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Created by Lemon and released at Revision 2013
Ranked 1st (oldskool demo competition)
* Paradroid: code, graphics
* prowler: graphics
* FacetOfLemon: graphics
* Magnar: music
#retrogaming
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https://www.youtube.com/watch?v=4WygV3nOrhA
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Developed and published by Data East in 1992
TAS recording
Excellent visuals, but the game is extremely tough!
#retrogaming
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https://www.youtube.com/watch?v=83hNmm1VxoE
Developed and published by Orpheus in 1985
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For today's video, I decided to check out a game that, despite owning it back in the day, I was never able to get working (any gamer who has had the joy of faffing around with trying to load programs from cassette tapes will know what I mean).
With the departure of winter and arrival of spring, a ball is to be held at dusk where the faerie queen will take up her place upon the throne once again. To look her regal best, the queen is to wear a garland made from the seven flowers of Finvarra upon her head, but the flowers have not yet bloomed. The flowers are hidden deep within the forest of Elidon and can be awoken only by watering them with magic potions. The potions themselves are also hidden within Elidon and it's up to you, as one of the queen's subjects, to find the potions and bring the flowers back to the centre of the forest where they will be assembled to make the garland.
Having read the previous paragraph, you might have gathered by now that, if you're looking for action where you blow the crap out of stuff, this is probably not the game for you.
As to the nature of the actual game, Elidon is a flick-screen puzzle game where the player must hunt through numerous screens for the seven potion bottles used to make the flowers bloom, as well as the flowers themselves. Once a flower has bloomed, it must be taken back to the starting screen and added to the garland; only when all seven flowers have been assembled will the game be complete.
In terms of controls, pushing on the joystick moves the faerie in the corresponding direction. Pushing up will result in the faerie taking flight, allowing you to reach platforms higher up, as well as the various exits on each screen. By default, faerie will begin to lose altitude as soon as you stop pushing upwards, although she can be made to hover by pressing the fire-button; this results in locking her position on the horizontal axis, making it easier to navigate around the screens.
The faerie has a limited amount of energy, represented by the 'dust' gauge to the right of the screen. Energy ticks away at a constant rate whilst playing and must be topped up by collecting sparkling faerie dust that has a chance to appear on each of the game's screens. Run out of dust and a life is lost.
Further complicating matters are the evil forest spirits, fires and other denizens of the forest that try to hinder your efforts. Coming into contact with enemies will both drain your faerie dust, as well as preventing you from flying, sending you plummeting to the ground.
Some areas of the forest are pitch black and can be illuminated by finding the torch. Enter a dark screen without
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https://www.youtube.com/watch?v=45obhBNk8gw
Developed and published by Namco in 1991.
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Originally an arcade coin-op, Rolling Thunder 2 is a platform/shooter that follows directly in the foot-steps of the original game.
The objective of the game is to hunt down and defeat the leader of a terrorist organisation, who is threatening the world with nuclear Armageddon.
The play-field is set across two levels: upper and lower. Each level contains a number of doors, which can be entered in the hope of revealing bonus items, ammunition or simply the ability to hide from enemies. The door concept is the primary reason why games in the Rolling Thunder series are so memorable.
Taking control of two Interpol agents, Albatross and Leila, the player must make their way from one end of the level to the other. Numerous enemies will spawn out of door-ways and from the sides of the screen and try to take the player down with bombs, bullets and even fists.
To combat enemies, the player is equipped with a pistol and a finite amount of ammunition. Extra bullets can be collected by entering a doorway marked with an ammo dump sign and more powerful weapons can be collected from doorways marked with an "Arms" symbol. Should the player run out of bullets, they can continue to attack by firing a single, slow-moving bullet although they will be at a severe disadvantage unless ammunition can be found.
Being based on a coin-op, it comes as no surprise to learn that the game is very tough. Huge swathes of enemies and their gunfire fill the screen at any one time and dealing with them requires quick reflexes and plenty of patience. Fortunately, a password system was added that allows the player to continue play from each level.
Just to rub salt in the wounds, upon completing the game you are greeted by an ending screen that gleefully announces that you haven't destroyed the terrorists and that you must play the game through a second time on an even harder difficulty level. Beating the game on this mode will reveal the final ending screen on completion, but it's simply a static picture of the cast of characters and is nothing special.
Graphically, the game is decent; the background artwork is nicely drawn and there are subtle differences between the two difficulty levels. The in-game music and sound effects are nicely done, although I do wonder why so many of the enemies sound like barking dogs.
Personally, I found the difficulty of Rolling Thunder 2 to be off-putting, especially when I owned the original cartridge. It's easy to get into a situation where there are so many bullets on screen that you simply can't avoid dying. The game is fun for an hour or so, but frustration prevents this from being great.
#retrogaming
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https://www.youtube.com/watch?v=_6d9ISxb6FA
Developed and published in 1991 by Team 17.
