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Author Beggar Prince pre-review and media!
Scott H

2006-09-16, 7:33 pm

http://www.gamepilgrimage.com/BeggarPrince.htm

I have posted movie files, a music sample, and emulation shots to the
link above, along with a pre-review text of the game up through the
third dungeon as quoted below. As Beggar Prince is sold out now, I'm
not sure this will help anything, but I thought those who haven't seen
it yet might like a review.

Graphics

Beggar Prince runs at standard Genesis resolution of 320x240 and fairly
standard scroll speed and animation for an RPG. With no more than 32
colors on screen at once, this game technically only displays half of
the Genesis' maximum simultaneous color count of 61 colors on screen.
However, skilled art design causes each screen to be packed full of
details and color gradients not seen in most other RPGs on the system.
The main character has a variety of animations, such as cocky
expressions to the player, falling asleep, waving his arms when falling,
etc.

The title screen (see movie or Gif file) utilizes palette swapping to
create time of day changes to a greater effect than I have ever seen
done on a 16-bit system. The second dungeon uses dithering to create a
pseudo transparency for the darkness very similar to the flashlight
scenes in Zelda A link to the Past. It is a shame, however, that the
Genesis' hardware shadowing capability wasn't used rather than
dithering, but even with A/V outputs coming out of a 32X the dithering
doesn't really show up. I had to take emulation shots to be convinced it
wasn't the shadow and lighting effect being used.

Magical attacks in battle sequences range from using large sprites
(Meteor) to heat wave effects and palette swaps. I have never really
been impressed by any magical effect in any 2D RPG, and this game is no
different. However, the effects displayed here are superior than that of
the Lunar games on the Sega CD, in that they use larger sprites, more
animation, and more special effects.

Overall, the graphics are impressive, and definitely demonstrate the
added advantage of being a 32 Megabit game cartridge, 8 Megabits larger
than Phantasy Star IV. Some comments based on early previews have
compared the game to the 1995 SNES release, Chrono Trigger. While it is
certainly understandable to want to make this comparison, the two games
are so different in graphical presentation that they are actually
incomparable. With that said, the graphics of Chrono Trigger contain far
more effects, three times the colors on screen in game (six times in
overworld scenes), more animation and more expressive characters, and an
overall better production quality. If Chrono Trigger and Beggar Prince
were the same type of game, Chrono Trigger would flatten the later game
in every respect.

Sound

Musical scores are catchy and even familiar sounding for the first
castle, overworld and dungeon scenes that I have played through so far.
Digital voice samples are minimal and limited to grunts and whelps
during the combat scenes. Everything is clear and crisp, with no
graininess to further sully the Genesis sound chips already underrated
reputation. The only gripe I can see here is the menu sounds in combat
are particularly high pitched and loud, and have graded on my ears on
occasion.

Gameplay

It's an RPG, a genre which I have a hard time finding anything I'd
relegate as gameplay in the first place. All scenes are overhead views,
and you control your character's up-down-left-right movement, talk to
people by pressing an action button, bring up a menu with another, and
attack enemies in turned based battles by selecting them (and your
actions) with arrows and menus. The menus are sparse, and there is
little to no need to manage inventory, at least up to the stage of the
game I have gotten to. There is also no weapons customization scheme,
the game seems to follow traditional routes of buying or finding a
better weapon, rather than tweaking existing ones.

Super Fighter Team has gone out of their way to translate the game in a
way that lends it a little bit of pop-culture charm, without the
fruitiness of Working Designs translations. Expect to see random Star
Wars and Zero Wing references, and a somewhat quirky and cocky main
character from the get go. I have no means to compare the translation
against the original script, so I can't comment on the authenticity.
Considering the amount of text in this game made it overly difficult to
play for non-native speakers, Super Fighter Team has certainly done a
good job of making the game not only playable but fun to read in English.

