Tag Archives: mega drive

The Sega Genesis Mini

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The Sega Genesis Mini has arrived, though Amazon wasn’t particularly careful about packaging…

When it was a hardware manufacturer, Sega was often the company first to market with new technology. The Genesis (Mega Drive for non North American gamers) beat the Super Nintendo to market, the Sega CD beat the never released Super Nintendo CD, the 32X aggressively tried to make the 32 bit era begin early, the Saturn beget the PlayStation and Nintendo 64, and finally the Dreamcast arrived before the PlayStation 2 by over a year. When it came to the new mini consoles though, Sega was a laggard. I suppose you could credit the company with embracing this sort of plug and play retro gaming before the others as “flashback” systems have been at retail for years. Those releases were cheap though and the less said the better. Nintendo essentially saw what Sega was doing and decided to do it right when it released the NES Classic Edition in 2016 providing the blueprint for how these things should be done.

Sega saw the folly of its ways and for once decided to take things slow. The Genesis Mini was supposed to launch in 2018 and be yet another partnership with AtGames who had released the subpar Sega branded hardware already featured at retail. Sega understood the quality just wasn’t there, and the agreement between the two was either terminated or expired. Sega took development in-house, and also brought in M2 which had done the emulation for the well-received Sega Ages compilation. And thus Sega became a hardware manufacturer once again for the first time in nearly 20 years.

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That’s quite a lineup.

The Sega Genesis Mini is the latest in the mini console wave of devices that is now in its fourth year of relevancy. It follows the NES Classic, the SNES Classic, Neo Geo Mini, and PlayStation Classic and precedes the upcoming TurboGrafx-16 Mini which will bring this mini console era into 2020. The Genesis has been the missing link as it was one of the most popular video game consoles of its time and was arguably more deserving of such a release than the likes of the Neo Geo and PlayStation. There was considerably less demand for it though and I attribute that to the poor AtGames releases which really harmed the Sega brand in recent years.

Sega and its Genesis console have become a bit of a punching bag over the years. Most remember the marketing surrounding the machine than the actual games themselves. Sega was willing to go the distance to get noticed and basically every 90s cliché one can dream of can be found in Genesis marketing material. It aggressively promoted itself against the Super Nintendo by toting “Blast Processing” and that Genesis does what Nintendon’t. These marketing promotions are laughed at now because most admit that the Super Nintendo is among the greatest gaming devices ever invented. It’s almost absurd to suggest that the Genesis was superior, even if those marketing gimmicks kept Sega in the lead in terms of sales for much of the 90s.

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The size of these mini consoles will never not amuse me.

All of the retro silliness surrounding Sega these days tends to ignore the fact that the Genesis was pretty damn good in its own right. Sega was aggressive in acquiring licensed material for its machine and as a result the best selling Genesis titles tend to be not great. Those games overshadow the smaller releases that really were something special like Shining Force and Gunstar Heroes. Sega has either acknowledged that, or difficulties in getting those licensed games for its mini console has allowed the Sega Genesis Mini to function as a showcase for those forgotten gems. And the fact that the device comes packed with 42 games means there’s also plenty of room for Sonic.

If you have played one of the Nintendo mini consoles then you basically know what to expect with the Genesis Mini. It’s about half the size of the model one Genesis and comes with two controllers that connect via USB instead of the old Genesis pin connectors. The console looks great and it’s quite light because there’s really not a lot that needs to go into these things to make them functional. The device comes with an HDMI cable for hook-up to modern televisions as well as a USB to AC wall connector for power. The controller cables are about six feet long, which is neither good nor bad, and turning on the console brings you to a dashboard from which the games can be played. The Genesis Mini outputs an HD signal, but the quality of the emulation means there’s no input lag nor do the images look washed out. The games can be played in their native 4:3 aspect ratio, or zoomeded to 16:9 if you’re a monster. The games can also be played with a filter designed to mimic old scan lines if you choose, though I find the image to be darker and muddier as a result.

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It’s comparison time! Apologies for not having the US version of the SNES Mini

The Sega Genesis Mini doesn’t really distinguish itself from what Nintendo did in terms of function, and that’s because it doesn’t need to. This is an appropriate way to make these games available in 2019 and the emulation is top-notch. The controllers themselves feel a touch off when compared with the real thing, but they function perfectly fine. It is a shame that Sega included the 3-button controller instead of the six (which Japan received), but I suppose it was done to coordinate with the original release of the Genesis. It’s also disappointing that Nintendo utilized its own proprietary connector on its consoles instead of USB so the extension cables I bought for my Nintendo consoles won’t help me here. Sega did at least include a menu shortcut in its software that is achieved by simply holding down the start butto, something Nintendo didn’t even do with its SNES Classic. Where Sega differentiates itself from Nintendo further is in the celebration of the little things. The Mini is not region locked, and you can even experience this software in Japanese if you wish. This is pretty cool with a game like Dr. Robotnik’s Mean Bean Machine, which was a re-skin of Puyo Puyo for the North American market. Changing the region to Japan actually changes Dr. Robotnik to Puyo Puyo, even though that game wasn’t even emulated for the Japanese release of the Mini.

 

By now you have likely also seen where Sega separated itself from the other retro consoles by making everything on the Genesis Mini semi-functional. That means the flaps on the cartridge socket work and the expansion port for the Sega CD is also present. These things don’t actually do anything, but it’s such a simple and appreciated touch. Sega has even gone way beyond the extra mile in Japan by releasing a mini Sega Tower. By that I mean you can actually purchase mini versions of the Sega CD, 32X, Sonic & Knuckles lock-on cartridge, and a mini cartridge of Sonic the Hedgehog to connect to your Genesis Mini. Again, these serve no functional purpose what so ever, but it’s Sega celebrating what it’s known for. If that silly thing does indeed earn a North American release, you can bet your ass I’ll be all over it.

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I don’t have a model one Genesis, so this is the best I can do.

The Genesis Mini would be nothing without quality software, and here Sega has delivered as well. I previously ranked each game set for release and as I get reacquainted with these titles I see little reason to change those rankings. There are a few duds I won’t ever play, but mostly this is a collection of the best games available for the system as opposed to the most popular. I’m sure there are folks who will say something is missing. I know a lot of people were surprised to see no Sonic the Hedgehog 3 or Sonic & Knuckles, but it’s not like the hedgehog isn’t well represented as-is. I’m quite surprised that Mortal Kombat wasn’t included because of how important that game was for the Genesis, but I also can’t say I miss playing it as the game hasn’t aged particularly well. Licensing issues obviously prevented Sega from including one of the many well-received sports titles as well. And as Nintendo did with Star Fox 2 on its classic console release, Sega has included unreleased titles on this one as well including Monster World IV and Mega Man: The Wily Wars, games not sold at retail in North America. And as for games never released at all on the Genesis, there’s the Genesis version of Tetris and Darius.

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And in case you were wondering, here is how the Mini compares with a Sega CDX.

All of this basically just means that Sega has gone out and released perhaps the best Mini console so far. The emulation is great and it’s packed with games that are still worth playing in 2019. Sega has also made sure to make this a fun release that celebrates both the Genesis and Sega as a whole. If you thought you didn’t need to experience the Genesis again then I encourage you to rethink that position.


Ranking the Games of the Sega Genesis Mini

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Commemorating 30 years of the Genesis, Mega Drive to you non-Yankees, in comes the Genesis Mini to go along with your other mini consoles.

