<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-3116343011023778461</id><updated>2011-09-27T16:10:20.279-04:00</updated><category term='Reviews'/><category term='Die Hard Arcade'/><category term='Sega Rally'/><category term='32X'/><category term='Shenmue'/><category term='Fighting Vipers'/><category term='Dreamcast'/><category term='House of the Dead'/><category term='Panzer Dragoon'/><category term='Dynamite Deka'/><category term='Sega Ages'/><category term='Burning Rangers'/><category term='Rez'/><category term='Rants'/><category term='Virtua Hamster'/><category term='Sonic the Hedgehog'/><category term='PS2'/><category term='Daytona USA'/><category term='Funky Head Boxers'/><category term='Sega Superstars Tennis'/><category term='Yakuza'/><category term='Where are they?'/><category term='Space Channel 5'/><category term='Nights'/><category term='Virtual On'/><category term='Virtua Fighter'/><category term='Saturn'/><title type='text'>Club Sega</title><subtitle type='html'>Focused on games of the Sega's Saturn, Dreamcast, and arcade division of this era, as well as current offerings.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>44</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5884879560076565999</id><published>2009-04-27T13:38:00.003-04:00</published><updated>2009-04-27T13:45:51.574-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><title type='text'>Saturn Game Advertisements</title><content type='html'>Here's a look at an early advertisement campaign for the Sega Saturn. Adorned with characters for marquee games in the Saturn line-up, these ads also contained words that were to epitomize the system's revolutioniary 32-bit gaming. &lt;br /&gt;&lt;br /&gt;And cheese.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SfXttj_l4gI/AAAAAAAAAXc/_0hJ9ZSiBcw/s1600-h/panzer_dragoon_ad.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 222px; height: 320px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SfXttj_l4gI/AAAAAAAAAXc/_0hJ9ZSiBcw/s320/panzer_dragoon_ad.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5329427101074711042" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SfXttZID9wI/AAAAAAAAAXU/Mq0HtdXUhPE/s1600-h/bug_euro_ad.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 225px; height: 320px;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SfXttZID9wI/AAAAAAAAAXU/Mq0HtdXUhPE/s320/bug_euro_ad.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5329427098157446914" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SfXtteC47RI/AAAAAAAAAXM/0JtcuEya4w4/s1600-h/akira_vf1_ad.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 226px; height: 320px;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SfXtteC47RI/AAAAAAAAAXM/0JtcuEya4w4/s320/akira_vf1_ad.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5329427099477929234" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5884879560076565999?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5884879560076565999/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5884879560076565999' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5884879560076565999'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5884879560076565999'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2009/04/saturn-game-advertisements.html' title='Saturn Game Advertisements'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SfXttj_l4gI/AAAAAAAAAXc/_0hJ9ZSiBcw/s72-c/panzer_dragoon_ad.jpg' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5496160710995169901</id><published>2009-03-31T11:25:00.007-04:00</published><updated>2009-03-31T11:46:00.216-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rants'/><title type='text'>What makes a game good?</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SdI3xZVg_yI/AAAAAAAAAXE/Oocet6QmsDk/s1600-h/tic-tac-toe.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 285px;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SdI3xZVg_yI/AAAAAAAAAXE/Oocet6QmsDk/s320/tic-tac-toe.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5319375431632224034" /&gt;&lt;/a&gt;&lt;br /&gt;What makes a game good? It seems like a straightforward question, but there's definitely not a straightforward answer. There's probably no single answer to that question either, but the debate will continue on.&lt;br /&gt;&lt;br /&gt;Often it starts with a simple comment like, "The more I think about it, the story makes the game," or, "It's all about the controls." Some even chime in with, "The graphics make it good. That's why people keep buying the same game with better graphics..." Inevitably, someone comes along with, "No way, it's the gameplay that really matters."&lt;br /&gt;&lt;br /&gt;This is usually followed by everyone else agreeing that, "Oh yeah, it's definitely the gameplay." &lt;br /&gt;&lt;br /&gt;What does that even mean? &lt;br /&gt;&lt;br /&gt;For some, it's the responsiveness of the controls, for others, it's the mechanics and rules to the games; another group consider it the speed and action of the game.&lt;br /&gt;&lt;br /&gt;Tic-tac-toe is a game, but I've never heard anyone say that it has poor gameplay (or good gameplay for that matter). We could apply to some of the previous definitions:&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;The controller response seems slow, since I'm using a piece of chalk instead of a pencil.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Tic-tac-toe is too slow, there's not enough action.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;The game's rules are so shallow that only a limited number of possibilities exist, so the game gets boring fast.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;While I'm inclined to think that most people associate the gameplay with the third option, it doesn't explain everything.&lt;br /&gt;&lt;br /&gt;People will say point-and-click adventures have good gameplay. What? Myst was one of the highest-selling games in its time. You point, then click, then watch something happen. Then you point, click, and watch something happen.&lt;br /&gt;&lt;br /&gt;The Sims is a game that you don't really have to play. Throw a bunch of variables together, sit back, influence a couple of things, and see what happens. Yet it's still considered a good game and was a huge seller as well.&lt;br /&gt;&lt;br /&gt;So, the problem with using gameplay is that it's an all-encompassing term that doesn't have a specific definition. It's too broad to have any real meaning in discussion of what makes a game good.&lt;br /&gt;&lt;br /&gt;Now, it's way easier for people to define what doesn't make a good game. Arguably, you could say that if it doesn't have all the things that make it a bad game, then it could be good. Well, at least it probably won't be a bad game.&lt;br /&gt;&lt;br /&gt;Before I propose anything, let's see where we're at:&lt;ol&gt;&lt;br /&gt;&lt;li&gt;It can't be the story. Games like Tetris don't have them and are still considered classics.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;It's not the graphics, an ugly Tetris is still Tetris and people still like it.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;It's not the controls, since playing a highly-responsive game of tic-tac-toe is still tic-tac-toe.&lt;/li&gt;&lt;br /&gt;&lt;li&gt;Gameplay is too vague of a word to accurately describe what is good about a game.&lt;/li&gt;&lt;br /&gt;&lt;/ol&gt;&lt;br /&gt;Here's my goal: Find a set of criteria that is necessary for a good videogame. This should be valid regardless of the type of the game; it should work on everything from Tetris to Deus Ex to Virtua Fighter. With any luck, it'll be applicable to non-video games as well.&lt;br /&gt;&lt;br /&gt;Alright, so down to business. What makes a good game?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;First step&lt;/strong&gt;: the rules or game mechanics. What makes one game different from another? The rules. Really, that's it. In a game, you're defining that things need to be done in a certain way or in a certain manner. In tic-tac-toe, we know the rules: You play on a 3x3 grid, with two players placing alternate symbols (usually an O and an X) on the grid.&lt;br /&gt;&lt;br /&gt;The groundwork is laid, and we have to work within that. Tetris has a defined set of rules about fitting blocks together. Fighting games have a set of rules about what attacks can work against certain defenses, how long an attack takes to happen, ho much recovery time there is for an attack.&lt;br /&gt;&lt;br /&gt;For a first-person-shooter, rules include gun damage levels and reload times.&lt;br /&gt;&lt;br /&gt;Even point-and-click adventure games have rules. Maybe the most simple of all: click on a clickable spot.&lt;br /&gt;&lt;br /&gt;If the rules are absolute shit, then the game will be absolute shit. Ever find yourself in a game thinking, "This is dumb, why would I have to do/want to do this?" and answering the question by never playing again? Regardless, there must be rules in the game.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Next on the list&lt;/strong&gt;: There needs to be an objective or a goal. Now, the objective doesn't have to be "become a supreme being that can kill anything in its path." It might be something as simple as making it to the end of the level, seeing what's around the corner, or just outdoing (racing, fighting, whatever) your opponent.&lt;br /&gt;&lt;br /&gt;If a game has no objective, then it's going to get bored fast. Ever play though a level while someone is building it. Maybe they post it to a website and say, "Tell me what you think of it so far." You get into the level and there's a hallway. You go down it, and there's nothing. That's it, that's where the level stops. There's no ending as such, it just simply stops.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;How long do you think you'll play? My guess: 20 minutes tops. The average adult attention span is 20 minutes. If you can't find an objective or goal in 20 minutes, then you'll quit the game.&lt;br /&gt;&lt;br /&gt;I see these goals working at two levels: a micro and macro level. Usually there's the "get to the end of the game" major goal, whether that's getting through all of the levels, obtaining the highest score, or collecting every single piece of the puzzle.&lt;br /&gt;&lt;br /&gt;Micro level objectives would be done on a smaller scale, such as opening the next door or making sure a block fits in the correct position.&lt;br /&gt;&lt;br /&gt;Let's take the empty level just mentioned and add a couple of doors to the empty hallway. Now you may ask yourself, "What's behind that door?" There's an objective - see what's behind the door. So you head over, and there's nothing. "Ok, what's behind door #2?" This has already made the game more interesting than the previous build.&lt;br /&gt;&lt;br /&gt;Tic-tac-toe, with no goal, would end pretty fast. Just putting Xs and Os on a grid can only be entertaining for so long with no purpose.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Ok, so let's put #1 and #2 together&lt;/strong&gt;. Now we have rules and an objective. This is where things may start to become fun. You have to accomplish an objective within a certain guideline or set of rules.  Going back to tic-tac-toe, players will alternate turns placing their respective symbol on the grid until the grid is completely full or a player gets three of their symbols in a row. How you reach that goal is up to you. You've got place your symbol in a spot that allow you to get three symbols in a row.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;This ties in with my next point&lt;/strong&gt;: There should be problems and solutions. The human mind is brilliant at problem-solving. That's what it was designed to do, and whether people like to acknowledge it or not, they do seem to get joy of solving problems successfully. Some games implement this in a pretty straightforward way, explaining to you the goals and the solutions. While in others, the problems and solutions are little less so.&lt;br /&gt;&lt;br /&gt;In an FPS, the problem is that there's a bunch of enemies that don't want you to reach your goal. The solution: kill'em all.&lt;br /&gt;&lt;br /&gt;In Tetris, the problem is that these blocks don't fit exactly right every time, and you don't want them to fill up your screen. The solution: try to create horizontal lines of solid blocks so that they're removed.&lt;br /&gt;&lt;br /&gt;Back to tic-tac-toe, the problem is that while you're trying to get three in a row, your opponent is doing the same while trying to block you. The solution: Be the first to get three in a row or block them from getting three in a row.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Building off this, we need interest&lt;/strong&gt;. Now, I do believe that problems and solutions can be enough to build interest, but this isn't always the case. &lt;br /&gt;&lt;br /&gt;Seeing the same old story every single time or the exact same problems and exact same solutions over and over would get old, too. So, another way to add interest is to let the player experience new things. In a platformer, this could be a new level. In an FPS, this could be a new monster with new challenges. In an adventure game, this could be a door that was previously closed off now opening up. Even being able to see the same old area in a new light with the addition of a new gaming element could do the trick. "Now I can jump higher and access different parts of level." &lt;br /&gt;&lt;br /&gt;The fun in solving a problem comes from figuring it out. There's a tension that is built up, and then released when the problem is solved.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Games need tensions and releases&lt;/strong&gt; to keep people interested. Some games, like fighters and FPSs will do this within their rules, by getting players into high tension situations. Having very little health in either game type while taking on a challenging (but defeatable) opponent will make for a tense situation. If you make a mistake, you're done.&lt;br /&gt;&lt;br /&gt;Other games may have to pursue this through different means, like the plot or story. I think this is why in some games, the story seems like an essential element, yet others don't need a story at all. &lt;br /&gt;&lt;br /&gt;A good narrative, whether is a book or a movie, is all about taking the reader for a ride. How's that done? With dips and valleys, with tensions and releases. Engaging music is the same way. Constant white noise, with no peaks or dips, is not interesting. A sports game, where the home team is simply blowing away the competition is not nearly as attention-grabbing as a game where the teams are battling back and forth. Don't believe me? Just listen to the crowd react when their team pulls ahead by one point with one minute to go.&lt;br /&gt;&lt;br /&gt;So now, we've got some rules, we've got an objective, problems and solutions, and now tensions and releases. Only, if you give a person the option between taking a tense situation or an easy one, they'll most likely choose the easiest. If the results are the same, what is the point of trying the harder way?&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;So for the last ingredient, we'll add in risks and rewards&lt;/strong&gt;. A game needs to reward players for playing the "right" way or by taking extra risks and accomplishing out of the way tasks.&lt;br /&gt;&lt;br /&gt;For Tetris, this is built in. "If I build a hole for this particular shaped block, and that block pops up soon, I'll be in the clear." If the gamble doesn't pay off, then the player is in some trouble. There's a risk, but the rewards make it worthwhile.&lt;br /&gt;&lt;br /&gt;Even in tic-tac-toe, there are tensions and release. "I put a symbol here, either I win with one more turn or my opponent will win. It all depends on how astute they are..." Is it worth the gamble? Let the player decide, but allow them to make the call, to feel the intensity in the air, to get the enjoyment of figuring out the solution and successfully win the game... or lose it all.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Clearly, this isn't the end-all, be-all&lt;/strong&gt;, as I do have a couple of lingering thoughts:&lt;br /&gt;&lt;br /&gt;First of all, why isn't tic-tac-toe the best game ever? It's very shallow and lacks the complexity to provide enough thought-provoking situations. Between experienced players, it's a draw every time.&lt;br /&gt;&lt;br /&gt;Now chess, on the other hand, may be one of the most popular games of all time because of its complexity. Complexity is certainly important to an extent, but I think this is a topic for another day.&lt;br /&gt;&lt;br /&gt;More specific to videogames are the controls. I think the important issue with controls is they don't hinder playing the game. The first issue is a technical one involving latency between the controller and the game. If Guitar Hero took a second to register button-pushes, no one would play it. The second is with the complexity of the controls themselves, which I think points the same direction as the tic-tac-toe to chess comparison and is best left to discuss another time.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;To hear a little bit more &lt;/strong&gt;from someone who actually knows what they're talking about, former Sonic the Hedgehog developer &lt;a href="http://www.gamasutra.com/view/feature/3769/game_design_psychology_the_full_.php"&gt;Hirokazu Yasuhara speaks to Gamasutra about the psychology of game design&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;(Somehow this had to tie into Sega, right?)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5496160710995169901?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5496160710995169901/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5496160710995169901' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5496160710995169901'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5496160710995169901'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2009/03/what-makes-game-good.html' title='What makes a game good?'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_bAuBA0kd_PI/SdI3xZVg_yI/AAAAAAAAAXE/Oocet6QmsDk/s72-c/tic-tac-toe.png' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-6708430695966692698</id><published>2009-03-06T11:03:00.005-05:00</published><updated>2009-03-06T11:10:14.071-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Virtual On'/><title type='text'>Virtual On Oratorio Tangram on XBox Live Arcade</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SbFJ6pREPII/AAAAAAAAAW8/B9NGDqhKn4k/s1600-h/virtual_on_oratorio_tangram_xbox.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 226px;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SbFJ6pREPII/AAAAAAAAAW8/B9NGDqhKn4k/s400/virtual_on_oratorio_tangram_xbox.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5310106707505200258" /&gt;&lt;/a&gt;Virtual On Oratorio Tangram is soon making its way to the XBox Live Arcade, which is good news for Virtual On and Sega fans. The series has been pretty low-profile since the release of Marz on the PS2. And for good reason, too: Marz is a pretty poor game. &lt;br /&gt;&lt;br /&gt;Interestingly enough, its version 5.66 that's being ported over, which is the final arcade release. Compare that to version 5.45 that the Dreamcast used.&lt;br /&gt;&lt;br /&gt;(If you're wondering what happened to the earlier versions, they were different play mechanics for Tangram that were ultimately rejected before the game was released. One involved fighting in only floorless stages, similar to the game's final battle.)&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.gamesetwatch.com/2009/03/column_robotochan_virtuak_onta.php"&gt;GameSetWatch's Robot-chan! column&lt;/a&gt; has an excellent run down on all of the past VO games and insight on how this new port will affect the series.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-6708430695966692698?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/6708430695966692698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=6708430695966692698' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6708430695966692698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6708430695966692698'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2009/03/virtual-on-oratorio-tangram-on-xbox.html' title='Virtual On Oratorio Tangram on XBox Live Arcade'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_bAuBA0kd_PI/SbFJ6pREPII/AAAAAAAAAW8/B9NGDqhKn4k/s72-c/virtual_on_oratorio_tangram_xbox.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-6326817604940241388</id><published>2008-12-19T08:16:00.005-05:00</published><updated>2008-12-19T08:38:32.294-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><title type='text'>Sega Saturn Guide</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SUufrEnhqmI/AAAAAAAAAS0/m6EPzBfAoRQ/s1600-h/sat_logo.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SUufrEnhqmI/AAAAAAAAAS0/m6EPzBfAoRQ/s320/sat_logo.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5281490550344755810" /&gt;&lt;/a&gt;&lt;strong&gt;Welcome to the Next Level&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;Lately, the Saturn has seen resurgence amongst the retro-gaming crowd. The retro scene itself has been growing lately, with emulation and cheaper prices of older games providing a great way to jump in.&lt;br /&gt;&lt;br /&gt;I'm not a Saturn expert, and I don't consider myself a "retro" gamer, as I just never really completely left my Saturn alone, but for anyone who is just entering the world inside of Neptune, there's a few things to know about the system, and hopefully, I can help out.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;A little background info&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The Saturn was designed as the next full-console follow-up to Sega's successful Genesis. Part of the planet naming code which included Mars (32X) and Neptune (A 32X/Genesis hybrid), the Saturn would be the only system to carry its code name. Originally developed in the hey-day of 2D gaming, the system was to be a 2D powerhouse, powered by a single processor. After having seen the 3D power of upcoming rival Sony's Playstation, Sega quickly shifted gears, adding in a second SH-2 processor at the last minute. &lt;br /&gt;&lt;br /&gt;This led to the system's infamous "hard to program" reputation. Not only that, but developers were given few tools to get games up and running by the Saturn's launch date. To make matters even worse, as a "sneak attack," the launch date was moved forward unannounced at select retailers, leaving developers with little time to finish their games, and leaving other retailers out in the cold. It would do well to damage to Sega's reputation in the store front, with some chains, notably Kay-Bee Toys who chose to boycott Sega altogether, and with 3rd party developers, already reluctant with the relative failures of the 32X and Sega CD.&lt;br /&gt;&lt;br /&gt;The Saturn initially seemed to be doing alright despite the setbacks, at least until the Playstation came around. Despite going toe-to-toe for a few months, the Saturn couldn't hold out against the better marketing, slightly higher visuals, and of course, Final Fantasy VII. Despite slowing sales and monetary loss, Sega continued to pump out ports of its popular arcade games, new exclusives, and other titles that, if not popular, were quality games waiting to be discovered.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Why bother?&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;The Saturn was home to several exclusive games at the time, many of which are still only available on the Saturn. Though not as ubiquitous as Playstation games, more popular Saturn games can still be had for just a few dollars, so despite certain exceptions, building a decent collection is still relatively cheap. Many haven't had the chance to play through the Saturn library, instead having a PS at the time. Unique games that are off the beaten path can be found on the system.&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Arcade games&lt;/strong&gt;: Fans of Sega's arcade line-up of the era (anything Model 2) will find many home conversions on the Saturn with added modes and extras.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;2D Powerhouse&lt;/strong&gt;: Though facing stiff competition as 3D system, the Saturn was the superior 2D machine in the 32/64-bit era, with many of Capcom and SNK's fighters having arcade perfect ports on the system. That is not to say its 2D library is limited to fighters, though.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;RPGs&lt;/strong&gt;: I'll admit, I'm not much of an RPG player, but the Saturn has had several exclusive RPGs, and from what I've heard, they're pretty good, too.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Imports&lt;/strong&gt;: If you're willing to import, there's even more games available for the Saturn, ranging from exclusive RPGs to one of the greatest shooters of all time.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;strong&gt;System essentials&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sega Saturn&lt;/strong&gt; - A bunch of games and no system won't do much good, so make sure to have one of these. The Saturn is commonly found in two flavors: the Model 1, which is noted for its oval-shaped buttons; and the Model 2, identified by its round buttons, a smaller version that was redesigned to reduce manufacturing costs later in the Saturn's life.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Controllers&lt;/strong&gt; - The Saturn had several different controller styles made for it (I plan to do an article on the myriad of official choices later on), but the most common are: &lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Original&lt;/strong&gt; - With a large plastic shell and bulky looks, these are probably the worst of the official control pads. Unfortunately, the shoulder buttons are pretty poor and tend to break easily.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Model 2&lt;/strong&gt; - These are included in the redesigned Model 2 Saturn and are generally sturdier and more comfortable than the original.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;3D Controller&lt;/strong&gt; - At the time, Nights into Dreams was touted to be so revolutionary that it needed a new controller to play. Really, Sega had to jump on the analog boat with competitors Nintendo and Sony. This is a must-have, as most later games have analog support, and to use it will require this pad.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;&lt;strong&gt;Stunner Gun&lt;/strong&gt; - If you like to shoot things on the screen, this is the way to go. Even though the official gun lacks the features of 3rd party devices, on-screen, it is one of the most precise home light guns I have encountered.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;br /&gt;&lt;strong&gt;Memory Card&lt;/strong&gt; - Included with the Saturn is an internal memory feature, but with the right combination of games (Nights &amp; VF2), it won't last long at all, making a memory card a necessity. In my opinion, there are two options to go for: either the official memory card, as this one seems to have the highest reliability rates on the console, or the Pro Action Replay 4 in 1. The Pro Action acts as several things, including an import device, memory card, and RAM expansion card for some 2D imports.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://clubsega.blogspot.com/2008/08/saturn-interact-memory-card-plus.html"&gt;Read the Interact Memory Card Plus Review&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Battery&lt;/strong&gt; - Tired of having to put in the date every time you start the Saturn? Then, throw a battery in there. The Saturn takes a standard watch-size CR2032A battery that's available at drug and department stores everywhere. If your first Saturn is used, be sure to replace this first thing.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://clubsega.blogspot.com/2008/11/saturn-batteries.html"&gt;Learn more about the Saturn's battery&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Unique games&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;This is why you have the Saturn. You had your eye on that one game, and the only way to play it was on this console. So, here's some of the Saturn's most prominent series and exclusives.  Note that this is just the tip of the iceberg.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Burning Rangers&lt;/strong&gt; - While Nights was to be the savior of the Saturn, Sonic Team's other project didn't catch on and drifted out of the limelight.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://clubsega.blogspot.com/2008/11/burning-rangers-review.html"&gt;Read the Burning Rangers Review&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Fighter's Megamix&lt;/strong&gt; - Fighting Vipers and Virtua Fighter combine to create a smorgasbord of Sega. The real fun, however, is unlocking bonus characters from other Sega games, including Virtua Cop, Sonic the Fighters, and even Daytona USA.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Nights into Dreams&lt;/strong&gt; - Though it spawned a Wii sequel years later, the original is still the better game and, outside of Japan, a Saturn exclusive.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Panzer Dragoon Saga&lt;/strong&gt; - The entire series is reason to get a Saturn, but to this date, the Saga has only been released on this system. Granted, it's a costly addition to the collection, but it remains a Saturn exclusive nonetheless.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://clubsega.blogspot.com/2008/10/panzer-dragoon-saga-review.html"&gt;Read the Panzer Dragoon Saga Review&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sega Rally&lt;/strong&gt; - While Daytona USA suffered from a rushed release, Sega Rally didn't have that problem. The game ported just fine and included improvements not found in the arcade, with extra modes and even an extra car.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Sonic Jam&lt;/strong&gt; - Though it's just a compilation of the original Sega Genesis games (Sonic 1, 2, 3 and Knuckles), Jam finally brought Sonic to the world of 3D, if only as a tease. The Sonic World feature saw the dude running through the 3D Green Hills in what would later turn out to be the basis for Sonic Adventure.