Posts tagged Megadrive
Synth software based on Genesis soundchip released
Apr 29th
Virtual synth software developer, Aly James Lab, has just released his newest product, the FMDrive 2612. Based on the soundchip for the Sega Genesis, the synthesizer lets you compose Genesis-style music with some extended features and a Genesis-influenced user interface. One of the coolest features being advertised is the ability to buy a MIDI controller and play your compositions through your actual Genesis system.
While I’m not too familiar with using any sort of synthesizer software, the trailer above has definitely got me interested. The download is available on a donation basis for a minimum of 10 €, which is pretty reasonable. Anyone else interested and thinking about giving the software a try? Will you composing some funky tunes in the style of ToeJam & Earl?
[Source: RancidVomit86]
New Megadrive/Genesis handheld to be shown off at Gadget Show Live
Apr 1st

FunStock, online retailer for products like the recent NeoGeo X Gold and other Sega handhelds, have announced that they will be presenting a the new Megadrive Arcade Ultimate Portable at the upcoming Gadget Show Live convention.
The new handheld boasts a bigger screen at 2.8″, 6 buttons, an SD cards slot, a rechargeable battery and an AV cable to play the system on your TV. Overall, it sounds like a nice system to have if you’re looking to play some Genesis games on the go and it will retail for about $75.
Anyone interested in picking this up? Have you played any other third-party Genesis systems?
[Source: Gamasutra]
Sega launches Dreamcast and other console themed laptops
Feb 13th
Sega has partnered with Japanese PC company, Enterbrain, to release a set of four Sega-inspired laptops based on various Sega consoles. Each of the models have a lid designed to replicate the look of either the Saturn, MegaDrive, Dreamcast and the final model is a basic Sega blue color with their logo at the top.
The laptops come in three versions depending on how much power you want and how much you want to spend with the most expensive model including all four lid options. Unfortunately, the laptops currently don’t seem to be available outside of Japan and with prices starting at about $1,000 in the US, they ain’t cheap either.
[Source: bit-tech]
ToeJam & Earl “tear the roof off the sucka” soon on PSN
Jul 23rd
A little birdie has slipped that ToeJam & Earl may be venturing to the PlayStation Network in the future with both of their Sega Genesis/Megadrive games. With the recent Vintage Collection releases, and other games slated for release, this news may not come as a total shock to some. As a fan of the 16-bit iterations of TJ&E’s adventures, I can say that this would be an awesome addition to any digital library even though they have seen life on the Wii’s Virtual Console already. This release also sparks the faint idea: will ToeJam & Earl be announced as additional racers in Sonic and All-Stars Racing Transformed? For the love of funk, I hope so!
What say you, fair funky friends?
[Source: Siliconera]
Check out this early Comix Zone demo
Oct 3rd
A video has hit the web, showing off an early demo of the Genesis/Megadrive title Comix Zone. It’s a really interesting look into what the game could have been. The finished build and the early demo share a lot in common, but it’s cool to see just how different it once was.
Mini-Retro Review: Toejam and Earl
Feb 25th
I know, there’s not a person alive who doesn’t like this game. It’s my 100th post, I can do what I want, and right now, I want to tell everyone why this game is amazing. In as short a time period as possible.
The Sonic Head-Jog: Bubba N’ Stix
Jul 13th
The Sonic Head-Jog is a weekly look back at the great Sega soundtracks of the past thirty years, from simple chiptune pieces to full-blown orchestral works. Where possible, Youtube links are provided throughout to let you hear the music for yourselves.
Seeing this week’s title, all of you Sega Addicts who read last week’s feature on Wiz n’ Liz are probably thinking I’m obsessed with slightly obscure British Megadrive / Genesis games published in 1993 with ” N’ ” in the title. You may be right, but Bubba N’ Stix is my choice this week for two reasons… firstly because it is one of the best soundtracks on the system hands down, and secondly because I had planned on writing about Thunderhawk / Thunderstrike on the Mega / Sega CD and there are no decent youtube clips of the Ozric-Tentacles-inspired spacerock music to link you to (I will make my own vids of the tunes for a future article though!)
The Bubba N’ Stix soundtrack shares one of it’s composers with Thunderhawk too (and Thunderhawk 2 too. Too many toos?) in Martin Iveson, a British composer responsible for a swathe of music released on Sega consoles. He also created the music for Fighting Force, spiritual successor to the Streets of Rage series, which although fully completed never saw the light of day for the Sega Saturn (you might be able to “not find” a copy though!). He is co-credited here alongside Nathan McCree, another stalwart of British video game music. There are only two videos highlighting the music available online, both of which are provided, but we have given a link from which to download the full soundtrack
Iveson went on to make lots of lush jazzy house under the name Atjazz and is still producing to this day; you can hear the prototype vision of his mix of house, garage, jazz, hip-hop and electronica in this week’s soundtrack. Around half of Iveson’s video game compositions were released on Sega systems, with some of the best Red Book audio on the Mega / Sega CD emerging from his studio but Martin was just as adept at chiptune work on the Megadrive’s YM2612 soundchip.
