Retrospective | SEGA Nerds https://www.seganerds.com SEGA News, Reviews, Interviews, Podcasts, Features and more! Wed, 24 Aug 2022 22:18:13 +0000 en-US hourly 1 https://wordpress.org/?v=6.2 https://www.seganerds.com/wp-content/uploads/2017/07/cropped-SEGANerds-Logo-MasterSystem_sm-32x32.png Retrospective | SEGA Nerds https://www.seganerds.com 32 32 Top 5 SEGA original Xbox exclusives that deserve ports on Steam https://www.seganerds.com/2017/03/10/top-5-sega-original-xbox-exclusives-that-deserve-ports-on-steam/ https://www.seganerds.com/2017/03/10/top-5-sega-original-xbox-exclusives-that-deserve-ports-on-steam/#comments Sat, 11 Mar 2017 04:04:39 +0000 https://www.seganerds.com/?p=30285 Back in 2015, SEGA ported Sonic Lost World to PC via Valve’s Steam service. That same year, Gamasutra reported that John Clark, VP of Commercial Publishing for SEGA Europe, was pleased to bring Sonic Lost World to PC. Clark made the following statement; “This is the latest in a string of high quality PC ports of …

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Back in 2015, SEGA ported Sonic Lost World to PC via Valve’s Steam service. That same year, Gamasutra reported that John Clark, VP of Commercial Publishing for SEGA Europe, was pleased to bring Sonic Lost World to PC. Clark made the following statement;

“This is the latest in a string of high quality PC ports of past SEGA titles that we will be building on in the coming months and years.”

This top 5 lineup consists of Sega games released on Microsoft’s original Xbox console, which didn’t get the recognition or attention deserved. Given SEGA’s enthusiasm to port older games from their catalog, here would be an excellent start.

5) Crazy Taxi 3: High Roller

In 1999, the original Crazy Taxi was not only widely acclaimed at the arcades, but on the Sega Dreamcast in 2000 as well. Subsequently, the frantic and speedy arcade experience has made its way onto various platforms ranging from Sony consoles, Xbox Live Arcade, mobile devices, etc.

However, the sequels went largely unnoticed due to the demise of Sega’s Dreamcast. One of those entries was Crazy Taxi 3: High Roller, released on Microsoft’s Xbox in 2002 and Windows PC in 2004. Crazy Taxy 3: High Roller takes place in Glitter Oasis à la Viva Las Vegas. It featured more of the same, but boasted updated visuals and included the West Coast map from Crazy Taxi and Small Apple from Crazy Taxi 2.

4) ToeJam & Earl III: Mission to Earth

The ToeJam & Earl series, which embarked on the Sega Genesis was hardly a commercial success, but has since garnered a cult following. Recently, Toejam and Earl: Back in the Groove was made possible by Kickstarter fundraising with a release set for the Nintendo Switch.

ToeJam & Earl III: Mission to Earth was released exclusively on the original Xbox console, but barely received any attention. This sequel takes full advantage of the original Xbox’s hardware capabilities and has aged decently. Also, not only did ToeJam & Earl III: Mission to Earth feature a dedicated single-player campaign, but included an amusing multiplayer segment as well.

3) Jet Set Radio Future      

The original Jet Set Radio, developed by Smilebit and disbanded in 2004, was released on Sega Dreamcast in 2000 and met with positive reactions. The game was later ported to PSN, Xbox Live Arcade, Steam, and mobile devices.

Sadly, it’s sequel Jet Set Radio Future was only released as an Xbox original exclusive. It was received favorably well by critics, but still maintained a low-key reputation. Jet Set Radio Future stays true to the original with fun gameplay and wacky music, yet embraced a major graphic overhaul.

2) Shenmue II

Many Sega nerds would expect Shenmue II to make number one on this list. However, with Shenmue III currently in development for PS4 and PC, there’s a strong possibility a port is likely to happen. Especially with constant rumors surfacing the net relating to Shenmue and Shenmue II HD remasters.

Shenmue II was released on Dreamcast in 2001 and exclusively for Xbox in North America the following year. Without a doubt, Shenmue II is generally considered perfection amongst Sega nerds, in which mastermind Yu Zuzuki expands on the original in both story and scope.

Thus, if Sega ever did decide to remaster Shenmue II, they’d essentially be bringing the complete Dreamcast experience to a new wave of gamers and old fans alike.

1) Panzer Dragoon Orta

If there is one Sega game that deserves more recognition via a Steam port, it’s Smilebit’s Panzer Dragoon Orta. Indefinitely, it was released as an exclusive on Xbox in 2002.

The previous installment, Panzer Dragoon Saga was released on Sega Saturn and introduced RPG elements. Yet, Panzer Dragoon Orta returns to the series roots as a rail shooter. This sequel remains one of the finest entries in the series with beautiful music composed by Saori Kobayashi and Yutaka Minobe. Also, the breathtaking visuals fully exploit what the original Xbox was capable of.

In many ways, Panzer Dragoon Saga tends to overshadow Panzer Dragoon Orta. Regardless, Panzer Dragoon Orta is still a worthy entry in the series.

