Sel Feena [Gameplay] [Arcade]
Sel Feena was produced by East Technology in 1991. You are in a maze with enemies, key squares and chests. Throw the chest at an enemy to trap them inside. Then throw the chest onto a key square to get coins to come out. Do not wait to long or the enemies will escape. Gather up these coins. If you do not have a chest and are faced with an enemy, use your stun shot to stop the temporarily. If you are surrounded, use your stun blast to temporarily stop all the enemies around and next to you.
#Sel Feena #east technology #retro
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SD Gundam: Sangokushi Rainbow Tairiku Senki/ガンダム三国志 レインボー大陸戦記/Knights of the Three Rainbow Kingdoms
SD Gundam: Sangokushi arco-íris Tairiku Senki ( SDガンダム三国志レインボー大陸戦記, SD Gundam: Knights of the Three Kingdoms do arco-íris ? ) É um run and gun tipo de vídeo game desenvolvido pela Bandai e publicado pela Banpresto em 1993 apenas no fliperama . Esta é uma adaptação em série de videogame em arcade , baseada no anime Gundam incluindo Super Deformed Gundam .
#SD Gundam Sangokushi Rainbow Tairiku Senki #banpresto games #arcade
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Sengoku Ace / Sengoku Ace 戦国エース / Sengoku Ēsu / Sengoku Ace: Tengai Episode I
Sengoku Ace (Sengoku Ace (戦国エース, Sengoku Ēsu)), fully titled Sengoku Ace: Tengai Episode I and also known as Samurai Aces in the English version, is a vertically scrolling shooter released in the arcades by Psikyo in 1993. The first game by Psikyo, Sengoku Ace was designed by Shin Nakamura, the creator of Aero Fighters (Sonic Wings) and the company's founder.
Gameplay
This section is empty. You can help by adding to it. (July 2018)
Plot
The science fantasy story of Sengoku Ace resolves around the six Feudal Japan (Sengoku period) characters sent on a mission to stop an evil cult and rescue the Shogun's kidnapped daughter, princess Tsukihime (Moon Princess), before she can be used as a sacrifice to resurrect their demon god. The game features 21 endings, different for various characters and two-player pairings.
Characters
Flush (Flash) / Ayin / Aine (閃光のアイン) - A 25-year-old, one-eyed, blonde samurai flying a J7W, who is looking for his sister Asuka. He is voiced by Hisao Egawa.
Gen / Gennai (からくり屋 源内) - A 77-year-old scientist with a small robot assistant named Ranmaru, who flies a small, agile "Super Fighter" plane that resembles an X-wing starfighter from Star Wars. He is voiced by Daisuke Gōri.
Jane Hayate (はやてのジェーン) - A 21-year-old blonde and blue-eyed beautiful female ninja who flies a glider. She is voiced by Hiroko Emori.
Kenno (Kenno Maru) / Kenoumaru / Ohmaru (犬王丸) - A "super genius dog" flying a high-tech YF-23 aircraft (according to some of his team play endings, really a young man sealed in a dog form).
Miko / Koyori (Koyori Togashi) (富樫こより) - A 17-year-old miko with a fascination for money, who flies a biplane. In Sengoku Ace, Koyori is still very young and tomboyish. She is also voiced by Hiroko Emori.
Tengai (Tengai Kano) (ターボ坊主 天外) - A 50-year-old Japanese Buddhist wandering monk who flies a bizarre bird-like plane. He is also voiced by Daisuke Gōri.
Reception
In Japan, Game Machine listed Samurai Aces on their June 1, 1993 issue as being the fourth most-successful table arcade unit of the month.
Legacy
The original and arranged soundtrack for the game (GCD-1) was released by Shinseisha on January 22, 1994. The game's manga adaptation titled Sengoku Ace - Ataru Kadiba (戦国エース - かぢば あたる) (ISBN 4-88199-140-X) was published by Shinseisha in the Gamest Comics series on December 25, 1994.
