SEGA/M2 3D Series for 3DS

A place where you can chat about anything that isn't to do with games!
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

SEGA/M2 3D Series for 3DS

Post by GSK »

(and other games, too! Super Hang-On (AC), Sonic, Altered Beast (MD), Ecco the Dolphin, Shinobi III, Streets of Rage)

So, Sega first announced this series of stereoscopic 3D ports/remakes for JP 3DS towards the end of last year, and now they've finally given us release dates for the international releases:
3D Space Harrier, 3D Super Hang-On – 11/28/2013
3D Sonic The Hedgehog, 3D Altered Beast – 12/5/2013
3D Ecco the Dolphin™, 3D Galaxy Force II – 12/12/2013
3D Shinobi III, 3D Streets of Rage – 12/19/2013
(eShop-only, $5.99/€4.99/£4.49 each.)

The ports/conversions have been handled by M2, whose pedigree I'm sure you're all aware of, and the Japanese response to all of these re-releases has been very positive. There's a common set of features between all the games--save states, button configs, sound tests, etc--as well as options specific to each format; the MD games have a pretend-CRT screen mode, for example.

With that in mind, I figured I'd go over the two STGs, Galaxy Force II and Space Harrier, and explain what they've added/included for the 3D versions. (I haven't experienced either of them first-hand, mind you...)

GALAXY FORCE II (official site here)

-This version of the game is based on "Galaxy Force II NEO" from M2's Sega Ages release for PS2, which includes retouched/redrawn graphics and readjustments for widescreen, but you can unlock a more arcade-faithful version by clearing the game once (or just reaching the ending, you can even save-state if you have to).

-Includes one save-state and allows you to save one replay which can be watched in slow motion.

-You can move with the circle pad, d-pad or touch screen; there's also a full button config (including inverted movement), and you can even use the Circle Pad Pro as a makeshift accel/decel throttle.

-There are dipswitch settings for energy depletion speed, shield strength, initial starting energy and difficulty.

-There are three standard screen options (4:3/16:9/16:10--correct me if I'm wrong!) plus a virtual cab mode that adds a cabinet overlay to the screen and even simulates the movements of the original cabinet. (You can toggle between DX/Super DX cab simulation and even choose a different background overlay that depicts the environment outside of the cabinet, sheesh.)

-Sound options let you set the volume levels for music/SFX, and there's a toggle for the SFX generated by the movement of the virtual cabinet. You can also toggle the extra BGM jingle for Marc Land, if that's something that really bothers you.


SPACE HARRIER (official site here)

-This version is based on the arcade original, of course, but they've thrown in the X68000-exclusive boss "Haya-Oh", which can be accessed by clearing stage 18 without dying. Runs at 60FPS, I believe.

-Three-credit default, but defeating Haya-Oh unlocks a freeplay option. You can begin from any stage you've previously played, and it records scores for individual stages.

-Includes one save-state and allows you to save one replay which can be watched in slow motion.

-You can move with the circle pad, d-pad or touch screen; there's also an option to invert movement, and you can choose between a few different rates of autofire.

-There are dipswitch settings for difficulty, starting lives and extends, as well as a 60-second time trial/caravan mode (was this in the original? I honestly can't remember).

-There are three standard screen options (4:3/16:9/16:10--correct me if I'm wrong!) plus a virtual cab mode that adds a cabinet overlay to the screen and even simulates the movements of the original cabinet. (There seems to be a few different bounding box settings for character movement, too.)

-Sound options let you set the volume levels for music/SFX, and there's a toggle for the SFX generated by the movement of the virtual cabinet. The sound test also features an equaliser setting that lets you adjust individual sound channels.


Anyway, I figured some of you dudes might be as eager to play these re-releases as I am (GFII in particular). There's a decent number of screenshots on each page, so check 'em out and let me know if you think I've overlooked/missed anything important. Enjoy!

