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Post by Seth Drakin of Monster Crap on Oct 21, 2007 10:53:12 GMT -5
118. Spider-man & Venom: Maximum Carnage Spider-Man and Venom: Maximum Carnage is a scrolling fighting game for the Super NES and Sega Genesis, developed by Software Creations and published by LJN (a subsidiary of Acclaim) in 1994. The game featured numerous heroes, including Spider-Man, Venom, and their allies from the Marvel Comics fictional universe like Captain America, Black Cat, Iron Fist, Cloak and Dagger, Deathlok, Morbius the Living Vampire, and Firestar, all teaming up to battle an onslaught of villains led by Carnage, including Shriek, Doppelganger, Demogoblin, and Carrion. The game received mixed reviews from critics and gamers, with many reviewers commenting on its repetitive, generic gameplay. The game featured a colored cartridge. Both the Sega Genesis and Super Nintendo versions were red. The game was followed up by a sequel called Spider-Man & Venom: Separation Anxiety. this single-player side-scrolling beat 'em up (with a format similar to Final Fight or Streets of Rage) the player controls Spider-Man (but in some levels have the option to play as Venom) through various levels in an effort to stop the supervillain Carnage and his gang, as well as hundreds of criminals they inspire in their wake, from taking over the city. The two 16-bit versions are identical, except that the Super Nintendo version has slightly better graphics and superior sound. The other Marvel heroes can be summoned by collecting appropriate items hidden within certain levels. Their effects vary greatly, and some of them have different effects depending on who the player is. For example, Black Cat performs a series of somersaults across the screen and then back for Spider-Man, but pounces on a random enemy and then somersaults in only one direction for Venom. Morbius the Living Vampire will strike all enemies on screen for Venom, so that they can be dispatched with only one hit, but for Spider-Man he instead performs his hypnotic stare, allowing Spider-Man to strike the baddies while their eyes are tranfixed on Morbius. Of note is the rarity and set locations of the power-ups necessary to summon aid, and that each character has a unique set of music to accompany their appearance. In order of appearance, the other characters and their powers: * Cloak stops all movement and removes all enemies on screen. * Black Cat (for Spider-Man) hits all enemies on screen, (for Venom) lands on one enemy and hits all enemies between herself and the far edge of the screen. * Dagger hits all enemies, but the animation differs between Spider-Man and Venom. * Firestar (for Venom) blasts all on ground enemies, (for Spider-man) hits all enemies (aerial enemies included). * Spider-Man/Venom (depending on the player character) fires the Sonic Gun. * Morbius the Living Vampire (for Spider-Man) distracts all enemies, (for Venom) reduces all enemies to low health. * Deathlok hits all enemies on screen. * Iron Fist (for Spider-Man) completely heals him, (for Venom) kicks all enemies on screen. * Captain America throws his shield, often hitting only one or zero enemies. It should be noted the damage they inflict is considerably lessened for the super-villains (especially Cloak's power, for example,) farther into the game. The effect of the heroes on villains can vary depending on the character used against. Spider-Man's Morbius, for example is useless against bosses. Black Cat is a terrible choice to kill Carrion because he flies. Conversely though, certain heroes can have dramatic effects on some villains. For example, Firestar and Spider-Man/Venom deal considerable damage to Carnage (It is noted in the game that Carnage and Venom both are extremely susceptible to fire and/or sonic blasts). Despite the large marketing campaign behind the game, to coincide with the Marvel Comics book series of the same name, many comic books fans were disappointed that the game was only one player and that Venom was only playable in certain levels. However, the game was successful enough to generate a sequel in 1995 called Spider-Man & Venom: Separation Anxiety.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 10:56:11 GMT -5
