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Post by Seth Drakin of Monster Crap on Oct 22, 2007 19:31:47 GMT -5
That was a screenshot of Super Street Fighter 2 ... not the alpha series! (Minor point and I'm nit picking) lol Good results so far, King Arthurs World rock!! taken care of....
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Post by Z-A Sandbaggin' Son of a b!%@h on Oct 22, 2007 19:34:00 GMT -5
Seth... you're the man. Seriously.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 19:38:27 GMT -5
80. Secret Of Evermore Secret of Evermore, released in North America on September 18, 1995, is a role playing video game for the Super Nintendo Entertainment System video game console. The game was created by Square Co., Ltd.'s new development house, Square USA. Secret of Evermore's creation was Square, Co. Ltd.'s primary reason for opening Square USA. This new team of developers was responsible for working on the game while their existing American subsidiary Squaresoft operated as normal, handling the translation of Super Mario RPG: Legend of the Seven Stars among other tasks. Squaresoft was also responsible for the marketing of Secret of Evermore. In February 1996 the game saw release in the PAL territories of Australia and Europe. For the non-English-speaking market, it was translated into the French, German, and Spanish languages. The game shares two major surface similarities with Secret of Mana: use of a freshly coded interpretation of that game's ring-based menu system, and the ability to control multiple characters one at a time. The player guides both the boy and his shapeshifting dog through Evermore, free to switch between characters and sometimes forced to do so to solve various puzzles. A unique element to Secret of Evermore is its system of magic. Rather than using a traditional system of expending magic points in order to cast learned spells, the boy must, with the help of his trusty dog's nose, find various ingredients that may be used to perform alchemic formulas which the alchemists across Evermore teach him. The rarer the ingredient or more materials needed for a formula, the fewer times a particular spell may be cast. Some ingredients are rarer than others, making players return to previous areas to collect them in order to cast various spells. With repeated use, alchemy spells go up in level, enhancing their curative, offensive, or support abilities, depending on their use. Spells begin at level zero and can reach a maximum level of nine, and up to eight spells can be equipped at a time. Furthermore, items known as Call Beads can be utilized to summon the various powers of each of Evermore's leaders, usually in the form of a strong offensive spell. The boy wields four different styles of weapons throughout the game: sword, spear, axe, and bazooka. His Bone Crusher is roughly categorized as the first sword. Each type of weapon has different characteristics; for instance, the spears at a high enough level may be thrown at an enemy across the screen, while the swords and axes can cut swaths of destruction around the boy's vicinity. With the exception of the Bone Crusher, all swords, axes, and spears may cut through vegetation. The boy operates the bazooka for the first battle of the game, but abruptly loses it and only receives it again at Ebon Keep to utilize against the deadliest monsters near the end of the game. Each category of weapon has four versions (one for each world the boy visits), and repeated use of them can increase their skill levels to a maximum of three, unlocking a new charged attack move with each level. The bazooka has three types of ammunition, each more destructive than the last; no charged attacks are possible, and when ammo runs dry, the bazooka can be swung as a weak club. Although both the boy and his dog are playable characters for the majority of the game, Secret of Evermore is a single-player game. To remedy that, a member of the emulation community created a patch file that allows for two players to play the game at the same time, one controlling each character à la Secret of Mana. The story of Secret of Evermore revolves around an anonymous teenage boy and his dog, whom the player may assign names of up to thirty-four characters each (a tremendous amount at the time, when names were typically six characters or shorter). In the beginning of the game, the boy, who has a penchant for B-movies, is leaving with his dog from a matinee in a small town called Podunk, USA. Upon leaving the theatre, the dog begins to chase after a cat in the street. The boy hurriedly follows his best friend, finally reaching a large, abandoned mansion. When the dog begins to chew on some wires in a hidden laboratory, the pair soon find themselves transported to the mysterious world of Evermore. Throughout the course of the game, the player explores Evermore's main areas, many corresponding to different epochs of Earth's history: Prehistoria is an area with dense jungle and primitive men; Antiqua remembers the Roman Empire and Ancient Egypt; Gothica draws on the Middle Ages; and Omnitopia is a futuristic space station. Searching the world of Evermore, the dog's body transforms in a manner that corresponds to the theme of the area in which players find themselves. For example, in the world of Prehistoria, the formerly friendly mutt is transformed into a feral wolf, in the Antiqua region he becomes a hybrid jackal / greyhound, in Gothica he takes the form of a fancy poodle, and in Omnitopia he becomes a robotic toaster/dog capable of shooting lasers. In each of the four areas, the boy will encounter a citizen of Podunk involved in the original experiment gone awry 30 years ago in the same mansion where the boy and his dog were transported to Evermore. The player will learn that the regions are manifestations of those citizens' personal Utopias. The boy's ultimate goal is to escape from this fantasy world and return to his hometown of Podunk. The game's central themes of a boy and his dog and campy B-movies were dictated from overseas and fleshed out by Square USA, resulting in dialogue and themes uncharacteristically American for any previous console RPG. Due to copyright issues, all of the boy's references to B-movies had to be imaginary (the writers often poked fun at B-movie titles, such as when the boy observes that a gladiator battle reminds him of a scene from Blood, Dirt, Sweat, and Togas). Puns are another common source of humor in the game, such as a fight with a living stained-glass window in Gothica whom the boy calls a "pane in the glass".
