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Help make Project Sega Mugen


Kori-Maru loves Sega’s Fighters Megamix. So much so that he decided to try and make a Sega cross over game of his own, using the Mugen engine. He wants Sega fans to contribute to his project.

Do you have any ideas? Or game making skills? This also means artists, for background work and sprites.

If you think you can contribute, come and help on the forums here.

Published on April 7th, 2008 under , ,

Sega Australia offset the evil with a new Condemned 2 website


Sega Australia has created possibly one of the most disturbing websites ever.

The website has been made to help promote Condemned 2: Bloodshot. However unlike other Condemned sites, which contain dark settings, with scary monsters and brutal scenes of violence, Sega Australia has decided to go the other way and make a site using bright flowery meadows and pretty little pony’s all the colours of the rainbow. AHHH!

But seriously, this is all quite freaky really. You are treated to a pretty field with butterflies and lollipops, and “Percy the Pretty Pony.”

However the site has a darker, underlying purpose…

If you click on Percy, you are then treated to a wonderfully disturbing video (shown above), and then you play a game, whereby players need to move a large heart under the path of the ponies, as they try to jump across “the stream of smiles”, to get to a field of “heart flowers”. As you rescue the ponies they cry out “I love you!” and if you let them fall into the river, they shout out “It’s ok, I still love you!”

The game is basic, but there is a reason to the cute madness. As players help more and more ponies, and get higher scores, they unlock new items on the main page – like exclusive footage of Condemned 2 or a survey, asking how many hobos you have killed and whether you like to laugh at the finishing moves within the game.

Just by exploring the site you can find all sorts of random things, like a news article on some new Polar Bear Cubs or tickets to see Priscilla Queen of the Desert…

Check out the insanely brilliant website here.

[Source: Sega Blogs]

[Special Thanks: ShadiWulf]

Rumour: New NiGHTS and Skies of Arcadia to be shown at Sega Gamer’s Day?


SoA2 and NiGHTS 3 rumour

A recent article on German Sega fansite, SEGA On, has a lineup of games that are said to be shown at this years Sega Gamer’s Day in May.

The list contains many games already announced, but also contains a few surprises:


  • BEIJING 2008

The two most noteable titles on the list have to be “New NiGHTS” and “New Eternal Arcadia” (better known as Skies of Arcadia in the west).

Rumours for a Skies of Arcadia 2 game have been circling the Internet for a good few years now, could this year be the first time that some light is shed upon the sequel?

As for a new NiGHTS… well it is quite a surprise, to say the least.  It took Sonic Team a good 10 years to finally make a sequel to the Saturn classic, so it would be quite a shock to see a new game so soon after Journey of Dreams.  Though many are speculating that this could be the fabled Xbox 360/PS3 game, that was rumoured when JoD was first announced last year.

Even though the source Sega On has used tends to be accurate, we are still treating this a rumour – better safe than sorry, eh?

Well hopefully we shall find out more within the next month or so.  For more information here is a translated (using Google) version of Sega On.

[Special Thanks: Aki-At via The Forums]

Published on March 29th, 2008 under , , , , , , , ,

Sega Superstars Tennis unreleased track now… released


SST music

{Note: MegaDriver – above – has nothing to do with the music or game… I just like their guitars}

It seems that, now the game has been released, a lot of the hype and farore surrounding Sega Superstars Tennis has somewhat died down.  However it seems that, out of the eerily quiet mist, some new media has emerged.  One lucky independent journalist, James Woodcock, seems have some good links over at Sumo Digital.

The developers along with the game’s track composer, Richard Jaques (who we all know an love) have given him permission to release a previously unused, (in the full game), track to the world.

The tune, “Mode Menu” had previously only featured in a trailer for the game, and did not make it into the full version has been put up, for download, on Mr. Woodcocks blog site.

The tune is pretty good I guess.  But I doubt anyone will be downloading it in their droves, possibly just Sega/Sonic/SST fans really.

Exciting stuff eh?

Published on March 28th, 2008 under , , , , , ,

Condemned 2 players suffering on both platforms


Condemned 2 sound issues

Unfortunately I am not talking about “suffering” the frightening gameplay here.  It seems that Sega’s highly anticipated horror title, Condemned 2 has been experiencing a few technical issues, for both the Xbox 360 and PS3.

