Sequels are supposed to improve on their predecessors, but sometimes developers decide to experiment. This can lead to changes that weren’t needed, and what could have been a great game becomes another example of lost potential. The TNN series fell victim to this, and instead of wrangling a prize catch, it goes home with an empty bucket.
Sega Card games tend to be simple, but Ghost House packs a lot of fun into such a tiny format. Its arcade roots show, and those looking for a simple, score-based experience with decent graphics and sound should give it a try. Besides, who wouldn’t want to punch a ghost right in the face?
When most people think of game releases, they tend to think of Japan, Europe, and North America. For Sega, however, one of the most important regions was South America, most notably Brazil. Tectoy was Sega’s partner in the country, and it saw major success there. We recently chatted with its president, Stefano Arnhold, about Tectoy and its efforts.
You can’t keep a good Musashi down! Cyber Shinobi sees the return of Sega’s favorite ninja to the Master System, and while it may not compare to its classic Genesis siblings, it stands as a solid entry in the series. Some level design and presentation issues keep it from the head of the ninja pack, but it’s definitely worth checking out.
SegaSonic The Hedgehog was one of the few games in the franchise to not see a home release, due to its trackball control scheme. Thankfully, it can still be played via emulation in MAME. It may be short, but it’s a fun three-player romp that was great to play with friends. Staff writer Doug Jackson spent some time with it, so read on for his impressions!