Jo Shishido's Cheeks
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What's the music used in the Dreamcast theme?
What's the music used in the Dreamcast theme?
Wooooow, great choice!
Can't wait to buy it tomorrow.
Might just take the opportunity to buy all of the Sega themes actually...
damn, that PSO lobby music takes me back
wait which ones are we getting on the physical release in april again though?
There are no themes included in the Classics Collection.
Nope, neither Japanese collection had themes included. They just announced the themes alongside them.aww mannn
i though the japanese one had em?
damn, that PSO lobby music takes me back
wait which ones are we getting on the physical release in april again though?
Uh, yeah, you guys probably saw the thread on the front page, but M2's Akira Saito just died. Cancer. A pretty big loss for retro conservation in general and it does not bode well for a wave 3 of Sega classics.
Everybody get Gunstar Heroes!Several Sega 3D Classics are on sale in NA right now, $3.99 each until April 4:
Space Harrier
Super Hang-On
Ecco the Dolphin
Shinobi III
Streets of Rage
After Burner II
Outrun
Streets of Rage 2
Gunstar Heroes
None of these games are on the upcoming retail collection, so you can grab them all without worrying about overlap.
None of these games are on the upcoming retail collection, so you can grab them all without worrying about overlap.
Or not.Everybody get Gunstar Heroes!
Cool stuff!Ha! It was a trip to read this.
Buy the arcade games and Gunstar Heroes!Or not.
Buy the arcade games instead of the Mega Drive games.
I have a Mega Drive in my house already for perfect versions of MD games. I don't have a Super Scaler board.
Unintentional double post sorry!
Cool stuff!
Galaxy Force was mind blowing the one time I played it in like 1990.
so happy! really hoping for a vol 2, and tempted to put those stickers on my sega shelves, haha
Europe am cry.
Is this not playable with regionthree or ninjhax or whatever?
I know that was the case with the first compilation, but how about this one?
Is this not playable with regionthree or ninjhax or whatever?
I know that was the case with the first compilation, but how about this one?
Unless Ninjahax or RegionThree have been updated recently, then I doubt it. The reason they don't work with Archives 1 is because it does a sort of soft reboot when changing games (or loading the SMS games), and that's still the case with Archives 2/Classics Collection.
https://www.youtube.com/watch?v=8DK0O1N-r9E
Great video explaining (from sources at SoJ) the differences between After Burner (a 95% finished game released by SEGA in July 1987 without Yu Suzuki's approval who was on vacation in Europe)
and the completed game, After Burner II, released three months later.
Good video. And holy shit is that the most impressive game collection I've ever seen.
Seems a bit OTT to release a sequel just 3 months after the first game with just a few tweaks....must of been a super expensive exercise, why just release an update to the pcb and ship that out to operators?
What. The. Fuck.Good video. And holy shit is that the most impressive game collection I've ever seen.
https://www.youtube.com/watch?v=8DK0O1N-r9E
Great video explaining (from sources at SoJ) the differences between After Burner (a 95% finished game released by SEGA in July 1987 without Yu Suzuki's approval who was on vacation in Europe)
and the completed game, After Burner II, released three months later.
For many fans, the true holy grail of reissues would be if M2 moved on from their ports of Sega's Model 2 arcade system boards to Model 3. Okunari says that there's a reason that hasn't happened yet.
"This has more to do with how the teams are divided amongst Sega as a company," he notes. "Up until now, M2 has been focused on 8-bit and 16-bit ports, whereas Dreamcast and Saturn titles were done by staff that were assigned to those games from teams like AM2 or Sega of China. The idea behind that was to make these porting lines run as efficiently as possible, with the teams learning the know-how behind specific systems."
"At the time, if M2 had researched porting Model 2 or 3 on their own and come to Sega for that, we’d have told them we already had teams assigned to it, or the market isn’t right at the time. That said, that sort of corporate direction has ended recently, and M2’s is the only port line that really exists anymore. There’s a possibility that ports for Model 3 could continue on their side."
"Model 3 might actually be easier than Model 2," says Horii. "We’re obviously interested, but Sega would have to make the business call there. We’ve mostly been focusing on getting Game Gear and 3D Classics working, so there hasn’t really been any time to research much outside of that. If the opportunity presented itself, I’d certainly consider it."
