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Post by Seth Drakin of Monster Crap on Dec 19, 2007 8:26:51 GMT -5
Countdown Update
100. Cool Cool Toon 99. Tony Hawk's Pro Skater 98. The Typing of the Dead 97. Trigger Heart Exelica 96. Star Wars: Episode I: Jedi Power Battles 95. Fur Fighters 94. Sega Worldwide Soccer 2000 93. Virtua Tennis 2 92. Border Down 91. Ecco The Dolphin: Defender of the Future 90. Dynamite Cop 89. Sega Swirl 88. Dino Crisis 87. Cosmic Smash 86. NHL 2K 85. NFL Blitz 2000 84. Silent Scope 83. Seaman 82. Guilty Gear X 81. Rez 80. Gauntlet Legends 79. Test Drive Le Mans 78. Virtua Fighter 3 77. Sega Rally Championship 2 76. Evolution: The World of Sacred Device 75. Cannon Spike 74. The King of Fighers 99: Evolution 73. Tokyo Xtreme Racer 2 72. Starlancer 71. Puyo Pop Fever 70 Grand Theft Auto 2 69. Hidden & Dangerous 68. Outtrigger 67. TrickStyle 66. Headhunter 65. NBA Showtime: NBA on NBC 64. Mars Matrix: Hyper Solid Shooting 63. Unreal Tournament 62. San Francisco Rush 2049 61. NFL 2K 60. Shadow Man 59. Spider-Man 58. Resident Evil 57. Jojo's Bizarre Adventure 56. Project Justice: Rival Schools 2 55. Mr. Driller 54. The King Of Fighters 98: Dream Match 53. Ready 2 Rumble Round 2 52. NHL 2K2 51. Space Channel 5 50. World Series Baseball 2K2 49. Legacy of Kain: Soul Reaver 48. Confidential Mission 47. Fire Pro Wrestling D 46. Vigilante 8: Second Offense
Here Are The Hints For The Next Five Games
* Dumbass
* Feeling Ill
* Joe Louis Arena
* Three Amigos
* Wind Beneath My Wing
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 12:08:37 GMT -5
45. Illbleed Illbleed is a survival horror video game for the Sega Dreamcast. In it, players are tasked with guiding horror movie aficionado Eriko Christy through a deadly theme park riddled with booby-traps and monsters, relying on a heartbeat monitor and her own senses (some of which are conveyed through an in-game interface and others indirectly) to avoid being frightened to death. Should she make it out alive, the eccentric genius responsible for the park's creation, Micheal Reynolds, will reward Eriko with a hundred million dollar prize and leave the amusement park. The gameplay of Illbleed differs from other survival horror games. The player is encouraged to not rush through the level, but to slowly walk from place to place, looking around and at the environment. Using a tool that consumes the player's adrenaline, the player can mark various places where he/she suspects a trap might be. These traps burn, slice, scare, and hit the player in various different ways, resulting in blood loss, raise of pulse, and lowered stamina. The player is given tools and items to prevent his/her character from bleeding to death, running out of strength/adrenaline, or being scared to death. If the player fails to keep the character alive through the course of the level, then he/she must be revived outside of the level. If the player runs out of all characters, then the game ends. The game features five different characters (not including the wood-puppet or doll) for the player to choose from at the start of each level. If the player fails to keep that character alive, then they must choose from another upon their death. If all the characters die, it's game over. Each character has their own strengths and weaknesses, with two being all around average (Jorg and Kevin). Eriko, the main character, can recover more quickly after being scared by a trap or enemy. Randy, the dim-witted slasher movie fan, has the highest strength and health, but lowest adrenaline. Would-be psychic Michel has the lowest health, but the highest adrenaline. Illbleed can be won or lost based on the characters stats at the end of the game (or the middle if one dies). At the end of each level, the remaining stamina, adrenaline, pulse, etc., is tallied, and the player loses some prize money if the values are too high or low. These extra ranks get harder to reach with each and every stage. The following are the stats and what they mean. * Stamina: The character's overall health. When depleted, the game ends. * Adrenaline: The character's ability to mark traps. Game continues when depleted. * Pulse: The character's gauge. When raised too high by traps, the player dies. * Bleeding: The character's overall wound level. This is increased when the character moves and drops when the character stands still. The higher it is, the slower the character moves. At higher levels, the character starts to lose health. When it hits the highest level, the game ends. Each level is unlocked one by one in the following order. The player approaches a theater and is asked if they would like to begin the level or not. If they select "Yes", the level begins with an intro. After completion, the player can not replay the level. * Minnesota Hell Cinema - Homerun of Death: The player explores a burned-down hotel, Chateau Banbollow. Throughout the level they have repeated encounters with Gale Banbollow, the flamethrower-toting owner, who was badly maimed in the fire and driven mad by the loss of his son, Jimmy, who was burned to death in the fire. * Cinepanic - The Revenge of Queen Worm: The player explores an abandoned campground, where they discover the ghost of worm farmer David Rodriguez, who seeks their help in putting his gigantic, prized breeding worm Rachel out of her misery. * Boogie's Fun Movies - Woodpuppets: A vindictive tree spirit named Trent kills lumberjack and chainsaw enthusiast George MacLachlan, then takes over his mill, turning the workers into killer mannequins. The player must enter the mill and destroy the diabolical plant and its army of "Woodpuppets". * Shock It To Me Theater - Killer Department Store: The player enters the ruins of the Cashman Department Store, facing haunted merchandise and the ghost of its greedy owner, Donald Cashman. * Hall of Resentment - Killerman: The player must help solve a murder mystery in a broken attraction. * Child Palace - Toyhunter: The player takes on the role of Cork Inda, a cross between Woody from Toy Story and Indiana Jones, and help him travel to Toy Hell and back to rescue his lover, Sexy Doll, from the clutches of the ruler of Toy Hell, Zodick the Hellhog (a monster based off Sonic the Hedgehog). * Michael Reynolds' Horror Museum - The Final Battle: The player confronts Reynolds and one of his three sinister boss monsters in order to claim their reward. An alternate ending allows the player to discover the sinister connection between Eriko Christy and Michael Reynolds
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 12:10:33 GMT -5
44. Samba De Amigo Samba De Amigo is a highly unique game: a maracas simulation. Game play is based around a special maracas controller that you use to interact with the music. The controller senses which region in space out of a possible 6 that the maracas are in. It also senses when the player shakes the maracas. As the music plays, the player must shake the maracas in the appropriate region with proper timing to progress. A standard controller can also be used if you do not have the maracas controller, which is sold separately. The music in the game comes from a wide variety of sources. Some of the songs are traditional samba music, while others are recognizable pop tunes, like "Macarena" and "Tequila."
