Here's another great OCS demo from Kefrens, featuring some more top effects and routines - keep an eye out for the rather cool fractals around 8:00!
Watch the final scene and you'll see some similarities with the opening section of the later Desert Dream demo.
As seems to be the theme with Kefrens, there's a hidden section within the demo that can be accessed by booting from the second disk: 13:00 #retrogaming ... https://www.youtube.com/watch?v=UZT1-RX0ers
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Game Review: http://www.vintageisthenewold.com/this-action-adventure-game-from-system-3-was-big-on-style-but-what-about-gameplay-vendetta-for-the-c64-reviewed/
Developed and published by System 3 in 1990
Game Start: 6:00
#retrogaming
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https://www.youtube.com/watch?v=pqZrwuG_WCU
Game Info
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Developer: Compile
Publisher: Hudson Soft
Year of Release: 1989
Game Review & Impressions
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The TurboGrafx/PC-Engine isn't a console I ever encountered growing up, so getting to experience the back-catalogue of games has been one of the most interesting aspects of this channel to date. There are some great titles on the platform, and Blazing Lazers isn't just a great TurboGrafx game, it's one of the best vertical shoot 'em ups on a home console.
Blazing Lazers has great graphics for the time, not to mention 9 different stages of non-stop action to burn through. However, what really steals the show here is power-up system. I don't think I've played a game with such a diverse range of options, which adds to the appeal.
There are 4 main weapon types available, each with multiple upgrades that change the spread, strength and corresponding shot pattern. These weapons can be upgraded even further to their ultimate form by collecting an "F" container, allowing you to unleash some truly devastating firepower. Changing weapons or changing shield types does come with a cost, however, removing side-shots and ultimate fire mode if activated. In general, the best strategy involves finding a combination of upgrades you enjoy and works across a variety of scenarios and stick with it, rather than keep swapping.
When it comes to recording, there are so many games which have been a total chore to play through, but Blazing Lazers is one of the few which was a genuine pleasure. If you enjoy a good shooter, this should be top of your list.
Chapters
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TBC
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https://www.youtube.com/watch?v=yQQCMNXMgGo
Developed and published by Synapse Software in 1983.
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I remember getting Blue Max on a Commodore Format Power Pack tape many years after the game was originally released, and I remember thinking what a fantastic little game it was. Playing the game again today, my opinion hasn't changed.
Blue Max is set during the First World War, back when aerial combat was in it's infancy. As a flying ace, you must pilot your biplane over hostile terrain on a mission to destroy key targets behind enemy lines. Marked targets either flash, or have a target symbol painted on them to make identification easy.
Your plane is equipped with a machine gun, which can be used to shoot down enemy planes and can also be used to strafe ground targets if you're feeling brave enough. Strafing can rack up some impressive points, although getting hit by one of the many flak emplacements is much more likely. Alternatively, your plane also has a finite supply of bombs which can be dropped on targets, although you will have to account for inertia and height if you want to hit your target.
Getting hit by flak won't necessarily destroy your plane outright, but it will damage parts of the plane. For example, if your fuel line gets damaged then your plane will start to leak fuel and the fuel counter will tick down at a faster rate, while damage to your bomb bay will prevent you from dropping bombs until you can repair your plane.
The ending of each level is denoted by a warning at the bottom of the screen to indicate that you are approaching an airfield. Landing will refuel your plane, resupply bombs and repair a portion of any damage currently sustained; it's quite possible to miss the airfield altogether and this means that you'll have to hope that you can survive on whatever resources you have available.
If you destroyed enough marked targets, you progress to the next level. However, in a novel twist, this is completely seamless and the only indication that you have progressed at all is the difference in level layout and additional elements to the battle field. The game's finale involves a bombing run down a corridor of tall buildings where the objective is to bomb a series of white government buildings, each surrounded by a dense cluster of flak emplacements. Survive this ordeal and make it to the next airfield and the day is won, upon which you will be awarded a flying ribbon and title.
