Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, November 03, 2006

32X History - 32X games and History


The Sega 32X (Japanese: スーパー32X) is an add-on for the Sega Mega Drive/Sega Genesis video game console by Sega.
In Japan, it was distributed under the name Sega Super 32X. In North America, its name was the Sega Genesis 32X. In Europe, Australia, and other countries that use PAL, it was called the Sega Mega Drive 32X. Most gamers, for simplicity's sake, refer to it as just the "32X".

Market history
With the release of the Super Famicom in Japan and the Super NES in North America, Sega needed to leapfrog Nintendo in the technological department. The Sega Mega-CD, known as Sega CD in North America, had not worked as well, in a business sense, as Sega had wanted it to. Sega had various developments underway, named after planets. Some used System 16 technology, as the Sega Mega Drive/Sega Genesis, as well as other arcade games, did.
The 32X was released in mid-November 1994 in North America for $150, Japan on December 3rd 1994 for ¥16,800, and Europe in January 1995 for £170 / DM 400.

Technical aspects
The Sega 32X can only be used in conjunction with a Mega Drive/Genesis system; it is plugged in where the cartridge bay is. Besides playing its own cartridges, it also acts as a passthrough for Mega Drive games so it can be a permanent attachment. (The SVP based Virtua Racing was the only exception.) The 32X came with several spacers so it would work with all (then current) versions of the Mega Drive. (The Genesis 3, which lacks circuitry needed, and appropriate plugs, to work with the 32X, was introduced later.) It could be used with the Sega Multi-Mega/Sega CDX system, but the spacers would not accommodate the CDX, which created a number of user-unfriendly conditions in the unit. Without the use of the spacers, some of the 32X hardware was left exposed and vulnerable. The combined unit was also very prone to tipping over, risking damage to the unit and games. In addition to the physical problems, there was also an issue with FCC approval.
Most 32X games cannot be played unless the distribution region of the game matches the region of the console. A few games are not locked and can be played on a console from any region (e.g. Fifa 96). Two games, Darxide and FIFA Soccer '96, were only released for the PAL 32X.
All but one of the games released for the Japanese market were released in the United States, albeit some had different names. The one Japanese-only game was Sangokushi IV (known as "Romance of the Three Kingdoms IV").
In addition to regular cartridge-based 32X games, there were also a very small number 32X CD games. As the name suggests, these required both the 32X and Mega-CD/Sega CD addons. The lack of a significant userbase due to the high cost of purchasing all three necessary components saw only five games released, only one of those developed by Sega. The most notable of these was a new version of the infamous Night Trap with 32,768 onscreen colors instead of the 64 found on the regular Mega-CD/Sega CD version.

Technical specifications
Processor: Twin SH2 32 bit RISC processors with a clock speed of 23 MHz, 40 MIPS each
Video RAM: Two linear framebuffers with support for RLE compression and an overdraw mode to simplify compositing objects with transparency. All scaling, rotation, and 3D operations are performed in software on the SH2 processors.
Color depth: 32,768 simultaneous colors on screen at standard Mega Drive/Genesis resolution. Video output can overlay Mega Drive/Genesis graphics or vice versa. Mega Drive/Genesis video effects such as shadow or hilight do not affect 32X video.
Memory: 256KB (2 MBit) program RAM and two 128KB (1 MBit) framebuffers.
Audio: Stereo 10-bit PWM (Pulse Width Modulation) mixing with Mega Drive/Genesis sound for a total of 12 audio channels of varying capability, 22 with the addition of a Mega-CD/Sega CD.
I/O: Same as Mega Drive/Genesis.
Storage: 32X cartridges are fundamentally the same as Mega Drive/Genesis cartridges with some small differences in the plastic casing. A few CD-ROM games were developed that also required a Mega-CD/Sega CD.
Compatibility: Compatible with Mega Drive/Genesis models 1 and 2, JVC Wondermega/X'Eye and the Multi-Mega/CDX. The 32X does not work with the Genesis 3 which lacks some of the necessary interface logic.

History

Development
On January 8, 1994, Hayao Nakayama, then CEO of Sega, ordered his company to make a 32-bit cartridge based console that would be in stores by Christmas 1994. This would at first be named "Project Jupiter", but after Sega found CD technology cheaper, they decided to modify it instead of dropping the cartridge project (that would be called "Project Saturn"). Hideki Sato and some other Sega of Japan engineers came over to collaborate about the project with Sega of America's Joe Miller. The first idea was a new Mega Drive/Genesis with more colors and a 32-bit processor. Miller thought that an add-on to the Mega Drive/Genesis would be a better idea, because he felt that gamers would not buy an improved version of the Mega Drive/Genesis. And so, this project was codenamed Project Mars, and Sega of America was going to shape the project.
At the same time, however, Sega of Japan was working on the Sega Saturn, a CD-based 32-bit videogame system. Sega of America did not learn of this until Project Mars was already in progress.

Launch
The video-gaming public first got a glimpse at the Summer 1994 CES in Chicago, Illinois. Players highly anticipated the system, because it would make the Genesis superior to the Super Famicom/SNES. The console was unmasked as the 32X, with a price projection of $170 (USD), at a gamers' day, held by Sega of America in September 1994.
The 32X hit the market in North America in November 1994, during the same month the Sega Saturn was released in Japan. Many industry insiders speculated that the 32X was doomed from the beginning as the Sega Saturn hardware was widely regarded as more powerful than the 32X and had the support of many Japanese third party software developers (a necessary resource required for any gaming platform's long term success) which the 32X was sorely lacking.
Only 500,000 consoles had been produced for North American consumption, yet orders were in the millions. The console allegedly had numerous mechanical problems. Games had been rushed for the system in the run up to Christmas 1994. Some early games came with errors in programming, causing crashes and glitches on certain titles. Other games required leaving out parts in order to make the Christmas deadline; Doom 32X is missing almost half the levels present on the PC. Many complained that their 32X was not working with their Mega Drive/Genesis or television. Sega was forced to give away adapters.
Since this was an expensive add-on system, Sega decided to offer a £50 discount on games with the console in Europe. However, the offer came in the form of rebate vouchers, which were difficult to take advantage of. Just like its North American counterpart, this console was initially popular. Orders exceeded one million, but not enough were produced, and supply shortage problems arose.

