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Messages - TrekMD

#61
Makes sense since the NES version was your version.  :)  ...and I just fixed the type on the title!  LOL
#62
Quote from: Shadowrunner on June 22, 2022, 02:19:01 AMJust a few lol. A little bit of everything there.

Yep. This and that.   ;D
#63
Just a "handful" of things that arrived over the past 2 weeks or so...




























#64
Another nice video! Fun story about not-Robocop! 
#65
Rayman 2: The Great Escape is a 1999 platform video game developed by Ubi Pictures and published by Ubi Soft for the Nintendo 64, Microsoft Windows, Sega Dreamcast and Sony PlayStation. An enhanced remake titled Rayman Revolution (Rayman 2: Revolution in North America) was developed by Ubi Soft Annecy for the PlayStation 2. An alternative remake known as Rayman 2 Forever was developed by Ubi Soft Milan for the Game Boy Color.

The game centers on the character Rayman, who is tasked with saving the fantastical land of the Fairy Glade from an army of robotic pirates led by Admiral Razorbeard.

Rayman 2 was critically acclaimed for its gameplay, graphics and accessibility.

Gameplay

The game is played from a third-person perspective and the player has control over the camera, though in some situations this control is limited to only certain angles. At several points in the game the player loses control during cut scenes, which typically show dialogue between characters.

By collecting lums (small bodies, or shards of magical energy), the player unlocks more information about the game world and its back story, which can be read by standing still and pressing a specific button for some time. Some back story is also obtained through (optional) instructions from Murfy, a "flying encyclopaedia" who provides explanations on all kinds of gameplay elements.

In contrast to its predecessor, which was a 2D platformer, Rayman 2 is a 3D platformer. The player navigates through a mostly linear sequence of levels, fighting enemy Robo-Pirates, solving puzzles and collecting lums. Collecting enough lums gains the player access to new parts of the world. Part of the lums are hidden in small cages, in which other freedom fighters or Teensies are imprisoned, and can be obtained by breaking the cages.

Rayman starts the game with minimal abilities, and he can gain more abilities as the game progresses. The main weapon available in the game is Rayman's fist, with which energy orbs can be shot. Eventually, the orbs can be charged before shooting them, making them more powerful. Rayman can also enter a strafing stance which allows him to easily aim orbs whilst avoiding enemy attacks. Rayman later gains the ability to swing over large gaps using Purple Lums. Rayman is also able to use his helicopter hair to slow his descent while jumping, with some segments later in the game allowing him to fly with his hair. There are also various items Rayman can use throughout the game, such as explosive barrels he can throw, giant plums he can ride on to carry him across dangerous surfaces, and rockets he must ride on to access new areas.

In addition to the main, story-based level sequence, there are also several levels in which the player can gain bonuses in a time trial. Additionally, by collecting all lums and breaking all cages in a level, the player unlocks a bonus level in which one of Globox's children races against a robot pirate. When the player controlling the child wins the race, Rayman gains health or a powerup.

Source:  Wikipedia

#66
Loved the movie and I've seen this arcade game, though I did not play it back then.  I played it at a retro arcade here in Miami.  :)
#67
General Retro Chat / Re: Intellivision Amico
June 08, 2022, 04:11:07 AM
After some "quiet time," an update was sent out today...



Greetings,

It has been a while since our last official update, and I thank you for your patience. I hope that this update on the state of Intellivision will answer some of your questions and explain where we are and where we are heading. When I took over as CEO of Intellivision, my goal in leadership required some tough decisions to ensure that we launch a quality product.
1. We pulled down our investment campaign on StartEngine a few weeks after it launched in February of this year. Without better visibility of our path to profitability we felt this was the right decision in the short term. Any funds committed by StartEngine investors as part of the campaign were returned in full.  Of course, this required us to take other financial measures to make up for the foregone new investment.

2. We have dramatically reined in operating costs, which unfortunately required a significant reduction in staff. Our resources are focused on engineering and testing to ensure we have a quality system, as we cannot succeed by producing anything less.

3. We are working with game development partners to license classic Intellivision intellectual property (IPs) for publication on other platforms. These licensing deals will help fund continued development of Amico. A broader distribution of Intellivision classic IP will also help raise awareness of Intellivision while not directly competing with Amico because of Amico's unique controllers and family-focused gaming adaptations. Many people in the retro gaming community have embraced us because of our family focus and the fact that all our games (including retro titles) are adapted for group play.  While Amico's broad catalog will continue to include retro titles, our mission has been and remains cross-generational, in-home, family entertainment.

4. We have begun a test production run of Amico that includes every aspect of the product including packaging. This is first and foremost an assessment of our manufacturing approach and overall quality of the delivered product. It is critically important to show to our current/future investors, partners, and customers that we have built a sound platform that delivers on the in-home family experience, which requires our immediate focus on value engineering and hardening of the platform. These units should be completed in the next few weeks.

5. We are slowly processing refund requests. The public's uncertainty of our status in the last few months have understandably led to an influx of pre-order refund requests.  Because of reduced staff and financing requirements for continued operation, our responses to and processing of these requests has been delayed. Rest assured that our intention is to honor all refund requests. We will allocate a portion of all new funding and staff time to winding down the refund queue, while our primary focus is funding and completing a quality product ready for manufacturing. To make sure we see your request, please submit to support@intellivision.com.