[source: Gamasutra]

 

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Could add-on peripherals have increased the Dreamcast’s power? https://www.seganerds.com/2017/01/27/could-add-on-peripherals-have-increased-the-dreamcasts-power/ https://www.seganerds.com/2017/01/27/could-add-on-peripherals-have-increased-the-dreamcasts-power/#comments Fri, 27 Jan 2017 19:17:38 +0000 https://www.seganerds.com/?p=29776 There's a simple question every longtime Dreamcast fan has pondered every so often - "Would Dreamcast games have looked better graphically if it hadn't been prematurely discontinued?"

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There’s a simple question every longtime Dreamcast fan has pondered every so often – “Would Dreamcast games have looked better graphically if it hadn’t been prematurely discontinued?” Or perhaps you’ve even wondered if the Dreamcast could have possibly ran games like Grand Theft Auto 3 or Need For Speed?

We might never know the answer, but legendary developer Yu Suzuki did say once in an interview that the Dreamcast’s graphics could have gone “twice the level of Shenmue. However, other developers have said the Dreamcast would have problems with ports of those games because its RAM was very limited compared to the other sixth-generation consoles, like the PlayStation 2 and Xbox.

However, a well-known solution used by SEGA in the past could have been used to increase the Dreamcast’s power: add-ons.

Maybe you’re thinking it’s a crazy idea because SEGA had already made big mistakes in the past with others add-ons, like the 32X or SEGA CD, but when you look at the Dreamcast hardware, it’s easy to realize the Dreamcast was made for them in mind.

Some good examples are the Dreamcast Karaoke add-on and the unreleased Dreamcast Zip Drive, both of which attach to the expansion port occupied by the Dreamcast’s modem. So, why couldn’t add-ons have increased the Dreamcast’s power like SEGA did with the Genesis, Sega CD and 32-X? Or what about the Saturn with its extended RAM cartridges?

Of course, this is just a theory, however, if the Dreamcast had had more time, I believe SEGA could have added more RAM, giving way for games like GTA 3 to run gloriously on our beloved 128-bit console.

It’s worth to remember that SEGA had already showed the Dreamcast DVD player. While games on this format were never confirmed, it shows that SEGA was already looking for some solutions to the Dreamcast’s disadvantages.

What do you think? Could add-ons have helped the Dreamcast in its war against the PlayStation 2, Xbox and GameCube? Do you think the Dreamcast could have been like the Genesis with different add-ons to increase its power?

We might never know, but we can have some fun with our imagination.

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7 Dreamcast curiosities nobody talks about! https://www.seganerds.com/2016/12/12/7-dreamcast-curiosities-nobody-talks-about/ https://www.seganerds.com/2016/12/12/7-dreamcast-curiosities-nobody-talks-about/#comments Mon, 12 Dec 2016 19:00:32 +0000 https://www.seganerds.com/?p=29357 When we talk about Dreamcast curiosities, people tend to think about its accessories, cancelled games or its still healthy indie game community. But how about the curiosities that nobody talks about? Here’s a list of some the fun tidbits in the Dreamcast’s past that we think deserve more attention. 1) SEGA made fun of Sony SEGA has …

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When we talk about Dreamcast curiosities, people tend to think about its accessories, cancelled games or its still healthy indie game community. But how about the curiosities that nobody talks about?

Here’s a list of some the fun tidbits in the Dreamcast’s past that we think deserve more attention.

1) SEGA made fun of Sony

SEGA has always been addicted to controversial advertisements, and it was no different with Dreamcast. When the PlayStation 2 was released, Sony’s device suffered huge distribution problems in the US, disappearing from stores and being resold at exorbitant prices to those willing to fork over the cash.

SEGA did not miss a good opportunity to poke their rival, as you can see in this image:

2) SEGA created an online war in Europe

SEGA from Europe ended up creating one of the weirdest but coolest Dreamcast advertisements: Every European Union country was teasing and then challenging others to “sort out the differences” in online matches. Here are three examples:

3) Square had a Dreamcast development kit

In a Gamespot article from 2000, we can find the following text: “Dreams of Namco putting full support into Dreamcast are pretty well gone, and Square, while reportedly it does have Dreamcast development kits, will probably also make the jump right into PlayStation 2 as its ‘Emotion Engine’ is exactly what Square has been fiending for since Final Fantasy VII was first in development.”

4) The Dreamcast’s graphics could go ‘twice the level of Shenmue 1’

In an interview for IGN in 2000, when asked about how much further Yu Suzuki thought the system could go graphically, he replied:

“It depends on software technology, but there’s still a lot of space left. Probably, easily, twice the level of Shenmue 1.”

5) The Dreamcast can run Nintendo 64 games

In 2007, a programmer with the nickname Simpson474 ported a Nintendo 64 emulator, called Daedalus-N64, to the Dreamcast. The emulator can handle Mario 64, Mario Kart and Zelda and other games with 5 FPS what is really impressive for consoles with just one generation of difference.

The programmer abandoned the project and said it was just a test. He left the code for anyone who wants to try to improve it.

Here is a link if you want to try it.

