Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Ocean in 1990
Credits
Coding: John Meegan
Graphics: Stephen Thomson
Music: Matthew Cannon
Time Codes
00:00 - Intro (music by Matt Cannon)
03:44 - Level 01 (music by Matt Cannon)
07:28 - Level 02 (music by Matt Cannon)
11:35 - Level 03 (music by Matt Cannon)
15:03 - Level 04 (music by Matt Cannon)
18:26 - Level 05 (music by Matt Cannon)
20:19 - Level 06 (music by Matt Cannon)
22:15 - Ending (music by Matt Cannon)
#navyseals
#c64
#retrogaming
...
https://www.youtube.com/watch?v=h3fIkD6mamQ
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
...
https://www.youtube.com/watch?v=3Lo0CwyOziM
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Studio Ducks/ZAP Corporation and published by T.S.S. in 1991
#deadmoon
#turbografx16
#retrogaming
...
https://www.youtube.com/watch?v=r1crAucc1oc
Developed by Graftgold and published by Renegade in 1992.
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
The evil wizard Suten has escaped from incarceration in a distant galaxy and has taken refuge on Earth. Biding his time and regaining his power through absorbing heat from the sun, Suten plans to enslave the planet to his own ends.
One of Suten's warders, Glemm, has tracked Suten down and is searching for a way to recapture the wizard without risking the annihilation of the planet and all life along with it. To this end, he enlists the aid of Cool Coyote, who must travel from his own in the Arctic to the scorching deserts of Egypt to defeat the wizard.
This has to be one of the strangest premises for a platform game featuring a cuddly, anthropomorphic coyote, but who am I to judge? Developed by Andrew Braybrook and Phillip Williams, Fire and Ice was one of the most anticipated Amiga games of 1992, especially when Braybrook as responsible for developing classic titles such as Uridium and the Amiga conversion of Rainbow Islands.
The game is set across seven environments, each of which comprises of a number of levels. The objective on each stage is to assemble a key to the stage exit by defeating enemies that inhabit the level. One piece of the key is held by each distinct enemy type in the level, so you have to hunt down all the different enemies, destroy them and hope that they have a part of the key; the enemy that holds the key is random, so no two games are exactly the same. Once assembled, Cool Coyote must find the level exit, which is a large, locked door suspended in mid air; as long as the key is complete then the door will open.
Of course, the enemies are not about to simply give up their key fragments. Fortunately, our furry hero is bestowed with the ability to hurl an unlimited supply of ice pellets at his foes, freezing them in place. Touching a frozen enemy will destroy them, but be quick, enemies don't stay frozen for long.
In addition to pellets, CC can collect snowflakes from storm clouds by cooling them down with his pellets. Clouds will spit out a number of snowflakes, before going transforming into a deadly storm cloud, which will begin to cast lightning at anything nearby; the lighting is capable of zapping both enemies and CC himself, so be exercise caution around these storm clouds.
Located on certain levels are small puppies, which will follow Cool Coyote and when rescued and can attack enemies with their own supply of ice pellets. These little fellows aren't particularly agile, but the additional fire power is worth waiting for them them to catch up with you. If you bring a puppy to the level exit then he will escape, netting you a cool extra life and a ton of bonus point
...
https://www.youtube.com/watch?v=jWdpkblfqNA
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Athena in 1993
I'd never heard of this game before, and while it never got released outside of the arcades, it feels and plays much more like the kind of platformer you'd find on a home console than a coin-op.
It's pretty nuts as well, featuring a cast of bizarre enemies and various psychedelic environments; a coin-op for the MTv generation.
Chapters
00:00 Game 1: Normal
15:24 Game 2: Hard (Second Loop)
#jjsquawkers
#arcade
#retrogames
...
https://www.youtube.com/watch?v=SnkzSs20st0
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Infogrames and published by Sega in 1991
Released in 1940, Fantasia is considered one of Disney's greatest artistic achievements. The combination of peerless hand-drawn animation and art direction, coupled with the classical soundtrack, was quite unlike anything released at the time, or indeed anything since. The $2 million budget nearly bankrupted the company, yet remains a shining example of true, artistic vision.
