Showing posts with label Master System. Show all posts
Showing posts with label Master System. Show all posts

Wednesday, July 20, 2011

VGR:Quickies Ports of Persia


As you've probably seen on the blog, I've reviewed most Prince of Persia games already. (and comics...and movies..)

But this isn't all of them yet.
During this long running franchises, most episodes have known various releases on several platforms. If most releases nowadays are pretty similar to one another it wasn't always the case "back in the ol' days".

For this occasion, I decided to make this new Quickies installement! 
To have a look at some iterations of the original Prince of Persia games by Jordan Mechner. As well as another bonus quick review.
Originally, the Prince looked like this! True story!

The original Prince of Persia, released on Macintosh and Dos systems, is regarded as a classic nowadays.
It launched a genre of more realistic platformers, sometimes referred to as "cinematic platformers".
Unlike Sonics and Marios it wasn't as surreal and was based around real physics. The acrobatic character of PoP was couldn't jump over enemies. Nor double jump. But he was able to grab ledges, roll under small passages, walk carefully to avoid setting off traps.

It was original designed by Jordan Mechner after a moderately successful Karateka.
Both titles were adapted over all of their current video game systems, countless ports. PoP even ported to this day on most consoles ever released.
Most of those ports were done by the small studio Brøderbund, who alongside Mechner took a great care keeping the games faithful and the experience similar. Yet using each system's specifics whenever the need arose.

The story is a classic now.
You play as the unnamed Prince, trying to get back to your Princess trapped by the evil Vizier.
The Prince gets thrown in the jail caves. The game is a journey, which has to take less than a real life-hour before it's too late and the sands of the giant hourglass ran off.
The directly sequel The Shadow and the Flame sees the Prince expelled from the palace and losing himself in the seas. Now wandering in another island, the Prince is castoff the palace, needs to fight back his inner demons (represented by an evil doppelganger), find his way back to the palace and clean up his name!
The sequel isn't as much puzzle/platforming oriented but a tad bit more combat focused, featuring lots of new various enemies often attacking in groups.

Now, let's dig into these games, shall we?


Title: Prince of Persia Collection
From Brøderbund Software

On PC
Type Sidescrolling platformer
Year 1999

This compilation runs on most modern computers easily.
Sometimes going by the name Prince of Persia Collection, Prince of Persia CD Collection, Prince of Persia: Collector's Edition or even Prince of Persia 1 & 2 (like mine). It was released on 1999, around the release of the 3rd game.
It contains the original Dos versions of both first games. Playing with the settings you can play the original Dos or VGA enabled versions. The music added later on by Brøderbund is available but you can also play it old school with the old chiptunes and no musical ambiance.
All the original levels are present.

Overall: Want to play the real original Prince of Persia games? This release is a must have!
Both games are fluid, fun and huge to explore. PoP2 looks more colorful and complex graphically, it even contains all its cutscenes and voices!
I said in my earlier review of PoP2 I didn't like it as much as the original, wasn't as perfect gameplay-wise, rushed, awful music and wasn't that well adjusted in its platforming sequences...but the original Dos version is far more suited to play.
Since this was released to promote PoP3D, it even contains a preview, making off (in an awfully small resolution quick time video) and a behind the scenes look at Prince of Persia 3D/Arabian Nights!

I give this one a: 3 / 3 Score!


Title: Prince of Persia
From Brøderbund Software

On SNES
Type Sidescrolling platformer
Year 1992

The SNES port of PoP1 was an enhanced version sporting all-new graphics.
It features 20 levels instead of the usual 13. Though some big edits were given to the level design.
It is also the only version were you're given 2 hours instead of the usual one hour to complete the game, making it a bit easier (even counting the extra levels).

Overall: I'm honestly not a big of this version, not because of its quality but because how different the whole game feels.
The music's good. (even if I admit I'm not a big fan of it)
There's some extra plot in this one. The graphics though are the part that suffer the most. It's just so dull and colourless..  I like the new ideas and design, adding wood here and there, putting more designs across the levels. (even splitting screens in 2 to add extra room to run around) But why's everything so brown and mushy? And the Prince looks like Vectorman, like he's composed of smaller parts/spherical objects to mimic the original game's motion capture while they designed new graphics.
Sidenote: It was censored in the US and Europe, thus my Japanese version (picture above)

I give this one a: 2 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software

On Megadrive
Type Sidescrolling platformer
Year 1993

Covered in the main Prince of Persia Review.

