· 7 years ago · Jan 27, 2019, 08:26 PM
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123 <emu_description>No-Intro_NES</emu_description>
124 <emu_category>Top 50</emu_category>
125 <emu_version>20151219</emu_version>
126 <emu_date>12/19/2015</emu_date>
127 <emu_author>Zach_Morris</emu_author>
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134 <emu_comment>For the storied gamer, the Super Nintendo holds a place of extreme pride in the pantheon of gaming consoles. Some consider it the greatest console ever; others had Genesis, but still recognize that the Super NES was pretty freakin' cool. Regardless of who you talk to, you'll be hard-pressed to find someone who doesn't like the SNES.[CR]There must be reasons why everyone loves the system, and the top 50 reasons await in this list. Thousands of hours were spent exploring, conquering, and loving these games, and their influences on current game development are countless. These are the cream of the crop of 16-bit Nintendo gaming; read on and remember.</emu_comment>
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141 <game name="Ms. Pac-Man (USA)">
142 <description>Ms. Pac-Man (USA)</description>
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144 <title_clean>Ms. Pac-Man</title_clean>
145 <plot>[CR][B]Overview:[/B][CR]The idea of Ms. Pac-Man did not come from Namco, but from hackers. The first version of Ms. Pac-Man was created in 1981 by a handful of programmers at General Computer Corporation. The programmers took a Pac-Man cabinet and modified it, calling it Crazy Otto.[CR]The programmers showed it to Midway who were both surprised at the quality of Crazy Otto and were getting upset over the long wait between the original Pac-Man and its sequel. Midway bought the rights for Crazy Otto and added the Pac-Man sprites and iconic name Ms. Pac-Man to the previously bootlegged game.[CR]Namco quickly took note of Ms. Pac-Man's swiftly growing popularity. Midway had not received consent from Namco to publish the game and a legal battle was about to erupt. Fearing a case would be brought against them, Midway and GCC turned over the rights for Ms. Pac-Man to Namco. Afterward, Namco created numerous ports for the home consoles while benefiting from the widely popular arcade game that was quickly becoming a cultural phenomenon in its own right.[CR][B]Gameplay:[/B][CR]Ms. Pac-Man's gameplay does not stray much from Pac-Man's simple mechanics of eating pellets, numerous types of fruit, and power pellets to eat ghosts. However there are a few major changes that would change the gameplay experience between both games.The first such change is that the three intermissions in the game are changed to tell the story of Pac-Man and Ms. Pac-Man's relationship from dating all the way to a stork dropping off their baby.The second change is a minor one; the changing of the orange ghost's name from Clyde to Sue.The ghosts now have movements that are semi-random. Because of this, many players have learned to use a set of moves to avoid the ghosts.The fruit no longer appears and stays in the center of the maze. It instead enters from one tunnel of the maze, travels around, and leaves through the other tunnel if not eaten by the player.The fruit order is now cherries, strawberry, orange, pear, apple, pretzel, and banana. The score for each is also 100, 200, 500, 700, 1000, 2000, and 5000 respectively.The final change is that there are six different mazes. With each of the mazes there are four different colors or styles. Each maze also now has two warp tunnels that will transport the player to the opposite side of the maze.The walls are now filled in (Pac-Man had hollow walls).[CR]</plot>
146 <releasedate>5/11/1990</releasedate>
147 <year>1990</year>
148 <genre>Action</genre>
149 <studio>Namco Hometek Inc.</studio>
150 <nplayers>1-2 Alt</nplayers>
151 <perspective>Top-Down</perspective>
152 <rating>4.0</rating>
153 <thegamesdb_id>2820</thegamesdb_id>
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177 <game name="Spy vs Spy (USA)">
178 <description>Spy vs Spy (USA)</description>
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180 <title_clean>Spy vs Spy</title_clean>
181 <plot>M.A.D. magazines comic strip of the same name comes to life in this game which was designed for one or two players. The innovative split-screen shows both spies at the same time. Play with a friend or against the machine.[CR]The black crow and the white crow are out to beat each other before the time bell rings. Find the needed objects by digging through drawers, closets and furniture in the house. Foil your opponent by setting creative booby traps in the various rooms (a bomb in a dresser drawer, for instance).[CR]Fights ensue when both spies enter the same room. Find hidden weapons in the rooms to help with those fights, since one of you will die if you run into each other.[CR][B]Cheat:[/B] Replenish your energy completely[CR]If you have the suitcase, and your energy is low, walk up to a piece of furniture. Press A so the Spy will hide the suitcase in the furniture. Press A to retrieve the suitcase. When the spy gets the suitcase back, your energy will replenish.</plot>
182 <releasedate>5/10/1988</releasedate>
183 <year>1986</year>
184 <genre>Action, Strategy</genre>
185 <studio>Kemco</studio>
186 <nplayers>1-2 VS</nplayers>
187 <perspective>Platform</perspective>
188 <rating>3.0</rating>
189 <ESRB>E - Everyone</ESRB>
190 <videoid>p8_ubn5H2wg</videoid>
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214 <game name="Bubble Bobble (USA)">
215 <description>Bubble Bobble (USA)</description>
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217 <title_clean>Bubble Bobble</title_clean>
218 <plot>[CR][B]Overview:[/B][CR]Bubble Bobble is an arcade game created by Taito. The arcade version of the game was released in 1986, with console and computer releases coming soon after. The game is a co-op platformer starring twin dinosaurs named Bub and Bob as they travel through one hundred one-screen levels. Bubble Bobble became very popular, inspiring a number of sequels and spin-offs.[CR]It was one of the first games to feature two-player cooperative play and multiple endings.[CR][B]Gameplay:[/B][CR]An early level[CR]Bubble Bobble follows Bub and Bob as they venture through 100 different levels. The dinosaurs have the ability to blow bubbles, which they capture enemies within. Once an enemy is captured inside of a bubble, Bub and Bob must pop the bubble to defeat the enemy. Once defeated, the enemy will fly off and turn into a tasty treat, which can be snagged by Bub and Bob for points. The object of each level is to eliminate every foe. When one foe remains, they will become enraged and move faster. If Bub and Bob take too long, ghost whales will come and destroy the dinosaurs. Each level consists of one screen with a complex series of blocks. Bub and Bob can jump through thin layers of blocks, as can their enemies. There are two holes on the top of the screen and two holes on the bottom. All characters can travel through these to the opposite side of the screen.[CR]There is a large number of enemies, all of which have different traits. The most basic of these enemies is a small, square robot that runs around. Others include witches that create boulders,A level shaped like a character[CR]whales that bounce around, helicopter blobs, and more. As the game progresses, more enemy types appear in all sorts of locations, and the challenge comes in figuring out how to take out each type of enemy. Some offensive items that will commonly appear are waterfalls and lightning bolts. Waterfalls will sweep up any characters they pass and dump them down the hole. Lightning bubbles will fly horizontally across the screen, shocking anything they touch. There are also powerups that create short bonus rounds, such as one that spreads large cookies over the screen, and the players must gather them before the time runs out.[CR]Powerups[CR]There are a large variety of powerups to collect in the game, and some must be used to safely complete a level. Each one arrives randomly, and many are quite rare.Yellow Sweetie: Bubble firing speed increasesPurple Sweetie: Long range bubblesBlue Sweetie: Increase bubble firing speed across screenRed Ring: Points increase per bubble firedPurple Ring: Added points every jump performedBlue Ring: Added points for every pixel travelled.Red Shoe: Faster movementClock: Timer freezesOrange Umbrella: Skip 3 levelsRed Umbrella: Skip 5 levelsPurple Umbrella: Skip 7 levelsBlue Cross: Flood screen with water killing all enemiesRed Cross: Shoot fireballs instead of bubblesYellow Cross: Lightning flash kills all enemiesBlue Lamp: Gives effect of all three ringsYellow Lamp: Gives effect of all three SweetiesRed Lamp: Gives effect off both Blue and Yellow LampsPurple Lamp: Kills all enemiesBomb: Kills all enemiesBook: Kills all enemiesDiamond Pendant: Stars flood the screen killing all enemiesLightning Potion: Fires Lightning bolts instead of bubblesRed Bracelet: Causes E.X.T.E.N.D Bubbles to appear at next available opportunityWhite Bracket: A Ball bounces around the stage killing all enemiesFlashing Heart: Enemies freeze, dinosaur becomes invincibleCrystal Ball: Causes Item spawn frequency to increaseDungeon Door With Flames: Secret room with hidden messageWooden Dungeon Door: Only Appears on Lv 50. Passageway to lv 70.Skull: Immediately initiates "Hurry up!"Coloured Potions: Cause enemies to die and the screen to fill with special items which increase score. A timed "collect as many as you can" mini game begins.There are many other powerups not listed, most of which increase the player's score, or aid in doing so.[CR] EnemiesBubble Buster: A Grey clockwork robot. Moves along the ground and can jump to higher platforms.Coiley: An orange spring robot. Bounces to traverse the stage.Stoner: A white cloaked enemy that moves along the ground and can jump to higher platforms. He Can also fire rolling rocks in the players direction.Incendo: A Fast moving character with limited jump ability. Shoots fireballs in the players direction.Hullaballon: Moves diagonally by floating around the stage. Coloured Pink with a purple propeller.Beluga/Blubba: A purple copy of Baron Von Blubba. Diagonally traversing the stage. Unlike Baron Von Blubba this enemy cannot traverse through walls.Super Socket: A space invader inspired enemy. Behaving as one would expect a space invader to behave.Willy Whistle: A smaller, scalled down, version of Grumple Gromit (Boss). With Fast Movement and high jumping abilities. Can throw beer bottles towards the player which act similar to boomerangs.Grumple Gromit: Giant Boss. Moves diagonally and is only injured by lightning attacks.[CR]Taito Bubble Bobble Arcade System[CR]Arcade System Board: Taito Bubble Bobble[CR]CPU (Central Processing Unit)Main CPU: 2× Zilog Z80 (6 MHz)Additional CPU: Motorola M6801 (1 MHz)Sound CPU: Zilog Z80 (4 MHz)[CR]Sound ChipsYamaha YM2203 (3 MHz)Yamaha YM3526 (3 MHz)[CR]DisplayGraphics: RasterOrientation: HorizontalResolution: 256×224 pixelsColor on Screen: 256 (8-bit)Color Palette: 4096 (12-bit)[CR][B]Reception:[/B][CR]Review Scores (Home Versions)PublicationScoreAllGameNES: Computer and Video GamesC64/CPC/ZX/ST: 27/30CrashZX: 90%Sinclair UserZX: 8/10Your SinclairZX: 90%The Games MachineC64/CPC/ST/ZX: 93%Mean MachinesGB: 91%Mean Machines SegaSMS: 85%Sega ProSMS: 81%The Video Game CriticNES: B+Zzap!64C64: 97%Awards (Arcade & Home Versions)EntityAwardGamest AwardsSilver AwardZzap!64Gold MedalYour SinclairMega Game,Top 100 Games of All Time (#58)GamesRadarBest NES Games of All TimeArcade Version[CR]Bubble Bobble was well received in arcades. In Japan, the Gamest Awards gave it the Silver Award for being one of the four best games of 1986, along with Taito's own Arkanoid, Sega's Fantasy Zone and Tecmo's Rygar (Gamest, The Best Game 2: Gamest Mook Vol. 112, pages 6-26). In Europe, Bubble Bobble was the most popular arcade game on Euromax's nationwide UK charts during the period of May-July 1987, above Capcom's 1942 at second place.[CR]The arcade game also received positive reviews from European critics. In the November 1986 issue of Computer and Video Games, Clare Edgeley described it as an "addictive" game that "sounds quite easy", letting "you in gently", before "the nasties get faster, more of them appear and they're harder to catch." She stated the "continue play facility" is "a great help and allows you to see much more of the game" if "you've got the cash", and the "two player option is more fun as" both "can act as a team" to "clear the screens quickly" and "get to the harder levels." She also noted "the sense of competition is heightened as the player who grabs the fruit gets the points, regardless of who burst the bubbles", which "fast develops into a race against each other." In the April 1987 issue of Crash, Gary Penn described it as a "deceptively simple" arcade game "that proves very addictive and lots of fun to play." He concluded that it was "very compelling" and recommended readers to "Invest a few coins as soon as you can."Home Versions[CR]The home console and computer ports were also well received. Mean Machines gave the Game Boy port of the game a score of 91%, noting that while some changes had been made, the game played identical to the original arcade port and "provides much addiction and challenge". The Spectrum version was voted number 58 in the Your Sinclair Readers' Top 100 Games of All Time. GamesRadar ranked it the 24th best NES game ever made. The staff praised its advancements over other platform games of its time and its use of multiple endings.[CR][B]Cheat:[/B] Level Codes -- 99 and Ending[CR]Enter at the screen where you select which game mode you want to play. There is a password field there.[CR][B]Cheat:[/B] Unlock The Endings[CR]The game has 4 endings, depending on the following:[CR][B]Cheat:[/B] Add in the 2nd Player[CR]During gameplay, pause the game and press Select to activate the 2nd Player.</plot>
219 <releasedate>5/11/1988</releasedate>
220 <year>1987</year>
221 <genre>Action</genre>
222 <studio>Taito Corporation</studio>
223 <nplayers>1-2 Co-Op</nplayers>
224 <perspective>3rd-Person</perspective>
225 <rating>4.0</rating>
226 <videoid>ij3f4_APEow</videoid>
227 <thegamesdb_id>7824</thegamesdb_id>
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255 <game name="Chip 'n Dale - Rescue Rangers (USA)">
256 <description>Chip 'n Dale - Rescue Rangers (USA)</description>
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258 <title_clean>Chip 'n Dale - Rescue Rangers</title_clean>
259 <plot>[CR][B]Overview:[/B][CR]The lab.[CR] Chip 'N Dale: Rescue Rangers is one of many successful collaborations between Disney and Capcom. It is the video game adaptation of the popular Disney cartoon by the same name.[CR]Much like the cartoon, the game revolves around Chip, Dale, and their companions in the Rescue Rangers: Monterey "Monty" Jack, the female mechanic Gadget Hackwrench, and the housefly Zipper. The game takes either Chip or Dale through several varied locations on their quest to stop the evil, suit-wearing feline "Fat Cat".[CR][B]Gameplay:[/B] / Mechanics[CR]The game is a basic platformer much in the same vein as other Capcom action/platforming games like Mega Man or DuckTales. The game utilizes the diminutive size of the characters to create large environments. Before the quest to stop Fat Cat and rescue Gadget is over the player will see the garden stage, the kitchen stage, the casino, the factory, a huge tree and many more. The player selects them from a Bionic Commando like map and all will involve jumping on huge things in the environment like books, cash registers or trashcans. The game features both single-player or 2-player Co-op. Chip/Dale can also collect Flower "cards" that will often require some searching under boxes to find them all.Stage 1, Neighborhood. Chip has picked up an apple.[CR]The game also draws on the success of Super Mario Bros 2, specifically the mechanic of picking up and throwing stuff. The same mechanic is in Rescue Rangers where Chip or Dale can pick up objects like apples (or the small boxes that are always scattered around the levels) and throw them at the enemy to stun or knock them out. They can also throw their co-op partner. Similar to New Super Mario Bros Wii, this mechanic is more often humorously used for competition than cooperation, throwing the partners into enemies or off cliffs. Zipper the bee acts as the invincibility star. On the rare occasion when the player finds him, they can mow down everything in their path.[CR]The game includes many big bosses and defeating them often includes picking up objects and throwing them at their weak spots. The final boss fight pits the players against Fat Cat himself, where Chip and Dale must dodge the remains being flicked from a cigar while throwing a ball at Fat Cat's face.[CR][B]Cheat:[/B] Walk like a Mummy/Zombie[CR]Leave the screen holding a box and hold the D-pad. When you get to the next screen, your character will not be holding the box, but he will continue to walk with his hands in the air above his head. [CR][B]Cheat:[/B] 1-up in bonus stage[CR]In the bonus stage after you complete a level, there will be a 1-up in the upper-middle box. It will be there 90 percent of the time.</plot>
260 <releasedate>5/6/1990</releasedate>
261 <year>1990</year>
262 <genre>Action</genre>
263 <studio>Capcom U.S.A., Inc.</studio>
264 <nplayers>1-2 Co-Op</nplayers>
265 <perspective>Platform</perspective>
266 <rating>4.0</rating>
267 <ESRB>E - Everyone</ESRB>
268 <videoid>oGd82QUon8M</videoid>
269 <thegamesdb_id>1248</thegamesdb_id>
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296 <game name="Chip 'n Dale - Rescue Rangers 2 (USA)">
297 <description>Chip 'n Dale - Rescue Rangers 2 (USA)</description>
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299 <title_clean>Chip 'n Dale - Rescue Rangers 2</title_clean>
300 <plot>Fat Cat has broken out from prison and flicked the Urn of the Pharaoh. Chip and Dale must assemble the Rescue Rangers and try to recover the urn. They must explore eight levels that include a downtown restaurant, a giant refrigerator, a haunted warehouse, and Fat Cats secret headquarters. Based on the Disney animated series; eight levels; unique challenges and enemies; variety of secret areas; two-player simultaneous support.[CR]This game was slightly superior graphically Rescue Rangers, and it featured additional incentives for cooperative play such mini-games that can only be unlocked with two players and the ability to throw your partner as a weapon.[CR]Reviewer:[CR]http://www.nesguide.com/games/rescuerangers2/[CR]http://en.wikipedia.org/wiki/Chip_%27n_Dale_Rescue_Rangers#Video_Games[CR]</plot>
301 <releasedate>5/11/1994</releasedate>
302 <year>1993</year>
303 <genre>Platform</genre>
304 <studio>Capcom
305</studio>
306 <nplayers>1-2 Co-Op</nplayers>
307 <perspective>3rd-Person</perspective>
308 <rating>4.3</rating>
309 <ESRB>E - Everyone</ESRB>
310 <videoid>DwZAnc3o6xg</videoid>
311 <thegamesdb_id>1249</thegamesdb_id>
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334 <game name="River City Ransom (USA)">
335 <description>River City Ransom (USA)</description>
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337 <title_clean>River City Ransom</title_clean>
338 <plot>[CR][B]Overview:[/B][CR]"Downtown Nekketusu Monogatari" on Famicom.[CR]Released in April 1989 as Downtown Nekketsu Monogatari, River City Ransom is the third game in Technos' Kunio-kun series. The game was a departure from previous brawlers with its introduction of RPG elements, open world exploration, and sandbox gameplay, anticipating later sandbox games like Grand Theft Auto.[CR]In Ransom, the player takes control of Alex (Kunio) and Ryan (Riki), who must cross River City to reach gang leader "Slick" barricaded inside River CIty High. Gameplay is in the style of classic side-scrolling brawlers, namely Double Dragon and Technos' own Renegade, released the year before. Unique to River CIty Ransom is the ability to collect money from defeated enemies and spend it at shops to regain health or boost RPG-style stats. The player learns new moves and increases their fighting prowess through this system. The game's quirky style of comedy also sets it apart from similar titles - and it could almost be considered a parody of them.[CR][B]Gameplay:[/B][CR]Players choose to control Alex or Ryan (or both in two-player co-operative). Both characters have identical skills, and differ only in appearance. The A button will punch, the B button will kick, and both pressed together will jump. Punches are faster while kicks have longer range, and the two attacks can be improved separately through use of purchased items.[CR]Two-player mode features both players on screen at the same time. Players can even do certain co-op moves together, including picking up the other player and throwing him into enemies. In nearly all versions, two-player comes with an A and a B mode. In A mode, players can damage each other with their strikes. In B mode, they cannot.[CR]As with other brawlers, various weapons can be picked up from within the environment or taken off stunned foes. Weapons include pipes, chains, knuckle dusters, garbage cans, and even enemies that have been knocked down. Bashing an enemy overhand with the body of another enemy is part of the game's goofy humor. When holding weapons, the A button strikes with that weapon and B throws it directly forward.[CR]River City has seven major areas, most based around shopping centers. There is no overworld map, but players can freely return to previous areas by retracing their steps. Major areas often lead to smaller areas by pressing "Up" in front of alleyways in the background art. These smaller areas act as arenas for the game's bosses, who appear when specific conditions are met. The exception is the final area, River City High, which is made up of three floors plus a final battle on the roof.River City shop.[CR]Shopping malls feature stores in the background, which can be entered by pressing "Up" in front of their doors. Money collected off defeated foes can be spent in the shops. Players can buy food, drinks, and medicine to refill health and boost stats. More than one "serving" of an item can be bought, and more expensive items will always have a larger effect. Most foods are eaten immediately inside the shop, but some can be ordered "to go" - allowing them to be taken along and used within the world from the inventory screen.[CR]Aside from food items, shops will sell books and shoes. Comic books and magazines will boost stats, while certain special books teach new attacks. The "Stone Hands" book, for example, upgrades the player's standard punch to a quick succession of three (for three times the damage). The "Dragon Feet" book does the same for kicks. Naturally, these books are very expensive. Shoes boost a combination of kicking power and agility, and are equipped from the inventory screen. They bestow their effects for as long as they are worn.Status screen.[CR]Stats are tracked for each of the player characters, and can be viewed in the Status screen. Abilities start at 15 and can be increased (through food and books) to a maximum of 63. Health can be increased to a maximum of 127. The available stats are:Punch - Punching strengthKick - Kicking strengthWeapon - Strength of weapon attacksThrow - Damage (not distance) done by thrown objectsAgility - Speed and jumping heightDefense - Damage reduced by blocking (by holding A or B)Strength - Ability to break an enemy's block.Will Power - Recover from being knocked down.Stamina - Current health (restored with food)Max Power - Maximum health (boosted with books)[CR]Each area in River City is controlled by one of nine different gangs, who increase in difficulty as the player goes along. Gang-appropriate names are reused for each member the player fights (ex: Biff, Trip, and Tyler for the "Frat Guys" gang), and each gang is easily distinguished by their unique colors. Gangs have different stats and tendencies (Cowboys like to double-team, Jocks favor using weapons), and also drop different amounts of cash for each member's defeat (from $.50 per defeated member up to $1.25 with the toughest gang).[CR]Bosses also feature prominently, and generally appear in specific areas after the player has beaten up enough of their gang. Bosses take a lot of punishment and dish it out as well, and feature different strategies (similar to their gang) along with occasional unique moves. There are eight boss fights around River City that must be discovered and won before the player is allowed entry into River City High. From there, five more boss fights must be won inside the school, including taking down the mastermind Slick.[CR]Aside from the stats, another RPG aspect is a limited inclusion of dialogue. Some characters can be spoken to instead of fought with, and bosses will often provide clues. Dialogue runs along the bottom of the screen, and ranges from taunts to enemy groans when defeated (including the notorious "BARF!"). Status messages are also updated here, notifying the player when they collect money and when entering a new area. The options screen changes the speed at which these messages are displayed and cleared.[CR]Progress is saved with a password system, storing only the player's stats. Money earned and bosses defeated are not saved, so the player must start over each time, though with a much stronger character. The password is updated as the game is played, and viewable from the menu screen.[CR]Localization[CR]Famicom Box Art[CR]As with the previous two games in the series, most of the changes for the Western release involved alterations to the Japanese idea of high-school rivalries (which is not the same in the West). Kunio and Riki were renamed to Alex and Ryan, and all characters' high school uniforms were changed to generic street clothes - making the enemies affiliated more to urban gangs than rival schools.[CR]Cover art was similarly changed. The Japanese cover reflects the Kunio-kun series' goofy delinquency and anime style. The Western covers were redrawn to portray the protagonists as more 1950s tough guy American stereotypes.[CR]Ports/Remakes[CR]X68000 gameplay.[CR]The first port of Downtown Nekketsu Monogatari was released in April, 1990 for the Sharp X68000, a Japanese home computer popular for its mostly identical arcade ports. This version features sharper graphics and somewhat smoother gameplay compared to the Famicom version, as well as more enemies on screen at once (three at a time is now standard, instead of two at a time on the Famicom). The X68000 version also adds new areas to River CIty, giving each gang their own high school and expanding the roster of bosses (who must all still be defeated to enter River City HIgh).PC Engine gameplay.[CR]In December, 1993, Naxat released a version in Japan for the PC Engine Super CD-ROM. This edition features redrawn backgrounds, a redbook audio soundtrack, and spoken dialogue for Kunio, Riki, and the shop owners. Sound effects were not updated similarly, and gang members' defeated lines are not voiced. This version also does not include the expanded areas and new bosses from the X68000 version. The PC Engine port is considered rare, and sought after by collectors.GBA gameplay.[CR]The third port was for the Game Boy Advance handheld, and titled River City Ransom EX. This version features further redrawn graphics, a variety of customizable options, seven new schools/gangs, and a battery backup save system instead of passwords. This port also features a recruit system, where players can gain up to three artificial intelligence partners to fight along with them. Players must keep up a certain reputation to avoid losing these followers (such as defeating lots of enemies and keeping their allies alive). However, this port does not feature two-player co-op, and the A.I. system may be a concession to this.[CR]The original Famicom version was also released for download to the Wii Virtual Console. River City Ransom EX was made available to customers of certain mobile phone carriers.[CR][B]Legacy:[/B][CR]The Japanese version was quite popular, and encouraged Technos to continue the Kunio-Kun series with seven more titles. Many of these were sports-related, with the same high-school rivalries and cartoonish sprites. The game was noticeably less successful in Western markets, and none of the Kunio-kun games after River CIty Ransom were released outside Japan.[CR]Scott Pilgrim vs. The World: The Game shares a lot of intended similarities with River City Ransom. Retro City Rampage is a similar 8-bit style homage.[CR]Code Monkeys, an animated G4 show about a game development company in the 1980s, created its characters by heavily editing River City Ransom sprites.[CR][B]Cheat:[/B] Dont lose half your money when you die. (2 players only)[CR]In a 2 player game, when one player is running low on health have the other first leave the screen. Then have the player in need of health kill their own character. When the low health player dies, as long as the other character is out of the screen waiting to go to the next area, he will retain all his money. If there are no holes to jump in or the enemies are taking to long to defeat the character, it might be preferable to have both characters go near the edge of the screen and have your teammate beat you up till you are defeated then immediately run out of the screen.[CR][B]Cheat:[/B] Kunio and Rikis Hidden Portraits (USA Version)[CR]Start the game in Normal mode and enter the Status screen. Once in the status screen, hold Left on Controller 2 and press Right + Select on Controller 1. If done right, you'll arrive at a screen with a portrait for Kunio and Riki while the Double Dragon theme plays in the background.[CR][B]Cheat:[/B] Change Character Names[CR]On the character select screen, press Select on the controller to go to a screen where you can change Alex and Ryan's names to whatever you want.</plot>
