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Undercover Cops (1992)
Undercover Cops (アンダーカバーコップス, Andākabākoppusu) 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 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.
Warriors of Fate (PSX/1996)
Warriors of Fate, known in Japan as Tenchi wo Kurau 2: Sekiheki no Tatakai, is a side-scrolling beat-'em-up game produced by Capcom. It is the second arcade game based on the Tenchi wo Kurau manga, following Dynasty Wars. Originally released to arcades in 1992, home versions of the Sega Saturn and PlayStation were released in 1996. A version for mobile phones followed in 2005. Capcom later included an emulated version of the arcade original as part of the Capcom Beat 'Em Up Bundle released digitally for the Nintendo Switch, PlayStation 4, Xbox One, and Windows on September 18, 2018.
Legend of Success Joe (1991)
Legend of Success Joe is a boxing video game developed by Wave Corporation and released for the Neo Geo arcade and home system. The game is based on Tomorrow's Joe , a manga created by Tetsuya Chiba and Asao Takamori in the early 1970s that was also adapted into several anime series. The game is also the first Neo Geo title developed by a third-party company. The game had a home system launch price of approximately US$200. While not released outside of Japan, a complete English translation can be seen when played on non-Japanese systems, which retitles the game's name.
Burning Fight (1991)
Burning Fight is a beat 'em up arcade game released by SNK in 1991 for the Neo Geo MVS system.Introduced to capture a share in the then-popular beat 'em ups market, it was meant to compete with Technōs' Double Dragon, the leader of the genre at the time. Three years after its release in the arcades and on the Neo Geo AES, it was released on Neo Geo CD as the only other home version.
The game is produced by Eikichi Kawasaki, one of SNK's founders and the man behind various well-known SNK titles, such as Fatal Fury, Art of Fighting and Samurai Shodown series.
A re-released version of Burning Fight is included in SNK Arcade Classics Vol. 1, which was released for the PlayStation 2, PlayStation Portable and Wii in 2008.
Burning Fight[a] is a beat 'em up arcade game released by SNK in 1991 for the Neo Geo MVS system.[2] Introduced to capture a share in the then-popular beat 'em ups market, it was meant to compete with Technōs' Double Dragon, the leader of the genre at the time. Three years after its release in the arcades and on the Neo Geo AES, it was released on Neo Geo CD as the only other home version.[3] The game is produced by Eikichi Kawasaki, one of SNK's founders and the man behind various well-known SNK titles, such as Fatal Fury, Art of Fighting and Samurai Shodown series. A re-released version of Burning Fight is included in SNK Arcade Classics Vol. 1, which was released for the PlayStation 2, PlayStation Portable and Wii in 2008.Final fight (1989)
Final Fight is a side-scrolling beat-'em-up video game produced by Capcom. Originally released as an arcade game in 1989, it was the seventh title released for the CP System hardware. Set in the fictional Metro City, the game lets the player control one of three street fighters: former pro wrestler and city mayor Mike Haggar, expert brawler Cody Travers, and modern-day ninja Guy. The trio set out to rescue Jessica (Haggar's daughter and Cody's girlfriend) when she is kidnapped by the Mad Gear Gang.
The game began development as a sequel to the original Street Fighter released in 1987, under the working title Street Fighter '89, but the genre was switched from a fighting game to a beat 'em up and the title was changed to Final Fight following the success of Double Dragon. Final Fight was ported to various home computers and consoles, including the ZX Spectrum, Super NES and Sega CD.
It became a major commercial success in arcades, selling 30,000 arcade units worldwide while becoming the highest-grossing arcade game of 1990 in Japan and the year's highest-grossing arcade conversion kit in the United States. The Super NES version also sold 1.5 million cartridges worldwide. It spawned the Final Fight series, followed by several sequels. Its development team later worked on the original Street Fighter II, and some of the characters from Final Fight later appeared as playable fighters in other entries of the franchise, such as the Street Fighter Alpha sub-series.
King Of The Monsters (1991)
King of the Monsters is a fighting game developed by SNK, released for arcades in Japan in 1991, and ported to the Neo Geo AES later that same year.The game features playable giant monsters that are reminiscent of characters from kaiju and tokusatsu films.
In 1992, a sequel titled King of the Monsters 2 was released for arcades. Months later, King of the Monsters was ported to the Super Nintendo Entertainment System. It would then be ported to the Sega Genesis in 1993. It was included in the video game SNK Arcade Classics Vol. 1, which was released for the Wii, PlayStation 2 and PSP in 2008.
