COLUMN: 'A Life In Obscurity' - Sega Genesis Collection
[EDITOR'S NOTE: Our buddy Jiji ran out of stuff to post for his 'Compilation Catalog' column, so we're calling it 'A Life In Obscurity', and he'll alternate random D3 musings with compilation round-ups and other odd reviews, semi-regularly. Only on GSW! Because only we're crazy enough!]
On the eve of the retro-bonanza promised by Nintendo's Virtual Console, Sega of America released another in a long line of retro compilations for modern consoles. This time, Sega Genesis Collection brings together titles from throughout the 16-bit console's life, with no particular series as its theme. Digital Eclipse, the western game industry's favorite studio for retro emulation, produced this package, and the development team shares most of its members with the team responsble for the excellent Capcom Classics Collection Remixed (PSP).
Mmm, Shiny Interface!
Sega Genesis Collection has a rather shiny interface that's very similar to the Capcom packs, and it includes a similar variety of game tips and trivia. There's a nice variety of unlockable bonus material here, including video interviews with Sega development staff and several of Sega's arcade games (Zaxxon, Zektor, Altered Beast, Tac/Scan, and Future Spy).
Many of the twenty-eight titles present here have shown up in previous retro compilations, and indeed, some have made multiple showings already. But there are some interesting inclusions here that are worth some attention. The arcade version of Altered Beast, never seen on consoles until now, is quite a bit more attractive and playable than the hoary old Genesis version. But let's face it: Altered Beast was never a particularly good game.
Gain... Virtua?
Gain Ground is a refreshingly tactical single-screen shooter that has the player controlling warriors from various time periods and settings, past, present and future, and rescuing hostages. Rescuees join your team and contribute their unique talents, and captured allies can be regained if you're skillful. Alex Kidd is an interesting glimpse into what Sega's character-mascot strategy was like before the abandoned the character for the more internationally-appealing Sonic. Golden Axe III was never released outside of Japan before its appearance in this package, but unfortunately it's not quite up to the level of the previous two games.
A few of the games in the package seem to be here simply as a gesture to players who suffered through them on the original console - or to pad out the title count. The completely-2D version of Virtua Fighter 2 is somewhat competent in its own right, but it's such a silly port of the original that it's hardly relevant now. Super Thunder Blade shares the same fate: who wants to play a choppy, substandard port of a 1987 arcade game? The shape-changing platformer Kid Chameleon still somehow manages to have fans, but now more than ever it's easy to see how wholly derivative of Mario it is. And Ecco Jr.? Dreary edutainment, ahoy!
Technical Pluses, Minuses
Video is mostly respectably emulated, but Digital Eclipse's usual lack of any support for these games' native resolution has once again left this writer in the lurch. They did include an option for progressive-scan, though, which will marginally help these games' appearance on HD sets. As they are, in 480i, they look swimmy, indefinite, and flickery.
Sound emulation doesn't fare much better. The music seems to be streamed off the disc to save on CPU usage, but this has caused oddities like the music in Sonic 1 and 2 not speeding up when it should. Plus, there are glitches here and there with music starting or stopping in the wrong place. Sound effects sound fine in some games and dreadful in others, but there's a general cast of inaccuracy over the whole package that will grate on you if you've played any of these games recently.
Exciting Conclusion!
Sega Genesis Collection comes off as being mostly unnecessary. Fans of Sonic and Ristar probably already own those games in previous compilations. Bonanza Bros. was in better form in Sega Classics Collection. Even Phantasy Star fans would be best advised to hold off and wait for Sega's import-only Phantasy Star Collection, as the often-pricey games have been graced with some of the most grievous sound problems in the collection. The rest of the games often go for under five dollars apiece on the used market and are more enjoyable in their original format. It's hard to recommend this collection if you're interested in it for any reason other than a quick romp down memory lane.
(For the sake of thoroughness, here's the full list of Genesis games included: Alex Kidd in the Enchanted Castle, Altered Beast, Comix Zone, Golden Axe I-III, Phantasy Star II-IV, Sonic the Hedgehog 1 & 2, Ecco 1, 2, and Jr., Ristar, Columns, Virtua Fighter 2, Shadow Dancer, Shinobi III, Super Thunder Blade, Bonanza Bros., Decap Attack, Kid Chameleon, Sword of Vermilion, and Vectorman 1 & 2.)

It's not often that a Simple 2000 game has recognizable - or even mildly appealing - characters. More often than not, Simple 2000 characters simply represent archetypes or attempt to imitate well-known characters from full-priced games. But when a game in this series has characters that are so appealing that they make one want to ignore the overall quality of the game, it's clear that the developer has done something right. Such is the case with last August's release of Simple 2000 Series Vol. 105: The Maid Uniform and Machine Gun - and, indeed, there's a lot to ignore if one expects to have much fun with the game at all.
What makes a successful Simple 2000 Series game? Sometimes it's a collision of original elements that have been refined over several games, often on other publishers' dimes. Sometimes it's a mere port or remake of a game that's previously found success as a full-priced release. The well-executed, original, non-franchise title is a rarity among the rare good games in D3 Publisher's catalog. However, the necessary alignment of heavenly bodies seems to have been just right for the release of developer Vingt-et-un Systems' April release, Simple 2000 Series Vol. 99: The Genshijin, or The Primitive Man.
• While Vingt-et-un Systems does their take on a reduced Rainbow Six, Tamsoft trying their hand at the style put forth by Grand Theft Auto. 

