Overhauling the Sega Astro City – Part 2, audio amplification and fans

I’ve already got the ball rolling in part 1 of this series, so let’s move on to part 2 – audio amplification and fans.

In line with the previous post, I want to add a way to have a stereo amp in the cabinet to take care of line-level sources and enhanced stereo sound (e.g. Naomi, CPS-II, Sega Model 3, etc). So, in the spirit of making the cab as universal as possible, I need to look at adding in a small amp that can be switched on or off as required, and be able to direct either amplified sound off the JAMMA cable or amplified stereo output as required. So, this is what I’ve come up with:

Audio wiring

It’s not all the difficult – I’ll need to rewire the 4-pin connector that goes from the speakers at the top of the cab so that they’re separated into stereo channels, then create a little switch to roll between a split dual-mono amplified output (from the JAMMA harness) or stereo output from the stereo amp, which in turn is powered off a 12v source (with switch to control when it’s on) and grabs its input directly from the PCB (Naomi, Model 2, etc).

This then means the audio can be setup in the cab when inserting a new board. All I’ll need are a pair of stereo RCA cables to run form the CPS-II or Naomi boards (and make a stereo RCA adapter for the Model 2/Model 3 boards) and run them off a pair of 12v mono amps I already have around the place, and I should be good to go.

The other addition I’d like to add is a stereo controller I can mount on the cab to adjust the output before it goes to the speakers as required – there’s currently a cheap knob the previous op added to give this kind of functionality, but it’s not a true stereo actuator, and doesn’t do much except distort the audio :P

Of course, the great thing with this setup is that it won’t cost much at all to add this kind of functionality. To make it clean though, I’ll plonk the lot into a small project box and mount everything inside it. This way, I can use the same project box to run a 12v switch to selectively power the 12v fan I got with my Model 3 kit before. And to make sure I don’t mangle my hand again, I’ll also grab a pair of 120mm fan guards to avoid any more stupidity :)

Thus ends part 2 – part 3 will deal with the lovely scope creep and deciding what to do with my monitor :D

To keep track of the whole project, just use the Sega Astro City Overhaul tag – the whole series will be added to it over time.

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Overhauling the Sega Astro City – Part 1, power supplies

I’ve been meaning to write something up on this long-winded project for a while now, so here I go – not sure how many parts there’ll be to this job, so we’ll just have to wait and see :)

I’ve recently been looking at the existing setup inside my Astro, and can’t help but feel that it needs some work. The wiring is a bit of a rat’s next at times, I don’t know where all the cabling’s going, I’ve had to beef up to wiring on the 5v connections to increase the PSU’s output, the PSU itself is on the way out, as is the existing arcade monitor.

Where things got to a bit of a head was with regards to power issues – I’ve recently grabbed a Naomi and currently have a couple of Model 2 and Model 3 boards that need a reasonable amount of juice on tap. So, I figured that maybe I should investigate rewiring the way the power supply worked. The problem here was finding a power supply that couple happily take everything from a mid-80s PCB all the way through to resource-hungry Model 3 and Naomi setups. This left me with two options:

Option 1 – Parallel PSUs

Parallel 3 PSU wiring

In this case, I’m taking the 240v AC supply, chaining it across my existing 15A arcade PSU, chaining it to another 15A PSU and finally chaining it to a 3.3v PSU I bought a while back. From here, I then wire it to a distribution block, which connect to suit Naomi, Model 2/3 or JAMMA.

The pros with this is that all I need is another PSU (cheap and accessible), it runs off 240v (no need to run it through the transformer), and doesn’t require too much tomfoolery.

However, against this is – will it actually work on games that need a full load? What if one fails? Is it really safe to be mixing too PSUs together to get this kind of power distribution.

This then leads to option 2:

Option 2 – Dedicated PSU

Sega SUN PSU wiring, original plan

In this case, the aim is to grab a Sega Sun power supply, since they are great pieces of kit and are certified to power anything you can throw at them.

There are some challenges with this – cost (they’re more expensive and more difficult to get locally), only 110v (therefore would require some extra work on hooking it into the transformer), no -5v output.

In the end though, I decided to go for the above setup – fork out the extra for the PSU, grab a Negatron to introduce a true -5v connection where necessary for older boards, and run them all off a distribution block.