Conclusion

Beggar Prince is a decent RPG from the days of yore, when five minute
long cutscenes from CGI workstations were not the preferred distraction
from the genre's shortcomings. The story carries just enough dialog to
propel the player from one point on the map to the next, as well as in
and out of the dungeons. To the point in the game I have played, the
main character has seen no character development, no moment of crisis,
he has simply done whatever the hell he wants, and found himself in an
adventure. There could be more dialog later on, but it's looking more
like the game focuses on dungeon exploring, leveling up and boss fights
than character angst and sappy prime time TV dialog. I'll forgo the
recommendation to buy or rent, and simply state that if you wish to see
more new releases on the Genesis, you'll pick Beggar Prince up if and
when SFT makes any more of them.

--
Scott

http://www.gamepilgrimage.com
Bruce

2006-09-17, 7:34 pm


Scott H wrote:
quote:

> http://www.gamepilgrimage.com/BeggarPrince.htm
>
> I have posted movie files, a music sample, and emulation shots to the
> link above, along with a pre-review text of the game up through the
> third dungeon as quoted below. As Beggar Prince is sold out now, I'm
> not sure this will help anything, but I thought those who haven't seen
> it yet might like a review.
>
> Graphics
>
> Beggar Prince runs at standard Genesis resolution of 320x240 and fairly
> standard scroll speed and animation for an RPG. With no more than 32
> colors on screen at once, this game technically only displays half of
> the Genesis' maximum simultaneous color count of 61 colors on screen.
> However, skilled art design causes each screen to be packed full of
> details and color gradients not seen in most other RPGs on the system.
> The main character has a variety of animations, such as cocky
> expressions to the player, falling asleep, waving his arms when falling,
> etc.
>
> The title screen (see movie or Gif file) utilizes palette swapping to
> create time of day changes to a greater effect than I have ever seen
> done on a 16-bit system. The second dungeon uses dithering to create a
> pseudo transparency for the darkness very similar to the flashlight
> scenes in Zelda A link to the Past. It is a shame, however, that the
> Genesis' hardware shadowing capability wasn't used rather than
> dithering, but even with A/V outputs coming out of a 32X the dithering
> doesn't really show up. I had to take emulation shots to be convinced it
> wasn't the shadow and lighting effect being used.
>
> Magical attacks in battle sequences range from using large sprites
> (Meteor) to heat wave effects and palette swaps. I have never really
> been impressed by any magical effect in any 2D RPG, and this game is no
> different. However, the effects displayed here are superior than that of
> the Lunar games on the Sega CD, in that they use larger sprites, more
> animation, and more special effects.
>
> Overall, the graphics are impressive, and definitely demonstrate the
> added advantage of being a 32 Megabit game cartridge, 8 Megabits larger
> than Phantasy Star IV. Some comments based on early previews have
> compared the game to the 1995 SNES release, Chrono Trigger. While it is
> certainly understandable to want to make this comparison, the two games
> are so different in graphical presentation that they are actually
> incomparable. With that said, the graphics of Chrono Trigger contain far
> more effects, three times the colors on screen in game (six times in
> overworld scenes), more animation and more expressive characters, and an
> overall better production quality. If Chrono Trigger and Beggar Prince
> were the same type of game, Chrono Trigger would flatten the later game
> in every respect.
>
> Sound
>
> Musical scores are catchy and even familiar sounding for the first
> castle, overworld and dungeon scenes that I have played through so far.
> Digital voice samples are minimal and limited to grunts and whelps
> during the combat scenes. Everything is clear and crisp, with no
> graininess to further sully the Genesis sound chips already underrated
> reputation. The only gripe I can see here is the menu sounds in combat
> are particularly high pitched and loud, and have graded on my ears on
> occasion.
>
> Gameplay
>
> It's an RPG, a genre which I have a hard time finding anything I'd
> relegate as gameplay in the first place. All scenes are overhead views,
> and you control your character's up-down-left-right movement, talk to
> people by pressing an action button, bring up a menu with another, and
> attack enemies in turned based battles by selecting them (and your
> actions) with arrows and menus. The menus are sparse, and there is
> little to no need to manage inventory, at least up to the stage of the
> game I have gotten to. There is also no weapons customization scheme,
> the game seems to follow traditional routes of buying or finding a
> better weapon, rather than tweaking existing ones.
>
> Super Fighter Team has gone out of their way to translate the game in a
> way that lends it a little bit of pop-culture charm, without the
> fruitiness of Working Designs translations. Expect to see random Star
> Wars and Zero Wing references, and a somewhat quirky and cocky main
> character from the get go. I have no means to compare the translation
> against the original script, so I can't comment on the authenticity.
> Considering the amount of text in this game made it overly difficult to
> play for non-native speakers, Super Fighter Team has certainly done a
> good job of making the game not only playable but fun to read in English.
>
> Conclusion
>
> Beggar Prince is a decent RPG from the days of yore, when five minute
> long cutscenes from CGI workstations were not the preferred distraction
> from the genre's shortcomings. The story carries just enough dialog to
> propel the player from one point on the map to the next, as well as in
> and out of the dungeons. To the point in the game I have played, the
> main character has seen no character development, no moment of crisis,
> he has simply done whatever the hell he wants, and found himself in an
> adventure. There could be more dialog later on, but it's looking more
> like the game focuses on dungeon exploring, leveling up and boss fights
> than character angst and sappy prime time TV dialog. I'll forgo the
> recommendation to buy or rent, and simply state that if you wish to see
> more new releases on the Genesis, you'll pick Beggar Prince up if and
> when SFT makes any more of them.
>
> --
> Scott
>
> http://www.gamepilgrimage.com