Bubba N’ Stix has one of the most eclectic aural mixes on the system and, as with last week’s Wiz n’ Liz, introduces sounds unique to the game, rather than FM tones direct from the soundchip documentation. Sitting somewhere between trip-hop, dub reggae and jazz, the music sounds remarkably relevant and, to my ears, foreshadows the dubstep scene in mixing various forms of groove-based music and electronica to create one glorious whole. Being fomed around grooves does not mean Iverson skimps on track length by simply looping short patterns either, with most tracks being around three times the length of the average tune on the console.
The first tune you’ll hear once booting up is the title theme, which starts out as a fairly jolly jazz number with a more-than-passable set of instruments before morphing into a wonky ska-flavoured fusion once the “trombone” kicks in at the 50-odd second mark. As with most of the Bubba N’ Stix music, if you skip the track thinking it’s repeating, you’re probably wrong… they are like “proper” tunes, with transitions, bridges and build-ups.
From there, we progress to opening level, Alien Forest, where we almost have a G-thang going down. You remember that digital whistling sound in 90s West Coast rap? Imagine if a spooky theremin player got their hands on that and laid it over a dubby hip-hop backdrop. Again, this uses the fantastic trombone sound to great effect, I guess Iveson must have figured out the right tone for the instrument around the same time he was making these pieces, and they kick into a short-but-sweet keyboard solo flowing with a double-time beat just before the loop.
We continue onwards to Waldo’s Spaceship, fittingly given a more “electronic” feel following (SPOILERS!) Bubba’s kidnapping by an alien chap. Despite the more otherworldy sounds and discordant opening there is still a jazzy, organic vibe,and this time the dubby elements are expanded on yet further with the emphasis on the off-beats and the lazy swagger of the reggae bassline . Some of the sounds used are more pleasant on the ear than almost anything else produced on the console and I have found myself listening to this track looping for about fifteen minutes before noticing that it hasn’t changed!
The Volcano is next up in the set and, to my mind, it comes across as a slightly less abrasive and angular version of that classic Toejam & Earl funky hip-hop ideal. It’s a little shorter than the other tracks, but features some comedy sound effects and that amazing trombone sound so we can let Iveson off just this once.
Our next piece is Marine Temple, somewhat akin to the tune you’d expect if there was a Hammer Horror movie about a vampire lounge-lizard. Though this is a touch more minimal and repetitious than the rest of the soundtrack, it’s by no means a duffer and the arpeggio section just past the two minute mark is astonishingly beautiful.
The Spaceport follows, featuring reverbs and modulations on the some of the lead synth parts that I simply would not have thought possible on the Megadrive. There are also some proto-dubstep wobbly bass effects, though not strictly used as basslines but to add texture. Iveson’s trademark jazz wig-out passages creep in there too, just to keep you interested and while being far from the best tune on the soundtrack, it serves as testament to the mastery that a select few composers had over that tiny Yamaha soundchip.
There are two pieces used for the bonus level and the boss which, while still excellent, are a little more generic and techno-ish than the rest. I think most rave-styled music on the Megadrive pales beside the sterling work of Yuzo Koshiro and Jesper Kyd and I would imagine Iveson and McCree would concur, leading to the more varied UK electronica approach in the Bubba N’ Stix soundtrack. The tune played over the closing credits is also a little more generic than those in the levels themselves, but I think this is partly the nature of the beast when it comes to “Credits” themes and it must be remembered that to compare this triumphant, uplifting track to the innovative, original work found earlier in the game may be a tad unfair.
As a whole, Bubba N’ Stix has a true jazzgasm of a soundtrack and should be checked out by anyone with even the vaguest interest in UK electronica, jazz or trip-hop beats. Currently on Project 2612, the online archive of Megadrive / Genesis music, the game’s tracklist has a rating of just 3.11 out of ten, which is is more wrong than Wrongy McWrongerson. I urge all Sega Addicts to download the soundtrack, give it a listen and vote to help bump the score up to a more appropriate level.
