Thursday, October 25, 2012

The Early Adopters: Sega's First Licensees Part 3

We're in the home stretch!  There are just five more early Sega licensees left to review... and just for the heck of it, I'll throw in an extra developer the advertisement missed to make it a nice, even number.  By the way, here's the ad in case you've forgotten about it...



Now that I've refreshed your memory, let's wrap up this feature!


VIDEO SYSTEM

Ah, Video System!  Who could forget the creators of Aero Fighters and, uh, the sequels to Aero Fighters?  I kid, I kid… Video System made other games, too.  There just weren’t many good ones.  The lone standout is Rabbit Punch, a side-scrolling shooter starring cute robotic bunnies in a surprisingly threatening futuristic setting.  The game was brought to the United States by Nolan Bushnell’s Sente, and later found its way to the Japanese TurboGrafx-16 as Rabio Lepus Special.

Video System went on to create many, many Aero Fighters games for many, many formats.  Most of these were for the Neo-Geo, but there was a Super NES conversion of the first game published by Video System’s Mc O’River label.  Why the company thought it would be a good idea to name its US branch after a fast food menu item is anyone’s guess, but that lapse in judgment could explain why Video System got super downsized in 2001, closing its Japanese headquarters along with its ridiculously named American division.  Many of Video System’s programmers saw the signs of impending doom early and fled the company to start Psikyo in the early 1990s.

Dammit, stop gawking and get me to a hospital!
Here’s the rub for Genesis owners… they didn’t get an Aero Fighters game, or even a port of Rabbit Punch.  Video System’s one and only Genesis release was the charitably titled Super Volleyball, designed by the masters of horror at Micronics.  You’ll probably recognize Micronics as the programmers of every crappy NES game you ever hated, and that tradition of (negligible) quality lives on in this hugely frustrating sports game, where you’re always offscreen when the ball is served and have no reasonable hope of returning it.  Even if you can intercept the computer opponent’s bionic spikes, there’s a good chance they’ll knock you over, leaving you curled up on the floor as the other team moves in for the kill.  As a final insult, there are numerous advertisements in the background for Rabio Lepus, a game that doesn’t even exist on the Genesis.  Yes kids, Video System hates you thiiiiiiis much!

DREAMWORKS

It’s important to state for the record that this DreamWorks, a Minnesota-based company that was briefly in the video game business, has nothing to do with the film studio headed by Steven Spielberg, Jeffrey Katzenberg, and David Geffen.  Evidently, the DreamWorks that made Genesis games was a division of Toy Soldiers, Inc., making you wonder if they also made those little green army men your brother used to stick up his nose.

Precious little is known about DreamWorks, but one thing that’s clear from looking at their slim collection of games is that they were pretty tight with Nippon Computer Systems.  Also known as Masaya, this studio made a name for itself with eccentric, distinctly Japanese titles like Langrisser, Assault Suits Leynos, Schibibunman, and Cho Aniki, the preferred target of ridicule for internet humorists for over fifteen years.  Only two of DreamWorks’ games, the delightful if derivative Fire Shark and the just plain derivative Mystical Fighter, were designed by other studios.

Seven years later, I finally
beat the first stage.
The game shown in Sega’s ad is Target Earth, part of the Assault Suits Leynos series along with Cybernator for the Super NES.  If you love heavily armed mechs, starships so large you expect to see “We Brake for Nobody” bumper stickers hanging over their thrusters, and merciless missions guaranteed to make you cry, this is your game.  In fact, if that’s your thing, you might want to skip Target Earth and head straight for its sequel, Assault Suits Leynos 2 for the Sega Saturn.  It’s just as vicious, but a lot prettier!

RAZOR SOFT

This company made a lot of noise in the early days of the Sega Genesis, toeing the line of good taste and frustrating parents’ groups with obscenely violent games like Technocop (shown here) and Death Duel.  However, in its rush to offend everyone on the face of the planet, Razor Soft made an enemy of Sega, the only console manufacturer willing to publish its games.  After an ugly fight over some bare boobs in Stormlord, Razor Soft fell on its own blade, and was quickly forgotten after Mortal Kombat became the last word in video game violence.

Finding information about Razor Soft twenty years after its demise has proven exceedingly difficult.  The company doesn’t have a Wikipedia entry, and Giant Bomb offers only an address to their long shuttered office and the helpful tip, “Razor Soft is a company that makes video games.”  Yeah, thanks for that news flash, putzes.  However, research on their games reveals that many were originally developed by European studios for the Amiga computer, suggesting that Razor Soft was a fly by night operation that purchased the licenses in the hopes of riding a wave of controversy all the way to the bank.

This can't end well...
One of these games was Technocop, developed by N2O creators Gremlin Graphics.  I was actually pretty excited about this game when I first read a review of the computer version in Video Games & Computer Entertainment.  I can only presume that teenaged me was suckered in by the promise of blood and guts, because as a game, it’s charmless and wholly unremarkable.  As the titular (heh heh, “titular”) cop, you first drive to a crime scene on a hauntingly empty highway.  There’s no scenery and no forks in the road… just a green void on either side of the asphalt, occasionally broken up with trees and signs.  Eventually, you’ll step out of your car and into a maze-like slum, where children kick you in the shins and punks beg to be blasted into hamburger.   You’ve got five hyper-accelerated minutes to take down your target… fail and you’ll have to hop in your car to find the criminal’s next hideout.  Or you could rip the cartridge out of your Genesis and throw it at the wall… that works, too.

TECHNOSOFT

Technosoft was, to quote our vice president, kind of a big f’n deal to Genesis owners.  Their first game for the system, Thunder Force II, was a fusion of two wildly different shoot ‘em ups.  Players hunted down targets from an overhead perspective in the odd-numbered stages, and clawed their way through side-scrolling gauntlets in the even-numbered ones.  Critics of the time hated the seek and destroy missions but saw promise in the side-scrolling stages, hoping that Technosoft would sharpen its focus on them in the sequel.

Technosoft’s response to the criticism was to split Thunder Force II cleanly down the middle and make new games out of the two halves.  The overhead stages evolved into Herzog Zwei, an early real-time strategy game most keenly appreciated by fans of the genre, and celebrated in a nerdy rap opus by Del the Funky Homosapien.  The side view stages blossomed into Thunder Force III, which dazzled players with its special effects and screen-filling firepower.  Technosoft didn't get much mileage out of Herzog Zwei, but Thunder Force III was given two sequels, as well as a couple of collections on the Sega Saturn.

