Please think about supporting the show by becoming my patron. Thanks so much! - It has taken almost 2 months to get the show done but it's finally here. In volume 3 of Retro Core 5 we take a look at 18 titles from the PlayStation 2's Sega Ages series. While there are actually 33 titles in the series I only own 18 of them which are all featured in this video. Titles included are: Monaco GP - Fantasy Zone - Space Harrier - Golden Axe - Tanto R & Bonanza Brothers - Virtua Racing - After Burner II - Hokuto No Ken - Out Run - Alien Syndrom - Virtua Fighter 2 - Fighting Vipers - SDI & Quartet - Last Bronx - Dynamite Deka (Die Hard Arcade) - Panzer Dragoon - Galaxy Force II and finally Fantasy Zone Complete Collection.
Overview The 11th release in the for the PlayStation 2, Hokuto no Ken is a remake of the 1986 Sega Mark III/Master System game (also known as Black Belt). Like the original game, the remake retells the entire first story arc of the popular manga/anime, with the player assuming the role of series protagonist (and on some levels, ) fighting dozens of nameless thugs as well as a number of major villains. The remake uses polygonal graphics, but is played entirely on a 2D plane.
The original 8-bit game is also included on the disc. Gameplay Much like the original, the game is a simple side-scrolling beat em 'up with no Z-axis (depth) movement, similar to,. Between regular levels the player takes on boss characters in one-on-one fights which more resemble a typical VS fighting game. Beyond that core setup however, the remake bears little actual resemblance to the original game, with vastly changed level design, combat mechanics, controls, music, and more. Combat is very simple.
You can punch, kick, jump and dash, you can perform dashing or jumping kick, and by repeatedly pressing the punch button you can perform Kenshiro's trademark Hokuto Hyakuretsu Ken technique. There are no combos or otherwise more advanced techniques to speak of. Defeating enemies or taking damage fills up the Big Dipper gauge, which can then be used to perform various special moves such a screen-clearing attack or a temporary defense boost.
Phantasy Star Generation: 1 is a remake of the game Phantasy Star, originally released for the Sega Master System in 1988, for the Sony PlayStation 2. It was developed by 3D AGES, a joint venture between Sega and D3 Publisher, as the first title of the Sega Ages 2500 series of games. To learn more about the game, visit the dedicated game section. This section includes everything from a walkthrough to manual scans. Disclaimer Phantasy Star Cave was launched in the late 90s and has since become the largest website celebrating and promoting this classic RPG series.
PS Cave does not run ad revenue or any type of monetization. All content on PS Cave is user contributed. The Phantasy Star Generation: 1 English ISO and patch is not released to replace the original game.
You can purchase prior to downloading these files. You can also support Sega by buying other Phantasy Star games and licensed merchandise. Translation Credits Programming & Assembly: RodolfoRG, First documentation/decompression tools used CUE, Compression/decompression tools; packing/unpacking tools Translation: Editing: vivify93 ( on the forums) SpecialThanks:, for hosting the files and spreading the word bokokun Sega.and everyone who encouraged and/or to complete the projects! The are available.
For any questions, concerns, or bug reports, please contact and/or via a private message or by posting in the. If you would like to translate Phantasy Star Generation:1 to your language, please contact via her message board profile or by posting in the. Screenshots Version 1. Game versions The translation was made to be as accurate as possible. However, the translator felt it was necessary to make one major change.
In the beginning of the game, Alisa looks over a cliff and asks Nero to protect her. While this is probably a more powerful for the Japanese, to the translator this doesn't fit the scene and feels out of character for Alisa compared to the original Phantasy Star. It was changed to have Alisa swearing to avenge her brother's death and to make La Shiec pay. Some other minor changes have been made since then, but they're small enough that they won't affect your enjoyment of Phantasy Star generation:1. Check the readme for more information. With this v2.10 translation of Generation:1, there are no more abbreviations; in other words, ALIS is no longer going to EQP her LACONSWD.
