Search This Blog

Arcade: Street Fighter 2 by Capcom


Street Fighter II: The World Warrior (ストリートファイターⅡ -The World Warrior-) is a competitive fighting game originally released for the arcades in 1991. It is the second entry in the Street Fighter series and the arcade sequel to the original Street Fighter released in 1987. It was Capcom's fourteenth title that ran on the CP System arcade hardware. Street Fighter II improved upon the many concepts introduced in the first game, including the use of command-based special moves and a six-button configuration, while offering players a selection of multiple playable characters, each with their own unique fighting style.

The success of Street Fighter II is credited for starting the fighting game boom during the 1990s which inspired other game developers to produce their own fighting game franchises, popularizing the genre. Its success led to a sub-series of updated versions (see below), each offering additional features and characters over previous versions, as well as several home versions. In 1993, sales of Street Fighter II exceeded $1.5 billion in gross revenues, and by 1994, the game had been played by at least 25 million Americans in homes and arcades. The video game console port to the Super NES sold 6.3 million units and remained Capcom's best-selling consumer game of all time until 2013, when it was surpassed by Resident Evil 5.

Street Fighter II follows several of the conventions and rules already established by its original 1987 predecessor. The player engages opponents in one-on-one close quarter combat in a series of best-two-out-of-three matches. The objective of each round is to deplete the opponent's vitality before the timer runs out. If both opponents knock each other out at the same time or the timer runs out with both fighters having an equal amount of vitality left, then a "double KO" or "draw game" is declared and additional rounds will be played until sudden death. In the first Street Fighter II, a match could last up to ten rounds if there was no clear winner; this was reduced to four rounds in Champion Edition and onward. If there is no clear winner by the end of the final round, then either the computer-controlled opponent will win by default in a single-player match or both fighters will lose in a 2-player match.

After every third match in the single player mode, the player will participate in a "Bonus stage minigame" for additional points. The bonus games includes (in order) a car-breaking event similar to another bonus round featured in Final Fight; a barrel breaking bonus game where the barrels are dropped off from a conveyor belt above the player; and a drum-breaking bonus game where drums are flammable and piled over each other. The bonus games were removed from the arcade version of Super Street Fighter II Turbo (although they are featured in the Game Boy Advance version).

Like in the original, the game's controls uses a configuration of an eight-directional joystick and six attack buttons. The player uses the joystick to jump, crouch and move the character towards or away from the opponent, as well as to guard the character from an opponent's attacks. There are three punch buttons and three kick buttons of differing strength and speed (Light, Medium and Heavy). The player can perform a variety of basic moves in any position, including grabbing/throwing attacks, which were not featured in the original Street Fighter. Like in the original, the player can perform special moves by inputting a combination of directional and button-based commands.

Street Fighter II differs from its predecessor due to the selection of multiple playable characters, each with distinct fighting styles and special moves. A bug in the game's code enabled the player to "cancel" during the animation of some moves by performing another move, allowing for a combination of several basic and special moves. This "combo" system was later adopted as a standard feature of fighting games, and was expanded upon in subsequent Street Fighter installments.

Street Fighter II is regarded as one of the most influential video games of all time, and the most important fighting game in particular. The release of Street Fighter II in 1991 is often considered a revolutionary moment in the fighting game genre. It featured the most accurate joystick and button scanning routine in the genre thus far, allowed players to reliably execute multi-button special moves (which had previously required an element of luck), and its graphics took advantage of Capcom's CPS arcade chipset, with highly detailed characters and stages. Whereas previous games allowed players to combat a variety of computer-controlled fighters, Street Fighter II allowed players to play against each other. The popularity of Street Fighter II surprised the gaming industry, as arcade owners bought more machines to keep up with demand. Street Fighter II was also responsible for introducing the combo mechanic, which came about when skilled players learned that they could combine several attacks that left no time for the opponent to recover if they timed them correctly. Its success inspired a wave of other fighting games, which were initially often labelled as "clones",[41] including popular franchises such as Mortal Kombat, Killer Instinct, Virtua Fighter, and Tekken.

Street Fighter II was also responsible for revitalizing the arcade video game industry in the early 1990s, to a level of popularity not seen since the days of Pac-Man in the early 1980s; it was the best-selling arcade video game by far since the golden age of arcade video games. Its impact on home video games was equally important, with its release being a major event that boosted sales of the Super Nintendo Entertainment System. Since then, many of the best-selling home video games have been arcade ports.

