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Developed by I.C.E and published by Ocean in 1990
The visuals in this sequel aren't bad, but the performance is pretty terrible.
Just another unoptimised Atari ST conversion.
#chasehq2
#amiga
#retrogaming
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https://www.youtube.com/watch?v=HzR8tu1cP3A
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Developed and published by Konami in 1986
#greenberet
#rushnattack
#msx
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https://www.youtube.com/watch?v=in5k8551kl4
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Developed and published by Sega in 1990
Released to coincide with the Disney blockbuster of everybody's custard-yellow trenchcoat-wearing detective, Dick Tracy is a side-scrolling shoot 'em up that blends traditional platforming action with Operation Wolf/Cabal.
Tracy is on a case to track down the notorious gang leader, Big Boy Caprice, and he must slug his way through legions of gun-toting thugs to find a suitable lead. Every so often, Tracy will encounter a high ranking lieutenant or henchman, who he must subdue for vital information.
The game's action is viewed from a side-on perspective and there are two distinct play-fields; foreground and background.
Tracy occupies the foreground and enemies can appear on either side of him and must be taken out before they can shoot him. Pressing the A button on the joypad will cause Tracy to fire his side-arm in the direction he's facing and must be used to take out enemies occupying the foreground.
The second, background play-field sees gangsters popping out of doors, windows and other locations in the scenery and who proceed to fire their guns at Tracy in the foreground. Bullet holes appear to show a visual indication of where the shot landed and can gives you a chance to duck or jump out of the way. I'm not sure if this was intentional or not, but these hit markers look like bullet holes in glass, which would would be the TV screen as the player is looking in on the action; if this is the case then it's a nice little touch.
Press the C button and Tracy will whip out his trusty Tommy gun and fire a stream of hot lead at the gangsters on the rear play-field; there's no targeting reticule, but you can use the ricochet effect of the bullets to work out where your shots are landing and to adjust your aim accordingly. A neat feature is the inclusion of destructible scenery so that shooting windows, cars and phone booths with you machine gun usually results in something getting smashed; it's possible to earn a points bonus by not breaking anything
The game tries to mix things up by introduction levels where Tracy runs out of bullets or is informed that he isn't allowed to use his guns and can use melee attacks only. Of course, the gangsters are free to use hand-guns, machine guns and even dynamite, putting you at an obvious disadvantage. The only option is to avoid enemy fire and to time your attacks in between their reload animations. The first couple of melee stages are tolerable, but the sewer stage is a major pain as there are so many enemies that you're reduced to luring them back one at a time so you can take them out safely.
There are also a number of car chases where Tracy must e
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https://www.youtube.com/watch?v=G6e5qK7sGPQ
Developed by Digital Design and published by Mastertronic in 1988.
Gaplus (AKA Galaga 3) is a conversion of the arcade coin-op by Namco, released for the C64 in 1988.
It's a fairly standard vertical shooter where you must destroy wave upon wave of insect-like enemies across multiple levels.
In addition to regular enemies, a queen will spawn at the top of the formation and can carry a temporary upgrade for the ship. The most useful of these allows you to capture the enemy craft and attach them to your ship, increasing your shot spread.
Every so often, you will enter a bonus stage that requires you to "juggle" enemy ships by shooting them. Each time you hit a ship, part of the word "BONUS" is spelt on the screen. Each successive shot will land you more bonus points, but trying to keep them in the air can prove tricky.
The game gets increasingly difficult every 10 levels (parsecs) and the enemy sprites change style and colour. The game just seemed to loop after I passed parsec 31, so I can only assume there is no ending.
It's not a bad game, but it's very repetitive and there's no variety to the gameplay.
Jeroen Tel and the Maniacs of Noise wrote some decent music, but that's about all you can say about this game.
Enjoy!
#retrogaming
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https://www.youtube.com/watch?v=f_YtMvXApHM
Developed by Victor Interactive and published by NEC in 1990
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#retrogaming
#turbografx16
#pcengine
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https://www.youtube.com/watch?v=pRKo3xyPKBs
Developed and published by FTL in 1987.
