Developed by Origin Systems and published by Electronic Arts in 1995.
Mission 06: Having discovered the WEC is stockpiling nerve gas with which to eradicate the resistance, the Captain must infiltrate a government building with orders to locate and capture Senator Everett Snell, so as to learn the location of the gas.
This remains one of my favourite missions from the game. The breakable walls make for some fun shotgun action, plus shooting the spec ops troopers never gets old! #retrogaming ... https://www.youtube.com/watch?v=oFuibhT7ZkA
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Developed and published by Sega in 1989
ESWAT was one of the first Sega arcade games I longplayed, and I still have something of a soft spot for it. It's an evolution of the formula used in Shinobi: a platform-based shoot 'em up with upper and lower play fields, with the shuriken-hurling ninja replaced with a chain-gun toting cybercop.
What made this game particularly cool is the way you don't start out as a member of ESWAT right away. Instead, you have to earn your stripes by busting low-ranking criminals in a trilogy of opening missions, with a final promotion granting you access to the ESWAT division, armoured combat suit, and a series of more deadly missions. It's a progression curve I'd never experienced in an arcade game before, and one of the reasons why I kept feeding coins into the machine; I wanted to see what came next!
Chapters
00:00 Attract Mode
00:47 Mission 1
01:48 Mission 2
02:51 Mission 3
03:57 Mission 4
07:03 Mission 5
10:30 Mission 6
14:04 Mission 7
17:56 Ending
#sega
#retrogames
#arcade
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https://www.youtube.com/watch?v=sR0yrbuBxnM
Developed by the Golden Axe Myth team and released in 2011
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For today's video, I decided to cover something a little different, although it's definitely in keeping with the channel's retro theme.
Golden Axe Myth is a fan-based production made for the PC using the OpenBOR (Open Beats of Rage) engine. This is, effectively, an open-sourced engine designed specifically for the creation of side-scrolling 2D fighting games that were so common during the late 1980's and 1990's.
Golden Axe Myth appears to be set before the original game, acting as a prequel and telling the story of what happened up until the events in Sega's original game. The heroes of the story set out to reclaim the Golden Axe from the clutches of an evil demon-lord and restoring peace to the land in the process.
Series regulars Ax Battler, Tyris Flare and Gilius Thunderhead are head up the group, but it might come as a surprise to find that Death Adder, the main antagonist from the original game, is actually their ally here and completes the roster of available characters from the game's outset. Throughout the game, the player might encounter other characters willing to join their cause, although they're not always easy to find and usually need to be defeated in battle beforehand.
In terms of gameplay and mechanics, the game has much in common with Capcom's 'Dungeons & Dragons' arcade games, implementing some RPG-lite mechanics, such as the ability to improve the characters attack/defence rating, branching story paths and optional areas. Most levels feature fork in the road where the player can choose a path to follow, which provides the game with a decent level of replay value.
Even so, the game includes much about what made Golden Ace great. From the combat moves to the magic system, the game pays homage to it's forbears and attempts to deliver an experience worthy of the franchise.
The team responsible clearly put a serious amount of effort into this. I've played a number of OpenBOR games before, but they mostly repackage existing artwork and content into a new game (a remix if you will). This, however, has completely original artwork, animation and content (at least to the best of my knowledge it is) and is of an exceptionally high standard.
Sadly, it's not entirely a bed of roses as the game suffers from a number of frustrating issues.
Firstly, the sprite hit-boxes are horribly inconsistent and often don't match up with the dimensions of the characters; I often found myself swiping at enemies where I thought the weapon would connect, only for it to pass through the enemy without touching them. This problem is exacerbated by the fact that each of the player characters seems to have
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https://www.youtube.com/watch?v=x-bpzc9iLS8
Game Info
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Developer: Irem
Publisher: Irem
Year of Release: 1989
Game Review & Impressions
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yet another game from Irem's back catalogue of shoot 'em ups, Dragon Breed is a visually stunning entry in the annals of coin-op shoot 'em up history. The art style, which would become synonymous with Irem's arcade titles from here on out, is superb. I couldn't find a list of credits for the game, but I suspect the artist is Akio Oyabu, who worked on many of Irem's arcade titles and, perhaps even more famously, Metal Slug.
As with R-Type and X-Multiply, Dragon Breed follows similar design principles by allowing the player to use the body of the dragon to block incoming projectiles. Grabbing power-up capsules from defeated enemies both changes your drake's main weapon and, if multiple capsules of the same colour are collected, increasing the power of the shot. If I'm honest, the only weapon I found to be of any real use was the flame breath (red); the others all felt just a little too weak to bother with.
