I read a good article on SEGAbits detailing five reasons for Sega's recent woes and they are as follows:
1. Poor marketing
2. Poor scheduling
3. Terrible games from '05 to '08
4. Terrible Marvel games
5. Too many new IP's, not enough old ones
Right now we are all bummed out about Sega. But I cannot get too upset anymore. This is to be expected for Sega. I'm hoping this is a cathartic stage in that they'll turn around, albeit they'll have nothing to show for the next couple of years besides Football Manager and a few more Dreamcast ports. But you never know cause just when I think they couldn't be any dumber, they either totally redeem themselves or reach unprecedented levels of dumb-ness. It's a game of Chutes & Ladders and I can't guess where they'll be in 5-10 years.
And now for your feature presentation...
I did some research on Midway (and Atari and Williams) Games a few months ago. I should've brought it up sooner but now is a good time. You see, Sega and Midway had a lot of common. See this:
* Both were old-school distributors of arcade/amusement hardware, including slot machines, jukeboxes, and eventually bona-fide arcade cabinets.
* Both had their own "League of Legends." Midway: Ed Boon, John Tobias, Eugene Jarvis, and Mark Turmell. Sega: Yu Suzuki, Yuji Naka, Toshihiro Nagoshi, Tetsuya Mitzuguchi.
* Both were prolific at arcade games. Both had their own lines of fighting, shooting, and (lots of) racing games. Mortal Kombat<->Virtua Fighter. Maximum Force & Area 51<->Virtua Cop. San Francisco Rush, Cruis'n Everything, Super Sprint, Spy Hunter, Hydro Thunder, STUN Runner<->Virtua Racing, Daytona, OutRun, look on the right side of the screen.
* Both were known for pushing the envelope in terms of edginess. While Sega had Sonic, Streets of Rage, Toejam and Earl, and all that "Sega does what Nintendon't" bullcrap, Midway had Mortal Kombat, Rampage, Smash TV, NBA Jam, and NFL Blitz.
* In the turn of the millennium, both got hit hard by the decline in arcades. In '99, Midway stopped manufacturing pinball machines and in '01, stopped manufacturing arcade games altogether. Sega also suffered the same fate but at a much slower pace (i.e. AM2 released OutRun 2 and Ghost Squad in '04, Sega still continues to make arcade hardware--Ringedge & Ringwide--though it's awfully underutilized).
* Both were "bailed out" by private investors following the arcade heyday. In '03, American media magnate Sumner Redstone bought a majority of Midway's stocks. In that same year, Sammy Corporation bought out Sega.
* Both their "League of Legends" bailed out to create new studios. John Tobias left to create Studio Gigante. Eugene Jarvis left to create Raw Thrills. Yu Suzuki left to create YS Net. Yuji Naka left to create Prope. Tetsuya Mitzuguchi left to create Q Entertainment.
* Both lost a s***-ton of money & prestige during that period. Sega obviously lost billions for years after the Dreamcast debacle. Midway lost $115 million in '03 as they began shutting down studios, including Midway Games West and Midway Adelaide, that same year.
* Both published a ton of mediocre games since then. In Midway's case, this included BlackSite: Area51, Vin Diesel's Wheelman and Psi-Ops. In Sega's case, the Marvel games are a great example.
However, unlike Sega, Midway actually did go bankrupt. In '07 and '08, there was a revolving door of higher-ups getting their asses kicked out the door. In '09, Midway defaulted on its $240 million debt and crumbled into a million pieces only to be devoured by Warner Bros. for a measly $49 million. At that point, Midway's stock were worth less than a dollar. Rumor has it that whatever remaining Midway execs were devouring caviar and wine while "Rome" burned.
If there's any good news to be had post-Midway, it's that their franchises aren't completely dead. High-quality Mortal Kombat games are still being produced by Warner Bros. NBA Jam and NFL Blitz got remakes from Electronic Arts. Hydro Thunder got a remake for Xbox Live. And, love it or hate it, the Cruis'n games made a comeback in the form of multiple Fast & Furious games for arcades (including a terrible Wii port).
The good news is that Sega's "death" has been a much slower process, mostly because Sega still has Japan's support while Midway only had America to rely on. I only hope that Sega learns from Midway in that they aren't eating the caviar while their company continues to die. I think the changes they've made says "Well, we know we suck but at least we're going to do something about it," which demonstrates more maturity than Midway ever did IMO.
Also, I was thinking about Sega and what we would do if they actually did perish from this earth. Would it be THAT terrible? All those IP's don't just disintegrate into thin air--they are still in existence. Midway's prime IP's still get love today. Who's not to say Sega's old IP's couldn't get the same recognition? Maybe someone else will give Sonic their dues. Maybe someone else will actually bring back Daytona. Maybe Yu Suzuki will be able to make Shenmue 3 no longer bounded by the shackles of Sega-Sammy.
To be disappointed with Sega's death would mean to be disappointed that they missed the opportunity to return to "glory." Yet clearly as of their condition today and the trends in game design it's very unlikely this'll occur even if they remain alive for a long time. Everyone says that today's Sega is only a hollow shell of their former selves and will continue to be mediocre regardless of what happens. I hope I'm proven wrong and that Sega and the fans stay resolute. It's always great to remain optimistic but, as you've heard plenty of times, it's necessary to prepare for the worst.
"No society is guaranteed perpetual existence." - Mark Levin
Still we have faith that Sega will live and by God, even past the grave they will.
Hello everybody. I've been a fan of Sega Racing games (Daytona USA 1/2, Scud Race, OutRun 1/2, Sega Rally, Crazy Taxi, Virtua Racing, etc.) ever since I first played Daytona USA 2 in the arcade around 2002. I like them and try to promote them as much as I can. Let everyone know about the magic that is Sega Racing Games!!!
Showing posts with label Midway. Show all posts
Showing posts with label Midway. Show all posts
Monday, July 2, 2012
Saturday, March 31, 2012
Going It Alone Without Sega
But now for the bad news. I'm fairly certain everyone knows this but Sega has recently posted big losses of about $240 mil in the last year (March '11 to '12). Tons of people laying off and Sega claims they will restructure their development to only include big IP's like Sonic, Total War, Football Manager, and Aliens. We don't know what this means for titles still in development, like Jet Set Radio, Shenmue, or Sonic & Sega All-Stars Racing 2. Something's gonna get cut cause that's the business.
EDIT: Seems that SEGAbits says that big bloggers like Kotaku have overstated the news. Sega isn't giving up on other IP's as easily as it seems. I already take Kotaku with a grain of salt and now it pays off.
...
I'm a bit distressed by the news but it's not totally surprising. We all know Sega has been ailing for years and their only way out is to take even fewer risks. All of this on the heels of my "Sega needs to do more" rant. I know it sucks ass. No specific reason why Sega is doing poorly other than that they've gone back to being "Good Old Sega" again...the one that falls into holes that it can't climb out of. Oh wait, that's right, it's because of all the money spent on Dreamcast 2 development, thanks Zach Morris. (sike)
A brief aside pertaining to financial woes: I recently wrote a paper on Midway Games. Yes, the Midway of Mortal Kombat, NFL Blitz, and Cruis'n games. Like Sega, they were lucrative in the arcade business. In '01, they closed their arcade division due to financial losses. In '03, American media magnate Sumner Redstone owned 80% of Midway's stock. Later, Midway started publishing mediocre games like Area 51, Psi-Ops, and The Wheelman. Midway lost an ass-load of money and was eventually stripped and sued to pieces, only to have whatever remaining pieces to be bought out by Warner Bros. for cheap. But I'll get into Midway again at a later date--I'm getting off-topic and I want to save it for later.
It's distressing to me because I've said many times it's my "goal" to work at Sega. Then make some new racing games and actually restore sanity to video games. A while back, I took some initiative and asked somebody on the official Sega forums if they offer any jobs for aspiring programmers. Here's how it went down. This is me:
Here's a strange question. I'm studying to get my graduate degree in game programming at Florida Interactive Entertainment Academy (ranked 2nd in Princeton's Top 10 gaming schools) and will most likely be doing some intern work in the next six months. Rather than be harvested by Electronic Arts (like 2/3rds of my class will be), I was wondering if Sega was interested in holding some internships or job openings for programmers. I know Sega of America is in California but if I have to travel, then so be it. I like Sega so...I guess I would like the chance to work with you guys.
I'm just curious and am throwing this out there. Don't know where else to ask this question since Sega doesn't have a "contact" e-mail besides video game support (such as "perform a hard reset").
And this is an admin:
Gaming jobs are the best out there, so firstly - welcome to the first step in a satisfying career! For jobs at SEGA, keep in mind that we are a publisher, not a developer. If your programming focus is aimed at game creation, you'll be better suited for development positions. If you have interest in web programming, you'll be an excellent fit within a publisher.
My recommendation for anyone looking for jobs in video games covers off two main websites - www.gamejobs.com and www.gamasutra.com/jobs. Both should give you a ton of resources for available positions by company and region. SEGA jobs are listed in the above link (as noted), but again, this will depend on what you are looking for.
My final recommendation is not to be down on any company or job you take. Experience is experience, and you'll find that a diverse portfolio will be helpful in finding work where ever you go. If SEGA or one of our developers is in your sights, then figure out the kind of jobs they hire for and build your resume to match that, both in school and real world experience. Hope this helps, good luck!
