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Thread: Second series of SEGA 3D Classics in development for Japan!

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    Outrunner parallaxscroll's Avatar
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    Talking Second series of SEGA 3D Classics in development for Japan!

    James Booth
    ‏@LinearLoveStory
    @okunari Thanks Okunari-san for yours and M2's hard work on these 3D classics! Really hope you are working on more, including Outrun 3D!!
    Yosuke Okunari /奥成洋輔 ‏@okunari 8h
    @LinearLoveStory Thank you. We develop the 2nd series for Japan. If this overseas release succeeds, it may release these in the world.

    https://twitter.com/LinearLoveStory/...10593635115009



    Man oh man I really really want 3D After Burner II, 3D Thunder Blade and 3D Outrun. All based on the super-scaler arcades, of course.

    I remember how shitty After Burner was in Sega Arcade Gallery for GBA, and there has never been a *good* or even decent home version of Thunder Blade on any console, even in Japan. The only, and I mean only good home version of Thunder Blade that exists, not counting arcade emus, was the one done by Sharp SPS for the Sharp X68000 computer in Japan.
    Last edited by parallaxscroll; 11-30-2013 at 03:17 PM.

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    Great to hear that they're working on a second series. I absolutely love the super scaler games. I do hope they also release at least on the Wii-U shop, since I'm not much of a portable gamer.

    I did pick up Space Harrier and it's such a good port. I agree completely that I'd love Thunder Blade. I'd also like Turbo Outrun.

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    I know this joke is way overused, but...

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    yup, down for all of that...which Thunder Blade would that be though? i know it wasn't the teams best but considering how much time i spent on it on SMS i think it's kind've a shame that OutRun, After Burner, Space Harrier & others got definitive ports, but that one never really did, for me.


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    Quote Originally Posted by IrishNinja View Post
    yup, down for all of that...which Thunder Blade would that be though? i know it wasn't the teams best but considering how much time i spent on it on SMS i think it's kind've a shame that OutRun, After Burner, Space Harrier & others got definitive ports, but that one never really did, for me.
    The only Thunder Blade that was really any good, the arcade of course, ran on the same board that powered After Burner.








    Last edited by parallaxscroll; 12-01-2013 at 08:08 AM.

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    ^ah, not showing for me at the moment...but yeah, exactly.
    one of my (many) gripes with Dr. Sparkle covering sega stuff on ChronSega was him never giving the hardware/efforts it due: of course the overhead levels in Thunder Blade don't have the depth of the arcade title; it was the late 80's and the harrier-like levels (especially the ones in caves!) looked crazy impressive to me at the time, but i don't recall seeing anything done again past the Genesis one.


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    Quote Originally Posted by IrishNinja View Post
    ^ah, not showing for me at the moment...but yeah, exactly.
    one of my (many) gripes with Dr. Sparkle covering sega stuff on ChronSega was him never giving the hardware/efforts it due: of course the overhead levels in Thunder Blade don't have the depth of the arcade title; it was the late 80's and the harrier-like levels (especially the ones in caves!) looked crazy impressive to me at the time, but i don't recall seeing anything done again past the Genesis one.
    Alright, fixed, the flyers should be showing now.

    AFAIK the only Thunder Blade done after MegaDrive / Genesis Super Thunder Blade which was made in 1988, was the X68000 computer version for Japan programmed by Sharp/SPS in 1990--A very faithful rendition of the arcade--Though it's not 1:1 since X68K lacked any true hardware scaling capability and only had 1/2 the on-screen sprites (128) as Sega's X Board (256).

    Still, this was the only really good, official & legal home version of the coin-op arcade, much better than Dempa's effort with programming After Burner II on the same platform (which BTW was the basis for MD/Genesis ABII). X68000's 'software' scaling (or redrawn sprites) for the top-down and 'into-the-screen' levels in Thunder Blade is very smooth compared to MD/Genesis Super Thunder Blade--Sega's own 16-bit console entry wasn't even directly based on their arcade game, it was more of a sequel, like Space Harrier II.




