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| Super Mario World is a platform game developed and published by Nintendo as a pack-in launch title for the Super Nintendo Entertainment System. It has gone on to become a tremendous critical and commercial success, becoming the best seller for the platform, with 20 million copies sold worldwide. Like in previous games in the Mario series, the plot involves Mario traversing different lands on a quest to rescue Princess Toadstool who has been kidnapped by Bowser.
Super Mario World is a side-scrolling platformer. The game consists of seven main worlds and two secret worlds. Super Mario World contains an overworld, which provides a passive overview of all the game's levels. Each of the game's 72 levels is accessed individually from the world map. Most levels have one exit, though some have a second exit which is usually hidden. In total, the game has 96 exits.
Super Mario World introduced Yoshi, a dinosaur companion that Mario can ride. The Yoshis appear in four different colors (green, yellow, red, and blue), each with a unique ability. There are also Baby Yoshis in the Star World levels which can be picked up by Mario. After eating five enemies, five coins, or any power-up, a baby Yoshi will become a fully grown Yoshi.
MUSIC
Koji Kondo composed all of the music used in Super Mario World, using only an electronic keyboard. Most of the music used in the game, with the exception of the Title Screen Theme, the Ending Theme, the Overworld Map Themes, and Bowser's Theme, is a variation on the same melody. The music is played normally on the overworld levels. It is then slowed down and made to echo in caverns, moves in a slow, wave-like fashion (in 3/4 or waltz time) in Underwater levels, and in the athletic theme it is played fast and lively to suit the level taking place in the air. When riding on Yoshi, the soundtrack of any level is accompanied by bongo drums.
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| ClayFighter is a fighting game released for the Super NES in 1993, and later ported to Mega Drive/Genesis in 1994.
Most of the game features a circus theme focused more on humor than serious gameplay. It features high-quality, claymation-style graphics that were created by photographing and digitizing actual clay models.
The game was one of the two "clay" themed game franchises made by Interplay, the second being a platformer titled Claymates.
PLOT
A meteor made entirely out of clay crash-lands on the grounds of a humble American circus. The goo from the interstellar object contaminates all of the circus' employees, transforming them into bizarre caricatures of their former selves, with new superpowers.
RECEPTION
ClayFighter was awarded Best Street Fighter Wannabee of 1993 by Electronic Gaming Monthly. They also awarded it Best Sound Effects, as well as awarding it for having the Best Ad.[1]
CHARACTERS
The game features eight playable characters and one boss character:
Click below for the full list
-[Characters]-
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| Contra III: The Alien Wars, published in Japan as Contra Spirits is a 1992 SNES game by Konami. It is the third console iteration of the Contra series, following the original Contra and Super C for the NES.
PLOT
The game takes place in 2636, two years after the events of Super Contra. The protagonists Bill Rizer and Lance Bean are deployed once again to counter an alien invasion. In the original North American localization of Contra III, Bill and Lance were renamed "Jimbo" and "Sully" respectively. Since the North American localization of Contra and Super C on the NES changed the setting to present time, while Contra III took place in the 27th century, an explanation was given in the manual that Jimbo and Sully were actually the descendants of Bill and Lance from the previous games. In the PAL version, Bill and Lance are replaced once again by cyborg units RD008 and RC011. The original names of the character would be restored in the English localization of Contra: Shattered Soldier, which followed the Japanese continuity.
GAMEPLAY
Taking advantage of the then new technology provided by the Super NES, The Alien Wars graphics improved upon those of earlier games. The level design is more complex, and provides more opportunity for interaction than was possible in previous Contra installments. For instance, players can grab on to poles and navigate them in a monkey bar fashion, climb walls and ladders, destroy buildings and scenery, and commandeer tanks.
New styles of levels in The Alien Wars involve motorcycle chases, riding on missiles, and two Mode 7 enabled overhead levels similar to those in Super Contra. The weapons system is revamped, and players can carry two weapons instead of one, only losing the one they are currently using if they die. They can also fire these two weapons simultaneously in a spin-jump circular fire pattern that hit enemies on all sides: however, being hit while doing so results in the player losing both of their weapons. Finally, the player now starts off with the assault rifles instead of the semi-automatic rifle, much like Operation C, eliminating the need to tap the fire button rapidly.
LIVES, CONTINUES, AND CHEAT CODES
In the American and PAL versions of the game, there is no cheat code that extends the amount of lives. Instead, the player can select the number of lives to start with - three, five, or seven are the available choices. The amount of continues is adjusted according to the difficulty level (which also determines the durability of enemies). The Japanese version, however, does contain a 30-lives cheat (which is different from the ones featured in the original Contra and Super Contra for the Famicom) and the player has unlimited continues regardless of difficulty. There are also cheat codes that allow the player to choose the stage and have access to a sound test mode. The maximum amount of lives that a player is able to obtain is capped at thirty
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| Jurassic Park is a video game for the Super NES/Super Famicom based on the book by Michael Crichton. It was developed by Ocean Software and released in 1993, and1994. The game is viewed from a top-down view for most of the game. When the player enters a building, the gameplay perspective shifts to a first person view. The game is significant for being a 3-D game for a fourth generation videogame console, and for being an early game mastered in surround sound (Dolby Pro Logic).
