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Post by Seth Drakin of Monster Crap on Oct 21, 2007 20:00:04 GMT -5
105. Road Runner's Death Valley Rally Road Runner's Death Valley Rally is a video game released for the Super NES. It is based on the Looney Tunes characters Wile E. Coyote and Road Runner. Many attribute the gameplay in this game to the Sonic the Hedgehog games, due to its intense speed and gravity defying properties (such as running up walls). The player controls Road Runner, whom is to be guided across a series of levels to cross the finish mark, while avoiding Coyote and his contraptions. Coyote has a unique method of ambush for every level, ranging from the Acme BatMan outfit to explosives, and for every level there is a cut-scene of the contraption failing once the player crosses the finish mark. After completing the three main levels in an episode, the Road Runner has to battle Coyote, who is armed with a more advanced contraption. Road Runner has a series of control movements useful to beating the game. As per usual in platform games, Road Runner can jump and run (with the B button and control pad, respectively). The first essential move is boosting (with the Y button), where Road Runner can run much faster as so he can easily scale walls or hills without needing to build up momentum. The boost also acts as an invinciblity, being able to destroy enemies and resist damage from Coyote. However, this boost quickly depletes the Energy Meter (if empty, the player could no longer use boosts). The next essential move is the A button, which causes Road Runner to continuously peck, whereas he can eat Bird Seed to refill his energy, or simply attack. Although they serve no gameplay use, the L button makes Road Runner say "beep-beep!", and the R button makes him stick out his tongue. Holding Up and the L button simultaneously makes him jump and say "beep-beep!". The game offers the player several items to aid in the game. * 1-Up - Appearing as a bouncing Road Runner head, awards the player an extra life. * 500-Point icon - Awards the player 500 points upon collection. * Bird Seed - Used to replenish the Energy meter. * Clock - Stops time and freezes all enemies in their tracks. * Flag - Touching a flag awards points and adds to the Flag Bonus at the end of a level. Flags are also used as checkpoints: if the player were to lose a life at any point in the level, he could resume at the last flag he touched. The flags come in four colors: yellow, green, red, and purple. * Heart - Restores the Road Runner's health. * Shield - Makes Road Runner invulnerable to damage for a short period of time. Destroying enemies and touching 500-Point icons is the easiest way to earn points, but the most efficient is touching flags that are peppered in various areas throughout the level. Some flags are in plain sight, others are out of reach and require skill to run and jump to them. At the end of a level, the player earns three bonuses: Flag Bonus (counts every flag touched), Time Bonus (time left on the Timer), and Energy Bonus (how much energy remaining in the Energy Meter). In addition, the player is awarded an extra life for every 50,000 points collected and a Continue for every 100,000 points. All the boss levels begin with Coyote holding up a blueprint of his new mechanism to the screen, displaying how it works, and hints to its weakpoints (labeled with big exclamation marks). It is then the job of the player to disarm and destroy the contraption. After the machine is destroyed, Coyote is pummeled by its destruction and then an Opera Singer walks in, clears her throat and begins to sing. However, Coyote holds up a sign reading "Not Yet". He is then finished off by more destruction. Road Runner then moves onto the next episode. Upon destroying his giant robot, Coyote evacuates himself from the exploding mechanism, and Road Runner sneaks up behind and goes "Beep-Beep!" This startles the Coyote and he falls off the edge. He falls towards the earth, and then holds up a sign reading "How about ending this game before I hit?" (an homage to the episode Gee Whiz-z-z) Coyote falls and becomes embedded into the ground right before the Finish Line. An Acme truck drives by and bumps over a rock, thus dropping all its explosives onto Coyote. Road Runner runs by, stares at Coyote for a moment, shouts "Beep-Beep!" and zooms across the Finish Line. Coyote looks up, takes an umbrella, and the Opera singer falls and crushes him, singing. Coyote extends an arm, holding a white flag. After the credits roll, the game ends with "That's all, folks!"