However, after chatting with some more experienced arcade builders, I decided to change the model a little – instead of having a big distribution block, I decided to simply create a handful of male JST plugs for each connection (e.g. JAMMA, Model 2/3 and use standard cabling for the Naomi) and hook them directly into the JST power plugs on the PSU. The following is the final run:

Sega SUN PSU wiring, take 2

So, I figured if I was going to start rewiring some areas of the cabinet to accomodate the PSU and make the whole setup more universal, there are two other factors to consider – amplification for line-level sources and getting the 12v fan from the Model 3 setup up and running when needed – you’ll see these (as well as switches to accomodate them and the Negatron when needed) have been added to the above diagram.

But I’ll stop here before I get too carried away – part 2 will deal with more of the planning behind this project.

To keep track of the whole project, just use the Sega Astro City Overhaul tag – the whole series will be added to it over time.

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PAL Sega Mega Drive colour correction – 60hz in full colour in RF, composite and S-Video!

A few years back, with the help of the regulars at the NFG forums/GameSX (in particular, Viletim! was instrumental in helping me with this), I was able to put together a relatively simple method for getting 60hz in full colour out of a PAL Mega Drive when output via RF, composite and S-Video, and a method that still kept the full colour signal even if switched back to 50hz on the fly. Apologies in advance for some of the pics, but I hope other modders find this one useful. The other essential resource for getting this happening was Charles McDonald’s Home Page, so huge thanks out there as well.

Equipment needed:

  • 4.43mhz crystal oscillator (WES Component # QXO-1100, source [Australia])
  • Thin-gauge wire
  • Soldering iron (15 or 25 watt – I use the latter, but 15w ones are better I’m told)
  • Solder and desoldering wick (if you stuff up)
  • Stanley knife or something sharp to cut PCB traces
  • Screwdriver (d’uh!)

Disclaimer

You mod your machine at your own risk. Myself nor anyone else is responsible for YOU modding YOUR Mega Drive/Genesis. If your machine doesn’t work as a result of this, don’t blame me – you do this mod at your own risk.

Intro

Throwing a 50/60hz switch is easy to do on a Mega Drive – for PAL gamers, the problem is to get it to output the 60hz signal in colour. Providing you have a telly that can accept RGB via SCART, this is a non-issue – the RGB feed comes out great regardless of whether its in 50hz or 60hz. Should you have a 32X, you’re also set – the a/v-out on the 32X cleans up the 60hz colour issue, though apparently some early model Mega Drives still have issues despite this.

So, if like myself and plenty of others you don’t have a SCART socket on your telly or a 32X, this mod will show you how to fix up this arse of a fault in your PAL Mega Drive and get it to output 60hz as a proper PAL60 signal, whether it be via crappy composite leads or a custom-built s-video connection. Props out to viletim! from the NFG Games forums who came up with the solution btw – we in the community owe this one to him! Note this was all done on an original model PAL Mega Drive, not model 2 or 3 or what-not; your console may differ from mine, so you mod your machine at your own peril.

Step one: Disassemble Mega Drive

This one’s pretty easy so I won’t go into it – disassemble the whole lot, including the heatsink and everything. We want to be able to take the PCB (printed circuit board, or the board that is the guts of the Mega Drive) entirely out off the case to get to the underside of the PCB itself. If you know your way around the Mega Drive, you could probably skip taking the heatsink off the board itself if you know where the CXA-1145 chip is; otherwise, remove it.

Step two: locating the chip

The aim of this mod is to feed a new signal onto pin 6 of the Mega Drive’s CXA-1145 chip to get it to generate a colour picture when it’s running in 60hz. Obviously to do this we’ll need to find the chip. The CXA-1145 (or the Irony Chip as I call it – “It’s a Sony”) is located on the top left-hand side of the PCB underneath the poxy RF mod we all used in the 90s owing to our crap-tacular tellies. See the image below for a general guide:

Full view of the PCB - ignore the wiring from the language and 50/60hz switches

Or for a dodgy close-up view, here’s this:

Close-up of the CXA-1145... not that you can read the text in this photo

Our victim will be pin 6 of the CXA-1145, which is the oscillator input. Apparently anyway. Viletim! said it was, and my crap understanding of schematics reckons that’s what its called, so we’ll call it that. You could also name the pin the “Mr Bob” pin or “I wish I were as cool as Sauceman” pin for all I care (“Kloppy is a champ” pin is another), as long as you use pin 6, it’s all good. To work out which is pin 6, count from the bottom-right of the chip if you’re looking at it normally, or in the above image, the bottom left-hand side (the one with a little ‘1′ printed on the PCB) and count up six pins… or just use the above image as a guide and count to the right. It’s all good.

