Golden Axe / ゴールデンアックス / Gōruden Akkusu
Golden Axe (ゴールデンアックス, Gōruden Akkusu) is a series of side-scrolling beat 'em up arcade video games developed by Sega. The series takes place in a medieval fantasy world where several heroes have the task of recovering the legendary Golden Axe, the mainstay element of the series.
Golden Axe is a side-scrolling arcade beat 'em up game released in 1989 by Sega. Makoto Uchida was the primary developer of the game and also was responsible for the creation of Altered Beast. The game places the player in control of one of three warriors each bent on revenge against the vile dictator Death Adder. Death Adder has taken over the once peaceful land of Yuria and murdered their friend and partner, Alex. Several ports of the game were created, most notably for the Mega Drive/Genesis and Master System. Several sequels followed.
The game focuses on three heroes. One of them is a battle-axe-wielding dwarf, Gilius Thunderhead, from the mines of Wolud, whose twin brother was killed by the soldiers of Death Adder. Another is a male barbarian, Ax Battler, wielding a two-handed broadsword, looking for revenge for the murder of his mother. The last is a longsword-wielding amazon, Tyris Flare, whose parents were killed by Death Adder.
Progress is made through the game by hacking and slashing your way through Adder's forces. Aiding the characters in this quest is their ability to cast spells that hurt all enemies on the screen. The force of this magic depends on the number of "bars" of magic power currently available. The bars are filled by collecting blue 'magic potions' found throughout the game. The male warrior Ax, limited to 4 bars, is able to cast Earth spells. The dwarf Gilius, limited to 3 bars, casts lightning spells. The female warrior Tyris can cast devastating fire magic, but her most powerful spell costs 6 bars.
Characters
Ax Battler is a barbarian hero. He uses a claymore while wearing a loincloth and blue boots as well as iron bracers and a gorget. He calls upon volcanic magic, deploying lava and powerful eruptive blasts. Ax's mother is murdered by Death Adder's forces, providing his motive in the original Golden Axe. Ax was given a solo game for the Sega Game Gear title Ax Battler: A Legend of Golden Axe, in which he is charged with saving another kingdom. Battler is the most balanced character, having a better striking range and less spell-power than Tyris, and more powerful magic but not the extended physical reach of Gilius.
Tyris Flare is an amazon who wields a cinquedea-type sword while wearing a chainmail bikini, bracers and red boots. Both her parents are murdered by Death Adder's forces, leading her to seek revenge in the first Golden Axe game. Her magic attacks are all fire-based, including the summoning of a giant, flame-spewing dragon. Tyris has the shortest range of the heroes, but possesses the most powerful spells.
Gilius Thunderhead is a bearded dwarf who (at least in the arcade version) actually commands the Golden Axe. He wears a green tunic, leather boots and a horned helmet. He seeks revenge in Golden Axe after his brother is murdered by Death Adder's forces, returning again to defeat Dark Guld in Golden Axe II. In Golden Axe III, Gilius is the only character from the previous games to appear, though he is not playable, he starts each of the characters off on their quest at the game's beginning. When Death Adder returns from the dead in Golden Axe: The Revenge of Death Adder, Gilius rides on the back of playable character Goah throughout the game, and sacrifices his life at game's end to vanquish Death Adder once and for all. Gilius is granted the least powerful spells in the game, but has the best striking range in battle. Gillius is a recurring playable character in the Sega SuperStars series.
Death Adder is a tyrannical giant who wears a full iron helmet, pointed spaulders, and wields an enormous double axe. In addition to his brutal strength and speed while attacking, he can also cast magical spells. With his army, he enslaves the kingdom of Golden Axe and kidnaps its royal family. After dispatching his minions, Adder is finally killed by the game's three heroes, but is resurrected for Golden Axe: The Revenge of Death Adder. Here, he survives an initial attempt on his life but perishes due to the self-sacrifice of Gilius Thunderhead. Death Adder reappears many years later in Golden Axe: The Duel, where he is a playable character, and the penultimate boss.
Genre(s) Beat 'em up
Hack & slash
Developer(s) Sega
Platform(s) Arcade, Sega Genesis, Mega-CD, Game Gear, Master System, Sega Mega-Play, GameTap, IBM PC, Amiga, Atari ST, Amstrad CPC, Commodore 64, PC Engine CD, WonderSwan, ZX Spectrum, Xbox 360, PlayStation 3, Virtual Console, iOS, Android, Microsoft Windows
First release Golden Axe
January 27, 1989
Latest release Golden Axe: Beast Rider
October 2008
Spin-offs Action-adventure games, fighting game
#golden axe #sega #arcade
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Street Fighter 6 - Zangief - Brace Yourself
Street Fighter 6
#Street Fighter 6 #Zangief #Capcom
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Street Fighter 6 - Cammy - No More Games #shorts
Street Fighter 6
#Street Fighter 6 #Cammy #Capcom
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Silent Hill 2 - Promise (Reprise) (2001)
Promise (Reprise) - Silent Hill 2 (2001)
Composer: Akira Yamaoka
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Battletoads Arcade
Battletoads Arcade, also known as Super Battletoads or just Battletoads, is a 1994 scrolling beat 'em up arcade game in the Battletoads series developed by Rare and published by Electronic Arts. Up to three players, as the Battletoads, brawl aliens and mutant rodents through six levels to save the universe from the Dark Queen. The game also includes vertical and bonus levels. Each Toad has its own signature attack, and as customary for the series, players can knock enemies towards the screen, breaking the fourth wall.
Rare took greater liberties with violence and gore in Battletoads Arcade since the product was not destined for home consoles. It was Rare's first game to use the 3D graphics technology later implemented in Donkey Kong Country and Killer Instinct. Although the game playtested well and appeared financially viable, the publisher hesitated to release it. The game proved unsuccessful in the arcades and Rare canceled its in-production ports, including its finished and tested handheld Game Boy release. Battletoads Arcade's poor performance led to a 26-year franchise hiatus that ended with the 2020 series reboot.
Battletoads Arcade received its console debut when it was emulated in the 2015 Rare Replay, a compilation of games from Rare's history for the Xbox One. Rare Replay reviewers were surprised by the arcade game's quality and some considered it a highlight of the package.
Gameplay
Battletoads Arcade is a coin-operated, scrolling beat 'em up arcade game. Up to three players, as the Battletoads (Rash, Pimple, and Zitz), punch and kick oncoming enemies through six levels to save their alternate universe from the Dark Queen. Arcade was the first Battletoads game to feature three-player cooperative multiplayer. Players control their characters with eight-directional joysticks and two buttons (attack and jump). Characters can run if the player pushes the joystick twice in the same direction. The Toads vary in fighting style: Rash is nimble, Pimple is burly, and Zitz is a balance of the two. As customary for the series, the Toads can knock enemies off-screen such that they appear to fly towards the players, breaking the fourth wall. The Toads can also eat flies to regenerate health. Each Toad has its own signature exaggerated power and attack, in which their limbs turn into objects such as axes and drills. Enemies include aliens, mutant rodents, and snowmen.
Each level has a unique theme, such as a "Christmas grotto", and a boss fight finale. Some bosses, such as General Slaughter, return from previous games. Some levels differ in presentation and gameplay. Some levels are Double Dragon-style 2.5D brawlers, while others are strictly two-dimensional. In one level, the Toads wear jetpacks and descend a tunnel, and in the final level, the Toads shoot enemies from a vehicle. Players can also destroy a spaceship in a Street Fighter II-style bonus stage. Battletoads Arcade is displayed in standard definition raster graphics in horizontal orientation with either mono or stereo sound within an upright arcade cabinet.
