GAME REVIEWS

Showing posts with label Features. Show all posts
Showing posts with label Features. Show all posts

Monday, April 4, 2011

The Ravaging of Cosmic Fantasy

A beloved series pays an ill-fated visit to the other side of the tracks...

We game-playing nerds must be an amusing lot. We harbor unyielding allegiances to cartridges that relinquished their spots on store shelves decades ago, consoles that delivered their swan songs during epochs of gaming antiquity, developers who landed on skid row last millennium. The disputes we engage in for the sake of dust-covered relics and their long-forgotten creators can be heated, indeed; but friendships with other living, breathing humans are frivolous fodder when a beloved character or franchise must be guarded from attack. Various aspects of video games can hold special appeal for us, and once sentimentality enters the frame, a transcendental bond is formed; provide us with precious memories, and we'll maintain and defend your legacy.


Few other games have done as much to earn my reverence as Cosmic Fantasy 2. When I'm paying homage to the characters that have charmed me, the tunes that bring tears of nostalgia to my eyes, the plotlines that entrenched themselves in my video-adventure recollections via moving moments, it's a given that my old friend CF2 will receive more than just a small share of accolades. I've taken four trips through it--four trips through the Japanese version, that is. The US rendition has hosted over a dozen of my excursions. But Van, Babs, and Pico--2's lovable trio of heroic misfits--aren't the only friends I've made in the CF universe; I've also forged alliances with stars of the opening episode and the subsequent ones, as they and I undertook similarly delightful endeavors together. True, I never hesitate to express my displeasure with the first chapter of CF4, but that's because I care far too much about the series to let such an egregious misstep slide.


And I hope that my willingness to decry an ill-executed episode demonstrates my reasonableness when it comes to assessing the saga on the whole. There's no doubt that I'm ferociously loyal to the CF titles, but as I do with my other game-related associations of affection, I try to remain sensible and call caps on their perceived virtues. I am well aware that CF2 comes nowhere close to achieving perfection, no matter how much it means to me. Thus, while I'm always happy to provide discourse on its merits, I have waged few arguments over the years in support of it. In many cases, the criticisms that people level at it are indisputably valid. In numerous ways, the game could have benefited from additional polishing, from more effort devoted to refinement, prior to its release.

Its strengths made it worthy of receiving proper treatment. Unfortunately, it was released for the PC Engine as a product with clear (and, in some instances, perplexingly odd) flaws. It was eventually given a shot at redemption, but not in the comfortable realm of the PCE where the series otherwise resided.

Now, anyone who is acquainted with me, who has partaken in discussions on video games with me, who reads the blather I post on this site, knows very well that I am fiercely devoted to one console in particular:

The Genesis, of course.

And that's where Cosmic Fantasy took its act when the time came for some makeup work. To be more specific, the first two episodes of the series were redone and released on a single disc for Sega's Mega CD system, equipped with a fresh new moniker: Cosmic Fantasy Stories.


What was so wonderful about all this was not merely that a couple of my favorite adventures were being all shined up for an appearance on a machine I'm enamored with. The true blessing here was that the people at Riot responsible for executing the port ably identified the aspects of the originals that needed to be improved. They knew that the opening episode made for but a fair frolic through primitiveness and that the followup had been allowed to leave the developers' shop in incomplete condition. They committed themselves to righting Laser Soft's wrongs, to giving these quaint questing stories the overhauls necessary for them to take the form of true epic masterpieces.


The project surely was epic, but only in the manner in which it failed. Cosmic Fantasy Stories is one of the most unabashedly awful disasters I've ever experienced in gaming.

The horrors I'd endure at its hands were completely unforeseen at the outset. A mere moment is all it took for the dual-game release to get me all psyched up for the seemingly certain delights it had in store for me, as it opens with an extremely cool cinema set to a superb adrenaline-pumping number.


Disappointment did not set in once the game proper began. No longer does the first episode come off as a victim of graphical garbage-work. The field visuals it sports here are at an appreciably higher level, roughly on par with PCE CF2's.

Town Scenes
(Top: PCE CD CF; bottom: MCD CF)

Strangely enough, after but a short time spent exploring the first maze area, I felt wistful for the simplistic looks of the original's labyrinths. It would be hard to present any sort of technical argument in defense of my outlook (though what I would consider "odd" color choices had detrimental effects on all areas of Stories' visuals), and in any event, the new-look battles only came off as more and more impressive as I made my way through the back-to-back journeys. The screen-wide combat artwork here is far more pleasing to the eye than are the limited background portraits sported by PCE CF and gives MCD CF2 an undeniable advantage over its PCE backdrop-deprived forebear.