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 20:03:03 GMT -5
104. Romance Of The Three Kingdoms IV: Wall Of Fire Romance of the Three Kingdoms IV: Wall of Fire (ŽOš ŽuIV) (Sangokushi IV in Japan) is the fourth game in Koei's Romance of the Three Kingdoms series. This game was also the last in the series to be released in America for the PC - later games were strictly console-only in the U.S. In this update, ships can make other ships catch on fire. As well, archers can also fire flaming arrows at other soldiers and catapults. The graphics are enhanced and there are more things to do within the bounds of ancient China herself. The player can even summon barbarians to do raids on enemy territory. There are 4 different scenarios, and the ultimate goal is complete reunification of China. Alliances and friendships can hold back the tide of war and invasion but in the end, the player only holds allegiance to himself. Such betrayal of a ruler's allies will be witnessed often as the AI is not geared towards long-term friendship, and eventually its need to conquer China before the human player will override its need for partnership and multilateralism. In this pre-modern time, not only is unilateralism accepted, it is expected for most rulers in the 3rd century to have their nations be militarily superior to other nations in case of war or civil disorder.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 20:09:01 GMT -5
103. Teenage Mutant Ninja Turtles: Tournament Fighters Teenage Mutant Ninja Turtles: Tournament Fighters, is a fighting game, for the Nintendo Entertainment System, Super NES and Mega Drive/Genesis by Konami. While the title is the same, the game is different for each console. Like many competitive fighting games of the era, Tournament Fighters borrowed heavily from elements contained in the Street Fighter II video game. The Japanese Super Famicom version of the game was retitled Teenage Mutant Ninja Turtles: Mutant Warriors, whereas the Japanese Mega Drive version retained its North American title. The NES version was the only one not released in Japan. The game was released in 1994, when the TMNT's popularity was declining. As such, the game was largely ignored and didn't sell very well, though some players enjoyed the games, particularly the Super NES version, which is considered the best of the three.[citation needed] A respective turtle was selected to be the "poster turtle" of each of the games; as there were three games and four ninja turtles, Michelangelo was the one left out for such a role. Some fans speculated that he was going to be the poster turtle of a portable version, either for Nintendo's Game Boy or Sega's Game Gear, but there was never any official information on the subject. tournament has been organized and many fighters have entered, Shredder being one of them. The turtles decide to participate in order to stop their nemesis as well as proving their strength in the tournament. This game, instead of following a 6-button attack control like most of Capcom's fighters, uses a 4-button scheme (weak and strong attacks) like most SNK fighting games. A particular feature is the possibility to use a super special attack. In order to achieve this, the player must fill a green bar under the life bar, by hitting their opponents. Once full, the player must press the two strong attack buttons simultaneously. There is also the option of enhancing the speed of the game, making the fights more intense but also harder to follow. In addition to the main and versus modes, there is a story mode in which two turtles must rescue April O'Neil and Splinter. Only the four of them can be playable whereas the other characters (as well as a turtle clone) are the bosses. There is also a watch mode, which basically makes the computer control the characters. There are ten characters available, and two bosses. Aside from the turtles and Shredder (who goes under the name of CyberShredder in this game), these characters are also available: * War, a monstrous purple creature with big claws, one of the Four Horsemen of the Apocalypse as seen in the TMNT comics published by Archie comics. * Aska, a female ninja who enters the tournament to win money to open her own dojo. Other than this game, she has not appeared in anything TMNT related. * Wingnut, a humanoid, alien bat who appeared in several Archie comics and once in the cartoon. Absent from the game was his ubiquitous partner Screwloose. * Chrome Dome, an android from the cartoon series, he was initially created by Shredder to destroy the turtles. * Armaggon, a mutant shark from the future. Also from the Archie comics version like War. The bosses are: * Rat King, a deranged man who cast away his humanity and considers himself a rat even though he has not been mutated. In the original Mirage comics it was unclear exactly what he was, possibly a spirit along the lines of Death. * Karai, ex-leader of the Foot Clan Elite who, at the time, only appeared in the Mirage Comics. Because she remained unknown to fans of the animated series and due to the facial design of her sprites in the game, some considered Karai to be a male character. This speculation could also be attributed, perhaps, to her rather unisex style of clothing. Official promotional art for the game portrays her as a lot less androgynous, however, and more obviously female. The "poster turtle" for the SNES version was Donatello, who can be seen fighting Armaggon in the game's box art.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 20:11:38 GMT -5
