In the case of this retrospective, the focus will be on the original arcade version due to the plethora of ports released in the years following.
During the mid-80’s, video games began to ripen with several developers experimenting and understanding the essentials in delivering a successful title. From Sega’s Outrun, Taito’s Darius, and Konami’s Salamander, these had been risky games, yet returning with financial and critical success. Additionally, inspiring others to improve and expand upon these titles. Namely, there was one small company establishing this within the Beat em’ up genre, Technos Japan, a company formed by members of Data East (Burger Time, Crude Buster, and Magical Drop series).
After the completion of Renegade (Nekketsu Kōha Kunio-kun in Japan), demand for a follow-up began. Rather than create a direct sequel, series producer Yoshihisa Kishimoto inspired by his love for the films Mad Max, Enter the Dragon, and the anime/manga series Hokuto No Ken (Fist of the North Star) decided to produce a co-op beat em’ up with a more cinematic approach, Double Dragon.
Double Dragon, developed by Technos Japan and published by Taito was released on Arcades in Summer of 1987. The game follows 2 brothers, Billy and Jimmy Lee on a quest to save Billy’s girlfriend Marian from the Black Warriors. The Lee Brothers traverse through 4 levels fighting their way among the toughest of the Black Warriors members, including Williams, Linda, Willy, and Abobo. Personally, the enemies seem inspired by The Warriors though it might be myself thinking this comparison. Likewise, there’s an Easter egg from another game appearing in the first level, the car used in Road Blaster, another title Kishmoto worked on. However, there is a twist in the end of the
game when playing with a friend…
Graphically, there is a fantastic display of colors used to display the detailed sprites. Notably, the backgrounds throughout the game. Particularly, no two backgrounds are the same in comparison to other games. I applaud the efforts Tecnhos placed inside the game. The rich colorful graphics are a testament to why Double Dragon stands above the rest.
However, I met the gameplay with mixed results. Notably, serving as a technological and spiritual successor to Renegade (Nekketsu Kōha Kunio-kun), Double Dragon inherited the former’s button layout, 4-way joystick and simplicity. Furthermore, there are hidden attacks initiated when combining the jump button with either kick or punch button. Additionally, the Lee Brothers move at a quick pace, giving players a rapid advantage in deciding attack moves. Nonetheless, the AI is cruel and merciless. Equally, there is a significant amount of slowdown present throughout the game resulting from the multiple 8-bit microprocessors inside the hardware.
Despite the mixed gameplay, the unfavorable portion of the game stems from the music. To begin with, I agree that the music is memorable, yet during the playthrough I felt as though there was something off about the composition and unbearable for my ears at moments. Yet, there is an arranged soundtrack, which in my opinion is a superior arrangement, with its 80s production, which I grew loving after listening to the tracks repeatedly.
Overall, Double Dragon launched the Golden Age of Beat em’ ups influencing such classics such as Streets of Rage, Teenage Mutant Ninja Turtles, and Final Fight. Improving on Renegade, DoubleDragon’s enduring legacy is the game’s ability to cooperatively play together.
Additionally, various sequels and spin-offs were released varying with quality from the great Double Dragon II and the ill-fated Double Dragon V.
Recently, a sequel, Double Dragon IV (Based of the NES chronology), which I found personally to be an insult to the DoubleDragon fanbase despite several original members including Kishmoto working on the title. The game serves as a disgraceful example of companies cashing in on people’s nostalgia.
But in the end, even with the multiple issues I may have with the franchise, there is no denying its legacy as a classic. All in all, Double Dragon resides as the one of the greatest beat em’ ups created.
Shenmue, Sega’s most ambitious game and Yu Suzuki’s magnum opus series. A game with a strong cult following in the years following its released and one of the killer apps on Sega’s swan song, the Dreamcast. The game meant to save Sega from impending doom eventually credited on the factors that would eventually make Sega bow out of the console market with its $47 million budget. Furthermore, Shenmue is one of those games that people either love or hate, as a result of how detailed the world inside the game is and mesmerized the player with the world. Often regarded as the pioneer of modern games like Resident Evil 4, Grand Theft Auto, and Sleeping Dogs, noted that Shenmue is accredited to the progress in making open world games the norm with its luscious world, NPCs that interact with you, and night and day systems.
