Posts Tagged ‘Sega’

Outrun 2 (Xbox)

Tuesday, February 10th, 2009
Outrun 2 for the Xbox

Outrun 2 for the Xbox

Hopefully, the name Outrun should immediately be recognised by any reader of Retro Tat but, on the vague chance that it isn’t, the original was released into arcades during 1986 by developers Sega and, due to some hefty electronics under the hood coupled with a hydraulic cabinet, it wowed arcade gamers with it’s fast-paced action, a superb in-game soundtrack and quite frankly beautiful graphics. Outrun was a very learnable game, the simple objective was to race from the start line to one of five possible finishing points, the route taken being decided at junctions in the road; each leg of this road race had a different theme and the roads themselves were full of sharp bends and heavily populated with other traffic which really didn’t understand the concept of giving way! Outrun 2 took that ball and drove off with it to exciting new and rather gorgeous places. The overall feel of the game remains but a shiny 3D engine has taken over from the scaling sprites and the soundtrack has been remixed to match the new scenery.

A little dappled sunshine... hard to appreciate when sideways at 125MPH.

A little dappled sunshine... hard to appreciate when sideways at 125MPH.

This isn’t a serious racing game by any stretch of the imagination but to my mind that’s a good thing; a lot of developers seem to have forgotten that the point of playing a game is to have fun and the majority of driving “simulations” that bend the rules of reality to breaking point when it suits them simply don’t manage to be anywhere near as enjoyable as Outrun 2. As with it’s predecessor, it’s learnable and becoming good requires some effort because, although players will spend their early races acclimatising to the controls and particularly how to take corners at truly ridiculous angles, the real skill comes from not only being able to drive the thing sideways at full tilt but knowing at which points the power slide shouldn’t be used; since the throttle is on the right shoulder button and that’s pressure sensitive, getting around the shallower bends by easing back just a little is far more economical on time than a tyre-shredding blast of sideways action.

To begin with there are four cars to choose from, two for novice drivers and two for intermediates, with the remaining four vehicles in the roster being unlockable; the unlocking system itself is based on Top Trumps style trading cards, most of which are dished out when challenges in the mission mode are completed. There are a hundred and forty two cards in all and the bulk of them are absolute tat, lots of Ferrari-branded bits and bobs such as the Silverstone alarm clock, gear lever paperweight, notebook computer and a couple of cuddly toys. Some unlocks are well worth the effort of gaining however and, along with the extra cars, there are several alternative soundtracks (the Euro remix of Magical Sound Shower being a personal favourite), two bonus tracks that become available in the various rival race modes and even the original coin-op Outrun itself, running under emulation.

As usual, a quick flurry of snow and Britain ground to a halt!

As usual, a quick flurry of snow and Britain ground to a halt!

The designers have really thought about how to convert Outrun 2 for the home as well, the arcade version is a straight high-octane run from start to finish (with the option of playing in Heart Attack mode where, along with the driving, the girl in the passenger seat tells the driver what she wants) and whilst that’s hugely entertaining in short bursts with a large sit-down arcade cabinet and an audience to play to, it would rapidly have lost it’s shine if the Xbox version didn’t offer more. Which is where the mission mode comes into play, the regular Outrun 2 course is divided into stretches and various games are played over them ranging from simple time trials, manoeuvring through cone gates and opponent races to more unconventional tasks such as trying to line up photographs whilst drifting corners and committing groups of large hovering fruit to memory (no, I’m honestly not making this up) before driving through the correct cone gates to repeat the sequences. There are also party games where two to four players take turns to clock up the best times in mission mode games, link up options for some multi-player road rage and a series of rival race modes where the player hares around any unlocked course against up to seven computer-controlled opponents.

Possibly one of the prettiest moments in Outrun 2.

Possibly one of the prettiest moments in Outrun 2.