I have Lunar The Silver Star for the Sega Cd and Playstation.Would you
put Beggar Prince in a catagory somewhere in between the two
graphically and soundwise?I would play Beggar Prince connected to a
32-x.Also do you have an address where this game can be purchased.I
though the production run was over.Thanks...Bruce

Scott H

2006-09-17, 11:34 pm

Bruce wrote:
quote:

> Scott H wrote:
[vbcol=seagreen]
> I have Lunar The Silver Star for the Sega Cd and Playstation.Would you
> put Beggar Prince in a catagory somewhere in between the two
> graphically and soundwise?


Well, since Beggar Prince is a cartridge, it's dialog is all text,
no voice, so soundwise Lunar SS would be the better of the two, if you
like the voice acting...

I would play Beggar Prince connected to a
quote:

> 32-x.Also do you have an address where this game can be purchased.I
> though the production run was over.Thanks...Bruce
>


The game won't save when attached to a 32X, I forgot to mention that.
You have to play it on a Genesis 1 or 2, no X'eye, though I suppose a
CDX should work. As for finding it, your best bet is to take advantage
of somebody's buyer's remorse at this point, as the production run is
over. You can try the game trading zone, and post a WTB here and on
some Sega related forums. Hopefully somebody would be willing to part
with it without scalping you. Don't let anybody mark it up a lot on you
because it's a limited run, the game just isn't exceptional enough to
become another $80+ *RARE* *LOOK* e-bay rip off. If there is enough
demand Super Fighter Team may make more, I don't know why they wouldn't
unless they have to make them in bulk, and don't think they'd sell
through another set.


--
Scott

http://www.gamepilgrimage.com
AirRaid Mach 2.5

2006-09-18, 2:32 am

remember, Beggar Prince is 10 years old, it was released in 1996, about
three years after Phantasy Star IV came out in Japan.


Scott H wrote:
quote:

