Showing posts with label 1995. Show all posts
Showing posts with label 1995. Show all posts

Friday, 15 July 2022

Crusader: No Remorse (MS-DOS) - Guest Post

This week on Super Adventures, guest reviewer mecha-neko is writing words about Crusader: No Remorse, the first of the two Crusader games! Or is Crusader: No Regret the first one and this the sequel? How do you even tell?

Crusader No Remorse title screen
Developer:Origin Systems|Release Date:1995|Systems:MS-DOS, PlayStation

While Ray's playing Wing Commander, here's another legendary DOS Origin Systems game that I haven't played yet!

Are you ready for some isometric tactical espionage action?

Sunday, 30 January 2022

Flight of the Amazon Queen (MS-DOS)

Hey, Super Adventures is back again! I'm ready to give you two more months of game articles, before disappearing off to write for Sci-Fi Adventures instead for a while. Actually, no, I'm bored of that system now. Plus telling people to come back in two months is kind of a terrible idea now that I think about it.

Okay, starting today I'm switching to a new plan: a new Super Adventures every two weeks, all year round. So one week I'll play a game, the next week I'll write about an sci-fi episode, the week after that I'll be back to playing a game, and so on. I'll be doing the same amount of work, you'll be getting the same number of articles, I'm just shuffling the order they get published in.

Flight of the Amazon Queen title logo
Developer:Interactive Binary Illusions|Release Date:1995|Systems:MS-DOS, Amiga

This week on Ray Hardgrit's Super Adventures, I'm playing FLIGHT OF THE AMAZON Queen.

I don't know why it's capitalised like that, but I have a suspicion that the gradient is inspired by the Indiana Jones logo. The title itself is probably inspired by the 50s adventure movie The African Queen, starring Humphrey Bogart and Katharine Hepburn. The African Queen is actually the name of a boat in the movie, so it wouldn't have been doing much flying. I assume. I haven't actually seen it.

Flight of the Amazon Queen was the second and final game by Australian developer Interactive Binary Illusions, who'd previously worked on Halloween Harry (aka Alien Carnage). This is a point and click adventure and that's a run and gun platformer with a jetpack, so they've done a bit of a genre shift here.

It's another one of those freeware adventures available for free on GOG, like Lure of the Temptress, Beneath a Steel Sky and Teenagent, except with one major difference: I haven't written about it yet. I really did mean to though. In fact I pretty much announced that it was coming soon... back in March 2017. The thing you've got to understand about my plans, is that they were all made by an idiot. Speaking of things being announced, it was revealed earlier this month that a sequel is in development called Return of the Amazon Queen. I only just found out about this, so my timing here is pure luck.

Alright I'm going to try the game for a bit, just long enough to see what it's like and show off some pictures without really spoiling anything. I'll be playing the original PC version running through ScummVM (the free version released on GOG), not the updated 25th Anniversary edition sold on Steam.
 

Monday, 22 November 2021

Stonekeep (MS-DOS)

Developer: Interplay | Release Date: 1995 | Systems: MS-DOS, Mac

This week on Super Adventures, I'm checking out Interplay's notorious first-person dungeon crawler RPG Stonekeep.

All this year I've been playing games the people have placed on a top ten list, and I found Stonekeep in Computer Gaming World issue 148. It made it to #10 in its '15 Top Vaporware Titles in Computer Game History" list. The game was a bit of a Duke Nukem Forever in its day as development dragged on for way longer than intended when feature creep took hold. It was supposed to cost $50,000 and take 9 months, it ended up costing $5,000,000 and taking 5 years. That's longer than Daikatana took to come out!

Sure 5 years seems like nothing compared to DNF's 15 years in development hell, but time worked differently back in the early 90s. 5 years was the difference between Ninja Gaiden and Doom, A Link to the Past and Final Fantasy VII, or Super Mario Kart and Gran Turismo. When the developers started work on Stonekeep the average PC was put to shame by an Amiga 500 and they couldn't assume that players would have a hard drive or a mouse. When it finally came out it was released on CD with live-action cutscenes and full voiced dialogue. They just kept working on it until PC hardware had caught up to their ambitions, even after main programmer Peter Oliphant quit because he'd had enough. Here's some trivia for you: he went on to work as an extra on the TV series Deadwood, and no I'm not getting him mixed up with Timothy Olyphant.

Okay I'm going to play the first hour or so of the game, and hopefully get far enough to understand the basics of what you're actually supposed to do in it. I haven't had the best track record with games like this, but I'll do my best.