That sounds like a great response and I really can't complain. The thing that gets me is how Sega is now labeling themselves as a publisher only. Ok, I've known for the longest time that Sega only publishes great games and doesn't make them themselves...but where are all these official Sega games coming from? I know they're making some on their own. I heard Sonic Adventure 2 was developed in San Francisco, hence the City Escape and Radical Highway stages.
And then there's the crap licensed games like Iron Man, Thor, Aliens...where are these games being made then??? Yeah, that's right--Sega Studios San Francisco, which I have no idea where it is...in a underground bunker under a non-descript building it seems. Shoot for the studios owned by the publisher...like if you're into Nintendo, go for Retro Studios in Austin, Texas.
Speaking of non-descript buildings, I've looked up Sega of America's headquarters on Google Maps multiple times. Here's what it looks like.
This is it. A plain brown 4-story building in a medium-density zone in San Francisco. If it weren't for the small Sega logo on the building, you'd never know it was a Sega building at all. LOL WHERE'S THE BLUE SKIES??? Yeah, Sega is some juggernaut, huh....performing hard resets in a modest San Fran office building. Living the life it seems.
I know many of you were expecting Sega to dwell in a massive university campus setup (like Microsoft, pictured above), but no, just a tiny brown building. Sega ain't that rich.
HA, now that we've gotten the building stuff out of the way, let's talk about actually working at Sega. And this is where it get's really sad...
It's about time I start to discount working there. Let's be real--Sega is downsizing. They aren't looking to hire anybody. In the meantime, job outlooks in general continue to get worse despite the fact that Electronic Arts is snatching up as many programmers as possible. No really, we NEED jobs and if that means doing the programming equivalent of shoveling horse manure at EA Tiburon, well....what choice do you have? Money talks--you need money to live. To make your family and friends happy. Am I going to throw away everything over the pursuit of lousy racing games???
And even if you did work at Sega, would it be that great? Travel across the country and sit in your little office cubicle working on Aliens or bad Sonic games just to keep Sega on the respirator. Never get to meet Yu Suzuki or Toshihiro Nagoshi. It would be lousy as you'd expect. And it all comes down to the climax which is this...
I think the outlook of new Sega racing games is really bleak. Maybe a new Sumo Digital title or another XBLA/PSN port but I can't see much through the fog. I have little faith at this point they can churn out new Daytona/OutRun/other non-derivative racing game. You need the stars to align to convince Suzuki-San and Nagoshi-San to make another racing game especially considering the sad outlook of the game industry, MUCH LESS have the chance to pitch the game to Sega altogether. Also throw in the possibility of another financial catastrophe and that likelihood can drop even lower or be wiped out altogether (as in Chapter 13, look it up).
So now what? Well, we can continue to chip away at Sega and its studios and hope to catch a break but it may be in vain. So we make our own racing game. And we do it without Sega, Yu Suzuki, Toshihiro Nagoshi, Makoto Osaki, Tetsuya Mitzuguchi, Takenobu Mitsuyoshi, the AM2 team, the #41 Hornet car, and the Daytona soundtrack. Can it be done? Yes. Will it be painful. Hell yes it will.
WE NEED PROGRAMMERS. WE NEED PRODUCERS. WE NEED ARTISTS WHO ACTUALLY LIKE RACING GAMES. WE NEED SEGA FANS WHO ARE SICK AND F***ING TIRED OF THIS GENERATION OF GAMES. WE NEED TO GET TO WORK SOMEHOW!!! Cause really...what other choice do we have...?
So it can be done without the Sega/AM2/Daytona name, huh? Well let's look at two examples:
The first is Medal of Honor. The first game came out in '99 for the Playstation and it had excellent reviews. Electronic Arts bought the rights to the game but decided to kick the original team off the project. So 22 ex-employees formed their own little studio called Infinity Ward which would go on to make Call of Duty. Then Call of Duty would later triumph over Medal of Honor although that series has probably been run into the ground by Activision so that figures. What goes around, comes around.
Second is Guitar Hero. It was made by Harmonix. After making Guitar Hero 1 and 2, Harmonix was kicked out--Activision made Guitar Hero 3 and so on. Harmonix went on to create Rock Band. Despite the ultra-success of Guitar Hero 3, the series fizzled out while Rock Band re-innovated the music genre with a huge library of music and new instruments and gameplay modes.
And if, should the Good Lord will it, maybe Sega will see our good deeds and intervene like an angel and then we will be able to make the best racing game ever made. One can only hope. I may be wrong but as they say, "Hope for the best but prepare for the worst." We'll see what happens in a year or two . But be on alert people since WE MANY NEED YOU some day.
...
Uh, so you know what Sega needs? Sega needs a little help from his friends. HIS SEGA FRIENDS LIKE YOU AND I!!! GOD BLESS YOU SEGA!!!
Saturday, March 10, 2012
Cruis'n USA Fan Movie
Awesome, someone decided to make a fan movie of that other USA game...Cruis'n USA. But it's okay because I don't totally hate Cruis'n USA!! Rest of the Midway racers suck. An interesting take on the series.
Better than anything Midway has made in the last three years! Edit: Well, Midway went bankrupt so this guy's picking up the slack.
Lol, the second video is mine. RIP Bizarre Creations and PGR series.
Better than anything Midway has made in the last three years! Edit: Well, Midway went bankrupt so this guy's picking up the slack.
Lol, the second video is mine. RIP Bizarre Creations and PGR series.
Sunday, August 7, 2011
So What's Raw Thrills Up To Anyway? Pissing Me Off As Usual...
Nice, I'm watching the NASCAR race on TV...it's about time. It's at Pocono, the Daytona USA tri-oval. I keep forgetting to watch these things. Now Brad Keselowski wins (and is drinking a Miller Lite) and Kurt Busch just said "bitch" on live TV (referring to an altercation with Jimmie Johnson). And forget about censoring that word--if he can say it uncensored SO CAN I.
But I recently checked out a couple of Twitter accounts. Raw Thrills has a Twitter, oh geez. Anyway, here's what I got.
Justin Bieber on a Fast and Furious Bikes game...good enough of a reason NOT to play it now, sheesh...
------------
Here's a YouTube video.
The Description: Employees of Raw Thrills, Play Mechanix, Betson Enterprises and Namco Cybertainment risk their lives to bring you the best games in coin-op...
WHERE THE HELL IS SEGA??? WHY IS IT THAT EUGENE JARVIS HAS MORE DESIRE IN HIS PINKY FINGER TO MAKE A GOOD RACING GAME THAN IN EVERYONE AT SEGA COMBINED??? AND RAW THRILLS DOESN'T EVEN MAKE NASCAR GAMES, GOD FORBID THEY ACTUALLY MAKE ONE NOW??? AND NAMCO, WHY ARE YOU STILL HERE??? MY GOD, WHAT HAVE WE WROUGHT???
------------
There has been both a Big Buck Hunter and a Big Buck Safari tournament recently. The winner of the Safari tournament took home $10,000. Wait--$10K? Isn't that the same amount offered to those at EVO and MLG? Screw Cock o Doody: Boring Ops, Gaylo: Reach, and Starcrap 2; I wanna watch some BIG BUCK HUNTIN'!!! But no, really, Big Buck Hunter is the kind of game you'd see in a tiny pizza parlor arcade or in the front entrance of a Wal-Mart. Golden Tee, an underground competitive game, is treated with more dignity. Geez.
------------
And now for the big salad. This is a flattening article if you're Raw Thrills, otherwise, it's embarrassing. Top 10 Secrets for Arcade Operators to Make Money.
Many survivors, such as Sega Sammy and Namco Bandai, were forced to merge and expand far afield into non-amusement territory in order to survive (despite which, their annual profit and loss statements still don't look nearly as healthy as stockholders would like).
This rocky history makes it all the more impressive that a relative newcomer, Chicago-based Raw Thrills, founded in 2001, has succeeded in a tough industry during a very difficult decade of consolidation and retrenchment. The extent of the company's success is impressive. Not only did distributors vote Raw Thrills top honors as "Manufacturer of the Year" in 2007 and 2008, but leading operators have named Raw Thrills chief executive Eugene Jarvis as 2009's Man of the Year. The Amusement and Music Owners Association of New York will present this honor at a dinner on Feb. 8 in New York City.
*profuse vomiting*
I'm going to apply this to SEGA....
Lesson 1: Learn your trade through years of hands-on experience. - Suzuki and Nagoshi have been making arcade games for years.
Lesson 2: Build a great team. - These are the same people who made Virtua Fighter & countless arcade racers so no excuse there.
Lesson 3: First be great at doing "just one thing." - Suzuki talked about "self-improvement" in his words of wisdom section from the game design book which is close enough.
Lesson 4: Be an entertainer, and keep it simple.
Lesson 5: Respect the hits. - Quoting from the article:
When RT launched in 2001, the amusement trade could not foretell the staying power of its games. But from the very start, the company has worked to achieve a style of gameplay and graphics presentation that attracts the casual gamer and holds his interest. Rather than over-complicated simulations, simple yet fun gameplay has led to core playability that keeps cashboxes full. In short, RT always remembers that it's in the entertainment business, not the "super accurate simulator" business.
....and...
