Professional Documents
Culture Documents
ENCYCLOPEDIA
vol.01
copy/paste:
DaddaRuleKonge
DaddaRuleKonge
I made this book because I like to have something to do, and I like
doing this sort of stuff. Cataloguing and stuff... This book (or PDF)
is one in a long line of PDFs I have made since 2012.
If you are happy with the book then please look at some of the web-
sites on the “Reference Guide” page. Find a site that you like and
give them some spending money. Or give cash to something you
believe in. A kickstarter project or something, i don`t know?
If you are annoyed, send an email to me: sennep@hotmail.com
from: Daniel aka DaddaRuleKonge
https://daddarulekonge.itch.io/
The Sega Saturn is a 32-bit fifth-generation home the console, such as the Sega Virtua Processor chip
video game console that was developed by Sega and used for Virtua Racing, and eventually the Sega 32X
released on November 22, 1994 in Japan, May 11, add-on.
1995 in North America, and July 8, 1995 in Europe
as the successor to the successful Sega Genesis/Mega
Drive. The Saturn has a dual-CPU architecture and
eight processors. Its games are in CD-ROM format,
and its game library contains several arcade ports as
well as original titles.
Released in 1988, the Genesis was Sega’s entry into
the fourth generation of video game consoles. In
mid-1990, Sega CEO Hayao Nakayama hired Tom A first model Japanese Sega Saturn unit
Kalinske as president and CEO of Sega of America. Development of the Saturn was supervised by Hideki
Kalinske developed a four-point plan for sales of the Sato, Sega’s director and deputy general manager of
Genesis: lower the price of the console, create a U.S.- research and development. According to Sega project
based team to develop games targeted at the American manager Hideki Okamura, the Saturn project started
market, continue aggressive advertising campaigns, over two years before the system was showcased at
and sell Sonic the Hedgehog with the console. The the Tokyo Toy Show in June 1994. The name “Sat-
Japanese board of directors initially disapproved of urn” was initially the system’s codename during de-
the plan, but all four points were approved by Na- velopment in Japan, but was eventually chosen as the
kayama, who told Kalinske, “I hired you to make the official product name. In 1993, Sega and Japanese
decisions for Europe and the Americas, so go ahead electronics company Hitachi formed a joint venture
and do it.” Magazines praised Sonic as one of the to develop a new CPU for the Saturn, which resulted
greatest games yet made, and Sega’s console finally in the creation of the “SuperH RISC Engine” (or SH-
took off as customers who had been waiting for the 2) later that year. The Saturn was ultimately designed
SNES decided to purchase a Genesis instead. How- around a dual-SH2 configuration. According to Ka-
ever, the release of a CD-based add-on for the Gene- zuhiro Hamada, Sega’s section chief for Saturn de-
sis, the Sega CD (Mega-CD), had been commercially velopment during the system’s conception, “the SH-2
disappointing. was chosen for reasons of cost and efficiency. The
Sega also experienced success with arcade games. chip has a calculation system similar to a DSP (dig-
In 1992 and 1993, the company’s new Sega Model ital signal processor), but we realized that a single
1 arcade system board showcased Sega AM2’s Vir- CPU would not be enough to calculate a 3D world.”
tua Racing and Virtua Fighter (the first 3D fighting Although the Saturn’s design was largely finished
game), which played a crucial role in popularizing before the end of 1993, reports in early 1994 of the
3D polygonal graphics. In particular, Virtua Fighter technical capabilities of Sony’s upcoming PlaySta-
garnered praise for its simple three-button control tion console prompted Sega to include another video
scheme, with the game’s strategy coming from the display processor (VDP) to improve the system’s 2D
intuitively observed differences between characters performance and texture-mapping. CD-ROM-based
that felt and acted differently rather than the more and cartridge-only versions of the Saturn hardware
ornate combos of two-dimensional competitors. De- were considered for simultaneous release at one point
spite its crude visuals—with characters composed of during the system’s development, but this idea was
fewer than 1,200 polygons—Virtua Fighter’s fluid discarded due to concerns over the lower quality and
animation and relatively realistic depiction of distinct higher price of cartridge-based games.
fighting styles gave its combatants a lifelike presence According to Kalinske, Sega of America “fought
considered impossible to replicate with sprites. The against the architecture of Saturn for quite some
Model 1 was an expensive system board, and bring- time”. Seeking an alternative graphics chip for the
ing home releases of its games to the Genesis required Saturn, Kalinske attempted to broker a deal with Sili-
more than its hardware could handle. Several alterna- con Graphics, but Sega of Japan rejected the propos-
tives helped to bring Sega’s newest arcade games to al. Silicon Graphics subsequently collaborated with
Nintendo on the Nintendo 64. Kalinske, Sony Elec- wanted the launch to include both Clockwork Knight
tronic Publishing’s Olaf Olafsson, and Sony Amer- and Panzer Dragoon, but the latter was not ready in
ica’s Micky Schulhof had previously discussed de- time. Aside from Virtua Fighter, the only first-party
velopment of a joint “Sega/Sony hardware system”, title available on launch day was Wan Chai Con-
which never came to fruition due to Sega’s desire to nection. Fueled by the popularity of Virtua Fighter,
create hardware that could accommodate both 2D Sega’s initial shipment of 200,000 Saturn units sold
and 3D visuals and Sony’s competing notion of fo- out on the first day. Sega waited until the December
cusing entirely on 3D technology. Publicly, Kalinske 3 launch of the PlayStation to ship more units; when
defended the Saturn’s design: “Our people feel that both were sold side-by-side, the Saturn proved to be
they need the multiprocessing to be able to bring to the more popular system. Meanwhile, the 32X was
the home what we’re doing next year in the arcades.” released on November 21, 1994 in North America,
December 3, 1994 in Japan, and January 1995 in
In 1993, Sega restructured its internal studios in
PAL territories, and was sold at less than half of the
preparation for the Saturn’s launch. To ensure high-
Saturn’s launch price. After the holiday season, how-
quality 3D games would be available early in the
ever, interest in the 32X rapidly declined. 500,000
Saturn’s life, and to create a more energetic working
Saturn units were sold in Japan by the end of 1995
environment, developers from Sega’s arcade division
(compared to 300,000 PlayStation units), and sales
were instructed to create console games. New teams,
exceeded 1 million within the following six months.
such as Panzer Dragoon developer Team Andromeda,
There were conflicting reports that the PlayStation
were formed during this time.
enjoyed a higher sell-through rate, and the system
In January 1994, Sega began to develop an add-on gradually began to overtake the Saturn in sales dur-
for the Genesis, the Sega 32X, which would serve ing 1995. Sony attracted many third-party developers
as a less-expensive entry into the 32-bit era. The de- to the PlayStation with a liberal $10 licensing fee, ex-
cision to create the add-on was made by Nakayama cellent development tools, and the introduction of a
and widely supported by Sega of America employ- revolutionary 7- to 10-day order system that allowed
ees. According to former Sega of America producer publishers to meet demand more efficiently than the
Scot Bayless, Nakayama was worried that the Saturn 10- to 12-week lead times for cartridges that had pre-
would not be available until after 1994 and that the viously been standard in the Japanese video game in-
recently released Atari Jaguar would reduce Sega’s dustry.
hardware sales. As a result, Nakayama ordered his
engineers to have the system ready for launch by the
end of the year. The 32X would not be compatible
with the Saturn, but Sega executive Richard Brudvik-
Lindner pointed out that the 32X would play Gen-
esis titles, and had the same system architecture as
the Saturn. This was justified by Sega’s statement
that both platforms would run at the same time, and
that the 32X would be aimed at players who could
not afford the more expensive Saturn. According to Model 1 NA console with model 1 controller
Sega of America research and development head Joe
Miller, the 32X served a role in assisting develop-
In March 1995, Sega of America CEO Tom Kalinske
ment teams to familiarize themselves with the dual
announced that the Saturn would be released in the
SH-2 architecture also used in the Saturn. Because
U.S. on “Saturnday” (Saturday) September 2, 1995.
both machines shared many of the same parts and
However, Sega of Japan mandated an early launch to
were preparing to launch around the same time, ten-
give the Saturn an advantage over the PlayStation.
sions emerged between Sega of America and Sega of
Therefore, at the first Electronic Entertainment Expo
Japan when the Saturn was given priority.
(E3) in Los Angeles on May 11, 1995, Kalinske gave
Sega released the Saturn in Japan on November 22, a keynote presentation for the upcoming Saturn in
1994, at a price of JP¥44,800. Virtua Fighter, a nearly which he revealed the release price at US$399 ($449
indistinguishable port of the popular arcade game, including a bundled copy of Virtua Fighter), and de-
sold at a nearly one-to-one ratio with the Saturn hard- scribed the features of the console. Kalinske also re-
ware at launch and was crucial to the system’s early vealed that, due to “high consumer demand”, Sega
success in Japan. Along with Virtua Fighter, Sega had had already shipped 30,000 Saturns to Toys “R” Us,
Babbage’s, Electronics Boutique, and Software Etc. a longtime arcade competitor with Sega, also unveiled
for immediate release. This announcement upset re- the Namco System 11 arcade board, which was based
tailers who were not informed of the surprise release, on raw PlayStation hardware. Although the System
including Best Buy and Walmart; KB Toys responded 11 was technically inferior to Sega’s Model 2 arcade
by dropping Sega from its lineup. Sony subsequently board, its lower price made it an attractive prospect
unveiled the retail price for the PlayStation: Sony for smaller arcades. Following a 1994 acquisition of
Computer Entertainment America president Steve Sega developers, Namco released Tekken for the Sys-
Race took the stage, said “$299”, and then walked tem 11 and PlayStation. Directed by former Virtua
away to applause. The Saturn’s release in Europe also Fighter designer Seiichi Ishii, Tekken was intended
came before the previously announced North Ameri- to be a fundamentally similar title, with the addition
can date, on July 8, 1995, at a price of GB₤399.99. of detailed textures and twice the frame rate. Tekken
European retailers and press did not have time to pro- surpassed Virtua Fighter in popularity due to its su-
mote the system or its games, leading to poor sales. perior graphics and nearly arcade-perfect console
After its European launch on September 29, by early port, becoming the first million-selling PlayStation
November 1995 the PlayStation had already outsold title. On October 2, 1995 Sega announced a Saturn
the Saturn by a factor of three in the United King- price reduction to $299. Moreover, high-quality Sat-
dom, where it was reported that Sony allocated ₤20 urn ports of the Sega Model 2 arcade hits Sega Ral-
million to market the system during the holiday sea- ly Championship, Virtua Cop, and Virtua Fighter 2
son compared to Sega’s ₤4 million. (running at 60 frames per second at a high resolution)
were available by the end of the year—and were gen-
The Saturn’s U.S. launch was accompanied by a re-
erally regarded as superior to any competitors on the
ported $50 million advertising campaign that includ-
PlayStation. Notwithstanding a subsequent increase
ed coverage in publications such as Wired and Play-
in Saturn sales during the 1995 holiday season, these
boy. Because of the early launch, the Saturn had only
games were not enough to reverse the PlayStation’s
six games (all published by Sega) available to start
decisive lead. By 1996, the PlayStation had a consid-
as most third-party games were slated to be released
erably larger library than the Saturn, although Sega
around the original launch date. Virtua Fighter’s rela-
hoped to generate increased interest in the Saturn with
tive lack of popularity in the West, combined with
upcoming exclusives such as Nights into Dreams....
a release schedule of only two games between the
Within its first year, the PlayStation secured over
surprise launch and September 1995, prevented Sega
20% of the entire U.S. video game market. On the
from capitalizing on the Saturn’s early timing. Within
first day of the May 1996 E3 show, Sony announced
two days of its September 9, 1995 launch in North
a PlayStation price reduction to $199; on the second
America, the PlayStation (backed by a large market-
day of the show Sega announced they were matching
ing campaign) sold more units than the Saturn had
this price, even though Saturn hardware was more
in the five months following its surprise launch, with
expensive to manufacture. Sony’s price reduction
almost all of the initial shipment of 100,000 units be-
was in turn a reaction to the release of the Model 2
ing presold in advance, and the rest selling-out across
Saturn in Japan at a price roughly equivalent to $199.
the U.S.
In spite of the launch of the PlayStation and the Sat-
A high-quality port of the Namco arcade game Ridge
urn, sales of 16-bit hardware/software continued to
Racer contributed to the PlayStation’s early success,
account for 64% of the video game market in 1995.
and garnered favorable comparisons in the media to
Sega underestimated the continued popularity of the
the Saturn version of Sega’s Daytona USA, which was
Genesis, and did not have the inventory to meet de-
considered inferior to its arcade counterpart. Namco,
mand for the product. Sega was able to capture 43%
of the dollar share of the U.S. video game market and
sell more than 2 million Genesis units in 1995, but
Kalinske estimated that “we could have sold another
300,000 Genesis systems in the November/December
timeframe.” Nakayama’s decision to focus on the
Saturn over the Genesis, based on the systems’ rela-
tive performance in Japan, has been cited as the ma-
jor contributing factor in this miscalculation.
Reference Guide
These are web sites that I used alot for pictures/screenshots, reference and much of the information. If I have
not used wikipedia on a game description, then I have tried to credit it at the bottom of the text.
I can recommend all of these websites, as they are very informative and/or fun to look through.
If you are the owner of one of these sites and feel that i have done you wrong, then please send me an e-mail
and i will make the necessary change to your wish.
Sega Retro
“Welcome to Sega Retro, a project from the people behind Sonic Retro. We aim to cover
everything possible about Sega from the 1940s to today. We currently are working on
14,906 articles and have many more that are requested to be worked on. ”
• Used for most cover and intro pictures, information and rarity score.
A giant site on every Sega consoles. Maybe the most important site for a Sega aficionado. It consist of a huge
wiki, detailed information, pictures, flyers, and a great rarity score list. Without this site, this book would be
very barren.
https://segaretro.org/Main_Page
Satakore
https://www.satakore.com/
http://www.hardcoregaming101.net/
Reference Guide • 13
GameFAQs
“Founded in 1995, GameFAQs has over 40000 video game FAQs, Guides and
Walkthroughs, over 250000 cheat codes, and over 100000 reviews.”
http://www.gamefaqs.com/
Moby Games
“MobyGames is the oldest, largest and most accurate video game database for
games of every platform spanning 1979-2014.”
http://www.mobygames.com/
14 • SEGA
Page Break-Down
This is a break-down on what the pages consist of:
B E C
A
Area 51 6.9
Developer Tantalus Interactive, Perfect Entertainment
Publisher (us) Midway, (eu) GT Interactive, (jp) Soft Bank
Release date (us) November 20, 1996
Genre Light-gun
Mode 1-2 Players
Game library
Much of the Saturn’s library comes from Sega’s ar- involving a team of outer-space firefighters, garnered
cade ports, including Daytona USA, The House of praise for its transparency effects and distinctive art
the Dead, Last Bronx, Sega Rally Championship, direction, but was released in limited quantities late in
the Virtua Cop series, the Virtua Fighter series, and the Saturn’s lifespan and criticized for its short length.
Virtual-On. The Saturn ports of 2D Capcom fight- Some of the games that made the Saturn popular in
ing games including Darkstalkers 3, Marvel Super Japan, such as Grandia and the Sakura Wars series,
Heroes vs. Street Fighter, and Street Fighter Alpha 3 never saw a Western release due to Sega of America’s
were noted for their faithfulness to their arcade coun- policy of not localizing RPGs and other Japanese ti-
terparts. Fighters Megamix, developed by Sega AM2 tles that might have damaged the system’s reputation
for the Saturn rather than arcades, combined charac- in North America. Despite appearing first on the Sat-
ters from Fighting Vipers and Virtua Fighter to posi- urn, games such as Dead or Alive, Grandia, and Lu-
tive reviews. Highly rated Saturn exclusives include nar: Silver Star Story Complete only saw a Western
Panzer Dragoon Saga, Dragon Force, Guardian He- release on the PlayStation. Working Designs local-
roes, Nights, Panzer Dragoon II Zwei, and Shining ized several Japanese Saturn games before a public
Force III. Although originally made for the PlaySta- feud between Sega of America’s Bernie Stolar and
tion, games such as Castlevania: Symphony of the Working Designs president Victor Ireland resulted in
Night, Resident Evil, and Wipeout 2097 received the company switching their support to the PlaySta-
Saturn ports with mixed results. Tomb Raider was tion. Panzer Dragoon Saga was praised as perhaps the
created with the Saturn in mind, but the PlayStation finest RPG for the system due to its cinematic presen-
version ultimately became better known to the pub- tation, evocative plot, and unique battle system—with
lic. Lobotomy Software’s PowerSlave featured some a tactical emphasis on circling around opponents to
of the most impressive 3D graphics on the system, identify weak points and the ability to “morph” the
leading Sega to contract the developer to produce physical attributes of the protagonist’s dragon com-
Saturn ports of Duke Nukem 3D and Quake. While panion during combat—but Sega released fewer than
Electronic Arts’ limited support for the Saturn and 20,000 retail copies of the game in North America in
Sega’s failure to develop a football game for the 1996 what IGN’s Levi Buchanan characterized as one ex-
fall season allowed Sony to take the lead in the sports ample of the Saturn’s “ignominious send-off” in the
genre, “Sega Sports” published Saturn sports games region. Similarly, only the first of three installments
including the well-regarded World Series Baseball of Shining Force III was released outside Japan. The
and Sega Worldwide Soccer series. With about 600 Saturn’s library also garnered criticism for its lack of
official releases, the Saturn’s library is nearly twice as
sequels to high-profile Genesis-era Sega franchises,
large as the Nintendo 64’s. with Sega of Japan’s cancellation of a planned third
Due to the cancellation of Sonic X-treme, the Saturn installment in Sega of America’s popular Eternal
lacks an exclusive Sonic the Hedgehog platformer, Champions series cited as a significant source of con-
containing only a graphically enhanced port of the troversy.
Genesis title Sonic 3D Blast, the compilation Sonic Later ports of Saturn games including Guardian He-
Jam, and a racing game called Sonic R. The platform- roes, Nights, and Shin Megami Tensei: Devil Sum-
er Bug! received attention for its eponymous main moner: Soul Hackers continued to garner positive re-
character being a potential mascot for the Saturn, but views. Partly due to rarity, Saturn titles such as Panzer
it failed to catch on as the Sonic series had. Consid- Dragoon Saga and Radiant Silvergun have been noted
ered one of the most important Saturn releases, Sonic for their cult following. Due to the system’s commer-
Team developed Nights into Dreams..., a score attack cial failure and hardware limitations, planned Saturn
game that attempted to simulate both the joy of fly- versions of games such as Resident Evil 2, Shenmue,
ing and the fleeting sensation of dreams. Although it Sonic Adventure, and Virtua Fighter 3 were cancelled
lacked the fully 3D environments of Nintendo’s Su- and moved to the Dreamcast.
per Mario 64, Nights’ emphasis on unfettered move-
ment and graceful acrobatic techniques showcased
the intuitive potential of analog control. Sonic Team’s
Burning Rangers, a fully 3D action-adventure game
22 • 2Tax Gold
“segaretro.org”
3D Baseball 8.0
Developer Crystal Dynamics
Publisher (us) Crystal Dynamics, (jp) BMG Japan
Release date (us) December 14, 1996
Genre Sports
Mode 1-2 Players
5.7 3D Lemmings
Developer Clockwork Games
Publisher (eu) Psygnosis, (jp) Imagineer
Release date (eu) July 5, 1996
Genre Action-puzzle
Mode 1 Player
“mobygames.com”
7.6 AI Igo
Developer ISCO
Publisher ASCII Something Good
Release date (jp) July 11, 1997
Genre Table
Mode 1-2 Players
6.8 AI Shougi
Developer Something Good
Publisher Soft Bank, Something Good
Release date (us) August 25, 1995
Genre Table
Mode 1 Player
AI Shougi 2 4.2
Developer ASCII Something Good
Publisher ASCII Something Good
Release date (jp) August 11, 1998
Genre Table
Mode 1-2 Players
Akumajo
Dracula X:Symphony
Castlevania: Gekka no Yasokyoku
of the Nightisisana entry
plat-
in the Castlevania series. Western gamers
form-adventure action role-playing game originally know this
game as Castlevania:
developed and publishedSymphony
by Konamiof theinNight.
1997 forSaturn
the
version of this game contains various exclusive
PlayStation. It was directed and produced by Toru Hag- fea-
tures
ihara, including
with Koji aIgarashi
new playable
acting ascharacter
assistant(Maria
director.Re-It
nard), new items, new enemies, and two new
is the direct sequel to Castlevania: Rondo of Blood tak- levels
(Cursed
ing placePrison and Underground
four years Garden).
later. It features Dracula’s dhampir
son Alucard as the protagonist rising from “segaretro.org”
his slumber
to explore the Dracula’s castle which has re-appeared
after Richter Belmont has vanished. It marks a break
from previous games in the series, introducing explora-
tion, non-linear level design and role-playing elements.
Symphony of the Night uses 2-dimensional side-scrolling gameplay. The objec-
tive is exploring Dracula’s castle to defeat Richter Belmont, who says he’s lord
of Castle Dracula. Canonically, Richter was the hero of the events that took place
in Castlevania: Rondo of Blood. The game is non-linear, but most of the castle
is inaccessible until various items are collected, including Shapeshifting into a
bat, wolf, or mist. As the player uncovers more of the castle, a map is updated to
show progress.
While protagonists in previous Castlevania games typically used a whip
(Vampire Killer), the player can find weapons ranging from swords to nunchaku
and expendable items such as bombs or javelins. A bestiary kept by the castle’s
librarian, who also functions as a shopkeeper, shows the monsters encountered
by the player and the items they drop when defeated.
Castlevania: Symphony of the Night incorporates elements found in role-
playing games. Alucard’s hit points determine the maximum amount of damage
he can withstand before dying while his magic points decide how frequently
a magical attack may be cast. Alucard has four other attributes: strength – the
power of his physical attack; defense – his resilience to damage inflicted by
the monsters; intelligence – the recovery speed of magic points; and luck – the
frequency that items are dropped by enemies. Defeating monsters provides
him with experience points and he will level up after reaching a predetermined
amount, increasing his attributes in the process. Alucard may cast eight different
spells, which requires the player to input directional combinations and will use
up varying amounts of his magic points. During the course of the game, Alucard
can acquire the ability to summon familiars, which function as complementary
entities, aiding him in battle and exploration.
Alternative modes of gameplay can be unlocked after the completion
of the game. By inputting Richter Belmont’s name as the user name, the player
can choose to play as Richter, who uses a whip as his main weapon and various
sub-weapons. Two alternative modes have Alucard as the player character with
certain items and increased or decreased attributes. In the Sega Saturn version
and the port included in the PlayStation Portable game Castlevania: The Dracula
X Chronicles, Maria Renard is also playable.
Akumajou Dracula X: Gekka no Yasoukyoku • 37
Development started on a Castlevania game joyed for a long time”. Consequently, the development
slated to be released for the Sega 32X. Sometimes us- team abandoned the stage-by-stage progression of the
ing the title “The Bloodletting”, this game had a play- previous Castlevania games in favor of an open castle
able version but Konami decided to move away from that the player could freely explore. Igarashi looked
that console, and put its focus on the PlayStation, so to The Legend of Zelda series, which involved much
the game was cancelled. Changes were made to these exploration and back-tracking to extend the amount
initial ideas and the project became Symphony of the of gameplay. The development team used inspiration
Night. from Zelda and Super Metroid to make the most of
The game was directed and produced by Toru the castle areas initially inaccessible to the player.
Hagihara, who had directed the previous entry, Rondo The player would gradually obtain items and vam-
of Blood. Igarashi had creative influence and was in- piric powers that progressively opened up the castle.
volved with the story-writing and programming. Part Their idea was to reward exploration while retaining
way through production, Hagihara was promoted to the hack-and-slash action of the previous games.
head of the division. He then asked Igarashi to finish Role-playing mechanics were added because
the game as the assistant director. From the outset, the Igarashi felt the classic Castlevania games were too
game was intended to represent a new direction for the challenging for average players. To change that, the
franchise. According to Igarashi, Castlevania: Sym- team implemented a leveling-up system with experi-
phony of the Night began development as “something ence points, which rewarded players with better at-
of a side story for the series, we were able to break tack and defense statistics as they beat enemies. This
alot of Castlevania conventions and introduce a lot system, combined with a variety of items, armors,
of new elements that we still use today”. His primary weapons and spells, allowed the exploration to be-
motivation for the abrupt design change was the sight come less difficult for unskilled players.
of dozens of Castlevania games in bargain bins of Castlevania: Symphony of the Night was art-
Japanese video game stores; linear Castlevania games ist Ayami Kojima’s first appearance in the video game
offered limited replay value after completion. A noted industry. She worked on the game as a character de-
fan of 2D games, Igarashi was instrumental in refin- signer, conceptualizing the game’s main and support-
ing the game’s control scheme. ing cast. Her designs for the game are heavily influ-
For Igarashi, regular action games were too enced by bishōnen-style art.
short; he wanted to create a game that “could be en- The game is presented using 2D visuals,
38 • Akumajou Dracula X: Gekka no Yasoukyoku
In 1998, Castlevania: Symphony of the Night “I understand why fans who’ve never played
was ported to the Sega Saturn in Japan. In this ver- the Saturn version would be interested in those
sion, Maria Renard is both a fully playable character features, but I really, really don’t feel good about
as well as a boss fight (she fights Alucard before giving them. I couldn’t put my name on that stuff and
him the Holy Glasses item), and Richter is available present it to
to play at start of the game. When playing the game as Castlevania fans.”
Alucard, a “third hand” is available for usable items. —Koji Igarashi, June 2007, on the Saturn port
Alucard can use exclusive items, such as the Alucard
boots, in the port. New areas – the Cursed Prison and
the Underground Garden, which had new bosses – can
be visited. The port also contains remixes of previous
Castlevania songs. Because of poor coding, loading is
more frequent and takes longer in the Saturn version
than in other versions. Because the Saturn has limited
hardware transparency support, transparency effects
such as the mists and the waterfall were replaced with
dithering effects, though partial translucency does ex-
ist in a few areas such as with Saturn exclusive en-
emies and one of the final boss fights. Rather than tak-
ing advantage of the Saturn’s increased resolution, the
graphics were stretched to fill the screen, causing some
sprites to be distorted. The overall quality of the Saturn
port’s video is said, according to Igarashi, to be low-
er than the PlayStation version because it is a simple
port handled by another team and was not recoded to
take advantage of the Saturn’s 2D capabilities. Igarashi
overall expressed disappointment with the Saturn ver-
sion.
This baseball
All-Stargame
1997is the follow Frank
Featuring up to Frank
ThomasThomas
is the
Big Hurt
follow up Baseball.
to Frank It features
Thomas anHurt
Big Exhibition,
Baseball.Season,
It fea-
Playoff,
tures All-Star, Batting
an Exhibition, Season,Practice,
Playoff, and HomeBatting
All-Star, Run
Derby modes. It also features all the 28 MLB
Practice, and Home Run Derby modes. It also features teams
plusthe
all the28
Tampa
MLBBay andplus
teams Arizona squads,Bay
the Tampa the and
2 new ex-
Arizo-
pansion
na squads,teams
the 2ofnew
that expansion
era. The game
teamsincludes
of that the
era.real
The
players,
game stats, stadiums,
includes and logos
the real players, of stadiums,
stats, each team.and log-
os of each team. “mobygames.com”
During full season play, the game keeps track
of stats in more than 27 different categories. The player
can also trade players from their team during the sea-
son.
The play-by-play commentary is from sport-
scaster Jon Miller.
“mobygames.com”
Alone in the Dark 2 • 41
Alone Alone
in in the2Dark
the Dark is the2 1993
is the sequel
1993 sequel to 1992’s
to 1992’s sur-
survival
vival horror
horror videovideo
game game
Alone Alone
in theinDark.
the Dark devel-
The origi-
opedgame’s
nal and published by Infogrames
horror theme as the secondde-em-
has been significantly install-
phasized in the sequel. the enemies are revealed to FM
ment in the series. It was ported to the PC-98 and be
Towns in 1994
possessed andspirits,
by evil to the 3DO
and areInteractive
green and Multiplayer
zombie-
in 1995
like under the same
in appearance, theyname,
are farand to the
from the Sega Saturn
shambling
and PlayStation
walking corpses inof 1996 as Alone
the first game, andin the Dark:
walk, Jack
talk, andis
Back inmuch
behave Europe,
like and renamed
ordinary as Alone
people, arminginthemselves
the Dark:
One-Eyed Jack’s Revenge in
with guns and shooting at the player.North America.
The game is set at Christmas of 1924, three
months after Alone in the Dark. “Supernatural Private
Eye” Edward Carnby and his partner Ted Stryker are
investigating the kidnapping of young Grace Saunders.
The trail of clues leads to an old mansion named “Hell’s
Kitchen” - the home of an infamous gangster boss and
his gang. Edward decides to pick up the trail when he
learns of Ted’s disappearance in the mansion. Unfortu-
nately, Edward soon finds out that Ted has been mur-
dered.
The original game’s horror theme has been sig-
nificantly de-emphasized in the sequel. While there are
some supernatural goings-on (Voodoo black magic),
the main villains are gangsters and pirates. While the
enemies are revealed to be possessed by evil spirits, and
are green and zombie-like in appearance, they are far
from the shambling walking corpses of the first game,
and walk, talk, and behave much like ordinary people,
arming themselves with guns and shooting at the play-
er. The player can pick up weapons on the way such as
a few firearms such as the Revolver, Flintlock pistols
and melee weapons such as Swords. The game world is
larger than that of the original, encompassing not only
the mansion, but also the surrounding gardens as well
as a pirate ship hidden in caverns beneath the house;
however, unlike the first game, with the exception of
the main house, its locations may only be explored in a
strictly linear sequence, a pattern that would continue in
later sequels.
Although much of the game is spent playing
as Carnby, the player will occasionally take control of
Grace Saunders. Grace, a child, cannot fight and is in-
stantly captured if the gangsters spot her, so instead she
must sneak around and defeat the gangsters by turning
common household objects into booby traps.
42 • America Oudan Ultra Quiz
6.9
AMOK
Developer Lemon
Publisher Sega, (jp) Koei
Release date (us) January 17, 1997
Genre Shooter
Mode 1-2 Players
“segagagadomain.com”
“segaretro.org”
This data disc allow users to watch the Angel Fish fish
in their fish tank rather than the standard assortment
that come with the main disc.
Pterophyllum is a small genus of freshwater fish from
the family Cichlidae known to most aquarists as “an-
gelfish”. All Pterophyllum species originate from the
Amazon Basin in tropical South America.
The 4th in the series of data discs for the Aqua Zone se-
ries allows users to feature the Clown Loach in their tank
as well as a few extra ornaments to decorate the tank.
The clown loach, Chromobotia macracanthus, is a
tropical freshwater fish belonging to the botiid loach
family. It is a popular fish in the freshwater aquarium
trade and is sold worldwide.
“Patrick Gann@rpgfan.com”
Area 51 6.9
Developer Tantalus Interactive, Perfect Entertainment
Publisher (us) Midway, (eu) GT Interactive, (jp) Soft Bank
Release date (us) November 20, 1996
Genre Light-gun
Mode 1-2 Players
Astal 7.6
Developer Sega
Publisher Sega
Release date (us) April 28, 1995
Genre Action-platformer
Mode 1-2 Players
Astra Superstars
8.1 Developer Sunsoft, Santaclaus
Publisher Sunsoft
Release date (jp) August 6, 1998
Genre Fighting
Mode 1-2 Players
Astra AstraStars
Super Superstars is a2D
is a 1998 1998 2D fighting
versus versus fighting
arcade
originally released
game illustrated for arcades.
and designed It is Sunsoft’s
by Santaclaus, devel-
fourthand
oped fighting game by
published after the 1994
Sunsoft, andSuper Famicom
distributed by
Hebereke
Tecmo franchisein
exclusively spin-off
Japan Sugoi
on JuneHebereke,
6, 1998. the
The1995
Sat-
Galaxy
urn portFight: Universal
features the same Warriors
“Story and the and
Mode” 19961PWaku
VS.
Waku 7. Unlike most typical fighting games,
2P modes, it also features seven exclusive modes. “1PAstra Su-
perstars
VS. COM”,is an“COM
airborne-based
VS. COM”, fighting game. Profile”,
“Character
“Option
Mode”,
The “Illust
object Gallery”
of the and “Exit”.fighting game is to con-
airborne-based
stantly attack the opponent until it is knocked out in two out of three
rounds (except the one round-only final boss fight). There are two
modes in the original arcade version: “Story Mode” or “1P VS. 2P”.
In “Story Mode”, the player must select a character to play through
the game with. At the beginning of each battle, the player must con-
verse with his or her opponent by selecting 1 of 3 sentences. Depend-
ing on which sentence is selected, the CPU-controlled opponent will
either “Heat Up” (become hard), “Cool Down” (become easy) or
stay neutral before fighting (no difficulty change). This is only used
in all playable characters and the mini-boss, but not the final boss.
Depending on what is said, the player can encounter the Dev-
il (based on bad judgment of character) or the Angel (based on good
judgement of character) to fight before the final boss, though the An-
gel requires the player to judge their opponent well and not have any
hiccups, or else the Devil will inevitably show up, should just one
choice be bad.
Unlike most fighting games, Astra Superstars only features
the small basic moves and the large Star Special moves, but no me-
dium-sized special moves. The player can summon a shield around
his or her character to briefly prevent the opponent from attacking the
player’s character. If the player constantly attacks the opponent that
is guarding, the guard breaks, making the opponent briefly unable
unable to move. If the player KOs the opponent
the second time either with one of two heavy
button basic moves or with a Star Special, the
opponent will exit the screen.
Astra Superstars was later ported to the
Sega Saturn exclusively in Japan on August 6,
1998, two months after the original arcade ver-
sion. While this version features the same “Story
Mode” and 1P VS. 2P modes, it also features sev-
en exclusive modes. “1P VS. COM”, “COM VS.
COM”, “Character Profile”, “Option Mode”, “Il-
lust Gallery” and “Exit”. “Exit” returns to Attract
Mode. This version’s soundtrack is an updated
version of the arcade version’s soundtrack.