Development and release
The game was developed by Rare, published by Electronic Arts, and released in 1994 as the fifth game in the Battletoads series. Rare founders Tim and Chris Stamper created the series in response to interest in the Teenage Mutant Ninja Turtles. The Battletoads series—especially the 1991 original Battletoads for the Nintendo Entertainment System (NES)—became popular in its own right and led to a series of sequels. Since this sequel was in development for arcades rather than consoles, Rare took greater liberties in its depiction of violence, unlike their obligations in the rest of the series. While the original NES Battletoads censored blood, Battletoads Arcade showed gore and decapitation (although this could be turned off in the game's DIP switches). The Dark Queen was also depicted in a more lascivious style. Rare had begun to experiment with 3D graphics around this time, and went with PowerAnimator (later Autodesk Maya). Battletoads Arcade was the first Rare game to use PowerAnimator, well before it was implemented in Killer Instinct and Donkey Kong Country.
Despite being finished, the game remained unreleased "for ages", according to Rare's George Andreas, who had worked on the game. The game had playtested and sold well in their market tests, but its release did not meet expectations. Rare had completed and tested a handheld Game Boy port of Battletoads Arcade but it was cancelled following the arcade game's poor sales.
Developer(s) Rare
Publisher(s) Electronic Arts
Producer(s) Chris Stamper
Tim Stamper
Designer(s) Gregg Mayles
Kevin Bayliss & Chris Sutherland
Pete Cox & Chris Stamper (hardware)
Programmer(s) Chris Sutherland
Artist(s) Steve Mayles
Kevin Bayliss
Composer(s) Dave Wise
Series Battletoads
Platform(s) Arcade
Release 1994
Genre(s) Beat 'em up
Mode(s) Single-player, multiplayer
#Battletoads Arcade #eletronic arts #fullgameplay
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Resident Evil / Bio Hazard / バイオ ハザード / Baio Hazādo Chris Redfield
Resident Evil[b] is a 1996 survival horror video game developed and published by Capcom originally for the PlayStation. It is the first title in Capcom's Resident Evil franchise. Players control Chris Redfield and Jill Valentine, members of the elite task force S.T.A.R.S., who must escape a mansion infested with zombies and other monsters.
Conceived by producer Tokuro Fujiwara as a remake of his earlier horror game Sweet Home (1989), the development of Resident Evil was led by Shinji Mikami. It went through several redesigns, first as Super NES game in 1993, then a fully 3D first-person PlayStation game in 1994 and finally a third-person game. Gameplay consists of action, exploration, puzzle solving and inventory management. Resident Evil establishes many conventions seen later in the series, including the control scheme, inventory system, save system, and use of 3D models superimposed over pre-rendered backgrounds.
Resident Evil was praised for its graphics, gameplay, sound, and atmosphere, although it received criticism for its voice acting. It was an international best-seller, and became the best-selling PlayStation game ever at the time. By December 1997, it had sold about 4 million copies worldwide and had grossed more than $200,000,000 (equivalent to $346,000,000 in 2021).
Resident Evil is often cited as one of the most influential and greatest video games. It is credited with defining the survival horror genre and with returning zombies to popular culture, leading to a renewed interest in zombie films by the 2000s. It created a franchise including video games, films, comics, novels, and other merchandise. It has been ported to Sega Saturn, Windows and Nintendo DS. In 2002, a Resident Evil remake was released for the GameCube and ported to other platforms in 2015. A sequel, Resident Evil 2, was released in 1998, and a prequel, Resident Evil Zero, in 2002.
Gameplay
A screenshot of a puzzle that has to be solved at the beginning of the game. The environmental graphics are pre-rendered, whereas the characters and the objects that can be interacted with are real-time polygonal models
The player's character is a member of a special law enforcement task force who is trapped in a mansion populated by dangerous mutated creatures. The objective of the game is to uncover the mystery of the mansion and ultimately escape alive. The game's graphics consist of real-time 3D polygonal characters and objects, superimposed over pre-rendered backdrops with fixed camera angles. The player controls the character by pushing the D-pad or analog stick left or right to rotate the character and then move the character forward or backwards by pushing the d-pad up or down (tank controls).
To fulfill the game's objective, the player uncovers various documents that provide exposition about the game's narrative, as well as clues that help them solve various puzzles within the mansion. Key items are also available that give the player access to other items or new areas. The player can arm their character with weapons to defend themselves from enemies, although the ammunition available for each firearm is limited and the player must learn to conserve the ammunition they have for situations where they will really need it. To restore the character's health, the player uses first-aid sprays or three types of healing herbs that can be mixed together in different combinations for different healing effects. The carrying capacity of the player is limited depending on the character and items that the player does not wish to carry at the moment can be stored into an item box to be retrieved for later use. To save their progress, the player must pick up an ink ribbon and use it on any of the typewriters scattered through key locations in the game. However, the supply of ink ribbons the player can acquire is limited, much like the player's ammunition and healing supplies. Players will encounter and fight various infected creatures such as flesh-eating zombies and zombie dogs, giant spiders, sharks, and other monsters. The player character is assisted by another character (Rebecca Chambers or Barry Burton) throughout the game.
Developer(s) Capcom[a]
Publisher(s)
Capcom
Director(s) Shinji Mikami
Producer(s)
Tokuro Fujiwara
Masayuki Akahori
Designer(s)
Takahiro Arimitsu
Isao Ōishi
Programmer(s) Yasuhiro Anpo
Writer(s)
Kenichi Iwao
Yasuyuki Saga
Composer(s)
Makoto Tomozawa
Koichi Hiroki
Masami Ueda
Series Resident Evil
Platform(s)
PlayStation
Microsoft Windows
Sega Saturn
Nintendo DS
Release
March 22, 1996
Genre(s) Survival horror
Mode(s) Single-player
#resident evil #capcom #playstation
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Elena's win pose from SFIII: 3rd Strike is rotascoped from this music video.
Elena's win pose from SFIII: 3rd Strike is rotascoped from this music video.
#Street Fighter #elena #capcom
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The Legend of Zelda: Tears of the Kingdom - Gameplay Trailer
The Legend of Zelda: Tears of the Kingdom - Gameplay Trailer
#The Legend of Zelda: Tears of the Kingdom #trailer #nintendo
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Undercover Cops / アンダーカバーコップス
Undercover Cops (アンダーカバーコップス) is an arcade-style beat 'em up video game developed and published by Irem, originally for the arcades in 1992. It is Irem's first attempt in the modern beat 'em up genre that was founded by Data East’s Kung-Fu Master. Players control "city sweepers", a police agent-like group who fight crime by taking down thugs in New York City in the year 2043.
Gameplay
The video game is notable for its detailed backgrounds and grimy futuristic setting. For its time, it was relatively gory, featuring crow-pecked skeletons in the midst of its urban wastelands and forcing players to lose a life by being crushed by a garbage compactor during the first boss battle. While the gameplay is inspired by Final Fight, some of the enemies are unique. Besides the usual human thugs, players fight strange mole creatures and mutants with jet packs and blades for hands. Players can never use enemy weapons, but the stages contain objects that can be picked up and used instead such as burning oil drums, steel girders, long concrete columns that shatter on impact, boxes of hand grenades and fish. The characters eat mice, frogs, birds and snails to restore their health (many people in Japanese society eat these for their nutritional value[citation needed] but also attribute the development team's sense of humor later seen in the Metal Slug series).
The Japanese arcade version differs from the World version in several respects. The characters have a number of moves not seen in the World version, including dash + jump attacks, up to two different kinds of throws, and a powerful airborne special attack. The backgrounds and graphics are also different, especially at the start of Level Two and the end of Level Three. The music in the Japanese version has a more electronic feel and includes more voice samples. Some enemies carry broken bottles, knives and axes (in the World version these are replaced by planks and clubs). The mole creatures are weaker, taking only one hit to kill. Players' jump attacks do less damage, but their wider range of attacks makes them much more versatile.
