lunes, 21 de septiembre de 2015

VIRTUA RACING (SEGA, 1994)


Virtua Racing o también llamado V.R. , es un videojuego arcade de Fórmula 1 que salió en recreativas en octubre de 1992, desarrollado por Sega-AM2 para su nueva nueva placa "Model 1". Es el segundo juego de coches en usar entornos, personajes y automóviles totalmente poligonales (el primero fue Hard Drivin' de 1989). Virtua Racing también introdujo algo novedoso para aquel año, el "V.R. View System", que permitía al jugador elegir entre cuatro vistas diferentes (cenital, a media altura, detrás del coche y en primera persona). Este sistema también se usó en otros juegos de Sega como Daytona USA. Virtua Racing fue la primera recreativa que usó la relación de aspecto 16:9.


En 1993 salió una nueva versión de Virtua Racing, llamada Virtua Formula. Salió por primera vez en el segundo parque temático de Sega Joypolis, donde en una sola sala había 32 máquinas para este juego. El número de jugadores simultáneos pasó de 2 a 8, puestas cada una al lado de la otra. En este caso se cambió la relación de aspecto a los 4:3.

La placa Sega Model 1 era muy potente en comparación a las demás placas arcade que había en 1992, así que no fue hasta 1994 cuando se pudo hacer la conversión a consola. Primero lo hizo en Megadrive, una conversión bastante buena de la recreativa, incorporando en el cartucho un chip gráfico denominado Sega Virtua Processor o SVP, que conseguía que en los 16 bits de Megadrive se pudieran mostrar entornos completamente poligonales, algo nunca visto en esta consola. El precio del juego (debido al coste del chip), era más que cualquier otro de la época, unas 12.000 pesetas (71€ aproximadamente).


Luego salió, en 1994 también, la versión para Megadrive 32X, llamada Virtua Racing Deluxe, el cual era más parecido a la recreativa, y con cosas nuevas, como 3 tipos de coches a elegir (el conocido F1, el Stock y el Prototype), y 5 circuitos (en vez de 3).

Más tarde, en 1996, salió otra versión para la consola Sega Saturn, con más opciones adicionales, pero no tuvo tanta repercusión como la versión de 32X, y mucho menos como la de Megadrive.

En 2005 en Europa, salió a la venta "Sega Classics Collection", un recopilatorio de juegos para Playstation 2, el cual incluía un remake del juego junto con otros clásicos de Sega como pueden ser Golden Axe u Out Run.

Como siempre, lo tenéis disponible para su compra en la sección de SEGA MEGADRIVE de GAM3RBAY.


sábado, 19 de septiembre de 2015

GAMEPLAY | FORMULA 1 (SEGA MEGADRIVE / GENESIS)


GAMEPLAY | POWER DRIVE (MEGADRIVE) - RALLY 1: MONTECARLO


GAMEPLAY | AAH! HARIMANADA (KEI SATADASU / KODANSHA TV-TOKYO, 1993) - SEGA MEGADRIVE / GENESIS


Aa Harimanada (ああ播磨灘) is a Japanese media franchise that began with a 1991 manga by Kei Sadayasu published in Kodansha's Weekly Morning. A television anime series was broadcast in 1992. The series was later adapted to a video game developed and published by Sega for the Sega Game Gear and Sega Mega Drive. A port was also released on the Game Boy, released by ASK.


viernes, 18 de septiembre de 2015

GAMEPLAY | ULTIMATE SOCCER (RAGE SOFTWARE, 1993) SEGA MEGADRIVE / GENESIS


Ultimate Soccer is a 1993 soccer video game by Rage Software released for the Mega Drive/Genesis by request of Sega which even allowed their mascot, Sonic, to be featured in the game menus.

Focused on national teams (with a total of 64, all with fake names and individual team values), it had one of the highest option counts for 16-bit football games: up to 18 different settings can be changed, including ball weight, weather, surface, tightness of ball control, passback rule and perhaps the most remembered of all, the ability to play 6-on-6 indoor football. Several game modes are available, including friendlies, penalty shootout, Ultimate League, Ultimate Cup (group phase and knockout stage) and Knockout. However, the game lacks both passwords and battery save, and all competitions must be completed in one sitting. Up to eight players can play if two 4-player adapters are used.