102. Riddick Bowe Boxing Riddick Bowe Boxing is a Super Nintendo Entertainment System game that was published by Extreme Entertainment Group, Inc. in 1993. It was developed by Malibu Interactive. It was also released for the Nintendo Gameboy and Sega Game Gear consoles. The game is virtually identical to Evander Holyfield's Real Deal Boxing, apart from the fighters included and the style of the graphics. Riddick Bowe Boxing features gameplay that is practically identical to that featured in Evander Holyfield's Real Deal Boxing. The graphics are very similar in function, but are have been completely redrawn, in a slightly more cartoon-ish style. As in that game, the visuals of a fight are made up of 2D sprite-based boxers, and a simple 3D rendering of the ring. A small, overhead map of the ring, featuring both fighters' positions, is also visible during fights. Using this as a navigation aide, it is possible to move boxers 360 degrees around the ring. However, due to all the boxers' sprites being drawn from one side-on point of view, their lateral movement appears somewhat unusual. The game features a career mode in which the player fights their way through all the boxers in the game until facing Bowe himself, and an exhibition mode, in which they can play as any boxer, against any boxer. During a fight, each boxer has a stamina meter that decreases whenever they are hit. When the stamina meter reaches zero, that player's boxer will suffer a knockdown. The stamina bar is not affected by how much physical activity the boxer engages in (apart from the physcal activity of getting punched). Aswell as their main stamina meter they also have a meter for their head and their body, which shows how damaged each section of their physiology is. When the head or body meters reach zero, that boxer will take much more damage when hit in that area. Large amounts of punishment to the head will also result in visible cuts. If a boxer is knocked down three times, the fight will end in a TKO. Unlike in real-life boxing matches, a fight will never be stopped for other reasons; a boxer can be pummelled for an entire fight without throwing one punch in return, but unless they are knocked down three times, the fight will be allowed to continue. During career mode, the player creates their own boxer. Options to edit include name, body size, handedness, skin colour and short colour. Each boxer in the game has four attributes: power, speed, stamina and defense. These attributes all vary widely between the 30 boxers featured in the game (Riddick Bowe has the maximum rating on all of them). During career mode, all of the attributes can be increased by using money earned from fights to pay for various activities, such a free weights session or a protein diet. As the boxer progresses from match to match, his statistics start to fade. After 35 fights, his hair turns from normal to grey. Finally after 40 fights, the player is forced to retire even if he has never beaten the champion.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 20:15:50 GMT -5
101. Saturday Night Slam Masters Saturday Night Slam Masters (Muscle Bomber: The Body Explosion in Japan) is a series of pro wrestling games by Capcom. Unlike other wrestling or fighting games before it, the games introduced a unique blend of gameplay from both genres, incorporating many ideas and developing new ones from them. Professional wrestling experienced a sudden increase in popularity during the early 1980's, where many professional wrestling organizations were started all over the world. A severe rivalry existed among the organizations. In order to resolve this conflict, 8 organizations combined to form the Capcom Wrestling Association (CWA), led by Victor Ortega, the CWA’s first champion. One day, Ortega suddenly vanished. He was considered to be the axis of the sport and his unexpected disappearance caused the CWA to enter an age of confusion and disorder. The BWA, a dark underground wrestling organization, chose to take advantage of this opportunity and began moving. With "Fighters of Muscle Bomber = Destiny" as the theme, the CWA chief executives decided to hold a world tour called the “Crash Carnival,” to decide the new king of the CWA. The gong that determines the new “Master of Muscle Bomber” is sounded… The first Slam Masters game (and Muscle Bomber Duo) was played like a traditional wrestling game, only the game used a view similar to that commonly used in the fighting game genre. Each character was given a lifebar and had three buttons to push (an attack button, a jump button, and a grapple/pin button). Each character was given two special attacks to use in the game (one used normally outside of a grapple and one that was performed during a grapple, commonly known as a finisher). When an opponent's life is depleted, he must either be pinned for a three-count or forced to submit. Defeating all of the other wrestlers results in winning the championship belt, which must then be defended against the entire roster. Characters Include: * Biff Slamkovich * Gunloc * The Great Oni * Titanic Tim * El Stingray * Mike Haggar * Alexander the Grater * King Rasta Mon * Jumbo Flapjack * The Scorpion
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 20:26:02 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
CFongratulations, You Passed The Top 125 Level....Now We Are Entering The Top 100 Level
Here Are The Hints To The Next Five Games On Our List
* A Mysterious Figure Named Drake Wants You Dead
* Are You Ready To Rock
* Hit A Pink Marshmellow Type Character With A Golf Club
* Regular Season, Playoffs, Best Of Seven, & Shootout
* Time To Fight Emperor Palpetine
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Post by gsguy on Oct 21, 2007 20:30:47 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 CFongratulations, You Passed The Top 125 Level....Now We Are Entering The Top 100 Level Here Are The Hints To The Next Five Games On Our List * A Mysterious Figure Named Drake Wants You Dead * Are You Ready To Rock * Hit A Pink Marshmellow Type Character With A Golf Club * Regular Season, Playoffs, Best Of Seven, & Shootout * Time To Fight Emperor Palpetine Third one is Kirby's Dream Course. Fifth is Super Star Wars?
