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Post by Seth Drakin of Monster Crap on Oct 24, 2007 17:17:39 GMT -5
31. Killer Instinct Killer Instinct is a fighting game by Rare and Nintendo. Initially released in arcades in 1994, and claiming to use an "Ultra 64" hardware engine. The game received a high profile launch on the Super Nintendo, as well as on the Game Boy. It led to a sequel, Killer Instinct 2. Developed using SGI computers and 3D modeling software from Alias, Killer Instinct was considered a graphical and aural leader when it was released. It featured animated backgrounds that were pre-rendered movies which changed angles depending on the character location on many of the stages. This technique causes the backgrounds to have an unprecedented three dimensional look — a look far better than was possible at the time in real time 3D rendering. (Bram Stoker's Dracula for the Sega CD later used this technique.) Killer Instinct also gained notoriety for its memorable background music and over the top sound effects and was the first arcade game with an internal hard disk. Ultratech is a very powerful company which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament. Ultratech also discovers a technology to make bridges between dimensions, and to also release from this dimensional prison a two-headed monster called Eyedol, an ancient warrior that was locked away along with his rival. Killer Instinct plays like many other typical fighting games, in which the player controls a character in order to beat an opponent in a one-on-one encounter. The game borrows the attack set of Street Fighter II (a weak, medium, and strong attack for punches and kicks, respectively), but also is inspired by the graphic violence and finishing sequences of the Mortal Kombat series. There are several features that distinguish it from other franchises: * A double energy bar: instead of winning two rounds, each player has two bars of energy. If a character finishes with his or her opponent's first life bar, the fight stops and resumes like a round, but the winning character still keeps whatever amount of energy he or she had at that moment. The player who depletes his or her opponent's second life bar wins the bout. * Automatic combos: rather than press the necessary buttons in order to deliver the individual attacks that form a combo, in Killer Instinct the combos are automated and can be enabled by inputting a determined button or special move (which led to the character to deliver a string of hits). * Finishing moves: Largely inspired by Mortal Kombat's Fatalities, each character has a least two moves known as No Mercy (Danger Move in later revisions) in order to finish the opponent in a violent manner. One of these No Mercy moves can be executed at the end of a combo (which is labeled as an Ultimate combo), when the opponents life bar flashes red (when his or her second bar is going to be depleted), although it uses a different combination movements. Another finisher is the Humiliation, that forces the opponent to dance (the dance style depends on the character), but this can only be used if the player has his or her first life bar. * Ultra Combo: Another finisher, it operates like an Ultimate combo, though this one allows the character to deliver a long string of hits as the combo finisher instead, usually surpassing 20 hits. * Combo Breaker: The player who is being caught in a combo may break out of it by performing a combo breaker move. The combo breaker is a designated special move of the player's character. A combo can be broken at either the auto-double or linker stage. To successfully break an auto-double, the player must use the breaker move at a strength lower than the auto-double itself (i.e. for a player to break a Medium auto-double s/he must use a Quick breaker.) The combo can also be broken at the linker stage. At this stage the player can use any strength of breaker, making long combos a risky affair. Also, after performing a combo breaker, a white starburst will appear at the tip of the breaker's health bar, enabling advanced versions of some special moves that require a different command, i.e. Jago, instead of a regular green fireball, can shoot a red fireball. During that period, a Super NES port was planned and subsequently released. While it has many of the features the arcade version had, some sacrifices had to be done in order to fit the game in the cartridge. The graphic detail was vastly reduced and the characters were smaller. Some of the stages were redesigned or dropped from this version. The famous full motion videos that showed the characters after a victory were replaced by still images. The SNES version replaced the highly popular "Ultra combo!" announcer voice with a very short sample of the word "Ultra" that echoes several times Most of the characters preserved their special moves and danger moves. However, some of the special graphical effects - notably the shadow move effect - were removed. In the case of Spinal's skulls that surrounds him when he absorbs projectiles, the skulls are shown under his energy bar instead. The game features many of the arcade version's secrets, though many of them have to be inputted with other sequences. For example, in order to play as Eyedol, in older arcade releases the player had to select Riptor and enter a code, but in later releases and also in the SNES release Cinder must be selected instead and different code must be put in. In spite of these changes, some other modes were added, such as a training mode, a tournament mode (used for multiplayer purposes), and other options. The Super Nintendo version was packaged with a 16 track music CD entitled Killer Cuts featuring arrangements of music from the game. Killer Cuts was later sold through Nintendo Power's Super Power Supplies mail order service in both CD and cassette form. This version of the game was packaged in a black case in Europe, Australia and the United States; unusual, as most SNES games used a standard grey shell.