If you're in the entertainment business, then you are in a hit-driven business. The U.S. economy increasingly has no room for "mid-list" book titles, "fairly popular" TV shows, and "modest sleeper" films. Either it's a blockbuster or it's nothing. Raw Thrills embraced this principle through licensing hit properties such as The Fast and the Furious (remember, it was a hit film before it was a hit game) and the Terminator franchise. RT was an obvious choice when a safe pair of hands was needed to bring the million-selling Guitar Hero consumer videogame franchise to the arcades.
Step 1: Make mediocre games based on pop culture crap.
Step 2: ???
Step 3: PROFIT!!!
Sega can't win here, they just can't. When they're making good games based on true blood, sweat, and tears, they lose.
Lesson 6: Build your own brand.
Lesson 7: Remember the basics.
Lesson 8: Teamwork.
Lesson 9: Market to your ultimate customer, the player ... not just to the next level down in the business chain. - These all pertain specifically to managing arcades, something that Sega surrendered on years ago (aside from UFO catchers).
Lesson 10: Get connected. - Ever since when did Sega meet with their fans? Other than ridiculous canned crap, like Sonic Boom at E3 or Nagoshi doing Yakuza promos??? Where's Yu Suzuki anyway??? Doing nothing other than
Bonus lesson: Stay focused on the future. - Does Sega strike you as focused on the future? Or are they just trying to stay alive, not looking to overtake anyone? Whatever happened to Japanese honor??? What a catastrophe.
So lemme ask you this--if Raw Thrills can crap out anything and it's a hit, why can't Sega? Two reasons:
1. No one wants to play Sega games because they are really bad and us Sega diehards are too blissfully unaware to notice this...
OR
2. Sega is too lazy and doesn't care.
So shame on everyone, shame on Sega, welcome to the future of racing games--Fast and Furious and Need for Speed!!!
EDIT: Well, let me elaborate on what Sega should've done. Tomorrow, they can't just come out and say "We're reviving twenty of our IP's with 300+ man teams each," no, doesn't work that way. Maybe in the past they could've produced some more DC/Saturn/whatnot ports, treated them with more TLC, started with smaller games working their way up in order to raise their confidence and consumer awareness thus beginning the process of rolling the ball down the hill. Don't get me wrong, they've done this in the form of a new Yakuza and a new Sonic game (after six/seven botched attempts thus flatlining the franchise) and OutRun/Sega Rally Online Arcade, but that's not enough, it just isn't. Especially if you're a racing game fan like I am.
And they don't necessarily HAVE to make an arcade comeback here--home consoles are fine by me. Better that we get a measly Sega Racing Classic XBLA/PSN port than get another unique arcade racer (like R-Tuned or Sega Race TV) that makes a grand whopping total of US arcade appearances in the single-digits. But no, today they're in a crap position so they're in a bind here.
I expect some Midway fans to read this someday and then proceed to call me a fanboy. Hell, I tell you this--I played the crap out of Cruis'n USA and World (both in arcades and on N64) when I was a kid. It was fun. But now, I see through its transparency...
------------
And one more thing. EDIT: I didn't find this on the Raw Thrills Twitter--no, they wouldn't touch this with a twenty foot pole. This is about Pinball and Williams Entertainment (which would later become part of Midway). Pinball lost popularity in the late 80's-90's. Why?
In 1986, Williams High Speed [a pinball machine] changed the economics of pinball forever. Pinball developers began to see how they could take advantage of programmable software to monitor, incentivize, and ultimately exploit the players. They had two instruments at their disposal: the score required for a free game, and the match probability. All pinball machines offer a replay to a player who beats some specified score. Pre-1986, the replay score was hard wired into the game unless the operator manually re-programmed the software. High Speed changed all that. It was pre-loaded with an algorithm that adjusted the replay score according to the distribution of scores on the specified machine over a specific time interval.
Basically, what Williams did was alter the free game thresholds, either by making them increasingly more difficult or completely random. And this isolated novice players and thus pinball lost a lot of players. Then pinball proceeded to die. Game over.
And what's sad is that Williams AKA Midway continued this winning tradition into Cruis'n USA, Cruis'n World, Fast and the Furious. Come in first, win a free race. Yeah, but the rubber band AI is so cheap that it's just a big tease to get you to play cause MAYBE you'll win one. At least Sega racers don't give you this free game BS--you play one again, win or else, you're happy.
You know, I always thought it was weird that people would stand in the middle of the road waiting for you...what if you don't stop on a dime? You run their asses over as they explode into packets of blood (Maximum Force-style).
Now don't get me wrong, these aren't the WORST games I've played. But this is what I say--Midway/Raw Thrills make cheeseball games. They ruined arcades for me...watching that Daytona USA or OutRun cabinet being ushered away for a Cruis'n or FnF game. Makes me wanna puke (again).
Oh yeah, here's some quotes by Eugene Jarvis that I'm too lazy to elaborate on...
I need to go back to sleep.
But I recently checked out a couple of Twitter accounts. Raw Thrills has a Twitter, oh geez. Anyway, here's what I got.
Justin Bieber on a Fast and Furious Bikes game...good enough of a reason NOT to play it now, sheesh...
------------
Here's a YouTube video.
The Description: Employees of Raw Thrills, Play Mechanix, Betson Enterprises and Namco Cybertainment risk their lives to bring you the best games in coin-op...
WHERE THE HELL IS SEGA??? WHY IS IT THAT EUGENE JARVIS HAS MORE DESIRE IN HIS PINKY FINGER TO MAKE A GOOD RACING GAME THAN IN EVERYONE AT SEGA COMBINED??? AND RAW THRILLS DOESN'T EVEN MAKE NASCAR GAMES, GOD FORBID THEY ACTUALLY MAKE ONE NOW??? AND NAMCO, WHY ARE YOU STILL HERE??? MY GOD, WHAT HAVE WE WROUGHT???
------------
There has been both a Big Buck Hunter and a Big Buck Safari tournament recently. The winner of the Safari tournament took home $10,000. Wait--$10K? Isn't that the same amount offered to those at EVO and MLG? Screw Cock o Doody: Boring Ops, Gaylo: Reach, and Starcrap 2; I wanna watch some BIG BUCK HUNTIN'!!! But no, really, Big Buck Hunter is the kind of game you'd see in a tiny pizza parlor arcade or in the front entrance of a Wal-Mart. Golden Tee, an underground competitive game, is treated with more dignity. Geez.
------------
And now for the big salad. This is a flattening article if you're Raw Thrills, otherwise, it's embarrassing. Top 10 Secrets for Arcade Operators to Make Money.
Many survivors, such as Sega Sammy and Namco Bandai, were forced to merge and expand far afield into non-amusement territory in order to survive (despite which, their annual profit and loss statements still don't look nearly as healthy as stockholders would like).
This rocky history makes it all the more impressive that a relative newcomer, Chicago-based Raw Thrills, founded in 2001, has succeeded in a tough industry during a very difficult decade of consolidation and retrenchment. The extent of the company's success is impressive. Not only did distributors vote Raw Thrills top honors as "Manufacturer of the Year" in 2007 and 2008, but leading operators have named Raw Thrills chief executive Eugene Jarvis as 2009's Man of the Year. The Amusement and Music Owners Association of New York will present this honor at a dinner on Feb. 8 in New York City.
*profuse vomiting*
I'm going to apply this to SEGA....
Lesson 1: Learn your trade through years of hands-on experience. - Suzuki and Nagoshi have been making arcade games for years.
Lesson 2: Build a great team. - These are the same people who made Virtua Fighter & countless arcade racers so no excuse there.
Lesson 3: First be great at doing "just one thing." - Suzuki talked about "self-improvement" in his words of wisdom section from the game design book which is close enough.
Lesson 4: Be an entertainer, and keep it simple.
Lesson 5: Respect the hits. - Quoting from the article:
When RT launched in 2001, the amusement trade could not foretell the staying power of its games. But from the very start, the company has worked to achieve a style of gameplay and graphics presentation that attracts the casual gamer and holds his interest. Rather than over-complicated simulations, simple yet fun gameplay has led to core playability that keeps cashboxes full. In short, RT always remembers that it's in the entertainment business, not the "super accurate simulator" business.
....and...
If you're in the entertainment business, then you are in a hit-driven business. The U.S. economy increasingly has no room for "mid-list" book titles, "fairly popular" TV shows, and "modest sleeper" films. Either it's a blockbuster or it's nothing. Raw Thrills embraced this principle through licensing hit properties such as The Fast and the Furious (remember, it was a hit film before it was a hit game) and the Terminator franchise. RT was an obvious choice when a safe pair of hands was needed to bring the million-selling Guitar Hero consumer videogame franchise to the arcades.
Step 1: Make mediocre games based on pop culture crap.
Step 2: ???
Step 3: PROFIT!!!
Sega can't win here, they just can't. When they're making good games based on true blood, sweat, and tears, they lose.
Lesson 6: Build your own brand.
Lesson 7: Remember the basics.
Lesson 8: Teamwork.
Lesson 9: Market to your ultimate customer, the player ... not just to the next level down in the business chain. - These all pertain specifically to managing arcades, something that Sega surrendered on years ago (aside from UFO catchers).
Lesson 10: Get connected. - Ever since when did Sega meet with their fans? Other than ridiculous canned crap, like Sonic Boom at E3 or Nagoshi doing Yakuza promos??? Where's Yu Suzuki anyway??? Doing nothing other than
Bonus lesson: Stay focused on the future. - Does Sega strike you as focused on the future? Or are they just trying to stay alive, not looking to overtake anyone? Whatever happened to Japanese honor??? What a catastrophe.