Gauntlet IV
Gauntlet IV is a remake of the original Gauntlet, released for the Mega Drive/Genesis, but with many new features and items that would be seen in future incarnations
Gameplay
The game combines the original Arcade gameplay of Gauntlet with three new modes:
Battle Mode: Gauntlet's deathmatch mode pitted player against player in a free-for-all environment complete with monsters, traps, items and exits.
Quest Mode: Players start in a central hub with merchants, whom sell weapons and items. From there, players must fight through four towers of ancient castle. Along the way, experience points are gained and can be used to increase character stats. A password system allowed for continuous play.
Record Mode: A sort of infinite mode version of the original Arcade mode. Players can use passwords to continue their progress.
Cadillacs and Dinosaurs
Cadillacs and Dinosaurs, released in Japan as Cadillacs Kyouryuu Shinseiki (キャディラックス 恐竜新世紀 Kyadirakkusu Kyōryū Shinseki?) is an arcade game developed and published by Capcom. Released in April 1993,[1] it is a side-scrolling beat 'em up based on the American comic book series Xenozoic Tales. The game was produced as a tie-in to the short-lived Cadillacs and Dinosaurs animated series which was aired during the same year the game was released. The game has to date never been ported to any consoles.
Blood Bros.
Blood Bros.is a 1990 arcade game developed and published by TAD Corporation in Japan and Europe, and later published in North America by Fabtek.It is a spiritual sequel to the 1988 game Cabal, with almost identical mechanics. A bootleg of Blood Bros. is known as West Story.[citation needed]
Commando (1985)
Zero Team
Berzerk (1980)
Alan McNeil, an employee of Universal Research Laboratories (a division of Stern Electronics), had a dream one night involving a black-and-white video game in which he had to fight robots.It was named for Fred Saberhagen's Berserker series of science fiction novels.
"Evil Otto" was named after Dave Otto, security chief at McNeil's former employer Dave Nutting Associates. According to McNeil, Otto would, "[smile] while he chewed you out."[3] He would also lock McNeil and his fellow employees out of the building to enforce a noon-hour lunch, as well as piping beautiful music into every room.
The idea for a black-and-white game was abandoned. At that point Stern decided to use a color overlay board for Berzerk.A quick conversion was made, and all but the earliest versions of the game shipped with a color CRT display. The game was test-marketed
Altered Beast (1988)
Altered Beast is a side scrolling beat 'em up game with light platform elements. The player can punch, kick and jump. Up to two players can play at once. Each player controls a centurion, fighting undead creatures and monsters in a setting resembling Ancient Greece, with originally five levels, in a graveyard, the Underworld, a cavern, Neff's palace and base at the city of Dis. One of the enemies, a white two-headed wolf (blue in the Mega Drive version, and a blue ox in the DOS version) upon defeat releases a Spirit Ball, a power-up orb which increase the strength and size of the player character. Three orbs turn the centurion into a beast, which in the original version were a werewolf, a thunder weredragon, a werebear, a weretiger, and the more powerful golden werewolf. Each beast has its own abilities, such as the dragon's flight and lightning, and the bear's petrification.
After becoming the beast, the character can face the end-level boss, though the boss will also appear regardless of whether or not the character is transformed if the player takes too long to complete the level. Upon the boss's defeat, Neff appears and removes the transformation orbs.
A Roman centurion who died in battle is resurrected by Zeus. The Centurion is ordered by Zeus to save his daughter Athena from a Demon God called Neff in the Underworld. To become able to withstand the perils, the warrior gets the ability to collect three spirit balls on each level, the last of which transforms him into a human/beast hybrid of formidable power.
After a series of battles in a journey that ends in Dis, the centurion finally defeats Neff and rescues Athena. In the original arcade game, the end credits are interspersed with images of actors in costumes for the different characters and monsters of the game, implying the whole game was a film production.
Altered Beast was ported to several platforms after its original release in 1988. It was released for Master System, PC Engine (in HuCard and CD-ROM² formats), Family Computer, Atari ST, ZX Spectrum, MSX, Commodore 64, Amstrad CPC, Amiga, and MS-DOS. The Mega Drive/Genesis version was the original pack-in game for that system in North America, Europe, and Brazil, before being replaced by Sonic the Hedgehog. A hand-held version of the game made by Tiger Electronics was released in 1988.
Certain differences are seen between the several versions of the game. Some of them, like the Master System version, were only single-player, and had only four levels. Others provided different beasts to mutate into, such as a humanoid lion, or a shark form seen in the Famicom version.