Step three: Cutting the trace

Now we’ve located the chip and the pin, we need to turn the board over so we can attack it with a stanley knife or equivalent cutting device (I’ve heard of x-acto knives or somesort being talked about in the past – whatever, as long as you can use it to cut a trace on the PCB). You could use pin 1 as a guide and count up then follow the traces from pin 6 through a capacitor and a resistor to get to the point we need, but thanks to the power of the intarweb [sic] and some schematics available online, we can use the references to the capacitors and resistors to work out what we’re supposed to cut.

You’ll need to look for ‘C28′ and ‘R23′ – see below:

Underside of PCB, C28 and R23 highlighted

Now, the astute observer will notice that there is a thin trace that runs off the resistor and continues along its merry path to the 315-5313 IC8. What we need to do is cut this trace AFTER its followed the resistor – see below for an example:

Underside of PCB - trace cuttination - theory

And for your reference, here’s what I did:

Underside of PCB - trace cuttination - reality

Make sure you do this carefully and DO NOT cut any of the other traces nearby. Good lighting and a steady hand makes a really big difference here – be patient cut the trace all the way through. You’ll know you’ve severed it when you can see the green trace all gone and the core of the circuit board is visible; you know, the light brown stuff. If you don’t cut it all the way through, the mod won’t work correctly. If you accidently cut the wrong trace or damage a nearby one, make sure you bridge it – GameSX has some good guides to this, so visit their website for more info.

Step 5: Wiring the oscillator, part 1

Okay, before we get into soldering to the PCB, let’s get our oscillator ready to go. All this is based on the assumption you’re using the WES component # QXO-1100 that I used; I’m assuming you could substitute it for something similar, but you do that at your own peril. I’m just following what was suggested to me.

The image below is of the oscillator’s specs from the catalogue:

QXO-1100 specs

You’ll note that there are 4 pins and that it has rounded edges, the exception being the one labelled ‘NC’ or ‘not connected’ which was a straight edge – this is important so we know which pins require what in order to operate. The + pin requires 5v that we can draw anywhere from the board, and the – pin requires a ground connection that we can also grab from the board. The out pin is the bit that sends out the signal we need, and consequently is the pin we need to connect to the PCB point we’ve just cut. The nc pin isn’t connected, and we use the straight corner to work out how we wire everything up.

How you wire it is up to you – I threw it onto some veroboard and soldered to the underside of it, but looking back I probably didn’t need to. Since it can be a little squeezy inside the Mega Drive’s case, I wired everything so I could have it sitting in the space beside the PCB when I put the console back together, hence why I used long lengths of wire. There may be better options out there, but I figured that’d do for now.

QXO-1100 mounted on veroboard, corner indicated

With that out the way, let’s actually get to work.

Step 6: Wiring the oscillator, part 2

Okay, let’s do the deed. First up, wire the + and – points – I used the ground pin on the CXA-1144 (pin 1) to get my – bit, and tapped the 5v point over on where I set up my 50/60hz and language switches (see below for images – I’m pretty sure I tapped JP2 for it). I think the CXA-1145 has somewhere where you could tap 5v, but I was too lazy to work it out :P Grab some appropriate lengths of wire (as you can see below, I used reasonably long lengths for where I was going to let the oscillator sit), strip the ends, tin the tips and get to work on the + and – points.

Next, we have to get the output from the new oscillator to feed into the CXA-1145 – you could either solder directly to the trace, or do the lazy method and solder to the pad the resistor is sitting on that runs along the trace (in the pics below, it’s the one to the right, or the one the trace runs off). Just don’t get too carried away and f&*% up the resistor, otherwise you’ll have to repair or replace it. The following images show how I hooked everything up:

Wiring up the oscillator, 1
 
Wiring up the oscillator, 2
 
Wiring up the oscillator, 3

Step 7: Finishing up

Well, that’s the bulk of it done. Use electrical tape on the connections to make sure you don’t stress the joins you’ve made, then wrap a layer of electrical tape around the chip to make sure nothing causes a short anywhere. Reassemble and don’t pull on those wires! I plonked mine near the headphone bits ’cause there was room there.

