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sb:recommended:genesis [2015/07/13 23:16] the_blueberry_hill 'Shooters' page links |
sb:recommended:genesis [2017/07/10 11:48] (current) the_blueberry_hill Fixed some tenses and hyperbole ;) Quotes from 2013 and 2008 threads |
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======SB Recommends Mega Drive / Genesis Games ====== | ======SB Recommends Mega Drive / Genesis Games ====== | ||
- | {{:fig:recommended:megadrive_bag.jpg }}Sega's 16-bit console, home to a good range of action games, most of them being arcade ports. And of course //[[hardware:genesis#audio|that sound chip]]//. It also had lots and lots of [[hardware:genesis#other_hardware_versions|hardware variations]] and [[hardware:genesis#periphera|add-ons]], such as the Mega-CD, 32x, Wondermega, and so on. | + | {{:fig:recommended:megadrive_bag.jpg }}Sega's 16-bit console, home to a good range of action games, most of them being arcade ports. And of course //[[hardware:genesis#audio|that sound chip]]//. It also has lots of [[hardware:genesis#other_hardware_versions|hardware variations]] and [[hardware:genesis#periphera|add-ons]], such as the Mega-CD, 32x, Wondermega, and so on. |
- | =====Recommended (Vanilla Cartridges)===== | + | =====Recommended (Base model)===== |
***//Alien Soldier//** (also on: PS2, Wii VC) | ***//Alien Soldier//** (also on: PS2, Wii VC) | ||
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***//General Chaos//** | ***//General Chaos//** | ||
- | * CubaLibre: extremely fun class-based action/RTS hybrid before any of those descriptors were in common use. Lots of different game modes and totally boss for co-op. | + | * CubaLibre: extremely fun class-based action/RTS hybrid before any of those descriptors were in common use. Lots of different game modes and totally boss for co-op. |
+ | * thestage: it's like a game from a pc genre that doesn't exist that somehow ended up on a console. it's kind of like //[[game:commandos]]// if //commandos// were more action based, featured proto-//[[game:team_fortess_2|TF2]]// aesthetics, and was confined to one screen per level. and multiplayer. you get a squad of five soldiers distributed between a handful of classes (gunner, grenade dude, rocket launcher dude, flamethrower dude, dynamite dude), you select dudes, move the cursor around, tell them where to go, whether or not they should shoot, etc. if you run into another soldier you get into some white-hot //[[game:NHL 94]]// style brawls. you can call medics. it's great. oh yeah you can even forgot the five dude team for a team of two guys that you control directly, switching between them with like the B button or something. I've never really seen anything like it. maybe you could call it a real time version of //[[game:frozen_synapse_series#frozen synapse]]// with smaller levels | ||
***//Gleylancer//** (also on: Wii VC) | ***//Gleylancer//** (also on: Wii VC) | ||
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***//Ivan 'Ironman' Stewart's Super Off Road//** (Also on: Arcade, Amiga, Amstrad, Atari ST, C64, DOS, Game Boy, Game Gear, Lynx, Master System, NES, SNES, ZX Spectrum) | ***//Ivan 'Ironman' Stewart's Super Off Road//** (Also on: Arcade, Amiga, Amstrad, Atari ST, C64, DOS, Game Boy, Game Gear, Lynx, Master System, NES, SNES, ZX Spectrum) | ||
* YoutImaginaryFriend: //Super Offroad// is actually one of my favorite multiplayer games. Me and my little brother spent a lot of time playing that game together (along with //TMNT Arcade// and //Super Contra//) and we got hours of entertainment out of it. I love the way it feels, and it's the only racer of [[genre:single-screen_racers|its type]] that I've enjoyed playing. | * YoutImaginaryFriend: //Super Offroad// is actually one of my favorite multiplayer games. Me and my little brother spent a lot of time playing that game together (along with //TMNT Arcade// and //Super Contra//) and we got hours of entertainment out of it. I love the way it feels, and it's the only racer of [[genre:single-screen_racers|its type]] that I've enjoyed playing. | ||
+ | |||
+ | ***//Jennifer Capriati Tennis (NA) / Grandslam: The Tennis Tournament (PAL) / Grandslam: The Tennis Tournament '92 (JP)//*** | ||
+ | * Chris B: Seriously, this thing is ace and a must have for anyone remotely interested in tennis games. It feels like an inofficial sequel to the legendary //[[game:Final Match Tennis]]//, which says it all really.\\ Imo it's way better than //[[game:Super Tennis]]// (or any other 16bit tennis title) and the engrish voices are priceless. | ||
***//Kid Chameleon//** | ***//Kid Chameleon//** | ||
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***//Landstalker//** (also on: Wii VC) | ***//Landstalker//** (also on: Wii VC) | ||
