Retro Gaming Sounds
F1 World Grand Prix (Dreamcast) - Main theme
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From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Twin Cobra, known as Kyukyoku Tiger in Japan, is a vertically scrolling shooter developed by Toaplan and released for arcades in 1987 by Taito in Japan and Europe, then in North America by Romstar. It is a sequel to the 1985 arcade game Tiger-Heli. Controlling the titular attack helicopter, the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. It was the fourth shoot 'em up game from Toaplan, and their tenth video game overall. It was ported to multiple platforms, with each done by different third-party developers that made several changes or additions.
Twin Cobra was a success for Toaplan, garnering positive reception from western critics and earning several awards from Gamest. The game was met with mixed response from magazines, specifically the home versions. In 1995, the sequel Twin Cobra II was released. The rights to the game are owned by Tatsujin, a Japanese company formed by Masahiro Yuge. "
#twincobra
#ost
#gamemusic
#kyukyokutiger
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Epic Pinball is a 1993 pinball video game developed by James Schmalz and published by Epic MegaGames. The initial release pre-dated Schmalz' Digital Extremes name. The game is played seen from a 2D top-down view within a scrollable window with plain raster graphics in 640x480. It was noted for being programmed entirely in x86 assembly language for MS-DOS systems. On November 30, 2017 the game was re-released on GOG.com, with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.
The game was originally distributed on floppy disks in 3 separate packs of 4 tables each. The original shareware version (and an early retail version) included only the original "Android" table. Later shareware versions and retail versions contained an updated version called "Super Android" (although it's still referred to as "Android" in the game, the table was changed to say "Super Android").
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that were members of the PC demogroup Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the US with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic MegaGames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker."
#epicpinball
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"Twin Cobra, known as Kyukyoku Tiger in Japan, is a vertically scrolling shooter developed by Toaplan and released for arcades in 1987 by Taito in Japan and Europe, then in North America by Romstar. It is a sequel to the 1985 arcade game Tiger-Heli. Controlling the titular attack helicopter, the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. It was the fourth shoot 'em up game from Toaplan, and their tenth video game overall. It was ported to multiple platforms, with each done by different third-party developers that made several changes or additions.
Twin Cobra was a success for Toaplan, garnering positive reception from western critics and earning several awards from Gamest. The game was met with mixed response from magazines, specifically the home versions. In 1995, the sequel Twin Cobra II was released. The rights to the game are owned by Tatsujin, a Japanese company formed by Masahiro Yuge. "
#twincobra
#ost
#gamemusic
#kyukyokutiger
From Wikipedia:
"Epic Pinball is a 1993 pinball video game developed by James Schmalz and published by Epic MegaGames. The initial release pre-dated Schmalz' Digital Extremes name. The game is played seen from a 2D top-down view within a scrollable window with plain raster graphics in 640x480. It was noted for being programmed entirely in x86 assembly language for MS-DOS systems. On November 30, 2017 the game was re-released on GOG.com, with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.
The game was originally distributed on floppy disks in 3 separate packs of 4 tables each. The original shareware version (and an early retail version) included only the original "Android" table. Later shareware versions and retail versions contained an updated version called "Super Android" (although it's still referred to as "Android" in the game, the table was changed to say "Super Android").
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that were members of the PC demogroup Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the US with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic MegaGames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker."
#epicpinball
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"Epic Pinball is a 1993 pinball video game developed by James Schmalz and published by Epic MegaGames. The initial release pre-dated Schmalz' Digital Extremes name. The game is played seen from a 2D top-down view within a scrollable window with plain raster graphics in 640x480. It was noted for being programmed entirely in x86 assembly language for MS-DOS systems. On November 30, 2017 the game was re-released on GOG.com, with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.
The game was originally distributed on floppy disks in 3 separate packs of 4 tables each. The original shareware version (and an early retail version) included only the original "Android" table. Later shareware versions and retail versions contained an updated version called "Super Android" (although it's still referred to as "Android" in the game, the table was changed to say "Super Android").
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that were members of the PC demogroup Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the US with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic MegaGames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker."
#epicpinball
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Twin Cobra, known as Kyukyoku Tiger in Japan, is a vertically scrolling shooter developed by Toaplan and released for arcades in 1987 by Taito in Japan and Europe, then in North America by Romstar. It is a sequel to the 1985 arcade game Tiger-Heli. Controlling the titular attack helicopter, the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. It was the fourth shoot 'em up game from Toaplan, and their tenth video game overall. It was ported to multiple platforms, with each done by different third-party developers that made several changes or additions.
Twin Cobra was a success for Toaplan, garnering positive reception from western critics and earning several awards from Gamest. The game was met with mixed response from magazines, specifically the home versions. In 1995, the sequel Twin Cobra II was released. The rights to the game are owned by Tatsujin, a Japanese company formed by Masahiro Yuge. "
#twincobra
#ost
#gamemusic
#kyukyokutiger
From Wikipedia:
"The Duel: Test Drive II is a 1989 racing video game developed by Distinctive Software and published by Accolade for Amiga, Amstrad CPC, Apple IIGS, Commodore 64, MS-DOS, MSX, ZX Spectrum, Atari ST, Sega Genesis and SNES.
Like the original Test Drive, the focus of The Duel is driving exotic cars through dangerous highways, evading traffic, and trying to escape police pursuits. While the first game in the series had the player simply racing for time in a single scenario, Test Drive II improves upon its predecessor by introducing varied scenery, and giving the player the option of racing against the clock or competing against a computer-controlled opponent.
