Showing posts with label 1994. Show all posts
Showing posts with label 1994. Show all posts

Thursday, 11 April 2024

The Lion King (Genesis/Mega Drive)

Developer: Westwood Studios
| Release Date: 1994 | Systems: Genesis/Mega Drive, SNES, MS-DOS, Amiga

This week on Super Adventures, I'm voluntarily playing a movie tie-in game from the 16-bit era! Maybe this is one of the good ones though. I mean, there have to be some good ones, right?

I've actually played The Lion King before, so I already know what I'm getting into here... and I know I won't be getting very far in it. Games were generally more challenging in the 80s and 90s, so when you load up one that was notorious even back in its day for its extreme difficulty, you know that you're in for a bad time.

The game was re-released for modern platforms a few years back by Digital Eclipse, so I'm sure it has all kinds of new quality-of-life features now (or at least a gallery to look through when you're stuck). I'm not going to be playing that one though. I'm going back to the original games with all the original frustrations.

Disney's Aladdin
famously got two different platformers, a Sega version by Virgin Games and a Nintendo version by Capcom, though it also had a third version for 8-bit systems. For The Lion King, all the 16-bit systems got the same game, by Command & Conquer devs Westwood Studios, and that's what I'll be playing. Though I'll also take a look at the 8-bit games as well, because I'm curious.

Alright, I'm going to see if I can finally get past the graveyard stage for the first time in my life.

Saturday, 24 February 2024

Sonic 3 & Knuckles (Genesis/Mega Drive)

Developer: Sega Technical Institute | Release Date: 1994 | Systems: Mega Drive/Genesis, Saturn, PC

This week on Super Adventures, I'm wondering why Sonic 3 & Knuckles has you selecting menu options with a shoe. That's not normal.

You might be wondering why this beautiful looping GIF is missing the horrifying slowdown when the 3D Sonic swoops in. The answer is: it bothered me and I wanted it gone. I did my best to make it true to what the designers intended it to look like though. The game's later releases on more powerful consoles tend to come with authentic emulated slowdown, but the Saturn version included with with Sonic Jam is a proper port, so I used that as a reference to fix the timing. Now the only thing wrong with my GIF is that it's not a video, so I can't hear it say "SEGA!"

Anyway, I'm playing Sonic 3 & Knuckles, the fourth (and fifth) of the 16-bit Mega Drive/Genesis Sonic platformers! I already covered the first Sonic the Hedgehog back in 2011, but I decided to skip Sonic 2 because it's too similar, and Sonic CD frightens and confuses me. Also, it's Sonic 3's 30th birthday today... in the EU (it came out a few weeks earlier in the US).

Sonic 3 & Knuckles came in two parts released 8 months apart, with Sonic the Hedgehog 3 featuring the first set of levels and the save RAM, and Sonic & Knuckles featuring the second half of the levels and a connector to (optionally) join the two cartridges together. It's like plugging in a Game Genie, except instead of getting cheats you get an expansion pack. It's not the first time two standalone games could be combined like this, DOS game Might and Magic: World of Xeen got there first, but this did it with hardware. And then basically nothing copied it. It remains pretty much unique as far as I'm aware.

The reason it was released in such a weird way is because they had a Happy Meal promotion and TV ad campaign deadline and they were only going to get half the game finished in time. They still charged full price for it though! Personally, I think the lock-on feature was a genius move, as it gave the game some novelty, especially when people learned that it could be combined with Sonic the Hedgehog 2 as well! Plus it turned out to be a crucial part of any serious collector's Tower of Power, along with the 32X... another piece of add-on hardware that didn't catch on.

Right, I'm going to give the game an hour or so and write about it. I have played it before, but honestly I think an hour is going to take me well further than anything I've seen before.

Thursday, 15 February 2024

Loadstar: The Legend of Tully Bodine (MS-DOS)

Developer: Rocket Science Games | Release Date: 1995 (Sega CD 1994) | Systems: DOS, Sega Mega CD

Today on Super Adventures, I'm checking out Loadstar: The Legend of Tully Bodine, by the infamous Rocket Science Games.