Ultimate Soccer is played in a field of vision similar to the Madden NFL games in the console, a second-row view behind the players' shoulders that can also be tilted to show more field depth or more detail closer to the bottom of the screen. Player sprites, while small, are well animated and with small details such as dirt or water splashing from the players' feet (which would become one of the trademark effects in Sega's own Worldwide Soccer).

Gameplay depends of how versions are tweaked: lighter balls travel farther and higher and can be given zig-zag aftertouches (perfect from long range shots), but on the other hand, are more prone to be deflected by strong winds. Heavy balls barely lift from the floor which makes them more suitable for short passing, but are affected by wet grass. It's possible to score from any situation, including direct corners and freekicks, head deflections from long passes, bicycle.




#TOP 14 #SEGA #MEGADRIVE #GENESIS | SHINING FORCE II (CLIMAX ENTERTAINMENT, SONIC SOFTWARE PLANNING, 1993)


Shining Force II ("Ancient Sealing") es un videojuego de rol táctico salido al mercado en 1993 para la consola Sega Mega Drive. El sistema de juego es similar a otros títulos; como la saga Fire Emblem o los Final Fantasy Tactics.

Este juego es la secuela del primer Shining Force (The Legacy of Great Intention) salido en 1992. las historias de ambos no se encuentran directamente relacionadas y es en el juego Shining Force Gaiden: Final Conflict (solo comercializado en Japón en 1995) el encargado de unir la trama de ambos.

El escenario donde se desarrolla la acción está dividido en cuadrículas en donde cada unidad ocupa una. Desde ahí, puede interactuar tanto con sus aliados (controlados por el jugador), como con sus enemigos (controlados por el ordenador). La victoria puede obtenerse por distintos objetivos, eliminar al líder de los enemigos o eliminar a todos en su totalidad. Se considerará derrota si el líder (Bowie) es derrotado.

Cada unidad tiene un turno, en el que se puede mover y realizar una acción, que puede ser ofensiva como atacar o usar magia; o de soporte, como el hechizo "Heal" o el uso de algún objeto específico. El orden de los turnos es determinado por la Agilidad de cada unidad. Las unidades ganan experiencia al derrotar a un enemigo o al ejecutar una acción determinada. Al ganar cierta experiencia, suben de nivel, aumentando así su ataque, defensa, MP (magic points), etc.

También, cada unidad tiene una clase, que define las habilidades que esta desarrollará; Por ejemplo, un PRST (sacerdote) desarrollará habilidades relacionadas con sanar unidades aliadas, pero tendrá un débil ataque, mientras que un WARR (guerrero) desarrollará un fuerte ataque, pero carecerá de magia. Con algunas excepciones, cuando una unidad alcanza el nivel 20, puede ser promovida, a una nueva clase ganando mejores habilidades y acceso a nuevas armas.



Shining Force II (シャイニング・フォースII 古えの封印 Shainingu Fōsu Tsū: Inishie no Fūin, lit. "Shining Force II: The Ancient Seal"), is a tactical role-playing game for the Mega Drive/Genesis console developed by Sonic! Software Planning in 1993. Its storyline is not directly connected to the original Shining Force, although a Game Gear title Shining Force Gaiden: Final Conflict links the two games' plots.
The game is much longer than the first, and more free-roaming. There is no chapter system, so the player can return to previously visited parts of the world. There are also two different ways of promoting many characters.
This game was re-released on the Wii Virtual Console in Europe on October 3, 2008 and in North America on October 6, 2008. It also appears in Sonic's Ultimate Genesis Collection for Xbox 360 and PlayStation 3 and as a standalone game on Steam.

Shining Force II is a tactical role-playing game. The player assumes the role of the Shining Force leader, Bowie. When not in combat, the player can explore towns and other locales, talk with people, and set the members and equipment of the army. Some towns have a headquarters where the player can inspect and talk with his allies. While roaming through town or moving throughout the world, one can find both visible and hidden treasures and interact with certain objects.