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Steep Slope Sliders&lt;/strong&gt; - This snowboarding game was a hit on the Saturn, yet never saw release on another system.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Virtua Fighter 2&lt;/strong&gt; - At the time, this was _the fighting game. Beautiful 3D graphics and flawless game play transferred to the Saturn under the expertise of AM2's Yu Suzuki and remains one of the few Saturn games to run in its high-res mode. The Saturn release is the definitive home version of this game.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Virtual On&lt;/strong&gt; - Huge robots battle it out in this one-on-one fighting game. A PC version is available, but short of importing the Japanese PS2 release, the Saturn is the way to go.&lt;br /&gt;&lt;br /&gt;And that's only the beginning:&lt;br /&gt;&lt;br /&gt;&lt;!---For a list of Saturn exclusive games, click here. --&gt;&lt;br /&gt;&lt;br /&gt;&lt;!---To see all Sega games on the Saturn, click here. --&gt;&lt;br /&gt;&lt;br /&gt;View a very unscientific look at the &lt;a href="http://clubsega.blogspot.com/2008/08/highest-priced-saturn-games.html"&gt;Saturn's highest-priced games&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-6326817604940241388?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/6326817604940241388/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=6326817604940241388' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6326817604940241388'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6326817604940241388'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/12/sega-saturn-guide.html' title='Sega Saturn Guide'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SUufrEnhqmI/AAAAAAAAAS0/m6EPzBfAoRQ/s72-c/sat_logo.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-1606609885432518535</id><published>2008-12-13T14:19:00.005-05:00</published><updated>2008-12-13T14:28:28.751-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><category scheme='http://www.blogger.com/atom/ns#' term='Fighting Vipers'/><title type='text'>Fighting Vipers Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SUQMXlJsyXI/AAAAAAAAASs/4T3lYHQGwng/s1600-h/vipers_cover.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 190px;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SUQMXlJsyXI/AAAAAAAAASs/4T3lYHQGwng/s320/vipers_cover.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5279358262434384242" /&gt;&lt;/a&gt;Vipers is like the step-brother of Virtua Fighter. Though the two shared parents, FV was the neglected and less popular sibling, never really gaining the same status as its big brother. I remember, shortly after the Saturn was discontinued, seeing the game on sale for $1 at Toys 'R' Us. There were about 30 to 40 copies of the game amongst the stacks of discounted Sega merchandise. At the time, I felt a dollar was too much, especially since Fighter's Megamix had already taken care of my Vipers fix. But, was I right?&lt;br /&gt;&lt;br /&gt;In the mid-90s, fighters were at their peak of popularity in the arcade. With the success of Virtua Fighter 2, Sega wanted to bring as many quarters as possible, so their famed AM2 development team went to work on a new brawler: Fighting Vipers. Vipers would keep the same simple 3-button layout as Virtua Fighter, but add a few new twists of its own. &lt;br /&gt;&lt;br /&gt;This time, the characters come carrying weapons designed to inflict blunt-force trauma, like skateboards and guitars. To help counter these new smashing devices, every Viper has armor, with separate sections for the upper and lower body. The armor status is displayed by the character's names in the upper left and upper right corners of the screen. As the armor takes more damage, the display will go from green to yellow. Once it's yellow, armor can be spectacularly blown off with an armor-breaking move.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SUQL-Zq2ozI/AAAAAAAAASU/WGZhe-jU6fo/s1600-h/fv1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 247px;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SUQL-Zq2ozI/AAAAAAAAASU/WGZhe-jU6fo/s320/fv1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5279357829855486770" /&gt;&lt;/a&gt;Each character has a special attack designed specifically to blow the armor off of their opponent. Usually it's the last attack in a string of combos or a move that takes a moment to execute, making players have to figure out when it's safe or when a good time to use the move will be. Nail an opponent with the move and their upper or lower armor flies off, and an instant replay will show the action. With less armor, opponents are more susceptible to damage, but can move quicker to make up for it.&lt;br /&gt;&lt;br /&gt;Nail an opponent with an armor breaker as the last hit of a match, and they 'll be sent flying through the walls that now surround each stage. All locations are enclosed and the Vipers will take advantage of that, using throws to punish opponents who get to close to the wall. No ring outs here, as walls can also be used in combos, bouncing enemies into and off the wall for even more damage.&lt;br /&gt;&lt;br /&gt;When a character has been launched in the air, either through an attack or taking damage while jumping, they're now able to recover mid-flight. This'll let them land on the ground without taking any damage, but it does allow the opponent more time to potential juggle an attack - another trade-off and another spin on the Virtua formula.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SUQL-WWh4YI/AAAAAAAAASc/x6f6fFGhpMU/s1600-h/fv2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SUQL-WWh4YI/AAAAAAAAASc/x6f6fFGhpMU/s320/fv2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5279357828964934018" /&gt;&lt;/a&gt;Overall, the action has been sped up. Everything moves faster in general, and recovery time in particular has been increased from Virtua Fighter. In doing so, the game seems to lose some of the strategy and timing that was integral to the VF series. Of course, there have always been players that mash buttons and hope for the best, but Vipers seems to cater more to this style of play. That's not to say time and strategy aren't important, just perhaps less so than in its big brother.&lt;br /&gt;&lt;br /&gt;The new characters match with the game setting as everyone is decked out in "extreme" wear. There's the Guns N Roses-influenced Raxel beating people with a Flying V; the schoolgirl Candy (Honey) strapped with a PVC skirt and top; Jane, a very butch and strong female - as well as an assortment of other X-game wannabes and weirdoes: rollerbladers, skateboarders, an evil dude, and the unfortunately named "B. M." Just like Virtua Fighter, characters have different sizes and abilities, usually with the big guys (and girls, here) being slow and powerful and the smaller ones being weaker and faster.&lt;br /&gt;&lt;br /&gt;But there's one important character I haven't mentioned yet: Pepsi Man. Said cola guy was used to advertise Pepsi products in Japan, appearing when help was needed and giving folks a Pepsi in order to save the day. In Fighting Vipers, he does something similar. Occasionally, when an opponent beats you, instead of having to insert another credit, Pepsi Man will appear in the Pepsi challenge. Kick his ass and you get to continue your game for free. The bad news: Since Pepsi Man was only used in Japan, that means he's only available in the Japanese version of the game. It's a cheap import, though, since there were plenty of copies of Fighting Vipers to go around.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SUQL-dejACI/AAAAAAAAASk/D7HNMZ1HElY/s1600-h/fv3.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SUQL-dejACI/AAAAAAAAASk/D7HNMZ1HElY/s320/fv3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5279357830877610018" /&gt;&lt;/a&gt;Graphically, the game trades in the Saturn's VF2 high-res look for a lower resolutioned Gouraud-shaded one. Personally, I prefer the higher resolutions, but we do see real-time lighting pop up in this game. Basically, it looks like most other Saturn games.&lt;br /&gt;&lt;br /&gt;The Saturn conversion does add a couple of nice new features. In addition to the arcade and versus modes, there's also team battle, where a group of characters is placed against another group. A training mode is available from the start to practice different moves and get their timing down. As a bonus, there's extra settings for a big-head and sped-up "hyper" mode. It's all topped off with a few secret characters, including previously mentioned Big Mauler and the walking, stuffed bear Kuma-chan.&lt;br /&gt;&lt;br /&gt;All in all, Vipers is a solid game, but it doesn't have a whole lot of holding value. It's not that I don't like the game, it's just everything FV does has already been done better by Virtua Fighter 2. And for those who like the Vipers characters and feel, Fighter's Megamix has that covered, and then some.&lt;br /&gt;&lt;br /&gt;7/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-1606609885432518535?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/1606609885432518535/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=1606609885432518535' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1606609885432518535'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1606609885432518535'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/12/fighting-vipers-review.html' title='Fighting Vipers Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/SUQMXlJsyXI/AAAAAAAAASs/4T3lYHQGwng/s72-c/vipers_cover.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5157598187436012726</id><published>2008-12-08T10:53:00.006-05:00</published><updated>2008-12-08T11:14:49.539-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><category scheme='http://www.blogger.com/atom/ns#' term='Shenmue'/><title type='text'>Shenmue Santa</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/ST1DHJXvPgI/AAAAAAAAASM/lsaO18WBnWo/s1600-h/shenmue_santa2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 265px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/ST1DHJXvPgI/AAAAAAAAASM/lsaO18WBnWo/s320/shenmue_santa2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5277448128401718786" /&gt;&lt;/a&gt;It's that time of the year again. It's December. Snow is falling (at least in my parts). And, after a good day of running around and searching for gifts, it's time to sit back by the fire and soak up the holiday spirit, Sega-style.&lt;br /&gt;&lt;br /&gt;Of course, there's the obvious Christmas Nights, which should be peaking in price on ebay right now, but let's take a look at a different game - a game where a young man embarks on a journey to find out who really killed his father by talking to kittens, collecting toys... and finding sailors.&lt;br /&gt;&lt;br /&gt;That's right, it's Shenmue and it's got a little holiday cheer. For whatever reason, the game always reminds me a bit of this time of year. Maybe it was the November 11th release date. Or maybe it's the late November to early January timeframe.&lt;br /&gt;&lt;br /&gt;Most likely, it's this guy:&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/ST1DG-XS-lI/AAAAAAAAASE/65BNI8_MbVE/s1600-h/shenmue_santa1.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 265px;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/ST1DG-XS-lI/AAAAAAAAASE/65BNI8_MbVE/s320/shenmue_santa1.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5277448125447076434" /&gt;&lt;/a&gt;With a Japanese Santa walking down the street reminding people to make a purchase at the local shops while Christmas music floats through a snow-covered Debouita, nothing says, "'Tis the season," quite like it.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5157598187436012726?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5157598187436012726/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5157598187436012726' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5157598187436012726'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5157598187436012726'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/12/shenmue-santa.html' title='Shenmue Santa'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/ST1DHJXvPgI/AAAAAAAAASM/lsaO18WBnWo/s72-c/shenmue_santa2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-3593177535392639600</id><published>2008-12-01T12:02:00.004-05:00</published><updated>2008-12-01T12:10:30.415-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Dreamcast'/><category scheme='http://www.blogger.com/atom/ns#' term='Rez'/><title type='text'>Vibes</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZfl_qUzI/AAAAAAAAARk/SOZ4YRFxl9w/s1600-h/vibes_title.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 206px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZfl_qUzI/AAAAAAAAARk/SOZ4YRFxl9w/s320/vibes_title.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5274869094123459378" /&gt;&lt;/a&gt;Before Rez was Rez, it was K-Project. Then it was Project Eden. Then it became Vibes.&lt;br /&gt;&lt;br /&gt;In March of 2008, Vibes leaked online. Dated 2001/06/01 (Build 036), it's really close to the final version of the game, with a few major differences. Of course, the most notable is the music. Adam Freeland's "Fear" from Area 5 is in the game with a slightly different arrangement, but the rest of the tunes are provided by Underworld. Pacing, enemy locations, and some backgrounds are different than the final. As expected, there is a little slowdown and a few bugs, but the game is completely playable. &lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZf0shynI/AAAAAAAAARs/5pbtwxmtDDE/s1600-h/continue_screen.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 234px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZf0shynI/AAAAAAAAARs/5pbtwxmtDDE/s320/continue_screen.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5274869098069740146" /&gt;&lt;/a&gt;Although Areas 1 through 4 remain largely the same, Area 5 has seen the most changes before release. A different flavor of "Fear" is used, one that has repeating voice loops throughout. None of the text describing evolution is included in this level, instead just shuffling players from one spot to the next. After finishing Area 5, an "Area 5 logout" screen appears and transports players to Area 6 instead of going straight into the second round of bosses. No longer do the "Why are you here?" messages appear. Rather, explosions eventually reveal the names and forms of the upcoming bosses.&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZgmme3QI/AAAAAAAAAR8/SVPt14Tihmk/s1600-h/options.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 240px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZgmme3QI/AAAAAAAAAR8/SVPt14Tihmk/s320/options.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5274869111466155266" /&gt;&lt;/a&gt;Throughout this last Area, there is no music. Upon reaching Eden, the camera is located right up next to her instead of at a distance, making things quite trickier, as enemies fire from the front and rear. The level looks pretty much the same layout-wise, but the enemies themselves have changed. There are a lot of missiles flying around, fired from machines traveling along the tracks surrounding Eden. A bit different from the final, this time they are destroyed easily, instead of taking repeated shots before finally going down. Eventually, large orange orbs will appear and after several shots, they release fragments of Eden, who is gradually pieced back together.&lt;br /&gt;  &lt;br /&gt;Movies still appear showing her reconstruction, but they're longer and have different scenes in the background - a cell dividing, landing on the moon, and lots of landscapes, such as deserts, waterfalls, forests, and the like - all of which is stamped "Digital Film" in the corner.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/STQZgbk-BjI/AAAAAAAAAR0/-r3nI-hTo3Y/s1600-h/eden_moonlander.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 242px;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/STQZgbk-BjI/AAAAAAAAAR0/-r3nI-hTo3Y/s320/eden_moonlander.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5274869108507018802" /&gt;&lt;/a&gt;All in all, Vibes is an interesting glimpse into the past of Rez. It can be found pretty easily, with only a little digging and plays on a standard Dreamcast. If you're at all interested in Rez, this is definitely worth checking out.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-3593177535392639600?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/3593177535392639600/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=3593177535392639600' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/3593177535392639600'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/3593177535392639600'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/12/vibes.html' title='Vibes'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/STQZfl_qUzI/AAAAAAAAARk/SOZ4YRFxl9w/s72-c/vibes_title.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-6391536500487438434</id><published>2008-11-24T08:08:00.003-05:00</published><updated>2008-11-24T08:13:44.510-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Nights'/><title type='text'>More Halloween Nights</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SSqoKqQpftI/AAAAAAAAARc/PwDXc9m0Fes/s1600-h/halloween_nights2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 224px;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SSqoKqQpftI/AAAAAAAAARc/PwDXc9m0Fes/s320/halloween_nights2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5272211214886862546" /&gt;&lt;/a&gt;No word on anything about Thanksgiving yet, but there's another Halloween goodie in the &lt;a href="http://clubsega.blogspot.com/2008/03/nights-into-dreams-review.html"&gt;Nights PS2 remake&lt;/a&gt;.  Although &lt;a href="http://clubsega.blogspot.com/2008/11/halloween-nights.html"&gt;Claris dons a costume&lt;/a&gt; for the entire month of October, Elliot only does so on October 31st.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-6391536500487438434?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/6391536500487438434/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=6391536500487438434' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6391536500487438434'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6391536500487438434'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/11/more-halloween-nights.html' title='More Halloween Nights'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/SSqoKqQpftI/AAAAAAAAARc/PwDXc9m0Fes/s72-c/halloween_nights2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-4830920207703703271</id><published>2008-11-20T08:35:00.004-05:00</published><updated>2008-11-20T08:40:02.890-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Panzer Dragoon'/><title type='text'>Panzer Dragoon Retrospective</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SSVodveVcnI/AAAAAAAAAQ0/CgrKEEGNKXc/s1600-h/pd3_dragoon2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 271px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SSVodveVcnI/AAAAAAAAAQ0/CgrKEEGNKXc/s320/pd3_dragoon2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5270733799076229746" /&gt;&lt;/a&gt;&lt;a href="http://www.1up.com/do/minisite?cId=3162472"&gt;1up&lt;/a&gt; has a great Panzer Dragoon series retrospective that is definitely worth taking a look at. It's got reviews, artwork, and quality interviews, including behind-the-scenes details and answers to some of the game's long-standing questions. The whole thing is about a year old, but it's still an interesting story, so check it out if you haven't seen it.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.1up.com/do/minisite?cId=3162472"&gt;Panzer Dragoon Retrospective&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-4830920207703703271?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/4830920207703703271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=4830920207703703271' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4830920207703703271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4830920207703703271'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/11/panzer-dragoon-retrospective.html' title='Panzer Dragoon Retrospective'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SSVodveVcnI/AAAAAAAAAQ0/CgrKEEGNKXc/s72-c/pd3_dragoon2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-3704771482657931791</id><published>2008-11-17T08:45:00.009-05:00</published><updated>2008-11-17T08:57:54.189-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='32X'/><title type='text'>What are those two doing?</title><content type='html'>Remember when people would fight over who was better - Sonic or Mario? Remember when Tails seemed a little less annoying? Remember when Sega had great marketing campaigns? Remember when the 32X ruled the world? Ok, maybe not the last part, but still, the 32X had some decent advertisements.&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SSF1gbEeqLI/AAAAAAAAAQc/fJc14iiyXuE/s1600-h/32x_ad.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 227px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SSF1gbEeqLI/AAAAAAAAAQc/fJc14iiyXuE/s320/32x_ad.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5269622238882998450" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SSF1goW-hII/AAAAAAAAAQk/56hs6g3sDh4/s1600-h/32x_ad2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 212px;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SSF1goW-hII/AAAAAAAAAQk/56hs6g3sDh4/s320/32x_ad2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5269622242450244738" /&gt;&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-3704771482657931791?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/3704771482657931791/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=3704771482657931791' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/3704771482657931791'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/3704771482657931791'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/11/what-are-those-two-sega-machines-doing.html' title='What are those two doing?'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SSF1gbEeqLI/AAAAAAAAAQc/fJc14iiyXuE/s72-c/32x_ad.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2925257098933594453</id><published>2008-11-12T13:28:00.005-05:00</published><updated>2008-11-12T13:31:24.866-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Nights'/><title type='text'>Halloween Nights</title><content type='html'>Yeah, it's true.  I'm slacking even worse than usual.  But, it's better late than never, I guess.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SRsgd7UW56I/AAAAAAAAAQU/FfU2yAkzPJ4/s1600-h/nights_halloween.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 224px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SRsgd7UW56I/AAAAAAAAAQU/FfU2yAkzPJ4/s320/nights_halloween.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5267839887651301282" /&gt;&lt;/a&gt;In addition to all of the unlockable goodies that have been added to the PS2 remake of Nights, there are even more date-specific surprises.  For the entire month of October, playing in Mystic Forest will give Nights and Claris a Halloween makeover.  Nights dons some dark clothing and generally looks a little odd, while Claris plays the part of a complete witch.&lt;br /&gt;&lt;br /&gt;Since it's no longer October, you can either wait until next year (which is my plan) or set your date back to last month.&lt;br /&gt;&lt;br /&gt;If there are any Thanksgiving surprises, I'll let you know in 2009 (most likely January).&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2925257098933594453?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2925257098933594453/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2925257098933594453' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2925257098933594453'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2925257098933594453'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/11/halloween-nights.html' title='Halloween Nights'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SRsgd7UW56I/AAAAAAAAAQU/FfU2yAkzPJ4/s72-c/nights_halloween.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5963712446235608952</id><published>2008-11-07T14:44:00.005-05:00</published><updated>2008-11-08T09:24:10.433-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><category scheme='http://www.blogger.com/atom/ns#' term='Burning Rangers'/><title type='text'>Burning Rangers Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SRWg8lfnjgI/AAAAAAAAAQM/SOUlgLTlpBs/s1600-h/br_cover.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 187px; height: 320px;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SRWg8lfnjgI/AAAAAAAAAQM/SOUlgLTlpBs/s320/br_cover.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5266292301996985858" /&gt;&lt;/a&gt;During the Saturn years, Sega's famed Sonic Team took a break from developing Hedgehog games. But amidst the blue blur's absence, two originals came to fruition. The first appeared in 1997 and was to do for the Saturn what Sonic the Hedgehog did for the Genesis. Even though it didn't quite reach that level of success, the game still became a cult classic and eventually found a sequel on the Wii. This, of course, was &lt;a href="http://clubsega.blogspot.com/2008/03/nights-into-dreams-review.html"&gt;Nights into Dreams&lt;/a&gt;. But there was another - one that managed to fly just underneath the general gaming radar. Released in '98 towards the end of the Saturn's life, little fanfare was made for Sonic Team's other gift to the Saturn: Burning Rangers.&lt;br /&gt;&lt;br /&gt;The premise behind Burning Rangers is pretty straightforward: futuristic firefighters tackle flames and save lives. Besides some gibberish towards the end about a girl trapped in a crystal, the story is pretty bare. Fight fires with your laser. Survive, repeat. I'm not arguing though, as it's almost refreshing in its simplicity.&lt;br /&gt;&lt;br /&gt;Players initially take the roll of either Shou or Claris, one of two identically-playing rangers. Regardless of the character, the overall story stays the same, with just a few differences in the script and subplots.&lt;br /&gt;&lt;br /&gt;After a brief training mission to introduce the controls, the first mission begins. To extinguish fires, the Rangers must shoot the flames with either a quick laser blast or a charged-up grenade-like shot. As the flames are put out, they're turned to crystals, which function exactly like rings do in Sonic the Hedgehog. As long as at least one crystal is in possession, the characters can take a hit, but in turn, their crystals are sent flying through the surround area. Get hit with no crystals and it's game over. Careful, though, as using the grenade blast will destroy any crystals in the area. It's a trade-off: use the grenade shot to quickly put out the fires or shoot them one-by-one and hopefully survive long enough to get more crystals.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SRSbTSys0VI/AAAAAAAAAPs/n00tQrRJJW4/s1600-h/br1.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 204px;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SRSbTSys0VI/AAAAAAAAAPs/n00tQrRJJW4/s320/br1.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5266004620067262802" /&gt;&lt;/a&gt;Crystals do have another use - rescuing people. Hostages are spread throughout the level and they need to be saved. Now, it's completely fine to ignore them, but if enough crystals are on hand, the Rangers will transport the hostages away to safety, and possibly earn a continue in the process. These guys and gals also act as save points, essentially serving the same function as lamp posts do in the Sonic games.&lt;br /&gt;&lt;br /&gt;Of course standing fire isn't the only obstacle, as bursts of flames will shoot out of the walls. Before a blast ignites, there is a short whistling sound. Tap back on the d-pad in time and the Ranger will jump out of the way avoiding any damage. Too slow and the kids get burnt instead. Though the move fairly easy to pull off in the first episodes, it does get tricky in later ones, necessitating a quick reaction time. &lt;br /&gt;&lt;br /&gt;What would a Sonic Team game be without bringing time into the mix? If fires aren't being put out fast enough, then the entire level will be engulfed in flames, reminding players to hurry the hell up and completely agitate them in the process. A counter on the side of the screen shows a fire percentage level. For every 20% increase, there's a boom and a ton of flames. This level never drops below the last 20th percent, so if a 58% is reached, it can be worked down to 40%, but not lower.&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SRSbbedlVyI/AAAAAAAAAP0/id7XaPF2kqM/s1600-h/br2.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 204px;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SRSbbedlVyI/AAAAAAAAAP0/id7XaPF2kqM/s320/br2.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5266004760638871330" /&gt;&lt;/a&gt;Levels are basically glorified corridors; nice looking corridors, that is, but still just corridors. To navigate through these, Shou and Tillis can radio Chris, the navigator, and she'll send out verbal directions. Sometimes it works, sometimes it doesn't. The game can get really frustrating when there's a switch that needs to be pressed, and Chris keeps sending the wrong directions over and over. With everything looking like one giant hallway, it's fairly easy to get lost, too.&lt;br /&gt;&lt;br /&gt;Getting from point A to B is only part of the battle, since the controls in this game are loosey-goosey, to put it mildly. While not necessarily a bad thing, it does make accurate jumping seem tricky. And there's a ton of jumping, as the Rangers leap from one platform to another, over pits, and out of the way of fire. It's pretty easy to miss a jump or a landing along the way. To help avoid random falls, an auto-jump feature has been added. Anytime the Rangers get close to the edge of a surface, they'll jump off automatically. This can get pretty annoying. Sometimes, it'll be a life-saver, as the rangers can float back onto a platform instead of falling off entirely, but most of the time, it just feels unnecessary. Spend enough time in the game, though, and it does become tolerable.