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astiope
3 Pogledi · 8 mjeseca prije

Game Released by HooGames2017
https://hoogames2017.itch.io/dr-dangerous
Release date: 2024

*Developer:*
HooGames

*Programming:*
HooGames
Powered by the Scorpion Engine, created by Earok

*Graphics:*
Ansimuz (Pixel Art)
https://ansimuz.itch.io/

*Music and Sound Effects:*
ZEKAVEO (Chiptune Compositions)

*Story and Game Design:*
HooGames

Dr. Victor Dangerous, an adventurous scientist, sets up a secret research station in the mysterious Temple of Xol'Tan deep in the Amazon jungle. During a storm in 2024, a lightning strike triggers the temple’s ancient security systems, trapping him underground among hostile, energy-infused creatures.

With damaged equipment and limited resources, Dr. Dangerous must collect scattered batteries to restore power, deactivate the temple's defenses, and survive against increasingly intelligent enemy attacks. Each level of the temple resets his weapon, forcing him to adapt new tactics.

As he uncovers the connection between the temple’s energy and the creatures, he learns that they hold secrets vital to understanding the temple’s true nature. After restoring the system and calming the energy, he escapes with newfound knowledge—marking the beginning of a greater adventure yet to come.



PLAYLISTS:
❖https://youtube.com/playlist?list=PLQnnmhmnAahvb9q0dvPIHw5_SAZUV76VP&si=YcSh0S__PDafge6L
❖https://youtube.com/playlist?list=PLQnnmhmnAahsfCasrbycBKVFCtFwSV6H0&si=tjqg7hZvoQMdThAj
❖https://youtube.com/playlist?list=PLQnnmhmnAahvPc6Y11D37SOetn7NB9Yaf&si=C5rh2iS0TjO_8AG-
❖https://youtube.com/playlist?list=PLQnnmhmnAahsaC8g5ANF0Unh_iVpHZ6we&si=9okhIbrr2M3U8l38
❖https://youtube.com/playlist?list=PLQnnmhmnAahs9ChiGHkln3L2fnnvHg6_d&si=HmOmdLQ1xZvRr-em
❖https://youtube.com/playlist?list=PLQnnmhmnAahtiBbhZTX9Jx25bF9eAri-9&si=g6we425cXXIx9bpN
❖https://youtube.com/playlist?list=PLQnnmhmnAahvIbOyUisVEnBDPkiLSOAmr&si=dT-6j2L1wWvZfZEi
❖https://youtube.com/playlist?list=PLQnnmhmnAahsk6a9XaFPP8UJb5r-b-w7P&si=lOsdiphbTTEGttlM
❖https://youtube.com/playlist?list=PLQnnmhmnAahs_tfuT1ybAPbwBuRSKl-oI&si=UG-hovX_lg_6yXrt
❖https://youtube.com/playlist?list=PLQnnmhmnAahuex-3NOF-p_RP8Qdm-vFzA&si=g9AlRCy-gIel1neJ
❖https://youtube.com/playlist?list=PLQnnmhmnAahuJU37ckfrc35WBcYv2Gm_S&si=r1by8rc2vztzrFKp

astiope
10 Pogledi · 8 mjeseca prije

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
3 Pogledi · 8 mjeseca prije

Zeus presents Rick Dangerous (un-emulated) for the Amiga A500, a true classic from the golden era of amiga gaming which must not be forgotten alongside the software house and all programmers that were involved in making this game.

Year of release: 1989

This was such a big hit when it was released, i never really liked it because it was one of the most frustrating games i've ever played due to the fact that it was very hard, easy to die and when you did die it would send you back to the start or at least way back before the point you died.
The graphics are tidy, playability is good, plenty of death traps to keep you thinking and plenty of screens but for me not enough to come back,...too bloody frustrating!!!
I have used the invincibility trainer so i could upload the entire game for your viewing pleasure.

Hope all you amiga fans enjoy this upload.

Please note: NONE of my game uploads are emulated in any way whatsoever, they are 100% original recordings by myself taken directly from the original hardware the game was intended for, that way you know you're watching the real thing.
I will also always state weather i am using any cheats in the game, if not mentioned then i am not using any.
Check out my channel (http://www.youtube.com/user/ZEUSDAZ/videos), dedicated to gamers who loved the games of yesteryear.

Switch to 480p for best video quality and feel free to leave comments on my channel and vid's.

Keeping the memory of the Amiga and it's cool games alive!!!

astiope
4 Pogledi · 8 mjeseca prije

If you want to use my runplay as a guide, do it at your own risk. My runplays are not longplays or walkthroughs, they are made to just watch a plot and graphics, I often skip puzzles by walking through walls and doors

Runplays are like movies, they're intended to show you all levels, dialogs and music, they don't show my skill. I use filters, high resolutions and hacking skills to bring you these videos. If you want a perfectly smooth 60fps experience, use Firefox as your browser. Chrome, Vivaldi and other browsers drop a lot of frames. The best looking quality is only in 1440p (mostly for 3d games), others are significantly worse. If you watch in 1080p, know that you miss a lot. Worse texture quality, worse draw distance quality etc etc.

Nicky Boom 2, Amiga, Ps1, PSX, PC, DOS, Sony, Playstation, Top, Graphics, Longplay, Playthrough, Walkthrough, Runplay, Speedrun, TAS, HD, 60 fps, Quick, Retro, Video games, AVGN, Best, 720p, 1080p, 1440p

astiope
3 Pogledi · 8 mjeseca prije

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 Pogledi · 8 mjeseca prije

My old Amiga 500 recapped
Mouse USB adaptator
scart RGB
OSSC 325p Line4x

astiope
4 Pogledi · 8 mjeseca prije

Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
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
3 Pogledi · 8 mjeseca prije

Developed by Delphine Software and published by US Gold in 1992

Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u

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

astiope
4 Pogledi · 8 mjeseca prije

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
5 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: MadMatty

Brian the Lion Starring In: Rumble in the Jungle (AGA), developed by Reflections and published by Psygnosis in 1994. This version was included in the Commodore A1200 Computer Combat pack.

