Showing posts with label sega 32x. Show all posts
Showing posts with label sega 32x. Show all posts

Sunday, August 7, 2011

Callin' Out the Team for a Super Fight

Stop me if you've heard this one before.

Super Fighter Team Logo
It's been about six weeks since I ordered Star Odyssey and still no game. In the mean time, I've played through both of Super Fighter Team's other Genesis/Mega Drive releases, The Legend of Wukong and Beggar Prince. They were both soul crushing chores in their own unique ways, but judging from the screen shots, I've got a lot of faith that Star Odyssey will blow 'em away.

All I've got left is Pier Solar, which apparently will take me until my unborn children finish high school to play through. But after the time it's taken to get here, now I'm worried that I'll be done with Pier Solar before Star Odyssey has a chance to grace my doorstep and whittle its way into my black heart.

Enough is enough. I decided to e-mail the Super Fighter Team asking where my game is. In SFT's defence, it's basically one guy sending out more than 300 orders. But in my defence, I'm out $48 with, so far, nothing to show for it. I can't remember if Wukong or Beggar Prince took this long to arrive, but I think the cogs spun a little faster than this.

Here's the e-mail I sent out this afternoon:

To whom it may concern,

My name is Matt and I am a freelance writer and author of Wordsmith VG: A Gamer's Blog. I ordered Star Odyssey on June 27, 2011 and have still not received the game. I understand there's a production delay, but according to an e-mail sent out by Brandon Cobb, June 27 was the cutoff date for getting a first-run copy of Star Odyssey. I can only assume that I was one of the first buyers to secure a second-run copy of the game. Either that or something has gone wrong.

I need to know if my order is still active or if we need to fix something. I'd like to review the game when it arrives.

In the meantime, I was able to play through both Legend of Wukong and Beggar Prince while waiting for Star Odyssey to be sent to me. Hopefully Star Odyssey will have no spike puzzles. I wouldn't mind a spell that drops giant pig heads on the opponents, though.

Thank you for your time.


- Wordsmith VG: A Gamer's Blog

Hopefully this will get me some answers. In the mean time, I'll be lamenting Sega's decision to require three separate power sources for the Sega CD/32X combo.

Monday, June 20, 2011

Another Sizzlin' Sega Summer

For about the last 12 years - starting right after the death of the 16-bit era and the rise of 3D capable 32-bit systems like Sony's PlayStation and Sega's Saturn - the soothing, searing heat of the summer brings with it my renewed obsession with Sega's Genesis/Mega Drive and its many failed add-ons. During summers past, I've found myself playing through the Phantasy Star series one year at a time; immersing myself in mediocrity with the likes of Cosmic Carnage, the lazer-blasting humming bird Kolibri, and the forgettable "action" RPG Sword of Vermilion; and basking in the warm glow of the Sega CD/Mega CD's many, many full motion video games. Perhaps my greatest pro-Sega project spanned the length of four summers: I created back-ups of the entire North American Sega CD catalogue, spanning about 250 CD-Rs. The madness even included Bug Blasters, Citizen X and all the other nostalgic crap Good Deal Games resurrected in the early and mid-2000s.

Middle: My Sega CD back-up collection.
Top Left: Some Good Deal Games releases.

This summer greets me with limited access to my collection thanks my clever cousin taking up temporary residence in the "Sega room" and my preoccupation with finding a more suitable job. (By the way, did you know that a Master's degree will get you 50 cents more an hour at Best Buy than a Bachelor's? THANK GOD FOR ALL THAT COURSE WORK I DID.) But despite these factors - and my best judgement - I've got Sega on the brain yet again. You can thank the PlayStation Network re-re-re-re-re-re-re-re-re-re-re-re-re-re-re-release of Sonic the Hedgehog 2 for getting this little gem stuck in my head for the 6000th time in my life:



In case you've never experienced it, that's theme of the Hidden Palace Zone, the most publicized of myriad cancelled levels in Sonic’s second adventure. I used to sit and listen to this song in Sonic 2's sound test for hours on those lazy summer days, thinking about the "zone that never was." I’d seen a few pictures of a shimmering underground world, mysterious and alluring. What could it have been like? Why was it cut out of the game? Would it ever be finished on the Sega CD?

I guess I was the introspective type even at 10 years old.

Outrun!
This year, my cousin and I recently raged our way through the streets in Sega’s seminal Streets of Rage 2, bringin’ back memories of ass-kickings of old; seeing the manual to Altered Beast right now is making me want to travel back in time and "Wize from [my] Graweve," and I'd like nothing more than to jam out in the nearest graveyard with the killer robot version of Michael Jackson in Moonwalker. As the sun sets over the lush trees in my quiet neighborhood and the birds tweet their greeting to the coming summer season, I know there are epic battles yet to be fought in Eternal Champions: Challenge from the Dark Side, freaky buttons to be pushed and madcap consequences left to pay in Panic! and a plethora of cross country races left to win in Outrun.

