Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - TrekMD

#21
California Games is a 1987 sports video game originally released by Epyx for the Apple II and Commodore 64, and ported to other home computers and video game consoles. Branching from their popular Summer Games and Winter Games series, this game consists of a collection of outdoor sports purportedly popular in California. The game was successful for Epyx and spawned a sequel.

Source:  Wikipedia


#22
Retro News & Chat / Let's Compare - Gradius II
April 16, 2022, 04:47:30 AM
Gradius II (also known as Vulcan Venture in arcades outside Japan) is a side-scrolling shooter game. Originally released for the arcades in Japan in 1988, it is the sequel to original Gradius and was succeeded by Gradius III. Ports of Gradius II were released for the Family Computer (under the shortened title of Gradius II), PC-Engine Super CD-ROM², and the X68000 in Japan. The original arcade version is also included in the Gradius Deluxe Pack compilation for the PlayStation and Sega Saturn and in Gradius Collection for the PlayStation Portable.

Gameplay
The player returns as the role of the pilot of the Vic Viper spaceship to battle the second onslaughts of the Bacterion Empire, under the new leadership of Gofer, the giant head. Gradius II has kept the gameplay from the original game, but infused it with enhancements brought from the spin-off, Salamander (Life Force). This is primarily evident in two of the weapons configurations that are selectable. Another first in the series was the inclusion of the "boss rush" (also known as "boss parade" or "boss alley"), a level designed entirely with only boss confrontations.

Gradius II retains the selection bar from Gradius, but now the player can choose between four different weapon configurations and progressions. All schemes have speed-up and multiples (Options), but have differing 'Missile', 'Double' (laser), and 'Laser' weapons. The player can have at most four multiples. Additionally, there are also two types of shielding to choose from: shield and forcefield. The shield option adds more durability, but only for the front of the Vic Viper, while the forcefield adds protection for the entire spacecraft, albeit only against three hits. In the Famicom version, choosing another multiple after four will make the four multiples to move around the spacecraft for 16 seconds; force field is the only shielding available for protection of the entire spacecraft, withstanding five hits and it is included in four different weapon configurations and progressions; and 'Double' and 'Laser' have to be activated twice to achieve full performance.

The PC Engine version offers a different ending screen after completing the game, depending on difficulty select.

Source:  Wikipedia

#23
Retro News & Chat / Let's Compare Bad Street Brawler
April 10, 2022, 04:26:11 AM
Bad Street Brawler, originally released for home computers as Bop'n Rumble in North America and as Street Hassle in Europe, is a 1987 video game by Beam Software. Versions were released for the ZX Spectrum and Commodore 64 and MS-DOS by Melbourne House and Mindscape with a NES version following in 1989. The NES version was one of only two games specifically designed for use with Mattel's Power Glove.

Gameplay

The player plays the character Duke Davis (the back of the box calls him Duke Dunnegan), who goes from stage to stage beating up gangsters that get in his way, dressed in a yellow tank top, sunglasses, and yellow pants. He is described as a former punk rocker and the "world's coolest" martial artist.

Before the start of the next stage, quotes are introduced to entertain the player (such as "Never trouble trouble until trouble troubles you"). The player fights a variety of enemies, such as gorillas and circus dwarves who throw hammers at the player (old ladies in the computer versions who throw purses at the player). There are 15 stages in this game. Moves include the "bull ram" attack and "trip" move.

Source:  Wikipedia

#24
Retro News & Chat / Let's Compare - Xybots
March 26, 2022, 20:53:27 PM
Xybots is a 1987 third-person shooter arcade game by Atari Games. In Xybots, up to two players control "Major Rock Hardy" and "Captain Ace Gunn", who must travel through a 3D maze and fight against a series of robots known as the Xybots whose mission is to destroy all mankind. The game features a split screen display showing the gameplay on the bottom half of the screen and information on player status and the current level on the top half. Designed by Ed Logg, it was originally conceived as a sequel to his previous title, Gauntlet. The game was well received, with reviewers lauding the game's various features, particularly the cooperative multiplayer aspect. Despite this, it was met with limited financial success, which has been attributed to its unique control scheme that involves rotating the joystick to turn the player character.