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 17:22:39 GMT -5
Now for the countdown update
150. King Of The Monsters 149. Captain America And The Avengers 148. Bugs Bunny Rabbit Rampage 147. Cannon Fodder 146. Wayne's World 145. Madden NFL 95 144. Metal Warriors 143. Super Godzilla 142. Spider-man & Venom: Separation Anxiety 141. Clay Fighter 140. Super Bomberman 2 139. X-Men: Mutant Apocalypse 138. Kirby's Avalanche 137. Striker 136. Fatal Fury Special 135. King Of Dragons 134. Rap Jam: Volume One 133. Disney's Magical Quest 132. Doom 131. Samurai Shodown 130. International Superstar Soccer 129. Breath Of Fire 128. Sim City 2000 127. U.N. Squadron 126. Desert Strike: Return To The Gulf 125. Daffy Duck: The Marvin Missions 124. Super Battleship 123. S.O.S. 122. Gradius III 121. Tetris 2 120. Lufia II: Rise Of The Sinistrels 119. The Lion King 118. Spider-man & Venom: Maximum Carnage 117. Demon's Crest 116. Pinball Fantasies 115. Inindo: Way Of The Ninja 114. World Cup Striker 113. Run Saber 112. NCAA Football 111. Krusty's Fun House 110. The Simpsons: Virtual Bart 109. Cool Spot 108. Tecmo Secret Of The Stars 107. Super Caesar's Palace 106. Pilotwings 105. Road Runner's Death Valley Rally 104. Romance Of The Three Kingdoms IV: Wall Of Fire 103. Teenage Mutant Ninja Turtles: Tournament Fighters 102. Riddick Bowe Boxing 101. Saturday Night Slam Masters 100. Super Return Of The Jedi 99. Shadowrun 98. Kirby's Dream Course 97. Rock N' Roll Racing 96. NHL 94 95. Madden NFL 97 94. Paladin's Quest 93. Axelay 92. Advanced Dungeons & Dragons: Eye Of The Beholder 91. Wrestlemania: The Arcade Game 90. FIFA International Soccer 89. Super Tennis 88. King Arthur's World 87. Terranigma 86. NBA Live 98 85. WWF Super Wrestlemania 84. Skyblazer 83. Madden NFL 98 82. Street Fighter Alpha 2 81. Soul Blazer 80. Secret Of Evermore 79. Ken Griffey Jr.'s Winning Run 78. Final Fight 3 77. Illusion Of Gaia 76. Parodius: Non-Sense Fantasy 75. Front Mission 74. Harvest Moon 73. Earthworm Jim 2 72. Flashback: The Quest For Identity 71. Super R-Type 70. Mortal Kombat III 69. Super Smash TV 68. Breath Of Fire II 67. The Legend Of The Mystical Ninja 66. Super Empire Strikes Back 65. Final Fight 2 64. Mighty Morphin Power Rangers 63. Mario Is Missing 62. Super Bomberman 3 61. Joe & Mac 60. Super Bomberman 59. Lufia & The Fortress Of Doom 58. R-Type III: The Third Lightning 57. Super Star Wars 56. Sunset Riders 55. Smash Tennis 54. Robotrek 53. Mega Man X3 52. Pocky & Rocky 51. Mega Man X2 50. Super Ghouls N' Ghosts 49. Earthworm Jim 48. Tetris Attack 47. Tiny Toons Adventures: Buster Busts Loose 46. NBA Jam 45. International Superstar Soccer Deluxe 44. Uniracers 43. EVO: The Search For Eden 42. Wild Guns 41. Mario Paint 40. Donkey Kong Country 3: Dixie Kong's Double Trouble 39. Ken Griffey Jr. Presents Major League Baseball 38. Mega Man 7 37. WWF Raw 36. Ogre Battle: March Of The Black Queen 35. Ultimate Mortal Kombat III 34. Mortal Kombat 33. Final Fight 32. NBA Jam: Tournament Edition 31. Killer Instinct
Here Are The Hints To The Next Five Games On Our List
* Captain Falcon Arrives On Our List
* City Simulator
* Pink Marshmellow Superstar
* Raise Your Act
* Rumble With Royalty
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Post by Gopher Mod on Oct 24, 2007 17:28:04 GMT -5
F-Zero SimCity 2000 Kirby SuperStar ActRaiser WWF Royal Rumble
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 17:32:38 GMT -5
F-Zero SimCity 2000 Kirby SuperStar ActRaiser WWF Royal Rumble Sim City 2000 is already on the list.....sorry
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Post by Gopher Mod on Oct 24, 2007 17:36:09 GMT -5
F-Zero SimCity 2000 Kirby SuperStar ActRaiser WWF Royal Rumble Sim City 2000 is already on the list.....sorry Well, I got 4 right. City simulator though has me confused now.
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 18:24:25 GMT -5
30. WWF Royal Rumble WWF Royal Rumble is a Super NES and Sega Genesis game based on the World Wrestling Federation, released in 1993. Much like in its predecessor, WWF Super WrestleMania, the player has a selection of wrestlers to choose from. Players can play either One-on-One, Tag Team, Triple Tag Team, or the newly added Royal Rumble match. A One-on-One match is exactly as it sounds. In the most conventional match type, one wrestler will take on one opponent (a friend or the computer) for a face-to-face bout. A Tag Team match is made up of two teams of two wrestlers. Whenever one wrestler gets tired, they can tag in their partner. Before a Tag Team match starts, you will choose a wrestler, then the computer or the second player will choose a wrestler. After that, the player will choose his partner, and the computer or second player will do the same. A Triple Tag Team match is similar to a Tag Team match. The only difference being that instead of two wrestlers to a team, there are three wrestlers on each team (this is essentially a Six Man Tag match). As in the previous games, only four wrestler could be shown on the screen at the same time. The wrestler on the apron had to be "transformed" into the third member of the team by pushing a button (Select on the SNES version). The Royal Rumble begins with two wrestlers, and more adversaries enter until six wrestlers are in the ring. Additional wrestlers enter as wrestlers are eliminated. Elimination is caused by throwing an opponent over the top rope to the outside of the ring. At the end of a Royal Rumble, score rankings are shown giving a wrestler's total time in the ring along with the number of opponents they have eliminated. The game presents crisp and colorful graphics quite similar to its predecessor; however, it boasts more new features. Players may strike their opponent with steel chairs found outside the ring. After knocking the referee temporarily unconscious, one may use cheat tactics such as choking and eye raking. To better avoid losing via count out, wrestlers may also roll into the ring from the bottom side; ring entry was previously only possible through the left and right sides. Royal Rumble action (SNES version)After choosing One-on-One, Tag Team, or Triple Tag Team, you must choose One Fall, Brawl, or Tournament stipulation. One Fall features an in-ring referee. It uses the basic method of 3-count pinfalls and count-outs if a player stays outside of the ring for 10 seconds. In a Brawl, however, the referee is absent. This allows unlimited time outside the ring and the no-holds-barred rule. Cheat moves such as eye raking and choking are allowed at all times. The Brawl match doesn't require a pinfall win; instead, the first player to be entirely drained of stamina "submits" in defeat. In a Tournament, a player must battle through the entire roster to win the championship belt. This follows the One Fall rules and is playable through One-on-One (for the WWF Championship) and Tag Team (for the Tag Team Championship). Aside from adding more moves to the basic moveset, (including the body splash, knee drop, back-breaker, and atomic drop) WWF Royal Rumble enables players to perform signature finishing moves for all of the wrestlers. In the SNES version you can use Bret Hart's Sharpshooter, Crush's Kona Crush, Mr. Perfect's Perfect-Plex, The Narcissist's Bionic Forearm, Randy Savage's Savage Elbow, Razor Ramon's Razor's Edge, Ric Flair's Figure Four Leglock, Shawn Michaels' Teardrop Suplex, Tatanka's Trail's End, Ted DiBiase's Million Dollar Dream, The Undertaker's Tombstone Piledriver, and Yokozuna's Banzai Drop. Oddly, aside from the Brawl mode, there is no way to gain a submission victory. So if you perform Bret Hart's Sharpshooter, Ric Flair's Figure Four Leglock, or Ted DiBiase's Million Dollar Dream you will only deplete your opponent's stamina. Also, you must use a standard pin for victory. Performing Mr. Perfect's Perfect-Plex, The Undertaker's Tombstone Piledriver, or Yokozuna's Banzai Drop will only deplete the opponent's stamina. Wrestlers Are: * Bret "The Hitman" Hart * Crush * Mr. Perfect * "The Narcissist" Lex Luger * "Macho Man" Randy Savage * Razor Ramon * "Nature Boy" Ric Flair * "Heartbreak Kid" Shawn Michaels * Tatanka * "Million Dollar Man" Ted Dibiase * The Undertaker * Yokozuna
