Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Gaelco in 1994
I recently published a longplay of Big Karnak, one of Gaelco's earliest arcade releases, and it was funny, if somewhat dubious affair. Alligator Hunt on the other hand, shows just how far the studio had come in such a short space of time.
At it's most basic level, Alligator Attack is clone of TAD Corporation's Cabal and Blood Bros., but it's done REALLY well! I had a huge amount of fun playing this, and it's easily one of the best games in the genre: fantastic graphics, a cheesy rock sound track, and difficulty level that's just right. I loved the way you shoot/juggle the little alligator enemies to make the drop missile tokens, and the whole game just has a really cool vibe!
#arcadegames
#retrogames
#retrogaming
...
https://www.youtube.com/watch?v=-mKZSuQlk5k
Game Info
---------------------------------------------------
Developer: Micro Projects
Publisher: Gremlin Graphics
Year of Release: 1985
Coding: Jason Perkins
Game Review & Impressions
---------------------------------------------------
My cousin owned a Commodore 16 and I remember Sword of Destiny being among the collection of cassette tapes in her collection. Although I never got to play it back then, I remember being fascinated by the cover - the Grecian-style Myrmidon with gleaming sword looking mightily impressive, or at least it did to my three year-old self.
37 years later, I decided to finally check out the game for myself and, as I've found with a number of C16 titles, actually pretty smart, in spite of the machine's limitations.
The objective of the game is to help Kelok, a fallen warrior, find piece in the afterlife. Kelok was killed by the evil warlock Xorphas, who decided to add insult to injury by stealing Kelok's heart, before casting him into the underworld.
Taking control of Kelok's spirit, you must traverse the Abyss of Death in search of sanctified objects which will unlock the way to salvation, finally allowing Kelok to rest in piece. The abyss is divided into multiple screens, some of which are blocked off by temporary walls. To remove the wall, you'll need to find a glowing object in one of the screens nearby, but knowing where to look and actually reaching said item are two different things.
Kelok has limited amount of energy -- Astral Power -- in which to complete his quest, and this is consumed by attacking, using air vents to propel himself through the air, as well as coming into contact with enemies which inhabit the abyss. The deeper Kelok descends into the abyss, the more damage monsters will do. Energy can be regained by destroying monsters, but their erratic movement patterns can often result in you losing additional energy through squandered attacks.
To complicate matters further, jumping into anything - monsters or scenery - will cause Kelok to change direction mid jump. This mechanic means you'll need to be extra careful when navigating platforms, else it's all too easy to find yourself at the bottom of yet another deep pit from which you'll need to escape.
The game might look simplistic, but Sword of Destiny is actually a pretty cool title. Allowing the player to top off their health by destroying enemies is quite innovative for the time, and although it might seem like you're navigating a maze, it's actually quite linear. If you owned C16 or a Plus/4 machine, this isn't a bad little arcade platformer to get your teeth into.
Information & Trivia
---------------------------------------------------
- Game restarts after completion on a higher difficulty level
Video Notes
---------------------------------------------------
- Played through the game once to completion then stopped
Related Longplays & Videos
---------------------------------------------------
Chapters
---------------------------------------------------
TBC
...
https://www.youtube.com/watch?v=sDAEa8asbcU
Developed and published by Activision in 1987.
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Wonder Boy is the titular character in this arcade game from Sega. WB is on a mission to rescue his girlfriend from the clutches of the evil dark king, armed with little more than a loin-cloth and a infinite supply of stone hammers.
The game is broken down into multiple areas where the player navigates from left to right across a horizontally scrolling play-field. The objective is to reach the goal at the end without dying, which is easier said than done.
The first thing that most people who have played Wonder Boy will remember is the gradually diminishing energy bar, which must be kept topped up by collecting the many food items that appear. Failure to eat enough food will result in the energy bar running out, at which point a life is lost.
To confound matters, WB must deal with an array of hostile creatures that block his path. At the start of the game, WB is unarmed and must avoid enemies, but a stone hammer power-up can be collected by breaking open one of the bonus eggs that can be found in each level.