Overall: Not playing on the SEGA side against Nintendo above. But this version is a much better and faithful version of the original game.
Like the SNES, but featuring its own original art, it also uses enhanced graphics. It even contains 4 additional levels. (but here the original levels weren't cut down or edited)
The Pal release has its share of own differences, like new kinds of potions, some that can freeze time, others give you additional minutes to complete the game...

I give this one a: 3 / 3 Score!

Title: Prince of Persia
From Brøderbund Software/Titus Software

On SNES
Type Sidescrolling platformer
Year 1996

Covered in the main Prince of Persia 2 Review.


Overall: Missing some features as well as some levels (including the actual last level!), PoP2 may not have been as good as the original, but on the SNES it's a whole different level altogether!
I blame this on the co-developer, Titus.
The music is really annoying, enduring it through this longer sequel is one heckuva challenge, at least the game features a password system to help out!
The game seems to be on speed compared to the original Apple/Dos version.
Which is quite annoying to avoid some precise traps and segments...


I give this one a: 1.5 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software/Microïds

On Megadrive
Type Sidescrolling platformer
Year 1996

Covered in the main Prince of Persia 2 Review.

Overall: Like I wrote in the original review, this one wasn't actually released originally. But the game was completed anyway!
The game contains its own share of problems though. If Sega prevented its release due to quality concerns (those were the days, right? :P) it's a miracle Nintendo didn't.
Anyway, the graphics are the same as the SNES port and similar to the PC version.
But the game is buggy (around traps, like the released SNES version), the controls aren't as precise as on the computer... Try it or skip it!

I give this one a: 1.5 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software

On Master System
Type Sidescrolling platformer
Year 1992

When the home console systems starting picking up in the early 90s, Prince of Persia 1 was converted to almost all systems. If some, like the NES port, were simple copy/past of the original game with lower settings, other were proper adaptations by Brøderbund.

Overall: Strangely good for an 8-bit system.
It is a lot truer to the original game in colors compared to, say, the Atari or NES port.
The game feels also pretty right, the Prince moves well if a tad bit slower. The proper physics were well implemented for such a simple system. Most cutscenes were cut down though.
The Prince was given brown hair for a change! (due to the limited color palette no doubt)
I'd say, try it if you can!
A pretty good port given the circumstances.

I give this one a: 2.5 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software/RIVERHILL SOFT 

On PC Engine
Type Sidescrolling platformer
Year 1991

CD format meant improved graphics and all-new music back then!
It's from this port that the Prince started sporting a turban and colored clothing (a green jacket!).

Overall: Pretty good. The controls feel different but the overall experience is still good.
It was based, from scratch, on the Macintosh release.
The music is pretty impressive and the new redone cutscenes look great! It evens features voice tracks!
It's the most Arabian Nights-ysh version of the game in my eyes.

I give this one a: 3 / 3 Score! 


Title: Prince of Persia
From Brøderbund Software

On Mega-CD
Type Sidescrolling platformer
Year 1992

The Sega CD version, mostly an upgrade version of the PC Engine. Reusing all its assets as basis.

Overall: This one's the one I like to call the "Prince of Persia: ANIME! Edition".
If the PC Engine version was more colorful this one's like a rainbow enhanced version of the previous one.
The Prince who was getting a lot more colorful in the previous iteration (green jacket, blue turban..) is now a fully Japanese anime character. And for good reason, the game features now (slightly) animated cutscenes!
And the worse part is that the boxart doesn't give any hint to its new direction at all.
The cutscenes are funny though. Even if out of place.
This is another one of those "on speed" versions. (like PoP2 on the SNES), even when running on 50 Hrz.
The music doesn't make good use of the Sega CD system that much...but it works in this cracked up ort.
The game itself is good, don't worry. But the over-saturation of colors and animesque Prince makes this one feel either really funny or pretty bad.