6) Dreamcast is one of the consoles that most emulates other machines

Still talking about emulators, did you know the Dreamcast is one of the rare consoles that can emulate emulate other video game machines? The list is huge:

Video game systems

Atari 800
Atari 2600
Atari 7800
Colecovision
Magnovox Odyssey
Mattel Intellivision
Milton Bradley Vectrex
NEC TurboGrafx-16/PC Engine
Nintendo 64
Nintendo NES/Famicom
Nintendo SNES/Super Famicom
Sega Genesis/Mega Drive
Sega CD/Mega CD
Sega Master System
Sega Saturn
Sega SG-1000/SC-3000
SNK NeoGeo
SNK NeoGeo CD
Sony PlayStation
VTech CreatiVision

Arcade systems

Mame
Midway Z80
NeoGeo MVS
Sega System 16

Portable systems

Atari Lynx
Bandai WonderSwan
Nintendo Game Boy Advance
Nintendo Game Boy (Color)
Pokemon Mini
Sega Dreamcast VMU
Sega Game Gear
SNK NeoGeo Pocket Color
Watara Supervision

Computer systems

386/DOS
Amstrad CPC
Amiga 500
Apple II
Atari 800
Atari ST
Commodore 64
CHIP-8
Dragon 32/64
MicroBee
Microsoft MSX
NEC PC-9801
Sinclair Spectrum
Thomson TO 7 and TO 8

For more details check a complete list with all the emulators here.

7) SEGA had its own video format for the Dreamcast

Everyone knows Dreamcast didn’t have support for the DVD format. Instead, SEGA established its own video standard called the DcVD (Dreamcast Video Disc). This format was based on the MPEG SOFDEC, which was similar to standards set for DVD video, VCD, etc.

Source: The Dreamcast Junkyard

Do you remember more forgotten curiosities about the Dreamcast? Let us know in the comments!

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The forgotten history of SEGA and Tomb Raider https://www.seganerds.com/2016/10/25/the-forgotten-history-of-sega-and-tomb-raider/ https://www.seganerds.com/2016/10/25/the-forgotten-history-of-sega-and-tomb-raider/#comments Tue, 25 Oct 2016 16:00:40 +0000 https://www.seganerds.com/?p=28613 Tomb Raider and PlayStation are synonymous. Though Lara Croft has appeared on everything from the Xbox to the N-Gage over the past 20 years, it was Sony’s partnership with Eidos that shot Lara Croft to stardom seemingly overnight. Every major Tomb Raider title by Core Design appeared on Sony hardware. Curiously, SEGA’s connection to Tomb Raider …

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Tomb Raider and PlayStation are synonymous. Though Lara Croft has appeared on everything from the Xbox to the N-Gage over the past 20 years, it was Sony’s partnership with Eidos that shot Lara Croft to stardom seemingly overnight.

Every major Tomb Raider title by Core Design appeared on Sony hardware. Curiously, SEGA’s connection to Tomb Raider is often neglected when discussing the franchise’s history. In fact, had SEGA capitalized on Tomb Raider when they had the chance, the 32-bit era may have had a drastically different outcome.Sega Tomb Raider 15

Only three Tomb Raider titles were released on SEGA hardware. Each proved technically impressive, sometimes trumping their PlayStation (and even PC) counterparts. Lara’s relationship with SEGA was fiery and flirtatious, but short lived.

Though it would have been nice to see more of Lara’s adventures on SEGA consoles, the Tomb Raider titles we did receive stand as important additions to the adventure genres on both the Saturn and Dreamcast.

Core Design and SEGA Enterprises: Early years

Core Design was a British development house founded in 1988, operating out of Derby UK (“Core Design”). Between 1989 and 1995, Core Design pumped out an almost ludicrous number of titles across numerous systems. SEGA and Core’s relationship began with Core porting Action Fighter and Dynamite Dux to Amiga and Atari consoles (“Core Design”).

Soon, they moved into developing original software for SEGA’s major home consoles. Their games weren’t always hits. They were, however, always innovative. Core was seemingly eager to develop for new platforms, tailoring each game to the limits and possibilities of the hardware. Here are a few highlights from their early years working with SEGA.

Cyber-Cop/Corporation

genesis_cybercopCyber-Cop was one of the first in its genre, and one of the only first-person shooters to be released on the Genesis. It hasn’t aged very well, but it was ground-breaking for its time.

 

 

Soul Star

segacd_soulstarA standout shooter in the vein of Galaxy Force, Soul Star showcased the technical prowess of the Sega CD.

 

 

 

B.C. Racers

32x_bcracers_2A spinoff of Core’s Chuck Rock series, B.C. Racers gave Mario Kart a run for its money.

 

 

 

Skeleton Krew

genesis_skeletonkrew Skeleton Krew was an isometric, arcade, co-op, shooter. It stands as one of the best games the studio ever produced, and was the final Genesis title Core released in North America.

 

 

Fighting Force

Fighting ForceRumor has it SEGA was keen on making Core’s arcade brawler the fourth entry in its Streets of Rage franchise. Unfortunately, the deal never came to fruition. There was a Saturn release planned, but it was cancelled before release.

 

Tomb Raider

Sega Tomb Raider 3In the mid-90s, Core Design began preliminary work on a fully 3D, globe-trotting, action-adventure game. It wasn’t a shooter, nor was it a platformer. The emphasis was on exploration and movement, with stylized combat tying the package together.

Most intriguing was that the star of the game was a woman. Her name was Lara Croft, and the game was Tomb Raider. Croft’s boldness, wit and design instantly resonated with audiences. Tomb Raider became one of the year’s most anticipated, and ultimately successful, games when it released on Oct. 25, 1996.