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Post by Z-A Sandbaggin' Son of a b!%@h on Oct 21, 2007 20:36:03 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 CFongratulations, You Passed The Top 125 Level....Now We Are Entering The Top 100 Level Here Are The Hints To The Next Five Games On Our List * A Mysterious Figure Named Drake Wants You Dead * Are You Ready To Rock * Hit A Pink Marshmellow Type Character With A Golf Club * Regular Season, Playoffs, Best Of Seven, & Shootout * Time To Fight Emperor Palpetine Third one is Kirby's Dream Course. Fifth is Super Star Wars? maybe Super Return of the Jedi
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 23:16:37 GMT -5
I do try to come up with my own clues without using my sources.....unfortunately, thats hard sometimes
My original idea for these threads was to give you musical downloads as clues.....but alas, damn me and my inability to be technologically advanced
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 8:41:17 GMT -5
100. Super Return Of The Jedi Super Star Wars: Return of the Jedi, sometimes called Super Return of the Jedi, is a platform game for the Super Nintendo or Super Famicom which follows Super Star Wars and Super Star Wars: The Empire Strikes Back. There is also a simplified version for the Nintendo Game Boy and Sega Game Gear portable systems. It is largely based on Star Wars Episode VI: Return of the Jedi. Super Star Wars: Return of the Jedi follows closely the standard set by the first two Super Star Wars games, with multiple playable characters and Mode 7 quasi-3D vehicle sequences. Controls are identical to the second game, and this installment also includes its predecessor's password save option. It loosely follows the plot of Return of the Jedi, although some of the levels aren't seen in the film at all, such as Luke Skywalker having to fight through the Death Star to get to Emperor Palpatine.In addition to the standard Luke Skywalker, Han Solo, and Chewbacca, new playable characters include Leia and Wicket the Ewok. Bosses include the Jabba the Hutt's Palace door droid, the Rancor beast, Darth Vader and Darth Sidious. Vehicle sequences include the Endor speeder bike chase, and a cruise in the Millennium Falcon. Interestingly, Darth Vader is far more easy to beat in this game as compared to Super Star Wars: The Empire Strikes Back. The final boss in the game is Emperor Palatine.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 8:44:07 GMT -5
99. Shadowrun Shadowrun is a cyberpunk action RPG for the Super NES adapted from the pen and paper RPG Shadowrun by FASA. The game was developed by Australian company Beam Software (now Melbourne House) and released on November 1, 1993 by Data East. The player takes on the role of Jake Armitage (an homage to one of the main characters in William Ford Gibson's novel Neuromancer), a courier who is shot and nearly killed in the streets of Seattle in the year 2050 by a hit squad. He wakes up in a morgue with amnesia. The remainder of the game follows Jake as he attempts to uncover his own identity, as well as that of the mysterious figure who wants him dead. As an action RPG video game, Shadowrun combines both the statistical factor in the tabletop game with real-time gameplay. For example, the player controls Jake, moves him around using the controller, and when attacked, must use guns or magic commands to respond. Some battles within the game require sharp reflexes. This is further complicated by the fact that the Seattle in the game is a tough city - practically every screen contains at least one hidden assassin who, from random locations, opens fire on Jake; the player must immediately find the source of the attack and respond or risk death. At the same time, Jake builds up "karma" from killing enemies. Karma can then be allocated by the player into different attributes, skills, and magical powers. As the title of the game implies, Jake is described as a "shadowrunner," a mercenary character common within the Shadowrun RPG. Moreover, in the game, Jake is able to hire other shadowrunners as henchmen, though it is possible for the player to win the game without hiring a single shadowrunner. In interacting with non-player characters, Shadowrun uses an unusual system. Whenever Jake hears a new and unusual term, this word is highlighted, then added to a sort of database of terms he can use. From that point on, when speaking with NPCs, Jake is able to ask them about this new word; only in this manner can a player progress with the game. The game also includes an unusual way of entering into cyberspace. Using a cyberdeck, Jake is able to hack into computers to retrieve information, as well as gain more money, which in the game is nuyen (noo-yen). During such scenes, the gameplay becomes two-dimensional while an icon of Jake moves through cyberspace, fights intrusion programs, and retrieves data. As in the original RPG (and cyberpunk literature in general), if the player dies in cyberspace, he dies in real life as well. Beginning in the morgue Jake must first get his bearings and find out what put him there. Later it is revealed that Jake was carrying a program in his "head computer" that was able to destroy artificial intelligence. Shortly after he received a copy of this program, a corporation trying to construct an extremely powerful AI, aided by a mysterious figure known as "Drake," destroyed Matrix Systems, the company that created the program. As Jake has the last-known copy, Drake sends hit men to assassinate him. On the verge of death, Jake is saved by a kitsune character. Unbeknownst to him, Jake is really a shaman. With a dog as his shamanistic totem, Jake is able to learn and cast magic, confront the mysterious Drake, who is in reality a dragon, and finally the Aneki Corporation, which is behind the entire plot. The storyline is loosely based on the first Shadowrun novel, Never Deal with a Dragon, by Robert N. Charrette.