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Post by Seth Drakin of Monster Crap on Dec 17, 2007 8:47:18 GMT -5
Well....it is time for the last of my top lists for this year. We will now find out which games are the Top 100 Sega Dreamcast Games. But first, we find out the 18 games that did not make the list. 115. WWF Royal Rumble 114. NBA 2K 113. Worms: Armageddon 112. South Park: Chef's Luv Shack 111. Iron Aces 110. Maken X 109. Re-Volt 108. Carrier 107. Hydro Thunder 106. Fatal Fury: Mark of the Wolves 105. Resident Evil 3: Nemesis 104. Speed Devils 103. Bagai-O 102. Army Men: Sarge's Heroes 101. Ooga Booga
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 8:54:06 GMT -5
100. Cool Cool Toon Sega had a wonderful pair of rhythm games in Space Channel 5 and Samba De Amigo, but the Dreamcast’s other unique music-based game came from one of the most unlikely sources. SNK, known mostly for their oldschool 2D fighters created a fresh, 3D cel-shaded game as their last title for a Sega console. The result is the quirky Cool Cool Toon. Overall, it’s a pretty interesting game and the style gives it some bonus points, but the controls/timing can be a bit difficult to get used to.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 8:58:43 GMT -5
99. Tony Hawk's Pro Skater Tony Hawk's Pro Skater (THPS), released as Tony Hawk's Skateboarding in Europe, is a skateboarding video game, and the first in the Tony Hawk's series. It was originally released for the PlayStation in September 30, 1999 and was later ported to the Nintendo 64, Dreamcast, and N-Gage and also received a Game Boy Color adaptation. The game features the following professional skaters: * Tony Hawk * Bob Burnquist * Kareem Campbell * Rune Glifberg * Bucky Lasek * Chad Muska * Andrew Reynolds * Geoff Rowley * Elissa Steamer * Jamie Thomas The game also features the unlockable fictional skaters: * Officer Dick * Private Carrera Levels are: * Warehouse (Woodland Hills, CA) * School (Miami, FL) * Mall (New York) * Skatepark (Chicago, Il) * Downtown (Minneapolis, MN) * Downhill Jam (Phoenix, Arizona) * Burnside (Portland, OR) * Streets (San Francisco, CA) * Roswell, NM The goal of game is to successfully perform and combine aerials, flips, and grinds, with successful executions adding to the player's score. The point value of the trick is based off of time maintained, degrees rotated, number of tricks performed in sequence, and the amount of times the tricks have been used (the more often a trick is used, the less it's worth). Successful tricks also add to the player's special meter, which, once full, allows for the execution of "signature moves" which are worth a great deal more than normal tricks. Bails (falling off of the skateboard due to poor landing) cause for no points to be awarded for the attempted trick and resets the special bar to empty. In "Career Mode", the player has five tapes (i.e. objectives) to obtain in six of the nine levels. The player has only two minutes in which to obtain a tape after which their run ends. It is not necessary to get every given tape in a level in one run though, as individual objectives are marked off once completed. In each level, two of the tapes are acquired by reaching set scores (with the second score being two to three times the amount require for the first), one is obtained by collected the five letters to spell "SKATE", and one is a hidden tape which the player must find by looking in secluded areas, and the last tape's requirement varies from level to level, but always involves doing something to five objects (e.g. "grind five tables"). The other three levels are competitions, where the goal is to receive a gold, silver, or bronze medal by ranking higher than the other skaters. In these levels, the basis for ranking is not the player's score, but the mean number of points given on a scale of one to ten by three computer judges after three sets. The player can also play levels they have unlocked in "Career Mode" in "Single Session", where the object is to simply to get as high of a score as possible in two minutes, or "Free Skate", where there is no time limit. There are also three multiplayer modes playable between two people: "Graffiti", "Trick Attack", and "Horse".
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 9:01:55 GMT -5
98. The Typing of the Dead The Typing of the Dead is an arcade game (later ported to the Dreamcast, Microsoft Windows and PlayStation 2), released in 1999 based on The House of the Dead 2. While the latter is a fairly standard light gun shooter, Typing replaces the gun (or mouse for home systems) with the keyboard. The levels of the two games are close to identical, but instead of simply gunning down hordes of onrushing zombies, the player has to type the word or short phrase in front of each enemy to kill it. These phrases become gradually longer as the game progresses - the first enemies of the initial stage have phrases like "AM" or "3D", while enemies in the final stage have phrases like "Deoxyribonucleic acid". A touch-typing tutorial for beginners and several mini-game drills designed to improve typing skills are also included. The home version supports US and UK QWERTY keyboard layouts. The Dreamcast version allows for a two-player mode with two keyboards. Players cooperate throughout the game levels, and then are graded at the end of each chapter as an added level of competition. The PC version allows for network multiplayer. Despite the dark subject matter of the original, the tone of The Typing of the Dead is tongue-in-cheek. The (progressively more difficult) things the player has to type are quite often weird and humorous, m¨ºl¨¦e weapons have been replaced by things such as rubber hammers and the guns have been replaced by keyboards linked to battery-powered Dreamcasts strapped to the characters' backs. Some power-ups give an extra life, others turn the character into a zombie for a level or make everyone's heads swell. The game is widely considered good, intensive, nonsensical fun and is something of a cult classic amongst Dreamcast and PC owners. A port was released on December 22, 2004 for the PlayStation 2 in Japan, titled The Typing of the Dead: Zombie Panic. Following the port, the original was released on GameTap on October 2007. Bosses are: Judgment (Type 28) Judgment consists of two creatures - Kuarl (a 3-meter tall, headless zombie wearing plate armor and carrying a large, bloodstained axe) and Zeal (a tiny, red-skinned, imp-like creature that can fly at incredible speed). While the former of the two is virtually impervious to bullets, it is unintelligent, and requires Zeal's telepathic control to remain active. While they are defeated in their first meeting with the AMS agents, Goldman gives them a second chance