339 <releasedate>5/1/1990</releasedate>
340 <year>1989</year>
341 <genre>Action</genre>
342 <studio>American Technos Inc.</studio>
343 <nplayers>1-2</nplayers>
344 <perspective>3rd-Person</perspective>
345 <rating>3.9</rating>
346 <ESRB>T - Teen</ESRB>
347 <videoid>G_gEtc4rAqU</videoid>
348 <thegamesdb_id>1304</thegamesdb_id>
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378 <game name="Battletoads (USA)">
379 <description>Battletoads (USA)</description>
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381 <title_clean>Battletoads</title_clean>
382 <plot>[CR][B]Overview:[/B][CR]As the video game market slowly turned towards the Super Nintendo Entertainment System and Sega Genesis, Rare Ltd released this game which can be considered one of the best looking games on the NES. The game begins aboard the space ship ‘The Vulture’ where Battletoads Rash, Zitz, and Pimple (all disgustingly named after skin diseases) are escorting Princess Angelica back to her home planet. Pimple and Princess Angelica go cruisin’ and get intercepted by the game’s villain, the Dark Queen of Ragnarok. Both are kidnapped and taken back to Ragnarok. The Professor (captain of The Vulture) takes Rash and Zitz to ‘rumble’ with the Dark Queen on Ragnarok and ‘get the Princess and Pimple back.’ The remainder of the game takes place on planet Ragnarok where Rash and Zitz set off to save their friend Pimple and Princess Angelica.Gameplay[CR]While the first level is a typical 2d beat em up similar to Double Dragon, other levels have a variety of gameplay styles, including rappelling down a pit, riding speed bikes and surfboards, navigating a level on a unicycle-like vehicle that can ride up walls and on the ceiling, etc. The main objective of each level is to defeat as many enemies and overcome as many obstacles as possible and reach the endpoint. General strategy is to memorize these obstacles[CR]and rely on quick reflexes to reach the end. The entire game rounds up to two difficult levels where you climb a tower and, at the end, reach the Dark Queen.[CR]The most memorable aspect of this game is the absurd difficulty. Not only did it employ a decent amount of memorization but reflexes had to be fast, even for veteran gamers. Another memorable moment for this game would be the humorous way enemies were finished off, be it by using a football helmet or sprouting horns and ramming the enemy off screen.[CR]When the game was released on the Game Boy Electronic Gaming Monthly awarded it the scores of 8,8,8,7 saying, "...one of the best Game Boy games I've ever played". The Game Boy version had the same basic theme found in the NES adventure, with the toads using all of the same fighting moves. The levels and bosses however were entirely original.[CR][B]Cheat:[/B] 5 Extra Lives[CR]When on the title screen, hold Down, A + B and press Start.</plot>
383 <releasedate>5/6/1991</releasedate>
384 <year>1991</year>
385 <genre>Action</genre>
386 <studio>Tradewest, Inc.</studio>
387 <nplayers>1-2 Co-Op</nplayers>
388 <perspective>Platform</perspective>
389 <rating>4.0</rating>
390 <videoid>QLxXmnqaJtw</videoid>
391 <thegamesdb_id>2770</thegamesdb_id>
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422 <game name="Battletoads-Double Dragon (USA)">
423 <description>Battletoads-Double Dragon (USA)</description>
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425 <title_clean>Battletoads-Double Dragon</title_clean>
426 <plot>When a battlecruiser the size of a city and called the Colossus smashes out of the moon, its laser cannon glowing menacingly, you can bet it ain't gonna be makin' no social calls... You can bet it's gonna be creating some bad n' crazy mayhem on good ol' planet Earth - 'specially when you know that the dreaded Dark Queen and the shady Shadow Boss are on board just rarin' to rock n' roll... The dastardly duo are about to unleash their most monstrous plan yet - from their secret lunar base they intend to launch an invasion that'll make them masters of the world... Neutralized by deadly glooming rays, Earth's forces are powerless... That is, until the Dragons join the 'Toads! Take a toadacious trip with the dream ticket as those terrific twins Billy and Jimmy Lee team up with Zitz, Flash and Pimple against the combined might of the gruesome twosome and their mindless minions Big Blag, Abobo, Robo-Manus and Roper, in a toadally new adventure![CR][B]Cheat:[/B] Codes[CR]At the player selection screen, press B, A, Down, B, Up and Down. Select your character and press Start. If done right, you'll be at the Super Warp Zone menu.</plot>
427 <releasedate>5/6/1993</releasedate>
428 <year>1993</year>
429 <genre>Action, Beat-Em-Up</genre>
430 <studio>Rare Ltd.</studio>
431 <nplayers>1-2 Co-Op</nplayers>
432 <rating>8.5</rating>
433 <videoid>0QjXYoxTRoU</videoid>
434 <thegamesdb_id>2774</thegamesdb_id>
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452 <game name="Gauntlet (USA)">
453 <description>Gauntlet (USA)</description>
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455 <title_clean>Gauntlet</title_clean>
456 <plot>[CR][B]Overview:[/B][CR]Gauntlet is a classic "dungeon crawling" game developed by Atari Games (which later became Tengen). Up to four players can take control of four different characters and fight their way through a dungeon of bad guys and loot treasure. Gauntlet was the first arcade cabinet to feature four player cooperative gameplay and it caused a sensation in the Arcade when it was released in 1985.[CR][B]Classes:[/B][CR]The character classes in Gauntlet are the: Thor the Warrior, Merlin the Wizard, Thyra the Valkyrie, or Questor the Elf whose colors are red, yellow, blue and green, respectively.[CR]Each character has its own abilities. Thor the Warrior, the slowest character, deals the most damage and is also the most effective character at close range. Merlin the Wizard is a fast character who is not good at close combat but has the most powerful magic, which is activated by using a potion found in the dungeon. Questor the Elf is the fastest character but is weak at close range. His long range shots make him a good scout (the Elf player often irritates other players since his extra speed allows him to steal all the treasure before anyone else can get a look-in!). Finally, Thyra the Valkyrie is the all-rounder who neither excels nor fails in any given department.[CR]Objectives and Gameplay[CR]The objective of Gauntlet is to progress through a massive dungeon with hundreds of levels. On each level the player(s) must reach the exit in order to advance to the next level. However the dungeon's denizens are there to make reaching that exit a tough task. Dungeons are populated by all manner of nasties including: Ghosts, Grunts, Demons, Lobbers and, of course, Death himself! Enemies in Gauntlet commonly spawn from generators and will do so inexorably until the generators are destroyed. Other features of the dungeon include locked doors, secret rooms, and teleporters.[CR]Each hero has a numerical value representing their health on the the screen. This number steadily ticks down to zero even when the hero is not taking any damage. Since vast hordes of enemies are all competing for a chunk of the heroes health, it is not an easy task to survive in Gauntlet. One remedy for this rapidly diminishing health for the arcade version is to drop more coins into the slot to buy more health points. Food pick-ups are also scattered around the dungeon which boost the health of whoever collects them. Unfortunately, food only gives the hero another 100 points of health, which doesn't last long.[CR]To make life a little easier for the heroes there are power-ups which can be collected; these include temporary invisibility, an armor boost, and extra shot speed or power. Since all characters occupy the same game screen, a good deal of cooperation is required in order for a group of players to successfully navigate the levels. A good team will fairly distribute the bonuses to the most suitable hero, i.e. "let the Wizard have the potions". A bad Elf player can spoil the groups chances by snatching everything![CR]One of the most memorable features of Gauntlet is the audio. The game has an announcer who, in all his 8-bit glory, declaims important messages such as "Wizard shot the food!" or "Warrior needs food badly!" At the time, it was impressive that a game had audible speech in 1985, which was novel.[CR]Gauntlet's Origins[CR]Gauntlet was originally a copy, with some upgrades, of a game by John Palevich, who contributed his dungeon crawler to Atari through the Atari Program eXchange. Palevich later sued for compensation, or at least name recognition in the credits of the Gauntlet arcade games. Atari was said to have recognized Palevich's role in the creation of Gauntlet, but as the arcade machines were already made, they maintained that adding Palevich's name would have been prohibitively expensive. Palevich was later given token compensation from Atari in recognition of his unwitting role in the creation of this game.[CR][B]Cheat:[/B] Level 79 Passwords[CR]Use these passwords to get to level 79 (the farthest a password will take you). The vault combination for these passwords is XRTW98Y7 [CR]Thor: 43C BBI HZZ [CR]Thyra: 43C BBI HYZ [CR]Merlin: 43C BBI HZY [CR]Questor: 43C BBI HYY [CR][B]Cheat:[/B] Escape Those Pesky Stun Squares[CR]Right when you get caught on a stun square, pause the game by pressing start, and then unpause it and you will no longer be stuck.</plot>
457 <releasedate>5/11/1985</releasedate>
458 <year>1987</year>
459 <genre>Action</genre>
460 <studio>Tengen Inc.</studio>
461 <nplayers>1-2 Co-Op</nplayers>
462 <perspective>3rd-Person</perspective>
463 <rating>3.7</rating>
464 <videoid>o9W5o0dF6Ao</videoid>
465 <thegamesdb_id>1291</thegamesdb_id>
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493 <game name="Gauntlet II (USA)">
494 <description>Gauntlet II (USA)</description>
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496 <title_clean>Gauntlet II</title_clean>
497 <plot>The arcade megahit comes to the NES! Experience all the genuine arcade action, including the original digitized sound and spellbinding graphics. And experience every one of the over 100 arcade mazes complete with all the sorcerous secret rooms, traps, monster generators, transporters, force fields, and villains - it's all straight from the arcades, and it's all here.[CR][B]Cheat:[/B] Exit Walls[CR]Sit around for a few minutes and all the walls will turn into Exits.</plot>
498 <releasedate>5/9/1990</releasedate>
499 <year>1989</year>
500 <genre>Action</genre>
501 <studio>Mindscape, Inc.</studio>
502 <nplayers>1-2 Co-Op</nplayers>
503 <perspective>3rd-Person</perspective>
504 <rating>3.6</rating>
505 <thegamesdb_id>1836</thegamesdb_id>
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530 <game name="Pipe Dream (USA)">
531 <description>Pipe Dream (USA)</description>
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533 <title_clean>Pipe Dream</title_clean>
534 <plot>Each level of this abstract puzzler challenges the player to set up a network of pipes to allow an unspecified substance known as 'flooz' to flow through as many of those as possible. The pieces are offered in random order, and there are seven different types - straight lines going horizontally or vertically, corners rotating in each of the four directions, and cross-over pieces which carry the flooz straight across horizontally and vertically. Each of these can be entered from either side. When the flooz hits a gap, or a piece which the previous piece can't flow into, the pipe is finished.[CR]Before the flooz starts flowing from its randomly-selected starting position, the player has several seconds to start placing pieces. They can be put down anywhere. However a situation that can often occur is there will be a long and complex piping arrangement set up, yet a gap somewhere remains to be filled. Players are able to replace a piece with another in the same square (to make it easier to flow the flooz that way), but for a slight scoring penalty.[CR]Bonuses are awarded for looping the flooz through both sides of at least 5 cross-over pieces, or passing the flooz through every square on the screen. Later levels have some squares on the grid blocked off, a few gaps in the side-wall (allowing flooz to thread to the other side of the screen). After every four levels there is a bonus game for points, in which the player can only place the pieces in the lowest open space in each column, similarly to the board game of "Connect 4".</plot>
535 <releasedate>5/9/1990</releasedate>
536 <year>1990</year>
537 <genre>Strategy</genre>
538 <studio>Bullet-Proof Software, Inc.|LucasArts Entertainment Company LLC</studio>
539 <nplayers>1</nplayers>
540 <perspective>Top-Down</perspective>
541 <rating>3.9</rating>
542 <videoid>ACaI0tDDuAo</videoid>
543 <thegamesdb_id>2008</thegamesdb_id>
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565 <game name="Life Force (USA)">
566 <description>Life Force (USA)</description>
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569 <plot>[CR][B]Overview:[/B][CR]Known by its original Japanese name Salamander, the game first hit Arcades in 1986. Though Salamander did not take place entirely within an alien organism, this idea was expanded upon for its US release and given a more biological name to suit the change - Life Force.[CR]This new organic version was re-released in Japanese Arcades with the changed name, as well as adopting Gradius' old power-up system and some additional sprite work.[CR]Salamander's first home port would be the MSX version in 1987, which received a new story and an entirely new animated introduction sequence. The game would later see a NES version, also with reworked stages (including a skeletal vertical-scrolling stage and an Egyptian-themed stage) and the old Gradius power-up system as well as versions for many other popular home computers and consoles of the period.[CR]In 2008 (Japan)/2009 (US) the NES version would be re-released for the Wii's Virtual Console.[CR][B]Gameplay:[/B][CR]Salamander is a spiritual sequel to Gradius, Konami's earlier shooter, and shares many deliberate similarities with its predecessor. The player flies the customizable spaceship Vic Viper through a series of horizontally scrolling levels, destroying enemies and collecting power-ups to assist them. Unlike Gradius, which had the player stack up tokens to unlock power-ups of their choosing, the ones found in Salamander are random. However the old Gradius system would reappear in many versions of Salamander, including the NES home version.[CR]There exists the possibility of a second player. Instead of the blue Vic Viper, the second player pilots the red Lord British, based on the Vic Viper design.[CR]It was noted at the time for its simulated speech samples and graphical quality, especially with some of the stage animations. Particularly memorable is one stage set in the midst of a raging inferno that would occasionally send arcs of flame flying across the screen.Power-Ups[CR]Attentive players can find one of three types of power-up item while playing: These include the red power-ups, found after destroying an enemy wave or a gold-tinted enemy, which the player can spend towards power-ups provided they have the right amount. The player can also run across blue power-ups, which work as instantaneous smart bombs that clear the screen of enemies, and the rare flashing power-ups that grant an extra ship.Speed Up: The cheapest power-up, Speed Up makes the ship faster, allowing for more maneuverability.Missile: This power-up allows the player's ship (and any Options they might have) to launch two missiles from the top/bottom of the ship (or left/right in vertical stages) which coast along walls until they either hit something or leave the screen. The player can select the missile power-up again to increase their speed.Ripple: A weapon that fires rings of energy at enemies. The rings expand the further they get away from the ship, making them useful for hitting multiple targets accurately.Laser: A concentrated laser beam of considerable power. Selecting Laser again makes it wider and slower. The beam will actually travel with the ship's movements, allowing the player to sweep the screen with it. Can't be used simultaneously with the Ripple beam: Activating one deactivates the other.Option: An Option is an additional weapon platform that follows the main ship. It is able to fire all the weapons the main ship can, essentially doubling the player's firepower. In the US version, up to two Options can be obtained, though this number increases to three for the Japanese version. A side-effect is that enemy units become stronger to compensate for this added power.[CR][B]Cheat:[/B] 255 lives[CR]This glitch might be a bit difficult to pull off, but rest assured that it works. Start a 2 players game. Bring the first player's lives to 0 and the second player's lives to 1. Now position your ships right on top of each other. They have to basically look like 1 ship. Now let yourself be killed and rapidly press the A button on controller 1 to try to steal a life from the 2nd player. If done right, both players will come back to life and the second player will have 255 lives to spare.</plot>
570 <releasedate>5/8/1988</releasedate>
571 <year>1987</year>
572 <genre>Action</genre>
573 <studio>Konami of America, Inc.</studio>
574 <nplayers>1-2 Alt</nplayers>
575 <perspective>Side-Scrolling</perspective>
576 <rating>3.9</rating>
577 <videoid>AeQRlSfylp8</videoid>
578 <thegamesdb_id>1480</thegamesdb_id>
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604 <game name="Contra (USA)">
605 <description>Contra (USA)</description>
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608 <plot>[CR][B]Overview:[/B][CR]Contra (the arcade version was known as Gryzor in Europe, while the NES version was released as Probotector) is a 1987 video game developed and published by Konami. The player controls a large, muscular soldier as he battles his way through waves of foes. Most of its popularity is credited to its two player co-op mode, a rarity at the time. While the arcade version was popular, the series really began to take off when it was ported to the Nintendo Entertainment System in 1988. Since then, the game has been ported to numerous systems and has had many sequels.[CR]The game's music was composed by Hidenori Maezawa and Kyouhei Sada.[CR][B]Gameplay:[/B][CR]A rare calm moment.[CR]The goal of the game is to traverse several side-scrolling levels. Equipped with a default machine gun, the player has to repeatedly tap the button to fire, something that is changed in the game Contra III: The Alien Wars. Unlike many other games at the time, the player can still fire while jumping. Other weapons can be collected as well by firing upon flying machines that appear in the level. Other weapons included are a machine gun, a laser, a flame thrower and the spread shot. The player can also pick up a power up that enables the player to shoot faster.[CR]There are two different types of levels. First, there is the traditional side-scrolling level, but the second is a third-person shooter. In the third-person shooter levels, the player must explore several rooms in which the player must destroy enemies coming into the room, and destroy the cannons within the room. After defeating all of the rooms a boss is faced. A boss's weak point is often identified by a flashing animation. Guns that available in the side-scrolling level are also available in the third-person levels.Guns[CR]While Konami never gave official names to the various guns & power-ups, the community at large has come up with commonly accepted names for them:~=M=~ : Machine Gun - The machine gun does more damage than the default rifle, which is indicated by its slightly larger bullets. The rate of fire remains the same as the default rifle.~=S=~ : Spread Gun- Possibly the most sought after power-up in the game. "S" replaces the default rifle with a machine gun that fires five bullets in a wide arc in front of the player. However, the gun comes with a limitation: players can only have ten bullets on the screen at the same time. So if the player presses the fire button if there are already seven bullets on the screen, the gun will only fire three more bullets. A common workaround for this problem is to get very close to the target before spamming the fire button. This tactic dramatically increases the gun's damage done per second.~=F=~ : Flare Gun - Shoots slow-moving balls of fire. Only four are allowed on screen at the same time.~=L=~ : Laser Gun - Each laser shot does 8 bullets worth of damage, but only one laser shot is allowed on the screen at a time. Firing again will cancel the existing laser on screen. This limits the gun's effectiveness in dealing with multiple enemies.Power-Ups~=R=~ : Rapid Fire - Temporarily increases the rate of fire for whichever gun is equipped.~=B=~ : Barrier - Temporarily makes the player invulnerable to damage and gives them a deadly touch, where they can destroy any enemy by simply touching them.[CR][B]Story:[/B][CR]Players take on the roles of Bill Rizer and Lance Bean (codenamed Mad Dog and Scorpion) as they protect earth from an alien invasion known only as Red Falcon. The aliens are supposed to have arrived from a mysterious meteor sixty years previous to the events of the game.[CR][B]Secrets/Cheats:[/B][CR]Konami Code[CR]While the Konami Code debuted in Gradius, it achieved legendary status with the incredibly difficult Contra. Using the code, players instantly receive 30 lives, making the game much easier. To activate the code, the player must press: Up, Up, Down, Down, Left, Right, Left, Right, B, A and then press Start (but Start can be pressed before the code is typed, as well).Steal Lives[CR]Another series staple. If one player dies in the two player cooperative mode and runs out of lives, that player can steal lives from the other player by holding down A and B simultaneously.Shoot while ducking (Base 1 & 2)[CR]Normally, players can't shoot while ducking during these levels. But there is a workaround: Hold 'Up' on Controller 2 while ducking using Controller 1. This will result in the bullets being shot at a higher angle, even though the player is prone.Hard Difficulty / New Game[CR]After players beat the game and the credits are done rolling, they can start over with their remaining lives and the same weapon they finished the game with. The game is harder as a result of increased enemy count. The enemies themselves are stronger and shoot more often.Secret Ending (Japanese Version only)[CR]During the ending, hold down Start and Select before the credits start rolling and keep holding it until they are done. This results in a secret ending where Red Falcon vows his revenge.[CR]Regional Differences[CR]Probotector[CR]The European release of Contra was renamed and graphically modified. The arcade version had been released under the name Gryzor but with the same graphics. When the home NES version was going to be released in the PAL region they had to change some of the graphics due to German censorship policies. The name was changed to Probotector a mix of the words Robot and protector, the player characters were changed to robots as well as some enemies.[CR]The Contra protagonists became robots RD008 and RC011, and almost all enemies received a mechanized makeover. European gamers generally remember fondly the Probotector games, as well as similarly-themed games such as Turrican.Japanese and NTSC Differences[CR]In Japan, Konami could improve some aspects of their videogames by utilizing chips inside the cartridges themselves (much like the SNES's Super FX chip), thus overcoming some of the Famicom's limitations.[CR]Contra received a full intro sequence, an extended ending sequence and small cutscenes in between levels with a short report and a minimap depicting where the player is headed next, as well as a large figure of the protagonist firing a gun or listening to a radio. Also, some of the background pieces gained animations, such as the waving trees in the Jungle and Snow Field, and the twitching organic landscape of The Alien's Lair.[CR][B]Cheat:[/B] Codes[CR]At the title screen, press and hold Up, Left and the A button. While holding these buttons, press Start and immediately hold Select. If done correctly, the stage select screen should appear.[CR][B]Cheat:[/B] Hard Difficulty[CR]After you beat the game, the credits roll by and you start over with the remaining lives you had. You will also start with the gun you had. This time around, there will be more enemies. They will also shoot a lot more, and some enemies may have more hit points.</plot>
609 <releasedate>5/2/1988</releasedate>
610 <year>1988</year>
611 <genre>Action</genre>
612 <studio>Konami, Inc.</studio>
613 <nplayers>1-2 Co-Op</nplayers>
614 <perspective>Platform</perspective>
615 <rating>4.1</rating>
616 <ESRB>E - Everyone</ESRB>
617 <videoid>4L8RK6gP52E</videoid>
618 <thegamesdb_id>1258</thegamesdb_id>
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647 <game name="Tecmo Super Bowl (USA)">
648 <description>Tecmo Super Bowl (USA)</description>
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650 <title_clean>Tecmo Super Bowl</title_clean>
