Showing posts with label sega mega drive. Show all posts
Showing posts with label sega mega drive. Show all posts

Thursday, August 11, 2011

Star Odyssey Lost in Space? 'No!' Says Cobb!

Brandon Cobb, SFT President
My loyal reader(s) are familiar with the ongoing saga of Matt vs. His Mailbox, RE: Star Odyssey, the newest Sega Genesis/Mega Drive game released by Brandon Cobb's Super Fighter Team. After ordering a copy of the game two months ago and receiving nothing by crumby credit card applications, I was starting to think that the only space-based RPGs that would ever grace my 16-bit Sega would involve an egregious misspelling of the word "fantasy."

But lo! An e-mail to the Super Fighter Team reveals that there's still hope yet for my Genesis to catch some out-of-this-world action this summer.

Cobb's reply in full:

Hello, Matt.

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.

Don't worry, nothing has gone wrong and you were indeed one of our customers who ordered "in time" to be included in the first production run of 300 copies. I apologize for the uncomfortable delay; my schedule as of late has not provided me with enough time to process and ship as many orders at a time as I'd prefer. Thankfully, this situation will soon be remedied, allowing me to fully catch up on the shipment of all orders placed on or before June 27th.

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.

Your order is currently in our shipping queue and I will get to it as soon as I can. Of course, we will appreciate any press coverage that you are able to provide, once you've had proper time to play through Star Odyssey.

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.

Great! I'd be happy to know what you think of them.

Hopefully Star Odyssey will have no spike puzzles.

Ah, that was a fun bit of frustration, wasn't it? As you may be able to imagine, I had a *lot* of fun with that one, during testing. O_o

I wouldn't mind a spell that drops giant pig heads on my opponents, though.

Ha ha. That was one of my favorites, too.

Thank you for your time.

It's my pleasure. If you have any additional questions, please let me know.

Thanks and have a nice day.

--

- Brandon Cobb
President, Super Fighter Team


This is great news indeed! I'll keep you all posted on what happens next.

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.

Friday, July 29, 2011

Crossing the Streams to Inclusion

I hurt so many with my playing.
The sad truth about most of the Ghostbusters video game adaptations is that they are bad, and you FEEL bad while playing them. There was this one time where I got highly intoxicated at a friend’s house and fell asleep in his mother’s china cabinet, my face covered in wet potted plant soil and my pants blissfully missing. When her father finally pulled my twitching body from the cabinet’s cold, wooden embrace, I was told I spent most of the night playing the NES version of Ghostbusters.

I still haven’t forgiven myself. I probably never will.

Another sad truth – one of the saddest truths in video game history – is that all but a measly two Ghostbusters games leave out good ol’ Winston Zeddemore – and one was only released in PAL territories. If you live in America, your only chance to see the oft-forgotten fourth ‘Buster in action is 2008’s Atari adaptation of the franchise for next gen consoles (and also the Wii).

On the NES? No.
Good ol' Winston is one of the most under-appreciated characters in comedic cinema history. As the last Ghostbuster to join the fray against the demons and demigods trashing the semi-innocents of New York City, most viewers see Winston as “the token black guy,” but his appeal – and his merit as a paranormal investigator – go far beyond his genetics. Mr. Zeddemore represents what would happen if the viewer were clad in a silly jumpsuit with an unlicensed nuclear accelerator strapped to his or her back: While the other three ‘Busters are trying to find ways to take down the ancient evils roaming beneath the city streets, Winston is cashing his paycheck, paying his rent, and praying to the Almighty that he gets out alive and home in time for a beer with his wife. Also, Winston has a really rockin’ mustache, which is indeed the truest measure of a man’s character. So thumbs up to you, Winston Zeddemore, and thank you for all you've done to protect the living from the wrath of the evil dead.

In the meantime, I’m going to go petition Sega to re-release the Genesis/Mega Drive version of Ghostbusters with Winston as a playable character. Then not only would bustin’ make me feel good, it would make me feel like a great wrong had been made right.

UNACCEPTABLE.
Also Peter looks like a scumbag and Egon looks like Billy from the Power Rangers.

Wednesday, July 27, 2011

“A Slight Delay” and Other Lies My Super Fighter Team Told Me

Brandon Cobb lied to me.