Characters
Playable characters:
Zan Takahara (ザン・タカハラ) (known in the US version as Claude) - a scruffy Japanese former karate master who was banned from formal tournaments after killing a man in self-defense. He is a well-rounded character and similar in effect to Rosa. He also has the ability to shoot multiple fireballs.
Matt Gables (マット・ゲーブルズ) (known in the US version as Bubba) - an American ex-gridiron player turned city sweeper after being sent to rock bottom by a false accusation of murder. He is the most powerful but slowest character. However, he has the ability to run for a short period of time. Plus, he can dive through the ground when he uses his airborne attack.
Rosa Felmonde (ローザ・フェルモンド) (known in the US version as Flame) - a tough British blonde female vigilante whose lover, Thomas, was murdered by thugs. She is the fastest and easiest used character, making her good for beginners. She can send surrounding waves of energy if surrounded by enemies.
Bosses:
Parcs (パークス) (known in the US as Cue Ball) - a Terminator-like cyborg. He is the only boss who can be defeated in two ways: either normally or being crushed in a garbage compactor (players, however, must be careful during this boss battle because this can also happen to their character).
Fransowors (フランソワーズ) (known in the US as Fatso) - an obese, jackhammer-wielding dominatrix. She summons lesser enemies and cries when hit, and bawls more loudly when her life bar is half-empty.
Moguralian β (Beta) (モグラリアンβ(ベータ)) (known in the US as Gunpuncher) - the heavily armed leader of the mole creatures who utters simple Japanese phrases. He is armed with a machine gun and explosives.
Balbarotch (バルバロッチ) (known in the US as Cone Head) - a crazed carnival freak with a metal claw, who attacks with a wide range of concealed weapons.
Dr. Crayborn (クレイボーン博士) - the main antagonist in the game. He is a small, bespectacled scientist who transforms into a giant monster. He is confronted by the three protagonists near the end of the final stage before the final battle.
Home version
Undercover Cops was later ported to the Super Famicom by the company Varie. An American localization was planned, but canceled. The unreleased American version was reviewed in Vol. 58 of Nintendo Power.
Developer(s) Irem
Publisher(s) Irem
Director(s) Meeher
Designer(s) Akio
Susumu
Kozo
Nob
Uma, Nabe, Katana, Michiroh, Nitro 49 (SNES)
Programmer(s) Teroling
Danger Nao
Kan Chan, Get A$, Ika‑B, Genta 800KG (SNES)
Composer(s) Takushi Hiyamuta
Platform(s) Arcade
Super NES
Release Arcade:
JP: July 1992
Super NES:
JP: March 3, 1995
Genre(s) Beat 'em up
Mode(s) Single-player
Multiplayer (up to three players)
Arcade system Irem M-92 system hardware
#Undercover Cops #Irem #arcade
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The Ninja Warriors / ニンジャウォーリアーズ
The Ninja Warriors (ニンジャウォーリアーズ) is a side-scrolling beat 'em up video game developed and released by Taito in 1987. The original arcade game situated one display in between projected images of two other displays, creating the appearance of a triple-wide screen. Ports were released for home systems including the Amiga, Atari ST, ZX Spectrum, Commodore 64, Amstrad CPC, PC Engine, and Sega Mega-CD.
A sequel with the same name, The Ninja Warriors, was developed by Natsume and released in 1994, followed by its enhanced remaster The Ninja Saviors: Return of the Warriors released in 2019.
Gameplay
The Ninja Warriors presents side-scrolling hand-to-hand combat. Players take control of Kunoichi (player 1) or Ninja (player 2) and fight wave after wave of Banglar forces across six levels. Button 1 attacks with a short-range kunai slash, while button 2 fires long-range shurikens that are limited in supply.
Plot
The game is set in a dystopian future where Banglar, the President of the United States in 1993, has declared martial law nationwide.[4] A group of anarchist scientists led by Mulk decide that it is time to revolt against the government. Knowing full well that fighting the military themselves would be suicidal, the scientists create two powerful androids to carry out the mission for them. The robots, code-named "Kunoichi" (red female) and "Ninja" (blue male), are sent by the scientists to end Banglar's tyranny once and for all.
Development and release
The game's arcade cabinet is unique due to its three contiguous screens (one screen in the usual place for an arcade game, and two more screens in the cabinet below, reflected by mirrors on either side of the middle screen) which created the effect of a single, "triple-wide" screen, depicting ninjas.[5] The same cabinet was also used for Darius and Darius II and Konami used a similar format for its X-Men arcade release (six players). The music was composed by Hisayoshi Ogura and Taito's in-house band Zuntata. Pony Canyon and Scitron released the two soundtracks for the game in 1988 and 1991, while further arrangements were released in 1993[8] and by Zuntata Records and Taito in 1988 and 2009.
The game was ported to various personal computers: the Commodore Amiga, Atari ST, Sinclair Spectrum 128K, Commodore 64 and Amstrad CPC. Home console versions of the game were released exclusively in Japan for the NEC PC Engine and Sega Mega-CD. A version for the Arcade Archives series on the PlayStation 4 was released in September 2017. A new port based on the 1994 version titled The Ninja Warriors: Once Again was released in 2019 on Nintendo Switch. It features new artwork and two new playable characters.
In Japan, Game Machine listed The Ninja Warriors on their April 1, 1988 issue as being the third most-successful upright arcade unit of the month. It went on to become Japan's eighth highest-grossing dedicated arcade game of 1988.
The arcade game received positive reviews. Clare Edgeley of Computer and Video Games reviewed the arcade game upon release, noted that it was one of several popular "martial arts simulation" games at London's Amusement Trades Exhibition International (ATEI) show in January 1988, along with Sega's Shinobi and Data East's Vigilante; she said it plays similarly to Shinobi, but that Ninja Warriors has a three-monitor cabinet like Darius (1986). She praised the large screen, "great" graphics, and fun gameplay, but said Shinobi and Vigilante were more challenging. Nick Kelly of Commodore User rated it 8 out of 10, also noting similarities to Shinobi, but preferring Ninja Warriors for its graphics and large screen. He said it was highly playable, "gorgeous looking" and technologically "a successful step" forwards. Your Sinclair gave it a brief positive review, recommending readers to look "out for it."
The home conversions also received mostly positive reviews, especially its 16-bit versions such as the ones for the Amiga. In 2010, CraveOnline featured the game (the arcade, SNES and Sega CD versions) on the list of top ten ninja games of all time. In 2008, GamesRadar featured Kunoichi as the best assassin in the video game history: "She cut a memorable figure, rocking the huge blonde ponytail and bright-red shozoku. On top of that, she wasn't just a ninja - she was a ninja Terminator. It's hard to imagine a better assassin than that". In 2006, Akiman drew her as his girl of the month for the Japanese magazine GAMAGA. Robert Workman of GameZone included Ninja and Kunoichi on his 2011 list of "best video game ninjas": "These guys are due for a return – and hopefully a better hyped one than Kage got a few years ago on DS?
#The Ninja Warriors #Taito #arcadegames
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Dyna Gears
Dyna Gear: An Action Adventure on the Era of Dinosaur is a 2D arcade platform game. The player can choose from two characters - Roger and Wolf. Gameplay is fast and simple - just run left and shoot enemies. Heroes can use various weapons, like swords, flails or arrows. The world in Dyna Gear: An Action Adventure on the Era of Dinosaur is full of dinosaurs and various strange creatures.
