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Since: Sep 10, 2005 Posts: 72
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(Msg. 1) Posted: Sat Oct 20, 2007 3:58 pm
Post subject: Sega Rally Revo review Archived from groups: rec>games>video>sega (more info?)
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Barring Gamespot's "history" lesson on the Sega Rally series, the
reviewer makes it abundantly clear that he thinks down upon arcade style
gaming. Having only a "scant" number of tracks and cars, when compared
to modern racers with entirely different focuses, is not a deficiency
for Sega Rally Revo. Reviewers have said in the past that a good game
manages 10-30 seconds of "fun" and then manages to repeat it over and
over. Similarly, while Sega themselves lost their magic years ago, Sega
Racing Studio clearly understands what Sega racers are supposed to be.
Sega racers, like all Sega games before the PS2's days, were
always easy to pick up and play and rewarding to master. Perhaps more
significantly, Sega racers always gave the player a feeling of being on
the bleeding edge of losing control, and yet you could control it all.
This is true of the Outrun, Daytona and Sega Rally games. The fact that
multi-player was always a component of these games was not lost on Sega
Racing Studio.
In Sega Rally, the game gives this dialectic of chaos and control
by means of the powerslide mechanic, and the unique physics of how the
tires interact with the road. While a driving simulation would punish
the player for oversteering by spinning the car and stopping the action,
Sega Rally emphasizes flow and speed. Gamers with a bent toward Gran
Turismo, Forza, and Toca will have a knee-jerk reaction to this and
assume that the gameplay is "shallow." This sort of narrow mindedness
is what makes modern gameplay so limited. It is possible to spin your
car in Sega Rally, but the player really has to screw up for this to
happen.
The game does punish the player for hitting walls, but it does
everything it can to keep the action flowing without giving the player
an easy road. Only a head on collision with a track side object will
result in a full stop. Otherwise the car will careen off the object,
and the player will have to struggle to regain control and down shift
one to three gears to get back into the race. Aside from steering clear
of the walls, Sega Rally adds the dynamics of traction with various
types of surfaces. So, while the player is attempting to make a turn,
or speed up on the straightaways, dodging water puddles or staying on
asphalt is also part of the game. The challenge comes in from trying to
do all of this while avoiding the other (ghost) cars. While the other
cars are not AI by modern standards, they do present a challenge by
being both obstacles and progressively challenging times to beat.
Failing to understand this gameplay dynamic will result in the
assumption that the "fun" that Sega Rally Revo presents is limited to
how many tracks and cars are available. The dynamic of differing
controls between cars and memorizing different tracks is, at best, of
tertiary importance to a proper arcade racer. In fact, adding more
tracks and cars can be a detriment to a game like this. DVD generation
game players are already predisposed to think that added content equates
to more enjoyment. In a game like Sega Rally it can be quite the
opposite, as the player will have to break the flow of the action and
speed to learn each new track and car. In a game that presents such a
great effort to *not* break the flow or the speed, additional tracks and
cars are of limited importance. >> Stay informed about: Sega Rally Revo review |
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Since: Jul 07, 2006 Posts: 502
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(Msg. 2) Posted: Tue Oct 23, 2007 6:37 am
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <2PrSi.191$_64.74@trnddc02>, Scott H <weaponx013 RemoveThis @yahoo.com> wrote:
> Barring Gamespot's "history" lesson on the Sega Rally series, the
>reviewer makes it abundantly clear that he thinks down upon arcade style
>gaming. Having only a "scant" number of tracks and cars, when compared
>to modern racers with entirely different focuses, is not a deficiency
>for Sega Rally Revo. Reviewers have said in the past that a good game
>manages 10-30 seconds of "fun" and then manages to repeat it over and
>over. Similarly, while Sega themselves lost their magic years ago, Sega
>Racing Studio clearly understands what Sega racers are supposed to be.