I give this one a: 2 / 3 Score! 


Title: Prince of Persia: Rival Swords 
From Ubisoft Montreal

On Wii also available on PSP
Type Sidescrolling platformed
Year 2007

And finally, you probably didn't expect it, here's the alternate release of a modern Prince of Persia. (something that tends to happen less often these days.. we usually get completely different games, not alternate editions)

I've already did a review of Prince of Persia: Warrior Within here.

Overall: Rival Swords is an upgrade/new edition of Warrior Within which saw the conclusion to the Sands of Time series.
 Rival Swords tweaks some gameplay elements of the original Warrior Within. Mostly in-combat and related to the AI of the enemies. It also fixed and changed some gameplay details and added some zones (nothing that noticeable). Before the recent HD remastered release, it was seen as the definitive version of this game.
It was released on Wii and PSP.
The Wii version doesn't bring new changes from the overall look of the Gamecube version. It could look a bit cleaner I'd say.
Though it adds the brand new motion-sensing functionality. It's all gimmick, I know.
It may be annoying in the gameplay (since the game wasn't designed around it), but the combat gets easier (probably on purpose by Ubisoft) and the instant kills are finally easy to pull off.

I give this one a: 2.5 / 3 Score!


And that is all for this time!
Of course, it's not all the versions of the original games nor all the current alterations of the recent episodes.

The original Prince of Persia as since its release been made available on almost virtually every system ever.
Phones, iPhones, Xbox, PS2, etc..
Often simple re-releases of the original game, other times remakes using the Sands of Time engine. (as the Xbox 360 port on the Xbox Live Arcade)
But most of those, besides the facelift, often uses the original game as basis and frame, keeping either the original level design of physics intact.

 
That's all for this time's Quickies!

Wednesday, May 18, 2011

VGR The Flash


Did you know there was a game about the Scarlet Speedster?
No?

Nowadays, when you think about superheroes (or just comic book) video games, you mostly think about movie tie-ins and cartoon-related adaptations, right?
But back during the golden age of gaming, during the 8 and 16-bits era, comics-to-games were legion.
And also, they were often pretty good.
A lot of these came on the NES, Super Nintendo and Megadrive. American comics like the X-men, Spider-man, but also European comics such as the Smurfs, Lucky Luke, Asterix, and also lots of Mangas from Dragon Ball to Astroboy, Mazinger, Tatsunoko productions, etc..

Today, let's check out one of those, a pretty obscure one, on one of my favorite videogame systems ever...


VGR: The Flash 
From Probe Entertainment/Sega
Played on Master System
Also available on /


Type Action sidescroller/beat 'em all-ysh/platformer-ysh
Year 1993

This game was developed by Probe.
Most retrogamers know them from lots of pretty good videogame adaptations on 8 and 16-bits consoles. Mostly on the Master System and Megadrive, though they've made some titles for Nintendo's systems as well.

The Flash was a sidescrollin' arcade-style game adaptation of the Flash based on both his short lived live TV series and the famous DC Comics character. Mostly the TV series, though the game came out a full 2 years after its cancellation, so it's kinda hard to call this one a "tie-in" adaptation.

"He's the Fastest Man Alive! The Faaastest Man Alive, the Faaaastest Man Aaaaaliiiive~"

What's the pitch?

The Trickster and The Trachmann have teamed up to take control of Central City!!
They've stolen five crystals while at it as well.
Then, Trickster has declared himself mayor of the city and put a price on the Flash's head!

Now it's up to Barry Allen, the Scarlet Speedster, to regain control of the city and defeat these villains...

The Scarlet Hurricane in action!...the what now??

That's a pretty straightforward story, but nobody was asking more from this game, it's simple and perfect for this lil' action sidescroller.

As The Flash, you're asked to go through 6 "episodes", each composed of 2 zones. The plot is recapped each new episode by Tina McGee, Flash's friend from Star Labs.

The gameplay is pretty simple as well.
The Flash can run, moves pretty fast and can attack.
One button to "vibrate" and another to jump. By combining those or playing with directions he can spin around like a hurricane to beat bad guys down or spin his arm super fast to break power-ups, obstacles or those same bad guys.
It's ridiculously easy and perfect to be able to play with these classic Flash trademark moves.