Cobb, founder of the retro game publishing company “Super Fighter Team,” said in an e-mail July 9 that there would be a “slight delay” in the shipment of the group’s newest old game, Star Odyssey for the Sega Genesis/Mega Drive. I excitedly threw down the $48 admission fee for the classic cartridge on June 27 – exactly one month ago today.

And one month later, I got nothin’. My Sega is very sensitive about things like this and it feels like it was stood up. If anyone knows a good way to get a moody Genesis/Mega Drive to stop being finicky with audio-visual inputs and start making me dinner again, please PLEASE leave a comment as I am very bored. Also hungry.

But this isn’t the first time that smooth talkin’, retro game slingin’ Brandon Cobb told a fib. He also said that his company’s last 16-bit revival, Legend of Wukong, is fun. It’s not.

It’s horrifying.

The title screen. That thing doing a peace sign in the back is a TIME MACHINE.

While waiting on Star Odyssey to apparently soar to my home from the farthest of galaxies, I thought I’d whet my old-school appetite with The Legend of Wukong. I snagged a copy when it first came out, but thanks to a television set that went out of its way to make Genesis/Mega Drive games look like skillfully arranged legos and chunks of vomit, I decided to put off playing it until now.

Everything starts out okay as a hyperactive 13-year-old named Wukong smashes buttons in a time machine and accidently blasts himself back to ancient China – clearly a very timely and relatable tale. Then The Legend of Wukong plays like a standard RPG for a while… until the first boss.

No matter how many levels you grind, he is nearly impossible to defeat.

Random battle.
  After 70 million attempts though, you’ll eventually take that bear-faced freak for a ride on the pain train. But immediately afterward, the game goes from prohibitively difficult to eye-meltingly easy. Halfway through the bosses aren’t even a threat anymore, and by the final chapter, they’re actually easier to defeat than the normal army of pallet-swapped fiends you and your party must battle every four steps. I took out the final boss in two rounds of combat. He hit me once.

I think Wukong and his friends might have felt a slight tickle.

You might be thinking that I was over-leveled and that’s why things were so easy, but I can guarantee that I wasn’t. You see, despite a counter with four digits, The Legend of Wukong’s cast maxes out their abilities at level 50. There’s no point in fighting the last 10 percent of the enemies you run into, which could have been tolerable if the run command ever functioned as advertized; the enemies always prevent your escape only to be slaughtered. On a serious note, the bizarre inhabitants of the Wukong world would do well to talk to someone about those suicidal tendencies; I recommend Dr. Spaitso.

All maxed out. Same crap happens to your money.

Okay, so The Legend of Wukong wasn’t exactly Super Fighter Team’s proudest moment. But I assure you that their first release, Beggar Prince, fared much better. However, that’s fodder for a different post. In the mean time, I’ll keep looking to the sky (and my mailbox) for Star Odyssey.

And also cooking my own meals. Damn you Brandon Cobb, you home wrecker!

Saturday, July 9, 2011

Star Odyssey (Sort of) Delayed!

Perhaps there's no such thing as bad publicity, but it looks like the Super Fighter Team has stumbled on too much good publicity: The day the company's founder, Brandon Cobb, sent out an e-mail promoting the release of their newest retro gaming effort, Star Odyssey for the Sega Genesis/Mega Drive, is the same day Super Fighter Team sold out their initial stock.

I'm not sure why Super Fighter Team didn't see this coming given the runaway success of their previous two Genesis/Mega Drive offerings, but according to Cobb, the initial batch of 300 copies of the upcoming RPG was sold out within six days. According to a follow-up message sent to those who ordered a copy of Star Odyssey, quick witted gamers who responded to the initial e-mail blast within a few hours snagged the last copies of the first production run. Cobb's newest e-mail, sent Saturday, July 9, said that purchases made between June 22 and June 27 will be filled in the order received; there will be no delay for these customers.

"[In this case,] the copy or copies that you ordered will be shipped to you as soon as possible," said Cobb.

This battle isn't going so well...

So what happens to those who waited a split second to take their credit card out of their wallet and wound up buying the game after June 27?

"If you placed your order after June 27, there will be a slight delay before your order ships, due to the fact that we must wait for the additional stock of the game to arrive from our factory," Cobb wrote. "It has already been ordered and is currently in production."

In case you were wondering, I ordered my copy within an hour of getting the e-mail on June 27. Though I've spent the last two weeks eagerly checking my mail (and freaking out the mailman), I have yet to receive anything from Super Fighter Team.