Did you think the era of the mini console was over? You would be forgiven if you had. Last year’s Sony Playstation Classic arrived with a thud. Originally retailing for $100, you can probably score one now for less than half of that as they clogged shelves during the holiday season and failed to excite. And it wasn’t a surprise. Sony just didn’t have the software muscle to make the Playstation Classic a must-own console. It wasn’t for a lack of effort on Sony’s part. There was a clear desire to have this device harken back to the early days of the Playstation as a celebration of one of the most popular gaming devices of all time. The problem was it may have been too reverential for those early days as a lot of the software just hasn’t aged too well. And the games that had have been readily available for download or in compilation packages for years. Top it off with no dual shock and a hefty price tag just made the console undesirable. Maybe Sony still made money off of the machine, but it wouldn’t be surprising to learn the electronics giant took a loss either.

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Not to be confused with the awful other mini Genesis units out there.

If you thought that high profile failure would deter others from following suit, well then you would be wrong. Throwing their hats back into the ring is Sega, who has been licensing its old software and hardware for years as part of third-party plug-and-play devices of less than desirable quality. Even when the NES Classic was available, Sega had a Genesis Mini on store shelves that boasted wireless controllers and a port on the console for an actual Genesis cartridge. Everything about it though was clunky and pretty awful. Since it was licensed out, it likely cost Sega nothing aside from a hit to its brand reputation. Maybe Sega decided it needed to help that brand out while making another effort at tapping into that mini console nostalgia that has boosted Nintendo’s bottom line for a few years now.

To do so, Sega has sought the services of M2, the developer behind the Sega Ages compilations which have been universally praised for their emulation quality. Sega also is apparently handling the actual hardware in-house, and actual Genesis controllers will ship with the system this fall. This smells like an honest attempt at a quality device, the only question really is can Sega still manufacture and produce quality hardware? It’s not something the company has been involved with for decades now since the high profile failure that was the Dreamcast. Considering there isn’t much to these mini consoles, there probably should be some degree of confidence Sega can pull it off. By sticking with wired controllers there’s no worry about cheap, wireless, devices which plagued the prior models. And we already know the emulation end should come out quite well.

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Sega is apparently going all-in on the nostalgia and even releasing a non-functioning Sega CD and 32X mini in case you want to remember this abomination.

What we also know is the price ($79.99, same as the SNES Classic) and contents of the package. The US version will include two classic 3-button controllers and 42 games. Yes, it would have been preferential to have the six-button controller, which will apparently be included with the Japanese version so perhaps there will be some six-button controllers for sale, but it’s not a deal-breaker since every game had to utilize the 3-button layout. Mostly though, look at that games total:  42! Where Nintendo seemed careful about what it included with the SNES Classic, likely wanting to adhere to placing a dollar value on each game, Sega has simply said “Screw that!” and put a vast collection of games on this set that well-represent what the Genesis was famous for. Sure, there are some notable omissions. Mortal Kombat was huge for the Genesis, so it’s surprising to see it excluded. Considering the game doesn’t possess the gameplay to match its visuals, it’s only a sentimental loss. An actual good game that is missing is Sonic the Hedgehog 3 + Sonic & Knuckles. It’s possible the lock-on function was difficult to duplicate, or maybe Sega just felt that would be too much Sonic. Otherwise, there aren’t a lot of obvious omissions. Sports were huge on the Genesis, but licensing for sports titles is likely far too complex and expensive. Likely, most of your personal omissions are a preference for one game in a series (Shining Force vs Shining Force II, for example) vs another.

I’ve taken the time to rank the games of the other high-profile mini consoles, only skipping SNK’s, so I feel an obligation to do the same for the Genesis. This is the only negative for me of Sega including 42 games as I have to rank them all! This is no easy feat, but I’ll do my best. Now, I have played every game on this list, but that doesn’t mean I am supremely familiar with all of them. I’ll try to convey my familiarity where I can, but this is also just one man’s opinion so take it for what it is.

First of all, there are actually 2 games I have not played and they are the two most recent revelations:  Tetris and Darius. The Genesis Tetris was somewhat infamously discontinued before it got going. It’s one of the most expensive carts to this day. It’s Tetris, so you probably have played it before on another platform. I’m sure it’s good. The other game I have not played is the arcade-only Darius. A fan version of this game showed up on the internet and it’s speculated the version here is the same. It’s an auto-scrolling shooter from Taito so if you like that stuff I suppose you’ll be excited to play it. As for the other 40 games, well let’s just get right down to it.

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Altered Beast is memorable and was an early success story, but it was never really a good game.

40.  Altered BeastAltered Beast is an arcade classic, and as an early Genesis title, it does have some fans. On the other hand, it’s an example of how porting from arcade to the Genesis wasn’t entirely smooth and that arcade perfect ports were still years away. The transforming beast gimmick is neat, but everything else is rather terrible. It’s playable, and as a kid I liked it enough, so if it’s your worst title then that’s not too bad.

39.  Alex Kidd in the Enchanted Castle – The mascot before Sonic, Alex Kidd is perhaps best forgotten, a super floaty platformer that is representative of a lot of the shovel-ware that would clog game systems during the era. There’s at least some skill to be formed while playing this one, hence why I put it ahead of the vanilla brawler, Altered Beast.

38. Virtua Fighter 2Virtua Fighter 2 is a late era representative of how porting from the arcade to the home was hard. This time, it’s because arcade hardware had more than lapped what was available for most gamers at home. If playing this title on the Saturn, then it’s pretty good. On the Genesis? Well, let’s just say it’s a shocker they even bothered.

37. Eternal Champions – Sega’s in-house fighting game entry, Eternal Champions was the straight to home fighting game that wanted to be violent and shocking. Instead, it’s just a one on one fighter with little charm that’s also some-what bogged down by overly complex mechanics. The fact that it was developed for the Genesis, and not the arcade, made it noteworthy at the time because that was practically unheard of for fighting games. It ended up being a harbinger of things to come as the arcades became more marginalized as the 90s wore on. Playable, but hardly memorable unless you really like the fatality-like Overkills.

36. Ecco the Dolphin – Pretty nice looking for a Genesis title and certainly unique given that you play as a dolphin and solve puzzles. It’s also one of the most boring titles I’ve ever played. Some people love it, and it was a huge seller, so maybe others will too.

35. Ghouls ‘n Ghosts – I’m on the record as just not being a fan of this franchise. This version is naturally superior to what was on the NES, so if you like that game then you’ll love this one. I personally just find this game difficult to a fault, where it only cares about being hard and not being entertaining. Such a slog.

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Space Harrier 2 is certainly a unique shooter that was far more impressive back when it came out than it is today.

34. Space Harrier 2 – A strange behind-the-back on-rails shooter. You can move your character all over the screen to avoid attacks. It gets pretty chaotic, but if you’re a fan of on-rails shooters it might offer a nice change of pace from the typical approach.

33. Golden Axe – A solid arcade port that’s still plenty playable, Golden Axe is far more enjoyable with two-players. I’m surprised Sega went with the original here, but there’s not a ton separating the games in this franchise so I suppose it matters little. It’s fine, but I’ve played Golden Axe so much that it’s hard to get excited about it.

