
A blog about my interests, mainly the history of fighting games. I also talk about animation, comic books, car culture, and art. Co-host of the Pink Monorail Podcast. Contributor to MiceChat, and Jim Hill Media. Former blogger on the old 1UP community site, and Capcom-Unity as well.
Showing posts with label burning rangers. Show all posts
Showing posts with label burning rangers. Show all posts
Wednesday, June 3, 2026
Bookmark This Page; Becoming a Sonic Team fan, and playing some rare Sonic games
I am a huge fan of the classic Sonic Team games. If you want a deep dive on some rare Sega titles then Bookmark This Page.
Friday, March 20, 2026
A rare Sonic Team item pops up, plus showing my favorite game character some love
Heya friends, I hope that you are having a great week. I managed to find a rare Burning Rangers item on a Japanese bidding site. There wasn’t much tangible goods from Sega when the game came out. I did pick up magazines featuring interviews with Sonic Team, and some rare screenshots from early builds of the game. Yet past that I didn’t really have any sort of merch. That was why I was surprised to see a mousepad pop up. The art was fantastic, so I had to pick it up.







Friday, April 11, 2025
Making a Sonic Team fan, part 3...
In the previous blogs I talked about how much I loved the Sonic the Hedgehog franchise, and in particular the games made by Sonic Team, rather than the other developers. I also talked about the rare characters that I adored like Ray the Flying Squirrel, and Mighty the Armadillo. As much as I loved those characters I didn’t do too much art featuring them over the past few decades. Cartoon characters had always been difficult for me to draw. I try make realistic illustrations, to draw people, and vehicles in correct scale, and proportion. So going in an a loose animated style was very much out of my comfort zone. That’s not to say it’s impossible for me to do, I’m just not happy with the results when I try to draw the classic Sonic characters. I will on occasion challenge myself, and draw my absolute favorite game character instead NiGHTS from the game NiGHTS into dreams…










Monday, April 7, 2025
Making a Sonic Team fan, part 1...
Hello friends, and visitors! I hope the year is going well for you. I’ve been hard at work at my actual job. I’ve also been trying to make time for art. I’ve been stuck thinking about what to write about on the blog. Then it came to me. I could write a little bit about one of my favorite game series, and share some art at the same time! The thing about the games I want to talk about is that it also launched one of my favorite film franchises.







Each Zone in the Sonic titles had their own unique song. They were all catchy tunes. Little did I know that the best melodies would be featured in an album. The Star Light Zone song to me was the best. It framed the chill vibe of the stage, the groundbreaking parallax-scrolling stars in the background, and its unique fight against Dr. Eggman. I had just graduated high school, and was attending college when I finally heard the song it was based on. I remember I was walking to the bus stop, listening to my portable CD player when the familiar melody popped up. I lost my mind hearing the song with lyrics! 薬指の決心 = Kusuriyubi no kesshin = Determination of the ring finger from the album Million Kisses was the melody that Masa had composed for Sonic Team months before it appeared on the album.


The game play, and music featured in the Sonic Team games made me a lifelong fan. It wasn’t the only thing that kept me coming back. As an artist I couldn’t get enough of the world building that the studio was doing. It greatly influenced my work. I’m going to talk about that in the next blog. Did you have a favorite Sonic Team game? Did you like the movies, or music associated with the Sonic franchise? I’d like to hear about it in the comments section. As always if you enjoyed this blog, and would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
Monday, May 8, 2023
If I updated my favorite games of all-time for 2023 what would be different?
Thank you for stopping by my humble blog. If you’ve been keeping up with my recent series it was a repost from an earlier run that I had on 1UP. I certainly miss that community of gamers, and the many stories, reviews, and articles that they shared. Many of the staffers went on to get jobs in the gaming industry, and a good number of mutuals kept in touch thanks to Twitter, Facebook, and Instagram. I enjoyed posting every weekday, and had well over a thousand blogs written before the site closed down. I saved a good portion of them, and have been sharing them on, and off here for the past few years. The favorite games series got a lot of feedback from the community. I think it worked best to figure out what type of player that I am. If you went through the list you would notice there were no MMOs, no RTS, no games from LucasArts, and no games from Nintendo. This doesn’t mean that I do not think they have developed a top-20 game. Far from it. The list I created was specific to a certain question. If I was stuck on a deserted island which game would keep me entertained longer than any other one. Which one hit the notes of the game play experience that I enjoyed best. Some people might read into it which were the games that took me longer to get bored of than any other. If I were to create a list of 20 essential games that everyone must play, or 20 games that changed the market then it might be entirely different.
Below is my favorite games of all-time list as of 2006.
I went back to the list after the series, and thought about all the games that’ve played since the days of 1UP. It’s hard to believe it’s been 17 years since I originally posted it. So I decided to update it, and see how much would really change. I’m sure it might be different in a couple of years, or even next month if I think about it long enough.
As of May 2023 here is how my new list stands.
3. Sonic Mania Plus.

5. Carmageddon Max Damage

10. Hot Rod

12. Shadow of the Colossus

13. God of War Ghost of Sparta

15. Street Fighter EX Plus Alpha

17. Spider-Man Miles Morales

18. Panzer Dragoon Saga

I would like to know how your gaming tastes have changed over the years, and if you were stuck on an island which would be the only game you couldn’t live without. Let me know in the comments section please. As always if you would like to sponsor me please visit my Patreon page and consider donating each month, even as little as $1 would help make better blogs and even podcasts!
Monday, April 24, 2023
My favorite Games of All-Time #6: Burning Rangers - Originally published on 1UP - July 14, 2006

Burning Rangers is proof that gameplay, and game design are king. The game is short, very, very short. Other adventure games like Tomb Raider and God of War are credited for longer experiences. Longer games don't always mean better experiences though. In that span of Burning Rangers we get two things, a play through a fantastic world and a glimpse into the genius of Naka.

Naka helped craft a world that was believable and also perfect for a game. The Burning Rangers fought fires with blasts of energy, these energy blasts absorbed heat and converted fire into energy crystals. These crystals became important because they could be used to power a teleporter and send rescue victims out of harms way. The faster the fires were put out, the lower the chance that explosions would follow the player. The number of people saved, time spent and crystals left over helped set the points for the game. Players that wasted too much time not only received poor scores, they also had to deal with violent fireballs that chased them through the level.

Naka also wanted to emphasize the use of our senses in the game. Rather than just running and gunning between floors players had to listen for backdrafts. A rush of wind was a cue to jump back and prepare for an explosion. If not the player would be injured by the resulting fireball. The controls were simple and became intuitive with little time. We could scour every floor quickly for survivors, put out fires quickly and even listen for cues as to the next hot spot or survivor while in the middle of a fire fight.

The game itself is memorable for many reasons. The action and exploration elements were important. What helped cement the game was the impeccable level design. Each level was self-contained and fully realized. Details abounded on each level. Doors with working lights and locks, an environment that was visible through windows. The illusion of depth and dimension maintained through the whole game. While clunky by todays standards, the graphics and lighting effects were far ahead of their time.

Each person scattered on these levels in need of rescue had something to say. Whether is was a simple thank you, a cry for help or even a plot point Sonic Team made sure that these people all had names and all reacted in a different way when they saw you. The idea of making a player give an emotive reaction to a game has been the talk in the industry for the past few years. Sonic Team was way ahead of the curve. When rescuing a child the first thing a character does is tell them everything is going to be okay. If you find a victim that is unresponsive he or she is knocked out, Chris gives you statistics on some of the rescues and tells you which ones are in bad shape. The thought of making sure every floor, every room, every corner is clear of survivors pushes you against the clock. Some times you even get e-mail updates from those that you rescue. Whether it's a note of thanks or important information related to the story, every little bit becomes appreciated. The survivors help add dimension to the gameplay. In the end it's an emotive reaction makes me appreciate real firefighters and paramedics each and every day.

I had a blast controlling the characters underwater and certainly wish I had a dolphin pull me along on some levels in, oh let's say God of War... Not to mention that this was also the same underwater lab where school kids were at during a field trip. So not only do you end up fighting fires and trying to find your way through sealed off underwater tunnels, you also have children to worry about. No level in God of War ever pulled that much emotion from me.

Each of the bosses was directly tied into the plot of the game. These bosses are the result of a haywire sentry program that was designed to protect a girl with an incurable disease. She was in suspended animation inside an unmanned space barge. When word of a cure was sent from Earth, the space barge responded by sending back a defensive program and causing havoc. Sonic Team used a variation of this story in Sonic Adventure 2.



With a high to moderate budget, using an engine he designed, on the final cycle of releases for the aging Saturn, Yuji Naka and Sonic Team completely knock one out of the park. No other designer, to this day (save for Miyamoto) has accomplished more with less. It almost seems as if Naka and co. are capable of greatness only when they are left with few resources. I believe the more they had the worse their games were. Epic games can be short and sweet, no studio could ever lay claim to something remotely close to Burning Rangers.


You should play it if you haven't already and see how great adventures could be made.

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