A pretty simple game, but the graphics are really well drawn the toilet humour is quite amusing; I dare even the most mature of gamers not to crack a smile at the concept of collecting poop in a bucket, or being gassed by a giant, floating bum!
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Developed and published by Dinamic Software in 1989
Part 01 (fighting section): 00:00
Part 02 (shooting section): 19:04
Quite an impressive game from Spanish outfit Dinamic Software, After the War is set in a post-apocalyptic New York, with the player fighting through an irradiated wasteland full of punks, rabid dogs and murderous gang members.
Mutants infest the subways below the ruined streets, but these tunnels play home to a much more lethal threat. Military forces still occupy the decaying tunnels, and they're none-too-pleased to see you on their turf!
#amiga
#retrogaming
#commodore
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https://www.youtube.com/watch?v=qJKizIw0VlY
Developed by Technos Japan and distributed by Taito in 1987.
Having covered the 2 versions available for the C64, I was keen to try and do a video of the original arcade version; you've all seen the game before, but I thought I'd do it anyway as an experiment.
Of all the games that you might find in an 80's arcade, this was consistently my favourite. Once you play the home conversions a few times, the chance to play the arcade version seemed like manna from heaven!
Back then, I was never any good at it and would always have lost both lives before the end of the first stage. Even if I had an extra 10p for another go, my parents would have been getting twitchy and would be looking at their watches so I would never have had a chance to play it for any real length of time.
Playing the game again today, the game has lost little of it's appeal. Sure, the graphics stand head and shoulders above the home versions, but it was the sound of the punches and kicks connecting with a bass-heavy thud that was the real appeal; in a noisy arcade, the you could always hear the sound of a Double Dragon cab being played.
Although simple in concept, the game gives you a fairly large number of moves and weapons with which you can use to pummel your opponents into the ground (although you really just need the elbow smash...).
As for this longplay, it's not tool-assisted and I didn't make too bad a go at it. I'd have probably finished it on a single credit if it wasn't for getting tossed into the river on stage 3 by the hulking monstrosity on the other side. It's difficult to criticise a coin-op for being unfair; after all, they were designed to take your money, but the big guys can pick you up and throw you around before you can react.
I was interested to see that a redesigned version was made for the GameBoy Advance with revised artwork, but I never got chance to try that. Of less interest was the film starring Scott Wolf and Mark Dacascos; I actually rented it once and thoroughly regretted it.
Anyway, a toast to one of the best games to come out of the 80's; plenty of mullets and shoulder-pads to be seen here!
#retrogaming
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https://www.youtube.com/watch?v=IPxXanbt25E
Developed by Bullfrog Productions and published by Electronic Arts in 1996
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Game Review: http://al82retro.blogspot.com/2018/01/game-review-syndicate-wars-pc.html
Complete longplay of the Syndicate Wars EuroCorp campaign (part 05 of 06).
The longplay was recorded using the game's 640 x 480 resolution mode for extra clarity.
However, the game does not appear to have an internal speed limiter, so the only limit to how fast the game can run is the speed of the CPU. The problem with this is it slows to a crawl when there's a lot of activity on screen, but it is far too fast on less detailed screens, which makes targeting enemies next to impossible.
I had to set DOSBox CPU cycles to 150,000 for the actual game levels, then reduce it to 18,000 cycles for the mission briefing/loadout UI screens else it runs far too fast.
Read my full review of the game here: https://al82retro.blogspot.co.uk/2018/01/game-review-syndicate-wars-pc.html
#retrogaming
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https://www.youtube.com/watch?v=C_HzEwTP1ew
Developed by Tony Crowther/David Bishop/John Cook and published by Image Works in 1989
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Conquer your fears in this surreal shoot 'em up for the C64!
Be sure to check out my full review over at my blog: http://al82retro.blogspot.com/2017/12/game-review-phobia-c64.html
#retrogaming
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https://www.youtube.com/watch?v=w7etm4zv1fU
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https://www.youtube.com/watch?v=FJL_7w0zxA0
Developed and published by MC Lothlorien in 1989.
Firstly, I have to admit that I knew nothing about this game prior to playing it for this video, so it was a blind longplay.
As far as I can tell, the objective is to rescue a damsel in distress from a castle filled with guards and monsters.
You find keys all over the castle, which you can collect, but none of your objectives are made clear, so I just stumbled through it.
Many screens contain guards that must be defeated in order to progress to the next screen.
You have a number of combat moves available, but you can also detach the head of your mace and it will fly round the screen until it hits an enemy; it will then reattach itself to the handle.
The graphics are pretty good, with well-animated sprites. The music is quite atmospheric, even if there isn't very much of it.
Hopefully, some of you who watch this might remember it. If so, I hope you enjoy it!
#retrogaming
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https://www.youtube.com/watch?v=FYceVoxXY_0
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Developed by Graftgold and issued on Amiga Power December 1992 cover disk
Basically a one-level demo given away to create interest in the full retail version of Fire and Ice, this special edition puts Cool Coyote in a red Santa suit and fluffy, white beard!
Interestingly, it includes some features not present in the full game, mainly the ice shards that shoot up through the ground, and I didn't recall the whale being in the retail release either!
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https://www.youtube.com/watch?v=dPpcdj0-UYg
Game Info
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Developer: Toaplan
Publisher: Toaplan
Year of Release: 1992
Game Review & Impressions
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If you're a fan of shoot 'em ups (who isn't
?), then I suspect Dogyuun will be right up your alley. It looks amazing, and is reminiscent of the likes of Truxton, which is no bad thing.
For one, it has a selection of power-ups which can be tailored to suit your play-style. For example, the starting cannon can be combined with a speed-boosting agility upgrade, bestowing a pair of mini lasers in addition to improved maneuverability. Other cannisters install homing lasers on your craft, but you can only have a limited number of these on-screen at any given time, and it's easy to get overwhelmed when swarmed by large numbers of smaller enemies.
There's a good number of levels to get your teeth into, bristling with enemy fighters, mid-level corvettes, plus the usual end-of-level behemoths to conquer. The Japanese version, shown here, includes an ending cutscene after beating the final boss, but then launches straight into another loop.
Dogyuun is a tough game, but it's certainly one of the more accommodating shooters out there - this is definitely worth a look.
Chapters
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TBC
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https://www.youtube.com/watch?v=adUP_gBHCLc
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Developed by Origin and published by Electronic Arts in 1996
After almost 5 years I finally got down to playing through Crusader: No Regret, the sequel to Crusader: No Remorse.
It's much more difficult than it's predecessor as well, which is why I opted for the Weekend Warrior difficulty (closer to Loose Cannon difficulty in the original) - if they'd given you a plasma shield earlier on things would have been fine.
Still, it's a lot of fun; nuking WEC troops with deathrays and rockets never gets old, and the branching paths through the levels are a nice touch.
I studied the official Prima strategy guide for the game before playing each mission, so I think I find most of the secret areas as well.
Mission 02: https://www.youtube.com/watch?v=W22Qjmc4iFo
#crusader
#walkthrough
#retrogaming
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https://www.youtube.com/watch?v=BkWOAUILwk4