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Volgarr the Viking – 16bit Homage

Posted by Sega Dude on January 12, 2013
Posted in: Community, New Release (Hardware). Tagged: crazy viking studios, genesis, mega drive, ouya, pc, pc-drive 16, volgarr the viking. 13 Comments

Volgarr the Viking Poster
This is Volgarr the Viking. It is not an 8bit or 16bit video game and despite the fact that Volgarr the Viking is still in development it is beautifully retro.

This game is paying tribute to many loved games from the 16bit gaming era. Crazy Viking Studios have taken a look back at some of their favorite video games and are currently busy crafting what is shaping up to be an unforgiving, finely tuned action packed platformer.

I found Volgarr the Viking when it was a kickstarter project and as a supporter I’ve been allowed access to pre-alpha builds and I know first hand how good this game already is. Even before it hit the alpha stage of development the mechanics for Volgarr were excellent. Using a Logitech F310 Gamepad I felt entirely in control. Walking, jumping, double jumping, sword swings, spear throws, blocking, dodge roll, downward stab and powered up attacks are all easy to execute and important to master. When I died (and I have failed Volgarr a lot) it felt like my fault and not poor mechanics or bad hit detection or sloppy design. Each time I died I knew I could do better the next time.

Does anyone remember Super Ghouls & Ghosts, Rastan and Castle Vania? Of course you do and so do the developers from Crazy Viking Studios. These three games are where they are drawing a lot of their inspiration from. I say inspiration because Volgarr the Viking really does feel like a labor of love.

The following game play is the first video that Crazy Viking Studios have allowed to be shared to the public. This recording was made by Nintendoingit, another Kickstarter Supporter for Volgarr. This was not made for marketing it is just a gamer enjoying Volgarr the Viking.

While this Kickstarter project was running anyone could have pledged $10 to receive a copy of Volgarr the Viking when it’s complete. And I’m sure at release you’ll still be able to get it for a similar price. Which I personally feel is wildly inexpensive for such a great game. But I didn’t spend $10… as if personally tailored to me the Sega Dude, Crazy Viking Studios offered a Sega Genesis mock-up case, cart and manual of Volgarr the Viking. So even though this mock-up will look like a complete Genesis game it will never be able to play on any Genesis or Mega Drive. But even still I could not resist and I have backed this project for $150. And when my mock-up Genesis game arrives it will be going into the collection. Below is an early example of what they had in mind:

Volgarr the Viking Genesis Style Case Demo

Volgarr the Viking Cart and Manual Demo

Volgarr the Viking has an estimate release date set for February 2013.

Volgarr the Viking (bkgrnd)

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SMS – New Addition, Running Battle

Posted by Sega Dude on January 4, 2013
Posted in: Collection New Additions, Games, Sega Master System. Tagged: collection, master system, picture, runnging battle, sega, sms, video game. Leave a comment

It’s been so long since I’ve added a Sega Master System game to the collection I decided to hunt one down. I’ve actually been looking for a long time and it’s been difficult. I have so many Master System games that it’s been hard to find one that I’d want to add to the collection.
Did I want to add Running Battle to the collection? Not really. Not after playing it but it does have a few things going for it.

First, it’s complete and in Excellent condition. Second, it’s an action game (beat’em up/shooter). It even has a cool little back story but… Despite having reasonably good 8bit graphics it falls short on some key things. It looks isometric like Double Dragon or Golden Axe but it’s actually only 2D; there is only left and right and jump. And it has poor hit detection. Shooting an enemy with a gun is easy, no problem. But for a lot of the game you fight hand to hand and it’s really hard to hit someone and not get hit back. It feels inevitable that you’re going to lose some health anytime you try to duke it out. Often it’s safer and easier to just jump over an enemy and let him run away. However, I will admit that the player in the video below is playing better than I did.