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 19:40:15 GMT -5
79. Ken Griffey Jr.'s Winning Run Ken Griffey Jr.'s Winning Run is a baseball video game developed by Rare for the Super NES that is named after the baseball player Ken Griffey Jr. The game features outfielders/infielders, batters, pitchers, and runners. The outfielders/infielders have to catch the ball and pass it back to the base; the batter has to accurately hit the ball and run; the pitcher has to throw the ball at the batter; and the runners have to avoid being thrown out when running around the bases. Home runs are central to the game, and are especially easy to hit with Griffey, who has the highest stats among all players in the game and has a notably large body in the game. The game features the 28 MLB teams in existence at the time. You can play in a franchise mode, exhibition (single-game) play, and a home run derby mode, which particularly suits Griffey. The game's title is derived from the final play of the 1995 American League Division Series featuring the Seattle Mariners and New York Yankees. On a play that is sometimes credited with "saving baseball in Seattle," Griffey scored the game's winning run all the way from first base, on a close play in the bottom of the 11th inning. Due to the lack of a Major League Baseball Players' Association license, Griffey is the only player in the game to use his actual name. However, one of the fun and largely unknown parts of this game is identifying other MLB players based on the phony and sometimes pun-laden names given to them by developers. For example, the prolific and temperamental Albert Belle is transformed into "Frank Liberty" (Liberty Bell?). One team is composed entirely of comic book authors and illustrators, such as S. Ditko, F. Miller, and A. Moore.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 19:43:08 GMT -5
78. Final Fight 3 Final Fight 3, known in Japan as Final Fight Tough, is the third game in the Final Fight series. Like Final Fight 2, Final Fight 3 was exclusively for the Super Nintendo Entertainment System (SNES), and was not released in arcades. This game introduces two new characters; Lucia Morgan and Dean. Following the Mad Gear gang's defeat in Final Fight 2, a gang war erupted in Metro City, with the Skull Cross gang eventually reigning supreme. Guy returns to Metro City following his training and meets with Mayor Haggar. The Skull Cross gang then detonates a bomb and incites a riot in downtown Metro City, freeing their leader, Black, from prison. Joined by Metro City Special Crimes Unit officer Lucia Morgan and a mysterious street fighter named Dean, Guy and Haggar fight to take down the Skull Cross gang. The game's engine is greatly modified from that of its predecessors. Borrowing from the Street Fighter series, special attacks and super moves were included. Running, running attacks, and running leap attacks similar to those in Captain Commando were also added. Players could also grab opponents from behind, much like rival series Streets of Rage. Characters had weapon combos with their weapon of preference. However, if a player used any weapon other than their weapon of preference, it would be used with a single power blow. Additionally, the game's stages feature multiple routes. All the players have an advantage in either speed or power, with Guy being the most balanced in both terms of speed and strength.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 19:48:17 GMT -5
77. Illusion Of Gaia Illusion of Gaia (ガイア幻想紀, Gaia Gensōki?) is an action-RPG video game that was released on January 1, 1994 for the Super NES (SNES). It was developed by Quintet. Enix published the game in Japan, and Nintendo published it worldwide. The game was retitled Illusion of Time in Europe, and officially released in English, French, Spanish and German. Illusion of Gaia was scored by Yasuhiro Kawasaki, the influential manga artist Moto Hagio is credited with the character designs, and novelist Mariko Ohara worked on the scenario. While Illusion of Gaia has a large cast of characters, Will, Freedan, and Shadow are the only playable characters in the game. They each have unique abilities, and certain areas are impassable without a specific character. The characters gain techniques as part of the story. Will's techniques are all based on reaching new areas with incidental combat applications, while Freedan's techniques are more combat-oriented. Shadow arrives late in the game, but he is such a powerful character that Freedan largely obsolesces with Shadow's arrival. Combat is relatively simple. Characters share the same health and defense scores, but have different levels of strength. Freedan, for example, does noticeably more damage, and has a longer reach than Will. In turn, Shadow does more damage than Freedan. Attacks are almost exclusively melee, using Will's flute, Freedan's sword, or Shadow's pseudopod. Enemies' health bars appear upon attacking, displaying as a series of red spheres that represent hit points. Bosses cannot be revisited, and enemies do not reappear unless Will loses all his lives. Illusion of Gaia has a general design that is uniquely simple as RPGs go. The game eschews the experience system of typical RPGs; instead, the game has a more unique system for advancing the player character's statistics. Defeating all enemies in a room earns the player a permanent stat bonus in the form of a jewel. These jewels increase attack, defense, or health power. If the player misses any bonuses in a given level, they will be automatically added at the start of a boss battle. Also, after an enemy is killed, it will leave a stone - either a small or a large one. Collecting 100 of these allows you to restart closer to where you died with all enemies still defeated. Also, the game has no currency or equipment systems. There is only one healing item (herbs), and only a small number of those in the game. Unlike most games of its type, previously visited areas become impossible to revisit almost immediately after the story progresses beyond them. The only side quest in the game, finding Red Jewels, then becomes impossible to complete if the player fails to find them before advancing the story. Like most RPGs, the game has only one difficulty setting. Saving is accomplished at 'Dark Spaces' located throughout each level -- including areas without enemies, such as Will's hometown. Will can recover lost heath within the Dark Spaces, and occasionally change forms or gain new abilities as well. Illusion of Gaia is set in a partially historical but mostly fantasy-based version of Earth. The game contains several real-world sites, such as Incan ruins, the Nazca lines, Angkor Wat, the Great Wall of China, and Egyptian pyramids. Each of these ruins hold a piece to the final puzzle, unveiled at the top of the infamous Tower of Babel. It is the age of exploration (a period roughly corresponding to the 16th century; Christopher Columbus is mentioned at least once), and explorers have begun scouring the world in search of ancient ruins and the lost treasures and secrets within. Many return with nothing, and some are simply never seen again. Will, the protagonist of the game, is a survivor of one such ill-fated expedition. He accompanied his father, a famed explorer, on a sea journey to uncover the secrets of the Tower of Babel, but the explorers met with a mysterious