domingo, 8 de mayo de 2016

TOP 64 SNES / SFC | SUPER CASTLEVANIA IV (KONAMI, 1991)


Super Castlevania IV (en Japón Akumajō Dracula 悪魔城ドラキュラ Akumajō Dorakyura, traducido literalmente como Devil's Castle Dracula) es un videojuego de acción-aventura desarrollado y publicado por Konami en 1991 en Japón y en Norteamérica, y en 1992 en Europa. Fue el primer videojuego de la serie Castlevania en aparecer para la videoconsola Super Nintendo aprovechándose de las mejores características técnicas en comparación con su predecesora, la videoconsola Nintendo Entertainment System, apoyado en un hardware de 16 bits y ayudado de múltiples efectos como el Modo 7.

Aunque es otro remake del juego Castlevania de Nintendo Entertainment System, en realidad es una secuela de Castlevania II: Simon's Quest (pero igual tampoco forma parte de la cronología oficial).

Más tarde fue relanzado para la consola virtual de Wii en 2006.

La familia Belmont, a través de generaciones (en anteriores entregas de la serie lanzadas por ejemplo para Nintendo, o MSX) había destruido a Drácula cada vez que volvía a campar sobre la faz de la Tierra. En esta ocasión el vampiro reaparecía ayudado por un ejército de seres infernales y clásicos a la vez, que incluía a una suerte de monstruo de Frankenstein, la Momia, e incluso un familiar lejano de la mitológica Medusa.

A través de doce fases, el jugador iba adentrándose en los dominios de Drácula, desde los muros exteriores hasta las estancias más elevadas de su castillo, siguiendo el clásico desarrollo de los juegos de plataformas de la época: saltos de una superficie a otra, combate con enemigos hasta llegar al jefe final de cada fase, avance habitual de izquierda a derecha. Una de las cosas que hizo destacable al juego fue el poder usar el látigo en las 8 direcciones, además de poder usarlo manteniendo pulsado el botón de ataque para crear una suerte de barrera contra los proyectiles que nos lancen así como atacar a enemigos que estén alejados del alcance de nuestro látigo. También el personaje es capaz de avanzar arrastrándose por el suelo para entrar a lugares de difícil ingreso y así mismo el látigo también sirve para poder colgarnos de ciertas superficies y alcanzar mayores distancias.

Considerado una obra maestra del género (fue premio al mejor juego del año en Estados Unidos), Super Castlevania IV marcó una época en la historia de la franquicia de Konami, así como en la propia de los videojuegos. Diversos elementos hicieron posible dicha consideración:

Una banda sonora de gran calidad muy por encima de lo realizado antes en un videojuego.
Mucha jugabilidad, debido a la combinación de fases fáciles y difíciles.
Utilización de las capacidades de la consola para crear efectos visuales sorprendentes así como pantallas gráficamente atractivas.

viernes, 6 de mayo de 2016

TOP 63 MD | RANGER X / EX RANZA (GAU ENTERTAINMENT, SEGA, 1993)





Ranger X es un videojuego publicado por SEGA of America en 1993 y programado por la desconocida GAU Entertainment. Fue conocido como エクスランザー (Ekusuranzâ, EX RANZA) en Japón.

Controlamos a un robot de unos 15 metros de alto por diversas localizaciones, con la novedad de que podemos correr en una dirección y disparar en otra. El robot vuela por cortos períodos de tiempo, después de los cuales debemos de posarnos en suelo sólido. Además, nos acompaña un monociclo robotizado llamado EX-Up equipado con disparo autodirigido que nos permite recorrer distancias más rápidamente o ir sobre suelo dañino.

Pese a las limitaciones técnicas de la 16-Bit de SEGA y a la poca experiencia de la compañía programadora, se las arreglaron para conseguir mostrar más colores de los que el hardware permitía (de 64 a 128 colores).


Ranger X, released in Japan as Ex-Ranza (エクスランザー?), is a side scrolling run and gun shoot 'em up video game for the Sega Mega Drive. Developed by GAU Entertainment and published by Sega, the game was released in 1993.