The player initially is given the opportunity to choose a car to drive and a level of difficulty, which in turn determines whether the car will use an automatic or manual transmission—the number of difficulty options varies between gaming platforms. Levels begin with the player's car (and the computer opponent, if selected) idling on a roadway. Primarily these are two to four lane public highways with many turns; each level is different, and they include obstacles such as bridges, cliffs, and tunnels in addition to the other cars already on the road. Each level also has one or more police cars along the course.
The goal of each level is to reach the gas station at the end of the course in the least amount of time. Stopping at the gas station is not mandatory, and one could drive past it if inattentive. The consequence of not stopping is running out of gas, and thus losing a car (life). The player begins the game with five lives, one of which is lost each time the player crashes into something. The player is awarded a bonus life for completing a level without crashing or running out of gas. In addition to losing a life, crashing adds thirty seconds to the player's time. Cars could crash into other traffic or off-road obstacles such as trees or by falling off the cliff on one of the mountain levels. They could also sustain too much damage by staying off the roadway for too long on the flatland levels. Players could also lose a life when using a manual transmission by redlining and consequently blowing the engine. Crashing into a police car instantly ends the game, regardless of the number of lives the player has left.
Police cars appear in every level, and if the player is driving faster than the speed limit when encountering one of them, the police car will follow in pursuit. If at any point while being pursued the police car is able to pass the player's car, the player is forced to pull over and receives a ticket stating the offense and the speed of the vehicle. While this does not cost the player a life, it does take away valuable time. Players can avoid being pursued by police by slowing down before encountering them, anticipating them through the aid of a radar detector, which comes standard in all vehicles in the game."
#testdriveII
#ost
#gamemusic
#theduel
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Epic Pinball is a 1993 pinball video game developed by James Schmalz and published by Epic MegaGames. The initial release pre-dated Schmalz' Digital Extremes name. The game is played seen from a 2D top-down view within a scrollable window with plain raster graphics in 640x480. It was noted for being programmed entirely in x86 assembly language for MS-DOS systems. On November 30, 2017 the game was re-released on GOG.com, with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.
The game was originally distributed on floppy disks in 3 separate packs of 4 tables each. The original shareware version (and an early retail version) included only the original "Android" table. Later shareware versions and retail versions contained an updated version called "Super Android" (although it's still referred to as "Android" in the game, the table was changed to say "Super Android").
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that were members of the PC demogroup Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the US with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic MegaGames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker."
#epicpinball
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Epic Pinball is a 1993 pinball video game developed by James Schmalz and published by Epic MegaGames. The initial release pre-dated Schmalz' Digital Extremes name. The game is played seen from a 2D top-down view within a scrollable window with plain raster graphics in 640x480. It was noted for being programmed entirely in x86 assembly language for MS-DOS systems. On November 30, 2017 the game was re-released on GOG.com, with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.
The game was originally distributed on floppy disks in 3 separate packs of 4 tables each. The original shareware version (and an early retail version) included only the original "Android" table. Later shareware versions and retail versions contained an updated version called "Super Android" (although it's still referred to as "Android" in the game, the table was changed to say "Super Android").
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that were members of the PC demogroup Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the US with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic MegaGames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker."
#epicpinball
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Epic Pinball is a 1993 pinball video game developed by James Schmalz and published by Epic MegaGames. The initial release pre-dated Schmalz' Digital Extremes name. The game is played seen from a 2D top-down view within a scrollable window with plain raster graphics in 640x480. It was noted for being programmed entirely in x86 assembly language for MS-DOS systems. On November 30, 2017 the game was re-released on GOG.com, with support for Microsoft Windows, macOS, and Linux pre-packed with DOSBox.
The game was originally distributed on floppy disks in 3 separate packs of 4 tables each. The original shareware version (and an early retail version) included only the original "Android" table. Later shareware versions and retail versions contained an updated version called "Super Android" (although it's still referred to as "Android" in the game, the table was changed to say "Super Android").
Tim Sweeney saw some impressive 3D demos done by a group of Finnish developers that were members of the PC demogroup Future Crew and sent Mark Rein to Finland to recruit them. They declined except for Misko Iho who travelled to the US with Mark, bringing back an unfinished version of a pinball game. Unable to convince them to allow Epic MegaGames to finish the game, Tim showed the unfinished game to James Schmalz in Canada. James developed Epic Pinball (with six pinball tables) from scratch in nine months while he was in college. Tim and Mark kept in touch with James to ensure he was on the right track. The graphics were created using Deluxe Paint II and the music was composed using Scream Tracker."
#epicpinball
#ost
#gamemusic
From Wikipedia:
"Ketsui: Kizuna Jigoku Tachi is a vertical shoot 'em up arcade game by Cave. It was released in Japanese arcades in 2003. A Nintendo DS boss rush version was released on October 23, 2008 in Japan. It included a Superplay DVD featuring a world record scoring run by a top ranked player. The arcade game was ported to the Xbox 360 and released in 2010. A special version of Dodonpachi Daifukkatsu Black Label was released on the Xbox 360 in 2011, which is a crossover with Ketsui, featuring the ship, re-arranged music and scoring system from Ketsui on top of the Dodonpachi Daifukkatsu Black Label scoring system.
Ketsui's scoring system centers around numbered "chips" that are dropped from defeated enemies. Each chip bears a number from 1 to 5, signifying their value, which gets added to the player's accumulated total of chip points when collected. The value of a chip is dependent on the player's proximity to the enemy when it is destroyed using the player's normal shots. For example, destroying an enemy from far away will yield lower-value chips (such as 1s and 2s) while destroying enemies at close range will yield higher-value chips (such as 4s and 5s). When a chip whose value is higher than 1 is obtained, a counter will appear in the upper-left of the screen and quickly count down from 60 to 0. While this counter is above zero, every enemy destroyed with the player's lock-on shots will drop chips with the same value as the chip collected that was higher than 1, regardless of proximity. For example, if the player destroys an enemy at point-blank with his/her normal shots and receives a 5-value chip, then quickly switches to their lock-on shots, every enemy destroyed will yield 5-valued chips, regardless of proximity and so long as the counter stays above 0. When the counter hits 0, every enemy destroyed with lock-on shots will only yield 1-valued chips, though the player can keep replenishing the counter by quickly collecting more chips that are valued higher than 1.