117. Demon's Crest Demon's Crest is a side-scrolling platform game developed and published by Capcom in 1994 for the Super NES video game console. The game is part of the Gargoyle's Quest sub-series of the Ghosts 'n Goblins franchise. The Red Arremer demon Firebrand is on a quest to collect all of the elemental Crests, magical stones which preside over their respective elements (Fire, Earth, Water, Air, Time, and Heaven). It is said that when all crests are combined, the Crest of Infinity will appear, allowing its holder infinite power, and the ability to conquer any and all realms with it. However, during his quest, he is gravely wounded in a battle with the Demon Dragon in his efforts to claim the Crest of Heaven, and his nemesis Phalanx uses Firebrand's moment of weakness to attack him and steal all of his crests for himself, with the exception of the Crest of Fire which was broken into pieces in the fight (Firebrand still has one shard of it at the game's outset). Having fallen back to earth in the coliseum where he fought the Dragon earlier, Fireband is forced to destroy him for good to survive, so that he can go after Phalanx and reclaim the Crests. Whether Firebrand wants them for power, or for glory, is never stated. The gameplay is a mix of standard platforming, with mild RPG elements and occasional side-scrolling shooter sequences. Each level can be played multiple times, and often the player has to revisit a level with new Crests to access areas, items and bosses that he or she could not before. The player collects different 'crests' which, when equipped during the game, allowing you to change into different-ability Firebrands. Some of the powers possible are Earth, Wind and Water. The player also collects talismans, magic potions and other equipment during their journey
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 10:58:16 GMT -5
116. Pinball Fantasies Pinball Fantasies is an Amiga pinball game developed by Digital Illusions CE in late 1992, as a sequel to Pinball Dreams. A further sequel was released in 1995 called Pinball Illusions. A Super Nintendo version of the game, while it contained all four tables and the same music as the Amiga version, suffers from a limited color palette.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 11:08:51 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
Here Are The Hints To The Next Five Games On Our List
* Allen & Sheena
* Choose College Players From The 60s To The 90s
* Exterminate Rats In Your Fun House
* Play The Role Of An Iga Ninja
* The Striker's Back
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 14:05:03 GMT -5
115. Inindo: Way Of The Ninja Inindo: Way of the Ninja is a role-playing game developed by Koei. Originally released for the PC8801SR, PC9801, MSX2 home computer, it was remade for the Super NES platform, which was released in North America. The game is a non-historical account of Japan's warring states period. In that sense, Inindo can be considered as a spin-off of the long-standing Nobunaga's Ambition series. Chinese version was ported to MS-DOS in 1993, playable in English OS. In 2003-8-1, the PC-9801 version of the game was ported to Windows 98 for 4500yen, as part of Koei 25th anniversary pack Vol.1. Standalone version was published on 2005-8-5 for 1980 yen. The player assumes the role of an Iga ninja whose village has been destroyed by the conquest of Oda Nobunaga. The ninja must travel across feudal Japan, enlisting the aid of numerous ninja, sages, hermits, ronin, samurai, wizards and other companions, in order to avenge his conquered clanfolk. Several hazardous dungeons stand in the path of victory, as well as a selection of optional dungeons which can be played in any order the player chooses. Encounters with monsters and outlaws occur randomly in dungeons and in the game's world map, during which the player characters and NPCs can move around the battlefield in turn-based fashion to attack, cast magic spells and use items. The main character can also participate in battles of a larger scale. By gaining the trust of a Japanese feudal lord, he can join in the battle for the provinces that characterized the era. The outcome of these battles changes the lords' possession of individual provinces, which can alter the outcome of the game and aid or hinder the player's progress. In the middle of the stories, player can choose between the 'normal' path or the 'magician' path, selectable after completing the first dungeon quest. Different path leads to different enemies during random encounters. For example, 'magician' path causes Western type monsters such as Hellhound or Marchosias to appear. In the PC8801SR and PC9801 versions, the 3rd scenario can be chosen by inserting A disk to B drive and B disk to A drive.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 14:08:55 GMT -5
114. World Cup Striker When Striker was originally released we believed the premier football game for the Super Nintendo had been developed, however after listening to you the customer we have enhanced the original game to bring you the ultimate challenge. Set on the world stage all the original attributes of Striker have been retained and combined with new and amazing features we bring you "World Cup Striker".
