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Post by Seth Drakin of Monster Crap on Sept 11, 2007 11:59:39 GMT -5
Well....its time to start the unveiling but there are two things I need to do before I unveil the Top 125 NES/Famicom Games. The First of those objectives is to reveal the My top 3 games that recieved no votes whatsoever. ![](http://www.consoleclassix.com/info_img/Adventures_of_Dino_Riki_NES_ScreenShot4.jpg) 3. The Adventures of Dino Riki ![](http://www.consoleclassix.com/info_img/Astyanax_NES_ScreenShot4.jpg) 2. Astyanax And My Favoirte Game not even votes for is in fact my favorite game of all time..... ![](http://www.nesplayer.com/reviews/dragonspirit/Frame%2047%2029.gif) 1. Dragon Spirit: The New Legend
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Post by Mr Ismaeal Naji on Sept 11, 2007 12:03:37 GMT -5
how did dragon spirit beat lickle/little sampson?
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Post by Insomniac on Sept 11, 2007 12:05:11 GMT -5
Just curious, did either "Snake Rattle and Roll" or "Monster Party" make the list? If not, then I immediately regret not voting.
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Post by Maidpool w/ Cleaning Action on Sept 11, 2007 12:05:55 GMT -5
Countdown time! WHOOOOOO!
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Post by piehead on Sept 11, 2007 12:12:01 GMT -5
Bring it on!!!!!!
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:22:52 GMT -5
Now for my second order of business....there were 6 games that were voted on, but did not make the list. Here they are. ![](http://www.consoleclassix.com/info_img/Bucky_OHare_NES_ScreenShot2.jpg) 131. Bucky O'Hare ![](http://content.answers.com/main/content/wp/en/f/fc/Dball2.jpeg) 130. Super Dodge Ball ![](http://bit16.narod.ru/nes/scrins/d/dick_tracy.png) 129. Dick Tracy ![](http://www.consoleclassix.com/info_img/Vegas_Dream_NES_ScreenShot2.jpg) 128. Vegas Dreams ![](http://www.emuinfo.xon.pl/screeny/6/6708%5B2%5D.jpg) 127. Dynowarz: The Destruction of Spondylus ![](http://www.consoleclassix.com/info_img/Back_To_The_Future_NES_ScreenShot2.jpg) 126. Back To The Future The clues to the first 5 games are: * Be The Last Survivor In A Maze * Killing A Little Boy Holding A Balloon Means You Lose * Man The Space Ship Vic Viper * Recover Stolen Vegetables From A Giant Condor * Save Honey Bunny
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Post by Harmonica on Sept 11, 2007 12:25:09 GMT -5
The clues to the first 5 games are: * Be The Last Survivor In A Maze * Killing A Little Boy Holding A Balloon Means You Lose * Man The Space Ship Vic Viper * Recover Stolen Vegetables From A Giant Condor * Save Honey Bunny Vic Viper - Gradius Stolen Vegetables - Ice Climber
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:32:09 GMT -5
No Pic Available 125. Master Blaster
Two Men Enter, One Comes Out Alive. The main goal of MasterBlaster is to be the last survivor (or your team) in a maze. To get rid of your opponents you can try to blast them by placing bombs or crush them by pushing walls. These walls can also be destroyed and do sometimes reveal powerups or coins so you can equip yourself in a shop.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:36:27 GMT -5
![](http://www.consoleclassix.com/info_img/Skate_or_Die_NES_ScreenShot2.jpg) 124. Skate or Die! In the style of the popular Epyx "Games" series of the time, where players could compete in five different skateboarding events, either individually or sequentially. When the events are challenged sequentially, up to eight players could sign up to participate. The game was kept completely non-violent to maximize sales throughout Europe.The conversion to Atari and Amiga was contracted to CodeMasters who contracted Kinetic Designs to do the work. At one point in the downhill park section you could run over and kill a little boy holding balloon as he crossed the screen. This was changed to just making him cry to make it suitable for the German market. The game featured two ramp events, the freestyle ramp and the high jump, two downhill events, the downhill race (in a park setting) and the downhill jam (in a street setting), and the pool joust. The pool joust, downhill jam, and the downhill race (in two player mode only) were all head to head, while the ramp events were single player. Except for the joust, which was a hand-to-hand knockout competition (literally and figuratively), all of the event winners were decided by a point system. Two popular characters were featured in Skate or Die!: Rodney Recloose, a wild man with a purple mohawk and a USMC tattoo (and a great facial resemblance to comedian Rodney Dangerfield) who runs a skate shop in the game, and his son Bionic Lester, an even wilder kid with a green flattop, who you were able to take on in the joust and the downhill jam. In the joust, Lester and his two cronies await the skater. Poseur Pete challenges beginners and Aggro Eddie takes on intermediate players, leaving Lester with the advanced pros.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:39:06 GMT -5