<snip>
This is your review, Scott? Good call on how Sega dishes out the fun
without breaking the challenge. I think it's worth mentioning that the
rally is a form of racing enjoyed more by Europeans and Japanese than it
is by Americans, since we don't participate in the WRC as a country. Which
is strange, since there are at least two American manufacturers who
compete (fielding a Spaniard and a Frenchman as drivers.)
How come there hasn't been more chatter about this game around these
parts? The UK groups have some small amount of conversation about Sega
Rally Revo, but everywhere else it's pretty dead silent.
-KKC, who owns an Impreza on the strength of his rally fanboy tendencies.
--
-- kendrick - Buy All Pro Football 2K8 from one of these online vendors
- @ io.com - http://www.cduniverse.com/productinfo.asp?pid=7394101 -
- - http://www.gamequestdirect.com/710425391590.html -
- - http://shop3.outpost.com/product/5187946 - >> Stay informed about: Sega Rally Revo review |
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Since: Sep 10, 2005 Posts: 72
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(Msg. 3) Posted: Tue Oct 23, 2007 11:00 am
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Kendrick Kerwin Chua wrote:
> In article <2PrSi.191$_64.74@trnddc02>, Scott H <weaponx013.TakeThisOut@yahoo.com> wrote:
>> Barring Gamespot's "history" lesson on the Sega Rally series, the
>> reviewer makes it abundantly clear that he thinks down upon arcade style
>> gaming. Having only a "scant" number of tracks and cars, when compared
>> to modern racers with entirely different focuses, is not a deficiency
>> for Sega Rally Revo. Reviewers have said in the past that a good game
>> manages 10-30 seconds of "fun" and then manages to repeat it over and
>> over. Similarly, while Sega themselves lost their magic years ago, Sega
>> Racing Studio clearly understands what Sega racers are supposed to be.
> <snip>
>
> This is your review, Scott? Good call on how Sega dishes out the fun
> without breaking the challenge. I think it's worth mentioning that the
> rally is a form of racing enjoyed more by Europeans and Japanese than it
> is by Americans, since we don't participate in the WRC as a country. Which
> is strange, since there are at least two American manufacturers who
> compete (fielding a Spaniard and a Frenchman as drivers.)
Yessir, that's from me. That could be a good reason why SRR isn't
getting the talk here, but I thought Colin McRae and Rally Sport
Challenge sold well in the US.
> How come there hasn't been more chatter about this game around these
> parts? The UK groups have some small amount of conversation about Sega
> Rally Revo, but everywhere else it's pretty dead silent.
My take is that it says Sega in the title, and the reviewers said it was
"shallow" for having "only" 21 tracks.
> -KKC, who owns an Impreza on the strength of his rally fanboy tendencies.
I'm hoping that the original Celica and Lancer will unlock at some
point. But oh, all I drive is a '93 Civic Del Sol. That thing's engine
wouldn't work well on a dirt bike. ;(
-
Scott >> Stay informed about: Sega Rally Revo review |
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Since: Jul 07, 2006 Posts: 502
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(Msg. 4) Posted: Tue Oct 23, 2007 11:00 am
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <odnTi.3732$uE4.1597@trnddc07>,
Scott H <weaponx013.RemoveThis@yahoo.com> wrote:
>Kendrick Kerwin Chua wrote:
>>
>> This is your review, Scott? Good call on how Sega dishes out the fun
>> without breaking the challenge. I think it's worth mentioning that the
>> rally is a form of racing enjoyed more by Europeans and Japanese than it
>> is by Americans, since we don't participate in the WRC as a country. Which
>> is strange, since there are at least two American manufacturers who
>> compete (fielding a Spaniard and a Frenchman as drivers.)
>
>Yessir, that's from me. That could be a good reason why SRR isn't
>getting the talk here, but I thought Colin McRae and Rally Sport
>Challenge sold well in the US.
The American thing, you mean? I think Rally games get positioned more as
generic racers on this side of the pond. I'm not sure what circumstances
prompted Microsoft to drop the Colin McRae name off of the release of
Dirt, but it's certainly arguable that rally drivers aren't the big
celebrities here that they are in Europe.
>> -KKC, who owns an Impreza on the strength of his rally fanboy tendencies.