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 18:31:58 GMT -5
29. F-Zero F-Zero is a futuristic racing video game developed and published by Nintendo for the Super Nintendo Entertainment System. The game was first released in Japan on November 21, 1990 and later in North America on August 13, 1991 and in Europe on June 4, 1992. F-Zero was downloadable over the Nintendo Power peripheral in Japan and was also released onto the Nintendo Super System. In late 2006, F-Zero became available for the Virtual Console service for the Wii. As the inaugural game of the F-Zero series of video games, it was first released in Japan as one of the two debut titles for the Super NES but in the U.S. this launch title was accompanied by more games. With its original scenario and style of gameplay, F-Zero was the first of its kind and also featured a groundbreaking technological achievement at that time. Its success led to a series of games across multiple gaming platforms. The special edition of this game is called BS F-Zero 2 Grand Prix, which was released for the Satellaview attachment of the Super Famicom in Japan, contained new tracks and vehicles. BS F-Zero Grand Prix, a direct sequel, was also only released for this attachment, however this was due to the impending release of the Nintendo 64. F-Zero is a futuristic racing game where pilots race on circuits inside plasma-powered hovercars in an intergalactic Grand Prix at speeds that can exceed 400 km/h. The goal of F-Zero is to beat opponents to the finish line while avoiding hazards such as land mines, slip zones and magnets that pull the vehicle to certain sides of the track in an effort to make the player damage their vehicle or fall completely off the track. A race in F-Zero consists of five laps around the track. The player must complete each lap at least the position that the game requests without staying at the last place, which otherwise means disqualification. For each lap completed the player is rewarded with an approximate four second speed boost and a varying number of points determined by place. One of the "SSS" marks will be shaded green to indicate that the boost can be used. If a certain amount of points are accumulated, an extra "spare machine" is acquired. F-Zero includes two different modes of play. In the Grand Prix mode, the player chooses a league and races against twenty generic vehicles of different colors through each track in that league. The Practice mode allows the player to practice seven of the courses from the Grand Prix. The game introduced the first F-Zero characters; Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh. Each of the four characters have their own selectable vehicle along with its unique performance abilities. Each machine has an energy meter, which serves the purpose as a measurement of the machine's health and is decreased, for example, when the machine hits the side of the track or another vehicle. F-Zero has a total of fifteen tracks divided into three leagues. Additionally, the game has three initial difficulty levels; beginner, standard, and expert. Completion of the expert class in any league and placing third or better in all five courses unlocks the master difficulty level. Some tracks have areas that can be opened and closed: Death Wind, Port Town, and Red Canyon. When there is a closed area it is not possible to go in that direction unless on another version of the track, which then in-turn closes the direction previously accessible. Unlike most F-Zero games, there are three iterations of Mute City, showing it in day, evening, and night settings. In BS F-Zero 2, Mute City IV continued the theme with an early morning setting. Near the end of the 20th century mankind was gripped by the fear of being invaded by extraterrestrials. However, by the year 2560 humanity's countless encounters with these alien life forms throughout the Universe expanded Earth's social framework to astronomic proportions. Trade, technology and cultural interchange are carried out between planets. The multibillionaires who earned their enormous wealth through this intergalactic trade were satisfied with their rich lifestyles. However, they also yearned for new entertainment to stimulate their lazy lives, so a new entertainment based on the old F-1 races was founded. People came to call these Grand Prix races simply, "F-ZERO". F-Zero has been praised for its controls, longevity and track design but criticized for its lack of a multiplayer mode. The game is considered both visually stunning and the fastest and smoothest pseudo-3D racer ever on a console of its time. However, during development of F-Zero, Takaya Imamura was surprised to be able to so freely design the characters and courses as he wanted since it was his first game. It is one of the first SNES titles to pervasively use a special exclusive hardware feature of the system called "Mode 7". This graphics-rendering technique allowed different kinds of scaling and rotation effects of bitmap graphics, which F-Zero used to simulate 3D environments without processing any polygons. Such techniques in games were considered to be revolutionary in a time when games were restricted to static/flat backgrounds and 2 dimensional (2D) objects. In 1992, Toshihiro Nagoshi was head of Sega’s AM2 development team when he played F-Zero on the SNES for the first time. When Nagoshi experienced F-Zero, not only did the realism impress him but Nagoshi commented F-Zero "actually taught me what a game should be". F-Zero served as an influence for him to create Daytona USA and other racing games. Many years later Nagoshi would later serve as one of co-producers for F-Zero GX. The F-Zero soundtrack which was released in 1992, features twelve tracks composed by Yumiko Kanki and Naoto Ishida and arranged by PeeWee and Michiko Hill. BS F-Zero 2 Grand Prix was released in two parts and was rebroadcasted on the St. Giga network on each occasion. This game was available to download from a satellite TV channel and once downloaded, it could be played at any time. The game had one new league containing five different tracks and replaced the four playable vehicles with similar machines in performance and appearance. The graphics are improved over the original game, and the speed and fluidity has increased a bit. The tracks are named as a follow-on from F-Zero - the first track is called "Mute City IV", since Mute City I-III appeared in the original game. The music for the game is the same as before, but the title does have some added sound effects, such as when other racers weave past each other.
