Gaming History Source
Lets Compare ( Earthworm Jim 2 )
updated
mediafire.com/file/8axg3r5sxvkzqka/Sony+Playstation+3+Box+art.zip/file
2. Arcade ( Arrangement ) 3:40
3. Atari 2600 ( Prototype ) 6:39
4. Atari 2600 ( Home Brew) 8:07
5. Atari 5200 ( Unreleased Prototype ) 10:46
6. Atari 8-bit 13:25
7. Apple 2 16:10
8. Commodore 64 18:48
9. Samsung SPC-1000 21:28
10. ZX Spectrum 24:06
11. Amstrad 26:44
12. NEC PC 6000 29:22
13. Sharp MZ-700 32:01
14. Fujitsu FM-7 34:39
15. Sharp X1 37:18
16. NEC PC-8801 39:56
17. NEC PC-M8801 MkIISR 42:34
18. NEC PC-9801 45:13
19. Atari 7800 47:52
20. Nintendo Famicom Disk System 50:30
21. Nintendo Entertainment System 53:14
22. Gameboy Advance 55:52
23. MSX1 58:31
24. MSX2 Cinema ( 1:01:17 ) Gameplay ( 1:02:21 )
25. Atari ST 1:04:55
26. Fujitsu FM 77AV 1:07:34
27. Jakks Pacific ( Plug and play ) 1:10:27
28. PC Engine 1:13:16
29. Playstation Portable 1:15:33
30A. Sharp MZ-2500 8/16 color mode 1:18:47
30B. Sharp MZ-2500 4096 color mode 1:21:31
31. Platsyation 1:24:10
32. Nintendo DS 1:27:08
33. Sharp X68000 1:30:07
34. Windows ( Microsoft Revenge of arcade ) 1:32:46
35. Nintendo Wii 1:35:44
36. PS2 / Xbox / Gamecube 1:38:54
37. Flash 1:42:03
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Special Thanks to Top Retro Games for their help in locating the Sharp MZ-700 Version.
Please show thanks by visiting & subscribing to their channel.
youtube.com/@TopRetroGames
Thanks to b.p.s. for their help on the MSX version.
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youtube.com/@b.p.s.
Thanks to RETRO-ROCK for his help with the Nec Pc-8001MkIISR version. Please show Thanks by Visiting & subscribing to his channel.
youtube.com/@retro-rock3067
Thanks to Jr200Okada for his help with the FM-77AV Version.
Please show thanks by visiting & subscribing to his channel.
youtube.com/@jr200okada4
Description Source
strategywiki.org/wiki/Xevious
Xevious is an arcade game designed by Masanobu Endoh, one of Japan's most respected game creators and the mastermind behind Namco's later arcade hit of '84, The Tower of Druaga. Xevious was one of the earliest vertical scrolling shootemups, and undoubtedly shaped the shoot 'em up genre that it helped to create. Following the wake of popularity of games like Space Invaders, Galaxian, and Galaga, Endoh desired to make a far more realistic game. Unlike those games, enemies do not sit passively in a formation or take kamikaze dives at your ship. Endoh did not think that a real enemy would behave so recklessly. Instead, they get as close as possible, take a good shot at you, and retreat to the top or the sides of the screen. It runs on three Zilog Z80 run at 3.072 MHz.
In addition to this realistic Artificial Intelligence, the game itself also ran on a kind of A.I. that adapted the challenges of the game to your performance. If you were clearing enemies rather quickly, Xevious ramped up the challenge by throwing a different type of enemy at you. If you played aggressively, Xevious responded more aggressively as well. This concept would be revisited several times, most notably by Compile's Zanac, in 1986. Xevious had many other things going for it, including not one, but two forms of weapons, one for the air and one for the ground. Visually, it contained realistically shaded enemy characters, and an eyepopping scrolling background which went beyond what most arcade gamers had seen at the time. In addition to all of those, there were several secrets tucked away into the game for players to discover that kept them coming back to it, and a giant mothership that served as one of the earliest templates for a game boss.
Because of all this, Xevious was a massive hit in Japan. However, Xevious was only a modest success in the United States, where it was licensed and published by Atari. Divides in taste were never made more apparent than with Xevious, as Endoh had no problem designing a game whose challenge was ramped differently from one play experience to the next, and placing secrets randomly throughout the landscape, with very little indication to their whereabouts. Nevertheless, the game was ported to several consoles and computers. The Famicom version is a particularly celebrated early release for Japanese players.
2. Nintendo Entertainment System 4:47
3. ZX Spectrum 7:56
4. Amstrad 11:58
5. Amstrad Remake ( Cinema 15:56 ) ( Gameplay 16:47 )
6. Commodore 64 20:55
7. Enterprise 128 ( Cinema 24:52 ) ( Gameplay 25:58 )
8. MSX 29:36
9. MSX ( FM Sound ) 33:34
10. Gameboy 37:32
11. Gameboy Color DX 41:29
12. Sega Master System 45:26
13. Sega Mark 3 with FM Sound 49:23
14. Atari ST 53:21
15. Atari ST ( R-Type Deluxe ) ( Cinema 57:20 ) ( Gameplay 58:23 )
16. Amiga 1:03:33
17. NEC PC98VA ( Cinema 1:07:28 ) ( Gameplay 1:08:33 )
18. MS DOS 1:12:30
19. TurboGrafx 16 1:16:29
20. PC Engine CD ( Cinema 1:20:27 ) ( Gameplay 1:26:55 )
21. Playstation ( R-Types ) ( Cinema 1:31:49 ) ( Gameplay 1:35:05 )
22. Evercade 1:38:06
23. Sharp X68000 1:42:03
24. Android / IOS 1:46:01
25. Switch / Steam / PS3 / Xbox 360 + others 1:50:00
26. Pico 8 ( By: TheRoboZ ) 1:55:45
27. Sega Genesis / Megadrive ( By: TheRoboZ ) 1:59:41
Special thanks for TheRoboZ for his Home Brew
Versions for the Pico 8 & Genesis / Megadrive.
youtube.com/@theroboz
Let’s Compare R-Type ( Remake )
By: wingnut4427
Description Source:
strategywiki.org/wiki/R-Type
R-Type (アールタイプ?) is a side scrolling shooter arcade game produced by Irem in 1987. The player controls a space fighter named R-9a "Arrowhead" to defend humanity against a mysterious but powerful alien life-form known as "Bydo", which was later discovered to be not entirely alien in origin. R-Type is recognized as one of the classics of the shooter genre from the 1980s arcade.
R-Type is set in the 22nd century, and the player flies a futuristic fighter craft called the R-9a "Arrowhead", named for its shape, and because it is the ninth model in the 'R' series of fighter craft (but it is the first of the series to actually be used in combat; the previous models were all prototypes). The mission is to 'blast off and strike the evil Bydo Empire'. The significance of the R- in the series title refers to the production code as well as the term of endearment for the player fighter craft, the "Round Canopy".
The original R-Type was well received by most gaming critics. However, it was also infamous for its relentless difficulty. It earned 7th place in IGN's Top 10 most difficult games to beat. The gameplay of R-Type is noticeably distinct among shoot 'em ups. Invariably the player will lose, not because of an inequality in firepower, but because of the design of the levels themselves. There is usually a 'correct' way to get through a level, but players must learn these by experience - i.e. by losing and restarting from earlier in the level.
patreon.com/ghs?ty=h
Arcade 0:22
Atari 2600 2:51
Atari 8-bit 5:19
Apple 2 7:48
MS DOS 10:17
Commodore 64 12:46
Colecovision 15:13
Sega Saturn 17:41
Description Source:
en.wikipedia.org/wiki/Up%27n_Down
Up'n Down is a video game developed and published by Sega. It was first released in 1983 as an arcade game, then later ported to the Atari 2600, ColecoVision, Atari 8-bit family, and Commodore 64. In Up'n Down the player drives a car forward and backward along a branching, vertically scrolling track, collecting flags and jumping on other cars to destroy them.
Up'n Down is a vertically scrolling game that employs a pseudo-3D perspective. The player controls a purple dune buggy that resembles a Volkswagen Beetle. The buggy moves forward along a single-lane path; pressing up or down on the joystick causes the buggy to speed up or slow down, pressing right or left causes the buggy to switch lanes at an intersection, and pressing the "jump" button causes the buggy to jump in the air. Jumping is required to avoid other cars on the road; the player can either jump all the way over them, or land on them for points.
To complete a round, the player must collect 10 colored flags by running over them with the buggy. If the player passes by a flag without picking it up, it will appear again later in the round. The roads feature inclines and descents that affect the buggy's speed, and bridges that must be jumped. A player loses a turn whenever the buggy either collides with another vehicle without jumping on it, or jumps off the road and into the grass or water.
In Japan, Game Machine listed Up'n Down on their November 1, 1983 issue as being the second most-successful new table arcade unit of the month.
patreon.com/ghs?ty=h
The NES Version featured in this video is a hack including the pie / cement factory. I added it to demonstrate what it would have looked like on the original hardware.
Announcement ! I am going to duplicate this channel on Rumble. Link is in the closing credits.
Video Locations
1. Arcade 1:15
2. MS Dos ( Original ) 3:58
3. Apple 2 6:38
4. Atari 2600 ( Original ) 9:37
5. BBC Micro ( Killer Gorilla ) 11:14
6. ZX Spectrum 14:28
7. MSX 18:27
8. Commodore Vic 20 22:31
9. Dragon 32 ( Donkey King ) 26:01
10. TRS-80 CoCo ( Donkey King ) 29:59
11. Coleco ( Mini Arcade ) 33:50
12. Game & Watch 35:18
13. Intellivision ( Original ) 37:31
14. Intellivision ( Remake ) 39:50
15. Atari 2600 ( Version 2 ) 43:43
16. Atari 2600 ( Donkey Kong VCS ) 47:11
17. Colecovision ( Original ) 50:40
18. Colecovision ( Super Donkey Kong ) Prototype 53:39
19. Coleco Adam 56:44
20. Gameboy Color ( Game & watch Gallery 2 ) 59:39
21. TI99 1:03:07
22. Atari 8-bit 1:06:48
23. Atari 5200 ( Home Brew Port ) 1:09:07
24. DOS ( Champ Kong ) 1:11:38
25. Amstrad 1:15:24
26. Commodore 64 ( Ocean ) 1:19:12
27. Commodore 64 ( Atari ) 1:22:34
28. Atari ST ( Kid Kong ) 1:26:12
29. Amiga 1:29:53
30. Atari 7800 1:32:50
31. Atari 7800 ( Arcade remake ) 1:35:54
32. Gameboy Advance 1:39:37
33. Gameboy Color 1:42:54
34. Super Gameboy 1:46:29
35. Famicom Disk System 1:50:13
36. NES ( Pie Factory Hack ) 1:53:27
37. MS Dos ( Donkey Kong PC ) 1:56:54
38. Super Nintendo ( Classic Kong ) 2:00:37
39. Windows ( Donkey Kong Craze )2:04:26
40. Flash ( New Grounds )2:07:59
41. TRS-80 ( Arcade ) 2:11:39
42. Unity ( Jump man returns ) 2:15:34
43. Windows ( Remake ) 2:17:06
44. NES ( Arcade remake ) 2:21:13
Video Description by:
strategywiki.org/wiki/Donkey_Kong
Donkey Kong first arrived in the arcades in 1981 as the game that Shigeru Miyamoto designed to replace the ill-fated arcade game Radar Scope. It featured a mustachioed man in brightly colored overalls who would go on to achieve monumental fame and bring Nintendo a lot of fortune. Originally he was simply called Jumpman and was labeled a carpenter, he was eventually named Mario and identified as a plumber.