Battle Scenes
(Top: MCD CF2; bottom-left: PCE CD CF; bottom-right: Turbo CD CF2)

The enemy art does come off as sharper and better in the Engine renditions, however. This is not the biggest deal in the world. I'm more perplexed by Stories' omission of background art for boss battles, a move that, ironically enough, leaves the first PCE CF with the best-looking boss fights of the games involved here.

Boss Battles
(Top: MCD CF2; bottom-left: PCE CD CF; bottom-right: Turbo CD CF2)

Even if they had been augmented with backdrops (as they should have been), Stories' "climactic" battles would have ended up throwaways, as the bosses are absurdly easy to beat. Only a single CF2 fiend takes a respectable stand here; his cohorts all disgrace themselves by making the trip as lowly pushovers. (It should be mentioned in Stories' favor, though, that some significant confrontations that played out with regular enemies in PCE CF2 feature true bosses here.)

That these fellows are so easily hammered is not due to the fact that Stories' version of the first episode allows you to take more than two characters into battle--but this does bring us to another of Riot's improvements. While other characters tag along with Yuu and Saya for stretches at a time in PCE CF, the player is never allowed to make use of these allies during combat, which makes absolutely no sense at all. MCD CD remedies the situation by granting you control of your entire party when monsters approach.

This was a common-sense alteration. And Riot's remodeling crew no doubt felt they were making similarly sensible adjustments by eliminating segments of the PCE game that seemed to have very little purpose. Stories does away with required antics such as stumbling around a makeshift prison cell until a rescuer arrives.

Unfortunately, in some cases, Riot went a little too far in their endeavors to do away with time-wasting activities. A memorable PCE CF scene sees Yuu and Saya come under attack by an infinite number of mighty enemies. It's fun to see just how long you can hold out against evil's illimitable forces, but the outcome is always the same: the heroes end up battered in necessary defeat.

Stories dispatches with that "enemy forces" stuff, choosing instead to suddenly show the heroes as battered following an ambiguous, hacked-into sequence--which is really stupid.

And that's hardly the only instance of stupidity on Riot's part. In what was surely another misguided move intended to make life a little more pleasant for the player, certain dungeons here act as homes to not a single enemy inhabitant. Perhaps that sounds like a good thing, as such dungeons contain no random battles to button through. Unfortunately, there isn't much of anything at all to do in these large, labyrinthine sections of very-dead space save for trudging along, bumping into countless dead-ends, and finding unnecessary and unexciting healing trinkets. One wonders why these locations weren't simply omitted altogether.

Oddly enough, that same crew so hellbent on saving our time decided to redesign and enlarge certain mazes that really didn't require any sort of reworking. Yes, most of these locations contain random battles; but there is seldom anything to stumble upon within them save for dead-end wall after dead-end wall and the occasional worthless junk-item.

I can live with a few botched maze jobs, though. I have a harder time tolerating the "remixed" soundtrack here. Many of the PCE versions' tunes were reworked into cacophonous renditions of their old selves (with CF2's classic numbers the victims of especially offensive mutilation). A few wonderful tunes were removed entirely to make way for lackluster new tracks. Stories also puts us through misery via terrible sound effects.

But even with all the questionable decisions and unnecessary changes that were made in its creation, Stories' take on the first CF is tolerable except perhaps for an irritating cave maze housing horrible creatures that can turn your party members to stone with a glance. You're certain to experience a good bit of terror in that awful place...

...but just wait. It's a very small taste of what awaits you in Stories CF2.

You might recall that PCE CF2 left out status effects entirely, much to the chagrin of players who enjoy delivering diatribes regarding "lack of depth." Well, once you've had your fair share of run-ins with the countless paralysis-causing monstrosities in Stories 2, you won't want to know from another status inducer ever again. The effects that MCD CF2's merciless and terrifyingly powerful monsters afflict you with over and over again make what was once a wonderful role-playing experience into something unbelievably awful and annoying. Even more of a problem are the "super attacks" that enemies are granted (in both episodes, but they become far more of a concern in 2). Valiantly made progress can come to an immediate halt should irritable foes decide to stop your party members right in their tracks or wipe out most of their remaining vitality with single brutal swipes.