Running Battle

Running Battle – $20 plus $4 shipping

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Two Genesis Games – New Additions (Dino Land…)

Posted by Sega Dude on December 28, 2012
Posted in: Collection New Additions, Games, Genesis (North America). Tagged: collection, dynamite headdy, mega drive, nadia the secret of blue water, picture, rolo to the rescue, sega, video game. 7 Comments

Well, I’m sure of it now. It’s definitely getting harder to find complete, good condition Genesis games for a low price. This is in comparison to my Japanese Mega Drive shopping experiences. I’m guessing that on average us North American’s have been a lot harder on our Genesis games than our Japanese counter parts. Or maybe Japan had received a lot more copies of games?
I’ve also noticed a difference in how items from Japan are packaged better and extra consideration is noticeable for little things like easily removable stickers and items being very clean. I do believe that for the most part the Japanese take better care of their stuff.

Below is Dino Land for the Sega Genesis. It’s from a US seller and despite my impressions above it is in very good condition. Ever since I discovered Devil’s Crush for the Turbo Grafx-16 back in the day I’ve always looked forward to other pinball video games. Dino Land is definitely not as good as Devil’s Crush but it is OK.

Dino Land

Next up is Dynamite Duke for the Genesis. Despite having an interesting concept for boss encounters (which is melee combat in a shooter) Dynamite Duke is also just OK. My first experience with this joystick controlled cross-hair mechanic was with Global Defense for the Sega Master System and it did a very good job at putting me off this style. But the control for Dynamite Duke is fluid and easy to use and the game can be entertaining. This copy for the collection is in Excellent condition.

Dynamite Duke

Dino Land – $17 plus $4 shipping
Dynamite Duke – $15 plus $5 shipping

I find it interesting that Dino Land shipped from a US seller and Dynamite Duke shipped from a Japanese seller and the price and shipping for these games is almost identical.

In the image below we have the Mega Drive cover art for Dynamite Duke and on right the Genesis version. What happened here?
In the Mega Drive version we have the hero of the game looking like a butt-kicking cybernetic Ivan Drago. In the Genesis version Sega decided to feature what looks like a nobody minion. It looks like Sega was short on time and just used a screen grab from some Chuck Norris movie.

Dynamite Duke Mega Drive vs Genesis

Did you know? When Alexander Graham Bell invented the Telephone he had already missed three calls from Chuck Norris.

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Rieko Kodama, Sega Designer for Phantasy Star

Posted by Sega Dude on December 21, 2012
Posted in: Article, Community. Tagged: alex kidd, interview, japan, phantasy star, quartet, Retro Gaming, Rieko Kodama, smspower, video-fenky.com. 4 Comments

For Phantasy Star 1 fans this post might really be something special. The following is an interview with Rieko Kodama who is the woman who designed and created Phantasy Star (with a team of seven or eight people) for the Sega Master System. Like very few others Rieko Kodama is able to (and has) given us very knowledgeable and intimate details about this revolutionary game. Phantasy Star had a big impact on my gaming life and it’s a video game that I still enjoy even twenty five years later.

I found this Interview with Rieko Kodama at smspower.org. And according to the poster it was originally posted April 4, 2003 on Sega’s community forum called Masterpiece Album but has since been removed.

Rieko Kodama

Rieko Kodama Profile
Entering Sega in 1984, Kodama worked on the design of many early titles, including Champion Boxing (arcade), Ninja Princess (arcade) and Alex Kidd in Miracle World (SMS). She worked on Phantasy Star IV (Genesis) and Magic Knight Rayearth (SS) as a director, and as a member of development studio Overworks, she made her debut as a producer with Skies of Arcadia Legends (GC). Born in Kanagawa prefecture; blood type A.



Q: So you joined Sega as a designer?

Rieko Kodama, Sega: Right. Actually, when I was in college I was thinking about studying one of two things: either art or archaeology. However, I ended up completely failing out of all of my classes instead. I had been studying art before then, so I took this as a sign that I should just continue taking that road, and I ended up entering a trade school for advertising design. There was a student I knew at that school who became a member of Sega, and that’s how I ended up joining the company. It wasn’t like I knew very much about games at the time. Most of the industry was still in the arcade field, and for someone like me who never went to arcades it was an unfamiliar world. The Famicom had just barely been released, so there weren’t any major consoles to think about, either. As a result, video games to me were a completely new world to explore. That’s why I joined Sega.