The Mega Drive version is included in the compilations Sega Smash Pack, Sega Genesis Collection and Sonic's Ultimate Genesis Collection, with the latter two also including the arcade version as an unlockable game. The Wii's Virtual Console service offers emulated versions of both the arcade and the Mega Drive port, while the Xbox 360's Xbox Live Arcade and the PlayStation 3's PlayStation Network have a re-worked arcade version with HD support, online leaderboards and network play.[4] Sega released an official iOS port of the Mega Drive version in late 2010, The 2010 IOS Conversion of Altered Beast was taken down in 2015. In 2017, Altered Beast was rereleased on iOS and Android it is part of the Sega Forever Collection.
The game has also seen a 3D port for the Nintendo 3DS as a digital download on the Nintendo eShop. It retains the original game and local multiplayer, and also features a new mode with random transformations. It is based on the Mega Drive/Genesis port, not the arcade version.
In its initial arcade release, Altered Beast was a well-received game.
In 1997 Next Generation commented, "Altered Beast was a dreadful Genesis game. It sold thousands because it was one of the only games available [for the Genesis], but that doesn't make it a classic."[5] Mega placed the game at #10 in their list of the 10 Worst Mega Drive Games of All Time.Its re-release for the Wii's Virtual Console was given a lukewarm reception by GameSpot and IGN, describing the game as merely decent with some nostalgic value.[7][8] The Xbox Live Arcade re-release was even described by IGN as "relic of the arcade heyday that just doesn't hold up today".
Altered Beast: Guardian of the Realms, developed by the now defunct 3d6 Games and published by THQ, is a 2002 sequel for Game Boy Advance in the style of the original arcade game. It adds new features like power-ups, new beast forms and destructible environments.[10]
A PlayStation 2 title was released by Sega in 2005, known as Jūōki: Project Altered Beast in Japan and simply Altered Beast in Europe. Rather than serving as a sequel to the original game, the newer title features a more modern setting that is unconnected to the original game.
In Project X Zone 2, Ulala from Space Channel 5 summons centurion in his werewolf form as part of her Solo Unit attack.
https://ouo.io/XvldBmI
Galaxian
The game was highly popular for Namco upon its release, and has been a focus of competitive gaming ever since. It spawned a successful sequel, Galaga, in 1981, and the lesser-known Gaplus and Galaga '88 in 1984 and 1987 respectively, as well as many later ports and adaptations. Along with its immediate sequel, it was one of the most popular games during the golden age of arcade video games.
Galaxian expanded on the formula pioneered by Space Invaders. As in the earlier game, Galaxian features a horde of attacking aliens that exchanged shots with the player. In contrast to Space Invaders, Galaxian added an element of drama by having the aliens periodically make kamikaze-like dives at the player's ship, the Galaxip.[1] This made it the first game to feature enemies with individual personalities.[2] The game's plot consists of a title screen that displayed the message "WE ARE THE GALAXIANS / MISSION: DESTROY ALIENS".
Galaxian was very successful for Namco and introduced several "firsts". Although not the first color video game, Galaxian took RGB color graphics a step further with multi-colored animated sprites and explosions, different colored fonts for the score and high score, the scrolling starfield, and graphic icons that show the number of lives left and how many stages the player had completed. It also features a crude theme song and more prominent background "music." These elements combine to create a look and feel that would set the standard for arcade games in the 1980s such as Pac-Man.
The gameplay is relatively simple. Swarm after swarm of alien armies attack the player's ship that moves left and right at the bottom of the wraparound screen. The Galaxip can only have one shot on screen at a time. The player defeats one swarm, only to have it replaced by another more aggressive and challenging swarm in the next stage. A plain and repetitive starfield scrolls in the background.
The game was developed by Namco in 1979, and released in Japan that year. It was designed to build and improve upon the formula of Taito's game Space Invaders, which revolutionized the gaming industry upon its release a year earlier. Galaxian incorporated new technology into its dedicated arcade system board, the Namco Galaxian board. Unlike Space Invaders, which was black and white and featured enemies that could only move vertically and horizontally as they descended, Galaxian had a color screen and enemies that descended in patterns and came from various directions. The result was more complex and difficult game play.
Soon after the Japanese release, Namco partnered with the American company Midway to release the game in North America. Midway had previously published Space Invaders in the market, but had to seek new foreign partners when Taito decided to market their games themselves.
Forgotten Worlds
Set in a distant future, an evil god known as Emperor Bios has destroyed most of the Earth, turning it into a desolated wasteland known as the "Dust World". Two nameless super-soldiers are created by the people to defeat Bios and the eight evil gods who serve him.
