The Games that Time Forgot
We all have played a lot of games during our lifetime, but there are a lot of games that manage to slip from our grasp that we didn't manage to play, this thread is to show people some of the rare games that they may never had the chance to play, or to remind us of those nostalgic gems...
Pop 'N' Twinbee
Developer: Konami
Publisher: Konami
Platform: SNES
Players: 2
http://www.geocities.com/opcfg/popntwin.jpg
Back in the age when Side scrolling and top down futuristic shooters were all the rage, a very obscure Japanese gem was hidden away from most gamers call "Pop N Twinbee"
The games enjoyement came from it's quirky Japanese look and bizzare locales and enemies (Pineapples, Grapes, Polfully Slime, you name it, it had it) the game also had an incredibely well thought out interface including some unique power ups and special attacks/combos that you could save up for use later on (Not many Schmups allowed you to build up a special killer attack) also including a close quarter melee attack.
It's inspired anime art design and fantistacally well thought out game design made this a hit with the select few who played this.
Other Info/Specs
Games Remixes:
Fruits Attack: Level One Download
Rivers of Wonders: Level five Download
Point of No Return: Final Chapter Download
Screens:
http://www.asahi-net.or.jp/~uw7g-bwr...ntwinbee03.gif
http://www.asahi-net.or.jp/~uw7g-bwr...ntwinbee04.gif
http://www.asahi-net.or.jp/~uw7g-bwr...ntwinbee05.gif
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Mischeif Makers
Developer: Treasure
Publisher: Nintendo
Platform: Nintendo 64
Players: 1
http://www.gaming-age.com/reviews/ar...hief/title.jpg
Anyone who's played Treasure's previous games knows that they're one of the best at what they do. After a long hibernation Treasure made a sudden comeback with this solid side scrolling platformer. The premise of the game is simple, make your way to the end of the level, but unlike other platformers "Mischief Makers" played a lot like Gunstar Heroes.
The inspiration is apparent from the start. Unlike a lot of games at the time, MM used the old tried and tested sprite models with hints of 3D and 2D mixed together, this really worked well and gave the game some depth as the combination of 2D and 3D scrolling gave the level design much more complexity than your standard game. One of the surprises of the N64's time period.
Other Info/Specs
Screens:
http://www.gaming-age.com/reviews/ar...ischief/mm.jpg
http://www.gaming-age.com/reviews/ar...schief/mm1.jpg
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Puyo Puyo
Developer: Compile
Publisher: Sega
Platform: Genesis & SNES
Players: 2
http://www.genesiscollective.com/Gen...MDJ%20(BS).jpg
Altough the series has quite a following with older gamers, and is a well respected puzzler, ask many of the younger generation of gamers today and half of them wouldn't know what Puyo Puyo was. In the 90's the population of puzzle games grew and grew. The main competitor being Tetris many games were written off a clones of the series.
Puyo Puyo took the formula of the tetris games and expanded it allowing for huge combos and link ups that made the game twice as tactical as it's russian developed counterpart. Using blobs instead blocks the game focuses more on tactical planning to bombard the enemies screen instead of clearing your own. Colors had to be matched up to be cleared, clearing a large amount of colored blocks one after the other allows for a super combo that could make or break an oppenents victory by filling their screams with "Fake" blobs.
This made for a very competitive and addictive experience that many puzzle fans claim as one of the best.
Other Specs/Info
Screens:
http://www.genesiscollective.com/Gen...uyo%20(SS).png
http://www.genesiscollective.com/Gen...uyo%20(GS).png
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Rocket Night Adventures
Developer: Konami
Publisher: Konami
Platform: Genesis
Players: 1
http://retropassion.co.uk/retro/stoc...scan0034lg.jpg
Konami were one of the pioneering companies of the 1990's. Being world renowned for the likes of Metal Gear, and Contra. But one game that slipped past the list of well known Konami games was Rocket Knight Adventures.
Departing from their usual action games Rocket Knight Adventures went down the route of Platformer bring along some finely crafted gameplay with it. The game is a standard platform affair, what makes the game unique is it's wonderful sense of art direction and great level design, each level would throw you into at least one unique sitiuation. Such running from a blazing inferno to...
...Trying to take down an armoured train on a mine cart, the game moves at a tremendous pace and keeps the player on their toes and unlike many other platformers threw bosses in mid level. Rocket Knight Himself is a very versatile character, his jumping abilities could be boosted to clear large gaps/Heights and this was wonderfully implemented into the game, the design took these abilites into consideration perfectly.
Other Info/Specs
Screens:
http://www.genesiscollective.com/Gen...res%20(GS).png
http://www.genesiscollective.com/Gen...res%20(SS).png
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Dynamite Headdy
Developer: Treasure
Publisher: Sega
Platform: Genesis
Players: 1
http://www.animeboredom.co.uk/Upload...covers/65c.jpg
During the 16 bit age of gaming, 2 platform characters dominated the field when it came to Platforming games, Mario and Sonic, many other games went past many gamers eyes unoticed, Dynamite Headdy was no exception. Art direction was very reminicent of the style treasure used for games such as Gunstar Heroes. Think vibrant with a lot of variation in scrolling and animation. The game as a package was extremely well presented visually.
What really made the game so memorable was the characters and way in which the game was presented, unlike Mario and Sonic, the game had a huge emphasis on puzzles as well as the standard boss battles and precision jumping used in games of this type of game, each challenge used the main antagonists (Headdy) main ability to good use. This ability came in the form of using Headdy's expandable head as a grapple and a weapon. It could be used for anything such as scaling narrow heights, used as a battering ram, or a hook on which to hoist yourself accross gaps.
The character design was also inspired, most noticible is Headdy's arch rival, Kitty who like headdy also had a detachable head and was build of multiple robotic components. A gundam Kitty if you wish. Treasure really hit the spot with this game, producing a game that borders on perfection with a great mix of platforming and puzzling.
Other Info/Specs
Screens:
http://www.animeboredom.co.uk/Upload...1106524579.jpg
http://www.animeboredom.co.uk/Upload...1106524579.jpg
What about you?