Rocket Science was founded in 1993 with the goal to bring together some of the most talented people in the fields of video games and films to make some video games that are also films. With actors and everything. They were all-in on the idea of making FMV-based games and they thought that theirs could be the most visually impressive on the market. Not just because of the content, but because of the codec; their compression was among the best in the business, meaning more production value survived the process.

People took notice of how many high-profile designers and engineers were being hired, and investors began lining up to throw money at them. Interactive movies were sure to be the next big thing and Rocket Science had the talent and the funding to bring digital entertainment to the next level. But then all six of their games bombed, leading to them going out of business after just four years. And I mean really bombed, not just 'failed to meet sales expectations'. Loadstar released around the same time as their second game, Cadillacs and Dinosaurs: The Second Cataclysm, and it seems like by 1996 the two games still hadn't reached 8000 copies. With their sales combined. On all systems.

How is even possible that they made a dinosaur game in 1994 and failed to get anyone to buy it? That was the peak of Jurassic Park hype! Even Trespasser shifted 50,000 copies and that was straight-up broken!

Anyway, I'm playing the spaceship game, not the dinosaur game, and I'm curious now about why it didn't appeal to people at the time. Is it really that bad or were people just not into FMV? Am I going to be into the FMV? Will I be able to endure the amount of cheese I'm about to be exposed to?

WARNING: There will be a surprisingly graphic death sequence at some point. Also, I'm going to spoil the game's entire story.

Wednesday, 31 January 2024

Donkey Kong Country (SNES)

Hello, welcome back! It's Super Adventures' 13th birthday today and I've got some good news for you. Four years ago I replaced around 14,000 screenshots across 1000 articles to improve their quality, and everything was great... until I started getting complaints that images weren't loading. It didn't happen to everyone, just some people some of the time. Eventually all the images stopped working for me entirely, which was a good thing because it meant I could see what needed fixing and sort it out.

Long story short, I've replaced all those screenshots across all those articles again, so everything should be fine now and you can go browse the archives. Even the really old posts where you'd be lucky to get one sentence under each picture. In fact, if you're nostalgic for the classic Super Adventures style, I've retconned in a mysterious never-before-seen authentic guest post from 2013 that originally didn't get published for whatever reason. Go look for frogs, that's your clue.

Developer: Rare | Release Date: 1994 | Systems: SNES, GBC, GBA

This week on Super Adventures, I'm writing about something else that's celebrating an anniversary this year: the legendary Donkey Kong Country!

It's known as Super Donkey Kong in Japan, because putting the word 'Super' in front of names is awesome, especially if the name of a game for the Super Nintendo... a console I have really neglected these past few years. I don't even know how that happened, it's not like I want to avoid showing off 16-bit game art.

I'm really trying to make up for it here, as Donkey Kong Country was one of the biggest releases of the 16-bit era. In fact, it was the best-selling game of 1994, almost doubling the sales of its nearest rival Street Fighter II and selling over seven times as well as Super Metroid. Though in Japan it got utterly thrashed by Final Fantasy VI and Americans spent more money on NBA Jam. Actually, I'm not sure that second fact is true. Sure NBA Jam sold more copies in the US in '94, but DKC was an unusually pricey game if I recall. Around £60 in the UK (£120 today, or $150 USD).

The game was able to get away with its exorbitant price tag due to the sheer force of hype around it. Not because it was the first Donkey Kong game in like a decade (aside from the Game Boy game that came out a few months earlier), but because of its incredible visuals. It featured fully ray-traced graphics that players could enjoy without buying a CD drive, or a 32X add-on, or a shiny new 3DO console. The cartridge didn't even include a Super FX chip!

Alright, my plan is to play the game for about an hour and hope that I can think of something to write. I mean, it's been like 3 years since I've covered a SNES platformer, so I've probably forgotten all the things I used to whine about.

Tuesday, 26 September 2023

Universe (Amiga CD32) - Part 2

Universe Amiga title screen
This week on Super Adventures, I'm still playing 90s point-and-click adventure Universe, because I want to be done with it. I played the demo years ago, when I was young enough for it to be imprinted into my brain and stick there. But I never played through the full game so I have no idea how the story ends and I'm just as clueless about the middle.

I mentioned in PART ONE that I wasn't going to spoil the ending, but I've changed my mind. Because we all deserve closure on this. That means I should give you a SPOILER WARNING. Oh, you should also know that despite what it says in the title, most of these screenshots are from the MS-DOS version of the game, as I switched systems. Not that it makes much difference.

