Showing posts with label sega. Show all posts
Showing posts with label sega. Show all posts

Monday, February 08, 2021

Manual Stimulation: Alien Syndrome (Game Gear)

I don't know if I've made this clear here, on Twitter, on Facebook, or elsewhere on the internet, but I adore Alien and Aliens

I'm specifically talking about the classic horror and sci-fi films, of course; not the, uh, beings from outer space in general.


I mention that because it should go a long way toward explaining my attraction not only to the 1986 arcade version of this game, but the boiled-down Game Gear port from 1992 I'm highlighting in this post.

After all, there's little denying Alien Syndrome was heavily inspired by James Cameron's classic 1986 sci-fi action film, Aliens.


This isn't to imply Alien Syndrome offers nothing new or unique. The enemies and especially bosses it throws at players are a world away from the ones found in the aforementioned flick.


To be honest, the low-level aliens you fend off in this Gauntlet-esque, run-and-gun shooter tend toward the lackluster. Thankfully, the end-of-stage guardians more than make up for it.


This version of Alien Syndrome isn't a straight port of the quarter-munching original, by the way. According to the intro, the Game Gear version a follow-up set five years in the future.


I can't say that's immediately noticeable while playing the portable iteration, but it's a nice bullet point all the same. 


Something else that's worth noting about this release is its brevity. The game offers up just four stages. Successfully finishing them is no easy feat, though, so at least there's that. Still, few are going to describe Alien Syndrome for the Game Gear as a meaty experience.


Most who play it are likely to call it a tense and thrilling experience, though. It absolutely nails that aspect of the source material. As such, playing through it again and again—or at least more than once—is joyful rather than annoying.


Have any of you played the Game Gear port of Sega's Alien Syndrome? If so, what did you think of it?

Thursday, February 04, 2021

Manual Stimulation: Bubble Bobble (Game Gear)

The Sega Game Gear port of Bubble Bobble may be my favorite home version of Taito's arcade classic.

Which of course means it's also one of my favorite Game Gear titles.


In fact, I love Bubble Bobble for Game Gear so much that one of my "bucket list" wishes as a games writer is to interview the folks who developed it so I can learn why they made some of the intriguing design choices they made. 

(Seriously, if you know anyone who used to work for the now-defunct, South Korea-based Open Corp and you can put me in touch with them, please let me know.)


Why am I such a huge fan of this portable iteration of Bubble Bobble? The main reason is that its Bob, Bub, enemy, and item sprites are the usual size, but its backdrops look as though they've been zapped with a shrink ray.


The result is that this Bubble Bobble port gives off some serious Godzilla vibes. As in, Bub and Bob—as well as their enemy combatants—tower over the surrounding environment. It feels strange, yet also thrilling.


It alters the gameplay quite a bit, too, which I'm sure will irk some Bubble Bobble lifers to no end. Personally, I like how it switches things up—even if it does obliterate the few strategies I've developed for other, more traditional versions of the game over the years.


Anyway, enough about the game itself. This post is supposed to be about the instruction manual that was packed inside copies of this small-screened take on Taito's seminal classic, so let's talk about it.


If you scroll back up a bit, you'll see the Bubble Bobble Game Gear manual kicks off with a two-page comic. Sure, it employs an art style I'm not a huge fan of, but it's still pretty sweet—if short.


Sadly, this booklet isn't as crammed full of lovely illustrations as I think it should be. Still, it includes enough of them that you're unlikely to feel let down at the end. 

Sunday, November 17, 2019

To the person who pointed out two pages were missing from my post about the Magical Puzzle Popils manual: that's no longer the case

Three or so years ago, someone pointed out that two pages of the Magical Puzzle Popils instruction booklet were missing from this old "Manual Stimulation" post of mine.

Unfortunately, that comment came in while my husband and I were on sabbatical. I didn't have my copy of this Sega Game Gear puzzler or access to a scanner at the time, so I couldn't rectify the situation then.



I finally rectified it the other day, but who knows if the person who made me aware of the gaffe is still waiting to see the full Magical Puzzle Popils manual?

In the off chance they are, I decided to publish the post you're reading right now to let them know it's finally available in all its "Magical Guide" glory. (Click on the link above to see it.)

That's not the only reason I'm publishing this post, though. I'm also doing so because I want more people to know about this wonderful Game Gear title, which the late, great Fukio Mitsuji developed for the now-defunct Tengen.