Where is Technosoft now?  The word on Wikipedia is that the company was purchased by a pachinko manufacturer after punching out a handful of Saturn and Playstation games.  However, Technosoft does have its own web site, which claims that its back catalog is available on the Playstation Network in Japan.  There’s also mention of a Thunder Force VI for the Playstation 2, but it’s not likely the game was ever finished.

If this jungle was to scale with the ships, its
trees would probably be 500 feet tall.
Well, that went on a little long!  Let’s talk briefly about Thunder Force III.  It’s one of those games that must have seemed incredible for the time but comes off as a little flavorless now.  There’s a whole lot of tiling going on in the background, the gameplay is frustratingly cheap, and the enemies are largely forgettable; certainly not on par with R-Type’s tail-flailing alien monstrosity or the gleaming metal fish in Sagaia.  There are a whole lot of shooters on the Genesis, and Thunder Force III isn’t one of the best ones.

MICRONET

Many of the publishers on this list that vanished along with the Sega Genesis met an expected end… either they went bankrupt, or were devoured by a more successful rival.  However, Micronet went an entirely different direction, releasing a trickle of games through the end of the century.  After the death of the Dreamcast in 2001, the company abandoned the increasingly aggressive video game industry, and found sanctuary in publishing computer animation software.  You can get a trial of its rendering tool 3D Atelier from the Micronet web site… although the fact that it “now supports DirectX8” suggests that the software might be due for an update.

Before doing its best Pixar imitation, Micronet lived up to its puny name as a software publisher of little consequence.  The company first got its feet wet on the Japanese MSX computer, releasing titles like Helicoid and Outlaw Suikoden, before diving into the deeper waters of the Genesis and Sega CD.  Micronet tried to compensate for its well-deserved inferiority complex by distributing games under the Bignet label in the United States.  When savvy players didn’t take the bait, Micronet upped the ante by teaming up with fellow underachiever Absolute Entertainment and changing the brand’s name to Extreme Entertainment Group.  That too fell flat, with both Absolute and Extreme disappearing after a couple of years.  Micronet’s last desperate grasp for glory in America was Robotica, a grungy first-person shooter released by Acclaim for the Sega Saturn.  Was there any part of that last sentence that sounds like it would translate to a fun game?  Most reviewers didn’t think so, either.

Junction has a slow down button...
not that it needs one.
Micronet has the distinction of creating TWO of the games in Sega’s advertisement.  Curse was already given the curbstomping it deserved, so I’ll put my blood-stained heel on the throat of Micronet’s next Genesis release, Junction.  The Konami branding suggests that good times could be had from this puzzle game, but the sluggish action and confusing three-quarters perspective will have you reaching for another cartridge long before you’ve run out of lives.  It’s a shame too, because I really loved Loco-Motion, the tile-sliding, track-building arcade oldie that inspired this.  The best explanation I can offer for Junction’s sketchy design is that it was only based on Konami’s past work, and that Micronet pasted the company’s name on the box to ward off lawsuits and move copies of a game that otherwise would have been glued to store shelves.

BONUS!
TAITO


Taito is curiously absent from this list of early developers, which is puzzling as it was not only one of the first licensees on the Sega Genesis, but also the one with the most star power.  These guys gave the world Space Invaders and Bubble Bobble!  How do you not brag about this?!

Anyway, Taito has a deep history… deep enough to have been in business before video games existed.  The company sold vending machines and music jukeboxes in Japan until it took a chance on Pong in the early 1970s.  Encouraged by its success, Taito released the influential Gunfight and the record-smashing Space Invaders years later.  When the latter game caused coin shortages throughout Japan, Taito jumped into the video game industry with both feet and never looked back.

Taito’s first Genesis game, Final Blow, was distributed in America by Sega.  Sega changed the title to James “Buster” Douglas’ Knockout Boxing, thinking that it could one up Nintendo by giving a game to the man who dropped the mighty Mike Tyson.  However, it didn’t count on Douglas losing his next boxing match, and every match since, shortly after the game was released. 

Well, that's one way to fry a fish...
Taito’s later games were published by Taito itself, and varied wildly in quality.  When Taito was at the top of its game, it gave Genesis owners top-shelf titles like Space Invaders ’91, Sagaia, and Ultimate Qix.  When the company was under the weather, abominations like Chase HQ II, Growl, and a badly botched conversion of Cadash were the result.  It became clear after a couple of years and a half dozen crappy Genesis releases that Taito’s true love was the Super NES.  The company released just one Genesis game in 1993 (Flintstones!  Oh joy!), then abandoned the system completely a year later.

If a Taito game had been in Sega’s advertisement, I’d like to believe it would have been Sagaia.  It takes a lot to stand out in a library packed with side-scrolling shooters, but Sagaia delivers the goods, with sleek metallic visuals, creative aquatic-themed enemy designs, and branching paths that make each playthrough a fresh experience.  The critics loved this one- EGM gave it straight eights-and you’re sure to agree.

Special thanks to Wikipedia, Moby Games, GameFAQs, and Replacement Docs for their assistance in researching and fact-checking this feature.

Monday, October 22, 2012

The Early Adopters: Sega's First Licensees Part 2


In the last episode of The Early Adopters, Treco was revealed as the illegitimate son of Sega, to the horror and disgust of Renovation.  Nuvision was stranded on a deserted island with nothing to eat but coconuts and small pewter Scottie dogs.  And what about little Kaneko?  Will she ever shake her amnesia?  This episode of The Early Adopters answers none of these silly questions.

SEISMIC

Seismic seems to be a popular name for software companies these days… believe me, I would know.  I’ve discovered a Seismic that sells surveying apps for GPS devices and a Seismic that makes Facebook games, but try as I might, I’ve had no luck finding information on the Sega Genesis publisher.  THAT Seismic may as well be a figment of my imagination.  The company doesn’t have a Wikipedia entry, and its presence on Moby Games is limited to a tiny list of games and a history section left blank.

I can’t even find a pattern in the games Seismic published, because its approach to licensing was so scattershot.  The company localized software from T&E Soft (Super Hydlide), Compile (MUSHA), Toaplan (Hellfire), and Copya System (Air Diver), with R.C. Grand Prix for the Sega Master System being the lone game designed in America.  Moby Games claims that Dan Kitchen, previously responsible for Activision titles like Crackpots, headed the team that created R.C. Grand Prix, suggesting that the prolific developer either worked at Seismic, or was Seismic.  I’ve contacted Mr. Kitchen and will hopefully get more details about his involvement with this elusive publisher in the coming weeks.

