<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">	<channel>		<title>This Month's Most Popular Games Tagged 'Sega' on The Great Games Experiment</title>		<link>http://www.greatgamesexperiment.com/games/popular/month/Sega/?utm_source=feed&utm_medium=rss ]]></link>		<description>This Month's Most Popular Games Tagged 'Sega' on The Great Games Experiment</description>		<image>			<url>http://www.greatgamesexperiment.com/css/logo.jpg</url>			<title>This Month's Most Popular Games Tagged 'Sega' on The Great Games Experiment</title>			<link>http://www.greatgamesexperiment.com/games/popular/month/Sega/?utm_source=feed&utm_medium=rss ]]></link>		</image>		<language>en-us</language>		<item>			<title>Shining Force</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ShiningForce/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/ead97ad5f6d0bd9a2a3699e4d7a1e30a_sq.jpg" title="Shining Force Image" /> Shining Force was a tactical turns-based roleplaying game released for the Mega Drive. You recruit members for your force and deploy their individual skills in battles that use a chess-like grid.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Dec 2006 11:07:24</pubDate>		</item>		<item>			<title>Virtua Tennis 3</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/vt3/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/4717d6cf3f81123a8765488ce83338af_sq.jpg" title="Virtua Tennis 3 Image" /> The third entry in Sega's smash-hit tennis franchise, designed for the advanced Lindbergh arcade board. AM3 developed the PS3 version of the game, Sega got Sumo Digital to get the Xbox 360 (w/ live), PC and PSP ported.<div style="clear:both;"></div> ]]></description>			<pubDate>09 Dec 2006 05:41:52</pubDate>		</item>		<item>			<title>Crusader: No Remorse</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/crusadernoremorse/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/3/3607d3871b348a2ce1e06ebec9cac816_sq.jpg" title="Crusader: No Remorse Image" /> <div class="user_quote"><span class="quote_from">Videogame Advisor said,</span><blockquote class="user_quote">Origin has created a masterpiece in the mission-based action game genre. This game is pure joy to play.</blockquote></div>
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An isometric action game set in the near future. Play as a Silencer in the Resistance and try to take down the World Economic Consortium.<br />
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Take on 15 different missions that include helping your new friends escape from prison, blowing-up power generators, and finding top-secret intelligence. Thankfully, there are 13 different weapons to utilize. Will you be able to gain the confidence of the resistance? Can you stop the evil plans of the World Economic Consortium? Play CRUSADER: No Remorse and find the answers to these questions.<br />
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<span style="color: blue;">Additional Game Features:</span><br />
<ul class="user_list"><br />
<li class="user_li">Origin's scrolling isometric sets let you explore refineries, military bases, government offices, rebel bases, labs and interstellar backgrounds that explode at every blast.  Almost anything you see can be destroyed.<br /></li><li class="user_li">Incredibly high-detailed SVGA frames of bit mapped animation for the Crusader, let you run, jump and crouch, roll, side-step and ambush.<br /></li><li class="user_li">Live action video gives you fully detailed mission objectives to maximise your shooting efficiency.<br /></li><li class="user_li">Ingenious puzzles force you to take control of enemy vechicles and gun turrets.<br /></li><li class="user_li">Single player action game powered by the Enhanced Ultima VIII engine, and enhanced with fmv cutscenes.<br /></li></ul>
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Developer:  Origin Systems, Realtime Associates <br />
Publisher:  Electronic Arts<br />
Released:   Aug 31, 1995<br />
<br />
<span style="color: blue;">System Requirements</span><br />
MS-DOS 5.0 or higher, i486 DX2 66 MHz, 8 MB RAM, 65 MB hard disk space, Sound Blaster compatible sound card, VESA compatible SVGA video card<div style="clear:both;"></div> ]]></description>			<pubDate>10 Dec 2006 01:45:36</pubDate>		</item>		<item>			<title>Arrow Flash</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ArrowFlash/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/1/19a6be7c762ffa1e5104a1fae265ed6e_sq.jpg" title="Arrow Flash Image" /> Arrow Flash is a horizontal scrolling shooter video game created by Telenet in 1990 for the Sega Mega Drive/Genesis. The game can be considered a multi-scrolling shooter, in that there are horizontal and vertically scrolling levels, although the ship does not change orientation when this happens.<br />
