I'll admit I wasn't expecting much from this, but I was pleasantly surprised!
While it might not have the raw speed or framerate of the arcade version, the Amiga conversion of You Suzuki's iconic bike racer is really rather good.
Perhaps the best thing about it are the control options, particularly the sensitivity settings. Putting these to high makes the bike a lot more responsive, and means you stand a good chance of making it through to the end of the race! ... https://www.youtube.com/watch?v=TkDhml08iCo
Developed and published by Alpha Denshi in 1990
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Probably the best way to think about Crossed Swords is a medieval, fantasy-themed Punch-Out, only much harder. As the tutorial explains, the key to success is reading enemies attacks and guarding high and low correctly to deflect the blow, then counterattacking, although discerning exactly which attack the enemy is preparing to launch in such a short time frame is is incredibly difficult.
I loved the visuals and the overall concept, but I was far less enamoured with the gameplay itself: too long; too repetitive; too boring.
Chapters
00:00 Attract mode
01:30 Chapter 1: Disaster in the poor village of Dio
04:37 Chapter 2: The shaken castle in Pulista
09:30 Chapter 3: A desperate fight at the Matius tower
24:49 Chapter 4: The fish monster of the Gauda fortress
33:03 Chapter 5: The attack of the land battleship
40:48 Chapter 6: Entrance to the Devil world
47:48 Last Chapter: The Devil Castle of Graisia
1:04:07 Ending
#crossedswords
#neogeo
#retrogaming
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https://www.youtube.com/watch?v=YjP9LSGb-co
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Developed by Reflections and published by Psygnosis in 1990
The original Shadow of the Beast was a technical masterpiece when it launched in 1989, although gameplay definitely wasn't its strong-suit.
Released just a year later, Beast 2 feels like a real step backward. If you thought the original game was unbalanced, just way till you experience the sequel - it absolutely delights in pushing the player into inescapable situations and dead ends if you're not carrying the correct items at the right time!
There are also far too many encounters requiring pixel-perfect timing - 07:34 is a perfect example - and the whole affair is just tiresome. At least the inclusion of health potions to restore health is a small bonus.
The multi-layer parallax that looked so amazing in the first game is largely absent, and the visual style is considerably more drab and dreary. The actual artistry is still of an excellent standard, but the muddy browns and greys of the colour palette don't exactly excite.
Tim Wright replaced David Whittaker as composer on this second outing, and his musical score is probably the only highlight about this sequel.
#shadowofthebeast
#amiga
#walkthrough
...
https://www.youtube.com/watch?v=XEoA6Fq8byA
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Developed by John M. Phillips and published by Hewson in 1987
I don't think it's an overstatement saying Nebulus is one of the most impressive games to ever come out on the C64. The algorithm that calculates the perspective of the tower, including occlusion of objects that appear and disappear from view as it rotates, is pretty much spot on - it really is the centrepiece of the game.
The objective is to reach the top of each tower and enter the correct door, whereupon said construct is demolished. Actually reaching the summit is quite the task, requiring the player to pick a precarious path through platforms containing disappearing blocks, elevators, not to mention wandering enemies. This is a game of finesse, control and patience, one where a wrong step can result in total disaster!
All things considered, the is a tough-but-engaging title, one that impresses both technically, and from a gameplay perspective; great stuff!
Credits
Coding: John M. Phillips
Graphics: John M. Phillips
Music: John M. Phillips
Time Codes
00:00 Main menu (music by John M. Phillips)
00:55 Tower 1
02:22 Tower 2
03:51 Tower 3
05:35 Tower 4
07:53 Tower 5
10:20 Tower 6
12:17 Tower 7
14:09 Tower 8
17:07 Ending
#c64
#nebulus
#retrogaming
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https://www.youtube.com/watch?v=0A9YFuNeKtY
Developed and published by Activision in 1989.
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Following the huge success of the 1980's film, the world went Ghostbusters-mad. A cartoon series followed, of which I was a massive fan. Data East developed an arcade coin-op based on the cartoon and where there is a coin-op, a slew of substandard conversions for home computers wouldn't be far behind.
The game is a strange hybrid of a top-down shooter, but with stylistic nods towards Capcom's Ghosts n' Goblins series (take a key to come in!). The only objective is to keep pushing towards the top of each stage, kill the guardian outside the level exit and to collect the key that it drops.
