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Sonic The Hedgehog - Sega Mega Drive - 1991

By on 19:30


In the early days of consoles, manufacturers decided it would be a good idea to have a video game character as a company mascot.  Not becoming a console owner until the Playstation 2, I had assumed Nintendo's Mario and Sega's Sonic the Hedgehog had always been rivals.  I later discovered this was not the case and that they both made their debut in the arcade a decade apart – Mario as the protagonist in Donkey Kong in 1981, and Sonic in the racing game Rad Mobile.  As an air freshener. 

Later in 1991 Sonic appeared in his own right as the star of Sonic the Hedgehog, ousting Alex Kidd as the Sega mascot.  By this time Mario was already established, having been the main character in several titles (including Dr Mario and three Super Mario games) and a cameo a few others (such as Punch Out!!, Tennis and Golf on the NES).  Importantly, when Sonic the Hedgehog was released on the Mega Drive, Mario had yet to star in a 16-bit game.

Fittingly, Sonic the Hedgehog is a platform game.  Compared to the amply built, moustachioed Italian, Sonic is a lot faster and exudes an impatient attitude.  Pause too long on a level and he puts his hands on his hips and taps a foot. 

The manual says that the mad scientist, Dr Ivo Robotnik, is capturing innocent creatures and turning them into evil robots for whatever reason.  It is up to you to reach Robotniks secret lab, defeat him and save the animals.

The game is set across six zones with every zone divided into three acts.  Each zone has a distinct look and feel.  Green Zone is the one that everyone knows.  It contains loops, springs and several routes through.  I like to zip through the stage a fast as possible whereas my wife likes to take her time and collect all the items (this is the only game she has liked on by blog thus far).  Marble Zone slows things down.  It is a linear stage containing some simple block puzzles and requires careful jumping in parts.  Spring Yard Zone is fast level built like a pinball machine with lots of springs and bumpers.  Labyrinth Zone is a convoluted stage with underwater sections where Sonic has to jump into large bubbles to avoid drowning.  The Star Light Zone has parts constructed like a roller coaster.  Scrap Brain Zone I haven't yet had chance to play properly.
 
An underwater section in the Labyrinth Zone.  Game play is the same only slower.


The aim of each act is to move from the far left of each level to reach the goal at the far right.  Inhabiting the levels are Robitnik's metallic minions.  These can be dispatched using the Super Sonic Spin Attack which involves Sonic rolling into a ball and barrelling into enemies.  It is performed by using the jump button for a high attack and the down button for a low attack.  Some of the robotic animals have spikes which must be avoided.  When an enemy is killed it releases the animal trapped within.
This creature can only be killed by jumping on it's head.  Anywhere else and you die.
 
To aid Sonic there are several types of power ups dotted around including extra lives, extra rings, shields, speed boosts and temporary invincibility.  Lamp posts act as checkpoints so you don't need restart the level should you lose a live.  There are also rings that can be collected.  Collecting 100 rings in an act rewards Sonic with an extra life.  If you should get hit by an enemy while carrying rings you lose them all.  The rings get scattered but you can normally collect a few before they disappear. If you get hit and have no rings you will lose a life.

Reaching the end of an act with a certain number of rings sends Sonic into a bonus screen, known as the Secret Zone.  This is a spinning level where the goal is to get the Chaos Emerald.  If you pick up enough rings here you can also collect another life.  The manual says you must collect six Chaos Emeralds but doesn't say what they are for.  I assume they are needed to complete the game.
The Secret Zone


At the end of each zone you face off against Dr Robotnik.  He flies a different contraption for each zone and can be defeated by hitting him a number of times with the Super Sonic Spin Attack.  Once defeated you can release all the animals from that zone.
Releasing the animals at the end of Sprint Yard Zone.


In all, Sonic the Hedgehog on the Mega Drive is an excellent game.  The graphics are smooth, colourful and very fast, with slick animation.  The sound and music are top notch.  The controls are spot on and for the most part it's your fault when you die.  There are some very difficult sections and a couple of places where there are unfair deaths.   The unfair deaths can be avoided once you start to memorise the levels.  It also speaks volumes that of all the games I have played so far, this is the only one the Mrs Wingnut has wanted a go on.  She told me used to play it when she was younger, so I let her do the gameplay video.  Bless.

It's not all running.  There are some simple puzzles such as pushing this block onto the switch.


Example gameplay (courtesy of the missus) 
 
 

Escape: Curse Of The Temple Review

By on 14:43
Escape: Curse of the Temple is one of an increasing number of what I call "experience" games.  These are games that usually involve a soundtrack, and are played in real time.  Their hook is mostly altering your perception of the game through their music and sound effects.  As well as some time dilation caused by the stress they put you under.  Escape in particular was published by Queen Games in 2012, and was designed by Kristian Amundsen Østby.

Escape primarily came to my attention thanks to Shut Up & Sit Down.  I bided my time, waited until I got a gift card and then grabbed it.  I just wasn't sure if the people I play with would enjoy it.  $40-50 also felt like a steep price for a game that lasts only 10 minutes.  So using a gift card definitely alleviated my fears of potential buyers remorse.  Of course, I also had fears about teaching the game properly, and successfully getting everybody through a game where I don't have the luxury of time to keep people honest about the rules.  So lets see how Escape did in those regards.

