Release? Yes – NES Version on Virtual Console (no light gun support, see below)

Operation Wolf is a game I can’t help but associate with Pizza Hut.  Taito’s introduction and unique take on the light gun shooter flooded the American franchise so much in the late 80s that I can think of no other place I’ve actually played the game.  Of course being a pizza franchise and not an arcade the difficulty was always cranked to the highest and I swear they timed the machine to play approximately half the time it took to cook a pizza so that families with two kids would each play one credit before the food was ready.  This title brought more realism to the light gun shooter as you play a member of special forces diving behind enemy lines in Cuba to extract five hostages.  Aside from the realistic violence of invading and destroying enemy encampments, this was the first light gun shooter to feature a plot and natural progression as well as a moving, scrolling stage instead of a fixed location.  Did I mention it was addicting too?

Operation_Wolf_cabinetMind you, we are still back in 1987, where arcade games were more about providing a specialized challenge with amazing graphics instead of explicitly drinking as many quarters as you’ll offer.  The cabinet had a large mounted Uzi machine gun that could only swivel slightly with forced feedback to emulate gunfire kickback, pretty nifty for games of that time.  At first glance it seems like a spray & pray title, but as you run out of ammo, die, and get captured you begin to realize you might need a slight bit of strategy.  If you die,  even if you have another quarter in the machine, you will still need to complete the current level from scratch (although you will now have full ammo and life).  Innocent people are thrown into the mix, which you should not shoot, and animals, which you should shoot, for bonus items.  Early on there’s not much penalty (as I prove in the video below) for blasting civilians or missing a vulture flying overhead, but by the final levels your screen will have a literal 50/50 spread of civilians and enemies with these animals being mostly your only source of ammo and power.  I only do one playthrough in the video, but in truth I replayed this game for a couple of hours of fun.  Unlike other light gun shooters before it, this game was less about accuracy and more used the gun as a placeholder for an invisible reticule.  This is why most home ports and conversions don’t suffer from controller porting and in truth this type of game has proven to be just as effective, if not more so, with a reticule and controller as opposed to a light gun (which I cover in the home ports below).

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Written by Fred Rojas

April 6, 2013 at 11:14 am

For the Love of the Light Gun

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zapper2I 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.

lethalenforcersLight 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.

Written by Fred Rojas

April 1, 2013 at 8:55 pm

Buying Guide: Sega Master System

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sms

We all love our retro consoles, but in many cases the consoles we are buying are because they are cheap enough or we have enough money to purchase what we never were able to in our youth.  Unfortunately the business of making used retro items available to the masses can at times be a money grubbing market where consumers are deceived by people they will never meet in real life.  As an individual who has spent the last decade scouring the local area, conventions, eBay, and the internet as a whole I have learned many valuable lessons.  For that reason I present my buying guide series, which is a handy quick guide to knowing what to purchase and what will cost an arm and a leg to replace.

Oh the Master System, the red-headed step child of the 8-bit era.  Not only were Sega products unknown to American markets – Japan had seen several iterations of the Sega Mark consoles, the Master System known as the Mark III – but it released alongside the NES in America and had nothing to show for it.  The two biggest problems with the Master System today is that it’s relatively expensive for a working consoles itself, there are ways to play many of these games on the Game Gear or Genesis (with the Power Base Converter), and not too many good games (many arcade games also got ported to Genesis with better quality).  For those that aren’t aware, Nintendo also had developers and publishers locked into license agreements that didn’t allow games to be released on another console and basically had the Master System in checkmate in the US.  Still, I have the console and love some of the games/ports that are available on it (like Ghostbusters) and plenty of collector’s are curious what the console looks like.  Aside from the video provided below, make sure the consoles you get have the following:

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Written by Fred Rojas

December 17, 2012 at 12:57 pm

Review: The Amazing Spider-Man vs. the Kingpin (Sega CD)

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Console: Sega-CD/Mega-CD
Released: 1993
Developer: Technopop
Publisher: Sega
Instruction Manual: Helpful – Link
Difficulty: Moderate
Played it as a child? Yes
Value: $8.88 (used), $39.99 (new) (pricecharting.com
Other Releases: Yes – Simply known as Spider-Man on Genesis, Game Gear, and Master System
Digital Release? No

As we sometimes see in the 16-bit era, first party published titles became interesting exclusives on either side of the console wars and among the various Spider-Man titles I have to say this is my favorite.  Amazing Spider-Man vs. Kingpin (or better known on all other ports as Spider-Man) tasks you with defusing a bomb set by the nefarious Kingpin within 24 hours (pretty sure that’s not real-time) by collecting keys from different foes in the Spider-Man universe.  This was the first game I played that gave me exactly what I expected out of a superhero title.  It allowed me to play as Spider-Man, it had solid controls that included web slinging and wall grabbing, and it did it all in a side scrolling platformer/brawler.  Not only that, but the game embraces a non-linear structure where you visit locations throughout the city and face whatever is in certain locations, which felt like it freed the game up to your personal pacing, something quite uncommon in the days of early platformers.  While the plot centralized around the Kingpin, you will take on almost all of Spider-Man’s key foes including Venom, Doc Oc, Lizard, and Electro, just to name a few.  Graphically the game had that semi-real grit that Sega titles all seemed to offer in the early 90s with great animated storyboard art throughout.

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Written by Fred Rojas

November 25, 2012 at 11:34 am