Posts Tagged ‘Sega’

Megadrive 6-In-1 2 (DTV)

Tuesday, June 23rd, 2009
Radica Megadrive 6-In-1

Radica Megadrive 6-In-1

Apart from the Sonic-coloured control pad being swapped out for one sporting a more lurid Robotnik shade of red, the second Radica Megadrive 6-In-1 is pretty much the same hardware as the previous unit I’ve already taken a peek at. The dinky, shrunken Megadrive 2 is still exceedingly cute, the pad still resembles the Megadrive controller and retains the reasonable build quality and the battery life is still only slightly shy of utterly phenomenal.

And as with the previous device, the six games included are something of a mixed bunch; obviously the lead title is the domain of the blue spiky geezer’s second outing, but he’s joined by two other big name Sega characters, Alex Kidd and Ecco the Dolphin. As before there’s something for puzzle fans included and this time the role is taken by the excellent and now rather heavily cloned gem stacker Columns, whilst the less recognised part of the Sega back catalogue on show this time are Gain Ground, which is presumably what happens when a role playing game and a shoot ‘em up mate, and The Ooze… which doesn’t defy description as such, but the idea of being a puddle of slime and dribbling around the levels is pretty bizarre.

Radica Megadrive - Sonic 2

Radica Megadrive - Sonic 2

Speaking of strangeness, Sonic the Hedgehog 2 has a two player versus mode based on the Chaos Emerald bonus runs, but this is rendered all but useless by the hardware only offering a single controller; no, it’s nowhere near a deal breaker but rather puzzling as to why it’s been left in place and once a race has been started, the player has a choice of either wading through five minutes of boredom or hitting the reset button. But that and Columns constantly blinking a “press start” message for a second player that will sadly never come aside, there’s a fair bit going for this DTV; I’d honestly forgotten how much fun Gain Ground was to play or indeed how beautiful a game Ecco the Dolphin is generally, along with those spiffy graphics it also has that wonderful soundtrack that always vaguely reminds me of Paddy Kingsland’s work on the incidental music for the Hitchhiker’s Guide to the Galaxy…

Radica Megadrive - Gain Ground

Radica Megadrive - Gain Ground

If you don’t already have the major titles included in another form it’s worth at least considering Radica’s second attempt at shrinking the Megadrive; most of the games included still hold their own apart from The Ooze (which is nicely presented and probably superior to a couple of the other titles visually but just didn’t grab me personally, everyone else’s mileage will possibly vary) and, despite being the plain Jane of the pack, Gain Ground is a real “sleeper”, that spends it’s time sidling up to unsuspecting players who were “just having a quick go” to make sure it worked and purloining an hour of their time. Whilst it’s almost a crying shame that there still haven’t been any kick-arse scrolling shoot ‘em ups included here, Gain Ground does at least go some of the distance towards soothing those itchy trigger fingers.

The screenshots for this review were taken from an emulator, unfortunately the (t)rusty old Retro Tat grabbing hardware gave up the ghost a few months previously and the current solution is utterly incapable of locking onto the signal being kicked out by this DTV!

Inside Look: AiAi Banana Catch

Friday, February 27th, 2009

Since I had a serious amount of fun pulling apart a Megajoy 2 previously, it seemed like a good idea to dismantle something else and the next item that came to hand was an AiAi Banana Catch LCD game; granted, thousands of children around the globe put some effort into opening one of these up when they were bundled with McDonalds Happy Meals (in some cases by throwing them at fixtures, fittings, members of staff and indeed other patrons of said fast food outlet) but they didn’t take pictures, did they?

AiAi Banana Catch - rear of case

AiAi Banana Catch - rear of case

Here’s the back of the case (with a second unit above it partially visible) and, along with the power switch and a tiny hole for the sound from the speaker (below the right arm of the golden arch) there are four screws holding everything together and a fifth that keeps the battery compartment cover in place.

AiAi Banana Catch - front of case removed

AiAi Banana Catch - front of case removed

Once those screws and then the front of the case have been removed, there isn’t actually that much to see! There’s the display itself, a single circuit board that drives everything (the rear of which is visible in the next picture), two pads for the left and right buttons and two wires running to the battery compartment at the bottom left.

The power switch is just a shaped piece of plastic which, when pushed into the “on” position, merely presses a piece of metal against a contact to complete the circuit. A simple mechanism yes, but robust enough that the unit can be abused by an eight year old stuffed full of chicken nuggets and chips and still work.