Each ally unit is represented by a character with a background and personality. Some of these characters are hidden, requiring specific events to occur before they will join the force. Each ally unit also has a class, which defines the abilities for that unit. These abilities range from what type of weapons they can use to what kind of spells they can learn. Units can become stronger by fighting enemies and performing various actions which gives them experience points (EXP), which allow them to gain levels. Once a unit reaches level 20, that character has the ability to advance to more powerful class through promotion. Some characters have two different classes they may be promoted to, one of which is only accessible using a special hidden item.

Battles take place on a square grid, and each unit occupies a single square. Battle is turn-based. Each turn, a character can move and perform one action: either attack, cast a spell, or use an item. Some commands, such as equipping or dropping an item during the turn, do not count as actions.

The battle is won if all enemies are defeated, or if the enemy commander is defeated. If Bowie is defeated in combat or withdraws, the battle is lost and the player is returned to the nearest town, where he can recover his allies and fight the same battle again.

In a shrine south of Granseal Castle, a thief named Slade unwittingly breaks the power of a magic seal by stealing the jewels of Light and Darkness; this unseals the demon king Zeon trapped therein. The following day, King Granseal falls sick when he is attacked by an unknown creature and Sir Astral, the court's advisor, along with his apprentices, Bowie the squire, Sarah the healer and Chester the knight, investigate these events at the castle. They find that the door to the Tower of Ancients has been unlocked and stands open.

Greeting their arrival in the tower are devils named "Gizmos" springing forth to attack, though their ultimate intentions are unknown. Upon their defeat, the Gizmo that appears to be the leader flees. It is discovered thereafter to have possessed King Granseal. Sir Astral and the nascent Shining Force visit the king, finding him possessed. Sir Astral exorcises the demon, which promptly flees. The Minister, in place of King Granseal who is looking over a fainted Astral, then orders the slaying of the Gizmo by a platoon of Granseal's soldiers. Unfortunately, the Gizmo subsequently possesses the king of the neighboring kingdom of Galam, setting in motion a terrifying series of events. Bowie and his friends are captured by the Galam military: while in their dungeon, they meet the thief Slade. When the party breaks out, Slade helps Bowie retrieve the Jewel of Light and accompanies his party back to Granseal, which has been invaded by Galam forces. They find the possessed King Galam inside the Ancient Tower, who has taken Princess Elis as a hostage. In the ensuing battle, Bowie is able to wrest the Jewel of Darkness from him, but he is unable to rescue Elis, and the ground around the Ancient Tower collapses.

The people of Granseal are forced to resettle on the continent of Parmecia. It is here that the true nature of the threat is revealed, so Bowie and friends must now travel across Parmecia to gather allies, solve the riddle of the Jewels, obtain the Force Sword, and seal away Zeon once more.



#TOP 54 #SEGA #MASTER #SYSTEM | BRAM STOKER´S DRACULA (PROBE SOFTWARE, PSYGNOSIS, 1993)


Bram Stoker's Dracula is a 1993 video game released for the NES, SNES, Game Boy, Sega Master System, Mega Drive/Genesis, Sega CD, Sega Game Gear, DOS and Amiga games consoles. Based on the 1992 movie of the same name which in turn is based on the 1897 novel by Bram Stoker, each version of the game was essentially identical (except for the Sega CD, Amiga and MS-DOS versions). The Amiga version was released in 1994 for North America and Europe. A CD-ROM version for DOS was released in 1995.

Each console has a different styled genre game based on the film, and in most games the single player character is Jonathan Harker, who is one of the main protagonists of the Dracula film, and the original novel by Bram Stoker, which the film was based on.

The player controls a young lawyer named Jonathan Harker. Harker must free himself from Dracula's capture, follow him to London, and end his reign of terror. It was voted to be the 21st worst video game of all time according to FLUX magazine.

The game is also on the Nintendo Entertainment System. The Gameplay is very similar to the Game Boy version, though this version has much smoother character animation, colors and better resolution. Sega Master System & Sega Game Gear versions of the game are also similar, with except of better color palette and shading effects.



jueves, 17 de septiembre de 2015

#TOP 55 #SEGA #MASTER #SYSTEM | DARIUS II / SAGAIA (NATSUME, TAITO, 1992)


Darius II (ダライアスII Daraiasu Tsū) es un videojuego de matamarcianos de Taito publicado originalmente como arcade en 1989. En bastantes de sus ediciones fuera de Japón fue titulado como Sagaia, si bien la edición para Game Boy así denominada es más bien una conversión reducida de la primera parte con algunos elementos nuevos. Darius II es el segundo título de la serie Darius y mantiene el mismo formato de tres pantallas de la primera entrega. En cambio, el sistema para obtener los power-ups cambia ligeramente ya que, para lograr un potenciador, ahora el jugador tiene que destruir una oleada al completo de un enemigo en particular.