I've never understood what it is about warm weather and the sweet scent of 10,000 flowers pouring gently through my window that gets me revved up about Sega's little black box and its uninspired upgrades, but like clockwork every year, the house that Sonic built takes center stage in my gaming world. This summer, grab a cool drink, take up the mighty 3-button controller and  find out for yourself just why the Sega Genesis once again does what Nintendon’t.


Long live Sega's 16-bit battles and the sun's spectacular rays!

Tuesday, August 3, 2010

Brutal Unleashed: Above the Claw is Below the Standard

What happens when programmers attempt to upgrade a mediocre fighting game and re-release it on a new system? Well, besides a terribly cliché lead sentence, you’re likely to get something along the lines of Brutal: Above the Claw for the 32X, Gametek’s final attempt to cash in on the one-on-one craze of the ‘90s with their furry fighting franchise.

The core gameplay hasn’t changed from the previous titles. Players still take control of a fuzzy fighter and battle their way to the Dali Llama, Kendo Coyote is still slower than grandpa wearing cement undershorts and Foxy Roxy is still hot in the kind of way that makes you ashamed you noticed. What’s so frustrating here is that Gametek had the chance to make the 32X version of Brutal a great game by fixing the imperfections of the previous ports and expanding on the best features. Instead they gave us two useless new characters. In fact, little else has been added to this “upgrade,” which turns out to be Above the Claw’s most fundamental flaw.

On the plus side, the graphics are better than ever. The characters are animated well, and they’re a joy to watch in battle and the lush, detailed environments help add some much-needed flair to the experience. However, many locales are missing some of the clever touches found in the original Brutal game, Paws of Fury. Take, for example, Leon the lion’s old bridge stage, where players can fall off the edge mid-battle if they aren’t careful. For some reason, this and other fun details were removed from Above the Claw. Also, the music that was such a draw for the Sega CD game has been ill-treated to say the least. The new jams have still got that Brutal-ish jungle beat, but there are only three or four tracks in the entire game. Each lasts approximately six seconds and is looped indefinitely, so don’t be surprised if you find yourself reaching for the mute button on your TV set a few minutes after plugging in the game.

The sounds don’t fare much better. All the characters make the same yelps and “hy-yahs,” leading to a very generic aural experience. In another small but annoying omission, Leon no longer plays his guitar riff during his Power Chord attack, killing the move’s humor.

Also gone is the pensive, meditative atmosphere of the PC and Sega CD offerings. The Sega CD version in particular feels like the player has been sucked into a martial arts film, with engrossing story screens detailing what vanquished fighters do after being disqualified from the tournament, philosophical jargon about the true nature of the warrior and a nifty intro sequence to pump you up before game time. This is not the case on the 32X cart, which plays like a watered-down arcade game. The polished presentation of the Sega CD title keeps players interested and helps them forgive the slightly dull fighting sequences in favor of the “feel” of the game. Without the awesome ambiance of the CD version, there’s nothing left to distract you from the tedious gameplay. The two new characters, a bite-sized cat in boxer shorts named Psycho Kitty and possibly the lamest dragon ever, Chung Poe, do little to remedy the situation.

There are six different attack buttons – three kicks and three punches – but they often produce the same punch or kick animation, just faster or slower depending on the strength of the button pressed. There’s little reason to use anything but the most damaging attacks, making the Street Fighter style controller layout unnecessary.

The special move system only adds to the problem. Like in many real martial arts, your character starts out as a white belt. As he wins battles, he’s rewarded with special attacks. Why, then, is it almost as difficult for a lowly yellow belt to defeat the Dali Llama as it is for a black belt? Because the special moves the player acquires are almost always useless. Often, these silly maneuvers send your character careening across the screen, recklessly swinging his or her fists. All your opponent has to do to put a stop to the onslaught is jump over you, turn around, and kick you in the face. I suppose special moves that aid your opponent are a pretty innovative idea, but in practice, they’re far from fun.

As far as the two player mode goes, there’s not much too it. With only 12 selectable characters (and seven that are any good), the two player battles don’t stay fresh for long. As a sort of counter to this, the programmers added Island Conquest, a board-game like mode that has both players battling for the supremacy of Brutal Island. It’s a nice addition, but ultimately, it isn’t much different than the standard versus mode.

Despite its problems though, some fun can be had with Brutal: Above the Claw, if only because the concept of anthromorphs beating the tar out of each other is undeniably cool. But the fun quickly wears off, and players are left with a shallow, button masher’s dream of a game. If you were hardcore (or crazy) enough to get a 32X, there’s a good chance you own a Sega CD unit as well. If this is the case, do yourself a favor and seek a copy of the superior Brutal CD; it’s defiantly a cut above the others. Regardless, Brutal: Above the Claw is more entertaining than the Genesis and SNES ports, and is a fine game to fill an afternoon, but that’s about it. If you see it for a few bucks, pick it up and daydream about the awesome game it could have been.