![]()
Spell names are restored to their full nonsensical glory, character names are their original intentions, abbreviations are expanded, menu graphics have been remade, and dialogue is updated and clarified. This is all thanks to the work of Tryphon, who patiently sat with vivify93 to make this translation of the highest quality currently possible.
To be straightforward, there is no longer as large of a gap between the quality of the translations of Phantasy Star Generation:1 and Phantasy Star Generation:2. But take a look for yourself; the v2.10 update is worth it just for the more readable font. Kyence initially released two versions of the translation: one in which the esper who joins your party is named Lutz, and another one in which he is named Noah. This is because while in the original Japanese version of the original game his name was Lutz, it was localised as Noah in the English version. In Phantasy Star II, an esper who looks the same appears, but his name is Lutz in both languages.
This has led to debate over whether or not the Noah and Lutz are the same person, and is the reason for the availability of the two versions of this translation. Vivify93 plans to follow suit eventually, after Kyence releases her 'official English names' version of her Phantasy Star Generation:2 translation. However, since all three of the humanoid party members—Alisa, Tyrone, and Lutz—had their names restored to their intention from the Japanese release, he plans to give each of them their name as you would've seen on your Sega Master System in 1988: Alis, Odin, and Noah. Please look forward to it.
Download Version 2 (latest version): - This ISO download includes the full English translation. This is the latest version of the translation. Version 1: - This ISO download includes the full English translation. This ISO download includes the full English translation. We recommend using for emulation.
This Playstation 2 emulator is available for Windows, Mac and Linux. Read the Readme file in the game download for more emulation notes. Patches If you are interested in manually applying a patch to the original Japanese ISO, you can download XDelta patches: Instructions of how to use the patches is found in the Readme file. Thanks to for suggesting and providing the XDelta patches. We need your help! This translation was developed by long time Phantasy Star fans for both new and long time PS fans! The hard work has finally been done!
But now we will need your help to spread the word so that old fans of the series can find their way back to the community and a whole new audience of gamers can experience the Phantasy Star series through this exclusive project. You can support us by:. Spreading the word: write about this project at your favorite gaming website, news portal, message board, YouTube channel and so on. Many webmasters, publishers, YouTubers and content creators would love to write about/stream this! Tell everyone!. Engage in the community, join and connect with fellow fans!.
Discuss this project by replying in the thread. Report bugs, typos or just send a thank you note to! We will release updates about this project, any development and general Phantasy Star goodies!
Phantasy Star Generation: 2 translation? The has been released! You can download it. There is also a complete available. Any updates about this will be posted at our and in the thread.
Arcade gameplay of Space Harrier Space Harrier is a fast-paced game played in a perspective behind the protagonist, set in a world composed of brightly colored landscapes adorned with -style grounds and stationary objects such as trees or stone pillars. At the start of gameplay, players are greeted with a voice sample speaking 'Welcome to the Fantasy Zone. , in addition to 'You're doing great!' With the successful completion of a stage.
The title, simply named Harrier, navigates a continuous series of eighteen distinct while utilizing an underarm jet-propelled cannon that enables Harrier to simultaneously fly and shoot. The objective is simply to destroy all enemies—who range from prehistoric animals and to flying robots, airborne and alien pods—all while remaining in constant motion in order to dodge projectiles and immovable ground obstacles. Fifteen of the game's eighteen stages contain a at the end that must be killed in order to progress to the next level, while the eighteenth and final stage is a of seven past bosses encountered up to that point that appear individually and are identified by name on the bottom of the screen. The two other levels—the fifth and the twelfth—are bonus stages in which Harrier boards a massive, white cat-like dragon named Uriah who is invincible and maneuvered with the joystick to smash through landscape obstacles and collect bonus points. After all lives are lost, players have the option of continuing gameplay with the insertion of an extra coin. As Space Harrier has no storyline, after the completion of all stages, only 'The End' is displayed before the game returns to the title screen and, regardless of how many of the player's extra lives remain.
