showing 24 games

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Alien Carnage  Apogee (Interactive Binary Illusions;SubZero Software)1993Earth is on the verge of a takeover by aliens intent on turning humans into mindless slave zombies, who can be used in their conquest of the universe. Harry's called into action to Space Station Liberty and given orders to penetrate the alien ship which has burrowed itself under a high-rise city.

In addition to the flamethrower, Harry can use weapon dispensers, giving him access to weapons like the photon cannon, guided missiles, grenades, shields, micro nukes, and the very powerful Omega bomb. It's an arsenal that will have the aliens shakin' in their slimy shoes.
[3D Realms.com]***1993-10-10 Halloween Harry released
1994-11-02 Alien Carnage v1.0 released -- episodes 1 and 3 were switched, otherwise identical to Halloween Harry v1.2
2007-05-24 released as freeware. Rights held by John Passfield. ([url]http://www.3drealms.com/news/2007/05/alien_carnage_freeware.html[/url])

Halloween Harry was the name of the shareware version of this game, but it was changed to Alien Carnage for the commercial version in hopes of getting better sales, but [game=#19653]Doom[/game] was likely the reason for the poor sales. Shareware version included the first episode as usual.***[b]Minimum:[/b]
* 286 CPU
* 517 kB conventional memory
* 7 MB HD space

[b]Recommended:[/b]
* 386 CPU
* Soundblaster-compatible soundcard
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Alien Shooter - Revisited Sigma Team2009Un mata-mata ordinario, cuyo únicos factores reseñables son la habilidad que tiene la historia de meterte en apuros y la cantidad de zonas secretas que tiene el juego.

Mediocre.

3 de 10***Effectively the same game as the original Alien Shooter, but with improved graphics (on par with Alien Shooter 2, no longer the garish and brightly colored what it once was), and with some other improvements from the sequel brought back to the old, namely weapon reloading and flashlight upgrade. The levels have been stretched a bit to give more free space to move in without appearing strange. The general shape of the levels is identical, enemies are also nearly identical to the old with largest changes to their ranged attacks. The standard pistol has been replaced with an uzi that is much more useful, although is only useful against green enemies (color coding is identical to the original). Also, if you lose all your lives, you no longer have to replay the whole game to retry, but start of the mission (you can freely replay already finished missions in similar manner).
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Alien Shooter  Big Fish Games;Sigma Team (Sigma Team)2002The endless darkness and the somber, long passages of a military complex have become the abode of evil, as thousands of blood-thirsty creatures fill its offices, storehouses and mysterious laboratories.

Your mission is simple: clear the base at all costs. You will be provided with explosives to help you gain access to the teleports from where thousands of pitiless creatures pour. A stationary gun will aid in the defense of the area. You have been granted access to the most advanced weapons technology money can buy. As you earn your pay, you can equip yourself with additional weapons in the arming area and biomechanical implants that will make your fighting abilities super human.

The alien invasion has begun, we have one chance, and that is to stop them cold in their staging area. Do not allow them escape this facility, you are our last hope. The fate of humanity now depends on you!***[b]Minimum:[/b]
* 400 MHz Pentium II CPU
* 64 MB RAM
* 16 MB VRAM

[b]Recommended:[/b]
* 800 MHz Pentium III CPU
* 128 MB RAM
* 32 MB VRAM***[b]Add-ons:[/b]
* The Experiment
* Fight for Life

These added mostly just very few levels, some music, objects and monsters.
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Alien Shooter 2 - Reloaded Sigma Team2009Notable differences with the original are missing voice overs, the lack of separate weapon skills - you no longer need certain level on a weapon skill to use more powerful weapons - and the damage modifier has been merged with accuracy skill (formerly this was purely accuracy, now it's universal weapon skill, offering both increased accuracy and some damage improvements). This simplifies your weapon choices to economic issues. Implants no longer have intelligence requirement and you can only have one implant in use at any time, effectively making intelligence almost pointless (formerly lack of intelligence restricted more powerful implants from your use and you could have 3 implants total in use). Armor skill has been removed completely, allowing anyone to wear any armor they want. And then there's the additional missions (missions 8 and 9, a small town). And net ranking.***Alien Shooter 2 - Reloaded is a modified version of the Alien Shooter 2 game. We started working on it right after release of AS2, taking into account the players' wishes. Well, here's the list of what we've done:
1. Size of the full version installation file was reduced to 300 Mb, compared to 1Gb of the original Alien Shooter 2. Large installation file prevented users with slow connection from buying and downloading the game.
2. Player upgrade parameters simplified. Now you don't need to develop separate skills for each weapon type, so you'll be able to complete the game using all the weapon types featured in it.
3. Two new missions added. Now the game features 17 full levels.
4. New individual shooting mode added - Gun Stand. You will use powerful military equipment to eliminate advancing enemy troops. As the game goes on, you will upgrade your weapon in different ways, and the right choice will let you win the battle!
[Sigma Team]
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Alien Shooter: Fight For Life Sigma Team20042026 AD.