Development of Shenmue
Development of Shenmue started back in 1993. As Yu Suzuki traveled to China in order to research into Virtua Fighter 2, fascinated by the Chinese culture. As a result, it’s due to this curiosity that it inspired to keep those items that interested him aside. After the release of Virtua Fighter 2, Suzuki decided to embark on his biggest project.
Even more, he states that the purpose of an arcade title is to grab the player’s attentionfor 3 minutes, but Suzuki wanted to see if he can develop a console game that would grab the player’s attention for a longer length of time. With this in mind, frustrated with the flaws he noticed with the JRPG genre and combined with his research in China he began playing 80s adventure games and early 90s JRPGs to steer him in the right direction.
As a result, set with what he wanted to do with his next title, a JRPG. So much that, he decided that the platform that would suit his needs would be the Sega Saturn where it did great in Japan but disappointing in the US and Europe. Above all, he needed to test out what the capabilities of the Saturn in full 3D something that several developers struggled to accomplish on the Saturn. In the end, he named this prototype, The Old Man and the Peach Tree.
Set in 1950s China, Taro asks an old man if he knows a Master Ryu. The Old man tells me if Taro can give him a peach, he will tell him where Master Ryu’s location is. In the end, after the trials that Taro goes through he realizes that the old man might possibly be Master Ryu himself.
Eventually, Suzuki confident with all the research in The Old Man and the Peach Tree decided to fully embark with his vision. For this reason, a proposal for a full 3D RPG based on the Virtua Fighter series using the game’s engine with the objective of having fully-voiced cut scenes, the ability to fight multiple opponents, and have a cinematic approach the game titled, Virtua Fighter RPG: Akira Story.
With this intention, Suzuki began working on the plot and approach different ways to develop his masterpieces, he created a 4-step process. For a start, Suzuki divided the general theme of each plot in 4 different acts. Next, he wrote a 4-orchestral suite in order to suit the game’s overall mood and brought in composer to critique his work. Afterwards, instead of bringing in game developers which he believes would make the game too literal, he instead brought in screenwrights, film directors, playwrights, and others for something he titled, Bordered Development. Eventually, the game’s general direction arranged by both the developers and additional resources Suzuki brought in and concluded to illustrate the 4 general plots in 11 chapters and illustrate each of them.
Incidentally, the footage released of the Saturn Virtua Fighter RPG is amazing! The prototype displays what could have been the true capabilities of the Saturn in full 3D in real time. Yes, the Saturn whose full 3D capabilities developers underutilized. Indeed, the game is great and indeed to be the Saturn’s killer app which would have spanned across 8 discs for the first chapter.
Unfortunately, due to the low sales of the Saturn outside of Japan, the other branches of Sega discontinued support for the system in the late 90s and this caused Suzuki to switch his game towards Sega’s next console, the Dreamcast. On another note, seeing that the next console met the requirements of Suzuki’s next game, he demanded that Yamaha, the makers of the sound chip for Sega’s new console upgraded from 32 to 64 channels and he contributed to the development of the Dreamcast and its arcade counterpart the Naomi. In the end, this brought along Guppy.
Overall, Guppy’s goal to offer 45 hours of gameplay is a combination of cut scenes both cinematic and real-time, exploration, and combat. Realizing that this might have been too ambitious for the player at the time, Suzuki forced to cut back on his goal and decided that each of the 11 chapters of the game split into individual games. Therefore, in order to make this game the killer app for the Sega Dreamcast, deciding to switch the premise of Virtua Fighter RPG into a new IP, Project Berkley aka Shenmue ~Chapter 1: Yokosuka~.
With this in mind, in order to show off the capabilities of Sega’s new console at its unveiling, Suzuki sent 5 of his team members to make a tech demo for the event. As a result, the stunning audiences amazed to see the tech demo produced by AM2, The Tower of Babel, which used 1 million polygons running at 60 fps.
Afterwards, The Dreamcast launched in Japan in 1998 with Virtua Fighter 3tb being one of the launch titles. Not to sway off topic, but this wasn’t a trueport as AM2 did not work on this, but left audiences with a surprise, a bonus disc that included a preview of Project Berkley.