Darius II (ダライアスII Daraiasu Tsū) is a 1989 arcade video game by Taito. It is the direct sequel to the 1987 Darius. It was later released as Sagaia (サーガイア Sāgaia) in Japan in 1991 for the Game Boy as well as non-Japanese ports. A remake was released for the PC Engine's Super CD-ROM as Super Darius II (スーパーダライアスII Sūpā Daraiasu Tsū) in 1993.

The game is set in the inner half of the solar system, and has the same branching level structure as Darius. Similar to the first Darius game, Darius II was programmed for multiple screens; while a three-screen version like the original exists, II is more common and generally represented as a two-screen game.

The red/green/blue powerups from the first game return, and have the same function: respectively, upgrades to the "missile" main weapon and "bomb" subweapon, and a shield to absorb some damage. Two new power-ups were added: a yellow powerup that adds a new "laser" main weapon that functions somewhat similarly to the bombs, and a rainbow powerup that grants one upgrade to all the players weapons. Actually acquiring these power-ups and the upgrade path is completely different from Darius: a formation of a specific enemy must be completely destroyed (and a given formation may not have a powerup), and every single powerup now grants some kind of upgrade. Further, the various weapons upgrade differently, though the shield upgrade the same as before.

Another new feature in Darius II is the appearance of minibosses known as "captains"; large enemies that appear somewhere in the level before the main boss. In Darius II, these are all smaller versions of bosses from the first game, with similar abilities.

Darius II takes place sometime after the first Darius game. The colonized planet Darius is recuperating from its invasion from the alien Belser Army thanks to that game's heroes Proco and Tiat. Darius' inhabitants have since situated themselves on the planet Olga while Darius' societies, architecture and attacked areas were being repaired. The space flight Headquarters established on Olga picks up an SOS signal coming from Earth, where the first colonists originated before colonizing Darius. The signal included the description of alien ships similar to those of the Belser Army. Suspecting that these might be their remaining Earthling ancestors, the people of Darius sends both Proco Jr. and Tiat Young to help them.

A Mega Drive conversion was released in Japan in 1990; it was later released in the United States and Brazil in 1991, where it was renamed Sagaia. Changes include a boss rush mode (via a code) and various modifications to levels and mechanics, such as the boss Steel Spine being moved to another level and the boss Killer Higia being replaced with a similar creation called Nehonojia. This conversion does not support two players, so the ability to choose between Proco Jr. and Tiat Young was added; Proco plays like normal, while Tiat starts every life off with one power level to every weapon.

A Master System conversion, developed by Natsume, was released in Europe and Brazil in 1992, also titled Sagaia. It is somewhat based on the Mega Drive port, and while Tiat Young and her abilities are still present (though even more limited), many zones (and thus bosses) have been completely removed.

The Super CD-ROM (Turbographix-16) version features an entirely new set of bosses, major changes to levels, and a fully arranged soundtrack including new songs.

In 1996, a port of the arcade version itself was released in Japan and Europe for the Sega Saturn, complete with two-player mode and stretchable wide screen modes. The arcade version is also available in the large Taito Memories and Taito Legends series of emulation-based compilations.


#TOP 56 #SEGA #MASTER #SYSTEM | IMPOSSIBLE MISSION (U.S. GOLD, EPYX, 1988)


Impossible Mission is a video game for several home computers. The original version for the Commodore 64 was programmed by Dennis Caswell and published by Epyx in 1984. The game features a variety of gameplay mechanics, from platform, adventure and action games and boasted novel features for the time, such as digitized speech. Impossible Mission, which casts the player in the role of a secret agent infiltrating an enemy stronghold, is widely considered one of the best games for several platforms and inspired sequels, remakes and numerous ports.