So lemme ask you this--if Raw Thrills can crap out anything and it's a hit, why can't Sega? Two reasons:
1. No one wants to play Sega games because they are really bad and us Sega diehards are too blissfully unaware to notice this...
OR
2. Sega is too lazy and doesn't care.
So shame on everyone, shame on Sega, welcome to the future of racing games--Fast and Furious and Need for Speed!!!
EDIT: Well, let me elaborate on what Sega should've done. Tomorrow, they can't just come out and say "We're reviving twenty of our IP's with 300+ man teams each," no, doesn't work that way. Maybe in the past they could've produced some more DC/Saturn/whatnot ports, treated them with more TLC, started with smaller games working their way up in order to raise their confidence and consumer awareness thus beginning the process of rolling the ball down the hill. Don't get me wrong, they've done this in the form of a new Yakuza and a new Sonic game (after six/seven botched attempts thus flatlining the franchise) and OutRun/Sega Rally Online Arcade, but that's not enough, it just isn't. Especially if you're a racing game fan like I am.
And they don't necessarily HAVE to make an arcade comeback here--home consoles are fine by me. Better that we get a measly Sega Racing Classic XBLA/PSN port than get another unique arcade racer (like R-Tuned or Sega Race TV) that makes a grand whopping total of US arcade appearances in the single-digits. But no, today they're in a crap position so they're in a bind here.
I expect some Midway fans to read this someday and then proceed to call me a fanboy. Hell, I tell you this--I played the crap out of Cruis'n USA and World (both in arcades and on N64) when I was a kid. It was fun. But now, I see through its transparency...
------------
And one more thing. EDIT: I didn't find this on the Raw Thrills Twitter--no, they wouldn't touch this with a twenty foot pole. This is about Pinball and Williams Entertainment (which would later become part of Midway). Pinball lost popularity in the late 80's-90's. Why?
In 1986, Williams High Speed [a pinball machine] changed the economics of pinball forever. Pinball developers began to see how they could take advantage of programmable software to monitor, incentivize, and ultimately exploit the players. They had two instruments at their disposal: the score required for a free game, and the match probability. All pinball machines offer a replay to a player who beats some specified score. Pre-1986, the replay score was hard wired into the game unless the operator manually re-programmed the software. High Speed changed all that. It was pre-loaded with an algorithm that adjusted the replay score according to the distribution of scores on the specified machine over a specific time interval.
Basically, what Williams did was alter the free game thresholds, either by making them increasingly more difficult or completely random. And this isolated novice players and thus pinball lost a lot of players. Then pinball proceeded to die. Game over.
And what's sad is that Williams AKA Midway continued this winning tradition into Cruis'n USA, Cruis'n World, Fast and the Furious. Come in first, win a free race. Yeah, but the rubber band AI is so cheap that it's just a big tease to get you to play cause MAYBE you'll win one. At least Sega racers don't give you this free game BS--you play one again, win or else, you're happy.
You know, I always thought it was weird that people would stand in the middle of the road waiting for you...what if you don't stop on a dime? You run their asses over as they explode into packets of blood (Maximum Force-style).
Now don't get me wrong, these aren't the WORST games I've played. But this is what I say--Midway/Raw Thrills make cheeseball games. They ruined arcades for me...watching that Daytona USA or OutRun cabinet being ushered away for a Cruis'n or FnF game. Makes me wanna puke (again).
Oh yeah, here's some quotes by Eugene Jarvis that I'm too lazy to elaborate on...
I need to go back to sleep.
Labels:
Arcade,
Auto Racing,
Big Buck Hunter,
Cruis'n USA,
Cruis'n World,
Fast and the Furious,
I'm Pissed Off,
Justin Bieber,
Midway,
Namco,
Pinball,
Raw Thrills,
Sega,
Toshihiro Nagoshi,
Yu Suzuki
Wednesday, February 2, 2011
Top-Down Racers: Super Sprint, Super Off-Road, Indy Heat
Alright, I remember fooling around on MAME years ago and playing these games. Now these racing games are different than your usual arcade racers. You gather around the standard arcade cabinet which has three steering wheels and pedals. Yes, you can play three players at once. Racing is done from an aerial view, kind of like Super RC Pro-Am but you can see the whole track at once. Whip that steering wheel all around--it can rotate infinitely! You get to keep playing until you lose to the AI.
I was fascinated with these games when I first saw them. I mean, this was WAY BACK, before I even knew about Daytona USA. This was back during my Cruis'n USA days.
There was a Super Off-Road cabinet at an old skating rink nearby. I assume it's gone now. My mom would chastise me for playing it because we went there to skate, not play games. Mothers don't understand anything.
Also, I remember playing Super Sprint in an arcade a long time ago at this huge "amusement park" with carnival rides, go-karts, putt-putt, bumper boats, and a train ride. It was called "Fun Time USA" and it was in Biloxi or Gulfport, Mississippi. It wasn't a five-star establishment, but whatever. The place was obviously killed in Hurricane Katrina.
But anyway, here's five games. This is me playing on a computer. Again, this is on a MAME emulator (I think ver. 0.62, I was behind at the time) and you can probably download these games too if you so feel like it (not giving out links but here's a good start). Because these are recorded on an emulator, the game speed may be a bit off from the actual game. I don't expect you to sit through the whole thing since each video is quite long, but I just want you to check it out:
Super Sprint (1986) : By Atari Games (Midway). You can drive the red, yellow, or blue car. Now I really like these Micro Machines-esque Indy cars. You pick up wrenches on the track (2 per race) which allow you to buy upgrades (default: 2wrenches = 1 upgrade). When you crash and burn, a helicopter drops you back on track. Lol, Burnout! I always found this game intriguing...
This game saw a home port which was nowhere near as good as the arcade version. This one's for the NES. I always thought the graphics of the arcade Super Sprint were damn good back in 1986...
Believe it or not, there was a prequel for this game called Sprint, back in 1976. Oh man, you can only imagine what it looked like...
Championship Sprint (1986): Also by Atari. It's identical to Super Sprint but with only two players instead of three (red & blue cars). The tracks are different and you can also choose to upgrade the chopper speed (which sucks), ha.
Recently, this game got a Playstation Network port so go ahead and download it if you want.
Ivan "Ironman" Stewart's Super Off-Road (1989): This and Indy Heat are made by Leland Corporation, not Atari. Whether any ex-Atari employees were involved with this game, I'm not sure. Drive on dirt and catch big air!
There's some differences from Super Sprint: 1. You can't explode. 2. You have a turbo button adjacent to the steering wheel which will give you a boost of speed. 3. Instead of picking up wrenches for upgrades, you win races to earn cash. Cash is spent in between races on upgrades and stuff. This includes turbos--run out of turbos and you obviously can't turbo no more...
Fun fact: If you put in extra credits, you get more money to upgrade your truck with. Doesn't really change the fact that the AI can always keep up with you :)
The women make this game a little rugged if you know what I mean...however, you can change the dipswitches to go from bikinis to dresses. I didn't know that at the time of this recording, I swear.
Like Super Sprint, this game got home ports (many more in fact). Like this one for the SNES. Later, Midway would hijack the namesake and make their own Cruis'n-esque game called Off-Road Challenge. What happened to Leland by then--I don't know. They fell off the map around 1993.
Ivan "Ironman" Stewart's Super Off-Road Track Pak (1989): Basically, the same thing as the original Super Off-Road but with different tracks and the ability to select a dune buggy instead of a truck. Oh man, I loved that dune buggy.
Danny Sullivan's Indy Heat (1991): This is a spiritual sequel to Super Off-Road, also by Leland. The gameplay is the same but instead of trucks, you get Indy cars. Not bad, not bad...kind of like the original Super Sprint, but radically different. You buy items, use turbo boosts, and run tracks in a specific order (unlike the random selection of previous games). I find the tracks incredibly detailed--take a real life track and condense it into a cartoonized image, very clever.
This game has one unique feature not in Super Off-Road...the mandatory pit stop feature. At least once a race, you have to pit or else your car will run out of gas and you'll putter along. Also, you can crash and catch on fire which is the same as running out of gas--pit or else. You can use turbos while wrecked which can bail you out in a pinch. A funny feature--you can ram into someone while pitting and force them to leave early with less fuel. You see a cartoony figure of a flattened man when this happened (see 2:26 in Part 1 below).
This game also has stripped-down ports for the NES and the Amiga. Surprisingly, the NES version was capable of up to four players which was kind of cool.
In this video, sometimes the music glitches up and goes away occasionally. Not sure why it does that. Also I put in extra quarters before the race and buff my car to the max...who cares, this is to speed things up a little.
Part 1 Tracks: Phoenix, Vancouver, Indianapolis, Long Beach, Detroit, Pocono, Cleveland
Part 2 Tracks: Meadowlands, Toronto, Michigan, Lexington, Elkhart Lake (Road America), Monterey (Laguna Seca), Denver, Indianapolis (12 laps instead of 8)
SQUEALSQUEALPOWSQUEALPOWPOWSQUEALBLUEPITSQUEALPOWPSSHERKQUEALSQUEALPOWPOWPOWSQUEALPOWSQUEALPOWSQUEALPOWPOWSQUEALANDTHEWINNERISDANNYSULLIVANSTEAMHANGYOURHEADINSHAME
There's one more top-down game worth mentioning that's made by the creators of Super Sprint. It's called Badlands. It's three players driving around in minivans shooting guns at each other in a dreary backdrop. I don't find it appealing in the slightest, but I guess it's worth taking a look at if you're interested.
