Streets of Rage (known in Japan as Bare Knuckle) is a side-scrolling beat 'em up released by Sega in 1991 for the Sega Mega Drive/Genesis. It is the first installment of the Streets of Rage series which was followed by Streets of Rage 2 and Streets of Rage 3.

There was also a comic strip series based upon the games which appeared in Sonic the Comic. These three stories are based on Streets of Rage 2 and do not feature Adam. The games features an acclaimed soundtrack by Yuzo Koshiro, which was released in the Japanese music market.

GAMEPLAY
Gameplay is simple and remains the same throughout all three games: 'B' is used to attack and pick up items, 'C' to jump, and 'A' is a special attack, and by pressing the jump and attack buttons together the character will do a back attack. In Streets of Rage, the special attack is 'assistance' from a police car which will pull up at the level's beginning and fire napalm for Player 1 and rocket-powered grenades for Player 2. The multiple explosions will take health from all enemies, but fortunately, not the players. The player is given one Special Attack per life or per level, with power-ups shaped like police cars giving another.

PLOT
Turmoil in the Streets
"What was once a happy, peaceful, productive city, full of life and activity, has fallen into the hands of a secret criminal syndicate. The leader of the syndicate has somehow managed to keep his identity a secret. The organization soon absorbed the city government (anyone can be had if the price is right). They even had the metropolitan police force in their back pocket. Looting, random violence and destruction are rampant. No one is safe walking the streets, day or night..."

As the chaos continued at full strength, three young police officers tried to establish a special attack unit. They were repeatedly turned down by their superiors, most of whom had been bought by the organization or were too afraid to make a stand. One day, when they could no longer stand by and watch their city being demolished, they quit the force!'"

"Adam Hunter, Axel Stone and Blaze Fielding decided to forgo their careers in legal law enforcement and put their lives on the line. They are without weapons, but each possesses great hand-to-hand combat abilities. Take them into the heart of the city and battle the most dangerous wave of bad dudes and chicks ever assembled. Make the city a place where people no longer have to walk the Streets of Rage!"

ENDINGS
There are two possible endings to the game. The "Good" ending is achieved for completing the game. The "Bad Ending" is harder to achieve. You must manage to reach the final boss with both players. When he asks you join him, and one player says "Yes", and the other says "No", he will tell the player who said "Yes" to prove his loyalty by killing the other player. If the player who said "Yes" wins this fight, and then turns down the final bosses offer, he must fight the boss alone. If he succeeds, the "Bad Ending" will play.
   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 anthropomorphized -- given arms, legs, a mouth, sunglasses, and white shoes resembling the pop artist Michael Jackson to resemble his "smooth" movements. Many choose to link this design to the 'cool mascot' trend of the time started mainly by the success of Sonic The Hedgehog. [citation needed] 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.[citation needed] 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.[citation needed] It was originally coded by David Perry for the Mega Drive/Genesis, and then ported by other teams to other systems.

GAMEPLAY
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. If Spot lost a life and had no more lives left, the game would end, taking the player back to the title screen.

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.

AWARDS
  • "Best Cartridge Music of the Year", 1993, Sega
  • "Best Sound", 1993, Electronic Games Magazine










 

 Teenage Mutant Ninja Turtles: Turtles in Time is originally an arcade game produced by Konami in 1991. A sequel to the original Teenage Mutant Ninja Turtles (TMNT) arcade game, it is a scrolling beat 'em up based on the 1987 TMNT animated series and the Archie Comics Teenage Mutant Ninja Turtles Adventures. It was ported to the Super Nintendo Entertainment System (SNES) as Teenage Mutant Ninja Turtles IV: Turtles in Time in 1992. That same year, Teenage Mutant Ninja Turtles: The Hyperstone Heist was released for Sega Mega Drive/Genesis and featured many elements from Turtles in Time.

