Saturn | SEGA Nerds https://www.seganerds.com SEGA News, Reviews, Interviews, Podcasts, Features and more! Wed, 20 Dec 2017 09:33:29 +0000 en-US hourly 1 https://wordpress.org/?v=6.2 https://www.seganerds.com/wp-content/uploads/2017/07/cropped-SEGANerds-Logo-MasterSystem_sm-32x32.png Saturn | SEGA Nerds https://www.seganerds.com 32 32 Retro-Bit announces partnership with SEGA to work on Genesis, Saturn & Dreamcast accessories https://www.seganerds.com/2017/12/20/retro-bit-announces-partnership-with-sega-to-work-on-genesis-saturn-dreamcast-accessories/ https://www.seganerds.com/2017/12/20/retro-bit-announces-partnership-with-sega-to-work-on-genesis-saturn-dreamcast-accessories/#comments Wed, 20 Dec 2017 09:33:29 +0000 https://www.seganerds.com/?p=34263 Well this came out of the blue! Yesterday, the retro console hardware and accessories company, Retro-Bit, announced a new partnership with SEGA of America to produce official accessories for the Genesis, Saturn and Dreamcast. But, before you all get too excited about the prospect of a brand new Saturn or Dreamcast console, calm down! Right …

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Well this came out of the blue! Yesterday, the retro console hardware and accessories company, Retro-Bit, announced a new partnership with SEGA of America to produce official accessories for the Genesis, Saturn and Dreamcast.

But, before you all get too excited about the prospect of a brand new Saturn or Dreamcast console, calm down!

Right now the full details of what this new partnership entails isn’t entirely clear, however, from reading the press release (full details below), it sounds more like this deal will focus on products like controllers or cables, rather than new consoles, as it highlights in this line in particular: “…a licensing agreement with SEGA of America to produce accessories for SEGA’s gaming platforms…”

However, this is still great news, as it means those of us with dying power chords for their Genesis’, or damaged Dreamcast controllers, will soon be able to replace them with officially endorsed products. What’s more, it sounds like these accessories will be given a modern upgrade, as they promise products such as controllers will feature USB for PC compatibility and Bluetooth technology (possibly for tablet and phone compatibility?).

Also, I wouldn’t necessarily rule out console manufacturing down the line. SEGA has worked with several third party companies in the past to bring new versions of their systems to life, such as Tec-Toy and ATGames (and some others), so maybe Retro-Bit might have new consoles on the cards at a later date. Fingers crossed!

While full product details haven’t been announced just yet, we won’t have long to wait, as they are set to debut at the Innex booth #21023 in the South Hall of the Las Vegas Convention Center during CES 2018, in just a few weeks’ time!

Press Release

RETRO-BIT® ANNOUNCES SEGA® LICENSING AGREEMENT TO PRODUCE ACCESSORIES FOR SEGA GAMING PLATFORMS

First Products to be Officially Unveiled at CES 2018

POMONA, CA, December 19, 2017– Acknowledging the continual growth of the retro-gaming market, Retro-Bit, a premier publisher and manufacturer of classic gaming products, today announced a licensing agreement with SEGA of America to produce accessories for SEGA’s gaming platforms, including but not limited to the SEGA Genesis, SEGA Saturn and SEGA Dreamcast.

The first products and concepts under the agreement include several accessories that feature the same great quality as their original Sega counterparts like the original console port, but also with modern upgrades such as a USB® port for PC compatibility and Bluetooth® wireless technology. These new products are slated to debut in the Innex booth #21023 in the South Hall of the Las Vegas Convention Center during CES 2018.

“With retro gaming on an upswing, we are pleased to offer officially SEGA licensed accessories in their original format as well as apply the innovative classic gaming enhancements that have become the hallmark of Retro-Bit,” said Titi Ngoy, President and CEO at Innex Inc. the exclusive distributor of Retro-Bit.  “We’re excited to unveil the first of these new products and concepts at CES, and do so alongside an exciting 2018 product catalog.”

To book an appointment for an exclusive tour and demo of the Innex Inc® booth at CES 2018 visit: HERE.

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[UPDATED] Ultra rare, Saturn prototype game, ‘Armed’, appears on eBay! https://www.seganerds.com/2017/10/05/ultra-rare-saturn-prototype-game-armed-appears-on-ebay/ https://www.seganerds.com/2017/10/05/ultra-rare-saturn-prototype-game-armed-appears-on-ebay/#respond Thu, 05 Oct 2017 13:25:55 +0000 https://www.seganerds.com/?p=33618 [Update] It looks like Armed was actually sold for the full amount, $2,500! We’d love to hear from the winning bidder of this rare piece of Saturn history. [Original post] It’s amazing the number of unreleased and prototype games for old SEGA systems that fans seem to be able to get their hands on over …

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[Update] It looks like Armed was actually sold for the full amount, $2,500! We’d love to hear from the winning bidder of this rare piece of Saturn history.

[Original post] It’s amazing the number of unreleased and prototype games for old SEGA systems that fans seem to be able to get their hands on over the years. Now a chap by the name of ‘ke-drdar-l0epezmm38′ on eBay has put up a prototype of the unreleased SEGA Saturn game, Armed, for sale on the auction site. 

Armed is described as a side-scrolling action game, in a similar vein to Blackthorne, but with rendered characters and backgrounds. Now, I don’t recall Armed being mentioned in the gaming magazines back in the day, but evidently the game was mentioned in print, as ke-drdar-l0epezmm38 posted up scans of an article in a Saturn magazine back when the game was about 70% complete. He’s also posted up photos of him playing the game, as evidence it does work and is really a game on the disc (see gallery below).