Monday, 25 September 2023

Universe (Amiga CD32) - Part 1

Universe Amiga title screen
Developer: Core Design
| Release Date: 1994 | Systems: Amiga, CD32, MS-DOS

This week on Super Adventures, I'm playing Universe, by the makers of Rick Dangerous, Curse of Enchantia and later Tomb Raider. But Curse of Enchantia is the most relevant, seeing as this is a point-and-click adventure game.

Universe got fantastic scores from magazines back in the day, lots of 90s and high 80s... well, except for Amiga Power and Amiga Format, they both totally trashed it. Amiga Power gave it 21%! I've played the demo before so I have an idea of what my opinion's going to be, but I'll see if it changes as I get further into the story.

I should give you a SPOILER WARNING, as I'm going to be playing through a lot of the game. In fact, I'm going to try to finish it, though I'll try not to give the whole thing away. I'd suggest YouTube if you want to see the ending, I'm just showing off things that catch my interest and whining about the things that annoy me.

Monday, 13 February 2023

Kid Chaos (Amiga) - Part 2 - Guest Post

Previously on Kid Chaos, danger was lurking around every turn as the displaced caveman fought off rats, bats, bunnies and bees in his frantic escape from THE SECRET -GARDEN-. Will mecha-neko ever live to see world 2-1? Read on!

Kid Chaos (Amiga) - Part 1 - Guest Post

This week on Super Adventures, I've captured guest poster mecha-neko and teleported him to the distant past of 1994 to play a game about a caveman in the future. It's classic Amiga platformer Kid Chaos.

Hello everyone! It's time to dig up something really prehistoric!

Kid Chaos Amiga title screen
Developer:Magnetic Fields
|Release Date:1994|Systems:Amiga 500, Amiga CD32

This is Kid Chaos. The apex of Amiga platform action. The one where it all comes together. Years of technological experimentation, observation and innovation have led to this moment.

The title screen alone is lush as heck. The Amiga hardware can select 32 colours at once and this image displays 110 of them. The clouds all drift past at different speeds and everything, but you'll have to take my word for that as the .gif would be huge! It's like something you'd see on an AGA machine, but this is an A500 game.

If you want to see what all the fuss is about, read on!

Kid Chaos (Amiga) - Guest PostPart 1 - Part 2

Monday, 28 November 2022

Operation GII (Demo) (Amiga) - Guest Post

The week on Super Adventures, guest reviewer mecha-neko has dug up something properly obscure for you. It's the demo for a cancelled Amiga first person shooter called Operation Gii! Uh, Operation G2 sorry.

All these Alien Breed games Ray has been playing has inspired me some! I'm going to play a sci-fi shooty survival game of my own.

Operation G2 Operation GII Amiga Demo Psygnosis title screen
Developer:Psygnosis|Release Date:August 1994 (Demo)|Systems:Amiga

"Are you ready to battle with rogue robots on a radio-active spaceship in our fab Coverdisk demo?"

You bet I am, Amiga Format!

Friday, 19 August 2022

Mega Motion (Amiga)

Developer:Extend|Release Date:1994|Systems:Amiga, DOS

This week on Super Adventures, I'm playing... uh... I think it says Mega Motion?

Mega Motion is a budget-priced puzzle game that was originally released on the Amiga in 1994, late in the machine's run, and then two years later on PC, right at end of MS-DOS's run. It was developed by Extend, and it's apparently the only game they ever made.

I have played this one before, but it was years ago when I was a tiny baby and I haven't kept hold of many memories of it. I do still have a vague recollection of what you're supposed to do in the game, but what I mostly remember is that I was eating a pack of strawberry laces at the time. In fact it feels weird to play it without them.

Okay, my first observation is that they've used an extremely 80s snare drum sample in the theme music. The gated reverb is strong with this one. 

Wednesday, 3 August 2022

Wing Commander III: Heart of the Tiger (MS-DOS)

Wing Commander 3 logo PC
Developer: Origin | Release Date: 1994 | Systems: DOS, Windows, Mac, 3DO, PlayStation

This week on Super Adventures, I'm playing Wing Commander III: Heart of the Tiger! Not to be confused with 80s hard rock anthem Eye of the Tiger.