Tomb Raider was shown to SEGA, and SEGA liked what they saw. Securing a timed-exclusivity deal with Eidos (remember when those didn’t cause riots?), Tomb Raider was slated to launch on the Saturn a full month ahead of the PlayStation and PC versions (“Loving Lara” 26).

Unfortunately, due to weak marketing by SEGA, this timed deal didn’t lead to much of a boost for either company. It was only after Tomb Raider launched on the Sony PlayStation and PC that Lara’s fairy tale rise to fame began. Vastly surpassing Core’s projected sales, Tomb Raider became an instant hit, and the definitive standard for 3D gaming.

Sega Tomb Raider 2Tomb Raider chronicled the adventures of treasure hunter Lara Croft. Raised with the comforts of wealth and security, Lara grew up to be the antithesis of your typical aristocrat. Travelling the world, preforming her own style of rouge archaeology/trophy hunting, Tomb Raider began with Lara receiving a contract from a woman named Jaqueline Natla. Hesitant but curious, Lara set out to find a lost relic known as the Scion.

The narrative in Tomb Raider was thin, failing to leave much of an impact. Rather, it was Lara’s quirky personality that ended up stealing the show. She was a powerful, composed, action heroin whose brains matched her bronze. Her abilities were numerous, yet could be all applied to a standard 6-button controller. Acrobat, athlete, weapons expert and academic, Lara Croft was the kind of avatar gamers wanted.

Tomb Raider’s environments were grid based, built with Lara’s capabilities in mind. Exploration was key, and you could think your way to just about any point on the map should a ledge or landing exist there. Tomb Raider, though advertised as an action game, truly shined because of its level and puzzle design. Combat revolved around mobility and weapon selection for different foes. Item collection, navigation, and exploration were the meat of the game.

One could spend hours running about a level, searching for hidden pathways or secret stashes of treasure. It had a sort of Metroid feel to it, yet wrote its own rules when it came to platforming and traversal. Tomb Raider sold itself on visual prowess and action. But it was smart composition and level design that made the game a success.

Sega Tomb Raider 5Each version of the game was programmed separately, ensuring Tomb Raider ran optimally on each platform (“Alphas” 72). Though Tomb Raider pushed some impressive Voodoo powered visuals on PC, both home console ports showcased just how capable Core’s engine was. Tomb Raider on the Saturn was a marvel of 3D architecture, though it was inferior to its Sony counterpart in several ways.

The frame rate on the Saturn was marginally lower (“Alphas” 76). The Saturn also rendered structures as quads as opposed to triangles. For many 3D games, this meant a slightly messier build. In this case, however, Lara’s character model looked better on the Saturn. Other effects, such as water, also rendered better on SEGA’s console. However, the Saturn port of Tomb Raider was undeniably darker and more pixelated than it was on the PlayStation.

A few unfortunate bugs were shipped along with Saturn version’s early launch (“Loving Lara” 26). An inaccessible secret, as well as Lara being unable to perform her signature handstand, somewhat tainted the Saturn version’s early arrival.

Tomb Raider was one of the first 3D games to define what a 3D game was. In a time where companies were struggling to update their 16-bit hits to 32-bit hardware, Tomb Raider demonstrated sound, workable mechanics for platforming, combat, and puzzle solving in a three-dimensional space. It catered to player freedom, allowing gamers to truly project their will through the vessel on screen. Despite a few bugs, Tomb Raider on the Saturn was and always will be a landmark next-generation title. It pushed the hardware to the limit and had functional, fun, gameplay to back it up. Had SEGA put a little more enthusiasm into marketing Tomb Raider for the Saturn, or even secured it as a full exclusive, one could speculate endlessly as to how the 32-bit console war may have veered in a different direction.

Sega Tomb Raider 4Tomb Raider ended up being a smash hit for the PlayStation. Along with the likes of Quake, Tomb Raider also encouraged a fair number of PC gamers to upgrade their graphics cards. But it was Sony’s immediate capitalization on 3D gaming’s newest star that solidified the Tomb Raider brand. Sony not only framed the PlayStation as the 3D gaming console, but they played a huge part in popularizing Lara Croft. Eidos and Sony agreed to a console exclusivity deal for the next several years.

Though she would eventually return to SEGA hardware, SEGA fans had to wait four years and a whole new console generation before embarking on a new adventure with Lara.

Tomb Raider: The Last Revelation

In 1999, Sony’s deal with Eidos ended. Core was quick take advantage of this window. SEGA’s new console, the Dreamcast, had just launched. Core announced Tomb Raider IV: The Last Revelation would be coming to the Dreamcast in 2000. The announcement was sudden and caught many by surprise (”Lara Revealed” 10).

Sega Tomb Raider 7The Dreamcast edition of The Last Revelation was an enhanced port of the PC version. Unfortunately, with such a quick turnaround time to port the game, the Dreamcast version failed to impress most critics. However, Tomb Raider fans were treated to what would become known as the premier version of the game. Broadcasting in 480p via VGA output, Lara Croft had returned to SEGA hardware, and she looked better than ever.

Tomb Raider IV: The Last Revelation gave gamers an intimate look into Lara’s past. Though we had seen snippets of Lara’s home life in past games, The Last Revelation was the first game in the series devoted to framing Lara as a character. The game opened not in Lara’s estate, but in Cambodia, 1984. Here, we met a young Lara Croft on an expedition with Dr. Werner Von Croy. Serving as her teacher and mentor, Von Croy guided Lara though Ankor Wat.