However, while using the lock-on shot, the player will lose a small number of his/her accumulated chip points per enemy defeated, forcing the player to balance between normal and lock-on shots in order to obtain the highest number of accumulated chips possible per stage. At the end of each stage when the player faces the boss, the player's total number of chips will slowly deplete throughout the duration of the boss battle. The number of chips remaining at the end of the boss battle will act as a multiplier and greatly increase the player's end-of-level score, thus defeating the boss quickly will yield a higher multiplier."
#ketsui
#ost
#gamemusic
From Wikipedia:
"ESP Ra.De. is a 1998 vertical-scrolling bullet hell arcade game originally developed by Cave and co-published by Atlus and Nihon System in Japan. Set in the year 2018, players assume the role from one of the three ESPers to overthrow Lady Garra and her Yaska syndicate from taking over Tokyo.
Developed in conjunction with Dangun Feveron (1998), ESP Ra.De. began production immediately after completion of DoDonPachi (1997). It was the first project by Junya Inoue as art director at Cave, who wanted it to be a visually attractive shoot 'em up for players taking place in a realistic setting with humans as characters. The game did not see any contemporary home ports due to rights and publishing issues with Atlus until it was re-released as ESP Ra.De. Psi for the Nintendo Switch and PlayStation 4 in 2019 by M2.
ESP Ra.De. proved popular among Japanese arcade players and critics praised its unique power gauge mechanic, stylistic presentation, Inoue's artwork and audio design but the scoring system was found to be complex and confusing. The Psi re-release was applauded for its extra modes and character, as well as addressing issues with the original scoring system. The title spawned two spin-offs in the form of Espgaluda (2003) and Espgaluda II (2005). "
#esprade
#ost
#gamemusic
From Wikipedia:
"Twin Cobra, known as Kyukyoku Tiger in Japan, is a vertically scrolling shooter developed by Toaplan and released for arcades in 1987 by Taito in Japan and Europe, then in North America by Romstar. It is a sequel to the 1985 arcade game Tiger-Heli. Controlling the titular attack helicopter, the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. It was the fourth shoot 'em up game from Toaplan, and their tenth video game overall. It was ported to multiple platforms, with each done by different third-party developers that made several changes or additions.
Twin Cobra was a success for Toaplan, garnering positive reception from western critics and earning several awards from Gamest. The game was met with mixed response from magazines, specifically the home versions. In 1995, the sequel Twin Cobra II was released. The rights to the game are owned by Tatsujin, a Japanese company formed by Masahiro Yuge. "
#twincobra
#ost
#gamemusic
#kyukyokutiger
From Wikipedia:
"Quake II is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake series, but not a direct sequel to Quake. The game's storyline is continued in its expansions and Quake 4.
The soundtrack for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond.
Quake II is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons from Quake (the Shotgun, Super Shotgun, Grenade Launcher, and Rocket Launcher), although they have been redesigned visually and made to function in slightly different ways. The remainder of Quake's eight weapons (the Axe, Nailgun, Super Nailgun, and Thunderbolt) are not present in Quake II. The six newly introduced weapons are the Blaster, Machine Gun, Chain Gun, Hyperblaster, Railgun, and BFG10K. The Quad Damage power up from Quake is present in Quake II, and new power-ups include the Ammo Pack, Invulnerability, Bandolier, Enviro-Suit, Rebreather, and Silencer.
The single player game features a number of changes from Quake. First, the player is given mission-based objectives that correspond to the storyline, including stealing a Tank Commander's head to open a door and calling down an air-strike on a bunker. CGI cutscenes are used to illustrate the player's progress through the main objectives, although they are all essentially the same short piece of video, showing a computerized image of the player character as he moves through game's levels. Another addition is the inclusion of a non-hostile character type: the player character's captured comrades. It is not possible to interact with these characters, however, as they have all been driven insane by their Strogg captors.
The game features much larger levels than Quake, with many more wide open areas. There is also a hub system that allows the player to travel back and forth between levels, which is necessary to complete certain objectives. Some of the textures and symbols that appear in the game are very similar to some of those found in Quake. Enemies demonstrate visible wounds after they have taken damage."
#quakeII
#ost
#gamemusic
From Wikipedia:
"Panzer Dragoon is a 1995 rail shooter game for the Sega Saturn, published by Sega and developed by Sega's Team Andromeda studio. It is the first game in the Panzer Dragoon series. The game follows hunter Keil Fluge, who becomes the rider of a powerful dragon. The player moves an aiming reticle (representing the dragon's laser and Kyle's gun) and shoots enemies while the dragon flies through 3D environments on a predetermined track.
As one of six games available at the Sega Saturn's surprise North American launch, Panzer Dragoon was the first game created by Team Andromeda. It was also the directorial debut of Yukio Futatsugi, who was 25 years old at the time of release.
Panzer Dragoon received positive reviews in 1995 and in retrospective coverage. Electronic Gaming Monthly named it game of the month and the best Saturn game of the year, and named it the 140th best game of all time in 2006. In particular, its art direction and post-apocalyptic universe gained acclaim.
Panzer Dragoon was ported to Windows and PlayStation 2, and was followed by Panzer Dragoon II Zwei (1996) and Panzer Dragoon Saga (1998) for Saturn and Panzer Dragoon Orta (2002) for Xbox, which includes the original Panzer Dragoon as a bonus feature. A remake of Panzer Dragoon was developed by MegaPixel Studio and published by Forever Entertainment in 2020 for Nintendo Switch, Stadia, Windows, PlayStation 4, Amazon Luna and Xbox One."
