Showing posts with label Sega. Show all posts
Showing posts with label Sega. Show all posts

Tuesday, 11 October 2022

On the TitanCast: Kenji Eno's Legendary D with Derek Alexander of Stop Skeletons From Fighting

 

Greetings Junkies!

The Halloween season is upon us and Stop Skeletons From Fighting's Derek Alexander joins the TitanCast crew for a D-lightful retrospective deep dive into Warp and Kenji Eno's cinematic horror adventure game, D.

Help us wallow in the spooky spirit as we vibe in Kenji Eno’s brain castle!

Now playing on a podcast app near you, including:

Listen on Apple Podcasts
Listen on Spotify
Listen on Google Podcasts

Listen on Player FM

Listen on Buzzsprout
(Host site w/ more app links)

Referenced links:

Stop Skeletons from Fighting

SSFF's Patreon, including Stop Skeletons From Podcasting episodes | https://www.patreon.com/StopSkeletonsFromFighting

SSFF's Kenji Eno Past Mortem video | https://youtu.be/i3TrfyNTcB8

SSFF on Twitter | @stopskeletons


Nuno's book via Editorial DivergĂȘnci (publisher site)

Book page: Pela Cabeca do Rei Volume


The Virtua Planet (Brian's blog)

Main page | https://thevirtuaplanet.com/

"The Bouncer: Square's Cutscene 'Em Up Sandwich" | 

http://thevirtuaplanet.com/2022/10/04/the-bouncer-squares-cutscene-em-up-sandwich/


TitanCast Episode 29 -- The Yakuza: Like a Dragoncast with Kinsey Burke and KC RadioMan | https://thesaturnjunkyard.blogspot.com/2021/03/yakuzalikeadragoncast.html


Host links

Brian's Twitter (@VirtuaSchlub)

Camron's Instagram (@Tsundain)

Sam's Twitter (@SMylesDrew)


Junkyard links

Saturn Junkyard website/blog

Saturn Junkyard YouTube channel

Saturn Junkyard Twitch channel

SJY Facebook community

SJY Twitter (@SaturnJunkyard)

The Dreamcast Junkyard website/blog (sister site)

The Dreamcast Junkyard's Dreampod podcast



Thursday, 1 April 2021

Finally Revealed: How to Play as Ryo Hazuki on the Sega Saturn!

OK, so it ain't Saturn Shenmue but bear with us here. This is still really dang cool!

As many fans already know, AM2’s Fighters Megamix is an ambitious crossover 3D fighting game for the Sega Saturn, featuring a mashup of iconic Virtua Fighter and Fighting Vipers characters duking it out for...reasons. For those who are unfamiliar with the game, we have written about it here on the Saturn Junkyard. It even ranked just outside folks' top 10 all-time favorite Saturn titles in our community poll a while back.

Aside from being an all-around excellent video game, Fighters Megamix is particularly notable for its smattering of weird and obscure unlockable fighters, including Bark and Bean from Sonic the Fighters, Janet from Virtua Cop 2, Rent-A-Hero (in the Japanese version), original character Deku, the prototype VF1 character Siba (who was cut from the original game before release), and most notoriously, the Hornet stock car from Daytona USA. And, uh, meat. The game even lets players fight as the AM2 palm tree logo once they've logged in a whopping 84 hours!

But apparently, that isn't everybody…

In a recent Japanese interview as part of the GO SEGA 60th Anniversary series, former Sega arcade/AM2 executive and Fighters Megamix director Hiroshi Kataoka let it slip that, buried deep within the recesses of Fighter Megamix’s code, there is one more unlockable fighter that the community has yet to unearth. Further, it was strongly hinted that this character would go on to be a massive fan favorite in the Sega community, which is especially since you bought merchandise relevant given the recent hubub surrounding certain other infamous AM2 prototypes on the Sega Saturn.

The fact that he is apparently unlockable as an alternate Akira skin also lends some credence to our suspicions, and it was later confirmed that Shenmue's Ryo Hazuki -- or at least a very early prototypical iteration of him -- is indeed a hidden playable character in Fighters Megamix.

Ryo? In Fighters Megamix?! This is cool!

It can't be overstated how monumental this potentially is for the Sega fan community. The fabled Saturn prototype build of Shenmue (a.k.a. Project Guppy, a.k.a. Virtua Fighter RPG: Akira's Story, a.k.a. Project Berkley) has been a white whale for fans ever since AM2 revealed detailed footage from the prototype project alongside Shenmue II. Perhaps one day a former Sega or AM2 employee (who is also a supremely benevolent and all-around wonderful human being) will step forward and grace the world with a playable build of Saturn Shenmue and give us adoring fans a chance to experience it for ourselves in its full 32-bit glory. Unfortunately, this prototype build reportedly ran on an upgraded version of the Saturn (rather than stock hardware), which could pose its own practical challenges to our collective pipe dream. Nevertheless, it would be a remarkable glimpse into the unbridled ambition of a masterful Yu Suzuki-led AM2 team who dared to unravel the seams of the medium to engage players in new ways and immerse them fully in its living, breathing virtual world.