During this time, AM2 working on getting the final touches into the game. Additionally, there were several delays to the game due to several critical flaws in the game, including several NPCs stuck inside a building at one time in the game since several of them are programmed to follow a real schedule like people would in real life. Additionally, the animals suddenly become bipedal and that should be a sign that maybe a there needs to be more debugging. In the end, after the long wait, Shenmue stepped into the ring to show off the Dreamcast’s capabilities.
The Main Review
Shenmue was released in Japan on December 29, 1999, the US in November of 2000 and a month later in Europe. Shenmue is an open-world game where players take control of Ryo Hazuki in his quest to enact his revenge on Lan Di for the death of his father. The game takes place in 1986 Yokosuka, Japan, where players explore the city throughout the day and night looking for clues on Lan Di. During his quest Ryo, can partake in numerous activities including exploring Yokosuka, playing games in the arcade, perfect his martial arts, beat some thugs up, engage in quick time events, and spend his money on gambling and cute figurines.
In terms of content, Suzuki emphasized that Shenmue is not an RPG but FREE. Yes, FREE which stands for full reactive eyes entertainment. But the game seems similar to a noir PC point and click adventure game that transited into 3D that featuring elements of beat em up, quick time events, and racing into the mix. The game is highly revolutionary for the time for its highly-detailed world and how it lets players engage so well in this world which gave non-Japanese players an insight of how life in Japan during the mid-80s. Still to this day, the game blows my mind away at how much detail put into 3 GD-Roms!
As mentioned before, Ryo’s main goal is to search for his father’s killer, Lan Di. But there are several subplots that occur throughout the game. First of all, he needs to find any info about the car Lan Di drove and if anyone received any information regarding it, searching for any of the residents knows Chinese, earn some money to go to Hong Kong, stop some thugs that are terrorizing the harbors, and what is behind those Dragon mirrors.
In terms of gameplay, its simple the overall premise is to look for clues by doing certain tasks, talking to certain people, and looking around the city all this being written inside Ryo’s journal as a reference guide throughout the game. The fighting engine in this game is top notch and feels similar to those who have played Virtua Fighter. The forklift racing and motorcycle segments are straight out of Virtua Racing and Hang-On. Finally, the quick time events credited towards a non-AM2 game, Dynamite Deka/Die Hard Arcade.
There are several great segments in the game that often show off the best of what Suzuki intended during the game’s lengthy development, including how much emphasis placed into the player by letting them explore even the smallest of details. The driving forklifts whether it be for racing or for working were also among the memorable parts of the game. Wasting time playing Space Harrier, Hang on, Darts, and QTE boxing. Even how Ryo can interact with the NPCs even though they can be quite rude, but Suzuki states he wanted to have the players experience each NPC differently, “What I did not want players to experience while having a conversation with an NPC is repetition. Getting the same answer to your question over and over is boring. And that is what happens in some games. In Shenmue, the conversation system is adjusted accordingly,” he concludes. Finally, the best portion of the game is the fighting segments, including the 70-man battle near the finale of the game.
In contrast, there are multiple parts of the game that might turn off several players including myself who at one point convinced not to finishing the game. In spite of all the praise Shenmue deserves, it features several flaws that outright making this unplayable for some. Particularly in the beginning portion of the game features mundane task that Ryo needs to accomplish that might turn off players so it’s recommended to find a guide to finish the beginning part of the game quickly. Asking people if they know Chinese or if they’ve seen sailors? These would of worked in 2D point and click adventure games, but not in this type of game. Not only that, but the world might be too realistic for others, though this is a subjective complaint since a fraction of people might enjoy this sense of realism.
Graphically, the game looks amazing, especially in VGA mode where it shines as one of the Dreamcast’s finest gems. The models in the game still look great and I cannot complain at this point. The buildings, environments, and people might look sharp around the edges, but it’s no concern of mine.
Then, the controls are great overall though, at the moment it seems awkward when trying to turn around as it seems slow. They are amazing when it comes to the fighting scenes where they’ll feel akin to the Virtua Fighter series. The controls in the driving portion of the game are also a great feeling akin to Hang-On and Virtua Racing especially with the analog stick.