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 18:36:57 GMT -5
28. Sim City SimCity is a simulation and city-building personal computer game, first released in 1989 and designed by Will Wright. SimCity was Maxis' first product, which has since been ported into various personal computers and game consoles, and enhanced into several different versions including SimCity 2000 in 1993, SimCity 3000 in 1999, SimCity 4 in 2003, and SimCity DS in 2007, while the original SimCity was later renamed SimCity Classic. Until the release of The Sims in 2000, the SimCity series was the best-selling line of computer games made by Maxis. SimCity spawned an entire series of Sim games. Since the release of SimCity, similar simulation games have been released focusing on different aspects of reality such as business simulation in Capitalism. SimCity was originally developed by game designer Will Wright. The inspiration for SimCity came from a feature of the game Raid on Bungeling Bay that allowed Wright to create his own maps during development. Wright soon found he enjoyed creating maps more than playing the actual game, and SimCity was born. In addition, Wright also was inspired by reading "The Seventh Sally", a short story by Stanislaw Lem, in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress. The first version of the game was developed for the Commodore 64 in 1985, but it would not be published for another four years. The game sparked a new paradigm in computer gaming (by creating a game that could neither be won nor lost), as a result game publishers did not believe it was possible to market and sell such a game successfully. Brøderbund declined to publish the title when Wright proposed it, and he pitched it to a range of major game publishers without success. Finally, founder Jeff Braun of then-tiny Maxis agreed to publish SimCity as one of two initial games for the company. Wright and Braun returned to Brøderbund to formally clear the rights to the game in 1988, when SimCity was near completion. Brøderbund executives Gary Carlston and Don Daglow saw that the title was infectious and fun, and signed Maxis to a distribution deal for both of its initial games. With that, four years after initial development, SimCity was released for the Amiga and Macintosh platforms, followed by the IBM PC and Commodore 64 later in 1989. SimCity is predominantly a single-player game (the exception being a "Network Edition" of SimCity 2000, and an obscure Unix port of the original SimCity). SimCity 4 also makes an attempt at multiplayer gaming with the ability to share regional maps and cities with other players, allowing players to collaborate, but not play in real time. The objective of SimCity, as the name of the game suggests, is to build and design a city, without specific goals to achieve (except in the scenarios, see below). The player can mark land as being zoned as commercial, industrial, or residential, add buildings, change the tax rate, build a power grid, build transportation systems and many other actions, in order to enhance the city. Also, the player may face disasters including: flooding, tornadoes, fires (often from air disasters or even shipwrecks), earthquakes and attacks by monsters. In addition, monsters and tornados can trigger train crashes by running into passing trains. Later disasters in the game's sequels included lightning strikes, volcanoes, meteors and attack by extra-terrestrial craft. In the SNES version and later, one can also build rewards when they are given to them, such as a mayor's mansion, casino, etc. The original SimCity kicked off a tradition of goal-centered, timed scenarios that could be won or lost depending on the performance of the player/mayor. The original cities were all based on real world cities and attempted to re-create their general layout, a tradition carried on in SimCity 2000 and in special scenario packs. While most scenarios either take place in a fictional timeline or have a city under siege by a fictional disaster, a handful of available scenarios are based on actual historical events. The original scenarios are: * Bern, 1965 - The Swiss capital is clogged with traffic, the mayor needs to reduce traffic and improve the city. * Boston, 2010 - The city's nuclear power plant suffers a meltdown, irradiating a portion of the city. The mayor must rebuild, contain the toxic areas, and return the city to prosperity. In some early editions of SimCity (on lower-power computers that did not include the nuclear power plants), this scenario was altered to have a tornado strike the city. Much like the Tokyo scenario below, the mayor needs to limit damage and rebuild. * Detroit, 1972 - Crime and depressed industry wreck the city. The mayor needs to reduce crime and reorganize the city to better develop. The scenario is a reference to Detroit's declining state during the late 20th century (See also History of Detroit, Michigan). * Rio de Janeiro, 2047 - Coastal flooding resulted from global warming rages through the city. The mayor must control the problem and rebuild. In some early editions of SimCity (on lower-power computers that did not include the flooding disaster), this scenario was altered to have the objective be fighting high crime. San Francisco, 1906 - An earthquake hits the city, the mayor must control the subsequent damage, fires and rebuild. The scenario references the 1906 San Francisco earthquake. * Tokyo, 1961 - The city is attacked by a Godzilla-type monster (Bowser in the SNES version). The mayor needs to limit the damage and rebuild. The scenario is strongly based on the original series of Godzilla films. In addition, the later edition of SimCity on the Super Nintendo (SNES) included the basics of these two scenarios in two, more difficult scenarios that were made available after a player had completed the original scenarios: * Las Vegas - Aliens attack the city. This invasion is spread out over several years, stretching city resources. While somewhat similar to Hamburg, the scenario included casino features as well as animated flying saucers. * Freeland - Using a blank map without any water form, the mayor must build a game-described megalopolis of at least 500,000 people. There is no time limit in this scenario. While similar to the earlier Dullsville scenario, Freeland took advantage of the SNES version's clear delineations between city sizes, particularly metropolis and megalopolis. In the center of Freeland is a series of trees that bear the familiar head of Mario. However, the player is unable to build any of the reward buildings from the normal game. While the scenarios were meant to be solved strategically, many players discovered by dropping the tax rate to zero near the end of the allotted timespan, one could heavily influence public opinion and population growth. In scenarios such as San Fransico, where rebuilding and, by extension, maintaining population growth play a large part of the objective, this kind of manipulation can mean a relatively easy victory. Later titles in the series would take steps to prevent players from using the budget to influence the outcome of scenarios.
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 18:42:07 GMT -5
27. Kirby Superstar Kirby Super Star, known in Japan as Hoshi no Kaabii: Super Deluxe and in Europe as Kirby's Fun Pak, is a platforming video game developed by HAL Laboratory and published by Nintendo for the Super Nintendo Entertainment System video game console. It was first released in Japan on March 21, 1996, in North America on September 20, 1996, and in Europe on January 23, 1997. Kirby Super Star is slated to be re-released on the Wii's Virtual Console in North America sometime in 2007. It will be remade for Nintendo DS as Kirby Ultra Super Deluxe (Japanese title). Kirby Super Star's box art states that the game features eight games in one cartridge. These games offered are mostly platforming-oriented, while others are mini-games. Kirby Super Star plays like a standard 16-bit era platforming video game. Kirby can go left, right, up, and down on a two dimensional plane. Throughout each level, Kirby must avoid several obstacles such as environmental hazards or a variety of enemies who mostly have their own attacks. As opposed to previous games in the series' usage of six health capsules, Kirby Super Star features a health meter. When the health meter is emptied, Kirby will lose one life. If he loses all of his lives, the game ends. It is the first Kirby video game that allows Kirby to perform a fairly wide arsenal of attacks with a single copy ability, as opposed to previous games in the Kirby series such as Kirby's Adventure, which only allowed Kirby to do one thing at a time (with the exception of the UFO power). Oddly, Kirby's Dream Land 3 (the next Kirby platform game on the SNES) didn't carry on this aspect of the