If Mitsuji's name doesn't ring a bell, he's the brainchild behind two games you should know well: Bubble Bobble and Rainbow Islands.



Unlike that pair of Mitsuji creations, Magical Puzzle Popils, renamed Popils: The Blockbusting Challenge when it hit European store shelves in 1992, challenges your brain rather than your reflexes.

Popils is just as cute as those classics, though, if not quite as kaleidoscopically colorful. It also matches their blissful soundtracks.

Add it all up, and you've got one of my five favorite Game Gear games. Is the Magical Puzzle Popils instruction manual a favorite, too? I'll let you be the judge of that.

See also: five Game Gear games you need to play as soon as possible

Tuesday, July 25, 2017

My 10 Most Influential Games: Panzer Dragoon (Sega Saturn)

Truth be told, I've never been a fan of rail shooters. You know, the type of shmup--or shoot 'em up--where the ship or flying character moves and shoots into the screen while the game pushes them along a set path.

A few examples, if the description above isn't enough: 1985's arcade classic, Space Harrier, 1987's Thunder Blade and 1988's Galaxy Force, among many, many others.


Don't get me wrong, I love the looks and even the general idea of each of those titles. Their gameplay has never appealed to me, though--or maybe I should say their gameplay has always confounded me. Moving around a screen while simultaneously shooting into it just feels weird to me.

Still, when I bought a Japanese Sega Saturn system in early 1995 (embarrassing aside: I paid about $600 for the console, one controller and a copy of Virtua Fighter), I also bought Panzer Dragoon.


Admittedly, I didn't realize Panzer Dragoon was a rail shooter at the time. I had a feeling that was the case, thanks to all the articles I'd read in magazines like DieHard GameFan and Electronic Gaming Monthly, but I wasn't absolutely sure.

I wasn't disappointed when I finally spent some time with this particular into-the-screen shooter, thankfully. Its softly colored visuals, dynamic camera positions and majestic soundtrack helped acclimate me to it, I'm sure, but they only would've taken me so far had Panzer Dragoon's gameplay been a total bore.


I guess some folks may describe this Sega product using that term, but not me. In fact, I've found its gameplay exhilarating since day one. Chiefly responsible for that, I think, is the fluid movement (for the time, at least) of the blue-and-pink dragon that serves as the protagonist's airborne "steed."

That movement gives Panzer Dragoon's gameplay an element of depth I thought was lacking in older rail shooters--I have a hard time judging where I am in relation to oncoming enemies in the vast majority of those games--and that was key to me finally enjoying one of this shmup sub-genre's offerings.


Did this surprising love affair prompt me to seek out, play and even lust after other into-the-screen shoot 'em ups?

To an extent, yes. I certainly found 1997's Star Fox 64 for the Nintendo 64 far more appealing than I would have if Panzer Dragoon hadn't pushed my buttons, so to speak. And the same could be said for 2000's Sin and Punishment and 2001's Rez.


Now, I wouldn't go so far as to say rail shooters have become one of my favorite game genres thanks to this early Sega Saturn title, but I definitely enjoy them a lot more than I did before I took it for a spin. For that reason alone, I think declaring Panzer Dragoon one of my most influential games makes perfect sense.

See also: previous '10 Most Influential Game' posts about The 7th Guest, Balloon Kid, Bubble Bobble, Final Fantasy V and Kid Icarus

Thursday, April 06, 2017

Nice Package! (Landstalker, Mega Drive)

Sega's (or maybe I should say Climax Entertainment's) Landstalker is one of a small handful of games that really defined the 16-bit era for me.

As much as I loved the 8-bit systems--oh, boy, did I (and still do)--the color and resolution bumps showcased in games produced for their 16-bit successors blew my teenage mind.


If you aren't old enough to have lived through the transition from 8-bit to 16-bit gaming, compare the Famicom port of Konami's TwinBee to Pop'n TwinBee for the Super Famicom. Or compare, say, the battles in any of Enix's first four Dragon Quest titles to those in Tengai Makyou II: Manji Maru for the PC Engine Super CD-ROM2 system.

When Landstalker was first shown off in the gaming magazines I pored over as a youngster, I compared it to the likes of Square's Final Fantasy Adventure and Nintendo's The Legend of Zelda: A Link to the Past. Those titles were (and continue to be) gorgeous in their own right, of course, but back when Landstalker was released, especially, its aesthetic looked light years beyond what they offered up.