"IF YOU CAN'T STAND THE HEAT, STAY OUT OF THE JUNGLE
Meet the funkiest feline on two legs, Brian the Lion, starring in the wildest adventure ever to hit the Amiga! Brian's rumble in the jungle boasts hundreds of frames of character animation, megabytes of infectious music and a magnificent menagerie of console-style FX-including zooming, sprite scaling, de-resolution and rotation The scariest sight in Bermuda Shorts this side of Baywatch, Brian The Lion pounces into action in a roaring romp that's so hoe it's positively tropical."

Brian the lion was released as separate versions for A500 class machines as well as A1200 (AGA) and CD32. The version played here was bundles with the commodore Amiga 1200 Computer Combat pack. The A500 and A1200 versions are mostly the same apart from an extra playfield in the AGA version providing more detailed backgrounds. Disk loading has you sitting on blank screens for an extended time which isn't great (mostly cut out in this video) but it can be installed to HD to sped things up which is a rare thing. The CD32 release however offers some extra levels as well as a CD soundtrack. The game is designed to mimic console gaming of the same era like snes and mega-drive and the games manual states as much.

The game is a pretty average, but well presented platformer requiring you to travers many short levels, defeating any enemies for score if you wish, progressing through the levels to the inevitable boss fights before progressing to the next area. Gems and power-ups are spread about and you can spend those gems at a cloud for more power ups. The power ups allow you to roar, run or jump higher as well as allowing you to take more hits. Some levels feature alternate tornado exits that take you to short secret levels containing more gems. If you beat a level within the bonus time limit, you can attempt one of three challenge levels and beating all three awards an inventory full of power-ups.

Of course being a euro platformer it's not all fun, you have maze like levels, death traps, off camera platforms, leaps of faith sometimes requiring multiple plays to properly map the levels and correct routes and some really sketchy collision detection. The longplay is a full run through the game showing all main levels and secret levels. This results in quite a messy run as levels are repeated to access additional secret exits. There is an oddity or bug where the gems do not appear when revisiting a stage so i mostly run around all accessible areas on the first entry. The game is played on Hard difficulty which results in having no lives or hit point collectables in the levels.

Overall, it's a nice Amiga game but not a great game. It is well presented, looks and sounds good and there are a couple of different gameplay styles to keep things interesting. But the main levels can feel a bit repetitive and with the movement feeling quite slippy it's all to easy to miss jumps, fall off ledges and even walk into enemies. And with multiple routes, it's all to easy to miss something important.

00:00:00 Title Music
00:02:05 The Steamy Jungle
00:05:49 The Steamy Jungle
00:06:21 Jungle Secret
00:07:35 Liquid Land (Challenge 1)
00:08:43 Bonus Paradise
00:09:20 The Rocky Mountain
00:12:37 Rocky Secret
00:13:34 Sky High World (Challenge 2)
00:14:23 Fountain Secret
00:16:35 Gosh!
00:18:10 The Rocky Mountain
00:19:20 Crystal Kingdom (Challenge 3)
00:20:45 Pleasant Plains
00:23:35 The Rocky Mountain
00:24:28 The Fountain of Life
00:29:36 Rocky Secret
00:30:10 Barry the Bear
00:31:55 The Spooky Ruins
00:35:55 The Spooky Ruins
00:37:00 Ruined Secret
00:38:56 Ruined Paradise
00:39:28 Tribal Trouble
00:40:28 Tribal Secret
00:41:18 The Spooky Ruins
00:42:45 The Ocean
00:45:32 Run!
00:46:20 The Deserted Ruins
00:47:58 Mechanical Nightmare
00:49:53 The Deserted Ruins
00:50:47 Crumbling Terror
00:52:12 Tribal Secret 2
00:52:58 Graeme The Gorilla
00:54:44 The Way Forward
00:59:41 The Graveyard
01:02:11 Lava Lake
01:04:17 The Undead
01:05:52 The Graveyard
01:06:28 The Crypt
01:07:40 The Graveyard
01:08:26 Spooky Secret
01:09:05 Lava Lake 2
01:11:02 Panic in the Woods
01:12:32 The Undead
01:13:45 I Knew there was an Easier Way
01:16:30 The Volcano
01:19:55 EEEK!
01:20:54 The Volcano
01:21:52 Volcano Secret
01:22:50 Thank You Very Much!
01:23:42 Bit Nippy!
01:26:00 Frozen Terror
01:27:16 Bit Nippy
01:28:11 Frozen Secret
01:29:00 Geeza
01:31:25 Ending

Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
3 Pogledi · 8 mjeseca prije

http://www.recordedamigagames.org

Played By: DeathKnight

Enjoy..... -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
4 Pogledi · 8 mjeseca prije

Game Info
---------------------------------------------------
Developer: Terramarque
Publisher: Renegade
Year of Release: 1994

Game Review & Impressions
---------------------------------------------------
I had a fair few things to say about Elfmania, so much so that the review exceeded YouTube's maximum character limit for video descriptions! Head on over to my blog if you want to read my thoughts on this gorgeous but fundamentally flawed game: https://al82retro.blogspot.com..../2023/01/elfmania-co

Chapters
---------------------------------------------------
00:00 Main menu
00:40 Gameplay

astiope
2 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: SCHLAUCHI

The Great Giana Sisters is a 1987 platform game developed by German studio Time Warp Productions and published by Rainbow Arts. The scroll screen melody of the game was composed by Chris Huelsbeck and is a popular Commodore 64 soundtrack. The game is heavily based on Nintendo's Super Mario Bros. (1985), which led to production being stopped shortly after release, but it later inspired a number of sequels.

Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
6 Pogledi · 8 mjeseca prije

The first game of the classic Turrican series, released in 1990. Developed by Rainbow Arts, and created by Manfred Trenz.
Definitely a high quality sci-fi action platform game at the time.

astiope
3 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: Ironclaw

Subscribe: http://tinyurl.com/iamironclawsub
Twitter: https://twitter.com/IronclawFTW

Game release year: 1992

Ran this game on a stock A500 as more speed makes it move too fast. The A500 speed made it run slow at some times, and very fast at others, and never good frame rate. That's just how the game was made. It's even slower on the Atari ST.

I think I found all treasures, secrets, and got max possible score. Credit has to go to BagOfMagicFood as I mainly followed his Atari ST longplay. Most of the secrets I saw in the NES version is in the Amiga/Atari ST version, but some has been left out due to the difference in screen size and level design, I guess. Jumping into the gargoyle at 05:27 opens the bottom left wall of the room you start in. Entering that opening teleports the player to this room: 17:21. The part at 09:12 where the enemy stands has a trigger in the NES version, but in the Amiga version we can't jump that high, so couldn't get up there, so might not be a trigger there, but couldn't check. The rolling balls can be jumped on, and there is one to the right of this place, but it doesn't go this way (tried to hit it and stuff so it might change direction, nothing worked). Was thinking of jumping on the ball to get intro the trigger place.