In December 2004, the game was released for the PlayStation 2 as part of the Psikyo Shooting Collection Vol. 2: Sengoku Ace & Sengoku Blade by Taito and 505 Games. It also was re-released one year later as a budget-range title. In 2018, it was also released for the Nintendo Switch. In 2022, the original arcade version will be included as part of the Sega Astro City Mini V, a vertically-oriented variant of the Sega Astro City mini console.
Sengoku Ace was followed by two sequels, Sengoku Blade: Sengoku Ace Episode II in 1996 and Sengoku Cannon: Sengoku Ace Episode III in 2004. The Sengoku series characters, along with the ones from Psikyo's Gunbird series, later joined up with several Capcom characters (especially from the Street Fighter fame) in the crossover game Taisen Net Gimmick: Capcom & Psikyo All Stars, released for the Dreamcast in 2001.
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Developer(s) Psikyo (Arcade)
APXSoft (Mobile)
Publisher(s) Banpresto (Arcade)
Taito, 505 Games (PS2)
Noritong (Mobile)
Designer(s) Shin. Nakamura
Artist(s) Hirofumi Nakamura
Composer(s) Masaki Izutani
Kouji Murata
Series Sengoku Ace
Platform(s) Arcade, PlayStation 2, Mobile, Nintendo Switch
Release April 22, 1993 (Arcade)
December 2, 2004 (PS2)
February 15, 2018 (Switch)
Genre(s) Scrolling shooter
Mode(s) Up to 2 players (co-op)
Arcade system Psikyo 1st Generation
#Samurai Aces #Sengoku Ace #psikyo
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RoboCop 2 [Gameplay] [Arcade]
RoboCop 2 is a platform shooter video game based on the 1990 film of the same name. The game was released for several platforms, including Amiga, Amstrad GX4000, Atari ST, Commodore 64, Game Boy, Nintendo Entertainment System, and ZX Spectrum. Ocean Software developed and published several versions, and Data East manufactured an arcade version.
A sequel, RoboCop 3, was released in 1991-93, itself based on the film of the same name.
Gameplay
RoboCop 2 is based on the 1990 film of the same name, in which a Detroit cyborg cop known as RoboCop must stop a drug distributor, Cain, from spreading a new drug known as Nuke. The Game Boy and Nintendo Entertainment System (NES) versions are primarily shoot 'em up games. They differ from the Amiga, Amstrad GX4000 and Commodore 64 versions, which also differ from each other. In addition to side-scrolling platform levels, the Amiga and ZX Spectrum versions include other levels consisting of first-person shooting galleries – an aspect from the original RoboCop game – and a puzzle game in which the player must help RoboCop remember his memories by arranging certain electronic chips.
Development and release
The Amiga and Atari ST versions were developed by Special FX and published by Ocean Software, which also developed the NES and Game Boy versions. Programming of the Amiga version began months before the film's release. As a guide, the Special FX development team was given a pre-release version of the film that excluded several scenes. The team was also given a preliminary script of the film and pictures of the characters. Audio samples from the film, including RoboCop's gunfire and footsteps, were added into the Amiga version. The ZX Spectrum and Amiga versions include digitized scenes from the film.
In the United Kingdom, Ocean released the Amiga version in November 1990, followed by the release of the Amstrad GX4000, Game Boy and Atari ST versions the following month. A Nintendo Entertainment System (NES) version had been released in the United States by April 1991. An arcade version, manufactured by Data East, was also released in 1991.
The Amiga version received praise for its graphics and sound, but some reviewers criticized its lack of originality. Raze called it "challenging and extremely well presented" and noted the "especially addictive" puzzle sections. The One, reviewing the Amiga version, considered the game to be an improvement over its predecessor, particularly for its platform-based gameplay. However, The One noted that the game omitted several notable sequences from the film. CU Amiga praised the "addictive" gameplay and called RoboCop 2 "the best licensed product" of 1990. Maff Evans of Amiga Format criticized the difficult controls, but praised the gameplay, calling it "enjoyable". Amiga Power also criticized the controls, while Amiga Computing criticized the game's difficulty. Computer and Video Games, reviewing the Amiga and ZX Spectrum versions, noted the difficult gameplay as well.