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 8:46:57 GMT -5
98. Kirby's Dream Course Kirby's Dream Course (Kirby Bowl in Japan) is a golf video game developed by HAL Laboratory, Inc. and published by Nintendo for the Super Nintendo Entertainment System video game console. It was first released in Japan on September 21, 1994, in North America on February 1, 1995, and in Europe on August 24, 1996. It is one of four Kirby video games released for the Super Nintendo Entertainment System. It was re-released to the Wii's Virtual Console in Japan, Europe and North America in 2007. Dream Course is a golf video game which is viewed from an isometric perspective. Instead of a ball, the player tries to hit Kirby around the course and into the hole at the end. Players must set the power, angle, and spin to connect with various enemies found throughout the levels. Once all but one enemy remains, that enemy will transform into the hole. The game has eight courses, each with eight holes on each. There is a high score board for each level, with medals to be won on each of them. The player can unlock extra features by winning the medals. There are Bronze, Silver, and Gold medals to be won, which are awarded to Kirby at the end of the course. Kirby loses one of his health points every time he makes a shot, and gains one every time he hits an enemy or lands in a hole. He loses one life when all his health points are gone. When Kirby runs out of lives, the game will end. Afterwards, the player can either continue from the beginning of the course or exit it.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 8:52:35 GMT -5
97. Rock N' Roll Racing Rock N' Roll Racing is a battle-racing video game released for the Mega Drive/Genesis and SNES, published by Interplay and developed by Silicon & Synapse (now known as Blizzard Entertainment) in 1993. It was released for the Game Boy Advance in 2003. The game is very similar to the first game ever developed by Silicon & Synapse, RPM Racing (for the SNES). It is also similar in gameplay to the NES game R.C. Pro-Am developed by Rare in 1988. The game pits four racers against each other, with up to two of them being player-controlled and the rest being AI opponents. Races are viewed from an isometric viewpoint. The background music consists of instrumental versions of several heavy metal and rock n' roll songs (hence the game's title): * "Paranoid" by Black Sabbath * "The Peter Gunn Theme" by Henry Mancini * "Highway Star" by Deep Purple * "Born to Be Wild" by Steppenwolf * "Bad to the Bone" by George Thorogood While it is a racing game, there is heavy emphasis on attacking competitor's vehicles; since the cars always reappear with full health just a few seconds after blowing up, the only "harm" done is falling behind in the race. Players are rewarded with a monetary "attack bonus" ($1,000) each time they provide the finishing blow against another car using their projectile weapons (and a similar "lapping bonus" when they gain a full one-lap lead on an opponent during the race). To this end (the continual destruction and restoration of the racing vehicles), the tracks are littered with mines and health power-ups, as well as money power-ups. Other hazards include oil slicks, snow drifts, and lava, depending on which planet is hosting the race. Players are updated on the race by commentator "Loudmouth Larry" (Larry "Supermouth" Huffman), who makes comments like "The stage is set, the green flag drops!" (or "Let the carnage BEGIN!"), and "Rip: is about to blow!" in an enthusiastic tone at appropriate moments during the race. (There is a slight pause between a character's name and any given phrase, as each name and each phrase is its own sound effect, which can be heard in the F/X screen). Between races, players can spend the money they've earned on more advanced equipment for their vehicle (engines, tires, shocks, and shielding) or on increasing their capacity for the frontal weapon (energy blasts or missiles), rear weapon (slip sauce or mines), and turbo boost (jump jets or nitro boosts), each of which can max out at seven. Despite their limited capacity, every racer will have their weapon and boost charges replenished at the start of each lap in a race. Each race goes on for four laps, and the final standings provide rewards: 400 points and $10,000 for first place, 200 points and $7,000 for second, 100 