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Sonic CD: chasing the generators

Posted on 07/10/2025 Written by Xexyz

I had some questions before, and I have now answered them.

  • Do I need to travel to the future after destroying the machine in the past, or is it sufficient to just explode the generator? No, you don’t need to travel to the future; you can finish the act in the past, and you’re still told you created a good future. However, if you can travel to the future (through two future lampposts in sequence) there are no enemies in the way of you getting to the end.
  • Do I need to create good futures for both acts, and if so do I then have to fight the boss? Yes, you have to create good futures for both acts, and if you do then the third act takes place in the good future – but you still have to fight the boss.

I know this, because I have spent quite some time exploring levels and working out where to time travel, where the robot generators are, and planning routes to get there; I’ve now managed it on the first five Zones, and have at least located the generator in the present on Stardust Speedway Act 1 (though I have no idea how to get to it, and this is a rare example of a 16-bit Sonic level being pretty poorly designed). Luckily I’ve built up a stock of about 25 lives, and it’s fairly easy to collect 100 rings to gain another, since I keep running out of time when exploring.

I have often thought of Sonic CD as intimidating, because I thought you needed to get everything perfect. Back in 2011 I threw caution to the wind, and played through the game on the Xbox 360, not trying for the good ending but just hoping to get to the end. It was relatively easy to do that, though levels were sometimes a bit disorderly and prevented a fluid run throughout. The race with Metal Sonic was particularly difficult.

Having plugged in my PS3 (because I wanted to test a copy of Crashed that I found), I saw Sonic CD on the list of installed games, and immediately got the sense of being overwhelmed again, because having completed the bad ending I felt I would need to try for the good one. Back in the 1990s I had time to devote to a game, and to this day I have a complete picture of all levels from Sonic 1 and 2 in my mind, crowding out information which might actually be useful. That came from playing the games over and over; by the time I got my Mega CD from Pink Planet in Bristol, I had many other things to be doing.

But in recent months I find myself wanting to spend time dedicated to specific games again, hence returning to Mario Odyssey, playing through GTA3 and Vice City, and progressing through Wreckfest. Taking time to appreciate a game in its entirety – exactly what has been holding me back from Sonic CD.

So I’ve been taking my time, exploring levels, working out routes to take, where to find time travel posts and then build up speed, trying to find the machines in the past. It’s been a very different experience, very unlike other Sonic games, but it’s been very enjoyable. I fear I may need to resort to looking at some level maps, though, if I don’t work out how to destroy the generator on Stardust Speedway soon.

Oh, and the special stages are still pretty rubbish.

Filed Under: Gaming Diary Tagged With: Emulation, Mega CD, Playstation 3

Headhunter: forget about amnesia

Posted on 05/10/2025 Written by Xexyz

When Headhunter came out on the Dreamcast, it was when the format was dying and games were being reduced to silly prices in HMV. This was good news for my collection and my wallet, with many £5 games filling up my shelves. It was not good for the games themselves, since I had such an abundance of choice that I would not commit more than an hour or so to anything in particular. Even the more expensive games, like Headhunter, which I bought through some misguided platform loyalty, saw little playtime. I remember playing Headhunter on the Dreamcast for a little while, but during one of the early riding sections I get my bike stuck in the scenery and lost a significant amount of progress, and after that I’m not sure I ever returned.

Until now. When I was in York a couple of years ago I found a copy of Headhunter on the PS2 for £3 in an excellent retro games shop, and this makes it a lot easier to play through my TV, given the backwards compatibility of my PS3. Of course, that got put on the shelf on my return, and has only just resurfaced.

It feels limited by modern standards, of course. The opening escape, and then the VR section, are well structured, but they are very linear. The story is very hackneyed, with the old staple plot of amnesia explaining why you, as one of the world’s top headhunters, need to be told how to crouch behind a crate. I obtained a motorbike, on loan, and was told I had to travel somewhere in order to get my licence. A licence for headhunting? Not sure, but I obtained my C licence after a few tries through the VR simulator, and then I took the opportunity to explore the city a little. You can’t go far, but there is some freedom, and in the days before GTA III this felt amazing.

Filed Under: Gaming Diary Tagged With: Dreamcast, PlayStation 2, Playstation 3

Driver: driving through roadblocks

Posted on 09/10/2024 Written by Xexyz

The tutorial level of Driver is infamous for being an overly restrictive gateway, preventing many people from ever accessing the main game. I learnt about this many years after the game was released, and indeed many years after I’d played it. I can’t recall if I found the tutorial difficult; I just recall that I never managed to complete the final level, which I believe was about escorting the president somewhere.

Anyway. I discovered that I have Driver installed on my Playstation 3, yet I hadn’t played it. It seemed an ideal thing to try. I loaded the game up, somewhat trepidatiously, and started driving around the car park.