Q: What projects did you do design work on after you joined the company?

Champion BoxingRK: I thought I would be working on advertising and graphic design in the beginning, but after I got to see the place where they made games I started to feel like that could be fun, too. So once I joined Sega I got the chance to draw the characters in Champion Boxing, and after that I worked on Ninja Princess and other games. Sega didn’t have a lot of designers and development times were pretty short, so there were times when I was working on five or six games at once over a year’s time.

Miracle Warriors - Seal of the Dark LordOn the console side I did art for Alex Kidd in Miracle World and the Master System version of Quartet. I would get little requests for art from different projects on a daily basis–the dragon from Miracle Warriors, one of the enemies from The Black Onyx, and so on–so I worked on a lot of things. In fact, I worked on so much that I’ve forgotten some of the games I did one-off art for… (laughs)


Q: How did the Phantasy Star project get off the ground?

RK: Well, back then I was just a designer, so to be honest I don’t really know or remember exactly how the project got started. At the time, though, Dragon Quest was really popular, so as a hardware maker Sega felt that they needed an RPG of their own. A lot of people on the team really wanted to make a pure RPG, too, so I think the Phantasy Star project took off from there.

Q: How was the development team structured?

RK: Ossale Kohta [Kotaro Hayashida, who designed the Alex Kidd series and now works at Game Arts] was the main planner. [Yuji] Naka was the main programmer. BO [I don’t know his real name but he had a hand in nearly every Master System soundtrack, as well as PSII’s] did the music, and I was the main designer. We also had a couple of assistants, so I’d say there were seven or eight of us in all.

Q: What sections of Phantasy Star were you responsible for?

RK: For Phantasy Star I was the main designer. I drew all the character designs, the 2D maps (not the 3D dungeon areas), the battle-scene backgrounds, the townspeople, and so on.

Q: What did you worry about the most when making the maps?

RK: The concept among all of us was to always keep the game animating something. As a result, when you look at the ocean in the world map you’ll notice that it’s moving, and you can also see the walkways between towns moving. This philosophy made it harder for people to walk around in town, but… (laughs)

Q: Could you tell us where the original images for the four main characters–Alisa (Alis), Myau, Tairon (Odin) and Rutz (Noah)–came from?

RK: Sure. Let’s go through each of them, one by one:

Alisa, the main hero, tends to be thought of as this incredibly serious person on the inside. At the same time, though, she’s a very passionate and forward-thinking woman–she’s on a quest for revenge, after all. Even so, I tried to keep her “womanly” during the design.


Myau isn’t there just to be a mascot for the party; he gets involved in the scenario near the end of the game. It wasn’t like we wanted to insert a cat into the party for a lark or anything….I’m pretty sure it was Choko [one of the sub designers, who appears in the game and also worked on Phantasy Star II] who designed Myau.


With Tairon, the idea was to make this built, muscular heroic-fantasy type of male character. In the battles, he’d be the guy who dealt most of the physical damage. At the same time, though, he’s not some affable dolt, either; he’s a gentle, manly hero who likes to care for his friends.At the time I was like “I can’t draw a macho guy like this!” so he ended up being designed by [Naoto] Ohshima, designer of the original Sonic. I really wasn’t into drawing these muscle guys back then, so… (laughs)


With Rutz, it’s not like he’s dark or has some kind of shadowy past… really, he treats other people very seriously, and he’s able to undergo the training he’s taking because of the faith and pride he holds. I designed him because I wanted to have a “silent” character to go with the rest of the party, which are really more “active” types.Of course, to be really honest, I may have just wanted to draw a “handsome” character. (laughs) I had this image in my head of this wizard in robes, not an old one but a young man instead, so even though Alisa went through about 10 different design patterns, my first drawing of Rutz was almost exactly how he ended up in the final version. (laughs)During the intial planning stage, one idea we had was to alter Alisa’s parameters–make her more boy-like or girl-like–based on the player’s actions in the game. Rutz, then, would be sort of androgynous in the beginning, then would become either a man or woman based on which way Alisa began to lean. That was our original idea, anyway, and as a result I initially wanted to make Rutz kind of “in between”… but afterwards we settled on the male character you see now.