game; rather, it reverted back to the formula of combining animal friends and single purpose powers that was introduced in Kirby's Dream Land 2. The idea of multiple moves for a single power didn't resurface until Kirby & the Amazing Mirror, which still didn't have the range of moves per power that Kirby Super Star had. Kirby Squeak Squad, though, gave the abilities a range equal to this game, along with bringing back the health bar. One of the unique features of this Kirby game is the addition of a "helper". The helper is an enemy-turned-friend who follows Kirby around and helps fight other enemies. A second player can use an additional controller to control the helper, making a solo experience into a two-player adventure. The helper also sometimes had abilities that Kirby did not when taken control of by a second player. For instance, if Kirby got a Wheel power and turned it into a helper, Kirby could ride on the helper. While Kirby would die after falling into a pit, a helper character had no such vulnerability. Additionally, with careful playing, the helper character could be kept almost immortal since Kirby had the ability to reabsorb and destroy the helper, after which the helper could be respawned in full health regardless of previous health level. The only disadvantage to this technique is that it leaves Kirby unarmed afterwards since it was necessary to abandon any ability Kirby was holding beforehand. Most of the mini-games have two-player modes as well. This is also the first game in which Kirby wears different hats that represent the powers he acquires. (For instance, the Cutter hat is a pointed helmet, the Yoyo hat is a backwards baseball cap, and the Fighter hat is a red bandanna.) Kirby Super Star is one of the three international SNES games (outside Japan) that uses the SA-1 chip. The other two are Super Mario RPG: Legend of the Seven Stars and Kirby's Dream Land 3. There are five main games in Kirby Super Star that follow the platforming mold set forth by Kirby's Adventure and other earlier Kirby games. * Spring Breeze is the first game in Kirby Super Star. It is based on Kirby's Dream Land, and uses Kirby Super Star's gameplay and enhanced graphics. Kirby must make his way to a castle to challenge King Dedede and recapture the food that was stolen from the citizens of Dream Land. Castle Lololo's entire level was removed, resulting in Spring Breeze having one level less than the original Game Boy game. However, Lololo and Lalala were still in the game, as they were the boss of the Float Islands level, unlike in the original game. Kaboola, the original boss of Float Islands, was removed from the game entirely. Also Mt. Dedede doesn't force the player to battle the bosses again since there are only 3 main bosses in the game, not including King Dedede. * Dyna Blade, along with Milky Way Wishes, are the only games in Kirby Super Star to use an overworld map. A giant bird, Dyna Blade, is causing a ruckus and ruining Dream Land's crops, and Kirby must travel to the mountain where it lives to stop it. The game contains two secret levels, which allow Kirby to choose from most of the game's powers. These levels are accessed by finding hidden switches, like in Kirby's Adventure. * The Great Cave Offensive is the fourth game in Kirby Super Star. In it, the player must collect many treasure chests strewn throughout a mysterious cave. There are many different rooms containing hidden treasure chests with prizes that raise the player's score and completion rate. This game has usually been compared to Metroid in terms of gameplay, due to the interconnected rooms and the necessity of backtracking. There are a total of 60 different treasures to find in this game, some easier to find than others. It may also have been the inspiration for Kirby & the Amazing Mirror, which plays very similarly. This game includes several items from the Nintendo universe. This includes the Koopa Shell (from Super Mario Bros.), Kong's Barrel (from Donkey Kong), and the Bucket (from Mario and Wario). It also includes the Triforce (The Legend of Zelda), a Mr. Saturn from EarthBound, Falcon's Helmet from the F-Zero series, the Screw Attack ability from Metroid, the sword Falchion (from Fire Emblem), and many other various "cameo" items. * Revenge of Meta-Knight is the fifth game in Kirby Super Star. In it, Kirby attempts to destroy Meta Knight's ship, the 'Halberd', before Meta Knight can take over Dream Land. Throughout the game, the crew comments on Kirby's ongoing destruction of their ship with rising alarm. To complement the hectic pace of this game, each area has a time limit, which will cost Kirby a life if it hits zero. Kirby starts off on the Halberd, and begins to work his way into the ship. Kirby works his way to the area behind the engines, and is blown away into the Orange Ocean during his first encounter with the Heavy Lobster. He catches a warp star back torwards the ship, but is blasted into the forest by the Halberd's main cannon. However, he eventually meets Dyna Blade again, who aides Kirby in getting back onto the Halberd. There, Kirby defeats various minions, and destroys major parts of the Halberd. This causes the crew to panic and eventually abandon ship, except for Sir Meta Knight who stays behind to fight Kirby. After Kirby defeats him, he must escape the Halberd before it sinks into the Orange Ocean.In the end,while Kirby watches the ship sink,a white dot,believed to be Meta-Knight is seen flying off the ship. * Milky Way Wishes is the final major game in Kirby Super Star. In it, the Sun and Moon around planet Popstar are fighting, and Kirby must travel to different planets and defeat the boss at the end of each one in order to reach the giant machine NOVA, who Kirby hopes will help stop the unfortunate quarrel. Unlike the other platform games, Kirby can't copy the abilities of enemies he inhales (except for the limited-use abilities, like Crash or Cook); instead, he collects "Deluxe Ability Pedestals". These are platforms with abilities on them that, once in Kirby's possession, can be recalled at will. In this way, the player can adapt to most situations by switching to a useful ability, hence it is important to gather as many Deluxe Ability Pedestals as possible. Near the end of this game is also a Gradius-like battle in the NOVA machine and in the “Heart of Nova.” Once NOVA is destroyed, Kirby engages Marx, the final boss of the game. Mario makes a cameo appearance in the ending credits, decorating the title of Executive Producer Hiroshi Yamauchi. These games are not continuous platform-style adventures, and as such are classified as minigames. * The Gourmet Race game is a race against King Dedede incorporating platform elements. The player has to beat King Dedede to the finish line using any means necessary, including special abilities, while also consuming more food than Dedede along the way. There are three different levels and in each you can race your own “bubble” (which is your previous try) or race King Dedede. * Samurai Kirby is a timing minigame, very similar to the minigame "Quick Draw" in Kirby's Adventure. In the single player mode, there are five progressively harder opponents. Human players are required to quickly react to a symbol that appears on the screen, and the opponent with the quickest response time wins the round. Computer players always respond with set intervals based on the game difficulty chosen and the character the AI represents. Samurai Kirby was brought back as a subgame in Kirby: Nightmare in Dream Land. * Megaton Punch is another timing mini-game, similar to Samurai Kirby. In it, the player must attempt to perfectly match the peak of an oscillating meter, the superimposition of two floating crosshairs, and the downstroke of a pendulum to the press of a button on the controller. Points are awarded based on the accuracy of the timing. A powerful punch will consequently put a crack in the world of Popstar. Megaton Punch was later brought back as a subgame in Kirby and the Amazing Mirror. Mario characters Mario, Luigi, Toad, Princess Peach and Birdo can be seen in the audience of this mini-game, as well as in the background of the fight with King Dedede in Spring Breeze. * The Arena is an extra game and is an endurance challenge. At the game's beginning, the player starts in a room where any ability may be accessed. From then on, the player must go through nineteen battles with only one life, a couple of random abilities that are offered between battles, and five Maxim Tomatoes, which completely restore Kirby's health. These battles include sixteen boss battles, two battles against teams of minibosses, and a battle against a single, stationary Waddle Dee. The "All-Star Mode" in Super Smash Bros. Melee has many similarities to The Arena. The last fight is always against Marx, the hardest boss in the game.