The game was also responsible for popularizing the concept of direct, tournament-level competition between two players. Previously, video games most often relied on high scores to determine the best player, but this changed with Street Fighter II, where players would instead challenge each other directly, "face-to-face," to determine the best player, paving the way for the competitive multiplayer and deathmatch modes found in modern action games. Another impact it had on the gaming industry was the concept of revisions, with Capcom continuously upgrading and expanding the arcade game instead of simply releasing a sequel, paving the way for the patches and downloadable content found in modern video games.

Splatterhouse 2 by Namco


Splatterhouse 2 is a sidescrolling beat 'em up video game released in 1992 on the Sega Mega Drive/Genesis home video game console published by Namco. It is the sequel to Splatterhouse.

On August 4, 2008, the game was released on the Wii Virtual Console in North America. It is the first and the only ESRB M-rated game to be released for the Virtual Console. The game was included as an unlockable extra in the 2010 remake.

Three months have gone by since the events of the first game. The Terror Mask, which has reformed after breaking at the climax of the first game, appears to Rick and repeatedly tempts him to "go back to the house", telling him that Jennifer "doesn't have to die". It closes by telling Rick "You need me". Rick succeeds in rescuing Jennifer, and the House sinks into the bottom of the river.

Splatterhouse 2 features gameplay very similar to the first game. The player controls Rick through eight different stages, each two-dimensional. Rick's attacks remain largely unchanged, able to punch, kick, jump kick, and slide kick, as well as use several weapons scattered throughout the levels. Each level features a boss at the end, often a grotesque monster. New additions to the gameplay include a difficulty setting and a password system for the English version (Japanese version lacks a password feature), taken from Splatterhouse: Wanpaku Graffiti.

RoboCop Versus The Terminator by Virgin


RoboCop Versus The Terminator is a video game released for a number of platforms and is based on the RoboCop and Terminator franchises.

The Mega Drive/Genesis version, which was the original lead development of the game and was programmed by Virgin Games USA making use of David Perry's Mega Drive/Genesis engine, is loosely based on the 1992 four-issue comic book mini-series of the same name.

Set years after RoboCop's invention, the story involves SAC-NORAD contracting Cyberdyne Systems on building Skynet. Cyberdyne used RoboCop's technology in creating Skynet. When activated, Skynet becomes self-aware and launches a war against mankind. In the future, Skynet sends several Terminators back to the past to cripple the Resistance. After destroying one of the Terminators, RoboCop proceeds to Delta City, where he confronts RoboCain.

After RoboCain was destroyed, RoboCop battles his way to the OCP building, where he defeats all the Terminators. After defeating an ED-209 unit reprogrammed by the Terminators, RoboCop plugs himself into a console. Unknown to him, RoboCop gave Skynet information it can use. This ends up with RoboCop falling into a trap. In the future, RoboCop assembles himself, where he battled in the Terminator-infested future and destroyed Skynet.

Boogerman A Pick and Flick Adventure by Interplay


Boogerman: A Pick and Flick Adventure is a 2D platform video game created by Interplay Entertainment and released for the Sega Mega Drive/Genesis in 1994 and later on the Super Nintendo Entertainment System (SNES) in 1995. The Genesis version was also released on the Wii Virtual Console in North America on November 24, 2008 and in Europe on December 12, 2008. The game's lead character also made a cameo appearance as a playable character and the rival of Earthworm Jim in Interplay's ClayFighter 63⅓.

One dark and stormy evening, the civic-minded Professor Stinkbaum was working in his lab where he was secretly building a machine that would save the world from pollution by transporting it to a place he called Dimension X-Crement. That same evening, eccentric millionaire Snotty Ragsdale paid a visit to the lab to investigate this project and find out how such a thing was possible. He wasn't too sure about the machine's purpose. When the machine was activated, a cloud of pepper was inhaled through the nose by Ragsdale, causing him to let out a mighty sneeze. The power of said sneeze broke the machine. As a result of it breaking, a portal opens from it. Just then, a mysterious giant arm pops out of the portal and steals the machine's main power source. In response to this danger, Snotty rushes into the men's room to change into his alter ego, the mighty Boogerman! After doing so, he jumped into the portal to pursue the arm to learn the reason for the theft it had committed.