Perhaps the main reason why the game is such a gem is the attention to detail. The isometric perspective affords and inclusion of elevation, which means some frantic dogfighting with enemy planes as you try to find the correct height from which they can be shot down. Wind also affects your flight handlin
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https://www.youtube.com/watch?v=ruCZm2wLcb4
Game Info
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Developer: Seta
Publisher: Seta
Year of Release: 1989
Game Review & Impressions
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Released in 1989, Caliber .50 is a run-and-gun shooter, viewed from a three-quarter top-down perspective. It looks and feels very much like Capcom's Mercs, which was a successor to Capcom's own Commando.
Unlike those games, Caliber .50 opts for an unconventional control scheme in an attempt to mix things up. Instead of moving and aiming with the regular 8-way joystick most cabinets used, Seta equipped the Caliber .50 unit with a rotary dial that controls your characters aim through 360 degrees. Enemies will assault you from all possible angles, so success revolves around -- pun intended -- getting used to this unconventional control method and blasting the bad guys before they overwhelm you.
Rather than simply collecting guns, new weapons are earned by collecting tokens which increase your player's health. Maxing out the health/armour bar will cause you to rank up, which causes your primary weapon to change. The starting rifle will magically change to a powerful bazooka, whilst the top tier bestows upon you a devastating flamethrower, perfect for all your charbroiling needs. There's also an assortment of grenades which you can lob, but the short range limits their effectiveness, and you'll usually be too busy fiddling with the controls to use them much.
Caliber .50 presents me with something of dilemma. On the one hand, it's a great-looking arcade blaster, chock full of explosions and plenty of action, but on the other, it's way, WAY too difficult. This would have been a tough game with a standard 8-way joystick, but the onslaught of opponents and projectiles you'll face, coupled with the finicky controls, turns this into one of the most brutally difficult coin-op experiences your likely to face.
Information & Trivia
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Video Notes
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Related Longplays & Videos
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Chapters
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00:00 Attract mode
1:00 Main Game
11:14 Ending
#retrogaming
#arcadegames
#longplay
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https://www.youtube.com/watch?v=p1ephXEoxn4
Developed and published by Sega in 1992.
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The 8-bit Game Gear version of Streets of Rage was actually my first brush with the series. I remember having a friend round and he'd bought his Game Gear and we were sat together playing Streets of Rage cooperatively via the link cable. In a time before the internet or wireless networking, this seemed incredibly futuristic at the time.
The Game Gear version is a surprisingly solid version of the game. Unsurprisingly, certain things had to be left out, such as one of the playable characters and two of the levels, but the game is still easily identifiable as a Streets of Rage game despite these omissions.
Whilst not as fluid as the Genesis version, the fighting is still remarkably satisfying. Enemies can be kicked, punched and thrown around the screen with ease, whilst knives and metal pipes can be collected to give the player the edge.
Whilst I can find no real fault with the game, it is perhaps slightly unforgiving on "Hard" difficulty due to the level timer. The game decides to throw enemies at you that have extreme amounts of health, with simply no way to defeat them quickly enough before the timer expires.
The graphics are very good considering the size of the sprites. The background art, the ship level in particular, is great and really captures the essence of it's 16-bit sibling.
The music is also excellent. Yuzo Koshiro's music score is still recognisable and as great as ever, despite the transfer to an 8-bit platform.
I certainly played the game through to completion on many occasions and thoroughly enjoyed the game. A sequel would be released a year later and would improve on the original in every way.
Streets of Rage Game Gear is a solid beat 'em up experience and comes easily recommended.
#retrogaming
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https://www.youtube.com/watch?v=s9hprsylmbo
Developed and published by Rainbow Arts in 1991.
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The Turrican games were some of the best games to grace home computers of the late 1980's and 90's. Most people will be familiar with the Amiga version by Factor 5, but the C64 also got a release by Rainbow Arts, helmed by Manfred Trenz.
The game opens with an incredibly long intro sequence (15 minutes long!) that sets the back-story for the game.
