I meant to post this at TC too earlier today, but didn't get around to it... but here it is. It's still the 14th, so it's accurate. :)
Yes, the Sega Genesis came out twenty years ago today, August 14th 1989. The system went on to great success, leading the generation for about five years before Sega's mistakes finally allowed for Nintendo to sneak past in 1994. The system is the most successful second-place major console ever worldwide, behind only the handheld PSP in this category, and ahead of the third-place second place system, the N64. The system sold 19 or 20 million systems in the US alone and somewhere between 36.5 and 40 million systems worldwide (see here for proof), versus the SNES's 24 million US and 49 million worldwide.
(The N64 was 20.63 million US, 32 million worldwide, for comparison, using Nintendo's official shipped numbers. The Genesis numbers are just estimates as unlike Nintendo, Sega has never released actual sales numbers for its systems.)
Supported with new releases in the US from 1989 to 1998, it had an around ten year lifespan. While the Japanese version, the Megadrive, had done poorly, losing to NEC's PC Engine (TurboGrafx), in America Sega quickly, and surprisingly to many analysts, crushed NEC and took the next-gen lead. They did not get past the NES for the first year, thanks to games like 1990's Super Mario Bros. 3, but clearly led among next-gen owners. Even the release of the SNES in mid 1991 would not change that, as Sega released its big title at around teh same time, Sonic the Hedgehog. Sega's high point came after this, from 1991-1993. Sonic took over America and the Genesis was the number one system in the country. Sega also released two addons for the system, the Sega CD in 1992 (late 1991 in Japan) and the Sega 32X in 1994, several console revisions, and a handheld version of the system in 1995, the Nomad. The system initially came with Altered Beast, and later Sonic the Hedgehog once it was released in 1991. Sega-16's interview with Kalinske where he describes convincing Sega of Japan to let him give away the system's biggest smash-hit game for free with system sales is interesting. That interview is here, and it should be required reading! http://www.sega-16.com/feature_page.php?...20Kalinske. "Sega does what Nintendon't" and better sports and action games marked it as the 'older gamers' system', though for Sega this mostly meant teenagers more than anything; Sony would expand gaming's base even farther. But compared to Nintendo's focus on children and 'all ages' games, Sega was expanding the base by aiming straight at people who considered Nintendo's focus to be aiming too young for them. Sonic was the perfect mascot to succeed with this teen audience and the attitude of the time. Here's Sega-16's history of the series: http://www.sega-16.com/feature_page.php?...g%20Series. Sonic 2, which came a year later, was if anything even better than the first, and by 1993 Sega's marketshare was 50% industrywide.
The 32X marked the end of Sega's lead, however, as Nintendo's Donkey Kong Country showed how you didn't need a very expensive addon to get great graphics from your older system, and gamers got tired of Sega's splitting up the market between too many systems. Splitting Sonic 3 into two parts, Sonic 3 and Sonic the Hedgehog, much have increased sales, but also did cause some ill will once people realized that Sonic & Knuckles was just the second half of Sonic 3, but they had to pay full price for it. The failure of the live-action-video FMV game market in 1994-1995 also hurt Sega, as the Sega CD was best known for those titles. In addition, an internal war between Sega's American and Japanese divisions sapped Sega's strength as the fighting led to competing ideas of gaming's future and even consoles. Wanting to move on from the failed Japanese Megadrive to the hopefully more promising Saturn, Sega of Japan halted game development for all three systems in late 1995, along with the Master System and Game Gear. The last Genesis (Megadrive) game came out in Japan in late 1996. Sega of America continued Genesis and Game Gear game development until 1997, however, and there was one third party release in 1998, but it still meant fewer titles than before. The last few years were not the system's best, but still saw a few great titles, such as the Vectorman games for instance, Sega's answer to DKC graphically.
The Genesis (Megadrive) saw even more success in Brazil, with the last title there not being released until 2000.