WARNING: There's a jump scare coming up at some point. I'll let you know when.

Wednesday, 30 June 2021

Command & Conquer (MS-DOS)

Developer: Westwood | Release Date: 1995 | Systems: PC, Mac, PSX, N64, Saturn

This year on Super Adventures, I'm celebrating 10 years of the site by playing games that you'd find on a 'top 10' list, and that means I've ran out of excuses not to write something about Command & Conquer. The game was retroactively relabelled Tiberian Dawn, but I'm not calling it that. Partly because I always get it mixed up with the sequel Tiberian Sun, partly because I can never remember if it's 'Tiberian' or 'Tiberium'.

You might be wondering why I've been so reluctant to write about such a well-respected and beloved classic. Well that's because it's an RTS game and that means it's going to take effort. I have to play it for hours and then somehow summarise what I did and how it plays with just a handful of screenshots, all of them of little dudes standing in a grassy field firing at smoking buildings. This is why I write about so many platformers, they're easy! "Hey it starts with a forest level, huge shock. I guess I'll go jump on the spiders then? Oh no the bottomless pit killed me! And now I'm in a sewer, wow." RTS games almost never have sewer levels for me to whine about!

There's lots of different ways to play this game now, like a modern source port, or fan made patch for Command & Conquer Gold. But the best way is almost certainly Command & Conquer: Remastered, which improves the sound and visuals, and updates the interface without messing with the gameplay. Everyone showers it with praise and it seems like it's earned it. But I won't be playing that. Instead I'm going back to my original CDs, the very first DOS version, unpatched. Why? Because the DOS release is incredibly zoomed in compared to later versions and I want to give you a fighting chance to see the tiny little tanks and soldiers in my screenshots.

Friday, 19 February 2021

Fade to Black (MS-DOS) - Guest Post

This week on Super Adventures, habitual guest poster mecha-neko has returned with another game for you. It's Fade to Black, the sequel to classic cinematic platformer Flashback from three years earlier (F2B... FB2, I see what they did there).

This year I've been playing games that have showed up in someone's top ten rankings and Fade to Black fits nicely with that as it was one of PC Zone's top ten PC action games in their August 1997 issue. In fact it was listed along with games like TIE Fighter, Quake and Tomb Raider, so it seems like it's going to be something really special!

Fade To Black Title Screen MS-DOS PC
Developer: Delphine Studios International | Release Date: 31st August 1995 | Systems: MS-DOS, PlayStation, Dreamcast

Hello there! This is Fade to Black, the sequel to Flashback: The Quest For Identity, following the continuing adventures of 90s rotoscoped polygon space hero Conrad B. Hart.

This has been on my agenda for a million years, but when I got out the DOS computer for Halloween Harry, I knew it was time for some space adventuring.

Be warned that this game continues on from the ending of Flashback so there will be SPOILERS for the ending of Flashback. Also, if you find the violent deaths of 3D prerendered men disturbing, this is not the post for you.

Wednesday, 11 March 2020

Psychic Detective (MS-DOS) - Guest Post

This week on Super Adventures, I've dragged mecha-neko back to talk about... whatever this is. Looks a bit like a game, maybe? Or perhaps a direct to video movie? Either way, I hope you enjoy reading about it at least twice as much as he enjoyed playing it.

My next game was going to be a cutesy platformer on the Amiga, but after unsuccessfully fighting my way through VectorMan, I thought we could all do with a change.

Psychic Detective title screen DOS
Developer:Colossal Pictures,
Electronic Arts Studios
|Release Date:30th November 1995|Systems:MS-DOS, 3DO, PlayStation

So instead, I've gone back in time and found a full motion video interactive movie, just for you. You can tell it's an interactive movie! Look, it's got a strip of film! And a CD-ROM!

Okay, you can stop looking now. Seriously, stop. That mess can't be good for your eyes.

Thursday, 13 February 2020

VectorMan (Genesis/Mega Drive) - Guest Post

This week on Super Adventures, mecha-neko's back with another guest post for you! He's found a game all about robots, purple flags and twinkly stars, and some people reckon it's pretty good. You'll have to keep reading if you want to know what mecha-neko thinks of it though.

Hey everybody, guess what! It's time to play the Mega Drive exclusive VectorMan!

Developer:BlueSky Software|Release Date:October 24th, 1995|Systems:Mega Drive/Genesis

If you think this little fragment of the title screen is busy, believe me I'm letting you off easy. If you're really gutsy, take a look at the full animation. Be warned, it contains flashing images. (And boy howdy does it ever.) That warning goes for the rest of this post as well. Are you ready?

