Game Info
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Developer: Philko Corporation
Publisher: Philko Corporation
Year of Release: 1988
Game Review & Impressions
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Another B-list shoot 'em up among the proliferation of examples entering the arcade in the late 80s. It's not a bad game, but there's nothing that really makes Turtle Ship stand out, other than a weird name and the occasional cool boss.
Chapters
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TBC
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https://www.youtube.com/watch?v=izL0lUA3xr4
Game Info
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Developer: Aspect Co
Publisher: Sega
Year of Release: 1994
Game Review & Impressions
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Released exclusively in Japan, Coca-Cola Kid is, as you might expect, a game featuring prominent product placement for the world's most famous soft drink brand. The game also came bundled with the limited edition Coca-Cola Game Gear, in all its red glory.
To be fair, the game isn't as bad as you might expect. In fact, it's a decent platformer, created by Aspect, whose previous titles included Sonic Chaos.
In terms of plot, Cokey -- the Coca-Cola Kid -- must save his teacher, who has been kidnapped by Mr. Iwayma (so formal...). The game is broken into a series of levels containing hazards, obstacles and enemies. Players must reach the end of the level before time runs out, collecting bonus items and power-ups along the way.
For a licensed game based on a soft drinks mascot, Coca-Cola Kid is a decent title. The branding isn't particularly obnoxious or in your face, and there are plenty of levels on offer; this will keep you busy for some time.
Information & Trivia
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Video Notes
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- Uses English translation ROM patch
Related Longplays & Videos
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Chapters
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#cocacola
#sega
#retrogaming
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https://www.youtube.com/watch?v=LdN0hWKAKc0
Game Info
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Developer: Digital Developments
Publisher: Psygnosis
Year of Release: 1994
Game Review & Impressions
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Iconic for its brilliant animated intro sequence, this Amiga classic was ported to the Sega Genesis and, latterly, the Sega CD. I wasn't even aware this version existed until I listened to an episode of the RGDS podcast, and so I was really curious to see what changes Digital Developments had made.
The core game design, levels and locations are unchanged, but the CD version does include a full audio CD soundtrack, additional cutscenes, updated graphics, plus voice narration for most of the dialogue. These are not unwelcome additions, but Beast II was still far from exemplary in terms of gameplay, so this feels like an odd choice to give a CD overhaul.
Something which felt like an instant downgrade over the Amiga version was the combat, chiefly because the animation system prevents you from cancelling an attack. The additional number of frames in the attack animation mean you have no way of avoiding damage unless your timing was absolutely impeccable. True, this may have been the same in the standard Genesis version, but it makes the game really frustrating in places, more so than the Amiga version.
Interestingly, the developer's included a couple of additional NPCs in the Karamoon Oasis who you can interact with, probably because they had to remove the Amiga version's chat parser and needed something to replace it with. If I'm honest, these chats are pretty perfunctory and don't add much to the proceedings. I don't think it's possible to ever collect enough gold to buy the throwing axes or potion from the vendor, chiefly because you still need the cash to pay the snail to transport you back to Karamoon.
Ultimately, what Shadow of the Beast II on Sega CD gains in presentation and production values, it loses in the gameplay department. Some of the quirks from the Amiga original are made worse, resulting in a game which, despite looking quite attractive, isn't much fun. Even then, this still feels like an old game to be rehashing in 1994, when there plenty of stock Genesis games better than this.
Information & Trivia
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- Voice narration provided by Tim Bentinck, better known as David Archer from long-running BBC radio drama, The Archers
Video Notes
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Related Longplays & Videos
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Chapters
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https://www.youtube.com/watch?v=gYe68QYpuls
Game Info
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Developer: Capcom
Publisher: Capcom
Year of Release: 1990
Game Review & Impressions
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Spiritual successor to Commando and epitome of late 80s and early 90s machismo, Mercs is a cool blast 'em up with plenty of power-ups and oversized bosses to take down.
Chapters
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00:00 Attract mode
01:40 Stage 1
03:20 Stage 2
05:31 Stage 3
08:48 Stage 4
10:58 Stage 5
15:13 Stage 6
19:24 Stage 7
20:16 Ending
#capcom #retrogaming #longplay
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https://www.youtube.com/watch?v=-tgkTCk-MFo
Game Info
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Developer: Konami
Publisher: Konami
Year of Release: 1984
Game Review & Impressions
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Certainly one of the earliest arcade titles I've played, Road Fighter is a simple premise: drive fast and avoid opposition vehicles and obstacles on the way to the finish line.
Chapters
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TBC
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https://www.youtube.com/watch?v=RE7j5MUpGA0
Developed by Greg Duddle and published by Mr Micro in 1984.
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This is where it all began; one of the first games I ever played on my first ever computer, the Commodore Plus 4!