With a title like that you might assume that it's the third game in Chris Roberts' Wing Commander series, but developer Origin had been been busy in the three years since Wing Commander II, producing three spin-offs. There was Wing Commander Academy, which was basically a mission generator for WC2, Wing Commander: Privateer, a space trading/combat sim along the lines of Elite, and Wing Commander: Armada, a strategy game with dogfighting. Oh plus there was 1993's Strike Commander, which doesn't have anything to do with Wing Commander except the name, dogfighting, and it being produced by Chris Roberts at Origin.

I've heard a few numbers for how much Wing Commander III cost, like $5 million and $10 million, but $4 million seems the most plausible to me. Either way it was apparently the highest budget video game ever when it came out, which is funny considering that it's a space combat sim. It really shows how much things have changed since 1994. Oh hang on, I've just done the research and it turns out that the highest budget video game of all time is currently Chris Roberts' space combat sim Star Citizen, which has raised $400 million.

The reason this game cost so much is because the series had progressed from floppy disks to four CDs packed with live-action full-motion video, with real Hollywood actors. The game was meant to be taken seriously and required some serious hardware to run, like a Pentium-based multimedia PC with a good SVGA video card and a double-speed CD drive, or a 3DO console. A couple of years later it got a release on the shiny new PlayStation as well, but no Sega CD or Amiga CD32 ports for this one. It almost got ported to the Jaguar, Saturn and M2 as well, but those versions were later cancelled... and not because the game wasn't selling well. In fact this was a massive success despite the fact that so few people had machines capable of running it well, and they were soon making a sequel with an even bigger budget.

SPOILER WARNING: I'll be playing the first few missions and I won't be spoiling anything past that, but these are story heavy space sims and you might end up reading something here you don't want to know about the first two games.

Wednesday, 21 July 2021

System Shock: Enhanced Edition (PC)

Developer: LookingGlass | Release Date: 1994 | Systems: DOS, Mac, PC-98 (EE version: Windows)

This week on Super Adventures, I'm checking out the original System Shock, a game I've somehow never played. Well okay maybe I put it on for five minutes once and got scared off by the controls, and I did play the demo of the remake, but this is something I'm mostly clueless about. It's a big gap in my important video game knowledge. I mean up to this point I assumed I'd be playing as the guy with the chunky metal headwear from the box cover, but that's apparently a Cyborg Elite Guard. Seems like the player character is the guy in the sneaking suit on the right.

My gimmick for Super Adventures this year is that I'm playing games that have appeared on someone's top ten list and I found System Shock at #9 on PC Gamer's Top 100 from 1996... even though it actually came out in 1994. I guess it's the kind of game that takes a while to win people over.

System Shock was LookingGlass's next immersive sim or '0451' game after the Ultima Underworld games and introduced something absolutely crucial to the genre: a door locked with the code 451. There are many things locked with the code 0451 in many games, but this is its origin. The game probably introduced other things too, I'll let you know if I spot anything.

I'll be playing Nightdive's Enhanced Edition, which is an entirely different thing to Nightdive's upcoming remake. It's basically the same as the original game, just with modern resolutions, redefinable controls, video options, that kind of thing. They likely even patched a few bugs while they were at it. Plus it comes packed with lots of bonus features, like artwork, guides, the soundtrack (in MP3, FLAC and MIDI!) and even an interview with Warren Spector, which I need to remember to watch. It also includes the original version of game and a copy of DOSBox to run it in, just in case the Enhanced Edition isn't authentic enough for you. Very handy if you happen to be taking screenshots to compare versions.

Okay, I usually play games for an hour or so, but I suspect this is going to need a bit longer than that. I'll keep going until I've finished the first floor, or at least succeeded at something. I'm sure someone will eventually want me to flick an important switch and I will make sure that switch gets flicked.

Wednesday, 16 June 2021

StarFighter 3000 (MS-DOS) - Guest Post

This week on Super Adventures, heroic space reviewer mecha-neko has returned with a quick look at another classic game. It's Star Fighter 3000, by the people who made Stunt Racer 2000 (no relation to Stunt Racer 64). It came out on a few systems and on most it's kind of obscure, but on the Acorn Archimedes it was an actual big deal. I was browsing an Acorn owner forum called StarDot and it's in basically everyone's top 10 lists for the A3000... possibly because there aren't too many original games on the system to choose from.

