3D Fantasy Zone II launch trailer
Posted on 9 years ago by Brian(@NE_Brian) in 3DS eShop, Videos | 0 comments
SEGA just released the launch trailer for 3D Fantasy Zone II. Watch it below.
More: 3D Fantasy Zone II, SEGA
Hatsune Miku: Project Mirai DX has Puyo Puyo and Reversi mini-games
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News | 0 comments
Hatsune Miku: Project Mirai DX isn’t all about music. SEGA has revealed that two mini-games are included in the game as well.
Here’s what we know:
Puyo Puyo
– Play by yourself against CPU opponents
– Special moves will vary depending on the character
– Can play against friends locally
– Both players need copies of the game
Board games
– Find these in the “My Room” menu
– “Mikkuriversi” is basically the Reversi game with a little Miku twist
– The Reversi mini-game goes by the traditional rules
– May have some sort of gimmicks added
– The game scales according to your skills

3D Streets of Rage 2, 3D Gunstar Heroes, 3D Sonic The Hedgehog 2 heading west this summer
Posted on 9 years ago by Brian(@NE_Brian) in 3DS eShop, News | 7 Comments
A new round of SEGA 3D Classics have been announced for North America and Europe. 3D Streets of Rage 2 is due out in July, followed by 3D Gunstar Heroes in August and 3D Sonic The Hedgehog 2 in September.
Additionally, SEGA has confirmed that 3D Thunder Blade launches on May 14. 3D Fantasy Zone II is out this Thursday.
All of these games feature “a full-fledged re-mastered vintage experience, stunning 3D visuals and optimized for the platform.” New modes and features are included as well.
Pricing for all of the SEGA 3D Classics are set at $5.99 / €4.99 / £4.49 each. Distribution is handled through the 3DS eShop.
Hatsune Miku: Project Mirai DX screenshots/art
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Screenshots | 0 comments
Stella Glow heading west courtesy of ATLUS
Posted on 9 years ago by Dennis Gagliardotto(@LyonHart_) in 3DS, News | 7 Comments
Imageepoch’s SRPG Stella Glow is officially making its way over to the US in 2015! We’ve heard very little about the game since it was first revealed back in October, but the last few weeks have been booming with Stella Glow news.
Here’s what ATLUS has to say about the upcoming SRPG:
Stella Glow, the role-playing game based on brand new IP from imageepoch, will be localized and published in the Americas by ATLUS. Players take on the role of Alto, a young knight who must convince Witches throughout the Regnant Kingdom to join his side and stop Hilda, the Witch of Destruction, and her cruel Harbingers. Use the forgotten magic of Song in battle by tuning allied Witches to unlock their full potential. Stella Glow is exclusive to the Nintendo 3DS™ system. More details on the localization and American release will be coming soon!
Stella Glow will is slated for a June 4th release in Japan and is being published by SEGA there. Since the localization announcement is just being made now, and plans are to release Stella Glow in the same year to the US, it’s probable that we’ll be seeing Stella Glow make its way over to the west sometime in the Fall.
Are you looking forward to getting your hands on Stella Glow? Personally, something about this game has this charm that I can’t quite pinpoint. I’m intrigued by its aesthetic, lovely name, unique mechanics and other factors. I’ll certainly be keeping my eye on this title in the upcoming months.
You can find more details regarding Stella Glow here, here and here
Check out the Japanese trailer below!
Source: ATLUS PR
More: Imageepoch, SEGA, Stella Glow
Official Stella Glow Japanese box art
Posted on 9 years ago by Dennis Gagliardotto(@LyonHart_) in 3DS, Images | 0 comments
More: Imageepoch, SEGA, Stella Glow
SEGA shutting down service for Initial D Perfect Shift Online at the end of June
Posted on 9 years ago by Brian(@NE_Brian) in 3DS eShop, News | 5 Comments
SEGA is pulling the plug on Initial D Perfect Shift Online. Today, the company announced that service for its game will end on June 30. SEGA stated that as it reflected on offering a satisfactory service for customers and the difficult situation, they decided to end the service.
Players will still be able to play Initial D Perfect Shift Online’s offline mode once June 30 has passed. However, if they delete any related data, the game is lost forever.