#Dyna Gears #Sammy #Arcade
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The Ninja Warriors Once Again / Ninja Warriors: The New Generation / ザ・ニンジャウォーリアーズアゲイン
uper Nintendo Entertainment System and published by Taito in Japan and North America in 1994 and by Titus in Europe in 1995. It is a follow-up to Taito's 1987 arcade game of the same title, and shares similar gameplay. The player can choose between playing as one of three ninja androids, each with different attributes and a unique set of moves including jumps, dashes, throws, and other attacks. The game was developed by the same team at Natsume that later developed Wild Guns (1994).
The game was generally well received by critics. They compared the quality of The Ninja Warriors to Neo Geo and arcade games, and the tight controls and vibrant graphics were universally praised. Reviewers disagreed on the quality of several aspects including the difficulty, sound quality, and how well the game distinguished itself among the myriad of beat 'em up games. An enhanced remaster titled The Ninja Saviors: Return of the Warriors[b] was released in 2019.
Gameplay
Kunoichi kicking an enemy after jumping in the air (Japanese version)
The Ninja Warriors is a beat 'em up game that plays in a side-scrolling manner similar to the 1987 arcade version. The player can choose to play as one of three androids with ninja skills: the slow but powerful "Ninja" armed with a nunchaku, the quick but weak "Kamaitachi" with sickles on his arms, or the balanced "Kunoichi" who wields knives and swords. Per the story, the androids were built by a rebel faction to help them overthrow the tyrant Banglar ruling over their nation. After a sudden attack by Banglar's forces, the rebels had to release the androids to fight, untested.
The player can move along a single plane, with the stages typically going in a linear direction and ending with a boss. Each character has a different set of moves which include speed dashes, jumps, grabs, blocks, and a variety of attack moves. There is a power meter that increases slowly with time that, when full, lets the player trigger a powerful attack that damages all enemies on the screen. The meter drains completely if the player is knocked to the ground.[5] Some items, such as motorcycles and large safes, can be picked up and tossed at enemies. The environments occasionally introduce hazards that can hurt the player as well as enemies, such as mine fields or armed helicopters. The Ninja Warriors has eight stages and unlimited continues. The player character can be changed when using a continue.
Plot
In a dystopian future, the world is dominated by a dictatorial regime ruled by a dwarfish mutant-cyborg man who calls himself "Banglar the Tyrant", who commands an army of brainwashed human soldiers, vicious mutants and non-sentient combat robots. For years, he has ruled the global superpower unchallenged, until a rebel army rises up against him, led by a human named Mulk.
Unable to defeat Banglar and his mutant armies using conventional weapons and fearing the World Government's forces are closing in on them, Mulk's rebel army decides to make one last effort to overthrow Banglar by sending a trio of self-aware combat androids styled after Japanese ninja to assassinate him.
In the end, the androids manage to reach Banglar's fortress, fighting through his army and ultimately killing Banglar himself; as a safety measure, explosives carried within the androids' bodies then detonate, both assuring Banglar's death and eliminating any possible threat to the new regime posed by the powerful androids' still experimental programming. Several months later, Mulk becomes the new President of the World Government. The development of autonomous combat androids continues under Mulk, soon making his military far stronger than Banglar's old forces, and Mulk ends up just as much of a tyrant as the fallen Banglar.
Development and release
The Ninja Warriors was developed by Natsume, specifically the same team that later developed Wild Guns (1994). The team consisted of three core members: game designer and artist Shunichi Taniguchi, programmer Toshiyasu Miyabe, and composer Hiroyuki Iwatsuki. Gaming journalists have deemed it both a remake and sequel of the 1987 arcade original from Taito. The original game was one of Taito's most popular arcade games and set a standard for beat 'em ups.
The game was first released on January 28, 1994, in Japan, published by Taito as The Ninja Warriors Again.[c] Taito localized the game for a release in North America around February that same year, and Titus published the game in Europe in April 1995.
Developer(s) Natsume
Publisher(s)
JP/NA: Taito
EU: Titus
Designer(s) Shunichi Taniguchi
Programmer(s) Toshiyasu Miyabe
Artist(s)
Shunichi Taniguchi
Takashi Shinpo
Shinya Wada
Composer(s) Hiroyuki Iwatsuki
Platform(s) Super NES
Release
JP: January 28, 1994
NA: February 1994
EU: April 1995
Genre(s) Beat 'em up
Mode(s) Single-player
#The Ninja Warriors #Taito #snes
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X-Men Mutant Apocalypse
X-Men: Mutant Apocalypse is an action game developed and published by Capcom for the Super Nintendo Entertainment System in 1994. The game is based on the X-Men comic book franchise from Marvel Comics. It was the second game Capcom released based on the franchise, the other being a fighting game titled X-Men: Children of the Atom, also released in 1994.
In Mutant Apocalypse, players control five of the X-Men: Beast, Cyclops, Gambit, Psylocke, and Wolverine. After guiding each of them through their own dedicated levels, players can then select which level to complete next as well as the team member to complete it with. The end goal is to defeat Magneto on his Avalon space station. The game was well received by critics.
Gameplay
Psylocke's first stage
The player takes control of five X-Men who each have their own objectives, and different moves and capabilities activated by certain control combinations. The player has a limited number of lives that count for all five X-Men and not one individually.
The levels may be played in any order. At the end of each level, a boss must be battled and defeated. The next three levels are linear and require each boss level to be defeated. This is followed by two straightforward boss battles in the Danger Room. Finally only one of the X-Men can be selected, each one going through a different end level.
After beating the first five stages, a password can be acquired. The game has health pickups, as well as extra lives in the form of collecting three "X" icons hidden throughout each stage.
Characters
Beast - Possesses superhuman physical strength, agility and ape-like appearance.
Cyclops - Produces powerful, uncontrollable beams of concussive force from his eyes, forcing him to wear a specialized visor at all times.
Gambit - Has the ability to manipulate kinetic energy and charge objects with it and is also skilled in card-throwing, hand-to-hand and staff combat.
Psylocke - She can use her telepathic powers to form a 'psychic knife' from her fist. An expert martial artist, she has the most techniques of all the playable characters.
Wolverine - A gruff mutant possessing superhuman senses, enhanced physical capabilities, adamantium coated bones and claws and regenerative abilities. The game however does not feature his healing factor.
Plot
Charles Xavier sends five of his X-Men to sabotage various operations and structures on the Genosha island complex to liberate mutants in captivity. Further investigation reveals Queen Brood and Tusk involved in this matter and headed by Apocalypse.
After defeating all evil forces on Genosha. Xavier finds out that Magneto intends to destroy Genosha from his space station Avalon. To prepare for the confrontation, Xavier tests the five X-Men in the Danger Room to defeat holograms of Omega Red and Juggernaut. After passing the tests, the X-Men go their separate paths inside Avalon facing and defeating Exodus and then battling Magneto and thwarting his plans.
Three of Electronic Gaming Monthly's four reviewers declared it to be by far the best video game based on the X-Men to date, citing the large levels and demanding difficulty. Though they remarked that it "may become repetitive after a while", GamePro concluded that the game is "a solid hit," particularly praising the graphics, the high difficulty, and the Street Fighter II stylistics. Next Generation stated that "While it would've been nice to see more X-people, this game plays great. Nothing revolutionary, but fun."
In a 2011 retrospective, GamePro listed the game's "strong soundtrack, unlimited powers and a focus on combat rather than platforming," as well as the fact that the levels can be beaten in any order, among its strong features, but criticised a "fairly limited" moveset of the characters. According to a GameFan retrospective, "fans of the franchise and of the genre it represents here will be equally impressed with what is on offer." They specified the impressive visuals, tight gameplay, and perfectly balanced difficulty.