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 14:10:55 GMT -5
113. Run Saber Run Saber is an action game developed by Hori Electric and published by Atlus in 1993. The game features side-scrolling fighting as the two main heroes, Allen and Sheena, the Run Sabers, fight to save the planet. The gameplay is very similar to Strider. After choosing either the male character, Allen, or the female character, Sheena, the player is sent to five different levels around a fantastical Earth. Sheena has an ice affinity, while Allen has a lightning one. A third Saber, Kurtz, is aligned with fire, and is an enemy the player must fight several times. The player can use a whip attack (the standard attack), use a mid-air kick, or use the Hyper Bomb (special pick up item). The player can climb up and down walls and hang on to the ceiling. In each of the five levels (Taj Base, Tong City, Jodvalley, Grey Fac, and Bruford), there are multiple minor bosses and one final boss at the end of each level. These battles are noted when an alert message appears on the screen. In between each boss, the player must fight hordes of enemies and collect health pickups and weapon enhancers.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 14:14:02 GMT -5
112. NCAA Football NCAA Football lets you play as one of sixteen college football teams in either an exhibition game or in tournament play. The tournament pits you against all the other teams which you must win in order to proceed; the game will automatically save after each game won so you can pick up the tournament where you left off. Team rosters are unique in that you can choose players from different decades from the 60's up to the 90's, and you can mix players from different decades if you want.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 14:17:05 GMT -5
111. Krusty's Fun House Krusty's Fun House (also released as Krusty's Super Fun House) is a video game based on the cartoon series The Simpsons, and was much like Lemmings where the player must direct small creatures to a goal through complicated maze-like levels. The game was released in 1992–1993 for the Amiga, NES, IBM PC, Sega Master System, Game Boy, Super NES, and Mega Drive/Genesis. Originally named Rat-Trap, it was developed by Fox Williams for the British software house Audiogenic, who licensed it to Acclaim Entertainment, the US-based publishers of a range of games based on The Simpsons. Acclaim published the console versions, and sub-licensed the home computer versions to Virgin. The player controls Krusty the Clown who must navigate through his Krusty Brand Fun House. Each level is a puzzle in which a number of rats (usually ten or so) must be exterminated. Using different objects and obstacles, Krusty must create a path for the rats to follow, and guide them towards an extermination device. Other creatures such as snakes and flying pigs attempt to hinder Krusty's progress by injuring him; he must throw pies in order to defeat them. In each stage the extermination devices are run by a different character: * Stage one- Bart Simpson * Stage two- Homer Simpson * Stage three- Sideshow Mel * Stage four- Corporal Punishment * Stage five- Bart again The game has a password system, notably all the passwords are the names of actual Simpsons characters. The only exception is the best password in the SNES game, which is "_Joshua", a reference to the film Wargames.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 14:26:06 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
Here Are The Hints To The Next Five Games On Our List
* Destroy Homncruse
* Escape The Virtual Reality Machine
* Fly In Several Different Aircrafts
* Get Me A 7 Up
* Objective Is To Win Lots Of Money & Leave In A Limo
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Post by Maidpool w/ Cleaning Action on Oct 21, 2007 14:46:50 GMT -5
Is one of them Cool Spot?
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Post by The Portable Stove on Oct 21, 2007 16:13:07 GMT -5
Ceasar's Palace?
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 18:02:57 GMT -5
110. The Simpsons: Virtual Bart The Simpsons: Virtual Bart is one of the many Simpsons licensed games. It was released for the Super NES and Mega Drive/Genesis in 1994 by Acclaim Like the former game, Bart's Nightmare, Virtual Bart had a very thin plot that was mainly an excuse to combine different types of gameplay. At a science fair, Bart wanders into a virtual reality exhibit and must pass all the levels to escape the machine. The levels include being turned into a pig, going down a waterslide, throwing tomatoes at students on the playground, riding a motorcycle in a post-apocalyptic Springfield (much in the Mad Max fashion), defeating cavemen as dinosaur Bart, and swinging from tree to tree as baby Bart. It was the first Simpsons video game released to home consoles to feature recorded dialogue from the show's cast.
