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Showing posts with label Console. Show all posts
Showing posts with label Console. Show all posts

Review: Yoshi's New Island (3DS)


Yoshi's New Island (3DS)

Game Rating
User Ratings: 63
Our Review: Scroll Down

Back in 1995, Yoshi's Island turned heads when it was announced as the successor to the masterful Super Mario World. Appearing to be more of a spin-off than a direct sequel, there was skepticism as to whether such a departure could live up to the Mario name and please fans of the series. Fortunately the unique gameplay mechanics, breathtaking art style, and imaginative cast of characters came together to offer an unforgettable experience absolutely bursting at the seams with creativity and impeccable craftsmanship. Now, nearly 20 years and one sequel later, comes Yoshi's New Island. Can it expand upon the wonderful ideas established by its predecessors?

Unsurprisingly, the storyline that sets our characters forth on their adventure is simplistic — a norm for Nintendo platformers; in fact, the setup in this outing is nearly identical to that of the original Yoshi's Island. As a stork is delivering Baby Mario and Baby Luigi to their parents, Baby Luigi gets intercepted by Kamek; in the commotion Baby Mario is knocked loose, sending him tumbling down to a mysterious island. This of course is Yoshi's New Island. From here, the Yoshi clan assists Baby Mario in searching for his captured bro.
Anyone familiar with either previous game in the series will immediately have a grasp of the controls, as they haven't changed a bit. Yoshi's distinct repertoire of moves is intact, and you should be flutter jumping, egg throwing, butt stomping, and babysitting like a pro within minutes. If you find that the initial mapping of the buttons is off-putting, accessing the options and switching to "B-Style" controls should settle you right into your comfort zone. Also, we found the D-Pad to offer much more reliable movement than the analogue stick.

Doing away with the baby-switching element and dual-screen-spanning view introduced in Yoshi's Island DS, Yoshi's New Island sticks to the formula established in the SNES original. The basic goal is for Yoshi to safely transport his baby companion from the start to finish of each stage, but you'll also be scored according to the percentage of items gathered. Twenty red coins will be disguising themselves as standard coins, five smiley flowers are tucked away in devious places, and retaining thirty stars when finishing a stage all contribute to a completion rating. This is where the real challenge lies, though it's not always for the right reasons — questionable item positioning being the main culprit.
The levels are more streamlined than ever before, lacking the intricate design of past instalments. While there are still plenty of hidden pathways and out-of-reach platforms, their presence is not only noticeably scaled back, but they're not as expertly placed as they could have been. Coming across any challenging platforming segments is also quite rare, and when a complication does arise it feels like the result of claustrophobic/narrow corridors too clogged with environmental obstructions and/or enemies; navigating these sections is clumsy and can prove quite frustrating. Granted, these aren't extremely common scenarios, but the level design overall evokes little wonder and is often average at best.

For younger gamers the straightforward design should ensure that finding their way to the goal shouldn't be too daunting of a task. Although, getting familiar with the game mechanics — which are slightly more complex than, let's say, a Mario game — may require a little practice. If pools of lava and bottomless pits start eating up lives, a Warp Pipe will present itself to propose Flutter Wings to the player. These will allow for consistent, horizontal fluttering to lend a hand when the going gets tough — the game will penalize you for using them by marking the stage unfinished, even though you're allowed to advance.
Other new additions, although sparsely used, come in the form of Eggdozers and Yoshi Stars. When Yoshi consumes an extra-large Shy Guy he produces one of these Eggdozers, which can then be used to crumble barriers interfering with progression or allow Yoshi to walk around underwater by weighing him down. The Yoshi Star, on the other hand, grants invincibility, allowing Yoshi to blast through enemies, run on walls/ceilings, and in a couple of situations even rocket through the air like Superman. These are all nice additions, but since they can never be used outside of contained situations we were left wanting more.