Atlantis: The Lost Tales • 55
Atlantis:Atlantis:
The LostThe LostisTales
Tales is a fantasy
a fantasy adventureadventure
game
game
by Cryodeveloped and
Interactive. Thepublished by Cryo
game is named afterInteractive.
its initial
The most
and gameimportant
is named setting,
after its Atlantis
initial and
andmost
is theimportant
first in
setting, Atlantis. It
the Myst-like series. is the first in a Myst-like series, and
is followed by Atlantis II (Beyond Atlantis outside Eu-
Progression through the game involves solving vari-
rope), Atlantis III: The New World (Beyond Atlantis
ous puzzles of varying difficulty. Some puzzles are ex-
II), Atlantis Evolution and The Secrets of Atlantis: The
tremely abstract and the solution is completely unex-
Sacred Legacy.
pected, whereas other puzzles are very simple.
The game begins with Seth, the protagonist, joining the Queen’s Compan-
ions, the personal guardians of the Queen of Atlantis. He discovers after he arrives
that the Queen disappeared shortly before he joined. As the story progresses, Seth
learns that a power struggle is taking place between the Queen and the Guards
of the Consul. The leader of the Guards, Creon, wishes to supplant Ammu, the
goddess of the moon, as the most worshiped of Atlantis’ gods, replacing her with
Sa’at, the sun god; he then wants to conquer the world in the name of Sa’at, using
a new weapon that he has developed.
Atlantis is a first-person perspective puzzle game. The entire game is in
pre-rendered, panoramic 3-D. The HUD is basically a ‘window’ into the world of
Atlantis, instead of moving a mouse around the screen, moving the mouse actu-
ally moves the screen itself. To interact with the world, the player must position
the item, NPC or thing into the middle of the screen. Some critics have found
this annoying, as there is no crosshair in the middle of the screen. This means the
player must guess where the centre is, and move the screen accordingly.
Progression through the game involves solving various puzzles of vary-
ing difficulty. Some puzzles are extremely abstract and the solution is completely
unexpected, whereas other puzzles are very simple. Another feature of Atlantis is
having periods where the player must react quickly to certain events happening
in the game. For example, in one section guards chase the player away from a
certain area. If the player hesitates in moving backwards and looking for shelter,
then the player will lose and will have to restart from the beginning of the scene.
This can also be frustrating, as there is only one particular path the player may
take, and taking any other part results in capture, death and restarting.
The Saturn version of the game supports the Saturn mouse, despite the
fact that it was only released in Europe, whereas the Saturn mouse was only re-
leased in North America and Japan. European Saturns can be used with imported
peripherals.
The game features a number of proprietary technologies developed by
Cryo. One such technology is called OMNI 3D which provides a smooth, pano-
ramic 360-degree first-person view of the game environment. Unfortunately, this
view tends to be less crisp looking than the movement clips that are pre-rendered
in the game. All the character animations are motion captured and feature another
technology called OMNI SYNC to ensure proper lip synchronization with audio
speech.
Adventure Lantern gave the game 86 out 100 score largely due to the in-
triguing story, pleasant atmosphere and the fascinating locations.
56 • Ayrton Senna Personal Talk ~Message for the Future~
“segascream.com”
7.3 BackGuiner:
Hishou-hen Uragiri no Senjou
Developer Ving
Publisher Ving
Release date (jp) October 1, 1998
Genre Simulation
Mode 1 Player
BackGuiner: 7.0
Kakusei-hen Guiner Tensei
Developer Ving
Publisher Ving
Release date (jp) July 30, 1998
Genre Simulation
Mode 1 Player
“segagagadomain.com”
8.6
Baroque
Developer Sting
Publisher Sting, Entertainment Software Publishing
Release date (us) May 21, 1998
Genre Role-playing
Mode 1 Player
Baroque
is horror-themed
Baroque action game
is a role-playing videowith
gameelements
devel-
of
opedsurvival
by and gameplay.
publishedThe whole
Sting game is set inreleased
Entertainment, a tow-
er: players
in Japan forslowly
the Segawork theironway
Saturn Mayto21,
the1998.
top, fighting
demons as they progress. Players have HP as well as
staminaSet after If
gauge. a world-altering
the stamina is cataclysm
depleted, called the Blaze that took place on May
they walk
14, 2032,
slower andBaroque focuses
can’t react wellon
in a nameless,
battle. mute, and amnesiac protagonist. Early on,
he finds himself tasked with purifying the Meta-Beings, once-human creatures that
It would be released overseas in the form of a port to
have lost themselves to the delusions inside them, and reaching the bottom floor of
the PlayStation and remakes on the PlayStation 2 and
a tower to gain redemption for his forgotten sin. Through his interactions with the
Wii (all of which were released overseas by Atlus).
other characters and unlocked cutscenes, the player learns about the back-story and
characters.
The objective of Baroque is to guide the nameless amnesiac player character
through the Neuro Tower to the bottom floor. Randomly generated, the majority
of the layouts of the Neuro Tower’s floors change each time the player ventures
inside. Portals found on each floor of the tower will transport the player to the next
floor. Death in Baroque does not result in a game over screen, but advances the plot,
unlocking cutscenes, new areas, and comments by the non-player characters. The
Neuro Tower expands after certain conditions are met.
The player character begins the game outside of the Neuro Tower with no
items or experience points. Before entering the Neuro Tower, the player is presented
with an Angelic Rifle, a special weapon that can destroy any monster with a single
shot. However, the rifle has an ammunition capacity of five shots. The player can find
items, swords, and equipment scattered around the tower at random and by defeat-
ing enemies—which also grants the player experience points, allowing the player
character to gain levels and become more powerful. However, should the protagonist
die before reaching the end of the dungeon, the player will be returned to the start-
ing point outside the tower, and will lose all items, including those equipped, and all
gained experience points.
The game uses two gauges to measure the protagonist’s health: hit points and
vitality. The vitality gauge constantly drains during gameplay. If it empties, the hit
point gauge will begin to drain. Both gauges can be refilled by eating various forms
of flesh and hearts to restore hit points and vitality respectively.
After the initial release of the game for the Sega Saturn, Sting developed a
special CD containing movies, assets and art from the game; it was released only in
Japan for the Sega Saturn as Baroque Report: CD Data File.
It was ported for PlayStation, and a remake was released for PlayStation 2
and Wii. On December 28, 2012, Sting released it for the Apple iOS platform.
60 • Batman Forever
Set in the year of 4998, after the war with an alien race,
the battle is no longer waged with devastating weap-
ons but through a contest of physical strength between
representatives of each race. In Battle Athletes, Akari
Kanzaki, the protagonist of the story, but not the play-
er, is a daughter of a former Cosmic Beauty who prom-
ised her mother on her deathbed to follow in her steps.
The story progresses one day at the time, leaving play-
ers to go through a half-year long training with Akari.
62 • Batsugun
Batsugun
Developer Gazelle
Publisher Banpresto
Release date (jp) October 25, 1996
Genre Shooter
Mode 1-2 Players
8.4
Batsugun,Batsugun is a vertically
originally developedscrolling
for the shoot
arcade,‘em
is up
a
created byscrolling
vertically the now-defunct Japanese
“bullet hell” shoot game
‘em updeveloper
created
Toaplan.
by The title translates
the now-defunct Japanesetogame“exceptional”
developer or “ex-
Toap-
traordinary”.
lan. The title translates to “exceptional” or “extraordi-
nary”.
The Saturn releases
Originally developedarefornearly
the the sameBatsugun
arcade, but dif-
fer
wasfrom the arcade
first released in versions in subtle
1993. A second ways,named
edition including
Bat-
rearranged music and lack of slowdown in
sugun Special Version was shown at the AOU (Arcade some cases
which can Union)
Operators make the game
show more difficult.
in Japan but was never released
as Toaplan slid into bankruptcy. After Toaplan’s bank-
ruptcy, the Special Version appeared on the secondhand
market. The two revisions were released on the Sega Saturn in 1996 as a single
package coded by Toaplan offshoot Gazelle.
Heralded by some as the first “manic shooter”, Batsugun’s development
involved employees who would go on to form and work at Cave and continue to
work in this subgenre. This includes the game’s chief programmer Tsuneki Ikeda.
Batsugun saw an evolution in the use of complex enemy wave and bullet patterns,
and player firepower and hit-box.
As is the standard with most arcade shooters, the player controls their
ship with a joystick/control pad and two buttons. One button (Fire) shoots the
main guns, and the other button (Bomb) releases a smart bomb that spreads huge
energy balls all around the player’s ship.
As enemies are destroyed, the player gains
experience points that are separate from the score.
For every 288 experience points gained, the main
gun will ‘level up’, becoming much stronger. This
is analogous to experience points and levelling up in
role playing games. The weapon can only level up
twice, so after it has achieved its maximum level, 288
experience points will grant the player an extra bomb.
The player can also grab “P” icons to increase
the power of the current level gun. A maximum of
five “P”s can be collected per experience level; get-
ting more after this gives extra points instead. Col-
lecting “B” icons increases the number of bombs, to a
maximum of 7.
The Saturn release are nearly the same but
differ from the arcade versions in subtle ways, includ-
ing rearranged music and lack of slowdown in some
cases which can make the game more difficult.
Battle Arena Toshinden URA • 63
BattleSport 7.6
Developer Studio 3DO
Publisher Acclaim Entertainment
Release date (us) May, 1997
Genre Sports
Mode 1-2 Players
“segaretro.org”
66 • Bishoujo Variety Game: Rapyulus Panic
8.5 Black/Matrix
Developer Flight-Plan
Publisher Interchannel
Release date (jp) August 27, 1998
Genre Role-playing, Strategy
Mode 1 Player
“mobygames.com”
“mobygames.com”
72 • Brain Battle Q
“segagagadomain.com”
BreakThru!
5.3 Developer Shoeisha
Publisher BMG Victor
Release date (jp) September 22, 1995
Genre Puzzle
Mode 1-2 Players
BreakThru!
is a tile-matching
BreakThru! puzzle game.puzzle
is a tile-matching In the game,
video
the
gameplayer mustfor
released move the cursorand
the Windows amongst
MS-DOSa grid
in of dif-
1994.
ferent
It was colored
created squares. All squares
by the Japanese must be
company Zoo“removed”,
Corpora-
and
tion squares can only
and published be removed
by Spectrum if they are
HoloByte, directly
exclusively
touching two American
for the North or more squares
market.of the same color. Once
squares
are removed, blocks
The game would later be then shift downward
re-released and of dif-
on a number
either
ferent to the left orInright,
platforms. to fillyear
the same in the
theblanks. The ported
game was game for the
ends when either all blocks are removed, or time
Super NES and Game Boy. A year later, Shoeisha ported/pub- has
run out.the game in Japan for the Sega Saturn and PlayStation.
lished
xxx
In the game, the player must move the cursor amongst a grid of
different colored squares. All squares must be “removed”, and squares
can only be removed if they are directly touching two or more squares
of the same color. Once squares are removed, blocks then shift down-
ward and either to the left or right, to fill in the blanks. The game ends
when either all blocks are removed, or time has run out.
If the player comes to a point in which none of the remaining
square match, a few options remain. A few “special items” help clear
out blocks that don’t necessarily match, such as an airplane block that
eliminates a full line of square in the direction it is pointed in, or a block
of dynamite that blows up every square touching it. Additionally, the
player can also chose to drop new, randomly generated squares into the
equation.
BrainDead 13 7.1
Developer ReadySoft
Publisher (us) ReadySoft, (jp) Coconuts Japan
Release date (us) September 30, 1996
Genre Action
Mode 1 Player
xxx
Brain Dead 13 is an Interactive movie game
produced
xxx by ReadySoft that was released for MS-DOS
in 1995 and later ported to consoles in 1996. Unlike
Dragon’s Lair and Space Ace, which began as laser-
discs, it was released for PCs and game consoles only.
Lance, a young computer expert, is called to fix a com-
puter at a scary, dilapidated castle. After repairing a
large super-computer, Lance learns that his client, the
disembodied brain of Dr. Nero Neurosis, has a diaboli-
cal plan to take over the world. He quickly finds himself in trouble, being chased
around the castle by Dr. Nero Neurosis’s psychotic servant Fritz.
The player must guide Lance through the castle in order to defeat Dr.
Neurosis and escape with his life.
The game consists entirely of quick time events. During gameplay explo-
ration is freer than in most previous interactive games, with most rooms linked to
crossroads. This leaves the route for finding the Brain Chamber up to the player.
Even crossroads are done as quick time events. If the player fails to choose
a path as soon as he reaches a crossroads or chooses the dangerous path or fails
to use the other actions, this results in the game displaying the failure scenes,
in which Lance becomes killed by Fritz or by his other enemies or obstacles or
he falls to his doom. The death scenes are often rather violent, but over-the-top
in their cartoony approach. However, the player has infinite lives, and after the
death sequence, there is a revival sequence, where Lance bursts out of a coffin,
is given blood, etc.
The PC, Saturn, and Jaguar CD versions were compressed onto a single
CD, and as a result have considerably lower video quality than the CD-i, 3DO,
and PlayStation versions, which each include two CDs. The iOS port has higher
video resolution than any of the six earlier versions.
Originally released
Bubble in Arcades
Symphony, also(and
knownsometimes known
as Bubble Bob-
as Bubble Bobble 2 due to it being the second
ble II, was originally released as an arcade game in arcade
releaseWhile
1994. with being
Bubble Bobble-style
a new Bubble Bobblegameplay), it was
for a new gen-
brought in
eration, to actuality
the Sega itSaturn
takes in 1997.
place after Parasol Stars.
Bubble For this adventure,
Symphony expandsBubblun
on the and Bobblun,
gameplay theinfamiliar green
seen
and
Bubble Bobble by adding a pair of female dragons, (an orange
blue bubble dragons, are joined by girls Kululun
dragon)
Kululun and
and Cororon
Cororon,(atopurple
play as.dragon). However,
Each dragon now they
has are stated to
be theown
their children of theattributes
different Bub and and
Bobcanof the
be first game.by
selected
the user.
Although a sequel to Bubble Bobble, the game inaugurates
few changes to the gameplay formula. The small changes that have
been made are that a boss is now encountered every five to ten lev-
els, and the player takes a branching route through the levels by
selecting one of two doors after every boss. The players can now
charge the bubble shot; if released when the dragon’s horns or bow
is glowing, it will breathe three bubbles at once, with the specific
formation dependent on the character chosen. Also, the characters
have to collect a rod to turn their characters to their human forms.
78 • Bug!
6.6
Bug!
Developer Realtime Associates, Sega Away Team
Publisher Sega
Release date (eu) May 15, 1995
Genre Action-platformer
Mode 1 Player
Bust-A-Move 3 7.8
Developer Taito
Publisher Taito, Natsume, (eu) Acclaim, (Seganet) Sega
Release date (jp) March 28, 1997
Genre Puzzle
Mode 1-2 Players
6.5 Casper
Developer Funcom
Publisher Interplay
Release date (eu) Sptember 13, 1996
Genre Adventure
Mode 1 Player
“segaretro.org”
“segaretro.org”
Capcom Generation ~Dai-5-shuu Kakutouka-tachi~ • 85
“segaretro.org”
Christmas
NiGHTS into Dreams
8.4
Developer Sonic Team
Publisher Sega
Release date (jp) November 22, 1996
Genre Action-platformer
Mode 1 Player
Nights, or
Christmas Nights, orChristmas
ChristmasNiGHTS NiGHTSinto intoDreams...,
Dreams..., is a Christmas-themed two-level
is a Christmas-themed two-level game of Nights into Dreams game of
Nights
that wasinto Dreams
released that was 1996.
in December released It wasin introduced
December in Japan
1996.
as partIt of
wasa introduced
Christmas in SegaJapan as part
Saturn of a Christmas
bundle; elsewhere it was
Sega Saturn bundle; elsewhere it
given away with the purchase of Saturn games such was given away with
as Daytona
the purchase
USA Championshipof Saturn games
Circuit such as
Edition Daytona
(1996) USA of Sega
or issues
Championship
Saturn Magazine Circuit
and NextEdition (1996) orMagazine.
Generation issues of Sega In the United
Saturn Magazine
Kingdom, Christmas and Nights
Next Generation
was not included Magazine. withInthe Sega
the United
Saturn MagazineKingdom, Christmas 1997.
until December NightsInwas a 2007 notinterview,
in- Ii-
cluded with the Sega Saturn Magazine until
zuka stated that Christmas Nights was created to increase Sat- December
1997.
urn In a 2007
console interview,
sales. Development Iizuka stated
began that Christmas
in July 1996 and took
Nights was created to increase
three to four months, according to Naka. Saturn console sales.
Development
Christmas began in July
Nights 1996 and
follows Elliottook andthree to four
Claris during the holiday season
months,
followingaccording to Naka. with Nights. Realizing that the Christmas Star is
their adventures
missingChristmas
from the Twin NightsSeeds
follows Elliot and
Christmas Claris
tree, the dur-
pair travel to Nightopia to
ing the
find it, holiday
where they season following
reunite their adventures
with Nights and retrieve with the Christmas Star from
Nights. Realizing
Gillwing’s lair. that the Christmas Star is missing
from
theTheTwingame Seeds Christmas
contains the fulltree, the pair
version travel Spring
of Claris’ to Valley dream level
Nightopia to find it, where they reunite with
from Nights into Dreams, playable as both Claris and Elliot. The Saturn’sNights
and retrieve
internal clock thechanges
Christmas Star from
elements Gillwing’s
according to thelair.date and time: December
activates Christmas
“Christmas Nights contains
Nights” mode, the replacing
full version itemof boxes with Christmas
Claris’ Spring Valley dream level from Nights
presents, greenery with snow and gumdrops, rings with wreaths, and Ideya into
Dreams, with
captures playable as bothtrees;
Christmas Claris and Elliot.wear
Nightopians The elf Sat-costumes, and the music
urn’s internal clock changes elements according
is replaced with a rendition of “Jingle Bells” and an a cappella version ofto the
date and time:
the Nights theme December activates
song. During the“Christmas
“Winter Nights” Nights” period, the Spring Valley
mode, replacing
weather changes item boxestowith
according the Christmas
hour. Otherpresents,changes apply on New Year’s
greenery
Day; on April with snowFool’sand Day,gumdrops, rings with
Reala replaces Nightswreaths,
as the playable character.
and Ideya captures with Christmas trees; Nightopians
The game features several unlockable bonuses, such as being able to
wear elf costumes, and theobserve
music is thereplaced
status ofwith a
Civilization: 8.6
Shin Sekai Shichi Dai Bunmei
Developer MicroProse
Publisher Asmik
Release date (jp) May 2, 1997
Genre Strategy
Mode 1 Player
ClockWerx 8.0
Developer Axes Art Amuse
Publisher Tokuma Shoten
Release date (jp) August 9, 1996
Genre Puzzle
Mode 1-2 Players
7.0
Clockwork Knight
Developer Sega
Publisher Sega
Release date (jp) December 9, 1994
Genre Platformer
Mode 1 Player
Clockwork KnightKnight
Clockwork is a side-scrolling platformer
is a side-scrolling in
platform-
theinvein
er the of theofMario
vein and Sonic
the Mario series.the
and Sonic Unlike those
Hedgehog
games, Unlike
series. however, the games,
those game uses prerendered
however, the gamedigitized
uses
2D sprites ofdigitized
prerendered high-resolution
2D sprites3D of
models similar to 3D
high-resolution the
Donkeysimilar
models Kong Country series, Kong
to the Donkey or Killer Instinct,
Country on top
series, or
of fullyInstinct,
Killer 3D levels (andofwith
on top fullyfully 3D bosses).
3D levels (and with fully
3D bosses).
The goal of the game is to reach the end of the stage
Pepper, the player character, attacks enemies
before time or hit points (typically three, though Gold
and opens passages with his key. A quick tap of a but-
Keys can increase that maximum) run out.
ton will thrust it out horizontally. Likewise, repeat-
edly tapping the button over and over will cause him
to twist the key around and around. This makes it a
bit more powerful (e.g.: an enemy could be knocked
out temporarily with a simple jab, but running into the
key when twisting it will instantly take it out). He can
also pick up unconscious enemies or objects such as
footballs or springs and toss them; vertical tosses are
possible.
The goal is to reach the end of the stage before time or hit points
run out. The levels are fairly large and contain numerous side areas with
treasures. Every third level, Pepper must face off against a large, fully
polygonal boss in a one-on-one battle. The game has 13 levels, includ-
ing boss levels. The levels take place in four different rooms with two
normal levels and one boss each, plus a final boss.
Sega made several modifications to make the game more dif-
ficult for its North American and European releases, such as increasing
the number of hits required to defeat the bosses. Producer Dante Ander-
son explained, “For some reason, Japanese audiences like to beat their
games very quickly, but Americans want more challenge, and Europeans
like the games tougher still.”
On release, Sega Saturn Tsūshin awarded the game a 29 out of
40. Famicom Tsūshin followed this up with a score of 32 out of 40 eight
months later, giving it a 10 out of 10 in their Reader Cross Review.
USA-based magazine GamePro reviewed the Japanese version
of the game prior to the Saturn’s launch in the USA. They highly praised
the responsive controls and graphical effects such as the scaling of en-
emies when they move to and from the background, but criticized the
game for lack of gameplay innovation, concluding that it is “excellent-
looking” and “enjoyable to play” but “once the initial look of the game
wears off, you’re left with a game you’ve been playing for years.” Their
later review of the North American release was more forgiving. Though
they criticized the music, controls, and low difficulty.
Clockwork Knight 2 • 91
7.2
Clockwork Knight 2
Developer Sega
Publisher Sega
Release date (jp) July 28, 1995
Genre Platformer
Mode 1 Player
6.0 Code R
Developer Team Seven
Publisher Quintet, ESP
Release date (jp) July 9, 1998
Genre Adventure, Racing
Mode 1 Player
Command Command
& Conquer & Conquer, sometimes
is a real time strategyknown
game de-as
Command
veloped by&Westwood
Conquer: Studios
TiberianandDawn, is a 1995
published by real-
Vir-
time strategy video
gin Interactive game.
for IBM Set in an alternate
compatible computers history of
running
modern day, the1995.
DOS in August gameThetellsSega
the story
Saturnofversion
a worldofwar be-
Com-
tween
mand & two globalized
Conquer factions:
derives theDOS
from the GDI original,
and a cult-like
being
militant organization called the Brotherhood
the most accurate console port of the game. There of Nod.
is
The groupsfor
no support compete for control
the Shuttle Mouseofmeaning
Tiberium,theacontrols
myste-
rious substancetothat
are considered be slowly spreads across
more cumbersome thecomputer
than world.
versions,
and the resolution is fixed at 320x240.
Command & Conquer requires the player to
construct a base and to gather resources in order to
fund the production of buildings, technologies, and
combat units to attack and conquer an opponent’s base.
The game contains two playable factions: the Global
Defense Initiative (GDI) and the Brotherhood of Nod.
GDI units are sturdy and powerful, but expensive.
Meanwhile, Nod armies are made up of a mix of cheap and numerous units,
mixed in with unusual units such as rocket bikes and stealth tanks. As a result,
GDI focuses on large-scale strategic attacks, while Nod creates bigger armies
and uses unconventional tactics. There are roughly fifty units and structures in
total. Tiberium, the game’s sole resource, is gathered by harvester units that carry
it to a refinery structure for processing. When the player constructs buildings,
additional units and structures become available for purchase. Command & Con-
quer features two single-player campaigns, one each for the GDI and Nod fac-
tions. The objective of most campaign missions is to destroy or take control of
enemy buildings. The missions begin with live-action full motion video (FMV)
cutscenes.
The original DOS release features multiplayer with up to four players, a
rarity at the time. Multiplayer over an Internet connection was added in Com-
mand & Conquer Gold, which also features SVGA visuals. The game’s Sega
Saturn and PlayStation ports lack multiplayer support.
Command & Conquer is set in an alternate timeline, after a meteorite
crashed near the river Tiber in Italy in 1995. The meteorite brings with it an
extremely toxic alien substance called Tiberium, which becomes extremely valu-
able because of its ability to absorb and crystallize precious metals from the
surrounding soil. An ancient, cultic secret society called the Brotherhood of Nod
claims to have foreseen the potentials of this new substance, investing in the
development of technology to harvest and refine Tiberium crystals ahead of the
scientific community. Nod soon controls nearly half of the supply and uses these
assets to sustain a rapidly growing army of followers worldwide. The group is
led by a self-proclaimed messianic figure known only as Kane.
Following a series of international terrorist bombings that culminate in
the destruction of the fictional Grain Trade Center in Vienna – attacks which
are quickly attributed to the Brotherhood of Nod - the United Nations Security
Council realizes that Kane and Nod are commencing a global campaign of ter-
rorism, and authorises the Global Defense Initiative to intervene on its behalf,
setting a conflict in motion that escalates into a world war.
Command & Conquer • 95
Command & Conquer features two sub-plots earlier game, and Westwood co-founder Brett Sperry
based on the two playable factions of the game. Com- later said that “Command & Conquer was the net re-
manding the Global Defense Initiative’s troops, the sult of the Dune II wish list.” Following the success of
player becomes instrumental in eliminating Nod’s Eu- Dune II, Sperry believed that “it was time to build the
ropean forces. Under the command of General Mark ultimate RTS” with an original intellectual property.
Jamison Sheppard, the player completes missions He later said that he was “fanatical about calling the
that range from securing a beach, to rescuing civil- game ‘Command & Conquer’”, because he believed
ians and scientists, to defending GDI bases from Nod that the title was an ideal summary of the gameplay.
assaults. Combat occurs in countries of Central and As with Dune II, Command & Conquer origi-
Eastern Europe. A major plot element nally took place in a high fantasy
is an international scandal caused by a world before being redesigned. The
Nod media manipulation, which con- team changed to a modern warfare set-
vinces the world that the GDI deliber- ting because of the political climate
ately attacked and massacred the Polish of the mid-1990s, and they later cited
city of Białystok. This leads to a cut in the Gulf War as a key influence in this
GDI funding, forcing the player to play decision. Westwood co-founder Louis
several missions with limited forces. Castle said that “[w]ar was in the news
Finally, the player besieges the Tem- and the threat of terrorism was on eve-
ple of Nod in Sarajevo, Bosnia, which ryone’s mind”. The setting was further
Kane uses as his main base of opera- influenced by Sperry’s belief that future
tions. wars would not be “nation-to-nation”,
As a new recruit in the Broth- but would rather be “fought between
erhood of Nod, the player initially Western society and a kind of anar-
performs tasks for the Brotherhood’s chistic terror organization that doesn’t
second-in-command, a man known have a centralized government.” The
as Seth. After Seth attempts to deploy team sought to make the player feel like
the player in an operation against the their computer was “a terminal to a real
United States military without Kane’s battlefield”, going so far as to make the
approval, Kane kills him and thereafter installation process resemble hacking
issues commands to the player directly. a “military infrastructure”. However,
The player’s goal is to drive GDI forces Castle noted that the team “created [a
out of North Africa through the use of parallel universe] to avoid dealing with
both conventional and unconventional the sobering issues of a real war.”
warfare. In a ploy to secure victory for In a retrospective, Paul Mal-
Nod, the player is assigned to gain con- linson of Computer & Video Games
trol of GDI’s space-based ion cannon, (CVG) wrote that the game’s produc-
and to establish Nod’s Temple in South tion was “speedy, focused and fun”.
Africa. The campaign ends with the en- Castle said that, because the company
tire African continent under Nod’s con- was creating other titles at the time,
trol, and with the Brotherhood planning development of Command & Conquer
to achieve the same in Europe. The was not a “working party”; but lead
conclusion of the campaign allows the programmer Joe Bostic later said that
player to choose a historical landmark it was “so much fun that I would some-
to destroy with GDI’s hijacked ion can- times marvel that I actually got paid as
non, in order to shatter GDI’s public image. Potential well.” The game’s playtesters were enthusiastic about
targets include the White House, the British Houses the game during development, which Castle later said
of Parliament, the Eiffel Tower and the Brandenburg had encouraged the team to work harder. The team cre-
Gate. ated live-action FMV cutscenes for the game. These
Westwood Studios began developing Com- cutscenes contain no professional actors aside from
mand & Conquer in early 1993, after conceiving the Kucan, who played Kane and was heavily involved
game near the end of Dune II’s development. The in their production. The cast is made up of Westwood
team sought to build on the foundation laid by their team members, and a low budget meant that filming
96 • Command & Conquer
took place in “spare rooms” and warehouses. Cas- ics and sound, and adding that the later missions are
tle later said that the team “had no illusions that we “masterpieces of gaming design”. Randell believed
were as good as TV or film,” but that the cutscenes that the port’s missing multiplayer mode would have
were not intentionally campy. He credited Kucan with made it as good as Virtua Fighter 2 and NiGHTS Into
“taking [a] ragtag group of people who had no busi- Dreams, but that it “isn’t far off this realm of excel-
ness in front of a camera and making something rea- lence” without it.
sonably good.” To replace the spice from Dune II, the Game Informer’s three reviewers praised the
team introduced Tiberium, which was inspired by the Saturn and PlayStation ports of Command & Con-
1957 B-movie The Monolith Monsters. Castle said quer. While the magazine’s Andy McNamara wrote
that the team’s goal in both cases was to create “a that “the best way to play C&C is on the PC”, he
central resource that everybody was fighting over.” called the console version a “fantastic port” marred
As with Dune II, the soundtrack was composed by only by “rather clumsy” controls and the inability
Frank Klepacki. to save in the middle of a mission. Andrew Reiner
To create the game’s landscapes, the artists agreed, calling it a “flawless PC port” that “per-
took digitized photographs of real world terrain and fectly” recreates the thrills of the original; but he was
manipulated them with rendering techniques. displeased that it did not feature multiplayer support.
Reviewing Command & Conquer’s Sega Sat- Jon Storm summarized it as “an excellent addition
urn port, Next Generation commented that it did little to any PlayStation or Saturn library.” A reviewer for
to improve the core game, and noted its lower reso- Next Generation wrote: “Just like the ported Saturn
lution and missing multiplayer functionality as sig- version, PSX [PlayStation] C&C adds little to the
nificant negatives. However, the review still called it existing game.” The review’s author cited the lower
one of the console’s best games and a “must-buy for resolution and lack of multiplayer as low points, but
Saturn owners”. CVG’s Kim Randell wrote that the noted that the addition of the Covert Operations mis-
Saturn version is “up there with AM2’s finest games” sions “adds to the overall replay value”.
simple gameplay” despite its unimpressive graph
Corpse Killer - Graveyard Edition • 97
2.9
Corpse Corpse
Killer features
Killer live
is a action
game full motionfor
released video
the in a format
Sega
similar
CD, to other
Sega CD 32X,games
3DO,developed by Digital
Sega Saturn, Pictures.
Windows Most of
95 and
the gameplay
Macintosh is similar
computers to features
that other shooting full full
live action motion
mo-video
games
tion suchinas
video Lethal similar
a format Enforcers. The games
to other player developed
moves through
the jungle shooting various zombies, collecting
by Digital Pictures. The quality of the full motion better ammu-
video
nition
on the (to
Sega prepare for a raid
CD version onthan
is less Hellman’s
that of compound)
the others. and
medicine
Also, aftertothe
recover health.
release of the Sega CD version, Digital
Pictures created an option to have English subtitles dur-
ing the full motion video as critics had complained that
it was difficult to understand what the driver was saying
in the Sega CD and Sega 32X versions.
The game start with an unnamed United States Marine, who is air-
dropped onto a tropical island on a top secret mission to stop the evil Dr. Hell-
man, who plans to release his army of zombies on the world. He is bitten by
a zombie and also meets an attractive female reporter and a Rastafarian male
driver. Four of the marine lieutenant’s comrades are captured by Hellman and
turned into zombies. To rescue them, the lieutenant infiltrates Hellman’s com-
pound and shoots each of them with bullets coated with extract from Datura
plants, which can turn freshly created zombies back into humans.
Most of the gameplay is similar to other shooting full motion video
games such as Lethal Enforcers. The player moves through the jungle shooting
various zombies, collecting better ammunition (to prepare for a raid on Hell-
man’s compound) and medicine to recover health.
The video footage for the game was filmed on location in the Caribbean, with most scenes
being shot in Puerto Rico. The actors portraying the zombies wore latex masks.
The Sega Saturn version of the title was released with the subtitle of “Graveyard Edition”.
This version features a few exclusives such as full-screen video (other versions have the FMV
boxed in), improved video quality, a difficulty select (ranging from normal to bloodthirsty to can-
nibal), items and power-ups that drop down from the top of the screen and can be shot and col-
lected, and “in your face” zombie attacks. These attacks involve a zombie that pops up immedi-
ately in front of the “camera” and attacks the player. They can only be killed with armor-piercing
rounds or Datura rounds. The Saturn version is also the only version of the game to lack light gun
support.
Reviewing the Saturn version, Electronic Gaming Monthly said that the scenes are dull
and repetitive. They also criticized the substandard video quality of the FMV and the “laugh-
able” gameplay. GamePro’s brief review, while acknowledging the FMV is grainy, noted it was at
least superior to any previous version of the game. The reviewer praised the cursor movement’s
easy control and concluded, “This’ll do for zombified Saturn gamers.” A brief review from Next
Generation published over a year after the game’s release criticized the “Cheesy graphics and
extremely repetitious gameplay”.
98 • Cotton Boomerang
Cotton 2 8.2
Developer Success
Publisher Success
Release date (jp) December 4, 1997
Genre Shooter
Mode 1-2 Players
Creature Shock
4.8
Developer Argonaut Software, Interactive Studios
Publisher Data East
Release date (jp) January 19, 1996
Genre First-person shooter
Mode 1 Player
CreatureCreature
Shock Shock is a 1994
is a 1994 sci-fisci-fi first-person
first-person shooter released on the
shooter
PC
game released on the PC and 3DO and later ported to CD-i, Sega Saturn
and 3DO. The game was later ported to the Philips
and PlayStation. A Jaguar CD port was being made by Argonaut Games,
the Saturn.
but it was cancelled.
Gameplay is divided into two portions: an on-rails
shoot ‘em
Theuptitle was one
portion of thethefirst
in which extensive
player pilots CD-ROM
a ship titles and used
full-motion video
through various for both cutscene
pre-rendered and interactive
environments and an ad-portions. As a result,
the
venture-style first-person action portion where players discs. Gameplay is
game spans over a gigabyte in size and over two
divided into two
chose between portions: an
track-based on-rails
paths shootnodes.
at various ‘em up portion in which the
player pilots a ship through various pre-rendered environments and an
adventure-style first-person action portion where players chose between
track-based paths at various nodes.