What is this, some intergalactic on ramp?
With that out of the way, let’s take a look at Hellfire, one of Seismic’s earliest (and onliest!) Genesis releases.  This one goes right into the “fond memories” file, as I recall struggling through its death-laden stages with a friend.  Hellfire is a side-scrolling shooter with Toaplan’s typically off-putting art design but a clever weapon system… pressing a button cycles between forward, backward, vertical, and diagonal shots, letting you attack from all angles.  You could almost consider it a sequel to SNK’s Vanguard, except you don’t have a second joystick for firing.  After a couple of rounds, you’ll really wish you had one.  There’s also a remake on the TurboDuo, which adds redbook audio and animated cut scenes but cranks the difficulty down to negative three.

SAGE’S CREATION

Even the name is confusing with this one.  The founders of this company must have thought it was mysterious and profound, like the spells weaved by a mystic living in seclusion high atop a mountain.  However, it just takes too much thought to figure out, like what happened to the company after the Playstation launched.   The best explanation I can offer is that Sage’s Creation was a publishing arm or at least a partner of Hot-B… the fact that all of their games but one were developed by the company certainly suggests it.  By the way, Moby Games claims that Hot-B went hot-bankrupt in 1993 before offering a link to its web site, which probably shouldn’t have existed in 1993 and definitely shouldn’t be promoting a late Playstation 2 release.

More research reveals that the site belongs to Hot-B’s American office, which stuck around for a while after the Japanese one went belly up in its koi pool.  I also discovered that the team behind the original Hot-B formed a new company, Starfish, and took all of its intellectual property with it.  (You know, because those half dozen fishing games were just too good to leave behind.)  Starfish produced a remake of its spooky Arkanoid clone Devilish for the Nintendo DS, which was skewered by IGN as “one hell of a bad game.”  That’s okay, IGN, you just keep trying to grasp that strange concept we humans call “humor.”  Also, apropos of nothing in particular, the name “Starfish” reminds of that scene from Conker’s Bad Fur Day, where a giant turd monster regales you with a song about how he’ll beat the himself out of you.

Just when you thought wasps couldn't
get any scarier...
The game shown in the ad, Insector X, is a side-scrolling shooter seen from a bug’s eye view, with insects for ships.  It’s a bit like Sagaia, but for entomologists instead of the seafood lover in you.  The arcade game by Taito had a lighthearted atmosphere, but on the Genesis, the characters are more streamlined and threatening, with bulbous compound eyes and bionic limbs.  As for the gameplay, it’s competent if a little lackluster.  You can boost your hero’s firepower to devastating levels, should you be lucky enough to survive that long, but past that there’s not much about Insector X that’s noteworthy.  Well, aside from its uncanny resemblance to Apidya, another bug-themed shooter for the Amiga computer.

TENGEN

In the board game Go, Tengen is the dead center of the playfield, the coveted area players strive to claim for themselves after taking the corners and edges.  However, in the video game business, Tengen was a source of headaches for Nintendo when the publisher invaded its own territory, the hugely successful Nintendo Entertainment System.  After signing up as a Nintendo licensee, Tengen had its tech boys reverse engineer the development kit, then went rogue, making NES games after the license had lapsed.  Pretty sneaky, sis!

Tengen’s subterfuge sparked a battle of wits between the two companies.  When Tengen got its hands on the puzzle game Tetris, Nintendo broke its grip by having BPS Software’s Henk Rogers purchase the rights from ELORG, the branch of the Soviet government in charge of technology exports.  When Tengen released a minor arcade hit like Rolling Thunder, one of Nintendo’s licensees offered a suspiciously familiar knock-off.  Eventually Tengen got tired of the cat and mouse game and migrated to the Sega Genesis.  Tengen published dozens of titles for the system, including timeless hits like Dragon’s Fury and Gauntlet IV, before it was absorbed by Time-Warner in 1993.  Nearly twenty years later, the company formerly known as Tengen is now Warner Games.

The US version of Klax,
released by Tengen.
The Japanese version,
courtesy of Namco.












One of Tengen’s first Genesis releases was Klax, one of the more inspired puzzlers of the early 1990s and a heartwarming tale for hopeful game designers besides.  Klax creator Dave Akers wrote his game in BASIC for the Amiga computer, before rewriting it in C for a speed boost, then rewriting it again for the Genesis when the game became an arcade smash.  Just when you thought this story couldn’t get more redundant, get this… Namco released its own slightly better Genesis version of Klax in Japan.  That one’s got more voice and crisper graphics, although the applause after each wave ends is conspicuously absent, replaced with a more subdued "Well done."  Damn it, I’ve got low self-esteem!  I could use the encouragement!

ACTIVISION

A series of corporate mergers and the stupidity of college frat boys have made Activision the number one game publisher in America.  However, Activision was strictly small potatoes in 1990, still recovering from the industry crash seven years earlier.  The company made a tactical retreat to the home computer market, but was eager to return to the video game industry after Nintendo returned it to profitability.  Activision first built a foundation for itself on the NES and Sega Master System, and decided to expand on it by publishing software for the 16-bit Genesis.

And then… bankruptcy.

Yes, the mighty Activision ran out of money.  Its planned debut on the Sega Genesis, Tongue of the Fatman, was put on the backburner while the company pieced itself back together.  Activision took another stab at the Genesis in 1994 with four games, headlined by the quite palatable Pitfall: The Mayan Adventure.  Strongly influenced by the work of David Perry (Earthworm Jim, Cool Spot, and Aladdin) and including a version of the original Pitfall! as a hidden bonus, The Mayan Adventure was a far better premiere on the Genesis than a creaky old computer game like Tongue of the Fatman would have been.

So it's not a good game, but at least they had
the right idea when they let you beat up Slimer
from The Real Ghostbusters.
Tongue of the Fatman would be released for the Genesis, but by a new publisher, and with a new name.  A cash-strapped Activision sold the rights to Razor Soft, which changed the title to Slaughter Sport and promoted it to teenagers as an edgy alternative to Street Fighter II.  Granted, there weren’t too many games in the early Genesis library which could scratch that itch for one on one combat, but anything, even renting yourself out to the local gym as a punching bag, was better than suffering through Slaughter Sport.  The gameplay was limited to simple button and joystick combinations, technique boiled down to spamming magic attacks purchased between each stage, and characters other than the wimpy default had to be selected with codes.  But hey, there’s blood!  Big whoop… I’ll wait for Street Fighter II: Special Championship Edition.