![]()
Development and design. The market research department told me not to make the game. I asked them why didn't succeed and they told me it was because the target is too small. Based on that, my conclusion was that I basically had to make sure the player could hit the target.
So, I made a that guaranteed that the target could be hit. When the target was close, it would always hit, but when the target was in the distance, the player would miss.
So the result of whether the player would hit the target or not was determined the second the player took the shot. —, 2010 Described by Sega as a taikan ('body sensation') arcade game, Space Harrier was one of the earliest. The game was first conceived by a Sega designer named Ida, who wrote a 100-page document proposing the idea of a three-dimensional shooter that contained the word ' in the title. The game would feature a player-controlled that shot missiles into realistic foregrounds, a concept that was soon rejected due to the extensive work required to project the aircraft realistically from varying angles as it moved onscreen, coupled with arcade machines' memory limitations. Sega developer therefore simplified the title character: 'Drawing a human is much easier, and it's not necessary to make him fully realistic, and it doesn't require much free space.'
The style of the game was consequently changed to a fantasy setting, with Suzuki rewriting the entire original proposal while keeping only the 'Harrier' name. 'It became a game because we had a person flying on the screen.' His inspirations for the game's new design were the 1984 film, the 1982 series, and the work of artist. Certain enemies were modelled on characters from the anime series. Suzuki included a nod to the original designer in the finished product with an enemy character called Ida, a large -like floating stone head, because the designer 'had a really big head.' Three different arcade cabinets were produced: an upright cabinet, a sit-down version with a fixed seat, and its best known incarnation: a deluxe cockpit-style rolling cabinet that was mounted on a and moved depending on the direction in which players pushed the joystick.
Sega was hesitant to have the cabinets built due to high construction costs; Suzuki, who had proposed the cabinet designs, offered his salary as compensation if the game failed, but it would instead become a major hit in arcades. Suzuki had little involvement with the game after its initial release: the port was developed by Mutsuhiro Fujii and, and they added a final boss and an ending sequence which were included in subsequent ports. The game was too successful for Sega to abandon the series, and other Sega staff, such as (character designer for ), (planner of ), and (director of ) have had involvement in various sequels. In a 2015 interview, Suzuki stated that he would have liked to create a new Space Harrier by himself, and was happy for it to be ported to the. Hardware Space Harrier was one of the first releases to use and scaled sprite ('Super Scaler') technology that allowed at high, with the ability to scale as many as 32,000 and fill a moving landscape with them along with displaying 6144 colors onscreen out of a. Running on the previously used in Suzuki's 1985 arcade debut, / scaling is used for the stage backgrounds while the character are sprite-based. Suzuki explained in 2010 that his designs 'were always 3D from the beginning.
All the calculations in the system were 3D, even from Hang-On. I calculated the position, scale, and zoom rate in 3D and converted it backwards to. So I was always thinking in 3D.'
The game's soundtrack is by, who composed drafts on a synthesizer and wrote out the final versions as, as he had no access to a 'real' at the time. A powering both a chip and Sega’s unit was used for audio and voice samples. Space Harrier utilized an as its controller that allowed onscreen movement in all directions, while the of the character's flight is unchangeable.
The degree of push and acceleration varies depending on how far the stick is moved in a certain direction. Two separate 'fire' buttons are mounted on the joystick (a trigger) and on the control panel; either one can be pressed repeatedly in order to shoot at enemies. Home conversions Space Harrier has been to numerous systems and for over a quarter of a century, with most early translations unable to reproduce the original's advanced visual or audio capabilities while the controls were switched from analog to digital. The first port was in 1986 for the Master System ( Mark III in Japan), developed. The first two- cartridge produced for the console, the game was given a plot in which Harrier saves the 'Land of the Dragons' (rather than the 'Fantasy Zone') from destruction, with a new ending sequence in contrast to the arcade version's simple 'The End' message. All eighteen stages were present but the backdrops therein were omitted, leaving just a monochromatic horizon and the checkerboard floors.