As far as I'm concerned, this a fantastic SID music track created by Rob Hubbard that someone has added a game to, not the other way around.
To be fair, it's not a bad shmup, but there are only 5 levels before it starts looping, a limited range of enemies and no power-ups!!
Anyway, who cares!?! Let's pay tribute to Mr Rob Hubbard!
Bootnote: If you love the original, you really should check out the version Mind.In.A.Box created as part of their R.E.T.R.O album; it's really great stuff.
#retrogaming
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https://www.youtube.com/watch?v=pvsbaT6mLZY
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Developed by Wunderkind and published by Renegade in 1994
If you'd stuck with the Amiga into 1994, you might just have have played one of the most highly regarded games in the Amiga's library.
What blows my mind is that it's an OCS/ECS game - not AGA - designed to run on an A500 with 1MB of chip RAM! yet it looks absolutely stunning! In fact, it looks and feels closer to something you'd find on the SNES or Mega Drive than the Amiga!
The level of difficulty is pretty stiff, but the gameplay is really solid. It would certainly have benefited from support for a controller with more than one button (a limitation of the machine), but in most respects it's one of the best platform-shooters out there.
#ruffntumble
#retrogaming
#amiga
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https://www.youtube.com/watch?v=gCGtT6LuwK4
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Developed and published by ZOSYA Entertainment in 2020
Check out my review of this very cool arcade-style game: https://vintageisthenewold.com/review-bonnie-and-clyde-zx-spectrum/
Download the game here: http://zosya.net/
#zxspectrum
#retrogaming
#walkthrough
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https://www.youtube.com/watch?v=i-Q0vXMjmqQ
Developed by The Sales Curve and published by Storm in 1991.
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It's been a while since I've recorded and reviewed an Amiga title so I thought I'd correct that my taking the time to playthrough this colourful and fun arcade-platform game having seen a request in the comments on another oof my videos.
Rod-Land tells the tale of Tam and Rit, two fairies whose mother is kidnapped by an evil demon and imprisoned atop a foreboding tower. Armed with magic rods and a pair of rainbow shoes, Tam and Rit set out on a quest to rescue their mum and to defeat demon.
The game is divided into a series of static levels where the objective is to progress to the next screen by defeating each of the cute-yet-deadly monsters inhabiting the level.
Pressing the fire-button will launch an attack with the rod, which will temporarily trap enemies that it comes into contact with. Once trapped, continue pressing rapidly to make Tam or Rit whip the monster over their heads and smash them on the ground. Once battered into submission, the monster will die, leaving behind a single-use super weapon that can be used to kill other enemies. Super weapons include bombs, missiles and my personal favourite, the four-way power ball! Enemies killed by a super weapon will leave behind a fruit token that can be collected for bonus points.
Both Tam and Rit are able to use their rainbow shoes to create a magic ladder that allows them to reach higher platforms and to avoid enemies. Each player can have a single ladder in play at any given time; creating a new ladder will cause the previous one to disappear. Enemies can also climb your ladders when you're not watching, but summoning a new one will cause them to plummet back to earth, so use this to your advantage.
Placed strategically around each level are flowers that can be collected for points. However, these blooms serve a more important purpose than increasing one's point score; collecting all the flowers on a stage will activate the 'Extra Game' which causes any remaining enemies to mutate (although I have no idea what the resultant creature actually is...). Defeating mutated enemies will cause them to drop a letter token that can be collected to spell out the word 'Extra'. If you manage to complete the word successfully you're awarded a bonus life by a (very) nice elf-lady (so nice in fact that all three of the auto-generated thumbnails for this video are of her!)
Ultimately, the player must decide whether to risk collecting the flowers and going for the extra life, or playing it safe and killing off the monsters as quickly as possible. Enemies on later stages can actually multiply if not killed quickly, so time is of the essence when coming
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https://www.youtube.com/watch?v=4W2IxoL_GHA