showing 12 games

namepublisher(developer)year arrow_downwarddescription
New Kids on the Block Parker Brothers? labelimageminimize
Sir Eric the Bold  Matchbox (Source Research and Development)?"Sir Eric The Bold and his daring deeds of deliverance of a damsel in distress from the damsel in distress devouring demon dragon dungeons of death, doom, dispair and destruction!" is the full title. Prototypes of this game were created but their whereabouts are unknown.
[Zerothis]
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Hellraiser Color Dreams1991[From NES Warpzone]"I worked on Hellraiser which you know never was released. They [Color Dreams] had the rights to make the game for several years and just sat on it. I don't know why. We were gonna use the Wolfenstein 3D engine for the game. I remember that the progammer on Hellraiser got the graphics in and the monsters working. It was all very bare bones stuff, but it was getting there and looked like it'd be fun. And then it was abandoned again for other titles." [sic] - Roger Deforest***Hellraiser is the first game to use advanced technology that pushes the NES further than ever before. Experience the pleasure of 16-bit performance. Experience the pain of Clive Barker's Hellraiser. Can you locate the strange cubes that open doorways to a dark realm? Can you solve the puzzle of the Lament Configuration? Pinhead, the Cenobites, and all of Hell know the answer. From the darkness far away laughter echoes.***The main character is trapped in the Hellraiser puzzle box (a cube). A solvable puzzle from the outside (think Rubic's Cube), and some sort of other dimension on the inside. The player can find ways in the game (set inside the cube), to manipulate the outside and therefore solve the puzzle and escape. Of course HellRaiser's assorted buddies in the cube interfere with the main character, this is a 1st-person-shooter after all. Meanwhile, the changing configuration of the cube also changes the layout of the levels on the inside, allowing access to new areas and blocking access to others. Once solved, the player and demons are freed and the player must then unsolve the puzzle in reverse order one demon being banished per move, while also 1st-person-shooting.

The box shown is an early version. The final box for Hellraiser was to be a replica of the Hellraiser cube (big enough for the add-on hardware)

This game was going to use an improved version the Wolfenstein 3D engine (layered and animated textures) and a Z80 CPU. ON THE NES! Two configurations were explored for the Z80 CPU. One solution would have the CPU on the circuit board in the cartridge, more than doubling its retail cost. The other solution would have been an add-on unit, purchased separately, that plugged into the expansion port on the bottom of the NES (It's hidden under a snap-in cover then under a vent that must be cut out). Also included was some programmable array logic chips (PAL) and 4? megabytes of Dynamic RAM. The DRAM was hard wired to the address space of the Z80 CPU and used in the place of CHR ROMs. This meant the Z80 CPU could calculate and render a bitmap (rotate, scale, skew, stretch, squish, shade, add perspective) and push it into the DRAM as if it were a sprite or background title for the NES to use and the NES' CPU wouldn't have too, leaving it free to calculate other aspects of the game. The whole thing could run in parallel with the NES and access the NES' RAM without a memory controller (programmers had to manually prevent conflicts via software). Claims of "16-bit graphics" were made but in reality the graphics were constructed from two sets of 8-bit graphics. The idea was to switch from a frame of one set to a frame of another set at 60 frames per second. The frames were supposed to blend in human perception and create an illusion of one color. While humans can only perceive 30 frames per second, technical aspects of CTRs cause flicker to be perceptible at frame rates of up to 120. On the NES, with uniquely designed Video RAM (at the time), was never intended to display 60 FPS, the flicker was definitely noticeable (in fact the Atari 2600 can do faster frame rates than the NES). Screenshots, video cameras, even some photo cameras, also failed to fully capture the effect and were often perceived as double the horizontal resolution but the two frames sliced up like venetian blinds for every other raster.

The cost for the add-on unit and Hellraiser game separately would have been more than if the CPU was in the cart. But, subsequent games for the add-on ([b][game=20201]Super 3D Noah's Ark[/game][/b]) would have been higher quality games on the NES at normal price. It seems that Wisdom Tree may not have license the Wolfenstein 3D engine directly from id software, instead, Color Dreams did! When Color Dreams switched to being Wisdom Tree, they took the license along.

At least one prototype of this games was publicly demonstrated. This can be proven with one of the title screenshots that reveals venetian blinds effect. This photo was tsken by a journalist and is not official. This can seem confusing, but is actuslly revealing, because all the officially provided screenshots are of the Amiga version of the game. The vast majority of the currently available inside info about this game comes from artists, not the coders or hardware desiners.

Management of WisdomTree at one point "threw away" everything done by Color Dreams, supposedly. A box of Color Dreams property, with Hellraiser matirials (mainly, cartridge labels) did end up being given to a collector. And they kept the Wolf3D license of course. And many WT games made use of Color Dreams code. And there are officially licensed x-in-1 consoles with Color Dreams games. Seems the big throw away event was not entirely literal. Code and hardware previously kept by Color Dreams employees would not have been part of the event anyhow.
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Captain Planet and the Planeteers Mindscape (Chris Gray Enterprises)1991NES-5C-USA published 1991-09 in the USA
published 1992-08-20 in Europe Region B
[Zerothis]
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Europa Sensen  Koei1992 labelimageminimize
Linus Spacehead's Cosmic Crusade  Camerica;Codemasters (Codemasters)1992This is the entry for the regular NES cartridge version for USA and Great Britain. There is also an Aladdin Cart version with it's own entry.

The USA version is 1 player but the United Kingdom version is 2 players.

Developed by Codemasters.
CAM-LN, UPC:0-69667-07415-1, Linus Spacehead's Cosmic Crusade published by Camerica 1992 in the USA
CDM-CS Cosmic Spacehead published by Codemasters 1993 in The United Kingdom

The USA version also has an A-B switch accessible on the back of the cart. This switches between 2 different methods of bypassing the NES' lockout chip so it is certain to play on any NES deck.
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The Addams Family: Pugsley's Scavenger Hunt  Ocean1992 labelimageminimize
The Bard's Tale II: The Destiny Knight  Pony Canyon (Atelier Double)1992 labelimageminimize
DreamMaster  Namco (Birthday)1992 labelimageminimize
Dragon Ball Z: Gekitō Tenkaichi Budokai  Bandai1992The last DBZ based game for the NES. It is a fighting game, very simple and very interesting, especially if you are an DBZ fan.

Peculiarity: In Asia, Bandai released an acessory to NES, called Joint Rom System, or simply DATACH. With it, you put DBZ collectible cards in, and get more powers and experience in the game. These kinds of games were never released outside Asia.
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Dragon Ball Z: Super Butōden 2  J.Y. Company (Hummer Team)1994A port of the Super Famicom game of the same name.
[Jacquismo]***Unlicensed pirate.
[cjlee001]
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Blusterer Strangulation Games (Membler's Industries)2002 labelminimizeminimize
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