To be honest, I can't say I enjoyed playing Landstalker as much as I enjoyed playing Final Fantasy Adventure or A Link to the Past (the isometric perspective in Climax's effort often makes things awkward), but that's a different story.

At any rate, I'll always have a soft spot for Landstalker. Which I guess helps explain why I recently picked up a complete-on-box copy of the Japanese Mega Drive version of the game. (And before that, I bought copies of two other great Mega Drive games: Shining Force and Shining Force II. I guess I should add Shining and the Darkness to the pile ASAP.)



Would I have picked up a copy of Landstalker even if I hated the game? Given its eye-popping packaging, probably.

Hell, the cover art alone is worth the price of admission in my humble opinion, though its cart label (above) certainly is no slouch.


The Landstalker Mega Drive manual is a looker, too, as the photos included in this post hopefully prove.


Even the back of this Japanese game's box, below, is easy on the eyes.


Speaking of which, I love that someone at developer Climax named Landstalker's isometric engine. (That would be "Diamond Shaped Dimension System," or "DDS 520," for the curious.) Sadly, I don't believe they ever used it for another Mega Drive or Genesis game.

Are any of you Landstalker fans? If so, what are your favorite aspects of this 16-bit RPG?

See also: previous 'Nice Package!' posts

Friday, January 20, 2017

Five overlooked Sega Game Gear games you need to play as soon as possible

So few titles were made and released for the Sega Game Gear that it's hard to believe any of them could be considered overlooked.

The fact remains, though, that the masses basically ignored this brick-sized "portable" system, so it's probably safe to say they did the same to its meager (compared to its main competitor, Nintendo's GameBoy) games library while the bulky handheld was on the market from the early to mid 1990s.

And not only that, but the masses continue to ignore the system and its catalog. Think your average game fan turns his or her nose up at the GameBoy (and, believe me, they do) these days? At least they've likely heard of Nintendo's first handheld. The same can't be said of the Game Gear or the overlooked "gems" discussed here.


Alien Syndrome--I have a feeling a lot of people pass on this version of Sega's Alien-inspired run-and-gun shooter because they assume it's a turd. In reality, it's better than both the NES and Master System ports of the 1987 arcade game. Sadly, the Game Gear iteration of Alien Syndrome offers platers just four stages, but they're challenging--and fun--enough that most who give it a shot won't care. (Bonus: the Japanese release sports a superb piece of cover art.)


Berlin no Kabe (aka The Berlin Wall)--If you're a fan of single-screen platformers, you'll adore this portable reimagining of Kaneko's oddly named quartermuncher from 1991. Not only is Berlin no Kabe cute as can be, but its gameplay is a breath of fresh air. I mean, what's not to like about creating traps for a colorful cast of baddies by using a hammer to smash holes in the floor beneath their scampering feet?


Bubble Bobble--Here's another Game Gear title many folks likely ignore because they imagine it's not worth their while. Or maybe they think it's just a port of the Master System version of Taito's classic arcade game. Whatever the reason, those who own a Game Gear but have yet to pick up a copy of Bubble Bobble are doing themselves a disservice. This remake (of sorts) features miniaturized stages and full-sized Bub, Bob and enemy sprites, which results in a strangely unique--as well as strangely enjoyable--experience.


Ganbare Gorby! (aka Factory Panic)--Honestly, I'd consider this Sega-made oddity worth buying and playing even if it weren't much fun thanks to the fact that its protagonist resembles former president of the Soviet Union Mikhail Gorbachev. Thankfully, it is fun. Although its box cover suggests its a puzzler, a more accurate way to describe it would be to call it an arcade-style action game. (Not enough info for you? You press switches to change the course of a series of conveyor belts, with the goal being to deliver products like bread and meat and medicine to needy citizens.) Ganbare Gorby! isn't groundbreaking, to be sure, but it's also not a bad way to waste a bit of free time.


Magical Puzzle Popils--Made by Fukio Mitsuji, the man who's chiefly responsible for giving the world both Bubble Bobble and Rainbow Islands, Magical Puzzle Popils (Popils: The Blockbusting Challenge in Europe) is the best Game Gear cart around in the opinion of yours truly. Unlike the aforementioned titles, Popils is a brain-busting puzzle game with eye-pleasing graphics and an ear-pleasing soundtrack.