The One also reviewed the arcade version of RoboCop 2 in 1991, calling it "an uninspired follow-up to the original arcade smash. A few bells and whistles have been added, but although the sprites are bigger than last time out, the overall graphic quality is lower." The One furthermore expresses that "You'd have to be a real fan to get much out of this."
The Atari ST version received praise for its graphics and sound, as did the ZX Spectrum version. Crash praised the ZX Spectrum version for its various gameplay styles, stating that they make RoboCop 2 "one of the few games actually worth the asking price!" Crash concluded that the game was "fast, furious, addictive and a hell of a lot of fun to play!" Your Sinclair, reviewing the ZX Spectrum version, considered the game to be better than its predecessor, noting larger levels and stating that the game was "one of the best film conversions Ocean have ever done".
Mean Machines praised the graphics of the Amstrad GX4000 version, but criticized the "incredibly frustrating" gameplay.
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Developer(s) Special FX (Amiga/Atari ST)
Ocean Software (C64/Game Boy/NES)
Data East (Arcade)
Publisher(s) Ocean Software (Amiga/Atari ST)
Director(s) Men Taiko (arcade)
Designer(s) Toru Kikuchi
Katsumi Kurihara (hardware)
Programmer(s) Takaaki Inoue
Yasuhiko Nomura
Masao Ishikawa
Artist(s) Tomo Adachi
Yoshiyuki Ishibiki
Masayuki Inoshita
Yasuko Hirane
Seiichiro Ishiguro
Yoshihiro Yamamoto
Yoshiyuki Urushibara
Yoshinari Kaiho
Eiko Kurihara
Masateru Inagaki
Composer(s) Keith Tinman (Amiga/Atari ST)
Jonathan Dunn (C64/Game Boy/NES)
Tatsuya Kiuchi
Tomoyoshi Sato (Arcade)
Series RoboCop
Platform(s) Amiga
Amstrad GX4000
Arcade
Atari ST
Commodore 64
Game Boy
Nintendo Entertainment System
ZX Spectrum
Release 1990–91
Genre(s) Platform
Shooter
Mode(s) Single-player
#robocop 2 #data east #arcade
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SS mission [Gameplay] [Arcade]
SS mission [Gameplay] [Arcade]
S.S. Mission was produced by Comad in 1992. Alien forces have come and taken over your planet so in this vertically scrolling shoot-em-up viewed from above you must fly your helicopter and destroy them all and save your planet. The game is split into stages and you must face wave after wave of various aliens ships as the game scrolls constantly. You start with basic lasers but power-ups in the shape of helicopters can be collected to upgrade your weapon. You also have three smart-bombs which will destroy all on the screen. At the end of the stage you face a large end of stage boss. Once defeated you move onto the next stage. If you touch any alien ships or bullets then you lose one of three lives and once they are lost it's game over but you can continue where you last died with extra credits. You can play with another player who both play at the same time.
#SS mission #comad game #retro
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Rohga: Armor Force / Wolf Fang: Kuuga 2001 (ウルフファング 空牙2001)
Rohga: Armor Force, released in Japan as Wolf Fang: Kuuga 2001 (ウルフファング 空牙2001), is a 1991 run and gun/platform hybrid arcade game developed and published by Data East. It is related to Vapor Trail and was itself followed by Skull Fang.
Plot
Two years have passed since the military occupation of New York City in 1999 and since then Ragnarok (aka: DAGGER) - the organization responsible for the events - have disappeared following their air borne destruction. During that time, mech technology has been the boom of future military projects worldwide with the biggest factories residing in Oceania. These mechs become the main target of Ragnarok when it resurfaces and claims the military factories and cities of Australia and New Zealand. Their plan is to apparently use any and all of the deadliest mechs that have not yet reached completion to their chaotic liking.
The USAF and RAAF organize a strike force to reclaim major attacked points in the two countries with the assistance of the best mech operators they can find. Players then assume the role of mech-fighters who aim to liberate Australia or, depending on the player's actions, New Zealand.