And the scenery is beautiful, in fact that doesn’t really do it justice; the car squeals its way through deserts, industrial complexes, snow-covered mountain roads or seaside towns and just everywhere looks like there should be a bus full of tourists parked up to exercise their cameras, even the spookily named Ghost Forest where Hugh Jackman in a long coat and wielding a stake wouldn’t have looked out of place. Probably the most picturesque moment in the entire game (which I’ve tried to capture above) is the Cloudy Highland stage where the player zooms over the crest of a hill to see a winding road cutting through a picturesque valley as it fades into view through the mist, an almost breathtaking moment the first time and maybe I should try getting a gig as a travel writer. Overall Outrun 2 is about driving like a total lunatic in a shiny high-performance car, impressing the girl in the passenger seat and enjoying the vistas; even those of us who aren’t usually inclined to that kind of thing can enjoy what is fundamentally a world holiday without the grind of sitting around in airport departure lounges or having to worry about travel insurance.

The scenery almost makes you want to park and go for a walk around. Almost.

The scenery almost makes you want to park and go for a walk around. Almost.

The version of Outrun 2 played here was for the Xbox – the only other option is playing the arcade original.

McDonalds AiAi and Shadow Toys (LCD)

Tuesday, January 27th, 2009
Sega LCD - Super Monkey Ball and Shadow

Sega LCD - Super Monkey Ball and Shadow

Way back in 2003, McDonalds and Sega got together in order to produce a series of game-themed Happy Meal toys. For this wave of Sega collectibles from the golden arches (these chunky and colourful plastic devices have probably got more nutritional value than the meals they were issued with) there were six units released in total and today we’ve got a couple of these little darlings under the microscope, almost literally since the screens are somewhat on the small side!

Shadow Grinder is a harrowing morality tale about the dangers of failing to adequately plan municipal lavatorial facilities and one hedgehog’s journey to salvation. Not really, it’s a little game where Shadow the Hedgehog is grinding along what appears to be a rail in a construction site (certainly it appears to be high above the ground since the background is of a distant cityscape, but we’re not exactly talking current generation graphics here so it might just be a handrail at the local Asda) and there are perilous gaps. Shadow will need a player’s help to reach some unspecified destination (the car park, perhaps?) and this is where the single red button below the unit’s screen comes in; prodding it makes Shadow hurl himself into the air for a limited period to traverse the otherwise fatal holes in a sort of dumbed down version of Moon Patrol that is less arcade action and more an easy (well okay, easy for an adult so perhaps the target audience might struggle a little more) reaction test.

Sega LCD - Shadow Grinder

Sega LCD - Shadow Grinder

The second game is themed around Super Monkey Ball, titled AiAi Banana Catch and, naturally, stars banana fetishist AiAi the monkey (sans transparent sphere for this particular outing) who is feeding his love for yellow, curved fruit; fortunately for our simian hero there are bunches of the things around, in fact they’re falling from the trees! AiAi of course wants to gather this bountiful harvest and, with the aid of a human using the two directional buttons (one either side of the display), can be positioned in one of three places at the base of the screen to catch the falling fruit. Unlike the single button mashing of Shadow Grinder, there is actually some gameplay to be had from AiAi Banana Catch and, once the player realises the AiAi can move between the three columns of descending bananas quicker than they move, completing near to perfect runs becomes possible.

Sega LCD - AiAi Banana Catch

Sega LCD - AiAi Banana Catch

Both games are somewhat reminiscent of the Nintendo Game & Watch series, although the overall design is, as would be expected for something that McDonalds are giving away with some chicken nuggets and fries, even more simplistic; Shadow Grinder in particular is a one trick pony with a design flaw the size of a small planet that makes it hideously easy to play without even the need to concentrate on the screen whilst AiAi Banana Catch is actually quite enjoyable as long as it’s kept to short bursts. Speaking of bursts, the sound is limited to assorted little bleeps for events during play, a six note jingle played at the start of a game (which is the same for both) and a couple of warbles for game over and completion states, the latter accompanied by the “pyrotechnic” of turning all the LCD elements on and off simultaneously.

The 17mm by 22mm screens are somewhat fiddly due to their small scale but as long as there’s a good level of light are reasonable to use and the target audience being children at least means that both units are constructed like brightly-coloured, chunky plastic tanks. One particular plus is that, despite both toys being somewhat geriatric now (they were issued in 2004 when the promotion was run in the U.K. so approaching their fifth birthday), they still function perfectly and the batteries must presumably have a half life approaching that of the main reactor core at Sizewell B. At some point, these things are going to become collectors items (assuming that hasn’t already begun to happen amongst aficionados of such things) but at the time of writing they’re still available to be grabbed through eBay for a reasonable price; if they’re worth purchasing this way as games in their own right is probably debatable but until the prices get ridiculous there is some reason to get AiAi Banana Catch or perhaps the set of six if they’re really cheap as a single lot.