Decline
By mid-1995, the time the Sega executives realized their blunder, it was too late. Developers and licensees had abandoned this console in favor of what they perceived to be a true 32-bit console, the Sega Saturn. Even though the 32X was a 32-bit system, the games did not appear to take full advantage of 32 bit processing; many games were rushed and produced in 2D. Many were just slightly-enhanced ports of Genesis or old arcade games such as Mortal Kombat II and Space Harrier.
Due to successful marketing, customers perceived the Sega Saturn, Nintendo 64 and the PlayStation as the true next-generation consoles, due to their rich launch titles and 3D graphics. Also, customers perceived that Sega abandoned the 32X despite promises to the contrary, due to the launch of the Saturn.
Console makers, prior to the launch of PlayStation 2, would often abandon platforms and offer no backwards compatibility with older systems. For this reason Sega's 32X customers felt cheated because of the apparent lower quality of the game, and the inevitability of obsolescence.
Store shelves became littered with unwanted Sega 32X systems, and prices for a new one dropped as low as $19.95. Sega planned a console named the Sega Neptune, which would have been a Genesis and 32X in one. However, by the time a prototype was developed, the Sega Saturn was going to be released, and Sega cancelled the Neptune.
The situation became so bad that the 32X was actually mocked on Saturday Night Live, as well as in the gaming magazine Electronic Gaming Monthly, which likened the 32X to a 'waffle maker' and the games as 'batter'. The Sega 32X fiasco is now considered one of the most poorly planned console releases ever.
The last game made for the 32X in the US was Spider-Man: Web of Fire (1996). The last ever 32X game was Darxide, which had been intended by Frontier Developments to be a launch title for the ill-fated Neptune. Both these games now command a high value from collectors — but especially Darxide (up to $1000) due to its scarcity, reputation and auspicious creator (David Braben, co-writer of the groundbreaking game Elite). Nevertheless, it is exceeded in rarity by the European PAL versions of the games Primal Rage and T-Mek. For obscure reasons a mere handful of copies of these games are known to be in circulation - with T-Mek being so scarce that until a copy surfaced on eBay in late 2005, it was widely held that the PAL release was only a rumour. The appearance of a copy has fuelled speculation that other rumoured but unconfirmed PAL games may also exist, in particular BC Racers.
For many years prior, console makers promised devices like the 32X (for consoles such as the Colecovision, Intellivision II, and some Atari systems) that would extend and enhance the original system. The 32X was the first product released that fundamentally altered the original console's abilities. However, deficient in software titles and lacking the 3D capabilities the gaming community demanded, the add-on represented a technological dead end, ultimately punishing early adopters. Ignorant of the idea that console systems' primary strength is in standardization, Sega had created three different platforms (the Sega Mega Drive/Genesis, and the Mega-CD/Sega CD and the 32X add-ons) all under the same banner, stealing valuable shelf space from itself and confusing both vendors and consumers in the process. The entire episode demonstrated that producing such add-ons is likely to have detrimental effects on a system's brand marketing strategy.
The system ended production worldwide in 1996.

Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts.Subject to disclaimers.

Nintendo Entertainment System (NES)


From Geekcomix:


The Nintendo Entertainment System was released in America in 1985, after some limited success in Japan as the Famicom. Over the next few years, its user base would grow exponentially until the NES surpassed the Atari VCS/2600 peak set in 1982.6 As of 1990, there were over 19 million NES systems in the United States alone.5
In addition to the tremendous success of the system, its games had a great deal prosperity. For example, Super Mario Bros. 3 released in 1989 grossed over $500 million just in America. In the field of entertainment, only the movie E.T. has made more revenue.3 Super Mario Bros. 3 would sell more than 7 million copies in America and 4 million in Japan, which is more copies than any other game in history. Sheff wrote, "By record-industry standards, 'SMB3' went platinum eleven times. Michael Jackson is one of the few artists to have accomplished this feat."9
By 1990, the money earned from Nintendo's NES and its games allowed Nintendo to usurp Toyota as Japan's most successful company. In the entertainment business, Nintendo netted as much as all of the American movie studios combined, and more than the three television networks had in the previous two years. In the five short years since the system was released, the NES could be found in more than a third of the household in America and Japan. 9
This monopoly gave Nintendo significant control over the market during the Fourth Generation, which they utilized in various malicious schemes. Despite all of this, they are still one of the most popular and well-known companies in the world.
Nintendo's only competitor in the 8-bit market was Sega with their Sega Master System. While the Master System did have many more features than the NES (which is evident in a side-by-side comparison) it lacked the third party support that Nintendo had and was not much competition. The Master System sold a total of 2 million units and at times had a market share of 11%, these were the only reason the system survived as long as it did.

Sunday, October 29, 2006

American Laser Games History


American Laser Games was a company based in Albuquerque, New Mexico that created a wide variety of light gun laserdisc video games. The company was founded in the late 1980's by Robert Grebe, who had originally created the system to train police officers, and later adapted the technology to more mainstream entertainment.

The company lasted until the late 1990's, by which time it had begun making games for the 3DO and "games for girls" for the PC (under the moniker Her Interactive), beginning with McKenzie & Co.. In 2001, the development and publishing rights to all of the games that were produced by American Laser Games were purchased by Digital Leisure, Inc. Many of these games were then re-released for the PC and in DVD TV game format.

The company also released a light-gun controller, the PC Gamegun, for home computer use. It proved unsuccessful, however, due to its poor accuracy.

Laserdisc + Light Gun Arcade Games

Mad Dog McCree
Who Shot Johnny Rock?
Gallagher's Gallery
Mad Dog II: The Lost Gold
Space Pirates
Crime Patrol
Crime Patrol 2: Drug Wars
Fast Draw Showdown
The Last Bounty Hunter
Shootout at Old Tucson

Ms. Pac-Man Trivia


A Ms. Pac-Man machine has a storyline based around it in the Friends episode The One Where Joey Dates Rachel. The plotline revolves around Chandler entering rude words onto the game's high-score screen and then attempting to beat his scores (thus removing them) before Ross's seven year old son arrives. In reality, Ms. Pac-Man doesn't have a high-score screen, displaying only the single best score, and the game doesn't allow players to enter their initials.
In one series of strips in Bill Amend's popular newspaper comic strip FoxTrot, Jason Fox, who is in fifth grade and still detests girls, has a nightmare in which he is romanced by Tomb Raider heroine Lara Croft. In one of these strips, Lara keeps trying to persuade Jason to play her game, and Jason declares that he'll never play a video game starring a girl. At this point, Lara says, "Permit me to reintroduce you to someone," and Ms. Pac-Man appears: "Hi, Jason. Remember me?"
A Ms. Pac-Man unit appears in the 1983 movie "WarGames", in the 1983 movie "Joysticks", in the 1984 movie "Tightrope" (the cabinet appears in the background of the bar scene), in the 1990 movie "The Grifters", in the 1999 movie "Man On The Moon" and in the 2002 movie "Van Wilder".
A Ms. Pac-man machine is seen in Scrubs in the episode My Own Private Practice Guy. Todd comments "Oh Ms. Pac-man I would sex that bow right off your head. Eat those dots you naughty, naughty girl."
The Ms. Pac-Man world record of 933,580 points was achieved by Abdner Ashman, of Queens, NY, on Thursday, April 6, 2006 at the Apollo Amusements showroom in Pompano Beach, FL, as verified by official referees from the Twin Galaxies Intergalactic Scoreboard, who were present to witness the accomplishment.
Some versions of the game had an "expert" level, where if you hold the joystick up while pressing the start button, the whole game speed doubled (including music and sound effects). Others have Ms. Pac-Man going twice her speed while the rest of the game went normal speed. The latter allowed for people to obtain much higher scores.
Many people have mistakenly called the game Mrs. Pac Man, which can upset many a video game purist.
In the 1980's cartoon version of Pac-Man, she was named Pepper (while the male Pac-Man was often called Packie) because she was never given a name.
In 1982, R. Cade and the Video Victims recorded a song titled "Ms. Pac-Man", using sound effects from the game, and released it on the album "Victim of the Video", a lesser-known video game song album.
While not inspired by the game, the song Game Over by rapper Lil Flip samples heavily from it.
In the movie Are We There Yet?, Lindsay tells Nick that Kevin had a bad dream playing Ms. Pac-Man at the mall but refers to her as Lady Pac-Man.
There is an obscure glitch in the original arcade game. If the player inserts a coin at the title screen, before Blinky appears, and begins, the walls of the first maze will be blue instead of pink.
At least one version of the game (found in a diner near the Kansas-Nebraska border) has the monsters turn into blue mice when Ms. Pac-Man eats the energizers.