PLOT
When a player starts a new game, the introduction cut scene of the game is played. It begins with April O'Neil reporting from Liberty Island. Suddenly, Krang flies in using a giant exosuit (which was also seen occasionally in the animated series[2][3][4]) and steals the Statue of Liberty, moments before Shredder hijacks the airwaves to laugh at the Turtles. The Turtles jump into action in downtown New York and pursue the Foot to the streets and the city sewers (then to the Technodrome in the SNES version[5]), where Shredder sends them through a time warp. The Turtles must fight Shredder's army in both the past and the future in order to get home.[6]

GAMEPLAY
Up to four players can take control of Leonardo, Donatello, Michelangelo, and Raphael, in the SNES version up to two.[7] As usual in the 1980s and 1990s TMNT games, Donatello has slower attacks but a longer range, Michelangelo and Raphael have fast attacks but a short range, and Leonardo is a well-rounded Turtle with average range and speed.

AUDIO VISUAL DIFFERENCES
The SNES game did have some graphical advantages over the arcade one. The most notable advantage was the use of Mode 7 in the "Neon Night-Riders" level, giving it a unique over-the-shoulder perspective in an otherwise left-to-right scroller game. Another important difference was to give the players the choice between the "animation" color scheme, in which all Turtles had the same appearance, and the "comic" color scheme, in which each Turtle had a unique skin color. In the arcade game, the Turtles all had the same skin color.

The soundtracks of both games are nearly identical. However, the arcade game's attract mode song, "Pizza Power", was replaced with an instrumental version of the cartoon theme song in the opening sequence of the SNES game. Furthermore, the arcade game had a lot more voice-overs. Each boss had their own unique quote they said when they met the Turtles, which in the SNES game was instead written on the screen. The various events that occurred during the level, such as the Turtles being burned or frozen, had their own special voice-overs. These were all eliminated from the SNES game.[5]







   Golden Axe is a side-scrolling arcade hack and slash game released in 1989 by Sega for the System 16-B arcade hardware. It is the first game in the series.

Makoto Uchida was the primary developer of the game and also was responsible for the creation of Altered Beast, a similar game. Several translations of the game were created, most notably for the Mega Drive/Genesis and Sega Master System.

The kanji that appear in the title screen read as "Senpu" meaning "Battle Axe", however both the game and series are known as "Golden Axe", even in Japan.

PLOT
The game takes place in the fictional land of Yuria, a Conan the Barbarian-style high fantasy medieval world. An evil entity known as Death Adder has captured the King and his daughter, and holds them captive in their castle. He also finds the Golden Axe, the magical emblem of Yuria, and threatens to destroy both the axe and the royal family unless the people of Yuria accept him as their ruler.

The player controls one of three warriors. The first is a battle axe-wielding dwarf, Gilius Thunderhead, from the mines of Wolud, whose twin brother was killed by the soldiers of Death Adder. Another is a male barbarian, Ax Battler, wielding a two handed broadsword looking for revenge for the murder of his mother. The last is a long-sword wielding Tyris Flare, an amazon, whose parents were both killed by Death Adder.

Much of the game consists of the character's journey to the castle. In one of the early stages, the player saves the inhabitants of the ransacked Turtle Village, which turns out to be situated on the shell of a giant turtle. The turtle takes the characters across the sea, and they then fly to the castle itself on the back of a giant eagle. Once at the castle the player fights Death Adder, who is wielding the Golden Axe. At the end of the battle Death Adder is knocked down and killed by his own weapon, and the King and his daughter are freed from their captivity.

SOUNDS
The death screams of the bad guys are digitized from screams used in the films First Blood and Conan The Barbarian. For example, the screams of Sgt. Arthur Galt when he falls from the helicopter (in First Blood) can be heard in the game at the first stage, when a bad guy steps mercilessly on a little man, and some of the screams of Deputy Mitch (also in First Blood), heard when Rambo tears his leg with a knife (in the jungle), can be heard when one of the common enemies dies (sounds like ohh, gaaaahd!). Fans of the game who watch the movies will be able to pick these out easily.

Another of the death screams is taken from the film Conan The Barbarian - the rattling gasp the skeleton warriors' make is the sound the Snake Cult priest makes when Conan smashes his elbow into his stomach before stealing his robes in order to get into Thulsa Doom's temple. The death scream Thorgrim makes when impaled by a rotating spike is also featured in the game, usually as the death sound for the giants.
 