The player assumes the role of Ranger X, piloting a powered exoskeleton who leads the fight back for his home planet against the invading Rahuna forces. Ranger X is equipped with a jet pack and an assortment of weapons. The jet pack allows for short periods of flight, the duration of which is limited by the jet pack's temperature. Upon overheating, the player must land and wait for cool down. Alongside Ranger X's standard pulse rifle, the player has access to various special weapons including a flamethrower and homing attacks. Unlike the pulse rifle, the special weapons drain a power bar, which can only be recharged when Ranger X is in a bright light source. This special arsenal can be increased by collecting power ups scattered across the levels. On certain levels, the player may also control a supporting vehicle - an Ex-Up, such as Indra - a futuristic motorcycle, a premise described as "RoboCop on a Harley".

Indra can move and fire independently of Ranger X, although Ranger X can enter it to take advantage of its separate shielding. The Ex-up can also be controlled by a second player; allowing for two players to play the game cooperatively.

The game is split across several levels, each of which is introduced via a wire frame 3D cutscene detailing a specific target objective. The player must battle through enemy forces and destroy all target objectives, followed by the stage boss, in order to progress.




domingo, 1 de mayo de 2016

TOP 61 MD | MICROMACHINES TURBO TOURNAMENT '96 (CODEMASTERS, SEGA, 1994)



Micro Machines is a series of computer and video games featuring toy cars, developed by Codemasters and published on several platforms (including MS-DOS, Nintendo Entertainment System, Amiga, Sega Mega Drive/Genesis, Super Nintendo Entertainment System, Game Boy, PlayStation 2, Nintendo 64, Xbox and Sega Game Gear) between 1991 and 2006. The series is based on the Micro Machines toy line of miniature vehicles.

Micro Machines games feature tracks based on household settings: for example, kitchen tables and desktops. The tracks also contain obstacles in the form of household items; often the possibility of falling off the track is a hazard in itself.

Micro Machines 2: Turbo Tournament was released in 1994 and featured vehicles which required different handling techniques for each course, including hovercraft and helicopters. There are different playing modes including "head-to-head", in which each player earns points by driving a full screen ahead of the opponent. TV presenter Violet Berlin features as a playable driver. The MS-DOS version featured a track editor which allowed players to create their own custom vehicles, backgrounds and obstacles and export and import tracks.

A selling point for the Sega Genesis/Mega Drive version was the J-Cart, a cartridge including two control ports, thus eliminating the need for a 4-player adaptor.[6] It also included a 'pad-sharing' feature which allowed 2 players to share a single joypad; thus it enabled 8 players to compete simultaneously, on certain tracks.

An updated version of Micro Machines 2: Turbo Tournament was only released in PAL regions for the Mega Drive entitled Micro Machines Turbo Tournament '96. The updated version featured new tracks combined with some updated tracks from Micro Machines 2. It also featured a track construction kit previously included in the MS-DOS version.

sábado, 23 de abril de 2016

TOP 57 SNES / SFC | CAPCOM SOCCER SHOOTOUT / J. LEAGUE EXCITE STAGE '94 (CAPCOM, 1993)


J.League Excite Stage (Japanese: Jリーグエキサイトステージ Hepburn: J Rīgu Ekisaito Sutēji?) is a series of Japan-exclusive soccer video games developed by A-Max and published by Epoch.

he series was based on the J.League, and started with J.League Excite Stage '94. After two more titles for the Super Famicom, which were extremely successful, the series was later ported to the Game Boy Color and PlayStation, but without causing impact.

The gameplay progresses in a side view, similar to an arcade soccer game. There are different formations to choose from, and all the players (except the goalkeeper) can be positioned anywhere in the field. Up to four players (Super Multitap required) can compete in a series of games that include Exhibition, Full J.League Season, and All-Star Game modes. There are also Penalty Kick, Indoor Soccer (also known as Saloon football), and Training modes. The game boasts a realistic style including bicycle kicks, side tackles, diving saves along with several other moves. Players can strategize to be either neutral, on the offensive, or on the defensive. A complete board game map with all the players as dots appear on the top of the screen. All the players' names are in Japanese. Own goals are treated differently than normal goals and are given their own cutscene.