&lt;br /&gt;&lt;br /&gt;Underwater segments appear in certain levels, and these are, well, a mess. There's a button for jet-blasting upwards and downwards, both of which push the Rangers forward. If the jumping wasn't loose enough, the water takes the cake. It's hard to control, hard to aim, and the cameras completely lose their focus underneath the waves.&lt;br /&gt;&lt;br /&gt;That's not to say that the cameras are anything in the first place. As with the game's platforming contemporaries, the cameras in Burning Rangers are pretty bad. While not an absolute deal-killer, it's definitely Burning Rangers biggest problem. Sometimes the camera does a good job, but it's easily thrown out of alignment. Nothing is worse than trying to make a jump, only to have the camera shift into a position where the destination is completely unseen. Worse yet is when the camera gets caught in a corner, only to display portions of the wall in front of it. To help remedy the situation, cameras can be adjusted freely or in 90 degree increments.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SRSbb8FO7-I/AAAAAAAAAP8/q-hevlSKI0Y/s1600-h/br3.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 204px;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SRSbb8FO7-I/AAAAAAAAAP8/q-hevlSKI0Y/s320/br3.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5266004768589803490" /&gt;&lt;/a&gt;Despite the bad camera work, there's still fun to be had in the game. When it all works, the game is enjoyable and provides a good test of skills, racing through the levels, keeping the fire down, and trying to do it all in a timely manner. It's possible to get used to some of the annoying things (like cameras and auto-jump) and even learn to work around them, but it shouldn't be necessary to adapt to the game's faults.&lt;br /&gt;&lt;br /&gt;After making it through the level, players are greeted with a boss. Most are tied in with the theme of the level, but they're pretty ridiculous, consisting of monstrosities like a fire-spewing plant and a large angry fish. Really, the bosses aren't necessary at all and feel a little tacked-on. Fortunately, they're fairly quick and easy to defeat and they do change up the pace.&lt;br /&gt;&lt;br /&gt;Once the level is completed, players are graded, just like in Nights. Ranks go from D to S, with S being the best. The final grade is based on how many hostages were rescued, the number of crystals remaining at the end of the level, the time taken for the boss, and the flame percentage.&lt;br /&gt;&lt;br /&gt;Repeat this for another three levels, and that's Burning Rangers. Along the way, there is a shooter mini-game tossed in for some variety, but that's pretty much it. As with Nights, Sonic Team keeps the number of levels low, but open enough to be replayed several times for higher scores. To reduce the monotony, BR features a random-level generator. This feature has been touted by the press and fans of the games, but to be honest, it's not that big of a deal. Take the same levels, open a couple of doors that were closed prior, put the hostages in a new spot, and play. Hostages and switches may never be in the exact same position twice, but once a player learns the usual locations for hostages and switches, they're set.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SRSbb1c0V1I/AAAAAAAAAQE/Nda42m9auLk/s1600-h/br4.png"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 204px;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SRSbb1c0V1I/AAAAAAAAAQE/Nda42m9auLk/s320/br4.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5266004766809675602" /&gt;&lt;/a&gt;If shooting for high scores isn't your cup of tea, then there's the Pokemon allure - "Gotta catch'em all." This time, it's the hostages that need to be collected. After rescuing someone, they'll send out a quick e-mail. Sometimes it's a code to unlock an extra feature or artwork, but other times it's just nonsense. With hundreds of hostages and several e-mails from each one, it takes a while to get them all. Whether it's worth it or not, it's up to the player, but for those 100% completists (myself included), it's a reason to play through the levels again.&lt;br /&gt;&lt;br /&gt;Graphics are impressive. Running off a modified Nights engine, Burning Rangers takes the Saturn and pushes it to its limits, and then some - maybe too much. The graphics look great, but suffer from some pretty bothersome slowdown. It's not like Sega Touring Car, where the frame rate is awful the entire time, but when the flames hit the fan, the frame rate takes a nose dive. Excluding that frame rate and occasional clipping, this is one of the best looking games on the Saturn. There are tons of transparencies and lighting effects all over the place, perfectly suited to a game about fire. Light coming from fluorescent lamps fill the air. The after burn of the Rangers' rocket packs looks great as well. I see it all and I really think this game would be so much better on a later-generation system like the Dreamcast. The Saturn tries and it chugs along, but there is just too much for it to handle.&lt;br /&gt;&lt;br /&gt;Sound is solid as well. There's not a whole lot of background music, so mostly explosions and radio chatter fill the airwaves. Hearing the other Rangers converse over the radio helps flesh out the barebones story and add a little depth to the very flat characters. When music does kick in (usually during a boss battle), it's pretty solid, if not generic.&lt;br /&gt;&lt;br /&gt;All in all, I have to say that I do like Burning Rangers, but it's definitely got its flaws. For Sonic Team fans, this is another winner, but for the rest of the world Burning Rangers is pretty average. For every thing it does right, it seems like the poor cameras, slowdown, or loose controls throw it off. On the right system, with hardware that could handle the game's visuals and some extra development time to tweak up the controls, Burning Rangers could've been a real winner. As it stands, it's only average.&lt;br /&gt;&lt;br /&gt;7/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5963712446235608952?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5963712446235608952/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5963712446235608952' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5963712446235608952'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5963712446235608952'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/11/burning-rangers-review.html' title='Burning Rangers Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/SRWg8lfnjgI/AAAAAAAAAQM/SOUlgLTlpBs/s72-c/br_cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2941954417380513759</id><published>2008-11-04T12:57:00.003-05:00</published><updated>2008-11-04T13:00:27.997-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><title type='text'>Saturn Batteries</title><content type='html'>&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SRCNspmyrBI/AAAAAAAAAPk/zq1eEfjJ4Ig/s1600-h/cr2032.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 279px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SRCNspmyrBI/AAAAAAAAAPk/zq1eEfjJ4Ig/s320/cr2032.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5264863762618428434" /&gt;&lt;/a&gt;&lt;br /&gt;There comes a time in every Saturn's life where things just aren't what they used to be. All of the gaming memories of yesteryear (or yesterday) are nowhere to be found. The system can only remember what happened moments ago.&lt;br /&gt;&lt;br /&gt;No, your Saturn doesn't have Alzheimer's. It's only a dead battery.&lt;br /&gt;&lt;br /&gt;One of the few systems to do so, the Saturn comes with a replaceable internal battery used to store saved game data. As with other batteries, eventually this one will wear out and any data saved on the system will be lost; new data won't be saved either.&lt;br /&gt;&lt;br /&gt;There's any easy fix, though: get a new battery. (Obviously, right?) The Saturn uses a standard watch-size CR2032A battery - the same type that's found in the Dreamcast's VMUs. These are available at local drug stores and department stores. Or, you can even jack the VMU's battery if you want.&lt;br /&gt;&lt;br /&gt;Replacing the battery is an easy task. Pop open the hatch on the rear of the system and find the battery located inside. Take the old one out and drop the new one in, making sure that the positive (+) side stays up.&lt;br /&gt;&lt;br /&gt;My Saturn is going on year 12 and I've replaced the battery three times, so they can last a good while. Some tips to keep your battery lasting longer:&lt;br /&gt;&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Keep your Saturn plugged in. When the system is plugged in, it will draw a small amount of power from the electrical outlet and use that to keep the game data backed up. If the Saturn is unplugged, it'll use only juice from the battery instead.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;Use a quality battery. As with everything, some batteries are made better than others. A higher quality battery will last longer.&lt;/li&gt;&lt;br /&gt;&lt;br /&gt;&lt;li&gt;Get a memory card. Inevitably, the battery will fail. Be prepared by saving your games to a memory card. The official Sega-licensed memory card is the best, as third party cards tend to damage the Saturn's cartridge connectors.&lt;/li&gt;&lt;br /&gt;&lt;/ul&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2941954417380513759?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2941954417380513759/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2941954417380513759' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2941954417380513759'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2941954417380513759'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/11/saturn-batteries.html' title='Saturn Batteries'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SRCNspmyrBI/AAAAAAAAAPk/zq1eEfjJ4Ig/s72-c/cr2032.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2367742363341959095</id><published>2008-10-31T15:09:00.005-04:00</published><updated>2008-11-01T11:01:20.175-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><category scheme='http://www.blogger.com/atom/ns#' term='House of the Dead'/><title type='text'>House of the Dead Saturn Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SQxvLsheYOI/AAAAAAAAAPU/yqYNl3h-za0/s1600-h/hotd_cover.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;width: 200px; height: 198px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SQxvLsheYOI/AAAAAAAAAPU/yqYNl3h-za0/s320/hotd_cover.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5263704311210074338" /&gt;&lt;/a&gt;In the arcades, House of the Dead impressed with a few new twists on the shooter formula. Instead of the one-shot one-kill mentality that existed in most shooters at the time, HotD included zombies that wouldn't stay down after only one bullet. The undead would just keep coming, despite losing their limbs or chunks of their bodies. HotD also introduced multiple pathways, as certain parts of the each stage contained extra twists and turns, opened by rescued hostages or hidden switches. With another arcade success up their sleeves, it was inevitable HotD would find its way to the Saturn.&lt;br /&gt;&lt;br /&gt;And that it did in 1998, at the very end of the system's life. Is it still a success? To get straight to the point: Not really. While it is still technically The House of the Dead on the Saturn, it really doesn't look like it. The graphics are bad. Really bad. This is one of the worst looking games on the Saturn. Polygons have been removed, as expected in a Model 2 conversion, but the level of detail that has been dumbed down is just nasty. The textures used in this game are just awful, pixelated messes that at most times bear very little resemblance to their arcade counterparts. Everything blurs together in a muddy mess of brown and gray, making it hard to spot enemies. Not too mention, this graphical mess is a clunker, too, chugging along at a very poor frame rate.&lt;br /&gt;&lt;br /&gt;Even though the graphics are bad, it wouldn't be too much of a problem as long as the game still felt like it did in the arcade. Unfortunately, that's not the case. The low frame rate makes the game harder to play than it should be, causing players to adjust to the poor graphics, rather than develop zombie-shooting skills. The Stunner gun feels really unresponsive, which is a shame, because it's one of the most accurate light guns I've used on a home console. Sega has demonstrated with the Virtua Cop series that a smooth frame rate and responsive gun control are completely possible and should be expected, but it just doesn't happen here. It seems that the poor frame rate causes the game to register hits slightly slower, and because of that, nothing feels precise.&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SQtYR1ieGoI/AAAAAAAAAPE/EY0JIqvY-RU/s1600-h/hotd2.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 320px; height: 214px;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SQtYR1ieGoI/AAAAAAAAAPE/EY0JIqvY-RU/s320/hotd2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5263397652965235330" /&gt;&lt;/a&gt;Just to double check and make sure that I'm not just sucking, I went back and played through Virtua Cop 1 and 2. No problems there. I tried adjusting the gun calibration, but it didn't seem to help. So, I went to the next logical stepped and plugged in a controller. Oddly, enough, when using a controller, the targeting reticle moves around at a good 30 frames per second while the rest of the game stutters along. The end result is that the game is actually easier to play with a controller than with the gun, which pretty much defeats the purpose of games in this genre.&lt;br /&gt;&lt;br /&gt;The home release includes, in addition to the standard arcade mode, a new Saturn mode, where different characters can be selected. The difference between these characters include the number of lives they have per credit, how many rounds they can fire before reloading, and how much damage their guns can do. Does it add to the game? If you master arcade, it could be fun to mix it up a bit with these options, but ultimately, it's still the same levels. Lastly is a boss mode, which could be good for practice on a problematic boss, but personally, I've never had the desire to replay the bosses outside of the normal game.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SQtYdNOAHvI/AAAAAAAAAPM/ao0q30Zdiq0/s1600-h/hotd4.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 280px; height: 228px;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SQtYdNOAHvI/AAAAAAAAAPM/ao0q30Zdiq0/s320/hotd4.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5263397848300396274" /&gt;&lt;/a&gt;All in all, I'm really disappointed with this game. It should have been another classic Saturn shooter from Sega, but it just ends up being a let-down. It appears that half-way through the game, development just stopped and whatever was done was released. If the poor graphics didn't affect the controls, it wouldn't be as bad, but the low frame rate makes precision targeting and reactions really hard with the gun. Unfortunately, HotD without the gun is like a dog without a bone.&lt;br /&gt;&lt;br /&gt;6/10&lt;br /&gt;&lt;br /&gt;There may be no final justice for this game. It was set to be an unlockable in the Dreamcast's House of the Dead 2, but was cut due to time constraints. Supposedly it was to appear in the House of the Dead 2&amp;3 Return on the Wii, but the graphics were deemed to be too aged.&lt;br /&gt;&lt;br /&gt;Collectors are looking for this game, so if you really want it, I'd suggest going the import route. The Japanese version is pretty cheap and besides about $60, the only difference is that all of the blood is green instead of red.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2367742363341959095?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2367742363341959095/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2367742363341959095' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2367742363341959095'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2367742363341959095'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/10/house-of-dead-saturn-review.html' title='House of the Dead Saturn Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SQxvLsheYOI/AAAAAAAAAPU/yqYNl3h-za0/s72-c/hotd_cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-89871602844574728</id><published>2008-10-18T15:00:00.001-04:00</published><updated>2008-10-20T15:59:55.037-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><category scheme='http://www.blogger.com/atom/ns#' term='Panzer Dragoon'/><title type='text'>Panzer Dragoon Saga Review</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SPzhFobUSzI/AAAAAAAAAOU/4AawmBNDIlc/s1600-h/pds_cover.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5259325951729486642" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SPzhFobUSzI/AAAAAAAAAOU/4AawmBNDIlc/s320/pds_cover.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;PDS has quite possibly become the most notorious game on the Saturn, and for good reason, too. Released in 1998 at the end of the system's life, the game was only available in limited numbers. Its rarity was a problem even then, and as a result, I've had the fortune of buying the game twice, the first being at a Toys 'R' Us in 1998. At the time, Toys 'R' Us kept almost all of their games locked up and in order to purchase one, a price tag that hung just outside of the case had to be taken to the check-out counter. After paying for the game, the receipt would be traded for the game itself, which was kept in a separate, locked room in an attempt to minimize theft.&lt;br /&gt;&lt;br /&gt;I'd been keeping an eye on the game, and there were never any tags available, as the game was out of stock. One day, luck had found me. There was one tag left. They had received a new shipment and I had managed to snag the last remaining copy. I went to the counter, paid the $59.99 and then went to trade the receipt for the game. But wait, there was a mistake. They didn't have Saga. Did they put too many purchase tags out? Did some cunning employee know the value of the game and take it? Regardless, I went home empty-handed and never saw the game in stores again.&lt;br /&gt;&lt;br /&gt;So, 10 years later, after the asking price for the game had nearly tripled, I bit the bullet and picked it up.&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SPzhtyWjEZI/AAAAAAAAAOc/4q1-AQld10w/s1600-h/Camp%2520In%2520The%2520Day.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5259326641588605330" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SPzhtyWjEZI/AAAAAAAAAOc/4q1-AQld10w/s320/Camp%2520In%2520The%2520Day.jpg" border="0" /&gt;&lt;/a&gt;Saga begins as a young guardian, Edge, and his fleet are attacked on an ancient ruin they are protecting. In the attack, Azel, a mysterious girl buried in the ruins for centuries is stolen, presumably to be used for evil. Left for dead, Edge is nearly ripped to shreds by ancient biological creatures, until a dragon shows up to save the day. It is mere coincidence or destiny as the dragon chooses Edge to be his rider?&lt;br /&gt;&lt;br /&gt;The story begins and after a 10 minute long intro movie, so does the game. Instead of immediately hopping on a dragon and blasting away, Saga turns the series around and eschews its shooter roots in favor of an RPG/strategy format that's broken into sections of dragon riding, walking, and battle.&lt;br /&gt;&lt;br /&gt;Moving from one spot to the next is done by hopping on the dragon and taking it for a ride. This time, instead of just following along on rails, the environments are free flowing to allow for exploration of the area and its surroundings. Environments usually come in one of two forms, either completely open or very cave-like. The cave variety does well to get the player from point A to point B, but sometimes seems too linear. Free-form open spaces, on the other hand, don't have this same problem.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SPzhtyn6e0I/AAAAAAAAAOk/JygdZ4fQ2t8/s1600-h/Guardian%2520Dragon%2520-%25203.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5259326641661442882" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SPzhtyn6e0I/AAAAAAAAAOk/JygdZ4fQ2t8/s320/Guardian%2520Dragon%2520-%25203.jpg" border="0" /&gt;&lt;/a&gt;Along the way, there are objects to shoot at, some containing items, some triggering events to progress the story, and others that are merely there for scenery. The majority of the game takes place, here, on the back of the dragon. For the most part, it's easy to control, with a button for managing speed and the the analog pad handling the direction. Occasionally, bumping into an object will cause the dragon to hang or repel off of it in a bizarre fashion, but since this mode is primarily used to transportation and not quick-reaction battles, it's really not a big deal.&lt;br /&gt;&lt;br /&gt;Walking sections are done sans dragon, controlling only Edge. This is the typical exploration area, with the character walking around talking to people, collecting information, and furthering the plot. While Saga uses the analog pad, it doesn't really take advantage of it. To run as Edge, instead of just pushing the pad a bit more in the specified direction, the B button has to be held down. This stays consistent with dragon riding portions of the game, but shouldn't be necessary. To look at an object, first the action button has to be selected, and then a target appears on the screen. The item can only be inspected after "locking on" to it. Again, this is fine on the dragon, but seems excessive when on foot.&lt;br /&gt;&lt;br /&gt;The walking environments aren't exceedingly large, and there really isn't a huge cast of characters, despite all of the different locations in the game. It creates a very isolated feel - as if it's Edge, the dragon, and just a couple of others. Upon further prodding, many characters open up and there are several subtasks and conversations available.&lt;br /&gt;&lt;br /&gt;When walking around, time of day changes, and of course, the people who are out and about change as well. This helps make the Saga world a little more alive, and also adds more replayability to the same area.&lt;br /&gt;&lt;br /&gt;Most of the action, though, is in the dragon battles. These battles are rooted in classic turn-based RPGs, but rather than the "I attack, you attack" strategy, PDS incorporates time into the mix. The dragon has a total of three gauges that fills up one at a time. Once the first gauge is filled, the player can fire the dragon’s lasers for a general attack or Edge's gun to target a specific area. After two gauges fill, berzerk attacks, the equivalent of magic, become available. A full three gauges will allow special berzerk moves and a few extras to take place. But, there's a catch - the gauges only fill while the dragon is staying still.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SPziK49AbmI/AAAAAAAAAO0/48mlPymOHhc/s1600-h/Azel%2520Worried%2520Expression.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5259327141576732258" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SPziK49AbmI/AAAAAAAAAO0/48mlPymOHhc/s320/Azel%2520Worried%2520Expression.jpg" border="0" /&gt;&lt;/a&gt;Each enemy has a radar around it and the dragon can locate itself in one of the four (top, bottom, left, right) positions. These are marked as red (dangerous), green (safe), or uncolored (neutral), depending on the severity of the enemies' attacks in these directions. As with the dragon, each enemy uses the same gauge system to determine when and how often it can attack.&lt;br /&gt;&lt;br /&gt;The result: battles that require some strategy and positioning, as well as good timing. This can keep players on their toes, making decisions such as "Should I wait another moment and try to fire off the last shot or should I just move out of harms way? Will this gauge fill in time so that I can use an item to restore my health or am I toast?" The bad news is that once an enemy is figured out, it's pretty easy and repetitive.&lt;br /&gt;&lt;br /&gt;As with other games in this genre, the characters can level up, gain experience, grow, and generally get bigger and badder. After finishing a battle, the game rates the player on their performance. Higher ratings mean more experience and more items. Lower will mean less. After gaining enough points, the characters level up and get stronger, learning new berzerk attacks along the way. There are several berzerk categories and what attack the dragon will learn is based on its current form.&lt;br /&gt;&lt;br /&gt;The dragon itself can be morphed between four different types - attack, defense, spiritual, and agility - as well as the standard all-arounder. Certain types are better at certain enemies, and well, sometimes it's just nice to look at something different on the screen. After reaching certain portions of the game, the dragon will change forms entirely, just like in Zwei. These new forms come with additional upgrades as well, for laser attacks, health, and berzerk ability.&lt;br /&gt;&lt;br /&gt;Though it's all fun, the game system and mechanics are good, but not particularly great. I enjoyed the battles, but I hadn't felt drawn to play against those creatures again. Of course, I'm looking at this 10 years after it was released, which may have tainted things for me a bit. But what keeps people talking about this game so many years later?&lt;br /&gt;&lt;br /&gt;Graphics-wise, this is one of the better looking games on the Saturn. Zwei had some very nice water and transparency effects, but Saga takes them to a new level. The Saturn was never known as a 3D powerhouse and having no hardware support for 3D transparency really drove that point home. Saga, however, uses a few 2D (Mode7) transparency tricks to really give the game a nice shine. Water effects and the dragon itself are particularly spectacular in the game.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SPzi4LAFZgI/AAAAAAAAAO8/ZctRwQIck0M/s1600-h/Mel-Kava%2520-%2520Light%2520Particle%2520Reactor.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SPzi4LAFZgI/AAAAAAAAAO8/ZctRwQIck0M/s320/Mel-Kava%2520-%2520Light%2520Particle%2520Reactor.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5259327919515592194" /&gt;&lt;/a&gt;Despite this, the environment textures are a little ugly. It's not House of the Dead ugly, but every once in a while, a wall will be pixelated top-to-bottom. Others have complained that the character models are simple and low-poly, but I haven't seen anything that would upset me for a game from this time period. Saga runs in the Saturn's standard resolution mode and has proper light sourcing, which is put to use nicely as the levels transform from day to night. Shadows on the characters change, and the overall tone of the skies go from blue to orange to black. Not only is it a nice tech demo for Sega's system that couldn't, it really helps give the appearance of a living world.&lt;br /&gt;&lt;br /&gt;The music is on another level. As with Zwei, the music in this episode of Panzer Dragoon is done by the Saturn's onboard sound chip. The composition is quite good, as the pieces are reminiscent of atmospheric tunes in Zwei. The numbers play throughout the battle and flight sequences, ranging from completely ambient to large and engrossing. It is definitely put to great use here, creating a moody and dramatic backdrop in the somber Panzer Dragoon world.&lt;br /&gt;&lt;br /&gt;But while the music and graphics stick out as high points, the story and universe are what’s truly engrossing. This has always been the strong point of the Panzer games. A world within a world, the story, the architecture, the artistry of design have all added up to create an environment that feels immersive. The storyline for the entire series isn't just tacked on to justify what happens on the screen.&lt;br /&gt;&lt;br /&gt;At the end of the first two games, I watched the dragon destroy whatever tower it was fighting at the time, and then I tried to figure out what the hell was going on. There was more to the Panzer world, I just didn't know what it was, and the story was intentionally vague. Saga takes that intrigue and slowly spells out the larger picture. The storyline ties in directly with Zwei, and though it tries to tie in with the first game as well, it's safe to just ignore the storyline of the original Panzer Dragoon.&lt;br /&gt;&lt;br /&gt;As Edge seeks revenge against the mysterious Craymen who attacked his village, he and the players learn more about the Panzer Dragoon universe. Why dragons exit, where they came from, what became of the other dragon riders are all subject matter in the game's story. The answers aren't handed out, but alluded to and hinted at throughout the journey. There are a few characters to meet along the way, but not over abundantly so. They fit into the PD world and give a glimpse of life when there's no dragon chasing down strange things. Throughout the story, as more and more questions are answered, just as many are asked with the appearance of Azel, a relic of the past.&lt;br /&gt;&lt;br /&gt;It all culminates as a tale of fate and destiny. The end of the game feels not like winning an entire war, but just a battle. There's not an entire civilization cheering for Edge as he triumphantly marches down the streets. Instead, the rest of the world could be oblivious to the battle that has just taken place, while those involved are deeply affected. This is the game that ended the Panzer Dragoon trilogy. As unsettling as it may be, it is still the end.&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SPzhuIvIiKI/AAAAAAAAAOs/tdXDPV36lPk/s1600-h/Above%2520Georgius%2520-%2520Lazara%2520-%25202.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5259326647597303970" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SPzhuIvIiKI/AAAAAAAAAOs/tdXDPV36lPk/s320/Above%2520Georgius%2520-%2520Lazara%2520-%25202.jpg" border="0" /&gt;&lt;/a&gt;When it's all over, the journey is rather short. Even with some trouble along the way, it only took me about 20 hours to finish the game. After playing through it once, a box game is unlocked, but this time around the extras aren't really worth anything and hardly add any replay value. I was compelled to play through the game at length again, and there were a lot of conversations, stories, and literature that furthered detailed Saga's universe that I had missed. Seeing all of this definitely adds to the experience, but once everything has been seen (and while not likely, it is possible to do on the first try), there's not much reason to go back.