One year passed since aliens invaded planet Earth. These monsters have captured large districts of the Earth surface, and now all the humanity arises against them.

Among secret government research projects there’s a virus which can help people survive and avoid total annihilation.

You must get into the secret research-and-development center and save the virus. Yes, save the virus, because it’s in danger now...

In the new part of the game:

- 5 new missions, put together in a plot line
- vivid prehistory
- even larger crowds of monsters to wipe out before you reach the goal
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Alien Shooter: The Experiment Sigma Team2004Day after day, the hope for human survival is fading. Half of the Earth surface is inhabited by the monsters. Now people have to dwell in specially made fortified
settlements. Here they live, work, study, grow children and... invent new ways to fight the aliens...

Now the leading scientists of Earth are working on creation of the new monster species, which should stop the invasion! Will the scientists succeed? Can their plans be realized, or this can cause even a larger disaster?

In the new part, you will find:

- 5 new missions
- new music tracks
- new type of monsters
- monster boss
- new objects

Also, after numerous customer requests, we have added ability to choose difficulty level. Now, after installng this add-on, you can select difficulty to match your skills.
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Alien Shooter: Vengeance  cdv Software Entertainment;1C Company;Strategy First (Sigma Team)2007[b]Minimum:[/b]
* Windows 98, ME, 2000 or XP
* 1.7 GHz CPU
* 256 MB RAM
* 32 MB VRAM
* GeForce2 or Radeon 8500 GPU
* 2.5 GB HD space

[b]Recommended:[/b]
* 2.4 GHz CPU
* 512 MB RAM
* 128 MB VRAM
* GeForce FX 5700 or Radeon 9600 GPU***[b]activation limit[/b] - only applies to Strategy First's release, where you can activate the game only twice on separate hardware configurations.
[b]21st century[/b] - in-game the date is stated to be June 2030.***1C will publish the game on 26th October 2007
Strategy First published the game on 2007-10-18***For the first half of the 21st century, the war on terror became a global phenomena as more blatant and frenzied attacks struck deeper into the lives of common people. Inevitably, the pressure from public outcry to stop the madness grew to an irresistible level; the military forces of the world slowly but steadily retooled their outlooks, weapons, and tactics to combat people who were willing to die for their cause.

By 2100, the world was more or less at peace, with continued discord in some regions as modernized military forces sought to track down and destroy the remaining terrorist cells that continued to fight and harass civilian and military alike. Regardless, as this war began to wane, it slowly moved out of the public's eye, and they began to pick up the pieces and try to make better lives for themselves. Not since the years following World War II had such prosperity been felt across the planet; even war-ravaged regions received a "Marshall Plan" of sorts, having their infrastructures built up far beyond what they ever were before.

As prosperity grew, so too did the ventures of capitalism. In this day and age, science was the 'new capitalism,' fueling the growth of amazing new technologies. The first high-profile ventures into the creation of a viable fusion energy source, an offshoot of the efforts of the aging multinational oil companies, began in 2105 in the United States, with the backing of billions of dollars in venture and government capital. The International Power Initiative of 2112, an agreement among nations investing in the fusion power project, but eventually including many hundreds of other projects based on energy, radically restructured how science was to approach new energy sources. The level of freedom granted to a group of corporations might have been dangerous one hundred years ago, but it was felt that today since there was not a rivalry in the race to find the secrets of fusion power first, that giving a corporation autonomy to do what it needed to do would foster creativity and growth on an unheard-of scale.

It didn't.
[Sigma Team]
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Aliens versus Predator: Extinction  Electronic Arts (Zono)2003All I can say about this game is that it would've been awesome without the Predators, with twice as long vision range and if completing the optional objectives was actually useful. Others beside me have expressed their desire for multiplayer, too, though I personally would've loved a custom scenarios.