AiAi Banana Catch - front of case and innards removed

AiAi Banana Catch - front of case and innards removed

Finally, here’s the rear of the case again but this time with the works lifted forward to show their underside; the two yellow wires that were previously concealed by the board are there to connect it to the speaker.

Outrun 2006: Coast 2 Coast (Xbox)

Tuesday, February 17th, 2009
Outrun 2006: Coast 2 Coast for the Xbox

Outrun 2006: Coast 2 Coast for the Xbox

After last week’s prod around the excellent Outrun 2, it seemed like a sensible idea to follow on with a look at what is essentially its sequel; Outrun 2006: Coast 2 Coast is the home computer and console take on the arcade follow-up Outrun 2 SP (or Special Tours), which took the original game, replaced every gorgeous location with a different but equally attractive one and, along with hiking the overall speed of the game up a little, gave the cars the option to ride the slipstream of vehicles in front of them to get their top speeds up even higher than before. As with it’s Xbox predecessor, Outrun 2006: Coast 2 Coast has a straight Outrun mode where the fifteen arcade stages can be attacked in the usual manner of racing a stage and deciding which comes next at intersections in the road but, surprisingly, it also contains the original fifteen from Outrun 2 as well, all of which are exercised regularly during the mission modes.

Gazing at a gorgeous sunset... at over 220Km/h

Gazing at a gorgeous sunset... at over 220Km/h

Yes, along with the all-out Outrun race modes there are mission modes in a similar vein those in Outrun 2, although this time they’ve been divided into two distinct groups; the more driving-oriented activities such as drifting, races against computer-controlled opponents and so forth are all presided over by Flagman, the rotund character who resembles Father Christmas on dress down Friday and usually waves the cars off at the starting line. The more surreal games have been placed under the scrutiny of Clarissa who is, despite her casual attire, a hard task mistress who cracks a metaphorical whip and insists on a high standard of driving skill from the player.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

Although the photograph taking and memorising sequences of fruit are no longer present from the previous game, what the petite dominatrix in the passenger seat wants can still be somewhat deviant; along with more mundane tasks such as not crashing or passing as many vehicles as possible (sometimes involving convoys of big rigs), the missions range from the violent, such as smashing every other vehicle off the road with a temporarily indestructible car, to the surreal as the player avoids meteorites that tumble from the sky to embed themselves into the road surface, being caught in the tractor beam from a hovering U.F.O. or dribbling what must surely be ten feet of beach ball along with the nose of the car. No, I’m still not making this up…

Some of the scenery can't be appreciated until you can watch someone else driving!

Some of the scenery can't be appreciated until you watch someone else playing!

One major change between Outrun 2 and this new incarnation is the way that new items are unlocked. Gone are the Top Trumps and ridiculous Ferrari-labelled tat such as teddy bears and paperweights, instead we have Outrun Miles which are accumulated after races or missions are completed; these can be traded in like air miles to gain access to new cars, select paint jobs for the ones already unlocked, add extra soundtracks to the play list and open up missions including two long runs that take the driver through fifteen stages of either Outrun 2 or Outrun 2 SP scenery (the latter being available on some Outrun 2 SP arcade cabinets, apparently only enabled if the operator so chooses). The actual roster of cars is far larger in Outrun 2006: Coast 2 Coast, with each of the fifteen existing in its regular state and a racing-ready “Outrun class” version which is more expensive, but has better performance.

The woodpecker infestation was getting seriously out of hand!

The woodpecker infestation was getting seriously out of hand!

Considering the huge popularity of their original Xbox port of Outrun 2, I’m sure that the temptation was there for developers Sega and Sumo Digital to rest on the laurels of their existing code, merely tweaking it to add the slipstream and extra car roster in order to produce a home version of Outrun 2 SP. The quite brave decision to redesign the mission mode games, the inclusion of the tracks from the first game and particularly the alteration of that unlocking system really are deserving of praise (especially now that I can simply save up for the Outrun class F40 and the two mixes of Magical Sound Shower!) Outrun 2006: Coast 2 Coast still drives like an absolute dream and, with the thirty stages, two different sets of mission modes and a generous helping of Ferraris to choose from, this really should be enough to keep even the most well-practised Outrun 2 player busy for a substantial amount of time.

The versions of Outrun 2006: Coast 2 Coast squealing sideways around corners here were the Xbox and Windows PC ones (I’ve found the latter to play best using a USB analogue Dual Shock clone pad, with the left stick for steering and right assigned to accelerator and brake – it takes a bit of getting used to after the Xbox controls but does work quite well) but it also exists for the Playstation 2 and PSP and of course the arcade original.