The fact that people argued over which console between the SNES and Genesis had the best lineup overall has been well documented -- and sometimes by myself in small increments. But there's something else that isn't talked about as much that caused a lot of admittedly frivolous debates: when both systems had a version of the same game. Like those, these also exist today in the form of 20-something manchildren on the internet detailing the particulars of how the PS3 version of a game's shadows aren't as sharp as the 360 versions. Sometimes it makes a sane gamer want to contemplate leaving the hobby behind. But man were some of these bitter when we encountered them in our youth.
You could imagine some games that damn well should've stirred a debate, like the Earthworm Jim games and Sparkster, just to show that it was good to see games like that being talked about. There were also plenty of ports whose problems were curious, like just about all of Konami's games that were on both consoles. Teenage Mutant Ninja Turtles: Tournament Fighters may have been a good game, but the Genesis version was pretty obviously regarded as the least important version. But these weren't the games that raised everyone's eyebrow. The first game to really start some fights was Street Fighter II: Special Championship Edition.
It was early 1993 when a couple of magazines -- Gamepro and Electronic Gaming Monthly, I believe (sorry, my memory is a little hazy on it) -- revealed that the Genesis was getting a Street Fighter game, despite Street Fighter II: The World Warrior only being released on SNES. Finally, Genesis owners had something to brag about. The superior version of the original was being released on that other console, and some SNES owners actually got their parents to purchase a Genesis console for them solely because of this game. A shame for them that the game was later confirmed for SNES, and released first in August 1993. The Genesis version later followed in September of that year.
Genesis to the left, SNES to the right. Can't you tell the difference?
But that wasn't all! Then we had to find out which version was better. You'd be hard pressed to find someone brave enough to be the peacekeeper to give you a definitive answer on that, but now that many people who were interested in the game have experienced both versions, we can tell you that there really wasn't a superior version. The SNES version had the advantage as far as slightly better graphics and better sound effect quality, but the Genesis version had music that was closer to the arcade games and a better controller. I actually knew this back then, since I had a cousin with a Genesis and the game, but it's a shame I didn't have the backbone to say this. Bummer.
But that wasn't even the biggest game. No, the main game to cause a rumble even outside the Bronx over port-quality was definitely the original Mortal Kombat. But the battle wasn't waged over whether the Genesis port quality was as good as the SNES version, but which version would have blood. Neither of them had it initially, but the Genesis version had a code to allow it, and too many people memorized it by heart. Vapid? Absolutely. Interesting? Well, yeah.
This was pretty big back then.
That little effect went much further than the schoolyard (where it shouldn't have been at all by ethical standards, but you know us youngins), and the Genesis version went on to outsell the SNES version. This one is kind of hard to look back on, because said game has aged incredibly poorly (and that goes for every version), but it's fun to see the silly things we argued over. Though looking at how some games are still debated is kind of fun and sad at the same time. During my time in college, my journalism professors instructed me to actively avoid using cliches, but this is a time where I can't go without one. "The more things change, the more they stay the same."
You could imagine some games that damn well should've stirred a debate, like the Earthworm Jim games and Sparkster, just to show that it was good to see games like that being talked about. There were also plenty of ports whose problems were curious, like just about all of Konami's games that were on both consoles. Teenage Mutant Ninja Turtles: Tournament Fighters may have been a good game, but the Genesis version was pretty obviously regarded as the least important version. But these weren't the games that raised everyone's eyebrow. The first game to really start some fights was Street Fighter II: Special Championship Edition.
It was early 1993 when a couple of magazines -- Gamepro and Electronic Gaming Monthly, I believe (sorry, my memory is a little hazy on it) -- revealed that the Genesis was getting a Street Fighter game, despite Street Fighter II: The World Warrior only being released on SNES. Finally, Genesis owners had something to brag about. The superior version of the original was being released on that other console, and some SNES owners actually got their parents to purchase a Genesis console for them solely because of this game. A shame for them that the game was later confirmed for SNES, and released first in August 1993. The Genesis version later followed in September of that year.