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Post by Z-A Sandbaggin' Son of a b!%@h on Oct 21, 2007 18:04:14 GMT -5
115. Inindo: Way Of The Ninja Inindo: Way of the Ninja is a role-playing game developed by Koei. Originally released for the PC8801SR, PC9801, MSX2 home computer, it was remade for the Super NES platform, which was released in North America. The game is a non-historical account of Japan's warring states period. In that sense, Inindo can be considered as a spin-off of the long-standing Nobunaga's Ambition series. Chinese version was ported to MS-DOS in 1993, playable in English OS. In 2003-8-1, the PC-9801 version of the game was ported to Windows 98 for 4500yen, as part of Koei 25th anniversary pack Vol.1. Standalone version was published on 2005-8-5 for 1980 yen. The player assumes the role of an Iga ninja whose village has been destroyed by the conquest of Oda Nobunaga. The ninja must travel across feudal Japan, enlisting the aid of numerous ninja, sages, hermits, ronin, samurai, wizards and other companions, in order to avenge his conquered clanfolk. Several hazardous dungeons stand in the path of victory, as well as a selection of optional dungeons which can be played in any order the player chooses. Encounters with monsters and outlaws occur randomly in dungeons and in the game's world map, during which the player characters and NPCs can move around the battlefield in turn-based fashion to attack, cast magic spells and use items. The main character can also participate in battles of a larger scale. By gaining the trust of a Japanese feudal lord, he can join in the battle for the provinces that characterized the era. The outcome of these battles changes the lords' possession of individual provinces, which can alter the outcome of the game and aid or hinder the player's progress. In the middle of the stories, player can choose between the 'normal' path or the 'magician' path, selectable after completing the first dungeon quest. Different path leads to different enemies during random encounters. For example, 'magician' path causes Western type monsters such as Hellhound or Marchosias to appear. In the PC8801SR and PC9801 versions, the 3rd scenario can be chosen by inserting A disk to B drive and B disk to A drive. FOr any RPG fans or fans of fuedal Japan, I suggest playing this game. It is insanely fun and not many people have heard of it. Lots of hours logged on this one I had.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 18:05:27 GMT -5
109. Cool Spot Cool Spot was a mascot for 7 Up in the first half of the 1990s. During this time, the red spot in the 7 Up logo was given arms, legs, a mouth, and sunglasses. Many choose to link this design to the 'cool mascot' trend of the time started mainly by the success of Sonic The Hedgehog. British video games developer Virgin Interactive produced a platform game starring the 7 Up Spot, entitled Cool Spot. Set in a vivid beach/seaport, it was praised for its challenging gameplay and smooth graphics, as well as most of its background music by Tommy Tallarico, for which it won awards. The game won many fans, even among those who were turned off by the commercial connections or in areas where the mascot was not used. It was coded by David Perry. Cool Spot was released for the Amiga, Sega Game Gear, Sega Master System, Mega Drive/Genesis, and Super NES, in 1993. It was released for DOS and Nintendo Game Boy in 1994. The game is a 1-player platformer in which the player controls Cool Spot, who can jump, and attack by firing soda bubbles, which could be shot in all directions and while jumping. Cool Spot could also cling to and climb various things by jumping up in front of them. In each level the player must rescue other cool spots, who look exactly alike, from cages at the end of that level, which is not necessarily the point at the far right of the level map. In order to do so, the player is required to collect a certain number of "spots" that would change (usually increase) as the game progressed. "Spots" were placed across the level in large quantities, and were the game's substitute for items such as Sonic the Hedgehog's gold rings (these were often used in this style of game, mostly for points). A player's health is monitored by a humorous Cool Spot face that gradually bends forward and will eventually fall from its position as damage occurs. Damage is taken by touching enemies, their projectiles, or certain level obstacles. Each level is played with a time limit. If the clock reached zero, a life would be lost regardless of a player's health. The game had no save feature but did use checkpoints in the form of flagpoles. Once walked past, the flag would raise and a trumpet would sound. If a player lost a life after reaching a checkpoint, the player could restart further in the game.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 18:10:05 GMT -5
108. Tecmo Secret Of The Stars Secret of the Stars (named Aqutallion in Japan) was a 2D RPG released in 1995 and developed and published by Tecmo for the Super NES. The battle system follows the traditional RPG battle system where the party trades blows with opponents in simple turn-based fashion, the player selecting all commands for the following round of combat and then watching the results, such as in the Dragon Quest games. Play switches between two parties throughout the game. Certain areas are inaccessible without the right party. The main character Ray and his party of Aqutallion warriors quest to find and destroy Homncruse, the evil power threatening their world. Ray begins his journey alone on a tiny island, but eventually he meets his friends and fellow Aqutallion Warriors, Tina, Cody, Leona, and Dan, and even creates a town for the victims of Homncruse's evil to live. Villains encountered along tend to rage from comical, such as Cat Boo and Badbad with his lackeys the Badmen, to the elite generals of evil of Homncruse, Dram, Booth, Gara, and Godem. Initially all the teens are considered Pennon, the lowest rank of warrior. Before they can destroy Homncruse each of them must undergo a trial at their respective temples hidden around the world to receive the secondary powers of Banalet. Dan is an exception because he is the descendant of the prosperous Wise Man clan of Aqutallion. When Ray, Tina, Cody, and Leona achieve the status of Banalet and are united by the powers of Dan, Aqutallion is reborn and the group gains incredible powers. The Aqutallions are not alone. 