Gameplay
Rohga: Armor Force is an unusual scrolling horizontal shooter. Because the players control a mech, the players can hover against slanted walls in the background and occasionally land on higher platforms. Players are set with controls similar to a platformer as they face whichever horizontal direction they choose, can duck, aim their gun upwards at a 45 degree angle, and jump. Players can also move and aim their gun in different directions by holding the firing button down.
Players start along the shores of Australia and proceed to Sydney before being allowed to choose where to go from there. If players continue to explore Australia, then they will have a variety of places to choose from while if they pick New Zealand then they will have even more, different levels to choose from with different settings.
Armaments and Weapons
As the players control a mech, they have the opportunity to arm the mech with different weapons. There are four types of mechs they can choose from, each one offering different attacks and stage of mobility as they can choose a standard walking mech, a hovering mech, a four-legged mech and a six-wheeled mech. They can even assemble a mech according to armaments and features of their choosing.
Players choose from a similar line-up of weapons from Vapor Trail including the following:
Vulcan: A rapid-fire, spread-shot auto-cannon.
Cluster shot: A weapon consisting of green circulating shots that proffer a 'shot-gun effect' type of fire in that it spreads the further it travels.
Grenade gun: A slow firing, but thoroughly powerful grenade launcher that has the unique ability to destroy most enemy shots.
Laser gun: A straight firing laser weapon that increases in strength with upgrades, but does not cover a wide range of fire.
Players can also pick-up friendly Oceanic defense force members equipped with semi-automatic rifles and jet packs that mount themselves on the player's mech. Their job is to fire in the player's blind-spots such as from behind and around the mech. Players can hold up to four members at a time, but if hit once by an enemy will lose all of them temporarily.
The player's mech has up to eight points of health that, when completely depleted, forces the player's mech operator to eject safely. While the operator is still armed with the weapon pick-ups the player received, they are reduced to a one-hit kill state.
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Developer(s) Data East
Publisher(s) Data East
Producer(s) Takaaki Inoue (ARC)
Yoshio Kimura (PS & Saturn)
Designer(s) Hironori Kobayashi, Tōru Kikuchi, Copy Suruna (ARC)
Programmer(s) Yasuhiko Nomura, Shinji Hirao, Yasuhiro Matsumoto (ARC)
Kenichi Saitou, Tsuhiro Nakata, Yoshihisa Segawa (PS & Saturn)
Artist(s) Makoto Nozu, Masateru Inagaki, Hiroshi Koga, Low Speed Cruiser O, Masayuki Inoshita, Mario Watanabe, Takahide Koizumi, Hironori Kobayashi, Yoshinari Kaiho (ARC)
Hatsumi Yamaguchi, Yoshihisa Segawa (PS & Saturn)
Composer(s) Hiroaki Yoshida
Akira Takemoto (ARC)
Taro Tokiwa (PS & Saturn)
Platform(s) Arcade Game, Sega Saturn, PlayStation
Release Arcade
JP: 1991
PlayStation
JP: May 10, 1996
Sega Saturn
JP: March 28, 1997
Genre(s) Platform, Run and gun
Mode(s) Single player, 2 player co-op
#Rohga Armor Force #data east #Retro
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Real Bout Fatal Fury 2 All Endings
Real Bout Fatal Fury 2 All Endings
Time
00:11 Opening
00:44 Li Xiang Fei
01:32 Rick Strowd
02:20 Terry Bogard
03:07 Riujy Yamazaki
03:55 Billy Kane
04:43 Bob Wilson
05:31 Andy Bogard
06:19 Joe Higashi
07:07 Sokaku Mochizuki
07:55 Cheng Shinzan
08:42 Mai Shiranui
09:30 Kim Kaphwan
10:18 Hon-Fu
11:06 Wolfgang Krauser
11:54 Tung Fue Rue
12:42 Duck King