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[Three Hexes] The World Clock

By on 6:57
Campaign: The White Elves have unleashed a Chaos Golem to destroy the World Clock! The Magi of Time have slowed it down with their most powerful magical artifacts, but those are being consumed in the action. The Magi are desperate to find more artifacts or a permanent solution towards to destroying the dragon-golem and defeating the elves.

Homebase (Hex 0) (0100): Watch Tower of Kynze - The dwarf town of Kynze houses a Watch Tower - a small outpost of the Magi that connects to the dungeons of the World Clock. It has also become the default headquarters for the forces aligned against the White Elves, leading to an explosion of commerce and opportunity for those willing to engage in it. The surrounding farming towns and lands are filling with the tents of armies and forces, as well as attracting raids from the elves intent on disrupting the allies.




Three Hexes
(Hex scale is 24 miles)

Location 1 (0000): The World Clock - The world-shaping magics of the World Clock have transformed it's location into a maze of mysterious dungeons, tunnels and caverns, filled with creatures, artifacts and odd pockets of reality that provide weal and woe to those who enter the clock. The Magi allow any and all to enter the clock in order to learn from their experiences and to help guide the realities and power to a balanced effect that preserves the order of the world. Their need for Lawful artifacts to counter the White Elves has resulted in a huge increase of dungeon-delvers, many of whom have perished fighting among each other in the depths.

Location 2 (0002): The Twelve Knights - The reclusive Twelve Knights are training a natural Resonator, a very rare human mutant who can enhance the effects of magics cast around him. The Magi are wanting to put the boy next to the dragon as a way of destroying the golem, but their plans are frustrated by how unpredictable he becomes around any sort of magics - whether good or evil. The Knights believe that the boy must witness the suffering of the lands destroyed by the Elves, in order to shape him towards their cause, and are close to sending him on a dangerous trip near the dragon. 

Location 3 (0202): Dragon of Chaos - Desolation and destruction surrounds the golem and the White Elven army as they battle the attacking wedges of the Magi and humans who bear magical artifacts to wound the dragon. The weird tools, weapons and armors of the elves are highly sought after by rich nobles, but dangerous to obtain as each elven clan is protected by war wagons and strange creatures. Magi recruiters seek adventurers willing to make forays against the dragon or the elves to further slow down the creature.


MY APOLOGIES at missing the past couple of weeks! Work and conventions (Hello CincyCon!) filled up my time and I wasn't able to create these as I wanted. We return this week and will continue pushing on for my goal of 52 campaign starters!

"Three Hexes" are simple campaign starters to show that you don't need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!

I've purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don't suit you, move them!

Creative Commons License
Three Hexes by Michael "Chgowiz" Shorten (chgowiz@gmail.com) is licensed under a Creative Commons Attribution 4.0 International License.

Warmaster Fantasy Revised Dark Elves Counters

By on 19:16
Well, I've been rather quiet on the blog for a long time due to a lack of miniature gaming on my part. This evening I uploaded a revised set of the Dark Elves counters that had been sitting on my computer for ages but never found their way to the blog. Thanks to the keen eye of Harvey, who recently discovered the blog and noticed the absence of the Dark Elves set, I uploaded the revised set this evening. Thanks, Harvey!

I also have rediscovered all the other WM counter projects that I had been working on but sadly abandoned. I want to start taking a crack at them again. On the historical side, my son has gotten interested in gaming Republican Roman v Carthage. I've been thinking about doing this in Warmaster Ancients. Lo and behold, I had started such a project a few years ago, which I had forgotten about. Also several other projects, like Saxons and Arthurian Britons.

On the fantasy end, I had been working on LotR sets for all the armies, new skavens, new chaos, and all the other original army sets I was revising, plus wood elves, chaos dwarves, Bretonians, and traditional undead.

Looks like I have some things to keep me busy on these cold Florida winter days! Plus, I've really been wanting to get back into miniature gaming.


Italian Wars Project : "Light Cavalry"

By on 15:01

Having run out of fancy Dan Gendarme in all their feathers and livery it's time to go "smart but casual" with these chaps, 6 figures from the 28mm Perry Miniatures plastic Light Cavalry box set.

I think this box set is turning into one of the most versatile avaliable, not only have I used it for these lance armed troops but you get the sword armed chap for an officer and there is a musician arm in there as well. The box is also my "go to" for Standard Bearers and that's before you add in the Crossbow (next unit) and Bow options. I don't know how they got so much on each sprue.


I'm sure you will all know the score on the painting by now, oil wipe method horses (this is the last six of the batch of 80 plus horses I painted back in December), riders done in acrylic paint (mostly Vallejo) with the odd subtle wash and a Pete's Flag stuck on a pole and hoisted above said unit for effect.


This will be half of a 12 man unit however I plan for these to be multi-functional in my army. They can be used as a Light Cavalry unit on its own or they can be split up and mixed with the Gendarme to increase their unit size, maybe 6 Gendarme in the front rank with 6 of these behind? It's a work in progress.


The traditional 3 man "Lance" consisted of the main man (the Gendarme), the lesser armed Squire (these guys) and a non-combatant or general dogsbody back at camp to polish the armour and make the tea.


The big drive on the Italian Wars Project has come as a result of the Annual Analogue Hobbies Winter Paint Challenge which is nearing it's end (20th March) so I will do a Troops on Parade feature on the Army at that stage. Next up will be some Mounted Crossbow from the same box set along with another 6 lance armed figures to up this unit to 12.

Crudaser Update #4

By on 13:28

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