New visual coding program for Genesis/Mega-Drive, MD Engine, coming soon

Look. I get you, Sega fans. You saw all these cool new homebrew games for Genesis/Mega-Drive coming out and you wanna make a game just like those, but you don’t know how to write code for Genesis. Thankfully, Two Black Cats have got you covered.

MD Engine is a new visual coding program made for easy development of games for Sega Genesis. A visual coding program, much like Game Maker or Clickteam Fusion, allows for the development of video games with an interface that allows for you to build a game with visual assets and menus without having to rely so much on writing code. With this, and a bit of patience and inspiration, you should be able to make your very own new Genesis games without having to write one line of code.

MD Engine was made as a fork of GB Studio, an open source visual coding program for making games for Nintendo’s Game Boy (Color) handheld. It uses much of the same interface and menus, so MD Engine should look familiar to anyone who has worked in GB Studio. However, MD Engine touts some extra special features that are not available even with GB Studio, such as exporting your game as a special PC or HTML5 game with extra features not possible on Genesis, such as a widescreen visual mode and CRT visual filters. Of course, if you just want to make a game ROM that can play on Genesis consoles or in Genesis emulators, you can do that as well.

Be sure to take a dive past the break to find out more about how MD Engine could help you make the Genesis game of your dreams.

Newly translated Sonic Team interview from December 1991 sheds early light on development of Sonic sequels

Thanks to The GHZ, we have a newly translated interview with Naoto Ōshima (going incognito under the name Big Island) and Sega CS1 general manager Makoto Oshitani from the December 1991 issue of MD Fan. The brief interview provides an early look at a post Sonic 1 SEGA and their plans for the future of the series. Notably, SEGA was aware Japanese and Americans had different tastes and to remedy that the plan was to develop two sequels. Also mentioned are negative reactions to the first game’s ending, something I have never been aware of. Apparently Sonic 1’s ending was a let down for gamers and the sequels would give players a more fulfilling experience (The GHZ notes Super Sonic in Sonic 2 and the cinematics in Sonic CD).

You can read The GHZ’s thread here, and after the break read the fully translated interview.

Sega Dreamcast Software Creation Standards Guidebook made available for public download

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Via The Dreamcast Junkyard comes a cool bit of behind the scenes history on SEGA’s final home console. The Sega Dreamcast Software Creation Standards Guidebook was sent to the site by an anonymous former Dreamcast developer, and features 136 pages of standards set by SEGA for the development of software for the Dreamcast. While the document is a bit dry in how it presents information, there is some cool pieces of information contained within. For example, the document instructs developers how to hide the pause menu and which controller ports should allow the use of the keyboard. The rules contained within answer why so many different games from different teams have the same button combinations and features.

For more information, check out The Dreamcast Junkyard’s article here and download the full PDF here.

Sonic Forces: Speed Battle behind the scenes video showcases game’s development

SEGA Europe has released a development video showing a behind the scenes look at the upcoming mobile tie-in to Sonic Forces, titled Sonic Forces: Speed Battle. Developed by Hardlight Studios, creators of the Sonic Dash games, Sonic Forces: Speed Battle is an online multiplayer version of their endless runner and takes place in Sonic Forces settings. Interestingly, the game was initially tested using a multiplayer version of Sonic Dash 2: Sonic Boom. The game is currently soft launched in select territories, but a wide release should be happening soon.

The History of Sega Japan R&D, Part 3: Innovative Heights and the End of an Era

REUNIFICATION AND TWELVE INNOVATIVE R&D STUDIOS

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Playing up an executive managing director and joking about the state of the Dreamcast at the time, says a lot about Sega’s attitude at the time.

In Part 2 we covered Sega’s golden age, but great heights inevitably can bring great lows. Sega had lots of up and downs throughout their history. They also had great games, lots of them! But ultimately Sega did not make that much money from the Saturn. However, in the arcades they did absolute gangbusters. Sega needed to change their approach in regards to development and also their hardware. The solution was to make the Dreamcast and NAOMI arcade hardware the same and have all of the internal studios make games for it,in turn allowing them further grow and prosper. Twelve R&D studios in total were established, and the nine software studios were not split into arcade and console divisions – they made games for everything. Hisashi Suzuki and Yu Suzuki would manage the arcade business, with Hisashi putting in his final stretch at Sega before retirement.

Swingin’ Report Show #76: Interview with Stealth, co-developer of Sonic the Hedgehog 1&2 Remastered

On this week’s SEGAbits Swingin’ Report Show podcast, we’re joined by Stealth, who worked on the official recent remasterings of Sonic The Hedgehog CD, Sonic The Hedgehog, and Sonic The Hedgehog 2 alongside fellow developer The Taxman.

Stealth talks to us about how the remasters began development, the process of remaking classic Sonic titles, the much talked about the remastered Sonic The Hedgehog 3 proof of concept, and what fans can do to try and make Sonic 3 remastered a reality. Also featured is discussion of Sonic The Hedgehog 4 and the recent decisions SEGA has made with the franchise. If you love classic Sonic games and behind-the-scenes stories of game development, this is the show for you!

Also, Barry and George discuss the recently revealed ToeJam & Earl: Back in the Groove Kickstarter by Greg Johnson (who will be joining us next week) and Sonic Team’s mobile release Sonic Runners, which soft launched yesterday.

Support the Sonic 3 Remastered campaign: http://sonic3remastered.com/


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