I find it weird that there's no sound for when landing, but there is for jumping, and the jump sound sounds like a landing sound.

Cropped the game to 320x200, as that's the size most of the game is in, except the bottom part of the intro credits.

00:00 - Intro (awesome music!)
01:51 - Game start
30:52 - Rescuing the bitch and wins the game

---------------------------

I'm copying/pasting most of BagOfMagicFood's video description for his Atari ST longplay, as it has some good info, and I'm too lazy to pick it apart and only include the more important stuff:

-*-
Uh, yeah, you heard of this game, right? The game that was called Super Robin Hood on the Nintendo Entertainment System, except it was totally different from the original Super Robin Hood, and so it was renamed Robin Hood Legend Quest on all these other computers, except it was called The Amazing Adventures of Robin Hood on the ZX Spectrum title screen.

So these 16-bit versions got a total graphics update, and in some ways they're easier, but in other ways they're harder. You can control Robin Hood while he jumps, but his jumping is still stiff and floaty. Robin loads arrows instantly, but you're still forced to wait until your last arrow has vanished before firing another. The bats only move in circles rather than bouncing around the whole room, and they don't come back after you kill them. The archers all fire at chest level, so their arrows can all be ducked, except when you have to jump down to one from above. That's a major problem with increasing the size of all the graphics, as in the Commodore 64 version of Super Robin Hood, because you can't see things from as far away, and shots from a distance can catch you off guard. The dwarves... trolls... Moblins?... are bigger, and corridors are now relatively smaller, which means it's almost impossible to jump them with those low ceilings, and you can really embarrass yourself setting up the opportunity to make such a jump only to end up scraping the corner of the midget because your timing was just a little bit off. What really evens out the challenge here is that you're now awarded a free extra life every five thousand points or so. Therefore, some of these issues are why I was able to pull off this no-death run once without using the "pugwash" cheat, but a no-damage run is still out of my reach. I didn't get hit in most of the places I expected to, anyway!

Every port of Robin Hood: Legend Quest left out a few of the secret passage triggers, mainly because the screen size differed from NES and the passages no longer made sense with the new layouts. There's one in this version that COULD exist, but it's in a corner over a ledge that Robin Hood can no longer quite jump onto. If you do find a way to reach a secret that I missed, then that would allow for a higher final score, as these versions of the game actually acknowledge finding secrets and award points for them! That's why I touched the third secret--inside the corner gargoyle--even though it did nothing for me, so that I would get the points. If you want to know what it does, try running back to the very beginning of the game after activating it.
-*- -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
3 Pogledi · 8 mjeseca prije

Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Factor 5 and published by Rainbow Arts in 1991

I think that if there's one game in the Amiga software lineup that embodies the very essence of the machine, it's Turrican 2.

The game boasts some of the fastest, smoothest scrolling on the platform - a great example of what the OCS chipset was capable of.

The game features 11 expansive levels, packed full of secret areas and hidden bonuses, many of which I knew nothing about (and subsequently failed to cover in my original 2013 longplay); quite how the developers managed to pack the entire game into a single, double-density floppy disk is amazing!

Of course, it's Chris Huelsbeck's amazing soundtrack that really steals the show. It's a stunning showcase of the Amiga's audio capabilities, not to mention Huelsbeck's talent, and remains, at least as far as I'm concerned, one of the greatest video-game soundtracks of all time.

As for this recording, I downloaded a set of maps that covered each of the levels in detail, and I made sure to try and include everything (especially the sub-bosses) that I'd left out of my original attempt. It's not a perfect run - there were a couple of extra lives I was unable to collect in level 2-2 thanks to the fact I'd used up my super attack accidentally, but it wasn't worth restarting the game for.

Credits
Coding: Holger Schmidt
Graphics: Andreas Escher, Manfred Trenz
Music: Chris Huelsbeck

Time Codes
00:00:00 - Intro (music by Chris Huelsbeck)
00:08:15 - Level 1-1 (music by Chris Huelsbeck)
00:18:40 - Level 1-2 (music by Chris Huelsbeck)
00:25:40 - Level 2-1 (music by Chris Huelsbeck)
00:34:43 - Level 2-2 (music by Chris Huelsbeck)
00:43:50 - Level 3-1 (music by Chris Huelsbeck)
00:47:12 - Level 3-2 (music by Chris Huelsbeck)
00:51:17 - Level 3-3 (music by Chris Huelsbeck)
00:53:14 - Level 4-1 (music by Chris Huelsbeck)
01:04:34 - Level 4-2 (music by Chris Huelsbeck)
01:13:50 - Level 5-1 (music by Chris Huelsbeck)
01:24:08 - Level 5-2 (music by Chris Huelsbeck)
01:28:10 - Ending (music by Chris Huelsbeck)

#turrican2
#amiga
#walkthrough

astiope
4 Pogledi · 8 mjeseca prije

Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Reflections and published by Psygnosis in 1990

The original Shadow of the Beast was a technical masterpiece when it launched in 1989, although gameplay definitely wasn't its strong-suit.

Released just a year later, Beast 2 feels like a real step backward. If you thought the original game was unbalanced, just way till you experience the sequel - it absolutely delights in pushing the player into inescapable situations and dead ends if you're not carrying the correct items at the right time!

There are also far too many encounters requiring pixel-perfect timing - 07:34 is a perfect example - and the whole affair is just tiresome. At least the inclusion of health potions to restore health is a small bonus.

The multi-layer parallax that looked so amazing in the first game is largely absent, and the visual style is considerably more drab and dreary. The actual artistry is still of an excellent standard, but the muddy browns and greys of the colour palette don't exactly excite.

Tim Wright replaced David Whittaker as composer on this second outing, and his musical score is probably the only highlight about this sequel.

#shadowofthebeast
#amiga
#walkthrough

astiope
2 Pogledi · 8 mjeseca prije

Developed and published by System 3 in 1992

A new longplay of this visually stunning 16-bit version of Myth: History in the Making. This was recorded using the retail disk version, rather than WHDLOAD.