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 12:13:41 GMT -5
43. Giga Wing Giga Wing is a 1999 vertically scrolling shooter arcade game developed by Takumi and published by Capcom on their CPS-2 arcade system board and ported later that year to the Sega Dreamcast console. The arcade version is notable for using a horizontally aligned monitor (much like Treasure Co. Ltd's Radiant Silvergun), something that is considered rare for a vertical shooter. Giga Wing takes place during a fictional war within a steampunk setting. The player controls one of four different futuristic aircraft and must destroy enemy aircraft, tanks, ships, and buildings using both guns and missiles mounted on the aircraft and a limited supply of bombs which damage or destroy all enemies on-screen when used. The game is based on the player(s) trying to destroy a medallion which possesses great power. Many of the bosses use the medallion as a weapon. The player chooses one of four different craft and shoots through seven stages. Each game (on default settings) begins with three lives, and an extend can be earned in stage four if specific requirements are met. The option to continue is given when all lives are lost, although the seventh stage is only accessible if the player does not use any continues. Each ship in Giga Wing has three attacks. * Normal shot (Tap the A button): A spray of bullets that can be strengthened by collecting power-ups. * Reflect Force (Hold the A button): An attack that reflects all enemy bullets and sends them back in the enemy's general direction, causing damage. * Bomb (Press the B button): A large attack that nullifies all bullets on screen and causes great damage to all enemies. Power-ups are released when certain ships containing them are destroyed. A maximum of three can be collected; they increase the power of the player's guns. The power-ups are shown as purple P's that bounce around the screen. Once the player is destroyed, the P's that have been collected come out of the destroyed ship and must be recollected to get the players power level back to its former state. Each ship starts out with two bombs and up to seven can be collected. Each bomb left in reserve after any boss fight gives the player a bonus. Every enemy (and some background objects) in the game releases multipliers when destroyed. The multipliers take the form of medals and appear in different increments (1 point, 5 points, 10 points, 20 points, and 100 points) depending on the type of enemy destroyed. The face value of the multiplier is added to the value of the previous multiplier collected during each life or stage; the multipler is then incremented by that amount. For example, starting off by collecting a 20 point multiplier, the next multiplier will then be worth 21, 25, 30, 40 or 120. The multiplier after that will be its face value plus the previous value, and so on. Even 1 point multipliers can ultimately be worth thousands, which can propel the multiplier into the millions; this in turn can propel the score into the billions and trillions. Giga Wing is notable for having, at times, literally hundreds of enemy bullets on screen. To prevent the player from being overwhelmed, the game features the Reflect Force. The Reflect Force is a reflective shield that is activated after the player holds the A button down for a short period of time. Any enemy bullets that come into contact with it are reflected back in the general direction it came from. If a shot is reflected and hits an enemy, it becomes a 1-point multiplier that can be collected. After being used, the shield takes time to recharge. A huge number of points can be gained with this method; Giga Wing sometimes shows scores in the trillions. Like other shooter games, Giga Wing contains a rank system. A player's 'rank' is determined by how well or badly they are playing, the game then adjusts the difficulty accordingly. It has been noted on one of Shmups.com's strategy threads that Giga Wing contains a simple rank system that is influenced by how early a player dies in the game. If a player were to live on one life for a good duration of the game, then the bullets would begin to travel much quicker. On the other hand, if one were to die earlier in the game, the bullets would travel much slower. In fact, some players 'suicide' as soon as the game begins to take advantage of this. At the end of each level the player fights a boss character, such as a battleship, a huge bomber, or a building-sized tank. Destroying the boss is not necessary to complete the level, but the player will not receive the points bonus for it unless they shoot it down before the timer runs out.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 12:18:37 GMT -5
42. Quake 3 Arena Quake III Arena or Quake 3, abbreviated as Q3A or Q3, is a multiplayer first-person shooter computer and video game released on December 2, 1999. The game was developed by id Software and featured music composed by Sonic Mayhem and Front Line Assembly. Quake III Arena is the third title in the series and differs from the previous games in the Quake series in that it excludes the normal single-player element, instead focusing upon multiplayer action. The solo experience in Q3 is arena combat versus AI opponents, in a similar style to Unreal Tournament. As with most multiplayer first-person shooters, the aim of Q3A is to move throughout the arena fragging (killing) enemy players and scoring points based on the objective of the game mode. When a player's health points reach zero, the avatar of that player is fragged; soon after the player can then respawn and continue playing with health points restored, but without any weapons or power-ups previously gathered. The game ends when a player or team reaches a specified score, or when the time limit has been reached. The single player mode of the game consists of the same thing against computer controlled bots. The game modes are deathmatch, Team deathmatch, Capture the flag, and tournament, in which players test their skills against each other in one-on-one battles, and an elimination ladder. An expansion pack titled Quake III: Team Arena was released in December 2000 by id Software. It focused on introducing team gameplay through new game modes and also included new weapons, items, and player models. However, Team Arena was criticized because its additions were long overdue and had already been implemented by fan modifications. A few years later Quake III: Gold was released which composed of the original Quake III Arena and the Team Arena expansion pack bundled together as one game. On August 19, 2005, id Software released the complete source code for Quake III Arena under the GNU General Public License, as they have done for most of their earlier engines. This does not make the entire game GPL, however, as the textures and other data were not released. A project called OpenArena addresses this issue, creating open content and bundling it with the engine as a standalone Quake 3 clone. Quake III Arena was released for the Sega Dreamcast (ported by Raster Productions and released by Sega) in 2000 and features 4 player online play versus Dreamcast and PC gamers. It is often considered one of the best PC to console ports of its time due to its smooth frame rate and online play.[citation needed] There are around 15 dedicated servers running Dreamcast maps. Players must be running version 1.16n to connect. Q3A comes with several classic gameplay modes. They are: * Free for All (FFA) – deathmatch * Team Deathmatch (TDM) * Tournament (1v1) * Capture the Flag (CTF) Unlike its predecessors, Q3A does not have a plot-based single-player campaign. Instead, it simulates the multiplayer experience by using computer controlled players known as bots (see Bots below). The story of the game is very thin; the greatest warriors of all time fight for the amusement of a race called the Vadrigar in the Arena Eternal.[8] Continuity with prior games in the Quake series and even Doom is maintained by the inclusion of player models related to those earlier games as well as some biographical information included on each character in the manual, a familiar mixture of gothic and technological map architecture, and specific equipment; for example, the Quad Damage power-up, the widely used rocket launcher, and the powerful BFG. The game may only be considered partially canon for all the other Quake and Doom games, as the game is based on another dimension, the Arena Eternal.[citation needed] In Quake III Arena, there are a series of maps that consist of combat against different characters in the game. They build up from the lowest of difficulty (Crash, in Tier 0) to highest of difficulty (Xaero, in Tier 7) regardless of the choice of difficulty from the main menu. The map naming syntax is the name of the game, the map type, and then its number. For example, Q3DM5 is "Quake 3 Deathmatch Map 5", while Q3Tourney3 is "Quake 3 Tournament Map 3". While deathmatch maps are designed for about 16 players, tournament maps are designed for 'duels' between 2 players, and in the singleplayer game could be considered as 'boss battles'. In Quake III, the weapons are designed such that there is no longer a completely "dominant" weapon. The weapons balance was achieved by examining earlier games in the series; Quake and Quake II. For instance, the rocket launcher in Quake is so effective such that it dominated entire deathmatches[citation needed] and the rocket launcher in Quake II was toned down so much that it was passed over for other weapons.