&lt;br /&gt;&lt;br /&gt;So, back to the big question: Is it worth it? Panzer Dragoon Saga is definitely a good game and a highlight for the Saturn. The bad news is that it's still an exclusive to the system. Though it's probably not worth the asking price, it is still a game any Saturn owner would be proud to have in their collection.&lt;br /&gt;&lt;br /&gt;9/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-89871602844574728?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/89871602844574728/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=89871602844574728' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/89871602844574728'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/89871602844574728'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/10/panzer-dragoon-saga-review.html' title='Panzer Dragoon Saga Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/SPzhFobUSzI/AAAAAAAAAOU/4AawmBNDIlc/s72-c/pds_cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-999425252358510008</id><published>2008-10-15T14:05:00.001-04:00</published><updated>2008-10-15T14:05:57.446-04:00</updated><title type='text'>Beta-7</title><content type='html'>If there's a reason that I haven't been playing the NFL 2k series, I think I've found it.&lt;br /&gt;&lt;br /&gt;Is it all a conspiracy?&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.beta-7.com"&gt;http://www.beta-7.com&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;And for the record, it's just a marketing gimmick - a very interesting marketing gimmick, nonetheless.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-999425252358510008?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/999425252358510008/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=999425252358510008' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/999425252358510008'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/999425252358510008'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/10/beta-7.html' title='Beta-7'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-7292665512369274901</id><published>2008-09-05T09:12:00.010-04:00</published><updated>2008-09-05T09:35:58.891-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Sega Ages'/><title type='text'>Ages and Ages</title><content type='html'>It looks like the next game in the Sega Ages series is going to be Fantasy Zone. This is fine and dandy, but personally, I really don't care about this game at all. On the other hand, there's a few games that I &lt;em&gt;would&lt;/em&gt; like to see appear, but I'm not holding my breath. In no particular order:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SME1XOv_xcI/AAAAAAAAAOE/hcHbSMxlhPw/s1600-h/burningrangers.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SME1XOv_xcI/AAAAAAAAAOE/hcHbSMxlhPw/s200/burningrangers.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242530114448639426" /&gt;&lt;/a&gt;&lt;strong&gt;Burning Rangers&lt;/strong&gt; - Another non-Sonic title on the Saturn from Sonic Team, this one involving anime-inspired futuristic fire fighters putting out flames to save people.&lt;br /&gt;&lt;br /&gt;Why it should happen: BR pushed the Saturn to its graphical limits and manages to sell for way more than it should. While there was already a limited market by virtue of being a Saturn game, small production numbers and a release at the end of the Saturn's life meant very few people got to play it.  Those that did, however, found the game's graphics to be very demanding for Sega's 32-bit system, to the point where gameplay was affected.&lt;br /&gt;&lt;br /&gt;Sega already has created a Saturn/Titan (ST-V) emulator that is used in other games in the Ages line-up, which should help reduce the porting time. Nights has been recently redone (and redone very well, might I add) and with BR based on the same engine, it would seem only natural to bring it over, too.&lt;br /&gt;&lt;br /&gt;Why it won't happen: Sonic Team doesn't give a crap and Sega won't be able to make a profit off of it. Burning Rangers had a vocal cast featuring some well-known actors from the anime scene and I'm sure they'd still demand a royalty for their work. Unlike Nights, the game isn't as widely known and doesn't have the fan base to support it.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SMEw9dJLIXI/AAAAAAAAANc/aMVu1tKQRPU/s1600-h/panzersaga.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SMEw9dJLIXI/AAAAAAAAANc/aMVu1tKQRPU/s200/panzersaga.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242525273589227890" /&gt;&lt;/a&gt;&lt;strong&gt;Panzer Dragoon Saga&lt;/strong&gt; - In a radical 360 turn, the PD series went from an on-rails shooter to an RPG. The result - a complete surprise and one of the better RPGs of the era &lt;br /&gt;&lt;br /&gt;Why it should happen: With a limited release at the end of the Saturn's lifecycle and stellar reviews, Saga was highly sought by gamers and collectors alike. Unfortunately, few got to play it and it goes for top dollar nowadays. Yukio Fatatsugi was willing to lend a hand (or at least a voice) to the &lt;a href="http://clubsega.blogspot.com/2008/02/sega-ages-2500-panzer-dragoon-review.html"&gt;Sega Ages Panzer Dragoon&lt;/a&gt; remake, and I'm sure he'd love to be involved in this in some way.&lt;br /&gt;&lt;br /&gt;Why it won't happen: According to reports, (although hard to believe) the original source code for the game is long gone. This means that in order to see the game in action, it would have to be either a strict Saturn emulation (not that this would be entirely bad) or if the usual Ages graphical updates were implemented, the entire game would need to be recoded from scratch - a very costly and unlikely scenario.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SMExvi0juQI/AAAAAAAAANk/yp7MkS_lu8o/s1600-h/datyona.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SMExvi0juQI/AAAAAAAAANk/yp7MkS_lu8o/s200/datyona.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242526134106831106" /&gt;&lt;/a&gt;&lt;strong&gt;Daytona USA &lt;/strong&gt;- A perfect example of Sega's arcade golden years, Daytona USA can still be found in many arcades today.  Featuring just three tracks and two cars, the game has more than survived the test of time.&lt;br /&gt;&lt;br /&gt;Why it should happen: The highest grossing arcade game of all time. Is there anything more to say? Sure. There's never been a perfect home conversion of this game and fans are still waiting for one. Lots of Model 2 games have appeared in the Ages line-up (Virtua Fighter 2, Fighter Vipers, Last Bronx, Virtual On) and elsewhere (Sega Rally). Clearly getting a Model 2 game to run is not the issue, so what is?&lt;br /&gt;&lt;br /&gt;Why it won't happen: What's in a name? Though the game doesn't have the actual track in it, Sega had to lease the Daytona USA license from the actual race track in order to use the name. Now, other companies are leasing the Daytona USA rights (I'm not sure if it's exclusive or not) and it wouldn't be cost effective for a budget release like this.&lt;br /&gt;&lt;br /&gt;Honorable Mentions:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SMEyga9W4tI/AAAAAAAAANs/eKFGQjUxsqU/s1600-h/hotd.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SMEyga9W4tI/AAAAAAAAANs/eKFGQjUxsqU/s200/hotd.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242526973809844946" /&gt;&lt;/a&gt;&lt;strong&gt;The House of the Dead&lt;/strong&gt; - Another Model 2 game, this one made it home near the end of the Saturn's life, albeit in not-so-great form. It was set to be an unlockable in the Dreamcast HotD2, but the development team ran out of time.  Though rumored to be in HotD2+3 return on the Wii, it never happened and the game that started off one of Sega's larger franchises (2, 3, 4, Zombie Revenge, Typing of the Dead, English of the Dead, EX) has fallen through the cracks.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SMEyvxXNiTI/AAAAAAAAAN0/9zeiIfOI_v4/s1600-h/fmm.png"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SMEyvxXNiTI/AAAAAAAAAN0/9zeiIfOI_v4/s200/fmm.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5242527237521901874" /&gt;&lt;/a&gt;&lt;strong&gt;Fighter's Megamix&lt;/strong&gt; - Perhaps it was Sega's apology for no VF3 on the Saturn, but FMM found a niche of its own. Pitting the Virtua Fighters vs. the Fighting Vipers was only the start. It was the cast of unlockable characters from Sega's past that really made the game memorable. Not as technical as the brawlers it was based on, the game still had a charm all its own.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SMEzpfMKA8I/AAAAAAAAAN8/Ng-YblxL2KY/s1600-h/s3k.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SMEzpfMKA8I/AAAAAAAAAN8/Ng-YblxL2KY/s200/s3k.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242528229076108226" /&gt;&lt;/a&gt;&lt;strong&gt;Sonic 3 &amp; Knuckles&lt;/strong&gt; - The original point of the Sega Ages line was to take old games, give them a graphical update, and have people rediscover them. Why not do this with the pinnacle of Sega's console games? Take Sonic 3 &amp; Knuckles, lock them together like they should have been from the start (with Flying Battery before Ice Cap...), render the hedgehog and its background with a 3D makeover, and keep the classic side-scrolling gameplay. Toss in a couple of extras for kicks, and you've got a winner.&lt;br /&gt;&lt;br /&gt;Or, at the very least, don't let the folks doing the &lt;a href="http://www.racketboy.com/retro/sega/2008/04/sonic-the-hedgehog-2-hd-remix-may-become-reality.html"&gt;HD Sonic 2&lt;/a&gt; show you up.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-7292665512369274901?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/7292665512369274901/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=7292665512369274901' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7292665512369274901'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7292665512369274901'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/09/ages-and-ages.html' title='Ages and Ages'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/SME1XOv_xcI/AAAAAAAAAOE/hcHbSMxlhPw/s72-c/burningrangers.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-4776645764407320346</id><published>2008-08-29T13:17:00.002-04:00</published><updated>2008-08-29T18:27:32.493-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><title type='text'>Saturn Interact Memory Card Plus</title><content type='html'>It finally happened. My Saturn memory card died... again. Years and years ago, after running the Saturn's internal memory completely empty, I picked up a card. Not the expensive, official card from Sega, but another that seemed like a good deal in comparison. This one had twice the memory, and more importantly, was about $20 cheaper. That's right; it's the good old Interact Memory Card Plus.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SLh3gDvPhlI/AAAAAAAAANE/AzpkIKv0Q4g/s1600-h/interactmemorycardplus.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SLh3gDvPhlI/AAAAAAAAANE/AzpkIKv0Q4g/s320/interactmemorycardplus.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5240069559088547410" /&gt;&lt;/a&gt;&lt;br /&gt;It would bite me in the ass several times.&lt;br /&gt;&lt;br /&gt;So, the card worked fine for a couple of years. Despite recent claims that games will not allow direct saving to this particular card, it worked for me. Every once in a while, the card would take a restart to load, but excluding the annoying boot sequence (where the card loads an official Sega screen and then pops to the CD player) things were okay.&lt;br /&gt;&lt;br /&gt;And then the card died. It hadn't been removed from my Saturn in a long time. It just stopped working. No more weird boot sequence. No more pressing a button for a game to load. No more saves. Friends with the same card had very similar experiences, all within two to four years.&lt;br /&gt;&lt;br /&gt;Supposedly, the card damaged the Saturn's cartridge slots with its sharp edges and extra thickness. Supposedly, it was just crap.&lt;br /&gt;&lt;br /&gt;It stayed that way for about four years. Randomly, one day I turn the Saturn on, and there it is - that annoying boot sequence is back. What? It can't be. The card started working again, apparently for no reason at all. There they were. My six year old saves were back in action. After losing them all, I'd gained them all back.&lt;br /&gt;&lt;br /&gt;I took advantage of the working card and one of its undocumented abilities - I brought back some imports from my studies abroad. The card loaded the imports without a hitch.&lt;br /&gt;&lt;br /&gt;That is, until now. Even in proper working condition, the card was hit-or-miss. Sometimes it didn't read. Sometimes it would randomly lock things up. Things had been getting worse lately for my Saturn, and I knew the card was the problem. &lt;br /&gt;&lt;br /&gt;Then it happened again: no boot screen. Occasionally, I could get my card to read. So, before I lost all of my saves again, I wanted to copy them from the internal memory over to the card. To my luck, everything locked up during the copy. I reset the system and now, even though it still lists the data, everything has some crazy funky characters listed around it.&lt;br /&gt;&lt;br /&gt;I'm pretty sure I've finally managed to destroy any functional data on the card. Now, it's only good as an import device, but then only when it decides to half-way function.&lt;br /&gt;&lt;br /&gt;Now, I'm doing what I should have all along. Official Sega memory card, here I come.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-4776645764407320346?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/4776645764407320346/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=4776645764407320346' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4776645764407320346'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4776645764407320346'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/saturn-interact-memory-card-plus.html' title='Saturn Interact Memory Card Plus'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_bAuBA0kd_PI/SLh3gDvPhlI/AAAAAAAAANE/AzpkIKv0Q4g/s72-c/interactmemorycardplus.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-7258417302813801993</id><published>2008-08-29T13:12:00.001-04:00</published><updated>2008-09-05T13:09:25.678-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='House of the Dead'/><title type='text'>The House of the Dead</title><content type='html'>&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SMFns9dmsGI/AAAAAAAAAOM/gS-CfI4nyVI/s1600-h/hotdcover.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SMFns9dmsGI/AAAAAAAAAOM/gS-CfI4nyVI/s320/hotdcover.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5242585463346606178" /&gt;&lt;/a&gt;Try as I might, the original House of the Dead was never able to grace the insides of my Saturn, so I ended up starting out the series with its sequel. Over the years, I've logged quite a few hours into the Dreamcast HotD2 and played through it several times. I've also played numbers three and four in the arcade, though not for an extended period of time. With this in mind, as I went through the original, I couldn't help but thinking to myself, "I've been here before."&lt;br /&gt;&lt;br /&gt;When The House of the Dead came out, it was a new twist on the gun game formula. Instead of employing the one-shot-one-kill motif, enemies kept coming at you until you blasted them to pieces or scored a head shot. Maybe the more skilled could head-shot their way to victory, but I'd usually go out in a hail of gunfire.&lt;br /&gt;&lt;br /&gt;This was also one of the first light gun games to employ multiple paths, so depending on who was saved or what arrows were shot on the elevator, a different direction could be taken. In a short arcade game, anything to help increase the replay value is good.&lt;br /&gt;&lt;br /&gt;The House of the Dead is still fun and still plays well. Basically, if you're a fan of light-gun games, this'll scratch your itch, but the game has been done several times since then. HotD2 is more of the same (some bosses are identical) with a different setting and better graphics. To mix up the formula over the years, HotD3 added a shotgun help off zombies and HotD4 did the duty with an SMG.&lt;br /&gt;&lt;br /&gt;While I enjoyed the original, I can't help but feeling that it has been eclipsed by its sequels. What made it stand out in the arcades back in '98 has been improved, at least graphically, in the newer versions. While it's fun for a trip down memory lane and to see the series' origins, it's a short romp that has been done before.&lt;br /&gt;&lt;br /&gt;7/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-7258417302813801993?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/7258417302813801993/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=7258417302813801993' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7258417302813801993'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7258417302813801993'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/house-of-dead.html' title='The House of the Dead'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/SMFns9dmsGI/AAAAAAAAAOM/gS-CfI4nyVI/s72-c/hotdcover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-7376255259349994142</id><published>2008-08-15T09:11:00.011-04:00</published><updated>2008-08-15T10:40:09.468-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Where are they?'/><title type='text'>Where are they?</title><content type='html'>Sega's arcade heritage has always been an important part of the company's allure in the home market. While at the time, it seemed like almost a given that these games would have a home conversion, it never happened. Other games were developed and worked on, sometimes to near completion, but never saw the light of day. What happened and where are they?&lt;br /&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWEpN3NmwI/AAAAAAAAAM8/xgNFKOXf7xA/s1600-h/daytona2.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWEpN3NmwI/AAAAAAAAAM8/xgNFKOXf7xA/s200/daytona2.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234735985518811906" /&gt;&lt;/a&gt;&lt;strong&gt;Daytona 2&lt;/strong&gt; - The original Daytona USA was one of the highest-grossing arcade games of all time. It was inevitable that a sequel would be made, but it never seemed to gather the attention that the original did. While a home port seemed like a no-brainer, it never materialized. As with Sega GT, Daytona 2 ran on Sega's Model 3 board and was lost during Sega's Saturn to Dreamcast shuffle.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SKWDD_QoiyI/AAAAAAAAAMk/TA-H0cTw6Bs/s1600-h/hotd42.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SKWDD_QoiyI/AAAAAAAAAMk/TA-H0cTw6Bs/s200/hotd42.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234734246432115490" /&gt;&lt;/a&gt;&lt;strong&gt;House of the Dead 4&lt;/strong&gt; - Part four in one of Sega's larger franchises, HotD4 introduced automatic machine guns as the weapon of choice.  Though never formally announced, the jury is still out on whether this one will find its way to a console near you. The popularity for shooters has been decreasing lately, but with the Wii's zapper and House of the Dead 2&amp;3 Return appearance, there may still yet be hope for this game.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SKWDEDIba1I/AAAAAAAAAMs/i_8KCCggeMo/s1600-h/indy500.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SKWDEDIba1I/AAAAAAAAAMs/i_8KCCggeMo/s200/indy500.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234734247471442770" /&gt;&lt;/a&gt;&lt;strong&gt;Indy 500&lt;/strong&gt; - Another Model 2 racer in the vein of Daytona USA, this one focused on Indy cars and included a polygonal version of the famous Brickyard. It would seem like a shoe-in to put another one of Sega's arcaders on the Saturn. It didn't happen and the only way to play the game to date is at the arcades.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SKWDEV-WT4I/AAAAAAAAAM0/j4biKVNkb20/s1600-h/rentahero.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SKWDEV-WT4I/AAAAAAAAAM0/j4biKVNkb20/s200/rentahero.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234734252529438594" /&gt;&lt;/a&gt;&lt;strong&gt;Rent a Hero No. 1&lt;/strong&gt; - Out in Japan, the game was being translated and readied up for a Western release. Similar to Shenmue, the DC (and later X-box) game involved every kid's nightmare - running around as a super-hero for the summer. At the last minute the game was cancelled and rumor has it that nearly-finished copies of the English game are in the hands of collectors. Why cancel it? The game would simply not have been profitable. With little name recognition to the title and a lot of Japanese humor that may not have translated, the risk was not worth the cost.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB6y7WZ8I/AAAAAAAAAL8/s9osG10BCbc/s1600-h/supergt.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB6y7WZ8I/AAAAAAAAAL8/s9osG10BCbc/s200/supergt.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234732988991170498" /&gt;&lt;/a&gt;&lt;strong&gt;Scud Race/Super GT&lt;/strong&gt; - One of the first games to appear on the Model 3 arcade board, GT was another example of Sega's fine arcade racing history. Unfortunately, it never appeared on a home console. As with a few other Model 3 games, this one seems to have fallen through the cracks, being too powerful for the Saturn to handle yet unable to tap into the full potential of the Dreamcast. Though it never received a proper home port, Sega GT had been shown running on a Dreamcast before the system's launch.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SKWB6pggA0I/AAAAAAAAAL0/4u4k16uu-do/s1600-h/sonicthefighters.gif"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SKWB6pggA0I/AAAAAAAAAL0/4u4k16uu-do/s200/sonicthefighters.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5234732986462634818" /&gt;&lt;/a&gt;&lt;strong&gt;Sonic the Fighters&lt;/strong&gt; (Saturn) - In 1998, the Saturn was all but done in the eyes of Sega, making way for the Dreamcast. A few titles, however, were still in the bucket, including Sonic the Fighters, a home conversion of the arcade game. Even with a released date announced, the game was quietly cancelled. As consolation, a few characters and stages were included in Fighters Megamix. Sonic the Fighters eventually saw a home release as part of the Sonic Gems Collection, nearly eight years later.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB64eyg1I/AAAAAAAAAME/QLlUzZiOv7Y/s1600-h/thelostworld.png"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB64eyg1I/AAAAAAAAAME/QLlUzZiOv7Y/s200/thelostworld.png" border="0" alt=""id="BLOGGER_PHOTO_ID_5234732990481990482" /&gt;&lt;/a&gt;&lt;strong&gt;The Lost World: Jurassic Park&lt;/strong&gt; - Loosely based on the movie with the same name, this shooter had players wielding pistols to take out dinosaurs on the loose. Maybe the story is a little far-fetched, but the game was still good fun and managed to eat quite a few quarters at the arcade. With the Dreamcast's relatively low number of light-gun games, it would've made a great addition to the system's line-up.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB7J_db4I/AAAAAAAAAMM/ceLL7ZwmQ0o/s1600-h/vectorman_050703_1_640w.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB7J_db4I/AAAAAAAAAMM/ceLL7ZwmQ0o/s200/vectorman_050703_1_640w.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234732995182423938" /&gt;&lt;/a&gt;&lt;strong&gt;Vectorman&lt;/strong&gt; - Sega's 2D sidescroller was set to make a triumphant return to 3D on the Playstation 2 as a third-person shooter. Production took off, and Vectorman was given a new makeover; instead of floating orbs, he was an all-metallic robot, apparently rebuilt after being defeated in his past. The game made an appearance at 2003's e3 in a very early stage and reportedly needed some work. After a while, things went hush-hush, and the game was quietly canned.&lt;br clear="all"&gt;&lt;br /&gt;&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB7rGrC-I/AAAAAAAAAMU/WX1VqwPpZNQ/s1600-h/virtuacop3.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWB7rGrC-I/AAAAAAAAAMU/WX1VqwPpZNQ/s200/virtuacop3.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5234733004071046114" /&gt;&lt;/a&gt;&lt;strong&gt;Virtua Cop 3&lt;/strong&gt; - After an eight year hiatus, the Virtua Cop series returned in 2003, sporting a more futuristic look and new feature - a foot pedal to slow down time. Without a console of their own and the waning popularity of light gun games, Sega's VC3 never made it out of the arcades.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-7376255259349994142?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/7376255259349994142/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=7376255259349994142' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7376255259349994142'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7376255259349994142'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/where-are-they.html' title='Where are they?'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/SKWEpN3NmwI/AAAAAAAAAM8/xgNFKOXf7xA/s72-c/daytona2.jpg' height='72' width='72'/><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-4474779032689654915</id><published>2008-08-13T08:31:00.000-04:00</published><updated>2008-08-13T08:32:04.853-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rants'/><title type='text'>Model 2 Collection</title><content type='html'>I'm digging these Sega Ages re-releases, but you know what I'd rather see? An entire Model 2 Collection.&lt;br /&gt;&lt;br /&gt;Imagine being able to play Daytona USA, Virtua Fighter, Sega Rally, Manx TT, Fighting Vipers, Last Bronx, and Virtual On all in one collection. Now, throw in some of the games that never had home conversions, like LA Guns or Indy 500. Sound good? Of course it does, but could it happen? &lt;br /&gt;&lt;br /&gt;Looking to the past for an answer, history says it won't happen... yet. Back in 2006, Sega had released the Genesis collection, over fifteen years after some of the games originally became available. While it might be possible technically, it won't happen until the games can't make some cash when sold individually. The Sega Ages line-up is proof that Model 2 games can still be sold one-by-one, albeit at cheaper prices. But the series also provides hope. Several of the Model 2 games on the PS2 are emulated instead of being programmed from scratch. If the PS2 can handle emulation of these games, then the current systems should have no problems. While the time may not be right just yet, I wouldn't be surprised if we see a Model 2 compilation released at the end of this generation (PS3, X360, Wii).&lt;br /&gt;&lt;br /&gt;I can at least dream, right?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-4474779032689654915?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/4474779032689654915/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=4474779032689654915' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4474779032689654915'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4474779032689654915'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/model-2-collection.html' title='Model 2 Collection'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-1559153184005437551</id><published>2008-08-09T12:20:00.005-04:00</published><updated>2008-08-09T12:26:22.463-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><category scheme='http://www.blogger.com/atom/ns#' term='Panzer Dragoon'/><title type='text'>Panzer Dragoon 2 Zwei Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_bAuBA0kd_PI/SJ3D4mfcqOI/AAAAAAAAAKs/6Z1PJ1gV47g/s1600-h/pd2cover.jpg"&gt;&lt;img style="float:left; margin:0 10px 10px 0;cursor:pointer; cursor:hand;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/SJ3D4mfcqOI/AAAAAAAAAKs/6Z1PJ1gV47g/s320/pd2cover.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5232553719246924002" /&gt;&lt;/a&gt;The follow-up to &lt;a href="http://clubsega.blogspot.com/2008/02/sega-ages-2500-panzer-dragoon-review.html"&gt;Panzer Dragoon&lt;/a&gt;, Zwei is actually a prequel, taking place several years before the events of the first game.  It follows Lundi, who, despite local law to the contrary, decides to raise a mutant creature that has a blue-white light emanating from its neck.  Besides the glowing orb, Lagi also has wings, which Lundi reckons will allow the beast to fly someday and ultimately prove that all of the morphed creatures are worth keeping around.  A year later, while training Lagi to fly, a colossal ship passes overhead and Lundi can only watch as it destroys his village.  Swearing revenge, he grabs a laser, hops on his mutant dragon, and begins his quest.&lt;br /&gt;&lt;br /&gt;PDZ kicks in where the original left off.  Instead of easing players into the action, there's a quick warm-up and then they're thrust into the thick of it - not a bad thing by any stretch.  The game seems faster, more furious, and much more frenetic than its predecessor.  Game mechanics are the same, for the most part, with a few small tweaks along the way.  The dragon loses its ability to roll, but instead has gained a "berzerk" attack.  A bar slowly builds as the dragon fires shots, and when there's enough energy, a barrage of shots are unleashed, targeting everything on screen and devastating surrounding enemies.  Now, instead of flying the entire time, certain portions of the game require the dragon to walk on the ground, adding a bit of variety to some levels. Enemies still litter the landscape, but they seem to attack from the back and the sides more often than in the previous game.  &lt;br /&gt;&lt;br /&gt;Quite possibly the best addition, though, is analog control. Taking advantage of the Saturn's 3D control pad, the game feels much more precise and the on-screen cursor moves even faster.  Unfortunately, a bug forces the game to set off the berzerk attacks every time the view is rotated, unless the X button has been mapped to be inactive. Rotation is still controlled by the L and R buttons, but now the screen will rotate, albeit slowly, if the cursor reaches the side, so no more being locked in at exactly 90 degree intervals.