[b]Basic description:[/b]
There's a campaign for each faction: colonial marines, predator clan and the xenomorph hive. Each campaign has 7 missions with varying goals, though each requires killing of something before the day is done (even if the actual goal isn't to kill anyone). Personally I found the xenomorph campaign to be easiest and the most enjoyable, wishing there was much more of it. The marines came second though with them the gameplay is much more difficult since their extrasensory detector does not allow attacking outside the sight radius. Predator campaign is the hardest, mostly because you control only so few characters and they some specialized units require specialized units from you that normally aren't very useful. Usually at these times you'd want your other units to stay the hell away from the combat, but they have inborn suicidal tendencies which prevent this (although you could tell them not to move, but that eliminates most of their usefulness in pretty much every other situation). More powerful units are unlocked as each campaign progresses.

[b]Faction specifics:[/b]
[i]Marines[/i] have only ranged weapons, some only useful at close range - such as the flamethrower marine. Marines have only motion detector to see outside their visibility range and therefore rely on sending synthetics to increase it (synthetics also are the only ones to carry the detector). Without this the marines are severely disadvantaged due to their even naturally abysmal sight range and reliance on ranged weapons (kinda quirky for the purely ranged faction to have the worst sight). Some marine weapons have questionable effectiveness, such as the impact grenade launchers the regular pulse rifle marines get. Single alien warrior can survive 4+ hits from such and still be combat efficient. Marines are healed by the specialized medic who also removes special effects caused by predators and xenomorphs. Synthetics and the sentry gun are the only ones that can dispel predator cloak. Marines gain miniscule amount of requisition points (credits) with each kill (20-50 or so), and they can additionally tap to power stations for additional though finite credit flow (usually 2000; compare the price of 350 of synthetic and you get the picture). Reinforcements are called in by a ComTech and they arrive at the nearest drop site, marked by a landing beacon (part of the level design, can't be designated by the player). If no ComTech survives, the player must do with what she has left as there's no way to order new troops or new ComTechs after that. Medics require another medic to heal themselves, so having two medics is a necessity. Marines are also limited that they can only bring 6 units to the mission with each call and have to wait for the dropship to arrive drop the new troops and leave before more can be ordered.

[i]Predators[/i] have range of melee and ranged units. Heavy emphasis on cloaking and taking out any detectors employed by the opposition. With vision enhancements the effective sight radius is immense, making plasmacasters, disc throwers, and spear throwers immensively powerful. Unfortunately the AI knows your reliance on cloaking and spams detectors half the time, effectively nullifying any benefits it has in your use, due to their vast numbers, it isn't practical to kill them instead of the other units with actually damaging weapons. Predators require energy to keep the cloak active, which usually lasts for quite some time, but the energy regenerates extremely slowly. The same energy is used by the medical equipment each predator carries (they can heal only themselves). The center of operations for predators is the Shrine, a floating altar with a veritable weapons system and ability to rapidly self-repair. Predators have three global upgrades unlike the other factions, unlocking each of the three vision modes for detecting heat, electrical and predator signatures at extreme range. Unfortunately none of these seem to catch synthetics, making humans the most difficult opponent you face. A minuscule amount of requisition is gained with each kill, more is gained by extracting the skulls from the slain enemies (your enemies can destroy the corpses to prevent this, and some of your weapons totally annihilate the bodies, also preventing it). The Shrine works similarly to a ComTech in terms of its necessity. However, new troops arrive instantly by drop pods around the Shrine.

