Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
WonderMega/ JVC X'Eye
JVC had helped Sega by delivering the most advanced sound made by a gaming console. A wider range of sounds not only gave the CD games more of an impact, but it was better then most audio CD players at the time. In return for their work, Sega gave JVC the "OK" to create this console. This system could play both Sega Genesis carts and Sega CD games in a single unit.
The Victor WonderMega (Model RG-M1) was released in Japan in April of 1992. At a debut price of 82,800 yen, the WonderMega was a costly version of something you could buy much cheaper by getting a Genesis and Sega CD separately. So why the heck was this machine built? (In case your wondering...JVC is also known as Victor Company of Japan. The letters are flopped of course)
JVC's higher price tag came with some added features. Not only could you play your Sega Genesis and Sega CD games from a single unit, but you could play your games with better video and sound. JVC added audio components such as a Digital Audio Processor and bass enhancer that would improve music clarity and explosive effects on Sega's CD games. JVC also added Super VHS output (SVHS another JVC created standard) that would provide a much improved display then other standards of its time. JVC also added numerous Karaoke features (popular in Japan), and MIDI (Musical Instrument Digital Interface) output. The MIDI interface could later be used with a keyboard add-on called "Piano Player".
The WonderMega came with a compilation CD containing four games ( Flicky, Pyramid Magic, Paddle Fighter, and Quiz Scramble). It also came with Karaoke software that took advantage of the Sega CD CD+G capabilities.
In August of 1993, JVC released a cheaper scaled down version of WonderMega (Model RG-M2). The new model removed the motorized CD tray, and the easily accessible Karaoke buttons. The redesign also stripped away the SVHS and MIDI outputs , but it sold for a cheaper 59,000 yen. The new design did come with a 6-button controller infrared wireless controller though. The redesigned model would make it to America in September of 1994 under the name JVC X'Eye.
The JVC X'Eye sold in the US for $499USD. The console came with the Sega CD game "Prize Fighter", Compton's Interactive Encyclopedia, and a Karaoke CD. It did not have the wireless controllers.
Unfortunately, the CDX, Sega’s much smaller and cheaper Sega CD/Genesis combination had been released in the US just 5 months earlier. With the combined unit no longer being a novelty, as well as it’s higher price tag, the JVC X’EYE fell out of the public view.
FACT: Sega saw that JVC had a good concept. So they put out their own Sega WonderMega-S. It was virtually the same as JVC's RG-M1, but sold for a slightly cheaper 79,800 Yen.
Another interesting fact is that the Sega CD had another capability not exploited by more developers. The console had limited 3D polygon capability. The only Sega CD title that took advantage of this capability was Silpheed released in 1993.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Treamcast
It seems to have become the going trend in the year 2000. Take an LCD screen and attach it to a console, provide an alternate power source, and you get gaming on the go! It's been done with the PSOne and the GameCube consoles, but who would think to make one for the Sega Dreamcast? Apparently the people of China felt it was a good idea. From the streets of Hong Kong comes the Treamcast! For around 1500HKD (around $192 USD ) you could get your hands on this portable Dreamcast .
The Treamcast unit comes in it's own soft nylon suitcase styled carrying bag sporting it's name. The bag contains velcro straps similar to a laptop bag, and open slots for game storage. The Treamcast bundle comes with the system, two 6 button Neo Geo CD style game pads, wall power cable, car adapter, and a remote. Why a remote? Treamcast not only plays games. It can also play VCD (Video CD), SVCD, and even MP3's. Other modifications include a brightness regulator knob for the built in back lit LCD screen, and also input jacks for speakers or headphones. There is even an adjustable volume knob. To top things off, the Treamcast is completely region free and plays all Homebrew.