The eBay listing does specify that the game still isn’t in a finished state and is a prototype, with missing audio and FMV – however, the seller says that he played the game from start to finish and the levels are all there and playable. So it could be your chance to bid on an incredibly rare game to add to your Saturn collection!

The downside is that Armed is currently listed at the whopping price of $2,500! So it’s most likely too steep for all but the most determined gamers/collectors out there. There are 22 days left on the listing, so maybe some people could find the funds in that time to win the auction. [Update] The listing has now ended and Armed has been sold!

Well, if any of you get your hands on the game, be sure to let us know how it is!

[Source: eBay, via RetroCollect & Saturn Memories]

Gallery

 

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Guardian Heroes is now backwards compatible on Xbox One https://www.seganerds.com/2016/11/08/guardian-heroes-is-now-backwards-compatible-on-xbox-one/ https://www.seganerds.com/2016/11/08/guardian-heroes-is-now-backwards-compatible-on-xbox-one/#respond Wed, 09 Nov 2016 03:45:43 +0000 https://www.seganerds.com/?p=29167 Guardian Heroes and Operation Flashpoint: Red River are coming to Xbox One Backward Compatibility today https://t.co/qPMRNrLoTQ pic.twitter.com/9UMgkMlvNZ — / Larry Hryb / + 1m (@majornelson) November 8, 2016 During the era of the Xbox 360, SEGA re-released Guardian Heroes on the Xbox Live Arcade , which was an enhanced version of the 2D side-scrolling game …

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Guardian Heroes and Operation Flashpoint: Red River are coming to Xbox One Backward Compatibility today https://t.co/qPMRNrLoTQ pic.twitter.com/9UMgkMlvNZ

— / Larry Hryb / + 1m (@majornelson) November 8, 2016


During the era of the Xbox 360, SEGA re-released Guardian Heroes on the Xbox Live Arcade , which was an enhanced version of the 2D side-scrolling game on the Saturn.

If you own Guardian Heroes from Xbox Live arcade, you can now play the game on Xbox One 

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The forgotten history of SEGA and Tomb Raider https://www.seganerds.com/2016/10/25/the-forgotten-history-of-sega-and-tomb-raider/ https://www.seganerds.com/2016/10/25/the-forgotten-history-of-sega-and-tomb-raider/#comments Tue, 25 Oct 2016 16:00:40 +0000 https://www.seganerds.com/?p=28613 Tomb Raider and PlayStation are synonymous. Though Lara Croft has appeared on everything from the Xbox to the N-Gage over the past 20 years, it was Sony’s partnership with Eidos that shot Lara Croft to stardom seemingly overnight. Every major Tomb Raider title by Core Design appeared on Sony hardware. Curiously, SEGA’s connection to Tomb Raider …

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Tomb Raider and PlayStation are synonymous. Though Lara Croft has appeared on everything from the Xbox to the N-Gage over the past 20 years, it was Sony’s partnership with Eidos that shot Lara Croft to stardom seemingly overnight.

Every major Tomb Raider title by Core Design appeared on Sony hardware. Curiously, SEGA’s connection to Tomb Raider is often neglected when discussing the franchise’s history. In fact, had SEGA capitalized on Tomb Raider when they had the chance, the 32-bit era may have had a drastically different outcome.Sega Tomb Raider 15

Only three Tomb Raider titles were released on SEGA hardware. Each proved technically impressive, sometimes trumping their PlayStation (and even PC) counterparts. Lara’s relationship with SEGA was fiery and flirtatious, but short lived.

Though it would have been nice to see more of Lara’s adventures on SEGA consoles, the Tomb Raider titles we did receive stand as important additions to the adventure genres on both the Saturn and Dreamcast.

Core Design and SEGA Enterprises: Early years

Core Design was a British development house founded in 1988, operating out of Derby UK (“Core Design”). Between 1989 and 1995, Core Design pumped out an almost ludicrous number of titles across numerous systems. SEGA and Core’s relationship began with Core porting Action Fighter and Dynamite Dux to Amiga and Atari consoles (“Core Design”).

Soon, they moved into developing original software for SEGA’s major home consoles. Their games weren’t always hits. They were, however, always innovative. Core was seemingly eager to develop for new platforms, tailoring each game to the limits and possibilities of the hardware. Here are a few highlights from their early years working with SEGA.

Cyber-Cop/Corporation

genesis_cybercopCyber-Cop was one of the first in its genre, and one of the only first-person shooters to be released on the Genesis. It hasn’t aged very well, but it was ground-breaking for its time.

 

 

Soul Star

segacd_soulstarA standout shooter in the vein of Galaxy Force, Soul Star showcased the technical prowess of the Sega CD.

 

 

 

B.C. Racers

32x_bcracers_2A spinoff of Core’s Chuck Rock series, B.C. Racers gave Mario Kart a run for its money.

 

 

 

Skeleton Krew

genesis_skeletonkrew Skeleton Krew was an isometric, arcade, co-op, shooter. It stands as one of the best games the studio ever produced, and was the final Genesis title Core released in North America.

 

 

Fighting Force

Fighting ForceRumor has it SEGA was keen on making Core’s arcade brawler the fourth entry in its Streets of Rage franchise. Unfortunately, the deal never came to fruition. There was a Saturn release planned, but it was cancelled before release.

 

Tomb Raider

Sega Tomb Raider 3In the mid-90s, Core Design began preliminary work on a fully 3D, globe-trotting, action-adventure game. It wasn’t a shooter, nor was it a platformer. The emphasis was on exploration and movement, with stylized combat tying the package together.