Some town.

"I would like to sincerely apologize for the delay in getting the game delivered to you," Cobb wrote. "Though I am the president of Super Fighter Team, I also fill many other roles within the company, one of which is packaging and shipping orders. While Super Fighter Team is a full-time job for me, it is not my only full-time job. My schedule is always filled with work of one kind or another, and though Super Fighter Team often takes first priority, this isn't always possible.

"We hope you enjoy Star Odyssey, and we look forward to hearing your feedback about the game when it arrives. If you have any questions or comments, please feel welcome to contact me directly."

According to the Super Fighter Team website, Beggar Prince, the company's first Genesis release in 2006, sold 1500 copies. Cobb says that The Legend of Wukong, unleashed upon retro gamers two years later, sold 600 copies.

Monday, July 4, 2011

New Sega RPG "Star Odyessy" Revitalizes Genesis Scene

Finally coming to a Sega near you!
Super Fighter Team, the same group of Sega retro-gamers responsible for the Genesis/Mega Drive offerings Beggar Prince in 2006 and The Legend of Wukong in 2008, are at it again! Super Fighter recently resurrected the old-school role playing game Star Odyssey, originally slated for release in the United States in 1991 or 1992 but cancelled for unknown reasons, and released it late last month to eager 16-bit devotees.

You can bet that I ordered a copy as soon as I heard about it. It looks like my Sega's gonna sizzle the summer away even more than I had anticipated. Stay tuned to Wordsmith VG for my thoughts on the game.

Longtime Sega fans might remember Star Odyssey from a handful of blurry screenshots released in the Genesis's heyday. However, the title never materialized.

As of this writing, copies of the game are STILL AVAILABLE.

Here's what Brandon Cobb, Super Fighter Team's founder, has to say about the project:

---

STAR ODYSSEY, our newest role-playing adventure game for the Sega Genesis, Mega Drive and all compatible systems, is now available! Originally released in Japan under the title Blue Almanac, the game was slated for release in English in the early '90s but alas, it was not meant to be... UNTIL NOW. Announcing the first new game to be published  in the classic gaming market in cooperation with a company in Japan:

Super Fighter Team proudly presents Star Odyssey @
http://www.starodysseygame.com/

Battle!

I vividly recall the first time I set my eyes on the ramshackle prototype of Blue Almanac as it had been adapted into pseudo-English. Here I held a game cartridge that few eyes had ever looked upon, despite it having been advertised in the publications of the time. People saw it, and people had interest in it, and despite that? POOF. Gone. Never set right with me for a moment. And that's fine, because Super Fighter Team has made it our job to remedy unfair situations like that one.

As I was putting the finishing touches on the game's new script, I took a look at one of those old press ads for the first time. The phrase "Your Star Odyssey is about to begin!" caught my eyes immediately, locking me in a silent moment of realization. We did it! We took this thing from myth to manifest. As a result, perhaps a few of the people who stared longingly at the blurry screenshots inside those early '90s magazines will now find some pleasant closure. I'm damned proud of that thought.

Buying important equipment.

June 22, 2011: Twenty years to the day after the release of Blue Almanac in Japan. We have done right by Hot-B Co., Ltd., licensing their fantastic role-playing adventure set in the future, and preparing it for a long overdue release worldwide.

We now invite you to enjoy the fruit of that hard work, by visiting the game's official website and ordering a copy.

http://www.starodysseygame.com/

You're sure to enjoy it.

---

Along with WaterMelon Team's original Genesis/Mega Drive RPG Pier Solar, Star Odyssey marks the fourth new game released since 2006 for the system Sega officially discontinued in 1996. So far, it looks like Star Odyssey is a must-have for fans of Phantasy Star and Super Fighter Team's other Sega releases.

Thursday, June 23, 2011

Happy Anniversary, Sonic!

With his limitless supply of dopey friends, a bizarre appeal to the freakiest of internet crazies and a facepalm-worthy string of successively worse last and current gen titles, Sonic the Hedgehog has fallen on bad times. But 20 years ago today, the original Sonic the Hedgehog game blasted its way onto the Sega Genesis in North America – and for the first time, Nintendo’s fat plumber had a worthy rival.

On June 23, 1991, Sega’ 16-bit revolution forged one of its brightest stars.

