Memories, Retrospectives

The Continuing Future of Retro

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The eagle-eyed among you will notice this blog has had a bit of a spruce up – a touch of white here, a new logo there, mobile and iPad compatibility. How very swish!

Would you believe it’s been three years since the last post on this site? Importantly, I’d like to thank the many tens of thousands of you that have continued to pour into the site, even over its dormant period. Thank you all and thank you for the stream of comments and emails that have continued to hit my inbox.

Three years may be an eternity in the world of technology, but over that time, some of the most exciting developments in the Mega Drive’s modern history have been witnessed. It’s 2018 and the Mega Drive still lives on. Incredible.

So, welcome dear retro gamer to the all-new Megabites Blog! Come on in, blow the dust from that cartridge, hit the power button and let’s begin this new game.

So what’s changed over the past three years?… Continue reading “The Continuing Future of Retro”

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Retrospectives

Cart Wars: The Evolution of the Cartridge, Episode 2 – MegaBites on RetroCollect.com

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Avert thine eyes! Nintendo alert! Once more, this site is graced with imagery of Sega’s mortal enemy, and for that I apologise. However, it’s all for a good cause – MegaBitesBlog.com’s latest article on RetroCollect.com – ‘Cart Wars: The Evolution of the Cartridge, Episode 2’.

During the early-to-mid 1990s, the bitter rivalries between the console superpowers were hard to ignore. It was Sega vs Nintendo, plumbers vs hedgehogs and Mega Drive vs Super Nintendo. Amongst these battles, one gaming format had risen to the top to rule supreme over the video game industry – the cartridge. ‘Cart Wars: The Evolution of the Cartridge’ is the story of that medium, and with it, the incredible lengths taken by developers of that age to topple the competition and reshape the gaming market forever. Continue reading “Cart Wars: The Evolution of the Cartridge, Episode 2 – MegaBites on RetroCollect.com”

Developer Profiles, Memories, Retrospectives

Cart Wars: The Evolution of the Cartridge – MegaBites on RetroCollect.com

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Mega Drive fans, for what you are about to read, I sincerely apologise. MegaBites Blog has written about Nintendo. Shock, horror, blasphemy! I know, I know… But it’s for a good cause; my latest contribution to RetroCollect.com – Cart Wars: The Evolution of the Cartridge – Episode One. Despite such treachery, you’ll be glad to hear that the piece is evenly balanced with a heavy dosage of Sega goodness, and a brief appearance by our Lord and saviour, Mr Tom Kalinske. Phew!

During the console generations spanning the 8-16 bit era, no matter if your allegiances sat with Sega, Nintendo, SNK or NEC, as gamers we all shared one thing in common: the cartridge medium – video gaming in its most physical form. Continue reading “Cart Wars: The Evolution of the Cartridge – MegaBites on RetroCollect.com”

Retrospectives

Finding the Hidden Palace Part 4, on RetroCollect.com

2017-finding-the-hidden-palace-part-4Regular visitors to this site may have been aware that, since January 2014, I’ve been compiling a rather special series of articles on RetroCollect.com. I’m now proud to announce that this epic Sega saga has finally reached its conclusion…

MegaBites Blog presents Finding the Hidden Palace Part 4, on RetroCollect.com – the Internet’s first fully compiled account of the 21-year hunt for Sonic the Hedgehog 2’s mysterious deleted level, Hidden Palace Zone.

Emerald Hill, Chemical Plant, Casino Night and Mystic Cave… Just a few of the legendary zones that make up one of the greatest games to ever be committed to cartridge – Sonic the Hedgehog 2. Yet, for every spike pit, for every loop, for each pinball flipper and hellish underwater section – unbeknown to Mega Drive and Genesis gamers everywhere – there was one vital zone that had been sorely omitted. Continue reading “Finding the Hidden Palace Part 4, on RetroCollect.com”

Developer Profiles, Retrospectives

Solving the Korean Console Conundrum

The Sega Mega Drive – one console, a thousand variants. During the 90s, amongst a host of hardware releases, the combined forces of Sega’s worldwide divisions brought us a vivid spectrum of gaming machines – the Sega Genesis, the Multi Mega, the CD-X, the Mega Jet, the Tera Drive, the Wondermega and the Nomad. From Europe, to the US, Japan and beyond, the list of licensed Sega upgrades and alternatives went on… and on. Yet, during that time, and far beyond the console war battlefield, an Asian tiger prowled its own territory. This was a land where the Sega name was all but a whisper – a video game market operating in a seemingly alternate reality, in which Samsung and Hitachi ruled the console roost, and where Sonic the Hedgehog called the mysterious Super Gam*Boy and Super Aladdin Boy consoles his home. This was South Korea – a country that also concealed one of the 16-bit era’s most obscure gems: the Sega ‘New Mega Drive’.