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I doubt many of us remember this for being a great fighting game; it wasn't. However, I'm sure everyone remembers the fantastic music by Allister Brimble and the silhouette performing a kata on the main screen.
As for the game, you progress from one formulaic fight to the next; find the characters weakness and exploit it. There are a couple of bonus stages thrown in and a training screen that doesn't seem to have any baring on the actual fighting itself.
The graphics are reasonable and there are some very nice digital fighting effects that have been sampled from various martial arts films.
It's just struck me after all these years that the final winning graphic looks like a bird has deposited a massive dropping on the guy's head.
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=UlzaIOO6yZ8
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Developed and published by New World Computing in 1990
Satirical, turn-based strategy where the objective is to nuke your opponents before they nuke you.
In addition to missiles and bombers, there are random occurrences, such as the dreaded bovine launcher attack!
I used to really enjoy this back in the day.
#nuclearwar
#amiga
#retrogaming
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https://www.youtube.com/watch?v=_SFq7q3Yueo
Game Info
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Developer: Natsume
Publisher: Sega
Year of Release: 1993
Game Review & Impressions
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Given recent disappointments with other Master System games, I wasn't holding out much hope for this conversion of Techno's classic arcade brawler. The original arcade release would have been around 6 years old by this point, and its spiritual sequel, Double Dragon, had already come and gone on the Master System.
Getting past the ominously silent attract sequence and into the game proper, I was pleasantly surprised to discover what a roaringly excellent conversion this is! It features everything from the arcade release and more.
As with the arcade, the objective is to slug your way through the various thugs and foot soldiers of a local crime syndicate, culminating in a showdown with the big boss himself. You can punch, kick, grapple and ground-slap enemies, just like in the arcade, and the controls and collision detection are sufficiently robust and reliable that they rarely get in the way of the action. The animation and general presentation is also top-notch throughout, and the animation sequence showing the player getting chucked unceremoniously into a dumpster when beaten is a neat touch - be sure to check out the sequence when losing to the final boss because I'm pretty sure something went wrong with the translation!
Although it's not a particularly long game, this proved to be an excellent little beat 'em up for a system which, by 1993, was certainly looking rather forlorn next to its 16-bit rivals. I thoroughly enjoyed playing through this; top marks and hats off to Natsume!
Chapters
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00:00 Attract mode
00:57 Stage 1
03:13 Stage 2
06:40 Stage 3
08:59 Stage 4
16:01 Final boss
17:04 Good ending
19:04 Bad ending
#retrogaming #longplay #sega
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https://www.youtube.com/watch?v=PZRr0wLWy7A
Developed and published by Sega in 1992
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Following the success of the original Sonic the Hedgehog game, Sega soon turned it's attention to developing a sequel. Since there was still a significant number of gamers invested in the 8-bit Master System and Game Gear systems, Sega developed and released a dedicated 8-bit version of Sonic 2 that was different to the 16-bit Mega Drive release.
The introduction of Tails the Fox as a second controllable character was a big deal at the time, with the Mega Drive version of the game offering simultaneous cooperative play and a multitude of split-screen, head-to-head competition modes. Sadly, but not surprisingly, these features were omitted from the 8-bit Sonic 2 release, probably due to limited cartridge ROM space and lower system specifications.
What struck me as odd about the game is the way that, despite having been captured by Dr. Robotnik, Tails features alongside Sonic in all of the act title screens, as if he's sharing the adventure with Sonic. Perhaps the original intention was to have Tails as a playable character much the same same as the Mega Drive version, but the reality is he's relegated to a face on the box here.
Despite the lack of Tails or coop play, Sonic 2 for the Game Gear is still a genuinely fun game to play and the developers made many improvements to this version over the original 8-bit game.
As with other Sonic games, the real objective is to collect all of the Chaos Emeralds hidden within the game's maze-like levels. This time around, all of the emeralds (save the last one) can be found somewhere in the second act of each zone. Some of these can be devilishly difficult to locate, especially the Sky High zone emerald.
One of the most memorable features of the 16-bit Sonic games was the way rings would fountain forth from Sonic when he took damage, a feature sorely lacking from the first 8-bit incarnation of the game. Fortunately, this has been rectified to an extent in this sequel, as Sonic will now drop a small number of rings and these can be recollected if quick.
Another way that Sonic 2 improves over the original game is the level design. The 16-bit Sonic games were remembered for featuring multiple paths through each level, lending the titles a sense of non-linearity and replayability and was something that felt like it was missing from the first 8-bit entry in the series. Whilst the levels in Sonic 2 aren't as large as those in it's 16-bit sibling, they do feature multiple paths, hidden areas and and hidden bonus areas for the eagle-eyed player to discover.
The game features some impressively slick and responsive scrolling, although the frame-rate does suffer the occasional stutte
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https://www.youtube.com/watch?v=92E1RPRsH6w