Street Fighter II is a 1991 head-to-head fighting game produced by Capcom originally released as a coin-operated arcade game. A sequel to Capcom's 1987 fighting game Street Fighter, 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 and special moves. Street Fighter II is credited for starting the fighting game boom during the 1990s. Its success led to the production of several updated versions, each offering additional features and characters over previous versions, as well as many home versions. Some of the home versions of the Street Fighter II games have sold millions of copies, with the SNES port of the first Street Fighter II being Capcom's best-selling consumer game of all-time as of 2008.

GAMEPLAY
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.

CHARACTERS
The original version of Street Fighter II featured a roster of eight playable characters that could be selected by the player. The roster initially included the two main characters from the original Street Fighter, plus six new characters from different nationalities:
  • Ryu, a Japanese martial artist seeking to become a "true warrior"
  • Ken, Ryu's former training partner and rival, who lives in America
  • E. Honda, a sumo wrestler from Japan
  • Chun-Li, a female martial artist from China seeking to avenge her missing father
  • Blanka, a beast-like man from Brazil who was raised in the jungle
  • Zangief, a pro wrestler from USSR
  • Guile, a former special forces operative from the United States, seeking to defeat the man who killed his best friend
  • Dhalsim, a Yoga master from India.


The single player tournament mode also features four CPU-controlled opponents, known as the "Four Devas", whom the player faces after defeating the other main characters. The bosses in the game

  • Balrog (M.Bison in the Japanese version), an American boxer
  • Vega (Balrog in the Japanese version), a Spanish cage fighter who uses a unique style of ninjutsu
  • Sagat, a one-eyed Muay Thai master and the final boss in the original Street Fighter, who was scarred by Ryu in the end of the previous tournament
  • M. Bison (Vega in Japan), a mysterious military commander who uses an evil power known as "Psycho Power".

  • The American boxer was named M. Bison in Japan (with the "M" being an initial for "Mike"), since he was designed as a pastiche of real-life boxer Mike Tyson. When Street Fighter II was localized for the international market, the names of the bosses were rotated, fearing that the character who originally bore the name "M. Bison" was a legal liability, due to his resemblance Mike Tyson to the point of copyright infringement.[2]
   Shaq Fu is a fighting game released on the Sega Genesis, Sega Game Gear, Super Nintendo, and Game Boy game platforms in late 1994. It was later ported to the Amiga platform. The game was published by Electronic Arts and developed by the now-defunct Delphine Software. It features professional basketball player Shaquille O'Neal as a playable character.

STORY
In the game's storyline, O'Neal wanders into a kung fu dojo while heading to a heavily emphasized charity basketball game in Tokyo, Japan. There, he stumbles into another dimension, where he is forced to rescue a young boy named Nezu from the evil mummy Sett-Ra.

VERSION DIFFERENCES
The Genesis version of Shaq Fu had five more characters than the SNES version, reducing the length of the SNES story mode. Diesel, Colonel, Nezu, Auroch, and Leotsu were the Genesis exclusives. Nezu was in the SNES version but not as a playable character and was only seen in Story Mode.

RECEPTION
Shaq Fu is often cited as one of the worst video games of all time. The reasons for this are mainly concentrated in three areas - poor hit detection, a plot and dialogue that strained the player's suspension of disbelief, and the perceived intention that O'Neal was included as an attempt to boost the game's popularity.[1]

The hit detection on the game is notorious for being extremely frustrating for the player. It is known to only allow hits that occur in the direct center of each character.

In the US, packaged with the Sega Genesis version of this game was the CD single "Stand and Deliver" which was a bonus track from O'Neal's Shaq-Fu: Da Return album that was also being released around that time.

In the June 2007 issue of Game Informer, Shaq Fu was #10 on the "Top 10 Worst Licensed Game Ideas (ever)" in the Connect section.

It was #4 worst game on Gametrailers.com's "Top Ten Best and Worst Video games".

It was #1 on Screwattack.com's "Top Ten Worst Fighting Games ever", saying, "Everything about this game, reeks of poo. Smelly, smelly poo."

Shaqfu.com is dedicated to destroying every copy of Shaq Fu by buying the game from anyone who owns it.





































 

 Super Bases Loaded is a Super NES baseball game. This game is known as Super Professional Baseball in Japan. The game is the fifth overall installment of the Bases Loaded series, and first installment of the secondary series for the Super Nintendo.