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/SJ3D-BuPwxI/AAAAAAAAAK8/qrEAbEEj8bM/s1600-h/pd22.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/SJ3D-BuPwxI/AAAAAAAAAK8/qrEAbEEj8bM/s320/pd22.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5232553812456096530" /&gt;&lt;/a&gt;Levels are designed quite well, with each having a distinct environment.  The game begins at night, running around through Lundi's destroyed village, avoiding enemies and chasing after the gigantic ship.  After traveling through the desert, the duo eventually reach forests of episode three - a highlight of the game - where trees fill the landscape and light pours through openings in the treetops.  Cave-like corridors are traversed in episode four to reach the calm waters below - a compelling sight despite the dated graphics.  Later levels include a snow covered world and ultimately, the mammoth ship responsible for the destruction of Lundi's village.&lt;br /&gt;&lt;br /&gt;Zwei, like the original, is fairly short at only six full episodes, which, although not too hard, provide a few challenges along the way. But just completing it doesn't mean you've seen the entire game. Several levels now have multiple paths that can be taken - some harder, some not as hard.  Not only does it require multiple plays to see each level fully, but which path you take affects the outcome of the game as well.  &lt;br /&gt;&lt;br /&gt;At the end of each episode, points are acquired based on enemies destroyed, levels completed, and the route taken.  These points are used to determine the dragon's evolution - how much it grows, if it grows, and what form it will take.  As the points add up, the dragon morphs into a new form, becoming more powerful, gaining different attacks and increasing its ability to take damage.  There are several endings, all based on what form the dragon has reached when the game is completed.  To manage it all, a save feature is added in place of the arcade-oriented credits system imposed to drag out the original.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_bAuBA0kd_PI/SJ3D-EfAzdI/AAAAAAAAALE/7y2CPkaOtCg/s1600-h/pd23.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/SJ3D-EfAzdI/AAAAAAAAALE/7y2CPkaOtCg/s320/pd23.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5232553813197508050" /&gt;&lt;/a&gt;If the game is completed in one sitting, then Pandra's Box opens up.  Even though it looks like a misspelling of Pandora's Box, I'm pretty sure it's intentional, taking the first part of Panzer (Pan) and Dragoon (Dra), and then throwing them together.  What is it?  Cheat mode.  Though the game can't be saved with the box options turned on, there's a lot that can be played around with.  Different weapons, berzerk attacks, game difficulty, dragon evolution, start level, etc. are available here.  The options add replay value, giving yet another reason to go and play through one more time.&lt;br /&gt;&lt;br /&gt;Not all changes are just for playability.  Graphics have been tweaked this time around, as well.  By far the biggest improvement is the increase in frame rate.  The first game ran at a locked rate that was under 30 frames per second.  The result: Things felt really slow.  That's not the case in Zwei.  The faster frame rate is worth it, even if there are a few trade-offs, such as a less detailed dragon and more sprite-based objects.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/SJ3D93i6DiI/AAAAAAAAAK0/6p4jhpHiHEI/s1600-h/pd21.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/SJ3D93i6DiI/AAAAAAAAAK0/6p4jhpHiHEI/s320/pd21.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5232553809724182050" /&gt;&lt;/a&gt;Music is different in Zwei, too.  PD had a Redbook audio soundtrack that was part orchestral and part synthesized.  The orchestral songs, with the horns and strings, really gave the game an otherworldly feeling, while the synthy beats pumped rhythm into the boss battles.  This time around, everything is being cranked out by the Saturn's hardware.  At first, I was disappointed, since the songs don't capture the atmosphere quite as well as the original tunes did and the sound quality itself is a small step down.  As time went on, the tunes started to grow on me.  For the most part, they're pretty good, but a couple compositions (like the first track of Episode 6) seem out of place - less like the world of Panzer Dragoon and more like typical videogame music of the era.&lt;br /&gt;&lt;br /&gt;All things said, the game is very enjoyable, and improves in almost every aspect of the original.  The action is more intense and the levels are larger, rewarding the player for spending more time in them.  The additions of dragon evolution and Pandra's Box give even more reasons to revisit the world of Zwei. PDZ is a fine addition to any Saturn owner's collection.&lt;br /&gt;&lt;br /&gt;9/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-1559153184005437551?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/1559153184005437551/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=1559153184005437551' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1559153184005437551'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1559153184005437551'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/panzer-dragoon-2-zwei-review.html' title='Panzer Dragoon 2 Zwei Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_bAuBA0kd_PI/SJ3D4mfcqOI/AAAAAAAAAKs/6Z1PJ1gV47g/s72-c/pd2cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-7513412959436235441</id><published>2008-08-09T12:08:00.002-04:00</published><updated>2008-08-09T12:31:35.217-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rants'/><title type='text'>Were-Hog/Lament of the Casual Gamer</title><content type='html'>Running around, &lt;a href="http://www.theghz.com/forum/viewtopic.php?f=1&amp;t=2315"&gt;eating rings&lt;/a&gt;, and bouncing on badniks isn't enough anymore. Instead, to be successful in this day and age, a mascot has got to be packing heat, have a ton of differently-colored, look-alike adversaries, wield a humongous sword, or turn into a were-wolf... sorry, were-hog. Yes, I'm clearly pointing to Sonic the Hedgehog. I guess it's fairly clear that I fall into the category of people who just want to see the blue guy (and only the blue guy) run through some zones, spin through enemies, and hit Robotnik eight times to finish him off. Unfortunately, Sega/Sonic Team/whoever doesn't seem to see it that way.&lt;br /&gt;&lt;br /&gt;Three new games and none of them are classic run &amp; jumpers.&lt;br /&gt;&lt;br /&gt;The best of the bunch is an RPG. Can the bare-bones Sonic storyline be fully fleshed out? Could it work? Sure, but I never played a Sonic game because of the story. In a nutshell, it's not the classic Sonic franchise. The next Wii release sees the hog slashing people down with a sword. Great. Maybe it'll be fun, but this isn't what Sonic is known for either. It's like taking Daytona USA and turning it into a fighting game. Lastly, there's Unleashed, which, though being touted as the return the series’ 2D roots, has half of the game devoted to 3D were-hog play, where Sonic looks like a long-armed bandicoot and beats the crap out of everything.&lt;br /&gt;&lt;br /&gt;I'm sure the games will sell. After all, even Shadow the Hedgehog managed to end up as a Greatest Hit on the PS2. "But didn't that game suck? Didn't critics pan it hard? Didn't the fans complain about it to no end? Then how did it sell?" I hear you ask. It's pretty simple and, I hate to say this, but the same thing happens to me. Aside from the bizarre Sega attraction, I'm a pretty casual gamer. I don't read reviews all that much. I don't subscribe to any magazines or check gaming news sites regularly. I &lt;span style="font-style:italic;"&gt;enjoy &lt;/span&gt;Guitar Hero. When asked what is good for a DS, my first thoughts were the Mario and Zelda games. Why? Aren't they usually good, flagship series for Nintendo? Is there even anything else that I could've named? Sonic is the same way. People see the hedgehog and think, "I know Sonic. Sonic's a good game."&lt;br /&gt;&lt;br /&gt;Brand recognition has become more important than having a quality product. It's too bad that it's a self-defeating cycle. A poor game sells well, so the developers think that's what the consumer wants. When it comes time for a sequel, they make it similar to the first, and nothing gets better. Brand recognition carries the title again and the cycle repeats. It only seems to work in extremes for large gaming series - the kind that everyone has heard of it. The next Grand Theft Auto could be the worst game ever and it would still be a best seller. Another Jet Set Radio game? Even if it's the second coming, it won't sell.&lt;br /&gt;&lt;br /&gt;There may be a point in there somewhere.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-7513412959436235441?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/7513412959436235441/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=7513412959436235441' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7513412959436235441'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/7513412959436235441'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/were-hoglament-of-casual-gamer.html' title='Were-Hog/Lament of the Casual Gamer'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-6010678025027695397</id><published>2008-08-02T10:53:00.006-04:00</published><updated>2008-08-15T10:35:43.654-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Saturn'/><title type='text'>Highest Priced Saturn Games</title><content type='html'>It's a collector's market. Or, unfortunately, it seems to be that way for some of the games on the Saturn. Low print runs, critical acclaim, and foreign markets have all caused the prices of some games to rise astronomically. Ever wonder what the most expensive game is? Or what the old copy of Sonic Jam you've got laying around is worth? Here's my very unscientific look at the ebay pricing of expensive Saturn games.&lt;br /&gt;&lt;br /&gt;Ok, so here are the rules:&lt;br /&gt;&lt;br /&gt;1. Ebay is the tool&lt;br /&gt;2. Only completed auctions&lt;br /&gt;3. Games with cases and instructions only. Few exceptions are because some games were more commonly packaged with hardware than without it, including those that shipped with 4mb cards and Nights with the 3D control pad.&lt;br /&gt;4. Only used games - to keep the fight fair. Anything new, sealed, or unopened is not included.&lt;br /&gt;5. First 300 results for highest bids.&lt;br /&gt;6. Week of July 16. Prices fluctuate, so at Christmas, I'm sure Christmas Nights will be too high to even think about purchasing. Some rarer games may not have been on the market this week, and will not appear in the list.&lt;br /&gt;7. Prices only. Some people bought items at low prices and ignored the $20 shipping charge. This may low-ball some games.&lt;br /&gt;&lt;br /&gt;Highest Valued Games:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_bAuBA0kd_PI/SJR4KHiGnUI/AAAAAAAAAKM/8vC0HSKkX1M/s1600-h/radiantsilvergunbox.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp0.blogger.com/_bAuBA0kd_PI/SJR4KHiGnUI/AAAAAAAAAKM/8vC0HSKkX1M/s200/radiantsilvergunbox.jpg" alt="" id="BLOGGER_PHOTO_ID_5229937182500101442" border="0" /&gt;&lt;/a&gt;1. Radiant Silvergun (j) 189.02&lt;br /&gt;2. Panzer Dragoon Saga 168&lt;br /&gt;3. X-men vs. Marvel (w/ card) 127.5&lt;br /&gt;4. Princess Crown (j) 110.58&lt;br /&gt;5. Dungeons and Dragons (j) 87.31&lt;br /&gt;6. Final Fight Revenge (j) 85.00&lt;br /&gt;7. Daytona USA Netlink Edition 75&lt;br /&gt;8. Battle Garegga (j) 72.5&lt;br /&gt;9. Shining Force 3 65.40&lt;br /&gt;10. Batsugen (j) 60&lt;br /&gt;&lt;br /&gt;What does this mean? It's good to be and import and it's good to be an RPG if you want to grab some money on ebay. Of course, the imported games are harder to find over here, so they'll draw more money. Panzer Dragoon and Shining Force stick out as domestic titles, but their limited production numbers and fan-base have driven the cost up. Worth noting is that the Panzer Dragoon Azel (import) is substantially cheaper than its American counterpart.&lt;br /&gt;&lt;br /&gt;Let's take out the imports:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_bAuBA0kd_PI/SJR4KIzQcFI/AAAAAAAAAKU/ul-QW_rckFM/s1600-h/panzersaga.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="http://bp2.blogger.com/_bAuBA0kd_PI/SJR4KIzQcFI/AAAAAAAAAKU/ul-QW_rckFM/s200/panzersaga.jpg" alt="" id="BLOGGER_PHOTO_ID_5229937182840483922" border="0" /&gt;&lt;/a&gt;1. Panzer Dragoon Saga 168&lt;br /&gt;2. Daytona USA Net Link 75&lt;br /&gt;3. Shining Force 3 65.40&lt;br /&gt;4. Burning Rangers 58.50&lt;br /&gt;5. Guardian Heroes 53.30&lt;br /&gt;6. Magic Knight Rayearth 52.66&lt;br /&gt;7. Sonic Jam 52.44&lt;br /&gt;8. Dragon Force 51.49&lt;br /&gt;9. Albert Odyssey 41.26&lt;br /&gt;10. Contra: Legacy of War 41.00 (only one)&lt;br /&gt;&lt;br /&gt;With domestic games only, prices drop considerably, sans PDS. The Netlink version of Daytona USA cracks number two on the list, being the rarest version of the game. As usual, the RPGs seem to take the cake. Burning Rangers makes an appearance and surprisingly enough, the compilation Sonic Jam is on the list.&lt;br /&gt;&lt;br /&gt;Let's take out the games not produced by Sega (That's what this site's about after all, right?):&lt;br /&gt;&lt;br /&gt;1. Panzer Dragoon Saga 168&lt;br /&gt;2. Daytona USA Net Link 75&lt;br /&gt;3. Burning Rangers 58.5&lt;br /&gt;4. Sonic Jam 52.44&lt;br /&gt;5. Dragon Force 51.49&lt;br /&gt;6. Shining the Holy Ark 38.31&lt;br /&gt;7. Christmas Nights 34.25&lt;br /&gt;8. Shining Wisdom 30.84&lt;br /&gt;9. Nights (w/ controller) 30.39&lt;br /&gt;10. Die Hard Arcade 22.73&lt;br /&gt;&lt;br /&gt;I'm very surprised that Christmas Nights made the list, especially in that price range. I know it's a highly collected, but this seems quite high, especially in July.&lt;br /&gt;&lt;br /&gt;And for some real fun, let's cut out the RPGs:&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_bAuBA0kd_PI/SJR4d9cG5kI/AAAAAAAAAKk/bAXWfRu9M5Y/s1600-h/daytona.jpg"&gt;&lt;img style="float:right; margin:0 0 10px 10px;cursor:pointer; cursor:hand;" src="http://bp3.blogger.com/_bAuBA0kd_PI/SJR4d9cG5kI/AAAAAAAAAKk/bAXWfRu9M5Y/s200/daytona.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5229937523387983426" /&gt;&lt;/a&gt;1. Daytona USA Net Link 75&lt;br /&gt;2. Burning Rangers 58.5&lt;br /&gt;3. Sonic Jam 52.44&lt;br /&gt;4. Christmas Nights 34.25&lt;br /&gt;5. Nights (w/ controller) 30.39&lt;br /&gt;6. Die Hard Arcade 22.73&lt;br /&gt;7. Panzer Dragoon II Zwei 21.97&lt;br /&gt;8. Mr. Bones 16.83&lt;br /&gt;9. Clockwork Knight 2 15.16&lt;br /&gt;10 Panzer Dragon (only one)&lt;br /&gt;&lt;br /&gt;Ok, this is where things are really interesting, as we see some of the common games popping up. Nights appears, no doubt because it is a Saturn exclusive and comes packaged with the 3D control pad - that, and Nights fans are crazy. Die Hard Arcade is a surprise, as I enjoyed the game, but never thought it was &lt;em&gt;that&lt;/em&gt; popular. PDZ appears, probably driven by the prices and legend of Saga.&lt;br /&gt;&lt;br /&gt;Mr. Bones has me puzzled, as it was not really a standout game. Of course, the titles in this category are affected by stopping at the 300 most expensive. 10 people could've bought Mr. Bones at $5 and 2 people at $16 and it would still appear on the list. Clockwork Knight 2 was a Saturn exclusive and regarded as the better of the two CK games. Lastly Panzer Dragoon appears, but only one auction made the list, not nearly enough to be accurate, not that this is scientific in any way.&lt;br /&gt;&lt;br /&gt;One surprising omission: The House of the Dead. It looks like this one didn't sell at all that week, but it is currently floating around the $70-$80 mark.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-6010678025027695397?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/6010678025027695397/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=6010678025027695397' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6010678025027695397'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6010678025027695397'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/08/highest-priced-saturn-games.html' title='Highest Priced Saturn Games'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_bAuBA0kd_PI/SJR4KHiGnUI/AAAAAAAAAKM/8vC0HSKkX1M/s72-c/radiantsilvergunbox.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5648528704834753023</id><published>2008-07-29T21:15:00.005-04:00</published><updated>2008-07-29T21:26:15.092-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Die Hard Arcade'/><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Dynamite Deka'/><category scheme='http://www.blogger.com/atom/ns#' term='Sega Ages'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><title type='text'>Sega Ages Vol. 26: Dynamite Deka Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_bAuBA0kd_PI/SI_B-4RewiI/AAAAAAAAAKE/rAM7lFBbB2I/s1600-h/dd_cover.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_bAuBA0kd_PI/SI_B-4RewiI/AAAAAAAAAKE/rAM7lFBbB2I/s320/dd_cover.jpg" alt="" id="BLOGGER_PHOTO_ID_5228610978402189858" border="0" /&gt;&lt;/a&gt;In 1996, American-based Sega Technical Institute (of Sonic the Hedgehog 2 fame) and the Japanese AM1 teamed up to develop Die Hard Arcade/Dynamite Deka (Die Hard was licensed for use in the western release) for the Saturn-offshoot ST-V arcade system. Naturally, the game made its way home, giving Saturn players a taste of the game's beat-em-up action. Now, PS2 owners get the chance, as Dynamite Deka clocks in at volume 26 in the Sega Ages series.&lt;br /&gt;&lt;br /&gt;The Saturn version was pretty much a straight port of its arcade counterpart, with the addition of Deep Scan - a 2D bomb-toss from Sega's yesteryear used to rack up extra credits. DD's goal is simple: take control with three buttons and the D-pad and try to rescue the president's (very ugly, might I add) daughter as a John McClane look-a-like. At the time, it was another solid arcade conversion for the Saturn, but how does it hold up years later?&lt;br /&gt;&lt;br /&gt;As with other Ages titles, DD comes with a graphical update. But unlike most of the games in the series, this is a major overhaul. It almost looks like a different game as almost everything has been remodeled and re-textured. New effects have been added making the visuals much crisper and sharper overall. Case in point: the football player boss that appeared to have manboobs in the original actually just looks like he's wearing pads now.&lt;br /&gt;&lt;br /&gt;Sounds, however, are a different story - they're the exact same as the Saturn version, and they weren't too good to begin with. It is a bit weird to have the new updated graphics paired up with the same old sounds. Death screams and voices are particularly bad, sounding like they were recorded through a telephone. Music, on the other hand, is still crystal clear. But with only a few moments of playtime on each song, the tunes don't stand out too much.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_bAuBA0kd_PI/SI_B6tcET7I/AAAAAAAAAJs/YFlYGqMGSDg/s1600-h/dd2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_bAuBA0kd_PI/SI_B6tcET7I/AAAAAAAAAJs/YFlYGqMGSDg/s320/dd2.jpg" alt="" id="BLOGGER_PHOTO_ID_5228610906774327218" border="0" /&gt;&lt;/a&gt;The game controls and responds exactly as it did on the Saturn and in the arcade. Showing its roots as a quarter-muncher, controls can be a bit frustrating at times and enemies will dish out plenty of cheap shots. Since there are only three buttons (punch, kick, and jump) to control a wide variety of attacks, it's easy to pull off a wrong move accidentally. Sometimes it leads to a "Wow, that's cool" moment, but for the most part, it just makes things a little tricky.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp1.blogger.com/_bAuBA0kd_PI/SI_B6nSSu3I/AAAAAAAAAJ0/WLo2Of1cuzA/s1600-h/dd3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp1.blogger.com/_bAuBA0kd_PI/SI_B6nSSu3I/AAAAAAAAAJ0/WLo2Of1cuzA/s320/dd3.jpg" alt="" id="BLOGGER_PHOTO_ID_5228610905122716530" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Even though DD is a 3D beat-em-up, the action only takes place on a horizontal 2D plane. This means that if an opponent is below on the screen, players have to move directly in front or behind them instead of being able to attack downwards. The fighting is broken up with QTEs between scenes - having players press the appropriate button with the commands on the screen. Unfortunately, this is one of the few things in the game that is written in Japanese, making it hard to nail these. With that being said, DD is still a fun game, while it lasts. Again pointing back to its arcade roots, the game is really short, clocking in at around a half hour. To drag it out, the game starts with an impossibly low five credits.&lt;br /&gt;&lt;br /&gt;To earn more credits, another game from Sega's past is used. Instead of Deep Scan, this time it's an electronic version the 1966 Periscope. Point the periscope at a moving ship. Hit fire. Wait. After a few seconds, it's pretty easy to time and leaves little challenge. While it's an interesting bit of history, other than racking up credits, there's not much play value here. After gaining a sufficient number of credits, it's only a matter of time and determination to get through the game. So, for replay value, several additional modes become available after completion via code, each putting a unique spin on the game. This is where the Sega Ages release begins to shine.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_bAuBA0kd_PI/SI_B6-h6CmI/AAAAAAAAAJ8/ENoAZSslliE/s1600-h/dd4.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp2.blogger.com/_bAuBA0kd_PI/SI_B6-h6CmI/AAAAAAAAAJ8/ENoAZSslliE/s320/dd4.jpg" alt="" id="BLOGGER_PHOTO_ID_5228610911362222690" border="0" /&gt;&lt;/a&gt;Available in the bonus modes are extra costumes, which, depending on how you look at them, are either goofy or great. Characters can be dressed as Elvis, Ax and Tyris from Golden Axe, Altered Beast, or even... Segata Sanshiro himself.&lt;br /&gt;&lt;br /&gt;One shot kill mode is exactly what it sounds like - one shot, one kill. That goes for the player and the opponents, so while it only takes one shot to finish them off, take one and it's game over. Arrest mode adds challenge by making the only way to finish an enemy arresting them, a tricky feat in itself. Fortunately, it's good practice because arresting baddies is the fastest way to take them out for deadline mode, where there's only a given amount of time to finish the level. Time limits are short, so a single mistake can cost the game. Finally, there's Altered Beast mode where you've got to keep gobbling up green blobs in order to survive. These extra modes are challenging and should give even seasoned players a run for their money.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_bAuBA0kd_PI/SI_B6epkp_I/AAAAAAAAAJk/OmzBQ-jLdio/s1600-h/dd1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp2.blogger.com/_bAuBA0kd_PI/SI_B6epkp_I/AAAAAAAAAJk/OmzBQ-jLdio/s320/dd1.jpg" alt="" id="BLOGGER_PHOTO_ID_5228610902804441074" border="0" /&gt;&lt;/a&gt;The levels themselves are slightly altered in the new modes, adding in hints of some of Sega's older games, including different music, different items, and some interesting background sequences. Completing these will release a password to unlock extra content on the Japanese Ages website, where unfortunately, a lot is lost in translation. Lastly, the extras in the release are rounded out with an image gallery, a sound test, and a Japanese commercial for the game.&lt;br /&gt;&lt;br /&gt;Dynamite Deka/Die Hard Arcade is a little bit dated, mechanics-wise - it definitely feels like it's a few years old, even with the new graphics. But despite that, it's still a fun game to play, especially multiplayer. Racking up the credits, grabbing a friend, and beating up an old man with a knife stuck through your chest is a good way to fill an afternoon. The extras really do add a lot to the game and are done with style and as an homage to Sega's past. This is what the Sega Ages line-up set out to do, and Vol. 26 is a high point in the series.&lt;br /&gt;&lt;br /&gt;8.5/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5648528704834753023?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5648528704834753023/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5648528704834753023' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5648528704834753023'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5648528704834753023'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/07/sega-ages-vol-26-dynamite-deka-review.html' title='Sega Ages Vol. 26: Dynamite Deka Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_bAuBA0kd_PI/SI_B-4RewiI/AAAAAAAAAKE/rAM7lFBbB2I/s72-c/dd_cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2825368289295929768</id><published>2008-07-16T10:57:00.010-04:00</published><updated>2008-07-16T12:18:18.937-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='Sega Superstars Tennis'/><title type='text'>Sega Superstars Tennis Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_bAuBA0kd_PI/SH4NqaLTxDI/AAAAAAAAAJU/dD34di5asYE/s1600-h/superstarstennis_cover2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp0.blogger.com/_bAuBA0kd_PI/SH4NqaLTxDI/AAAAAAAAAJU/dD34di5asYE/s320/superstarstennis_cover2.jpg" alt="" id="BLOGGER_PHOTO_ID_5223627640028775474" border="0" /&gt;&lt;/a&gt;Although technically the second game in the Sega Superstars lineup (the first being Sega Superstars, for use exclusively with the Eye Toy), its theme is the same: take classic Sega characters, throw them into one game, and watch the fun begin. The only problem: it’s a tennis game.&lt;br /&gt;&lt;br /&gt;While tennis wouldn’t exactly be my subject of choice, the good news is that there’s actually not a whole lot of tennis in the game. The main “Superstars Mode” is about tearing through a number of mini-games, which, more often than not, have little to do with tennis. These are set in several different worlds based on some of Sega’s existing franchises from the past and present. By completing the mini-games, unlockable prizes, including music tracks, extra characters, and more gaming worlds, become available.&lt;br /&gt;&lt;br /&gt;After selecting a world and a mini-game, players are asked to choose a character. Initially, only half of the roster is available, while the rest are unlocked through finishing off mini-games. Characters seem to be focused primarily on Sega’s Dreamcast era and shortly thereafter, including Sonic, Tails, Eggman, Ulala (Space Channel 5), Amigo (Samba de Amigo), Nights, Beat (Jet Grind Radio), and Aiai (Monkeyball).&lt;br /&gt;&lt;br /&gt;Unlike the other Superstars game, there aren’t any “realistic” looking characters, like Akira from Virtua Fighter or Ryo Hazuki from Shenmue. While I understand that the developers wanted to stay with the cartoonish look of the game, I still would’ve liked to have seen more character variety. Many of the bonus characters are nearly identical to their initial counterparts. Do we really need Shadow &lt;span style="font-style: italic;"&gt;and &lt;/span&gt;Sonic, Ulala &lt;span style="font-style: italic;"&gt;and &lt;/span&gt;Pudding, Nights &lt;span style="font-style: italic;"&gt;and &lt;/span&gt;Reala? (On a side note, I never, ever want to hear Nights speak in a game again.) It would’ve been nice to see some of the Crazy Taxi characters or the evolving hacker from Rez.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_bAuBA0kd_PI/SH4OAP_3H6I/AAAAAAAAAJc/fk9U52m99nc/s1600-h/sst1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_bAuBA0kd_PI/SH4OAP_3H6I/AAAAAAAAAJc/fk9U52m99nc/s320/sst1.jpg" alt="" id="BLOGGER_PHOTO_ID_5223628015253528482" border="0" /&gt;&lt;/a&gt;The mini-games take the tennis theme and run with it, tying in to that particular game’s world. Choose the Sonic world and games involve running around Green Hill Zone collecting rings and avoiding enemies. For Jet Grind Radio, players lob balls of paint across the net to tag the other side of the court, all the while being taught valuable lessons of ball control. Puyo Pop Fever has players swinging balls to take out colored puyo orbs. The Space Harrier levels are basically Space Harrier on a tennis court. House of the Dead? It’s like being stuck in a HotD game with only a racket and endless supply of tennis balls. Virtua Cop isn’t even like tennis – it’s just VC without a gun.&lt;br /&gt;&lt;br /&gt;Unfortunately, the mini-games aren’t dispersed evenly. While the initial worlds have several games and levels, many of the later ones only have one or two. Bonus courts like Outrun only have a couple of tennis matches, meaning besides the music and beach, it lacks the uniqueness of the other worlds. Whether by design or just lack of time, the Golden Axe and Alex Kidd worlds don’t even have their own courts.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp3.blogger.com/_bAuBA0kd_PI/SH4NBIAfWtI/AAAAAAAAAJM/LSvB34YGN40/s1600-h/sst4.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp3.blogger.com/_bAuBA0kd_PI/SH4NBIAfWtI/AAAAAAAAAJM/LSvB34YGN40/s320/sst4.jpg" alt="" id="BLOGGER_PHOTO_ID_5223626930776922834" border="0" /&gt;&lt;/a&gt;SST controls well enough, if not a bit simplistically. To serve, hit a button and a star meter pops up. As it fluctuates, hit the ball at the max star level. The higher it is, the more likely the opponent will have a problem returning the serve. After that, chase the ball down, hit a button to swing or lob, and then point a direction to try to aim the ball. Rinse. Repeat. To help break up the formula, each character has a Superstar move, which will shoot the ball in crazy directions to throw the opponents off. Though they can help seal off a match (and look fancy enough, the first time or two), they don't really add a whole lot to the game.&lt;br /&gt;&lt;br /&gt;Game AI seems fair for the most part, minus the exceptionally hard Alex Kidd. There are some inconsistencies with the real world in scoring, as it seems that an extra game is needed to win a set.