Conclusion: These are unique little games but with one flaw...the AI is so damn cheap, it ruins the game. You can't go four, maybe five or six races, until the AI goes into God Mode and you can't win. Period. No really, in Indy Heat, look at Michigan (2:00 Part 2). Danny does not pit ONCE and you can see him going into "Juice Mode" around the 5th lap. So screw it.
...speaking of which, you notice how EVERY game that offers you a free race for coming in first always has rubber band AI? Yes, I'm looking at you Cruis'n/FnF games. Makes the game feel gimmicky and cheap. I mean, take Daytona USA. No free races, but if you win, you know you did something right, not exploit the system. Anyway, just a casual observation.
NOTE: These games still aren't as good as Sega racers, sorry.
If you like informative posts like this, check out my writeups of California Speed and Midway Corporation (in general).
I was fascinated with these games when I first saw them. I mean, this was WAY BACK, before I even knew about Daytona USA. This was back during my Cruis'n USA days.
There was a Super Off-Road cabinet at an old skating rink nearby. I assume it's gone now. My mom would chastise me for playing it because we went there to skate, not play games. Mothers don't understand anything.
Also, I remember playing Super Sprint in an arcade a long time ago at this huge "amusement park" with carnival rides, go-karts, putt-putt, bumper boats, and a train ride. It was called "Fun Time USA" and it was in Biloxi or Gulfport, Mississippi. It wasn't a five-star establishment, but whatever. The place was obviously killed in Hurricane Katrina.
But anyway, here's five games. This is me playing on a computer. Again, this is on a MAME emulator (I think ver. 0.62, I was behind at the time) and you can probably download these games too if you so feel like it (not giving out links but here's a good start). Because these are recorded on an emulator, the game speed may be a bit off from the actual game. I don't expect you to sit through the whole thing since each video is quite long, but I just want you to check it out:
Super Sprint (1986) : By Atari Games (Midway). You can drive the red, yellow, or blue car. Now I really like these Micro Machines-esque Indy cars. You pick up wrenches on the track (2 per race) which allow you to buy upgrades (default: 2wrenches = 1 upgrade). When you crash and burn, a helicopter drops you back on track. Lol, Burnout! I always found this game intriguing...
This game saw a home port which was nowhere near as good as the arcade version. This one's for the NES. I always thought the graphics of the arcade Super Sprint were damn good back in 1986...
Believe it or not, there was a prequel for this game called Sprint, back in 1976. Oh man, you can only imagine what it looked like...
Championship Sprint (1986): Also by Atari. It's identical to Super Sprint but with only two players instead of three (red & blue cars). The tracks are different and you can also choose to upgrade the chopper speed (which sucks), ha.
Recently, this game got a Playstation Network port so go ahead and download it if you want.
Ivan "Ironman" Stewart's Super Off-Road (1989): This and Indy Heat are made by Leland Corporation, not Atari. Whether any ex-Atari employees were involved with this game, I'm not sure. Drive on dirt and catch big air!
There's some differences from Super Sprint: 1. You can't explode. 2. You have a turbo button adjacent to the steering wheel which will give you a boost of speed. 3. Instead of picking up wrenches for upgrades, you win races to earn cash. Cash is spent in between races on upgrades and stuff. This includes turbos--run out of turbos and you obviously can't turbo no more...
Fun fact: If you put in extra credits, you get more money to upgrade your truck with. Doesn't really change the fact that the AI can always keep up with you :)
The women make this game a little rugged if you know what I mean...however, you can change the dipswitches to go from bikinis to dresses. I didn't know that at the time of this recording, I swear.
Like Super Sprint, this game got home ports (many more in fact). Like this one for the SNES. Later, Midway would hijack the namesake and make their own Cruis'n-esque game called Off-Road Challenge. What happened to Leland by then--I don't know. They fell off the map around 1993.
Ivan "Ironman" Stewart's Super Off-Road Track Pak (1989): Basically, the same thing as the original Super Off-Road but with different tracks and the ability to select a dune buggy instead of a truck. Oh man, I loved that dune buggy.
Danny Sullivan's Indy Heat (1991): This is a spiritual sequel to Super Off-Road, also by Leland. The gameplay is the same but instead of trucks, you get Indy cars. Not bad, not bad...kind of like the original Super Sprint, but radically different. You buy items, use turbo boosts, and run tracks in a specific order (unlike the random selection of previous games). I find the tracks incredibly detailed--take a real life track and condense it into a cartoonized image, very clever.
This game has one unique feature not in Super Off-Road...the mandatory pit stop feature. At least once a race, you have to pit or else your car will run out of gas and you'll putter along. Also, you can crash and catch on fire which is the same as running out of gas--pit or else. You can use turbos while wrecked which can bail you out in a pinch. A funny feature--you can ram into someone while pitting and force them to leave early with less fuel. You see a cartoony figure of a flattened man when this happened (see 2:26 in Part 1 below).
This game also has stripped-down ports for the NES and the Amiga. Surprisingly, the NES version was capable of up to four players which was kind of cool.
In this video, sometimes the music glitches up and goes away occasionally. Not sure why it does that. Also I put in extra quarters before the race and buff my car to the max...who cares, this is to speed things up a little.
Part 1 Tracks: Phoenix, Vancouver, Indianapolis, Long Beach, Detroit, Pocono, Cleveland
Part 2 Tracks: Meadowlands, Toronto, Michigan, Lexington, Elkhart Lake (Road America), Monterey (Laguna Seca), Denver, Indianapolis (12 laps instead of 8)
SQUEALSQUEALPOWSQUEALPOWPOWSQUEALBLUEPITSQUEALPOWPSSHERKQUEALSQUEALPOWPOWPOWSQUEALPOWSQUEALPOWSQUEALPOWPOWSQUEALANDTHEWINNERISDANNYSULLIVANSTEAMHANGYOURHEADINSHAME
There's one more top-down game worth mentioning that's made by the creators of Super Sprint. It's called Badlands. It's three players driving around in minivans shooting guns at each other in a dreary backdrop. I don't find it appealing in the slightest, but I guess it's worth taking a look at if you're interested.
Conclusion: These are unique little games but with one flaw...the AI is so damn cheap, it ruins the game. You can't go four, maybe five or six races, until the AI goes into God Mode and you can't win. Period. No really, in Indy Heat, look at Michigan (2:00 Part 2). Danny does not pit ONCE and you can see him going into "Juice Mode" around the 5th lap. So screw it.
...speaking of which, you notice how EVERY game that offers you a free race for coming in first always has rubber band AI? Yes, I'm looking at you Cruis'n/FnF games. Makes the game feel gimmicky and cheap. I mean, take Daytona USA. No free races, but if you win, you know you did something right, not exploit the system. Anyway, just a casual observation.
NOTE: These games still aren't as good as Sega racers, sorry.
It's ok, Ivan's still cool with it!
If you like informative posts like this, check out my writeups of California Speed and Midway Corporation (in general).
Thursday, December 23, 2010
A Festivus For The Rest Of Us
If you know me, I'm a huge Seinfeld fan. December 23 may be Christmas Eve's Eve, but no--it is indeed Festivus. See here; too bad it's an abridged version:
"The Strike" Season 9 Ep. 10, first aired December 18, 1997.
------------
Now for my personal Airing of Grievances. I'm exaggerating here BTW so don't cry about it:
Sega, you didn't make that new Daytona USA game and I'm pissed! As a matter of fact, you've done little more than piss on our childhood dreams! All you do is publish games and take credit for it--you don't develop them! Stop making games about urinals! Also, try to build upon your old Dreamcast games rather than release they hackneyed ports that disintegrate in the bowels of Xbox Live Marketplace!
Toshihiro Nagoshi, you bum, stop hitting up the bars and tanning booths and make some good old Sega games from the old days! No more of this Yakuza or Binary Domain crap, give me something Daytona-related!
Sonic Team, thanks for stabbing the Sonic franchise with a rusty shank all this time!
Nintendo, you're overrated and no one has the guts to say it so I will! The Wii is a shovelware receptacle hinging entirely on the likes of Zelda, Smash Bros., Mario Kart, and miscellaneous motion control games! Also, I will never forgive you for making the bikes overpowered in Mario Kart Wii!
Microsoft, the Kinect is a piece of crap! Also, your little Xbox Live Avatars are incredibly ugly and seeing them makes me want to puke!
GameFAQs, your site is a good source of user-submitted guides, cheat codes, and reviews, but the message boards stink! Your moderators are crazy and so are your little user-contests! The Best Game contests are also lousy cause I can't take this Final Fantasy or Zelda crap anymore! I also don't like in that "Rate The Song" contest on the Rock Band 3 board you posters gave Werewolves of London, I Can See For Miles, Foolin', Good Vibrations, and Rock Lobster (yes) crap scores while you gave Beast and the Harlot a good score (click here)!
Kotaku, you're turning into the G4TV of gaming blogs! Stop pissing me off with your mis-representation of racing games, the miscellaneous science stories, dumb random crap, and all those anime chick pinups!
G4TV and Spike, congratulations on making me feel embarrassed to be a gamer! X-Play is trash, Attack of the Show is lame, and Code Monkeys is the kind of crap my obnoxious WoW-obsessed Mountain Dew-drinking "accomplice" would like!
