I longplayed Alisia Dragoon way back in 2015, but I made the error of recording the PAL version. It's generally recognised that US versions of most games are preferable to their European counterparts thanks to the uptick in speed and fluidity, so I decided to record a new QHD longplay on hard difficulty using the 60 Hz NTSC version.
The observations I made on this platformer-cum-RPG-lite haven't changed much since I first played it. It's got some cool features and excellent music, but the difficulty is likely to put a lot of players off, particularly on hard mode where pets take a lot more damage from enemies and are generally less use.
Developed and published by Sega and Westone in 1992.
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Originally released on the Sega Master System a year previously in 1991, Wonder Boy III: The Dragon's Trap is a console-only release and incorporates RPG features within what is, to all intents and purposes, a platform game at it's core.
The game is a direct sequel to Wonder Boy in Monster Land and begins with the player repeating the fight against Meka Dragon, the final boss from the previous game. Upon defeating his foe, the dragon places a curse upon Wonder Boy, transforming him from his human form into Lizard Man. Wonder Boy must search the land in order to find a way to reverse the effects of the curse and to regain his human form.
Now a scaly, fire-breathing monstrosity, the player is dumped in the middle of a small town that acts as a central hub for the majority of the game. There's no obvious indication as to where the player must go from the start, so you must begin exploring different locations to discover where you must go. This initial period of discovery is quite good fun as it conveys a sense of an open world, even though the game is actually very linear once you learn where to go.
The game is divided into a series of sections that can only be completed using one of the different animal forms . As you progress through the game, you'll fight a series of dragons that, when defeated, will transform Wonder Boy into another new form with different skills and abilities.
Each of these different forms possesses unique skills that allows the player to progress through the next stage of the game. You'll spot locations that can only be accessed whilst in a specific form, so remember where they are as they often hide secret loot and items to collect.
As mentioned earlier, the game features some basic RPG elements, including weapons and armour that possesses varying levels of attack power and defence rating, which improve combat effectiveness. The majority of items can be bought in shops for gold, although you will sometimes get lucky and a enemy will drop a piece of equipment.
Bolstering regular melee attacks are a range of spells and items that allow you to attack enemies at range. With the exception of the boomerang (which can be reused providing you catch it), the spell is consumed once cast, so you must collect tokens from enemies to replenish your stock.
The game features some bold, colourful graphics that generally look excellent. I was pleased to note that all of Wonder Boy's different forms have separate sprites for facing left and right, which means that his sword and shield don't miraculously swap between left and right hands when changing directions. Playing this on a modern LCD TV r
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https://www.youtube.com/watch?v=1o_rYCytSfU
Developed and published by Kemco in 1994.
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Please Note: I've included all three endings - bad and neutral endings appear after the final credits.
The 3D revolution might have been well under way in '94, but it was games such as Kid Klown that proved that there was still life in the old 16-bit machines yet.
Kid Klown is sent on a mission to rescue King Klown's daughter, Honey, who has been kidnapped by the the notorious Blackjack. The objective is to guide Kid through five stages of slapstick action in order to retrieve the four playing cards hidden inside some of the floating balloons found on each stage.
Collecting all four cards will reward Kid with a key to Honey's cage. If Kid manages to collect all four cards on the first attempt, he will also be rewarded with a Honey Heart; collecting all five hearts will unlock the best ending. Should Kid fail to collect any of the cards, he will be forced to retry the stage and can no longer get the best ending. The challenge then is to make sure you collect all cards on the first attempt.
Collecting cards might not seem so tough, but Blackjack has planted a bomb at the end of each stage that must be defused. Each stage is a race against time as Kid must try to outrun the burning fuse wire and reach the goal line before the bomb can explode.
As one might expect from a game involving clowns, many misfortunes can befall Kid as you help him progress through each stage. Numerous traps have been laid by Blackjack to block progress and prevent Kid from reaching the bomb in time. Much of the game's charm centres on Kid's misery as he trips, falls and gets blown up in a variety of ways.
Access to bonus areas are hidden on each stage, each of which can reward Kid with a power-up, such as increased recovery time from traps or anti-slip shoes. I found some of the bonus areas during this longplay, but I'm not sure I found them all.
Bonus games are available between stages and these give Kid a chance to reclaim energy that might have been lost in the previous stage. The two games available are whack-a-mole and air hockey, both of which are nicely realised and simple to control.
Much of the challenge in Kid Klown comes from the time pressure of trying to reach the end of the stage under a time limit and attempting to find all the cards. It's impossible to go back for missed balloon, so expect to replay the stages multiple times until you become an expert.
