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Tag Archives: Sega Genesis

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Skitchin’ – Lovin’ trashin’ bitchin’

Game Design Vault, Interviews and small talksBy DamienNovember 14, 2020Leave a comment

Allow me the comparison: Skitchin’ was to Road Rash what Beavis & Butthead were to The Simpsons. Where Road Rash was direct, brash and kind of rude, Skitchin was rad, awesome and not afraid to flip the bird. Grab your skates, steal a ride on a car bumper and we’re off! Skitchin’, for once on…

SEGA’s Dolce Vita – The Untold Story of SEGA in Italy

History of VideogamesBy DamienNovember 6, 20205 Comments

It is fascinating how the history of video games tends to be skewed towards the USA. Still today it is easy to come across articles – written by Italians of all people – that keep on mentioning the “console wars” in the 90s or the “great video game crash of 1983”. And yet, all of…

Selling Mario to Italians: the untold story of Nintendo in Italy

History of VideogamesBy DamienOctober 3, 20205 Comments

Nobody in the 90s cared about the history of videogames: everyone just played them really. Truthfully though, back then the medium was still in its teenage years; it would be like expecting 15th century painters to organize an exhibition about Renaissance art. In 2021, videogames are approaching their middle age, consequently more and more documentaries…

Sega Technical Institute – the history & the games

Game Design Vault, History of VideogamesBy DamienAugust 20, 2020Leave a comment

Nintendo versus Sega. A battle for the ages that made many kids’ blood boil during the 90s, no holds barred bout fought via scathing slogans and – who could forget – the war of the bits. Eight bit, sixteen bits, Genesis does, Nintendon’t and so on. Even though Sega gave up the fight many years…

The Illusions of gaming – a retrospective on Mickey Mouse platformers

Game Design VaultBy DamienJuly 29, 2020Leave a comment

During the 80s and most of the 90s, console games were designed to appeal to a young audience, while home/personal computer titles were – usually – meant for an older public. Still, as most gamers know, this doesn’t imply in the slightest that console titles were simpler or, god forbid, kid friendly; Ninja Gaiden or…

The Buck Rogers Saga – Part 2 – Enter the Matrix Cubed

Game Design VaultBy DamienJuly 10, 2020Leave a comment

In the second part of my Buck Rogers retrospective, we will take a look at the much less lauded continuation of the first game, Matrix Cubed, and then, finally, explain why I feel both games are still relevant all these years later. Prepare for launch. Matrix Cubed, planned as a direct sequel to the first…

Zombies ate my Zeus! – Lucasarts’ gods and guts

Game Design VaultBy DamienJune 6, 2020Leave a comment

What do Zeus and Zombies have in common? Well, other than the letter Z obviously, not very much one would say, but Lucasarts would beg to differ, especially Mike Ebert and Dean Sharpe. The two designers worked on two Lucasarts console releases, Zombies Ate my Neighbors and Herc’s Adventures. The two titles are among the…

Pac-man 2 – the new mid-life crisis

Game Design VaultBy DamienMay 23, 2020Leave a comment

How does on go about making a sequel to one of the most famous arcade maze games, fourteen years later? Wait but… weren’t there already sequels to the original game? Not really. Ms. Pac-man was a spin-off, Pac-mania was a “reimagining”, Pac-land another spin-off, even though it definitely did look and play like what the…

The Buck Rogers RPG saga – Part 1 – Countdown to Doomsday from 8 to 16bit

Game Design VaultBy DamienApril 27, 20206 Comments

As a kid I hated Japanese RPGs with a passion. I remember saying to myself over and over how much I couldn’t stand the genre and reinforcing my intention of never playing a Final Fantasy title or anything remotely close to it. This was mainly because of my prejudice and of my upbringing with Western…

The Lawnmower Man licensed games – Backdoor to tie-in lunacy

Game Design VaultBy DamienMarch 13, 20202 Comments

While playing and remembering various movie tie-ins products, there was one question I had no answer to: how did a publisher decide which movie to license to a game developer? Despite still not having a clear answer, for the sake of this article, though, my guess would be: box office success with teen and pre-teen…

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