Domain: sega-16.com
Stories and comments across the archive that link to sega-16.com.
Comments · 17
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Heard those things can be dangerous
According to an engineer who worked on the Sega VR project, there's a very serious problem with this sort of device:
There is a danger with HMDs: the IPD (inter-pupilar distance) must be properly set. IO Glasses gets around this by having a really big aperture. Sega had a thumbwheel to adjust the IPD. Here is the danger: if the IPD for the LCDs are wider than the user IPD, you force the user’s eyes to look outward. This is the opposite of cross-eyed. This can really stress the weak muscles around the eyes, and can cause permanent damage in less than 30 minutes. What I heard was the Sega lawyers brought up the liability issue on the eye damage. That is the reason I heard the project was canceled. Take it with whatever block of salt you want.
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Re:Fuck you, developers.
http://www.sega-16.com/feature_page.php?id=186&title=The%20Sega%20Channel:%20The%20First%20Real%20%22Downloadable%22%20Content
A friend of mine had this and there were games that came out in weekly episodes. -
Re:Finally...
something like this?
http://www.sega-16.com/feature_page.php?id=38&title=Cart-Swapping%20Tricks:%20Cheating%20at%20Your%20Own%20Risk
i seen they do that trick with rambo III once, but never performed it myself. -
Re:What about NES Redesign
They're wrong about the Genesis too.
As for Sega's own hardware, the first and only major change for the 16-bit Genesis was to shrink in size.
Even before the Model 2 Genesis, Sega was screwing around with the insides of the console. Most of these revisions were unimportant, but in later Model 1 Genesis's they changed the audio hardware. What was once clear and full sound from the headphone jack became thin and staticy. If you like the Genesis, you owe it to yourself to seek out a Model 1 with the "High Definition Graphics" label on the top. Plug the headphone output into a good stereo. It will blow you away compared to any other Genesis.
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Re:Decent games tooSpider-Man vs. the Kingpin for the genesis/megadrive was awesome! Granted, this is through the rose-tinted glasses of childhood, but no boss has ever seemed as tough as The Sandman in that game. The whole thing was actually a challenge, and as far as I recall, not too infuriating.
This review sends me back to when I could be impressed by trivial stuff. "The controls are extremely responsive and the on-screen action will occur immediately following a button press." and "You can make out the eye holes on Spideys costume and even the belt on a thugs pants." made me chuckle.
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Re:Yume Kojou DDP = meh
Yeah, you would think that. By all means, go track down a copy of the Famicom Disk with a suitable emulator. I'll even help you out. The disk image was linked in an earlier comment comparing the two games side by side and a decent emulator capable of playing the image would be FCE Ultra which is multi platform. Enjoy.
Just don't get your hopes up though. While it's nice to actually play an odd piece of history, you'll be left scratching your head wondering why NOJ (yes, Nintendo of Japan) thought that this would be the game to release as Super Mario 2 in the rest of the world.
Don't get me wrong, I love SMB2; it's one of my all time favorite games. Trust me, I've played quite a few good games in my lifetime and this is a definite recommendation; I even like it more than Mario 3! It's almost as if Miyamoto and the rest of the team saw YKDDP and thought that there was some great promise in it if only it was polished a bit more. While this discussion is about how absorbing YKDDP in to the Mario universe forever changed Mario and other platform games (arguably for the better), you've also got to realize that it changed YKDDP.
Yume Kojou Doki Doki Panic on its own is OK but it feels like an unfinished beta. It's like comparing Sonic Crackers to Knuckles' Chaotix. Maybe that analogy isn't exactly fair because Crackers was a beta but Chaotix wasn't exactly the best game either. :) It did have the "Door Into Summer" tune so we can forgive it a bit. -
Re:It's a cultural thing
Interesting point, especially considering that Sega was started by Americans. That's probably too far back to influence popular opinions, of course.
With regards to Microsoft's uphill battle in Japan, there is an interesting interview with Tom Kalinske (former head of Sega's US division) about how he managed Sega from only a 1% market share in the US to 50% in just 4 years. Perhaps MS can learn some tips. ;)
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For more information...