Finally, the music is atmospheric but it suits the game very well! Being composed by a plethora of composers, including Sega legends Takenobu Mitsuyoshi and Yuzo Koshiro. When composing the music, Mitsuyoshi mentioned this, “What I tried to achieve for Shenmue was not “Takenobu Mitsuyoshi’s music.” Rather, I tried to find the melody that lies in the sound effects themselves, something that used sound effects for melody and rhythm… With Shenmue, I’m creating the total opposite. It’s music that you do not notice, but if it wasn’t there, the scene would feel barren. It’s very nuanced, detailed work, and very challenging in many ways. But in part of the large scale of this project, it did afford me several of opportunities to experiment. As a composer, I feel like I leveled up in a way.” Indeed, it does feel that way transiting from Arcade music to console gaming since the overall soundtrack to Shenmue is fantastic. Koshiro on the other hand felt very honored to be among the presence of Suzuki and Mitsyoshi as he noted, “I had met Koshiro once before when we shared the stage at a Roland event. After that Suzuki asked me, “Do you want to try working with Koshiro?” And of course, I did! I’ve long admired Koshiro and thought he was cool. I’ve followed his work closely for the last 10 years.” Even the symphonic arrangements of the tracks are beautiful. They truly convey the feeling that players should be feeling at that moment and very dramatic for a soundtrack of its time.
The game does not stop there as there were a plethora of content released prior and attached to the game. Prior to the release of Shenmue, Sega released What’s Shenmue? This serves as an additional demo of the game. The plot begins with Ryo looking for Mr. Yukawa, Senior Managing Director of Sega at the time where he saves him from thugs who wanted a disk from him. Only in the end, to realize that Mr. Yukawa, dreaming the whole time needed to ship all these Dreamcast units for the sake of Shenmue. Additionally, the game came with a Passport disc, which includes an assortment of goodies, including a sound test to listen to your favorite tracks, an insight look at all the people that you’ll interact with in the game named after random employees at Sega. Eigo Kasahara, Planner for Shenmue added this, “With the Shenmue Passport players can learn about the details and connections that we couldn’t show in the game. There’s a great deal of hidden relationships, for example.” Going to show how far the development team wanted to go with the game and how the players interacted with the each of the NPCs.
Shenmue’s Connection with Suzuki’s previous work
As mentioned in a previous article, Shenmue is a melting pot of numerous Suzuki’s titles. This comes into play when considered countless gameplay mechanics seen throughout the game. First, the Virtua Fighter series playing a significant role in terms of the characters and fighting mechanics since this began as a Virtua Fighter spin-off. Following suit, Virtua Racing plays a role in contributing to the racing portion of the game specifically the forklift races. Then, Hang-On plays a role when Ryo uses the motorcycle to rescue Nozomi near the end of the game and appearing as one of the games you can play in the arcade. This next one will be a bit peculiar to understand at first, but trust me it works, Swords of Vermillion plays a role in possibly influencing the multigenre aspect of the game as both games try to deviate themselves from the typical RPG norms. Finally, Die Hard Arcade, the only non AM2 game, plays a major role in QTE as during certain portions of that game, there were QTE that the player did.
The Legacy of Shenmue
Lastly, Shenmue contributed to multiple norms still seen in today’s gaming. In theory, it’s the game that brought together aspect of the retro gaming and began filling in the molds of modern gaming that were slowly being set at the time. Notably, the magic weather system unlocked after beating the game which used actual weather data from Yokosuka during 1986. Let alone, its responsible for making QTE more acceptable in gaming as we’ve seen in titles like Resident Evil 4, Asura’s wrath, and Heavy Rain owe they’re thanks to Shenmue. Moreover, the game is responsible for making an open world/Sandbox games become the norm when games like GTA 3, Just Cause, and Batman Arkham series feature an open world for the players to explore every crook and cranny. To say nothing about having fully dialogue NPCs would not give Shenmue credit it deserves. On the other hand, it has additionally earns the honor of making sure developers know what sells and what does not as the game is infamous for being the utmost expensive game of its time utilizing over $47 million budget, which might have put the final nail on Sega’s coffin back in the early 2000s despite it selling 1.2 million copies.