QXO-1100 taped and attached to the casing

Step 8: Test it!

Test your Mega Drive and hopefully it works! I tested all my PAL, US and Japanese games and they worked fine. You’ll find that when you swap between 50/60hz there’s a lag of about 1-second before it gets the colour right, but that just be my display device. Otherwise, it’s all good. I’ve tested this in composite and s-video connections and had total success. I’m not sure if this will screw around with the RGB signal, so if it does and you want to reverse it, desolder everything and bridge the gap you created when you cut the trace coming off pin 6 on the CXA-1145. I’ve posted previously about running this same Mega Drive through a RGB to component transcoder and had good results, but running it natively on a TV with RGB via SCART? Haven’t tried it. Should be fine, though.

And that’s it! Good luck, and feel free to leave comments if you have any questions, or fire across an e-mail via the Contact page. If you want to view the lot, you can do so via the gallery.

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Retro Core Summer Special 2010 – coming in August!

I was just over at Segagaga Domain and read that Yakumo’s working on a 2010 follow-up to the excellent 2009 summer special he put together! This make me very excitied, as I’ve been a fan since discovering the show shortly after getting broadband back in… 2005 or 2006. I’ve waxed lyrical about Retro Core before, and it’s awesome to see another special on the way :)

Expect a review once it’s out :)

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Getting component video out of a Sega Mega Drive (works for other RGB signals as well!)

Sega Mega Drive hooked up to the transcoder

This topic has come up a few times on one of the forums I frequent so I figured it couldn’t hurt to post a quick how-to if anyone else is interested in a no-solder solution for getting component video out of a Sega Mega Drive, something that’s particularly handy if you have display devices that can’t take RGB via a SCART cable (like yours truly!).

The concept’s simple – grab a RGB signal out of the Mega Drive, run it through a transcoder, display on your TV. The trick was finding a box that could do it, as a simple input converter won’t do the trick, you need to transcode the signal on the fly for it to work. Previously this has been a bit pricey to do, but with eBay and other stores flooded with a stack of RGB to component (or YUV if you prefer that acronym instead) converters, it’s not too difficult to track one down, especially following GameSX’s excellent wiki entry on the CSY-2100 chipset.

So, on with the simple tute – grab a decent RGB SCART cable (I got mine from an eBay seller in the UK called pcenginesales, excellent product, price and service), ensuring the cable’s carrying RGB and not just composite video, a transcoder (mine came with a UK 12v AC adapter, so I just added a power point converter to it since we run 240v locally as well), three RCA cables (colour coded if it helps, I had a spare set of composite AV cables that did the job fine) and an extra spot on your power board for the AC adapter.

As for method, dead easy again – plug the SCART cable into the rear of the Mega Drive, fire the other end into the SCART input on the transcoder, connect your RCA cables into the transcoder’s YUV outputs, then run them to your TV/AV receiver/etc.

The end result is an extremely clean and beautiful picture that gives an indication of what a true RGB signal can look like as a component video output. I’ve posted some comparison shots below that go some way to demonstrating the improvement, but you really need to see it to believe it.

And as an added bonus, flicking the Mega Drive into 60hz won’t affect the colour output, as the transcoder’s grabbing the signal from the RGB outputs on the CXA1145 encoder and not the signal from the composite output. While you can go to town on the Mega Drive’s internals to get colour output on RF/composite/s-video output (I’ll add a tute on how to do that in the not too distant future), this is a simple no-solder solution that gives great video quality. It’ll of course cost a bit more than doing the internal mod, but I love the results.

I did notice that at times the colour flickered a little on my unit, but I had a hard-wired composite connection I added to the back of my Mega Drive, and once I hooked that into my switchbox for the hell of it, the flickering via the component video stopped. Not sure the issue – could be noise from the transcoder or switchbox, weird pulses in the Mega Drive due to the mods I added to get colour in 60hz via composite/RF/s-video, might be something else entirely. Probably won’t affect you, but there you go.

For the visual tour, see the gallery below!