As well as the hammer, WB can also collect a skateboard and helmet. The skateboard enables him to travel faster, although it's impossible to stop moving; on later difficulty levels this item becomes more of a hindrance than a help. The helmet protects WB from coming into contact with an enemy or obstacle, but the skateboard is lost instantly.
At the end of the fourth area WB must fight the dark king. The only way to damage the king is to hit him in the head with stone hammers, which isn't easy. Simply touching the king will kill you, as will being hit by one of the fireballs that he casts.
Beating the fourth area will result in the game reverting to the first area, although the game becomes progressively tougher as more enemies appear and even platforms can appear in different locations.
While I'm no expert on the arcade original, the C64 port seems to be quite faithful. The arcade version reportedly has seven areas, whereas the C64 has four, but there is plenty of value to be had here.
The graphics are decent, with plenty of big, chunky, colourful sprites and the recognisable Wonder Boy music is recreated reasonably well.
My chief complaint with the game is the fiddly controls. The single fire button means that you end up spamming hammers unnecessarily. The fourth stage boss fight can be very difficult too as he can only be damaged by hitting his head and this requires you to perform a high jump whilst running away and turning mid-air to face in the correct direction; this required some fairly nimble finger gymnastics on my part and was quite frustrating.
I wouldn't say that Wonder Boy was my fav
...
https://www.youtube.com/watch?v=T8wMN3elo1c
Game Info
---------------------------------------------------
Developer: Anco
Publisher: Anco
Year of Release: 1987
Game Review & Impressions
---------------------------------------------------
Way of the Exploding Fist kickstarted the one-on-one fighting game genre on the Commodore 64, and Thai Boxing was among the first wave of successors to follow in its footsteps. Although it isn't in the same league as the likes of IK+, it does have one or tricks tucked inside its gloves.
Firstly, the game is viewed from an isometric perspective, which is certainly an interesting design choice. Although combatants start out facing each other in traditional left vs. right fashion, successive rounds see the fighters transition 45 degrees clockwise or counter-clockwise, changing the position from which they approach each other. This feature is predominantly cosmetic, although it does feel advantageous when attacking from certain angles due to the fact the collision detection can be a little unpredictable.
Probably the most memorable of the game's features is the pair of character portraits located to the uppermost corners of the screen. Cuts and bruises begin to appear on the faces of each fighter as successive blows are landed, with trickles of blood turning into steady streams as further trauma is inflicted. Between rounds, a pair of cornermen saunter over and give each combatant a quick wipe round the chops with a damp rag, sponging off the worst of mess before sending them to re-join the fray.
As for the gameplay, each fighter has a roster of moves which include high and low kicks, punches, guards and blocks. There's virtually no telegraph on the moves, so it's rare to successfully block an attack. You're probably better off spamming flying kicks or sweeps and pushing your opponent into a corner, whereupon it's possible to rain blows upon them indefinitely.
Thai Boxing may not be a classic, but it's a functional fighting game with some nice ideas.
Information & Trivia
---------------------------------------------------
- 6 different fighting arenas set across 3 separate loads
- Game has no ending
Video Notes
---------------------------------------------------
- Features all 6 arenas
Related Longplays & Videos
---------------------------------------------------
Chapters
---------------------------------------------------
...
https://www.youtube.com/watch?v=6ADdB7ZdiPQ
Developed and published by Ocean in 1983
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
For today's video, I decided to check out a (very) early conversion of Century Electronic's 'Hunchback' arcade game for the Commodore 64, produced by veteran publisher of the 8-bit scene, Ocean Software.
Before launching into the review, according to trivia available online, the main character was originally supposed to be Robin Hood, something I wasn't previously aware of. However, someone made the observation that the character looked like a hunchback and the idea stuck - the character was redesigned to be Quasimodo the hunchback (just as in the Victor Hugo novel).
Poor old Quasimodo must navigate the ramparts of the castle, avoiding various perils as he attempts to ring the bell located to the right of each screen. Reach the final screen and our hero must rescue the fair maiden who appears to be trapped atop the final tower - succeed here and Quasimodo might yet know true love!
