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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.

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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.

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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.

Source

Here a a couple of the latest translated details from the upcoming RPG, Stella Glow set to release for Japan.

– Dorothy the Ripper uses dolls to fight and people are quite scare of her.

– Nonoka, Sakuya’s ninja bodygaurd is slightly ditzy and wears a box on her head.

– Yuan started a business when he was 10 and is always willing to lend help to Alt and his friends.

Source

The new Stella Glow trailer is officially here after going dark since its announcement back in October of last year. This neat looking RPG is slated to come out in Japan on June 4th. No word on a western release.

Though news and details on this game have been scarce, you can get a good idea of what Stella Glow is all about here and here

System: Nintendo 3DS eShop
Release Date: March 12, 2015
Developer: Sega AM2/M2
Publisher: Sega


Author: Patrick

When Sega announced their line of remastered “Classics” for the 3DS, the one I was really holding out for was Out Run. Being born in an era where arcades barely mattered, I’d only had a single chance to play the original arcade cabinet so my familiarity with the game mostly came from the fact that it has already been ported to just about every console in existence. While most of these ports captured the game’s relaxed feel and addictive gameplay, they did vary wildly in quality so I was curious to see how well this 3DS version stacked up. Is it faithful to Yu Suzuki’s original classic?

Well yeah, of course. The emulation experts at M2 always go to crazy lengths to get the small details accurate as possible while throwing in heaps of extra content and hidden bonuses. What really surprised me was how well Out Run holds up in the year 2015.

SEGA and Game Freak announced its new collaboration title today: Tembo the Badass Elephant. The game is coming to the PlayStation 4, Xbox One, and PC as a digital download, but not Wii U.

James Turner, director and character designer at Game Freak, was recently asked by Gamereactor about why Tembo isn’t coming to Nintendo’s console. Turner replied:

When I was writing the presentation documents for this game, I drew a mockup poster, and I put the Steam, PlayStation, and Xbox logos at the bottom. It seemed to fit, and it happened to stick that way. We thought about other hardware during development, but our hands were pretty full with those three platforms!

Turner was also asked about the possibility of bringing the game to other platforms in the future, such as 3DS. To this, he said: “Information on the potential for other platforms is classified. Right now our main mission is deployment on PC, PS4, and Xbox One.”

Source


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