The same goes for Yoshi's transformation abilities. As advertised, you'll have the opportunity to morph into six vehicles, such as a minecart, submarine, hot-air balloon, jackhammer, bobsled, and helicopter. These sections remove you from the level, briefly, akin to participating in a minigame. Each one adopts use of the gyroscopic controls, and requires tilting the 3DS to the left or right to move while utilizing a single button to jump or come to a stop, depending on the transformation. For the most part they all play and handle identically, foregoing exploration and depth to ensure accessibility.
Some of the most impressive moments from the original Yoshi's Island came in the form of the memorable boss battles that popped up twice in each world – stages 4 and 8, respectively. To this day we still reminisce about driving stumps into Raphael the Raven while orbiting a moon and ricocheting eggs around the inside of Prince Froggy's belly. While Yoshi's New Island has a couple of promising ideas involving shooting switches to flip panels and reacting to the environment in interesting ways, the bosses mostly feel shallow, simple, and uninspired, often ending before they really begin.

There are six worlds in total, each comprised of eight levels – completionists will find more to be discovered. Being very thorough, but not replaying levels if we didn't earn a 100% rating, it took us about 10 hours to complete a playthrough. If you're the type of gamer that isn't interested in investigating every corner of the game to collect all items, the adventure may be quite a bit shorter. As long as you don't expect to marathon through the island, it should be said that there's a solid amount of content here.
In addition you can unlock six download-play minigames as you progress through single player; we imagine these won't entertain for long due to their cooperative nature conflicting with the lack of a score to chase. For example, Enemy Eat-Off will find you and a partner devouring as many enemies as possible before time runs out, where Ground-Pound Pop will have you both maniacally popping balloons with your bums. There is no set number of enemies to eat or balloons to pop, nor are there leaderboards to provide players with a clear goal, so the motivation to keep playing isn't really there — unless you're simply looking to goof off and kill time. It's merely fluff.

That brings us to the lingering elephant / dinosaur in the room – the controversial art style. Contrary to what a static image might suggest, the visuals aren't all that rough on the eyes. We're happy to report that the stereoscopic 3D has been smoothed out since our initial hands-on with the game back in June last year, and its subtle presence mostly limits the depth to only two layers — background and foreground. That's not to say that the overall art style isn't a bit sterile when compared to the stunning hand-drawn look of previous Yoshi's Island titles, because it is. Levels blur from one to the next, and the difference between the first few worlds feels more like a swap in colour palettes than a full shift in theme. Environments appear under-decorated and lack the same level of personality, charm, and attention to detail we've come to expect from the series.
And that sentiment could blanket how we feel about the entire experience. It's watered-down, occasionally providing a good time but almost never impressing. There might be a couple of minor noteworthy inclusions and changes that compliment the established form, though none of these are substantial enough to take things to the next level or shake things up. In the end you'll feel like you've been there, done that, and the important point is that it was much better the first time around. Kids or inexperienced gamers may extract the most satisfaction due to the simplified design, but those well-versed in all things Yoshi will likely be disappointed.

Conclusion

The biggest problem with Yoshi's New Island is that it feels stripped of the style, substance, and ingenuity that once made the series such treasured property. By watering down the game design and failing to incorporate new ideas that enhance the established mechanics in any meaningful way, you're left with an egg that's not necessarily bad, just dull and unimpressive. It's completely functional and could serve as filler while waiting for the next big 3DS or Wii U release, but there's little denying that it's an underwhelming outing for Yoshi.

King Of 94 Tournament Takes Place This Weekend

King Of 94 Tournament Takes Place This Weekend

If you’re an aficionado of digital ice hockey, you’re probably aware that EA’s NHL 94 is considered by many to be the best hockey game of all time. What you might not be aware of is the fact that there’s a competitive scene for the game – and on Saturday 30 September, at the Downtown Grand casino in Las Vegas, the King Of 94 tournament is running with a $10,000 prize pot.

The tournament has been organised by Mikey McBryan, world record holder for the largest margin of victory in NHL 94 for the Mega Drive, and prominent player Raphael “KingRaph” Frydman is going to compete. Michael Brook, founder of EA Sports, will serve as the guest referee and the event will be hosted by Arda Ocal, host of The MSG Hockey Show, who has been specially added to the game for the event as you can see above. The event will be capped off with an advanced screening of Pixelated Heroes, an NHL 94 documentary film by event organiser McBryan.

If you feel like joining the competition, registration and rules can be found by clicking here. If you just want to follow the competition and see how the best NHL 94 players in the world do things, make sure to check out King Of 94 on Facebook (click here) or the nhl94.com Twitter (click here) for details of when and where the tournament will be streamed.