The game is set in 2123. The UNS Amazon is sent as part of an ex-
ploration fleet to various planets to determine new viable locations for set-
tlement as the Earth is destroyed by human activity. En route to Saturn, the
Amazon is ensnared by a massive alien being resembling a large asteroid.
The protagonist, Commander Jason Barr, is sent to investigate the incident.
While hailed for its elaborate and beautiful artwork, the gameplay
was razed. IGN stated in their 2 out of 10 review, “track-based shooters
with lots of prerendered cut-shots are the bane of our existence. Woe to the
hapless gamer who actually pays his hard earned money for these dogs. I
warn you now: avoid Creature Shock like your life depends on it”. A re-
viewer for Next Generation deemed Creature Shock “positive proof that a
good game must consist of more than just flashy graphics and loud sound
effects.” He judged the game’s limited level of interactivity to be utterly
backwards, pointing out that the gameplay resembles the 1987 game After
Burner.
“segaretro.org”
“segaretro.org”
7.6 Crimewave
Developer Eidos Interactive
Publisher Eidos Interactive, (jp) Virgin Interactive
Release date (eu) November 8, 1996
Genre Racing, Shooter
Mode 1-2 Players
4.0 Criticom
Developer Kronos Digital Entertainment, Point of View
Publisher VIC Tokai
Release date (us) February, 1996
Genre Fighting
Mode 1-2 Players
Crusader: No Remorse
7.3
Developer Realtime Associates
Publisher Electronic Arts
Release date (us) May 26, 1997
Genre Action
Mode 1 Player
Akumajo Crusader:
Dracula No Remorse
X: Gekka was first released
no Yasokyoku in
is an entry
1995
in the for MS-DOS,series.
Castlevania with Western
the Sonygamers
PlayStation and
know this
Sega
game Saturn ports following
as Castlevania: Symphonyin 1997.
of theSet in a Saturn
Night. dysto-
pian future
version 22ndgame
of this century, the game
contains centers
various on an elite
exclusive fea-
supersoldier
tures includingwho defects
a new from character
playable the tyrannical
(Mariaworld
Re-
government, the World
nard), new items, new Economic Consortium
enemies, and two new(WEC),
levels
and joinsPrison
(Cursed the Resistance rebels. Garden).
and Underground
Crusader is divided into missions,“segaretro.org”
each with
their own locations and objectives. Settings vary from
factories to military bases to offices to space stations,
and contain a variety of enemy soldiers and servo-
mechs, traps, puzzles and non-combatants (who can be
killed with no penalty and their bodies can be looted
for credits). All locations have alarm systems which
are triggered by walking into view of security cameras or destroying a secured
door, and can be deactivated by using an alarm box. So long as the alarm is ac-
tive, either a new enemy soldier will teleport into the area every few seconds or a
confined servomech will be released, depending on where the player is. In addi-
tion, the player cannot use keycard slots or door switches while an alarm is active.
The game featured an unprecedented level of setting interaction. Most of
the environment can be destroyed by weapons fire and some traps or defenses
can be manipulated for use against the enemy. The geography of the setting en-
courages the use of tactics and combinations of moves in order to hit the targets
effectively with the minimum possible loss of resources.
The game is set in the future. Due to economic downfalls, the nations of
the planet Earth began gradually to organize themselves into huge economic su-
per-conglomerates. Eventually, these continental organizations merged into the
World Economic Consortium. The WEC is a tyrannical entity; while the world
is made to look peaceful and prosperous, the reality is that most liberties are
suspended, taxes are well over 90%, military force is used mercilessly against
those who dare oppose the WEC, and freedom is barely even remembered. Only
an elite upper class of WEC executives have true power and wealth. The WEC is
being fought by an organization calling itself the Resistance, led by former WEC
colonel, now general, Quentin Maxis. The Resistance is a severely outnumbered
and outgunned ragtag mix of disparate people: ex-WEC soldiers and employees
rub elbows with political dissidents and criminals.
As No Remorse opens, a team of three Silencers—enigmatic super-sol-
diers—are returning from a botched mission in which they disobeyed an order to
fire upon civilians who were believed to be rebels. They are ambushed by a WEC
mech and two of the Silencers are killed. The remaining one, a nameless captain
(player character), was able to disable the mech with a grenade. Reconsidering
his options, the Silencer joins the Resistance, where, as a significant symbol of
the WEC’s military power and political philosophy, he is met with resentment,
distrust and outright hatred. As the game progresses, the Silencer uncomplain-
ingly undertakes dangerous missions and his continued success gradually earns
the respect of his fellow Resistance members.
Crusader: No Remorse • 107
Crusader: No Remorse was developed by the unique features of each console were utilized to
Loose Cannon Productions, a division of Origin Sys- improve on the PC version in places; new music was
tems. The game uses an advanced version of the Ul- added to use the music overlays, and the Saturn’s sec-
tima VIII: Pagan isometric view engine featuring full ond processor was used for background calculations.
SVGA graphics. The game’s audio uses a specially The forward roll from Crusader: No Regret was add-
made engine, called Asylum Sound System, which ed to both console versions.
employs MOD files rather than General MIDI, in or- Jorg Newman, producer of both the PlaySta-
der to provide good quality without relying on expen- tion and Saturn versions, remarked that despite the
sive hardware. Each mission and intermission level changes, “overall I’d call this a very conservative,
has its own track. The soundtracks for both games very direct port.”
were composed by Andrew Sega and Dan Grandpre Crusader: No Remorse was enthusiastically
of the now-defunct Straylight Productions. received by critics. GameSpot’s Ron Dullin called it
The game is single player only, though a co- “so viscerally exciting that its shortcomings can be
operative multiplayer mode supporting up to four overlooked.” He elaborated that while the story and
players was being included in the game up until just full motion video cutscenes are cheesy and the controls
before its release. “can send your character jumping across the screen
The Crusader games feature full motion video without warning”, the graphics make the “amoral”
(FMV) sequences with live actors; FMVs are used pleasures of killing innocent people and destroying
in cutscenes to further the story, generally through harmless pieces of scenery gratifying enough for the
interaction with other characters. These conversa- game to feel like pure fun. Rod White of Computer
tions are generally one-sided, as the player character Games Magazine disputed GameSpot’s characteriza-
never speaks. Like many Origin games, No Remorse tion of Crusader: No Remorse as a mindless “shoot
shipped with significant in-universe back-story mate- everything in sight” game, pointing out that shooting
rial, including a fold-out propaganda poster, newspa- certain people prevents you from receiving helpful
per and guides from the WEC and the Resistance. advice, and in some cases even makes it impossible to
Crusader contains several references to complete the mission. While he agreed that blowing
Origin’s Wing Commander series and is also refer- things up in the game is satisfying, he described the
enced by other games. The introduction of the game game as an exciting yet thoughtful shooter with con-
shows a dating system as used in Wing Commander trols akin to Fade to Black, effective cinematic ele-
(a year number, followed by a decimal signifying a ments, a “deep” and “believable” storyline, and some
day). According to Wing Commander backstory, the relevant satirizing of the news media.
Terran Confederation is a government that replaced
A sequel, titled Crusader: No Regret, was re-
the WEC and the Wing Commander Arena manual
leased in 1996.
“Star*Soldier” has an advertisement for an in-game
A third game in the series (with several work-
movie titled No Regret, which is portrayed in the
ing titles such as Crusader 3: No Escape, Crusader II
manual as based on true events. Furthermore, an ar-
and Crusader: No Mercy) was never released. Tony
ticle in the newspaper added to the No Remorse box
Zurovec of the Crusader team left Origin and joined
mentions SHODAN and the Citadel space station in a
Wing Commander creator Chris Roberts at his new
reference to System Shock, and the blood-soaked op-
company Digital Anvil and Origin refocused its ef-
erating tables seen throughout certain levels are of the
forts on Ultima Online. Preliminary storyline ideas
same model used in Bioforge, on which its main char-
included boarding a shuttle and making a daring as-
acter LEX was created on. According to the game’s
sault to get back to Earth.
lead designer Tony Zurovec these references are sole-
In 2006, Slovakian company Outsider Devel-
ly easter eggs and Crusader is not sharing a universe
opment tried to convince EA on porting Crusader: No
with any other game series.
Remorse to the PlayStation Portable, but their Cru-
Because Crusader: No Remorse was written in
sader: No Pity project (which included a working pro-
C++ and assembly language, a straight port to gaming
totype) was rejected despite the support from Andrew
consoles was not possible, meaning the code had to be
Sega.
rewritten from scratch for the PlayStation and Saturn
The game also had a big influence on the Fall-
versions. Since both the consoles have only 2 MB of
out development team.
RAM each, some aspects had to be scaled back for the
conversion; the resolution was cut from 640x480 to
320x240, and the color palette was reduced. In turn,
108 • The Crow: City of Angels
“segagagadomain.com”
“segagagadomain.com”
Culdcept • 111
8.0 Culdcept
Developer Omiya Soft
Publisher Omiya Soft
Release date (jp) October 30, 1997
Genre Table
Mode 1-4 Players
7.9 Cyberbots:
FullMetal Madness
Developer Capcom
Publisher Capcom
Release date (jp) March 28, 1997
Genre Fighting
Mode 1-2 Players
Cyberia 6.7
Developer Xatrix Entertainment
Publisher Interplay
Release date (us) January, 1996
Genre Adventure
Mode 1 Player
D
6.2
Developer Warp
Publisher Acclaim, (jp) Acclaim Japan
Release date (jp) July 28, 1995
Genre Adventure
Mode 1 Player
D is a D is a horror horror
psychological themedpuzzle
interactive movieSince
adventure. and
adventure game
the storyline and developed by WARP
graphics depicted and directed
violence by
unlike an-
Kenji
ythingEno.
seen Itinisa the first entry
previous videoingame,
the D head
seriesdeveloper
and was
first
Kenjipublished by Panasonic
Eno deliberately chose toforbypass
the 3DO Interactive
censorship. He
Multiplayer in 1995,version
submitted a “clean” later being ported
to pass to the Sega
publisher Sat-
approval
urn, PlayStation, and MS-DOS.
late, knowing that they would be require him to hand
deliver
theisgame
D to the manufacturer.
an interactive movie which Onfeatures
his wayad-to
the manufacturer,
venture game elements, he switched
a horrorthe “clean”
genre with and
storyline, his
master version containing the more disturbing
heavy use of full motion video. The player takes on content.
the role of Laura Harris, played by a “digital actress”
named Laura that appears in the other games in the
series, although the stories are unrelated. The player
directs Laura’s movements as she explores the game’s
environment, solves puzzles, and unravels the story.
The movements occur through FMV sequences as she
walks to the desired location, from where the player is greeted with a static
screen which may contain items they can interact with or other paths to direct
Laura. The player is only given two real-time hours to complete the game and
no save or pause function. Depending on the player’s actions, there are different
endings.
Taking place in 1997, the story begins when Laura Harris is contacted by
Los Angeles police, receiving a disturbing message: her father, Dr. Richter Har-
ris, has gone on a mass murdering spree and barricaded himself in the hospital.
Laura rushes to the scene of the crime, desperate to find an explanation for the
well-respected doctor’s actions. Upon entering the hospital, she is so horrified
at the murdered bodies lying about the halls that she covers her eyes. When she
uncovers them again, she finds herself in an unknown medieval castle. Unwilling
to give up her search, Laura continues through the dark corridors of the castle.
While attempting to find her father, she experiences a series of flashbacks of her
mother being stabbed to death. Laura’s father (taking the form of apparitions)
warns her to leave, saying that staying too long means being stuck in the alter-
nate reality forever. He warns that he will soon become an emotionless monster
and will eventually try to kill her. Still shaken, Laura proceeds to find her father.
Development of D lasted about one year and was directed by WARP
president Kenji Eno. Eno was heavily inspired by Polarware’s Transylvania ad-
venture game series and he believes D would have never been created if it were
not for playing those games. Eno and WARP were still relatively unknown in the
industry, D would be their first major title. With this in mind, Eno felt that he was
gambling his development career on D, and if it were not successful he would
stop developing games. There were three phases to D’s development: the adven-
ture game structure, the story creation, and finally violence was added. Since the
adventure gameplay was largely finished before the story began to take fruition,
flashbacks were added to detail the plot. The plot was largely based on that of
Dracula, but Eno found it too boring, and so added violence and cannibalism to
make the game more striking. The FMVs were created using Amiga 4000s.
D • 117
Eno believed D’s violent cannibalistic themes presently on the market. Four reviewers at Electronic
would be deemed taboo or too horrifying by others Gaming Monthly commented that the Saturn version
and was worried the game would not be permitted had reduced the load times seen in the 3DO version
for publishing. With this in mind, Eno kept many of to almost nothing. They highly praised the storyline
the violent sequences a secret, including from other and intelligently designed puzzles, and described it as
members of WARP. When the game was finished, he “scary enough to make you an insomniac.” GamePro
submitted a “clean” version (i.e. without the violent staff gave positive reviews for both the Saturn and
and disturbing story content) for approval. He delib- PlayStation versions, recommending it to those look-
erately submitted the master late, knowing that part ing for a horror experience. Maximum staff likewise
that part of the penalty would require gave positive reviews to both versions,
him to hand-deliver it to the manufac- saying that D is similar to Myst (1993)
turers in the United States. While on the and Mansion of Hidden Souls (1993)
plane ride to the US, he switched the but ultimately better due to its more
“clean” discs with the finalized discs enticing story. They also praised the
including the horrific content, thus FMV graphics and cinematic presen-
completely bypassing all censorship. tation, but criticized it for its lack of
longevity. The reviewers felt its short
D was a success in Japan. In
length, addictive gameplay, and lack of
total it sold one million copies there
overly challenging puzzles ensured that
and the Saturn version reached the top
the player will be finished with it very
of the sales charts in its first week. It
quickly. A Next Generation reviewer
was one of the few genuine hits for the
gave the same praises for the scary sto-
3DO in Japan, and drew a significant
ryline and graphics, and also said the
cult following of hardcore fans even
puzzles “are just challenging enough
before being ported to other systems. A
to satisfy and yet not so difficult as to
Japanese re-release for the 3DO titled
impede your progress for very long.”
D’s Diner: Director’s Cut contained
However, he felt the slow character
additional content and a bonus sound-
movement and lack of longevity kept
track disc. The PlayStation release of
the game from being truly exceptional.
D was set to be published by Acclaim
Staff at Game Informer were more crit-
and manufactured by Sony. Orders for
ical in their review of the Saturn ver-
around 100,000 units had already been
sion. They found the gameplay tedious
made before Sony decided to give their
but did praise the graphics and the sto-
other titles manufacturing priority.
rytelling, concluding the “story would
Sony told Eno they had only manufac-
make a great movie or book, but not a
tured 40,000 units, which made Eno
game.”
very upset, but ultimately, Sony had
only manufactured 28,000 units. This Modern retrospectives find D
shortage upset Eno so much that he less appealing by contemporary stand-
later announced, at a Sony event, that ards, but have acknowledged its cult
he would release his next games for following and unique place in video
the Sega Saturn. WARP’s later games, game history. John Szczepaniak of
including those in the D series, Enemy Hardcore Gaming 101 could not find
Zero (1996) and D2 (1999), were re- a reason to recommend D over other
leased exclusively on Sega platforms. adventure games released prior or af-
Reviews for the Saturn and PlayStation ports ter, outside of the cannibalistic themes. He still rec-
were mostly positive although some were mixed. Sam ommended those interested to watch a walkthrough
Hickman from Sega Saturn Magazine commented on YouTube. In 2008, Game Informer listed it among
that the game manages to be extremely creepy and the worst horror games of all time.
terrifying despite having almost no bloodshed. He D was followed by two sequels featuring the same
predicted that the game would be outclassed by Resi- “digital actress” named Laura although the stories are
dent Evil (still in development at the time of the re- unrelated, Enemy Zero (1996) and D2 (1999).
view), but concluded that D was the best horror game
118 • Daikoukai Jidai Gaiden
5.0 Daibouken:
Saint Elmos no Kiseki
Developer Soft Office, FAB
Publisher Pai
Release date (jp) April 19, 1996
Genre Strategy, Role-playing
Mode 1 Player
6.0 Daisuki
Developer Gaga Communications
Publisher Gaga Communications
Release date (jp) July 4, 1997
Genre Adventure, Simulation
Mode 1 Player
Daitoride 6.0
Developer Metro
Publisher Metro
Release date (jp) June 28, 1996
Genre Puzzle
Mode 1-2 Players
Darius Darius
Gaiden,Gaiden
planned is atoshoot ‘em up as
be released arcade
Dariusgame,
III,
developed
is the thirdand released
arcade by Taito in
installment of 1994. It is theseries.
the Darius third
arcade
Gaideninstallment
was portedof tothe
theDarius series. and released in
Sega Saturn
late 1995, curiously
Darius Gaidenarriving before the Saturn
is a two-dimensional port of
shoot’em
Darius II.
up. The player controls a space ship named the Silver
Hawk
Gaidenand must guide
follows it through formula
the established scrollingclosely,
stages, but
de-
stroying
dropped enemies and screen
the multiple avoiding obstacles
setup. alongisthe
Difficulty way.
consid-
The
ered ship
to beislower
armed with
than in forward-firing
part II. missiles, aerial
bombs and a protective force-field, all of which can
“segaretro.org”
be upgraded by various power-ups that are dropped by
specially-colored enemies when they are destroyed by
the player. New to the Silver Hawk’s arsenal in Darius
Gaiden is the ‘black hole bomb.’ When fired, the black
hole bomb will create a large vortex in the center of
the screen, which sucks in enemies and projectiles on
the screen for a short moment, until it explodes into a
powerful ball of lightning that inflicts massive damage
onto every enemy on the screen.
Another feature introduced in Darius Gaiden is
the ability to capture minibosses, who appear in every
stage. Each miniboss has a small, circular ball placed
on them that, after receiving enough damage, will de-
tach and float away, causing the miniboss to turn idle.
If the player collects the ball, the miniboss will follow
and aid the player. After a brief period of time, or the
player loses a life, the miniboss will explode.
Dark Hunter Ge Youma no Mori • 121
7.3 Darius II
Developer I.T.L
Publisher Taito
Release date (jp) June 7, 1996
Genre Shooter
Mode 1-2 Players
“Saturn Memories@youtube.com”
122 • Dark Seed
Dark Seed II
7.0
Developer EDS, B-F., Gaga C., Cyberdreams, Destiny S.P.
Publisher Bandai Visual, B-Factory
Release date (jp) August 29, 1997
Genre Adventure
Mode 1 Player
Dark
Seed
DarkIISeed
seesIIrecurring protagonist
is a psychological Mike
horror Daw-
point-and-click adventure game
son’s continued
developed adventuresbyinCyberdreams
and published the H.R. Gigerin artwork-
1995. Designed and written by
based “Dark
future JamesWorld.” The game
Bond novelist was designed
Raymond Benson,and
thewrit-
game was released for Mi-
ten by future
crosoft WindowsJames Bond
3.x, Seganovelist
Saturn,Raymond
and SonyBenson.
PlayStation. As was the case
As was
with DarktheSeed,
case console
with Dark Seed,ofconsole
versions versions
Dark Seed of released only in Japan,
II were
Dark Seed II were released only in Japan, though they
though they were additionally fully dubbed in Japanese. Unlike the original
were additionally
game, fully dubbed
the Saturn version in Japanese.
of Dark Unlike
Seed II does the
not support the Saturn mouse.
original
game,Seed
Dark the Saturn
II seesversion of Dark
recurring Seed II does
protagonist Mike Dawson’s continued
not support the Saturn mouse.
adventures in the H.R. Giger artwork-based “Dark World.” Although Mike
Dawson saved the world from the “Ancients” in Dark Seed, the experience
causes him to undergo a mental breakdown. He returns to his childhood home-
town of Crowley, Texas in an attempt to regain his sanity, and moves in with
his mother. A year goes by, and Mike is still suffering from serious mental
scarring and memory lapses. Worse, Rita, his girlfriend, is found murdered af-
ter their high school reunion, and the entire town of Crowley seems convinced
that Mike is the culprit, with the exception of his friend Jack. It is evident the
“Ancients” have returned, and the only way for Mike to clear his name is by
venturing between alternate realities and solving their mysteries, while simul-
taneously stopping the Ancients from taking over the world.
If Mike dies at any point in the game, he is sent to the Underworld and
meets the Keeper of the Souls, who states that Mike is destined to die. If Mike
loses another life, he will return to the Underworld and plunge into a River
of Blood, while the Keeper of the Scrolls informs the player that the Ancients
have consequently created a monster called the “Behemoth,” and that it has
sucked the “life force” from earth. This will also happen near the game’s finale
if Mike fails to clear the Dark World mirror maze ahead of the Behemoth, al-
lowing it to cross over into the “Light World” where it becomes immortal.
Players will be swapping between the Normal World and the Dark
World, with 75 prerendered 3D locations in total. There are 40 characters to
interact with. The goal is to overthrow the Behemoth of the Dark World and
cut through the corruption of the Normal World.
Movement, action and dialogue interaction modes are toggled between
using the right mouse button, with the full screen used for location display un-
less the game menu or inventory bars are called into use.
David Mullich was the producer and oversaw development of the
game, while Raymond Benson wrote its script, dialog, and puzzles, whose
writing drew influence from that of David Lynch’s Twin Peaks. Incidentally,
H. R. Giger did not produce any original artwork for Dark Seed II; artwork
that he had previously created was licensed for use in the game. While the
character of Mike Dawson was played in the first Dark Seed by actual game
developer Mike Dawson, the character in Dark Seed II is instead portrayed by
an actor named Chris Gilbert.
Dark Legend • 125
Dark Legend
7.1
Developer Data East
Publisher Data East
Release date August 11, 1995
Genre Fighting
Mode 1-2 Players
Dark Seed
DarkIILegend
sees recurring protagonist
is a fighting Mike
game first Daw-for the arcades as Out-
released
son’sOf
laws continued
The Lostadventures
Dynasty, andin the H.R.Enbu
Suiko Gigerinartwork-
Japan.
based “Dark World.”
The game Theplace
takes gameinwas designedMarsh,
Liangshan and writ-
where 12 of the strongest
outlaws out of 108 gather to test their battle Benson.
ten by future James Bond novelist Raymond skills against each other while
As was
the Godsthe
ofcase
War with
watchDark
fromSeed, console
above. versions ofare inspired by the 108
The characters
Dark Seed II were released only in Japan, though
outlaws from the Chinese classical novel Water Margin they by Shi Naian.
were additionally fully dubbed in Japanese. Unlike the
The game has eleven playable characters and many locations around
original game, the Saturn version of Dark Seed II does
China to choose from. Each character fights with his/her own unique weapon
not support the Saturn mouse.
while some are unarmed. If the weapon is used to block attacks too often, the
character will only be able to fight with his/her bare hands and lose the weap-
on for the rest of the round. Fighting moves are classified under low, medium
and hard in terms of attack power, in order of increasing amount of damage
dealt to an opponent. Each character also has his/her own special attack to use
against the opponent.
Data East ported Outlaws Of The Lost Dynasty to the Sega Saturn in
1995 and PlayStation in 1996. The North American home version was reti-
tled Dark Legend, while the Japanese title remains unchanged in the Japanese
home versions. The Japanese port includes both an Original Mode, the mode
that plays just like the arcade version, and a Special Mode, which adds extra
moves. There is also a beginner mode that can be accessed by pressing the L
or R button at the same time. In 2P Battle mode, Makoto Mizoguchi from the
Fighter’s History series can be unlocked. The North American version is an
update from the Japanese version and was translated for the American audi-
ence; however, most of the Japanese text and voice samples remained. Some
of the options were removed, as well as the option demo play. Unlike the Japa-
nese version, this version lacks the Arcade Mode, it defaults to Special Mode
instead.
A Japan-exclusive semi-sequel titled Suiko Enbu: Fuunsaiki was later
released only for the Sega Saturn. Along with Makoto Mizoguchi, another
character from the Fighter’s History series, Liu Yungmie, was added to the
roster.
A reviewer for Next Generation gave the Saturn version 2 out of 5
stars, commenting that, “There are a few elements in Dark Legends that make
thorough use of Saturn’s power, including a wide variety of colors, smoothly
scaling backgrounds, and unusually large fighters. But for the most part, DL
is very much like all the 2D fighters preceding it. Though it is possible to
have fun playing this game, it would be a mistake to buy a next generation
system for a game like Dark Legends.” Tommy Glide of GamePro similarly
remarked, “Nothing new here: average 2D graphics and adequate fighting
earmark Data East’s coin-op conversion of Dark Legend.” He particularly
criticized that the characters lack dramatic reactions to being beaten, though
he praised the voice acting and “intensity” of the musical score. Like Next
Generation, he found the game to be essentially fun but not worth getting in
light of the more distinctive fighting games coming out for the Saturn.
126 • Dark Savior
Dark Savior
7.4
Developer Climax Entertainment
Publisher Sega, (jp) Climax Entertainment
Release date (jp) August 30, 1996
Genre Action role-playing
Mode 1 Player
Dark Savior
Dark is Savior is an isometric
an indirect 3D mixed genre
sequel to Landstalker: The
game for the
Treasures of Sega
King Saturn
Nole oncreated by Climax
the Mega Drive Entertain-
that com-
ment. It was
bines 2D referred
sprites withtoa by
3DGameSpot
environment.as a sequel to the
developer’s game for the Sega Mega Drive/Genesis,
The game is aThe
Landstalker: combination
Treasures ofof three
King different
Nole, evengameplay
though
genres:
the games’a platform jumping
storylines game, a their
are unrelated, puzzle adventure
gameplay is
game, and a fighting game. Aside from one or two
considerably different, and an official sequel to Land- sec-
tions
stalkerwhich
(Ladyblend platform
Stalker: jumping
Challenge fromandthepuzzle
Past) ele-
had
ments,
alreadythese
beenthree gameplay
released. Climaxtypes are kept
never distinctDark
marketed and
separate.
Savior as a sequel.
Dark Savior is a combination of three differ-
ent gameplay genres: a platform jumping game, a puz-
zle adventure game, and a fighting game. Aside from
one or two sections which blend platform jumping and
puzzle elements, these three gameplay types are kept
distinct and separate. The fighting game sections actually run in an entirely
different gameplay mode; unlike the rest of the game, which features full
3D movement, the fighting sections use isometric graphics but are played
entirely in two dimensions.
During some matches in the fighting mode, the player character can
capture his opponent, allowing the player to control that opponent in future
matches.
The platforming sections require the player to utilize the camera con-
trol in order to see around certain objects, and supports the Saturn analog
gamepad. Though control is purely digital, players can use the analog con-
troller to simultaneously control their character (using the D-pad) and the
camera (using the analog knob).
Instead of currency, the player can find items (cigarettes, alcohol,
and magazines in the original Japanese release, replaced by chocolate bars,
empty bottles, and magazines in all other regions) which can be traded for
information, items, or points. Points can in turn be used to revive the player
character if he dies, increase the player character’s hit points, or avoid fights.
Work on Dark Savior started in December 1994. Though the char-
acters were all represented with 2-dimensional bitmaps, they were placed
within a 3-dimensional environment built of texture mapped polygons. The
game took what was then considered an unusually long time in develop-
ment because none of the Climax team had any experience with 3D camera
programming, polygonal modeling, or the Sega Saturn. Programming the
adjustable camera alone took six months, and getting the game to run at a
decent speed proved difficult. Despite this, director Kan Naito felt that the
decision to create the game for the Saturn rather than the PlayStation proved
to be the right one: “The PlayStation may be better at managing polygons,
but you can’t write in assembler, you can only use C and we just don’t know if
Dark Saviour could be done in C. The PlayStation’s polygons become easily
distorted, too - especially when big polygons come close to the camera.”
Daytona USA • 127
Due
to Daytona
its popularity
USA isofa Sega
the arcade
Model game,
2 arcade Daytona
racing
USA was
game released
developed as a AM2.
by Sega western launch
It was title given
initially for thea
Sega Saturn
limited in 1995.
release Thisinversion,
in Japan 1993 tolike the public
gauge Sega Saturn
reac-
itself,towas
tion rushed
the new for hardware
model a quick release
beforeand wasinterna-
its full, widely
criticised
tional for its
release thelower framerate
following (~20FPS) and numer-
March.
ous
graphical concerns. The Saturn’s
It is loosely based on the NASCAR draw distance is
racing
shorter,
event atmeaning that only
the Daytona the scenery
International close to the
Speedway, hor-
located
net is rendered,
in real and suffers
life in Daytona heavily
Beach, fromin
Florida “clipping” as
the United
the game fails to disguise the problem.
States of America. Daytona USA and all of its sequels
and rereleases (except Sega Racing Classic, in which
case someone else already held the arcade license)
have been officially sponsored by the International
Speedway Corporation.
The original arcade release has the player drive
a stock car, known as the “Hornet” loosely based on a
Chevrolet Beretta, racing against numerous other cars
around three selectable tracks. Player one’s car by de-
fault is coloured red and blue, and can be seen at the
forefront of all game covers, flyers and similar media
related to the series with the exception of Daytona
USA 2 and its update, Daytona USA 2: Power Edition.
The game features both automatic and manual
transmissions, the latter requiring use of the gear stick
and which, if used properly, can lead to a faster car
than the automatic. Crashing into walls or other cars
can inflict damage leading to poor performance - to
remedy this each level has a pit lane, which, by sacri-
ficing some time, can fix the car.
Daytona USA has smarter AI than many other
driving games from around this period. The computer
analyses the player’s skill during the first lap, and will
instruct rival cars to move out of the way if it feels the
player is doing poorly (while doing the opposite if the
player registers a fast time). Most notably, however,
is Daytona USA’s multiplayer features. It was the first
arcade game ever to allow up to eight cabinets to be
linked together, with each player capable of competing
in the same race.
The game also has Team Hornet inform the
player of turns and traffic, and will comment on the
players driving if they crash. Most of the rival teams
in the game are not named, however several adopt the
logos or colour schemes of Japanese car magazines,
which in return wrote articles about Daytona USA.
128 • Daytona USA Circuit Edition
Due to its popularity, Daytona USA was re- On the Saturn, Daytona USA’s draw distance
leased as a Western launch title for the Sega Saturn is significantly shorter, meaning only scenery close to
in 1995. This version, like the Sega Saturn itself, was the Hornet is rendered at any given point. While not
rushed for a quick release and was widely criticised uncommon for games of the era, Daytona USA makes
for its lower framerate and numerous graphical con- no attempt to hide the flaws, leading to obvious clip-
cerns. ping and pop-in issues as geometry suddenly appears
Daytona USA was the second of two “big” on screen (later Saturn games would use “fogging”,
games announced early in the development of the which gives the impression that the world “fades out”
Sega Saturn console (the other being Virtua Fighter) when it reaches the end of the draw distance, or sim-
and became one of the first first-party games to ar- ply made arrangements so that the draw distance was
rive on the platform. While ultimately Panzer Dra- longer). The camera is considerably more jerky in
goon became the first Saturn released game to push some sections of the game.
texture-mapped polygons, Daytona USA was given This was not seen as a good thing for the Sat-
much more coverage in the press due to its perform- urn, as the PlayStation’s port of Namco’s Ridge Rac-
ance in the arcade scene. er, released at a similar time, was neither rushed nor
However, views on the end product were struggled to mask graphical concerns (it is also wide-
mixed, with the Saturn version receiving severe cut- ly considered that the arcade version of Daytona USA
backs to both run relatively smoothly on the platform is more technically advanced than the arcade version
and meet its release date. Most notably, the game runs of Ridge Racer). These sorts of issues in early Saturn
at only a third of the frame rate of the arcade, aver- games gave users the impression the PlayStation was
aging roughly 20 frames per second. Polygon counts much better equipped to handle 3D worlds, which,
were lowered across the board, as was the screen in the west at least, was seen as the way forward for
resolution and texture detail, though some of this is video games.
made up with a higher quality CD audio soundtrack The Saturn version does include some en-
(Takenobu Mitsuyoshi re-recorded each song from hancements however, such as the option to play as
beginning to end rather than splice clips around like the other cars seen in the arcade version. It is compat-
in the Model 2 version). Also offered are new game- ible with the Arcade Racer Joystick and surprisingly,
play modes and options, such as a two-player split- the 3D Control Pad (released a full year after Daytona
screen feature. USA). The game interprets the 3D Control Pad as an
Arcade Racer Joystick when it is set to “analog”.
DaytonaDaytona
USA: USA: CCE Netlink
CCE Netlink Edition
Edition is a isNetlink-
a Netlink-compatible version of Daytona
USA: Championship
compatible version ofCircuit
DaytonaEdition.
USA:This version of the game is widely believed to be
Championship
the rarestEdition.
Circuit North American
Although Sega Saturn game.
the accolade It was available only through Sega’s online
is commonly
store,
ascribedandtomaking
PanzeritDragoon
even more rare this
Saga, is itsNetLink
almost total
ver-lack of distinguishability from the
regular version ofUSA:
sion of Daytona Daytona
CCEUSA: CCE:
is in fact thethe onlyNorth
rarest notable differences are the additions of
aAmerican
black-and-white
Sega Saturn game. It was available only booklet and a small NetLink logo
NetLink booklet with the standard
on the game
through Sega’s disc. This store,
online editionand
fetches up to
making it US
even$1,100
more (March 2010) on eBay, in the rare
instances
rare is its italmost
does pop
totalup.
lack of distinguishability from
“Smashey9@theisozone.com”
130 • Death Crimson
“segagagadomain.com”
Dead or Alive
Developer Tecmo
Publisher Tecmo
7.8 Release date (jp) October 9, 1997
Genre Fighting
Mode 1-2 Players
Dead orDead
AliveorisAlive
a 1996is afighting
1996 fighting
game game by Tecmo
by Tecmo and
and first
the the first
entryentry in Team
in Team Ninja’s
Ninja’s long-running
long-running Dead Dead
or
or Alive
Alive series.
series. It It
waswasreleased
releasedfirst
firstininarcades,
arcades,followed
followed
by home ports for for the
the Sega
Sega Saturn
Saturn in in Japan,
Japan,and
andlater
later
for the PlayStation in all regions.
Dead orUnlike othera fighting
Alive was commercialgames of the helping
success, time, in Tec-
place
of aovercome
mo “guard” button Dead orproblems.
their financial Alive uses a “hold”
The successbut-
of
ton, which causes the fighter to grab
the game helped turn the series into a franchise, their opponent’s
in-
limbs if several
cluding they aresequels
attackingandatnumerous
the time.spinoffs.
This countering
system was the first in the fighting genre to utilize dif-
ferent commands that correspond to each type of attack.