It was during a spot of online ‘retro’ research that I stumbled upon a website that detailed a system I had never seen, nor heard of before. “Very little is known about this product,” the website read. “It is assumed that it was released into the South Korean market quite late and was less successful than previous models. It is currently unknown who is responsible for this console or whether it had official backing.Of course, I was intrigued – even more so when I saw the image that accompanied the text. Could it be? Was this really a Sega Mega Drive? Continue reading “Solving the Korean Console Conundrum”

Memories, Retrospectives

Finding the Hidden Palace – Part 2

Finding-The-Hidden-Palace-Part-2As this humble blog continues to expand its horizons, fans of Sonic the Hedgehog can read the latest episode of MegaBites’ Finding the Hidden Palace on RetroCollect.com.

In a continuation of part one’s epic tale, the second chapter in the series picks up from the events following the fabled ‘Sonic2s Day’ – the North American and European release of Sonic the Hedgehog 2. After months of publicity, previews and speculation, the 1992 release of Sonic 2 hailed the release of what is arguably the series’ finest release.

Homing in on the period 1992–1999, part two continues to document the myths, unravel the cryptic clues, and decode the conundrums, behind one of Sega’s greatest hidden enigmas; Sonic 2’s unreleased level – Hidden Palace Zone.

And here’s a little taster for you:

It was early 1999 and Canadian Sonic fan Simon Wai embarked on an online Sonic beta hunt. As far back as 1992, in Hong Kong, Simon had been one of the early few to play a black market copy of the Sonic 2 toy show beta. Now, seven years later, he had a renewed determination to rediscover it.

Beginning his journey on Chinese ROM sites, Simon soon came upon a lone Geocities page. It was here where he located the rather a inconspicuous file named ‘MD8123.smd’ – uncovering the syntax of which provided valuable insight into the file’s origin and identity.

‘MD’ stood for Mega Drive, ‘8’ represented an eight-megabit file, ‘123’ identified the file as the 123rd in its sequence and the ‘.smd’ extension identified it as a file created by a Super Mega Drive – a piece of hardware with the ability to extract a Mega Drive cartridge to floppy disk. It was only when he came to load the file that its true identity was revealed. Simon Wai’s memories came flooding back in an instant.

(Read more on RetroCollect.com.)

Be sure to visit MegaBites soon, as we have a further set of ‘mega’ exciting posts lined up, which you simply will not want to miss!

Developer Profiles, Memories, Retrospectives

Sega’s Soccer Secret – Revealed

world-championship-soccer-2-cover-secretIn July 2008, the metaphorical hammer went down on a rather unique eBay auction – one in which UK collector Stewart Greenwood parted ways with precisely £751.99 for, what has now come to be regarded as, one of the Mega Drive’s most sought after PAL releases. You’d be surprised to hear that this title was no limited edition box set, nor was it encrusted in gold. As a game that was originally pushed by Sega for a lightning-fast release, it sadly faded into oblivion at an equally rapid pace. As such, key information about this title has since been lost or shrouded in the utmost secrecy – until now. With exclusive input from the game’s Artist, Stoo Cambridge and Producer, Wallace Poulter, MegaBites presents the secret story of World Championship Soccer 2.

Released to coincide with the 1994 US football World Cup, World Championship Soccer 2 provided the gamer with a tournament-accurate choice of 32 international teams. With options for fully customisable tournament lineups and team formations, the game also provided a 16-bit-tastic menu soundtrack and the very best in 90s in-match music. In a rather interesting touch, World Championship Soccer 2 also provided the opportunity to go back in time to relive the past glories/disappointments of the 1990 and 1986 World Cup tournaments.

A little known fact…

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Although World Championship Soccer 2. Was branded under the Sega Sports name, it is a little known fact that the gaming super-giant had very little input when it came to the game’s development. A quick glance over it’s contributors reveals a credit for the ‘Mystery Chefs’ – a pseudonym that hides the true identity of the creative minds behind the game. But who were they?

World Championship Soccer 2’s development process was conducted by one of the era’s most successful British software houses, one that had firmly demonstrated its capabilities in producing pixel-perfect football titles, quite literally from the top-down. The ‘Mystery Chefs’ were none-other than Jon Hare and Chris Yates. The developer – Sensible Software. Continue reading “Sega’s Soccer Secret – Revealed”

Memories, Retrospectives

MegaBites vs BoxedPixels.co.uk – A Christmas Challenge

Xmas MB BPWhat do you mean it’s Christmas 2013? Where did 2012, 2011 and 2010 go? More to the point, whatever happened to the 90s? I was only just getting started!

As fleeting as time may be and as swift as the passage of time may pass, Christmas 2013 marks a significant milestone here on the MegaBites blog – my 20th anniversary as a Mega Drive gamer.

The 25th of December 1993. It my first day in ownership of the Sega’s black-boxed bombshell – a day overloaded by pixels, platformers and gaming perfection. Such a shame that my little brother got carried away with the sweets and vomited down the cartridge slot. But let’s not dwell on that little saga.

As I pondered how I might celebrate this Christmas on the MegaBites Blog, I received a rather interesting Christmas request from a fellow blogger – one with a passion for a console that evokes such venomous rivalry, I can barely bring myself to write its name in full-sized text. This blogger was Julian Hill, the owner of BoxedPixels.co.uk – a website dedicated to the Super Nintendo. That’s right, the Super Nintendo. .