When placed side by side with the actual Dreamcast you can clearly see that the unit is a lot bulkier, but generally the same size. The LCD display works well, but like most displays of this type can get blurring during fast pace action. The control pads work amazingly well, and are suited better for fighting games. However they lack the ports for both the VMU and rumble packs. So you may have to pick up an official Dreamcast controller to get the most out of certain game titles. All in all the Treamcast is a remarkable system.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Neo Geo
SNK (Shin Nihon Kikaku, translated as "New Japanese Project"), a small third party software developer for the Nintendo NES, decided to try their hand in the arcade market in 1989, it seemed like a bad business decision since gamers no longer flocked to arcades thanks to home consoles. Nonetheless SNK released the MVS (Multi-Video System). The MVS allows the arcade operator to house many different video games in one cabinet. The MVS's strengths lay in the design of its hardware. Its brain was composed of a 16-bit microprocessor (68000) and an 8-bit microprocessor (Z80). They were plentiful, cheap, and quite powerful for the time. Using them kept production costs down and made coding much easier, as both the 68000 and the Z80 were in common use at the time (Sega's Genesis had the same CPU combination, for example). The real magic of the MVS lay in its custom graphics chipset and its ability to hold up to four games at once, switching between them at will. While this multi-game concept had been tried before (one example being Nintendo's Playchoice system), SNK's hardware was far superior to any of the multi-game systems currently available, and its vast ROM storage capacity (up to 330 megabits, or 41.25 megabytes) allowed lush, detailed graphics. SNK took another gamble and created a home version of the MVS in 1990. When the NEO GEO was released at a high cost of $650 with either NAM-1975 or Baseball Stars Professional, and games soon followed at $200 apiece. The Special cartridges played the exact same software as it's MVS counterpart, but were quite expensive due to the game' high megabit count. At first SNK marketed the Neo Geo falsely calling it a "24-Bit System" (due to its combination of a 16-bit and 8-bit processor). After the initial advertising campaign, SNK decided not to advertise their home system anymore, since games could be seen in nearly every arcade.
SNK's gamble paid off. In 1992 an arcade game called Street Fighter 2 brought gamers back to the arcades. SNK took advantage of this by releasing similar arcade versions such as Fatal Fury, and Art of Fighting. The games were quite successful, and many more were spawned. Third Party developers such as Data East began also producing titles for the Neo Geo / MVS. SNK also created an innovating accessory that would become quite popular later. The Neo Geo 'memory card' could hold 19-27 save game positions, and worked on both the home and arcade. So a gamer could save their place in the arcade and take it home, and vice versa. The Neo Geo was a phenominal machine, but the high price tag catered to the hardcore arcade lovers only. Nonetheless it was an amazing machine that stood the test of time. The MVS alone managed to last over eight years in the demanding arcade environment, and its hardware has out-lived every other 16-bit arcade hardware. Walk into any arcade, and you're bound to see a Neo Geo MVS.
FACT: "330 Meg Pro-Gear Spec" always seemed to appear in Neo Geo game intros, and was the ROM addressing technology of the Neo Geo. Truth is that the machine has no such limit. Back in 1990, SNK had to give a certain Megabit count as their maximum, and so 330 was used. However current Neo Geo titles have surpassed this 330 megabit standard. For example the game "King of Fighters 2001" was 892 megabits in size.
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Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Atari 5200
Atari 5200 was established in 1982 to compete with Intellivision, and to become the successor of the Atari 2600. The Atari 5200 was a modified version of the Atari 400/800 which was the most powerful 8-bit home computer system of its era. The graphics were a step above the older competition, and went toe to toe with their newest competitor the Colecovision.
The 5200 enjoyed moderate success, but never reached the overall success of it's predecessor the Atari 2600. Resources which should have been allocated for 5200 game development went instead to the 2600 (a system which was on its last legs and already saturated with software from Atari and its third party publishers). In addition, the fact that the 5200 was not compatible with the 2600 put off many 2600 owners who had accumulated a substantial library of games for the system. A VCS adapter which allowed 2600 games to be played on the 5200 was later released, but he "Great Videogame Crash of 1984" prevented any hopes of it being making further sales. The Atari 5200 would soon become history with the rest of the home videogame consoles of that time.
FACT: The Atari 5200 cartridges were nearly twice the size of those for the 2600,and were basically designed in this fashion to make the consumer think they were getting a “bigger and better” game.
The Atari 5200 was also the first videogame console to utilize a "Pause" button.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Intellivision
Intellivision
Intellivision was released in 1979 by Mattel. It was also released under different names to expand its market. The Intellivision was released in Sears stores as the Super Video Arcade, at Radio Shack as the Tandyvision I, and as the GTE/Sylvania Intellivision.