[citation needed] The rocket launcher in Quake III is effective to use but it isn't overpowered, allowing it to be countered in many situations Weapons start off as items. These spawn at regular intervals at specified places on the map, depending on the value for g_weaponrespawn. When the player picks up a weapon, their ammunition supply for the weapon is set to a fixed number. However, if the player has more than the fixed number, perhaps from already having picked up the weapon or enough ammunition packs, only one additional round is added. When a player dies, all weapons are removed from their inventory except for the gauntlet and machine gun. The player also leaves behind the weapon that they were using upon death, allowing other players to pick it up. Quake III Arena was specifically designed for multiplayer. This means that the game allows players, whose computers are connected by a network or to the internet, to play against each other in real time. It uses a client-server architecture that requires all players' clients to connect to a single server. Q3A's focus on multiplayer gameplay spawned a vivid community similar to Quakeworld, that is still active to this day.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 12:20:55 GMT -5
41. Sega Bass Fishing Sega Bass Fishing is a video game published for arcade, Dreamcast, Windows and Wii. The game is fully playable with the standard Dreamcast Controller, but it is also compatible with the Sega Fishing Controller for more realistic play. The game struggled with critics due to its narrow, simplistic nature. However, it did showcase the amazing graphical capabilities of the Dreamcast with the fish moving fluidly and realistically to create a smooth fishing experience. It sold well and became one of the few Sega All Stars titles. The game is also slated for a Wii release in early 2008.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 12:25:21 GMT -5
Countdown Update
100. Cool Cool Toon 99. Tony Hawk's Pro Skater 98. The Typing of the Dead 97. Trigger Heart Exelica 96. Star Wars: Episode I: Jedi Power Battles 95. Fur Fighters 94. Sega Worldwide Soccer 2000 93. Virtua Tennis 2 92. Border Down 91. Ecco The Dolphin: Defender of the Future 90. Dynamite Cop 89. Sega Swirl 88. Dino Crisis 87. Cosmic Smash 86. NHL 2K 85. NFL Blitz 2000 84. Silent Scope 83. Seaman 82. Guilty Gear X 81. Rez 80. Gauntlet Legends 79. Test Drive Le Mans 78. Virtua Fighter 3 77. Sega Rally Championship 2 76. Evolution: The World of Sacred Device 75. Cannon Spike 74. The King of Fighers 99: Evolution 73. Tokyo Xtreme Racer 2 72. Starlancer 71. Puyo Pop Fever 70 Grand Theft Auto 2 69. Hidden & Dangerous 68. Outtrigger 67. TrickStyle 66. Headhunter 65. NBA Showtime: NBA on NBC 64. Mars Matrix: Hyper Solid Shooting 63. Unreal Tournament 62. San Francisco Rush 2049 61. NFL 2K 60. Shadow Man 59. Spider-Man 58. Resident Evil 57. Jojo's Bizarre Adventure 56. Project Justice: Rival Schools 2 55. Mr. Driller 54. The King Of Fighters 98: Dream Match 53. Ready 2 Rumble Round 2 52. NHL 2K2 51. Space Channel 5 50. World Series Baseball 2K2 49. Legacy of Kain: Soul Reaver 48. Confidential Mission 47. Fire Pro Wrestling D 46. Vigilante 8: Second Offense 45. Illbleed 44. Samba De Amigo 43. Giga Wing 42. Quake 3 Arena 41. Sega Bass Fishing
Here Are The Hints For The Next Five Games
* Go To Sleep
* NASCAR's Biggest Event
* Revenge of the Living Deal
* The Few, The Proud, The Marines
* Place Where Superman Saves Most People
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 15:24:11 GMT -5
40. Zombie Revenge Zombie Revenge is an arcade and Dreamcast video game released in 1999, one that falls squarely in the beat 'em up genre. Armed with their fists, feet, and whatever weapons they should find along the way, players are tasked with ridding an unnamed city of zombies that look more or less like the ones in House of the Dead. The House itself is featured as one of the later levels in the game. The time is the present. A city has been suddenly filled with the souls of the dead. A GOVERNMENT TOP SECRET PLAN U.D.S. ,Undead Soldier. It was a top-secret plan to utilize the dead for military purposes. Just before it was ready for operation all was thrown into darkness by someone unknown. A year later the city had become the home of the dead. Three of the best AMS agents were sent in, Stick Breitling, Linda Rotta and Rikiya Busujima. They have now been sent out to eliminate the enemy and track down the mysterious leader of this attack, known only as "Zed". ProtagonistsStick Breitling A tough, young AMS agent, Stick is well rounded in speed and combat. His father worked in the "U.D.S" experiments but this was not known to him until revealed by Zed. Linda Rotta Quick and agile, Linda is the fastest member of the trio of AMS agents sent to stop Zed. Rikiya Busujima An AMS agent from Japan, Rikiya appears to have cybernetic enhancements and many battle scars. He specializes in hand-to-hand combat. Though he only speaks Japanese, both Stick and Linda are fluent in the language and are able to communicate with him. AntagonistZedThe main villain of the game, he wants revenge for his parents, who were murdered and used in the experiments to create the zombies by Stick's father, Gil Brietling. He despises all humans and wishes to turn them all into zombies by spreading the virus. He houses a powerful U.D.S. inside of him that he calls the God of Destruction, and waits to release it to kill the rest of the humans.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 15:30:36 GMT -5
39. Daytona USA Daytona USA is a racing arcade game by Sega. It was originally released in 1993, with a revision in 1994. The game was built upon groundwork laid by the 1992 release Virtua Racing. At the time of its release, Daytona USA was the most detailed 3D racer on the market. The player is put behind the wheel of a stock car, with the choice of three tracks as well as an automatic or manual transmission. The player's objectives are to outrun the competing cars, and complete the race before time runs out. Daytona USA offers multiplayer and introduced the possibility of linking four twin cabinets or eight deluxe cabinets to create an eight-player competition. Linked deluxe cabinets may also include a camera pointing towards the drivers seat, linked to a closed-circuit television to show the player on a separate screen. Eventhough the game was released years before the Daytona USA Museum opened in Daytona Beach, the International Speedway Corporation had already held the copyright to the name "Daytona USA." Any future game would require a license to use the name Daytona USA. There are three race courses in the arcade version of Daytona USA. Beginner - Three Seven SpeedwayCourse Type: Speedway Number of laps: 8 / 20 / 80 (Standard / Grand Prix / Endurance mode) Number of Cars: 40 Course BGM: 'The King Of Speed' (alternate theme: 'Pounding Pavement') Skill Level: Beginner The Three Seven Speedway is a standard tri-oval speedway track in layout, based loosely on the Daytona International Speedway and Pocono Raceway. It begins with a rolling start, with the player in 40th place. The first turn takes the player past cheering crowds on the right, with a large field fronting the pit stop area on the left. The next section of track after the second turn is a straight road through a forest setting, and is dominated by three large slot machine reels embedded into a stone arch above the track. If the player presses the Start button while playing, the first reel will stop, pressing the Start button again will stop the next reel and so on; if the 3 reels match the player is awarded with extra time (7 seconds for three sevens, 5 seconds for three bars, 3 seconds for all other matches). The third turn is the setting of a large mountainside, with the image of Sonic the Hedgehog engraved into the rock. This is the tightest turn of the track, which leads to the pit road and the finish line. There are a couple of cars to watch out for to secure first place in the track: cars 20 (MISS Tea), 46 (Bird Line), 53 (OK Bike Works), 55 (Evangeline Motor Oil), and 62 (Gladner Insurance). On 1993 machines, car 20 was normally implemented to be an unfair opponent. However, on mostly all 1994 machines, car 20's AI was toned down. The Daytona USA 2001 manual states this race takes place in a city called Las Segas. Advanced - Dinosaur CanyonCourse type: Road course Number of laps: 4 / 10 / 40 (Standard / Grand Prix / Endurance mode) Number of Cars: 20 Course BGM: 'Let's Go Away' Skill Level: Advanced Dinosaur Canyon is a medium-length road course. From a standing start, the player heads through tough canyon terrain with many elevation changes. Notable features include a tunnel