(mod edit - moved to off-topic, rail shooters)
Last edited by GSK on Fri Nov 29, 2013 2:05 am, edited 2 times in total.
User avatar
BrianC
Posts: 9040
Joined: Wed Jan 26, 2005 1:33 am
Location: MD

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by BrianC »

GSK wrote: -This version is based on the arcade original, of course, but they've thrown in the X68000-exclusive boss "Haya-Oh", which can be accessed by clearing stage 18 without dying.
oh cool. I didn't know Haya-Oh was in the X86000 version. He wasn't exclusive to that version. He's also the last boss in the SMS and Famicom versions (the latter seems to be based on the SMS version, right down to lazy music that doesn't take advantage of the NES/FC sound chip). I'm excited that the SEGA 3D series games finally have dates. I'll probably go for the Super Scaler ones first, though I wouldn't mind good portable versions of Sonic 1 and Shinobi 3 either.
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by GSK »

GSK wrote:oh cool. I didn't know Haya-Oh was in the X86000 version. He wasn't exclusive to that version. He's also the last boss in the SMS and Famicom versions (the latter seems to be based on the SMS version, right down to lazy music that doesn't take advantage of the NES/FC sound chip).
Oh, fair enough. I knew the 8-bit versions all had their own little changes/additions but I've never been able to play any of them for long enough to find out what they are.
User avatar
MathU
Posts: 2172
Joined: Thu Jun 28, 2007 11:13 pm
Location: Paranoia

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by MathU »

This is the exact sort of thing I've been hoping to see more of on the 3DS. A 2D game taking advantage of the stereoscopy for beneficial depth perception. Now we just need Rayforce/Vertical Force/Soukyugurentai ports...
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
User avatar
Ed Oscuro
Posts: 18654
Joined: Thu Dec 08, 2005 4:13 pm
Location: uoıʇɐɹnƃıɟuoɔ ɯǝʇsʎs

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by Ed Oscuro »

The 3D effect remains a disincentive for me to buy - I am sure that won't be the case for all others of course.

I sincerely hope that they would follow this up with a release of Planet Harriers or hopefully updates to Space Harrier 2. But perhaps there is some reason to be optimistic on the Planet Harriers front, as Sega has given some quite obscure games ports on various recent systems. Gunblade NY & LA machineguns for Wii, anybody?
User avatar
ProcoTaito
Posts: 140
Joined: Sun Sep 18, 2011 3:57 pm
Location: Silverhawk
Contact:

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by ProcoTaito »

I'm gonna be playing that 3D Galaxy Force II HARDCORE!
I'm excited! :)
A Silverhawk pilot says....
I always wanted a thing called tuna sashimi!!
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by trap15 »

Ed Oscuro wrote:The 3D effect remains a disincentive for me to buy - I am sure that won't be the case for all others of course.
??? It's not required or anything. You can turn it off no problem :?
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
User avatar
ProcoTaito
Posts: 140
Joined: Sun Sep 18, 2011 3:57 pm
Location: Silverhawk
Contact:

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by ProcoTaito »

For me personally, I think I'll be grabbing Space Harrier, Super Hang-On, Galaxy Force II and Sonic.
These are gonna be some great games for my 3DS XL! :D
A Silverhawk pilot says....
I always wanted a thing called tuna sashimi!!
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by GSK »

Ed Oscuro wrote:The 3D effect remains a disincentive for me to buy - I am sure that won't be the case for all others of course.
The people who've played GFII3D tell me it's the best stereoscopic 3D on the system, for what it's worth, and it doesn't adversely affect the framerate like it does for so many other games.
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by GSK »

Impress Watch did a bunch of interviews with Okunari/Horii concerning these 3DS remakes; Sega has just translated the first one concerning Space Harrier, so check it out!

http://blogs.sega.com/2013/11/25/sega-3 ... eloper-m2/

EDIT: added the direct link to the Sega blog
Last edited by GSK on Wed Nov 27, 2013 5:06 am, edited 1 time in total.
User avatar
MathU
Posts: 2172
Joined: Thu Jun 28, 2007 11:13 pm
Location: Paranoia

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by MathU »

Oh boy, I always wanted an interview with M2. These guys are golden, they really showed a great understanding for what make classic game series good with Konami's Rebirth series of games.
Of course, that's just an opinion.
Always seeking netplay fans to play emulated arcade games with.
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by GSK »

Space Harrier (and Super Hang-On) are out now, get at 'em.
User avatar
R79
Posts: 161
Joined: Thu Feb 02, 2012 5:10 pm
Location: England, East Coast.