In 2013, Nerdist included X-Men: Mutant Apocalypse among the top ten most iconic Marvel video games, calling it "extraordinary for its time, with beautiful visuals and far more accessible game play than its Sega Genesis counterpart." That same year, this "pretty damn good" side-scrolling action game was also ranked as the 20th best Marvel video game by Geek Magazine. IGN ranked the game 78th on their "Top 100 SNES Games of All Time".
Developer(s) Capcom
Publisher(s) Capcom
Producer(s) Tokuro Fujiwara
Composer(s) Setsuo Yamamoto
Series X-Men
Platform(s) Super NES
Release
NA: November 1994
JP: January 3, 1995
EU: 1995
Genre(s) Platform, beat-'em-up
Mode(s) Single-player
#X-Men Mutant Apocalypse #capcom #super nintendo
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Marvel Super Heroes in War of the Gems / マーヴルスーパーヒーローズ ウォーオブザジェム / Māvuru Supā Hīrōzu Wō obu za Jemu
Marvel Super Heroes in War of the Gems (マーヴルスーパーヒーローズ ウォーオブザジェム, Māvuru Supā Hīrōzu: Wō obu za Jemu) is a 1996 beat-'em-up platform game developed by Capcom for the Super Nintendo Entertainment System, based on the events of Marvel Comics' series The Infinity Gauntlet and The Infinity War. In the game's plot, Adam Warlock calls upon Earth's greatest superheroes to seek out the Infinity Gems before they fall into the wrong hands.
Although War of the Gems is based on a similar storyline as the Capcom arcade game Marvel Super Heroes, and each of the playable characters retains one of the special moves they had in that game, it is not a port; War of the Gems instead features gameplay similar to Final Fight and X-Men: Mutant Apocalypse. In 2020, the game was rereleased as part of a home arcade cabinet from Arcade1Up alongside X-Men vs. Street Fighter, Marvel Super Heroes vs. Street Fighter and Marvel vs. Capcom: Clash of Super Heroes.
Gameplay
Spider-Man fights a Puck doppelganger.
The player plays each level as one of five superheroes - Captain America, Iron Man, Spider-Man, Wolverine, or Hulk - as they battle through various locations around the globe and even outer space. Each character's health bar is separate and carries over between missions - healing can only be done by picking up items in the levels or using healing items picked up during missions. When a character is defeated, they must be revived individually with the appropriate item. After investigating an area, the player may or may not be rewarded with one of the gems resulting in a restart of the entire game. Only two can be picked up during the first four missions, one is picked up in the following mission upon defeating The Magus, and then two more are randomly received in two of the four following levels. Each character can also select any of the obtained Infinity Gems before stages to obtain gameplay advantages: the Power Gem enables greater attack power; the Time Gem allows for faster movement; the Soul Gem doubles a character's health gauge; the Reality Gem makes extra items visible throughout the stage; and the Space Gem allows for higher jumps. The last gem, Mind, is only received upon defeating Thanos, thus completing the game.
Playable characters include:
Captain America: Balanced in both attack and speed, he's the second character to deliver powerful hits, as well as the second bulkiest character (all-around type).
Iron Man: Powerful and fast, can use a variety of projectiles and also has double jump and high speed air attack (all-around type).
Hulk: The biggest character in the game, being the strongest, the slowest, the bulkiest and with the lowest jump height (power type).
Spider-Man: The fastest character in the game, but also the weakest. His attack lasts the longest. His low stance allows him to dodge some attacks without having to crouch. Can climb walls by pressing jump near them (speed type).
Wolverine: A balanced fighter between Spider-Man and Captain America. Much like Spider-Man, he can climb to walls and is relatively small (balanced type).
Throughout the levels there are clone enemies of Wolverine, Hulk and Iron Man to fight against, as well as of Daredevil, Hawkeye, Puck, She-Hulk, Silver Surfer, Thing, and Vision. Black Heart, Nebula, Sasquatch, a Doombot, and Doctor Doom appear as bosses along with two Iron Man clones and Thanos.
Developer(s) Capcom
Publisher(s) Capcom
Laguna Video Games (Europe)
Composer(s) Takane Okubo
Katsunari Kitajima
Platform(s) Super NES
Release
JP: October 18, 1996
NA: November 1996
EU: February 1997
Genre(s) Platform, beat-'em-up
Mode(s) Single-player
#Marvel Super Heroes in War of the Gems #capcom #snes
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Batman Returns
Batman Returns is a 1992 beat 'em up video game for various platforms based on the film of the same name. The Sega console versions (i.e. Sega Genesis, Sega CD, Master System and Game Gear) were published by Sega while the NES and Super NES versions were developed and published by Konami. The MS-DOS and Amiga versions were also published by Konami, but were developed by Spirit of Discovery and Denton Designs respectively. An Atari ST version by Konami was also advertised, but never released. There is also an Atari Lynx version, published by Atari Corporation.
Konami versions
Further information: Batman Returns (SNES video game)
The SNES version of the game was released in 1993. It is fundamentally a left-to-right scrolling fighter beat 'em up, a genre that was featured heavily on the console at the time. The gameplay and graphics are very similar to the Final Fight games. The game takes the player through seven scenes featured in the film. Each scene has a boss fight that Batman must win in order to proceed to the next scene. Scene 1 takes place in Gotham's Plaza, where Batman fights numerous Red Triangle Circus gangsters and saves Selina Kyle from the Stungun Clown who took her hostage. In Scene 2, Batman fights the Circus gang throughout Gotham City's Streets, facing the Tattooed Strongman as the boss. Climbing on the rooftops of Scene 3, Batman encounters Catwoman, who escapes to an abandoned building where Penguin's setting a trap for Batman, but he manages to take on Catwoman and Penguin on Scene 4. In Scene 5, Batman drives the Batmobile and uses a machine gun to destroy Penguin's Campaign Van. Moving to Scene 6, Batman goes to the Circus Train and defeats Penguin's right-hand man, the Organ Grinder. Penguin escapes to the abandoned Arctic World on Scene 7, where Batman destroys his Duck Vehicle and ultimately gains the upper hand on Penguin once and for all. Meanwhile, Catwoman escapes and watches as Batman gets called for another adventure. Various members of the Red Triangle Circus Gang attack Batman throughout the game. Batman has a number of weapons and moves at his disposal, including the batarang. A number of levels are two-dimensional platform levels as opposed to the majority of the pseudo-3D levels where freer movement is permitted.
The NES version of the game is also a beat 'em up game, but closer in style and gameplay to the Double Dragon series. The player only has one life bar (which can be expanded through health packs). It implements a password-save system. Of special note are the two side-scrolling racing levels in which the player controls the Batmobile and the Batskiboat.
The DOS version of the game, published by Konami, differs considerably from the other versions, in that it was not primarily an action game, rather an adventure game.
The Amiga version of the game was a subject of considerable controversy. Gametek had, prior to the game's release, sent a number of screenshots derived from the PC title to market the game. As such, a number of computer magazines previewed the game as direct conversion of the PC adventure. The reality, however, was very different. The game was, contrary to expectations, not a conversion of the PC title, but a side-scrolling platform game akin to the console games. It was plagued with bugs, including very inaccurate collision detection.
