Game Info
---------------------------------------------------
Developer: Allumer
Publisher: Allumer
Year of Release: 1991
Game Review & Impressions
---------------------------------------------------
If you're watching this video and getting a weird sense of Deja vu, you're not alone. I wasn't sure what to expect when I fired up Rezon, but it didn't take long to figure out why the game felt so familiar.
It's clear from the get-go that Rezon is HEAVILY inspired by R-Type. The graphics, colour palette, enemy designs and weapon upgrades could all conceivably belong to a game from Irem's line of arcade classic shooters, but trying to clone constituent parts of a game in this way doesn't guarantee the end product will be a success.
Although Rezon is a competently produced game in some respects, it's not a particularly satisfying experience. The weapon upgrades lack the power the needed to deal with the number of enemies you're confronted with, and players will often find themselves backed into corners of the screen as they try to deal with incoming swarms of enemy craft. This would have been so much better if the developers had included the charge beam mechanic, allowing you clear a path through fight squadrons with a blast of super-heated plasma, or take down dreadnoughts in a couple of hits, rather than forcing you to chip away at them with weedy plink guns.
I guess fans of R-Type may find merit in Rezon, given it's obvious similarities, but my advice is to simply go and play the real McCoy, rather than this rather obvious usurper.
Chapters
---------------------------------------------------
00:00 Attract mode
01:00 Stage 1
03:50 Stage 2
07:21 Stage 3
11:30 Stage 4
16:22 Stage 5
19:26 Stage 6
23:25 Ending
...
https://www.youtube.com/watch?v=mqLGmLBhqv8
Game Info
---------------------------------------------------
Developer: Sega
Publisher: Sega
Year of Release: 1991
Game Review & Impressions
---------------------------------------------------
With its expectorating simian hero, Toki is one of TAD Corporations best-known coin-op releases. The game was ported to numerous computers and consoles, although the Sega Genesis is unique among these, thanks to the inclusion of 9 new stages.
Much like its arcade counterpart, players must guide Toki through levels populated with traps an environmental hazards, taking down minions of the evil Stark in the process. Only when the evil wizard is defeated will Toki regain his human form, but with the road to success long and fraught with peril, players certainly have their work cut out for them.
I have to say, Sega did a great job bringing Toki to the Genesis. The developers captured the look and feel of the coin-op version, and whilst it might not be the most attractive game on the system, the visuals are perfectly functional, and there are some cool background effects in later stages. Perhaps my favourite thing about the game is the music, translated from the arcade and is toe-tappingly great!
Information & Trivia
---------------------------------------------------
Video Notes
---------------------------------------------------
- Played on Normal difficulty (the game removes most of the power-ups on hard, as well as jacking up the number of enemies in each stage, making it less representative from a longplay perspective)
Related Longplays & Videos
---------------------------------------------------
Chapters
---------------------------------------------------
00:00 Attract mode
1:00 Stage 1
4:47 Stage 2
9:52 Stage 3
14:31 Stage 4
19:36 Stage 5
24:50 Stage 6
28:44 Stage 7
34:36 Stage 8
41:05 Stage 9
45:19 Ending
#toki
#segagenesis
#retrogaming
...
https://www.youtube.com/watch?v=tKkURcTqIAs
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Boys Without Brains and published by System 3 in 1990
Released in 1990, Flimbo's Quest remains one of my favourite C64 platform games; it looks great, sounds amazing, and it's just great fun to play!
I discovered there was more to this game than I first realised, so that gave me the perfect opportunity to revisit it and create a new and improved recording.
What's different, you might ask?
Well, this time I used an EF cartridge release, which includes the lengthy story mode and eliminates loading times between levels.
I also used different SID settings this time around (8580 as opposed to 6581), which means there's less clipping, resulting in better sound quality.
However, something I wasn't aware of until recently were the secret items - lives, time, parchments - hidden throughout each of the game's levels. They don't show up on the actual screen, and the only way to know you've found them is to crouch at precisely the correct spot and watch to see if the screen flashes white.
If you're carrying a parchment scroll and collect a hidden parchment in this way, it will get converted to a super parchment, which allows you to complete the level instantly when returned to the shop. I make use of this whenever it's available, although I made sure to find all the money rooms and other secrets on each level before moving on!
Time Codes
00:00 - Intro
07:42 - Loader Music
09:50 - Main Menu
11:48 - Level 01
15:25 - Level 02
20:35 - Level 03
26:38 - Level 04
29:31 - Level 05
35:56 - Level 06
39:38 - Level 07
42:58 - Ending
#flimbosquest
#c64
#walkthrough
...
https://www.youtube.com/watch?v=PXlWvfgDzQ0
Developed and published by Capcom in 1991
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Originally released into the arcades in 1991, Captain Commando is a side-scrolling beat 'em up based on Capcom's venerable CPS1 hardware. The game builds on the fighting game template laid out in Capcom's earlier classic, Final Fight, but mixes things up considerably with more content, better visuals and a quirky sci-fi setting.
