The MSX Channel
[Peach Up 3] Peach Club: Sekai Isshuu Sugoroku-hen - Longplay
updated
(C) 1988 Matsushita / Bit²
Produced by Matsushita. Developed by Bit².
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Notes:
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- This game is related to Famicle Parodic (1988) and Famicle Parodic 2 (1990) for the MSX2, other games by Bit², which are shmups.
- You start the game with 4 lives. Every time when you crash into something, your car gets damaged. Crash 6 times and you lose a life.
- Pressing F1 during race opens up a window with various info (lives, damage, candies, items).
- Collect candies and use them to buy various items from shops and fixing your car at clinics.
- Items in shops: Extra Life (7 candies), Longer Jump (2 candies), Faster Speed (3 candies), Better Steering (2 candies), Extra Time (6 candies)
- Repairs in clinics: 30% (3 candies), 60% (6 candies), 90% (9 candies)
- Every item is passive. Buying the same item multiple times, stacks up their effect. In the beginning, you can have 5 items of each type. This limit is increased by 5 after every course.
- There's 5 courses, each one consisting of 3 races. At the end of each course, you're given points depending on three factors (remaining time, current car damage, remaining candies).
(C) 1988 Grandslam Entertainments
Developed by Teque Software
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Notes:
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- The game was programmed by Pete J. Hickinson and Bill Caunt. Graphics by Mark Edwards. Music by Ben Daglish. Cover artwork by David John Rowe.
- According to Teque's Peter Harrap, Chubby Gristle was based on a real-life car park attendant who worked opposite Teque's offices. He was always turfing them out of his car park, even if they were only turning the cars around in it. "You can't park here" was his catchphrase.
- Chubby Gristle was also released for the ZX Spectrum, Amstrad CPC, Commodore 64, Atari ST, and Amiga. The Amiga version is the only one with digitized speech ("You can't park here", "I'll have a word with t'commissioner", "Oooh, what a bargain", etc.).
- The objective of the game is to collect most items, do certain tasks, and reaching the exit safely (more on this later). The screen titled "Gives weigh" acts as the checking point, where you need to have collected every flashing item up until this point, in order to progress (otherwise you'll thrown into the "Blubber busters" room).
- Collecting the boots in the "Filling up station" room makes you immune to water.
- Shopping cart from the "Permet 'olders only" room is needed for collecting the flashing items in the "Sainsbellies" and "Sainsbellies checkout" rooms.
- Collecting the Chubby Coins in the "Weighed through", "Last gasp" and "Aloo aloo" rooms will activate some of the game's lifts that are needed for completing the game.
- Picking up the smoking pipe in the room "Weigh stage" resets your score, as well as kills you when you reach the next room (ignoring all your remaining lives).
- Jamming the gears in the "The works" room will stop the boxing glove machine in the "Di Smantels scrappers" room.
- Spanner in the "The main drain" room and the big bottles in the "Spirit level" and "The POSE AND FROWN" rooms are only for score and don't have to be collected to complete the game.
- In addition to collecting most items, you also need to drink from the 2 barrels in the "The KING'S BELLY" room, as well as eat at all 4 tables in the "Greasy Joe's" room.
- Standing on lifts makes you invincible against any hazard and immune to fall damage (you can fall down onto a lift from as far as you want).
- For whatever reason, the bag in the "Di Smantels scrappers" room always respawns when you re-enter the screen (a bug). At least it's only giving you score from the first time you pick it up.
- If you're a professional Chubby Gristle player, your score will always be 13611 (only exception being the Amstrad CPC version, where you can't collect the bag in the "Di Smantels scrappers" room).
(C) 1984 ASCII Corporation
By Hiroshi Nishikawa
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Notes:
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- Boomerang was originally released for the NEC PC-8001 computer in 1983. It was one of the 5 grand prix winners of the first ASCII Software Contest, which got a physical release by ASCII Corporation (other games being Bokosuka Wars, War Game Construction Kit, UTAN Jr., and Stone Panic).
- The PC-8001 version of Boomerang has 28 stages, while the MSX version only has 14. They are mostly different, but share some similarities.