Developer(s) Aspect (Game Gear, Master System)
Malibu Interactive (Genesis, Sega CD)
Konami (NES, SNES)
Denton Designs (Amiga)
Spirit of Discovery (DOS)
Tiger Electronics (Handheld Tiger game)
Publisher(s) Sega (Sega versions)
Konami (NES/Amiga/DOS versions)
Tiger Electronics (Handheld Tiger games version)
Director(s) James Maxwell, John O'Brien (Sega CD)
Producer(s) Bert Schroeder (Genesis, Sega CD)
James Maxwell, Dan MacArthur (Genesis)
Scott Prussing, Peter Pavich (DOS)
Designer(s)
Various
Programmer(s)
Various
Artist(s) Tom Applegate (Genesis, Sega CD)
Todd Tomlinson (Genesis, Sega CD)
Stephen Thomson, Jeff Godfrey (Sega CD)
Brian O'Hara, James R. Haldy (DOS)
Composer(s)
Various
Platform(s) Game Gear, Master System, Sega Genesis, Sega CD, NES, Amiga, MS-DOS, handheld Tiger games
Release
1992–1993
Genre(s) Action, platform (Game Gear, Master System, Genesis)
Vehicular combat (Sega CD)
Beat 'em up (NES, Lynx, Amiga, handheld Tiger games)
Adventure (DOS)
Mode(s) Single-player
#batman returns #konami #snes
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Resident Evil / Bio Hazard / バイオ ハザード / Baio Hazādo Jill Valentine
Resident Evil[b] is a 1996 survival horror video game developed and published by Capcom originally for the PlayStation. It is the first title in Capcom's Resident Evil franchise. Players control Chris Redfield and Jill Valentine, members of the elite task force S.T.A.R.S., who must escape a mansion infested with zombies and other monsters.
Conceived by producer Tokuro Fujiwara as a remake of his earlier horror game Sweet Home (1989), the development of Resident Evil was led by Shinji Mikami. It went through several redesigns, first as Super NES game in 1993, then a fully 3D first-person PlayStation game in 1994 and finally a third-person game. Gameplay consists of action, exploration, puzzle solving and inventory management. Resident Evil establishes many conventions seen later in the series, including the control scheme, inventory system, save system, and use of 3D models superimposed over pre-rendered backgrounds.
Resident Evil was praised for its graphics, gameplay, sound, and atmosphere, although it received criticism for its voice acting. It was an international best-seller, and became the best-selling PlayStation game ever at the time. By December 1997, it had sold about 4 million copies worldwide and had grossed more than $200,000,000 (equivalent to $346,000,000 in 2021).
Resident Evil is often cited as one of the most influential and greatest video games. It is credited with defining the survival horror genre and with returning zombies to popular culture, leading to a renewed interest in zombie films by the 2000s. It created a franchise including video games, films, comics, novels, and other merchandise. It has been ported to Sega Saturn, Windows and Nintendo DS. In 2002, a Resident Evil remake was released for the GameCube and ported to other platforms in 2015. A sequel, Resident Evil 2, was released in 1998, and a prequel, Resident Evil Zero, in 2002.
Gameplay
A screenshot of a puzzle that has to be solved at the beginning of the game. The environmental graphics are pre-rendered, whereas the characters and the objects that can be interacted with are real-time polygonal models
The player's character is a member of a special law enforcement task force who is trapped in a mansion populated by dangerous mutated creatures. The objective of the game is to uncover the mystery of the mansion and ultimately escape alive. The game's graphics consist of real-time 3D polygonal characters and objects, superimposed over pre-rendered backdrops with fixed camera angles. The player controls the character by pushing the D-pad or analog stick left or right to rotate the character and then move the character forward or backwards by pushing the d-pad up or down (tank controls).
To fulfill the game's objective, the player uncovers various documents that provide exposition about the game's narrative, as well as clues that help them solve various puzzles within the mansion. Key items are also available that give the player access to other items or new areas. The player can arm their character with weapons to defend themselves from enemies, although the ammunition available for each firearm is limited and the player must learn to conserve the ammunition they have for situations where they will really need it. To restore the character's health, the player uses first-aid sprays or three types of healing herbs that can be mixed together in different combinations for different healing effects. The carrying capacity of the player is limited depending on the character and items that the player does not wish to carry at the moment can be stored into an item box to be retrieved for later use. To save their progress, the player must pick up an ink ribbon and use it on any of the typewriters scattered through key locations in the game. However, the supply of ink ribbons the player can acquire is limited, much like the player's ammunition and healing supplies. Players will encounter and fight various infected creatures such as flesh-eating zombies and zombie dogs, giant spiders, sharks, and other monsters. The player character is assisted by another character (Rebecca Chambers or Barry Burton) throughout the game.
Developer(s) Capcom[a]
Publisher(s)
Capcom
Director(s) Shinji Mikami
Producer(s)
Tokuro Fujiwara
Masayuki Akahori
Designer(s)
Takahiro Arimitsu
Isao Ōishi
Programmer(s) Yasuhiro Anpo
Writer(s)
Kenichi Iwao
Yasuyuki Saga
Composer(s)
Makoto Tomozawa
Koichi Hiroki
Masami Ueda
Series Resident Evil
Platform(s)
PlayStation
Microsoft Windows
Sega Saturn
Nintendo DS
Release
March 22, 1996
Genre(s) Survival horror
Mode(s) Single-player
#resident evil #capcom #playstation
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Super Double Dragon / Return of Double Dragon: "Sleeping Dragon" has Awoken / リターン・オブ・双截龍ダブルドラゴン 👊
Super Double Dragon, released in Japan as Return of Double Dragon: "Sleeping Dragon" has Awoken (リターン・オブ・双截龍ダブルドラゴン, Ritān Obu Daburu Doragon), is a side-scrolling beat-'em-up released for the Super Nintendo Entertainment System in 1992. It was published by Tradewest in North America and the PAL region and by Technōs Japan in Japan. Super Double Dragon is the fourth console game in the Double Dragon series developed by Technōs Japan, following Double Dragon III: The Sacred Stones for the NES. The game did not have an arcade release and was made specifically for the home market.
In 2018, a slightly enhanced Japanese version, Return of Double Dragon, was re-released by Tommo in Japan and under its Retroism brand in North America. Despite being officially licensed, this release is only guaranteed to work on third-party hardware.
Gameplay
Gameplay of Super Double Dragon.
As with previous installments of the series, the player takes control of martial artists Billy and Jimmy in their fight against the Shadow Warriors gang. The objective is to proceed through each stage and defeat all enemies, including a boss.
In addition to the punch, kick, and jump buttons, the player now has a guard button for blocking attacks. If the player times the guard button right, their character can not only defend against an enemy's punch, they can also put certain enemies in an arm grab, leaving the enemy vulnerable to successive attacks. The arm grab only works on Williams, Roper, Steve, Jackson and the Chin brothers.
Super Double Dragon is one of the few games in the series where the protagonists of Billy and Jimmy Lee were differentiated, not just in their in-game character designs (where the brothers were given different hair styles), but also in their fighting abilities. Particularly, the two characters have different basic punches (in Return of Double Dragon, Jimmy's roundhouse kick is also different).
Characters
Billy Lee (ビリー・リー, Birī Rī) - player 1's character. A master of Southern So-Setsu-Ken (南派双截拳, Nanha Sōsetsuken), which specializes in agility and flexibility. Billy retains his basic design from the NES versions of the previous games (red hair and blue outfit).
Jimmy Lee (ジミー・リー, Jimī Rī) - player 2's character. A master of Northern So-Setsu-Ken (北派双截拳, Hokuha Sōsetsuken), which prioritizes strength. Jimmy now has a blond flat top hairstyle to distinguish him from Billy (in previous games, Jimmy was only depicted differently in cut-scenes and promotional art).
Williams (ウィリアムス, Wiriamusu) and Roper (ローパー, Rōpā) - the two common enemy types in the game. Williams has wild blond hair and wears a yellow vest with camouflage pants, while Roper has black hair with a bandanna tied around his head and wears a white vest and pants. Sometimes they come armed with all sorts of weapons, which can be used by the player.