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Boxed Pixels: MegaBites, my Sega-gaming nemesis, it’s Christmas once more – a time of goodwill and cheer to all. This in mind, I thought I’d transform you into Kris of Super Play fame. How do you like your new look?

MegaBites: Kris? Super Play? Wasn’t that a Super Nintendo magazine?

BP: It’s what people had instead of blogs twenty years ago. Although, it was much more effort as you had to turn these things called ‘pages.’

MB: Perfect, just perfect. Happy Christmas to me and a Merry Mode-7 holiday to you!

BP: I see that this Christmas marks your 20th anniversary as a Mega Drive gamer. Any intention of getting your younger brother to mark the occasion as he did in 1993?
MB: You’ll be happy to know that Christmas 2013 has every intention of a being vomit-free affair. That is, unless you plan on bringing the SNES over…

BP: You leave my majestic white box alone!

MB: You see, although the unfortunate events of that Christmas still haunt me to this day, I fondly remember Saturday 25th December 1993 for one thing – the day my obsession for all things Sega Mega Drive began. That entire day was an epic 16-bit odyssey, one that ultimately shaped my future as a gamer and all round Sega obsessive. How was the 90s Christmas experience from across 16-bit enemy lines?

BP: For me, Christmas was the one time I got to see my games on the big-screen TV – if you indeed consider 22″ to be ‘big’. Donkey Kong Country looked fantastic on it. You’ve heard of Donkey Kong Country right?

MB: Donkey-who?

BP: You know, it’s that game with pre-rendered graphics that would never have been possible on your beloved Mega Drive.

MB: I’m sorry, I must have been too busy eagerly anticipating the blast-processing prowess of Ristar. That’s right blast-processing!

BP: I’ll let you in on a little secret MegaBites, Donkey Kong Country was the last thing I ever got from Father Christmas. For that reason alone, it holds a special place in my heart. Why don’t you give it a go?

MB: MegaBites? Nintendo? Are you mad?… Only if you promise me one thing.

BP: Name it.

MB: I’ll play your Donkey Kong if you play Ristar and write all about it on this blog. Deal?

BP: Deal.

MB: Where’s the sick bags? Continue reading “MegaBites vs BoxedPixels.co.uk – A Christmas Challenge”

News, Retrospectives

Sega Mega Drive/Genesis: Collected Works – The MegaBites Interview

fe9669b582212077de44b89c9e569e3a_largeAs you may have guessed, this site has something of a soft spot for a certain 16-bit console. Whether you know it as the Mega Drive or the Genesis, the chances are you’re equally familiar with the console’s spikey blue mascot, its blast processing prowess and its truly incredible back catalogue. But did you ever hear of its purple-buttoned prototype control pads? Have you cast your eyes upon its hand-drawn pre-development blueprints, or heard the inside story of its incredible hardware spinoffs? (Sega Neptune, anyone?) With these exclusives and more, MegaBites is proud to be amongst the first to reveal Read-Only Memory’s brand new Kickstarter campaign for its latest publication ‘Sega Mega Drive/Genesis: Collected Works’.

From the Mega Drive’s earliest concepts, prototypes, mega-marketing campaigns and incredible rise to global fame, Sega Mega Drive/Genesis: Collected Works is set to showcase never before-seen material and industry insight from those closest to the console’s development and its biggest franchises – an indispensable resource for fans of the Mega Drive and retro gamers alike.

Fresh from the release of Sensible Software 1986–1999 and the title’s subsequent induction into the BAFTA library, MegaBites caught up with Read-Only Memory publishing’s Director, Darren Wall, for some exciting inside information on a project that is ‘mega’ in every sense of the word.

MegaBites: What can you tell us about Read-Only Memory’s new publication?

Darren Wall: It can all be traced back to the time of our Sensible Kickstarter campaign. I was in a meeting that was related to a separate work project. It was linked to a studio who conduct a lot of work with with Sony, as well as Sega. I mentioned to them about how I’d love to do a book on the Sega Mega Drive. The studio passed on the details of our Sensible Kickstarter to Sega.

Some time later, Sega contacted us and subsequently asked us to pitch a concept for a Read-Only Memory Sega publication. I think we were competing for the license against another publisher. We put together a pitch and we were offered the license.
Our next project will be a book about the software and related hardware of the Sega Mega Drive. Continue reading “Sega Mega Drive/Genesis: Collected Works – The MegaBites Interview”

Memories

Early One Christmas Morning…

megadriveFirst launched in Japan on 29th October 1988, the Sega Mega Drive sold almost 40 million units over the course of its history. From Europe, to Japan, Australia, Asia, India, Brazil and North America (where it was called the Genesis, by the way), Sega’s sleek black 16-bit powerhouse was truly in the minds and on the TV sets of gamers everywhere. My relationship with the console began in the early nineties, when I became the proud owner of not one, but two consoles in the space of twenty-four hours. Yes, two consoles. More on that later…

It was five a.m. on the 25th December 1993. I was just nine years-old and had been lying awake in bed for the past hour. I couldn’t get back to sleep. Why? For one, I’d already been gorging myself on the sweets left in my stocking, for the other, I knew this Christmas was going to be different.

Continue reading “Early One Christmas Morning…”