points and $4,000 for third, and nothing for fourth. Money is used to buy upgrades and new cars, while points are used to advance to the next racing division or the next planet. In two-player mode, one player can choose to advance and leave their "loser friend" (as the character in charge of advancement calls players without enough points to advance) behind, kicking him/her out of the game for good. Once left behind, the player has no choice but to hope that they had written down their password (available from the F/X screen) and that the other player will reset the game and let them try again at some point. Passwords are given out at the beginning of each new "racing season" (each planet has its own definition of how many races make up a season, but early advancement will automatically start a new season), and they are located at the bottom of the F/X screen (accessible from the menu between races). These passwords are a complex code, consisting of three 4-digit sections, and they dictate everything about the players' progress: the character used, the vehicle type and color, weapons and parts upgrades, racing planet and division, difficulty setting, and money. The Game Boy Advance version of the game uses battery-backed RAM to save the player's progress in lieu of the password system. The password codes only allow the player to save $999,990 max (6 digits); if there are more than 6 figures in the bank account, the program truncates the leftmost digits over 6 (e.g. if there's $1,000,050 when the player quits, there will only be $50 when using the password to continue later). Due to the two-player password function, it's possible to "cheat" by entering the same password for both players or by entering passwords for players who were at entirely different points in the game. The password with the lowest difficulty setting and on the earliest planet and racing division will be used as the basis for play from then on (which will allow for a Warrior-skill character with a maxed-out vehicle to race against Rookie-class AIs in the Rookie skill mode). Though a password generator QBASIC program exists, the passwords it creates often result in a glitch, causing the player to race on glitchy planets that exist only as a bug (and can crash the game), after racing on Inferno. In the Rookie skill mode, however, they work perfectly, as long as one doesn't try to take the character beyond the third planet using the password. Selectable Characters Were: * Snake Sanders (Earth) (+1 Acceleration, +1 Top Speed) * Tarquinn (Aurora) (+1 Top Speed, +1 Cornering) * Jake Badlands (Xeno Prime) (+1 Acceleration, +1 Cornering) * Katarina Lyons (Panteros V) (+1 Jumping, +1 Cornering) * Ivanzypher (Fleagull) (+1 Jumping, +1 Top Speed) * Cyberhawk (Serpentis) (+1 Acceleration, +1 Jumping) * Olaf from The Lost Vikings (Valhalla) (+1 Acceleration, +1 Top Speed, and +1 Cornering) Notes: * Olaf is a hidden character, requiring a code to access him. At the character selection screen (with Snake showing on the screen), while holding down L, R, and Select, press left then right on the d-pad, and Olaf will appear. * There is an eighth character, also hidden, with no picture or name that is actually better than Olaf. However, he/she/it is only accessible using specially-crafted passwords. Passwords for this character on every track/level for "Warrior" difficulty can be found here: Play as the Phantom Vehicles Are: * Dirt Devil ($18,000) * Marauder ($18,000) * Airblade ($70,000) * Battletrak ($110,000) * Havac ($130,000)
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 8:54:45 GMT -5
96. NHL 94 NHL '94 is an ice hockey game by EA Sports for the Sega Mega Drive/Genesis, Super Nintendo and Sega Mega CD. The game is officially licensed from the National Hockey League Players Association. As the third game in the NHL Hockey series, it was released on March 15, 1993. NHL '94 is included as #47 on IGN's Top 100 Games of All-Time[1] and is named All-Time Greatest Sports Video Game by Boston.com and various gaming forums. The game is still played by hockey lovers, even being popular enough to be included in the PlayStation 2 version of NHL '06. There are no international teams, but both all-star teams are present. Key features in this game are the infamous "one-timer", better all-around control of players, breaking the glass, the kid that sits in the stands, being able to save your records[2], as well as the four modes - Regular Season, Playoffs, Best of Seven, and Shootout.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 9:02:56 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
Here Are The Hints To The Next Five Games On Our List
* And I'll Bring The Axes
* Dont Mess With The Dungeon Master
* I Choose To Play A Paladin
* Pin Him, PIN HIM, Pin Him
* Use Salary Cap While Customizing A Team
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Post by The Portable Stove on Oct 22, 2007 10:45:56 GMT -5
Wrestlemania: The Arcade Game is here.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 11:10:15 GMT -5
