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Super Lode Runner  Irem (Tamtex)1987After the huge success of Lode Runner on old homecomputer systems and eventually console systems, Irem produced several arcade Lode Runner games. From the arcade games they selected a few levels and ported them to the Famicom Disk System under the name "Super Lode Runner", making it the third Lode Runner game for a Nintendo system. I really wonder who wanted to play another Lode Runner game? Yes it is still enjoyable if you are a Lode Runner addict, and I thought that the first few levels are easier than in the first two Hudson Soft NES versions, which is good. But with the exception of a two-player cooperative mode there is nothing new or fresh about this game. Graphics were never a strong point in Lode Runner games, but I wished it had looked at least a little bit better than the 1984/1985 NES Lode Runner games from Hudson Soft, which sadly it doesn't. Famicom Disk Systemlabelimageminimize
Super Lode Runner  Irem1987 MSX2labelimageminimize
Super Lode Runner II  Irem (Tamtex)1987I am pretty disappointed by "Super Lode Runner II". It was released only a couple of months after the first one and counting the two Hudson Soft Lode Runner games it was already the fourth Lode Runner game for the Famicom. "Super Lode Runner II" is basically the same game as "Super Lode Runner" just with different and even more (much more actually) difficult levels and a level editor. Famicom Disk Systemlabelimageminimize
Super Mines Callisto Corporation1992 Mac OS Classiclabelminimizeminimize
Super Pac-Man Atari1984CX-5252. Prototype. North America NTSC.
Unlike Pac-Man, Super Pac-Man prefers fruits, vegetable, and donuts over pellets. Since these food items are larger than pellets, he doesn't need to eat as many. Eating a key allows super Pac-Man to open the locked doors in each maze. Power Pellets allow Super Pac-Man to eat ghosts as usual. But, Super Power Pellets will cause Super Pac-Man to grow to tremendous size. In this state he can go faster (by pressing a button), fly over ghosts, and much locked doors for a limited time.
Between levels, there is a sort of slot machine game where Super Pac-Man tries to munch two bonus items that match the one in the center of the screen. There are also bonus rounds where Super Power-Pellets are not time-limited and there are no ghosts. However the bonus rounds themselves end in just a few seconds. The final prototype version is dated 1984-??-?? (some time after 1984-03-15)

Trivia:
The final code for this game runs on the Atari 5200 and the Atari 8-bit equally well. That is to say, this game and the [game=#108403]Atari 8-bit version[/game] are not [i]exactly[/i] the same, rather they [i]are[/i] the same. It simple detects which machine it is on and loads itself appropriately into memory. However, it also compares its own checksum to the checksum for the media it is on (disk or cart). This makes it extremely difficult to run an unauthorized copy. There are pirate disks and multicarts for the 5200 and the Atari 8-bit that contain Super Pac-Man but it will not run.
The game is not stretched to match the ratio of the TV screen. Rather it is letterboxed to match the ratio of the [game=#153207]arcade version[/game].
The game is a a pixel perfect recreation from scratch of the arcade version including title screen, attract mode, music and intermissions. It is not a port.

Easter Eggs/Bugs:
A rare bug causes some of the doors to be permanently locked in the earliest prototypes. It is unknown how this bug is triggered. The later prototypes do not have it.
Dyer says there is an unknown easter egg in the last prototype. It is not known what it is or how to trigger it.
[Zerothis]
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Super Pitfall  Pony Canyon;Activision (Micronics)1986[media=youtube]https://youtu.be/3Ln9lRk5b3Y[/media]***Super Pitfall is a kind of remake of Pitfall II and widely considered to be one of the worst games for the Famicom/NES. It is not so much the quality of the graphics or controls that make this game so annoying and unpleasent to play. It is the fact that everything of importance is hidden until you jump around to trigger the appearance of the item. This goes so far that the programmers hid a necessary warp zone inside birds or walls. There are no hints in the game where something could be located. Without a walkthrough you will curse about this game design. There are also too many cheap deaths, mostly resulting by falling down into deadly animals or spikes which you couldn't guess they are beneath you. NESlabelimageminimize
Super Tank Simulator  Codemasters (Pep Soft)1990 C64labelimageminimize
Super Tank Simulator  Codemasters (Optimus)1989 Amstrad CPClabelimageminimize
Super Tank Simulator  Codemasters (Optimus)1989 ZX Spectrumlabelimageminimize
Super Win The Game Minor Key Games;IndieBox (Minor Key Games)2014Zelda II, Metroid, and Super Mario without swords or any weapons, epic music, extra lives, boss battles, life meter, destroyable enemies, cutting edge 8-bit graphics, or magic. What does it add for the things it lacks?