through a mountain, power generating windmills, and the words "SEGA-AM2" in the grass on the outside section of the penultimate turn. The final turn reveals the reason behind the name of the course: a large dinosaur fossil can be seen embedded in the side of the rocky terrain. There is also a hidden message from the creators of Daytona USA, present in all versions of the game: if you turn the car around after the 'GO' signal is given, and take the road heading away to the right to a tunnel in the mountainside just before the pit entrance (meaning the final turn is to your left), there is a sign at the end: 'You Just Lost Your Sponsors!' This course also has some cheap enemies: car number 16 (Tune Insurance), car numbers 12 and 13 (Starline Performance Cars), and car number 20 from the Three Seven Speedway (MISS Insurance). Proper steering and the correct speed will avoid any conflict with these cars. Expert - Seaside Street GalaxyCourse type: Street circuit Number of laps: 2 / 5 / 20 (Standard / Grand Prix / Endurance mode) Number of Cars: 30 Course BGM: 'Sky High' Skill Level: Expert This winding course begins with a standing start on a large suspension bridge. After crossing the water, the player is taken through several tunnels with hard turns, to emerge on a hill leading downwards alongside a residential area. The course then takes a gentle curve alongside a cliff section, where seagulls fly, horses stand in a grassed section, and sea can be seen all the way to the horizon. Next the player is directed onto the same bridge for the return stretch - after leaving the bridge, the player passes alongside a Space Shuttle readied for launch, and a galleon moored alongside a dock area - the sharpest hairpin turn in the game. After taking this turn, an onramp leads to the first section of bridge, and the finish line. Notable features of Seaside Street Galaxy include a statue of Jeffry from Virtua Fighter, which can be found beside the track on the first right-hand bend between the tunnel section and the residential hill area. If the player approaches the statue, stops, and presses either X (Sega Saturn) or START (arcade), the statue will move and stand on its head. This feature was removed from Daytona USA 2001. Seaside Street Galaxy also sports some tough drones in all of Daytona USA: Cars 55 (Evangeline Motor Oil, the hardest opponent in the course), 51 (Bird Line), 62 (Gladner Insurance), and 16 (Tune Insurance from Dinosaur Canyon). On March 14, 2001, Daytona USA was given a complete revamp for release on the Sega Dreamcast platform. This version (known as Daytona USA 2001 in Japan, Australia, and Europe, and simply Daytona USA in the USA) features every single course from the original Daytona USA game and the Championship Circuit Edition. Three new tracks were also specially designed for this game ('Rin Rin Rink', 'Circuit Pixie' and 'Mermaid Lake'), and all of the tracks are playable normally, in reverse, mirrored, or in reverse-mirrored mode. The game's graphics were significantly updated. It was also playable online, allowing for competition between up to four players and uploading/downloading of best times and ghost car information, although the online options were removed from the PAL version. Another addition to this version of Daytona USA was the Championship mode, where the player must place above a certain point in the overall rankings to progress, culminating in the King of Daytona Cup. This version tends to be criticized for poor controls. The analog stick's default setting is extremely sensitive, but that can be corrected in the options screen (except in the Japanese version). However, the game still does not handle exactly like the original arcade version of Daytona USA even when using a racing wheel. The physics / handling / control are different from the arcade version. Though it is likely that the game was designed with analog controls in mind and therefore doesn't play as easily on a joypad as the Saturn version which used a standard d-
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 15:33:34 GMT -5
38. Sega Marine Fishing Sega Marine Fishing is a line of simulation games in which the player attempts to catch various marine sport fish. The gameplay's emphasis was on enticing fish to bite onto the lure and then successfully fighting the fish and reeling it to the boat. As the player catches fish, they earn item cards. Items earned with these cards include fish and artifacts for an aquarium, fishing equipment, additional boats, and various goofy accessories such as different colored shorts. The game also featured two modes of online play: tournament fishing and "fish mail". In tournament fishing, players competed to catch the biggest fish within a species. Fish mail consisted of writing short messages. Players could receive random messages by catching fish. Sega Marine Fishing can be played using the Dreamcast fishing rod controller.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 15:35:38 GMT -5
37. Sega GT Sega GT, released as "Sega GT Homologation Special" in Japan, February 17 2000, is a semi-simulation oriented racing game for the Dreamcast. This game was secretly designed by Sega to become the Dreamcast system's very own Gran Turismo and compete with the announced but not yet released "Gran Turismo 2000" (for the Playstation 2). As a result, Sony delayed its "Gran Turismo 2000" to 2001 and renamed it "Gran Turismo 3: A-Spec". Heavily influenced by the successful Gran Turismo game series, Sega actually added some exclusive features and fresh ideas to this game, but despite the game's obvious qualities it was not really successful in Japan nor America; even the upgraded European version was a semi-failure. After Sega definitely stopped producing games for its Dreamcast system, the company released Sega GT for Windows 95/98/Me (Sega PC licensed the original game to Empire Interactive in Europe and Activision in USA) in 2001. This game would lead to Sega GT 2002 a year later.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 15:38:43 GMT -5
36. Metropolis Street Racer Metropolis Street Racer or MSR is a racing game for the Sega Dreamcast. It was developed by Bizarre Creations, and published by Sega. The game was originally intended to be a Dreamcast launch title in Europe and North America, however, due to numerous delays it was not released in Europe until March 2000, with a US version following in January 2001. Development of a Japanese version was started, but was never released. Many of the concepts used in Metropolis Street Racer were reused in Bizarre Creations' follow-up racing series Project Gotham Racing on the Xbox. Metropolis Street Racer is notable for introducing the "Kudos" system (whereby players are rewarded for racing stylishly as well as quickly) into video games, and for its detailed and accurate recreations of the cities London, Tokyo and San Francisco. Music for the game was composed by Richard Jacques, and delivered via nine fictional radio stations (three for each city), similarly to the Grand Theft Auto series. The day/night time spectrum during gameplay is realistic, in that the game uses the internal clock of the Dreamcast to calculate the present time in each city. Play at 8AM in England, for example, and the San Francisco races will all be at night. A selling point of MSR was the sheer number of different tracks available (262 in total), created by blocking off certain areas of the city to lead the player around specific roads and paths. However, only a few of these are available from the start of play and most are unlocked by playing through the single player mode. The game did, however, feature far fewer cars than the Gran Turismo series. Gameplay in MSR is centred around the single-player mode, with tracks and cars in the multiplayer mode being unlocked at the same time as in the single-player game. The premise is that, as a street racer, you have to impress other drivers with quick but stylish driving in a series of challenges. These challenges are in sets of ten (called Chapters - there are 25 in total), with completion of all challenges opening the next chapter (assuming you have enough Kudos, see below) and unlocking a new car. Each challenge is on a different track, and unlocking a challenge unlocks that track in the time-attack and multiplayer modes. Challenges* Hotlap: Race on your own around a track - typically three laps - and attempt to beat a specific time. An alternate version records the average time for all laps. * One-on-one: A race (again, usually three laps) against an opponent. You can give yourself or the computer a head start up to 60 seconds. * Street Race: A single race against multiple opponents. Championship: A four-race series against three opponents. You receive points based on your position at the end of each race. Usually this is the last challenge in the chapter. * Challenge: A race with custom rules, such as passing a certain number of cars within a time limit. Some challenges (usually the Challenge category) have a time unlock, which allows you to unlock secret cars or cheats by completing the challenge during a certain