It’s not rare, expensive, or highly sought after, but one of the things I like having most in my small collection is the Japanese Dreamcast release of Crazy Taxi. And while the game is still incredibly fun and additive, the best thing about it is the amazingly minimalistic packaging they chose.
Crazy Taxi was probably one of the first NAOMI games I ever played in an arcade - the first I saw was House of the Dead 2 - but I think it is the best representation of what Sega was going for with their arcade-at-home approach with the Dreamcast/NAOMI. While the NAOMI was slightly more capable than the Dreamcast, Crazy Taxi was ported to the DC relatively unscathed. I think the differences are mainly in the textures and how the game streams the open world. To the layman, the differences are imperceptible, and the game is virtually arcade perfect plus, as it adds a lot of cool new modes and little is lost by not having pedals and a steering wheel.
The other great part about this consumer version is the packaging; it’s simple, cool, bold, and risky. I remember first seeing this advertised on import sites and being impressed for some reason. I never opted for this version, as the expense of the import was greater than buying it locally, as the game was being released worldwide simultaneously.
If you look at the pictures in the gallery, you’ll notice how wonderfully yellow and simple everything is. The packaging still holds up remarkably well. The only thing I could really complain about is that the paper is so thing on the cover, that you can see the instructions underneath. Almost perfect! Oh well. Enjoy some pics and have a nice day.
Konami branched off and moved away from near-Nintendo exclusivity in the early 90s, which meant we saw an expansion of content on MD, PCE, and the X68000.
For whatever reason, I’ve decided the round out the Konami portion of my MD collection by picking up a few new titles. First on my list to discuss is their 1994 sports game, HyperDunk / Double Dribble The Playoff Edition, which was the sequel/remake of their 1980s arcade game.
If Sega Retro’s release dates are accurate, in North America, this game would have been released after the 16-bit NBA Jam home ports but before EA’s NBA Live ‘95. That’s important because Double Dribble was obviously an attempt by Konami to cash in on the sports hungry owner base of Sega’s machine, but their timing could not have been worse. I don’t have any way of verifying sales figures, but I can’t imagine an arcade-style five on five basketball game with no licensing stood a chance on the market against the fully licensed arcade hit NBA Jam, and the fully licensed simulation, NBA Live (which did sell a boat load and topped the 1994 charts). The only real selling point was that this game was one of the very few to offer eight player simultaneous functionality (which would require two four player adapters).
Even by Konami’s own standards at the time, which would have seen the release of their very nice looking arcade game Run and Gun, and the release of the watered down but still technically cool SFC port, Give N Go (which is actually licensed!), this game is a bit of a dud. Which is a shame because the window of release for Konami games on the MD was incredibly short and lasted only a couple of years. Hyper Dribble is not a bad game, and at 2MB, it was double the size of games like Castlevania/Vampire Killer, Rocket Knight, and TMNT - some of which could have benefited from more ROM space.
The game itself is not much more than a slightly revamped version of the 8-bit and arcade classics. The game has no trouble throwing around 10 large sprites with little to now slowdown, good raster effects, and some varied and crunchy voice samples, but I would not pick it over NBA Jam, or Live. It’s very competent and average, but no kid would have asked for this over the competition in 1994, which likely makes it one of the rarest Genesis/MD games (though it isn’t priced that way).
In terms of presentation, this is where the game is the most interesting. Putting aside the weird animations (no shot looks like a proper jump shot, nothing looks like a real dunk - everything looks like layups), you get a very fast five on five game with some brutal AI. In between these matchups is one of the most interesting OSTs on the MD.
There are at least two songs on this OST that are clear rip-offs of real music. Check out track 8 and track 6 which are clear rip-offs of Wanna Be Startin’ Somethin’ and Boom! There She Was, respectfully. The balls on Konami…
To go along with this rambling are some pics of the game in action on a Sony PVM as well as shots of the MD Japan packaging. I honestly can’t believe this game was given a Japanese release, but the MD scene was pretty hardcore in Japan and maybe there was a big enough market - but it’s still an incredible strange choice considering games like Snatcher only got a North American release (but I suppose the PCE version of that saturated that potential market completely).
Pay attention to that wonderful Tom Dubois box art, which was used worldwide, which was also unusual for the time, as Konami ALWAYS had separate art for their domestic and international releases on the MD. While Dubois designed Rocket Knight, the art was slightly retooled for the JPN release - but not for Dribble - it’s exactly the same.