32. Kid Chameleon – A platformer in which you play as what appears to be a 50’s greaser and collect power-ups that impart new abilities. It’s a neat concept and if you stick with it you may find it rewarding. I’ve personally just always hated the “feel” of this one as the character is really floaty and slippery.

31. Comix Zone – One of the coolest looking games on the Genesis, Comix Zone has a great concept. You play as a comic book artist who gets sucked into his own panels. It’s just so unbelievably hard that all enjoyment is ruined. I guess you could save-skum your way through it, but that’s hardly what I consider fun.

30. Light Crusaders – An isometric RPG, it’s actually one of many RPGs on the Genesis Mini. It’s crazy how many there are. Is this one the worst? Probably. I’ve never spent a ton of time with it though so maybe I’m selling it short. I’m not a fan of the perspective or the visuals, finding it frustrating. It does at times feel like a precursor to the much superior Diablo given the perspective and the fact that there’s just one, really long, dungeon in the game. It did receive quite a bit of praise when it was released in 1995 so maybe I should give it another shot?

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Visually, Beyond Oasis strikes me as Secret of Mana meets Dragon’s Lair.

29. Beyond Oasis – A top-down action RPG, this one reminds me of Secret of Mana. It has some distinctive visuals, but the animations can be a bit chunky. Not the greatest controls either as you’re most likely going to find little snakes you have to crouch to hit to be the biggest annoyance. It’s an interesting game, but it’s somewhat made worse for its RPG elements as dealing with NPCs just feels tedious and dry.

28. Super Fantasy Zone – a shooter, but one in which you have full control of the vehicle similar to TaleSpin on the NES. It’s a pleasing title to look at and an easy one to just pick up and play when you have a half hour to kill or something. I prefer this style to auto-scrolling, even if it’s still not the type of game I seek out. It was also never released on the Genesis in the US, but was released on the Virtual Console in 2008.

27. Castle of Illusion Starring Mickey Mouse – Disney and Sega had a nice thing going for awhile. Castle of Illusion was among the first and an early entrant on the Genesis. It’s a rather benign platforming title that might be easier than you remember if you last played it as a little kid. That is unless your skills in 2D have diminished, then it might be harder than you remember.

26. Earthworm Jim – This game was inescapable when it came out as the marketing was obnoxious. It’s a flashy looking shooter/platform type that gets pretty hard pretty fast. I think it’s a bit style over substance, but it does have an addictive quality to it. I know it still  has a strong fanbase to this day, which is probably why the character is set to attempt a comeback on the Intellivision Amico.

25. Thunder Force III – This game is a totally serviceable shooter in the same vein as R-Type. Not my cup of tea, but plenty fine. This is the best game in the franchise as it switched to the horizontal format and even introduced some elements that would be considered forgiving, a rarity in this genre.

24. Wonderboy in Monster World – Yet another RPG, this one is a side-scrolling action one. It’s perfectly playable and even enjoyable still today. It’s also a little boring when it comes to the RPG elements which is probably why Wonderboy never took off like Zelda did. Either that or it was because his name is Wonderboy. I mostly rank it this high on the list because I find the aesthetics of the game quite charming.

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Dynamite Headdy was a later arrival on the Genesis so it may have been overlooked by many.

23. Dynamite Headdy – There were so many mascot plaformer types in the 90s that it’s forgivable if you forgot about Dynamite Headdy. He’s basically a bug without a neck who can throw his head at enemies. Interesting concept, for sure, and a totally fine platforming title. Headdy handles well and the game is bright colorful, what more do you want?

22. Alisia Dragoon – It’s kind of like Castlevania with lightning bolts and dragons. Alisia Dragoon is a side scroller in which you have lightning powers and multiple dragon sidekicks to cycle through. Like Castlevania, there’s exploration elements and hidden places to find. It’s also pretty relentless about attacking from all sides making it imperative to use your powers judiciously so they have time to recharge and strike out in all directions. This is a game I’ll likely spend more time with should I get a Genesis Mini.

21. Sonic Spinball – It’s pinball, but with Sonic the Hedgehog instead of a ball. I’m actually not sure if this title is overrated or underrated. When it came out, a lot of people were a little irritated it wasn’t a proper new Sonic game, but it’s hard to deny it’s a rather fun experience. It won’t blow you away, but you’re unlikely to have a bad time at least.

20. Columns – A Sega classic, of sorts, Columns was the brick-falling game not named Tetris. It’s a match 3 type of puzzler and it’s fine. It won’t wow you, but it’s easy to get absorbed in. I’d much rather play this than something like Yoshi’s Cookie, though I’d prefer to play one other puzzler on this set over it.

19. Landstalkers – Another isometric action RPG, this one is just much more enjoyable than Light Crusader. It’s nicer on the eyes, and while the story isn’t anything special the world is far more interesting to explore. The perspective is still more annoying than fun, but this is a title in need of some added exposure so hopefully the Genesis Mini is a benefit for it.

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Monster World IV features a colorful and cute design that I just find so charming.

18. Monster World IV – The last entrant in the Wonderboy series on the Genesis and a game previously unreleased on the console outside of Japan. It has been included on compilations in recent years, but this will be the first time US gamers will get to experience it on Sega hardware. It’s yet another side-scrolling RPG, but it has charm and looks great. A surprise, but worthy, inclusion for the Genesis Mini.

17. Mega Man:  The Wily Wars – This one is almost like cheating as it’s a compilation of the first three Mega Man titles ported to the Genesis with enhanced visuals. It should be awesome, but I’ve never liked how it feels compared with the NES games. It seems slower and more deliberate almost as if Capcom went too far in updating the visuals and instead negatively impacted the gameplay. Maybe that’s why it originally went unreleased, being only available on the Sega Channel. I’ll give it another shot, for sure, as it’s still Mega Man and those three games are classics in their own right.

16. World of Illusion Starring Mickey Mouse and Donald Duck – I’m probably ranking this one too high, but it was a personal favorite of mine as a kid. It’s Castle of Illusion, but with two-players and much improved visuals. It’s a fun, breezy, platformer that should be beatable for even those who have let their skills diminish over the years. It just might take some practice.

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Sonic’s gameplay is somewhat divisive, but what isn’t is the impact he had on Sega and video games as a whole in the 90s.

15. Sonic the Hedgehog – Sega’s first real answer to Mario, you either love it or you don’t. The game is a constant battle with the urge to travel at top speed, because once achieved, you open Sonic up to a world of hurt in the form of spike traps and death pits. It’s a game of trial and error, and had it not been a success back in the 90s we might not even be here having this conversation. Still very playable, just not the best Sonic title any longer.

14. Street Fighter II: Special Champion Edition – It’s the arcade classic now on the Genesis. This is about as competent a fighter as you’re going to find, it’s just hard to get excited about playing it in 2019. The 3-button controller is not the ideal way to experience Street Fighter, but it’s competent at least. It’s still Street Fighter II though, which is a nice floor to have.

13. Road Rash II – The motorcycle racer that was a staple on the Genesis, until it wasn’t. This game was largely popular amongst my friends because you could attack other racers, but even absent that it was still a damn good time and a fun racer. I’m a bit surprised it’s the only racer on this set though, but I’m not sure Outrun has aged all that well and Virtua Racing is probably too hard to emulate.