Monday, October 16, 2006

3DO History


Similar to the goal of the Phillips CD-I, a company called 3D0 set out to create a new standard in multimedia. Their creation became the 3D0 Interactive Multiplayer. It was capable of running 3D0 interactive software (games), Audio CD’s, CD+G, Photo CD, and Video CD’s using an add on. Rather then manufacturing their new system, 3D0 decided to make 3D0 Interactive Multiplayer a franchise. Sanyo, Panasonic and Goldstar all bought rights to manufacture the 3D0 system. Once produced and sold, 3D0 would claim a royalty for each system and $3 for each game sold.
In October of 1993, Panasonic began sales of the first 3D0 Interactive Multiplayer. The systems capabilities were clearly quite ahead of it’s time. Although it was not the first 32-bit system in history, the 3D0 was the first 32-bit system in the United States. The images shown are of Panasonic’s 3D0 models FZ-1 R.E.A.L 3D0 Interactive Multiplayer, and FZ-10 3D0 Interactive Multiplayer. There are several more models established by other companies, but other then a few additions they are all pretty much the same. As groundbreaking as the console was, the 3D0 was also one of the most expensive systems ever released. At a whopping $700USD or more, this machine only seemed to attract the wealthy. Even after a few price drops, the 3D0 never recovered from its initial reputation as a rich man's videogame system. Since 3D0 placed no software licensing restrictions, the 3D0 amassed a large library of games. Some quality titles such as “Need For Speed” and “Road Rash” became quite popular. Others (as with Atari 2600 titles) were sheer crap.
In 1995 the 3D0 company began announcing a new technology called 3D0 M2. This technology was rumored to have 7 times the power of any console released at the time. M2 would come standard in a new 3D0 system, or be used to upgrade existing systems.The 3D0 Interactive Multiplayer could have had the capability to compete even with newer 32-bit systems, but M2 never became reality. M2 technology was sold off to another company (Matsushita), and 3D0 machines never saw the upgrade. Gamers found themselves more interested in cheaper 16-bit consoles, and eventually newer 32-bit systems entered the market. 3D0 games and systems found their way into clearance bins starting in 1996.The system eventually died the end of that year.
FACT: 3D0 Interactive Multiplayer had only one controller port. However, this wasn't a problem since extra controllers (up to 8) could be easily daisy-chained to another controller. The original Panasonic controllers have a built-in stereo headphone jack along with a volume control dial. The system has its own internal memory to save games and other information. It has 2 expansion ports which were to be used for future upgrades such as memory cards, modems, digital video cartridges and the M2 system upgrade. The 3D0 was definitely designed for the long haul.

US 32X Game List


US 32X Game List


Afterburner - 32X Version of the Sega Arcade Classic

Blackthorne - Enhanced version of the Rough-Tough Interplay Sidescroller.

Cosmic Carnage - Stupid Futuristic Boxing Game 32X Style!

Doom - 32X Version the PC Shooter (32X version doesn't even run full screen tho..)

Evander Hollyfield 'Real Deal' Boxing - Beatdown by Hollyfield

Knuckles Chaotix - 32X's Sonic title

Kolibri - It's got a hummingbird on the cover.

Mortal Kombat 2 - Better graphics than the SNES version, but terrible sound.

Motocross Championship - Dirt bikin' fun, just like ESPN2!

NBA Jam: Tournament Edition - Coo B-bal game, this version second only to Jaguar and PSX.

NFL Quarterback Club - Football Game

Night Trap (32XCD) - Cheezy FMV and a whip-cream bikini, woohoo!

Pitfall: the Mayan Adventure - Sidescroll Adventure, the Jaguar version is better =)

Primal Rage - Dino-Fighting!, by Atari, Jag CD version is also good.

R.B.I. Baseball '95 - Sega Sports Baseball Game

Slam City With Scotty Pippin (32XCD) - All FMV B-Ball game over 4CD's Yeehaw!

Space Harrier - 32X Version of the Sega Arcade Classic

Spider-Man: Web of Fire - THE Spidey Game, my spider sense is tingling!

Star Trek: Starfleet Academy - Star Trek bridge sim, snooze-fest.

Star Wars Arcade - 32X Version of the Atari Arcade Classic

T-Mek - 32X Version of the Atari Arcade Semi-Classic

Tempo - Happy, kiddy sidescroll adventure.

Toughman Contest - Cool 32X boxing Game

Virtua Fighter - Best Home Version of the Sega Arcade Classic

Virtua Racing Deluxe - 32X Version of the Sega Arcade Classic

WWF Raw - Idiotic wrestling game.

WWF WrestleMania - See above.

32X Games Reviews Part 1






AFTERBURNER (1 PLAYER) 60%

Afterburner is based on a late 80's arcade jet fighter game of the same name, you view the action from behind your plane, which is equipped with machine guns and lock-on missiles. Gameplay is strictly arcade and the graphics and sound are much better than the Megadrive version, (due to faster scaling and more colors) but gameplay is where it fails ... miserably, there is no skill or technique required for playing, the action is so fast and frantic that if you think\look at what your shooting, you'll be dead! and you wont know what hit you. The only way to make any progress in the game is to, turn the difficulty right down, put your guns on auto fire, and wobble the D-pad around like a nutter! WHERE'S THE FUN IN THAT! This coupled with an over responsive cross hair, and hit or miss controls, seals the games fate.


B

BC RACERS (2 PLAYERS) 40%

BC Racers is a Mario Kart style game set in the stone age, the characters are funny, colorful and well drawn, each have their own strengths and weaknesses. So the graphics are o.k, what about gameplay and sound? Well the sound is rubbish, and it's practically unplayable because it skips and stutters and jumps about so much, that you cant gage punches properly at other players or tell wether your turbo is on or not. This problem is greatly magnified in the split screen 2 player mode. In the end this is a poor port of an average game, and if you really have to own it, get the Mega CD or SNES versions instead.

BLACKTHORNE (1 PLAYER) 90%

Wow! a great 32X game! (rub your eyes) Blackthorne is a 2D platform adventure game in the same vein as Flashback and Abe's Odessy, only cooler. In the game you have to rescue slaves from an army of evil Ork type monsters by strategic gunning and puzzle solving. The graphics and sound are very good , with sharp digitized sprites, nicely drawn backdrops and silky smooth animation. Gameplay and control is intuitive and easy to use, your character can run, jump, roll, shoot, throw bombs and hide in the shadows to take cover from incoming fire. Enemy AI is spot on, and hapless slaves often get shot up in a gunfight. Blackthorne was released on other consoles too, (GBA being the most recent) but 32X owners will be happy to know that this is the best console version out there.

BRUTAL UNLEASHED (2 PLAYERS) 50%

Brutal is a 2D fighting game. You main characters are martial arts animals, dogs, rabbits and the like. There is nothing drastically wrong with the game except it's so stale and boring ... that and the fact that it doesn't offer anything new over the Megadrive, Mega CD and SNES versions. The graphics are nice, colorful and well animated, but gameplay is hampered by you having to choose a character and EARN your attack moves by competing in a series of one on one fights ... big mistake, fighters of this type should be fun and fast paced, (like Street Fighter) not drawn out and tedious like this one.

COSMIC CARNAGE (2 PLAYERS)45%

Cosmic Carnage is a 2D one on one fighter in which alien fighters battle choose different body armour before each round to increase their fighting potential, the characters are large and colorful and there is a lot of sprite scaling going on, as you punch, kick, grapple and rip limbs off each other ... and this is where it goes wrong. I'm pretty sure that this game was designed to show off what the 32X could do, because the extra color pallete and mode 7 style scaling is gratuitously over used, to the extent that the game looks silly, the colors are gaudy and the sprite scaling simply scales too much, bringing large, ugly pixels right up to the screen. To make matters worse the fighters are restricted to only a handful of stiff, awkward attacks, the gameplay has all but been forgotten, in a quest to showcase the 32X extra capabilities over the Megadrive ... could this have been done on the Megadive? ... No ... And who cares.