Credits
Coding: Dave Colclough, Dave Collins, Steve Wetherill
Graphics: Robin Levy, Phil Thornton, Bob Stevenson, Paul Docherty, Alan Hunnisett
Music: Don Howard

Time Codes
00:00 - Intro (music by Don Howard)
05:59 - Level 1A (Hades)
09:31 - Level 1B (Skyros)
12:12 - Level 1C (Temple of Athenae)
14:22 - Level 2A (Maelstrom)
16:10 - Level 2B (Forests of Nidhogg)
19:00 - Level 2C (Asgard)
24:23 - Level 3A (The Valley of the Kings)
27:40 - Level 3B (Chambers of Anubis)
31:10 - Level 3C (Tomb of the Pharoah)
33:05 - Level 4A (Realm of Chaos)
36:00 - Level 4B (The Final Confrontation)
37:30 - Ending

#amiga
#retrogaming
#walkthrough

astiope
4 Pogledi · 8 mjeseca prije

Developed by Special FX and published by Ocean in 1990.

Follow me on Twitter: https://twitter.com/Al82_Retro
Add me on Google+: http://bit.ly/1tPwL1u

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
4 Pogledi · 8 mjeseca prije

Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed by Revolution and published by Virgin Games in 1992

One of Revolution's first graphic adventure games and an innovative concept focusing more on dialogue using it's 'Virtual Theatre' concept than item-based puzzle-solving. I'd known about the game ever since I saw it in magazines, but this is the first time I'd ever actually played it.

It's an interesting adventure with some well-written dialogue and script writing, but it does make it something of a slow burn, especially when compared to The Secret of Monkey Island and Simon the Sorcerer. You can actually beat the game in a much shorter time than this, but interacting with other characters is a big part of the game, so I wanted to show as much of that as possible.

As for the virtual theatre stuff, characters will travel between various locations in the game independently, and there's a comprehensive inventory interaction system present. This is virtually never used though - there's only a couple of scenes in the entire game where your required to do much more than pick up or give items to people.

Sadly, there are a number of bugs in the game, some of which can leave the game impossible to complete.

For example, Lutheran can get stuck behind the anvil in his forge, which makes it impossible to give him the flask needed to collect the shape-shifting potion.

The other issue here is the amount of loading when moving between locations. Even running from a HDD, you're looking at 6 seconds of disk access to load each scene, and the floppy version takes 16 seconds; I went through the footage and removed as much as 60 minutes from the final cut.

#amiga
#walkthrough
#lureofthetemptress

astiope
2 Pogledi · 8 mjeseca prije

☝ *Allgemeines*
Gobliins 2: The Prince Buffoon
(Longplay / Deutsch / Ohne Kommentar)
gespielt und aufgenommen von GG Held.
----------------------------------------------------------------------------------------------------------
☝ *Über das Spiel*
Das Spiel ist die ScummVM Version.
-----------------------------------------------------------------------------------------------------------
☝ *Persönliche Bewertung*
6/10
------------------------------------------------------------------------------------------------------------
☝ *Kapitelübersicht*
00:00:10 Intro
00:01:45 Kapitel 1
00:17:41 Kapitel 2
00:40:33 Kapitel 3
00:49:37 Kapitel 4
00:59:16 Kapitel 5
01:19:43 Kapitel 6
01:32:51 Kapitel 7
------------------------------------------------------------------------------------------------------
☝ *Adventures Playlist*
https://bit.ly/3iA0qfW
☝ *Goblins (Franchise) Playlist*
https://bit.ly/3XZY1hZ
-------------------------------------------------------------------------------------------------------
☝ *Soziale Netzwerke*
► Twitch: https://bit.ly/3mgdG8j
► Discord: https://bit.ly/3Rj0aAN

astiope
3 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: Ironclaw

Subscribe: http://tinyurl.com/iamironclawsub
Twitter: https://twitter.com/IronclawFTW

Daaaaaamn this game is hard!

The were more cool weapons/powers I didn't show, cuz they didn't drop for me.

There are no sound effects, but the manual says "F2 - Music on/off, Sound FX on/off", which is under "Atari ST & CBM Amiga", so maybe the Atari version has sound effects? I found two versions of this game, and tried both but didn't see a difference, other than the files were showing on the disks in the other version, while in this one I recorded they were hidden. Yeah, I tried all keys and even listened through the files for SFX - nothing.

07:01, just realized I could throw faster if I waited a bit between each attack, or he just did the throw animation and nothing came out. Also, can't attack when the fire thingy is above me or I get hit.

10:46 - the music started speeding up for a short moment for some reason. (edit: yeah, I see now, WinUAE went crazy and outputted the wrong frame rate to the .avi which messed up the sound. Wish I detected it during editing so I could have fixed it. Too much work to do it now)

10:54, no idea what happened here. Same thing happened to someone else's longplay of this game as well: https://youtu.be/z3jrCkq69rs?t=7m12s.

At 13:55 I ran back and forth a bit, trying to trigger a blue enemy that kept popping up under me... this time he didn't show though.

The jump at 14:20 is not an editing error. It happens every time the music goes into that loud part.

15:44, only time you can climb as a/the chicken :)

03:44 - Level 1
07:20 - Level 2
10:00 - Level 3
12:34 - Level 4
15:36 - Level 5
19:15 - Final boss -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
3 Pogledi · 8 mjeseca prije

http://www.recordedamigagames.org

Played By: Lemm

No comment from player. -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
6 Pogledi · 8 mjeseca prije

Developed and published by Flair Software in 1991

My first and only experience with the game prior to recording the video was the demo of the C64 version, which featured on a Commodore Format magazine Power Pack cassette. I can't remember if was any good or not, but it remained a curiosity, especially once I'd played the definitely-not-a-suitable-game-for-kids, Elvira: Mistress of the Dark.

The gore and scariness present in Horrorsoft's adventure-cum-RPG are absent here, and it's not even the remotest bit spooky. I guess Flair decided to do something else with the Elvira licence, and a platformer made for a logical choice.