Intellivision was the main competitor of the Atari 2600. It's graphical capabilities were much better than Atari's console.It was the system to own for playing sports games, but also had a fair amount of action games and strategy games thrown into the mix as well. While Intellivision excelled at graphics and sound, the Atari 2600 was more capable of handling action games due to its superior speed.
So why didn't the Intellivision surpass the Atari 2600 in popularity? For one thing, the Intellivision had little 3rd party software developer support until late in it's life (nowhere near the amount the Atari 2600 had). Also many people did not like the disc controllers, which may have been great for sports games, but made other games difficult to play. Atari also had nailed down almost every popular arcade / movie license they could get their hands on. This left Mattel scrambling for less popular arcade games from Data East and other developers. So what better way to expand your game library then to add your competitor's consoles games! Mattel released a Atari 2600 adapter which gave the Intellivision an even greater library of games.
In 1982, the console would be remodeled (Intellivision II) with a lockout feature that prevented Atari 2600 (and unfortunately some of their own games) from being played. It did however improve the controllers, and added a device that added voice to some games. Also in July of this same year, Mattel approached Bandai to distribute Intellivision in Japan. The Bandai Intellivision retailed for 49,800 yen.
In 1984, the rights to the Intellivision were sold for 16.5 million dollars. The new company called INTV Inc began rumors of the release of the INTV III, or Super Pro System. This redesigned unit was identical to the original console, except that it had a black plastic case with silver plates, and also had a Power LED indicator between the Power and Reset switches. The console was released in 1985, and appeared in Toys R Us, Kiddie City, and mail order catalogs. The console continued to sell into the 1990's with 35 new game titles released. INTV Inc continued to sell out it's stock in 1991, and it eventually became a piece of gaming history.
All in all The Intellivision was an impressive machine that sparked the first real console rivalry in console history. For example, Mattel used television advertisements demonstrating Intellivision graphics outperforming Atari 2600. These rivalries would be duplicated by other companies in later years. Intellivision is also the only 2nd Generation console to have survived the "Videogame Crash of 1984."
FACT: No the stats are not typos...The GI 1600 processor had 16 bit registers, used 16 bit RAM, and has 10 bit instructions. So in an odd way you could call Intellivision a 16 bit system.
In 1987, a new Intellivision model called INTV System IV began to surface. This model would have detachable controllers, and some sort of timing device. It never saw the light of day.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Sega 32X / Mega 32X
It was the winter of 1994, and new more powerful consoles were entering the videogame market. Gamers were enjoying new 3D arcade games, and the 16-bit Genesis / Megadrive seemed to be feeling it�s age. It was January 8th 1994 when Sega CEO Hayao Nakayama directed his company to produce a 32-bit cartridge-based console to be in stores by Christmas 1994. The project was dubbed Jupiter. The project was given to �Sega of America� while their Japan sector worked on a CD-Based console. Not happy with the idea of developing a simple console that had a 32-bit processor and more colors, Joe Miller of Sega of America chose to make the project an add on for the Genesis / Megadrive. Sega of America began development on the add on called project Mars without any knowledge of the 32-bit CD console being developed by their Japanese counterparts.
Sega began their marketing campaign for project Mars, and called the device Sega 32X to emphasis it�s 32-bit capabilities. The device, which connected through the Genesis / Megadrive cartridge port, combined it�s 32-bit processor with the consoles existing processor. Gamers could play 32-bit cartridge games, use the 32X slot as a pass through to play Genesis / Megadrive games, and even play enhanced 32-bit CD games if the Sega CD was attached. The 32X was released in mid-November 1994 in America for US. Japan got the console in December (Super 32X) and Europe and Australia received it in January 1995 (Mega 32X). With the added power, Sega was able to port their 3D arcade titles for console users, and other 3rd Party developers began jumping aboard.