[i]Xenomorphs[/i] effectively simulate the alien life cycle and have heavy emphasis on melee units. Xenomorphs have decent sight radius and additionally employ "spore vision". Spore vision works by marking any [i]organic[/i] enemies so they're visible to the player at any range from henceforth, also eliminating any use of the predator cloak. The xenomorph lifecycle starts with the egg, which bursts open and sends a facehugger flying at the nearest enemy. This is rather unusual event, though. Without any other units, the facehugger would quickly seek prey and impregnate them with a chestburster. The chestburster rapidly emerges and evolves to one of the xenomorph breeds designated by the host organism. Runners and drones from animals, warriors from humans, predaliens from predators and so forth. The egg must be upgraded to Praetorian egg at cost of 300 points, which then gives birth to praetorian facehugger, a much larger and tougher one that can impregnate armed marine single handedly (regular facehuggers require a large group to accomplish it). This produces Praetorian xenomorph regardless of host creature, similar to drone and warrior but much tougher and powerful. The Praetorian also disperses spores. Praetorian can then be evolved into hive queen, the near-equivalent of CommTech and Shrine except it's effectively even more powerful version of the Praetorian. Unlike the other factions, the queen does not order new troops, instead, she lays eggs at steady pace (though this makes her immobile and unable to defend herself, the egg production can be ceased to change this, but growing a new egg sack costs some requisition points). The other xenomorphs are used to kill enemies, drones are especially important with their cystic upgrade as any creature infected with them creates more powerful xenomorphs (prefixed with cystic). Usually you want several drones to accompany your war parties to ensure as many as possible are infected with them. Almost all xenomorphs leave their victims alive although comatose. These comatose creatures can then be dragged back to the hive (gather command is especially useful for this) where the ready waiting facehuggers can safely impregnate the creatures. Human civilians and animals have a habit of respawning, so you [i]usually[/i] have ready source for at least one breed of xenomorphs. There can be only one queen however, but if the queen is lost, as long as you have at least one egg, praetorian facehugger, or praetorian, a new one can be acquired as easily as your basic xenomorph breed. Xenomorphs also don't spend their points on acquiring new troops, only upgrades. Drones are unique also in the manner that they can spawn hive nodes that produce the spore vision, they also produce biogrowth in a small radius on which xenomorphs heal. Only Runner and PredAlien can heal outside of this. Since aliens need so little of the points for anything real, the player can and should spam the hive nodes to expand their early warning system, increase the number of locations where they can heal and generally to be a nuisance to the other factions. Note however, that the facehuggers slowly die outside of the alien biogrowth and generally have abysmal resilience to beatdown, making them only useful in large masses against mostly singular armed enemies, however, since they're free, they do provide some use.

[i]Common[/i] to all factions are that upgrades are once per mission style instantaneous improvements to all units of certain type, usually costing 350 points on average (from range of about 200-600).***[b]unit limit[/b] - pitiful 25 for marines, 45 for xenomorphs and 12 for predators.
[b]objective indicator[/b] - not always present, though these usually explicitly tell you to find it.
[b]status effects[/b] - some of the upgrades cause these, especially the xenomorph ones. The flamethrower upgrade makes the most sense. The predator bleeder spear makes some sense but is implemented in a very status effect-like manner.

Faction specific tags:
* Marines - healing, repairing, most weapon tags
* Aliens - autoregen (only with few aliens or at specific locations)
* Predators - pole arms, all energy weapons, energy regen***[sic]
SURVIVAL OF THE FIERCEST

Battle for control of planet LV-742 as aliens, predators or colonial marines in this tactical strategy game based on the Aliens versus Predator™ universe. Choose a species and outmanoeuvre your enemies for hi-tech weaponry, upgrades and control of the planet. Only by utilising the unique advantages of your breed can you determine the fate of your species.

Engage and annihilate opposing forces in over 20 unique maps: from jungles to caverns to hi-tech laboratories.

Control and upgrade never-before-seen aliens, predators and marines: each with unique tactical advantages.

Use specialised weapons including colonial marine pulse rifles, predator bleeder spears and alien face huggers to defeat foes.
[Box blurb]***Item codes: [code]FXE03504031IS[/code], [code]FXE03504031D[/code], [code]FXE03504031M[/code]***Official Description:
Control an Alien hive, direct a Predator clan, or lead an elite squad of Colonial Marines to fight for the survival of your race. Experience the Alien versus Predator universe from the perspective of the Aliens, the Predators, or the Colonial Marines in seven unique missions customized for each race. Control never-before-seen Aliens, Predators or Marines, and upgrade your weapons and abilities to gain a tactical advantage.
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Dawn of War II - Retribution  THQ (Relic Entertainment)20112nd expansion or Dawn of War II.

Pros:
-2 new races: Imperial Guard and Tau Empire (the second one only for last stand)
-Upgrades of units (similar to Dawn of War 2) and some base building.
-Campaign for the 6 races.
-Steamworks implementation.

Cons:
-No Tau Empire for multiplayer and campaign.

6 of 10***Command any of the six unique factions in the next stand alone expansion of the critically acclaimed Dawn of War real-time strategy franchise. Choose to build a massive army or lead your small squad of elite heroes into battle and experience a single player campaign customized to your faction. Go online and face off against your enemies and experience the fast brutal combat of the 41st millennium.