and has them stall the arrival of the agents at his headquarters. In the Typing of the Dead, players must type long phrases to subdue Kuarl, and short phrases at a faster rate to defeat Zeal. The Hierophant (Type B 05) An aquatic humanoid with scaly hide and scraggly patches of black hair on its head. This creature carries a large trident and has the ability to breathe underwater, as well as control certain forms of mutated sea life (such as mutant piranhas). The Hierophant possesses a gill-like vital organ in its chest, shielded by a ribcage that periodically opens and closes with each of its movements. This beast headed the assault on Venice's waterways and Central Plaza, and later resurfaced on the bridge in front of the Goldman building. Note: In Stage Two, Hierophant can be either fought on Sunset Bridge or on the Wharf, depending on if the player defeated certain zombies in the level in a timely fashion. In The Typing of the Dead, the player can only type and damage the boss while Hierophant's rib cage is open - otherwise, typing has no effect, mirroring that of the arcade light-gun gameplay, where players have to shoot the briefly exposed heart. The Tower (Type 8000) Three giant, segmented, worm-like creatures with sharp teeth lining their gaping maws. The Tower is composed of a "Master Head" and two "Slave Heads," the former of which sports a crest of bone in its head, and the latter of which lacked this feature. It is unknown whether they share a hive mind or are independent in terms of intelligence, though the "Master Head" is seemingly able to thrive away from its counterparts. The Tower stalks the Venice sewer system during the undead siege, attacking innocent people that happen upon its lair. An incomplete duplicate of this creature is found in Goldman's laboratory. Note: The "Master Head" of Tower can either be fought in sand or in water, depending on how the player went through the level. In The Typing of the Dead, each head has a possible answer to a question (such as "Which word has no 'e's?") The player will take damage if they take too long to answer the question or type in an incorrect answer. After the two slave heads are defeated, the master head is then fought by typing a phrase very quickly shortly before it attacks. Strength (Type 205) Strength is a tall, muscular zombie that is appointed by Goldman to kidnap Amy and Harry. It has axes lodged in its right shoulder and carries an enormous chainsaw with the word "Blame" etched on its surface. Strength is left as a "gift" to the AMS agents from Goldman in the colosseum, and chased James and Gary in a labyrinth. Note: Strength can be either fought in a Blackish-Blue colosseum or a tan colosseum, depending on how the player went through the previous level. In The Typing of the Dead, the player must type a four sentence paragraph to stun and eventually defeat Strength. One example: "I'm thinking of quitting my job. I've got terrible chest pains. My hearing is nearly gone, too. Testing bullet-proof vests isn't fun." The Magician (Type 0) In 2000, Curien's masterpiece, the Magician, is revived by Goldman. This improved model sports heavier armor, increased speed, and devastating variations on its older pyrokinetic attacks. It is a loyal servant of the Emperor, and challenges James and Gary in the courtyard in front of the Goldman Building atop "Pandora's Box." In The Typing of the Dead, the Magician can only be harmed by letter-perfect accuracy. Any mistakes the player makes will cause Magician to both take no damage and hurt the player. Later, the player must type multiple phrases to deflect a maelstrom of fireballs. The Emperor (Type ¦Á) The result of a top secret experiment by Goldman, the Emperor is designed to "rule, destroy, and hate mankind". As it is in a prototype stage, this creature is not nearly as strong as Goldman would have hoped, but is still powerful enough to fulfil its purpose. It can levitate, and its body is composed of a genetic compound known as the "Emperor Serum," which allows it to reshape its body at will. In turn, it is able to transform its arm into a lance, take the basic forms of other boss monsters, and become a being of pure energy. In The Typing of the Dead, the player must quickly type phrases corresponding to which earlier boss creature The Emperor becomes - the later the boss, the longer the phrase. Then the player must answer three questions - though only one answer is 'correct', the player will beat the boss as long as they completely answer them before The Emperor attacks. One example: "Golf is..." "A game of grace and skill." "Really a Demolition Derby in golf carts!" "About seventeen holes too long." The number of 'correct' answers will determine which ending the player gets.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 9:03:28 GMT -5
97. Trigger Heart Exelica Trigger Heart Exelica is a shoot 'em up by Warashi, makers of the Saturn shooting game Shienryu. It was released in Japanese arcades in early 2006. The game runs on Sega's Naomi hardware. The game involves playing 1 of 2 anthropomorphic fighters to battle against 5 stages of enemy ships. Exelica specializes in wide area attacks, while Crueltear uses concentrated front shots. Players can fire anchors to catch enemy ships, then use the caught unit as a shield or throw it to inflict more damage. Like Zanac, this game dynamically adjusts difficulty based on the player's in-game performance. Warashi ported the game to the Dreamcast. The Dreamcast version added a story mode and an arrange mode. Arrange mode has an increased difficulty level and does not have continues. There are two distinct versions being released: a regular version and a limited edition, which includes a soundtrack and guide book. Early orders from Sega Direct also included a phone card, and poster.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 9:07:09 GMT -5