Until then, having the chance to play as Ryo in a 25 year-old fighting game could be the next best thing. However, there is a catch. Unlocking our (baby) boy Ryo in Fighters Megamix is apparently a very time-consuming ordeal and none of us at the Junkyard have had a chance to try it since learning this information a couple of days ago. For any patient and dedicated souls in the community with some extra time their hands, this is how it’s supposed to work:

Similar to other secret characters in the game, unlocking Ryo requires playing Fighters Megamix for a certain threshold of time before be becomes playable. Unfortunately, in Ryo's case, this is double the amount of time it takes to unlock the AM2 palm tree: 168 hours!

Worth it.

Done doing that? Good.

After logging a full 168 hours into Fighters Megamix, simply go into any mode and highlight Akira on the fighter select screen, hold *L+R+B+X+Z simultaneously before selecting the character with either A, C, or Y. 

* Note: we believe they meant L and R as in the shoulder buttons, not the D-pad inputs.

And after that…?

Let’s get sweaty.

That’s all we know so far. We will follow up with some updates once we’re able to play as Ryo for ourselves. In the meantime, if anyone in the community can unlock Ryo first and share their spoils with the Saturn Junkyard Facebook community, we will be forever grateful for your legendary exploits!

May Segata Sanshiro guide your path.

Tuesday, 2 March 2021

New SJY TitanCast Episode -- Yakuza: Like a Dragoncast w/ Kinsey Burke & KC RadioMan!

Join us for a monumental celebration of SEGA and RGG Studio's Yakuza: Like a Dragon (a.k.a. YakLAD)! In this mega episode of the Saturn Junkyard's TitanCast, Brian and Camron are joined by special guests KC (host of The SEGA Lounge on Radio SEGA) and Kinsey (YouTuber and Producer at Chuhai Labs) for a lively deep dive into the inaugural adventure of Ichiban Kasuga and friends.

Available on podcast sites everywhere, including:

Listen on Apple Podcasts
Listen on Spotify
Listen on Google Podcasts
Listen on Buzzsprout

For the first half of this episode, we have a spoiler-free chat about our broader experiences and impressions of LAD as a sequel and entry point, and its merits as both a continuation of and departure from the series' legacy. Later in the episode, things take a turn for the absurd and spoilery as we fawn over Ichiban, reminisce about our hypercapitalist tomfoolery in the business sim mini game, and talk mad shit about certain “supporting” characters.

Whether you already love Yakuza and Like a Dragon or are curious what all the hoopla is about, join us for a fun time, either way!

Games discussed in this episode: Yakuza: Like a Dragon (and not much else)

Panelists (Twitter links):

Kinsey (@KinsZilla)

KC (@KCRadioMan)

Camron (@Tsundain)

Brian (@VirtuaSchlub)


Related Links:

The Sega Lounge podcast site - https://thesegalounge.podbean.com/e/bestofsega2020/

Radio Sega main site - https://www.radiosega.net/

The SEGA Lounge Twitter (@thesegalounge) - https://twitter.com/thesegalounge


Chuhai Labs main site (w/ Discord link) - https://www.chuhailabs.com/

Chuhai Labs Twitter (@ChuhaiLabs) - https://twitter.com/chuhailabs


The Saturn Junkyard blog site - http://thesaturnjunkyard.blogspot.com/

SJY Facebook page & community - https://www.facebook.com/thesaturnjunkyard

SJY YouTube channel - https://www.youtube.com/c/TheSaturnJunkyard/

SJY Twitter (@SaturnJunkyard) - https://twitter.com/SaturnJunkyard


The Dreamcast Junkyard home page - https://www.thedreamcastjunkyard.co.uk/

Brian's Shenmue III article on DCJY - https://www.thedreamcastjunkyard.co.uk/2021/01/LegacyofShenmue3.html

Friday, 26 June 2020

Modern Controllers on the Saturn and Dreamcast: Early Impressions of the Brook Wingman SD


Let’s just get this out of the way: the original, Japanese-style Saturn gamepad is one hell of a controller. It’s easily one of the greatest ever crafted…for 2D games.

When it comes to 3D, the Sega Saturn’s pedigree is considerably more complicated. Sega’s initial attempt at an analog controller – the 3D control pad – was a perfectly serviceable, albeit rough-around-the-edges attempt at giving Saturn players a handle on the third dimension. But it worked well enough. As an early showpiece title for the controller, NiGHTS into Dreams drew us in with its vibrant, imaginative worlds and addicting score attack premise. Yet it was our seamless connection to the game’s smooth and blistering flow – thanks largely to the 3D control pad – that cemented Sonic Team’s soaring jester simulator among the Saturn’s most beloved and iconic games. At the very least, it was clear that analog controls were our future.
Unfortunately, like most other consumer products of the 1990s, those original 3D control pads were not made to last forever. After two and a half decades of wear and tear, their fraying rubber membranes and wobbly analog sticks are slowly becoming more rules than exceptions. Inevitably, there will be a day when our passion for 3D Saturn games like NiGHTS will outlive our ability to fully play them as intended on original hardware. In the meantime, we’ll just have to enjoy our ratty old 3D controllers while they last…

That is, unless we had a viable alternative.