12. Dr. Robotnik’s Mean Bean Machine – Another stacking puzzle game, this is just Puyo Puyo but with a Sonic skin. Specifically, it’s done in the style of the cartoon Adventures of Sonic the Hedgehog. It’s the rare puzzler that’s better with two players. Probably the only puzzle game I prefer to it is Puzzle Fighter, which isn’t surprising since they’re pretty similar. Definitely check this one out if you never have.

11. Contra:  Hard Corps – The venerable Contra series on the Genesis. Some Contra fans cite this as their favorite entry in the series. I’m no Contra expert, so don’t ask me. It’s a fun and challenging shooter though. Too hard for me, and I’m not ashamed to admit that. Have fun using save states on this one.

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Strider is Capcom’s forgotten hit franchise. Its visuals are a tad dated as this was an early Genesis title, but its gameplay is not.

10. Strider – This felt like Capcom’s answer to Tecmo’s Ninja Gaiden. Strider is a bit more vertical and the main character Hiryu has a lot of weapons at his disposal. Strider controls well and offers plenty of action, a good one to get lost in especially since the challenging difficulty will keep you busy.

9. Vectorman – Speaking of hard games, here’s another. Vectorman is a shooter/platformer with some gimmicky stuff as well as the titular character can change form. Visually distinctive, Vectorman is a game I enjoy despite the fact that I suck at it. Maybe I just need more practice. I’ll probably play this one a few times and struggle to make it to level 3.

8. Shinobi III – A challenging platformer, but one more deliberately paced. I’ve always preferred Shinobi to Ninja Gaiden or Strider because of that pacing. It’s easier to plot out an attack and feel out a boss fight. It’s also still hard, but often fair. Smart move by Sega to go with the third entry over the other two as this one has always felt like the most balanced entry in the series.

7. Phantasy Star IV – A more traditional JRPG, this series is basically Sega’s Dragon Quest or Final Fantasy. I’m a bit surprised they opted to go with IV over the more popular II, but either one is fine. I wish it looked and sounded better, but it’s strangely addicting thanks to its combat system and I look forward to playing through it.

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The only game brave enough to refer to its characters as wieners.

6. Toejam & Earl – Too high? Possibly. This game is just too weird not to love and represents the oddball nature of the Genesis so well. You practically have to play it with two players, but the journey to piece together the spaceship of a couple lost aliens is certainly memorable and humorous. This is also the rare game where the power-ups feel more like a curse as they make it so hard to control the characters. This is definitely the go-to game when a buddy stops over. Maybe now I can finally beat it?

5. Gunstar Heroes – A more forgiving run and gun game than Contra or SNK’s Metal Slug. It’s also faster and has its own distinct visual style. This is routinely cited by many as one of the best games on the Genesis so it was a must-include for Sega. It’s surprising that this series hasn’t been able to live on as a modern-looking version would be amazing. We’ll just have to settle for this release, I guess.

4. Sonic the Hedgehog 2 – It’s like the first game, only everything is better. Maybe you want to say the soundtrack is better on the original – that’s fine. Every level here though is probably superior to every level in the first game. The inclusion of Tails technically makes it two-player, but no one has fun controlling Tails. He’s the original “give this guy to your little brother/sister” character as he can’t die and has no control over what is happening on screen. Which is why if I play any game with one of my kids it will be this one.

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Arguably the best brawler ever created, it’s amazing that Streets of Rage 2 has maintained a stranglehold on that title for so many years.

3. Streets of Rage 2 – Considered by many to be the best brawler ever created. Even better than Final Fight or Double Dragon II. Streets of Rage 2 stretches the genre about as far as it can go. It has a surprisingly deep combat system and it looks great as well. So many games have attempted to rip it off, and none have come all that close.

2. Shining Force – If Phantasy Star was Sega’s answer to Dragon Quest, then Shining Force was its answer to Fire Emblem. Shining Force is a criminally under-appreciated strategy RPG. Maybe we just didn’t have the attention span for it back in the day, which explains why Nintendo never bothered with Fire Emblem until much later, but I never knew anyone who talked about this franchise. It’s great though, but I’m surprised Sega went with the original over the better sequel. It’s not a big deal though. If you don’t like this style of gameplay, then Shining Force won’t win you over. I’m a bit of a junkie for this stuff though, hence the placement here.

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Bloodlines was sort of dismissed upon arrival, maybe due to Castlevania fatigue, but it’s one of the best games in the long-running franchise.

1. Castlevania:  Bloodlines – The secret best 16-bit Castlevania? A lot of praise gets tossed at Super Castlevania IV, but Bloodlines is the superior game. It returns the player’s sprite to a more diminutive size giving the game more space. It features tried and true Castlevania gameplay and a great soundtrack as well. Like a lot of games on this console, it wasn’t appreciated as much as it should have been at the time, but at least there’s time to rectify that. This is a fabulous game on the Genesis, and if you love Super Castlevania IV but haven’t played this one much or at all then now is as good a time as any to rectify that.

That’s my opinion of the Genesis Mini’s software. It’s a great collection of games and the sheer amount likely pushes this one ahead of the SNES Classic in terms of value. What remains to be seen is if Sega can deliver on the quality, and while I’m fairly confident the company can, it’s hardly a sure thing. Performing this exercise has, more or less, convinced me to get one myself. And thankfully, it looks like the Genesis Mini will be a lot easier to come by than either of Nintendo’s offerings initially were. And if you think we’re done with mini consoles, well you are mistaken. Konami just announced a TurboGrafx-16 Mini so there’s that to look forward to. And the specter of a Nintendo 64 Classic will continue to loom large over the market until it’s either released or we all collectively decide to believe Nintendo that it isn’t coming.


Dec. 25 – Daze Before Christmas

maxresdefault-18Wait, what is this? We’ve reached the final day of this year’s advent calendar style countdown of Christmas specials and it’s not even a show, movie, or stupid commercial? No friends, for December 25th we’re taking a look at Daze Before Christmas, the Sunsoft produced 16-bit Christmas video game that never saw release in North America. Christmas and other holidays are rarely captured in video games. Sometimes a game might take place at Christmas time (Twisted Metal originally did), but few actually make the holiday a focal point of the game. Daze Before Christmas, developed by Norwegian outfit Funcom, said nuts to that and made a platform game starring St. Nick himself. And you know what? It’s actually not that bad.

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Funcom was a little developer out of Norway that apparently liked Christmas a lot.

Daze Before Christmas was originally released in Australia for Sega’s Mega Drive console (Genesis to you Americans) in 1994. It was eventually ported to the Super Nintendo for release in Europe and Australia, but a planned North American version was scrapped. Apparently, Santa is more marketable outside of the US. In this game you play as Santa Claus. An evil snowman has taken over the North Pole while Santa was sleeping or something and everything is in disarray. The player controls Santa through 25 levels collecting presents, freeing elves and reindeer, and even delivering the presents as well. Along the way he’ll explore his work shop, ice caves, and the skies of the UK and other countries and even take on some bosses here and there. When Santa finds a cup of coffee though, he’ll turn into Anti-Claus – a devilish Santa wielding a sack. He’s impervious to damage, but can’t collect presents (a trade-off most will take). As Santa, players can run and jump and shoot some white substance at enemies. There’s also a power-up that allows Santa to shoot fire which comes in handy when battling snowy fiends.

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I get the impression that Anti-Claus was supposed to be the break-out star of this one. I wouldn’t mind seeing him come back in a game of his own, as unlikely as that sounds.