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_bAuBA0kd_PI/SH4NAtsozFI/AAAAAAAAAJE/wn5rP3nUQj8/s1600-h/sst3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp2.blogger.com/_bAuBA0kd_PI/SH4NAtsozFI/AAAAAAAAAJE/wn5rP3nUQj8/s320/sst3.jpg" alt="" id="BLOGGER_PHOTO_ID_5223626923714333778" border="0" /&gt;&lt;/a&gt;While SST is a short burst of fun, after I finished it, I never had an itch to play it again. Though there are other modes available (a singles or doubles arcade mode and direct access to some of the mini-games) there’s really no reason play them, as it's just more of the same.&lt;br /&gt;&lt;br /&gt;All in all, Sega Superstars Tennis is fun, at least while it lasts. For Sega fans, it’s nice to see these characters back in action and see the company give a nod to its fans and its past. The game is a worth a rent, but overall it’s pretty average.&lt;br /&gt;&lt;br /&gt;7/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2825368289295929768?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2825368289295929768/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2825368289295929768' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2825368289295929768'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2825368289295929768'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/07/sega-superstars-tennis-review.html' title='Sega Superstars Tennis Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp0.blogger.com/_bAuBA0kd_PI/SH4NqaLTxDI/AAAAAAAAAJU/dD34di5asYE/s72-c/superstarstennis_cover2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-1802734535701483765</id><published>2008-07-12T13:33:00.006-04:00</published><updated>2008-07-14T12:18:45.777-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='Space Channel 5'/><title type='text'>Space Channel 5  Special Edition Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp2.blogger.com/_bAuBA0kd_PI/SHjrFWn3crI/AAAAAAAAAIM/NGEmuMG0d_Q/s1600-h/sc5_cover.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://bp2.blogger.com/_bAuBA0kd_PI/SHjrFWn3crI/AAAAAAAAAIM/NGEmuMG0d_Q/s320/sc5_cover.jpg" alt="" id="BLOGGER_PHOTO_ID_5222182245140755122" border="0" /&gt;&lt;/a&gt;From Sega's UGA team (the masterminds behind Rez) also comes Space Channel 5.  For me, SC5 is most memorable for the huge marketing push that it was given, followed by its ubiquity in the dollar bin at just about everywhere games are sold.  The game didn't really look that interesting to me, despite all of the Sega fans saying how it was a really good, unique game.&lt;br /&gt;&lt;br /&gt;Now, years later, for three dollars, I bit the bullet and picked up the Space Channel 5 Special Edition which includes not only the original SC5, but part two of the series as well.&lt;br /&gt;&lt;br /&gt;Ever play Simon, that electronic take on "Simon Says" where players match oversize, color-coded buttons to the order that they would light up?  SC5 is just a glorified version of that.  Some crazy aliens have decided that best way to enslave the human race is by forcing them to dance, and the only way to kick their ass is for Ulala, reporter for Space Channel 5, to match their dance moves.&lt;br /&gt;&lt;br /&gt;This boils down to you mimicking the aliens on the screen as they shout out what buttons to push.  They yell the commands and do their dance.  Then, it's your turn.  Spit those crazy moves back at them in the right rhythm, and you'll be good to go.&lt;br /&gt;&lt;br /&gt;Keep it up and that's the two games in a nutshell.  The most baffling part, in my eyes, is why Sega would come to the conclusion that this would be the game to save the Dreamcast.  It's quirky and unique, yes, but ultimately, it just doesn't seem to do much.  DDR has the novelty of the having to use your feet.  Guitar Hero's hook is its controller.  SC5's catch:  a crazy story and a guest appearance by Michael Jackson.  That’s about it.  Maybe having Ulala make an appearance at the MTV VMAs wasn't the greatest idea.&lt;br /&gt;&lt;br /&gt;In order for a game like this to be successful, it has to have catchy tunes.  The music fits the part, but ultimately, it comes across like the tunes in Sonic Adventure - they serve their purpose, but they're not specifically memorable.  Graphically, not a whole lot happens on the screen.  Some ultra-soft-looking, marshmallow aliens are blasted while the rescuees dance along with Ulala.  If it weren't for saving hostages, you could close your eyes and play the game with your head underneath the couch.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://bp0.blogger.com/_bAuBA0kd_PI/SHjrN1YLlUI/AAAAAAAAAIU/7_9gKm9RQFI/s1600-h/sc5_back.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://bp0.blogger.com/_bAuBA0kd_PI/SHjrN1YLlUI/AAAAAAAAAIU/7_9gKm9RQFI/s320/sc5_back.jpg" alt="" id="BLOGGER_PHOTO_ID_5222182390835418434" border="0" /&gt;&lt;/a&gt;Somewhere out on the web, another person commented that this game is like a spiritual brother to Jet Grind Radio.  I agree, in that they both had unique premises and music was a big part of the games' personalities.  While the two were developed by different teams, their integration of music and its application to the game have a shared ambition.&lt;br /&gt;&lt;br /&gt;Unfortunately, Jet Grind is fun to play, while this Space Channel 5 is just a glorified "Simon Says."&lt;br /&gt;&lt;br /&gt;[On a side note, I've sat on this review for quite a while, hoping the game would grow on me, but it just hasn't.]&lt;br /&gt;&lt;br /&gt;6/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-1802734535701483765?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/1802734535701483765/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=1802734535701483765' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1802734535701483765'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1802734535701483765'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/07/space-channel-5-special-edition-review.html' title='Space Channel 5  Special Edition Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://bp2.blogger.com/_bAuBA0kd_PI/SHjrFWn3crI/AAAAAAAAAIM/NGEmuMG0d_Q/s72-c/sc5_cover.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-8064440619674886176</id><published>2008-04-09T09:19:00.001-04:00</published><updated>2008-04-09T09:20:21.490-04:00</updated><title type='text'>Sega Media FTP Server</title><content type='html'>For those who haven't already stumbled upon it, Sega's Media FTP Server is an interesting visit, providing images, press releases and fact sheets to be used in promoting Sega's games. There's a ton of official artwork available for games ranging from the unreleased back to the days of the Dreamcast. Some of the images are pretty standard, the same ones that have been used repeatedly in every magazine article under the sun, but there are also a few surprises along the way. On occasion, &lt;a href="http://www.seganerds.com/2008/03/22/sonic-unleashed-possibly-revealed/"&gt;people even dig up games before they're announced&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;Check it out &lt;a href="http://segapr.segaamerica.com/"&gt;here&lt;/a&gt;.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-8064440619674886176?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/8064440619674886176/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=8064440619674886176' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8064440619674886176'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8064440619674886176'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/04/sega-media-ftp-server.html' title='Sega Media FTP Server'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2214603926871568381</id><published>2008-03-16T11:17:00.001-04:00</published><updated>2008-03-16T11:19:43.745-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Virtua Hamster'/><category scheme='http://www.blogger.com/atom/ns#' term='32X'/><title type='text'>Virtua Hamster</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R906Y7ydT4I/AAAAAAAAAIE/WjMPU7yIO0U/s1600-h/hamster.gif"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R906Y7ydT4I/AAAAAAAAAIE/WjMPU7yIO0U/s320/hamster.gif" alt="" id="BLOGGER_PHOTO_ID_5178359346586537858" border="0" /&gt;&lt;/a&gt;In Sega's great line-up of Virtua games - Virtua Racing, Virtua Fighter, Virtua Cop, there's one that's got away... Virtua Hamster. Yes, friends, this is no joke. Designed by Eric Quakenbush, production had started and the game was to be released in 1995 on Sega's short-lived 32X.&lt;br /&gt;&lt;br /&gt;Sega wanted a new puzzle game, but something that would be different than Tetris. The plan: Virtua Hamster.&lt;br /&gt;&lt;br /&gt;As the story goes, players would take control as Chip, one of six rocket-powered critters on skateboards, and race through the hamster tubes, firing missiles and corn kernels at opponents. The goal is to find the robot Skuttle, who'll free Chip from the maze. Of course, not every animal wants Chip to get out, meaning the maze isn't the only challenge.&lt;br /&gt;&lt;br /&gt;Game development continued until Sega decided they were no longer interested in the game.&lt;br /&gt;&lt;br /&gt;As the 32X came to and end, a British company picked up the game's development and planned to release it on the PC. It never happened.&lt;br /&gt;&lt;br /&gt;Would this be the game that saved the 32X? I doubt it. My guess is that it would've fallen into the "crapware" side of the spectrum, but at this point, it's mere speculation. Could it have been the greatest game of all time? Maybe, but I wouldn't have put any money on it. I also seriously doubt that it would've been released with the "Virtua" name. SEGA's AM2 would want their hands to touch anything with "Virtua" in the title.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2214603926871568381?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2214603926871568381/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2214603926871568381' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2214603926871568381'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2214603926871568381'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/03/virtua-hamster.html' title='Virtua Hamster'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/R906Y7ydT4I/AAAAAAAAAIE/WjMPU7yIO0U/s72-c/hamster.gif' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5355040165878495119</id><published>2008-03-11T11:25:00.006-04:00</published><updated>2008-03-11T11:38:55.914-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Nights'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><title type='text'>NiGHTS Into Dreams Review</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R9alfrydT3I/AAAAAAAAAH8/jg_0UIAimR8/s1600-h/nights6.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5176506785457852274" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R9alfrydT3I/AAAAAAAAAH8/jg_0UIAimR8/s320/nights6.jpg" border="0" /&gt;&lt;/a&gt;Back in '96, the Saturn was begging for a real Sonic game - one that would be able to right the course for the sinking ship. It never happened and instead, Sonic Team introduced NiGHTS into Dreams, a game featuring an androgynous, purple jester as its main character. As a Saturn exclusive, the game would never find mainstream success, but it earned good reviews and developed a cult (and somewhat scary) following. Over time, its mystique grew and Nights has, correctly or not, been hailed as one of the top all-time games.&lt;br /&gt;&lt;br /&gt;Now, after the release of its sequel, Journey of Dreams, Nights finds itself on the PS2 alongside other Saturn exclusives. It, however, eschews the Sega Ages tag and bargain price, mostly because the game is on a DVD and Sega certainly knew they'd be able to demand a higher price for this title.&lt;br /&gt;&lt;br /&gt;The story centers around two kids, Claris and Elliot, getting caught up in their own fears, which are so average it's almost comical. Claris is afraid of her singing auditions and Elliot was beat in a basketball game by some older kids. Feeling like failures, they head to sleep that night, where the dream-creature Nights needs their help. The evil Wizeman is trying to take over the land of Nightopia. If this happens, then there's no more dreams and all of the happy-go-lucky Nightopians will die. Coincidentally enough, this is the kids' chances to redeem themselves.&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R9alSbydT2I/AAAAAAAAAH0/5Fc53QuIWlg/s1600-h/nights3.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5176506557824585570" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R9alSbydT2I/AAAAAAAAAH0/5Fc53QuIWlg/s320/nights3.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;The game plays the exact same way as it did on the Saturn. Find Nights, track down 20 blue spheres and drop them off at the capture. Race around during bonus time and try to rack up the score before the clock runs out. Do that another three times and then head off to beat up a boss. The trick to getting high scores is linking everything together. Grabbing several items in succession will pop up a link counter on the screen. The higher the number, the more points that are rewarded. By keeping the speed high and learning the ins and outs of the level, paths can be created with near infinite links available. It's being able to master these paths that gives Nights its replayability. The dual shock does just as well as the Saturn's analog pad, and after a moment of adjusting, controls just fine.&lt;br /&gt;&lt;br /&gt;First-time players that have for years been hearing how amazing and legendary the game is will probably be let down. Ultimately, Nights is just a time/score attack game. That's not to say that it isn't a score attack game done with a lot of style, though.&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R9ak7bydTzI/AAAAAAAAAHc/33uac2oNgzA/s1600-h/nights3.jpg"&gt;&lt;/a&gt;&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R9ak8LydT0I/AAAAAAAAAHk/n7KUJV7uUr0/s1600-h/nights4.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5176506175572496194" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R9ak8LydT0I/AAAAAAAAAHk/n7KUJV7uUr0/s320/nights4.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Nights takes the &lt;a href="http://www.ukresistance.co.uk/2005/11/blue-sky-in-games-campaign-launched.html"&gt;Blue Sky&lt;/a&gt; approach to its artistic design. Colors are bright, music is happy, and everything seems cheery in the world of Nightopia. It's definitely a throwback to the old school gaming days, before there was such a huge focus on realistic and gritty game worlds. It's this feel-good world that has earned Nights its cult following - Nightopia is a pretty happy place. As the player takes out baddies, bald-headed Pians bounce around in the background, singing, fishing, dancing, and of course, making more Pians, while the music becoming ever-more cheerful. If the player decides to destroy of all these buggers, the music gets a little less cheery and the Pians get angrier in response. As the player can influence their environment, the end result is that the world just seems that much more alive.&lt;br /&gt;&lt;br /&gt;For the most part, Nights comes over as the same game, with a few new modes to justify the price. The graphics have been redone in the "Brand New Dream" mode. With crisper looking visuals, reduced pop-in, and redrawn 3D geometry (the formerly sprite-based Pians and Nightmaren are now in 3D and objects have been remodeled to remove their blockiness), the game's bright and colorful worlds really get a chance to shine. For the nostalgic, the "Sega Saturn Dream" is available that will give the game its original pixilated look.&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R9ak47ydTyI/AAAAAAAAAHU/EI0BEgthjK4/s1600-h/nights2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5176506119737921314" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R9ak47ydTyI/AAAAAAAAAHU/EI0BEgthjK4/s320/nights2.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Other new PS2 additions include a move gallery for watching all of the unlocked cut scenes in the game, an image gallery featuring CG renders of characters and promotional items, and a Nightopian viewer, which will let characters check out the happiness of each level's inhabitants.&lt;br /&gt;&lt;br /&gt;Christmas/Winter Nights is included as well, and is actually a fairly big reason I wanted to get the remake. Back in '96, I had a subscription to both Ultra GamePlayers and Next Generation. Wonderfully enough, I managed to not get a single Nights demo desk from either, and I've been left out to this day. While I'm glad Christmas Nights is included, the presents feature has been taken out. Some of the presents are already in the game, but others, like the karaoke mode and Sonic into Dreams are gone entirely. Though it's not a deal killer, it would have been nice to have everything in there.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R9ak_rydT1I/AAAAAAAAAHs/2LqaYNTgdK8/s1600-h/nights5.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5176506235702038354" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R9ak_rydT1I/AAAAAAAAAHs/2LqaYNTgdK8/s320/nights5.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;With all the good comes some bad. The PS2 seems to take a little bit longer to load than the Saturn. Another annoying addition is the lack of auto-save. While the game will still ask you to select a file when loading it up, it won't save to that file automatically like the Saturn version did. Lastly, the two-player option has been removed. In the Saturn, after defeating Reala, a two-player Nights vs. Reala game become available, but it's nowhere to be found in the PS2 version.&lt;br /&gt;&lt;br /&gt;For the dedicated, a Nightopia Dream Pack version can be purchases than includes a Japanese art book. For collectors, it may be nice, but for everyone else, it's completely skippable.&lt;br /&gt;&lt;br /&gt;Final verdict: While the graphics keep the game looking modern, it's still the same Nights. Fortunately, the game mechanics hold up after all these years, and while it's not the "mind-blowing" experience that legend has made it out to be, Nights into Dreams on the PS2 is an uplifting game that's still fun to play.&lt;br /&gt;&lt;br /&gt;8.5/10&lt;br /&gt;&lt;br /&gt;See also: &lt;a href="http://members.lycos.co.uk/localditch/dreamcast/nights/nights.html"&gt;The Local Ditch - Nights&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5355040165878495119?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5355040165878495119/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5355040165878495119' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5355040165878495119'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5355040165878495119'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/03/nights-into-dreams-review.html' title='NiGHTS Into Dreams Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/R9alfrydT3I/AAAAAAAAAH8/jg_0UIAimR8/s72-c/nights6.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-187106112434080388</id><published>2008-03-11T11:19:00.003-04:00</published><updated>2008-08-09T12:27:57.025-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rants'/><title type='text'>Believe</title><content type='html'>It's really scary how much people want to believe in Sega. Just a few days ago, &lt;a href="http://www.seganerds.com/2008/03/08/sega-japan-still-showing-dreamcast-support-in-2008"&gt;SegaNerds&lt;/a&gt; reported that Dreamcast.com was updated and giving away e-mail addresses to folks who sent in their Dreamcast registration numbers. Sounds fishy, I know, but surprisingly, a lot of people went for it - hook line and sinker. While it's probably just someone trying to stir the Sega folks up or at worst, about to unleash even more spam to the world, I'm a bit shocked at how many people were willing to ignore rational thought in the hope that Sega would be somehow reviving or trying to revive their dead console.&lt;br /&gt;&lt;br /&gt;To this day, people claim the Dreamcast is not dead. I still have my Dreamcast and I've enjoyed it, but one Japanese homebrew shooter every couple of months does not a "living" console make.&lt;br /&gt;&lt;br /&gt;A few months, Sega renewed their trademark for the word "Dreamcast" and people were getting really excited. Does this mean there's a Dreamcast 2? Is Sega planning another console? The Dreamcast is coming back? Sorry, but the answer has always been, "No." They just want to keep ownership of words they've spent a lot of money on, so that some other company can't call something a Dreamcast and gain instant recognition.&lt;br /&gt;&lt;br /&gt;Even longer ago, Shenmue.com had something similar happen as to what did to Dreamcast.com. It turned out it was a fan that had copied the original Shenmue site, purchased the domain before Sega could, and brought the Passport back online. Is this necessarily a bad thing? I guess not, but people tripped out until, once again, they realized it was just another anonymous person, not Sega, that was behind it all.&lt;br /&gt;&lt;br /&gt;What have we learned? Sega fans are borderline delusional? Probably, but I'll stick with this: If it's too good to be true, it is.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-187106112434080388?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/187106112434080388/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=187106112434080388' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/187106112434080388'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/187106112434080388'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/03/believe.html' title='Believe'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-657568136057988357</id><published>2008-02-29T14:05:00.017-05:00</published><updated>2008-02-29T16:25:26.564-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Daytona USA'/><title type='text'>Daytona USA: Secrets of Success</title><content type='html'>Daytona USA was special for a lot of reasons and as a result, became the highest-grossing arcade game of all time. No small feat, indeed, but what was the secret ingredient that made Daytona so successful? Some argue it was the then-stellar Model 2 graphics and the unique soundtrack. Others point to the game's physics and handling, as cars slid around corners and sped past the scenery. Myself? Maybe it was just the all-around polish that the game was given, with the classic Sega flair thrown in for good measure.&lt;br /&gt;&lt;br /&gt;Let's take a look:&lt;br /&gt;&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hYT2uKLKI/AAAAAAAAAFM/bSeAACDhtvU/s1600-h/congratulations.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172481270164892834" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hYT2uKLKI/AAAAAAAAAFM/bSeAACDhtvU/s320/congratulations.jpg" border="0" /&gt;&lt;/a&gt;Hop on the Intermediate track (later known as "Dinosaur Canyon"), spin your car around and drive up the road to find this wonderful message. Way to impress those sponsors with your reasoning skills.&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hZ3WuKLLI/AAAAAAAAAFU/-D4sBoPWvqs/s1600-h/for_sale.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172482979561876658" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hZ3WuKLLI/AAAAAAAAAFU/-D4sBoPWvqs/s320/for_sale.jpg" border="0" /&gt;&lt;/a&gt;As if racing by a huge canyon with a fossilized dinosaur wasn't enough, apparently land in Tucson can be used to raise the critters.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hZ-2uKLMI/AAAAAAAAAFc/H1MLJIwYrf0/s1600-h/horsehitter.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172483108410895554" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hZ-2uKLMI/AAAAAAAAAFc/H1MLJIwYrf0/s320/horsehitter.jpg" border="0" /&gt;&lt;/a&gt;The wonderful horses from the Expert track have entertained many people by giving them something to aim their cars at. If you can't win the race, at least you can say, "I hit a bunch of horses." Or, more appropriately, "I almost hit one of the horses."&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8haR2uKLOI/AAAAAAAAAFs/p7fU0AB8Szk/s1600-h/jeffrey_statue.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172483434828410082" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8haR2uKLOI/AAAAAAAAAFs/p7fU0AB8Szk/s320/jeffrey_statue.jpg" border="0" /&gt;&lt;/a&gt;It's a guest appearance from Virtua Fighter's own Jeffrey McWild, apparently taking enough time off from letting the devil sharks of the world kick his ass in order to have a statue made.&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8haEmuKLNI/AAAAAAAAAFk/NGZ7-YpZ6mE/s1600-h/jeffrey_headspin.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172483207195143378" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8haEmuKLNI/AAAAAAAAAFk/NGZ7-YpZ6mE/s320/jeffrey_headspin.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Mash the start button around him about 15 times, and he'll do a handstand. "I win."&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R8haYGuKLPI/AAAAAAAAAF0/JGJSfa9IBQc/s1600-h/music.gif"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172483542202592498" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R8haYGuKLPI/AAAAAAAAAF0/JGJSfa9IBQc/s320/music.gif" border="0" /&gt;&lt;/a&gt;Why all of these crazy game names in the sound test? If you place in the top ranks and enter the game's initials, you'll hear their corresponding music.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hjNWuKLQI/AAAAAAAAAF8/Q7yJngycJg4/s1600-h/recycle_it.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172493253123648770" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hjNWuKLQI/AAAAAAAAAF8/Q7yJngycJg4/s320/recycle_it.jpg" border="0" /&gt;&lt;/a&gt;Some things go hand in hand - like recycling and 40 cars dirtying the air while guzzling fossil fuels.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hjUWuKLRI/AAAAAAAAAGE/7n-x-JixweQ/s1600-h/seagull.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172493373382733074" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hjUWuKLRI/AAAAAAAAAGE/7n-x-JixweQ/s320/seagull.jpg" border="0" /&gt;&lt;/a&gt;This seagull flies nearby in the Expert course. While not too exciting itself, if you jam on the start button before starting the course...&lt;a href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R8hjZGuKLSI/AAAAAAAAAGM/gOr9ooJtQUw/s1600-h/seagull_large.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172493454987111714" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R8hjZGuKLSI/AAAAAAAAAGM/gOr9ooJtQUw/s320/seagull_large.jpg" border="0" /&gt;&lt;/a&gt;...it can grow to bizarrely large sizes.&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hje2uKLTI/AAAAAAAAAGU/p4TJfWIq488/s1600-h/sega_am2_grass.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172493553771359538" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hje2uKLTI/AAAAAAAAAGU/p4TJfWIq488/s320/sega_am2_grass.jpg" border="0" /&gt;&lt;/a&gt;Every great painter signs their work somewhere. Daytona USA is no exception.&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hkLWuKLXI/AAAAAAAAAG0/Hu2RV2eFknE/s1600-h/sonic.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172494318275538290" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hkLWuKLXI/AAAAAAAAAG0/Hu2RV2eFknE/s320/sonic.jpg" border="0" /&gt;&lt;/a&gt;Remember the days when it wasn't an embarrassment to have Sonic in a game?&lt;br /&gt;&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hkLWuKLYI/AAAAAAAAAG8/HffbJ4hYNB8/s1600-h/virtua_inn.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172494318275538306" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8hkLWuKLYI/AAAAAAAAAG8/HffbJ4hYNB8/s320/virtua_inn.jpg" border="0" /&gt;&lt;/a&gt;After a long day of fighting, shooting baddies, or racing, this is where the Virtua kids like to hang out. Cheap meals, too.&lt;br /&gt;&lt;a href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8hkLmuKLZI/AAAAAAAAAHE/dHVBFglhpXM/s1600-h/youcantbesatisfiedwithoutmo.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5172494322570505618" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8hkLmuKLZI/AAAAAAAAAHE/dHVBFglhpXM/s320/youcantbesatisfiedwithoutmo.jpg" border="0" /&gt;&lt;/a&gt;Subliminal messages? Couldn't be. The entire thing reads. "You can't be satisfied without Model 2." I think at last we've found the secret to Daytona USA's success.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-657568136057988357?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/657568136057988357/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=657568136057988357' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/657568136057988357'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/657568136057988357'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/datyona-usa-secrets-of-success.html' title='Daytona USA: Secrets of Success'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/R8hYT2uKLKI/AAAAAAAAAFM/bSeAACDhtvU/s72-c/congratulations.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2925142061811533954</id><published>2008-02-23T13:41:00.010-05:00</published><updated>2008-09-04T15:23:22.375-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Sega Ages'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='Virtua Fighter'/><title type='text'>Sega Ages 2500 Vol. 16: Virtua Fighter 2 Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R8BpPdKpyGI/AAAAAAAAAEk/XK7_icLKSk4/s1600-h/sega_ages_virtua_fighter_2.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R8BpPdKpyGI/AAAAAAAAAEk/XK7_icLKSk4/s320/sega_ages_virtua_fighter_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5170248086469593186" border="0" /&gt;&lt;/a&gt;While the original Virtua Fighter was a solid game that helped introduce 3D fighters to the world, its sequel, Virtua Fighter 2, was where the series really found its rhythm. Running on Sega's new Model 2 board, the graphics had been improved dramatically from the original, adding texture maps and nearly doubling the polygon count. The fighting system had been reworked as well. Though still relying on only three buttons, almost all areas were expanded, adding more moves, more characters (Shun and Lion), and more depth, while still retaining the basic VF formula. With the booming arcade scene of the time and the demand for fighting games, Virtua Fighter 2 was a success in Japan and America. (On a side note, my small, redneck hometown had a Virtua Fighter 3 machine at the local Wal-Mart. In hindsight, I'm completely baffled as to why.) VF2 was the right game at the right time - having some of the greatest graphics of the era, amazing gameplay, and players willing to pump quarter after quarter into the machine.