Unfortunately, the castle guards certainly have it in for poor old Quas and are determined to make things difficult. Not only do they lurk in crenellations on the wall, trying to poke him from below with pikes as he passes, they try to pepper him with arrows from afar. The player has to rely on quick reactions and timing if he is to guide Quasimodo to the end of each level in one piece. Should victory be achieved, our hero is sent to a new castle with a higher difficulty level featuring faster and more frequent arrows and perils to overcome.
The graphics and sound may look basic, but I think they're actually pretty good for a game this early in the C64's life. The colours are good, the sprites nicely drawn and it actually looks quite close to the arcade original.
The game does feature some very basic audio, which are little more than pops and squeaks for jumping and ringing the bell. There is a brief rendition from John Bratton's 'Teddy Bear's Picnic' at the start of the game as Quasimodo makes his way to the start of the first level, something that seems like an odd choice for a tune about a hunchback, but there is no other music beyond this.
Most importantly, the controls are responsive enough that they never get in the way of the fun. If you die then it's because you mistimed a jump, or were too impatient and tried to rush things.
There's not really much to say about Hunchback, other than it's a short and sweet arcade game that does what it sets out to do. It provides sufficient challenge that the player must improve in skill if he/she is to beat it, but also possesses that crucial 'just one more go' vibe that keeps the player coming back for more - simple, but fun.
#retrogaming
...
https://www.youtube.com/watch?v=LmiKBPnQ61E
Game Info
---------------------------------------------------
Developer: PAL Developments
Publisher: Hi-Tec Software
Year of Release: 1990
Plot
---------------------------------------------------
When an old lady leaves her worldly fortune to Benny the Ball because
her only rightful heir, Amy, is missing, Top Cat and the rest of the
gang end up in Beverly Hills in the luxury of Madam Van Der Gelt's
mansion. Snerdly, the butler, is next in line if he can get rid of
Benny. In between rides in the limo and having fun around the pool,
will T.C. and his gang save Benny and find the missing Amy?
Game Review & Impressions
---------------------------------------------------
Released in 1990, Top Cat is yet another maze-based collect 'em up attached to a Hanna-Barbera cartoon licence. The titular T.C must round up members of his gang and save Benny the Ball, who seems to have got himself incarcerated in Madam Van Der Gelt's mansion. A number of puzzles must be solved before Benny can be rescued, which generally require T.C to find discover how to use items located through the game's various screens.
Although Top Cat is hardly original, it could have been a reasonable experience, if only the designers hadn't shot themselves in the foot with the puzzle design. Some of the items in the game world appear to serve no purpose whatsoever, at least not that I could figure out, and those that are required aren't sign-posted. Having these items flash, or perhaps have a clue system flash up a hint when in the vicinity of a puzzle would have been a big help.
The second issue, and perhaps most egregious, is the way the game will deliberately hamper your progress by having eneies steal items from you. For example, the skateboarders will make off with the numbers needed to open the code lock to the final section of the game, forcing you to backtrack and re-locate the number again. It's a deliberate delaying tactic to try and pad the game out, which becomes annoying very quickly.
Top Cat was never going to win any awards for innovation, but questionable design choices mean this ends up being less enjoyable than it could have been.
Chapters
---------------------------------------------------
00:00 Loading screen & menus
02:00 Gameplay
28:56 Ending
...
https://www.youtube.com/watch?v=rJhJDh1Qp3g
Developed by Teque Software and published by Domark in 1991.
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Although Mortal Kombat popularised the use of digitised actors in video games, it wasn't the first. That particular honour goes to Pit-Fighter, an arena-based beat 'em developed for the arcade by Tengen. It proved popular enough to get conversions for pretty much every home console and computer available at the time of release, some of which even replaced the digitised graphics with hand-drawn sprites (which defeated the whole point of the game in the first place!).
The game pits three contenders against all manner of challengers in the murky world of underground fighting; a sport where gambling is everything and anything goes. The goal of the game is rise through ranks, with the aim of having a shot at defeating the reigning champion, The Warrior.