The player takes the role of a secret agent who must stop an evil genius, Professor Elvin Atombender, who is believed to be tampering with national security computers. The player races against the clock to reassemble and decrypt the password to Atombender's control room while avoiding deadly robots. Password pieces are found by searching furniture in the rooms. When searching, the player can also reset all moveable platforms and freeze enemy robots for a limited time. The game also features similar rewards for completing bonus puzzles. Impossible Mission enemies include two types of enemies. The first are the robots. These have a cylindrical main body. Their bodies are electrified, and some are able to use a short range death ray. Some are stationary; others move in patterns, and others specifically hunt the player. Some have to actually see the player, and others know where the player is at all times. The second enemy is a hovering, electrified ball. Most of these chase the player.

The player has six hours of game time to collect 36 puzzle pieces. Every time the player dies, 10 minutes are deducted from the total time. The puzzle pieces are assembled in groups of four. The puzzle pieces overlap, so three pieces can be assembled before the player realizes he must start over. Pieces may be in the wrong orientation, and the player may have to use the horizontal or vertical mirror images. Additionally, the puzzle pieces are randomized in every game. A completed puzzle forms a nine letter password which lets the player reach Professor Atombender.




CAPCOM CLASSICS COLLECTION RELOADED PLAYSTATION PORTABLE 8€


miércoles, 16 de septiembre de 2015

NOVEDAD @ GAM3RBAY | REPRODUCCIONES COMPLETAS ~ SUPER MARIO 64 PAL


Fabricamos reproducciones completas bajo demanda de videojuegos retro, NES, SNES, N64, GB, GBC, GBA...etc
Más reproducciones disponibles al final de cada sección de su plataforma correspondiente.

DREAMCAST PAL + Cable RF + Pad control SEGA. 60€


GAMEPLAY | HYPERDUNK THE PLAYOFFS EDITION / DOUBLE DRIBBLE (SEGA MEGADRIVE / GENESIS) - PLAYOFFS


Hyper Dunk: The Playoff Edition (ハイパーダンク ザ・プレイオフエディション), released as HyperDunk in Europe, is a 1994 basketball game by Konami for the Sega Mega Drive. In the United States, the game is called Double Dribble: The Playoff Edition — making it appear to be a sequel to Konami's 1986 arcade game Double Dribble in this specific case. What the case is for Hyper Dunk is presently unknown.

The game is a generic basketball game. If the current player doesn't have the ball, B cycles between players. If the current player does have the ball, B passes and A shoots.





lunes, 14 de septiembre de 2015

#TOP 57 #SEGA #MASTER #SYSTEM | FORGOTTEN WORLDS (CAPCOM, SEGA, 1991)





Forgotten Worlds, originally titled Lost Worlds (Japanese: ロストワールド?) in Japan, is a side-scrolling shoot-'em-up game by Capcom originally released as a coin-operated video game in 1988. It is notable for being the first title released by Capcom for their CP System arcade game hardware. The game took two years to develop, with a production budget of $5 million, equivalent to $10.01 million in 2014.



Set in a distant future, an evil god known as Emperor Bios has destroyed most of the Earth, turning it into a desolated wasteland known as the "Dust World". Two nameless super-soldiers are created by the people to defeat Bios and the eight evil gods who serve him.

Forgotten Worlds can be played by up to two players simultaneously. The player controls a flying muscle-bound soldier armed with a rifle with unlimited ammo. The Player 1 character is equipped with a long-range automatic rifle, while Player 2 has a short-range wide shot. The controls in the original coin-op version consists of an eight-way joystick for moving the character in the air while flying and a unique rotatable button known as the "roll switch". Rotating the switch left or right allows the player to adjust their character's aim in one of sixteen directions, while pressing it causes the player character to shoot his gun. This allows for the player to move their character anywhere while keeping their aim in one direction. Pressing the switch rapidly will cause the character to perform a "megacrush" attack which will destroy all on-screen enemies, but at the expense of a portion of their vitality gauge.




The player character is accompanied by a satellite module orbiting near him that will provide backup firepower every time the player fires their gun. Like the main character, the satellite can also be rotated with the roll switch. Rotating the character while firing will only rotate the aim of the satellite, while rotating the character without firing will not only rotate the satellite's aim, it will also move its relative position around the player.