An exclusive final boss was included in a powerful twin-bodied fire dragon named Haya Oh, who was named after then-Sega president. The 1991 port is based on its Master System counterpart, but with redesigned enemies and only twelve stages, while produced a near-duplicate of the arcade version in 1994 for the for the. Both games featured by Marc Ericksen. Other releases were developed for non-Sega gaming systems such as the and the, while Europe and North America saw home computer ports by for, the and, among others. M2, in collaboration with, ported Space Harrier to the handheld console in 2013, complete with and widescreen graphics—a process that took eighteen months.
Sega CS3 producer Yosuke Okunari described the game's 3D-conversion process as 'almost impossible. When you take a character sprite that was originally in 2D and bring it into a 3D viewpoint, you have to build the graphic from scratch.' During development, M2 president Naoki Horii sought opinions from staff members regarding the gameplay of the arcade original. 'They'd say it was hard to tell whether objects were right in front of their character or not. Once we had the game in 3D, the same people came back and said, 'OK, now I get it! I can play it now!' ' The port included a feature that allowed players to use the 3DS's to simulate the experience of the original hydraulic cabinet by way of a tilting screen, compounded by the optional activation of the sounds of button clicks and the cabinet's movement.
Horii recalled in a 2015 interview that he was intrigued by the possibility of crafting Space Harrier and past Sega arcade games for the 3DS using stereoscopic technology. 'Both SEGA and M2 wanted to see what would happen if we added a little bit of spice to these titles, in the form of modern gaming technology. Would it enhance the entertainment factor? I think the reception that the releases have had from critics highlights that these games are as relevant today as ever, and that means we've succeeded.'
Reception Reception Aggregate scores Aggregator Score 77.25% ( 3DS) 70 ( 3DS) Review scores Publication Score 4.5/5 ( 32X) 2.5/5 ( PC) 4.5/5 ( SMS) 3/5 ( TG16) 3/5 ( Wii) 35/40 ( PC) 78% ( SMS) 89% ( TG16) 82% ( Amiga) 77% ( PC) 4/5 ( 32X) 9/10 ( SMS) 4.5/10 ( Wii) 5/5 ( PC) 9/10 ( PC) Sega unveiled Space Harrier at the 1985 in Japan, and it was positively received upon its initial arcade and home releases. It tied at runner-up with the title for honors at the. Reviewing the game at the 1986 in, Clare Edgeley of hailed it as a 'crowd stopper' due to its 'realistic' moving cockpit, graphic capabilities, and 'amazing landscapes', but cautioned: 'Unless you are an expert, you will find it very difficult.' Ed Semrad of gave the Master System port a 9/10 rating, and deemed it 'the best arcade shoot-'em-up of the year. As exciting a game as this reviewer has ever played'.
Phil Campbell of praised the 1989 conversion as 'absorbing' and 'a faithful copy of the original.' Computer and Video Games called the port 'an entirely unpretentious computer game full of weird and wacky nasties.' Paul Mellerick of wrote that the Game Gear version was 'amazingly close to the original. The 's the speediest and smoothest ever seen.' Commented that the 32X version had 'straightforward controls', graphics relatively close to the arcade version, and was 'a nice trip down memory lane', while enthused: 'No fan of the game who owns a 32X should be without it.
It's one of the few must-haves on the system.' However, Lucas Thomas of IGN rated the 2008 port a 4.5 score out of 10, citing its 'poor visuals and poor control' and 'dulled' color palette, and of, in his review of Sonic's Ultimate Genesis Collection, criticized the Space Harrier emulation's 'numerous audio issues that make it sound completely different from the way the original game sounds.' Bob Mackey of said of the Nintendo 3DS port: ' Space Harrier remains a shallow game built around dated visual pizazz, and that hasn't really changed. But you're not likely to find a move lavish and loving presentation than Space Harrier 3D.' The game continues to garner praise for its audio, visual, and gameplay features. 's Trevor Wilson remarked in 2006: 'It's easy to see why the game is so well-loved to this day, with its blinding speed and classic tunes.'