>
>I'm hoping that the original Celica and Lancer will unlock at some
>point. But oh, all I drive is a '93 Civic Del Sol. That thing's engine
>wouldn't work well on a dirt bike. ;(
Rally engines are all homologated for no more than 2.0 liters of
displacement. I bet that with a custom pulley and some strong gearing we
could get rally-spec torque out of your Honda engine there.
-KKC, who had to do some emergency car work on Sunday when he lost a
battery cap down in the engine compartment.
--
-- kendrick - Buy All Pro Football 2K8 from one of these online vendors
- @ io.com - http://www.cduniverse.com/productinfo.asp?pid=7394101 -
- - http://www.gamequestdirect.com/710425391590.html -
- - http://shop3.outpost.com/product/5187946 - >> Stay informed about: Sega Rally Revo review |
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Since: Sep 10, 2005 Posts: 72
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(Msg. 5) Posted: Tue Oct 23, 2007 2:01 pm
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Kendrick Kerwin Chua wrote:
> The American thing, you mean? I think Rally games get positioned
more as
> generic racers on this side of the pond. I'm not sure what circumstances
> prompted Microsoft to drop the Colin McRae name off of the release of
> Dirt, but it's certainly arguable that rally drivers aren't the big
> celebrities here that they are in Europe.
Generic is certainly what the user reviews of Sega Rally Revo seem to be
labeling it as. I figure if there aren't thugs with tatoos and a
million menu options to tweak the cars with it'll be considered generic.
The only "arcade" racers people want to buy in the US must have
spectacular crashes and ragdoll physics for the launched drivers. Pure
action just isn't good enough.
>>> -KKC, who owns an Impreza on the strength of his rally fanboy tendencies.
>> I'm hoping that the original Celica and Lancer will unlock at some
>> point. But oh, all I drive is a '93 Civic Del Sol. That thing's engine
>> wouldn't work well on a dirt bike. ;(
>
> Rally engines are all homologated for no more than 2.0 liters of
> displacement. I bet that with a custom pulley and some strong gearing we
> could get rally-spec torque out of your Honda engine there.
I've been meaning to ask you something. I snagged a Shinobi arcade
cabinet recently. The board works, I have sound and can confirm that
the controls work with that, but I can't get video. I can hear the
monitor power on, and I can even hear the screen flipping when I play
with the V range dials, but no picture. Do you think this is something
that a Cap kit would solve, or should I check wiring first?
> -KKC, who had to do some emergency car work on Sunday when he lost a
> battery cap down in the engine compartment. >> Stay informed about: Sega Rally Revo review |
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Since: Jul 07, 2006 Posts: 502
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(Msg. 6) Posted: Tue Oct 23, 2007 2:01 pm
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Let's go off topic, kids.
In article <SFpTi.1299$Gq2.844@trnddc01>,
Scott H <weaponx013 DeleteThis @yahoo.com> wrote:
>
>I've been meaning to ask you something. I snagged a Shinobi arcade
>cabinet recently. The board works, I have sound and can confirm that
>the controls work with that, but I can't get video. I can hear the
>monitor power on, and I can even hear the screen flipping when I play
>with the V range dials, but no picture. Do you think this is something
>that a Cap kit would solve, or should I check wiring first?
I'm not the highest authority on arcade hardware, but I can say that
monitor failure is less common than people might assume. Shinobi has a
pretty standard 15 kHz RGB output on it if memory serves correctly, so the
proper next step is to determine if the board's output is still any good.
That means running some wires to a small testing CRT on a workbench just
to make sure that everything is running properly. Alternately, you might
want to take another Jamma-type board that has a known good video output
to see if the problem is between the harness and the tube. This is all
before you check any wiring or capacitors.
Checking wiring is tedious, thirsty work. You have to look for continuity
between the harness and the endpoint for each individual wire, and then
you're touching a probe to every other wire to make sure there isn't a
short somewhere. Checking for bad capacitors is a little easier, as leaky
caps will actually look like they've burst or will smell funny.