The player can obtain blue-colored coins known as "zennies" from defeating enemies throughout the game. The zennies are used as currency to obtain new power-up items from shops located at certain points in each stage. When the player enters an item shop, they are given a choice of the items available and a limited time to make any purchase they wish. These items consists primarily of new weapons for the satellite module, but also includes a health kit to restore lost vitality, an armor that allows the player to sustain additional damage, and even tips on how to defeat the boss awaiting at the end of the current stage.







Forgotten Worlds consists of five stages with a total of eight bosses. The player will lose if their vitality gauge runs out, but will be given a chance to continue.

Forgotten Worlds was first ported to various home computers in Europe by U.S. Gold in 1989. Versions were produced for the Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC, and IBM-compatible PC. These versions of the game were developed by Arc Developments. All the computer versions required a joystick controller in order to be played and could not be played with the keyboard only (with the exception of the IBM PC version, ZX Spectrum, and Amstrad CPC versions). The player rotated the character in these versions by holding the fire button while pushing the joystick left or right. In the Spectrum sales charts, it was number two, behind Robocop, which was number one every month for most of the year. However, all these conversions contain only 4 levels: the first 3 levels then an abridged version of the final level, for a total of four bosses instead of the eight of the original game. Oddly, on the boxes of the conversions, is written that the player has to fight all the eight bosses.


A Sega Mega Drive/Genesis version, produced by Sega, was released in Japan on November 18, 1989, with subsequent releases in North America and the PAL region in 1990. The Mega Drive version simulated the controls of the arcade version by using A and C buttons to rotate the character in either direction and the B button for shooting. Unlike in the arcade version, both players are equipped with long-ranged automatic rifles. This version provides an auto-fire feature that can be toggle on or off on the game's settings. In 2008, the Mega Drive version was released on the Wii Virtual Console in North America on November 17 and in Europe on November 28.

A Master System version was also released by Sega in Europe and Brazil. This version is 1-player only and due to the presence of only two buttons on the Master System's standard controller, the buttons are used solely to rotate the character, who shoots automatically. The Megacrush attack is performed in this version by pressing both buttons simultaneously.




The Turbografx-16 version, produced by NEC Avenue was released in Japan on March 27, 1992. It was released as a Super CD-ROM² title which supported a specialized 3-button controller that NEC released only in Japan. An American version for the TurboGrafx 16 was released by Turbo Technologies Inc. as well. With the 3-button controller, the player can control their character as they would in the Mega Drive version, with two buttons to rotate the character and one to shoot. With the standard TurboGrafx-16 controller, the Run button is used in the place of the third button to rotate the character to the left. The TurboGrafx-16 is one-player only, but allows the player to select between either of the two Unknown Soldiers at the start of the game (with their respective abilities from the arcade version retained).


An emulation of the original arcade version is included in the 2005 compilation Capcom Classics Collection Vol.1 for the PlayStation 2 and Xbox, as well as in 2006‍ '​s Capcom Classics Collection: Remixed for the PlayStation Portable. Both, the PS2 and Xbox version, allows the player to use their respective controllers' right analog sticks to control the player character's aim.


The Player 1 character appears in Marvel vs. Capcom: Clash of Super Heroes as a "helper character" assisting the main fighters, under the name of "Unknown Soldier". Additionally, the Gods of Thunder and Wind and the King of Gods appear in the background of one of the stages.
The two Unknown Soldiers, as well as Sylphie the Shopkeeper, are playable characters in Namco x Capcom (where they were voiced by Akio Ōtsuka, Tesshō Genda, and Rie Tanaka in order).[16] The soldiers are assisted by the Mobilsuits from Side Arms (who are named "Side Arm α" and "Side Arm β" in the game), while Sylphie uses weapons and items from many different Capcom arcade games, and has the ability to dress up as four other Capcom characters and use their attacks (namely, Makoto from Street Fighter III 3rd Strike, Michelle Heart from Legendary Wings, Linn Kurosawa from Alien vs. Predator, and Mai-Ling from Red Earth). Additionally, the Dust Dragon boss appears in two stages as background decoration (which is explained in the game's story as being brought over into these stages by the time-space distortions). The shop theme is also featured in the game.
In SNK vs. Capcom: Card Fighters Clash for the Neo Geo Pocket Color, there is an amusement center in the game called Lost World. It features a large Dust Dragon statue, numerous weapons from the game behind display cases, and the music from the first stage. Also, a card shop can be accessed on the upper-right corner of the building. The shop keeper is Sylphie, and while browsing her cards it plays the shop theme from Forgotten Worlds.
The War God appears in Guy's ending in Capcom Fighting Jam.