> http://www.gamepilgrimage.com/BeggarPrince.htm
>
> I have posted movie files, a music sample, and emulation shots to the
> link above, along with a pre-review text of the game up through the
> third dungeon as quoted below. As Beggar Prince is sold out now, I'm
> not sure this will help anything, but I thought those who haven't seen
> it yet might like a review.
>
> Graphics
>
> Beggar Prince runs at standard Genesis resolution of 320x240 and fairly
> standard scroll speed and animation for an RPG. With no more than 32
> colors on screen at once, this game technically only displays half of
> the Genesis' maximum simultaneous color count of 61 colors on screen.
> However, skilled art design causes each screen to be packed full of
> details and color gradients not seen in most other RPGs on the system.
> The main character has a variety of animations, such as cocky
> expressions to the player, falling asleep, waving his arms when falling,
> etc.
>
> The title screen (see movie or Gif file) utilizes palette swapping to
> create time of day changes to a greater effect than I have ever seen
> done on a 16-bit system. The second dungeon uses dithering to create a
> pseudo transparency for the darkness very similar to the flashlight
> scenes in Zelda A link to the Past. It is a shame, however, that the
> Genesis' hardware shadowing capability wasn't used rather than
> dithering, but even with A/V outputs coming out of a 32X the dithering
> doesn't really show up. I had to take emulation shots to be convinced it
> wasn't the shadow and lighting effect being used.
>
> Magical attacks in battle sequences range from using large sprites
> (Meteor) to heat wave effects and palette swaps. I have never really
> been impressed by any magical effect in any 2D RPG, and this game is no
> different. However, the effects displayed here are superior than that of
> the Lunar games on the Sega CD, in that they use larger sprites, more
> animation, and more special effects.
>
> Overall, the graphics are impressive, and definitely demonstrate the
> added advantage of being a 32 Megabit game cartridge, 8 Megabits larger
> than Phantasy Star IV. Some comments based on early previews have
> compared the game to the 1995 SNES release, Chrono Trigger. While it is
> certainly understandable to want to make this comparison, the two games
> are so different in graphical presentation that they are actually
> incomparable. With that said, the graphics of Chrono Trigger contain far
> more effects, three times the colors on screen in game (six times in
> overworld scenes), more animation and more expressive characters, and an
> overall better production quality. If Chrono Trigger and Beggar Prince
> were the same type of game, Chrono Trigger would flatten the later game
> in every respect.
>
> Sound
>
> Musical scores are catchy and even familiar sounding for the first
> castle, overworld and dungeon scenes that I have played through so far.
> Digital voice samples are minimal and limited to grunts and whelps
> during the combat scenes. Everything is clear and crisp, with no
> graininess to further sully the Genesis sound chips already underrated
> reputation. The only gripe I can see here is the menu sounds in combat
> are particularly high pitched and loud, and have graded on my ears on
> occasion.
>
> Gameplay
>
> It's an RPG, a genre which I have a hard time finding anything I'd
> relegate as gameplay in the first place. All scenes are overhead views,
> and you control your character's up-down-left-right movement, talk to
> people by pressing an action button, bring up a menu with another, and
> attack enemies in turned based battles by selecting them (and your
> actions) with arrows and menus. The menus are sparse, and there is
> little to no need to manage inventory, at least up to the stage of the
> game I have gotten to. There is also no weapons customization scheme,
> the game seems to follow traditional routes of buying or finding a
> better weapon, rather than tweaking existing ones.
>
> Super Fighter Team has gone out of their way to translate the game in a
> way that lends it a little bit of pop-culture charm, without the
> fruitiness of Working Designs translations. Expect to see random Star
> Wars and Zero Wing references, and a somewhat quirky and cocky main
> character from the get go. I have no means to compare the translation
> against the original script, so I can't comment on the authenticity.
> Considering the amount of text in this game made it overly difficult to
> play for non-native speakers, Super Fighter Team has certainly done a
> good job of making the game not only playable but fun to read in English.
>
> Conclusion
>
> Beggar Prince is a decent RPG from the days of yore, when five minute
> long cutscenes from CGI workstations were not the preferred distraction
> from the genre's shortcomings. The story carries just enough dialog to
> propel the player from one point on the map to the next, as well as in
> and out of the dungeons. To the point in the game I have played, the
> main character has seen no character development, no moment of crisis,
> he has simply done whatever the hell he wants, and found himself in an
> adventure. There could be more dialog later on, but it's looking more
> like the game focuses on dungeon exploring, leveling up and boss fights
> than character angst and sappy prime time TV dialog. I'll forgo the
> recommendation to buy or rent, and simply state that if you wish to see
> more new releases on the Genesis, you'll pick Beggar Prince up if and
> when SFT makes any more of them.
>
> --
> Scott
>
> http://www.gamepilgrimage.com


Scott H

2006-09-18, 7:33 pm


AirRaid Mach 2.5 wrote:
quote:

> remember, Beggar Prince is 10 years old, it was released in 1996, about
> three years after Phantasy Star IV came out in Japan.