Baker (ベイカー, Beikā) - another common enemy type who is always armed with twin dao blades. His attacks include single-sword slashes and helicopter-like spins. Unlike other enemies, he cannot be disarmed when knocked down. Also, unlike other weapons, the swords are unobtainable.
Jeff (ジェフ, Jefu) - a recurring sub-boss who appears in the early stages. He's a palette swap of Billy Lee with darker skin and green clothing, and thus has most of the same techniques (including the hurricane kick).
Steve (スティーブ, Sutību) - the boss of Mission 1. A suit-wearing martial arts master who specializes in kicks. Reappears as a sub-boss in subsequent stages.
Jackson (ジャクソン, Jakuson) - the boss of Mission 2. A former heavyweight boxing champion. Reappears as a sub-boss in subsequent stages.
Chin Ron Foo (チェン・ロン・フー, Chen Ron Fū) and Chin Ron Pyo (チェン・ロン・ピョウ, Chen Ron Pyou) - the bosses of Mission 3. Twin martial arts masters who operate a Kenpo gym in Chinatown. They have the ability to grab the player's kicks and twist his leg. Ron Foo (in the yellow vest) specializes in kicks, while Ron Pyo (in the red vest) specializes in punches. Ron Foo claims that he and his brother are the real Double Dragons.
McGuire (マックガイア, Makkugaia) - the boss of Mission 5. A clown-like fat man who can block attacks with his stomach.
Carlem (カーレム, Kāremu) - the boss of Mission 6. The giant gatekeeper of the enemy's hideout. His special technique is a middle kick feared by his comrades as "Death Leg".
Duke (デューク, Dyūku) - the final boss, who uses a flashy martial arts style.
Developer(s) Technōs Japan
Publisher(s)
JP: Technōs Japan
NA/EU: Tradewest
Director(s) Muneki Ebinuma
Atsuyuki Nishizawa
Programmer(s) Teruhiro Maeda
Genei Fukuhara
Naritaka Nishimura
Composer(s) Kazunaka Yamane
Series Double Dragon
Platform(s) Super NES
Release Super Double Dragon
NA: October 8, 1992
EU: September 30, 1993
Return of Double Dragon
JP: October 16, 1992
NA: August 21, 2018
Genre(s) Beat'em up
Mode(s) Single-player
Cooperative
#super double dragon #tradewest #snes
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Alien vs. Predator / エイリアンVSプレデター
Alien vs. Predator (エイリアンVSプレデター) is a 1994 beat 'em up video game developed and released by Capcom for the CPS-2 arcade game system. It is based on the science fiction franchise of the same name. Introducing an original fighter to the game: Lt. Kurosawa, the players take control of up to three out of four cyborg and Predator characters in a battle against the Alien hordes and rogue human soldiers. The game was very well received by the public and by media publications, but was never ported to any home systems.
Gameplay
Alien vs. Predator uses a control setup with an eight-directional joystick and three buttons: one to attack, one to jump, and one to shoot. The default cabinet for the game allows as many as three players to play simultaneously, although some smaller cabinets only accommodate two players. Four characters are available for the players' use: two cyborg soldiers, Major Dutch Schaefer and Lieutenant Linn Kurosawa; and two Predators, a Hunter and a Warrior.
Three of the four characters are equipped with a melee weapon: a katana for Linn, a bladed naginata staff for the Hunter, and an extendable-retractable spear/staff for the Warrior. Dutch has no such weapon, but can hit enemies with his cybernetic arm; in addition, he can hold and swing any melee weapon dropped by another character, instead of throwing it as the other playable characters do.
Each character is also equipped with a projectile weapon for ranged attacks. Linn uses a rapid-firing handgun, Dutch has a smart gun in his cybernetic arm, and the Predators both use shoulder-mounted energy weapons. Ammunition is represented by a meter near the bottom of the screen; when the meter is depleted, the character is unable to fire until it refills. Linn's ammunition refills the fastest and allows the most shots, but she is completely defenseless while she reloads. Dutch and the Predators can move and fight while waiting for their ammunition to refill, and unlike Linn's automatic pistol, their meters will gradually refill when not firing.
Plot
San Drad (a possible mistranslation of Japanized English San Dorado, サン・ドラド), California, has been overrun by the Aliens, and the cybernetically-enhanced Major Dutch Schaefer and Lieutenant Linn Kurosawa of the United States Colonial Marine Corps have been abandoned by their superiors and are cornered by a swarm of the Alien drones. Before they can be killed, a pair of the Predators appear and destroy the Aliens. The Predators offer an alliance with the two cyborgs in order to stop the Alien infestation.
The players take control of up to three of four characters: Dutch, Linn, a Predator hunter, and a Predator warrior, and battle the Aliens through seven stages. After destroying the Aliens' hive, the characters discover that the Alien presence on Earth is the result of a bio-war project headed by the renegade General Bush working for the Weyland-Yutani corporation. They board Bush's military ship as it lifts off, aiming to stop him from carrying out his breeding program any further. While Bush curses the protagonists for foiling his plans, the Alien Queen, having survived the previous encounter, kills him.
Characters
Character select screen
The game features four characters: two U.S. Colonial Marines that ally with a pair of Predators. Each character has varying levels of speed, strength and agility, and different attacks.
Predator Warrior (プレデター・ウォリアー)—The older of the two Predators, the Warrior is a well-balanced and powerful character with no weaknesses; he boasts excellent reach, damage, and priority in all of his attacks.
Predator Hunter (プレデター・ハンター)—The Hunter is the younger of the two Predators. He plays similarly to the Warrior, but lacks the quick recovery and high priority in many of his attacks. However, he compensates with having a more damaging jumping dive attack.
Major Dutch Schaefer (ダッチ・シェーファー)—Dutch is named after and roughly based on Arnold Schwarzenegger's character in the original Predator film. He is a human cyborg and has a cybernetic arm with a smart gun mounted on it. His attacks are powerful but slow, and he dashes forward instead of jumping. Dutch is able to powerbomb enemies for massive damage. ScrewAttack included him on their 2011 list of top ten space marines in video games.
Lieutenant Linn Kurosawa (リン・クロサワ)—Linn is a human cyborg who uses a handgun and katana as weapons and can execute several martial arts attacks. She is faster and more agile than Dutch, but is less powerful and has a shorter reach with her regular combo.
Developer(s) Capcom
Publisher(s) Capcom
Designer(s) Tetsuya Iijima
Toshihiko Uda
Jun Matsumura
Programmer(s) Cham Cho Choy
Arikichi Kiyoko
Yoshihiro Kimura
Artist(s) Yoko Fukumoto
Hisashi Kisanuki
Chika Iwai
Composer(s) Hideki Okugawa
Platform(s) Arcade
Release May 20, 1994
Genre(s) Beat 'em up
Mode(s) Up to 3 players simultaneously
Arcade system CP System II - JAMMA
#Alien vs. Predator #capcom #arcadegames
988
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Street Fighter 6 Chun-li YATAH #shorts
Street Fighter 6 Chun-li
#street fighter #Chun-li #shorts
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Resident Evil 2 - Claire DISC 2 / Biohazard 2 / バイオハザード2 / Baiohazādo Tsū
Resident Evil 2[b] is a 1998 survival horror video game developed and published by Capcom for the PlayStation. The player controls Leon S. Kennedy and Claire Redfield, who must escape Raccoon City after its citizens are transformed into zombies by a biological weapon two months after the events of the original Resident Evil. The gameplay focuses on exploration, puzzles, and combat; the main difference from its predecessor are the branching paths, with each player character having unique storylines, partners and obstacles.