Xybots was ported to various personal computers and the Atari Lynx handheld. Versions for the Nintendo Entertainment System and Sega Genesis/Mega Drive were announced, but never released. Emulated versions of the arcade game were later released as part of various compilations, starting with Midway Arcade Treasures 2 in 2004.

Gameplay

One or two players navigate through corridors as either Rock Hardy or Ace Gunn, battling enemy Xybots with a laser gun, seeking cover from enemy fire behind various objects and attempting to reach the level's exit. In certain levels, players face off against a large boss Xybot. Players move using the joystick, which also rotates to turn the player character. The lower half the screen shows the gameplay area for both players while the upper half is split between the map for the current level and the status display for each player. The display shows the player's remaining energy, which can be replenished by collecting energy pods within the levels. Energy can also be purchased at shops between levels, using coins dropped by defeated Xybots. The player can also purchase power-ups at these shops, including extra armor, increased speed, strength and firepower along with maze and enemy maps.

Source:  Wikipedia

#25
Retro News & Chat / The Evolution of Sega Consoles
March 13, 2022, 17:21:12 PM
#26
I just discovered this video accidently.  Pretty nicely done!  Check it out...

#27
Batman: Return of the Joker is a 1991 platform video game, the follow-up to Sunsoft's first Batman game on the Nintendo Entertainment System. Unlike that game, which was based on the 1989 Batman film directed by Tim Burton, Return of the Joker is entirely self-contained and based more on the modern comic book iteration of Batman. However, Batman rides the Batmobile and the Batwing from the 1989 film. A remake of Return of the Joker, titled Batman: Revenge of the Joker, was released on the Sega Genesis by Ringler Studios in 1992. A Super NES version of Revenge of the Joker was completed but never officially released, however a ROM image surfaced online in later years.

Source:  Wikipedia

#28
Retro News & Chat / Let's Compare Sword of Sodan
February 26, 2022, 18:38:01 PM
Sword of Sodan is a hack and slash video game released for the Amiga in 1988 by Discovery Software, which also commissioned a port for the Apple IIGS (but not made public until 2018). A scaled-down version for the Sega Genesis was released in 1990 by Electronic Arts, and in 1993 it was released for the Apple Macintosh System 7 by Bethesda Softworks.

Plot

Set in a medieval fantasy world, Lordan is the ruler of the northern kingdom. Zoras, an evil necromancer, is in his tower made of human bones, planning to make a second attempt to overthrow Lordan, after his first attempt was defeated by Sodan, the hero.

Zoras studied ancient parchments where he learned to experiment with long forgotten spells. His new knowledge enabled him to conjure all kinds of nightmarish creatures, which he sent marching towards Lordan's castle, leaving a path of death and destruction.

To protect his twin children, son Brodan and daughter Shardan, Lordan arranged for them to be taken from the castle across the Cthol mountains to the farthest corner of the land. After Lordan's defeat and death at Zoras' hands, his children were raised by an old, bitter man, who also trained them in the art of sword combat.

Before they start their journey to defeat Zoras, the old man hands over to them the sword of Sodan. Armed with the sword, they fight their way to castle Craggamoor and face the tyrannical Zoras. After they defeat Zoras, the people accept them as the true rulers and saviors of the land.

Source:  Wikipedia



And this is post

for me!
#29
Nintendo Chat / Game & Watch Donkey Kong Collection
February 12, 2022, 19:23:01 PM
I got notified about this on Itchio.  Member Itizso posted this 3D version of the various Nintendo Game & Watch with Donkey Kong games...