The same cannot be said for this video game adaptation, which was a bit of a dud for games associated with the "house of mouse". Fancy visuals can only get a game so far, especially if, underneath the veneer, it's all a bit of a dog's breakfast.
The game is based somewhat loosely on the famous "Sorcerer's Apprentice" segment of the film, with Mickey Mouse reprising his role as the neophyte spellcaster, attempting to locate lost musical notes strewn across a series of fantastical lands. Only when sufficient notes have been accrued - either by finding them, or through earning enough points - can Mickey leave the level, moving on to the next; it's a curious premise for a game, one that might at first seem somewhat innovative, yet is really just another platformer with Disney branding.
To earn points, Mickey must defeat various enemies by butt-stomping them, or by zapping them with a limited number of magic spells. Certain adversaries may trigger the appearance of hidden platforms, bonus items, or even musical notes when beaten, although there's nothing to identify exactly which foes could be hiding special loot. The only option is to fight as many of them as possible, a task that proves to be a real chore, thanks to the fact most require at least 2 stomps to be defeated, increasing to 4 on the harder difficulty. The fact that bouncing on the heads of enemies propels Mickey into the air means it's virtually impossible not to collide with other roaming adversaries, which makes for a particularly frustrating experience.
As you might have gathered, I wasn't a massive fan of the game. It's a frustrating and bland experience easily bested by the likes of World of Illusion, which is a much better game in every respect.
Chapters
00:00 Intro
00:38 Level 1: The Water World
08:13 Level 2: The Earth World
14:05 Level 3: The Air World
23:18 Level 4: The Fire World
30:40 Ending
#segagenesis
#mickeymouse
#retrogaming
...
https://www.youtube.com/watch?v=O5LTIkVWzIM
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Aspect Co. and published by Sega in 1993
#retrogaming
...
https://www.youtube.com/watch?v=nHN9pnqSc6E
Developed by Special FX and published by Ocean in 1990.
Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u
Well, here's a turn up for the books; a movie tie-in that's actually pretty good.
As a child, I'd have been far too young to have seen the film, so I could only take the game at face value. I guess it's quite loose in terms of following the plot of the film, but that might account for why it turned out to be a decent game.
I remember that I really had no interest in beating the game and I had much more fun playing with the trainer enabled and just spent a good hour or so shooting the endlessly spawning bad guys.
Fast-forward 20 years or so and, having played it properly, it's not bad. The objective is to rescue hostages and collect jars of nuke on each stage whilst making your way to the exit. You can collect various weapon power-ups, extra time and energy in the form of coke cans (how they got away with using the trademark is beyond me).
After each action stage comes a puzzle section involving finding the correct path through a grid of memory chips. Completing these sections are not mandatory, but you get a bonus continue for solving the puzzle; probably just as well that they weren't mandatory as some of the boards are quite tricky to solve and you only get one attempt.
After the puzzle board comes a shooting gallery; pretty standard stuff.
The only thing I didn't like about the game was the annoying jump mechanic. Since Robocop can shoot in 8 directions, you have a control conflict between trying aim straight up and jumping, so you'll invariably jump when trying to aim and aim end up aiming when you want to jump. To make matters worse you can't actually jump straight upwards, but only forwards, which made the jumping sections in stage 2 particularly tricky.
The game is also quite short with only 3 main stages and 1 of those is quite short. Even so, you still get to have some good stompy-shooty fun; the thump-thump-thump of Robocop's footsteps and the meaty gun sound effects make up for it.
Enjoy!
#retrogaming
...
https://www.youtube.com/watch?v=cDpiQRRnel8
Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Sega in 1989
The graphics might look OK, but this is really disappointing for a first-party Sega title. Not only is it incredibly short, the dog - the game's main feature - is relegated to a power-up that works on specific enemies only.
The bonus stage is impossible to beat - not only is it impossible to kill certain ninja if two appear on-screen at the same time, the stream of them is never ending.
In fact, the only reason it ends at all is because it glitches, with an unkillable ninja glitching across the screen!
Definitely one to avoid.
#shadowdancer
#mastersystem
#sega
...
https://www.youtube.com/watch?v=JDuT2fsclwk