There are two kinds of holds, an Offensive Hold and a
Defensive Hold; the latter are executed by holding back
or forward on the directional pad along with the guard
input to either force away or counter-damage an oppo-
nent.
The outer edges of the fighting arena are set with explosives which deal
a high amount of damage to any fighter who comes in contact with them. They
can also send an affected character in the air so the opposing player can execute a
juggling air combo. However, this can be avoided with a defensive roll.
The story revolve around a runaway kunoichi known as Kasumi, who en-
ters the Dead or Alive tournament to seek revenge against her uncle Raidou, who
was responsible for crippling her brother Hayate. Kasumi eventually defeats and
kills Raidou, but her decision to leave the village violates the strict laws of the
ninja society, and as a result she becomes a hunted fugitive.
During the mid 1990s, Japanese gaming company Tecmo was in finan-
cial trouble. Seeing how popular Sega’s Virtua Fighter series was in Japan at the
time, the management asked Tomonobu Itagaki to create a game similar to Virtua
Fighter. Itagaki was a fan of Virtua Fighter, but he wanted Dead or Alive to stand
out among the competition. This included a stronger an emphasis on being pro-
vocative, as Itagaki believed entertainment needed both sexuality and violence to
truly be entertainment. All the animations in the game were created using motion
capture.
In comparison to other 3D fighters, such as Tekken (which gained a sub-
stantial market base in Japan and North America), DOA introduced a countering
system unique to the genre and an added emphasis on speed, as well as a rich
graphics engine that lacked many jaggies and incorporated very smooth surfaces.
It was later ported to the Sega Saturn exclusively for the Japanese market
in 1997. Acclaim intended to bring the Saturn version to the UK, but plans were
shelved for unknown reasons. When released for the Saturn, the game sacrificed
quality in the character models and used pre-rendered images for background
stages. The Saturn conversion uses bitmaps and parallax scrolling in the same
fashion as the Saturn version of Virtua Fighter 2.
132 • DecAthlete
DeathMask 6.0
Developer Vantan International, Electric Dreams Inc.
Publisher Vantan International
Release date (jp) February 16, 1996
Genre Adventure
Mode 1 Player
7.6 DecAthlete
Developer Sega AM3
Publisher Sega
Release date (jp) July 12, 1996
Genre Sports
Mode 1-2 Players
Decathlete is
Decathlete, an athletics
released themed
in Europe 1994 arcade
as Athlete game.
Kings due to
A well-received home port was released on
a licensing issue, is an athletics themed arcade game.the Sega
Saturn
On in 1995, scoring
its unveiling, mainly
the gaming positive
media reviews
generally for its
described
arcade
it faithful clone
as a modern conversion,
of DaleydueThompson’s
to the similarDecathlon.
hardware
of the ST-V
Released in arcade
1996, itand thedeveloped
was Saturn. and produced by
Sega. A home port
The gameplay was released
is largely based on onquick
the Sega Saturn
repeated in
but-
1996, largelyfor
ton pressing identical
gainingtospeed,
the arcade version,
and timed duebutton
single to the
similar hardware of the ST-V hardware and the
presses for jumping and releasing projectiles, in a sim-Saturn.
Compared
ilar style totothe
other
1983decathlon
Konami based games,
release, TrackDecathlete
& Field.
has a more comic and cartoon like style.
The game play is largely based on quick repeated button
pressing for gaining speed, and timed single button presses for
jumping and releasing projectiles, in a similar style to the 1983
Konami release, Track & Field. The game differed with a slightly
more advanced control system and 3-D graphics.
The player must select one of eight international fictitious
athletes. In the arcade version, the player competes in ten tradi-
tional decathlon events, requiring a minimum set time, height or
distance to qualify from one event to the next. The home console
versions also allow the player to compete in a full decathlon fea-
turing all the events, 100 metres, 110 metre hurdles, 400 metres,
1500 metres, Long jump, High jump, Javelin throw, Discus, Pole
vault and Shot put. Despite a potential for multi-player gaming,
the game is only two player. In a one player game, the player only
competes against at most one other character on screen. The only
exception to this is in the 1500 metres, where six other generic
athletes join the race along with one main character.
Deep Fear • 133
Deep Fear
Developer Sega CS R&D 2, System Sacom, SIMS, ISCO
Publisher Sega
7.6 Release date (jp) July 16, 1998
Genre Survival horror
Mode 1 Player
Deep
Fear
Deepoffers
Fear unique gameplay
is a 1998 survival features suchde-
horror game as
buttons that allow the player to use items in real-time,
veloped by Sega AM7 and System Sacom for the Sega
aiming
Saturn. while
It wasmoving, and falling
the last Saturn gameoxygen
releasedlevels.
in Europe.
The plot
gameis offers unique
inspired gameplay
by the features and
films Leviathan suchThe
as
buttons that allow the player to use items
Abyss. The game takes place 300 meters below thein real-time,
aiming
surface while
of the moving, and falling
Pacific Ocean oxygen
in a naval levels.
fueling andThe
re-
music
search was composed
facility. Players by Kenjithe
assume Kawai,
role ofand
Johnthe crea-
Mayor,
tures and characters were designed by manga
an ex-Navy SEAL who has joined forces with a civil- artist
Yasushi
ian rescue Nirasawa.
organisation called ERS.
The plot of Deep Fear is inspired by the films
Leviathan and The Abyss. The game takes place 300
meters below the surface of the Pacific Ocean in a na-
val fueling and research facility known as “The Big
Table”. Players assume the role of John Mayor, an ex-
Navy SEAL who has joined forces with a civilian res-
cue organisation called Emergency Rescue Services.
Players move John Mayor through the pre-ren-
dered rooms of The Big Table which are shown from
fixed camera angles using a permanent 3D control
scheme. Players can turn on or off certain on-screen
indicators such as an oxygen counter, health meter and
bullet count. Once armed, players can move using the D-pad and can run while aim-
ing a firearm. The game fully utilises the Saturn’s six-button controller, allowing
players to have instant access to a map screen as well as real-time use of grenades
and health items, which may be used without resorting to the inventory screen.
The Big Table’s oxygen supply is dwindling. Therefore, one necessity for
survival is to refill low oxygenated areas and thus avoid asphyxiation. Overuse of
firearms depletes the oxygen more quickly. In some areas, oxygen can be replen-
ished by finding yellow oxygen boxes known as Air Systems (AS).
If the player is not near an AS or lacks oxygen grenades, they can use a
regulator to breathe in low oxygen areas and in flooded areas. Each room entrance
has two doors with a vacuum system between them; this ensures that a flooded
room will not leak outside the room.
Being an ex-SEAL, John Mayor is able to use all sorts of firearms and so,
the player can move while armed and automatically lock on to enemies by depress-
ing the aim button. There is an option for the player to switch manually between
targets.
There are 2 versions of this game released to the public. The Japanese
NTSC release and the European PAL release. This Japanese version of the game is
very import friendly for English speaking gamers. All of the spoken dialogue is in
English along with a good portion of the menus, text and visual clues.
134 • Defcon 5
Defcon 5
Developer Millennium Interactive
Publisher (us) Data East, (jp) Multisoft, (eu) GT Interactive 6.0
Release date (jp) May 31, 1996
Genre Adventure, first-person shooter
Mode 1 Player
Defcon
5 is a single
Defcon 5 is a player
single adventure and first-person
player adventure/first-per-
shooter. The game is reminiscent
son shooter released for MS-DOS in 1995, of the System Shock
and ported
series in terms of
to PlayStation, gameplay.
Sega Saturn Theand player
3DO in must explore
1996. The
the
name refers to the condition used to designate normala
base to find items which is needed to establish
line of defence
peacetime andreadiness
military ultimatelyunder
escapethethe installation.
DEFCON sys-
This involves fighting off the invading enemies
tem, but which is commonly misused in popular fiction by de-
ploying the defence turrets effectively and
to indicate a state of emergency. The game was origi- using the
installation’s
nally announced computer terminals
under the (called “VOS termi-
title Incoming.
nals”) to hinder the intruder’s advance.
The game is reminiscent of the System Shock
series in terms of gameplay. The player must explore
the base to find items which is needed to establish a
line of defence and ultimately escape the installation.
This involves fighting off the invading enemies by de-
ploying the defence turrets effectively and using the
installation’s computer terminals (called “VOS termi-
nals”) to hinder the intruder’s advance.
The computer terminals in the game offer an
unusual wide range of interaction. Players can use
them to remotely control the defence turrets, load am-
munition and inspect the turrets for damage and de-
ploy combat droids within the installation’s perim-
eters. Doors can be controlled from the VOS terminals
to control access to the installation’s different areas.
The player can use this capability to lock in enemy
forces in parts of the installation.
The game also allows the player to fight the in-
vaders by shooting them, but this is discouraged by
the fact that new enemies arrive with each passing
wave of attacking ships. Also, destroying an enemy
greatly degrades the air quality in the immediate area.
The computer might even seal doors to polluted areas,
sometimes trapping the player. The player can dissolve
the pollution by opening doors to adjacent areas, and
the pollution levels can be monitored in the VOS ter-
minal’s environmental module.’
Reviewing the Saturn version, the four re-
viewers of Electronic Gaming Monthly criticised the
pixelation in the graphics but praised the game’s sto-
ry-driven approach, well-designed controls, and com-
bination of puzzle solving, strategy, and action. Sega
Saturn Magazine, however, panned the Saturn version,
citing poor graphics, a lack of clear objectives, and an
overabundance of time spent walking from one place
to another.
Dejig Lassen ~Art Collection~ • 135
“segagagadomain.com”
“segagagadomain.com”
136 • Delisoba Deluxe
Dejig Tin Toys is based upon tin toys from the 1950’s.
There are 20 puzzles in total ranging from the pretty
easy 72 piece puzzle to the more time consuming 108
piece puzzles.
As well as the puzzles there are also movie sections
that show players the toys in “action”.
“segagagadomain.com”
Delisoba Deluxe
Developer Cave, Sega (cooperation)
Publisher TBS
Release date (jp) n/a
Genre Racing
Mode 1 Player
7.6 Desire
Developer C’s ware
Publisher Imadio
Release date (jp) September 11, 1997
Genre Adventure
Mode 1 Player
7.4 Devicereign
Developer Starlight Marry
Publisher MediaWorks
Release date (jp) February 25, 1999
Genre Simulation, Strategy
Mode 1 Player
Destruction Derby
7.3
Developer Perfect Entertainment
Publisher Psygnosis, (jp) Soft Bank
Release date (eu) August 15, 1996
Genre Racing
Mode 1 Player
Destruction
Destruction
Derby isDerby is a vehicular
a racing combat for
game developed racing
the
game developed
Sega Saturn by Reflections
by Reflections Interactive
Interactive. It wasandthepub-
first
lished by Psygnosis.
in the series, and went under a working title of Demol-
ish
‘Em Derby, beingDerby
Destruction basedisona the real-lifecombat
vehicular demolition
rac-
derby sport. Though advertised, the Saturn
ing game based on the sport of demolition derby. The version of
the game
game was not
contains released
three in North
vehicles. America.
Collisions in the game
affect the controls
The game is notableoffor
each car,one
being limiting
of thetheir steering
first to allow
and maximum speed. Frontal collisions risk
cars to receive damage when hit, affecting the handling damage
to
andthe car’s radiator,
performance which
of the causes the car to overheat
vehicle.
and stop running. Four game modes are available: De-
struction Derby, Wreckin’ Racing, Stock Car Racing
and Time Trial. In Destruction Derby, the player earns
points by destroying other cars in a large, trackless are-
na called The Bowl; in Stock Car Racing, the player
must finish in first place, and no points are awarded
for destroying cars. Wreckin’ Racing is a hybrid of the two, in which the player
earns points both by winning the race and by destroying other cars. Time Trial is
a solo time attack mode.
The developers implemented simulated physics to make the results of
collisions easier to predict, and they kept the game’s tracks small to increase the
number of wrecks. Versions of Destruction Derby were released for MS-DOS,
PlayStation and Sega Saturn.
The British development studio Reflections Interactive began creating
Destruction Derby for the PlayStation in late 1994. It was published by Sony
Computer Entertainment’s Psygnosis branch, which allowed Reflections to receive PlayStation development
kits long before that console’s release. The game debuted at the May 1995 Electronic Enteartainment Expo,
and its initial title was variously reported as Demolition Derby and Demolish ‘em Derby. Writers for Edge
and Next Generation commented that the game could “trounce” Ridge Racer upon the PlayStation’s release.
To make the results of car collisions easier to predict, Reflections implemented simulated physics
into Destruction Derby. Director Martin Edmondson believed that the game would otherwise be “completely
unplayable”, as with “pool when the collisions are all off”. Producer Tony Parks noted that the physics were
simplified to improve performance and to compensate for the PlayStation’s digital controller, and that the team
sought a balance between “realism and playability”. Performance was also improved by optimising the game’s
graphics, and by reducing the level of detail of objects in the distance. Destruction Derby’s game engine sup-
ports up to twenty cars on screen simultaneously, which no console racing game, other than Daytona USA,
had achieved until that time. However, a single wire-frame model, differentiated by texture maps, was used for
every vehicle. Damage to vehicles is modelled in real-time, based on the speed and angle of the cars involved.
The team made the game’s tracks small to “keep the density of the cars on the track very high”, which allowed
for large-scale wrecks. Plans were made to support up to eight players with the PlayStation Link Cable.
Destruction Derby was published by Sega and developed by Perfect Entertainment for the Sega Saturn,
as part of a deal that also brought Wipeout to the console. This version lacks transparencies. GameFan’s Ryan
Lockhart estimated that the port was “80% ready” in the magazine’s August 1996 issue, and it was released in
August 1996.
Critics found Destruction Derby enjoyable and they praised its graphics and car damage system, but
the Nintendo 64 and Sega Saturn releases received mixed reviews.
Devil Summoner Soul Hackers • 141
Dezaemon 2 7.7
Developer Athena
Publisher Athena
Release date (jp) October 9, 1997
Genre Shooter, Miscellaneous
Mode 1-2 Players
DJ Wars 8.0
Developer Exit
Publisher Spike
Release date (jp) December 18, 1997
Genre Rhythm
Mode 1 Player
Discworld
7.5
Developer Perfect Entertainment
Publisher Psygnosis, (jp) Media Entertainment
Release date (eu) August 15, 1996
Genre Adventure
Mode 1 Player
Discworld Discworld
is a 1995 was developed byadventure
point-and-click Teeny Weeny
game
Games
originallyanddeveloped
Perfect 10by Productions
Teeny Weeny for MS-DOS,
Games andMac- Per-
intosh, and the PlayStation
fect 10 Productions. in 1995. A
It stars Rincewind theSega
WizardSaturn
and
version
is set on was
Terryreleased the Discworld.
Pratchett’s following year. The game
The game’s plot
stars Rincewind
is based the Wizard
roughly around (voiced
the events in theby
bookEric Idle)
Guards!
and is set on Terry Pratchett’s Discworld.
Guards!, but also borrows elements from numerous The plot is
based roughly around
other Discworld theDiscworld
novels. events in the
hasbook
been Guards!
praised
Guards!, but also
for its humour, borrows elements
voice-acting fromthough
and graphics, other Disc-
some
world novels.
criticized It involves
its gameplay Rincewind
and attempting to stop
difficult puzzles.
a dragon terrorising the inhabitants of Ankh-Morpork.
The game is a third-person point-and-click
graphic adventure game. An overhead map appears
when leaving a location that allows the player to go
straight to another. Locations featured include the Un-
seen University, the Broken Drum (a pub), and the
Shades (where the city’s “exciting nightlife” reside).
Locations outside Ankh-Morpork include the Dark
Wood (where Nanny Ogg resides), the Mines (where
dwarves tune swords), and the Edge of the World
(where “the world ends and space begins”). Items
can be examined or used, and can either be stored in
Rincewind’s pockets or in the Luggage. To progress in
the game, Rincewind must collect items, talk to people and solve puzzles.
Rincewind may also acquire special skills needed to perform certain tasks. Char-
acters featured include an Archchancellor, the Dibbler, the Librarian, and Death.
During a conversation, the player may choose to have Rincewind greet, joke
with, vent anger towards, or pose a question to the character.
Terry Pratchett was pleased with the 1986 interactive fiction game The Colour of Magic, but criticised
its poor marketing. He was reluctant to grant Discworld licences due to concern for the series, and wanted a
reputable company who cared about the property. Other video game companies had previously approached
Pratchett seeking a licence. One such company was AdventureSoft, and their failure to obtain a Discworld
licence led to the creation of Simon the Sorcerer, which took inspiration from the Discworld series of books.
When the creative director and designer Gregg Barnett sought out the Discworld licence, he intended
to show Pratchett that he cared about Discworld, rather than seeking money. During negotiations, he offered
to design the game before signing a deal. He did so, and Pratchett agreed. Gregg stated that the design showed
respect for Discworld, and that was what persuaded Pratchett. This took roughly six months, and Pratchett
was impressed with a demonstration of Rincewind using a broom to get the Luggage off the top of a ward-
robe. Perfect 10 Productions developed an engine, which was developed in a separate location to “keep the
code clean”. The dialogue was refined by Pratchett. The character design was based on Barnett giving his
interpretation of characters to a character designer who had worked for Disney. He stated that they “went a
bit slapstick on it”. The backdrops were painted manually and digitised.
Pratchett originally wanted the game to be based on The Colour of Magic and for the team to work
in succession through the series, but Barnett believed that would be detrimental, and thought that it was dif-
ficult to make a game based on just one book. He explained that they wanted to licence all of Discworld. An
original story was made, taking elements from various Discworld books, particularly The Colour of Magic
Discworld • 147
and Guards! Guards!. Barnett stated that the team Sega Saturn Magazine cited overlong dia-
had “effectively written a complete film script for the logues, poor graphics, and “largely non-existent”
game”. The game introduced a new character: a prac- animation, but complimented the variety of locations
tising psychiatrist (known as the psychatrickerist). to visit and their mediaeval backdrops, and described
Pratchett initially objected to this, but later added his the dialogue as “jokey” and “sarcastic”. The maga-
input, and the character became a retro-phrenologist. zine’s Japanese namesake agreed with this assess-
Barnett stated that he wanted to create Discworld as a ment of “British” humour by describing it as ironic
flagship game for CD-based systems, and thought the and amusing. Mean Machines Sega’s reviewers be-
Discworld licence was “100% suited”. lieved the Saturn version had lost some authenticity,
Barnett stated that he wanted to improve the and thought that the gags were not funny, but compli-
British comedy by hiring voice actors with “Brit- mented the storyline.
ish talent”. John Cleese was his first choice for Reviewing the PC version, Coming Soon
Rincewind, but he rejected the offer saying that he Magazine’s reviewer believed that the graphics are
did not do games. Pratchett wanted Nicholas Lynd- colourful and liked the humour, but criticised the way
hurst for Rincewind because he was physically based the dialogue was handled. David Tanguay of Adven-
on his Only Fools and Horses character. Eric Idle ture Classic Gaming described Discworld as “one of
was cast as Rincewind, who was tweaked to make the funniest adventure games ever made”, but recom-
him more like Idle from Monty Python. Other voice mended that players use a walkthrough. Adventure
actors include Tony Robinson, Kate Robbins (who Gamers praised the voice acting, graphics, humour
voiced every female character), Rob Brydon, Nigel and story, calling it “a wonderful game”, but noted
Planer, Robert Llewellyn, and Jon Pertwee. Barnett that “it stops short of being a classic simply due to its
wanted Christopher Lee as Death, but was unable to sheer difficulty and the unwieldy nature”. Adventure
afford him. Brydon had already been recorded when Gamers also called the music “serviceable at best,
he offered to voice Death. Barnett initially believed and fairly forgettable.” Entertainment Weekly’s Dar-
that Rowan Atkinson “would make a great Death”. ren Franich in 2010 called the game an “underrated
The game was originally due to be published point-and-click gem”, saying that it was one of the
by Sierra On-line. Their engine was obtained and games he wanted on the PlayStation Network.
worked on, but due to costs for another project, they
cancelled all external development. An advert in
Computer Trade Weekly attracted interest from com-
panies such as Electronic Arts and Psygnosis. The
latter approached Perfect 10 Productions and would
not leave until a deal was signed. Psygnosis had of-
fered Pratchett “a big cheque”, which he refused.
The game was officially announced by Sep-
tember 1993 and slated for a Christmas release the
following year. It was released in 1995 for the PC,
PlayStation, and Macintosh. The Saturn version was
released in Europe on 15 August 1996, and in Japan
on 13 December 1996.
The game was released on both floppy disk
and CD-ROM, with the CD version featuring a fully
voiced cast of characters. For the Japanese PlaySta-
tion and Saturn releases, all voice acting was redone
by a prominent Japanese comedian, a major selling
point for the game in Japan. A port had been under
way for the Philips CD-i in 1996, and had entered its
final stages of development, but was never released.
Discworld received generally positive re-
views. The humour and graphics in particular were
widely praised, but some thought that the difficulty
was too harsh.
148 • Discworld II - Missing, presumed... !?
Doraemon: 7.0
Nobita to Fukkatsu no Hoshi
Developer Sakata SAS
Publisher Epoch
Release date (jp) March 15, 1996
Genre Action-platformer
Mode 1 Player
Doom 6.9
Developer Rage Software
Publisher (us) GT Interactive, (jp) Soft Bank
Release date (us) March 26, 1997
Genre First-person shooter
Mode 1 Player
xxx
Doom is a 1993 science fiction horror-themed
first-person
xxx shooter by id Software. It is considered one
of the most significant and influential titles in video
game history, for having pioneered the now-ubiquitous
first-person shooter. The original game was divided
into three nine-level episodes and was distributed via
shareware and mail order. The Ultimate Doom, an up-
dated release of the original game featuring a fourth
episode, was released in 1995 and sold at retail.
In Doom, players assume the role of an unnamed space marine, who
became popularly known as “Doomguy”, fighting his way through hordes of in-
vading demons from Hell. With one third of the game, nine levels, distributed as
shareware, Doom was played by an estimated 15–20 million people within two
years of its release, popularizing the mode of gameplay and spawning a gaming
subculture. In addition to popularizing the FPS genre, it pioneered immersive 3D
graphics, networked multiplayer gaming, and support for customized additions
and modifications via packaged files in a data archive known as “WADs”. As
a sign of its effect on the industry, first-person shooter games from the genre’s
boom in the 1990s, helped in no small part by the game’s release, became known
simply as “Doom clones”. Its graphic violence, as well as satanic imagery, made
Doom the subject of considerable controversy.
The development of Doom started in 1992, when John D. Carmack
developed a new 3D game engine, the Doom engine, while the rest of the id
Software team finished the Wolfenstein 3D prequel, Spear of Destiny. When the
game design phase began in late 1992, the main thematic influences were the
science fiction action film Aliens and the horror film Evil Dead II. The title of the
game was picked by John Carmack: “There is a scene in The Color of Money
where Tom Cruse shows up at a pool hall with a custom pool cue in a case. ‘What
do you have in there?’ asks someone. ‘Doom.’ replied Cruise with a cocky grin.
That, and the resulting carnage, was how I viewed us springing the game on the
industry.”
Designer Tom Hall wrote an elaborate design document called the Doom
Bible, according to which the game would feature a detailed storyline, multiple
player characters, and a number of interactive features. However, many of his
ideas were discarded during development in favor of simpler design primarily
advocated by John Carmack, resulting in Hall in the end being forced to resign due to not contributing ef-
fectively in the direction the rest of the team was going. Most of the level design that ended up in the final
game is that of John Romero and Sandy Petersen. The graphics, by Adrian Carmack, Kevin Cloud and Gregor
Punchatz, were modelled in various ways: although much was drawn or painted, several of the monsters were
built from sculptures in clay or latex, and some of the weapons are toy guns from Toys “R” Us. A heavy metal-
ambient soundtrack was supplied by Bobby Prince.
Doom became a “killer app” that all capable consoles and operating systems were expected to have,
and versions of Doom have subsequently been released for a large portion of systems.
Doom • 151
8.2 DoDonPachi
Developer Cave
Publisher Atlus
Release date (jp) September 18, 1997
Genre Shooter
Mode 1-2 Players
DonPachi 7.8
Developer Cave
Publisher Atlus
Release date (jp) April 26, 1996
Genre Shooter
Mode 1-2 Players
5.7 Doukyuusei 2
Developer Flight-Plan
Publisher NEC Interchannel
Release date (jp) July 11, 1997
Genre Adventure, Simulation
Mode 1 Player
Double Double
Switch Switch is an interactive
is an adventure adventure
interactive movie mov-
game
ie video to
released game released for
the Mega-CD Sega
and thenCD,
later,Sega
SegaSaturn and
Saturn.
Windows. The game was produced by Digital Pictures
and had a similar “trap-em-up” format to Space Panic,
Heiankyo Alien, and their earlier game, Night Trap.
Apart from the HUD, the graphics consist of live action
full motion video clips starring Corey Haim.
The game takes place in an apartment complex
called the Edward Arms, which was built by the famous
industrialist Lionel Atwater Edward III at the turn of
the 20th Century. Built following an archaeological ex-
pedition to the Valley of the Kings, the building has an
ancient Egypt theme and is rumored to hide a valuable statue of Isix (named
after the precursor to Digital Pictures) stolen by Edward during his expedi-
tion. The player character, an anonymous, silent protagonist, is contacted via
video call by the current owner of the Edward Arms, a young man named
Eddie. Eddie says that he has equipped the building with cameras and traps
to protect the tenants from the local criminal element, but one of the tenants
has locked him in the basement. He gives the player character control of the
cameras and traps and directs him to protect the tenants, trap the handyman
Lyle whenever possible, and find the security codes to get him out.
The objective of the game is to protect the tenants of the Edward Arms. The
player character never actually enters the building, and must protect the tenants using
the surveillance cameras, sensors, and traps installed in eight of the rooms. Using the
cameras, the player may view any of the rooms, but can only view one room at a time, as
with Night Trap. However, unlike Night Trap, at all times a mini map shows the player
whether tenants, intruders, or both are present in each room, and an alarm sounds when
an intruder enters any room. In addition, many of the intruders’ appearances occur at
random. Success in the game thus depends on quickly and effectively responding to situ-
ations rather than on determining when and where enemies appear.
When a tenant or intruder approaches a trap, the player may trap them by arming
and then activating the trap. Trapping a tenant sometimes has no real consequences, but
often results in a game over. If the player does not trap a solid majority of intruders as
they appear, the game ends. Also, while most intruders do no particular harm when they
appear, the player must trap any enemies who try to shut off the building’s power, discon-
nect the phone lines, or attack the tenants. If an enemy succeeds in any one of those three
things, the game immediately ends.
In addition to these objectives, each of the game’s three levels (referred to in the
manual as “acts”) has its own special objective. In the first level the player must view the
security codes needed to free Eddie from the basement. In level two the player must gain
access to new hidden alcove traps. Level 3 includes a boss who the player must trap six
times. If the player misses any opportunity to trap the boss, the boss will attack one or
more of the tenants, resulting in a game over.
154 • Doukoku Soshite... Final Edition
Doukyuusei if 5.3
Developer Flight-Plan
Publisher NEC Interchannel
Release date (jp) August 9, 1996
Genre Adventure, Simulation
Mode 1 Player
Dragon Dragon
Force isForce is a real-time
a real-time strategystrategy and tactics
and tactics video
video from
game gameSega
fromcreated
Sega created
for thefor theSaturn.
Sega Sega Saturn. The
game’s main selling point was that battles involve up
to 200 soldiers fighting on screen in real time, causing
them to be often likened to the battle scenes in the then-
recent film Braveheart.
“segagagadomain.com”
Druid ~Yami he no Tsuisekisha~ • 159
“segaretro.org”
5.2 Druid:
Yami-He no Tsuiseki Sha
Developer Koei
Publisher Koei
Release date (jp) July 2, 1998
Genre Action role-playing
Mode 1 Player
“mobygames.com”
“segagagadomain.com”
“segagagadomain.com”
DX Nippon 6.0
Tokkyuu Ryokou Game
Developer Japan Media Programming
Publisher Takara
Release date (jp) December 20, 1996
Genre Table
Mode 1-5 Players
D-Xhird 5.9
Developer Takara
Publisher Takara
Release date (jp) May 30, 1997
Genre Fighting
Mode 1-2 Players
Earthworm Jim 2
7.6
Developer Screaming Pink
Publisher Playmates, (eu) Virgin Interactive, (jp) Takara
Release date (us) January, 1996
Genre Action-platformer
Mode 1 Player
8.0 Eberouge
Developer Japan Media Programming
Publisher Takara
Release date (jp) May 30, 1997
Genre Adventure, Simulation
Mode 1 Player
“Vysethedetermined2@youtube”
170 • Elevator Action Returns
ElevatorElevator
Action Action
Returns,Returns,
releasedreleased as Elevator
as Elevator ActionAction II in North Amer-
ica,
II in North America, is a side-scrolling action game by released for the arcades
is a side-scrolling action game by Taito originally
in
Taito1994 as a sequel
originally to thefor
released 1983
the arcade
arcadesgame Elevator
in 1994 as a Action. Elevator Action
Returns
sequel toretains thearcade
the 1983 elevator-based gimmick
game Elevator from the original, but expands and
Action.
improves on the gameplay system and replaces the spy motif with a new scenario
The game retains the elevator-based gimmick from the
involving a paramilitary team fighting against a terrorist group.
original, but expands and improves on the gameplay
system The objectivethe
and replaces ofspy
the motif
gamewithis toa enter all the red-colored doors in each
new scenario
stages andathen
involving proceed to
paramilitary thefighting
team exit. If players
against misses
a terror-a door, they will not be al-
lowed to go any further after a certain point. Each player has a health gauge that
ist group.
shows the amount of damage that his or her character is allowed to sustain; when
the gauge reaches zero, the player will lose a life. Many additions have also been
made to the play mechanics such as four-way scrolling (the original could only
scroll vertically), new moves and weapons for the player, multiple characters and
a two-players cooperative mode.
The player can uncover items by destroying objects in the scenery such as
trash cans, garbage piles, sandbags and crates. There are also blue-colored doors
that give the player a random item through a roulette drawing system. Items in-
clude health refills, special firearms, sub-weapons and bonus points. Like in the
original game, the player’s default weapon is a semi-automatic handgun with un-
limited ammunition. However, the player has the option to upgrade to a stronger
firearm as well, a missile launcher or an automatic weapon.
Players can conserve ammo by attacking an enemy at close range, caus-
ing them to use a melee attack instead of firing a weapon. When an enemy is
defeated with a close-range attack, the amount of points awarded will be dou-
bled. Players can also attack the enemy with a jumping attack depending on the
timing. Players can also throw an explosive (which serves as the character’s sub-
weapon) by pressing the shoot and jump buttons simultaneously while standing
or crouching. The type of explosive used by the player varies depending on the
character.
Objects in the environment can also be used to fight enemies. Like in the
original game, elevators can be used to crush enemies standing above or below
one. There are also oil drums that can be exploded with gunfire. Like the player’s
sub-weapons, they will leave a trail of fire that will burn off any enemy that
comes in contact with it. Enemies that are killed by a trail of fire gives out more
points. During the later half of the game, the player will also have to deal with
electric barriers that will harm both players and enemies alike. If an enemy is
killed with an electric barrier, the player will be awarded with additional points.
The home version of Elevator Action Returns was released for the Sega
Saturn in 1997 under the title of Elevator Action² Returns (pronounced Elevator
Action/Elevator Action Returns), which included the original Elevator Action as
well. Elevator Action Returns was later included as part of Taito Legends 2 for
the PlayStation 2, PC and Xbox in 2006, but both the PS2 and Xbox versions run
in upscanned 640x448 resolution, which results in slight flickering, no scanlines
and slightly blurrier image compared to the arcade and Sega Saturn versions.
Elf wo Karu Monotachi II • 171
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172 • Enemy Zero
F1 Challenge 7.1
Developer Bell, (some graphics) Jitensha, (sound) T’s Music
Publisher Sega
Release date (jp) November 2, 1995
Genre Racing
Mode 1 Player
F1 Challenge,
Challenge known as F-1 Live
is an officially Information
licensed in Japan,
Formula One
is
gamea formula one racing
developed game
by Bell for the Sega
Corporation andSaturn. Un-
produced
by Sega for the Sega Saturn. The game contains only
three of the many Formula One circuits – Hockenheim,
Monte Carlo, and Suzuka – while having another three
based on the fictional Neo City, containing three differ-
ent configurations.
While containing a full license (granted by
FOCA, not the FIA) of the 1995 Formula One racing
season with 13 teams and 26 drivers, the game only
allows the player to play as five drivers: Michael Schu-
macher (Benetton), Damon Hill (Williams), Jean Alesi
(Ferrari), Ukyo Katayama (Tyrrell), and Mika Häk-
kinen (McLaren). The other teams and drivers are in
the game and the cars are correctly modeled but are
unselectable.
The game is very similar to other titles pro-
duced by Sega. Its form is that of an arcade-style simu-
lator that carries a variety of courses that range from
easy to hard with a small selection of cars to choose
from. This format has been followed by Sega games
in the past, with such titles as Virtua Racing (1992),
Daytona USA (1994), and Sega Touring Car Champion-
ship (1996). Unlike other racing titles released by Sega,
F1 Challenge does not rely on powersliding and drifting,
and instead attempts to be very simulator-oriented.
The game supports the Sega Arcade Racer steer-
ing wheel peripheral in addition to the standard Saturn
controller.
Rad Automatic of Sega Saturn Magazine gave the
game an 80%, calling it “ideal for race connoisseurs with
a perfection complex”, but inferior to Sega Rally Cham-
pionship and Daytona USA as far as the average gamer is
concerned. GamePro’s The Axe Grinder agreed that it was
“More a hardcore racing game than a ‘pop’ arcade title”,
and that despite the above-average graphics the game
feels bland and unexciting. He also criticized the weak
A.I., generic rock soundtrack, and lack of sound effects.
A reviewer for Next Generation praised the selection of
real-life teams and tracks, but like Rad Automatic he felt
it compared unfavorably to Sega Rally Championship and
Daytona USA. He scored it three out of five stars.