 Chrono Trigger is a console role-playing game developed and published by Square (now Square Enix) for the Super Nintendo Entertainment System in 1995. The game's story follows a group of adventurers who travel through time to prevent a global catastrophe. Chrono Trigger was well-received by reviewers and commercially successful. Nintendo Power magazine described certain aspects of Chrono Trigger as revolutionary, including its multiple endings, plot-related sidequests focusing on character development, unique battle system, and detailed graphics.

GAMEPLAY
Chrono Trigger features standard console role-playing game (RPG) gameplay with several innovations. The player controls the protagonist and his companions in the game's two-dimensional fictional world, consisting of various forests, cities, and dungeons. Navigation occurs via an overworld map, depicting the landscape from a scaled down overhead view. Areas such as forests, cities, and similar places are depicted as more realistic scaled down maps, in which players can converse with locals to procure items and services, solve puzzles and challenges, or encounter enemies. Chrono Trigger's gameplay deviates from that of traditional RPGs in that, rather than appearing in random encounters, many enemies are openly visible on field maps or lie in wait to ambush the party. Contact with enemies on a field map initiates a battle that occurs directly on the map rather than on a separate battle screen.[9] This concept had previously been featured in such titles as Secret of Mana and Final Fantasy Adventure, but was uncommon at the time for RPGs outside the action RPG genre.

STORY
In 1000 A.D., Crono and Marle watch Lucca and her father demonstrate her new teleporter at the Millennial Fair. When Marle volunteers to be teleported, her pendant interferes with the device and creates a time portal that she is drawn into.[14] After Crono and Lucca separately recreate the portal and find themselves in 600 A.D., they learn that Marle's presence has created a grandfather paradox by preventing the recovery of Marle's kidnapped ancestor. Crono and Lucca, with the help of Frog, restore history to normal by recovering the kidnapped girl. After returning to the present, Crono is arrested on charges of kidnapping the princess and sentenced to death by the king's fake advisor. Lucca and Marle help Crono to flee, haphazardly using another time portal to escape their pursuers. Upon arriving in the year 2300 A.D., they eventually learn that an advanced civilization has been wiped out by a giant creature known as Lavos that appeared in 1999 A.D.[15] The three vow to find a way to prevent the destruction of their world. After meeting and repairing Robo, Crono and his friends find Gaspar, an old sage at the End of Time, who helps them acquire magical powers and travel through time by way of several pillars of light.

Rest of the story is here.















   Stunt Race FX (known in Japan as Wild Trax) is a cartoon-style, 3D-racing video game developed by Nintendo EAD with the assistance of Argonaut Software (now Argonaut Games) and published by Nintendo for the Super NES. It was the second game to use the 3D-centric Super FX chip.

GAMEPLAY
Stunt Race FX is somewhat like a zany version of SEGA's Virtua Racing. The gameplay differs from Nintendo's own Super Mario Kart by being somewhat more difficult and through the lack of weapons to use to attack other vehicles in the game. Similarities with Nintendo's F-Zero include the ability to boost the speed of the vehicles, the use of the L and R buttons to make sharp turns, and the possibility of damaging vehicles by running into walls, hazards, or other vehicles; falling damage is also possible.

VEHICLES
There are three vehicles to choose from originally (COUPE, F-Type, and 4WD), and a fourth is unlockable (2WD); a fifth vehicle is only used in bonus games (TRAILER). Stunt Race FX's use of eyes on the vehicles was a late-in-development addition, to give character to otherwise personality-free cars. Each vehicle has different capabilities in terms of speed, body and acceleration. According to the instruction booklets in English, the vehicles are male; however, according to the Japanese instruction manual and the Japanese television commercial, the COUPE is female and every other vehicle is male.
  • COUPE - A small, yellow, car with balanced settings.
  • F-Type - A Formula One-like vehicle.
  • 4WD - A monster truck-like vehicle that has a powerful engine to balance his heavy weight.
  • 2WD - A two-wheeled car (not a motorcycle - it has a windshield). He can only be used in FREE TRAX after a player beats NOVICE class in SPEED TRAX; however, if a player clears MASTER class in SPEED TRAX, 2WD can be used in all modes.
  • TRAILER - A special semi-trailer truck that can only be played in each SPEED TRAX Bonus