- The game loops the 14 stages over and over again, each loop being faster than the last one.
- Every stage will increase the amount of points received from defeated enemies by 10 points, starting with 10 points per kill in stage 1. This behavior continues even after completing a loop (in other words, no reset), eventually making you gain a crazy amount of score from kills.
- The max score is 99990. Once reached, or rather exceeded, the score counter will reset back to 0. This can be first done on the 5th loop (or the 4th loop, if you purposely keep sacrificing lives for farming score). My personal record is maxing out the score 4 times (1st time on the 5th loop, 2nd time on the 7th loop, 3rd time on the 8th loop, 4th time on the 9th loop).
- Every time when you complete a stage, you gain an extra life.
- Many of the stages can always be done consistently (at least on the first few loops), while some are a bit more random with enemy projectiles. For this reason it's a good thing that the game gives you an extra life every time when you complete a stage.
- Learn how many enemy projectiles can be on the screen at the same time for each stage, as this behavior is consistent. For instance, in stages 6, 9, and 13 only one projectile can exist at a time, making timing your movements easier.
- While waiting too long in a stage is usually bad for you, since enemies will start to move too fast and shoot constantly, it's actually super-useful for stage 12.
- You change the throwing direction of your boomerang by moving around (doesn't work if moving against walls). Note that this only works when you're carrying the boomerang, meaning that whenever you pick up the boomerang again, you need to take another step to update the direction.
- You can't throw the boomerang if an enemy is right in front of you.
- You can block enemy projectiles with the boomerang.
- Enemy projectiles only kill you if they hit directly into you. For instance, when a projectile is moving up, you can safely try to walk into them from the sides (left or right). The projectile will behave as if it were a wall.
TECHNOuchi's Twitter posts:
twitter.com/TECHNOuchi/status/1605235683760566280
First, I recorded a full playthrough of the game with only sound effects. I then added the new music manually, using a video editor. Enjoy!
(NOTE: Since there are no arrangements for Stages 7 and 8, only the end of Stage 7 and 8 is shown. Otherwise this is a complete playthrough of Space Manbow)
(C) 1984 ASCII
Developed by Hibiki Godai
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Notes:
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- Hibiki Godai is one of the designers of Thexder. He created Rise Out with Satoshi Uesaka.
- This is a trial version of Rise Out from Dungeons, released on the 01/84 issue of LOGiN magazine as a program listing.
- There's a minor issue with one of the coins being inaccessible in level 4, which may be a result of someone typing in the program listing wrong from the magazine. While unfortunate, it doesn't affect with completing the game.
(recorded from Disc Station #20)
(C) 1991 The Links
(recorded from Disc Station #15)
(C) 1990 Compile
Thanks to Hai-to Rāna no Iseki (廃都ラーナの遺跡) blog:
http://rygames.sblo.jp/article/187578635.html
(C) 1987 OOPS
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What do we know about the Iron Gauntz prototype:
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1) The full game was never released.
2) The original working title was Blue Knight Berserga, and the game was going to be based on the Blue Knight Berserga sci-fi novel, the spinoff of Armored Trooper Votoms anime (source: Dual Magazine, issue 12).
3) The prototype can be finished, but it has some issues and missing features (there's some equipment + a bad ending that can only be gotten via cheating/passwords).
4) Developers wanted Iron Gauntz to be released by Sega (there's a way to replace Oops logo and copyright info to Sega ones -- there's also a room layout in the game that spells out the word SEGA).
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Notes:
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- In-game panels explained (content is fixed per room):
GREEN: In-Game Info or Enemy ID
PURPLE: Increases or decreases player stats/energy, revives an enemy in the room, lights up room, or removes all the walls in the room
WHITE: Unlocks doors in the room (sometimes only after defeating the enemies first)
- Ultimate passwords:
7K8J6HQAS7AZFJMK = Start at stage 2 with maxed out player stats, equipped with SUPER gun (deals most damage, but some enemies reflects the shots).
K5AVL5FDSB3493SQ = Start at stage 2 with maxed out player stats, equipped with DRAINER gun (deals least damage, but can hit any enemy).