&lt;br /&gt;&lt;br /&gt;With a game this successful, it was only a matter of time before a console version came around, and Sega delivered VF2 to the Saturn in 1995. Though the Model 2 board was more powerful than the Saturn, the AM2 developers were able to crunch out a great, though graphically reduced, port of the game. The 3D backgrounds and Shun's infamous bridge were removed, while polygons were cut out of the characters. Even so, VF2 was one of the few games to run in the Saturn's high-res mode, even higher than its arcade counterpart. Gameplay was ported intact, with every character’s moves making the transition. Although hardcore VF2 players might have complained about subtle differences from the arcade version, it was an amazing conversion. GamePlayers (or was it Ultra GamePlayers by now?) gave the VF2 a score of 9.9 - at that point, their highest ever.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8Bpb9KpyHI/AAAAAAAAAEs/ljYFNz00M3A/s1600-h/vf1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8Bpb9KpyHI/AAAAAAAAAEs/ljYFNz00M3A/s320/vf1.jpg" alt="" id="BLOGGER_PHOTO_ID_5170248301217958002" border="0" /&gt;&lt;/a&gt;Ten years later, Virtua Fighter 2 finds itself on the PS2, a machine that is more than capable of handling this game. Somehow, things got lost along the way. This was the first Model 2 port in the Sega Ages line, and unfortunately, I think that is the game's real downfall, as later games in the Ages line-up would be free of the flaws in this one. Rather than take the time to fix the bugs on this release, it was thrown out the door before it was fully cooked.&lt;br /&gt;&lt;br /&gt;The graphics have taken the biggest hit, and this a pretty big disappointment. For the most part, the game looks like the arcade VF2, but some things have gone awry. Upon entering the character select screen, it is evident something has not gone right. The eyebrows and facial features of the characters have become a pixelated mess, as all of the textures have been significantly blurred or downgraded. Supposedly, the original source code wasn't available, so the game was emulated rather than being programmed directly for the PS2. This really shouldn't be that big of a problem, since the other Model 2 Sega Ages games are being emulated as well.&lt;br /&gt;&lt;br /&gt;As far as playing the game, the ugly textures don’t really have an effect, but it is disappointing to see a ten year old game with these graphical flaws. Background textures have been reduced. Some seem to have been changed. Character faces and clothes are blurry. But not every texture is like this. Sometimes the ground looks great, while other times, it looks like a blurry mess. It's better than the Saturn, but not arcade-perfect.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8Bpm9KpyII/AAAAAAAAAE0/ceGzrxQxmNs/s1600-h/vf2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8Bpm9KpyII/AAAAAAAAAE0/ceGzrxQxmNs/s320/vf2.jpg" alt="" id="BLOGGER_PHOTO_ID_5170248490196519042" border="0" /&gt;&lt;/a&gt;Fortunately, all of the geometry from the arcade is there. This means that the 3D backgrounds are intact and Shun's bridge finally makes its way to a home console. Other elements left out from the Saturn version are included, such as the smoke in Pai's stage and the light posts for Wolf's cage. Small touches, such as coconuts dropping in Jeffrey's stage and birds flying in Lau’s, are nice to finally see at home. Characters look slightly blockier than the Saturn version, apparently due to the gouraud shading that was applied in that release.&lt;br /&gt;&lt;br /&gt;Other reviews have pointed out that the colors on this release are darker than the arcade or Saturn. Just in general, things are off, color-wise. While it is noticeable, as backgrounds and blacks look partially washed out, it really wasn't as bad as I was expecting. It is still, however, there. This too probably has to do with the emulation of Model 2 lighting effects, as PC emulation for certain Model2 games (such as Daytona USA) seems to have similar problems. In &lt;a href="http://sega.jp/archive/segavoice/041014/01_4.html"&gt;an article on Sega of Japan's website&lt;/a&gt;, the programmers for the port posted their problems in attempting to emulate the Model 2's handling of lights and textures.&lt;br /&gt;&lt;br /&gt;Now for some good news: The music from the game sounds great. Tunes from the arcade original or the Saturn version are available, and blast in all of their digital glory. And some bad news: The rest of the sounds don't seem to hold up so well, though. The voices and sound effects are grainy, like they've been recorded at a really low sample rate. There's little "oomph" to the kicks and punches and everything sounds grainy. I broke out my Saturn to compare, and it’s got the same problems. Fortunately, all of the original sounds from the arcade make it in, as several had been cut from the Saturn's VF2.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8Bpq9KpyJI/AAAAAAAAAE8/_2KXVenBpZU/s1600-h/vf3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R8Bpq9KpyJI/AAAAAAAAAE8/_2KXVenBpZU/s320/vf3.jpg" alt="" id="BLOGGER_PHOTO_ID_5170248558915995794" border="0" /&gt;&lt;/a&gt;The game plays like it should, running, for the most part, at the arcades 57.5 frames per second. This is slightly slower than the Saturn version, which is barely a noticeable difference. Characters do float a bit differently than on the Saturn, as well. Despite the graphical issues, play-wise, this is the arcade game. Occasionally, the frame-rate drops below the 57.5 it should run at, which is frustrating not only while trying to time attacks, but that it shouldn't be happening on a game that was created over 10 years ago. It really is just the sign of a lazy port.&lt;br /&gt;&lt;br /&gt;The PS2 controller rears its ugly head again. It's not it's uncomfortable to hold, but that the direction pad is just awful for fighters. I'm really surprised I made it through VF4: Evo with the thing, not to mention the troubles I'm having with VF2.&lt;br /&gt;&lt;br /&gt;From the select screen, arcade, versus, or ranking mode can be selected. Expert mode is not available right off of the bat, though it can still be accessed using the arcade code. I'm not sure why exactly it was left out from the selection screen while ranking mode can still be selected right from the get-go. I guess it's not that big of a deal, but it just seems to be another sign of a lazy port.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8BqDtKpyKI/AAAAAAAAAFE/cRn--JSFj2U/s1600-h/vf4.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R8BqDtKpyKI/AAAAAAAAAFE/cRn--JSFj2U/s320/vf4.jpg" alt="" id="BLOGGER_PHOTO_ID_5170248984117758114" border="0" /&gt;&lt;/a&gt;If you've got Virtua Fighter 2 on the Saturn, there is really no reason to get this version. While it's the first time that the 3D backgrounds have come over intact in a home port of VF2, it's still not an arcade-perfect version, and the backgrounds alone aren't worth the price. Ultimately, it's still the same game that's been on the Saturn all of these years. There are differences between that Saturn and the arcade VF2, but anyone who is still worried about it at this point probably already has the PCB sitting in their home.&lt;br /&gt;&lt;br /&gt;6.5/10&lt;br /&gt;&lt;br /&gt;Comparison shots taken from &lt;a href="http://www.neogaf.com/forum/showthread.php?p=491868"&gt;this&lt;/a&gt; forum post.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2925142061811533954?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2925142061811533954/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2925142061811533954' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2925142061811533954'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2925142061811533954'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/sega-ages-2500-virtua-fighter-2-review.html' title='Sega Ages 2500 Vol. 16: Virtua Fighter 2 Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/R8BpPdKpyGI/AAAAAAAAAEk/XK7_icLKSk4/s72-c/sega_ages_virtua_fighter_2.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-8152602525080226516</id><published>2008-02-22T15:29:00.003-05:00</published><updated>2008-08-09T12:28:11.126-04:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rants'/><title type='text'>Importers R Us</title><content type='html'>Importing games involves a bit of trust. If you can't fly out to Japan and pick up some of the titles that haven't made it westward, you'll be at the mercy of letting someone else take your money, while hopefully delivering the goods in return. Many of these places do business from Hong Kong (where international law is a bit muddy) and quite a few seem a little shady, to put it nicely. While many are good, I've been burnt (or am in the process of being burnt) by some of them, so here's a rundown on my experiences.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.play-asia.com/"&gt;Play-Asia &lt;/a&gt;- This is quite possibly the best import site around. Their large selection is updated constantly and I've had several good experiences with them, as they ship quickly and send notifications when an item is shipped or delayed. However, at the moment I do have an outstanding order for Fighting Vipers that was supposed to ship on January 29th.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.yamato-export.com/"&gt;Yamato-Export&lt;/a&gt; - Even though it's a French website, they've got English pages, too. I believe it's run by just one person, though it looks quite large. It's one of the few places I've been able to find a new Sega Ages Virtua Fighter 2.  And for a price, they'll also scour Yahoo Auctions Japan to get that hard-to-find game.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.dcslinks.com/"&gt;DCS Links&lt;/a&gt; - Again, in the search for VF2, I came across this site. While they had it listed on their website, they didn't have it in stock. Fortunately, within about 12 hours (which I'm sure was due to the time difference), they e-mailed me, notifying that they didn't have the game and I was never charged.  While I can't speak for shipment, customer service seemed good.&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.toysnjoys.com/"&gt;Toys N Joys&lt;/a&gt; - About two seconds after I placed an order, I read the review of this place and got the bad news. Everything bad you've heard is true. Even though it's a physical store based in Hawaii, their online counterpart sucks. Out-of-stock games are listed on their site, there is little to no customer support, and worst of all, they'll still take your money without having or intending to deliver your order.&lt;br /&gt;&lt;br /&gt;Oddly enough, just as I was writing this, I finally received my order, two months after initially placing it. Though I'd paid extra for a tracking number, they didn't send it to me.  In fact, they have failed to contact me for any reason, whether to notify me that the game had shipped or that they didn't have it in stock. Fortunately, I did receive all of my order, but everything was open and obviously used. I really don't feel like dealing with Toys N Joys anymore at this point, so I'm just going to be happy that I got anything at all and chalk it up to experience. What is the point of this?&lt;br /&gt;&lt;br /&gt;DO NOT BUY FROM TOYS N JOYS.&lt;br /&gt;&lt;br /&gt;One last note: While I can't remember its name, I tried to order Fighting Vipers 2 from a German site that was primarily an Atari dealer. I contacted them beforehand about the game and received a reply within minutes, so I thought all was well. After I placed the order, I never heard back, despite repeated contact attempts. Nevertheless, I wasn't charged, so no harm, no foul, I guess.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-8152602525080226516?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/8152602525080226516/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=8152602525080226516' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8152602525080226516'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8152602525080226516'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/importers-r-us.html' title='Importers R Us'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5991210578275896722</id><published>2008-02-15T13:49:00.009-05:00</published><updated>2008-02-18T15:38:24.985-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='Rez'/><title type='text'>Rez Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R7Xe3tKpyCI/AAAAAAAAAEE/YmUbo3TDFCo/s1600-h/rez4.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5167281196075960354" style="FLOAT: left; MARGIN: 0pt 10px 10px 0pt; CURSOR: pointer" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R7Xe3tKpyCI/AAAAAAAAAEE/YmUbo3TDFCo/s320/rez4.jpg" border="0" /&gt;&lt;/a&gt;After spending some time with &lt;a href="http://clubsega.blogspot.com/search/label/Panzer%20Dragoon"&gt;Panzer Dragoon&lt;/a&gt;, I decided to try out Rez, which I've been hearing good things about since the death of the Dreamcast. Rather than shell out $40 plus shipping on eBay, I called up a local Gamestop, and sure enough, they had it. (It’s not the cheapest used game, but it's no Panzer Dragoon Saga either.) Whether it was playable or not was a different question. Regardless, I had them hold the game for me and I picked it up after work. The case was a little beat up, the manual was pristine, but the CD was pretty questionable. I threw it in the PS2 and felt a sigh of relief as the disc began to spin. Rez fired up without a hitch.&lt;br /&gt;&lt;br /&gt;As the game loads, a screen pops up advising players to wear headphones or make sure they are in a quality listening environment – already a good sign for an audio fanatic. Upon first seeing the game, I could tell it was something different. The audio and visuals blend well to create a unique style that’s akin to a psychedelic Tron. The environments are rendered in wireframe with objects flying around and exploding in sparks of color, a contrast to the digital world that surrounds them. As enemies fly around the screen and weapons blast, the game pumps along at about 60 fps. Sometimes, I wonder why many modern games only try to make things look more realistic when modern consoles have the power to create a different universe altogether. Rez takes the latter approach and the results are pretty goddamn good.&lt;br /&gt;&lt;br /&gt;In the story, Eden, a self-aware computer system has fallen into an existential funk and is shutting itself down. The goal: hack the system, destroy any viruses and firewalls and ultimately find Eden to save her from herself. While the storyline is fairly basic, there have been some interesting interpretations of what's actually going on during the game. Originally titled K-Project in development, the stylish imagery of the game was inspired by the paintings of Wassily Kandinsky, who suffered from the synesthesia (the bleeding of one sense into another, like seeing sound or hearing color) around which his artwork was based. Others have seen the game as a telling of human evolution, as the player transforms and the game's worlds gradually grow and morph along the history of society.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R7XfA9KpyDI/AAAAAAAAAEM/eDoFSMOi4LU/s1600-h/rez1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5167281354989750322" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R7XfA9KpyDI/AAAAAAAAAEM/eDoFSMOi4LU/s320/rez1.jpg" border="0" /&gt;&lt;/a&gt;As far as playing the game, it's a standard on-rails shooter. Take &lt;a href="http://clubsega.blogspot.com/search/label/Panzer%20Dragoon"&gt;Panzer Dragoon &lt;/a&gt;and remove the rotation and dragon movement. Now you've got the controls down. What separates Rez from the other shooters, though, is the use of sound when playing the game. Every time the fire button is pressed or an enemy is shot, a sound plays. Hold down the fire button and link up to eight shots together, creating a small melodic line. The trance (house, or whatever electronic style) music in the background pumps along, while all of the shots and destruction of the enemies add accents and melodies on top of the beat. Music has been able to evoke an emotional response, and Rez relies on this to create a result that is strangely immersive.&lt;br /&gt;&lt;br /&gt;Enemies aren't the only things floating around, as certain objects will allow you to evolve. Collect enough of these and your character will change to a higher form, mixing in different sounds and providing a higher firing speed, not to mention more intense visuals. Take a hit, though, and the character devolves. Take one at the lowest form and it's game over. Overdrive object can be collected and, if things get too crazy, used to attack everything on the screen at once. As the level progresses, the music and visuals intensify.&lt;br /&gt;&lt;br /&gt;Each level ends with a firewall, the game's term for a boss. These are the big bad guys (or gals) and their life bar will appear on the screen. Take them out and survive long enough to finish off the level. The bosses themselves are pretty impressive and get more interesting as the game progresses. With the intense visuals and crazy sounds, I'd describe them as being able to play a Blue Man concert.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R7XfFNKpyEI/AAAAAAAAAEU/JVKgQKay80o/s1600-h/rez2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5167281428004194370" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R7XfFNKpyEI/AAAAAAAAAEU/JVKgQKay80o/s320/rez2.jpg" border="0" /&gt;&lt;/a&gt;Rez is a game that is definitely greater than the sum of its part. Just the shooting alone would be a solid, but not spectacular, game. Sound pumps in an out, but without being integrated into the firing and controlling, it wouldn't have the same effect. The visuals are unique and would most likely turn a few heads, but it's really the combination of these elements that makes the game truly unique. Everything seems to blend together in a way that feels like playing the game, mixing music, and toying with the colors on the screen are one.&lt;br /&gt;&lt;br /&gt;Though hard to find, the infamous Trance Vibrator is supported, which may or may not have been intended for use as a sex toy. It’s a small vibrating pad that can be placed in pockets or sat upon and will vibrate along with the beats, the idea being to make the player feel even more connected with the game. With the Dual Shock controller, the vibration is built in, but I'll be honest, I've not been much of a fan of vibration in games. If you've got a decent sub, just crank up the volume. It's much more natural than having the controller leap out of your hands.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R7XfIdKpyFI/AAAAAAAAAEc/_axZJckOetg/s1600-h/rez3.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5167281483838769234" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R7XfIdKpyFI/AAAAAAAAAEc/_axZJckOetg/s320/rez3.jpg" border="0" /&gt;&lt;/a&gt;To keep interest in the game, there are several other modes in addition to the normal play. Score Attack mixes up the enemies and allows players to compete for the most points. There's a traveling mode for practicing or just relaxing. After completion, a beyond mode opens, with an extra level, a direct assault (play through all stages) and a variety of unlockable cheats. Despite this, the game is relatively short. There's a lot to unlock, but ultimately, there's really only about five and a half levels to the game, which is not to say that the game isn't fun or hasn't held my attention. Despite this, it's a game that I find myself drawn to play over and over.&lt;br /&gt;&lt;br /&gt;Ultimately, Rez is a game that is all about the experience. The music, the visuals, the controls, and even the vibration all combine to create something that is greater than their individual components. It could looked at as just what it is - a shooting game, but or those willing to soak up what Rez has to offer, it's well worth it.&lt;br /&gt;&lt;br /&gt;9/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5991210578275896722?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5991210578275896722/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5991210578275896722' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5991210578275896722'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5991210578275896722'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/rez-review.html' title='Rez Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/R7Xe3tKpyCI/AAAAAAAAAEE/YmUbo3TDFCo/s72-c/rez4.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-8369350816080643217</id><published>2008-02-14T12:19:00.005-05:00</published><updated>2008-02-14T12:26:14.573-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Sonic the Hedgehog'/><title type='text'>Winners Don't Use Violence</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R7R4_tKpyBI/AAAAAAAAAD8/M1HSvM33t68/s1600-h/sonic_card1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5166887708352170002" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R7R4_tKpyBI/AAAAAAAAAD8/M1HSvM33t68/s320/sonic_card1.jpg" border="0" /&gt;&lt;/a&gt;Included with Sonic Jam on the Saturn was this amazing piece of memorabilia reminding kids that it's not right to fight. That is, if they want to be cool. Sonic the Hedgehog, along with Knuckles and Tails, appears on this card in dazzling color that will capture the attention of kids everywhere. On the back side, there's another message from Sonic reminding the world that nobody will win with violence.&lt;br /&gt;&lt;br /&gt;&lt;img id="BLOGGER_PHOTO_ID_5166887034042304514" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R7R4YdKpyAI/AAAAAAAAAD0/VFFtALOgzZk/s320/sonic_card2.jpg" border="0" /&gt;It seems a bit odd that this would come packed in a game, but Sega must have felt some responsibility for the beatings that the game’s young players were always receiving. Or maybe it was just a sign of the cultural climate, as Sega put anti-drug warnings on several of their American arcade games at the time.&lt;br /&gt;&lt;br /&gt;The worst part of it all is that I've actually held on to the card for all of these years.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-8369350816080643217?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/8369350816080643217/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=8369350816080643217' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8369350816080643217'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8369350816080643217'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/winners-dont-use-violence.html' title='Winners Don&apos;t Use Violence'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_bAuBA0kd_PI/R7R4_tKpyBI/AAAAAAAAAD8/M1HSvM33t68/s72-c/sonic_card1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-6011013430530226691</id><published>2008-02-09T10:30:00.002-05:00</published><updated>2008-02-29T15:23:06.201-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Sega Ages'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='Panzer Dragoon'/><title type='text'>Sega Ages 2500 Vol. 27: Panzer Dragoon Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R63ID9Kpx7I/AAAAAAAAADM/FaGMeDFZrGc/s1600-h/panzer_dragoon1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5165004317948233650" style="FLOAT: left; MARGIN: 0pt 10px 10px 0pt; CURSOR: pointer" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R63ID9Kpx7I/AAAAAAAAADM/FaGMeDFZrGc/s320/panzer_dragoon1.jpg" border="0" /&gt;&lt;/a&gt;In the summer of 1995, Sega launched a surprise attack by delivering the Saturn several months ahead of its original release date, alienating vendors and third-party publishers alike, while leaving only a handful of games available at the system's launch. One of which was Sega's own Panzer Dragoon. The first time I touched the game was at a demo kiosk inside of a Toys R Us, but unlike &lt;a href="http://clubsega.blogspot.com/search/label/Virtual%20On"&gt;Virtual On&lt;/a&gt;, I didn't buy this one. The game disoriented my preteen mind and had received mixed reviews. Eventually, I did spend some time with the game's demo (or was it Zwei?), but I was never really motivated to buy it. That is, until recently.&lt;br /&gt;&lt;br /&gt;Panzer Dragoon is an on-rails shooter, a la Star fox or Space Harrier, in which players control the protagonist Keil and a flying dragon, blasting enemies out of the sky. The mission: destroy everything and survive to the next round. A twist on the old formula, Dragoon allows the player to rotate as they attack and defend from every side. Press the fire button once to shoot or hold it down to lock on to several enemies and release homing shots simultaneously.&lt;br /&gt;&lt;br /&gt;For the most part, the game plays like a standard shooter. I'm going to put this into the same category as I do light-gun games: they're all pretty similar, so fans of the genre will enjoy it. If you like shooters, this game will deliver. While there's nothing frustrating about the way that the game controls, it doesn't seem to do spectacularly either.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R63IVtKpx8I/AAAAAAAAADU/sKtveTZ8uiM/s1600-h/panzer_screen5b.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5165004622890911682" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R63IVtKpx8I/AAAAAAAAADU/sKtveTZ8uiM/s320/panzer_screen5b.jpg" border="0" /&gt;&lt;/a&gt;What sets Panzer Dragoon apart from other shooters, though, is its setting and style. The game has a distinctive art direction that is part prehistoric and part mechanical. There are lots of flying creatures, all of which look vaguely dragon or dinosaur-like. Some of the bosses have mechanical and electronic parts to them, creating a pretty bizarre, though unique, style.&lt;br /&gt;&lt;br /&gt;The music, though, is something else. At the beginning of the game, the music is really atmospheric and orchestral, almost reminiscent of Shenmue. Other times, it's a bit more arcadish, but not as disposable. Remember the music from Virtua Cop? Of course not. Combine elements of that - the beats, the accents - but add a longer, melancholy chord progression to the whole thing. It's kind of like an arcade game meets a movie, which seems to describe the state of gaming at the time - not yet a cinematic experience, but definitely not just an arcade imitator.&lt;br /&gt;&lt;br /&gt;Flying through the world itself would probably be interesting enough, but the music puts it over the top, making it that much more surreal. In the second episode, as the gigantic worms are flying in and out of the desert sand, the music seems otherworldly. It all reminds me of MechWarrior 2, another game which had an outstanding soundtrack. The sound and music really do add much more to the experience and help create the game’s atmosphere.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R63IjNKpx-I/AAAAAAAAADk/RsdsgnGzOLk/s1600-h/panzer_screen9b.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5165004854819145698" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R63IjNKpx-I/AAAAAAAAADk/RsdsgnGzOLk/s320/panzer_screen9b.jpg" border="0" /&gt;&lt;/a&gt;As another selection in the Sega Ages series, Panzer Dragoon finds itself on the PS2 with updated visuals and the addition of the "Pandora's Box" that would appear in its sequels. Available to play from the start is the improved "Arrange Mode" and the "Saturn Mode." Unless you feel really nostalgic seeing the grainy Saturn graphics, stick with the arrange mode. The visuals do look better, but most of the improvements stem from being at a higher resolution. The dragon and some enemies have been remodeled with more polygons, and while the graphics look better overall, the frame rate is identical to the Saturn. Apparently, changing this would've affected the speed of the game.&lt;br /&gt;&lt;br /&gt;Inside Pandora's Box are several unlockables (available after finishing the game on normal or hard mode), including unlimited life, different weapons, level select, and both U.S. and Japanese difficulties. Most of the modes were available in the Saturn version via codes, so although it's nice to have easy access to these, they are by no means new. A couple of things have been added for this release, including viewable artwork, original game design documentation, a 100% play through movie, and director commentary. I'm sure the commentary would be interesting (there are comments in the manual as well), but I don't speak a lick of Japanese.&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R63IftKpx9I/AAAAAAAAADc/GXrKOo2__xY/s1600-h/panzer_screen7b.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5165004794689603538" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R63IftKpx9I/AAAAAAAAADc/GXrKOo2__xY/s320/panzer_screen7b.jpg" border="0" /&gt;&lt;/a&gt;While the extras do add to the replayability of the game, overall, it's pretty short. Since PD flows along a predetermined path, once you've finished it, you'll have seen everything in the game. After playing through the levels, you'll be ranked based on how many enemies were destroyed, but oddly enough, there's no scoring system. Other than feeling the joy of getting 100% completion on all levels, there's not much more reason to keep playing.&lt;br /&gt;&lt;br /&gt;All in all, the game is enjoyable, but it definitely wouldn't warrant a purchase if you've already got the Saturn version or Orta on the X-Box. The extra gameplay features are available on the Saturn, and unless you're a huge PD fan, the commentaries and images aren't really worth it. As a shooter, the game is good, but what really makes Panzer Dragoon special, is its ability to transport players to another world.&lt;br /&gt;&lt;br /&gt;7/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-6011013430530226691?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/6011013430530226691/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=6011013430530226691' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6011013430530226691'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/6011013430530226691'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/sega-ages-2500-panzer-dragoon-review.html' title='Sega Ages 2500 Vol. 27: Panzer Dragoon Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/R63ID9Kpx7I/AAAAAAAAADM/FaGMeDFZrGc/s72-c/panzer_dragoon1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-1308195658186089639</id><published>2008-02-06T15:09:00.000-05:00</published><updated>2008-02-06T15:16:02.192-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Virtua Fighter'/><title type='text'>Virtua Ex</title><content type='html'>Yes, it's old news, but I guess some things just bear repeating.  