The game itself is good too, definitely worth a play through (as are most Core Design games made prior to Tomb Raider: Angel of Darness). It has colourful, cartoony graphics and animation, and the play-style comes across as an attempt to fuse point-and-click puzzles with classic platforming action. There is also that unmistakeable quirky feel that a lot of UK-developed Megadrive / Genesis games had, and Bubba N’ Stix stands as a perfect example of the final days of not needing a team of hundreds to make a top-notch title.
What do you think of the Bubba N’ Stix soundtrack? And should I at least pretend I don’t want to write about Puggsy, another UK game from 1993, next week?! Let us know in the comments or in The Sonic Head-Jog Official Thread in the forums.
Miscoded Confidence: Kid Chameleon
Jul 10th
I’m going to go ahead and clear the air right away by saying that I was never able to beat Kid Chameleon. Believe me, it wasn’t for any effort of trying – there were just so many different ways to approach the game that I ended up spending more time exploring the varied paths to see where I could go. As you can imagine, more often than not, this led me to landing in a level I hadn’t seen before at the very least and teleporting to the dreaded ‘Elsewhere’ at the very most. It wouldn’t be until years later that I discovered just how deep the rabbit hole went.
Kid Chameleon arrived on the Mega Drive and Genesis in the middle of 1992 and with the impending trepidation that arrived each summer over the slim handful of games released, I wound up spending a lot of time with the game. Stepping into the sneakers of the badass leather-jacket-wearing kid embarking on a mission to defeat a virtual reality game that’s kidnapping other children, the narrative isn’t exactly award winning. The underlying niche of the game, however, is pretty awesome.
Encountering different helmets in the game allows the kid to change into one of a cornucopia of characters, each with their own unique ability for whatever the task at hand may be. There is Kid Chameleon, unremarkably named Casey in the game manual, which is the basic form in the game. He doesn’t have that many hit points and isn’t terribly cool looking, but he can grab onto ledges and pull himself up, which I suppose is something. On the other end of the spectrum is the Iron Knight, a helmet that, once picked-up, can transform the kid into the most durable character in the game. Not only that, but it allows players to scale vertical walls and bust through floors without a second thought. Eight other helmets allow the Kid to change into a Samurai, Berzerker, Maniaxe (A Jason Voorhees doppelganger), Juggernaut (a giant, skull-shooting tank), MicroMax (A pint-sized fly able to stick to walls), a beam firing EyeClops, hoverboarding SkyCutter or superheroic Cyclone. The sheer amount of variety really did offer a nigh-infinite amount of progression.
While moving through the various levels, players would typically end each one by coming into contact with a flag, which would render each area back to its digitized state before rolling a screen detailing the obtained score. Even though this was the primary objective for many of the levels, that wasn’t typically the case. It wasn’t unusual to encounter a gold teleportation pad that wouldn’t just possess the ability to move your character from one part of the level to the other, sometimes you would find yourself in a completely different level than the one you started in.
Starting on a level that looked like a 16-bit rendition of the deepest pits of wrought hellfire and ending up on something that looked like a beach from Ecco the Dolphin was ridiculous at the time. While the main path in the game only composed about half of the roughly one-hundred levels, the other half were mostly given over to random encounters via teleportation. But there was nothing worse than being dropped into one of the two-dozen ‘Elsewhere’ areas. This is where a lot of my frustration came from in Kid Chameleon.
No doubt, any chance to explore a game and its many various nooks and crannies is always going to be an interesting experience, but when dumped into an ‘Elsewhere’ area by a wayward teleporter, it would be like Magellan landing on a beach only to be promptly punched in the face by a native – repeatedly – before the whole tribe joins in. I’ve never been a fan of levels that perpetually push the player forward, because I believe it places a ticking clock on what would otherwise be an exploratory experience. Sure, it’s fun to have gaming skills tested, but it always just seemed out of place in KC.
Nevertheless, arriving in an ‘Elsewhere’ world usually meant that immediately, it was time to run for the right side of the screen as fast as your D-pad could get you there. You could collect all the diamonds and continues possible in the game prior to ending up in one of these levels and if you were unprepared, it would make a vicious treat out of your thumbs. I’m not saying the challenge wasn’t fun – but when your thumbs are sore as hell and you’ve lost count of your attempts – then it starts losing a bit of its charm.
Regardless of whether or not I would end up in one of those damn levels though, I still keep coming back to Kid Chameleon on occasion. Because exploration is still more interesting than not playing the game period, despite the frustration and, well, the game does have a pretty awesome soundtrack in addition to being a pretty solid platforming title. If you haven’t checked it out before – you can get it on the Virtual Console and one of the many slews of Genesis collections Sega has released. If you can handle a modicum of aggravation, Kid Chameleon shouldn’t be missed.
Not like Star Control, that game’s still a nightmare.