Now the game itself is quite something else.
The levels aren't 100% designed around Flash's speed so it's kinda tricky to move around smoothly and avoid traps, obstacles, enemies, etc..
The Trickster sure managed to trick the city with all that junk in your way.

Mark Hamill in a colorful car comes around...

For you see, Probe is well known for their game's difficulty and the Flash is probably amongst the hardest ones.

The city is litterally crawling under henchmen!

There's various objectives to do in the levels.
You can collect the usual power-ups, boost your "speed force" (which is drained while vibrating), lives, health, temporary effects...
The acts contain 2 similar objectives each time, you have to open the level's ending and reach it and escape under the time limit. Plus you can also collect all the gems the Trickster has stolen, found around the city.

Why under a time limit? Because the ingenious Trachmann has launched his dangerous robot FED, the  Flying Electronic Droid.
It's a nice original way to design the usual time limit of these arcade games into the gameplay itself. Don't spend too much time fooling around or you'll have FED on yours! And he can kill you in one hit only!

At the end of each episode you'll have a boss fight against the Trickster in his Trickstermobile.
Seeing the same boss the whole game is kinda...unusual.. and it gets harder and harder each time!

The game's difficult due to its speed. The Flash moves pretty fast when he gains momentum, there's a certain learning curve.
At least the graphics are lovely for an 8-bits system, the levels are kinda fun design-wise if a bit repetitive.
The music's cool enough to mention it~


Overall, I wanted to give this one a "2", really, but I gotta try being honest with you gals and guys in my ratings.
So 1.5 it is. (don't forget how my personal ratings system is done!)

It's a good enough game if you're interested in either the genre, the system or the character!
But far from perfect.
Controls a bit clumsy, yet beautiful colorful comic book-like graphics.

It was kinda based on a Gameboy game from 1991, which was a direct adaptation of The Flash TV show. Though this one's different in levels, graphics and gameplay. (and was much easier thanks to a password system absent on the Master System)
So it's kinda a distant sequel to that one, but from a different developer on a different console.

Anyway,

I give it:

 1.5 / 3 Asterix!

Monday, July 5, 2010

VGR Sonic the Hedgehog (8 bit)



Since I just finished it earlier today, here's a review of the first handheld Sonic game!
A bit special to me, as a game and because it's Sonic 1 as well. And my very first gaming review on this blog was the Sonic 1 VGR!

VGR: Sonic The Hedgehog (8 bit)
From Ancient/SEGA
Played on Master System & Game Gear
Also available on Gamecube, Xbox, PS2, etc...

Type Sidescroller platformer
Year 1991

Developed alongside the main 16-bit version of Sonic The Hedgehog (for Megadrive), was an 8-bit version of Sonic made for Master System & Game Gear, released later on, the same year of 1991.

What is this Sonic game very few gamers talk about? How's it like? Is it any good?
Let's dive into this "side" adventure and first in a long series of good handheld Sonic games...

It's looks like Sonic (16 bit), feels like Sonic (16 bit), but itsn't exactly Sonic (16 bit)

More than a simple port of Sonic The Hedgehog (16 bit) from the much more powerful Megadrive to the simpler (8 bit) Master System and Game Gear consoles, this Sonic games acts like a separate sidestory.

It does stay inspired by the other version though.

In this game, you'll also play only as Sonic (afterall, only Sonic and Eggman existed in '91) and go against Eggman on the same South Island.
The game also goes for 6 zones, with 3 acts each.
There's some shared levels (including returning now classic "Green Hill Zone"). But everything else's different.

This game, in a way, somehow acts like a prequel, a prologue to the 16 bit version of Sonic 1.
This is the first time Eggman actually invades South Island. There's a few badniks (robots) here. He comes unprepared, most of the times you go against his Egg-o-matic only (was that its name?), using no ray-guns, no giant boulder, no-thing.
Yet, you see some early "machine ideas" Eggman would use in the actual game (talking chronogically-wise, in the boss designs and sequences).

Making this game a prequel/prologue to the actual game helped the team redesign and make something quite unique and original her, without the pain of porting a more elaborated 16 bit game to an 8 bit system.