651 <plot>[CR][B]Overview:[/B][CR]Tecmo Super Bowl is the followup to the successful Tecmo Bowl. The format roughly follows a standard game of American football, where each team has 11 players and attempts to move the ball into the opponent's end zone by using a combination of running and throwing the ball. Between possessions, the teams switch sides and the player takes on the opposite role of attempting to keep the opponent from scoring in their end zone.[CR]Tecmo Super Bowl would be remade for the SNES and Genesis platforms two years later in 1993. This version was also named Tecmo Super Bowl, and should not be mistaken for this one.[CR]Improvements[CR]Tecmo Super Bowl does not depart much from Tecmo Bowl's formula, but rather focuses on perfecting the system already laid down.[CR]Additional play mechanics include Most significantly, playbooks are expanded from four plays to eight, allowing each team to double their selection of plays before each snap. Additionally, before the game, players can customize their team's playbook to better fit their play style and team's strengths. If the defense picks the same play as the offense, they will likely cause the offensive team to lose yardage or turn over the ball, but with more plays to choose from, the likelihood of the defense picking the right play is significantly reduced. Additional new mechanics include the ability to substitute players, varying conditions of players, fumbles, and player injuries.[CR]Place kicking is modified significantly by adding the option to perform an "onside kick." By putting very little force behind the kickoff, the kicking team can attempt to steal the ball away from the receiving team, with the risk that the receiving team will have excellent field position if they manage to hold onto the ball. Additionally, players do not control how hard the kicker kicks during extra point attempts and field goals. Rather, an arrow moves back and forth to determine if the kick will be on target, as opposed to wide right or left.[CR]While Tecmo Bowl had all of the players from the National Football League, they did not have the license to use the NFL team names. With Tecmo Super Bowl, they've added the NFL team license, allowing them to use team names and colors, and the actual NFL schedule from the year appropriate to when the game came out. Some players though, like Jim Kelly, only appear as "QB Bills." Additionally, after the regular season, players that make the playoffs will then play playoff games, including conference championship games, in an attempt to get to and win the Super Bowl and take home the title of NFL Champion. One of the biggest improvements to scheduling is that players can take control of multiple teams, skip any game that they're not interested in, or let the computer play out the season for them. This feature has been copied in many football games that have come out since Tecmo Super Bowl.[CR]A Pro Bowl option was also added to Tecmo Super Bowl. This option is a feature which allows users/players to fill out All-Star rosters with whichever players they choose for both the AFC (American Football Conference) and the NFC (National Football Conference) and have them play the actual All-Star game; the Pro Bowl.[CR]Cult following and legacy[CR]In Tecmo Super Bowl tournaments, it is common to make the Buffalo Bills and L.A. Raiders off limits since both Thurman Thomas and Bo Jackson are so overpowered, they can essentially break the game because they are so fast.Tecmo Bowl tournaments still exist today, with people hacking the game and modifying teams to fit modern expansion teams with full rosters and updated logos. The most prolific tournament takes place in Madison, WI and will feature 72 players in 2010 to accommodate for its increased popularity.Tecmo Super Bowl has been adorned on many "Best Video Games of All Time" lists. These lists include a Top 100 ranking from both Electronic Gaming Monthly and IGN.[CR][B]Cheat:[/B] Codes[CR]During the starting logos or the game intro, prior to the title screen's appearance, press Down seven times on Controller 1. After doing this, you can hold Select and press A to pause the game or press B to slow down the game.[CR][B]Cheat:[/B] Nose Guard Sack Glitch[CR]While on defense, take control of the nose guard (the defensive player who lines up directly over the ball). When the ball is hiked, move the nose guard down at a 45 degree angle, then run directly right. If done correctly, this tactic will guarantee you a sack on any passing plat in which the QB goes straight backwards, which is nearly every passing play in the game with how the AI works.</plot>
652 <releasedate>5/12/1991</releasedate>
653 <year>1991</year>
654 <genre>Sports</genre>
655 <studio>Tecmo, Inc.</studio>
656 <nplayers>1-2</nplayers>
657 <perspective>Side-Scrolling</perspective>
658 <rating>3.8</rating>
659 <videoid>CEIxmkcMDy0</videoid>
660 <thegamesdb_id>1905</thegamesdb_id>
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681 <game name="Tecmo Super Bowl NFL 2017">
682 <description>Tecmo Super Bowl NFL 2017</description>
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684 <title_clean>Tecmo Super Bowl NFL 2017</title_clean>
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686 <year>1991</year>
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688 <studio>Tecmo, Inc.</studio>
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691 <rating>3.8</rating>
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714 <game name="Tecmo Super Bowl NFL 2019">
715 <description>Tecmo Super Bowl NFL 2019</description>
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717 <title_clean>Tecmo Super Bowl NFL 2017</title_clean>
718 <releasedate>5/12/1991</releasedate>
719 <year>1991</year>
720 <genre>Sports</genre>
721 <studio>Tecmo, Inc.</studio>
722 <nplayers>1-2</nplayers>
723 <perspective>Side-Scrolling</perspective>
724 <rating>3.8</rating>
725 <videoid>CEIxmkcMDy0</videoid>
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747 <game name="Tecmo Super Bowl NCAA 2017">
748 <description>Tecmo Super Bowl NCAA 2017</description>
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754 <studio>Tecmo, Inc.</studio>
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781 <game name="Teenage Mutant Ninja Turtles II - The Arcade Game (USA)">
782 <description>Teenage Mutant Ninja Turtles II - The Arcade Game (USA)</description>
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784 <title_clean>Teenage Mutant Ninja Turtles II - The Arcade Game</title_clean>
785 <plot>April O'Neil, the reporter friend of the Teenage Mutant Ninja Turtles, is kidnapped by the villainous Shredder and his two goons, Bebop and Rocksteady. The four ninja turtles: Raphael, Michelangelo, Donatello and Leonardo fight their way through hordes of Foot Soldiers in order to rescue April. They battle familiar foes such as the mad scientist Baxter Stockman, General Traag from Dimension X and the evil alien brain Krang, up to the final showdown with Shredder himself.[CR]Teenage Mutant Ninja Turtles: The Arcade Game is a port of the popular arcade game made by Konami during the height of the cartoon series' popularity. Depending on the version of the game, up to two, three or four players can take part in the action. The game plays like a simplified Double Dragon. While most of the standard Foot Soldier enemies are easily dispatched, some attack with knives or ray guns and are thus more dangerous. At the end of each level, players encounter a boss (or in certain cases two bosses working in tandem, such as Bebop and Rocksteady).[CR]The NES version of the game features additional content not present in other versions of the game: two new levels (Snowy Central Park and The Dojo), new bosses (including Tora, Shogun and Baxter Stockman as a fly), additional music tracks as well as more variations of Foot Soldiers.[CR][B]Cheat:[/B] 10 Lives (Japanese version)[CR]At the title screen, press Right 3 times, B 3 times, A 3 times and Start. If done right, you'll have 10 lives[CR][B]Cheat:[/B] Easier battle with Shredder[CR]During the final battle against Shredder, Shredder splits up into two forms. They're identical in appearance, but only one is real; the other is fake. However, both forms are able to use the lightning attack that instantly kills you by turning you into a normal turtle.</plot>
786 <releasedate>5/12/1990</releasedate>
787 <year>1990</year>
788 <genre>Action</genre>
789 <studio>Ultra Software Corporation</studio>
790 <nplayers>1-2</nplayers>
791 <perspective>Platform</perspective>
792 <rating>4.0</rating>
793 <videoid>7Ve9_HvlqW8</videoid>
794 <thegamesdb_id>1427</thegamesdb_id>
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819 <game name="Ice Climber (USA, Europe)">
820 <description>Ice Climber (USA, Europe)</description>
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822 <title_clean>Ice Climber</title_clean>
823 <plot>[CR][B]Overview:[/B][CR]Ice Climber is an early NES title that can be played with 1 or 2 players, and 2 players can be competitive or somewhat cooperative. Players are Eskimos wielding mallets who try to ascend the mountain to the top, getting past obstacles on the way. At the top there will be a bonus stage which, if failed, will simply lose the chance to earn points rather than dying as is the case with the rest of the mountain. Players accumulate points through the 32 different mountains as the difficulty increases.[CR]Mechanics of an Ascent[CR]The two Eskimos, Popo and Nana, each have a mallet, which works automatically when they jump, clearing out ice platforms and birds overhead, and they can also swing it to stun yetis, destroy ice that yetis are pushing, and knock birds into the water. The main purpose of the mallet is to break through the ice that will be overhead. The ice that isn't broken away will then be a platform for the next level in the ascent. Some of the ice is unbreakable, while some is all but frictionless, making it very hard to maneuver.[CR]At each level in the climb there may be a yeti (or seal in the Japanese versions) which will scroll from the left or right side of the screen. Taking a mallet to the yeti will stun it, sending it away and dropping down if it happens to be near a hole in the floor. Touching the yeti is lethal, and yetis also push ice out from their caves to cover gaps that the players have left in the ice.[CR]Birds will also begin flying down, and are also lethal if touched, but can also be taken out with the mallet. Some places have very little platforms to stand on, and tend to have indestructible floating clouds that scroll past. In later levels these scroll by faster and faster as well as becoming smaller and smaller.[CR]Death comes should the player fall too far down (into an area near the bottom of the screen should there be no platform to catch Popo's fall). This can be used to the advantage of the other player in a competitive game, and respawning will sometimes happen in very precarious positions, increasing the chance for a chain of deaths.[CR]When the player reaches about halfway up, they will reach a bonus area where several slightly anthropomorphic vegetables are laid out. Players race to collect these before the time expires (in a bonus round vaguely similar to Nintendo's Mario Bros.). At the end, the players make a jump for a condor resembling a pterodactyl that scrolls across the top of the screen. Hitting the bottom of the screen, running out of time, or reaching the condor ends the bonus stage, and then points are awarded for vegetables collected, birds and yetis malleted, yeti ice crushed, and floor segments destroyed. The scores are tallied, and then it's time for a new mountain.[CR]There is also a polar bear wearing pink speedo and sunglasses that comes out if the player takes too long to advance a level. Should it stand at the middle of the screen, it will jump down. When it hits the bottom, scrolling the screen one level automatically, possibly forcing the player to lose a life.End-of-Round Scoring:Vegetable - Varies depending on typeYeti ice - 400Bird (Nitpicker) - 800Ice Blocks - 20Reaching the Condor first - 1000 X seconds remaining (?)[CR]Other Appearances[CR]The Ice Climbers make an appearance in the Super Smash Bros. series as playable characters. They work in tandem, acting as one character.[CR]The Nitpicker bird shares the name with the birds that plague Donkey Kong Jr. in his eponymous game.[CR]</plot>
824 <releasedate>5/10/1985</releasedate>
825 <year>1985</year>
826 <genre>Action</genre>
827 <studio>Nintendo of America Inc.</studio>
828 <nplayers>1-2 Co-Op</nplayers>
829 <perspective>3rd-Person</perspective>
830 <rating>2.9</rating>
831 <ESRB>E - Everyone</ESRB>
832 <videoid>0nzBivwWI4A</videoid>
833 <thegamesdb_id>1326</thegamesdb_id>
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862 <game name="Ice Hockey (USA)">
863 <description>Ice Hockey (USA)</description>
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865 <title_clean>Ice Hockey</title_clean>
866 <plot>[CR][B]Overview:[/B][CR]Ice Hockey was developed by Nintendo in 1988 for the Nintendo Entertainment System. The game allowed one to two players to face off using five players for each team. Though there were different countries to choose from (represented by alterations in sprite color), there were statistically no differences between the players.[CR]Countries[CR]Pick a team!United States: BlueSweden: YellowPoland: BrownCanada: GreenSoviet Union: RedCzechoslovakia: Gray[CR][B]Gameplay:[/B][CR]The game can be played at five different speeds, and three different sizes of players: skinny, ordinary, and stocky. This can create many different combinations with the skinny players being faster but weak, and the stocky players being slow but strong.The game can be played in three period lengths: seven, ten or fifteen minutes.The game is played with four skaters and one goalie. This makes the game difficult because the player has to play as the goalie at the same time of controlling their skaters.During the face-off, players can alter their formation by using the D-pad.Character Classes[CR]By choosing different classes for the four available characters, the player is able to provide their team with different strengths and weaknesses. The following are the classes to choose from:Skinny Guy: The Skinny Guy is extremely agile, but is extremely weak. The puck can easily be stolen from him when other players knock him over. His shots are the weakest and are quite slow, even when charged.Normal Guy: The Normal Guy is average. He is relatively fast and powerful, but is not as specialized as the other characters. He is generally a safe bet when building a team.Stocky Guy: The stocky guy is slow, but powerful. He can easily knock over other characters and steal the puck, and he has extremely powerful shots. His only disadvantage is his slow skating speed.RulesThough there are two blue lines and the red center line, offsides is not called, though icing is. This not only speeds the game up, but opens it up as well.There are virtually no penalties called on players with the exception of fighting.There can only be two players in the penalty box at once, and they leave when the penalty is over, or the opposing team scores a goal.The game is won by the highest score. If the game is tied then a shoot-out is held. If after this there is no winner, the game goes to an overtime period with no goalies until the game is won.Fighting[CR]If two players decide to have an “extended scuffle” then a real fight can break out! If the two players continue to press the button rapidly, the entire two teams come into the ball of fury. Occasionally players will be pushed out of the scuffle. The referees come in a few seconds later and penalize the winning team of the battle. With the player only receiving a two minute penalty, this can make the game fun and enjoyable.Intermission[CR]After two periods the game pauses for a couple of seconds. The teams skate off of the ice and a short song plays. During the short intermission men in Zambonis drive across the stage to smooth out the ice. This sequence has no effect on gameplay.Zambonis resurfacing the ice.Let the fight begin team![CR][B]Cheat:[/B] No Goalies[CR]At The Start Screen: Hold A and B on Both Controllers and then Start on the first controller</plot>
867 <releasedate>5/3/1988</releasedate>
868 <year>1988</year>
869 <genre>Action, Sports</genre>
870 <studio>Nintendo of America Inc.</studio>
871 <nplayers>1-2 VS</nplayers>
872 <perspective>Top-Down</perspective>
873 <rating>3.4</rating>
874 <videoid>cteXv68JXd4</videoid>
875 <thegamesdb_id>1375</thegamesdb_id>
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896 <game name="Balloon Fight (USA)">
897 <description>Balloon Fight (USA)</description>
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899 <title_clean>Balloon Fight</title_clean>
900 <plot>[CR][B]Overview:[/B][CR]Title Screen[CR]Balloon Fight was developed and published by Nintendo. First released in arcades in 1984, the NES version was released in 1985. Unusually for a Nintendo developed property post the launch of the NES/Famicom, Balloon Fight was also ported to Japanese home computers the NEC PC88-01 and the Sharp X1.[CR][B]Gameplay:[/B] consists of either one player or two-player co-op mode, and the goal of the main game is to defeat all enemies on screen to clear each level. The player is given three lives at the beginning of each game. There is also a Balloon Trip mode that tasks a player's reflexes by presenting an obstacle course full of hazards.[CR]The game was later added to the Wii Virtual Console, the Wii U Virtual Console and the 3DS eShop. It is also present in the first NES Remix from indieszero as one of the featured games.[CR][B]Gameplay:[/B][CR]The Main Game Mode[CR]The player character is a person with two balloons strapped to their back. The player must hit either the A or B buttons to flap the character's hands to fly about the stage, attacking enemies by landing on their backs and popping their balloons. Enemies are defeated by popping both of their balloons, and then landing on them while they are on the ground (in order to prevent them from inflating another balloon). There is also a body of water in the center of each level. If an enemy or player falls into the water or floats too close to the water, a large fish jumps from the water and eats the character. A spinning bumper-blade appears in the later levels as an added obstacle.[CR]Between every three normal levels, a bonus stage occurs. In the bonus stage, the player attempts to burst a large number of balloons as they float up from the bottom of the screen. If all 20 balloons are collected, a large bonus is added to the player's score. Following each bonus stage, the player is also rewarded with a full complement of two balloons.Balloon Trip[CR]The game also features a single-player mode called "Balloon Trip" where the player moves across a side-scrolling level, avoiding lightning bolts and gathering balloons. The player only has one life in this mode, and there is no ground to land on. Players begin the trip at a rank of 50 and as more balloons are gathered, their rank decreases. Nothing special happens if the player stays alive long enough to reach rank 1 (the game simply continues on indefinitely). In the closing part of Iwata Asks about Tekken 3D for 3DS, former Nintendo president Satoru Iwata, who was the programmer of Balloon Fight, stated that they made the Balloon Trip mode in the last 3 days of development.[CR][B]Legacy:[/B][CR]One Of The Later Stages[CR]Balloon Fight was one of the first NES games ever released, several months after the launch of the US version of the console.[CR]The entirety of Balloon Fight was included in the 2002 title Animal Crossing where the game cartridge was featured as a hidden title. Once a player found said cartridge they could play the game any time they wanted to within the game. In 2007, Balloon Fight was released for the Wii Virtual Console. The franchise also saw a spiritual successor in the form of Tingle's Balloon Fight DS, a rare Japanese Club Nintendo exclusive DS cartridge released in 2007. Balloon Fight also serves as the theme to the "touch" mode in Tetris DS.[CR]On January 23 2013, one day after the 28th anniversary of its release on Famicom, Balloon Fight was announced to be the first Virtual Console game released for Wii U. It was released that day worldwide as part of a special promotion celebrating 30 years of Famicom, before even the Virtual Console service proper was released.[CR]</plot>
901 <releasedate>5/6/1986</releasedate>
902 <year>1985</year>
903 <genre>Action</genre>
904 <studio>Nintendo of America Inc.</studio>
905 <nplayers>1-2 Co-Op</nplayers>
906 <perspective>3rd-Person</perspective>
907 <rating>3.6</rating>
908 <videoid>mtrW_WcO0_8</videoid>
909 <thegamesdb_id>333</thegamesdb_id>
910 <gamefaqs_url>http://www.gamefaqs.com/nes/563386-balloon-fight</gamefaqs_url>
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938 <game name="Nintendo World Cup (USA)">
939 <description>Nintendo World Cup (USA)</description>
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941 <title_clean>Nintendo World Cup</title_clean>
942 <plot>[CR]Nintendo World Cup, originally released in 1990 was one of the best soccer games available on the Nintendo Entertainment System. It was published by Nintendo and developed by Technos Japan Corporation. The soccer (football) in the game is six on six between many different countries including East Germany and West Germany. You can play soccer on grass, sand, ice and dirt. The game was designed by the same developers of River City Ransom and such, the players have large heads and short legs. In fact, many of the same sprites used in River City Ransom are used in World Cup. The game also features some of the most addicting music ever on the NES. When it comes to slide tackles, there are no fouls. It is encouraged to take out players via slide tackle to take the ball from them. Also, if you tackle a player enough times, the player will get injured and will no longer be able to play. Instead, the player would remain unconscious on the field until a goal was scored. The tackle animations are quite pleasing. Players are given five super shots per half and can be used by performing a header or a bicycle kick. Each country had its own unique supershot. What is unique about these shots is how crazy they were. Some would look like they are going one direction then go another and some would go so fast you could barely see them.Also, every first game is against Cameroon for some reason.Nintendo World Cup's Multiplayer mode allows players to choose the type of field they would play on. Available choices include sand, grass, dirt, and ice. These alternative surfaces have a big effect on gameplay. The dirt field has big rocks that could trip players, even so far as to injure them enough so the player would lie unconscious on the field. The ice field makes players slide around, while the sand field slows the ball's movement considerably. [CR][B]Cheat:[/B] Modify the amount of time the matches last.[CR]When turning on the console, keep pressing Select. This resets an invisible time counter to 0. Each time you press the A button, that counter goes up by 1, adding one minute of time for each half of the match (for example, press the A button 2 times to make each half of the match last 2 minutes instead of the usual 4).[CR][B]Cheat:[/B] Level Passwords[CR]The following passwords get you to a desired team in World Cup mode.[CR][B]Cheat:[/B] Play on a different field on Tournament Mode[CR]Play a "VS Match" and select the field you want to play the tournament on (Bumpy, Soil, Concrete, Sand, or Ice). At the end of the match, simply start playing "Tournament Mode", and the game will be set on the field you selected in "VS Mode".If you don't want to play the "VS Match" against someone, it's recommended to set the the timer to 1:00 minute (in codes section) and let the game play itself.</plot>
943 <releasedate>5/12/1990</releasedate>
944 <year>1990</year>
945 <genre>Sports</genre>
946 <studio>Nintendo of America Inc.</studio>
947 <nplayers>1-4</nplayers>
948 <perspective>3rd-Person</perspective>
949 <rating>3.5</rating>
950 <videoid>mPKoHVO5g3o</videoid>
951 <thegamesdb_id>1321</thegamesdb_id>
952 <gamefaqs_url>http://www.gamefaqs.com/nes/587782-nintendo-world-cup</gamefaqs_url>
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977 <game name="Baseball Stars (USA)">
978 <description>Baseball Stars (USA)</description>
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980 <title_clean>Baseball Stars</title_clean>
981 <plot>[CR][B]Overview:[/B][CR]Baseball Stars, the 1989 release from SNK marked the first time console gamers were given almost infinite customizing in a sports sim. The game stands out on its own merit although it featured absolutely no MLB stadiums, players or teams. The game succeeded in every way through its seemless gameplay, adaquate graphics and player/team creation and customization. It is widely believed amungst many as not only the greatest baseball video game for the Nintendo Entertainment System, but maybe the greatest Baseball game of all time.[CR][B]Gameplay:[/B][CR]Baseball Stars allows players to choose one of eight teams to play with or they can go through the process of creating a team from the ground up. The player can choose team jersey, color, logo, gender, statistics, and names. It was the first sports game to have a role playing element in which, through the use of money spending you could boost attributes of your players.[CR]Once you've chosen your team, Baseball Stars allows you to choose one of two game settings. One is Vs. play, were you square off against a friend or the computer in a single game contest. Vs. mode also allows the player to create a custom tournamant of up to 25 games in a bracket style showdown. The other is Season play, were you are entered in a full season of baseball and stats are tracked. You are able to see how your players are hitting and follow their progression.[CR][B]Teams:[/B][CR]Baseball Stars featured eight teams in addition to the user created teams. The eight built-in teams are:American DreamsBrave WarriorsJapan RobinsWorld PowersGhastly MonstersLovely LadiesSNK Crushers[CR][B]Cheat:[/B] Regular All Womens Team (not powered up)[CR]Select Create Team and then press down, down, down, down, down, right, right, right, right, right, right, right. Select "power hitters" and then change "WHAT IS A WREN?", into "A BIRD." Remember to punctuate the answer.[CR][B]Cheat:[/B] Getting 6 power-up points[CR]When you buy a power-up for a player, the game randomly assigns 1 to 6 points for you to spend on your player's stats. Baseball Stars constantly auto-saves: if you bought a power-up, got 1 measily point and spent it, you can't reset and load the old save. However, if you reset BEFORE spending the points, you'll still have your money, so you can just reset as soon as you buy the power-up (and find out how many points you got) and try to get 6 points everytime. This saves you a lot of money, especially since the cost of power-ups grows exponantially. [CR]This might damage the cart's battery save, so you probably shouldn't do it unless you're using an emulator (Note: don't bother using emulator savestates for the same effect, you'll keep getting the same amount of points)</plot>
982 <releasedate>5/7/1989</releasedate>
983 <year>1989</year>
984 <genre>Sports</genre>
985 <studio>SNK Corporation of America</studio>
986 <nplayers>1-2 VS</nplayers>
987 <perspective>3rd-Person</perspective>
988 <rating>3.8</rating>
989 <thegamesdb_id>1635</thegamesdb_id>
990 <gamefaqs_url>http://www.gamefaqs.com/nes/563387-baseball-stars</gamefaqs_url>
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1009 <game name="Baseball Stars II (USA)">
1010 <description>Baseball Stars II (USA)</description>
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1012 <title_clean>Baseball Stars II</title_clean>
