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Developed by Magnetic Fields and published by Gremlin in 1990
With irrepressible AI drivers and randomised track hazards this top-down racing game from Magnetic Fields is fun, albeit a game probably too difficult for its own good at times.
Unlike the sequel, which doubles down on missiles and other destructive upgrades, Super Cars is much more focused on racing. It is possible to purchase front and rear missiles, but their use is restricted to single use per race, and the fact the wreckage of destroyed cars left behind means their use is designed to create obstacles for the AI drivers on subsequent laps.
Super Cars is another fine showcase for the talents of the late Ben Daglish, with plenty of funky melodies and beats.
Credits
Coding: Shaun Southern
Graphics: Andrew Morris
Graphics: Jeremy Smith
Music: Ben Daglish
Time Codes
00:00:00 - Intro & Music
00:03:14 - Game Start (class 1 tracks)
00:20:58 - Buying Vaug Interceptor 3.0l
00:27:06 - Start class 2 tracks
00:32:13 - Buying Retron Parsec Turbo 6.0l
00:41:41 - Buying Retron Parsec Turbo 8.0l
00:56:08 - Start class 3 tracks
01:29:00 - End
#supercars
#amiga
#retrogaming
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https://www.youtube.com/watch?v=gIw0QpjodoE
Game Info
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Developer: Palace Software
Publisher: Palace Software
Year of Release: 1987
Game Review & Impressions
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I've always had a soft spot for this Conan-inspired homage, playing many an hour of the C64 and Amiga versions back in the day, but I wanted to see how other versions compared to the C64.
Despite the typically garish colour palette, the ZX Spectrum port is pretty decent. It plays pretty much identically to the C64, although it really suffers for the lack of decent music during the actual gameplay. The splats and beeps really pale into insignificance against Richard Joseph's grandiose SID composition for the old breadbin, and the Spectrum also lacks the fountain of blood when chopping off an opponent's head.
Speaking of head chopping, it's really quite difficult to land a flying neck chop in this version. The CPU player is pretty good at avoiding the move, and you'll more than likely take damage if you persist in trying.
In the Spectrum's favour, the sprites are more detailed than their C64 counterparts, and the bad guys actually wear helmets and what appear to be torcs or medallions around their necks, differentiating themselves from the player. Given the colour clash issues with the Speccy, I guess the designers couldn't rely on colour, but this is still a neat touch.
For those unfamiliar with the plot, princess Marian has been captured and imprisoned by the evil sorcerer Draxx. An unnamed barbarian travels the lands, doing battle with Draxx's minions on a quest to free the princess. These encounters are all one-on-one fights to the death. Defeat each opponent by reducing their health to zero, or by lopping off their head with a well timed flying neck chop.
This is one of the greatest and most iconic games for the old 8-bit home computers, and arguably Palace Software's most famous release.
Chapters
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TBC
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https://www.youtube.com/watch?v=A3P7Wr-cPro
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Developed and published by Ocean in 1989
This is, in most respects, a really did conversion of the coin-op arcade game. I think that Ocean France did a great job on recreating the gameplay, and I think the graphics and sound are improvements on the original.
There are, however, two major issues:
1) Throwing grenades is activated by pushing down and pressing the fire button. of course, as you're constantly moving your aim up and down all the time, this results in an involuntary grenade spam that results in you chewing through your supply really quickly.
2) Unlike the arcade, the forward roll doesn't make you invincible to bullets or explosions, which makes the move rather useless.
Again, the lack of separate buttons meant the developers mapped the roll to pushing down + left/right, which means you'll find yourself rolling around on the floor at the most inopportune moments.
#amiga
#retrogaming
#cabal
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https://www.youtube.com/watch?v=D_fBtbWWRJU
Developed and published by Imagine in 1988.
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Salamander was originally released in the arcades by Konami and is a side/vertical scrolling shoot 'em up.
The story involves some alien race with telepathic powers gaining the ability to see into the future, which seemed to hold certain annihilation for their civilisation. Sure enough, they come under attack by an opposing force that is jealous of their utopian way of life and it is your job to save the universe.
Firstly, I'd recommend to anyone that hasn't seen the arcade original in action is to go and watch a video or play it. It's only then that you can appreciate just how accurate the C64 version is to the original. The combination of solid coding from Peter Baron and excellent graphics by Bob Stevenson really provided C64 owners with a cracking conversion.