Altogether, Shenmue is an experience that requires several hours of patience. For those willing to stay until the end, their patience rewarded in realizing the effort put by Yu Suzuki and Sega AM2. The game is an absolute masterpiece and a marvel of its time. As a result of the tremendous effort put forth by a multitude of people throughout its development, inspiring a new generation of gamers and developers to follow in Shenmue’s footsteps and do something as ambitious that will pull a player away for a bit to seek a story filled with adventure, emotions, and excitement that several people look for.
Shortly after, Shenmue II released on the Dreamcast in 2001 only in Japan and Europe, which fixes several flaws of this game. The game also uses the player’s save file from Shenmue I that benefits the player throughout the title. Sadly, U.S Shenmue fans there was no US version thanks in part of the unexpected discontinuation of the Dreamcast in 2001. Hence, several people importing copies from Europe. But, not until 2002 when released on the Original Xbox that US Shenmue fans felt a bit rejoiceful. On another note, after a long delay, on July 2015 Shenmue returns with the third game being developed thanks to the vocal fanbase that kept pushing for the return of Ryo and finish the story.
The game itself is still affordable but in the aftermath of the announcement of Shenmue III, the prices of the first game rose but stabilized after the hype calmed down a bit. Currently, it goes for around 25-40 dollars online as of the time of this review. In essence, it’s worth purchasing if you’re the type of person interest in Kung fu movies, history, retro gaming, and Sega’s attention to ambition. In the end, Shenmue is a game that will leave a lasting impression for those with strong patience. Hypothetically speaking, it’s an inspiration for those willing to go above and beyond the norms and willing to go forth with their dreams.
Sources (Shoutout to the Shenmue Dojo for it’s dedicated contribution to the history of this game being archived online)
For hardcore Shenmue fans, the day is rapidly approaching where the events of Shenmue occurred. Personally, for me to discuss about Shenmue, it’s important to discuss about Yu Suzuki’s history in game development prior to Shenmue. Because if it weren’t for certain games, Shenmue might not of conceived. After all, Shenmue is a melting pot of all his prior experiences put into one enormous game. Taking bits and pieces of those games and combing it into one conglomerate.
Yu Suzuki, the man highly regarded as Sega’s Shigeru Miyamoto is responsible for many Sega classics, including Outrun, Virtua Fighter, and Shenmue. In the first place, Yu Suzuki started off at Sega AM2 as a programmer back in 1983. During his first year, he programmed Champion Boxing released in Arcades and SG 1000 the same year.
The Super Scaler Days
But it wasn’t until 1985 when his career began to kick off. His interest in Motorcycles would pay off in the development of his first arcade hit, Hang-On. Suzuki, a man who combines both a business and creative perspective to games by making them appeal to both the casual and hardcore audiences, by developing a cabinet that would emulate the experience of riding a motorcycle. The game would be the beginning of AM-2’s success. The game also debuted the Super Scaler series, which displayed pseudo-3D graphics which were 2D sprites being scaled. So, it would seem but Yu Suzuki clarifies his intentions on how the Super Scaler games worked, “My 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 2D. So I was always thinking in 3D.” This would foreshadow the trends that were to come.
Following suit, Yu Suzuki returns to the drawing board shifting of reality and taking a sci-fi approach for his next game, Space Harrier. However, the game’s original direction was to use Jump jets, a concept used in a future game. The game takes inspiration from The Neverending Story,Space Cobra, and the artwork of Roger Dean. In addition to be a Super Scaler game, this also introduced the first time that an analog flight stick used for movement which became big in PC gaming.
Next, Outrun, the first driving game debuted almost a year and a half after Space Harrier. To clarify, Outrun was the accumulation of Cannonball Run using Europe as the main inspiration and a Ferrari Testarossa. The object of the game was simple, driving around 6 gorgeous tracks before time runs out. The game was unique for not only being a super scaler title, but additionally offering a radio station prior to starting the game which was unheard of at the time and its cabinet based off a Testarossa. The game’s legacy is still being seen today as it’s influenced many racing gaming including Gran Turismo, Forza, and Daytona USA.