* Rudie: Your [[pattern:isometric_perspective|isometric]] //[[game:the_legend_of_zelda_series|Zelda]]// game with great towns and great dungeons and great music. I did say it was isometric though. | * Rudie: Your [[pattern:isometric_perspective|isometric]] //[[game:the_legend_of_zelda_series|Zelda]]// game with great towns and great dungeons and great music. I did say it was isometric though. | ||
+ | * Toups: landstalker is a great game that requires a lot of patience and maybe a somewhat broken brain capable of dealing with its biased isometric controls. but the music is so good and it just is dripping with ADVENTURE in a really lovely and engaging way. | ||
***//Light Crusader//** (also on: Wii VC, PC) | ***//Light Crusader//** (also on: Wii VC, PC) | ||
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* Mr. Toups: part 2 is really amazing once you get past how clunky it is. The music and artwork are fantastic and it's got some of the most interesting dungeons of any RPG that I've played. | * Mr. Toups: part 2 is really amazing once you get past how clunky it is. The music and artwork are fantastic and it's got some of the most interesting dungeons of any RPG that I've played. | ||
* diplo: An absolute nightmare. There's not much special about PS2's dungeons, except that viewing the totality of a given one on a site like VGMaps might make you legitimately angry. PS2 has random enemy encounters, so the layouts don't need to account for dynamic enemy positioning. Therefore, dungeons must rely on creative geometry to generate interest. However, there's often a fierce dedication to symmetry/inverse mirroring (either in an individual floor plan or floors' plans in relation to one another), greatly lessening the possibility for surprises. Layering, overlapping, or revelatory interconnectivity in paths are pretty much nonexistent. Tension comes either from sheer dungeon size or the worry of reaching a dead end. Getting to a dead end means having to backtrack and risk more (drab) random fights. This is a kind of tension that is boring, purely attritional, and easily made. Compositionally, one of the worst Genesis soundtracks I've ever heard: it makes me feel like the death of music is happening in real-time. Thankfully, the composer, Tokuhiko Uwabo, stopped making music a few years after the release of PS2. | * diplo: An absolute nightmare. There's not much special about PS2's dungeons, except that viewing the totality of a given one on a site like VGMaps might make you legitimately angry. PS2 has random enemy encounters, so the layouts don't need to account for dynamic enemy positioning. Therefore, dungeons must rely on creative geometry to generate interest. However, there's often a fierce dedication to symmetry/inverse mirroring (either in an individual floor plan or floors' plans in relation to one another), greatly lessening the possibility for surprises. Layering, overlapping, or revelatory interconnectivity in paths are pretty much nonexistent. Tension comes either from sheer dungeon size or the worry of reaching a dead end. Getting to a dead end means having to backtrack and risk more (drab) random fights. This is a kind of tension that is boring, purely attritional, and easily made. Compositionally, one of the worst Genesis soundtracks I've ever heard: it makes me feel like the death of music is happening in real-time. Thankfully, the composer, Tokuhiko Uwabo, stopped making music a few years after the release of PS2. | ||
+ | * Toups: the music is sparse and minimal and is impressive to me because of its effective use of the [[hardware:genesis#audio|genesis sound chip]]. I love FM synth sounds but lots of genesis soundtracks are made with such an awkward grasp of how to use FM synth that they sound all warbly and poorly mixed and weird. I also disagree with diplo because many of the compositions (though simple) feature interesting and unpredictable harmonic structures. lots of subtle, jazzy modulation which is used effectively to communicate the kind of ambiguous unease which is a major theme of the game. \\ the main thing about //phantasy star II// is how impressively atmospheric it is. it is a very minimal game; it only splurges on the monster designs and animations, which are among the most excellent I have seen from that era, and arguably the real star of the game. the massive and confusing dungeons populated with horrifying mutant creatures create a palpable sense of dread. the writing is sparse but actually pretty good and thoughtful and purposeful. | ||