NAMCO

Namco… now we’re talkin’!  If you’re not familiar with the creators of Pac-Man and Galaga, well… it’s probably because Midway took all the credit for their work.  Namco wisely ended its licensing agreement with Midway, and after a successful partnership with Atari in the late 1980s, mustered up the courage to publish its own games under the Namco Hometek label.  It’s pretty clear from its early output that Namco had more faith in the TurboGrafx-16, making over a dozen games for that system in Japan.  However, when the machine cratered here in the United States, Namco wised up and put its full weight behind the Genesis.

Unfortunately, the early 1990s were lean years for Namco, and their Genesis games reflected that.  There were no smash hits with a lasting cultural impact… just conversions of obscure arcade titles like Phelios (shown here), Burning Fight, and Marvel Land, along with two pretty good Rolling Thunder sequels and several attempts to stir the embers of the long-cold Pac-man series.  In 1995, Namco swore off Sega and pledged their allegiance to the Playstation, even releasing games that were too similar to would-be killer apps Virtua Fighter and Cop to have been just a coincidence.  Today, Namco is a major player in the video game industry, even if its acquisition by toy giant (and game midget) Bandai leaves many gamers grinding their teeth.

Showdown at the Apollo.
Phelios, the game featured in Sega’s advertisement, is a perfectly playable shooter with a Greco-Roman theme.  The setting is a refreshing change of pace from the crapton of science-fiction shoot ‘em ups on the Genesis… heck, there are six in that print ad alone!  However, the game has issues that make it less entertaining than its cast of mythological monsters would suggest.  Your hero’s a massive bullet sponge, and the game is held back by the limitations of the Genesis hardware.  The arcade version of Phelios was an orgasm of scaling and rotation, with Apollo swooping down on his winged steed to unleash his fury on fire-belching skulls, but the Genesis port seems uncomfortably restrained by comparison.  Maybe Namco should have held onto this one until the Sega CD was released…

ELECTRONIC ARTS

You know ‘em, you love ‘em… it’s Electronic Arts!  Well, you know them, anyway.  The company casts a frightening shadow these days, but EA was started with the best intentions.  Founder Trip Hawkins wanted to treat his game designers like celebrities, putting their software in packaging better suited for a Pink Floyd album and printing a detailed profile of the programmers in the lovingly crafted instruction manual.  The presentation was stunning, the admiration for the developers palpable, and the love for the customer obvious.

So what the hell happened?  It’s hard to say just when Electronic Arts turned to the dark side, but there was still some of that old spark left in the company when it made games for the Sega Genesis.  True, the elaborate packaging that had defined its early work on home computers was left in the past, but the developers were still given due credit in the instructions, and Electronic Arts was still willing to roll the dice on crazy concepts while all its competitors were cranking out samey shooters and Street Fighter II clones.  Who else would have published General Chaos, or Haunting starring Polterguy, or Rings of Power?

Everybody on my island looks happy.
I bet a flood would change that! Bwa ha HA!
Populous is another of those high-concept games, tailor made for the old Electronic Arts.  Created by Peter Molyneaux, now famous for the Fable series and underdelivering on his lofty promises, Populous puts you in the open-toed sandals of a god.  Your holy mission is to build a civilization, then send your worshippers to other islands to slaughter the heathens who live there.  The gameplay demands the patience of the patron saint of turtles, and the interface is icon-based and gallingly obtuse, but you’d expect that from a Molyneaux game made in the 1990s.  Seriously Pete, people love words.  You should try using some.

TO BE CONCLUDED...

Saturday, October 20, 2012

The Early Adopters: Sega's First Licensees Part 1

A week ago, one of the members of my favorite gaming forum, Talking Time, started a thread dedicated to the Sega Genesis.  You could imagine my excitement, as the Genesis was my preferred console by a wide margin in the early 1990s, and Talking Time hasn’t always shown it the love I feel it deserves.  (Yes, yes, I know about GameSpite's all-Sega book!  It only took Parish twelve volumes to make one!  But erm, I digress.)


It didn’t take long before the subject turned to the early days of the Genesis, when Nintendo still held the industry in a vice grip and most publishers were too frightened to make games for anyone else.  At first, Sega got by with its own stable of arcade conversions, as well as a handful of hot properties on loan from Capcom and Data East.  However, after the Genesis crushed the Turbografx-16 and Nintendo’s industry monopoly started to erode, it wasn’t as tough for Sega to convince outside developers to give their system a chance.

The discussion reminded me of an advertisement from a video game magazine, which crowed about the support Sega was getting from third parties.  I couldn’t remember what magazine it was specifically, so I dug through my collection until I found the ad hidden near the back of EGM’s 1991 Video Game Buyer’s Guide.  Here it is now in all its weather-worn, “I should have been keeping this in a Mylar bag instead of a dusty cardboard box in a dilapidated barn” glory…


Let’s ignore the massive Sega seal of quality for a second (oh my god, it’s coming right at us!) and concentrate on the list of licensees instead.  You’ll recognize some of these names right away, while others will be tougher- if not impossible- to place.  What the hell is Sage’s Creation?  Kyugo Trading who now?  Dreamworks… weren’t those the Shrek guys?

The dust settled on the 16-bit console wars a long time ago, but just for fun, let’s find out a little more about each of the companies on this list, and where they are now.  As an added bonus, I’ll review each of the games pictured in the advertisement.  It’s a lot to sift through, so we’ll split this up into three chapters, starting with…
TRECO

Many of the companies in this advertisement went out of business, and Treco was no different.  Here’s the delicious twist, though… Treco was the short-lived video game division of Sammy, the maker of pachinko machines and other gambling devices.  After Sega’s misfortunes with the 32X, and the Saturn, and the Dreamcast, and one too many crummy Sonic games, the company was forced into a merger to stay solvent.  Now Sega is the video game division of Sammy!

But yes, back to Treco.  The company floundered about for a couple of years, publishing some of the most forgettable games on the Genesis, until Sammy realized that it could bloody well make its own software and put the label out of its misery.  The first major game credited to Sammy was Viewpoint, released for the Neo-Geo in 1992, so one has to assume that Treco was taken out to the backyard and shot the same year.  Speaking of Viewpoint, it’s worth mentioning that 1. Its developers went on to become Blazing Star creators Yumekobo, and 2. There was a Genesis version of Viewpoint published by Sammy a couple of years after its Neo-Geo debut.  It wasn’t a great port, but you gotta give ‘em credit for having the chutzpah to attempt it!

Man, I thought those things were extinct!