What we got was a Gods clone, which replaced the hulking gladiator with Elvira's more svelte form, but also dispensing with the clever traps and puzzles.The game reviewed reasonably well at the time, gaining scores between 70 and 80% range; Amiga Power praised the visuals and gameplay, describing it as "a real treat to play", but it's not a sentiment I share. Yes, the artwork and animation is good, and the fundamental platforming elements (moving, jumping) work well enough, but the vast, maze-like levels are confusing and difficult to traverse, often containing pits and traps off-screen that you can't see. The Ice World proved especially problematic, thanks to use of switches, triggers and keys that are meant to remove barriers at key locations. There's no real way to understand how or where these objects are linked, aside from traipsing from one corner of the level to the other to see if anything has changed. I checked out the level maps over on Hall of Light, and there were quite a few secret areas I couldn't figure out how to get into, but the monotony meant I had no inclination to try and figure out why certain teleporters didn't work.

My biggest complaint by far, however, is the collision detection. Elvira's projectiles will pass through certain enemies unless they touch a very specific pixel, and the fact she throws weapons in an arc makes it difficult to hit things anyway.

For those wondering about the plot, Elvira receives a vision during a dream from a supposed ancestor, King Gustav of Transylvania, who promises to leave his castle to her if she can clear out a bunch of demons from the various worlds he used to inhabit.

Credits
Coding: Mick Hedley
Graphics: Phillip Nixon
Music: Phillip Nixon

Chapters
0:00:00 Intro (music by Phillip Nixon)
0:01:50 Main Menu (music by Phillip Nixon)
0:02:31 Fire World (music by Phillip Nixon)
0:22:26 Ice World (music by Phillip Nixon)
0:52:48 Castle World (music by Phillip Nixon)
1:17:49 Ending (music by Phillip Nixon)

#elvira
#retrogaming
#amiga

astiope
3 Pogledi · 8 mjeseca prije

Somehow I didn't find all of the secret rooms, but oh well: https://hol.abime.net/3354/gamemap

astiope
3 Pogledi · 8 mjeseca prije

All Commodore Amiga Games - Every Amiga Game In One Video (almost) [WITH TITLES]

astiope
4 Pogledi · 8 mjeseca prije

Agony is a side-scrolling shoot 'em up game, released by Psygnosis in 1992 for the Commodore Amiga home computer.

Agony is a shoot 'em up but with a surreal-fantasy background. It features an owl (the company logo) flying its way through six worlds filled with monsters. The owl uses various waves of echo-location which the player fires at the enemies.
According to the manual backstory, the sun-wizard master Acanthropsis discovers the "Cosmic Power" with a toll on his life. Before dying he teaches it to his disciples, Alestes and Mentor.

Because of memory constraints, the game features no introduction, however the game and manual mention that Alestes has been transformed into an owl, and has to pass through Mentor's traps and monsters in order to reach the Cosmic Power.

TECHNOLOGY:
The game makes great use of many Amiga features such as scales of colors done with raster lines, halfbrite graphics mode for the between-level pictures, three layers of parallax scrolling using dual-playfield mode, in-game palette swapping and continuous flashing of the background palette to simulate additional colors. Featuring three floppies, the game ran on all Amiga computers. In common with other Amiga titles, the music was created with sampled sounds.

MUSIC:
The game featured a theme song by Tim Wright, which – atypically for an action game – was a classically themed, piano-led instrumental. The title song was adapted without giving him proper credit by the keyboardist of Dimmu Borgir in the song "Sorgens Kammer" for their Stormblåst album. The band did not know about this. Following several months of communication between Wright and Dimmu Borgir, and in a nod to the composer, the band did not include the track on a later re-recording of Stormblåst.

The title song is also slightly different from the version that Tim Wright originally submitted to Art & Magic. Franck Sauer advised Wright that he could source improved piano sounds for the piece, and requested permission to change them. Wright agreed, but did not hear the end result before the game went to final master, and consequently some notes within the piece were transposed; this 'mistake' was also covered by Dimmu Borgir.

Artwork: Frank Sauer, Marc Albinet
Programming: Yves Grolet
In-game Music: Jeroen Tel
Producer: Steven Riding
Intro Music: Tim Wright, Martin Wall
Intro Coding: Thomas Landspurg
Ending Music: Robert Ling, Martin Wall
Loadingscreen Music: Robert Ling, Martin Wall, Matthew Simmonds, Martin Iveson, Allister Brimble
Flashback Compressor: Laurent Larminier
Disk Loader: Mickael Janssens
QA: Greg Duddle, Chris Stanley, Nick Burcombe
Cover Art & Logo Design: Tony Roberts, Roger Dean

Captured and played at 50Hz.

Used in this longplay:

PC hardware - AMD gpu
Emulator - WinUAE with WHDLoad
Controller - 10 button custom made arcade joystick
Joystick: Sanwa JLF-TP-8YT
Buttons: OBSF-30 with 2 microswitches (perfect for Amiga games)

Keep it real, keep it retro!!!!

astiope
6 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: Ironclaw

Subscribe: http://tinyurl.com/iamironclawsub
Twitter: https://twitter.com/IronclawFTW
My website: http://www.iamironclaw.com

For the first time in my life I see why this game is so famous and got top ratings. I played this game for the first time when I was a kid, didn't complete it. My usual tactic in games like this is to just use everything on everything with everything till something new was done right. I never really read everything the characters said, never immersed myself in the story, jokes, anything. Same thing when I did my first longplay of this game over 7 years ago, just went with a walkthrough and zombi-like went through the game.

This time I did it differently. I researched everything on the game so I wouldn't miss any of the best things (at least I hope I didn't miss anything too important), read every dialogue, asked every question and answered with every possible answer, but can not show all of those as I used savestates to go back and try other alternatives. So, I went with the "paths" I thought "gave" the most. There's a lot of dialogue in this game and even though I've read it all (or most of it), I decided to keep some of it out as too much talking can be boring, so I might end some conversations early and may not even talk to certain characters.

The Amiga version has been longplayed several times by different people, and they all fail in one or more ways, like: runs slow as hell!, bad frame rate, not cropped, super low image and sound quality, LOOOONG ass loading times, skipped all or most of the talking, rushed through the game, didn't include the entire intro or ending, skipped Easter eggs and the second ending (yeah, there's 2 endings), etc. Thus, a new PROPER version was very much needed, and that's hopefully this one.