#panzerdragoon
#segasaturn
#ost
#music
#gamemusic
From Wikipedia:
"Bedlam is a game in which players use a squad of three huge remote assault tanks (RATs) against mutated monsters called Biomex.
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that "actual gameplay becomes tiresome after a while – shoot the monsters, look for the end of the level, go to the next level, shoot some more monsters. However, in small doses, it's fun enough for long enough to be worth giving it a shot."
Yay Wikipedia.
#bedlam
#pc
#ost
#music
#gamemusic
#msdos
#win95
From Wikipedia:
"Fight for Life is a 1996 fighting video game developed and published by Atari Corporation in North America and Europe exclusively for the Atari Jaguar. It was the final game to be developed and published by Atari themselves before dropping support for the platform and merging with JT Storage in a reverse takeover on July 30th, 1996, and the last fighting title released for the console. Set in a purgatory dimension known as the Specter Zone, Fight for Life follows eight deceased fighters as they enter a tournament held by a shapeshifting being called the Gatekeeper, who will bestow a second chance at life to the winning victor. Its gameplay consists of one-on-one fights, with a main eight-button configuration, featuring special moves and the ability to customize character's movesets, as well as four different playable modes.
Directed, designed and solely programmed by former Sega AM2 member Francois Yves Bertrand as Atari's answer to Virtua Fighter, Fight for Life started development in the second quarter of 1994 and had a troubled development cycle, undergoing various changes before its late release on the system. Fight for Life was met with negative reviews; while some praised the ability to customize the characters with stolen movesets from fighters, the slow pace and controls were widely seen as crippling flaws.
Fight for Life is a polygon-based fighting game similar to Virtua Fighter and Tekken, in which the player fights against opponents in one-on-one matches. The fighter who manages to deplete the health bar of the opponent wins the bout and the first to win two bouts in a best-of-3 match becomes the winner. Rounds are not timed.
Similarly to Battle Arena Toshinden, characters can maneuver in the 3D environments by sidestepping to avoid upcoming attacks, allowing them to move around in a counter-clockwise direction while still facing their opponent. Health bars are also not displayed during gameplay, instead, they are only shown once any of the characters have taken damage.
Unlike most fighting games of the time, players begin with very few special moves and by defeating opponents, they can "steal" two special moves from them and build their unique fighter. The game features four modes of play and two types of camera movement, in addition to supporting both the Jaguar's ProController and standard gamepad. In the easiest mode, players do not fight against the final boss."
#fightforlife
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Checkered Flag is a Formula One racing video game developed by Rebellion Developments and published by Atari Corporation for the Atari Jaguar on November 28, 1994 and later released in Japan by Messe Sansao on July 1995. It is a remake of Atari's 1991 Atari Lynx title of the same name.
Taking a more simulation-based approach compared to the original game, players compete against other racers across multiple tracks in order to finish on first place and advance to the next course. Originally advertised as a direct sequel to the Atari Lynx original, Checkered Flag went through multiple changes before settling down under its final name and it is inspired by Sega's 1992 arcade game Virtua Racing.
Checkered Flag received very mixed reception since its release. By April 1, 1995, the game has sold more than 20,000 copies though it is unknown how many were sold in total during its lifetime.
Checkered Flag is a formula one racing game, similar to the Atari Lynx original and Virtua Racing, where the objective is to complete a number of laps across ten tracks but now featured in a flat-shaded three-dimensional environment, instead of 2D sprites and the remake leans towards being a racing simulator than an arcade-style racer compared to the original game, where each lap had to be completed within the time limit and the clock was extended if players made a lap before running out of time. There are six color variations for the vehicle that can be chosen at the options screen before starting a race, alongside other settings such as weather conditions, types of tire, automatic or manual transmission, number of laps and more, while players can also press the Option button at the same screen to access a configuration menu where they can change the control settings and other options as well. Records are automatically saved via the cartridge's EEPROM. During gameplay, players can choose between six different camera view by pressing their respective number on the keypad."
#checkeredflag
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Tempest 2000 is a tube shooter video game originally developed by Llamasoft and published by Atari Corporation for the Atari Jaguar in North America on 13 April, 1994. It was released in Europe on 27 June and in Japan on 15 December of the same year, with the Japanese release being published by Mumin Corporation. Part of Atari Corp.'s 2000 series, it is a remake by Jeff Minter of Dave Theurer's 1981 arcade game Tempest, which used Atari's QuadraScan vector color display technology.
Taking control of the claw-shaped Blaster spacecraft from the original game, the player has to survive and travel across multiple levels until the end of an intergalactic war, battling against a variety of enemies that appear on the playfield. Originally an exclusive for the Jaguar, Tempest 2000 was ported to MS-DOS, Macintosh, Sega Saturn, PlayStation and Windows, each with several changes and additions from the original version.
Tempest 2000 was critically acclaimed when it was released on the Jaguar, with critics praising the graphics, gameplay and soundtrack. It has often been called one of the best games released for the Jaguar and as of 1 April 1995, the Jaguar version has sold more than 30,000 copies during its lifetime, making it one of the best selling games for the system. Critical reception to the various ports, though still mostly positive, was more mixed than reception for the original version, owing to the aging of the game and differing opinions of the enhancements the ports offered."
#tempest2000
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Quake II is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake series, but not a direct sequel to Quake. The game's storyline is continued in its expansions and Quake 4.
The soundtrack for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond.
