This follow-up to the 80s arcade classic features hugely improved visuals, bigger and more diverse levels, plus a choice of playable characters.
It also happens to be one of the more accommodating arcade games: tough in places, but it's principally about having a good time, rather than punishing the player.
Published by Domark in 1985.
Believe it or not, I've never actually seen the original Friday the 13th film; this game is the closest I've come to knowing that much about it...I'm doubting whether it is anything like the actual film though.
The objective of the game is to take control of a character who is on the hunt to find Jason Voorhees and to kill him before he can kill all of the local residents, including yourself.
I suppose it's a bit like the board-game "Guess Who", only with more pitchforks. Jason will often disguise himself as one of the ordinary civilians and there are only 2 ways to find out if it's him in disguise: wait until he changes and tries to kill someone or hit the person with a weapon and see if he/she transforms. You'll recognise Jason as wearing a black top and black trousers; that's before you see the massive stick he's trying to beat you with.
Once you kill Jason, the level ends and you repeat the experience again with a different character.
You can eliminate suspects and also protect them by finding the crucifix and placing it in the church. Any person you touch from that point onwards will then take refuge in the church.
As the game progresses, Jason will start killing off the other people, which is signified by a blood-curdling scream and one of the people indicators in the bottom right of the screen will change to a tombstone. You can stumble upon the dead corpse of the unfortunate victim, which can also give you a clue as to the path that Jason is taking.
If you take too long and the body count stacks up, your "fright meter" begins to add up as the hair on your character portrait begins to stand on end. If Jason kills too many people and you get too scared, the game will end.
I owned this as part of a multi-game collection. I think there might be another version where a skull/mask appears each time a person is killed, but I wouldn't be surprised if this were toned down for the UK; hacking people to pieces with a hatchet doesn't really sit well alongside child-friendly favourites such as Dizzy.
The game isn't great, but it's certainly different.
#retrogaming
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https://www.youtube.com/watch?v=dkqDMLXO-mU
Developed by Double Density/X-Ample and published by CP Verlag in 1991.
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As one of the most prolific genres during the 80's and early 90's, gamers were spoilt for choice with the number of horizontal shoot 'em ups on offer. Some were exceptional (Armalyte and anything from Manfred Trenz), many average and some down-right awful.
Having played Lethal Zone, I'd put it somewhere towards the lower end of the scale. This might look like a Trenz game, but it sure as hell doesn't play like one. There is very little to recommend here in terms of gameplay.
My chief complaint with the game is the fact that the player's ship is so sluggish to control. The vertical movement speed is far too slow, which makes it practically impossible to avoid oncoming enemy ships unless you've memorised the spawn patterns and know where they will be appearing from. Many of the enemies move extremely quickly too, thus making avoidance tricky.
One of the most important features of a decent shoot 'em up is the power-up system; everyone loves collecting new weapons with which to make their ship more powerful. There is a single weapon power-up in the game that increases the number of shots the ship fires from one to two bullets and that is it. The frequency at which this power-up appears seems to be predetermined and, should you miss the enemy that drops it, you won't get another chance for the whole level. If that wasn't bad enough, the game actually removes the power-up between levels and sets you back to the default single-shot cannon!
Holding down the fire-button will charge up the ship's super-beam weapon, but this has limited ammunition so can only be used sparingly. It's possible to collect additional charges by collecting the red spheres that are left behind by destroyed enemies and this does help with destroying some of the tougher enemies, especially the bosses.
The developers thought it necessary to implement the "fuel" system, represented by the bar at the bottom of the play-field. Your fuel decreases at a constant rate and must be replenished by collecting green spheres dropped by enemy ships. The coders obviously forgot the need to provide the player with extra fuel on the final level as none of the enemy ships dropped any; the only thing they did drop was extra beasm charges. Therefore, the only way to beat the game is to have enough spare lives to deal with the lack of fuel. Given that your ship handles like a barge and that colliding with the scenery will cause you to explode instantly, you'll need an exorbitant amount of skill and luck to beat the game.
Should you manage to complete it, you're greeted to some static text that announced that you have "kicked the evil o
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https://www.youtube.com/watch?v=UIZzcV9kyBg
Developed by The Sales Curve and published by Storm in 1991.
This marks the final Double Dragon game that featured on the C64.
Based on the coin-op arcade machine, Double Dragon 3 features brothers Billy and Jimmy Lee embarking on a quest across the globe to retrieve the rosetta stones in a bid to prevent certain doom befalling the world.
I never liked the arcade version of the game, especially when I discovered that you had to pump real money into the machine if you wanted to buy weapons and power-ups. Even though that feature is removed for the home versions, there is very little to like about this game.
