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  <title>SEGA Online Emulator</title>
  <link></link>
  <description>Newest Games</description>
  <item>
    <title>Sonic the Hedgehog</title>
    <link>/platform-game/sonic-the-hedgehog</link>
    <description><![CDATA[ <a href="/platform-game/sonic-the-hedgehog"><img align="left" vspace="4" hspace="6" src=/games/images/sonic_the_hedgehog.png title="Sonic the Hedgehog" alt="Sonic the Hedgehog" width="100" height="100" /></a> Sonic the Hedgehog (ソニック・ザ・ヘッジホッグ Sonikku za Hejjihoggu?) is a platform video game developed by Sonic Team and published by Sega for the Sega Genesis/Mega Drive. First released in North America, Europe, and Australia on June 23, 1991, the game is the first installment in the Sonic the Hedgehog series, chronicling the adventures of the titular character in his quest to defeat the series' antagonist Dr. Robotnik. The game's story focuses on Sonic's efforts to stop Dr. Robotnik's plans for world domination, release the animals Dr. Robotnik has trapped, and collect six magical emeralds known as the Chaos Emeralds.

Development of Sonic the Hedgehog began in 1990, when Sega ordered its AM8 development team to develop a game featuring a mascot for the company. After a hedgehog was decided on as the main character, the development group was renamed Sonic Team.