Hey everyone! While rooting through all my old DOS stuff like Fade to Black and Halloween Harry, I've found another game I'm familiar with but haven't played in a really long time.

StarFighter 3000 MS-DOS title screen
Developer:FedNet|Release Date:
Acorn Archimedes:19th September 1994
MS-DOS:8th October 1996
Iyonix:April 2008
|Systems:Acorn, 3DO, DOS, PS1, Saturn, Iyonix


It may sound like a boxing game about robots in the future, but it's actually about spaceships and lasers! Wanna see?

Tuesday, 17 November 2020

Bram Stoker's Dracula (Amiga)

Bram Stoker's Dracula Amiga title screen
Developer:Psygnosis|Release Date:1994|Systems:Amiga + eight other systems

Today on Super Adventures, Keanu Reeves week continues with Bram Stoker's Dracula on the Amiga! I said I was only going to play three Keanu Reeves games, and this would be the second of them, but things get a little complicated with this one.

Bram Stoker's Dracula was a multiplatform title released to tie in with the 1992 Gary Oldman movie, but not all platforms got the same game. In fact it seems like there's actually five different games here, split across nine different systems. It came out on Amiga, SNES, Mega Drive/Genesis, Game Gear, Master System, NES, Game Boy, Sega CD and DOS PCs, so poor C64 owners were left out this time.

Nine systems in one article is a bit much, so I'm going to focus on the Amiga game mostly and try not to get too carried away with writing about the other versions, but I have to at least take a look at them. Yeah okay, I didn't show off all the different Bill & Ted's Excellent Adventure games yesterday, I only played the home computer versions, but in my defence I was busy finishing the entire game three times over.

I'll also try not to spoil too much about the movie, but I get the feeling that's not going to be an issue here.

Saturday, 31 October 2020

Halloween Harry / Alien Carnage (MS-DOS) - Guest Post

Today on Super Adventures, guest poster mecha-neko has returned and he's brought you the perfect game for Halloween. I wrote about Sanitarium a few days ago so I thought I had Halloween covered this year (the game even has pumpkins in it), but mecha-neko's choice literally has the word in the title. I can't compete with that.

Halloween Harry MS DOS title screen
Developer:Interactive Binary Illusions
Sub Zero
|Release Date:
Halloween Harry:10th October 1993
Alien Carnage:2nd November 1994
Freeware:24th May 2007
|Systems:PC

Spooky greetings to you all! Fancy looking at some classic Apogee shareware?

As Robbie Coltrane might say: it's 'alloween, 'arry!

Wednesday, 15 July 2020

Noctropolis (PC)

Noctropolis title screen
Developer:Flashpoint|Release Date:1994|Systems:DOS (EE version: Windows, Linux, macOS)

This week on Super Adventures, I'm playing my fourth PC game in a row! This one's from the mid 90s though, so I've escaped 2001 at least.

Noctropolis is an "adult graphic adventure", which is apparently a lot like a regular adventure, except a couple of hours in you get to see an actress's breasts for a few seconds. You won't find a screenshot of it here though, this site's safe for work (also I'll have stopped playing ages before then).

I own the game on Steam so that means I'm playing the Enhanced Edition released by Nightdive a few years back. It doesn't actually say that, it's listed in my game library as just 'Noctropolis', but it didn't boot up DOSBox when I started it so it must be the new version. Oh hang on, they mention it on the store page: "New Enhanced Edition for Steam!" So that's cleared that up.

Man, this music on the title screen sounds like it's going to break into a Batman theme at any moment. Not any particular Batman theme, just a Batman theme. That's probably a good sign, as the game's supposed to be going for a comic book tone. In fact they were originally going after a comic book licence, but they couldn't get hold of one and had to make up their own setting instead. They apparently tried to approach this problem from the other direction and get a comic book published based on the game, but their meeting with legendary artist Rob Liefeld at Image didn't lead to anything.



Before I start going through the game I feel like I should warn you that it gets a bit edgy at times. To put it bluntly, a main character gets raped off-screen and it's not dealt with all that tactfully.