The levels in Daze Before Christmas vary from short, linear, bursts with traditional genre trappings (moving platforms, disappearing ones, blind jumps) and numerous enemies to other levels that are more expansive requiring Santa to explore vertically as well as horizontally. There are checkpoints in each level and finding the star icon will end the stage. In addition to surviving a level and finding the exit, Santa is tasked with recovering presents for the delivery stages. Those stages are few and far between, but in them the game becomes a horizontal scrolling flying game where Santa and his team of reindeer (only four, and I’m giving the game the benefit of the doubt there since only two are visible from the side view) have to avoid obstacles while dropping gifts down chimneys (we call that the Fred Flintstone method of gift delivery). Those levels are simple, but offer a nice diversion and it’s good to see that Funcom made an attempt at getting Santa’s central purpose into the game.

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Santa coming face to face with his alter-ego.

The thing that sticks out most about Daze Before Christmas are its visuals. When I went to play this one, almost begrudgingly, I expected a very cheap looking game. And while some aspects of it are kind of cheap looking (namely the backgrounds), for the most part this looks like a game with some real resources behind it. The Santa sprite is pretty adorable. He’s short and round and has a red nose. When he ducks he goes into his hat and when standing idle he sways from side to side with a nice rotation effect on the sprite. He’s exceptionally well animated as everything is in motion as he runs and jumps through the air and overall he just plain looks great. The enemies have a lot of spunk and personality too, be they flying toys or angry rock creatures. My personal favorite was probably the snowmen that toss their own head at you. The bosses are well-animated as well and I particularly enjoyed the Louse the Mouse boss as he requires Santa to drop anvils on his head with some nice cartoon effects when successful.

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Look out below!

The high number of animation frames seem to have one cost though, and that’s with collision detection. While I never felt robbed of a hit when attacking enemies, vanquishing them has little or no satisfaction as they kind of just disappear. There’s a disconnect there and it’s really felt with some of the bosses as I wasn’t even sure at times I was damaging them. Some of the levels, in particular the earliest stages, almost feel directionless and play rather bland. I couldn’t help but get the impression that Funcom spent most of the development time on making sure the game looked right first, then tried to construct something that was fun to play off of that with little idea for what makes a platform game fun and unique.

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The flying levels are kind of ugly, but offer a nice change of pace. Norwegians also must think footballs are just constantly flying through American skies.

That’s not to say Daze Before Christmas isn’t fun, it’s a mostly solid play through with little frustration. It’s just not particularly ambitious in what it asks of the player. Even on the hardest difficulty setting, the game is a breeze for anyone with average skill and familiarity with games from this era. The biggest danger comes from blind or near blind jumps where the player might not be certain if they’re supposed to go down a certain gap or try to clear it. Actual fatalities from repeated collisions with enemies are pretty few, and the boss fights are pretty painless. Levels start to feel repetitive and too familiar by the time the game is nearing its end, and there’s even a pair of stages where Santa runs up and down a small hill and jumps into a hole, lasting all of 15 seconds or so, which feels like an obvious attempt at padding (the game operates like an advent calendar so Funcom needed 25 levels).

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The pre-level title cards are actually pretty awesome.

The presentation extends beyond Santa’s well done sprite. The game, perhaps not surprisingly, makes liberal use of “Jingle Bells” throughout as well as other Christmas tunes, but they’re all handled rather well and I was surprised by the fact that I didn’t get annoyed with them. There’s some original music as well that’s actually really good, especially one of the cave levels. In between levels you also get some nice title cards that usually depict Santa confronting an enemy or something that are drawings as opposed to sprites from the game. The storyline, touched on earlier, is a bit confusing, but hardly essential. At the start of the game, it sounds like an evil snowman named Louse has screwed Christmas up for Santa, but the snowman is dispatched in level 5. Louse is actually the mouse character I mentioned as requiring anvils be dropped on his head. There’s a clock boss too, and the final boss is actually a cloud named Mr. Weather. Sadly, Rudolph does not offer an assist to take him out. The present delivery levels also occur in different countries and there’s little touches in each to refer to the country being presented. Maybe it’s because I live there, but the United States level amused me the most as Santa flies by the Statue of Liberty and you have to avoid footballs sailing through the air. Though Japan did feature a mouse with a rocket strapped to his back.

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There are some nice touches to certain levels, such as these cartoony wrapping machines that can disguise Santa as a present.

Daze Before Christmas, due in part to its relative ease, is a game that’s probably completed in about an hour and a half. If you really know what you’re doing, where to jump, and care little about collecting presents, you can probably complete this one in under an hour. The only incentive to revisit is, as far as I can tell, is to get a higher score by finding all of the presents, but that’s not likely to motivate many. This is a pretty average platformer, though if you think the average platformer is actually pretty bad then maybe you’d consider this one slightly above average. It separates itself from the pack with its Christmas theme, and it got me thinking about the subject of Christmas games a bit more. Perhaps a game where Santa actually has to infiltrate houses to deliver gifts, avoiding detection by nosey kids, angry dogs, and cartoon wackiness would be a fun experience. It’s certainly not a genre that’s been tapped out and exploited by any means, as the most famous Christmas video game I could think of other than this one is maybe Elf Bowling. Because this wasn’t released in high quantities or in North America, it’s a pretty expensive cart to acquire. If you want to play it, it’s certainly not worth the dollars it commands on the secondary market and you’re better off experiencing it via other means you’re likely aware exist. If you want some Christmas cheer in your gaming life, you have few other options and this is certainly better than a lump of coal. Personally, I say get your Christmas cheer from other media and just grab Super Mario Odyssey instead.

Well folks, that’s a wrap. Hopefully you enjoyed this year’s countdown to Christmas. Tune in Friday for regularly schedule programming as we return to Batman: The Animated Series with an all-time classic episode. And by all means, have a very merry Christmas!


The Other Disney Afternoon Games

Capcom recently released a digital collection of NES games called The Disney Afternoon Collection. It’s available for Playstation 4, Steam, and Xbox One (though curiously not for a Nintendo console despite all of the games originating from one)and is a pretty solid collection of not quite classic games at a budget friendly price. And that last part can’t be understated since copies of DuckTales II sell for hundreds of dollars on the aftermarket thanks to low release totals. By most measures, the collection of games represent Capcom’s best licensed titles, but certainly not all of them. It also doesn’t capture every title released with the Disney Afternoon branding and this post is about the leftovers.

1Bonkers (Super Nintendo 1994)

 

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Expect some indirect cameos from famous Disney characters.

Bonkers was a short-lived series that ran from September 1993 to February 1994. In that window, the show managed to feature 65 episodes, the magic number for most Disney cartoons as that met syndication guidelines. Bonkers is reminiscent of Who Framed Roger Rabbit? as it pairs a cartoon bobcat with a human who both work for the Toon Police. They go around solving crimes in a toon world that’s basically inhabited by all of Disney’s classic characters, many of whom make cameos in the show. Disney even allowed Mickey to cameo breaking with tradition that basically kept Mickey shielded from the television properties.

 

In December of ’94 Bonkers came to the Super Nintendo. In a game developed by Capcom (who else?), Bonkers allowed the player to play as the titular character as he tried to recover some famous cartoon assets stolen from a museum. His partner, Lucky, is laid up in a hospital bed forcing Bonkers to go solo. The items he needs to recover, and the places he visits to find them, should feel familiar to Disney fans young and old as they include Mickey’s iconic sorcerer’s hat and Ariel’s voice.