1013 <plot>The second in the Baseball Stars series, Baseball Stars 2 was done by Romstar. Contains a more polished baseball game at the expense of a few of the customizing features that the first Baseball Stars had. The returning features include a create-a-team mode, upgrading and hiring/firing players, and league mode. Missing features removed for this game include renaming players, renaming teams, and females are no longer present.[CR]This sequel contains 12 pre-made teams and 6 slots for user created teams. There are four selectable stadiums to play in this time around.[CR][B]Cheat:[/B] Super Pitchers[CR]This glitch works depending on how powered-up your custom team is. You need a custom team that is earning at least $60,000 per game in league mode.</plot>
1014 <releasedate>5/11/1992</releasedate>
1015 <year>1992</year>
1016 <nplayers>1-2 VS</nplayers>
1017 <rating>4.7</rating>
1018 <thegamesdb_id>7816</thegamesdb_id>
1019 <gamefaqs_url>http://www.gamefaqs.com/nes/587112-baseball-stars-ii</gamefaqs_url>
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1039 <game name="Bases Loaded (USA)">
1040 <description>Bases Loaded (USA)</description>
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1042 <title_clean>Bases Loaded</title_clean>
1043 <plot>[CR][B]Overview:[/B][CR]Bases Loaded, released by Jaleco in Japan in 1987 and then again in the United States in 1988 was one game in a strong line-up of NES baseball sims. One of the unique aspects of the game was the "over the pitcher's shoulder" view, commonly found in televised baseball games. This allowed for a more interesting pitching/hitting interface as pitchers could now throw high and low and batters could hit high/low, inside/outside, as well. Like most sport sims of the time, Bases Loaded dosent feature any MLB licensed teams, stadiums or players. The game features 12 teams with there own strengths and weaknesses:BostonD.C.JerseyHawaiiN.Y.L.A.MiamiKansasOmahaTexasPhillyUtah[CR]Some teams were well-balanced at the plate, on the mound, and in the field, while others had particularly strong aspects counterbalanced by weak characteristics. For example, Hawaii features strong hitting and a pretty good pitching staff, while Kansas has exceptional pitching and mediocre hitting.[CR]Jersey was famous for their power hitter, Paste. Batting third, Paste had a stellar .467 batting average and 60 home runs. Based upon these statistics (the only offensive statistics to inform player ability in Bases Loaded were batting average and total home runs), he was easily the most powerful and talented hitter in the game. Paste is also featured in the non-playable demo that loops during the intro screen, where he hits a deep grand slam into the center field bleachers.[CR]Another first for gaming was the ability to charge the mound and fight the pitcher. Only select players could do this and it was an event that was usually triggered after a player was plunked in the at-bat following their last at-bat were they hit a home run. All in all, this feature was implemented well, entertaining to watch and not overused.[CR]Batting[CR]A first for baseball video games in terms of batting was the different batting stances a batter was assigned, previously batters all looked the same and stood in the batter's box the same way. There are a total of three different batting stances in the game.[CR][B]Cheat:[/B] Last Game Passwords (Japanese Version)[CR]Please enter the following passwords:[CR][B]Cheat:[/B] Pitch a Perfect Game[CR]Start a Left-Handed pitcher. Move the pitcher to the left side of the mound, and hold Down on every pitch, and the computer won't swing. Around the 5th inning, when the pitcher starts to become tired, replace him with another lefty and continue.[CR][B]Cheat:[/B] Dont get ejected during a fight[CR]To not get ejected during a fight, continually press the B button the entire time the fight is going on.</plot>
1044 <releasedate>5/7/1988</releasedate>
1045 <year>1987</year>
1046 <genre>Sports</genre>
1047 <studio>Jaleco USA, Inc.</studio>
1048 <nplayers>1-2 VS</nplayers>
1049 <perspective>3rd-Person</perspective>
1050 <rating>3.4</rating>
1051 <videoid>Vr-r43QifAQ</videoid>
1052 <thegamesdb_id>1032</thegamesdb_id>
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1075 <game name="Bases Loaded 3 (USA)">
1076 <description>Bases Loaded 3 (USA)</description>
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1078 <title_clean>Bases Loaded 3</title_clean>
1079 <plot>Bases Loaded 3 was Jaleco's latest entry into the popular baseball series in 1991. Changes over the previous title included slightly more detailed fielders, a new field perspective (home plate at the top of the screen, center field at the bottom), an editable team, and a new goal: to play the perfect game of baseball against the computer. Simply winning the game was no longer enough; the gamer now had to avoid common baseball missteps such as making an error and striking out, in order to earn a perfect rating. Against the very clever computer pitching, this could prove quite difficult.</plot>
1080 <releasedate>5/9/1991</releasedate>
1081 <year>1990</year>
1082 <genre>Sports</genre>
1083 <studio>Jaleco USA, Inc.</studio>
1084 <nplayers>1-2 VS</nplayers>
1085 <perspective>3rd-Person</perspective>
1086 <rating>2.8</rating>
1087 <thegamesdb_id>1033</thegamesdb_id>
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1108 <game name="Bases Loaded 4 (USA)">
1109 <description>Bases Loaded 4 (USA)</description>
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1111 <title_clean>Bases Loaded 4</title_clean>
1112 <plot>Bases Loaded 4 was Jaleco's last 8-bit entry in the long-running baseball series. The game featured slightly more elaborate animations than its predecessor, and much larger fielders. Removed was the goal to play a flawless game; instead the game featured more traditional modes, including exhibition games and full season play.[CR]Geared more toward faced-paced arcade gameplay than simulation, Bases Loaded 4 was not licensed by Major League Baseball or the Major League Baseball Players' Association. Therefore, it did not feature real American (or Japanese, for that matter) teams or players.[CR][B]Cheat:[/B] Sound Test (Japanese version)[CR]At the title screen, hold A + B on controller 2 and press Start on controller 1. Use controller 1 to hear the music and controller 2 to hear the sound effects.[CR][B]Cheat:[/B] Passwords[CR]The following two passwords start you with the Boston team at games near the end of the season (this is probably the only way Boston will ever win a Series!):</plot>
1113 <releasedate>5/11/1993</releasedate>
1114 <year>1991</year>
1115 <genre>Sports</genre>
1116 <studio>Jaleco USA, Inc.</studio>
1117 <nplayers>1-2 VS</nplayers>
1118 <perspective>3rd-Person</perspective>
1119 <thegamesdb_id>1636</thegamesdb_id>
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1140 <game name="Bases Loaded 2 - Second Season (USA)">
1141 <description>Bases Loaded 2 - Second Season (USA)</description>
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1143 <title_clean>Bases Loaded II - Second Season</title_clean>
1144 <plot>Do you have what it takes to play and manage a World Series team? You've got all the tools. Diving stops and leaping catches. Stolen bases and precision pickoffs. A pitching staff of junkballing lefties, flamethrowing righties, and crafty old relievers. But the key is to know when to use them, on any given day or play. You can tell a lot from your player's state - the most detailed in video baseball history, from streaks and slumps right down to each player's biorhythms - daily mood and physical condition. Beyond that, you have to rely on instinct alone. Because this is the 'SECOND SEASON.' When baseball becomes a thinking man's game, a war of nail-biting drama, strategy and nerves. When a world championship rides on every pitch, and one wrong move can end your season. From the first costly error to the last clutch hit, this is baseball at its very best. A big step up from the original 'BASES LOADED'... and a world away from any other video baseball game.[CR][B]Cheat:[/B] Hawaii Team Continue Passwords[CR]Enter the password below to achieve the following record for Team LA</plot>
1145 <releasedate>5/1/1990</releasedate>
1146 <year>1988</year>
1147 <genre>Sports</genre>
1148 <studio>Jaleco USA, Inc.</studio>
1149 <nplayers>1-2 VS</nplayers>
1150 <perspective>3rd-Person</perspective>
1151 <rating>3.2</rating>
1152 <thegamesdb_id>336</thegamesdb_id>
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1173 <game name="Double Dragon II - The Revenge (USA)">
1174 <description>Double Dragon II - The Revenge (USA)</description>
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1176 <title_clean>Double Dragon II - The Revenge</title_clean>
1177 <plot>[CR][B]Overview:[/B][CR] Double Dragon II centers around the murder of Marian[CR]Originally released in 1988 as an arcade game, Double Dragon II: The Revenge is the sequel to Double Dragon, which was released in 1987. Double Dragon II once again stars Jimmy and Billy Lee as they investigate the murder of Marian, the love interest of the series. Marian was shot to death by a group known as the Black Warriors. Other than the original arcade release, there have been a variety of home console versions, including releases for the NES, Game Boy, Genesis, TurboGrafx-16, ZX Spectrum, Commodore 64, Amstrad CPC, Atari ST, and Amiga. These versions all differ in a variety of ways, from minor elements to major gameplay changes.[CR]On March 10, 1990, Meldac released the soundtrack of Double Dragon II: The Revenge in Japan. Featuring new renditions of the songs from the NES version of the game, including arranged songs and a pop remix of the opening theme, with vocals sung by Manami Morozumi. The soundtrack, composed by Kazuhiro Hara and Nobuhito Tanahashi, contains 13 songs, two of which are different renditions of the same song (Dead or Alive, one with lyrics and one without).[CR][B]Gameplay:[/B][CR]Arcade Version The first level in the arcade game.[CR]The original arcade release is essentially the same as its predecessor. The game is a side scrolling beat-em-up, in which players can fight enemies across a four stages: an airport, lumberhouse, a field, and the base of operations for the Black Warriors. The largest differences between the original Double Dragon and Double Dragon II are improved moves, range of attack, and control scheme. In Double Dragon, players could either kick or punch. Double Dragon II changes this, and opts instead for directional based attacks (e.g. if the player is facing to the right, one button will send out a flurry of punches and the other button will have the character kick from the back).[CR]In addition to friendly characters, all of the enemies have received significant makeovers as well. As well as a range of new enemy characters (including the final boss, Willy, leader of the Black Warriors), enemies now have new weapons to carry around and use, including shovels and hand grenades. Enemy attacks are also modified, including a new range of combos and special attacks (to combat the new moves that Jimmy and Billy have received, such as the Hurricane Kick).NES Version The only way to get the true ending in the NES version is to play the game on hard.[CR]Possibly the most well known version of Double Dragon II: The Revenge, the NES version was originally released on December 23, 1989 in Japan, and then later released in North America during January of 1990. Published by Acclaim Entertainment and developed by Technos, Double Dragon II for the NES is very different from the arcade version on which it is based. Similar to the previous NES game, Double Dragon, this NES game is a one to two player side scrolling beat-em-up, although this was the first version of a Double Dragon game on the NES that could be played by two players simultaneously in co-op. The game has an expanded story, including cutscenes before each stage (of which there are nine). In addition, there is a separate final boss in the NES version, which can only be fought on the hardest difficult level. Upon being defeated, Marian is brought back to life (unlike the arcade version).[CR]The Lee brothers retain the bi-directional attacks from the arcade version (with B and A on the NES pad corresponding to Left and Right attacks, respectively) as well as the spinning Hurricane Kick special move. In addition, they can execute "hyper" uppercut and "hyper" flying knee attacks, which send enemies flying skyward and backwards, respectively. The latter move is particularly useful for making quick work of enemies (including boss characters) when fighting near a bottomless pit area. While the Hurricane Kick can be executed on the fly by jumping and then tapping both buttons at the peak of the jump, the latter two must be executed by timing button presses almost perfectly when the player character is just exiting his kneeling frame of animation (initiated by either landing from a jump or getting up from a fall), making them slightly more complex moves to pull off.[CR]Stage design (as well as several new stages with story sequences playing out before each one), modes, and the plot changes are all among the differences between the arcade and NES versions of Double Dragon II. Arguably the largest change is the addition of a two-player "Mode B", where the players can damage each other during the game - this factor was subsequently used to discover a number of exploits and shortcuts by the speedrun community. (Another side effect of "Mode B" was that if one player killed another, the first player would gain the life that the other player lost, something that could be used to give a single player up to 7 lives.) Additionally, Double Dragon II on the NES adds five new stages, differing enemies, radically different stage design, and a new final boss (named the Mysterious Warrior).Other Versions[CR]Other than the well-known arcade and NES versions, there have been a variety of other ports of Double Dragon II: The Revenge. Two other home console ports were produced in 1991 and 1993 (both exclusively in Japan) for the Sega Mega Drive and the PC Engine respectively. The Mega Drive version is largely unchanged from the arcade game, only slightly altering the second stage. The PC Engine version featured upgraded graphics (including the story sequences from the NES version, which are redone for this version), new music, slightly altered stage design, and voice acting for the main characters, including Billy, Jimmy, and Marian.[CR]Several ports were released for PC platforms as well, with Virgin Mastertronic and Binary Design handling ports to the ZX Spectrum, Commodore 64, IBM PC, Commodore Amiga, Amstrad CPC, and Atari ST in 1989. These companies were the same companies to handle the PC ports of the original Double Dragon as well.[CR][B]Soundtrack:[/B][CR] Double Dragon II's arranged soundtrackDead or Alive (2:48)The Vengeful Demon has Begun to Move (3:37)A Quiet Pursuit (3:01)Tension at the Night Sky (1:43)Advancing Towards Sunset (2:25)Escape to the Forest (3:43)Wicked God (1:25)Breaking the Barrier (2:37)Enter to the Enemy's Base (3:19)Roar of the Twin Dragons (3:55)Miracle of the Twin Dragons (1:25)Sweet Memories (3:13)[CR][B]Cheat:[/B] Helicopter glitch[CR]When playing the stage that you are inside the helicopter, there is a way to make the door close as soon as it opens. After it opens, just pause the game and leave it paused for about 10 or so seconds, and then unpause the game. After unpausing the game, the door should close, saving you the hassle of worrying about getting sucked out, and you can just concentrate on the enemies.[CR][B]Cheat:[/B] Extra Lives[CR]Choose the ''2 Player'' game where you are able to knock out the other player. Once the first screen of foes is defeated, knock out the other player. Each time you defeat the other player, you get a 1UP.</plot>
1178 <releasedate>5/1/1990</releasedate>
1179 <year>1989</year>
1180 <genre>Action</genre>
1181 <studio>Acclaim Entertainment, Inc.</studio>
1182 <nplayers>1-2 Co-Op</nplayers>
1183 <perspective>3rd-Person</perspective>
1184 <rating>3.8</rating>
1185 <videoid>32HPflRL_K4</videoid>
1186 <thegamesdb_id>342</thegamesdb_id>
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1212 <game name="Blades of Steel (USA)">
1213 <description>Blades of Steel (USA)</description>
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1215 <title_clean>Blades of Steel</title_clean>
1216 <plot>[CR][B]Overview:[/B][CR]Blades of Steel is an ice hockey game published by Konami in 1988. Although it contained no actual real-world hockey teams, it did contain several teams based on real North American cities. For its Famicom Disk System adaptation it was called Konami (or Konamic) Ice Hockey.[CR][B]Gameplay:[/B][CR]There are eight playable teams that are based in real North American cities but bear no relation to their NHL counterparts. The eight teams are Vancouver, Edmonton, Toronto, Montreal, Los Angeles, Minnesota, Chicago, and New York. Each team has one anonymous line of 3 forwards, 2 defensemen and 1 goalie.[CR]There are two game types: Exhibition and Tournament. In Exhibition, the player takes on either a CPU or another human-controlled team for a single match. In Tournament, the player’s team is placed into a three-round elimination tournament. Both game types can be played on three difficulty levels; Junior, College and Pro.[CR]Although the matches are structured the same as regular hockey games (3 periods of 20 minutes each), the speed of the clock is sped up. There are no offside or penalty calls, with one notable exception. If two players bump into each other a few times, they will start a fight. Interestingly, only the loser is sent to the penalty box. The only other enforced infraction is “Icing”. If the game is tied after the 3 periods, it moves to a shootout. The team with the most goals after 5 shots wins, and if the score is still tied, the shootout continues until there is a winner.[CR]Critical Reception[CR]When released Electronic Gaming Monthly awarded the scores of 7,7,6,4 stating, "...fast action with little or no smudging on the screen, combined with games within the game that include fight scenes, make Blades a winner..."[CR]</plot>
1217 <releasedate>5/12/1988</releasedate>
1218 <year>1988</year>
1219 <studio>Konami, Inc.</studio>
1220 <nplayers>1-2 VS</nplayers>
1221 <rating>3.7</rating>
1222 <videoid>vHk438I2lDA</videoid>
1223 <thegamesdb_id>1037</thegamesdb_id>
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1245 <game name="Anticipation (USA)">
1246 <description>Anticipation (USA)</description>
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1248 <title_clean>Anticipation</title_clean>
1249 <plot>[CR][B]Overview:[/B][CR]Anticipation is a virtual board game blending the board mechanics of games like Trivial Pursuit with the gameplay components of party games like Pictionary. Each player is represented by one of four objects reminiscent of Monopoly markers: a pair of pink high-heeled shoes, a teddy bear, a horn, and an ice-cream cone.[CR]The game was one of the few games for the NES to support 4-player simultaneous gameplay through the use of the Four Score and NES Satellite peripherals. If three or four players are competing in this game, then two players will need to share a single controller. The control pad would ring in the player who knew the answer for the picture being drawn, then essentially, the controller would have to be handed to that player in order to enter in the answer.[CR][B]Gameplay:[/B][CR]Players are tasked with collecting one tile of each color by landing on a square of that color on the board and then being the first person to correctly answer the challenge.[CR]Depending of the level board that the challenge is from, players can be given clues to the answer through a written puzzle category, a number of dots that the computer connects as it draws, and the number of letters in the correct answer. As the players ascend through the game's 3-4 boards (depending on the difficulty being played), more of these clues are removed until the challenges do not include any visual or written clues at all. A player wins the game when they have collected a tile of each color across all of the game's board levels.[CR]During each turn of the game, the computer will display random points. A pencil will appear and start connecting the dots to form a picture. The first player to buzz in and correctly identify the picture will earn a card for the color of the picture being drawn. Players are on a time limit per game as a dice on the screen will count down from 6 seconds. Whatever value is showing when a player successfully identifies the picture is the number of spaces that players game piece will move on the game board for the next turn.[CR]Any player can be awarded the tile for answering any other player's question correctly.[CR]Puzzle Categories[CR]NaturalMan MadeClothingFoodToolsThingsMathScientificWeaponryLeisureOfficeTravelMusicMisc.AlphabetWhatchamacallit[CR][B]Cheat:[/B] Gray Puzzle[CR]On the third and higher levels, there is a gray feature square that will lift you up and bring you around the board. If you repeatedly press [B] A [/B] or [B] B[/B], you will be sucked into the puzzle. The Category of the puzzle is weapons.</plot>
1250 <releasedate>5/11/1988</releasedate>
1251 <year>1988</year>
1252 <studio>Nintendo of America Inc.</studio>
1253 <nplayers>1-4</nplayers>
1254 <rating>3.5</rating>
1255 <videoid>yxbhxes6k7g</videoid>
1256 <thegamesdb_id>1618</thegamesdb_id>
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1279 <game name="Teenage Mutant Ninja Turtles III - The Manhattan Project (USA)">
1280 <description>Teenage Mutant Ninja Turtles III - The Manhattan Project (USA)</description>
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1282 <title_clean>Teenage Mutant Ninja Turtles III - The Manhattan Project</title_clean>
1283 <plot>[CR][B]Overview:[/B]/Gameplay[CR]The Manhattan project is the third installment of the TMNT games for the NES. As usual you can pick from all four turtles. There are a few interesting moves here that have been added since the 2nd game TMNT 2 Arcade. In this title you are not only able to jump attack, and regular attack, but also by holding down and the attack button your able to spear/pick someone up and throw them behind you. There is also a special attack for each character that can be used by hitting both the attack and jump buttons at the same time. This however costs one point of health every time it is performed and so makes the game a bit more interesting and difficult with the limited amount of pizzas/health available. It really makes you decide when to use your special to clear some guys out but you have to keep in mind you'll be losing health to do it anyway and a boss could appear anytime. The levels range from a beach, to a floating section of the city in the sky, and even a submarine. Another interesting note about this game is it was the first (yes before turtles of time) to involve riding on things, such as a hover board across the sea to reach the submarine. These new portions of the game alongside the new abilities make it a fun and memorable TMNT experience.[CR][B]Bosses:[/B][CR]Level 1 - Rocksteady (Rhino)[CR]Level 2 - Groundchuck (Calf)[CR]Level 3 - Mini Boss - Slash (Turtle)[CR]Boss-Bebop (Pig)[CR]Level 4 - Dirtbag (Rat)[CR]Level 5 - Mini Boss - Mother Mouser (Robot)[CR]Boss - Leatherhead (Crocodile)[CR]Level 6 - Mini Boss - Rahzar (Wolf)[CR]Boss - Shredder (Man)[CR]Level 7 - Tokka (Snapping Turtle)[CR]Level 8 - Mini Boss - Krang (Brain and Robot)[CR]Boss - Super Shredder (Man)[CR]Playable Characters[CR]Leonardo (Leo)[CR]Considered by many (except maybe Raph) to be the leader of the Turtles and the most strong-willed Turtle, Leonardo wears the blue bandanna and has a long reach but a somewhat limited special with his Cyclone Sword Swing. The Cyclone Sword Swing is a move where Leonardo stands still and swings his two swords around his body, which will hit anyone around him. The problem with this move is that it has a limited range and you mostly want to use it if you are surrounded. It doesn't help you much if you need to attack enemies who are a few steps away from you which is usually the case. As such, Leonardo's Cyclone Sword Swing is the arguably the worst special in the game.Michaelangelo (Mike)[CR]The goofball and joker of the group, Mike (or sometimes called "Mikey") wears the orange bandanna. Like Raphael he is a short-range striker with his nunchuck weapons. His special ability is the Kangaroo Kick which is kind of like a front-hand spring where Mike jumps backwards on his hands and then pushes his body upward in an arc with his feet kicking forward. This move is arguably the third worse special as most enemies that you want to attack are on the ground and rarely in the air.Raphael (Raph)[CR]Raphael is the independant and rebellious Teenage Mutant Ninja Turtle of the group and where's a hot rodding red-colored Bandana and wields the three-pronged "Sai" (pronounced "sigh") short-ranged weapon. Raphael's reach is even shorter than that of Michaelangelo which can make him a hard character to play as just like Mike. However he has arguably the second best special attack in his Power Drill Attack which is a spinning headbutt attack that launches Raph forward and damages any enemy in his way. Raph's attack is arguably the best special in the game although it is similar to Don's special attack.Donatello (Don)[CR]Donatello where's the purple bandanna and wields a wooden bo staff. Donatello is the smartest and most knowledgeable (and arguably intelligent) Teenate Mutant Ninja Turtle of the group and is not only level-headed but is always the Turtle that uses or builds devices and knows how to operate machinery and computers. Donatello is arguably the best character and the easiest to use because of the long reach of his bo, he has the longest reach of all the characters. Additionally, Donatello has arguably the best special in his Knockout Roll. This move is similar to Raphael's Power Drill Attack" that launches Donatello forward. In the move Donatello holds his staff out as he tucks in and spins forward vertically as he hits all the enemies in his path.[CR][B]Cheat:[/B] Cheat Codes[CR]At the title screen, press A, B, Right, Left, Right, Left, Down, Down, Up, Up & Start. If done right, you'll be able to increase your continues after picking your turtle.[CR][B]Cheat:[/B] Random Select[CR]At the player select screen, press Down five times for a one-player game, or press Down ten times for a two-player game. After you use this code, your next player will be randomly selected when you lose a turtle.</plot>
1284 <releasedate>5/2/1992</releasedate>
1285 <year>1991</year>
1286 <genre>Action</genre>
1287 <studio>Konami of America, Inc.</studio>
1288 <nplayers>1-2</nplayers>
1289 <perspective>Side-Scrolling</perspective>
1290 <rating>3.8</rating>
1291 <videoid>nunSavTP-4E</videoid>
1292 <thegamesdb_id>1428</thegamesdb_id>
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1322 <game name="Dr. Mario (Japan, USA) (Rev A)">
1323 <description>Dr. Mario (Japan, USA) (Rev A)</description>
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1325 <title_clean>Dr. Mario</title_clean>