    X68000 Thunder Blade Stage 1 video

    Arcade Thunder Blade in MAME Part 1 - Part 2


    BTW I find this interesting, here's some videos of Super Hang-On for X68000 by Sharp/SPS, 1989 (yes, even though on startup it displays SEGA 1987)
    and Super Hang-On for GBA found within Sega Arcade Gallery, developed by Bits Studios, published by THQ in 2003.



    http://www.youtube.com/watch?v=vDivTrYsnoE
    http://www.youtube.com/watch?v=JgZaFH3nX3A
    http://www.youtube.com/watch?v=yACnBTTrFug

    ___




    http://www.youtube.com/watch?v=VVDPFHtKjHg
    http://www.youtube.com/watch?v=5v2ubqNXcR4
    Last edited by parallaxscroll; 12-02-2013 at 12:31 PM.

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    Here's roughly half of the interview on 3D Super Hang-On with Naoki Horii, President, M2 and Yosuke Okunari, Producer, SEGA CS3




    source

    YO: This all starts with developing Space Harrier for the Virtual Console Arcade (VCA). Shortly after its release, M2 came to me one day and said, “We finished Hang-on!” which I hadn’t even asked them to work on. They told me that, since Space Harrier was playable with the nunchuk, “you can play this one with the nunchuk too!” They showed it to me out of nowhere when I was visiting their offices.

    NH: We really wanted to keep working on VCA. We wanted to put out every SEGA game.

    YO: Hang-on started a new era within SEGA machine architecture, as everything up until then was SYSTEM 1 or SYSTEM 2, which was 8-bit hardware. But this was the first title on 16-bit boards, which wound up influencing the subsequent SYSTEM 16 core. Hang-on was further modified to create Space Harrier’s “Harrier board”, which was subsequently slightly downgraded and generalized to create SYSTEM 16. Since M2 had ported Space Harrier’s arcade board, Hang-on was highly compatible.

    NH: Relatively speaking, yeah.

    YO: So one day I went to M2’s offices and there it was, Hang-on. At that point it was about half-done. If we were really going to put it out, there were a lot of things we’d need to change, like graphics we can’t use now, etc. Also, since Hang-on’s horizon line doesn’t move up and down, and the course only moves left and right, it’s actually rather a plain game if you just play it as-is. I didn’t feel like playing it with the nunchuk really captured the fun of playing the original. So since Hang-on by itself wasn’t really clicking, I thought that maybe if we released it in combination with Super Hang-on, we could add some historical context to create something I could get SEGA interested in. So that’s what we talked about.

    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot NH: That was the discussion, yes.

    YO: In the end, there was a lot of back and forth, but we weren’t able to push Hang-on through the company. We did however get approval to move forward with Super Hang-on, and we released in on VCA. But releasing only on VCA wasn’t enough… so we wound up releasing it on PlayStation 3 and Xbox 360 as well. And that’s how SEGA AGES ONLINE[1] was born, you see. If the Hang-on project had never happened, SEGA AGES may have never come into being.


    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot

    Super Hang-on, released in 1987 (sit down version) inherited some of the courses from the previous title and had four courses in total. Like Outrun, you could choose the music before playing. The left grip had a super charger button, and your motorcycle could hit a max of 324 km/hr. Sit Down and Ride On types had different courses, except for Asia. There was a conversion kit for the Ride On type of Hang-on, but they were rare.

    So that’s the background story.


    YO: This is how Super Hang-on’s development moved forward. Shortly after the release of the Wii version, I went over to see M2 and they told me: “We made Super Hang-on in 3D!”

    NH: Around that time, there was talk about Nintendo releasing a successor to the Nintendo DS, and it turned out to be the Nintendo 3DS, which displays 3D to the naked eye, a device we never thought would exist.
    I got so excited I went and got a pair of red/blue 3D glasses. (laughs) Much like Space Harrier, these games where you move forward into the game are perfectly suited for stereoscopic 3D. So we tried it out, and it worked pretty well.



    So you just built in stereoscopic 3D compatibility without asking anybody? (laughs)



    NH: At the time, we hadn’t gotten to grips with the 3DS yet, so we wanted to know what the 3D would look like.



    Why Super Hang-on?



    NH: Well, there’s the fact that in Super Hang-on, you move forward “into” the background, as well as the fact that’d we’d just worked on it for VCA. So it made sense. That and we thought how it looked in 3D display was awesome, which made other games less attractive… (laughs)

    YO: Around that time, PS3 had just started to support stereoscopic 3D as well. We had no plans to include it, but when I gave it a shot, it was definitely fun.