Key features:
* Multi-Race Campaign: For the first time in the Dawn of War II series, players will be able to experience a single player campaign for any of the 6 available races.
* Build your Army: Upgrade your heroes and unlock new buildable units as you progress through the single player campaign.
* 6 Playable Races: Choose from 6 multiplayer races, each with their own unique super heavy units.***[b]Minimum:[/b]
* Windows XP SP2, Vista SP1, or 7
* 3.2 GHz single-core or any dual-core CPU
* 1 GB RAM
* 128 MB VRAM***Pre-order was available as 6 different race packs, with Ork race pack exclusive to Valve's Steam and Tyranid race pack exclusive to THQ.com E-Shop. The pre-orders included only few "unique" in-game items for the particular race. Collector's Edition includes all race packs. The pre-order bonus items were made available as DLCs on release date.
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Front Mission Evolved  Square Enix;Ubisoft (Double Helix Games)2010Broken multiplayer and poor story, gameplay is good but not so much as to redeem the game.***[b]DLC packs:[/b]
* Last Stand (adds survival mode)
* Map Pack (adds 2 multiplayer maps)
* Wanzer Pack 2 (adds 2 wanzers)
* Wanzer Pack 3 (adds 2 wanzers)
* Weapon Pack 2 (adds 3 weapons)
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Ghost  author2016Has an unusual feature where you can skip two mandatory segments of the story that break out from normal gameplay. Since neither of these provide any items or other resources, this can be welcome for those who do not care about the different gameplay required in them. Windowslabelimageminimize
Iron Brigade Microsoft Studios (Double Fine Productions)2012Includes the Rise of the Martian Bear DLC. Windowslabelimageminimize
Iron Brigade  Microsoft Studios (Double Fine Productions)2011Originally released as Trenched in U.S./North America, but with international release the game name was changed for all regions to Iron Brigade due to trademark issues in Europe. X360labelimageminimize
Larva Mortus Rake in Grass;Meridian4 (Rake in Grass)2008Meridian4 published the game on 2009-03-19***Latest version: 1.02 (as of 2008-06?)***In the end of XIX. century dark forces shade the world once again. A brave agent experienced in exorcism and combat comes to face the incomming evil and fight loathsome supernatural monsters and horrific spawns of black magic.

Larva Mortus offers fast and entertaining monster-hunting gameplay. Cheesy horror atmosphere goes hand in hand with furious action splatter fest, everything accompanied by creepy first class soundtrack!

Features:

* 30 frightful supernatural monsters to destroy. Vampires, undead, werewolves and more!
* Solid arsenal varying from classic pistols and shotgun to fancy "dynamo gun".
* Randomly generated missions for high replay value.
* Main character development through set of RPG-like features.
* Many environments from spooky manors to catacombs to dark forests.
* Animated comix cutscenes.
* AWESOME dark orchestral music score.
* And gore can be turned off if you like (but who would? ;-)
[Rake in Grass]***[b]Minimum:[/b]
* Windows XP or Vista
* 1.2 GHz CPU
* 256 MB RAM
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Rock 'n Roll Racing  Interplay Productions (Blizzard Entertainment)1994
[27]***
[26]***This game was preceeded by Racing Destruction Set and [game=#8126]RC Pro-Am[/game]. RDS is widely considered to be the bigger influence. Race on isometrically viewed tracks constructed from a limited number of pieces of the same width.
Improvements include:
Three levels of difficulty.
1 or 2 players simultaneously via split-screen.
An additional 1-2 player verses split-screen mode.
Armor/Hit points (vehicles don't explode with only one hit).
Collisions cause damage at all times.
Only money and armor repair power ups are collected from the track. All other upgrades are purchased between races.
Nitro device, jump device, homing missile device, Oil slick device.
3 devices at once. Ammo limited to a maximum of 6 charges per device. Ammo is filled to capacity each lap.
Hovercraft and tracked vehicles added.
Non-flat tracks. Catching air and leaving the track. Jumping over opponents. One way jumps and gaps in the track.
Multiple track surfaces with different properties.
Vehicles can shoot or mine themselves.
Crisscrosses and multiple paths for some tracks.
Game has and ending and is 'beatable'.
Sufficient skill to continue playing is determined by a system of racing points and divisions instead of limited lives and continues.
Water obstacle is replaced by sticky goo obstacle.
A password save function. Passwords are universal and work on [game=#7050]original SNES version[/game] or [game=#10176]Genesis version[/game].
Commentator, Loudmouth Larry
This version of the game features these songs[list]
[*]Paranoid by Black Sabbath
[*]Born to be Wild by Steppenwolf
[*]Bad to the Bone by George Thorogood
[*]The Peter Gunn Theme by Henry Mancini
[*]Radar Love by The Golden Earrings[/list]

Removed features include:
Collecting all powerups from the track.
Lives and continues.
A trophy room.
Invincibility powerup.
Rubberband and nitro powerups for AI opponents when they fall behind. It is possible to lap opponents.
AI opponents upgrade their vehicles on a schedule instead of matching the player's choice. So upgrading is an advantage.