disaster. Somehow Will managed to make it back to his home town, but he doesn't remember how. When the game begins, Will stumbles into a "Dark Space," where he meets a strange being called "Gaia". Gaia tells Will that he must leave his home and save the world from a coming evil. A comet is approaching, and it will bring ill fortune to the world. As he travels, Will gains the ability to change into other forms, each with special powers: Freedan, a dark knight, and Shadow, a solid form of energy. Illusion of Gaia features only one playable character at any time - either Will, a boy who develops psychic powers after surviving a shipwreck during an exploratory expedition with his father, or his alter egos Freedan and Shadow. However, a large group of non-player characters accompany Will from region to region. Included are Will's classmates and friends know collectively as the seaside gang: Lance, a bold, adventurous boy whose father was lost in the shipwreck that Will survived; Seth, a studious, bespectacled boy with a troubled home life; and Erik, a naїve boy that seems younger than the others, but has a courageous spirit. The other characters that join Will are Princess Kara, a spoiled royal on the run from her increasingly cruel parents, and her pet pig Hamlet; Lilly, a member of the mysterious Itory tribe who has the power to transform herself into a plant; and Neil, a brilliant inventor responsible for the telescope, the camera, and the airplane, among others. Will and his friends face many enemies in their journey to uncover the secret of the Tower of Babel - both those who protect the clues to the mystery, and those who seek its power for themselves. A number of powerful demons guard the priceless treasures of lost civilizations, while the human but power-mad King Edward and Queen Edwina contract Jackal, an assassin, to tail Will and Kara through their journeys. The Cities Are: * South Cape: South Cape is home to many aspiring adventurers. The children of South Cape enjoy playing games when the school hours are done. Once the demons begin to grow into frequent numbers, South Cape becomes a town popular for weapons dealers and fortune tellers. Edward Castle, the seat of the regional monarchy, lies just north of South Cape. Apparently modeled on Victorian England. * Itory: Itory is a hidden village of the descendants of the Incas. The people of Itory village often have special powers. Will’s mother Shira was a native of Itory; she had an unusually strong power which she used to create a barrier to hide the village from outsiders. Somehow, Olman was able to pass through the barrier and meet Shira, and they fell in love. Natural forces seem to have a special power in Itory - for example, the village elder depends on the protection of flower spirits to stay alive. Bill and Lola escaped to this village after being attacked by King Edward's men. The longhouse-type buildings, worship of the earth, mysticism of the inhabitants, and most notably, the presence of a totem pole, suggest a pre-Colonial Native American village. * Freejia: Known as the city of flowers, Freejia is prosperous and beautiful. Its name may be derived from the freesia, a flower native to Africa. Despite its attractive exterior this town has a dark secret - bums, peddlers, and slave traders lurk in the back streets. Freejia is an end destination of the global slave trade, and many go on to back breaking labor in the nearby diamond mines. While there are citizens of Freejia who are sensitive to the plight of the slaves, few slaves seem to escape successfully. The proximity of diamond mines, the dominion of blonde-haired, blue-eyed individuals and the enslavement of darker-skinned individuals, suggest an Apartheid-era South Africa. * Angel Village: The Angel Village is a network of caves that is home to the Angels - the descendants of the people of Mu, who were mutated by the light of the Comet. Exposure to sunlight is potentially fatal to them, and though they are emotionless, they feel their lack of emotion acutely. At some point, a magical painter named Ishtar appeared in the village and began painting portraits of the Angels. Ishtar's paintings consume the people who model for them, but because he would draw the Angels with emotion, the Angels flock to be painted regardless of the risk. * Watermia: Watermia is a scenic town built over a large lake; all the houses float on rafts. Upon arriving in Watermia, Will and his friends reflect on the fact that beautiful towns seem to have hidden dark sides - Watermia's is indulgence in gambling, including the potentially fatal game of Russian Glass. Lance’s father was stranded in this town after escaping the tower of Babel, however like Will, he also lost his memory. Watermia's proximity to the Great Wall of China and the raft homes employed by the citizenry seem to imply a Southeast Asian setting. * Euro: Euro is the biggest, wealthiest, and most bustling successful city in the world. Then town's prosperity it due the trading company Rolek. Rolek delivers supplies around the world, but there is a dark secret behind the company's success. Rolek is merely a front for the secret export of slaves, and Euro is the hub of the slave trade operation. * Native Village: A small jungle village inhabited by tribal natives of Asia. They sometimes spend days hunting and leave the village deserted. Recently, a disease has spread throughout Asia which causes those infected to turn to stone. This has caused a famine, driving some of the natives give up their lives to the labor trade in hopes of bettering themselves. Others hold on, desperately fighting for survival. Although its proximity to Angkor Wat seems to imply that the village is somewhere in Cambodia, the natives' appearance, clothing, and homes are all reminiscent of African tribes. * Dao: Dao is an oasis town that is in a perpetual sandstorm. It is one of the main slave export towns, hosting up front labor purchases. Some slaves are forced to weave carpets for 40 years of their lives. Pepper is also a hot commodity in Dao. The desert setting, architecture, and proximity to the pyramids are suggestive of Egypt. * The Modern-day World: At the end of the game, the opening sequence in which Will and company are attending class is redone in a modern setting. The school corridor is modeled after a Japanese high school. The Ruins Are: * Larai Cliff: Based on the Incan ruins of Machu Picchu. The Incans had no written language, but are said to have left their legacy in song. Because of this, many of the puzzles of the Larai Cliff involve music. Many explorers have entered searching for lost Incan treasure, especially the Inca Gold ship, but all have failed thus far. Castoth guards the entrance to the Gold Ship's dock. * Nazca: The in-game Nazca plains differ in many ways from the actual Nazca lines. In the game, the Nazca Plains are an ancient map of the constellations, using rocks to mark the stars. There is a secret tile buried in the sand that corresponds to the comet's perceived position in the heavens that transports Will to the Sky Garden. * Sky Garden: The Moon Tribe calls the Sky Garden their "mode of transportation". The relationship between Nazca and the Sky Garden alludes to a theory from Erich von Däniken's book Chariots of the Gods, which suggests that the Nazca Lines are landing strips for ancient spacecraft. Visually, Babylonian-inspired