time. Playing at a different time will allow you to clear the challenge, but will not unlock the reward. Kudos is the currency of MSR. You earn it during the challenges in two categories - Skill and Style. Skill Kudos is earned by completing a challenge successfully. Before starting a challenge, you have the opportunity to make it easier or harder on yourself by setting the time limit, head start, or race position required to clear the challenge. The harder you make the challenge, the more Kudos you earn by completing it. Style Kudos is earned by drifting - that is, using the hand-brake to skid while turning. A "K" symbol appears when drifting, and becomes more visible the longer a drift goes on and the harder it is. The more opaque the symbol, the more Kudos you earn. You also receive a bonus of 25 "K" if you don't crash into anyone or anything during the entire race. Finally, you lose Kudos in two ways - by hitting a wall, obstacle or other driver (theoretically you don't lose Kudos if you are hit by another driver, though this isn't always the case); or by failing the challenge, which results in a final Kudos total of -25 "K" for the whole challenge. Kudos is calculated on a per-challenge basis. Each challenge's Kudos result is stored, and only the last attempt at a challenge is stored. If you gain 250 "K" on a challenge, then try it again and fail, you lose 275 "K", as that challenge's result is now -25 "K." Through playing the game, you sometimes earn "Joker" cards. Playing one of these cards before starting a challenge will double the amount of Kudos gained or lost during that attempt. In the single-player mode, you have a garage which holds three cars. In order to "buy" a car, you must complete a hot-lap challenge in that car - usually completing a short lap under a time limit. You have unlimited time to complete the challenge, and once you do, you can customise the car. Car customisation allows you to select one of a number of colours, set the opacity of the windows, switch ABS on or off, and change the number plate to one of your choice. You also have the option with convertible cars of setting them as hard-top, soft-top or open-top; in daytime, nighttime and rainy settings. Kudos is also tied to your cars. As there are initially only three spaces in the garage, you occasionally have to get rid of cars to open up spaces for better ones as you unlock them in the game. However, disposing of a car will also result in you losing 10% of the Kudos you earned in that car. This is designed to encourage you to either switch cars less often, or spend time in your best car on lower Chapters later gaining higher Kudos results.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 15:44:16 GMT -5
Countdown Update
100. Cool Cool Toon 99. Tony Hawk's Pro Skater 98. The Typing of the Dead 97. Trigger Heart Exelica 96. Star Wars: Episode I: Jedi Power Battles 95. Fur Fighters 94. Sega Worldwide Soccer 2000 93. Virtua Tennis 2 92. Border Down 91. Ecco The Dolphin: Defender of the Future 90. Dynamite Cop 89. Sega Swirl 88. Dino Crisis 87. Cosmic Smash 86. NHL 2K 85. NFL Blitz 2000 84. Silent Scope 83. Seaman 82. Guilty Gear X 81. Rez 80. Gauntlet Legends 79. Test Drive Le Mans 78. Virtua Fighter 3 77. Sega Rally Championship 2 76. Evolution: The World of Sacred Device 75. Cannon Spike 74. The King of Fighers 99: Evolution 73. Tokyo Xtreme Racer 2 72. Starlancer 71. Puyo Pop Fever 70 Grand Theft Auto 2 69. Hidden & Dangerous 68. Outtrigger 67. TrickStyle 66. Headhunter 65. NBA Showtime: NBA on NBC 64. Mars Matrix: Hyper Solid Shooting 63. Unreal Tournament 62. San Francisco Rush 2049 61. NFL 2K 60. Shadow Man 59. Spider-Man 58. Resident Evil 57. Jojo's Bizarre Adventure 56. Project Justice: Rival Schools 2 55. Mr. Driller 54. The King Of Fighters 98: Dream Match 53. Ready 2 Rumble Round 2 52. NHL 2K2 51. Space Channel 5 50. World Series Baseball 2K2 49. Legacy of Kain: Soul Reaver 48. Confidential Mission 47. Fire Pro Wrestling D 46. Vigilante 8: Second Offense 45. Illbleed 44. Samba De Amigo 43. Giga Wing 42. Quake 3 Arena 41. Sega Bass Fishing 40. Zombie Revenge 39. Daytona USA 38. Sega Marine Fishing 37. Sega GT 36. Metropolis Street Racer
Here Are The Hints For The Next Five Games
* All Music Provided By Offspring
* Escape The Rays
* Intitals That Have Not Been Revealed Yet
* Let's Get Ready To Rumble
* Ultimate Fighter
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 17:31:55 GMT -5
35. Ultimate Fighting Championship Ultimate Fighting Championship is the first video game based on the Ultimate Fighting Championship mixed martial arts tournament. Featured UFC Mixed Martial ArtistsMikey Burnett Mark Coleman Gary Goodridge Jeremy Horn Matt Hughes Eugene Jackson Tsuyoshi Kosaka Tim Lajcik Chuck Liddell Guy Mezger Pat Miletich Tito Ortiz Kevin Randleman Marco Ruas Bas Rutten Pedro Rizzo Andre Roberts Frank Shamrock Maurice Smith Evan Tanner Ron Waterman Pete Williams
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 17:34:25 GMT -5
34. Rayman 2: The Great Escape Rayman 2: The Great Escape is a platforming video game. It is considered to have raised standards regarding 3D, level design and game play, and storytelling, being praised by numerous reviews. It was first released for the Nintendo 64, Game Boy Color, PC, Dreamcast, PlayStation and PlayStation 2, and was later remade on the Nintendo DS portable game system and named Rayman DS. It is Rayman's first outing in 3-D. The game has been mentioned on several "Best Games Of All Time" lists. It has placed 99th on IGN's Top games of all time 2007. Rayman 2 is a 3D platform game. The main character (Rayman) is shown in third-person view; the camera viewpoint is by default slightly behind and above Rayman, though depending on the current playing environment the camera adjusts itself. The game centers on the invasion of the world where the game takes place (the Glade of Dreams) by robot pirates from outer space. In order to repair the damage to the world and defeat the invasion force, Rayman has to collect 1000 pieces of the world's core (called Lumz) and reunite four magical masks which will awaken Polokus, the world's spirit. Polokus has gone into hiding a long time ago, however as he is the creator of "all that is and will be" he is the only hope of destroying the invaders. The quest for the four masks leads Rayman through a number of different environments; each mask is guarded by a guardian, who needs to be defeated in order to acquire the mask. The events in the game take place after the events of Rayman 1, though they are largely unconnected. None of the characters from Rayman 2's predecessor play any significant role, though a character resembling the Moskito appears in the first few levels. It is however not possible to interact with him. An army of Robo-Pirates, led by Admiral Razorbeard and coming from outer space in a giant pirate ship-shaped space vessel, takes over and enslaves Rayman's world, holding the captured inhabitants in the pirates' prison ship, the Buccaneer. While fighting against the pirates, Rayman is captured; Globox, who was with him, escapes and sets out to find Ly the Fairy, to get Rayman a silver lum. Eventually, Globox is captured too, though he manages to smuggle a silver lum into the prison ship, which gives back Rayman all his powers and enables him to escape the ship. After escaping and not being able to find Globox, he meets the Teensies who have forgotten which one of them is the Teensie king and squabble over it. The Teensies show Rayman how to travel to different worlds to collect the Lums and find the masks. The masks are guarded by mystical warriors, the known as the Guardians, whose names are Axel, Umber and Foutch (the fourth Guardian is not seen). When Rayman finds all the 4 masks and gives them to Polokus in his dreamworld, Razorbeard kidnaps Globox using his new giant robot, the Grolgoth. Rayman comes to his rescue and he and Razorbeard partake in a final battle, Razorbeard in the Grolgoth. They are hurled underground into a lava pit, where Rayman uses a shell missile created by the Robo-Pirates to destroy the Grolgoth, and Razorbeard flees in terror.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 17:35:35 GMT -5
33. Ready 2 Rumble Boxing Ready 2 Rumble Boxing is a boxing game for the Sega Dreamcast, PlayStation, Game Boy Color, and Nintendo 64 and it was released in 1999 by Midway. The success of the Dreamcast version led to it becoming one of the few Sega All Stars titles. The game is reminiscent of Nintendo's Punch Out series in that it features many characters with colorful personalities (i.e. Afro Thunder, Boris "The Bear" Knokimov, etc.). However, unlike the Punch Out series, Ready 2 Rumble Boxing is in 3D and thus allows more control over your character in the ring. Throughout the fights in the game, you can earn letters by delivering multiple hard punches. Each boxer has a special move (called a "Rumble Flurry") that they unleash when you spell out the word "RUMBLE." The game was followed by a sequel in 2001 called Ready 2 Rumble Boxing: Round 2, and will be followed by a third game in the series, currently in development.