YOU CAN'T CATCH WHAT YOU CAN'T SEE. (No, not chlamydia.)

Created by artist Naoto Oshima, programmer Yuji Naka and designer Hirokazu Yasuhara, Sonic the Hedgehog on Sega Genesis/Mega Drive featured the speed that had been missing from most other platformers of the day. Instead of plodding along looking for secrets and timing jumps with great precision as players were used to doing in titles like Super Mario Bros., Sonic the Hedgehog encouraged gamers to tear though levels at breakneck speed, stopping for a breather only when a boss appeared. Sonic’s adventure spanned six unique zones, including the lush Green Hill, the bouncy Spring Yard, and the ominous Scrap Brain, home of the evil Dr. Robotnik. Yes, his name is technically “Dr. Eggman.” But that sounds dumb. He’s Robotnik, damn it.

Sonic’s popularity boomed as players all over started noticing Sega’s 16-bit powerhouse for the first time. Finally, Sega had the “killer app” they needed to become a threat to the Nintendo juggernaut; and though the Super Nintendo had yet to hit the market in the United States, it could be said that Sonic the Hedgehog was the first victory in the 16-bit wars that characterized the era. Sonic 1 also planted the seed for Sega’s “gaming with an attitude” campaign, which lasted throughout much of the ‘90s and gave birth to the iconic SEGA! scream.



Notably, the original Sonic the Hedgehog is home to what just might be the worst kept secret in gaming history: The level select code. By pressing up, down, left and right at the title screen, then holding the A Button and pressing Start, players were brought to a screen containing every zone in the game, including the special stage. Perhaps because of its ease of use, the code spread through seemingly every playground and schoolyard in America. Players who used the cheat were likely surprised to find that the zone order in the level select menu was not the same as in the game itself, a curiosity that, we would find out later, was evidence of just how quickly the game was rushed to the market.

I'm out of order? YOU'RE out of... no, wait, you're right.

North American cover art
Sonic’s 16-bit career spanned four titles in the main series on the Sega Genesis/Mega Drive, such as the massively popular Sonic the Hedgehog 2, as well as Sonic and Knuckles, which featured impressive “lock-on technology” wherein players could piggyback S&K with older Sonic titles to create new experiences. Sonic’s other Genesis/Mega Drive offerings included Sonic Spinball, where Sonic was the speedy stand-in for the typical silver sphere in a giant game of pinball; Sonic 3D Blast – aka Flickie’s Island – an isometric experiment in 3D that pushed the limits of Sega’s black box but ultimately provided lukewarm gameplay; and a host of cameo appearances in other Sega titles.

Sonic’s fall was as swift as his rise, beginning with his second Dreamcast appearance. After Sonic Adventure 2, Sonic titles experienced a massive decline in quality. Sega, it seemed, couldn’t recapture the glory of Sonic’s 2D days. Whether Sonic is an outdated hero from a bygone era or if the franchise was handed poorly for the last decade is debatable, but recent Sonic efforts such as Sonic the Hedgehog 4 and Sonic Colors on the Wii were much better received than almost all Sonic games of the mid and late 2000s. Perhaps the upcoming Sonic Generations, for PS3, Xbox 360 and the 3DS, will settle the debate once and for all.

However, this is not the day to think about the future of Sega’s Blue Blur – this is a day to concentrate on his past. Take some time to pick up Sonic’s first crusade against evil today and you’ll see just why a hedgehog of all creatures took the gaming world by storm 20 years ago.

Sonic's so fast, he can run UPSIDE DOWN.

But don’t knock yourself out just yet: The summer of Sega is only just beginning.

Friday, October 15, 2010

Capcom Cartoons (CapToons?) Raise the Bar for Mediocracy

From left: Dr. Light, Megaman, Roll 
Since the days of Ducktails, Megaman and Chip and Dale's Rescue Rangers, I've been enamoured with all things Capcom. In 1992, the SNES version of Street Fighter II: The World Warrior came along and exploded that passion into a near obsession, and by the time I was entering the fifth grade, Chun-Li, Ryu, Guile and the Red Cyclone himself, Zangief, had become my eternal heroes.