Game Informer, I'll never forgive you for that old OutRun 2 review where you gave it a 6.5! Your magazine sucks and I hope you fail!
Activision, you are an embarrassment to the gaming community! The way you slash and burn game companies--you do not allow any room for creativity or innovation! It's all about the money, isn't it?
Namco Arcade in the mall, I'll never forgive you for taking away that Daytona USA 2 cabinet, regardless of the logistics behind it!
Forza 3 and Turn 10, I'm pissed at how the PI ratings are so screwed up that I can't play it anymore! Perfectly good game goes to waste and now I can't play it anymore!
World of Warcraft, you ruined gaming as we know it with its grinding gameplay, crap graphics in which all the characters look the same, and turning everyone I know into zombies who use nerdy lingo and don't shower!
Midway and Raw Thrills, you suck, end of story.
All you people who don't read my blog, you don't know what you're missing so shame on you!
...I lost my train of thought, that's the end for me, I'm through.
"The Strike" Season 9 Ep. 10, first aired December 18, 1997.
------------
Now for my personal Airing of Grievances. I'm exaggerating here BTW so don't cry about it:
Sega, you didn't make that new Daytona USA game and I'm pissed! As a matter of fact, you've done little more than piss on our childhood dreams! All you do is publish games and take credit for it--you don't develop them! Stop making games about urinals! Also, try to build upon your old Dreamcast games rather than release they hackneyed ports that disintegrate in the bowels of Xbox Live Marketplace!
Toshihiro Nagoshi, you bum, stop hitting up the bars and tanning booths and make some good old Sega games from the old days! No more of this Yakuza or Binary Domain crap, give me something Daytona-related!
Sonic Team, thanks for stabbing the Sonic franchise with a rusty shank all this time!
Nintendo, you're overrated and no one has the guts to say it so I will! The Wii is a shovelware receptacle hinging entirely on the likes of Zelda, Smash Bros., Mario Kart, and miscellaneous motion control games! Also, I will never forgive you for making the bikes overpowered in Mario Kart Wii!
Microsoft, the Kinect is a piece of crap! Also, your little Xbox Live Avatars are incredibly ugly and seeing them makes me want to puke!
GameFAQs, your site is a good source of user-submitted guides, cheat codes, and reviews, but the message boards stink! Your moderators are crazy and so are your little user-contests! The Best Game contests are also lousy cause I can't take this Final Fantasy or Zelda crap anymore! I also don't like in that "Rate The Song" contest on the Rock Band 3 board you posters gave Werewolves of London, I Can See For Miles, Foolin', Good Vibrations, and Rock Lobster (yes) crap scores while you gave Beast and the Harlot a good score (click here)!
Kotaku, you're turning into the G4TV of gaming blogs! Stop pissing me off with your mis-representation of racing games, the miscellaneous science stories, dumb random crap, and all those anime chick pinups!
G4TV and Spike, congratulations on making me feel embarrassed to be a gamer! X-Play is trash, Attack of the Show is lame, and Code Monkeys is the kind of crap my obnoxious WoW-obsessed Mountain Dew-drinking "accomplice" would like!
Game Informer, I'll never forgive you for that old OutRun 2 review where you gave it a 6.5! Your magazine sucks and I hope you fail!
Activision, you are an embarrassment to the gaming community! The way you slash and burn game companies--you do not allow any room for creativity or innovation! It's all about the money, isn't it?
Namco Arcade in the mall, I'll never forgive you for taking away that Daytona USA 2 cabinet, regardless of the logistics behind it!
Forza 3 and Turn 10, I'm pissed at how the PI ratings are so screwed up that I can't play it anymore! Perfectly good game goes to waste and now I can't play it anymore!
World of Warcraft, you ruined gaming as we know it with its grinding gameplay, crap graphics in which all the characters look the same, and turning everyone I know into zombies who use nerdy lingo and don't shower!
Midway and Raw Thrills, you suck, end of story.
All you people who don't read my blog, you don't know what you're missing so shame on you!
...I lost my train of thought, that's the end for me, I'm through.
Wednesday, November 24, 2010
Racing Contributors Informative List -- Why Sega Is Number One
1/14/11: Moved this article to its own page in the green taskbar on the right; click here to read it. Very intriguing.
Wednesday, November 10, 2010
California Speed -- Garbage With REDEEMING QUALITIES
Well, everyone knows about Midway (they're long gone now). The Cruis'n series was Midway's bread-and-butter racing series. At first, there was Cruis'n USA. Then they expanded their sights larger and made Cruis'n World. Then they decided to "up the ante" with Cruis'n Exotica which covered more intriguing locations not covered in the prequel.
However, let's focus on Atari Games. In 1996, they were consumed by Midway. Atari Games was renamed to Midway Games West to avoid confusion with regular old Midway. Atari was responsible for some old school games like Paperboy, Marble Madness, S.T.U.N. Runner, Super Sprint, Hard Drivin', Gauntlet, Area 51, and so forth. Read more here.
But Atari isn't the main focus of this article. It's about California Speed. You see, while Midway was cooking up Cruis'n games, Atari was cooking up Rush games (SF Rush, Rush 2, Rush 2049). Now IMO, I think the Rush series is far superior to the Cruis'n series. However, Atari, seeing what their Midway brethren had done, also felt the need to get their hands dirty and make their own Cruis'n style game and they called it California Speed.
Supplemental Material: San Francisco Rush N64, Cruis'n World N64.
Why not California? The largest state in size and population in the continental US. Highest and lowest altitudes in the continental US (Mt. Whitney and Death Valley respectively). It has the 7th-10th largest GDP in the world. Its population also consists of 7.3% illegal immigrants, voted heavily Democrat in the last 20 years, and in San Francisco, you can't buy Happy Meals with toys anymore. What else do you need to know...
So while Midway was going BIG, Atari was going SMALL. The state of California packs more action in it than most of the world combined. And for the most part, they're right. Along with big cities and noticeable landmarks, California Speed contains plenty of crazy courses and environments in it, such as supercomputers, roller coasters, shopping malls, and so forth. Midway only started to up the ante with Cruis'n Exotica and by then the "crap racer" genre has already overstayed its welcome...
In retrospect: Cruis'n World was released 1996 (arcade) and 1998 (N64) while California Speed was released in 1998 (arcade) and 1999 (N64). I'm not even going to talk about the arcade version since it sucks IMO (mostly because of the music). This one's entirely about the N64.
However, despite the "praise" I give to California Speed, lest you forget this is still a mediocre racing game only exceeding the Cruis'n series in certain aspects. The handling and graphics in California Speed is awfully similar to that of San Francisco Rush--like Atari just took the source code, ripped it to pieces, and tried to make an awful Cruis'n clone. I think that the Cruis'n games have sharper visuals and you'll notice Rush's blotchy visuals and sparse detail in selection locations will come into play.
Which one has the better sense of speed is debatable. California Speed cars top 180 mph while Cruis'n World cars average 150 mph although the latter allow higher speeds due to upgrades. You make up your own minds there. Either way, I think both games' sense of speed is rather dry so neither is too spectacular IMO. I know that California Speed has the longer courses of the two, clocking in at over 2:30 while Cruis'n World's last around a mediocre 1:45 per run.
In California Speed, your car is much more glued to the road, you can't explode, you can't do stunts, and you can't even flip into the air. At least in Cruis'n games, you have to avoid contact with other stuff and turn on a dime. In California Speed, there is relatively less interaction with the game as you generally cruise forward dodging occasional traffic. In one old review (IGN's if I recall), they described the game as a "one-finger game"--that you only need one finger to succeed and that is hold the gas and that's it. You can bounce off everything and you can't fail. On the other hand, the AI cars are way too stingy and will ride your ass the whole way unless you don't touch anything, so that's weird.
But regardless, let's get to the game footage, which I find fascinating for some reason. The car selection is rather bland, but it has some funny as hell cars, like a golf cart or a forklift. Also, the music in the N64 game just kicks ass--I can't explain why, but some of it is damn good driving music. So here we go:
Los Angeles:
Drive down interstate, through an aqueduct, then through Beverly Hills. Pretty standard stuff but the music is AWESOME. I also love how the guy destroys a tree at 2:17 and doesn't lose any speed whatsoever.
Santa Cruz:
This track starts of normally then it's blandness continues for a while until you start driving on a roller coaster. Holy crap.
Monterey:
Drive along a beach (the water doesn't slow you down at all WTF), then through an aquarium (Scud Race Underwater Tunnel!!) and then along a golf course. This game knows no bounds.
San Francisco:
A fairly decent replica of San Fran with the hills and the row houses. BTW, you don't just drive on the Golden Gate Bridge, you drive UP the sides. You can see some elements from the old Rush games here, such as the sneaky subway tunnel.
Yosemite:
BOY, this stage has a TON of elevation changes. Otherwise, just your normal outdoor stage. Flopping through the river and trees and whatnot. Not a big fan of the New Age Techno, but it does sound like Rush 2 music to me.
Central Valley:
Well gee golly, if this isn't the greatest banjo pluckin' I've ever heard. The music changes to some sexy disco beat in the mall. DAMN, this is the world's longest mall--must be 5 mi / 8 km long. You could actually "hit" sprite people in the arcade version, but not here.