But while theres plenty of information here to delve over, you will notice the name Akira Saito in the interviews from time to time. Unfortunately, Mr. Saito died earlier this year after a battle with cancer at the young age of 43. With his incredible prowess in audio programming and his genius and inquisitive devotion to getting decades-old hardware precisely emulated on modern-day handhelds, all of the 3D Classics are truly elevated thanks to his efforts. As a company, we are both forever grateful to his amazing contributions to the project, and immensely saddened by his death. So our request to you is this: Even if its for just a moment, take a second while playing the 3D Classics and remember the hard work that Mr. Saito and all his colleagues at M2 contribute to the game. It would mean a lot to him.
Whats with this FM Sound Unit toggle button for the SEGA Mark III Version of Fantasy Zone !?
A FM Sound Unit option can be seen for the Mark III Fantasy Zone, even though FM shouldnt be supported .
Yosuke Okunari (Below YO): Well, Im sure Horii-san is bursting to talk about it, so lets just get started about the biggest bonus feature for Fantasy Zone, the FM Sound Unit!
When I played this a little while ago, I was surprised that there was a FM Sound Unit option for the Mark III version of Fantasy Zone This is hasnt been a thing up until now, right?
YO: You are correct! The Mark III version of Fantasy Zone was released in 1986, but the FM Sound Unit wasnt released until the fall of 1987. So, game titles that were released before the FM Sound Unit shouldnt support it. The actual Mark III version of Fantasy Zone doesnt, naturally.
.However, for the SEGA 3D Classics Collection, this Mark III version of Fantasy Zone does.
We received a comment from the main programmer, Mr. Akira Saito
We heard that you were working on Power Drift from a couple of years ago, which became a huge help in the Archives 2. Could you tell us any of the appealing points of this port and any stories that happened connected to it?
Saito: One day, President Horii handed over the New 3DS development materials and told me Make Power Drifter work on this! which began my porting work. Thinking that the New 3DS will be fast, I started up an emulation but seeing that it wouldnt move at full frame, I remember being worried for the road ahead.
After that, I would find spare time and kept on re-writing the code and making it more efficient. I managed to make it work in normal speed on the normal 3DS even though there were some skipped frames, and when I showed it to the president he seemed surprised so internally I pumped my fist. In the end, I was able to make it go 60fps even if it wasnt on the New 3DS. Im very relieved now.
During the 3D Thunder Blade interview, Horii-san said that, If we sell a crap ton of copies [of Thunder Blade], then Ill go and make Power Drift by myself. (laughs).
YO: If we went by that logic, we wouldnt have been able to create it. (laughs)
NH: Well thats because [Thunder Blade] didnt sell a crap ton after all! Its odd that such a great game didnt sell well its madness!
KS: I would talk with M2 about once a week, and Id always ask, Youre going to get it done, right? Theyd say, Well, itll be cutting it close, but well manage. So Id sort of slide it by the marketing team, saying, Oh, sure, well hit that street date, no problem, all while preparing to jump off a bridge along with M2 should the worst come to past.
NH: Wow
KS: I had my full trust in M2. And on the other side, I had Okunari-san constantly saying, Is this really, really going to be okay!? (laughs)
YO: Well, it was so close to the deadline it really WASNT okay, you know!?
(everyone laughs)
YO: We opened the lid on it, and found out Saito-san had been working on it from quite a while back. (laughs)
Thanks to that you managed to finish it on time for the release date, but there was a huge hurdle in actually completing it.
NH: Man, it really was. During the development, we even thought having it so New 3DSs would run it at 60FPS and normal 3DSs at 3FPS. But we somehow we managed to make work on both. If we only focused on New 3DS, it would open a lot of doors, actually.
Power Drift –Yu Suzuki’s Finest 2D Game, Recreated with Detailed Care
Power Drift was released by SEGA into the arcades in 1988. Developed by what would eventually become AM2, the famous Yu Suzuki was involved with its creation. The arcade cabinet’s Deluxe Version seat would move in response to the way you handled it, with a standard style Sit-Down Version and a local multiplayer version being released later, dubbed the Twin-Cab Version.
The game revolves around selecting your driver and starting course and blazing through 5 courses with a total of 12 buggies while trying to place within the top 3. The break-neck up and down of the tracks running at 60 FPS earned the reputation of being a roller-coaster racing game.