Farland Saga ~Toki no Michishirube~ • 179
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180 • Falcom Classics II
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Fantastep 7.8
Developer Jaleco
Publisher Jaleco
Release date (jp) April 25, 1997
Genre Adventure
Mode 1 Player
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FIFA Soccer 97 • 181
Fighters Megamix
8.2 Developer Sega AM2
Publisher Sega
Release date (jp) December 21, 1996
Genre Fighting
Mode 1-2 Players
Fighters
Megamix
Fighters combines
Megamix is a several characters
1996 fighting gamefrom
de-
various
veloped Sega games,
by Sega AM2 from
andthe complete
published bycast
Segaoffor
Virtua
the
Sega Saturn. Several characters from various Sega
games make up the cast, including the complete cast of
Virtua Fighter 2 and Fighting Vipers, plus others from
prior AM2 games, both fighting and otherwise, in a
similar manner to SNK’s The King of Fighters series.
Fighters Megamix is a hybrid fighting game
combining the fighting styles of Virtua Fighter 2 and
Fighting Vipers (although leans more towards the lat-
ter). All moves from the two games are retained, plus
a new “dodge” action, allowing players to sidestep and
avoid an attack (while also opening up an opportunity to
counter). Furthermore, roughly 50% of techniques from
Virtua Fighter 3 are included for the Virtua Fighter cast,
and new Megamix-specific techniques for the Fighting
Vipers fighters.
Players can choose between a Virtua Fighter
“VF” mode and a Fighting Vipers “FV” mode, which
tailors the experience to the style of either game. Char-
acters have also been balanced, meaning strategies from
Virtua Fighter 2, 3 or Fighting Vipers may not necessar-
ily work in Megamix. Some moves are “hidden” and
are not listed in the game - they often involve using the
walls of an arena to cause damage.
Stages are lifted from the preceeding games,
meaning both open-ended arenas from Virtua Fighter
(sans the concept of “ring-outs”), and the “cages” from
Fighting Vipers are included. Megamix generally im-
proves on previous Saturn outings of these stages -
Tokio’s stage for example features the plane taking off
which was missing in the Saturn port of Fighting Vi-
pers. Wolf’s stage from Virtua Fighter 2 reintroduces
the cage omitted from the Saturn port, bringing it closer
to the edges of the arena so it can act like those seen in
Fighting Vipers.
Accessing the disc’s contents from a PC and de-
compressing a LZH file reveals some extra bonus art-
work, similar to some other Sega-published games.
Unlike most other fighting games by Sega AM2,
Fighters Megamix had no arcade release. However a
watered down version was released for the Game.com
in 1998.
184 • Fighting Vipers
Fighting Vipers
Developer Sega AM2 7.8
Publisher Sega
Release date (jp) August 30, 1996
Genre Fighting
Mode 1-2 Players
Fighting
Vipers, Vipers
Fighting a 3D fighting
is a 3D game,
fightingwas firstgame
video released
de-
in the arcade
veloped in 1995
by Sega AM2.using thethe
It uses Sega Model
same game2 hardware,
engine as
AM2’s Virtua Fighter 2 but features enclosed arenas and
an armor mechanic, and was targeted more towards west-
ern audiences, using a U.S. setting and more freeform
styles of martial arts. The game was first released in the
arcade in 1995 using the Sega Model 2 hardware, and be-
came one of the highest grossing arcade games of 1996.
The Saturn port was one of the most high profile games in
the system’s 1996 holiday lineup, and was met with posi-
tive reviews.
Fighting Vipers features a similar style of game-
play to Sega AM2’s more renowned Virtua Fighter se-
ries, specifically Virtua Fighter 2, using simply guard,
punch and kick attack buttons with a focus on combo
moves. The Saturn version uses its three extra buttons
for three smaller combos.
Each of the 9 characters featured in the game
wears armor that can be broken off by opponents, leav-
ing them more vulnerable to taking damage. Walls sur-
round each arena, caging the combatants in, allowing
for attacks in conjunction with them (bouncing off etc.).
If a knockout attack is strong enough, characters can
knock their opponent over, on top, or straight through
the walls.
The Saturn port of Fighting Vipers added Play-
back Mode and Training Mode, both of which are now
used widely in the genre, by games such as Tekken and
Soulcalibur. Players could save their matches and play
them again in Playback Mode, while Training Mode
talked the player through the moves of each character
one-by-one.
The Saturn conversion, like the arcade original,
was developed by Sega AM2. The programming team
consisted of 15 people, most of whom had worked on
the Saturn version of Virtua Fighter 2, and some of
whom had worked on the arcade version of Fighting
Vipers. Work on the conversion began in the first quar-
ter of 1996 and took eight months. After converting the
Virtua Fighter 2 engine, the team focused first on recre-
ating the barriers, as they anticipated this would be the
most difficult part to accomplish on the Saturn hard-
ware. Because armor and walls can be broken in the
game, there was no easy way of reducing the number of
polygons in those elements. In part to compensate for
Fighting Vipers • 185
the lower polygon counts on the characters, a new Magazine said it “is far more of a gratifying expe-
form of dynamic lighting incorporating Gouraud rience to the average gamer than VF or its sequel”
shading was added to the Saturn version. In order to and a Next Generation reviewer concluded, “VF2 is
make this effect possible, and have the game run at one of the best games of all time, but Fighting Vipers
a speed comparable to the arcade version, the team nearly eclipses it.”
decided at the beginning of development that they The original Japanese version had a
would not use the Saturn’s high-resolution mode.
< large amount of advertising for Pepsi, due to product
Reviewing the Saturn version, the barrier me- placement agreements with Sega at the time. This li-
chanics - allowing players to beat opponents against censing was removed in the US and PAL versions.
or through walls and use them to launch attacks - were A programmer working on Fighting Vipers
met with universal approval. Most were also enthusi- put Sonic the Hedgehog and Tails in the game for
astic about being able to break off an opponent’s ar- amusement, which led to Sega AM2 commissioning a
mor for extra damage, though Crispin Boyer and Su- Sonic fighting game, Sonic the Fighters. Hidden with-
shi-X of Electronic Gaming Monthly felt the amount in the data of the arcade version of Sonic the Fighters
of flesh exposed when a fighter’s armor is broken off is an additional character named Honey, a yellow cat
amounted to cheap lewdness. While some complained wearing Candy’s red plastic fairy costume. Honey’s
of reduced polygon counts and occasional slowdown model was removed from the Sonic the Fighters port
compared to the arcade version, the conversion to the on Sonic Gems Collection. However, in the Xbox 360
Saturn as a whole was well-regarded, with critics es- and PlayStation 3 port, she is a playable character,
pecially praising its retention of the arcade version’s and was later introduced to the cast of Archie Com-
smooth animation, use of light sourcing, and Saturn- ics’ Sonic the Hedgehog comics during an arc based
exclusive features. GameSpot concluded, “If you on Sonic the Fighters. The arc depicted Honey as a
have a Saturn, this is the fighting game to own. If you fashion designer similar to her human counterpart,
don’t, Fighting Vipers gives you a good reason to get and also featured a Boar character based on Jane.
one.” Scary Larry of GamePro said it “is one of our
A sequel, Fighting Vipers 2 was released,
favorites because it’s fast, sexy, and easy.” And while
introducing new characters and was ported to the
most critics felt that Fighting Vipers clearly falls short
Dreamcast but only in Japan and Europe.
of Virtua Fighter 2, Rich Leadbetter of Sega Saturn
186 • Final Fight Revenge
Final
Fight
FinalRevenge is a American-developed
Fight Revenge is a 1999 3D fight-
ing game originally released
American-developed for arcades
3D fighting video in 1999. The
game. The game was produced by the
American division of Capcom (later known
as “Capcom Production Studio 8”), which
later produced Maximo: Ghosts to Glory
and Final Fight: Streetwise. Final Fight
Revenge was released for the arcades on
July 1999 and ran on the Sega ST-V arcade
hardware. It is the only Final Fight sequel
released for the arcades. The Sega Saturn be performed by filling the Super Move
home version was the last Capcom game gauge. The player can stock up to three full
officially released for the platform. The Super Move gauges. When a player finishes
Sega Saturn version was only available in off an opponent with certain Super Moves
Japan. However, the game can be played in a special finishing sequence will be shown
English if the console’s internal language is to the player.
set to English. Final Fight Revenge features ten
Final Fight Revenge features a con- playable fighters, all of them characters
trol configuration of an eight directional from the original Final Fight. Cody, Guy
joystick and five action buttons: four at- and Haggar were the player characters from
tack buttons (two punch buttons and two the original game, while El Gado, Poison
kick buttons) and a fifth “special” button. and Andore were enemy characters, and
The special button serves two functions in Damnd, Sodom, Edi E., and Rolento were
the game The first function allows players end of level bosses. Guy, Sodom, Rolento,
to side-step into the foreground or back- and Cody were previously featured in Cap-
ground by holding special and pressing up com’s Street Fighter Alpha series and some
or down. of them use the same special moves they
The special button is also used to had in the Alpha series in Revenge. Poi-
pick up weapons or health-recovering items son would later appear with similar special
lying on the ground. When the player is moves in Ultra Street Fighter IV.
near a retrievable item or weapon, a green The single-player mode consists
arrow will appear over the item to alert the of matches against six computer-control-
player of its presence. There are two types led opponents and a final match against
of weapons in this game: melee weapons a zombiefied version of Belger, the final
such as knives and lead pipes; or firearms boss from the original Final Fight. This
such as flamethrowers and machine guns. is followed by a character-specific end-
The player can pick and store up to three ing and a closing credit sequence show-
weapons in their inventory at once and ing Zombie Belger performing the iconic
switch between them. The player can also dance moves from Michael Jackson’s
throw a currently equipped weapon to their Thriller video. The Zombie Belger is not
opponent. a playable character in the game.
As with most Capcom fighting
games, each character has their own set of
grappling moves and command-based Spe-
cial Moves, as Super Moves that can only
Find Love 2 ~The Prologue~ • 187
2.9 FIST
Developer Imagineer, Genki
Publisher Imagineer
Release date (jp) November 22, 1996
Genre Fighting
Mode 1-2 Players
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190 • Frank Thomas Big Hurt Baseball
Frankenstein:
3.5 Through the Eyes of the Monster
Developer Amazing Media
Publisher Interplay
Release date (eu) 1997
Genre Adventure
Mode 1 Player
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194 • Fushigi no Kuni no Angelique
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196 • Gaia Breeder
G Vector 7.0
Developer Soft Office
Publisher Soft Office
Release date (jp) October 16, 1997
Genre Shooter
Mode 1-2 Players
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Developer Ving
Publisher Acclaim, (jp) Taito
Release date (jp) September 14, 1995
Genre Shooter
Mode 1-2 Players
Galactic
Attack isisa atop-down
RayForce vertical shooter, there are
space shooter seven
by Taito
levels to for
released play,
theranging
Taito F3from battles
arcade in theinatmosphere
hardware 1994, and
later ported to the Sega Saturn in 1995, Microsoft Win-
dows in 1997, iOS in 2012 and Android in 2017.
Due to trademark problems, when the home
version was released in Japan it was renamed Layer
Section. When Acclaim published the Saturn version
for the North American and European markets, it was
renamed Galactic Attack. The game was also titled
Gunlock in European arcades.
The player is provided with a ship called the
RVA-818 X-LAY, which is outfitted with two weapons:
a primary weapon that fires straight lasers and increases
in power when the player accumulates power-ups, and
a secondary lock-on laser launcher, which can also be
increased in power, that can target up to eight enemies
at once by moving the targeting reticle. This weapon
is used to attack enemies that appear on a lower plane
than that of your craft, which are inaccessible to the
player’s primary weapon. During play, the screen pre-
dominantly scrolls vertically, but there is some hori-
zontal leeway as is common in games of this genre.
The game can be played both in standard mode
and “tate” mode, which requires the display to be ro-
tated by 90°. Some scaling and scrolling background
effects can be only seen in tate mode.
Compared to the Arcade release, the music
of the Saturn version has been slightly altered and the
graphics have been recolored at bit. The latters has
probably been performed to make the game more suit-
able for displays used for home consoles
The Saturn version of the game received mixed
reviews, with critics typically caught between its high
quality design and its antiquated gameplay and stylis-
tics. Rad Automatic of Sega Saturn Magazine stated
that the game is fun but severely outdated in terms of
both graphics and gameplay, though he did praise the
absence of slowdown and the authentic arcade feel
of the tate mode. GamePro gave the game a positive
review, saying it “features gorgeous, space-themed
backgrounds and a rockin’ soundtrack. Although your
ship is nothing to write home about, the enemies fly at
you fast and furiously, giving your eyes a treat and your
thumbs a workout”.
200 • Gambler Jiko Chuushinha: Tokyo Mahjongland
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Game-Ware 7.5
Developer General Entertainment, Scarab
Publisher General Entertainment
Release date (jp) April 5, 1996
Genre Miscellaneous
Mode 1 Player
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Game-Ware Vol. 5 • 205
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Garou Densetsu 3:
Road to the Final Victory 7.1
Developer SIMS
Publisher SNK
Release date (jp) June 28, 1996
Genre Fighting
Mode 1-2 Players
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6.0 Gekirindan
Time Travel Shooting
Developer Japan Media Programming
Publisher Virgin Interactive
Release date (jp) April 18, 1997
Genre Shooter
Mode 1-2 Players
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208 • Ginga Eiyuu Densetsu
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210 • Girl Doll Toy: Tamashii wo Kudasai
Gensou Suikoden
8.7 Developer Konami
Publisher Konami
Release date (jp) September 17, 1998
Genre Role-playing
Mode 1 Player
Suikoden
is a role-playing
Suikoden game published
is a role-playing by Konami
game published by
as the first
Konami asinstallment of the Suikoden
the first installment series. Theseries.
of the Suikoden game
Developed by Konami Computer Entertainment Tokyo,
it was released initially in 1995 for the PlayStation in
Japan. The game was also released for the Sega Saturn
in 1998 only in Japan, and for Windows in 1998 in Ja-
pan. On December 22, 2008, Suikoden was made avail-
able on the PlayStation Store for use on the PlayStation
3 and PlayStation Portable consoles.
The game centers on the political struggles of the Scarlet Moon Empire.
The player controls a Scarlet Moon Empire general’s son who is destined to seek
out 108 warriors (referred to as the 108 Stars of Destiny) in order to revolt against
the corrupt sovereign state and bring peace to a war-torn land. The game is loosely
based on the Chinese novel Shui Hu Zhuan, and features a vast array of characters
both controllable and not, with over ninety characters usable in combat and many
more able to help or hinder the hero in a variety of ways.
Suikoden plays like a traditional role-playing game, with the player mov-
ing characters across a landscape, advancing the plot by completing tasks and talk-
ing with other characters. It has been compared to Beyond the Beyond and, more
rarely, Final Fantasy VII.
The Hero may recruit up to 108 new characters to his cause, although not
all recruited characters are playable characters, and the battle system in Suikoden
features six person parties in combat, with each character being individually con-
trollable. Some characters can only be recruited if the party has reached a certain
experience level or found a special item.
A variety of statistics determine in-game combat ability, including opti-
mum weapon range. Weapon range requires the player to think about character
placement in the standard battle formation. There are three ranges from which
a character can have the ability to attack: Short, Medium and Long. Short range
characters are typically swordsmen who have to be placed at the front row of the
six party formation, while Medium range attacks can fight from either the front
or the back row, meanwhile Long range attackers can attack from both ranges but
benefit more so from fighting in the back row, usually due to either their low hit
point total, their low physical defence, or both.
Weapons are unique to each character and require sharpening in towns that
have blacksmiths. There are no weapon shops in Suikoden and equipment shop-
ping is limited to armour and items. However, because of the need to sharpen a
minimum of six characters’ weapons at any one time, this can be a more expensive
process than in a typical RPG. Information gathering and character recruiting is
also a commonplace occurrence within towns.
At the time of its release, Suikoden received mostly positive reviews. It
has averaged a score of 82.32% on GameRankings culled from 14 reviews. IGN
claimed the game was “one of the best RPGs ever made”, stating that although its
story is simple, the background visuals and music are beautiful and fantastic, and
it never becomes boring.
212 • Gex
Gex 7.5
Developer Crystal Dynamics, Beam Software
Publisher Crystal Dynamics, (jp) BMG Victor, Crystal Dynamics
Release date (us) December 18, 1995
Genre Platformer
Mode 1 Player
Gex
is aGex
side-scrolling
is a 1995platformer
platform originally released by
game developed for
the 3DODynamics.
Crystal in 1995. ItIt follows the adventures
was originally of Gex
released for the
the Pa-
nasonic 3DO, but ports of the game were later released
for the PlayStation, Sega Saturn and Windows. It is the
first game in the Gex series and introduces players to
the title character, a wisecracking gecko, voiced by co-
median Dana Gould.
The game is a side-scrolling platformer that
follows the title character, an anthropomorphic, tele-
vision-obsessed gecko who is sucked into the “media
dimension” by Rez, a mechanical cybernetic entity,
while watching TV. In addition to being able to walk,
run, and jump through the game’slevels, Gex can attach
himself to walls and crawl along them using the suction
pads on his feet. This technique is sometimes necessary
to progress, but can also be used to bypass enemies and
hazards.
Gex primarily attacks by whipping enemies
with his tail.
The objective in almost every level in Gex is to
explore and find television remotes hidden throughout
the levels.
Certain levels require players to find two re-
motes to access the next world. There are also hid-
den portals to bonus levels, and completing a bonus
level perfectly gives players a piece of the Planet X
remote. Though there is a bonus level in each regular
level, players need only beat one in each world to reach
Planet X, an optional secret world.
Gex served as Crystal Dynamics’s mascot, and
was intended as a competitor to rival the likes of popu-
lar video game mascots such as Mario and Sonic the
Hedgehog.
Gex received positive reviews from critics, and
managed to sell over a million copies for the 3DO mak-
ing it one of the system’s better-selling games. The four
reviewers of Electronic Gaming Monthly gave both
the PlayStation and Saturn versions a 7.875 out of 10,
commenting that the audio and cinemas in both ver-
sions were cleaned up compared to the 3DO original.
They especially praised the game’s humor and solid
platforming action. Next Generation’s review of the
Saturn version game remarked that Gex was nowhere
near as fresh as it was when it debuted on the 3DO.
Ghen War • 213
Ghen War
5.7 Developer Jumpin’ Jack Entertainment, Sega Away Team
Publisher Virgin Interactive, (us) Sega
Release date (jp) April 26, 1996
Genre First-person shooter
Mode 1 Player
Ghen
War centers
Ghen War isaround a member
a first-person of a mining
shooter for the crew,
Sega
with anItartificial
Saturn. powered
was developed exoskeleton
by Jumpin’ resembling
Jack Software anda
published by Sega in 1995. The game centers around
a member of a mining crew, with an artificial powered
exoskeleton resembling a power-loader. The crew, spe-
cifically the protagonist, must fight off a once-friendly
alien race known as the Ghen, who suddenly turn on the
humans. The story is told through a series of cut-scenes,
done mostly in full motion video.
Ghen War is a 3D first-person shooter that takes
place from within a powered loader, equipped with var-
ious tools / weapons which it uses to fight off the Ghen.
Most of the games information and HUD are displayed
along the roll-bar of the hyper-suit.
The game features 20 levels in six different lo-
cations, including Venus, Mars, Deimos, and the moon.
There are also two locations on Earth: Australia and
NORAD.
Among its guns and missiles, the hyper-suit
has unique features such as a claw-manipulator and the
ability to cast a decoy suit, which attracts enemy atten-
tion.
Ghen War featured an early example of deform-
able terrain. Firing the weapons into a mountain would
cause the mountain to wear away, much like explosions
would cause craters and other similar effects.
The game divided critics, who expressed contra-
dicting opinions on most of the game’s major aspects.
While Andrew Baran, Mike LeFebvre, and Mike Des-
mond of Electronic Gaming Monthly said the gameplay
consists of aimless wandering “with no goals or point”,
reviewers for Next Generation and Sega Saturn Maga-
zine asserted that the varied mission objectives and au-
tomap give the gameplay greater direction than most
games of its type.
Critics were also divided in their overall assess-
ments of Ghen War. Some concluded that its negative
aspects completely outweighed its merits or at best
made it a game that only a select few would have the
patience needed to appreciate, while others felt that it
offers enough enjoyment and sparks of originality to
make it worth getting.
214 • Goiken Muyou: Anarchy in the Nippon
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Gradius Deluxe Pack • 215
Grandia 8.6
Developer Game Arts
Publisher Game Arts, ESP
Release date (jp) December 18, 1997
Genre Role-playing
Mode 1 Player
GranDread 6.5
Developer C-Lab., Bahamut
Publisher Banpresto
Release date (jp) November 27, 1997
Genre Simulation
Mode 1 Player
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Grid Runner • 219
Grid Runner
7.3 Developer Radical Entertainment
Publisher Virgin Interactive
Release date (us) November 20, 1996
Genre Action
Mode 1-2 Players
Grid
Runner is a top-down
Grid Runner, knowngame similar
as Grid Runtointag. The ob-
Europe, is
ject of the game isdeveloped
an action to changeby
a set amountEntertainment
Radical of flags scat-
and published by Virgin Interactive Entertainment for
the Sega Saturn, PlayStation and Windows in 1996. It is
frequently described as a cross between tag and capture
the flag, but the playing field is a maze-like grid which
the players can manipulate to an extent. Players can ei-
ther compete against each other in one-on-one matches
or take on a series of AI opponents in the game’s story
mode. Grid Runner was first announced under the title
“Eurit”.
The object of the game is to capture a set amount
of flags scattered around the playfield by touching them.
Upon starting the game, two players must race to find
the first flag. The first player to get to this flag will cap-
ture it, indicated by the flag changing to that player’s
color. The other player is marked as “it” and must then
hunt down the other player, “tagging” them and making
them “it” instead. Only the player not marked as “it”
may capture flags. Flags which one player has already
captured can be recaptured by the other player.
The map is in a grid, featuring numerous types
of tiles allowing the player to speed up in one direc-
tion, teleport or allow further pathways to appear. Each
player is armed with a laser gun that can slow the op-
ponent down, and each player may build “bridges” to
overcome gaps.
According to Virgin Interactive Entertainment
producer Stacy Hendrickson, the developer Radical En-
tertainment thought of Grid Runner as a “fun, original
alternative two-player game” that would be neither a
fighting or a sports title about a decade before the game
was finally made, and that they also put “a lot of work
on the AI” of single-player enemies. All of the game’s
cast of characters were first sketched on paper, then
turned into sculptures, before finally being rendered in
3D to limit the use of “work-intensive, expensive ren-
dering workstations”.
The game’s console versions received positive
reviews, earning it an averaged GameRankings score
76.20% from six reviews of the PlayStation version and
81% from four reviews of the Sega Saturn version. The
PC version has a lower GameRankings score of 68%
from three reviews.
220 Guardian Heroes
Gunbird
7.6
Developer Psikyo
Publisher Atlus
Release date (us) December 15, 1995
Genre Shooter
Mode 1-2 Players
8.5 Gunblaze S
Developer Active
Publisher KID
Release date (jp) January 29, 1998
Genre Role-playing
Mode 1 Player
8.2 Gungriffon II
Developer Game Arts
Publisher Game Arts, ESP
Release date (jp) April 23, 1998
Genre First-person shooter
Mode 1-4 Players
Habitat II
Developer Sega
Publisher Sega
Release date (jp) July 27, 1996
Genre Miscellaneous
Mode 1 Player
6.7 Hang-On GP
Developer Genki
Publisher Sega
Release date (jp) October 27, 1995
Genre Racing
Mode 1 Player
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Hardcore 4X4 • 227
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230 • Heir of Zendor:The Legend and the Land
Hebereke’s Popoitto
6.7 Developer Success
Publisher Sunsoft
Release date (jp) March 3, 1995
Genre Puzzle
Mode 1-2 Players
Hebereke’s
PopoittoPopoitto,
Hebereke’s is a Tetris variant.
known It is part
in Japan of Sun-
as Popoit-
soft’s Hebereke
to Hebereke and series - a Station
Popoitto franchise which started
Hebereke, with
the latter a
name only used for the PlayStation version, is a puzzle-
type game in the Hebereke series developed by Sunsoft
for the Sega Saturn, PlayStation and SNES consoles.
Although released in Japan and Europe during 1995
and 1996, it was never released in North America. The
gameplay is reminiscent to video-game titles like Dr.
Mario and Puyo Puyo. Like Popoon before, it was also
ported to Japanese mobile phones.
The core gameplay element consists of player-
controlled blocks falling from the top of the playing
field. In Hebereke’s Popoitto, pairs of blocks, where
each block in the pair can be any available color, ap-
pear from the top of the playing field and continue to
fall until they fall on top of the ground or another block.
The pair of blocks are, as long as they’re still falling,
controlled by the player and can be rotated. When a pair
of blocks is suspended, a new pair of player-controlled
blocks will fall from playing field ceiling. By lining up
four or more blocks with the same color in certain for-
mations the whole formation disappears.
What sets Hebereke’s Popoitto apart from other similar games is
that moving creatures, named Poro-porous, will float suspended in mid-air
on the playing field. Sporadically, Poro-porous will move one space right,
left, up or down. Touching a Poro-poro with a pair of blocks will as always
suspend the blocks, and consequently the erratic behaviour of Poro-porous
makes it more difficult for the player to plan ahead. Each Poro-poro has its
own color and can be, just as with any other block, destroyed by making
a formation with the same color. A game is won when every Poro-poro on
the playing field is eliminated. A game can also be lost when the blocks fill
up to the top of the playing field.
In a single-player game, there is a story mode feature. It allows the
player to travel to different worlds with an on-screen map and meet other
characters. If a battle against another character is won, which is accom-
plished by winning two rounds, the defeated character becomes playable.
Additionally, a multiplayer mode is available, where two players
battle each other simultaneously. Specific for the two-player mode is a
kind of special attack, which can be activated by eliminating more than
one formation of blocks with one pair of blocks. A handicap level can be
set individually for each player.
Hebereke’s Popoitto was featured in several European video game
magazines, and received mixed to positive reviews.
232 • Herc’s Adventures
Hexen
Developer id Software, Raven Software
7.4
Publisher GT Interactive, (jp) Game Bank
Release date (eu) March 21, 1997
Genre First-person shooter
Mode 1 Player
Hexen:
BeyondBeyond
Hexen: Heretic is a dark
Heretic fantasy
is a dark first-person
fantasy first-per-
shooter. It isdeveloped
son shooter the sequel
bytoRaven
1994’s Heretic,and
Software and the sec-
published
by id Software through GT Interactive Software. It is the
sequel to 1994’s Heretic, and the second game in Raven
Software’s “Serpent Riders” series. The title comes from
the German noun Hexen, which means “witches”, and/or
the verb hexen, which means “to cast a spell”. Game pro-
ducer John Romero stated that a third game in this series
which was never released was to be called Hecatomb.
A new series feature introduced in Hexen is the
choice of three character classes. Players may choose to
play as a fighter (Baratus), a cleric (Parias), or a mage
(Daedolon). Each character has unique weapons and
physical characteristics, lending an additional degree of
variety and replay value to the game. The Fighter relies
mainly on close quarter physical attacks with weapons
both mundane and magical in nature, and is tougher and
faster than the other characters. The Mage uses an assort-
ment of long-range spells, whose reach is counterbal-
anced by the fact that he is the most fragile and slowest
moving of the classes. The Cleric arms himself with a
combination of both melee and ranged capabilities, being
a middle ground of sorts between the other two classes.
Additionally, certain items, such as the flechette (poison
gas bomb), behave differently when collected and used by
each of the classes, functioning in a manner better suiting
their varying approach to combat, further differentiating
the three characters.
The Sega Saturn version, developed by Probe,
inherits most of the restrictions of the PlayStation ver-
sion, such as the simplified scenery architecture and the
downgraded lighting, although it does feature improve-
ments in certain aspects. The scripting is faster, and the
frame rate, while not fluid or consistent, is slightly better.
The enemies still have all but their front sprites missing,
but they retain their gory deaths when killed by a strong
hit or weapon. This version also has hidden two-player
link-up cooperative and deathmatch modes, accessible
only through the unlockable cheat menu. While this port
shares the FMV scenes and most of the Redbook audio
music from the other CD-ROM versions, it also includes
some new music tracks.
Hi-Octane
7.3 Developer Bullfrog
Publisher Electronic Arts
Release date (eu) December, 1995
Genre Racing, Action
Mode 1-2 Players
Hi-Octane
is a racing/vehicular
Hi-Octane is a racing combat game developed
and vehicular combat
by
gameBullfrog,
releasedand basedfor
in 1995 upon
thetheir earlier Magic
PC, PlayStation andCarpet
Sega
Saturn, developed by Bullfrog, and based upon their
earlier Magic Carpet game code.
It is notable amongst racing games for its wide
and open tracks, and the resulting freedom offered to
the player, and also for its excessive speed.
The game offers a choice of six hovercraft vehi-
cles differentiated by their top speed, armour, firepow-
er, weight and appearance: KD-1 Speeder, Berserker,
Jugga, Vampire, Outrider, and Flexiwing. There are six
tracks to race on, with names like New Chernobyl which
hint at a dystopian futuristic world (although the game
does not feature a backstory). The tracks offer different
difficulties, various textures and types of landscape like
wastelands and city streets.
Hi-Octane is rumored to begin life as something
several Bullfrog programmers coded in free time, and
then decided to improve the game and market it under
the auspices of Electronic Arts. Developer Peter Mo-
lyneux stated that EA set Bullfrog under pressure to re-
lease Dungeon Keeper, but they weren’t able to do so
within their deadlines. In order to relieve some of the
pressure, they quickly developed Hi Octane.
In a Gamasutra article it was mentioned that
“PC and Saturn racing game Hi-Octane, was devel-
oped in just eight weeks using the Magic Carpet en-
gine, as a way to “fill a quarter that didn’t have enough
revenue”.”
The game suffered in the marketplace due to
thematic similarities with the better received Wipeout
by Psygnosis and the generality of its graphics engine
made for a very short depth of view compared to con-
temporary racing games. Maximum deemed the Saturn
version “a mildly entertaining but graphically impover-
ished title for fans of the original only.” They criticized
the port’s many graphical shortcomings, particularly the
jerky frame rate, heavy slowdown in two-player mode,
lack of texture mapping on enemy craft, and clipping
polygon scenery which can cause the player’s craft to
become stuck.
236 • Hissatsu!
Hissatsu! 8.0
Developer Emotion Digital Software
Publisher Bandai Visual
Release date (jp) June 28, 1996
Genre Action-platformer
Mode 1 Player
“segagagadomain.com”
The Horde
Developer Silicon Knights
6.9
Publisher BMG Victor, Crystal Dynamics
Release date (jp) March 8, 1996
Genre Simulation
Mode 1 Player
xxx
The Horde is a hybrid action-strategy video
game that was originally released on the 3DO platform,
but was soon after ported to the Sega Saturn and MS-
DOS. It was an unusual hybrid of action and strategy
game for the time. It also featured full-motion video
sequences featuring a number of actors including Kirk
Cameron as Chauncey and Michael Gregory as Kronus
Maelor.
The game has elements of hack and slash, city
building, and real-time strategy. It is played in alternat-
ing timed phases. Each season begins with a “build”
phase in which the player develops a town with the
resources at Chauncey’s disposal. This includes con-
structing walls, setting traps, chopping down trees, and
landscaping. Buildings, roads, crops, and residents are
all added to the town automatically between seasons.
The player is given only two minutes for each build
phase.
Then comes the “action” phase, where the play-
er must defend the town from an onslaught of Hord-
lings with a huge sword, Grimthwacker, and various
magical items. These items are powered by Chauncey’s
ATM (“Automated Transfer of Mana”) card, which
converts gold into usable magical energy. Hordlings
occasionally drop money when defeated, which may
be retrieved and used. However, the main sources of
income are cows and crops, which are also sought by
the Hordlings. If Chauncey runs out of hit points or all
of the town’s people are eaten by Hordlings, the game
ends.
At the end of the action phase, the season has
ended and the player receives a report on how well the
town has been managed. The player turns a profit by
protecting the town’s resources. At the end of Sum-
mer seasons, the player may receive a message through
a crystal ball from King Winthrop the Good, Kronus
Maelor (the “Evil High Chancellor”), or the FNN
(“Franzpowanki News Network”).
At the end of each year, Kronus Maelor re-
quires Chauncey to pay taxes. The player then has the
opportunity to save the game and buy special items. At
the end of a set number of years, the player character is
given charge of a new region of the kingdom and must
start a new village there.
The House of the Dead • 239
xxx
The House of the Dead is a first-person light gun
arcade game, first released by Sega in Japan on Septem-
ber 13, 1996.
Players assume the role of agents Thomas Ro-
gan and “G” in their efforts to combat the products of
the dangerous, inhumane experiments of Dr. Curien, a
mad scientist.
The House of the Dead is a rail shooter light gun
game. Players use a light gun (or controller) to aim and
shoot at approaching zombies. The characters’ pistols
use magazines which hold 6 rounds; players reload by
shooting away from the screen.
Throughout the course of the game, players
are faced with numerous situations in which their ac-
tion (or inaction) will have an effect on the direction of
gameplay. This is exemplified in the opening stage of
the game when a hostage is about to be thrown from the
bridge to his death. If the player saves the hostage, they
will enter the house directly through the front door;
however, if the player fails to rescue the hostage, the
character is redirected to an underground route through
the sewers.
The Sega Saturn port suffered from somewhat
rushed development. Official Sega Saturn Magazine
criticized the graphics and frame-rate of the game,
which ran at 20 frames per second. However, extra
game modes were added to the port which include a
home specific mode that allows the player to select a
character; and also a boss battle mode, which pits the
player against the game bosses back to back.
The Saturn version had a slightly remixed sound-
track, compared to the arcade version of the game. On
stage 2, there is a reference to the Space Shuttle Chal-
lenger disaster, as the words Challenger, go at throt-
tle up, spoken by Richard O. Covey from the mission
control room only seconds before the explosion, can be
heard three times before the music loops. While these
words do not appear in the arcade version, a snickering
laugh can be heard instead.
The game garnered gained slightly less praise
than the PC version due to their lack of polish, getting
“mixed” or “average” reviews according to the review
aggregation website GameRankings.