1326 <plot>[CR][B]Overview:[/B][CR]Dr. Mario is a puzzle game developed by Nintendo R&D1 and published by Nintendo. The game was originally released on the Nintendo Entertainment System and Game Boy in 1990. It has since seen many sequels and remakes, such as Dr. Mario & Puzzle League on the Game Boy Advance and Dr. Mario Online RX on WiiWare. The soundtrack was composed by Hirokazu "Hip" Tanaka.[CR]According to the instruction booklet, Mario is now working as a doctor in the virus research lab at the Mushroom Kingdom Hospital. As usual, Dr. Mario is about to begin his research when Nurse Toadstool informs him that several viruses are out of control and spreading quickly. Mario exclaims "Oh No! We've got to do something! I have just developed a new vitamin that should be able to take care of it. I sure hope this stuff works!"[CR][B]Gameplay:[/B][CR][B]Gameplay:[/B] in Dr. Mario[CR]Dr. Mario is a puzzle game that uses much the same falling block mechanic made ubiquitous by Tetris. Vitamin capsules are dropped into the play field and must be rotated to remove viruses hovering at fixed spots (each half the size of a vitamin.) The vitamins are colored one of three colors on each side (red, yellow, or blue,) and the colors of the vitamin must be matched with the corresponding viruses of the same colors. After stacking up four of the same color, the virus is eliminated. After destroying all viruses on the playing field, the player progresses to the next level.[CR]The player can select 21 different levels (0 to 20), and players who can clear level 20 can make it all the way to level 24 (clearing 24 just repeats this level continuously). Each level has a different amount of viruses, and in level 20 there are 84. No more than 84 can fit, making each level after 20 have 84 viruses as well. The player can also select the background music, either Fever or Chill. The game speed can also be set to low, medium, or high. The more time spent clearing a particular level, the faster the game speed will gradually become. [CR][B]Cheat:[/B] Cutscenes[CR]If you beat levels 5,10,15, or 20 on MEDIUM or HIGH speed, you will get a small cutscene. Also level 20 on LOW speed as well.</plot>
1327 <releasedate>5/10/1990</releasedate>
1328 <year>1990</year>
1329 <studio>Nintendo of America Inc.</studio>
1330 <nplayers>1-2 VS</nplayers>
1331 <rating>3.8</rating>
1332 <ESRB>E - Everyone</ESRB>
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1363 <game name="Super Mario Bros. 3 (USA)">
1364 <description>Super Mario Bros. 3 (USA)</description>
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1366 <title_clean>Super Mario Bros. 3</title_clean>
1367 <plot>[CR][B]Overview:[/B][CR]The title screen.[CR]Released in the United States in 1990, Super Mario Bros. 3 was one of the most highly anticipated games of its time. Nintendo's promotional campaign leading up to the game's release was unprecedented for a video game in the US, and included a key role in the climactic moments of the video-game-themed movie The Wizard. While the film was universally panned by movie critics and video gamers alike, it was successful in its ulterior purpose of promoting Super Mario Bros. 3.[CR]Super Mario Bros. 3 is generally considered to be one of the Nintendo Entertainment System's best, one of the greatest Nintendo games of all time, and also one of the best Mario games ever created. It was noted for being the top selling video game of all time, before being surpassed by Wii Sports.[CR]The game's popularity has resulted in a few ports and remakes, including Super Mario All-Stars (a compilation of early Mario games), Super Mario Advance 4: Super Mario Bros. 3, and a Virtual Console port.[CR]Shigeru Miyamoto returned as lead designer along with Takashi Tezuka, and Koji Kondo as the game's music composer.[CR][B]Gameplay:[/B][CR]Super Mario Bros. 3 brings back the series' traditional gameplay.[CR]The gameplay in Super Mario Bros. 3 is more akin to the original Super Mario Bros. than the deviation found in Super Mario Bros. 2. The game also expands on and introduces many new concepts, some of which stayed for future Mario titles. Notably, Super Mario Bros. 3 was the first Mario game to feature a world map, allowing the player a certain level of freedom, including the occasional opportunity to skip sections of levels.[CR]The game follows the traditional formula of Mario chasing down Bowser to rescue the kidnapped Princess Peach, though this time around Mario also has to deal with Bowser's children and their powerful airships.[CR]Because of the new world map, certain areas are blocked by Hammer Bros., which Mario must defeat (or he can put them to sleep using an item found in the game). Along with these dangerous obstacles, there are minigames found in a Toad's house. The minigames allow Mario to win items such as Super Mushrooms that can be stored in a bar at the bottom of the screen for future use in individual levels.[CR]Super Mario Bros. 3 also includes a simultaneous multiplayer mode. Player one controls Mario while player two controls Luigi, as the two traverse the game's eight worlds. Through this mode, even more minigames are accessible, including a retouched version of the original Mario Bros.[CR][B]Worlds:[/B][CR]Grass Land is the first world.Grass Land (World One) - Grass Land is a basic Mario world, featuring a mix of slightly varied Mario environments such as straightforward outdoor stages, auto-scrolling stages that take place in the air, and even an underground stage. It is the smallest world in the game, its map taking up only one screen.Desert Land (World Two) - A desert world, as the name implies. Quicksand becomes a common obstacle, and one stage takes place inside of a pyramid.Water Land (World Three) - This world takes place next to the ocean. Levels begin to take place underwater, and even levels that are not underwater usually feature water of some kind.Giant Land (World Four) - Giant Land is very similar to Grass Land. The difference is that enemies and objects are all more than twice their normal size! Even so, most of them can be destroyed with the same amount of effort.Sky Land (World Five) - The first half of sky land is also similar to Grass Land. However, the tower stage that exists at the midpoint of this level will take Mario up into the sky, which means that the latter half of this world is composed mostly of air stages.Ice Land (World Six) - Ice Land's stages are all covered in ice. Mario will slip on ice if he is not carefully controlled, making control even more important than ever.Pipe Land (World Seven) - Pipe Land's stages feature an abundance of pipes! While the environments may be similar to Grass Land, pipes are absolutely everywhere in these stages, and Piranha Plants come with them.Dark Land (World Eight) - Dark Land features many stages that are similar to the auto-scrolling airship stages that end the other worlds. It does eventually feature a few "normal" stages that resemble earlier worlds, but even these appear to take place at night. Watch out, because nearly every enemy in the game can appear at any time. At the end waits Bowser's Castle.[CR]Power-Ups[CR]Super Mario Bros. 3 brings back the old powers from the first game, and it also adds some new, more abstract upgrades.Super Mushroom[CR]The classic Super Mario Bros. item returns in Super Mario Bros. 3. It turns Mario into Super Mario, allowing him to take one more hit before he dies.Fire Flower[CR]The Fire Flower is another classic Super Mario Bros. item. It gives Mario the ability to shoot fireballs and quickly destroy enemies. If he is hurt, Mario reverts to his Super Mario stage.Raccoon SuitTanooki Suit[CR]A new item, this gives Mario the ability to fly for short periods of time. If he runs for a while and gets his P-Meter high up, Mario can soar through the sky. Pressing B makes Mario spin, which slows down his descent and hits enemies that get whacked by the raccoon tail.Frog Suit[CR]The Frog Suit is another new item, giving Mario the ability to swim faster in the water. However, he hops around on land, making him harder to control.Tanooki Suit[CR]Very similar to the Raccoon Suit, this item allows Mario to turn into a stone statue, making him invincible to enemies. In addition to that, it has all of the abilities of the Raccoon Suit.Hammer Bro. SuitHammer Bro. Suit[CR]The Hammer Bro. Suit gives Mario the ability to throw hammers. Mario can also go into the shell and protect himself from enemies.Kuribo's ShoeKuribo's Shoe[CR]A unique power-up, this allows Mario to stomp around in a giant Goomba's shoe. He is impervious to attack from below while he is in Kuribo's Shoe, like Piranha Plants. It is only available in level 5-3. The shoe has not appeared as a power up in any game since Super Mario Bros. 3Starman[CR]Another classic Super Mario Bros. power-up, this makes Mario temporarily invincible. In certain levels, Mario can string Starmen one after the other to the end of a level by hitting the right blocks along the way before running out of invincibility.Warp Whistle[CR]A rare power-up that could only be found in some areas, this lets Mario skip a world at any time, mimicking the pipe zones from the first game. Mario can only move between tiers of levels in this way, so the tiers were: Worlds 2-4, Worlds 5-7, and World 8.[CR]Bowser's Children[CR]Bowser's seven children are the bosses of each world preceding World Eight (Dark Land), in which the player faces Bowser himself. Each child is actually named after a famous musician. Each Koopa is felled after three hits.Larry Koopa[CR]Larry has no real special abilities beyond jumping high after taking two hits. He is the boss of Grass Land. It is uncertain who Larry is actually named after, but it is speculated to be Lawrence Welk, a well-known accordionist.Morton Koopa, Jr.[CR]Morton is the boss of Desert Land, and the second youngest of the Koopalings. He is loud-mouthed and hot-tempered. While his facial features (the star on his left eye) resemble those of KISS member Paul Stanley, Morton is actually named after Morton Downey, Jr. (which also explains the "Jr." in Morton's name, not insinuating that Bowser's real name is Morton).Wendy O. Koopa[CR]Wendy is the only female Koopaling, and also the only Koopaling to have completely circular magical attacks. She is the third youngest, and is often portrayed as a whiny, spoiled brat. Wendy is named after Wendy O. Williams, the singer for the band The Plasmatics.Iggy Koopa[CR]Iggy is the middle child of the Koopalings. He is considered a "genius", particularly in the cartoons, where he is twin brothers with Lemmy Koopa. His in-game representation differs from his artwork, in which he sports a rainbow mohawk. In-game, he lacks this, and only has a blonde tuft of hair. Iggy is named after the influential punk artist Iggy Pop.Roy Koopa[CR]Roy is the third oldest Koopaling. He is a bully, and enjoys seeing others' pain. He is the largest of the Koopalings, and thus, the worst at jumping. However, when he lands, he causes a ground-shaking blast, which stuns the player if they are still on the ground. Roy is based on Roy Orbison, who inspired Roy Koopa's shades.Lemmy Koopa[CR]Lemmy is the only Koopaling to ride around on a green ball. He uses this same green ball as a weapon in some cases, launching it with his magic wand. He is the second oldest of the Koopalings, and is based on Ian "Lemmy" Kilmister of the band Motörhead.Ludwig von Koopa[CR]The oldest of the Koopa kids, Ludwig is also able to create ground-shaking blasts like Roy Koopa. Naturally, he is based on the famous composer Ludwig van Beethoven, and even has a hairstyle similar to that of the well-known German composer.[CR]TV Series[CR]The Adventures of Super Mario Bros. 3.[CR]In addition to the video game itself, Super Mario Bros. 3 also has a TV show and it is called The Adventures of Super Mario Bros. 3. The show introduced the Koopalings and it is the second Mario animated series following The Super Mario Bros. Super Show. The show was produced by Nintendo in association with DiC Entertainment and spanned a total of 26 episodes.[CR]The Wizard[CR]The game as seen in the finals of the video game tournament in The Wizard.[CR]The game also appeared in the last scene of The Wizard where Jimmy Woods competed in the final round of the video game tournament. In this scene, Jimmy, Lucas, and Mora battled in the final round where the rules was to get the most points in 10 minutes using the game. At the final 60 seconds of play, Jimmy used a Warp Whistle to give him big points and the win.[CR][B]Cheat:[/B] Avoid Damage From Bowser[CR]When fighting Bowser in the final level of the game, his lower half will not do damage to you. That means you can avoid damage from his ground-pound attack by ducking if you have obtained a power-up at some point, or, if Small Mario, you can walk under him and through him without sustaining damage![CR][B]Cheat:[/B] 28 P-Wings[CR]Complete the game and watch the ending. Now start a new game. You got 28 P-Wings! [CR][B]Cheat:[/B] Fight Bowser With No Fireballs[CR]In Bowsers castle at the end of the game, it is possible to make it so he DOES NOT SPIT FIRE AT YOU. This trick is easy and only requires getting to world 8 with a P-wing. First off, use your P-wing on the map before entering the Final Castle. YOU MUST GET TO BOWSER INTACT. If you get to the Bowser fight room and the Bricks that he smashes through are not flush with the rest of the floor, then you are in the wrong room. Now, when you reach Bowsers room, FLY straight up and to the left. You will be able to walk on a wall above the screen. Drop down on the other side. You will be in another room to Fight Bowser in. When you drop, you will be on a door that opens to the princess. Ignore this room and DO NOT GO TOO FAR TO THE LEFT. If you do, you will have to fight Bowser and he will still have his Fire Balls. Fly back over the wall to the first room you were in and start the Bowser fight. He will still throw his head back and make the sound of spitting fire, but nothing will come out. ;)</plot>
1368 <releasedate>5/2/1990</releasedate>
1369 <year>1988</year>
1370 <genre>Action</genre>
1371 <studio>Nintendo of America Inc.</studio>
1372 <nplayers>1-2 Alt</nplayers>
1373 <perspective>Platform</perspective>
1374 <rating>4.2</rating>
1375 <ESRB>E - Everyone</ESRB>
1376 <videoid>H1Ui3ZDX9MI</videoid>
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1416 <game name="RBI Baseball - 2016 World Series">
1417 <description>RBI Baseball - 2016 World Series</description>
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1420 <releasedate>5/11/1988</releasedate>
1421 <year>1986</year>
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1423 <studio>Tengen Inc.</studio>
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1448 <banner1>http://i.imgur.com/lkh4i0X.png</banner1>
1449 </game>
1450 <game name="RBI Baseball 2018">
1451 <description>RBI Baseball 2018</description>
1452 <title_clean>RBI Baseball 2018</title_clean>
1453 <rom crc="3C5C81D4" name="RBI Baseball 2018" sha1="024859F211BD854AC9D4ECCC20C63BC8738ED133" size="40588" />
1454 <releasedate>5/11/1988</releasedate>
1455 <year>1986</year>
1456 <genre>Sports</genre>
1457 <studio>Tengen Inc.</studio>
1458 <nplayers>1-2</nplayers>
1459 <perspective>3rd-Person</perspective>
1460 <rating>2.4</rating>
1461 <videoid>tyX5072zKag</videoid>
1462 <thegamesdb_id>2026</thegamesdb_id>
1463 <gamefaqs_url>http://www.gamefaqs.com/nes/587559-rbi-baseball</gamefaqs_url>
1464 <mobygames_url>http://www.mobygames.com/game/nes/rbi-baseball</mobygames_url>
1465 <giantbomb_url>http://www.giantbomb.com/rbi-baseball/3030-611/</giantbomb_url>
1466 <consolegrid_url>http://consolegrid.com/games/529</consolegrid_url>
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1483 </game>
1484 <game name="RBI Baseball 2017">
1485 <description>RBI Baseball 2017</description>
1486 <title_clean>RBI Baseball 2017</title_clean>
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1488 <releasedate>5/11/1988</releasedate>
1489 <year>1986</year>
1490 <genre>Sports</genre>
1491 <studio>Tengen Inc.</studio>
1492 <nplayers>1-2</nplayers>
1493 <perspective>3rd-Person</perspective>
1494 <rating>2.4</rating>
1495 <videoid>tyX5072zKag</videoid>
1496 <thegamesdb_id>2026</thegamesdb_id>
1497 <gamefaqs_url>http://www.gamefaqs.com/nes/587559-rbi-baseball</gamefaqs_url>
1498 <mobygames_url>http://www.mobygames.com/game/nes/rbi-baseball</mobygames_url>
1499 <giantbomb_url>http://www.giantbomb.com/rbi-baseball/3030-611/</giantbomb_url>
1500 <consolegrid_url>http://consolegrid.com/games/529</consolegrid_url>
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1516 <banner1>http://i.imgur.com/lkh4i0X.png</banner1>
1517 </game>
1518 <game name="RBI Baseball 2012">
1519 <description>RBI Baseball 2012</description>
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1521 <title_clean>RBI Baseball 2012</title_clean>
1522 <releasedate>5/11/1988</releasedate>
1523 <year>1986</year>
1524 <genre>Sports</genre>
1525 <studio>Tengen Inc.</studio>
1526 <nplayers>1-2</nplayers>
1527 <perspective>3rd-Person</perspective>
1528 <rating>2.4</rating>
1529 <videoid>tyX5072zKag</videoid>
1530 <thegamesdb_id>2026</thegamesdb_id>
1531 <gamefaqs_url>http://www.gamefaqs.com/nes/587559-rbi-baseball</gamefaqs_url>
1532 <mobygames_url>http://www.mobygames.com/game/nes/rbi-baseball</mobygames_url>
1533 <giantbomb_url>http://www.giantbomb.com/rbi-baseball/3030-611/</giantbomb_url>
1534 <consolegrid_url>http://consolegrid.com/games/529</consolegrid_url>
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1541 <snapshot2>http://www.mobygames.com/images/shots/l/50046-r-b-i-baseball-nes-screenshot-intro.jpg</snapshot2>
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1551 </game>
1552 <game name="R.B.I. Baseball (USA)">
1553 <description>R.B.I. Baseball (USA)</description>
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1555 <title_clean>R.B.I. Baseball</title_clean>
1556 <plot>[CR][B]Overview:[/B][CR]R.B.I. Baseball was originally released in Japan under the name Pro Yakyuu Family Stadium on December 10, 1986, as part of the Family Stadium franchise. The US version, a port by Atari Games (under the Tengen label) released on January 5, 1988, features a license from the Major League Baseball Players' Association, allowing it to have real baseball players on the roster. However, due to a lack of the core MLB license, the game doesn't contain real teams, referring to all of them by city name only.[CR]Despite having actual MLB players' names (although sometimes truncated), each character looked exactly the same (e.g., there weren't any black players, everyone was the same height, etc.). The only visual differences among the players was whether they were right- or left-handed, and if pitchers threw overhand or submarine-style. Performance characteristics among the players were present however, with batting average, power, and even running speed distinctions between individual players being reflected in the game.[CR]After this point, the Namco-developed Family Stadium series and the Tengen-shepherded RBI Baseball line would diverge, with Tengen producing two more games based on this core before moving to 16-bit machines and an all-new, domestically-developed game.[CR][B]Cheat:[/B] Alter Game RAM/ROM (Japan-only)[CR]Before using this cheat, it is highly recommended you understand how NES and video game programming work to some extent - this cheat allows you change any variable in the game's RAM ($0000 - $7FFF) and ROM ($8000 - $FFFF) in any manner you wish. Altering variables at random is very likely to just cause the game to crash unless you know what you are doing. Also note that this cheat requires the use of a Famicom controller that can press both Up and Down simultaneously (Player 1) and one that allows you press all four D-Pad buttons at the same time (Player 2).[CR][B]Cheat:[/B] Glitch Team[CR]In 1p mode, first, select the National All-Stars. Then select to play American league all stars. after the game with the American league, you will play the glitch team. Beware, this game will be an ass kicking. If your NES or emulator last through the game, you can play a better glitch team. Watch out for the 150 mile an hour pitches[CR][B]Cheat:[/B] Programmers Screen[CR]At the title screen, hold A+B and press Start to view the names of the game's programmers.[CR][B]Cheat:[/B] Bunt an Inside the Park Homerun[CR]This trick only works in 1P mode, against the computer. Use a left-handed batter and bunt. Try to get the ball to hit the right side of the bat (close to the batter). If you do this just right the ball will roll slowly past all the computer's outfielders (and infielders) and by the time they catch up to it, you'll be at home plate.</plot>
1557 <releasedate>5/11/1988</releasedate>
1558 <year>1986</year>
1559 <genre>Sports</genre>
1560 <studio>Tengen Inc.</studio>
1561 <nplayers>1-2</nplayers>
1562 <perspective>3rd-Person</perspective>
1563 <rating>2.4</rating>
1564 <videoid>tyX5072zKag</videoid>
1565 <thegamesdb_id>2026</thegamesdb_id>
1566 <gamefaqs_url>http://www.gamefaqs.com/nes/587559-rbi-baseball</gamefaqs_url>
1567 <mobygames_url>http://www.mobygames.com/game/nes/rbi-baseball</mobygames_url>
1568 <giantbomb_url>http://www.giantbomb.com/rbi-baseball/3030-611/</giantbomb_url>
1569 <consolegrid_url>http://consolegrid.com/games/529</consolegrid_url>
1570 <boxart1>http://thegamesdb.net/banners/boxart/original/front/2026-1.jpg</boxart1>
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1585 <banner1>http://i.imgur.com/lkh4i0X.png</banner1>
1586 </game>
1587 <game name="R.B.I. Baseball 2 (USA) (Unl)">
1588 <description>R.B.I. Baseball 2 (USA) (Unl)</description>
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1590 <title_clean>R.B.I. Baseball 2</title_clean>
1591 <plot>R.B.I. Baseball 2 features all 26 major league teams, each with a full roster of players. You can choose any National or American League team. You can even play one of the 1989 All-Star squads.[CR]R.B.I. Baseball 2 has One Player and Two Player options as well as a Password mode to enable you to play a full season (one game against every team in the division). In addition, a watch mode provides you with the best seat in the house for a computer-controlled match up.[CR]R.B.I. Baseball 2 is similar to the original R.B.I. Baseball in terms of gameplay. This time around the game uses the teams and statistics from the 1989 season. Just as in the original, you get to see what it's like to step up to the plate as Ricky Henderson, pitch the ball like Nolan Ryan, and catch a line drive like Ozzie Smith.[CR][B]Cheat:[/B] Cheats[CR]During gameplay, press Start to enter the main menu, then press Select to go into cheat entry mode. Now enter the following cheat sequences for its effects. Note you can only use them thrice per game, and failed entries count to this.[CR][B]Cheat:[/B] Passwords[CR]Start a 1 Player game, pick "N Team" (Namco Team) and enter "CC70" as the password. You'll go head to head with the N Team too.</plot>
1592 <releasedate>5/11/1990</releasedate>
1593 <year>1990</year>
1594 <genre>Sports</genre>
1595 <studio>Tengen Inc.</studio>
1596 <nplayers>1-2</nplayers>
1597 <perspective>3rd-Person</perspective>
1598 <rating>2.4</rating>
1599 <thegamesdb_id>1404</thegamesdb_id>
1600 <gamefaqs_url>http://www.gamefaqs.com/nes/587560-rbi-baseball-2</gamefaqs_url>
1601 <mobygames_url>http://www.mobygames.com/game/nes/rbi-baseball-2</mobygames_url>
1602 <giantbomb_url>http://www.giantbomb.com/rbi-baseball-2/3030-2277/</giantbomb_url>
1603 <consolegrid_url>http://consolegrid.com/games/530</consolegrid_url>
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1611 <snapshot5>http://www.mobygames.com/images/shots/l/50095-r-b-i-baseball-2-nes-screenshot-scoreboard.jpg</snapshot5>
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1618 </game>
1619 <game name="R.B.I. Baseball 3 (USA) (Unl)">
1620 <description>R.B.I. Baseball 3 (USA) (Unl)</description>
1621 <rom crc="FD63E7AC" name="No-Intro-Collection_2013-06-14/No-Intro-Collection_2013-06-14.zip/Nintendo%20-%20Nintendo%20Entertainment%20System%2FR.B.I.%20Baseball%203%20%28USA%29%20%28Unl%29.zip" sha1="F771ACBA324678978BEC8A7200D1C19A37504D5C" size="87583" />
1622 <title_clean>R.B.I. Baseball 3</title_clean>
1623 <plot>R.B.I. Baseball 3 took the popular baseball series a step further statistically, adding each Major League Baseball division winning team from 1983-1990, in addition to the 1989 All Star teams and all 26 1990 teams (with full 1989 statistics). Want to see how the 1986 Mets might have done against the 1987 Twins? Here's your chance.[CR]The game was licensed by the Major League Baseball Players' Association; thus, real Major League players and statistics are included, but the teams themselves are represented only by their home cities. Team names are not used. Also, retired players who were no longer under contract with the MLBPA in 1991 are not present. Rather, they are represented by their initials and their fielding positions.[CR]Game mechanics remain unchanged from R.B.I. Baseball 2, focusing more on arcade fun than realistic gameplay.[CR][B]Cheat:[/B] Credits (Japanese version)[CR]At the title screen, press and hold A & B and press Start. If done right, you'll get the game's credits.[CR][B]Cheat:[/B] Passwords[CR]The Codes that I am inputting are on the Hard Level. Here's from teams on 1990 stats. So Enjoy.</plot>
1624 <releasedate>5/11/1991</releasedate>
1625 <year>1991</year>
1626 <genre>Sports</genre>
1627 <studio>Tengen Inc.</studio>
1628 <nplayers>1-2</nplayers>
1629 <perspective>3rd-Person</perspective>
1630 <rating>3.2</rating>
1631 <thegamesdb_id>2027</thegamesdb_id>
1632 <gamefaqs_url>http://www.gamefaqs.com/nes/587561-rbi-baseball-3</gamefaqs_url>
1633 <mobygames_url>http://www.mobygames.com/game/nes/rbi-baseball-3</mobygames_url>
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1648 </game>
1649 <game name="Super Dodge Ball (USA)">
1650 <description>Super Dodge Ball (USA)</description>
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1652 <title_clean>Super Dodge Ball</title_clean>
1653 <plot>[CR][B]Overview:[/B][CR]Super Dodge Ball was released for the arcade and later ported to the NES. It was originally released in Japan as Nekketsu Kōkō Dodgeball Bu, part of the Kunio-Kun series.[CR]NES Port[CR]The NES port of Super Dodge Ball consisted of 3 modes; Super Dodge Ball mode, Vs. Mode, and Bean Ball Mode. In Super Dodge Ball Mode, One player takes on 7 countries and their respective Dodge Ball teams on their way to Dodge Ball supremacy. Each team has their own strengths and weaknesses, as well as their own home court. The countries included in the single player, and vs. mode, are:[CR] England, Iceland, Africa, Japan, China, India, Russia, and the USA.[CR]Additionally, if the player can make it through all of the teams, they will play "Team Shadow." Team Shadow was an evil version of team USA with similar teammates, power throws, and home court advantage.[CR]Vs. Mode was simple 2 player Super Dodge Ball Mode.[CR]In Bean Ball mode, players were taken back to their days on the playground. This was less structured, and allowed players to run around all over the place. Play continued until there was only one player left standing.[CR]Currently, the only sequels that exist have yet to be released outside of Japan.[CR]</plot>
1654 <releasedate>5/6/1989</releasedate>
1655 <year>1988</year>
1656 <genre>Action, Sports</genre>
1657 <studio>CSG Imagesoft Inc.</studio>
1658 <nplayers>1-2 VS</nplayers>
1659 <perspective>3rd-Person</perspective>
1660 <rating>4.0</rating>
1661 <videoid>nXp92WEPzas</videoid>
1662 <thegamesdb_id>1457</thegamesdb_id>
1663 <gamefaqs_url>http://www.gamefaqs.com/nes/587662-super-dodge-ball</gamefaqs_url>
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1666 <consolegrid_url>http://consolegrid.com/games/651</consolegrid_url>
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1683 </game>
1684 <game name="Snow Brothers (USA)">
1685 <description>Snow Brothers (USA)</description>
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1687 <title_clean>Snow Brothers</title_clean>