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 17:41:15 GMT -5
32. MDK2 MDK2 is a video game and sequel to the third-person shooter, MDK. The original MDK was developed by Shiny Entertainment and released in 1997 by Interplay. For the sequel, established RPG developer BioWare Corp. of Edmonton, Alberta, Canada took the reins, delivering a highly rated gaming experience that followed on closely from the first game. MDK2 was originally released for the Dreamcast and PC in 2000. It was later revised and released for the PlayStation 2 as MDK2: Armageddon. The main difference between these two versions is the ability to select the difficulty in the later, PS2 version. Like the original, MDK2 features three protagonists: Kurt, an ordinary janitor and reluctant hero, Max, a mechanical six-legged dog, and Doctor Fluke Hawkins, Max's creator and all-round eccentric scientist. Unlike the first game, the player is put in control of all three characters, with each delivering significantly different gameplay and puzzle experiences. Kurt HecticKurt is the main hero of MDK, and is a janitor for Dr. Fluke Hawkins. He would rather live peacefully, but the doc forces him to help with both alien invasions. Kurt's not one to abandon his friends, but at the same time he'd much rather be sitting back or mopping a floor. Kurt's levels emphasize the use of his coil suit and Ribbon Chute, a ribbon-like parachute which allows him to take lifts off updrafts and glide gently from platform to platform. They also focus heavily on his built-in Sniper Scope which allows him to launch projectiles at foes, both directly and indirectly, using the various sniper mortar and rifle options. Kurt's puzzles often involve complex sniper shots with different munitions to strike "lock-balls", which often control doors or barriers. Often Kurt will go though a series of rooms with little items and will force the player to think for themselves, the puzzles are not always obvious or easy, and later stages become much more difficult as more enemies and weapons appear. Also unlike Dr. Hawkins and Max, Kurt's stages will often be very abstract with platforms, floors, and objects placed in varying places. For Bosses Kurt does not directly attack them for most of the battle. Rather the sniper bullets are often used to clear multiple puzzles on the boss while dealing with a large arsenal of attacks. MaxMax is the Doctor's greatest creation, and was created perfect (meaning he was an assistant, not a robot with a glitch, or any plans for taking over the universe). Max would much rather pull a trigger than hesitate to ask a question and he has a major affinity for firepower to a near madman level. Regardless he counts Kurt and the Doctor as his friends and would still help them with problems. Max's levels emphasize third-person shooting, allowing the player to arm up to four weapons at once, each wielded by one of Max's four arms. However, as part of MDK2's many platforming segments, Max is outfitted with a jetpack, which allows several mid-air refueling challenges. Max emphasizes shoot 'em up, so running into a room with up to seemingly endless enemies is very common. Having double the health of the other characters, Max is very susceptible to being attacked from all directions, but has a large amount of weapons scattered throughout his stages. Unlike the other two, Max doesn't have to look for any little objects, items, or odd out-of-the-ordinary things that the others must deal with. Max's bosses are head on shoot-the-heck-out-of-him battles. The bosses tend to attack much more rapidly and much more dangerously. The only exception is boss 8, where Max must use the environment to kill him within two minutes. Dr Fluke HawkinsDr. Hawkins is a very eccentric man, shown by his rather odd personality. He says he's not insane, but he comes up with deadly combinations in machines. He's weak so he tries to push Kurt and Max in the fray first, but when angered he won't think twice about turning his inventions on you. Dr. Hawkins' levels are perhaps the most divergent and provide a much different experience. The Doctor has to combine inventory items to make weapons and tools that can be used to progress and occasionally drinking plutonium that causes him to transform into a 'Hyde'/'Hulk' style creature, able to beat up the enemy. On later levels Hawkins must defuse bombs. Hawkins main theme is connecting things together, so something like electrical wire and pipes can be mixed together with duct tape, but it is up to the player to find the combinations. Due to his weak strength, the player has a much harder time bypassing enemies unlike Kurt and Max, but Hawkins encounters considerably less difficult bosses and enemies. Dr. Hawkins bosses tend to not only be straightforward bosses, but items are added to make them considerably easier whether it be the environment, or a reappearing item for him to use. Regardless his bosses are not pushovers, but are usually much easier than Max's or Kurt's once the enemies are disarmed. The game is a direct continuation from the end of the first game, starting with an introductory sequence showing all three protagonists celebrating the defeat of the alien menace, the 'streamriders' from the previous game. The Hand of HanzOnly to find out halfway through a celebratory toast, the Invasion isn't over and one last mine crawler is found in Edmonton, Alberta, Canada. Kurt is dispatched to stop the invading "mine crawler", with Doctor Hawkins mentioning that Max and himself will help Kurt if they can. Of course Kurt would rather stay behind, but he must go in to stop it being the 'best equipped'. Kurt skydives into the mine crawler, and clears his way through, overpowering the pilot, Hanz who controlled the ship from a large circular bridge armed with massive lasers and locks. Afterwards, he establishes connections with Dr. Hawkins, but the transmission is not coming in well, and he cannot fully relay a message to Kurt. Dr. Hawkins has realized that there is something behind Kurt, even though Shwang's massive steps have not alerted Kurt himself. Kurt gets flicked in the back by a massive finger, the finger of Shwang Shwing, the right hand-man of the alien emperor. Later revealed before the boss of level 4, he wakes up without the suit strapped to a large metal girder. Witness an InfernoDr. Hawkins can't determine the reason for the delays and interruptions of the radio, but he soon realizes that the alien orbiter may be the disturbance. Max suggests they destroy it, but Hawkins comedically suggests "You should destroy it". Doctor Hawkins sends Max to the alien orbiter on board a torpedo, and Max destroys the ship's central AI. However once he does, Shwang finds him, and Max has just enough time to relay that he's fixed the transmission relays, but doesn't have time to tell the Doctor about Shwang and is knocked down and out as Shwang drops his massive hand on Max. Before the Boss of Level 4, Max is then bound upside down in a small chamber. What is the BFB?!Doctor Hawkins begins to become irritated with these interruptions, just as Shwang takes control of a radio line and talks to Doctor Hawkins over the video phone. He states that his ship, the Jim Dandy, is 100% impenetrable, However Shwang begins laughing just as some of his forces bust through the hull of the ship and enter inside. The Doctor changes 100 to 99.9, then states "Oh fudge", as the intro scene fades out. Doctor Hawkins, through his zany inventions, clears the ship all the way to the cargo hold, where his arch-enemy, BFB ("Balloons for Brains", as he puts it) appears. Doctor Hawkins defeats BFB (after angering him by stating his paper on hydro-capacitors was simply "boring"; a response to BFB's boasting about how it was published in over 5000 systems across the galaxy). Afterwards, the Doctor is able to pull Kurt in through the teleporter, and Kurt quickly makes a few statements, then wants to leave. However the Doctor makes some suits appear and pushes Kurt into the teleporter to return to the orbiter for Max. Once Kurt is gone, BFB