Perhaps the game's most interesting mechanic is the ability to dismount from your scaley steed when positioned directly over a floating platform. Whilst on foot, your blaster increases in power and spread, and the dragon will automatically engage foes until you're ready to take off again. This all seems like a cool idea, but there's actually very little opportunity to use this mechanic and, if I'm honest, it's not particularly useful do so.
While Dragon Breed might not be as iconic as R-Type or its sequel, I think this it's certainly one of Irem's more interesting coin-ops. This is in large part to the graphics and outlandish enemy designs, which would certainly have caught the eye of passing punters. If you're in the mood for a decent blasting game, Dragon Breed will certainly scratch that particular itch.
Chapters
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00:00 Attract mode
00:10 Stage 1
03:32 Stage 2
05:45 Stage 3
08:45 Stage 4
12:18 Stage 5
15:22 Stage 6
18:18 Ending
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https://www.youtube.com/watch?v=MknJdvSoM0w
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Developed and published by TAD Corporation in 1989
Some guys can't seem to catch a break. One moment you're a hunk of prehistoric manhood strolling through the jungle, the next, you're betrothed has been kidnapped by an evil witchdoctor and you've been transformed into a semi-evolved simian. No, today is not a good day to be Toki.
Not one to let his knuckles drag in a crisis, Toki sets off to rescue Princess Miho from the Golden Palace and fortress of the treacherous witchdoctor Vookimdelo. Despite his somewhat squat stature, Toki is far from useless. Not only did he manage to retain his mental faculties, but he has also acquired the ability to spit various types of projectile at his foes. In fact, the Sega Mega Drive port of the game even went as far as to add the subtitle "Going Ape Spit" to highlight this particular mechanic.
The game is side-scrolling platformer set across six different stages, each of which Toki must complete if he is to rescue Miho and reverse the spell that has led to his current condition. Each level is full of monsters and bad guys to shoot, traps to avoid, and, as is a staple with the genre, end-of-level bosses to beat.
Enemies can be despatched by shooting with Toki's special brand of monkey spit, which can be upgraded to shoot multiple shots, or even a gout of searing flame (my personal favourite). Certain enemies will drop gold coins that can be collected in order to earn a bonus life, but you have to be quick on the draw if you're to grab them in time.
In addition to different weapons, our hero can also equip a football helmet that provides some extra protection against adversaries. Somewhat rarer (but no less useful) are a pair of sports sneakers that allow Toki to jump extra high. Sometimes these items are deliberately placed out of reach and enemies must be used as impromptu trampolines to reach them.
As with most coin-ops, Toki can be a tough game and success only comes with practice. Unlike some games that try to overwhelm the player with insurmountable odds or ridiculous amounts of incoming fire, a lot of the challenges can be overcome with practice and caution.
Toki is a decent enough game, but it's stand-out feature has got to be the quirky sense of humour bestowed upon it by the developers. The facial expressions that Toki pulls when spitting at his opponents are great and are a large part of what makes the game so appealing; I have to wonder whether the team at Rare were influenced by the Toki character when it came to creating th
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https://www.youtube.com/watch?v=3Px16r5VKyk
Developed and published by Capcom in 1993
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With the same quality visuals and attention to detail that's a staple of most Capcom arcade release, Eco Warriors gives the CPS1 hardware a chance to flex its muscles in the horizontal shmup arena.
Your ship's special weapon, welded to the fuselage by a rigid metal arm, seems rather impractical and certainly wouldn't do much for the overall aerodynamics, but it does suggest that R-Type was something of an influence when it came to designing the game mechanics. The weapon can be rotated both clockwise and counter-clockwise around the outside of your ship, providing 360 degrees of covering fire, as well as absorbing enemy projectiles. The weapon can be swapped out by collecting 20 power crystals, which causes a supply droid to show and drop a weapon upgrade cannister for you to collect; I gave each of these a good workout, although I stuck to the auto-laser toward the end because of the damage output, plus it gave me a chance to rest my trigger finger!
Sadly, despite the lush visuals and solid gameplay, Eco Warriors is kind of forgettable. It doesn't really offer anything new that hadn't been seen in other shooters, and while this is purely down to personal taste, I'm not a massive fan of the cartoon art style - the bio-mechanical horrors of R-Type are much more my thing.