GAMEPLAY
When the player loses a game, the player is disqualified and he/she is sent back to the title screen to try again on the lowest level of play. When the player wins the game however, the game gives the player a score between 0 and 100. Getting 100 once takes you to the toughest level, where getting the perfect 100 score again means that the player has defeated the game and credits start to appear. Achieving a score lower than normal, gets the player demoted to a lower level and a stern message from the invisible drill instructor that is the game. However, getting a higher score than normal gets the player promoted to the next level and admirations from the game itself. The advertising in the game consists of spoofs from actual companies that were in existence in the early 1990s. The language of the advertisements are in English in the North American version while the Japanese version (called Super Professional Baseball) has most of its advertisements in Japanese. In addition to this, home run messages appear in either English or Japanese, depending on what version the player has. The player has two edit teams and he/she can edit the names of the player and career statistics in an attempt to either improve the batter/pitcher or to deliberately make him perform worse on the field.

TEAMS
  • Atlanta Amoebas
  • Boston Buzzards
  • Chicago Cyclops
  • New York Mercs
  • Philadelphia Hawks
  • Washington Weasels
  • Hawaii Islanders
  • Kansas City Kings
  • Los Angeles Lizards
  • Seattle Storm
  • Texas Tornados
  • Utah Stars












































   Super Double Dragon (known in Japan as Return of Double Dragon) is the fourth game in Technos Japan's Double Dragon series of beat-em-ups. Unlike the previous Double Dragon, which were all originally released as arcade games and then adapted to the Nintendo Entertainment System (or other platforms), Super Double Dragon was produced exclusively for the Super Nintendo Entertainment System with no prior arcade version and no other console ports. It was released in North America and Japan in October 1992. The North American and European release of the game were co-published by Tradewest and American Technos, instead of Acclaim Entertainment (the company that published the two NES sequels).

GAMEPLAY
As in the previous Double Dragon games for the arcades and NES, the player takes control of Billy and Jimmy Lee, twin martial artists trained in the art of Sosetsuken. The objective of the game, as usual, is to clear all stages from enemies and defeat the stage's boss. Unlike the previous Double Dragon games for home consoles, the player now has a specific button assigned for jumping, instead of having to press the punch and kick buttons at the same time, thanks in part to the inclusion of four face buttons of the SNES control pad. The game also has a button that allows the player's character to block attacks from enemies. If the player block certain enemies' punches, he will be able to grab the enemy's arm and either punch and kick him repeatedly or throw him over the shoulder. The player can also put staggering enemies into a hair grab, much like previous Double Dragon games, and perform similar techniques. Other new techniques include a jumping back kick and a low-to-high kick combo.
This is the first Double Dragon game where Billy and Jimmy are given a different set of basic techniques, though the only real difference is in the animation for their basic punch/combo attack. The explanation given in the Japanese version's manual states that Billy and Jimmy mastered different forms of Sosetsuken, with Billy being a master of Nanha Sosetsuken (the Southern style, which specializes in flexibility), while Jimmy learned Hokuha Sosetsuken (the Northern style, which has stronger techniques). This is also the first game were Billy's and Jimmy's sprites were drawn differently within the game in terms of their haircut, maintaining consistency with Technos Japan's official illustrated depictions of the Lee brothers at the time (where Billy is drawn with brown hair and Jimmy with blond spiky hair, a reversal of the first two arcade games' depiction of the characters).

PLOT
Unlike previous games in the series, Super Double Dragon does not have an in-game plot. This was not done by design, as cut scenes were prepared for the game, but were not used in the released version due to time constraints.

The proposed storyline does not continue from the events of previous games, but would've been an all new plot. Set in Los Angeles (rather than New York City, the setting of the previous games), Billy and Jimmy Lee set out to investigate the disappearances of several of their students after the arrival of a criminal organization known as the Shadow Warriors. Helping them on their investigation is Marian Kelly, now a policewoman (an occupation she also had in the comics and cartoon series; the latter was under production while the game was made).

Eventually, the leader of the Shadow Warriors is revealed to be a man named Duke, a former childhood friend of the Lee brothers, who is now a corrupted martial artist. At this point, Marian would've been taken captive and the Lee brothers would pursue the gang to Duke's Mansion. In the originally planned final battle, after defeating Duke and saving Marian, Duke's evil self would manifest into his own shadow (similarly to the player fighting his own clone in Double Dragon II: The Revenge). By defeating Duke's Shadow the Lee brothers end his life, but at the same time his soul is now redeemed. The game would end with the main characters visiting Duke's grave.

In the finished game, only part of the plot is mentioned in the manual and Marian the policewoman does not appear in the game at all (although artwork of her was featured in the original Japanese manual). The English version only features a simple scrolling text epilogue, while the Japanese version only has the closing credits.