Optionally, it can be experienced in CRT mode. CRT mode is everything bad about playing on old style TVs. Fuzzy moire hexagonal screen pixels, color bleeding, curved screen distortion, invisible overscan and rounded off image corners, motion blur/phosphor burn, reflections on the CRT frame. Even rolling screen, RF interference, and static make an appearance. But it's nostalgic... I think this might well be the only Linux game that has "action safe" and "title safe" design (google it). CRT mode is also tunable to better match the old TV players used when they had no other choice. Personally, I found CRT mode to be worth 15 seconds of enjoyment, then I switched it off. But, that's just my personal preference. Turning off CRT mode does not result in 'modern' graphics. Without the CRT mode, this game is about gameplay only.

It also ads some sort of quasi-bonus, playable dream segments. Same gameplay but confusing transdimensional level design and dialog I cannot make any sense of. The author admits that the dream segments are about something deeply personal. With that, I expect few would understand. This is OK, the dream segments don't require the player do do anything except progress through them and the author hasn't decided to leave the gaming industry or threaten to (like some others have after their deeply personal game designing when uninterpreted).

All sorts of game mechanics make up the game. Double-jumping, wall clinging, wall jumping, invisible structures, switch-on platforms, etc... Each one needs to be earned. Each new ability opens more areas to explore and more places to discover when revisiting. And to make 100% completion, full expert use of each mechanic will be required.

There are no map spoilers. The in-game mapping falls somewhere between Metroid and Super Metroid. There is no in-game map item to reveal areas you've missed. Get out your oldskol grid paper and start making checklists if you want to do a 100% completion of the game. Once again, this seems a deliberate feature to invoke nostalgia.

Speedruns are also added to the mix. Complete with online leader boards.

Finally, death is instant, likley frequet, but not costly. Everything kills the player without HP, shield, or mercy. The player cannot eliminate enemies at all, only earn better methods to avoid them. In contrast, pretty much every door is a retry point.