The crew of galactic cruiser, the Avalon 1, are about to journey beyond the reaches of the known universe on an exploration mission, when their vessel is attacked and hijacked by an enemy vessel belonging to The Machine. The crew are wiped out and the safety of Earth and all other colonies are jeapordised as the forces of chaos take over the ship.
As a member of the Avalon 1's remaining crew, you manager to escape and don the all-powerful Turrican reinforced armour suit, determined to get revenge for your fallen comrades and to defeat the The Machine and his forces.
What this boils down to is a a side-scrolling platform game with plenty of shooting, enemies to kill and power-ups to collect across a varied set of levels.
The levels themselves are far from linear, with many secret areas to find and extra lives to be collected.
I for one never played the C64 version before recording this video. It's something of a technical marvel, with amazing graphics, huge levels and great mechanics. Markus Siebold also produced some great music for the game, but this is present in only a select few levels, which is a real shame and the only disappointment with the game.
For you eagle-eyed viewers, the score and lives counter changes somewhere around world 4 thanks to a game crash, which meant I lost my save states and had to start a new game at the last level I played.
Trenz stated in the closing credits that Turrican 2 would be his last C64 game, although he went on to create Enforcer: Fullmetal Megablaster for CP Verlag a year later.
Anyway, let's raise a toast to one of the best games to grace the C64!
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=gBdVV_BCZoA
Developed by Nazca Corporation and published by SNK in 1996.
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Foreword: It took me quite some time to bring you all a longplay of Metal Slug due to various technical issues and frustrations, but I'm pleased to finally be able to upload this video!
When I got broadband internet access some time in the year 2000, I was amazed and excited to learn that I was able to revisit the games of my youth via the joys of emulation. I also discovered that there were many consoles and gaming platforms that I'd never even heard of, usually because they were never released (or at least never considered mainstream) in the UK.
This was certainly the case of the Neo Geo; a hardware platform released by SNK in 1990 that earned itself a reputation as a power-house in 2D gaming and having an equally fearsome price-tag to boot. Having never heard of the console, let alone any of the games in it's library, I remember playing through several of them and being pretty impressed. However, it wasn't until I played Metal Slug for the first time that I appreciated what the system was truly capable of.
From the moment you drop a coin in the slot, Metal Slug grabs you by the shoulders, yanks your eyelids open, thrusts a joystick into your hands and subjects you to an endless assault on your visual and auditory senses. I personally think that the artwork and animation on show in Metal Slug remains some of the best ever produced.
Anyone who has played Metal Slug will be pleased to find that it's beauty isn't simply skin-deep. Simply put, it is one of the finest (if savagely difficult) platform shooting games created.
The game's plot sees the evil General Morden and his army launch an global attack on world governments in a bid for total domination. His conquests have provided access to powerful and exotic technology, the most recent of these being the titular "Metal Slug" combat tank. The only thing standing between Morden and victory is the Peregrine Falcon Strike Force and it is their mission to take down the general and to prevent him acquiring any Metal Slug vehicles for his own nefarious ends.
The game starts with the player parachuting into the combat zone, armed initially with a pistol and limited number of grenades. The objective is simple; keep moving to to the right whilst obliterating anything that stands in your way, whilst avoiding being shot, bombed or disintegrated!
One of the most iconic features of the game is the plethora of bearded prisoners-of-war that can be found throughout each level. Rescuing one of these guys will result in him leaving behind weapon upgrades, grenades and some truly bizarre bonus point items. Bonus weapons include heavy machine guns, flame thro
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https://www.youtube.com/watch?v=hUk_Jq0wIuk
Developed and published by SNK in 1991
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There's not much to say about this Final Fight clone, other than it's surprisingly decent. It's a very straightforward side-scrolling brawler with typically high quality graphics, and fun gameplay.
Perhaps the most interesting thing about this is the way you can enter doorways in the background and earn some bonus points and extra energy by trashing the contents. In some ways, I think this actually makes you the bad guy - you just wander in and smash up some poor guy's drug store for a can of coke!
#burningfight
#neogeo
#retrogaming
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https://www.youtube.com/watch?v=y0C8ggmmGr4
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