Firstly reports had been coming in, from various forums and gaming sites, that the Xbox 360 version was erasing save files for the game randomly.  (Though Chris who reviewed the 360 version, has not experienced this).   But now it seems the PlayStation 3 version has its own problems.

Reports coming from the Sega of America boards, speak of some sound issues, for the PS3 game.  It seems that sound is cutting out or “snapping” – predominantly on the first few levels.

This would be annoying for any game, but it is especially annoying for a game like Condemned, which uses the ambient sounds to help convey the suspense needed to make it a truly frightening experience.

A few months back, I previewed a late build (but not final version) of the PS3 version, and the sound seemed perfectly fine to me.  So I’m not sure what has gone wrong between then and the final code being released.

Sega is currently investigating the cause of the problem, but suggests that using a standard AV cable, instead of HDMI, should help for the time being.  Let’s hope that it is just a few dodgy copies that have slipped out of the factories and not thousands.

I also hope they can resolve it, and release a patch (or something), in time for the European release next month!

[Source: SoA Via Game|Life]

Published on March 28th, 2008 under , , , , , ,

MasterSystem (finally) coming to Virtual Console


Master - System

Yesterday, Sega of America announced that they would be bringing MasterSystem games to the Wii’s Virtual Console download service, joining the Megadrive/Genesis, NES, SNES, N64 and NEO GEO in the ever growing list of systems available on the service.

Kicking off the console’s debut will be two fan-favourite games, WonderBoy (yes!) and Fantasy Zone.

SEGA® of America, Inc. today announced that Wonder Boy and Fantasy Zone will be the first wave of many SEGA MasterTM System titles that will soon be available for download on the WiiTM Shop Channel. Prices start at 400 WiiTM Points for SEGA Master System titles. Wii Points can be purchased online or at select retailers at an MSRP of $20 for 2,000 points.

WonderBoy – As Tom-Tom the Wonder Boy, it’s up to you to rescue your girlfriend Tanya from the vile clutches of a monster that has kidnapped her. To do so, you must navigate through a series of worlds in a race against time to reach your goal, as you battle off foes and collect fruit that will add to the amount of time you have to complete your mission. You can also collect helpful power-ups from various eggs, but make sure to avoid the “bad” eggs and poisonous mushrooms that sap your precious vitality. Find the magic doll in each level that opens up the hidden areas, and make it to the very end to rescue your one true love!

Fantasy Zone – Take command of the spaceship Opa-Opa and blast your way through various fantastical levels as you try to take out all the enemy bases in each stage. Once you’ve destroyed the bases, you’ll have to beat the stage boss in order to move on to the next level. By using your guns and bombs wisely, you’ll be able to take down your enemies and explore each of the crazy environments in this side-scroller. You can also buy upgraded weapons for your ship by accessing the shop. Various SEGA games through the years have referenced the Opa-Opa – now you can play the game that started it all!

The Wii Shop Channel serves as the Wii’s online storefront, where visitors can redeem Wii Points to download games and other items. Users need a high-speed Internet connection to access the Wii Shop Channel. More Virtual Console games will come available every Monday following launch. Users buy Wii Points at retail or with a credit card online from the Wii Shop Channel and redeem their Wii Points to download the classic games.

Now all I need are some Game Gear downloads and I’ll be a very happy bunny.

[Special Thanks: RoJM Via the Forums]

Published on March 26th, 2008 under , , , , , , , ,

G-Spot: Fixing Sonic – part 2 – Back to basics


Fixing Sonic 2

Recently I wrote a feature in direct response to an article on Wired Blog, Game|Life, as to why Sega should not kill off Sonic, but rather should kill off (or just stop using) all the random extra characters from the Sonic universe in Sonic games.

Now I bring you part 2 of the feature, and look at ideas, that Sega could look at, which should help Sonic become one of the great video game characters again.

And all that jazz…

One big issue I have with modern Sonic games is the music.  Now, I actually don’t think that modern Sonic games have bad music per se (with exception to Sonic and the Secret Rings, which was effing terrible).   But do they have great music?