The Sonic Head-Jog: Wiz n’ Liz
Jul 6th
The Sonic Head-Jog is a weekly look back at the great Sega soundtracks of the past thirty years, from simple chiptune pieces to full-blown orchestral works. Where possible, Youtube links are provided throughout to let you hear the music for yourselves.
Some you will know, others you may not but whether we jog your memory or pique your interest in something you hadn’t heard, we hope to help you create the ultimate Sega play-list!
Bizarre Creations are probably best known to Sega Addicts for being one of the “second-party” developers during the Dreamcast era, producing the groundbreaking exclusive Metropolis Street Racer. It is less well known that Sega were partly responsible for the studio name back in the Megadrive / Genesis era. At the time of developing Wiz n’ Liz the team were known as Raising Hell Software, which caused a few raised eyebrows at Sega due to the word “Hell”. The game was released in 1993 with no studio name attached, prompting the change to Bizarre Creations by the time of their next release.
We will get round to covering Richard Jacques’ eclectic soundtrack for MSR sometime in the coming months, but for our first feature we are focusing on the music from the aforementioned and criminally under-rated Wiz n’ Liz. The game’s composer, Matt Furniss was one of the most prolific British musicians of the 16-bit era and produced over 50 soundtracks across a range of Sega systems. Wiz n’ Liz is one of my, and Furniss’ own personal favourites.
The game opens with a lengthy (for the time) introduction sequence backed by a melancholy hip-hop-lite track… Imagine Toejam and Earl busting out some Sesame Street tunes and you’re about there. The sounds used all seem to have effects of some kind; filters, phasers and delays appear to be used on the various synth pads and tones. This piece is Furniss’ opening salvo and lets you know that he is going to be squeezing some crazy and unheard sounds out of the humble YM2612 chip, almost on a par with Yuzo Koshiro’s finest works.
Upon starting the game proper, we find ourselves at the home of the titular Wiz and Liz which serves as a hub level to return to after each stage is completed. The music used must therefore stand up to repeated listenings, luckily the melodic tune chosen is catchy without being annoying and, like most great Megadrive/Genesis soundtracks, features sounds unique to the game rather than the”off-the-shelf” FM tones used in more generic titles.
After mixing a few fruit in your cauldron to create a doorway (don’t ask…
) you are led to another hub level, set on a delapidated roller coaster. No music is used in this area but you can choose to play the levels in any order from here.
The upbeat ear-treats used for the levels themselves are more lively than the two previous pieces to match the frantic time-attack gameplay, and is somewhat reminiscent of classic Sonic music in style while having a European flavour all of its own. If I had to sum up these tunes with one word, it would have to be “bouncy”. The pieces boing about all over the musical scales and rarely fail to bring a smile to my face. My two standout tracks from this selection are the Latin-inspired Mine Land and bounciest tune of them all Grass Land but all are deserving of a listen and regularly find their way to my mp3 player (though back in the day, they were on the B-side of my homemade Streets of Rage 2 cassette!)
Depending on the difficulty settings chosen, you will eventually find yourself facing off against at least one of seven bosses (interestingly the only enemies in the game). Bringing a darker techno edge to the mix, each boss has its own theme and manages to sound distinct from the music in the rest of the game through the use of theremin-like sounds and tougher beats. I’d like to think that in another universe, Yuzo Koshiro made the chase music from Scooby Doo and that it sounds identical to the final boss music. The Savage Pumpkin is not only a thumping little track, but also sounds like it should be the name of the world’s worst industrial band. In fact, I will personally send a copy of Wiz n Liz to anyone who starts a band called The Savage Pumpkin and puts at least 3 of their own songs on a Myspace page!
Furniss saves possibly his best for last with the music for the high score entry screen, it reminds me of the closing music to to the excellent but now defunct Retroforce GO! podcast and sadly is not available in a video to link to. Hopefully this will spur you into trying the game for yourself to hear it, or at least downloading the soundtrack from the godly archive of Genesis/Megadrive music at Project 2612.
Bizarre Creations have made the game freely available from their website for use with an emulator and you can unlock the in-game soundtest by mixing two carrots in the cauldron. Oh and mix an apple and a banana while you’re at it too, this opens the fruit shop which will in turn enable you to buy a strawberry and a lemon and play the ambient chill-out non-game, The Color of Magic. As it’s free I can’t recommend the game highly enough, not just for the soundtrack but for the highly unique gameplay and quirky unlockable pastiches of retro tropes such as Pong and Space Invaders.
What is your favourite track from Wiz n’ Liz? And which Sega soundtracks would you like to see The Sonic Head-Jog cover in future? Let us know in the comments or the official forum thread.










