Developed and published by Taito in 1988
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Pretty cool mech shooting game from Taito which, unsurprisingly, feels a bit like Operation Thunder Bolt crossed with Battle Tech. You've got a chaingun, a plasma cannon, and a whole load of bad guys between you and victory.
Chapters
00:00 Attract mode
01:02 Level 1
03:28 Level 2
06:24 Level 3
09:28 Level 4
12:08 Level 5
15:19 Level 6
18:07 Level 7
21:13 Ending
#enforce
#arcadegames
#retrogaming
...
https://www.youtube.com/watch?v=Hejv3NkWw7E
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by David Crane and published by Activision in 1984
From one of the greatest movies of all time, to one one the greatest video games of all time, Ghostbusters on C64 is one of the defining titles for the system. This was one of my all-time favourite C64 games, so creating a QHD recording was a real no-brainer!
David Crane took the carcass of a game he already had in development - Car Wars - and introduced elements from the movie, fleshing it out to create the game we have today.
Taking the concept of running your own Ghostbusters franchise and letting you loose in New York city to bust spooks to earn cash is as brilliant as it is simple. Everything from the graphics to the SID rendition of Ray Parker JR's classic theme tune just gels together to create something magical.
Time Codes:
00:00 - Theme Tune
04:14 - Gameplay Start
14:40 - Getting Slimed!
44:41 - Enter the Zuul Building
#ghostbusters
#c64
#commodore64
...
https://www.youtube.com/watch?v=VITLJsgXCUQ
Game Info
---------------------------------------------------
Developer: Visco Corporation
Publisher: Visco Corporation
Year of Release: 1999
Game Review & Impressions
---------------------------------------------------
There's really no beating about the bush with this one; Captain Tomaday is one WEIRD shoot 'em up. You play an over-ripe mutant tomato who can throw his hands at enemies to destroy them, which occasionally drop pharmaceutical pill capsules that cause you to mutate into another form. These forms have different attack modes -- some better, some worse -- and result in a game that's as diverse as it is random.
I guess we shouldn't be too surprised the game looks great, given this IS running on the Neo Geo, although there is a fair degree of slow-down which occurs, especially when there are so many sprites on the screen at once.
The game was ported to the Sega Dreamcast in 2019, a fully commercial release, rather than a homebrew project.
Video Notes
---------------------------------------------------
N/A
Related Longplays & Videos
---------------------------------------------------
N/A
Chapters
---------------------------------------------------
00:00 Attract mode
01:36 Instructions
02:20 Stage 1
07:25 Stage 2
12:06 Stage 3
16:51 Stage 4
18:56 Stage 5
23:45 Ending
...
https://www.youtube.com/watch?v=Tkn9O1D79jo
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Titus in 1991
It might seem a strange decision to make a game based on the film starring Dan Ackroyd and John Belushi, but it turned out better than expected, thanks largely to the in-game music.
The objective is to collect various pieces of your stage performing equipment from each of the levels, evade the police and other bad guys, and make it to the Blues show on time.
#amiga
#retrogaming
#thebluesbrothers
...
https://www.youtube.com/watch?v=dQZh6iyrgC0
Developed by Reflective Designs and published by Codemasters in 1992
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Credits
Coding: Duncan Scott Kershaw
Graphics: Jonathan Smyth
Music: Gerard Gourley
...
https://www.youtube.com/watch?v=PmevojTqI00
Developed and published by Activision in 1989.
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Following the huge success of the 1980's film, the world went Ghostbusters-mad. A cartoon series followed, of which I was a massive fan. Data East developed an arcade coin-op based on the cartoon and where there is a coin-op, a slew of substandard conversions for home computers wouldn't be far behind.
The game is a strange hybrid of a top-down shooter, but with stylistic nods towards Capcom's Ghosts n' Goblins series (take a key to come in!). The only objective is to keep pushing towards the top of each stage, kill the guardian outside the level exit and to collect the key that it drops.