Capcom Classics Collection Remixed brings together 20 titles that were released for several of Capcom's custom arcade boards, up to and including their wildly successful Capcom Play System hardware. Several of the titles (most notably Final Fight, Forgotten Worlds, and Strider) have received well-respected home ports in the past, and while they are in perfect form here, the true stars here are the long-neglected titles that have rarely or never been seen at home. Black Tiger is an extremely well-crafted platformer that was scheduled for NES release at one time, but never made it out.
Even those titles that have been around the bend consolewise are in excellent form here. Forgotten Worlds includes some interesting approaches to adapting its uncommon rotary controller's firing scheme to PSP controls. One involves using the face buttons to approximate a second D-pad, while the other has the player turn the PSP upside-down so that the analog nub can be used to fire in any direction and the face buttons used to move the player. The well-loved beat 'em up Captain Commando is in perfect form here, after an unflattering SNES port and a now-rare and expensive showing on the Japanese Playstation.
This collection does more than previous Capcom retro-releases to illustrate the consistency of graphical and musical style, as well as some consistently great gameplay, that was present across nearly a decade worth of Capcom's arcade releases. Many of the games here share gameplay elements, shading styles, and other bits and pieces - like the way a key or treasure chest might be drawn, and the ubiquitous "zenny" currency - that link them across the years despite a lack of any sort of franchise links.
The amount of time and effort the venerable Japanese PC developer
Dragon Slayer, released in 1984, is the very first action-RPG ever made. At first it might look very much like the graphical derivatives of Rogue that have proliferated over the years, right down to the way you bump into enemies to attack them. But even apart from the fact that it runs in real-time, Dragon Slayer's rules are a bit different. The game plops the player down in the middle of a 2D overhead map that's scattered with blocks, potions, monsters, chests, gold coins, and a fair variety of
Xanadu (which has no relation to Olivia Newton John) was developed as a direct sequel to Dragon Slayer. It was one of the first big hits in the Japanese PC game market, having sold over 400,000 copies after its release in 1985. Its graphical style and assortment of items bear some resemblance to its predecessor, but Falcom practically started from scratch with the game's design, resulting in something that should be much more recognizable to modern players. The bulk of the game takes place in an underground, 2D dungeon that's viewed from the side this time, and there are ladders, doors, pitfalls, and shops to navigate. Enemies can be seen roaming around on the map, and when the player's character collides with one, a top-down encounter begins. The player can attack the enemies by simply running into them, or magic can be used to attack from afar. Once each of the enemies are killed - or once the player escapes - the game continues as usual. Each of the game's ten areas (called "floors" even though each has many of its own floors and distinct areas) has smaller, self-contained sub-dungeons. Upon entry, these are represented entirely by rooms in a top-down perspective, with individual enemies infesting each room.
1987's Ys doesn't bear series links to either of the above games, but Xanadu's collide-to-attack mechanic was included and practically refined into an art form. This game is most often compared, unfavorably, to its contemporary The Legend of Zelda, and many players aren't sure what to think of a game that doesn't require you to swing your sword to hit enemies. But the heavily action-based play style is still as solid and addictive as it always was, and while the game's messy dungeon layouts haven't aged as well as its setting or story, it's still easy to see why Ys has remained popular all these years. Ys was originally the main draw in this package, and most of the bonus material included in the limited edition of Falcom Classics is strictly Ys-related. The game had already been remade a couple of times and ported to many, many platforms before this package came out, and it would go on to be remade again in the super-polished, high-resolution Ys Eternal.
['Compilation Catalog' is a
The original Space Harrier has already received its own entry in the Sega Ages 2500 series (which can also be found in 

Of course, stripping away the gimmick leaves you with an original Space Harrier sequel that's not much more advanced than the original Master System Space Harrier. It's competent for the hardware, though, even if it's inherited the Genesis version's choppy player movement. And what's with the TIE Fighters? An extra bonus for fans of the US version, though, is emulated support for the FM-synthesis module that was only released for the Japanese Sega Mark III system. Anybody who's only heard the original Master System version's reedy tones will be in for a treat.
['Compilation Catalog' is a biweekly analysis of retro remakes and compilations old and new. This entry's subject is Space Invaders Pocket, released in Japan in 2005 for the PSP.]
Return of the Invaders (1985) was the first proper sequel the series received, and it really pulled out all the stops. Developed by (but not credited to) those masters of the bizarre at UPL, it took the basic single-screen shooty formula and added detailed full-color graphics, varied enemy formations and movements, intricate and truly alien invader designs, and new gameplay mechanics. For instance, the ever-present shelters that the player can duck behind now have a tiny murder-hole that can be opened up by a few shots from the player's cannon, while the rest of the shelter stays intact (until it takes enough damage to self-destruct). Plus, by destroying all but a single type of enemy on a stage, the player can trigger a "challenging stage" in which the remaining invaders combine into a large boss enemy that rains destruction on the player and can be destroyed for a tasty score bonus.
The last game in the package is the most colorful of the all: Akkanvader (1995), better known in the US as "Space Invaders '95: The Attack of the Lunar Loonies" is bright and well-animated with sprites that are gigantic when compared with the rest of the series. It's truly a "cute-'em-up," and with its wacky-cartoony style, large cast of playable characters, and the way it lampoons series conventions, it is to Space Invaders as Konami's
There are some technical problems with the collection, however. When starting any given game from the main menu, a player can expect to sit through various loading screens that last fifteen seconds or more (Akkanvader takes a full thirty seconds). And returning to the main menu can take just as long, giving you double the wait when switching games. This is a relatively early PSP release, and there was indeed much hubbub about the long loading in UMD-based games back then, but this is a little ridiculous. Plus, Akkanvader sports some heavy slowdown when compared with the original, and it pauses for a half-second to several seconds whenever the background music changes (as it seems to be streamed off the UMD). 