GRAPHICS
The capabilities of the Super FX chip are demonstrated extensively in Stunt Race FX. Each course appears to be constructed with 3D polygons, complete with road bumps and overhead passes, resulting in a considerably large number of animation screens. Detailed billboard advertisements also appear throughout each race course. These realistic representations were possible on the Super NES because the Super FX chip rendered 2D sprites in a visual format that resembled 3D polygons. Under this format, polygons would not "crash" together to become distorted, though the graphics would run slower. This lack of speed was incorporated into the gameplay by featuring cars that were heavier and clumsier than those included in conventional racing games.

Since polygons would not crash together under the FX graphics chip, it became impossible to depict cars crashing into water or being submerged in water. In courses with lakes or rivers, where it is possible for the player to run off the race course into the water, the player's vehicle automatically veers off-screen when the vehicle is about to enter a body of water. The game screen then fades-out to return to another camera angle.
 

 Battletoads & Double Dragon: The Ultimate Team is a 1993 beat 'em up developed by Rare and published by Tradewest. It was originally released for the NES and later ported to the Sega Mega Drive/Genesis, Super NES and Game Boy.

It is a crossover of both Technos Japan's Double Dragon and Rare's own Battletoads game franchises, although Technos had little or no credited involvement in the production of the game outside of the Double Dragon license.

OVERVIEW
The game features the characters from the famous Double Dragon series, Billy and Jimmy Lee, two young martial arts experts. Also included are the three humanoid toad protagonists from the Battletoads game. Some enemies are from the Battletoads and Double Dragon games while others are original. The game's engine and design are directly based upon the Battletoads series.

The player has a choice of five playable characters: Billy and Jimmy Lee (from Double Dragon), and Zitz, Pimple and Rash from Battletoads. The player must then proceed through seven stages, kicking and punching each enemy that comes onscreen. A boss is included at the end of each stage, challenging the player before they can progress to a higher level of the game.

The Mega Drive/Genesis and Super Nintendo versions of the game are quite similar, the only differences being the Super Nintendo version has better graphics and higher quality sound, while the Mega Drive/Genesis version runs smoother, features more music tracks, has sharper sprites for the toads, and more comical reactions from defeated enemies.

PLOT
After being defeated by the Battletoads, the humiliated Dark Queen flees to the outer reaches of the universe. The 'toads and their mentor get on with their lives. However, one day the Earth's military is neutralized and a giant spaceship called 'Colossus' emerges from the moon. Apparently the Dark Queen is back, in another plan to dominate the galaxy.

The villain teams up with the arch-enemy of the Dragon Twins, the Shadow Boss.
   Alien 3 is a video game released for the Sega Genisis in 1992.

[Note: this description is from Gamefabrique.com since wikipedia failed to deliver any information about the game.]

Use your machine guns to blast away at the aliens.

If gut-wrenching terror is your idea of a good time, then ALIEN 3 might just be the game for you. Based on the movie of the same name, it's your duty to guide Lieutenant Ripley through Fiorina 161 prison camp in search of survivors and aliens. Using your pulse rifle, grenade launcher, and blowtorch, you must work your way through six levels of intense side-scrolling action. With your trusty motion tracker, you'll be warned of other life forms as they draw near, the only question is, is it a friend or a foe? As you move through the complex you'll have to free the cocooned prisoners that the aliens have designated as their next meal, while making sure you don't become a victim yourself. The aliens are quick and relentless, but you're humanity's only hope in this adrenaline-pumping masterpiece.

You play as Ripley. You must find and free all the captives hidden around the levels while avoiding the nasty Alien and before the time runs out and aliens burst out. You'll have three weapons at your disposal in your effort to rid the colony of aliens: a pulse rifle, a flame-thrower, and a grenade launcher. A motion tracker will help warn you of impending doom as you make your way through the maze-like air shafts and gloomy cell blocks. Access various computer terminals to receive level blueprints and select your assignments, which range from sealing off doors to rescuing cocooned prisoners. A password system allows you to continue your adventure until the final showdown with the Alien Queen herself.









 

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