See also: five overlooked GameBoy, Famicom, PC Engine and PlayStation games you need to play as soon as possible

Wednesday, January 18, 2017

Nice Package! (Shining Force II, Mega Drive)

Although I've been a fan of Sega's 16-bit console--the Genesis in North America, and the Mega Drive elsewhere--since it first came out in the late 1980s, I only began "collecting" for it last year.

Even then, I've only got three Japanese Mega Drive games at the moment: the first Shining Force, the sequel highlighted here and the similarly styled ARPG, Landstalker.


All three titles have me wondering why it took me so long to start buying Mega Drive cartridges. After all, as the photos in this post hopefully show, as well as those found in the "Nice Package!" write-up I published about the original Shining Force, Sega produced some stellar packaging for its Japanese 16-bit games.

Now, I can't quite say I prefer Shining Force II's box art, above, to that of the first Shining Force, but I still like the former a lot. Maybe if Shining Force II's main illustration took up the entirety of its case's cover I'd find it more appealing?


I also prefer Shining Force's side spine to that of its sequel.

Both games' cartridges sport rather snazzy labels, thankfully, with Shining Force II's on display in the snapshot below.



One area where the Japanese Shining Force II ably competes with the SRPG series' initial entry is its instruction manual.


Nowhere is that more evident than in the section of the Shining Force II manual that showcases that game's colorful cast of characters.


The back side of Shining Force II's Japanese case probably is the least impressive part of its packaging, but that's OK. Most of the rest of it is nice enough that it's easy enough to overlook.

See also: previous 'Nice Package!' posts

Thursday, October 06, 2016

Nice Package! (Shining Force, Mega Drive)

Although I began the 16-bit generation favoring NEC's and Nintendo's machines over Sega's, that's not how I ended it.

OK, so I wouldn't say the Genesis (or Mega Drive, depending on your preferences) wound up being my favorite of that era's consoles, but I'd definitely say I grew to love it every bit as much as the Super Nintendo and TurboGrafx-16 (or Super Famicom and PC Engine, respectively).


This game is hugely responsible for that change of heart. I distinctly remember reading everything I could about its Japanese release in 1992 and swooning over practically every screenshot and piece of concept art I came across along the way.

That's understandable, right? I mean, Yoshitaka Tamaki's character designs, showcased in the Japanese box art seen above, are beyond fabulous, in my humble opinion.


Shining Force's in-game graphics are just as wonderful, of course. Also wonderful: the title's epic soundtrack, tactical gameplay and likable cast of characters.

In fact, I found all of those things so appealing then, and still find them so appealing now, that I wouldn't hesitate to call Shining Force one of my all-time favorite games.


I also wouldn't hesitate to call Shining Force's Japanese packaging an all-time favorite.

After all, not only is its outer box a stunner, but so is its cartridge. (Seriously, I've always loved the sexy, rounded carts that contained Japanese Mega Drive games.)


Unsurprisingly, its manual is well worth ogling, too, as the photo above should prove.

Don't worry, I'll try to scan and share the entirety of Shining Force's instruction booklet in an upcoming installment of my "Manual Stimulation" series.


In the meantime, please enjoy the snapshots shared throughout this post. (I especially like this last one, by the way. There's just something about its layout that rubs me the right way.)

Also, if you, too, are a big fan of the original Shining Force--or any of this long-running series' releases--let me and others know in the comments section below.

See also: previous 'Nice Package!' posts

Thursday, August 04, 2016

Be still, my Fukio Mitsuji-loving heart: Tengen prepped Magical Puzzle Popils ports for the Famicom and PC Engine way back when

If this is the first time your eyes are coming across the name Fukio Mitsuji, please take a seat.

In short, Mitsuji was a brilliant Japanese game designer and artist who helped create a number of outright classics during his unfortunately short career. (Sadly, he died in 2008.)

Specifically, Wikipedia credits him with having a hand in just nine games within the span of seven years (1985 to 1991).

Of those three games, I personally consider three of them to be among the best games ever to see the light of day. One is Bubble Bobble, another is that game's sequel, Rainbow Islands, and the third is Magical Puzzle Popils.

