I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Normally I'm working my way through the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE in my Let's Play 1001 Games series. This is a great book with a ton of classic retro games but it doesn't have everything and it's even missing some of my favorite video games. Hence, in Saturday Afternoon Gaming, I'm just going to play whatever I want!
In this series I will be playing some of the best retro games that don't appear in the 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE book. So pull up a chair, slap on your headphones, and join me as babble aimlessly through some of my most favourite classic games! And hey, if you have ideas or suggestions feel free to leave them in the comments below. I'm always looking for more games to try! Today we play...
DuckTales[a] is an action platformer video game developed and published by Capcom and based on the Disney animated TV series of the same name. It was first released in North America for the Nintendo Entertainment System in 1989 and was later ported to the Game Boy in 1990. The story involves Scrooge McDuck traveling around the globe collecting treasure and outwitting his rival Flintheart Glomgold to become the world's richest duck.
Produced by key personnel from the Mega Man series, DuckTales would go on to sell over a million copies worldwide on each system, becoming Capcom's best-selling title for both platforms. The game was praised for its tight control, unique and non-linear gameplay and bright presentation, and is often regarded as one of the best titles for the NES, appearing on numerous "Best of" lists.
DuckTales was followed by a sequel, DuckTales 2, in 1993. A Remastered version of DuckTales developed by WayForward Technologies, featuring high resolution graphics and most of the original voice cast from the show, was released in 2013 for PC, Xbox 360, PlayStation 3, and Wii U. The original 8-bit version of the game was also included in The Disney Afternoon Collection compilation for PC, PlayStation 4, and Xbox One.
Players control Scrooge McDuck as he travels around the world and outer space in search of five treasures to further increase his fortune. Scrooge is able to attack enemies and get around using his cane. On the ground, Scrooge can swing his cane to attack enemies and to break open or throw certain objects. While jumping, Scrooge can bounce on his cane similarly to a pogo stick and attack enemies from above. This also allows him to reach higher areas as well as bounce across hazardous areas that would hurt him on foot. Along the way, Scrooge can find various diamonds, hidden inside treasure chests or appearing in certain areas, to increase his fortune and ice cream that can restore his health. Scrooge will also encounter various characters from the series who have a variety roles, such as providing hints, offering useful items, opening access to new areas, or attempting to stop Scrooge's progress.
The game features five levels: African mines, The Amazon, The Himalayas, Transylvania, and the Moon. The player can visit any of the destinations to pursue the treasures in any order. However, The African mines and Transylvania must be revisited to acquire certain essential items. Two secret treasures are scattered between all five destinations. Each destination's treasure is protected by a boss that Scrooge must defeat to retrieve. When all five main treasures are collected, the player returns to Transylvania for a final boss fight against Dracula Duck. After defeating him, the player must contend with Flintheart Glomgold and Magica DeSpell for the final treasure.
Although Capcom had previously worked with Disney by publishing the Hudson-produced Mickey Mousecapade in North America in 1988, DuckTales became the first licensed game that the company developed,[2] and shared many key personnel with the original Mega Man series including producer Tokuro Fujiwara, character designer Keiji Inafune, and sound programmer Yoshihiro Sakaguchi.
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Normally I'm working my way through the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE in my Let's Play 1001 Games series. This is a great book with a ton of classic retro games but it doesn't have everything and it's even missing some of my favorite video games. Hence, in Saturday Afternoon Gaming, I'm just going to play whatever I want!
In this series I will be playing some of the best retro games that don't appear in the 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE book. So pull up a chair, slap on your headphones, and join me as babble aimlessly through some of my most favourite classic games! And hey, if you have ideas or suggestions feel free to leave them in the comments below. I'm always looking for more games to try! Today we play...
DuckTales[a] is an action platformer video game developed and published by Capcom and based on the Disney animated TV series of the same name. It was first released in North America for the Nintendo Entertainment System in 1989 and was later ported to the Game Boy in 1990. The story involves Scrooge McDuck traveling around the globe collecting treasure and outwitting his rival Flintheart Glomgold to become the world's richest duck.
Produced by key personnel from the Mega Man series, DuckTales would go on to sell over a million copies worldwide on each system, becoming Capcom's best-selling title for both platforms. The game was praised for its tight control, unique and non-linear gameplay and bright presentation, and is often regarded as one of the best titles for the NES, appearing on numerous "Best of" lists.
DuckTales was followed by a sequel, DuckTales 2, in 1993. A Remastered version of DuckTales developed by WayForward Technologies, featuring high resolution graphics and most of the original voice cast from the show, was released in 2013 for PC, Xbox 360, PlayStation 3, and Wii U. The original 8-bit version of the game was also included in The Disney Afternoon Collection compilation for PC, PlayStation 4, and Xbox One.
Players control Scrooge McDuck as he travels around the world and outer space in search of five treasures to further increase his fortune. Scrooge is able to attack enemies and get around using his cane. On the ground, Scrooge can swing his cane to attack enemies and to break open or throw certain objects. While jumping, Scrooge can bounce on his cane similarly to a pogo stick and attack enemies from above. This also allows him to reach higher areas as well as bounce across hazardous areas that would hurt him on foot. Along the way, Scrooge can find various diamonds, hidden inside treasure chests or appearing in certain areas, to increase his fortune and ice cream that can restore his health. Scrooge will also encounter various characters from the series who have a variety roles, such as providing hints, offering useful items, opening access to new areas, or attempting to stop Scrooge's progress.
The game features five levels: African mines, The Amazon, The Himalayas, Transylvania, and the Moon. The player can visit any of the destinations to pursue the treasures in any order. However, The African mines and Transylvania must be revisited to acquire certain essential items. Two secret treasures are scattered between all five destinations. Each destination's treasure is protected by a boss that Scrooge must defeat to retrieve. When all five main treasures are collected, the player returns to Transylvania for a final boss fight against Dracula Duck. After defeating him, the player must contend with Flintheart Glomgold and Magica DeSpell for the final treasure.
Although Capcom had previously worked with Disney by publishing the Hudson-produced Mickey Mousecapade in North America in 1988, DuckTales became the first licensed game that the company developed,[2] and shared many key personnel with the original Mega Man series including producer Tokuro Fujiwara, character designer Keiji Inafune, and sound programmer Yoshihiro Sakaguchi.Cyber Owls! Is this what Cheetah Men were supposed to be? More UFO 50Gaming Jay2024-10-17 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
GrimGrimoire[b] is a 2007 real-time strategy video game developed by Vanillaware and published by Nippon Ichi Software (Japan, North America) and Koei (Europe) for the PlayStation 2. A remaster, GrimGrimoire OnceMore was released in Japan on PlayStation 4 and Nintendo Switch in 2022 and worldwide, along with a PlayStation 5 version, in 2023. The story follows Lillet Blan, a trainee witch who is sent into a repeating cycle of five days after her school is attacked by an evil wizard seeking the hidden Philosopher's Stone. The player commands units called familiars, each having strengths and weaknesses against the other, with the goal of either destroying the opponent's bases or surviving waves of enemies.
GrimGrimoire was born from Vanillaware staff wanting to create their version of StarCraft, beginning development after completion of their first title Odin Sphere. Due to various factors, GrimGrimoire was released before Odin Sphere, becoming the company's Japanese debut while also draining its funds. Writer and director George Kamitani based the setting on Atelier Marie: The Alchemist of Salburg and the Harry Potter series. The music was composed by a team from Basiscape led by company founder Hitoshi Sakimoto. The remaster included expanded gameplay, enhanced graphics, and a new voice cast.
Upon release, the game met a generally positive reception; praise went to its narrative and implementation of RTS gameplay on a console, but many faulted the audio and controls. Despite Kamitani planning sequels, GrimGrimoire was a commercial failure and Nippon Ichi Software did not continue the series. The character Lujie Piche crossed over into Nippon Ichi Software's Soul Nomad & the World Eaters as part of the two companies' collaboration. Vanillaware would later reimagine their early gameplay and presentation ideas for GrimGrimoire in 2019's 13 Sentinels: Aegis Rim.Exploring the More of the Lost Retro Hits of UFO 50Gaming Jay2024-10-07 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
Enjoy the video, and let me know what you think in the comments! Don't forget to like and subscribe for more retro and indie game content!
#ufo50 #indiegames #retrogamer🚀 [NEW VERSION]🎮 MetalMercs: Command Your Mercs, Dominate the Battlefield!Gaming Jay2024-10-07 | MetalMercs v6.2 will be dropping for supporters, with an updated demo for Steam players! Visit the Steam page to wishlist the game today: store.steampowered.com/app/3045070/MetalMercs
The full release is anticipated in 2025. To support MetalMercs or get the preview build demo and news visit patreon.com/MetalMercs
It started as a BattleTech fan game and has evolved into MetalMercs. Join me as we explore new mechs, new houses, new weapons, new mechanics, and just new everything! To learn more visit: patreon.com/MetalMercs or metalmercs.com
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Rolling Thunder[a] is a run and gun video game developed by Namco in Japan and Europe and released in 1986 as a coin-operated arcade video game using the Namco System 86 hardware. It was distributed in North America by Atari Games. The player takes control of a secret agent who must rescue his female partner from a terrorist organization. Rolling Thunder was a commercial success in arcades, and it was released for various home computer platforms in 1987 and the Nintendo Entertainment System in 1989. The original arcade game has been included in various classic game compilations as well. It influenced later arcade action franchises such as Shinobi and Time Crisis, which borrowed mechanics such as taking cover behind crates. On March 17, 2022, the arcade version of the game got ported as part of the Arcade Archives series. [4]
The game was released in Japan in December 1986.[3] Namco debuted the game internationally outside Japan at the 1987 Amusement Trades Exhibition International (ATEI) show,[1] held at Olympia London in January.[6] The game was released in North America by Atari Games.[3]
In 1988, U.S. Gold released home computer versions of Rolling Thunder in Europe for ,[7] Amstrad CPC,Commodore 64, ,ZX Spectrum, Amiga and Atari ST. These five computer versions were developed by Tiertex. Only the Commodore 64 version has some different colors for the outfit of the Maskers; in the Amiga, Atari ST, and Amstrad CPC versions, the Maskers have the same colors. The ZX Spectrum version is almost monochrome, but has fast gameplay.
On March 17, 1989, Namco released a home version of Rolling Thunder for the Family Computer in Japan. This version was localized in North America by Tengen, which released their Nintendo Entertainment System version unlicensed by Nintendo. The Famicom/NES version features a few minor changes and additions from the arcade version, such as a password feature, hidden bonuses, and a harder second mission accessible by inputting a password given to the player for completing the normal mission. Namco's Famicom version of Rolling Thunder has an onboard sound chip using the extra sound channels of the cartridge slot.50 Lost Nintendo Games Found on Steam?! - UFO 50 the new Nostalgic Retro Game SENSATION!Gaming Jay2024-09-27 | No these aren't real Nintendo games, but they sure do feel like it!
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.The Legend of Zelda: Links Awakening (Gameboy) - Lets Play 1001 Games - Episode 902 (Part 6)Gaming Jay2024-09-19 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.The Legend of Zelda: Links Awakening (Gameboy) - Lets Play 1001 Games - Episode 902 (Part 5)Gaming Jay2024-09-18 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.The Legend of Zelda: Links Awakening (Gameboy) - Lets Play 1001 Games - Episode 902 (Part 4)Gaming Jay2024-09-17 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.The Legend of Zelda: Links Awakening (Gameboy) - Lets Play 1001 Games - Episode 902 (Part 3)Gaming Jay2024-09-15 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.The Legend of Zelda: Links Awakening (Gameboy) - Lets Play 1001 Games - Episode 902 (Part 2)Gaming Jay2024-09-14 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.The Legend of Zelda: Links Awakening (Gameboy) - Lets Play 1001 Games - Episode 902 (Part 1)Gaming Jay2024-09-12 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Legend of Zelda: Link's Awakening[b] is a 1993 action-adventure game developed and published by Nintendo for the Game Boy. It is the first installment in The Legend of Zelda series for a handheld game console. Link's Awakening is one of the few Zelda games not to take place in the land of Hyrule, and it does not feature Princess Zelda or the Triforce relic. Instead, the protagonist Link begins the game stranded on Koholint Island, a place guarded by a whale-like deity called the Wind Fish. Assuming the role of Link, the player fights monsters and solves puzzles while searching for eight musical instruments that will awaken the sleeping Wind Fish and allow him to escape from the island.
Development began as an effort to port the Super Nintendo Entertainment System game A Link to the Past to the Game Boy, developed after-hours by Nintendo staff. It grew into an original project under the direction of Takashi Tezuka, with a story and script created by Yoshiaki Koizumi and Kensuke Tanabe. The majority of the Link to the Past team reassembled for Link's Awakening, and Tezuka wanted the game world to feel like the television series Twin Peaks. After a development period of one and a half years, Link's Awakening was released in Japan in June 1993 and worldwide later in the year.
Link's Awakening was critically and commercially successful. Critics praised the game's depth and number of features; complaints focused on its control scheme and monochrome graphics. An updated rerelease, The Legend of Zelda: Link's Awakening DX,[c] was released for the Game Boy Color in 1998 featuring color graphics, compatibility with the Game Boy Printer, and an exclusive color-based dungeon. The game has sold four million units worldwide, and have appeared on multiple game publications' lists of the best video games of all time. A high-definition remake for the Nintendo Switch was developed by Grezzo and released worldwide in 2019.
Link's Awakening began as an unsanctioned side project; programmer Kazuaki Morita created a Zelda-like game with one of the first Game Boy development kits, and he used it to experiment with the platform's capabilities. Other staff members of the Nintendo Entertainment Analysis & Development division joined him after-hours and worked on the game in what seemed to them like an "afterschool club". The results of these experiments with the Game Boy started to look promising. Following the 1991 release of the Super NES video game A Link to the Past, director Takashi Tezuka asked for permission to develop a handheld Zelda title; he intended it to be a port of A Link to the Past, but it evolved into an original game.[25] The majority of the team that had created A Link to the Past was reassembled to advance this new project. Altogether, it took them one and a half years to develop Link's Awakening.
Tezuka recalled that the early free-form development of Link's Awakening resulted in the game's "unrestrained" contents, such as the unauthorized cameo appearances of characters from the Mario and Kirby series.[13] A Link to the Past script writer Kensuke Tanabe joined the team early on and came up with the basis of the story.[13][27] Tezuka sought to make Link's Awakening a spin-off, and he gave Tanabe instructions to omit common series elements such as Princess Zelda, the Triforce relic, and the setting Hyrule.[27] As a consequence, Tanabe proposed his game world idea of an island with an egg on top of a mountain.[27] Tezuka recalled that it felt as though they were making a "parody of The Legend of Zelda" rather than an actual Zelda game.Travel Back to a 1984 Basement?? A Retro-Future Sci-Fi Rogue-Like | Spellhack!!Gaming Jay2024-09-11 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Combat is a 1977 video game by Atari, Inc. for the Atari Video Computer System (later renamed the Atari 2600). In the game, two players controlling either a tank, a biplane, or a jet fire missiles at each other for two minutes and sixteen seconds. Points are scored by hitting the opponent, and the player with the most points when the time runs out wins. Variations on the gameplay introduce elements such as invisible vehicles, missiles that ricochet off of walls, and different playing fields.
The game was being made while the Atari 2600 was still in development. Combat was based on Atari's popular arcade game Tank. It was initially developed by Steve Mayer and Ron Milner. Joe Decuir later tested it on the developing Atari Video Computer System hardware, and Larry Wagner completed the game while adding the two plane variations to the game. The game was released as a pack-in game with the Atari Video Computer System.
By the early 1980s, reception towards Combat commented on its graphics and game play as being out-of-date. A sequel titled Combat Two was planned for the Atari 2600, but never completed. A prototype of the sequel was later released in various formats. Retrospective reception by publications such as Classic Gamer Magazine and AllGame have praised the game, while PCMag and Flux included it on their list of Best Atari 2600 games and Best Game of all time lists respectively.
Combat was programmed while the Atari 2600 hardware was still under development.[3] Steve Mayer was developing the game by late 1975. The original version was a tank game made on the early prototype Atari 2600 hardware engineered by Mayer and Ron Milner from Cyan Engineering, a consulting firm that Atari purchased in 1975.[7][8] The VCS hardware was designed to be capable of playing Atari's popular arcade games Pong (1972) Pong Doubles (1973), Quadrapong (1974), Gran Trak 10 (1974), Tank (1974), and Jet Fighter (1975).[9] Combat was based on the Tank.[7]
Combat was made to fit into a two Kilobyte cartridge's ROM.[6] In his academic journal article Combat in Context, Nick Monfrot stated that the game was coded in assembly language by Joe Decuir, who was working on the final VCS hardware with Jay Miner.[6] Decuir has deferred much of the credit on the game, stating that "Ron Milner and Steve Mayer conceived of what became Combat, I was an implementer [...] I worked on it mostly as a test case for the hardware".[1] After Decuir completed his work on the game, the code was finished by Larry Wagner, the head of Atari's new VCS programming team. Wagner refined the tank games and added both the aircraft modes.[7] Decuir later proclaimed that Wagner "made the Combat display engine a lot more fun."[1]A Cozy Mecha Model Kit Puzzle Game for the Gunpla Addicted! | Mech BuilderGaming Jay2024-09-03 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
Enjoy the video, and let me know what you think in the comments! Don't forget to like and subscribe for more retro and indie game content!
#MechBuilder #indiegames #retrogamerThe WORST Contra Game Ever! Contra Force [DO NOT PLAY THIS GAME]Gaming Jay2024-08-30 | If you like Contra, absolutely do not play this game. If you like hard NES games, I dunno, do whatever you want.
Contra Force is an run and gun game released by Konami for the Nintendo Entertainment System in 1992 in North America. It is a spinoff of the Contra series, being the third game in the series released for the NES following the original Contra and Super Contra. However, the game's plot and setting are unrelated to both previous and succeeding entries, as the villains in the game are human terrorists instead of an alien menace. The game was scheduled to be released in Japan under the title of Arc Hound (アークハウンド, Āku Haundo), with no ties to the Contra series, but was cancelled.
In 1992, C-Force, a task force composed of former military professionals, is formed to protect Neocity from terrorism. One day, the team's leader, Burns, receives a phone call from their informant Fox, who tells him that the Head of Intelligence is being threatened by a criminal organization known as D.N.M.E. Burns arranges a meeting at the Harbor with Fox to learn more about the situation, only to find Fox's corpse when he arrives at the destination.[11] Now it is up to C-Force to save Neocity from D.N.M.E.
Contra Force was originally planned to be released in Japan under the title of Arc Hound in 1991 and originally did not have any ties to the Contra series. The game was announced in magazines such as Famicom Tsūshin and advertised in official Konami brochures with a scheduled October release, but this early version of the game was cancelled.[12][13]
Despite the cancellation of Arc Hound in Japan, the game was still localized for the North American market as a spinoff of the Contra series. Initially scheduled for a Winter 1991 release, Contra Force was announced as the third console game in the series, being released sometime prior to Contra III: The Alien Wars (known as Contra IV at the time).[14][15] However, Contra Force was delayed to an October 1992 release, a few months later than Contra III, causing the latter game to be renumbered prior to release.[16]Super Mario Bros.: The Lost Levels (SNES) - Lets Play 1001 Games - Episode 900Gaming Jay2024-08-29 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Super Mario Bros.: The Lost Levels (originally Super Mario Bros. 2,[a] also known as Super Mario Bros. 2: For Super Players) is a 1986 platform game developed by Nintendo R&D4 and published by Nintendo. A sequel to Super Mario Bros. (1985), it was originally released in Japan for the Family Computer Disk System as Super Mario Bros. 2 on June 3, 1986. Nintendo of America deemed it too difficult for its North American audience and instead released an alternative sequel, also titled Super Mario Bros. 2, in 1988. It was renamed The Lost Levels and first released internationally in the 1993 Super Nintendo Entertainment System compilation Super Mario All-Stars. It has been rereleased for Game Boy Color, Game Boy Advance, Wii, Wii U, Nintendo 3DS and Nintendo Switch.
The Lost Levels is similar to Super Mario Bros, with players controlling Mario or Luigi to rescue Princess Peach from Bowser. It adds a greater level of difficulty and Luigi controls slightly differently from Mario, with reduced ground friction and increased jump height. The Lost Levels also introduces obstacles such as poison mushroom power-ups, counterproductive level warps, and mid-air wind gusts. It has 32 levels across eight worlds and 20 bonus levels.
Reviewers viewed The Lost Levels as an extension of Super Mario Bros, especially its difficulty progression. Journalists appreciated the challenge when spectating speedruns and recognized the game as a precursor to the franchise's Kaizo subculture in which fans create and share ROM hacks featuring nearly impossible levels. This sequel gave Luigi his first character traits and introduced the poison mushroom item, which has since been used throughout the Mario franchise. The Lost Levels was the most popular game on the Disk System, for which it sold about 2.5 million copies. It is remembered among the most difficult Nintendo games.
The original Super Mario Bros. was released in North America in October 1985. When developing a version of the game for Nintendo's coin-operated arcade machine, the VS. System, the team experimented with new, challenging level designs. They enjoyed these new levels, and thought that Super Mario devotees would too.[10] Shigeru Miyamoto, who created the Mario franchise and directed Super Mario Bros., no longer had time to design games by himself, given his responsibilities leading Nintendo's R&D4 division and their work on The Legend of Zelda (1986).[3] The Super Mario sequel was delegated to its predecessor's assistant director, Takashi Tezuka, as his directorial debut.[11][12] He worked with Miyamoto and the R&D4 team[13][2] to develop a sequel based on the same underlying technology,[7] including some levels directly from Vs. Super Mario Bros.[3]Heroes Must Defend a Cutesie Town of Goblins | GoblingtonGaming Jay2024-08-26 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
Enjoy the video, and let me know what you think in the comments! Don't forget to like and subscribe for more retro and indie game content!
#Goblington #indiegames #retrogamerHe is Coming INSANE 2500+ DAMAGE on the FINAL BOSS!!!Gaming Jay2024-08-22 | This is the most insane build I've got working. It has crazy over-heal potential, ramping damage, and just mind boggling synergy. I thought I was dead several times but survived until a 50 damage one shot killed me.
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Sonic the Hedgehog[c] is a 1991 platform game developed by Sonic Team and published by Sega for the Genesis/Mega Drive. It was released in North America on June 23 and in PAL regions and Japan the following month. Players control Sonic the Hedgehog, who can run at near supersonic speeds; Sonic sets out on a quest to defeat Dr. Robotnik, a scientist who has imprisoned animals in robots and seeks the powerful Chaos Emeralds. The gameplay involves collecting rings as a form of health, and a simple control scheme, with jumping and attacking controlled by a single button.
Development began in 1990 when Sega ordered its developers to create a game featuring a mascot for the company. The developers chose a blue hedgehog designed by Naoto Ohshima after he won an internal character design contest, and named themselves Sonic Team to match their character. It uses a novel technique that allows Sonic's sprite to roll along curved scenery which was based on a concept by Oshima from 1989.[2] Sonic the Hedgehog, designed for fast gameplay, was influenced by games by Super Mario series creator Shigeru Miyamoto. The music was composed by Masato Nakamura, bassist of the J-pop band Dreams Come True.
Sonic the Hedgehog was very well received by critics, who praised its visuals, audio and gameplay. It is widely considered one of the greatest video games of all time and became one of the best-selling video games of all time with approximately 24 million copies sold worldwide. On the Genesis, which it was bundled with, it sold 15 million copies, making it the best-selling game on the console. It established the Genesis as a key player in the 16-bit era and allowed it to compete with the Super Nintendo Entertainment System. It has been ported to multiple systems and inspired several clones, a successful franchise, and adaptations into other media. It was followed by Sonic the Hedgehog 2 in 1992.
In the 1980s, Sega had limited success with Genesis ports of its arcade games, but wanted a stronger foothold against its main competitor, Nintendo.[12] In 1988, Sega of Japan began an in-house competition to create a rival to Nintendo's mascot Mario.[13] For the next three years, programmers and designers at Sega worked on a brand character to rival Mario.[14] In 1990, Sega ordered its in-house development studio to develop a game featuring a mascot for the company.[3][15] Sega's president Hayao Nakayama wanted a character as iconic as Mickey Mouse.[12]
The team developed ideas for characters, an engine, and gameplay mechanics. Development emphasized speed, so Sega considered fast creatures such as kangaroos and squirrels and eliminated designs not associated with fast animals.[3] One idea, a rabbit able to grasp objects with prehensile ears, showed promise but was too complex for the Genesis hardware. The team narrowed its search to animals that could roll into a ball, their idea for an attacking move, and considered armadillos and hedgehogs.[12] The hedgehog character, proposed by Naoto Ohshima,[15] prevailed. Ohshima went on vacation to New York, taking sketches with him. He went to Central Park and asked locals for their opinions on them, and Sonic was the favorite. A man with a moustache, who eventually became Dr. Robotnik, was in second place.[16]The Matrix meets Rogue | Simulakros is a third-person cyberpunk shooter rogue-lite!Gaming Jay2024-08-20 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Metroid Prime is a 2002 action-adventure game developed by Retro Studios and published by Nintendo for the GameCube. Metroid Prime is the fifth main Metroid game and the first to use 3D computer graphics and a first-person perspective. It was released in North America in November 2002, and in Japan and Europe the following year. Along with the Game Boy Advance game Metroid Fusion, Prime marked the return of the Metroid series after an eight-year hiatus following Super Metroid (1994).
Metroid Prime takes place between the original Metroid and Metroid II: Return of Samus.[1][2] Players control the bounty hunter Samus Aran as she battles the Space Pirates and their biological experiments on the planet Tallon IV. Metroid Prime was a collaboration between Retro in Austin, Texas, and Japanese Nintendo employees, including producers Shigeru Miyamoto and Kensuke Tanabe. Miyamoto suggested the project after visiting Retro's headquarters in 2000. Since exploration takes precedence over combat, Nintendo described the game as a "first-person adventure" rather than a first-person shooter.[3]
Metroid Prime sold more than 2.8 million copies worldwide. It won a number of Game of the Year awards and is regarded by many as among the greatest video games of all time, remaining one of the highest-rated games on Metacritic.[4]
Metroid Prime was followed by Metroid Prime 2: Echoes (2004) and Metroid Prime 3: Corruption (2007), with Metroid Prime 4: Beyond scheduled for 2025. In 2009, an enhanced version of Metroid Prime was released for the Wii in Japan and as part of the Metroid Prime: Trilogy compilation internationally. A remastered version was released on the Nintendo Switch in 2023.
According to producer Shigeru Miyamoto, Nintendo did not develop a Metroid game for the Nintendo 64 as the company "couldn't come out with any concrete ideas".[24] Metroid co-creator Yoshio Sakamoto said he could not imagine how the Nintendo 64 controller could be used to control Samus. Nintendo approached another company to make Metroid for Nintendo 64, but the offer was declined, supposedly because the developers thought they could not equal Super Metroid.[25]
Metroid Prime was a collaboration between Nintendo EAD and R&D1 and the American company Retro Studios. Retro was created in 1998 by an alliance between Nintendo and Iguana Entertainment founder Jeff Spangenberg. The studio would create games for the forthcoming GameCube targeted at a mature demographic.[26] After establishing its offices in Austin, Texas in 1999, Retro worked on four GameCube projects. When Miyamoto visited Retro in 2000, he suggested a new Metroid game after seeing their prototype first-person shooter engine.[27] In 2000 and early 2001, four games in development at Retro were canceled,[28] including an RPG, Raven Blade, leaving Prime the only game in development.[29] During the last nine months of development, Retro's staff worked 80- to 100-hour weeks to reach Nintendo's deadline.[27] According to senior artist James Dargie, it took them almost six months to do the first level that Nintendo approved, and then they had less than a year to do the rest of the game.[30] Concept artist Android Jones, a lifelong fan of the series whose work included Samus's Varia Suit and most of the art in the Scan Visor, would sleep in the office and resume working when he woke up.[31]He is Coming | A NEW Retro Commodore 64 style RPGGaming Jay2024-08-12 | Follow me on Steam for more reviews: store.steampowered.com/curator/45098437-Retro-Indie-Spotlight
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Quake is a first-person shooter game developed by id Software and published by GT Interactive. The first game in the Quake series,[11] it was originally released for MS-DOS, Microsoft Windows, and Linux in 1996, followed by Mac OS and Sega Saturn in 1997 and Nintendo 64 in 1998.
The game's plot is centered around teleportation experiments, dubbed slipgates, which have resulted in an unforeseen invasion of Earth by a hostile force codenamed Quake, which commands a vast army of monsters. The player takes the role of a soldier (later dubbed Ranger), whose mission is to travel through the slipgates in order to find and destroy the source of the invasion. The game is split between futuristic military bases and medieval, gothic environments, featuring both science fiction and fantasy weaponry and enemies as the player battles possessed soldiers and demonic beasts such as ogres or armor-clad knights. Quake heavily takes inspiration from gothic fiction and in particular the works of H. P. Lovecraft. The game went through many revisions during development, and had originally been inspired by a Dungeons & Dragons campaign held among id Software staff.[12]
The successor to id Software's Doom series, Quake built upon the technology and gameplay of its predecessor.[13] Unlike the Doom engine before it, the Quake engine offered full real-time 3D rendering and had early support for 3D acceleration through OpenGL. After Doom helped popularize multiplayer deathmatches, Quake added various multiplayer options. Online multiplayer became increasingly common, with the QuakeWorld update and software such as QuakeSpy making the process of finding and playing against others on the Internet easier and more reliable. Quake featured music composed by Trent Reznor and his band Nine Inch Nails.[10]
Quake is often cited as one of the best video games ever made.[14][15][16] Despite its critical acclaim, Quake's development was controversial in the history of id Software. Due to creative differences and a lack of leadership, the majority of the team left the company after the game's release, including co-founder John Romero.[17] An "enhanced" version of Quake was developed by Nightdive Studios and published by Bethesda Softworks and was released for Nintendo Switch, PlayStation 4, Windows, and Xbox One consoles in August 2021, including the original game's first two expansions and two episodes developed by MachineGames. The PlayStation 5 and Xbox Series X/S versions were released in October 2021.[8]Tiny Orcs vs Tiny Humans in this Addictively Fun Auto-Battler | Heros WarbandGaming Jay2024-07-29 | In today's video, I'm checking out Hero's Warband—a fantasy autobattle game where you manage a squad of knights and mages. It's all about upgrading your team and discovering new item combos to defeat waves of orcs and goblins. Engaging and packed with content, it's a strategic and addictive experience that promises plenty of fun.
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
The Darkness is a first-person shooter video game developed by Starbreeze Studios and published by 2K for the PlayStation 3 and Xbox 360. The game was released in 2007 in North America and Europe and it is based on The Darkness comic book series published by Top Cow Productions. A sequel titled The Darkness II was released in 2012.[1]
The game includes a range of modern-day weapons as well as the powers of the Darkness, which include summoning four imp-like creatures called "Darklings" that can attack foes, using "Dark" tentacles to impale foes or break down walls, using "Creeping Dark" tendrils that sneak along floors, walls and ceilings to take out foes from a distance, and creating a black hole that sucks anything nearby into it. The Darkness powers cannot be used in a well-lit area but can be used in darker areas and under total darkness; the player is able to shoot out lights to help increase the amount of dark energy available. Additionally, by letting the Darkness consume the hearts of its victims, the player can further increase the effects of the Darkness powers.
Over the course of the game, Jackie comes into possession of Darkness guns that are more powerful than conventional weapons but consume Darkness energy in order to fire. The Darkness guns are dual wielded.
The game has several levels based on New York City locales that players visit multiple times. A subway system allows the player to move between areas. While the main plot is primarily linear, requiring the player to visit each area in a certain order, the player can undertake side missions by speaking with non-player characters that wander the subway stations. Completing sub-missions earns the player a "collectible" phone number which can then be used at any phone to unlock additional game media; collectibles can also be found scattered throughout the level. The Otherworld levels feature collectibles in the form of unposted postal mail that the player can deliver when back in New York City in order to unlock the content.A Unique Throwback to Legend of Zelda: Links Awakening | VeritusGaming Jay2024-07-22 | I feel like I'm playing a modern remake of Legend of Zelda: Link's Awakening. Pleasantly surprised by this retro action-RPG.
Enjoy the video, and let me know what you think in the comments! Don't forget to like and subscribe for more retro and indie game content!
#Veritus #indiegames #retrogamer🚀 [STEAM PAGE LAUNCH]🎮 MetalMercs: Command Your Mercs, Dominate the Battlefield!Gaming Jay2024-07-19 | MetalMercs Steam page will be launching on July 18th, 2024! A new demo will be available and you will be able to wishlist the game at that point! The full release is anticipated in 2025.
To support MetalMercs or get the preview build demo and news visit patreon.com/MetalMercs
It started as a BattleTech fan game and has evolved into MetalMercs. Join me as we explore new mechs, new houses, new weapons, new mechanics, and just new everything! To learn more visit: patreon.com/MetalMercs or metalmercs.com
Thanks for all your continued support everyone!Dont Sleep on this 80s Sci Fi Doom-Clone | ExophobiaGaming Jay2024-07-15 | In today's video, I'm exploring Exophobia—a retro-inspired first-person shooter that has echoes of Wolfenstein 3d and Blakestone. If you're a fan of classic shooters, you'll love the pixel art style and challenging gameplay.
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Tom Clancy's Rainbow Six: Vegas 2 is the seventh installment in the Rainbow Six series. It is a first-person shooter video game and the sequel to Tom Clancy's Rainbow Six: Vegas. It was announced by Ubisoft on November 20, 2007. The game was released for the Xbox 360 and PlayStation 3 in March 2008. The Microsoft Windows version, however, was delayed until April 2008. It was released in Japan on April 24, 2008, for the Xbox 360[7] and on May 29, 2008, for the PlayStation 3.[8] This game is also available for Xbox One and Xbox Series X/S via backward compatibility.[9][10][11]
Logan Keller, the lead character from the previous game, had been removed in favour of having the player create their own character to play through the campaign. The player assumes the role of Bishop, a member of the Rainbow squad with a great deal more experience who has a deeper involvement in the story. Co-op players assume the role of Bishops teammate Knight.
The game, billed as "part sequel, part prequel", has events that run both before and concurrently to the story of Logan Keller and continue after where the first game concluded.[12] In addition to the ability to customize a character in multiplayer, the player can now customize Bishop, Vegas 2's protagonist. In single-player, the developers claim to have vastly improved teammate AI, so that now teammates can cover each other as they advance. There are also several new commands, for example, the ability of a teammate to throw a grenade at a specific point. It is also possible to give commands to one's AI teammates using the Xbox 360, Xbox One, or PlayStation 3 headset, or a PC microphone.
The limited edition for Tom Clancy's Rainbow Six: Vegas 2 was released on launch day. Differences between the regular and the limited edition include a collectible poker chip keychain, a bonus disc containing a strategy video, an interview with pro gamer FinestX, an MLG insider video containing hints and tips about the online modes, and a sneak peek into Tom Clancy's EndWar.[15]
In July 2008, Ubisoft released the 1.02 version update patch. In addition to adding new weapons and maps, the update also secretly installed a disc check anti-piracy countermeasure. This would check whether or not a legally purchased disc copy of the game was inserted in the PC's disc drive and prevent the game from loading if it detected no disc. While this was not an issue for players who purchased a physical copy, the anti-piracy update inadvertently also carried over to the digital copies sold through IGN's Direct2Drive service, locking them out of the game. These problems were rectified with update version 1.03, where it was discovered that Ubisoft's patch solving the problem was a No-CD crack taken from Reloaded, a pirated games group, and re-released as an official patch.[16][17]Balatro meets Blackjack in an Addictive Rogue-Like Bar Hopper | Dungeons & Degenerate GamblersGaming Jay2024-07-10 | Today, I'm diving into Dungeons & Degenerate Gamblers—a roguelike where you battle drunks and bouncers using your blackjack skills. This game combines strategy and chaos in a truly unique way.
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...Amplitude (PS2) - Lets Play 1001 Games - Episode 893Gaming Jay2024-06-24 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Amplitude is a 2003 rhythm game developed by Harmonix and published by Sony Computer Entertainment for the PlayStation 2. It is the sequel to Frequency (2001). The game was released in 2003 for North America on March 25 and for Europe on September 26.
In Amplitude the player controls a beat blaster ship across a lane of six tracks, each track representing a musical instrument and containing note gems that the player shoots at in time with the music. The player earns points for accurate playing and increases their scoring multiplier by playing a series of flawless sequences; the player loses energy by missing too many notes and can end the song prematurely if they run out of energy. Compared to the original Frequency which used more electronica and trance music, Amplitude included additional pop rock songs in its soundtrack.
The game was met with a critical applause and a decent financial success, elevating Harmonix into a major studio in the development of music games. In 2014, Harmonix successfully offered a Kickstarter campaign to raise over $840,000 in funds to build a new Amplitude game for PlayStation 3 and 4 consoles; the reboot was released in January 2016.
Amplitude is the sequel to Harmonix's previous title, Frequency, released in 2001. Frequency was funded and published by Sony, and while not a commercial success, was considered by Harmonix's Ryan Lesser as the game that helped to give Harmonix a positive reputation in the game industry.[6] Sony funded and published the game's sequel.[6]
In making the sequel, the team considered lessons they learned from Frequency to make Amplitude more enjoyable. One aspect was the "tunnel" approach they used in Frequency; this was borne out from trying to create a cyberspace-like environment based on concepts from the movie Tron as to help create a synaesthesia for the player. However, on reflection, they found this tunnel to be limiting and claustrophobic; further, in testing an initial prototype for Amplitude, they found that when they left the tunnel, the experience of seeing the tunnel from the outside inspired the idea of vaster landscapes. The tunnel approach also limited an effective means for local multiplayer. This prompted the team to change from the tunnel to a spread-out track for Amplitude.[7] The flatter track enabled players to have a better concept of where they were on the instrument spread, though the decision was criticized by fans of FreQuency.
The second factor they considered was that both Frequency and Amplitude, published at a time where most video game coverage was based on print media, did not come off clearly in static screenshots. The screens appeared confusing and had little personality to them, according to Lesser. They came up with the idea of the "FreQ", an avatar that would be on-screen, performing with the music, as to help create some personality with the game; the FreQs would also help to emphasise the player-vs-player nature during multi-player.[7]Armadillo Run (PC) - Lets Play 1001 Games - Episode 892Gaming Jay2024-06-20 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Armadillo Run is a puzzle video game created by Peter Stock and released for Microsoft Windows in 2006. The aim of the game is to get Armadillo, a yellow basketball-like object (a stylized representation of a rolled-up armadillo) to the blue goal (a "Portal") by creating a structure using various materials that, when activated, will get Armadillo to the goal while keeping within an inconsistently strict budget. Peter Stock cites Bridge Builder and Stair Dismount for the construction and dynamic natures of the game, respectively.[1]
The main game has 50 "normal" levels to complete, and several bonus levels if the player has enough money to unlock them.
Every level begins with the Armadillo, the goal, various nodes and, most of the time, some pieces which cannot be moved. The larger nodes are fixed in place; these are indestructible, and are used as mounting points. The player has access to rope, metal bars, metal sheets, cloth, rubber, elastic and rockets as machine building materials. The player can also change the tension of most of the components, as well as setting a timer for some of the components to break. In some levels, certain features or materials are not available. It is up to the player to ensure the structure gets the Armadillo to the goal within the budget for that level, and holds it there for five seconds.
Each material has a cost associated with using it, and the player has a certain amount of money to use for each level. If they create a structure that gets the armadillo to the goal, but costs more money than the player has for that level, the player will fail that level. Because there is a virtually unlimited number of solutions for each level, players are encouraged to try to come up with the cheapest way possible to finish the level.
Armadillo Run also has a level editor, and encourages players to share their levels with each other through the Armadillo Run website. Players can also share their solutions to levels through the website, so that if they are truly stuck, they can see how others have completed that level and attempt to complete it with more money left in the bank.
Players can also create levels where the viewer does not need to edit anything (and sometimes cannot). These levels display ingenious ways to complete the level, with everything from simulated roller coasters to abstract car chase sequences, and show extensive use of the game's physics engine.DoDonPachi (PS1) - Lets Play 1001 Games - Episode 891Gaming Jay2024-06-17 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
DoDonPachi[a] is a vertically-scrolling bullet hell shoot' em up developed by Cave and published by Atlus in 1997. It was the second game developed by Cave, and the sixth on Cave's first-generation arcade hardware. As with its predecessor DonPachi, the title is both a Japanese term for expressing the sound of gunfire, and a term that relates to bees (here it means "angry leader bee"). The sequel to this game is DoDonPachi II, which was made by a different developer. The original developer later released its own sequel, DoDonPachi DaiOuJou.
Compared to DonPachi, DoDonPachi is generally known for introducing new gameplay elements while improving or changing existing ones.[1] The overall background of the game, unlike following sequels, remains more or less centered around a supposed invasion by a mysterious race of mechanized aliens, which the player is called to face throughout its run. However, more sinister and shocking secrets lie beneath the surface, accessible only to those brave and skilled enough to clear the entire game.
Fighters The player takes on the role of a squadron fighter facing a race of mechanized aliens that recently appeared and started causing havoc. There are three different ships to choose between, and each ship can be played in Laser or Shot mode.A New Mech Universe Arrives with MetalMercs | Last Gameplay Capture Before the Steam Demo LaunchGaming Jay2024-06-16 | Check out MetalMercs today and play the free demo: store.steampowered.com/app/3045070/MetalMercs
Destroy. Salvage. Repair. Upgrade. PROFIT! A real-time tactical experience where you command your own mercenary outfit of mechs and mercs and adventure through randomly generated missions filled with rewards, glory, and bitter defeat.
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Eternal Darkness: Sanity's Requiem is an action-adventure video game developed by Silicon Knights and published by Nintendo for the GameCube in 2002. It was produced and directed by Denis Dyack. The game follows the story of several characters across a period of two millennia and four different locations on Earth, as they contend with an ancient evil who seeks to enslave humanity. The gameplay distinguishes itself with unique "sanity effects", visual and audial effects that confuse the player and often break the fourth wall.
Development began on Eternal Darkness after Nintendo, impressed with Silicon Knights' Blood Omen: Legacy of Kain (1996), contacted the company to propose a collaboration on an original mature title. Silicon Knights based their concept around Lovecraftian horror and the Eternal Champion concept, and decidedly avoided making a survival horror game. It was originally planned for the Nintendo 64, and was mostly completed before development was moved to Nintendo's forthcoming home console, the GameCube. It was the first game published by Nintendo to receive an M (Mature) rating from the Entertainment Software Rating Board (ESRB).
Eternal Darkness was widely acclaimed by critics and won numerous awards, however the game was a commercial failure, selling less than 500,000 copies worldwide. A direct sequel to the game was explored but never materialized, and Silicon Knights went bankrupt and disbanded in 2013. Attempts by Dyack to make a spiritual successor entitled Shadow of the Eternals with his new studio Precursor Games failed both of its Kickstarter campaigns, leading to the project being placed on indefinite hold.[1] In the years since Eternal Darkness' release, it has been regarded as one of the greatest video games of all time, as well as one of the best horror games ever made.
Eternal Darkness was developed by Canadian development studio Silicon Knights and published by Japanese game company Nintendo.[5] It was directed and produced by Denis Dyack of Silicon Knights.[6] The project's origins can be traced back to the mid-1990s when Nintendo staff saw Silicon Knights' game Blood Omen: Legacy of Kain (1996) at an E3 gaming convention. Nintendo contacted Silicon Knights, as they had been contemplating adding more mature games to their line-up, and the two companies began collaborating to produce Eternal Darkness.[5] Silicon Knights's concept for the game was to create a horror game that did not fall under the survival horror genre.[6] Dyack claims they went with "a deeper, more classical approach" to horror, calling it a "psychological thriller" as opposed to the "B-movie horror plots" of the Resident Evil series.[7] They also wanted to make a game in response to contemporary video game controversies. Dyack explains: "Video games were under fire for messing with people's heads, and being accused of being murder simulators and stuff. So, we thought, wouldn't it be a good idea to make something that really does mess with people's heads?"[6]🎉 [HUGE REVEAL] MetalMercs NEW Major Gameplay Mechanic Unveiled! 🚀 [Alpha v6.0.0]Gaming Jay2024-06-10 | To support MetalMercs or get the latest demo and news visit patreon.com/metalmercs
It started as a BattleTech fan game and has evolved into MetalMercs. Join me as we explore new mechs, new houses, new weapons, new mechanics, and just new everything! After this livestream, a demo will be made available for Patrons. In about a week or so, that demo will go public. In the mean time, if you'd like to support the project please visit: patreon.com/MetalMercs
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Red Dead Revolver is a 2004 action-adventure game developed by Rockstar San Diego and published by Rockstar Games. It is the first entry in the Red Dead series, and was released for the PlayStation 2 and Xbox in May 2004.[3] Set in the 1880s, during the American frontier, the single-player story follows bounty hunter Red Harlow's quest for revenge after the murder of his parents. A local multiplayer mode allows up to four players to face off against each other or AI-controlled bots in free-for-all battles.
Angel Studios began work on Red Dead Revolver with Capcom's funding in 2000. During the development, Angel Studios was acquired and rebranded by Rockstar Games as Rockstar San Diego. After Yoshiki Okamoto left Capcom in 2003, Red Dead Revolver was canceled until Rockstar Games acquired the rights to the game and revived it later that year. The game received mixed reviews from critics and sold moderately well. A sequel, Red Dead Redemption, was released in May 2010, and a third game, Red Dead Redemption 2, was released in October 2018, both of which were critically acclaimed.
A game mechanic introduced in Revolver and later carried over into other Red Dead games is "Dead Eye", a targeting system that temporarily puts the player in slow motion to place one or multiple precise shots on an enemy's body. When the targeting sequence ends, the player character automatically fires to all marked locations in very quick succession, dealing high amounts of damage.Need for Speed Shift (PS3) - Lets Play 1001 Games - Episode 888Gaming Jay2024-05-30 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Need for Speed: Shift is a 2009 racing video game developed by Slightly Mad Studios in conjunction with EA Bright Light and published by Electronic Arts for Microsoft Windows, PlayStation 3, Xbox 360, PlayStation Portable, Android, iOS, Symbian, Windows Mobile, MeeGo and J2ME. It is the thirteenth installment in the Need for Speed franchise.
Shift's gameplay focuses on simulation, rather than the arcade racing of previous titles. Shift was followed by a sequel, Shift 2: Unleashed, in 2011.[4]
As of 2021, Shift is no longer available for purchase in any online stores.[5]
The game spent two years in development.[6] The game was unveiled as part of a three-game announcement that included Need for Speed: Nitro and Need for Speed: World.[6]
The soundtrack of Shift remains similar to that of Need for Speed: ProStreet, featuring a scored soundtrack rather than a general track list[9] as is seen in previous titles such as Need for Speed: Most Wanted, and Need for Speed: Carbon.[10]
In addition to the standard edition, a "Special Edition" of the game was released exclusive to Europe. The Special Edition features numerous bonuses over the standard edition, including exclusive packaging, a poster of the game, and an unlockable car and race which are redeemable online.[11] Shift was released as a bundle with the PlayStation 3 Slim 250GB to promote the game in Europe.[3]
Patches and downloadable content EA released patches with new features in addition to bug fixes. Patch 1.01 added LAN (Local Area Network) play and mouse support, providing full menu navigation to the game, to the PC version. Patch 1.02 added 5 cars (Toyota Supra Mk IV, 1971 Dodge Challenger R/T, 1969 Dodge Charger R/T, 1967 Corvette and 1967 Shelby GT-500) and a new online "Team Racing" game mode, where a Blue team of racers runs against a Red Team. In addition, the 1.02 patch fixed several performance issues (especially with ATI video cards), improved gameplay, and increased the maximum number of players online from 8 to 12.[12]
In February 2010, EA released Ferrari DLC pack for Xbox 360 that contains 10 Ferraris, also extends the Shift's career mode with 46 new Ferrari specific challenges designed for the Ferrari cars to participate in including hot laps, eliminators, endurance races and a world tour. Completing the perfect Ferrari package are an additional 125 gamerpoints as a reward for undertaking various challenges. Available on Xbox 360 for 800 Microsoft Points[13] the Ferraris available include the 575 Superamerica, F430 Scuderia Spider 16M, California, 599 GTB Fiorano, F430 Spider, 430 Scuderia, F430 GTC, F430 Challenge, F50 GT & Ferrari FXX. An Exotic Racing Pack was also released for PS3 and Xbox 360 which features cars like the McLaren MP4-12C, the BMW M1, the Gumpert Apollo, the Acura NSX, the Alfa Romeo 8C Competizione, the Maserati GranTurismo S and the Mercedes Benz SLR McLaren Stirling Moss.Eve Online (PC) - Lets Play 1001 Games - Episode 887Gaming Jay2024-05-24 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Eve Online (stylised EVE Online) is a space-based, persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player versus environment (PVE) and player versus player (PVP)). The game contains a total of 7,800 star systems that can be visited by players.[2][3]
The game is renowned for its scale and complexity in regard to player interactions. In its single, shared game world, players engage in unscripted economic competition, warfare, and political schemes with other players.[4] The Bloodbath of B-R5RB, a battle involving thousands of players in a single star system, took 21 hours and was recognized as one of the largest and most expensive battles in gaming history.[5] Eve Online was exhibited at the Museum of Modern Art with a video including the historical events and accomplishments of the playerbase.[6]
Eve Online was released in North America and Europe in May 2003. It was published from May to December 2003 by Simon & Schuster Interactive in North America and by Crucial Entertainment in the United Kingdom,[7][8] after which CCP purchased the rights and began to self-publish via a digital distribution scheme.[9] On January 22, 2008, it was announced that Eve Online would be distributed via Steam.[10] On March 10, 2009, the game was again made available in boxed form in stores, released by Atari.[1] In February 2013, Eve Online reached over 500,000 subscribers.[11] On November 11, 2016, Eve Online added a limited free-to-play version.[12]Gunpey (PSP) - Lets Play 1001 Games - Episode 886Gaming Jay2024-05-18 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Gunpey (Japanese: グンペイ, Hepburn: Gunpei), often written as Gun Pey or GunPey, is a series of handheld puzzle games released by Bandai. It was originally released for the WonderSwan, and has been ported to WonderSwan Color, PlayStation, Nintendo DS and PlayStation Portable. The game was named as a tribute to the developer of the game, Gunpei Yokoi.[1] He is known for developing several handheld consoles such as Nintendo's Game Boy, Virtual Boy, and Bandai's Wonderswan system. In the series, players move line fragments vertically in a grid in order to make a single branching line connect horizontally from one end to the other. The objective of the game depends on the selected game mode.
Gunpey features a 5×10 cell grid and line fragments spread across it varying from shapes such as caret (∧), inverted caret (∨), left slash (\), and right slash (/). The player controls a cursor that can be moved around the playing field. The cursor only ability is to flip vertical adjacent cells, allowing the player to move line fragments or switch them with another segment. The goal of the game is to piece the broken lines together to form a connected line that connects horizontally from one end to the other. After a line is completed, the line will temporarily flash and disappear. The player can connect additional branching segments while it's flashing to achieve a combo bonus. A bonus is also awarded when all of the line segments are cleared from the playing field.[2]Micro Machines (NES) - Lets Play 1001 Games - Episode 885Gaming Jay2024-05-14 | 💥 Fan of the channel? Help support the series ► patreon.com/GamingJay1001 💥 Follow me on Twitter ► twitter.com/GamingJay1001 💥 Check out the website ► http://letsplay1001.com 💥 Check out the book ► http://www.amazon.com/1001-Video-Games-Must-Before/dp/0789320908
I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Micro Machines is a racing game developed by Codemasters and originally published by Camerica for the Nintendo Entertainment System in 1991. Themed around Galoob's Micro Machines toys, players race in miniaturised toy vehicles around various environments. The game is the first installment in the Micro Machines video game series.
Micro Machines was developed because Galoob wanted Codemasters to develop a game based on their toy brand, although Galoob and Codemasters encountered legal issues with Nintendo over the game being unlicensed. Micro Machines was ported to several systems, and received reboots for the Xbox, PlayStation 2, and GameCube in 2002. A sequel, Micro Machines 2: Turbo Tournament, was released in 1994, and the series was revived in 2016 with the release of a title for iOS and Android. Micro Machines received critical acclaim, with reviewers praising the originality and two-player mode, although some criticised the sprites on some versions. Retrospectively, it has been considered one of the greatest video games of all time.
In 1990, the founders of Codemasters, David and Richard Darling, were at the Consumer Electronics Show in Las Vegas, and were impressed with the popularity of the Nintendo Entertainment System in the US.[5] They wanted to develop games for the system, but did not have a licence from Nintendo. In October 1989, programmer Andrew Graham developed a prototype, California Buggy Boys, a racing game with a top-down view on a scrolling dune-based race track. Its two player mode, based on the 1983 Adventure International game Rally Speedway, does not employ split screen, a technique that is hard to achieve on NES hardware. Instead, two players race on a single screen, hugging the screen edges as the distance between them grows. Once the distance is large enough, the winning player gains a point – a difference from Rally Speedway, in which the losing player gains a time penalty instead.[6]
The prototype was showcased with multiple consoles networked. It featured buggies similar to those in Power Drift, targeting the United States market. Codemasters then obtained a licensing deal with Galoob, wanting a game based on its Micro Machines toys. California Buggy Boys was used as a base, and Galoob sent a good selection of toys to Codemasters.[1][5][7]
The development team did not have access to official Nintendo documents, and their knowledge of the NES's hardware came from reverse engineering.[7] They chose recognisable household environments such as tables, although the NES's limited graphics capabilities necessitates repetition. Artist Paul Perrot converted the California Buggy Boys graphics using Deluxe Paint and a cross compiler. According to Graham, the team tried to keep the tracks short, as they were considered more enjoyable.[1][5] Graham stated that the artificial intelligence (AI) is basic by modern standards, and that it was difficult to replicate the multiplayer experience in single-player mode. The AI consisted of invisible arrows, which directed computer-controlled vehicles.[1] Graham stated that split screen was not viable on the NES, and that the single-screen system was something that he was eager to try. He further stated that he was "very happy" with the multiplayer mode, saying it is the best part of the game and made the single player mode "boring" in comparison. He was very pleased when Richard Darling stated that Micro Machines is the best game they had ever made. Another multiplayer mode was shown at the Consumer Electronics Show, but was discontinued due to requiring a network.