96. Star Wars: Episode I: Jedi Power Battles Star Wars: Episode I Jedi Power Battles is an action adventure Star Wars video game set during the time frame of Star Wars Episode I: The Phantom Menace. The game was first released on the PlayStation in North America on March 31, 2000. It has since also been released for the Sega Dreamcast console and the Game Boy Advance. The game loosely follows the plot of Star Wars Episode I: The Phantom Menace. You choose from one of five prequel-era Jedi and run, jump, slash, and use the Force through the game's ten levels, starting on the Trade Federation Battleship and ending with the battle against Darth Maul on Naboo. The players primary weapon is a lightsaber used to fight through waves of enemies and deflect blaster shots. The lightsaber combat is rather simplified with a system that lets the player lock on to the nearest enemy using the R1 button. Items and the force can also be used for special attacks. On most levels jumping puzzles make up a large portion of the challenge. There are a few segments in which the player can pilot various craft. The single player campaign can also be played in cooperative mode with a second player, while the Dreamcast version has an additional training mode and a two player duel mode. The following characters are playable in Jedi Power Battles. * Jedi Padawan Obi-Wan Kenobi * Jedi Master Qui-Gon Jinn * Jedi Master Mace Windu * Jedi Master Adi Gallia * Jedi Master Plo Koon The following characters can be unlocked after finishing the game. These characters cannot be upgraded by completing the levels. * Queen Amidala of Naboo (Unlocked by beating the game as Obi-Wan) - she uses hand to hand fighing and a blaster (not on GBA) * Captain Panaka (Unlocked by beating the game as Obi-Wan) - he uses hand to hand fighing and a blaster (not on GBA) * Sith Lord Darth Maul. (Unlocked by beating the game as Qui-Gon Jinn) - uses a double-bladed lightsaber. * Jedi Knight Ki-Adi-Mundi (Unlocked by beating Training Mode with any normal Jedi) There are 10 which include Trade Federation Battleship, Swamps of Naboo, City of Theed, Theed palace, Tatooine, Coruscant, Ruins, Streets of Theed, Palace Cliffs, and Final Battle. There are also 4 levels unlockable by beating the game with certain characters, including "Droidekas!", where players control Droidekas and attack Theed palace, "Kaadu Race!" where you race a Kaadu though the swamp, "Gungan Roundup!" where players control Gungans in a game which is similar to soccer except that Jar Jar Binks is the ball and "Survival Challenge!" where you have to defeat 100 enemies; beating this unlocks the Ultimate Saber which makes your lightsaber unblockable and do more damage making you kill all enemies except bosses with one hit.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 9:12:34 GMT -5
Countdown Update
100. Cool Cool Toon 99. Tony Hawk's Pro Skater 98. The Typing of the Dead 97. Trigger Heart Exelica 96. Star Wars: Episode I: Jedi Power Battles
Here Are The Hints For The Next Five Games
* Around The World
* Back To The Future
* Let's See Some Fur Fly
* Play As Female Players And Mixed Doubles
* South Of The Border
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 12:08:51 GMT -5
95. Fur Fighters Fur Fighters is a video game developed by Bizarre Creations and published by Acclaim for the Sega Dreamcast in 2000, then later for the PC. The game was designed very much as a standard third person shooter, but used a world populated by cute little animals as its setting. As a result, the game's depiction of violence are very cartoon-like without losing any of its intensity. In Fur Fighters, the player's job is to rescue the tiny animal babies who have been taken from their parents by the central villain, General Viggo. Viggo has scattered these babies all over the world, requiring the animal parents to explore, confront Viggo's henchmen, and rescue all of them. The gameplay featured many unique aspects for a third-person shooter of the time it was released, most notably making each level an extremely large, expansive area that requires sometimes hours of involved exploration to locate the babies and get rid of the enemies. (Examples include a giant construction site and an entire section of a large city, complete with buildings to explore, including a complete museum of modern art.) Maneuvering through these levels often requires careful observation of the environment so as not to get lost, as well as solving puzzles to figure out where some babies might be hidden or how to gain access to more of the level. Unlike most action games of this type, Fur Fighters distinguishes itself by featuring a system where the player can, at many intervals on a level, switch between one of many animal parents. Each parent has their own advantages and disadvantages, with many having special abilities allowing them to do certain things easier. This switching-out system also makes it easier for players who are low on hit points or ammunition to switch to a more playable character. Characters are: Roofus (The Hound)Born in Glasgow, Scotland, Roofus is the natural born leader of the Fur Fighters. He is also the only member who can dig holes in the ground. After defeating Viggo years ago he gave it all up to settle down with his wife, Winnie and their children, until Viggo returned and kidnapped them. Roofus decided to battle for one last time to save them and get rid of Viggo once and for all. Chang (The Firefox)Born in Hong Kong, China, Chang is the smallest of the Fur Fighters and therefore is the only member who can get into small places. Chang is probably the most useful of the group as he has a scientific mind, is quick witted and is brilliant with weapons. His mission is to save his wife, Mai and children. Juliette (The Cat)Born in Paris, France, Juliette is the only Fur Fighter who can climb up and down walls; she is also the only female in the group. Juliette is very athletic and can be very short-tempered and stubborn. She prefers to fight alone, but if persuaded she will stay with the group. Her mission is to save her husband, Claude and children. Bungalow (The Kangaroo)Born in Alice Springs, Australia, Bungalow is the only Fur Figher who can jump high and far. Best friend of Roofus, Bungalow is rather slow and dim-witted; he does not realise his own strength or ability. He seems to be very happy to take orders from the other members. His mission is to save his wife, Esmerelda, and children. Rico (The Penguin)Born in Argentina, Rico is the only member of the Fur Fighters who can swim underwater. Rico is not the most serious or fully-focused member as he seems to think himself as a hero. He is also overconfident about his fighting skills and is a total daydreamer. His mission is to save his wife, Juanita, and children. Tweek (The Dragon)Born in Fur Fighter Village (presumably, as he is only a day old), Tweek is the youngest member of the Fur Fighters. He is also the only member who can glide. His family were taken by Viggo, and Tweek was taken in by the other members who taught him how to use weapons, allowing him to help in the war against Viggo. His mission is to save his mother, Gwynth, and his brothers and sisters. General ViggoHe is responsible for kidnapping the Fur Fighters' families and trying to take over the world. Viggo is pure evil, yet well spoken. He leads his army of stupid bears against the Fur Fighters and he is also surprisingly strong. General BristolBristol is a ghost that helps guide and advise the Fur Fighters during their mission against Viggo. Sergeant SternhouserSternhouser is the personal fitness trainer of the Fur Fighters who loves dancing