rises behind him as Hawkins types away on the keyboard. Before the boss of Level 5, the doctor is supposedly taken by the BFB and it is shown that the Doctor is put inside of a holding field near the engines. Shwang ShwingLocating Kurt Hectic, Doctor Hawkins sends him to where Shwang Shwing is. Kurt goes through a multitude of new problems in this stage, but he eventually reaches the large room with the holding center where Max is bound. Kurt releases Max and when Max mentions Shwang, Kurt replies of his similar attack. Soon Shwang is in the room and pulls the ceiling off the holding cell and grabs Max, however Kurt refuses to let Shwang take Max. Kurt rescues Max and defeats Shwang, however Shwang isn't even nearly injured and decides to take off back to his homeworld Swizzle Firma. Kurt decides to take this problem himself and follows into the portal. Level 4 exits with the camera slowly advancing its image towards the escape pod on the ceiling. Dog Eat DogMax enters the escape pod and rockets back to the Jim Dandy through a sub game similar to the rocket for the intro of level 2. Once Max boards (by crashing through the storage window), he takes out the aliens there (who comedically are dancing similar to the macarena). Max fights through the completely infested and very deadly Jim Dandy to reach the hull where he begins to exchange fighting words with BFB, but is stopped by BFB's own version of Max, a larger, much more menacing Max named Bad Max. Once Bad Max is down, Max kicks him and a small little device activates opening a portal. Max releases the Doctor who wants him to accompany him to the bridge, but Max feels payment is due from the aliens and he's going to stop them first. He rushes into a portal as the doctor heads for BFB. What is the BFB?! (conclusion) (subtitle: Hyde)Hawkins readies himself with what seems to be a thoroughly trashed room taking anything he can (except the thousands of knives all over the counters and floors). He takes for the BFB, but is stopped by a multitude of bombs which require him to reach switches connected to the lit bomb section, and BFB continues to add more pieces as he scatters the switches. After the second switch, Kermit (Doc's plant) gives him some Plutonium, and the Doctor learns about becoming Hyde. Once he finds BFB, he takes his newfound items and defeats BFB, taking his brains, and ejecting the body into space. Once done, he extracts the coordinates from his mind, and uses a sort of warp speed known as an 'atomic cascade' to teleport to Swizzle Firma orbit. Stranger in a Strange LandKurt follows Shwang to Swizzle Firma, where Shwang takes a ship, most likely some form of taxi (which is equipped with a lightning gun and bombs), and attempts to shoot down Kurt as he progresses through the level on catwalks. With no regard to the tank, Kurt is far too high up to survive a fall, and is constantly forced to enter extremely well defended buildings to follow Shwang's Taxi. Once he reaches the end, Shwang uses the ship to shoot down Kurt, but Kurt takes it down, and Shwang crashes. Once down, Shwang gives Kurt the name of the true enemy: Zizzy Ballooba. Kurt uses his parachute to reach the entrance of the palace. The Lazarus EffectMax arrives inside of a black market shop (apparently filled with Bad Max dolls) and finds out from a conversation between the aliens in the shop that "The Ultimate Doomsday Device" will destroy earth, once the aliens figure out how to aim. Max attacks Swizzle Firma, where the locals don't waste any time sending out the army. Once Max infiltrates the heart center of the base, he encounters a badly-injured Shwang in the launching silo of the device. Max uses his guns and the environment to kill Shwang, who explodes completely leaving nothing but his chair and the shades. He tries to disable The Device, but it launches anyway (with Max commenting "Oh Sh-"). However, since the aiming was not complete, harmlessly, The Device lands in front of Zizzy Ballooba's palace. Cowering, Kurt walks up to Max, and Max realizes Kurt's there, regains his composure, and states "I'm here to save you." Now they wait for the Doc. The All Heroes Break upDoctor Hawkins arrives in orbit after going through a sequence similar to the torpedo and escape pod subgames Max encountered. Kurt's heartbeat is apparently different from the aliens, so the Doctor spots him right away. However the Doc is vain for a second, and in his moment of priding himself over the teleporter, he zaps himself on the surface instead of pulling Kurt and Max up. In this, the Doctor has his hardest puzzles as he collects things to use on the phone booth to make it fly. It is the only level without a boss. Once done, he flies into the air for the palace. A comedic scene ensues were Kurt is smoking Max's cigar and begins to choke and cough after just one puff on the cigar, while Max toys with the sniping mode on the removable chain gun. The Doctor arrives in the phone booth and sets the inventory straight. The Final StageAs they stand outside the palace, each want to use a separate infiltration technique. The Doctor feels taking the hidden way is helpful, but Max wants to charge the front door. Kurt wants to sneak in and use stealth to keep from being found. All three begin to argue about tactics and split up. At this point, the player can choose who he wants to use. Kurt takes a side entrance and sneaks in. Max charges blindly through the front door, and Doctor Hawkins scales the wall for a hidden entrance. Either way ,they all meet up in the throne room. Once inside, they find the 20 foot Zizzy Balboa who is laughing. He reveals that the invasions weren't real, he had let them win them. Zizzy had figured out space and time, and thus attacked Earth for the only thing left, entertainment. He looks towards the player, breaking the fourth wall, and states "The game is over, thanks for playing!" The group asks what happens next, and Zizzy replies it's over. Kurt rushes forward and yells "That's what you think!" If playing as Kurt, the player must shoot multiple targets inside Zizzy's body to take him out. If playing as the doctor, Hawkins makes a dramatic statement as he rushes Zizzy. Dr. Hawkins must perform multiple puzzles inside Zizzy's body to beat him. If playing as Max, the player must use brute force to take Zizzy out from the inside as he heals. Once Zizzy falls, all three friends finally agree it's over, and the player enjoys a comic scene similar to the intro which is specialized for each character. After the credits, a special appears which cannot be seen from the credits in the main menu. Dr. Hawkins and Kurt comedically keep agreeing that it's over. Once done, Doctor Hawkins states "You just spent sixty dollars for a video game that ended... a long time ago." 'Epilogues'The choice of character for the final level takes the player to one of three endings. Each ending is similar to the intro of the game with a comic book format and narrator. * Kurt's Ending: Kurt is shown victorious in the ending comic book sequence. He returns to Earth as a hero, but finds the media all wants a piece of him and his story. He decides he will take his honors, but would rather stay with Dr. Hawkins on board the Jim Dandy. In the final panel, he has his medal on his bucket and is smiling contently with his achievement and lifestyle. * Max's Ending: Max is shown victorious in the ending comic book sequence. Dr. Hawkins and Kurt offer congratulations, but he wants more than a pat on the head. With emperor Zizzy gone, he decides to take the throne and becomes a powerful but trusting leader. Soon, Swizzle Firma and Earth are allies and the two forge a great alliance. At the close of this sequence, the narrator says "Good boy Max." * Doctor Hawkins: The Doc is shown victorious in the ending comic book sequence. As he ever wanted, the population of Earth is overjoyed with his prowess and power, and he is welcomed back with open arms. He now lives once again with content for his life, and his genius is proven, so he moves back to his original project, "Atomic Robot Zombie Men!"
