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Sega


Catching Up On
Infinite Space

By Jamie Love - March 27th, 2009

Infinite Space

After some initial hype, a general lack of information may have caused Infinite Space to slip off our collective gaming radar. But that other, other Platinum title is still set to explore the depths of space via the DS, with a Japanese release set for June 11th – and what we hope will be a short wait for the North American release thereafter. Gamestop says July 7th for the record.

The concept of navigating and battling through space as well as boarding enemy ships for more personal encounters still has me excitedly anticipating that Nudemaker’s sci-fi RPG will enjoy an extended stay in my DS this year.

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Eighth Wonder of the World
Behold the iCast

By Jamie Love - February 26th, 2009

iCast

Over at the CGCC forums, mad scientist Logicdustbin has unveiled the greatest technological achievement to date – and proven why I voted him most likely to conquer the earth with a robot army. This marvel of gaming aesthetics strengthens my belief that every appliance, device, and utensil, should in some way also be a Dreamcast.

Watch the video after the break, check the forum thread for more images, and then squeeze in a few more rounds of Under Defeat and Triggerheart Exelica with me before Logic’s Killbot legions enslave us all!

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SEGA CHIMES IN, AND SO DO WE,
On Ben Andac’s Deleted Blog

By Toronto Thumbs Staff - January 8th, 2009

Sonic The Hedgehog

This week, a blog post from 2007 became a hot topic within the video game blog world. The post contained some harsh criticism of Sega and was written by Ben Andac, who used to work for Sega Europe and Sony Computer Entertainment Europe as a “Game Evaluator” and “Admissions and Recruitment Executive.” The post in question, along with the original contents of Andac’s blog, has been deleted.

In an age of information overload and at a time when mainstream media outlets strive to present as much news as possible to fulfill the public’s insatiable appetite for more information, the current attention given to an almost two-year-old blog post initially comes across a little odd. After all, bloggers who get paid by the post and per ad click usually post news as soon as they get it, oftentimes without reading the very press releases they happen to be copying and pasting. Something that is this old, then, hardly would qualify as news. So what’s the deal?

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BYTE-SIZE REVIEW
R-Type

By Shaun Hatton - November 27th, 2008

R-Type

Jamie has just written a great piece on Dead Space. Because I see that game as a great homage to the movie Alien, reading his take on it made me think of another game with scary aliens in it: R-Type.

As far as I know, R-Type was the first game that genuinely scared me. The first-level boss, Krell, graced the cover of the Sega Master System version of the game. It was this illustration that would ultimately haunt me more than the in-game menace would (though it would take me years to actually figure out how to defeat him – these were the days before easily-accessible video game information, after all). In fact, it’s quite possible that R-Type fostered my somewhat irrational fear of aliens.

What made R-Type a great experience for me was that it featured such a wide assortment of colourful aliens. Sprite flicker be damned! The slowness of the game may have been in part due to a lack of processing power, but its crawling pace genuinely amplified its creepy atmosphere.

Until I downloaded the Turbo-Grafix 16 on the Wii Virtual Console, the Sega Master System version was the only one I had played. Sadly, it now pales in comparison despite how impressive it still is for an 8-bit title. It certainly still has some of my favourite video game music in it. As a series, though, R-Type is my favourite shooter.


BYTE-SIZE REVIEW
Zillion II: The Tri Formation

By Shaun Hatton - November 25th, 2008

Zillion II: The Tri Formation

When I was younger, a game that let me jump and shoot while riding a bike that transformed into a flying exo-suit could be nothing but completely awesome to me.

In fact, I’m pretty sure I’d be inclined to like any such game even today. Zillion II: The Tri Formation was based on the anime Zillion, which I have never actually seen nor was I aware of as a kid. Turns out the Sega Master System’s Light Phaser was designed to look like the guns used in the anime, which is pretty damn cool.

As JJ, the commander of the White Knights, players are tasked with navigating through eight levels to both rescue comrades Apple and Champ while defeating the goons of the evil Norsa Empire. Stages alternated between auto-scrolling cycle/exo-suit stages and on-foot levels. The Tri Formation is the name of the three-wheeled (and tri-mode) cycle. The on-foot levels each had a boss at the end of them. The boss at the end of the eighth stage, Baron Ricks, was (and still is) a dick. I just played the game today, made it to the end, and he killed me quickly.


BYTE-SIZE REVIEW
Thunder Blade

By Shaun Hatton - November 21st, 2008

Thunder Blade

Thunder Blade was one of the bigger “Arcade” titles on the Sega Master System. Essentially a top-down shooter with some pseudo-flight sim levels peppered in, it provided hours of entertainment to my nine-year-old self. Like with Shinobi, my cousin Mike and I would try to best each other at the game remotely. We’d call one another upon reaching milestones.

“I got to level five – the one with the caves,” was something he got to say before me. The game had its problems, even back then. For one the controls were completely different for the two types of stages. In top-down levels the helicopter moved too slowly. In behind-the-copter stages it moved too fast. There was also a dead zone in these stages where you could stay, not fire a shot, and still pass the stage.

This isn’t a game I’ve ever been able to finish, and even trying to today with my wealth of gaming expertise, I find myself unable to do it. Thunder Blade has ultimately defeated me!


BYTE-SIZE REVIEW
Rampage

By Shaun Hatton - November 20th, 2008

Rampage

I somehow came into possession of three copies of Rampage for Sega Master System thanks to lot purchases. However, I’ve had Rampage since its release in 1988. At the time all Sega Master System games came in white boxes. Rampage, to my knowledge, is the only one that had a red box design. I’ve also seen it with the traditional white-with-grey grid box design, too. Oddly enough the box I received the game in was a cardboard one.

My dad and I would make a trek to Toys R Us when it came time to get a new game. Oftentimes I’d go with nothing in mind, only knowing that when we were done, I’d have a new game. The evening we came home with Rampage was different than others.

The way Toys R Us was set up back then, the game aisle actually had no games in it. There were only game box arts in plastic sleeves stuck to the displays. Flipping a box art over would reveal other details about the game, mostly just the back of the box art. Below each box art was a purchase ticket. To buy a game, you’d have to take a ticket up to a cash register, pay for the game, and then take the receipt to a game kiosk where an attendant would check it and slide your newly-purchased game through a tiny slot in the glass.

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