SegaDoes Podcast Episode 21: Insert Title Here

 

Hey there! Sam and I here at SegaDoes.com like to talk about Sega games. If you’re here, we assume you do as well.

Today’s episode focuses on a handful of average-to-lackluster Master System games. Miracle Warriors, Global Defense, Zillion IIAfter BurnerBMX Trial: Alex Kidd, Alien Syndrome. Sega’s not hurting for recognizable brands, but they could have put a little more effort into these games.

Listen/download here or find us on iTunes under the Sega Does Podcast. Should you subscribe from there, please leave us a review! The more reviews we have, the more acknowledgment we’ll get from the Apple conglomerate.

The rest of you know what to do. Leave comments and disagreements in the section below. As always, thanks for listening.

 

DC

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12 thoughts on “SegaDoes Podcast Episode 21: Insert Title Here

  1. Dylan; a few months ago you asked if we had any ideas to improve the site. Listening to the Podcast tonight I had an idea. A “Quote of the Month” thing for every Podcast because Sam’s comment on the Global Defence review had me in stitches.

    “I remember a friend letting me borrow this game. He never asked for it back.”

    Great as always boys. Look forward to the next one.

    Liked by 1 person

  2. I think I’m going to go two posts on this. As far as my age upper 30’s is good enough for me. (Although I may or may not have reached the big 40 recently 😄 )

    I feel it’s kind of early to talk about Saturn stuff. But since it was mentioned. Along with 32X. The 32X wasn’t in any way more powerful at 3D than the Saturn. What the 32X had was really good 3D, and realy easy to program for 3D. It in fact had a few absolutely great 3D games that blew Jaguar out of the water. And was far far better than any Super FX chip. The 32 X wasn’t a bad system per se, it just was bad timing with it’s release, and it was quickly dropped as Sega overextended itself and didn’t markey it effectively. The best port of Virtual Racing IMO and a,OT of other people’s too was the 32X version. It looked and played amazing. While the Saturn technically pumped out more Polygons, it was horrible playing and did not run well. Virtual Fighter as well had a very competent port.

    There are all kinds of stories swirling around the Saturn and its 3D capabilities. As you will find when you get to it, the Saturn could do 3D quite well. IF and a big IF you had the skill to develop on it. The most reliable story was the Saturn was designed by the arcade engineers to be similar to the model 1 arcade games enough to make porting to them easy for Sega. And the second coprocessor was added to beef it up against the PS. But as far as I’ve read it was always designed to be a 2D powerhouse and do 3D. Never was it considered as machine not built around 3D games. The fact of the matter was the PS had an amazing chip that was built around crunching numbers and doing hardware 3D rendering. It was built as almost a 3D only machine. Sega designed their machine to do both.

    Part of the issue with the Saturn is the timing issues taking full advantage of both processors was not well documented and required expert programming to get the most out of it. The other part was the Saturn did not use 3 sided polygons but instead used square polygons. Not to get too technical,there are some advantages to this but was no shape or form a standard way to make polygonal graphics. So once again programming in 3D required special technical skills.

    I know Dylan backtracked on his statement, but Sega absolutely made the best 3D games on the Saturn. Almost all of their 3D arcade ports were exceptional and compared very favorably to most of the stuff on the PS. The exception being the first VF which they released a free upgrade to for owners with I improved textures. 3D games ported from the PS suffered due to having to back port from the PS standard version and shoehorn it in to Square polygons and tightly timed coprocessors. Also all the transparency stuff that the PS did in hardware could be done on Saturn, but it had to be hard coded on the processor to run, thus it wasn’t often done because it used a lot of overhead and required programming skills and hours to do so, where on the PS you could take a switch and make a transparency basically. In a nutshell you had to hard code to the hardware on the Saturn. Not very developer friendly, but somewhat addressed when Sega released new coding and graphics libraries to developers to help them get more out of the Saturn. It’s funny the Sam mentions Tomb Raider as never meant to be on the Saturn when that was the console it was originally programmed on and released for. (And while not quite as nice looking as the PS it is a fine version of the game that runs well.)