Platformer-fans, rejoice! This Sonic game is for you!

So, the bosses are different, what else's different?

You go against them, in the third acts with absolutely no rings. But fear not, cause the third act's mostly designed to face the boss and there won't be any actual platforming nor other challenge to confrond.

Speaking of which, the game's designed much more for the actual exploration/platforming sequences than the high speed/velocity running around-and-spin dashing through loop-da-loops of the 16 bit counterpart.

It's more slow paced, a bit more like the Alex Kidd games.

The game's also harder, oh yeah, believe me, harder...

It's actually possible to get lost in a Sonic level in this game.
The team Ancient, developers of arcade classic Streets of Rage 2 designed with this Sonic a very nice complementary game to the main version.

The music is pretty iconic  and makes good use of the 8 bit limitation to make something different, yet familiar for Sonic in this adventure. The original levels specially (Bridge Zone, Jungle Zone and Sky Base Zone) have some classic tunes that got stuck in my head since then!

At the end of each act, a random signboard will offer you a bonus according to your speed. (a ring offers you more rings, a life or Eggman-nothing). This will also allow you to go into a Special Stage, to gain more rings and lives here.What about the classic Chaos Emeralds here? They're hidden, you have to find them "lost in the levels themselves". (kinda like, many years after that, in Knuckles levels in Sonic Adventures or in the game Shadow).
This really change from the usual 3D Special Stages/Getting the chaos emeralds of usual 2D Sonic games, and as a prologue/prequel, even works along the story! (just imagine they didn't need to be protected/hidden "before Eggman")


Overall, I really dig this lil' game!

It was made withouth any pretension of offering a similar experience to the other Sonic 1 game.
It's a very nice, challenging and colorful 2D platformer for Sega's 8 bit systems.
Both versions are pretty similar. While the Master System offers a larger resolution and better view of the action, the Game Gear port zooms in a bit, adds more colors to the palette and has slighty differences in the game's physics.

It's a very different take on Sonic that your usual run-and-jump arcade experiences. Specially compared to the more speedier games Sonic had in later years now.

Much like Mario Land, which was based on Mario Bros and tried its own "things" that later ended with its own series, Sonic (8 bit) is a nice twist on the original Sonic game and developed into its own series as well (with original 8 bit games like the Sonic & Tails series/Sonic Chaos&Triple Trouble).

It was made available in a tons of different Sega compilation, be it the Sonic Adventure DX's bonuses on the Gamecube or the Sonic Mega compilation+ on PS2/Xbox.
I recommend it for a try, if you like the genre/character/series ;)

I give it:

2 / 3 Segata Sanshiros!

Monday, June 28, 2010

Friday, May 28, 2010

Sega Mascots 02: Opa Opa

Here's another look at a past Sega Mascots. This time, it's Opa Opa's turn!

 
OPA OPA


Opa Opa comes from the Fantasy Zone series, another Arcade classic.


SEGA Arcade Mascot: 1985-200x


Opa Opa first appeard in a little cult arcade game called Fantasy Zone, released in 1985.
The game was ported on several systems officially such as the (most well known and liked) Master System, the MSX, the PC Engine...
And even some pirate ports like the pretty bad Nintendo port by Tengen.
The game was basically a shoot 'em up, but with a friendlier and more colorful aspect compared to other such type of games at the time (R-Type, etc..).
A cute 'em up as fans call those type of game.
It was pretty original in one aspect, the level wasn't scrolling as usually with vertical or horizontal shooters. In fact the player was allowed to explore a little zone from left to right from top to bottom, collecting coins to buy power-ups and killing a certain number of enemies.
Then, the boss of the level appears, defeat the guy (who usually would occupy most of the screen) and move on to the next stage!

Here's a little video for you:

 

The game became a little cult fan favorite.
So naturally Fantasy Zone had sequels and even spin-off games!
The Master System port (1986) was followed by a another Master System sequel (Fantasy Zone II: The Tears of Opa-Opa - 1987) and then by a Megadrive sequel (Super Fantasy Zone - 1992).