Quake II is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons from Quake (the Shotgun, Super Shotgun, Grenade Launcher, and Rocket Launcher), although they have been redesigned visually and made to function in slightly different ways. The remainder of Quake's eight weapons (the Axe, Nailgun, Super Nailgun, and Thunderbolt) are not present in Quake II. The six newly introduced weapons are the Blaster, Machine Gun, Chain Gun, Hyperblaster, Railgun, and BFG10K. The Quad Damage power up from Quake is present in Quake II, and new power-ups include the Ammo Pack, Invulnerability, Bandolier, Enviro-Suit, Rebreather, and Silencer.
The single player game features a number of changes from Quake. First, the player is given mission-based objectives that correspond to the storyline, including stealing a Tank Commander's head to open a door and calling down an air-strike on a bunker. CGI cutscenes are used to illustrate the player's progress through the main objectives, although they are all essentially the same short piece of video, showing a computerized image of the player character as he moves through game's levels. Another addition is the inclusion of a non-hostile character type: the player character's captured comrades. It is not possible to interact with these characters, however, as they have all been driven insane by their Strogg captors.
The game features much larger levels than Quake, with many more wide open areas. There is also a hub system that allows the player to travel back and forth between levels, which is necessary to complete certain objectives. Some of the textures and symbols that appear in the game are very similar to some of those found in Quake. Enemies demonstrate visible wounds after they have taken damage."
#quakeII
#ost
#gamemusic
From Wikipedia:
"Fight for Life is a 1996 fighting video game developed and published by Atari Corporation in North America and Europe exclusively for the Atari Jaguar. It was the final game to be developed and published by Atari themselves before dropping support for the platform and merging with JT Storage in a reverse takeover on July 30th, 1996, and the last fighting title released for the console. Set in a purgatory dimension known as the Specter Zone, Fight for Life follows eight deceased fighters as they enter a tournament held by a shapeshifting being called the Gatekeeper, who will bestow a second chance at life to the winning victor. Its gameplay consists of one-on-one fights, with a main eight-button configuration, featuring special moves and the ability to customize character's movesets, as well as four different playable modes.
Directed, designed and solely programmed by former Sega AM2 member Francois Yves Bertrand as Atari's answer to Virtua Fighter, Fight for Life started development in the second quarter of 1994 and had a troubled development cycle, undergoing various changes before its late release on the system. Fight for Life was met with negative reviews; while some praised the ability to customize the characters with stolen movesets from fighters, the slow pace and controls were widely seen as crippling flaws.
Fight for Life is a polygon-based fighting game similar to Virtua Fighter and Tekken, in which the player fights against opponents in one-on-one matches. The fighter who manages to deplete the health bar of the opponent wins the bout and the first to win two bouts in a best-of-3 match becomes the winner. Rounds are not timed.
Similarly to Battle Arena Toshinden, characters can maneuver in the 3D environments by sidestepping to avoid upcoming attacks, allowing them to move around in a counter-clockwise direction while still facing their opponent. Health bars are also not displayed during gameplay, instead, they are only shown once any of the characters have taken damage.
Unlike most fighting games of the time, players begin with very few special moves and by defeating opponents, they can "steal" two special moves from them and build their unique fighter. The game features four modes of play and two types of camera movement, in addition to supporting both the Jaguar's ProController and standard gamepad. In the easiest mode, players do not fight against the final boss."
#fightforlife
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Panzer Dragoon is a 1995 rail shooter game for the Sega Saturn, published by Sega and developed by Sega's Team Andromeda studio. It is the first game in the Panzer Dragoon series. The game follows hunter Keil Fluge, who becomes the rider of a powerful dragon. The player moves an aiming reticle (representing the dragon's laser and Kyle's gun) and shoots enemies while the dragon flies through 3D environments on a predetermined track.
As one of six games available at the Sega Saturn's surprise North American launch, Panzer Dragoon was the first game created by Team Andromeda. It was also the directorial debut of Yukio Futatsugi, who was 25 years old at the time of release.
Panzer Dragoon received positive reviews in 1995 and in retrospective coverage. Electronic Gaming Monthly named it game of the month and the best Saturn game of the year, and named it the 140th best game of all time in 2006. In particular, its art direction and post-apocalyptic universe gained acclaim.
Panzer Dragoon was ported to Windows and PlayStation 2, and was followed by Panzer Dragoon II Zwei (1996) and Panzer Dragoon Saga (1998) for Saturn and Panzer Dragoon Orta (2002) for Xbox, which includes the original Panzer Dragoon as a bonus feature. A remake of Panzer Dragoon was developed by MegaPixel Studio and published by Forever Entertainment in 2020 for Nintendo Switch, Stadia, Windows, PlayStation 4, Amazon Luna and Xbox One."
#panzerdragoon
#segasaturn
#ost
#music
#gamemusic
From Wikipedia:
"Val d'Isère Skiing and Snowboarding is a skiing and snowboarding video game developed by Virtual Studio and published by Atari Corporation for the Atari Jaguar first in North America on December 9, 1994. It was later released in Europe on January 1995 and finally in Japan on July of the same year, where it was published by Messe Sansao. It is a conversion of the SNES title Tommy Moe's Winter Extreme: Skiing & Snowboarding, which was done by the same team at Loriciels and released in 1994 on all regions.
Named after and set in the French Val-d'Isère ski resort, Val d'Isère Skiing and Snowboarding features freeride, training and competition modes and players can choose between skiing and snowboarding gameplay styles. It also features in-game advertising promoting the FILA sportswear store. While it inherits some of the game design and mechanics from its original SNES counterpart, the conversion features a different map and completely new trail layouts.
Val d'Isère Skiing and Snowboarding received mixed reviews, and as of April 1, 1995 the game has sold nearly 10,000 copies though it is unknown how many were sold in total during its lifetime. Retrospective reviews have been equally as mixed.