A few areas are inexplicably easy in Stories 2--"breaks," apparently. One of these areas is not the post-final-boss celebration scene. Yes... after the final boss... when you're just supposed to walk around and say your farewells to everyone...


...you will be ATTACKED. Repeatedly. Truly, this game establishes a new definition for "merciless."

At least, you would think, you have the traditionally wonderful Cosmic Fantasy cutscenes to look forward to for all your troubles. Yeah, you would think that. Stories actually DROPS some of the original cinemas in favor of text-based skits. Occasional improvements in animation hardly make up for such noticeable omissions; indeed, dropping cinemas from a Cosmic Fantasy game (good ones, at that) is simply unforgivable. This entire "effort," in fact, is an unforgivable maiming of material that I love.

Cinematic Scenes
(Top: PCE CD CF2; bottom: MCD CF2)

But let's have some fun (for once here) and take a look at how the Rim shower scene fares in Stories. Perhaps we should be thankful that it, unlike some of its fellow interludes, was spared from execution.

Shower Scenes
(Top: MCD CF2; bottom-left: PCE CD CF2; bottom-right: PCE CD CF Visual Collection)

Well, no surprise here. Stories doesn't even offer the best shower scene. It does give us this, though...


Nice. Not nice enough to earn my allegiance, though. Nor my forgiveness.

Saturday, July 18, 2009

TECH DOC: TurboExpress "No Video" Repair


==============
TURBOEXPRESS "NO VIDEO" REPAIR DOC
TurboExpress/PC Engine GT
April 6, 2008
Written by: Nat Hall (hall.nat -at- gmail.com
)
==============

It's long been known that by replacing all the capacitors in the audio circuit on the Express PCB you are able to cure all sound issues, but video issues have been a bit of a grey area. What has been unknown (until now) is just which component is directly linked to the common video problem these units are beginning to have. Let's give a round of applause to my wacky cousin Sinisi, the real hero in all this, for donating a TurboExpress with bad video for me to butcher on the operating table.

The culprit turned out to be the smallest, most innocuous capacitor on the entire board. Real quick: the capacitor in question is in the power circuit, specifically, the line that supplies the mains to the LCD. This cap fails, dries out, bleeds, etc causing insufficient voltage supplied to run the LCD.

So let's get down to it.... I took photos documenting the entire process, but I'll only post the relevant ones here.


Circled in green is the audio circuit. We already know what these caps are for, so we ignored them for this procedure.
Circled in red is the culprit for the video issue. You can barely see it.



Since I didn't know where the problem was specifically, I removed the shield covering the CPU, VDC, etc. The caps circled in blue are the ones that are exposed by removing the shield. It is not necessary to replace these to fix the video. I included this pic so folks who might want to replace EVERYTHING can see just what's under the shield.


Circled in red is the replacement cap I installed in place of the bad one. The cap is a 4.7uF 35-volt electrolytic. This is THE culprit of the backlight-but-no-picture video issue. Replace it and your video works again.

There you have it. It's a simple fix, really, and luckily it's probably the most easily accessible cap on the entire board.

TECH DOC: TurboTap Cable Replacement/Extension


==============
TURBO-TAP/MULTI-TAP EXTENSION CORD D.I.Y.
TurboGrafx-16/TurboDuo/SuperGrafx/PC-Engine
March 18, 2007
Written by: Nat Hall (hall.nat -at- gmail.com
)
==============

I'm writing this because of interest expressed at
www.pcenginefx.com and because (apparently) nobody else ever has bothered to do it before.

WHY?
--------
Because the TurboTap (TG16) and MultiTap (Duo/PCE) by default come with cords so short they hardly classify as cords. You want the 'tap to at least make it to the coffee table, where it belongs. You also don't want to waste your time with inconvenient extension cords. Finally, the reason this document exists is because it is not a simple plug 'n play swap like it is exchanging cables between US- and Japan-region controllers. The pinouts on the inside of TurboTaps and MultiTaps are different from Turbo/PCE Pads, although the cables are compatible with some simple re-wiring. You can also use these instructions to make reverse DuoTaps, etc.