Official Dreamcast Book Smashes Kickstarter Goal

If you’re a fan of Sega’s last throw of the dice in the console hardware market (and if you’re anything like me, you will be), you’ll be very pleased to know that Read-Only Memory has been successful in funding its Sega Dreamcast: Collected Works project. With the goal of creating a high quality book full of Dreamcast artwork, production sketches, screenshots and more, the publisher was looking for £68,000. It has far exceeded that target, with over £80,000 pledged at the time of writing.

Sega Dreamcast: Collected Works is the second licensed book Read-Only Memory will have produced with Sega, the first being Mega Drive: Collected Works. That previous book was an outstanding product – as well as impressive physical production with fold-out pages and high quality, weighty paper, the archive access allowed for all sorts of previously unseen artwork to be unearthed, and new interviews with Sega staff. With the same people in charge, we have high hopes for this book too.

If this sounds like your kind of project, books are available for a £35 pledge and three special editions themed around Jet Set Radio, Shenmue and Phantasy Star Online are available for a £150 pledge. For more information or to make your own pledge, visit the Sega Dreamcast: Collected Works Kickstarter page by clicking here.

Is Tony Takoushi Planning A Book?

Is Tony Takoushi Planning A Book?

Of all the names that left a mark on the UK gaming scene in the Eighties and Nineties, Tony Takoushi has to be one of the most recognisable. Many will remember his contributions to the likes of Big K and especially Computer & Video Games, where he launched the Mean Machines console section that gave Nintendo and Sega their first proper UK coverage and introduced the PC Engine to a fevered audience. As well as writing, he created a number of computer games and eventually moved on to work for Sega, Philips and Codemasters, before moving to Australia.

When we interviewed the industry veteran for the PC Engine cover feature in issue 172 of Retro Gamer, he expressed some interest in picking up the pen again, stating the following:

“I will probably write a book covering the last 40 or so years across all the machines and games and do a mass sale of the 50 or so boxes of memorabilia hardware (many being one off hardware prototypes) and special games I’ve collected (one off Sega t-shirts/Jackets,pens,bubble gum, notepads,clocks… or the special edition of Elite made for me with a million credits… etc etc)”

There’s bound to be some cool stuff in such an archive, and we’d be fascinated to read about his journey through the gaming world. Is this something you’d be interested in too? If so, let us know via the usual means and we’ll make sure that Tony gets the message.

Super Play returns with Retro Gamer 172

Super Play returns with Retro Gamer 172

Yes, you read that title right. To celebrate the launch of the SNES Mini we have bundled issue 172 of Retro Gamer with a very special one-off issue of the much-loved Nineties magazine, Super Play. Pinch yourself all you want, you’re not dreaming.

Issue 48 of Super Play has been produced by the original magazine staff, including Jason Brookes, Jonathan Davies, Tony Mott and Zy Nicholson. They’ve also brought on a squad of contemporary Nintendo experts, including Nathan Brown (Edge ), Mark Green (NGamer), Keza MacDonald (Kotaku), Damien McFerran (Nintendo Life), Jeremy Parish (Retronauts) and Chris Schilling (Edge, Eurogamer).

Super Play returns with Retro Gamer 172

Now let’s talk about that cover. Seasoned Super Play affionados will be sure to spot that this is the work of none other than Wil Overton, the artist behind every cover of the original magazine’s 47-issue run. As for the magazine’s innards, Warren Brown, senior art editor of all of Future Publishing’s videogame magazines, has worked tirelessly to re-create Super Play’s Nineties visual style to make it feel instantly familiar to fans of the original magazine.

Inside Super Play 48 you’ll find a cover story focused on the brand-new Star Fox 2, including an exclusive interview with Dylan Cuthbert. As well as this you’ll find reviews of the 20 other games featured on the SNES Mini, from Super Castlevania IV to Earthbound. Of couse that’s not all, though: the SNES Mini is put through its paces in a hands-on test, Helen McCarthy’s Anime World, What Cart?, import review, Fanhunter, the origins on the SNES and, well, some bad news about Neko.

Super Play returns with Retro Gamer 172

Keep an eye out in the magazine for the opportunity to win the original hand-painted artwork of Super Play’s Secret Of Mana cover (featured on issue 25). It doesn’t stop there; you can also win other prizes, including an actual SNES Mini console, the Contra III soundtrack on vinyl, Super Famicom: The Box Art collection and more!