240 • Honkaku Shougi Shinan Wakamatsu Shougi Juku
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244 • Hyper Securities S
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Idol Maajan Final Romance 4 • 249
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250 • Impact Racing
Iron Storm
8.1
Developer SystemSoft
Publisher Working Designs, (jp) Sega
Release date (us) September 22, 1995
Genre Strategy
Mode 1 Player
“goatstore.com”
“segagagadomain.com”
“genkivideogames.com”
Jikkyō
Oshaberi Parodius,
Jikkyō Oshaberi known known
Parodius, on the Sega
on theSaturn
Sega
and PlayStation
Saturn as JikkyōasOshaberi
and PlayStation Parodius Parodius
Jikkyō Oshaberi ~forever
with me~,with
~forever is theme~,
fourthisgame in a series
the fourth gameof parody shoot-
in a series of
ers produced
parody by Konami.
shooters producedThe by gameplay
Konami. Theis stylistically
gameplay
very similar to very
is stylistically the Gradius
similarseries,
to thebut the graphics
Gradius series, and
but
music are intentionally
the graphics and music are absurd. The game,
intentionally as its name
absurd.
wouldwould
The game, as its name suggest, contains
suggest, a large
contains amount
a large of Japanese
amount of Japa-
voice samples shouted out in a style
nese voice samples shouted out in a style similar to that of a game show similar to thathost.
of a
Unlike the previous two titles, Jikkyō Oshaberi Parodius was not created as an
arcade game. It was first released on the Super Famicom in 1995 and then ported
and updated for the PlayStation and Sega Saturn in 1996. in 1996.
Gameplay is very similar to the Gradius series, with a few exceptions. For
one, there is an impressive array of characters to choose from. Each one of these
characters utilizes different weapons and abilities as players obtain power-ups.
The second main difference is the addition of bell power-ups, from the TwinBee
series. These bells act as one-time power-ups, allowing players to destroy every
enemy on screen, fire huge beams of energy, etc.
The playable characters in this game include:
Parodius Originals: Sue, Takohiko/Takosuke, Belial, Memim, Mike, Ran, Soit-
su and Doitsu.
Gradius Ships: Vic Viper, Lord British
Twin Bee Team: TwinBee, Winbee
Penguins: Pentarou, Hanako
Miracle Upa: Upa, Rupa
The game was ported for the PlayStation and Sega Saturn in 1996 with
the title, Jikkyō Oshaberi Parodius: forever with me. This port not only added
improved graphics and sound from the Super Famicom game, but some altered
levels and bosses, including a cheat to replace ‘Tokimeki People’s Dance’ with
an enhanced version, ‘Days Of The Dream’s Memories’. Also added were sev-
eral “Omake” stages and an unlockable Dracula-kun (Kid Dracula) as a playable
character. In a two-player game, both players can now choose to play simultane-
ously instead of just alternately in the Super Famicom game.
Not only is the second level of this game a nod to the popular Konami
dating sim, Tokimeki Memorial, so is the “~ forever with me ~” subtitle added
for the updated PlayStation and Saturn ports. This is poking fun at the original
Tokimeki Memorial game for the PC Engine which was also updated and ported
for the same systems with the added subtitle “~ forever with you ~”.
A female announcer is available for the second player in Forever With
Me-port: the announcer is said to be Noriko, Tako’s wife and mother of Takosuke
and Takohiko, according to the japanese resources.
The final stage is a nod to Gradius III, in which remixed versions of some
of its music are played. The stage layout is also the same as that of Gradius III’s.
Jikkyou Powerful Pro Yakyuu S • 263
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266 • Jonah Lomu Rugby
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“genkivideogames.com”
“segagagadomain.com”
8.1 Kakyuusei
Developer Elf
Publisher Elf
Release date (jp) April 25, 1997
Genre Adventure
Mode 1 Player
Keio Flying
Keio Squadron
Flying Squadron 2 is theto sequel
2 is the sequel the Segato CD
the
Sega CD game, Keio Flying Squadron. The
game, Keio Flying Squadron. The second installment second in-
stallment
continuesofthethe series
story continues
of Rami’s the story as
adventures of the
Rami’s ad-
Keeper
ventures as theTreasure
of the Secret Keeper (aof sphere
the Secret Treasure
passed down(athrough
sphere
passed downofthrough
generations Rami’sgenerations
family). Rami of Rami’s
races Dr.family).
Pon
Rami
and a races Dr. Pon
new rival and Yamatai
Himiko a new rival Himiko
for an Yamatai
ancient treas-
for an ancient treasure that can be unlocked
ure that can be unlocked with six spheres. Two of the with six
spheres. The the
stages retain game features animated
shoot-’em-up style ofcut
thescenes. Pro-
first game,
vided
but theby Studio
lesser Pierrot,
dragons canwho provided
be obtained as the animation
bonuses only.
for the cut scenes in the first game.
The game mainly consists of sidescrolling plat-
former stages. Two of the stages retain the shoot-’em-
up style of the first game, but the lesser dragons can
be obtained as bonuses only. Besides the platformer
and shoot-’em-up stages, there are vertically scrolling
special stages, an underwater stage and a rollercoaster
stage, classifying the game as a multi-genre platform-
er.
Sam Hickman wrote in Sega Saturn Magazine
that the game has very generic and overly easy game-
play, but is still somewhat fun to play, largely due to
the intriguingly strange graphics. However, she con-
cluded that most people would not find it worth the
retail price, and scored it a 78%.
Kekkon Zenya • 273
“segaretro.org”
8.0 Keriotosse!
Developer Unlimited
Publisher Masudaya
Release date (jp) June 18, 1998
Genre Action
Mode 1-4 Players
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“mobygames.com”
282 • The King of Fighters ‘95
D
is a The
psychological horror puzzle
King of Fighters ‘95 is aadventure. Since
the
1995storyline
fightingandgamegraphics depicted
produced by SNK violence unlikerivalry
ancient an- between both of their
ything seen in a previous video game, head developer
for the Neo Geo arcade and home con- clans. During the initial location tests to
Kenji
sole. ItEnois deliberately
the sequel tochose
The toKing
bypass
of censorship.
determine He the popularity of the game,
submitted a “clean” version
Fighters ‘94 and the second game into pass publisher
Iori approval
was the character who stood out
late, knowing that they would be require him to hand
The King of Fighters series. It is also most, also becoming a favorite of the
deliver
the first the
game game to series
in the the manufacturer.
to be ported On his way toThe creation of the Rival
developers.
the
to other home consoles besides the Neo Teamwith
manufacturer, he switched the “clean” washis one of the things develop-
master version containing the more disturbing content.
Geo AES and Neo-Geo CD, with ver- ers worked the hardest, focusing in
sions released for the PlayStation, Sega their moves and lines. The character of
Saturn and Game Boy. It was also rere- Eiji Kisaragi was originally from Art
leased in The King of Fighters Collec- of Fighting 2 and the staff had to ad-
tion: The Orochi Saga in 2008 for the just most of his moves to balance him
PlayStation 2, PlayStation Portable and with the other characters. Following
Wii. this game, several Art of Fighting char-
The gameplay and rules are acters were removed from each sequel
mostly unchanged from The King of with developers saying it was “thanks
Fighters ‘94. The main addition is the to KOF jinx.”
introduction of the Team Edit feature, The Saturn version was sold
allowing the player to create a custom with a ROM cartridge required for the
team from any of the game’s twenty- game to work. Unlike the RAM expan-
four characters in addition to the pre- sion carts used in other SNK and Cap-
defined teams in the game. Through com games for the Saturn, this ROM
the main play mode, players must cart contains most of the character ani-
defeat all of the teams from the game mation data, reducing the amount of
in order to fight the bosses: the brain- information needed from the CD-ROM
washed Saisyu Kusanagi, followed by and resulting in faster load times. Un-
a stronger Rugal Bernstein. fortunately, this addition makes it very
The plot features a new King hard to play in the US – due to the
of Fighters tournament once again pro- CD region lock, just playing the game
moted by the criminal Rugal Bernstein, would require a converter cartridge,
who wants to take revenge against Kyo which of course means there’s no place
Kusanagi, who defeated him in last to plug in the required ROM cartridge.
year’s tournament. The game also in- Unfortunately the game’s sound doesn’t
troduces a sub-boss character, Saisyu fare well in either the Playstation or
Kusanagi, who is the father of Kyo. Saturn versions, with very scratchy and
KOF ‘95 also introduces the fighter Iori low quality sound effect and voice sam-
Yagami, who becomes Kyo’s rival in ples on both ports compared to the clar-
the series. ity on the Neo Geo. While the PlaySta-
tion and Saturn could have supported
The KOF ‘95 project began with better sound, these particular ports were
the concept of introducing Iori Yagami made from the Neo CD version of the
as Kyo Kusanagi’s rival. As such, de- game rather than the original Neo Geo
velopers gave him traits to expand that cartridge.
relationship such as similar abilities and
The King of Fighters ‘96 • 283
D is a psychological
previous games. Like in horror puzzle adventure. Since
the previous,
The King of Fighters ‘96 is the the storyline
Super Specialand graphics
Moves can bedepicted
performed violence unlike an-
third game in The King of Fighters se- when the Power Gauge is filled up or head developer
ything seen in a previous video game,
ries, following The King of Fighters Kenji the
when Enoplayer’s
deliberately choseistoflashing
life gauge bypass censorship. He
‘95. Like its predecessor, the game was submitted a “clean” version to
red. However, the player can also per- pass publisher approval
ported to the Neo-Geo CD, as well as late, knowing
form that theyversion
a more powerful would of be their
require him to hand
the PlayStation and Sega Saturn. Unlike deliver Super
regular the game
move to ifthe manufacturer.
both conditions On his way to
the previous game, the PlayStation and are met (the player has low energythe
the manufacturer, he switched and“clean” with his
Saturn versions were released only in master version
Maximum levelcontaining
power gauge). the more disturbing content.
Japan, with a language setting allowing SNK members had various
the player to set the game to English. It troubles with the development of the
is also part of the compilation The King game as they were dragged on right up
of Fighters Collection: The Orochi Saga to the time of its scheduled release. This
for the PlayStation 2, PlayStation Port- happened since developers had difficul-
able and Wii. ties with making the sprites and spe-
The plot follows a new King cial moves of new characters from the
of Fighters tournament created by Chi- game.
zuru Kagura, the heir of Yata Clan who While it was ported to both the
wants to find and recruit Kyo Kusanagi, PlayStation and Saturn, the former was
who defeated the previous KOF host, once again saddled with cut animation
Rugal Bernstein, to ask him and his bit- and load times, while the latter used the
ter rival, Iori Yagami, to help her in the 1 MB RAM cart. While both ports still
sealing of the Orochi demon. The new have plenty of loading, it’s much short-
boss is one of the servants from Orochi, er and very little animation is sacrificed.
Goenitz, who appears after Chizuru is The sound quality is still noticeably
defeated. downgraded, though the arrange sound-
KOF ‘96 made a few slight track may make up for it.
changes to the gameplay of previous The game has had mixed re-
KOF games by introducing new tech- views from several video games pub-
niques. The Dodge technique from the lications. While some reviewers have
previous two game is replaced by an praised the graphical improvements and
“emergency evasion” or “attack de- the addition of new characters, some
flector” technique, which allows the have commented it was unbalanced in
player’s character to roll away or to- comparison to its prequels.
wards the opponent. In the latter case,
the player can have the ability to roll An extensive database for the
towards the opponent and end up at the game, titled The King of Fighters ‘96
other side. The player can also deter- Neo Geo Collection, was released in
mine the height of their jump and per- 1997 to promote the year’s title. It was
form small or high jumps. Additionally, available only for the Neo-Geo CD. The
the graphics for all the character sprites database included the game’s intro, an
from the previous games were redrawn interactive reenactment of the game’s
and the commands for certain Special backstory, character profiles spoken by
and Super moves were changed from their voice actors, outtakes, and an ex-
clusive gallery section.
284 • The King of Fighters ‘97
D
is a The
psychological horror puzzle
King of Fighters ‘97 isadventure. Since
the
the storyline
fourth gameandingraphics depicted
The King violence
of Fight- unlike an-
choosing their team: Advanced and
ything seen in a previous video game,
ers series. It’s also the final chapter of head developer
Extra.
Kenji
“OrochiEnoSaga”.
deliberately
It waschose to bypass
ported to the censorship.
He
Advanced mode is based on
submitted a “clean” version to
Neo-Geo CD, as well as the PlaySta-pass publisher
the approval
previous game in the series, KOF
late, knowing that they would be require him to hand
tion and the Sega Saturn in Japan only. ‘96, but features a revamped Power
deliver
The game the was
gamealso
to the manufacturer.
released on iOS On his way
Gauge. to of charging the Power
Instead
the manufacturer,
and Android in 2013. he switched the “clean” with his
Gauge, the Power Gauge is now filled
master version containing the more disturbing content.
While King of Fighters ’96‘s whenever the player strikes the oppo-
rushed production resulted in a unbal- nent or by performing Special Moves.
anced game, SNK didn’t hesitate to The player can stock up to three Power
add even more content to The King of Gauges. The player can use one stock
Fighters ’97. Without having to draw of the Power Gauge to perform a Su-
completely new sprites for the char- per Special Move or enter a “MAX”
acters like with the previous year’s mode, in which the player’s defensive
game, they were free to focus on add- and offen- sive strength are increased.
ing more moves and animation to the Performing a Super Special Move
already existing cast. while in MAX mode will make the
Fans were asked to vote for player perform a more powerful Super
their favorite characters to add into the Special Move.
series through three game magazines: Extra mode is based on the
Famitsu, Gamest and Neo Geo Freak. first two games in the series, KOF ‘94
The three winners form the ‘97 Spe- and KOF ‘95. Like in those games, the
cial Team. The magazines also created player fills the Power Gauge by charg-
their own special edit teams to include ing it or defending against the oppo-
in the game. nent’s attacks. After the gauge is filled,
In The King of Fighters ‘96, the player enters MAX mode and like
several moves from Kyo were changed in Advanced, their character’s offense
in order to adapt him to the new game and defense will increase. The player
system. However, the original move- can only perform Super Special Moves
set was still popular between gamers in MAX mode or when the life gauge
and as such, an alternative version is near empty and flashing red. When
from Kyo was added to KOF ‘97. The the player performs a Super move in
introduction of this version was noted MAX mode while the life gauge is
to be “a hit” within gamers, the staff flashing red, then the Super move will
kept adding new alternative versions be even more powerful. The Emergen-
of other characters to the sequels. This cy Roll maneuver from KOF ‘96 used
later led to the creation of the Kyo in Advanced mode is replaced by the
clones (Kyo-1 and Kyo-2) from The side-step from KOF ‘94 and KOF ‘95.
King of Fighters ‘99. Like the previous game, KoF
KOF ‘97 follows the same for- ’97 made it to PlayStation and Saturn,
mat as the previous KOF games, but with the Saturn version once again
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Konami Antiques
MSX Collection Ultra Pack 7.5
Developer Konami
Publisher Konami
Release date (jp) July 23, 1998
Genre Compilation
Mode 1-2 Players
Games include:
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Antarctic Adventure Konami’s Tennis
Athletic Land Knightmare
Comic Bakery Magical Tree
Gradius (Nemesis) Mopi Ranger
Gradius 2 (Nemesis 2) Parodius
Gofer no Yabō Episode II (Nemesis 3) Penguin Adventure
Hyper Sports 2 Pippols
Hyper Sports 3 Road Fighter
King’s Valley Salamander
Konami’s Billiards Sky Jaguar
Konami’s Boxing Super Cobra
Konami’s Golf Time Pilot
Konami’s Ping Pong TwinBee
Konami Rally Yie Ar Kung-Fu
Konami’s Soccer Yie Ar Kung-Fu II
Koudou Saisoku Densetsu ~Kashiramoji D • 287
7.2 Initial D:
Koudou Saisoku Densetsu
Developer Genki
Publisher Kodansha
Release date (jp) June 25, 1998
Genre Racing
Mode 1 Player
Kyuutenkai 8.1
Developer Technosoft
Publisher Technosoft
Release date (jp) June 25, 1995
Genre Pinball
Mode 1 Player
This is aLangrisser
prequel toIIIthewas
twothe first 32-bitgames
Langrisser installment in
(the first
the
oneseries. Langrisser
is known in the III
USisasactually a prequel
Warsong). The to the first
events of
two games,
the third as it
game details
occur the creation
thousand of the first
years before thoseLan-
de-
grisser
scribed sword, and“Langrisser”.
in the first the origins of the Descendents of
Light. Consequentially, it is also set before the prequel
In Langrisser III, players don’t control whole armies,
series Elthlead, and lays the foundation for the wars
but only their generals, whom they move around the
which take place in that strategy series. The game also Special Package
battle field. The game also features love simulation el-
introduces the genealogies which dominate most of the
ements .
Langrisser series, with the exception of Langrisser IV,
“mobygames.com”
which is set on the Western continent Yeless.
Langrisser III introduced new changes for the
series. Instead of commanding each unit on the bat-
tlefield, players are only given control over the gener-
als. After setting a destination for a general, the play-
ers characters and the enemies move simultaneously.
When they collide, the screen zooms into the battle- Saturn Collection
field, where players can give specific commands to
each squad member, or just let the computer take over.
Players are then treated to a pseudo-3D rendition of the
battle.
Like all Langrisser games, there are a large
amount of characters on the battlefield, and these battle
segments slow things down even more than previous
installments. They can be turned off, which removes
much the micromanagement strategy. The basics are
still mostly the same, except the class system has been
overhauled. Players never promote characters, but in-
stead they can assign them different classes at the beginning of each battle. The
more levels they gain, the wider the possibilities.
Langrisser III also introduces a love system similar to the Sakura Taisen
games - depending on what the players say and do to their female compatriots,
their feelings will change about the players. At the finale, the players end up to-
gether with the one they impressed the most. While the multiple paths of Der Lan-
grisser are gone, there are still two major endings depending on various choices
players made throughout the game.
Langrisser III is the only game of the series to be denied multiple ports -
other than an odd PC release in Korea, it only came out on the Saturn. A limited
edition comes with a hologram cover and a small fanbook featuring interviews
with the voice actors. It was also re-released for the Playstation 2, although barely
upgraded. Oddly enough, some of more scantily clad female characters were giv-
en more clothing.
“Kurt Kalata@hg101.kontek.net”
294 • Langrisser IV
Langrisser IV 8.6
Developer CareerSoft
Publisher Nippon Computer Systems
Release date (jp) August 1, 1997
Genre Strategy, Role-playing
Mode 1 Player
8.7 Langrisser V:
The End of Legend
Developer CareerSoft
Publisher Nippon Computer Systems
Release date (jp) June 18, 1998
Genre Strategy, Role-playing
Mode 1 Player
“Commodore Wheeler@rpgfan.com”
298 • Legend of K-1 Grand Prix ‘96
“segagagadomain.com”
Legend of K-1
The Best Collection
Developer Pony Canyon
Publisher Pony Canyon
Release date (jp) January 24, 1997
Genre Miscellaneous
Mode 1 Player
“segagagadomain.com”
Lifescape Seimei 40-okunen Harukana Tabi • 299
Loaded 7.2
Developer Gremlin Interactive
Publisher Interplay, (jp) Interplay, Electronic Arts Victor
Release date (eu) June, 1996
Genre Action
Mode 1-2 Players
Hexen:
Beyond
The StoryHeretic
of Thoris2,a known
dark fantasy
in Japanfirst-person
as Thor:
shooter. It is the
Seireioukiden andsequel to 1994’s
the US as The Heretic,
Legend ofandOasis,
the sec-
is
the prequel to The Story of Thor: A Successor of the
Light/Beyond Oasis on the Sega Mega Drive. The
player takes the role of Leon, who must find the six
elemental spirits and use their powers to fight the evil
wizard Agito and his legions of creatures.
The game action takes place in real time. Each
weapon comes with a set of special attacks that are ex-
ecuted in fighting game style. The player can also sum-
mon spirits by firing a “Spirit Ball” at some object from
the blue gem in his armlet; the exact spirit summoned
depends on the object hit. The spirits can fight enemies,
heal Leon, or help solve puzzles. Each has a different
power, and Leon can wield short and long swords as
well as bow and arrow. He is able to perform “combos”
by means of combinations of the D-pad and the action
buttons. His arrows can trigger switches.
The game is generally one-player, though a
two-player mode can be accessed using a cheat code.
As with the original, the soundtrack was com-
posed by Yuzo Koshiro.
The game was first announced under the title
“Legend of Thor”. It was originally planned for the
32X add-on shortly after the release of its predecessor,
however the idea was scrapped before the game’s de-
velopment, according to an official statement and docu-
ments from Ancient.
The Legend of Oasis received mostly positive
reviews. Critics varied widely in their reasons for rec-
ommending the game, but the most common subjects
of praise were the sharp graphics, controls, and blend-
ing of the action, puzzle, and RPG genres. The most
common criticism was that it is too difficult to judge
the difference in height between different platforms,
though of the critics who had a more mixed response to
the game, Electronic Gaming Monthly’s Dan Hsu said
his chief complaint was that the puzzles are too dif-
ficult, and GameSpot’s Jeff Gerstmann said the game
is enjoyable but not original enough (compared to its
predecessor, Beyond Oasis) to justify its appearance on
the Saturn platform.
Lost Vikings 2 - Norse by Norsewest • 307
7.9 Lunacy
Developer System Sacom, Sega CS1
Publisher Sega, (us) Atlus
Release date (jp) June 28, 1996
Genre Adventure
Mode 1 Player
Silver Star Story Complete is a traditional, allow characters to gain levels, making them stronger
top-down role-playing video game featuring two-di- as well as allowing access to better abilities. By gain-
mensional character and background graphics. Using ing levels, as well as finding or purchasing increas-
the Sega Saturn and PlayStation’s advanced hard- ingly more powerful weapons and armor, characters
ware, many elements of the original game’s presenta- can battle increasingly more powerful enemies as the
tion have been altered, including a larger color pal- game progresses.
ette, more sophisticated visual effects, and improved The cast of The Silver Star all return for the
sound quality. Throughout gameplay, the story is in- game’s remake, retaining their original designs by
terspersed with fully animated cut scenes designed to anime and manga artist Toshiyuki Kubooka. Players
give the game a cinematic feel, and allow the player assume the role of Alex, who is joined by a menagerie
to get more involved in the game’s plot. Players ad- of playable and supporting characters who aid him on
vance the game’s narrative by completing story-based his quest.
objectives and interacting with non-player characters.
Each character’s personalities were expanded
In the original version, players encountered enemy
for the new version to make them easier for the player
monsters randomly every few steps when traveling in
to relate to, and give each of them more presence in
a harsh environments, while the remake now makes
the game’s story. As the game’s designers felt that
enemies visible, with combat ensuing only after a
Luna was lacking presence in the original game, she
character has come in contact with one.
was included in the player’s party for a longer period
Many of the game’s new battle features were
and her past was expanded by giving her confounding
“segagagadomain.com”
“segaretro.org”
“segagagadomain.com”
“segaretro.org”
“mobygames.com”
Maajan Yon-Shimai ~Wakakusa Monogatari~ • 319
“segaretro.org”
Maboroshi no Black Bass • 321
“segaretro.org”
“mobygames.com”
but is short range only. The need to aim the bow is 7 out of 10 and published the review alongside the
mostly removed once it is upgraded, since Fuu can review of The Legend of Zelda: Ocarina of Time for
then charge the weapon to make it “lock on” to the the Nintendo 64. EGM scored the game 7.12 out of
nearest target. However, unlike the sword and foil, 10. RPGFan gave a 82% score to the game in 1999,
the bow’s attack power does not increase when it is stating that “it makes a fitting swan song for the US
charged up. Saturn, as it allows the system to go out on a positive
Magic Knight Rayearth was one of 12 Sega note.”
Saturn games announced when the system was first In 2005, HonestGamers gave Rayearth a 9 out
unveiled at the June 1994 Tokyo Toy Show. It became of 10 score, comparing it to The Legend of Zelda and
the final Saturn game to be released in North America stating that the game “is a true gem in a crowded gen-
chiefly due to its prolonged internationalization and re”. In 2015, Retro Gamer included it on their list of
localization. ten essential Saturn imports as “easily the best play-
As noted in the instruction booklet, Working able import RPG, thanks to a highly entertaining lo-
Designs’ opening animation would have mimicked calisation by Working Designs, its fun combat system
the Japanese version of the game (gems morphing (players effectively control one character at a time,
into the logo) but once Working Designs “were made switching between them tag-team style) and some
aware of a logo created for the English Rayearth” by delightful 2D visuals”. The game currently holds a
Media Blasters, they decided to change the opening to 70.03% average on GameRankings.
incorporate the new logo. At least five other video games based on the
As written in the translation notes in the in- anime series have been released: two for the Game
struction manual of the North American version, Boy (the second one with the title Mahou Kishi Ra-
some of the source code to the original Japanese ver- yearth 2nd: The Missing Colors), one for the Super
sion had been lost due to a hard drive crash. The miss- Famicom, and two for the Sega Game Gear. Aside
ing code was completely rebuilt for the US version. from the USA release of the Saturn game, all six
games were released between December 1994 and
Three versions of the opening song were re-
October 1995, a period of less than a year. All six are
Mansion of HiddenGakuen
Lunar: Sanposuru Souls, also calledWalking
(“Lunar: Tale of
the Dreamis Mansion
School”) a role-p (Yumemi Yakata no Monogatari)
in Japan, is a point and click adventure game originally
released for the Sega CD. It has a similar format to
other puzzle computer games such as Myst, Uninvited
and D.
The remake, The Mansion of Hidden Souls, ti-
tled Real Dream Mansion: Someone Behind the Door...
(Shinsetsu Yumemi Yakata: Tobira no Oku ni Dareka
ga) in Japan, was was released in 1994 in Japan, and in
1995 in North America and Europe.
The story of the game start with two siblings,
Samantha and Johnathan, who come across a butter-
fly while exploring a grassy field. Enchanted by the
butterfly’s haunting beauty, Samantha chases after it.
Johnathan follows reluctantly, repeating Grandmoth-
er’s warnings about ghosts who roam the area and
turn people into butterflies. The butterfly leads Saman-
tha into the Mansion, where she becomes trapped: as
Johnathan, the player must explore the Mansion, over-
come several puzzles, and escape with his sister before
the pair of them become permanent residents.
The gameplay is very similar to that of D: the
player travels between areas via 3D pre-rendered first-
person full motion video sequences, pressing the ac-
tion button whenever he finds something of interest.
Doing so sometimes reveals an important item, such
as a key or matchbox, which is added to his inven-
tory. Also like D, the number of actual puzzles is fairly
small: the player spends most of the game exploring
the mansion and searching for important items.
The Sega CD game was met with generally
positive reviews. The later Saturn version was met
with negative reviews, as critics found it failed to cap-
ture the strong qualities of the original despite being on
a more powerful system.
According to Sega Saturn Magazine, the Japa-
nese release of the Saturn version “received a rather
lukewarm reception”. In a later review of the PAL re-
lease, they said that though the graphics are consider-
ably improved from the Sega CD version, the game
completely fails to pull off the intended spooky atmos-
phere, and is also far too easy.
328 • Magical Drop 2
Maria: 4.0
Kimitachi Ga Umareta Wake
Developer Break
Publisher Axela
Release date (jp) December 11, 1997
Genre Adventure
Mode 1 Player
“mobygames.com”
The gameplay
Marvel and aesthetics
Super Heroes of vs.Marvel
Street Super Heroes
Fighter, a crossover fighting game,
vs.the
is Street Fighter
sequel remain
to X-Men vs.similar
Street to X-Men
Fighter. vs.game
The Streetwas first released as an
Fighter.game
arcade Eachinplayer
1997.selects
It then two characters
received compete
ports to the Sega Saturn in 1998 and the
in a one-on-one
PlayStation tag team fight, attempting to defeat
in 1999.
the opposing
Marvelteam.
SuperThe gamevs.replaces
Heroes most ofisthe
Street Fighter theX-
second installment in the
Men cast from the previous installment with characters
Marvel vs. Capcom series of 2D fighting games. It utilizes the same one-on-
fromtag
one other
teamMarvel
formatproperties.
previously employed in X-Men vs. Street Fighter. The
player chooses a team of two fighters, each sporting their own life gauge; at
In addition,
the it match,
start of the introduces a new
the first gameplay
selected mechanic
character is controlled by the player,
while the second character remains off-screen and acts as support.
The most notable gameplay change in Marvel Super Heroes vs. Street
Fighter is the addition of the “Variable Assist”. With the Variable Assist, the
player can summon their off-screen character to perform a special move with-
out changing their currently-controlled character, opening new possibilities
for combos during battle and greatly expanding the role of the secondary char-
acter. The ability to use assists would later become a signature gameplay ele-
ment used in several future installments of the Marvel vs. Capcom series.
The game features a roster of 17 playable fighters, with nine charac-
ters from the Street Fighter universe and eight heroes from the Marvel Uni-
verse. All of the X-Men characters featured in X-Men vs. Street Fighter, with
the exception of Cyclops and Wolverine, are replaced with characters from
other Marvel Comics properties, such as Captain America, Spider-Man, and
the Hulk. Most of the Street Fighter characters from the previous game re-
turn, with the exception of Cammy and Charlie, who are replaced by Dan and
Sakura. The Japanese arcade and console versions of Marvel Super Heroes vs.
Street Fighter include an exclusive character named Norimaro. Norimaro is an
original character created and owned by Japanese comedian Noritake Kinashi,
who represents neither Marvel nor Capcom.
The Sega Saturn port supported the 4MB RAM expansion peripheral,
allowing the developers to create a conversion which retained the original
frame rates and tag team system.
According to former Capcom USA community manager and fighting
game advisor Seth Killian, one of the primary goals for Marvel Super Heroes
vs. Street Fighter was to “tone down the insanity” that occurred onscreen
when compared to X-Men vs. Street Fighter. The developers also sought to
achieve balance within the character roster; the previous title had gained a
reputation for being “broken”, with characters having access to one or more
infinite combos. These changes, however, were met with negative reception
from fans, who criticized the game for offering less freedom. This ultimately
led to Capcom recognizing the theme of insanity as the hallmark of the series
and using it as a focus for future Marvel vs. Capcom installments.
338 • Maximum Force
Maximum Force
6.0 Developer Mesa Logic, Atari Games, Tantalus Interactive
Publisher Midway Games, (eu) GT Interactive
Release date (us) October 13, 1997
Genre Light-gun
Mode 1-2 Players
“segagagadomain.com”
MechWarrior 2 • 339
6.4 MechWarrior 2:
31st Century Combat
Developer Quantum Factory
Publisher Activision, (jp) Bandai Visual, Activision
Release date (us) April 1, 1997
Genre Simulation, Action
Mode 1 Player
character designs and artwork were done at Capcom, was the case on the SNES), the Sega Saturn does not
much of the actual game design was sub-contracted to support this resolution, and so opts for 320x224 with
Minakuchi Engineering, who had previously devel- added borders either side. This means the PlayStation
oped most of the Mega Man games on the Game Boy and SNES versions are stretched horizontally to fill a
along with the compilation game Mega Man: The 4:3 display while the Saturn version isn’t. Given that
Wily Wars for the Sega Mega Drive. Inafune recalled the artwork was designed with this stretching in mind,
experiencing “psychological turmoil” over allowing this can give the Saturn game a more “squashed”
“outsiders” to handle the game’s development. In- look. The Saturn version has higher quality full mo-
afune’s only illustrative designs for the game were tion video than the PlayStation, with more frames
the characters X, Zero, and Vile. Inafune admitted be- of animation and a larger palette of colours. A port
ing very “possessive” of Zero, which he had vested for the 3DO Interactive Multiplayer was announced
interest in since the character’s creation for the first in Japan in 1996, but was not released. The PlaySta-
Mega Man X. All of the designs for the game’s other tion version of Mega Man X3 was included in Mega
characters, bosses, and its minor enemies were di- Man X Collection, released for the PlayStation 2 and
vided among artists Hayato Kaji, Tatsuya Yoshikawa, Nintendo GameCube in North America in early 2006.
Shinsuke Komaki, and Kazushi Itou. Finally, Mega Man X3 was released on EZweb-com-
A port of Mega Man X3 was released on the patible mobile phones in Japan in 2010.
Sega Saturn and PlayStation in Japan in 1996 and in Press reception for Mega Man X3 has been
Europe in 1997. Capcom stated that it was licensing above average. Reviewers praised the game’s tried-
these versions to a USA company for release in North and-true gameplay, graphics, control, and the option
America, but ultimately they were never released in to play as Zero. Mike Weigand of GamePro was gen-
the region. A Windows port of this 32-bit edition was erally pleased with the game, and, though he admit-
released in Japan in 1997 and in North America in ted it brought little new to the franchise, enjoyed the
1998. The port versions feature additional animated increased difficulty, tight controls, and new special
full-motion video cutscenes, rearranged music tracks, effects. Weigand summarized, “It may be routine for
and different sound effects than the original SNES experience players, but anyone who hasn’t played a
version. One major flaw in the Saturn port, though, 16-bit game in the series will discover Mega magic.”
is really long and frequent load times, which made
many a fan prefer the SNES original. While the Play-
Station game with a 256x224 screen resolution (as
344 • Mega Man X4
The gameplay
Mega Man in Mega
X4, Man X4 is released
originally similar tointhe previ-
Japan as
ous installments
Rockman X4, is ofthethe Megagame
fourth Man inX series.
the MegaTheMan
player
X
is presented
series and thewith a series
second gameofinaction-platforming stages
the series to be released
thatthe
on can be Saturn
Sega clearedand in any order desired. The player
PlayStation.
character
Theretains
plot fortheMegacapabilities
Man X4 isfrom previous
presented en-
by both
tries
fully in the Mega
animated fullMan
motion X series
videolike
(FMV)dashing and scal-
cutscenes and
ing walls. New to Mega Man X4 is the ability
in-game text. The storyline differs slightly depending to play
through
on whetherthe game eitherchooses
the player as X orMega
Zero proper.
Man X or Zero.
Mega Man X4 takes place in an ambiguous year in
the 22nd century (21XX), in which after Mega Man
X3 humans coexist with intelligent androids called
“Reploids”. Following the third defeat of the power-
ful, “Maverick” Reploid Sigma, a second Maverick
Hunting group has arisen. The army, called the “Repli-
force”, is a strict military regime led by the giant Re-
ploid named General and his second-in-command,
Colonel. Some time later, behind the scenes, General
has been meeting with a mysterious figure who plots
the Hunters’ demise, trying to convince General that
the Hunters are dangerous, and would turn on him in
an instant, and that his best course of action would be
to destroy them. General dismisses the figure, unwill-
ing to betray the Humans. Zero, meanwhile, is plagued
by a recurring nightmare: a mysterious figure awakens
him, calling him a “masterpiece”, then ordering him
to destroy an unknown target before fading away. As
Zero tries to stop the figure, he is paralyzed by a hor-
rible pain, which is followed by visions of carnage.