It’s not for a lack of trying. A couple of years ago, Retro-Bit announced plans to produce its own aftermarket 3D Saturn gamepads. The company has since released its well-received interpretation of Sega’s original 2D Japanese-style pad, yet its 3D analog models ostensibly lie in design stasis. Earlier this year, Retro Fighters launched its BrawlerGen controller for the Genesis and Saturn. With any luck, I hoped it would be the silver bullet that saves the Saturn from an apocalyptic, 3D controller-deprived future.
It wasn’t.

The BrawlerGen’s form factor feels reasonably ergonomic and it sports an analog stick for directional input but it completely lacks analog functionality. Disappointingly, its analog stick simply mimics the d-pad’s eight-way digital input without any of the pressure-sensitive, omni-directional functionality of the original 3D pad. The BrawlerGen is still a useful controller – especially for some Genesis games and non-analog 3D Saturn titles like the original Panzer Dragoon – but it hardly remedies the Saturn’s scarcity of analog controller options.

So here we are. Unlike Retro-Bit and Retro Fighters, gaming peripheral manufacturer Brook has taken a wildly different approach to alleviating that scarcity. Instead of a brand new controller, Brook’s Wingman Converter SD is a controller adapter dongle that lets players use an array of modern gamepads and arcade sticks on both the Saturn and Dreamcast. The company sent me an early unit to test out and write about, so I tested it and now I am writing about it.

So how does it work?
As it turns out, pretty damn well…with plenty of caveats.

The Wingman Converter SD promises wireless and wired compatibility with a variety of modern first party controllers, including the PS3, PS4, Xbox 360, Xbox One, Switch, and others. It took me a while to get some of them to sync consistently and ultimately, some worked better than others. Granted, most of the PS4 and Xbox One controllers I own are early launch-era models so it’s possible the Wingman simply doesn’t play nice with those older gamepads. At one point, Brook's website also suggested the Wingman would be compatible with some modern arcade sticks. Unfortunately, I don’t own any so I wasn’t able to test them. I’ll also note that I’m using an early pre-production Wingman SD unit so it’s possible – even likely – that some of the issues I mention here will be ironed out before release or via future firmware updates. Hell, even as I've been using this adapter, Brook has already issued a couple of updates which cleaned up some earlier issues I experienced considerably.

After syncing various modern gamepads via their respective USB charging cables (not included), I noticed some fairly major differences in their performance. For instances, my launch Xbox One controller (non-Bluetooth model) felt like it had very little dead zone in its analog stick and was a bit too sensitive, making it more difficult to finesse directional movements. The Switch Pro Controller works reasonably well with the Wingman but because its shoulder buttons (ZL and ZR) lack analog sensitivity, it poses obvious problems for driving games which rely on pressure-sensitive acceleration and braking. That left me with a newer DualShock 4 (Model #CUH-ZCT2U) which I primarily used wirelessly with the Wingman SD. For the purposes of sharing my impressions here, I’m going to focus on my experiences with particular controller.
Playing Dreamcast games with a DualShock: Heresy? Sure, but it’s heresy that works.

Despite some of the quirks I mentioned earlier, the Wingman SD has a great deal of potential to turn modern gamepads into fully functional alternatives for playing 3D games on Sega’s penultimate and swansong platforms. After syncing it with the Wingman, my DualShock 4 worked wirelessly on both consoles with little fuss. Overall, it feels solid where it needs to: it’s highly responsive while adding no discernible lag. Most crucially for games like Burning Rangers and NiGHTS, the PS4’s analog stick supports a full range of granular directional inputs that I’d expect from the original 3D control pad. The trigger buttons also share a comparable range of motion and pressure sensitivity, which is critical for racing games like Manx TT and Sega Rally Championship.

I hesitate to say the Wingman SD and DualShock 4 work better than the original Saturn 3D control pad, but at the very least, it’s a damn fine alternative. There are a couple of Saturn games I feel the Wingman SD works especially well with: Power Slave/Exhumed and Sonic R. Honestly, a lot of this may come down to the DualShock 4’s smoother and more resistant analog stick. It provides a more stable and nuanced feel for these games that is less finicky than Sega’s official 3D pad. Combine that with a more ergonomic formfactor, I really do think the Wingman/DS4 will be my preferred way to play many of these games going forward.

Additionally, the Wingman SD supports button remapping and turbo functions, which is particularly useful as the default face button assignments don't always intuitively between the Saturn and PS4 controllers. As far as I can tell, you can’t swap the analog sticks to map physical movement to the right stick (I’ll get into that in a bit). But with a few button combinations outlined in the instruction manual/website, I was able to remap the face and shoulder buttons fairly easily.
In case you’re wondering how the default button mapping works for using a DualShock 4 with Saturn games, the Wingman assigns X, Y, and Z, to square, triangle, and L1 and A, B, and C to cross, circle, and R1, respectively. This set up works well for most 3D games I’ve tried so far, though I wouldn’t recommend it for games which require equal access to all six face buttons. Honestly, you’ll still want to keep those 2D Saturn pads and arcade sticks handy for shmups, fighting games, etc.