The biggest problem the game has is with the enemy combat patterns in that they always leap at you and knock you to the ground with ease. Much of the game is spent trying to get close enough to the enemy in such a way so that they don't flying kick/knee you in the face.
The combat is horribly stilted and boring and does not vary across the entirety of the game.
The graphics in this game are a mixed bag. The backgrounds range from mediocre to quite good, but the character sprites look like squishy blobs with fists and feet occasionally thrust forth from their centres. It's possible to see that the devs were trying to capture the essence of the arcade sprites, but that was an impossible task for the C64.
Sonically, things are very average here too. The opening title music isn't bad, but it's far from memorable. There is no in-game music during normal play and the sound effects are functional.
Somehow, this manages to be the best Double Dragon game on the C64 and be terrible at the same time; a remarkable achievement.
#retrogaming
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https://www.youtube.com/watch?v=Q3WGGWn3ojM
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 Software Creations and published by Ocean in 1989.
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Based on the arcade coin-op from Data East, Sly Spy is a pastiche of Ian Fleming's famous secret agent, James Bond and everything associated with the character.
My first brush with the game was on the Amiga, but I wasn't aware that the C64 received a port as well. Given that it was developed by Software Creations, I expected great things given that their conversion of Bionic Commando was a triumph.
Unfortunately, I was sadly disappointed. The game isn't terrible, but it is depressingly mediocre. Each of the levels is extremely short and simply require the player to move to the right without dying. Enemies pop into existence seemingly at random and can also disappear with alarming uncertainty; when an enemy reaches the end of a platform it simply vanishes into thin air!
Killing enemies can reveal power-ups, extra health as well as components of the "Golden Gun". Once collected, the player is given a special weapon capable of shooting through multiple enemies at once.
Each stage typically culminates in a boss fight, but these are woefully disappointing. The aquatic robot suit is probably the worst of these sequences as the player can stand at the far left of the screen without any threat of getting hit.
The graphics range in quality form general excellence to the bland and uninteresting. For example, the backdrops are generally well drawn and there is a very nice parallax effect on the underwater stages, yet the design and animation of the main sprite is quite poor (although the arcade barely had any animation either). The title screen graphic drawn by Martin Holland is excellent, although the guy hanging from the zip-wire bares an uncanny resemblance to Matt Smith of Dr. Who fame.
It has to be said that this is something of a dud as far as Software Creation's games go, which is a real shame, although the source material was hardly the stuff of classic gaming to begin with.
#retrogaming
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https://www.youtube.com/watch?v=qxFYNbYVs_s
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Developed and published by TAD Corporation in 1988
#cabal
#arcade
#retrogaming
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https://www.youtube.com/watch?v=pmncTQi7Me0
Game Info
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Developer: Tecmo
Publisher: Tecmo
Year of Release: 1991
Game Review & Impressions
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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=hbhidA1kapA
Game Info
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Developer: BubbleSoftGames
Publisher: BubbleSoftGames
Year of Release: 2021
Coding: Anthony Savva
Graphics: Andy Johns
Music: Kamil Wolnikowski
Loading Screen: John Blythe
Game Review & Impressions
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I helped playtest the ZX Spectrum release of Nixy the Glade Sprite for Andy Johns back in 2018, and it was a great little platformer with some great music. The original game was created using a version of Jonathan Cauldwell's AGD studio, which has gained a lot of support in the Spectrum homebrew scene in recent years, but with no version for the C64, I was I was curious to see how this conversion faired.
In terms of differences, the C64 version features a different game map and item placement, as well as four-way scrolling; coming from the Spectrum, this felt quite odd at first, but it's a great addition and plays to the C64's strengths. The original music, composed by David Saphier, has been remixed by Kamil Wolnikowski - the core melody remains, but this is a very cool down-tempo rendition of the music for the SID chip.
All things considered, Nixy on the C64 is a great conversion - this is well worth checking out.
Information & Trivia
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- Game Download Link: https://vwguy16.itch.io/nixy-the-glade-sprite-64
Video Notes
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- Recorded using 8580 SID variant
Related Longplays & Videos
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Nixy the Glade Sprite (ZX Spectrum): https://youtu.be/eFHjgECAWaQ
Chapters
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00:00 Title screen & music
01:47 Gameplay
16:49 Ending
#c64
#retrogaming
#commodore64
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https://www.youtube.com/watch?v=NoQOM2CU4Xk
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Developed by The Bitmap Brothers and published by Renegade in 1996
The video includes the introduction video and play-through of mission 01, a gentle introduction to the game's mechanics.
Rather than building bases and harvesting resources, the objective is to capture and hold territories; the more territories you control, the less time it takes to build units in each factory.
I'll be publishing the game as individual missions, then as a complete video at a later date.
Played using Roland MT-32 music.
#retrogaming
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https://www.youtube.com/watch?v=WHQK5XdYKHg