    NH: When you crash and the rider goes flying… that’s pretty out there.

    YO: We started talking about how great 3D was, and I decided to move forward with including it in the project. As a result, we released not only the PS3 version but also the 360 version with 3D support.

    NH: As long as 1st parties build protocols for us, any current gen console is capable of outputting 3D on televisions.



    With gyro controls and the moving cabinet mode, at last we have a recreation of the real arcade machine experience.


    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot

    YO: As all that was going on, I figured, “hey, since Super Hang-on is already in 3D, let’s go ahead and put it out on 3DS.” So the Wii VCA version eventually linked into this 3DS version, which wasn’t planned for at the outset. That’s how we got started on the 3DS version.

    NH: There probably aren’t a ton of people out there buying every single port of Super Hang-on, but to those who do, we really appreciate it.

    (laughs)

    YO: We had decided that our first 3D release was going to be Space Harrier. Then, one day when M2 was working on 3D Space Harrier, this “Moving Cabinet” mode showed up. It was M2’s idea, and they thought it’d be pretty fun to include. Ultimately we feel that it was a feature in 3D Space Harrier that fans were really happy about.

    NH: Without a doubt.

    YO: So we started wondering what we should do for Super Hang-on. Naturally, M2 had included the Moving Cabinet mode for Super Hang-on as well. However, when I played it, I blurted out: “Where are the gyro controls though?!” Haha, pretty mean, right? Gyro controls were never in any plans for the game from the outset. (laughs)

    NH: Yeah well… look… the thing with gyro controls is that the control is nice and all, but at the time it actually required a lot of extremely heavy processing. Putting them in meant we wouldn’t be able to maintain 60 frames per second. It was one of those rock and a hard place situations. After all, when we put the arcade mode into Space Harrier, we weren’t able to keep it at 60 fps then either, but we made some speed enhancements at the very end.

    YO: I mean, when you think Super Hang-on, you remember playing on those arcade machines that you lean on, right? I said, “How can you not support gyro? That’s so un-M2 of you.” Apparently M2 had a whole struggle with gyro controls on their side, which I wasn’t aware of, and I just kept saying “I want gyro controls in.” And what do you know, a little while later… it was gyro-compatible. That’s a little bit of M2 miracle working. But honestly, just because the gyro controls got in, the game still wasn’t that fun.


    What!? (laughs)



    YO: I believe we’ve had a few games that support gyro controls, but there aren’t a lot of people out there who enjoy playing like that. And the reason is that it’s just easier to play on the slide pad or d-pad. That’s why, in order to make it a more satisfying experience, I asked M2 to link the Moving Cabinet mode and gyro controls up, so when you turn, the screen tilts in sync, you know? And once they did that, the game become so much more fun.

    NH: I think the thing that makes it so engaging is the fact that objects on-screen react in tune with your own movements. I think.

    YO: By including gyro controls with the moving arcade cabinet, I think Super Hang-on is the first time we’ve really reproduced the feeling of a player moving an arcade machine.

    NH: Oh, for sure.

    YO: People who played the games years ago probably know this, but SEGA’s arcade racing sims would be released in pairs, where one arcade machine moves on its own, and players move the other one. Examples of the former would be Space Harrier, Outrun, Afterburner, and examples of the latter are Hang-on, Enduro Racer, and Super Hang-on.

    So I decided that if we were going to release something after Space Harrier, it should be a game where you move the machine with your body, so in that respect the release order makes sense. Syncing up the gyro and the screen creates an incredible simulation of moving the arcade machine. I’ve had a number of people play Super Hang-on, and while the person playing isn’t moving at all, to them it seems like they’re really moving around. For 3D Space Harrier, when you’re in arcade machine mode, you kind of sense that you’re tilting because the screen is tilting, but since 3D Super Hang-on has screen sync, you really feel as if you’re tilting. So yeah, I think we’ve reproduced that arcade experience.


