Uploaded May 2025 | Updated September 2026, 2 weeks ago
Game Info
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Developer: Krisalis
Publisher: Krisalis
Year of Release: 1993
Game Review & Impressions
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Like most of the games consoles and computers of the day, the Amiga had no shortage of platform games in its software library. The custom graphics hardware of the machine was perfectly suited to creating fast-paced, multi-directional scrolling games, which continued to be the mainstay of the platform, even during its twilight years.
UK-based Krisalis made two notable contributions in 1993, publishing both Soccer Kid and Arabian Nights in 1993. While I owned a copy of the former, I never played the latter before this longplay, and I had high hopes for Arabian Nights, with fans citing it as one of the better platformers on the machine. The objective of the game, as depicted in a short-but-nicely-animated intro sequence, is to help Sinbad Jr. rescue the Sultan's daughter, Princess Leila, who has been kidnapped by a winged demon.
Starting in the castle dungeons, Sinbad Jr. must find a way to escape from his cell. Right off the bat, the game requires the player to find certain items to unlock doors, remove barriers, or trade with other characters to make progress. Figuring out which objects need to be used where is mostly simple, and whilst it's hardly a puzzle game, it adds at least a modicum of depth to the standard platformer template. Both 'currency' items and bonus collectibles result in bonus points being added to your score at the end of each round, and you should always keep an eye out for secret rooms, breakable walls, or passages hidden from view which may lead to extra lives or power-ups.
Perhaps the game's greatest strength lies in the quality of the platforming. The Amiga had tons of games of this ilk, many of which were marred by infuriating controls, lacklustre levels, or poor production values, but Arabian Nights bucks the trend by being, dare I say it, pretty darn good. The graphics are polished, the scrolling smooth, and controls responsive and intuitive, which makes playing through the game a mostly enjoyable experience. The shoot 'em up sections in which you shoot guards suspended from balloons and pedalling flying bicycle contraptions aren't particularly spectacular, but I guess they do at least add a change of pace.
For Amiga owners, I think Arabian Nights is one of the better platform games on the machine. It doesn't oversell itself trying to be a Sonic or Mario-beater, but instead delivers a polished, solid gaming experience with plenty of secrets to discover, expansive levels, backed up by excellent music.
Chapters
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00:00 Intro
01:31 Title credits
04:30 Stage 1
11:01 Stage 2
17:31 Stage 3
21:03 Stage 4
28:48 Stage 5
34:30 Stage 6
36:49 Stage 7
40:56 Stage 8
45:47 Stage 9
56:20 Ending
Game Info
---------------------------------------------------
Developer: Krisalis
Publisher: Krisalis
Year of Release: 1993
Game Review & Impressions
---------------------------------------------------
Like most of the games consoles and computers of the day, the Amiga had no shortage of platform games in its software library. The custom graphics hardware of the machine was perfectly suited to creating fast-paced, multi-directional scrolling games, which continued to be the mainstay of the platform, even during its twilight years.
UK-based Krisalis made two notable contributions in 1993, publishing both Soccer Kid and Arabian Nights in 1993. While I owned a copy of the former, I never played the latter before this longplay, and I had high hopes for Arabian Nights, with fans citing it as one of the better platformers on the machine. The objective of the game, as depicted in a short-but-nicely-animated intro sequence, is to help Sinbad Jr. rescue the Sultan's daughter, Princess Leila, who has been kidnapped by a winged demon.
Starting in the castle dungeons, Sinbad Jr. must find a way to escape from his cell. Right off the bat, the game requires the player to find certain items to unlock doors, remove barriers, or trade with other characters to make progress. Figuring out which objects need to be used where is mostly simple, and whilst it's hardly a puzzle game, it adds at least a modicum of depth to the standard platformer template. Both 'currency' items and bonus collectibles result in bonus points being added to your score at the end of each round, and you should always keep an eye out for secret rooms, breakable walls, or passages hidden from view which may lead to extra lives or power-ups.