and gives them better weapons. Fur Fighter BabiesThese little guys are the Fur Fighters' children who need rescuing from different parts of the world. GwynethTweek's mother and the real sixth member of the Fur Fighters—that is, before she was kidnapped and mutated by Viggo. She is now a metal dragon who soars the skies of New Quack City. JuanitaRico's wife. Ordinarily she keeps Rico in line when he says something... "inappropriate". She is now a demon mermaid who contaminates the waters of Beaver Power. ClaudeJuliette's husband who is easily amused and a talented artist. He has become a gigantic creature in a space suit, who is destroying the main satellite of Cape Canardo. EsmereldaBungalow's domineering wife. She has a habit of hitting Bungalow on the head with a saucepan. She is now a 200-foot-tall monster who keeps the lava nice and warm in the swimming pool at Dinotopolis. MaiChang's wife. She is also small in stature, and is also a Firefox. She has become a quick and agile force to be reckoned with in the form of a slithery silver fox, and resides in the distant temple of Anatat Tatanatat, aka City of Fear. WinnieWife of Roofus who was kidnapped and thrown into a portal by Viggo. She is now an enormous and powerful force to be reckoned with in the form of a large, malevolent dog, and resides in the distant temple of Anatat Tatanatat, aka City of Fear.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 12:13:01 GMT -5
94. Sega Worldwide Soccer 2000 The second of the three titles is Sega Worldwide Soccer (along with its update Euro Edition). SWWS97 was the pride and joy of Sega Saturn soccer fans as it bettered nearly all of the day's PSX soccer titles, but unfortunately the Dreamcast incarnation of the title has been handled by a different developer and doesn’t touch the Saturn original. SWWS2K was released shortly after the Dreamcast’s launch in Europe, and the Euro Edition was released over the Summer, hoping to improve on the shortcomings of the original.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 12:17:04 GMT -5
93. Virtua Tennis 2 Virtua Tennis 2 (known as Tennis 2K2 in the US and Power Smash 2 in Japan) is a sequel to Virtua Tennis that was released for the Sega Dreamcast, Sega NAOMI arcade unit and Sony's PlayStation 2 (known as Sega Sports Tennis) in 2001. New features included the ability to slice and play as female players (such as Monica Seles, Venus Williams, Serena Williams and Lindsay Davenport) and mixed doubles matches. The game was created and produced by Sega's Hitmaker division, with Acclaim Entertainment publishing it in Europe.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 12:20:30 GMT -5
92. Border Down Border Down is a horizontal scrolling shooter arcade game created by G.rev in 2003. It is a spiritual sequel to Metal Black, a favorite game of creator Hiroyuki Maruyama. As with other Sega NAOMI titles, the game was later released on the Sega Dreamcast in September 2003 in two incarnations: a normal edition, and a limited edition that came bundled with a music CD and alternate cover art. Border Down was G.rev's second independent game (though they did subcontracted work on other titles, most notably Ikaruga), released after Sega's official discontinuation of the Dreamcast console. In the distant future, humanity has entered a golden age and has colonized Mars. One day, contact was lost suddenly from an asteroid mining station. This was found to be caused by an invading hostile extraterrestrial force known as F.A. (First Approach ). To defend against the aggressors, the Solar System Defense Forces developed the R.A.I.N ( Remote Artificial Intelligence Network ), a remote guidance system for the Antares-xx, an unmanned combat vehicle. Border Down is similar to other scrolling shooters, except for the inclusion of difficulty settings that are switched during gameplay. There are three difficulties to a level, called "borders", green being the easiest whereas red is the hardest. The green "border" is the longest variation on a level, but the enemies fire far less frequently. The red "border" is the shortest variation on a level, but the enemies fire at a frantic rate, making it increasingly more difficult to stay alive. Instead of receiving a set number of lives, a player has the option to start on any "border" at the beginning of the game. Whenever the player dies, a "border down" occurs and the game continues onward on the next hardest difficulty. This puts increasing pressure on the player to stay on the green (easiest) border. Conversely, a player can opt to start at the red "border" for the maximum challenge. At the bottom of a screen is a laser power meter that progressively fills as enemies are destroyed. Initially the lasers are at level one and can increase up to level five. * Forward laser: Performed by holding down the attack button, this is a strong, but narrow weapon that requires precise aiming. As the laser power increases, the width of the beam does as well. * Homing laser: Performed by rapidly tapping the attack button, this is a wide-scoping weapon that sends pulses of lasers that home in on several targets simultaneously. This weapon does not deal as much damage as the forward laser. * Break laser: This weapon acts as a "smart bomb" and is the key to getting high scores in the game. When triggering the laser, it will immediately consume half a bar of laser energy, and after a second the energy will start going down at the rate of one bar for about every three seconds. The break laser deals approximately twice as much damage as a fully powered laser deals at a point-blank range. During the use of the break laser, the vessel becomes invincible and all enemy projectiles can be destroyed. Each enemy projectile destroyed by the break laser increases the hit counter by one. At the end of a level, this hit counter is multiplied by 5000 and added on to the score as a bonus. This scoring system is unique to Border Down and encourages the player to take risks. In most games, the player is usually motivated to eliminate bosses as quickly as possible, whereas the goal here is to utilize the time given to attain a higher hit count. If the player exceeds a certain score defined by levels, it can go up to a different border before the beginning of the following level. The scoring is calculated in the following manner: points of destruction during the level + (5000 * station-wagon hit during the level) + (10000 * hit counter during the boss ) + 3.000.000 maximum (time bonus)
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Post by Joker on Dec 17, 2007 12:24:38 GMT -5
I don't think any of my games have appeared yet.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 12:24:48 GMT -5