When Donkey Kong became popular, Atari sought to buy the home rights to the game. But at that time, Coleco bid for the rights as well when trying to snag a killer launch title for their soon to be released ColecoVision. Coleco got the home cartridge rights while Atari ended up with the computer diskette rights. This arrangement worked out well until it backfired at the 1983 CES show, where Coleco presented their enhanced version of Donkey Kong for the Coleco ADAM computer. Atari, upset over the apparent breach of contract, ordered Nintendo to make Coleco shut down the display.
When the Famicom launched in 1983, Nintendo provided their three biggest arcade hits as launch titles. Donkey Kong was an obvious choice. The Famicom conversion is a very close port of the original game with only minimally altered graphics, but sadly featuring the omission of the conveyor belt stage. Despite the missing stage, the remaining three stages make it in tact, and provide all of the same challenges found the arcade version.
Reviews 0:26
Arcade 1:27
ZX Spectrum 4:56
Amstrad 8:27
MS DOS 11:56
Commodore 64 14:48
NES ( Sequel ) 18:18
MSX2 21:53
Amiga 24:21
Atari ST 27:52
Turbografx 16 31:22
Sharp X68000 34:52
Playstation 38:26
PS2, Xbox, Game Cube, Windows 41:55
Xbox 360 / PS3 45:25 / 47:10
Description Source
en.wikipedia.org/wiki/Dragon_Spirit
Dragon Spirit is a 1987 vertical-scrolling shooter arcade game developed and published by Namco. In North America, it was distributed by Atari Games. Controlling the dragon Amul, the player must complete each of the game's nine areas to rescue the princess Alicia from the demon Zawell. Similar to Namco's own Xevious, Amul has a projectile weapon for destroying air-based enemies and a bomb for destroying ground enemies. It ran on the Namco System 1 arcade board.
Music for the game was composed by Shinji Hosoe and designed by "Tatsuya". Hosoe, previously a graphics artist for Namco, was allowed to work on the music himself due to most of the company's composers working on Genpei Toma Den, however much of his work was accidentally wiped from the hardware midway through development and forced him to start over. Tatsuya previously created character artwork for Rolling Thunder, being assigned to the project after taking interest in the enemy designs. The game was dedicated to Shouichi Fukatani, a Namco programmer who had died a few years earlier in 1985 and worked on many of the company's older games, such as Dig Dug and Super Pac-Man.[2]
The game was ported to several home systems, including the Sharp X68000, Atari ST and TurboGrafx-16, and is included in several Namco video game compilations. The arcade version of Dragon Spirit was met with positive reviews from critics for standing out amongst other shooter games, being praised for its Paleozoic setting, graphics and soundtrack. Home versions were met with a more mixed reception, being criticized for its high difficulty and inferior graphics and music. It was followed by two sequels, Dragon Spirit: The New Legend (1988) and Dragon Saber (1990). A ShiftyLook webcomic adaptation of the game was also produced.
Gameplay:
Dragon Spirit is a vertical-scrolling shooter video game. The player controls the dragon Amul in his effort to rescue the princess Alicia from the serpent demon Zawell. Amul can move in eight directions and has access to two weapons; a flame projectile to destroy air-based enemies, and a bomb to destroy ground-stationed enemies, similar to Namco's Xevious series. Amur can take two hits before dying, indicated by a life bar at the bottom-left of the screen. Amur can use bombs to destroy eggs found on the ground of some stages, which will award one of two powerup items; a blue orb that will give Amul an extra head, granting him additional firepower, or an orange orb that will strengthen Amul's shots when three are collected.
The game features nine stages, which include large rivers, volcanoes, glaciers and jungles. Dying halfway through a stage will star the player at a checkpoint. At the end of each stage is a boss that Amul must fight in order to progress to the next stage. Amul can sometimes find special orbs throughout the game that can grant him additional abilities, such as a homing shot, a multi-shot, and the ability to shrink down in size to evade bullets. The game's opening cutscene shows Amur atop a mountain raising his sword in the air, with lightning striking it and transforming him into his dragon form.
1. Gameboy
Opening 0:42
Gameplay 2:07
2. Game Gear
Opening 4:10
Gameplay 7:14
3. Sega Master System
Opening 9:40
Gameplay 12:48
4. Atari Lynx
Opening 15:38
Gameplay 16:23
5. MS DOS
Opening 19:08
Gameplay 21:34
6. Super Nintendo
Opening 25:07
Gameplay 26:52
7. Gameboy Advance
Opening 30:07
Gameplay 33:04
8. Genesis / Megadrive
Opening 36:07
Gameplay 38:53
9. Playstation Portable
Opening 41:07
Gameplay 43:55
10. Sega CD ( Unreleased Prototype )
Opening 47:37
Gameplay 50:16
11. Amiga
Opening 54:36
Gameplay 57:09
DESCRIPTION SOURCE
en.wikipedia.org/wiki/Desert_Strike
Desert Strike: Return to the Gulf is a shoot 'em up video game released by Electronic Arts (EA) in March 1992 for the Sega Genesis. The game was released on several other formats such as the Super Nintendo Entertainment System, including a much upgraded version for the Amiga home computer. The game was inspired by the Gulf War and depicts a conflict between an insane Middle Eastern dictator, General Kilbaba, and the United States. The player controls an Apache helicopter (depicted with the tail assembly of a Comanche) and attempts to destroy enemy weapons and installations, rescue hostages and capture enemy personnel, while managing supplies of fuel and ammunition.
Lead designer Mike Posehn had no video game experience prior to developing Desert Strike. Inspired by Choplifter, he aimed to create a nonlinear game with smoothly animated vehicles. Posehn developed a camera system with momentum to mimic realistic helicopter movements. Three-dimensional (3D) modeling was used to generate the vehicle sprites, which were later touched up on the pixel level with color.
Desert Strike was a commercial success: it was a chart-topping best seller and at the time Electronics Arts' highest selling game. The game also received a favorable critical response, with several magazines awarding scores of over 90%. Reviewers praised the game's enjoyability, mix of action and strategy, graphics and sound. There was some controversy regarding the game's subject matter, with commentators criticizing it as in poor taste due to the proximity of its release to the recently ended Gulf War.
GAME PLAY
Desert Strike is a shoot 'em up game in which the player pilots an AH-64 Apache helicopter (albeit modified with a Fenestron rotor). The game is less frantic than typical shoot 'em ups, with the addition of greater strategic elements. The action takes place on open, multi-directional scrolling levels viewed from an isometric perspective. The player views the action from outside the helicopter, rather than from within the cockpit. The player is also assisted by their copilot, who they can pick at the start of the mission; each copilot plays differently with different skill levels. The best copilot, Lt. Carlos "Jake" Valdez, is missing in action at the start of the game, and can be found and rescued during one of the missions.
Levels consist of several missions, which are based around the destruction of enemy weapons and installations, as well as rescuing hostages or prisoners of war, or capturing enemy personnel. The Apache is armed with a machine gun, more powerful Hydra rockets and yet more deadly Hellfire missiles. The more powerful the weapon, the fewer can be carried: the player must choose an appropriate weapon for each situation. Enemy weapons range from soldiers with small arms, to anti-aircraft missiles to tanks and armored cars.
The player's craft has a limited amount of armor, which is depleted as the helicopter is hit by enemy fire. Should the armor reach zero, the craft will be destroyed, costing the player a life. The player must outmanoeuvre enemies to avoid damage, but can replenish armor by means of power-ups or by airlifting rescued friendlies or captives to a landing zone. The helicopter has a finite amount of fuel which is steadily depleted over time. Should the fuel run out the Apache will crash, again costing the player a life. The craft can refuel by collecting fuel barrels: the player must therefore plan mission routes carefully in order to maximize efficiency. The helicopter also carries limited ammunition, which must be replenished by means of ammo crates.
of Nebulus across multiple platforms.
( Please note that not all versions are the same name. )
1. Palm ( Demo ) 1:02
2. MS DOS 2:11
3. ZX Spectrum 5:47
4. Amstrad 8:16
5. Commodore 64 11:05
6. Gameboy ( Castelian ) 13:35
7. Gameboy ( Kyoro-chan Land ) 16:23
8. Atari XE ( Prototype ) 18:53
9. Atari 7800 ( Tower Toppler ) 21:52
10. NES ( Castelian ) 24:21
11. Famicom ( Kyoro-chan Land ) 27:21
12. Android ( Funny Towers ) 29:50
13. Flash 32:39
14. Atari ST 35:09
15. Amiga 37:38
16. Windows 40:07
17. Acorn Archimedes 43:21
Description Source:
en.wikipedia.org/wiki/Nebulus_(video_game)
Nebulus is a platform game created by John M. Phillips and published by Hewson Consultants in the late 1980s for home computer systems. International releases and ports were known by various other names: Castelian, Kyorochan Land (キョロちゃんランド, Kyorochan Rando), Subline, and Tower Toppler.
The game's original 8-bit release received some critical acclaim, in particular the Commodore 64 release, which garnered a Gold Medal award from UK magazine Zzap!64.
Nebulus was followed by the lesser-known Nebulus 2 for the Amiga in the 1990s
Gameplay
Nebulus is a platform game. The player character, a green creature called Pogo, is on a mission to destroy eight towers that have been built in the sea by planting bombs at the towers' peaks.
The actual gameplay happens at each tower in turn. Pogo starts from the bottom and finds the way to the top. The towers are cylinder-shaped and have ledges on their outside, either horizontal, forming stairs or connected by elevators. The most notable feature of the game is that when Pogo walks left or right the tower behind him turns clockwise or counterclockwise with a convincing sense of depth. This was noted favourably in reviews of the game.
During the ascent, Pogo encounters many different enemies, mostly shaped like basic geometric shapes. Pogo can shoot some of the enemies, while some are impervious to shooting. Contact with an enemy knocks Pogo down to the ledge below. If there is no ledge below, Pogo falls into the sea and drowns.
At the top of the tower, Pogo enters a door to trigger the tower's destruction mechanism. Pogo then boards his submarine and enters a bonus stage (in some versions, but not for example in the ZX Spectrum version), where he can shoot various kinds of fish to score bonus points.
1. Arcade 0:38
2. ZX Spectrum 3:47
3. Amstrad 7:16
4. MS DOS 10:30
5. Commodore 64 14:00
6. TI99 ( Home Brew ) 17:09
7. Nintendo Entertainment System 20:30
8. Atari St 23:37
9. Amiga 26:47
10. Sharp X68000 29:56
11. FM Towns 33:05
Video Description Source
en.wikipedia.org/wiki/Flying_Shark
Flying Shark is a 1987 vertically scrolling shooter arcade video game originally developed by Toaplan and published by Taito in Japan, Romstar in North America and Electrocoin in Europe. Controlling the titular biplane, the players must fight endless waves of military vehicles while avoiding collision with their projectiles and other obstacles. The plane has a powerful bomb at its disposal that can clear the screen of enemies when fired. It was the third shoot 'em up game from Toaplan, and their eight video game overall.
Although first launched in arcades, Flying Shark was later ported across multiple platforms, each one being created by different third-party developers and featuring several changes or additions compared with the original version. The game proved to be a success for Toaplan among players in Japanese arcades and garnered mostly positive reception from western critics, however the game was met with mixed response from magazines, specifically the home conversions. In 1989, a sequel titled Fire Shark was released. The rights to the title are owned by Tatsujin, a Japanese company formed by Masahiro Yuge.
Gameplay
Flying Shark is a military-themed vertically scrolling shoot 'em up game in which players take control of the titular biplane through five increasingly difficult levels in order to defeat an assortment of military enemy forces like tanks, battleships, airplanes and artillery as the main objective. The title initially appears to be very standard, as players control their plane over a constantly scrolling background and the scenery never stops moving until a runway is reached. Players have only two weapons at their disposal: the standard shot that travels a max distance of the screen's height and three bombs.