1688 <plot>Snow Brothers is an Action game, developed by Sol and published by Capcom,which was released in 1991.[CR][B]Cheat:[/B] Codes[CR][B]Cheat:[/B] Alternate Ending[CR]Complete the game without using any continues to see an alternate ending[CR][B]Cheat:[/B] Time Mode[CR]To play a hidden, timed version of the game, there are ways to activate the requisite mode, depending on the release of the game you are playing. </plot>
1689 <releasedate>5/11/1991</releasedate>
1690 <year>1991</year>
1691 <genre>Action, Platform, 2D</genre>
1692 <studio>Sol</studio>
1693 <nplayers>1-2 VS</nplayers>
1694 <rating>7.3</rating>
1695 <videoid>a9yb5FLWThg</videoid>
1696 <thegamesdb_id>1448</thegamesdb_id>
1697 <gamefaqs_url>http://www.gamefaqs.com/nes/587632-snow-brothers</gamefaqs_url>
1698 <consolegrid_url>http://consolegrid.com/games/614</consolegrid_url>
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1704 <banner1>http://i.imgur.com/xRbTgdi.jpg</banner1>
1705 </game>
1706 <game name="Venice Beach Volleyball (USA) (Unl)">
1707 <description>Venice Beach Volleyball (USA) (Unl)</description>
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1709 <title_clean>Venice Beach Volleyball</title_clean>
1710 <plot>Venice Beach Volleyball is no doubt the coolest video game under the hot summer sun. Check it out! We took miles of clear blue sky, warm sand, along with millions of gnarly 8-foot waves, mixed in dudes, babes, and one ton of pure fun, then crammed the whole thing with the maximum amount of challenge and excitement allowable by federal law. Here you have it, the most excellent beach volleyball game ever! Locals say kicking the butt of a computer controlled team is never easy without a lot of practice. You haven't seen anything until you challenge a friend head to head in competitive double player action mode. Way rad beach volleyball action, blazing 8-bit graphics and killer tunes. That's what VENICE BEACH VOLLEYBALL is all about!</plot>
1711 <releasedate>5/11/1991</releasedate>
1712 <year>1991</year>
1713 <genre>Action, Sports</genre>
1714 <studio>American Video Entertainment Inc.</studio>
1715 <nplayers>1-2 VS</nplayers>
1716 <perspective>3rd-Person</perspective>
1717 <rating>2.0</rating>
1718 <thegamesdb_id>2165</thegamesdb_id>
1719 <gamefaqs_url>http://www.gamefaqs.com/nes/587751-venice-beach-volleyball</gamefaqs_url>
1720 <mobygames_url>http://www.mobygames.com/game/nes/venice-beach-volleyball</mobygames_url>
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1722 <consolegrid_url>http://consolegrid.com/games/740</consolegrid_url>
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1738 <game name="Trog! (USA)">
1739 <description>Trog! (USA)</description>
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1741 <title_clean>Trog!</title_clean>
1742 <plot>[CR][B]Overview:[/B][CR]Trog! is a maze game from Acclaim that adds and removes parts to the golden formula invented by Pac-Man. Two people could play cooperatively through the game to fight off Trogs and compete for the most points. The basis for the game is simple: You are a young bipedal dinosaur endangered by the troglodytes.GameplayThe pineapple turns you into a T-Rex of course![CR]You must gather eggs in various maze setups to move on to the next stage all while Trogs hunt you through the maze; if that weren't enough there are also various hazards that spawn throughout the mazes as well. No worries though, the Trogs are stupid and there are many power-ups to help you along the way such as pineapples that turn you into a T-Rex momentarily and allows you to eat Trogs for bonus points, red plants that would speed you up, a rib bone that would give you temporary invulnerablity from the Trogs and more.[CR]If all else failed you could always punch the Trogs but you had to be quick because if the Trogs beat you to the punch they would eat you for dinner.Progression[CR]As you advance through the game the Trogs become more and more crafty. Trogs start to realize the potential of fire and its connection to you; they want to cook you. Later they use wheels against you for their mobility, and since the wheels are made of stone, they will crush you as well.The real reason they invented the wheel.[CR]Even further into the game they will gain the ability to squash you under their feet via springs; yes that is correct, the troglodytes attach springs to their feet and jump around the maze posing a constant threat as you attempt to collect your eggs and make it to the next stage.[CR]Variances in the stages ramped up slow at first then accelerate at about midway through the game. At first you are on a flat grid with no obstructions only running around collecting eggs and avoiding Trogs; there are some early powerups and maze hazards as well. Soon come obstructions around the levels making for more of a "maze" feeling. Soon portal technology is introduced, wheels are rolling around rampantly, and Trogs are jumping around the map like they're in Cirque Du Soleil! It is complete madness and is a lot of fun with a friend in the two-player mode.[CR]It is unclear whether it was intentional or not but the progression of the difficulty and how the game visually interprets it (i.e. from Trogs with just clubs &gt; to wheels &gt; to springs) shows a paralell with the advancement of the Trogs themselves.Trogs and Maze Hazards[CR]Trogs start out as yellow and somewhat docile. Soon though you run into the red-bearded Trogs that are much more aggressive and dubious. They use their clubs to create holes in the maze. They work for and against them as many a Trog will haplessly walk over their own hole and fall to their demise.Portal technology long before... Portal[CR]Trogs soon advance further getting faster and more aggressive; they will try to corner you if you are not paying attention. They also start using more gadgets like the wheels and springs. As if all of this wasn't enough, there are also maze hazards to deal with.[CR]One maze hazard that looks innocent enough at first turns out to be a snare. It is the blue spotted mushroom. This is one of many maze hazards, some others are:Fire: At first, fire can be your friend, but like in real life, if you let fire to its own accord, it will turn on you. In this case you don't have to worry about it spreading, but the flames will grow and when they do, they will turn you to ash if you touch them.Tar pit: Makes you an immobile target, or as the Trogs see it, free lunch.Holes: Simple enough, you fall in and die.Edge of level: If you approach the edge of the screen without averting you will fall over and die.Trogs!Points, Bonuses and Power-upsJumping cavemen lead to crushing defeat.[CR]Each egg would grant you points, points that would accumulate at the top of the screen. Killing Trogs also came with its own point bonuses and depending on how you did it you may gain more or less points. For example, if you eat a pineapple and morph into a T-Rex you would be able to eat Trogs. This would grant you 10,000 points. However, the Trog eating chained so for each subsequent Trog you ate you would be granted more and more points.[CR]Some of the other power-ups were:Red plant: Granted increased speed. Could chain up to 3 times for increased speed.Rib bone: Granted temporary invulnerability. Actually, it just made the Trogs ignore you momentarily.Fire: Before the fire reaches its second stage, it can be picked up, allowing you to shoot fireballs at the Trogs.Ice Block: Running over the ice block would freeze all enemies on stage and make them all a 1-punch kill while still frozen.Bonus stage![CR]Points were also awarded for every stage you cleared: 25,000 big ones for each stage completed. At various points in the game a time-warp would appear on the screen for a limited period of time as well. Players that were fast enough to get to the time-warp could skip stages as well as nab everyone playing 300,000 bonus points. Points served 3 purposes in Trog! They were the factor that gave you bragging rights if you were playing with a friend, they were a goal to beat after making it to the scoreboard, and bonus lives were awarded at different point intervals as well; you were also granted 1 continue.[CR]Throughout the game extra points could be earned in various bonus stages. In one such stage you are a T-Rex the entire time and must gobble up as many Trogs as you can before the timer expires (lucky you there are red plants scattered throughout to get to the Trogs faster)! In another you must collect as many gems before the timer expires.[CR]</plot>
1743 <releasedate>5/10/1991</releasedate>
1744 <year>1990</year>
1745 <genre>Action</genre>
1746 <studio>Acclaim Entertainment, Inc.</studio>
1747 <nplayers>1</nplayers>
1748 <perspective>Top-Down</perspective>
1749 <rating>4.0</rating>
1750 <videoid>yR8_32dQyXU</videoid>
1751 <thegamesdb_id>2154</thegamesdb_id>
1752 <gamefaqs_url>http://www.gamefaqs.com/nes/587731-trog</gamefaqs_url>
1753 <mobygames_url>http://www.mobygames.com/game/nes/trog</mobygames_url>
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1773 <game name="Dusty Diamond's All-Star Softball (USA)">
1774 <description>Dusty Diamond's All-Star Softball (USA)</description>
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1776 <title_clean>Dusty Diamond's All-Star Softball</title_clean>
1777 <plot>Team building screen[CR]A feature that few players would recognize is the Team Building in Dusty Diamond's. Both players, simultaneously, select characters for their team. As there can be only one of each character used, and the players selecting do not have to take turns, there is an absolutely frantic meta-game in simply constructing your roster. One player could take all of the 'good' characters before the other player has even selected one. It's not uncommon for people to create 'house rules' for picking players.[CR]Every character has his or her own unique traits. Some are fast and some are slow. Some can hit really well and others can pitch really well. Some can teleport through a tag and others can... fly.Japanese Version[CR]One thing that did not make the transition from the Japanese game is, all of the characters were mythical monsters or animals. While the US version has a little creativity with a devil and a witch character, the majority of the characters are non-desrcript every day folks. Despite looking normally, all of the characters retain their original stats and powers. That makes it extremely difficult to figure out who is good at what.[CR]In the original version, if you see an elephant most people won't expect him to be extremely quick. When presented with a ninja, a chicken and a sumo wrestler you have the context clues to work out who'd be good at what (the ninja was quick and throws well, the chicken leaps far and catches well and the sumo wrestler annihilates the ball). While not everyone has a unique skills, there are some worth noting...USJapanCharacter PowerJoshAlienCan not be tagged out when running between bases. Has to be forced out OR touch a base occupied by an opposing player with a ball.FroggyFrogHops as he runs, but can also move through puddles on certain fields.CaseyTenguInstead of jumping for a ball, he'll jump and hover in the air.StanChimpCan climb outfield walls to steal homeruns.SidChickenCan dive huge distances while playing defense.PeterSnowmanCan bat left or right handed.[CR]While inconvenient, it does offer the occasional reward to the adventurous captain. Finding that diamond in the rough is often an achievement and is part of the charm of the game. With 60 characters to choose from, there's no shortage of combinations to try.[CR]While every player has his or her own favorite characters, there are some that are clearly suited for specific roles.PlayerSkills and StatsSuggested UseFujiPowerful hitter, incredibly slowCatcher, First BaseMikeyAll-a-rounder, cannon for an armShort Stop, OutfieldLouisFast runner, good handsOutfieldSlickDisgustingly quick, solid pitchingPitcher, Second BaseDiabloSolid batter, little on the slow sideFirst Base[CR]Some rules of thumb make building a team fairly simple; Slow guys at catcher and first base, fast guys in the outfield and don't get greedy with the power hitters... it never works.[CR]If the amount of players wasn't enough content, Dusty Diamond's All Star Softball offers an additional mode over the Japanese version; Fast Pitch vs. Slow Pitch. It's not just the speed of the ball that changes, but the overall rules. Much like real softball, when slow pitch is on teams have 4 outfielders and runners can no longer steal bases.Field Selection[CR]Adding further variety to the game is your choice of 5 fields (Professional makes 6 fields in the 2 player game) each with it's own quirks and rules. The Park has a very short homerun line but no fences so outfielders can chase down extremely well hit balls. Although misplaying a pop fly can lead to easy points. The School is another field that lacks a proper wall or fence, but if you break a window you're automatically out! The Cliff is enclosed like a regular baseball diamond, but with a picket fence in left field. Hit the ball UNDER the fence for a ground rule double. The Park has water hazards, The Island has trees that can interfere with a throw and the Professional is a no-frills playing surface.[CR][B]Cheat:[/B] View Credits[CR]Beat the game and, during the final animation, hold Up on Controller 2 and press A three times, then hold Down and press B six times. Then press Select on Controller 1 to view the credits.[CR][B]Cheat:[/B] Joshs secret[CR]Josh is the only player in the game who can dodge a tag[CR]meaning you can steal any base without getting tagged out[CR]it only works once per pitcher [CR]So go steal home plate </plot>
1778 <releasedate>5/11/1990</releasedate>
1779 <year>1989</year>
1780 <studio>Brderbund Software, Inc.</studio>
1781 <nplayers>1-2 VS</nplayers>
1782 <rating>3.7</rating>
1783 <thegamesdb_id>1818</thegamesdb_id>
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1803 <game name="Jackal (USA)">
1804 <description>Jackal (USA)</description>
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1806 <title_clean>Jackal</title_clean>
1807 <plot>[CR][B]Overview:[/B][CR]Jackal (Special Forces Unit Jackal) was initially released in North America as Top Gunner, though the most commonly known version - the NES version - retained the title Jackal (in North America and PAL regions). Jackal is an overhead run and gun game released by Konami in 1986. Players take the role of a jeep driving soldiers on a mission to rescue their POW comrades in Vietnam.[CR]For its console release in Japan, for the Famicom Disk System, it was renamed Final Commando: Akai Yousai (Red Fortress). The FDS disks had considerably less space than modern NES carts at the time, and is one of the few instances where content was removed from the Japanese version of a NES game rather than the more common inverse.[CR][B]Story:[/B][CR]"Your brothers-in-arms are hostages behind enemy lines, and you're their only hope for freedom. But the firepower you'll face to rescue them is awesome. Rescue the POWs in the buildings. You'll need a pocket full of miracles, and the ferocity of a wild JACKAL."[CR]These opening lines from the game sum up the gist of the story. In the game, players take the role of Col. Deckar (driver) and Lt. Bob (gunner) in single player mode, and Cpl. Grey and Sgt. Quint are added in cooperative two-player mode.[CR][B]Gameplay:[/B][CR]In Jackal, players traverse through six levels on their armed jeep. The aim of each level is to rescue POWs from buildings in the stage and transport them to transport helicopters. After each successful drop-off, players fight a variety of bosses. Points are awarded based on performance (by both enemy kills and POW pickups), eventually rewarding the players extra lives. If the player rescues enough prisoners, weapon upgrades are rewarded, in addition special flashing prisoners award these power ups.[CR]The player controlled jeeps feature a primary and a secondary attack. The primary weapons in the game are grenades (upgradable 4 times). The grenades first upgrade to a "rocket launcher", then an enhanced ranged rocket launcher, then a shrapnel-producing rocket launcher (area of damage) and lastly an enhanced area of damage rocket launcher. As a secondary weapon, the jeep features a machine gun which can only be fired upward. The machine gun lacks the power of the explosive weapons (and can not be used to rescue POWs from buildings) but can be used as a minor complementary weapon while dodging enemy attacks.[CR][B]Cheat:[/B] Borrow Lives[CR]During a two-player game, if a player loses his/her final life, the other player can press A and B at the same time to give the other a life.</plot>
1808 <releasedate>5/11/1988</releasedate>
1809 <year>1988</year>
1810 <genre>Action, Driving, Racing</genre>
1811 <studio>Konami, Inc.</studio>
1812 <nplayers>1-2 Co-Op</nplayers>
1813 <perspective>Top-Down</perspective>
1814 <rating>4.0</rating>
1815 <videoid>cgGwem324Iw</videoid>
1816 <thegamesdb_id>354</thegamesdb_id>
1817 <gamefaqs_url>http://www.gamefaqs.com/nes/563425-jackal</gamefaqs_url>
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1836 <game name="Caveman Games (USA)">
1837 <description>Caveman Games (USA)</description>
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1839 <title_clean>Caveman Games</title_clean>
1840 <plot>Olympic Games set in the stone age. Events include clubbing, dinoracing, firemaking, matetossing, saber racing and the dino vault.[CR]Supporting up to four players (six on the NES), you must select your caveman from a total of six different characters with different backgrounds, all with different skills and drawbacks.[CR]http://www.mobygames.com/game/nes/caveman-ugh-lympics[CR]</plot>
1841 <releasedate>5/11/1990</releasedate>
1842 <year>1990</year>
1843 <genre>Sports, Miscellaneous</genre>
1844 <studio>Data East
1845</studio>
1846 <nplayers>1-6 Sim</nplayers>
1847 <perspective>3rd-Person</perspective>
1848 <rating>2.3</rating>
1849 <videoid>jxJ1Uw38Hss</videoid>
1850 <thegamesdb_id>1668</thegamesdb_id>
1851 <gamefaqs_url>http://www.gamefaqs.com/nes/587181-caveman-games</gamefaqs_url>
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1871 <game name="Bomberman (USA)">
1872 <description>Bomberman (USA)</description>
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1874 <title_clean>Bomberman</title_clean>
1875 <plot>[CR][B]Overview:[/B][CR]Bomberman is a maze-based arcade game, developed by Hudson Soft. The first in the Bomberman series, it unfortunately didn't contain any multiplayer. At the time it was well-received and today it is considered as a genre-defining video game. There has since been countless iterations on its blueprint and huge multiplayer communities around them.[CR][B]Story:[/B][CR]Bomberman is a robot working at a bomb factory who gets bored of making bombs. He hears a rumor that anyone that makes it out from the underground factory gets a wish. Bomberman, desperate to escape, sets out on a journey to the surface. The only thing standing in his way is the factory security guards who will do anything to stop him. Spoiler alert: Bomberman will turn into Runner when he reaches the surface.[CR]Other Versions[CR]The Famicom version differed slightly from the MSX original, so the Famicom version was ported back to the MSX under the title "Bomber Man Special".[CR]European versions were released under the names "Eric and the Floaters" (MSX/Spectrum) and Dyna Blaster (Amiga, Atari ST, and PC)[CR][B]Cheat:[/B] Level passwords[CR]Just type this password on the password screen to access stage 1 -but- have yourself a deadly 14blocks bomb range with detonator and flameproof.</plot>
1876 <releasedate>5/11/1987</releasedate>
1877 <year>1985</year>
1878 <genre>Action</genre>
1879 <studio>Hudson Soft Company, Ltd.</studio>
1880 <nplayers>1</nplayers>
1881 <perspective>Top-Down</perspective>
1882 <rating>3.4</rating>
1883 <ESRB>E - Everyone</ESRB>
1884 <videoid>CZ9Pu9Usk5o</videoid>
1885 <thegamesdb_id>1040</thegamesdb_id>
1886 <gamefaqs_url>http://www.gamefaqs.com/nes/563390-bomberman</gamefaqs_url>
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1908 <game name="Bomberman II (USA)">
1909 <description>Bomberman II (USA)</description>
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1911 <title_clean>Bomberman II</title_clean>
1912 <plot>Our hero the white Bomberman (Bomberman Shiro) was walking down the street one day when he witnessed a robbery. It was black Bomberman (Bomberman Kuro) who was the robber. But Black Bomberman knocked White Bomberman to the ground, and than left the money so that he would be framed. Now Bomberman has been taken to jail and must fight his way out of this place using the only method he knows: explosive bombs.[CR]Bomberman is the second Bomberman game in the series and plays similar to the first, only all gameplay has been reduced to a single screen. Your goal however remains the same on a smaller playing area. You are to destroy all enemies on a level and then find the exit to the next one. Bombing the exit is always a bad idea. The occasional power-up will increase your bomb blast, number of bombs on the screen at one time, player speed or give you the ability to walk through walls.[CR]In addition to the single Player game, Bomberman II introduces a Versus Mode for 2 players and a Battle Mode for 3. Your goal in these is to destroy the other players while staying alive yourself.[CR][B]Cheat:[/B] Area Passwords (JP Version)[CR]This is for the US version of the game; it has digits 1-8 and B-K (without vowels) in the password entry.</plot>
1913 <releasedate>5/11/1992</releasedate>
1914 <year>1991</year>
1915 <genre>Action</genre>
1916 <studio>Hudson Soft Company, Ltd.</studio>
1917 <nplayers>1-3 VS</nplayers>
1918 <perspective>Top-Down</perspective>
1919 <rating>4.0</rating>
1920 <videoid>7K6Ktv6G_j0</videoid>
1921 <thegamesdb_id>1653</thegamesdb_id>
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1940 <fanart2>http://thegamesdb.net/banners/fanart/original/1653-2.jpg</fanart2>
1941 <banner1>http://i.imgur.com/kv37dnC.png</banner1>
1942 </game>
1943 <game name="Super Contra (Japan)">
1944 <description>Super Contra (Japan)</description>
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1946 <title_clean>Super Contra</title_clean>
1947 <plot>After losing a confrontation against Super Commandos Mad Dog and Scorpion, the juices of destruction drip from the spiked tongue of the vile alien warmonger - Red Falcon. Now, he's coming back stronger than ever, with a sinister plan that includes having his intergalactic warriors seep into the brains of the U.S. Army. To support his disguised forces of doom, he's recruited Jagger Froid, a demented alien from the Black Hole Galaxy. He's also shuttled in The Babula Destructoid Mechanism with its Beam of Death. With torrential terror about to rain down upon civilization, Earth's only hope rests with you, Scorpion, and your pal, the Dogster. And if your spread guns, lasers, flame throwers and mega shells fail to destroy Red Falcon's eight levels of terror, including radioactive lava fields, it's all over but for the shouting, the screaming and the cries from a disintegrating world![CR][B]Cheat:[/B] 30 Live Code (Probotector II EU Version)[CR]On the title screen, press Right, Left, Down, Up, A, B, then Start. For two players, highlight "2 Players" before entering this code.</plot>
1948 <releasedate>5/4/1990</releasedate>
1949 <year>1990</year>
1950 <genre>Action, Shooter, Scrolling</genre>
1951 <studio>Konami</studio>
1952 <nplayers>1-2 Sim</nplayers>
1953 <rating>8.7</rating>
1954 <videoid>Tiv9hl_vxfk</videoid>
1955 <thegamesdb_id>15477</thegamesdb_id>
1956 <gamefaqs_url>http://www.gamefaqs.com/nes/563463-super-c</gamefaqs_url>
1957 <mobygames_url>http://www.mobygames.com/game/nes/super-contra</mobygames_url>
1958 <giantbomb_url>http://www.giantbomb.com/super-c/3030-10077/</giantbomb_url>
1959 <consolegrid_url>http://consolegrid.com/games/10238</consolegrid_url>
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1965 <snapshot2>http://www.mobygames.com/images/shots/l/105442-super-contra-nes-screenshot-europe-title-screen.jpg</snapshot2>
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1968 <snapshot5>http://www.mobygames.com/images/shots/l/48035-super-contra-nes-screenshot-running-up.jpg</snapshot5>
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1975 </game>
1976 <game name="Micro Machines (USA) (Unl)">
1977 <description>Micro Machines (USA) (Unl)</description>
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1979 <title_clean>Micro Machines</title_clean>
1980 <plot>[CR][B]Overview:[/B][CR]Micro Machines is a circuit-type racing game with top-down graphics. Players select a character from a vast roster and race against CPU or human opponents; neither the races nor the cars the player finds himself in are related to the character. Each character has a CPU strength rating but there are zero differences between them when played by human players.[CR]Micro Machines is based on the toy line of the same name of very small collectible car models. To suit their miniature form, each course in the game is set in a region of a regular home: the kitchen table, a games room with a pool table, a garden, etc.[CR]Micro Machines was released on almost every console and home computer system available in 1994. It also saw a sequel: Micro Machines 2: Turbo Tournament.[CR][B]Gameplay:[/B][CR]One Player Mode[CR] Head-to-Head[CR]In this mode there are only two vehicles are in play: one player controlled and one AI. The objective is to gain enough distance between the opponent as to make him stay out of the screen, when this happens the car on screen is awarded a point from the opponent's pool (each player starts with 4 each). These points go back and forth until someone has all eight points or the race ends naturally after three laps.Challenge[CR]This mode places the player in 25 races against three other AI controlled vehicles. The player starts with a set number of lives, and loses them for each race where they don't place in the top two places. Once they run out of lives, they are eliminated. The AI characters are also eliminated and replaced by stronger opponents as they place badly through the races.[CR] Two Player ModeHead-to-Head[CR]This mode is the same as described in the "One Player" section, only both vehicles are human-controlled.[CR] Tournament[CR]In Tournament two players are pitted against each other in the same fashion as Head-to-Head for a series of five races and whoever wins most races out of the five is declared winner.[CR]Vehicles and Environments[CR]The type of vehicles change, and are fixed for each environment:[CR] Bathtub - Powerboats[CR]These are standard powerboats with standard handling. The Bathtub stages are relatively free of course hazards.[CR] [CR] [CR] Breakfast Table - Four by Four[CR]A four-by-four jeep like off-roader that controls well over rough terrain. The breakfast table is filled with food spills that the four-by-four has little trouble with.[CR] [CR] [CR] Desktop - Sportcars[CR]These convertible cars may be small but they do put out a fight with a high top speed and finicky handling. The Desktop environment has a lot of ramps and barricades.[CR] [CR] [CR] Worktop - Warriors[CR]A group of mean looking cars that look like they come right out of Mad Max. Decent handling and speed but are best suited for bumping each other off the course. The worktop is filled with tools and other impassable objects.Billiards Table - Formula One[CR]Formula One (or open-wheel) racecars, like in real life, sport extremely high top speeds on straights and high acceleration without a compromise on the corners. The billiards table naturally has a lot of pool balls and cues to get in the players' way.Sandbox - Turbo Wheels[CR]Dune buggy vehicles designed for the sandy terrain of the sandbox. Obstacles include buckets and spades.Garden - Choppers[CR]The helicopters have tricky turning cycles but are able to fly over all but the tallest obstacles in the garden course. [CR] Bedroom floor - Tanks[CR]Tanks are slow vehicles with poor turning but have the advantage of shooting one's opponent, forcing them to respawn behind the player's location. The goal of these stages is to stay ahead and elude the shots of those behind them. The bedroom floor stage is filled with toys and other obstacles to use as cover.Backyard - Rufftrux[CR]Huge monster trucks in a special time trial race. Fit through the obstacles to earn a 1up on this stage.[CR][B]Characters:[/B][CR]Although the player's character doesn't determine the racing characteristics of their vehicle, the computer A.I. of each character is different. Spider is notably a very fast opponent.[CR][B]Cheat:[/B] CHR RAM Smiley Test[CR]To activate the CHR RAM "Smiley Test" easter egg for this game, you will need to power on the NES/Famicom console while holding Up, Down, Left, Right, B, Select, and Start. Note, however, that it is not normally possible to hold all four D-Pad buttons without specially modified controllers; standard NES/Famicom controllers will not work.[CR][B]Cheat:[/B] Unlock Rufftrux[CR]In the single-player mode (Challenge), win three races in a row to enter a bonus stage (Qualifying Race not included). Complete the bonus track within the time allotted and a Rufftrux monster truck will be added to your collection of vehicles. </plot>