A collection of playable Game & Watch simulations to celebrate the 40th anniversary of Nintendo's first generation of handheld electronic games. First released in 1980, each unit in the series featured a single game that could be played on an electronic LCD screen and included a clock, hence the name.

If you've never had the opportunity to play a Game & Watch unit, then here's your chance, with these 3D simulations of some of my favorite games in the series.

#30
Retro News & Chat / Let's Compare Super Mario Bros
January 22, 2022, 21:59:23 PM
Super Mario Bros. is a platform game developed and published by Nintendo. The successor to the 1983 arcade game Mario Bros. and the first in the Super Mario series, it was released in 1985 for the Famicom in Japan. Following a limited US release for the Nintendo Entertainment System (NES), it was ported to international arcades for the Nintendo Vs. System in early 1986. The NES version received a wide release in North America that year and in PAL regions in 1987.

Players control Mario, or his brother Luigi in the multiplayer mode, as they travel the Mushroom Kingdom to rescue Princess Toadstool from Bowser (King Koopa). They traverse side-scrolling stages while avoiding hazards such as enemies and pits with the aid of power-ups such as the Super Mushroom, Fire Flower and Starman.

The game was designed by Shigeru Miyamoto and Takashi Tezuka as "a grand culmination" of the Famicom team's three years of game mechanics and programming, drawing from their experiences working on Devil World and the side-scrollers Excitebike and Kung Fu to advance their previous work on platforming "athletic games" such as Donkey Kong and Mario Bros. The design of the first level, World 1-1, serves as a tutorial for platform gameplay.

Super Mario Bros. is frequently cited as one of the greatest video games of all time, with praise for its precise controls. It is one of the best-selling games of all time, with more than 50 million copies sold worldwide. It is credited alongside the NES as one of the key factors in reviving the video game industry after the 1983 crash, and helped popularize the side-scrolling platform game genre. Koji Kondo's soundtrack is one of the earliest and most popular in video games, making music into a centerpiece of game design. The game began a multimedia franchise including a long-running game series, an animated television series and a feature film. It has been rereleased on most Nintendo systems. Mario and Super Mario Bros. have become prominent in popular culture.

Source:  Wikipedia

#31
General Retro Chat / Super Console X Cube
January 14, 2022, 02:24:12 AM
Has anyone seen this?  Check out this video from John Hancock and the link below...

#32
Retro News & Chat / Let's Compare - Devil Crash
January 08, 2022, 03:02:59 AM
Overview
Building on its predecessor, Alien Crush, Devil Crash now involves a three-screen high pinball table that scrolls (instead of flip-screen). The setting is very much gothic and demonology, with many moving targets and single screen mini-games for variety. The centre part of the table also includes the head of a woman that gradually transforms into a lizard.

Comment
The sequel to Alien Crush manages to surpass the original in every way. The table is so well designed that repeated play never gets boring - there are plenty of targets to aim for, loads of little critters scooting about the place and the sub games break up the action well enough, even if they aren't overly exciting. Presentation is top notch and the soundtrack is a masterpiece. It may only be a single tune playing in the main game (as opposed to Alien Crush's choice of two), but you’ll never want to turn it off. Sound effects are excellent with some nice sampled grunts and a spooky laugh. This is one of the best, if not the best, pinball game on any console ever.

Source:  The PC Engine Software Bible

#33
Nintendo Chat / The Ultimate Guide to NES Light Guns
December 23, 2021, 22:19:40 PM
What's the history of light gun games? How does the Zapper work? What other light guns worked on the Nintendo Entertainment System? How many games were compatible? In this video, the Gaming Historian tries to cover everything. This is the Ultimate Guide to NES Light Guns!

#34
Retro News & Chat / Let's Compare Ghostbusters!
December 04, 2021, 17:12:08 PM
Ghostbusters is a licensed game by Activision based on the film of the same name. It was designed by David Crane and released for several home computer platforms in 1984, and later for video game console systems, including the Atari 2600, Master System and Nintendo Entertainment System. The primary target was the Commodore 64 and the programmer for the initial version of the game was Adam Bellin. All versions of the game were released in the USA except for the Amstrad CPC and ZX Spectrum versions, which were released only in Europe, and the MSX version, which was released only in Europe, South America, and Japan.