Wednesday, 30 January 2019

Secret of Evermore (SNES)

Oh damn it's Super Adventures' 8th birthday today! I didn't write anything for the site all last year but I'm fairly sure those 12 months still count towards its age.

I gave writing about games a long rest because it became too much like work to me and I was so done with this site that I couldn't even get one post finished a week anymore, but I've managed to slowly regenerate my interest in playing games in the meantime thanks to my time off. In fact I've decided that the break I took worked out so well that I should take more breaks, more often. So this year I plan to take a two month break every two months!

Unfortunately this does mean that I have to give you two months of game articles each time or else I'm not actually taking a break from anything. So it is with deep regret that I inform you that Super Adventures is now back (for two months).

Developer:Square|Release Date:1996 (1995 NA)|Systems:SNES

This week on Ray Hardgrit's resurrected Super Adventures in Gaming I'm playing Secret of Evermore, which I'm fairly sure isn't a spiritual successor to Secret of Monkey Island.

All I know about it is that it's an action RPG on the SNES by Squaresoft... made in America... with music from Jeremy "Elder Scrolls" Soule. So that's a bit unusual. This was actually the only game ever developed by a Square team in the US, which sounds like a bit of a warning sign but probably isn't. They briefly considered making a sequel to the game in fact, until it was decided that it was time to jump ship from the sinking SNES.

The US only got one more Square RPG on the SNES after this, Super Mario RPG, and us folks in Europe didn't even get that for some reason. Evermore was only the fourth Square RPG to ever get a release in PAL regions, after two Mystic Quests and Secret of Mana, and the next game we got was Final Fantasy VII on the PlayStation.

Okay I'm going to play the game for a couple of hours, write about what happened, then finish with a bit of a review at the end. Even though I've got no business reviewing a game I've only played a couple of hours of.

Wednesday, 16 August 2017

Teenagent (MS-DOS)

Teenagent title screenTeenagent title screen
Developer:Metropolis Software House|Release Date:1995|Systems:DOS, Amiga

This month on Super Adventures I'm playing another point and click adventure game! But this time there's a twist: I have absolutely zero idea what this is. All I know is that GOG.com gave it to me for free when I signed up and the graphics looked a bit amateurish in the screenshots.

One thing I'm sure of though is that it's got nothing to do with the 1991 Teen Agent movie (called If Looks Could Kill in the US). This is Teenagent, one word; totally different thing. I'm guessing that it's probably a play on the word 'teenager'. It might also be a play on the word 'newsagent' but I'm kinda hoping it isn't as I'd rather jet around the world immersing myself in international intrigue than sell crisps. In fact I'd better check Wikipedia to make sure...

...oh that's interesting, it turns out that Teenagent was the first Polish game to be released on CD, though it seems GOG's given me the floppy disk version without the voice acting because those voices were all in Polish. I'm not considering that to be a problem. Plus it's running through ScummVM, but that's not a problem for me either.

Wikipedia also tells me that developer Metropolis Software isn't quite as obscure as I thought, as they made games like Gorky 17 and Infernal. In fact it was one of the longest operating game development studios in Poland before getting bought by CD Projekt in 2008 and shut down in 2009. Another fun fact: it was founded by opinionated video games bloke Adrian Chmielarz, who did programming and writing for Teenagent, before going off to make Painkiller and Bulletstorm for his new company People Can Fly, and The Vanishing of Ethan Carter for his newer company The Astronauts. So that's interesting.

Okay I'm going to take screenshots of the first hour or so and write words under them now.

Thursday, 25 May 2017

Star Wars: Rebel Assault II - The Hidden Empire (MS-DOS)

Developer:LucasArts|Release Date:1995|Systems:PC, Mac, PlayStation

It's Star Wars' 40th birthday today and I'm celebrating by playing a Star Wars video game! I was tempted to play the game for Star Wars Day a few weeks ago on May the 4th, but the 40th seems like a bigger deal (plus I'm fond of putting things off as late as I can).

So this week on Super Adventures I'm playing Star Wars: Rebel Assault II - The Hidden Empire, by Vincent Lee. I didn't really notice at the time, but LucasArts were really fond of putting the creator's name on the box back in the 90s.