    Super Hang-on hadn’t been ported much up until we did the Wii version, so if you’re not the type who went to arcades a lot, you might get the impression that it’s a rather obscure game. Also, since the MegaDrive version was one of the first games to come out, it was a little on the plain side. The X68000 was able to use the Cyber Stick (an analog controller), and the port one after that was basically the Wii version. The Cyber Stick and Wii nunchuk kind of give that tilting feeling, but it’s not the same as the whole bike leaning back and forth.

    NH: Like Okunari-san is saying, 3D Super Hang-on is the best there is in replicating that feeling of being on the arcade cabinet’s bike. But if you’ve been following us up to now, you have to realize that this is totally coincidental. (both laugh) We didn’t really aim for it to be this good, so we actually feel a little bitter at the result [because it was accidental rather than intentional]! If the whole gyro discussion was as easy as thinking everything out ahead of time and deciding how we were going to adjust each part of the game, building that into Moving Cabinet mode, and then saying “Here you go!”, we could feel like we accomplished what we set out to do. But it never turns out that easy… (laughs)

    YO: By tossing the ball back and forth with M2 like this, I think we’re making some pretty interesting games. With SEGA AGES, we really managed to satisfy people with the quality of the ports themselves, but you know, it’s also about playing the game as it was when the original came out. I feel like the amount of people who appreciate the ports for their faithful reproduction of that original experience are on the decline, so the approach we have with the 3DS, of adding new ideas to the experience, is something I feel has a good resonance with our fans.

    NH: You can take it with you, and pause whenever you want.

    YO: Yup.



    Let’s hear more about some of the detailed work that went into 3D Super Hang-on. I’m going to play it while you guys talk.


    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot

    Six levels of difficulty. Sit Down and Mini Ride On types also have different difficulties. You can also adjust the time limit. Additional Difficulty settings also allow for Time Attack


    YO: OK, well, one of the things that M2 really focuses on is difficulty. The original arcade version had four difficulty levels, but this one has six. The VCA version was a straight port, but while we were working on that, we had a problem where some of our testers weren’t able to clear the game. The game was too hard. In the end, we managed to solve the problem, but in the SEGA AGES[2] version, we thought we should add some difficulty options that weren’t in the arcade version. So we wound up adding more time to the clock when you pass through a checkpoint.

    NH: That’s right. We boosted the time bonus.

    YO: For 3D Super Hang-on, M2 also disabled the hitboxes for opponent vehicles.

    NH: Some might say at that point, why not just remove the enemy vehicles altogether? But if you do that, the screen looks really empty. So we left them in to keep the game screen lively.

    YO: These settings weren’t in the original game, and you could almost call it a Time Attack Mode. Since you can hit your corners at max speed, the game is easier to clear. For people who’ve played the game before, putting it into the easiest difficultly level and just having a pure battle with the course itself is also really fun.

    NH: And if you run into an opponent, it’s OK. (laughs) They won’t slow you down.



    So compared to the arcade version, you’ve basically added two difficulty settings lower than the original easy setting.


    YO: That’s correct.

    YO: We also added in the ability to configure your buttons. (laughs) This wasn’t included in 3D Space Harrier, but it was something we heard a lot of people ask for.

    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot

    Custom configurable controls. Even more customization than 3D Space Harrier.

    NH: Sorry about that. We figured that if we had rapid fire and all, no one would need a button config, but we got a lot of requests for it. We had a change of heart. (laughs) Sorry for underestimating everyone!

    YO: M2 and I argued quite a bit on the button config defaults… Like, since you hit turbo with your thumb normally, I thought the Y button would be perfectly fine. I mean, strategically speaking, the Y button is the easiest to hit when you really need to push turbo rapidly. But it might be a bit tricky for people when they first pick it up if the accelerator isn’t on one of A/B/X/Y buttons, so currently the default is the R button. For those playing Time Attack hardcore, or people who play the game a lot, I would suggest adjusting the button config to find a setting that works best for you.



    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot

    Left: Choosing Sit Down Type will also change the screen frame.

    Right: Four screen size settings and Moving Cabinet Mode, with four levels of tilt.


    YO: The screen size is the same as 3D Space Harrier, but for this game, the default view frames the screen. This is simply because we want people to play using the gyro sensor. This is the first time the game has supported wide screen, and it’s something we put a ton of work into, but since gyro mode is so fun we had to choke back our tears and pull widescreen from the defaults. If you play using gyro with widescreen, it just doesn’t feel quite right, you know? You have to see the edges of the arcade cabinet when the screen tilts. That’s why we set the screen defaults to framed. You can also choose between the Sit Down or Mini Ride On[3] versions of the game, which will change the arcade cabinet graphics accordingly.