The player is equipped with two weapons with which to deal with the game's various ghoulish denizens. The first is a generic, single-shot cannon that can be used to release a ghost from the monster's initial form.Once released, the player can capture ghosts using the famous proton pack. Each captured ghost is transferred to the containment unit after completion of the level and bonus lives will be awarded for fifty or more ghosts captured.
By far the biggest problem with the game is the collision detection. The game is extremely picky when it comes to calculating if the ghost is trapped in the proton stream or not. To complicate matters, the ghosts head towards the player at angles that make hitting them extremely difficult.
The difficulty of the game meant that anyone with the tape version of the game was subjected to much painful rewinding and reloading of the tape. To this day, I don't know how we ever put up with multi-load tapes...
The arcade game on which this is based wasn't a great game to begin with and, to be fair, the C64 version does at least "work". David Whittaker produced a jolly, if rather short version of the Ghostbusters theme tune and the art work is reasonable.
I did notice that, despite having ten levels, some of the level layouts did repeat themselves (levels one and nine are the same).
The Real Ghostbusters isn't a terrible game, but it's just not enjoyable enough to recommend it. Anyone looking to scratch that Ghostbustin' itch should go and play the version by David Crane instead.
#retrogaming
...
https://www.youtube.com/watch?v=L2sKCU1yBOw
Game Info
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Developer: Toaplan
Publisher: Toaplan
Year of Release: 1990
Game Review & Impressions
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This vertical shooter from Toaplan features some top-notch visuals for the time, and the gameplay is fast, bordering in frenetic at times.
As is typical with games of this type, you can upgrade your weapons and collect smart bombs which help get you out of sticky situations. However, you need to choose your armaments carefully because certain weapons lock your aim to front firing only, but generally have a decent spread of projectiles, while others allow you to move and aim in all directions, but you need to be more precise. You'll want to pick the weapon which best suits the environment - the auto-laser is much more effective in confined spaces and tight corridors than the spread-shot.
Over all, Out Zone is a tough but compelling shooter, and is worth checking out.
Information & Trivia
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Video Notes
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Related Longplays & Videos
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Chapters
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https://www.youtube.com/watch?v=UUHOd_OZqPI
Buy the game here: https://carletonhandley.itch.io/runn-n-gunn
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Developed and published by Carleton Handley in 2021
Credits
Coding: Carleton Handley
Graphics: Saul Cross
Music: Saul Cross
Chapters
00:00 Title Graphic
02:45 Main Menu
04:07 Game Start
14:10 Ending
14:35 Supporters
#c64
#retrogames
#carletonhandley
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https://www.youtube.com/watch?v=Zm0P7JxZGA0
Game Info
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Developer: Data East
Publisher: Data East
Year of Release: 1988
Game Review & Impressions
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This is no relation to the Laserdisc game released in 1984, save for the fact both games focus on piloting a heavily armed attack chopper and blowing stuff up.
Cobra Command 1988 is a much more straightforward, and some might say overly-formulaic shoot 'em up that bares many similarities with Tecmo's Silkworm, but I was pleasantly surprised by the game. It's none-stop blasting action, with plenty of enemies on-screen, oversized end-of-level bosses, plus an extensive arsenal of weaponry and power-ups on hand. You can launch barrages of air-to-air and air-to-ground missiles as fast you can hammer the attack buttons, and there's even an R-Type-esque charge-up beam to deal with heavily armoured foes.
Cobra Command is unadulterated shoot 'em up fun - perhaps not the best looking or most memorable, but it's a solid all-round title; go check it out!
Chapters
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TBC
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https://www.youtube.com/watch?v=0tqVQuHcjFo
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Developed and published by Imagine (Ocean) in 1989
New 1440p recording of the Amiga conversion of Data East's famous side-scrolling beat 'em up.
Time Codes
00:00 - Title Screen
00:57 - Level 01
02:18 - Level 02
04:36 - Level 03
07:31 - Level 04
09:35 - Level 05
15:30 - Level 06
17:51 - Level 07
20:05 - Level 08
22:35 - Final Boss
23:21 - Ending
#dragonninja
#amiga
#retrogaming
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https://www.youtube.com/watch?v=cdB8j-5Dnfo
Developed by Shin'en and published by Majesco in 2001
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Game Review: http://al82retro.blogspot.com/2018/01/game-review-iridion-3d-game-boy-advance.html
#retrogaming
...
https://www.youtube.com/watch?v=xeA3UnsBvtY