Initial D Perfect Shift Online seemed to have been a success for SEGA having racked up over 500,000 downloads. There was also talk about a sequel, though we haven’t heard much about it since December.
Thanks to Thiago H for the tip.
More: Initial D Perfect Shift Online, Japan, SEGA
Sega 3D Classics are given ratings in Australia
Posted on 9 years ago by Kirara Koneko(@KiraraKoneko) in 3DS eShop, News | 0 comments
The Australian Classification Board has now given ratings to several Sega 3D Classics. The recently rated titles are 3D Out Run, 3D Fantasy Zone, 3D Fantasy Zone II, and 3D Thunder Blade.
A couple of these titles had already been anticipated to have launched alongside other PAL releases, however they seemed to have been delayed. Sega never commented on the delay but seeing ratings given to the games is good evidence that we should see them released sometime soon.
No specific release date has been given at this time.
SEGA’s console-based 3DS themes were created with authentic sound
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, News | 5 Comments
SEGA has been releasing several 3DS themes in Japan based on classic consoles. Two more came out this week: one based on the SG-1000, and another for the Dreamcast.
How’d SEGA go about making these themes anyway? Photos from the company’s Yosuke Okunari provide some interesting insight. Through pictures shared on Okunari’s Twitter account, it’s revealed that SEGA actually used the old consoles in recording sounds for the themes.
Specifically regarding the SG-1000 3DS theme, Okunari commented:
We wanted to recreate the short “Buu” sound when turning on the console for the SG-1000 theme and so we brought the console to the studio for recording. However, that sound varies depending on the software so we started up roughly 20 games and chose the one which sounded the most authentic.
More: 3DS themes, Japan, SEGA, top, Yosuke Okunari
Sonic Boom: Rise of Lyric producer reflects on the game
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 31 Comments
A new podcast from SegaNerds contains an interview with Sonic Boom: Rise of Lyric producer Stephen Frost. You can listen to it in full here, though Sonic Stadium has rounded up some of the more interesting bits.
Frost touched on Sonic Boom’s development, and a few other topics as well. Here’s the full summary:
- Suggestion that Sonic had to re-invent itself because the fanbase was getting smaller. Cites Call of Duty as an example/comparison.
- Boom was made to appeal to non Sonic fans. — This is stated multiple times.
- Suggestion that people/retailers are bored of Classic – Dreamcast era Sonic. States you can only do so much with these eras/characters. He does go on to suggest this is from a retailer standpoint.
- Claims multiple times that Boom (franchise) is a big success.
- Admits Boom (franchise) could have been better.
- “Could the games have been better… yes, any game can be made better.”
- Suggestion that part of the reason why Boom (game) isn’t that good is because the team didn’t know what Sonic was about/lack of experience.
- “In focus tests, we heard all the time, people were sick of speed, Sonic was too fast, they wanted to slow down.”
- “People really liked the Co-Op” — Hopes Sonic Team will do that in the future.
- “The biggest mistake in Boom (game) was adding too many features to it.
- “It was too much to ask of the/any development team” — In terms of different characters, combat, features etc.
- “I was tasked (by Sega) with creating an experience that appeals to an audience which doesn’t play Sonic.”
- “If I could do it again, I would remove features and speed would be the main focus from the start.”
- “Speed was shelved because we were under the impression people didn’t want it.”
- “Speed is always a Sonic thing, we didn’t focus on that.”
- “The goal of Boom was to reach new people.”
- “As a branch of Sonic, Boom is a success in many ways.”
- Suggests that due to how much content you need to make for a Sonic alone game, it’s too much work. You need additional characters to spread the burden of content.
- “Multiple characters resonate well with people”
- “Solo Sonic games, I don’t know how long that can last there isn’t enough variety to sustain it.”
- “The future of Sonic games needs to be Co-Op, it worked really well in Sonic Boom, community and online play, that sustains it.”
- Say’s he’d love to see a Sonic level design game.
- “In general, you need to do multiplayer and add online multiplayer aspects, that will sustain and keep the franchise alive.”
- Says that the reason for the change in release date was likely a number of reasons, cartoon air date, Nintendo release dates, Sega release dates.
- When the decision was made to change Boom’s release date, Sega did not know when Smash was coming out.