    For the Moving Cabinet Mode, since you move the game yourself, we put three levels of “leaning” in the settings. When the game is in Moving Cabinet Mode, the gyro controls will be enabled. Note that once they’re turned on, the gyro settings will reset to their defaults. Also, per M2’s request, you can set it so the screen will lean in the opposite direction the control leans (normally, turning right will make the screen lean left, but you can make it so turning right leans the screen right). I don’t know if any of this is needed, but some people might like it that way.

    NH: These are the kind of things that are just fun to include, you know?

    YO: For the Sit Down type, since the original cabinet didn’t lean, we considered disabling the gyro controls, but… well that would be no fun, so for the Sit Down type, we made it move too. (laughs)

    NH: The players can just turn off gyro controls if they want, you know?

    YO: And this is digressing a bit, but when we were developing the Sit Down version for Wii, we went and looked at a real arcade kit. At the time, the only machine in the city or suburbs was one over at “Game Fuji” in Ichikawa. So we made the trek to take some pictures of it, and the photos we took are the ones we wound up using for 3D Super Hang-on’s Sit Down frame. (laughs) The cabinet might not even be there anymore, so we are really in those guys’ debt!

    YO: In 3D Super Hang On, we made it so your lap times get recorded now. Oh and we added a stage select. So if you get a game over on any of the courses, you can restart from the nearest odd numbered stage. The reason why you restart from the odd stages is that the backgrounds change with every odd numbered stage, so the game itself is made as if each two-stage pair is a single course. We actually did try and see what it’d be like to start from the even stages, but some of the checkpoints would be right in the middle of a curve, so it didn’t give you a good start. Odd stages always start like normal.


    How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot How 3D Super Hang on Uses Gyro Controls To Recreate The Arcade Experience screenshot

    Lap times are recorded. You can also start on odd numbered stages, and save anywhere in-game


    YO: We didn’t include any arcade cabinet sound effects[4] this time.

    NH: Right because there wasn’t much to record.

    YO: We talked about putting the banging sound from when you lean on the machine in, but that’d be it. So since it’d be kind of weak with just that sound, we cut it. Instead, you can play the background music as much as you want, and the equalizer screen’s buttons are much easier to use this time around! (laughs)


    NH: Everyone brings that up. Things that get thrown in at the end get put in rather hard to find places. That was the first thing we heard about.



    (smiles) Yeah, when I was playing 3D Space Harrier after it was released, I had to kind of search for it. (laughs)



    YO: In that sense, M2 is getting better at this. (laughs)

    Oh, and on another unrelated note, when we first ported Super Hang-on, we had ROMs on file internally for both the Sit Down and Mini Ride On types, but the Mini Ride On type ROM still had copy protection on it. So when we were porting to the Wii, we had to use the Sit Down type ROM. However, the courses for the Sit Down and Mini Ride On types are different. And you know, back when Super Hang-on was in arcades, I think…

    NH: … More people played the Mini Ride On type. Probably.

    YO: So we decided that we needed to use the Mini Ride On type. For the Wii version, we were in a dead heat between M2 working to get the copy protection off, and hitting the schedule deadline. It was neck and neck for a while, and once we hit beta, we wound up swapping the ROM into the game. Our QA test team quickly came back to us and said: “Um, all the stages have changed.”



    Well, that would be a bit of a surprise if you didn’t know. (laughs)



    NH: Since that would basically mean starting testing all over from scratch, the test team were furious. We appreciate all the hard work they put in.