13:30 Blue Mary
14:18 Jin Chonshu
15:06 Laurence Blood
15:54 Jin Chonrei
16:41 Franco Bash
#Real Bout Fatal Fury 2 The New Commers #Openings #Endings
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Real Bout Fatal Fury All Endings
Endings
00:04 Opening
00:41 Terry Bogard
02:26 Andy Bogard
04:11 Joe Higashi
05:30 Franco Bash
06:48 Mai Shiranui
08:06 Bob Wilson
09:24 Billy Kane
10:43 Hon-Fu
12:01 Ryuji Yamazaki
13:20 Sokaku Mochizuki
14:38 Blue Mary
15:56 Kim Kaphwan
17:15 Jin Chonrei
18:33 Jin Chonshu
19:51 Duck King
21:10 Geese Howard
#Real Bout Fatal Fury #Endings
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Real Bout Fatal Fury Special All Endings
Endings
00:09 opening
00:41 Andy Bogard
01:08 Joe Higashi
01:35 Mai Shiranui
02:03 Duck King
02:30 Tung Fu Rue
02:57 Bob Wilson
03:25 Sokaku Mochizuki
03:52 Billy Kane
04:20 Jin Chonrei
04:47 Jin Chonshu
05:15 Hon-Fu
05:42 Ryuji Yamazaki
06:10 Blue Mary
06:37 Franco Bash
07:04 Kim Kaphwan
07:31 Cheng Sinzan
07:58 Ex Andy Bogard
08:25 Ex Blue Mary
08:53 Ex Billy Kane
09:20 Ex Tung Fu Rue
09:48 Laurence Blood
10:15 Wolfgang Krauser
12:56 Terry Bogard
#Real Bout Fatal Fury Special #Endings
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Garou Mark Of The Wolves All Endings
Endings
00:07 Opening
01:17 Rock Howard
02:45 Kim Dong Hwan
04:27 Hotaru Futaba
06:00 Marco Rodrigues
07:38 Hokutomaru
08:59 Kevin Rian
10:31 Freeman
11:53 Tizoc (The Griffon)
13:32 B.Janet
15:18 Gato
16:29 Kim Jae Hoon
17:54 Terry Bogard
19:20 Grant
20:30 Kain R. Heinlein
#Garou Mark Of The Wolves #Endings #Opening
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Riot [Gameplay] [Arcade]
Riot is a 3rd person action game similar to Cabal. The player controls the hero as well as a crosshair to aim and shoot enemies. The central gameplay mechanic is that the player has two fire buttons, one to shoot into the background and another to shoot into the foreground. Enemies will pop up around the player, front and back, so he must aim and fire accordingly. One or two players must shoot their way through 6 rounds of various enemies such as grunt soldiers, sword fighters, helicopters and jeeps. Shoot the occasional flying red propeller bomb for power-ups which include a grenade launcher, flame thrower, rapid fire, shotgun, health or a 1-up. The action moves through a city in ruins, the jungle, underground lairs, on top of a train, through an industrial site, flying above a city in a helicopter, through a department store and inside the final boss's lair. At the end of each round there is an end boss which transports the fight into another dimension. Some of the end bosses are inspired by pop-culture characters, like Yoda, Thor and The Rocketeer.
#riot #nmk #retro
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Robo Army / ロボ・アーミー / Robo Āmī
Robo Army[a] is a beat 'em up video game developed and published by SNK that was released for Neo Geo arcades and home consoles in 1991 and the Neo Geo CD in 1995.
Gameplay
This section needs expansion. You can help by adding to it. (July 2019)
There is no character selection in Robo Army : Player 1 controls Maxima and Player 2 controls Rocky. Both cyborgs must cross six levels before reaching the end boss. During these levels, they will face the Professor's henchmen, as well as a sub-boss and a boss in each stage. The two heroes can of course fight with their fists and feet, but they can also defend themselves by collecting improvised weapons (car carcass, barrel, destroyed robot arm). They each have a power gauge allowing them to launch powerful attacks according to the power gained. Maxima and Rocky can also be transformed for a brief moment into an invulnerable armored vehicle.