All right, all right… back to Treco again.  Their first game for the Genesis was Atomic Robo-Kid, a supremely quirky side-scrolling shooter starring a well-armed garbage can.  Originally designed by Universal Playland, ARK proudly flaunts the company’s exquisitely odd art style.  Everything’s chrome plated and absolutely nothing is aerodynamic; a galaxy apart from the dozens of other shooters on the Genesis.  There’s no forced scrolling either, letting you explore each stage at your leisure.  Well, until the swarms of space nautili and floating cannons close in on you, anyway.



NUVISION

Who, or what, was NuVision Entertainment?  It’s a mystery that has plagued absolutely nobody for over twenty years.  The company released a single game for the Sega Genesis, Bimini Run, and vanished into the night, never to be heard from again.  Genesis owners responded by shrugging their shoulders and moving on with their lives.

For just a second, let’s pretend someone cared.  What was NuVision Entertainment, and where did it go?  According to an interview on the Game Developers Research Institute, NuVision was founded by a couple of Parker Bros. employees who weren’t satisfied with the company’s timid approach to the video game industry.  NuVision hoped to establish itself as a hot new game publisher on the Sega Genesis, only to run out of investment capital before the company could find an audience.  Three more games were planned by NuVision, including Bean Ball Benny (described by developer Charlie Heath as Keystone Kapers for a new generation of gamers), Swamp Thing, and The Guardian Angels, based on the controversial (and frankly, kind of scary) neighborhood watch group.  Two of these titles are covered in more detail on Unseen64, that online museum of lost gaming treasures.

"It's Knight Boat... the CRIME SOLVING boat!"
The only NuVision title to see the light of day, Bimini Run, was a mission-based action game with a Miami Vice flavor.  As the fabulous and mostly naked Kenji Ohara, you’ll race your speedboat to the lair of Dr. Orca, blasting the black helicopters that ominously loom overhead and taking out the not-so-good doctor’s radar dishes along the way.  Bimini Run is more complex than the lion’s share of Genesis games available at the time, and the 3D that’s usually a sticking point for the Genesis is unexpectedly pleasant here, with shimmering waves lapping against your boat.  On the other hand, Dr. Orca’s men have an uncanny aim, and one hit is all it takes to sink your ship.  You’ll also quickly grow to hate the police chief, who constantly interrupts the action with his cries of “Kenji, come in!”  Bitch, do you know what I did to Otis?

RENOVATION

Renovation was one of the most active publishers on the Sega Genesis during the system’s first shaky years.  If Sega’s selection of arcade megahits wasn’t enough to convince disillusioned NES owners to buy a Genesis, Renovation’s equally eye-popping but more console-friendly software was that extra nudge that made them take the plunge.  Renovation also brought welcome diversity to the Genesis library, giving gamers everything from lengthy role-playing titles (Arcus Odyssey, Ys III: Wanderers from Ys) to viciously tough shooters (Gaiares, Sol-Deace) to games that defy easy classification (Granada, a search and destroy mission inside a futuristic tank).

Renovation lasted long enough to make a handful of games for the Sega CD, and even spread the love to the Super NES with a couple of titles.  Sega wasn’t thrilled with one of its most valuable allies migrating to the competition, and put an end to the threat by purchasing the company outright.  Later Renovation games planned for the Super NES, like a conversion of Arcus Odyssey and the disturbing Dream Probe, were denied a passport to the United States, and the brand name was retired.  Strangely, Renovation’s parent company, Telenet Japan, remained independent until 2007.  After its passing, the rights to its games were sold to Sunsoft.  (Yes, it still exists.  No, I can’t believe it either.)  Wolf Team, the development house that made most of Renovation’s games, went on to create the Tales of… series, and is currently festering in the bowels of Namco Bandai.

Whip it!  Whip it... adequately.
Well, that was fun!  Now let’s take a look at the game pictured in the advertisement.  Whip Rush, alas, isn’t one of Renovation’s better titles… it’s a side-scrolling shooter that gives you the distinct impression that it fell from the backside of a factory assembly line.  Your bulbous ship has access to three different weapons, as well as two sidecars which can be rotated into place or spastically bounced at enemies.  Get hit while you’re carrying a weapon and you’ll lose it; get hit without one and your tiny craft blows up.  This happens disconcertingly often when you’re underwater and the ship slows to a crawl.  Whip Rush was probably impressive in 1990 (have you seen what passes for a shooter on the NES?), but it was instantly outclassed by later Genesis titles like Gaiares, Sagaia, and the way creepy, way underappreciated Bio-Hazard Battle.

KYUGO TRADING CO.

Oh man, where do I even begin with this one?  Kyugo Trading Co., Ltd. is a cryptid among Sega Genesis licensees.  There have been plenty of sightings- usually in the previews section of old EGM issues- but little proof of its existence.  After releasing just one game in the United States, Kyugo Trading slipped back into the forest to become the stuff of legends.  To this day, people still speak of the mysterious Kyugo while huddled around the campfire, after they’ve run out of more interesting tales to tell.

I honestly believed that Cross Fire hadn’t even been released in the United States, until I looked for the game on eBay.  It’s definitely there, albeit in limited quantities, proving once and for all that Kyugo had lived up to its promise to deliver at least one Sega Genesis game to America.  I also did a little hunting on GameFAQs and discovered that Kyugo published exactly six games worldwide, including the Japanese version of the charmingly hapless Wrath of the Black Manta and Airwolf for the Nintendo Entertainment System.  Kyugo was last seen lurking in Japanese arcades, leaving behind high-tech photo booths with enticing names like Love Love Simulation.

Good lord Higgins, it looks like you've
been hit with the ugly FOREST.
You’ll recall that Air Wolf was mentioned earlier.  This is important, because Cross Fire is actually the sequel to that game with the license stripped out.  It’s a shame too, because the theme song from the television show sounds pretty snazzy on the Genesis!  With or without the license, you get a (barely) passable shooter with three styles of gameplay.  The first is a standard vertically scrolling shoot ‘em up that gives you three bombs and a special “turbo” ability that lets you crash into all the enemy jets you want for a few seconds.  The second offers a zoomed in view of your helicopter as it lays waste to helpless soldiers and ground targets.  The third has the pilot stepping out of the chopper for a little run ‘n gun combat in the style of Commando, except you can hang in mid-air briefly to fire at cannons you couldn’t otherwise reach.  It all feels a little off, which is why I’d recommend you scratch that itch for military combat with Fire Shark and MERCS instead.

INTV CORPORATION

If the name sounds familiar, it should!  Intv Corporation was founded by the brains behind the Intellivision game system.  They split from Mattel after the crash of 1983, purchased the rights to the console for a song, and revived it to compete with the red hot NES in the late 1980s.  However, the very dated Intellivision with its very blocky graphics couldn’t take the company into the 1990s, so Intv signed up as a licensee for the considerably more advanced Sega Genesis.