The player is equipped with two weapons with which to deal with the game's various ghoulish denizens. The first is a generic, single-shot cannon that can be used to release a ghost from the monster's initial form.Once released, the player can capture ghosts using the famous proton pack. Each captured ghost is transferred to the containment unit after completion of the level and bonus lives will be awarded for fifty or more ghosts captured.
By far the biggest problem with the game is the collision detection. The game is extremely picky when it comes to calculating if the ghost is trapped in the proton stream or not. To complicate matters, the ghosts head towards the player at angles that make hitting them extremely difficult.
The difficulty of the game meant that anyone with the tape version of the game was subjected to much painful rewinding and reloading of the tape. To this day, I don't know how we ever put up with multi-load tapes...
The arcade game on which this is based wasn't a great game to begin with and, to be fair, the C64 version does at least "work". David Whittaker produced a jolly, if rather short version of the Ghostbusters theme tune and the art work is reasonable.
I did notice that, despite having ten levels, some of the level layouts did repeat themselves (levels one and nine are the same).
The Real Ghostbusters isn't a terrible game, but it's just not enjoyable enough to recommend it. Anyone looking to scratch that Ghostbustin' itch should go and play the version by David Crane instead.
#retrogaming
...
https://www.youtube.com/watch?v=L2sKCU1yBOw
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Psionic and published by Team 17 in 1992
A new 4K recording of this rather irksome platformer.
Credits
Coding: David J. Broadhurst
Graphics: Haydn Dalton, Michael Oakley, Andrew Oakley
Music: Allister Brimble
Time Codes
0:00:00 - Main Menu (music by Allister Brimble)
0:03:34 - Level 01
0:11:24 - Level 02
0:23:15 - Level 03
0:30:04 - Level 04
0:37:01 - Level 05
0:43:25 - Level 06
0:44:30 - Game Over (music by Allister Brimble)
#amiga
#retrogaming
#team17
...
https://www.youtube.com/watch?v=BHoA41qyVks
Developed and published by Capcom in 1990
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Video Notes
The video uses 4:3 aspect ration due to the fact CPS1 games use a horizontally stretched resolution of 320 x 224 and rely on the use of a 4:3 to correct (squash) the image back to the correct dimensions. Although I normally prefer the sharpness of 1:1 pixel mapping, the horizontal distortion results in much of the artwork looking stretched.
Interestingly, the x264 codec produced some really weird smearing and artefacts when encoding the video in 4:3 mode that weren't present in an equivalent 1:1 pixel perfect recording. Switching to NVIDIA NVENC H.264 fixed the issue, although I'm still not sure what the problem was.
#megatwins
#chikichikibosy
#retrogaming
...
https://www.youtube.com/watch?v=JnBrkp2pFs0
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Published by Psytronik Software in 2016
Very much a love-letter to games like Monty Mole and Dizzy, the objective of Barnsley Badger is to find 6 gold coins that will unlock the entrance to the secret lost tomb of Tutenbodger, where vast treasures await those daring enough to enter.
Finding the coins is a task in itself, with them secreted around the vast game map. Barnsley must find various items to aid him in his quest, including keys, levels, as well as a slingshot with which to defeat the various denizens lurking in the dark tunnels and caves below ground.
I spent a while mapping out each of the screens, then plotting what I thought to be the most efficient route through the game. I don't visit every room in the game, but I managed to shave a good 10 minutes off my earlier attempts with my home-made map!
You can purchase the game from Psytronik here: https://psytronik.itch.io/barnsley-badger-c64
Credits
Code: Georg Rottensteiner
Graphics: Trevor Storey
Music: Andrew Fisher
Sound Effects: Hugo Hoekstra
Time Codes
00:00 - Title screen (music by Andrew Fisher)
02:08 - Main menu (music by Andrew Fisher)
02:42 - Game start (music by Andrew Fisher)
17:20 - Ending (music by Andrew Fisher)
...
https://www.youtube.com/watch?v=oLkSR3hvHTs