 

 Ken Griffey, Jr. Presents Major League Baseball is a Super NES baseball game that was released in 1994. The game has a Major League Baseball license but not a Major League Baseball Players Association license, meaning that the game has real stadiums and real teams, but not real players. The imaginary players have the same statistics as their real-world counterparts, and the game comes with a name-changing feature allows players to change the athletes' names.

FEATURES
"Imaginary" players in the game are themed with their teammates. Some of the themes include:
  • The Boston Red Sox contain members from the show Cheers. Cliff Claven, Norm Peterson, and Sam Malone are all present. Also included are Boston landmarks (B. Common, M. Harvard) and figures from early American history (J. Adams, J. Hancock, A. Hamilton).
  • The California Angels have famous actors on their team (F. Astaire, H. Bogart, J. Wayne).
  • The Colorado Rockies contain famous names from horror movies (including G. Romero, B. Lugosi, and T. Savini) .
  • The Houston Astros are cartoonists (G. Larson, W. Eisner, S. Lee).
  • The Los Angeles Dodgers are based on punk rock pioneers from Los Angeles and other areas around California including (Exene Cervenka, John Doe and DJ Bonebrake of X, Poison Ivy and Lux Interior of The Cramps, Jello Biafra and Klaus Flouride of the Dead Kennedys, and Lee Ving of Fear).
  • The New York Mets are based on punk rock pioneers from New York including (Johnny Thunders, Joey Ramone, Tom Verlaine, Jerry Nolan).
  • The Philadelphia Phillies feature a Rocky homage in R. Balboa (Darren Daulton) and A. Creed (Dave Hollins). They also have a Philadelphia landmark (L. Bell) and some of the musicians produced by Phil Spector (D. Love, B. Medley), as well as Spector, himself (John Kruk).
  • The San Diego Padres are based on punk rock pioneers from England including (Billy Idol, the members of The Damned, Johnny Rotten, and Sid Vicious).

The only actual baseball player is (obviously) Ken Griffey, Jr., although the New York Yankees have several player names that are references to past Yankee superstars.

At the end of every game, the game provides box scores and scoring summaries in newspaper format, providing a humorous newspaper headline on other goings-on in the world of Major League Baseball.

The game has many other features, including a home run derby in which players practice their power hitting against either Ken Griffey, Jr. or against three fictitious power batters.
   SimCity was originally developed by game designer Will Wright. The inspiration for SimCity came from a feature of the game Raid on Bungeling Bay that allowed Wright to create his own maps during development. Wright soon found he enjoyed creating maps more than playing the actual game, and SimCity was born.[1] In addition, Wright also was inspired by reading "The Seventh Sally", a short story by Stanislaw Lem, in which an engineer encounters a deposed tyrant, and creates a miniature city with artificial citizens for the tyrant to oppress.

OBJECTIVE
The objective of SimCity, as the name of the game suggests, is to build and design a city, without specific goals to achieve (except in the scenarios, see below). The player can mark land as being zoned as commercial, industrial, or residential, add buildings, change the tax rate, build a power grid, build transportation systems and many other actions, in order to enhance the city.

Also, the player may face disasters including: flooding, tornadoes, fires (often from air disasters or even shipwrecks), earthquakes and attacks by monsters. In addition, monsters and tornados can trigger train crashes by running into passing trains. Later disasters in the game's sequels included lightning strikes, volcanoes, meteors and attack by extra-terrestrial craft.

In the SNES version and later, one can also build rewards when they are given to them, such as a mayor's mansion, casino, etc.

Super Nintendo variation
SimCity for the Super Nintendo Entertainment System features the same gameplay and scenario features. There are several differences associated with the Nintendo port. The Nintendo port was developed and published by Nintendo, and Nintendo incorporated their own ideas. Instead of the Godzilla monster disaster, Bowser of the Super Mario series becomes the attacking monster, and once your city reaches a landmark 500,000 populous, the player receives a Mario statue that is placeable in the city. Also included in the SNES version of the game was the unique feature, or more power, that the mayor of the city is given: the ability to create disasters. These disasters were the naturally occurring disasters in the game, eg. fires, earthquakes etc, with the mayor triggering these events. The Nintendo port also features special buildings the player may receive as rewards, similar to the rewards buildings in SimCity 2000. There are also city classifications, such as becoming a metropolis at 100,000 people. Also unique to the SNES version is a character named "Dr. Wright" (whose physical appearance is based on Will Wright) who acts as an advisor to the player. This edition is featured as Nintendo's Player's Choice as a million seller.








 

 Super Castlevania IV, known as Akumajo Dracula Devil's Castle Dracula") in Japan, is a platform game developed and published by Konami and the first Castlevania game for the Super Nintendo Entertainment System. It is a retelling of Simon Belmont's foray into Dracula's castle, first told in the original Castlevania. The game has all new levels (several featuring areas outside of the castle), 16-bit graphics featuring SNES Mode 7, and the soundtrack consists mostly of brand new pieces including a handful of remixes of previous Castlevania songs.