It was a stark departure from series’ tradition. In the first three games, Lara provided instruction to the player, informing them how to perform various moves while within the safety of the Croft Manor. In The Last Revelation, no such acknowledgement to the player was made. Instead, Von Croy spoke to Lara, coaching her on traversal. This young Lara was still the spunky heroin fans had come to love. However, she was also inexperienced and vulnerable. For most of the opening stage, Lara was at the mercy of the doctor’s instruction, and sarcasm. By the level’s end, Lara and Von Croy had moved from a relationship of student and teacher to rival tomb raiders, setting the stage for an epic adventure.

Sega Tomb Raider 8Other notable departures included in The Last Revelation were it ditching globe-trotting in favor of a tale grounded entirely in Egypt – a series first. Though limited to one region, the art direction was painstakingly detailed, inspiring a new look and feel in each area players visited. It also provided a sense of urgency to the chase between Von Croy and Lara. The Last Revelation also had continuity to its timeline. Players never left Lara’s side, emphasizing the endurance and urgency required of the tasks at hand.

Lara’s return to SEGA hardware was celebrated via several new and improved graphical features. Seeing as the game had launched on the PlayStation and PC several months earlier, the Dreamcast port had undergone a bit of a facelift before launch. The visuals on the Dreamcast looked on-par, arguably even superior, to those on the PC. Console exclusive shadow effects made many areas look absolutely picturesque. Bump mapping also impressed long time series fans, especially when running in full 480p via the Dreamcast’s VGA display. These new effects, along with unlockable Dreamcast-themed promo art, made it a tempting purchase for fans.

Lara was equipped with several new and notable abilities for her fourth adventure. Rope climbing/swinging was added. Lara also could swing around corners when hanging from a ledge, allowing for more complex level architecture. Combat still relied on auto-aim weapons, with movement being the main crux of surviving a firefight. However, certain weapons could be equipped with sights for first-person, precision shots. All of these new abilities were heavily integrated into the game’s platforming and puzzle challenges.

Sega Tomb Raider 9However, the game was not without its problems. With the new take on design came new complexities. The Last Revelation is widely regarded as the hardest game in the series. Levels were less defined, often sprawling several huge, open areas. Key and lock puzzles sometimes required backtracking across multiple areas, all riddled with hidden passages and labarintheian floor plans. When inside of the actual tombs, line of sight decreased dramatically. Lara could illuminate areas via flares or torches. However, trying to navigate in such thick darkness quickly became frustrating. The Last Revelation may have been a welcome change to series’ staples, but it was also incredibly unforgiving.

Sega Tomb Raider 16Tomb Raider IV was met with warm reception upon its PC and PlayStation release. Opinions had slightly soured when the Dreamcast port launched several months later. The game was praised for its more personal and involving storyline. It was also praised for retooling the status-quo level design into something completely new.

Despite running on the same, aging, engine as the past three games, The Last Revelation managed to feel notably different from its predecessors – something that split fans. However, even with its new take on level and puzzle design, focus of story and upgraded visuals, Tomb Raider was starting to show its age. Fans who wanted more of the same were treated to a lengthy and challenging adventure. The average gamer looking to discover what Tomb Raider fever was all about would have probably been a bit underwhelmed.

The Dreamcast port failed to provide SEGA’s next-generation hardware with a next-generation experience. As Drew Cosner wrote in his review for Official Dreamcast Magazine, “Sure, the environments themselves are new and not without charm and suspense, but you keep on doing the same things, over and over, no matter what the surroundings are—which is about as exciting as washing the same old laundry at a new laundromat”(“Tomb Raider: The Last Revelation” 101).

Sega Tomb Raider 10It was a bitter sweet return, but Lara Croft had come home. Initially, Core’s plans for the console were short-sighted. They were keen to bring Fighting Force 2 and The Last Revelation to the Dreamcast, but their ambitions for SEGA’s hardware ended there (“Lara Revealed” 10). However, it wouldn’t be long before they changed their minds. Tomb Raider: Chronicles was released for the Dreamcast in late 2000.

Tomb Raider Chronicles

Up until the fourth Tomb Raider game, storylines had been told as one-off adventures; assumingly, but not outright shown to be, connected. After the more personal narrative of The Last Revelation, Tomb Raider Chronicles was a sort of retelling and celebration of Lara’s life (spoiler alert: Lara may or may not have died in The Last Revelation). With her closest friends gathered together, Lara’s forgotten exploits are retold as short stories – four adventures spanning three to four levels each. It proved an interesting twist, bringing the gameplay back to the series’ standard level structure, as opposed to the more open design of the fourth entry. Lara Croft’s fifth adventure was once again met with mixed reception. Though praised by some fans, Chronicles felt more like an expansion pack than a full game.

Chronicles began with a recount of Lara’s acquisition of the Philosopher’s Stone. Playing tag with the original game’s villains Pierre DuPont and Larson Conway, the three tomb raiders raced about Rome, competing to get the edge on one and other. Subsequent stories included Lara’s infiltration of a Russian submarine, breaking into her old mentor’s laboratory, and a set of levels featuring teenaged Lara.