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Gaming sessions – 16 November 2009

Erm, I was going through my backlog and realised I had a couple of sessions I forgot to post earlier, so here’s one from November last year, where I demonstrate my rusty Panzer Dragoon 2 skills on the Saturn :D

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Squeenix, why isn’t RayStorm HD available outside Japan on PS3?

RayStorm HD

I don’t quite understand why RayStorm HD isn’t available outside Japan on PS3. So I went and grabbed a pre-paid card and bought a copy through the Japanese store. Probably cost a lot more than it should when you consider the markup assigned to obtaining a Japanese PSN card, but I reckon it was worth it. Plus, I was able to get the Playstation port of Thunderforce V – I’ve played that to death on my Saturn and was always curious what the port was like, so it was a convenient arrangement.

Anywho, Square Enix’s idiosyncrasies aside, how’s the remake? Very nice indeed (as Yakumo over at Retro Core would say!). I haven’t put a stack of hours into it at this stage, just fitting in the occasional session when not hammering through Afterburner Climax or other gear on the PS3. The HD visuals look clean, uncluttered and the 16:9 playfield works really well – this last bit was my biggest concern going into it as breaking out the boundaries of a horizontal shooter already squeezed to a 4:3 aspect ration (rather than tate, or 3:4 ratio) to an even broader ratio may have messed up the balance RayStorm managed to achieve from back in the day.

While the decision to forego any crazy/fancy new effects may turn off the new breed who haven’t spent much time with the original FX-1B version or the Playstation “port” (though the FX-1B shares its hardware design with that of the Playstation, not unlike Namco’s System 11/12 or Capcom’s ZN-1/ZN-2 platforms, hence why I’ve put the word ‘port’ into quotations), I think it’s a very tasteful update to a solid game… though I still prefer the original Layer Section to its sequels (i.e. RayStorm, etc). So instead of having all sorts of filters, high polygon counts, motion blurring and so forth, we’re presented with slightly updated models and textures that reflect the exact same aesthetic as the original, only without jagged polygones or blurry textures. This is especially noteworthy with the low-poly waterfalls in level 3 :)

And that’s pretty much it – there’s an arranged mode and some unlockables to keep things interesting, but probably the best feature introduced to take advantage of the current hardware platform are the leaderboards that not only post your high score (mine will be down the bottom if they register at all! ;) ), but also allow you to save and upload your replays. This is excellent, since it allows rubbish shmup fans (like myself) to see how it really should be done ;) Aside from this, it’s still RayStorm, so if you didn’t like it before, you probably won’t now unless your tastes in gaming have altered accordingly.

The only question left is – why the worldwide snub for PS3 gamers? Hopefully this’ll be rectified in time. The PS3 needs more Japanese shooters on it – I’d love some Otomedius on our machine, as well as the R-Type remake that came out a while ago, then there’s the Naomi ports (like Ikaruga and Triggerheart Exelica), and so on.

Still, we do have the Söldner-X games which are pretty awesome, but I wouldn’t mind sharing with XBLA if PSN can get a couple of those exclusives in return :D

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Afterburner Climax – Game of the Year 2010

23042010-afterburnerclimax

See that blurry picture taken with my camera phone? That’s me purchasing Afterburner Climax on the the 23rd of April. Unfortunately, I’ve been too busy playing it to get around to posting my thoughts on it. Because it truly is that awesome.

But is this just hyperbolic dribble from a Sega fanboy, making the bold statement that this game should qualify as for GotY? Probably. But there’s a method to my madness.

You see, for me there’s a special place in my heart for the classic Sega approach to making a score-attack title. The original two Afterburner games are a double-dose of amazement foe example, and I’ve put more hours than I can count into OutRun. Then you can look at some of spiritual (or actual) sequels to these games that I’ve sunk even more time and money to continue with the classic fix they brought – Galaxy Force, Panzer Dragoon, Gunblade; Outrunners, Power Drift, Daytona, Sega Rally, OutRun 2/2006/Live Arcade (you could even throw Initial D in there as well). Amazing lineup of games that have quantified the definitive arcade experience over the years, and in this sense Afterburner Climax is a completely nonsensical throwback to pickup-and-play mechanics, score attack, increasingly steeper difficulty (arguably unforgiving at times), blue, blue skies and more than a casual nod at Sega’s arcade lineage.