In 1984, after the film Ghostbusters had been launched, John Dolgen VP of Business Development at Columbia Pictures approached Gregory Fischbach (President of Activision International and subsequently CEO and Co-founder of Acclaim Entertainment) and offered to license the game rights to Activision without specific rules or requests for the design or content of the game, only stipulating that it was to be finished as quickly as possible in order to be released while the movie was at peak popularity. Activision was forced to complete the programming work in only six weeks in contrast to their usual several months of development time for a game. Activision had at the time a rough concept for a driving/maze game to be called "Car Wars", and it was decided to build the Ghostbusters game from it. Both the movie and the game proved to be huge successes.

Gameplay

The player sets up a Ghostbusters franchise in a city whose psychokinetic (PK) energy levels have begun to rise. At the start of the game, the player is given a set amount of money and must use it to buy a vehicle and equipment for detecting/catching ghosts. They must then move through a grid representing the city, with flashing red blocks indicating sites of ghost activity.

When the player moves to a flashing block, the game shifts to an overhead street view and they must drive to the site, attempting to vacuum up stray ghosts if the vehicle is equipped to do so. Upon reaching the site, the player must maneuver two Ghostbusters to guide a Slimer ghost into position to be drawn into a trap. Successfully doing so awards money, but each failure causes the PK energy level to jump and incapacitates one of the player's three team member characters.

The player must return to the Ghostbusters headquarters at intervals to empty the traps and/or revive any incapacitated team members. As the game progresses, the player must also keep free-roaming ghosts from reaching the temple of Zuul for as long as possible; each one that does so adds to the PK energy level. The ghosts occasionally merge to form the Stay Puft Marshmallow Man, who will attempt to trample a city block. Stopping such an attack earns a bonus, but each failure to do so deducts money.

If the player has not earned more money than the total spent on equipment when the PK energy level reaches its maximum of 9999, the game ends immediately. Otherwise, the player must guide at least two Ghostbusters past Mr. Stay Puft in order to destroy the temple of Zuul. The game ends afterward, with the player earning a reward if successful.

In some versions, including those for the Apple IIe and Commodore 64, the player is given an account number upon completing the game. Entering this number at the initial screen allows the player to start a New Game Plus with the cash balance from the end of the previous game, enabling the purchase of more expensive equipment.

Source:  Wikipedia

#35
Retro News & Chat / Let's Compare Dragon Buster!
November 28, 2021, 16:06:39 PM
is a platform-action role-playing dungeon crawler game that was developed by Namco and released in 1984. It runs on Namco Pac-Land hardware, modified to support vertical scrolling. In Japan, the game was ported to the Family Computer (Famicom), MSX and Sharp X68000; the latter version was later released for the Virtual Console in the same region on November 18, 2008. Dragon Buster has been ported for the PSP and is available as part of Namco Museum Battle Collection. It was followed by a Japan-only Famicom sequel, Dragon Buster II: Yami no Fūin, and was later followed by the PlayStation game Dragon Valor, which was both a remake and sequel.

The game featured side-scrolling platform gameplay and an overworld map similar to the later platform games for home consoles and personal computers. Dragon Buster was also the earliest game to feature a double jump mechanic, and one of the first to use a visual health meter.

Gameplay

The player must guide the hero Clovis through each round on to the castle to rescue his beloved Princess Celia. There are multiple Princess Celias in the game, one in every few castles. The goal is to reach the true Celia at the end of the game in the final castle. Celia wears a different outfit each time she is rescued. As the player progresses through the round, he or she must choose various paths to take on to the castle. There are many paths to choose from and the number of these increases as the player gets to the higher rounds. The paths take the player to the individual levels of the round. There are multiple bosses on each level and many less powerful enemies scattered throughout each level. The player must find the boss that contains the exit on each level to proceed through the round and finally reach the castle. Clovis's vitality restores itself by 25% after each level is completed. The game ends when Clovis' vitality reaches zero.