Sonic the Hedgehog received positive reviews from critics, who praised the game's visuals and its sense of speed. It was commercially successful, increasing the popularity of the Genesis and establishing Sonic the Hedgehog as the company's mascot. Its success led to the development of subsequent games in the Sonic the Hedgehog series, as well as the creation of a media franchise of spin-off products featuring the character.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
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  <item>
    <title>Street Fighter II': Champion Edition</title>
    <link>/fighting/street-fighter-ii-champion-edition</link>
    <description><![CDATA[ <a href="/fighting/street-fighter-ii-champion-edition"><img align="left" vspace="4" hspace="6" src=/games/images/street_fighter_2_plus_champion_edition.png title="Street Fighter II': Champion Edition" alt="Street Fighter II': Champion Edition" width="100" height="100" /></a> Street Fighter II': Champion Edition (ストリートファイターIIダッシュ -CHAMPION EDITION-?) is a competitive fighting game released for the arcades by Capcom in 1992. It was the first of several updated versions of the original Street Fighter II: The World Warrior. The main changes consisted of the addition of the Grand Masters (the final four computer-controlled opponents in the single-player mode) as playable characters and mirror matches (same character vs. matches). The fighting techniques of the eight main characters from the original game were also further refined to allowed for more balanced competitive play.
Champion Edition was followed by Street Fighter II′ Turbo: Hyper Fighting, released several months later.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>The Lion King</title>
    <link>/platform-game/the-lion-king</link>
    <description><![CDATA[ <a href="/platform-game/the-lion-king"><img align="left" vspace="4" hspace="6" src=/games/images/the_lion_king.jpg title="The Lion King" alt="The Lion King" width="100" height="100" /></a> The Lion King is a video game inspired by the movie of the same name. It was published by Virgin Super Nintendo/Super Famicom, NES, Game Boy, PC DOS, Sega Mega Drive/Genesis, Amiga, Master System and Game Gear. It followed Simba's journey from carefree puppy to responsible adult who must battle his scheming Uncle Scar.
It is a side-scrolling platformer, in which the controlled character must jump, climb, run and descend from platform to platform. There is one exception during the level The Stampede, in which Simba runs towards the camera (or, in the NES and Game Boy versions, runs with the camera looking down above him) dodging wildebeests and jumping over rocks.
In most versions of the game, two bars appear on the HUD. On the left is the roar meter, which must be fully charged for Simba's roar to be effective. On the right is the health bar, which decreases when Simba is injured. At the bottom left of the screen is a counter showing how many lives Simba has left. You can regain health by collecting bugs of different shapes and sizes. There are also some rare bugs that damage health.
The player controls Simba (first as a cub and then as an adult) in the main levels and Timon or Pumbaa in the bonus levels.
The sound and graphic quality of the game varied greatly due to the different capabilities of the consoles. In the MS-DOS version, the sound quality varied greatly depending on the sound hardware present on the PC and how the game was configured, as the MS-DOS version required selecting the installed sound card from a list via a separate utility included with the game, and required technical knowledge of the card's IRQ and DMA settings. The game was compatible with most of the popular sound cards available on the market at the time of its release, including Ad-Lib music, Disney Sound Source, Gravis Ultrasound and SoundBlaster 16. However, it still did not work properly on certain SoundBlaster clones, especially if the clone used non-standard IRQ or DMA settings. The SNES and Genesis versions are similar, although the Genesis version has more grainy sprites and backgrounds, and the SNES version is a bit slower than the Genesis version.
The Amiga version omitted the I Can't Wait to Be King level, bonus levels, and cutscenes, presumably to save disk space, since it was presented on floppy disks. The music for some levels was also remixed slightly differently. However, the MS-DOS version was also distributed on 3 floppy diskettes, but included the missing levels and had exactly the same music as the Super Nintendo version on compatible hardware.
The NES version omitted even more content, with only Simba's levels and the removal of the brief Death Tag music piece that plays when Simba dies. Instead, the level music continues. The levels were also shortened considerably.
The Windows 3.1 version was based on the WinG graphics engine, but a number of Compaq Presarios were not tested with WinG, causing the game to crash when loading. This led Microsoft to create the more stable DirectX engine, used to this day.
On August 27, 2019, it was announced that the video game would receive a remastered version. The remastered game will be released on October 29, 2019.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>OutRun</title>
    <link>/driving/outrun</link>
    <description><![CDATA[ <a href="/driving/outrun"><img align="left" vspace="4" hspace="6" src=/games/images/outrun.jpg title="OutRun" alt="OutRun" width="100" height="100" /></a> Out Run is an arcade car racing game developed by Studio 128 and published by Sega in September 1986. It was designed by Yu and Enduro Racer. The game is known for its innovative features, such as non-linear gameplay and in-game radio with soundtrack selection (music composed by Hiroshi Kawaguchi), its main innovation was the introduction of bi-linear paralax scrolling technology, which meant a quantum leap in quality compared to other games of the same genre of its time. It has been cited as an influence on later video games and a milestone in the racing and driving genre, being ported to numerous home platforms and inspiring several sequels. The platforms it was ported to were Atari, Amstrad CPC, Commodore 64, MSX, Nintendo 3DS, PC DOS, PlayStation 2, Sega Game Gear, Master System, Mega Drive / Sega Genesis, Sega Saturn, Spectrum, TurboGrafx-16 / PC Engine and Xbox.
The game's music was composed by Hiroshi Kawaguchi, who had previously composed soundtracks for other games designed by Suzuki and was part of Sega's then stable band: the S.S.T. Band. Out Run was the first arcade video game that allowed the user to choose the background music. It basically consists of three tracks: Passing Breeze (similar in style and tone to the music of popular Japanese jazz fusion groups of the 70s and 80s like Casiopea), Splash Wave and Magical Sound Shower (Miami Sound Machine-like Latin-Caribbean rhythms), broadcast through an imaginary FM radio station received by the radio receiver in the Testarossa. Another track called Last Wave can be heard on the score screen.
The 1991 Mega Drive port added an additional track titled Step On Beat, written by Masayoshi Ishi. The 2014 Nintendo 3DS version features two additional tracks, Cruising Line and Road to My Love, composed by Manabu Namiki and Jane-Evelyn "Chibi-Tech" Nisperos respectively, using the arcade's original sound hardware.
The player controls an open-top Ferrari Testarossa Spider from a third-person rear-facing perspective. Designed as a racing game, the goal is to avoid traffic and reach the finish line at one of five destinations, labeled "a" through "e", without running out of time. The game is divided into several stages that end at a checkpoint, and forks in the track near the end of each stage give the player a choice of several routes leading to five final destinations, representing different levels of difficulty and concluding with their own endings.
The car has two gears, high and low, and the player has to shift between them at appropriate times, such as shifting to the lowest gear while negotiating tricky roads and dodging oncoming obstacles, which are hidden by curves, ridges and dips in the road, adding to the challenge.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
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  <item>
    <title>Mortal Kombat</title>
    <link>/fighting/mortal-kombat</link>
    <description><![CDATA[ <a href="/fighting/mortal-kombat"><img align="left" vspace="4" hspace="6" src=/games/images/mortal_kombat_sega_megadrive_genesis.jpg title="Mortal Kombat" alt="Mortal Kombat" width="100" height="100" /></a> Mortal Kombat is a fighting game from Midway. It was released in arcades in 1992. It focuses on the 10th Mortal Kombat tournament and the ultimate defeat of the evil Shang Tsung at the hands of the Shaolin monk Liu Kang.
From a marketing standpoint, the 1993 release of Mortal Kombat for game consoles by Acclaim was probably the biggest video game release up to that point. The "Mortal Monday" television campaign included a barrage of commercials, which was unusual for video games at the time, and all four home versions of the game (Sega Mega Drive/Genesis, Super Nintendo Entertainment System, Game Boy and Sega Game Gear) were released on the same date. Other ports were released over time.
Versions of the original Mortal Kombat appeared in different formats, mostly on Sega Mega Drive/Genesis, Nintendo SNES and PC-DOS. When the first game in the series was released for SNES in North America, Nintendo of America had a strict "family-friendly" policy regarding the content of games released on its consoles, which required the removal of graphic violence, religious imagery and themes, mentions of death, sexual themes and other sensitive topics. Thus, in the first Mortal Kombat for SNES, blood was dyed gray to pass it off as sweat, and Fatality moves were modified to make them less gruesome. The SNES version was graphically superior to the Mega Drive/Genesis version, but all violence was censored.
The game was Midway's answer to Capcom's successful fighting game Street Fighter II, which spawned a series of sequels and related games. However, it used a different fighting system from the Street Fighter formula, which was used in all sequels up to Mortal Kombat: Deadly Alliance. The controls consisted of five buttons arranged in the shape of an "X": a high punch, a high kick, a low punch, a low kick and a block button, as well as an eight-way joystick. Unlike Street Fighter, characters did not block by backing up or crouching, but had to press the block button to block low. Even then, characters took chip damage from any hit while blocking (Sub-Zero's ice projectile being the only exception). If the two fighters were close to each other, pressing either attack button resulted in a different hit: a low punch became an unblockable throw, a high punch became a strong elbow or backhand, and any kick became a knee. Ducking and punching any of the fists produced an uppercut, which was the strongest punch in the game. Jumping kicks and crouching kicks were executed similarly to Street Fighter.
The game retained a similar scoring system (based on successful hits, the Test Your Might mini-game, and other bonuses) to those games; this system would be abandoned in later installments of the Mortal Kombat series in favor of victory counting, but would be brought back in the games of the current timeline.
Another of the game's innovations was Fatality, a special finishing move executed against a defeated opponent to gruesomely kill him. For example, Sub-Zero would grab a defeated opponent by the head and rip off his head and spine as the body fell to the ground in a pool of blood. Fatalities could only be performed after the opponent had been defeated in kombat, and essentially served as a memorable and gruesome sort of victory dance.
Mortal Kombat also introduced the concept of juggling, an idea so popular that it has spread to later installments of the series and even to other fighting games and genres. Juggling takes advantage of the fact that when a character is thrown into the air, the player cannot control his character until he lands and gets up again. The idea of juggling is to launch the enemy into the air and then perform other combat moves to keep them in the air. In theory, you could juggle your opponent to death without taking damage, although this was difficult to achieve in practice.
Finally, Mortal Kombat also changed the way special moves were performed. Street Fighter (and many other fighting games) performed most special moves in fractions of circles (usually full, half, or quarter) on the joystick followed by a button press (such as a quarter circle forward, plus punch). Mortal Kombat was the first to introduce moves that did not require a button press (such as tap back, tap back, then forward), and only a few of the special moves required a circular motion of the joystick.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
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  <item>
    <title>Marble Madness</title>
    <link>/puzzle/marble-madness</link>
