Played on game master difficulty and includes stage X strange zone level, which can only be accessed if you reach AND defeat the boss with 2:00 left - this is why I use the spin-kick for most of the first level; nothing will get the job done as quickly. #retrogaming ... https://www.youtube.com/watch?v=Wnx_rxjZ76Y
Developed by Peter Milligan and published by Mastertronic in 1984.
This game was requested by Simon0.
Here is another of the earliest games released on the C64 and I'd say it's fairly typical for it's time.
The game has 5 different stages:
Stage 1: simply avoid the alien ships until your score reaches 249 - simples!
Stage 2: Avoid the meteors. Your ship can shoot, but it has no effect.
Stage 3: Move left and right to stay in the tractor beam.
Stage 4: Hit the enemy ship 20 times with your cannons; this is probably the hardest stage given that the mothership hurtles towards you at high speed even though you hit it 20 times.
Stage 5: Avoid the asteroids and land on the docking bay.
Mercifully short, the game simply repeats after stage 5. I guess it's pushing the boundaries of what you could call a longplay!
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=ivcajp9qiJU
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Developed and published by System 3 in 1991
The third and final game in the classic C64 trilogy should have been the ultimate send-off for the series, but it wasn't to be. The original coder, John Twiddy, had left System 3 to set up studio Vivid Image with Mev Dinc, and I'm pretty sure John's absence is why the end result isn't as technically polished as the previous games. Stan Schembri (RIP) did his best, but LN3 has various glitches, collision issues, not to mention a really irksome control system, all of which make this game far more difficult to recommend than its predecessors.
By far the biggest problem this time around is the combat. A change in collision and enemy AI - not to mention fiddly controls - means fights descend into all-out slug-fests, and you'll be hard-pressed to survive more than a couple of encounters before losing a life.
The inclusion of the 'Bushido' system (represented by the dragon bottom-centre) is supposed to give players an easier time against the end-of-level guardians. Defeating guards using the same weapon they're using fills the meter, whereas using a different weapon is considered dishonourable, draining it; it's a concept that works on paper, but the combat is so poorly executed it's safer to avoid it altogether.
That's exactly what I did in my first walkthrough video back in 2014, but I wanted to try and avoid doing that again for this new recording. I discovered the type of attack an enemy use is influenced by whether the play is moving toward/away from them. Get them to throw an attack with multiple animation frames (like a lunge or swipe), and you can get a quick jab in and back off without the risk of getting hit. The only problem is I had to slow the game down to 50% speed to exploit this weakness, which isn't necessary in the prequel.
So the gameplay isn't what it could have been, but what's not in question are the the production values. The intro sequence was still ground-breaking for 1991, especially C64 games, and Robin Levy brought a new dimension to the game's art direction. Backed by Reyn Ouwehand's music, LN3 remains one the most impressive games from an aesthetic standpoint.
Credits
Coding: Stanley Schembri, Dan Phillips
Graphics: Robin Levy, Arthur Van Jole
Music: Reyn Ouwehand
Time Codes
00:00 - Intro (music by Reyn Ouwehand)
03:33 - Level 01: Chamber of Earth (music by Reyn Ouwehand)
09:58 - Level 02: Chamber of Wind (music by Reyn Ouwehand)
13:47 - Level 03: Chamber of Water (music by Reyn Ouwehand)
17:16 - Level 04: Chamber of Fire (music by Reyn Ouwehand)
23:00 - Level 05: Chamber of Void (music by Reyn Ouwehand)
24:55 - Ending (music by Reyn Ouwehand)
28:13 - Game Over
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https://www.youtube.com/watch?v=9cNgJXaMzn4
Game Info
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Developer: Tatsumi
Publisher: Tatsumi
Year of Release: 1992
Game Review & Impressions
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Another entry from the arcade obscura, Big Fight is quite clearly an attempt by Tatsumi to ride the coattails of Capcom with this thinly-veiled "homage" to Final Fight. Go straight, hit things, eat pavement food, and just generally try to stay alive are the order of the day here.
Unfortunately, it doesn't matter how many layers of parallax scrolling you cram into the game if the core loop isn't any fun, which this really isn't. It's neat that you get the chance to play as each of the end-of-level bosses after you unlock them, but the inconsistency in the balancing and mechanics makes many of them pointless.
The best thing I can say about the Big Trouble is the weirdness of the characters makes it worth a play, but it's just a poor imitation of the game it's imitating. If you want actual fun, go play Final Fight instead.