Quirks:
Passwords only save 6 digits of cash, if you acquire more than that or cause only the last 2 digits to be saved. $999,950 is saved but $9,999,950 becomes $50.
Some created passwords can cause the game to crash at random.
You may enter the same password for players 1 and 2 at the same time.

[spoiler=Secrets and Passwords;Secrets and Passwords]An unknown key combo allows the selection of Olaf as driver
The same unknown key combo allows the selection of Inferno to race on
The Phantom is a hidden character and has even better stats then Olaf. It is only playable by way of passwords or cheating devices
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Chem IV (LV 1) division B: T1D7 HQPY SWJ!, or division A: K1D7 HQMY SWJ! OR red hovercraft division B: T5D7 HQPV SWJ!, or division A: K5D7 HQMV SWJ!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Drakonis (LV 2) division B: S1D7 HQP6 SWJ!, or division A: J1D7 HQM6 SWJ! OR red hovercraft division B: S5D7 HQP3 SWJ!, or division A: J5D7 HQM3 SWJ!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Bogmire (LV 3) division B: 8ZDQ HQPF 92J!, or division A: 0ZDQ HQMF 92J! OR red hovercraft division B: 83DQ HQPB 92J!, or division A: 03DQ HQMB 92J!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on New Mojave (LV 4) division B: 7ZDQ HQPP 92J!, or division A: ZZDQ HQMP 92J! OR red hovercraft division B: 73DQ HQPL 92J!, or division A: Z3DQ HQML 92J!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on NHO (LV 5) division B: 6ZWQ HQNY 5TJ!, or division A: YZWQ HQLY 5TJ! OR red hovercraft division B: 63WQ HQNV 5TJ!, or division A: Y3WQ HQLV 5TJ!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Inferno (LV 6) division B: 5ZWQ HQN6 5TJ!, or division A: XZWQ HQL6 5TJ! OR red hovercraft division B: 53WQ HQN3 5TJ!, or division A: X3WQ HQL3 5TJ![/spoiler]
Differences from the [game=#7050]original SNES version[/game]:
'Highway Star' by Deep Purple is replaced with 'Radar Love'.
The midi music sounds slightly more realistic
The music mutes when Sound FX and Larry are simultaneously heard.
No scaling or rotation effects, lower color depth.
Some parallaxing background effects added, but not during gameplay.
The AI opponents use a different algorithm.
Money is silver instead of gold.
Hit points are represented by a bar graph during the race.
The controls are different[list]
[*]Fire=A. Accelerate=B. Oil/Mines=C. Brake=↓
[*]Jump/Nitro=Tap then hold B (or double tab).
[*]Jump/Nitro=↑
[*]Jump/Nitro=X or Y or Z
[*]Sharp Turn=Tap then hold ← or →
[*]Sharp Turn=MODE+← or MODE+→[/list]
Cross system multiplayer (xband, kalleria, etc) is not possible without game specific custom software (that does not yet exist as far as I know).
[Zerothis]
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Rock N Roll Racing  Interplay;Namco (Silicon & Synapse;Software Creations)1993[media=youtube]https://youtu.be/hrGNBe_6zbo[/media]***
[45]***
[32]***European version
81% for one player
89% for two players
[29]***82% for one player
89% for two players
[29]***
[27]***An excellent racing game that's easy to pick up, but somewhat difficult to master. Considered a classic by some, Rock N Roll Racing flew under the radar of most gamers due to minimal publicity. With a combination of interesting characters, a post-apocalyptic sci-fi feel, running commentary by "Loudmouth" Larry Huffman, a series of cars that could be purchased and upgraded as you win cash, and a classic rock soundtrack, it's hard to dislike the game. Just watch out for missiles from behind!
[Jacquismo]
[Jacquismo]***Published by Interplay in the USA
Published by Namco Limited in Japan.
Published 2014 on Battle.net by Interplay for play on Windows (This version is slightly different from the original). Once extracted from the zip, ROCK.BIN loads and runs fine on ZSNES in MS-DOS, FreeDOS, Mac, and Linux (and maybe Xbox too). This game is not Freeware. Blizzard retains full copyright and the downloaded version includes and EULA restating Blizzard's ownership. No right to redistribute or otherwise treat this version as Freeware is granted by Blizzard.