Forgotten Worlds can be played by up to two players simultaneously. The player controls a flying muscle-bound soldier armed with a rifle with unlimited ammo. The Player 1 character is equipped with a long-range automatic rifle, while Player 2 has a short-range wide shot. The controls in the original coin-op version consists of an eight-way joystick for moving the character in the air while flying and a unique rotatable button known as the "roll switch".[4] Rotating the switch left or right allows the player to adjust their character's aim in one of sixteen directions, while pressing it causes the player character to shoot his gun. This allows for the player to move their character anywhere while keeping their aim in one direction. Pressing the switch rapidly will cause the character to perform a "megacrush" attack which will destroy all on-screen enemies, but at the expense of a portion of their vitality gauge.
The player character is accompanied by a satellite module orbiting near him that will provide backup firepower every time the player fires their gun. Like the main character, the satellite can also be rotated with the roll switch. Rotating the character while firing will only rotate the aim of the satellite, while rotating the character without firing will not only rotate the satellite's aim, it will also move its relative position around the player.
The player can obtain blue-colored coins known as "zennies" from defeating enemies throughout the game. The zennies are used as currency to obtain new power-up items from shops located at certain points in each stage. When the player enters an item shop, they are given a choice of the items available and a limited time to make any purchase they wish. These items consists primarily of new weapons for the satellite module, but also includes a health kit to restore lost vitality, an armor that allows the player to sustain additional damage, and even tips on how to defeat the boss awaiting at the end of the current stage.
Forgotten Worlds consists of five stages with a total of eight bosses. The player will lose if their vitality gauge runs out, but will be given a chance to continue.
Forgotten Worlds was first ported to various home computers in Europe by U.S. Gold in 1989. Versions were produced for the Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC, and IBM-compatible PC. These versions of the game were developed by Arc Developments. All the computer versions required a joystick controller in order to be played and could not be played with the keyboard only (with the exception of the IBM PC version, ZX Spectrum, and Amstrad CPC versions). The player rotated the character in these versions by holding the fire button while pushing the joystick left or right.[12] In the Spectrum sales charts, it was number two, behind Robocop, which was number one every month for most of the year.[13] However, all these conversions contain only 4 levels: the first 3 levels then an abridged version of the final level, for a total of four bosses instead of the eight of the original game. Oddly, on the boxes of the conversions, is written that the player has to fight all the eight bosses.
A Sega Mega Drive/Genesis version, produced by Sega, was released in Japan on November 18, 1989, with subsequent releases in North America and the PAL region in 1990. The Mega Drive version simulated the controls of the arcade version by using A and C buttons to rotate the character in either direction and the B button for shooting. Unlike in the arcade version, both players are equipped with long-ranged automatic rifles. This version provides an auto-fire feature that can be toggled on or off on the game's settings. In 2008, the Mega Drive version was released on the Wii Virtual Console in North America on November 17 and in Europe on November 28.
A Master System version was also released by Sega in Europe and Brazil. This version is 1-player only and due to the presence of only two buttons on the Master System's standard controller, the buttons are used solely to rotate the character, who shoots automatically. The Megacrush attack is performed in this version by pressing both buttons simultaneously.
The Turbografx-16 version, produced by NEC Avenue was released in Japan on March 27, 1992. It was released as a Super CD-ROM² title which supported a specialized 3-button controller that NEC released only in Japan. An American version for the TurboGrafx 16 was released by Turbo Technologies Inc. as well. With the 3-button controller, the player can control their character as they would in the Mega Drive version, with two buttons to rotate the character and one to shoot. With the standard TurboGrafx-16 controller, the Run button is used in the place of the third button to rotate the character to the left. The TurboGrafx-16 is one-player only, but allows the player to select between either of the two Unknown Soldiers at the start of the game (with their respective abilities from the arcade version retained).
An emulation of the original arcade version is included in the 2005 compilation Capcom Classics Collection Vol.1 for the PlayStation 2 and Xbox, as well as in 2006's Capcom Classics Collection: Remixed for the PlayStation Portable. Both, the PS2 and Xbox version, allows the player to use their respective controllers' right analog sticks to control the player character's aim.
Alien 3: The Gun
Alien 3: The Gun is a rail shooter in which the player uses a large light gun, modeled after machine guns featured in the Alien films, to kill various Alien creatures such as facehuggers and soldiers, unlike the film, which featured only three Aliens (including a face hugger, an alien runner and a queen chestburster). The player controls a space Marine who is tasked with reaching the prison colony featured in the film, in order to rescue prisoners who are under attack by the Aliens. The game is played across seven levels, and features various boss enemies, including a giant facehugger. Power-ups, such as a flamethrower, are available to the player throughout the game.