Intv Corporation’s first Genesis release would have been Curse, but alas, Intv was forced into bankruptcy before the game could reach store shelves.  However, there’s a happy ending to this story!  The masterminds behind the Intellivision are still in the video game business, operating as Realtime Associates and Intellivision Productions.  Realtime produced a Genesis game for Electronic Arts, Normy’s Beach Babe-O-Rama, bringing a weird sense of closure to the planned partnership between two of gaming history’s most famous second bananas.

Curse... where half the challenge is finding
your ship in the background!
In retrospect, maybe it was for the best that Intv Corporation went out of business before Curse was released.  The game would have been a stain on its legacy; an ugly, jumbled mess that betrays the developers’ total lack of experience with the Genesis hardware.  If it tells you anything, Curse was programmed by Micronet, another early Genesis licensee, and even they wanted nothing to do with it, bringing Junction and Heavy Nova to the United States instead.  JUNCTION.  And HEAVY NOVA.  You know a game is cack when Heavy Nova sounds like the better option in a comparison.  To put it another way, pick any Genesis shooter.  That shooter is better than Curse.  So are the next ten you were going to mention.  Hell, Mike Ditka’s Power Football is a better shooter than Curse.

KANEKO

Kaneko’s one of those lesser known Japanese developers that seemed to come from nowhere, but has actually been around a lot longer than you’d think.  Like BioWare, it was originally in the medical business, but segued into video games in the early 1980s, creating arcade titles for Taito.  Few of those games reached the United States, and barely any were ported to a home console… Red Clash for the dreadful Emerson Arcadia 2001 is the only one that comes to mind.

However, Kaneko’s fortunes changed (briefly) in the 1990s, starting with DJ Boy.  This game was a novel take on the beat ‘em ups that were popular at the time, putting all the characters on roller skates and featuring color commentary by famous radio deejay Wolfman Jack.  (See what they did there?)  Soon after, Kaneko pinned its hopes and dreams on merchandising, publishing two games starring cheese puff spokesfeline Chester Cheetah and planning another with Bill Clinton’s cat.  This… did not work out too well for them.  Socks the Cat Rocks the Hill was too closely tied to the volatile political climate of the 1990s for either Sega or Nintendo to risk releasing it, and the game was ultimately shelved.  After that, Kaneko went on a steady diet of Gal’s Panic games until it choked on a lawsuit in 2006.

"Quick, make the unflattering racial stereotype
purple! There, now no one will ever know..."
Let’s get back to DJ Boy, as it holds a special place in my heart as the first game I bought for the Sega Genesis.  I wouldn’t have called it the crown jewel in my video game collection, but at ten dollars, it was awfully hard to resist, and it did offer a break from the unrelenting monotony of the pack-in Altered Beast.  There was a lot of give and take in this conversion… the stages are redesigned, the second player has been relegated to a cameo as a boss, and you won’t hear a peep out of Wolfman Jack.  At the same time, the designers did add a touch of River City Ransom by letting you buy power-ups between stages.  It was probably shelved the moment I bought Streets of Rage, but until then, DJ Boy served its purpose as a Double Dragon stand-in.


TO BE CONTINUED...

Saturday, October 13, 2012

The Duo-Ver: Software Sampler


Since I promised you earlier, here are brief reviews of a random assortment of TurboDuo titles.  Some of these games I enjoyed, and others not as much, but they're all worth mentioning here!

GATE OF THUNDER

Even the explosions explode in Gate of Thunder.
It’s a little easy and a little generic, but it’s hard not to love this side-scrolling shooter, offered as the star attraction of the game-packed disc included with the TurboDuo.  You’re the pilot of the Hunting Dog, a sleek police ship, and it’s your mission to bring down Don Jingi and his seemingly limitless rebel forces.  Luckily, you’ll never be at a loss for weapons thanks to Wildcat, the cargo ship that frequently drops shields, homing missiles, and power-ups.  In fact, Wildcat is a little TOO generous, maxing out your firepower in minutes, then sweeping the playfield of enemies with each new visit.  Gate of Thunder may not be a challenging game, but it is a feast for the eyes and ears… your foes leave a trail of flames as they crash to the ground, bosses fill the screen with firepower and their own mass, and the synth-infused soundtrack is catchy and invigorating.  The end result is a game that wouldn’t have been out of place on the more advanced Sega Saturn or Playstation.

YS IV: DAWN OF YS

Er, yeah.  Thanks a lump, pal!
A little disclosure before I begin… I supplied three voices for the recent English fan dub of the game.  It seemed as good a way as any to achieve video game immortality!  With that out of the way, let’s talk about my complicated relationship with the Ys series.  I first played Ys on a Master System emulator in 1996, and found the combat system simplistic to the extreme and wholly unbecoming of an action RPG.  Despite this, I just couldn't stop playing... I was spellbound by the attractive graphics and charming characters.  That tradition continues with Ys IV, which throws enough twists into its beautifully illustrated story to keep you hooked for hours.  I still don’t like rubbing my crotch against monsters to slay them, but it’s easier to accept if you think of this as an ordinary RPG with really efficient combat, instead of the Zelda-esque action-adventure it first appears to be.

DRACULA X: RONDO OF BLOOD

Singing at bats is actually more effective than you'd
think! Maybe it screws up their echolocation...
The last of the classic arcade-style Castlevania games is also the best… and curiously, the only one not released in the United States, where Castlevania reigns supreme.  (Before you ask, the watered down Super NES game most certainly does NOT count.)  It’s especially frustrating in hindsight, as Symphony of the Night was designed as both a sequel and a love letter to a chapter of the series most Americans never knew existed.  So what’s so great about Rondo of Blood, anyway?  Well, the CD-quality soundtrack, full of tunes that would later find their way into Symphony of the Night, is definitely a plus.  However, there’s also the sharp graphics, lush with detail and rich with color, and the stage designs, with their cleverly hidden forks in the road.  Revealing one of these alternate paths unlocks the option to play as Maria, a frilly beastmaster who’s just a few steps behind Marvel vs. Street Fighter’s Norimaru as the most hilariously incongruent bonus character in a video game.

