Yet another entry in this year's RGCD 2019 16K Cartridge Competition, Jason Kelk turns in this addictive arcade game.
It might look simplistic, but your ship can only fire whilst moving backwards, so you need to keep on top of positioning and move when appropriate to maintain angles on the enemy ships as they spawn.
Each round increases the speed at which the ships spawn, and you'll really need to be on your toes from round 6 onward; it's very easy to lose your sense of timing and for success to slip your grasp!
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Developed by Alf Yngve and published by Psytronik in 2019
The latest C64 release from Alf Yngve goes beyond the shoot 'em up genre, introducing the player to the world of homicide detective Innis Garris.
The game dove-tails somewhat with Yngve's 'Dead Strange' novel, and sees Garris tasked with bringing down a group of murderers running riot in the city, although things aren't exactly what they seem.
The game is split into two parts, with the first requiring Garris to scour the streets in search of clues that will lead him to the perpetrators. Bad guys will attempt to take him down before he succeeds, but there's more than just punks and street muggers to worry about out there...
If you reach the end of part 1 and are successful in recovering all the clues, you're awarded with a password that unlocks the second part of the game; fail, and you'll still get a password, although the end results are quite different.
All things considered, I enjoyed the game. It's stupidly hard in places, but the artwork contributes to the noir atmosphere, and I was reminded a little of Condemned: Criminal Origins at times.
You can purchase the game from the Psytronik website: https://psytronik.itch.io/precinct-20
Time Codes
00:00 - Chapter Selection Music
02:10 - Prologue
03:00 - Part 1
16:40 - Part 2 (Good ending)
22:10 - Part 2 (Bad ending)
#alfyngve
#c64
#slenderman
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https://www.youtube.com/watch?v=SW1vCTpkjVI
Developed and published by Ocean in 1990.
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Released to coincide with the brilliant 1989 move adaptation of D.C. Comics' most famous of characters, Commodore secured a deal with Ocean to bundle the game with Amiga 500 computer as part of the 'Batman Pack' bundle.
Ocean had made a reputation for themselves by developing games based on blockbuster film licenses and Batman was the next in a long line of movie tie-ins. Anyone familiar with Ocean will also know that the quality of these tie-in games could vary considerably depending on the platform and the team that developed the software.
The game broadly follows the Dark Knight through five of the film's key sequences, culminating with a showdown with Batman's arch-nemesis, the Joker. The game includes a number of different play-styles ranging from traditional platforming to driving, as well as a puzzle section.
The first level sees Batman attempting to stop Jack Napier's raid on Axis Chemical Works and is the first of two platform sections in the game. The player must guide Batman through the plant, avoiding toxic chemicals and taking out Napier's henchmen with a well placed Batarang. Batman must use a grappling hook to latch on to platforms and swing across gaps in the pipework, reach higher platforms and even kill enemies. The level ends when Batman dunks Napier into a vat of toxic chemicals, unleashing the Joker in the process.
Level two changes things up by putting the player behind the wheel of the Batmobile as our hero attempts to outrun the Joker's henchmen before time runs out. To complicate matters, the police have set up roadblocks to catch both the henchmen AND Batman, who they still perceive as a dangerous vigilante. The player must make use of the car's grappling hooks to latch on to street signs at intersections and pull the car into the next street in order to avoid being caught.
Level three is a simple puzzle where Batman needs to determine which health and beauty products make up the Joker's deadly 'Smilex' chemical before it claims innocent lives. The section is really very basic and requires almost no effort to solve.
Level four puts Batman in the cockpit of the Batwing as he attempts to prevent the Joker from releasing Smilex gas on the unsuspecting public during Gotham's carnival. The player must use the Batwing to cut the ropes tethering the balloons to the carnival floats before time runs out. As usual, all this must be done against the clock, forcing the player to fly as fast as possible, collecting all the balloons without bursting the balloon, colliding with the floats OR crashing into any buildings.
The final level is another platform section set in Gotham's cathedral as Batma
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https://www.youtube.com/watch?v=FGHLLh3iZwU
Developed by Special FX and published by Ocean in 1988.
Foreword: The music isn't stuck; it really DOES endlessly loop like that...you have been warned!
An unidentified being has been spotted circling planet Earth and you've been sent to find out what it is. Unfortunately, it's a giant space creature that swallows you whole, but you fight back by destroying it from the inside out.
The game comprises 4 zones, each comprising 4 mazes. Inside each maze, you must find 3 parts to a weapon that can be used to destroy one of the creatures major organs. You must almost find a key that unlocks the door to each organ before you can even fight it.
You can find weapons hidden behind cysts on the walls of the creature. Each weapon can kill certain enemies that you come across; fortunately, there is usually a cyst containing the appropriate weapon near where the enemy spawns.
It's also possible to find a protective helmet in some of the levels, which helps to reduce damage from enemies and prevents damage from noxious gases that seep from the creature's insides.
Even though it's inevitable that you will lose lives, you regularly earn bonus lives for killing enemies and scoring points.