The bombs are powerful weapons capable of obliterating any enemy caught within its blast radius. Various items are scattered through every stage that appear by destroying certain enemies: Shooting down colored waves of enemy planes spawn items like "S" power-up icons, point bonuses and extra lives. Certain enemies on the ground spawn "B" icons that increases the player's bomb stock when destroyed. Every time the player lands at a runway beyond the first takeoff, the amount of bombs multiply 3000 points to the player's total score.
Players are given three lives initially and bonus lives are awarded at 50000 points and thereafter.[1] The game employs a checkpoint system in which a downed single player will start off at the beginning of the checkpoint they managed to reach before dying. Getting hit by enemy fire will result in losing a live, as well as a penalty of decreasing the plane's firepower to his original state and once all lives are lost, the game is over unless players insert more credits into the arcade machine to continue playing. Completing the last stage restarts the game with the second loop increasing in difficulty.
TI99 information link
Flying Shark for TI99 By
Rasmus Moustgaard
atariage.com/forums/topic/268548-flying-shark/page/10/#comments
1. Arcade 0:44
2. Fujitsu FM-7 2:57
3. Sega SG-1000 5:01
4. MSX 7:20
5. Sharp X1 8:54
6. NEC PC8801 11:12
7. Windows ( Sega Smash Pack Vol. 2 ) 13:29
8. Sega Genesis / Megadrive 15:58
9. Windows / Steam ( Sega Genesis Collection ) 18:13
10. Mega CD ( Game No Kanzume Vol. 1 ) 21:12
11.Sega Saturn ( AGES Memorial Collection ) 23:41
Description Source:
en.wikipedia.org/wiki/Flicky
Flicky is a platform game developed by Sega and released in arcades in May 1984. It was licensed to Bally Midway for distribution in the United States. In Flicky, the player controls the eponymous blue bird and must gather all the small birds called Chirps in each round and bring them safely to the exit. There are cat and lizard enemies which can disperse the Chirps and kill the player, but Flicky can use items on the playing field to protect herself and the Chirps from danger.
The idea for Flicky came from Sega senior leadership, who wanted to exceed the success of Namco's Mappy (1983). Yoji Ishii and Yoshiki Kawasaki developed Flicky at Sega over one year. Originally, the game simply had the player catch ambiguous dots in a maze. Taking inspiration from a popular song in a Japanese variety show, Kawasaki gave the game an urban theme and bird characters. The game was originally titled "Busty", then "Flippy", before finally settling on "Flicky".
Flicky was first ported to the SG-1000 in Japan, and then later to other Japanese home consoles. In 1991, Flicky was released in North America and Europe on the Sega Genesis. The character has continued to hold cameo appearances in Sega video games, most notably within the Sonic the Hedgehog series.
Gameplay:
Flicky is a platform game in which the player takes control of a flightless blue bird named Flicky. With only the ability to run side-to-side and jump, the player must collect all the small, yellow birds called "Chirps" and take them to the exit to clear each round. According to game artist Yoshiki Kawasaki, Flicky is just a friend to the Chirps although some players may think she is a mother to them. The Chirps follow Flicky in a chain until they are collected at the exit. Bonus points are awarded for bringing multiple Chirps back in a single chain. There are 48 total stages. Each stage takes place on a single wraparound screen that scrolls horizontally with Flicky always in the center. After all the stages are completed, the game loops infinitely on an increased difficulty mode.
Collected Chirps will disperse if their chain comes in contact with an enemy. Some of the chirps wear sunglasses; these chirps behave more unpredictably when dispersed. There are two enemy types in the standard rounds, house cats called Tigers and green iguanas called Iggys. These enemies can be simply avoided but can also be defeated with throwable items available on some levels. These items include telephones, flower pots, cups, and bottles. Flicky can pick up an item by walking into it, and throw it by jumping. Sometimes diamonds may appear, which cannot be thrown but rather provide bonus points.There are also bonus rounds in which Flicky attempts to catch as many falling Chirps as possible in a net.
patreon.com/ghs?ty=h
Video Locations:
1. Arcade 0:38
2. MS-DOS 4:06
3. Amstrad 7:36
4. ZX Spectrum 11:01
5. Commodore 64 14:21
6. Amiga 16:55
7. Atari ST 20:25
8. Turbo Grafx 16 23:54
9. PC Engine CD 27:23
Video Description Source:
en.wikipedia.org/wiki/Hyper_Dyne_Side_Arms
Hyper Dyne Side Arms (サイドアーム) is a 1986 side-scrolling shoot-'em-up arcade game developed by Capcom. The player takes control of a flying mecha suit who must battle an alien army. Side Arms uses a two-directional attacking system similarly to Capcom's previous shoot-'em-up Section Z.
Plot
An evil alien empire known as the Bozon are launching a full-scale attack on Earth. As either Lt. Henry or Sgt. Sanders, the player must pilot a giant space mecha known as a "Mobilsuit" to defeat the aliens. Up to two players can play simultaneously.
http://www.mediafire.com/file/0u7qa2a6i8xrf62/Nintendo_DS_Box_Art_Collection.zip/file
patreon.com/ghs?ty=h
1. Arcade 0:39
2. ZX Spectrum 4:19
3. Apple 2 7:18
4. Amstrad 10:17
5. Atari 2600 13:17
6. Atari 7800 16:16
7. MSX ( Seiken Acho ) 19:15
8. Commodore 64 22:33
9. ZX Spectrum ( Mister Kung Fu ) 25:47
10. Gameboy 28:52
11. Nintendo Entertainment System 31:51
12. Flash ( Kung Fu Remix ) 34:50
13. Windows ( Kung Fu II ) 38:20
Video Description:
en.wikipedia.org/wiki/Kung-Fu_Master_(video_game)
Kung-Fu Master is a side-scrolling beat 'em up game produced by Irem as arcade game in 1984 and distributed by Data East in North America. The game was initially released in Japan under the title of Spartan X[a] as a tie-in based on the Jackie Chan film Wheels on Meals (which was also distributed under the name Spartan X in Japan); however, the game has no bearing on the plot of the film outside the names of the main protagonist and his girlfriend, allowing Irem to export the game without the license by simply changing the title.
The players control Thomas, the titular Kung-Fu Master, as he fights his way through the five levels of the Devil's Temple in order to rescue his girlfriend Sylvia from the mysterious crime boss Mr. X. Kung-Fu Master is regarded as the first beat 'em up video game. It had a NES port titled Kung Fu, which sold 3.5 million cartridges. The arcade game also inspired a 1988 French film of the same name.
Gameplay
The player controls Thomas with a four-way joystick and two attack buttons to punch and kick. Unlike more conventional side-scrolling games, the joystick is used not only to crouch, but also to jump. Punches and kicks can be performed from a standing, crouching or jumping position. Punches award more points than kicks and do more damage, but their range is shorter.
Underlings encountered by the player include Grippers, who can grab Thomas and drain his energy until shaken off; Knife Throwers, who can throw at two different heights and must be hit twice; and Tom Toms, short fighters who can either grab Thomas or somersault to strike his head when he is crouching. On even-numbered floors, the player must also deal with falling balls and pots, snakes, poisonous moths, fire-breathing dragons, and exploding confetti balls.
The Devil's Temple has five floors, each ending with a different boss (described as "sons of the devil" at the start of the game). In order to complete a floor, Thomas must connect with enough strikes to completely drain the boss's energy meter; he can then climb the stairs to the next floor. Thomas has a fixed time limit to complete each floor; if time runs out or his meter is completely drained, the player loses one life and must replay the entire floor. Upon completing a floor, the player receives bonus points for remaining time and energy. The boss of the fifth floor is Mr. X, the leader of the gang that kidnapped Sylvia. Once he is defeated, Thomas rescues Sylvia and the game restarts at a higher difficulty level.
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This video contains Official, unofficial, clones, & home brews.
Many of the clones
featured in this video are only to show off the hardware &
it's limitations. It is not
intended to document Pac-Man in all of it's official capacity.
This video will not be following the usual formula.
With exception to the Arcade, all video's will
be featured in alphabetical order.
Even with 100 versions in one video It's still impossible
for me to round up every version out there. I had many
issues with finding the roms / images, & Emulation. Some
roms simply could not be located. This project has taken 7
months to complete. Enjoy !!
In this video We'll be comparing 100
versions of Pac-Man, including clones,
homebrews, & unofficial clones.
1. Arcade 01:36
2. Amiga ( Assassins disk 16 ) 03:05
3. Amiga ( MazeMan ) 04:34
4. Amiga ( Pucman ) 06:04
5. Amstrad ( Pac-man Arcade ) 07:35
6. Amstrad 09:09
7. Android 10:38
8. Apple 2 12:08
9. Atari 800 XE 13:37
10. Atari 2600
( Ms. Pac-Man Hack ) 15:07
11. Atari 2600 ( Original ) 16:36
12. Atari 2600 ( 4k ) 17:46
13. Atari 2600 ( 8k) 19:14
14. Atari 5200 ( Original ) 20:44
15. Atari 5200 ( Arcade ) 22:14
16. Atari 7800 ( Home Brew ) 23:43
17. Atari ST ( Pacman ST ) 25:12
18. Atari St ( V2 ) 26:41
19. Atari XE XL ( Arcade ) 28:11
20. Atari XE XL ( Sir Pacman ) 29:40
21. Bally Astrocade ( Muncher ) 31:09
22. BBC Micro 32:39
23. Coleco ( Table Top ) 34:08
24. Colecovision ( Atari Prototype ) 35:40
25. Colecovision ( OpCode ) 37:14
26. Commodore Vic20 38:51
27. Commodore 64 ( Atari ) 40:20
28. Commodore 64
( Donald Burden ) 41:49
29. Commodore 64 ( Paku Paku ) 43:18
30. Dreamcast 44:48
31. Dreamcast VMU ( HomeBrew ) 46:17
32. Entex ( Hand Held ) 47:46
33. Exidy Sorcerer (Chomp ) 49:15
34. Fairchild Channel F
( Home Brew ) 50:44
35. Flash 52:59
36. Game Gear 54:28
37. Gameboy Advance
( Version 1 & 2 ) V1 55:58 V2 57:47
38. Gameboy Color 59:29
39. Gameboy 1:00:58
40. Games.LOL 1:02:27
41. Genesis MegaDrive
( Pac-man 2 ) 1:03:56
42. Google 1:05:26
43. Intellivision 1:06:55
44. Jakk's Pacific 1:08:26
45. Java 1:09:55
46. Microsoft Excel 1:11:25
47. Mobile ( Java ) 1:13:34
48. MS DOS ( Bataille ) 1:15:05
49. MS DOS ( Champ ) 1:16:35
50. MS DOS ( JROK 2 ) 1:18:04
51. MS DOS ( JROK 1 ) 1:19:32
52. MS DOS 1:20:52
53. MS DOS ( Pacmania ) 1:22:21
54. MSX 1:23:50
55. MSX 2 ( Hand held emulator ) 1:25:20
56. MSX 2 ( Paccy ) 1:26:49
57. PS2, Xbox, Gamecube, Windows
( Namco 50th Anniversary ) 1:28:19
58. NEC PC-6000 1:29:47
59. NEC PC-6001 mkII 1:31:17
60. NEC PC-8001 ( Puckman 3 ) 1:32:56
61. NEC PC 8001 1:34:26
62. NEC PC-8801 1:35:55
63. NEC PC-9801 1:37:27
64. Neo Geo Pocket Version 1 & 2 V1 1:38:56 V2 1:40:22
65. NES ( Namco ) 1:41:40
66. NES ( Tengen ) 1:43:10
67. Nintendo 64 ( Namco Museum 64 ) 1:44:39
68. Nintendo DS ( Namco Museum DS ) 1:46:08
69. Nintendo Switch ( Namco Museum ) 1:47:37
70. Nintendo Wii ( Namco Megamix ) 1:50:06
71. Oric 1 1:52:36
72. Palm M Series v.3 1:54:05
73. PC Jr / Tandy ( Paku Paku ) 1:55:33
74. Pico 8 1:57:03
75. Playstation ( Namco Museum 1 ) 1:58:33
76. Playstation 4
( Namco Arcade Games Series ) 2:00:02
77. Playstation Portable
( Namco Battle Collection ) 2:01:37
78. Sam Coupe 2:03:56
79. Fujitsu FM 7 2:05:35
80. Sharp MZ 80 ( Munchies ) 2:07:04
81. Sharp MZ 700 ( Mac Pac ) 2:08:28
82. Sharp MZ 700 ( Muc Mac ) 2:09:57
83. Sharp MZ 800. ( Muc Mac ) 2:11:27
84. Sharp X1 2:12:56
85. Sharp X 68000 ( SPS ) 2:14:30
86. Sharp X68000 ( Version 2 ) 2:16:00
87. Super NES
( Pac-Man 2 The New Aventure ) 2:17:29
88. Super NES ( Home Brew ) 2:18:58
89. Tandy CoCo 3 ( Arcade ) 2:20:29
90. Tandy CoCo ( Tribute ) 2:21:58
91. TI-84 CE ( Home Brew ) 2:23:27
92. TI-99 2:24:57
93. Tomy Hand Held 2:26:26
94. Unity ( Home Brew ) 2:27:40
95. Windows, XBox 360, PS3, WiiU, Steam
( Pac-Man Museum ) 2:29:10
96.Windows ( Return of Arcade ) 2:31:08
97. Windows Namco All Stars V1 2:32:38 V2 2:34:13
98. Pac-Man V ( Home Brew ) 02:36:13
99. ZX Spectrum (Pac-Man Arcade ) 2:37:42
100. ZX Spectrum 2:39:16
Video Description Link:
pacman.fandom.com/wiki/Pac-Man_(game)
Pac-Man (パックマン Pakkuman), originally known as Puckman in Japan, is the initial game in the Pac-Man series. It was created by Toru Iwatani and released by Namco in 1980, and it was published by Bally Midway for U.S. distribution. The game would go on to become a cultural icon worldwide.