Of course, if Shinobi isn't a Jamma machine then I'm probably useless to
you.  The guys over on the RGV.arcade.collecting newsgroups are very
helpful, if a little bit mean spirited. But they hate to see any arcade
machine languish, so as long as you're willing to suffer some slings and
arrows you can probably get much better advice from that crowd.
-KKC, who hasn't done anything with his VF2 board since he got it a year
ago.
--
-- kendrick - Buy All Pro Football 2K8 from one of these online vendors
- @ io.com - http://www.cduniverse.com/productinfo.asp?pid=7394101 -
- - http://www.gamequestdirect.com/710425391590.html -
- - http://shop3.outpost.com/product/5187946 - >> Stay informed about: Sega Rally Revo review |
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Since: Sep 10, 2005 Posts: 72
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(Msg. 7) Posted: Tue Oct 23, 2007 3:00 pm
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Kendrick Kerwin Chua wrote:
> Let's go off topic, kids.
>
> In article <SFpTi.1299$Gq2.844@trnddc01>,
> Scott H <weaponx013 DeleteThis @yahoo.com> wrote:
>> I've been meaning to ask you something. I snagged a Shinobi arcade
>> cabinet recently. The board works, I have sound and can confirm that
>> the controls work with that, but I can't get video. I can hear the
>> monitor power on, and I can even hear the screen flipping when I play
>> with the V range dials, but no picture. Do you think this is something
>> that a Cap kit would solve, or should I check wiring first?
>
> I'm not the highest authority on arcade hardware, but I can say that
> monitor failure is less common than people might assume. Shinobi has a
> pretty standard 15 kHz RGB output on it if memory serves correctly, so the
> proper next step is to determine if the board's output is still any good.
> That means running some wires to a small testing CRT on a workbench just
> to make sure that everything is running properly. Alternately, you might
> want to take another Jamma-type board that has a known good video output
> to see if the problem is between the harness and the tube. This is all
> before you check any wiring or capacitors.
> Checking wiring is tedious, thirsty work. You have to look for continuity
> between the harness and the endpoint for each individual wire, and then
> you're touching a probe to every other wire to make sure there isn't a
> short somewhere. Checking for bad capacitors is a little easier, as leaky
> caps will actually look like they've burst or will smell funny.
> Of course, if Shinobi isn't a Jamma machine then I'm probably useless to
> you. The guys over on the RGV.arcade.collecting newsgroups are very
> helpful, if a little bit mean spirited. But they hate to see any arcade
> machine languish, so as long as you're willing to suffer some slings and
> arrows you can probably get much better advice from that crowd.
This one isn't Jamma, unfortunately. I was hoping to hook my MAME box
up to the same cabinet but that seems as though it's going to be
additional work that I cannot do without directions. Your advice sounds
reasonable to me nonetheless. Now, if I can just figure out how to wire
this harness up to a VGA monitor. Since I can't find schematics for
Shinobi online, I will most likely be visiting that Newsgroup. Thank
you for the heads up.
> -KKC, who hasn't done anything with his VF2 board since he got it a year
> ago. >> Stay informed about: Sega Rally Revo review |
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Since: Jul 07, 2006 Posts: 502
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(Msg. 8) Posted: Tue Oct 23, 2007 3:00 pm
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <93rTi.1307$Gq2.1061@trnddc01>,
Scott H <weaponx013 RemoveThis @yahoo.com> wrote:
>Kendrick Kerwin Chua wrote:
>> Let's go off topic, kids.
>>
>> In article <SFpTi.1299$Gq2.844@trnddc01>,
>> Scott H <weaponx013 RemoveThis @yahoo.com> wrote:
>>> I've been meaning to ask you something. I snagged a Shinobi arcade
>>> cabinet recently. The board works, I have sound and can confirm that
>>> the controls work with that, but I can't get video. I can hear the
>>> monitor power on, and I can even hear the screen flipping when I play
>>> with the V range dials, but no picture. Do you think this is something
>>> that a Cap kit would solve, or should I check wiring first?