Genesis to the left, SNES to the right. Can't you tell the difference?But that wasn't all! Then we had to find out which version was better. You'd be hard pressed to find someone brave enough to be the peacekeeper to give you a definitive answer on that, but now that many people who were interested in the game have experienced both versions, we can tell you that there really wasn't a superior version. The SNES version had the advantage as far as slightly better graphics and better sound effect quality, but the Genesis version had music that was closer to the arcade games and a better controller. I actually knew this back then, since I had a cousin with a Genesis and the game, but it's a shame I didn't have the backbone to say this. Bummer.
But that wasn't even the biggest game. No, the main game to cause a rumble even outside the Bronx over port-quality was definitely the original Mortal Kombat. But the battle wasn't waged over whether the Genesis port quality was as good as the SNES version, but which version would have blood. Neither of them had it initially, but the Genesis version had a code to allow it, and too many people memorized it by heart. Vapid? Absolutely. Interesting? Well, yeah.
This was pretty big back then.That little effect went much further than the schoolyard (where it shouldn't have been at all by ethical standards, but you know us youngins), and the Genesis version went on to outsell the SNES version. This one is kind of hard to look back on, because said game has aged incredibly poorly (and that goes for every version), but it's fun to see the silly things we argued over. Though looking at how some games are still debated is kind of fun and sad at the same time. During my time in college, my journalism professors instructed me to actively avoid using cliches, but this is a time where I can't go without one. "The more things change, the more they stay the same."
Anyway, I'm pretty surprised to see that The Revenge of Shinobi was re-released in some form. Namely, I was wondering what deal or alteration Sega had to make to legally distribute this game again. In case you didn't know, it's been left off the last two Sega Genesis collections because of its inclusion of a Spider-Man-esque character (who Sega had the rights to at its time of creation). I was going to guess they paid for the rights to merely distribute this game, and didn't go through with a complete acquiring. But they actually went with simply replacing the Spider-Man palette with a pinkish character that behaves like him. In the words of the great Hermes Conrad: "That only raises further questions!"
In case you didn't know, the Sega Genesis released in North America on this very day 20 years ago. This is the kind of event that really dates you, the kind where gamers all around the internet who remember Sega's halcyon years say "damn, 20 years? I'm old." That's kind of how I felt at first, but it isn't until you sit down and think about it that it all feels natural, like it really was 20 years ago when you enjoyed most of its best games in their heyday. A time when you could only choose one console because your parents thought you were crazy for wanting two, and when you engaged in battle on the playground and either defended its reputation against diatribes from the other guys who felt the Super Nintendo was the better package.
Developers and publishers sure kept us busy with a steady stream of good games to enjoy in our free time, too. The Sonic the Hedgehog games were all pretty good for people of all ages to enjoy (excluding a few of them), there were also more niche favorites like the Phantasy Star games, the Shining Force series (including Shining in the Darkness), Ristar, the Vectorman games, the Shinobi series, Gunstar Heroes (and probably every other Treasure-developed game), and plenty more. Most of us couldn't possibly mow enough lawns to afford all of that! Yeah, feel free to envy anyone who had both a Super NES and Genesis and could afford most of the games they wanted on it.
But you shouldn't! That's because there are plenty of ways to play all of the old games you missed back then. Sega has been preserving the legacy Genesis established by releasing
Though it was immensely popular during its release, the first
The leap from X-Men to X-Men 2: Clone Wars, interestingly enough, parallels the leap from Revenge of Shinobi to
Like the previous Genesis game, this one also has a unique gimmick that would undoubtedly be frowned upon today. Fortunately, it's nothing quite as bad as what was in the previous game (you know, that "reset" thing). Just about every game you play, old or new, shows you who the developer is and then provides either the intro or title upon start up. Not this game. When you boot Clone Wars up, you're immediately trust into action as a random character right in front of an enemy who's willing to shoot you down. It's a nice idea for the prologue, but unless you know it's coming, it's also a nice cheap hit for the first enemy you see. An admittedly minor problem, yes, but it's a good enough "well, gee" moment that it deserves to be mentioned.
The Genesis version of X-Men was the game that had the most alternate take on the concept of adapting the franchise to a console video game with some interesting ideas; some for the better, others a bit awkward. You're given control of four members of the team: Wolverine, Cyclops, Gambit, and Nightcrawler, the last one being the most interesting inclusion to the playable lineup given how he wasn't one of the most popular members of the group at the time (but still, he's no Dazzler!). Characters like Archangel, Storm, Rogue, and Iceman were available for support; and if you ever fell down a pit, Jean was there to pick you back up.
