M2, in collaboration with SEGA, has been doing a great job with the SEGA AGES series of arcade and Genesis ports. Despite being rereleases, there are quite a few new options and features not found in the original releases of games. Add in the portability factor, and you have an attractive new way to play classic SEGA titles. This latest release for the SEGA AGES series sees a never localized port of Puyo Puyo from the arcade will take some puzzle lovers by surprise.
Retro SEGA Reviews
SEGA has been on a roll lately with their releases of past arcade titles on the Switch. What is unique about these rereleases however is that they come with a variety of different and new options never been done on original release or as a port. And with both TV and portability uses to be had, some might pick up a few if not all the titles available, as they enhance the game play in wonderful fashion. That’s why it is easy for me to say that this port of Space Harrier is the best version of the game.
Its the final minutes until the big 25h anniversary party for our good buddy, Sonic, but wait! Those aren’t rings falling from the sky, its a bunch of weights and a myriad of bombs which means its the last few rounds of Saturn Bomberman before we share our verdict on the game. In the last part of the episode, the group talks about the sudden death mode, discovers a connection with Bomberman and wrestling and share our strategies of playing the game. Also how did people play the game in the mid to late nineties? The round table discussion features my friends Chance, Krys, Randy and Chelsea.
Did you play Saturn Bomberman back in the day? How did you set up the game to play with friends? Do you think other Bomberman games do the job better? Be sure to sound off in the comments!
Expectations are a nasty thing. They can warp and twist and turn your perception of what something is, focusing instead on what it’s not. I had that sort of reaction to the SEGA Genesis & Mega Drive Classics Hub at first. But I sat back, and I thought about it, and I realized it wasn’t totally fair to judge it on the fact that it was a lackluster front-end with wasted potential. But then there came the other issues.
Genesis Classics Hub is not the worst presentation of an emulation machine I’ve ever seen, but it feels so below average that I wonder what the point of the upgrade even was. Hit the jump to find out why.
Even with the ridiculous and almost unprecedented hype that surrounded the release of SEGA’s mega-budget Dreamcast title Shenmue, it’s tough to imagine that gamers first diving into the series back then would have any idea how legendary (or infamous) Ryo’s adventure would become. Who could have guessed that even nearly 15 years later, fans would be still be begging for more?
Love it or hate it, the still-unfinished saga that is Shenmue has become a legend in its own right: a mystery etched into the fabric of gaming that may never be solved. But it’s a game very much worthy of that legendary status. It may not have been for everyone, but for those who “got” Shenmue, there was simply nothing else like it.
On January 4th 2006, I submitted to Gamefaqs a review for Shadow the Hedgehog , a game which at the time I boldly declared “the worst SEGA game I’ve ever played.” To date, the 2/10 score I gave it is the lowest I’ve scored a game in any context, on any site I’ve reviewed for, and nothing I’ve played either before or since has inspired a similar score. My outlook on SEGA at the time was incredibly bleak; it was a game that really tore down my confidence in the company and where it was headed, and for those reasons I’ve left this review, for the most part, as is, as a piece of history for how I viewed SEGA at the time, and where I feared the company was headed. Though I’ve edited it a little for form and trimmed it down, the message remains intact. Read on for my thoughts on Shadow the Hedgehog, directly from 2006, as I sat down to review what was (and still is) the worst game I had ever played.
In the mid-nineties the rise of 3D gaming left many of SEGA’s older franchises behind. While most were either abandoned or received largely forgotten two dimensional entries, some were completely reinvented for the third dimension. Though it doesn’t bear the After Burner name, Sky Target was in fact the first 3D entry in SEGA’s After Burner franchise. Released in 1995, the arcade version of Sky Target never achieved its predecessor’s success, failing to even leave Japan. Western gamers wouldn’t get to play Sky Target until SEGA ported the game to the Saturn in 1997, where it would be quickly forgotten.
At first glance, After Burner looks like the perfect candidate for a transition to the third dimension. After all, the game is already trying to simulate 3D play. In reality, Sky Target’s design decisions actually perfectly illustrate why so many SEGA franchises struggled (or failed) to make the 3D jump to begin with. Sky Target would introduce many drastic changes to the After Burner formula, many of which would find their way into 2006’s After Burner Climax. Do these design decisions work, though? Does Sky Target live up to the reputation built by its predecessor?
When After Burner blasted into arcades in 1987 it quickly became a smashing success, emerging as one of SEGA’s top franchises. Naturally, SEGA endeavored to port the game to every single piece of home gaming hardware under the sun. Famicom, Master System, Commodore 64, DOS, you name a gaming platform that was still relevant in the late 1980s, and chances are that platform got a port (or two) of After Burner.