In addition to the arcade version, it saw ports for the PC Engine (Turbo Grafx-16) in 1990, the Sega Saturn in 1998, and a Dreamcast version as part of the 2001 Yu Suzuki Gameworks Vol. 1. We’re back with Part 2 of the interview!
– So for Power Drift, there was a Twin Cabinet Version that supported network-versus. What did you do with that?
NH: This is a port of the Deluxe Cab, which is the nicest of them, so not the Twin this time. If we added the Twin, we’d have to make it support network play, which is a totally different beast.
YO: Besides, the Twin doesn’t just change the cabinet; it’s a fundamental rework of the game itself.
I don’t know this first hand, but from what I imagine, when Power Drift was released, Final Lap (1987) had started this Twin Cab boom around thattime. So they must have thought SEGA should release a twin cabinet too. Power Drift filled that need.
But Power Drift wasn’t originally made to be played against other players. It had limitations like it being too fast or courses not being built for multiplayer. So I believe that was why the Twin Version has slower speed and the crazy courses were cut from the game and made into more normal courses.
That’s what the Twin is, so when we had to pick a version of Power Drift to do, you can imagine our hesitation.
NH: Of course, there are people who like it, and being that these are ‘archive’ projects, we would’ve liked to put both of it in. But if we did that, we would have to re-look at the schedule and use extra energy for that netplay. It would have required more memory too. It’d have been very difficult when you think about it.
– The game itself had large differences, and internally it was completely different, so it would have been like a totally new project.
NH: One of the biggest reasons was that from a coding perspective, it was a completely different game. It wasn’t that everything was different, but it was to the point that it wasn’t the same game. We would like to someday port the Twin as well, but it wasn’t possible this time. I mean, like we said, look where we were as of September. (wry smile)
– You spoke earlier about the source code. Galaxy Force II was created by the group later known as SEGA AM1, while Power Drift was create by the team later known as SEGA AM2, so it’s one of Yu Suzuki’s titles, correct? Even though it was the same Y-Board, I’d imagine there were differences in how it worked.
NH: Hmm, I wonder. Regardless, we pull the code the pieces, analyze it, and reconstruct it.
YO: Actually, we never provided the source for Power Drift to M2. We handed over the source for Thunder Blade though….
Oh, I remember now! When we made 3D Out Run, we were looking for the source and materials for Out Run and we found the source for Yu Suzuki Game Works* on the Dreamcast. We found Power Drift in there.
NH: Oh that’s right! I think it was the SH-4 version. *
YO: We handed that to Horii-san, and asked if he could use it to port Out Run. I remember him saying, “This may make Power Drift a reality…” (laugh)
– He was so enamored by the Power Drift (laugh).
NH: I do vaguely recall that!
* SH-4: A CPU architecture that was employed in the Sega Dreamcast and NAOMI Arcade boards.
*Suzuki Yu Game Works Vol. 1 – Released 2001. A book that compiled materials of works by game creator Mr. Yu Suzuki, with the extra disk having five “physical experience’ games that Yu Suzuki worked on including Hang-On, Space Harrier, Out Run, After Burner II, Power Drift available to play on the Dreamcast.
YO: The Power Drift from the Yu Suzuki Game Works was different than the other games that appeared in Shenmue. The sound was streamed, and I’m sure who worked on that bit was different from the rest. Out Run most likely was created on the same line as the Sega Saturn version while Power Drift was newly created. While build them, I’m sure there were many changes and tricks done to make it work on the Dreamcast. Those probably became the foundation for the work Saito-san was doing on the project.
NH: He probably got all excited when he realized that they were doing it this way or that way because of the SH-4.
YO: But the source I gave them wasn’t the final version. (laughs)
NH: The source is never the final version. It’s usually the one before the submission master, or one slightly better than that. Looking at the one past the final is really nice. It’s a learning experience as you can see things like, “Oh they regretted that so they went back and fixed it,” or , “Why would they take time to go back and fix THAT?!”
– They make it so that if they have the time to, they can switch it out with an even better build.
NH: It does happen.
– For Galaxy Force II, you have previously mentioned that the Y-Board had its L/R channels reversed. So for the SEGA AGES 2500 series, you fixed it when you recorded the stream data. Was it the same for the Power Drift’s system board?