Thursday, 18 June 2020

Brian the Lion Starring In: 'Rumble In The Jungle' (Amiga) - Guest Post

This week on Super Adventures, mecha-neko has returned to tell you a tale about a lion, called Brian.

Brian the Lion Amiga title screen
Developer:Reflections|Release Date:1994|Systems:Amiga 500, 1200, CD32

Ray and I have played more than a few mascots and almost-mascots for the Amiga, but it's time to show you the last, and best. Introducing Brian the Lion.

Wednesday, 9 October 2019

Pinkie (Amiga) - Guest Post

This week on Super Adventures, it's guest poster mecha-neko's turn to play a game! I can't be expected to write about all the games all on my own, there are about 10,000 of the bloody things... added to Steam each year. Plus if anyone can find the good in an old Amiga platformer starring a naked pink worm man with no teeth or elbows, it's him. I hope.

Pinkie Amiga title screen
Developer:Data Designs, Scott Williams Games|Release Date:Winter 1994|Systems:Amiga

Hello everyone! How are you doing?

I love a good mascot game, don't you? I'm in the mood for an obscure-as-heck Amiga mascot.

Say 'Hi!' to Pinkie, a brave new kind of hero!

Don't you just love him? Look at this happy guy! He's bounding from a platform, cheesing all the baddies off and having a right ball. We're sure to be having some good times jumping around on things together!

Ready?

Thursday, 11 July 2019

Breath of Fire (SNES)

Breath of Fire title screen SNES
Developer:Konami|Release Date:1994 (1993 in Japan)|Systems:SNES, GBA

This week on Super Adventures, I'm taking a look at classic Super Nintendo RPG Breath of Fire! It was originally known as Breath of Fire: Ryu no Senshi in Japan, which translates to 'Dragon Warrior'. Though they couldn't call it that in the US because Enix had already claimed the name five years earlier when they used it for Dragon Quest. JRPGs are confusing.

I've seen a lot of Capcom games and I've seen a lot of JRPGs, but I can't think of many times I've seen a Capcom JRPG before. In fact I half expected to see Squaresoft's name appear when I started it up... and then it did, because they were the ones who localised it for North America. They never quite got around to releasing it in Europe though.

In fact the game didn't reach Europe until the Game Boy Advance port made its way here in 2001. I guess they'd grown a little more confident that the game would find an audience by that point, seeing as we'd bought enough copies of Breath of Fire II, Breath of Fire III and Breath of Fire IV. I was fairly sure that the game had to exist somewhere, as you don't typically make sequels without first making an original, but it's obscure enough for me. I've never played it before and I don't know anything about it. I'm expecting dragons though.

The game's likely going to have a story as well, and I'm going to go through the first few hours of it, taking screenshots, and whining about things as I go, so this article will contain SPOILERS. I won't be playing any longer than that though, because RPGs are like really long and I've got other things to do today.

Thursday, 27 June 2019

Keio Flying Squadron (Sega Mega CD)

Keio Flying Squadron title screen
Developer:Victor|Release Date:1994 (1993 in Japan)|Systems:Sega Mega CD

This week on Super Adventures, I'm playing a shoot 'em up on the Mega CD!

I haven't really written about a Mega CD game since Popful Mail six years ago, and it's been a while since I've played a shoot 'em up as well. The trouble with shoot 'em ups, is they're either really hard, in which case all I end up writing about is the various ways I got my dude exploded, or they're really easy, in which case all I write is "I'm still shooting at things," and "I'm kind of bored now."

But I figured I should give you at least one proper old-school side-scrolling shooter this year, so I went with the game where you play as a girl wearing a 1960s Playboy bunny suit in 1860s Japan. I checked a list of games I've written about so far, and it's an under-represented sub-genre.

Oh here's some trivia for you, straight from Wikipedia: the December 1994 issue of Sega Pro CD magazine included a demo disc for the game that ended after the first level. But you can use a level select cheat to skip past the part that sends you back to the title screen and keep playing it to the end, because they secretly included the entire full game on the disc.

Semi-Random Game Box

Captain America Defies the Doom Tube (Atari ST)
Shock Wave: Invasion Earth: 2019 (3DO) - Guest Post
Vampire Killer (MSX2)