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The Genesis Bonkers wasn’t developed by Capcom and took the gameplay in a very different direction.

The gameplay for Bonkers is very similar to a Konami contemporary, Buster Busts Loose, released in ’93 and based on the Tiny Toons character Buster Bunny. Both games are platformers with large sprites where a main feature of gameplay is a dash meter. Bonkers can dash as a means of attack and to navigate the levels. Special items will bestow upon him invincibility and unlimited dash for a brief period, which is also a feature of an earlier Capcom Mega Drive/Genesis title Quackshot starring Donald Duck. The dash is your bread and butter and what a player needs to master in order to make it through the game. In addition to that, Bonkers can take out most enemies Mario style with a jump attack and he also can toss bombs, though his supply is limited. The game contains just five levels, with the first three being selectable from the game’s hub menu and can be completed in any order. Bonkers never earns additional power-ups or special abilities beyond what he starts with, so there’s no preferred order to them.

 

Bonkers for the SNES is a solid title, though not really spectacular so it’s not surprising to see it’s not a fondly remembered one. The cartoon from which it came is also not one that possesses a huge following, though it was an interesting premise and is probably worthy of revisiting. Bonkers also received another video game, this one for the Genesis and developed by Sega. It’s kind of like a tower defense game in which Bonkers is primarily featured in the foreground defending a position by tossing items at enemies in the background. There are some platforming parts as well, but most probably agree that the SNES game is superior. There was also a Brazil-only Game Gear title called Bonkers: Wax Up! that I know very little about. Judging it based on some YouTube long plays, it doesn’t look like a title that needs to be sought out.

250px-SNES_Goof_Troop_BoxGoof Troop (Super Nintendo 1993)

Following DuckTales, the flagship series for the Disney Afternoon seemed to shift to Goof Troop. Starring Goofy and his son Max, Goof Troop was a mostly wholesome program about adolescence and being a single parent. It’s really melancholy for a series starring Goofy and definitely added a new dimension to a mostly one-note character. For fans of the more action-oriented cartoons like Rescue Rangers and Darkwing Duck, Goof Troop was a bit of a hard sell, but I recall watching it somewhat frequently and thinking it all right.

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A standard screen in Goof Troop with a standard set of obstacles for Goofy to navigate.

The game is definitely an odd duck amongst the other Disney Afternoon titles. Once again developed by Capcom, Goof Troop is an adventure game in which the player controls either Goofy or Max and simultaneous co-op is possible. I suppose it isn’t surprising that the game is unlike its sister titles since Goof Troop, being more of a sitcom than most cartoons, doesn’t have a natural ability to become a video game. In this one, Goofy and Max somehow end up ship-wrecked on an island and need to find a way off of it. It’s basically a survival game, and the player controls one of the two Goofs from a top-down perspective similar to The Legend of Zelda. Goofy and Max can hold a maximum of two items at a time, and the player has to constantly find and drop items in order to progress. The game is more puzzle-like than the others, and since Goofy and Max can’t directly damage the enemies they encounter you’re almost encouraged to avoid conflict.

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Co-op is the preferred way to tackle this one.

The game was developed by Shinji Mikami, who was basically the mind behind Resident Evil. Yes, Resident Evil owes something to Goof Troop and it’s rather remarkable to see how some of the survival elements from that series were first born in Goof Troop. Even right down to how awkward it is to control Goofy and Max and how frustrating it can be to avoid enemies. The game feels like it’s designed for two players as opposed to one as some rooms are really hard to clear without the aid of a second player. The other player can help act as a lure for enemies allowing player one to activate a switch, move a block, or trigger something else on the screen. In two player mode, Goofy and Max can only hold one item each, but it’s an easy trade-off to make in order to gain an ally. Playing solo, I had a hell of a time trying to clear one room where the enemies could kick blocks, blocks that I needed to kick into a certain spot to pass the room. The problem was getting to the enemies and taking them out before they could kick one into a spot where I couldn’t make any use of it, forcing me to leave the screen and re-enter, also re-spawning the enemies.

Goof Troop is an interesting game, and played through the lens of knowing it’s a pseudo Resident Evil predecessor certainly adds to it. As a change of pace from the other Capcom developed Disney Afternoon games, it’s acceptable, but I found it a bit too frustrating to really want to come back to it again and again. Given the license though, this is probably the best Capcom could have done short of just making a platformer that made little thematic sense.

250px-Gargoyles_game_coverGargoyles (Genesis 1995)

Lastly, we have Gargoyles, our only featured game to only be released on the Genesis without a SNES counterpart and (gasp!) to not be developed by Capcom. This one was done by Buena Vista Interactive, and if you know anything about Disney you know that’s likely the name for an internal studio. At some point, someone high up at the company must have got the bright idea that they could make more money if they developed their own games rather than licensing them out to Capcom. Big mistake, as doing so ultimately lead to a severe reduction in quality for Disney based video games and Gargoyles is no exception.

Gargoyles is a series I’ve covered pretty extensively here. It was basically The Disney Afternoon’s answer to WB’s Batman which aired during Fox’s afternoon block of programming. Batman was a hit, so naturally others copied it and Gargoyles was perhaps the most blatant. Don’t confuse that with criticism, as Gargoyles was a pretty entertaining show and was able to develop its own identity during its run. And unlike say Goof Troop, it pretty obviously lent itself well to video games being an action-oriented show starring some pretty bad ass characters.

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At least it looks pretty good.

The game stars Goliath and is essentially another platform-styled action game with some exploration elements. It’s sort of like DuckTales on steroids and with an overt gothic theme. The game starts off in the past with the fall of the castle and the gargoyles being turned to stone before taking the player to the present timeline. All of the main baddies from the show make an appearance, and Goliath handles like Goliath should possessing powerful strikes, a running attack, and the ability to climb walls and double-jump with his wings.

Visually, the game is probably the best out of any Disney Afternoon title and is one of the better looking Genesis titles around. The music even sounds great and you could almost trick someone into believing it came from a Super Nintendo. Sadly, that’s where the positives mostly dry-up. While the music is great, the sound effects are horrendous with awful enemy death screams that sound like they were recorded through a tin can. Goliath is a chore to control as negotiating tight spaces is problematic and his ability to cling to walls is automatic, resulting in numerous occasions where he’ll grab a wall when you don’t want him to. The opening level is particularly frustrating as it features lots of tiny spaces and towers to ascend. Enemies will routinely strike from offscreen and finding enough room to get a running start to smash through a wall can also be harder than it should be. Goliath should feel like a powerful beast, but he’s too easily felled by the humans who serve as foes. The rotten icing on the cake is spotty collision detection when attacking enemies, making their defeat feel wholly unsatisfying.

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There are plenty of familiar faces from the show.

Gargoyles is one of those games that I want to like, but it just makes it too hard to do so. It’s a great license that should have lead to a great, or at least passable, game and it looks awesome. Unfortunately, it just isn’t remotely fun and I’m sure lots of people were conned into buying, or renting, this one based on the track-record of Disney Afternoon titles and because the screenshots looked promising. The game ended up being released only in North America, and there was a Super Nintendo port planned but it was scrapped, either due to poor sales of the Genesis version or because the 16-bit era was essentially over. Stay away, stay far away.