When you fight the pirates to learn the different insults and comebacks, and one says "How! You're good enough to fight the Sword Master.", you can then challenge the Sword Master, but it can be hard to win as the insults she throws at you are random, and you don't have all the comebacks yet. So, I could either keep fighting the pirates and learn them all, or challenge her... I decided to get a few more before facing her (wouldn't have to because of save states, but did anyway). This fighting pirates to gather them all is sooo boring, which is the main reason I stopped there and went to her.

These are the ones I didn't bother to learn: http://tinyurl.com/kydawsa

The mouse I used suck, so I decided to do things using the shortcuts instead.

At 01:33:00 I went back as I forgot to read the note. It's not needed, but it's funny and informative :P

This "Last Part" message at 02:36:57 only lasted for about 0.2 seconds. I thought it might be because I ran the game from a harddrive, but that shouldn't be it because the other parts played properly. I checked a couple of longplays by others, same thing in those. The other longplays have long loading times, so they probably played from floppies. Wonder if this is a bug with the game, or emulator problem, OR maybe the people who made the game didn't want it to last longer for some reason. Anyway, I "fixed it".

I don't like how I keep leaving the door to the store open :P, so from this point on, I close it: 01:43:18. Leaving it open just looks bad, doesn't keep the heat inside, bugs and stuff could crawl in, AND it's just proper manner to close it behind you when you leave or enter.

At the end where I finish LeChuck off with the root beer, if I let him hit me instead, I just fly randomly between this place and the sword trainer's.

00:02:41 - Part One: The Three Trials
01:50:13 - Part Two: The Journey
01:58:16 - Part Three: Under Monkey Island
02:36:57 - Last Part: Guybrush kicks butt

Bonus stuff:

02:46:38 - Alternative ending. This is the TRUE ending, IMO.
02:48:13 - Sinking the ship (gives the alternative ending).
02:48:36 - Guybrush DIES!... almost. They poke fun of the deaths in Sierra games.
02:48:55 - Each time you escape the hut, they upgrade the security (up to 3 times).
02:49:10 - Guybrush dies FOR REAL this time! Takes about 10 minutes, as that's how long he can hold his breath (00:09:19).
02:50:51 - This is the reason why they deserved the fate they got in the alternative ending.
02:52:14 - I never bothered with this bottle, so thought I would include it here instead.

I wanted to include the "Insert disk 22" tree stump Easter egg, but it's only available in the early versions on PC.

Pressing CTRL+W will prompt "Are you sure you want to win? (Y/N)". Pressing "Y" shows a black screen with the text "You Win", then "You scored 800 out of 800 points.", then you just see the normal credits where everything before is left out, like the part with Guybrush, Elaine and fireworks. -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
4 Pogledi · 8 mjeseca prije

Silkworm is a classic side scrolling shooter, developed by Tecmo and first released for arcade in 1988. In 1989 it was ported to the Amiga

astiope
4 Pogledi · 8 mjeseca prije

http://www.recordedamigagames.org

Played By: ScHlAuChi

This is one of the best looking Amiga games - it even beats most AGA games - incredible pixel art. The only thing that drags this game down is the inconsistant framerate and scrolling - but still an awesome game! -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
4 Pogledi · 8 mjeseca prije

http://www.recordedamigagames.org

Played By: Lemm

A very nice Jump'n'Run Game with puzzle elements.
The primary mission of Captain Flynn is to free all crew members hidden in all four levels of Redbeard's island.

Still missing the sequel. -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
4 Pogledi · 8 mjeseca prije

http://www.recordedamigagames.org

Played by: Eino -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
3 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: Ironclaw

Subscribe: http://tinyurl.com/iamironclawsub
Twitter: https://twitter.com/IronclawFTW
My website: http://www.iamironclaw.com

A very nice and beautiful adventure game that I've completed several times. I longplayed this years ago and didn't include the deaths back then, or correct a bug the game has - when talking to the plant, the screen shakes, but it stops shaking when the screen is not in proper place so the screen is stuck at several pixels too low, so I've corrected that this time.

The text duration is pretty slow in most cases (depends on scene), so I set it to clickable instead so I could control when to move on to the next, but it doesn't work that good. If using clickable, I can skip/end my own talk with a simple mouse click whenever I want while not talking to anyone... but, it's random if I'm talking to someone (sometimes automated and I have no control). Like, sometimes I can skip both mine and their text, sometimes just mine. Clickable should IMO work on both every time. So I changed it back at 30:58 as I never knew when I could skip it. Happened several times I thought "OK, the text has shown long enough" and clicked just as the text was removed by the game itself, causing the new text to be removed by my click, so had to load save states several times.

I know the fireberries can be placed in the different rooms in the cave so they will always be lit when you get back to them, I did it like that in my old longplay. This time I just picked up a new berry instead when needed.

Why does he cough like a girl (or whatever to call it) at 36:57? Not hard to use a manlier one IMO. Guess it might be for comedic effect :) (the game has loads of those)

Curse you Malcom for murdering Brandon's parents! Brandon talked to his dead mother by the grave and the way she talked was like she's never really been dead for real, like her life went on elsewhere (heaven?) as she said she knew he would come, like she's been waiting. So, my first thoughts were: what has she been up to until now? And what did she do yesterday? I would ask those type of questions to her if I was in Brandon's shoes.


Some DEATHS!: (couldn't find more, but more might exist)

02:17:03 - Trying to pass the broken bridge. I display the game over menu only this time and cut it out at the end of the other deaths.
02:17:57 - This is what happens when not using the heal to remove to poison.
02:18:43 - The right move here is of course to throw the dagger back at him, but if you instead try to leave (in this case I try to enter the cave)...
02:18:59 - No fireberry = darkness = DEATH!
02:19:38 - Alternate way of leaving the island, but you won't get far :P
02:20:01 - Why do they lick their mouths if they aren't going to eat him?
02:20:18 - Try passing him without putting him to sleep with the healing spell was a bad idea.
02:20:24 - The invisible spell (or whatever it's called) doesn't just make you invisible, but things just passes through you as well, which you saw earlier when the ball went through me and bounced off the mirror. So, this time I didn't use the spell.


Nothing special:

02:20:37 - Thought I would show this room as well as you saw the other one, the one with the 4 bells and a key behind a painting (the statue is Zanthia BTW, damn Malcom!). Brandon said in the other room that it might be his grandfather's or Zanthia's room (not in this video as I never clicked on the things needed), so he wasn't sure, but as he seems to be quite sure THIS is Zanthia's room - the other one is probably his grandfather's.