Name Change:
Pac-Man was originally released under the English name "Puckman". The game's katakana was actually closer to "Pack Man", meaning the original name was likely translated incorrectly. Upon its release in the US, the name was changed to "Pac-Man" due to fear of vandalism of the "P" in "Puck" being changed into an "F". Presumably due to this actually being closer to the intended name, the name was changed to Pac-Man in Japan for subsequent sequels and re-releases.
mediafire.com/file/9l87gavgfg3uogr/Sega_Saturn_JAPAN_Box_Art_Collection.rar/file
http://www.mediafire.com/file/hb6qcqded243sqc/Microsoft+XBOX+360+Box+Art+Collection.rar
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Video Locations
1. Arcade 0:48
2. Gameboy 4:47
3. Famicom 8:46
4. Famicom Disk System 12:45
5. MSX2 16:44
6. Java 20:44
7. N-Gage 24:13
8. Game Gear 27:42
9. NEC PC9801 31:42
10. Windows 35:41
11. PC Engine CD 39:40
12. Mega Drive 43:40
13. Super Famicom 47:39
14. Sharp X68000 51:38
15. FM Towns 55:38
Description Source:
puyonexus.com/wiki/Puyo_Puyo
Puyo Puyo (ぷよぷよ, Puyo Puyo) is the first game in the series, made in 1991 by Compile, using characters from Madou Monogatari. It was created by Masamitsu "Moo" Niitani, the founder of Compile, who was inspired by certain elements from the Tetris and Dr. Mario series of games.
Gameplay
See also: Basic rules, Scoring, Puyo Puyo (rule)
Single-player
The original MSX and Famicom versions of the game contain Endless and Mission modes. In Endless, the player matches Puyos until their screen fills, with a giant Puyo or Carbuncle appearing periodically to assist the player. In Mission, the player is given several preset boards, each with a certain goal (such as creating a 3-chain or clearing 8 Puyos simultaneously) that the player must meet to win.
The arcade version focuses on competitive play, and thus replaces these two modes with Scenario. Scenario consists of a series of battles against AI opponents and includes Beginner mode, which gives the player three opponents unrelated to the main game, Normal mode, which features 13 characters, and Difficult mode, which automatically sends the player to the fourth battle of Normal. Most of the arcade version's home ports reintroduce Endless mode.
Multiplayer
In this mode, two players play against each other. In exactly the same fashion as before, by out-chaining one another, the player tries to fill up their opponent's field. Due to the lack of later Puyo Puyo games' offset rule, victory can be achieved by simply making a five chain or higher and waiting out the opponent.
Scenario story and opponents
The Scenario mode features Arle Nadja, protagonist of the Madou Monogatari series. She has learned a spell known as Owanimo, which converts four or more similarly-colored creatures into pure energy. She plans to use this spell to defeat Satan, but must first battle twelve other opponents.
The English version features a slightly different plot: Arle, now known as Silvana, must protect her home from the Black Kingdom. Each character's English name is noted in parenthesis where applicable.
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Video Locations:
1. Arcade 0:43
2. ZX Spectrum 4:12
3. Amstrad 7:41
4. Commodore 64 11:12
5. Atari St 14:41
6. Amiga 18:11
Description Source:
en.wikipedia.org/wiki/Sonic_Boom_(1987_video_game)
Sonic Boom (ソニック・ブーム Sonikku Būmu) is a 1987 vertical scrolling shooter arcade game created by Sega.
Gameplay:
The player, piloting an airplane fighter, begins with a single gun (as with most scrolling shooters) and can power up by collecting power ups dropped by certain colored enemies. The power ups can add a ship to the fighter's left and right sides and increase shot power and range. They can also drop bombs, which can wipe out all weak enemies on screen and do massive damage to stronger enemies.
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Video Locations:
1. Amstrad Opening 0:38
Gameplay 1:44
2. ZX Spectrum Opening 5:21
Gameplay 6:04
3. Commodore 64 Opening 10:04
Gameplay 10:38
4. Atari ST Opening 14:47
Gameplay 16:02
5. Amiga Opening 19:30
Gameplay 20:52
6. Amiga CD32 Opening 24:14
Gameplay 25:38
7. Genesis / Mega Drive Opening 28:57
Gameplay 29:30
Description Source:
en.wikipedia.org/wiki/Lotus_(video_game_series)#Lotus_Esprit_Turbo_Challenge
The first game in the series was released in 1990 for most popular contemporary 8-bit and 16-bit computer systems, the Amiga version being the most technically advanced[citation needed]. The game allowed the player to race a Lotus Esprit Turbo SE car through several (32 in the Amiga version) circuit race tracks of varying scenery. Two player simultaneous play (with split screen) was also provided, and a choice of audio tracks to accompany races.
Each track is lap-based and consists of turns of varying degrees, as well as hills and hollows which slow down or speed up the car passing through them. Each turn is indicated by a chain of road-side signs, and the difficulty of the turn is reflected by the number and density of these signs - a feature common to all titles in the Lotus series.
While racing, the players must manage their fuel supply, occasionally visiting the pit stop for refuelling. Also apart from overtaking the other cars, the racers must avoid various hazards and obstacles. These are dependent on the scenery the track is located in, and include slippery road on the winter courses, road blocks, slippery puddles and wooden logs.
The tracks are split into three race series, with different difficulty levels. In each race the player or players compete against 20 opponents. The goal is to finish each race on the highest possible position; if the player finishes a race within the first 10 places they qualify for the next race and receive points towards a final position on the high-score table. The names of the computer-controlled drivers are puns on the names of real-life racers of the time ("Ayrton Sendup", "Nijel Mainsail" and "Alain Phosphate" for example).
Unusually, the player's starting position in each race is the exact opposite of the position reached at the end of the previous one. This gives weaker players a chance to improve by starting in a higher position.
When racing in the one-player mode, the bottom half of the screen is unused and features a static image of the Esprit Turbo. In the two-player mode one half is used by each player. The two-player feature operates similarly to the one-player mode, except that only one player needs to reach 10th place to qualify both players for the next race.
In the Amiga version entering MONSTER and SEVENTEEN as names of players 1 and 2 respectively, reveals a hidden mini-game - a simple space-themed shooter, where the objective is to survive as long as possible while shooting rocks that fly around.
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1. Arcade 0:37
2. ZX Spectrum 4:06
3. Amstrad 7:35
4. Commodore 64 11:05
5. Atari ST 14:34
6. Amiga 18:03
7. Playstation 2, Game Cube,
XBOX, Windows
( Midway Arcade Treasures 3 ) 21:32
Description Source:
en.wikipedia.org/wiki/Badlands_(video_game)
Badlands is a 1989 arcade game published by Atari Games. It was ported by Domark under the Tengen label to a number of home computers. It is set in the aftermath of a nuclear war and races around abandoned wastelands with many hazards. Three gun-equipped cars race around a track to win prizes.
Gameplay
Badlands is effectively the spiritual successor to Atari's previous racing games Super Sprint and Championship Sprint. Similarly to the Sprint titles, Badlands pits three cars against each other in a three lap race around a small, single-screen circuit. Bonuses are present in the form of wrenches which can be traded for goods such as extra speed, extra acceleration or better tires
Unlike the Sprint games, Badlands expands upon the formula, taking place in a post-apocalyptic environment and equipping each of the players with cannons. In reality, the cannons do little except to slow cars down by repeatedly shooting at them, but the shop between levels offers the possibility of arming the car with missiles which will destroy the target car, placing it at a severe disadvantage as a replacement is brought onto the track, taking a few seconds.
The tracks also featured a number of new obstacles, including mines and retractable barricades.
Interactive Instruction books
Video Game Booklet
archive.org/details/ArcadeGameManualBadlands
Computer Booklet
archive.org/details/Badlands_1990_Domark_EN-IT
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1. Arcade 0:33
2. ZX Spectrum 4:02
3. Amstrad 6:56
4. Commodore 64 9:50
5. Atari ST 12:44
6. Amiga 15:39
7. MS DOS 18:33
8. Atari Lynx 21:03
9. Playstation 2, XBOX, GameCube,
Windows 24:32
Description Source:
en.wikipedia.org/wiki/S.T.U.N._Runner
S.T.U.N. Runner (Spread Tunnel Underground Network Runner) is a fast-paced, racing/shooter arcade game released by Atari Games in 1989. The player pilots a futuristic speed bike which can exceed 900 mph through various tunnels and courses, with changing environments, hazards and enemies. S.T.U.N. Runner was notable for its early use of high-speed 3D polygonal graphics, and was based on an evolution of Atari's pioneering Hard Drivin' hardware.
Gameplay:
The final goal is to reach the "Ultimate Challenge", an endless race filled with surprises, where the player must simply get as far as possible in the allotted time. Markers on the Ultimate Challenge course show the names of the five players who have traveled the farthest, who are tracked independently of the game's traditional high score table.
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1. Arcade ( Mega Play ) 1:25
2. Atari 2600 ( Home Brew ) 5:01
3. Nintendo Entertainment System 8:43
4. Game Gear 12:22
5. Sega Master System 16:01
6. Gameboy Advance 20:06
7. Xbox PS2 Game Cube Windows 23:45
8. Genesis / Mega Drive 27:49
Video Description Source:
en.wikipedia.org/wiki/Sonic_the_Hedgehog_(1991_video_game)
Sonic the Hedgehog is a platform game developed by Sonic Team[c] and published by Sega for the Sega Genesis console. The game was first released in North America in June 1991, and in PAL regions and Japan the following month. The game features an anthropomorphic hedgehog named Sonic in a quest to defeat Doctor Robotnik, a scientist who has imprisoned animals in robots and stolen the magical Chaos Emeralds. Sonic the Hedgehog's gameplay involves collecting rings as a form of health and a simple control scheme, with jumping and attacking controlled by a single button.