The game is set in a futuristic version of Metro City, the same location as Final Fight, but in the year 2026. An invasion of intergalactic super criminals has arrived on Earth and it's up to Captain Commando and his trike team of Commando Companions to clean up Earth and restore peace.
Having deposited a coin, the player can choose from one of four different Commandos with which to do battle. Each character possesses unique abilities, special moves, strengths and weaknesses. I have to admit, the choice of characters is quite outlandish and is the only game I can think of where you can choose to play as a knife-wielding Mummy, or a giant mech-suit piloted by a baby with genius-level intelligence.
Having recently played through Final Fight, I'd forgotten just how difficult that game could be, thanks largely to some very cheap enemy attack routines that range from total stun-locking a player, to hitting them the moment they get up from a knockdown. Much of these issues have been ironed out in Captain Commando, resulting in a fair (though no less challenging) game - most importantly, it's a lot more fun to play than it's predecessors.
In addition to basic combat moves, the player may occasionally scavenge weaponry dropped by enemies, or looted from smashed containers. These include swords, hammers and even a rocket launcher - perfect for demolishing multiple enemies at once!
Whilst these weapons are pretty standard as far as fighting games go, I wasn't expecting to be able to pilot giant, stomping battle mechs. These armoured behemoths provide the player with an additional level of protection, as well as being able to dish out plenty of punishment - from giant robot fists to flamethrowers, these beasts pack some serious firepower. The main disadvantage, however, is their lumbering speed which leaves you open to rear and attacks.
Graphically, Captain Commando is a great title. The artwork and animation still stands up today and I particularly like the more humorous approach to the enemy designs - the way the basic enemies wave their hands about in anticipation whilst preparing to fight you is great and their are plenty of other neat touches.
As for the game's audio, it boasts some thumping music that sounds great, but it does tend to drown out most of the sound effects. I would imagine t
...
https://www.youtube.com/watch?v=ta2UnwzcPLg
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Vectordean and published by Electronic Arts in 1992
There aren't many longplays of Rolo to the Rescue on YouTube, and the couple that do exist tend to rush through the levels, rather than exploring and uncovering the secrets and hidden bonus items. That's something I tried to address in my recording of the game, looking in all the nooks and crannies for bonus items and extra lives; some stuff I didn't figure out, but I think I found most things!
Would I recommend this game? If you can put up with the controls and Rolo's tendency to slide off the end of platforms, this is actually a really cool game from the studio behind James Pond!
Credits
Coding: Alan McCarthy
Graphics: Leavon Archer
Sound & Music: Philip Bak
#rolototherescue
#segagenesis
#retrogames
...
https://www.youtube.com/watch?v=WzVxyBtvOsM
Developed and published by Taito in 1991
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Cool shmup from Taito with a pretty rocking soundtrack, plus a rather nifty power-up system.
Instead of collecting different weapons and upgrades, you charge up your ship's primary blaster by collecting the tiny, pulsating balls that float onto the screen. You can unleash stored charge to devastating effect, creating a wide blast of plasma that disintegrates most things in it's path, or, if charged to the fullest extent, a lightning storm that obliterates everything on the screen. This is particularly effective against bosses, and the effect can be prolonged for as long as you continue to collect power-ups.
If you're looking for a cool shooter which isn't a total R-Type derivative, give Metal Black a try!
#taito
#metalblack
#retrogaming
...
https://www.youtube.com/watch?v=bB4mS79R0DI
Game Info
---------------------------------------------------
Developer: Sting Inc.
Publisher: Data East
Year of Release: 1991
Game Review & Impressions
---------------------------------------------------
The PC Engine/TurboGrafx has some pretty cool shoot 'em ups, but I think Override is among the best that I've played so far. The graphics are decent, but it's the speed and smoothness at which it runs which really impress with this particular game; anyone looking for a true arcade experience really had to look no further!
Of course, a game is nothing if not fun to play, and Override is definitely that. The speed definitely makes things difficult, but there are tons of power-ups to experiment with, each of which can be levelled up multiple times. You can also alter the speed of your ship at any time, which is a cool feature.
Overall. Sting did a great job with this game - go check it out.