>>
>> I'm not the highest authority on arcade hardware, but I can say that
>> monitor failure is less common than people might assume. Shinobi has a
>> pretty standard 15 kHz RGB output on it if memory serves correctly, so the
<snip>
>> Of course, if Shinobi isn't a Jamma machine then I'm probably useless to
>> you. The guys over on the RGV.arcade.collecting newsgroups are very
>> helpful, if a little bit mean spirited. But they hate to see any arcade
>
>This one isn't Jamma, unfortunately. I was hoping to hook my MAME box
>up to the same cabinet but that seems as though it's going to be
>additional work that I cannot do without directions. Your advice sounds
>reasonable to me nonetheless. Now, if I can just figure out how to wire
>this harness up to a VGA monitor. Since I can't find schematics for
Hold on, cowboy. Not all VGA monitors can handle the 15 kHz output that a
video game generates, and even if it can it might not accept a separate
sync signal or a sync signal on the green wire. Check the specs on your
monitor carefully before you connect anything, otherwise you might blow
out a cathode gun or fry an LCD encoder. Most VGA monitors accept 31 kHz
for a 640x480 image, but nothing lower than that.
-KKC, who has fried monitors this way before.
--
-- kendrick - Buy All Pro Football 2K8 from one of these online vendors
- @ io.com - http://www.cduniverse.com/productinfo.asp?pid=7394101 -
- - http://www.gamequestdirect.com/710425391590.html -
- - http://shop3.outpost.com/product/5187946 - >> Stay informed about: Sega Rally Revo review |
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Since: Sep 10, 2005 Posts: 72
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(Msg. 9) Posted: Tue Oct 23, 2007 4:00 pm
Post subject: Re: Sega Rally Revo review [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Kendrick Kerwin Chua wrote:
> In article <93rTi.1307$Gq2.1061@trnddc01>,
> Scott H <weaponx013.TakeThisOut@yahoo.com> wrote:
>> Kendrick Kerwin Chua wrote:
>>> Let's go off topic, kids.
>>>
>>> In article <SFpTi.1299$Gq2.844@trnddc01>,
>>> Scott H <weaponx013.TakeThisOut@yahoo.com> wrote:
>>>> I've been meaning to ask you something. I snagged a Shinobi arcade
>>>> cabinet recently. The board works, I have sound and can confirm that
>>>> the controls work with that, but I can't get video. I can hear the
>>>> monitor power on, and I can even hear the screen flipping when I play
>>>> with the V range dials, but no picture. Do you think this is something
>>>> that a Cap kit would solve, or should I check wiring first?
>>> I'm not the highest authority on arcade hardware, but I can say that
>>> monitor failure is less common than people might assume. Shinobi has a
>>> pretty standard 15 kHz RGB output on it if memory serves correctly, so the
> <snip>
>>> Of course, if Shinobi isn't a Jamma machine then I'm probably useless to
>>> you. The guys over on the RGV.arcade.collecting newsgroups are very
>>> helpful, if a little bit mean spirited. But they hate to see any arcade
>> This one isn't Jamma, unfortunately. I was hoping to hook my MAME box
>> up to the same cabinet but that seems as though it's going to be
>> additional work that I cannot do without directions. Your advice sounds
>> reasonable to me nonetheless. Now, if I can just figure out how to wire
>> this harness up to a VGA monitor. Since I can't find schematics for
>
> Hold on, cowboy. Not all VGA monitors can handle the 15 kHz output that a
> video game generates, and even if it can it might not accept a separate
> sync signal or a sync signal on the green wire. Check the specs on your
> monitor carefully before you connect anything, otherwise you might blow
> out a cathode gun or fry an LCD encoder. Most VGA monitors accept 31 kHz
> for a 640x480 image, but nothing lower than that.
Okay, that's pretty much the info that I needed. I don't have any way
to test the way you described then. Ah well, it'll be a nice $50
showpiece until I can get the proper equipment.
> -KKC, who has fried monitors this way before. >> Stay informed about: Sega Rally Revo review |
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