Developed by Probe Software and published by Acclaim Entertainment in 1992
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Here's a game that should need absolutely no introduction. Released in the arcades back in 1992, Mortal Kombat caused a huge stir upon release. With it's high resolution graphics featuring live actors, a cast of iconic fighters and copious amounts of gore, I fail to see how the game could could have not been a massive hit.
Conversions for most of the home computers and consoles of the day would soon follow with varying levels of success. For today's video, I'm checking out the Sega Genesis/Mega Drive version of the game with play-throughs using two of my favourite characters, rival ninjas Scorpion and Sub-Zero.
Mortal Kombat is a tournament fighting game following closely in the footsteps of Capcom's Street Fighter II. Combatants face off against one another in a (literal) fight to the death with the victor progressing to the next round. Survive long enough and you'll have to fight through a series of 'endurance' matches, defeating two opponents instead of just one. Overcome these trials and you'll face the ultimate challenge in the form of Goro, a quad-armed behemoth who just so happens to be the tournament's reigning champion.
Once the fighting begins it doesn't take long before the claret begins to fly. Punching opponents in the face results in unpleasant, misty clouds of blood, whilst kicks and the uppercut (everyone's favourite move) unleashes huge globules of the stuff. Whilst it looks laughably simplistic today, the level of gore and violence was considered to be such a big deal at the time that it would lead to the formation of the Entertainment Software Rating Board (ESRB) rating system for video/computer games.
In fact, such was the uproar that the MD version of the game has the blood and violence disabled by default. The only way to enable the features is to enter a code at the title screen to enable the cheat options and to go and switch the blood back on! If you think this is inconvenient then consider the fact that Nintendo made the developers remove the blood altogether for the SNES version with no way to enable it.
Trying to shoehorn the comparatively high resolution sprites, artwork and sound into a package that would run on Sega's hardware was no easy feat, but Probe managed to do an excellent job. All of the characters from the arcade game are included and are rendered at a decent resolution - not as clear as the arcade, but still manage to look pretty good all the same.
As for the audio, Matt Furniss is on top form as usual. The background music features some excellent drum samples, backed up by some suitably oriental-sounding synth effects (check out the i
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https://www.youtube.com/watch?v=4iJznjsX_Nw
Game Info
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Developer: Leland Interactive
Publisher: Tradewest
Year of Release: 1994
Game Review & Impressions
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The Double Dragon franchise is no stranger to spin-offs, but The Shadow Falls is definitely "out there" as sequels go. Side-scrolling brawling is replaced in favour of one-on-one competition, with a cast of characters that look nothing like the previous titles duking it out with swords, axes and other weird weapons.
At its most basic level, this is a Street Fighter II clone masquerading as a Double Dragon game, but it feels distinctly pantomime-esque. The fighters look ridiculous, the special moves in effective, and the quest mode storyline just plain silly.
Being generous, there is the faintest of hints that there's a playable game in here somewhere. The counter-attack system is somewhat intuitive, once you figure it out, but it's just so cheesy and haphazard an experience to truly recommend.
Video Notes
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Related Longplays & Videos
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Chapters
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00:00 Intro
00:34 Gameplay
Contact Me
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Twitter: https://twitter.com/Al82_Retro
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https://www.youtube.com/watch?v=DZ8fHieWNXA
Game Info
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Developer: Titus Software
Publisher: Titus Software
Year of Release: 1995
Game Review & Impressions
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For those who might not be aware, Prehistorik began life as a fairly innocuous flick-screen platform game on the Commodore Amiga, Atari ST, PC and Amstrad CPC computers. You played a club-wielding cave dude, whose sole job was to find and eat enough food in each of the levels to earn progress to the next stage. It featured some really cool graphics, but the gameplay, hampered by some awkward controls, meant it hardly a classic. A sequel -- Prehistorik 2 -- emerged in 1993, which passed me by.
Fast-forward to 1995, and Prehistorik Man arrives for the SNES. A seemingly retooled and re-imagined version of Prehistorik 2 for the console, I was curious to see how the series had evolved since the original game. Given Titus' previous form, I wasn't holding out high hopes, that's for sure.
Keeping in tradition with the series, Prehistorik Man is classic platforming game in every sense of the word. As before, the emphasis is still very much about combing each of the game's 24 levels for food, although Sam, our loin-cloth wearing hero, is now gathering sustenance for the good of whole tribe, rather than just filling his own greedy guts. Furthermore, the village elder packs Sam off on some hair-brained scheme to acquire a copious quantity of bones from a mythical Dinosaur Graveyard, which can be used as currency to buy as much grub as needed. Thus ensues much platforming, baddy-whacking and secret hunting action.