In 2008, editor Darran Jones described the game as 'difficult', but 'a thing of beauty that even today. Possesses a striking elegance that urges you to return to it for just one more go.' That same year, 's Levi Buchanan opined: 'Even today, Space Harrier is a sight to behold, a hellzapoppin' explosion of light, color, and imagination.' Eric Twice of Snackbar Games noted in 2013: 'It's easy to just see it as just a game in which you press the button and things die, but Suzuki is a very conscious designer. He has a very specific vision behind each of his games, and nothing in them is ever left to chance.' In a 2013 retrospective on the series, Rich Stanton observed: 'The speed at which Space Harrier moves has rarely been matched. It's not an easy thing to design a game around.
Many other games have fast parts, or certain mechanics tied to speed—and it's interesting to note how many take control away at this point. Every time I play Space Harrier. The speed blows me away one more time. It is a monster.' Eric Francisco of described the game's visuals in 2015: 'Imagine an through an '80s anime, a novel, and early binge coding sessions.'
Ranked the arcade original's bonus stage among the '25 best bonus levels of all time' in 2014, likening it to players piloting The Neverending Story's dragon character. Named the Space Harrier tribute stage from Bayonetta in their 2013 selection of 'the trippiest video game levels'. Microsoft project professional 2013 free download full version with product key.
Also in 2013, Hanuman Welch of included Space Harrier among the ten Sega games he felt warranted a 'modern reboot', citing its 'kinetic pace that would be welcome on today's systems.' , the director of and creator of the series, cited Space Harrier as an inspiration for his entering the video game industry in a 2014 interview. 'There were so many trend-setting definitive games that came out in the 1980s, like and Space Harrier. All these game creators were trying to make original, really creative games that had never existed before.' Legacy Space Harrier spawned two home-system sequels in 1988. The exclusive utilized Sega's, and featured the same gameplay and visuals as the port of the original game while containing new stage, enemy, and boss designs. Was one of six for the Japanese debut of the (Sega Genesis), and released as such in the United States in August 1989.
In December 2000, fifteen years after the original game's debut, Sega released the loose arcade sequel, which again continued the gameplay style of the franchise but featured four new selectable characters each possessing distinct weapons, in addition to five fully realized stages and a new option of purchasing weapon. However, Planet Harriers had only a minimal presence in the United States due to its faltering arcade scene, and it was never given a home release. In 2003, a of the original Space Harrier was developed by as part of the Japanese classic-game series ( in North America and Europe) for the. The graphics are composed of instead of sprites while several characters are redesigned, and a selectable option allows players to switch to a 'fractal mode' that replaces the traditional checkerboard floors with playfields and includes two new underground stages.
Power-ups such as bombs and lock-on targeting fly toward and are caught by the player during gameplay. The original Space Harrier was packaged with three of Yu Suzuki's other works—, and —for the 2003 release. The Space Harrier Complete Collection ( Sega Ages 2500 Series Vol. 20: Space Harrier II in Japan), developed by M2 for the PlayStation 2, followed in October 27, 2005 to commemorate the 20th anniversary of the franchise, and was composed of all the official series releases 'to go with the various generations of our customers,' according to Yosuke Okunari.
Bonus content included a record-and-replay feature and an arcade promotional-material gallery, in addition to images of Hiroshi Kawaguchi's sheet music and notes for the original game's soundtrack. The 1991 Game Gear port is hidden therein as an.