Take control of Jim Hawkins as he scours the island for the buried treasure. The game map is one big maze and guarded by blood-thirsty pirates (yarrrr!) who will throw their cutlasses at you if you get too close.
Most of the challenge involves getting the pirates to throw their weapon, run away until it eventually stops moving and picking it up. The only enemies that don't do this are the blue coloured pirates, which adds an extra challenge to the game.
Once you find the treasure, Long John Silver comes to get you and you have to run back to the ship whilst remembering how to get there.
Although this game was released on the C64, I feel this is the better version. The C16/Plus 4 TED chip had an improved colour palette (even though it had no hardware sprite support), so the characters look a lot better than the C64 version.
The TED chip didn't sound anywhere near as good as the C64, but the sound in this game is so basic that you don't notice it.
What's more, this longplay isn't tool-assisted (WinVice save state/history recording doesn't work yet for the plus 4 emulator).
The sound lag was present in the emulator; it's not a problem with the video.
Happy memories!
#retrogaming
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https://www.youtube.com/watch?v=lE9ZZK6ISPk
Developed and published by Cinemaware in1989.
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It Came From the Desert is an action-adventure game heavily influenced by the 1954 horror B-movie, "Them!", in which a small desert down is under siege from a colony of mutant, irradiated ants.
The game starts just as a meteor crash-lands just outside of the town, Lizardbreath. What would normally be considered an important scientific event quickly turns into a fight for survival as the strike brings unforeseen consequences in the form of gigantic, mutant ants.
You take on the role of Dr Greg, a geologist who happens to be in town at the time and it's up to you to discover what's going on, collect enough evidence to prove that the creatures exist and ultimately save the town.
The game plays out across 11 consecutive days, during each of which a multitude of different events occur. You must choose which locations to visit from the town map and each action will take a certain amount of time to arrive at the desired destination, so it won't be possible to do everything in a single play-through.
There are many locations to visit, many characters to meet, not all of whom will want to help you, or may even subvert your attempts to stop the ants.
The game is one of the greatest ever created for the Amiga and still one of the best games of all time. The script is really well-written, the story thrilling and is accompanied by some brilliantly created artwork and audio. Even today, the game stands up to the test of time and is a real joy to play, although I suppose that the original thrill of discovery is lost since I know the game so well.
This version of the game was also released on PC and it only went to prove just how ahead of it's time the Amiga actually was. The sound and graphics of the Amiga version eclipsed the PC version considerably.
Let's raise our glasses in a toast to one of the best games written for one of the best computers ever made.
#retrogaming
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https://www.youtube.com/watch?v=w8LaMMSEs5Q
Developed and published by Elite in 1986.
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Another game that requires no introduction! This is a really good port of the original Atari arcade game and probably one of my favourite games on the C64.
It has good controls, good graphics and a great audio track by Mark Cooksey. The Zzap64 score of 44% is just plain wrong.
Hurling heavy papers through the windows of non-subscribers never gets old.
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=lTf4q-ihMak
Developed by David Darling and published by Mastertronic in 1985.
Foreword: The first couple of minutes of the video is dedicated to Rob Hubbard's great music that he wrote for the game. You can skip to the actual longplay by clicking here: 2:27
The Last V8 back story involves some hokum with a nuclear war some time around the year 2008 and the fall-out has reached levels where it is almost acceptable to go outside again, or something like that...
Whatever the story, I think it borrowed the concept from Mad Max, with "The Last V8" being a reference to the car Max drove as being "the last of the V8 interceptors".
The game is split into 2 (very short) stages.
The objective of the first is to navigate some very narrow, winding roads and to reach the end of the stage before an atomic bomb is dropped, obliterating everything in sight.
Despite the world having meant to have been crippled by nuclear fall out, the first stage of the game feels more like a pleasant country drive; there's even a house with patio furniture and a swimming pool!
The second stage has no time limit, but you must drive around an irradiated city zone in an attempt to find the science base. Certain zones have high radiation that will drain your car's shields and there are a number of dead-ends and false routes to avoid.
For a game from 1985, it looks and sounds very good indeed, courtesy of Rob Hubbard.
Unfortunately, the gameplay is ruined by the terrible control scheme for the car. Just about every top-down racer I have ever played sticks to the convention that UP accelerates, DOWN decelerates, whilst LEFT and RIGHT rotate the vehicle clockwise/counter-clockwise.
Instead, in The Last V8, you press a direction on the joystick and your car will turn/accelerate in that direction. If you're pushing in the same direction that your car is facing then it will accelerate, whilst pushing in the opposite direction will brake. This is just really, really awkward, especially when going round corners because you can end up swapping directions and crashing into nearby scenery.
Aside from the crap controls, the game is ridiculously short and can be completed in a couple of minutes, assuming you can get to grips with the controls.
I never owned this game back then and I'm really glad; I'd never have had the patience to play it for very long.
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=B7KnrQfR18c