Most intriguing was that the star of the game was a woman. Her name was Lara Croft, and the game was Tomb Raider. Croft’s boldness, wit and design instantly resonated with audiences. Tomb Raider became one of the year’s most anticipated, and ultimately successful, games when it released on Oct. 25, 1996.

Tomb Raider was shown to SEGA, and SEGA liked what they saw. Securing a timed-exclusivity deal with Eidos (remember when those didn’t cause riots?), Tomb Raider was slated to launch on the Saturn a full month ahead of the PlayStation and PC versions (“Loving Lara” 26).

Unfortunately, due to weak marketing by SEGA, this timed deal didn’t lead to much of a boost for either company. It was only after Tomb Raider launched on the Sony PlayStation and PC that Lara’s fairy tale rise to fame began. Vastly surpassing Core’s projected sales, Tomb Raider became an instant hit, and the definitive standard for 3D gaming.

Sega Tomb Raider 2Tomb Raider chronicled the adventures of treasure hunter Lara Croft. Raised with the comforts of wealth and security, Lara grew up to be the antithesis of your typical aristocrat. Travelling the world, preforming her own style of rouge archaeology/trophy hunting, Tomb Raider began with Lara receiving a contract from a woman named Jaqueline Natla. Hesitant but curious, Lara set out to find a lost relic known as the Scion.

The narrative in Tomb Raider was thin, failing to leave much of an impact. Rather, it was Lara’s quirky personality that ended up stealing the show. She was a powerful, composed, action heroin whose brains matched her bronze. Her abilities were numerous, yet could be all applied to a standard 6-button controller. Acrobat, athlete, weapons expert and academic, Lara Croft was the kind of avatar gamers wanted.

Tomb Raider’s environments were grid based, built with Lara’s capabilities in mind. Exploration was key, and you could think your way to just about any point on the map should a ledge or landing exist there. Tomb Raider, though advertised as an action game, truly shined because of its level and puzzle design. Combat revolved around mobility and weapon selection for different foes. Item collection, navigation, and exploration were the meat of the game.

One could spend hours running about a level, searching for hidden pathways or secret stashes of treasure. It had a sort of Metroid feel to it, yet wrote its own rules when it came to platforming and traversal. Tomb Raider sold itself on visual prowess and action. But it was smart composition and level design that made the game a success.

Sega Tomb Raider 5Each version of the game was programmed separately, ensuring Tomb Raider ran optimally on each platform (“Alphas” 72). Though Tomb Raider pushed some impressive Voodoo powered visuals on PC, both home console ports showcased just how capable Core’s engine was. Tomb Raider on the Saturn was a marvel of 3D architecture, though it was inferior to its Sony counterpart in several ways.

The frame rate on the Saturn was marginally lower (“Alphas” 76). The Saturn also rendered structures as quads as opposed to triangles. For many 3D games, this meant a slightly messier build. In this case, however, Lara’s character model looked better on the Saturn. Other effects, such as water, also rendered better on SEGA’s console. However, the Saturn port of Tomb Raider was undeniably darker and more pixelated than it was on the PlayStation.

A few unfortunate bugs were shipped along with Saturn version’s early launch (“Loving Lara” 26). An inaccessible secret, as well as Lara being unable to perform her signature handstand, somewhat tainted the Saturn version’s early arrival.

Tomb Raider was one of the first 3D games to define what a 3D game was. In a time where companies were struggling to update their 16-bit hits to 32-bit hardware, Tomb Raider demonstrated sound, workable mechanics for platforming, combat, and puzzle solving in a three-dimensional space. It catered to player freedom, allowing gamers to truly project their will through the vessel on screen. Despite a few bugs, Tomb Raider on the Saturn was and always will be a landmark next-generation title. It pushed the hardware to the limit and had functional, fun, gameplay to back it up. Had SEGA put a little more enthusiasm into marketing Tomb Raider for the Saturn, or even secured it as a full exclusive, one could speculate endlessly as to how the 32-bit console war may have veered in a different direction.

Sega Tomb Raider 4Tomb Raider ended up being a smash hit for the PlayStation. Along with the likes of Quake, Tomb Raider also encouraged a fair number of PC gamers to upgrade their graphics cards. But it was Sony’s immediate capitalization on 3D gaming’s newest star that solidified the Tomb Raider brand. Sony not only framed the PlayStation as the 3D gaming console, but they played a huge part in popularizing Lara Croft. Eidos and Sony agreed to a console exclusivity deal for the next several years.

Though she would eventually return to SEGA hardware, SEGA fans had to wait four years and a whole new console generation before embarking on a new adventure with Lara.

Tomb Raider: The Last Revelation

In 1999, Sony’s deal with Eidos ended. Core was quick take advantage of this window. SEGA’s new console, the Dreamcast, had just launched. Core announced Tomb Raider IV: The Last Revelation would be coming to the Dreamcast in 2000. The announcement was sudden and caught many by surprise (”Lara Revealed” 10).

Sega Tomb Raider 7The Dreamcast edition of The Last Revelation was an enhanced port of the PC version. Unfortunately, with such a quick turnaround time to port the game, the Dreamcast version failed to impress most critics. However, Tomb Raider fans were treated to what would become known as the premier version of the game. Broadcasting in 480p via VGA output, Lara Croft had returned to SEGA hardware, and she looked better than ever.