statuary in the Sky Garden suggests that the area is based on the Hanging Gardens of Babylon. The player can jump off the edge of the Sky Garden and enter an “upside down world”. This is the bottom of the garden, a virtually prefect mirror image to the upper section. By retrieving four crystal balls from the maze the player may challenge Viper for a Mystic Statue. * Mu: Based on James Churchward's Mu literature. Moai-like statues suggest that Easter Island was also a source of inspiration. The Japanese version of the game contains a reference to the book The Lost Continent of Mu by Churchward, in which the ruler of Mu is named Ra-Mu. (This is obscured in the English version of the game, where Ra-Mu is renamed Rama.) The spirit of Ra-Mu/Rama possesses the third Mystic Statue. Will and his friends leave Mu via an extensive undersea tunnel, hundreds of miles long, that the people of Mu used to escape the fall of their civilization. The tunnel leads to the Eurasian continent. * The Great Wall of China: A huge wall that spans the desert near Watermia. Over the years, it became over run with snakes and fire demons. The soldiers themselves then turned to demons. The Great Wall is said to be home to a monstrous centipede, whose vital fluids are said to have the power to cure any disease. * Angkor Wat: A forgotten temple complex overrun with insects, and demons. This is the biggest ruin in the game and one of the most difficult to navigate. It is obviously based upon Angkor Vat in Angkor, Cambodia. It is also the only ruin with no Mystic Statue. In the center of the temple, Will meets an ancient spirit that gives him a glimpse of the new world that is coming. Will is horrified by the “gray world” of buildings and cars with few trees or rivers. Once the spirit disappears, the Gorgon Flower is revealed. * The Pyramid: The tombs of the ancient Egyptians, full of hieroglyphics, wall paintings, and dangerous traps. Will gain the ability to transform into Shadow in order to fully explore it. Olman wrote a guide on the Pyramid and the puzzle that opens the Mummy Queen’s chamber. This is of course simply a generic pyramid from Egypt. The boss of the Pyramid, the Mummy Queen, appears to be modeled after Cleopatra. * Tower of Babel: The Tower of Babel is located on a lone island in the very center of the world map. It can only be accessed by sea or by air. This is based on The Tower of Babel as written in the book of Genesis in the Bible. The tower is full of spirits giving their enlightenment to all who will listen. Will's father and the final confrontation await at the top of the Tower, but in order to get there, Will must challenge all the demons he fought during his journey. Along with the Sky Garden, is the only ruin which does not exist in the "real world," though the game's closing sequence implies that the skyscrapers of modern day cities are the spiritual successor to the tower.
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Post by Z-A Sandbaggin' Son of a b!%@h on Oct 22, 2007 19:52:29 GMT -5
I actually got an Illusion of Gaia T-shirt when I bought that game. Groovy shirt too.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 19:53:59 GMT -5
76. Parodius: Non-Sense Fantasy Parodius: Non-Sense Fantasy is a shoot'em up arcade game and is the second title in the Parodius series produced by Konami. The gameplay is stylistically very similar to the Gradius series, but the graphics and music are intentionally absurd. This game is often mistaken as the original game of the series. The lesser known original game, Parodius, appeared on the MSX computer (in Japan only). As stated above, gameplay is very similar to the Gradius series, with a few differences. Parodius Da! retains the selectability of different weapons configurations but implements via four different characters: Vic Viper (from Gradius), Octopus, Twin Bee, and Pentarou. The second main difference is the addition of bell power-ups, from the Twinbee series. These bells act as one-time power-ups, allowing you to destroy every enemy on screen, fire huge beams of energy, etc. Enemies and environments from the Gradius games and Twinbee are mixed in along, with a host of anime-style opponents, which include scantily-clad women. All of the Gradius elements are integrated in a very light-hearted fashion. The Big Core, a regular boss within the Gradius series, is given a neon-look and is called "Viva Core". Moreover, there is a moai (Easter Island head statues) level, but all of the statues are given a much more animated look. The boss of that level, the Moai Head, fires other moai at the player by spitting them out of her mouth. The final boss, in typical Gradius fashion, is an unarmed enemy that once defeated, results in a destruction/escape sequence. Characters W/ Weapons Are: * Vic Viper – Traditional Gradius configuration The missile will fall to the ground, and then move along until it encounters an enemy. The Double mode will fire two blasts, one forward, and one incline forty-five degrees above. The Laser mode is a thin blue laser, identical from Gradius. * Octopus – Salamander configuration This configuration is identical to the weapons presented in the Salamander arcade game. The missile is '2-way' that yields two bomb-like explosives that fall both up and down. The Double is the tail gun present in the second configuration. And the laser is the ripple laser, which fires expanding concentric circles at the front of the craft/person. * Twinbee (Colored as Winbee) – Twinbee configuration This set is the weapons from the vertically-scrolling Twinbee, applied to horizontal gameplay. The missile is now the rocket punch, which has a larger impact area than the standard missile. The double is the same tail gun from the Octopus/Salamander configuration. The laser is a 3-way gun which fires shots the same size as the Double and standard weapons. Due to the color bug, it could be considered that Winbee, rather than Twinbee, has the most appearances in video games, however this Twinbee doesn't have the same cockpit windshield design as either Twinbee, Winbee or Gwinbee. * Pentarou – Gradius III configuration This set mostly the weapons available in one of the configurations in Gradius III. The missile is the photon torpedo (spelled here Poton) that fires one missile that travels along the bottom ground and penetrates multiple enemies. The Double mode will fire two blasts, one forward, and one incline forty-five degrees above. The laser mode is a spread gun, which fires a small circle that gradually spreads concentrically outward. SNES version added bath house and OMAKE stages over the arcade version. In the OMAKE stage, player immediately continues after dying, instead of at a checkpoint. European version of the SNES port was titled Parodius Non-Sense Fantasy.
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 20:06:37 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
The Original Boss Is Dead, But He Was Only A Pawn To The Real Boss....Tomorrow, We Try To Reach Him By Getting Through The Top 75 SNES Games.
Here Are The Hints To The Next Five Games On Our List
* Accept The Mission Up Front
* I'll Be Back In A Flash
* Teaming With A New Sidekick Snott
* The Moon Needs Harvesting
* You Are R-9
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Post by Seth Drakin of Monster Crap on Oct 22, 2007 23:14:18 GMT -5
I really need to play that game....