A remake of Racing Destruction Set. This game was also preceded by the similar [game=#8126]RC Pro-Am[/game]. Race on isometrically viewed tracks constructed from a limited number of pieces of the same width.
Improvements over RC Pro-Am include:
Three levels of difficulty.
1 or 2 players simultaneously via split-screen.
An additional 1-2 player verses split-screen mode.
Armor/Hit points (vehicles don't explode with only one hit).
Collisions cause damage at all times.
Only money and armor repair power ups are collected from the track. All other upgrades are purchased between races.
Nitro device, jump device, homing missile device, Oil slick device.
3 devices at once. Ammo limited to a maximum of 6 charges per device. Ammo is filled to capacity each lap.
Hovercraft and tracked vehicles added.
Non-flat tracks. Catching air and leaving the track. Jumping over opponents. One way jumps and gaps in the track.
Multiple track surfaces with different properties.
Vehicles can shoot or mine themselves.
Crisscrosses and multiple paths for some tracks.
Game has and ending and is 'beatable'.
Sufficient skill to continue playing is determined by a system of racing points and divisions instead of limited lives and continues.
Water obstacle is replaced by sticky goo obstacle.
A password save function. Passwords are universal and work on [game=#7050]original SNES version[/game] or [game=#10176]Genesis version[/game].
Commentator, Loudmouth Larry
This version of the game features these songs:
Paranoid by Black Sabbath
Born to be Wild by Steppenwolf
Bad to the Bone by George Thorogood
The Peter Gunn Theme by Henry Mancini
Radar Love by The Golden Earrings

RC Pro-Am features not include:
Collecting all powerups from the track.
Lives and continues.
A trophy room.
Invincibility powerup.
Rubberband and nitro powerups for AI opponents when they fall behind. It is possible to lap opponents.
AI opponents upgrade their vehicles on a schedule instead of matching the player's choice. So upgrading is an advantage.

Quirks:
Passwords only save 6 digits of cash, if you acquire more than that, only the last 2 digits are saved. So $999,950 is saved but $9,999,950 becomes $50.
Some created passwords can cause the game to crash at random.
You may enter the same password for players 1 and 2 at the same time.
Dirty connectors or cheat devices can cause the game to play in different mode where all powerups can be collected from the track. Presumably this mode was part of an earlier version of the game that was not fully removed before production. This 'powerup mode' crashes randomly.

[spoiler=Secrets and Passwords;Secrets and Passwords]|Hold L+R+Select and press right on the character selection screen until you see Olaf. Now he is unlocked and can be played as driver.
Hold L+R+Select and press right on the planet selection screen until you see Inferno. Now this planet is unlocked and you can race there.
The Phantom is a hidden character and has even better stats then Olaf. It is only playable by way of passwords or cheating devices
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Chem IV (LV 1) division B: T1D7 HQPY SWJ!, or division A: K1D7 HQMY SWJ! OR red hovercraft division B: T5D7 HQPV SWJ!, or division A: K5D7 HQMV SWJ!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Drakonis (LV 2) division B: S1D7 HQP6 SWJ!, or division A: J1D7 HQM6 SWJ! OR red hovercraft division B: S5D7 HQP3 SWJ!, or division A: J5D7 HQM3 SWJ!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Bogmire (LV 3) division B: 8ZDQ HQPF 92J!, or division A: 0ZDQ HQMF 92J! OR red hovercraft division B: 83DQ HQPB 92J!, or division A: 03DQ HQMB 92J!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on New Mojave (LV 4) division B: 7ZDQ HQPP 92J!, or division A: ZZDQ HQMP 92J! OR red hovercraft division B: 73DQ HQPL 92J!, or division A: Z3DQ HQML 92J!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on NHO (LV 5) division B: 6ZWQ HQNY 5TJ!, or division A: YZWQ HQLY 5TJ! OR red hovercraft division B: 63WQ HQNV 5TJ!, or division A: Y3WQ HQLV 5TJ!
Play as The Phantom in a fully upgraded blue hovercraft with $500,000 on Inferno (LV 6) division B: 5ZWQ HQN6 5TJ!, or division A: XZWQ HQL6 5TJ! OR red hovercraft division B: 53WQ HQN3 5TJ!, or division A: X3WQ HQL3 5TJ![/spoiler]
The controls:
Fire=Y. Gas=B. Oil/Mines=A. Jump/Nitro=X. Brake=↓
Use L and/or R when turning to modify your turning speed.
L,R=slow turn left or right.
←,→=turn left or right.
←+L+R,→+L+R=medium turn left or right
←+L,→+R=fast turn left or right
Cross system multiplayer (xband, kalleria, battle.net, etc) between SNES and Genesis is not possible without game specific custom software (that does not yet exist as far as I know).

