Despite what you may think about Michael Jackson now, his musical talent is something that has remained consistent throughout the years. At the height of his fame, he was all over the place, including the movies, with the self-indulgent dance fantasy Moonwalker. Jackson himself is credited with the game concept and design of the video game versions of the movie, which were released for several consoles and in arcades. In our latest installment of Side by Side, we take a look at the Genesis and coin-op versions and see which comes out on top. Read the full article and try not to “woo!” too loudly.
Tag: Features
Hands-On: Comix Zone Music Sampler
Those who snagged a sealed copy of Comix Zone back in 1994 found a neat little extra inside. Sega and American Recordings included a free music sampler with a dozen songs from some of the popular artists of the era. There was something for everyone, from Danzig to Jesus and Mary Chain, and you had to admit that including it with the game was a cool gesture. This was back at a time when such things were few and far between. So how good was it?
Interview: Chris Senn (STI Artist)
At the height of the 16-bit era, an elite group of creators enjoyed creative freedom at Sega that many developers today would kill for. The Sega Technical Institute was the home of some of the brightest minds in the industry, including Mark Cerny, Peter Morawiec, and Roger Hector. Among them was a young artist who would go on to work on one of the most controversial titles in Sega’s history, Sonic Xtreme. Chris Senn saw his fair share of interesting things while he worked at the House that Sonic Built, and he recently chatted with Sega-16 about his experiences.
Reader Roundtable Vol. 16
We say goodbye to March with this month’s Reader Roundtable, where Sega-16 staff and readers give you the lowdown on what they’ve been playing this merry month. There’s a great selection of games this time around, and you’d be surprised at how many obscure titles get their chance to shine (or be openly ridiculed if they deserve it!). Check out the full article and enjoy! Don’t forget that we urge all our readers to chime in. We’d love to hear from you!
Behind the Design: Adventures of Willy Beamish
We all love to pop in a game and enjoy what it offers, never really stopping to consider all the work that goes into making that little case of plastic and silicon turn into something worth playing. Often, the development process is much harder than one would think, and occasionally, it’s downright horrible. One game that experienced more than its fair share of problems was the Adventures of Willy Beamish on the Sega CD. From difficulties getting authorization from Sega to working around the Sega CD’s terribly slow drive, poor Willy almost never got off the ground.