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 17:43:09 GMT -5
31. Crazy Taxi 2 Crazy Taxi 2 was released solely on Dreamcast early in 2001 and is part of the Crazy Taxi series. It has recently been ported to the PSP, as part of Crazy Taxi: Fare Wars. It has a host of new features over the original, including two new cities, "Around Apple" and "Small Apple", both somewhat based on New York City. The new cities have four new drivers as default, and you can also play as the drivers from the first game, bringing the total to eight. One gameplay addition is multiple pickups, which enable the player to carry multiple passengers and bring them to different locations. The draw to multiple pickups is that all trick-based tip amounts are multiplied by the amount of passengers in the car. A downside is that their time requirements are often more difficult than regular pickups. This game also implements a new "Crazy Hop" feature, which allows the player to jump over certain surfaces to save time. This sequel includes a modified soundtrack with rock bands The Offspring and Methods of Mayhem. There is an internet-based highscore board, and a replay ability. One of the most unusual aspects of the game is the "Crazy Pyramid", which features minigames including: * Crazy Jump 2 * Crazy Golf * Crazy Hurdle * Crazy 3-Jump * Crazy Balloons 2 * Crazy Ramps * Crazy Road * Crazy Turn 2 * Crazy Jam 2 * Crazy Rush 2 * Crazy Drop * Crazy Stairs * Crazy Zigzag 3 * Crazy Arches
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 17:52:38 GMT -5
Countdown Update
100. Cool Cool Toon 99. Tony Hawk's Pro Skater 98. The Typing of the Dead 97. Trigger Heart Exelica 96. Star Wars: Episode I: Jedi Power Battles 95. Fur Fighters 94. Sega Worldwide Soccer 2000 93. Virtua Tennis 2 92. Border Down 91. Ecco The Dolphin: Defender of the Future 90. Dynamite Cop 89. Sega Swirl 88. Dino Crisis 87. Cosmic Smash 86. NHL 2K 85. NFL Blitz 2000 84. Silent Scope 83. Seaman 82. Guilty Gear X 81. Rez 80. Gauntlet Legends 79. Test Drive Le Mans 78. Virtua Fighter 3 77. Sega Rally Championship 2 76. Evolution: The World of Sacred Device 75. Cannon Spike 74. The King of Fighers 99: Evolution 73. Tokyo Xtreme Racer 2 72. Starlancer 71. Puyo Pop Fever 70 Grand Theft Auto 2 69. Hidden & Dangerous 68. Outtrigger 67. TrickStyle 66. Headhunter 65. NBA Showtime: NBA on NBC 64. Mars Matrix: Hyper Solid Shooting 63. Unreal Tournament 62. San Francisco Rush 2049 61. NFL 2K 60. Shadow Man 59. Spider-Man 58. Resident Evil 57. Jojo's Bizarre Adventure 56. Project Justice: Rival Schools 2 55. Mr. Driller 54. The King Of Fighters 98: Dream Match 53. Ready 2 Rumble Round 2 52. NHL 2K2 51. Space Channel 5 50. World Series Baseball 2K2 49. Legacy of Kain: Soul Reaver 48. Confidential Mission 47. Fire Pro Wrestling D 46. Vigilante 8: Second Offense 45. Illbleed 44. Samba De Amigo 43. Giga Wing 42. Quake 3 Arena 41. Sega Bass Fishing 40. Zombie Revenge 39. Daytona USA 38. Sega Marine Fishing 37. Sega GT 36. Metropolis Street Racer 35. Ultimate Fighting Championship 34. Rayman 2: The Great Escape 33. Ready 2 Rumble Boxing 32. MDK2 31. Crazy Taxi 2
Here Are The Hints For The Next Five Games
* Full House
* Randy Moss's Second Dreamcast Cover
* Randy Moss's Third Dreamcast Cover
* The Divine Ones
* The Heavens
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Post by Seth Drakin of Monster Crap on Dec 19, 2007 21:06:43 GMT -5
30. Ikaruga Ikaruga is a vertically scrolling shooter video game developed by Treasure Co. Ltd. It was released in the arcades in 2001 on Sega's NAOMI system and subsequently ported to Dreamcast in Japan and then worldwide to the Nintendo GameCube. It is a spiritual sequel to Radiant Silvergun, and the introduction says it is "Project RS2" (usually interpreted as "Project Radiant Silvergun 2"). The gameplay consists of shooting enemies who come in one of two polarities: either black(red) or white(blue). The player's ship can be either polarity, and can be switched at will. This yin-yang gameplay mechanic was previously explored in another Treasure game for the Sega Saturn and PlayStation called Silhouette Mirage. Ikaruga was well received by critics, with scores averaging around 85%. Ikaruga's gameplay centers primarily around the polarity mechanic. In most scrolling shooters, any enemy fire will damage or destroy your ship on contact, but in Ikaruga only bullets of an opposite polarity (i.e. a black bullet hitting a white ship and vice versa) can kill the player. Same-color bullets are instead absorbed and converted into energy for the game's special weapon, a homing laser that fires up to 12 blasts (if the energy meter is full). Switching the ship's polarity also changes the color of the player ship's bullets, and shooting an enemy using opposite-polarity bullets will cause double damage. Thus, much of the challenge of Ikaruga comes from careful polarity-switching, choosing between high damage and (relative) invulnerability. This is especially true when fighting bosses, as they often fire bullets of both colors in overlapping patterns. The game also presents navigational challenges where the player must maneuver through continual streams of weapons fire, using their shields to absorb one color while avoiding the others. The first kanji in the title (which is normally pronounced in its Japonic reading as /fu/ or /madara/, or its Sinitic reading as /han/) means spotted or variegated, which can be interpreted as a metaphoric reference to this polarity change. Adding an extra layer of gameplay, skillful players may also perform combination "chains" for points. A chain occurs when three enemies of the same polarity are destroyed consecutively. The more sets of three enemies that are dispatched in a row, the more points are acquired, eventually rewarding the player with an extra chance/life. This form of point scoring is similar to the one used in Radiant Silvergun, but in that game enemies are red, blue and yellow. On the opposite end of the spectrum is the entirely original "bullet eater" or "dot eater" strategy, wherein the player doesn't shoot down a single enemy, including bosses, which retreat after a set period (usually 100 seconds). Despite the fact that only 4 individuals are responsible for its creation (an uncommonly small team at this point in game development), Ikaruga features full three-dimensional landscapes and a strong soundtrack. It also has a TATE mode - the ability to rotate the game's display by ninety degrees while the player's monitor rests on its left side (for full-screen arcade size). This same mode can be used without rotating the monitor by configuring the controls, in essence changing the game from a vertical scrolling shooter to a horizontal one. When the game is played with the display in a normal orientation (YOKO mode), the sides of the screen are blank because the game field itself is taller than it is wide. If it is turned on its side, it can take up the whole screen and still have the same aspect ratio An interesting feature of the arcade release (which is also included in the home formats) is the 'Trial Game' mode, where infinite lives are awarded for a single credit on the first level, but only the first two chapters of the game can be played, offering a good way to practice. In addition, Ikaruga features a 2-player simultaneous mode (with player two piloting the Ginkei fighter plane), an in-depth slow-motion tutorial mode (with stage tutorials becoming accessible to players who reach them in the main game), and an in-game art gallery featuring character and mechanical designs by Yasushi Suzuki (who previously did designs for Treasure's Sin and Punishment for the Nintendo 64). Several years ago in the small island nation of Horai, one of the most powerful men of the nation, Tenro Horai, discovered the Ubusunagami Okinokai—the Power of the Gods. This energy emanated from an object he dug up from deep underground and granted him unimaginable powers. Soon after, Tenro and his followers, who called themselves "The Divine Ones", began conquering nations one after another. "The Chosen People" carried out these conquests in "the name of peace". Meanwhile, a freedom federation called Tenkaku emerged to challenge Horai. Using fighter planes called Hitekkai, they fought with the hope of freeing the world from the grips of the Horai - but all their efforts were in vain. They were no match for the Horai and were eventually almost completely wiped out. Miraculously, however, one young man survived. His name was Shinra. Shot down near a remote village called Ikaruga, inhabited by elderly people who had been exiled by the Horai's conquests, Shinra was dragged from the wreckage and nursed back to health. Shinra regained his health and pledged to defeat the Horai, and the villagers entrusted him with a fighter plane that they had built themselves, called the Ikaruga. The Ikaruga was no ordinary plane, designed by former engineering genius Amanai with the help of Kazamori and the village leaders. Hidden in a secret underground bunker and launched via the transportation device called the "Sword of Acala", it is the first fighter built that integrates both energy polarities, and is capable of successfully switching between the two.
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