Re: SEGA/M2 3D Series for 3DS: Space Harrier/Galaxy Force II

Post by R79 »

Not really clear right now how much longer 360 XBLA will go on for, but one game that would really close this gen on such a dreamy nostalgic high for me, would have to be AM2's VF3. They could wack a high price on it too, like Soul Calibur II has, if the net-code and lobby options are the same as Final Showdown's! :idea: 8)
Image
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS

Post by GSK »

Oh well, now that this thread is no longer in the STG forum, I might as well turn it into a general discussion thread on the 3D Series generally.

Here's the Okunari/Horii interview for Super Hang-On:

http://blogs.sega.com/2013/11/27/sega-3 ... eloper-m2/
User avatar
Obiwanshinobi
Posts: 7470
Joined: Sun Jul 26, 2009 1:14 am

Re: SEGA/M2 3D Series for 3DS

Post by Obiwanshinobi »

Can 3DS even do 60 fps in 3D mode?
Surely deserves OutRun. What doesn't?
The rear gate is closed down
The way out is cut off

Image
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: SEGA/M2 3D Series for 3DS

Post by trap15 »

It can. The 3D mode requires two times the GPU power (and some extra CPU power) though, so it's not like it's super easy to do, but it's possible.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
User avatar
Skykid
Posts: 17655
Joined: Sun Nov 18, 2007 2:16 pm
Location: Planet Dust Asia

Re: SEGA/M2 3D Series for 3DS

Post by Skykid »

Great news, but why waste time and opportunities porting Ecco. :?

I'm sure there was a much better alternative.
Always outnumbered, never outgunned - No zuo no die

User avatar
BrianC
Posts: 9040
Joined: Wed Jan 26, 2005 1:33 am
Location: MD

Re: SEGA/M2 3D Series for 3DS

Post by BrianC »

Skykid wrote:Great news, but why waste time and opportunities porting Ecco. :?

I'm sure there was a much better alternative.
I wish M2 would did another port of the System 16 Fantasy Zone II or a Super Scaler remake of Space Harrier II instead of porting Ecco.
wariomona
Posts: 93
Joined: Wed Jun 09, 2010 10:17 pm

Re: SEGA/M2 3D Series for 3DS

Post by wariomona »

Either I suddenly got multiple times better at Space Harrier or the 3d/touchscreen control combination makes it way easier than it used to be.
...unless the default difficulty on 3DS isn't the default arcade difficulty?
Image
User avatar
BareKnuckleRoo
Posts: 6651
Joined: Mon Oct 03, 2011 4:01 am
Location: Southern Ontario

Re: SEGA/M2 3D Series for 3DS

Post by BareKnuckleRoo »

trap15 wrote:It can. The 3D mode requires two times the GPU power (and some extra CPU power) though, so it's not like it's super easy to do, but it's possible.
What, seriously? That's a complete waste of processing power for a stupid graphical gimmick, imo.
User avatar
nZero
Posts: 2608
Joined: Wed Jan 26, 2005 1:20 am
Location: DC Area
Contact:

Re: SEGA/M2 3D Series for 3DS

Post by nZero »

BareknuckleRoo wrote:What, seriously? That's a complete waste of processing power for a stupid graphical gimmick, imo.
Of course, it needs to render the same scene twice from a different perspective for the 3D effect. I think they were hoping that it would be used for more than just a "stupid graphical gimmick." So, theoretically, if the scene is simple enough to render at a stable 120fps (and without the benefit of any clipping and culling optimizations from fixing the camera) then it should be able to deliver a 60fps 3D display.
Image
User avatar
BrianC
Posts: 9040
Joined: Wed Jan 26, 2005 1:33 am
Location: MD

Re: SEGA/M2 3D Series for 3DS

Post by BrianC »

The 3D is also the reason why games like Space Harrier 3D and Outrun 3D on the SMS have such a low frame rate. Despite this, I actually like Space Harrier 3D SMS quite a bit, and prefer it over Space Harrier II. A remake of Space Harrier 3D SMS done Super Scaler style with 60 FPS would be awesome.
Either I suddenly got multiple times better at Space Harrier or the 3d/touchscreen control combination makes it way easier than it used to be.
...unless the default difficulty on 3DS isn't the default arcade difficulty?
The interview made it sound like the former is the case, though I'm doing just as bad as I do on other versions, even with the 3D on. It's definitely not like the GBA one where the aim of the bullets is off. Also, the touchscreen is rapid fire only, so that could be making things easier, as well.
Stealthlurker
Posts: 324
Joined: Sun Nov 05, 2006 10:05 pm
Location: San Diego, CA USA

Re: SEGA/M2 3D Series for 3DS

Post by Stealthlurker »

Skykid wrote:Great news, but why waste time and opportunities porting Ecco. :?