Sega-16 has a ton of fantastic interviews and historical pieces on what Sega did and did not do right during the 90's that led to the company dropping out of the hardware industry.
I'd recommend reading their many interviews with the more prominent names from Sega Of America, including Tom Kalinske, Scott Berfield, and Steve Woita. -
For more information...
Sega-16 has a ton of fantastic interviews and historical pieces on what Sega did and did not do right during the 90's that led to the company dropping out of the hardware industry.
I'd recommend reading their many interviews with the more prominent names from Sega Of America, including Tom Kalinske, Scott Berfield, and Steve Woita. -
For more information...
Sega-16 has a ton of fantastic interviews and historical pieces on what Sega did and did not do right during the 90's that led to the company dropping out of the hardware industry.
I'd recommend reading their many interviews with the more prominent names from Sega Of America, including Tom Kalinske, Scott Berfield, and Steve Woita. -
For more information...
Sega-16 has a ton of fantastic interviews and historical pieces on what Sega did and did not do right during the 90's that led to the company dropping out of the hardware industry.
I'd recommend reading their many interviews with the more prominent names from Sega Of America, including Tom Kalinske, Scott Berfield, and Steve Woita. -
The History Of Sega
If you're looking for more information about Sega in all of it's many incarnations, take a look at http://www.sega-16.com/.
It has many articles on what various factors led to the downfall of Sega, as well as what made it so great and which games were worthwhile on all of the various systems (with a reasonable bias towards the Genesis).
I think that the single greatest achievement of the Genesis-era Sega was The Sega Channel. It provided me with years of entertainment as a rambunctious kid, and no facet of any system since that time has even come close to matching the sheer entertainment value you got for your monthly fee. -
Re:Favorite 2600 hack:
Actually there were a bunch of cart-swapping tricks for the Sega Genesis. I rememember one you could do to get the Japanese title screen for the Revenge of Shinobi. This is bringing back memories of GamePro magazine...
A quick Google search revealed this seemingly comprehensive list. -
Re:TurboGrafx!
If you like that game, you should check this comparison.
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Eternal Champions = SEGA's whipping boyEternal Champions always struck me as the game series that SEGA created just in case they never got Street Fighter II. I liked both games in the series, but I thought the sequel (Eternal Champions CD) was the better game. I think one of the big reasons why was the Activator. See, all the special moves had to be able to be activated by the Activator, so they mostly ended up being charge moves. (Why, oh why, did they saddle this game with the Activator?!? Can you imagine a family buying two Activators to play it? It was a fighting game, it was supposed to be two player!) The game was still good, but I really wish that it hadn't been chosen as the game to market the Activator. The SEGA-CD version was not marketed as "Activator compatible" I think that the Activator had been abandoned by that point, so the moves had more variety.
Of course, the series was always a red-headed step-child at SEGA as evidenced by its sad end:
With production just getting started on the final chapter of the Eternal Champions trilogy, Latham was stunned to learn that the project was being cancelled. Sega of Japan, in an effort to push their Virtua Fighter franchise in America, decided to can the Saturn Champions game, citing a desire to focus on a single fighting series. I think it has more to do with their coming to the realization that Virtua Fighter was not only an inferior product, but would also not be able to compete with Eternal Champions' popularity in the U.S. While Virtua Fighter was very successful in Japan, there was no contest as to which would have sold better stateside. Sega's eventual decision to farm out the development of Virtua Fighter 3tb on the Dreamcast is proof of this. This was simply another example of Sega of Japan's arrogance and complete cluelessness about the American market, an attitude which would eventually force them out of the hardware business.
I still miss, SEGA, and wish they had survived to this dark, dreary modern age but it's things like this that makes you realize that the deserved what they got (as horrible as it was for console gaming that it happened). I suppose my relationship with SEGA could be called battered-gamer syndrome. "Sorry about that 32X, here's Nights though, will you buy a Saturn? Remember how good it was in the old days..." -
Sega Channel
Maybe they learned something from history.
Anyone remember the Sega Channel?
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That brings back memories.
Sounds like The Sega Channel