![](http://www.consoleclassix.com/info_img/Bugs_Bunny_Crazy_Castle_NES_ScreenShot2.jpg) 123. Bugs Bunny's Crazy Castle The object of the game is to guide Bugs through a series of rooms collecting carrots to save Honey Bunny. However, four rascals are guarding the castle: Sylvester, Daffy Duck, Yosemite Sam, and Wile E. Coyote. While presented in a side-scroller format, Crazy Castle differed from standard side-scrollers such as Super Mario Bros. in that Bugs Bunny (ironically) did not have a jump function; therefore, only by taking different routes could Bugs avoid enemies. Some of the levels had boxing gloves, invincibility potions, or safes that could be used against the enemies in the game. As a result, the game had a "puzzle-solving" atmosphere. Because most NES game cartridges lacked the ability to save, passwords can be used to start at a certain level in this game. This is an especially helpful feature of the game, as it would take kids longer to complete the 60 levels than is really feasible for one sitting.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:42:02 GMT -5
![](http://www.consoleclassix.com/info_img/Ice_Climber_NES_ScreenShot2.jpg) 122. Ice Climbers In the game, player 1 controls Popo (a boy dressed in a blue Eskimo parka) while player 2 controls Nana (a girl dressed in a pink Eskimo parka). Their challenge is to venture up ice-covered mountains and recover their stolen vegetables from a giant condor. The only tool a player has is a hammer to make openings on the ice layer above and to club enemies. Each mountain consists of eight levels of colorful ice and a bonus stage. Standard, dull ice blocks pose no threat other than an easily disposed of barrier. Ice blocks that appear more square and detailed are indestructible forcing the player to take another path. The darker ice with diagonal lines act as a conveyor belt sliding the Eskimo either to the left or right. Finally, many mountains include cloud-shaped, moving platforms as an additional hurdle. The bonus stage takes place at the peak. With a time limit of 40 seconds and no enemies, the Ice Climbers often face trickier jumps and multiple moving platforms. It is also the only place they can take back their stolen vegetables, most notably eggplants. At the top of the peak, the condor flies overhead. Grabbing its talons before time runs out gives the player a large bonus. Enemies encounter on their way up the mountains include the Topi, Nitpicker, and polar bear. Toppies come in two varieties: the seal featured in the Japanese version and the small yeti seen in western copies. While early U.S. releases featured the seal design, they were redone as a more imaginary creature over concerns of animal cruelty (seal clubbing). Toppies are the least threatening of the Ice Climbers' adversaries. Their aim is to keep the duo from reaching further up the peak by filling in gaps in the ice. To do this, a Topi scouts out a place the player has carved through the floor, runs back to its cave, and reemerges pushing an icicle to fill in two blocks. This process repeats till no more openings on their ice level exist. After a few successful mountains climbed, their speed increases making contact with one all the more likely. The Nitpicker is a small, mountain-dwelling bird that swoops down from icy caves on the edges. Unlike the Topi which is confined to one floor of the mountain, Nitpickers can cross over multiple ice layers. Taking them into account along with moving platforms and sliding ice, timing jumps can be more difficult. The final enemy is the pink-shorts-wearing, sunglass-sporting, upright-walking polar bear. Rarely seen, this enemy can be a big headache if Popo or Nana is hanging too low on the screen and taking too long to advance. Pounding the ice, this enemy forces the screen to move up. If an Eskimo is forced off the screen as well, the player loses a life. Other obstacles include deadly falling icicles. These can form on the bottom of any type of ice or platform. Each climber starts a new game with three lives. The only way to gain an extra life is to collect all four pieces of corn, the vegetable seen in the fifth bonus stage. The game can be played in one or two player mode. The latter places Popo and Nana against each other in a race to the summit. Players can cooperate together on the way up, but during the bonus round they compete for the top.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:43:26 GMT -5
![](http://www.consoleclassix.com/info_img/Gradius_NES_ScreenShot1.jpg) 121. Gradius The player controls the trans-dimensional spaceship Vic Viper, and must battle waves of enemies through various different environments. The game became synonymous with the phrase, "Shoot the core!", as the standard of boss battles in the Gradius series involved combat with a giant craft, in the center of which would be situated one to several blue colored spheres. These bosses would be designed in such a way that there would be a straight passage from the exterior of the giant craft which leads directly to one of these cores. The player must fire shots into this passage whilst avoiding attack patterns from weapon emplacements on the body of the boss. However, small but destructible walls are situated in this passage, impeding the bullet shots from damaging the core, and must be whittled away by repeated well-placed shots. In a way, these tiny walls represent the boss' shielding gauge until its core is finally vulnerable to attack. Some bosses have the ability to regenerate these walls. When the core has sustained enough hits, it usually changes color from blue to red, indicating that it is in critical condition and its destruction is imminent. Upon the destruction of a core, a piece of the boss may be put out of commission, seeing that it is no longer powered by a core, or if all of the cores are destroyed, the entire boss is defeated and explodes satisfyingly. Note that these cores are not present on the more organic bosses of Gradius. Such bosses have weak spots in places such as a mouth, head or eye.