What’s particularly commendable is that the game managed to survive the transition to a home format – I first came across the Afterburner Climax DX cab in… 2008 when checking out one of the few remaining arcades still around the place. The experience was absolutely amazing – having cut my teeth on the Afterburner hydraulic cab back in the day, it was a perfect re-imagining of the original concept but on a modern platform with more current technology.

afterburner-climax-dx-cab

Despite the lack of the fancy-pants cabinet, it’s still a blast to play – hyper-fast, an orgy of destruction and plenty of hat-tipping to the original games, especially the option to swap between the original YM2151 X Board hardware audio and the new soundtrack put together for Climax. There are plenty of unlockables that can alter the difficulty of the in-game experience too, which is handy if you’re rubbish at the game like yours truly and adds extra incentive for playing through the game over and over again.

And even though it’s not difficult to fire through the game in 10 minutes, I constantly find myself coming back to it every time I put the PS3 on. There’s something immediately refreshing about the no-bullshit attitude the game has – this is an arcade experience, and if you don’t like it, bugger off. No stupid tutorials to explain complicated controls, no unnecessary backstory to slow things down (there is a backstory mind, but it never gets in the way of blowing stuff up), barely any frame-drops or tearing, just pure, high-quality Japanese arcade performance gaming.

Welcome back Sega – what took you so long?

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Autumn reminds me of Secret of Mana

Back in 1996, my younger brother and I pooled our money together and bagged ourselves a great little SNES combo – coming to the end of the 16-bit era meant that there were good opportunities to see the other side of the fence for a small outlay (our household was a staunch Sega proponent) and enough time had passed to bury the proverbial hatchet. If memory serves, we put together around $200, which bought us a SNES Killer Instinct pack – SNES console with RF lead/AC adapter, controller, as well as a boxed copy of Killer Instinct (don’t laugh :P ) and an extra controller as a bonus. We’d been thinking about it for a while at that point, as one of my brother’s mates had a SNES and had brought it over a few times and I’d been able to play some Zelda here and there, and one of my mates, McAdam, had snapped up a SNES the X-Mas prior to ‘96 and had introduced me to the awesomeness of a rented copy of Secret of Mana one weekend. To complete the peer pressure, another mate from school got me hooked on Killer Instinct (again, stop laughing!). So, we took the plunge. Or rather, my little brother went away on camp for a weekend, so Mum and I went out to the mall and grabbed a SNES pack, and I picked up a copy of Secret of Mana for myself. The only catch was that I wasn’t allowed to play the SNES or even open it until he came back from his trip. It did make for an awesome Sunday evening of gaming though, and 3:30pm couldn’t come fast enough the next day at school :)

The time of year we got the SNES was when it starts to get a bit of a cold snap in the evening (well, “cold” by Australian standards anyway), so whenever we get a burst of cold like we’re getting at the moment, it reminds me of cranking out the SNES for the first time, and just as importantly, playing Secret of Mana with my brothers.

There was so much about the game that made it special – despite the nonsensical plot thanks to the game’s initial development as a Super CD title, there was so much to love about it. The graphics were pure 16-bit era Japanese development – colourful, charming and packed to the rafters with great animation and flourishes. The music was absolutely amazing – the SPC700 was able to do some amazing stuff, but the quality of the compositions for Secret of Mana were enchanting, especially since my other 16-bit adventures were dominated by the Mega Drive’s synth which didn’t have anywhere near the range of features of the SNES’ audio system (that being said, there’s a particular charm to what some of the better developers were able to pull off with the Mega Drive’s audio setup). But more than all of that, the game was so much fun to play and accessible. While the AI was a bit stupid, playing the game with someone else made it so much more fun and broke down a lot of barriers that surrounded the RPG systems in the 16-bit era. While I was already a JRPG convert thanks to the sublime Phantasy Star 2 (thanks to my brother Miguel on that one, and for starting me on the RPG path with the SSI-developed D&D games on the C64 and PC before that), it was great to see those concepts presented in such a different format. The only bummer is that I never got to play through the game on 3-player mode – my younger brother managed to do this with some of his mates when they rented a multitap from one of the neighbourhood video stores, and he assures me that it was awesome.