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Like many scrolling shooters, the player initially has a basic shot, which can be upgraded and/or exchanged for different weapons, as well as gain smaller ships that follow the player's ship around and copy its attacks. As is usual, these powerups are distributed throughout the levels, and are lost when the player dies.<br />
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Two additional mechanics differentiate Arrow Flash from similar scrolling shooters, one of which is that the ability to transform the player's ship. The two forms available are a humanoid mecha form and a typical jet form. The player's weapons change depending on the form. The jet form only shoots forward, while the the mecha form can fire diagonally; helper ships mimic the jet's actions but stay in a fixed formation behind the mecha. The game's titular &quot;Arrow Flash&quot; is a highly powerful attack for each form; the jet fires five large blasts forward, while the mecha form becomes engulfed in flame, rendering it immune to attack for a short while. Depending on the options set at the start of the game, arrow flashes are either required to be charged up with unlimited use or collected out on the field with no charge time.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Dec 2006 09:28:42</pubDate>		</item>		<item>			<title>F-22 Interceptor</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/F22/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/5/55d2e069aebac925b72b065344838865_sq.jpg" title="F-22 Interceptor Image" /> F-22 Interceptor is a 1991 flight simulator created by Ned Lerner and Gene Kusmiak. It was released by Electronic Arts and Ingram Entertainment for the Mega Drive/Genesis.<br />
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The player controls one aircraft, the F-22 Raptor, throughout the game. At that time, the real aircraft was known as the YF-22 Lightning II, and had only first flown in 1990. Like LHX Attack Chopper, another flight simulator by EA, the playable aircraft had not yet been developed.<br />
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The player has three skill levels to choose from: Cadet, Training, and Combat. The player must then pick one of four campaigns: the USA, Korea, Iraq, and Russia. In each level, the player's F-22 is targeted by surface-to-air missiles, enemy aircraft, and artillery. The mission is to destroy the targets and complete the objectives using a wide range of missiles, from heat seeking missiles, precision-guided bombs, and chaffs. The aircraft is also given two cannons for engaging enemy targets.<br />
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At the end of each mission, the player is required to either land on a runway or an aircraft carrier. Sometimes in-flight refueling is needed to prevent the F-22 from crashing.<br />
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As the game progresses, the player will be able to unlock an Aces campaign, where he will face off with advanced pilots from North Korea, Iraq, Russia, and the US.<br />
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The game also had a rudimentary mission editor.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Dec 2006 11:08:38</pubDate>		</item>		<item>			<title>Ayrton Senna's Super Monaco GP II</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/SMGP2/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/e/ec88e34604489e77b802a2e3f43a19b5_sq.jpg" title="Ayrton Senna's Super Monaco GP II Image" /> Ayrton Senna's Super Monaco GP II is an arcade-style Formula One racing video game. Along with boasting the most realistic physics of any console driving game at the time of release, the game was also endorsed by the then Formula One champion Ayrton Senna. The game's development was also assisted by Senna, who supplies his own advice about the tracks featured in the game.<div style="clear:both;"></div> ]]></description>			<pubDate>13 Dec 2006 11:27:10</pubDate>		</item>		<item>			<title>Penn &amp; Teller's Smoke and Mirrors</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Penn-Teller-Smoke-and-Mirrors/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/0/085e97b04c95970da5e11f39e23e8707_sq.png" title="Penn &amp; Teller's Smoke and Mirrors Image" /> <div class="user_quote"><blockquote class="user_quote">&quot;The Bad Boys of Magic&quot; make sure their interactive multimedia debut is everything a video game isn't supposed to be (Including a game that you just can't win)</blockquote></div>
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Penn &amp; Teller's Smoke and Mirrors was a 3D0, PC and Sega CD game that was never officially released.  The Sega version is said to have been the only version completed, but even that was in doubt for many years until some back-up copies were given to website editor Frank Cifaldi, who received them from a reviewer of the original product who had kept them salted away for so many years.<br />