    Also reading some interview with the Konami team that made Sympony of the night on the Saturn, it absolutely could have been great on the Saturn, had it been programmed on the Saturn first. It was difficult for them taking the existing PS version and back porting it. And they couldn’t repilacte some of the transparency a they had in the PS version that was supported in hardware.

    But the Saturn stuff , at least from Sega in 3D was generally highly reviewed and competent. They were doing 3D and doing it good before anyone. But as always when you get there I will enjoy hearing your take on it as you play through the games.

    Liked by 2 people

    • I’ve played some Saturn games, but frankly, I’ve never been that impressed with the system, graphically. Then again, I feel like the 32/64 bit era of gaming has aged particularly horribly in comparison to other eras. Blocky graphics are far less endearing on the eyes than sprite-based graphics.

      But I too am looking forward to tackling the Saturn, though I can’t say my bank account feels the same way.

      Thanks for the information. We’ll address this in the next episode.

      Like

      • @sean697 beat me to the punch, because, as I’m listening to this, I also noticed that Sam mentioned Tomb Raider, and had to smile because I knew it was originally designed for the Saturn to showcase its 3D capabilities, and eventually ported (or reprogrammed) for the PlayStation because of the Saturn’s relatively low market penetration. And of course, we all know what happened to the series after that.

        As to your comment about early 3D games not aging well, I would concede on that point with a caveat. I don’t think all 3D games from that era are inherently ugly. Most of the Saturn games would probably qualify, though I think there are a handful that might surprise you, especially if you can manage to get your Saturn hooked up to a TV via an S-Video cable, or some kind of RGB SCART converted to a newer format. I think you’d be surprised how many titles from that era are still not terrible to look at, and even more fun to play despite (and in some cases, because of) the somewhat lacking graphics. Take a game like Spyro the Dragon on the PlayStation – yes, the 3D is limited, and the character models are goofy looking, but that’s part of the charm of the original games, and I don’t know that the series would have as much charm, rebooted on a modern console, as it did back in those halcyon days of 3D. I would say the same goes for something like Nights. SEGA might have done the sequel thing on the Wii, and while it’s not as terrible as many make it out to be, it doesn’t match the brilliance of the original game, and certainly isn’t as visually impressive or nice to look at in comparison to its predecessor, comparing hardware capabilities side by side. Yes, I’m going for obvious examples, but there you go. Just food for thought.

        Liked by 1 person

  3. As far as the 3D classics. I don’t think you realize what these games are. They are not Master System games. They are not like standard VC releases by Nintendo that are a standard ROM dump. The are meant as ultimate fully featured editions of the games with new features and options. They are very much in the vein of the PS2 Sega Ates games and in fact some of them started there and are Improved upon. And except for the Mega Drive games, are all ports of the original arcade games. Except they are are so much more than that just an arcade ROM and offer features you can not get anywhere. I’m going to break down each game the feature and why M2 is absolutely the best at retro game re releases.

    Space Harrier:

    -Based fully on the original super scaler arcade game. Except programmed from the ground up to support true stereoscopic 3D while maintaining g meticulous arcade accuracy.

    -adjustable number of continues in the options. Ability to play stages in any order once played.

    -Save state support and suspend resume support. Ability to reuse the same save state an time. Ability to recode replays. Ability to play back replays at various speeds to analyze gameplay.

    -Analog controls, Dpad controls, and 3 different types of touchscreen control options selectable.

    -4 levels of adjustable difficulty and adjustable number of starting lives.

    -A special time trial mode.

    -User configurable buttons and 3 rates of adjustable auto fire.

    -Adjustment to whether releasing the contol shifts back to the center position like the arcade or stays where you left it.

    -Selectable reverse directions (pilot contols) if desired.

    -A true widescreen mode that rendered in widescreen in game. Original full screen mode. A stretched full screen mode to fill the 3DS, and and arcade mode that is beveled with the original arcade game hardware and art as if you were playing on the actual machine.

    -3 selectable levels of vertical movement limit to replicate the original game , or various increased movement ranges of previous ports.

    -Selectable moving cabinet mode that will actually tilt the screen as if you are playing in a moving cabinet. When the cabnet would have tilted.

