We're back to doujin-games. Released at the "prestigious" Japanese nerd-collective, Comiket 69 in 2005, Suguri is a rather unique horizontal shooting-game, featuring clever mechanics that, while not genre-redefining, allow Suguri to stand on it's own as a solid, if not essential shooting experience.



In the early years of the Nintendo 64, Nintendo had time and time again, touted their new Disk-Drive expansion as the second-coming of Christ himself. The 64DD, as it became known, featured a proprietary re-writable disk format that would allow for customization never before seen - in a Nintendo game, that is.

They promised Zelda 64, which would feature a fully interactive, and totally persistent world, where every minute change you make, be it cutting down trees, leaving footprints, or smashing pots, would be permanent. They promised several sequels to Mario Paint, each one focusing on different elements of design, and utilizing the re writable disk format to store mass-quantities of user-created content. They promised new games, not before possible (on a Nintendo console), including SimCity, and Doshin the Giant (which is sort of like SimCity).

Of course, the 64DD was delayed - repeatedly - ultimately launching nearly 3 years after it's initial projected release-date. Because it was pushed back so far, many of it's killer-apps were ported to the vanilla N64, instead. The combination of numerous delays, and a lack of any true attention grabbers (F-Zero Expansion Kit, aside) the 64DD was a catastrophic failure - it was discontinued quicker than the Dreamcast after seeing only nine games - half of which were expansion to base 64DD games. All of it's ongoing projects were either shifted to the N64, or the then impending GameCube, if not swiftly cancelled outright.

Animal Thugs, despite it's quirky and difficult-to-market nature, was fortunate enough to get resurrected on the GameCube, primed for a Japanese release.... where it bombed - hard.

Nintendo decided it was not worth localizing the game for the western market, after all, if a game is too strange for Japan, it certainly stood no chance in football-watchin', jerky-eatin', America. Atlus disagreed, and in 2002, they published Cubivore for the GameCube in the US... where it bombed.



SegaSonic Popcorn Shop

In today's installment of Hedgehogs Never Tell I'd like to do something completely different.

In 1993, as I've said, countless times, Sonic was the hypest shit. His shit-eating grin graced every imaginable product conceivable - transcending typical gaming merchandise, Sonic got his own Thanksgiving Day Parade float, was emblazoned on commercial jets, and had several concurrent television series. This, of course wasn't enough milk for Sega, who decided to throw their IP into the ring, and tackle the exciting, competitive world of....

Vending machines....


Joy Mech Fight

1993 was the golden-age a fighting games. Major classic franchises - Fatal FurySamurai ShodownStreet Fighter, Mortal Kombat, et al - had dug their tendrils into the minds and hearts of the masses. All the while, Sega was innovating in bold new ways, introducing both the genre and its dedicated fans to the third dimension, with their brand-new IP, Virtua Fighter.

But what about Sega's then rival in the home-market, Nintendo? Without the arcade presence they had in the early eighties, surely Nintendo could not compete with the likes of Capcom, SNK, Sega, and Namco, right?

Yes, you are right.