Sooo, I got a bit confused. Did Zanthia use live there? Is she his sister or something? I thought she only was this chick who lived alone in the forest. Maybe she was kicked out when Malcom took over, donno. Maybe it was explained in the game and I missed it. I do have the manual with the story but too lazy to read it. I will probably read the story later, but will not edit this text even when I know everything and won't have any questions anymore :P -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
6 Pogledi · 8 mjeseca prije

Zeus presents Jaguar XJ220 (un-emulated) for the Amiga A500, a true classic from the golden era of amiga gaming which must not be forgotten alongside the software house and all programmers that were involved in making this game.

Year of release: 1992

Sometime ago I uploaded the entire soundtrack of this game (https://www.youtube.com/watch?v=kGHpeZKGvjI), yet till this day the entire game including It's ending has still not been uploaded.
So, what I've done is include the first and last lap of every course across every country followed by the end screen which has extra music that isn't included in my full soundtrack upload of this game.
The game has a great soundtrack and plays very well,...not as fast, smooth or as well as Lotus 2 but It's still very good.
The main problem with this game is It's just far too damn long, this upload is 3hrs and yet that's after the 1hr of loading times I removed and the estimated 120 laps of the tracks I didn't include (only the 1st and last lap of each race included in this upload), with those added I calculate this game would take around 7 to 8 hours from start to finish!,...that's just far too long for any game and It's not surprising this hasn't been longplayed before for those reasons, wer'e talking around 220 laps in the entire game,...just insane.
Anyway, here is a semi-longplay and finally the end screen can be seen with rather good music to go with it.
I have used the magical cheat button so once I finish the first lap the game rockets me to the last lap in 1st place.

I hope all you Amiga fans enjoy this upload.

Please note: NONE of my game uploads are emulated in any way whatsoever, they are 100% original recordings by myself taken directly from the original hardware the game was intended for, that way you know you're watching the real thing.
I will also always state weather i am using any cheats in the game, if not mentioned then i am not using any.
Check out my channel (http://www.youtube.com/user/ZEUSDAZ/v...), dedicated to gamers who loved the games of yesteryear.

Feel free to leave comments on my channel and vid's.

Keeping the memory of the Amiga and it's cool games alive!!!

astiope
3 Pogledi · 8 mjeseca prije

http://www.longplays.org

Played by: Ironclaw

This is a BAD port. It pretty much just have three sound effects and one tune. The only good thing about it is that one tune, so I recorded the entire thing. Jump to 6:31 to skip it.

There's some graphic errors, but that's because I played it on an emulated A1200 (pretty sure that's the reason) as A500 is too slow.

I added the special programmer message at the end, which you get to see if you press HELP during the part of the intro where the fat guy is told to turn on his TV. The places I visited online that mentions this cheat says to press HELP five times, but ONE is enough, was for me anyway, tried it more than once. -
Disclaimer: Most videos by World of Longplays use SaveStates!

astiope
5 Pogledi · 8 mjeseca prije

Apidya is a shoot 'em up game released in 1992 for the Commodore Amiga. The game incorporates the best techniques from titles like Gradius and R-Type, but with a unique insect and nature-themed twist. The story revolves around Ikuro, whose wife has been poisoned by the dark magic of an evil being. To save her, our hero transforms into a superpowered bee and races against time to find an antidote for his beloved and take revenge on the master of evil.

Developer: Kaiko
Publisher: Play Byte
Release date: 1992
Platform: Commodore Amiga 500

*Scene 1*
[00:00] Intro
[01:52] Stage 1-1
[03:51] Bonus Stage
[04:57] Stage 1-2
[06:28] Stage 1-3

*Scene 2*
[09:05] Stage 2-1
[10:55] Stage 2-2
[12:48] Stage 2-3

*Scene 3*
[16:02] Stage 3-1
[17:48] Stage 3-2
[18:57] Stage 3-3

*Scene 4*
[21:31] Stage 4-1
[25:35] Stage 4-2

*Scene5*
[28:45] Stage 5-1
[29:41] Stage 5-2
[30:48] Stage 5-3
[32:26] Stage 5-4
[33:03] Stage 5-5
[33:16] Final Boss
[33:54] Ending


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astiope
19 Pogledi · 10 mjeseca prije

⁣Turrican 3, in der deutschen Ausgabe auch Turrican III: Payment Day und auf Konsolen Mega Turrican genannt, ist ein Plattformspiel der Turrican-Reihe und wurde 1993 für Amiga und 1994 für Mega Drive veröffentlicht.

Das letzte Kapitel, das nicht mehr von Manfred Trenz herausgegeben wird, enthält weiterhin die Musik von Chris Hülsbeck. Im Vergleich zu den ersten beiden Kapiteln fehlt das Erkundungselement fast vollständig, und es gibt weniger Level. Außerdem wurde der Rotationsschuss entfernt und durch ein Seil mit Enterhaken ersetzt, das zum Erreichen höher gelegener Punkte nützlich ist.

astiope
16 Pogledi · 10 mjeseca prije

⁣The Addams Family is a platform game based on the 1991 film of the same name and developed and published by Ocean Software. It was released for home consoles such as the Super Nintendo Entertainment System, computers such as the Amiga, and handheld consoles like the Game Boy.



The game has the player control Gomez Addams. His mission is to rescue other members of the Addams family from the clutches of Abigail Craven, who, alongside The Judge and the family attorney Tully Alford, is trying to seize the Addams' wealth. The game is non-linear, with players moving throughout the mansion's many inside and outside areas, some of which are hidden. Opponents include bosses each holding a member of the Addams Family hostage, making them necessary to defeat. Power-ups, extra lives, and money are also collectable.Ocean, a leader in the market of video game adaptations of film in the late 1980s, began development of the tie-in for The Addams Family film in April 1991, before the film switched studios from 20th Century Fox to Paramount Pictures. It was originally planned to be a puzzle video game released only on computer consoles. However, that changed when Ocean was called by the studio to develop a version for the SNES. The final result was that all versions, including the computer versions, were platformers with the same storyline, setting and objective. The game was critically well-received for its graphics, sound, and music, but also was widely considered to be a derivative platformer of its time.

astiope
15 Pogledi · 10 mjeseca prije

⁣Superfrog is a scrolling 2D platform game, originally developed for the Amiga and published in 1993 by Team17. Later releases were handled by Ocean Software and GOG.com.