    -Full sound equalizer and selectable volume levels of soundeffects, music, and machine sounds. Yes they replicate the actual arcade machine motors and servos you would hear playing the game. Environmental sounds are selectable on or off.

    -Three separately adjustable levels of volume for the sound of firing you main weapon.

    – Full game Sound test.

    -Fully final programmed boss On the arcade board of the SMS only final boss Haya Oh. Unlockable through beating the game or beating final stage with no continues.

    As you can see the feature added are just amazing. Moreso than any other VC type game ever.

    Actually there is no way I can list every feature of every game so I’ll just point out some highlights.

    Galaxy Force

    -Almost every contols and game setting adjustable via menu.

    -Full port of the original arcade game in the original and with upgraded graphics of the PS2 port. Of course in 3D. It’s like this game was meant to be played in 3D.

    -Added secret new backround graphics above and beyond the PS2 HD graphics.

    – Nearly every feature included in Space Harrier including the original arcade machine overlay.

    -Secret modes enabling 9999 energy and improved super shields.

    After Burner:

    -Port of the the orig al arcade version in full 3D. The arcade viewing option even simulates the red lights on the cabinet that would warn you of enemies coming from behind.

    -Too many I provments to note. Basically the standrd array of contol and audio and graphical options

    -A new burst mode that changes gameplay with a burst meter and mechanics similar to the Afterburner climax games. Also includes rival enemies you have to fight against.

    -Added smoke and explosion transparency a to make seeing enemies easier.

    -Improvements to targeting mechanism and other bug fixes.

    Fantasy Zone:

    It’s a port of the arcAde game and not the SMS game. Numerous improvements such as changing weapons using the touch screen and a map of enemy bases. Too may selectable features to mention.

    – A whole new mode where you play as Upa-Upa, Opa-Opass brother where you play with totally different gameplay mechanics and upgrades.

    -A money bank where you can bank and take out money for future playthroughs and Upaa-Upa mode.

    – Two whole new original hidden bosses.

    -one of the screen modes includes a curved CRT mode.

    -Selectable Japanese and international versions of game.

    Outrun:

    -upgraded to run a full 60fps vs 30 FPS of arcade.

    – Two brand new music. Tracks made just for this game.

    – 3 New cars and options to upgrade them on multiple playthroughs.

    – Option to unlock original arcade accurate mode at 30 FPS.

    -Carry over of options and features of previous arcade releases.

    Super Hang on:

    -Higlights include using gyroscopic controls on 3DS to lean the 3DS like the arcade motorcycle to turn. It works quite well.

    – A new world course unlockable.

    – too many other stuff to mention but similar to the style of features of other games.

    I’m going in detail on all the Mega drive ones, but they are all unique, for instance in Sonic you can use the spin dash. All of them you can choose Japan or US versions. All of them have multiple presentation and control options lacking in the original. And the 3D is great.

    If you want to read about every feature you can go to this website in Google translate,

    https://translate.google.com/translate?sl=ja&tl=en&js=y&prev=_t&hl=en&ie=UTF-8&u=http%3A%2F%2Farchives.sega.jp%2F3d%2Farchives%2F&edit-text=

    Or read the blog posts on Sega.com where they have the M2 developer interviews that are must reads on the meticulous care and programming that went into these releases. Must reads if you ask me. They go I to the most arcane of details on these games and the logic and skill used to make them.

    http://blogs.sega.com/2015/01/23/sega-3d-classics-developer-interviews/

    Basically these games are no mere VC releeas, but playable fully adjustable arcade simulations that are not being done by anyone else.

    Liked by 1 person

      • Sorry for the long post. I think I got carried away. I wish I could go back and edit it. But those games are the reason retro game press are racing about the quality of those games. Compared to everything Nintendo puts out it makes them look ridiculous. No screen options , no extra content whatsoever, limited control options, no historical stuff. Even the M2 GG VC games ditch the standard VC shell and add GG system bezel options and screen adjustment options when they just release the game as a ROM in 2D. It’s why Nintendo hired M2 to do some of the GBA VC games in Wii U.

        Liked by 1 person

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