OK, now let’s talk about the Dreamcast because that’s where the Wingman SD will have some extra value. For all of Sega’s groundbreaking and forward-thinking accomplishments, its failure to include a second thumbstick on its Dreamcast controller was almost comically shortsighted. Some developers attempted to design around this by mapping physical movement (forward/backward/strafing) to the Dreamcast controller's face buttons. This was an admirable attempt that worked to the benefit of 3D shooters like Fur Fighters, MDK2, Slave Zero, Quake III Arena, Outtrigger. That said, it was hardly a great, let alone perfect solution.

To that end, the Wingman SD manages to give players a little taste of how dual analog support might have worked on the Dreamcast. Surprisingly enough, it kind of does a solid job at it.

I say “kind of” because neither the Wingman SD nor modern controllers are not going to miraculously convert digital A/B/X/Y inputs into full analog directional inputs. However, they will let players functionally use the left stick for aiming and the right stick for basic eight-way movement for any action/shooting games with those mapping options. For those aforementioned games I’ve tested so far, it works surprisingly well. Unfortunately, the Wingman lets you remap the face and shoulder buttons but not the analog sticks, which means I was basically stuck with a southpaw configuration for my faux dual stick set up. If that’s your preference and/or you’re able to adjust to it (I eventually was), it works reasonably well.
There’s also another Dreamcast-specific feature I should mention. Unlike other controller converters (e.g. the Total Control products) the Wingman SD does not have a VMU port on the unit itself (you can load one from a second controller). However, the unit does function as its own built-in memory card with a full 200 blocks for game saves. For those familiar with Brook’s earlier PS3/PS4-to-Dreamcast Super Converter adapter, which only had a few dozen blocks of memory, the Wingman SD is a notable improvement.

Well, that’s pretty much all I have to say about the Wingman SD for now. Overall, it's an ambitious peripheral and I've encountered plenty of quirks and issues during my time with it. Regardless, the Wingman is a nifty little adapter that I see myself using fairly often going forward. As our older analog sticks grow looser and wobblier – and as Saturn 3D pads become rarer and more expensive – we’ll need solutions like this to keep enjoying those classic 3D games on original hardware. For its part, the Wingman largely succeeds.

The Brook Wingman Converter SD is scheduled to release in mid-July for $49.99.

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Thanks for reading -- You can find me on Twitter (@VirtuaSchlub) where I post about random video game musings as well as occasional Junkyard write ups and podcasts.

Sunday, 29 March 2020

The Panzer Dragoon Remake: Flying Blind Through Familiar Skies

I’ve always been sympathetic to, and even charmed by Sega’s mid-‘90s transitional struggles. For a time, the company was caught perpetually off guard as the industry conventions it had relied on (and indeed, helped define) crumbled amidst a swift generational shift. Sega adapted, more or less. It eventually forged its own creative renaissance that continues to endear the company to many of us today, even if it was ultimately a victim of that sea change.

In my mind, no game exemplified that precarious phase more than the original Panzer Dragoon. As something of a killer app in the Sega Saturn’s early days, the original title stands as a cult classic, particularly by association with its offspring. Fans maintain an enduring fondness for the original Panzer Dragoon, of course, but it remains even better known for kicking off a remarkable and criminally underappreciated gaming franchise.

For its part, the original Panzer Dragoon was a timid first step in a bold new direction. It navigated a generational chasm between a familiar arcade-action framework and the unbound possibilities of 3D gaming. Between them, Panzer Dragoon took a contorted middle path. It utilized the third dimension to great artistic and mechanical effect, hoisting players atop a majestic dragon and immersing them in a 360˚ perspective as they locked lasers with fantastical beasts in a mysterious, post-apocalyptic setting. Those concepts contributed to a distinct vision and tone that felt entirely new. However, several of the game's structural aspects – like its rigidly linear pathways, finite life/continue counts, and lack of upgrades or progression systems – did not.

The game is about dragons, after all, so in those terms the original Panzer Dragoon was like a young fledgling: confined to well-trodden ground despite its loftier ambitions for flight. With later installments, the series would grow its wings, evolve with more modern conventions, and soar with a swagger to match its ambition.

But now, 25 years later, developer MegaPixel Studio and publisher Forever Entertainment return us to that young fledgling via the Nintendo Switch (for now, with PC and other platforms eventually).

At face value, the Panzer Dragoon remake basically does what it promises. It lets me hop back into the dragon’s saddle and guides me through the linear pathways and familiar locales from the original game. Homing lasers in tow, I again blast the waves of monsters surrounding me. The remake largely succeeds in replicating the basic structure of Panzer Dragoon, no doubt, but it overlooks many of the things which defined its novel vision in the first place. At no point does the Panzer Dragoon remake ever make a compelling case for why it really needed to exist.

Monday, 17 December 2018

Some warm Saturn memories

    The temperature drops, snow covers the ground and you can see your breath as you talk to your friend outside. You talk about holiday plans, family you still need to shop for and the general busyness of the season. Warm nights spent inside with family by the fireplace’s gentle warmth enjoying time together. Sitting in bumper to bumper traffic listening to the same cheery song on the all Christmas station. This time of year is synonymous with all sorts of special moments and memories. Video games in particular can be the catalyst for deep long term memories and the seeds from which nostalgia grows. From a gift from a special someone, to the time spent enjoying quality time together. When it comes to myself and the Saturn this is around the time I came across a local ad for a Saturn game that would start  my collecting and help me eventually build deep and lasting memories with new friends and newish to me games.