Tomb Raider IV: The Last Revelation gave gamers an intimate look into Lara’s past. Though we had seen snippets of Lara’s home life in past games, The Last Revelation was the first game in the series devoted to framing Lara as a character. The game opened not in Lara’s estate, but in Cambodia, 1984. Here, we met a young Lara Croft on an expedition with Dr. Werner Von Croy. Serving as her teacher and mentor, Von Croy guided Lara though Ankor Wat.

It was a stark departure from series’ tradition. In the first three games, Lara provided instruction to the player, informing them how to perform various moves while within the safety of the Croft Manor. In The Last Revelation, no such acknowledgement to the player was made. Instead, Von Croy spoke to Lara, coaching her on traversal. This young Lara was still the spunky heroin fans had come to love. However, she was also inexperienced and vulnerable. For most of the opening stage, Lara was at the mercy of the doctor’s instruction, and sarcasm. By the level’s end, Lara and Von Croy had moved from a relationship of student and teacher to rival tomb raiders, setting the stage for an epic adventure.

Sega Tomb Raider 8Other notable departures included in The Last Revelation were it ditching globe-trotting in favor of a tale grounded entirely in Egypt – a series first. Though limited to one region, the art direction was painstakingly detailed, inspiring a new look and feel in each area players visited. It also provided a sense of urgency to the chase between Von Croy and Lara. The Last Revelation also had continuity to its timeline. Players never left Lara’s side, emphasizing the endurance and urgency required of the tasks at hand.

Lara’s return to SEGA hardware was celebrated via several new and improved graphical features. Seeing as the game had launched on the PlayStation and PC several months earlier, the Dreamcast port had undergone a bit of a facelift before launch. The visuals on the Dreamcast looked on-par, arguably even superior, to those on the PC. Console exclusive shadow effects made many areas look absolutely picturesque. Bump mapping also impressed long time series fans, especially when running in full 480p via the Dreamcast’s VGA display. These new effects, along with unlockable Dreamcast-themed promo art, made it a tempting purchase for fans.

Lara was equipped with several new and notable abilities for her fourth adventure. Rope climbing/swinging was added. Lara also could swing around corners when hanging from a ledge, allowing for more complex level architecture. Combat still relied on auto-aim weapons, with movement being the main crux of surviving a firefight. However, certain weapons could be equipped with sights for first-person, precision shots. All of these new abilities were heavily integrated into the game’s platforming and puzzle challenges.

Sega Tomb Raider 9However, the game was not without its problems. With the new take on design came new complexities. The Last Revelation is widely regarded as the hardest game in the series. Levels were less defined, often sprawling several huge, open areas. Key and lock puzzles sometimes required backtracking across multiple areas, all riddled with hidden passages and labarintheian floor plans. When inside of the actual tombs, line of sight decreased dramatically. Lara could illuminate areas via flares or torches. However, trying to navigate in such thick darkness quickly became frustrating. The Last Revelation may have been a welcome change to series’ staples, but it was also incredibly unforgiving.

Sega Tomb Raider 16Tomb Raider IV was met with warm reception upon its PC and PlayStation release. Opinions had slightly soured when the Dreamcast port launched several months later. The game was praised for its more personal and involving storyline. It was also praised for retooling the status-quo level design into something completely new.

Despite running on the same, aging, engine as the past three games, The Last Revelation managed to feel notably different from its predecessors – something that split fans. However, even with its new take on level and puzzle design, focus of story and upgraded visuals, Tomb Raider was starting to show its age. Fans who wanted more of the same were treated to a lengthy and challenging adventure. The average gamer looking to discover what Tomb Raider fever was all about would have probably been a bit underwhelmed.

The Dreamcast port failed to provide SEGA’s next-generation hardware with a next-generation experience. As Drew Cosner wrote in his review for Official Dreamcast Magazine, “Sure, the environments themselves are new and not without charm and suspense, but you keep on doing the same things, over and over, no matter what the surroundings are—which is about as exciting as washing the same old laundry at a new laundromat”(“Tomb Raider: The Last Revelation” 101).

Sega Tomb Raider 10It was a bitter sweet return, but Lara Croft had come home. Initially, Core’s plans for the console were short-sighted. They were keen to bring Fighting Force 2 and The Last Revelation to the Dreamcast, but their ambitions for SEGA’s hardware ended there (“Lara Revealed” 10). However, it wouldn’t be long before they changed their minds. Tomb Raider: Chronicles was released for the Dreamcast in late 2000.

Tomb Raider Chronicles

Up until the fourth Tomb Raider game, storylines had been told as one-off adventures; assumingly, but not outright shown to be, connected. After the more personal narrative of The Last Revelation, Tomb Raider Chronicles was a sort of retelling and celebration of Lara’s life (spoiler alert: Lara may or may not have died in The Last Revelation). With her closest friends gathered together, Lara’s forgotten exploits are retold as short stories – four adventures spanning three to four levels each. It proved an interesting twist, bringing the gameplay back to the series’ standard level structure, as opposed to the more open design of the fourth entry. Lara Croft’s fifth adventure was once again met with mixed reception. Though praised by some fans, Chronicles felt more like an expansion pack than a full game.

Chronicles began with a recount of Lara’s acquisition of the Philosopher’s Stone. Playing tag with the original game’s villains Pierre DuPont and Larson Conway, the three tomb raiders raced about Rome, competing to get the edge on one and other. Subsequent stories included Lara’s infiltration of a Russian submarine, breaking into her old mentor’s laboratory, and a set of levels featuring teenaged Lara.