You can only get this special issue of Super Play with Retro Gamer issue 172, which you can buy from UK newsagents and online from 7 September. Don’t miss out!

Square Enix reveals Fear Effect Reinvented

Square Enix has today announced Fear Effect Reinvented, a remake of the cult favourite PlayStation action-adventure game. The game will be developed by French studio Sushee (also responsible for the series’ return with Fear Effect Sedna), with a release date of 2018 pencilled in for PS4, Xbox One, Switch and PC.

The original Fear Effect focuses on a team of mercenaries, Hana, Glas and Deke. Their initial plan is to kidnap the daughter of a powerful Hong Kong Triad boss, but what actually transpires drags them into a darkness beyond anything found on Earth. The game drew praise for its unique visual style, which featured anime-style character models on fixed-angle FMV backgrounds, but drew criticism for its awkward control system.

Fear Effect Reinvented is a bottom-up remake, with brand new high definition graphics that retain the same fixed perspective as the original and a more modern control system. At present, the only material the developers have released is the video above but when we get more information, we’ll let you know.

Modernised N64 Pad Finds Kickstarter Success

Modernised N64 Pad Finds Kickstarter Success

You’ve probably never heard of the Retro Fighters control pad for the N64, and we could hardly blame you for that – the Kickstarter campaign to make it has barely been up for a day. However, it has already smashed its $13,000 funding goal with 29 days to go.

The original N64 pad is a famously divisive design, thanks to an odd three-pronged configuration nicknamed the “trident” by fans. It certainly introduced some good ideas, such as the rear-mounted Z trigger in the centre of the pad, but it was a confusing design for newcomers and a very bulky device. Worse yet, the controller has long-term reliability problems – the analogue sticks tend to loosen significantly over time as plastic is worn away during regular operation.

The Retro Fighters pad adopts a layout similar to that of the Nintendo Switch Pro Controller, with B and A buttons in place of the right analogue stick. The C buttons have been enlarged for games which use them heavily, and the rear shoulder triggers are both Z, compensating for the move from its location in the centre of the pad.

If you want a Retro Fighters N64 controller, it’ll set you back $20 with an estimated delivery date of November 2017. Larger pledges will not you exclusive posters, T-shirts and your name in the manual. Extra colour options will be made available as stretch goals are reached.

For more information or to back the campaign, head over to the Retro Fighters Kickstarter campaign page by clicking here.

Atari & Jeff Minter Working On Tempest 4000

Atari & Jeff Minter Working On Tempest 4000

In one of the most surprising pieces of retro-related news we’ve had for some time, it’s been announced that Atari is set to unveil Tempest 4000 shortly – and Jeff Minter, developer of Tempest 2000 and Tempest 3000, is handling development.

Tempest 4000 is due to be unveiled at the massive Gamescom show in Germany later this month, and Atari has said that it will be released for current generation consoles and PC in the holiday season of 2017. The game is set to offer three game modes – Standard, Pure and Endurance – as well as 100 levels, online leaderboards, a Nineties-inspired techno soundtrack and 4K visuals.

If you’re scratching your head and thinking “what’s the big deal?” you may have missed the public and very acrimonious fallout between Atari and Minter back in 2015. The dispute centred on Minter’s excellent PlayStation Vita shoot-’em-up TxK, which Atari felt was a violation of their Tempest copyright. “There is nothing remotely ‘original’ in TxK and in no meaningful sense can TxK be described as [Jeff Minter’s] ‘own independent creation’,” Atari claimed in a letter sent to Minter’s lawyer. In one of many tweets on the subject, Minter claimed that he “could never have imagined one day being savaged by [Atari’s] undead corpse” and was “beyond disgusted.” The result was that planned conversions of TxK to other formats never saw release, although the original Vita version remains available to buy.

The dispute appears to have been well and truly put behind the two parties, however. “At the end of the day, video gamers always win,” says Jeff Minter in the press release. “I am very happy to work with Atari again to bring a long-awaited sequel of Tempest to our legion of fans and a new generation of gamers worldwide.” Atari COO Todd Shallbetter was effusive in his praise for the veteran coder too, saying “We’re thrilled to be able to work with Jeff Minter again, someone who is a legend in the industry and has made a huge impact on the history of video games.”