Development and release
In Japan, Game Machine listed Robo Army on their December 15, 1991 issue as being the twenty-third most-successful table arcade unit of the month, outperforming titles such as Columns. The game received mixed reception from both critics and reviewers alike since its initial release in arcades and Neo Geo AES.
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Developer(s) SNK
Publisher(s) SNK
Producer(s) Eikichi Kawasaki
Designer(s) Akira Goto
Koichi Sakita
Takeshi Kimura
Composer(s) Kazuhiro Nishida
Yasumasa Yamada
Platform(s)
Arcade
Release
1991
Genre(s) Beat 'em up
Mode(s)
Single-playerCo-op
Arcade system Neo Geo MVS
#Robo Army #snk #retro
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Riot City (ライオットシティ) / Crest of Wolf (クレスト オブ ウルフ) / 狼的紋章
Riot City (ライオットシティ) is a 1991 2D beat 'em up arcade game developed by Westone and published by Sega.
Plot
The plot begins when narcotics agents Paul and Bobby are committed to putting an end to the drug syndicate known as "MID". MID's secret hideout is located on Riot Island, an island full of uninhabited ruins with people moved inside of it while turning it into a slum. Buildings include apartments, hospitals, factories and even a casino. During their heavy research on MID, they unexpectedly received a phone call from MID. When Paul heard the voice of his girlfriend Catherine crying for help on the phone while being hung up without explaining, he assumed she's been abducted, making him and Bobby head toward Riot Island and save her.
Gameplay
Riot City resembles Capcom's 1989 arcade hit, Final Fight, which is an archetypal side scrolling beat-em-up game. Player one controls Paul the blond-haired with balanced fighting skills, and Bobby the tough, but slow break-dancer from left to right through each level (most of which are split into three or more scenes), fighting with the enemy characters who appear, until they reach a confrontation with a stronger boss character at the end of the level. Once that boss is beaten, the players automatically move on to the next stage. Enemies appear from both sides of the screen, and the players must defeat all of them to progress. If the players try to simply travel through the levels without fighting, the screen will stop scrolling until all current enemies have been defeated, before allowing the players to continue progress. Enemies may move outside the confines of the screen, but players may not. Unlike Final Fight, there are no weapons to pick up along the way, but players will only pick up items for points.
Soundtrack
A soundtrack album, Riot City Original Soundtracks was released by EGG Music, a division of D4 Enterprise, on February 27, 2009. It contains every background music and sound effect from the game, which were composed by Jin Watanabe, who also composed Monster World IV along with Shinichi Sakamoto.
Riot Zone
While Westone decided to create a modified version of Sega's Wonder Boy for Hudson Soft as Adventure Island for the NES, they also took Riot City, remade and ported it to the TurboGrafx-CD as Riot Zone (known in Japan as Crest of Wolf (クレスト オブ ウルフ or 狼的紋章)). The sprites of Paul and Bobby were modified and used for the main characters of Riot Zone, Hawk (who uses Paul's) and Tony (who uses Bobby's). Some parts of several Riot City stages were also recycled for use in Riot Zone. Unlike Riot City, Riot Zone lacks multiplayer and features high-quality music instead of chip-tune music.
#Riot City #sega #retro
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RoboCop [Gameplay] [Arcade]
RoboCop is a beat 'em up/run-and-gun action game developed and published by Data East for arcades in 1988, based on the 1987 film of the same name. It was sub-licensed to Data East by Ocean Software, who obtained the rights from Orion Pictures at the script stage. Data East and Ocean Software subsequently adapted the arcade game for home computers.
The game was a critical and commercial success. The arcade game was the highest-grossing arcade game of 1988 in Hong Kong, and reached number-two on Japan's monthly Game Machine arcade charts. On home computers, the game sold over 1 million copies worldwide, and it was especially successful in the United Kingdom where it was the best-selling home computer game of the 1980s.
Gameplay
The gameplay is similar to Data East's arcade game Bad Dudes Vs. DragonNinja, released earlier the same year. Robocop includes elements from both beat 'em up and run and gun games.