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Post by forgottensinpwf on Sept 11, 2007 12:50:43 GMT -5
![](http://www.consoleclassix.com/info_img/Bugs_Bunny_Crazy_Castle_NES_ScreenShot2.jpg) 123. Bugs Bunny's Crazy Castle The object of the game is to guide Bugs through a series of rooms collecting carrots to save Honey Bunny. However, four rascals are guarding the castle: Sylvester, Daffy Duck, Yosemite Sam, and Wile E. Coyote. While presented in a side-scroller format, Crazy Castle differed from standard side-scrollers such as Super Mario Bros. in that Bugs Bunny (ironically) did not have a jump function; therefore, only by taking different routes could Bugs avoid enemies. Some of the levels had boxing gloves, invincibility potions, or safes that could be used against the enemies in the game. As a result, the game had a "puzzle-solving" atmosphere. Because most NES game cartridges lacked the ability to save, passwords can be used to start at a certain level in this game. This is an especially helpful feature of the game, as it would take kids longer to complete the 60 levels than is really feasible for one sitting. in japan, this game actually stars Roger Rabbit.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 12:55:40 GMT -5
The List So Far....
125. Master Blaster 124. Skate or Die! 123. The Bugs Bunny Crazy Castle 122. Ice Climber 121. Gradius
The clues to the next five games are:
* Knock Other Person Into A Sewer Manhole
* Overpopulation Of Earth Leads To Increased Demand For Emigration To Space Colonies
* Play As DuRic Flair, Lex Luger, Mike Rotunda, Kevin Sullivan,
* Save Slyvia From Mr. X
* Sting, Rick Steiner, Ricky Steamboat, Hawk, Animal, Steven Williams, Eddie Gilbert, or Michael Hayes
* Technically The Third Installment of Bubble Bobble
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 13:20:56 GMT -5
Just curious, did either "Snake Rattle and Roll" or "Monster Party" make the list? If not, then I immediately regret not voting. neither made the list
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Post by Mr Ismaeal Naji on Sept 11, 2007 13:41:00 GMT -5
![](http://img.photobucket.com/albums/v69/ultimatehayabusa/licklehorseman-1.jpg) the Four Horsemen aint got nothing on these guys!
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 13:57:39 GMT -5
![](http://www.consoleclassix.com/info_img/Journey_to_Silius_NES_ScreenShot2.jpg) 120. Journey To Silius In the year 0373 of the new space age calendar, overpopulation of Earth has led to increased demand for emigration to space colonies. Jay McCray, the son of a scientist responsible for development of space colony #428 in the Silius Solar System (SSS), prepares to move there in order to follow in his father's footsteps. However, the space station is obliterated in an explosion, killing the entire research team and destroying all data onboard. In his father's home, Jay discovers a floppy disk containing not only the complete SSS colony plans but a personal message from his father asking that he complete the projects should terrorists succeed in destroying the colony. To protect the colony plans and to avenge his father's death, Jay sets out to fight the terrorists responsible for the space colony's destruction. Gameplay is comparably similar to Mega Man, in that while Jay's default weapon has unlimited ammunition, his other weapons do not; likewise, most of the weapons Jay can use are acquired by defeating major enemies, and items dropped by minor enemies restore life and energy (ammunition). One notable difference between the two games, however, is Jay's ability to lie on the ground to avoid shots.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 13:59:33 GMT -5
![](http://www.consoleclassix.com/info_img/WCW_Wrestling_NES_ScreenShot3.jpg) 119. WCW: World Championship Wrestling Wrestle as your favorite WCW wrestler of 1989.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 14:00:58 GMT -5
![](http://www.consoleclassix.com/info_img/Urban_Champion_NES_ScreenShot2.jpg) 118. Urban Champion The purpose of the game is to knock the other player into a sewer manhole.There is a time limit, and the player has a set limit of stamina, both of which are represented by numbers. The player has two types of attacks: a light punch and a heavy punch. The light punch doesn't push your opponent as far as the heavy punch, but it is harder to block. The heavy punch sends your opponent reeling backwards, but can be blocked easily and takes a bit longer to pull off. For every punch you throw, you lose 1 stamina. Flower pots are occasionally dropped from windows, which, if one hits a person, they will be dazed and will lose 5 stamina.When a player is kncked of the pavement,they would then advance to the next street. In addition, a police car will pass by the fighting every 30 seconds which causes the players to return to their starting positions.The fighters are not named and are just a palette swap of the player's character.
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Post by Seth Drakin of Monster Crap on Sept 11, 2007 14:04:33 GMT -5
![](http://www.nesplayer.com/features/PAL/Frame%20180%20057.gif) 117. Parosol Stars Bubby and Bobby star once again as the main characters, retaining their human forms from Rainbow Islands. However, Parasol Stars is a take on Rainbow Islands than Bubble Bobble. The game takes place on a number of different planets, each with a distinct theme. There are ten rounds on each planet, and at the end of these rounds is a boss that must be defeated to progress to the next planet. There are eight main planets, each with a different theme. However, in order to complete the game properly, the player must open a secret door on the final planet by collecting three of the Star items, allowing access to two extra planets that are themed around Bubble Bobble and are not initially visible on the main screen. Completing these two leads to a different ending. The rounds are simple arrangements of platforms. On every round, droplets fall down from the ceiling and flow through the level. These are of strategic importance to the player.
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