D

DARXIDE (1 PLAYER) 60%

Darxide is a 3D polygonal space shooter viewed from behind your ship. The ship is equipped with the usual lasers and rockets needed to blast all those alien ships and asteroids that cross your path. The graphics are some of the nicest you'll see on the 32X, it's done in proper 3D textured polygons and they all animate and scale very smoothly (probably achieved by not having to do much background ... space is black y'see) and the draw distance isn't an issue because objects fade nicely into view from the dark void, adding to the feeling of being in deep space. The sound is o.k, with minimal sound effects and a passable trippy-techno sound track playing in the background. But poor gameplay and bad controls spoil all of this. Targeting enemies is a tricky affair , due to an over responsive cross hair and a rubbish radar that is just a load of colored dots at the top of the screen do nothing to convey a sense of distance. Could have been a great game ... but is just mediocre.

DOOM (1 PLAYER) 88%

Needs no introduction really. Doom is THE original first person shooter, now other reviews have given the 32X version a hard time for not having full screen (there is a border around the edge of the screen) I on the other hand think this is a pretty good conversion for loads of reasons. The game features levels from both Doom 1 and 2, the graphics are sharp, smooth and colorful, the controls are tight and easy to use, and the sound is exactly the same as it was in the original PC Doom. Nothing has been lost from the gameplay, it's still fast, frantic, fraggin' fun, and you'll forget the smaller screen size after about 5 minutes play anyway.

K

KNUCKLES CHAOTIX (1 PLAYER) 79%

This is yet another 32X title to recieve unfair criticism by reviewers. I suppose that Sonic 1,2 & 3 fans might be a little dissapointed because Chaotix doesn't really play like a classic sonic title. You play as Knuckles over Sonic style stages, and you are always attached to various buddies by an invisible bungee type force who helps (hinders) your progress through the game, so team work is the order of the day here. The graphics are lush and colorful, with sprite scaling effects (albeit a bit blocky on the knuckles sprite) and a 3D polygon sub level where you must collect blue orbs (Tempest stylee). Not being a huge sonic fan I judged the game with an unbiased view, I'm not saying this is a great game, but the 32X is short on decent titles, and this is one of the better ones.

K

KOLIBRI (1 PLAYER) 20%

Strange game Kolibri, it's a shoot 'em up that see's you take control of a humming bird. So what's wrong with it then? Well first of all the gameplay, it's hard to know what you're supposed to do, and when you do complete a mission, you still don't know. The control of your humming bird while being quite authentic is annoying, like swimming against a strong tide, the graphics are pretty, but boring (flowers, plants, trees and the like) and it slows down qite a bit when there are too many sprites on screen, most noticeable when you are rescuing your humming bird brethren from the evil insects, in which case you cant tell which one is your bird because they look exactly like you do, and they follow you around the place, leading to you getting killed. Kolibri sucks ... nuff said!

Sega Dreamcast History






The Sega Dreamcast (Japanese: code-named "Blackbelt," "Dural," and "Katana" during development) was Sega's seventh & final video game console and the successor to the company's Sega Saturn. An attempt to recapture the console market with a next-generation system, it was designed to supersede Sony's PlayStation and Nintendo 64, and although generally considered to be "ahead of its time" (literally fifteen months before the PlayStation 2 and three years (based on original release dates, not U.S. release dates) before GameCube or Xbox) it failed to gather enough momentum before the release of the PlayStation 2 in March 2000. After the Dreamcast was discontinued, Sega withdrew entirely from the console hardware business.

History

When the time came to design the successor to the Sega Saturn, the new President of Sega, Shoichiro Irimajiri, took the unusual step of hiring an outsider. He hired Tatsuo Yamamoto from IBM Austin to head a skunkworks group to develop the next-generation console. It soon became apparent that the existing Japanese hardware group led by Hideki Sato did not want to relinquish control of the hardware department, bringing rise to two competing designs led by two different groups.

Design

A timeline of the development of the console's GPU may be found here.

The Japanese group led by Hideki Sato settled on an Hitachi SH4 processor with a PowerVR graphics processor developed by VideoLogic (now Imagination Technologies) and manufactured by NEC. This was originally codenamed "White Belt". The first Japanese prototype boards were silkscreened "Guppy", and the later ones "Katana".

The US skunkworks group (in a secret suite at the 303 Twin Dolphin Drive building) led by Tatsuo Yamamoto settled on an IBM/Motorola PowerPC 603e processor with a 3dfx Voodoo 2 graphics processor, which was originally codenamed "Black Belt". The first US prototype boards were silkscreened "Shark".

The Japanese hardware was codenamed "Dural", then later, "Katana". "Black Belt" and "Shark" were the only codenames used by the US hardware team (the hardware team was called "Black Belt team"; the "Shark" was in response to the Japanese team's "Guppy").

When 3dfx declared its Initial Public Offering (IPO) in April 1997, it revealed every detail of the contract with Sega. Sega had been keeping the development of its next-generation console secret during this competition, and was outraged when 3dfx publicly laid out its deal with Sega over the new system in the IPO.

In July 1997, perhaps as a result of 3dfx's IPO, it was decided that the Japanese "Katana" would be the chosen format, renamed Dreamcast. In September 1997, 3dfx filed a lawsuit against Sega and NEC (later including VideoLogic), stating "breach of contract", and accusing Sega of starting the deal in bad faith to take 3dfx technology, although they later settled.

Launch

The Dreamcast was released on November 27, 1998 in Japan, on September 9, 1999 in North America (the date 9/9/99 featured heavily in US promotion) and on October 14, 1999 in Europe. The tagline used to promote the console in the US was, "It's thinking", and in Europe "Up to 6 Billion Players".

The Dreamcast was the first console to include a built-in modem and Internet support for online gaming (besides the NES, Satellaview, and the Nintendo 64DD). It enjoyed brisk sales in its first season, and was one of Sega's most successful hardware units. In the United States alone, a record 300,000 units (citation Maclean's September 24, 1999) had been pre-ordered before launch and Sega sold 500,000 consoles in just two weeks (including 225,000 sold on the first 24 hours which became a video game record until the PlayStation 2 launched a year later). In fact, due to brisk sales and hardware shortages, Sega was unable to fulfill all of the advance orders. Sega confirmed that it made $98.4 million on combined hardware and software sales with the Dreamcast with its September 9, 1999 launch. Sega even compared the record figure to the opening day gross of Star Wars Episode I: The Phantom Menace, which made $28.5 million during the first 24 hours in theaters.

Before the launch in the United States, Sega had already taken the extra step in displaying Dreamcast's capabilities in stores nationwide. Much like the PlayStation's launch in North America, the displays of titles such as Soul Calibur, Sonic Adventure, Power Stone, and Hydro Thunder helped the Dreamcast succeed in the first year.

Electronic Arts announced it would not support the Dreamcast unless it sold 1 million units. When this happened within a record 90 days, EA went back on their word and declined to support the Dreamcast in favor of Sony's upcoming PlayStation 2. Although the Dreamcast had none of EA's popular sports games (due in part to EA's losses from the past Sega Saturn), Sega Sports titles helped to fill that void.

Competition

In April 1999, Sony announced its PlayStation 2, designed to be backwards-compatible with the older PlayStation. The actual release of the PS2 was not until March 2000 in Japan, and late October 2000 in the US. Sony's press release, despite being a year ahead of the launch of the PS2, was enough to divert a lot of attention from Sega. With the looming PS2 launch in Japan, the Dreamcast was largely ignored in that territory. The Dreamcast had great initial success in the US, but had trouble maintaining this with the PS2's release.

Dreamcast's overall superior games (vs. early PS2 games), online capabilities including SegaNet (the PS2 would not go online until late 2002), and significantly lower price (1/2 cost) did little to help sales once the Playstation 2 was launched. American public attention was focused upon the Playstation 2's much hyped graphics and its ability to play DVDs (the DVD format did not catch on in Japan until after the release of the PS2 as the LD was the established standard). During the holiday season of 2000, the Dreamcast was largely ignored even as the PlayStation 2 was plagued by production shortages, as people often paid in excess of $1000 on eBay for Sony's next-generation console.