There are five different types of levels: The Cave, The Tower, The Boneyard, The Mountain and The Ruins. Each of these levels boasts more of a particular type of monster than the others. For example, The Boneyard contains more of the boss Skeleton. The Cave is a mostly linear type of level, with mostly descents and horizontal movement. It boasts many bats and snakes. The Tower is notable for having many floors, and the player must do a lot of climbing in this type of level. The Boneyard is probably the most difficult type of level for having many enemies and paths to choose, and the player will most likely end up defeating every boss in the level before finding the boss that contains the exit. The Mountain has the player descend from the top of the mountain. The Ruins is a standard type of level with a bit of everything the other four types of levels contain. Finally, there is the Castle at the end of each round. Every Castle is the same, starting with a very long drop that takes the player to the Dragon's room to fight the Dragon.

Source:  Wikipedia

#36
General Retro Chat / FreePlay Florida 2021
November 24, 2021, 03:29:21 AM
This past weekend, November 19-21, I went to Orlando for FreePlay Florida.  It had been three year since I last went since I missed the 2019 event (I was on a cruise).  It was fun being able to go back to this event, seeing friends, and meeting up with several of the video game celebrities.  Here are some sample pictures and a link to my Google Photos album....

#37
Wonder Boy III: The Dragon's Trap, known as Monster World II in Japan, is a platforming action-adventure video game developed by Westone as part of Sega's Wonder Boy series. It was published by Sega and released for the Master System in 1989 and for the Game Gear in 1992 as Wonder Boy: The Dragon's Trap. It was ported by Hudson Soft and released in 1991 for the TurboGrafx-16/PC Engine under the name Dragon's Curse. It was also ported in 1993 by Brazilian company Tec Toy under the title Turma da Mônica em o Resgate, with the game retooled to include characters from Brazilian comic book series Monica's Gang (Turma da Mônica). A remake developed by Lizardcube and published by DotEmu, titled Wonder Boy: The Dragon's Trap, was released in April 2017.

The game takes place after the events of Wonder Boy in Monster Land, in which Wonder Boy has been cursed by the Mecha Dragon and must locate the Salamander Cross to lift it. The game is nonlinear and features varying landscapes in which players must navigate. Players find items and clues needed to access different parts of Monster Land, and they can transform into other forms and gain different abilities.

Wonder Boy III: The Dragon's Trap received wide acclaim from gaming magazines upon its release. It was praised for its colorful and cartoon-like graphics, rich sound and diverse sound effects, and varied and addictive gameplay. Criticisms include sprite flickering in the Master System version as well as slippery controls. It won Electronic Gaming Monthly's "Best Game of the Year" award for the Master System in 1989. Reviews from gaming magazines have described the game as one of the best Master System and 8-bit titles of all time.

Source:  Wikipedia

#38
Wonder Boy III: Monster Lair is a side-scrolling action game developed by Westone Bit Entertainment that was originally released for the arcades by Sega in 1988. It is the third game in the Wonder Boy series and the last one released for the arcade. A console adaptation was made by Hudson Soft, released in 1989 in Japan for the PC Engine CD-ROM² System and the subsequent North American release on the TurboGrafx-CD dropped the 'Wonder Boy III' title. It was also converted and released by Sega for the Mega Drive in Japan in 1990 and Europe in 1991. Both, the TurboGrafx-CD and Mega Drive versions have been re-released for the Wii Virtual Console.