The game's development began in 1990 when Sega ordered its AM8 development team to create a game featuring a mascot for the company. After considering a number of suggestions, the developers decided on a blue hedgehog with spikes along his head and spine and renamed themselves "Sonic Team" to match their character. Sonic the Hedgehog, designed for fast gameplay, was influenced by the games of Super Mario series creator, Shigeru Miyamoto. Sonic the Hedgehog uses a novel technique that allows Sonic's sprite to roll along curved scenery, which originated in a tech demo created by the game's programmer, Yuji Naka.
The game was well received by critics, being considered one of the greatest of all time, with praise given to its visuals, audio, and gameplay. It was also commercially successful, establishing the Genesis as a key player in the 16-bit era and allowing it to compete with Nintendo and their Super Nintendo Entertainment System console. The game has been ported a number of times, and inspired several clones, a successful franchise, and adaptations into other media.
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1. Arcade ( Nintendo Super System ) 1:30
2. Nintendo Entertainment System 7:30
( Home brew )
3. MSX ( Home Brew ) 14:15
4. Genesis / Megadrive ( Home Brew ) 20:14
5. Android 24:58
6. Gameboy Advance 30:57
( Super Mario World – Super Mario Advance 2 )
7. Super Famicom 37:57
8. Super Nintendo 43:56
Description Link:
en.wikipedia.org/wiki/Super_Mario_World
Super Mario World[a] is a 1990 side-scrolling platform video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). The story follows Mario's quest to save Princess Toadstool and Dinosaur Land from the series' antagonist, Bowser, and his children, the Koopalings. Gameplay is similar to that of earlier entries in the series; players control Mario, or his brother Luigi, through a series of levels to stop Bowser. The game also introduces Yoshi, a dinosaur who can eat enemies with his tongue.
Nintendo Entertainment Analysis and Development developed the game led by director Takashi Tezuka and producer and series creator Shigeru Miyamoto. It is the first entry in the Super Mario series developed for the SNES, and was designed to make the most of the console's advanced features. The development team was given more freedom in creating the game compared to previous Nintendo Entertainment System (NES) instalments. The character Yoshi had been conceptualised during the development of the NES games but was not used due to hardware limitations.
Super Mario World was a critical and commercial success, and is often considered one of the greatest video games of all time. It sold over 20 million copies worldwide, making it the best-selling game on the SNES. It has been re-released many times, first as part of the 1994 compilation release Super Mario All-Stars + Super Mario World on the SNES, and on the Game Boy Advance as Super Mario Advance 2 in 2001. The game's popularity also inspired a short-lived animated television series and a direct sequel, Yoshi's Island, which was released in 1995. It was later re-released as a Virtual Console title for the Wii, Wii U and New Nintendo 3DS consoles, in addition to Nintendo's Super NES Classic Edition.
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In this video We’ll be comparing 16 versions
of Super Mario Bros. Across multiple platforms.
Please note there are numerous unofficial clones
presented in this video. Not all are official.
1. Arcade Vs. 0:48
2. Game & Watch 3:48
3. Atari 2600 ( Princess Rescue ) 6:40
4. Sharp X1 ( Special ) 9:39
5. NEC PC88 ( Special ) 13:38
6. ZX Spectrum 16:38
7. Sega SG1000 ( Superboy 1 ) 19:37
8. DOS ( Mario & Luigi ) 22:36
9. Sharp X68000 25:35
10. Turbo Grafx 16 28:34
11. Genesis / Megadrive 31:34
12. Adobe Flash 34:33
13. Gameboy Advance ( NES Classic edition ) 37:33
14. Gameboy Color ( Deluxe ) 40:32
15. Nintendo Entertainment System 43:32
16. Super Nintendo ( All Stars ) 46:31
( Also available for the Wii )
Description Source:
en.wikipedia.org/wiki/Super_Mario_Bros.
Super Mario Bros.[a] is a platform video game developed and published by Nintendo for the Nintendo Entertainment System home console. Released as a successor to the 1983 game Mario Bros., Super Mario Bros. was released in Japan and North America in 1985, and in Europe and Australia two years later. Ports of the game were later developed for other systems including the Super Nintendo Entertainment System, the Game Boy Color and the Game Boy Advance, and the original version of the game has been rereleased for the Wii, 3DS, and Wii U as part of the Virtual Console line of retro video game releases. In Super Mario Bros., the player controls Mario and his brother, Luigi, as they travel through the Mushroom Kingdom in order to rescue Princess Toadstool from the antagonist, Bowser. The game features 2D side-scrolling gameplay, and has the player traverse the Mushroom Kingdom by running and jumping through 8 worlds of levels, while defeating enemies and collecting coins and distinct power-ups which aid Mario on his quest, including the Super Mushroom, the Fire Flower and the Starman.
Initially intended as a farewell to the Famicom in Japan before the release of the Famicom Disk System, Super Mario Bros. was designed by Shigeru Miyamoto and Takashi Tezuka, and began development as a shooting game before the team decided to instead make it a side-scrolling platformer, and choosing to feature Mario, Nintendo's mascot who had previously featured in Donkey Kong and Mario Bros., as the playable main character. The game's music was composed by Koji Kondo.
Super Mario Bros. experienced immense commercial success and has received critical acclaim, with many crediting it alongside the NES as one of the key factors in reviving the video game industry after it had experienced a market crash in 1983. The game's mid-1980s release served to further popularize the side-scrolling subgenre of the already popular platform video game genre of the early 1980s. It was the best-selling game of all time for a single platform for over three decades until it was surpassed in the late 2000s by Nintendo's Wii Sports, selling over 40 million units and becoming one of the defining titles of the NES. The commercial success of Super Mario Bros. prompted the creation of two direct sequels both for the NES, and ultimately led to the creation of an expansive franchise, spawning a successful video game series consisting of several sequels and spin-off titles, as well as an animated television series, an anime film, and a full-length feature film. Alongside Mario himself, the game has become a prominent figure of American popular culture.
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Video Locations:
1. Gameboy 0:53
2. Nintendo Entertainment System 4:22
3. Game Gear 7:51
4. Sega Master System 11:20
5. MS DOS 14:49
6. Genesis / Mega Drive 18:19
7. Super Nintendo 21:48
8. Amiga 25:17
9. Phillips Cdi 28:46
10. Gameboy Advance 32:16
11. Playstation 2, Xbox, Game Cube
Intro: 35:15
Game play: 37:30
Video Description Source:
en.wikipedia.org/wiki/Micro_Machines_(video_game)
Micro Machines is a racing video game developed by Codemasters and originally published by Camerica for the Nintendo Entertainment System (NES) in 1991. Themed around Galoob's Micro Machines toys, players race in miniaturised toy vehicles around various environments. The game is the first instalment in the Micro Machines video game series.
Micro Machines was developed because Galoob wanted Codemasters to develop a game based on their toy brand, although Galoob and Codemasters encountered legal issues with Nintendo over the game being unlicensed. Micro Machines was ported to several systems, and received remakes for the Xbox, PlayStation 2, and GameCube in 2002. Micro Machines's reception was positive, with reviewers praising the originality and two-player mode, although some criticised the sprites on some versions. A sequel, Micro Machines 2: Turbo Tournament, was released in 1994, and the series was revived in 2016 with the release of a title for iOS and Android.
Gameplay:
Micro Machines is a top-down racing game: players observe races from above. Players race in environments such as breakfast and pool tables, work desks, and treehouses, driving toy vehicles such as powerboats, helicopters, formula one cars, and tanks that can shoot other racers. Courses have a predefined path that racers must follow: if a player leaves the defined route for too long they are sent back to the track. Many have obstacles such as cereal boxes on breakfast tables, and pencil sharpeners on desks.
There are two game modes: the Micro Machines Challenge, and head-to-head. In both modes, players select a character. In Micro Machines Challenge, players race against three computer-controlled opponents, and must finish in first or second to qualify for the next round. Players are given three chances: if all three are lost the game is over. Every three races, players compete in a time trial race to earn an extra chance. In head-to-head, players race against another vehicle. Players are colour-coded, and the goal is to get lights on the screen to show the player's colour by getting a screen ahead of the other player, so the trailing player is no longer visible. When this happens, one light turns to the colour of the leading player. The game ends when all eight lights are one colour, or after three laps, in which case victory goes to the player with the most lights. If the game is tied, there is a "sudden death play-off", where the next player to win a light wins. The game starts with four lights of each colour. Head-to-head can be played in either single-player mode or with two players. With two players, certain characters have a handicap to give the other player a better chance. The Game Gear version supports two players via link-up, or by players holding one end of the console each with one player using the buttons and the other the D-pad.
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Video Locations:
1. Game Gear
Opening: 0:47
Gameplay: 1:48
2. Sega Master System
Opening: 5:32
Gameplay: 6:24
3. Genesis / Mega Drive
Opening: 10:05
Gameplay: 11:36
4. Sega CD
( Sega Classics Arcade Collection )
Opening: 14:39
Gameplay: 16:15
5. Xbox 360
( Sega Vintage Collection )
Opening: 19:23
Gameplay: 21:17
6. Windows / Steam
Opening: 26:11
Gameplay: 28:01
Description Source:
en.wikipedia.org/wiki/Streets_of_Rage
Streets of Rage (ベア・ナックル Bea Nakkuru, "Bare Knuckle") is trilogy of a beat 'em up video games developed and published by Sega in the first half of the 1990s. The series centers on the efforts of several heroes to rid a troubled city from the rule of a crime syndicate.
The games were well-received and have been re-released many times both on compilations and as standalone titles. The dance music-influenced soundtracks of the games, scored by Yuzo Koshiro and Motohiro Kawashima, have received much acclaim.
History:
The three games in the series were released between 1991 and 1994. The first entry, Streets of Rage, introduces the main characters: three young former police officers (Axel, Blaze, and Adam), and Mr. X, an evil mastermind. It is the only game in the series to feature a special attack that defeats all non-boss enemies on-screen. Streets of Rage was supported by Sega's Genesis, Master System and Game Gear consoles.
The next entry in the series, Streets of Rage II, had new music (influenced by early '90s club music) from series composer Yuzo Koshiro and newcomer composer Motohiro Kawashima, more defined graphics and a bigger selection of moves. It also introduced two new characters, Eddie "Skate" Hunter, and Max Thunder (or Sammy "Skate" Hunter and Max Hatchett in some regions). Like the original title, Streets of Rage II was playable on Sega's Genesis, Master System and Game Gear.
The final entry to the Streets of Rage series, Streets of Rage 3 was less well-received than its predecessors. Despite some enhancements, it has been seen as very similar to Streets of Rage II. This entry to the series added a more complex storyline, told using cutscenes. The Western version's plot was largely censored and its difficulty significantly increased. The music, again composed by Koshiro and Kawashima, was also criticized for being radically different to the music from the first two games. Unlike the two foregoing titles, Streets of Rage 3 was available only on the Genesis console.
All three titles have been re-released on numerous platforms and compilations, including Sonic Gems Collection and Sonic's Ultimate Genesis Collection, and on the Wii's Virtual Console, Xbox Live Arcade.
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1. Gameboy 0:38
2. Nintendo Entertainment System 4:37
3. Sega Genesis 8:36
4. Super Nintendo 12:35
Video Description Source :
en.wikipedia.org/wiki/Battletoads_%26_Double_Dragon
Battletoads/Double Dragon is a 1993 beat 'em up developed by Rare and published by Tradewest. It was originally released for the Nintendo Entertainment System and later ported to the Mega Drive/Genesis, Super NES, and Game Boy.
The Ultimate Team is a crossover of both Technos Japan's Double Dragon and Rare's own Battletoads game franchises, although Technos had little or no credited involvement in the production of the game outside of the Double Dragon license. The game features the characters from the Double Dragon series, Billy and Jimmy Lee, two young martial arts experts; also included are the three humanoid toad protagonists from the Battletoads game. It is also the first Battletoads game to feature all three toads as playable characters. The game's engine and design are directly based upon the Battletoads series.