Technically, it's a polished title with good graphics and sound collision detection. Unfortunately, endless back tracking and hunting for weapon parts gets pretty boring, so I didn't enjoy recording this. The music is extremely repetitive and is really just 1 short loop (Fred Gray must have been having an off day when he wrote it).
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=NCiBkuBLZOc
Game Info
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Developer: Capcom
Publisher: Capcom
Year of Release: 1993
Game Review & Impressions
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One of Capcom's best-loved franchises made the leap to 16-bit in 1993 with the release of Mega Man X for the SNES. The game stars X, a more advanced successor to the original Mega Man, who must hunt down a series of rogue Reploids, powerful mechanical beings with special powers, which now threaten humankind.
The game sticks rigidly to the tried-and-tested formula of its forebears. X must first fight through each of the game's stages to acquire new weapons/power-ups, then play through them again using said abilities to defeat various bosses which would have previously been nigh-on-impossible without, unlocking progress toward the game's final climax. It's a variation of the "Metroidvania" school of design synonymous with the series, which works well enough.
Of course, with the transition to 16-bit comes vastly superior graphics and sound. To say that the visuals are a big step up from the NES titles in the series is an understatement, and while I wouldn't go as far to describe them as best-in-class, the overall aesthetic, coupled with top-notch animation, gives the game a genuinely cartoon/anime vibe. The later ports of the game to the PlayStation and PC are a further step-up, but as far as the SNES is concerned, it's pretty cool.
On the subject of fun, which is the whole point of video games, I think series veterans already invested in the franchise will probably enjoy this more than neophytes, such as myself. That's not to say newcomers won't get enjoyment from this, just that I think you'll get more out of this if you've played at least a few of its 8-bit predecessors.
Chapters
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TBC
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https://www.youtube.com/watch?v=27OsebFL5Is
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Developed and published by SunSoft in 1990
I didn't know much about City Hunter's history, other than the protagonist is a but of lecherous jackass at times, and the plot is a kind of humourous take on the hard-boiled cop genre.
It turned out to be a reasonable, if unremarkable game, one where it's chief claim to fame is restoring health by wandering into the bedroom of some poor, unsuspecting female at some level of undress!
The game never received an official English version, but a fan-made patch is available; this was used for recording this video.
#pcengine
#retrogaming
#turbografx16
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https://www.youtube.com/watch?v=l4X_3NVLEPc
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Developed and published by Ocean in 1987
This is the first Amstrad CPC longplay I've recorded, which was more of a test than anything. I've wanted to cover CPC games for a long time now, but none of emulators available included decent in-built video recording and save-state loading that allowed me to build a video I was happy with; CPCEC is the first emulator that provides something close to what I need - it's still a lot of work, but this proves the recording process is viable.
As for the game itself, it's a decent translation of Contra/Gryzor for the CPC. No, it doesn't have any scrolling, and some levels are missing, but it's not a bad game. The best feature, in my opinion, are the graphics; Mark K Jones did an amazing job, made possible in part by the wonderful CPC colour palette!
Oh, and the ending is such a troll as well! Simply amazing!
Credits
Coding: John BRandwood
Graphics: Mark K. Jones
Audio: Mark Fenton
#amstrad
#gryzor
#retrogames
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https://www.youtube.com/watch?v=D-g1BtEBT2E
Developed by Time Warp Productions and published by Rainbow Arts in 1987.
Foreword: I've included a full loop of the intro and title music; if you want to skip to the actual game then click the time code: 12:44
Street Gang happens to be a game that my parents purchased for me as a child, but I never got to play it as the tape was defective. Having finally longplayed it, I can tell you that I really hadn't missed anything!
Street Gang is a very strange game indeed. It's basically a side-scrolling beat 'em up rather like Kung Fu Master where you must punch and kick enemies who that appear to the left and right of the screen and you simply have to make it to the end of the stage to progress.
The game's chief difficulty appears in the form of certain enemies who carry guns that can kill you instantly. You have to recognise which enemies these are and then duck almost as soon as they appear to avoid their bullets. Fortunately, the bullets will also kill any enemies that they come into contact with, so you can use this to your advantage, but there's still a very high probability of you dying.
Certain enemies will drop weapons to collect, such as knives and a gun of your own (with limited ammo). Picking these up also seems to replenish your health, indicated by the curled bicep at the top left of the screen.
Each stage end with a bonus section where you can choose from a number of garbage cans. Some contain a jester's head on a spring and awards you points while the others contain a weird face that kills you...I did say it was weird!
The ending is probably the strangest thing about the game. You finally catch up with some gang leader on a building site and cut his hair off with a pair of scissors and that's the end!
Even the title screen looks odd! All of the gang members in the image look weird, especially the guy on the far right, who seems to be pointing out that he's got a really nice wrist watch, at least that's what it looks like.
Graphically, the in-game sprites are poorly drawn and hop, skip and mince their way across the screen. The main character sprite looks like he isn't wearing any trousers, which really wouldn't be out of place in a game like this.