Val d'Isère Skiing and Snowboarding is a winter sports game that uses a behind-the-view perspective, similar to Tommy Moe's Winter Extreme: Skiing & Snowboarding. When racing down the skiing trails, the player can accelerate, turn, stop, jump, decelerate and make sharp turns either when accelerating or decelerating. The players can choose either snowboard or ski playstyles at the main menu and change the default control scheme at the options menu. Unlike its original SNES version, however, in-game weather conditions changes do not exist. Two players can also participate in any of the modes by taking their respective turn. Progress, records and other changes made by the player are saved automatically via the cartridge's internal EEPROM. More options can be accessed by entering a cheat code at the main menu."
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Bedlam is a game in which players use a squad of three huge remote assault tanks (RATs) against mutated monsters called Biomex.
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that "actual gameplay becomes tiresome after a while – shoot the monsters, look for the end of the level, go to the next level, shoot some more monsters. However, in small doses, it's fun enough for long enough to be worth giving it a shot."
Yay Wikipedia.
#bedlam
#pc
#ost
#music
#gamemusic
#msdos
#win95
From Wikipedia:
"Checkered Flag is a Formula One racing video game developed by Rebellion Developments and published by Atari Corporation for the Atari Jaguar on November 28, 1994 and later released in Japan by Messe Sansao on July 1995. It is a remake of Atari's 1991 Atari Lynx title of the same name.
Taking a more simulation-based approach compared to the original game, players compete against other racers across multiple tracks in order to finish on first place and advance to the next course. Originally advertised as a direct sequel to the Atari Lynx original, Checkered Flag went through multiple changes before settling down under its final name and it is inspired by Sega's 1992 arcade game Virtua Racing.
Checkered Flag received very mixed reception since its release. By April 1, 1995, the game has sold more than 20,000 copies though it is unknown how many were sold in total during its lifetime.
Checkered Flag is a formula one racing game, similar to the Atari Lynx original and Virtua Racing, where the objective is to complete a number of laps across ten tracks but now featured in a flat-shaded three-dimensional environment, instead of 2D sprites and the remake leans towards being a racing simulator than an arcade-style racer compared to the original game, where each lap had to be completed within the time limit and the clock was extended if players made a lap before running out of time. There are six color variations for the vehicle that can be chosen at the options screen before starting a race, alongside other settings such as weather conditions, types of tire, automatic or manual transmission, number of laps and more, while players can also press the Option button at the same screen to access a configuration menu where they can change the control settings and other options as well. Records are automatically saved via the cartridge's EEPROM. During gameplay, players can choose between six different camera view by pressing their respective number on the keypad."
#checkeredflag
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Panzer Dragoon is a 1995 rail shooter game for the Sega Saturn, published by Sega and developed by Sega's Team Andromeda studio. It is the first game in the Panzer Dragoon series. The game follows hunter Keil Fluge, who becomes the rider of a powerful dragon. The player moves an aiming reticle (representing the dragon's laser and Kyle's gun) and shoots enemies while the dragon flies through 3D environments on a predetermined track.
As one of six games available at the Sega Saturn's surprise North American launch, Panzer Dragoon was the first game created by Team Andromeda. It was also the directorial debut of Yukio Futatsugi, who was 25 years old at the time of release.
Panzer Dragoon received positive reviews in 1995 and in retrospective coverage. Electronic Gaming Monthly named it game of the month and the best Saturn game of the year, and named it the 140th best game of all time in 2006. In particular, its art direction and post-apocalyptic universe gained acclaim.
Panzer Dragoon was ported to Windows and PlayStation 2, and was followed by Panzer Dragoon II Zwei (1996) and Panzer Dragoon Saga (1998) for Saturn and Panzer Dragoon Orta (2002) for Xbox, which includes the original Panzer Dragoon as a bonus feature. A remake of Panzer Dragoon was developed by MegaPixel Studio and published by Forever Entertainment in 2020 for Nintendo Switch, Stadia, Windows, PlayStation 4, Amazon Luna and Xbox One."
#panzerdragoon
#segasaturn
#ost
#music
#gamemusic
From Wikipedia:
"Zool 2 is a side-scrolling platform video game originally developed by The Warp Factory and published by Gremlin Graphics for the Amiga in November 1993. It is the sequel to the original Zool, which was released earlier in 1992 on various platforms.
When the forces of Krool are wreaking havoc upon the Nth Dimension with the help from his henchman Mental Block, the intergalactic gremlin ninja Zool alongside his female companion Zooz and their two-headed dog Zoon, are entrusted with the task of stopping Mental Block and restore order to the dimension. Originally released for the Amiga microcomputers, Zool 2 was later ported to the Amiga CD32, MS-DOS, and Atari Jaguar platforms, with the latter being published by Atari Corporation in North America and Europe, in addition to being published in Japan by Mumin Corporation on April 21, 1995.
When it was originally released for the Amiga, Zool 2 received positive reception from critics who praised the graphics, sound department and gameplay, with some considering it as an improvement over the first game. Other ports of the game received similarly positive reception from reviewers, while the Jaguar version received mixed reviews from critics since its release and has sold nearly 11,000 copies as of April 1, 1995, though it is unknown how many were sold in total during its lifetime.