- Password to the normally unobtainable bad ending:
BGEVQDE9LRLFTGJB = Start at stage 256 with maxed out player stats, equipped with SUPER gun.
- More notes will come in the future as we're learning more about the history of this game.
(C) 1994 Majara Soft
Shout out to the Twitch streamer Macaw45 for letting me know about this game:
twitch.tv/macaw45
(C) 1987 Square
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Notes:
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- The music for this game was composed by Nobuo Uematsu of Final Fantasy fame. It was one of his earlier works. In the game manual he used the pseudonym Kentaro Hayabusa. (source: The Untold History of Japanese Game Developers, Volume 3 - http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-3)
- This game was also planned to be released for the Famicom Disk System and a PC, but both versions were cancelled in the end due to Square not being happy with the quality. A prototype of the Famicom Disk System version was found and dumped in 2011. (source: The Untold History of Japanese Game Developers, Volume 3 - http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-3)
- There is another Aliens game for the MSX, and other 8-bit computers, called "Aliens: The Computer Game", which is totally different from this one (not to be confused with Activision's game of the same name from 1986, which was released in the US for the Commodore 64, Apple II, and ZX Spectrum). That one was developed and published by Electric Dreams Software in 1987 in Europe, and ported to the MSX by Mr. Micro.
(C) 1986 SEGA
Developed by Compile
Released by Pony Canyon
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Notes:
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- This is episode IV of the Budruga saga. Final Justice (1985), Guardic (1986), and Blaster Burn (1990) are episodes I, II and III respectively. All these games were released for the MSX.
- In the title screen, press RIGHT, RIGHT, LEFT, LEFT, UP, DOWN, LEFT, DOWN, DOWN, DOWN to access the test mode. Here you can find the sound test and the difficulty selection.
- This game was also released for the Sega SG-1000 game console. That version has 30 stages instead of 32.
(C) 1989, 1990, 1991 Compile
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NOTES:
- This is episode III of the Budruga saga. Final Justice (1985), Guardic (1986), and Gulkave are episodes I, II and IV respectively. All these games were released for the MSX. While the name "Budruga" only makes an appearance in Blaster Burn, these games were always meant to be connected story wise (no retcon!).
- The story of Blaster Burn: "It's the year 2822. Earth is once again invaded by Gorth. The space battle fighter "Final Justice" and the air battle fighter "Guardic" were protecting it, but Gorth's attacks were getting more intense day by day. A year later, technology and materials discovered from the remains of the Gorth base left on Earth, were used to create the ultimate anti-Gorth weapon, Guardic II. Guardic II was launched to destroy Gorth's homeland planet, Galium."
- You control a female pilot (as showed in Disc Station #14 manual): https://i.imgur.com/bsWHWxC.png
- The story of Randar Burn: "Randar, who loves mandarin oranges, bought a whole bunch of them from a fruit stand and ate them, but thought they tasted terrible. He questioned the shopkeeper of the fruit stand about this, and learned that the shopkeeper had been forced to sell them by a giant mandarin orange who was planning to ship terrible mandarin oranges across the universe in an effort to conquer all creation. Burning with rage and a desire to bring back a world where people could eat delicious mandarin oranges, Randar flew off to Planet Orange at the ends of space, where the giant mandarin orange resided."
- BB#5 stage 2 is based on Compile's E.I. game. BB#6 stages are based on Compile's Final Justice and Guardic games (accompanied by their theme songs).
- I took the default player data from BB#8, because it removes the need of farming experience points (Hit) and money (Power) completely, which would otherwise take days to do. BB#8 also has the cheapest shop prices.
- While Randar Burn came out after BB#2, I decided to play it after BB#4, because I wanted the first half of the longplay being played as the Guardic II aircraft, and the other half as Randar.
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GUARDIC II PARAMETERS:
==========================
LEVEL: Your level (100 max).
HIT: Your experience points. Increased by defeating enemies. If you reach a certain number, you can raise your level in the Level Up shop (shop options: "Normal Bullet Strength" (top), "Shield Gauge" (middle), and "Aircraft speed" (bottom)).
POWER: Accumulated by taking power chips that appear during play. The accumulated power is consumed when purchasing items and when sub-weapons are used with the B-button.
SHIELD MAX: Maximum shield value. Can be increased by leveling up or purchasing items (84 max).
NORMAL BEAM: The number of normal bullets that can be fired in one screen. Can be increased by purchasing items. Up to 7, but up to 6 with sub-weapons.
STRENGTH: Normal bullet strength. Can be increased by leveling up (100 max).
ENGINE: The speed of your aircraft. Items can be purchased up to 7. 8 and more can be increased by leveling up.
AUTO: Autofire rate. The initial value is 4. Can be increased by purchasing items (60 max).
CRYSTAL: Reduces the durability of the enemies and boss in BB#8 by the number you have. Can be increased by purchasing items (255 max).
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SHOP ITEMS:
==========================
ENGINE: Changes your aircraft's speed (4-7).
BEAM: Changes the number of normal bullets (4-7).
SHIELD: Increases the shield gauge by one.
AUTO: Changes the rate of autofire (5 to 60).
SIDEWINDER: Changes regular bullets to sidewinders.
FIRE EYE RACER: Enemy bullets can be erased with regular bullets.
THROUGH: Regular bullets become penetration bullets.
WAVE: Use the B-button to shoot a wave. Consumes power during use.
CIRCULAR: Bullets rotate around your aircraft while pressing the B-button. Consumes power during use.
CRACKER 1: Option that follows your aircraft. Can only be purchased when the beam is 7. With this your aircraft and the option will both shoot 3 beams at a time. Cannot be used with sub-weapons. Does not consume power.
GUARDIC: Changes your aircraft back to Guardic II (if you happen to be Randar, thanks to Randar Burn)
CRYSTAL: Reduces the durability of the enemies and boss in BB#8 by the number you have.
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RANDAR BURN SHOP ITEMS:
==========================
EXTRA BEAM: Regular bullets become drunken bullets that shoots in random directions.
EXTRA ENGINE: Your aircraft will become SUPER slow.
HYPER ENGINE: Your aircraft will become SUPER fast.
?/SLOW: The game slows down while pressing the B-button. Does not consume power.
(C) 1986 Compile
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Notes:
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- This is episode II of the Budruga saga. Final Justice (1985), Blaster Burn (1990), and Gulkave (1986) are episodes I, III and IV respectively. All these games were released for the MSX.
- The MSX game, Jagur-5: Golden Triangle, has a playable character named Guadic, which is a reference to this game.
- If you press LEFT, RIGHT, LEFT, RIGHT, LEFT, RIGHT in the title screen, you will access the Practice Mode, where you can practice any of the areas in the game (excluding the bosses). For some odd reason, you can't use any Options in this mode.
- If you press LEFT, RIGHT, LEFT, RIGHT, LEFT, RIGHT in the score table, you will access the Sound Test.
- Blaster Burn #6 has a stage that is based on Guardic, including the theme song.
- The NES game, The Guardian Legend ("Guardic Gaiden" in Japan), is often called the sequel/spin-off to this game. However, according to the developers, the name was established before the game even began production, and the actual design, and even story, has nothing to do with Guardic. The only connection is the use of Guardic’s theme music as the password tune. (source: The Untold History of Japanese Game Developers, Volume 3 -- http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-3)
(C) 1985 Compile
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Notes:
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- This is episode I of the Budruga saga. Guardic (1986), Blaster Burn (1990), and Gulkave (1986) are episodes II, III and IV respectively. All these games were released for the MSX.
- Blaster Burn #6 has a stage that is based on Final Justice, including the theme song.
(recorded from Disc Station #4)
(C) 1989 Namco
- The 1989-05 issue of MSX Magazine has a preview of Disc Station 4, which shows different screenshots than what was used in the end: https://i.imgur.com/xzT0HkW.png
(C) 1986 HAL Laboratory
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Notes:
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- This game is the sequel to Eggerland Mystery for the MSX. It was also remade for the Famicom Disk System in 1987, titled simply as "Eggerland".
- This game can be played on the MSX1, as well. It just means that the color palette will be less vibrant and the background color is black instead of brown.