NH: It was mostly the same, and I believe the L/R channel was reversed just like Galaxy Force II. However, I believe they used to create the Y-Board along with the cabinets so it may be that the L/R channels were fixed in the latter lots.
YO: Most likely, the arcade development for Galaxy Force and Power Drift were done concurrently.
NH: I actually had a chance to talk with Yu Suzuki a while ago, and we chatted about Power Drift. I commented that it was an amazing time back then. SEGA used to build all the boards themselves and still made money back on them. He replied nonchalantly, “Crazy right? But, I think they were able to make all that back with just one of my games.” He’s so cool. (laughs)
A tremendous amount of sprites at 60fps, a title worthy of being called one of the best Sega “physical experience” games of the 2D graphics era.
– As for the porting process, did you make sure Power Drift worked in its 2D state first before starting to make it 3D? Or did you do that process simultaneously?
NH: I believe we worked on the porting and stereoscopy process simultaneously. For Power Drift, you were able to change the camera-view with the start button, so even though it was really rough, we put in depth with the 3D at a rather early stage. We’ve mentioned before how hard it is to add in widescreen back when we discussed Out Run, After Burner II, and Space Harrier, so naturally we had trouble there.
– I see. The Y-Board has z-axis (depth) values for the sprites as well, correct?
NH: The Yu Suzuki Works games do. The z-axis has always been there. So we build off of those for stereoscopic 3D.
YO: Additionally, we have to decide on where’s the center point, where’s the horizon point, those sorts of things. We got a built-up knowledge base for that sort of thing, so we didn’t lose any time figuring that out before dropping in the 3D.
NH: We’ve become pretty used to the 3D stereoscopy process, so we want to tackle new challenges too. Taking an example from Galaxy Force II that we tried and failed, it’s a game where you move forward into the screen, so you know how objects should appear really deep in the screen, right? If we were able to double the limit of how many things we could show, it would look even better. We hope to be able to do that in the future.
– I see. One of the huge aspects of stereoscopic 3D is that the way you view it changes, so it sounds like the feel of it would change a lot as well.
By the way, in Power Drift, the cars move up and down, and the sharp turns cause the course and cars to swing hard left and right. I mean, the things being drawn on screen change drastically, right? Did that all work out in the end?
NH: You have to make sure you can make it over the parts where the load is the heaviest, and man, Power Drift has some really heavy parts! There’s no leeway at all! As we said before, it was enough that we considered splitting framerate targets between normal and New 3DS.
What also made the process difficult was mostly the fact that we didn’t have anything to work off of. We didn’t have the original arcade source code, so we would have to pull data out of the ROM, analyze it, rinse, repeat to finally get a basic source image. Sort of what we for Galaxy Force II too.
– You said that since Galaxy Force II had recreated for the ported to PS2, that helped when building it for 3DS. But you didn’t have [that groundwork] for Power Drift.
NH: Right, we had that for Galaxy Force II. So in that sense, Power Drift was a completely new port for us.
YO: Huh? Didn’t we hand over the source for Galaxy Force II? Though, it was an 8-inch floppy disk so maybe you couldn’t even read it in the first place.
NH: Oh I was readable, but we couldn’t use it in the end. So we had to analyze it by hand. It was quite difficult, actually. (laughs)
Power Drift – The 3D stereoscopy makes the game better! Detailed Painstaking reproduction of how the cabinet handled and the way it sounds!
Playing the Power Drift. Switching into the cabinet mode lets players can enjoy how the arcade version felt back then!
– OK I’m going to give Power Drift a shot… Wow, the background in cabinet mode has Space Harrier and Thunder Blade. There’re posters for for Galaxy Force II and Fantasy Zone too. So much detail.
YO: The placement for it kept changing up until the final version. It seems like they kept reconsidering things, like the placement for Thunder Blade is a little too this, or a little too that. We would take photos of the screen for PR purposes, but they kept changing it. So we would shake our heads and re-take it, but then it would change again. (laughs)
– But it’s the small details that make it fun. Even though it sounds like hard work. By the way, how did you record the environmental sounds this time around?