Release
In 1988, Ocean adapted Data East's Robocop arcade game for 8-bit home computers, converting much of the arcade game while also adding original content to make it different to the arcade original. This version was produced for the Commodore 64, MSX, ZX Spectrum, Tandy Color Computer 3, Amstrad CPC, and IBM PC compatibles, meaning that home computers ended up with two different versions of Robocop for North American and European audiences.
Ports for the Apple II, IBM PC compatibles, Amiga, and Atari ST, NES, and Color Computer 3 followed in 1989. The Apple II and IBM PC ports were developed by Quicksilver Software, while the Amiga and Atari ST versions were developed directly by Ocean. The NES version was developed by Sakata SAS Co, and Ocean developed and published a version for the Game Boy in 1990. A port of the game for the Atari Jaguar was planned but never released.
Data East published the game in North America.
RoboCop was a commercial success in arcades, especially in Hong Kong where it was the highest-grossing arcade game of 1988. In Japan, Game Machine listed RoboCop on their February 1, 1989 issue as being the second most-successful table arcade unit of the month.
On home computers, the game sold over 1 million copies worldwide. It was especially successful in the United Kingdom, where it was the best-selling home computer game of the 1980s. The ZX Spectrum version in particular was the best-selling home video game of 1989. The ZX Spectrum RoboCop was one of the biggest selling games of all time on that platform and remained in the Spectrum software sales charts for over a year and a half; it entered the charts in December 1988 and was still in the top five in February 1991. It also topped the UK all-format charts for a record 36 weeks until it was knocked off the number one position by Indiana Jones and the Last Crusade in August 1989.
The arcade game was critically well-received. The ZX Spectrum version also achieved critical acclaim, receiving a CRASH Smash award from CRASH, 94% in Sinclair User and Your Sinclair gave 8.8 out of 10, also placing it at number 94 in the Your Sinclair official top 100. The overall opinion was that it captures the original material, with smooth scrolling and animation, sampled speech and sound effects highlighted.
The readers of YS voted it the 9th best game of all time.
The title theme of the Ocean Software versions (composed by Jonathan Dunn) has become well known for its serene, calm tune, which heavily contrasted the tone of both the actual game and the source material; the version of the theme heard in the Game Boy port was later licensed by European kitchen appliance company Ariston for use in a series of TV adverts. The song was also used as the theme song for Charlie Brooker's documentary, How Videogames Changed the World,[30] and was one of Brooker's selections on Desert Island Discs. It was also used as the music for the Internet short, "Dilbert 3" and was sampled in Lil B's song, "In Down Bad", from his mixtape "White Flame".
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Developer(s)
Data East
Publisher(s)
Data East
Designer(s) Yoshiyuki Urushibara, Tomo Adachi (Arcade)
Peter Johnson (Amiga & Atari ST)
Programmer(s) Ryōji Minagawa, Mr. Deco Men, Kenji Takahashi, S. Tamura, Masaaki Tamura (Arcade)
Peter Johnson, Andrew Bond (Amiga)
Chris Janisz, Larry Ashmun, Rich Gilbert (DOS)
Artist(s) Tomo Adachi, Asami Kaneko, Mix Man, Yoshinari Kaiho (Arcade)
Chris Janisz, Howard Scheer, Michael L. Snyder (DOS)
Peter Johnson (Amiga & Atari ST)
Composer(s) Hiroaki Yoshida
Hitomi Komatsu
Hiroyuki (Arcade)
Shogo Sakai (NES)
Jon Dunn (ZX Spectrum, Game Boy and C64)
Peter Johnson (Amiga & Atari ST)
Chris Janisz, Paul Nettle, Jeff Webb, Howard Scheer (DOS)
Series RoboCop
Platform(s)
Arcade
Release
November 1, 1988
Genre(s) Beat 'em up, run and gun
Mode(s) Single-player
Multiplayer (not in all versions)
Arcade system Data East MEC-M1
#robocop #data east #arcade
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Red Earth / War-Zard ウォーザード / Wōzādo
Red Earth, released in Japan as War-Zard (ウォーザード, Wōzādo), is a fantasy-themed 2D fighting game released by Capcom as a coin-operated video game in 1996. It was the first game for Capcom's CP System III hardware, the same hardware which Street Fighter III and its derivatives ran on. After not releasing a home platform for 26 years, it was finally announced on February 20, 2022 that Red Earth would receive its first port ever as a part of the Capcom Fighting Collection on June 24, 2022 for PlayStation 4, Xbox One, Nintendo Switch, and PC.