Sega Tomb Raider 11Chronicles included all of The Last Revelation’s new features. Lara could still round corners while climbing, use a laser pointer for precision shots and climb/swing from ropes. New to Chronicles was tightrope walking – though its implementation was (smartly) limited.

There were also several stealth sections relegated to the second and fourth sections of the game. Stealth was something Core had flirted with in Tomb Raider III but never developed past basic line of sight mechanics. In Chronicles, stealth felt forced and awkward, not anywhere as smooth as its contemporaries of the time.

Where Chronicles most notably differed from The Last Revelation was in its level design. Gone were the massive, interconnected, open areas. Back were self-contained levels. Curiously, vehicles were also absent – a trademark of the series since the second game. Chronicles was a story set around exploring Lara’s mysterious past. However, despite moving the overall narrative forward, it was a clear step back in terms of innovation. Some fans and critics applauded this move after being frustrated by the long, difficult grind that was The Last Revelation. Others felt the series had hit a wall, unable to progress in any meaningful way via the current game engine. No longer could slight graphical updates, new moves, or new weapons justify a new game.

Sega Tomb Raider 12While the Dreamcast port of The Last Revelation was seen by many as the definitive version, Chronicles on Dreamcast sat somewhere between the PlayStation and PC versions. Once again, the game looked and ran smoother on the Dreamcast than PlayStation. Core also supported VGA output, making the game look near identical to the PC version.

However, Dreamcast exclusive effects included in The Last Revelation, such as dynamic lighting, had been removed. The PC version included the Tomb Raider Level Editor – software which allowed fans to build and share their own Tomb Raider levels/games. Not surprisingly, the level editor was not included with the Dreamcast or PlayStation versions.

The Dreamcast port of Chronicles was functional, providing fans who owned SEGA hardware to stay up to date with the latest entry. However, that’s all Chronicles on the Dreamcast ended up being – a port. One could blame the slumping sales of the Dreamcast for the quick and dirty release. One could also blame the series’ fleeting appeal. The answer probably lied somewhere in between the two. As James Maineiro wrote, “It’s nice to see Lara on the Dreamcast again, but this game merely heaps another shovel of dirt over her coffin”(“Tomb Raider Chronicles” 62).

The End of an Era

Chronicles marked the death of Lara Croft on SEGA hardware. While PC gamers would continue to receive every major Tomb Raider title, console gamers would need to upgrade to the PlayStation 2 for the Sony console-exclusive, The Angel of Darkness. Though The Angel of Darkness was technically Core’s last Tomb Raider game, one could make the argument Lara Croft had been born on the Saturn and died on the Dreamcast.

Core Design, after The Angel of Darkness, would lose the license they created before being dissolved entirely. What started as strong professional friendship between SEGA and Core ended in somewhat of a tragedy; the best days behind both houses. On this, the 20 year anniversary of the franchise, SEGA collectors may want to take a look back at the phenomenon of gaming’s first leading lady, appreciating how SEGA played an integral part in the series’ success.

References

Alex Fly, Kaejaris. Core Design. About, 2014. Web. 12 July 2016.

“An interview with Core Design: ng alphas.” Next Generation 22, 1996: 75-76. Print.

Cosner, Drew. “Tomb Raider: The Last Revelation.” Official Dreamcast Magazine 6, 2000: 100-101. Print.

The Cover Project. 2006. Web. 10 September 2016.

Gh0stBlade. Unseen64. tomb raider, 2012. Web. 18 July 2016.

“Lara Revealed.” Official Dreamcast Magazine 4, 2000: 10. Print.

“Loving Lara Croft.” Retro Gamer 78, 2010: 25-31. Print.

Maineiro, James. “Tomb Raider: Chronicles.” Official Dreamcast Magazine 12, 2001: 62. Print.

Sega-16 Forums. Polygon rendering: Quads vs Triangles, 2010. Web. 18 July 2016.

Sega Retro. Core Design, 2015. Web. 17 July 2016.

Tomb Raider Forums. Sega Saturn and PS1 differences, 2015. Web. 15 July. 2016.

Tomb Raider Forums. PSX Vs PC Vs DC Versions., 2010. Web. 17 July 2016.

“Tomb Raider: ng alphas.” Next Generation 22, 1996: 71-73. Print.

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Retrospective: Remembering Arnold Palmer… Tournament Golf (Genesis) https://www.seganerds.com/2016/09/28/remembering-arnold-palmer-s-tournament-golf/ https://www.seganerds.com/2016/09/28/remembering-arnold-palmer-s-tournament-golf/#respond Wed, 28 Sep 2016 16:01:32 +0000 https://www.seganerds.com/?p=28805 With Arnold Palmer’s passing on September 25, I thought this would be a good time to look back at his early Genesis game, Arnold Palmer Tournament Golf. I’m going to behave today. I promise… Looking to create a DIY golf simulator? Check out these golf impact screen. Thanks for watching everyone. If you would like …

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With Arnold Palmer’s passing on September 25, I thought this would be a good time to look back at his early Genesis game, Arnold Palmer Tournament Golf.

I’m going to behave today. I promise…

Looking to create a DIY golf simulator? Check out these golf impact screen.

Thanks for watching everyone. If you would like more information about the Arnie’s Army Charity Foundation, go here.

