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Features, Interviews

Interview: Michael Latham (Head of SOA Omega Group)

The man behind the Eternal Champions series was Michael Latham, a Sega insider for nearly a decade, both as a designer and producer. Among his credits are Greendog: the Beached Surfer Dude and the Heat.net Game Network. As leader of the Omega Group (the largest U.S.-based development team and most wide ranging at Sega), Latham is recognized with having been involved with over 50 products, ranging from software on every console the company made to even Sega Toys. It is with the Deep Water label and Eternal Champions, however, that Sega gamers know and love him best.

Features, Forgotten Franchises

Forgotten Franchises: Eternal Champions

Many of the fighting games on the SNES are also on the Genesis, and really only a few are only found on Nintendo’s console. Of them, none are equal to the complexity, plot, or all-out brutality that Eternal Champions brought to gamers everywhere. Developer Deep Water pulled no punches (hah!) and created a game that set out to beat Mortal Kombat at its own game. I think it really would have succeeded too, had Sega not pulled the plug on the franchise just as it was coming into its own.

Genesis Reviews

Eternal Champions

Sega of America’s foray into the fighting arena was supposed to take on Street Fighter and Mortal Kombat. Whether it succeeds or not is subject to much debate, but one thing everyone can agree on is that it’s caused as much controversy as any of its competition. Read on and see if it’s worth all the hype.

Genesis Reviews

Michael Jackson’s Moonwalker

Michael Jackson’s Moonwalker stands as an unforgettable conformation of both the King of Pop’s weirdness and coolness. Unfortunately, it also serves as a reminder that stripped down arcade ports leave a sour taste in the mouth and that attempting to rectify the limitations of the console you’re porting down to is a bad move.

Features, Interviews

Interview: Kevin McGrath (Electronic Arts Programmer)

Kevin McGrath started his career in computer programming in 1982 at the ripe age of sixteen for the Minnesota Educational Computing Consortium (MECC) working on educational software for the Apple II. He has worked for or contracted with several of the game industries top companies, including Dynamix, Electronic Arts, SEGA of America and Microsoft. At EA he worked on several SEGA Genesis titles including Populous, The Immortal and Road Rash II.