***//Phantasy Star IV: The End of the Millennium//** (also on: 360, GBA, PC, PS2, PS3, PSP, Wii VC) | ***//Phantasy Star IV: The End of the Millennium//** (also on: 360, GBA, PC, PS2, PS3, PSP, Wii VC) | ||
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***//Revenge of Shinobi//** | ***//Revenge of Shinobi//** | ||
* dementia: I remember someone retroactively describing it as Genesis' //[[game:Super Mario World]]//. It's a total statement game that played to the system's strengths in that sense. | * dementia: I remember someone retroactively describing it as Genesis' //[[game:Super Mario World]]//. It's a total statement game that played to the system's strengths in that sense. | ||
+ | * Revenge of Shinobi is flawless. | ||
***//Ristar//** (also on: 360, GG, PC, PS2, PS3, PSP, Wii VC, XBLA) | ***//Ristar//** (also on: 360, GG, PC, PS2, PS3, PSP, Wii VC, XBLA) | ||
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* Schwere Viper: The one and only. Certainly slower than its successors, but has the best level design of the lot. Each zone has its own "personality," challenging [[character:sonic|Sonic]] in a different way. It has enough variety to keep things fresh, and doesn't outstay its welcome at just under an hour long (for a relaxed session). Love or hate the 'hog, this is one of the most solid platformers on the system. | * Schwere Viper: The one and only. Certainly slower than its successors, but has the best level design of the lot. Each zone has its own "personality," challenging [[character:sonic|Sonic]] in a different way. It has enough variety to keep things fresh, and doesn't outstay its welcome at just under an hour long (for a relaxed session). Love or hate the 'hog, this is one of the most solid platformers on the system. | ||
* BenoitRen: I think //Sonic the Hedgehog// has aged pretty well, because it relies more on platforming and momentum than going fast. Then //Sonic the Hedgehog 2// added the spin dash and momentum-based platforming was largely thrown out through the window. [...] The original game's zones have more personality to them than Sonic 2's. Sonic 2 just picks a theme and calls it a day, not really bothering with attractive art design. Hill Top is especially boring. | * BenoitRen: I think //Sonic the Hedgehog// has aged pretty well, because it relies more on platforming and momentum than going fast. Then //Sonic the Hedgehog 2// added the spin dash and momentum-based platforming was largely thrown out through the window. [...] The original game's zones have more personality to them than Sonic 2's. Sonic 2 just picks a theme and calls it a day, not really bothering with attractive art design. Hill Top is especially boring. | ||
+ | * Felix: It's definitely more elegant than later installments, but some of the levels are just too dang slow and the spindash and Super Sonic are like canonical elements of playing a Sonic game, so it's a bummer to forego them. | ||
***//Sonic The Hedgehog 2//** (also on: 360, DC, DS, Gamecube, GBA, iOS, PC, PS2, PS3, PSN, PSP, Saturn, Wii VC, Xbox, XBLA) | ***//Sonic The Hedgehog 2//** (also on: 360, DC, DS, Gamecube, GBA, iOS, PC, PS2, PS3, PSN, PSP, Saturn, Wii VC, Xbox, XBLA) | ||
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* misadventurous: Counterpoint: Metropolis Zone is a travesty. | * misadventurous: Counterpoint: Metropolis Zone is a travesty. | ||
* Renfrew: My problems with //Sonic 2// are that the special stages are kind of terrible and the game feels way too long. By the time I get to Hill Top I'm ready to go do something else. | * Renfrew: My problems with //Sonic 2// are that the special stages are kind of terrible and the game feels way too long. By the time I get to Hill Top I'm ready to go do something else. | ||
+ | * Felix: Best first 15 minutes of any Sonic game by far, but the later levels and special stages really aren't that much fun. | ||
+ | |||
***//Sonic and Knuckles/Sonic The Hedgehog 3//** (also on: 360, DC, DS, Gamecube, GBA, iOS, PC, PS2, PS3, PSN, PSP, Saturn, Wii VC, Xbox, XBLA) | ***//Sonic and Knuckles/Sonic The Hedgehog 3//** (also on: 360, DC, DS, Gamecube, GBA, iOS, PC, PS2, PS3, PSN, PSP, Saturn, Wii VC, Xbox, XBLA) | ||
* Rudie: Really the only way to play these two games is the locked on catridges or a patched ROM. Has probably some of the smoothest level and wordless story progression in video games, and it came out in 1993/4. Having a second player as Tails isn't nearly as viable. | * Rudie: Really the only way to play these two games is the locked on catridges or a patched ROM. Has probably some of the smoothest level and wordless story progression in video games, and it came out in 1993/4. Having a second player as Tails isn't nearly as viable. | ||