    Burning Rangers was always a game I kind of knew about back in 1998 reading gaming magazines. The SEGA advertising with a fireman in a kiddy pool always stood out but I don’t think in the way SEGA intended. I was never sure what the game play was like due to lack of video at that time. Around this time last year I saw a local ad for Burning Rangers, I knew it was rare and expensive as one of the last US Saturn releases but it was in very good shape and cheaper than eBay. I took a small risk since I had no clue what it was like just that if I didn’t like it I could sell it or trade it. Built as a show piece as to say “Here is what Saturn can do in the right hands.” it’s little more than a glorified tech demo with some anime cut scenes. Luckily I love what’s here, I decided I wanted to share my new found joy with like minded people and I had recently joined the Junkyard by ways of the Dreamcast Junkyard in hopes to finally connect with people who like Saturn and want to talk about it.
 
 
    It was wonderful as I shared my new found love for Burning Rangers it turned out other people also shared their love of Burning Rangers and it turned into quite the phenomenon. A warm inviting atmosphere where people shared tips, memories and maybe have even started some small friendly competitions. It was then I knew yes this was worth joining this group. Talking with the admins and seeing the active role they play in the community is impressive. The way there is always an active member ready to share their Saturn experience. As I learned things about Saturn and played more games I returned the kindness and shared whatever I could, engage in whatever activities I could. Like in April when Sonic R stole the show and warmed our hearts with sunshine. I hadn’t a Saturn copy to join in the group time trials so I used my Game Cube copy in a pinch just to see what all the fuss was about. I’m glad I did because it opened my eyes to how good a game Sonic R is.

    It’s the passion and energy that you feel from Titancast, the YouTube team and the Facebook group that can make you look at a game in a new way that makes you revisit it with new perspective and that’s what’s so great about the Saturn Junkyard, people making games exciting even some of the lesser known US games like Casper or obscure Japanese exclusives like Cotton. The last year in ways has felt like it’s 1996 and I’m ten years old again talking about games on the schoolyard. Getting a boxed Saturn, getting Dragoon Saga and experiencing all the games I saw in magazines and more has been a mixture of surreal and childlike glee. Every Saturn game I buy is a new adventure, a new experience I can’t wait to share with friends and hopefully in 2019 we’ll continue to make more deep lasting memories around Saturn.

Wednesday, 24 September 2008

Daddy's Home!



Hello my dear Saturn brothers!

Yes 'tis I the long absent Father Krishna, back from the brink and ready to contribute to this most hallowed site again! I have conducted a little experiment recently. I wanted to leave the SJY to fend for itself, like a parent giving their child a gentle push out of the family home. I wanted to see how the site would fair without me and I'm pleased to say, my baby has become a fully functional adult, independent of it's Father and thriving in the blogosphere, thanks to the wonderful team that keep it alive. So first of all a great big thank you to elend, Caleb, Nebacha and Arugulaz (particularly elend!)



But what kind of dad would I be if I didn't come by every once in a while, to check up on my offspring every once in a while, bringing the odd present every now and then? So here I am with a present for you all. For I'm now going to present you with a five page article from 'games TM'. magazine, lovingly typed and transcribed word for word by myself. The article is in celebration of a very special man. In fact to us lot here at the SJY, he's more than a mere mortal, he's a shining golden lord. A deity of mythic proportions...

The one, the only, SEGATA SANSHIRO!!!!

Without any further ado, here we go... I've got a lot of typing to do, so I better get on! As usual
I'll use the quotation scarlet coloured text. I would credit the journalist who wrote the article, but he/she is not named personally....

" Hello Segata Sanshiro!" from games tm. No. 74 (August 2008)

Hiroshi Fujioka is a burly chap and he seems fully committed to everything he does, even if that means answering the questions of pesky journalists like us. He made his movie debut in a1965 flick called Anko Tsubaki Wa Koi No Hana aged 19. born in Ehime, Shikoku, the actor then went on to star in dozens of Japanese cinema classics, but he achieved even greater fame throughout Asia in the early Seventies for his role in the Kamen Rider TV series. With his renowned skills in the martial arts,it seemed like the most obvious choice, when Sega decided to employ Fujioka as a fearsome judo master of a Saturn promoting character during the late Nineties.

Fujioka began his work with Sega mid-1997, once the Saturn had been established as moderately successful in Japan. On the 28th of November that year, when the advert for Sonic R was broadcast on national television, he made his first appearance as Segata Sanshiro, a martial arts specialist whose reason for being, was to command people to play Saturn games. He also performed in 16 radio commercials, which ran on local Japanese stations between 1997 and 1999, some of which were in the promotion of specific Saturn titles, while others were image building exercises and chances for the Segata Sanshiro message to be heard. A classic example from the winter holiday of 1997, aimed at school and university students,went like this: "This is Hiroshi Fujioka, Segata Sanshiro. All of you students who are preparing for exams, soon you will be on the home stretch. Those of you who like games, resisting games may be painful, but your future prospects are precious. That's why you should resist games and focus on your studies. It's difficult for me to say this, but when spring comes, you will be free to play... Play Sega Saturn."