Perhaps the game's greatest strength lies in the quality of the platforming. The Amiga had tons of games of this ilk, many of which were marred by infuriating controls, lacklustre levels, or poor production values, but Arabian Nights bucks the trend by being, dare I say it, pretty darn good. The graphics are polished, the scrolling smooth, and controls responsive and intuitive, which makes playing through the game a mostly enjoyable experience. The shoot 'em up sections in which you shoot guards suspended from balloons and pedalling flying bicycle contraptions aren't particularly spectacular, but I guess they do at least add a change of pace.
For Amiga owners, I think Arabian Nights is one of the better platform games on the machine. It doesn't oversell itself trying to be a Sonic or Mario-beater, but instead delivers a polished, solid gaming experience with plenty of secrets to discover, expansive levels, backed up by excellent music.
Chapters
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00:00 Intro
01:31 Title credits
04:30 Stage 1
11:01 Stage 2
17:31 Stage 3
21:03 Stage 4
28:48 Stage 5
34:30 Stage 6
36:49 Stage 7
40:56 Stage 8
45:47 Stage 9
56:20 Ending
![Killer Watt Longplay (C64) [QHD]
Game Info
Developer: Antony Crowther
Publisher: Alligata Software
Year of Release: 1984
Game Review & Impressions
One of Tony Crowthers earlier C64 titles, Killer Watt is a really weird game involving piloting a spacecraft through an underground cavern, blasting a series of lightbulbs handing from the ceiling, before heading to the exit. You can bag extra points by shooting the equally bizarre monsters roaming around, which become more prevalent with each of the 5 levels of difficulty.
Theres not an awful lot of variety here, and somewhat tortuous and off-key rendition of Bachs Tocatta and Fugue in D Minor will begin to grate before too long, but the scrolling is impressively smooth for its time, something that would become a hallmark of Crowthers later games. Killer Watt Longplay (C64) [QHD]](https://i.ytimg.com/vi/hz3Zzx58dX4/mqdefault.jpg)
![The Aquatic Games Longplay (Amiga) [4K]
Game Info
Developer: Vectordean
Publisher: Millennium
Year of Release: 1992
Game Review & Impressions
For anyone of a certain vintage who owned an Amiga back in the 90s, theres a good chance you played James Pond: Underwater Agent or James Pond 2: Codename RoboCod. The former was an intriguing arcade game, while the latter was one of the best platform games to feature on the system.
The fishy secret agent would go on to feature in other games, including The Aquatic Games, which released on Amiga in 1992, with console releases for the SNES and Sega Genesis the following year. Its a curious thing to be sure, sandwiched between RoboCod in 1991 and James Pond 3 in 1994. Its a multi-event sports game featuring the same kind of frantic joystick waggling seen in the likes of Konamis Hypersports and Tack and Field a decade earlier, albeit one with a kooky cast of characters and humorous approach to the actual events.
In terms of game modes, you can choose to practice any of the individual events, or partake in various tournaments of varying length. For the complete experience, youll want to choose The Aquatic Games from the main menu, which means you get to compete in all available events, plus the opportunity to earn extra points in a series of bonus games, should you perform well enough. Theres no real need for me to outline the different events here because, after all, thats the point of the video, but theyre fun interpretations of classic sporting events, or slightly bonkers mini-games.
The best thing about the game is definitely the presentation, featuring excellent graphics and some jaunty tunes. Its a very jolly affair, and whilst the sponsorship tie-in with McVitiess Penguin chocolate biscuits is still in full effect, its not what Id consider especially egregious or overbearing.
Unfortunately, what isnt so great is the fact this was released for the princely sum of £25.99 back in the day. Releasing a relatively small assortment of joystick-busting mini-games for that kind of price seems a bit of a stretch in my book. Theres little incentive to play through the events more than a couple of times, particularly if you master them, and I cant imagine this being exactly a riot as a multiplayer experience either. It looks gorgeous, but is ultimately quite shallow and offers little in the way of replayability, which is hardly a ringing endorsement.
Chapters
00:00 Attract Mode
00:50 100 Metre Splash
01:23 Kipper Watching
04:55 Bonus Game: Juggling
06:54 Hop, Skip and Jump
07:43 The Bouncy Castle
10:04 Bonus Game: Long Jump
10:25 Feeding Time
13:59 Bonus Game: Long Jump
14:27 Shell Shooting
15:00 Bonus Game: Juggling
16:59 Tour de Grass
17:42 Bonus Game: Juggling
19:39 Leap Frog The Aquatic Games Longplay (Amiga) [4K]](https://i.ytimg.com/vi/i3bfTWCaotA/mqdefault.jpg)
![Wardner Longplay (Arcade) [4K]
Wardner Longplay (Arcade) [4K] Wardner Longplay (Arcade) [4K]](https://i.ytimg.com/vi/iExpfsjx5nI/mqdefault.jpg)
![Cosmic Causeway: Trailblazer II Longplay (C64) [QHD]
Game Info
Developer: Mr. Chip Software
Publisher: Gremlin Graphics
Year of Release: 1987
Game Review & Impressions
Shaun Southern created some great games for the C64, one of the most technically impressive being Trailblazer. It was awarded a lofty 93% in Zzap!64 magazine, which meant the pressure to deliver was well and truly on with the sequel, Cosmic Causeway.
Much like the original Trailblazer, the purpose of the game is to guide your rolling ball along interstellar causeways of multicoloured tiles, leaping over holes and avoiding other hazards to reach the finish line within the allotted time limit. This is far from simple, thanks to the tiles which can cause your ball to speed up, slow down, jump uncontrollably, rebound, or otherwise fall through the platform into the infinite void below. However, the sequel introduces new tiles, hazards, and a shooting mechanic of sorts where your ball automatically starts shooting blue orbs to destroy waves of strange alien-like creatures when they appear on-screen.
Perhaps the most significant addition is the introduction of power-ups that bestow beneficial abilities on your ball for the duration of the current level. These cost varying amounts of credits, which can be earned by running over the flashing white spheres located in certain levels, or as a reward for destroying end-of-level guardians. The purchasing of abilities can only occur at the start of each level whilst your ball remains in the grey zone, and since theres no way to stop your ball moving completely, you have a limited amount of time to decide on which power-ups to purchase. You also have to know what each icon in the bottom right of the screen actually means, then wait for corresponding item to light up before you can purchase it. Possibly the most useful of these is the ability to roll over black tiles without fear of falling through the grid, which can make levels with vast expanses of void pretty trivial.
From a technical point of view, the game still looks really impressive. The rolling road routine used to scroll the grid, not to mention the rolling ball itself, are brilliantly done. My only criticism are the various raster glitches when the screen is at a standstill you simply cannot see these when the game is motion, so its less of an issue.
As to whether youll enjoy Cosmic Causeway will largely depend on whether you enjoyed the original Trailblazer or not. This is a really difficult game, demanding exceptional timing, reactions, not to mention a ton of patience. Those would probably have been more plentiful back when we were children, but for those of us in middle age and beyond, maybe not so much. As for Zzap!64, the reviewers were suitably impressed with the game, again awarding it 93% - a score I reckon it deserves.
Chapters
00:00 Title music (full loop)
02:20 Level A
02:44 Level B
03:06 Level C
03:44 Level D
04:04 Level E
04:54 Level F
05:22 Level G
06:06 Level H
06:37 Level I
07:21 Level J
07:46 Level K
08:36 Level L
09:04 Level M
09:57 Level N
10:34 Level O
11:16 Level P
11:45 Level Q
12:30 Level R
13:07 Level S
13:39 Level T
14:09 Level U
14:57 Level V
15:20 Level W
16:05 Level X Cosmic Causeway: Trailblazer II Longplay (C64) [QHD]](https://i.ytimg.com/vi/iHreNb0_iEY/mqdefault.jpg)
![Black Touch 96 Longplay (Arcade) [QHD]
Game Info
Developer: DGRM
Publisher: DGRM
Year of Release: 1996
Game Review & Impressions
Any game which comes with a disclaimer that the glitches and weirdness youre about to witness are entirely by design makes for instant must play material in my book, and so I finally decided to check out the absurdity that is Black Touch 96.