In short, I you like(d) NES games, SWTG is for you. If you've never played NES games and are curious, SWTG is for you.
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SUPERHOT  SUPERHOT Team2016 Linuxlabelminimizeminimize
SUPERHOT  SUPERHOT Team2016 Mac OS Xlabelminimizeminimize
SUPERHOT  SUPERHOT Team2016 Windowslabelminimizeminimize
Swarm Program Power1982 Atomlabelimageminimize
Sweep Mastertronic1988 C64labelimageminimize
Swoop Micro Power1984 C64labelimageminimize
TACMAN Perpetual Pyramid2011Turn-based strategy Pac-Man. Turns + Pac-Man = TACMAN (or Tactical + PacMan?). Take your turn moving five spaces. Then the ghosts take their turn, each moving four spaces. You die if they touch you. Swallow red pills for points. Swallow yellow pills to powerup and eat ghosts for four turns; both for points. Clear all the red pills to advance to the next level. Earn fireballs and use them for moving ten spaces in one turn. Earn icicles to freeze ghost for thee turns. Linuxlabelminimizesubject
Task III  Databyte1988 C64labelimageminimize
Technician Ted  Hewson1984
[28]***
[6]***
[6]***
[4]***
[48]
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Technician Ted  Hewson1984 Amstrad CPClabelimageminimize
Technician Ted: The Megamix Hewson1986This Spectrum 128k only version of Technician Ted features more rooms and tasks to complete.***
[4]
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Teddy Boy  Sega1985
[4]***Budget version
[72]***
[49]***
[33]***Teddy Boy is one of the launch titles for the Sega Master System. In this colorful game your task is to kill all enemies of a level and collect little balls they leave behind. The game is ported from the arcades. It's cute, but also rather unimpressive.***
[22]***It's a video dream. Or nightmare. Depending on how well you're doing. Scramble from maze to maze - each more magnificent than the one before it - bumping off bugs, guppies, snails, dominos and more as you go. Grab precious points for tennis shoes, teddy bears, snails, and other identifiable objects. And try to avoid the ugly Den Den, a snapping dragon head. Or you'll be forced to wake up to reality. The colors are fantastic. Even the music is wild!
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Teddy Boy Blues - Yohko Ishino  Sega1985Nice platform game with a very cool soundtrack. Pretty graphics. Arcadelabelimageminimize
Teddyboy Blues  Sega1992 Mega Drivelabelimageminimize
Telebunny author2013This is an unofficial port by Claus Baekkel of the MSX game by Mass Tael. Memotech MTXlabelminimizesubject
Telebunny Mass Tael? MSXlabelminimizeminimize
Telebunny author2013This is an unofficial port by Claus Baekkel of the MSX game by Mass Tael. Memotech MTXlabelminimizesubject
Terra Force  Fashionsoft;Firebird (Fashionsoft)1983 ZX Spectrumlabelimageminimize
Terrestrial Encounter Solar Software1986Join our hero as he is beamed aboard a mysterious alien spacecraft, just another specimen for the visitors collection. In order to leave his unwelcome new home, he has to visit the cells of his fellow inmates and collect the galactic keys, from each of the miniature worlds that are maintained throughout the ship, beware though each cell is occupied by a weird and crazy lifeform. Atari STlabelimagesubject
The 3-D Battles of WorldRunner  Acclaim Entertainment (Square)1987
[52]***"3D World Runner" (formerly released in Japan as "Tobidase Daisakusen" for the Famicom Disk System) looks suspiciously like a [game=#192]Space Harrier[/game] clone, but for the most of the time it is not. First of all you are running instead of flying and gameplay is more about jumping over chasms and avoiding obstacles and monsters. Only during the boss battles it is the typical flying and shooting gameplay. The game works well for what it wants to be. The graphics are nice and fast and the controls are ok.***SQF-TDS Tobidase Daisakusen published [i]on Famicom Disk[/i] 1987-03-12 by DOG (Square) in Japan (see the Famicom Entry, this game apparently was not published for the Japanese Famicom in cartridge format)
NES-WO-USA 3-D World Runner published 1987-09 by Acclaim in the USA. Rarity C-

Seemingly inspired by [game=Space+Harrier]Space Harrier[/game]. But while Space Harrier was a 3rd person view rail shooter, this is sort of a 3rd person view run-and-jump platform game. Jumping for specific distances is your main required skill, but dodging left and right is also important. Shooting is mainly for defeating bosses but other minor enemies can be eliminated also. The game constantly scrolls you forward and you can only slightly speed up or slow down; stopping requires a collision with a solid object, preferably one that is not lethal. You will need to dodge and or jump enemies, solid columns, flaming columns, poison mushrooms, and canyons. There are springs to aid in jumping, stars to collect for points, special items, hidden items, and warp balloons. Hearts are rare and give extra lives. Rockets enable shooting; an ability you lose if you get hit. Mushrooms are deadly. Atoms make you invincible for a time. Clocks add extra time (did I mention the time limit?); which will be required for some of the levels. A potion gives you a 1 hip point orange force field, giving you a total of 2 HP :) Grabbing another potion will remove your existing field. The vast majority of special items are hidden. Stars are just for points and are laid out horizontally, vertically, and surrounded by hazards to make them more challenging. Precise speed and jump control are necessary to collect ever star. Getting stars is not required. There are secret stages containing only stars and items (grab the warp balloon). Each level is divided into 4 sections (checkpoints basically) and there is a boss at the end of each level. Inexplicably, you can fly only during boss fights, which seem to be directly taken from [game=query]Space Harrier[/game] more so than the rest of the game. Beat the game to learn about Hard Mode. Beat the game in Hard Mode and...? Don a pair of Red/Blue 3D glasses and hit the select key to get and added effect of depth. Music is by Nobuo Uematsu who would later compose for the Final Fantasy games.
[spoiler=Scoring;Close scoring][list][code][*]Atoms 500†
[*]Junior Jumpers 500†
[*]Super Jumpers 500†
[*]Missiles 500†
[*]Potions 500†
[*]Clams 200
[*]Dogs 200
[*]Hands 200
[*]Robots 200
[*]Serpentbeasts 200
[*]Spinners 200
[*]TVs 200
[*]Vapor Clouds 200
[*]Meanies 100
[*]Willies 100
[*]Stars 50