Mayhem breaks out, however, when the Sky Lagoon,
a massive floating city, is sent crashing down onto the
city below it, killing millions of civilians, humans and
Reploids alike. The game begins here where either X
or Zero is dispatched to investigate possible causes of
the disaster only to become entangled in a struggle to
save the world.
The gameplay in Mega Man X4 is similar to the
previous installments of the Mega Man X series. The
player is presented with a series of action-platforming
stages that can be cleared in any order desired. In these
stages, the player must avoid obstacles like falling de-
bris and spikes, and destroy enemy robots to reach the
end of the stages. The player character retains the ca-
pabilities from previous entries in the Mega Man X
series like dashing and scaling walls. Some levels con-
tain ridable vehicles such as hover bikes and armored-
Mega Man X4 • 345
mecha. Each of the eight initial stages contains one sponsibilities up to other artists that had previously
Maverick boss, and defeating this boss gives the play- worked on the Mega Man X series. Artist Haruki
er a new ability. Every boss is weak to a particular Suetsugu did not design its characters as he would do
ability, adding an element of strategy to the order in for later games in the series, but was given drafts in
which the player completes the stages. order to draw illustrations for promotional purposes.
New to Mega Man X4 is the ability to play Hitoshi Ariga was responsible for designing X’s se-
through the game either as X or Zero proper (while cret “Ultimate Armor” featured in both the game and
Zero was available for play in Mega Man X3, he was as a Japanese Bandai action figure. He spent four days
limited to being essentially a spare life for the player). coming up with the initial blueprint, but was told by
The two characters cannot be switched during a play- his supervisor to go back and try again. After tinker-
through. Though both of them go through the same ing with the Mega Man X3 armor parts, he noticed
stages, they operate differently and are challenged that attaching them in specific ways made it look like
differently from the terrain. X wields the “X-Buster”, an airplane. Ariga recounted creating the armor as an
a plasma cannon on his arm that he uses to attack extremely difficult yet fun task. He also revealed that
foes from a distance. It can be charged to fire strong- Zero was intended to have his own Ultimate Armor,
er shots. A new weapon is given to the player with but the development team chose to not finalize it.
each boss defeated while playing as X. These weap- The game’s musical score was composed
ons have limited ammunition, displayed by a meter by Toshihiko Horiyama. The score also features the
next to one’s health, both of which can be refilled by opening theme Makenai Ai ga Kitto aru and the clos-
picking up power-ups dropped by destroyed enemies. ing theme One More Chance, both sung by Yukie Na-
In some stages, the player can find hidden capsules kama.
that contain armor upgrades that greatly enhance X’s The cover art for the Japanese Saturn version
capabilities. Zero is more melee-oriented than X by depicts Zero standing alone in a dark setting. “Usu-
using a “Z-Saber” sword. The Z-Saber’s power and ally, not having the main character on the package
accuracy compensate for its lack of range; this offers would be unheard of,” Inafune stated. “But we had
the player a different form of challenge against boss- a lot of hardcore fans on the Saturn, so I figured it
es. Rather than acquiring weapons from the bosses would be all right.” A “Special Limited Pack” edition
(with the exception of his Giga Attack), Zero learns of the game included the Ultimate Armor X action
special techniques such as the “Hienkyaku” air-dash figure. The PlayStation version was released in 1997,
and “Kuuenbu” double-jump. However, Zero cannot while the Saturn version came out in the early part of
upgrade any of his body parts in this game. the following week. Customers who preordered either
The player character’s maximum health can version of the game through Capcom’s online store
be extended by obtaining a “Heart Tank” in each of were given a Mega Man X4-themed T-shirt.
the eight stages. Two “Sub Tanks” can also be found, Reviews for the PlayStation and Saturn con-
which can be filled with life energy and then be used sole versions of Mega Man X4 have been general-
to replenish the player’s health at any time. Two new ly positive. Critics praised the added option to play
Tanks have been added: a “Weapon Tank (W-Tank)”, through the game as either X or Zero, noting that the
which fills up special weapons; and an “EX Tank”, drastic differences in the way the characters played the
which increases the character’s default lives from two same levels added to the game’s replay value. How-
to four whenever the player continues from a save ever, the same critics concurred that Mega Man X4’s
point. 2D side-scrolling gameplay was tired and overdone
Mega Man X4 was developed by Capcom. well before the game was released. GameSpot con-
Instead of designing the game’s various pieces of cluded that “All in all, a few more 3D effects would
artwork as he had done in the past, Keiji Inafune fo- have been nice, but the decision to stick with a true
cused his attention on being a producer. He was also 2D environment is bold, if somewhat outmoded. Aes-
involved in creating the game’s storyline, a role he thetically, Mega Man X4 is a sizeable improvement
described as “only slightly less than it was for X1”. over its predecessors, but you must remember that
Instead of presenting Repliforce as blatantly evil vil- it’s only a side scroller.” Electronic Gaming Monthly
lains like Sigma, the writing staff decided to leave listed the game at number 78 on its “100 Best Games
them some “moral leeway”. They did not want the of All Time” in the 100th issue of the magazine in
ideals of Repliforce and the Maverick Hunters to be 1997.
so black-and-white. Inafune left his former design re-
346 • MeltyLancer Re-inforce
MeltyLancer: 6.0
Ginga Shoujo Keisatsu 2086
Developer ALU
Publisher Imagineer
Release date (jp) December 13, 1996
Genre Simulation, Strategy
Mode 1 Player
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Message Navi
Developer SIMS
Publisher SIMS
Release date (jp) November 27, 1997
Genre Miscellaneous
Mode 1 Player
Metal Black
6.5
Developer Ving
Publisher Ving
Release date (jp) May 24, 1996
Genre Shoot-’em-Up
Mode 1-2 Players
Super Metal Black Metal
Vehicle-001: was originally
Slug, or released as a 1991
simply Metal Slug,arcade shoot ‘em up by
Taito.
is a runThe andgame
gun was
videoproduced under theand
game developed working title “Project Gun Frontier
originally
2”; it wasbydeveloped
released by the team
Nazca Corporation andbehind Gun Frontier,
later published by including the game
designer
SNK. Takatsuna
It was Senba,
originally although
released its actual
in 1996 connection
for the Neo to Gun Frontier is
very MVS
Geo loose.arcade
The game has ties
platform. Theto game
the other Taito shoot-em-up
is widely known Darius series, as
it features
for its sensea select few marine-themed
of humor, fluid hand-drawn enemies from it (e.g. sunfish-shaped
animation,
ships,
and Feeder’s
fast similarity toaction.
paced two-player a giantItrattail, diatom-like
is the first title in enemies in the fourth
stage,
the Metalthe giant Opabinia that supports and powers Daio-to-Gishiin at the end
Slug series.
of the third stage, the aircraft carrier-bearing hermit crab in the middle of the
first
It hasstage).
been ported to the Neo Geo AES, Neo Geo CD,
Sega
Saturn, PlayStation,
The gameplay VirtualBlack
to Metal Console,
wasPlayStation
unique in that there were no al-
Network, iOS, Android and Neo Geo
ternate weapons or bombs: the player’s only weapon X, and to thepower-up were the in-
Wii,
numerousPlayStation Portable
Newalone and PlayStation
molecules scattered by2 (as part of Collecting Newalone
Nemesis.
the Metal Slug Anthology).
increased the player’s beam level which served as the player’s only defense.
The more Newalone the player picks up, the stronger their standard beam fire
xxx
became.
When reaching a mid-level or maximum level on the ship’s Beam
Level gauge, players could then unleash a very large beam capable of destroy-
ing various enemies as well as causing a lightning effect that would briefly
shock the screen and consequentially destroy enemies behind and around the
Black Fly.
However, certain enemies also had beam gauges of their own, most
notably the end-level bosses who would in turn collect as much Newalone
as they could and unleash their own beam weapon. When the player and
the boss’ beam weapons fired simultaneously, one beam would overpower
the other depending on how high each gauge was, initiating a ‘Beam Duel.’
Players would have to mash the beam button repeatedly in order to keep the
large beam blast away from them which would accumulate into a large ball
of destructive matter. The blast would change in color depending on which
wielder had a stronger beam.
There were six levels in the game. After the first level of each three
sets of levels, a Bonus Stage would occur to indicate the player’s advance-
ment into space (the first bonus stage occurs when the players leave Earth’s
atmosphere and the second occurred as players entered a worm hole as a
shortcut to Jupiter). Each Bonus stage had the player encircle a group of crus-
tacean shaped enemies. The player had to lock on to the moving targets in
order to launch cluster missiles at them for extra points. Each bonus stage was
timed so as to challenge the player in seeking and destroying before the timer
ran out.
350 • Metal Slug
Metal Slug
8.4
Developer SNK
Publisher SNK
Release date (jp) April 4, 1997
Genre Run and gun
Mode 1-2 Players
Super Super Vehicle-001:
Vehicle-001: MetalorSlug,
Metal Slug, simplymore commonly
Metal Slug, known as simply Metal
Slug,
is a runis aand
rungun
andvideo
gun game
gamedeveloped
developedand andoriginally
originallyreleased by Nazca Corpo-
ration andbylater
released published
Nazca by SNK.
Corporation andItlater
was published
originally by released in 1996 for the Neo
Geo MVS
SNK. It was arcade platform.
originally The game
released in 1996is widely
for the known
Neo for its sense of humor,
fluid MVS
Geo hand-drawn animation,The
arcade platform. andgame
fast-paced
is widelytwo-player
known action. It is the first title
in the
for itsMetal
senseSlug series. fluid hand-drawn animation,
of humor,
and
fastThe paced two-player
player(s) action.
must shoot It is the at
constantly first title in stream of enemies in or-
a continual
the
der Metal
to reach Slug
the series.
end of each level. At this point, the player confronts a boss, who is
usually considerably larger and tougher than regular enemies. On the way through
It haslevel,
each beenthe ported
playerto can
the find
Neonumerous
Geo AES,weapon
Neo Geo CD, and “Metal Slug” tanks.
upgrades
Sega Saturn, PlayStation, Virtual Console, PlayStation
The tank is known as the SV-001 (“SV” stands for Super Vehicle), which not only
Network,
increases the iOS, Android
player’s and Neo
offense, Geo X, andadds
but considerably to the
to their defense.
Wii,
PlayStation
In additionPortable and PlayStation
to shooting, the player can2 (as
alsopart of melee attacks by using
perform
the Metal Slug Anthology).
a knife. The player does not die simply by coming into contact with enemies, and
correspondingly, many of the enemy troops also have melee attacks. Much of the
xxx
game’s scenery is also destructible, and occasionally, this reveals extra items or
power-ups, although most of the time it simply results in collateral damage.
During the course of a level, the player also encounters POWs, who,
if freed, offer the player bonuses in the form of random items or weapons. At
the end of each level, the player receives a scoring bonus based on the number
of freed POWs. If the player dies before the end of the level, the tally of freed
POWs reverts to zero.
There are a total of six levels, in locations such as forests, garrisoned cit-
ies, snowy mountain valleys, canyons, and military bases. The vast majority of
enemies are soldiers equipped with weaponry befitting their specific role. There
are also several mechanized enemies, such as tanks, mobile artillery, aircraft,
armored personnel carriers and technicals. Much of the game’s humor comes
from how the enemies are depicted; the player often encounters them as they are
sunbathing, roasting food over a fire, or simply conversing amongst themselves.
They also tend to scream loudly if they see the player, and often try to run away.
In 1997, Sega Saturn and PlayStation versions were released, but only
in Japan. The Saturn version was available in two different versions; 1.002 and
1.005, which included some minor bug fixes. The PlayStation version is current-
ly distributed by SNK Playmore as a re-release version. Both ports feature the
Combat School mode that allowed the player to revisit previously-played stages,
but with new mission objectives, while the PlayStation version also features a
new game mode called “Another Story”, which consists of a series of plot-based
mini-games.
In 2006, Metal Slug Anthology was released for the Wii, PlayStation 2
and PSP. This compilation includes the original Metal Slug, and all of its arcade
sequels (including Metal Slug 2 and Metal Slug X) up to Metal Slug 6. The
games are emulated versions of the originals, with none of the additional game
modes or content introduced in the other home versions.
Midway Presents Arcade’s Greatest Hits • 351
Arcade’sArcade’s
GreatestGreatest Hits contains
Hits contains a selection
a selection of
of arcade
arcade games originally
games originally releasedreleased by Williams
by Williams Elec-
Electronics in
tronics in the early 1980s. Though the Saturn versions
the early 1980s. The games are nearly identical to their
are nearly
original identical
arcade forms.to their original
It also featurearcade
extras,forms,
such on
as
the Mega
videos andDrive slight alterations exist to accommo-
artwork.
date the differing hardware. The Saturn version also
Games include: Defender, Defender II, Joust, Robo-
has extras, such as videos and artwork.
tron: 2084 and Sinistar.
The Sega Dreamcast game Midway’s Greatest
Arcade Hits Volume 1 is much the same as this release,
although features higher quality emulations.
Games includes:
The game Bubbles is unique to the Saturn (and
• Defender
PlayStation) versions. Bubbles was less well received
• Defender II (Stargate)
than the other games in this compilation back in 1982,
• Joust
• Robotron 2084 so until this compilation emerged, did not see any
• Sinistar home ports.
• Bubbles
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MidwayMidway
PresentsPresents
Arcade’s Greatest
Arcade’s Hits: The
Greatest Hits:Atari
The
Collection
Atari 1 is a1 compilation
Collection of various
is a compilation classic
of various ar-
classic
cade games
arcade gamesoriginally
originallydeveloped
developedby
byAtari.
Atari. The
The game
has analog controls in Centipede, Missile Command,
and Super Breakout when played with a Sega Mission
Stick. This analog mode will not work on the 3D Con-
trol Pad.
Games include: Asteroids, Battlezone, Centipede, Mis-
Even though this compilation was originally
published by Midway Games, who in turn owned Atari
Games at this point, the games were in fact licensed
from Atari Corporation which had split in 1984, taking Games includes:
the “classic” Atari intellectual properties with them. • Asteroids
The Atari Collection 2, which was not released on • Battlezone
Sega consoles, goes one step further, featuring games • Centipede
• Missile Command
by both Atari Games and Atari Corporation. These are
• Super Breakout
among the only situations where the two Atari branch-
• Tempest
es were officially “reunited”.
352 • Minakata Hakudou Toujou
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Mortal Kombat II
7.4
Developer Probe, Grey Team
Publisher Acclaim
Release date (us) March 29, 1996
Genre Fighting
Mode 1-2 Players
This Saturn
MortalportKombat II (commonly
is essentially an enhancedabbreviated as
version of
MKII) is a fighting
the PlayStation port.game originally produced
Improvements from the PS1by Mid-
port
way for the arcades
include in 1993. CD-quality audio tracks
use of arranged
over
the console’s sound processor,from
The game’s plot continues slightly bettergame.
the first load
times,
Followingand his
thefailure
abilitytotodefeat
pre-load
Liu morphs
Kang in forthe Shang
previ-
Tsung.
ous Mortal Kombat tournament, the evil Shang Tsung
begs
Both his masterports,
of these Shaohowever,
Kahn, supreme rulerconsidered
is widely of Outworld to
and the surrounding kingdoms, to spare his life.
be inferior to the 16-bit ports for their lack of sound ef- He
tells
fects,Shao
poorKahn that if they
load times, hold the next
and occasional Mortal Kom-
slowdown.
bat Tournament in Outworld, the Earthrealm warriors
must travel away from home to attend. Kahn agrees to
this plan, and restores Shang Tsung’s youth and mar-
tial arts prowess. He then extends the invitation to the
thunder god and Earthrealm’s protector, Raiden, who
gathers his warriors and takes them into Outworld. The
new tournament is much more dangerous, and as Shao
Kahn has the home field advantage, an Outworld vic-
tory will allow him to subdue Earthrealm.
According to the Mortal Kombat series’ canon,
Liu Kang won this tournament as well, defeating Shao
Kahn and his bodyguard Kintaro. The game’s story
mode can be also finished using any other playable
character, resulting in different non-canonical endings
for each of them.
The gameplay system of Mortal Kombat II is
an improved version of that from the original Mortal
Kombat. There are several changes in standard moves:
a crouching punch was added, low and high kicks have
greater differentiation (be they crouching or standing
up), roundhouse kicks are made more powerful (knock-
ing an opponent across the screen, like the game’s up-
percut), and it is easier to perform combos due to re-
duced recovery times for attacks. Returning characters
also gained new special moves, including some to be
used in mid-air, and the game plays almost twice as
fast as the original. However, all playable characters
in the game still share most generic attributes (such as
power and jump height) and all normal moves are also
the same between each character.
As with its predecessor, matches are divided
into rounds, and the first player to win two rounds by
fully depleting their opponent’s life bar is the winner;
at this point, the losing character will become dazed
and the winner is given the opportunity of using a fin-
ishing move. Mortal Kombat II lacks the “Test Your
Mortal Kombat II • 357
Might” bonus games and point system from the first As in the case of the first Mortal Kombat
game, in favor of a consecutive win tally where wins game, the content of Mortal Kombat II became the
are represented by icons. subject of a great deal of controversy regarding vio-
The game marked the introduction of multi- lent video games. Nancian Cherry of Toledo Blade
ple Fatalities (post-match animations of the victori- wrote that both games had “an army of critics too:
ous characters executing their defeated foes) as well people upset by the bone-crunching, blood-spurting,
as additional, non-lethal finishing moves to the fran- limb-ripping violence depicted on the small screen.”
chise: Babalities (turning the opponent into a crying According to IGN, “Mortal Kombat II wore its no-
baby), Friendships (a non-malicious interaction, such toriety as a badge of honor, boasting about it in pro-
as dancing or giving a gift to the defeated opponent) motional materials, and even parodying it in-game.”
and additional stage-specific Fatalities (the winner The game was banned in Germany, where MKII was
uppercutting his or her opponent into an abyss below, put in the index by the Federal Department for Media
spikes in the ceiling, or a pool of acid in the back- Harmful to Young Persons (BPjM) and all versions
ground). Finishing moves cannot be performed nei- of the game except for the Game Boy version were
ther by nor against the boss or secret characters. subjected to being confiscated from the nation’s mar-
Debuting characters include: Baraka, Jackson ket for violating the German Penal Code by showing
“Jax” Briggs, Kitana, Kung Lao, and Mileena. excessive violence and cruel acts against representa-
Returning characters include: Johnny Cage, tions of human beings. Due to regional censorship, the
Liu Kang, Raiden, Reptile, Scorpion, Shang Tsung, game was also released with green-colored blood and
and Sub-Zero. black-and-white fatality sequences in Japan; it was
The game also features three hidden opponents at that time a unique occurrence of a western game
for unlockable fights: Jade, Noob Saibot and Smoke. being censored in Japan, not the reverse. Years later,
Sonya and Kano are the only playable characters from designer Ed Boon Boon recalled: “I’ve always had
the first Mortal Kombat who were not implemented as the position that the rating system was a good idea
fighters. and should be put in place. Once Mortal Kombat II
came out, there was a rating system in place. We were
The Saturn port is essentially an enhanced
an M-rated game, and everybody knew the content
version of the Probe Entertainment-developed Play-
that was in there, so it became almost a non-issue.”
Station port. Improvements from the PlayStation port
designer John Tobias agreed, saying that they “were
include the use of arranged CD-quality audio tracks
content with the M for mature on our packaging.”
over the console’s sound processor, slightly better
There were also some other controversies.
load times, and the ability to pre-load morphs for
In 1994, Guy Aoki, president of Media Action Net-
Shang Tsung (much like Mortal Kombat Trilogy).
work for Asian Americans (MANAA), criticized the
Unlike the PlayStation port, however, there is
game for allegedly perpetuating existing stereotypes
no option to enable Shao Kahn’s dialogue (such as
of Asians as martial arts experts with the game’s por-
his announcing of the rounds). Kitana’s death screams
trayal of several of its characters. Allyne Mills, a pub-
are also missing.
licist at Acclaim, responded to this by stating: “This is
Both of these ports, however, have been re-
a fantasy game, with all different characters. This is a
ceived negatively by many gamers. They’re widely
martial arts game which comes from Asia. [sic] The
considered to be inferior to the 16-bit ports for their
game was not created to foster stereotypes.” Critical
lack of certain sound effects, poor load times, and occa-
studies professor Marsha Kinder accused the game
sional slowdown. The Saturn version was also released
of “a misogynist aspect to the combat,” alleging that
almost 2.5 years after the original arcade version, so
“in MKII, some of the most violent possibilities are
many found there to be no excuse for these issues.
against women. Also, their fatality moves are highly
Reviewing the CD-ROM based Saturn port, eroticised.” Members of Mortal Kombat II cast (Dan-
EGM commented that the graphics are identical to the iel Pesina, Philip Ahn, and Katalin Zamiar, as well as
arcade version but that there are missing sound effects Sonya’s actress Elizabeth Malecki), seeking addition-
and “unbearable” slowdown when first performing a al royalties for the game’s home ports, sued Midway,
special move. They rated it the best home version of Williams, Nintendo of America, Sega of America and
the game to date but felt that with Mortal Kombat Acclaim Entertainment for misuse of their likenesses
II having considerably aged by this point, any port in an unauthorized way in two different cases in 1996
needed to be near arcade perfect to stand out. and 1997, losing both of them.
358 • Mortal Kombat Trilogy
Mortal Mortal
KombatKombat
TrilogyTrilogy is an anthology
is a fighting video game in the
re-
Mortal
leased byKombat
Midwayseries
in of
1996fighting
as angames.
updateWhilst titled
to Ultimate
Trilogy, it is not3.such
Mortal Kombat in the
Unlike thecompilation sense;
previous title, rather,
it was not
it takes elements
released from the previous games in the series.
in arcades.
Gameplay wise, it is an update of Mortal Kombat 3,
The Saturn port, released almost a year after the Play-
following the game Ultimate Mortal Kombat 3. Unlike
Station and Nintendo 64 versions, is a straight conver-
the previous title, it was not released in arcades (except
sion of the PlayStation version. Due to hardware differ-
for prototypes), but was instead released for the Play-
ences and inadequate code adapting, the porting process
Station, Nintendo 64, Sega Saturn and PCs.
from the PlayStation had some technical changes.
Mortal Kombat Trilogy introduces the Ag-
gressor bar, which fills as the combatants fight (twice
as much if the opponent is blocking). Once the bar is
filled, it can be activated, which makes the character
move much faster and deal heavy damage for a short
period of time.
A finishing move in the game known as a Bru-
tality requires the player to perform an 11-button com-
bo which causes their opponent to explode. All of the
arenas that featured a Stage Fatality are featured in this
game with their respective Fatality finishing moves
except the Pit II. This arena’s Stage Fatality had to be
omitted as no MK1 or MK3 characters had the unique
sprites for falling off the bridge.
Many of the characters have brand new spe-
cial moves and finishing moves. Several have unused
special moves never implemented in previous games
which made their first official appearance in Mortal
Kombat Trilogy. These special moves include MK1
Kano’s Spinning Blade move, MKII Kung Lao’s Air
Torpedo, Goro’s Spinning Punch move, Raiden’s Lightning that shoots from
behind the opponent, and Baraka’s Blade Spin move. In addition, Shao Kahn
has a throw move and a grab and punch move that are exclusive to this game,
and Motaro can now perform an overhead toss. Sub-Zero’s famous “spine-rip”
Fatality appears in the game but is heavily censored. If this move is performed,
the gameplay is simply blacked out and the word “Fatality” appears onscreen.
All of the battle arenas that were featured in MKII, MK3, and UMK3 are
available in MKT, but only four backgrounds from the original Mortal Kombat
were featured (Courtyard, Goro’s Lair, the Pit, and the Pit Bottom). The Sega
Saturn version lack The Hidden Portal and RUGA RELL Dorfen stages from
MK3. In some of the Kombat Zones fighters can uppercut each other from the
current stage into different arenas: The Subway → The Street, The Bank → The
Rooftop, The Soul Chamber → The Balcony.
Along with the Ultimate Mortal Kombat 3 roster, Mortal Kombat Tril-
ogy adds Raiden and Baraka as they appeared in Mortal Kombat II. Both char-
acters were each given a new special move, along with combos and running
Mortal Kombat Trilogy • 359
animation (these animation types were not introduced “When we going [sic] to release Ultimate MK3 on
until Mortal Kombat 3), and new portraits for the ver- consoles, it seemed odd to release it on the Playsta-
sus screen. Johnny Cage was also added to the roster. tion without doing something “special” for it. Since
He retains all of his moves from MKII except for the the PS1 had so much space (CD drive) we decided
Split Punch, which had to be excluded since none of to include the MK1 and MK2 assets and call it MK
the characters from MK3/UMK3 had “reaction” ani- Trilogy. Actually we were busy working on the arcade
mations for this particular move. Bosses Goro, Kin- games and our San Diego team was doing the ports
taro, Motaro and Shao Kahn are also playable char- and MK Trilogy. It sold HUGE !!”
acters from the start. The Saturn version also contain —Ed Boon
alternate versions of Jax, Kung Lao, Kano and Raiden The Sega Saturn version, converted by Point
as they appeared in the first two titles. of View and released almost a year after the PlaySta-
Two new secret characters appear as well, de- tion and Nintendo 64 versions, is a straight conver-
pending on the version of the game. Most versions sion of the PlayStation version without any substan-
have Chameleon, who rapidly switches between all tial changes in content. Due to hardware differences
the male ninjas (Classic Sub-Zero, Scorpion, Noob and inadequate code adapting, the porting process
Saibot, Human Smoke, Rain, Reptile, and Ermac) from the PlayStation had some technical changes,
during combat. He is similar to the original Mor- which included the replacement of almost all trans-
tal Kombat version of Reptile, but Chameleon also parency effects with mesh patterns and the loss of cer-
changes his color, not just his stance. This character is tain voice samples, like most fighters’ running yells
playable by performing a special button combination. and some alternative phrases used by characters like
The Nintendo 64 version replaced him with a female Raiden and Scorpion in their attacks.
equivalent named Khameleon, who switched between
Similar to the previous entries in the series,
the female ninjas instead.
Mortal Kombat Trilogy was a major commercial suc-
Actors Ho Sung Pak (Liu Kang), Philip Ahn cess. The game was met with mixed reviews. The
(Shang Tsung), Elizabeth Malecki (Sonya Blade), hardest criticism was directed at the Nintendo 64 ver-
Katalin Zamiar (Kitana/Mileena/Jade) and Dan Pesi- sion, which did not have all the content of the other
na (Johnny Cage and Scorpion/Sub-Zero/Reptile/ versions due to limited storage space on the cartridge.
Smoke) all left Midway prior to the production of the
game due to royalty disputes, and so their respective
roles were played by new actors. Initially publisher
Williams Entertainment stated that Johnny Cage
would not be included in the game at all due to the
dispute with Pesina. Carlos Pesina’s original sprites
were used for Raiden’s gameplay, but Sal Divita’s im-
age was used for his versus screen picture.
Most of the background music tracks from
MKII and MK3 remained intact. In all versions of the
game, many of the tracks do not match their respec-
tive arenas when compared to their original arcade
counterparts. In all versions of MKT, none of the mu-
sic from the original Mortal Kombat game is used.
All of the CD-ROM games read the background mu-
sic directly from the CD, providing high-quality CD
sound, but all of the music loops used when “Finish
Him/Her” appears. All of the music taken from MK3
on the CD-ROM MKT games is noticeably slowed
down in both speed and pitch. When these particular
songs were converted to MKT’s Red Book CD-DA
quality, they were downsampled from 48 kHz to 44.1
kHz without resampling them to maintain the origi-
nal tempo and pitch in the PC, PlayStation and Saturn
versions.
360 • Mr. Bones
Myst 7.3
Developer Cyan Worlds
Publisher Acclaim, (eu/jp) Sunsoft, (kr) Wooyoung System
Release date (jp) November 22, 1994
Genre Adventure
Mode 1 Player
7.0 My Dream:
On Air ga Matenakute
Developer Nihon Create
Publisher Nihon Create
Release date (jp) September 18, 1997
Genre Simulation, Adventure
Mode 1 Player
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Those who were fortunate enough to play When used with the correct timing, it will grab the
Enix’s Wonder Project J games for the SNES and creatures and automatically store them in the purse he
Nintendo 64 are bound to notice some resemblances carries around his chest.
in the peculiar style of character drawing and the taste The first and long lasting impression originat-
for exceptional animations: in no way a coincidence, ing from this precious Enix release lies in the superior
since one of the several small studios gathered to cre- quality of the visuals: incontestably one of best exam-
ate this project was none other than Givro, the crea- ples of how to employ 2D graphics in a videogame,
tors of the above-mentioned SNES masterwork. But not only because of the
while Wonder Project J is fun- outstanding conceptual
damentally a blend of point- art and character design,
and-click adventure with rais- but also due to the con-
ing simulation and a little hint tinuous indications of
of Bishōjo, in Nanatsu Kaze no the creator’s talent and
Shima Monogatari the player admiration for the work
takes full control of the charac- itself. Each new part of
ter’s actions - very much like a the island was meant to
slow-paced platform game. be admired much like
Another important com- every new painting in a
ponent of this title has to do gallery of rare canvases.
with the recollection of insects, The landscapes present
plants and fish, which can be carefully selected color
used either as key-items for palettes combined with
trades, causing the narrative to animated backgrounds,
progress, or solely for Gaapu’s precisely the sort of vis-
private collection, kept in a ual splendor that was un-
dedicated space inside the tree- seen, and one could say
house. Each of these activities can be performed only unmatched in that year of
with the use of dedicated items: for instance, to cap- 1997.
ture bugs, Gaapu needs to use an extendable claw. by “Bruno de Figueiredo (dieubussy)@hardcoregaming101.net”
368 • Nascar 98
6.6 Nascar 98
Developer Electronic Arts
Publisher Electronic Arts
Release date (us) November 13, 1997
Genre Racing
Mode 1-2 Players
6.3 NHL 97
Developer Visual Concepts
Publisher Electronic Arts, (jp) EA Arts Victor, Virgin I. E.
Release date (us) December 4, 1996
Genre Sports
Mode 1-8 Players
NHL 98 7.6
Developer Electronic Arts
Publisher Electronic Arts
Release date (us) January 15, 1998
Genre Sports
Mode 1-8 Players
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Nightruth: 6.5
Futatsu Dake no Shinjitsu
Developer Sonnet Computer Entertainment
Publisher Lay-Up
Release date (jp) July 25, 1997
Genre Adventure
Mode 1 Player
Nissan Collections
Terrano & Primera
Publisher Sega
Genre Miscellaneous
Mode 1 Player
“giantbomb.com”
“segaretro.org”
388 • Nonomura Byouin no Hitobito
“mobygames.com”
Noël 3 7.7
Developer Pioneer LDC
Publisher Pioneer LDC
Release date (jp) December 10, 1998
Genre Adventure
Mode 1 Player
5.9 Noon
Developer Kouji Oono, Microcabin
Publisher Microcabin
Release date (jp) January 29, 1998
Genre Puzzle
Mode 1-4 Players
“Undead King@Gamefaqs.com”
390 • Ochige Designer Tsukutte pon!
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Pandemonium!
Developer Jumpin’ Jack Software
7.6 Publisher (us) Crystal Dynamics, (eu) Sega, (jp) Bandai
Release date (us) February 28, 1997
Genre Action-platformer
Mode 1 Player
by: “Jonny@lunaticobscurity.blogspot”
Pappara Paoon • 397
“Steve@neo-geo.com”
“segagagadomain”
398 • Panzer Dragoon
in fact forced to work with hypotheticals, “guess- liams criticized the game’s lack of diversity in weap-
ing” what the features of the system would be). Team ons and its predetermined progression; but the four
Andromeda also created its own graphics library and EGM reviewers agreed that it was a must-have game
mapping tools instead of using Sega’s in an attempt to for Saturn owners. Similarly, The Unknown Gamer
make the most of the new system. The game’s graph- from GamePro called the game a “masterpiece”,
ics and cutscenes were produced with Softimage, and highlighted its high-quality graphics and music, and
the 3D elements were programmed on SGI worksta- described the story as “captivating”. However, the
tions using OpenGL. journalist noted the game’s overall difficulty “will
The programmers were eventually able to single out all but advanced players” with its lack of
transition to the debug Saturn they had received, but power-ups or extra lives of any kind. Nevertheless,
the process proved difficult, with the game suffering the game was seen as a good example of the Saturn’s
from very low frame rates (in the end, the team made capabilities. In contrast, a reviewer from Maximum
do with 20FPS in some sections, much lower than the said that the game was much too easy even on the
60s and even 30s common in games today). The first highest difficulty setting, greatly reducing its already
two levels produced (a desert (level 2) and a forest low longevity. He also said the gameplay would be
(level 5)), lacked features aside from sand and for- too simplistic for many players, with its on-rails
est effects because they were uncertain how far the shooting and selection of only two weapons, but was
hardware could be pushed. Keeping CPU limitations overall very positive in his assessment of the game,
in mind, simple tornado effects were added to level 2, highly praising the 360 degrees of rotation and most
to liven things up. especially the textured 3D graphics of the enemies,
Work on the soundtrack began after the rest of settings, and bosses.
game was complete (similar to the audio strategy seen Chris Gore from VideoGames & Computer
in big budget films). The music was designed to spe- Entertainment named the game “the best shooter
cifically reflect each level art-style and events, the “on since Star Fox”, and a must-have for fantasy and
rail” progression system proving beneficial as the de- sci-fi fans, with its “eerie” atmosphere noted by
velopers would know exactly where the player would editor Betty Hallock. While the story itself was said
be at any given time. The soundtrack was outsourced to be “somewhat typical” and editor Chris Bieniek
to Yoshitaka Azuma, who was composing musics for criticized the on-rail aspect, Gore noted the game’s
NHK TV programs at that time - it is a mix between “spectacular visuals”, and presented it as one of the
orchestral and synthesizer tracks, and was assisted Saturn’s system sellers. Film director Steven Spiel-
by gameplay videos, allowing for specifically timed berg approached Team Andromeda to say he was
pieces which match the player’s progression in each impressed by the game’s presentation at the 1995 E3
level. show.