THE ART OF FIGHTING

"This is the greatest game EVER!" -
Every fourteen year old boy in 1992.
The Art of Fighting was one of a handful of story-driven Neo-Geo games offered as a response to Street Fighter II.  They didn’t have the nuanced technique or sure-footed control of Capcom’s smash hit, but damn if they didn’t make a strong first impression with their gripping plots and astonishing graphics!  The Art of Fighting took it to the next level with beefy brawlers whose faces bear the scars of combat and special moves which let out the resonant ring of a gong on impact.  The TurboDuo leaves no stone unturned in its conversion, and even tries to reproduce the zooming camera from the Neo-Geo game.  Without hardware scaling, the effect leaves something to be desired, but at least they tried!  It’s not the best fighting game on the TurboDuo, but The Art of Fighting smokes the decidedly less impressive conversions on the Super NES and Genesis.

FORGOTTEN WORLDS

"You cannot defeat me with gaping sphincters alone!"
Here’s a fun little anecdote for those interested… Forgotten Worlds was the game that cemented my decision to buy a Sega Genesis back in 1991.  I still stand by that decision, but if I had seen the TurboDuo version first, that Genesis would likely have stayed at the store.  It pains me to say this, but Forgotten Worlds on the TurboDuo towers above its Genesis counterpart as the best home port of this stylish shooter.  You lose the option to play with a friend (the system DOES only have one controller port, after all), but you get brighter colors, larger sprites, all the (embarrassing in retrospect) voice acting, and the top-notch arranged soundtrack you’d expect from a TurboDuo game.  For a hermit like me, that’s more than a fair trade.

SHOCKMAN III

Don't let the picture give you the wrong idea.
It's really, really not as cool as it looks.
This franchise didn’t get much traction in America, with only one game officially released here in the States.  After playing this, though, I’m thinking that may have been for the best.  Kaizo Chojin Schbibinman (a Japanese title which takes a strange turn for the Yiddish about halfway through) casts you as a sword-wielding cyborg, cutting his (or her!) way through hundreds of robot thugs.  The action is distressingly low on technique, with a sword swipe being your only means of attack, and the level design doesn't get interesting until later in the game… if you can stay awake that long.  The graphics in Kaizo Chojin Schmendrick or whatever are up to the TurboDuo’s usual high standards, with lots of color-drenched, futuristic scenery, but there’s little variety to be found… and little reason to spend much time with it.

MARTIAL CHAMPION

Hey Goldar, why the long face? (And the Andy Rooney
eyebrows? And the crappy gameplay?)
A Sega Saturn it’s not, but the TurboDuo has its fair share of solid fighting games.  Street Fighter II’: Championship Edition!  Fatal Fury Special!  World Heroes II!  And then there’s Martial Champion, which doesn’t belong anywhere on that list.  Originally planned as a sequel to the groundbreaking Yie-Ar Kung Fu, Martial Champion juiced up that game’s graphics while barely evolving its prehistoric gameplay.  The TurboDuo version preserves everything you didn’t like about the arcade game while throwing out its sole saving grace, the massive characters.  Instead, you get shrimpy fighters that would barely cut the mustard on the GameBoy Advance.  Martial Champions is one of the few TurboDuo fighters on a disc that doesn’t require the performance-boosting Arcade Card… and believe me, it shows.

STRIDER HIRYU

Leapin' larvae!
The troubled history of Strider on the TurboDuo is the stuff of legends… and myths.  This much is true… the game took years to finish, and its development was shifted away from the SuperGrafx after NEC realized that nobody owned one.  However, that rumor you heard about the despondent game designer who killed himself over the finished product?  Total bunk.  You’ll understand how the rumor gained so much traction when you play this, though.  Strip away the slick cut scenes and the voice acting and that extra round and it’s clear that the game is a step below its Genesis counterpart.  The character sprites are kind of fugly, the control isn’t nearly as responsive, and everything explodes into garish yellow clouds.  Beyond all that, the new stage is pretty contrived; a flat stretch of desert broken up with encounters against a tank and the world’s most athletic ant lion.  Should a wingless, bottom-heavy insect really be able to leap out of the ground like Shamu after a chunk of tuna on a stick?  Admittedly, that doesn’t make any less sense than a game that took three years to make being worse than its cartridge-bound Genesis counterpart.

Tuesday, October 9, 2012

The Duo-ver: A Second Shot at the TurboDuo

First, a little background. In those bygone days we call the early 1990s, Bill Clinton was the president of the United States, Friends was the most popular show on television, and compact discs were making their first timid steps toward becoming the video game industry's preferred storage format. I wasn't on board with any of these things. I reacted to the Sega CD with frustration and disgust, and laughed off the TurboDuo as NEC's last desperate grasp at relevancy in a market dominated by the Sega Genesis and the freshly released Super NES.

"Bah, they're just overpriced gadgets that'll drive a wedge in the market!," I told myself... and on that point, I was right. "It's not like they're using much of that space on the disc anyway... it's just a dumping ground for grainy full-motion video!" I was pretty much right about that, too. "Someday we might need compact discs, but only for a truly revolutionary game console... like the 3DO!" Okay, so I blew it with that observation, but my skepticism about these add-ons was nevertheless justified. There had to be some reason Nintendo passed on a CD-ROM drive for its Super NES...


The more compact second model
of the Sega CD. Same grainy quasi-
games, now in a smaller size!
However, hindsight (along with emulation, and the fact that the price of a Sega CD has fallen off a cliff in the past twenty years) has revealed something to me; something that had been obscured by all the red I saw after console manufacturers expected me to buy an upgrade for a system I just purchased. Sure, these early CD-ROM systems were loaded with regurgitations of games you already bought on cartridge, cartoons fiendishly disguised as video games, and those weird novelties where Phil LaMarr stitched together music videos to vex an evil, uh, Phil LaMarr. However, if you were willing to dig through this mountain of instantly dated detritus, you could find gold in them thar hills!

There was a handful of worthwhile titles on the Sega CD; games that took advantage of both the capacity of the CD-ROM format and the handy features not available on a bare-bones Genesis. There are plenty of gamers who still swear by Sonic CD, even with its tricky time travel play mechanics, and Final Fight CD is likely to go down in gaming history as one of the best conversions of Capcom's jaw-dropping beat 'em up. Then there's Eternal Champions: Challenge from the Dark Side, a fighting game that's almost as ambitious as it is bloody (and boy is it ever ambitious!), Konami's interactive comic Snatcher, and several GameArts RPGs that helped fill a gaping hole in the library of the standard Sega Genesis.