95. Madden NFL 97 Madden NFL 97 is the first Madden NFL football game to be created in the 32-bit gaming era. It was originally created for the PlayStation and Sega Saturn, but other versions were also released. It was released to the public on September 15, 1996. This was the first edition of Madden to implement the use of a salary cap when customizing team rosters. It also featured the new Baltimore Ravens.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 11:14:05 GMT -5
94. Paladin's Quest Paladin's Quest, known as Lennus in Japan, is a console role-playing game developed by Copya System and published in Japan by Asmik Corporation on November 13, 1992 for the Super Famicom. It was published in North America by Enix in 1993. This game was different from other RPG's at the time, because when the player casts magic, it takes away HP(hit points) instead of MP(magic points/power). The sequel, Lennus II, was not released in the U.S. The game centers around a boy named Chezni who, on a dare, activates an ancient machine called Dal Gren and in doing so releases a being of immense power and evil. As a result the magic school is destroyed and the headmaster of the school orders Chezni to destroy Dal Gren at whatever cost before it destroys the world. During his travels he meets a girl named Midia, very much like himself, who wishes to help him on his quest, and numerous other mercenaries that come to aid Chezni. The main antagonist is a young dictator named Zaygos, who wants to use the Dal Gren for his own nefarious purposes. Paladin's Quest draws gameplay features from many other games of its era, and adds some interesting innovations of its own to the mix. Like many RPGs, the game has a battle mode and an adventure mode - within the adventure mode, the character might be in the overworld map or a dungeon (in which case the player will meet with random encounters), or in a town (in which case random encounters do not occur). This mode is a traditional top-down view. In case of a battle, the game switches to a battle mode. In battle, the player is "facing" the enemy, similar to the Dragon Warrior games. The game's battle mode is Turn-based, in contrast to the Active Time Battle system used by the Final Fantasy games in the same time period. That is, increasing a character's speed increases the chances of acting earlier within a turn, but does not change how frequent that character's turns come about. From each battle, characters accrue experience points, which eventually lead to higher levels, and better attributes. During battle, use of healing items usually, but not always, takes priority and occurs before the enemy can strike. One of the unique things about the gameplay in Paladin's Quest is the magic system. It has several unique features: * There is no form of MP for the characters. Instead, characters cast spells by spending their own HP. Only one spell exists in the game to directly heal HP, and using it kills the caster in order to heal the rest of the party. A character early in the game pokes fun at this, saying, "MP? Where did you hear such superstitious nonsense?" * Instead of characters learning spells individually, characters gain "spirits", of which there are 8 total - Fire, Earth, Water, Air, Sphere, Sky, Heart, Light. Spells are the result of two spirits combined, and each spirit has one spell unique to that spirit. So, a user who knows the "Fire", "Sphere", and "Light" spirits would know 6 spells - one each unique to "Fire", "Sphere", and "Light", and three combination spells - "Fire-Light", "Fire-Sphere", and "Sphere-Light". Every spell has a unique name and effect. * There is no statistic which universally enhances a character's spellcasting ability. Instead, characters gain experience in each spirit as they cast related spells - a combination spell's power is based on both spirits it uses. To gain experience in a spirit, the character simply uses a spell involving that spirit. The healing system in Paladin's Quest is also unique - items cannot be used from battle unless they are equipped, traditional healing spells are nonexistent, and extra healing items cannot be purchased. The primary healing items in the game are healing "bottles", which are good for 9 uses each. These bottles cannot be purchased, and must be found while adventuring, although they can be refilled cheaply at most towns. The only other healing items are certain pieces of equipment which can be used as an unlimited healing item, but can only heal the wearer, and cannot be used outside of battle mode. In many other RPGs it is possible to buy many cheap healing potions, and use them to heal after random encounters throughout a dungeon, and immediately before a boss battle - such an option is not available in Paladin's Quest, and finding ways to maintain adequate HP and healing bottles throughout a quest is an important part of a successful strategy to beating the game. Finally, the party system is different from other RPGs. The player controls a party of up to 4 characters - up to two main characters, while the rest of the party slots can be filled by mercenaries. Although the player controls a mercenary's actions in battle, the player does not have any control over the equipment they wear, and cannot purchase spirits for them. Many mercenaries have certain strengths and weaknesses (for example, many have spirits not yet available to the player, and so have spells not yet available to the player's main characters). Some mercenaries also lack a healing bottle, making them unable to do any healing in a battle. New, stronger mercenaries are available often as the player progresses through the story (usually for a price), but it is up to the player whether to continue by leveling their old mercenaries, or hiring new ones. All mercenaries may be rehired, with the exception of a single mercenary tied to a story event.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 11:18:18 GMT -5