The game has three controllable characters on offer, each of whom possesses certain strengths, weaknesses and special moves. The game is ridiculously unfair whoever you choose, but I generally pick Ty as his special move looks the coolest (in my opinion).
In addition to your fighter's skills, all manner of weapons can be found littering the arena floor. These include knives, throwing stars and heavier items, such as barstools and beer kegs; grab anything lying around and use it on your opponent before they have the chance to use it on you.
After every second fight, you participate in a grudge match. Here, the objective is to be the first to score three knock-downs on your opponent; the first to three wins the match.
You may think that this all sounds quite exciting, but the reality is that this is a really huge pile of rubbish. The game used to be something of a guilty pleasure for me back in the day, but playing it through now has made me see the light...
The enemy fighters will absolutely pulverise you if you try and go toe-to-toe with them. This means that the only option is work out which moves you can perform to score hits without putting yourself at risk. Once you work out that it's possible to grab opponents when positioned above or below them, the game degenerates into a total cheese-fest. It's terribly boring, but the only way to beat the game is to ruthlessly exploit the shortcomings of the AI and game mechanics. Grab your opponent, hoist him/her into the air, throw them down, rinse and repeat; do not even think to deviate from a strategy that works, else you'll get your face smashed in.
Things change when you face off against the dreaded Chainman Eddie, who cannot be thrown. The next best cheesey strategy is to execute the forward roll/somersault towards him and perform either a jump-kick or special move when close to him; for whateve
...
https://www.youtube.com/watch?v=9BjkrAPfQeI
Game Info
---------------------------------------------------
Developer: Tiertex
Publisher: Domark
Year of Release: 1992
Game Review & Impressions
---------------------------------------------------
Desert Strike on the Sega Genesis remains one of the console's defining classics, so what happens when you give it to a developer with a rap sheet like Tiertex to convert to the Game Gear?
You would think trying to cram the game into an 8-bit handheld with a tiny screen resolution would end in disaster, but the conversion is, for the most part, remarkably solid! Practically everything from the 16-bit version is included, including all four campaign missions.
On top of this, the developers mostly figured out how to shoehorn the 3-button Genesis control scheme into the Game Gear's 2 buttons. Tapping button 1 shoots a Hellfire missile, while holding it down allows you to strafe from side to side. Tapping button 2 fires a Hydra rocket, while holding it fires the chaingun. It's all a bit clunky, but it works just well enough to deliver the Desert Strike experience most players are familiar with.
I suppose one of the most impressive aspects of the conversion is the redrawing and downsampling of the artwork and sprites to work within the Game Gear's limited resolution. This could have looked absolutely awful, but it looks like Desert Strike. The one big difference, and this is probably due to technical restrictions, is the replacement of the Mad Man's bomber in the final mission with a submarine.
Despite some fiddly controls, I was left impressed by the Game Gear port. It's not perfect, but it could have been a heck of a lot worse. If you wanted to smoke some tanks while on the go, this should suffice.
Information & Trivia
---------------------------------------------------
Video Notes
---------------------------------------------------
Related Longplays & Videos
---------------------------------------------------
Chapters
---------------------------------------------------
#desertstrike
#sega
#retrogaming
...
https://www.youtube.com/watch?v=QNzQuF4j07g
Game Info
---------------------------------------------------
Developer: Atari Games
Publisher: Atari Games
Year of Release: 1992
Game Review & Impressions
---------------------------------------------------
Atari was clearly leaning on its catalogue of coin-op releases to bolster the Lynx software library, but no matter how impressive the handheld was, there were some games which really shouldn't have been made; this is an absolutely awful conversion of the arcade original.
The digitised graphics are kind of impressive when viewed on the Lynx' tiny LCD display with a lot of squinting and maybe a few beers inside you, but the gameplay really sucks. It's virtually impossible to pull off the special moves without getting clobbered, and the controls are just awkward in general - a real miss.
Information & Trivia
---------------------------------------------------
Video Notes
---------------------------------------------------
Related Longplays & Videos
---------------------------------------------------
Chapters
---------------------------------------------------
...
https://www.youtube.com/watch?v=Zc1IC_4Yzu0