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Owing to this, over recent years a lot of cult enthusiasm has been generated, most particularly over the hilariously minimalist premise of &quot;Desert Bus&quot;, one of the mini-games within the title.  As some available links make apparent, the game, or at least parts of it, are being played as a result of file-sharing and emulation. <br />
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Essentially the game, as in their video of the time &quot;Cruel Tricks for Dear Friends&quot;, is farce and satire, and the minigames themselves are a series of pranks upon other gamers, or even the gamer himself, but all within the brand of &quot;fun cruelty&quot; that is a trademark of the pair.<br />
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Developer:   Absolute Entertainment<br />
Publisher:  Originally intended for an April 1995 release, the game never reached publication.  It's original release was planned by Absolute Entertainment and later EA Games.<br />
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<div class="user_quote"><blockquote class="user_quote">&quot;It's not that different from the spirit of our live shows,&quot; explains Penn Jillette, &quot;except you won't be able to smell us.&quot;</blockquote></div><div style="clear:both;"></div> ]]></description>			<pubDate>07 Jan 2007 01:41:36</pubDate>		</item>		<item>			<title>Phantasy Star Online</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/PSO/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/4/4959e4760f3cb6ebeafbb626e520b8cb_sq.jpg" title="Phantasy Star Online Image" /> This Game Profile covers Phantasy Star Online and all subsequent re-releases.  It does not contain information on Phantasy Star Online Episode III C.A.R.D. Revolution.<br />
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Phantasy Star Online is an online, multiplayer RPG where players group into four-man teams to explore instanced areas of the mysterious planet Ragol.  Players began by creating a unique character, first selecting one of three classes (Hunter, Range or Force) and then one of the four race/gender combinations available in that class.  Races included Humans, Newmans - pointy-eared humans with an affinity for &quot;techniques&quot; - and Casts, which are essentially robots.  Unlike modern MMORPGs, PSO featured a more action oriented combat system that varied depending on your class.  Hunters specialized in melee weapons, Rangers in fire-arms and Forces in techniques, which were essentially spells.  Another unique feature is the inclusion of an offline mode that allows players to explore the game's online areas and take on quests.<br />
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Originally released for DreamCast with a bugfix re-release subtitled Ver. 2, which was also released on Windows exclusively in the Asian market.  Not long after, PSO was ported to the GameCube and Xbox with the inclusion of nearly an entire game's-worth of new content and was aptly titled Phantasy Star Online: Episode I &amp; II.  Phantasy Star Online Episode III: C.A.R.D. Revolution was later released for the GameCube, but with the action RPG gameplay traded in for card battling.  In a return to the series' roots, and its original engine, Sonic Team ported the GameCube/Xbox Episode I &amp; II on to the Windows platform with additional content dubbed Episode IV.  This final version of the game was titled Phantasy Star Online Blue Burst and could be downloaded for free from the official website.<div style="clear:both;"></div> ]]></description>			<pubDate>29 Jan 2007 07:04:27</pubDate>		</item>		<item>			<title>Wipeout</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/wipeout/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/938c796a9a2aeb6a7757048c7533c4cb_sq.jpg" title="Wipeout Image" /> Published by: Sony Computer Entertainment Europe Ltd.<br />
Developed by: Psygnosis Limited<br />
Released: Sep, 1995<br />
Genre: Action, Racing / Driving, Sports/ Sci-Fi / Futuristic<div style="clear:both;"></div> ]]></description>			<pubDate>06 Feb 2007 10:35:19</pubDate>		</item>		<item>			<title>Shinobi</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/Shinobi-Arc/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/9/961aaa3966a3c0b66bdc32389cc76039_sq.png" title="Shinobi Image" /> Shinobi debuted in 1987. There were a lot of console conversions, but nothing matches the arcade game.<div style="clear:both;"></div> ]]></description>			<pubDate>07 Feb 2007 05:22:54</pubDate>		</item>		<item>			<title>NHL 93</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/NHL93/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/f/f8536a02445af854d5b1f599b84c7593_sq.jpg" title="NHL 93 Image" /> Regarded as the best NHL game of all time. One reason why people bought the Sega Genesis. The only hockey game where you could make Gretzky BLEED!