To give you an idea of where this fits on the Star Wars video game timeline, it came out the same year as Dark Forces, a year after TIE Fighter and Super Return of the Jedi, and two years after the original Rebel Assault. So it was made in the finale years of the pre-Special Edition, pre-Phantom Menace era. I didn't get to play it for a long while though due to my PC being ass. In fact I still remember the shame I felt having to take it back to the shop and buy the first game instead. But hey how I was I supposed to know what the difference between a 486SX and 486DX was before the internet!

You might be wondering why it just says "Rebel Assault" up there without a "II" on it. There is a good explanation for that which I'll reveal if you scroll down to the next picture. Though before you do, I should warn you that there'll be SPOILERS for the original trilogy of Star Wars films down there too.

Wednesday, 5 April 2017

Demolition Man (Mega Drive/SNES)

Demolition Man title screen genesis mega driveDemolition Man title screen genesis mega drive
Developer:Alexandria|Release Date:1995|Systems:Mega Drive/Genesis, Mega CD, SNES

This week on Super Adventures I'm taking a quick look at another movie tie-in! I hope it's better than that Stargate platformer I played a while ago. Though it will be a platformer, there's no doubt of that.

Demolition Man is a apparently one of just three games developed by Alexandria before they vanished in late 1995, with the others being Sylvester and Tweety in Cagey Capers... and Izzy's Quest for the Olympic Rings, which I wrote about way back in the days when I didn't write much. In fact I kind of sucked and so did that game.

Speaking of 1995, that's also the year that the game was released, which is pretty late for a 16-bit console game, especially one that's based on a 1993 movie. They weren't exactly striking when the iron was hot there. In fact if it'd come out any later then the dystopian future levels would actually be set in the past.

By the way I'm playing the Mega Drive/SNES Demolition Man not the 3DO game, which is one of those variety pack licensed film tie-ins that keep switching genre and are invariably terrible. Though it does have the genuine movie soundtrack and includes FMV clips of Sylvester Stallone, Wesley Snipes and Jesse Ventura filmed exclusively for the game! The Mega Drive and SNES versions, on the other hand, don't. But what they do have is a title that literally explodes onto the screen letter by letter in little bursts of flame before a synthy guitar riff plays, and that's cool too.

Friday, 7 October 2016

The Beast Within: A Gabriel Knight Mystery (MS-DOS)

Gabriel Knight 2 Beast Within title screenGabriel Knight 2 Beast Within title screen
Developer:Sierra|Release Date:1995|Systems:PC

This week on Super Adventures I’m playing a game that was requested in March this very year! It only took me six months to get around to a request for once; I'm very proud of myself.

The Beast Within is second game in the Gabriel Knight trilogy, following on from Sins of the Fathers, so I'm just going to call it Gabriel Knight 2 from now on. The Gabriel Knight trilogy is interesting as each game represents one of the four eras of 90s adventure games:
  • Gabriel Knight 1 is a classic 2D style point and click adventure from 1993, enhanced with early 90s advances like voice acting and 256 colour scanned backgrounds.
  • Gabriel Knight 2 was released two years later in 1995 and jumped right in to the short lived multimedia FMV fad, where game developers discovered that good actors and real sets are really expensive and video looks like ass when you compress it to fit on CDs.
  • Gabriel Knight 3 came out right at the end of the 90s in 1999, during a time where you either made your game with polygons or you picked up your coat and got out. Turns out that the relatively expensive 3D environments and game pad controls weren't a good match for the increasingly niche genre though.
  • Finally there’s Gabriel Knight 4, which doesn’t exist... because Gabriel Knight 3 killed adventure games. Actually the truth is that the genre was already on the way out, so at worst its famous cat fur moustache puzzle merely helped hammer a nail or two into the coffin. And the genre eventually rose from the dead so it didn't even do a good job of that.
Due to its high video content Gabriel Knight 2 originally came on a ridiculous 6 CDs, which isn't actually so bad when you had Amiga adventure games coming on a dozen floppy disks. It's definitely not an issue for me as the version I bought online has zero disc swapping! I just had to download it as 7 separate files because I was too dumb to get it from GOG or Steam. The game's not supported by ScummVM by the way, but I'm sure DOSBox can handle it.

Thursday, 8 September 2016

Star Trek: The Next Generation - A Final Unity (MS-DOS)

Star Trek: The Next Generation - A Final Unity title screenStar Trek: The Next Generation - A Final Unity title screen
Developer:Spectrum HoloByte|Release Date:1995|Systems:DOS, Mac

This week on Super Adventures I've been celebrating Star Trek's 50th anniversary by playing games that basically have nothing to do with the franchise, but that ends here with something a whole lot more relevant.