The other kids in my class were starting to gain an appreciation for rolemodels like Anne Frank, Ben Franklin and probably some other people who's names escape me right now, but may or may not have "Frank" in their name; I like those historic heroes too, but it would be a massive lie to say that their attitudes and values affected my development as a human being more than Street Fighter's perky pugilists. Before you close out the window and never visit this blog again, consider this: While they're not exactly three dimensional characters on their own, the core values of Street Fighter's good guys are actually an excellent guide for living one's life in a moral, fulfilling way. Ryu represents discipline, power and persistence without overindulgence; Dhalsim is full of love for his family; Guile proves that revenge is all-consuming and letting go of hate will settle your soul; and Zangief loves vodka. Also, I'd like to see Ben Franklin wrestle a grizzly bear, shoot fireballs or flip upside down and show everyone his underwear. He can't. Therefore the Street Fighters are better.

It's a dream match of mine.
I think I went temporarily insane when I noticed that my Capcom heroes had started appearing on television one Saturday morning at 7:30 when the oversized feet of none other than Megaman went jogging across my screen - WITHOUT the NES powered up! I say "I think" I went crazy because other than the show itself, I remember nothing of the next seven hours. I woke up in my neighbor's tree house with only Megaman 1, 3 and 6 covering my wet, naked body.



Here's the show's into, ripped from the Megaman DVDs I bought years later. And in case you didn't know, here's a quick description of the plot: Built by Dr. Light, Rock and his sister Roll are soon recruited into the war against the evil Dr. Wily. Rock is transformed into a super fighting robot known as Megaman! Roll... was given a vacuum attachment! Fight! Mega Man! For everlasting peace!

Truth be told, the Megaman TV show isn't exactly Shakespeare meets Terminator like I would have hoped for, but it was a decent way to spend a Saturday morning while chowing down on last night's leftover pizza. There are only a few glaring continuity errors, like Protoman being evil and Gustman and Cutman having a starring role; everyone knows those two sucked horribly at life, even in the game. If Dr. Wily had taken the time to build new henchmen instead of just reconstructing the old ones when they inevitably got their cans kicked by the Blue Bomber, he just might have been able to take down Dr. Light's lapdog and rule the world.

Oh well. C'est la vie.

The Capcom cartoons didn't end with Megaman; soon, Street Fighter received its own animated makeover, ignoring far more things in the game's established cannon than the Megaman show ever did.



Based on the Jean-Claude Van Damme and Raul Julia film of the same name, Street Fighter is the action-packed tale of Lt. William Guile's battle to take down the evil Shadowloo/Shadowlaw terrorists lead by the dastardly M. Bison. If you're an astute gamer, you know what's wrong with that last statement: It's based on the 1994 Street Fighter movie. That means that Guile is the main character instead of Ryu and all the good guys work together like some sort of  fireballing, face-punching basketball team. Still, the Street Fighter cartoon was an okay waste of a half hour and I got to see my heroes battle it out in full animated glory.

Now the Darkstalkers cartoon... that's where things started going very, very wrong.



Darkstalkers is the messed up tale of a little boy who hangs out with a super hot catwoman named Felicia. Boy and cat battle the evil alien Pyron for control of the planet Earth, with the aid of "good guys" like wolfman Jon Talbot and huge, stupid Frankenstein monster Victor, all while Felicia is so hot that steam pours off of her all the time.

Darkstalkers was a relatively unknown Capcom property at the time it took the cartoon plunge, so I'm not really sure what the reasoning was behind the move. The Darkstalkers show is a re-imagining of the arcade original, toning down the mature themes and sexualized atmosphere that made the game so appealing in the first place. Felicia is the focus of this mess, but she's also picked up some little boy along the way who has ABSOLUTELY NOTHING to do with the established Darkstalker mythos. Also Felicia is wearing more clothing than in the game, which wasn't too hard to pull off but was still very annoying to me when I was 12. Felicia and the stupid kid run around trying to stop the "bad" Darkstalkers, which is basically everyone else. Honestly, I wouldn't have watched this cartoon if it didn't have "Darkstalkers" stamped on it, but at least it was entertaining to see peppy animated versions of my favorite Night Warriors.

Overall, the CapToons provided a decent, if occasionally mentally challenged supplement to my daily gaming, despite their reckless abandonment of sacred cannon and disregard for, uh, actual quality.

Take THAT, Ben Franklin!

You gonna cry now, Kite Boy?