The Complicated Legacy of Sonic the Hedgehog

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If you were playing video games in the early 90’s you’ll know that finger wag from a mile away.

When it comes to video game characters, the most popular one of all-time isn’t up for debate. That would be Mario, the man of many occupations who first thwarted the mighty Donkey Kong to save his love (or was a pusher of animal cruelty depending on your point of view). Mario is a character that passes the grandparent test, which is, even your grandparents know who he is. For a time though in the early 90’s, a character rose up to rival Mario’s popularity and may have even eclipsed it for a brief moment. That character is Sonic is the Hedgehog, the mascot for the Sega company who’s responsible for putting a Sega Genesis into the homes of more Americans than the Super Nintendo.

Sonic was a hit, and he always was supposed to be. Look up how a character is created and you likely won’t find a more formulaic character than Sonic. He epitomized 90’s “edge” and “cool” and kids were supposed to love him and think he’s way cooler (way past cooler?) than that pudgy plumber on the other guy’s console. He starred in his own gaming franchise and made the leap to television and basically soared through the first half of the 90’s, but sadly his popularity would not last.

The original Sonic the Hedgehog released in 1991 is a pretty simple game at its heart. It was a platform game by name only. Very little time was spent navigating floating platforms and hunting for power-ups and warp zones. Instead Sonic just wanted you to hold down on the Right button and power on ahead. Sonic was fast, even though hedgehogs aren’t known for their speed (or for the color blue), and the object of each level was simply to get to the end. Sure there were rings to collect which triggered bonus rounds, but that stuff was secondary. Some levels would slow things down, such as the dreaded water ones, but never to the point where Sonic ever felt like Mario. Sonic would race through the level, leap over enemies, shoot through loops, bounce off springs, and really only pause to battle the villainous Dr. Robotnik (referred to as Eggman in Japan and in all modern Sonic games).

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Sonic 2 introduced Tails, Sonic 3 would add Knuckles, Sonic CD would bring Amy. Now there’s like thirty more clogging things up.

Sonic games were like an adrenaline rush. It was both exciting and nerve-racking to have Sonic zipping along at top speed knowing at any moment an enemy could pop out or a spike pit could be looming. Besting the levels was one part reflex and another part repetition. There was an element of trial and error to Sonic that rarely become frustrating. Sonic was also a single player game, but Sonic 2 would introduce the character Tails and shoe-horn cooperative play into the game. As player 2, Tails was not fun to control because the game followed Sonic and only Sonic with Tails often getting left behind off camera. He couldn’t die, so that was a plus, but he didn’t really bring anything to the gameplay experience. Players could elect to control Tails and only Tails, but he was basically just a palette swap of Sonic, only cuter. Sonic 3 would improve on the co-op dynamic by allowing players to control Tails in flight. He could lift Sonic to hard to reach places which made the Sonic and Tails adventure a little different from the Sonic solo mode.

Sonic the Hedgehog 3 and its sister title, Sonic & Knuckles, probably represents Sonic’s peak as well as his fall. The game became bigger and introduced a new character, Knuckles the echidna (whatever that is) who could glide and climb walls with his spiny knuckles. He was an antagonist in Sonic 3, and a playable character in Sonic & Knuckles. Sonic 3 was a big game compared to the previous titles. There was more emphasis placed on exploration which slowed things down just a touch. The graphics were also overhauled and allegedly Michael Jackson was responsible for most of the soundtrack. It was also meant to be bigger, as Sonic 3 and Sonic & Knuckles were supposed to be one game, but Sega likes money so it rushed the game to market. Sonic & Knuckles was the only game to feature Sega’s lock-on technology which allowed players to attach the prior Sonic games to the cart in a pretty ingenious maneuver. For Sonic 2, this meant gamers could play as Knuckles for a new take on things. For Sonic 3, this essentially opened up the whole game and allowed for saving as well which finally made collecting those pesky chaos emeralds worthwhile.

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Sonic wasn’t content to dominate just games, he had to have television too.

While this was all going down, Sonic was also succeeding elsewhere. On television, The Adventures of Sonic the Hedgehog was airing on weekday afternoons. Featuring everyone’s favorite nerd Jaleel White as the voice of Sonic, the show was a pretty typical children’s cartoon with cool protagonists and dim-witted villains. On Saturday mornings, a separate Sonic cartoon, simply titled Sonic the Hedgehog, was airing on ABC. It too featured White as the voice of Sonic but this show struck a more serious tone. Robotnik was the antagonist seeking to “robotocize” the population and succeeded in doing so with Sonic’s beloved Uncle Chuck in the first episode. Sonic was joined by Tails as well as a cast of character not featured in the games. Together they referred to themselves as freedom fighters and often employed guerrilla tactics to stop Robotnik and slow his progress. It was actually a pretty cool show, and both looked and sounded better than Adventures and the serious tone helped make it stand out. It doesn’t quite hold up for adult viewing, and Sonic for some reason needed to have a food obsession (chili dogs) like a certain group of turtles, but it’s still a pretty interesting interpretation of the games. Also of note, is Sonic’s solo adventure for the ill-fated Sega CD peripheral. I covered that in a full review years ago but it’s often heralded as Sonic’s best outing, it’s just too bad so few got to play it since the Sega CD was both pricey and awful.

Together with Sonic, Sega was able to claim a partial victory, though not a resounding one, in the 16 Bit Wars, but victory would be short-lived. Sega hastily tried to bring Sonic into the third dimension with Sonic 3D Blast, a dreadful top-down platformer released on the aging Genesis and ported to Sega’s new console. The industry moved on and Sega tried to stay one step ahead of its rivals with the Sega Saturn, a CD based system ill-equipped to handle the demands of 3D processing. The Saturn quickly fell behind not only Nintendo and its Nintendo 64, but also new-comer Sony and its Playstation. And in a truly puzzling maneuver, Sonic never had a true outing for the Saturn. He would skip the whole console generation while his old rival Mario wowed industry insiders and gamers alike with his performance in Super Mario 64. Sonic would not receive a full-fledged outing until Sonic Adventure in 1999 for the Sega Dreamcast.

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If we want to be positive about Sonics more recent adventures, Sonic Generations wasn’t too bad.

Sonic Adventure was the hedgehog’s proper introduction to 3D and the results were a bit mixed. People at the time seemed to be pretty delighted with the return of Sega’s mascot, and the game looked great. The title was a hit and helped get the Dreamcast off to a decent start, but the momentum died quickly as the shadow of the Playstation 2 loomed large. At that time, people seemed willing to overlook Adventure’s short-comings, namely the giant cast of characters that forced non-speed related gameplay into the mix, but they were less willing to do so when Adventure 2 arrived in 2001. Most agreed that playing as Sonic was still fast and still fun (and newcomer Shadow played exactly the same), but 2/3rds of the game was devoted to scavenger hunts as Knuckles/Rogue and mech battles as Tails/Eggman. Those slower segments were mostly panned, and rightly so. This is about the time people started yearning for Sonic to go back to his roots.

There was a brief reprieve for Sonic via Nintendo’s Gameboy Advance. By now, Sega had folded as a console manufacturer and turned to publishing its games on other systems. This helped to land Sonic on handhelds where he was free to be himself. A series of games on both the GBA and the Nintendo DS were mostly well-received, if not spectacular. Simultaneously, Sonic continued to spin his wheels on the home consoles. Games like Sonic Heroes, Sonic Unleashed, and Sonic and the Black Knight were mediocre to just plain awful. Sega seemed willing to try everything and anything with Sonic, and few times did it work out.