The two sequels provided few improvements over their predecessor. Unlike in the first title, the goalkeepers can be either automatic or manual. In J.League Excite Stage '95, the penalty shoot-out was modified, switching to a split screen view. The most significant innovation of J.League Excite Stage '96 was the inclusion of beach soccer. This last title is still very popular these days and it is often considered to be one of the best and most complete soccer games of all-time, not in terms of realism, but gameplay and fun.

Between 1997 and 2002, A-Max developed other series of soccer games entitled Dynamite Soccer, and it is possible to verify few similarities with Super Famicom's J.League Excite Stage. These games were released for the PlayStation, except J-League Dynamite Soccer 64.

viernes, 8 de abril de 2016

TOP 50 MD | GHOULS 'N GHOSTS / DAIMAKAIMURA (CAPCOM, 1989) - SIR ARTHUR IN GREAT DEMON WORLD VILLAGE


Ghouls 'n Ghosts (Japanese: 大魔界村 Hepburn: Daimakaimura, lit. "Great Demon World Village") is a side-scrolling action platform game developed by Capcom and released as an arcade game in 1988, and subsequently ported to a number of other platforms. It is the sequel to Ghosts 'n Goblins and the second game in the Ghosts 'n Goblins series.

A Sega Mega Drive/Genesis port of Ghouls 'n Ghosts was also released by Sega in 1989 in Japan and North America; and in 1990 in Europe. MegaTech magazine noted that although it was a good game, they felt the price of £45 was too high, This version was re-released as a handheld TV game with Street Fighter II: Special Champion Edition in 2005 and as a downloadable Virtual Console game for the Wii in 2007.

The gameplay for Ghouls 'n Ghosts is similar to that of Ghosts 'n Goblins. The player controls the knight Arthur, who must advance through a series of eerie levels and defeat a number of undead and demonic creatures in his quest to restore all the people killed by Lucifer (Loki in the English-language Mega Drive and Master System versions), including his beloved Princess Prin Prin, back to life. Along the way, Arthur can pick up a variety of weapons and armor to help him in his quest. While the core gameplay remains the same as its predecessor, the game now allows Arthur to fire directly upward and directly downward while in mid air.

By jumping in certain spots, players can cause a treasure chest to erupt from the ground. By firing his weapon at the chest, players may uncover new weapons, gold armor or an evil magician that changes Arthur into an elderly man or a helpless duck. The gold armor allows players to charge up the weapon to release a powerful magical attack. Each weapon has its own special attack, with the exception of the special weapon (see below).

There are five levels and Lucifer's chamber at the end, considered a sixth level in itself. To defeat the game, Arthur must complete level 1 to 5 twice. Upon completing level's 1 to 5 the first time, Arthur is taken back to level 1 again but this time a special weapon appears during the game, which can only be collected if the player is wearing the gold armor. To enter Lucifer's chamber the player must have this special weapon equipped and defeat the penultimate boss.

martes, 5 de abril de 2016

MiiTOMO - LA PRIMERA APP DE NINTENDO PARA SMARTHPONES - MY NINTENDO


Miitomo (ミートモ Mītomo) es una aplicación de mensajería social desarrollada por Nintendo y DeNA para dispositivos iOS y Android. Hace uso de los personajes Mii para fomentar la comunicación entre sus usuarios. Es la primera aplicación de Nintendo para dispositivos inteligentes.

Miitomo está disponible en 8 idiomas en su lanzamiento, cuya fecha es el 17 de marzo de 2016 en Japón, y 31 de marzo de 2016 en otros 15 países (España, Reino Unido, Irlanda, Australia, Nueva Zelanda, Estados Unidos, Canadá, Alemania, Austria, Bélgica, Francia, Italia, Luxemburgo, Países Bajos y Rusia).El 17 de febrero de 2016 se abrió la preinscripción para la aplicación. La aplicación solo se puede usar conectado a internet.