Friday, October 8, 2010

Note to Vic Tokai, Inc.: Dimwit Duck with Electric Tail ≠ Sonic the Hedgehog

At least the box art isn't
 as bad as Mega Man 1
Socket, known in Japan as Time Dominator 1st, is a shameless, shameless Sonic the Hedgehog clone circa 1993 for the Sega Genesis/Mega Drive. It's yet another "creature-mascot with a radical 'tude!" platformer, and thanks to Sega's Blue Blur, these kinds of games were so plentiful in the early '90s that players used to fill their swimming pools with them and make like Uncle Scrooge with the breast stroke.

The comically-named "Time Dominator," who turns out to be some a-hole manbat with a monocle and a top hat (kind of like Scrooge McDuck, actually) is out to destroy time or whatever! Only electric boyduck Socket, who was apparently dressed by his uncoordinated five-year-old son, can stop TD from, uh, dominating time! Thankfully/unfortunately, there are no whips and chains in this game.

Not many people recall Socket - or even its parent company, Vic Tokai, for that matter - but those who do wish they could send Arnold Schwarzenegger back in time to incinerate this game with a conveniently misplaced taker full of highly explosive chemicals.

And I honestly have no idea why.

US Title Screen
Socket isn't going to win any awards for things like originality, control, level design, entertainment value or being anything other than a two-hour time sink that's only slightly better than facing your own awful life, but the hate and humiliation heaped on the doofy looking duck with the electric cord tail is entirely disproportionate to his moderate suckage. Socket's got little going for it aside from some awe-inspiring parallaxed backgrounds and sweet vintage Genesis tunes, but that all ends after the first two worlds. By the time the player speeds into world three, the only thing between him and boredom is the reset button. If you've ever played a Sonic the Hedgehog title, you'll find yourself grinding Socket to a halt at least 700 times by pressing down when he's running in an attempt to roll up in a ball, a la the Blue Streak himself. But just like the hedgehog, if Socket isn't going at least the speed of a time-traveling Delorean, he will crawl up the gentlest of inclines like the most despondent of mental patients. Add to that controls occasionally seeped in rubber cement and frustrating "labyrinth" areas and you've got yourself a 4 out of 10 game, only no amount of beer, liquor or bleach could convince anyone to take it home with them for more than three bucks.

Japan's Title Screen
However, there are some good aspects of this clunker, like a semi-interesting "electricity bar" mechanic similar to the fruit/food idea utilized by Adventure Island on NES and a few Gauntlet style action-RPG games like Dungeon Explorer on Sega CD. The only problem is that Socket is a robot or something (yes, someone dressed him like that on purpose), so he loses electric charge - energy - by performing any task, from jumping to kicking to standing completely still. With each world consisting of a "high speed area," an "athletic area" and the accursed "labyrinth" areas before a boss battle, there's a bit of variety to be had, and the kick attack can be performed without losing speed - an appreciated inclusion. With great music and pleasing graphics, the first 15 minutes of the game harken back to the carefree days where the Genesis ruled the video game heap and my only worry was that school, AKA The Horrible Homework Hut, was going to cut into my Street Fighter II Turbo time. Then Socket becomes a boring, ugly mess, but the beginning was good while it lasted.

Here, I took this blurry screen shot for you. Emulators are over-rated.
A game with a rating of 4 out of 10 isn't really worth berating unless you're me, and I can tell you that there's not enough to rip into here without the positive aspects of the experience taking your article from funny to nostalgic. So why then did Stuart Campbell reportedly give this game the lowest score possible in his Sega Zone magazine review, and why does Ashley Davis have her shorts in a similar twist, digging this one up more than 15 years after it was released and promptly rocketed into obscurity? I guess Davis has an excuse - she was writing for Destructoid's "Games that Time Forgot" series of articles, and at least she was fair. But Campbell... the lowest score possible? Really? Socket/Time Dominator 1st's goofy brand of derivative "fun" simply doesn't deserve that kind of punishment. It's like kicking the fat kid after he tries to sit with the cool kids at lunch and is laughed out of the cafeteria.

You know, I bet this game would have been better received if it had been called Socket: Time Dominatrix 1st instead.

Quack for me, slave! Before I run out of energy from standing still!