Don't worry if you've similarly never heard of that last title. After all, Magical Puzzle Popils was made for Sega's Game Gear--and only for Sega's Game Gear. (If you want to learn more about this puzzler, which was called Popils outside of Japan, check out its GameFAQs entry, its Wikipedia page or this previous post of mine.)



Or so I thought until yesterday. That's when I learned (via neogaf.com) that, at some point in the fairly distant past, developer and publisher Tengen prepped Famicom and PC Engine ports of Magical Puzzle Popils.

It's also when I came across footage of these previously unknown console ports. The PC Engine version can be seen in the video above, while the Famicom version can be seen here.

None of what's showcased in these clips looks tremendously different from what can be found in the Game Gear original, although the stages appear a smidge larger and some of the intermission graphics seem unfinished. (Or maybe the latter are just oddly rough?)

Still, I'd hand over a week's salary to buy physical copies of these long-lost conversions so I could play them on real Famicom and PC Engine hardware. How about you?

See also: a couple of photos of Magical Puzzle Popils' Japanese Game Gear box and my 'Manual Stimulation' post devoted to this 1991 title

Monday, June 06, 2016

Also in honor of Sega's 56th anniversary, let's rank and review (some of) its game consoles

As you should have heard by now (I mentioned it in my very last post, after all), last Friday marked the 56th anniversary of Sega's existence as a maker of video games.

In the write-up mentioned above, I discussed five of my favorite titles that were produced for Sega's most popular game systems. Today, I'm discussing--ranking, actually--the systems themselves.

Note: I'm leaving out the company's first two consoles, the SG-1000 and the SG-1000 II, because I have very little (if any) experience with them.



5. Master System--Full disclosure: of all the Sega systems I've spent time with over the years, this is the one I've played the least. Still, I know it well enough to comment on it. Anyway, why am I saying this is my least favorite of the company's many hardware releases? A big reason is that, in my opinion, the Master System--known as the Mark III in Japan--has the least appealing games catalog of all the products included in this post. Some gems were made for it, no question, but they are fewer in number than the gems made for the Genesis, Saturn, Dreamcast or even Game Gear, if you ask me. Also, although technically the Master System was more capable than its main competitor (the Famicom or NES), it mattered little in the face of the aforementioned library and the console's poorly designed controller.



4. Saturn--I'm sure some folks will raise a judgmental eyebrow in response to my decision to place the much-loved Saturn behind the much-maligned Game Gear. Don't get me wrong, I adore the Saturn with every ounce of my being. That said, at the moment my list of beloved Game Gear titles is longer than my corresponding list of Saturn titles. Also, this system is a bit of a mess internally. Its two-dimensional, sprite-based games are among the best to see the light of day, but its three-dimensional, polygon-filled ones are among the 32-bit generation's worst. Thankfully, the physical product, and that includes the Japanese controller, is a sight to behold--though I wouldn't have minded if Sega had shaved some fat off of it over time.



3. Game Gear--The same could be said of Sega's first handheld, of course. Still, the Game Gear's general design (ignoring its girth) is stellar--or it was for its time. It looks like something that plays video games--and I say that in the most positive way, of course. Although I love sleek-looking systems, I also like ones that appear toylike. In fact, the red, blue and (especially) yellow Game Gears that hit store shelves in various regions back in the day are among my most-coveted pieces of gaming hardware. Anyway, aside from all of the above, a few of this portable's other thumbs-up-worthy attributes are its Master System-esque chipset and its shockingly adroit software selection.



2. Dreamcast--It's fitting, I think, that the Sega's best designed system was its last. And when I say "best designed" I'm talking both about its look and shape as well as its internal architecture. Consider that the Dreamcast was an absolute beast in terms of power when it was released, yet it also was one of the smallest consoles ever to hit the streets. Admittedly, the thing can be loud as hell while playing a game, but that's a small price to pay in order to experience titles like Space Channel 5, Jet Set Radio, Crazy Taxi and ChuChu Rocket! The only criticisms I can aim at this particular piece of hardware are that its library of games is smaller than that of pretty much every other Sega system and that it was discontinued after spending less than three years on the market.