The biggest competition between the two systems in the US was their football games (NFL 2K1 vs. Madden NFL 2001). Both games were highly regarded with NFL 2k1 having the advantage of online play (coinciding with release of SegaNet) and Madden arguably having a graphics edge. NFL 2K1 outsold Madden 2001. It sold about 410,000 copies which was about the number of PS2s sold in America [citation needed].

Quality of the overall PlayStation 2 library wouldn't catch up until a year later after developers abandoned Dreamcast development en masse and cancelled many nearly completed projects. Sony already enjoyed brand-name dominance over Sega after the huge success of the original PlayStation and commercial failure of the Sega Saturn, Sega 32X, and Sega CD, which contributed to poorer sales of the Dreamcast.

In 2000, the announcement of the Microsoft Xbox and Nintendo GameCube was widely regarded as the last straw for the Dreamcast, since both competitors had deep pockets, which fueled speculation that Sega did not have the resources for a prolonged marketing campaign.

Sega's decision to release the Dreamcast early, or even at all, is still debated. While it was largely regarded as a risky gamble, the Dreamcast was initially successful. Ultimately, anticipation of competitors' newer consoles resulted in stagnation of Dreamcast sales. The GameCube and Xbox weren't released until well after the Dreamcast was officially discontinued (nearly a year later).

End of production

On January 31, 2001, Sega announced that production of Dreamcast hardware was to be discontinued by March of that year, although the 50 to 60 titles still in production would be published. The last North American release was NHL 2K2, which was released in February 2002. With the company announcing no plans to develop a next-generation successor to the Dreamcast, this was Sega's last foray into the home console business. By the time Sega decided to cease development of the Dreamcast, about 10 million consoles had been sold. One key reason cited for the failure of the Dreamcast was Sega's poor relations with the games publishers (such as Electronics Arts, following the poor performance of previous consoles.

Though the Dreamcast was officially discontinued in early 2001, commercial games were still developed and released afterwards, particularly in Japan. Many consider the critically acclaimed arcade shooter Ikaruga developed by Treasure to be the Dreamcast's swan song. It was released in September 2002 in Japan only after a large amount of speculation on the game's fate; its US release was on the GameCube in April 2003. Hacked unreleased games like Propeller Arena and Half-Life continued to become available to the public by warez groups like Echelon.

On February 24, 2004, Sega released their final Dreamcast game, Puyo Pop Fever, although a small number of third-party games are still being released, such as Trizeal, Rajirugi, and most recently Under Defeat (released in March 2006).

Despite its short lifespan, the Dreamcast is still a very popular and highly-regarded console among many fans due to its impressive library of both mainstream and quirky titles. It is even starting to become a cult classic, as the system is getting harder to find (in fact, although the Dreamcast was officially discontinued in January 2001, Sega continued to produce the console for a short time afterwards due to rising demand, not least among collectors and hardcore fans).

Several Dreamcast emulation projects have emerged after the Dreamcast's end of production, with Chankast being the most notable.

GD-ROM

The Dreamcast used a proprietary format called GD-ROM or "GigaDisc" for storing games and software. Sega chose the GD-ROM format for its increased capacity while using inexpensive compact disc technology. All Dreamcast consoles could also play audio compact discs until the introduction of revised GD-ROM drives in 2001 that could not read burned CDs of any kind.


Windows CE

Microsoft co-operated with Sega in hopes of promoting its Windows CE operating system for video games. Windows CE offered easy porting of existing PC applications, but offered limited capabilities compared to the Dreamcast's native operating system. When developers took advantage of the easy development offered by Windows CE, the resulting games (e.g., Sega Rally 2) lagged in performance and framerate. The only Windows CE application known by most users was the pack-in CD containing a CE-based dialer and web browser.

The Dreamcast used the same technology as the Sega NAOMI arcade game hardware platform, therefore NAOMI-based games such as Crazy Taxi were easily ported to the Dreamcast. The Dreamcast, however, had less memory and games were loaded from GD-ROM discs (while some NAOMI games were released on GD-ROM most used ROM boards).


Graphics Output

The Dreamcast is able to output true 640x480 VGA (480p60 EDTV), which (at the time) set it apart from other consoles. The system, when combined with the VGA adapter accessory (mentioned below), had the ability to display high-res, non-interlaced picture(s).

The feature was underused by the public despite the potential for improved video quality with the use of a PC monitor or HDTV set. This was likely due to lack of knowledge on the subject. Also, a few notable games were not compatible with this mode, including certain Capcom fighting games and 2D shoot-'em-up games.

Other well known graphic implementations such as, cel-shading and bump mapping, were first seen on Sega's console. In fact, the first completely cel-shaded animation game was Jet Set Radio (Jet Grind Radio in US), released in 2000 on the Dreamcast.


Connectivity

Much like the successive GameCube, the Dreamcast has the ability to connect to a handheld gaming unit. Using a special cable, with specific games, the Dreamcast could connect with the Neo Geo Pocket. SNK and Capcom took advantage of the connectivity to allow players of Capcom vs SNK and The King of Fighters to trade points between the console and handheld versions of their games.


Online

Dreamcast consoles came packed with a disc containing web browser software allowing dial-up Internet access. Dream Passport was the Japanese browser, Planetweb was used in America, and DreamKey in Europe. Version 3.0 of Planetweb included broadband capabilities, Java, Flash, and mouse support. In Europe, the final version of DreamKey was 3.0.

While Planetweb was a browser created specifically for the US market, Europe's DreamKey was in fact a translated version of the Japanese Dream Passport. It was used on some American game releases (such as Metropolis Street Racer); here it was called Internet Viewer.

The Dreamcast was one of the first home console systems to offer online gameplay with the game ChuChu Rocket! (which was distributed free to Dreamcast owners in Europe). Sega also has the honors of the first online console sports title (Sega Sports NFL 2K1) as well as the first ever online console RPG (Phantasy Star Online). The SegaNet online dial-up service (US$29/month membership) attracted 750,000 subscribers in America alone. About twenty-two games, including Quake III Arena and Phantasy Star Online, supported SegaNet. Other major online games include 4x4 Evolution (first crossplatform online game), Starlancer, and Ferrari F355 Challenge. Although the online features of most commercially-released online-capable Dreamcast games are no longer supported, with the complete shut-down of support in the US, some games are still playable online in Japan. Yet, fans have developed servers for playing Phantasy Star Online and the North American version of Quake III Arena which can still be played online by finding or setting up a server using software and a map pack released by Sega. The games still playable online are Quake III Arena, Starlancer, 4x4 Evolution, Phantasy Star Online, Maximum Pool Online, and Sega Swirl, which still have dozens of players online.

In Europe, the online service was known as Dreamarena. This was created and operated for Sega Europe by a partnership between ICL and BT (ICL developed the web sites and software, with BT providing the dial-up capabilities and network infrastructure). The service was free and the game servers hosted within it could not otherwise be accessed from the Internet. Dreamarena ran until the beginning of March 2002. As the DreamKey web browser was customised to only work with Dreamarena, Sega subsequently offered a free replacement version which would allow connection with the user's own Internet service provider.

The modem module in the Dreamcast could easily be replaced with a broadband module to allow networked gaming over Ethernet. Phantasy Star Online, Quake III Arena, Unreal Tournament, Outtrigger, Bomberman Online, and POD Speedzone included support for this device. It should be noted, however, that not all of those games supported the Ethernet adapter; the US release of Phantasy Star Online only officially supported dial-up connectivity, however it was possible to use the Japanese version of the game to configure usage of the Ethernet adapter (or, alternatively, another Japanese title that configured the same settings in the system BIOS) and then play the US release of the game with the Ethernet adapter.

