showing 5 games

namepublisher(developer)year arrow_downwarddescription
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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Uchū no Kishi Tekkaman Blade  Interbec1993[media=youtube]https://youtu.be/EyMoqE7Yk7Y[/media]***Game description from [[link:http://www.romhacking.net Romhacking.net]]:

This game is laughably bad. Most of it's played in a sidescrolling shootemup format. Your character chops up generic-looking aliens with his dual-pronged spear thing, collects the occasional powerup, takes a lot of hits, and tends to get snagged on tiny floating obstacles and pushed off the back edge of the screen. Hit detection's poor, your ranged attack is pathetically weak for the amount of damage enemies tend to take, and you move about as fast as a sunday driver. Did I mention that the colors are extremely washed out and the music sounds like it's coming from a Genesis?

When you reach the end of the level, you're transported into a 1-on-1 boss fight, Street Fighter style. Only, the slightest tap of the controller sends your character zooming around in every direction, your attacks again don't do nearly enough damage for the time limit imposed on you, and again the music and color usage are pretty abysmal. Suffice it to say, if Street Fighter 2 played like this, the genre may have never taken off.

There is painfully little story in it as well. It's largely boss fight chats, and even these don't last very long.

All in all, Tekkaman Blade is a stinker through and through. It's a pity, as it really could have been something really good, but it fails to achieve even the most minimal of quality standards.


Unofficial English translation available:
[[link:http://www.cinnamonpirate.com/ http://www.cinnamonpirate.com/]]
[cjlee001]
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Eye of the Beholder  Capcom Entertainment;SSI;TSR (Capcom Entertainment)1994 labelimageminimize
Ultima: Kyouryuu Teikoku  FCI;Pony Canyon (Origin)1995Uses the same engine as the SNES [game=#6228]Black Gate[/game], which was drastically simplified version of the Ultima 7 game engine.***Released in Japan. The English version was completed but not known to be published. labelimageminimize
BS Zelda no Densetsu Remix  Nintendo1995Released only on the Bandai-Satellaview add-on for the Japanese SNES console. Available for a total of 4 hours over a satellite network in Japan. Two unofficial English translations available.
[cjlee001]
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