Q: RPGs staring women were rare back in those days.

RK: They were. At that time, nearly everyone in the [console] industry was making their first stab at making an RPG, so we were all groping around for ideas. However, all of us at Sega were really challenging ourselves with this game, so we veered away from the main road as much as possible during development. So, for example, we didn’t see 3D dungeons in any other console RPGs, so we decided to put those in, and monsters didn’t move in any other RPGs so we included monster animation… that sort of thing. We were always trying to do the opposite.
That may have been what caused us to make the hero of Phantasy Star female. Every RPG back then had male heroes, so…

Q: Did you design the monsters as well?

RK: The monsters were drawn by other people. We had four megabits to work with, which was a pretty big amount at the time, so it became a very large project and it was too much for me to work on all of it.

Q: The monsters in Phantasy Star look and feel a lot different from the monsters in the rest of the series.

RK: That was just the style of the artist in action. The designer in charge of the monsters was really well-versed in fantasy art, and he loved the basic fantasy monster standbys. That’s why you see things like golems and Medusa show up in this game.

Q: The monster animation during battles generated a lot of buzz as well.

zombieRK: It did, but it was a big hassle because we didn’t devote much ROM space to battle animation. For example, when a zombie attacks you he spews out this stuff on the floor, but we didn’t have enough space for the entire motion, so instead of hitting the floor, the zombie vomit shoots back into his mouth like a yo-yo. (laughs) We couldn’t stop laughing at him.

Q: What sort of problems did you run into while drawing the backgrounds?

RK: Well, background scenes like this one are mirrored vertically to save ROM space. On the Mark III mirroring sprites requires a separate tileset, but you don’t need to worry about that with fixes.

"As a designer, I'd always get asked by the planner to make some background or another within 150 tiles... then once I finished it, he'd go up and say 'Sorry, but can you cut out 20 tiles?'"

“As a designer, I’d always get asked by the planner to make some background or another within 150 tiles… then once I finished it, he’d go up and say ‘Sorry, but can you cut out 20 tiles?'”

[Fix: An internal Sega term for the background image in games.

To display graphics stored on a cartridge, images must be divided into 8×8-pixel tiles (also called cells). These tiles are stored in a character-generator RAM and then are placed onscreen based on the character map data, which determines what tile goes on which location in the screen.

However, you also need to keep space open in main memory for the program, sound, and other assorted data, so only a certain number of tiles can be used in one scene. When the scene changes, new tiles can be loaded into the character generator.

Tile mirroring information is stored in each scene’s map data, so when mirroring a scene, the overall amount of memory used does not increase. However, this does not apply to sprites–the player character and other objects that move around freely onscreen–so even if some sprites look mirrored, they are actually two different tiles.]

 

I wanted to include a shadow on this part of the dome, but thanks to the mirroring, you’d never actually see shadowing like this in real life… but I just said “Oh well” and moved on. (laughs) I wanted the backgrounds to take up the whole screen, and that’s how we ended up doing it.

Q: A lot of players probably remember the infamously difficult scene where you had to Cake Shopbuy a shortcake in a shop at the bottom of a dungeon in order to meet the Governor… Who designed that?

RK: Hmm… I think that was Otegami Chie, the planner. The trend back then was just to make everything as difficult as possible, I think. The encounter rate in this game’s pretty high, too. So I think that event was built under the stance of “You think you can beat it? Just go ahead and try!” (laughs)

Q: Were the 3D dungeons included in the game from the planning stages?