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Post by The Portable Stove on Oct 23, 2007 6:57:40 GMT -5
Earthworm Jim 2 and Harvest Moon. I don't understand why people I know hate on Animal Crossing yet love Harvest Moon... Also, Parodius was awesome. I played Gokujo for the Playstation, and half of the time, I was wondering what the hell was going on. It's funnier that way.
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 8:23:03 GMT -5
75. Front Mission Front Mission (ƒtƒƒ“ƒgƒ~ƒbƒVƒ‡ƒ“, Furonto Misshon?) is a strategy video game developed and published by Square in 1995 for the Super Nintendo Entertainment System (Super Famicom in Japan). Front Mission is an ongoing saga intertwining the storylines of various heroes and their epic battles involving mechs. The games feature a very broad range of mech customization, where each individual part of the mech can be tweaked for the greatest possible performance. The game was released for the Wonderswan Color in 2002. Set in 2090, the story of Front Mission revolves an Oceania Community Union (OCU) officer by the name of Roid Clive. An OCU squadron lead by Roid and Ryuji Sakata entered a special United States of the New Continent (USN) ammunition dump at the Larcus District on Huffman Island (a fictional Pacific island roughly the size of Oahu, "formed in 1995 from volcanic activity, east of the Pacific Ocean, south of Mexico's west coast.[3] The landmass was large enough to classify as an island in 2002 and all authority and proprietary rights was granted to the United Nations."[4]). Roid's fiancee, Karen Meure, is already inside. However, the uneasy quiet is broken when a USN Wanzer squad led by an officer named Driscoll ambushes Meure on the premises. Driscoll himself kills her, setting the stage for the game's first mission, called "The Larcus Incident." After the player defeats the rest of the USN force, Driscoll escapes, but not before he detonates bombs inside the complex. The entire incident is pinned on Roid and Sakata, who are summarily dismissed from the OCU Ground Defense Force. The fiasco also broke a peace treaty between the OCU and USN, setting off the Second Huffman War. One year later, OCU Colonel Guri Olson seeks out Roid (who is a Wanzer fighter in the western town of Barinden) to work with the Canyon Crows mercenary unit. Roid joins after Olson dangles the prospect of killing the USN officer responsible for Karen's death. In the PS1 remake of Front Mission, titled Front Mission 1st, the game has a second side that can be played. Starting USN Black Hounds officer Kevin Greenfield, the player fights for the USN side in a completely different story. A number of mysteries and plot elements shown in the OCU side are looked upon more in-depth at the USN side, as well as featuring tie-ins from Front Mission 4. Even with the USN side, numerous plot elements remain unresolved and lacking a clear answer. These elements are looked at in-depth and play a significant role in Front Mission 5, moreso than any other backstory elements from other Front Missions found in that game. In the DS remake of 1st, the connections with Front Mission 5 are fleshed out further through expanded and new scenes and the inclusion of characters. These include Glen Duval, Walter Feng, Randy O'Neill, Hector Reynolds, etc. The tie-ins with Front Mission 4 are also expanded, with additional material and the inclusion of Darril Traubel and Billy Renges. The gameplay of Front Mission is similar to strategy RPG games such as Final Fantasy Tactics or Fire Emblem. Although it has similarities to the aforementioned games, Front Mission is often classified more of a strategy game rather than strategy RPG due to its game mechanics. In terms of progression, players can progress through the game in the following manner: watch plot-related scenes, clear missions, upgrade and configure wanzers for the next mission. The player travels to locations on a point-and-click world map. As the player progresses through the plot, new locations are revealed on the world map. Towns and cities act as intermission points where the player can organize and setup their units for the upcoming mission. Battle zones are where the missions take place, though they become inaccessible upon the completion of a mission. In terms of the gameplay mechanics, Front Mission units use wanzers, which is Front Mission-speak for mecha. Wanzers differ from the typical combat unit in that it has 4 separate parts: Body, Right Arm, Left Arm, and Legs. Each part has a specific function and its own Health Points(HP) bar. The Legs enable movement and evasion, the Arms are necessary to equip and use hand and shoulder weapons, and the Body maintains the wanzer's operability. Should the Body be destroyed, the wanzer is destroyed completely. There are a lot of benefits to disabling a wanzer's Arms or Legs beforehand, as it will prevent a wanzer from using weapons or evading attacks respectively. The only forms of damage reduction are a wanzer's Defense stat and Shields, which boosts the overall defense of the wanzer. While the player fights mostly wanzers in the entire game, the player also fights vehicles and mobile weapon platforms. These enemy units only have one part, the Body, but they have greater Defense and HP values to compensate for having just one part. Weapons in Front Mission are classified under three categories: Melee(Fight in the Japanese version), Short, and Long. Melee weapons consist of Rods and a wanzer's free Arm (no weapon equipped) that strike only once but deal high damage. The advantages are that Melee weapons have a tendency to strike a wanzer's Body part and ignore the Defense stat of a wanzer. Short weapons are used in close-range and consist of Machine Guns, Shotguns, Flamethrowers, and Rifles. Machine Guns are multi-fire weapons and its rounds target a wanzer's parts at random. Shotguns, Flamethrowers, and Rifles are single-fire weapons similar to Melee weapons but they do not focus on a specific part of a wanzer. The advantages with these weapons are their high accuracy, they take priority over Melee weapons in battle sequences (Short weapons attack first), and they often destroy wanzer parts if the round connects. Long weapons are used from a distance and consist of Missile Launchers and Rocket Launchers, which fire either multiple rounds or just a single round. The advantage with a Long weapon is simple: the attacked unit cannot counterattack the attacker. Long weapons have ammunition limits, however, and must be reloaded when a weapon has used up all of its ammo. Hybrid weapons that specialize in both Short and Long are present in the form of Bazookas and Grenade Launchers. These weapons have a noticeable drawback in that they have low accuracy and thus, rounds are likely to miss instead of hit the target. The main draw of any Front Mission is the massive amounts of customization involved in creating wanzers. Provided a wanzer's total Weight does not exceed its Power Output limit, a player can configure a wanzer out of almost any combination of parts. A wanzer can be equipped with up to 4 weapons (Right/Left Hand, Right/Left Shoulder) for offensive purposes, though it is very hard to outfit a wanzer with 4 weapons without exceeding its Power Output. Wanzers can also use Weapon Arms, which are Arms with built-in weapons that are considerably lighter than equipping an Arm with a weapon. A wanzer can also equip a Backpack that grants additional Power Output, increased item storage capacity, and raises the effective range of support weapons such as acid bombs and flash grenades. In regards to movement, the player can equip a wanzer with a variety of leg types (Tread, Hover, etc.) that has specific uses in terms of moving through various terrain. Therefore, players ultimately decide the effectiveness and strength of their squads based on wanzer setup alone. One of the most well known wanzer models is the Zenith, which has become an iconic figure for Front Mission for its appearance in every game. Front Mission has a few other features incorporated into the game. Players can purchase or sell wanzer parts and weapons at the Shop, which can be visited at any town. Front Mission also sports a Colosseum, which is a gameplay feature where the player chooses one of their pilots to fight Colosseum combatants and win additional money. Furthermore, Front Mission sports a briefing feature that details the basic information about the enemy composition for the next mission. Missions in Front Mission are standard strategy RPG fare, however, since most can be finished by destroying all enemies or protecting a particular unit from the enemy forces.
