Wednesday, 28 April 2021

Astal - An Old Star Is Re-Born!



They  say hindsight is 20/20. In other words, it's far easier to look back and make a correct judgement, than making it in the moment. When I first had my Saturn in 1995/96, I was interested in new and innovative games. If someone had told me that then Saturn would excel at 2D game presentation, it would have meant nothing to me. I had no interest in 2D fighters. They looked dated and cartoonish to me. I wanted the "gritty realism" of Virtua Fighter, the arcade thrills of Sega Rally and the cutting edge technology that allowed me to play Virtua Cop in my living room. These were the games that floated my boat. The graphics on Panzer Dragoon, were good enough to play in snippets, over and over again, as "visuals" when friends came back to my house, for post-rave chill outs. 


One thing I definitely was NOT doing, was looking back, with any nostalgia, at the 16 bit titles I had played on my Megadrive. I would have sneered at Street Fighter, scoffed at Sonic Jam, turned my nose up at the Sega Ages titles and looked past any sort of Arcade Collection that featured Defender, Robotron and Joust - all of which I now own.



I would have also snubbed Astal. 


Astal was released in Japan in April 1995, developed and published by Sega. In fact, owing to the absence of  a Sonic title on the platform at this point, Astal could have become the Saturn's mascot character, as his game was a Saturn exclusive. Astal is a 2D action platformer, the story, is far more convoluted than I care about and to be honest, has absolutely no significance to the gameplay. Wikipedia describes it thus:

"Somewhere in the universe, the Goddess Antowas created a world from a single jewel. On this world, Quartilia, she created the sky, earth, and air. To inhabit this world, she created two humans: from a green jewel, a girl, Leda, who has the power to make things live on Quartilia; and from a red Jewel, a boy, Astal, whose purpose was to protect Leda. Content with her creation, Antowas slept.

While she slept, the evil Jerado tried to take over Quartilia. To ensure victory, Jerado created a warrior: Geist. Geist kidnapped Leda, and held her at the bottom of the ocean. In an effort to get her back, Astal tore Quartilia apart, awakening Antowas. As punishment, Antowas banished Astal to Quartilia's moon. Leda took pity on Astal, and gave him her jewel. Once Astal and Jerado were dealt with, Antowas went back to sleep.

However, Geist was still free, and Quartilia was not restored from the changes Jerado wrought. From his prison on the moon, Astal witnessed Geist kidnap Leda again. Consumed with the need to protect her, he freed himself and returned to Quartilia. Now Astal journeys in search of Leda through a Quartilia transformed by Jerado's dark design, along with a strange bird who for some reason just won't leave him alone.."




OK. Got that? Good. Astal is a beautiful looking game. The art direction is original and highly stylised. It has a certain, "other worldly" feel. The creatures and characters are hand drawn, excellently animated and have a strange crystalline quality. There is absolutely no evidence that they were designed under the influence of the brain-warping psychedelic, DMT, but I wouldn't be at all surprised if I found out it was... 

The spaced out visuals, are hugely complimented and enhanced, by the dreamy musical score, written and directed by composer Tatsuyuki Maeda. This cannot be praised highly enough. It is an integral component of the game and can be credited with a large percentage of what makes this game special. The score would be something you could happily listen to, as a contemporary ambient composition in your headphones as you carried yourself through a lazy day. When coupled with Astal's sumptuous looking vistas, there is a certain synergy which elevates a "good game", to a "great game."




 Astal is a strong and brave individual. He can grab enemies and body slam them, he can summon his bird companion, to either vanquish foes, or collect health giving fruit. Astal can also take a huge breath, which swells his chest alarmingly. He then literally blows his foes away. Astal can also lift and throw large, heavy objects, such as boulders and trees. Finally he can strike the ground, which will send a shockwave through the platform to floor his opponents. As you can see, attacks are varied and as you progress through the game, you will have to work out which attack is most effective for dispatching each adversary and traversing the levels to the boss. The game can also be played as a two player co-op, with one player controlling Astal and one player controlling the bird.



And that's basically it. As Astal, you work your way from left to right, screen to screen until you reach the end of the level. Then you will be treated to a boss battle. One level has a sort of "shmup" feature, where you have to travel on the back of a large river monster,. avoiding or killing foes, by jumping on the creatures back and making him cough up a projectile. The game is beautifully coloured with pastel shades and tones, looking resplendent
throughout each level. 



"So, Father K..." (I pretend to hear you ask...) "If this game is so bloody fantastic, why wouldn't you have bought it, or even wanted to play it, back in the day?" And so, I shall now do my best to explain my earlier assertions, to the puzzled or cynical readers of this particular epistle...