The TurboDuo came with Ys Books I &  II, Bonk's Adventure,
Bonk's Revenge, Gate of Thunder, Bomberman, a HuCard
game, and a signed naked photo of Jonathan "Johnny Turbo"
Brandstetter. TTi Technologies was really eager to move
these things in 1993...
There were a few diamonds in the Sega CD's rough, but it was the TurboDuo that sparkled most brightly. The system wasn't as advanced as the Sega CD; essentially a CD player with extra RAM. However, support for the TurboDuo was stronger, with twice the available games. Gamers eagerly accepted it as the next generation of the TurboGrafx, because the CD-ROM format was a necessary step up from the cramped confines of HuCards. R-Type, a game that had to be split into two cards when the TurboGrafx first launched in Japan, could easily fit on a CD, with plenty of room left over for animated cut scenes and a soundtrack spun right off the disc.

TurboDuo games also had their own unique style, which was a world apart from what the Sega CD had to offer. In keeping with TurboGrafx tradition, software for the TurboDuo was unmistakably Japanese, with candy colors, saucer-eyed heroes, and frantic gameplay. This was in stark contrast to the Sega CD's library, which suffered from the anemic color palette of the Genesis (the only shortcoming the add-on didn't address) and either dialed down the action or put it well out of the player's reach. Full-motion video games were distressingly common on the Sega CD; on the TurboDuo, they were far more the exception than the rule.


The legendary Arcade Card,
with a whopping two mega-
bytes of RAM! (Trust me,
that was a lot for a game
system back in the day.)
The only problem is that TurboDuo games were also hard to come by for Americans. Before the Saturn made importing cool (or just necessary... thanks, Bernie), the few gamers who took up arms with the TurboDuo in the 16-bit console wars had to purchase Japanese games from mail order stores. The most extravagant of these titles demanded the Arcade Card, which significantly boosted the system's RAM while emptying the wallets of TurboDuo owners. (It's never easy backing the underdog in a console generation, is it?)

I consider myself a gaming historian, but the TurboDuo is one of those blind spots in my knowledge of the industry... I was fiercely loyal to the Sega Genesis as a teenager, and never owned a Turbo anything until years after the system was taken off the market. (If you ever saw those idiotic Johnny Turbo ads in GamePro, you'd understand why.) While I'm not proud that this gap exists, it does give me a rare opportunity to relive the past, playing all this great software as if it had just hit store shelves. And that's exactly what I've been doing over the past week. I'll cover some of the standouts of the TurboDuo library in future updates of this blog, so stay tuned!

Saturday, October 6, 2012

Pretty, Dull: The Ballad of Altered Beast

A typical scene from Altered Beast.  Not shown: Boredom.
Altered Beast is something of a mystery in hindsight.  It’s hard to understand what anyone could have seen in this sluggish action game, mindless even by the low-brow standards of late ‘80s beat ‘em ups.  It’s even more puzzling that Sega released Altered Beast for a half-dozen home game consoles, and offered it as the pack-in for the Sega Genesis when that system first launched in 1989. The only thing about Altered Beast that won’t come as a surprise is that Sega offered a free Genesis game through the mail as a peace offering to players who spent a whopping ten minutes finishing their first.

Take that, weird-looking Golden Axe steed!
So, what was the appeal of a game like Altered Beast?  I didn’t get it even as a teenager, but my brother was drawn to the graphics, which were not only advanced from a technical standpoint but imaginative, surreal, and even a little haunting.  Serpents burst forth from the ground, zombies fall apart with the pieces leaping toward the camera, and weird creatures nip at your heels as you fight to rescue Zeus’ daughter from the nefarious necromancer Neff.  It was a macabre spectacle that would have no rival until the release of another beastly action title, the brilliantly illustrated Shadow of the Beast.

Past the window dressing, Altered Beast is a bare bones beat ‘em up, not far removed from its more contemporary cousin Bad Dudes vs. Dragonninja.  The armies of the dead and an assortment of mythological beasts are barfed out of the right side of the screen, and you dispatch them with punches and kicks.  The stages are occasionally sprinkled with pits, but they’re more effective at robbing the player of quarters than breaking up the monotony of the flat level designs.

On your journey, you’ll sometimes cross paths with packs of Cerberuses... or is it Cerberi?  Anyway, you’ll find sparkling white hellhounds hiding in their midst, leading to the game’s hook.  If you can sink a fist into one of these beasts before it finds sanctuary at the edge of the screen, it curls up into a shining blue ball of energy.  Catch the orb as it snakes its way upward and your hero gets a welcome boost of strength, bulking up his muscles while adding similar heft to his attacks.

A-rooooooo-ken!
Oh, but I haven’t gotten to the best part!  Grab three energy balls and things take a turn for the furry, with your resurrected soldier taking one of five super-powered animal forms.  You’ll be hurling hadoukens as a werewolf in the graveyard, soaring above the swamp as a lightning-powered dragon, and turning cave dwelling creatures into stone statues with your deadly… bear breath.  I’m not sure I follow the logic of this one, but the look of agony etched on the faces of your petrified victims (and the sadistic joy of shattering them afterward) makes it worth the suspension of disbelief.

Snatching all three orbs also brings the stage to a merciful end, and prompts a showdown with Neff.  The sneering villain, looking very much like Robert Englund in his Nightmare on Elm Street prime, transforms into a screen-filling monster in a last-ditch effort to send your hero back to his grave.  You can see the strain on the art staff as the game progresses… while Neff’s first form, a tower of rotting human debris with bones and skulls buried in its foundation, ranks up there with R-Type’s Doppleganger as one of gaming’s most visually stunning bosses, things quickly go south from there.  Your next fight is with a watermelon packed with eyeballs.  A few stages later, you challenge a plump crocodile with a glowing belly, which looks like a Care Bear Cousin that didn’t make it past focus testing.  It’s like the boredom that swiftly sets in when you play this game eventually got to the designers themselves.

Beer would have been really helpful for this review,
I'll tell you that.
So there you have it.  Altered Beast looked great for the time, but its scrawny ass couldn’t cash the enormous check its graphics had written.  It didn’t make much of an impact on the gaming culture, either.  Sure, you’ll find occasional relics like myself who still remember Zeus’ distorted cry of “Rise from your grave!” from the Genesis version of the game.  However, when Sonic the Hedgehog finally came to America, Sega wasted no time making it the Genesis pack-in, swapping out Altered Beast with such mindboggling speed that it would have left even their spiny blue mascot slack-jawed.  There have been a couple of half-hearted attempts to revive the Altered Beast franchise in the 21st century, including a wrongheaded Game Boy Advance remake with grotesque-for-all-the-wrong-reasons rendered graphics, and a loose Playstation 2 sequel with ball-squeezin’ action.  Lately though, Sega has been content to leave the series in its grave … and even Zeus himself would find it tough to argue with that decision.