WELCO METOT HENEX TLEVEL – The San Diego Zoo Presents: The Animals!
It would be really easy to sit here and dump on The Animals for a few hundred words. After all, not only is this a lame “edutainment” title, but it perfectly presents exactly why this kind of software never belonged on the Sega CD in the first place – what with its limited color palette and postage-stamp sized videos.
But that would be a bit unfair. You kind of have to take yourself back to the early 90s, and really think about where CD-ROM was as a medium back then. These little silver discs represented a brave new world of computer and video game softare. No one seems really certain exactly what to do with them at first, though large databases of interesting information seemed a logical choice given the massive amount of storage they had.
Remember, video – even crappy, tiny, grainy video – was not really something you saw too often on a computer screen back then.
And when you do a bit of digging, you realize that this particular bit of software was actually a landmark event. It was one of the most successful, early CD-ROM encyclopedia programs, selling over 3 million copies in its first three years. The developer – now-defunct Arn
owitz Studios – was well known as a pioneer of educational and teaching programs back in the day.
The Sega CD version (along with the 3DO version) are basically just products of a new technology trying to find its way. When you think about it, most of the early CD console libraries pretty much fit that description.
That being said, though, the transition from PC program to Sega CD disc was obviously a pretty rocky one. This game cries out for a mouse in order to navigate the slightly confusing Zoo Map front end. And when you get into the sub-menus, it’s still pretty slow going as your little dude, “Ping,” ambles from one entry icon to another.
Not to mention the extremely grainy video and images you get to look at. I’ve never seen the PC version of this program, but I’ve got to believe the VGA/SVGA images and video were a lot prettier than what the Sega CD’s extremely limited color palette could offer.
Publisher Mindscape is still around, though you’d be forgiven for never having heard of them, as they’re mostly doing more edutainment sofware nowadays (a lot of it on the DS). The publisher was a bit more prominent in the 16-bit days, though. And while researching their history for this article, I was reminded that they are actually the group that brought the seminal Wing Commander PC game to the SNES, and touched off my subsequent love of the series. I actually bought a 3DO when I learned that Wing Commander 3 was coming to that system. I also based my first computer purchase largely on whether it could run Wing Commander 4.
So I’m totally not certain whether I should love Mindscape or not…
Next Up: One of the greatest games of all time – Batman Returns.
Back in the mid-90s, the shooter (or “shmup.” God, I hate that word) was king. In the home gaming market, the Genesis in particular seemed to play home to most of the great shooters on the market. The Sega CD? Not so much. But there were a few of them on there. And they were pretty cool, if only for the CD perks they featured — big, sprite-animation cut scenes; redbook audio; and…well, that was usually it.
It actually sounds a bit cooler than it ends up being. For, when you turn into this robot, it just sort of flies around the screen, frozen in a single pose. It’s really nothing more than an on-screen indicator that your current weapon has been upgraded to the highest level, actually. But to 90s Greg, it was still pretty neat.
The developer, however, is one I’m sure a few folks have heard of. Human Entertainment is likely better known in most circles as the house behind the FirePro Wrestling series, along with the Clock Tower games that enjoyed a bit of success on the PlayStation. It also spat out a few Formula 1 games over the years. They folded in 1999, and this was their only Sega CD title.
So how about that new Boy and His Blob game for the Wii? Did you know that the original NES game it’s based on was coded by none other than David “Pitfall” Crane? If you’re old enough to remember the actual game when it was released, I bet you did know that.
Not that Crane or Absolute had anything to do with the actual coding of this full-motion video extravaganza. That was handled by Micronet, a Japanese game developer that you’ve probably never heard of. Its lineup of games is pretty mediocre, all-told, though the company apparently still exists. It hasn’t been in the games business since the Dreamcast era, though – it’s a 3D graphic development house now, according to Wikipedia.
This game is probably more a product of the industry back then, and its desparate need to integrate Hollywood and Silicon Valley into everything. A/X-101 just grinds along, with no music, no excitement, and little to do in the actual game play department. And everything is bookended by some horrendously-acted cinema scenes that are literally comprised of pallette-swapped “pilots” going throgh a single animation over and over again. Brilliant stuff.
Sega’s arcade heritage is something they never used to have a hard time capitalizing on. The Genesis enjoyed loads of home versions of arcade hits – Hang On, Outrun, Space Harrier, the Shinobi series, and of course, After Burner. But all the technical trickery employed by the programmers to make those games run on the under-powered Genesis still didn’t keep them from severely lacking in the visuals department. That’s where the Sega CD came in.
Many apologies for how long it’s taken to release another installment of my impossibly poorly conceived look at the Sega CD’s library. But read on, and you’ll understand why this latest post is so delayed.
Willy Beamish was one of the first PC ports to hit the Sega CD. It’s the story of a young, Bart Simpson-esque citizen of Frumpton whose summer vacation is spent pursuing childish activities like frog jumping contests and practicing for a big video game competition. In the meantime, he fights vampire babysitters, tricks bullies out of beating him senseless, and takes down a criminal conspiracy by the owner of the Toot Sweet corporation. Just another lazy summer.
The Adventures of Willy Beamish on the Sega CD should be great, but it’s actually excruciating. The problem lies in all that great voice acting and high quality sound effects — every time a new sound or bit of dialoque plays, the entire game freezes for a few seconds while the system loads in the right file. It absolutely destroys the pacing of the game, not to mention extends the play time in the worst way possible.
Batman Returns. What could possibly go wrong?
Actually, there is something very unique and kind of cool about this otherwise unplayable disc. It features around 25 minutes of completely original animation. So you could technically call this a lost episode of the Batman & Robin cartoon. And it features just about every villain, including the Joker as voiced by Mark Hamill himself. And thanks to the magic of the internets, every bit of that animation canbe found on Youtube.
I love the Sega CD. And I love the 16-bit era in general. I’m not sure if that sentiment is purely based on nostalgia, or if it truly was one of the greatest gaming eras ever, but I’m gonna go with the latter for now.
The movie-licensed stuff usually ended up being nothing more than copies of their Genesis counterparts featuring redbook audio drawn right from the film’s score. To be fair, that didn’t always happen (Cliffhanger and Bram Stoker’s Dracula are good examples of that), but in the case of the abysmal 3 Ninjas Kick Back, I’m pretty sure it’s exactly what’s going on.
Otherwise, 3 Ninjas is a pretty standard action platformer with a horrible difficulty curve. It’s more or less identical to the style of play found in Sony Imagesoft’s other licensed platformers — especially Hook (another one that made the jump to the Sega CD — in fact it was sold in a two-pack with this very game).



As a reader, I’m a James Mielke fan. When the guy is covering a game or a developer that he’s interested in, he generally does a fantastic job at it. He’s truly passionate about certain games, and it comes through wonderfully in his writing. I’ll even admit that he’s far better at covering the games he likes than I probably ever was, or ever will be. I also thought that the final issues of EGM – the ones under his direction – were fabulous. He managed to inject that kind of passion and enthusiasm throughout the entire magazine, even though he liked to pat himself on the back a bit too much in his editorials.


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