Yup, that is posted at the top of the media section.

-
Scott

BelPowerslave

2006-09-18, 7:33 pm

> I would play Beggar Prince connected to a
quote:

>
> The game won't save when attached to a 32X, I forgot to mention that.
> You have to play it on a Genesis 1 or 2, no X'eye, though I suppose a
> CDX should work.


Ah XXXX, I completely forgot about that. Dammit that sucks. I wonder
what it is about the 32X that won't allow you to save? Also, no X'eye?
What's the deal with that?

Bel

Scott H

2006-09-18, 7:33 pm


BelPowerslave wrote:
quote:

>
> Ah XXXX, I completely forgot about that. Dammit that sucks. I wonder
> what it is about the 32X that won't allow you to save? Also, no X'eye?
> What's the deal with that?
>
> Bel


Yeah, it won't play at all on the X'eye, it may actually break
Laseractive modules, and it won't save on a 32X. The reason stated is
that none of these systems existed in Taiwan, so the game wasn't
originally tested for them.

-
Scott

BelPowerslave

2006-09-19, 2:32 am

> > Ah XXXX, I completely forgot about that. Dammit that sucks. I wonder
quote:

>
> Yeah, it won't play at all on the X'eye, it may actually break
> Laseractive modules, and it won't save on a 32X. The reason stated is
> that none of these systems existed in Taiwan, so the game wasn't
> originally tested for them.


Seems odd. I mean, I always heard that, when playing Genesis games through
it, the 32X was just as pass-through device...can't imagine what it would be
that wouldn't allow *saving* on the game. You'd think that saving would have
to do with the game and its battery, not the actual Genesis unit. As for the
X'eye, there's not even a 32X to mess with that whole thing...wonder what the
deal is there. Ah well...

Bel
--
Whip XXX Gaming: http://www.whipassgaming.com/

"When the Playstation 3 launches later this year, Sony will be skipping the
middle man by sending all initial shipments directly to eBay sellers
video_game_man_8982 and DongOfTheDead."
- Exclusive E3 Wrap-Up Special, Something Awful


Ted

2006-09-20, 2:42 am



Scott H wrote:
quote:

> Yeah, it won't play at all on the X'eye, it may actually break
> Laseractive modules, and it won't save on a 32X. The reason stated is
> that none of these systems existed in Taiwan, so the game wasn't
> originally tested for them.


How the hell would it break a Laseractive?
Scott H

2006-09-20, 2:42 am

Ted wrote:
quote:

>
> Scott H wrote:
>
>
> How the hell would it break a Laseractive?


I dunno, my friend in town who was using one said it was working
fine, then he plugged in Beggar Prince and the damned thing stopped
working entirely, CD player and all. It could be a fluke, but with the
X'eye just not even playing the game, I wouldn't test it on a
Laseractive if I owned one.


--
Scott

http://www.gamepilgrimage.com
Death Adder

2006-09-20, 5:41 am

Hello.
[vbcol=seagreen]

Any claim to Beggar Prince purportedly being able to break or otherwise
damage a Laseractive unit is rather dubious, as the game was
extensively tested using several variations of the Genesis / Megadrive
(including the Laseractive) before being shipped.

Death Adder

2006-09-20, 5:41 am

> Seems odd. I mean, I always heard that, when playing Genesis games through
quote:

> it, the 32X was just as pass-through device...can't imagine what it would be
> that wouldn't allow *saving* on the game. You'd think that saving would have
> to do with the game and its battery, not the actual Genesis unit. As for the
> X'eye, there's not even a 32X to mess with that whole thing...wonder what the
> deal is there.


