Summer’s officially here, so why not spend all your free time in front of your Genesis? Who needs the beach and sunshine? Not the faithful! When there are so many great games to play, you can always take comfort in the knowledge that the Sun does indeed rise tomorrow when you weigh your options! To that end, our readers have chimed in with all the latest info on what they’ve been playing this month. You know you’re curious, so grab a chair and some lemonade, and read the eighteenth installment of our ever-popular Reader Roundtable feature!
Features
Interview: Brian Coburn (SOA Composer & Sound Designer)
Sega has had many in-house composers over the years, but it was definitely at its prime during the Genesis era with the Sega Multimedia Studio. A crack team of sound designers and musicians, the studio was privy to the most modern equipment available, and it was responsible for scoring many Sega CD titles, like Ecco the Dolphin. Sega-16 recently sat for a bit with Brian Coburn, one of the many talented people who worked at the Multimedia Studio. A veteran of the music industry, Corburn went to great lengths to capture the sounds he needed, even almost getting bitten by an alligator while working on Jurassic Park CD!
Behind the Design: Jurassic Park
With a dedicated team of a dozen animators, artists, and designers, developer BlueSky Software set out to create a game that could match the hugely popular license it bore. For more than a year it toiled and sweated, until they were done, and what it produced went on to become a massive hit. So successful was the Genesis version of Jurassic Park that it spawned a franchise.
History of: Jurassic Park
From the original game to The Lost World, the penultimate release for the console, the four titles Sega gave us have sparked discussion and controversy around the Internet for years. Sega-16 takes a look at the games in the latest installment of our comprehensive History of… series. Have a read and watch out for the raptors!
Side by Side: Doom (32X vs. Saturn)
Sometimes, you really want to like a game, but it does everything in its power to keep that from happening. Case in point: Doom, a game released on about a million systems, arrived on two different Sega consoles in as many years. The problem is that both of them were well… less than what was expected. In fact, we don’t know which one is worse, so we shackled staff writer Nick Gibson to a desk and made him play them both extensively. After much suffering and even more caffeine, he’s given us his results. Read our comparison and see which Doom is the less potent of two poisons.