Uploaded July 2026 | Updated September 2026, 2 weeks ago
Game Info
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Developer: Ian Copeland
Publisher: Impulze (Zeppelin Games)
Year of Release: 1991
Game Review & Impressions
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Tuning in to watch the life and times of the residents of Ramsay Street is something I'm sure multiple generations can attest to. The long-enduring Australian soap opera focusing on the lives of families living in a relatively middle class suburb ran from 1985 to 2025, a staggering total of 40 years, before eventually being cancelled for real. The show famously served as a launch point for pop stars Kylie Minogue, Jason Donovan and Natalie Imbruglia, and storylines included the usual teen existential crises and dating woes, while the adults committed adultery, or people disappearing at sea in mysterious circumstances, only to turn up safe and sound several years later.
Under its Impulze label, Zeppelin games thought to capitalise on the show's popularity by releasing a Neighbours video game for the C64 and other home computers of the era. The premise is Scott Robinson and friends decides to hold a race around Ramsay Street, avoiding obstacles and watching out for other members of the ensemble cast who look to spoil their fun. To complete the race, not only must competitors complete the set number of laps, but they must also ensure they pass through each set of flashing gates to ensure the lap is considered valid. Falling off your skateboard or colliding with obstacles reduces your remaining energy, so you'll need to collect the weird unidentifiable grey splodges on the ground to restore health.
The problem the game has is its completely unsuitable material for a video game of this kind. The dearth of innovation and creativity means that Zeppelin was reduced to adding a bunch of stereotypical iconography to try and convey to the player that the game is set in Australia. Kangaroos and emus wander the asphalt sidewalks and roads as though it were a common occurrence, and I wouldn't have been at all surprised if the Ramsay Street residents had all been wearing cork hats and packing boomerangs. It's just an achingly dull soapbox racer that has to rely on not-so-subtle cultural references to try and convey, nay hammer home, that you are in fact in Australia, and this is, indeed, Ramsay Street. The net result is a boring game that really wasn't worth anyone's money or time, and is best avoided.
Chapters
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00:00 Attract mode
01:40 Stage 01
03:35 Stage 02
05:06 Stage 03
06:44 Stage 04
08:25 Stage 05
10:16 Stage 06
12:07 Stage 07
13:40 Stage 08
Game Info
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Developer: Ian Copeland
Publisher: Impulze (Zeppelin Games)
Year of Release: 1991
Game Review & Impressions
---------------------------------------------------
Tuning in to watch the life and times of the residents of Ramsay Street is something I'm sure multiple generations can attest to. The long-enduring Australian soap opera focusing on the lives of families living in a relatively middle class suburb ran from 1985 to 2025, a staggering total of 40 years, before eventually being cancelled for real. The show famously served as a launch point for pop stars Kylie Minogue, Jason Donovan and Natalie Imbruglia, and storylines included the usual teen existential crises and dating woes, while the adults committed adultery, or people disappearing at sea in mysterious circumstances, only to turn up safe and sound several years later.
Under its Impulze label, Zeppelin games thought to capitalise on the show's popularity by releasing a Neighbours video game for the C64 and other home computers of the era. The premise is Scott Robinson and friends decides to hold a race around Ramsay Street, avoiding obstacles and watching out for other members of the ensemble cast who look to spoil their fun. To complete the race, not only must competitors complete the set number of laps, but they must also ensure they pass through each set of flashing gates to ensure the lap is considered valid. Falling off your skateboard or colliding with obstacles reduces your remaining energy, so you'll need to collect the weird unidentifiable grey splodges on the ground to restore health.
The problem the game has is its completely unsuitable material for a video game of this kind. The dearth of innovation and creativity means that Zeppelin was reduced to adding a bunch of stereotypical iconography to try and convey to the player that the game is set in Australia. Kangaroos and emus wander the asphalt sidewalks and roads as though it were a common occurrence, and I wouldn't have been at all surprised if the Ramsay Street residents had all been wearing cork hats and packing boomerangs. It's just an achingly dull soapbox racer that has to rely on not-so-subtle cultural references to try and convey, nay hammer home, that you are in fact in Australia, and this is, indeed, Ramsay Street. The net result is a boring game that really wasn't worth anyone's money or time, and is best avoided.