6. We will focus our initial mass production on fulfilling pre-orders and supplying our two major distribution partners. The focus will remain on direct orders until our cost structure can support the margins required for retail channels. Obviously, the markets continue to be somewhat volatile with rising inflation, rising energy costs and lingering supply chain issues that affect all manufacturing businesses. This has impacted both our costs and pricing, and it has required us to narrow our initial distribution strategy. Our hope is that we start shipping production units this year.

Many challenges lie ahead for the business, and we appreciate our investors, partners and customers for your patience and support. We will be formally announcing some new IP licensing partnership deals soon, as well as showing off the Amico units currently in production. These units will be shared with partners, investors and a select few in the media. As more production units become available we will broaden the distribution to media outlets that cover our target demographic.

Thank you for your support, and thank you to our internal team and external developers that work tirelessly to create a family gaming experience on Amico that brings people of different ages and skills together in group play

Phil Adam

CEO
#68
Here is a new video looking at the various versions of this game...

#69
It sure is!  I'm sorry I had not replied.  Not getting notified and also it didn't show up when I searched for new replies. 
#70
Commodore Chat / Re: [Amiga Game] Spheroid
June 04, 2022, 15:18:21 PM
That is cool!
#71
These arrived over the past couple of weeks...











#72
Baby T-Rex is an action platforming video game developed by Beam Software for Game Boy. It was released in 1993 in Europe by Laser Beam Entertainment, Beam's publishing arm. It was also released (with altered graphics and story) as Agro Soar in Australia, as Bamse in Sweden, and as We're Back! A Dinosaur's Story in North America, where it was published by Hi Tech Expressions.

The following year Beam released a remake, Radical Rex, for Super NES, Sega Genesis and Sega CD.

Gameplay
In the original Baby T-Rex version of the game, players control an anthropomorphic skateboarding dinosaur, who must traverse various levels in order to save his girlfriend from the evil wizard Sethron. In the Agro Soar version of the game, players control Agro as he tries to escape a "pre-historic cartoon within his own TV" in which he is trapped by Sethron after he had insulted the wizard while watching the television show Curse of Sethron.

The Bamse version of the game sees Bamse, the world's strongest bear, and his rabbit friend Lille Skutt rescuing the inventor tortoise Skalman from the mischievous wolf Vargen after Skalman transports them to the age of the dinosaurs in a time machine he had built.

The We're Back! A Dinosaur's Story version of the game sees players control Rex, a Tyrannosaurus rex with enhanced intelligence who must rescue his three dinosaur friends Woog, Elsa and Dweeb from the film's villain Professor Screweyes.

Source:  Wikipedia

#73
Atari Chat / Re: Gravitic Mines for Jaguar
May 29, 2022, 02:16:00 AM
I got my box with my order only yesterday.  My parents are visiting now, so I've not been able to test out anything.  I've heard nothing but positive feedback on this game, though.  Can't wait to give it a spin.
#74
Retro News & Chat / Let's Compare - Megaman X3
May 21, 2022, 15:14:30 PM
Mega Man X3 is a video game released by Capcom for the Super Nintendo Entertainment System (SNES). The game was originally released in Japan on December 1, 1995, and later in North American and PAL regions in 1996. It is the third game in the Mega Man X series and the last to appear on the SNES. Mega Man X3 takes place in a fictional future in which the world is populated by humans and intelligent robots called "Reploids". Like their human creators, some Reploids involve themselves in destructive crime and are labelled as "Mavericks". After twice defeating the Maverick leader Sigma, the heroes Mega Man X and Zero must battle a Reploid scientist named Dr. Doppler and his utopia of Maverick followers.

Mega Man X3 follows in the tradition of both the original Mega Man series and the Mega Man X series as a standard action-platform game. The player traverses a series of eight stages in any order while gaining various power-ups and taking the special weapon of each stage's end boss. Mega Man X3 is the first game in the series in which Zero is a playable character (albeit in limited form) in addition to X. Like its predecessor, Mega Man X2, X3 features the "Cx4" chip to allow for some limited 3D vector graphics and transparency effects.

A 32-bit version of Mega Man X3 was released on the PlayStation, Sega Saturn, and Windows in various countries. This version was included on the North American Mega Man X Collection in 2006. A 3DO Interactive Multiplayer version was planned, but was canceled due to the failure of the console.[7] The game was also ported to Japanese mobile phones in 2010. Critical reception for Mega Man X3 has been above average. However, the game, particularly the 32-bit version, has received miscellaneous criticism from reviewers for its lack of improvements to the series.

Capcom announced that the SNES version of Mega Man X3 would be coming to the Wii U Virtual Console in 2014.  It was released in North America on August 28, 2014, Japan on October 8, 2014, and the PAL regions on November 6, 2014.

Recently, the SNES version was released on the PC, as well as the PlayStation 4, Xbox One, and Nintendo Switch as part of Mega Man X Legacy Collection (Rockman X Anniversary Collection in Japan) which released on July 24, 2018, worldwide and July 26, 2018, in Japan.

Source:  Wikipedia

#75
Quote from: poundlander on May 18, 2022, 16:55:28 PMLooks like Solomon's Key 3 is an Amstrad CPC title.  Doesn't look like a actual sequel.. More like a homebrew knock off.
I'm not surprised.  That's a way to get games on retro systems.