WHAT YOU NEED
-------------------------
* TurboTap or MultiTap (from here on out we are going to consider the "DuoTap" a "MultiTap")
* a spare controller cable from a dead TurboPad, Avenue Pad or PCE/SuperGrafx pad (or you can butcher a working pad, but keep in mind you are now going straight to Hell)
* philips head screwdriver
* very tiny flathead screwdriver (like the kind used for eyeglass repair)

ENOUGH OF THIS, LET'S DO IT
-------------------------------------------

First off, you're on your own in securing a replacement cable you intend to use in your 'tap. If you can't figure that part out you shouldn't be attempting this at all.

Use the philips head screwdriver to open your 'tap. Remove screws, then remove the half of the shell that's facing you (bottom half). You should be looking at the bottom of the circuit board.

Carefully remove the circuit board and flip it over. You can remove the cable and plug from the PCB.

Get your new cable in hand with the white PCB plug closest to you, "number" side up.

Use the tiny flathead screwdriver (a knife blade might work to) to push down the small metal "teeth" for each of the wires' pin sockets. These teeth are what hold the wires into the white connector. After you've pushed them all down, you are now able to remove them from the connector. Do this now.

Depending on what kind of Pad you pillaged for this cord, the actual wires for each pin will be one of two color sets. See the following chart for these sets and how they correspond:
Wire color for Avenue Pad | TurboPad/PCE Pad
--------------------------|-----------------
BLACK | BIG BLACK
PURPLE | GREY
YELLOW | BROWN
BROWN | GREEN
BLUE | BLUE
ORANGE | YELLOW
RED | LIL BLACK
GREY | WHITE
GREEN | RED

Now we need to re-wire the connector so the 'tap will work with the cord. Re-insert the wires into the connector using the following pin schematic:

Pin | Wire color for Avenue Pad | TurboPad/PCE Pad
----|---------------------------|-----------------
1 | GREY | WHITE
2 | RED | LIL BLACK
3 | ORANGE | YELLOW
4 | BLUE | BLUE
5 | YELLOW | BROWN
6 | BROWN | GREEN
7 | PURPLE | GREY
8 | GREEN | RED
9 | BLACK | BIG BLACK
Now re-attach the connector to the PCB. Be careful as you do this as sometimes the pins on the PCB will push the wires backwards out of the socket because we bent the "holding teeth" earlier. Just apply a small amount of pressure to the base of the wire and any stragglers should push on just fine.

Re-assemble your 'tap. Make sure you route the new cable through the posts so that it is held securely in place. As long as you do this you won't have to worry about the wires coming loose inside.

Seal 'er up and you're done. If it doesn't work, don't blame me, blame your inability to follow directions.

If it does work, you're now cooler than anybody else because your 'tap has a longer cable than theirs does.

Except me, of course, because I did it before you.

What to do with the old cable? If you're like me, you have a box of miscellaneous console "parts" in your closet dating back to who knows when. You might as well throw this useless excuse-for-a-cable into this box where, like everything else in the box, it will likely never be used again for anything. But at least you can rest easy knowing should an unfortunate natural disaster ever wipe out 99% of the world's supply of MultiTaps, you can restore yours to it's original factory condition and sell it on eBay for $1,294,345,983.00.

Friday, July 3, 2009

The Original Six

IvaNEC's initial Turbo experiences didn't quite go according to plan...

It was December of 1989 when I laughed the laugh of a madman and elbow dropped my NES, smashing the system into a billion pieces.

"I don't need you anymore!" I yelled, gleefully flinging the gray-and-red remnants across the room.

Then I remembered that the awesome-looking Crystalis was due out in just a few months. I hastily reassembled the machine.

But my point had been made. I was (just about) ready to leave the unrefined 8-bit world behind and discover 16-bit Valhalla. My highly advanced console of choice? The TurboGrafx-16.

There really wasn't any question as to whether I would go with the Turbo or the Genesis. Screenshots of games like Keith Courage and R-Type completely blew me away. What brilliant colors! What enormous enemies! Yeah, the guy who hurled his heads at the hero in Altered Beast was cool, but he couldn't compare with the big, scary Deep Blue boss fish. Screw Tommy Lasorda Baseball; I wanted some manly barbarian-style hacking and slashing, and The Legendary Axe was sure to give it to me. Speaking of Axe, who could ever forget the first time they saw the TG-16 commercial showing off the giant Jagu?