Chapters
---------------------------------------------------
00:00 Attract mode
01:40 Stage 01
03:35 Stage 02
05:06 Stage 03
06:44 Stage 04
08:25 Stage 05
10:16 Stage 06
12:07 Stage 07
13:40 Stage 08
![Chopper I Longplay (Arcade) [QHD]
Game Info
Developer: SNK
Publisher: SNK
Year of Release: 1988
Game Review & Impressions
Released in 1988, Chopper I is a rather innocuous shoot em up that features, in my opinion, some of the best pixel art seen in games of this, considering the time of its release. The addition of a motion blur effect to the rotation of chopper blades, plumes of smoke as the jets of your rockets ignite, not to mention the ground shadows of the teeny-tiny troopers running along the ground, are nuances and kind of attention to detail which still werent exactly common place.
The actual gameplay isnt too shabby either, although is largely representative for the genre as a whole. Players blast through waves of jets, helicopters and ground forces hell-bent on their destruction, taking down end-of-level bosses, then proceeding to do it all over again in the next stage. You also better enjoy this sort of thing, too, because with 12 stages set of two loops, Chopper I is a pretty long game. Beating the second loop to see the somewhat lacklustre ending is going to take time, patience, not to mention a whole sack of coins.
Chapters
00:00 Attract mode
00:27 Loop 1 - Stage 1
04:05 Loop 1 - Stage 2
08:00 Loop 1 - Stage 3
11:34 Loop 1 - Stage 4
15:08 Loop 1 - Stage 5
18:40 Loop 1 - Stage 6
22:37 Loop 2 - Stage 1
26:26 Loop 2 - Stage 2
30:41 Loop 2 - Stage 3
34:19 Loop 2 - Stage 4
38:07 Loop 2 - Stage 5
41:50 Loop 2 - Stage 6
45:05 Ending Chopper I Longplay (Arcade) [QHD]](https://i.ytimg.com/vi/zApwThZ2mpU/mqdefault.jpg)
![Busou Keiji: Cyber Cross Longplay (PC Engine) [QHD]
Game Info
Developer: ITL
Publisher: Face Corporation
Year of Release: 1988
Game Review & Impressions
Busou Keiji Cyber Cross is one of those games with a cool-sounding title and pretty graphics that look good for screenshots, and the impressionable sucker I am decided this was worth checking out when it popped up in my socials. This horizontal scrolling fighter has undertones of Kung Fu Master and Altered Beast about it, spiced with some Manga superhero undertones. Youre out to save the world from the dastardly Dr. Nosumi, who has unleashed an army of insectoid and robotic creatures in an effort to conquer the world, and its up to you to stop them.
Right from the off, Cyber Cross proves to be familiar territory. You simply keep moving to the right and despatch anything and everything that dares to stand in your way. Flying drones have a chance to drop a power-up token when destroyed, and these can be collected to increase your powers. The first of these will transform you into the powerful Cyber Cross mode, and subsequent glowing orbs will bestow you with weaponry of different types. You get to wield a power sword, shoot a ray gun, or sling a particularly useless boomerang; all of these have a special overcharge ability that can be unleashed on enemies for extra damage, and certain weapons have more utility and effectiveness on certain types of enemies. Levels culminate with a fracas against an end-of-level boss, and you know the drill: hit it until it falls over.
The chief problem with Cyber Cross is just how mind-numbingly repetitive it is. The backgrounds and enemies might differ somewhat, but the overall experience changes very little throughout its entirety. It isnt until the final level that the game decides to pull the trick of having you enter doors and fall through holes in the floor to try and find the correct path through to the final area. Taking a wrong turn inside the enemy base forces you to slog through a dingy tunnel, before spitting you back outside and forcing you to repeat much of the stage. It might have been acceptable to pull this stunt if the game was interesting enough, but it simply isnt. The single blippy-bloppy tune constituting 99% of the total music in the game is sure to send you to sleep, even if the gameplay doesnt, repeating ad nauseum throughout each of the six main stages.
What I had hoped would be an exciting experience proved to be a bland and dull trudge-fest. Cyber Cross isnt bad as such, but punching the same enemies and listening to that one damned tune on repeat for 30 minutes was in danger of putting me in a catatonic state. Play it by all means, but keep an adrenaline shot and industrial quantity of Lava Java coffee within easy reach when doing so.
Chapters
00:00 Attract mode
00:56 Stage 01
04:32 Stage 02
07:29 Stage 03
11:35 Stage 04
15:05 Stage 05
20:45 Stage 06
30:11 Ending Busou Keiji: Cyber Cross Longplay (PC Engine) [QHD]](https://i.ytimg.com/vi/zhES92mXMDk/mqdefault.jpg)