I didn't own a Genesis myself during its lifespan, but I didn't have any game platforms other than PC and Game Boy during its lifespan. I did know several people who owned a Genesis though, versus very few with SNES, so the vast majority of my gaming time at friends' houses that wasn't on PC, GB, or NES (as with most people then I imagine, I knew a lot of people with a NES) was on Genesis. I've always been a PC and Nintendo fan first, but I liked the Genesis too, from after Sonic's release at least. I have little memory of it before then, but Sonic was an amazing game I've always loved. I finally got a Genesis in 2006 and have a good-sized collection now. The system just has too many great games to list them all, the list would probably go on into the hundreds... :)
I've also never been sure which system of that generation I like better, SNES or Genesis... they're both such great systems and compliment eachother so well, with different strengths and weaknesses. Really, just get both.
The best Genesis-specific site is http://www.sega-16.com, which is an extremely good site I highly recommend visiting. The top highlight of their content, I would say, are the many interviews with people who worked on the Genesis in some way, from Sega of America personnel (up to the various presidents) and various American and European Genesis developers. They don't have much stuff with Japanese developers, presumably because of the language barrier, but still it's a fantastic resource for anyone interested in the system.
The other top resource for Sega history is probably The Scribe's classic articles on the history of Sega from its founding to the end of 2000, written back in 2001-2002. This can be found here: http://www.goodcowfilms.com/farm/games/w...nesis.html It is too bad that he never finished the Dreamcast section, from January 2001 to its end, and the entire set of articles is extremely biased, but still the sheer amount of depth really makes them must-reads for anyone who hasn't before and has any interest.
I'd post screenshots and such, but while I like writing posts I don't really like searching for screenshots, so I won't do that and hope someone else will, because this post needs some. :)
Also, where's that post with the awesome list of all Genesis games ranked by how genre and good the person thought they were... I need to link that too.
In conclusion, go buy some Genesis games, or a Genesis if you don't have one. It's one of the cheapest classic consoles around, and shouldn't cost you more than $25 or so for the system. Games are even more affordable; as very, very few US releases cost more than $8 or $10 so, in my experience. Most are well under that. Plus, there are lots of really good games... you really can't go wrong getting a Genesis.
I haven't played it, but Bionic Commando Rearmed was supposedly really good, this is too bad... but evidently their three big titles, Bionic Commando, Transformers, and Wanted: Weapons of Fate, all did poorly, and they just couldn't stay open.
I first heard of Grin from the demo of their first game, Ballistic for the PC. It's a futuristic tube racing game, and in the normal or hard difficulty had an interesting game model that made you actually think about which part of the tube surface you were on, because you'd be able to make turns much better on some parts of the tube (on the outer edge instead of the inside for example). It also had amazing graphics for the time, very nice stuff. There was a later arcade version of the game as well and I have also played that. So cool...
Anyway, it's always too bad when good developers shut down. :(
Quote:Happy Days - At Year's End, Three Writers examine Our Ties to Friends, Family, and Tradition.
August 10, 2009, 9:55 pm
Oh, Sting, Where Is Thy Death?
By Richard Conniff
Not long ago, I got stung by a yellow jacket, and after the usual ow-plus-obscenities moment, I found myself thinking about pain, happiness, and Justin O. Schmidt. He’s an Arizona entomologist and co-author of the standard text in the insect sting field, “Insect Defenses: Adaptive Mechanisms and Strategies of Prey and Predators.” But he’s more widely celebrated as the creator of the “Justin O. Schmidt Sting Pain Index,” a connoisseur’s guide to just how bad the ouch is, on a scale of one (“a tiny spark”) to four (“absolutely debilitating”).
Among connoisseurs of insect stings, it’s the equivalent of Robert Parker’s wine ratings. Schmidt has been stung by about 150 different species on six continents and seems to have opinions about all of them. In faux-Parker mode, he once described a bald-faced hornet sting as “Rich, hearty, slightly crunchy. Similar to getting your hand mashed in a revolving door.” Other researchers tend to regard his work with fascination. But hardly anyone tries to replicate his results.
A harvester ant ‘felt like somebody was putting a knife in and twisting it.’ A wasp known as the ‘tarantula hawk’ made him lie down and scream.
You are perhaps thinking that this does not sound like it has much to do with happiness, especially not on a hot summer day with the insect world chattering and buzzing just outside the screen door. But Schmidt struck me as a happy guy when I first looked him up a few years ago at the home in Tucson he shares with a wife, two kids, and a large collection of venomous arthropods. I was researching my book “Swimming With Piranhas at Feeding Time,” and he seemed like a good fit with my subtitle about “doing dumb stuff with animals.” We sat down to talk at the kitchen table. The only condiment was a tube of Itch-X.