    <description><![CDATA[ <a href="/puzzle/marble-madness"><img align="left" vspace="4" hspace="6" src=/games/images/marble_madness_sega_megadrive_genesis.png title="Marble Madness" alt="Marble Madness" width="100" height="100" /></a> Marble Madness is an arcade video game designed by Mark Cerny and published by Atari Games in 1984. It is a platform game in which the player must guide an on-screen marble through six courses, populated with obstacles and enemies, within a limit of time. The player controls the marble using a trackball. Marble Madness is known for using innovative game technologies; it was one of the first games to use true stereo sound - earlier games used monaural or simulated stereo sound - and was the first Atari to use Atari System 1 hardware and to be programmed in C.
In designing the game, Cerny drew inspiration from miniature golf, racing games, and M.C. Escher's artwork. His goal was to create a game that offered a different experience with a unique control system. Cerny took a minimalist approach when designing the appearance of the game's courses and enemies. Throughout development, technological limitations frequently prevented him from giving up various design ideas. When it was released, Marble Madness was highly successful commercially and became a profitable arcade game. Critical acclaim focused on the game's difficulty, its unique visual design, and its stereo soundtrack.
The game was ported to numerous platforms and inspired the development of other games. A sequel was developed, scheduled for release in 1991, but was canceled when localization tests showed that the game could not succeed in competition with other titles.
Marble Madness is an isometric platform game in which the player manipulates an on-screen marble from a third-person perspective. The player controls the movements of the marble with a trackball, although most home versions use game controllers with directional pads. The object of the game is for the player to go through six isometric maze-like courses before a set amount of time elapses. Each ride has its own time limit, and the time remaining after completing one ride is added to the next. The game also includes an option that allows two players to race against each other on the tracks. The courses are populated with various objects and enemies designed to hinder the player. As the game progresses, the courses become increasingly difficult and introduce more enemies and obstacles. Each track has a distinct visual theme. For example, the first track, "Practice," is an easy track and much shorter than the others, while the fifth track, "Silly," features polka dot patterns and is oriented in the opposite direction of the other tracks.
Marble Madness was developed by Atari Games, with Mark Cerny as lead designer and Bob Flanagan as software engineer. Both Cerny and Flanagan handled the game's programming. It uses Atari System 1 hardware, an interchangeable system of circuit boards, control panels, and artwork. The game features pixel graphics on an Electrohome G07 19-inch CRT monitor, and uses a Motorola 68010 Central Processing Unit (CPU) with a MOS Technology 6502 subsystem to control audio and coin operations. Marble Madness was the first Atari game to use a Yamaha-produced FM sound chip, which is similar to a Yamaha DX7 synthesizer and creates the music in real time so that it is in sync with the action in the game. The game's music was composed by Brad Fuller and Hal Canon, who spent a few months familiarizing themselves with the sound chip's capabilities. Cerny and Flanagan collaborated for the first time on a video game based on Michael Jackson's Thriller.
The project, however, was canceled and the two began working on an idea by Cerny that ended up becoming Marble Madness. Development lasted 10 months. Following the video game crash in North America in 1983, game development within Atari focused on delivering a distinctive experience through the use of a unique control system and an emphasis on a two-player simultaneous mode. Cerny designed Marble Madness in accordance with these company goals. He was first inspired by miniature golf and was captivated by the idea that the contours of a playing field influenced the trajectory of the ball. Cerny began testing various ideas using the Atari art system. After settling on an isometric grid, Cerny began developing the concept for the game. His initial idea was to hit the ball similar to miniature golf, but Atari was not keen on it. Next, Cerny thought about racing games and planned long track races against an opponent. The technological limitations of the time could not handle the physics necessary for the idea, and Cerny changed the objective of the game to a race against time. The Motorola CPU included a C runtime compiler, C being the language with which the two programmers were familiar. After conducting performance evaluations, Atari approved the use of the language.
Cerny and Flanagan's decision to write Marble Madness in C had positive and negative consequences. Atari games had previously been programmed in assembler; C was easier to program, but it was less efficient, so the game ran at the slower 30 Hz rate instead of the normal 60 Hz rate found in arcade games of the time. Cerny decided to use a trackball system (marketed by Atari as Trak-Ball) to give the game a unique control system, and chose a motorized trackball to spin and brake faster when the game ball was rolling downhill and uphill. up. While building the prototypes, Cerny was informed by Atari's design department that the motorized trackball design had an inherent flaw: one of the four mounts had poor contact with the ball, making using a normal trackball more feasible. In addition, Cerny had envisioned the use of powerful custom chips that would allow the CPU to animate RAM-based sprites, but the hardware available was a less advanced system that used static ROM-based sprites.
These technical limitations forced Cerny to simplify the overall design; Taking inspiration from M. C. Escher, he designed abstract landscapes for the courses. In retrospect, Cerny partly attributes the designs to his limited artistic skills. Unlike most arcade games of the time, the images of the courses were not drawn at the pixel level, instead Cerny defined the elevation of each point of the course and stored this information in an array of heightmaps. The field graphics were created with a ray tracing program that traced the path of light rays, using the height map to determine the appearance of the field on screen. This format also allowed Cerny to create shadows and use antialiasing, a technique that gave graphics a smoother appearance. Cerny's walkthrough generator allowed him more time to experiment with the level designs. When deciding what items to include on a tour, practicality was an important factor; omitted items that didn't work or appear as intended, such as a springy barricade or seesaw ladder. Cerny's personal interests changed throughout the project, leading to the inclusion of new ideas that were not in the original design documents. The game's enemy characters were designed by Cerny and Sam Comstock, who also animated them. Enemies had to be small in size due to technical limitations. Cerny and Comstock purposely omitted the faces to give them a unique design and create a minimalist look similar to the fields. Flanagan programmed a three-dimensional physics model to dictate the movements of the marbles and an interpreted script for the behavior of the enemies.
As Marble Madness neared completion, feedback from Atari's internal tests was positive. In hindsight, Cerny wished he had included more tours to give the game greater longevity, but the additional tours would have required more time and increased hardware costs. Atari was experiencing serious financial problems at the time and was unable to extend the game's development period, as it would have left its production factory idle.
Marble Madness was commercially successful upon its release and was received positively by critics. Several thousand cabinets were sold and it soon became the top earning game in arcades. However, the game consistently fell from this ranking during its seventh week in the arcades. Cerny believed that players lost interest in the game after mastering it and moved on to other games. Since then, arcade cabinets have been quite rare. The high level of skill required to play the game was considered by many reviewers to be part of its appeal. In 2008, IGN's Levi Buchanan included Marble Madness on his list of "arcade dreams", citing the game's difficulty and fond memories of it. Author John Sellers said the difficulty was one of the main reasons players were drawn to it. Other drawing factors were the graphics, visual design, and soundtrack.
Calling the game one of the most distinctive arcade games ever made, Craig Grannell of Retro Gamers praised its visuals as "pure and timeless". In 2008, the Guinness World Records listed it as the number seventy-ninth arcade game in technical, creative and cultural impact. Marble Madness was one of the first games to use true stereo sound and have a recognizable musical score. British composer Paul Weir commented that the music had character and helped give the game a unique identity. One of the most common complaints about the arcade machine was that the track ball controls frequently broke due to repeated use. Starting in 1986, the game was ported to numerous platforms with different companies handling the conversions; Electronic Arts published several home versions; Tiger Electronics released portable and desktop versions of the game, and Rare ported it to the Nintendo Entertainment System. The first versions presented simplified graphics, and the different adaptations had a mixed reception. Gamasutra's John Harris opined that the arcade's popularity boosted sales of home versions, while ScrewAttack's Thomas Hanley commented that most versions weren't as much fun without a trackball. Grannell echoed similar claims about the controls, adding that many had poor visual effects and collision detection. He listed the Amiga, Game Boy, and Mega Drive versions as the best conversions, and the ZX Spectrum, DOS, and Game Boy Advance versions as the worst. Dragon's three reviewers&mdash;Hartley, Patricia, and Kirk Lesser&mdash;all praised the Apple IIGS port, calling it a "must-have" title for arcade fans.
In 2003, the game was included in the cross-platform title Midway Arcade Treasures, a collection of classic games developed by Williams Electronics, Midway Games, and Atari Games. Electronic Arts announced a mobile phone port for 2010 that would include additional levels with different themes and new items that increase gameplay. Marble Madness inspired other games featuring similar gameplay based on navigating a ball through progressively more difficult courses; these games are often described in terms that associate them with Marble Madness. Melbourne House's Gyroscope and Electric Dreams Software's Spindizzy were the first such games; both had a moderate reception. In 1990, Rare released Snake Rattle 'n' Roll, which incorporated similar elements to Marble Madness. Other games of this type are Marble Blast Gold and Super Monkey Ball. The Monkey Ball series uses similar gameplay based on rolling a ball, but adds other features such as mini-games and monkey characters. An arcade sequel titled Marble Man: Marble Madness II, although Cerny was not involved in its development. Development was carried out by Bob Flanagan, who designed the game based on what he believed made Marble Madness a success on the home console market.
Since the market audience was younger, Flanagan wanted to make the sequel more accessible and introduced a superhero-type main character. Marble Man: Marble Madness II expanded on the gameplay of the original game with new abilities for the marble, such as invisibility and flight, included pinball mini-games between sets of levels, and allowed up to three players to traverse isometric courses. Flanagan aimed to fix the short length of the first game, and with the help of Mike Hally, he developed seventeen drives. Atari created prototypes for localization testing, but the game did not fare well against more popular titles of the time, such as Street Fighter II. Atari assumed that the track balls were the cause of the poor reception and ordered a second model with joystick controls. As the new models met with the same poor reception, production was halted and the focus was placed on Guardians of the 'Hood, a two-dimensional beat 'em up game. The prototypes that were produced have become collector's items.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
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  <item>
    <title>Ballz 3D : The Battle of the Ballz</title>
    <link>/fighting/ballz-3d</link>
    <description><![CDATA[ <a href="/fighting/ballz-3d"><img align="left" vspace="4" hspace="6" src=/games/images/ballz_3d_sega_megadrive_genesis.png title="Ballz 3D : The Battle of the Ballz" alt="Ballz 3D : The Battle of the Ballz" width="100" height="100" /></a> Ballz is a two-player 3D action fighting game for the Sega Mega Drive/Genesis, the Super NES (SNES) and the 3DO. It was developed by PF Magic and published by Accolade in 1994. The 3DO version was released as a director's cut in 1995. Ballz offered three difficulty levels over a total of 21 matches. Its distinguishing quality was that each of the characters were composed completely of balls, with a pseudo-3D look. Although the game was not a tremendous success, PF Magic reused its graphics technology in a successful line of virtual pet titles, Petz, Dogz, Catz and Oddballz.