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 18:44:17 GMT -5
26. Act Raiser ActRaiser is a 1990 Super Nintendo Entertainment System action-simulation game developed by Quintet and published by Enix (now Square Enix) that combines traditional side-scrolling platforming with urban planning god game sections. A sequel, ActRaiser 2, was released for the Super Nintendo in 1993. In 2007, ActRaiser became available on the Wii's Virtual Console download service in Europe and North America. A version of the game was also released for European mobile phones in 2004. The gameplay of Actraiser alternates between side-scrolling action and overhead-view "god" simulation. Typically, the player uses his sword to fight through a side-scrolling level with monsters and an end-boss. The defeat of the end-boss opens up a new section of the overhead-view world. The overhead-view portion of the gameplay requires the player to take actions that encourage the growth of the population, such as instructing the people where to build roads, houses and farmland. Population growth causes the people to provide the player with offerings that give the player new magical powers or increase the player's attributes such as the maximum amount of health. When the population reaches a certain amount, a catastrophe of some kind threatens the current world area, such as the formation of a volcano that spews lava and rocks over the population. The player is then asked to deal with this catastrophe, which entails entering a second side-scrolling area to fight through more monsters and defeat another end-boss. This pattern of "beat side-scrolling level, develop overhead world area, beat side-scrolling level" is repeated for the entire game. Players can revisit overhead world areas from earlier in the game to further develop the population in those areas, which can increase the player's powers and attributes even further. According to the instruction booklet, the world is maintained by a deity known as "The Master." Tanzra, referred to as "The Evil One", is the eternal enemy of The Master and wishes to conquer the world. His six Guardians attacked The Master in a battle that lasted several days. After the battle, The Master retreated to his Sky Palace, which floats in the sky atop a cloud, to tend to his grave injuries. He erected a barricade and fell into a long and deep sleep. With The Master incapacitated, Tanzra divided the world into six lands, each ruled by one of his guardians. The Master awoke several hundred years later with his injuries completely healed, but his power had been removed as the people turned towards evil. He removed his barrier from the Sky Palace, determined to free the world from The Evil One.
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Post by Seth Drakin of Monster Crap on Oct 24, 2007 18:49:47 GMT -5
Now for the countdown update
150. King Of The Monsters 149. Captain America And The Avengers 148. Bugs Bunny Rabbit Rampage 147. Cannon Fodder 146. Wayne's World 145. Madden NFL 95 144. Metal Warriors 143. Super Godzilla 142. Spider-man & Venom: Separation Anxiety 141. Clay Fighter 140. Super Bomberman 2 139. X-Men: Mutant Apocalypse 138. Kirby's Avalanche 137. Striker 136. Fatal Fury Special 135. King Of Dragons 134. Rap Jam: Volume One 133. Disney's Magical Quest 132. Doom 131. Samurai Shodown 130. International Superstar Soccer 129. Breath Of Fire 128. Sim City 2000 127. U.N. Squadron 126. Desert Strike: Return To The Gulf 125. Daffy Duck: The Marvin Missions 124. Super Battleship 123. S.O.S. 122. Gradius III 121. Tetris 2 120. Lufia II: Rise Of The Sinistrels 119. The Lion King 118. Spider-man & Venom: Maximum Carnage 117. Demon's Crest 116. Pinball Fantasies 115. Inindo: Way Of The Ninja 114. World Cup Striker 113. Run Saber 112. NCAA Football 111. Krusty's Fun House 110. The Simpsons: Virtual Bart 109. Cool Spot 108. Tecmo Secret Of The Stars 107. Super Caesar's Palace 106. Pilotwings 105. Road Runner's Death Valley Rally 104. Romance Of The Three Kingdoms IV: Wall Of Fire 103. Teenage Mutant Ninja Turtles: Tournament Fighters 102. Riddick Bowe Boxing 101. Saturday Night Slam Masters 100. Super Return Of The Jedi 99. Shadowrun 98. Kirby's Dream Course 97. Rock N' Roll Racing 96. NHL 94 95. Madden NFL 97 94. Paladin's Quest 93. Axelay 92. Advanced Dungeons & Dragons: Eye Of The Beholder 91. Wrestlemania: The Arcade Game 90. FIFA International Soccer 89. Super Tennis 88. King Arthur's World 87. Terranigma 86. NBA Live 98 85. WWF Super Wrestlemania 84. Skyblazer 83. Madden NFL 98 82. Street Fighter Alpha 2 81. Soul Blazer 80. Secret Of Evermore 79. Ken Griffey Jr.'s Winning Run 78. Final Fight 3 77. Illusion Of Gaia 76. Parodius: Non-Sense Fantasy 75. Front Mission 74. Harvest Moon 73. Earthworm Jim 2 72. Flashback: The Quest For Identity 71. Super R-Type 70. Mortal Kombat III 69. Super Smash TV 68. Breath Of Fire II 67. The Legend Of The Mystical Ninja 66. Super Empire Strikes Back 65. Final Fight 2 64. Mighty Morphin Power Rangers 63. Mario Is Missing 62. Super Bomberman 3 61. Joe & Mac 60. Super Bomberman 59. Lufia & The Fortress Of Doom 58. R-Type III: The Third Lightning 57. Super Star Wars 56. Sunset Riders 55. Smash Tennis 54. Robotrek 53. Mega Man X3 52. Pocky & Rocky 51. Mega Man X2 50. Super Ghouls N' Ghosts 49. Earthworm Jim 48. Tetris Attack 47. Tiny Toons Adventures: Buster Busts Loose 46. NBA Jam 45. International Superstar Soccer Deluxe 44. Uniracers 43. EVO: The Search For Eden 42. Wild Guns 41. Mario Paint 40. Donkey Kong Country 3: Dixie Kong's Double Trouble 39. Ken Griffey Jr. Presents Major League Baseball 38. Mega Man 7 37. WWF Raw 36. Ogre Battle: March Of The Black Queen 35. Ultimate Mortal Kombat III 34. Mortal Kombat 33. Final Fight 32. NBA Jam: Tournament Edition 31. Killer Instinct 30. WWF Royal Rumble 29. F-Zero 28. Sim City 27. Kirby Superstar 26. Act Raiser
Get Your Snacks Ready Because Tomorrow, we end this with the Top 25
Here Are The Hints To The Next Five Games On Our List
* Donkey Kong Has Been Kidnapped
* Get The Statue Of Liberty Back
* Meet The New Zombies In The Neighborhood
* Vain In A Castle
* Warring With Aliens
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Post by forgottensinpwf on Oct 24, 2007 20:45:26 GMT -5
Zombies ate my nighbors in the top 25. that's awesome.