2 Spinoff titles were made.
Fantasy Zone: The Maze in 1987 (also simply called Opa Opa) a puzzle game not very far from Pengo/Bomberman.
And a simplistic arcade gimmick-y game called Galactic Protector (1988) which was made to use and sell a new controller.

There also was a Game Gear original game called Fantasy Zone Gear: The Adventures of Opa-Opa Jr in 1986.
Hudson tried to make a Fantasy Zone/Space Harrier crossover. Space Fantasy Zone. But they weren't able to get SEGA's right, so it was unreleased (even if a Gold release almost finished is easy to find on the web, I "have" the unreleased game and made a material copy for the PC Engine, did the cover art for the CD case, etc..)




Nevertheless, Opa Opa stayed Sega's arcade mascot until at least the years 2000s.
Always associated with Sega's image on the arcade scene for a very long time but finally began to disappear during the Dreamcast and post-Dreamcast era...

The last we've seen of him after the arcade perfect port on the Sega Saturn was a PS2 3D remake under the Sega Ages brand.
And finally, Opa's last "real" appearance on a console was the PS2 Fantasy Zone Complete Collection (2008 - only available in Jap).
A compilation containing all the previous games under many versions such as the Arcade, the Master System, etc..
Fantasy Zone 2, which was a Master System exclusive, even got an "arcade port" in this collection, a beautiful looking remake!

You'll see it only once, here's the complete series (not counting Fantasy Zone 1 various non-Sega ports)

Opa Opa stayed a cute and cult Sega mascot, even alongside other future mascots.
Because of that he scored many cameos outside the Fantasy Zone saga.
Such as the anime Zillion (co-produced by Sega), in Phantasy Star Online/Universe/and Portable games, Sonic Riders, Planet Harrier, Shenmue... to his last recent appearance as a playable (!!) character in Sonic & Sega All-Stars Racing!

Opa Opa. A zone, some fantasy and a dream to be the greatest mascot ever.

This epic little guy had to share some screentime, most of the 80s, with a newbie who wanted to become the definitive Sega mascot...

To Be Continued...

Tuesday, May 25, 2010

Sonic & Sega All-Stars Racing ART JAM retrospective


That's right, this is a little post about the Art Jam I've been running on deviantArt!

In case you would have a look at the original deviantArt Journal where all the fun was at, click this link!

So, I would like to have a little retrospective of the Jam on my blog.
A small recap, if you please.

But first of all, I'd like to thank everybody who participated in the Jam!
This ought to show Sega and Sumo Digital how much we love our Sega franchises and characters,
and that a wider range of characters from all Sega periods should have been representated in game!

A quick look at a compilation of all our different and various entries! Click it to see it in bigger and better format!

22 participants. Over 50 entries for a "little" art jam in my humble deviantArt page!
That should shake SEGA and the guys at Sumo Digital a little, right?
I mean, would I have been a lot more popular on deviantArt, the Art Jam a little shown on forums and fansites (which it wasn't while running) and the deadline longer, I'm sure we could have reached over 100 entries!
50 entries are quite a lot!

However we're not here to discure that, but to have a little look a certain pieces.
If I'm not gonna quote your entry below, don't worry, nothing against you or your piece.
But I wanted to have little look at the more DLC worthwile and nostalgic franchises that should have made it into the game.

Instead we got Metal Sonic, and while I'm sure kiddies and Sonic fanboy bought it the second it appeard online, I didn't and do not plan on buying it soon.
Money doesn't grow on tree, you know? Special not for digital content.

First, here's one more link, to the Art Jam gallery if you want to check out all the entries in separate pages.

I'm kinda sad there hasn't been any real Saturn material in the game.
The Sega Saturn is one of my all time favorite systems, I play it to this very day, and will play it long after Xbox 360 and Wii will be collecting dust in their boxes.
Sure, NiGHTS is present in SaSASR, but 1) he's non playable 2) just a cameo! 3) he's not even a real Saturn exclusive anymore thanks to the PS2 remake and Wii sequel!
I'll start to illustrate this with my own pics (why shouldn't I?)