Zool 2 is a side-scrolling platform game that plays very similarly to its predecessor, Zool. Both Zool and his female counterpart, Zooz, almost share the same move set between each other but there are some subtle differences with the two characters in terms of their abilities and means of defense. Whereas Zool attacks with projectiles, Zooz is armed with an energy whip for close quarters combat, along with the ability of shooting projectiles as well. In addition, each character is capable of destroying certain parts of the scenery that the other one could not, and vice versa, resulting in a slightly different route through the levels. As with the original game, the sequel features several minigames, such as a version of Breakout which involves using Zoon, the two-headed morphing pet dog of Zool and Zooz, as a paddle in order to keep the ball in play by bouncing it upwards. The progression system acts similarly to the original game, which involves the player in collecting a set number of items in order to advance into the next level. The game also features a two-player mode. "
#zool2
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Fight for Life is a 1996 fighting video game developed and published by Atari Corporation in North America and Europe exclusively for the Atari Jaguar. It was the final game to be developed and published by Atari themselves before dropping support for the platform and merging with JT Storage in a reverse takeover on July 30th, 1996, and the last fighting title released for the console. Set in a purgatory dimension known as the Specter Zone, Fight for Life follows eight deceased fighters as they enter a tournament held by a shapeshifting being called the Gatekeeper, who will bestow a second chance at life to the winning victor. Its gameplay consists of one-on-one fights, with a main eight-button configuration, featuring special moves and the ability to customize character's movesets, as well as four different playable modes.
Directed, designed and solely programmed by former Sega AM2 member Francois Yves Bertrand as Atari's answer to Virtua Fighter, Fight for Life started development in the second quarter of 1994 and had a troubled development cycle, undergoing various changes before its late release on the system. Fight for Life was met with negative reviews; while some praised the ability to customize the characters with stolen movesets from fighters, the slow pace and controls were widely seen as crippling flaws.
Fight for Life is a polygon-based fighting game similar to Virtua Fighter and Tekken, in which the player fights against opponents in one-on-one matches. The fighter who manages to deplete the health bar of the opponent wins the bout and the first to win two bouts in a best-of-3 match becomes the winner. Rounds are not timed.
Similarly to Battle Arena Toshinden, characters can maneuver in the 3D environments by sidestepping to avoid upcoming attacks, allowing them to move around in a counter-clockwise direction while still facing their opponent. Health bars are also not displayed during gameplay, instead, they are only shown once any of the characters have taken damage.
Unlike most fighting games of the time, players begin with very few special moves and by defeating opponents, they can "steal" two special moves from them and build their unique fighter. The game features four modes of play and two types of camera movement, in addition to supporting both the Jaguar's ProController and standard gamepad. In the easiest mode, players do not fight against the final boss."
#fightforlife
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Quake II is a 1997 first-person shooter video game developed by id Software and published by Activision. It is the second installment of the Quake series, but not a direct sequel to Quake. The game's storyline is continued in its expansions and Quake 4.
The soundtrack for Quake II was mainly provided by Sonic Mayhem, with some additional tracks by Bill Brown; the main theme was also composed by Bill Brown and Rob Zombie, and one track by Jer Sypult. The soundtrack for the Nintendo 64 version of the game was composed by Aubrey Hodges, credited as Ken "Razor" Richmond.
Quake II is a first-person shooter, in which the player shoots enemies from the perspective of the main character. The gameplay is very similar to that featured in Quake, in terms of movement and controls, although the player's movement speed has been slowed down, and the player now has the ability to crouch. The game retains four of the eight weapons from Quake (the Shotgun, Super Shotgun, Grenade Launcher, and Rocket Launcher), although they have been redesigned visually and made to function in slightly different ways. The remainder of Quake's eight weapons (the Axe, Nailgun, Super Nailgun, and Thunderbolt) are not present in Quake II. The six newly introduced weapons are the Blaster, Machine Gun, Chain Gun, Hyperblaster, Railgun, and BFG10K. The Quad Damage power up from Quake is present in Quake II, and new power-ups include the Ammo Pack, Invulnerability, Bandolier, Enviro-Suit, Rebreather, and Silencer.
The single player game features a number of changes from Quake. First, the player is given mission-based objectives that correspond to the storyline, including stealing a Tank Commander's head to open a door and calling down an air-strike on a bunker. CGI cutscenes are used to illustrate the player's progress through the main objectives, although they are all essentially the same short piece of video, showing a computerized image of the player character as he moves through game's levels. Another addition is the inclusion of a non-hostile character type: the player character's captured comrades. It is not possible to interact with these characters, however, as they have all been driven insane by their Strogg captors.
The game features much larger levels than Quake, with many more wide open areas. There is also a hub system that allows the player to travel back and forth between levels, which is necessary to complete certain objectives. Some of the textures and symbols that appear in the game are very similar to some of those found in Quake. Enemies demonstrate visible wounds after they have taken damage."
#quakeII
#ost
#gamemusic
From Wikipedia:
"Val d'Isère Skiing and Snowboarding is a skiing and snowboarding video game developed by Virtual Studio and published by Atari Corporation for the Atari Jaguar first in North America on December 9, 1994. It was later released in Europe on January 1995 and finally in Japan on July of the same year, where it was published by Messe Sansao. It is a conversion of the SNES title Tommy Moe's Winter Extreme: Skiing & Snowboarding, which was done by the same team at Loriciels and released in 1994 on all regions.
Named after and set in the French Val-d'Isère ski resort, Val d'Isère Skiing and Snowboarding features freeride, training and competition modes and players can choose between skiing and snowboarding gameplay styles. It also features in-game advertising promoting the FILA sportswear store. While it inherits some of the game design and mechanics from its original SNES counterpart, the conversion features a different map and completely new trail layouts.
Val d'Isère Skiing and Snowboarding received mixed reviews, and as of April 1, 1995 the game has sold nearly 10,000 copies though it is unknown how many were sold in total during its lifetime. Retrospective reviews have been equally as mixed.