00:00 Attract mode/intro
00:55 Stage 1
02:59 Stage 2
08:20 Stage 3
13:34 Stage 4
18:16 Stage 5
25:15 Stage 6
32:00 Stage 7
39:14 Ending
#ecowarriors
#capcom
#retrogaming
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https://www.youtube.com/watch?v=DWwo3_MF2Ek
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Developed by The Salves Curve and published by Storm in 1991
Jerky scrolling and micro-transactions meant Double Dragon 3 wasn't exactly a great game when it hit the arcades. I still remember being utterly bemused by the fact the game expected players to sink extra money in order to buy special moves and upgrades.
Despite the fact it was a poor follow-up to the first two games, it still received conversions to most home computers and consoles of the day, and the Amiga version manages to stick reasonably closely to the coin-op version. It's by no means a stellar game, but it actually manages to improve on the original by implementing smooth character and background scrolling, and the artwork is extremely close to the arcade version.
For those wondering, the new characters (e.g. Sunny) are in the game, but the collision detection with those sprites and the range of their attacks are far worse than Billy, so I made sure not to lose him.
Credits
Coding: Greg Michael
Graphics: Ned Langman
Music: Andrew Barnabas
Sound Effects: Steve Snake
Time Codes
00:00 - Title music & intro
01:34 - Level 01
04:50 - Level 02
07:23 - Level 03
12:53 - Level 04
15:24 - Level 05
25:12 - Ending
Bonus Content
27:08 - Title music (full loop)
#doubledragon3
#amiga
#retrogaming
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https://www.youtube.com/watch?v=Pa-iZS_LIQY
Developed and published by Technos in 1988
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The original Double Dragon remains my favourite classic beat 'em up from the arcades. There's something about the art style, gameplay and thumping sound effects that gels to make one of the most compelling fighting games of all time.
Following the success of the original game, Technos decided it was probably a good idea to capitalise on it's success and give fans a sequel. Sticking to the tried and tested formula of the original, the game introduces an expanded set of fighting moves, new locations (although some look very familiar) and a smattering of new enemies to beat to a pulp.
The story picks up some time after the conclusion of Double Dragon, with Billy and Jimmy Lee having successfully rescued Billy's girlfriend, Marian, from the clutches of Willy, leader of the Black Warriors gang. Unfortunately, Willy is a bit of a sore loser and decides to take revenge against the Lee brothers by killing Marian. Now the Lee brothers are out for revenge and nothing is going to stop them.
Anyone who has played the original game will be on familiar ground as the game plays our pretty much as before. The players move through a series of side-scrolling environments, defeating waves of thugs along the way in order to reach the end of the level. Just as before, each level features an end-of-round boss who must be defeated in order to progress.
One of the first differences the player will experience is the revised control scheme that changes the actions based on the direction the player is facing. Pressing the attack button corresponding to the direction the player is facing will throw a punch, whilst the other attack button will execute a rear kick - change directions and the button functions swap, something that does take a few minutes to get used to.
As to the actual moves, the Lee brothers have been practising their martial arts skills since the last game and have learned a few new tricks, including a flying spin kick, reverse kick, as well as a 360-degree whirlwind kick that's great for dealing with situations where you're surrounded. Also, thanks to a more responsive control setup, it's now possible to throw a combo of punches in quick succession with less risk of getting hit in between strikes. The roster of moves available is quite impressive and is more diverse than many later fighting games - you're certainly never lost for ways to take out your opponents and can mix things up to keep the experience fresh and exciting.
Another area where this sequel improves over the original is the music. The level stages are much more melodic this time around, especially stage 3, which has definite ear-worm qualities that will
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https://www.youtube.com/watch?v=f9V0iLedLv0
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
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Developed and published by Zeppelin Games in 1992
It wouldn't be Christmas without a festive game, and this year is the turn of Santa's Xmas Caper on the Amiga. Unlike the C64 shoot 'em up version (also by Zeppelin), the Amiga is a fairly basic platform game, although it's cheap and cheerful fun, perfect for kids.
The objective is to locate and retrieve parcels left lying around each of the 7 levels, then head to the exit (itself a giant parcel).
Merry Christmas 2020, everyone!
Credits
Coding: Ian Copeland
Graphics: David Taylor
Music: Adam Gilmore
Chapters
00:00 Main Menu (music by Adam Gilmore)
01:28 Level 1 (music by Adam Gilmore)
04:05 Level 2 (music by Adam Gilmore)
04:59 Level 3 (music by Adam Gilmore)
07:19 Level 4 (music by Adam Gilmore)
08:39 Level 5 (music by Adam Gilmore)
11:53 Level 6 (music by Adam Gilmore)
13:12 Level 7 (music by Adam Gilmore)
15:48 Ending (music by Adam Gilmore)
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https://www.youtube.com/watch?v=b6iTAPC_g9o