The standard Dreamcast unit is made of white and grey plastic. The power light, like the Dreamcast logo in NTSC regions, is orange (this color was chosen because the Japanese consider it to be lucky). Games were sold in jewel cases which initially had the Dreamcast name and logo on a white background, but later games used a black background (blue in Europe).

The unit was packaged with a video cable which supports composite video and right/left stereo audio. Available separately were an S-Video cable, a RF connector (included as standard in the UK and Portugal) and a VGA adapter (see accessories below).

In the United States, a black Dreamcast was released in limited numbers with a sports pack which included two Sega Sports titles. Electronics Boutique offered a blue Dreamcast through its website. Similar offerings were sold through the Lik-sang website. Cases of different colors like blue, red, orange, and green were sold for replacements of the original casing. In Japan, Sega released many varieties of the system, including limited edition Sonic anniversary editions, and Hello Kitty outfits. The Sega Dreamcast Hello Kitty was released in 2000 in Japan. Due to its limited production, it has become an extremely rare collector's piece. The package contains a keyboard, a controller, a VMU, a mouse, and a Hello Kitty trivia game. The console and accessories are translucent pink in color with some printed designs. The Sega Dreamcast Hello Kitty special edition was also available in a blue with all the same accessories.

The Brazilian version, manufactured by Tec Toy under license, was essentially the same as the US version, however its video output was converted to the PAL-M standard and it didn't come with the modem, which was available separately.

The Dreamcast in Europe had its spiral logo in blue, similar to the logo on earlier Sega systems. This change in logo is thought to have been for copyright reasons. A German company, Tivola, had been using a similar swirl logo years before Sega branded the Dreamcast with the orange swirl. As well as the VGA mode (again using an adapter), the European Dreamcast supported PAL video, in both 50Hz and 60Hz modes. This was a first for games consoles, as no previous PAL console had offered the option to play games at full speed, using the ability of more modern PAL televisions to operate at 60Hz. This became a feature of all major consoles released since. The 60Hz option had to be enabled on the game disc, however, but only a small number of games lacked this. Games in Europe were sold in jewel cases exactly twice as thick as their US counterparts, possibly to enable the inclusion of thick instruction booklets containing instructions in multiple languages.

A third-party company from China named Treamcast released a portable modified Dreamcast which used the original first party Dreamcast components with a custom made plastic casing. This small system with its fold-down display resembled the later PS One. Many companies included software and a remote with the unit that enabled it to play MP3s and Video CDs. When the internet import videogame store, Lik-Sang, contacted Sega to ask permission to sell a modified version of the system with Sega trademarks on the system, they were told that Sega did not approve of the unit, and felt that it violated their trademarks. In reality, this system is not any different from selling a Dreamcast pre-modified with a third party shell, as the system's internals still use first party hardware, and contain no modifications whatsoever aside from the outside casing and modifications for internal sound and video.

Recently, in 2005, the internet import store, Lan-Kwei, has started selling a "Treamcast" portable modified Dreamcast with a 16:9 widescreen LCD. Aside from the cosmetic differences in the case to accommodate the larger screen, there are no differences between the original Treamcast portable modified Dreamcast and the newer widescreen model.


The Visual Memory Unit, or "VMU", was the Dreamcast's memory card. It had a monochrome LCD screen, a D-Pad, and two gaming buttons. It could play minigames loaded onto it (a Chao game was obtainable in Sonic Adventure, for example). It could also display a list of the saved game data stored on it, and two VMUs could be connected together (end-to-end, needing no other hardware) to exchange data.

Standard memory cards could also be purchased without the additional features of the VMU. Most of these were manufactured by third-party companies (such as the Nexus Memory Card), although Sega eventually released a 4X memory card. The 4X cards did not have the VMU screen or stand-alone abilities, but they had four times the space by switching between four 200-block sectors.

Controller and Rumble Pack Most Dreamcast games supported a rumble pack ("Jump Pack"), which was sold separately and could be plugged into the controller. In Japan, the Jump Pack was named the "Puru Puru Pack".

The Dreamcast controller offered an analog stick, a D-pad, a Start button, four gaming buttons (labeled A, B, X, and Y), and two analog index finger triggers on the underside. It also contained two slots which fit memory cards or the rumble pack; the uppermost one had a window through which the VMU's display could be seen. The Dreamcast controller was somewhat large and a few players found it difficult to hold.

VGA Adapter Unique to the Dreamcast among current console gaming systems, it could use a VGA adapter for output to a computer display and HDTV compatible sets (which provided much better quality than a television set).

Not all games are compatible with the VGA adapter, but there are work arounds to trick all but a handful of games into working with it.

Dreamcast Mouse and Keyboard The Dreamcast supported a mouse as well as a keyboard which was useful when using the included web browser, but was also supported by certain games such as The Typing of the Dead, Quake 3, Phantasy Star Online and Railroad Tycoon 2. Other games such as REZ offer undocumented mouse support.

Fishing Rod A motion sensitive fishing rod was released for the few fishing games on the system.

Microphone There was a microphone peripheral used for Alien Front Online, version 2.6 of the Planetweb Web browser (long distance calling support), the European Planet Ring collection and Seaman (the first console game to use voice recognition in the US).

Lightgun

Sega also produced a light gun for the system, although this was not sold in the US presumably because Sega did not want its name on a gun in the light of recent school shootings. American versions of light gun games even blocked out using the official gun. Several third parties made compatible guns for the few light gun games released, including The House of the Dead 2 and Confidential Mission. The only other light gun compatible games were Death Crimson OX and its Japanese only prequel, Virtua Cop 2 on the Sega Smash Pack, and a light gun minigame in Demolition Racer No Exit.

Arcade Stick Sega also released the heavy-duty Arcade Stick, a digital joystick with six buttons using the same microswitch assemblies as commercial arcade machines. Although it could not be used for many Dreamcast games due to the lack of an analog joystick, it was well received and helped cement the Dreamcast's reputation for 2D shooters and fighting games. The Arcade Stick itself lives on beyond the Dreamcast, as adaptors are now available to use it on other hardware platforms.

Third-party sticks were also made, like the ASCII Dreamcast fighting Pad, which some regard as having a more comfortable 6-button configuration and a more precise digital direction pad.

Twin Sticks A twin stick peripheral was released specifically for use with the game Virtual-On. This add-on mimicked the original dual arcade stick setup and made gameplay much more precise. They are extremely rare and versions that appear on ebay sell for over $100.

Dreameye Sega developed the Dreameye, a digital camera for the Dreamcast, but it was only released in Japan.

Samba de Amigo controller Sega developed a special "maracas" controller for the Samba de Amigo music game.

Cancelled Accessories Toward the end of the Dreamcast's lifespan, Sega created and displayed prototypes of a high-capacity VMU/MP3 player, DVD player, and Zip drive peripherals. None of these items became available to the public.

Sega Saturn History - from Wikipedia


The Sega Saturn (セガサターン, Sega Satān?) is a 32-bit video game console, first released on November 22, 1994 in Japan, April 27, 1995 in North America and July 8, 1995 in Europe. Approximately 170,000 machines were sold the first day of the Japanese launch. 5,000 were sold in the weekend following the United Kingdom launch.
At one time, the Sega Saturn held second place in the console wars, placing it above Nintendo's Super Famicom in Japan and Nintendo's Super Nintendo Entertainment System (SNES) in North America and Europe, but the Saturn slowly lost market share to Sony's PlayStation and, outside Japan, the cartridge-based Nintendo 64.
The Japanese Saturn was rushed to the market, just a few weeks ahead of its rival, Sony's PlayStation. This led to very few games being available at launch.
The system was supported in North America and Europe until late 1998, and in Japan until the end of 2000. The last official game for the system, Yukyu Gensokyoku Perpetual Collection, was released by Mediaworks in December that year. Interestingly, a game called Sega Saturn: Lost & Found VOL #1 was released in the US by Older Games in August of 2004 (although it is not playable with a retail, unmodified Saturn).