Other appearances Space Harrier has shared an unofficial connection with another Sega shooter franchise, which debuted in Japanese arcades in March 1986. Both series are believed to be set in the same; Space Harrier's opening line of dialogue at the start of gameplay ('Welcome to the Fantasy Zone') has been cited as a reason, but this was dispelled by Fantasy Zone director Yoji Ishii in a 2014 interview. A 1989 port of Fantasy Zone for the Japan-exclusive contains a hidden stage called 'Dragon Land' that features Space Harrier enemy characters and is accessible only by following a specific set of instructions. In 1991, developed Space Fantasy Zone for the, featuring Fantasy Zone's main character Opa-Opa navigating nine levels of combined gameplay elements and enemies from both franchises.
Despite a December 1991 preview in and advertising designed by artist, Space Fantasy Zone was never released due to a legal dispute with Sega over NEC's unauthorized use of the Fantasy Zone. However, copies were produced after a playable of the game was released on the Internet. Opa-Opa is included in Planet Harriers as a hidden character, while one of three available endings in the 2007 PlayStation 2 release Fantasy Zone II DX has Harrier and Uriah attempting to eliminate a turned-evil Opa-Opa bent on destroying the game's eponymous Fantasy Zone. The arcade version of Space Harrier is included in the 1999 title as a minigame, and as a full port in the 2001 sequel. And the 2010 action-adventure game feature Space Harrier-inspired minigames. The title is available as an in (2009), for the and, though with sound emulation differences.
![]()
In the 2012 title, a version of the Space Harrier main theme plays during the 'Race of Ages' stage, in which a statue of Harrier and a flying dragon appear in the background. In addition, character pilots a flying Space Harrier sit-down arcade cabinet during airborne levels. The full game was featured as a in Influenced games The success of Space Harrier resulted in the development of several third-person rail shooters that attempted to emulate its three-dimensional scaling, visuals, and gameplay capabilities, causing them to be labeled ' Space Harrier '. The first and most notable example was the 1987 title for the Famicom and Nintendo Entertainment System, which was followed by 's 1987 Famicom release Attack Animal Gakuen and other Japan-exclusive games such as 's, 's Cosmic Epsilon, and 's Jimmu Denshō, all released in 1989.
Complete series. Space Harrier (1985) —, various other non-Sega home systems. (1988) — Master System. (1988) —, various other non-Sega systems. (2000) — Arcade only. Space Harrier Sega Ages Edition (2003) —.
Sega Ages 2500 Vol. 20: Space Harrier Complete Collection (2005) — PlayStation 2. 3D Space Harrier (2013) — Notes. Retrieved January 6, 2015. ^ Sega Hardware Encyclopedia MASTER SYSTEM/Sega Mark 3 software. (in Japanese).
Retrieved October 4, 2016. Retrieved August 5, 2006. ^ Marriott, Scott Alan (14 November 2014). Archived from the original on 14 November 2014. Retrieved September 25, 2016.
CS1 maint: BOT: original-url status unknown. ^ Kalata, Kurt (December 8, 2013). Retrieved August 11, 2016. ^ Racketboy (Nick Reichert) (December 1, 2014).
Retrieved October 9, 2016. Retrieved September 29, 2016. ^ Hill, Giles (February 18, 2014).
Retrieved October 1, 2016. Retrieved October 7, 2016. Retrieved August 11, 2016. September 15, 2016. Retrieved September 15, 2016. Retrieved September 30, 2016.
^ Mielke, James (December 8, 2010). Retrieved September 19, 2016. Retrieved September 22, 2016. Workman, Robert (September 27, 2011).
Archived from on October 16, 2013. ^ Konstantin Govorun; et al. (November 2013).
(Russian; translated and reprinted on ShenmueDojo.net). Retrieved September 17, 2016. CS1 maint: Explicit use of et al. ^ Nick Thorpe; Yu Suzuki (August 13, 2015).
'The Making Of: Space Harrier'. ^ Stanton, Rich (July 7, 2013).
Retrieved September 28, 2016. Lambie, Ryan (June 3, 2010).
Retrieved October 2, 2016. Kent, Steven (2001). The Ultimate History of Video Games.