One or two players can take the role of a pair of United States Colonial Marines in an altered version of the film's storyline. The action begins with an escape from the spaceship Sulaco before proceeding to the surface of Fiorina 'Fury' 161, where players must take down hordes of Aliens as well as an army of Weyland-Yutani Corporation troops sent to retrieve specimens by any means necessary. Levels are based on sets from the film and take players through the Mess Hall, Infirmary, Lead Works and more. The game ends when the players defeat the unidentified man, only to be met with more troops.
Mortal Kombat
The game introduced many key aspects of the Mortal Kombat series, including the unique five-button control scheme and gory finishing moves. The game focuses on the journey of the monk Liu Kang to save Earth from the evil sorcerer Shang Tsung, ending with their confrontation in the tournament known as Mortal Kombat. Mortal Kombat became a best-selling game and remains one of the most popular fighting games in the genre's history, spawning numerous sequels and spin-offs over the following years and decades, beginning with Mortal Kombat II in 1993, and together with the first sequel was the subject of a successful film adaptation in 1995. However, it also sparked much controversy for its depiction of extreme violence and gore using realistic digitized graphics, resulting in the introduction of age-specific content descriptor ratings for video games.
Mutation Nation (1992)
n the year 2050, a mad scientist was shut down by his superiors after conducting bizarre biological experiments but soon after, his lab exploded and the scientist seemingly disappeared. Several years later, there are new buildings put right on top of the forgotten slum where the experiments took place and this time, a genetic virus has started to spread among the tenants, turning them into vicious and dangerous mutants. Two young fighters of the local city, Ricky Jones and Johnny Hart, return after having been away for several years and upon seeing the chaos that's happening, the two of them take it upon themselves to clean up this new nation of mutants before it spreads any further. Along the way they come across not only mutants but also mechanically modified freaks that the mad scientist created to stop them.
One or two players (Player 1 as Ricky and Player 2 as Johnny) fight their way through the six levels of various mutated and mechanic enemies, each level containing one or more sub-bosses before the real boss appears. The gameplay is pretty standard for the genre but rather than allowing the players to pick up objects to use as weapons against the enemy, Mutation Nation instead uses a system where the player can pick up one of four elemental spheres. The spheres can be used to create devastating attacks by holding down the attack button to power up a special meter and letting go once it’s full. If the players don’t have any spheres or run out of spheres to use they can still fill up their special meter to unleash a flurry of attacks at the cost of their life meter which will be drained partially.
Double Dragon (1995)
The game plays like a conventional one-on-one fighting game. One of the unique aspects of Double Dragon is the lack of specific punch and kick buttons like other fighting games. Instead, there are four attack buttons of varying strength and speed, which can perform punches or kicks depending on the character's position. The player's character and his or her opponent have a super move meter called the "charge meter", overlaid over the character's health gauge. The less health the character has, the quicker it will fill up. "Charge moves" are usually performed by executing the command of a regular special move and pressing two attack buttons simultaneously at the end instead of just one. Other techniques available in the game include dashes, air guards, air throws, and down attacks (which allows characters to jump over and attack their opponent while they are momentarily unconscious on the ground).
The characters and settings are inspired by the Double Dragon movie, which featured prominently in the game's intro. This includes the appearances of a submerged Hollywood Sign, the appearance of the Dragon Wagon in Billy's stage, the Lee brothers' transformation technique, Marian's depiction as a gang leader, and the inclusion of Koga Shuko as the game's final opponent. However, the characters are depicted in a more anime-like style and only five of the game's twelve fighters are actually featured in the movie; Burnov and Duke are from previous Double Dragon games and the rest are new characters created specifically for this game.
Donkey Kong
The game was the latest in a series of efforts by Nintendo to break into the North American market. Hiroshi Yamauchi, Nintendo's president at the time, assigned the project to a first-time video game designer named Shigeru Miyamoto. Drawing from a wide range of inspirations, including Popeye, Beauty and the Beast, and King Kong, Miyamoto developed the scenario and designed the game alongside Nintendo's chief engineer, Gunpei Yokoi. The two men broke new ground by using graphics as a means of characterization, including cutscenes to advance the game's plot, and integrating multiple stages into the gameplay.
Despite initial doubts by Nintendo's American staff, Donkey Kong succeeded commercially and critically in North America and Japan. Nintendo licensed the game to Coleco, who developed home console versions for numerous platforms. Other companies cloned Nintendo's hit and avoided royalties altogether. Miyamoto's characters appeared on cereal boxes, television cartoons, and dozens of other places. A lawsuit brought on by Universal City Studios, alleging Donkey Kong violated their trademark of King Kong, ultimately failed. The success of Donkey Kong and Nintendo's victory in the courtroom helped to position the company for video game market dominance from its release in 1981 until the late 1990s (1996–1999).