93. Axelay Axelay is a 2D shoot 'em up video game developed by Konami of Japan for the Super NES (SNES). It was launched on September 11, 1992 in Japan, later in that month in the United States, and on September 30, 1993 in Europe. The game is coming to the Nintendo Wii's Virtual Console service in Europe in the future. The music composer for this game was Souji Taro. One of the developers of Axelay would leave Konami, and then help found Treasure Co. Ltd The game begins with a scene where alien ships are invading the Earth-like planet Corliss so that it falls to the ship, Axelay, to fight with the alien invaders. The game earned significant popularity for use of the SNES mode 7 and parallax scrolling effects in comparison to other games at the time. Such visual effects combined with what was then seen as an advanced selection of weapons available as well as the music score made Axelay into a popular shooter for the SNES console. The shooter was somewhat unique in that it utilised a subtle fantasy motif rooted in adventure RPG's, yet still retained all aspects of a sci-fi shooter. Some bosses reflect this idea: A large mechanical spider, a craft shaped like a massive witch's hat, and a fiery ogre. Axelay's gameplay varies quite a bit from that of traditional shooters. Instead of the player collecting weapon power-ups from defeated enemies in order to acquire more advanced weapons, the player earns weapons as he or she advances in the game. There are three weapon types with which the fighter is outfitted at the start of the level: a standard weapon, a special weapon, and a bomb or missile. The player may freely switch between each of these weapon types during a level. At the end of each level, a new choice of one of these types of weapons is added to the player's armory, and the player is given the ability to modify his or her fighter to suit the needs of the next level. Also, levels transition between upward and side scrolling layouts, forcing the player to select weapons that will be most effective for each level. Finally, the game eschews the standard one-hit-kill model prevalent in space shooters, instead simply disabling the currently selected weapon and reducing the player to a weak default version of that weapon type. Sustaining a second hit while using a weakened weapon will destroy the player's ship.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 11:21:24 GMT -5
92. Advanced Dungeons & Dragons: Eye Of The Beholder Eye of the Beholder is a computer role-playing game developed by Westwood Studios and published by Strategic Simulations, Inc. in 1990 for the DOS operating system, later ported to the Amiga, the Sega CD and the SNES. The Sega CD version features an exclusive soundtrack composed by Yuzo Koshiro, which compelled a lot of Genesis fans to get the game, if not for the music alone. It had two sequels, Eye of the Beholder II: The Legend of Darkmoon, released in 1991, and Eye of the Beholder III: Assault on Myth Drannor, released in 1993. The third game, however, was not written by Westwood, who had split with SSI over artistic differences and created the Lands of Lore series. The game was quite similar to Dungeon Master, released in 1987 by FTL Games, and was one of the early games in its genre. It won a number of awards for its gameplay, difficult puzzles and story line. There was also a Dungeons & Dragons game for the Game Boy Advance called Eye of the Beholder. However in gameplay terms it was quite different, bearing much more resemblance to the Gold Box games, such as the original Pool of Radiance. The lords of the city of Waterdeep hire a team of adventurers to investigate an evil coming from beneath the city. The adventurers start in the city's sewer, whose entrance gets blocked by a collapse caused by Xanathar, the eponymous beholder. The team descends further beneath the city, going through Dwarf and Drow communities, to Xanathar's lair, where the final confrontation takes place. Many players felt disappointed with the game ending, which is considered by many to be one of the worst game endings ever. Once the eponymous beholder was killed, the player would be treated to a small blue window describing that the beholder was killed and that the adventurers ventured into the surface where they were treated as heroes. Nothing else is mentioned in the ending and there were no accompanying graphics. This was changed in the later released Amiga version, which featured an animated ending.
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