#retrogaming

astiope
10 Views · 8 months ago

Developed by Factor 5 and published by Rainbow Arts in 1990

I guess most people are familiar with the sequel, but the original Turrican is still pretty good. I'm not a fan of the overly-punishing alien levels, but for Amiga owners looking for console-quality run 'n gun action, it didn't get better than this.

Credits
Concept: Manfred Trenz
Manager: Marc A. Ullrich
Producer: Julian Eggebrecht
Coding: Holger Schmidt, Manfred Trenz, Achim Möller
Graphics: Manfred Trenz, Sebastian Dosch, Andreas Escher
Music: Chris Huelsbeck

Time Codes
0:00:00 Main Menu (music by Chris Huelsbeck)
0:03:34 Level 1 (music by Chris Huelsbeck)
0:08:41 Level 2 (music by Chris Huelsbeck)
0:14:56 Level 3 (music by Chris Huelsbeck)
0:21:15 Level 4 (music by Chris Huelsbeck)
0:27:13 Level 5 (music by Chris Huelsbeck)
0:30:51 Level 6 (music by Chris Huelsbeck)
0:33:43 Level 7 (music by Chris Huelsbeck)
0:40:35 Level 8 (music by Chris Huelsbeck)
0:44:16 Level 9 (music by Chris Huelsbeck)
0:51:00 Level 10 (music by Chris Huelsbeck)
1:03:38 Level 11 (music by Chris Huelsbeck)
1:09:04 Level 12 (music by Chris Huelsbeck)
1:12:50 Ending (music by Chris Huelsbeck)
1:17:04 High Score Table (music by Chris Huelsbeck)

#turrican
#amiga
#retrogaming

astiope
4 Views · 8 months ago

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Developed by Digital Concept and published by Loriciel in 1992

Time Codes
00:00 - Title music
04:39 - Level 01
10:46 - Level 02
13:50 - Level 03
21:27 - Level 04
25:19 - Level 05
33:44 - Ending
38:15 - Game Over

Another visual showcase for the Amiga, the scrolling and visuals in this platformer are pretty impressive. It's not especially groundbreaking in terms of gameplay, but the scrolling and animation are remarkably smooth.

One of my favourite things about the game, however, is Chris Huelsbeck's superb music.

This re-upload corrects a glitch in the previous video!

#jimpower
#amiga
#retrogaming

astiope
4 Views · 8 months ago

Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Core Design in 1994

There aren't many games that do the AGA chipset justice, but by golly, Banshee is definitely one of them! The level of detail in the artwork is almost on a par with that of a Neo Geo title - simply stunning!

It's also a pretty solid shoot 'em up, if rather difficult. There's plenty of power-ups to upgrade your plane with, including the 'build-up', an item that preserves your upgrades in the event that you die.

The CD32 and AGA disk versions are practically identical, apart from the inclusion of a single CD audio track which plays during the title screen.

Time Codes
00:00 - Intro
01:34 - Menu Music (CD Audio)
04:34 - Level 01
16:46 - Level 02
28:13 - Level 03
39:56 - Level 04
53:19 - Ending

#banshee
#amiga
#retrogaming

astiope
4 Views · 8 months ago

Developed by Special FX and published by Ocean in 1990.

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I've covered C64 and Mega Drive conversions of Data East's arcade shoot 'em up in other videos on my channel and I was pretty impressed with both. This time around it's the Amiga's turn with Special FX handling the conversion to Commodore's 16-bit platform.

For those unfamiliar with the game, this is a run-and-gun shooter similar to Konami's Contra series where the protagonist must fight to free his family from the clutches of an evil terrorist organisation. The player must kill orange ninja-type bad guys and collect the keys that they drop in order to unlock weapons and supplies from the armoury that appears between stages.

I should note that I played this through using a copy of the game included as part of the WHDLoad game packs, which accounts for why the title screens pass so quickly (would normally be displayed the time it takes for the game to load off disk but running from a HDD means it disappears quickly). The reason I used this version is the inclusion of the option to use double brightness palette which drastically improves the vibrancy of the graphics; the original OCS release is terribly dull and it's difficult to make out what's going on, but this is a big improvement!

The Amiga version contains all the stages, weapons and power-ups from the arcade version and manages to cram them all into a single floppy disk; impressive stuff! Add in some faithfully recreated graphics and some top-notch music and you might think you have the perfect arcade package. Sadly, I found the controls in this version to be irksome and caused me to die repeatedly due to the way your character's sprite must rotate his aim. The game throws enemies at you from both sides requiring quick reactions, but the delay in waiting whilst you rotate through multiple frames of animation makes it very difficult to react quickly enough.

The other issue with the controls is that without a separate button to jump you're forced to hold the fire-button down if you want to aim upwards without jumping. Again, the rotational aiming makes this cumbersome and you'll often find yourself jumping when you wanted to aim upwards, usually into an oncoming enemy or projectile.

I think that, had the controls been implemented as straightforward 8-way directional controls WITHOUT the rotation animation then the game would be a lot better.