I'm sure there was a much better alternative.

Exactly. Like um... Afterburner?!!

.
User avatar
Specineff
Posts: 5768
Joined: Wed Jan 26, 2005 12:54 am
Location: Ari-Freaking-Zona!
Contact:

Re: SEGA/M2 3D Series for 3DS

Post by Specineff »

Interesting, but the lack of physical release turns me off.
Don't hold grudges. GET EVEN.
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS

Post by GSK »

BareknuckleRoo wrote:
trap15 wrote:It can. The 3D mode requires two times the GPU power (and some extra CPU power) though, so it's not like it's super easy to do, but it's possible.
What, seriously? That's a complete waste of processing power for a stupid graphical gimmick, imo.
I don't think it's quite as demanding as that, at least not after some of the more recent firmware updates, but I'm not directly placed to comment on any of that stuff anymore so I don't really know for sure.

What really bothers me about the relative lack of 60FPS 3D games is that stereoscopic 3D works a hell of a lot better at a higher framerate--it looks better and less conspicuous, and it's less fatiguing over long periods of time--but because it's not something you can share in a screenshot or even a trailer, it has little promotional value to anyone who doesn't already understand the huge difference it makes (or even people who understand it intellectually but haven't already witnessed the difference for themselves).

The new Zelda game is 60FPS 3D and it seems to be getting a lot of praise in that respect, so maybe other devs will finally start taking it seriously.
User avatar
trap15
Posts: 7835
Joined: Mon Aug 31, 2009 4:13 am
Location: 東京都杉並区
Contact:

Re: SEGA/M2 3D Series for 3DS

Post by trap15 »

BareknuckleRoo wrote:
trap15 wrote:It can. The 3D mode requires two times the GPU power (and some extra CPU power) though, so it's not like it's super easy to do, but it's possible.
What, seriously? That's a complete waste of processing power for a stupid graphical gimmick, imo.
What else is it going to do? Magically render two viewpoints at the same speed as rendering one? Think, yo.
@trap0xf | daifukkat.su/blog | scores | FIRE LANCER
<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
GSK
Posts: 665
Joined: Tue Jan 29, 2013 6:44 am

Re: SEGA/M2 3D Series for 3DS

Post by GSK »

Altered Beast (MD) and Sonic drop tomorrow; here's the M2 interview on Sonic:

http://blogs.sega.com/2013/12/03/sega-3 ... eloper-m2/
dcharlie
Posts: 1216
Joined: Tue Jan 23, 2007 1:18 am

Re: SEGA/M2 3D Series for 3DS

Post by dcharlie »

Altered Beast (JPN version) defaulted to you being the bear on every level - you had to change the option
"I've asked 2 experts on taking RGB screenshots...."
User avatar
null1024
Posts: 3823
Joined: Sat Dec 15, 2007 8:52 pm
Location: ʍoquıɐɹ ǝɥʇ ɹǝʌo 'ǝɹǝɥʍǝɯos
Contact:

Re: SEGA/M2 3D Series for 3DS

Post by null1024 »

Bought Sonic 1 3D. The effect is neato. Sonic seems to fall through things a lot though, like if this was Sonic 3 and you were holding down while going fast.

The real disappointment is that it's Sonic 1, which can be played on practically anything. It is one of the most ported/emulated Genesis games ever. Maybe one of the most ported games in general ever.
Come check out my website, I guess. Random stuff I've worked on over the last two decades.
User avatar
mosey
Posts: 149
Joined: Mon Sep 09, 2013 9:06 am
Location: Phoenix, AZ

Re: SEGA/M2 3D Series for 3DS

Post by mosey »

Skykid wrote:Great news, but why waste time and opportunities porting Ecco. :?

I'm sure there was a much better alternative.
Because it is a terrifying nightmare game, of course.
Post Reply