Sure it would've made more sense for me to play the Star Trek: 25th Anniversary adventure game, but I already have so that's put a wrench into that great idea. There is an entirely different 25th Anniversary on the NES, but I've played that too. So it comes down to this, and that's probably for the best as I've had this game sitting in my attic for so long that I've forgotten what it is or where it even came from. Have I even played it? Probably, once, but who knows?

All I know is that Spectrum HoloByte is a great name for a game developer, and it's a shame that this is one of the last games released with it on the box. They'd bought up MicroProse a couple of years before and by '96 all their games were released under that brand instead (including Trek games Birth of the Federation, Generations and Klingon Honor Guard). Then a few years later Hasbro bought Spectrum HoloByte (at this point known as MicroProse) and closed the studio, but they were in turn bought by Infogrames Entertainment, who acquired their assets and the Atari brand in the deal and renamed the company to Atari Interactive, before renaming themselves to Atari, SA. This shouldn't be confused with Atari, Inc. which is the name they gave to developer Infogrames, Inc. (formerly GT Interactive). There was also arcade game producer Atari Games, which formed when Atari, Inc. (the original one) split into two after the video game crash, but Infogrames never got its hands on that. It eventually ended up as Midway Games West until it was dissolved, with its IPs acquired by Warner Bros.

Game companies, man. It's starting to make sense to me why this never made it to Steam or GOG.

A Final Unity came out in 1995, a full year after 'Star Trek: The Next Generation' ended and about six months after the movie 'Star Trek: Generations', so it wasn't the most timely TV tie-in. Still it's nice that they waited until the game was finished, as quality's always better than synergy (for the player anyway).

The game isn't supported by ScummVM so I'm going to install it to a directory called "STFU" in DOSBox and cross my fingers. I'm sure it'll be fine though. In fact DOSBox is probably more likely to run the game than your average DOS PC, and with far less messing around with memory managers.

Saturday, 3 September 2016

Stargate (SNES/Mega Drive)

Stargate SNES title screenStargate SNES title screen
Developer:Probe/Tantalus|Release Date:1995|Systems:SNES, Mega Drive/Genesis

This week on Super Adventures I'm still celebrating Star Trek's 50th anniversary by playing games that have some vague connection to the series. This one's got 'Star' in the title, it's set on another planet, and it's based on a long running movie/TV franchise, so it's ticking lots of boxes. In fact the 'Stargate' TV spin-offs were often the closest you can get to proper 'Star Trek' without getting sued by both CBS and Paramount.

But Stargate the game is an adaptation of the original 1994 movie that kicked the franchise off, released a year after the film for Super Nintendo and Genesis/Mega Drive consoles. That's the SNES title screen you're looking at up there, with its narrow resolution and extra colours, but I'll be getting around to the the Sega version as well eventually.

'Stargate' isn't a particularly great film, but it cheats by having an iconic theme by Bond composer David Arnold powerful enough to make scenes of extras walking across a desert outside of Yuma, Arizona feel like the most epic sci-fi adventure since 'Return of the Jedi'... which used the place for Tatooine now that I think about it. Anyway, if there's one thing that absolutely works about that movie it's the music, so of course the game drops it entirely, replacing it with a title theme that sounds like it's been borrowed from an Amiga game. It's not all that bad though really, here have a YouTube link if you're curious.

There'll be movie SPOILERS below this point, so stop reading here unless you've seen it or don't care.

Thursday, 4 August 2016

Comix Zone (Genesis/Mega Drive)

Comix Zone title screenComix Zone title screen
Developer:Sega Technical Institute|Release Date:1995|Systems:Genesis/Mega Drive, GBA, Windows

This week on Super Adventures, I'm playing a game that was requested roughly... I'm guessing four years ago. I got to it eventually, that's the important thing.

I don't know why I've been putting off playing Comix Zone for so long, but I'm thinking the fact that it's bastard hard might have something to do with it. I didn't want to start it up, get my ass kicked, and quit on the first level. Not for this game, it's far too pretty for that.

The game was ported across to systems like PC and GBA, then later emulated on others, but it's mainly known as being Mega Drive/Genesis game released towards the end of its days. The concept actually came from an Amiga demo video from 1992 called "Joe Pencil Trapped in the Comix Zone", but Amiga owners never got to play the final game! An Amiga version would've bombed in '95 though, and the Mega Drive didn't exactly rake in the cash either. I guess it was just bad timing, releasing such a two dimensional game at the point where everyone was going crazy over polygons.