The game is set over four levels, two of which involve horizontal scrolling and two vertical. The gameplay is standard shooter territory; shoot the aliens and collect power-ups to improve firepower, ship speed and other attributes. Green spheres grant the player a satellite that follows the main ship and fires additional projectiles, whilst different weapon types can be collected from the other pick-ups.
Each level ends with a boss that must be destroyed before progressing to the next level. The bosses aren't particularly difficult, but they all look and behave like their arcade counterparts.
Perhaps one of the most impressive things is the destructible environments in the first level. The objective is to arrange the orbiting satellites that follow your ship in such a way that projectiles carve a way through the pink, organic walls to safety. This could easily have ended up a broken mess, but it works in exactly the same way as the arcade and left me suitably impressed.
Mark Cooksey produced the games soundtrack and effects. The music is decent enough and it was nice to have sound effects playing simultaneously with the music.
In fact, there's nothing that I can really fault this game on other than the fact that the original game isn't the most memorable of shooters; that's hardly the fault of the C64 port though and is more of a personal observation than a real criticism.
Salamander is a top-notch conversion and is definitely adding to your list of shmups to play on the C64!
#retrogaming
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https://www.youtube.com/watch?v=dnww_FoopV4
Game Info
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Developer: Jaleco
Publisher: Jaleco
Year of Release: 1989
Game Review & Impressions
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If I was a betting man, I'm pretty sure you saw the thumbnail LONG before the video title; it's not every day your feed features a martial arts master hurling a blue-haired vampire girl into the screen with sufficient force to make her overgarments disintegrate. This is the unique selling point of Hachoo, an otherwise cludgy and not particularly fun beat 'em up, which allows you to toss opponents into the screen, replete with oversized, comedic depictions of each villain reacting to their demise.
Yes, you'll probably chortle the first few times you pull this move off, but all that remains after the novelty wears off is a pretty crap game full of infuriating mechanics, jerky animation, not to mention the cardinal sin of putting enemies into a state of invulnerability until they've damaged you, or they've executed at least one attack themselves. By all means give it a try for novelty value, but Double Dragon trounces this in every conceivable way.
Chapters
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TBC
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https://www.youtube.com/watch?v=ZFeSOG-hKdw
Developed and published by SNK in 1992
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Far in the future, mankind has continued to push the boundaries of science and technology ever further in the pursuit of intergalactic space travel and the colonisation of other worlds. Unfortunately, a computer virus manages to infect the computer systems running man's principle space station, activating it's on-board defence systems and becoming a serious threat in the process. To make matters worse, the sentient AI manages to convince the humans present on the station to ally themselves with it and to launch an assault on Earth.
Non-too happy with facing the prospect of facing threat of annihilation at the hands of their new cyborg overlords, Earth's remaining defence forces scramble in a last-ditch effort to destroy the repel the attackers and ensure the the continued future of humankind. As pilot of one of the attack ships repelling the invasion, the player must destroy wave after wave of enemy ships, robots and bio-mechanical abominations across five stages of horizontally scrolling, shoot 'em-up action.
The first thing anyone will notice about the game is quality of the artwork and graphics, which are, in short, stunning. The Neo Geo was easily the most graphically capable of the 16-bit era consoles, but Last Resort was released relatively early in the machines lifetime and it already looks absolutely stunning. With vibrant colours, multiple levels of parallax scrolling and attention to detail synonymous with SNK titles, Last Resort looks every bit the top-tier arcade shooter it aspires to be.
The game also features some genuinely excellent audio effects and music. The thumping bass-line and sirens in the opening level's backing track really helps get the adrenaline pumping as the player's ship cruises above the highway of a futuristic city that bears more than a passing resemblance to Neo-Tokyo from seminal anime/manga, Akira.
Although not quite a clone, Last Resort is clearly influenced by the R-Type game series, developed by Irem. Once collected, the player's ship can equip itself with an attack module/satellite that acts as both a defensive barrier against enemy projectiles, as well as an offensive weapon that can be fired at enemies by charging up the ship's power gauge. Unlike R-Type, however, the satellite module is not simply fixed to the front or rear of the players ship, but can rotate 360 degrees around the craft, allowing the player to launch it from just about any position.