But that's only a minor setback. It's not like video games pride themselves with being steeped in logic. No, the real setback occurs near the end of the game, where a gameplay element forces you to reset your console to continue. On paper, it's a very fresh and innovative feature. In reality, it's probably one of the dumbest ideas to ever put in a game, mainly because of its execution. You have to press the reset button, but holding it down for too long will cause you to reset the entire game and lose everything - a terrible occurrence, given how this game is certainly not easy. Another problem? Well, I never owned a Genesis, but was given a Nomad for a Christmas present one year. X-Men was one of the first games I grabbed for it. When I got to the part where I had to reset...well, the Nomad has no reset button. Wonderful! Fortunately a cousin of mine also owned a Genesis where I could finish it. Yeah, that was a pain.
What makes ESWAT interesting is the vibe it gives. When I was a kid, I watched a lot of movies that were made in the 80s - some of which I probably had no business watching at such a young age. I watched them because I admired the content and aesthetic they presented. Aliens were considered cool, therefore a movie like Alien and some of its progeny was something I found appealing. Man-machines were also neat, therefore I would derive enjoyment from movies like Robocop and The Terminator. It's here where ESWAT takes inspiration. The creators of this game assuredly admired the content presented in 80s movies like these and put it all into this game.
As for the game itself...well, it's OK. It's perfectly playable today, but the floaty jumping has a small learning curve. It actually feels a lot like a Contra game, albeit with some utterly confusing and frustrating level design. If you fall from the side of a building, you'll usually die, but to reach the first boss you actually have to leap off of the side of the last building you're on (though you don't know it's the last building at the time). There's no way you could know this if you're playing for the first time. Save states make quirks like this a little easier to stomach, but trial and error isn't too much fun if you're trying to play it legitimately. Also, this game could really use the ability to shoot diagonally. If they wanted to mimic Contra, why not go the extra step?
Beyond Oasis is a very enjoyable and unique take on the Action/RPG genre, presenting a mix of the gameplay styles of The Legend of Zelda and Secret of Mana along with Arabian aesthetics. The combat itself takes some getting used to, with you having the ability to perform combination attacks, which were nearly unheard of for games in this genre at the time (way back in 1994). But once you settle in, you're mostly good for the brief-though-memorable adventure that awaits you as Prince Ali seeks to gather the four spirits.
There was also a little game called Ristar that was overlooked when it was originally released. It's a platformer from the Sonic Team built around stretching the main character's arms to advantageously traverse around the game's larger-than-average levels - which are actually just a tad larger than what you'd find in a Sonic the Hedgehog game, which is fitting. The mechanic is enough to make this game stand out from the rest of the generic hodgepodge that was incredibly prevalent in the 16-bit era, especially in the latter half.
I've been playing Sonic's Ultimate Genesis Collection/Sega Mega Drive Ultimate Collection pretty strenuously for the last few days. As expected, it's pretty much the ultimate bargain, containing 40 Genesis titles along with some nifty arcade and Master System extras. It's great to finally get the Shining Force and Streets of Rage titles within the confines of a collection rather than paying around 800 Wii points for each of them on the Virtual Console. The titles themselves on the collection range from utterly fantastic to diabolically terrible, the latter of which is not including games that time simply hasn't been so kind to.
But it's not like Sega wanted to try and make it similar to the SNES. In fact, they intended to spit at Nintendo's philosophy, claiming (in so many words) that theirs was different from that other console with the passé and kiddie software. Both companies ostensibly had similar goals in mind, but Sega did what Nintendon't, and
But most people didn't fall for it, and saw the reality of the situation: both the SNES and Genesis software lineups were not only similar in quality, but in tone as well. Sega may have had a "mature" game like Sword of Vermilion, but its intrinsic themes were actually on the same level as The Legend of Zelda: A Link to the Past - and these days, the latter is actually playable.
And that filter will be included with every game in the compilation here, and the result is the hideous monstrosity you see above. It's like the perfect Yin-Yang complex: you have a collection with games people didn't want to pay for on the Virtual Console, but at the same time, they look terrible. Stack up that shot of Shinobi III with the screen shots from 