Sega Tomb Raider 11Chronicles included all of The Last Revelation’s new features. Lara could still round corners while climbing, use a laser pointer for precision shots and climb/swing from ropes. New to Chronicles was tightrope walking – though its implementation was (smartly) limited.

There were also several stealth sections relegated to the second and fourth sections of the game. Stealth was something Core had flirted with in Tomb Raider III but never developed past basic line of sight mechanics. In Chronicles, stealth felt forced and awkward, not anywhere as smooth as its contemporaries of the time.

Where Chronicles most notably differed from The Last Revelation was in its level design. Gone were the massive, interconnected, open areas. Back were self-contained levels. Curiously, vehicles were also absent – a trademark of the series since the second game. Chronicles was a story set around exploring Lara’s mysterious past. However, despite moving the overall narrative forward, it was a clear step back in terms of innovation. Some fans and critics applauded this move after being frustrated by the long, difficult grind that was The Last Revelation. Others felt the series had hit a wall, unable to progress in any meaningful way via the current game engine. No longer could slight graphical updates, new moves, or new weapons justify a new game.

Sega Tomb Raider 12While the Dreamcast port of The Last Revelation was seen by many as the definitive version, Chronicles on Dreamcast sat somewhere between the PlayStation and PC versions. Once again, the game looked and ran smoother on the Dreamcast than PlayStation. Core also supported VGA output, making the game look near identical to the PC version.

However, Dreamcast exclusive effects included in The Last Revelation, such as dynamic lighting, had been removed. The PC version included the Tomb Raider Level Editor – software which allowed fans to build and share their own Tomb Raider levels/games. Not surprisingly, the level editor was not included with the Dreamcast or PlayStation versions.

The Dreamcast port of Chronicles was functional, providing fans who owned SEGA hardware to stay up to date with the latest entry. However, that’s all Chronicles on the Dreamcast ended up being – a port. One could blame the slumping sales of the Dreamcast for the quick and dirty release. One could also blame the series’ fleeting appeal. The answer probably lied somewhere in between the two. As James Maineiro wrote, “It’s nice to see Lara on the Dreamcast again, but this game merely heaps another shovel of dirt over her coffin”(“Tomb Raider Chronicles” 62).

The End of an Era

Chronicles marked the death of Lara Croft on SEGA hardware. While PC gamers would continue to receive every major Tomb Raider title, console gamers would need to upgrade to the PlayStation 2 for the Sony console-exclusive, The Angel of Darkness. Though The Angel of Darkness was technically Core’s last Tomb Raider game, one could make the argument Lara Croft had been born on the Saturn and died on the Dreamcast.

Core Design, after The Angel of Darkness, would lose the license they created before being dissolved entirely. What started as strong professional friendship between SEGA and Core ended in somewhat of a tragedy; the best days behind both houses. On this, the 20 year anniversary of the franchise, SEGA collectors may want to take a look back at the phenomenon of gaming’s first leading lady, appreciating how SEGA played an integral part in the series’ success.

References

Alex Fly, Kaejaris. Core Design. About, 2014. Web. 12 July 2016.

“An interview with Core Design: ng alphas.” Next Generation 22, 1996: 75-76. Print.

Cosner, Drew. “Tomb Raider: The Last Revelation.” Official Dreamcast Magazine 6, 2000: 100-101. Print.

The Cover Project. 2006. Web. 10 September 2016.

Gh0stBlade. Unseen64. tomb raider, 2012. Web. 18 July 2016.

“Lara Revealed.” Official Dreamcast Magazine 4, 2000: 10. Print.

“Loving Lara Croft.” Retro Gamer 78, 2010: 25-31. Print.

Maineiro, James. “Tomb Raider: Chronicles.” Official Dreamcast Magazine 12, 2001: 62. Print.

Sega-16 Forums. Polygon rendering: Quads vs Triangles, 2010. Web. 18 July 2016.

Sega Retro. Core Design, 2015. Web. 17 July 2016.

Tomb Raider Forums. Sega Saturn and PS1 differences, 2015. Web. 15 July. 2016.

Tomb Raider Forums. PSX Vs PC Vs DC Versions., 2010. Web. 17 July 2016.

“Tomb Raider: ng alphas.” Next Generation 22, 1996: 71-73. Print.

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Fans created a full English translation for the Saturn version of Policenauts https://www.seganerds.com/2016/10/07/fans-created-a-full-english-translation-for-the-saturn-version-of-policenauts/ https://www.seganerds.com/2016/10/07/fans-created-a-full-english-translation-for-the-saturn-version-of-policenauts/#respond Fri, 07 Oct 2016 22:26:11 +0000 https://www.seganerds.com/?p=28920 Western fans never truly got to appreciate Policenauts since it was sadly only released in Japan. Kojima’s masterpiece was released on PlayStation and the SEGA Saturn, with a planned release for the West that just never worked out. Today, the folks from Policenauts.net announced that they have created a patch that allows you to play …

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Western fans never truly got to appreciate Policenauts since it was sadly only released in Japan. Kojima’s masterpiece was released on PlayStation and the SEGA Saturn, with a planned release for the West that just never worked out.

Today, the folks from Policenauts.net announced that they have created a patch that allows you to play the Saturn version of Policenauts entirely in English. Here are some of the details:

“All Japanese text is now in English. This includes gameplay text, voice-over dialogue subtitles, the in-game glossary (new to the Saturn version), and bonus videos (also new). The PlayStation translation and glossary on Policenauts.net were used as a base. Additional text new to the Saturn version was translated by two additional translators. The translator of the PlayStation patch edited their work, and then updated the PlayStation translation and glossary text.