The opening PF Magic developed for the game stated "To be the champion, you gotta have Ballz!". Due to its racy double-entendre ("balls" may be used as a slang term for testicles), Nintendo demanded the wording be changed for the SNES version. The SNES version of the game states "...you gotta play Ballz", while the Sega version uses the original intro. The game was also notably bizarre for its lineup of fighters, which included a farting monkey, a jumping clown, a sumo wrestler, a caveman, a bodybuilder, a ballerina, a rhinoceros and a "superhero".]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
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    <title>Michael Jackson's Moonwalker</title>
    <link>/arcade/michael-jackson-moonwalker</link>
    <description><![CDATA[ <a href="/arcade/michael-jackson-moonwalker"><img align="left" vspace="4" hspace="6" src=/games/images/michael_jackson_moonwalker_sega_megadrive_genesis.jpg title="Michael Jackson's Moonwalker" alt="Michael Jackson's Moonwalker" width="100" height="100" /></a> Michael Jackson&#39;s Moonwalker&nbsp;is the name of several video games based on the 1988&nbsp;Michael Jackson&nbsp;film&nbsp;Moonwalker.&nbsp;Sega&nbsp;developed two&nbsp;beat &#39;em ups, released in 1990; one released in&nbsp;arcades&nbsp;and another released for the&nbsp;Sega Genesis&nbsp;and&nbsp;Master System&nbsp;consoles.&nbsp;U.S. Gold&nbsp;also published various games for home computers the same year. Each of the games&#39; plots loosely follows the &quot;Smooth Criminal&quot; segment of the film, in which Jackson rescues kidnapped children from the evil Mr. Big, and incorporates synthesized versions of some of the musician&#39;s songs. Following&nbsp;Moonwalker,&nbsp;Jackson collaborated with Sega on several other video games.
]]></description>
    <pubDate>Sat, 27 Sep 2014 14:54:56 +0000</pubDate>
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  <item>
    <title>Soleil (Deutsch)</title>
    <link>/rpg/soleil-(crusader-of-centy)</link>
    <description><![CDATA[ <a href="/rpg/soleil-(crusader-of-centy)"><img align="left" vspace="4" hspace="6" src=/games/images/crusader_of_centy.png title="Soleil (Deutsch)" alt="Soleil (Deutsch)" width="100" height="100" /></a> Soleil (französisch für Sonne, in anderen Ländern als Crusader of Centy beziehungsweise Ragnacënty veröffentlicht) ist ein 1994 von der Firma Sega für die Spielkonsole Sega Mega Drive entwickeltes Action-Adventure mit einigen Rollenspiel-Elementen.

