Sega Megadrive

Sega Genesis

Shadow Dancer

You scroll to the right, basically shooting down foes with your shruikens, and avoiding their attacks/bullets. And it’s pretty damn important that you avoid their attacks, as one hit and it’s back to the start. This makes the game a lot more difficult than it would have been otherwise. Ducking usually allows you to avoid the bullets that come flying at you, but with no room for error, one mis-step can send you right back to the beginning of a stage.

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Sega Genesis

Alien 3

One other notable feature is your large arsenal you have at your disposal. A missile launcher and a machine gun are two of the finest from the selection available to you. These weapons aren’t enough to stop the aliens regularly handing you your ass on a plate though. Instead of going down the slow, tension addled route the game throws aliens at you like they’re going out of fashion. They leap at you so quickly that they can be nigh on impossible to avoid completely. Worst of all Ripley takes far too long to get up once hit – not a good thing when you’re up against the clock.

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Hardware

The Top 5 Sega Genesis Accessories

If you had the cash, the Sega CD was a must-have accessory. It came in two designs, a CD-player style for the older Genesis systems, which stacked on top of each other, and a top-loading style for the new Genesis systems, which acted as a base and the Genesis inserted into its side. (The Nomad would be released later.) Some of the best games for the Genesis were released on CD-format, including Lunar: The Silver Star, Sonic the Hedgehog CD, The Amazing Spider-Man vs. The Kingpin, and Earthworm Jim. Now that’s quality retro gaming!

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Blog

My Favorite Games: Part 8

Few platformers were as popular as this one in their day. Every version that I’ve played is at least good, but the rather garishly-coloured Dragon 32 version is the one I’ve spent by far the most amount of time playing. My good friend Luke had a Dragon around the time I first met him and we would spend many hours trying to play through this. The game apparently cycles through the eight single-screen stages five times but I’ve had the skill to prove this.

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Interviews

The Super Fighter Team Interview

Super Fighter Team has an absolutely brilliant name. And it possibly is the only indie developer for retro platforms that has managed to impress the mainstream gaming media; after all, shiny new cartridges for the Sega MegaDrive / Genesis and the Atari Lynx aren’t a common sight. Here are Brandon Cobb (president, Super Fighter Team; Zaku producer) and Osman Celimli (president, PenguiNet; Zaku designer / developer) to discuss both SFT and its latest release: Zaku. Mind you, this is only part of a rather extensive interview filled with exclusive bits of info. The rest of it (including more of said juicy exclusive bits) will be published in issue 4 of the excellent (and very free) Retroaction retro-loving magazine.

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Interviews

Interview – Tomas Danko (VO Producer at DICE)

Finally, and this is the nice part as far as I’m concerned, some people are working hard to push the narrative aspects of gaming further in order to get on par with the Hollywood movie industry in regards to telling a story and giving the player an emotional experience as well. Merging the knowledge and methodologies created and perfected by Hollywood with the non-linear and interactive core mechanics found in games, to give the player a brand new experience in the future. This is where the frontier lies in gaming, as far as I’m concerned.

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