TENNIS ACE (SEGA MASTER SYSTEM) PAL. COMPLETO. 10€


Tras el U.S. Open las raquetas están que arden!

En tu primer saque, la pelota es lanzada por tu raqueta como un ardientee misil. Instintivamente avanzas hacia la red. Tu adversario te devuelve el saque, pero ya estás listo para responder. Con la velocidad de un rayo levantas la raqueta, interceptas la pelota por encima de la cabeza y la devuelves con un "smash". El adversario no tiene ningun oportunidad. ¡Esto es "Tennis Ace"!

Para uno o dos jugadores.
Compatible con el Sega Control Pad o Control Stick.
Modos: Práctica, Exhibición, Torneo.
Con salvado / guardado de partidas por password.

Disponible para su venta. En muy buen estado.



domingo, 13 de septiembre de 2015

#TOP 58 #SEGA #MASTER #SYSTEM | ZILLION (SEGA, 1987)



Zillion es una serie de anime de 31 episodios. Fue transmitido por Nippon Television desde el 12 de abril de 1987 al 13 de diciembre de 1987 y fue producido por Tatsunoko Production y Sega. Fue el primer trabajo del estudio Production I.G. Partes del anime se ven en el vídeo Scream de Michael y Janet Jackson. Parte de la producción de Zillion utilizó material de lo que iba a ser la serie animada Robotech II: Los Centinelas.


La historia transcurre en el planeta Maris en el año 2387. En esta época, los Nozas iniciaron un programa de genocidio para matar a todos los seres humanos y poder poner huevos y reproducirse en el planeta. Aparecen tres misteriosas pistolas apodadas el "sistema de arma Zillion" y tres adolescentes (JJ, Champ y Apple) son elegidos para ejercer como los "Caballeros Blancos" para luchar contra los Nozas.

Zillion, known as Akai Koudan Zillion (赤い光弾 ジリオン?, lit. Red Photon Zillion) in Japan, is a space adventure platform video game designed for the Sega Master System as a companion for the Zillion anime series in 1987. The game is a free-scrolling platform/adventure, similar to Epyx's Impossible Mission, in which objects must be inspected to enable things by accessing codes. It has also been compared to Nintendo's Metroid.



Zillion prominently features Sega's egg-shaped mascot, Opa-opa, who stars in the Fantasy Zone games, also available for the Sega Master System. A sequel to the game, Zillion II: The Triformation was released in 1988.

The White Knights, a peacekeeping force within the Planetary System, are on a mission to destroy the evil Noza (misspelled as "Norsa" in the North American version) Empire's base on Planet X. In order to do so, JJ, the main character from the Zillion anime, must infiltrate the base and acquire the five floppy disks that will enable him to input the self-destruct sequence into the base's mainframe computer. Mothership lands on the surface of the planet, and JJ must make his way through the labyrinthine base, fighting enemies, avoiding hazards and possibly rescuing two of his captured allies on his way to destroy the base.




The player starts out in the role of JJ, just outside the Mothership on the surface of the planet. After reaching the underground base shortly after beginning, the player spends the rest of the game underground, only coming back up to replenish the character's health or to leave after completing the mission.

Throughout the base, are capsules containing key codes and power-up items. Some of the obstacles of the missions include tripwires, enemy guards, laser turrets and force fields. The game style includes entering and exiting room to room in the base and unlocking each room with computer ID cards and inputting the correct four-digit code, found by investigating capsules in the room. Aside from unlocking rooms, the player has also the option to make specific actions, such as turning off barriers, deactivating traps, or even committing suicide, among others. One of the codes is needed to initiate the Noza base self-destruct sequence. The game is well known for a variety of "special messages" that can be received if the player inputs certain codes in certain rooms.