The code that controls subtitles was modified, giving us full control over them and enabling us to polish their presentation. This modification was essential as a cutscene and the bonus videos new to the Saturn version have no subtitles in the original game. This also enabled us to subtitle background dialogue not subtitled in the PlayStation patch.”

You can download the patch that will let you play the English version by clicking here. 

Via Policenauts.net 

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SEGA Saturn emulator Yabause has a new update https://www.seganerds.com/2016/08/28/sega-saturn-emulator-yabause-has-a-new-update/ https://www.seganerds.com/2016/08/28/sega-saturn-emulator-yabause-has-a-new-update/#comments Sun, 28 Aug 2016 19:11:25 +0000 https://www.seganerds.com/?p=28360 There are many emulators that keep the SEGA spirit alive on the web, and the SEGA Saturn emulator Yabause is one of the best. The emulator has recently gotten a brand new update, which fixes some of the issues and builds upon the previous iterations. From Yabause: “Arguably, the most notable features of this release …

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There are many emulators that keep the SEGA spirit alive on the web, and the SEGA Saturn emulator Yabause is one of the best. The emulator has recently gotten a brand new update, which fixes some of the issues and builds upon the previous iterations.

From Yabause:

“Arguably, the most notable features of this release are:

– Low-level CD Block emulation
– CloneCD file format support
– High resolution for the software renderer

We also included code from other great projects:

– Musashi 68K core (code by Karl Stenerud)
– SSF sound format playing (code by R. Belmont, Richard Bannister, Neil Corlett)”

As many of you should already be aware, Yabause was forked into a new project,
uoYabause, by devmiyax. We included some of his fixes back into Yabause.

Due to lack of maintainer, this release will be the last to include a gtk port.

Since our last release, we also improved our tools:

– Automated builds for linux, mac and windows
Development builds pushed after each commit
– Translations on Transifex
– Compatibility reports on our wiki

 

If you would like to help Yabause to keep making this awesome emulator even better, you can now support them on Patreon by clicking here. 

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Retro Review: Galactic Attack/RayForce (Saturn) https://www.seganerds.com/2016/08/05/retro-review-galactic-attackrayforce-saturn/ https://www.seganerds.com/2016/08/05/retro-review-galactic-attackrayforce-saturn/#respond Fri, 05 Aug 2016 17:38:25 +0000 https://www.seganerds.com/?p=27772 Taito. Just hearing the name of this classic game manufacturer brings back tons of memories in my mind. From their early efforts, such as Bubble Bobble and Rastan, to the newer stuff like Darius Gaiden and Puzzle Bobble/Bust-A-Move, Taito’s presence has long been felt in the game industry, but perhaps their biggest impact was in the arcades. For me, I have a couple favorites, mostly Night …

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Taito.

Just hearing the name of this classic game manufacturer brings back tons of memories in my mind. From their early efforts, such as Bubble Bobble and Rastan, to the newer stuff like Darius Gaiden and Puzzle Bobble/Bust-A-Move, Taito’s presence has long been felt in the game industry, but perhaps their biggest impact was in the arcades.

For me, I have a couple favorites, mostly Night Striker, Cameltry and the Chase H.Q. series. Fortunately, most of these games DID get home ports, but for the most part, they were Japan exclusive, limiting the ability for many Westerners get them.

Luckily though, a handful of these games were ported to the Saturn and found their way to the U.S. thanks to Acclaim. They had the brilliant idea of publishing four Taito games here, in the form of Darius Gaiden, Bust-A-Move 2, Bubble Bobble featuring Rainbow Islands,  and my personal favorite, Galactic Attack.  

Receiving an international release to Saturn owners all around the world in 1995, Galactic Attack is a port of Taito’s 1993 arcade classic, RayForce.  

galactic-attack-boxIn the arcades, this is a game that definitely deserved your well-earned quarters. From a stellar Zuntata soundtrack to graphics that were advanced by 1993 standards, it was an amazingly put together package. Built on the Taito F3 hardware, RayForce didn’t get many ports besides the Saturn and Windows, and the iOS port years later. It did get ported to the PS2 and Xbox years later, but more or less they were just emulations.

So, how does Galactic Attack hold up to the original arcade powerhouse? In short, pretty much perfectly, but let me tell you why.

The story is pretty much nonexistent here, minus a bit written in the manual. Acclaim tried to write a huge narrative to hype up the game, but it’s pretty simple.

Your planet has been taken over by machines who have built an artificial planet to destroy yours, and it’s your job to pilot your sweet X-Lay interstellar fighter, fly through all seven stages, destroy them all and take your planet back in what the government calls “Project Rayforce.” Standard stuff for the SHMUP genre, right? Altogether, I don’t think this is the official storyline according to Taito,  but bonus points to Acclaim to adding more story than what would be provided normally.

rayforceGameplay in Galactic Attack/RayForce seems like your standard SHMUP fare, but that changes once you figure out the systems in the game minus normally shooting.

For one, the power-ups work a little differently. RayForce/Galactic Attack has three different types of pickups, Red, Yellow Shot and Laser pickups. Three reds bump your normal gun up a level, and a single yellow bumps your shot level by one, as well,  so you have a choice between spacing out your increase in levels or just bulking up really quickly. When continuing, you’re given three Yellow Shot pickups and a Laser to make sure you’re not completely boned at the start of a new credit.