Vince (ed.) (2003), Handbook of Computer Animation (p. 4-5),. ^ Fahs, Travis (21 April 2009). Retrieved 1 February 2011. Bernard Perron & Mark J. Wolf (2008), The Video Game Theory Reader 2 (p. Retrieved September 4, 2016.
Mielke, James (December 7, 2010). Archived from on July 26, 2015. Retrieved August 11, 2016. Retrieved October 7, 2016. ^ Buchanan, Levi (5 September 2008). Retrieved 1 February 2011. Horowitz, Ken (January 3, 2006).
Super eurobeat. Retrieved September 4, 2016. ^ Buchanan, Levi (2008-11-17).
Retrieved 2016-10-06. Retrogaming Addict (in French). Retrieved 30 August 2016. ^ Taylor, Graham (December 1986)., p.
Once upon a time, six wizards, each wielding a unique brand of magic, used their powers to protect the island and maintain peace. Gemfire software wiki. A sequel, Royal Blood II, was released in the Japan market for Japanese Windows. Story [ ] The game takes place in the fictitious Isle of Ishmeria.
Retrieved March 24, 2014. ^ Smith, Rachael (March 1987)., p.
Retrieved March 24, 2014. Retrieved 2014-03-24. Jenkins, David (December 23, 2013). Retrieved September 3, 2016. Sato (May 30, 2013).
Retrieved September 26, 2016. ^ Phillips, Joshua (November 26, 2013). Nintendo Life. Retrieved September 15, 2016. December 19, 2012. Retrieved October 1, 2016. ^ Mackey, Bob (November 29, 2013).
Retrieved September 30, 2016. Diver, Mike (July 23, 2015). Retrieved October 3, 2016. Retrieved September 25, 2016. Retrieved September 25, 2016. ^ Baker, Christopher Michael.
Archived from the original on November 14, 2014. Retrieved November 14, 2014. CS1 maint: BOT: original-url status unknown. November 15, 2014. Archived from the original on November 15, 2014. CS1 maint: BOT: original-url status unknown.
14 November 2014. Archived from the original on 14 November 2014.
CS1 maint: BOT: original-url status unknown. Archived from the original on November 14, 2014. Retrieved September 25, 2016. CS1 maint: BOT: original-url status unknown. Burkhill, Keith (December 1986). World of Spectrum. Retrieved March 24, 2014.
Burkhill, Keith (January 1987). World of Spectrum. Retrieved March 24, 2014. Computer and Video Games, Complete Guide to Consoles, volume 1, page 71. Rignall, Julian. Computer and Video Games (April 1989), p.
Retrieved March 24, 2014. ^ Lacey, Eugene. Computer and Video Games (April 1989), p. Retrieved September 25, 2016. Kalata, Kurt (April 8, 2008). Archived from the original on April 8, 2008. Retrieved September 30, 2015.
CS1 maint: BOT: original-url status unknown. ^ Thomas, Lucas M.
(November 3, 2008). Retrieved September 27, 2016. The Arcade Flyer Archive.
Retrieved October 1, 2016. Edgeley, Clare (March 1986). Retrieved October 4, 2016. Semrad, Edward (May 16, 1987). Retrieved September 30, 2015. Worley, Joyce; Katz, Arnie; Kunkel, Bill (September 1988).
'Video Gaming World'. Computer Gaming World.
Pp. 50–51. access-date= requires url=.
Campbell, Phil (May 15, 1989). Retrieved September 24, 2016. Mellerick, Paul (March 1992). Retrieved September 27, 2016. ^ Gerstmann, Jeff (February 16, 2009).
Retrieved September 28, 2016. Rowe, Brian (September 27, 2011). Retrieved September 21, 2016. Brown, Tom (December 20, 2015). Nintendo Wire. Retrieved October 7, 2016. Wilson, Trevor (June 28, 2006).
Sega Ages 2500 Games Free Download
Retrieved September 24, 2016. Jones, Darran (July 16, 2008). Retrieved October 3, 2016.