Wednesday, September 1, 2010

Powerless Rangers: It’s a Losing Battle with MMPR on the Genesis

In the fall of 1993, the world was introduced to the Mighty Morphin’ Power Rangers, a band of five (and later six) teenagers out to save the world from the evil Rita Repulsa, a badly dubbed villainess who lives on the moon with some dudes in rubber monster suits and a woman who occasionally turns into a giant scorpion. Despite – or perhaps because of – bad acting, stupid plots and weird fight scenes, the Mighty Morphin’ Power Rangers were soon flipping and kicking across every television set in America. Everyone seemed to be making money with Mighty Morphin’ merchandise, and it wasn’t long before video game companies wanted their cut of the power pie. About a year after the Rangers’ arrival, Sega and developer Banpresto presented eager customers with Mighty Morphin’ Power Rangers for the Sega Genesis/Mega Drive. But was the power on Sega’s side for their first Rangers title?

There are a scant six backgrounds in this one-on-one fighting title, but each is pleasing to the eye, if a little generic. A volcano, a field with a waterfall and a city backdrop fit the action nicely, but the best is Madam Woe’s stage, a mysterious temple with what appears to be the Northern Lights in the sky behind it. You’d do well to admire the backgrounds while you can, though, because apparently that’s where all the color in the game went. Most of the Rangers look as if they were left in the washing machine too long: The Red Ranger looks like he should be called the Off-Pink Ranger, the Green Ranger is more lime than anything, the Blue Ranger is kind of turquoise, and the Yellow Ranger looks like she’s composed entirely of lemon Starbursts. Everyone else looks good though; the remaining two Rangers have the correct pallets and the robots and monsters are large and detailed. The pleasantly animated characters bounce and bob while at a stand still, but oddly, they don’t look as good while moving. Finally, from the WTF file, check out the Blue Ranger’s winning pose. Uh… is there something you’d like to tell the rest of the team, Billy?

Thanks to some awesome tunes, you’ll be rockin’ out as you battle the forces of evil. The music is sort of a cross between electronic and rock, and while it sometimes relies too much on odd-sounding drum samples, it helps set a somewhat frantic pace akin to the television show. The sound effects aren’t as good, but they get the job done. Kicks and punches sound hollow (think Streets of Rage through a tin horn), and the voice clips, though clear and well-pronounced, sound absolutely nothing like their TV counterparts.

Controlling your fighter is simple. There’s only two attack buttons, light and hard, with jumping and ducking variations. Blocking is performed by holding the D-pad away from your attacker, just like in almost every other fighting game of the era. Executing special moves is easy as well, requiring only a few Street Fighter-esque button taps.

Here’s where things start falling apart. Unfortunately, this game falls prey to the same lazy programming techniques that most other Morphin’ games do: Each Power Ranger fights exactly the same way, with the exception of two or three special attacks. With only two attack buttons, one would think it would have been simple to make a few different animations and mix them up among the heroes. But instead, Banpresto chose the lazy way out and made everyone pallet swaps. After a while, it feels like you’re playing an entire game starring the many ninjas of Mortal Kombat and its sequels.


But unlike Mortal Kombat, not even the special moves do much to define the characters. They range from useful, like the Blue Ranger’s Dino Lance, to worthless, like the Pink Ranger’s super slow Dino Arrow, to just plain wacky and unpredictable, like the Black Ranger’s spinning axe attack. Most of the moves fall into that last, volatile category, making it difficult to know just when a special is appropriate. Watching the Yellow Ranger whiff her Tiger Crasher attack for the 20th time in a row makes for some good laughs in two player mode, but it’s infuriating when you’re trying to triumph over the CPU.

After the first round of a match, it’s off to one of the Power Rangers’ giant robots to battle your now building-sized nemesis. But even this feature doesn’t add enough variety to rescue the game. There are very few combos, so matches quickly degenerate into hit-and-run fests or tiresome fireball fights. It’s fun at the beginning, but after finishing the game once or twice, solo players will likely have seen everything Mighty Morphin’ Power Rangers has to offer. Thankfully, the higher difficulty settings pose a decent challenge, but this title probably won’t hold your interest long enough for that to matter. Like the show on which it’s based, the Mighty Morphin’ Power Rangers game is too repetitive for its own good.