Val d'Isère Skiing and Snowboarding is a winter sports game that uses a behind-the-view perspective, similar to Tommy Moe's Winter Extreme: Skiing & Snowboarding. When racing down the skiing trails, the player can accelerate, turn, stop, jump, decelerate and make sharp turns either when accelerating or decelerating. The players can choose either snowboard or ski playstyles at the main menu and change the default control scheme at the options menu. Unlike its original SNES version, however, in-game weather conditions changes do not exist. Two players can also participate in any of the modes by taking their respective turn. Progress, records and other changes made by the player are saved automatically via the cartridge's internal EEPROM. More options can be accessed by entering a cheat code at the main menu."
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Checkered Flag is a Formula One racing video game developed by Rebellion Developments and published by Atari Corporation for the Atari Jaguar on November 28, 1994 and later released in Japan by Messe Sansao on July 1995. It is a remake of Atari's 1991 Atari Lynx title of the same name.
Taking a more simulation-based approach compared to the original game, players compete against other racers across multiple tracks in order to finish on first place and advance to the next course. Originally advertised as a direct sequel to the Atari Lynx original, Checkered Flag went through multiple changes before settling down under its final name and it is inspired by Sega's 1992 arcade game Virtua Racing.
Checkered Flag received very mixed reception since its release. By April 1, 1995, the game has sold more than 20,000 copies though it is unknown how many were sold in total during its lifetime.
Checkered Flag is a formula one racing game, similar to the Atari Lynx original and Virtua Racing, where the objective is to complete a number of laps across ten tracks but now featured in a flat-shaded three-dimensional environment, instead of 2D sprites and the remake leans towards being a racing simulator than an arcade-style racer compared to the original game, where each lap had to be completed within the time limit and the clock was extended if players made a lap before running out of time. There are six color variations for the vehicle that can be chosen at the options screen before starting a race, alongside other settings such as weather conditions, types of tire, automatic or manual transmission, number of laps and more, while players can also press the Option button at the same screen to access a configuration menu where they can change the control settings and other options as well. Records are automatically saved via the cartridge's EEPROM. During gameplay, players can choose between six different camera view by pressing their respective number on the keypad."
#checkeredflag
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Bedlam is a game in which players use a squad of three huge remote assault tanks (RATs) against mutated monsters called Biomex.
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that "actual gameplay becomes tiresome after a while – shoot the monsters, look for the end of the level, go to the next level, shoot some more monsters. However, in small doses, it's fun enough for long enough to be worth giving it a shot."
Yay Wikipedia.
#bedlam
#pc
#ost
#music
#gamemusic
#msdos
#win95
From Wikipedia:
"Tempest 2000 is a tube shooter video game originally developed by Llamasoft and published by Atari Corporation for the Atari Jaguar in North America on 13 April, 1994. It was released in Europe on 27 June and in Japan on 15 December of the same year, with the Japanese release being published by Mumin Corporation. Part of Atari Corp.'s 2000 series, it is a remake by Jeff Minter of Dave Theurer's 1981 arcade game Tempest, which used Atari's QuadraScan vector color display technology.
Taking control of the claw-shaped Blaster spacecraft from the original game, the player has to survive and travel across multiple levels until the end of an intergalactic war, battling against a variety of enemies that appear on the playfield. Originally an exclusive for the Jaguar, Tempest 2000 was ported to MS-DOS, Macintosh, Sega Saturn, PlayStation and Windows, each with several changes and additions from the original version.
Tempest 2000 was critically acclaimed when it was released on the Jaguar, with critics praising the graphics, gameplay and soundtrack. It has often been called one of the best games released for the Jaguar and as of 1 April 1995, the Jaguar version has sold more than 30,000 copies during its lifetime, making it one of the best selling games for the system. Critical reception to the various ports, though still mostly positive, was more mixed than reception for the original version, owing to the aging of the game and differing opinions of the enhancements the ports offered."
#tempest2000
#atarijaguar
#ost
#music
#gamemusic
From Wikipedia:
"Sega Rally Championship is a 1994 racing video game developed by Sega AM3 and published by Sega. Originally released for arcades using the Sega Model 2 board, it was converted to the Sega Saturn in 1995 and Windows in 1997. The unique selling point of Sega Rally Championship was the ability to drive on different surfaces, with different friction properties, with the car's handling changing accordingly. As the first racing game to incorporate this feature, Sega Rally Championship is considered to be one of the milestones in the evolution of the racing game genre. It was also an early rally racing game and featured cooperative gameplay alongside the usual competitive multiplayer.
The music for the arcade game was composed by Takenobu Mitsuyoshi, while the Sega Saturn version's soundtrack consisted of a combination of newly composed music by Naofumi Hataya and arrangements of the arcade originals arranged and produced by Takayuki Hijikata previously released on the album Sega Rally Championship Ignition. The game spawned the Sega Rally series, in addition to inspiring Colin McRae Rally (1998).
The player can enter a "World Championship" mode consisting of three stages: Desert (which resembles African savanna), Forest (which resembles South American forests) and Mountain (which is based on a shortened Circuit de Monaco), where their finishing position at the end of one course is carried through to the starting position of the next course. In this mode, it is impossible to reach first-place position by the end of the first track; thus, the player must try to overtake as many opponent cars as possible on each track (while staying within the time limit), and gain the lead over several tracks. If, at the end of the third round, the player is in first place, they are able to play a fourth secret circuit called "Lakeside" (on the Saturn version, this course may then be played in time attack and split-screen multiplayer modes).
Three cars are featured in the game; Didier Auriol's third generation Toyota Celica GT-Four and Juha Kankkunen's Lancia Delta HF Integrale which are both available from the start, and Sandro Munari's Lancia Stratos HF which is unlocked by finishing Lakeside in first place in home versions of the game, or by use of an easter egg in the arcade version. Players are given the option to drive each car in either manual or automatic transmission.
The game supports up to four players using cabinets linked together."
#segarally
#segasaturn
#ost
#music
#gamemusic