As much as I adore this game, there are two things about it that saddens me – first of all, the direct sequel, Seiken Densetsu 3, never got an official English release by Squaresoft (instead we got Secret of Evermore, which while not as polished, actually isn’t too shabby if you can psychologically separate it from the former when playing it). Secondly, all the games since the SNES games have arguably been rubbish. I remember downloading trailers for Legend of Mana on the PSX off Gaming Age on my old dial-up connection and being absolutely gobsmacked by some amazing hand-drawn visuals and sublime audio. Sadly, the final game featured a terrible translation and didn’t carry anywhere near the charm and persistent game world that the SNES games had. Fast forward to the PS2, and we get Dawn of Mana, yet another terrible interpretation of the franchise. Thankfully, the 3-party action-RPG spirit lived on in the excellent Kingdom Hearts games, but even that’s bittersweet – the natural extension of the engine that powered Kingdom Hearts would have made a natural base to build up a living, breathing and colourful world to set a new Mana game that echoed the successes of old. Such a wasted opportunity.

If I could make one last-ditched and naive request to SquareEnix, it would be this – create a HD remake of Secret of Mana with glorious 2D artwork, and tell the story that you originally wanted to tell before the game got chopped apart to fit the limited space of a cartridge. I’m not asking for voice work or anything like that (because in all likelihood it means they won’t make it a bilingual release) or animated cut scenes – 3 players online or offline simultaneously, great music, beautiful spritework, the full story, digital distribution (to reduce costs, though I’d love a physical release). I have a feeling SquareEnix like money, and this kind of project would be a virtual printer of cash. At least in my naive view of the current state of video gaming.

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WTF is with the DRM on Final Fight: Double Impact Capcom?

So, Capcom recently added what I previously thought was a great release of the arcade versions of Final Fight and Magic Sword as a two-game pack on PSN and XBLA. Owning a PS3, I was tempted to grab it as I really like both games and thought it would be fun to play them in the main living room of the house.

However, I just found out that the game pack has DRM built into it, part of which requires you to have an internet connection at all times when you want to play the game (thanks to Kotaku for the great writeup).

What… the… #$%@?

So let’s get this straight – I’ve bought the game, I’m using it on my PS3, my internet connection drops out (very much a frequent thing in Australia, despite the hard work of ISPs like iiNet and Internode, there’s only so much you can do given the infrastructure), and BAM – no game for me.

Or what happens if my ADSL modem kicks the bucket and I have to wait a couple of weeks between grabbing a new one – I can’t play a game I legitimately downloaded?

Or, as one of the comments left by a reader on Kotaku pointed out, in 5-6+ years time and PSN changes or whatever (or for the sake of retro gaming, 10+ years – the PS3 won’t be Sony’s primary platform forever), I can’t play the game?

It’s… beyond rational.

For the record, I have Final Fight on Mega CD, have previously had it on the SNES, enjoyed playing it on the Capcom Classics Collection releases on the PS2 and even own an original CPS1 Final Fight PCB. Despite this, I was still happy to launch more money over at Capcom (and I am a big Capcom fan) to grab this so I have the convenience of being able to play it in my living room with Wifey, who loves a good scrolling fighter.

But not now. No way am I supporting this kind or behaviour from a company that should know better.

The worrying thing is if this viral attitude that presupposes every user is a pirate starts to infect other PSN releases – I actually have quite a few titles I’ve happily purchased over PSN and think it is such a fantastic service, and as a platform it is fulfilling a niche market of simpler, old-school and retro-inspired titles that aren’t commercially viable via a packaged release.

But this is the wrong way forward.

I respect the rights of a developer and publisher to protect their IP. But in return, I expect the developer and publisher to respect me as a consumer. I also expect that, despite the game being a digital release, that I’ll still be able to fire up my PS3 in 10 or 15 years time and play it. I figure that if I can still fire up my Atari 2600, where some of the carts are probably around 30 years old, why shouldn’t I have that same expectation of a game I have purchased for my PS3?

Capcom have some interesting titles on the way, one of which includes a new entry in the Bionic Commando ReArmed series. I bought Bionic Commando ReArmed within minutes of playing the demo because of impressed I was with it, and thoroughly enjoyed playing through the game. The sequel will potentially be a day-one purchase. However, if there’s even a hint that this kind of draconian DRM is going to be present, I’m walking away.

Shame Capcom, shame.

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