If you’re looking for salvation in this cart through two-player battles, think again. This mode is amusing but extremely limited. I suppose that makes sense in the context of the show; Karate is the great equalizer and all, but a six foot tall Power Ranger might have just a little trouble finishing off a 60 foot tall robot. However, we’re talking about a game that features six teenagers in spandex attacking moon monsters with futuristic weapons they received from a giant floating head in a jar – that is to say, there was never much logic to begin with. Furthermore, if either player chooses a Ranger, the battle always takes place in the bland “Rangers stage.” With half a dozen Power Rangers, you’re likely to spend a lot of time on that stupid bridge.

But lo! By entering a secret code, (continuously tap the A, B and C buttons on player 2’s controller at the Banpresto logo screen until a “Power Rangers!” voice clip is played) one can play as the Evil Green Ranger. He’s a most unique character indeed: For some reason, he can fight two of the three giant robots and as long as the other player hasn’t selected one of the remaining Power Rangers, one can fight in any of the six stages they choose. With so few two player options, why the programmers would make Evil Green inaccessible by normal means is beyond me. You shouldn’t have to enter a code to make a game decently playable, but this new character gives versus mode a much-needed kick in the pants.

"This game should have more of me in it!"
Lastly, there’s a little oddity worth mentioning regarding finishing moves. After winning a match, each character will automatically rush at their vanquished opponent and “finish him” with a special attack. Strangely, even in a Ranger versus Ranger match, the victor will still “kill” his opponent. So according to Sega/Banpresto logic, a normal sized man can’t fight a giant robot, but members of a loyal team of superheroes are willing to kill each other at the end of a simple sparring match.

Overall, this title reeks of sloppiness and the “rush it out the door” mentality that was so prevalent with Sega during the mid and late 90s. Literally one more week cleaning up this game could have made it infinitely more playable, and another month could have produced a product that was appealing to both the younger set as well as hardcore fighting fanatics. Mighty Morphin’ Power Rangers on the Genesis is a genuinely entertaining game on the first short playthrough and it will give you and a buddy a nice diversion for an hour or two, but as it stands, that’s likely all the Morphin’ time you’ll want to spend with it. Grab a copy for some quick nostalgia if you see it for a few dollars, but soon you’ll wish you could morph this clunker into another game. For some real Mighty Morphin’ action, check out either of the far-superior Power Ranger Game Gear titles.

And now a message from the Power Rangers!

"Hey Se-ga! I used to have a game like this, until my father got a job!"

Wednesday, August 25, 2010

First Original Genesis Title in 12 Years Nearing Release?



Pier Solar, the first original Sega Genesis (Mega Drive) game in more than a decade, might soon be captivating retro gamers in America, Japan and Europe. Read my post at Gaming Life for more details. I must say, I'm excited!

Or if links scare you, here's the full text:

Pier Solar, the first original Sega Genesis\Mega Drive game coded from scratch in at least a decade, is apparently nearing release.

About two years after Water Melon Development, the team behind Pier Solar, began taking preorders, those who reserved the game received an e-mail Monday asking them to confirm their shipping address. Though no official word has come from the game’s developers, the e-mail hints at a release date in the near future.

Pier Solar began life more than five years ago as “Tavern RPG,” a pet project of the Sega fansite, Eidolon’s Inn. What was meant to be a small undertaking blossomed into a full-fledged, 64 MEG role playing game for the Genesis, complete with “asynchronous turn-based battles,” an enhanced CD soundtrack for Sega CD owners, and at least five selectable languages, including English and Japanese.

“We hope all those who purchase Pier Solar will gain the very same feeling of excitement [and] joy they had from playing the Sega Mega Drive/Sega Genesis for the very first time,” write the developers on the Pier Solar web page. “We want people who play Pier Solar to experience the same level of enjoyment and pleasure [that] we did from creating it.”

Though Water Mellon Development stopped taking preorders for Pier Solar last month – they claim that they sold out of the North American, European and Japanese versions of the cartridge – the game may again be made available in small quantities via the Pier Solar website shortly after all reservations are filled.

Pier Solar shares its initials with the Phantasy Star series, which is often considered the premier RPG franchise on the Genesis.

In addition to Pier Solar, two other role playing games have been released for the Sega Genesis in the last five years by the company Super Fighter Team: Beggar Prince in 2006 and Legend of Wukong in 2008. Both games were translations of existing Taiwanese cartridges released in the territory during the Genesis’s heyday in the ‘90s.

Below is a video of Pier Solar in action, including the Genesis cart accessing the Sega CD for the soundtrack: