AL82 Retrogaming Longplays
Street Fighter II: The World Warrior Longplay (Arcade) [60 FPS]
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Developer: NA.P.S. Team s.n.c.
Publisher: ZOO Digital Publishing Ltd.
Year of Release: 2002
Plot
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Following the conclusion of Gekido, Testuo returns to his Sensei's house, only to discover humanity faces a new threat. Demons and undead have started appearing under mysterious circumstances, terrorising nearby villages. Tetsuo is despatched to discover the source of the trouble and to put a stop to it.
Game Review & Impressions
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Released in 2002 for the Gameboy Advance, Gekido Advance is a follow-up to Gekido, a 3D beat 'em up released back in 2000 for the original PlayStation. Gekido was notable for the fact it featured a soundtrack with music from the likes of Fatboy Slim and received reasonable reviews at the time of its release.
Being a hand-held console with less power, Gekido Advance is a far more traditional 2D brawler -- think Final Fight and Streets of Rage. The game features only a single playable character this time around, namely Tetsuo from the previous title, who is sent on a mission by his sensei to unravel a mystery involving demons and zombies which seem to be terrorizing the populace of nearby villages.
Whereas most games in the genre simply involve moving to the right and battering enemies which appear (and there's plenty of this to be done), levels in Gekido Advance are made of disparate zones, accessible via doors in the foreground and background. These are often locked, which require the player to find the appropriate key, hit the correct lever, or something similar. In addition to constant waves of enemies, many of these scenes feature rolling log traps, falling debris, crushers and other environmental hazards. These are really difficult to avoid, and most players will experience a fair degree of frustration trying to navigate these areas.
I wanted to like Gekido Advance. There's actually a kernel of a really good beat 'em up here - it's fast-paced and the combat system feels pretty satisfying. Unfortunately, the meandering level design, endless precession of palette-swapped enemies and 10 second music loops mean the whole package is just rather boring as a result.
To conclude, Gekido Advance might look like a delicious club sandwich, but on biting into it you discover that the filling is just more bread, with butter that has been spread rather too thinly. Gekido Advance could have been a really great hand-held brawler if it just had more flavour!
Information & Trivia
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- Sequel to Gekido, released in 2000 for the Playstation
Video Notes
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TBC
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TBC
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0:00:00 Intro and credits
0:01:15 Stage 1: The Death toll Rises
0:16:50 Stage 2: The Three Seals
0:36:03 Stage 3: The Ancient Book
1:03:56 Stage 4: Searching for Koji
1:19:20 Stage 5: The Final Battle
1:34:10 Ending
#gameboyadvance #retrogaming #longplay
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Developer: SNK
Publisher: SNK
Year of Release: 1992
Plot
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Set 3 years after the events of the first game, Earth has been invaded by an alien menace. Three surviving monsters from the original game now face off against this new threat, ironically becoming the saviours of a planet they had pretty much destroyed by themselves.
Game Review & Impressions
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It's pretty hard to find a game on the Neo Geo which disappoints visually, and King of the Monsters 2 is no exception. Thanks to its striking art style and roster of kooky Kaijou combatants, this was always going to be a game to turn heads.
Thematically, KOTM 2 doesn't stray too far from the template set out by its predecessor, although this is closer in design to a sideways scrolling beat 'em up than it's prequel. Your chosen monster must fight to the death against an increasingly absurd series of alien warriors, all whilst fending off Earth defence forces none-too-pleased at having two super-sized gladiators tussling in the middle of downtown.
The thrill of two giant monsters battling each other across beautifully realised pixel art cityscapes, ripping up and stabbing each other with skyscrapers while leaving little but smoking craters in their wake is undeniable. Those opening moments of KOTM2 are the best in the game bar none, but it's all downhill from there.
The first signs of trouble come when tackling the game's many boss monsters. The initial thrill of grappling with your opponent and tossing them around gives way to puzzlement, as you'll suddenly find it impossible to win these clinches. There's really no way to influence the outcome - the game is programmed to throw the player a bone by allowing the first two grapples to go your way, provided you don't fall asleep at the controls. From there on out, your opponent will toss you around with impunity; dying will reset this, but since this would be costing you money on the real arcade machine, it's unlikely that you'd want to try this strategy. What follows is a laborious process of chipping away at your foe's health with a series of punches, claw swipes and special moves, all of which inflict relatively little damage.
This is largely bearable during the first couple of levels, thanks to the beautifully drawn cities, but these are a distant memory by stage 3, and all you're really left with is a series of increasingly protracted boss battles. The amount of time and effort required to best these creatures grow exponentially -- the Sea Slug fight being the worst of these -- and becomes just plain tiresome. The real kicker comes during the final level, where the player must fight all 6 bosses again in quick succession, before tackling the seventh and final boss. Considering the game is effectively a boss rush to begin with, this just feels rather cheap.
I really wanted to like King of the Monsters 2, and I still do, at least to some extent. The artwork and general design of the characters is truly superb, and it's easily one of the most recognisable games on the system. If only the designers had opted to make the combat more interesting and the bosses less tanky, this would have been a real classic.
Information & Trivia
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Video Notes
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King of the Monsters (Neo Geo): youtu.be/K1dFkBCYrTY
Chapters
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00:00 Attract mode
01:15 Battle 1: American City
04:23 Battle 2: French City
08:17 Bonus Battle
08:45 Battle 3: Grand Canyon
12:53 Battle 4: Desert
17:44 Battle 5: Sea Bed
23:09 Battle 6: Lava Zone
25:58 Battle 7: Hideout
40:04 Good Ending
42:40 Bad Ending
#neogeo #retrogaming #longplay
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Developer: Capcom
Publisher: Capcom
Year of Release: 1994
Game Review & Impressions
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The second game in the Magical Quest series on SNES is, by and large, an extension of the original. The mechanics are practically unchanged - Mickey acquires varying abilities throughout the course of his adventures, and it's up to the player to figure out which are best suited to dealing with whichever enemies and/or hazards lie ahead.
The artwork and animation is, to Capcom's credit, to the studio's usual high standards and the soundtrack is decent enough, but I still found it difficult to really get into the game, despite the presentation.
I think the bottom line is the game is just boring. It looks great, but the level design and platforming just feels to samey, for my tastes anyway.
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Developer: Sting Inc.
Publisher: Data East
Year of Release: 1991
Game Review & Impressions
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The PC Engine/TurboGrafx has some pretty cool shoot 'em ups, but I think Override is among the best that I've played so far. The graphics are decent, but it's the speed and smoothness at which it runs which really impress with this particular game; anyone looking for a true arcade experience really had to look no further!
Of course, a game is nothing if not fun to play, and Override is definitely that. The speed definitely makes things difficult, but there are tons of power-ups to experiment with, each of which can be levelled up multiple times. You can also alter the speed of your ship at any time, which is a cool feature.
Overall. Sting did a great job with this game - go check it out.
Information & Trivia
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- Game loops after completing final stage
- Released Jan 8th 1991
- Shares DNA with Last Battalion released for Sharp X68000
Video Notes
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Chapters
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00:00 Attract mode
00:24 Stage 1
02:56 Stage 2
06:44 Stage 3
09:23 Stage 4
13:57 Stage 5
19:11 Stage 6
24:22 Ending
#retrogaming #pcengine #longplay
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Developer: Seibu Kaihatsu
Publisher: Seibu Kaihatsu
Year of Release: 2000
Game Review & Impressions
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The game is effectively a re-release of Seibu's Zero Team USA, originally released in 1993. There are some tweaks and revisions to mechanics, but it's largely the same game.
This is a very solid beat 'em up featuring great graphics, decent roster of moves and combos. If you're in any way a fan of the genre, this is worth playing.
Information & Trivia
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#arcadegames #retrogaming #longplay
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Developer: Video System
Publisher: Video System
Year of Release: 1991
Game Review & Impressions
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Most shoot 'em ups put players in the hot-seat of futuristic fighter jets or space ships, but not flying cars.
It was this which drew me to this intriguing arcade blaster, only to leave me thoroughly disappointed by the horrid power-up (or should that be power-down) system.
Picking up crystals upgrades your car's blasting ability, but this decays over time - flashing enemies will drop more crystals when destroyed, but the game often places them in the middle of huge squadrons of other bad guys, making then infuriatingly difficult to get to. You start to get overwhelmed as your shots get weaker and the enemies more numerous, which really doesn't make for a fun gameplay experience.
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Video Notes
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Developer: Atari Games
Publisher: Atari Games
Year of Release: 1992
Game Review & Impressions
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Atari was clearly leaning on its catalogue of coin-op releases to bolster the Lynx software library, but no matter how impressive the handheld was, there were some games which really shouldn't have been made; this is an absolutely awful conversion of the arcade original.
The digitised graphics are kind of impressive when viewed on the Lynx' tiny LCD display with a lot of squinting and maybe a few beers inside you, but the gameplay really sucks. It's virtually impossible to pull off the special moves without getting clobbered, and the controls are just awkward in general - a real miss.
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Developer: SNK
Publisher: SNK
Year of Release: 1991
Game Review & Impressions
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Having recently completed a longplay and written a review of King of the Monsters 2, I realised I really ought to check out the first game in the series to understand the sequel better. KOTM 2 has its own problems, but I figured that to understand the design decisions better, I should probably go check out the original game.
Unlike KOTM 2, which is closer to a side-scrolling brawler, King of the Monsters is really just a wrestling game. Players duke it out in one-on-one battles against another monster, slapping, biting and stomping one another to the point where one becomes so exhausted, they can be pinned and counted out.
Of course, what makes the game stand out among its contemporaries is the fact the wrestlers just happen to be monsters the size of skyscrapers and the rings are cities which get totally wrecked during the course of each bout. The cities are beautifully rendered, with tiny cars, trucks and other vehicles tootling along highways, while jets roar overhead. The level of detail conveys the sense of a living, breathing city, at least to the point where you start to feel some level of concern for the inhabitants of each building which gets squashed, torched, or ripped up and hurled in your opponent's direction.
Each of the monsters can punch, claw and attack by tapping A and B buttons respectively. It's possible to jump, admittedly somewhat clumsily, by pressing A + B respectively, which allows monsters to grab planes out of the air, as well as evade attacks. Dash attacks can be initiated by double-tapping on the joystick, which are especially effective, owing to the fact these will knock opponents on their ass instantly. In a further nod to its wrestling mechanics, a downed opponent can be picked up and a grappled which, if executed successfully, will see the hapless beast tossed around like a ragdoll.
On the subject of grapples, the outcome of these is still really hard to predict. You can wiggle the stick and mash buttons all you like, but who wins the clinch still feels somewhat random. Given that grappling is such a big part of the game, I wish the developers had designed the game so that players could consistently determine the outcome, although I suspect the reason was in part to hasten the player's demise and force insertion of another coin.
And it's this point where King of the Monsters falls down for me. Being able to hurl your opponent into a building is by far the most entertaining part of the game, so the lack of predictability undermines much of the game and sucks some of the fun out of the whole thing. Similarly, the fact opponents can only be defeated on the third pin makes the whole count-out utterly pointless.
Although I love the aesthetics, the fact the game's mechanics seem to have been architected to disadvantage the player deliberately make it difficult to enjoy. The multiplayer experience might be more enjoyable, but as a single player game, there are definitely better titles.
Information & Trivia
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TBC
Video Notes
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TBC
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TBC
Chapters
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00:00 Attract mode
1:00 Geon vs. Woo (Loop 1)
3:20 Geom vs. Poison Ghost (Loop 1)
6:00 Geon vs. Rocky (Loop 1)
8:20 Geon vs. Beetle Mania (Loop 1)
10:55 Geon vs. Astro Guy (Loop 1)
13:05 Geon vs. Geon (Loop 1)
16:00 Geon vs. Woo (Loop 2)
17:40 Geon vs. Poison Ghost (Loop 2)
20:00 Geon vs. Rocky (Loop 2)
22:24 Geon vs. Beetle Mania (Loop 2)
24:25 Geon vs. Astro Guy (Loop 2)
26:45 Geon vs. Geon (Loop 2)
#neogeo #retrogaming #longplay
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Developer: Rare
Publisher: Fabtek
Year of Release: 1989
Game Review & Impressions
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A reasonable conversion of the coin-op arcade game that's let down by awkward reticule controls. For some reason, the developers decided to put inertia on the reticule, meaning you can't change aim with any real precision; incredibly annoying.
Perhaps the most interesting thing about this game is the fact it was developed by Rare.
Information & Trivia
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Video Notes
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#cabal #retrogaming #nes
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Developer: SIMS Co. Ltd
Publisher: Sega
Year of Release: 2019
Game Review & Impressions
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Released in 1993, OutRun 2019 is yet another game in the iconic Sega driving franchise, albeit one with a much more futuristic bent. With its futuristic setting, the game sees players competing in point-to-point races, against the backdrops of cityscapes, snow-capped mountains and sun-kissed vistas.
Fans of OutRun and will already know what to expect, the game doesn't deviate from the formula of its forbears. Your vehicle is equipped with a fusion turbo, which gives you a noticeable speed boost if you can charge it up for long enough, but other than that, the actual driving experience is relatively mediocre.
So, the racing action isn't anything particularly special, but the developers did try to mix things up by introducing multiple roads on different height levels. Certain stages feature freeways which cross over the top of the existing road, and can be accessed by using ramps, or taking specific forks in the road. In some cases, you can still see the lower road visible underneath the freeway, snaking into the distance. It's even possible to fall off the top level and resume driving on the lower highway, which is really rather cool. I can't say I've ever seen this done in any other game of this kind before and helps to differentiate OutRun 2019 somewhat.
Visually, the game is pretty decent too, boasting some attractively drawn backdrops. The scenery whips past at a decent lick, and although the refresh rate is somewhere around the 30 Hz mark, it still conveys an appreciable sense of speed. This isn't a classic racer, but the unusual road mechanics make this worthy of investigation.
Information & Trivia
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Video Notes
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- Two playthroughs showing different routes through the game; this covers the majority of different backgrounds and scenes
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Developer: Westwood Studios
Publisher: Virgin Games
Year of Release: 1992/93
Plot
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Set in the land of Kyrandia, the kingdom and very world itself are imperilled by Malcolm, a court jester with murderous intent. Having killed the incumbent king and queen, Malcolm seizes control of the Kyragem, intent on usurping its power for his own ends. Kallak, head of the society of Royal Mystics, casts an enchantment which seals Malcolm inside the castle, preventing his escape. Unfortunately, the potency of the spell wanes, and, armed with the full power of the Kyragem, Malcolm now seeks his revenge against Kallak and the remaining mystics.
Meanwhile, Kallak takes Brandon, unwitting prince and heir to the throne of Kyrandia, and hides in the kingdom's sprawling forests. Malcolm tracks Kallak down and turns the powerless mage to stone, but fails to find Brandon, who is out on an errand at the time. The game commences on Brandon's return to the family home, only to discover Malcolm gone and his grandfather a lifeless statue. As Brandon, the player must find a way to wrest control of the Kyragem from Malcolm and find a way to save his friends, the kingdom, and the very land itself.
Game Review & Impressions
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Released originally in 1992, Fables & Friends: The Legend of Kyrandia - Book One represents Westwood Studios initial foray into the world of point-and-click adventures. The game was released initially for IBM PCs and the Commodore Amiga, which is where I first discovered the game, and it's an impressive artistic showcase.
Following a year later, Westwood released a CD-ROM version of the game, which is the version shown in this particular video. It features full voice narration, with Joseph "Joe" Kucan -- better known as Kane from Command & Conquer fame -- in the leading role. It also features support for the Roland MT-32, arguably the "gold standard" in terms of MIDI music at the time.
In terms of interacting with the game world, Kyrandia eschews the noun-verb interaction system popularised by LucasArts SCUMM engine in favour of a simple contextual system; click on an item and an object within the game world, and provided a valid interaction exists, something will happen. It's a system which works well, reducing the amount of guesswork involved in figuring out how items should be used.
It's a shame that the puzzles and general pacing don't live up to the rest of the experience. The "birthstone" quest results in a great deal of time spent wandering endlessly in pursuit of items to solve the puzzle, exacerbated by the fact the solution is randomised on each playthrough. Worse still is the tedious "Serpent's Grotto", a labyrinthine series of caverns where Brandon must distribute fire berries throughout the caves to avoid becoming monster chow. Constructing a needlessly complex series of interconnecting screens almost becomes the game's raison d'etre, disguising the fact there's really not a great deal of meat on the bones of the core game. You should also be prepared to save often because, like so many Sierra titles, it's possible to die when you least expect it.
Although Kyrandia isn't perfect it's still a decent adventure game, one which looks and sounds excellent, even to this day. Ultimately, the game was well-enough received and sales sufficiently plentiful to greenlight two sequels, both of which I hope to cover in the fullness of time.
Information & Trivia
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- Joseph Kucan provides the voice of Brandon
Video Notes
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- Aspect correct (4:3)
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0:00:00 Introduction
0:02:07 Part 1: Brandon's Forest
0:20:08 Part 2: The Timbermist Woods
0:45:50 Part 3: Serpent's Grotto
1:09:07 Part 4: Zanthia's Domain
1:33:22 Part 5: The Castle
1:47:21 Part 6: The Final Showdown
1:53:28 Bonus Feature: Death Sequences
#dosgaming #retrogaming #longplay
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Developer: Marble Inc.
Publisher: Ace International
Year of Release: 1996
Game Review & Impressions
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Video Notes
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Developer: Sting
Publisher: SOFEL
Year of Release: 1992
Game Review & Impressions
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Information & Trivia
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Video Notes
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- 4:3 aspect ratio
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Developer: Cyberdreams
Publisher: Cyberdreams
Year of Release: 1993
Game Review & Impressions
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Set somewhere in small town America, author Mike Dawson has purchased a crumbling Gothic mansion desperately in need of renovation. Upon moving in, he begins to suffer terrible nightmares, plagued by visions of alien worlds and monstrous beings. It turns out that the house is some kind of nexus for a race of nightmarish inter-dimensional alien beings, which want to cross over from the "Dark World" and wreak havoc on the unwitting denizens of Earth. To make matters worse, an alien embryo is implanted in Dawson's brain and players, assuming control of the unwitting author, have only 3 days to figure out how to cross over into the alien's universe and stop them for good, as well as save his own skin.
Anyone with a passing interest in point-and-click adventure games will most likely have heard of Dark Seed. The game caused quite a stir in the gaming press at the time, owing to a collaboration between the developers and renowned artist H.R. Giger, whose exquisitely macabre artwork was featured prominently throughout the game. The combination of Giger's artistic talents and classic Lovecraftian horror should have been the perfect combination for an adventure game.
If I'm being honest, playing Dark Seed in 2022 proved to be a let-down. The lacklustre puzzles, lack of character building and inconsistent pacing means the game can't really hold a candle to equivalent LucasArts adventures of the same period, even with Giger's involvement. The inclusion of puzzles in which Mike can kill himself inadvertently leave a sour taste in one's mouth, especially when there is very little to suggest that there's any imminent danger.
Other criticisms include the fact this is yet another CD32 game which contains little the way in terms of improvements over its disk-based counterpart. Although the inclusion of the digitised speech samples and the lack of disk swapping are massively welcome, the fact the developers stuck with the grainy, low resolution OCS graphics mean the artwork lacks the fidelity of its PC counterpart.
Considering Giger's artwork was what made the game so unique, every effort should have been made to ensure the artwork was showcased to its fullest. As it stands, the AGA-equipped CD32 barely gets to stretch its legs here, which is a shame.
Happy Halloween!
Information & Trivia
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Video Notes
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0:00:00 Intro
0:01:54 Day 1
0:50:25 Day 2
1:28:30 Day 3
1:45:33 Ending
1:47:49 Bonus Feature: Deaths
#retrogaming #amiga #longplay use
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Developer: Relevo
Publisher: Relevo
Year of Release: 2010
Download Link: relevo.itch.io/invasion-of-the-zombie-monsters
Game Review & Impressions
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I saw this crop up in my Twitter feed a while back and it looked so awesome, I just had to give it a go. The visual style of this platformer is brilliant, and the gameplay is a really solid effort too - Ghosts 'n Goblins, but without the crushing difficulty level.
What's more, the game can be downloaded for free from the link above - there are conversions for the Amstrad CPC and ZX Spectrum as well, but for my money, the MSX looks the best!
Happy Halloween!
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#msx #retrogaming #longplay
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Developer: Natsume
Publisher: Natsume
Year of Release: 1990
Game Review & Impressions
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This might, in retrospect, have a dubious title, but this Forgotten Worlds inspired shooter is a really solid effort from Natsume!
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Developer: Wolf Team
Publisher: Renovation Products
Year of Release: 1990
Game Review & Impressions
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Set some time in the future, most conventional weapons of mass destruction are banned. However, this message doesn't seem to have reached the folks behind development of the N.A.P., or New Age Power-Suit, a Gundam-esque mech suit bristling with various cannons, laser guns and missiles. Assuming the role of plucky N.A.P. operator Howie Bowie, you're tasked with taking on invading forces of an aggressive invading nation, looking to take them down before they can destroy your country.
The objective in each the game's levels is to destroy a set number of enemy vehicles, as indicated by the counter located to the top-left of the screen. Destroying sufficient tanks, attack choppers and other military hardware results in a showdown with a powerful boss, which is really more of the same, only harder. In practice, this means wandering aimlessly around various looping landscapes in search of targets, then blowing them up, all whilst trying not to take too much damage in return. To aid in your search, your N.A.P. has the ability to perform a dash move by double-tapping on the d-pad, but the effect is like trying to skate across an ice rink smothered in butter and is so uncontrollable as to be next to useless most of the time.
The game manages to sabotage itself further by incorporating a needlessly complex weapons system, where players must select from a series of hardpoints on their mech suit, each of which is equipped with a different gun. Two guns can be active at any one time, each with varying degrees of firepower, utility and usefulness. As your mech takes damage, weapons located in the lowermost slots are destroyed, so there is some strategy in working out which guns you can afford to lose, based on your personal preference.
Under most circumstances, a game all about 50-foot power mechs wielding obscenely destructive weaponry should make for a pretty solid game design, yet the folks at Wolf Team somehow managed the impossible, creating something which is almost entirely devoid of fun. The repetitive nature of hunting down enemies gets old pretty quickly, and there's really not much to recommend.
The game did, somehow, manage to spawn a sequel, launching a year later on the TurboGrafx and PC Engine CD. I'll be showcasing this in a future longplay, so stay tuned to see how it compares!
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#retrogaming #segagenesis #longplay
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Developer: Konami
Publisher: Konami
Year of Release: 1990
Game Review & Impressions
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I've covered Aliens on my channel before, but I thought I'd record a new longplay at higher quality, and it would give me a chance to collect my thoughts on this licensed arcade blaster.
Both Alien and Aliens are masterpieces of cinema. With its "Truckers in Space" aesthetic and unique take on the world of science fiction, it remains an absolute masterpiece. However, it is Aliens which remains my favourite of the two - James Cameron's spin on the franchise, creating what was effectively a NAM-esque war movie, was genius. With the audience already familiar with the xenomorph, trying to maintain the same level of suspense, as well as keeping things fresh, would seem like an impossible task, but Cameron nailed it, and then some.
The film came out in 1986, so was already 4 years old by the time Aliens: the arcade game was released. I guess the games industry had reach a point where hardware and technology had matured to a point where developers felt they could return to franchises such as Terminator and Aliens -- still relevant enough to be considered an untapped source of commercial potential -- and produce credible games with enough clout to draw in the gaming public.
To give Konami credit, Aliens is a very solid and capable shoot 'em up. The graphics and animation are excellent, particularly with respect of capturing the grimly industrial overtones of the Hadley's Hope colony, and the designers expanded the roster of xenomorphs faced by the player with some particularly unique and intriguing designs.
Gameplay is simply a case of walking to the right and blasting anything which moves, collecting extra weapons along the way, and taking down the particularly unsavoury bosses which guard the gateway to the next level. The APC sections with Ripley blasting away at Xenos from atop the vehicle add some variety to the proceedings, although I found the collision detection and aiming to be somewhat unpredictable.
The one big oversight, as far as I'm concerned, is the fact the player never gets to use the most iconic of all the weapons from the film. If only Konami had included the pulse rifle with THAT sound effect, this would have been absolutely perfect. Yes, the smart gun certain is part of the Alien universe and distinctive in its own right, but for me, the pulse rifle will always be king.
That detail aside, Aliens is a very competent coin-op blaster. It looks and sounds the part, and any fan of the films will find plenty to like here.
Information & Trivia
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Video Notes
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00:00 Attract mode
01:32 Stage 1
03:05 APC section 1
03:40 Stage 2
11:10 APC section 2
11:47 Stage 3
18:00 Stage 4
21:19 Final boss (Alien queen fight)
22:39 Ending
#aliens #retrogaming #longplay
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Developer: Probe Software
Publisher: Ocean Software
Year of Release: 1992
Coding: Neil Coxhead
Graphics: Hugh Riley
Music: Jeroen Tel
Game Review & Impressions
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The original RoboCop remains one of the greatest movies of the 80s, but its risible sequels less so.
RoboCop 3 is a dull, insipid production devoid of any of the bite, satire, or any real impact. The production values look and feel more like a network TV show, which, unsurprisingly, came next, along with a slew of action toys and other stuff to be peddled at kids.
This means that RoboCop 3 the game has some rather rocky foundations, and the resultant C64 game certainly shows it. A near-impossible shooting gallery level is followed by a bunch of boring sideways scrolling platform sections where Robo plods along, shooting bad guys as they appear; It's all terribly dull.
The opening title music by Jeroen Tel is up to his usual level of sonic excellence, but the graphics by Hugh Riley (The Last Ninja) feel oddly out of place. I'm a great admirer of Riley's work, but the tiny sprites just don't suit the whole RoboCop universe.
Given the number of platforms which received a RoboCop 3 game, this is little more than another brick in the commercial marketing wall.
Information & Trivia
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00:00 Main menu & music
04:05 Stage 1
07:53 Stage 2
12:10 Stage 3
14:34 Stage 4
17:23 Stage 5
#robocop #c64 #retrogaming
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Developer: Gameace
Publisher: Gameace
Year of Release: 1994
Game Review & Impressions
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Before I started playing, I was convinced this was going to be another obscure game by Gaelco, the enigmatic Spanish coin-op developer, but information available online -- plus the ending credits -- seems to debunk that theory. According to Mobygames, the game received a conversion for MS-DOS PCs in 1995 (no mention of the arcade version), and that particular port is credited to a dev team called "Dong Sung", based out of South Korea. The origins of the game are indeed somewhat mysterious, but what we seem to is an Eastern arcade developer copying, or at least heavily influenced by the art style and gameplay of so-called "Euro Platformers" commonly seen on the likes of the Commodore Amiga and Atari ST during the early 90s.
Unfortunately, the game itself is woefully average. This is a by-the-numbers platformer with awkward controls, boring gameplay, and more than a few bugs. I had to deliberately lose a life against the playing card boss at the end of stage , else the subsequent bonus stage bugged if I beat the CPU, ending the game prematurely. The graphics are OK, although not in same league as Capcom, SNK and other coin-op devs still working in the 2D space.
Ultimately, Super Trio is a curio from an obscure arcde manufacturer, to whom this game is their sole credit.
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#arcade #retrogaming #longplay
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Developer: Capcom
Publisher: Capcom
Year of Release: 1989
Game Review & Impressions
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Developer: Technosoft
Publisher: Technosoft
Year of Release: 1995
Game Review & Impressions
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Time for a rather intriguing release from the Sega Saturn catalogue, another Japan-exclusive release, and one with one of the most distinctive and quirky art-styles and game designs I've played recently.
The game was lined up as a launch title for the original PlayStation, with the Saturn version arriving a year or so later. The Saturn port benefits from an improved colour palette and updated feature, although unlike the PS1, there's no fan-made translation patch for Western audiences.
In terms of plot, scientist Saeko Hibino has been captured by the shadowy Haraguro corporation, which forces Saeko to build a doomsday device. None-too-happy at his wife's kidnapping, wrestler Rando and daughter Rio set off on a mission to rescue Saeko, accompanied by Tora Minoru, Saeko's assistant. Selecting from one of these combatants, players must duff up anything and everyone who gets in your way, using weapons when they appear and grabbing the usual array of pavement food, snacks and items for extra health and bonus points.
The main thing which sets this game apart from similar titles is the fact its tongue is wedged well and truly in cheek. From weird boxing-glove wearing foes, to the stage fought inside the guts of a whale, this is a game never to take itself too seriously.
As for the gameplay itself, it's OK. Each of the characters has a decent array of moves, throws and grapples to execute, some of which aren't documented in the game's manual. Rando in particular has a number of "secret" moves, discoverable only through experimentation and various combinations of button presses.
Personally, I felt the sluggish pacing of the game, coupled with some overly long levels, detracted from the fun factor. Even with the faster and more agile characters, I never really felt "in the groove", so to speak.
Nekketsu Oyako may bear the visual and sonic hallmarks of a 32-bit game, but there are numerous 16-bit brawlers which, in my opinion at least, play better than this.
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Developer: NMK
Publisher: NMK
Year of Release: 1994
Game Review & Impressions
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Developer: Data East
Publisher: Data East
Year of Release: 1990
Game Review & Impressions
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Outside of the usual tranche of arcade conversions, the NES library certainly has its fair share of intriguing titles. Any game with werewolves is sure to spark some interest, and so I was curious to check out this particular game.
The plot involves an evil scientist who's managed to breed various bio-mechanical monstrosities, and now threatens to use this army of creatures to take over the world. The only thing preventing the doctor from achieving his evil machinations is the player, assuming the role of a bear-chested dude wearing little more than a loincloth, who just happens to have the ability to turn into werewolf. Defeating the first enemy bestows you with this particularly hairy form, replete with a massive set of arm-blades to hack up your opponents, as well as the ability to double-jump, scale walls and more.
Each level is side-scrolling affair involving navigating platforms, avoiding hazards, as well as dispatching enemies in thrall to the doctor. Some foes leave behind power-ups when defeated, although you should always take care to avoid the blue "W" icons - you'll instantly revert to human form, putting you at a distinct disadvantage. Collecting 5 power orbs will power your wolfman up even further, granting increase attack power and resilience; this "uber" mode lasts for a limited period of time, and the orbs rarely appear when you need them, making this mechanic somewhat redundant, at least in my experience.
Although there are some interesting ideas here, but what ultimately brings the game down are the controls. For a game that often requires *very* precise timing, the lack of fluidity often makes for a frustrating experience. Certain sections involve latching on to pipes or beams to navigate certain hazards, but actually grabbing hold of the beam is extremely fiddly. Trying to scale and leap from walls proves to be equally frustrating, so don't be too surprised if you find yourself plummeting to your death having fumbled the manoeuvre on more than one occasion.
If I'm honest, the game didn't turn out to be quite as interesting as I'd hoped. However, it does possess many parallels with Wolfchild, one of my favourite games on the Amiga - a possible influence, perhaps?
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#nes #retrogaming #werewolf
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Developer: Konami
Publisher: Konami
Year of Release: 1993
Game Review & Impressions
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During the early-to-mid 90s, Capcom turned out an increasing number of sideways scrolling brawlers which combined sword and sorcery theming, with RPG-lite mechanics. I suspect that, with Gaiapolis, what we have is Konami trying to beat Capcom at their own game. With a play time stretching close 90 minutes, this would have been an epic undertaking in the world of coin-op, and would undoubtedly have taken a sack full of coins to beat.
Players choose from one of three playable characters, each with their own strengths and abilities, embarking on a series of quests to acquire three keys that will unlock the way to the titular Gaiapolis and defeat the evil which resides there.
Given that I'm a big a fan of games like Knights of the Round and Shadows over Mystara, I was really looking forward to this, but I confess I ended up being quite disappointed. The combat, such that it is, is limited to tapping the attack button in rhythmic fashion to try and stunlock enemies before they can hit you back, with little in the way of combos or special moves.
As mentioned earlier, there is simple RPG mechanic in place. Killing monsters and collecting treasure earns experience points which help your character to level up, but aside from extending your health bar, this doesn't seem to have much impact. You can also collect weapon upgrades and a shield, but again, these never feel like they're really providing much additional benefit.
If I'm honest, Gaiapolis feels rather shallow when compared to similar titles. This would have been so much better if the characters had more attack moves, collectible items and spell, or maybe even alternative routes through the game. As it is, it's a bit of a snooze-fest, albeit a visually impressive one.
As a footnote, it's interesting that Konami opted to use Tate mode, something typically reserved for vertically scrolling shoot 'em ups. This certainly looks and feels similar to The Story of Thor/Beyond Oasis on the Sega Genesis, and I wonder whether this might have been an inspiration in that particular game's design.
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- Emulation not 100% perfect; the graphics for the map screen reside in ROMS yet to be dumped, leading to holes in the map tiles
Video Notes
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- 4:3 aspect ratio
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0:00:00 Attract mode & character bios
0:04:13 Stage 1: Avalon
0:07:03 Stage 2: Neomosc
0:11:39 Stage 3: Turan
0:17:09 Stage 4: First Key
0:21:19 Stage 5: Maharishi
0:26:30 Stage 6: Neomosc
0:28:13 Stage 7: Blancmute
0:32:40 Stage 8: Dark Corridor
0:37:21 Stage 9: Second Key
0:41:34 Stage 10: Aleista
0:47:11 Stage 11: Atlantica
0:48:44 Stage 12: Los
0:55:05 Stage 13: Third Key
0:58:08 Stage 14: High-Way
1:00:28 Stage 15: Gaiapolis
1:07:18 Stage 16: Last Battle
1:12:29 Ending
#retrogaming #arcadegames #konami
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Developer: Alpha Denshi
Publisher: Alpha Denshi
Year of Release: 1990
Longplay Requested By: Charlie Cat
Game Review & Impressions
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Magician Lord is an interesting run and gun platformer, one I'd tried longplaying before, but got bitten by just how tough it can be.
Unlike similar games where you enhance your offensive abilities by collecting weapons, Magician Lord completely changes your character. Each form has its own strengths and weaknesses, run speed and jump height, and these are a constant for as long as you remain in that form.
Starting out in your default "Magician" form, you can transform by collecting coloured orbs, which are generally found inside treasure chests secreted throughout each level. Two orbs can be held at any one time and the combination of colours determines which form and abilities you currently possess. Collecting a pair of red orbs will turn you into a fire-breathing dragon, while two yellow orbs will bestow upon you the power of Raijin, a hero infused with the power of lightning.
Which form and abilities you use throughout the game are entirely at your own discretion, although they are most certainly not all equal. The Samurai and Water Man forms are really too weak or too niche to clear much of the game's content, particularly in later levels where the number and strength of enemies increase dramatically. Being honest, with Dragon and Raijin forms being so strong, there really is little point choosing anything else.
It's this last point where I feel Magician Lord falls down somewhat. Some of the forms are pretty useless and place the player at a distinct disadvantage for using them. Maybe this was intentional, but it would have been a better experience if the different forms had been balanced better.
Magician Lord is a pretty cool experience, albeit one with flaws that may sour something that is, generally, a solid game.
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Developer: Arc Co. Ltd.
Publisher: Capcom
Year of Release: 1990
Game Review & Impressions
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If you're watching this video and thought, "This game seems oddly reminiscent of Rolling Thunder", you'd be absolutely right; this is virtually identical to Namco's arcade classic, albeit fleshed out with a few additional ideas for the home console market.
Assuming the role of a secret agent, you're tasked with busting a major drug cartel and stopping the export of illegal narcotics to other countries. In practice, this involves shooting a lot of generic military goons with your trusty pistol (or SMG, once you find some ammo) and rescuing hostages held captive behind the many doors secreted in the background of each level.
For something that's an unashamed knock-off, it turns out that Code Name: Viper is actually a decent game. It's brutally tough in places, but if you enjoyed Rolling Thunder, this isn't bad at all.
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#nes #retrogaming #longplay
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Developer: Video System
Publisher: Video System
Year of Release: 1991
Game Review & Impressions
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I wasn't sure what to expect from Karate Blazers, but it turned out to be one of the most fun beat 'em ups I've played in a while. The sheer number of enemies the game throws at you can seem rather daunting, but once you start chaining combos together and cannoning bad guys into one another it becomes great fun.
Factor in some decent graphics and audio effects, and this is definitely a coin-op worthy of your attention.
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Developer: Athena Co. Ltd.
Publisher: SETA
Year of Release: 1989
Game Review & Impressions
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Having released my recent longplay covering Sword Master, a number of watchers commented how it was the evolution of Castle of Dragon, an earlier prequel of sorts.
As one comment put it, "Castle if Dragon crawled so Sword Master could run", or at least stumble. Given I wasn't exactly taken with Sword Master's cludgy controls and iffy hit detection, I was intrigued to find out how much worse Castle of Dragon could be.
A fair bit, it would seem. The structure and mechanics are virtually identical - you move your warrior to the right, killing adversaries as you go. These are more like mini-boss encounters than the kind of dungeon trash mobs you're probably used to; they have lots of health and can usually block your attacks in some way, so you need to find some weakness and take advantage of it.
Assuming you manage to defeat said monster, you may be rewarded with a new weapon or a suit of armour. Just about anything is better than the default sword you start with, with the most useful being chain mace/spiked ball. This can hit enemies multiple times on a single swing, but the game's collision detection is so crap that it occasionally thinks you've walked into an enemy, rather than hit it with the weapon, and so reduces your health instead!
Castle of Dragon really is a bit of a stinker. It's unfair, overly difficult, suffers from glitches, and just isn't really any fun.
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Sword Master Longplay (NES): youtu.be/j378M09CX10
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Developer: Capcom
Publisher: Capcom
Year of Release: 1992
Game Review & Impressions
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Capcom was responsible for developing a range of games based various Disney characters and movies for the SNES, including the Magical Quest trilogy.
The game is a relatively simple platformer focused on younger players, who must help Mickey rescue his doggy pal Pluto from the clutches of the mysterious Baron Pete.
Mickey squires various costumes over the course of his adventures, each bestowing him with different abilities. You'll need to learn where and when to make best use of these, as you navigate each of the game's levels.
The looks brilliant -- I would expect nothing less from Capcom -- but I can't say the actual gameplay was particularly satisfying. The pace is too slow and the controls a tad too cumbersome.
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- 4:3 aspect ratio
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Developer: Capcom
Publisher: Capcom
Year of Release: 1996
Game Review & Impressions
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Perhaps one of Capcom's lesser-known fighting games, Red Earth is no worse off for being an original IP. This is one of the most intriguing -- and beautiful -- games in the genre I've played, which combines traditional versus fighter mechanics with Capcom's penchant for role playing and high fantasy.
The game is infused the game with an RPG-lite progression system of sorts, unlocking new items and abilities the more victories you secure over your opponents. With somewhere in the region of 30 levels, it's impossible to unlock every weapon and special move in a single run of the game. This offers some incentive to keep playing, even if you've mastered the game, if you really want the strongest form available to each of the characters.
It's also worth highlight just how incredible the game looks. Despite the increasing prevalence of 3D in arcade and console games, Red Earth is absolutely gorgeous to look at. This contains some of the best 2D sprite-based animation seen in any game up until this point, demonstrating the capabilities of the CPS-3 hardware.
Overall, I was really impressed by Red Earth. The combat is satisfying, and the number of characters, combos and counters on offer mean there's plenty to get your teeth into. Added replay value is the icing on a visually stunning cake - highly recommended.
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Video Notes
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- Includes good and bad endings
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00:00 Attract mode
02:00 Stage 1: Hauzer
04:00 Stage 2: Kongou
06:01 Stage 3: Ravange
08:24 Bonus Stage 1
09:28 Stage 4: Hydron
11:34 Stage 5: Lavia
13:42 Stage 6: Gi Gi
15:18 Bonus Stage 2
16:33 Stage 7: Blade
19:16 Stage 8: Scion
21:27 Good ending 1 (Blade not dismembered/no continues used)
26:41 Bad ending 1 (Blade dismembered/no continues used)
29:00 Good ending 2 (Blade not dismembered/continue used)
#capcom #retrogaming #arcadegames
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Developer: Software Projects
Publisher: Software Projects
Year of Release: 1987
Coding: John Darnell
Graphics: Nicole Baikaloff, Martin McDonald
Music: Rob Hubbard
Game Review & Impressions
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Released in 1987, Star Paws is a rather curious game. Although the title might convey some kind of parody involving the Sci-Fi movie franchise, the real inspiration here seems to have been Road Runner and Wile E. Coyote of Looney Tunes game.
The plot involves some contrived nonsense regarding Space Griffin's, a bird-like inhabitant of extraterrestrial world's which is so delectable, the craze for turning the things into fast food threatens to destabilise global markets.
To the rescue comes Captain Pawstrong, who must capture 20 of these birds on an alien world. You must use all manner of traps and gadgets to catch the Griffin's, including laser guns, explosives, rocket boots, as well as missile-firing artillery device.
The majority of the griffins can be found wandering the planet surface, but some have sneaked into a series of abandoned mine tunnels, so you'll need to grab a miner's lamp and do a little spelunking to find the rest.
It's all a bit weird, quite honestly. The gameplay isn't particularly inspired, and the controls feel rather cludgy, especially when it comes to activating the various gadgets.
However, Rob Hubbard produced another cracking tune for the game, which is the best thing about this oddity.
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Developer: Konami
Publisher: Konami
Year of Release: 1988
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Developer: Data East
Publisher: Data East
Year of Release: 1989
Game Review & Impressions
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- 4:3 aspect ratio
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Developer: Konami
Publisher: Konami
Year of Release: 1986
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Developer: Midway
Publisher: Midway
Year of Release: 1993
Game Review & Impressions
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Throughout the 90s, Midway was on the up. The coin-op developer had achieved global fame (and a degree of infamy) with its blood-soaked beat 'em up, Mortal Kombat, but that wasn't their only major success during this period.
NBA Jam, a hyper-stylised take on 2-on-2 basketball proved to be an equally iconic release, perhaps more-so for the slew of home console conversions than the actual arcade game. I never got to see the arcade machine back then, let alone play it. I rented the Sega Genesis version at some point, and I still have the original cartridge for my Sega Game Gear; that version was really good fun too, as I recall.
Trying the arcade version for the first time, it's remarkable just how well the game holds up. The control scheme is extremely simple to pick up -- there's even a brief tutorial the first time you play -- and the digitised graphics, now a staple feature of Midway games of this era, still look cool, even with the player's oversized heads stitched somewhat incongruously atop their bodies. Crucially, the decision to license the major teams and key players from the NBA at time was a big deal; being able to play as your favourite team and dunk some hoops, complete with over-the-top commentary was a major selling point. The machine also keeps track of your wins and losses through when registering your initials, which would have added a genuine sense of competition if you found a cabinet at your local hang-out.
As for the game itself, it's a slick interpretation of basketball, albeit with the limit of two players per team. It features most of the rules of the real sport, including shot clock, goal tending, 3-pointers and more. Fouls are most definitely allowed here, however, which is just as well - shoving really is the key to victory here, and players are encouraged to be as unsporting as possible.
By default, the CPU takes charge of the second player on the team, taking care of movement around the court. When in possession of the ball, you can instruct the CPU to pass or shoot by tapping the appropriate button. All too often, sports games fall down due to incompetent AI, but giving the human player a degree of control over their teammate makes a big difference here.
There's really little negative to say about NBA Jam, other than it would have robbed you blind on the stock settings. Costing 8 credits to play through a whole match, you'd need deep pockets if you wanted to play every single team in the NBA, that's for sure.
Aside from the unscrupulous shakedown, NBA Jam remains an excellent arcade title, and great basketball game - BOOMSHAKALA!
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#nbajam #arcadegames #retrogaming
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Developer: Hewson
Publisher: Hewson
Year of Release: 1987
Coding: John Cumming
Graphics: John Cumming, Steve Crow
Music: Nigel Grieve
Game Review & Impressions
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- The game has no ending and simply keeps looping levels, so I played the first 10 to get a decent sample of content, then cut straight to the game over screen.
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00:00 Title screen & music
03:11 Level 1
04:40 Level 2
06:39 Level 3
08:19 Level 4
11:40 Level 5
15:15 Level 6
17:09 Level 7
19:09 Level 8
20:51 Level 9
22:54 Level 10
#zynaps #commodore64 #retrogaming
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Developer: Konami
Publisher: Konami
Year of Release: 1993
Game Review & Impressions
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When it comes to Batman Returns on SNES, there's not much to say. Konami adapted Tim Burton's Dark Knight sequel -- arguably one of the biggest movies of its time -- into an absolutely classic beat 'em up.
The game follows the plot of the film closely, with Batman trying to protect Gotham against the machinations of the nefarious, umbrella-wielding Penguin, and the ever-unpredictable Catwoman. Each stage is broken into two parts: a straight up fist fight against the Red Triangle Gang and its troupe of unsavoury circus performers-turned-gangsters, and a platforming section, where Batman must navigate obstacles and traps using his grappling hook, whilst continuing to knockout adversaries with a handy batarang or two.
The game boasts some excellent artwork, capturing the overall aesthetic of the Batman universe, and I was particularly impressed at the technical trickery used during the Penguin's Lair stage to simulate shafts of light. The level is bathed in shadow, save for shafts of light shining through windows somewhere in the foreground, which illuminate parts of the character sprites when standing in front of them - it's an impressive visual trick which I can't recall being used at this time.
What matters most, however, is that the player never feels less than a total badass as Batman. With a decent roster of fighting moves, ground-pounding thugs faces into concrete or slamming them against the back wall never gets old. It's a shame the game lacks any form of multiplayer, because this would have been a brilliant co-op experience, but I guess it made more sense for the game to stay true to the source material.
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Video Notes
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- 4:3 aspect ratio
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00:00 Intro
04:37 Stage 1: Ambush in Gotham Plaza
09:48 Stage 2: Battle in the Streets of Gotham City
19:03 Stage 3: On the Prowl
23:23 Stage 4: The Penguin's Trap
28:35 Stage 5: To the Batmobile!
32:10 Stage 6: Circus Train
37:27 Stage 7: The Penguin's Lair
43:53 Ending
#batman #snes #retrogaming
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Developer: Wolf Team
Publisher: Sega
Year of Release: 1992
Game Review & Impressions
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- Uses 4:3 aspect ratio
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Developer: Fabtec
Publisher: Atari Corp.
Year of Release: 1992
Game Review & Impressions
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As a Game Gear owner, I'd always been quietly envious of what the Atari Lynx had been capable of, and this conversion of Toki is a testament to the handheld console's abilities.
What we have here is as good a conversion of the arcade original as one could wish. The developers paid slavish attention to detail incorporating as much of the look and feel as possible and, for the most part, it's excellent. The resizing of the artwork does cause problems in later levels where you don't have enough room to avoid boss attacks, but I was still left impressed by this arcade port.
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Developer: Athena Co. Ltd.
Publisher: Activision
Year of Release: 1990
Game Review & Impressions
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Released in 1990, Sword Master combines platforming with basic combat, resulting in a game which feels reminiscent of Ninja Gaiden and Ghosts 'n' Goblins.
The game's USP, such as it is, is the ability to transform between sword-swinging Knight and spellcasting mage. Defeating the first end-of-level boss earns you a mystical rod that allows you to transform, and the designers clearly intended for this to be one of the main mechanics, switching between the two forms to deal with various foes you come up against.
Personally, I found the whole mage form largely redundant. The starting spell -- a sputtering excuse for a fireball -- is next to useless, at least compared to multiple inches of cold steel. More powerful spells can be earned by defeating subsequent bosses, but even these are restricted to a finite number of uses.
With its main feature left pretty much irrelevant, what remains of Sword Master is an average and overly difficult arcade platformer. The visuals are OK, with a kind of Castlevania style, and sound is decent enough, but I'm not sure there's much else to really recommend this.
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Video Notes
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- 4:3 aspect ratio
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Castle of Dragon Longplay (NES): youtu.be/jCFN7n8fnm8
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Developer: Sega
Publisher: Sega
Year of Release: 1991
Game Review & Impressions
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Outside of their super scaler series, Sega seemed to be in a bit of a creative rut during the early 90s. D.D. Crew is one such title, a brawler trying to capitalise on the success of Capcom's Final Fight, but just coming up short.
Admittedly, the graphics and animation are great, but the roster of fighting moves on offer is pretty limited. Even the dash attack has to executed at sufficient distance, else you'll knock yourself down in the process.
There's also little variety in the types of enemies you face, and some of the levels, particularly the one involving beating up a near endless procession of thugs as you navigate the platforms of a crumbling tower block, are devoid of any fun whatsoever.
D.D. Crew might look enticing, but this is definitely not an arcade classic, rather a snooze-fest that's best avoided.
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Developer: Tecmo
Publisher: Tecmo
Year of Release: 1991
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Developer: Victor Musical Industries
Publisher: Victor Musical Industries
Year of Release: 1990
Game Review & Impressions
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This is an interesting conversion of Capcom's side-scrolling arcade game, chiefly because all of the artwork has been completely redrawn. The change in style, not to mention more vibrant colour palette, results in a game which I think looks better on console than in the arcade.
Unfortunately, the gameplay isn't so great. The collision detection against enemies feels weirdly inconsistent, with weapons, especially the ranged tiger magic, failing to do any damage. Given the sheer number of opponents you'll need to deal with at any given moment, there are many sections which become borderline impossible. The bats which spawn in your face out nowhere are a particular nuisance, sure to cause many players considerable angst.
Ultimately, Tiger Road on TurboGrafx is a let-down. It looks great, but the fact this turns out to be even tougher than the already-challenging arcade means this is unlikely to hold your attention for long.
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- 4:3 aspect ratio
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Developer: Sega
Publisher: Sega
Year of Release: 1993
Game Review & Impressions
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Released some time between 1993 and 1994, Jurassic Park is one of the very last, if not THE last game to use Sega's revolutionary super scaler technology. Leveraging Sega's System 32 arcade hardware, the game really is a master class in technology and programming, combining a huge numbers of on-screen sprites, parallax, pre-rendered CGI and clever use of perspective to get as close to a 3D as possible without actually being a true 3D engine.
Naturally, the fact the game was associated with one of the hottest movie blockbusters of all time goes some way to boosting the game's credentials, but this game really shows Sega's incredible prowess in the arcade space. Anyone who got to experience the sit-down arcade cab, complete with drapes/shutters to block out unwanted peripheral light, found themselves totally immersed in this dino-blasting experience.
Much like Alien 3: The Gun, Jurassic Park is a relatively simple on-rails shooter, with players shooting dinosaurs and objects which pop out in front of them. Personally, I think the actual gameplay is weaker than Alien 3, in part due to its repetitive nature, and also thanks to some weird inertia on the gun sights, but there's no denying the set-pieces, particularly escaping from the terrifying T-Rex, are excellent.
As stunning as Jurassic Park is, Daytona USA would, however, be launching at around the same time. The high-resolution, 60 Hz refresh rate racer with texture-mapped graphics would make even this masterclass in 3D fakery seem archaic by comparison - sprite scaling could only get you so far.
As a last hurrah, Jurassic Park was a fitting send-off for the technology which had powered Sega's top-of-the-line coin-op hardware for close to a decade.
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Developer: Master Designer Software
Publisher: Cinemaware
Year of Release: 1986
Coding: R. J. Mical
Graphics: Jim D. Sachs, Steve Quinn, Richard LaBarre, Sol Masid, John Cutter, Rob Landeros, Doug Smith, Bob Swige
Music: Jim Cuomo, Bill Williams
Game Review & Impressions
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Released in 1986, Defender of the Crown is one of the games responsible for kickstarting the real surge in popularity of Commodore's computer line. With exquisite pixel artwork created by Jim Sachs, this was the killer app the Amiga needed to drive sales.
Unlike Cinemaware's later titles, DOTC is principally a strategy game, blended with cinematic themes, plus a sprinkling of inspiration from the world of tabletop gaming. Set in a medieval England, the objective is to claim sufficient land and riches to amass an army capable of defeating lords and nobles competing to be the next king. Along the way, you'll encounter and receive aid from Robin of Loxley (Robin Hood), rescue damsals in distress, and lay siege to castles in one of the most visually striking games to ever be released on the machine.
Starting in year 1149, the player can choose to perform certain actions during each game term. These include purchasing troops with available gold, raiding opponents castles for coin, capturing territory, or holding a tournament. The latter is of particular importance, for the competition allows those skilled in the art of jousting to win significant parcels of land from their opponents, turning the tides of the power struggle.
In all honesty, the strategy aspects of the game are pretty basic, and the combat is really just a numbers game. Victory is really about being able to steamroller your opponent with more troops, rather than any semblance of actual tactics, and the mini games for jousting and raids are also pretty easy to win once you get the hang of them. Later revisions would reintroduce features cut from the original Amiga release, but as it stands, the game is fairly limited in scope.
However, what makes Defender of the Crown quite so remarkable is the presentation and polish. The graphics were -- still are -- truly remarkable; Jim Sachs and the team created graphics with a level of detail that simply hadn't been seen before, perhaps unknowlingly creating something of a watershed moment for the gaming industry as a whole.
On the subject of artwork, this is one such game where 4:3 aspect correction is required. Jim Sachs puroposely created much of his artwork to take account of the vertical stretch applued by monitors and display devices of the time, so that the graphics would be "pulled" into the correct shape by the distortion (this is most noticeable in the character portraits). Although some elements don't benefit from the correction, I've applied 4:3 conversion to the video output to try and present Sach's original artisitc vision.
Information & Trivia
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Video Notes
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- Uses 4:3 aspect ratio
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Chapters
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0:00:00 Intro
0:01:50 Starting out
0:10:00 Raiding a castle for gold
0:17:25 Rescuing a fair maiden
0:19:40 Jousting our way to victory & building an army
1:05:20 Sieging a castle
1:19:27 Ending
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Developer: Hect Co. Ltd
Publisher: Hect Co. Ltd
Year of Release: 1992
English Translation: Alex W. Jackson
Game Review & Impressions
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One of the later titles to be released on the NES, Moon Crystal was only ever released officially in Japan.
Fortunately, Alex Jackson put together an English translation for what is a pretty decent action-platformer. It must have taken quite some time to put the IPS patch together, so hats off.
As for the game itself, it's very linear and formulaic, but it boasts some excellent sprite animation, putting many of its 16-bit peers to shame. The boss battles at the end of each stage become progressively tougher, requiring precision jumping and timing in equal measure, so don't expect to romp through this too quickly.
Information & Trivia
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Video Notes
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Chapters
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Developer: Team 17
Publisher: Team 17
Year of Release: 1994
Coding: Junior McMillan
Graphics: David J. Burke
Music: Allister Brimble
Game Review & Impressions
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The first proper sequel to the original Body Blows takes on a more sci-fi aesthetic to its predecessor, leaving the confines of Earth behind, jetting off to distant galaxies in search of new opponents to duff up. Players select from a roster of mostly original fighters, who face off against one another in pugilistic duels, set against the backdrop of alien worlds.
For those unfamiliar with the Amiga, Body Blows was heralded as the machine's answer to Street Fighter II. For those who played the lamentable Amiga conversion of SF2, it's easy to understand/appreciate the game's hype in the run up to the launch of Body Blows, so it was equally disappointing to discover that the game really wasn't anything like Capcom's seminal classic.
The first rule of enjoying any game in the Body Blows franchise is to stop comparing it to Street Fighter. What the game does is take the restrictive 1-button Amiga joystick and try to build a versus fighting game around that limitation. Galactic arguably does this better than the original game, refining the controls and introducing small tweaks here and there in an effort to deliver a more polished product.
Sadly, it still misses the mark in a number of ways. Knocking down an opponent puts them into a state of invincibility, which prevents a more skilled player from pushing home an advantage. It's also difficult to ignore issues with the CPU player AI, which ranges from frustratingly difficult to outright imbecilic. The character balance could also do with some improvement, with fighters like Inferno having distinct advantage, thanks to the way their specials operate.
To give the game its due, there is fun to be had here, especially in two-player mode. Loading times are kept to a minimum, and the developers added support for a second disk drive. Graphics are nicely drawn, and the reflective water effects present on the Feminion world are really impressive. Look past the fact this is STILL not Street Fighter 2, and Body Blows Galactic will keep you entertained for a while.
Video Notes
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Reupload - original video was missing part of the Kai-Ti fight.
Related Longplays & Videos
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Body Blows (Amiga): youtu.be/hGSCgecF7-g
Body Blows AGA (Amiga): youtu.be/5mu7vCoUeFo
Chapters
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00:00 Main menu & music
03:58 Earth: Danny vs Danny
06:22 Earth: Danny vs Junior
08:19 Miasma: Danny vs Puppet
09:39 Miasma: Danny vs Phantom
11:28 Feminion: Danny vs Kai-Ti
13:22 Feminion: Danny vs Azona
15:22 Gellorn-5: Danny vs Dragon
17:02 Gellorn-5: Danny vs Dino
18:47 Eclipse: Danny vs Warra
19:55 Eclipse: Danny vs Inferno
21:42 Titanica: Danny vs Tekno
23:25 Titanica: Danny vs Lazer
24:35 Ending
Contact Me
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Twitter: twitter.com/Al82_Retro
#bodyblows
#amiga
#retrogaming
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Developer: Namco
Publisher: Namco
Year of Release: 1993
Game Review & Impressions
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One of the early 90s classic two-player coin-op games, Lucky & Wild remains a brilliant experience to this day.
The actual arcade cabinet is a sit-down affair for up to two players. The idea is that you and a buddy embark on a series of high speed pursuits, much like Chase H.Q., and being criminal gangs to justice. Player one uses the steering wheel and pedals to drive the vehicle, and has access to a gun to shoot enemy vehicles with their right hand, while player two operates a second gun, also bolted to the cabinet. These are not light guns in the truest sense -- there's no blanking of the screen, and the fact on-screen reticules show where the player is aiming suggest these operate more like a computer mouse, calculating X and Y coordinates based on the elevation and tilt of the gun itself.
For those choosing to play solo, things are more complicated. The player must drive AND operate the mounted gun to shoot at bad guys, which is quite a task. The driving and physics is more forgiving than most dedicated racers for this very reason, but you still need to be able to multitask.
I enjoyed my time with Lucky & Wild; the graphics are excellent and it's still a tremendous amount of fun! I played this using a joypad in the left hand with analogue stick and trigger to steer/accelerate, and mouse in the right hand to aim the gun. It's a surprisingly decent setup, and I had a lot of fun recording this!
Information & Trivia
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Video Notes
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- Played using joypad (left trigger and analogue stick) in left hand to drive, and mouse in right hand to shoot
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Developer: Icon Design
Publisher: Mastetronic
Year of Release: 1987
Coding: Icon Design
Graphics: Icon Design
Music: David Whittaker
Game Review & Impressions
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As per the title, the game is based on the 1987 "Milk Race" Tour of Britain cycling competition. Players engage in a point-to-point race across England, aiming to complete each section in the fastest time. Each stage of the course features various inclines and undulating roadways, which sap your cyclist's energy, shown at the top of the screen. Bottles of milk can be collected to keep your strength up, else you'll crash out of the race in a tired heap.
In all honesty. this is pretty rubbish. The game scored a pretty awful 34% in Zzap!64 magazine, and it's not difficult to see why. You'll spend most of the game on your backside from crashing into competitors, potholes, or being driven over by inconsiderate motorists. The gears on your bike have no discernible effect for much of the game, and it's even possible to reach position 0, thanks to some weird glitch in the way the game counts the number of riders.
Even if you make it to the final stage, there's no celebration, or indeed anything, for finishing the competition; the game simply displays "Game Over", and it's back to the main menu.
Information & Trivia
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Video Notes
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Chapters
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00:00 Gameplay
09:14 Outtakes