Oh, Digital Age. You bring such convenience to our lives, but no-one told us there would be a cost!
After our lengthy Sega discussion on the pilot episode of The MoeGamer Podcast, I was in the mood to boot up After Burner Climax on PS3. Thankfully, this has sat proudly on my PS3’s hard drive ever since I bought it back on its original release back in 2010… because you can’t buy it online any more!
Yes, After Burner Climax was one of the earliest casualties of the age in which we live, getting delisted from both the Xbox 360 Marketplace and the PS3’s PlayStation Store in 2014. So join me as we pour one out for an arcade classic for which you really had to be there…
Continue reading Requiem for a Dead Game: After Burner Climax
I’ve been talking about doing some sort of podcast with my good friend and longtime supporter Chris Caskie for some time… and last weekend we finally got around to it!
After the jump (and on YouTube), you’ll find the pilot episode of a new MoeGamer podcast that will hopefully become a semi-regular thing! How regular it is will depend on the schedules Chris and I keep and whether I can get things edited reasonably quickly, but we’re looking at bi-weekly or monthly rather than weekly right now.
We hope you enjoy the show — we had a blast recording it, I had great fun editing it (even if it took all evening) and we’re already looking forward to recording more!
Continue reading The MoeGamer Podcast: Pilot Episode – Sega, Sega, Sega
Cleopatra Fortune is an arcade game from 1997, developed as a collaborative effort between Taito and Natsume.
It’s a falling block puzzle of the type that was fashionable throughout the 16- and 32-bit eras in the mid-to-late ’90s. But despite having a touch of Tetris about some of its mechanics, it’s an altogether unique experience. And, moreover, unlike some of the more well-known names in the puzzle genre, particularly in recent years, it’s not one that’s been endlessly cloned, reskinned and recycled.
It is, however, brilliant.
Continue reading Puzzler Essentials: Cleopatra Fortune
There have been a number of attempts to dethrone Nintendo’s Mario Kart over the years, but none of them have been successful, at least in the multiplayer sphere.
There is one aspect of Mario Kart that has pretty consistently sucked over the years, though, and that’s the single-player offering. Offering little more than predefined Grand Prix championships, one-off races or time trials even in the most recent installments, Mario Kart has always struggled to provide anything of real substance for the solo player. Which is fine, as the series has always been known for being best experienced with at least one friend, right from its inception in the 16-bit era.
This has, however, left a decent-sized gap in the market for other developers to come along and offer more robust solo experiences in kart racing titles. And one game that succeeds admirably in this regard is the cumbersomely titled Sonic & All-Stars Racing Transformed from Sega.
Continue reading Sonic & All-Stars Racing Transformed: Driving Into Dreams
Today’s puzzle game of choice is one that there is, unfortunately, no real easy way to get hold of legally any more, but it holds extremely fond memories for me regardless.
The game in question is Sega’s Baku Baku Animal, which I first came into contact with back in 1997 when I was doing my Year 10 work experience at PC Zone magazine in London. This was an era when Sega was just starting to experiment with PC ports of its popular arcade games, with varying results.
Baku Baku Animal was one of this initial batch and, like the CD-ROM version of Puzzle Bobble (featuring full Redbook audio!), which had also come into the office around the same time, managed to bring much of the office to a standstill for quite a while, even dragging the most hardcore Quake-heads away from their daily deathmatches for a while.
Continue reading Puzzler Essentials: Baku Baku Animal
Ah, OutRun. The quintessential “Sega blue sky” series… and one that has kind of fallen by the wayside a bit since the expiry of Sega’s license with Ferrari.
After listening to a bit of the soundtrack to the upcoming Senran Kagura: Peach Beach Splash and thinking “gosh, this sounds a bit like early 2000s Sega music, I feel like playing some OutRun” I decided to… well, play some OutRun.
Specifically, I decided to play some OutRun 2006: Coast 2 Coast. And yep, it’s still a great game.
Continue reading Outrun 2006: Gone, But Not Forgotten
Roguelikes have been around for many years now, but in recent years we’ve seen an explosion in popularity of more accessible games that present a friendlier face to this notoriously obtuse genre.
Well-received Western indie titles such as Spelunky, Rogue Legacy, Dungeons of Dredmor, FTL and numerous others helped popularise (and, some may argue, dilute) the roguelike genre. At the same time, games such as One Way Heroics and the Mystery Dungeon series helped develop the genre in a distinctively Japanese direction.
But this development isn’t quite as recent as you might think. In fact, we’ve had accessible console-style roguelikes since the 16-bit era, though many may not have been aware of “roguelike” as a genre at the time. And a great — if particularly punishing — example can be found in the form of Sega’s Fatal Labyrinth (aka Shi no Meikyuu: Labyrinth of Death, no relation to Compile Heart’s MeiQ: Labyrinth of Death) for Mega Drive.
Continue reading Mega Drive Essentials: Fatal Labyrinth