San Diego:
JUMP THE BORDER WOOHOO! You drive on aircraft carriers and stuff. Yo, look at this dude in the golf cart at 1:50 LOLOLOLOL
Mojave Desert:
You drive through a desert, a military base, then into a large UFO. It's stupid but I love this damn song for some reason.
Mt. Shasta:
Wow, the volcano level. You'll see that a lot of out the wilderness areas in this game are relatively similar (just trees and crap) but then you enter that volcano which looks like Red Mountain from Sonic Adventure.
Silicon Valley:
This is the big supercomputer level. This one's pretty cool.
That's about it in terms of tracks. There's also Highway 1, and some other crap bonus courses like Fuji Speedway (although that's in JAPAN), San Andreas fault, and a small replica of California. There's also Laguna Seca and Sears Point, but I think those are only available in the arcade version. You do your own research. Overall, the game sucks and has nothing on Sega who was busy kicking ass with Daytona USA at this point in history (1998-1999), but it shows that some other developers out there "have it" when it comes to making crazy racing games. So adios, amigos.
However, let's focus on Atari Games. In 1996, they were consumed by Midway. Atari Games was renamed to Midway Games West to avoid confusion with regular old Midway. Atari was responsible for some old school games like Paperboy, Marble Madness, S.T.U.N. Runner, Super Sprint, Hard Drivin', Gauntlet, Area 51, and so forth. Read more here.
But Atari isn't the main focus of this article. It's about California Speed. You see, while Midway was cooking up Cruis'n games, Atari was cooking up Rush games (SF Rush, Rush 2, Rush 2049). Now IMO, I think the Rush series is far superior to the Cruis'n series. However, Atari, seeing what their Midway brethren had done, also felt the need to get their hands dirty and make their own Cruis'n style game and they called it California Speed.
Supplemental Material: San Francisco Rush N64, Cruis'n World N64.
Why not California? The largest state in size and population in the continental US. Highest and lowest altitudes in the continental US (Mt. Whitney and Death Valley respectively). It has the 7th-10th largest GDP in the world. Its population also consists of 7.3% illegal immigrants, voted heavily Democrat in the last 20 years, and in San Francisco, you can't buy Happy Meals with toys anymore. What else do you need to know...
So while Midway was going BIG, Atari was going SMALL. The state of California packs more action in it than most of the world combined. And for the most part, they're right. Along with big cities and noticeable landmarks, California Speed contains plenty of crazy courses and environments in it, such as supercomputers, roller coasters, shopping malls, and so forth. Midway only started to up the ante with Cruis'n Exotica and by then the "crap racer" genre has already overstayed its welcome...
In retrospect: Cruis'n World was released 1996 (arcade) and 1998 (N64) while California Speed was released in 1998 (arcade) and 1999 (N64). I'm not even going to talk about the arcade version since it sucks IMO (mostly because of the music). This one's entirely about the N64.
However, despite the "praise" I give to California Speed, lest you forget this is still a mediocre racing game only exceeding the Cruis'n series in certain aspects. The handling and graphics in California Speed is awfully similar to that of San Francisco Rush--like Atari just took the source code, ripped it to pieces, and tried to make an awful Cruis'n clone. I think that the Cruis'n games have sharper visuals and you'll notice Rush's blotchy visuals and sparse detail in selection locations will come into play.
Which one has the better sense of speed is debatable. California Speed cars top 180 mph while Cruis'n World cars average 150 mph although the latter allow higher speeds due to upgrades. You make up your own minds there. Either way, I think both games' sense of speed is rather dry so neither is too spectacular IMO. I know that California Speed has the longer courses of the two, clocking in at over 2:30 while Cruis'n World's last around a mediocre 1:45 per run.
In California Speed, your car is much more glued to the road, you can't explode, you can't do stunts, and you can't even flip into the air. At least in Cruis'n games, you have to avoid contact with other stuff and turn on a dime. In California Speed, there is relatively less interaction with the game as you generally cruise forward dodging occasional traffic. In one old review (IGN's if I recall), they described the game as a "one-finger game"--that you only need one finger to succeed and that is hold the gas and that's it. You can bounce off everything and you can't fail. On the other hand, the AI cars are way too stingy and will ride your ass the whole way unless you don't touch anything, so that's weird.
But regardless, let's get to the game footage, which I find fascinating for some reason. The car selection is rather bland, but it has some funny as hell cars, like a golf cart or a forklift. Also, the music in the N64 game just kicks ass--I can't explain why, but some of it is damn good driving music. So here we go:
Los Angeles:
Drive down interstate, through an aqueduct, then through Beverly Hills. Pretty standard stuff but the music is AWESOME. I also love how the guy destroys a tree at 2:17 and doesn't lose any speed whatsoever.
Santa Cruz:
This track starts of normally then it's blandness continues for a while until you start driving on a roller coaster. Holy crap.
Monterey:
Drive along a beach (the water doesn't slow you down at all WTF), then through an aquarium (Scud Race Underwater Tunnel!!) and then along a golf course. This game knows no bounds.
San Francisco:
A fairly decent replica of San Fran with the hills and the row houses. BTW, you don't just drive on the Golden Gate Bridge, you drive UP the sides. You can see some elements from the old Rush games here, such as the sneaky subway tunnel.
Yosemite:
BOY, this stage has a TON of elevation changes. Otherwise, just your normal outdoor stage. Flopping through the river and trees and whatnot. Not a big fan of the New Age Techno, but it does sound like Rush 2 music to me.
Central Valley:
Well gee golly, if this isn't the greatest banjo pluckin' I've ever heard. The music changes to some sexy disco beat in the mall. DAMN, this is the world's longest mall--must be 5 mi / 8 km long. You could actually "hit" sprite people in the arcade version, but not here.
San Diego:
JUMP THE BORDER WOOHOO! You drive on aircraft carriers and stuff. Yo, look at this dude in the golf cart at 1:50 LOLOLOLOL
Mojave Desert:
You drive through a desert, a military base, then into a large UFO. It's stupid but I love this damn song for some reason.
Mt. Shasta:
Wow, the volcano level. You'll see that a lot of out the wilderness areas in this game are relatively similar (just trees and crap) but then you enter that volcano which looks like Red Mountain from Sonic Adventure.
Silicon Valley:
This is the big supercomputer level. This one's pretty cool.
That's about it in terms of tracks. There's also Highway 1, and some other crap bonus courses like Fuji Speedway (although that's in JAPAN), San Andreas fault, and a small replica of California. There's also Laguna Seca and Sears Point, but I think those are only available in the arcade version. You do your own research. Overall, the game sucks and has nothing on Sega who was busy kicking ass with Daytona USA at this point in history (1998-1999), but it shows that some other developers out there "have it" when it comes to making crazy racing games. So adios, amigos.
Thursday, August 19, 2010
Uh, More Cruis'n World? Also GT5
Yeah, first and foremost, if you haven't read the Midway article I posted days ago, check it out even to see the new Kenya video of cars maiming animals...if I haven't changed your outlook on Midway or the Cruis'n series, this will.
Because I'm entertained by crap, I found this unique Cruis'n World beta dev interview...ah yes, there is Mr. Jarvis himself.
I don't even get the first 90 seconds of this, like this French dude can't even touch the Most Interesting Man in the World (oucwutididthar). Right away, you see the Devastator (silver car) from Cruis'n USA which sucks that they took it out (who cares anyway). I had no idea that they went out to different places to take pictures. Upping the framerate was a good idea, the sense of speed in this game isn't too bad. Then the art guy at 5 min says that he wanted to make "fun" tracks. I agree, we need more interesting tracks in video games, but gimme OutRun 2 tracks if I want to "cruise the world" or some crap like that.
Also what's this about taking gamer suggestions? Adding all the things you've wanted to do in a racing game? How about going over 200 mph, using the brakes, making the gameplay more rewarding, shooting bazookas from the headlights, oh hell you know already, I'm just sipping the Hatorade...
Because I'm entertained by crap, I found this unique Cruis'n World beta dev interview...ah yes, there is Mr. Jarvis himself.
I don't even get the first 90 seconds of this, like this French dude can't even touch the Most Interesting Man in the World (oucwutididthar). Right away, you see the Devastator (silver car) from Cruis'n USA which sucks that they took it out (who cares anyway). I had no idea that they went out to different places to take pictures. Upping the framerate was a good idea, the sense of speed in this game isn't too bad. Then the art guy at 5 min says that he wanted to make "fun" tracks. I agree, we need more interesting tracks in video games, but gimme OutRun 2 tracks if I want to "cruise the world" or some crap like that.
Also what's this about taking gamer suggestions? Adding all the things you've wanted to do in a racing game? How about going over 200 mph, using the brakes, making the gameplay more rewarding, shooting bazookas from the headlights, oh hell you know already, I'm just sipping the Hatorade...
I don't always play racing games....but when I do, I prefer SEGA!
Also, if this game couldn't get any damn weirder, check out the ending (speed up to 1:50, btw this is the arcade version on MAME). Oh Bill Clinton, geez, Midway is obsessed with the man. He was in Cruis'n USA and NBA Jam too. And that "We're cruis'n now," line was pretty tight.
This is the part of the entry where I have to put some stupid "I really don't hate this game and I'm not a Sega fanboy" disclaimer but you get the idea. Really.