It doesnt take long to realise the game is a complete rip-off of Final Fight. The player characters, fighting moves, roster of enemies and much of the artwork are deliberate copies of those from Capcoms coin-op classic, shoehorned clumsily into a game which only just about works at a functional level. I dont know if the developers of this game ripped the original sprites from a Final Fight arcade board and simply painted over the designs, or whether they were created from scratch, but the net effect is a cast of characters that look like theyve tried to disguise themselves with cheap Halloween costume paraphernalia.
I wouldnt normally recommend bothering with stuff like this, but theres novelty value in just how stupid Black Touch 96 is, which makes it worth playing. Enemies glitch off the top of the screen, get stuck behind part of the scenery, or disappear entirely. The knock-off Poison women masquerading as Geisha girls who literally take off their wigs and whack you with it are positively bonkers, and the weird overall-wearing, pipe wrench-packing dudes with oversized heads bedecked with little more than a couple of whisps of hair look like the net result of too much familial interbreeding. You also get some low-res anime girl pics as a reward for beating the boss of each stage, if things werent weird enough already.
I couldnt find much information on DGRM, and apart from small number of Pool-style games, Black Touch 96 seems to be their magnum opus. It seems to have been released exclusively in Korea, but thanks to the Internet, the rest of the world can now enjoy the full weirdness of this glitched-up oddity.
Chapters
00:00 Attract mode
02:11 Stage 1
05:52 Stage 2
08:59 Stage 3
14:32 Stage 4
18:04 Stage 5
24:17 Ending Black Touch 96 Longplay (Arcade) [QHD]](https://i.ytimg.com/vi/iLPLmbD8LJY/mqdefault.jpg)
![Lee Enfield: Tournament Of Death Longplay (C64) [QHD]
Game Info
Developer: Infogrames
Publisher: Infogrames
Year of Release: 1988
Game Review & Impressions
Already I was well aware of this games reputation before I loaded it up, but even then, I wasnt quite prepared for how terrible it proved to be. Its effectively a rebranding of a game called Bob Morane: Chevalerie I, a game based on a Belgian comic series starring, unsurprisingly, a character called Bob Morane. The character and comics would have been an obscurity within UK and other markets, so I guess Infogrammes changed the name to give it broader appeal outside of France/Belgium. Quite why they decided to use the name of a bolt action rifle is beyond me.
From what I can gather, Morane (Enfield) has been sent back in time to a Thirteenth century castle to prevent his arch enemy, The Yellow Shadow, from acquiring the Holy Shroud and becoming Pope, altering the course of history. The player must scour the rooms of the castle in search of the Shroud, battling the various denizens he encounters therein.
In reality, this is just an embarrassing excuse of a game. The fighting mechanic is utterly ridiculous, involving little more than waggling the joystick frantically so the blue power meter to the right of the screen reaches as high as possible. The black line shows the current enemys relative strength, and you must get the bar above the line to actually defeat them. Defeating weaker enemies appears to restore a chunk of your health, represented by the white bar to the right of the screen.
The graphics in this game are so laughably bad that its difficult to make out exactly what the enemies are. The white sack-like blob is supposedly a bear, although it looks more like a mound of mashed potato to me. They all fidget about the screen with barely any animation at all, and the combat is laughably bad. Morane and foes simply flail their arms at each other until one of them falls over.
Theres little else I can say about this, other than it absolutely warranted the 8% review score and savaging by Zzap!64 magazines Julian Rignall and Gordon Houghton. Its an absolute crime of a game, and I cant believe Infogrames charged £9.95 for this - outrageous.
Information & Trivia
- Alternate Title: Bob Moran: Rittertum
- Alternate Title: Bob Morane: Chevalerie I Lee Enfield: Tournament Of Death Longplay (C64) [QHD]](https://i.ytimg.com/vi/iTL8LCoDon8/mqdefault.jpg)
![Heavy Unit Longplay (Arcade) [QHD]
Game Info
Developer: Kaneko
Publisher: Taito
Year of Release: 1988
Game Review & Impressions
I reckon Kaneko must have been fans of R-Type when they created Heavy Unit, because this horizontal shooter certainly has similarities. Youre shooting wave-upon-wave of weird bio-mechanical aliens within equally strange environments, but to Kanekos credit, they did a really good job.
The games principal mechanic is the ability to switch between two different forms by collecting T token power-ups. Spaceship mode enables faster movement and reduces chances of being hit by enemy projectiles due to its smaller size, whereas mech mode is bigger and bulkier, but benefits from higher-powered weapons and more versatility. Both forms can benefit from the barrier shield collectible, which provides limited protection from collisions with enemies and their projectiles.
Heavy Unit is a solid shoot em up with some great graphics and a decent soundtrack. Its good fun and the gameplay still holds up.
Chapters
00:00 Attract mode
00:43 Stage 1
02:55 Stage 2
05:14 Stage 3
08:14 Stage 4
16:21 Stage 5 Heavy Unit Longplay (Arcade) [QHD]](https://i.ytimg.com/vi/izD0g01S-dI/mqdefault.jpg)
![After the War Longplay (Amiga) [QHD]
Game Info
Developer: Dinamic
Publisher: Dinamic
Year of Release: 1989
Game Review & Impressions
After the War is one of those games I had for the Amiga which I had something of a soft spot for back then. The gameplay is distinctly average, but it features some truly excellent pixel art and animation for the time; the more I look at it, the more impressed I am. I recorded a longplay of the Amiga version several years back, but having had to endure the pain that is the C64 port, I simply fancied revisiting this edition of the game again and create a new play-through in higher fidelity.
I took the time to peruse the game manual to learn about the plot for the game. Jonathan Jungle Rogers must brave the horrors of a post-nuclear Manhattan, searching for the headquarters of Professor McJerin in a bid to escape the horrors of an irradiated Earth by launching in to space. You dont ever encounter the professor, or see yourself blast off into space for that matter, but its excuse enough to beat up/shoot a load of bad guys with a truly colossal machine gun.
As with most of Dinamics games, After the War is divided into two distinct sections. The first part of the game is set above ground in the crumbling ruins of downtown Manhattan, where Jungle Rogers must duff up mohawk-sporting punks, corrupt cops, emaciated skater dudes, as well as deal with the rabid mutts which infest the streets. In their infinite wisdom, Dinamic decided to spread the controls across joystick AND keyboard, requiring the player sit in front of the Amiga to be able to access all the controls. Its a problem throughout the game, persisting into the second part, which is undoubtedly the trickier of the two sections.
Set under the streets of Manhattan, Rogers must cut a swathe through giant rats and mutated humans hiding in the abandoned tube tunnels, searching for an entrance to McJerins secret base. The key to success here is learning when and where bad guys will spawn, bringing a storm of hot lead to bear on where you know theyll spawn. Youll often have to deal with multiple targets at once, and as most of them are complete bullet sponges, its difficult to avoid taking damage. Inside the base itself, shotgun-wielding guards and automated sentry guns will make short work of Rogers if youre not careful, and the countdown timer will tick away all too quickly, so you should be on the look out for timer power-ups to top it up.
The final boss of the game is, perhaps unsurprisingly, an exceedingly cheap war of attrition against a massive tank with multiple cannons. The cannons track your location no matter where you are on screen, so the only real strategy available to you is hope you have enough spare lives in reserve to soak up the damage and destroy the guns before they destroy you. Theres little point trying to avoid the shells being fired at you, so you best get really good at clearing the earlier sections without losing lives or wasting too much time. Your reward for beating the game is a brief page of text advertising Dinamics next game, which is another kick in the teeth.
So the game is distinctly mediocre, but as I noted at the start of this review, I just love the games aesthetic. The graphics are highly detailed and look fantastic, so its a shame that the developers forgot to adjust the colour palette values when the ported this from the Atari ST to the Amiga. Despite using the same RGB format between the two systems, the Amiga interpretation of these values results in colours only half as bright as the ST counterpart. Its an issue that affected a number of games where the ST was effectively the lead platform, but the developers simply failed to fix this issue before the Amiga port shipped, with the end result looking really dark. WinUAE has an in-built fix for games with this dark palette issue, but anyone playing this back in the day either had to squint really hard, or crank up the contrast on the TV to rectify the problem.
After the War is by no means a classic, but I still think it has a certain charm. If youre sufficiently deft of finger to deal with the clunky control scheme, you might just have some fun with it.
Chapters
00:00 Part 1 - Manhattan Streets
18:47 Part 2 - Manhattan Underground After the War Longplay (Amiga) [QHD]](https://i.ytimg.com/vi/jAZf4_QHvp8/mqdefault.jpg)
![Sega Arcade Gallery: OutRun Longplay (Game Boy Advance) [4K]
Game Info
Developer: Bits Studios
Publisher: THQ/Sega
Year of Release: 2003
Game Review & Impressions
I have to assume that if youre a regular to my channel, youre already familiar with OutRun and how it was a watershed moment for driving games back in the day. The original coin-op was powered by a monstrously capable arcade board with multiple CPUs and custom chips, delivering a gaming experience that would take close to a decade before it could be replicated at home.
The version released as part of the Sega Ages collection for the Sega Saturn in 1996 was impressive enough, turning in a better-than-arcade perfect port with improved framerate and CD audio, but Im even more impressed by the conversion included as part of the Sega Arcade Gallery collection for the Game Boy Advance. Maybe its the fact I had to suffer a countless number of dire coin-op conversions on the Commodore 64, but the fact this game runs as well as it does on a bloody handheld from 2001 blows my mind somewhat. Its definitely the star of the show on this compilation from Bits Studios, running at a smooth 60 fps and featuring just about everything you could wish for. The amount of sprites being push isnt as high as the arcade, but it doesnt matter, because it still looks fantastic. The recreation of the iconic soundtrack is just the cherry on top!
OutRun is a timeless classic, and this version for the GBA is a gem of a conversion. For anyone wanting to play OutRun on the go back in 2003, this would certainly not have disappointed.
Chapters
00:00 Route A
08:12 Route B
13:23 Route C
18:44 Route D
24:00 Route E Sega Arcade Gallery: OutRun Longplay (Game Boy Advance) [4K]](https://i.ytimg.com/vi/jJauoYj3I54/mqdefault.jpg)
![Lady Master of Kung Fu Longplay (Arcade) [QHD]
Game Info
Developer: Kaneko
Publisher: Taito
Year of Release: 1985
Game Review & Impressions
Lady Master of Kung Fu is a peculiar entry from Kanekos back catalogue. Its a mash-up of Kung Fu Master and Elevator Action, in which the titular Lady must kick and nunchaku opponents in her quest for the magic letters secreted behind one of the doors on each floor of the building in which she finds herself. The added complication is that certain rooms contain mid-stage bosses, which will sap your health if not careful.
It wasnt until I beat the second stage that I realised that the Lady was progressively shedding garments in each successive victory pose. Im not a prude by any means, but the third and final victory screen proved just a bit unnecessary in a game like this - its not even a particularly GOOD game, just another obscure oddity from the Japanese arcade scene at the time.
Chapters
00:00 Attract mode
00:38 Stage 1
03:53 Stage 2
06:40 Stage 3
15:48 Ending Lady Master of Kung Fu Longplay (Arcade) [QHD]](https://i.ytimg.com/vi/jvf6TpkSZqc/mqdefault.jpg)
![Wings Longplay (Amiga) [QHD] [Part 2 of 2]
Game Info
Developer: Cinemaware
Publisher: Cinemaware
Year of Release: 1990
The second and final part of my longplay of this epic World War I game for the Amiga computer.
Related Longplays & Videos
https://www.youtube.com/watch?v=K5IJ06MR3SI
Chapters
0:00:00 Gameplay
8:02:00 Ending
8:04:00 Bonus: Death and Dishonour Wings Longplay (Amiga) [QHD] [Part 2 of 2]](https://i.ytimg.com/vi/k-l-U-Xzrwg/mqdefault.jpg)