All was not good with planet Mars. The 32X was off to a bad start from the beginning. The 32X was launched with no games initially available. Although it was marketed at a decent price it was not packaged with a pack in game, but came with 10 coupons toward the purchase of 32X software (Coupons�meh!). Retailers submitted a demand for over 1 million units, but only half of the amount was made available. In there efforts to meet demand, Sega produced 32X units with various defects. Customers reported incompatibilities with their Genesis / Megadrive models or TVs. Once again Sega began to scramble to create adapters to alleviate the compatibility problems. They also began to develop an all in one unit combining both the Genesis / Megadrive, and the 32X and dubbed it project �Neptune�.
By 1995 news of a 32-bit CD-based Sega Saturn began stirring from Japan. Developers lost interest in 32X and abandoned development for 32X carts for a more favorable 32-bit CD format. Gamers also caught wind of the news and quickly began losing interest in the Sega 32X.
By 1996 the 32X saw a total of 31 cart based games, and five 32X enhanced Sega CD games. Most of the games were developed by Sega themselves or were color enhanced versions of existing Genesis titles. Sega ceased all support for 32X that year in order to focus on the Sega Saturn. It would seem that the 32X was merely meant to fill the time gap for it�s CD based counterpart. 32X would also be Sega�s final attempt at add on enhancing devices.
FACT: The 32X appeared to be the downturn of Sega. The lack of developer support, device incompatibilities and defects, and the sheer abandonment of support for 32X owners was enough to damage Sega�s reputation. This mistake could possibly have contributed to problems in Sega�s later years.
A year prior, Sega fell into issues with congress over a game called �Night Trap�. The game that stirred up the hornets nest over videogame violence was pulled off retail shelves. This prompted much curiosity and interest in gamers that never got the opportunity to play it. Sega wisely seized an opportunity to cash in by releasing a 32X enhanced version of Night Trap. A major cash in on an otherwise mediocre game.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
FM Towns Marty
The FM Towns Marty, a.k.a. "FM Towns", a.k.a. "FM Marty Towns. A brief glance at this system, and you might mistake it for a white Turbo Duo, but on closer inspection, you'll notice that the slot on the front isn't for a HuCard, but instead for an actual 3.5" floppy.
The Fujitsu Company decided to make an attempt to penetrate the console games market by taking their popular FM TOWNS line of computers, and adding in some special components to create a stand alone video game console. The plan was for the software designed for the FM TOWNS computers to be modified slightly so that the games would work on both the computer and the console. The FM Towns Marty has the distinction of being the first 32-bit video game console.
This system was compatible with most of the Fujitsu line of computers, so it could use the 3.5" slot to play many of computer games. The 32-bit system's CD reader was used mainly to play games made specifically for this system, although some computer software at the time also came in CD format. The system was released in 1991 with a 386 processor that was later upgraded to a 486 (The FM Towns Marty 2). The first version is much rarer, but more limited. Since the system can play games designed for the FM Towns PC, it's library is larger then what you might expect.
It came with a two button controller and had a port for a second controller as well. A mouse and keyboard were also available to play compatible PC games. If ever there was a system made to play "hentai" games, this was it. While it may not have been it's main purpose, there were many adult anime games available. Fujitsu supported the units for many years, and some third party games supported the systems as late as 1999. Fujitsu wisely discontinued the console line with the arrival of the more powerful 32bit Sony Playstation and Sega Saturn.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Amstrad GX4000
Amstrad's GX4000 was the second UK-developed console to be released on the market. The console retailed at ?99, and came with a main adapter, TV lead, two paddle control units and a game called "Burnin' Rubber". It featured a unique case design that looked like a space ship. It was even demonstrated as such on the packaging. Does this mean it was Space Age? Well, no, not really.
Amstrad, seeing the ever increasing money to be made in console video game market, followed in the same footsteps as many other computer companies had. The GX4000 was actually a modified CPC6128+ computer. This allowed The GX4000 to be compatible with a majority of CPC+ computer line software.
Unfortunately the Amstrad GX4000 did not fare well in this growing market. In a matter of weeks the system could be bought at discounted prices. Popular UK videogame magazines marked the system as "the worst system of the month" as voted by most readers.
The system was distributed in a few European countries. After this console's failure, Amstrad stopped all activity in the computer and videogame field. Around 20+ games were released for the GX4000. The games were made by UK based companies Ocean (became Infogrames UK) and US Gold (became Eidos).