Gameplay

The game balances basic concepts found in both platformers and arcade shooters. The player is able to jump and shoot projectiles from a sword. He must ride a flying dragon and confront a large boss throughout the second half of each round. The player's life bar steadily diminishes as time passes. Health is gained through collection of fruit and projectile weapons. Some fruits, when shot, will expand and burst into multiple items.

Combat

In the action scenes, the player's vitality decreases as he makes his way towards the skull, but this can be restored by collecting fruit. A wide variety of weapons can be picked up, and not only do these allow the player to use the weapons for a limited amount of time, but they also increase vitality. In the shooter scenes, the player rides a pink friend as he makes his way through the scene. Here, vitality remains static unless hit by an enemy passing by. As usual, there is a boss waiting at the end that must be defeated. Every boss changes color to show how much damage has been done to it. Some bosses must be defeated in two stages. If vitality gets low in each scene, the player loses a life. Two players can play the game simultaneously.

Source:  Wikipedia

#39
Retro News & Chat / The History of the Sega Mega Mouse
October 21, 2021, 02:17:13 AM
Here is a video by Jenovi that looks at the Sega Mega Mouse.  It's a guide about the mouse and covers the games that are compatible with this mouse.  It's funny how many of the compatible games don't even say they are compatible with the mouse!  Check it out...

#40
Retro News & Chat / Let's Compare - G-Darius
October 09, 2021, 16:44:59 PM
G-Darius is a shoot'em up arcade game, released by Taito in 1997. It is the fourth arcade installment of the Darius series and the first in the series to feature three-dimensional polygonal graphics.

Gameplay

An example of 'beam-dueling' in G-Darius. The blue beam on the right is the player's beam
Much like previous installments in the Darius series, G-Darius is a horizontally scrolling shoot'em up. While the game features three-dimensional polygonal graphics, the gameplay remains two-dimensional. The player controls a spaceship named the Silver Hawk and must battle enemies and avoid obstacles throughout the game's stages (referred to as "zones" in the game). The ship is armed with forward-firing missiles, small aerial bombs and a protective force field. These can be upgraded by power-ups, in the form of large orbs, that are dropped by specially-colored enemies when they are destroyed. When the player reaches the end of a zone, a boss appears, which must be defeated to proceed. Once the boss of a zone is destroyed, the player is given a choice of which zone to play next via a branching path. There are 15 zones in total, numbered using the Greek letters alpha to omicron, however the player only needs to complete five in a row to reach one of five alternative endings. Each level also has two alternative routes that the player can choose about half way through. Some of these are duplicated in later stages but result in the bosses appearance and attack sequences being slightly different.

Among the player's arsenal is the 'capture ball', which the player can launch to capture enemies. Once captured, the enemy will follow and aid the player's ship. Each enemy contains a unique enhancement; some will act as extra turrets and others will act as shields. Additionally, the player can detonate their captured enemy as a bomb. The captured enemy will continue to follow the player until either they are destroyed after taking enough damage, the player's ship is destroyed or the player 'absorbs' them to utilise a special ability.

New to the series is the concept of beam-dueling. The player can absorb a captured enemy to fire a powerful laser beam over a short period of time, which will instantly destroy nearly every enemy it comes into contact with. This is primarily used during boss fights. Every major boss in the game has an equivalent laser beam. If the player and the boss fire their lasers simultaneously, a 'duel' between the two will initiate. The player must overwhelm the boss' laser by repeatedly tapping the fire button as quickly as possible. If successful, the boss' beam will eventually dissipate and the player's beam will multiply in size (as well as in power) and severely damage, if not kill, the boss. Some bosses have multiple beams and if the player counters all of them, their own beam can multiply up to four times. Some enemies and large bullets are invulnerable to the beam, allowing bosses to shield themselves. Familiarity with a boss's attack patterns is thus vital for successful use of the beam dueling mechanic.

An upgraded version of the game, G-Darius Ver. 2, added a beginner mode in which the player's power-up level goes down only one rank upon death, and the game ends after completing only 3 zones.

Source:  Wikipedia