Helping to seal the deal was the Electronic Gaming Monthly article that basically declared NEC's triumph in the United States inevitable based on the PC Engine's effortless slaughter of the Mega Drive overseas. Seemed like I couldn't go wrong with the mighty, can't-miss Turbo. So after swiping a few moneybags from my cousin Zigfriedolstoy's vault, I set off for my local video-game store with the confident swagger of a man headed toward a wondrous destiny of guaranteed gaming excellence.

Upon entering the shop, I noticed a TG-16 display running a Victory Run demo. A lone lad stood gazing at the screen, no doubt marveling at the amazing technology on exhibit before him. I walked on over to pass along my expertise on the 16-bit powerhouse he had just become acquainted with, to let him know that Victory Run was but the tip of an extraordinary iceberg.

He turned to me and said, "This thing sucks."

"Yeah... right," I replied with a scowl. We gave each other cold looks; enmity had evolved between us.



And with that tough-guy staredown, the 16-bit wars had begun.

We went our separate ways. He walked over to the Genesis aisle. I walked over to the... lazy-looking store manager, as there was no TurboGrafx aisle and I wanted to know what the hell was going on.



"Oh," he said. "You're the first person who's asked for one of those."

That's odd, I thought. Oh well. Word of mouth would spread and sales would heat up soon enough! All that was important at that moment was that the goofy manager was digging up a TG-16 from the back of the storeroom so that I could purchase it and take it home and start playing it.

Of course, before I could start playing it, I had to set it up, and setting it up necessitated removal of its back cover, which left the previously sleek console looking awfully fucking stupid. It was like discovering your hot girlfriend is hot only because of a lot of makeup and a wig. But at least the TurboPads had turbo switches! That was fucking rad.

The first game up, of course, was Keith Courage in Alpha Zones. The pack-in title always has to be first, after all. And, holy shit, did it blow me away right off the bat. A flashing title screen! The magnificence was blinding. Or maybe it was the glitchy manner in which the text finally settled/grinded into place. Either way, I was impressed.

Then I started playing the game. Hm. Little squeak-squeak sword noises and beanie-wearing villains weren't exactly what I had envisioned for 16-bit action. But, well, the sound of the enemies biting the dust was pretty explosive, at least.

Then Keith changed into his alpha suit or whatever it is.



Fucking awesome. Here we go, I thought.

And indeed, KC's graphics and audio stepped up big time in its underworld. Unfortunately, after bumbling along for a few seconds and making a blind leap into a spike pit, I didn't really feel like playing any more of the game.

Well, VideoGames & Computer Entertainment had warned me that KC's gameplay lacks depth. At least the chip had done the job of whetting my appetite for more awesome 16-bit tunes and visuals. And who knows, I thought, maybe the game itself will grow on me!

Seventeen years would pass before I'd bother with it again.

But let's not get ahead of ourselves. Next up was the TurboChip I was most looking forward to, the ultimate TurboGrafx title of the day... The Legendary Axe.



Now this is fucking badass, I thought, as I hacked up bats and high-leaping axemen to the groovy rhythm of a jungle-themed tune. The spider residing in the first level's pit and the bears at the end of the stage seemed fucking HUGE to me. No more midget-esque Birdos and Kraids acting as "bosses." Big monsters, awesome musical tracks--this is what 16-bit gaming was supposed to be about! Some amoeba thing knocked me into lava in Area 2, but with that level's haunting tune still running through my mind, I moved on to my next TurboChip with renewed enthusiasm.

And that next TurboChip was Victory Run, the very title whose honor I'd defended during the legendary shop confrontation described earlier. Man, I thought upon powering it up, what a nice-looking driving game. I walked over to my shelf of NES carts, picked up Rad Racer, and chucked the old-timer out the window. With a miscreantic smile on my face, I sat down to enjoy advanced racing action.



The smile vanished almost instantly. See, what screenshots and even the aforementioned store display failed to convey was just how poorly Victory Run plays. It's hard to begin with and extremely clunky on top of that. Time elapsed on my crash-ridden "run," leaving me angrily shaking my fist at the screen.



I decided that returning to The Legendary Axe was my only viable option at that point. But hey, I thought, with a little practice, maybe I'll come to like Victory Run after all.

Eighteen years would pass before I'd bother with it again.

Axe was great and would remain great in my book for all eternity, but I was young and impatient and a single title could hold my attention for only so long. I needed more games. Help arrived quickly in the forms of Vigilante and Fantasy Zone.