Development
Sega's 27-member Away Team, comprising employees from every aspect of hardware engineering, product development and marketing, worked exclusively for two years to ensure the Sega Saturn's hardware and design met the precise needs of both the U.S. and Japanese markets. The Saturn was a powerful machine for the time, but its design, with two CPUs and 6 other processors, made harnessing its power extremely difficult. Rumours suggest that the original plan called for a single processor, but a second one was added late in development to increase potential performance.

One very fast central processor would be preferable. I don't think that all programmers have the ability to program two CPUs - most can only get about one-and-a-half times the speed you can get from one SH-2. I think only one out of 100 programmers is good enough to get that kind of speed out of the Saturn.

Yu Suzuki Regarding the Sega Saturn's complicated architecture.
Third-party development was further hindered by the initial lack of useful software libraries and development tools, requiring developers to write in assembly language to achieve decent performance. Programmers would often utilize only one CPU to simplify development in titles such as Alien Trilogy.
The main disadvantage of the dual CPU architecture was that both processors shared the same bus, and besides 4K of on-chip memory, all data and program code for both CPUs were located in the same shared 2 MB of main memory. This meant that without very careful division of processing, the second CPU would often have to wait while the first CPU was working, reducing its processing ability.
The hardware also lacked light sourcing and hardware video decompression support. Nevertheless, when properly utilized, the dual processors in the Saturn could produce impressive results such as the 1997 ports of Quake and Duke Nukem 3D by Lobotomy Software, and later games like Burning Rangers were able to achieve true transparency effects on hardware that used simple polygon stipples as a replacement for transparency effects in the past.
From a market viewpoint, the architectural design problems of the Saturn meant that it quickly lost third party support to the PlayStation. Unlike the Playstation's use of triangles as its basic geometric primitive, the Saturn rendered quadrilaterals. This proved a hindrance as most industry standard design tools were based around triangles, and multiplatform games were usually developed with triangles and the Playstation's larger market share in mind.
If used correctly the quadrilateral rendering of the Saturn would show less texture distortion than was common on Playstation titles, as demonstrated by several cross-platform titles such as Wipeout and Destruction Derby. The quadrilateral-focussed hardware and a 50% greater amount of video RAM also gave the Saturn an advantage for 2D game engines and attracted many developers of RPGs, arcade games and traditional 2D fighting games. A 4 MB RAM cart, released only in Japan, boosted available memory even further for games such as Capcom's X-Men Vs Street Fighter.

The unreleased Saturn version of Shenmue.
Tomb Raider was originally designed for the Saturn's quadrilateral-based hardware and as a result was incapable of displaying levels containing any triangular parts. This restriction remained in place for most of the 32-bit sequels. On the other hand, the quadrilateral ability allowed the Saturn to render First-person shooter games better than other consoles at the time, games like Quake, Powerslave, Duke Nukem 3D, HeXen. Also, the extra video RAM allowed larger levels than in PlayStation versions.
A true example of the Saturn's capability is widely considered to be the systems version of Shenmue, Yu Suzuki's multi-million dollar project that would eventually find a new home on the Saturn's successor, the Sega Dreamcast. Work on the title is believed to have been fairly complete, and several technical demos and gameplay footage have since been released to the public. The footage displays a system capable of producing fully rendered, entirely 3D locations and characters.


This article is licensed under the GNU Free Documentation License

Sunday, October 15, 2006

Atari Jaguar Console - Brief History



In 1993 Atari Corp finally returned to the home video game console market with its advancement 64 bit multimedia entertainment system called the Atari Jaguar 64. This system featured high resolution graphics, superb stereo sound and DSP expansion capabilities which made it the perfect platform for a whole new generation of video games and accessories. However, Atari Corp's short lived re-entry back into the market would not last long, with Sega's Saturn and Sony's Playstation consoles looming on the horizon and Jaguar 64 sales not meeting expectations the plug was pulled on both the Jaguar 64 and Atari Corp itself in 1996 when Atari allowed itself to be reverse merged with JTS Corp, a little known hard disk manufacture who was hungry for a fresh injection of fast cash and an easy route to becoming a company with publicly traded stock. ATC ceased to exist on the stock exchange and JTS took its place. The stock then proceeded to nose dive from $3-4 per share to .65 cents per share (one time as low as .12 cents) and had held around that number until the company went bankrupt.
JTS management then liquidated the remaining stock of Jaguar 64's and related products and ceased support to the Jaguar 64 line. Under the shadow of an SEC investigation for not maintaining Atari's business as specified in the reverse merger agreement, JTS quickly sold the Atari division.
On March 3, 1998 JTS sold its Atari division to Hasbro Interactive for $5 million and Hasbro began to sell retro-game versions of Atari's most popular titles for the PC and Playstation markets. Hasbro only pursued software releases of Atari titles and no plans of utilizing any of Atari proprietary hardware designs for any new console or handheld games ever came about. Hasbro Interactive was purchased among other US companies by Infogrames, a well known European game company. All of the US companies were pulled together an became Atari, Inc. In 2004 Atari would make its first return into the console market with the Flashback-1 console, other consoles are on the horizon including Flashback 2.0, a 100% 2600 VCS compatible game console and rumor has it other more powerful consoles based on Atari proprietary chip designs are in the works.

Atari had many bold plans and announcements for the Jaguar platform when it came out, however many of the promises quickly fell short, It was these unfortunate turns of events which caused certain projects to be cancelled and products which were completed to never see the site of day. Above you see the Jaguar 64 as we know it, in other sectoins you will see an image of what the Jaguar developers system looked like in 1993. You will also see an image of a completely finished Atari product which could have given the Jaguar 64 some real power, other unusual and possibly breakthrough products never saw the light of day

The Jaguar Modem


The Jaguar Modem is a finished product that connects to the Jaguar's DSP port. It came equipped with a combination headphone-microphone headset so gamers could talk to one another while they played against each other. The modem got its power from the Jaguar's power supply and had two telephone jacks, a power switch and 2 LED lights (for power and data connection).
We tried out the modems with Ultra Vortek, the only game known to have code written into it for use with the Jaguar modem. We managed to connect at 19,200 at each end (the apparent maximum connect speed) and the game played beautifully. So much so that we were going at it for hours! There was nary a hitch in the game's speed, although the voice quality was slightly less than optimal.
The Jaguar voice modem is truly a work of art. Had games like Battlesphere, Doom, Iron Soldier II and others supported this device (not to mention being delivered on time), the modem may have provided powerful ammunition against rival videogame systems.