Having played the game through to completion, I'm happy to report that not only is Prehistorik Man a genuinely good game, I think it's a bit of a hidden gem. The quality of the artwork, audio effects and general polish and presentation are to an extremely high standard. The controls are fluid and responsive, and the camera system always keeps Sam near the centre of the action. The developers continually mix things up by giving Sam new modes of transport to try, including a primitive hang glider and pogo stick, which helps keep the game fresh throughout it's considerable length. The number of health collectibles is also quite generous for a game of this type, making it more accessible than some of its contemporaries. I do wish the developers hadn't made some of the secrets quite so hard to find, but aside from this particular gripe, Prehistorik Man is a cracking platformer!
Related Longplays & Videos
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Prehistorik (Amiga): https://www.youtube.com/watch?v=0C87vvSC52I
Chapters
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TBC
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https://www.youtube.com/watch?v=O1cxI2wr0sA
Developed and published by Konami in 1990
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It's fair to say that, when the original Alien film hit the silver screen, it was a revolution for the sci-fi genre. A nail-biting game of cat-and-mouse against a terrifying alien horror set in the darkness of space, it would kickstart one of the most memorable film franchises to ever come out of Hollywood.
The 1986 sequel, Aliens, was equally brilliant as it placed less emphasis on horror and more on action. The film was certainly no less tense for the change in direction and remains my personal favourite in all of the Alien films to date. A smash hit, the film spawned a whole host of associated merchandise including several video games and even a line of action figures for kids (bearing in mind this was 18-rated film which children would not have been able to watch!).
Having secured a licence to develop a game based on the franchise, Konami released Aliens into the arcades in 1990. The game is a horizontally scrolling shoot 'em up, putting the player in the combat boots of Ellen Ripley (and Corporal Hicks if playing with a friend) as she dares to take the fight to the xenomorph horde currently infesting the colonist base of Hadley's Hope.
The game features an extensive arsenal of weapons with which Ripley can obliterate the xenomorph foe. These new items can be acquired by collecting weapon tokens, which can be found out in the open, or inside weapon canisters. The player gets to choose the exact weapon they would like by waiting for the token to display the respective gun before collecting it, which is a nice touch.
Whilst the range of weapons is admirable, for some unfathomable reason, Konami chose not to include the most iconic of all the weapons in the Aliens universe, the M41A pulse rifle! Instead, Ripley starts the game with M56 smart gun - sure, it's synonymous with the Aliens universe, but it will always play second fiddle to the pulse rifle.
Having tooled themselves up appropriately, the game is an uncomplicated affair of progressing to the right, annihilating anything that moves. From aliens to strange, zombie-like humanoids, everything must be terminated with extreme prejudice.
Entering ducts and crawl-spaces results in Ripley making use of the iconic motion tracker to keep tabs on encroaching enemies. This is particularly useful for anticipating enemies popping out of air vents and shooting them before they have chance to turn you into lunch.
Certain levels are interspersed with on-rails shooting sections where Ripley rides atop the marine APC as it travels to it's next destination. The objective here is to shoot approaching aliens before they get too close, whilst also dodging out of the way o
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https://www.youtube.com/watch?v=BJvHLf2esZg
Game Info
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Developer: NMK
Publisher: NMK
Year of Release: 1993
Game Review & Impressions
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I already covered the original Thunder Dragon on the channel, and found it to be a decent-enough shoot 'em up with an interesting weapon power-up system. The sequel doesn't stray too much from the formula of the original, although the decision to replace the various weapon systems from the first game with a single upgradeable spread-shot means it's not the most innovative of sequels.
Even so, it's a decent looking game with enough shooting action to satisfy most arcade fans - not ground-breaking, but still worth a shot.
Related Longplays & Videos
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Thunder Dragon (Arcade): https://youtu.be/bD_ikTxPdRM
Chapters
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00:00 Attract mode
00:11 Stage 1
02:14 Stage 2
05:18 Stage 3
08:27 Stage 4
11:34 Stage 5
14:47 Stage 6
17:44 Stage 7
21:02 Stage 8
25:39 Ending
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https://www.youtube.com/watch?v=qC3_fXXjQG0
Game Info
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Developer: Greg Duddle
Publisher: Mr Micro
Year of Release: 1985
Coding: Greg Duddle
Graphics: Greg Duddle
Music: David Whittaker
Game Review & Impressions
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Treasure Island is one of the first computer games I ever owned or played, and is also one of the first longplays I attempted. In that video, I went straight for the treasure and didn't bother to go for a perfect score, so there was definitely room for improvement.