Al empezar la aplicación, el usuario debe crear un personaje Mii. Después aparecerán preguntas para iniciar conversaciones amistosas. Las respuestas le aparecerán a los amigos hechos cara a cara, o a través de otras redes sociales (Facebook o Twitter). Los usuarios se pueden comunicar para conocer más detalles de sus amigos.

La aplicación hace uso del programa de recompensas de Nintendo llamado My Nintendo.

Los usuarios pueden cambiar la apariencia de sus Miis. Algunos accesorios y ropa para el Mii son de pago. También se puede añadir a los Mii en fotos hechas con el dispositivo.

Miitomo fue anunciado el 25 de octubre de 2015. Nintendo firmó un acuerdo con DeNA para el desarrollo de 5 aplicaciones, planeadas para ser publicadas hasta marzo de 2017.




viernes, 1 de abril de 2016

TOP 47 MEGADRIVE / GENESIS | GLEY LANCER (MASAYA, SEGA, 1992)


Gley Lancer (グレイランサー), also known as Advanced Busterhawk Gley Lancer, is a 1992 scrolling shooter video game developed and published by Masaya for the Sega Mega Drive. The game was released exclusively in Japan on July 16, 1992, and was re-released on the Wii Virtual Console in Japan on February 26, 2008, in Europe on May 16, 2008 and in North America on July 21, 2008.

The gameplay in Gley Lancer is similar to most shoot 'em up games on the Mega Drive.

During the game, the Gley Lancer can toggle through four different speeds. This is always done in a 1-2-3-4-3-2-repeat order, although the starting point can be chosen in the game options. By shooting silver and blue pods, the player can pick up various weapons which take the form of Gunners:

Twin Shot: Fires a rapid stream of double blue energy pulses. Basic weapon.
Laser: Fires thin white lasers. Not quite as powerful as Twin Shot, but pierces enemies and inflicts multiple strikes on large enemies.
5-Way: Shoots an arc of five purple energy pulses. Although the range is excellent, it suffers from a low fire rate—only one salvo from each Gunner can be on-screen at once.
Burner: Shoots moderate-range fireballs that can track along any solid surfaces they strike.
Spread Bomb: Shoots flickering blue bombs. The bombs have low speed and fire rate, but create secondary explosions upon striking an enemy or solid surface.
Saber: Generates a continuous, short/mid-range beam of purple energy.
Bound Shot: Fires a stream of rapid green energy pulses that reflect off of solid surfaces.
The player can have up to two Gunners. Both Gunners will always have the same weapon, with subsequent power-ups overwriting them both.

In addition, at the beginning of the game, the player chooses one of seven formations to use for the Movers that the Gunners are mounted on.

Normal: The Gunners will face in the same direction the ship is moving. While C is held down, the facing of the Gunners is locked, regardless of how the ship moves.
Reverse: Like Normal, except that the Gunners will face the opposite direction of the ship's movement.
Search: The Gunners will automatically aim at the nearest enemy. Tapping C will toggle between the Gunners aiming at same or different targets.
Multi: Each Gunner is restricted to either the top or bottom 180 degree arc of the ship. Horizontal motion will cause the Gunners to swivel in that direction. Although this prevents concentrated fire in any direction except the horizontals, it permits three-way firing. Holding down C, or only moving vertically, will keep the Gunners aiming in the same directions.
Multi-R: Like Multi, except the Gunners will swivel in the direction opposite the ship's horizontal motion.
Shadow: The Gunners imitate every motion of the ship, following a short distance behind. However, they can only fire forward. Holding down C fixes their positions relative to the ship.
Roll: The Gunners constantly spin around the ship at 180 degrees from each other. Normally, they shoot away from each other, resulting in a kind of spiral fire pattern. Tapping C toggles between this and the Gunners both firing forward.