[spoiler=Show Windows version controls and config;hide win controls]This is the default controls. As the game is run via a custom build of the ZSNES emulator, they can be changed (zinput.cfg). A game controller can also be used. Other ZSNES specific options can altered as well (zsnesw.cfg).
Fire=A. Gas=Z. Oil/Mines=X. Jump/Nitro=S. Brake=↓
Use D and/or C when turning to modify your turning speed.
D,C=slow turn left or right.
←,→=turn left or right.
←+D+C,→+D+C=medium turn left or right
←+D,→+C=fast turn left or right

Start/Pause = Enter
Select = Right Shift (disabled?)
Toggle Fullscreen = Alt-Enter
Exit = Quit[/spoiler]RnRR was not Interplay or Silicon & Synapse's first attempt at remaking Racing Destruction Set. 2 years earlier they had created [game=#7037]RPM Racing[/game]. "RPMII" was the working title of RnRR. Notably, RnRR does not include a track editor or save RAM; both of these features were available in RPM Racing.
[Zerothis]
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Rock N' Roll Racing Blizzard;Vivendi Universal Games (Mass Media)2003Featuring multiple racetracks and a classic soundtrack, Rock N' Roll Racing puts players behind the wheel for an over-the-top demolition-racing experience. In the game, drivers take their pick from a variety of cars, each equipped with a selection of weaponry designed to help them outmaneuver the competition. Taking advantage of the Game Boy Advance Game Link cable, players can also go head-to-head against each other for fast-paced multiplayer action.***
[32]***Published by Blizzard Entertainment Inc. in the USA
Published by Vivendi Universal Games, Inc. in Germany

2 players can compete by linking two GBAs. Cooperative strategies are allowed.
[Zerothis]
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Sol Survivor Microsoft Game Studios (Cadenza Interactive)2009 X360labelimageminimize
Sol Survivor Cadenza Interactive2010Uno de los mejores Tower Defense disponible, con una complejidad creciente según la dificultad de los niveles y muchos elementos a tener en cuenta.

El único fallo que le veo es no dar la posibilidad de acelerar el tiempo.

Un buen juego, de lo mejorcito si te gustan los TD.

7 de 10***[b]Modes:[/b]
* 1-4p campaign (multiplayer defaults to 2p)
* 2p campaign (one player controls construction, another support powers)
* 1-4p survival (default 4p; endless)
* 1-8p versus (Wars; default 2p)
* 1-6p cooperative (default 3p)
Windowslabelimageminimize
Splatter – Blood Red Edition Dreamworlds2015 Linuxlabelminimizeminimize
Splatter  Dreamworlds2013 Windowslabelimageminimize
Steel Storm: Burning Retribution Kot in Action Creative Artel2011Steel Storm: Burning Retribution is a top down action shooter with old school spirit. It marks the return of top-down shooters with new twists. The game has score oriented competitive gameplay, and is designed for people who like fast paced action, hordes of smart enemies, destructible worlds and ground shaking explosions.

The events take place in an alternative universe where you control an advanced hovertank, packed with the most advanced and sophisticated weapons. Your task is simple, but nevertheless not trivial. In the fight against extraterrestrial invaders, you must prevail!

Key features:
* Enjoy fast paced and streamlined gameplay
* Engage in online warfare with up to 16 players in any of the multi-player modes
* Pave your way to victory with the burning remains of your enemies through 25 different missions
* Complete Challenges and unlock First-Person camera mode
* Create new missions or modify existing ones using the unique real-time collaborative mission editor and share them with the world
Windowslabelimagesubject
Steel Storm: Burning Retribution Kot in Action Creative Artel2011 Mac OS Xlabelminimizeminimize
Warhammer: End Times - Vermintide  Fatshark2015 Windowslabelminimizeminimize
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