The player carries a gun, which was used as a design model for the Sega Master System Light Phaser. As the game progresses, the gun will become stronger, allowing the player to break progressively stronger capsules containing codes for the computers or powerups. Once they are rescued, the player can also play as Apple or Champ, each one with their own differences; the female Apple is fast, but weaker, and the male Champ is slower, but stronger. Like JJ, they can also find upgrades for their gun power, speed, jumping ability and health.


A well known glitch in the game allows the player to become invincible by dying while going down in a room-to-room elevator. However, using this glitch makes the status menu inaccessible, so the player can only switch characters when a new teammate is found. Another glitch, appearing only on certain original cartridges manufactured in 1987, allowed a player to reenter the now empty underground base after the main computer had self destructed. However, the base's elevators are removed meaning the player is effectively trapped at the bottom of the first entry shaft.





sábado, 12 de septiembre de 2015

#TOP 59 #SEGA #MASTER #SYSTEM | RAMPART (TENGEN, 1991)



Rampart is an arcade game, released in 1990 by Atari Games, that combines the shoot 'em up and puzzle genres.



In Rampart, the player is in control of a set of castles, which they must defend, by alternately shooting at attacking ships (or other players), and repairing any damage done to them within a time limit. Surrounding this castle is a wall, made up of small blocks, completely surrounding a region of the board. This area is considered the player's territory, and it may contain one or more castles, and any number of cannons. The maintenance of this territory is the primary focus of the game. Once the player defeats the opponent, the player can execute the commander, by walking the plank or beheading.




The single-player game consists of six levels. The ultimate aim is to destroy a fleet of attacking ships while repairing any damage the fort sustains.

At the start of each level, the player chooses the location of their fort from a number of options. This location is then surrounded by a wall to form a castle, which the player can then place cannons within. After this, an attacking round commences, followed by a repair round, where any damage to the castle must be repaired. If the player manages to survive the repair phase (by surrounding at least one castle within a time limit), he is given a short amount of time to place additional cannons within the walls of his fort (if he made room for them), after which the battle resumes.





This cycle continues until either the player fails a repair round, or enough ships in the enemy's fleet are sunk. When the opposing navy has been sufficiently depleted, the level is won, and the player may then choose another level from the island map.

After starting a new game or after a successful repair round, the player may gain extra cannons (the number depending on the number of castles captured) to be placed in their territory.



In the SNES and PC versions only, the cannons gained can also be converted into powerups:

The Balloon floats at the beginning of phase 1 to the most powerful enemy ship (for singleplayer) or cannon (for multiplayer) and converts it to the player side for the successive fighting round.
The Supercannon is bigger than the usual cannons and fire red projectiles, which sink any ship in one hit or leave a permanent fire if they hit the landscape

Rampart has been ported to the SNES, Sega Master System, Mega Drive/Genesis, Atari Lynx, PC, Macintosh, Commodore 64, Amiga and Atari ST platforms, separate versions for Game Boy and Game Boy Color, and also separate versions for the Nintendo Entertainment System and the Famicom. MegaTech gave the Mega Drive version 90% and a Hyper Game Award, saying that it was a "superb blend of different game styles".

The arcade version of Rampart is also included in the Midway Arcade Treasures compilation, available for the Nintendo GameCube, PlayStation 2, Xbox and PlayStation Portable consoles, and the Midway Arcade Origins compilation, available for the PlayStation 3 and Xbox 360. It was also included with Gauntlet on the Game Boy Advance.

Most of the home versions of Rampart change the game in non-trivial ways. The Japanese (NES) Famicom version, which released by Konami, includes 7 training levels and 3 difficulty settings. It also features an extensive multiplayer mode for two people. Many options can be chosen, such as number of cannons to start with and so on.



There are also several open-source games based on the gameplay of Rampart, such as Kajaani Kombat and Castle Combat.

A PlayStation 3 port was released on the PlayStation Network on May 10, 2007. This download is no longer available for purchase. Although it is mostly identical to the arcade version, it also supports internet multiplayer play.

Games based on Rampart are also available for iOS devices, such as Hostile Tides.