†The 1st one doesn't score any points
[/code][/list][/spoiler]
Spoilers:[spoiler=Hidden Items;Hidden Items]Sometimes their are special items in the special stages, but most of them are hidden in columns. Simply collide with a column to dislodge the item. Note that hitting a column on the far edge of a canyon and surviving can be tricky.[/spoiler][spoiler=Continue;Continue]When you lose, press ↓+A[/spoiler][spoiler=Hard Mode;Hard Mode]Before the game begins, press B, B, B, B, ↖+Start[/spoiler]
About 500000 copies of the game were sold.
[Zerothis]
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The Apprentice Philips (The Vision Factory)1994From the game box :

[i]As Marvin, the apprentice of the great wizard Gandorf S. Wandburner III, you've not been having a good week. You must undertake all the dangerous tasks that the wizard cannot be bothered to do himself. This Platform game is the story of a week in your life.[/i]
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The Castle  ASCII1985 NEC PC8801labelimageminimize
The Castle  ASCII1985 MICRO 7 - FM7labelimageminimize
The Castle  ASCII1985 NEC PC9801labelimageminimize
The Castle  ASCII1986 MSXlabelimageminimize
The Castle  ASCII1986 NEC PC6001labelminimizeminimize
The Castle  ASCII1985 Sharp X1labelimageminimize
The Castle  Sega1986 SG-1000labelimageminimize
The Caverns of Eriban  Firebird1985
[57]***As the Pilot of a mine supply ship, your task is to enter the Caverns of Eriban to deliver supplies to the subterranean mining depots. On the planets surface are five supply depots with chequered yellow landing strips. If there is a white flashing light on top of the depot building you can land and collect five supplies and refuel your craft. Avoiding the many ancient defense mechanisms you must enter the caverns and deliver the supplies. Any mining installation requiring supplies will be displaying a red flashing light. Local flight control restrictions allow you to only land on the yellow landing strips. Once you have supplied five depots you will need to return to the surface to restock with supplies.
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The Custard Pie Factory Tynesoft1985 Amstrad CPClabelimageminimize
The Floor is Jelly author2014 Windowslabelimageminimize
The Flying Formula ZX Computing1986 ZX Spectrumlabelimageminimize
The Galactic Plague  Amsoft (Indescomp)1984 Amstrad CPClabelimageminimize
The Galactic Zone author1985 C64labelimageminimize
The Heart of the Earth  Back To Basics Gaming (DeadBrainGaming)2017The gods made a drastic change to the world. The protagonist hates the change, so he'll destroy the world. Run, jump, ride platforms and rotate levels to navigate them; avoid spikes. Linuxlabelminimizesubject
The House Jack Built Thor Computer Software1984 ZX Spectrumlabelimageminimize
The House Jack Built Thor Computer Software1985 C64labelimageminimize
The Impossible Game FlukeDude (Grip Games)2014 Linuxlabelminimizeminimize
The Island of Dr. Destructo Bulldog Software1987 C64labelimageminimize
The Island of Dr. Destructo Mastertronic1987 Amstrad CPClabelimageminimize
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