91. Ecco The Dolphin: Defender of the Future Ecco the Dolphin: Defender of the Future is the fourth title in the Ecco the Dolphin series. Released in 2000 for the Sega Dreamcast and later for the PlayStation 2, Defender of the Future is unconnected to the previous titles in the series and was designed by an entirely different team. Defender of the Future is an entirely new game universe with virtually no ties to the original Mega Drive/Genesis titles; the team working on Defender of the Future was not the same team that worked on the original games. It was released in 2000 for the Sega Dreamcast, developed by Appaloosa Interactive (the company formerly known as Novotrade International), and its soundtrack is composed by Tim Follin. It was later published on PlayStation 2 by Acclaim Entertainment. The gameplay is fairly similar to the old games, except in three dimensions. Ecco's sonar was kept as a means of interaction with other cetaceans (no longer called Singers in the game) and certain environmental objects, and a sonar map could be brought up but were often regarded as being inferior to the old 2-D version. The same style of movement is kept with slight alterations for the 3-D environment. The control stick now only changed the direction Ecco is facing; pressing left and right changed the direction he faced horizontally, and pressing up and down changed the vertical direction. To actually move forward, the player has to tap a button to gain speed and hold the same button down to maintain it. Out of the water, Ecco can perform the purely aesthetic flips in the air from the original games. Charging foes is kept as Ecco's standard attack, though the designers added a homing feature. The health and air meters is also kept, though the health meter can be increased by collecting power-ups called Vitalits, and the meters have a slightly different look compared to the Mega Drive games. Some new moves are introduced in Defender of the Future. One is a quick 180º turn, useful for battles. Another is a means of stopping quickly; when Ecco has already stopped, the same buttons can make him swim backwards. A third new move is the tailwalk; Ecco can raise his upper body out of the water, able to look at things above the surface; this had limited use in gameplay but is a good way to see small graphical details. The graphics of the game are generally regarded as being one of the most realistic ever seen in a Dreamcast game. Many reviewers have commented that Ecco looks like a real dolphin. There were still a few criticisms however. One of the most major complaints against the graphics is the high level of fog; other reviewers have pointed out that visibility in the ocean is often much reduced from what it is above the surface. There were also some pop-up problems with distant objects. This was apparently caused by the engine not being that efficient overall, and not being able to render as much onscreen as was desirable without the generation of too much slowdown. The fog was used to obscure the distance and decrease the number of polygons that had to be drawn. The few cutscenes uses the in-game graphical engine, and featured voice-over narration by Tom Baker. Defender of the Future continues the legacy of high difficulty set by its predecessors. The levels are again divided up, but the idea of a password system was dropped in favor of a memory card save file. The game has few loading times in the levels; the levels load all at once just before they started, and these load times could be moderately long. The "charge song" and "confusion song" returned in Defender of the Future, but in different forms. The "charge song" os given a name, the Power of Sonar, and is part of a set of five temporary power-ups that could be activated by collecting icons. The powers were: * Power of Vigor: Ecco moves faster and does more damage when charging enemies, and is able to swim against strong currents. * Power of Sonar: Sonar does damage to enemies, and is able to break apart certain stones. * Power of Air: The air meter is temporarily doubled. * Power of Endurance: The health meter was maxed out to double the normal maximum; it couldn't be replenished until it reached the level the player had already obtained, and would be lost if the player made it to the next level of the game. * Power of Stealth: Ecco becomes temporarily invisible. The "confusion song" was named the Song of the Shark, and it too is part of a larger set of songs. These songs were permanent and activated by singing at the right thing. They are: * Song of the Shark: Confuses sharks, leaving them vulnerable to attack. This does not work on the great white or the white sharks in later levels. * Song of the Turtle: Turtles will follow Ecco around. * Song of the Fish: Schools of fish will follow Ecco. * Song of the Ray: Makes manta rays go in the direction the song pointed; makes smaller sting rays panic and flee. * Song of the Plant: Makes a certain kind of plant spray ink. Defender of the Future bore a different storyline from that of the Mega Drive/Genesis games; it is generally regarded as an alternate universe. The story was written by science fiction author David Brin, who had already written a few stories about intelligent dolphins. The storyline and game were divided into four parts: Isle of TranquilityAt the dawn of the 30th Century, dolphins and humans had been together in a cross-species society for 500 years. Together, they had set out to explore space, offering peace and friendship to all who would welcome it. But space had its dangers; a violent species known as the Foe decided Earth was a good planet to take over. However, the dolphins and humans drove them to the brink of defeat, and so the Foe sought vengeance on Earth. The few caretaker dolphins who had been left behind on Earth were not entirely defenseless; they were protected by a creation of theirs they called the Guardian. It was a gigantic, sentient being made of a crystalline substance; it projected a force field over the entire planet. Undeterred, the Foe began making suicide attacks on the field, searching for a weak point. The player was given this background information before being thrown into the game. Soon after the game started, the Foe found their weak point, destroying the field and breaking the Guardian. Isle of Tranquility followed Ecco around until he managed to get to the dolphin city of Atlantis (apparently different from the Atlantis of legend) and repair the Guardian. He accessed the city when no other dolphin could by temporarily becoming a fish using the Ancient Power of Metamorphosis (obviously an homage to the Metaspheres from Tides of Time). He was too late to stop the Foe invasion. A Foe ship caused a rip in the time continuum and headed back in time in order to stop dolphins and humans