Gameplay:
The player has a choice of five playable characters: Billy and Jimmy Lee from Double Dragon, and Zitz, Pimple and Rash from Battletoads. The player must then proceed through seven stages, kicking and punching each enemy that comes onscreen. A boss is included at the end of each stage, challenging the player before they can progress to a higher level of the game.
With two players, the continues are overlapping: whenever one player continues, then both players have to start at the beginning of the level (this is the opposite of games like Contra, where a strong player can tow a weak player along to advanced levels; in Battletoads Double Dragon, a weak player will hold a strong player back).
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Video Locations:
1. ZX Spectrum 0:37
2. Amstrad 4:06
3. Commodore 64 7:06
4. MS DOS 10:05
5. Atari ST 13:35
6. Amiga 17:03
Video Description Source:
en.wikipedia.org/wiki/WWF_WrestleMania_(1991_video_game)
WWF WrestleMania (named after the World Wrestling Federation's (WWF) annual pay-per-view event) is a game developed by Twilight and published by Ocean Software in 1991 for the Amiga, Amstrad CPC, Atari ST, Commodore 64, ZX Spectrum, and DOS. It was the first WWF licensed game available for these computers which were still dominant in Europe. It was followed on most of these computers by 1992's WWF European Rampage Tour.
In February 1993, the Spectrum version was released as part of the Super Fighter compilation with Pit-Fighter and Final Fight.
Visually, the game resembles the arcade game WWF Superstars, and it plays somewhat similarly as well.
Gameplay:
The player can choose from either Hulk Hogan, The Ultimate Warrior, or The British Bulldog and must defeat five opponents to become the WWF World Heavyweight Champion. The opponents are, in order, Mr. Perfect, The Warlord, "Million Dollar Man" Ted DiBiase, The Mountie, and Sgt. Slaughter. Before each match, the opponent will taunt the player's wrestler with a comment, and the player will then be able to choose from several replies in a nod to the WWF house style at the time.
Each wrestler is able to perform basic punches and kicks as well as a range of more advanced moves such as dropkicking, clotheslining, and one signature grapple maneuver which is performed by "waggling the joystick". In addition, there is a chair outside the ring which can be used as a weapon. Matches have a five-minute time limit, and a time limit draw or count-out will have the same effect as losing a match. The player has a total of four credits.
The game also features a practice mode in which the player faces a prone opponent. Another player can also control the second wrestler, but it will always be Mr. Perfect.
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Video Locations:
1. Arcade 0:43
2. Gameboy Advance ( MK Advance ) 4:11
3. Nintendo DS 7:11
4. Genesis / Mega Drive 10:40
5. Super Nintendo 14:09
6. Sega Saturn 17:39
7. Playstation 2 21:08
( Mortal Kombat Armageddon )
8. Windows / Xbox 360 25:07
( Mortal Kombat Arcade Kollection )
Video Description:
en.wikipedia.org/wiki/Ultimate_Mortal_Kombat_3#cite_note-1
Ultimate Mortal Kombat 3 (UMK3) is a fighting video game in the Mortal Kombat series, developed and released by Midway to arcades in 1995. It is an update of 1995's earlier Mortal Kombat 3 with an altered gameplay system, additional characters like the returning favorites Kitana and Scorpion who were missing from Mortal Kombat 3, and some new features.
Several home port versions of the game were soon released after the arcade original, although none were completely identical to the arcade version except for the Sega Saturn port. Some later home versions followed the arcade original with more accuracy. Some versions were released under different titles: Mortal Kombat Advance for the Game Boy Advance in 2001 and Ultimate Mortal Kombat for the Nintendo DS in 2007. The iOS version, recreating the game using a 3D graphics engine, was released by Electronic Arts in 2010.
Ultimate Mortal Kombat 3 was mostly well received and has been considered a high point for the Mortal Kombat series. However, the iOS remake and some other home versions were received poorly in comparison to the arcade game.
Ultimate Mortal Kombat 3 was updated to include more content from previous games in the series as Mortal Kombat Trilogy in 1996. The 2011 compilation Mortal Kombat Arcade Kollection includes an emulation of UMK3 as well as the first Mortal Kombat and Mortal Kombat II.
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Video Locations:
1. Arcade 0:37
2. Gameboy 4:07
3. Game Gear 7:06
4. Sega Master System 10:05
5. Sega Genesis 13:04
6. Super Nintendo 16:33
7. MS DOS 20:03
8. Playstation 23:32
9. Playstation Portable 27:01
10. Playstation 2 30:31
Xbox
Game Cube
Windows
( Midway Arcade Treasures 2 / Extended Play )
Description Source:
strategywiki.org/wiki/Mortal_Kombat_3
Mortal Kombat 3 is the sequel to the highly successful Mortal Kombat II and was developed and released shortly after it. This title brings many changes, as it now features a "Run" button, chained combos, and some other minor occurrences. The "Run" button now allows the player to quickly dash forward in order to assault the opponent (many fans criticized that the defending player had too much of an advantage, so the "Run" button was used as a solution). However, the amount of times you run is determined by the new "Run" meter, which wears out once you begin to run and recharges viceversa (it is also drained by using chained combos). The game also uses a new system of chained combos, also known as pre-progammed combos; these supplement the existing juggle combo system, but critics contend that chained combos are redundant and needlessly add to the learning curve of the game. They are pre-programmed button presses that are unblockable once one hit connects. Some chain combos end with an uppercut or other move that knocks the opponent into the air, so that more punishment can be dealt via a traditional juggle combo.
Numerous other small features were added, such as the long-anticipated Animality (which is similar to a Fatality, but it allows the player to morph into an animal and decimate their opponent). Mortal Kombat 3 also introduced "Mercy", where, if a player wins two rounds, he can perform a "Mercy" move instead of a Fatality. This allows a beaten foe to recover a sliver of life and continue fighting. This is necessary to perform an Animality. Several stages also give the player the ability to uppercut their opponent through various levels of that stage (such as the Subway level, which allows players to uppercut their opponent into the street that lies above). On top of this, the game added features such as a "Kombat Kode" (which were 6 digit codes entered at the VS screen in a two player game to modify gameplay) and the "Choose your Destiny" screen (this allows the player to select their difficulty after selecting a character).
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1. Arcade 0:43
2. MS DOS 3:42
3. Amstrad 6:41
4. ZX Spectrum 9:40
5. Commodore 64 12:39
6. Sega Master System 15:38
7. Atari ST 18:38
8. Amiga 21:37
Description Source:
en.wikipedia.org/wiki/Action_Fighter
Action Fighter is an overhead vehicular combat game released by Sega in 1986.
It mimics the style of other games such as Spy Hunter and Traverse USA. The player begins the game riding a superbike. In subsequent levels a sports car, a jet via added wings, jetski, helicopter and Formula One racing car can all be driven, as seen in the game's title screen. All of the vehicles are fully armed to deal with enemy vehicles and gun emplacements intent on stopping the player's progress. The helicopter levels play as a vertically scrolling shoot 'em up and resembles Xevious.
This game was also ported to the Sega Master System and later to all the most popular home computer platforms.
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1. Arcade 0:32
2. Gameboy Color 3:31
3. Playstation 6:30
4. Windows 9:28
5. Nintendo 64 12:28
6. Sega Saturn 15:27
7. Playstation 2
Xbox ( Midway Arcade Treasures 2 ) 18:26
Game Cube
8. Windows ( Midway Arcade Deluxe Edition ) 21:25
Description Source:
en.wikipedia.org/wiki/Rampage_World_Tour
Rampage World Tour is a video game released in 1997 and is the second game in the Rampage series. The game was developed as an arcade game for Midway Games by Game Refuge Inc. designers Brian Colin and Jeff Nauman, who conceived and designed the original in 1986. It was ported to the Sega Saturn, Nintendo 64, Game Boy Color, PlayStation, Microsoft Windows and has been re-released on Midway Arcade Treasures 2 as well as being included in Rampage: Total Destruction.
Gameplay:
Like in the first Rampage game, the goal of every stage is to destroy all the buildings in each city while avoiding or destroying the military forces. If the player takes too long in destroying the city, jets will fly in and bomb the remaining buildings, ending the stage with a lower score.
In this game, the player has some control over the course of the game. In the first level, Peoria, a tourism billboard cycles through different regions in the country (Northeast, Southwest, etc.). Destroying the billboard when it is showing one of these regions will send the player in that direction. Players may also choose to eat or ignore the "World Tour" powerups and control which country they can visit. After getting a World Tour power-up, the next few levels will take place in a foreign location until a Scumlabs plant is destroyed. However, the most memorable power-up is the purple radioactive waste, which transforms the player into a super monster known as V.E.R.N. The game will not end until every Scumlabs city has been destroyed, which may cause some erratic traveling around towards the end of the game (including multiple world tour trips if the players have missed or purposely kept from getting world tour flags).
Charles Ardai of Computer Gaming World noted that the PC port of the game had performance and graphics issues when played in full-screen mode. Best performance was achieved when the screen was set to a postcard-sized frame. He found the action to be basic, although there is a variety of animation. He added that it is "suffused with all the monster movie fun that was conspicuously lacking in the recent Godzilla film"
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Video Locations:
1. Arcade 0:47
2. Atari 2600 3:46
3. ZX Spectrum 6:44
4. Apple 2 9:43
5. Amstrad 12:42
6. Atari 8 Bit 15:40
7. Atari 7800 18:24
8. Atari 7800 ( Home Brew Hack ) 21:23
9. Tandy CoCo 24:21
10. Commodore 64 ( U.S. Version ) 27:20
11. Commodore 64 ( Euro Version ) 30:18
12. MS DOS 33:17
13. Nintendo Entertainment System 36:15
14. Atari ST 39:14
15. Atari Lynx 42:12
16. Amiga 45:10
17. Sega Master System 48:09
18. Gameboy Advance
( Paperboy Rampage ) 51:07
19. Playstation
( Arcade Party Pack ) 54:06
20. Playstation Portable
( Midway Arcade treasures Extended ) 57:30
21. Playstation 2, Game Cube, XBOX
( Midway Arcade Treasures ) 1:00:58
Description Source:
strategywiki.org/wiki/Rampage
Rampage is an arcade game, that was released by Bally Midway in 1986; it runs upon their MCR-3 hardware, but without those two General Instrument AY-3-8910s. The players must utilize an 8-way joystick to take control of one of three different monsters, with two buttons to make them punch and jump - George the giant gorilla, Lizzie the giant lizard, and Ralph the giant wolf. They were ordinary humans (until they were mutated, by eating radioactive vitamins, taking a bath in a radioactive lake, and eating a 'scam' sausage respectively); their only goals now are to destroy every city they come across, and this game has 768 days of destruction (this game says "no two are alike", but the cycle repeats five times). They must punch buildings and vehicles to destroy them as well as eat civilians that live in the buildings - but they will constantly be under attack from the U.S. National Guard and can also lose energy by falling from a distance which is greater than their own height, or into water, being hit by lightning, and by eating something "bad", such as cacti, poison, toasters and dynamite. Once one monster runs out of energy, he (or she, in the case of Lizzie) shall de-mutate back into a naked human and slowly walk sideways off the side of the screen; the remaining players shall then have the chance to eat him (or her), for 500 extra points, and a common headline for that following day's newspaper will be "EX-MUTANT IS ARRESTED FOR STREAKING!" if he or she is uneaten. Another, less common headline on this occasion is "LAB SCREW-UP WEARS OFF...FILM AT 11".
http://www.mediafire.com/file/z2udxn6to00jdzb/Game_Gear_Box_Art.zip
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Video Locations:
1. Arcade 0:36
2. Gameboy 4:05
3. Game Gear 7:34
4. Neo Geo Pocket 11:03
5. Super Nintendo 14:32
6. Genesis / Mega Drive 18:01
7. Sega CD / Mega CD 21:30
8. Playstation
( Samurai Spirits Kenkaku Yubinan Pack ) 25:00
9. 3DO 28:58
10. FM Towns 32:28
11. Playstation 2
SNK Arcade Classics 1 35:57
12. Playstation Portable
( Samurai Shodown Anthology ) 39:56
Description Source:
en.wikipedia.org/wiki/Samurai_Shodown_(video_game)
Samurai Shodown, known as Samurai Spirits (サムライスピリッツ Samurai Supirittsu?, Samu Supi in short) in Japan, is a competitive fighting game developed and published by SNK for their Neo Geo arcade and home platform. Released in 1993, it is the first installment in the Samurai Shodown series. In contrast to other fighting games at the time, which were set in modern times and focused primarily on hand-to-hand combat, Samurai Shodown is set in feudal-era Japan (similar to Kaneko's Shogun Warriors) and was one of the first fighting games to focus primarily on weapon-based combat after the success of Capcom's Street Fighter II.