All pics can be viewed bigger, just click them ; )

Come on! Why couldn't you give me those?!
Too obscure for you modern younger gamers?
They weren't that obscure in the 90s, they even managed both to score a sequel!
They aren't mainstream by 2010s strandards, but who cares?
Nintendo's own Super Smash Bros would be as huge and loved if it didn't contain that much old school Nintendo-fans references!
And look at what they got, Pit, who's never been well known nor popular!
And Earthbound characters! Only one Earthbound did make it outside Japan back then, and it wasn't that successful nor popular!
Obscure references for non fans might interest gamers and introduce them to forgotten past series!
And Bug! and Clockwork knight are both classic Saturn series and almost mascots to the system, alongside NiGHTS who's scored a cameo!


Talking about NiGHTS, yeah, I'm sad he didn't made it, but reading people crying for his inclusion as a DLC sounds so...unoriginal! Would you really want a character you have in the game become "playable" with a cheap model re-use? (oops.. did I mention Ryo's Forklift DLC?)
Reala could work a lot better as a DLC! And just thinking about his rockin' theme song.. *dreams*


About music...
Reminds me of those guys, Toe Jam & Earl.
Wasn't SEGA and TJ&E creators working on an agreement to include them later on? Were are they? As of today, May 25, I still haven't seen them in the game??
There was a lot of copyright issues, being a co-production, like Pokémon is for Nintendo.
But wasn't that some discussions about a later-addition of TJ&E as DLC?

For the characters that didn't make it, Sumo Digital did talk about cameos in game. But all we got was NiGHTS!
With the first DLC coming, we would thought that some original stuff would come, but we only got an alternate Ryo Hazuki in a full all star mode (forklift), which isn't interesting in my eyes, I prefer Ryo on his bike only switching vehicle for his All Star, and a combo Metal Sonic/New Eggman track, which isn't that new because of all the Sonic stages and a metallic Sonic doesn't make it for me.
I didn't buy any of those, kinda cheap marketing trick in my eyes.
But look, they include some fan service content! Ristar's in it..in a...cameo..3D object in the background of the stage..and a cheap 3D model at that... That's kinda lazy...
Couldn't they switch off Ristar as a character and Metal Sonic as a cameo in the Eggman stage? I would be a lot more surprised by that!
But kiddies wouldn't buy it then... So why not make them both playable? Like a combo pack. A popular (and Sonic) character and a less popular (read: obscure/non-mainstream) one? Better deal that way!
Or better, a huuuuge character pack!




They said the game would be DLC-friendly, built from scratch to allow those unlike the (pretty good) Tennis game.
Where are our classics and huuuuugely popular Megadrive franchises? Those would sell!
Better, why not make a 3to5 character packs? I'd buy that!
They could even sell a new release of the game at some point (or for their Xbox360/PS3 platinum or classic re-releases) with all the previously added characters that would have been released as DLC in the meantime.


Heck! Don't you want to play with Segata Sanshiro?
Even old obscure characters are quite popular nowadays, thanks to internet, youtube and MEMES.
Just imagine his epic theme song across the tracks!


 I'm pretty surprised the very popular Phantasy Star (Online) franchise didn't get a mention in this game!
They're one of post-megadrive Sega most popular franchises!
And all accross the world, not just Japan.
(I could have said almost the same from Yakuza, but it isn't that a hit in Europe, not all the games were released outside Japan and finally it's a bit too much M-Rated for this game!)


Be it old school/retro Sega games or new franchises I think those proprieties offer quite a variety of colors.
There's a lot of classic and new stuff to work with!

If I was at the head of a studio m'self... : P

The ball is in Sega's court. And Sumo Digital as well, don't tell me they couldn't make a difference or their voice heard if they truly were all for it!

On this final phrase, I'll be trying to send it, all of this, to Sega or Sumo Digital.
You can help me as well, post it on forums, show the SEGA love!
Hating, arguing against Sega won't do any good, we, as gamers, can make a difference and influence the way Sega is today!
If you keep only buying Sonic games, that's not gonna bring back Sega's original creative force! Showing your, our, interest in Vectorman, buying Rub Rabbits and making a voice heard in Sega communities would be a lot better.

(I can sound quite passionate about some subjects, can't I? XD)