11 members of Kustera can be recruited to fight for the young warriors in their place for a time being. The Kustera are mostly meant to serve as a suppliment to the Aqutallions, but their role in the story is vital to its progression. From the same temples where the Aqutallions gain their Banalet status, there is a Kustera only warp icon that sends the group to a dungeon where great treasures are hidden.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 18:12:25 GMT -5
107. Super Caesar's Palace Super Caesars Palace is a Super Nintendo Entertainment System casino game. The object is to win lots of money, then the player leaves in a limo. The game even tells the player when he is taking too much time and warns him to speed up his play. The player can talk to NPCs and they offer advices and clues on how to live the casino lifestyle, including security guards. One unique feature is that this game offers $100 scratch-off tickets (similar to those of state lotteries) where the player can keep scratching to try to win more money, but if a bomb is uncovered, the ticket is void.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 18:15:33 GMT -5
106. Pilotwings Pilotwings is a Nintendo video game for the Super NES/Super Famicom, originally released in 1990, and included with the system in some early packages. A flight simulator game, Pilotwings features lessons and goals in light plane flight, rocketbelt, hang glider, and skydiving. Added to these are bonus stages which, like many secrets in 1990s vintage Nintendo titles, change your character's iconic representation to a cute cartoonish animal--in this case a penguin, albatross, and stork. Levels involving helicopter gunships also exist. The game, along with F-Zero, is well-known for extensive use of the Super Nintendo's Mode 7 graphics, which allows rotation, scaling, and various other effects to be used on a flat image to create a 3D effect. Because the game does not use "true" 3D technology (as opposed to the Super Nintendo game Star Fox), in Pilotwings, the buildings, runway, trees, and so on are all "painted" flat on the ground plane; they appear to stick out of the ground when the player's viewpoint is far above. A sequel, Pilotwings 64, was released for the Nintendo 64. The game takes place in a series of training areas. In each area there is a number of events that can be tackled in any order. In these events, the player controls one of four different aerial vehicles and must complete a task (usually flying through various floating markers) within a time limit. Upon completion or failure of the task, the player gets points and comments from the instructors. Points are awarded on criteria such as time to complete the event, accuracy of the landing, and completion of the task. To complete the training area, the combined scores from each event must exceed a certain threshold. Each training area can be attempted as often as necessary, and passwords allow the player to return to a stage. After four training areas, the player is called upon to fly an attack helicopter on a mission which, if successful, will earn the Pilotwings. This leads to harder training areas (consisting of several weather conditions and higher score requirements) and another helicopter mission. This mode is known as Pilotwings EXPERT. The Light Plane, a biplane, is featured on all training areas. Roll and pitch are limited, meaning aerobatic maneuvers like loops and rolls are impossible. Speed can be increased and decreased with the throttle. Landing too hard or with too much bank can wreck the aircraft. In the Light Plane event the player must fly through a guide path of orbs, or rings of orbs, and then attempt to land on the runway. In some cases the player starts on the runway and must take off as well as land. Points are awarded for how many of the orbs or rings are flown close to or through respectively, the time taken, and the quality of the landing. Unlike the other events, there is no hidden bonus stage in Light Plane. The rocket belt can be controlled with left and right yaw rotation, leaning forward and back to control speed. High and low levels of thrust allow high speed and finer control. The character automatically returns to a vertical orientation when there is no player input. Player view can be switched to an overhead perspective to allow for easier accuracy when landing. As with a real rocket belt, fuel is limited. In the Rocket Belt event, the player must take off and fly through a series of rings, bars or other figures, before attempting to land in a target area. The target is made up of a series of concentric circles, with scores marked on them, so that the closer to the center players land, the higher their score. There may also be other separate targets, for fewer points, and a moving platform for a bonus stage. Points are awarded for where the player lands, but also for the time taken, and for a slow (i.e. soft) landing, and are subtracted if the player lands on ground before he or she passes all of the obstacles. Hang glider flight begins with detachment of the cable connecting the tow aircraft while in the air. If the nose is held too high, the