1. Genesis--I've got to be honest: I wasn't all that keen on Sega's entry in the 16-bit console wars when it was first unveiled. At the time, I found the SNES and TurboGrafx-16 (or PC Engine and Super Famicom) far more interesting. What prompted me to change my mind about this hunk of plastic and its lineup of boxy black cartridges? The 1993 North American release of the original Shining Force. It so enraptured me that I regularly used my allowance to rent both it and a Sega CDX from the local grocery store. Later carts and CDs--Shining Force II, Lunar: The Silver Star and Gunstar Heroes among them--similarly attracted my attention. Combine the Genesis' eye-popping games catalog with its iconic hardware designs and gorgeous-yet-functional six-button controller and it should be easy to see why it's my favorite of all of Sega's wonderful systems.

How do you feel about this Tokyo-based company's numerous hardware offerings? Share your thoughts, opinions and memories in the comments section below.

Saturday, June 04, 2016

In honor of the company's 56th anniversary, here are five of my favorite Sega games

Although the company that eventually became Sega first opened its doors 76 years ago (as Standard Games), it didn't change its moniker to the one millions of people around the world know and love until 20 years later--as of yesterday, in fact.

Which means, of course, the renowned game developer and publisher--not to mention former console maker--just celebrated the 56th anniversary of its existence.

To honor that fact, I thought I'd whip up a blog post about some of my all-time favorite Sega titles. Strangely, perhaps, a couple of them weren't actually made by any of the brilliant people employed by the Tokyo-based firm. They were playable on a wide range of its hardware, though, and that's enough for me.


Final Bubble Bobble (Master System)--How could I include a simple home port of Taito's classic, dino-starring quarter-muncher on a list such as this? Well, for starters, this is no simple port. Consider that the Famicom (or NES, if you wish) port of Bubble Bobble, as grand as it is, is a pale imitation of the original in the audio and visual departments. This Sega-published iteration is far truer to the arcade version in both areas. Plus, its box sports an absolutely top-shelf cover illustration. Add to that the fact that Final Bubble Bobble's controls are just as butter-smooth as those found in its counterparts and you've got a cartridge that more than deserves this celebratory nod.


Shining Force (Genesis)--I know many will say this strategy RPG's sequels are better in almost every imaginable way, but the original is the only one that's earned a piece of precious real estate within my heart. As for why that is, one reason is it served as my introduction to the genre. Another is that, even today, its focused, streamlined nature feels like a breath of fresh air when compared to the bulk of the more convoluted SRPGs that came before it and, especially, followed in its footsteps. Finally, there's Yoshitaka Tamaki's gorgeous character and enemy designs and illustrations. I mean it when I say they defined Japanese gaming for me as a youngster.


Madou Monogatari I (Game Gear)--Sega may not have developed this adorable dungeon-crawler (the folks at Compile took care of that task), but the company most certainly published it. Even if that weren't the case, though, I'd include the initial Madou Monogatari game in this write-up simply because it's so damn cute. And fun. And a welcome reprieve for someone--like me--who usually finds this sort of thing mind-numbingly boring. (I prefer the first Madou Monogatari to the other three that were ported to the Game Gear, by the way, due to the fact that--no joke--the sprite of its protagonist, Arle, looks less wonky here than it does in the series' later titles.)


Saturn Bomberman (Saturn)--Singling out one Bomberman title as being better than the others isn't a simple task, as nearly all of the games published between, say, the first PC Engine offering and this 1996 release are well worth playing, in my opinion. Still, there's no question in my mind Saturn Bomberman is the best of the bunch. Its graphics are the most colorful and detailed of all the series' sprite-based entries, and its stages sprawl in a surprisingly satisfying manner. Admittedly, its soundtrack is a bit of a head-scratcher, but I'd hardly describe it as bad. At any rate, this is one of those titles that can suck up a big chunk of your free time without you realizing it--a sure sign of a great game, wouldn't you agree?


Space Channel 5 (Dreamcast)--I've played and loved a lot of Sega-made Dreamcast games over the years, but I come back to this one more than any other. Which is understandable, as its star, the candy-coifed Ulala, is quite a charmer, and its soundtrack is stuffed with tunes that basically force you to tap your foot (if not wiggle your tush). I guess some might say its Simon-esque gameplay is on the simplistic side, but you won't hear me complaining about that aspect of Space Channel 5. After all, I'd rather play a straightforward music game (Nintendo's Rhythm Tengoku is another perfect example) than an overly complicated one any day.

Now that I've had my say on this matter, what are your favorite games that were made by Sega, published by Sega or simply created for Sega hardware?