astiope
22 Pogledi · 10 mjeseca prije

⁣Nicky Boum, besser bekannt als Nicky Boom, ist ein seitlich verlaufendes Plattformspiel, das ursprünglich 1992 von Microïds für Amiga, Atari ST und MS-DOS entwickelt und veröffentlicht wurde. 2008 erlebte das Spiel ein zweites Leben mit einer Neuauflage für Mobiltelefone, die Ende 2008 auch für Windows-Computer verfügbar war. 2006 wurde es außerdem für den Tapwave Zodiac-Handheld portiert. Es wurde auch als Homebrew-Version für die PlayStation 2 portiert.[1] und ist für Mac OS verfügbar. In Nicky Boom steuert der Spieler den titelgebenden Jungen, der versucht, seinen Großvater vor einer bösen Hexe zu retten. Das Spiel erhielt überwiegend positive Kritiken und eine Fortsetzung mit dem Titel Nicky 2.

astiope
11 Pogledi · 10 mjeseca prije

⁣⁣Lotus Esprit Turbo Challenge ist ein Rennsimulator, der von Magnetic Fields entwickelt und 1990 von Gremlin Graphics für die damals gängigen Heimcomputer veröffentlicht wurde. Im darauffolgenden Jahr folgte Lotus Turbo Challenge 2.

astiope
16 Pogledi · 10 mjeseca prije

⁣Leander is a video game for the Amiga developed by Traveller's Tales and published by Psygnosis in 1991. It was the first game developed by Traveller's Tales. The game was developed on the Amiga, then converted to the Atari ST by Philipp Wyatt for W.J.S Design.[citation needed] A year later it was published for the Sega MegaDrive as Galahad by Electronic Arts.

astiope
17 Pogledi · 10 mjeseca prije

⁣Gods ist ein Plattformspiel der Bitmap Brothers, das 1991 für Amiga und Atari ST erschien. Der Spieler schlüpft in die Rolle von Herkules auf seiner Suche nach Unsterblichkeit. Es wurde für Acorn Archimedes, Genesis/Mega Drive, PC98, Super Nintendo Entertainment System und Atari Jaguar portiert.

astiope
25 Pogledi · 10 mjeseca prije

⁣Gobliiins is a puzzle adventure video game series, consisting of five entries, released by Coktel Vision (and later Sierra On-Line) for the Amiga, Atari ST, DOS, Macintosh, iOS and Windows platforms.[1] The first three titles were released in the early 1990s, the fourth in 2009, and fifth in 2023. The visual look of the series and its characters were created by French artist Pierre Gilhodes, whose style was used in another game from Coktel Vision: Woodruff and the Schnibble of Azimuth.

astiope
3 Pogledi · 10 mjeseca prije

⁣Benefactor is a video game for the Amiga developed by the Swedish team Digital Illusions CE (DICE) and published in 1994 by Psygnosis.

astiope
5 Pogledi · 10 mjeseca prije

⁣Assassin is a platform video game with shoot 'em up elements for the Amiga. It was developed by Psionic Systems and published in 1992 by Team17, the company best known for the Worms franchise. Assassin was updated and re-released in 1994 as Assassin: Special Edition.

astiope
22 Pogledi · 10 mjeseca prije

⁣Arabian Nights is a platform game first released on the Amiga in 1993. It was produced by Krisalis Software. The game was originally released on two floppy disks but later became available on CD for the Amiga CD32 release. The game was developed by Visiware Studios.

The player controls Sinbad Junior, a lowly gardener who witnesses the kidnap of the princess by a dragon. After Sinbad Junior tries to save her from the flying dragon, he ends up falling back to Earth and becoming unconscious before awakening in a prison accused of sorcery and capturing the woman he tried to save.

astiope
14 Pogledi · 10 mjeseca prije

⁣Another World is a cinematic platform action-adventure game designed by Éric Chahi and published by Delphine Software in November 1991. In North America it was published as Out of This World. The game tells the story of Lester, a young scientist who, as a result of an experiment gone wrong, finds himself on a dangerous alien world where he is forced to fight for his survival.

Another World was developed by Chahi alone over a period of about two years, with help with the soundtrack from Jean-François Freitas. Chahi developed his own game engine, creating all the game's art and animations in vector form to reduce memory use, with some use of rotoscoping to help plan out character movements. Both narratively and gameplay-wise, he wanted the game to be told with little to no language or user-interface elements. The game was originally developed for the Amiga and Atari ST but has since been widely ported to other contemporary systems, including home and portable consoles and mobile devices. Chahi has since overseen release of various anniversary releases of the game.

Another World was innovative in its use of cinematic effects in both real-time and cutscenes, which earned the game praise among critics and commercial success. It also influenced a number of other video games and designers, inspiring such titles as Ico, Metal Gear Solid, Silent Hill, and Delphine's later Flashback. It is now considered among the best video games ever made.

astiope
8 Pogledi · 10 mjeseca prije

⁣Curse of Enchantia ist ein Grafik-Adventure, das 1992 vom britischen Videospielhersteller Core Design für MS-DOS und Amiga entwickelt und veröffentlicht wurde. Das Spiel erzählt die Fantasy-Comic-Geschichte von Brad, einem Teenager von der Erde, der von einer bösen Hexenkönigin magisch in die Welt Enchantia entführt wird. Er muss fliehen und einen Weg zurück in seine eigene Dimension finden.

Curse of Enchantia, zunächst bekannt als Zeloria, war Core Designs erster Versuch im Adventure-Genre und sollte mit LucasArts und Sierra Online konkurrieren. Das Spiel zeichnet sich durch einige für ein Adventure dieser Zeit höchst unkonventionelle und kontroverse Spielmechaniken und Designentscheidungen aus, darunter viele einfache Action-Sequenzen und praktisch keine Spieltexte und -gespräche.

Dennoch wurde Curse nach seiner Veröffentlichung allgemein positiv aufgenommen, insbesondere von den Amiga-Magazinen, die insbesondere die Grafik und Animation des Spiels lobten, während die unlogischen Rätsel und das ungewöhnliche Design oft kritisiert wurden. Eine direkte Fortsetzung war kurzzeitig geplant, wurde aber schließlich zu einem spirituellen Nachfolgespiel mit dem Titel „Universe“, das 1994 veröffentlicht wurde.




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