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 8:31:43 GMT -5
74. Harvest Moon Harvest Moon, a game originally released for the Super Nintendo system, was published in the United States by Natsume in 1997 and was the first installment of the Harvest Moon series. The player takes on the role of a young farmer (age not specified) whose parents left him in charge of his late grandfather's farm. Over two and a half years, the player must develop the decrepit, weed-choked farm into a money-maker, and, if able, get married and have children. At the game's end, the player is evaluated on a number of factors to determine his success or failure. Post Harvest Moon games could also be never ending. The game play tends to get repetitive, much of it being field maintenance. For vegetables to develop, they must receive water each day; lack of water doesn't kill crops, but does keep them from growing. Animals must be fed once a day to keep producing. While the only care that chickens require is feeding, cows must be continually talked to, brushed, and milked to retain their health. A cow may become sick and even die if not fed for a day. The only way a chicken can die is to be left outside and allowed to be blown away in a storm or eaten by wild wolves. After dark, the only business in town that the player can access is the bar, where a number of non-player characters gather to drink and talk. The player has various means of progress: * Preparing the fields. Before any crops can be planted, numerous weeds, rocks, and tree stumps must be cleared from the ground. The player must till the soil before it can be cultivated. * Planting turnips, potatoes, tomatoes and corn on cultivated land, watering it, then harvesting the vegetables and selling them for profit. * Raising livestock: chickens and cows, which produce eggs and milk. By planting grass and harvesting it as hay, the player can feed these livestock. * Enlarging the farmhouse. By using the axe to gather wood, the player can chop up enough tree stumps to build a larger house. This requires money as well as wood. * Getting married. Five girls in town are potential brides. By giving gifts, visiting on appropriate days, and fulfilling specific "missions" for each specific girl, the player can get married and have his wife move onto the farm with him. * Having children. Within the game's timeframe, it is possible for the player's wife to bear two babies. Given enough time, one child will develop into a toddler. There are three different areas that the player can go to: his farm and its buildings; the local town and its houses and shops; and a local forest, where the carpenter lives. North of the forest is a mountain. The house can be upgraded twice. Additionally, wood can be used to construct fences around the crop areas. While rain releases the player from having to water crops by hand, it usually damages the fence. After winter, no matter how well the player takes care of the land, much of it and the fence is destroyed. Each year has four thirty-day seasons, and the player has limited time each day before it becomes dark. The clock stops at 6 p.m. Unlike in later Harvest Moon games, the player can effectively stay outside as long as he wants without penalty, as long as he doesn't run out of energy. Crops, eggs, and milk can be placed in collection boxes, from which a shipper will collect them at 5 p.m. each day, the player being paid the next morning. The player can also gather herbs and wild fruit in the forest for sale. A small pond can be fished. The player can farm vegetables only during the spring and summer. During fall, the only thing that grows is the hay grass. In winter, nothing grows. The player starts with basic tools, such as a watering can, axe, hoe, sickle, and hammer. All these tools can be upgraded if the player completes certain side quests (although the watering can's improvement must be purchased). At the beginning of the game, the player adopts a dog, though it requires no special care and its only contribution to the game is barking to warn the player that the farm's fence requires fixing. Although the dog's default name is Koro, it can be changed to whatever the played wants. In the winter of the first year, the player also adopts a horse, which is helpful at harvest. The barn and henhouse are each capable of holding up to twelve of their respective animals. All cows are purchased from a livestock dealer in town, as is at least one chicken. Additional chickens can be hatched by placing an egg in an incubator instead of selling it. Cows, when first purchased or born, require time to grow before they can be milked; afterwards, they grow larger and produce greater quantities of milk. Fully developed chickens and cows can be sold for profit. There are five marriageable young women living in town: * Maria, the mayor's daughter, spends her time reading and tending the grounds of the local church, where she plays the organ. * Nina, the daughter of the flower-shop owner, enjoys nature. * Ann, a tomboy and the daughter of the tool-store owner, works as an inventor, though not very successfully. * Ellen, the daughter of the cafe owners, enjoys animals. Her father is the town drunk; her mother tends the restaurant. * Eve, a waitress at the local bar, tends tables nearly every night. Each girl has her own tastes and preferences, and a diary, which the player can regularly check to see how attracted the girl is to him. After marriage, aside from their hair color and particular phrases, they tend to look alike, and the player's activities are severely curtailed: he is expected to come home by a specified time, and not doing so may result in a divorce. If the player arrives home at the proper time to go to bed with his wife, she will eventually get pregnant, later giving birth in the farmhouse. At random points in the game, the player has the opportunity to take part in side quests that provide benefits. There are a number of events (some scheduled, some not) that break up the gameplay: * Festivals. At set dates, the townspeople gather at certain places to celebrate an event. Examples include a harvest festival (revolving around a communal stew), an egg festival (which features an Easter-like colored egg hunt), and a flower festival. Certain days, such as New Year's Day and the winter solstice, are celebrated more solemnly. Otherwise, festivals usually allow the player to engage in mini-games, and to dance with girls. * Hurricanes. During the summer, it is possible that the area will be struck by a hurricane. If this happens, the player loses a day of work while barricaded in the farmhouse, and many of the crops, large sections of the fence, and even cultivated land itself will be destroyed. * Earthquake. While less common (and unpredictable), these have some of the same effects as the hurricane. Some of the game's special events require one of the above disasters to allow the player to access it. After an earthquake or lightning strike, for example, the player can meet the "Harvest Sprites" who live in tunnels under the farm. They can also gain access to a pond where the "Harvest Goddess" lives. Doing these things allows the character to upgrade his tools without paying money. There are also minor secrets hidden throughout the game, mainly related to "power berries," which increase the player's overall energy. These range from digging in a particular place to planting a rare flower on a certain day of the year. The farm has a flower garden on its north side; for each of the twelve berries the player finds and eats, a special flower blooms. A wandering peddler makes appearances on certain festivals, and on Sundays. The peddler sells the "blue feather" required to propose to a girl, as well as other rare items. There is also a hawker who sells and, if the player tries to sell livestock on certain day, is willing to trade them for unusual items.