Gameplay:
The game is set in the late 18th century, and all the characters wield weapons. The game uses comparatively authentic music from the time period, rife with sounds of traditional Japanese instruments, such as the shakuhachi and shamisen. A refined version of the camera zoom first found in Art of Fighting is used in Samurai Shodown; true to its use of bladed weapons, the game also includes copious amounts of blood.
The game quickly became renowned for its fast pace. Focusing more on quick, powerful strikes than combos, slow motion was added to intensify damage dealt from hard hits. During a match, a referee holds flags representing each player (Player 1 is white; Player 2 is red). When a player lands a successful hit, the referee lifts the corresponding flag, indicating who dealt the blow.
A delivery man occasionally appears in the background and throws items such as bombs or health-restoring chicken, which can significantly change the outcome.
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Video Locations:
1. Arcade 0:48
2. Amstrad 4:16
3. ZX Spectrum 7:45
4. Commodore 64 11:14
5. Super Nintendo 14:43
6. Atari ST 18:41
7. Amiga 22:10
8. Playstation 2 / XBOX 25:48
via Taito Legends
Video Description Source:
en.wikipedia.org/wiki/Operation_Thunderbolt_(video_game)
Operation Thunderbolt is a one- or two-player shooter arcade game by Taito made in 1988. It is the sequel to Operation Wolf. Like its predecessor, the game uses mounted positional guns as controllers. It also adds two-player simultaneous play. Versions of the game were released for the Super Nintendo Entertainment System and various home computers. An arcade exclusive sequel to Operation Thunderbolt was released in 1994, Operation Wolf 3.
Gameplay:
Roy Adams and Hardy Jones, two green berets, must save American hostages from a hijacked airliner which was forced to land in the fictional African province, Kalubya. To accomplish their mission, they must capture six different bases, shoot enemies such as soldiers, jeeps, tanks, and helicopters using their machine gun or grenade launcher, and try to save the hostages along the way. Enemies attack with bullets, grenades, or rockets. Killing the hostages by accident results in the player receiving a bad ending. Once Stage 8 is reached, the players must engage with the lead hijacker holding the pilot hostage. At this point continues are no longer permitted and if the player dies, he obtains a game over screen which is also seen when the player fails to insert coins before the continue timer reaches 0. The player can accidentally kill the pilot, which triggers a bad ending. If he kills the hijacker, the good ending is shown with the credits.
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Video Locations:
In this video We’ll be comparing 8 versions
of Circus Charlie across several platforms.
1. Arcade 0:37
2. Commodore 64 4:06
3. Sega SG-1000 ( MSX Conversion ) 7:34
4. Colecovision ( MSX Conversion ) 9:33
5. MSX 13:02
6. Famicom 16:30
7. Playstation 19:58
8. Nintendo DS 23:26
( Konami Classics Series Arcade Hits )
Description Source:
en.wikipedia.org/wiki/Circus_Charlie
Circus Charlie (サーカスチャーリー Sākasu Chārī?) is an action/platform game originally released by Konami in which the player controls a clown named Charlie. The game was a hit arcade game in 1984, which also had a successful release on the MSX in the same year, followed by ports to the Nintendo Famicom in 1986 by Soft Pro and the Commodore 64 in 1987. It was released along with other Konami classic games on the Nintendo DS compilation Konami Classics Series: Arcade Hits.
Levels:
The standard Arcade version has 6 levels in total. Levels 1, 2, 4 and 5 have 5 sublevels. Level 3 contains 7 sublevels. Each sublevel gets more difficult. Level 6 also has 5 sublevels, but repeats as long the user has lives.
Level 1: ride on a lion and jump through flaming rings
Level 2: tightrope walking whilst jumping over monkeys
Level 3: Jump between trampolines and beware the knife throwers and fire breathers. In sublevel 3 and 6 the trampolines are placed in a swimming pool and the knife throwers and fire breathers are replaced by jumping dolphins.
Level 4: Jump from ball to ball
Level 5: Ride a horse and jump over trampolines and walls
Level 6: trapeze
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Video Locations:
1. Arcade 0:43
2. Amstrad 4:10
3. ZX Spectrum 7:24
4. MS DOS 10:38
5. Commodore 64 ( Capcom ) 13:51
6. Commodore 64 ( Ocean ) 17:04
7. Nintendo Entertainment System 20:18
8. Atari ST 23:32
9. Amiga 26:45
Description Source:
en.wikipedia.org/wiki/Cabal_(video_game)
Cabal (カベール Kabēru?) is a 1988 arcade video game originally developed by TAD Corporation and published in Japan by Taito Corporation and in North America and Europe by Fabtek. In the game, the player controls a commando, viewed from behind, trying to destroy various enemy military bases. The game was innovative for the era, but only a mild success in the arcades, and became better known for its various home conversions.
Gameplay:
Cabal offers one player and two-player-simultaneous modes of gameplay. Each player assumes the role of an unnamed commando trying to destroy several enemy military bases. There are 5 stages with 4 screens each. The player starts with a stock of three lives and uses a gun with limitless ammunition and a fixed number of grenades to fend off enemy troops and attack the base. The commando is seen from behind and starts behind a protective wall which can be damaged and shattered by enemy fire. To stay alive, the player needs to avoid enemy bullets by running left or right, hiding behind cover, or using a dodge-roll. An enemy gauge at the bottom of the screen depletes as foes are destroyed and certain structures (which collapse rather than shatter) are brought down. When the enemy gauge is emptied, the level is successfully completed, all of the remaining buildings onscreen collapse, and the player progresses to the next stage. If a player is killed, he is immediately revived at the cost of one life or game overs if he has no lives remaining. Boss fights, however, restart from the beginning if the only remaining player dies.
From time to time, power-ups are released from objects destroyed onscreen. Some power-ups give special weapons such as an extremely fast-firing machine gun or an automatic shotgun with a lower firing rate and larger area of effect. Others grant extra grenades or additional points.
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Video Locations:
1. Atari 2600 0:27
2. ZX Spectrum 2:11
3. Apple 2 3:53
4. Commodore 64 5:38
5. Atari 8 Bit 7:21
6. Atari 5200 9:05
7. Colecovision 10:47
8. MSX 12:31
9.Sega SG-1000 14:15
10. Gameboy Advance
( Activision Anthology ) 15:58
11. Playstation Portable
( Activision Remixed ) 18:27
12. Playstation
( Activision Classics ) 20:45
13. Playstation 2
( Activision Anthology ) ( Cinema ) 23:13 ( Game play ) 24:09
14. Windows / Macintosh
( Activision Anthology ) ( Classic & Disco ) ( Cinema ) 26:32
( Original ) 27:22 ( Disco ) 30:10
Description Source:
en.wikipedia.org/wiki/H.E.R.O.
H.E.R.O. (standing for Helicopter Emergency Rescue Operation) is a video game written by John Van Ryzin and published by Activision for the Atari 2600 in March 1984 It was ported to the Apple II, Atari 5200, Atari 8-bit family, ColecoVision, Commodore 64, MSX, ZX Spectrum, and later the Sega SG-1000.
The player uses a helicopter backpack and other tools to rescue victims trapped deep in a mine. The mine is made up of multiple screens using a flip screen style.
Gameplay:
The player assumes control of Roderick Hero (sometimes styled as "R. Hero"), a one-man rescue team. Miners working in Mount Leone[3] are trapped, and it's up to Roderick to reach them.
The player is equipped with a backpack-mounted helicopter unit, which allows him to hover and fly, along with a helmet-mounted laser and a limited supply of dynamite. Each level consists of a maze of mine shafts that Roderick must safely navigate in order to reach the miner trapped at the bottom. The backpack has a limited amount of power, so the player must reach the miner before the power supply is exhausted.
Some mine shafts are blocked by cave-ins, which require dynamite to clear, but Roderick must not stand too close when the dynamite explodes. The helmet laser can also destroy cave-ins, but it does so much more slowly than dynamite. In later levels, the player must contend with magma, which, like cave-ins, can be dynamited to clear a path, but like the mine creatures, is lethal when touched. Later levels also feature solid walls of magma, with openings that alternate between open and closed. Skillful navigation is required to fly through the opening without touching the magma.
Some deep mines are flooded, forcing players to hover safely above the water. Later levels even feature monsters striking out from below the water.
Some mine sections are illuminated by lanterns. If the lantern is somehow destroyed, the layout of that section becomes invisible; exploding dynamite will light up the mine for a very short time.
The mine shafts are populated by spiders, bats and other unknown creatures that are deadly to the touch; these creatures can be destroyed using the laser, or will also be destroyed if they are close to exploding dynamite.
Points are scored for each cave-in cleared and each creature destroyed. When the player reaches the miner, points are awarded for the rescue, along with the amount of power remaining in the backpack and for each remaining stick of dynamite. Extra lives are awarded for every 20,000 points scored.
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Video Locations:
1. ZX Spectrum 0:42
2. Apple 2 3:41
3. Commodore 64 7:34
4. Atari 8 Bit 10:32
5. Colecovision 13:31
6. MSX 16:29
7. MS DOS ( CGA Composite Mode ) 19:29
8. Tandy 1000 22:26
Description Source:
en.wikipedia.org/wiki/B.C.'s_Quest_for_Tires
B.C.'s Quest for Tires is a 1983 video game designed by Rick Banks and Michael Bate and published by Sierra On-Line.[1] It was released for the Commodore 64, Atari 8-bit family, ColecoVision, ZX Spectrum, MSX, and Apple II. The game is based on the comic strip B.C. by Johnny Hart, with the title being a play on the title of the contemporaneous film Quest for Fire.
A sequel, Grog's Revenge, was released in 1984.
Story:
The player takes the role of the caveman Thor, who has to rescue his girlfriend, "Cute Chick", who has been kidnapped by a dinosaur. To do this, he must travel on his stone unicycle (actually an impossible wheel) through several levels. Each level has Thor moving from the left to the right, avoiding various dangers.
Gameplay:
B.C.'s Quest for Tires is an action game taking place on several consecutive levels. The levels start out simple, with Thor having to jump over potholes or duck under tree branches. Later levels become more complex, for example requiring Thor to jump on turtles in order to cross a lake, or to be carried over a lava pit by a "Dooky Bird". Other B.C. characters, such as the Fat Broad, also appear on some levels.