Vigilante--a fighting game with an attitude! Or so it seemed. I'd put a ridiculous amount of play time into NES Double Dragon, so the hours I'd end up devoting to a 16-bit brawler seemed inestimable.



Well, it was more like minutes. Like... six minutes. Because that's about how long it took me to crush the game on my very first try. My Genesis-owning friends' jibes about it basically being a Kung Fu clone didn't help alleviate the disappointment. Of course, I didn't express that disappointment; I argued against their accusations vehemently, in fact. But I knew what the truth was, and it burned.

Thank goodness Fantasy Zone had ridden into town that same day.



Even those snickering buddies of mine had a blast with FZ. I myself became so enamored with its pretty pastels, jolly music, and charismatic bosses that I proclaimed it my favorite game of all time. Of course, it kinda stuck in the back of my mind that I was singing the praises of a practically ancient Sega game while the Genesis owners in town were moving on to cool new things. But, look, I needed something to boast about as a Turbo fan, and I could play the Legendary Axe card only so many times.

Well, I had to play that card once more... when VG&CE declared Axe their 1989 Video Game of the Year. Andy Eddy and company had come through for me! I assembled a crowd of Genesis lovers and broke out the magazine, flaunting the feature.

"You can't beat this!" I yelled.

Unfortunately, they could. In the midst of my euphoria, I was handed a copy of the EGM awards issue and came crashing back down to Earth with a cold, hard thud.

The Genesis had been named System of the Year. I read the report and wept.



Those formerly unsympathetic Genesis fans consoled me with statements like,


"Just get a Genesis, dude."

I could pretend no longer. The show was over.

"Well, the Turbo has been a bit of a disappointment..."

And with that, say the scribes, the Genesis won its war versus the TurboGrafx-16. It had been an epic battle in which a winner could not be determined for a whole, oh, four days or so.

But I wasn't quite ready to give up on the TG-16. I'd heard about the insane intensity of a brash new shooter, a cocky young gun called Blazing Lazers. It was pretty much my last hope. All was riding on BL.


Even the Genesis fans were praying that it would all work out for me.

I took a deep breath, swiped another moneybag from Zigfriedolstoy's vault, and journeyed back to the local game shop. This would be the title I was waiting for. I just knew it.

Blazing Lazers, unfortunately, was out of stock. So I bought Alien Crush instead. A pinball game.

Looking to salvage what little was left of my Turbo's dignity with a fucking pinball title seemed a hopeless proposition.



But funnily enough, I spent hours in front of the TV that night, enjoying AC and digging its soundtrack, particularly the eerie Demon's Undulate tune. And I thought to myself, "You know, this console doesn't get the appreciation it deserves." And I played on, with a little bit of new hope, a little bit of anticipation for what was yet to come for the system...

And I bought a Genesis a few weeks later. Man, Thunder Force II was fucking awesome. And there was also the wonderful Castle of Illusion, which somehow managed to outdo J.J. & Jeff in the 16-bit cartoony-platformers duel.

But the Turbo hung around. What can I say? I'd become attached to the damn thing. And eventually Blazing Lazers did make its way into my collection and did indeed blow me the fuck away, as did other sweet cards like Bonk's Adventure. Once the CD unit finally dropped to a price I could afford and I got to play games like Ys Book I & II, Cosmic Fantasy 2, Gate of Thunder, and Shape Shifter, I experienced unforgettable moments that would not only entrench the Grafx in its long-maintained, never-relinquished position of being my favorite system but also validate its presence there. And when I eventually discovered import titles a few years later, well, my Turbo gaming was lifted to an entirely different and glorious realm.

Twenty years and hundreds of games later, my TG-16 is still with me. It had worked sans issues of any sort until it was ultimately set aside for a fancy Duo-R. As for Keith Courage, Legendary Axe, Victory Run, Vigilante, Fantasy Zone, and Alien Crush? They, too, are still with me. LA, FZ, and AC remain personal favorites. KC and VR did eventually grow on me--it took them a decade or two, but who's counting? And Vigilante, erm, still sucks. But it'll always hold a spot among that old, original crew, the batch of games I've come to look upon so fondly and dub The Original Six.

Without them and their collective inadequacy, I might never have discovered just how awesome a console the Genesis really is.