Maybe it's a tale of caution.  Maybe it's a tale of stupidity.  Maybe it's just sad all around.&lt;br /&gt;&lt;br /&gt;Courtesy of the Onion, here is a story of love, betrayal, and Virtua Fighter:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.theonion.com/content/node/29721"&gt;Ex-Girlfriend Playing Virtua Fighter With Some Other Guy Now&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-1308195658186089639?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/1308195658186089639/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=1308195658186089639' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1308195658186089639'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/1308195658186089639'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/virtua-ex.html' title='Virtua Ex'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2183601288019262345</id><published>2008-02-02T09:21:00.000-05:00</published><updated>2008-02-09T10:41:17.363-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Sega Rally'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><title type='text'>Sega Rally Championship 1995 Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R6R86pEHrRI/AAAAAAAAAC0/x7YB_PxHxqQ/s1600-h/sega_rally_1.jpg"&gt;&lt;img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R6R86pEHrRI/AAAAAAAAAC0/x7YB_PxHxqQ/s320/sega_rally_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5162388419770821906" border="0" /&gt;&lt;/a&gt;Though intended to be one of the last games for the Model 1 arcade board, Sega Rally was shifted to its successor as the board's production diminished.  After a graphical update, Sega Rally was released on the Model 2 board in 1995 and Sega had another arcade hit.&lt;br /&gt;&lt;br /&gt;The game was a different type of racer - different than Daytona USA and Virtua Racing released before it.  Instead of being glued to an asphalt track, the cars in Sega Rally were driving on dirt, pavement, mud, through water, and hopping through the air.  Not only was it new territory graphically, but the cars reacted differently to every surface, just as they should.  The same addictive qualities of Sega's other racers were there, but Rally was a beast of its own.&lt;br /&gt;&lt;br /&gt;As with many of Sega's other arcade hits, the game eventually arrived on the Saturn, where it was heavily promoted (along with Virtua Fighter 2 and Virtua Cop) in a last-ditch effort to save the failing system. Though graphically inferior to the arcade (and from what I've heard, plays differently as well), it made up for it with a ton of extra features.&lt;br /&gt;&lt;br /&gt;While Sega Rally was a must-have game for the Saturn, I never actually owned it.  That doesn't mean I haven't spent some time with the game, having rented it and played Forest level demo too much.  I've kept up with the series and, though I hate to admit it, logged in far too many hours for my level of suckage at the Dreamcast's Sega Rally 2.&lt;br /&gt;&lt;br /&gt;Now, over ten years later, I finally get my chance at Sega Rally Championship.  Included with Sega Rally 2006 for the PS2 is the original Sega Rally.  Even though it's part of a bundle, the game is packaged separately as Sega Rally 1995.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R6R9EZEHrSI/AAAAAAAAAC8/88YazN-cBTM/s1600-h/sega_rally_2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R6R9EZEHrSI/AAAAAAAAAC8/88YazN-cBTM/s320/sega_rally_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5162388587274546466" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;This is as bare-bones as it gets.  There's no multiplayer (unless you count the second controller also being able to control the car), no extras, no additions - just exactly what was in the arcade, minus the other kids telling you how much better they are at the game.&lt;br /&gt;&lt;br /&gt;This is the arcade version of Sega Rally Championship running on the PS2 via emulation.  My guess is that it's from the same code base that has been used in other PS2 Model 2 ports in the Sega Ages series.  As far as I can tell, the graphics have come over intact.  Sometimes the textures look a little nasty as they get close to the screen, but this may have very well happened in the arcade version.  On occasion, polygons will clip, though usually just on the ground right before the race or on the car immediately after finishing a race.  Other than that, the game looks very good and arcade accurate, running at a solid 60 (or is it 57.5?) frames a second.&lt;br /&gt;&lt;br /&gt;I don't think a person has made it through a Sega Rally review without mentioning the music.  It all comes over intact and sound great, ready to get the subwoofer pumping.  Before you ask, the answer is, "Yes."  The "Game Over, Yeah!" is here in all of its glory, working as a positive reinforcement for giving away your quarters.&lt;br /&gt;&lt;br /&gt;More importantly, though, is that the game plays exactly like the arcade.  Steering can be done with the d-pad or the left analog controller while acceleration can be controlled with the right analog pad or with the controller buttons.  Gear selection and views are controlled using the shoulder buttons.&lt;br /&gt;&lt;br /&gt;On a side note, I really miss the Dreamcast pad for racers.  The analog triggers were great, finally adding some subtlety in the controls that was only available with a wheel/pedal combo.  With the PS2, I find myself using the face buttons rather than the up down motions on the right analog stick, so it's either pedal-to-the-metal or nothing.&lt;br /&gt;&lt;br /&gt;They physics are great - the cars feel thick as they bounce and slide all over the track and even though it's an arcade racer, it doesn't feel like the cars should have a massive antenna on top and while you're holding a remote control in your hands.  The game really does hold up after all of these years. It's a fun drive through the courses while drifting, sliding, and shooting for the fastest time.  And that's where the challenge lies - trying to get the best time possible.  Each turn has to be mastered in order to shave off fractions of a second.  All these years later, it's still fun.  And all these years later, I still suck at it.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_bAuBA0kd_PI/R6R9M5EHrTI/AAAAAAAAADE/xusDIGP5J-s/s1600-h/sega_rally_3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer;" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R6R9M5EHrTI/AAAAAAAAADE/xusDIGP5J-s/s320/sega_rally_3.jpg" alt="" id="BLOGGER_PHOTO_ID_5162388733303434546" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;As would be expected with a game of this age, it really does feel like it's from a different time.  There are only two different cars available right off the bat and a total of four tracks.  Would this ever pass today?  No, and only just barely did on the Saturn.  But as a bonus and a chance to play a nearly arcade-perfect of Sega Rally, it's worth it.&lt;br /&gt;&lt;br /&gt;If you already have the Saturn version, is there a real reason to get this?  Not really.  But the game is still just as fun as it was back in 1995, and that's what matters.&lt;br /&gt;&lt;br /&gt;8/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2183601288019262345?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2183601288019262345/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2183601288019262345' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2183601288019262345'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2183601288019262345'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/02/sega-rally-championship-1995.html' title='Sega Rally Championship 1995 Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/R6R86pEHrRI/AAAAAAAAAC0/x7YB_PxHxqQ/s72-c/sega_rally_1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-5850816470956784508</id><published>2008-01-29T13:52:00.000-05:00</published><updated>2008-01-29T13:55:50.186-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Virtua Fighter'/><category scheme='http://www.blogger.com/atom/ns#' term='32X'/><title type='text'>Virtua Fighter Training Pack</title><content type='html'>&lt;a href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R592M5EHrQI/AAAAAAAAACs/-AskpNf9hjI/s1600-h/virtua_training_pack1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5160973661838486786" style="FLOAT: left; MARGIN: 0px 10px 10px 0px; CURSOR: hand" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R592M5EHrQI/AAAAAAAAACs/-AskpNf9hjI/s320/virtua_training_pack1.jpg" border="0" /&gt;&lt;/a&gt; Sega's 32X didn't exactly have a lot going for it. Soon after being released, the system was dropped, not only in price, but by Sega altogether in favor of the Saturn.&lt;br /&gt;&lt;br /&gt;That's not to say the 32X didn't have its moments, though. Virtua Fighter made its way to the system in pretty good form. While there's no way it could be called arcade perfect, or even Saturn-quality, it did prove that the clunker sitting on top of the Genesis had at least a little bit of power.&lt;br /&gt;&lt;br /&gt;To help promote the game, Sega released a special "Virtua Fighter Training Pack." Inside was a cheesy video (all of about 9 minutes) with a voiceover explaining how to do moves that were already in the instruction manual, an XL t-shirt sporting the VF crew in front of a 32X logo, and most importantly, a $20 rebate for the 32X version of Virtua Fighter (which after buying this pack, meant you only actually saved $10).&lt;br /&gt;&lt;br /&gt;Regardless, I ended up the proud owner of, not one, but a couple of these packs. The proofs of purchases and videos are long gone, but I'm sad to say that thirteen years later, I still see my brother sporting a VF t-shirt every now and then.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-5850816470956784508?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/5850816470956784508/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=5850816470956784508' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5850816470956784508'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/5850816470956784508'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/01/virtua-fighter-training-pack.html' title='Virtua Fighter Training Pack'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_bAuBA0kd_PI/R592M5EHrQI/AAAAAAAAACs/-AskpNf9hjI/s72-c/virtua_training_pack1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-9013778267278179605</id><published>2008-01-27T10:35:00.001-05:00</published><updated>2008-02-29T15:22:30.016-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Sega Ages'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><category scheme='http://www.blogger.com/atom/ns#' term='Virtual On'/><title type='text'>Sega Ages 2500 Vol.16: Virtual On Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R5ylAZEHrLI/AAAAAAAAACE/H3gZ_7MZJsc/s1600-h/virtual_on_ages1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5160180699206495410" style="FLOAT: left; MARGIN: 0pt 10px 10px 0pt; CURSOR: pointer" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R5ylAZEHrLI/AAAAAAAAACE/H3gZ_7MZJsc/s320/virtual_on_ages1.jpg" border="0" /&gt;&lt;/a&gt;Volume 31 in the Sega Ages line-up is Virtual On (aka VO: Operation Moongate, OMG, Dennou-Senki). The game had a limited arcade release in the U.S. and is most known for the Saturn version, where many, including myself, happened upon the game.&lt;br /&gt;&lt;br /&gt;The first time I played Virtual On was at a Saturn demo kiosk at Toys R Us. Being a big Mechwarrior fan, I saw fighting robots and decided to give the game a whirl. I walked out with a copy that night and I've been hooked since. While the Saturn was still Virtual On, it was cut down graphically from the Model2 version and the gameplay was tweaked for the control pads with pauses removed after dashing. It didn't matter - the game still rocked.&lt;br /&gt;&lt;br /&gt;So now Virtual On finds its way to the PS2 by way of the Sega Ages series.&lt;br /&gt;&lt;br /&gt;The Sega Ages line-up began as a thought. "Nobody plays old games because of the old graphics. If they had better graphics, people would play them." So the series started off as Sega classics on the PS2 with new graphics, effectively alienating people that wanted the original and others that were interested in a new game. Regardless, the line had a reputation for not being too good. As new titles came out, this has started to change.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_bAuBA0kd_PI/R5ylrZEHrNI/AAAAAAAAACU/Owzo5KHHkx4/s1600-h/virtual_on_ages2.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5160181437940870354" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: pointer; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R5ylrZEHrNI/AAAAAAAAACU/Owzo5KHHkx4/s320/virtual_on_ages2.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Virtual On hits the Ages series on a high point. The game is (from what I can tell and hear) nearly arcade perfect. The emulation is top notch. Now running at 60 (or 57.5) frames per second and at a higher resolution, it is much better looking than its Saturn and PC counterparts.&lt;br /&gt;&lt;br /&gt;It controls well, too. While I hear many people say the only way to play the game is with the twin sticks, I never had the arcade experience. I thought the Saturn pad did a good job. VO:OT on the Dreamcast, not so much. The dual shock on the PS2 holds up well. While the analog controllers may feel a bit soft and the shoulder buttons squeak, this a problem with Sony's controller itself, not how the game handles.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R5yl5JEHrOI/AAAAAAAAACc/ebfB0ZAwYbw/s1600-h/virtual_on_ages3.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5160181674164071650" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R5yl5JEHrOI/AAAAAAAAACc/ebfB0ZAwYbw/s320/virtual_on_ages3.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Virtual On holds up well, even today. I really would consider this the high point of the series, with Tangram being a close second. There are eight playable VRs, ranging from the speedy (Fei-Yen, Cypher) to average (Temjin, Apharmd) to heavy (Dorkas, Belgdor, Raiden) to just plain sucky (Bal-Bas-Bow). After playing Marz, I'd forgotten just how fast this game is. Robots speed around firing at each other, ramming swords, tongfers, and anything else they can. Basically, it's what you'd want in a good arcade game - quick fights full of fun.&lt;br /&gt;&lt;br /&gt;I probably would've been happy with just the game itself, but what would a good re-release be without extras? VO comes with a gallery including original artwork for the game. There's a robot viewing mode to check out the animation for the VRs, but then there's some weirder things. There's the big-head mode, which plays the same, but VRs look... odd. Extra options for an infight and ranking mode are included. If you wiz through the game there's a new boss and oddly enough, for the first time ever, Z-Gradt becomes playable.&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_bAuBA0kd_PI/R5ymCpEHrPI/AAAAAAAAACk/cMofCqmgJGg/s1600-h/virtual_on_ages4.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5160181837372828914" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R5ymCpEHrPI/AAAAAAAAACk/cMofCqmgJGg/s320/virtual_on_ages4.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;As with other Sega Ages titles, for the dedicated arcaders, there's three resolution options, settings for game's speed in frames per second, and even the option to link up with another PS2 or, for full effect, even four to have multiple battles with separate spectator screens.&lt;br /&gt;&lt;br /&gt;Is it all worth it? Definitely.&lt;br /&gt;&lt;br /&gt;9/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-9013778267278179605?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/9013778267278179605/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=9013778267278179605' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/9013778267278179605'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/9013778267278179605'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/01/sega-ages-2500-virtual-on-review.html' title='Sega Ages 2500 Vol.16: Virtual On Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_bAuBA0kd_PI/R5ylAZEHrLI/AAAAAAAAACE/H3gZ_7MZJsc/s72-c/virtual_on_ages1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-8806833918684307602</id><published>2008-01-23T15:07:00.000-05:00</published><updated>2008-02-01T15:07:56.399-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Reviews'/><category scheme='http://www.blogger.com/atom/ns#' term='Yakuza'/><category scheme='http://www.blogger.com/atom/ns#' term='PS2'/><title type='text'>Yakuza Review</title><content type='html'>&lt;a href="http://2.bp.blogspot.com/_bAuBA0kd_PI/R5eevZEHrGI/AAAAAAAAABc/-sO00va35Y0/s1600-h/yakuza1.jpg"&gt;&lt;img id="BLOGGER_PHOTO_ID_5158766435195399266" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R5eevZEHrGI/AAAAAAAAABc/-sO00va35Y0/s320/yakuza1.jpg" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;After hearing Sega was taking another stab at the Shenmue formula, Yakuza caught my interest. It also seemed to be one of the few games to come out of Sega lately that didn't suck. (Shadow the Hedgehog, anyone?) That was really all I had heard about the game before playing it. While I can see the Shenmue comparisons, the game is really a beat-em-up, like Die Hard Arcade or even Zombie Revenge, with exploration areas to get to the action.&lt;br /&gt;&lt;br /&gt;Shenmue was about being able to explore everything, for better or for worse, and getting caught up in everyday life. To really enjoy the game, it had to be played with a "stop and smell the roses" attitude. Rush through the main objectives and the game could last about 10 hours. On the other hand, spending time talking to characters about finding sailors, going through every drawer in the house, or standing in a parking lot hitting the punch button repeatedly is not everyone's idea of a good time. The pace was definitely slow as the game tried to mimic reality, sometimes down to the boring parts, like waiting for a shop to open. The fighting engine was great, at least for the few fights in the game. &lt;img id="BLOGGER_PHOTO_ID_5158766748728011890" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://3.bp.blogspot.com/_bAuBA0kd_PI/R5efBpEHrHI/AAAAAAAAABk/CVNMmph7U7E/s320/yakuza2.jpg" border="0" /&gt;&lt;br /&gt;&lt;br /&gt;While not a direct off-shoot, Yakuza seems to take Shenmue and redirect its concepts towards action. You can't go and walk into every single building, but for every building you can get inside, there's something to buy or do (as opposed to hearing how they didn't see anything unusual on the day with the strange weather). Fights are way more frequent and follow the standard beat-em-up, rather than Shenmue's VF-based style. Grab objects and knock some fools out just like the arcade games.&lt;br /&gt;&lt;br /&gt;At first, world of the game felt fairly limited - it's not massive like the GTA series and not nearly as detailed as Shenmue. After becoming familiar with it, the place did grow on me. There are plenty of people bustling around and enough familiar characters to make the world seem alive.&lt;br /&gt;&lt;img id="BLOGGER_PHOTO_ID_5158766924821671042" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R5efL5EHrII/AAAAAAAAABs/orir0OXRoCY/s320/yakuza3.jpg" border="0" /&gt;&lt;br /&gt;Speaking of which, the story is pretty important to the game, but with a huge range of characters, it can get hard to keep track of who's who at times. In a nutshell, it involves the Yakuza Kazuma taking the spill for his mentor's murder. Ten years later, he's out of jail and finds himself caught up in a huge mess that involves an orphaned girl and a ton of money. The story is told through cut scenes, where the voice work is decent, but nothing spectacular. There's an overabundance of f-bombs and the voices loop over and over during fights, which can get grating. The biggest problem is that the dialogue was matched up with the lip movements of the characters when they were speaking Japanese, creating several unnatural pauses in speech.&lt;br /&gt;&lt;br /&gt;Fighting is pretty much standard for the genre, with punches, kicks, blocks, dodges, and lots of items laying around, waiting to be used as weapons. To mix things up, the game utilizes a HEAT mode. As enemies are beaten up, the HEAT gauge fills and special moves become available. Every enemy defeated will add to the experience points. Get enough of these, and Kazuma can power up and develop new attacks. This keeps the fights interesting, as there's always a new move to try out.&lt;br /&gt;&lt;br /&gt;The biggest problem with the fighting mode is the camera, which seems to be an issue in a lot of 3D games. During fighting, the camera can move and swing around, but it doesn't guarantee that Kazuma and his opponents are all in the screen at the same time. The game buffers all of the commands, meaning button-presses can be input while other motions are going on in the screen. This isn't necessarily good or bad one way or the other, but it does give the fighting a "canned" feel.&lt;br /&gt;&lt;img id="BLOGGER_PHOTO_ID_5158766984951213202" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://2.bp.blogspot.com/_bAuBA0kd_PI/R5efPZEHrJI/AAAAAAAAAB0/G983FbcNx1k/s320/yakuza4.jpg" border="0" /&gt;&lt;br /&gt;The other part of the game is the adventure - walking around town, talking to people, keeping up with the plot of the story. This is where people like to compare the game to the GTA series or Shenmue. It's not a completely open-ended game since the story must be followed, but in between missions, side quests can be taken on and the town can be explored. There's over 40 of side quests in the game, which range from helping people find their glasses to playing bouncer for a night. The place is littered with mini-games in the form of hostess bars, massage parlors, casinos and arcades. Of course, walking around without being able to get into trouble isn't fun, and there are plenty of battles along the way.&lt;br /&gt;&lt;br /&gt;This is one of the biggest complaints I've heard about the game - the random battles. Honestly, barring a couple of exceptions, I haven't had a problem with them. This is a fighting game. The goal is to take a large street cone and whack punk over the head with it. I will admit that it can be annoying when a fight happens right before hopping into a burger shop for some much-needed health, but I'll pay the price and keep the random battles.&lt;br /&gt;&lt;img id="BLOGGER_PHOTO_ID_5158767066555591842" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R5efUJEHrKI/AAAAAAAAAB8/vOxLVTxVJ8s/s320/yakuza5.jpg" border="0" /&gt;&lt;br /&gt;Complaint number two? Load times. When walking from one scene to the next, there is a short pause as the game loads. In between every movie (sometimes scenes between movies), there is a load. Is this a valid complaint? Yes, and it does seem to be a problem. Fortunately, it's nowhere near the ridiculousness of VO: Marz.&lt;br /&gt;&lt;br /&gt;Overall, Yakuza is really an evolution of the beat-em-up genre. In an arcade, someone could throw a few quarters in the machine and they'd get the chance to beat the snot out of some chumps for a while, but on a console, more is demanded than these short and to-the-point arcade games of the past. Take the basic fighting, and mix it up with an adventure mode to the give the player greater room to interact with the city and walk off the beaten path. That's the basis for Yakuza, and it finds success in updating the genre.&lt;br /&gt;&lt;br /&gt;7.5/10&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-8806833918684307602?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/8806833918684307602/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=8806833918684307602' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8806833918684307602'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/8806833918684307602'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/01/yakuza-review.html' title='Yakuza Review'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_bAuBA0kd_PI/R5eevZEHrGI/AAAAAAAAABc/-sO00va35Y0/s72-c/yakuza1.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-4219543543181330253</id><published>2008-01-17T15:12:00.000-05:00</published><updated>2008-01-17T15:26:16.220-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Funky Head Boxers'/><title type='text'>Funky Head Boxers</title><content type='html'>&lt;img id="BLOGGER_PHOTO_ID_5156542454411676418" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://1.bp.blogspot.com/_bAuBA0kd_PI/R4-4CrBtywI/AAAAAAAAAA4/NjGW7GO7yeY/s320/fhb3.jpg" border="0" /&gt;&lt;br /&gt;In the mind-90s, the arcade scene was still going strong and three-dimensional games had become as popular as ever. With the success of games like Daytona USA, Virtua Fighter, and Virtua Cop, Sega continued to churn out even more 3D games. It was in this environment that Funky Head Boxers came to be.&lt;br /&gt;&lt;br /&gt;Released to the arcades on Sega's ST-V (Saturn-based) board in 1996, Funky Head Boxers stylishly pits two fighters with texture-mapped cubes for heads against one another. The game takes a comic approach to boxing, with fighters donning, in additional to the usual cuts and bruises, some off-the-wall expressions, tears, and even runny noses as they take hits. After a heavy blow, the fighters' heads change expressions and deform. The unique style of the game isn't limited to the fighters though. The audience has the same funky skulls and even the ref is a "block head" with the word "referee" is scrawled over his face.&lt;br /&gt;&lt;br /&gt;&lt;img id="BLOGGER_PHOTO_ID_5156543979125066546" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R4-5bbBtyzI/AAAAAAAAABQ/scjBTv5oUmU/s320/fhb2.jpg" border="0" /&gt;&lt;br /&gt;The game can be played in a first-person or third-person mode, and the controls allow for guarding, punching, and dodging, as well as for special moves that will cause lightning strikes or super moves that need to wind-up for full effect. In between rounds and as a boxer is knocked down, health can be regained by tapping the buttons.&lt;br /&gt;&lt;br /&gt;&lt;img id="BLOGGER_PHOTO_ID_5156542862433569570" style="DISPLAY: block; MARGIN: 0px auto 10px; CURSOR: hand; TEXT-ALIGN: center" alt="" src="http://4.bp.blogspot.com/_bAuBA0kd_PI/R4-4abBtyyI/AAAAAAAAABI/YqrpVIWK78Q/s320/fhb1.jpg" border="0" /&gt;&lt;br /&gt;Funky Head Boxers found its way to the Sega Saturn in 1997, but only in Japan. While the game may not be remembered today, it represents a time when the arcades were successful and developers were willing to create games that, if nothing else, at least had unique and novel style of their own.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-4219543543181330253?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/4219543543181330253/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=4219543543181330253' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4219543543181330253'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/4219543543181330253'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/01/funky-head-boxers.html' title='Funky Head Boxers'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_bAuBA0kd_PI/R4-4CrBtywI/AAAAAAAAAA4/NjGW7GO7yeY/s72-c/fhb3.jpg' height='72' width='72'/><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-3116343011023778461.post-2878477042899905385</id><published>2008-01-13T14:08:00.002-05:00</published><updated>2009-03-06T13:01:08.336-05:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Rants'/><title type='text'>A New Beginning</title><content type='html'>&lt;p class="MsoNormal"&gt;Hello and welcome to Club SEGA.&lt;span style=""&gt;  &lt;/span&gt;As you know, Sega’s history has had many ups and downs, from the success of the Genesis and Sonic the Hedgehog to the complete exit of the hardware market to now, where the company is turning a profit once again.&lt;span style=""&gt;  &lt;/span&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;It’s in the post-Genesis years that this blog will largely focus – primarily on the games of the Saturn, Dreamcast, and Sega’s arcade division of this era, but also on current offerings, where Sega stands as one of the largest third-party software publishers.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;I’ve been running &lt;a href="http://www.localditch.com"&gt;The Local Ditch Gaming Emporium&lt;/a&gt; for about 10 years (for better or for worse), which at one point in time was a moderately popular site for Activision’s Interstate ’76 and Battlezone Series.&lt;span style=""&gt;  &lt;/span&gt;The site has a Sega section which will be run in tandem to this blog.&lt;span style=""&gt;  &lt;/span&gt;Shorter articles and Sega-specific editorials will be posted here, while more background information will be available at the sister site.&lt;/p&gt;  &lt;p class="MsoNormal"&gt;&lt;o:p&gt; &lt;/o:p&gt;&lt;/p&gt;  &lt;p class="MsoNormal"&gt;Since I’m new to the blog-world, I’m expecting the site to go through a few growing pains at the beginning.&lt;span style=""&gt;  &lt;/span&gt;I will try to post at least once a week, covering games, history, and anything else Sega-related.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3116343011023778461-2878477042899905385?l=clubsega.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://clubsega.blogspot.com/feeds/2878477042899905385/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=3116343011023778461&amp;postID=2878477042899905385' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2878477042899905385'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3116343011023778461/posts/default/2878477042899905385'/><link rel='alternate' type='text/html' href='http://clubsega.blogspot.com/2008/01/new-beginning.html' title='A New Beginning'/><author><name>S</name><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry></feed>