GAMEPLAY
In the game, the player controls Alan Grant, and the objective of the game is to complete certain tasks in order to escape, such as clearing a raptor nest of eggs, and turning the generator on in a utility shed, allowing for opening and closing of gates and the like. Communication ports set up around the island allow characters in the game to communicate advice to the player, though some advice is deliberately malicious. Jurassic Park supports the SNES Mouse when playing first-person sequences or operating computer terminals. The game's soundtrack consists of various music that corresponds to the area the player is currently exploring. The game typically takes 2-3 hours to complete, though some objectives, such as collecting all 18 raptor eggs, can slow down a player's progress. The current world record for fastest completion, however, is one hour and nineteen minutes, held by Paul Inglehart[1]. There is no way to save the game, thus, requiring players to play through the entire game in a single sitting.
RECEPTION
Many fans complained that, given the somewhat unforgiving difficulty due to lack of saved games, the ending was disappointing. After battling through hours of game play, requiring the player to trek back and forth across the island and explore interior mazes with an awkward first person interface, all without the opportunity to save, the end consisted of nothing more than a simplistic picture of the island with floating text reading, "Congratulations, you have escaped Jurassic Park".
Although there were complaints from fans, this is easily considered a timeless classic for fans of the movies. In comparison with the other games in franchise this is considered to be by far the best.
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| NBA Jam is a basketball arcade game developed by Midway in 1993. It is the first entry in the NBA Jam series, and was written entirely in assembly language. The main designer and programmer for this game was Mark Turmell. The release of NBA Jam gave rise to a new genre of sports games which were based around action-packed, gameplay. The arcade version features team rosters from the 1992-93 NBA season and the console versions use rosters from the 1993-94 NBA season. Midway did not secure the license to use Michael Jordan's name or likeness, and as such he was not available as a player for the Chicago Bulls or any other team (although Bulls teammate Scottie Pippen was given Jordan-esque attributes, perhaps to make up for this absence). Another notable absence from the home versions is Shaquille O'Neal, despite appearing on the arcade version as a member of the Orlando Magic.
HISTORY
Midway had previously released such sports games as Arch Rivals in 1989, High Impact in 1990, and Super High Impact in 1991. The gameplay of NBA Jam is based on Arch Rivals, another 2-on-2 basketball. However, it was the release of NBA Jam that brought mainstream success to the genre. The game became exceptionally popular, and generated a significant amount of money for arcades after its release, largely because of the fairly expensive prices for game play. The typical cost to play a full game of NBA Jam in the United States ranged from $1.00 to $2.00. Nonetheless, the game was a smash hit. The original arcade release made $1 billion in quarters.[2]
TRADEMARK
NBA Jam, which featured 2-on-2 basketball, was one of the first real playable basketball arcade games, and was also one of the first sports games to feature NBA-licensed teams and players, and their real digitized likenesses. A key feature of NBA Jam was the exaggerated nature of the play - players jumped many times above their own height, making slam dunks that defied both human capabilities and the laws of physics. There were no fouls, free throws, or violations except goaltending. This meant the player was able to freely shove his opponent out of the way. Additionally, the game had an "on fire" feature, where if one player made three baskets in a row, he would become "on fire" and have unlimited turbo, no goaltending, and increased shooting ability, until the other team scored. The game is filled with easter eggs, special features and players activated by initials or button/joystick combinations. Early versions of the sequel, NBA Jam Tournament Edition, allowed players to put in codes that allowed people to play as characters from Mortal Kombat, but the NBA, uneasy over the controversies surrounding Mortal Kombat's levels of violence, forced Midway to remove these characters in later updates.
POP CULTURE
In certain subcultures, the phrases "He's heating up" and "He's on fire" and "Boomshakalaka!" have entered into common usage. The phrases, as in the game, are used to (self) describe someone doing something successfully twice or thrice respectively, as the original expression was used for any player who scored three baskets in a row. He would be "on fire", as he then started tossing/dunking a flaming ball to the basket, burning its net in the process. The effect only wore off if the opposite team scored. The announcer was modeled on Marv Albert although there is no mention of him in the game. Other phrases from the game include: "The Monster Jam!", "Jams it in!", "A spectacular dunk!", "Wild Shot!", "From Downtown", "For Three!", "From long range", and "Grabs the rebound!" Lastly, NBA Jam incorporated a slogan from Spike Lee's alter-ego in his 1986 film She's Gotta Have It, Mars Blackmon, who was also featured in a Nike basketball shoe television commercial at the time. The NBA Jam commentator asked, "Is it the shoes?" after a player performed spectacularly. The commentator would also, very rarely, say "whoomp, there it is!" The commentator is voiced by Tim Kitzrow
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| Super Star Wars is the first of a series of three Super Nintendo games based on the original three films of the Star Wars series. The term Super Star Wars can refer to the first game or to all three games collectively. All three are essentially platform games, although they all have stages which feature other challenges, such as driving a landspeeder or piloting an X-wing. All three games also feature multiple playable characters with different abilities
GAMEPLAY
Super Star Wars is a remake of Star Wars, a lesser-known game released in 1991 for the Nintendo Entertainment System, Sega Master System, Game Boy and Game Gear.