------------
Yeah, and I might as well squeeze this in here. Gran Turismo 5 will have up to 16 cars on track, maybe more. Get your notepads out Turn 10, that's eight more than you have. Ok, maybe you already knew that but that's just in case. Also, here's this B-Spec mode that's not like the other one (set speed to 3x, AI to push, you win). Instead, you play the pit chief and can tell the driver what to do. You "train" him not to screw up by keeping his Physical and Mental meters up. If he loses control of his feelings, he'll lose the tactical advantage or worse, spin out, so it's a long, drawn-out process to make your own little Michael Schumaker out of 0's and 1's. Tell him "Try to go easy on the car," and "You can take him," and he'll get the picture quickly. Oh, and some of these cars are looking damn sexy, I hope this game turns out OK.
I hate Kotaku but I have no where else good to get comprehensive news? And don't say G4, oh God no.
Monday, August 16, 2010
Ding Dong, The Witch Is Dead? (Midway/Cruis'n Games/etc.)
Feb '09, Midway declared bankrupcy (which explains why Midway games like Smash TV, Paperboy, and Root Beer Tapper were taken on XBLA). Apparently, today, all the studios are gone forever or are sold to someone else, as you can tell by the Midway logo in the trash can. I'm going to say a few words--I'm not going to kick the company while its down but I'm not going to give an eulogy either.
BUT FIRST, let me just say that I'm going into the Cruis'n series quite a bit here. Before you all call me a fanboy, a whiner, a stupid idiot who doesn't know anything, let me just say that I have played A TON of Cruis'n World and Cruis'n USA in arcades and on the N64. I sat there with my little N64 racing wheel and got 9,999 points on Cruis'n World, unlocked the Speed Demon as well as all the other cars (except for the Tommy which I think is impossible). I also set a world record on Cruis'n USA which I think may have been beaten right about now, but since the site that held the record has disappeared, it's really nothing right about now. What I'm trying to say is that I've spent a copious amount of time playing these games so you can't say I don't know anything about them.
Probably the hardest track in the history of racing games.
Midway has always been a punching bag of mine, mostly because of its IMO mediocre Cruis'n series which has turned Sega racing games into an endangered species as far as I'm concerned. That latter reason is why I take this a little personally, otherwise it can exist all it wants and I don't care. But you kind of have to give Midway some credit for they've really pushed arcades ahead in America such as Paperboy, Smash TV, Root Beer Tapper, Defender, Joust, Gauntlet, etc. They were kind of a "we make whatever games we want and you can't tell us otherwise" developer. Plus they've released a ton of their arcade games in their Arcade Treasures series (although the emulation wasn't 100% perfect).
Cruis'n Series: There's Cruis'n USA, Cruis'n World, and Cruis'n Exotica, three arcade games that came home on ports for various consoles. John Marine wrote a pretty good article on this here. Well, what's my problem with these games? Well, let me go with what I really don't like about it...
* It's a twitch racer. Basically, the main difficulty with the game is not hitting the driving lines, instead its simply reacing to turns and oncoming traffic. Most tracks anyway, some like Chicago and Redwood Forest in Cruis'n USA are insanely difficult.
* No need to use the brake at all. Very little need for skill and not much room to improve yourself. Flips, barrel rolls, etc take some skill to do but that's about it.
* Collision detection. If you're driving along and you make a little love tap with another racer, just flip two coins, one for yourself, one for the other guy. If the coin lands on heads, spin out. If tails, lose about 2 mph and keep going. Basically, it's just like a random integer that causes you to spin out for no reason whatsoever. For some reason, the likelihood of a spinout is much less in Cruis'n USA which means it got worse then on IMO.
* Rubber band AI. OH MAN DO I HATE THIS. You can be in the lead, cruis'n, first place, not doing anything wrong, hitting whatever racing lines may exist, but the computer will still be riding your ass the whole way. Sometimes when I'm playing this (this is mostly in the arcade version for obvious reasons) I lose and it just makes me want to punch the screen. And another thing Midway has the kindness to do is offer a "free race" to those who come in first, but you might as well play a light stopper game if you want freebies.
* Time limit is too generous. Races are too short, some lasting at least 1:30 or longer, depending on how well you drive.
* This one's for the arcade versions of Cruis'n World and Exotica, I'm looking right at you. When you're on the Kenya track or whatever, little sprite animals like zebras and elephants can wander right out onto the track. What happens when you hit them? They explode into blood chunk giblets that fly all over the place. PETA should've sued Midway for this. Anyway, I might've found this entertaining...if I were a five year old who likes making farting noises with my armpits and making death threats against Barney the Dinosaur.
NEW FOOTAGE:
About as gruesome as a shotgun-wielding lunatic at a furry convention.
On the other hand, there's a few good things I can say about the Cruis'n games and that is it's got a decent "vibe." Like it's a game that doesn't take itself seriously. Good music, good menus, cool cars, a decent sense of speed. It's not the worse game I've ever played...but at someone whose standards are way up high, I don't know, I just can't take it at all.
Cruis'n USA came out in '94, nearly the same time as Daytona USA and Ridge Racer.
The original Cruis'n USA had a Ferrari Testarossa, '63 Corvette Stingray, a Jaguar XJ220, and some weird '30's Chevy...thing. The cars were cool and the music was good which IMO makes Cruis'n USA the best in the series. That was before the series took a dive into Darth Vader territory with a bunch of ridiculous cars like little Beetles, Hummers, that 3-wheel truck thing, as well as flips and stuff which really make zero sense in any racing game as far as I'm concerned. This game even has drifting which really doesn't make any sense other than to do heli spins moves.
Like I said about the Cruis'n games, they're games that you can't take seriously. I mean, when I'm playing Daytona USA or OutRun, I always gotta do my best, but here, it's just stupid fun. But that's the main problem--it's something that NO ONE takes seriously! It's a game that the average Joe arcade gamer throws money at and then quits because they don't feel like playing a game like Daytona USA and busting their ass to get better at it. And that's why I think the Cruis'n games are dominating the arcades. And that's why I have a vendetta against them.
Everything Else: I could've gone into a long list of games but since this article's too long anyway, let's just sum it up quickly.
Mortal Kombat, their most prized possession. Personally, despite the violence, I never saw it as that great of a fighting series because it mostly ran on the blood gimmick. The later 3d series has really improved it's visage when compared to serious contenders like Street Fighter, Tekken, etc. Not going to comment much since fighting games aren't my forte.
NFL Blitz and NBA Jam, not bad. They got numerous home ports (including a new NBA Jam game coming soon) and they are pretty goofy. Although I prefer NFL Street, Blitz is basically rugby with QBs and RBs throwing the ball 50 yards with a perfect spiral and late hits and all that crap. Still, it's good fun and it's pretty easy to pick up. NBA Jam, fun too. Decent sports games.
San Francisco Rush, probably their best game IMO. Decent racing game with low gravity, the tracks are cool, tons of secrets. And get this, YOU HAVE TO USE THE BRAKES. Rush 2049 is a good arcade game that actually warrants some replay value (finding coins, gaining miles), but it didn't last long. Too bad the N64 versions were graphically underwhelming even by N64 standards.
Rampage, basically you play as three Godzilla-sized monsters and go punch buildings and eat people. Game really makes zero sense whatsoever but I can see little kids getting a kick out of it. The game basically becomes a "don't lose your HP" game as tanks and helicopters shoot you up and I never really could do anything to stop it. So yeah, this one's stupid. BAD.
Area 51 and Lethal Enforcers, compared to Time Crisis and Virtua Cop, this one's just laughable. There's no way to avoid getting hit so it's really up to level memorization to beat the game. At least there's a few cool secret items and rooms and crap.
Hydro Thunder, everyone knows about this one. It's a boat racer which is pretty cool and it's basically in every arcade in the world. It's one of Midway's best products, but I'm not bombastic all over it. Check out the new H2O Overdrive for arcades or the Hydro Thunder game for XBLA if you're so inclined.
California Speed, the bastard child of Cruis'n World and San Franciso Rush. It's basically like Rush but you can't blow up and are glued to the road. It's got some crazy locales like Silicon Valley and Mojave Desert which leads to environments such as large supercomputers, UFOs, volcanoes, large shopping malls, roller coasters, etc. It's still a pretty crappy game though.
Revolution X, remember this gem? It's got Aerosmith in it, but still, not even they can save it. Why AEROSMITH WHY??
Remember, music is the weapon.
Primal Rage, a bunch of dinosaurs punching each other in a blood bath to the death. Evo and Major League Gaming is considering adding this one to their lineup.
I could really go on, but that's about it. After '09, Ed Boon (Mortal Kombat creator) continues to work at the old Midway Chicago studio under Warner Bros. Eugene Jarvis (Cruis'n creator) bailed out and created his own company called Raw Thrills where he can spam Cruis'n and Area 51 clones to screw us over in the 21st century! Fast and the Furious = game of the century. So I guess you can say Midway really isn't "dead."
Anyway, bankrupcy can be bad and there's probably some Midway fans hurting right about now. But what if something like this happened to Sega? Didn't they come close to biting the bullet after the Dreamcast? I don't know, it's just something scary to think about. If Sega is gone, not only would you lose Daytona USA, but any chance of sequels! Plus Sonic the Hedgehog, which would make tons of kids and the UK cry. I'm outta here, adios.
Labels:
Cruis'n USA,
Cruis'n World,
Fast and the Furious,
Hydro Thunder,
I'm Awesome,
Kotaku,
Midway,
Mortal Kombat,
N64,
Pressure,
Raw Thrills,
Revolution X,
San Francisco Rush,
Sega,
That's Sad
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