If Tempest 4000 is anywhere near as good as TxK, we’ll be utterly thrilled. We gave the game a whopping 96% in a review back in 2014, which you can read by clicking here.

Gamescom 2017 is set to open its doors two weeks from now, so expect more details soon.

Mega Drive Championships Take Place This Weekend

Mega Drive Championships Take Place This Weekend

Think you’re better at retro games than everyone else? Specifically, do you reckon you can take on anyone over a series of popular Mega Drive games and still come out on top? If so, you might want to head to the National Videogame Arcade in Nottingham on Sunday 6th August, as the Mega Drive Championships will be held there.

The Mega Drive Championships is a small but long-running tournament pitting the best European Mega Drive players against each other for the chance to earn the glorious trophy, which lets everyone know that you can beat them at 16-bit games. The current holder is Jay Townsend, who took 2017s trophy during a Streets Of Rage final round showdown.

If you want to attend, the event is scheduled to run from 11am – 5pm and entry costs £10. Information on the National Videogame Arcade can be found by clicking here, and information on the Mega Drive championships can be found by clicking here.

Xbox Backwards Compatibility Launches On Xbox One

Xbox Backwards Compatibility Launches On Xbox One

If you’re a fan of Microsoft’s original videogames console and still have a stash of games from the early Noughties, today is your lucky day as Microsoft has unleashed the first round of backwards compatible Xbox games for the Xbox One. The games feature boosted resolution and in some cases higher frame rates.

The games that are playable are as follows:

  • Star Wars: Knights of the Old Republic
  • Ninja Gaiden Black
  • Crimson Skies: High Road to Revenge
  • Fuzion Frenzy
  • Prince of Persia: The Sands of Time
  • Psychonauts
  • Dead to Rights
  • Black
  • Grabbed by the Ghoulies
  • Sid Meier’s Pirates!
  • Red Faction II
  • BloodRayne 2
  • The King of Fighters Neowave

If you’ve got the original discs for these games, you can just pop them into your Xbox One and they’ll download the appropriate data to play on the console. Otherwise, they’re available via the Xbox Live Marketplace.

This is a nice feature to have, but don’t chuck out your original Xbox just yet. Microsoft has already confirmed that full compatibility isn’t on the cards, explaining that expired licensing agreements and in some cases the complete disappearance of certain publishers will act as a block to making games compatible.

Night Trap: 25 Years Later Documentary Now Available

In preparation for the forthcoming release of Night Trap: 25th Anniversary, YouTube gaming channel My Life In Gaming has released a documentary on the groundbreaking FMV game. This 49-minute video is a comprehensive look at the game from its earliest origins as a project for the cancelled VHS-based Hasbro Control-Vision console, the CD-ROM releases and the controversy over violence that followed, the failed Kickstarter campaign and the new edition of the gaming releasing soon. You can see it embedded above, or click here to view it on YouTube.

This documentary is a must-watch for any fan of the game, with great use of new interview content mixed in with archive footage. However, it also has a wider appeal as it gives a great look at the Control-Vision’s demo game Scene Of The Crime, as well as the unique production challenges of creating FMV games and the concerns over violence that ironically shaped the game into one that caused international outrage. If you’d like to have a copy to keep, Limited Run Games will be releasing a Blu-Ray version alongside standard and collector’s editions of the PS4 version of Night Trap: 25th Anniversary.

Incidentally, if you’re not following the My Life In Gaming channel, now’s the time to jump in. Hosts Coury and Try cover a range of retro gaming topics including series histories and old promotional VHS tapes, but they’re mainly known for producing an excellent RGB Masterclass series that will help you to get the best video output from your console, covering all options from stock hardware to mods and CRT to LCD TVs. Click here to give it a look.

Also, fans of Night Trap will be pleased to know that there’s an Ultimate Guide on the way in issue 172 of Retro Gamer – stay tuned for that!

Open Source Scan Converter Upgraded To V1.6

Open Source Scan Converter Upgraded To V1.6

The Open Source Scan Converter has been upgraded to version 1.6 and is available for DIY builders right now.