from uniting into one society. Ecco was caught in the wake of the time vortex, and ended up witnessing the Foe steal the Noble Dolphin Traits of Intelligence, Ambition, Compassion, Wisdom and Humility. Ecco used the Ancient Power of Metamorphosis to become a flying Foe unit and destroy the ship; this scattered the globes containing the Noble Traits across history. With the traits gone, however, the future was already changed. Dolphins became weak and gullible; humans enslaved and exploited them. When Ecco returned to 'his' present, 500 years after the Foe attack, dolphins were barely sentient animals, and humans had already long been extinct. Man's NightmareThe Man's Nightmare levels were based around human technology, with heavily polluted water. The dolphins Ecco met were divided into three subtypes: the Crimson, dolphins with red paint worn on their flippers; the Circle, white dolphins who showed an eagerness to operate machinery; and the Movers, orange and white dolphins with the build of orcas that had once apparently been the muscle of the dolphins when they had been enslaved. The dolphins didn't know humans were extinct. Some of them thought they had been left to test their loyalty, and spoke of a great Engine of Salvation that the Chosen One would activate with the Labor Harness. Ecco managed to put on the Labor Harness, which allowed him to control human machines by singing at them, and headed off to activate the Engine of Salvation while looking for the globes that contained the Noble Traits. After Ecco managed to find the Noble Trait of Intelligence and touch it, it was sent back in time and began affecting the Circle, Movers and Crimson. They figured out the truth of man's extinction and his "Engine of Salvation"; it was really a weapon that had been designed to fight the Foe, but man and the Foe had destroyed one another before the potentially planet destroying weapon had been completed. The player's new task became stopping the weapon from activating; the reward was the Noble Trait of Ambition and progress into the next section of the game. Dolphin's NightmareWith Intelligence and Ambition both sent back, history changed. Dolphins became aggressive creatures and forced humans from the seas, never to return. They built their own independent society under the waves, and some above them; this level set featured the Hanging Waters as an homage to the Skyway from Tides of Time. The dolphins seen in this section of the game were divided into two subtypes; the Clan dolphins were militaristic orange-and-white (lower ranking) or black-and-white (higher ranking) creatures who lorded over the green Outcasts. Both subtypes looked down their beaks at whales; the Clan, for instance, used a pair of captured humpback whales as living power generators for their Hanging Waters. The level set started by throwing Ecco into an Outcast village that had been cut off from their food supply by the Clan. After getting fish back to them, one villager helped him reach the nearby Clan outpost. There, Ecco found and rescued the leader of a secret resistance group that had formed in the Outcast village. The Resistance, it turned out, had been keeping watch over the Noble Trait of Compassion, but were afraid to touch the globe. The Clan had their own Trait which was later discovered to be Wisdom; they wanted the Resistance's globe for themselves. Ecco sent Compassion back and infiltrated a large Clan base. He tattooed himself with the rank of general and managed to get the Hanging Waters activated so he could fight the Clan's leaders, the three Exalted Ones. The third Exalted One had the globe of Wisdom; Ecco sent it back, and history changed again. Domain of the EnemyWith all but one of their traits restored, dolphins (evidently) united with humans. However, without the final Trait of Humility, the society was heedless of the Foe's danger, and was defeated. Earth was taken over, and the Foe Queen herself became the guardian of Humility. Ecco managed to destroy a Foe hatchery and slay the Foe Queen to gain back Humility and restore his own future.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 12:30:26 GMT -5
Countdown Update
100. Cool Cool Toon 99. Tony Hawk's Pro Skater 98. The Typing of the Dead 97. Trigger Heart Exelica 96. Star Wars: Episode I: Jedi Power Battles 95. Fur Fighters 94. Sega Worldwide Soccer 2000 93. Virtua Tennis 2 92. Border Down 91. Ecco The Dolphin: Defender of the Future
Here Are The Hints For The Next Five Games
* Bullies Give Swirlies To Geeks
* Cuz I'm TNT.....I'm Dynamite
* I'm Cosmo Kramer
* We Are Facing A Historic Crisis
* Y2K Bug
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 15:42:59 GMT -5
90. Dynamite Cop Dynamite Cop (Dynamite Deka 2 in Japan) (1998) is a video game published by Sega and initially released in arcades on Sega Model 2 hardware. The game was then ported to the Sega Dreamcast console and released in Japan, North America and Europe. Dynamite Cop is a 1 or 2 player, 3D scrolling fighter in which players fight through levels to save the president's daughter from a band of modern day pirates. The game's predecessor, Dynamite Deka, was released in Europe and North America for arcades and the Sega Saturn with a Die Hard licence, titled Die Hard Arcade. Here's what we know so far. You, a one “Captain Bruno Delinger,” were rudely awakened from your mandatory 3 hours of sweat-drenched, flashback-having, war-ridden nightmares you call your beauty sleep. The phone just rang like an air raid siren in your head, and at this hour you can't help but stand at attention. Seems that the President of the good old U. S. of A. needs your help. A band of modern day pirates has taken control of the world famous “Bermuda” cruise liner. They are heavily armed and dressed like Blue Beard the Biker. This floating fortress of fun also happens to have over a thousand of the most powerful people in the world on board. The President’s daughter is among them, and in need of some major life preserving. You wipe the crust out of your eyes, brush those pearly whites, and suit up. You make sure not to forget your monkey sidekick, “Banana.” He happens to be your good luck charm and goes over great with the chicks. Just when you thought things were bad, they get worse. The Navy SEALs that have also been called out for this ocean going party know of you and your incredible talents for bringing down the house—literally. You’ve paid more in property damage than in alimony checks. The SEAL commander doesn’t seem to like hot shots and makes sure to politely let you know by yelling and spitting it all over your face. Boy does this guy need to switch mouthwash. “Look, I'm not here to make friends,” you say. “Oh really, Bruno?” the commander replies. “So I guess that filthy monkey