YO: SEGA doesn’t have the cabinets for ones after Power Drift. So we had to go to the MIKADO game center in Takadanobaba after-hours and record the cabinet noise in the middle of the night. But there were some mistakes and whatnot, so we had have two recording sessions. Other than the sound, the cabinet at the MIKADO is missing the emblem in the center of the steering wheel so we had to go to the ROBOT arcade center in Fukaya in Saitama to make sure we had it right.
– Sounds like you had to travel around a it. Oh, and I’m seeing four gear types in this version, including an AT setting. What is this?
YO: The arcade didn’t have AT, so that’s a new feature. For the ‘Switch’, ‘Toggle’ and ‘Hold’ settings, you can use them to make L/R buttons have the same function, or you can make it the same as how the Dreamcast version had it.
Different people have different play styles based around when to drift or changing gears. You’ll get a variety of gear styles, just like 3D Out Run. You can really feel the attention to detail to make sure the game is easy to play.
YO: There was a lot of attention here. Power Drift hasn’t really seen a proper console port before.. There were ones for PC Engine (Turbo Grafx 16), Sega Saturn, and Dreamcast, and the Dreamcast one was mixed in with others in the Yu Suzuki Game Works, as we’ve mentioned. I don’t think there were a lot of people back then who had the chance to really play Power Drift. Those who did probably did it through the arcade.
That’s why the advice Professor Asobin gives when loading the game are things useful to clearing the game.
Kubota-san, who joined M2 mid-project, was a player of the arcade version, so he taught us all these tricks about the game. This game has lots of ways to slow down before turning a corner, so memorizing those tricks is a real good idea.
NH: Kubota played Fantasy Zone quite a lot, but he also played Power Drift quite heavily too. For example, during the debug process when we had to finish all courses in 1st place, Kubota just blew through it. He was a huge help.
– How did you go about really getting the sensation of steering right, which is very tactile? Were you able to smoothly apply the steering’s analog input resolution to the 3DS slide pad?
NH: There was enough resolution so we could map it directly. However, if we kept it totally same, there would be a noticeable difference due to the difference in how the controls work. So we would play the cabinet at MIKADO, and try to match that sensation with the 3DS. You know, just try to get it right that way.
At the end of the day though, we owe a lot to some guys who let us borrow an arcade board, to which we connected a Dreamcast steering wheel controller and played that. We would make the final adjustments on the 3DS by comparing it to the way the MIKADO cabinet and Dreamcast steering wheel controller felt.
YO: We really put a lot of thought into how this felt, but we are ultimately waiting on feedback from the players as to whether or not it feels just like the arcade or feels completely different. It’s really quite subjective.
NH: Recreating the feeling of the actual machine was really difficult, but by the time Kubota joined the team, it was basically done. Kubota said he didn’t feel anything wrong with it. We think it’s easier to play than the Dreamcast version.
YO: Incidentally, Power Drift has sort of adjusts our position on the track, which makes it easier to drive, but there’s an option to toggle that on or off.
– Since the tactile feel of the game has a direct impact on the gameplay, it’s good to know you’ve adjusted it as needed. So next, I wanted to focus on the 3D itself. This is pretty amazing! Though, there might be some who get sort of nauseous from it…
NH: Well, you are running over a pretty bumpy road, after all.
– You really feel the depth of this screen you are driving into. The stereoscopic 3D goes pretty far into the screen. It feels like this might even have the deepest parallax to date.
YO: Power Drift is a rollercoaster game, so there’s parts where you’re driving high up, and then drop really fast. Thanks to the stereoscopic 3D, you really get that feeling of falling.
– The stereoscopic 3D really delivers a unique charm here. In the other games, the 3D is applies in a similar fashion, but for this game, you can really see how the sprites make up the course, and it makes it easier to play.
YO: Another way we’ve made it easier to play is that while we’ve ported all same difficulties levels that exist in the arcade versions of Power Drift and Puyo Puyo 2, we’ve also add in a lower difficulty that’s lower than what originally existed.
Power Drift is a hard game. Personally, I think when you first play it, you should play it at the easiest difficulty. The collision detection is much looser. You can learn how it’s supposed to feel.
– I get it. I gotta say though, I really feel nothing out of place with the controls, and the 3D really stands out (no put intended). In the original arcade, when you crash, there were just things all over the screen so it was hard to understand what was happening. But seeing it in stereoscopic 3D makes it easy to see the placement and distance between everything.