1981 <releasedate>5/11/1991</releasedate>
1982 <year>1991</year>
1983 <genre>Driving, Racing</genre>
1984 <studio>Camerica</studio>
1985 <nplayers>1-4 Alt</nplayers>
1986 <perspective>Top-Down</perspective>
1987 <rating>3.6</rating>
1988 <videoid>UvtRClROoiY</videoid>
1989 <thegamesdb_id>1589</thegamesdb_id>
1990 <gamefaqs_url>http://www.gamefaqs.com/nes/587455-micro-machines</gamefaqs_url>
1991 <mobygames_url>http://www.mobygames.com/game/nes/micro-machines</mobygames_url>
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2010 </game>
2011 <game name="Cabal (USA)">
2012 <description>Cabal (USA)</description>
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2014 <title_clean>Cabal</title_clean>
2015 <plot>[CR][B]Overview:[/B][CR]Cabal is an action/shooter game developed by TAD Coporation in 1988 mainly for arcades (it was later ported to various home systems). In the game, the player controls an unnamed military commando as he travels to several enemy bases and attempts to destroy them. Although the gameplay was very similar to other games of this era, it sold well.[CR][B]Gameplay:[/B][CR]The main character is an unnamed military commando, viewed from behind. Each level is a different military base, but the objective is usually the same: kill of the opposing forces and destroy the base. The commando begins behind a protective wall that can be destroyed by enemy fire, a la Space Invaders. The player is equipped with a gun with unlimited ammo as well as a small supply of grenades, both of which can be supplemented by various powerups that sometimes emerge from destroyed objects. When the level is over, all of the buildings in the level collapse, and the next level begins. The game also features boss fights, although they were the most criticised part of the game due to the fact that when the player dies, they must begin the long, arduous fight all over again. Two players could participate simultaniously in a cooperative mode.[CR]Ports[CR]Cabal was ported to several home systems of the time by TAD Corporation, including the PC, Commodore 64, Amiga, and Atari ST. Rare handled the port to the Nintendo Entertainment System. The ports were of varying quality, with the higher-powered systems obviously getting an experience closest to the arcade game. There is an interesting cheat code in the computer-based versions of the game; by pressing the spacebar, players can automatically skip a level.[CR][B]Cheat:[/B] AUTO grenade[CR]When Level screen appears, hold select and push B, B, B, A, Start</plot>
2016 <releasedate>5/6/1990</releasedate>
2017 <year>1990</year>
2018 <genre>Action</genre>
2019 <studio>Milton Bradley Co.</studio>
2020 <nplayers>1-2 Co-Op</nplayers>
2021 <perspective>3rd-Person</perspective>
2022 <rating>3.4</rating>
2023 <videoid>0Hnf2D9Aelg</videoid>
2024 <thegamesdb_id>1660</thegamesdb_id>
2025 <gamefaqs_url>http://www.gamefaqs.com/nes/587166-cabal</gamefaqs_url>
2026 <mobygames_url>http://www.mobygames.com/game/nes/cabal</mobygames_url>
2027 <giantbomb_url>http://www.giantbomb.com/cabal/3030-11134/</giantbomb_url>
2028 <consolegrid_url>http://consolegrid.com/games/115</consolegrid_url>
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2046 <game name="Snake Rattle n Roll (USA)">
2047 <description>Snake Rattle n Roll (USA)</description>
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2049 <title_clean>Snake Rattle n Roll</title_clean>
2050 <plot>[CR][B]Overview:[/B][CR]Snake Rattle 'n Roll is a video game for the NES that was released in 1990, and which was developed by Rare Ltd. It was one of the more graphically striking games for the NES, with the action viewed from an isometric perspective, which gave the game a convincing 3D appearance - quite a feat for a console game of its time. The game is also notable for its unintuitive controls and its punishing difficulty, which ramps up quickly from the early stages of the game.[CR][B]Gameplay:[/B][CR]Those manholes can be opened for bonuses[CR]Snake Rattle 'n Roll is a platform game in which two snakes, the eponymous Rattle and Roll, set forth on a quest to reach the moon. They plan on doing so by scaling a mountain, which constitutes the various levels within the game. If climbing a mountain to reach the moon seems implausible, the game reaches new heights of surrealist insanity with its central gameplay mechanic: Nibbley-Pibbleys.[CR]In order to progress through the game the snakes must gain enough weight to ring a bell at the end of each level, which opens a door to the next level. In order to gain sufficient weight to ring the bell, the snakes must eat a required amount of multi-colored Nibbley-Pibbleys found throughout each stage, which adds segments to their tails and makes them heavier. The more Nibbley-Pibbleys the snakes eat, the longer their tails become, which eventually leads to their being heavy enough to ring the bell. A tail segment is gained by eating four "units" of Pibbleys. A Pibbley that is the opposite color of the player's snake is worth 1 unit, the same color is worth 2 units, and the elusive gold Pibbley is worth 3 units. Of course the gold Nibbley-Pibbleys move much faster than the regular variety, and recklessly chasing them can put the snake in danger.[CR]The nature of the Nibbley-Pibbleys are not explicitly revealed to the player, although they appear to be nothing more than variously-colored balls, which maneuver around each level in a manner specific to the level in which they are found. For example, in the first level, the Nibbley-Pibbleys simply roll around on the ground, making it easy for the snakes to gobble them up. However, as the levels progress the Nibbley-Pibbleys become more and more elaborate, with their various incarnations allowing them to bounce and even to fly with the help of helicopter blades, making them far more elusive and thus more difficult for the snakes to reach their desires bell-ringing weight. The snakes can lose segments of their tail, which double as a sort of health bar, if they are hit by an enemy.EnemiesIt's a long way to the top![CR]The enemies in the game are as varied and random as they come, ranging from giant feet that attempt to stomp the snakes (and which can be destroyed for extra lives), to maniacal toilet seats that frenziedly snap at the snakes, and which can be rather difficult to evade. Rattle and Roll can counter the enemies' attacks by either repeatedly striking them with their forked tongues (much in the same way as Nibbley-Pibbleys are eaten), or by jumping on top of them, although some enemies, such as the foot, cannot be jumped on. Other stages feature spikes or anvils that fall on top of the player, requiring strategic movement in order to avoid collision.DifficultyThe accumulated Nibbley-Pibbleys are counted at the end of each level[CR]Whilst the game's enemies can pose the player problems, the game's notorious difficulty emerges from the isometric playing field, and the difficulties of navigating around it. The controls are somewhat unintuitive, and can be difficult for players to get to grips with, even after long spells spent with the game. Pushing 'up' on the control pad will not make the snakes move vertically upwards, but will instead have them move in a North-Easterly direction, in line with the straight lines which make up the ground. This is not a problem in other games that use a similar control system, such as Final Fantasy Tactics, where players can take their time and are not in danger of being assailed by enemies. In Snake Rattle 'n Roll, however, the game's action-oriented nature means that the player cannot afford to slowly and carefully move through the levels, and instead has to make split-second decisions that often go punished, as a result of the player not being able to make the association between 'up' on the control pad actually resulting in 'diagonally up and to the right'. Added to this is the multitude of tricky and almost impossible-looking jumps that the player is forced to make, made even more difficult by a timer that slowly but steadily counts down to zero, resulting in instant death.[CR]There are only a limited number of lives and continues available to the player. However there are extra life and extra continue icons that can be picked up during the game.[CR]Although difficult to find, the game has a few warps that allows the snakes to skip levels. For example, in the very first stage it is possible to rush to the end quick enough to jump on a rocket ship that takes the snakes to one of the last levels in the game.Mulitplayer[CR]The game included a two player co-op mode, where each character controls either Snake simultaneously, with the game playing much in the same way as the single-player iteration. The best way to be successful is to make sure that each snake eats their own color Nibbley-Pibbley so that tail segments can be added faster. This mode suffers from some technical difficulties though due to a fickle camera that cannot zoom out very far. This forces the snakes to cooperate by sticking closely together and not go adventuring off on their own.[CR][B]Cheat:[/B] Rocket Warp[CR]As soon as you begin Level 1, run straight to the end of the level without stopping. If you get there in time, you'll see a rocket. Leap to it before it takes off, and you'll warp to Level 8.</plot>
2051 <releasedate>5/11/1990</releasedate>
2052 <year>1990</year>
2053 <genre>Action</genre>
2054 <studio>Nintendo of America Inc.</studio>
2055 <nplayers>1-2 VS</nplayers>
2056 <perspective>Isometric</perspective>
2057 <rating>3.7</rating>
2058 <videoid>r1aFoGEWHFA</videoid>
2059 <thegamesdb_id>1419</thegamesdb_id>
2060 <gamefaqs_url>http://www.gamefaqs.com/nes/563457-snake-rattle-n-roll</gamefaqs_url>
2061 <mobygames_url>http://www.mobygames.com/game/nes/snake-rattle-n-roll</mobygames_url>
2062 <giantbomb_url>http://www.giantbomb.com/snake-rattle-n-roll/3030-16089/</giantbomb_url>
2063 <consolegrid_url>http://consolegrid.com/games/611</consolegrid_url>
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2082 <game name="Kung-Fu Heroes (USA)">
2083 <description>Kung-Fu Heroes (USA)</description>
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2085 <title_clean>Kung-Fu Heroes</title_clean>
2086 <plot>[CR][B]Overview:[/B][CR]Kung-Fu Heroes, otherwise known as Super Chinese, is the first game in Culture Brain's Super Chinese series of Chinese-themed comedic brawler games. One or two players can fight as Jacky and Lee against numerous foes in a top-down grid-like map. Enemies pour in from the sides of the screen, and the player must use their martial arts and various power-ups to fight their way through them and beat bosses.[CR]It originally came out in the Arcade as Chinese Hero. They later adapted the game for home consoles with the Famicom and NES version. Super Chinese saw multiple sequels, a handful of which saw US localizations.[CR][B]Story:[/B][CR]Title Screen[CR]Jacky and Lee return from a long trip to find out that their princess, Min-Min, had been kidnapped. 10 of their kingdom's treasures had been stolen as well. They set off to 8 of the enemy's castles in order to reclaim these treasures as well as rescue the princess.[CR][B]Gameplay:[/B][CR]First Stage[CR]The game consists of 8 castles consisting of 4 stages each and is playable by two players cooperatively. In order to exit each stage, the brothers must defeat 12 enemies before the exit door at the top of the screen will open. Players can punch various blocks throughout each of the stages (as well as somersault into hidden spaces on the stage) to find power ups and hidden treasures that will help them get through each stage.[CR] [CR]Items[CR]?-Ball : Randomly generated when punching blocks, can give the player either $-Bags or the dreaded X-Ball.$-Bags: Collect 5 and an E-Ball will be generated. If the player is able to collect 6 without encountering an X-Ball, they can create a P-Ball. The player can hold up to six $-Bags at a time.X-Ball: Causes the $-Bag counter to drop to zero.E-Ball: Collect 5 of theses to get a 1-UPUsing the G-Ball G-Ball: Allows the player to shoot fireballs at enemies for a short time, however these fireballs are not effective on all enemies.P-Ball: Invincibility (except from pits, moving walls, and certain other hazards). It allows the player to kill enemies by touching them while it lasts. Normally available only if the player has 6 $-Bags, but one can be found on stage 7-1. 1-UP: Extra life, the player can have up to 9 at a time. Key: Opens up a stairway to a bonus stage or warp.Treasure Box: Contains a punch power up, 5 miracle kicks (a more powerful moonsault), or one of the 10 treasures.[CR][B]Cheat:[/B] Get 1,000,000 Points Easily.[CR]Die only on the following levels and you will get 1,000,000 points:</plot>
2087 <releasedate>5/11/1988</releasedate>
2088 <year>1986</year>
2089 <genre>Action</genre>
2090 <studio>Culture Brain USA, Inc.</studio>
2091 <nplayers>1-2</nplayers>
2092 <perspective>Top-Down</perspective>
2093 <rating>5.0</rating>
2094 <videoid>AlFnq671ZTo</videoid>
2095 <thegamesdb_id>1476</thegamesdb_id>
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2116 <game name="Crisis Force (Japan)">
2117 <description>Crisis Force (Japan)</description>
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2119 <title_clean>Crisis Force</title_clean>
2120 <plot>[CR][B]Overview:[/B] [CR] Crisis Force is a vertical shooter that takes place in a futuristic egyptian setting. Developed by Konami, this title features ship shifting as well as seven stages and boss battles at the end of each stage. Also featured is an energy system that allows the player's ship to take a hit without instantly exploding. Instead, the ship loses all of its accumulated energy and powerups, becoming vulnerable to any second projectile that can finish it off. The game can be played in single player or coop 2-player mode. As an 8-bit game developed during the transition to the 16-bit era of video games, it takes full advantage of the NES hardware. [CR][B]Gameplay:[/B] [CR] The gameplay is standard for the genre of vertical shooters, but it offers no score system. A ship starts with two lives and must make its way through a variety of levels without exploding by avoiding projectiles and shooting down enemies. Ship powerups, gun upgrades, bombs, and speed upgrades make an appearance in Crisis Force. Ship Shifting By pressing the change key (B by default), a ship can assume a different form with different firing patterns that depend on certain sequences of powerups. With three forms to choose from, changing ship configurations during combat can be very useful in certain situations. For instance, an enemy may sweep behind you and it is helpful to be able to fire backwards. In addition, collecting a certain powerup (Blue orb surrounded by gold/orange) increments a counter at the bottom-left side of the screen. Once this counter reaches 5, the ship is automatically transformed into a more powerful ship with huge firepower and the ability to take hits (at the cost of energy points that appear at the bottom-left at the screen). This ship will stay transformed until the energy meter reaches 0. This ship loses energy when it is hit, but it gains energy when receiving the same power up that enabled the transformation. The ship's ultimate form Powerups Powerups can come from a variety of sources, but they are usually delivered via helpful drop-ships that you can shoot to release the power-up. Blue Orb powerups help transform the ship into its ultimate form as seen above under Ship Shifting. 'S' powerups change ship speed. Collecting this powerup when it is blue speeds up your ship. Red has the opposite effect. 'P' powerups are bombs. Holding fire (A by default) while pressing the charge button will release a bomb. Gun upgrades are blue or red surrounded by a greyish outline. These upgrades alternate colors as they are on the screen. Each color represents a gun path. By only selecting red gun upgrades, your ship will upgrade on the red path (R1 -&gt; R2 -&gt; R2). By selecting blue your ship will upgrade on the blue upgrade path (B1 -&gt; B2 -&gt; B3). If, say, your ship has three red upgrades and accidently you receive a blue upgrade, you will be switched to the level on the Blue path and must retrieve a red power up again to regain red gun upgrades. A powerup vessel awaits Upon taking a hit, all powerup abilities are lost. HUD The top left corner displays number of lives (beside red orb) and the number of bombs (B). The bottom left corner displays the count of powerups that are needed to change your ship to its most powerful form. Lives If your ship explodes, a life is taken from your lives counter. Extra lives sometimes appear in game. Be sure to grab them. It is game over if you run out of lives, though you get 3 continues that allow you continue from the latest level with 2 lives.[CR][B]Stages:[/B][CR] Stage 1: An entry scene as the ship enters a large city (assume Tokyo) that is under heavy laser fire and enemy occupation. Stage 2: Several insectoid creatures make their appearance. The boss is an alien creature. Stage 3: A vast canyon level that features walls that must be dodged as well as enemies that scale the sides of the canyon that must be avoided. Stage 4: A level filled to the brim with fire and volcanos. Stage 5: A water level filled with egyptian ships with great firepower. Stage 6: A futuristic Egyptian level chock full of lasers. Stage 7: End Boss fight. [CR]</plot>
2121 <releasedate>27/8/1991</releasedate>
2122 <year>1991</year>
2123 <genre>Action</genre>
2124 <studio>Konami Co., Ltd.</studio>
2125 <nplayers>1-2 Sim</nplayers>
2126 <perspective>Top-Down</perspective>
2127 <rating>3.0</rating>
2128 <videoid>3cl2yizTrgQ</videoid>
2129 <thegamesdb_id>22443</thegamesdb_id>
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2148 <game name="Ikari Warriors (USA)">
2149 <description>Ikari Warriors (USA)</description>
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2151 <title_clean>Ikari Warriors</title_clean>
2152 <plot>[CR][B]Overview:[/B][CR]Ikari Warriors, first released in 1986, was SNK's first true arcade classic in the United States. Ikari Warriors unique controls and multiplayer mode set it apart from other games, such as Commando. In Ikari Warriors, the players controls Ralf Jones and Clark Steel, two characters who later joined the King of Fighters roster. Players take control of Ralf and Clark, and fight through enemy units to try and save the village of Ikari.[CR][B]Gameplay:[/B][CR]Ikari Warriors can be played single-player or two-player co-op. The game is seen from a top-down perspective, with players seeing the top of character's heads. The players are on the bottom of the screen, and advance upwards, while fighting through hordes of enemies. Players must be aware of how much ammunition they have, as it is limited. Tanks, which have armor that prevents our heroes from taking damage, can be commandeered throughout the game. However, they will eventually be destroyed by enemy fire.[CR]The original arcade version of Ikari Warriors allows players to move in one direction while firing in another. This is accomplished via a rotating joystick that allows players to aim in any of the eight movement directions. This style of gameplay made Ikari Warriors tough to duplicate in the numerous ports and remakes of the game that appeared on home consoles, with some, like the NES version, ignoring the feature completely and only allowing players to fire in the direction they're facing.[CR]Clark and Ralf were required to move quickly in the game. If they loitered for too long, red spots, or tracking fire, would appear below them to get them on the move. Also when playing co-op if one player moved faster than another the slower player could become stuck and would die as a result.[CR]Home Ports[CR]The home versions of the game often departed from the level design of the arcade game, with the NES version specifically getting a much longer game with more variety than the arcade version. However, much of this new material was of a lower quality than the arcade game. The NES version of the game also has one of the most notoriously easy codes in the history of the system, which allows you to continue from where you left off by pressing A, B, B, A after your last life is lost. The NES version also had a few bugs, like one co-op issue where a player would get dragged through some impassable object by the way the screen scrolls. After passing through the object, the player would be invincilbe to enemy fire, but invisible walls would often make forward progress tricky or even impossible.[CR][B]Cheat:[/B] Codes[CR]At the title screen press:[CR]Up, Down, A, A, B, Left, Right, A, B, Up, A, Down, Right, Right, Left, B, Up, Left, A, Right, B, Left, Right, A, Left, Up, A, Down, A, Right, Left, B, and finally press Start (do this quickly, before the demo starts playing). While the plane is landing press A or B to choose your level.[CR][B]Cheat:[/B] Two Tanks or Helicopters instead of One[CR]In a 2 player, when you see a tank or a helicopter, both players should position their characters near the tank or helicopter and press A at the samt time. Instead of only one player getting the helicopter or tank, both players get one!</plot>
2153 <releasedate>5/5/1987</releasedate>
2154 <year>1986</year>
2155 <genre>Action</genre>
2156 <studio>SNK Corporation</studio>
2157 <nplayers>1-2 Co-Op</nplayers>
2158 <perspective>Top-Down</perspective>
2159 <rating>2.4</rating>
2160 <videoid>2Z8yXMwrgA4</videoid>
2161 <thegamesdb_id>1327</thegamesdb_id>
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2185 <game name="Ikari Warriors II - Victory Road (USA)">
2186 <description>Ikari Warriors II - Victory Road (USA)</description>
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2188 <title_clean>Ikari Warriors II - Victory Road</title_clean>
2189 <plot>Victory Road was a significant thematic departure from the original Ikari Warriors game, which had a conventional military theme. Unlike in the first game, in Victory Road the protagonists do battle in an otherworldly dark fantasy realm filled with strange monsters, instead of in jungles populated with soldiers and tanks. The game also incorporated digitized speech. In the opening scene, a stone-headed creature circles the screen, taunting and laughing at the player in clear English. Apart from the dramatic change of scenery compared with the original, one of the unusual design choices in Victory Road is that it starts you off with one of the game's most powerful weapons, a bazooka. In other vertical-scrolling shooters of the era, it was conventional for the player to start in his weakest form, so having a good starting weapon helped make the first-time experience of playing Victory Road feel different from similar games. Like its predecessor, Victory Road is a one- or two-player game that uses special joysticks with twistable heads. Twisting the head of the stick changes the direction the player character is facing, which allows players to fire in a direction independent of their direction of movement. This mechanic also enabled one of Victory Road's original weapons, a sword, which could be used to kill enemies at close range by rotating the joystick.[CR][B]Cheat:[/B] Continue Game[CR]Note that these will not work on the final level of the game.</plot>
2190 <releasedate>5/4/1988</releasedate>
2191 <year>1988</year>
2192 <genre>Action</genre>
2193 <studio>SNK Corporation</studio>
2194 <nplayers>1-2 Co-Op</nplayers>
2195 <perspective>Top-Down</perspective>
2196 <rating>2.1</rating>
2197 <thegamesdb_id>1328</thegamesdb_id>
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2217 <game name="Little Ninja Brothers (USA)">
2218 <description>Little Ninja Brothers (USA)</description>
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2220 <title_clean>Little Ninja Brothers</title_clean>
2221 <plot>Blu Boltar, lord of the Yoma clan has invaded Chinaland and captured the Emperor. Sending out a TV broadcast across the realm, Blu Boltar declares himself the ruler. Jack and Ryu are the ninja masters of Chinaland, training under their mentor at Mt. Epin. Having heard the news of the Emperor's capture they set out to defeat Blu Boltar and his Yoma Clan.[CR]Little Ninja Brothers is the second game in the Super Chinese series and the first to be a role-playing game. Players, controlling either Jack or Ryu, explore the world map in an overhead view. Random encounters with monsters will give the option to flee or to fight. During combat, gameplay resembles the first Super Chinese game, where players move their character up, down, left and right... and can either punch or do a somersault jump to damage enemies. Additional power-ups, can also be found during the course of battles. Successfully defeating enemies awards experience points and Sen money. Jack and Ryu share experience points so they remain at the same level. A second player can join in at any time and share the experience level of the first player. Sen is the currency of the world and can be spent in the convenience store of each town to increase abilities and buy new weapons. Some of these include throwing stars, special martial arts techniques, swords, projectile attacks and other special powers. Towns also contain people who will give clues and information to Jack & Ryu.[CR]When bosses are encountered, the gameplay changes to a turn-based system. Each turn, commands are given to Jack & Ryu, which include usage of special items and skills acquired during the game, who then perform actions based on those commands. The enemy's turn takes place the same way. The battle ends when one side of the conflict runs out of hitpoints.[CR]Little Ninja Brothers also features a field meeting mode where Jack and Ryu compete in a variety of sports themed events themed around a foot race. The different modes available for this competition include: a regular Dash, Popping Baloons, Athletic Obstacle Course, Finding a treasure hidden inside rocks, Eating food attached to balloons and finally, Shooting targets with projectiles.[CR][B]Cheat:[/B] No-Encounters and Walk Through Walls[CR]Hold Right + A + Select + Start, then press Reset. Now, during the game, while walking on the map, hold Start to disable random encounters. While walking on any stages, including in fighting mode, hold Select to free move through the walls.[CR][B]Cheat:[/B] Ending Password (Japanese Version)[CR]At the password screen, press Down 2 times and enter the Japanese character. Up 2 times, Right 1 time and enter the Japanese character. Up 1 time, Left 2 times and enter the Japanese character. Now hit "End".</plot>