+ | * Felix: I don't really like the overall design direction of Sonic 3 -- the huge levels that somehow always give the impression of being on the worst available route, the addition of SRAM for the first time, the too-many shields and bonus stages -- it's all a bit much. The S&K half is actually a lot more enjoyable for me (even if the last level is a little weak); it's probably the single best, comprehensive Sonic game design (CD is at least as strong but too weird and too inaccessible), and I think it suffers from always being counted as S3&K. | ||
***//Splatterhouse 3//** | ***//Splatterhouse 3//** | ||
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***//Tinhead//** (also on: SNES (unreleased, but completed) | ***//Tinhead//** (also on: SNES (unreleased, but completed) | ||
- | *Ronnoc: As far as obscure Genesis games go, //Tinhead// is probably my favorite. Bright, colorful platforming with feels-good controls | + | *Ronnoc: As far as obscure Genesis games go, //Tinhead// is probably my favorite. Bright, colorful platforming with feels-good controls |
+ | |||
+ | ***//Tiny Toon Adventures: ACME All-Stars//** | ||
+ | * brooks: still think the tiny toons sports game on the md is legit entertaining and i'm glad of the series of accidents that put it in my path many a year ago | ||
***//Toejam and Earl//** (also on: PSN, Wii VC, XBLA) | ***//Toejam and Earl//** (also on: PSN, Wii VC, XBLA) | ||
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=====Recommended (32X Games)===== | =====Recommended (32X Games)===== | ||
- | {{:sb:recommended:32x.png?120 }}The 32X was a bulbous mushroom intended as a life support device for the Megadrive. It requires two proprietary cables to hook up to a Model 1, and one cable and a plastic spacer for a Model 2. It sold less than half a million units and is generally hated by everyone today, usually only warranting mention for //Chaotix//. Many of the games for it were barely upgraded ports of Megadrive titles, or re-releases of Mega CD FMV games that used the extra hardware for better video quality. However, it remains my favorite unpopular console. There was a handful of highly experimental and interesting polygonal games, and arguably the best versions of some AM/2 arcade ports. There were scrapped plans to release it as a standalone console, the Neptune. | + | {{:sb:recommended:32x.png?120 }}The 32X is a bulbous mushroom doo-dad intended as a life support device for the Megadrive / gap-bridger till the [[hardware:saturn|Saturn]] launch. It requires two proprietary cables to hook up to a Model 1, and one cable and a plastic spacer for a Model 2. It's sold less than half a million units and is generally hated by everyone today, usually only warranting mention for //Chaotix//. Many of the games for it were barely upgraded ports of Megadrive titles, or re-releases of Mega CD FMV games that used the extra hardware for better video quality. However, it remains my favorite unpopular console. There are a handful of highly experimental and interesting polygonal games, and arguably the best versions of some AM/2 arcade ports. There were scrapped plans to release it as a standalone console, the Neptune.\\ ---Sniper Honeyviper (with edits) |
- | - Sniper Honeyviper | + | |
***//Chaotix//** | ***//Chaotix//** | ||
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=====See Also===== | =====See Also===== | ||
*[[master_system]] - playable via [[hardware:genesis#master_system_converters|converter]]. | *[[master_system]] - playable via [[hardware:genesis#master_system_converters|converter]]. | ||
+ | *[[https://selectbutton.net/t/coolest-mega-cdcd-and-turbografx-games-that-i-can-emulate-on-my-psp/4923|coolest mega cdcd and turbografx games that I can emulate on my psp]] - July 2017 forum thread. | ||
*[[http://forums.selectbutton.net/viewtopic.php?t=44571|Top 25 or so Genesis/Mega CD/32X/Megadrive games]] - June 2015 forum thread. | *[[http://forums.selectbutton.net/viewtopic.php?t=44571|Top 25 or so Genesis/Mega CD/32X/Megadrive games]] - June 2015 forum thread. | ||
- | *[[http://forums.selectbutton.net/viewtopic.php?t=40143|The Genesis Experience]] - January 2013 forum thread((still need to scrape it for comments)). | + | *[[http://forums.selectbutton.net/viewtopic.php?t=40143|The Genesis Experience]] - January 2013 forum thread. |
*[[http://forums.selectbutton.net/viewtopic.php?t=30033|Mega Drive Mega Thread (A.K.A The Sega Genesis tread)]] - October 2010 selectbutton forum thread. | *[[http://forums.selectbutton.net/viewtopic.php?t=30033|Mega Drive Mega Thread (A.K.A The Sega Genesis tread)]] - October 2010 selectbutton forum thread. | ||
+ | *[[http://forums.selectbutton.net/viewtopic.php?t=12748|[SW] Must-have Genesis/Megadrive games?]] - March 2008 selectbutton forum thread. |