Chapters
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00:00 Attract mode
02:23 Stage 1
06:39 Stage 2
13:33 Stage 3
20:18 Stage 4
25:08 Stage 5
32:05 Stage 6
40:25 Final Boss
44:12 Ending
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https://www.youtube.com/watch?v=IlqlyIDS_yo
Developed by Eurocom and published by The Sales Curve in 1993
Follow me on Twitter: https://twitter.com/Al82_Retro
Game Review: https://al82retro.blogspot.com/2018/01/game-review-rod-land-nintendo-game-boy.html
#retrogaming
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https://www.youtube.com/watch?v=vEG4-2KfsJw
Developed by Origin Systems and published by Electronic Arts in 1995.
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Chairmen Draygan of the WEC intends to hold a meeting with his key senators, at which it is expected that the new WEC super-weapon will be discussed.
In their infinite wisdom, the Resistance dispatches the Captain on an espionage mission to eavesdrop on the meeting. The Captain is warned not to open fire else he could jeopardise the operation.
No firing? I wonder how long that will last...
#retrogaming
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https://www.youtube.com/watch?v=y5R9hkWpxrI
Developed Stavros Fasoulas and published by Thalamus in 1987.
Here we have another shoot 'em up from Thalamus' stables, this time developed by Stavros Fasoulas (of Sanxion fame).
The premise of the game centres around the disappearance of a number of merchant vessels in a region of space known only as "Delta". Naturally, these occurrences cannot go unnoticed and you put yourself forward to investigate.
It doesn't take long to realise that an alien race, the Hsiffan Khanate, are responsible and it is your responsibility to destroy them.
You must face waves of alien craft over a succession of 32 different levels, collecting power-ups as you advance.
The power-up system requires you to destroy complete waves of opponents in order to earn a credit, which can be used at periodic intervals to collect new weapons. You will encounter multiple blocks suspended in space and the number of credits you hold determine which ones can be collected; the more credits you hold, the more blocks that are unlocked and available to collect. However, you can only collect one block from each group and all remaining blocks will turn grey and will cause your ship to explode if you collide with them.
Power-ups are not permanent and many will run out over time, forcing you to spend credits to replace them. Some of the later stages become trickier to navigate if you run out of fire-power, forcing you to resort to evade enemies instead.
Completing all 32 stages will result in the game looping back to stage 1, although you do get some victory music to accompany the action. Considering the game is quite challenging, the lack of a proper ending screen is a bit of a disappointment, but certainly not uncommon for many games of the time.
Technically, the game is very accomplished for the time. The scrolling is super smooth and there are numerous sprites on-screen at any one time. Bob Stephenson produced some attractive graphics and Rob Hubbard penned some decent tunes.
I wouldn't consider Delta to be a classic, but it's a solid shooter with a reasonably innovative power-up system and decent action. The game also wins bonus points for not being a multi-load title; 32 levels back-to-back is a solid chunk of space shooting action!
#retrogaming
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https://www.youtube.com/watch?v=AeLi01dpME0
So this might a be a bit different from my usual content, but I hope you'll like it!
Regular visitors to my channel will know I'm a big fan of the Commodore Amiga computer, so I was super excited when I learned about the Kickstarter: Amiga Power - The Album with Attitude.
Inspired and selected by former members of Amiga Power magazine, this double-CD album is set to include all-new remixes of classic Amiga game music.
What is especially exciting is that the album is set to include tracks from one of my very favourite Amiga games of all time, The Chaos Engine.
Created by Farook Shamsher and his late brother, Haroon, the track featuring on the AP album incorporates elements from the memorable title sequence, plus elements from the backing tracks that accompanied each of the game worlds in a special studio mix.
As for the other track (the one featured in this video), both Farook and Matt Smith (project lead) have given me permission to re-host this particular mix to help spread the word about this exciting video game music remix project!
You can read - and hear - more about this awesome VGM project on Kickstarter: https://www.kickstarter.com/projects/amigasquare/amiga-power-the-album-with-attitude
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https://www.youtube.com/watch?v=wTS4UnLNjTA
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Read my article about the game @ https://www.vintageisthenewold.com/retro-revisited-z/
Developed by The Bitmap Brothers and published by Renegade in 1996
Played using Roland MT-32 music
#retrogaming
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https://www.youtube.com/watch?v=YwtO6DN9wZs
Follow me on Twitter @ https://twitter.com/Al82_Retro
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Developed and published by Sega in 1992
#goldenaxe
#sega
#retrogames
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https://www.youtube.com/watch?v=Y6inP3NQPXY