The big surprise about the game though is the music, which is actually pretty good. The title screen has some impressively clear drum samples and the in-game music isn't bad either. Having watched the video back, I've realised that the title music actually takes longer to play through than the actual game itself!
Unfortunately, the music doesn't make up for what is a pretty poor game. I'm glad I got to see what it was like after all these years, but I still think I had a lucky escape with the original game not working.
It turns out there's an Amiga version too, might have to check that
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https://www.youtube.com/watch?v=EiW0G-uoTfU
Developed by published by Data East in 1988.
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Released in 1988, the arcade version of RoboCop took it's place alongside other cabinets, hungry for gamer's hard-earned cash. Loosely following the plot of the film, the game is a hybrid beat 'em up and shooting game where the player takes control of everybody's favourite law-enforcing cyborg, Alex Murphy.
Having deposited a coin in the slot, the player is greeted to a short set of images that attempt to set the scene for the game, but they disappear from the screen so quickly as to be impossible to read; the game challenges you to "Restore law and order, if you can", where as the challenge should be "Read and understand this text, if you can". I understand that an arcade setting isn't conducive to watching an introduction sequence, but that begs the question as to why it was included at all?
I remember seeing the cabinet in various arcades during my childhood and even sank a few ten-pence pieces into the slot. Having been limited to the C64 version of the game, this seemed positively exotic!
The game is a standard side-scrolling affair that sees the player shoot and punch his way through a succession of bad guys in levels based on scenes from the movie, as well as levels unique to the game.
A bonus round follows certain levels where RoboCop must shoot targets in the police shooting range. Scoring well in this mini-game will restore lost health and can even extend the maximum amount of health available for a particularly adept display of sharpshooting. It certainly feels as though someone replaced RoboCop's Kevlar-laminated titanium and replaced it with tissue paper, so the chance to gain extra health is always welcome.
The game throws in a smattering of additional weapons and power-ups that, whilst not totally in keeping with the film, add some variety to the proceedings. The cobra assault cannon is particularly powerful and can destroy end-of-level bosses in a few hits, so it's best to conserve ammunition if you manage to acquire one.
Having played the game for this video, I think that the main reason why I like the game as much as I do is down to the presentation, rather than the actual gameplay; it's solid, if unremarkable and nothing that hadn't been seen in plenty of games before.
If there a reason why RoboCop is a success, it's because the developers managed so capture many of the details that made the film great within the game. Most importantly, the main RoboCop sprite looks fantastic and is highly detailed considering it's size; the detailing on the arms and legs is particularly impressive and the artists even went to the trouble of including separate sprites for when the character moves left
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https://www.youtube.com/watch?v=klXSSVIXy6c
Developed by Incredible Technologies and published by Titus Software in 1990.
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I used to the love the Duck Tales cartoons as a kid, and, as a rule of thumb, most games that are based on films or TV programmes are dire. Not so with Duck Tales - The Quest for Gold!
The plot involves Scrooge McDuck in a head-to-head contest with unscrupulous business tycoon and second richest duck in the world, Flintheart Glomgold, to amass as much money as possible in a single month. The duck who grabs the most cash will be named Dime Magazine's duck of the year.
What this boils down to is a world-wide treasure hunt. Scrooge must set off in search of treasures with the aid of his nephews and calamitous pilot, Launchpad McQuack.
From your office in Duckberg, you access the world map and select a destination. This leads to a side-scrolling section where you must fly your plane to the landing strip whilst avoiding a host of obstacles, such as mountains, clouds and storms. To make matters worse, Glomgold has the Beagle Boys on his payroll and they will make things even harder for you by trying to obstruct progress with their massive hot-air balloon. It's possible to gain a cash bonus by flying through the barn/grain-silo structures at ground level.
Once you arrive at your destination a mini-game begins. There are 4 distinct mini-game types:
Cave exploration: the objective is to navigate a series of caves and find the treasure. You have a mini-map to aid you and this shows the location of caves you have visited (grey), a roaming monster (blue), the treasure (yellow) and your current location (pink). Slime on cave walls indicates that there is a pit located in an adjacent cave and you have to guess which route is the safest; it's a bit like playing Minesweeper. Each cave that is safe has a diamond on the ground that is worth an additional $50.
Jungle Swamp: a standard side-scrolling platform section; simply avoid the animals, collect the diamonds and get to the treasure.
Mountain Climbing: take control of Huey, Dewey and Louie as they climb to the mountain summit to locate the treasure. You can jump up to platforms one level above you, but you must use a grappling hook and rope to reach out-of-reach platforms. This can be quite fiddly as you have to time the moment when to let go of the rope so that it attaches to the corner of a platform; I start out quite badly at this but improve further into the game. There are various enemies to avoid, such as the Beagle Boys, falling rocks and angry bears, but you can collect diamonds along the way if you're willing to take the risk.
Photography: you must use Webigail's camera to snap pictures of rare animals. This is just a matter of
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https://www.youtube.com/watch?v=0Pe3mpNakGw