Der vom Spieler benannte Held feiert gerade seinen 14. Geburtstag, an dem er das Schwert seines lange Zeit verstorbenen Vaters erhält. Nachdem er sich mit dem Schwert auf den Weg macht die Geheimnisse der Welt zu erkundigen, trifft er eine Wahrsagerin, die ihm scheinbar die Fähigkeit gibt, mit Tieren zu kommunizieren. Gleichzeitig nimmt sie ihm jedoch die Fähigkeit, sich mit anderen Menschen zu verständigen. Auf der Suche nach der Wahrsagerin schließen sich ihm sein Hund Johnny sowie andere Tiere, mit denen er Freundschaft schließt, an und er lüftet dabei das Geheimnis, was damals in seinem Land vorgefallen ist und woher die ganzen Monster stammen, die die Welt in Atem halten.

]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
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  <item>
    <title>Soleil (Français)</title>
    <link>/rpg/soleil-(crusader-of-centy)</link>
    <description><![CDATA[ <a href="/rpg/soleil-(crusader-of-centy)"><img align="left" vspace="4" hspace="6" src=/games/images/crusader_of_centy.png title="Soleil (Français)" alt="Soleil (Français)" width="100" height="100" /></a> Soleil (ou Crusader of Centy aux États-Unis et Ragnacenty au Japon) est un jeu d'action-aventure développé par Nextech et édité par Sega, sorti sur Mega Drive en 1994.