Sure the fast rock music, we find in many recent Sonic titles, should work well with a fast game, but it actually doesn’t in this case.  If you ask me to hum/whistle ANY level on Sonic 1 or 2 – I reckon I could do it no trouble, or at least very nearly get it right.  But ask me to do the same with any Sonic game post Sonic Adventure, and I wouldn’t know where to begin!

The music used in the original Sonic games was very memorable, addictive and worked perfectly with the games levels and the gameplay.  Sega should chuck out the modern rock/rap music, and quite simply replace it with “Video Game Music.” Others have said a similar thing in our forums.

You compare the music of Aquatic Ruins, Marble Zone, Flying Battery Zone, or even the boss music to that of modern Sonic games, and tell which ones you think are better suited for a video game?

When cartoon characters invade.

Next thing to change would be the settings.  Why has Sonic suddenly started mingling with humans? 

There have always been humans in Sonic games, what with Dr. Robotnik being a human.  But the main point was that Robotnik had invaded ‘Sonic’s world’ – the animal world – turning bunnies and birds into robots for his own evil deeds, and Sonic decided to help them out and defeat Robotnik.

But lately the opposite has happened, and Sonic has ‘invaded’ the human world.  It looks wrong, it feels wrong.  Stop it.  Send Sonic back to the Green Hills and Ice Cap Zones, and have Robotnik come to him, in a true bad guy style.

Or if you must have it set in a human world, at least have some more talking animals.  In Sonic Adventure and Sonic 06 the only animal characters are Sonic and his friends, the main characters.  It seems strangely odd that the only fast moving, fast talking animals in this world happen to be the ones directly related, and involved, with the main events happening in the game. 

All the random NPCs that inhabit the cities are humans, it would make more sense to, (at the very least), have more random talking animals for Sonic and friends to interact with.  But, personally, I think it would just be so much better for Sega to send Sonic away from the human cities, and have Dr. Robotnik try to take over Sonic’s domain, once again.

Are we making a movie or a game here?

One of the other annoyances found in modern Sonic titles is the use of story driven gameplay.  With the use of FMV and cut scenes, it was inevitable that Sega should start making bigger storylines for Sonic games, other than “Robotnik is trying to steal Chaos Emeralds.” 

In fact the best (proper) story I have seen in a Sonic game was possibly Sonic Adventure.  The story was simple enough, with Robotnik stealing Chaos Emeralds in order to build up the power of “Chaos” – a monster who harnesses the power of the Chaos Emeralds and can reek destruction upon the world.  Simple, but enjoyable enough to watch the cutscenes.

However since then Sonic games have had more complex stories, which go too far.  Now they involve saving princesses, dimension and time travelling, pirates, dinosaurs etc…

I don’t have a huge issue with Sonic games having stories, but at least make them either interesting or relevant to the Sonic world and not ridiculous.

One of my biggest problems with Sonic Rush Adventure was the setting and the retarded story involving robot pirates, dimension jumping, plus the introduction of that damned Racoon – who did nothing but piss me off the whole game.

We also have Sonic and the Secret Rings, with the strange Arabian Nights setting… featuring dinosaurs…. which wasn’t terrible – but was it necessary?

Once again the best solution I can see here, for the time being at least, is to give a modern Sonic game the most simple story possible – have Robotnik steal some Chaos Emeralds, enslave some fluffy woodland creatures and have Sonic clean up the mess.  Just like in the good old days of Sonic 1, 2 and 3.

What platform to choose?

What kind of game is a Sonic game?  Back in the days of the Megadrive/Genesis and GameGear Sonic was a platform game, competing directly against the likes of Mario Bros.

Over time, while Mario has remained (relatively) true to his platforming heritage, Sonic seems to have gone off to one side, slighty.  Now rather than being a platform game, modern Sonic games seem to mainly consist of running along a set route, with very little platforming involved.

Sure they still having jumping segments, but they no longer have the real elements of a true platform game.  Credit to Sega for trying to keep Sonic games fast, but the idea of Sonic games was that players usually took their time over a level when they first played, learning the levels, the routes and the jumps and then speeding along on the next run through.

It seems that now Sonic games have replaced the core platforming sections with just running forwards.

2D or not 2D? That is the question.