on your shoulder is your twisted idea of a sidekick.” The entire room breaks out in laughter, sans you. These guys don't seem too supportive of your choice in partners, and your monkey just peed on your back from all the commotion. “Just stay out of our hair, Bruno!” the commander warns. “This is our show, and we don't need any organ grinders in the circus!” “You’re right, Captain,” you reply. “Send in the clowns, that's what I always say!” The room goes silent, and with that said, you earn the respect and total hatred of every man in the room. So much for professional courtesy. Invade the ship and rescue the hostages, ESPECIALLY THE PRESIDENT’S DAUGHTER. Take out anyone who stands in your way. This is not a P.R. mission, so use any and all weapons you can find. You’d be surprised at what you can use to drop your swarthy opponents, so keep your eyes peeled. Remember, these pirate rejects are playing for keeps, so stay sharp. Now move out before the SEALs start clubbing you. Characters Are: Captain Bruno DelingerSome call him Bruno, some call him “Mr. Dynamite,” but try not to call him “Monkey Boy.” Known for his incredible martial arts skills as well as his record for property damage, Capt. Bruno is one tough ball of primate-carrying beef cake! He’s got a trusted monkey sidekick named “Banana” and a real love for seeing things go boom! If he isn’t in the middle of saving the world from terrorists, he’s usually in the middle of trying to save his marriage. Sergeant Jean IvyThis Navy SEAL-trained spitfire loves to get her kicks. And she usually aims them right at your chin! She loves sushi and Japanese animation. Her “turn ons” are cat lovers and long walks on the beach. Her “turn offs” are small feet and “mean people who want to take over the world.” Proficient in kung fu and sambo! Corporal Eddie BrownTwo things relax this guy, reggae and kick boxing! A Navy SEAL since he drop kicked a referee in the NFL, Eddie is tough as nails and eats them too! When not risking his life for the good of his country, he moonlights for a psychic advice hotline! Wolf HongoThis ex-hippie turned international terrorist is one bad mama jamma! While being extradited to America his plane went down over the Bermuda Triangle. Because his body was never recovered, many believed him to be shark food. He has since been sighted leading the “Caribbean Crew” in their pirate activities. Known for his dirty fighting and foul B.O., this terror of the seven seas takes more hostages than showers! Ada Mendoza / Capt. GonzalezThis cute pair of love birds will peck your eyes out. Always together and always deadly, these ex-circus stars are quicker than they look. Ada’s hip attack is a thing of legend, while Captain Gonzales can go toe to toe with the best of them. The only thing these two do badly is pick their clothes. Dr ShieldThis guy learned all his martial arts moves from reading too much “Middle Aged Sickly Warrior Turtles!” (a parody of Teenage Mutant Ninja Turtles) He is obsessed with comic books and wants to put you permanently out of print! His giant sea turtle shield can protect him from your attacks. Let’s hope you have something to protect your nose from his foul pizza breath! Katsu ToshiWith double blades in hand and tattoos in places we can’t show you, “Tattoo” Toshi lives up to his weirdo name. Not only is this guy in charge of taking out any poor sap that gets in the way of the crew, he keeps everyone’s nose hair nicely trimmed, His dream was to be famous New Your hairdresser, but he failed hair tinting. Jumbo MatsuOnce a sumo wrestler, now just an angry, donut eating waste of space. Jumbo fights like he eats, like his life depended on it. His punches are like two greasy pork chops, and his kicks will give you heartburn. Not even the cruise ship has enough grub to keep this guy happy, and he is mighty P.O.’ed! Hurry, throw him a sandwich! Shell GuardThis guy is one water-logged freak of nature, and his taste in backpacks will have you screaming for the tartar sauce! Once a fast food worker for the CrabLand restaurant chain, he got tired of working for so little money, but he kind of liked the humiliating costumes! His crab shell uniform not only protects him but it smells something awful! Use your head when fighting this crusty creep, and don’t forget to cover your nose! ManjiA wannabe ninja with everything to prove and nothing upstairs! Manji learned the art of invisibility from those creepy survivalist magazines, and he hasn’t stopped swinging his ginsu since. Now hired by the “Caribbean Crew,” Manji uses his mail-ordered cutlery to wreak havoc on unsuspecting sea-goers. This guy needs to get a grappling hook on reality.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 15:44:10 GMT -5
89. Sega Swirl Sega Swirl is a puzzle game that was created for the Sega Dreamcast, Personal computer, and Palm OS. The game was included in various demo discs released for the Dreamcast (through the Official Dreamcast Magazine, and on newly released consoles), and is free to download and play on the PC. SEGA Swirl was created by Scott Hawkins, while he worked at Sega. Scott Hawkins designed the game and programmed the original PC version of the game. Scott Hawkins worked with Tremor Entertainment to develop the Sega Dreamcast version of the game. The game presented swirls of different colors stacked upon each other. The player would try to match up as many of the same colored swirls onscreen as possible, then, when satisfied with a combo, they would press the color, making them disappear. The more swirls one can gather together, the more points earned, as well as a reward of seeing the swirls disappear in different ways. The most rewarding way to see the swirls disappear is when they all go into the air and burst with firework-like sounds and cheers. If a swirl of a certain color is alone within a stack of other colored swirls, the player actually loses points. The Dreamcast version featured a snake in the bottom right corner of the screen, who would act pleased when the player did well and shook his head when they did poorly. If the player did nothing for an extended length of time, the snake would stare at them and then gesture to the left, towards the play field. On the Dreamcast, it could be played on Versus mode (players compete with one Swirl screen) with up to four players, and it also allowed Split Screen (four players with their own swirl play fields). On the PC, split screen is not available, and versus is up to two players. Both versions allowed one to compete with another human player via email (Dreamcast players may also play against PC players through this). The Palm version of SEGA Swirl includes a two player head-to-head mode that can be played in real-time over the handheld's infrared port.