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 8:33:55 GMT -5
73. Earthworm Jim 2 Earthworm Jim 2 is a platform video game released in 1995. It is a sequel to the original Earthworm Jim. Earthworm Jim 2 follows the exploits of annelid superhero Jim and his new sidekick Snott as they try to rescue Jim's beloved Princess What's-Her-Name from a forced marriage to the nefarious Psy-Crow. While chasing them across the universe, Jim comes across the summer homes of a number of villains from the first game, including Evil the Cat and Bob the Killer Goldfish. The game originally appeared on the Mega Drive/Genesis, Super NES and PC, with enhanced versions later released on the PlayStation and Sega Saturn. It was also ported to the Game Boy Advance. Like the original game, Earthworm Jim 2 contains a lot of irreverent, random humor. It also features more diverse gameplay than the original, with each stage having a different style and mission, as well as various new weapons.
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 8:37:23 GMT -5
72. Flashback: The Quest For Identity Flashback, released as Flashback: The Quest for Identity in the US, is a cinematic platformer developed by Delphine Software of France, a now defunct company, and published by U.S. Gold in United States and Europe, and Sunsoft in Japan. The game is listed in the Guinness World Records as the best-selling French game of all time.[1] Flashback was initially released for the Amiga in 1992, then ported to MS-DOS, Acorn Archimedes, Sega Mega Drive/Genesis and Super Nintendo in 1993. CD-ROM versions of Flashback for the 3DO, Apple Macintosh, Atari Jaguar, CD-i, FM Towns, MS-DOS and the Sega CD were released during 1994 and 1995. Originally advertised as a "CD-ROM game on a cartridge", the game features fully hand-drawn backdrops, and the player character Conrad's animation is rotoscoped, giving his movements a fluidity unusual for its time, similar to that of the earlier Prince of Persia. The rotoscoping technique of Flashback was invented independently of Prince of Persia, and used a more complicated method of first tracing video images onto transparencies.[1] Flashback is often mistaken for a sequel to Another World, an unrelated Delphine game written by Eric Chahi that also uses rotoscoped animations. A 2 track CD soundtrack was released featuring extended & remixed versions of the songs from the game. The game begins on the moon Titan, progressing later to Earth and an alien spaceship in the year 2142. It details the journey of Conrad B. Hart, an agent for the Galaxia Bureau of Investigation, and his attempts to recover his lost memory to save the world. Fitting into the cyberpunk genre, there are government conspiracies, bleak world views, and cybernetic enhancements, all squeezed into the dystopian society the game presents. The game also seems to borrow themes from certain films, e.g. the deadly spheres in Phantasm, and many of the dystopian themes developed in Blade Runner. The story is also somewhat reminiscent of They Live, including glasses that allow one to see aliens and an interplanetary transporter. During one of his investigations, Conrad discovers a plot to take over Earth involving aliens called Morphs who disguise themselves as government officials. Conrad records a holocube for himself and makes a copy of his memory as a precaution against it being erased. As he feared, the Morphs eventually kidnap Conrad and erase his memory but he manages to escape and is left disoriented on Titan. Conrad finds the cube he recorded earlier, he eventually regains his memory (in the titular 'flashback') and finds out that the people he used to work for have killed his girlfriend to make sure no one would report Conrad missing. In the end, he foils the alien's plans, once and for all, but at the cost of having to go into suspended animation in space and hope that he is picked up by someone. The sequel, Fade to Black, has Conrad being picked up by his old enemies. In North America, the Sega Genesis, Super Nintendo and Sega CD versions featured a Marvel Comics comic book within the manual in order to explain the initial story. The PAL Sega Mega Drive and Super Nintendo releases (there was no Mega-CD version) omitted the comic and instead featured a textual prologue.
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 8:42:01 GMT -5
71. Super R-Type Super R-Type is a shooter for the Super Nintendo, developed and published by Irem in 1991, during the system's launch. It is part of the R-Type series, which was retired in 2003. It is a semi-port of both R-Type and R-Type II (mostly inclined towards the latter) with some variations. It is the only non-canon release in this retired series. It is known for its high difficulty (even compared to other games in the series), particularly because of its lack of checkpoints, since dying means restarting the level from scratch. Also, this game suffers from some slowdowns, which was also a problem in many third-party SNES launch games (including Gradius III).