Nintendo GameCube Review



With Microsoft's Xbox targeting the mature audience and Sony's Playstation 2 dominating the mainstream, Nintendo's GameCube seemed content to appeal to its traditional fan base and the younger demographic. Lightweight and compact, this cube-shaped console resembled a Fisher Price toy with its indigo color scheme and large plastic handle. Under the hood however, the Gamecube was nearly as powerful as the Xbox, and had a technical edge over the PS2. One odd design quirk was its use of small, proprietary disks instead of DVDs. While this helped curb piracy and allowed for a more compact design, the system's lack of DVD movie playback was considered a drawback.
Much like the Nintendo 64 that came before it, the GameCube boasted many superb first-party (Nintendo) titles, but lagged behind Sony and Microsoft in terms of third-party support. Still, one could argue that the GameCube library emphasizes quality over quantity, with smash hits like Mario Sunshine, Zelda the Wind Waker, Donkey Konga, Wave Race Blue Storm, and Metroid Prime. Most of these titles were ideal for multi-player action and family-oriented fun. Although many third-party software developers ignored the GameCube, there were a few big-name exceptions. Sega put its full weight behind the Cube, publishing a series of quality Sonic titles, and LucasArts provided several Star Wars exclusives. The system lacked mature titles, but Eternal Darkness and Resident Evil 4 were notable exceptions.
Due to its compact, lightweight design, Nintendo could undercut its competitors in terms of price. Unlike Sony and Microsoft which were taking a loss on each machine sold (made up quickly in software sales, of course), Nintendo actually made money on each console. Still, the system's selection of games was meager, with most third-party games simply ports of PS2 titles. In the end, Nintendo settled into third place in the competitive console wars, closely behind Microsoft's Xbox.
Console design: A-. Often described as "cute", the diminutive GameCube features four controller ports, two memory card slots, and a pop-top lid. The top of the unit features power, open, and reset buttons. A large gray handle protrudes from the back of the unit, but I always questioned its usefulness. Unlike the PS2 and Xbox, a component video cable for the system is not available in North America, although it can be imported. The GameCube saves its game data via tiny memory cards. Initially, the capacity of these cards was ridiculously small, but thankfully, third-party companies stepped in to provide cards with huge capacities. I own one third-party memory card, and that has been sufficient to hold my entire GameCube collection of 50+ titles.
Console durability: B. The GameCube tends to be more durable than the PS2, putting it on par with the Xbox. For certain games, I've encountered issues with intermittent "clicking" noises, but these have been rare occurrences.
Controllers: C. While the Nintendo controller appears innovative on the surface, closer scrutiny reveals a button layout very similar to the Xbox controller. There are two analog thumbsticks, but the yellow one on the lower right is small and feels uncomfortable. The tiny digital pad also feels a bit awkward. The main buttons include easy-to-press A and B buttons, but the bean-shaped X and Y are counter-intuitive. Triggers on the back of the controller exhibit a lot of range, but this feature is rarely put to good use. Finally, the ill-conceived Z button, located on the back-right of the controller, is both hard to reach and easy to forget. Overall, the controller is fair but far from optimal. On a positive note, Nintendo was the only console maker to release a first-party wireless controller, and this well-constructed "Wavebird" is a must-have for any serious GameCube player. Its only flaw is the lack of force-feedback.
Media: B. The small GameCube disks are interesting, and probably more durable that DVDs. One drawback is the fact that they have less capacity, necessitating some games (like Resident Evil 4) to come packaged with two disks.
Packaging: B. While similar in shape and size to normal DVD cases, the proprietary GameCube cases use less plastic and don't feel quite as sturdy.
Games: B. Due to a lack of support from third-party publishers, the Gamecube was often left out in the cold as hit titles like Silent Hill 2 and Grand Theft Auto 4 were released for the PS2 and Xbox. What the GameCube did possess was its recognizable stable of franchises including Zelda, Mario, Metroid, F-Zero, Wave Race, and Donkey Kong. The Cube also boasted the best selection of games suitable for young players, including Mario Kart Double Dash, Mario Party, Super Smash Brothers Melee, and Super Monkey Ball. The console was lacking in several other genres however, including RPGs and fighting games.
Graphics: A-. The GameCube's graphics are slightly better defined than the PS2, and virtually indistinguishable from the Xbox. However, the GameCube does not provide the same degree of high-definition support that Xbox gamers enjoy.
Collectability: A-. Compared to the Xbox and PS2, the Cube has a modest library, but many enjoyable first-party exclusives. The GameCube consoles are extremely cheap and durable. Outstanding titles like Mario Kart Double Dash, Zelda the Wind Waker, Metroid Prime, and Star Wars Rogue Squadron more than justify owning this system.
Innovations: Mini disk format, handle on console, wireless controller

3DO History (1993 - 1994)




As the first 32-bit game system and arguably the most over-hyped machine in video game history, the 3DO promised to be much more than just a game console. Eschewing the "video game" label altogether, the system was marketed as an "interactive multiplayer", offering the ability to play audio, video, and photo disks in addition to games. It was the first (but not the last) attempt to deliver an "all-in-one box" to fulfill the age-old promise of "multi-media convergence". Despite its ambitious claims, the 3DO was ultimately exposed as an overrated game console that couldn't even compete with the 16-bit machines.
Unlike the other major console vendors of the day, the 3DO company never actually manufactured a system. Instead, it licensed its hardware technology to companies like Goldstar, Sanyo, and Panasonic, which produced different versions of the 3DO. One downside of this scheme was that the manufacturers had to make their money from the hardware itself (unlike Sega or Nintendo who could make up a loss with software sales). Consequently, cutting-edge gamers found themselves shelling out an astounding $700 for the system when it was first introduced. The 3DO amassed a respectable library of software, but it was mostly comprised of PC ports, full motion video (FMV) titles, and primitive polygon shooters. There were precious few arcade-style titles like those enjoying popularity on the 16-bit systems. Many of the 3DO's "exclusive" titles tanked, and the price of the system tumbled dramatically. By the time the Saturn and Playstation hit the scene, the 3DO had already faded into obscurity.
In concept, the 3DO was replete with flaws that would doom it from day one. The system was equipped with only one controller port, at a time when other systems were releasing multi-taps to accommodate a four and eight-player games. 3DO controllers could be "daisy-chained" together, but this was awkward. The next mistake was designing the original controller with only five buttons, despite the fact that six buttons were required to play some of the more popular games of the time. The 3DO had the ability to save games (and high scores) to memory, but its limited capacity could not be easily expanded (if at all). While all 3DO systems were supposed to be compatible, certain games didn't run well (or at all) on particular brands of consoles. The premise of an "all-in-one" multimedia center never materialized, because 3DO never really offered any legitimate entertainment options outside of games. Then there was the cost factor. Very few kids - who comprised the bulk of the game-playing market - could afford the system. Finally, 3DO falsely assumed that better looking, cutting edge games would be more fun to play, which of course is not necessarily the case.
The 3DO did produce a few notable hits, including superb versions of Madden Football, Road Rash, Need For Speed, and Samurai Shodown. Gex, a fun side-scroller starring a smart-aleck gecko lizard, provided the 3DO with an unofficial mascot. If you enjoy full motion video (FMV) titles, the 3DO produced some the best versions of these games, including Night Trap and Dragon's Lair. In the final analysis however, the 3DO failed to make a lasting impact on the video game industry.
Console design: D+. Several varieties of 3DO consoles were produced, but all resemble generic black boxes with few external controls. Some of the more heavy-duty models featured motorized CD trays, while other lightweight versions had cheap, pop-top lids. The single controller port is an unforgivable flaw that's almost comical. To its credit, the systems did support high-quality audio and video output, including S-video and surround sound.
Console durability: C-. Since the 3DO is basically a glorified CD player, dirty lenses issues can lead to disk read problems. Unfortunately, these problems are often confused with incompatibility issues exhibited by certain combinations of games and system models.
Controllers: D. The 3DO controllers are remarkably mediocre. With only five buttons (not counting the tiny "X" and "P" buttons), it was insufficient for many popular games (including Street Fighter 2), necessitating six-button alternative controllers. In addition, the controllers are cheaply constructed, with "loose" directional pads that make it too easy to accidentally hit the diagonal angles.
Media: B. It's hard to criticize the CD media for storing video games, but most 3DO titles misused the extra capacity of the medium by included gratuitous cut-scenes and generic pre-recorded soundtracks. 3DO games have varying load times, but in general it's not an issue.
Packaging: D. The tall boxes used to house 3DO games are definitely overkill, and they will waste a lot of room on your shelf.