Tuesday, 8 December 2015

Kid Klown in Crazy Chase (SNES)

Kid Klown in Crazy Chase title screenKid Klown in Crazy Chase title screen
Developer:Kemco|Release Date:1995 (EU) |Systems:Super Nintendo, Game Boy Advance

This week on Super Adventures I'm taking a quick look at Kid Klown in Crazy Chase, the second in Kemco's Kid Klown tetralogy. The name reminds me of cult classic 'Killer Klowns from Outer Space', which is interesting because I'd no idea I'd even heard of the film until now. How is this clown movie knowledge leaking into my brain? I'm fairly sure they're unrelated though.

I have to admit that I'm not a huge fan of clowns, but I love that title screen. It's got to be some of the best title art on the Super Nintendo. It's a shame there's a Kid Klown standing right in the middle of it, but squint your eyes a bit and he could be Kid Santa. The music's a bit clowny as well, though I've heard worse. So far so good, but let's see what happens when I select 'Option'.

Saturday, 15 August 2015

Skeleton Krew (Genesis/Mega Drive)

Skeleton Krew title screenSkeleton Krew title screen
Developer:Core Design|Release Date:1995|Systems:Mega Drive/Genesis, Amiga (AGA), CD32

Today on Super Adventures I'm having a look at Skeleton Krew, which is something I vaguely remember playing off an Amiga demo disk! Apparently I subconsciously set an alarm in my head to go off exactly 20 years later, because I woke up today with a sudden inexplicable urge to see what the full game's like.

This is one of the final 16-bit games released by legendary UK developer Core Design before they embraced the PlayStation and Saturn and let Tomb Raider consume them. It's definitely the last game they made for Amigas, possibly the second last for the Mega Drive and Genesis, and it seems like they got bored of making SNES games way back in 1992 so it didn't even make it near Nintendo's system.

I'll be playing the Sega version of the game because I have a feeling it came first and will give me the better experience. Plus I've only put one other Mega Drive game on the site so far this year and that's kind of shameful.

Monday, 29 June 2015

Michael Jordan: Chaos in the Windy City (SNES)

Michael Jordan Chaos in the Windy City title screenMichael Jordan Chaos in the Windy City title screen
Developer:EA|Release Date:1995 (EU)|Systems:Super Nintendo

Today on Super Adventures, I've found you something from the first half of the 90s and I didn't even need to glance at the copyright year to know that.

Michael Jordan: Chaos in the Windy City has been on my list forever and I've no idea why it's taken me this long to get around to it. I mean look at that title screen; even if the game's bad it'll be good. I'm not sure you're even technically allowed to bring two elementally charged balls onto the court, but I wouldn't want be the one to tell him that.

I haven't looked too deep into how the game was reviewed so for all I know this is actually a well regarded piece of quality entertainment. But I have discovered that it was the first game designed by artist Amy Hennig, who ended up in the role after the first designer quit. She then transformed into 'head writer and creative director Amy Hennig', and went on to develop the Soul Reaver and Uncharted games. Still no sign of Chaos in the Windy City 2 though.

Wednesday, 15 April 2015

Deluxe Galaga (Amiga) - Part 2


Click this link for if you'd rather be reading the first half: Part one.

Deluxe Galaga (Amiga) - Part 1


Deluxe Galaga 2.6C title screenDeluxe Galaga 2.6C title screen
Developer:Edgar M. Vigdal|Release Date:1995|Systems:Amiga, Windows, Mac, iOS

I don't play shareware games for Super Adventures as a rule, but I thought I'd make an exception this once, because I'm a sucker for a pretty starfield.

Deluxe Galaga used to be one of my favourite Amiga games back in the day, so I was always going to get around to writing about it eventually. The main thing that was putting me off is that it looks like... well, Galaga. It's not actually a licenced Galaga sequel, it's just inspired by the game, but it still features a lot of tiny alien sprites against black background and that doesn't necessarily make for the most interesting screenshots, or give me much to write about.

But then I learned that the game's creator, Edgar M. Vigdal, had died of cancer a few weeks ago on April 1st, and suddenly I'm feeling that it's been too long since I last gave the game some attention.

Semi-Random Game Box

Super Adventures in Delisted Racing Games Part 3: Forza Horizon 3
Super Adventures in Delisted Racing Games Part 2: Need for Speed: Undercover
Super Adventures in Delisted Racing Games Part 1: The Crew