Then in 1987, After Burner II debuted worldwide. Why talk about the second game rather than the first? Because the first saw release only in japan and the latter worldwide. One way to summarize the game is Top Gun the video game. This game debuts the Sega Board X succeeding in many ways that Hang-On and Outrun Boards could not. A technical milestone debuting in After Burner was the sprite rotation. The game’s premise was to survive 18 stages of enemy fighters and landscape obstacles using your wits, machine guns, or lock-on missiles on your F-14. The game influenced many titles, including Star Fox, Panzer Dragoon, and Rez.
Afterwards, deciding to take a break from flight simulators he returned to driving games with Power Drift in 1988. This kart racing game that predates Mario Kart has players driving on tracks with many hills and bridges, the camera rotates with the player as they turn corners. This is one of Yu Suzuki’s underrated titles as this don’t not see as many ports in the US but immensely popular in Japan and Europe.
Trending New Nerritories
However, before developing his next arcade hit, he decided to make a short turn into the console gaming scene for a multi genre RPG, Swords of Vermillion on the Sega Genesis/Mega Drive. In this case, Yu Suzuki was the producer of the game and took a different approach than use the traditional RPG formula, foreshadowing one of his future games. There are several different modes in the game, Town mode where the player roams around in your typical RPG fashion, dungeon mode akin to Phantasy Star, Battle View where the player engages in free combat against enemies, and boss mode where the player fights the boss in a side scrolling perspective. The game being a big player in the early days of the Genesis used in the Genesis does what Nintendon’t campaign.
Once Sword of Vermillion finished, Suzuki returned to the arcade scene with G-LOC in the start of the 1990s. In general G-LOC, refers to G-force induced Loss of Consciousness, can be the spiritual sequel to After Burner, using the premise of destroying enemy fighters with a Harrier, the game is famous for using pre-rendered 3D graphics and heavy sprite rotation similar to its spiritual predecessor. The game also featured a cabinet that rotated 360 degrees known as the G-LOC 360.
The Beginning of 3D
In light of Suzuki’s experience in game development, he was also a great hardware engineer. Wanting to enter the realms of 3D, Sega began researching the capabilities of 3D gaming with Namco and Atari already setting foot. Yu Suzuki and AM2 began developing for their own 3D capable arcade of their own. Under those circumstances, teaming up with Fujitsu using their TGP MB86233 DSP developed the Sega Model 1.
Furthermore, with the development of the Model 1 needed some games to coincide with it. In 1992, Virtua Racing debuted to arcades on the Model 1 setting a milestone in 3D gaming for its constant 60 fps, amazing 3D graphics, offer multi-cabinet support to play against others, and multiple camera angles. As Suzuki describes it, it’s a classic F1 racing game which also serves as a predecessor to future racing games to come.
Suddenly, a year has passed and Yu Suzuki has generated another technical marvel, Virtua Fighter. In retrospect, Suzuki wanted to create a fighting game that would beatStreet Fighter II. Rather than using traditional 2D sprites, AM2 decided to go for a 3D approach using several techniques they learned with the Model 1 already, “3D graphics in games were very primitive. You could only make models from triangles, which didn’t even have textures. … There wasn’t the opportunity to make graphics that were really beautiful, and because of that I decided to spend all my efforts to make character movements correct and realistic.” For the most part, Virtua Fighter was the grandfather of 3D fighters due to its almost lifelike movements and building the mold for future 3D fighters including Tekken and Dead or Alive. The game also the inspiration for Sony to move forward with 3D graphics on the PlayStation.
The Model 2 days
Regardless of the success that Sega was having with the Model 1, time was limited before someone could produce a Virtua Fighter/Racing killer and take over the 3D market. Already having some of the ingredients for their next arcade board, Suzuki teamed up with Lockheed Martin, a company that’s known for making military equipment for space and aerial technology decided to buy to the chips to see how they would come into play in video games. Originally set for the Model 1, adding in the technology from Lockheed cut short but eventually added on to what now be the Sega Model 2. One of Sega’s most popular arcade boards introduced texture mapping, filtering, and anti-aliasing. This was undeniably a powerful graphics card on the market being equivalent to a PC graphics card in 1998.