NH: Well, that’s because it’s a Yu Suzuki game (because z-axis is there from the get-go). It’s all well-thought out. It really is.
– It seems you can switch between the Japanese version and overseas version. What are the differences?
YO: The game itself shouldn’t change. There are a lot of Japanese messages in this game, and all this changes is the messages into English.
– And is it true that the replay fast forward speed is quicker on the New 3DS than the regular one?
NH: Yes, that’s right.
YO: It’s just a matter of the processor not being able to keep up during fast-forward. You can really see the difference in the specs here.
– I see. And you can adjust the BGM and SE controls for arcade games is in as well. You guys started adding that feature in halfway through the SEGA 3D Remaster Project, but it’s basically a tried-and-true standard now. But it’s not actually that easy to put in, is it?
NH: We add interrupt request numbers for all of the sounds, which let’s us change them. We’ve done this before, so since we know how to do it, we sort of leave it until the end to work it in. But does start to pile up, and creates a rather exhausting amount of stuff to do.
The four types are: The original 4:3 style; Widescreen style, which fits the 3DS; Full Screen, which just stretches it to fill the screen; and Cabinet View, which puts you in the actual arcade cabinet! And when you turn the Moving HUD on, it enables the “2D” screen mode, which makes it so only the cabinet and background are in 3D.
– Is my understanding correct that you didn’t add any additional features or modes outside what was in the original game?
NH: No, we didn’t. Our main focus was getting widescreen and stereoscopic 3D.
YO: As you know, we typically add in new and additional content into games in the 3D Remaster Project, which we affectionately call a “Grantanoff”*. For this project, the Grantanoff wasn’t new content, but just simply MORE content.
For example, we added a whole new stage and a boss for Thunder Blade, so we basically added more game. So in that respect, you could say half of the content itself is a Grantanoff.
Putting in an whole new title is a Grantanoff, so you don’t get a Grantanoff in a Grantanoff. Sorry!
*Grantanoff: In the second wave of the SEGA 3D Classics series, this term is used for ‘ a new feature not found in the original’. It comes from the name of a boss specific to the Mark-III version that they tried to add into 3D After Burner II.
NH: We might have been able to do a ‘Grantanoff within a Grantanoff’ if we only had Power Drift to deal with, but there was just a lot going on this time.
It might not mean much to the players out there, but having the Power Drift running on 3DS is a miracle itself. We were even able to recreate the sound so it was a miracle of a miracle. I hope everyone can appreciate and enjoy that.
Yeah, I posted the best parts of that interview in the other thread, on the 26th.
http://www.neogaf.com/forum/showpost.php?p=201951647&postcount=690
Great interview, especially the parts about almost having to split 30fps and 60fps between original 3DS and New 3DS. It seems that the rest of the translated interview isn't up yet. Just cut off with no mention of a part 2 on Sega's blog.
Model 3 :0
Oh, I must've missed that. I live in Europe, so I didn't browse much of the other thread because I would just get jealous of all you Power Drift-owning guys and gals there
Rise from your gwave!
3D Puyo Puyo 2 is coming to eShop as a standalone game in Japan next week (August 3rd) featuring a new Tournament mode that wasn't in the Archives 2 version: http://archives.sega.jp/3d/puyo2/index.shtml
And they've just totally overhauled the 3D Classics website too, so probably more to come. Seems likely we'll get 3D Power Drift on eShop, but there's also totally room in the side menu for a third Archives logo...
Rise from your gwave!
3D Puyo Puyo 2 is coming to eShop as a standalone game in Japan next week (August 3rd) featuring a new Tournament mode that wasn't in the Archives 2 version: http://archives.sega.jp/3d/puyo2/index.shtml
And they've just totally overhauled the 3D Classics website too, so probably more to come? 3D Power Drift standalone seems like a no-brainer, but there's totally room in the side menu for a third Archives logo...
Exactly, there should never have been a mix of released and 'exclusives' in the retail releases to start with.I'm glad I waited but I would hate to be the fan who supported each of their releases only to feel more and more screwed. Bought all the eShop games but want Power Drift and PuyoPuyo 2? Buy the Collection even when you have most of the games! Want Power Drift and PuyoPuyo 2 digitally and with enhanced features? Buy them again! Woo!
I love the effort put into these games, but the release format so far for the new stuff leaves much to be desired.