Even away from his working life, Fujioka is intensely focused on the martial arts, so in many ways his role as Segata Sanshiro was a perfect match. Fujioka is a first dan in karate and iaido, as well as a third dan in judo, fourth in battado and kotachi goshindo, and a seventh dan toudo master. "(Since I was) six years old my father saw to it that I was trained to use a Japanese sword, through practising the ancient art of bushido," he explains "so having been accustomed to the martial arts for such a long time, I felt in harmony with (the Segata Sanshiro character)." Fujioka had been immediately in tune with Sega's ideas for the most visible and enigmatic of marketing characters.

"I thought it was good that they wanted to send a strong message to children in an age when young people had no direction," he explains. The creation of the Segata sanshiro character work of Sega's PR machine. "I contributed some serious ideas myself," Fujioka reminds us, but his parody of 'Sugata' Sanshiro had already been decided upon when Fujioka turned up at Sega HQ one day in the summer of 1997. Sugata Sanshiro, incidentally, was the fictitious and eponymous lead character in the first film directed by the legendary Akira Kurosawa. Sugata Sanshiro learns to rely on judo, and the actor cast as the original Sanshiro, Susumu Fujita, bears a vague resemblance to Fujioka. For the Japanese public , Segata Sanshiro would be an obvious reference-in-parody to the first hero delivered by Kurosawa.

Then there was the name itself, cleverly constructed to sound a lot like 'Sega Saturn , shiro' - an imperative that means 'play Sega Saturn' - but which can also be interpreted as referencing the white colour of the then standard Japanese Saturn SKU.
After accepting the proposed role, Fujioka was as determined as ever to exceed his employer's expectations. We ask about his motivation, other than his stern professional resolve and the obvious but unspoken financial benefits. "There were various motivations for me, but one enjoyable feature was that the role enabled me to influence society for good" he says without any irony. "My schedule was incredibly busy, but (Segata Sanshiro) had an effect on all sorts of people. The reaction from young people was particularly strong."

The bulk of Fujioka's work as Segata Sanshiro centered on starring in TV commercials to promote Sega's latest games. The scenarios of these adverts were always related to the games they promoted, but set in a hyper dramatic reality in which Sanshiro had scope to be active and heroic. The
Burning Rangers advert was set inside a burning building (obviously), while the Winter Heat commercial showed Sanshiro racing a professional speed skater across an ice rink. Sometimes there was no clear connection to anything: one of the earliest Segata Sanshiro appearances sees him beating up a group of "young punks" who "weren't focused", before reminding them, as would be his wont, to "play Sega Saturn". The ad then cuts to promotional footage of Sonic R.

Fujioka has some fond memories of the production of these highly effective commercials:
"Running around a skating rink barefoot without using a stuntman, breaking ten roof tiles with my head, punching an extra large (Saturn) controller until my fist was bloody... I did all of these things seriously focused: I have strong memories of (performing those stunts). I wanted to convey to the younger generation that whatever they do, if they make a serious effort, afterward they can enjoy this great sense of exhilaration. But to do so, I felt that I first had to charge into this experience myself, in order to make the idea understood. The staff and cast, all of us were united and putting in great effort. That's why on location, when we were filming the commercials, there was a good level of tension. I think that everyone could see that in our productions."

The adverts' recurring theme song,
Sega Saturn Shiro, which is sung throughout most of the television slots Sega produced, eventually became worthy of a release as a CD single. Fujioka sang the Kamen Rider theme song, 'Let's Go!! Rider Kick', for the first 13 episodes of that series , and released a handful of singles between his big break in 1971 and 1985 , dabbling in love songs and pop, but this challenge was something else. While the version used in adverts and elsewhere had been sung by Ichiro Tomita. Fujioka was determined to do his own work in the studio when a CD single was at stake. "I was nervous when recording (the Segata Sanshiro theme song)," Fujioka openly admits. "But even today I love that song. If you listen to it, your blood will begin to flow and you'll start to feel courageous and brave. I'm grateful that I was able to sing such a powerful song."

Fujioka's workload also included appearances at promotional events, and he seems, characteristically, to have relished playing the Segata Sanshiro role in such circumstances. "Yes I performed at various events", he reminisces. "Each time I turned up, there were many fans gathered to greet me, and I was happy to hear their comments and receive their support. At those events, the message of the TV commercials was repeated to make sure it was clearly understood. I really looked forward to such opportunities."

By 1998, Segata Sanshiro was a sufficiently popular and well recognized character for Sega to produce an entire game starring Fujioka as Sanshiro. The result of this collaboration was a title called Segata Sanshiro Shinkenyugi, the 'Shinkenyugi' bit meaning 'serious sports', which is appropriate enough when the mini-games in this compendium are based on Fujioka's daring stunts from Sanshiro's television appearances. Of Shinkenyugi, Fujioka tells us: "I was happy (for the Segata Sanshiro game to be developed.) I thought it was something worth doing, but I also felt some responsibility. Of course I've heard various things about the game...."



