Difference between revisions of "Steven Seagal is the Final Option"
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+ | | support={{company|[[Zono]]<ref>K Horowitz (2016). ''Playing at the Next Level: A History of American Sega Games''</ref>|role=planning assistance}} | ||
| system=[[Sega Mega Drive]] | | system=[[Sega Mega Drive]] | ||
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| players=1 | | players=1 | ||
| genre=Action | | genre=Action | ||
− | | date=1993{{magref|mega|9|6}} | + | | date={{MissedRelease|MD|1993{{magref|mega|9|6}}}} |
+ | {{MissedRelease|MD|1994-06{{magref|mega|20|81}}}} | ||
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{{sub-stub}}'''''Steven Seagal is the Final Option''''' is an unreleased [[Sega Mega Drive]] beat-'em-up game developed by an unknown San Francisco-based developer and scheduled to be published by [[TecMagik]]. | {{sub-stub}}'''''Steven Seagal is the Final Option''''' is an unreleased [[Sega Mega Drive]] beat-'em-up game developed by an unknown San Francisco-based developer and scheduled to be published by [[TecMagik]]. | ||
==History== | ==History== | ||
− | Originally in development for the [[Super Famicom]] by [[Riedel Software Productions]], TecMagik had also contracted an unknown Western developer to produce a Mega Drive port. Although Sega's version was set to share the same general gameplay and digitized animation as its Super Famicom cousin, it was otherwise poised to be a unique title. Like that version, it was also advertised as containing over 1,000 frames of animation.{{magref|sfus|1993-07|44}} | + | Originally in development for the [[Super Famicom]] by [[Riedel Software Productions]], [[TecMagik]] had also contracted an unknown Western developer to produce a [[Mega Drive]] port. Although Sega's version was set to share the same general gameplay and digitized animation as its Super Famicom cousin, it was otherwise poised to be a unique title. Like that version, it was also advertised as containing over 1,000 frames of animation.{{magref|sfus|1993-07|44}} |
+ | |||
+ | During development, TecMagik grew unsure of the game's viability, and hired [[Zono]] to critically evaluate the gameplay design of TecMagik's designer Josh Gordon. His design was given a positive review, but the project was never followed-through and ultimately went unreleased.<ref>K Horowitz (2016). ''Playing at the Next Level: A History of American Sega Games''</ref> | ||
{{quote|Unlike [[Riedel Software Productions|RSP]], which was in Arizona, the Genesis dev company was located literally across the street from [[TecMagik]] in San Francisco. As we discovered later, this provided them with lots of opportunity to play weird politics against us. The closest thing there ever was to a Genesis version up and running was the utterly bogus “prototype” they put together to show, I think, at [[CES]]. Basically, what they did was take the raw Seagal walking animation frames and put him on a black background. He was much larger than our working prototype version and had the benefit of all of the Genesis’ RAM and color palettes being applied to him. So, basically, he looked great, but anyone with the slightest clue knew there was no possible way he could look like that in a real game. The sample environments they showed were done the same way. They looked terrific, but that was because they were using all of the system’s resources to display a single screen image with no characters or anything else going on. It was totally fraudulent!|''Steve Wik''|ref={{ref|http://www.nintendoplayer.com/unreleased/steven-seagal-is-the-final-option/}}}} | {{quote|Unlike [[Riedel Software Productions|RSP]], which was in Arizona, the Genesis dev company was located literally across the street from [[TecMagik]] in San Francisco. As we discovered later, this provided them with lots of opportunity to play weird politics against us. The closest thing there ever was to a Genesis version up and running was the utterly bogus “prototype” they put together to show, I think, at [[CES]]. Basically, what they did was take the raw Seagal walking animation frames and put him on a black background. He was much larger than our working prototype version and had the benefit of all of the Genesis’ RAM and color palettes being applied to him. So, basically, he looked great, but anyone with the slightest clue knew there was no possible way he could look like that in a real game. The sample environments they showed were done the same way. They looked terrific, but that was because they were using all of the system’s resources to display a single screen image with no characters or anything else going on. It was totally fraudulent!|''Steve Wik''|ref={{ref|http://www.nintendoplayer.com/unreleased/steven-seagal-is-the-final-option/}}}} |
Latest revision as of 06:47, 19 October 2023
Steven Seagal is the Final Option |
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System(s): Sega Mega Drive |
Publisher: TecMagik |
Supporting companies: Zono[1] (planning assistance) |
Planned release date(s): 1993[2], 1994-06[3] |
Genre: Action |
Number of players: 1 |
This teeny-tiny article needs some work. You can help us by expanding it.
Steven Seagal is the Final Option is an unreleased Sega Mega Drive beat-'em-up game developed by an unknown San Francisco-based developer and scheduled to be published by TecMagik.
History
Originally in development for the Super Famicom by Riedel Software Productions, TecMagik had also contracted an unknown Western developer to produce a Mega Drive port. Although Sega's version was set to share the same general gameplay and digitized animation as its Super Famicom cousin, it was otherwise poised to be a unique title. Like that version, it was also advertised as containing over 1,000 frames of animation.[4]
During development, TecMagik grew unsure of the game's viability, and hired Zono to critically evaluate the gameplay design of TecMagik's designer Josh Gordon. His design was given a positive review, but the project was never followed-through and ultimately went unreleased.[5]
“ | Unlike RSP, which was in Arizona, the Genesis dev company was located literally across the street from TecMagik in San Francisco. As we discovered later, this provided them with lots of opportunity to play weird politics against us. The closest thing there ever was to a Genesis version up and running was the utterly bogus “prototype” they put together to show, I think, at CES. Basically, what they did was take the raw Seagal walking animation frames and put him on a black background. He was much larger than our working prototype version and had the benefit of all of the Genesis’ RAM and color palettes being applied to him. So, basically, he looked great, but anyone with the slightest clue knew there was no possible way he could look like that in a real game. The sample environments they showed were done the same way. They looked terrific, but that was because they were using all of the system’s resources to display a single screen image with no characters or anything else going on. It was totally fraudulent! | „ |
— Steve Wik[6] |
Magazine articles
- Main article: Steven Seagal is the Final Option/Magazine articles.
Sega Retro Average | ||||||||||||||
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|
44 | |
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Based on 2 reviews |
External links
References
- ↑ K Horowitz (2016). Playing at the Next Level: A History of American Sega Games
- ↑ Mega, "June 1993" (UK; 1993-05-20), page 6
- ↑ Mega, "May 1994" (UK; 1994-04-21), page 81
- ↑ Sega Force, "1993 (July)" (US; 1993-xx-xx), page 44
- ↑ K Horowitz (2016). Playing at the Next Level: A History of American Sega Games
- ↑ http://www.nintendoplayer.com/unreleased/steven-seagal-is-the-final-option/
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 289
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 179