I think that Midnight Resistance on the Amiga looks and sounds the part of a good arcade conversion, but the controls and difficulty made for a less than enjoyable experience, especially in the later stages (the stealth jet boss section game me particular trouble). This isn't a terrible game, but I just found I didn't have as much fun with it as I'd hoped, especially when compared to excellent Mega Drive version.
#retrogaming

astiope
3 Views · 8 months ago

Timestamps VV, Full playthrough, no commentary, 4k 60fps (exported as..)

Enchanted Land (1990) [Commodore Amiga] ⌨️🖱🕹🙌👌

2:53- Level 1 (Gameplay starts here)
13:05- Boss
14:21- Level 2
26:05- Boss
26:40- Level 3
38:14- Boss
38:44- Level 4
45:03- Level 5
52:37- Boss (final)


Rumble - Full playthroughs, 4k (where possible) 60fps.. https://rumble.com/c/c-6073751
Whatsapp channel - updates and links to both short and full playthrough gameplay.. https://whatsapp.com/channel/0....029VaXoS5U1CYoY29W4N
TikTok (shorts).. https://www.tiktok.com/@ohnoanothergamer
Facebook (shorts).. https://www.facebook.com/profi....le.php?id=6155598621





#amigalongplay #amiga500 #amigaclassics #topamigagames #retrogames #retrogamer #amiga #commodoreamiga #longplay #retrogaming #90s #90sgames #90sgaming #ukgamer #letsplay #gameplay #4kgameplay #4k #4k60fps #4k60fpsgameplay #nocommentarygameplay #uniquegameplay

astiope
3 Views · 8 months ago

Developed by Delphine Software and published by US Gold in 1992

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Released in 1992, Flashback caused a considerable stir when it hit the shelves and gamers were, to not put too fine a point on it, blown away by the game's unbelievably realistic, rotoscoped animations. Although the Amiga version was the first to market, the game was actually designed for the Sega Mega Drive as the lead platform, with conversions to many other platforms as well.

The game's story, setting and art design is heavily influenced by Paul Verhoeven's Total Recall, itself based on a short novel by Philip K. Dick.

The player takes on the role of Conrad B. Hart, an investigator who discovers that aliens are infiltrating Earth's population and plan to take over the planet. Having been kidnapped and having his memory erased, Conrad manages to escape from this captors, only to crash-land in dense jungles of Titan, the largest of Saturn's moons. The game begins just as the amnesiac Conrad awakens in the jungle and must regain his lost memories and find a way to warn Earth.

The game is a flick-screen platforming-cum-action game that plays very similarly to Prince of Persia, although sword fights have been replaced with guns and a futuristic setting. Conrad must run, jump and climb through each of the game's screens, whilst shooting bad guys and solving puzzles. Most of the puzzles involve finding the right item to open a locked door, but many screens also require the player to think about how to deal with awkwardly positioned enemies and to make full use of all of the different moves that Conrad can perform.

One of the game's coolest things in the game are the animated cut-scenes used to advance the story. These explain how Conrad ended up in his current predicament, how he came to be on Titan and all other events from that point onward.

As well as cut-scenes for the main story, the developers went to the trouble of creating even more animations that are shown whenever Conrad picks up an item, or interacts with an object. However, there were many more of these animations included in the Amiga version than I first realised. I'd watched videos of Flashback for other gaming platforms and there seemed to be many more of these 3D animations than the Amiga version. Picking up many of the items simply displays a couple of lines of text, informing the player that the item had been picked up. I'd just assumed that the reason why some of these animations were missing was due to storage limitations of the floppy disks the game shipped on.

My theory, as it turns out, was wrong. In fact, the animations are not missing at all and are, in fact, on the disks. However, if you're playing the game straight from the floppies (as I had done back in the day), the additional animations are disabled by default, presumably because the disk access time would have slowed the pace of the game; only the scenes essential to the story are shown.

What is interesting about Flashback is that this is a game where as much thought has been given to the game mechanics, level design and player feedback, as much as artistic direction.

A case in point is is the placement of save points and energy recharge stations. If Conrad's shield has been depleted then the player can backtrack to a recharge station to top up, or can press on, knowing that another recharge station is likely to appear soon. Similarly, players are likely to find a save station just before certain platforming sections were instant death might occur, such as the disintegration traps. Unfortunately, there are a few annoying exceptions which are mainly found during the Titan base section of the game where Conrad has to earn credits for a set of fake identity papers - it would have been a really good idea if the devs could have included a save point nearer the mission areas in the event that the player dies.

Of course, you cannot talk about Flashback without talking about the graphics and animation. Even in 2016, the character animations, most notably those of Conrad, are simply superb and beautifully fluid - it's easy to see why the game was so heralded on it's arrival.

The sound design is also particularly impressive. Keen listeners might notice that sound effects from enemies and the environment play through the left or right channel relative to the player's current position. The game also features some fantastically meaty shooting and explosion effects, particularly that of the player's pistol.

For those who want to see the best that the 16-bit generation has to offer, Flashback is probably one of the easiest titles to recommend. As one of the most ambitions and technically impressive games of it's generation, it's no wonder that it is remembered to fondly by so many.
#retrogaming