Meanwhile, Nintendo has mostly kept its star happy with quality main titles. Yeah, Mario has been whored out to the dreaded spin-off more times than can be counted, but the main titles in the Mario franchise have mostly been great. I’m talking about games like Mario Sunshine, Galaxy 1 and 2, 3D Land, and so on. Sonic has even struggled when going back to the well with 2D as Sonic the Hedgehog 4 was a pretty big bummer of a game. Sonic’s brand and reputation has been so tarnished that it’s now a surprise when he stars in a legitimately good game.

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Archie, which has seemingly never stopped believing in Sonic all these years, is celebrating his 25th in style. Odds are their comic will be better than whatever piece of crap game Sega offers up.

So what is Sonic’s legacy? Is Sonic one of the most beloved characters in video game history? A symbol of quality and excellence on par with the rival he will be forever linked with? Or is Sonic more of a flash in the pan; a product of the times that failed to adapt with the changing tastes of the masses? Is Sonic the video game equivalent of disco? When I think of Sonic the Hedgehog I’m taken back to many days and nights with my Genesis. I remember playing the original title at my nana’s house and running out of the bedroom announcing to all of the adults that I had finally beaten the game. I remember seeing Sonic transform into Super Sonic for the first time while playing Sonic the Hedgehog 2 and being totally captivated. I remember days spent mastering the bonus stage of Sonic 3 in my quest to collect all of the chaos emeralds so I could experience Super Sonic in that game (I also remember doing the same with Tails hoping to uncover a Super Tails, I was very let-down with the end result). That’s the Sonic I choose to remember. Thankfully, I haven’t had many extended experiences with the modern titles, or even the modern cartoons like Sonic X and Sonic Boom. I still know Sonic’s brand has suffered irreparably. I loved Sonic when I was 10 and I imagine most ten year olds today think he sucks, and it would be hard to argue with that. This year marks the 25th anniversary of the original Sonic the Hedgehog, and Sega is reportedly planning some big announcements. Hopefully they focus less on the glitz and just make a good game already. Sonic can’t take much more of this.


Castle of Illusion Starring Mickey Mouse (2013)

250px-CastleofillusionremakeWhen I was a kid Mickey Mouse was a pretty big video game star. He was always known first and foremost as the official mascot for Disney and its theme parks and for the many cartoons featuring his likeness but he was a frequent star in several video games across multiple consoles. As was often the case back then, Mickey had a different franchise for each of the major consoles. The Sega consoles featured the Illusion series while the Super Nintendo had the Magical Quest games as well as some adventure games for the NES. As the 90’s wound along Mickey started appearing in the same game on both consoles before moving onto the newer machines. Since then his appearances have been cut down, with the Epic Mickey franchise sort of representing a return for Mickey. Even though Mickey was in many games, he never did acquire the reputation of Mario or Sonic (before his reputation was ruined, anyways) and one would be hard-pressed to argue that any of his games were among the best of the era. What they were was usually entertaining and pretty solid.

Mickey was basically a B+ video game star with his hits and misses but his best franchise was probably the Illusion series which appeared on Sega consoles. Developed by Sega, these games were often featured on the Genesis and Game Gear retail boxes as signature games for the consoles. The first was Castle of Illusion and was released for the Mega Drive/Genesis in 1990 with a Game Gear and Master System version to follow in 1991. It starred Mickey as he tried to navigate his way through a castle in order to save his beloved Minnie from the witch, Mizrabel, who was basically the witch/queen from Snow White. A sequel titled Land of Illusion was released for the Game Gear and Master System in 1992 with another sequel to follow on the Genesis titled World of Illusion later that same year. World of Illusion was unique because it starred both Mickey and Donald and featured two-player simultaneous play. Its controls and visuals also represented a noticeable upgrade over the original title and its often viewed as the best of the series.

Castle of Illusion, being an early Genesis title, is somewhat crude by today’s standards. The game’s visuals were never stellar and today they’re almost downright ugly. Mickey has a very jagged, squished look and there isn’t much being animated on him. He’s very sluggish to control and the whole game has kind of a sleepy feel. Still, as an early platformer for the Genesis, it was mostly well received because there wasn’t an obvious Mario clone at the time for the Genesis. Last year Sega released a remake for the Playstation 3 and Xbox 360, and that’s really what this review is about.

The original game was okay looking at the time, but its grainy visuals and squished Mickey haven't aged well.

The original game was okay looking at the time, but its grainy visuals and squished Mickey haven’t aged well.

The 2013 version of Castle of Illusion obviously features greatly enhanced visuals when compared with the original. Mickey looks pretty great and the game is an above average looking title for its respective consoles. It isn’t mind-blowing, but is pleasant. The game mostly follows the same path as the original though it does introduce a castle hub world from which Mickey can access the various levels in the game. It’s a little longer than the original, and the levels are a bit different in spots, but for the most part it’s a pretty faithful remake with better graphics. Sega opted to confine Mickey to a 2D plane when navigating the levels but the boss fights usually occur in a 3D environment, which gives them a different feel when compared to the original game. For the most part, I found the boss fights harder in this game than I did on the original cart while the actual stages might have been a tad easier, with some exceptions.

Unfortunately, Sega did not opt to address what is probably the original game’s biggest short-coming and thats the controls. Mickey is still very floaty and very slow. It took me awhile to get used to Mickey’s timing and early on I had difficulty navigating the easiest jumps as a result. Eventually I got used to it but that doesn’t mean I ever fell in love with it. And these floaty controls get to suck more this time around because Mickey has a third dimension to contend with. Easily the most frustrating point of the game for me was the candy level where Mickey has to jump across floating cookies in a milk river. I felt like I was really fighting with the game to get Mickey onto those cookies and I came close to shutting the game off, but managed to persevere. Some of the collision detection is also confounding, particularly with the game’s second boss the Jack-in-the-Box. I found his boxing glove attack was inconsistent. I basically did the same thing for each attack to avoid it, only sometimes it worked and sometimes it did not. I could never tell what was different as every time it looked like Mickey was basically jumping on top of the glove. The final boss is a little annoying too as she attacks with these ghost things that have a green aura around them making it tough to distinguish between the aura and the ghost (which is also green).

The remake mostly goes for a 2.5D approach and looks well enough for a download only release.

The remake mostly goes for a 2.5D approach and looks nice enough for a download only release.

Castle of Illusion is currently free for Playstation Plus subscribers, which is how I experienced it. My free membership expires this week hence why I didn’t shut it off as I wanted to beat it. I downloaded it mostly because it was free, but also because I had some nice memories of the original and wanted to see what Sega did with it. The original game comes with the download and I can safely say that the remake is probably the better game, though it’s also more frustrating. I can’t really recommend it unless you really loved the original game or have a Playstation Plus membership and can check it out for free. It’s a short game and I managed to beat it in an afternoon. The production values are actually pretty nice and the game’s soundtrack is actually better than I remembered (though I kind of prefer the original game’s old school score). The plot basically exists just because it has to and you’re not going to play this to see what happens to Mickey and Minnie, but I suppose that’s better than nothing. Hopefully Sega and Disney made some money off of this remake and a World of Illusion remake is in the cards. That’s a game I’d pay money to play again.


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