- Eggerland series is also known as Adventures of Lolo.
- The series started on the MSX, with many of the games later being released for the NES/Famicom. There was also a game for the Game Boy (Adventures of Lolo/Lolo no Daibouken) and Windows (Egger Land for Windows 95/Fukkatsu! Egger Land).
- For a complete list of the series, go here: mobygames.com/user/sheet/userSheetId,93047
(C) 1985 HAL Laboratory
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Notes:
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- Eggerland series is also known as Adventures of Lolo.
- MSX got a sequal titled "Meikyuu Shinwa" (Labyrinth Myth), also known as Eggerland 2. The game was later remade for the Famicom Disk System titled as just "Eggerland".
- The series started on the MSX, with many of the games later being released for the NES/Famicom. There was also a game for the Game Boy (Adventures of Lolo/Lolo no Daibouken) and Windows (Egger Land for Windows 95/Fukkatsu! Egger Land).
- For a complete list of the series, go here: mobygames.com/user/sheet/userSheetId,93047
(C) 1990 Konami
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Notes:
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- Quarth was originally an arcade game. Outside of Japan the game was sold as "Block Hole".
- Quarth was also released for the Famicom, Game Boy Color, PC98, and X68000.
- Quarth was one of the games included in "Konami GB Collection Vol. 2" for the Game Boy Color. For some reason it was given a generic name of "Block Game".
- Quarth was released on the Konami Net i-mode service as Block Quarth, with an updated Block Quarth DX in 2001. It was released without the "DX" suffix in 2005, and was made globally available through Konami Net licensing on many i-mode services offered by mobile operators.
- In 2005, Konami also included the game in the Nintendo DS title "Ganbare Goemon: Tōkai Dōchū Ōedo Tengu ri Kaeshi no Maki". An emulated version of the game was released in 2006 for PlayStation 2 in Japan as part of the "Oretachi Geasen Zoku Sono" series.
(C) 1985 Datasoft
Ported by Comptiq
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Notes:
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- This game was also released for the Amstrad CPC, Apple II, Atari 8-bit, BBC Micro, DOS, FM-7, PC-88, Sharp X1, and ZX Spectrum.
(C) 1985 Konami
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Notes:
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- This game was also released for the Amstrad CPC, BBC Micro, Commodore 64, Acorn Electron, Thomson MO/TO, and ZX Spectrum.
- OO-LONG TEA POWER: If you knock out a complete formation of three midget attackers, you get one tea leaf. If you can get five tea leaves, this is enough for a cup of Oo-Long tea. Once you have enough for a cup of tea, if you press the SELECT key while the game is in progress, you will get a new supply of energy. You can have up to three cups of Oo-Long tea in any one game.
- CHOW MEIN NOODLE POWER: Somewhere in the background of each scene is a bowl of Chow Mein, which you can get after making an attack. If you can get the Chow Mein noodles, this will make you invincible for a few valuable seconds.
- All the Chow Mein Noodle locations are showed in this picture, by yours truly: https://i.imgur.com/v98zm6p.png
(C) 1985 Terminal Software
Developed by David Whittaker
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Notes:
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- Lazy Jones was also released for the Commodore 64, ZX Spectrum and Tatung Einstein. The Spectrum version was ported by Simon Cobb.
- The "Jay Walk" mini-game from the Commodore 64 and ZX Spectrum versions were replaced with the "Wafers II" mini-game in the MSX and Tatung Einstein versions.
- One of the tracks of Lazy Jones' soundtrack was sampled by German electro project Zombie Nation for their 1999 hit single "Kernkraft 400". Florian Senfter later paid an undisclosed sum to David Whittaker for the use of the melody.
(C) 1986 Game Arts
Original game by Hibiki Godai and Satoshi Uesaka
MSX version by Compile
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Notes:
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- Thexder was originally released in Japan for PC-8801 in 1985, then later on for PC-8001, PC-9801, FM-7, Sharp X1, Famicom, Sharp MZ, Amiga, Apple II, Apple IIGS, IBM PC, Apple Macintosh, TRS-80 Color Computer 3.
- Thexder was one of the Game Arts games, along with "Fire Hawk: Thexder the Second Contact", "Silpheed", and "Zeliard", that was licensed to Sierra On-Line for release in the United States. It became the company's best-selling title of 1987. Synergistic Software ported the game for multiple systems.
- By 1990, the game had sold over one million copies worldwide.
- In 1985, Square released the game for the Famicom. It was developed by Bits.
- In 1995, a remake of Thexder titled "Thexder for Windows 95" (also known as Thexder 95) was released by Sierra On-Line. It was developed by Synergistic Software.
- In 2009 (PSP) and 2010 (PS3), a remake of Thexder titled "Thexder Neo" was released by Square-Enix. It was developed by Zereo Inc.
(C) 1986 Andromeda Software / Sony Corporation
Re-upload. Thanks to 'The Rest of MSX' website for letting me know about the ending:
http://www.sky.hi-ho.ne.jp/msx1/english/traffic1.html
(C) 1985 Sydney Development Corp. / Sierra On Line / Comptiq
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Notes:
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- 34 years later, the MSX version of the game is *finally* fixed, thanks to the help of FX (special thanks to Araubi for acting as the middleman): http://msxfx.blogspot.com/2019/02/nuevo-parcheo-bc-ii-grogs-revenge.html
- The MSX version was also published by US Gold, Erbe Software, Eaglesoft, and Spectravideo for different regions. The Japanese Comptiq release came on ROM cartridge, while the rest came on cassette format.
- All MSX releases of the game are bugged and can't be beaten. It's the same thing with one of the ColecoVision versions (Coleco Canada version works, at least!).
- Grog's Revenge was also released for ColecoVision, Coleco ADAM and Commodore 64.
- There was supposed to be Atari 8-bit, ZX Spectrum, BBC Micro, and Amstrad versions of the game, but they were all cancelled in the end.
- The Commodore 64 and Coleco ADAM versions have most levels to play, thanks to being able to choose from three different sets of levels. They all have the same ending scene, however.
- There's a hidden easter egg message in the "Comptiq presents" screen of the MSX version, when you press the F and H keys at the same time (thanks to NYYRIKKI for finding this one!).
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Codes to reach Level F faster (you can only skip one level at a time):
Level A: When inside the first cave, type 22 (warps you to Level B)
Level B: When inside the first cave, type 23 (warps you to Level C)
Level C: When inside the first cave, type 44 (warps you to Level D)
Level D: Move right, turn around the corner, move right, turn around the corner, enter the cave, enter it again and type 45 when inside (warps you to Level E)
Level E: Move right, turn around the corner, enter the cave, enter it again and type 62 when inside (warps you to Level F)
(C) 1985 Sydney Development Corp. / Interphase Technologies Inc. / Toshiba EMI
Just press F and H keys at the same time in the "Comptiq presents" screen.
The road corner showed at 1:53-2:00, and again at 2:26-2:32, will always take you back to the beginning of the level, preventing you from making any more progress, therefore making it impossible to beat the game. The ColecoVision version isn't much better in this regard. You can make a bit more progress, but you're still forced to move in circles forever.
See the broken level F from the ColecoVision version here:
youtube.com/watch?v=J0xFbYp_5sk
(C) 1986 Pony Canyon
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Notes:
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- Come On! Picot was developed by Satoru Miki (nowadays Satoru Ichihara) and Hiroyuki Fujiwara, and published by Pony Canyon. It was released in Japan and Europe in 1986 and 1987 respectively. Pony Canyon released the game in Japan on cartridge, and Eaglesoft in Europe on cassette and disk (with a butchered story in the manual that makes NO sense).
- Story of the game (taken from many 1986 issues of "MSX Magazine"): As a result of World War III, the city was abandoned. Jean is searching for his girlfriend Marie, who was lost in the turmoil of the war. He thinks that there's something on the 10th floor of the gene bank building that may help him, in the chromosome center, but he needs 8 ID-card fragments to reach it. He decides to go to the building with the help of a blob called Picot. Upon entering the building, Jean is greeted by crazy bio-monsters and security robots. Will Jean be able to find Marie?
- Satoru Ichihara and Hiroyuki Fujiwara also designed Alpha Roid (MSX) and Project A2 (MSX2). They've been working together since 1985 and were also known as "Miki & Fujiwara Production" from 1985 to 1989. They later founded a company called Opera House, which still exist today.
- The full map for the game can be found from here, by yours truly: https://i.imgur.com/D4nJ2xx.png
- Items in the game explained:
Hero Jelly (blue bottle) = Restores Jean's health to max level. Gives a 1-UP when acquired at the max level.
Picot Jelly (orange bottle) = Restores one level of Picot's health.
Combined Jelly (green bottle) = Jean merges with Picot and becomes invincible for a limited time. Jean can also float during this time and hurt enemies by touching.
Magnetic Shield = Negates damage from enemies for a limited of time (but doesn't hurt them)
Jamming Box = Enemies will not be able to detect Jean for a limited time
Accelerator = Increases the movement speed of Jean and Picot for a limited time
Platinum pellets (look like American footballs) = Gives you 100 points.
(C) 1985 Sega (Ported by Pony Canyon)
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Notes:
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THE SCORING SYSTEM:
- Breaking an ice block = 10 points
- Collecting a heart = 100 points
- Squashing a polar bear by pushing a rock = 100 points
- Squashing a polar bear by dropping a rock = 200 points
THE BONUS SYSTEM:
- 1 heart = cherry (500 points)
- 2 hearts = beer (1000 points)
- 3 hearts = ring (2000 points)
- 4 hearts = cake (3000 points)
- 5 hearts = cross (5000 points)
- 6 hearts = star (10000 points)
- 7 hearts = diamond (50000 points)
- There's 7 hearts in each round, some which are hidden. They're always in predetermined locations.
- This game is a port of the Arcade/SG-1000 version, ported by Pony Canyon.
- This game is included in "Sega Ages Memorial Selection Vol. 2" for the Sega Saturn and "Sega Ages 2500 Series Vol. 23: Sega Memorial Selection" for the PS2, but only in Japan. The PS2 release also includes an Arrange version of the game with new graphics, sounds, stages, traps, enemies and power-ups.
- Pony Canyon also released a Game Boy version titled "Penguin Land", developed by Atelier Double. It was only released in Japan. It contains 25 stages from the original, but mixes them up with the corroding floors and the eagles from the Master System game. There's 3 different tunes to choose from when playing the game.
- The second game in the series is called "Penguin Land" (Doki Doki Penguin Land: Uchuu Daibouken / どきどきペンギンランド~宇宙大冒険~ in Japan) and was released for the Master System / Sega Mark III.
- The third game in the series is called "Ikasuze! Koi no Doki Doki Penguin Land MD" (イカスぜ!恋のどきどきペンギンランドMD) and was only released in Japan for the Mega Drive SegaNet and Mega CD (as part of "Game No Kanzume Vol. 2" collection).
(C) 1987 Data East / Hudson Soft
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Notes:
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- This is a port of Darwin 4078 arcade game, originally developed by Data East. The MSX2 port was handled by Hudson Soft.
- Darwin 4078 got an arcade sequel titled "SRD: Super Real Darwin". SEGA remade it for Mega Drive as "Darwin 4081".
- Evolution chart for the MSX2 version can be found from here: imgur.com/a/TImIw6E
Game: Wonderland of Carbuncle (ワンダーランド OF CARBUNCLE)
Developer: Compile (コンパイル)
Year: 1991
System: MSX2 / MSX2+ / MSX turbo R
Sound: MSX-Music
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
(C) 1991 Compile
Game: Sword of Legend Lenam (レナム)
Developer: Hertz (株式会社ヘルツ)
Year: 1989
System: MSX2
Sound: MSX-Music
(C) 1992 Wendy Magazine
Notes
================
- This game is part of PinkSox 8 disk magazine, also known as ピンクソックス8.
世界名作劇場 第1話 赤ずきんちゃん (MSX2)
(C) 1991 Wendy Magazine
Notes
================
- This game is part of PinkSox 7 disk magazine, also known as ピンクソックス7.
A new video will be coming out soon.
(C) 1987 The Links
Developed by Compile