The biggest new feature is the integration of analogue to digital audio conversion and audio output as standard, which was one of the biggest quirks of the old version 1.5 unit as featured in issue 162 of Retro Gamer. Audio is now accepted via the AV1 SCART socket or one of two 3.5mm audio jacks, corresponding to AV2 Component and AV3 VGA inputs. The other major new feature is the integration of regular HDMI output as standard, replacing the DVI connector of the version 1.5 model.

For those of you unfamiliar with the OSSC, the product is a line doubler which is intended to improve the image of retro consoles on modern HDTV displays via RGB SCART, component or VGA. It achieves this by multiplying incoming video scanlines, producing images from 480p to 1200p with no added input lag. The OSSC also offers features including a scanline filter with adjustable strength and masking to hide garbage in the overscan area of your old console’s display.

We found that our office TV was able to achieve a far superior image from retro consoles with the use of a version 1.5 OSSC, and the version 1.6 changes serve to make the device a much more attractive and user-friendly proposition than it was a year ago. However, it’s still not a catch-all solution for everyone. As compared to the Micomsoft XRGB-Mini Framemeister, a video upscaler popular in the retro gaming community, the OSSC is less expensive, offers zero lag and copes better with resolution switching, but the Framemeister offers superior deinterlacing, composite and S-video support, and has greater compatibility with TVs.

OSSC V1.6 DIY kits are available to intrepid engineers now via VideoGamePerfection in barebones (click here) and advanced (click here) forms, and pre-built units are expected in October – click here to reserve yours.

T3 Exposes “Truth” Of Japan’s Retro Gaming Market

T3 Exposes

Earlier today, our friends over at T3.com published a story titled “Made in Japan: the TRUTH about the retro gaming and technology market in Japan” – and it makes for some interesting reading.

The main point of the article is that while you might hear stories online of incredible bargains on rare games, the Japanese market is highly focused on item quality and that incredible premiums are often charged for items in the best condition. Prices shown include ¥150,000 ($1,315/£1,020) for a brand new PC Engine Duo-RX and ¥68,000 for a mint copy of Choutetsu Brikinger on the Neo Geo CD. Further, the article states that “on the internet and especially on eBay, it is grade C or less quality items (compared to Japanese shops) that are put up for sale and bought by westerners – essentially the products listed on eBay are the trash that struggles to sell in Japan.”

You can click here to take a look at the article, and tell us what you think in the forum and on social media – is this a bit hyperbolic, or have your own experiences in Japan lined up with T3’s feature?

Is The N64 Next For The Mini Treatment?

Is The N64 Next For The Mini Treatment?After some torrid years of plummeting home console sales, Nintendo is back on the money train again in recent times, thanks in part to its new approach to the classic gaming market. The Nintendo Classic Mini line of plug-and-play consoles made its debut late in 2016 with the NES edition, and quickly caught the imagination of the public. The authentic look of the system, relatively high emulation quality and stellar games line-up caused demand that Nintendo couldn’t keep up with, and a SNES follow-up is due for launch soon.

Now it appears that an N64 might already be in the works. As previously reported by our friends over at TechRadar, Nintendo made a trademark filing with the EU Intellectual Property Office last week which depicts an N64 controller. There’s nothing intrinsically meaningful about this action – after all, the company re-registered Virtual Boy as a trademark a few years ago – but it’s also the kind of thing that can precede a future product announcement.

The N64 is an interesting potential challenge for the Nintendo Classic Mini line-up, as a lot of Nintendo’s best games of the generation are no longer Nintendo games – thanks to the sale of Rare, deals would need to be struck with Microsoft to gain access to games like Banjo-Kazooie, Perfect Dark, Blast Corps, Conker’s Bad Fur Day and Jet Force Gemini. There’s nothing to say it can’t happen, mind – Microsoft has even allowed Rare to work on handheld Nintendo formats in the past.

What would you put on an N64 Mini? Let us know in the forum or via social media.

Archie Comics’ Sonic The Hedgehog Title Cancelled

Archie Comics' Sonic The Hedgehog Title Cancelled

The longest running videogame comic of all time has been formally cancelled, as Sega announced the end of its Sonic The Hedgehog publishing partnership with Archie Comics. In a brief statement via the official Sonic The Hedgehog Twitter account, Sega noted that this decision “does not mark the end of Sonic in comics” and that a later announcement will reveal a “new direction for the series.”

Archie’s Sonic The Hedgehog comic was launched in in April 1993 and ran for 290 issues, opting not for cancellation and rebooting as so many American comics do. At the time of its last issue in December 2016, Sonic The Hedgehog was the longest continuously running comic series active in America. The series has been on hiatus since then, with issues up to 293 having been cancelled.

Over its lengthy run, the series became known for its own distinct take on the Sonic universe, mixing elements from the videogames, the former Saturday morning cartoon that ran in the early Nineties, and a healthy dose of original concepts. In an infamous case, the legal status of some original concepts was disputed by former writer Ken Penders, who was awarded the rights to his work and spun off The Lara-Su Chronicles as a result.

The cancellation sees Archie’s Sonic series finally join its transatlantic cousin Sonic The Comic, a British publication which ran from 1993 to 2002. We’ll hopefully see what Sega has in store for the series very soon…

AtGames Unveils 2017 Retro Console Range

AtGames Unveils 2017 Retro Console Range

AtGames has announced the pricing for its 2017 range of plug-and-play consoles based on Sega and Atari’s most popular hardware of the past.

The Atari Flashback 8 Gold is coming in at $79.99, and offers several additional features over older models. The biggest of these is undoubtedly the move to 720p video output, a long-awaited inclusion which finally marks a shift away from the ubiquitous but terrible composite AV connections so often used in plug-and-play machines. The console also offers scanline filters, game saving (as well as pause and rewind functions), 2.4GHz wireless controllers and two standard control ports for your old Atari joysticks. The console features 120 Atari 2600 classics, with this year’s line-up including Activision hits such as Kaboom!, Pitfall and River Raid. A special Activision Edition adds ten more games for a total of 130, also at $79.99.

For those without the benefit of HDMI-compatible TVs, the Atari Flashback 8 ($59.99) offers 105 Atari 2600 games, uses standard composite AV and wired controllers, and omits special features such as game saves. If you want to take your Atari classics on the move, the Atari Flashback Portable Game Player ($59.99) is returning for 2017, with 70 built in games including exclusive Namco hits such as Pac-Man and Dig Dug. As before, this machine features a rechargeable battery and composite TV output, as well as SD card support to add more games.

On the Sega side, the Sega Genesis Flashback is coming in at $79.99 and again offers many features over AtGames’ previous Mega Drive machines. 720p output over HDMI is the standard here too, and scanline filters, save game support and the rewind feature are all present. Most importantly though, AtGames is claiming that this new model will offer improved emulation of the original hardware that addresses one of the biggest weaknesses of past models – sound quality. The system also offers wireless controllers, control ports and a cartridge slot for your original games. The system’s 85 built-in games includes a mixture of Mega Drive, Master System, Game Gear and original games.

The budget-oriented may wish to consider the Sega Genesis Classic Game Console ($59.99). This features 81 built-in Mega Drive and original games, wired controllers and standard composite AV, and appears to be based on previous poorly-received models. The Sega Genesis Ultimate Portable Game Player ($59.99) is the handheld model, which features 85 built-in Mega Drive and original games with save game support, accepts games via SD card, has composite TV output and runs from a rechargeable battery.

All of these consoles will be available for pre-order from Friday 28 July 2017, and are due to launch in September 2017. You can find out more information on AtGames’ website by clicking here, and we’ll of course keep you updated when we receive these consoles for testing.

AtGames Unveils 2017 Retro Console Range

Get Ready For Summer With Windjammers Gear

Get Ready For Summer With Windjammers GearWe’re big fans of Windjammers here at Retro Gamer – it’s a game that ends up being brought out whenever we get together for a competitive multiplayer session. Between the simple but compelling gameplay and the warm, sunny Nineties vibes, we can’t help but love it. Thankfully, we’re not the only ones who love the game. Not only is it heading to PS4 and Vita on 29th August via Dot Emu, Fangamer has just shown off a brand new range of merchandise inspired by Windjammers.

There are two fetching t-shirt designs – Jammin’, which you see above, and Sideburner which comes in blue and purple. These are available in sizes XS – 6XL (unisex) and XS – 4X (womens), and each design comes with a unique bonus sticker. There’s also a lapel pin with spinning disc, a hat and – of course – a frisbee.