The game's save function is incompatible with the 32X and SegaCD. It
comes down to the manner in which the game was programmed more than it
comes down to the nature of the expansion hardware.

Taiwanese game companies weren't allowed official licenses from Sega.
Thus, their programming efforts were based on rushed translations of
outdated Genesis / Megadrive technical manuals and the results of much,
much trial and error. The 32X and SegaCD also really didn't exist in
Taiwan, meaning no programmer would think to test the compatibility of
their game code or save routine with one of these devices attached to
their system.

Why is the save function of Beggar Prince programmed the way it is? I'm
not sure - we did not have the help of C&E to find that out. It
could've been for protection, it could've been to suit the manner in
which the rest of the game was programmed - - or, quite simply, it
could have been the only way the programmers knew how to implement a
save function.

In any case, it was a code issue, and the save function was too deeply
implemented into the code for us to even think of considering a rewrite.

BelPowerslave

2006-09-20, 5:41 am

> The game's save function is incompatible with the 32X and SegaCD. It
quote:

> comes down to the manner in which the game was programmed more than it
> comes down to the nature of the expansion hardware.
>


Ah XXXX, you mean you can't have a SCD hooked up either!? Ah man...
quote:

>
> Taiwanese game companies weren't allowed official licenses from Sega.
> Thus, their programming efforts were based on rushed translations of
> outdated Genesis / Megadrive technical manuals and the results of much,
> much trial and error. The 32X and SegaCD also really didn't exist in
> Taiwan, meaning no programmer would think to test the compatibility of
> their game code or save routine with one of these devices attached to
> their system.
>


I see. Does the game work with the Genesis 3 unit(just out of curiosity)?
quote:

>
> Why is the save function of Beggar Prince programmed the way it is? I'm
> not sure - we did not have the help of C&E to find that out. It
> could've been for protection, it could've been to suit the manner in
> which the rest of the game was programmed - - or, quite simply, it
> could have been the only way the programmers knew how to implement a
> save function.
>
> In any case, it was a code issue, and the save function was too deeply
> implemented into the code for us to even think of considering a rewrite.


Well, I can definitely understand that. Let me ask you this though, as it was
something we were throwing around on the forums: Would it have been possible to of
replaced of just gotten rid of the incredibly high pitched menu sounds? If so, what
kind of method would have been used?

Bel
--
Whip XXX Gaming: http://www.whipassgaming.com/

"When the Playstation 3 launches later this year, Sony will be skipping the middle
man by sending all initial shipments directly to eBay sellers video_game_man_8982
and DongOfTheDead."
- Exclusive E3 Wrap-Up Special, Something Awful


Bruce

2006-09-20, 7:35 pm


Scott H wrote:
quote:

> Ted wrote:
>
> I dunno, my friend in town who was using one said it was working
> fine, then he plugged in Beggar Prince and the damned thing stopped
> working entirely, CD player and all. It could be a fluke, but with the
> X'eye just not even playing the game, I wouldn't test it on a
> Laseractive if I owned one.
>
>
> --
> Scott
>
> http://www.gamepilgrimage.com

You said Beggar Prince might be capable of playing with game saves on
the CDX.Is it a battery save cartridge,or do you save from
passwords.I'm guessing it has a battery.If I get it I'll try it out on
my CDX.if it does'nt work a genny will solve the problem.I too have to
wonder why it would break a laseractive.I don't see any connection.Any
way ,thanks for the info on Beggar Prince.I'll keep my eyes open for a
copy.

Bruce

BelPowerslave

2006-09-20, 7:35 pm

> You said Beggar Prince might be capable of playing with game saves on
quote:

> the CDX.Is it a battery save cartridge,or do you save from
> passwords.I'm guessing it has a battery.


Yeah, it's got a battery.

Bel

Scott H

2006-09-20, 7:35 pm

BelPowerslave wrote:
quote:

>
> Ah XXXX, you mean you can't have a SCD hooked up either!? Ah man...