Gradius demands perfection. If you've ever played it, you quickly realize that dying even once after level one is virtually a game over (man), as the game almost requires full options, a few speed boosts, the laser, and a shield for some insurance. Ideally, one should be able to complete a Gradius game with one ship - anything else feels like failure as you can try to muddle your way through it with continues, but its just not fun anymore.
The fun of the game is attaining as many upgrades as possible and being good enough to hold on to them at any cost and achieve a perfect run. You must remain an industrial god like force. Have I ever done this in any Gradius game?
Of course not.
I’d never even played a Gradius until emulation became a thing and Parodius was my introduction to the series via old issue of EGM (which I will attach pages from courtesy of RetroMags). The memory of these images in my mind are far more impressive than what we're actually looking at, but from the perspective of early nineties gaming, you can still appreciate how great this game looked. If you bother to read the copy, you learn what is most important to the ancient gamer; low flicker, NO slowdown, and 8 MEGA(bit) POWER - which also meant this was the largest PC Engine HuCard at the time in early 1992 at 1MB, or as they say here, “The World’s First 8 Meg Card”. Quite the achievement.
These were wow-worthy screens and for any game to get the two-page treatment by EGM meant it was good. I always appreciated EGM’s ability to show off large bosses by stitching multiple screens together (quite well in the pre-direct screen shot era). Also unique to Parodius were the number of saucy images of scantily clad women...
Being without a PC Engine, being a kid, being broke, and having no ability to convince anyone to import me this game, I would never get to play it contemporarily. Even a rental was out of the question as Konami has never released a Parodius game in North America (Europe got them for some reason).
It took another eight or so years until I actually played it via the Magic Engine emulator, which was a paid application, but you could get around strict time limits by just using abusing save states to reset the five minute time limit. In fact, once I learned of PCE emulation, this was the very first game I fired up. Thankfully it lived up to its promise of this EGM spread years prior. The other benefit of emulation was that I was immediately able to sample the SFC and arcade versions via ZSNES and MAME. While the PCE didn’t look as good as the SFC game, it sure did perform much better which much less slowdown.
Although this was a great HuCard, It was not as well executed as the subsequent Gradius II port on the PCE CD released the next year (it solved the scrolling issues by finding.a way to marry the menu on top of the screen instead of windowing it, included all levels, and added an excellent bonus level), but it remains a very impressive port that took advantage of what made the PCE stand out at the time, rich colours, good sprite processing, little slowdown.
Enjoy these packaging shots, system shots, and PVM scan line pics.
Street Fighter II was one of those games you just knew was special when you first saw it. I distinctly remember watching a pair of adults discuss the game while feeding the machine quarters and clearing it with Dhalsim all the way back in 1991.
Super Street Fighter II, which was released in the arcades in 1993 and ported to the SFC and MD in 1994, represented the very height of Street Fighter Mania in the mid nineties. 1994 saw the release of this port, the Jean Claude Van Damme film, the anime movie, and the arcade version of what many consider the best Street Fighter game ever made, Super Street Fighter II X.
The MD version of Super Street Fighter is the second released version of the series on the system after Special Champion Edition, but actually the third game developed (a vanilla Champion Edition version was set for release in April 1993, but never saw the light of day for various reasons). The story of this version is actually quite interesting as detailed by Hidden Palace when they released the beta of the intended first version for the MD.
This port is in turn a port of the SFC versions of Street Fighter II and is actually pretty decent as it plays just as well as the arcade version, and thus, is an excellent game by default. It is, of course, not as colourful as its SFC original, but it is one of the better looking fighting games on the system. Visually, when viewed on a CRT, the game still pops but unfortunately, the sound is a complete mess. While the hacks that try to resolve the palettes are inessential, as I feel the hackers are trying to make it look better via emulation and on a LCD, the sound driver fixes go a long way to resolve the poor sample playback. Originally, the game has an extremely quiet, muffled and distorted sound quality - but with this hack, at least the garbled samples are cured of their distortion.
Also of note is that this is the largest MD cartridge released officially at 40Mb (5 MegaBytes), which means that is used bank switching as the MD was only ever designed to address 32Mb ROMs. So, it has that extra novelty factor going for it :).
What is fun also about the import MD version is that it comes with a lot of cool inserts promoting additional joysticks as well as the anime movie. Please enjoy these shots as well as a few CRT/PVM pics.