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1929-2016

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A very curious fact between a game made by Rare and the Master System https://www.seganerds.com/2016/09/01/a-very-curious-fact-between-a-game-made-by-rare-and-the-master-system/ https://www.seganerds.com/2016/09/01/a-very-curious-fact-between-a-game-made-by-rare-and-the-master-system/#comments Fri, 02 Sep 2016 02:49:56 +0000 https://www.seganerds.com/?p=28409 Rare is very known because of its partnership with Nintendo in the 90’s. Games like Donkey Kong Country, GoldenEye 007, Banjo-Kazooie and Perfect Dark are very acclaimed by the fans. In 2002, Microsoft acquired Rare who retains their brand and franchises. However, before all the history we know there is something very curious between a …

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Rare is very known because of its partnership with Nintendo in the 90’s. Games like Donkey Kong Country, GoldenEye 007, Banjo-Kazooie and Perfect Dark are very acclaimed by the fans. In 2002, Microsoft acquired Rare who retains their brand and franchises. However, before all the history we know there is something very curious between a Rare game and the Master System.

The game Battletoads in Battlemaniacs was developed for SNES and Master System. The Master System version was ported by Syrox Developments and was going to be published in Europe by Virgin Interactive in July 1994. However, when Virgin Interactive was about to release the game for Master System it was cancelled. Knowing that, TecToy found a way to get the rights and released it in Brazil in 1994.

TecToy decided to release it because the game was extremely successful for SNES in the country. However due to the bugs found in the game, TecToy took it out from the market and only few copies were released making it one of the rarest games for Master System.

Even with some problems the game runs well on Master System. The design of the stages are the same as the 16-bit version and the movements also look very similar to the SNES version. The worst part is the collision between the player and the enemies that give a lot of headaches for the players. Additionally, there are some songs missing that were included in the other version.

Even though it has a lot of bugs, it is still worth it if you are a Master System collector or you just want to spend some time testing a different game on your Master System emulator.

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Street Fighter II for Master System made possible because of a joke https://www.seganerds.com/2016/08/19/street-fighter-ii-for-master-system-made-possible-because-of-a-joke/ https://www.seganerds.com/2016/08/19/street-fighter-ii-for-master-system-made-possible-because-of-a-joke/#comments Fri, 19 Aug 2016 17:30:04 +0000 https://www.seganerds.com/?p=28179 The year was 1997; Master System and Genesis were still popular in Brazil and both were still receiving new games. TecToy, which had a lot of experience programming for Master System, wanted to bring the most popular fighting games to the SEGA 8-Bits console, which prompted them to start development on Street Fighter II. However, …

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The year was 1997; Master System and Genesis were still popular in Brazil and both were still receiving new games. TecToy, which had a lot of experience programming for Master System, wanted to bring the most popular fighting games to the SEGA 8-Bits console, which prompted them to start development on Street Fighter II.

However, the majority of the companies don’t want to see their projects related to old products, so Capcom didn’t want to see Street Fighter II on the Master System. Tectoy decided to do a little joke to get the license from Capcom.

On the day they presented it for Capcom, they hid the Master System under a table and gave two Genesis Joysticks to the guy, pretending it was a Genesis game. At the beginning when he started to play it, he thought the game was awful for a Genesis game, and he said “I think you should improve it a lot”. When he said that Tectoy took the console and put it over the table and the guy impressed said “I’ve never seen a game taking so much from the Master System CPUs as you did, I think we will allow you to release it”.

Following that, Tectoy got everything they needed to release the only official version of Street Fighter II for an 8-bit console. Have a look at the interview below with the CEO of TecToy, Stefano Arnhold.

Street Fighter II for Master System was released with 8 fighters. It features the announcer’s vocals and it has good graphics, but it missed a lot of moves because Master System’s Joystick has only two buttons. The game is still impressive for an 8-bit console, but the Master System would have sold much more if it was released much earlier in the console’s life cycle.

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The secret behind Duke Nukem 3D for Sega Genesis https://www.seganerds.com/2016/08/07/the-secret-behind-duke-nukem-3d-for-sega-genesis/ https://www.seganerds.com/2016/08/07/the-secret-behind-duke-nukem-3d-for-sega-genesis/#comments Mon, 08 Aug 2016 00:46:05 +0000 https://www.seganerds.com/?p=27828 In 1998, everyone was looking at SEGA’s next console, the Dreamcast. In Brazil, however, SEGA Genesis was still strong and supported by TecToy (Representative of SEGA in Brazil). In 1997, TecToy had done an incredible job porting Street Fighter II for Master System and then decided to go further. At that time Duke Nukem was …

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In 1998, everyone was looking at SEGA’s next console, the Dreamcast. In Brazil, however, SEGA Genesis was still strong and supported by TecToy (Representative of SEGA in Brazil). In 1997, TecToy had done an incredible job porting Street Fighter II for Master System and then decided to go further.

At that time Duke Nukem was very popular; Released for Nintendo 64, SEGA Saturn, and PlayStation, TecToy had the idea to port this game for SEGA Genesis. To do this, TecToy decided to get the license from GT Interactive, which was a distributor of 3D Realms around the world.

However, when they were almost closing the deal, they thought they couldn’t do it because of the the SEGA Genesis’ limitations. A programmer from TecToy who had helped translate Phantasy Star (Master System Version) to Portuguese remembered an algorithm that simulated 3D labyrinths in that game.