One of RayForce/Galactic Attack’s claims to fame was it’s “Lock-On” system. There are tons of enemies on the ground, as well as enemies that you can take out at a lower altitude before they come up in your normal gun’s range. This is where Lock-On and the Laser pickups come in, with you being able to lock onto eight enemies and ground targets at max level, and then hitting your laser button to take them all out at once, causing mass destruction and a huge point bonus.

galactic-attack-2There is also co-op play, but that shortens each player’s Laser limit to four instead of eight, which I assume is to keep the game at a steady framerate.

In the control department, Galactic Attack has it down 100 percent, with it feeling just like the arcade. Every control works just like it should, and there is no delay between button presses and actions on-screen. The only thing that one may complain about is Galactic Attack’s brutal difficulty, which requires you to keep replaying the game to get good.  The only downside is the lack of continues, with four being your standard and eight being your max with a code.

One thing that will always stand out with this game is it’s graphics. For being an early 1995 release, Galactic Attack doesn’t fail to be a great looking shooter on the Saturn.

galactic-attack-introThe sprite work is definitely something to marvel at, with big,  detailed sprites, scaling and huge explosions that fill the screen with pixels.

Running at a decent 50-60 frames per second, this is great considering the Saturn’s hardware this early. The level of detail on display is done well, with certain stages giving off a 3D effect. A perfect example of this would be the third stage, where you start out in orbit and fly down to ground level of a planet, through the atmosphere, with enemies chasing you down.  It’s beautiful scaling work once you see it in action.

The only gripe I really have with it is the aspect ratio. Galactic Attack decides to go with a zoomed in portion of the whole vertical screen instead of having the whole screen, and a sidebar to keep all the important info on. Included is an “Arcade Mode” in the options, which rotates the game to a 90-degree angle to preserve the original arcade game’s aspect ratio, only thing is that you have to rotate your monitor too, which may be an issue if your monitor doesn’t support vertical/horizontal swaps.

galactic-attack-1

Now for one of the key aspects here, the sound/music. Sound design is pretty much 95 percent of the arcade hardware, with certain sounds coming out muffled at times. All in all, the sounds are there, including the voice clips, which are there but get eclipsed with all the other audio sometimes.

All shots fired and explosions and such are pretty clear and crisp though,  which works. The music on the other hand, is pretty much perfect. Zuntata’s original RayForce soundtrack is here 100 percent and in full CD quality. I’d even say this game is worth picking up for the music alone, with great tracks like “Gravity” and “Vision,”  this is one of the best Zuntata soundtracks. This is just one of the many reasons this is pretty much my favorite Taito game.

Summary

galactic-attack-final-stage

Altogether, Galactic Attack is a damn good conversion to the Saturn. Retaining the core gameplay that made RayForce such a hit in arcades, while running at a decent framerate and having amazing music, this is one SHMUP no Saturn owner should be without.

I am honestly happy that this was one of the lucky few Taito titles that Acclaim brought over to the US.  Galactic Attack also provides a great co-op experience, if you can get used to the difficulty.

I consider this pretty much to be one of the best vertical SHMUP experiences on Saturn (Yes, I’m aware of all the Japanese exclusives) and a great port of an already amazing Taito arcade. It seems to be going for a decent penny these days, but Galactic Attack can be found affordably in its Japanese form, Layer Section. 

If you’re looking for a great vertical shooter with that signature brutal arcade difficulty, Galactic Attack is one not to pass on.

Pros

  • The complete RayForce experience,  at home on the Saturn!
  • A great co-op shooter to bring along a friend for
  • The Lock-On aspect brings something a little different to the SHMUP table
  • Worth picking up for the stellar Zuntata OST alone

Cons

  • The game does fluctuate framerate at times,  minor,  but it happens
  • The zoomed in aspect feels strange at times
  • There could have been a free play option instead of limited credits
  • Some sounds are muffled,  but not too noticeable

5-SN-Excellent

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Developers behind SEGA’s 3D Classics Collection are interested in porting Saturn & Dreamcast classics https://www.seganerds.com/2016/05/05/developers-behind-segas-3d-classics-collection-are-interested-in-porting-sega-saturn-dreamcast-classics/ https://www.seganerds.com/2016/05/05/developers-behind-segas-3d-classics-collection-are-interested-in-porting-sega-saturn-dreamcast-classics/#comments Thu, 05 May 2016 21:49:03 +0000 https://www.seganerds.com/?p=26124 Many fans of SEGA’s 3D Classic’s Collection praise the attention to detail and love that was put into these projects. Following the release of these 2D classics, SEGA fans are salivating at the thought of 3D classics from the SEGA Saturn and Dreamcast eras. Sega’s Yosuke Okunari gives an interesting response as to why we have …

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Many fans of SEGA’s 3D Classic’s Collection praise the attention to detail and love that was put into these projects. Following the release of these 2D classics, SEGA fans are salivating at the thought of 3D classics from the SEGA Saturn and Dreamcast eras. Sega’s Yosuke Okunari gives an interesting response as to why we have not gotten these 3D classics yet.

“This has more to do with how the teams are divided amongst Sega as a company,” he notes. “Up until now, M2 has been focused on 8-bit and 16-bit ports, whereas Dreamcast and Saturn titles were done by staff that were assigned to those games from teams like AM2 or Sega of China. The idea behind that was to make these porting lines run as efficiently as possible, with the teams learning the know-how behind specific systems.”

“At the time, if M2 had researched porting Model 2 or 3 on their own and come to Sega for that, we’d have told them we already had teams assigned to it, or the market isn’t right at the time. That said, that sort of corporate direction has ended recently, and M2’s is the only port line that really exists anymore. There’s a possibility that ports for Model 3 could continue on their side.”