Turtles in Time Super Castlevania 4 and Diddy's Kong Quest.
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Post by Deleted on Oct 24, 2007 20:48:45 GMT -5
Contra III maybe?
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Post by Deleted on Oct 24, 2007 21:29:24 GMT -5
* Donkey Kong Has Been Kidnapped * Get The Statue Of Liberty Back * Meet The New Zombies In The Neighborhood * Vain In A Castle * Warring With Aliens DKC2: Diddy Kongs Quest TMNT4 Zombies ate my Neighbors Super Castlevania 4 Contra 3
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Post by Deleted on Oct 24, 2007 23:04:20 GMT -5
sweet! i love the diddykong series! glad to see they made the top 25
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Post by Gopher Mod on Oct 25, 2007 9:05:54 GMT -5
sweet! i love the diddykong series! glad to see they made the top 25 It's... Donkey Kong. As for DKC2: Diddy's Kong Quest, there goes my number one. Sad to see it only made Top 25, and not Top 10.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 10:35:39 GMT -5
25. Contra III: The Alien Wars Contra III: The Alien Wars is a 1992 Super NES video game by Konami and a prominent title in the run and gun genre. The Alien Wars was released in the PAL region under the Probotector label, as Super Probotector: Alien Rebels. In the Super Probotector version of the game, the player controls robots, while in The Alien Wars version humans. The game's tentative title was Super Contra IV, since Contra Force was originally intended to be the third Contra game, but was delayed during production, and was released after this game. Contra III is the fourth game in the series, following the adaptation of the Japanese canon in 2002's Contra: Shattered Soldier. The game takes place in 2636, two years after the events of Super Contra. The protagonists Bill Rizer and Lance Bean are deployed once again to counter an alien invasion. In the original North American localization of Contra III, Bill and Lance were renamed "Jimbo" and "Sully" respectively. Since the North American localization of Contra and Super C on the NES changed the setting to contemporary time, while Contra III took place in the 27th century, Konami explained that Jimbo and Sully were actually the descendants of Bill and Lance from the previous games. Contra Advance retains the original Japanese plot of the game. Taking advantage of the then new technology provided by the Super NES, The Alien Wars graphics improved upon those of earlier games. The level design is more complex, and provides more opportunity for interaction than was possible in previous Contra installments. For instance, players can grab on to poles and navigate them in a monkey bar fashion, climb walls and ladders, destroy buildings and scenery, and commandeer tanks. New styles of levels in The Alien Wars involve motorcycle chases, riding on missiles, and two Mode 7 enabled overhead levels similar to those in Super Contra. The weapons system is revamped, and players can carry two weapons instead of one, only losing the one they are currently using if they die. They can also fire these two weapons simultaneously in a spin-jump circular fire pattern that hit enemies on all sides: however, being hit while doing so results in the player losing both of their weapons. Finally, the player now starts off with the machine gun — in the previous Contra games, the initial weapon was a semi-automatic rifle — eliminating the need to tap the fire button rapidly. Unlike its predecessors, there is no cheat code that extends the amount of lives. Instead, the player can select the number of lives to start with - three, five, or seven are the available choices. The amount of continues is adjusted according to the difficulty level (which also determines the durability of enemies). In the Japanese version, however, the player has unlimited continues regardless of difficulty, and also has cheat codes that allows the player to choose the stage and have access to a sound test mode. The maximum amount of lives that a player is able to obtain is capped, ironically, at thirty. Since the North American localization has no cheat code to extend the player's amount of lives, the game is noteworthy for its high level of difficulty. There are three levels of difficulty in the game - easy, normal, and hard. Each increase in difficulty setting also alters several parts of the gameplay. For example, enemy bosses, when fought on the hard difficulty, will have new attacks or modifications to their already-existing attacks and patterns. Also, some situations in the game, such as flying in the air on missiles, become more difficult, as the missiles will travel much faster on higher difficulties. In addition, some objects and boss weak points that were destructible on easier difficulty levels will become indestructible on normal and hard mode. If the game is finished in normal or easy mode, instead of a normal ending followed by a staff roll, the player sees a message requesting the player try a higher difficulty level. In addition to more powerful, aggressive, and resistant, enemies in much larger numbers, as well as more aggressive and resistant bosses, the final boss, when fought on hard mode, has a final form not present in the other modes. After defeating this form, which you must do while escaping the collapsing alien base, the true ending is finally revealed.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 10:41:36 GMT -5
24. Super Castlevania IV Super Castlevania IV, known as Akumaj¨ Dracula (™Ä§³Ç¥É¥é¥¥å¥é, Akumaj¨ Dorakyura?, lit. "Demon Castle Dracula") in Japan, is a platform game developed and published by Konami and the first Castlevania game for the Super Nintendo Entertainment System. It was also released on the Wii's Virtual Console on December 25, 2006. It is an enhanced remake of the original Castlevania; a retelling of Simon Belmont's foray into Castlevania. However, the game has all new levels (several featuring areas outside of the castle), 16-bit graphics featuring SNES graphics Mode 7, and the soundtrack consists mostly of brand new pieces including a handful of remixes of previous Castlevania songs. This addition to the Castlevania library, is considered by many gamers to be the best addition to the series, for those who prefer the classic platform gameplay style of Castlevania, over the Metroid adventure style gameplay. The control scheme has been expanded upon from its predecessors, this includes the ability for Simon to whip in eight directions, as well as keeping the whip held out if the player holds the attack button. Holding the whip out lets Simon swing or spin it around, allowing the player to easily block enemy projectiles, or hit enemies rapidly (albeit for less damage than a normal strike). In addition, Simon can latch his whip onto grappling points, letting him swing over various obstacles. Like most Castlevania games, Simon can use the sub-weapons and whip power-ups. Sub-weapons are powered by the hearts found in candles and from slain enemies. Since the control pad is used to aim the whip, another button is used to attack with sub weapons, rather than pressing Up and the attack button. The more powerful sub-weapons require more hearts to use. Whip power-ups increase the strength and length of the whip, as expected, and are usually found in candles. Simon's jumps can now be controlled in the air, to a limited extent. This opens up the possibility to dodge and maneuver away from danger. Simon can also climb stairs in mid-jump, as well as crouch while moving forward. When the game was localized