Sega LCD - AiAi Banana Catch being played

Megadrive 6-In-1 (DTV)

Tuesday, January 13th, 2009
Radica Megadrive 6-In-1

Radica Megadrive 6-In-1

Radica seriously wanted their Megadrive 6-In-1 unit to look the part. It comes as two permanently connected units, a control pad that bears a close resemblance to the original three button Megadrive pad (apart from the metallic blue plastic) and, between that and the television, a rather dinky little black box; this is the heart of the system and presumably what happens when a Megadrive II goes through the boil wash! The central unit can either be powered by four AA batteries or a 6 volt power input and the option to drive the thing off the mains is one selling point that a couple of other DTV manufacturers who could possibly pick up a few tips from.

Now it might just be me but I’ve always found some of the games chosen for these units somewhat bemusing. There are some real A list crowd pleasers such as the near to omnipresent Sonic The Hedgehog, hack and slash fest Golden Axe or the fabulous puzzler Puyo Puyo (represented here in it’s westernised and hedgehog-branded Dr. Robotnik’s Mean Bean Machine guise) but the other three titles, virtual reality themed platformer Kid Chameleon, cutesey high-speed arcade collect ‘em up Flicky and re-animated corpse mutater Altered Beast, although reasonable games in their own right almost come across as filler next to the might of the ‘Hog.

Radica Megadrive - playing Sonic The Hedgehog

Radica Megadrive - playing Sonic The Hedgehog

And since this is a single player rig, I can’t help thinking that, since both Golden Axe and Altered Beast are best played by two players and although Mean Bean Machine plays a good single player game it’s even better against another human, the unit could have done with a second pad or the titles chosen needed to be ones that worked better for a single player. At least one of the two battlers should have been held over for a later unit with two player support that could really do them justice (I’m thinking Golden Axe should have waited and, since they’re another major Sega milestone that plays better with two humans, that box could include at least some of the Streets Of Rage series) and that place on the menu reassigned to a shoot ‘em up for a little variety, something like the wonderful Eliminate Down, Thunderforce 3 or perhaps the base-belonging, Zig-moving blaster that is Zero Wing… at least that’d give the marketing people something to talk about even if it’s things like “somebody set up us the bomb!”

The control pad is a reasonable copy of the original although I must admit that it felt just a little cheap when I was using it, although only in the same way that the original did since the case moves around a little bit with prolonged use and, since the player’s fingers are on the seams where the upper and lower shells meet, that movement can be felt. The mini-Megadrive II itself is very robustly constructed and actually feels solid, so it doesn’t appear totally empty without the batteries in as is usually the case with these things. The hardware is an officially licensed M.O.A.C. arrangement and, whilst pretty close visually to the real deal I did notice the sound dropping out when the original hardware wouldn’t have had an issue with the music (which is already playing at the wrong tempo, presumably because the ROM image is the NTSC one) and sound effects in Sonic being a particularly noticeable example.

Radica Megadrive - playing Altered Beast

Radica Megadrive - about to play Altered Beast

But these things are meant to be cheap and cheerful nostalgia and yes, I’m aware that I’ll always be over-sensitive to the quirks and inaccuracies (significantly more so than the average audience for kit like this) so, although some of the titles aren’t in the pantheon of Megadrive gaming and the hardware isn’t an absolutely perfect simulation, the Radica Megadrive 6-In-1 is a good bet for wallowing in 16-bit memories. Sonic, Mean Bean Machine and Flicky are excellent games, Golden Axe and Altered Beast can still be enjoyed to a fair degree with a single player and Kid Chameleon is more than reasonable too so there’s almost something for every gamer and, since the unit itself costs under half the price of a single cartridge did a mere ten years back, the overall package is very attractive. And it’s a great way to kill a spare couple of hours here and there, just think of it as a Sonic The Hedgehog DTV with a couple of good bonus games thrown in and you can’t go wrong really!