For more information, check out Fangamer’s Windjammers page by clicking here.

Xbox One Goes Back To The Old School

Microsoft’s E3 conference yesterday evening was interesting for a number of reasons – the new and terrifyingly powerful Xbox One X was unveiled, we saw new games and for some reason, they even wheeled out a car. But for retro gaming fans, the biggest news was that Microsoft will be expanding the Xbox One’s backwards compatibility to include games for the original 2001 Xbox.

Details are currently thin on the ground as to how this will work, but communications from key Xbox figures give us some clue. The first game confirmed to be supported is Crimson Skies – and the fact that we’re talking about which games will be supported indicates that, as with the existing Xbox 360 backwards compatibility, games will be enabled on a case-by-case basis. It’s also been confirmed that your old discs will work, and that any original Xbox games you bought as digital downloads on Xbox 360 will transfer over too. Apparently, you can even play system-link games on a mixture of all three generations of hardware!

We’re pleased to see Microsoft taking this step. The Xbox library is currently a difficult one to access, as the Xbox 360 only offered partial backwards compatibility and the emulation community has struggled with the system. Cynics might note that it’ll be an easy way to bump up the Xbox Game Pass library and flog a few digital copies of Halo, but we’re pretty sure that there isn’t a huge deal of money in adding the feature (especially given that your discs will work). Ultimately, we’ll welcome anything that helps to keep our old games accessible for the future.

Incidentally, if you can’t contemplate going back to Halo without the right kind of pad in your hands, you’ll be pleased to know that Hyperkin is producing a new Xbox One version of “The Duke” – the original Western Xbox pad that many decried as being too large back in the early Noughties.

Will backwards compatibility tempt you to join Microsoft’s Xbox brand if you haven’t already?

The Tomb Raider Suite Seeks Fan Backing

If you’re a fan of the classic Tomb Raider trilogy, you may well have been aware of Tomb Raider: Live In Concert, a live orchestral performance of Nathan McCree’s music from the first three games in the series which took place in December 2016. Whether you were one of the appreciative fans in the audience that night or just wish you had been, you’ll be interested to know that Nathan McCree has returned with a Kickstarter for The Tomb Raider Suite, a remaster of the original music using a top UK orchestra and choir, to be recorded at the famous Abbey Road. The project is being produced in association with Square Enix and Crystal Dynamics, the current owners and developers of the series.

£15 will secure you a download of the album, £25 will get you a double CD version and £60 scores a limited edition double vinyl LP. Plenty of other goodies are on offer too, including posters and signed programmes from the live concert, signed score sheets and more. The campaign needs to raise £160,000 by June 25th, and is well on its way with over £60,000 raised at the time of writing.

If you’d like to learn more about the album or back the project yourself, head over to The Tomb Raider Suite’s project page on Kickstarter by clicking here.

Ikasuze! Ai No Doki Doki Penguin Land MD

Released: 1992

Genre: Puzzle

Format reviewed: Sega Genesis/Mega Drive

Publisher: Sega

Developer: Sega

We haven’t done any research to confirm this, but we’d suspect that most gamers outside of Japan don’t know that Penguin Land was a trilogy – and that’s if they’re even aware of the comparatively widely-known Master System version in the first place. That’s something that can easily be forgiven, though. The first game came out on the SG-1000 and MSX, platforms of limited note in Western markets, and the final game (that’s this one here) was released through the Sega Meganet service, which allowed modem-owning Mega Drive owners to download games.

That’s a shame, because this cute little puzzle-platformer might be infuriating, but it’s also really quite good. As in the previous games, your goal is to drop an egg safely through downward-scrolling stages – this means not letting it fall too far, not falling on it when it can’t roll away, not letting it get crushed by mechanical spikes, and definitely not letting any angry polar bears near it. Luckily, your penguin has the ability to manipulate blocks in the stage – there are movable stone ones, ice blocks you can peck through, and even cracked blocks which only temporarily break your egg’s fall.

Though the visuals are pretty simplistic, mostly due to the need to keep the download size manageable on a 1200 bit per second modem, the gameplay is tightly designed – this could easily have made for a nice budget release on cartridge. As it stands though, your best way to play this now is to find a copy of Game No Kanzume Vol. 2 for the Mega-CD, a compilation of various Sega Meganet games.

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