The game boasts some excellent graphics and sound and is really good fun. I can't say that there is much replay value once you've beaten the game, although a "hard mode" does become available. However, the game is great fun for as long as it lasts and is sure to impress
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https://www.youtube.com/watch?v=G_yh62kR8Ow
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Developed and published by Infogrames in 1988
While it might not have much variety, Wanted is actually a pretty decent clone of Capcom's Gun.Smoke.
Unlike a lot of shoot 'em ups, Wanted equips your six-gun shooting sherrif with a bunch of power-ups from the outset. Things get increasingly tougher as you die, for the game removes power-ups with each life lost.
Credits
Coding: Fabrice Decroix, François Garofalo
Music: Stéphane Picq
Time Codes
01:37 - Level 01
07:22 - Level 02
13:03 - Level 03
18:49 - Level 04
24:40 - Level 05
#wanted
#gunsmoke
#amiga
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https://www.youtube.com/watch?v=5gjMyGPykA0
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Developed by Special FX and published by Ocean in 1989
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https://www.youtube.com/watch?v=Z3jUZjIH7NU
Game Info
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Developer: Konami
Publisher: Konami
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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#konami #retrogaming #shmup
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https://www.youtube.com/watch?v=Jh-f_U-QgrE
Developed by Horrorsoft and published by Accolade in 1990
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Elvira: Mistress of the Dark is probably one of the most iconic games to grace the Amiga home computer. The game was truly scary, particularly to an audience of young gamers growing up in the early 90's.
Check out my full review of the game on my blog here: https://al82retro.blogspot.co.uk/2018/01/game-review-elvira-mistress-of-dark.html
#retrogaming
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https://www.youtube.com/watch?v=y1Egoh4gZFc
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Developed by Sean Cross/Stewart Green and published by Image Works in 1991
An admirable attempt to port the classic Amiga shooter to the Sega Master System, and while the graphics really do shine in this 8-bit effort, the gameplay is sorely lacking. The framerate is rarely above single figures, it's virtually impossible to hit things accurate, and, worst of all, enemy bullets follow you when scrolling the screen left or right!
The chiptune rendition of Bomb the Bass' Megablast is novel at first, although it does get old pretty quickly.
#thebitmapbrothers
#xenon2
#retrogaming
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https://www.youtube.com/watch?v=-67qFQlsPJo
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Developed and published by Sega in 1989
#retrogaming
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https://www.youtube.com/watch?v=Ii8LoP9tAds
Developed and published by Elite in 1985.
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An early classic arcade release from Capcom, this game got the usual slew of conversions for the home computers of the time. For some reason, I never owned this game back in the day, but I understand it's well regarded by C64 aficionados, so I was keen to see how it played.
Commando is a vertically scrolling shoot 'em up where the objective is to run and gun soldiers for points across three different levels, although it's worth noting that the arcade version actually has a total of five, so you're not getting a true conversion here. Each level features a large number of hostile troops for you to shoot, obstacles to overcome and a fortress to topple. Enemies spew forth from the gates and must be gunned down to gain access to the next area.
Your soldier is armed with a machine gun with unlimited ammunition with which to blast the bad guys, as well as a limited stock of grenades. Extra grenades can be earned by collecting the glowing crates that can be found within the level, although their usefulness is questionable at best; it's only possible to throw them vertically and not left or right and seems to be something of an oversight. While the grenades are of little use against the highly mobile enemy ground infantry, they must be used to clear out enemy gun emplacements, towers and bunkers that can't be damaged by regular bullets.
On first inspection, the game's graphics aren't exactly startling. Almost everything is rendered in a lovely shade of brown or grey, which makes the game look somewhat drab and uninteresting. However, the character animation and the movement is actually quite faithful to the arcade version, so the developers appear to have captured the soul of the game, even if it is a little bit grubby to look at!
Rob Hubbard produced a great music track to accompany the gameplay and is probably the best thing about the game. The same cannot be said of the sound effects, low quality and do little else apart from use up one of the C64's voice channels, thus cutting out part of the music.
Perhaps the biggest issue the game has is it's longevity. Three levels is pretty stingy and they don't take long to compete; at £9.99, this wouldn't have represented good value for money. What content does exist is pretty good fun while it lasts and there's certainly some fun to be had from ploughing your way through the ranks of enemies ahead.
If you can forgive the game's shortcomings then there's some fun arcade action to be had here. It's just a shame it doesn't last very long.
#retrogaming
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https://www.youtube.com/watch?v=Nq1FjLR72kE