Dans la ville de Soleil, une loi ordonne que tous les jeunes garçons de 14 ans aillent s'entraîner pour aller au combat. C'est le cas de Johnny (d'après le manuel d'instructions du jeu, mais on peut lui donner le nom que l'on souhaite avant de commencer la partie) qui est en train de fêter ses 14 ans au moment où le jeu débute. Johnny recevra l'épée et le bouclier de son père mort au combat qui avait une grande renommée pour la bravoure dont il avait fait preuve pour défendre la ville.

Après avoir rencontré une voyante, le héros ne pourra plus parler aux humains, mais à l'inverse aux animaux, aux plantes et aux monstres. La voyante ayant disparu, il partira à sa recherche en s'aidant d'animaux rencontrés au fil son l'aventure et qui lui conféreront différents pouvoirs pour l'aider à avancer dans sa quête. Il est contraint pour cela tuer un très grand nombre de monstres, mais parfois ceux-ci se plaignent en expliquant qu'ils n'ont rien fait pour être tués.

Johnny arrive finalement face à la Tour de Babel et y utilise au sommet la « plante qui pousse vite » pour monter au Paradis. Après y avoir accompli plusieurs épreuves, il se retrouve face à une grande porte, mais un dragon arrive et l'empêche de l'ouvrir. La bataille contre le dragon en un lieu sacré va être la goutte qui fait déborder le vase, et Dieu va directement s'adresser à Johnny en lui expliquant que les humains sont stupides et Johnny irrécupérable. Il espérait le dissuader des combats en l'empêchant de parler mais rien n'y a fait. Il lui rend la parole aux humains, non sans conserver la capacité de parler aux animaux, aux plantes et aux monstres, et le ramène sur Terre.

Mais une chose inattendue va se produire : il va neiger à Iris, ce qui semble a priori impossible puisque la ville est bordée de lave. Pourtant, même la lave aura gelé. En écoutant l'histoire d'une vieille dame d'Iris appelée Dorothée, celle-ci va expliquer que la dernière fois qu'il avait neigé à Iris, elle avait été prise dans un tourbillon qui l'a ramenée dans le passé, elle a alors utilisé ses souliers magiques pour revenir au présent. Cependant, ils ont été volés peu de temps après la catastrophe.

En allant près d'un trou géant, selon les conseils d'une fleur voisine de ce trou, un cyclone apparaîtra et Johnny se verra propulsé dans le passé, peu de temps après la tragédie de Dorothée, et se verra obligé de… voler les souliers magiques pour revenir dans le présent.

Le cyclone va alors se déplacer à plusieurs endroits et on se rendra compte que les actions de Johnny dans le passé ont eu des répercussions sur des éléments connus du présent.

Il va alors crever le cœur de la gigantesque Maman monstre dans le passé, qui demandera toujours pourquoi les monstres sont amenés à mourir pour rien. Le cyclone va ensuite se déplacer dans Soleil, au beau milieu d'une prétendue attaque des monstres sur le Roi ; ceux-ci désiraient juste lui expliquer leur détresse du fait d'être emprisonnés ou tués. Johnny fera fuir les monstres et le Roi décidera d'ériger une statue en son honneur. Cependant, les monstres seront tués par les soldats, avec les larmes aux yeux, l'incompréhension et la détresse. « Parmi nous deux, qui est le monstre ? »

Le cyclone va alors se déplacer dans le lac au Nord de Soleil et multiplier énormément sa taille, ce qui va impliquer un retour dans un passé beaucoup plus lointain dans un niveau appelé « Nuit Noire ». À cette époque-là, le monde était dans les ténèbres et les monstres venaient d'arriver ici. En arrivant au centre du lac, des monstres rencontrés vont expliquer qu'ils ne connaissent pas la lumière, les humains et encore moins la vie future, ils étaient donc en complète incompréhension et s'expliqueraient volontiers face à une autre forme de vie. Johnny va alors parler à la Maman Monstre encore en vie à cette époque, mais petite, et va lui montrer sa corne qu'il a récupérée en la tuant dans le futur. Elle va alors comprendre que notre héros qui connait le futur et semble très courageux pourra peut-être faire quelque chose pour eux, et elle va lui expliquer que les monstres viennent d'un autre monde, mais qu'ils ont été téléportés ici et que, pour revenir chez eux, il faut passer une grande porte protégée par la Force d'Esprit et les Cinq Sens, et que, s'ils n'arrivaient pas à la tuer, ils voyageraient à travers le monde en espérant trouver des humains pour dialoguer avec eux (ce qu'ils ne parviendront jamais à faire, car les humains auront peur d'eux). Johnny va alors comprendre la tragédie des monstres et détruire les Cinq Sens et la Force d'Esprit. Les monstres pourront revenir chez eux, changeant énormément le présent puisque les monstres n'auront existé que très peu de temps dans le monde des humains.