Naoki Horii, president of M2 (developers behind SEGA’s 3D Classics Collection), has stated that they are “definitely interested” in creating ports of the various Saturn and Dreamcast classics. At this point, it is up to SEGA to pull the trigger.

“Model 3 might actually be easier than Model 2,” says Horii. “We’re obviously interested, but Sega would have to make the business call there. We’ve mostly been focusing on getting Game Gear and 3D Classics working, so there hasn’t really been any time to research much outside of that. If the opportunity presented itself, I’d certainly consider it.”

Okunari echoed Horii’s statement by saying that since M2 has slowly been learning each system, it would be logical “continue along that route” and head into Saturn and Dreamcast territory.

“Over the past 11 years of the Sega Archive Project, M2 has slowly crept its way through SEGA hardware history, learning each system one by one,” says Okunari. “As the hardware evolves, external chips get brought in, and the boards themselves get powered up – but a lot of the core programming is the same. Their studies are evolving along with the hardware itself. They’ve entered the 1990s, so perhaps we’ll continue along that route.”

The thoughts of playing 3D classics from the SEGA Saturn and Dreamcast days certainly has me excited. What games from those eras would you like to see? Sound off in the comments below!

Via Gamasutra 

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Go back in time with this awesome Hideki Sato interview from 1998 https://www.seganerds.com/2016/04/14/go-back-in-time-with-this-awesome-hideki-sato-interview-from-1998/ https://www.seganerds.com/2016/04/14/go-back-in-time-with-this-awesome-hideki-sato-interview-from-1998/#respond Thu, 14 Apr 2016 13:33:44 +0000 https://www.seganerds.com/?p=25529 Shmuplations, a wonderful website (I literally only discovered just now), which translates developer interviews, has posted up a cracking interview from 1998 with Hideki Sato. For those who don’t know, Hideki Sato ran Sega’s console R&D during the company’s booming 16-bit era and later became SEGA’s President in 2002. According to Shmuplations, this developer interview was originally featured in …

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Shmuplations, a wonderful website (I literally only discovered just now), which translates developer interviews, has posted up a cracking interview from 1998 with Hideki Sato.

For those who don’t know, Hideki Sato ran Sega’s console R&D during the company’s booming 16-bit era and later became SEGA’s President in 2002.

According to Shmuplations, this developer interview was originally featured in the November 1998 issue of Famitsu DC, and later recompiled for the 2001 Sega Consumer History book.

The interview looks at SEGA’s hardware history – focusing on the (then) new Dreamcast console and previous products in SEGA’s gaming catalogue.

It gives a really interesting insight into the development that went on behind the scenes, particularly with the Dreamcast and the decisions the company ultimately made when making each console. It’s also a reminder of what could have been with the Dreamcast…

segahistory12

Source: Shmuplations.com

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Neptunia vs SEGA Hard Girls game heading to the west! https://www.seganerds.com/2016/04/07/neptunia-vs-sega-hard-girls-game-heading-to-the-west/ https://www.seganerds.com/2016/04/07/neptunia-vs-sega-hard-girls-game-heading-to-the-west/#comments Thu, 07 Apr 2016 22:24:20 +0000 https://www.seganerds.com/?p=25436 Idea Factory International has announced the highly awaited Neptunia vs SEGA Hard Girls RPG game will finally arrive to the west for the PS Vita this fall 2016. The game will have localized English subtitles and audio, plus the original Japanese audio. Idea Factory has released an official site for the game. GIVE US PREORDERS …

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Idea Factory International has announced the highly awaited Neptunia vs SEGA Hard Girls RPG game will finally arrive to the west for the PS Vita this fall 2016. The game will have localized English subtitles and audio, plus the original Japanese audio. Idea Factory has released an official site for the game. GIVE US PREORDERS NOW!!!

About the Sega Hard Girls

A collaboration project between ASCII Media Works’ Dengeki Bunko and SEGA, the Sega Hard Girls are made up of various Sega consoles, including the Dreamcast, Sega Saturn, and Mega Drive! These anthropomorphized consoles are girls with an array of personalities and spunk, and this time they are teaming up with Neptune and IF for an all-new adventure!

About Superdimension Neptune VS Sega Hard Girls

Our story begins in the mysterious halls of an ancient library…The Grand Library holds the history of the world within its shelves. Legend says that if one was to tamper with the books kept there, the past itself could be completely rewritten… A daring adventurer known as IF discovered the location of this revered library and finally crossed its threshold. Little did she know, a disaster of historical proportions was about to occur before her very eyes. Books began to vanish from the library’s shelves; the history of the world was disappearing before her and the reasons for this occurrence were shrouded in mystery.

IF sets out on a journey across time to uncover the truth! Will she be able to work together with both the Sega Hard Girls and Goddesses to recover the lost history? Will they really be able to save the world?

Key Features

  • A History of SEGA to Love! Introducing Sega Hatsumi, Dreamcast, Sega Saturn, Game Gear, Mega Drive! Familiar faces Neptune, IF, Nepgear, Plutia, and Uzume return as playable characters!

  • Be Anything You Want! Change classes to switch up stats to customize your team! There are also special skills only specific classes can use!

  • IF is Her Own Stuntman! Maneuver through treacherous dungeon terrains with various actions like jump, dash, climb, crawl, to reach items or special rewards, and even destroy objects to clear the path ahead!

  • Fever Time! Jump to obtain the rainbow gem and unleash Fever Time! This reduces enemy turns during battle, enables HDD form, and raises stats by 10% to give you the advantage!

Get your wallet for this GOTY RPG.

[via The Opoks]

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