Panzer Dragoon received positive reviews, Levi Buchanan from IGN gave the game a ret-
both in 1995 and in retrospective coverage. Though rospective score of 9/10, opining that “the fact that
sales were not as high as Sega expected, possibly due Panzer Dragoon holds up as well in 2008 as it did in
to the success of Sony’s PlayStation console over the 1995 is a just testament to the staying power of good
Saturn, they were substantial enough for Sega to de- art and tight gameplay.”
velop sequels. Following its release on the Sega Saturn, Pan-
As one of the first Saturn titles, the game was zer Dragoon was ported to Windows PCs in 1997.
highly anticipated by journalists after its appearance This version would find itself included as a bonus in
in promotional material. A reviewer for Next Gen- the later game, Panzer Dragoon Orta for the Xbox.
eration said the game “orchestrates incredible story In 2006 Panzer Dragoon was re-released as
animation with brilliant, 3D flight graphics to cre- part of the Sega Ages 2500 series for the PlayStation
ate what is, basically, the ultimate evolution of Space 2 as Sega Ages 2500 Series Vol. 27: Panzer Dragoon.
Harrier.” He also highly praised the gameplay, partic- Panzer Dragoon was followed by Panzer Dra-
ularly the variety of enemies, the difficulty slope, and goon Zwei, which despite its name is actually a pre-
the controls. Ed Semrad and Danyon Carpenter from quel to this game, chronologically. Its existence has
Electronic Gaming Monthly praised the game for its also been recognised in Sonic & All-Stars Racing
“innovative game play” and its “awe-inspiring visu- Transformed.
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als” from the opening cinematic to the backgrounds
and the dragon’s animations. Al Manuel and Ken Wil-
402 • Panzer Dragoon Saga
Parodius 7.6
Developer Konami
Publisher Konami
Release date (jp) May 19, 1995
Genre Shooter
Mode 1-2 Players
Parodius
Parodius or, more accurately, Parodius Da!: Shinwa
kara Owarai e is an arcade game released in 1990 and
a “sequel” to the original Parodius game released for
the MSX in 1988. It is the simpler game of the two,
featuring only four characters (Vic Viper (Gradius),
Octopus, Twinbee (Twinbee) and Pentarou (Antarctic
Adventure)).
This game is the most widely ported Parodius
game, having been subsequently brought to the NES,
Game Boy, Super Nintendo, and in Japan, the PC En-
gine and Sharp X68000. No versions were released in
North America, although the Nintendo ports saw a re-
lease in Europe.
Parodius: Fantastic Journey
Parodius: Fantastic Journey, also known sim-
ply as Fantastic Journey and in Japan, Gokujou Paro-
dius!: Kako no Eikou o Motomete is the direct sequel
to Parodius and was released in 1994. It features twice
as many playable characters (technically four times, as
the two-player characters use different sprites), bigger
stages and is the more forgiving of the two.
Though the arcade release of Fantastic Journey
was released in Europe, the only home port, one for the
Super Famicom, remained in Japan.
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Pebble Beach Golf Linksv • 407
Phantasm
Developer Infini Entertainment Technology 6.5
Publisher Outrigger
Release date (jp) August 8, 1997
Genre Adventure
Mode 1 Player
xxx
Phantasmagoria is a point-and-click adventure
game designed
xxx by Roberta Williams for MS-DOS and
Windows. Released by Sierra On-Line on August 24,
1995, it tells the story of Adrienne Delaney (Victoria
Morsell), a writer who moves into a remote mansion
and finds herself terrorized by supernatural forces.
Upon release, it was noted for its graphic gore, vio-
lence, and sexual content.
Phantasmagoria is a point-and-click adventure
game that features live-action actors and cinematic
footage, both during scenes between the gameplay
and within the three-dimensional rendered environ-
ments of the game itself. The game was made when
interactive movie games were at the peak of their
popularity, with the release of such popular computer
games as Wing Commander III and Under a Killing
Moon. In this single-player game, the player con-
trols protagonist Adrienne Delaney, who is always on
the screen. The player can click certain areas of the
screen to control her movements or make her explore play. It took more than two years to develop and four
specific places and objects. The game includes only months to film. Originally budgeted for $800,000, the
four control commands: look (which changes to “talk game ultimately cost $4.5 million to develop, and it
to” when selecting a person), pick up item, use item, was filmed in a $1.5 million studio Sierra built spe-
and walk. Objects in the game can be picked up by cifically for the game.
clicking on them or interacting with them in a film Directed by Peter Maris, the game features
sequence, after which the item automatically goes a cast of 25 actors, all performing in front of a blue
into the inventory. If an object is small enough that screen. While most games at the time featured 80
it can be easily missed, a pulsing glow occasionally to 100 backgrounds, Phantasmagoria includes more
surrounds it to draw attention to it. than 1,000. A professional Hollywood special ef-
Game designer Roberta Williams, co-founder fects house worked on the game, and the musical
of Sierra On-Line, deliberately made the Phantasma- score includes a neo-Gregorian chant performed by
goria gameplay and interface simple, unobtrusive, a 135-voice choir. Sierra stressed it was intended for
and intuitive so it would be more accessible and less adult audiences. The company willingly submitted it
frustrating for casual gamers. According to Arinn to a ratings system, and included a password-protect-
Dembo from Computer Gaming World, the game is ed censoring option within the game to tone down the
focused more around the story and the frightening graphic content. Sierra used the same technology and
atmosphere, rather than on a difficult gaming expe- Hollywood techniques from Phantasmagoria to make
rience, and therefore the puzzles are relatively easy, The Beast Within: A Gabriel Knight Mystery (1995),
logical, and straightforward. another interactive movie adventure game.
Williams had long planned to design a horror Phantasmagoria was a financial success,
game, but waited eight years for software technol- grossing $12 million in its opening weekend and be-
ogy to improve before doing so. More than 200 peo- coming one of the best-selling games of 1995. It re-
ple were involved in the making of Phantasmagoria, ceived mixed reviews, earning praise for its graphics
which was based on Williams’ 550-page script, about and suspenseful tone, but was criticized for its slow
four times the length of an average Hollywood screen- pacing and easy puzzles.
Phantasm • 409
The Sega Saturn version, Phantasm, is notable Sierra found that Williams tended to garner
for shipping on 8 discs (one more than the PC ver- extremely favorable press, even as Phantasmagoria
sion) - more than any other game in the console’s li- got negative press, so the company began having her
brary. This is because the game relies heavily on full discuss the game in person In response to the back-
motion video. Phantasm is notable for shipping on 8 lash, Williams said she believed computer games were
Saturn discs (one more than the PC version) - more subject to harsher standards than films and television,
than any other game in the console’s library. This is which she said often have more violent content than
because the game relies heavily on full motion video. Phantasmagoria, in part because computer games are
Before Phantasmagoria was released, Com- often regarded as children’s entertainment rather than
pUSA, the nation’s largest discount computer retailer, for adults. Williams said Phantasmagoria was less ex-
notified Sierra it would not stock the game. The com- cessively violent than games like Doom and Mortal
pany did not comment on specific reasons for their Kombat, and that unlike those games, Phantasmagoria
decision except for a written statement from chief op- is “the good guy ... not going around shooting up peo-
erating officer Hal Compton: “Software comes out all ple”. Sierra spokeswoman Rebecca Buxton and Den-
the time. Some we buy, some we don’t. This one we nis Cloutier, the company’s vice president of sales,
chose not to.” Analysts believed CompUSA objected both expressed surprise at the reaction to the game
to the realistic violence in the game. Lee S. Isgur of because Sierra made strong efforts to warn viewers
Jefferies & Co., a global investment bank that fol- about the adult content in its marketing, box warnings
lowed the computer game industry, said CompUSA’s and censoring options. Cloutier said the company was
decision probably would not harm overall sales of the essentially “censoring ourselves”.Steven L. Kent of
game, and that it could in fact help it generate public- The Seattle Times said there were more violent games
ity. He added that “It’s probably one of the bloodiest than Phantasmagoria, but that most video game vio-
games ever.” Likewise, Vincent Turzo of Jefferies & lence appears in computer animations, and thus can
Co. said, “When you say you’re not going to carry be more easily overlooked than in a live-action game,
something, of course the consumers rush to the stores which elicits a stronger emotional response.
to see what it’s all about.” Roberta Williams said of
CompUSA’s announcement: “I’m disappointed that
they decided to make a stand with my product.” Some
smaller retailers also decided not to stock Phantasma-
goria, but others like Walmart continued to carry it.
As well as the graphic gore and violence,
the rape scene in Phantasmagoria drew particular at-
tention and objections from the game’s critics. One
major newspaper claimed Phantasmagoria “makes a
game of sexual violence”. Multiple parents’ groups,
religious organizations, community action commit-
tees and special interest groups called for a boycott,
and sent letters to the Sierra offices in droves voicing
objections to the game. Phantasmagoria was banned
from most retailers in Australia by decree of the gov-
ernment’s Office of Film and Literature Classification.
The Roberta Williams Anthology collection was also
banned in Australia because it featured a one-chapter
preview of the game. The governments of two other
countries also banned Phantasmagoria. The game was
spotlighted in U.S. Senate hearings debating regula-
tion of content in the computer software industry,
and there was talk that it could re-ignite the debate in
Congress over whether to impose federally mandated
ratings on computer software that stores would be re-
quired to enforce.
410 • Photo CD Operating System
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412 • Pocket Fighter
Pocket Fighter
7.9 Developer Capcom
Publisher Capcom
Release date (jp) July 9, 1998
Genre Fighting
Mode 1-2 Players
Super
Super Gem
GemFighter
FighterMini
MiniMix,
Mix,released in Japan
released in Japanas Pocket
as Fighter (Japanese:
ポケットファイター),
Pocket Fighter, is a is a Japanese
Japanese chibichildren’s fighting
fighting game origi-video game released by
Capcom in 1997
nally released byfor the CPS
Capcom in II1997
arcade
forsystem.
the CPSIt IIwas ar-ported to the PlaySta-
tion (which
cade system. retained the Pocket Fighter title for its American and European
release),
Sega
The Saturn,
game usesand
the WonderSwan (in Japan
same SD character only),
designs as well asused
previously PlaySta-
in Su-
tion 2 as a part of the SFA-themed compilation title, Street Fighter
per Puzzle Fighter II Turbo, a puzzle/fighting game by Capcom featuring their Alpha
Anthology.
fighting game characters. The roster includes characters from the Street Fight-
er, Darkstalkers, and Red Earth games. It also features many character cameos
from various Capcom games scattered in the background of the stages, such
as Balrog, Demitri, etc.
In addition to the standard fighting, there are various gems that the
player can collect during matches to power up their character, as well as ele-
mental orbs which can be thrown to the opponent in a variety of angles, which
may affect the opponent (turn into stone, freeze, etc.) Each character starts
each match with one of these.
There are two bars and three sub-bars in the interface. The two main
bars are the life bar and the super bar, the first indicates the character’s health
and the second their ability to perform “Mighty Combos”. The Mighty Combo
gauge itself can be filled up to 9 stocks. Each Mighty Combo has a level as-
signed to it, which determines how many “Mighty Combo” gauges it will
need.
There are four buttons: Punch, Kick, Special, and Taunt. The Special
button performs a chargeable move that cannot be blocked and upon impact
drops gems in the opponent’s possession. More gems will be dropped depend-
ing on how much the Special attack is charged.
416 • Powerslave
8.7 Powerslave
Developer Lobotomy Software
Publisher BMG Interactive, (us) Playmates Interactive
Release date (eu) September 26, 1996
Genre First-person shooter
Mode 1 Player
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8.2
Playboy Karaoke
Collection Volume 1 & 2
Developer VIC Tokai
Publisher VIC Tokai
Release date (jp) August 9, 1996
Genre Miscellaneous
Mode 1 Playerz
Primal Rage
5.9
Developer Probe Entertainment
Publisher Time Warner Interactive, (jp) Game Bank
Release date (us) November 14, 1995
Genre Fighting
Mode 1-2 Players
Policenauts
Developer Konami
7.8
Publisher Konami
Release date (jp) September 13, 1996
Genre Adventure
Mode 1 Player
Policenauts was first released for the NEC PC- Another reviewer said that he “truly thought adven-
9821 in 1994. The PC-98 version came on a single ture gaming could get no better than Snatcher” but
CD-ROM disc, with a floppy disk containing system Konami “has outdone themselves in everything from
data. All the cut-scenes were rendered using hand- the beyond-beautiful music to the professional quality
drawn pixel art as opposed to the cel art used in the cinemas.”
later versions. The game was notable for being an early ex-
The first console version was released for the ample of extensive voice recording in video games. It
3DO in 1995, consisting of two CD-ROM discs. An- also featured a theme revolving around space explo-
imated cut-scenes were added to this version along ration and occasional full-motion video cut scenes.
with CG animation, and all the graphics were re- The gameplay was largely similar to Snatcher, but
drawn. Limited edition copies came bundled with the with the addition of a point-and-click interface and
3DO mouse and a mousepad. Prior to releasing the some first-person shooter segments. Policenauts also
full version of the game, Konami issued the Police- introduced summary screens, which act to refresh the
nauts: Pilot Disk for the 3DO on April 21, 1995. This player’s memory of the plot upon reloading a save, an
disc contains a playable demo that covers most of the element Kojima would later use in Metal Gear Solid.
prologue, a glossary of in-game terms, featurettes, The PlayStation and Saturn versions of Policenauts
concept art, and information about the game’s voice can also read the memory card or storage device, re-
actors and developers. spectively, and add easter egg dialogue if a save file of
The PlayStation version (1996), also on two Konami’s dating sim Tokimeki Memorial is present, a
discs, made further additions by digitally fixing most technique Kojima would also later use in Metal Gear
of the graphics and movies from the 3DO version. A Solid.
supplemental disc, titled Policenauts: Private Collec-
tion was later released for the PlayStation, featuring The Saturn version of Policenauts was of-
much of the same content as the Pilot Disk, but re- ficially announced for a North American release by
placing the trial version of the game’s prologue with Konami on May 1996. A mock-up cover art was pro-
a collection of shooting sequences from later portions duced and featured on a promotional Sega pamphlet
of the game, as well as an earlier draft of the game’s packaged with certain games. However, the North
screenplay. American version was never released. According to
The last console version, released for the Sega Kojima, work began on the North American version,
Saturn, consists of three discs and adds support for but the developers were unable to synchronize the
Sega’s Virtua Gun light gun peripheral. The Saturn English dialogue with the animated FMV cut-scenes.
version includes the in-game glossary, Virtua Gun A fan translation of the PlayStation version
and Shuttle Mouse support, Saturn Backup Memory has been produced, which has gained attention from
support, additional scenes and dialogues, additional the video game media. Although the translation of the
character close-ups, uncensored breast animations, game content was nearly completed by Marc Laid-
bonus videos, alternate ending credits, and full 24 law and Artemio Urbina during the summer of 2007,
FPS anime cutscenes (at the expense of slightly re- the translation project could not find a programmer
duced video quality, compared to the PlayStation ver- to complete the insertion of translated material into a
sion’s 15 FPS cutscenes). According to Kojima in a version of the game and progress stalled.
1996 interview, the Saturn version was the definitive In August 2008, Something Awful forum
version of the game. member Michael “slowbeef” Sawyer began experi-
Also included in the Sega Saturn package is menting with approaches to add text to the PlaySta-
a picture book, complete with stickers to customise a tion version of the game which led to a revival of the
Virtua Gun and Saturn Backup Memory cartridge. project.
In 2008 the game was added to the PlaySta- On October 6, 2016, a fan translation was
tion Store’s Japanese Game Archives, making the released for the Sega Saturn version. This version
game downloadable for the PlayStation Portable and features additional scenes and dialogue, an in-game
PlayStation 3. glossary, light gun support, and other new features, as
GameFan’s three reviewers scored it 100, 94, well as an updated translation.
and 92 out of 100. One of the reviewers said that “Po-
licenauts has one of the best game storylines ever.”
420 • Princess Crown
Profile
• Birthday April 20, 1978
• Height 157 cm
• Bust 95 cm
• Waist 58 cm
Profile
June 27, 1997 • Hip 81 cm
Birthday July 22, 1971 •
• Hobby Reading, watch-
Height 166 cm •
ing movies, body boards,
Bust 86 cm •
making plastic models
Waist 57 cm • September 27, 1996
Hip 87 cm •
Blood type A type •
Hobby cooking, dancing •
Private Idol Disc Series • 425
December 4, 1997
5.8
Prisoner of Ice: Jashin Kourin
Developer Infogrames
Publisher Xing Entertainment
Release date (jp) December 23, 1997
Genre Adventure
Mode 1 Player
“segaretro.org!!”
Pro-Pinball
7.8 Developer Cunning Developments
Publisher (us) Interplay, (eu) Empire Interactive
Release date (eu) August, 1996
Genre Pinball
Mode 1-4 Players
“mobygames.com”
Pup-Breeder • 431
6.6 Pup-Breeder
Developer Sai-Mate
Publisher Sai-Mate
Release date (jp) November 1, 1996
Genre Simulation
Mode 1 Player
x.x
Puyo Puyo Sun
Developer Compile
Publisher Compile
Release date (jp) February 14, 1997
Genre Puzzle
Mode 1-2 Players
8.5 Quake
Developer Lobotomy Software
Publisher Sega
Release date (us) December 3, 1997
Genre First-person shooter
Mode 1 Player
designed in an Aztec style, but the choice was fiability of the Quake engine, and many entity mods
dropped some months into the project. Early screen- (that placed monsters in the otherwise empty multi-
shots then showed medieval environments and drag- player maps) and custom player skins began appear-
ons. The plan was for the game to have more RPG- ing online before the full game was even released.
style elements. However, work was very slow on the Initially, the game was designed so that when
engine, since John Carmack, the main programmer the player ran out of ammunition, the player charac-
of Quake, was not only developing a fully 3D engine, ter would hit enemies with a gun-butt. Shortly before
but also a TCP/IP networking model (Carmack later release this was replaced with an axe.
said that he should have done two separate projects The Saturn version of Quake was handled
which developed those things). by Lobotomy Software. Rather than running on the
Eventually, the whole id Software team be- Quake engine like other ports, Lobotomy chose to
gan to think that the original concept may not have use their own custom made 3D engine made spe-
been as wise a choice as they first believed. Thus, the cifically for the Saturn labeled “Slave Driver”. This
final game was very stripped down from its original is also the engine used in other PC-to-Saturn ports
intentions, and instead featured gameplay similar to such as PowerSlave/Exhumed and Duke Nukem 3D,
Doom and its sequel, although the levels and ene- though Quake is the only game to use fully 3D ob-
mies were closer to medieval RPG style rather than jects and enemies.
science-fiction. In a December 1, 1994 post to an on- The Saturn port has four exclusive levels
line bulletin board, John Romero wrote, “Okay, peo- named “Purgatorium”, “Hell’s Aerie”, “The Coli-
ple. It seems that everyone is speculating on whether seum” and “Watery Grave” replacing original secret
Quake is going to be a slow, RPG-style light-action levels. The 3D Control Pad can also be used for more
game. Wrong! What does id do best and dominate precise control. There is no multiplayer mode of any
at? Can you say “action”? I knew you could. Quake kind in this version. Predictably the Saturn hardware
will be constant, hectic action throughout – probably restricts the screen resolution to 320x240 and makes
more so than Doom.” cuts in both polygon counts and texture sizes. Walls
The music and sound design was done by were added to guarantee less geometry is rendered
Trent Reznor and Nine Inch Nails, using ambient in certain sections, causing minor adjustments to the
soundscapes and synthesized drones to create atmos- level design. Weapons models that player holds were
pheric tracks. In an interview, Reznor remarked that made 2D, leading to curious effects such as lighting
the Quake soundtrack “is not music, it’s textures and from lighting gun always appearing of same lenght
ambiences and whirling machine noises and stuff. and super shotgun showing muzzle flash twice per
We tried to make the most sinister, depressive, scary, shot.
frightening kind of thing... It’s been fun.” The game However, thanks to “Slave Drive” engine,
also has some ammo boxes decorated with the Nine Saturn version makes use of colored lighting, which
Inch Nails logo. wasn’t supported in original PC release. It was fea-
The game engine developed for Quake, the ture that would often be brought up when promoting
Quake engine, popularized several major advances the game. PC release would later get official OpenGL
in the first-person shooter genre: polygonal models source port, which, while technically supported
instead of prerendered sprites; full 3D level design colored lighting, replaced all dynamic lighting with
instead of a 2.5D map; prerendered lightmaps; and orange transperent “ball of light” on default configu-
allowing end users to partially program the game (in ration.
this case with QuakeC), which popularized fan-cre- Curiously under the ESRB system for North
ated modifications (mods). America, the Saturn version of the game is the only
Before the release of the full game or the version to have received a “T” as opposed to “M”.
shareware version of Quake, id Software released US version of a game appears to be improved
QTest on February 24, 1996. It was described as a over EU release, as it was released later. It had some
technology demo and was limited to three multi- bugs fixed, as well as additional minor changes were
player maps. There was no single-player support and implented. Examples are: the looping sound of when
some of the gameplay and graphics were unfinished the bridge to silver key is done moving in E1M2 (Ep-
or different from their final versions. QTest gave isode 1 - Map 2) was fixed and rain effect was added
gamers their first peek into the filesystem and modi- to the “Purgatorium” secret level of the first episode.
438 • Quantum Gate I: Akumu no Joshou
Quantum Gate I:
5.5
Akumu no Joshou
Developer Fupac
Publisher Gaga Communications
Release date 1995-09-29
Genre Adventure
Mode 1 Player
5.8 QuoVadis
Developer Glams
Publisher Glams
Release date (jp) December 21, 1995
Genre Simulation
Mode 1 Player
QuoVadis 2: 7.1
Wakusei Kyoushuu Ovan Rei
Developer Glams
Publisher Glams
Release date (jp) April 4, 1997
Genre Simulation
Mode 1 Player
Rabbit 6.3
Developer Aorn
Publisher Electronic Arts
Release date (jp) June 27, 1997
Genre Fighting
Mode 1-2 Players
7.2 Rampo
Developer Sega CS, System Sacom
Publisher Sega
Release date (jp) February 24, 1995
Genre Adventure
Mode 1 Player
Rayman
Developer Ubisoft 8.3
Publisher Ubisoft
Release date (jp) November 17, 1995
Genre Platformer
Mode 1 Player
xxx
Real Bout Fatal Fury (“Real Bout Legend of the Hungry Wolf”) is a
fighting game originally released in 1995 for the Neo-Geo arcade and home
platforms. It is the fifth installment in the Fatal Fury series, following Fatal
Fury 3: Road to the Final Victory. Ports of Real Bout were released for the
Neo-Geo CD, PlayStation (in Japan and the PAL region) and the Sega Saturn
(in Japan, requires SNK’s 1MB RAM cartridge for the system).
Real Bout changes the play controls from the previous Fatal Fury
games, reducing the number of attack buttons from four to three: a stand-
ard punch and kick button, a “Strong Attack” button which can be either a
stronger punch or kick attack, depending on the character. The game retains
the three-plane “oversway” system from Fatal Fury 3, which features a main
lane for fighting, with foreground and background planes used to avoid at-
tacks or leap towards the opponent. A dedicated button is now used to make
an “oversway” (or change plane) towards the background or foreground.
Real Bout introduces a Power Gauge, which fills up as the player per-
forms normal or special techniques against their opponent or defend them-
selves, similar to many super move gauges featured in other fighting games.
The Power Gauge allows players to perform one of three types of Special
Techniques, depending of the level of the Power Gauge. Special techniques
include ”Guard Cancels”, “Super Special Move”, and “Hidden Ability”, an
even more powerful Special Move.
The game retains the character roster from Fatal Fury 3, with the boss
characters (Ryuji Yamazaki, Jin Chonrei and Jin Chonshu) now part of the
regular cast. Duck King, Billy Kane and Kim Kaphwan, who were all last
featured in Fatal Fury Special,
are added to the cast. Series an-
tagonist Geese Howard reprises
his role from the original Fatal
Fury as the game’s final boss.
Real Bout was Geese Howard’s
final appearance in the Fatal Fury
storyline, as the game’s ending
with Terry or Andy depicts the
character’s demise at the hands
of either brother by falling off
the roof of his tower, refusing to
be saved by them. This was re-
flected by SNK’s tagline for the
game, “So long, Geese!”.
The Saturn version, with
the 1MB RAM cart, is seen a
much better port than Playsta-
tions Fatal Fury 3.
Real Bout Garou Densetsu Special • 447
xxxBout Fatal Fury Special, is a 1997 fighting game first released for the
Real
Neo Geo platform. It is the sixth installment in the Fatal Fury series and the
second game in the Real Bout sub-series, following the original Real Bout
Fatal Fury.
The title is a little bit misleading - the “Special” seems to imply that,
like Fatal Fury 2, this is just a mere upgrade of Real Bout. But there are plenty
of additions and improvements, enough to justify it as an “almost” sequel. For
starters, the game’s gotten another visual overhaul, with completely redrawn
sprites for a number of the characters. The new style is much brighter and
comparable to the anime style of Street Fighter Alpha. The backgrounds are
all also new, and there are many more of them as well, compared to the five
arenas in Real Bout. Several characters have their own special animation a
perfect win, and there are a lot of special fight intros for specific character
match-ups. Most of the music is completely new too. Terry gets an arrange-
ment of his original music from Fatal Fury 2, Blue Mary gets a saxophone
theme, and Mai gets an upbeat Japanese-style song.
Very few changes have been made to the basic gameplay. Recovering
from a knockdown is still possible, but only after H. Power is activated. Ring
outs have been removed entirely, but there are still walls to destroy in each
stage except Geese Tower. If a wall is destroyed, opens up a slightly larger
playing field.
Real Bout Fatal Fury Spe-
cial was soon ported to the Saturn
and Neo Geo CD. The Saturn ver-
sion, like Real Bout Fatal Fury,
uses the RAM cart. There still is
some loading (complete with some
weird looking super deformed
sprites before two player matches),
but otherwise plays pretty close to
the original, despite the scratchy
sound effects. Both versions con-
tain a special ending, which is a
music video starring Blue Mary,
featuring a vocal rendition of her
theme song. The Saturn version
also has an “Original” mode, where
the CPU randomly challenges the
player to additional battles, which
is supposed to emulate the experi-
ence of being in an arcade.
Riglordsaga 2 7.6
Developer Sega CS R&D 2, Microcabin
Publisher Sega
Release date (jp) November 8, 1996
Genre Role-playing
Mode 1 Player
6.3
Return to Zork
Developer Activision
Publisher Bandai Visual
Release date (jp) February 2, 1996
Genre Adventure
Mode 1 Player
3.7 Revolution X:
Music is the Weapon
Developer Rage Software
Publisher Acclaim Entertainment
Release date (us) November, 1995
Genre Shooter
Mode 1-2 Players
Resident Evil
Developer Capcom 9.0
Publisher Capcom
Release date (jp) July 25, 1997
Genre Survival horror
Mode 1 Player
Resident Evil was created by a team of staff Evil would have had a first-person view instead. Mi-
members who would later become part of Capcom kami was initially reluctant to adopt Alone in the
Production Studio 4. The project’s development be- Dark’s fixed-view camera system, saying it “had an
gan in 1993, and the game took three years to devel- effect on immersion, making the player feel a bit more
op. The roots of the project can be traced back to a detached”, but eventually adopted it because the use
horror game Koji Oda was working on for the Su- of pre-rendered backdrops allowed a higher level of
per NES before moving development to the PlaySta- detail than his fully 3D first-person view prototype,
tion in 1994. The inspiration for Resident Evil was which “didn’t get along so well with the original Play-
the earlier Capcom horror game Sweet Home (1989). Station’s specs.” Only a single screenshot of the origi-
Shinji Mikami was initially commissioned to make nal first-person prototype has been available since the
a game set in a haunted mansion like Sweet Home, 1990s, showing more similarity to Doom rather than
which Resident Evil was originally intended to be a Alone in the Dark. A first-person perspective was not
remake of. The project was proposed by Sweet Home used again for the mainline Resident Evil series until
creator Tokuro Fujiwara, who was Mikami’s mentor Resident Evil 7: Biohazard.
and served as the game’s producer. Resident Evil was A later prototype featured cooperative game-
based on Sweet Home’s gameplay system, adopting play, but this feature was eventually removed, as
many elements from the game, including the limited Mikami said it “technically...wasn’t good enough.”
item inventory management, the mansion setting, the Early footage of this co-op prototype was revealed
puzzles, the emphasis on survival, the door loading in 1995. At this stage of development, a local co-op
screen, the use of scattered notes and diary entries as mode was present, along with different outfits. A later
storytelling mechanics, multiple endings depending demo made for the 1995 V-Jump Festival presenta-
on how many characters survive, backtracking to pre- tion in Japan featured real-time weapon changes, with
vious locations in order to solve puzzles later on, the the co-op mode removed and rudimentary character
use of death animations, individual character items models and textures. An early 1996 preview in Maxi-
such as a lockpick or lighter, restoring health through mum Console magazine featured a graveyard and a
items scattered across the mansion, the intricate lay- slightly different version of the final boss. The grave-
out of the mansion, and the brutally horrific imagery. yard, which was removed from the final game, even-
Fujiwara said the “basic premise was that I’d be able tually made it into the 2002 remake. Another feature
to do the things that I wasn’t able to include” in Sweet that was removed from the final game was the real-
Home, “mainly on the graphics front”, and that he was time weapon changing, from the earlier 1995 V-Jump
“confident that horror games could become a genre in demo.
themselves.” He entrusted Mikami, who was initially Capcom did not use any motion capture in the
reluctant because he hated “being scared”, with the game, despite having their own motion capture stu-
project, because he “understood what’s frightening.” dio; instead, the animators referred to books and vid-
During the first six months of development, eos to study how people, spiders, and other animals
Mikami worked on the game alone, creating concept encountered in the game move.
sketches, designing characters, and writing over 40 In pre-production, other characters were con-
pages of script. Several of the Resident Evil man- ceived. Dewey, an African-American man, was in-
sion’s pre-rendered backdrops were inspired by The tended to perform a comic relief role, while Gelzer, a
Overlook Hotel, the setting for 1980 horror film, The big cyborg, was a typical “strongman” character. Both
Shining. Mikami also cited the 1979 film Zombie as were later replaced, by Rebecca and Barry, respec-
a negative inspiration for the game. The game was tively.
initially conceived as a fully 3D first-person update Almost all development was done on Sili-
of Sweet Home (influenced by the game’s first-per- con Graphics hardware using the software program
son battles), with action and shooting mechanics. A Soft Image. The PlayStation was chosen as the lead
first-person prototype was produced, and initially platform because the development team felt it was
featured a supernatural, psychological Japanese hor- the most appropriate for the game in terms of things
ror style similar to Sweet Home, before opting for an such as the amount of polygons. The development
American zombie horror style influenced by George team had upwards of 80 people towards the end of
Romero films. During production, Mikami discovered the game’s development. According to Akio Sakai,
Alone in the Dark (1992), which influenced him to head of Capcom’s consumer software division, Cap-
adopt a cinematic fixed-view camera system. Mikami com were hesitant to port Resident Evil to the Saturn
said that, if it wasn’t for Alone in the Dark, Resident because the hardware was not as ideally suited to the
454 • Resident Evil
Rise 2 Resurrection
3.9 Developer Mirage Technologies
Publisher Acclaim Entertainment
Release date (eu) April 19, 1996
Genre Fighting
Mode 1-2 Players
Road Rash
Developer Buzz Puppet, Advanced Technology Group
7.0 Publisher Electronic Arts, (jp) Electronic Arts Victor
Release date (jp) July 26, 1996
Genre Racing
Mode 1 Player
Robo Pit
Developer Altron
Publisher Kokopeli Digital Studios, (jp) Altron 6.4
Release date (jp) February 16, 1996
Genre Action
Mode 1-2 Players
“segaretro.org”
460 • Robotica
Robotica
6.7
Developer Micronet, Genki
Publisher Sega, (us) Acclaim Entertainment
Release date (jp) March 24, 1995
Genre First-person shooter
Mode 1 Player
Ronde 5.7
Developer Multimedia Intelligence Transfer
Publisher Atlus
Release date (jp) October 30, 1997
Genre Role-playing RPG. Players can control their charac-
Mode 1 Player ters only during battles, which occupy
the entire gameplay section of the
“Ronde” isis the
thethird
thirdgame
gamein in
Majin Tensei series, which is, in its turn,
game. During the turn-based battles,
a part
the of Megaten
Majin franchise.
Tensei series, whichTheis,game
in is set in the near future, in Japan. A
players can move their characters
teenage
its turn, boy named
a part Asuka and
of Megaten his friends visit a demon museum. Suddenly,
franchise,
freely on a 3D battlefield. When they
aone of the from
spin-off demon statues comes
Atlus`Megami to life and kidnaps Asuka’s little brother.
Tensei
come in contact with a demon, they
This is just a beginning of a demon invasion that Asuka and his friends must
franchise.
can choose their action (attack, magic,
stop
at all
Ascosts.
the main staff of Atlus were etc.), after which an automatic bat-
busy Like the two
developing previous
Devil Majin Tensei
Summoner: games, occurs.
tle sequence “Ronde” is ainstrategy
Like all other
RPG.Hackers,
Soul You can control yourreleased
which was characters
on only duringgames,
Megaten battles,players
which occupy the
can commu-
entire gameplay
November 13 of section
the sameofyear,
the game.
RondeDuring the turn-based battles, you
nicate with the enemies you meet. In can
movedeveloped
was your characters freely onIntelli-
by Multimedia a 3D battlefield. Whengame,
this particular you come in contact
the demons will
gence Transfer which also developed initiate a conversation by themselves,
the Last Bible and Devil Children which will allow players to recruit
games. Character designs were han- them and make them fight on their
dled by Kazuaki Yanagisawa, who side. Players can also make contracts
was responsible for the Shin Megami with the demons to use their magic
Tensei: if... manga adaptation and its spells in battles.
sequel Shin Megami Tensei: Kahn.
Ronde is notable for a demo
The game is set in the near fu- that was released that received ex-
ture, in Japan. A teenage boy named tremely negative attention and in-
Asuka and his friends visit a demon spired a widespread cancellation of
museum. Suddenly, one of the demon preorders. It is generally believed to be
statues comes to life and kidnaps Asu- the weakest installment in the Megami
ka’s little brother. This is just a begin- Tensei franchise and received univer-
ning of a demon invasion that Asuka sally unfavorable reviews with com-
and his friends must stop at all costs. plaints such as unoriginal character
Like the two previous Majin designs, a bad story, ugly 3D graphics,
Tensei games, “Ronde” is a strategy and long loading times.