With this solution, they were able to port a FPS game for SEGA Genesis without any extra chips. SEGA Nerds translated a part of an interview made by a Brazilian Channel, where Stefano Arnhold (President of TecToy) talks about it.

Duke Nukem 3D for SEGA Genesis is a simplified version of the game, covering the second episode of Lunar Apocalypse; The game uses flat layout and 90-degree angles. Before only available in Brazil, the game was re-released across the whole world in 2015 by Piko Interactive.

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Here are 3 Half life mods you should play on your Dreamcast https://www.seganerds.com/2016/07/26/here-are-3-half-life-mods-you-should-play-on-your-dreamcast/ https://www.seganerds.com/2016/07/26/here-are-3-half-life-mods-you-should-play-on-your-dreamcast/#comments Wed, 27 Jul 2016 00:15:39 +0000 https://www.seganerds.com/?p=27688 Half Life first released for PC in 1998 and was a revolution for FPS games; For the first time we had a deep plot with a good narrative, making us feel like we were inside a game where everything looked so believable. Besides having a good narrative, the game also had good graphics, very smart …

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Half Life first released for PC in 1998 and was a revolution for FPS games; For the first time we had a deep plot with a good narrative, making us feel like we were inside a game where everything looked so believable. Besides having a good narrative, the game also had good graphics, very smart enemies, and an incredible multiplayer for the time.

In February of 2000, the game was announced for Dreamcast, but unfortunately cancelled after SEGA decided to stop the Dreamcast’s production in 2001. In 2003, one of its versions numbered 1672 was leaked on Internet. The game leak had almost everything ready, with the exception of some problems on the loading times and the space it used to save the game. Additionally, Half Life had better 3D models than the PC version.

The best part was still coming. With this leaked version, fans around the world were able to start creating their own versions of Half Life, giving birth to the Half Life mods for Dreamcast. Here are three Half Life mods you should play on your Dreamcast.

3_Half_life_mods_you_should_play_on_your_Dreamcast_1Counter-Strike is one of the most popular games for PC and the game was responsible for the popularity of online multiplayer games.  Version 1.0 came out for Dreamcast in January 2009. With the same maps of the PC version, the game runs pretty well on Dreamcast. Even though it’s missing the online part, it is incredible how Dreamcast is able to run the maps from the PC version with much less memory.

 

 

 

Paranoia Dreamcast CoverParanoia is one of the best mods for Half Life. Here, you are a Russian officer who needs to defend a restricted military area, eliminating terrorists and protecting innocent workers. All the levels are based on real Russian architecture and environments. The final version for Dreamcast was released in June 2010 and the game really pushes the Dreamcast’s capacities.

 

 

 

 

They Hunger DreamcastThey Hunger is a Zombie survival horror based on Half Life. The game was released in three episodes for PC in 1999, 2000 and 2001. The game had its final version released for Dreamcast in 2010. Here, you are a writer who is listening to the radio on a normal day when you receive a strange announcement: “This is BMRF radio bringing you a special news report! Unknown atmospheric phenomena have been reported throughout the area. Meteorologists have been unable to identify the source of the strange electrical displays but we will keep you informed of any developments. We return you now to our regular programming” and then the horror adventure starts.

It’s incredible how a cancelled game created so many good things. If you have a Dreamcast and you haven’t played these games yet, it’s time to try one of the best FPS games on Dreamcast.

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The day the fastest driver met the fastest mascot https://www.seganerds.com/2016/07/15/the-day-the-fastest-driver-met-the-fastest-mascot/ https://www.seganerds.com/2016/07/15/the-day-the-fastest-driver-met-the-fastest-mascot/#respond Sat, 16 Jul 2016 02:13:36 +0000 https://www.seganerds.com/?p=27424 April 11th, 1993 was a special day for F1 and SEGA fans; The race took place at Donnigton Park, England, and was named the XXXVIII SEGA European Grand Prix. Our beloved video game company sponsored the event and it was one of the best F1 races of all time. In that year, SEGA was already …

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April 11th, 1993 was a special day for F1 and SEGA fans; The race took place at Donnigton Park, England, and was named the XXXVIII SEGA European Grand Prix. Our beloved video game company sponsored the event and it was one of the best F1 races of all time.

In that year, SEGA was already sponsoring the Williams team, which won the Constructor’s Championship as well as the Driver’s championship the same year. Sonic was featured on the cars and helmets of the team, but the rival team (McLaren) started to use the paint of a squashed hedgehog after winning some races over Williams.

Williams_MCLaren_Cars

The SEGA logo could be seen everywhere on the track; The race started under severe rain, which made it becomes a true spectacle. Prost started on the pole, but Senna, who had started in 4th and dropped to 5th, assumed the 1st place after passing 4 cars in what is considered (for many) the greatest F1 lap ever.

The race finished with Ayrton Senna in 1st, Damon Hill in 2nd and Alain Prost in 3rd. The best part of the race SEGA had saved for the podium, where Senna was given a Sonic trophy: It created one of the most iconic images of all time.

Even though Senna was from the rival team, the trophy was in good hands. Two years before, Senna had helped SEGA to create Super Monaco GP II, which is one of the best racing games for Master System and Mega Drive. No other drive deserved to receive a trophy of Sonic because both Senna and our Blue friend are known by their insane speed.

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