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Video Locations:
1. Arcade
Namco Classic Collection 0:48
2. Gameboy Advance
Pac-Man Collection 3:31
3. PS2 / Xbox
Namco Museum 6:14
4. Gamecube
Namco Museum 8:58
5. Playstation Portable
Namco Battle Collection 11:42
6. Windows / Steam
Playstation 3 / Xbox 360 15:10
Pac-Man Museum
Description Source:
en.wikipedia.org/wiki/Pac-Man_Arrangement
Pac-Man Arrangement is a remake of the game Pac-Man. It was released in 1996 by Namco as part of Namco Classic Collection Vol. 2. This was also the first Pac-Man game to officially introduce the Clyde/Blinky naming error, meaning Clyde was red and Blinky was orange almost like a "color swap." In addition, it is the only Pac-Man game to include the ghost Kinky, who combines with the four main ghosts to form stronger, super-powered enemies.
Gameplay:
Like the original Pac-Man, Pac-Man Arrangement is a maze game in which the objective is to clear all Pac-Dots on the board by eating them and avoiding hazardous contact with the ghosts that also inhabit the maze.
There are 6 worlds, numbering 0–5, and 23 rounds total.
In the arcade version, if one player is playing and another player inserts a coin (unless free play is selected in the game options) and presses the 2P Start button, Player 2 will spawn a green Pac-Man that will play alongside Player 1. At the end of each level, scores for each player are counted up. The player with the most points wins over the other player.
Each Pac-Dot is worth 10 points (except for the ones placed by Crybaby, which are worth 20). Each Power Pellet is worth 50 points. After Pac-Man munches a Power Pellet, the ghosts will--as in all Pac-Man games--switch direction, turn blue, and become vulnerable to Pac-Man. The first blue ghost eaten after Pac-Man consumes the Power Pellet is worth 200 points. The next one is 400, then 800, then 1600. Since this game features more than four ghosts, it is also possible to consume a fifth blue ghost for 3200 points and, on rare occasions, another one for 7650. Mutated ghosts are worth double the points above. Items (see Items section below) are usually worth 1000 points, with the exception of the yellow pill, worth 100. Fruits vary in point value.
Features:
This game, unlike the original Pac-Man, includes plenty of bonus features that make it stand apart. The major difference is the inclusion of the new ghost Kinky, which can combine with other ghosts to form more powerful morphs. These hybrid ghosts, discussed more in the "Ghosts" section, have unique special abilities, are twice the size of the normal ghosts, and are worth double points if eaten.
In the second level of every world, there are single-use dash arrows on the floor that allow Pac-Man to rapidly zip from one end of the board to the other end, though steering is possible. After using up a dash panel, touching ghosts will render them dizzy and temporarily motionless, and they will not be able hurt Pac-Man. However, if Pac-Man traverses the dash arrow opposite the direction it is pointing, he will slow down and be vulnerable to attack.
The fourth levels of each world feature "Warp Gates" that allow Pac-Man and ghosts to travel across the maze. Touching a Warp Gate will transport whomever touched it to the corresponding Warp Gate of the same color on the other side of the map. Encountering a ghost directly after or during a warp also will not harm Pac-Man.
There are also additional power-up items that appear occasionally (see the "Items" section). The dots on the maps of each level will sometimes shimmer and increase in size. Eating the dots in this state will slow Pac-Man down, unless he had eaten an orange pill.
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Video Locations:
1. Arcade ( Twin Cobra ) 0:38
2. NES ( Twin Cobra ) 4:06
3. PC Engine ( Kyukyoku Tiger ) 7:34
4. Genesis / Mega Drive ( Twin Cobra ) 11:03
5. Sharp X68000 ( Kyukyoku Tiger ) 14:31
6. Playstation ( Toaplan Shooting Battle ) ( Cinema ) 17:35 Game play (18:38 )
7. FM Towns ( Kyukyoku Tiger ) 22:32
Description Source:
en.wikipedia.org/wiki/Twin_Cobra
Twin Cobra, released in Japan as Kyukyoku Tiger (究極タイガー Kyūkyoku Taigā?), is a 1987 helicopter-themed shoot 'em up arcade game developed by Toaplan. It was published by Taito Corporation in Japan, and by Romstar in North America, and is one of Toaplan's most popular arcade games. It is a spiritual sequel to Tiger-Heli, and is itself followed by Twin Cobra II.
Ports:
Twin Cobra was later ported to the NES, Sega Genesis/Mega Drive, PC Engine and the Sharp X68000. The NES version was developed by Micronics, published by CBS Sony in Japan and by American Sammy in North America. The Genesis/Mega Drive version was developed by GRC, published by Treco in Japan and by Sega in North America. The PC Engine version was ported by Taito exclusively in Japan. It was also added to Toaplan Shooting Battle 1, a collection of Toaplan's shoot 'em ups that also includes Tiger Heli, as well as some arranged music; however, the collection was released exclusively in Japan for the Sony PlayStation. The arcade game's most recent platform it was ported to were mobile phones. A port for Samsung's Smart TV platform is also available through a Samsung TV's games panel.
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Video Locations:
1. Arcade ( The Battle of Midway ) 0:48
2. Arcade ( Middouei Kaisen ) 3:56
3. ZX Spectrum 7:04
4. Amstrad 10:03
5. Commodore 64 13:01
6. Nintendo Entertainment System 16:00
7. Atari ST 18:58
8. Amiga 21:56
9. PC Engine ( Middouei Kaisen ) 24:55
10. Playstation ( Battle of Midway ) 28:13
11. Playstation ( Middouei Kaisen ) 31:25
12. PSP ( Battle of Midway ) 34:39
13. PSP ( Middouei Kaisen ) 37:29
14. Playstation 2 ( Battle of Midway ) 40:31
15. Playstation 2 ( Middouei Kaisen ) 43:00
16. Sega Saturn ( Battle of Midway ) 46:15
17. Sega Saturn ( Middouei Kaisen ) 48:57
Description Source:
en.wikipedia.org/wiki/1943:_The_Battle_of_Midway
1943: The Battle of Midway (1943 ミッドウェイ海戦 Ichi Kyū Yon San: Middouei Kaisen?) is a 1987 shoot 'em up arcade game developed and published by Capcom. It was the first followup to Capcom's earlier 1942.
Gameplay:
The game is set in the Pacific theater of World War II, off the coast of the Midway Atoll. The goal is to attack the Japanese air fleet that bombed the American aircraft carrier, pursue all Japanese air and sea forces, fly through the 16 stages of play, and make their way to the Japanese battleship Yamato and destroy her. 11 of these stages consist of an air-to-sea battle (with a huge battleship or an aircraft carrier as the stage boss), while 5 stages consist of an all-aerial battle against a squadron of Japanese bombers with a mother bomber at the end.
As in 1942, players pilot a P-38 Lightning. Controls are also similar: button 1 fires main weapons, and button 2 performs two special actions: a loop maneuver like in 1942, or one of three special lightning attacks in exchange for some of the player's fuel. Indeed, players now have only one life, in the form of a large "fuel" meter; constantly depleting, but refillable by collecting various powerups (chiefly "Pow" icons). In 2-player mode, when both players overlap their planes on screen, the energy bar can be transferred from the player with more fuel to the player with less. Destroying a complete formation of red enemy planes will result in a power-up, such as a health boost or a new main weapon.
There are cheat codes, different for every stage, ranging from holding down a fire button or pointing the joystick in a certain direction; player(s) are rewarded with fully upgraded weapons.
1. Arcade 0:42
2. ZX Spectrum ( Super ) 4:11
3. Amstrad ( Super ) 7:40
4. Commodore 64 11:08
5. Famicom ( Saiyūki World ) 14:36
6. Sega Master System 18:04
7. Atari ST 21:35
8. Amiga 25:01
9. PC Engine 28:30
Video Description Source:
en.wikipedia.org/wiki/Wonder_Boy_in_Monster_Land
Wonder Boy in Monster Land, known by its original arcade release as Wonder Boy: Monster Land (ワンダーボーイモンスターランド Wandā Bōi Monsutā Rando?), is an action role-playing platform video game developed by Westone Bit Entertainment and released by Sega for arcade cabinets in 1987 and for the Master System in 1988, with a number of other home computer and console ports following. The game is the sequel to the 1986 game Wonder Boy and takes place eleven years after the events in the previous game. After enjoying over a decade of peace on Wonder Land following the defeat of the evil King by Tom-Tom, later bestowed the title "Wonder Boy", a fire-breathing dragon called the MEKA dragon appeared; he and his minions conquered Wonder Land, turning it into "Monster Land". The people, helpless due to their lack of fighting skill, call for Wonder Boy, now a teenager, to destroy the monsters and defeat the MEKA dragon. Players control Wonder Boy through twelve linear levels as he makes his way through Monster Land to find and defeat the MEKA dragon. Players earn gold by defeating enemies and buy weapons, armor, footwear, magic, and other items to help along the way.
The arcade version of Wonder Boy in Monster Land amassed moderate sales, and the Master System version received overall positive reviews in all aspects and has been highly regarded as one of the better titles in the Master System library. Reviews praised the game for its colorful graphics, smooth controls, gameplay, and replay value. Other ports received mixed reception: criticisms included very slow multi-load times on the home computer versions, sub-quality sound, and reduced gameplay area size. A later port to the Nintendo Virtual Console drew additional praise.
PLOT
The plot of Wonder Boy in Monster Land follows the events in its predecessor, Wonder Boy. The game's main protagonist is a young boy named Bock Lee Temjin, in which his friends call him "Tom-Tom". In Wonder Boy Tom-Tom's girlfriend Tanya was kidnapped by the "evil King" and was taken to his woodland kingdom; Tom-Tom set out to the kingdom, defeated the evil King, and saved Tanya. Word spread throughout Wonder Land about Tom-Tom's quest, and people bestowed upon him the title of "Wonder Boy".
Following the evil King's defeat, peace reigned over Wonder Land for eleven years. Then, one day, a fire-breathing dragon called the "MEKA dragon" appeared and terrorized the land. The people, helpless and not skilled in fighting, were defeated by him and his minions; they quickly took over the land, and Wonder Land became known as "Monster Land". The people send out for Wonder Boy, now a teenager, as Wonder Land's only chance to defeat the monsters and demons who inhabited the land and to defeat the MEKA dragon. The deposed Mayor gives Wonder Boy a sword and a life potion and sets him on his way.
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Arcade 0:42
Commodore 64 2:41
ZX Spectrum 4:39
Amstrad 6:38
MS DOS 8:36
Genesis / Mega Drive 10:35
Atari ST 12:33
Amiga 14:32
Gameboy Advance ( Sega Arcade Gallery ) 16:30
Sharp X68000 18:28
Description Source:
en.wikipedia.org/wiki/Super_Hang-On
Super Hang-On (スーパーハングオン?) is a motorcycle racing arcade game released by Sega, and the sequel to the acclaimed Hang-On. A version of this game, in the full simulated-motorcycle cabinet used by the original Hang-On, was released in 1991 as Limited Edition Hang-On.
Gameplay
The arcade mode in Super Hang-On is similar to the original Hang-On. However, there is a choice of four tracks to race on which are based on continents, each containing a different amount of stages. Also, should the player reach the normal maximum speed of 280 km/h, a turbo button is enabled. Using this button allows the player to reach an even higher top speed of 324 km/h. Each stage is roughly half the length of a stage in the original Hang-On. Africa is the easiest and shortest out of the four courses (six stages). Asia is the second easiest and is similar in length to the course from the original Hang-On at ten stages long. The Americas is the second to toughest course, containing 14 stages and Europe is the hardest course, being 18 stages long. When the player starts a race, they have their choice of four songs that will play during the race, a feature borrowed from Out Run.
The Sega Mega Drive version of the game included the full arcade game, and an additional original mode, which allowed players to recruit sponsors and earn money to buy enhanced components for their bike.[1] The cover for this version has a bike and rider in the same colors as Shinichi Itoh, who competed in the All-Japan 500 cc Championship on a Rothmans Honda NSR500.
The ZX Spectrum version was as accurate to the arcade as possible on that platform, scoring 10/10 in Sinclair User, and was rated number 27 in the Your Sinclair Official Top 100 Games of All Time.
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