Resident Evil 2 was produced by Resident Evil director Shinji Mikami, directed by Hideki Kamiya, and developed by a team of approximately 50 across 21 months. The initial version, commonly referred to as Resident Evil 1.5, differs drastically; it was canceled at approximately two thirds completion because Mikami decided it was inadequate. The final design introduced a more cinematic presentation.
Resident Evil 2 received acclaim for its atmosphere, setting, graphics, audio, scenarios, overall gameplay, and its improvements over the original game, but with some criticism towards its controls, voice acting, and certain gameplay elements. It is widely listed among the best video games ever made. It is the best-selling Resident Evil game for a single platform at more than 6 million copies sold across all platforms. It was ported to Windows, Nintendo 64, Dreamcast, and GameCube, and a modified 2.5D version was released for the Game.com handheld. The story of Resident Evil 2 was retold and built upon in several later games, and has been adapted into a variety of licensed works. It was followed by Resident Evil 3: Nemesis in 1999. A remake was released for PlayStation 4, Xbox One, and Windows in 2019.
GameplayA survival horror game, Resident Evil 2 features the same basic gameplay mechanics as its predecessor, Resident Evil. The player explores a fictional city while solving puzzles and fighting monsters. The game's two protagonists may be equipped with firearms, but limited ammunition adds a tactical element to weapon use. On the status screen, the player can check the condition of the protagonists, use medicine to heal their wounds, and assign weapons. The characters' current health can also be determined by their posture and movement speed. For example, a character will hold their stomach in pain if wounded, and will limp slowly if on the verge of death. The protagonists may carry a limited number of items, and must store others in boxes placed throughout the game world, where they may later be retrieved. Each protagonist is joined by a support partner during the course of the story. These characters accompany the player in certain scenes, and occasionally become playable. Certain rooms contain typewriters that the player may use to save the game. However, each save expends one of a limited number of ink ribbons, which the player must collect in the game world. The graphics of Resident Evil 2 are composed of real-time generated – and thus movable – polygonal character and item models, superimposed over pre-rendered backgrounds that are viewed from fixed camera angles. The game uses tank controls, meaning that pressing up moves the character forward, down reverses, and left and right rotates, independently of the camera perspective.
The main addition over the preceding game is the "Zapping System", by which each of the two playable characters are confronted with different puzzles and storylines in their respective scenarios. After finishing the "A" scenario with one protagonist, a "B" scenario, in which the events are depicted from the other character's perspective, is unlocked. The player may start the "A" scenario with either of the two protagonists, resulting in a total of four different scenarios. Actions taken during the first playthrough affect the second. For example, the availability of certain items may be altered.
After each game, the player receives a ranking based on the total time taken to complete the scenario, and on the number of saves and special healing items used. Depending on the player's accomplishments, bonus weapons and costumes may be unlocked as a reward.
Raccoon City police chief Brian Irons had been bribed by Umbrella to hide evidence of the company's experiments in the outskirts of the city. He concealed their development of the new G-virus, an agent capable of mutating a human into the ultimate bioweapon.
Developer(s) Capcom[a]
Publisher(s)
Capcom
Director(s) Hideki Kamiya
Producer(s) Shinji Mikami
Programmer(s) Yasuhiro Anpo
Artist(s)
Isao Ohishi
Ryoji Shimogama
Writer(s) Noboru Sugimura
Composer(s)
Masami Ueda
Shusaku Uchiyama
Syun Nishigaki
Series Resident Evil
Platform(s) PlayStation, Windows, Nintendo 64, Dreamcast, GameCube, Game.com
Release
January 21, 1998
Genre(s) Survival horror
Mode(s) Single-player
#Resident Evil 2 #capcom #playstation
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Resident Evil 2 - Leon DISC 1 / Biohazard 2 / バイオハザード2 / Baiohazādo Tsū
Resident Evil 2[b] is a 1998 survival horror video game developed and published by Capcom for the PlayStation. The player controls Leon S. Kennedy and Claire Redfield, who must escape Raccoon City after its citizens are transformed into zombies by a biological weapon two months after the events of the original Resident Evil. The gameplay focuses on exploration, puzzles, and combat; the main difference from its predecessor are the branching paths, with each player character having unique storylines, partners and obstacles.
Resident Evil 2 was produced by Resident Evil director Shinji Mikami, directed by Hideki Kamiya, and developed by a team of approximately 50 across 21 months. The initial version, commonly referred to as Resident Evil 1.5, differs drastically; it was canceled at approximately two thirds completion because Mikami decided it was inadequate. The final design introduced a more cinematic presentation.
Resident Evil 2 received acclaim for its atmosphere, setting, graphics, audio, scenarios, overall gameplay, and its improvements over the original game, but with some criticism towards its controls, voice acting, and certain gameplay elements. It is widely listed among the best video games ever made. It is the best-selling Resident Evil game for a single platform at more than 6 million copies sold across all platforms. It was ported to Windows, Nintendo 64, Dreamcast, and GameCube, and a modified 2.5D version was released for the Game.com handheld. The story of Resident Evil 2 was retold and built upon in several later games, and has been adapted into a variety of licensed works. It was followed by Resident Evil 3: Nemesis in 1999. A remake was released for PlayStation 4, Xbox One, and Windows in 2019.
GameplayA survival horror game, Resident Evil 2 features the same basic gameplay mechanics as its predecessor, Resident Evil. The player explores a fictional city while solving puzzles and fighting monsters. The game's two protagonists may be equipped with firearms, but limited ammunition adds a tactical element to weapon use. On the status screen, the player can check the condition of the protagonists, use medicine to heal their wounds, and assign weapons. The characters' current health can also be determined by their posture and movement speed. For example, a character will hold their stomach in pain if wounded, and will limp slowly if on the verge of death. The protagonists may carry a limited number of items, and must store others in boxes placed throughout the game world, where they may later be retrieved. Each protagonist is joined by a support partner during the course of the story. These characters accompany the player in certain scenes, and occasionally become playable. Certain rooms contain typewriters that the player may use to save the game. However, each save expends one of a limited number of ink ribbons, which the player must collect in the game world. The graphics of Resident Evil 2 are composed of real-time generated – and thus movable – polygonal character and item models, superimposed over pre-rendered backgrounds that are viewed from fixed camera angles. The game uses tank controls, meaning that pressing up moves the character forward, down reverses, and left and right rotates, independently of the camera perspective.
The main addition over the preceding game is the "Zapping System", by which each of the two playable characters are confronted with different puzzles and storylines in their respective scenarios. After finishing the "A" scenario with one protagonist, a "B" scenario, in which the events are depicted from the other character's perspective, is unlocked. The player may start the "A" scenario with either of the two protagonists, resulting in a total of four different scenarios. Actions taken during the first playthrough affect the second. For example, the availability of certain items may be altered.
After each game, the player receives a ranking based on the total time taken to complete the scenario, and on the number of saves and special healing items used. Depending on the player's accomplishments, bonus weapons and costumes may be unlocked as a reward.
Raccoon City police chief Brian Irons had been bribed by Umbrella to hide evidence of the company's experiments in the outskirts of the city. He concealed their development of the new G-virus, an agent capable of mutating a human into the ultimate bioweapon.
Developer(s) Capcom[a]
Publisher(s)
Capcom
Director(s) Hideki Kamiya
Producer(s) Shinji Mikami
Programmer(s) Yasuhiro Anpo
Artist(s)
Isao Ohishi
Ryoji Shimogama
Writer(s) Noboru Sugimura
Composer(s)
Masami Ueda
Shusaku Uchiyama
Syun Nishigaki
Series Resident Evil
Platform(s) PlayStation, Windows, Nintendo 64, Dreamcast, GameCube, Game.com
Release
January 21, 1998
Genre(s) Survival horror
Mode(s) Single-player
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