Maybe I’d been reading too much positive psychology, but it struck me that you could make Schmidt’s work a case study — O.K., a somewhat perverse case study — in happiness. It was, for instance, all about “flow.” That’s the term happiness researchers use for the sense of well-being that comes from getting so caught up in what you’re doing, so focused and energized by it, that time passes by unnoticed. For athletes, flow is about being “in the zone.” For stock traders it’s about being “in the pipe” (but not “down the tubes”). And for Justin Schmidt, clearly, it was about being knee-deep in a nest of stinging insects.
DESCRIPTIONJamal Nasrallah/European Pressphoto Agency
He never gets stung on purpose, he said. Too artificial; the insect might not deliver a normal dose of venom. But his research on bees, wasps, and ants often requires him to hunt down and collect obscure species, so he has plenty of opportunity for instructive mistakes. “What happens is that you’ve been looking for a species maybe for years,” he told me. “You finally find a nest and by God you’re going to get every one of them. You get your buckets and your aspirators and you start digging away.” In the excitement, a few stings are almost inevitable.
Positive psychology types like to say that savoring the moment is a “crucial happiness skill,” and that’s what Schmidt does next: “So I pay a little attention to the type of pain it is, how long it lasts, how intense it gets.” A harvester ant, for instance, “felt like somebody was putting a knife in and twisting it.” A wasp known in the American Southwest as the “tarantula hawk” made him lie down and scream: “The good news is that by three minutes, it’s gone. If you really use your imagination you can get it to last five.” On the other hand, the sting of a bullet ant in Brazil (4-plus on the pain index) had him “still quivering and screaming from these peristaltic waves of pain” twelve hours later, despite the effects of ice compresses and beer.
When you get past the savoring, happiness researchers recommend, finally, “surrendering the self-centered perspective” and “recognizing the other,” and Schmidt was surely doing some of that, too. The pain index came into being, he said, because he wanted to understand the two ways stinging can be of defensive value to an insect. “One is that it can actually do serious damage, to kill the target or make it impaired. The other is the whammy, the pain.” He could quantify the amount of venom injected and its toxicity, but he had no way to measure pain other than through direct experience. So the pain index gave him a tool for interpreting an insect’s overall defensive strategy.
In fact, most insect stings do no damage at all, except to the two percent of people who suffer an allergic reaction. They just scare the wits out of us. And this is why they fascinate Schmidt: We typically outweigh any insect tormentor by a million times or more. We can outthink it. “And yet it wins,” said Schmidt, “and the evidence that it has won is that people flap their arms, run around screaming, and do all kinds of carrying on.” It wins “by making us hurt far more than any animal that size ought to be able to do. It deceives us into thinking serious damage is being done.” And that’s generally enough to deliver the insect’s message, which is: Stay away from me and my nest.
Not everybody gets it, of course. Bears figure out that bees are just bluffing and they learn to put up with the sting pain as a cost of getting honey from the hive. And there’s probably a life lesson in that: You will do better once you learn to distinguish between the things that can kill you and the ones that merely sting. But I think Schmidt was working around to the larger point, dear to the entomological heart, that stinging insects are in fact good. Most of the 60,000 stinging insect species don’t waste their venom on people; they use it primarily to attack tomato hornworms, cabbage loopers, and the like. And if they were not out there busily killing agricultural pests, we would starve. So the zen bottom line here is, next time you get stung, try thinking of it not as a curse, but as one of the small blessings of summer.
Schmidt and I wandered out into his yard just in time to see a tarantula hawk whip through at eye level. It had orange wings and metallic blue flanks, and looked about as menacing as a Chinook helicopter. “I can catch it if you want to get stung,” Schmidt offered. By now, the thought of three minutes of totally unbearable pain was sounding somewhere between a religious experience and drinking a wine with a 99 point Parker rating. But before I could say, “Sure, it’s Friday, let’s go for a four,” the wasp was out of reach.
Really, though, I was happy enough just knowing it was there.
The latest Nintendo Power also has a big article about it. Looks okay... nothing stunning, but hopefully at least a little interesting. It's a lot different from any of the past FFCC games though, for sure. One main character, etc...