Timing may have been the thing that killed this system. The 8-bit Amstrad GX4000 was released shortly after the newer generation 16-bit Sega MegaDrive.
Continuing our network wide feature for just about every console thats emulated and that we own, in time it can be used as a reference point for people to look at what games are the very best on each system
Firstly heres a look at each system and a description to remind you of the history of the console.
Atari Jaguar
With Sega and Nintendo battling neck and neck with their 16-bit platforms, Atari seized the opportunity to return to the console market after 7 years. A small company calling themselves 'Flare 1' were on the verge of developing a multiprocessor console. Needing the funding to develop it further, they approached Atari Corp. Atari was trying to develop their own console code named ?Panther?at the time. They jumped on the offer, and development for the ?Flare 2? continued alongside the ?Panther?. Eventually plans for the 32-bit Panther were scrapped for the renamed 64-bit Jaguar.
The Atari Jaguar was released in the United States on December of 1993. The console was manufactured by IBM. Atari boasted the system as being the first 64-bit console. They also boasted about a host of developers and a hundreds of games being created for the system. The system had amazing technical specs for it?s time. The console contained 5 processors mounted on 3 chips. One was a traditional Motorola 68000, and the other two were nicknamed ?Tom? and ?Jerry?.
The use of the Motorola 68000 was a reason that the Jaguar?s validity as a 64-bit was put to question. You see... the Motorola 68000 is a 16-bit processor, and 2 others were 32-bit. Only 2 processors were actually 64-bit, but all the registers and buses were in fact 64-bit. Regardless the machine had a ton of potential.
So what exactly happened? Even with so many developers announced (158 developers) many of the game titles never saw the light of day. Many never got further than the planning stage. It was not just game titles that failed to arrive, neither did some of the consoles peripherals (An overly hyped Virtual Reality headset for example). The Jaguar?s cartridge game media had limited storage space, and failed to tap the abilities of the Jaguar. Out of 55 total carts made for Jaguar only 22 were created by outside developers. Developers were simply not ready to handle a console with multiple processors. This became obvious with many of the game released. Some games were simply ports of 16-bit titles with improved color. Others were enhanced ports of older Atari classics (though this was not a bad thing with some of them (Tempest 2000 was a best seller for the system). Others still seemed to be rushed afterthoughts in an effort to cash in. 3rd Party developer support was pretty much nonexistent.
In 1995 Atari finally wised up and created a CD-ROM add on to tap the 700+ megabit CD format. The Jaguar CD retailed for $150, and came equipped with a double speed CD-ROM capable of running Jaguar games, Audio CD?s, and CD+G?s. Games could run full motion video at 24 frames per second. The Jaguar CD also featured a built in Virtual Light Machine (color and visual effects that react to the music and sounds). The add-on connected to the Jaguar through the cartridge slot, but had it?s own pass through slot so Jaguar carts could still be played. The package also included the Tempest 2000 soundtrack audio disc, a sampler for the CD game "MYST", and two CD-ROM games: "Vid Grid" and "Blue Lightning".
The Jaguar CD was a an impressive deal, but it came too late. Interest was growing with the 32-bit CD based Sony and Sega consoles. The Jaguar CD saw only 9 additional CD titles. Atari seeing a need to regain interest due to failing sales began spreading news of a Jaguar II. In 1996 however Atari Corp entered a reverse merger with a company called JTS. All Jaguar products became liquidated, and Jaguar became a fond memory.
Jaguar could have been an amazing console if software took better advantage of it?s 5 processor capability. One game however appeared toward the end of Jaguars life cycle, and showed what the console could do. The graphics in 'Aliens VS Predator' were amazing for their time, and could have possibly inspired a Jaguar purchase. If only it arrived sooner.
FACT: Atari's main advertisement campaign was under the slogan "Do the Math!" Their point being 'Why would I buy a 32-bit system for 300 dollars when I can get a 64-bit Jaguar system for 149?'
The Atari Jaguar featured many ports. Among them was a COM I/O port capable of networking up to 26 Jaguar consoles for multiplayer play, or linking to the Atari Lynx as a specialized controller. Both features were never utilized, but eventually would be features found in future videogame consoles.
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