<div style="clear:both;"></div> ]]></description>			<pubDate>08 Feb 2007 10:12:24</pubDate>		</item>		<item>			<title>Rock N Roll Racing</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/rocknroll/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/6/65a8e8fc326e3ac249c4435490a3b35b_sq.jpg" title="Rock N Roll Racing Image" /> The races themselves put the player against two (in 2-player games) or three (1-player games) computer opponents and are viewed from an isometric viewpoint. In the background play instrumental versions of several heavy metal and rock 'n roll songs: &quot;Paranoid&quot; by Black Sabbath, &quot;The Peter Gunn Theme&quot; by Henry Mancini, &quot;Highway Star&quot; by Deep Purple, &quot;Born to be Wild&quot; by Steppenwolf, and &quot;Bad to the Bone&quot; by George Thorogood. Players are updated on the race by commentator &quot;Loudmouth Larry&quot; (Larry &quot;Supermouth&quot; Huffman) making comments like &quot;The race is set, the green flag drops!&quot; (or &quot;Let the carnage BEGIN!&quot;), or &quot;Rip: is about to blow!&quot; at appropriate points through the race. (There is a slight pause between a name and action, as each name and each action is its own sound effect, which can be heard in the FX screen).<br />
<br />
The tracks are littered with mines, money power-ups ($1,000 for each one you collect), and health power-ups. Similarly, in each lap, each player's frontal weapons (energy weapons or missiles), rear weapons (oil slicks or mines), and turbos (jumps or nitro boosts) are recharged. The number that you get depends on the ammo upgrades you've bought, which maxes out at 7. You get money for blowing opponent cars up and for lapping (gaining a full 1 lap lead on the opposition) your opponents.<br />
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The race goes on for 4 laps and the final standings provide rewards: 400 points and $10,000 for first place, 200 points and $7,000 for second, 100 points and $4,000 for third, nothing for fourth. Money is used to buy upgrades and new cars. Points are used to advance to the next racing class or the next planet. In 2-player mode, one player can choose to advance and leave their &quot;loser friend&quot; (as the character in charge of advancement calls players without enough points to advance) behind, kicking him/her out of the game for good. Once left behind, the other player has no choice but to hope that they had written down their password (available fron the F/X screen) and that the other player will reset the game and let them try again at some point.<br />
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<br />
--from the Rock and Roll Racing wiki<div style="clear:both;"></div> ]]></description>			<pubDate>12 Feb 2007 02:27:53</pubDate>		</item>		<item>			<title>NiGHTS: Journey of Dreams</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/nightsjourneyofdreams/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/c/c9d275ab61bff87d8cba8ca83441ba57_sq.jpg" title="NiGHTS: Journey of Dreams Image" /> At long last, a sequel to Sega's seminal 1996 classic NiGHTS into Dreams, developed exclusively for Nintendo Wii!<div style="clear:both;"></div> ]]></description>			<pubDate>04 Apr 2007 03:51:00</pubDate>		</item>		<item>			<title>Comix Zone</title>			<link><![CDATA[ http://www.greatgamesexperiment.com/game/ComixZone/?utm_source=feed&utm_medium=rss ]]></link>			<description><![CDATA[ <img style="float: left; clear: left;" src="http://static.greatgamesexperiment.com/userimages/f/ff10fade3bce76600326b3ad3dd968f8_sq.jpg" title="Comix Zone Image" /> Comix Zone is a unique and artistically rich beat 'em up originally developed for the Sega Mega Drive. It was also ported to the PC and GBA and is available in emulated form on the PS2, PSP and the Wii. The game was released in 1995 and was noted for its original premise and amazing graphics and sound which pushed Sega's 16-bit machine to its limits. <br />
<br />
The game is essentially a one-player side-scrolling beat 'em up with a twist. The unique aspect of the game is quickly revealed to be its presentation. The player is in control of Sketch Turner, a comic book artist who is trapped within his own comic creation. The levels are literally panels of Sketch's comic. Each level consists of two pages some with alternate routes, each with different art and puzzles. Powerups and secrets are revealed by literally ripping paper and Sketch can even find help in the form of his pet rat Roadkill, who is trapped with Sketch and can be used in a fight or to help with solving a puzzle.<br />
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There are three episodes containing two levels, each with unique backgroud art consistent with real-life comic books. Dialouge is even displayed within speech bubbles that help forward the story without breaking the comic book mould.<div style="clear:both;"></div> ]]></description>			<pubDate>04 Apr 2007 09:03:02</pubDate>		</item>	</channel></rss>