The gameplay of Boogerman operates as a simple side-scroller, with burp/fart ammunition, as well as booger ammunition. There are 20+ different levels, as well as a final boss battle. Each level consists of a slight puzzle to finish to the end, and to accomplish this it is necessary to defeat foes, unique to each level. Following this boss battle is a fun "sandbox" playable credit scrolling, as you are able to "fly-fart" with unlimited fuel (something you are not able to do during normal gameplay).

The protagonist of Boogerman: A Pick and Flick Adventure was awarded Grossest Character of 1994 by Electronic Gaming Monthly. The website IGN nominated Boogerman the third worst character name in a 2007 list.

Alien Soldier by Sega


Alien Soldier (エイリアンソルジャー?) is a side-scrolling run and gun video game developed by Treasure for the Sega Mega Drive. The game was released in Japan and Europe, but not physically in the US (one of the few to be released in this pattern), but it can be rather expensive due to its rarity in either region. The game was playable in America on the Sega Channel cable service and has been reissued for PlayStation 2 as part of the Sega Ages Treasure Box disc. The Sega Ages version, whose disc also includes Treasure's Gunstar Heroes and Dynamite Headdy, exceeds the Mega Drive's intrinsic sprite display limit, which eliminates slowdowns or missing graphics during busy scenes (e.g. boss fights with many explosions). Also, the player can select either the sprite-based pixelated graphics of the original game or a new mode that uses certain filters to produce a high-resolution look. The game was re-released again on the Nintendo Wii's Virtual Console download service in Japan on October 9, 2007, in Europe on November 2, 2007, and North America debut on November 5, 2007.

The game is listed in Guinness World Records Gamers Edition 2010 under the category "Most boss battles in a run and gun game".

The catchphrases seen on the title screen, "FOR MEGADRIVERS CUSTOM" and "VISUALSHOCK! SPEEDSHOCK! SOUNDSHOCK! NOW IS TIME TO THE 68000 HEART ON FIRE!", describe the game's technical prowess for the Mega Drive hardware, at the core of which is the Motorola 68000 CPU.

Alien Soldier is unique among side-scrolling shooters in that, instead of long levels with several minor enemies before reaching the boss, the levels are notably short and easy before reaching a boss. This results in the game being mostly boss fights. The game has 25 levels and 31 bosses in total, and two difficulty levels, Supereasy and Superhard. The difficulty of the two levels is largely attributable to the lack of continues (and password-based "saving") available in the Superhard game, which is enabled by default.

The top of the screen is dominated by a status bar which gives information about the player current and maximum health, the current and maximum energy of the selected weapon and the current and maximum health of the boss of the stage.

The player can alter the status bar at the beginning of the game to show each details either in numerical format, a bar format, a series of "????", or a combination of the three. If the player wants more challenge, it is possible to make all of the details to be "????", thereby denying any visual information of the health of the player, weapon energy and the health of the boss. Similarly, if the player wants to be more careful, the player may change the status bar to give numerical details so as to know exactly how much health and energy remains.

Another feature is that if the player were to be hit by an enemy or projectile that would have been fatal, the player's current health will always be reduced to 1 first. The player will only die if he gets hit thereafter, reducing health from 1 to 0. This, in a way, gives the player a second chance to recover and continue with the game.

Smash T.V. by Acclaim/Flying Edge/Probe/Williams


Smash T.V. 1992 Acclaim Flying Edge Probe Williams EU-US en

RoboCop 3 by Acclaim/Flying Edge/Ocean


RoboCop 3 is a 1993 video game published by Ocean. It is based on the movie of the same name. The NES edition of RoboCop 3 is a traditional single-player, side-scrolling game with a storyline and background that loosely follows the film. A unique, memorable feature is the fact that each of RoboCop's body parts has a separate damage rating. Heavily damaged parts can result in "malfunctions," such as erratic firing (if the arm holding the weapon is damaged) or difficulty walking (if legs are damaged). The player has the opportunity to repair RoboCop's parts between levels. Within PAL-A regions, it was only released in Italy.

The Super NES edition of RoboCop 3 is also a traditional single-player side-scrolling game. It was developed by Ocean Software and had what many considered to be extremely difficult gameplay. It was largely critically panned upon release. Flying Edge (a subsidiary of Acclaim Entertainment) would later port this version to the Sega Mega Drive/Genesis, Sega Master System and Sega Game Gear.