Moving the player's ship causes the satellite to move around the main craft, but it can also be locked in place by pressing the 'B' button. Mastering control of the satellite becomes absolutely essential as later levels be
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https://www.youtube.com/watch?v=qehxGizRcM8
Game Info
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Developer: Gameace
Publisher: Gameace
Year of Release: 1994
Game Review & Impressions
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Before I started playing, I was convinced this was going to be another obscure game by Gaelco, the enigmatic Spanish coin-op developer, but information available online -- plus the ending credits -- seems to debunk that theory. According to Mobygames, the game received a conversion for MS-DOS PCs in 1995 (no mention of the arcade version), and that particular port is credited to a dev team called "Dong Sung", based out of South Korea. The origins of the game are indeed somewhat mysterious, but what we seem to is an Eastern arcade developer copying, or at least heavily influenced by the art style and gameplay of so-called "Euro Platformers" commonly seen on the likes of the Commodore Amiga and Atari ST during the early 90s.
Unfortunately, the game itself is woefully average. This is a by-the-numbers platformer with awkward controls, boring gameplay, and more than a few bugs. I had to deliberately lose a life against the playing card boss at the end of stage , else the subsequent bonus stage bugged if I beat the CPU, ending the game prematurely. The graphics are OK, although not in same league as Capcom, SNK and other coin-op devs still working in the 2D space.
Ultimately, Super Trio is a curio from an obscure arcde manufacturer, to whom this game is their sole credit.
Information & Trivia
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Video Notes
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Related Longplays & Videos
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Chapters
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#arcade #retrogaming #longplay
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https://www.youtube.com/watch?v=uPX9KPUKi2E
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Developed by Digital Concept and published by Loriciel in 1992
Time Codes
00:00 - Title music
04:39 - Level 01
10:46 - Level 02
13:50 - Level 03
21:27 - Level 04
25:19 - Level 05
33:44 - Ending
38:15 - Game Over
Another visual showcase for the Amiga, the scrolling and visuals in this platformer are pretty impressive. It's not especially groundbreaking in terms of gameplay, but the scrolling and animation are remarkably smooth.
One of my favourite things about the game, however, is Chris Huelsbeck's superb music.
This re-upload corrects a glitch in the previous video!
#jimpower
#amiga
#retrogaming
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https://www.youtube.com/watch?v=Wd1p2UmoE-Y
Developed and released by Nostalgia in 2015
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Regular visitors to my channel might remember that I recorded a longplay video and review for a updated version of Ghosts 'n' Goblins for the C64. To my surprise, it went on to be one of my most popular videos and is great to see that fans are still interested in the C64 after all these years. For today's video, we'll be looking at update to another classic Capcom arcade game for the C64, as well as being yet another great effort by the guys at Nostalgia (coders of the aforementioned GnG update).
Commando was one of the first action-packed, top down shooters that I remember game out in the arcades and featured excellent graphics, sound and addictive gameplay. It's fair to say that the original version of the game released by Elite (coded by Chris Butler) was a really top-notch arcade conversion for the C6, receiving a respectable 77% in Zzap64 magazine. The only problem with it was the amount of content that had to be cut from the arcade original. Most notably, the Commodore version contails only 3 of the original version's 6; they're great, but dedicated players will whistle through these pretty quickly with enough practice.
Thanks to Nostalgia, fans of the original can now download and experience this fantastic update. Whilst it uses the original game as the foundation, many new and improved features have been included in attempt to make it an even more engaging (and faithful) experience. Features include updated level graphics, new mechanics (enemies spawning from huts etc.), as well as packing in the levels from the arcade version that had to be cut due to space restrictions. Less obvious changes include extra colours added to the score and ammo counters (the original was plain white) and there are now intermissions between each mission, as per the arcade machine.
Of course, the team have kept Rob Hubbard's excellent in-game music (it would have been sacrilege to have removed it!), as well as creating an awesome new composition for the (equally excellent) title graphic.
If you one of the players who felt a bit shortchanged with the original game then this is the perfect opportunity to download and experience this fantastic update. Be sure to head on over to http://csdb.dk/release/?id=137173 if you want to try it out for yourself!
#retrogaming
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https://www.youtube.com/watch?v=6gPNYKoBTVU