Information & Trivia
---------------------------------------------------
- Game loops after completing final stage
- Released Jan 8th 1991
- Shares DNA with Last Battalion released for Sharp X68000
Video Notes
---------------------------------------------------
Related Longplays & Videos
---------------------------------------------------
Chapters
---------------------------------------------------
00:00 Attract mode
00:24 Stage 1
02:56 Stage 2
06:44 Stage 3
09:23 Stage 4
13:57 Stage 5
19:11 Stage 6
24:22 Ending
#retrogaming #pcengine #longplay
...
https://www.youtube.com/watch?v=vE0eNbjr8a0
Developed by Capcom and published by Sega in 1993
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Whilst side-scrolling beat-em ups existed prior to Final Fight, it was Capcom's seminal side-scroller that really perfected the template and set the standard for genre. Boasting super-smooth scrolling, brilliant graphics and a fighting system that was super-easy to pick up and play, Final Fight was the mainstay of any decent arcade in the late 80's and early 90's.
Capcom ported the game to the SNES in 1990, but it lacked much of what made the arcade version so great. Not only did it lack a 2-player mode, Guy was absent from the game altogether, as was the entirety of the fourth level. Needless to say, many players felt that Capcom could have handled the conversion a lot better.
Capcom would later release a version of the game for Sega's CD add-on for the popular Mega Drive/Genesis platform in 1993. Boasting a full CD soundtrack, I thought it would be interesting to play through this version of the game and see how it compares to the arcade, as well as the lacklustre SNES conversion.
The most significant upgrade that the CD format brings to the table is the fully mastered CD soundtrack and, I have to say, it's seriously impressive. Not only has all of the in-game music been recreated to a high standard with proper instruments and synths, Capcom also recorded voice-overs for the intro and ending sequences; it's pretty cheesy (as you'd probably expect for early 90's), but it's still a cool feature given that FM synthesis and scratchy speech samples were still the norm for console games at the time.
On the subject of the intro, I noticed that there are a couple of new scenes added to this version not present in the original arcade version; I'm unsure as to whether these are exclusive to this port or whether it's present on other conversions, but it's a small, if neat addition.
In addition to the Red Book CD soundtrack, all of the digitised effects samples from the original arcade board feature in this version as well, and they sound excellent. I don't have any information to hand, but I suspect that Capcom made use of the Ricoh PCM chip in the Sega CD unit to play these samples; the quality is far too good to be using the base console's sound chip.
Of course, fancy graphics and audio would be for nought if the gameplay wasn't any good. As you might expect from Capcom, the game plays just as well as the arcade version - everything from the controls to the fighting action feels absolutely spot-on; some of the enemy AI behaviour felt slightly different to that of the arcade, but this is just an observation, not a complaint.
The game features excellent graphics and include all of the animation from the arcad
...
https://www.youtube.com/watch?v=z-Ly3ByTuUQ
Developed by Andrew Spencer and published by Commodore in 1983.
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Sports games have always been one of the most popular subjects for video games and the Commodore 64 was no exception. Andrew Spencer contributed a number of titles for the C64 upon release, one of which being Basketball - probably the first sports game I ever played.
Despite looking rather basic, Basketball is actually a surprisingly accomplished recreation of the real-world sport and is actually very playable; not something you'd really expect for a sports game released so early in the C64's life-cycle.
From the title scree the player is able to select kit colours for each team, as well as choose the level of difficulty of the CPU opponent. Although the best experience will be had playing against another human, the artificial intelligence is capable of passing the ball to other players in it's team, as well as moving to/shooting at the correct basket.
The CPU will allocate one player on your team as the active and will change the colour of the player's kit to reflect the change. It's reasonably intelligent in selecting a player, so there aren't too many frustrating occasions where it picks a player at the back of the pack.
All other players on the court are controlled by the CPU and, again, the behaviour is quite impressive. Other players attempt to mark the one in possession of the ball and will generally try to intercept the ball when a pass is made. However, the CPU will occasionally make mistakes by throwing the ball outside of the court, or standing still while it has a good 'ol think about what it should do next.
Although I'm not very familiar with the rules of the game, I can at least recognise that certain rules, such three-pointers, the shot-clock and goaltending being included with a certain degree of accuracy.
I suspect that the game also tried to implement fouls whereby players with the ball coming into contact with another player triggers a series of penalty shots. This is probably my one complaint with the game since the CPU will get right up behind the player carrying the ball so that a change in direction is almost guaranteed to result in the players colliding and penalties given.
Although the graphics are quite basic, there's some really nice attention to detail. The shadow underneath the ball changes depending on it's height from the floor and the advertising boards show logos for real-world products (undoubtedly included WITHOUT the knowledge or consent of the manufacturer...).
All things considered, this is a great little basketball simulator that would receive an updated version called International Basketball later that year, which was even better!
#retrogaming
...
https://www.youtube.com/watch?v=G4R_LC4IFkk