Both my Genesis 1+2 are hooked up to Sega CDs and it works fine. I'm
not sure what this is about, but I've heard it before. The Sega CD
shouldn't even be on if a cartridge is in the Genesis, so I don't know
how the game could know.
quote:

>
> I see. Does the game work with the Genesis 3 unit(just out of curiosity)?
>
>
> Well, I can definitely understand that. Let me ask you this though, as it was
> something we were throwing around on the forums: Would it have been possible to of
> replaced of just gotten rid of the incredibly high pitched menu sounds? If so, what
> kind of method would have been used?
>
> Bel
> --
> Whip XXX Gaming: http://www.whipassgaming.com/
>
> "When the Playstation 3 launches later this year, Sony will be skipping the middle
> man by sending all initial shipments directly to eBay sellers video_game_man_8982
> and DongOfTheDead."
> - Exclusive E3 Wrap-Up Special, Something Awful
>
>



--
Scott

http://www.gamepilgrimage.com
Scott H

2006-09-20, 7:35 pm

Death Adder wrote:
quote:

> Hello.
>
>
> Any claim to Beggar Prince purportedly being able to break or otherwise
> damage a Laseractive unit is rather dubious, as the game was
> extensively tested using several variations of the Genesis / Megadrive
> (including the Laseractive) before being shipped.
>


Yeah, since the hardware should be the same, I don't know how it could
do this. It's possible that his module just went bad, or something. I
didn't intend to start a rumor or anything, I'd just like to see a
report of somebody actually playing the game on a Laseractive. Your
testing it is good enough to cover that base.


--
Scott

http://www.gamepilgrimage.com
Scott H

2006-09-20, 7:35 pm

Bruce wrote:
quote:

> You said Beggar Prince might be capable of playing with game saves on
> the CDX.Is it a battery save cartridge,or do you save from
> passwords.I'm guessing it has a battery.If I get it I'll try it out on
> my CDX.if it does'nt work a genny will solve the problem.I too have to
> wonder why it would break a laseractive.I don't see any connection.Any
> way ,thanks for the info on Beggar Prince.I'll keep my eyes open for a
> copy.
>
> Bruce
>


Right, that's just judging from it working on both of my Genesis
systems with a Sega CD attached, and my own understanding that the Sega
CD doesn't even power on if a cart is in the Genesis. From what I've
seen, CDXs operate in the same way. I'm sure that Death Adder can
elaborate though. As for the Laseractive, that was apparently a fluke.


--
Scott

http://www.gamepilgrimage.com
BelPowerslave

2006-09-20, 7:35 pm

> > Ah XXXX, you mean you can't have a SCD hooked up either!? Ah man...
quote:

>
> Both my Genesis 1+2 are hooked up to Sega CDs and it works fine. I'm
> not sure what this is about, but I've heard it before. The Sega CD
> shouldn't even be on if a cartridge is in the Genesis, so I don't know
> how the game could know.


Well, at least I'd only have to remove the 32X, I guess it wouldn't be
*that* bad. Annoying, but not that bad...

Bel

Bruce

2006-09-21, 11:37 pm


Scott H wrote:
quote:

> Bruce wrote:
>
> Right, that's just judging from it working on both of my Genesis
> systems with a Sega CD attached, and my own understanding that the Sega
> CD doesn't even power on if a cart is in the Genesis. From what I've
> seen, CDXs operate in the same way. I'm sure that Death Adder can
> elaborate though. As for the Laseractive, that was apparently a fluke.
>
>
> --
> Scott
>
> http://www.gamepilgrimage.com

I have to agree with you.If I get a copy of Beggar Prince,I'm sure it
will work on my CDX. Bruce

BelPowerslave

2006-09-25, 7:36 pm

(sorry for the re-assembling of the post, it comes through real, real
weird in Google Groups)
quote:

> = Death Adder
[vbcol=seagreen]
[vbcol=seagreen]
> Yes, Beggar Prince works just fine with a Genesis 3.

quote:

[vbcol=seagreen]
>Not without the help of the game's original programmer, which I didn't
>have.

quote:

[vbcol=seagreen]
>Replacing the menu sounds was never considered... as programming was
>concerned, fixing bugs was most important.