Unfortunately, none of these systems were capable of doing After Burner’s explosive graphics and frenetic game play the justice they deserved, and so these ports fell short. It would take eight years for home consoles to catch up to SEGA’s arcade technology. Once they did SEGA wasted no time in finally bringing After Burner home in the form of After Burner Complete, an exclusive to SEGA’s brand new, ill-fated add-on, the 32X.
From their garage hidden amidst the alleyways of Shibuya, to the neon-drenched streets of Benten-Cho, they ride high on the funky rhythms being streamed directly into their brains. They are the GGs, and when their story was first told on the Dreamcast, it brought the world the beautiful synergy of cel-shaded graphics played to Hideki Naganuma’s incredible soundtrack. It was a game that further cemented the Dreamcast’s place as the platform for artsy and innovative adventures, and while some aspects of its gameplay still frustrate slightly, Jet Set Radio is every bit as fun as it was back in the day.
With the remake of Castle of Illusion gracing the PSN/XBLA this past summer, it seemed only fitting to revisit its sequel, World of Illusion Starring Mickey Mouse and Donald Duck, for Genesis Month. Though it featured far superior graphics and an expanded scope, along with the addition of Donald Duck and cooperative play, World of Illusion has, for whatever reason, struggled to retain the same classic status as its predecessor.
And that’s unfortunate, because World of Illusion is an incredibly capable sequel to Mickey Mouse’s first Genesis adventure; one that sends its title characters into an enchanting world and builds upon the magic of Castle of Illusion to deliver an entirely satisfying follow-up.
Oh man, I have waited too long to use that image.
A.J. Rosa is a man of many talents – and a man of many games. I mean, hey; if he lacked games, My Life With SEGA wouldn’t still be running to this day! A short while ago, some of you may remember A.J. held a competition in conjunction with this very site, in celebration of the 3rd Anniversary of SEGAbits. The winner would receive A.J.’s personal SEGA Genesis Model 2, and the copy of Technocop he reviewed for My Life With SEGA.
Lo and behold, I ended up winning said contest – and so despite being one of the few staff members of SEGAbits from the UK, I don’t have to watch Genesis Month pass by whilst I cradle my beloved Mega Drive – and hey, I’d promised A.J. I’d post up my impressions of Technocop, so now’s as good a time as any.
People don’t often think of the Genesis as a polygon pusher…mostly because it wasn’t. That didn’t stop some developers from trying to turn it into one though! Enter Hard Drivin’, a port of Atari’s 1988 3D polygon racing game. Ported to the Genesis in 1991, this game was one of the earliest examples of 3D graphics on a home console and given the limitations of the hardware, is surprisingly not a complete and utter disaster. That is not to say the game is good, though. Far from it in fact.
It’s the year 2049. Earth, as portrayed in BlueSky Software‘s Vectorman, has become completely uninhabitable by the human race. Having left their polluted planet behind, they’ve set off through the galaxy in hopes of finding a new home, while a crew of mechanical Orbots remains in their place to clean the Earth up.
Into this scenario (one which today seems oddly reminiscent of Pixar’s Wall-E) appears Vectorman; one such Orbot with an attitude and the courage to stop Warhead, an Orbot who went rogue and took control of the planet. The adventure that ensues is a fun one with great atmospherics, an addictive scoring system, and a bit of an edge. Vectorman was a great showcase of the Genesis’ capabilities back in its day, and even today remains a must play for those who want a stylish and futuristic sidescroller.
After the first Sakura Taisen game was met with commercial and critical success in 1996, a sequel was inevitable. The SEGA Saturn, though successful in Japan, was hemorrhaging money abroad, making a sequel to one of the company’s few late 90s success stories all the more important. So, SEGA collaborated with RED again to produce a sequel.
Sakura Taisen 2: Kimi, Shinitamou Koto Nakare, which roughly translates to “Beloved, You Must Not Die” was released for the SEGA Saturn on April 4th, 1998 as a three disc set. Introducing two new characters and improved game play, it remains the most successful game in the series. It sold over half a million copies, making it the second best-selling dating sim of all time. It was re-released for the SEGA Dreamcast two years later with brand new features that showed what the system was capable of.
Here is our retro review of Sakura Taisen 2 for the Saturn and Dreamcast.
SEGA’s catalog is quite literally littered with spectacular characters and franchises that either never took off or never made it to the west. We each have our favorites and one of mine is a little game for the Genesis called Ristar, a glowing example of SEGA’s mascot aspirations that was unfortunately unable to find an audience.
Back in the early Genesis days, SEGA was looking for their Mario killer. After Alex Kidd failed to save the Master System from being anything more than a speed bump to the NES’s growing monopoly, SEGA knew it needed a mascot that could capture the imagination (and money) of gamers. As we all know, they would eventually come up with Sonic the Hedgehog. Along the way, however, they created some other concepts, including a bunny that could throw things at enemies. This concept would percolate within SEGA for years, until it was finally released in 1995 as Ristar.