Originally, the game design was planned to give the characters a dark black outline around their bodies, similar to Ultima VIII: Pagan. However, this idea was abandoned, as it was thought to make the characters too cartoonish-looking.
The final boss in the game is Darth Vader in his TIE Advanced x1.
There was a trash compactor level that was deleted from the game due to memory constraints. An image was published in an issue of Electronic Gaming Monthly around the time of the game's release
PLOT
Super Star Wars generally follows the plot of Star Wars Episode IV: A New Hope, although some allowances must be made to adapt the story to suit a platform action game. For example, instead of simply buying C-3PO and R2-D2 from the Jawas, Luke Skywalker must fight his way to the top of a Jawa sandcrawler while leaping from a series of moving conveyor belts. Later stages allow the player to control smuggler and pilot Han Solo or Chewbacca the Wookiee.
RECEPTION
Super Star Wars was awarded Best Action/Adventure Game of 1992 by Electronic Gaming Monthly, as well as Best Movie-to-Game.
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| Vectorman is a platform game developed by BlueSky Software and published by Sega for the Sega Mega Drive/Genesis. It was released on October 24, 1995 in North America[1] and on November 30, 1995 in Europe.
STORY
In 2049, the human population of Earth embarks on a migratory voyage to try to colonize other planets. They leave mechanical "orbots" to clean up the mess they made on Earth through littering and pollution. Raster, a high-level orbot who watches Earth through a planetwide computer network, is accidentally attached to a working nuclear missile by a lesser orbot and goes insane, becoming an evil dictator named Warhead. He declares himself ruler of Earth, and begins preparing to execute any humans who dare return to their planet.
Enter Vectorman, a humble orbot in charge of cleaning up toxic sludge by simply discharging it into the sun. As he lands on Earth after his last trip, he finds chaos and confusion. Because all the other Orbots are controlled by Warhead (Vectorman having not been affected because he was away), Vectorman takes it upon himself to destroy the errant orbot and restore peace to Earth.
GRAPHICS AND GAMEPLAY
Vectorman uses pre-rendered 3D models in its level and character designs. This gives the game a smooth, computer-generated feel. The original name of the villain, Warhead, was Raster (as in raster graphics, the opposite of vector graphics). Vectorman was considered the answer to Nintendo's Donkey Kong Country at the time, as they both used graphical tricks to look beyond what the console could do.
The game itself is a straightforward 2D action platformer. Vectorman is an orbot (something like a robot) powered with a ball gun in his hand; powerups include a machine gun, "bolo" gun, and triple-fire guns.
Vectorman possesses the ability to transform, through the use of powerups, into several different forms: including a drill, to cut through floors; a bomb, to destroy all surrounding enemies or breakable walls; and an aquatic form, useful for swimming underwater. In addition to powerup transformations, 3 levels host unique morphed forms with which to combat bosses in. Overall, the game consists of 16 levels.
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| Gradius III Guradiusu Suri Densetsu kara Shinwa e?, lit. "Gradius III: From Legend to Myth") is a scrolling shooter arcade game, developed and published by Konami in 1989 for video arcades.
The player returns as the role of the pilot of the Vic Viper starfighter to battle the onslaughts of the Bacterion Empire.
GAMEPLAY
There are a total of ten levels in the game. Stage 4 is notorious for being the only pseudo-3D level to ever appear in the Gradius series. In this mini-level, the player controls the Vic Viper in a third-person (behind the ship) perspective and must avoid colliding with walls. Though the level is completely devoid of any enemies, free floating power-ups are scattered throughout. There are also two hidden levels that are based on the early sections of Gradius and Salamander. The game contains the familiar weapons, level layouts, and enemies that have become trademarks of the series.
The game is known by fans as being considerably more difficult than its predecessors, so much so that it prompted Konami to pull it from arcades rather quickly[citation needed]. (The arcade version did not provide a way to continue the game upon losing all lives, and did not even include an operator-selectable "allow continue" option.) The Japanese version of the game contains a 'beginner mode' that allows the player to venture through the first three levels at a much easier difficulty. At the end of the third level, the game ends immediately and bids the player to try the game again at the normal difficulty. The Asian arcade release lacks the beginner mode and retrospective introduction sequence, but reduces the difficulty overall.
The biggest addition to the game is the introduction of the "Edit Mode", which is a logical progression on the weapons system from Gradius II. Not only can players choose between pre-defined weapon schemes, but they can mix and match missile, double, laser, shield and "special" ("!") power-ups into their own custom combination. However, some of the weapons available in pre-defined schemes can not be used in custom schemes, and vice versa. Many of the redundant weapon variations from the different schemes in Gradius II were removed, in favor of new variations.
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