As I mentioned in part 1, the biggest complaint amongst fans is that Sonic should return to his 2D roots.  I have no problem with that, but I don’t think it is entirely necessary.

One of the 3D Sonic games I enjoyed the most was Sonic Heroes- yes everyone gasp and cut your wrists, but hear me out first!  Now firstly I will just say that the gameplay involved in Sonic Heroes is not bad at all, the idea was unique, some people liked it (not just me I assure you), but many thought it was trash.

However, the things that stood out to me in Sonic Heroes was just how damn good the level designs were.  You could run through them at speed, you could see ahead clearly (unlike Sonic ‘06), it also had multiple routes and some half decent platform bits.  I also liked the story it was simple, just like the first Sonic games.  I think the main issue players had with the game was that you had to play as all these extra characters, and you had to play with 3 characters at once.

Now take away ALL the playable characters bar Sonic, and have just him run through the levels, and I would guarantee that the game would have easily received higher scores.

If Sega should really feel the need to introduce new characters into a game, to make the story fresh/interesting, for the love of God, I beg that they make the new characters just a story piece, and not playable.

Spin-Off the beaten track.

Another thing that some people suggest is to scrap all the Sonic spin-off games, such as Sonic Riders.  I disagree.

I think there is nothing really wrong with spin-off games, just make sure they are fun.  Also make sure developers explain that spin-off games are actually spin-offs.  Take Shadow the Hedgehog, a terrible game, but on often mistaken as a “Sonic game.”  It’s not - it is a spin-off - let’s keep it that way.

Games like Sonic Riders, Sonic R, Sonic Shuffle, Sonic Fightersetc… are fine in my eyes, they are the games that Sega should use to promote their other characters and mix up the gameplay of Sonic titles.  It is better this way than throwing more and more playable characters into a real Sonic game.

To help summarise:

I think it is clear that Sega has made the Sonic universe (and games) far too cluttered.  You are no longer playing a fast platform game, but rather a mixture of platform, running, search quests, action, driving and sailing – all in a game but completely split up. 

Essentially gamers are no longer buying Sonic games, but they are buying games featuring Sonic.

Taking Sonic back to his roots, with gameplay, level design, music, number of playable characters and story is the best way I can see to saving the franchise.

As for 2D or 3D, I think either has the potential to work, Sega just need to sort all the other areas out first.


Published on March 25th, 2008 under , , , , , ,

Exclusive interview: Viking Battle for Asgard


Earlier this week we were lucky enough to be invited to a preview of the highly anticipated, upcoming game from The Creative Assembly, Viking: Battle for Asgard.

Held in an authentic Bavarian Beerhouse, in the heart of London, we were treated to an endless supply of beer, food and Viking battles, all served up by some very attractive (not to mention skantily-clad) German ladies.

As well as eating, drinking, staring at the barmaids and playing on the fantastic Viking game, Sega Nerds were able to grab one of the team from The Creative Assembly and coax some questions out of him regarding Battle for Asgard, and a little bit about Empire Total War.

If you are wanting to hear more about Viking: Battle for Asgard then don’t worry, we should have the full review up in the next day or two.  For now, enjoy the interview.


Sonic Chronicles naming contest – Results now in!


The Zoah Wins!

The Zoah!

We are pleased to announce that Sega Nerds’ submission into the Sonic Chronicles: Dark Brotherhood Race for a Name contest has won!

After many weeks of anxious anticipation and pleading to everyone, the votes have been tallied and The Zoah has reigned supreme! Yes, The Zoah will be the official name for the new enemy race featured in the upcoming Sonic Chronicles game.

We want to thank the Sega Nerds community, the rest of the Sega fanbase and everyone else who voted for The Zoah and made our dreams a reality. We’ll all now stand together in Sega history for the rest of time, and it’s you sexy people who made that happen.

So a MASSIVE “Thank You” to everyone who voted for us; we really do appreciate it all!

We look forward to our continued takeover of the Sega company. We’re starting small, but we’re now working our way to the top, and when we do, it’s Dreamcast 2 with Shenmue 3 at launch, baby!

Thank You!