La « statue du guerrier » va se transformer en « statue de la déesse », le père de Johnny ne sera pas mort, la coutume de l'épée à quatorze ans aura disparu et Johnny perdra le pouvoir de parler aux animaux, plantes et monstres. Le héros pourra profiter un peu de la vie à Soleil qui n'a jamais connu la guerre, puis va alors promener son chien, ce qui va annoncer la fin de l'histoire.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>Soleil (Español)</title>
    <link>/rpg/soleil-español</link>
    <description><![CDATA[ <a href="/rpg/soleil-español"><img align="left" vspace="4" hspace="6" src=/games/images/crusader_of_centy.png title="Soleil (Español)" alt="Soleil (Español)" width="100" height="100" /></a> Soleil es un videojuego que fue desarrollado para la Mega Drive/Genesis en el año 1994, por la compañía Nextech Entertainment. Es un RPG de acción.​El protagonista es un chico que acaba de cumplir 14 años, y por eso le regalan la legendaria espada que su padre usase en vida.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>Sonic 3 Prototype With Lost Content Discovered</title>
    <link>/platform-game/sonic3-prototype</link>
    <description><![CDATA[ <a href="/platform-game/sonic3-prototype"><img align="left" vspace="4" hspace="6" src=/games/images/maxresdefault.jpg title="Sonic 3 Prototype With Lost Content Discovered" alt="Sonic 3 Prototype With Lost Content Discovered" width="100" height="100" /></a> A prototype version of Sonic 3, containing features that would never make it into the final build, has been discovered.
Video game preservation communities Hidden Place and The Cutting Room Floor have been able to unearth a prototype of Sonic 3 that contains a variety of elements that were reported in a 1993 magazine preview, but never seen in the retail release. These include the Flying Battery zone and bosses (which were moved across to Sonic & Knuckles), and Lava Reef. Also found in the ROM are three unfinished bonus stages, and object, badniks, and boss data for cut zones.]]></description>
    <pubDate>Wed, 27 Nov 2019 02:17:58 +0000</pubDate>
  </item>
  <item>
    <title>新創世記ラグナセンティ</title>
    <link>/rpg/新創世記ラグナセンティ</link>
    <description><![CDATA[ <a href="/rpg/新創世記ラグナセンティ"><img align="left" vspace="4" hspace="6" src=/games/images/soleil_e_spanish.png title="新創世記ラグナセンティ" alt="新創世記ラグナセンティ" width="100" height="100" /></a> 『新創世記ラグナセンティ』は、セガから発売されたゲームソフト。ジャンルはアクションRPG。メガドライブ用ゲームソフトとして1994年に発売された。

]]></description>
    <pubDate>Wed, 08 Oct 2014 16:23:32 +0000</pubDate>
  </item>
  <item>
    <title>シャイニング・フォース 神々の遺産</title>
    <link>/rpg/シャイニング・フォース 神々の遺産</link>
    <description><![CDATA[ <a href="/rpg/シャイニング・フォース 神々の遺産"><img align="left" vspace="4" hspace="6" src=/games/images/shining_force.png title="シャイニング・フォース 神々の遺産" alt="シャイニング・フォース 神々の遺産" width="100" height="100" /></a> シャイニング・フォース 神々の遺産』（シャイニング・フォース かみがみのいさん、Shining Force: The Legacy of Great Intention）は、1992年にセガが発売したシミュレーションRPG。2004年にゲームボーイアドバンスでリメイク版の『シャイニング・フォース 黒き竜の復活』（シャイニング・フォース くろきりゅうのふっかつ）が発売された。

シャイニング・シリーズの2作目であり、シリーズ上の時系列では1作目の『シャイニング&ザ・ダクネス』より古い時代の物語である。後には『II』、『III』のようなナンバリングタイトルや、外伝的な作品も数多く製作された。
プレイヤーは光の軍勢「シャイニング・フォース」を率い、各地を転戦して経験を積み、新たな仲間を加えながら闇の軍勢に立ち向かうことになる。
基本的なゲームの流れは、キャラクターを駒のように動かして敵と戦うパートと、街でイベントを起こしたり、戦闘の準備をするパートを繰り返しながら進んでいく。シナリオは8章からなり、分岐などはない。
キャラクターデザインは玉木美孝が担当した。 ]]></description>
    <pubDate>Wed, 08 Oct 2014 08:08:46 +0000</pubDate>
  </item>
  <item>
    <title>シャイニング・フォースII 古えの封印</title>
    <link>/rpg/シャイニング・フォースII 古えの封印</link>
    <description><![CDATA[ <a href="/rpg/シャイニング・フォースII 古えの封印"><img align="left" vspace="4" hspace="6" src=/games/images/shining_force_2.png title="シャイニング・フォースII 古えの封印" alt="シャイニング・フォースII 古えの封印" width="100" height="100" /></a> 『シャイニング・フォースII 古えの封印』（シャイニング・フォースツー いにしえのふういん、Shining Force II）は、セガの子会社であるSONIC（現：キャメロット、ソニックチームでは無い）が1993年10月1日に販売したメガドライブ用シミュレーションRPG。