When the Saturn came out, the very last thing I wanted to do, was play a 2D game. That meant no 2D brawlers, no side scrolling 2D platformers, no 2D puzzle games and no shmups. All of these genres didn't interest me in the slightest. To me, they were "old school" and "retro" at a time when neither of those things were considered cool. I couldn't have given a flying fuck about the Saturn being a 2D powerhouse. I wanted 3D depth, polygons, full motion video and uncanny characters formed from shiny computer graphics. Tomb Raider, Virtua Cop, Deep Fear, Burning Rangers, Panzer Dragoon - these were the games I would have craved or aspired to. Even Clockwork Knight, which was a side scrolling  platformer of sorts, looked a million miles away from the 16 Bit Era games, fitting perfectly into my expectations of 32 bit gaming. 




But Astal? Well that would have just looked  to me like a particularly pretty Megadrive game. (It didn't of course -  in fact it was graphically beautiful in a way that the developers using Megadrive hardware, could never pull off). But that is exactly what the 1996, thirty year old me, would have said and thought. I'd really enjoyed my experiences of the 16 Bit era - games such as Revenge Of Shinobi, Golden Axe, Sonic 1 & 2, Streets Of Rage and so on, had been played to death, over many hours, when my kids were small, and my days as a carefree raver, had long since disappeared. But I wasn't nostalgic for those days. I wanted the new systems to provide me with completely new experiences  - not a revision, remix or extended version of the past.


Fast forward to 2017. The rusty old gates of the Junkyard, had been blown away, and the website and Facebook page were up and running, and gaining some traction in the new scene. It was at this time, that some of the sweethearts at the Saturn Junkyard Facebook page, started sending me burned copies of games. Envelopes stuffed with blank looking cds, the names scrawled large across the disc in magic marker. The first genre I fell in love with was the fighting games - Vampire Savior, Street Fighter, King Of Fighters, Marvel Super Heroes and so on. These games looked so visually gorgeous and played so fast, that I immediately fell in love. Time had not been kind to Virtua Fighter -  and what had once looked amazing, now looked farcical - the sharp points and angular facial features of the characters, were cringeworthy. The same with the Shmups. In 1995, I wanted story driven games such as Resident Evil or Panzer Dragoon (or pure blasts of arcade pleasure such as Virtua Cop, Sega Rally or Virtua Fighter.)




Shmups looked hard! Plus very dated to me also - they are now one of my favourite genres. Platformers were not taboo for me in 1995. I played a few. But I was much happier with the arrival of the 1.5 D Pandemonium, when compared to a regular side-scrolling platformer such as Rayman or Astal, yet both games were visually fantastic, innovative and original. 

It was only much, much later that I got a copy of Astal. It's one of those games, that once experienced, I had to have an original copy of. A bought, factory produced disc was required. I've recently started playing it again and I have to say, whilst sometimes very difficult, the pleasure of playing very definitely outweighs any of the pain of playing. Only by practising, exploring each level and making mistakes, will you learn the enemy patterns and level pitfalls, to make it to the end of the title. It's a sublime and uplifting game, very Japanese, but also very accessible to a Western audience. 



Astal will run you about $80 in the US as a Japanese import. That's potentially expensive! I suggest you burn a copy or emulate it. But whatever you do, get playing.. It's a must play experience for the Saturn fan and a quintessential Saturn experience.

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

Thursday, 29 October 2020

Halloween 2020 - 5 Saturn Games To Get You In The MOOD!

I love Halloween. LOVE IT! I get excited at the end of September, and it is one of the few consolations I have to keep me buoyed up, as as the summer starts to fade and we tumble into Autumn...


As such, it's one of the very few seasons that can get me motivated to "put pen to paper" (so to speak) and whip up an article for the Saturn Junkyard. This is now the fourth year since we resurrected the Yard, so thinking of a set of titles that I've never mentioned in my annual Halloween epistles, is becoming harder and harder. The links between horror and gaming are getting more and more tenuous, the choices of games becoming more and more scarce... My rule of thumb thus far, is that I have to have played the game myself, rather than having simply heard of it, or watched YouTube videos about it. As such, I was going to start waxing lyrical about Frankenstein -Through The Eyes Of  The Monster, or indeed Battle Of The Monsters, but i decided against it. I briefly looked at purchasing the afore mentioned game until I saw it's price tag... I think I will perhaps order a repro copy from the most excellent "Nightwing Productions", so I can perhaps report on it in my Halloween 2021 post.