We'd venture a guess that Fujioka is tacitly admitting that it wasn't a great game - and he'd be right - but it's not without his own inimitable charm, and we'll always have time for head chopping slates or pulling judo-disc shapes...
Happily we can report that Sanshiro wasn't a hypocrite. While he was admonishing everybody to "play Sega Saturn" the man behind the message Hiroshi Fujioka himself, was a genuine fan of Sega's output. "I played and even really enjoyed (Sega's games)," he tells us. "I think they put out a message to the world." Fujioka likes to emphasise the ideological resonance of his Segata Sanshiro character. He believes it was necessary to convey "the message" to the younger generation in the late Nineties.

The most obvious reason that Sanshiro is so well loved and so well remembered, however, is his sense of humour, which carries through every in-character appearance he made during his tenure as the fearsome face
of Sega. When he's surrounded by zombies in the TV ad for TheHouse Of The Dead, he scowls and says "these aren't humans", as though he has only just realised the fact and is outraged that he hadn't been informed of their ghastliness some time earlier. Another time, on the scene of the Burning Rangers advert, Segata Sanshiro is giving mouth-to-mouth resuscitation to a woman and doesn't seem to troubled by the inferno around them - by the end of the ad he seems to have completely forgotten the notion of escaping the building. Meanwhile, the commercial for Pro Baseball Greatest nine '98 placed Sanshiro in a batting centre scenario, but instead of using a bat to slog the incoming volley of baseballs, he kicks one for a home run before showing off his masculinity by revealing a bare chest and allowing half a dozen balls to pelt him in the midriff. Without flinching.

By the end of 1998, the Dreamcast krunch was imminent and virtually all Saturn development had been terminated, leaving the obviously Saturn-tied Segata Sanshiro with just one last obligation: to go out with a bang by ushering in the Dreamcast era.
And how he did it. Sanshiro leaped from the roof of Sega HQ to prevent the company building from being hit by an incoming missile, as the inspirational Segata Sanshiro theme song blared away and Sega employees looked in awe from their office windows. It was the last great sacrifice in Segata Sanshiro's quest, although Fujioka showed up in character at the Dreamcast launch and looked alive and well. Hiroshi Fujioka later provided the voice of Ryo Hazuki's father in the Japanese versions of Shenmue and Shenmue II, but the Segata Sanshiro character had at last been retired. He was brought back for a one off special progamme on Fuji TV at the end of 1999, but other than that appearance, it was game over.


In the place of two Saturn game-packed years in Japan, Sanshiro had left a marketing legacy that included books, T-shirts, action figures, CDs and games, all of which are sought after by local Sega fans. We ask Fujioka to confirm that Segata Sanshiro is as dead as Elvis. He concurs, but remains positive: "I'm not contracted (to Sega) at present, but if there's some new project then I'd definitely like to participate. I think Segata Sanshiro still delivers a good message even today, so a revival would be interesting..."

Phew! That took a while! Hope you all enjoyed it! Now if you'll excuse me, I'm off to don my Elvis Wig and judo suit and retire to the SJY dojo, to light some incense and bow down in prayer! Goodnight my brothers!

Thursday, 29 May 2008

HE'S BACK!

JUST LOOK AT THAT!

Look at that press conference for the new Rambo Arcade Game. Yes, your vision is clear. Yes, that is Segata Sanshiro standing there with a super hot japanese girl. Finally he is back!

Well... almost. It's "just" Hiroshi Fujiioka supporting that super hot japanese girl in presenting the new Rambo Arcade game from Sega. But look at how happy he is. You can clearly see, that it's his destiny to be ambassador in the world for Sega's great games. And with the latest news of Sega re-releasing the Saturn, or actually developing the Saturn II, it can mean only one thing: Segata Sanshiro will be back for good!


We never forgot him! Finally the day has come. You may want to click this link, to actually see even more pictures of him.

Saturday, 24 May 2008

New list of Rare Saturn Games up at Racketboy!

Take a look HERE.

Make sure you keep an eye out folks.

Racketboy always has some cool retro stuff up at the site.

http://www.racketboy.com

Saturday, 23 February 2008

The Saturn Software Sampler!

Forget the Whitman's... now here's a tasty treat with absolutely no calories or trans fats! A guy named GameOfYou has created a utility which offers footage and box artwork from one hundred and sixty Sega Saturn games. That's not the entire Saturn library, but all the classics are covered, including Radiant Silvergun, Marvel Super Heroes vs. Street Fighter, and that role-playing masterpiece Panzer Dragoon Saga.

This is an excellent resource for gamers who love the Sega Saturn but can't afford to spend money on every import they find on eBay. Just use the guide to sort the titles by genre, then watch the brief film clips to decide which ones are worthy of your collection. Now that's convenience!

Best of all, the Saturn sampler is free if you're willing to sit through a 600MB download. Just click the image above to visit GameOfYou's web site and click "Get One!" to, well, get one. Be sure to throw a few dollars in the man's PayPal tip jar if you find the sampler useful. Hey, he just kept you from spending three hundred dollars on the incredibly overrated Psychic Assassin Toramaru... you could spare him a few bills!