I can dig it. I'd much rather of had that done anyway...but was just
sort of curious on the sound thing.

Bel

Azathoth

2006-10-04, 7:38 pm

BelPowerslave wrote:
quote:

>
>
> Ah XXXX, I completely forgot about that. Dammit that sucks. I wonder
> what it is about the 32X that won't allow you to save? Also, no X'eye?
> What's the deal with that?
>
> Bel


I had ran into this previously with another game, I think it was NBA
Jam. I remember something odd fixed it, like running it with a Game
Genie attached (or some other nonsense).


------------------------
replace SPAM with Azathoth to reply
BelPowerslave

2006-10-04, 7:38 pm

> > Ah XXXX, I completely forgot about that. Dammit that sucks. I wonder
quote:

>
> I had ran into this previously with another game, I think it was NBA
> Jam. I remember something odd fixed it, like running it with a Game
> Genie attached (or some other nonsense).
>


Hmmmm, will give that a shot, see how it goes. If that doesn't work, I wonder
if one of those spacer carts would work?

Bel

--
Whip XXX Gaming: http://www.whipassgaming.com/

"Microsoft Xbox 360:
Features: Custom-made PowerPC CPU designed by IBM with 3 separate
processor cores nicknamed Curly, Larry, and Moe for their efficiency
and performance."
- Console Wars 2006, SomethingAwful


Scott H

2006-10-04, 7:38 pm


Azathoth wrote:
quote:

> BelPowerslave wrote:
>
> I had ran into this previously with another game, I think it was NBA
> Jam. I remember something odd fixed it, like running it with a Game
> Genie attached (or some other nonsense).


I tried that, it won't play through a Game Genie either. Seemed like
it would have worked though...
quote:

>
> ------------------------
> replace SPAM with Azathoth to reply


BelPowerslave

2006-10-09, 7:36 pm

> > > Ah XXXX, I completely forgot about that. Dammit that sucks. I wonder
quote:

>
> I tried that, it won't play through a Game Genie either. Seemed like
> it would have worked though...
>


That's too bad. I guess I could try a cart spacer, but I doubt that'll work
either, we'll see.

Um, I popped it in last night(on the Genesis/32X/SCD combo) just to sort of run
through the intro and whatnot...and, uh, is there *anyway* to slow the damn
autoscrolling text down!? Man, it hauls XXX! I mean, I can keep up and
all...but sometimes I miss the bottom parts because it autoscrolls so quickly.

Bel
--
Whip XXX Gaming: http://www.whipassgaming.com/

"I love collecting big guns! It looks so Unreal!"
- Sam Stone, Serious Sam II


Scott H

2006-10-09, 11:36 pm


BelPowerslave wrote:
quote:

>
> That's too bad. I guess I could try a cart spacer, but I doubt that'll work
> either, we'll see.
>
> Um, I popped it in last night(on the Genesis/32X/SCD combo) just to sort of run
> through the intro and whatnot...and, uh, is there *anyway* to slow the damn
> autoscrolling text down!? Man, it hauls XXX! I mean, I can keep up and
> all...but sometimes I miss the bottom parts because it autoscrolls so quickly.



Not that I've seen. If it's any consolation, I don't think there are
many scenes which auto scroll, so it might just be the intro with this
problem.
-
Scott

BelPowerslave

2006-10-12, 7:39 pm

> > Um, I popped it in last night(on the Genesis/32X/SCD combo) just to sort of run
quote:

>
>
> Not that I've seen. If it's any consolation, I don't think there are
> many scenes which auto scroll, so it might just be the intro with this
> problem.


Even after the intro, just talking to people on the street, it was
autoscrolling. Maybe it was an issue with the 32X? Like I said, I'll
try it on the regular Genesis at some point...

Bel

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