RK: They were already in the planning document by the time I joined the project. As far as 3D dungeons go, if you want to make them run as smoothly as possible, then it’s not that hard; all you have to do is draw all the frames for the advancing walls. However, if we did that, then we wouldn’t be able to get all the frames into the ROM, and it wouldn’t look as good if we dropped some frames and left others in… so, we thought, how about we make a wireframe 3D dungeon in the program itself?

That’s how I ended up having [Yuji] Naka build a wireless 3D dungeon program for me. The basic idea was to take art and place it on top of the wireframes. After that we just had to experiment with which frames we could drop and still keep things smooth and pretty. Once we got it right, we found that we could run around the dungeon faster than we ever expected–several times faster than it is right now, in fact; it was almost to the point where the program, not the graphics, was the main bottleneck. …So, anyway, the 3D dungeons were already decided upon in the planning phase.

Q: In your eyes, what do you think of the world and basic image of Phantasy Star?

RK: I think all the designers and programmers have their own thoughts, but as the designer of the world itself, I naturally had my ideas.

photo_02Take Dragon Quest, for example. I thought it was a pure, simple fantasy game, so I wanted to make something that wasn’t like that. Like Star Wars, maybe… except not the whole thing, but just a few parts. As for which parts–well, with Star Wars, doesn’t it feel kind of like they took Western culture and added Japanese things here and there sometimes? I mean, it’s an science fiction movie, but Luke’s outfit looks like a judo uniform, and the light sabers are used a lot like samurai swords…

In designing the Phantasy Star world, I wanted to use what I learned in Star Wars about borrowing something from a completely different universe. So that’s why I thought that it’d be neat if the people in this world wore medieval clothes, even though it’s a science fiction story and there are robots running around. That was the image I had when I made this world.

Q: Finally, tell me what your favorite piece of art is from the game.

RK: Well, for the ending sequence, I absolutely wanted to include a picture of Alisa and the four-member party, but by that time we had pretty much used up our four megs, so there was no space to put a picture in anywhere. But then, however, Naka squeezed the program code down a little and went up to me and said “I freed up a little space, so get me some art to fill it with,” so…

photo_03Really, it was a tiny amount of memory, but I wanted to repay him for cleaning up the code, so I stuck in this picture.

As a result, it might not be the greatest piece of art ever made, but it’s a picture that’s stayed in my heart for a while now. Phantasy Star was the first RPG I made, after all, and I have a chance to get involved with it again almost every year. I’m glad to see that I’m still not talking about it in the past tense–“It was this kind of game.”

Rieko Kodama Comic

Thank you Rieko Kodama!

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Toys for the Collection (Jim and Phantasy Star Bead Art)

Posted by Sega Dude on December 14, 2012
Posted in: Community, Toys. Tagged: alice, bead art, doctor octoroc, earth worm jim, myau, noah, oden, phantasy star, sega, toys, www.doctoroctoroc.com. 2 Comments

Ever since a good friend of mine gave me my 20th Anniversary Sonic the Hedgehog I’ve decided that I would like a few Sega characters sprinkled throughout my collection. I was surprised by how much I liked seeing Sonic standing next to my TV and games. It really added some charm to the collection. The problem is unlike Nintendo there aren’t many Sega figures being made. So I was very surprised to find that there is an Earth Worm Jim figure.

Earth Worm Jim Figure

I first saw this relatively new Earth Worm Jim at Fan Expo this past fall for $20. And somehow in the excitement I forgot to buy him. About a week ago I found him again by chance at a local comic book shop for the same price. So I picked him up (along with a cool Gordan Freeman figure)!
Jim is very well done. The sculpt and paint are perfect. I don’t think he could ever be done more accurately. He could have a little more articulation but for me he’s perfect. I’ve placed him next to his game on one of my more sparse shelves. He helps fill it out a bit.

Jim’s New Home in the Collection

And if Jim weren’t cool enough, my good buddy has struck again and given some more goodness for the Collection. Below you’ll see bead art for the main characters of Phantasy Star 1.