GAMEPLAY
The control scheme has been expanded upon from its predecessors, this includes the ability for Simon to whip in eight directions, as well as keeping the whip held out if the player holds the attack button. Holding the whip out lets Simon swing or spin it around, allowing the player to easily block enemy projectiles, or hit enemies rapidly (albeit for less damage than a normal strike). In addition, Simon can latch his whip onto grappling points, letting him swing over various obstacles.

AUDIO
Super Castlevania IV's soundtrack includes remixes of songs from past games. These include "Vampire Killer" (from Castlevania), and "Bloody Tears" (from Simon's Quest), two themes that would eventually reappear in many more games. "Beginning", the song played on Stage 1 from Castlevania III: Dracula's Curse, is also present.

"Theme of Simon Belmont", now considered to be the character's trademark theme song, was played on the last stage in Castlevania Chronicles/Akumajo Dracula X68000, the last half of the final stage in Castlevania: Bloodlines, and as a secret music track in Castlevania: Portrait of Ruin. The "Theme of Simon Belmont" victory fanfare, which was used in Super Castlevania IV whenever a crystal was obtained after defeating a boss, was also featured in Castlevania: Legacy of Darkness. If you rescued one of the 6 children in Henry Mode, this fanfare would play as a victory theme.

VERSION DIFFERENCES
The font used in the Japanese game is different from that used in the Western releases. The Western versions use a bright green font; the Japanese version uses a completely different font that is also significantly darker.

Some of the sound effects, such as the snap of the whip have been altered sounding less like a chain whip and with more of a whooshing sound.

In the Japanese version of the game, there were crosses on top of some of the tombstones in the introduction. This was removed for the American and PAL localizations to avoid religious controversies. The misspelled name "Dracura" (a case of Engrish) is also clearly written (in Roman letters) on the tombstone in the Japanese version; this was replaced with an unreadable smudge in the Western versions.

As with many games on the Super NES, there were censorship issues as well. The statues in Stage 6, which were originally topless, were redrawn wearing tunicas. Blood dripping from the ceilings as well as pools of blood in Stage 8 were re-colored from red to green, effectively turning it into slime or acid, and blood dripped from the opening logo in the Japanese version of the game which resembled the original Akumajo Dracula title screen from the Famicom Disk System.
   Evander "Real Deal" Holyfield's Boxing is a boxing video game that was developed by ACME Interactive and published by Sega in 1992. It was released for the Sega Genesis and Sega Game Gear consoles. It was followed by a sequel that featured a number of improvements, Greatest Heavyweights of the Ring.

OVERVIEW
The game features Evander Holyfield, and over 28 imaginary fighters. It uses 2D sprites seen from a side-on view, combined with a top-down map of the ring, to allow boxers to move 360 degrees about the ring. The cartridge utilises battery-backed RAM to save a player's progress.

GAMEPLAY
During a fight, each boxer has an energy meter that decreases whenever they are hit. When the energy meter reaches zero, that player's boxer will suffer a knockdown. The meter is not affected by how much physical activity the boxer engages in (apart from getting punched). As well as their main energy meter they also have a meter for their head and their body, which shows how damaged each section of their physiology is.

In career mode, the player fights their way through the 28 selectable imaginary boxers in the game, with the last of these being against Holyfeld himself, for the World Heavyweight Title. Once your career reaches 40 fights you will have to retire. This prevents gamers from repeatedly fighting the same low-ranked, low-quality boxers in order to receive more training (and thus better attributes, making the game easier) at an early stage of their career. If you beat Holyfield he will also decline and fall down the rankings until he eventually retires as well. You have to reset the internal memory of the game to bring Holyfield back.

PRESENTATION
The visuals of a fight are made up of 2D sprite-based boxers, and a simple 3D rendering of the ring. A small, overhead map of the ring, featuring both fighters' positions, is also visible during fights. Thus, using this as a navigation aide, it is possible to move boxers 360 degrees around the ring. However, the boxers' lateral movement appears somewhat unusual, due to their sprites being drawn from one side-on point of view.

Digitised speech is used to declare that has a knockout has taken place, to declare that a fight is to be stopped, or to break up fighters who are clinching. It is also used for the taunts that computer-controlled boxers will sometimes say during a fight. There are also grunts and groans that emphasise the impact of some punches. There are also audible crowd effects; if a boxer lands a damaging punch, the crowd will cheer in approval, whereas if there is a lack of action, they will make evident their disapproval with boos and jeers.

















 

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