in North America as Super Castlevania IV, the story within the manual and prologue screen, was modified in order to make it take place after Castlevania II: Simon's Quest. This difference can be seen in this excerpt from the North American instruction manual: "Unbeknownst to them [the people of Transylvania], an evil group of people is holding a ceremony in the old destroyed abbey outside of town, attempting to revive the Prince of Darkness. As they carry out their ritual a dark cloud descends over the countryside. The sinister group stirs itself into a frenzy of mysterious chanting and pagan dancing, then lightning strikes the abbey. The ground bucks under their feet, and the abbey walls shudder. Once again, Dracula is revived! It is time once again for Simon Belmont to call forth the powers of good to aid him in his battle. Armed with his mystical whip, his courage and the centuries-old knowledge of Belmont family training, he sets forth on his mission . . ." (For the full text of the instruction manual, visit this link). Thus, it can be seen that the game's developers had intended (in the West) to continue Simon Belmont's story.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 10:45:24 GMT -5
23. Teenage Mutant Ninja Turtles IV: Turtles In Time Teenage Mutant Ninja Turtles: Turtles in Time is an arcade game produced by Konami in 1991. A sequel to the original Teenage Mutant Ninja Turtles (TMNT) arcade game, it is a scrolling fighting game based on the 80s TMNT animated series. It was ported to the Super Nintendo Entertainment System (SNES) as Teenage Mutant Ninja Turtles IV: Turtles in Time in 1992. That same year, Teenage Mutant Ninja Turtles: The Hyperstone Heist was released for Sega Mega Drive/Genesis and featured many elements from Turtles in Time. The arcade version of Turtles in Time was also included as an unlockable bonus in the 2005 game Teenage Mutant Ninja Turtles 3: Mutant Nightmare for the PlayStation 2, GameCube, and Xbox, but with different music, slightly altered graphics, and no score counter. When a player starts a new game, the introduction cut scene of the game is played. It begins with April O'Neil reporting from Liberty Island. Suddenly, Krang flies in using a giant exosuit (which was also seen occasionally in the animated series) and steals the Statue of Liberty, moments before Shredder hijacks the airwaves to laugh at the Turtles. The Turtles jump into action in downtown New York and pursue the Foot to the streets and the city sewers (then to the Technodrome in the SNES version), where Shredder sends them through a time warp. The Turtles must fight Shredder's army in both the past and the future in order to get home. Up to four players can take control of Leonardo, Donatello, Michelangelo and Raphael. As usual in the 80s and 90s TMNT games, Donatello has slower attacks but a longer range, Michelangelo and Raphael have fast attacks but a short range, and Leonardo is a well-rounded Turtle with average range and speed. In addition to this, each Turtle has a special attack, an idea introduced in the previous console game, Teenage Mutant Ninja Turtles III: The Manhattan Project. New features in this game include the ability to make a power-attack by hitting an enemy several times in a row, and the ability to grab Foot Soldiers and either use them as weapons to attack surrounding enemies or to throw them out of the game, towards the camera. The controls are fairly straightforward. The eight-way joystick controls the movements of the Turtle, the jump button makes them jump and the attack button makes them hit in front of them using their weapon. In addition to this, some combinations are possible. By using the joystick in conjunction with one of the two buttons, or by pressing both buttons in succession or at once, the player can make the Turtle run, perform a slide or dash attack, jump higher, perform a stationary or directed air attack, or perform his special attack.
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Post by Seth Drakin of Monster Crap on Oct 25, 2007 10:48:48 GMT -5
22. Donkey Kong Country 2: Diddy's Kong Quest Donkey Kong Country 2: Diddy's Kong Quest, released in Japan as Super Donkey Kong 2, is a platform game made for the SNES video game console. Its title contains a pun on the word "conquest". Released in 1995 as a sequel to Donkey Kong Country and later followed by Donkey Kong Country 3: Dixie Kong's Double Trouble! in 1996, Donkey Kong Country 2 was developed by Rareware and published by Nintendo. It was later ported to the Game Boy Advance in 2004, following the port of the original Donkey Kong Country to the system. It is currently available for download on the Wii's Virtual Console, where it can be purchased for 800 Wii points. Donkey Kong Country 2 begins after Donkey Kong has been captured by his persistent rival K. Rool, leaving it up to Diddy Kong and his girlfriend Dixie Kong to rescue him. Donkey Kong Country 2 starts where the first game left off, in an area known as Gangplank Galleon. After this first world, the player reaches K. Rool's island, called Crocodile Isle, where the rest of the game takes place. In order to progress through the game, players must beat stages by reaching the finish without losing both characters. The stages are divided into worlds, each one normally containing a boss fight at the end which must be beaten in order to move onto the next world. In comparison with the original Donkey Kong Country, the game contains many new features. These include a plethora of hidden bonus stages with collectible tokens rewarded for completing, more diversity in level design and level settings, an unlockable "Lost World" with extra levels, and the ability to transform into various animals (the first game included some of these animals, but the characters normally rode them, being able to transform into them only in bonus stages). A portion of the game's theme now involves sailing and pirates, as exemplified in many enemies sporting a pirate fashion and the seaside locations in some levels. While Donkey Kong Country 2 introduced new features such as these, it also abandoned a few from the original. For example, the steel barrel was removed, eliminating the ability to roll on barrels, and the ability to find hidden items in the ground was removed. However, some of these removed features were brought back in Donkey Kong Country 3. There is a fairly long and comical prologue in the instruction manual, covering the events leading up to the beginning of the game. A summarized version of this story can be read below. Donkey Kong had been relaxing quietly on the beach when he suddenly and mysteriously disappears over the night. Diddy and Dixie Kong find hundreds of Kremling footprints surrounding Donkey's smashed chair, so they begin to investigate. They quickly find a note left by Kaptain K. Rool demanding the banana hoard in exchange for Donkey Kong's safety. While Cranky was willing to give the banana hoard away, Diddy refused to do this after all he and Donkey had previously done to reclaim them (in the events of the original Donkey Kong Country). As Diddy was about to eagerly take off on a quest to defeat K. Rool by himself, Dixie tells him that she was coming along to help and there was no way of persuading her otherwise. Diddy, although displeased, sighed and allowed her to come, knowing that arguing was hopeless. Diddy and Dixie set out the morning after, hoping to prove themselves as "real video game heroes" and save their friend Donkey Kong.
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