Phantasy Star Bead Characters

This craft is very clever and particularly well suited for 8bit and 16bit video games. Up close they don’t look that great but from the right distance they look excellent. I don’t think this will be their final home. I might move them to the top of the book shelf once I figure out a way to get them to stand.

Jim, Alice and the crew in the Collection

My buddy who gave me the bead figures (and Sonic) has a pretty good retro video game collection himself. He’s been focusing on 8bit and older. If he ever gets around to posting his own stuff I’d love to put up a link.

This is his blog about the little things in life; the mundane, the silly and the fun: robinsbyacres.blogspot.ca But don’t bother going there. He doesn’t care anymore.

On an unrelated note: While I was searching online to find out what people call ‘bead art’ I found this little graphic that someone whipped up. Looks like they intend to make this graphic into a bead art version. Of course I’m a big Retro fan and I also really enjoy my xbox so I couldn’t help but fall in love this little gem. A Bill Gates boss battle! Epic!.. and even a bit ominous looking.
Great job Doctor Octoroc! You Rocked it! You might want to check out Octoroc’s own site (www.doctoroctoroc.com) where you’ll find some pretty unique stuff like a Sonic Christmas level mock-up complete with 16-bit Xmas music.

Pixel Art by Doctor Octoroc

Poor Mario. I hope he wasn’t the groups healer.

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Sunsoft Mega Drive Games – New Addition (Tel Tel Stadium) and Roger!

Posted by Sega Dude on December 6, 2012
Posted in: Collection New Additions, Community, Games, Mega Drive (Japanese). Tagged: flashback, hit-japan, mega drive, mini case, roger, sega, sunsoft, tel tel stadium. Leave a comment

A little while back a fellow collector, Roger, gave me a heads-up on a few Sega Mega Drive games by Sunsoft. When he told me there were a total of seven Sunsoft games that came in mini cases I got inspired to collect them all.
Some times it’s fun to have small side goal for a collection and this felt like a good candidate. I immediately went looking for the three I was missing. One was inexpensive and the two… not so much.
Below is my latest addition and my fifth Sunsoft mini case game; Tel Tel Stadium. The game is complete and in excellent condition. The video clip is pretty much just the introduction and shows off very little of the game. Looks like it might have been good baseball game for its era.

Tel Tel Stadium

Tel Tel Stadium cost $12.60 with shipping (it arrived with a few other games). Actually it cost more. It arrived damaged and Hit-Japan was more than willing to replace it but the additional cost of returning and sending another copy put this Tel Tel Stadium at about $24 all in. I should have just bought another copy. I wasn’t thinking.
While I’m talking about Hit-Japan I have to say they are great. Hit-Japan is my favorite ebay seller for Japanese Mega Drive games.

At the same time Roger set out to complete his set of Sunsoft mini case Mega Drive games. He was only missing Flashback and he picked it up for $60. That’s $20 cheaper than the best price I’ve ever seen and passed on. Below you can see his complete set of seven. I think they look great.

Roger’s Complete Sunsoft Minis

Is anyone noticing all those boxed NEO GEO games in the background? They’re stealing a lot of Sunsoft’s thunder!

Roger’s Consoles

And here’s Rogers console setup. That’s a good number of systems! On the bottom shelf I can only identify the Super Famicom. I’m not sure what the other three are. And I don’t know what that is under the Genesis and Sega CD. The mystery makes his setup all the more impressive 🙂

But in truth we haven’t yet even touched on Roger dedication to Retro Video Gaming.

Arcade 1

Arcade 2

Check this out. Is that Roger hang’in out in the arcade? Hells no! That’s his garage. Most people waste their garages on cars. Roger knew better. And I’m impressed.
Someday when I have the space (and money) I’d like to get a few arcade boxes if I can find the right ones.

You might have noticed that I published this post before it was complete. It’s not the first time I’ve screwed up like this. I pulled it and then finished editing and now here it is!.. again 🙂

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