glider will stall. Altitude is gained by flying through thermals, represented by columns of rising white dots. Landings can be controlled with the flare button, which slows the glider and brings the pilot's legs into position. The objective is to catch the thermal current, ascend to the specified altitude, then land as close as possible to the center of the gray square target over the land area of the course. Players can land on the target(s) over the water for access to the bonus stage. Points are awarded based on accuracy (how close the player lands to the center of the target area), time taken, and speed (softness) of landing. Skydiving is performed from a rope ladder hanging from a helicopter at altitude. Maneuvering is controlled by leaning forward and back, and rotating on the horizontal axis. Parachutes are deployed manually. They can be rotated left and right as well as flared, like the hang glider. In the Skydiving event, after jumping from the helicopter, the player must attempt to fly through a series of rings of orbs in the sky, before deploying the parachute, and attempting to land in a target area made up of concentric circles, with marks indicating the points awarded. More points are awarded the closer to the centre the player lands. There is also a moving platform, which allows access to a bonus level if landed on. Points are awarded for where the player lands, but also for the number of rings flown through, and the speed (i.e. softness) of landing. This "minigame" has been imitated in many forms, most of which are merely cell-phone games. The helicopter has forward, backward, left, and right pitch controls, rotor throttle controls that control the helicopter's altitude, and left and right missile firing controls. After completing the certification courses from all four instructors, the player is informed that an agent (most likely a government agent) has infiltrated an enemy base (EVIL Syndicate) on Izanu Island and has freed your instructors who are waiting to be rescued. The player's new mission is to fly an Apache Attack Helicopter from an offshore aircraft carrier over the island, land at the helipad of the enemy base to retrieve the captives. The game does not tell when it is safe to land on the helipad, which must be determined by the player. These two rescue missions stand out from the normal courses in that the player does more than maneuver a craft; as the player flies over the island, they must successfully dodge anti-aircraft fire from ground-based turrets; though the helicopter is able to fire missiles to destroy the artillery, a single hit to the craft will bring it crashing to earth, resulting in an immediate Game Over. In the Skydiving, Hang Glider, and Rocket Belt modes, landing on moving platforms in the game rewards players with bonus stages for extra points. These include: * Maneuvering a diving penguin into a pool of water, marked with concentric circles, each one with different scoring (Skydiving). * Hopping a man with wings (patterned as a stork) across a series of trampolines, to finally land in a target marked by concentric circles (Rocket Belt). * Making a man with wings flap his way as far as possible. The target area is separated by lines, each marking a progessive score (Hang Glider).
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Post by Z-A Sandbaggin' Son of a b!%@h on Oct 21, 2007 18:16:48 GMT -5
108. Tecmo Secret Of The Stars Secret of the Stars (named Aqutallion in Japan) was a 2D RPG released in 1995 and developed and published by Tecmo for the Super NES. The battle system follows the traditional RPG battle system where the party trades blows with opponents in simple turn-based fashion, the player selecting all commands for the following round of combat and then watching the results, such as in the Dragon Quest games. Play switches between two parties throughout the game. Certain areas are inaccessible without the right party. The main character Ray and his party of Aqutallion warriors quest to find and destroy Homncruse, the evil power threatening their world. Ray begins his journey alone on a tiny island, but eventually he meets his friends and fellow Aqutallion Warriors, Tina, Cody, Leona, and Dan, and even creates a town for the victims of Homncruse's evil to live. Villains encountered along tend to rage from comical, such as Cat Boo and Badbad with his lackeys the Badmen, to the elite generals of evil of Homncruse, Dram, Booth, Gara, and Godem. Initially all the teens are considered Pennon, the lowest rank of warrior. Before they can destroy Homncruse each of them must undergo a trial at their respective temples hidden around the world to receive the secondary powers of Banalet. Dan is an exception because he is the descendant of the prosperous Wise Man clan of Aqutallion. When Ray, Tina, Cody, and Leona achieve the status of Banalet and are united by the powers of Dan, Aqutallion is reborn and the group gains incredible powers. The Aqutallions are not alone. 11 members of Kustera can be recruited to fight for the young warriors in their place for a time being. The Kustera are mostly meant to serve as a suppliment to the Aqutallions, but their role in the story is vital to its progression. From the same temples where the Aqutallions gain their Banalet status, there is a Kustera only warp icon that sends the group to a dungeon where great treasures are hidden. Such an awesome game! and pretty damn hard.
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Post by Seth Drakin of Monster Crap on Oct 21, 2007 18:21:42 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
Here Are The Hints To The Next Five Games On Our List
* 30 Boxers Featured In The Game
* Beep Beep
* Break The Walls Down
* Rescue April & Splinter
* Slam!!!
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