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 8:49:35 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
Here Are The Hints To The Next Five Games On Our List
* Darth Vader Asks You Who's Your Daddy
* Goemon & Ebisumaru Are Here
* Outworld Invasion
* Smash Your TV
* Two Fire Breathers
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Post by SsnakeBite, the No1 Frenchman on Oct 23, 2007 12:31:46 GMT -5
Even though I think they should be in the top 10, I' m very glad to see Shadowrun and Front Mission made it to the top 100 ! Oh and for the next ones, I sense Mortal Kombat 2, Empire Strikes Back ( or the return of the Jedi, I never remember in which one Cader reveals he' s Luke' s father ) , a Goemon game ( there are so many of them I don' t want to try and find the good one, not to mention I played none of them ), that horrible game where you just murder a bunch of people who come to the screen in a squared room that somehow got some success and er... Breath of Fire 2 ?
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 12:50:26 GMT -5
70. Mortal Kombat III Mortal Kombat 3 (also known as MK3) is the third game in the Mortal Kombat series, released in arcades in 1995. It was updated into Ultimate Mortal Kombat 3, and later Mortal Kombat Trilogy. Mortal Kombat 3 builds further on the gameplay of the previous game. A "Run" button, accompanied by a "Run" meter, was introduced. This was primarily to address concern from fans who thought that the previous games gave too much of an advantage to the defending player. The Run meter is drained by running (the character cannot run backwards, only forwards) and by performing combos. "Chain combos", also known as pre-programmed combos (labelled "dial-a-combos") were also introduced. Chain combos are preprogrammed button presses that are unblockable once one hit connects (e.g., one of Sonya's chain combos is HK-HK-HP-HP-LP-b+HP). Some chain combos end with an uppercut or other move that knocks the opponent into the air, so that more punishment can be dealt via a traditional juggle combo. To please players of various skill levels, a "Choose Your Destiny" screen appears in 1-player mode. This new feature allowed player-selectable difficulty. For the first time, certain levels were interactive by allowing characters to be uppercutted through the ceiling where both characters would continue the battle in a different stage. This could alter the game's level cycle. Both normal uppercuts and uppercuts that are part of a ground combo would result in a level change. Kung Lao's "Whirl Wind Spin" move would also have the same effect. However, if the final hit of a round happens to be an uppercut (i.e., the character is defeated by an uppercut), there is no level change. All of the different style of finishing moves featured in Mortal Kombat II (Fatalities, Babalities, and Friendships) return in MK3. Additionally, the long rumored Animality, where the character transforms into an animal in order to kill their opponent, is featured for the first time. Another new addition is the Mercy, where the character can give their opponent a small sliver of life if they have won two rounds and are at the "Finish Him/Her" screen. It is necessary that a Mercy is performed for an Animality to occur. Finally, three new stage Fatalities can be performed in the Subway, the Bell Tower, and the Pit 3. Another concept exclusive to this game are the "Kombat Kodes". These were 6 digit codes entered at the VS screen in a two player game to modify gameplay, fight hidden characters or display certain text messages. Also introduced in this game was the "Ultimate Kombat Kode", which was a 10 digit code that could be entered after a game was over in single player mode. If the correct code was entered, Smoke would become a permanent playable character on the character select screen. The arcade owner, however, could reset this code by accessing the game's diagnostic menu by hitting a DIP switch within the MK3 cabinet. The game's overall style was envisioned differently than in the previous Mortal Kombat games. Opposed to the heavily Oriental themes of Mortal Kombat and Mortal Kombat II, MK3's theme is much more Western contemporary. The game's stages are set in modern locations, three of the characters are robots, and traditional character designs (such as Sub-Zero's or Kano's) have been dropped or modified in favor of modern replacements. The overall game has a much darker tone than its predecessors, and uses a noticeable darker and less vibrant color palette. Characters are now heavily digitised (as opposed to the hybrid digitised/hand-drawn style of Mortal Kombat II.) Many of the game's backgrounds are now, for the first time, created using pre-rendered 3D graphics. This change is also reflected in the sound track, in which all Oriental motifs have been dropped in favour of modern instrumentation. Fed up with continuous losses in tournament battle, Shao Kahn who had lost to Liu Kang in the Outworld tournament, enacts a 10,000 year-old plan. He would have his Shadow Priests, led by Shang Tsung, revive his former Queen Sindel, who unexpectedly died at a young age. However, she wouldn't be revived in the Outworld. She would be resurrected in the Earthrealm. This would allow Shao Kahn to cross the boundary lines and reclaim his queen. When Sindel is reincarnated in Earthrealm, Shao Kahn reaches across the dimensions to reclaim her. As a consequence of his action, the Earthrealm becomes a part of the Outworld, killing billions instantly. Only a few are spared, as Raiden protects their souls. He tells them that Shao Kahn must be stopped, but he cannot interfere; due to his status, he has no power in Outworld, and Earthrealm is partially merged with Outworld. Shao Kahn has unleashed extermination squads to roam throughout the Earthrealm and kill any survivors. Also, Raiden's protection only extends to the soul, not to the body, so his chosen warriors have to fight the extermination squads and repel Shao Kahn. Eventually somehow every human on Earthrealm comes back. Mortal Kombat 3 follows Mortal Kombat II and shares continuity with both Ultimate Mortal Kombat 3 and Mortal Kombat Trilogy which were both updates of this game. The next new game in the series was Mortal Kombat 4.
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Post by Seth Drakin of Monster Crap on Oct 23, 2007 12:55:42 GMT -5
69. Super Smash TV The arcade hit SMASH T.V. makes its way to the Super Nintendo but now it’s SUPER SMASH T.V. If you aren’t familiar with the concept of the game, think of television game show The Price Is Right combined with the Arnold Schwarznegger film THE RUNNING MAN. You’re a contestant on a brutal show, where you can win all kinds of cash and prizes or you could die! As you make your way through each part of the television soundstage, you’ll face off against wave after wave of robots, cyborgs, and evil creatures whose sole purpose is to destroy you. Along the way, you can collect valuable prizes and money that will make it all worthwhile if you survive. If you can’t handle the onslaught by yourself, you can recruit a friend to help you become the all-time biggest winner on the sickest game show you’ve ever seen: SUPER SMASH T.V.!
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