It took me four attempts. The first failure was on the slalom, which I quickly realised was because you have to come back on yourself and get around to your starting point. The second and third failures were on the brake check, which I think wasn’t marked off because I wasn’t going fast enough. Other than that, it was pretty simple.

Moving onto the game, and things became even easier on the first mission, with a single police car giving me chase towards the end of my journey. The second mission, delivering a tainted car for dismantling, was more difficult, with the police setting up a roadblock on one of the major roads. Luckily I skipped straight through that, and it caught the police cars which were chasing me instead.

It’s not easy to capture exciting pictures of this game.

It looks pretty basic nowadays, and the comparisons to GTA3 don’t do it any favours. At its heart, though, this is a fun game which I’ll probably play more of, given its convenience.

Filed Under: Gaming Diary Tagged With: PlayStation, Playstation 3

Road Rash: it’s a big game

Posted on 07/10/2024 Written by Xexyz

I saw Road Rash for the Playstation on the shelf at CEX, which seemed an ideal opportunity to try out the last of the sprite scaler games in the series (using the backwards-compatible PS3 for a decent output). Having previously played, and completed, Road Rash, Road Rash II, and Road Rash 3 (yes, the numbering scheme is annoying) on the Mega Drive, I’d never experienced the other game in the series – confusingly called Road Rash, and released on the 3DO and later the Playstation and Saturn. Even more confusingly, this was released before Road Rash 3, making this the third game and the Mega Drive RR3 the fourth game.

Road Rash for the 32-bit consoles is certainly a step up in graphics from Road Rash II, with a combination of colourful opponents, smoother scaling for roadside (and on-road) obstacles, and the use of textured polygons for buildings. It runs at a faster pace, and feels a lot more responsive while riding the bike, although there remains a bit of a lag when hitting the punch button. It is still a lot of fun, but there are a few things which feel a little off – maybe because the 16-bit games are so ingrained in me.

First, while the graphics are certainly better, they’re nowhere near what the Playstation is capable of. This is probably a result of the game’s origins on the 3DO (and, apparently, the Mega CD). What is more odd is the variety of art styles throughout. The in-game graphics appear to be higher resolution pixel art, looking much better than the digitised riders in Road Rash 3. These compare well to the grainy pink-tinged videos shown before and after races. Both these are preferably to the awful caricatured cartoons used to illustrate menus and represent the other riders.

The videos have some of the worst acting committed to film

Second, there are some elements of the game which have been changed for the worse since RRII. One of the staples of the series is the small selection of riders who will catch up to you throughout the race. In the Mega Drive games there are typically three groups of riders – those in places 10-15, those in places 4-9, and those in places 1-3 – which are roughly grouped throughout the stage. As you make your way past each group, you then have a break where one of the overtaken riders comes back and pulls up beside you, trying to knock you off – giving you an opportunity to punch them back, take their weapon, or push them over. That doesn’t happen here; no riders caught back up with me after being overtaken unless I crashed, and as a result I never actually knocked anyone off their bike.

The weapons are treated differently. I seem to have started with a baseball bat, and as a result (and because of other riders not travelling alongside me) I can’t access any other weapons – I don’t even know if it’s possible to steal them. The baseball bat doesn’t seem to do a lot of damage at all, but since I never hit anyone more than once it’s academic anyway.

Third, the menus are really badly designed. There’s a huge lag between selecting something and the menu changing, and the menu tree is needlessly confusing. There are two modes you can choose from at the start of the game – Thrash and Big Game – although it seems as if you can change between them through the options menu at any point. Thrash is effectively a quick race, with no progression saved, although it does seem to keep track of which races you’ve qualified in. Big Game is the main mode where you must earn money and qualify to be able to buy better bikes to compete at higher levels. More focus is placed on Thrash at the start of the game, and then the options menus list options not available in that mode.

Those are all relatively minor complaints, and I’m pleased I got hold of this. I’m halfway through the second level now, having just got a new bike, and the police have finally properly turned up. Combined with denser traffic and narrower roads, this makes some stages a bit more of a challenge.

Filed Under: Gaming Diary Tagged With: PlayStation, Playstation 3

Supersonic Acrobatic Rocket-Powered Battle-Cars: playing online

Posted on 11/10/2016 Written by Xexyz

For something old, with a much-improved sequel, SARPBC has an active online community.  I hosted a game, and found five people joining me very quickly - and just as with Rocket League, playing online multiplies the fun several times.

While recording gameplay on the PS3 is still tricky, SARPBC does allow you to save replays.  I scored the overtime goal in this match - after many close calls.


Filed Under: Gaming Diary Tagged With: Playstation 3

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