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Posted: Tue Jan 07, 2014 12:32 pm
by Gavvie
The Triforce collab was also how Mario Kart GP and F-Zero AX/GX came about.
Posted: Tue Jan 07, 2014 9:59 pm
by Kaito-kun
Matty wrote:Some little tidbits here.
Many Sega consoles were either ported to/from arcade hardware & the differences are usualy just more RAM or faster CPUs:
Master System =/= Sega System E/Shooting Zone
Mega drive/Genesis = MegaPlay/Mega Tech/System C-2*
Saturn = Sega STV
Dreamcast = Sega Naomi**
There was also a collaboration between Sega, Nintendo & Namco in the form of the Sega Triforce, which is based on the Gamecube. Also the Sega Chihiro which is built on Xbox hardware. The newer Sega Arcade boards are now just custom built PCs using off the shelf parts EG: Intel Pentium E2160 & 2GB DDR2 Ram.
*The Megatech/play is a interesting thing, the 2 are essentially the same, except for how they work, the Megaplay played like a normal arcade game, you run out of lives, you insert more coins for credit, but the Megatech series worked on the principle that you bought time to play & not lives.
**Sega Naomi was still used up until 2008 despite being discontinued by Sega in 2001/2002.
I found all of that genuinely interesting. Thank you.
Posted: Wed Jan 08, 2014 7:16 pm
by TCB
Thanks Matty for those facts.
And the tidbit about the Naomi...so it was still being used in Japan until 2008 (hence why games were still being made for the DC there until that time right?)
Posted: Thu Jan 09, 2014 12:40 am
by Matty
TheChaosBlue wrote:Thanks Matty for those facts.
And the tidbit about the Naomi...so it was still being used in Japan until 2008 (hence why games were still being made for the DC there until that time right?)
Could be related thinking about It, there wasn't too many games released outside Japan based on Naomi after 2002/2003, seems the rest of the world moved on to Lindbergh hardware (More PC based HW, Intel Pentium 4 ftw!)
Posted: Thu Jan 09, 2014 1:43 am
by Killer French Bread
It was directly related. Shooters still mainly used Naomi because it was the cheapest and most widely used hardware at the time, so arcades could just buy/rent the games and plug them into their old systems. The ports were very easy as the Dreamcast is pretty much a Naomi with less RAM, so we got Karous, Under Defeat and Trigger Hearts all being brought out by really small companies way after the consoles death. Also Sega's last game released for the console was Puyo Fever, another Naomi port. Think that was about 2004.
Posted: Thu Jan 09, 2014 2:40 am
by Matty
I think It's something like twice the ram, Vram & something like 4x the sound ram. The Naomi2 was just beefed up some more (I think It's 4x for ram, Vram & sound).
Posted: Sat Jan 18, 2014 9:07 pm
by Kaito-kun
An interesting tidbit/explanation regarding the hidden screen in Sonic CD's sound test:
http://legendsoflocalization.com/qa-wha ... cd-secret/
Posted: Wed Jan 22, 2014 7:15 am
by SEGANut
In "Sonic and All-Stars Racing Transformed", the reason Ryo Hazuki's Console Mod is Saturn-based is because "Shenmue" was originally supposed to be a game for the SEGA Saturn.
Posted: Thu Jan 23, 2014 7:05 pm
by TCB
SEGANut wrote:In "Sonic and All-Stars Racing Transformed", the reason Ryo Hazuki's Console Mod is Saturn-based is because "Shenmue" was originally supposed to be a game for the SEGA Saturn.
Oooooooh now that I didn't realize. Cool stuff.
Posted: Fri Jan 31, 2014 4:14 pm
by Midwinter
In the USA version of Sonic CD - Sega had hoped to bring continuity between the American cartoon, comic books and video games. The hope was that they could easily change Amy in to Princess Sally Acorn (who was featured in the comics and cartoon).
The manual that came with the USA version of Sonic CD mentions Princess Sally, but they failed to ever change anything in game. So we Americans were left with a pink hedgehog in game and a confusing manual that mentioned Princess Sally that was hues of brown in other media.