Correspondingly, there needed to be games to display the capabilities of the Model 2. Though Daytona USA paved the way for what the Model 2 was capable of, Suzuki’s debut game would not be until 1994 with Virtua Cop. In fact, it was one of the first 3D light gun games released at the time, which advertised as the “world’s first texture mapped, polygon action game.” The game revolutionized the genre with headshots and positioned body targets influencing not only Light games, but First person shooters, particularly Rare’s Goldeneye.
Shortly after Virtua Cop, Suzuki and his team concurrently developed the sequel to their arcade hit, Virtua Fighter for their new arcade board. Virtua Fighter 2 not only improved the mechanics of the game, but as well as the technical aspects of the game, including 60 fps and motion capturing which prior to its release, used primarily in the health care industry. The game was a massive success with ports released on the Saturn, Genesis, and PC that could not even match the graphical capabilities of the arcade version.
Striving Ahead of the Game
Immediately, Sega returned to the drawing boards and preparing for its next arcade. Once more, teaming up with Lockheed and Mitsubishi to create the best 3D graphics on any gaming platform, the Sega Model 3. Despite many delays during development, this was the most powerful gaming system out there! The board was a huge success and releasing more Sega influential arcade hit.
As an Illustration, Virtua Fighter 3 was one of the games that debuted with the Model 3 back in 1996. The game introduces multi-level areas (like DOA 2) and a dodge button, but graphically is where the game shines! The game’s praise focused on graphics that compared to the CGI graphics used at the time.
Where does AM2 go from here?
All things considered, it’s because of the games and hardware that Yu Suzuki worked with is where he could combine all those efforts into one giant masterpiece. Not only that, but because of how capable Suzuki and his team were it was only right to keep pushing the limits of what was possible in the realm of video games. Though AM2 would finally see the true challenge in making video games right after making Virtua Fighter 3 when they returned to the console gaming market to make one of the most ambitious and influential video games yet.
“In the Year 19XX, The Evil Crime Syndicate, Zeed was reduced to rubble by the powers of stealth possessed by the Shinobi Master. It seemed as if the world had returned to peace… But Three Years Later… The world was once again swallowed in darkness. Zeed had returned. With an incredible increase in power. Much greater than before. Neo Zeed became the strongest crime organization ever to exist. After establishing their mighty crime empire, Neo Zeed turned their efforts towards destroying the threat posed by these who possessed the powers of stealth. All of the followers of the power of stealth were attacked and their chief was killed. The Chief, with his dying breath, told Musashi that Naoko, his bride-to-be had been taken hostage but the Neo Zeed. So to get revenge for his comrades and bring back Noako, Musashi set out for the Heart of Neo Zeed.”
Revenge of Shinobi also known as Super Shinobi in Japan, released on December 2, 1989 and developed by Sega Consumer Development Division #3, a stunning title for the Sega Genesis. A system released a year before in Japan and in its 4th month in the United States. The first in the Shinobi Genesis/Mega Drive trilogy and frankly the best one. After saving hostages from Zeed, Joe Musashi returns for vengeance for the kidnapping of Noako and the death of his master. Using the legendary skills of the Shinobi master, Musashi puts his skills to the test against his new adversaries.
The game is a major departure from its prequel incorporating a darker setting observed in games like Double Dragon 2 and Belmont’s Revenge. Furthermore, a major addition Noriyoshi Ohba, director of the game points out being the inclusion of Health Points (HP). “In the original Shinobi, you died when you are hit once, but in the sequel Joe has HP. We designed it this way because while Shinobi was designed to be played for about three minutes with one coin, The Revenge of Shinobi was a console game and cost considerably more. It was also a much bigger game, so introducing a damage system was much more suitable,” Ohba states. Additionally, the objective of saving hostages was all but gone except for Musashi’s Fiancé. The game is challenging,so memorization is essential if one is to survive the challenges ahead.