Twice, Eric (May 24, 2013). Snackbar Games.
Retrieved September 24, 2016. Francisco, Eric (July 15, 2015).
Retrieved September 21, 2016. Towell, Justin; Sullivan, Lucas (March 31, 2014). Retrieved September 26, 2016.
Vas, Gergo (February 4, 2013). Retrieved September 24, 2016. Welch, Hanuman (November 10, 2013). Retrieved September 26, 2016. Leone, Matt (May 28, 2009).
Retrieved September 25, 2016. Lawson, Caleb (September 15, 2014). Retrieved October 7, 2016. ^ Kalata, Kurt (December 8, 2013). Hardcore Gaming 101. Retrieved September 23, 2016.
Alaimo, Chris (May 14, 2014). Classic Gaming Quarterly. Retrieved October 15, 2016. Buchanan, Levi (September 5, 2008). Retrieved October 14, 2016.
November 25, 2013. Retrieved September 15, 2016. Gerstmann, Jeff (April 1, 2005). Retrieved October 11, 2016. SEGA AGES 2500 SERIES Vol.20. Sega (in Japanese). Archived from on August 3, 2014.
Retrieved October 8, 2016. SEGA AGES 2500 Series Vol.20 Space Harrier II Space Harrier Complete Collection. Playstation.com (in Japanese). Retrieved October 9, 2016. Renaudin, Josiah (October 25, 2013).
Retrieved September 26, 2016. Staff (November 2, 2005). Retrieved September 2, 2016.
Sega Ages (in Japanese). Retrieved October 8, 2016. Fahs, Travis (October 1, 2008).
Retrieved September 23, 2016. Retrieved September 23, 2016. Reis, Marcelo. Universo PC Engine. Retrieved September 23, 2016.
Kalata, Kurt (July 15, 2014). Hardcore Gaming 101. Retrieved September 23, 2016. Geddes, Ryan (March 19, 2008). Retrieved September 12, 2016. Hoggins, Tom (October 20, 2014).
Retrieved September 17, 2016. Powell, Chris (December 30, 2013). Retrieved September 10, 2016. Van Allen, Eric (19 January 2017). Retrieved 15 December 2017. Lim Choon Wee; et al.
(October 25, 1990). Retrieved September 24, 2016. CS1 maint: Explicit use of et al. Tryie, Ben (February 28, 2011). Retrieved October 15, 2016. Gesualdi, Vito (February 22, 2013).
Retrieved September 24, 2016. Charlton, Chris (November 30, 2015).
Retrieved October 16, 2016. Kalata, Kurt; Derboo, Sam (September 5, 2014). Hardcore Gaming 101. Retrieved October 14, 2016. Kalata, Kurt (May 21, 2013). Hardcore Gaming 101. Retrieved October 14, 2016.
See All 22 Rows On Downloads.khinsider.com
Cifaldi, Frank (January 11, 2010). Retrieved October 16, 2016.
Gifford, Kevin (May 24, 2010). Retrieved October 14, 2016. External links. at Coinop.org.
at. at SpectrumComputing.co.uk. (in Japanese).
Sega Ages 2500 was a range of games released for the console between 2003 and 2008. The name of the range references both the classic gaming focus and the 2500 yen retail price of games in the series.
Initially, the range comprised 3D remakes of classic Sega games by, a joint venture between and. From late 2004 onwards, Sega assumed control of the project and the focus of the range shifted from remakes to ports and compilations. The full range of games was released only in Japan. In North America and Europe, various early games from this range were released in the compilations. In 2012, Sega of Japan started rereleasing entries in the series as digital downloads for through the, albeit out of order (first Dragon Force, then Dynamite Deka, then Gunstar Heroes: Treasure Box, etc.). The rereleases have the Sega Ages 2500 Series Vol.
# stripped from their names, but are identical (with Sega even linking to the 2500 website for all but Dragon Force, which got a new website). We are unsure if this is part of the new set (which has its own releases).
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |