Showing posts with label Sega CD. Show all posts
Showing posts with label Sega CD. Show all posts

Thursday, June 1, 2017

Sega's Infamous "Absolutely Rose Street" Infomercial!

Back in 1994, Sega decided one of the best ways to advertise their new 32X add-on was to create a fictitious soap opera about 20-somethings butting heads with a public-access TV producer who hates video games. Surprisingly, the gimmick didn't do a whole hell of a lot to move units...


By: Jimbo X

Now, all you motherfuckers know I love me some Sega, but even I have to admit they did a LOT of fucking up in the 1990s. Rolling out the Sega CD way too early, manufacturing pointless hardware like the Pico and Nomad, forgetting to tell retailers they were releasing the Sega Saturn, not putting a DVD player in the Dreamcast, letting a partnership that would have effectively given Sega the rights to the Playstation fall apart - considering all of those monumental screw-ups, it's actually kinda' surprising Sega didn't go belly up as a console maker than they already did. 

In the rich panoply of Sega hardware fuck-ups, though, perhaps the 32X represents their quintessential console misstep. Even now, I'm not entirely sure why the thing was green lit; after all, it was released just months before the 32-bit Saturn console hit store shelves, and with a grand total of about 30 games in its library, pretty much nobody anywhere had much of an incentive to purchase it. I kinda' sorta' get the idea that it was meant to beef up the Genesis and keep people playing their 16-bit powerhouse while waiting for the Saturn's release, but jeez - was even that worth squandering millions - maybe even hundreds of millions - on a product with a barely eight-month life cycle?

Not that I consider the 32X to be a terrible console. In fact, it actually had some really good (and some bordering on legitimately great) titles. Still, considering how crappy Sega's advertising for the console was, in hindsight it's no surprise why nobody seemed to have gotten excited about it. Spend another $160 to play a slightly less shitty version of Doom and Virtua Fighter? No thanks, I'd rather teach my pet hamster to swallow $20 bills whole. 

And perhaps nothing shows the ineptness and cluelessness of Sega's marketing brass more than the mystifying squandering of cash that was Absolutely Rose Street. Never heard of it? Well, that's probably for a good reason; because it was a half hour long infomercial that aired only a couple of times in 1994 at like 3 in the morning on The Golf Channel. That somebody out there actually recorded this thing for the sake of posterity is pretty much a miracle in and of itself - and, in my eyes, prolly the greatest evidence of a higher power anybody can ever drudge up.

It's pretty much impossible to sum up what Absolutely Rose Street was in one sentence without making it sound like the ramblings of a peyote addict, so just bear with me, kids. You need the full picture to grasp this one, and trust me - this is a trip down memory lane I guarantee you won't regret.

Honestly, I WOULD rather watch this for half an hour instead of a bunch of hipster turds talking about video games. 

The presentation begins with a huge-boobed blonde woman wearing dark red lipstick with a nasally voice like Harley Quinn's saying the following infomercial is a paid advertisement from Sega, although she thinks it should've been her show, Stylin' With Stella, instead. We get a bunch of rapid, MTV-style flash cuts of surfers, skaters and dudes just hanging out by the beach juxtaposed with gameplay of Virtua Racing Deluxe and Doom. Then, for some reason, we get a REAL Environmental Protection Agency P.S.A. with a whole bunch of nature shots and tips on recycling paired with a proper 32x commercial showing a guy going to a carnival, getting knocked out, having visions of the Sega CD and waking up in a hay pile beside a bearded man dressed like a woman. So, yeah, they actually put commercials inside their infomercials, because - hell, I have nary the foggiest idea. So we get these two guys sitting in a room (who sound just like a bunch of guidos from Goodfellas) and they strategically shut off a TV right before some broad says the word "Nintendo." The executive tells the producer he wants them to produce a show pandering to the video game playing demographic and the producer says video gamers are all a bunch of losers whose brains have turned to mush (man, what a way to celebrate your target audience, huh?) We learn the producer's name is Joe Whitehead, and he visits the crew behind Game Beat, some indie local access TV show and holy shit, there's a Dreamcast logo spraypainted on the wall because sometimes, predictive programming is real

Joe wastes no time before berating the crew, stating "headline, your show sucks." He says they need to radically overhaul the program or they're cancelled. By the way, if you want 1990s enforced-multiculturalism at its best, you can't beat the Game Beat cast, which includes a white dude, a black dude, an Asian dude and a kinda Hispanic looking token gamer girl. They ask Joe for a higher budget and new equipment and he describes video games as "the bing, the bong, he's up, he's down, he's in and out" and there is NO WAY to make that interesting. He also insults one of the kids by sarcastically calling him "a genius" and saying he bets he plays video games - then the cast hangs out by the beach during sunset while sad, grunge ballad music plays.

The Asian kid says he will have to go back to his job at Radio Shack, while the white guys say's his dad will tell him he should've gone to school instead. The white guy and the maybe Mexican chick walk down a side alley (at a slanted angle, of course) and she asks him what he thinks the biggest news in gaming is these days. She says Doom and the guy make a joke about everything being doom with her. Then, she says the greatest line I have ever heard: "Doom is coming to video games" (which, for those of you who need some retard script translated into English, means "Doom is being ported from the P.C. to home consoles." 

So she talks about the new 32X being a "power charger" for the Genesis. She claims it can make the Genesis go "40 times faster," while the dude thinks it's all marketing hype (holy hell, why would they even hint at that in their own advertisement?) Regardless, the girl (who does remarkably look like a 20-something Tara Tainton) thinks the matter should be investigated further and circles some video game magazine copy about the 32X while the rest of the crew (wearing the most 90s-ish clothing you could imagine) hit the streets to interview teens about Sega's latest and greatest hardware. 

Some talk about their fears of the "Sega or the Genesis" becoming obsolete. I'd like to say they are obviously plants, but at least paid plants would be able to properly name the systems they are talking about. Then the white dude wearing a shirt that just says "radio" on it starts doing this thing where he goes "heh, heh" while snapping his neck in and out like turtle. For absolutely no reason whatsoever.

The girl then sends a really passive aggressive instant message to Sega's media point person and when she hits the send button, her CRT monitor EXPLODES with a mini 32X commercial. Then it's time for an Incredible Crash Test Dummies commercial (man, how weird was it to hear Garfield's voice coming out of a fatal car crash victim?) and a Sega Game Gear ad where a fat retard hits himself in the head with a dead squirrel so his Game Boy will show more than two colors. The announcer trumpets games like "the new Ecco and Mortal 2" but all I can think about is how they were able to not only use in-game footage of Super Mario Land 2 in their commercial, but even the music from its soundtrack. Not that it's that effective of an ad to begin with - shit, I did a top 50 Game Gear games of all-time countdown and I can safely say SML2 is way better than anything Sega put out on its handheld.

Oh, the 1990s - when not only was making fun of the obese and retarded OK, it was practically encouraged!

At this point, a graphic pops up on screen asking you to vote for the show you would rather see: Game Beat or Stylin' with Stella. Then the girl gamer meets Sega representative "Brad Granger" and the dude who designed Tomcat Alley in a warehouse and they tell her everything she saw in his email was confidential. Then they tell her about Midnight Raiders and how the 32X boosts the graphics and sound of live-action Sega CD games ... somehow. Brad and the chick exchange Shakespeare quotes in front of a giant Sonic and Knuckles cardboard cutout and the sexual tension is REAL, ya'll. She brings up Surgical Strike and Wirehead on the Sega CD and Virtua Racing, Doom and Eternal Champions (which never actually was released) on the 32x. She says she NEEDS to play and review these games because people are afraid they will make the Genesis and Sega CD obsolete and they finally cave in and agree to show her come software.

Cut to the rest of the nerds interviewing AMERICAN MCGEE in an arcade in front of an old school Outrun machine. He's wearing a Doom shirt and says practically nothing has been lost in the translation from the PC to the 32X and the graphics, sound and speed will be virtually identical. Well folks, there you have it - the greatest lie ever perpetrated against mankind. Also, he says you don't want to know what his dreams are like and the white guy cackles like a maniacal retard.

Now the chick is in a dark warehouse nook wearing a belly shirt and this feels so much like a mid-1990s softcore Showtime porno that I already have a boner. She shows off a 32X and a demo of Virtua Racing Deluxe (which, to be fair, is actually a really, really great port that's better than even the Saturn version.) Then we get a montage of them pretending to play the game and acting like 'tards while gameplay clips play over the picture-in-picture nonsense. They show the footage to Joe and he says he ain't impressed and that games are just "a phase" like the Hula hoop. The gang goes back to their warehouse studio thing and the black guy says he hopes Joe dies "a slow, slow painful death." I just noticed, the white guy kinda looks a little like Frank Mir. He says he has "every reason to be pissed" because his show got shit-canned and he thinks his girl is boning a 32X programmer. Then the black guy says "ego is the devil" and the kinda' white kids (who are probably dating, although it's never explicitly confirmed) chit chat for a bit. The guy apologizes for being a jerk earlier and she (wearing a skin-tight silver spandex shirt and coveralls) says to focus on finishing the show because revenge is a dish best served cold.

A telephone number flashes on the screen. I'm not entirely sure why, but I think it was a hotline back in 1994 were you could vote on whether or not you liked Game Beat more than Stella's show. Because man, was that the kind of thing Sega really should've been spending its money on. So, Joe meets Stella backstage and they conspire to give her show the old Game Beat time slot and she smooches him and smears blood red lipstick all over his face. Now it's time for an anti-drug commercial with a dealer going to a basketball court and a fat black kid saying he doesn't need drugs because he needs to graduate and laugh and have a good life, but most of all, because he needs his punk dealer ass to leave the area right then and there. Then we get a fake commercial for Stella's show. She's wearing a sparkly red dress and her hair is up in a bun thingy and the show's logo is written in lipstick on a mirror behind her. Then we get a BIZARRE Genesis commercial in black and white with a surfer guy going to a morgue and being shown a competing console (I think it's supposed to be the SNES, but it looks way too blocky underneath the sheet) and everybody recoils when they show its remains offscreen. The commercial announcer says you can always add the 32X and Sega CD to your Genesis and footage of Jurassic Park and one of the later Joe Montana football games rolls. The ad concludes with the kid asking the mortician to burn the unnamed console, because nothing says "hardware sales" quite like creeping your customers the fuck out.

Now we get to watch the newest episode of Game Beat with Kristen Savage and Max Jackson. Yeah, those fuckos have actual names, but eh, like you or anybody else cares. So they walk around this "underground party" on Absolutely Rose Street holding mics and asking people random ass questions about the 32X. He's wearing a denim jacket with the sleeves cut off like Nelson Muntz from The Simpsons while she's wearing a shimmery gold dress and dark brown lipstick (man, do I miss that look.) They talk about the heavily hyped 32X unit and wonder if it's' worth the hype or just media buzz (again, why in the fuck would Sega put doubt inside the heads of consumers in one of their own commercials?) Despite the white guy saying "Sega is the king of 16-bit," he's skeptical about the new hardware, ay one point asking if Sega "shot themselves in the foot" with the console add-on. And that, kids, is the definition of a "self-fulfilling prophecy." 

Nope, it's not a screen shot from a random 2005 G4TV show. Like anybody could tell the difference, though.

Max shows you how to put a 32X in your Genesis, list its $160 MSRP and lets you know you can STILL play your Genesis games through it. He says he gives the 32X "two fists up" while footage of Virtua Racing on a CRT atop a column plays. Get it, because of Columns and shit? Eh, that's probably giving the people who made this turd way too much credit

We get a few seconds of the new Star Wars game and Savage says "all you Doomers" can be happy because Doom is on the 32X and it's "faster than a 486" and it's "going to put you in interstellar hell." Then Max holds a random CD-ROM and says the 32X is going to turbo boost your Sega CD games. The only problem, though, is that they don't actually have any live-action CD games to show off yet, so here area few cuts scenes from Midnight Raiders, Wirehead and Fahrenheit (the firefighting sim!) to tide you over. "What have video games gotten to?" Savage remarks. "Now we're saving people instead of killing them?"

Savage rhetorically asks whether the Genesis is dead and he keeps doing a Dr. Frankenstein impersonation saying "it's alive" over and over again while pointing at the 32X. To show the Genesis ain't dead yet, we get footage of NFL '95 and Sonic and Knuckles, complete with a demonstration of its much ballyhooed lock-on technology.

Good lord, this is the greatest parody of X-Play ever, except it came out a decade before X-Play was even on TV. Oh, there's also the new Eternal Champions game on the Sega CD, which is marketed as having the bloodiest deaths ever in a video game. Funny how they censor one of the fatalities, but don't bother blurring out the after-effects of said fatality with the bloody corpse fragments splattered all over the stage. Then the sorta' white girl busts the definitely white guy's balls by saying it's for mature audiences only so he can't play it

She preps "Brad Granger" for an incognito meeting with Joe at the studio. He leaves a copy of Game Beat in a huge video box with the name of Stella's show written on the label. Joe and Stella (wearing a blue evening gown and looking like a way hotter version of Elizabeth Banks) are watching her show on TV, but just moments into the program it is interrupted by Game Beat. The next day Joe is called into the producer's office and he tries to explain what happened but the producer tells him he loved the show and the sponsors thought it was great. He tells him they want 26 more episodes produced and that they loved the joke "about the bimbo." We cut to the Game Beat crew hanging out on the beach discussing ideas for the next episode. The girl proposes "virtual reality theme parks in Japan" and mull ways they can bilk Joe out of money to send them on a paid vacation. Max thanks Brad (who now is rocking a Hawaiian shirt with his hair shagged out) for helping them put the show together. Then Joe gets on his knees and begs Stella to forgive him (if she cut her nails, she could play games, too, he tells her) and then she hits him with her purse and he screams "Sega!" because you'd expect him to scream "Stella!" because that's a reference to a preexisting work of some kind.

We cut to Stella taking phone calls while the phone number from earlier flashes on the screen. She thanks a caller for voting for her show and then she berates another caller for voting for Game Beat. We get one more paid advertisement notice from Sega and learn that Game Beat and Absolutely Rose Street are copyright protected by some non-Sega firm and - mercifully - that is all she wrote


Well, I guess that pretty much speaks for itself, don't it? For those of you wanting more insight into the program, there's not a whole lot of info out there on the Intrawebs. Per some Sega wikis, the infomercial aired on Comedy Central, MTV and ESPN2 in November and December 1994, and believe it or not, it was actually promoted by a few Sega-backed magazines back in the day. While there is an IMDB page for the infomercial, it really doesn't have much in the way of information, and since literally one person in the cast is listed, I'd venture to guess the black dude on the show is the person who wrote the whole thing. Purportedly the thing was put together by the advertising agencies Patrico-Sinare and Impulse Productions, but there really isn't Jack Shit out there in Internet-Land with any hard data about who and what they were, either. And since the infomercial doesn't have end credits, the identities of virtually everybody in it sans one remains a mystery to this day (and that's a shame, because there are at least two people on the program I'd love to see naked in straight-to-DVD B-movies from 2002.)

Such an undistinguished piece of Sega history, most people didn't even know Absolutely Rose Street was "lost media" when it was "recovered" after 20 years of obscurity. Needless to say, very, very few people likely ever saw the infomercial during its initial run, and of those who did, I can't imagine a large percentage of them were persuaded into purchasing a 32X. In fact, I'm willing to guess that Absolutely Rose Street didn't inspire a single goddamn person to buy a 32X, which means Sega LITERALLY squandered hundreds of thousands - perhaps even millions - of dollars on a pointless marketing campaign that didn't net them even $160 worth of profit.

And at the end of the day, I'd venture to guess that these "small" advertising disasters is what really put Sega out of the hardware manufacturing business. Yes, the disappointing Saturn and Dreamcast sales played a role, but had Sega not wasted millions on stuff like Absolutely Rose Street or the Sega Star Kids Challenge or Macy's Thanksgiving Parade balloons, there's a possibility they could have at least scraped by for one more console generation. As evident by the monumental turd that was Rose Street, Sega was no doubt a repeat offender of one of the greatest no-nos in business; OVER-PROMOTION. By sinking so much money in pointless marketing gimmicks, the company put itself in an even bigger software and hardware hole that they could have possibly surmounted had they not spent such an astronomical amount on publicizing their shit. The over-advertising boom is what caused the great dotcom bust of 2000 and we're still seeing companies today make the same fatal mistake of investing too much into marketing that nets minimal market gains

Perhaps we can all look back on something as misguided as Absolutely Rose Street and laugh at the cheesiness and absurdity of it all. But rest assured, as nostalgically terrible as it may be, it was "small" mistakes like this that wound up depriving us of a Dreamcast successor. Hardware and software manufacturers, do take note - if you want your company to go belly up in a real hurry, squandering capital on needless, pointless and ineffective publicity ploys of the like is the quickest way to make your I.P.O go D.O.A.

Thursday, August 29, 2013

The 50 Greatest Sega CD Games of All-Time! (PART FIVE -- #010 to #001)

A Five-Part Countdown of the Greatest Games the Sega CD Had to Offer!


Hey You! Looking for the Previous Installments in this Series?

PART ONE, counting down games #050 to #041, can be found right here.
PART TWO, counting down games #040 to #031, can be found right here.
PART THREE, counting down games #030 to #021, can be found right here.
PART FOUR, counting down games #020 to #011, can be found right here.
PART FIVE, counting down games #010 to #01, can be found right here

For what it’s worth the Sega CD (known as the Mega CD in Europe) might just be the single most underrated console in the history of video gaming. Considered a proverbial laughingstock by gamers that have hardly spent any time at all with the system, the Sega CD was actually a pretty damn good little console, stocked with plenty of killer console exclusives, graphically and musically superior special editions of 16-bit classics, and even a couple of standout genre offerings that, sadly, have become outmoded in today’s all-too-familiar virtual world. Come on, you know you miss side scrolling shoot ‘em ups and digital comic books as much as I do…

After tackling a list of the best the Sega Dreamcast had to offer, I thought long and hard about which console I wanted to focus on for my next countdown. Seeing as how the unsung, unheralded Sega CD generally gets about as much recognition and praise as gonorrhea, I figured the criminally underappreciated console was absolutely perfect the “Top 50” treatment. For those of you that had the honor of owning and playing through some of these classic games (many of which remain under-the-radar gems to this day), consider this a fond recollection and celebration of what once was, and for all of you young whippersnappers that equate the console with “pure fail?” Something tells me that’s a tune you’re going to change in a hurry after seeing everything you’ve missed out on.

As for the criteria for the list, I was pretty lax and subjective. Ever the jingoistic American that I am, I decided that only games that were given North American releases, while the Sega CD was still in production, should qualify as candidates, so no obscure-ass Japan-only SHMUPs or home-brew RPGs some dude made in his basement in 2008 are in contention here.

As always, the opinions expressed herein are solely my own, and your list would surely differ. That said, whose ready to take things to THE NEXT LEVEL?

#010 
Earthworm Jim: Special Edition



In a sea of pale Mario and Sonic imitators, “Earthworm Jim” stood out as one of the more remarkable platformers from the 16-bit era. With awesome action that rivaled the likes of “Contra III” and “Gunstar Heroes,” not to mention the title’s trademark irreverent humor, “Earthworm Jim” was easily one of the best cross-platform titles from the era, and if you’re itching to play the absolute best version of the game out there, it appears as if you’re going to need to get yourself a Sega CD ASAP. 

“Earthworm Jim” on the Sega CD truly is a “special edition,” with improved visuals and better animation than its 16-bit precursors. That, and it has an all new soundtrack, which as expected, is freaking marvelous. AND THEN there are the levels, which have been completely redesigned to be longer, more challenging and more secret-packed. Oh, and did I mention that they give you an all new weapon to toy around with, in addition to a completely new, built-from-the-ground up stage that you won’t find on any other console? Not only is the Sega CD iteration of the game the most impressive “Earthworm Jim” out there, it’s also the lengthiest and most fun to blast through.

The only downside here are the load times, which can be a bit excessive. Other than that, you really can’t complain about ANYTHING in the game, be it the terrific visuals, the fantastic music, the hilarious character exchanges, the tremendous controls or the super-memorable boss battles. And the “secret” ending where a narrator runs down a list of “facts” about actual earthworms? It’s a work of post-post-modern genius.

#009
The Amazing Spider-Man vs. The Kingpin



If you ever owned a Sega Genesis/Mega Drive, you probably played “The Amazing Spider-Man.” It was one of the absolute best Sega Genesis games, and to this day, considered one of the absolute best Spider-Man games ever (hell, in my opinion, it STILL is.) Now, how do you make that already awesome title even more awesome? Well, how about starting by completely beefing up the game with levels that are easily twice (maybe even three times) larger than the game worlds in the previous title? And on top of that, how about adding a hard rocking soundtrack by Mr. Big (yes, THAT Mr. Big!) and atop that, some all new animated cut-scenes, tons of new missions, a couple of new boss fights and redesigned stages? 

Clearly, this game truly lives up to its self-imposed moniker “Amazing,” and then some. While the Genesis version was more or less a linear side-scrolling action game, this title is actually something of a free-roaming title, with a HUGE map of New York City to explore. You traverse from mission to mission, ultimately confronting an all-time classic list of Spidey rogues, including Doctor Octopus, Venom, The Lizard and of course, The Kingpin. Hell, you even get to throw down with some foes that weren’t in the Genesis game, including Bullseye and Typhoid Mary!

Pretty much everything in the game is spectacular. The controls are tremendous, the visuals are outstanding, the animation is top-notch, the music is great, and the gameplay, while challenging as all hell, is still quite accessible. That, and it even throws in a few neat addendums, including a super-addictive pinball mini-game that will suck more hours out of your Sega CD than most full-fledged games. If you ask me, not only is this one of the best Sega CD games ever, it’s far and away the greatest Spider-Man game ever created; if you’re a fan of either Ol’ Webhead or awesome action games in general, this is a game you simply MUST experience.  

#008 
Popful Mail: Magical Fantasy Adventure



“Popful Mail” is a truly wonderful game, a delightful action RPG/platformer hybrid with some of the best cut scenes on the Sega CD, an absolute ton of voice acting, incredible music and of course, utterly fantastic gameplay. Produced by Working Designs -- perhaps the most important developer on the console --“Popful” is, at once, instantly accessible and something completely different from the norm. It truly is one of the best games on the system, and really, one of the most underrated platformer games of the early 1990s. 

The presentation in the game is really well done. At the time, how the game fused dialogue into the actual gameplay was pretty uncommon, and the incorporated role playing game elements -- like selling items for weapon upgrades -- was actually an aberration for contemporary platformers. The title is also one of the lengthier games to be found on the console, and additionally one of the most challenging. Take heed, novice gamers; despite the game’s cutesy animation and character design, this thing is “Ninja Gaiden” levels of difficult. 

There’s a ton of stuff to explore in the game, and as stated earlier, it will probably take you a pretty long time before your skills are advanced enough to fully conquer it. The graphics and music may not be revolutionary, but the solid-as-a-rock gameplay (not to mention the dynamite presentation) is enough to keep you glued to your console for as long as this majestic journey will take you. Copies of the game today are pretty rare (and are likely to cost you more than an arm and a leg online), but if you luck up and find a used copy at a yard sale or a local thrift shop? If you DON’T pick this one up, you’ll be kicking yourself for the rest of your life.

#007 
Silpheed



Forget “Star Fox,” THIS was the best polygonal space-shooter of the 16-bit-era. Game Arts’ “Silpheed” is an absolutely phenomenal pseudo-3D vertically scrolling SHMUP, with tremendous visuals, amazing music, excellent voiceover and controls that are smoother than a well polished ice cube. 

In some ways, I’d be secure in calling “Silpheed” something of a update to “Zaxxon,” aka, the arcade game that put Sega on the map way back when. The effects in this game were completely mind-blowing at the time, with HUGE polygonal spaceships floating by your teeny little fighter while literally hundreds of neon colored bullets swirled around you. The game is just so pretty to look at; odds are, the first couple of times you play it, you’ll end up getting whacked because you can’t keep your eyes off the game’s beautiful backdrops. The vacancy of space isn’t that vacant in “Silpheed” -- even today, some of the levels, including a fantastic, “2001”-esque warp speed level and a concluding dogfight through a Death Star facsimile, are just breathtaking to experience.

There may not be that much variety in the core gameplay mechanics of the title, but trust me, you won’t be complaining about the lack of upgradable weapons by the time you are weaving your spaceship in and out of floating space islands and blasting through a polygonal jungle. All in all, this is just a fantastic, cutting-edge arcade experience  -- a simple, albeit wildly innovative and, most importantly of all, extremely enjoyable space shooting sim that all self-respecting Sega CD owners ought to have in their collections. 

 #006 
Shining Force CD 



What’s better than a hyper-addictive, content-loaded tactical RPG developed by Camelot? How about FOUR hyper-addictive, content-loaded tactical RPGs developed by Camelot! 

“Shining Force CD” has a fairly strange pedigree. The first two game included on the set are actually high-gloss “ports” of two really awesome Game Gear titles, (“Shining Force Gaiden”,which never got a release in the U.S., and “Shining Force: The Sword of Hayja” if you really need the specifics.) The inclusion of those two games -- given the obvious graphical and audio upgrades -- would probably be enough to earn this game a spot in the top ten, but it’s the inclusion of two additional games -- a full fledged, feature-length sequel to “The Sword of Hayja" and an entertaining bookend that allows you to re-fight some of the series’ most memorable foes -- that really makes this game worth going out of one’s way to experience. 

This is just a remarkable title, all around. The graphics are terrific (although the limited animation may turn off some) and the music is positively stellar. Of course, the meat and potatoes here is the solid turn-based strategy combat and involving storyline -- and I assure you, what “Shining Force CD” gives you in both categories is MORE than enough to satisfy any hardcore RPG fan. To conclude? On a console loaded with some stellar RPG experiences  (a fact that is strangely overlooked in the gaming media), this is perhaps the absolute best of the best of what the Sega CD had to offer. 

#005
Robo Aleste


If you ever owned a Sega Genesis or Nintendo Entertainment System, at some point, you probably played a game developed by Compile. That’s the company responsible for some of the absolute best SHMUPS and SHMUP hybrids on the NES (games like “Gun-Nac,” “Zanac” and “The Guardian Legend,” among them) and what is routinely considered the absolute best SHMUP on the Genesis, “M.U.S.H.A.”  Calling “Robo Aleste” a special edition version of “M.U.S.H.A.” is both appropriate and a little misleading, but if that notion doesn’t get your trigger fingers itching a bit, you my friend, are probably lacking a pulse (or else, you don’t know shit about shoot ‘em ups. One or the other, I suppose.)

Simply put, “Robo Aleste” is 2D, 16-bit, horizontal-scrolling action at its finest. Personally, I still tend to view “M.U.S.H.A.” as a better overall experience, but as a stand alone offering? There’s no denying that “Robo Aleste” is the best of the best when it comes to Sega CD genre offerings, and next to “M.U.S.H.A.,” it probably is the best overall SHMUP from the timeframe. 

The visuals are crisp and clear while the sprites are detailed and well-animated. The soundtrack, this weird-ass techno-grocery-store-stock-audio-sounding stuff, if a little unorthodox, but it actually gels quite well with the gameplay. The gameplay is more or less identical to “M.U.S.H.A.,” with a few tweaks here and there; clearly, Compile didn’t really have to reinvent the wheel when it came to gameplay, and they wisely stuck with what works here. Unlike “M.U.S.H.A.,” however, the game actually has a bona-fide story, and I believe the “cruel” difficulty setting is much, much more challenging than the highest difficulty setting on the Genesis forerunner. Without question, this is one of the best titles to be found on the Sega CD, and for SHMUP fans? It’s probably reason enough to own the console. 

#004 
Snatcher



Even gamers that have never laid eyes on a Sega CD console are quite fond of “Snatcher,” if just for the fact that it was Hideo Kojima’s first opportunity to bring his wild-ass, semi-cinematic story-telling ideas to a home console. While clearly laying the groundwork for more narrative-heavy games like “Metal Gear Solid,” “Snatcher” is really an entirely different beast in terms of gameplay, more or less serving as  a “digital comic” ala “Rise of the Dragon.” And alike “Rise of the Dragon,” this game, ahem, borrows quite a bit from “Blade Runner,” albeit with that unique, Kojima-style kookiness turning the title into a one-of-a-kind experience. It’s pretty much incontestable; there isn’t a better narrative to be found on the Sega CD, and really, early '90s gaming, than this game right here. 

“Snatcher” is something of an adventure title, with your character (the semi-iconic Gillian Seed) roaming around a futuristic metropolis, alongside his trusty robotic companion, “Metal Gear.” Yeah, I have no idea where that namesake came from, either. As far as basic gameplay goes, it’s quite familiar material; option boxes pop up on screen that allot certain actions (look, drive, open, etc.), and triggering the right “clues” allows you to advance the storyline. And for those of you looking for a meaty experience, there is A LOT of story in “Snatcher,” making this one of the longest experiences to be found on the Sega CD. If you’re looking for the anathema of the 40 minute long FMV game, “Snatcher” is probably about as diametrically polar as you can get. 

The presentation in the game is simply fantastic. The cutscene animation is outstanding, and the voice acting is perhaps the absolute finest to be found on the console. The controls are quite fluid (although the sometimes static gameplay may put off some of the ADD gamers out there), and once again, you really can’t argue about the inherent greatness of the game’s plotline. Simply put, “Snatcher” was a game that was at least one console generation ahead of its time, and a comprehensively awesome experience that all serious Sega aficionados would be wise to explore. Trust me; there’s a reason why 20 years later, hardcore fans are STILL clamoring for a “Snatcher” sequel…

#003 
Sonic the Hedgehog CD


A lot of people consider Sonic’s only foray on the Sega CD to be the absolute best “Sonic the Hedgehog” game ever. While I tend to disagree (“Sonic 3” FOREVER rules this world), there’s no denying that it’s one of the best Sonic games ever, and easily the best platform game to be released on the criminally neglected console.

If you don’t know how “Sonic” games wok by now, you’ve probably been a prisoner of war since Grenada. The gameplay here is about as simplistic as it gets -- you hop, bop, run and occasionally tear through enemies like a power saw -- on a quest to save your girlfriend, who, in this scenario, is a bright pink rodent. Yeah, the game probably won’t win any points for an original premise, but the execution is so goddamn incredible that you really can’t criticize any aspect of the game. It’s just a straight-up, through-and-through excellent platformer, with terrific music (even if most fan boys agree that the Japanese/European version had the superior soundtrack) and terrific visuals, especially when you hop into the pseudo 3D bonus road race stages.

The stages are very well designed and the game incorporates a lot of neat effects -- for example, when you run through a loop-de-loop, the camera shifts to a second person, Sonic’s-Eye-View and towards the final stage, your character can actually be shrunken down to near microscopic levels (thus, making the platforming terrain appear downright ginormous.) While most of the stages are more or less rehashes of previous Sonic locales, there are so many cool addendums to the level layout that just walking around in the game is a sheer delight. All in all, this is a downright beautiful game, with virtually pitch-perfect gameplay and visuals that, to this day, are absolutely breathtaking. Not only is this a highwater mark for the Sega CD, it truly is one of the absolute best platforming experiences in the annals of video gaming. 

#002  
Championship Soccer ‘94



I was real late to the party on this one, and trust me: if you’re a hardcore gamer, especially a footy fanatic, this is one hidden gem you absolutely NEED to experience.

While this game is virtually unheard of in America, if you’re a European reader, you no doubt know all there is to know about this game, which was called “Sensible Soccer” over in the PAL region. A universally beloved offering in the Common Market nations, most U.S. gamers have never heard of “Championship Soccer ‘94,” which is a downright shame: not only is this a solid candidate for absolute best soccer game ever, it might just be one of the top ten video games to be released throughout the 1990s altogether. 

“Championship Soccer ‘94,” on the surface, looks pretty minimalist. The sprites are nowhere near as detailed as they are in some of the 16-bit FIFA games, but what the game lacks in aesthetics it MORE than makes up for in solid gameplay. Contemporary gamers will likely be astounded by just how much the game offers you, from the staggering number of teams, coaching options and game modes. What “Tecmo Super Bowl” is to American football, this game is to, uh, non-American football, I suppose -- an infinitely enjoyable, simplistic-yet-irresistibly addictive sports sim that’s nigh impossible to put down. For North American gamers, this is definitely the best iteration of the title out there…a pretty penny, it may cost you, but I assure you, this is a game you will be playing A LOT as the years chug along. 

And the moment of truth arrives! Of the 200 or so games that were released on the Sega CD in the U.S. region, if you’re looking for the absolute BEST the console had to offer, there is absolutely NO denying which piece of software you should have permanently wedged into your disc drive. Ladies and gents, I present to you the GREATEST SEGA CD GAME OF ALL-TIME…

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#001 
NHL ‘94



For my money, "NHL '94" on the Sega CD is the single greatest video game ever made, on any platform. If I was exiled to a desert island -- which, for reasons we don't really need to get into, has electricity -- with just a CRT-TV, a home console of my choosing, and one video game to play for all eternity, THIS is the game I'd take with me. It's not just 16-bit, old-school sim-hockey greatness, its interactive entertainment at its absolute zenith. Yeah, that seems mildly hyperbolic, but if you've ever played the game -- and you love yourself some early '90s hockey -- than you'll know its an utterance made in anything but jest. 

When you look at a list of games commonly cited as the "best ever," you'll usually note a recurring pattern; that those games, as great as they are, are the same experience every time you play them. As good as "Ocarina of Time" and "Super Mario Bros. 3" and "Super Metroid" may be, the games are virtually identical every time you play them. The sprites will always be in the same places, and the bosses will always follow the same attack patterns, and the special items will always be hidden in the exact same place. What makes games like "Tecmo Super Bowl," "Sensible Soccer" and, most certainly, "NHL '94" so fantastic is that they are entirely different experiences every time you play them. Thanks to snappy AI -- not to mention the factor of human err -- no two games of "NHL '94" ever play out identically.

If you never played "NHL '94" on the Genesis -- a game already considered godlike by most 16-bit gaming aficionado -- the Sega CD iteration is more or less the same game in terms of visuals and gameplay. Trust me, that is a HUGE positive, seeing as how the graphics were already quite crisp and the game mechanics nigh perfect in cartridge form. What makes "NHL '94" on the Sega CD the superior version, and again, the greatest game of all-time IMO, is the beefed up audio, complete with an all new theme song and full on voice acting from Ron Barr (who spends literally six minutes doing pre-game comparisons before every match-up). The goal sounds, the roar of the crowd, the on-ice grunts; the improved sound design makes the game that much more enjoyable and intense, turning what is already an all-time masterpiece into a game that can easily be considered THE all-time masterpiece in terms of virtual ice hockey. Granted, the loading times can be a bit pesky, but trust me; considering the high production values and presentation in this game, it's well worth the minuscule waiting periods.

In many ways, "NHL '94" embodies everything that was great about the Sega CD. While neither really did anything that new -- and there are much more similarities with each's 16-bit forerunner than there are differences -- there's no denying that the hardware and software in question took full advantage of the miniature upgrade in terms of audio and graphical horsepower, turning what were already legendary 16-bit experiences into awesome, special-featured-loaded collector's editions of some of the best games ever produced. All in all, the wheel may have not been re-invented with either the hardware or the software, but at the same time? You can say that this version of"NHL 94", and the Sega CD itself to some extent, no doubt perfected an already exquisite 16-bit experience.

And what a pity it was that so few people ever got to experience that perfection, either...

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Friday, August 23, 2013

The 50 Greatest Sega CD Games of All-Time! (PART FOUR -- #020 to #011)

A Five Part Countdown of the Greatest Games the Sega CD Had to Offer!


Hey You! Looking for the Previous Installments in this Series?

PART ONE, counting down games #050 to #041, can be found right here.
PART TWO, counting down games #040 to #031, can be found right here.
PART THREE, counting down games #030 to #021, can be found right here.
PART FOUR, counting down games #020 to #011, can be found right here.
PART FIVE, counting down games #010 to #01, can be found right here

For what it’s worth the Sega CD (known as the Mega CD in Europe) might just be the single most underrated console in the history of video gaming. Considered a proverbial laughingstock by gamers that have hardly spent any time at all with the system, the Sega CD was actually a pretty damn good little console, stocked with plenty of killer console exclusives, graphically and musically superior special editions of 16-bit classics, and even a couple of standout genre offerings that, sadly, have become outmoded in today’s all-too-familiar virtual world. Come on, you know you miss side scrolling shoot ‘em ups and digital comic books as much as I do…

After tackling a list of the best the Sega Dreamcast had to offer, I thought long and hard about which console I wanted to focus on for my next countdown. Seeing as how the unsung, unheralded Sega CD generally gets about as much recognition and praise as gonorrhea, I figured the criminally underappreciated console was absolutely perfect the “Top 50” treatment. For those of you that had the honor of owning and playing through some of these classic games (many of which remain under-the-radar gems to this day), consider this a fond recollection and celebration of what once was, and for all of you young whippersnappers that equate the console with “pure fail?” Something tells me that’s a tune you’re going to change in a hurry after seeing everything you’ve missed out on.

As for the criteria for the list, I was pretty lax and subjective. Ever the jingoistic American that I am, I decided that only games that were given North American releases, while the Sega CD was still in production, should qualify as candidates, so no obscure-ass Japan-only SHMUPs or home-brew RPGs some dude made in his basement in 2008 are in contention here.

As always, the opinions expressed herein are solely my own, and your list would surely differ. That said, whose ready to take things to THE NEXT LEVEL?

#020 
The Misadventures of Flink


The 16-bit era represented the golden years for platformers, and with so many all-time genre classics released during the time frame, a lot of truly outstanding offerings ended up overlooked. “The Misadventures of Flink,” most certainly, has to stand out as one of the epoch’s most criminally underappreciated genre titles.

The first thing you’ll probably notice about “Flink” is the outstanding visuals. The graphics in this game look downright exquisite, with some of the most detailed sprites to be found on any console game in the early 1990s. The game is vastly superior to the Genesis iteration of the game, not only in terms of visuals, but also aurally -- the game has a really great, low-key soundtrack that, while somewhat subdued, adds so much to the overall experience.

The gameplay in “Flink” is fairly straight forward. You hop on enemy heads, you search for treasure chests, and you do lots and lots of jumping. The gameplay mechanics probably aren’t going to win any awards for sheer creativity (nor is the level design, which is, admittedly, fairly formulaic), but the fact that the controls are so smooth -- not to mention the inherent beauty of everything in the game -- makes this a title all serious Sega CD aficionados would be wise to do their research on. 

#019 
Final Fight CD


Capcom’s seminal brawler is one of the most beloved arcade beat em ups of all-time, and the Sega CD iteration is probably the closest we ever got to a truly “arcade-perfect” port on a home console in the 1990s. While the Super Nintendo version of the game looked and played fantastically, it was certainly lacking a ton of features -- deleted enemies, the complete omission of one of the game’s central characters, and the biggest sin of them all, no two-player mode. And not only did “Final Fight” on the Sega CD manage to remedy all of those SNES complaints, it may have actually provided a beat em up experience that was superior to the arcade original.

The visuals are crisp and clear, and all three protagonists -- Haggar, Cody and Guy -- are all fully playable from the start. And yes, you can team up with a body and wipe the streets of Metro City clean, if you so choose. While the SNES version did a little bit of censoring with the enemies (most noticeably, the purple haired trollops that, canonically, are supposed to be transgender prostitutes), the Sega CD version appears to be devoid of any gratuitous “amendments.” Then, there’s the all-new, remixed soundtrack, and yeah, it’s pretty awesome, if you were wondering. 

As far as the gameplay goes, you don’t need me to tell you how fantastic it is. Incredibly simple yet incredibly satisfying, you amble down the streets and pummel the hell out of Andre the Giant look-alikes and sundry rouges in identical regalia as part of gloriously fascist vigilante quest, periodically taking respites from whacking hookers upside the head with lead pipes only to chow down on fully cooked turkeys you pull out of dumpsters and telephone booths. Simply put, it’s one of the best genre offerings ever, and outside of owning your own coin-op, this Sega CD disc is the absolute best way to experience it. 

#018 
Eternal Champions: Challenge from the Dark Side


In the 1990s, “Mortal Kombat” was one of the hottest properties going. Clearly, the element that propelled the franchise to the forefront was its over-the-top reliance on wanton bloodshed and carnage, with the novelty of “fatalities” probably making up for the game’s (let’s admit it) less-than-stellar game play. “Challenge from the Dark Side” -- a sequel to an OK but not that spectacular fighting game original on the Genesis -- obviously tried to steal “Mortal Kombat’s” thunder by not only incorporating a greater emphasis on over-the-top mayhem, but making it more or less the single locus of the title. Simply put, “Challenge from the Dark Side” is one of the wildest and woolliest fighting games ever, with enough inventive uber-violence to make Midway’s much ballyhooed series look as tame as “Karate Champ” in comparison. 


Obviously, “Dark Side” is a game worth experiencing just for its absurdity. The cast of characters is ridiculously diverse, with fighters ranging from a Creature from the Black Lagoon-type fish man to a cybernetic super hero from the year 2300 (a black dude named “Blade”…sound familiar?) and even a nefarious character called “The Senator,” whose attacks include literally entrapping his adversaries in red tape. While the title is far from being the most refined, technical fighting game on the system, its style is just impossible to resist: I mean, how could you NOT love a game that features cavemen and warlocks fist fighting outside a McDonalds? 

#017 
Lunar: The Silver Star


Probably the biggest genre gap on the Sega Genesis/Mega Drive line-up was its role playing game offerings. Yeah, there were quality games on the system like “Phantasy Star IV” and, uh, “Phantasy Star II,” but compared to the SNES juggernaut of titles like “Final Fantasy II and III,” “Chrono Trigger” and “Earthbound,” the Genesis certainly paled in comparison to its 16-bit competitor when it came to RPG selections. 

“Lunar: The Silver Star” is probably one of the two best RPGs to be found on the Sega CD (and I bet you’ll NEVER guess what the other title is!) Although pretty standard today, the game was quite revolutionary for its time, with an outstanding soundtrack (just ignore the opening cutscene, though) and full-motion, wonderfully animated sequences which served as exposition for the game’s engrossing storyline. Really, the only negative thing you can say about the game is that it’s too short: at about 20 hours long, “The Silver Star” is a briefer affair than most Game Boy Color RPGS. 

As far as the gameplay goes, it’s fairly simplistic and easy to hop into. Everything is top-down, and while the animation here isn’t the greatest from the era, it is still very respectable. Turn-based-combat is similarly facile, and there is an absolute TON of stuff to explore in the game. Unlike most other role playing games on the Sega CD, this one is actually more story-oriented than it is grinding-based; all in all, it’s one of the absolute best traditional, JRPGs to ever appear on a Sega console, and arguably the very best to be found on the Sega CD. Well, except for…

#016 
Lunar: Eternal Blue


“Eternal Blue” is arguably one of the best 2D role playing games from the early 1990s, and certainly one of the absolute best to appear on a non-Nintendo manufactured console. It’s really hard to overstate just how much of a technical achievement this Working Designs classic truly is; the staggering amount of audio dialogue in the game was completely aberrational at the time, and even now, I think gamers would be impressed by the quality of the game’s voice acting. Add to that the amazing soundtrack, the tremendous storyline and the smooth gameplay, and you have what may very well be the best RPG on the Sega CD. 

Really, the reason to play this game is the storyline, which, in my humble opinion, just blows away anything that Square or Enix was producing at the time. Eschewing the usual “Final Fantasy” melodrama, “Eternal Blue” has a much more nuanced and complex array of heroes, including allies with severe drinking problems (Ronfar) and a Starfire-like alien with zero command of how normal humans works (Lucia.) The dialogue is pretty intelligent, and the storyline throws so many twists and turns at you that you’re utterly compelled to keep playing to see what happens next. I’m not really a huge fan of the genre, but even I was able to get caught up in the experience in this one. 

Pretty much everything that worked in the first “Lunar” offering on the Sega CD has been heightened in “Eternal Blue,” and the first title’s few shortcomings have been rectified. Overall, “Eternal Blue” is a much lengthier, much more complex experience than “The Silver Star,” with a lot more plot, way more characters, more diverse game worlds and larger towns to roam around in. The animation, while not world class, is noticeably better than in the first game, and the soundtrack, as expected, is downright stellar. The battle system hasn’t been changed all that much, but a few tweaks, especially a new auto attack feature, makes things much smoother. Outside of a somewhat crappy save system, I can’t think of a single major negative for the game; if you’re in need of a classical RPG, and you have a Sega CD lying around…well, what are you waiting for, exactly? 

#015 
The Terminator CD


It’s a truth universally acknowledged in the gaming world: if it’s a game from the 1990s, and its based on a movie, odds are, it’s going to suck. With that in mind, perhaps it understandable why so many gamers would proceed with the Sega CD version of “The Terminator” with much trepidation; that said, it’s actually an utterly fantastic game, and in my opinion, one of the most underrated run and gun titles of all-time. 

First off, the game looks and sounds terrific (thank you very much, Tommy T.) Secondly, the “Contra” inspired gameplay is very smooth and satisfying, and unlike most run and gun games from the era, the levels are actually pretty huge for a genre title. There are some neat environmental effects here and there, and I really enjoyed the diversity of the game worlds; just like in the 1984 movie, one minute, you’re dressed up like the dude from the box cover art of “Doom” and shooting robot skeletons in a nuclear wasteland filled with nothing but metallic debris and ladders, and in the next, you’re packing a shotgun and running around L.A. blasting holes a mile wide in various street criminals and hoodlums (who, for some reason, are all armed with Molotov cocktails.) 

Unlike most movie tie-in games, this one is actually quite faithful to its inspiration, right down to an awesome final boss bottle with Ah-nold, whom you have to vanquish in a pretty ingenious puzzle-solving/run-and-gun sequence. To be fair, you could probably complain about the game’s brief length (if you can’t beat it in under an hour, there’s probably something wrong with your controller), but up until its dénouement? It’s a seriously fun title, and easily one of the best Terminator games ever produced.

#014 
Soul Star


“Star Fox” on the Super Nintendo is regarded as one of the best space-shooter games of the early 1990s -- this, despite the fact that the gameplay was largely underwhelming (the ‘90s being a golden epoch for graphics whores, I think enough poor souls were wooed by the now-hideous polygonal visuals to give it a mostly undeserved reputation.) What “Soul Star” does, effectively, is the same kind of space shooting action, only with gorgeous 2D graphics and downright awesome parallax scrolling effects that, in my humblest of opinions, produces a far, far superior “second person” shooter than Nintendo’s much ballyhooed furry-bait. 

I tend to think of “Soul Star” is the absolute best version of “Space Harrier” ever made. Targeting is a breeze, the controls are smooth as silk and there’s enough challenge to keep you glued to your screen WITHOUT there being the unfortunate roadblocks (and I mean that literally in the case of “Space Harrier”) that made previous forays into the genre so frustrating. I also liked the sense of speed conveyed in the game -- it feels like your blasting through space at top speed, but it doesn’t feel unwieldy, like you’re going to be flying off into the recesses of space at any moment like in “F-Zero.” These are really difficult mechanics to peg down, and in “Soul Star,” they’re implemented about as perfectly as I’ve ever experienced them. 

The music is really good, the gameplay is accessible and satisfying, and the 2D visuals are just fantastic. Each game world feels unique from the last, and the boss fights (especially the grand finale) are absolutely awesome. Hell, at some points in the game, you even get to trade in your space cruiser for an aquatic sub and an AT-AT-like mech walker! Simply put, “Soul Star” is the kind of criminally overlooked, virtually unheard of titles that made the Sega CD such an underappreciated gem of a console, and if you’ve got a hankering for some space shootin’, than this is a game you definitely ought to give a try. 

#013 
Android Assault: Revenge of Bari-Arm


In case you kids haven’t figured it out yet, I’m kind of a sucker for SHMUP games. The Genesis may have easily been the all-time greatest console for SHMUP fans, but that’s not to say that there weren’t some fantastic, side scrolling shoot ‘em ups released on the Sega CD, too. Among them was “Android Assault,” a beautiful, solid-as-a-rock genre offering with some of the best beats and aesthetics the hardware ever produced. It’s a treat for the eyes and the thumbs, no doubt, providing the Sega CD with one of its absolute finest 2D offerings in any genre. 

What makes “Android Assault” different form most SHMUP games from the era is its power-up dynamics and its pace. One of the really awesome things about the title is that you’re able to “level up” until you transform into a super-ungodly-powerful mech warrior, and just annihilating every enemy spaceship on screen is an utter hoot. Secondly, the game is noticeably slower in tempo than most side scrolling shooters of the early 1990s -- while some may construe that as a negative, I actually kinda’ dug the more leisurely pace the game offered. Hey, that way, you actually have time to soak up all the pretty visuals and neat (albeit, subdued) stage effects, no?

All in all, “Android Assault” is just good old fashioned, old-school arcade fun, with diverse stages, which are not only more beautiful than most contemporary genre offerings, but considerably lengthier, as well. The boss fights are also quite impressive (although a little too easy for seasoned SHMUP vets,) and unlike virtually every other game in the genre? When you die, you DON’T lose all of your power-ups…a much needed kindness that makes replays of the game much, much more desirable than some other Sega CD discs. 

#012 
Road Avenger


Oh, full motion video games…you blight of the early 1990s, you digital disgrace to the medium, right? Although kids today reflect on FMV games as utter crap, the reality is that quite a few FMV games released on the Sega CD were not only enjoyable, but actually pretty damn good games in their own right. Yeah, they may not have been classics on par with “Super Monaco GP” or “Shining Force 2,” but at least games like “The Masked Rider” and “Night Trap” attempted to do something new with the medium. And in the case of “Road Avenger,” the ultimate outcome wasn’t just a unique gaming experience, but earnestly, one of the best racing games of the early 1990s. 

For my money, “Road Avenger” is the absolute best FMV game on the Sega CD, in addition to having arguably the best soundtrack of any game on the console. One part “Mad Max,” one part “Speed Racer” and one part “Death Race 2000,” the game is an awesome, extremely well-animated racing game with some of the absolute best visuals to be found on the hardware. Presentation-wise, it’s far and away the best FMV experience on the console, making for an extraordinarily gripping audio-visual adventure. 

The best way to think of “Road Avenger” is Steve McQueen’s “Bullit,” only in anime-form. With simple button commands, you weave your way in and out of oncoming traffic, occasionally tapping the brakes and hitting the turbo pedal to push enemies off cliffs. The quick-time-events and actual game footage meld together better than any other offering on the system, providing a super intense, super-enjoyable game of “Simon Says” that, while about as rudimentary as gaming can get, still manages to provide plenty of spills and chills. If only the game wasn’t so short -- and mostly, unchallenging -- this thing would be an all-time masterpiece, and possibly the game that could have made full motion video titles something more than experimental, niche offerings. Even so, “Road Avenger” is undeniably a fun experience, and a game I would highly recommend to any Sega CD owner out there. 

#011 
Rise of the Dragon


Digital comics were a pretty popular genre on PCs back in the late 80s and early 90s, but due to the hardware limitations of the 8-bit and 16-bit systems, the niche never really found a home on consoles until the Sega CD arrived. “Rise of the Dragon” is one of two games that more or less defined everything great about the unusual game medium, and as an added bonus? This Sega CD iteration actually includes animated sequences and voiceover segments that the original DOS game did not!

There’s really no sugarcoating it: the game is an unabashed ripoff of “Blade Runner”, with the developers of the title going as far as to ACTUALLY name the main character of the game “Blade Hunter.” That said, the game, despite its thematic uncreativeness, is a really rock-solid adventure game, with an absolute ton of stuff to explore, with literally hundreds of seedy, underground labyrinths to comb through. And if that’s not enough, the title even switches up genres every now and then, at times turning into a light-gun shooter and a side scrolling, “Elevator Action” type platformer. 

The presentation in the game is fantastic and the gameplay is satisfying, but it’s the story that’s the real reason to check out the title. “Rise of the Dragon” was one of the first home console games to attempt a truly mature story, with a plotline rife with more adult-oriented fare. Of course, there is some (censored, I am sad to say) sexual and violent content in the title, but it’s really the intellectual components of the narrative that are the most delectable elements of the game. It’s a title that makes you think  and isn’t afraid to step outside the “instant gratification” button-mashing safety zone and try to do something a little bit more cerebral with the medium. With a shockingly complex story and so much content to wade through, “Rise of the Dragon” is easily one of the most worthwhile games to be found on the Sega CD; if you’re in the mood for a game that doesn’t treat you like a kindergartner, I really can’t think of too many other games on the system that would serve you this well.

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