There are a few exceptional examples of foreground and background switching which shows how far developers were pushing the Genesis’s hardware back in 1989.“If you look at its backgrounds, for example, in usual Mega Drive games there are only two layers of scrolling. However, in The Super Shinobi there are three to four in multiple stages, and this added a great deal of depth that just wasn’t seen in Mega Drive games at the time,” Ohba states.
Equipping Musashi with only his sword, a limited amount of kunai (unless you preform the infinite Shuriken cheat), and his Ninjutsu magic: Ikazuchi, a lightning shield protecting Musashi from attacks for several hits, Kariu, a fire dragon engulfing the screen with pillars of fire clearing out enemies, Fushin, having the ability to jump greater distances, and finally Mijin, where Musashi blows himself up only to regenerate consequently costing the player a life.
The game has a total of 8 stages modeling them similarly to the prequel: two levels and a boss fight.
Composing the music is done by none other than Yuzo Koshiro who masters the Sega Genesis’s audio capabilities early in its lifetime, foreshadowing his magnum opus, the Streets of Rage series. The game’s composition is one of the greatest gifts to the Sega Genesis’s music scene. Thankfully, the developers added a sound test so you can enjoy the music! Composing the music on a PC-88 which used a similar FM Synth to the Mega Drive/Genesis. Accordingly, he would continue this trend during the rest of his Genesis/Mega Drive composition career. Furthermore, the PC-88 version of the tracks features higher quality drum samples. Yuzo Koshiro’s goal was to combine traditional Japanese music with the growing popular electronic dance music. According to Koshiro, a source of inspiration for the track “Ninja Step” was Prince’s soundtrack to the 1989 Tim Burton film, Batman. Without a doubt, ranking among the best soundtracks on the Genesis. Unfortunately, he would not return to composethe Shinobi sequels.
Besides, heaps of the in-game fonts and sounds return in
the Streets of Rage Series.
Perhaps, any complaints I have with the game are regarding the bland pastel colors in the game which is common with early Genesis/Mega Drive games and the double jumps can be frustrating to perform at times. But, with a little practice and forgiveness on the developers since it was early in the Genesis lifespan these complaints can be forgiven.
The Revenge of Shinobi has several bizarre homages of copyrighted material from “Batman”, “Spiderman”, “Godzilla”, “Terminator”, “Hulk”, “Rambo”, and Jackie Chan. Apparently, the original copyright holders were not too fond of their unlicensed appearance so Sega removed “Batman”, changed “Rambo’s” appearance in later revisions, and “Spiderman” was officially put in since Sega had the license for a few revisions. Ironically though, they had the license for “Rambo”, but never used it in this game. “Godzilla” turns into a fossil in the later revisions as well, but the “Terminator/Hulk” remained in all versions.Accordingly, Obha stated that he made a bit of rough sketches from his mind and photos due to his lack of drawing abilities and unfortunately, the sprite designer reproduced them too well developing the sprites in game. In addition to that, by modeling the face of actor Sonny Chiba he was set as the face of Musashi (Kill Bill and Shadow Warriors) which eventually changed in later versions possibly due to legal reasons.
For those who want a trip down memory lane or wanting to start a Sega Genesis collection, the game itself is affordable with it being released onto different platforms like the Sega Smash Pack for the Dreamcast and PC (compatibility will vary) which instead includes a prototype which has many differences from the final product. Not to mention, also downloadable on the Wii Virtual Console, PSN, and XBLA. For those wanting a physical copy, I recommend the Sega 6-pack which has a great selection of Genesis/Mega Drive titles, including Golden Axe, Sonic, Super Hang On, and Streets of Rage. The game’s soundtrack is available on the The Super Shinobi & Works basing off the PC-88 compositions and Shinobi Music Collection – Legend of Joe Musashi which is based off the Genesis/Mega Drive version. Not only does Revenge of Shinobi look great, it plays well, having one of the best video game soundtrack, and the best Sega Genesis games. I highly recommend people try this game at least once since it shows how impressive Sega’s 16-bit system was in comparison to the NES and PC-Engine. In the end, the game’s legacy remains a respected one for Sega pushing the system’s capabilities early in its lifespan to state, “This is what the Genesis can do that Nintendo can’t!” paving way for Sega domination before the mighty Super Nintendo and a little blue hedgehog arrived.