This time around, not only did I collect all the items, I managed to overachieve, scoring 101%. As far as I can tell, the trick to getting 101% score involves the pirate at 00:34 - if you time it right, you can avoid his cutlass and kill him, netting a bonus 1% to score. Given the position of the pirate and the timings, I think the programmer intended for players to avoid this guy entirely.
As for the game itself, this is another example where the Commodore 16 Plus/4 version beats the C64. The extended colour palette of the TED chip is put to great use here, and the fact the boarding of the Hispaniola and barrel jumping sections are missing are no great loss.
The main objective, then, is to locate the treasure hidden somewhere on the eponymous Treasure Island. You must guide Jim Hawkins around the expansive map, collecting items and defeating pirates with cutlasses to proceed.
Getting to close to a pirate will cause them to throw their blade in your direction and, if you react quickly enough, you can retrieve it and throw it back, eliminating the opponent. The exception to the rule here are the blue pirates, who never throw their weapons, so you need to make sure you don't squander your weapons needlessly.
Find the treasure, and Captain Long John Silver will give chase. You must flee back to the Hispaniola, docked on the western most shore of the island, to make your escape, but navigating through the maze-like corridors of the island with danger never far behind makes for a pretty tense finale.
Even today, Treasure Island is a great little game. Great graphics and simple-but-addictive gameplay make this one of the best in the C16 libary.
Information & Trivia
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- Came bundled with Commodore Plus/4 computer
Video Notes
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- Scored 101%
Related Longplays & Videos
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Chapters
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https://www.youtube.com/watch?v=jTl_ExKIcO0
Developed and released by Sergeant Mark IV in 2016
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Episode 01: https://www.youtube.com/watch?v=DmZ1UAOOxYk
Episode 02: https://www.youtube.com/watch?v=V7vm52kyeZs
Here is the third part in my longplay series for Ultimate Doom using the fantastic Brutal Doom modification.
In this episode, Doom Guy must fight through Hell itself if he has any chance of making it back home to Earth.
Be sure to check out my videos for episode 01 (Knee Deep in the Dead) and episode 02 (The Shores of Hell) and be sure to 'like' and subscribe if you enjoyed the video!
#retrogaming
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https://www.youtube.com/watch?v=XcaLqlnobsI
Game Info
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Developer: Capcom
Publisher: Capcom
Year of Release: 1989
Game Review & Impressions
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Considering how many of Capcom's brawlers were based on medieval or fantasy settings, Dynasty Wars' depiction of China is quite refreshing. The game is based on manga Tenchi wo Kurau, with players choosing to lead one of four Chinese generals into battle against hordes of enemy fighters and their commanders.
Unlike similar titles, the game tries to distinguish itself from its peers by having players fighting on horseback, fending off attacks from cavalry, archers, catapults and other siege weapons, mounted atop a trusty steed. Thrusting and stabbing in this fashion isn't particularly rewarding, at least in my opinion, and I found that using anything other than the charge-up attack meant it was impossible to defeat enemies quickly enough, frequently becoming overwhelmed. There are a number of special attacks -- tactics -- that can help get you out of a bind, such as summoning archers to rain flaming arrows down on your foes, but use of these skills is limited, so you shouldn't waste them unnecessarily.
As with other Capcom games, Dynasty Wars incorporates an XP system, with the player gaining experience through slaying enemies and collecting golden orbs. Levelling up increases maximum vitality and attack power, although enemies also become tougher over the course of the game, meaning that gaining levels is simply a way of holding back the tide, rather than making the player feel as though they're gaining strength.
I wanted to like Dynasty Wars, because there's some cool stuff here. The overall setting isn't one frequented often by games, certainly not of this era, but the overbearing difficulty and repetitive nature of the combat mean this turns into a rather unenjoyable slog at times. Ultimately, I think this is a game which you ought to check out, but one from which you might come away feeling a little underwhelmed.
Chapters
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Attract mode
01:25 Stage 1
03:58 Stage 2
09:13 Stage 3
13:19 Stage 4
17:54 Stage 5
23:41 Stage 6
27:12 Stage 7
32:58 Stage 8
42:08 Ending
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https://www.youtube.com/watch?v=Z8yIz3QePYk
Developed by Origin Systems and published by Electronic Arts in 1995.
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Mission 03: The WEC is designing a new servomech called the "Thermatron" and the Resistance is very keen to get their hands on the schematics.
The Captain is teleported into an industrial complex where the mech is being designed and his mission is to download the plans from the central computer.
#retrogaming
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https://www.youtube.com/watch?v=zoG2St3LBto