前作とほぼ同じシステムであるため、詳しくは同項目も参照。
前作とは舞台、登場キャラクターは一新され、同一世界の異大陸での物語とされるが、関連性についてはほとんど触れられておらず、小説版『シャイニング・フォース 神竜の血脈』において、前作と今作の登場人物が登場し関連性が描かれ前作のその後の物語であることが記述されている[1]。
移動は将棋やチェスのように決められた範囲内ならどこでも移動でき、範囲内に敵が居ればそれを選択して攻撃することができる。戦闘シーンに入るとプレイヤーと敵が斜めに向き合い、臨場感溢れる決闘シーンが表示される。
攻撃パターンには通常攻撃の他に複数の敵を攻撃対象にできる魔法もある。魔法はひとつの種類につき最大4レベル存在し発動時のアニメーションが丁重にもすべて異なっている。魔法はレベルが高いほど消費MPが大きくなるが、威力や効果範囲は格段に向上する。
主人公が倒されてしまうとゲームオーバーとなり街に教会に戻されるが、倒される前に主人公だけが使える「リターン」の呪文か「てんしのはね」のアイテムを使うことによっていつでも戦闘から離脱できる、またイベントの地点まで戻れば敵が新たに沸きなおるので、なんども挑戦してレベルを上げることも可能。経験値制度はEXPを100ポイント溜めれば1つレベルが上がり、レベルが高くなるほど敵から得られる経験値は少なくなるが、EXPが1ポイントしかもらえなくなってしまっても100匹のモンスターを攻撃すればレベルを上げることはできる。
また、本シリーズはレベルが一定の値を超えると教会で「転職」してより強くなることができる。この転職はどの職業になれるか固定で決まっていて、転職することでレベルが1に戻ってしまうが、元の職業のレベル20より転職した後のレベル20のほうが強く、ゲームの後半に登場する武器の装備条件などにもなっている。
その他、特徴的な点として、操作システムの行動選択が基本的に全て十字キーの上、下、左、右に割り振られていることが挙げられる（例：戦闘時移動後は攻撃、道具、待機、魔法が表示され、魔法を選択した場合は更にブレイズLv1、スリープ、ブレイズLv2、ブレイズLv3、など。状況に応じて適宜自動変化する）。]]></description>
    <pubDate>Wed, 08 Oct 2014 07:59:28 +0000</pubDate>
  </item>
  <item>
    <title>Zool</title>
    <link>/platform-game/zool</link>
    <description><![CDATA[ <a href="/platform-game/zool"><img align="left" vspace="4" hspace="6" src=/games/images/zool.png title="Zool" alt="Zool" width="100" height="100" /></a> Zool or Zool: Ninja of the Nth Dimension, known as Zool no Yume Bouken (ズールのゆめぼうけん) in Japan, is a platform game developed by Gremlin Graphics for the Commodore Amiga in 1992 as an answer to the 'mascot wars' of the early 1990s spearheadded by Super Mario and Sonic the Hedgehog. Zool's success saw it brought to a number of platforms, including the Sega Mega Drive, Sega Master System and Sega Game Gear during late 1993 and 1994.

Zool is a relatively basic but fast paced platform game. B/1 makes Zool jump, while A/2 makes him attack. Jumping into a wall will allow Zool to climb up or down it. Level designs and choices of music differ between the Sega versions (although the latter is likely due to the fact the original Amiga version had no in-game tracks).

Zool was followed by Zool 2 which was not brought to a Sega system.
]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>Zombies</title>
    <link>/arcade/zombies</link>
    <description><![CDATA[ <a href="/arcade/zombies"><img align="left" vspace="4" hspace="6" src=/games/images/zombies.png title="Zombies" alt="Zombies" width="100" height="100" /></a> In America this was known as Zombies Ate My Neighbors, but had to endure a name change in Europe that left open the possibility that zombies just wanted to borrow a cup of sugar from your neighbours.

]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>Zombies Ate My Neighbors</title>
    <link>/arcade/zombies-ate-my-neighbors</link>
    <description><![CDATA[ <a href="/arcade/zombies-ate-my-neighbors"><img align="left" vspace="4" hspace="6" src=/games/images/zombies_ate_my_neighbors.png title="Zombies Ate My Neighbors" alt="Zombies Ate My Neighbors" width="100" height="100" /></a> Zombies Ate My Neighbors is a run and gun video game developed by LucasArts and originally published by Konami for the Super Nintendo and Sega Genesis consoles in 1993.

One or two players take control of protagonists Zeke and Julie in order to rescue the titular neighbors from monsters often seen in horror movies. Aiding them in this task are a variety of weapons and power-ups that can be used to battle the numerous enemies in each level. Various elements and aspects of horror movies are referenced in the game with some of its more violent content being censored in various territories such as Europe and Australia, where it is known only as Zombies.

While not a massive commercial success, the game has been well received for its graphical style, humor and deep gameplay. It spawned a sequel, Ghoul Patrol, released in 1994. In 2009, Zombies Ate My Neighbors was re-released for the Virtual Console to positive reviews.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>Zero Wing</title>
    <link>/shooter/zero-wing</link>
    <description><![CDATA[ <a href="/shooter/zero-wing"><img align="left" vspace="4" hspace="6" src=/games/images/zero_wing.png title="Zero Wing" alt="Zero Wing" width="100" height="100" /></a> Zero Wing (ゼロウィング Zero Uingu?) is a 1989 side-scrolling shoot 'em up arcade game developed by Toaplan and published by Taito. The player is a lone hero who will save the universe from an evil force.

It enjoyed a degree of success in arcades and was subsequently ported to the Mega Drive by Toaplan on May 31, 1991, in Japan, and by Sega during the following year in Europe, followed by a Japan-only release by Naxat Soft on September 18, 1992, for the PC Engine's CD-ROM².

The European version of the Mega Drive port was the source for 'All your base are belong to us', an Internet meme which plays off of the poorly translated English in the game's introduction.]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
  <item>
    <title>Beyond Zero Tolerance</title>
    <link>/shooter/beyond-zero-tolerance</link>
    <description><![CDATA[ <a href="/shooter/beyond-zero-tolerance"><img align="left" vspace="4" hspace="6" src=/games/images/zero_tolerence_-_beyond_zero_tolerance.png title="Beyond Zero Tolerance" alt="Beyond Zero Tolerance" width="100" height="100" /></a> Beyond Zero Tolerance (or Zero Tolerance 2) is a videogame developed by Technopop for the Sega Mega Drive console. It was meant to be a sequel to Zero Tolerance, but it was never finished.
]]></description>
    <pubDate>Tue, 30 Sep 2014 17:06:36 +0000</pubDate>
  </item>
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