    YO: That said, switching the ROM had the side effect of helping them clear the game (The Mini Ride On type is a little easier). However they found a bug about four days before we were going to master up[5]. If you ran over the curb for an extended period, the game’s music would cut out. Suddenly we had to figure out whether this was something that happened in the original version or if it was a bug in the port, meaning we had to do an urgent verification on actual hardware. At the time, there were two places in Tokyo where Mini Ride On cabinets were running: Club Sega in Akihabara, and Warehouse in Shinonome (which no longer exists), but they were both broken at the time. (laughs) So we didn’t have any choice but to ask a favor from the guys at the Akihabara store to take the machine they had, which was pulled to pieces in the arcade’s backyard, put it back together and do emergency repair procedures on the broken spots. Then, when we tried reproducing the bug, bam! It showed up! (laughs) Since it occrred on the original hardware, we left the bug in for the SEGA AGES version, but for 3D Super Hang-on, since this was supposed to be the final version, we fixed it just like we fixed the SFX bug in 3D Space Harrier.

    NH: That we did. It had to do with sound requests. Once a sound started playing, it would keep going waiting for the next “key off”, or the other way around. It’s something that happens with a lot of SEGA games.
    Last edited by parallaxscroll; 12-02-2013 at 12:34 PM.

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    Thanks for all the info, parallaxscroll!
    I'd also like to add Power Drift as a game I'd like to see revived in this series.

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    I think they should tackle Streets of Rage.
    I demand a Blaze spinoff!

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    Quote Originally Posted by miru View Post
    I think they should tackle Streets of Rage.
    That was already announced and will be available at the end of December.

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    Quote Originally Posted by grieverr View Post
    Thanks for all the info, parallaxscroll!
    I'd also like to add Power Drift as a game I'd like to see revived in this series.
    No problem.

    I sure wouldn't mind having arcade Altered Beast in 3D but it won't happen as they've already done the MD/Genesis one.

    Outrun and Power Drift would be sweet.


    Quote Originally Posted by miru View Post
    I think they should tackle Streets of Rage.
    3D Streets of Rage has already been made, it's on its way to the western world.


    http://blogs.sega.com/2013/10/30/ann...-nintendo-3ds/

    Each of these titles will be priced at $5.99/€4.99/£4.49 and available for download in the Nintendo eShop on Nintendo 3DS. Release dates for the titles are as follows:

    3D Space Harrier, 3D Super Hang-On – 11/28/2013
    3D Sonic The Hedgehog, 3D Altered Beast – 12/5/2013
    3D Ecco the Dolphin™, 3D Galaxy Force II – 12/12/2013
    3D Shinobi III, 3D Streets of Rage – 12/19/2013
    Now Streets of Rage 2, that would absolutely rock.
    Last edited by parallaxscroll; 12-01-2013 at 10:34 PM.

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    Swing swords like shinobi WCPO Agent IrishNinja's Avatar
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    wow, good call parallaxscroll - that X68000 Thunder Blade looked (and sounded) awesome! especially in comparison...i'd definitely coonsider that the definitive port at this point, shame i can't pick that one up elsewhere now.


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    IrishNinja, yeah, in the 2000s I started playing around with Win X68K High Speed, probably the best X68000 emu.
    I played Thunder Blade from start to finish. It was the next best thing to playing the arcade ROM in MAME.

    BTW, I just added videos of arcade Thunder Blade played in MAME in my post above. You can tell the scaling is smoother than X68K but one can also see how good the Sharp version is, given the weaker hardware.

    I only played the real arcade machine once, the full sit down moving cab was at Six Flags Great America in suburban Gurnee, Illinois (about 40 miles north of Chicago) in 1989 at one of the arcades in the park. Super Monaco GP was there too, perhaps at one of the other arcades within the same Six Flags.

    That's another game I wanna see happen, a 3D Super Monaco GP would be awesome.


    Anyway, I am absolutely LOVING 3D Super Hang-On, everyone here who owns a 3DS should not hesitate to buy it & download it from the eShop if they haven't already done so.
    I got 3D Space Harrier as well but I just cannot put 3D Super Hang-On down.
    Last edited by parallaxscroll; 12-02-2013 at 01:31 PM.

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    http://blogs.sega.com/2013/12/03/seg...-m2/?6866309=1

    NH: Interesting that Sonic survived the cut then.

    YO: Once we’d decided to restore SEGA titles with stereoscopic 3D, I actually wanted to do some home console games as well. So when M2 and the North American and European SEGA staff decided on the lineup of games for the 3D Remaster series, which included Space Harrier and Super Hang-on, and removed Thunder Blade (laughs), Sonic was one of the titles on the list.
    Noooooooooo!!

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