So, on with this year's journey into the spooky world of  Samhain, where we will rub shoulders with broom riding witches, crazed, blood thirsty monsters,  brooding, growling ogres, antagonistic anal probing (probably) aliens, mutated, maximum security prisoners, demonic despotic prison bosses, howling crazed mental patients and... erm... anthropomorphic needles(!)

Cotton Boomerang: 

WooOoooOoo.... WOOOoooOOO... Are you scared yet? No? Well I'm afraid this first game is merely dipping a green, warty toe into the slime infested swamp of Halloween. What we have here, is an early   evening, pre-watershed, kid-friendly "cute 'em up" - in other words, a cute, cartoony, side scrolling shmup. The Halloween link comes from the fact, that rather than controlling a spaceship or WWII fighter plane, you control a witch on a broomstick... See? We're getting there... A cute witch... who isn't scary at all, but a witch, nevertheless... 

The Cotton franchise is a series of multi-platform titles, developed by Tokyo based developers "Success Corporation", making it's debut in 1991 with Cotton: Fantastic Night Dreams, with the Saturn release of Cotton Boomerang arriving in 1998. The game consists of piloting your witch and her broomstick, through a series of magical and haunted worlds, battling mythical creatures, while all manner of projectiles -  crystals, power ups and even Jack O' Lantern pumpkin heads - fly towards you. As well as your ability to fire regular or hyper-powered shots, you can switch between characters, each of which has different styles, attributes and abilities.

 Despite it's cute visuals and cartoonish outlook, Cotton is not an easy ride. Fortunately, as is often the case with games of this genre, there are a plethora of 'continues' to access, and you should be able to progress nicely through each charming level, soaking up the magic of this ghoulishly charming game...


Gex:

Now hold on there Father! Are you having a laugh? Gex is a 90's, 'Tude-fest, TV themed action platformer! What on earth does that have to do with the spookiest time of the year????

Yes... I know, I know... I'm stretching it... but as I said, I have to have played each title -  and whilst my Saturn collection is fairly large - finding five horror themed titles that I hadn't considered before on these very pages, was becoming rather difficult. Fortunately, during Gex's rather long and drawn out back-story, it becomes apparent that the stereotypically wise-cracking, Star Trek impersonating Gecko is watching a horror movie as he is zapped into the television, by the evil Rez. The object of each level is to find hidden TV remote controls, and by doing so, progress to the next... 

Therefore! As we delve into the hub world of the game, we are treated to a level which is incredibly suitable for a bit of Halloween Saturn fun. We are in a graveyard, a suitably murky palette of colours and creepy zombie ducks(?) lumbering slowly towards you, arms out-stretched in classic undead style... 

Gex was developed by Crystal Dynamics for the 3DO and ported to the Saturn in 1996. Critical reception for the games was good and the game is an entertaing platformer with a very satisying gameplay and a large dollop of humour, thanks to the character of Gex which was voiced by comedian Dana Gould. 

As Gex, the bad ass, fun loving reptilian, you must wall walk, tail spin and bounce your way through the level, flicking out your tongue and munching golden flies... and that's it! I cannot tell you about any of the other levels, as I have consistently failed to find any of the remotes and therefore, have never progressed beyond the spooky horror themed hub world... therefore I always think of Gex as a spooky title. Good job really, as my selection this year was a bit thin on the ground, as mentioned earlier...


So... moving on swiftly, it's about time we ramped up the fear factor. Let's get to something a little less juvenile and a bit more adult oriented. Ladies and germs I bring you... 

D:

This is a strange one. A two disc opus, brought to us by Warp, again originally developed  for the 3DO in 1999. The game is more of an interactive movie and features the protagonist and "digital actor" Laura, who featured in a number of games by Warp, In this one, Laura finds out her father, a respected medical practitioner, has gone insane and murdered all of his patients. As Laura, you must enter the hospital to investigate what has happened. As soon as she walks through the door, her world begins to morph and mutate and she finds herself in a gothic looking building, with strange instruments of torture and mutilated bodies scattered around.

The mood is dark and mysterious, Strange events, psychedelic visions, shifting dimensions and surreal happenings are triggered as you move through the building. You have two hours to complete the game, with no opportunities to save. 

Whilst the game is interesting and atmospheric, it is far from linear, and can be very difficult to navigate easily to the end of the experience. You might find yourself, as I did, struggling to progress at pace, finding yourself wandering and backtracking fruitlessly. Although I liked what I saw, it was not enough to keep me going, and after an hour or so, I became frustrated and bored. Watching a walkthrough video would not be conducive to the "search and reveal" nature of the game, but by the same token, unless I get some hints, the experience will stagnate and dissipate. Perhaps that is the most horrific element of the game. Certainly the biggest nightmare I faced within it's clutches...