Yes, really! Pretty cool stuff... As the title says both of these games were canceled back in 1995 or so and were never released, and before now they had not been available to anyone besides the tiny number of people with the prototype boards.
Virtua Hamster works on real hardware or some emulators (it works in Kega for instance). There are no races or anything, but you can run around in the connecting tubes (Habitrails? :)) that you would be racing in, and look at the option mode options, none of which have been implemented yet. Good stuff... this would have been an awesome game if finished, I think! :( Oh, and the polygonal 3d tunnels and characters look great. All this really needed (needs?) is opponents, a goal (block off tunnels not in the current race or something, and have an end point?), the splitscreen mode, and the full controls implemented and it'd be a pretty good game, I think. I mean, it's basically a futuristic racing game with hamsters on hoverboards in Habitrail tunnels. Just from the concept you know it's awesome. :) There are videos of this on Youtube now, of course, so go watch some footage. :) (There's only one song ingame that's a short loop and there are no sound effects, but oh well... given that it's unfinished, it's just great that there was a playable build at all! :))
X-Men: Mind Games only works fully on actual hardware; the music and menu works in Kega, but you can't see the in-game graphics or play. It does have great music that sounds a lot like the style of the Genesis Batman & Robin stuff, really. Someday emulators will probably play the game... there is a video of it up on Youtube now though, so you can look at how it plays there. Again, very nice graphics... not sure if the gameplay looks fun though, going by the video. It looks decent, but not great. It wasn't finished of course, though, so it had time to improve... and the graphics and design look extremely good for the system! 3d graphics with 2d sprite objects? Very impressive work. Right now though, only people with flashcarts can actually play it. At least there is that video.
... A lot of other protos have come out recently, thanks to someone who owns a lot of them and is willing to release dumps of them if paid enough, but I don't think that any others are unreleased games.
Overall of course overall the 32X should never have been released at all, but given that it was, Sega needed to put a bit more effort into it. These two games wouldn't have saved the system of course, but with a library as small as the 32X's (40-something games), it needed all the help it could get...
(Why do I always want to spell hamster with a p... you know, hampster...
So what the hell is up with the really unbelievable plot in this movie?
According to IMDB, the government receives an alien transmission utilizing the SETI radio transceivers containing a DNA sequence listing for alien DNA and instructions to combine it with human DNA. So let me systematically break down all the horribly unbelievably things wrong with the plot of this story.
Where the hell did the government get the actual stand of DNA? Because all they received is an blueprint of a strand of DNA not the actual strand. So how the hell are they going to make an alien human hybrid without the actual DNA? It's not set in the future.. There are no replicators, so what the hell did the human 'Sil' combine with? Information? A fucking printout of the actual thing? Right from the get go this makes no since. And if they did have a machine do they really expect me to believe that some aliens DNA would be made of up Deoxyribonucleic acid? And alien DNA would have the same coding for all species in the known universe. The very best they could hope for is that they would replicate this stand of alien DNA using Deoxyribonucleic acid with human coding and the fucking thing would die. Best case...
Finally, why the hell would we even do this in the first place. It's like someone in Japan sending you an email instructing you to fuck your mother and then kill her. And you do it without question because you respect the intelligence of the Japanese people. It just makes no sense, I'm mean they must have been really fucking board on a Sunday afternoon to even try something like this.
The whole movie was clearly a prime example of a hot girl flashing her titties to distract the audience from all the really shitty story telling.
Quote:This is a great opportunity, so I have something I'd like to say. In Punch-Out!!, the game gives you a lot of hints about effective timing of punches. There is a big boxer called Bald Bull in the NES version as well and a light flashes to the right in the audience when he charges. If you punch when it flashes you will land a body blow.
A actual Vampire movie, Not based on some teenybooper romance novel.
Daybreakers premise is similar to Richard Matheson's Novels , The world is turned into vampires by a virus,The Vampires have come close to hunting humanity into extinction in pursuit of blood, Without a steady supply of blood the Vampire population will begin to slowly transform into werebats losing all remaining vestiges of humanity, becoming trapped forever as Batlike monsters that will rampage across the world killing both Humans and Vampires.