Gameplay
Red Earth features two different game modes: a single-player Quest Mode and a two-player Versus Mode. In Quest Mode, the player chooses from one of the four main characters, and progresses through their character's storyline while fighting against a series of eight computer-controlled adversaries in one-on-one battles (like in the first Street Fighter), gaining experience points during each battle, which are used to improve the character's attack and defense and access new moves. In Versus Mode, two players fight against each other, each using any of the four main characters (including the same character as the other player). Red Earth uses a password feature that allows the player to play the game later on the same skill level their character reached when it ended the last time. The character is able to acquire new abilities depending on the skill level that has been reached.
The fighting system itself is similar to previous Capcom fighting games such as the Street Fighter series with a few key differences. First of all, the vitality gauge of each computer-controlled opponent fought by the player during Quest mode is displayed across the bottom of the screen, and is much larger than the player's own vitality gauge. Also, as the player lands hits on their opponents, various coins and treasure chests come out. Collecting coins provides experience points, while various items can be found in treasure chests such as orbs (used to perform super moves) and food (which replenishes the player's vitality). These elements make the game very similar to a side-scrolling action game rather than a traditional fighting game, similar to Capcom's own adaptation of the Dungeons & Dragons beat 'em up game.
Red Earth is one of the few Capcom games with fatalities. They include splitting the opponent in half, decapitation, artery rupture, organ removal, and limb slicing. It also features multiple endings and hidden endings influenced by the player's actions, given choices (akin to Chun-Li's ending in Street Fighter II), amount of continues used and the manner of killing enemies.
Characters
Red Earth takes place on an alternate version of Earth sometime in the 14th century (the Japanese version states a post-apocalyptic 1999 however) where the world did not experience any technological revolutions or Renaissance and was still in a medieval/mythological state. A new country has risen by the evil Scion, who sends out various monsters to take over the world.
Heroes
The character select screen, from left to right: Tessa, Leo, Mai-Ling and Kenji
Leo (voiced by Daisuke Gōri) - The King of Savalia (Greedia in War-Zard), who was transformed into a half-lion half-man state when an unknown force invaded his kingdom. The three wise men tried to remove the curse but couldn't. Now Leo uses the curse as his strength to "repay his debt to his countrymen" only to return to Savalia and find a large number of people (civilians and soldiers) have been kidnapped, and the monster Hauzer awaiting him.
Kenji (Mukuro in War-Zard, voiced by Yukimasa Kishino) - The head of the Ramon family and leader of the Oniwabanshu, an elite ninja squadron who serve the Shogun of Zipang. When an unknown army of invaders attacks his country with flying blackships, the Shogun orders Kenji to assess the situation. Although Kenji secretly distrusts his Shogun and believes that he may be betraying the country, he goes along with everything during his investigation.
Tessa (Tabasa in War-Zard, voiced by Tomoko Naka) - A female "sorcerologist" who studies the scientific aspects of magic. She lives in Icelarn and excels in the use of magic. When a large series of thunderstorms began occurring in her area, Tessa starts to investigate their cause, believing that they're not natural. When she meets an opponent, she can easily tell everything about him or her, whether the opponent is evil or good.
Mai-Ling (Tao in War-Zard, voiced by Megumi Urawa) - A young talented martial artist from Gora. She finds her hometown in ruins after returning from a martial arts tournament.
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Developer(s) Capcom
Publisher(s) Capcom
Composer(s) Takayuki Iwai
Platform(s) Arcade
Release
JP: October 23, 1996
NA: November 21, 1996
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Arcade system CP System III
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