So, from one moody gothic mansion to another... this time you're really going to be scared. In fact you're going to...

Quake:

There's not much of a backstory here. You find yourself in a dark and foreboding castle. Outside, as glimpsed through the arched gothic windows, black clouds race across a deep purple sky. The dark, dank corridors and subterranean dungeons are patrolled by a variety of foes including gun wielding "grunts" and hammer wielding ogres... there are health, armour, weapon and ammo pick ups scattered throughout the levels. The scares come from the enemies, who pop up and attack you when you are least expecting it...

Developed by Lobotomy Software, the Saturn version of Quake was the first console release of the popular PC first person shooter. The game utilises the SlaveDriver engine, first developed for the excellent Powerslave/Exhumed/1999. As such, this is not so much a port as a game built from the ground up...

The Saturn version boasts an exclusive hazard (the void) and an exclusive, very un-FPS unlockable -  "Dank and Scuzz - a voice acted story set within the Quake world. The game has been oft praised for the textures, colours and lighting effects, which to some extent surpass the original. The brutal Nine Inch Nails provide the soundtrack, which is unsurprisingly dark, menacing and drive the game forward.

This one really IS a good one for the Halloween season and like it's cousin Powerslave, is a quality title which fits the mood of the season perfectly...



 Area 51:

Not too long ago, in a pre-Covid world, gangs of slightly insane nerds, gathered at the US military installation known as Area 51, poised to do "Naruto runs" headlong towards the armed military guards, with the hopeless intention of busting in, and subsequently seeing the alien bodies and captured saucers that have been held there since the greys crash landed into the Roswell desert in 1947...

Thanks to Atari Games, Saturn light gun enthusiasts do not have to compromise their personal safety, in order to observe the interior of the Groom Lake facility. All they have to do, is load up this title, pick up their Stunner and get ready to go... 

In a matter of seconds, all the aliens in the facility will start to jump out in front of you in order for you to shoot! How very accommodating of them! Seriously though, this is not a bad game. It has it's roots in the arcade and whilst it is no Virtua Cop, it far outstrips last year's offering Corpse Killer! 

You are a member of the STAAR (Special Tactical Advanced Alien Response) Team, along with your colleagues Lieutenant Stephanie Grant and Sergeant Major Marcus Bradley, you are tasked with activating a nuclear self destruct button... 

Hang on a minute??? Who the hell is going to sign up for that??? 

As well as aliens, you are also faced with mutated zombie soldiers, meaning it conveniently gets a pass for our Halloween selection... the presentation is better than our other Halloween light gun favourite, House Of The Dead and this is a better graphical spectacle, utilising digitized video - enemies, innocents and explosions are 2D digitized sprites. The vehicles and levels are pre-rendered 3D. I'm saying that like I have a clue what it means, when in reality I just nicked it all from Wikipedia. 

Overall, the game is a winner, and if you've had enough HOTD for one year, you should definitely give it a blast!


So there we have it... Five titles that will take us through till, this time next year, when I will have invested in some proper horror titles to report on! 

*( Last minute honourable mention goes to Loaded... a top down 2D shooter, based around a maximum security prison. I'd always thought it was a bit shit, but having persevered, I have to say I rather like it!

Put it down as next year's first on the list...) 







Sunday, 26 July 2020

Five Platform Games On The Saturn Which Still Hold Up In 2020


Do you ever start something and think to yourself; "I really don't know what I'm doing here..."? Well I think that is the starting point for this brief consideration of platform games on the Saturn. As I started, I realised I didn't really have the exhaustive knowledge necessary to write this article, that I was unaware of all examples of the genre available for our 32 Bit obsession, and that I hadn't even played any of these games sufficiently to actually pass judgement on them.

SO - please look upon this written passage as a way for you to dip your toe in the waters of Saturn platforming, rather than an exhaustive deep dive into the ocean of up and down, left to right and occasional back and forth...

My initial consideration was about the exact type of game I should include... should I include games such as Sonic 3D, NiGHTS or Burning Rangers? Should I include Castlevania or Metal Slug - both of which contain platforming elements - the directional side to side and up & down movement, being integral to both games? Should I include Clockwork Knight - (by far my most played Saturn platformer, but also one which I had highlighted before?) In order to cover myself on all fronts, let's just re-brand this article as "5 Platform Games On The Saturn (Part 1)" implying there will be careful consideration of other games in the future!

Okay, caveat over, we'll dive straight in...

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.