Here’s the full press release for more information:


Sonic Chronicles Competition Winner Announced

LONDON(18th March, 2008) – SEGA Europe Ltd. today confirmed that the recent competition, A Race To Name, where Sonic The Hedgehog fans could vote upon names for a new race selected by key Sonic fansites, and European gaming websites, finally has a winner. After thousands of votes were cast, it became clear that it was going to be a closely fought race between The Zoah, The Gravitus and The Dusk. Fans were hastily casting votes right up until the last minute but in the end only a handful of votes separated the contenders, and like all competitions it could only have one winner with The Zoah prevailing as the fan-favourite.

Congratulations to who originally suggested The Zoah which will now be included in the forthcoming, hotly tipped, Sonic Chronicles: The Dark BrotherhoodTMfor the Nintendo DSTM system. The Zoah will be featured as a new enemy race for Sonic The Hedgehog to pit his wits against in 2008.

Developed by industry admired story-telling specialists, BioWare, Sonic Chronicles: The Dark Brotherhood is an RPG adventure set to take the DS by storm this Autumn.

For more information about SEGA please visit For all assets please visit

For more information about BioWare please visit

Published on March 19th, 2008 under , , , , , , , , ,

REZ beta project leaked



It has only been about 2 months or so since Rez HD made an impact on Xbox Live Arcade, with it’s highly unique and, quite frankly, insane stance on the rail shooter.  But any true Sega fan will know that the Dreamcast (and then slightly later the PS2) is where it all started.

But what many don’t know is that Rez was not the first of it’s kind.  Before Rez hit our screens the game K-Project was under development, also known as Project Eden and Vibes.

By all accounts the game is just basically an early version of Rez, with the same gameplay and musical connections.

While the early versions of the game may only exist on someone’s hard drive, a pre-release version, then known also as Project Eden and Vibes, has been released by an anonymous source as a bootable Dreamcast disc image.

The Dreamcast version of K-Project features a different soundtrack and a slew of other differences from the retail version.

Well, now K-Project has been leaked onto the Internet, much to any Dreamcast fan’s delight.  The beta code is available to download a few places, it would seem, as The Lost Levels forums tell us.

I’m yet to try it out, but from the sounds of it, it should be quite a joy to play.  Also, it has been said that the download features the debug mode, so gamers can fool around the game, should they wish.

Here’s a list of differences between Project-K and Rez, (Taken from the NFO file):

- Debug menus appear in the beginning of the game; this can
  sometimes disappear if this isn’t your first time playing the disc.
- A mouse cursor appears during the beginning; a mouse can probably
  be used to mess with the debug menus.
- Loading screen shows ‘Project Eden’; the title screen says ‘VIBES.’
- The menus are different from the retail release.
- Some of the sound effects have changed from the retail release.
- The music is mostly different from the retail release.
- The bosses act differently than in the retail release.
- The timing of the attack waves is less precise than the retail
  version, and sometimes groups of enemies will appear and disappear
  during transitional sections.
- The VMU displays a different animation than the retail version.
- The options on the main menu are different:
  PLAY - Same as retail.
  EXTRA - Play all areas one after the other, like BEYOND mode in retail, sans options.
  REPLAY - Shows a replay of your last played game.
  DEMO - Similar to HOW TO PLAY in retail, but can select tutorial or short demos from stages 1 to 4.
- Sometimes a small debug window flashes at the top right of the screen.
- Some of the graphics in-game are different from the retail version.
- The end-of-level score screen looks different.
- You can continue right where you died, unlike in the retail version.
- There is a unique intro to each Boss in the Boss Rush area which is
  not in the retail version. You shoot groups of enemies that
  form the name of the boss to earn bonus points.
- There is no music during the Boss Rush.
- The third boss in the Boss Rush is different.
- The final boss is similar to the retail version, but you start in the
  center and gradually pan out at each evolutionary stage. The
  video footage between each stage is also different.
- There is no ending, but the Boss Rush is labelled as Area 6 and you
  are scored separately from Area 5.
- There’s a sinister 3D picture on the options scrren.
- VMU saving, just like the retail version, works fine and takes 9 blocks.

[Source: Siliconera, Via Kotaku]

[Special Thanks: Orta Via The Forums]

Published on March 18th, 2008 under , , , , , , , ,

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