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Post by Insomniac on Dec 17, 2007 15:45:56 GMT -5
Wow, I gave Bangai-O it's only vote I think. If anyone can find a copy of it, I definitely recommend it if you're a fan of 2D shooters. One of the best on the console, and the Dreamcast had a lot of solid games in that genre.
Sega Swirl higher than Ecco and Bangai-O?!?! MADNESS!!!
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 15:46:43 GMT -5
88. Dino Crisis Dino Crisis is a survival horror game developed and published by Capcom that was released for the Sony Playstation on July 1, 1999. It was later ported for the Sega Dreamcast and for Microsoft Windows in 2000. It was produced and directed by Resident Evil creator Shinji Mikami. Set in 2009, a special forces team must find a way to survive in a secret government facility that has been infested with time-displaced dinosaurs. It features similar gameplay to the Resident Evil series and promoted by Capcom as "panic horror". It was later followed by two sequels, Dino Crisis 2 and Dino Crisis 3, and a light gun-based spinoff in Capcom's Gun Survivor series, known as Dino Stalker. Characters are: * Regina (voiced by Stephanie Morgenstern) - The player's character; an intelligence agent and weapons expert, specializing in weapons maintenance. * Gail (Richard Yearwood) - A veteran spy, and the leader of the team. He is well known for his cold demeanor and seems to have a heart of stone. He carries a large heavy machine gun and his field of expertise seems to be combat. He cares a lot about his mission. He can either survive in the game or die. Non-playable. * Rick (Alex Karzis) - The third member of the team and an expert computer hacker. He carries a Sniper Rifle. He seems to be much more easy-going than Gail, providing most of the comic relief. He is African-American. Non-playable. * Cooper (Robert Tinkler) - The fourth member of the extraction team. He's blown off course at the start of the mission and ends up being eaten by a T. Rex. The rest of the team never learns this, and he is declared M.I.A. He carried the only outsourcing radio on the team, and his death puts the rest of the members in a bind. Non-playable. * Tom (Bino Tautorrez) - An agent of S.O.R.T., who has infiltrated the Ibis Island facility to investigate the reports of new-type weapons being researched. He is wounded by a dinosaur, and later dies. * Dr. Edward Kirk (Adrian Truss) - The genius behind the Third Energy Theory. He was approached by the Borginian Republic who were interested in the properties of Third Energy as a weapon, and promised him all the funding, facilities, researchers and equipment he needed. To that end, he staged his death and moved to Ibis Island, to where a Third Energy research facility had been set up for him and killed most of his workers with the help of the dinos. In order of their appearance, the dinosaurs in the game are: * Velociraptor * Tyrannosaurus * Pteranodon * Compsognathus * Therizinosaurus * Deinonychus (the red-white-blue raptors, AKA Super Raptors) Third Energy is a fictional energy source in the video game series Dino Crisis. It apparently uses air as energy.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 15:50:05 GMT -5
87. Cosmic Smash Cosmic Smash is an arcade game that was later ported to the Sega Dreamcast console. It is a futuristic combination of squash and Breakout, and is a single player game. It is one of the few Dreamcast games to be released in a DVD-style case, rather than a CD-style one.
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Post by Seth Drakin of Monster Crap on Dec 17, 2007 15:51:50 GMT -5
86. NHL 2K Like Sega's NFL 2K and NBA 2K, this is a huge step up from Playstation-quality sports games. The game features photo-realistic players, easy controls, and fast gameplay. Amazing details include ice scrapes and skate sprays. Even the fights are fun to watch. The game has an arcade sensibility to it, so it's easy to pick up and play. Unfortunately, the frame rate gets choppy at times, and it can be hard to keep track of the puck during quick one-timer plays. Passing is no problem, although it can be difficult to thread the needle because defenders can easily intercept the puck. The sound is mediocre. The crowd noise isn't noticeable, and the commentators are much less interesting than the NFL or NBA games. But the biggest flaw with NHL 2K is the difficulty in scoring. No matter what skill level you play, scoring goals is like pulling teeth. It's not unusual to have more shattered glass or shots off the posts than goals in a game. I played a 0-0 tie with over 100 shots taken combined. Needless to say, not being able to score is frustrating. Another letdown is the lack of rumble pack support. This game would have been perfect for that, especially with all the body checks and fighting. C'mon Sega, get your act together.
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