Saturday, 2 February 2008

Under the Influence



Man, what a find! Here's a Saturn-centric clip from a British television series called Bad Influence. It features three of the best games in the system's library, including Virtua Cop, Sega Rally Championship, and that most killer of apps, Virtua Fighter 2.

What's most peculiar about this clip are the celebrities used to test drive these games. They're Gladiators, yet quite clearly NOT the American variety I remember watching as a teenager (or now, for that matter). It's surreal to watch one of these muscle-bound, spandex-clad brutes sit down to a game of Sega Rally, then politely observe, "I say, these graphics are cracking good! Jolly good show, I say! Blimey, I would certainly enjoy a spot of tea right now..."

Thursday, 24 January 2008

A call to arms for Sega-loving Wii owners

There's a web site out there called RetroZone which offers a variety of controller adapters, including two for the Nintendo's Wii that make it compatible with game pads for the NES and Super NES. These adapters plug into the GameCube ports on the side of the Wii, allowing the player to enjoy Virtual Console games the way they were meant to be played.

Well, some Virtual Console games, anyway.

RetroZone doesn't offer an adapter for Sega Saturn controllers, or their smaller but equally effective Sega Genesis counterparts. This is bad news not only for Sega fans, but tournament caliber fighting game players and anyone in the market for a small, responsive joypad with logically placed, uniformly sized buttons.

I've asked RetroZone to make a Sega Genesis adapter available. This would have the double benefit of letting both Sega Genesis fans and the gamers who want to kick it really old-school with an Atari 2600 get the most out of their Wii experience. However, despite having the technology available to them, the management at RetroZone have refused to make the adapter, claiming that there isn't a market for it.

It's time to prove them wrong.

Fellow Saturn fans, please show your support for Sega's outstanding mid 1990's controller design and ask RetroZone to sell a Wii controller adapter that's compatible with the Sega Arcade Pad. Be polite, but firm, and pledge to purchase the item once it is made available. If RetroZone receives enough mail asking for a Sega controller adapter, there's a chance they'll change their minds.

Wii owners who own games like Capcom vs. SNK 2, Bloody Roar, Super Street Fighter II, and Guilty Gear X just can't play them with the default controller. Tell RetroZone to give them a Sega controller adapter, and give them a fighting chance!

(Note: The e-mail is not explicitly listed on the site. The FAQ makes a rather vague suggestion to send E-mail "to this domain", so I'm guessing retrozone@retrozone.com will work)

Friday, 11 January 2008

Sega Love For The Saturn

Sega has still a little bit of love available for the great Saturn. Well... at least they are not ashamed of it and so I recently found out that they still have a Sega Saturn page online as part of a Sega console history.

It features quite an interesting and detailed list of games for the Saturn. I didn't know that in 1999 there still were 16 games released. Other than that, the site features some neat little graphics, nice yet tiny pictures of a grey Saturn as well as a peripheral listing. It's nothing special, really, but maybe some people of you never had a look at the japanese homepage of the console, we all love so much.

Friday, 28 September 2007

You are out on the streets - Saturn Video.

A nice compilation video. I can't say that I am a fan of Twisted Sister but this seems to work just fine.



Bonus points to anyone who can name all the games featured in this!

Friday, 20 April 2007

Is the PS3 the new Saturn?

I was reading this article over at defunct games when that question hit me...

http://www.defunctgames.com/shows.php?id=feuds-125

This is of course not the first time this has come up. Many people are actually making this connection.

http://valve.1up.com/flat/Themeweek/Valve/video5.html

So basically they are comparing the marketing and such. But as much as people have ragged on the Saturn, it still has a pretty wide retro fanbase. Will the PS3, with it's dwindling supple of exclusive games, have such a fanbase in a few years? Considering the fact that I can't play RE Outbreak online anymore I wonder how those cool little PS3 features and games will age? When it comes down to it I think that the Saturn is a much better retro gaming system than the PS3 will ever be.

I would have to say that if someone offered me a Saturn in box or a new PS3 in box right now (And I couldn't sell the PS3 right away for cash) I might actually pick the Saturn (If it were a Dreamcast there would be no question, Dreamcast). PS3 games and accessories are obscenely priced (as is all current generation stuff) it might acutally be cheaper to get NiGHTS, Panzer Dragoon and Shining Force games then to pay for new unproven PS3 ones. Plus the PS3 has a bunch of options I can't use since I can't get a decent ISP where I live currently.

In conclusion I would have to say that comparing the PS3 to the Saturn at this point is an insult to the Saturn. The PS3 might very well pick up and "win" the current console wars. It might have some cool games that could turn into classics. But, will it be as cool as the Saturn in it's retro years? I really don't think can be. Real lovers of retro video games have loved the Saturn because it spawned some the best classic video games ever made. To automatically assume that some PS3 games will become as coveted is stretching the lines of reality a bit.

Oh and don't think that I like any of the other current consoles just because I picked up on this thread. I don't have any of them and I won't consider buying any of them until the price goes under $100.

And don't compare the PS3 to the Dreamcast. The undead king of consoles kicks the PS3's ass... That's a proven FACT in my mind.