2222 <releasedate>5/11/1990</releasedate>
2223 <year>1989</year>
2224 <studio>Culture Brain USA, Inc.</studio>
2225 <nplayers>1</nplayers>
2226 <thegamesdb_id>1887</thegamesdb_id>
2227 <gamefaqs_url>http://www.gamefaqs.com/nes/587418-little-ninja-brothers</gamefaqs_url>
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2230 <consolegrid_url>http://consolegrid.com/games/397</consolegrid_url>
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2247 <game name="Crash 'n' the Boys - Street Challenge (USA)">
2248 <description>Crash 'n' the Boys - Street Challenge (USA)</description>
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2250 <title_clean>Crash 'n' the Boys - Street Challenge</title_clean>
2251 <plot>Another tournament composed of several different challenges rocks the streets near Nekketsu High and since the series hero Kunio isn't going to turn down a challenge anytime soon, every gang in the city sends its team hoping to come up on top.[CR]Crash 'N the Boys: Street Challenge features the same basic gameplay engine and mechanics found in the rest of the Kunio/Nekketsu High games. The player controls a character in side-scrolling levels and try to defeat opponents using an arsenal of attacks and special moves. Unique to this game is that in order to clear the five stages, the player must also accomplish a series of sport-themed objectives. There is a throwing event, a golfing event, swimming, jumping, and all-out fighting events, all with unique twists inspired by the street/gangs theme of the game (e.g. the jumping event involves jumping across the rooftops in the city).[CR]Depending on the player's performance in each event they may earn medals that can be exchanged for power-ups and stat increases. The game supports two players co-op or vs. gameplay.</plot>
2252 <releasedate>5/11/1992</releasedate>
2253 <year>1992</year>
2254 <genre>Action, Sports</genre>
2255 <studio>American Technos Inc.</studio>
2256 <nplayers>1-4 VS</nplayers>
2257 <perspective>Side-Scrolling</perspective>
2258 <videoid>-NDOU9pc3B4</videoid>
2259 <thegamesdb_id>7828</thegamesdb_id>
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2263 <consolegrid_url>http://consolegrid.com/games/166</consolegrid_url>
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2279 <game name="Danny Sullivan's Indy Heat (USA)">
2280 <description>Danny Sullivan's Indy Heat (USA)</description>
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2282 <title_clean>Danny Sullivan's Indy Heat</title_clean>
2283 <plot>[CR]Danny Sullivan's Indy Heat is a 3-player racing game which made its debut on the arcade before its release for the Nintendo Entertainment System in 1992. The game bears a similar visual style and gameplay mechanics when compared to the more popular Super Off Road, as both games were developed by the same developer. The game features 5 cars racing simultaneously on a circuit composed of 15 races (on 14 different tracks) with racing elements such as crashes, pit stops, and fuel loss in the mix. Upgrades can be performed on a car after each race, with the amount of upgrades allowed depending on where the driver finished for that race.[CR]Tracks[CR]PhoenixLaps: 8 VancouverLaps: 5 IndianapolisLaps: 8 Long BeachLaps: 5 DetroitLaps: 5 PoconoLaps: 8 ClevelandLaps: 5 MeadowlandsLaps: 5 TorontoLaps: 5 MichiganLaps: 8 LexingtonLaps: 5 Elkhart LakeLaps: 5 MontereyLaps: 5 DenverLaps: 5 IndianapolisLaps: 12 [CR][B]Cheat:[/B] Knock Drivers Out of their Pit Stop[CR]Whenever you're in a jam, simply go into the pits and boost into the back of a driver, this will knock them out, forcing them to pit again (assuming you hit them early enough). Sometimes you can even see a poor crew member that was run over :-p</plot>
2284 <releasedate>5/11/1991</releasedate>
2285 <year>1991</year>
2286 <genre>Action, Driving, Racing</genre>
2287 <studio>Tradewest, Inc.</studio>
2288 <nplayers>1-4 VS</nplayers>
2289 <perspective>Top-Down</perspective>
2290 <rating>3.4</rating>
2291 <videoid>NvEORvQD87c</videoid>
2292 <thegamesdb_id>1686</thegamesdb_id>
2293 <gamefaqs_url>http://www.gamefaqs.com/nes/587357-danny-sullivans-indy-heat</gamefaqs_url>
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2295 <giantbomb_url>http://www.giantbomb.com/danny-sullivans-indy-heat/3030-15374/</giantbomb_url>
2296 <consolegrid_url>http://consolegrid.com/games/173</consolegrid_url>
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2312 <game name="Kings of the Beach - Professional Beach Volleyball (USA)">
2313 <description>Kings of the Beach - Professional Beach Volleyball (USA)</description>
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2315 <title_clean>Kings of the Beach - Professional Beach Volleyball</title_clean>
2316 <plot>Sun-bathed beaches from San Diego to Sydney are yours to conquer, as you challenge heavy-hitting volleyball superstars in world championship style competitions. From the opening serve to match point, the sand-blasting never stops. And to survive each grueling round, you must spike, crush, block and make daredevil returns. Timing and positioning are critical in this slam-fest, complete with aces, kills, digs and the dreaded hammer spike. Teamwork is crucial as well, since up to four players can compete at once. So hold nothing back, and bury your opponents in the sand. Because if your tandem wins three matches, you're qualified for the next big tournament, the next enormous challenge. But lose and you'll be just another couple of beach bums, washed-up like a pile of seaweed!</plot>
2317 <releasedate>1/1/1990</releasedate>
2318 <year>1990</year>
2319 <genre>Sports</genre>
2320 <nplayers>1</nplayers>
2321 <thegamesdb_id>1877</thegamesdb_id>
2322 <consolegrid_url>http://consolegrid.com/games/364</consolegrid_url>
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2325 </game>
2326 <game name="Remote Control (USA)">
2327 <description>Remote Control (USA)</description>
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2329 <title_clean>Remote Control</title_clean>
2330 <plot>Remote Control is based on the MTV quiz show of the same name. During the game three contestants (computer or human controlled) compete by answering questions about various TV shows, movies, characters, or actors/actresses. There are two rounds of gameplay followed by a third "think real fast" round. [CR]In the first two rounds of gameplay the gameboard consists of a giant TV with nine channels; one of the players chooses a channel (representing a particular category) revealing a question; the first player to buzz in and provide the correct answer earns points. The are a variety of categories available (some of these are "video high", "cop shows", "saturday night live", "soap operas", and many more) which will vary from game to game. Sometimes a surprise channel may appear which doesn't have a question, but awards or removes points from a player. These rounds end when all of the supplied questions have been exhausted. Near the end of the second round, the lowest scoring player is eliminated from the game leaving two players for the final round.[CR]The final "think real fast" round lasts for thirty seconds; during this time the players need to answer as many short answer questions as possible to earn points. At the end of this round the player with the most points wins the game.[CR][B]Cheat:[/B] View Game Developers[CR]At the character selection screen, press SELECT to change the name of the character. Name the first character PLEASE, the second character SHOW and the third character RSP and press start. There will be digitized pictures of the game developers Mike Riedel, Remington Emin and Eric Shefferman.</plot>
2331 <releasedate>5/5/1990</releasedate>
2332 <year>1990</year>
2333 <studio>Hi-Tech Expressions, Inc.</studio>
2334 <nplayers>1-2 Sim</nplayers>
2335 <rating>1.8</rating>
2336 <thegamesdb_id>2038</thegamesdb_id>
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2340 <consolegrid_url>http://consolegrid.com/games/547</consolegrid_url>
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2355 </game>
2356 <game name="Wheel of Fortune (USA)">
2357 <description>Wheel of Fortune (USA)</description>
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2359 <title_clean>Wheel of Fortune</title_clean>
2360 <plot>Now you can play your favorite TV Game Show anytime. You're the contestant - compete against your friends or match wits with the computer. Press the button, hear the theme music; spin the wheel and win a fortune; hit bankrupt and lose it all. You get everything you see on TV - great graphics and animation, a colorful spinning wheel, and our very own blonde hostess to turn the letters. Even the music is authentic. There are over 1000 challenging puzzles to keep you guessing and if you're stuck you can always buy a vowel. Get set to spin... it's time to play WHEEL OF FORTUNE![CR][B]Cheat:[/B] Turn Vanna White into Claw X[CR]Select a three player game. Enter CLAW X as the name for each of the three players.</plot>
2361 <releasedate>5/9/1988</releasedate>
2362 <year>1988</year>
2363 <genre>Strategy</genre>
2364 <studio>GameTek, Inc.</studio>
2365 <nplayers>1-3 VS</nplayers>
2366 <perspective>1st-Person</perspective>
2367 <rating>2.3</rating>
2368 <ESRB>E - Everyone</ESRB>
2369 <thegamesdb_id>2767</thegamesdb_id>
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2390 </game>
2391 <game name="Mike Tyson's Punch-Out!! (Japan, USA)">
2392 <description>Mike Tyson's Punch-Out!! (Japan, USA)</description>
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2394 <title_clean>Mike Tyson's Punch-Out!!</title_clean>
2395 <plot>[CR][B]Overview:[/B][CR]Mike Tyson's Punch-Out!! is a boxing game for the Nintendo Entertainment System that was released in 1987, developed by Nintendo. Though it takes its inspiration from the arcade game Punch-Out!!, including the basic mechanics and many of the opponents, Mike Tyson's Punch-Out!! has a very different graphical style and a few key differences in how it plays.[CR][B]Gameplay:[/B][CR]Mike Tyson's Punch-Out!!'s gameplay is based heavily on pattern recognition and quick reflexes. Little Mac, the seemingly tiniest boxer in the world, works his way through the ranks of the professional boxing league, weaving and bobbing to victory. Due to his smaller size, the player must use strategy to defeat Little Mac's gigantic opponents. The characters Little Mac faced usually have a distinctive body gesture they do before throwing a certain type of punch. Then the player will most likely have to counter-punch their enemies punch. A large portion of the punches Little Mac throws are counter punches.Mike Tyson's Punch Out!! is actually far from a true "boxing" game, with its pugilistic exterior serving more as a shell for a game comprised of light puzzle and reflex-action elements. Much of the "boxing" is based entirely on reading the telegraphed punches of Mac's opponent, dodging and/or countering them, and landing a set number of blows to his face / body before he recovers. Instead of a free-flowing fight, a bout in Mike Tyson's Punch Out!! is much more highly reminiscent of a pattern-recognition challenge as found in action games with pattern-based boss characters. There are a few, rare instances in which Mac can initiate offense, throwing the first punch to either land a successful blow or incite his opponent into a reaction that will leave him vulnerable, but the bulk of Mac's successful blows will come from aptly dodging oncoming barrages and responding in kind.Little Mac must also keep an eye on his " hearts", which limit how many times he can be hit or have his punches miss or get blocked before Mac tires out and cannot punch for a set amount of time. The number of hearts with which Mac begins a match depends on the opponent, but by and large, the message is clear: Don't throw a million punches willy nilly, or Mac will tire himself out.If the player hits their opponent at a certain time (usually before they throw a punch) then a player obtains a star. The player can hold up to three stars at a time. These stars allow the player to throw a very strong uppercut by pressing the Start button which usually takes a large amount of health from the opponent, and potentially knocking him down with one punch.[CR]The Circuits[CR]Mike Tyson's Punch-Out!! consists of three circuits and the final dream bout against the titular boxer. Each opponent is more difficult than the last; the boxers who Little Mac rematch later are significantly more difficult than their initial bout.Minor CircuitGlass Joe is the series' infamous pushover, allowing Little Mac to initiate most of the contact both to the head and to the body at the outset of the fight. Glass Joe gets cocky if Mac hasn't knocked him down within the first minute or so, backing off and taunting him. Of course, knocking him into oblivion once he steps forward again shows him who's boss.Von Kaiser appears more capable than his predecessor, but can in fact be floored more easily. His jab can be countered with a blow to his (wiggling) head before the blow ever arrives, and in many cases a Star is awarded. Dodging whatever he throws Mac's way and hitting him just once renders him vulnerable to a one-hit knockdown from a star punch. It's a wonder he's won more fights than Glass Joe throughout his career.Piston Honda lets his guard down enough to be tagged with an aggressive surprise jab, but he nevertheless presents the first challenge during which the player will understand the dodge-respond mechanic upon which the bulk of the game is founded. Happily, he also gives Mac the first glimpse at a fancy dance that leaves him vulnerable to a one-hit knockdown--from a normal punch, no less--if the player knows just when to hit him.Major CircuitDon Flamenco is hands-down the easiest fighter to provoke, and while he doesn't go down nearly as quickly as some of his pushover predecessors, the technique for defeating him is the easiest to initiate. After all, how hard can a fight be when every jab is countered with a block, and then an uppercut that (if dodged) lets Mac counter with up to and potentially over ten punches in a row? Once the portly King Hippo is down, he's out for good. The key is not mistaking his normal punch for his special blow, the latter of which Mac must counter, and the former of which results in a guaranteed block--and hence, a guaranteed lost heart.Great Tiger cheats with magic trickery, plain and simple, by teleporting around the ring and surprising Mac with a hefty jab. However, this sequence is easy to read and block--and should Mac send him into his uppercut pattern, cracking him a solid one in the stomach the instant he crouches to throw the uppercut is a guaranteed star.Bald Bull's jab and uppercut are quick as lightning, and his bull charge sends Mac to the mat in one shot. The first time around, though, it's easy to counter as long as Mac can count along with his hops and land a good one right after the three-count. When he returns, though... it's a different story.World CircuitColumn HeadPiston Honda comes back quicker and more powerful than ever. And yet, Little Mac might be able to knock him out even quicker than Mac did in the past. That little flimsy dance he does is cut in half, but if Mac hits him with precise timing, not only is he knocked down, chances are that he's also knocked out for a full ten count. If Mac whiffs the punch, though, there's a barrage coming his way.Soda Popinski waits, shuffles, waits some more, and then pops Mac a good hook or uppercut when the player psyches themselves out into dodging too early...or not dodging at all. His uppercut is insanely quick, and Mac will have to be a robot to read his sucker punch jab. He's the first true dock in the game. Mac can't knock Bald Bull down this time around without using a star punch or stopping his bull charge. The fact that he lulls Mac to sleep before his charge by waiting an unspecified amount of time, though, ups the "jerk" meter on this guy upon his return. Let's not forget the "half" charge, in which he only bounces back to the middle of the ring--forcing Mac to re-learn the appropriate timing.Don Flamenco is far more difficult to provoke this time around, and his jab is quick enough to reach sucker-punch status. In fact, everything about him is quicker, harder, and nastier.Mr. Sandman's special technique is insanely difficult to dodge: three instant uppercuts with no wind-up animation. He can take a hell of a whole lot of hits to the body, too, and Mac will need to counter-punch with the right fist after dodging his hook if he wants to even hit him.Super Macho Man is the World Circuit Champion and last obstacle before Mike Tyson. He flexes his pectoral muscles to taunt Little Mac. His special attack is a spinning punch, which can be thrown two ways - a single spin, or a multiple spin attack that Little Mac must duck under on each rotation. For the first ninety seconds of the Mike Tyson ( Mr. Dream) fight, he unleashes a barrage of uppercuts that will all be one punch knockdowns. It is possible to counter them, but most tend to simply learn the timing and dodge them. After that, it is a battle of landing a few punches for the remainder of the first and two rounds until Mac can finally TKO him in the third round.[CR]Additional Information[CR]After Nintendo's license with Mike Tyson ran out, Nintendo re-released Punch-Out!! in 1990 with the Mike Tyson character sprites replaced with the white (and generic) "Mr. Dream". Other than the cosmetic change from Mike Tyson to Mr. Dream, "Punch-Out!! Featuring Mr. Dream" was identical to the original, though the Mike Tyson version is often considered superior merely by virtue of the new final boss, Mr. Dream, not being especially intimidating compared to Tyson.The game was actually released as a special promotional cartridge for the Famicom prior to its release in the US or anywhere else. It was a special gold cartridge, and is often called Punch-Out!! Special to differentiate it from other releases. The box, manual, and label depict Bald Bull on the front, and Super Macho Man is the final opponent - no match against Tyson, Mr. Dream, or any other entity following him is present. Only 10,000 were made, given to competitors who established certain feats at a tournament involving the game Golf.In the original arcade release of Punch-Out!!, Soda Popinski was named Vodka Drunkenski. The name was changed to avoid appearing to advocate alcohol consumption in an effort to preserve Nintendo of America's family-friendly reputation.Mario was added as the referee in the NES version to cater to established Mario fans. Speech bubbles also replaced voice samples for Mario to save space on the cartridge.[CR][B]Cheat:[/B] Heal Between Matches[CR]In-between fights, when Doc is talking to Little Mac to cheer him on and psyche him up for the next round, and while the opponent is talking.</plot>
2396 <releasedate>5/10/1987</releasedate>
2397 <year>1987</year>
2398 <studio>Nintendo of America Inc.</studio>
2399 <nplayers>1</nplayers>
2400 <rating>3.9</rating>
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2425 <game name="Track & Field (USA)">
2426 <description>Track & Field (USA)</description>
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2428 <title_clean>Track & Field</title_clean>
2429 <plot>[CR][B]Overview:[/B][CR]110m HurdlesTrack & Field is an Olympic themed arcade game developed and published by Konami. It is known as Hyper Olympic in Japan.It has been ported to over nine different platforms including the NES, as well as Xbox Live Arcade, since its original release.Track & Field introduced a button-mashing style of gameplay in which the player must press a button as fast as possible, and their in-game character interacts with the environment accordingly. This style of gameplay is still used today by many popular titles. The arcade release accommodated up to four players at once. The NES version (arguably the most popular) was designed for only two players. Track & Field has received graphical and sound updates, leaderboards, online play, and additional events since its initial release in 1983. The Atari 2600 version included a specialized controller, mimicking the arcade input.[CR][B]Gameplay:[/B][CR]Long JumpIn the arcade version of Track & Field, players had two "run" buttons and one "action" button. The run buttons were used to increase the speed of the character on-screen, while the action button was used to do things like initiate a jump or adjust the angle of a javelin throw. The NES version (possibly due to hardware limitations) had only one run button.100 Meter Dash110 Meter HurdlesHammer ThrowHigh JumpJavelin ThrowLong JumpIn each event, there is a qualifying time or level that the player must achieve to advance to the next event; failing to qualify (in one heat for running events or three tries in the other events) ends the game. Events that were later added to Track & Field after the arcade release include: 100-meter freestyle, skeet shooting, vault, archery, triple jump, weight lifting, and pole vault.[CR]Xbox Live Arcade[CR]A slightly enhanced version of Track & Field was released for XBLA in 2007. It includes full Xbox Live support (ranked and player matches) and in-depth leaderboards.[CR]The Track & Field Legacy[CR]Archery was added after the original arcade release.Over the years, Konami released several games featuring gameplay from the same vein as the original:Konami '88 (1988) (Arcade)Track & Field II (1988) (NES)Track & Field (1992) (Game Boy)International Track & Field (1996) (PS)Hyper Athlete (1996) (Arcade)Nagano Winter Olympics '98 (1998) (N64, PS)International Track & Field 2000 (1999) (N64, PS, GBC)ESPN International Track & Field (2000) (DC, PS2, GBC)Track and Field (2007) (Xbox Live Arcade)New International Track & Field (2008) (NDS)[CR][B]Trivia:[/B][CR]The 1984 March of Dimes International Konami/Centuri Track & Field Challenge was the largest video game tournament in history, with over a million contestants, including 800,000 in the US and 200,000 in Japan. The top 3 players from each country formed teams, with the finale taking place in Japan; the US team won the tournament. [CR]</plot>
2430 <releasedate>5/4/1987</releasedate>
2431 <year>1985</year>
2432 <genre>Sports</genre>
2433 <studio>Konami, Inc.</studio>
2434 <nplayers>1-2</nplayers>
2435 <perspective>3rd-Person</perspective>
2436 <rating>4.0</rating>
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2462 <game name="Track & Field II (USA)">
2463 <description>Track & Field II (USA)</description>
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2465 <title_clean>Track & Field II</title_clean>
2466 <plot>The greatest athletes from around the world have gathered for the grandest sporting spectacle since the golden age of Greece. This pressure-packed competition is as fierce as a starved lion. Surviving is a matter of sweat and concentration in Taekwondo, pole vaulting, canoeing, skeet shooting, hammer throwing, high diving, archery, hurdles, gymnastics, hang gliding, pistol firing, arm wrestling, fencing, triple jumping and swimming... Whew! Wears you out just to read them all. The odds in Vegas say you don't have enough strength, stamina or skill, but you know better. And as long as you win, you're the crowd favorite. But lose, and you might as well turn in your jockstrap and joystick.[CR][B]Cheat:[/B] Win Hammer Throw instantly[CR]In the Hammer Throw event, start spinning the d-pad counter-clockwise, and when your character starts flashing, let the bar at the bottom drop until there's only two or three percent left. Then press and continue to hold A until the angle percentage can't go any higher. When it lands you'll see that the game will show it went 92 meters.</plot>
2467 <releasedate>5/11/1988</releasedate>
2468 <year>1988</year>
2469 <genre>Sports</genre>
2470 <studio>Konami Industry Co. Ltd.</studio>
2471 <nplayers>1-2</nplayers>
2472 <perspective>3rd-Person</perspective>
2473 <rating>2.8</rating>
2474 <videoid>c2FotM_Ellw</videoid>
2475 <thegamesdb_id>324</thegamesdb_id>
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2498 <game name="NES Play Action Football (USA)">
2499 <description>NES Play Action Football (USA)</description>
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2501 <title_clean>NES Play Action Football</title_clean>
2502 <plot>Nintendo takes its game to the gridiron with NES Play Action Football. While Nintendo did not get the NFL license for this one, it did secure the license of the NFL Player's Association, so the 8 teams to choose from (all named after the appropriate NFL cities) are all stocked up with real pro players from the 1989 season. You can even substitute second-stringers for the "skill" positions (QB, RB, WR, TE, and FS/SS) when your starters get tired.[CR]Play perspective is very unusual: top-down slightly modified with a three-quarters tilt behind the offense, and the scrolling is diagonal, from the bottom left to upper right of the screen. Each team has 12 passing and 12 running plays on offense, and the option to reverse play designs effectively gives you a total of 48 potential plays to run. The defense has 8 cover plays and 8 blitzes to select from. The kicking and punting games are handled with a fairly typical directional arrow/power meter system.[CR]Games are divided into four 15-minute (accelerated real-time) quarters. There are no penalties, but referees do appear onscreen to signal touchdowns/field goals, take measurements on short yardage plays, and shout "First Down!" (in audio) whenever a team moves the chains. Team stats are displayed on a summary screen after every quarter of play. Highest scoring team wins, which in playoffs mode means moving on to the next round--and an eventual shot at winning it all in the Power Bowl!</plot>
2503 <releasedate>5/9/1990</releasedate>
2504 <year>1990</year>
2505 <genre>Sports</genre>
2506 <studio>Nintendo of America Inc.</studio>
2507 <nplayers>1-2</nplayers>
2508 <perspective>Isometric</perspective>
2509 <rating>4.0</rating>
2510 <thegamesdb_id>1964</thegamesdb_id>
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2530 <game name="Double Dribble (USA)">
2531 <description>Double Dribble (USA)</description>
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2533 <title_clean>Double Dribble</title_clean>
2534 <plot>[CR][B]Overview:[/B][CR]Double Dribble gained much fame on the NES as the first popular 5-on-5 basketball simulation. Previous basketball titles focused on 1-on-1 play, such as Jordan vs. Bird and the Atari classic Basketball. Double Dribble contained several features that were considered state of the art at the time of its release including speech, the inclusion of Sousa's Star-Spangled Banner, and cut scenes during dunks.[CR][B]Gameplay:[/B][CR]Double Dribble featured 4 teams, the Boston Frogs, Chicago Ox, L.A. Breakers, and New York Eagles. The teams were not officially licensed, but were based off of popular NBA teams. The teams had cheerleaders and funky mascots that would entertain during halftime.[CR]The overall controls and accuracy of shooting were standout features. Shooting was said to have a realistic feel and 3-pointers were accompanied by a sound effect that helped emphasize the importance of the shot.[CR]A single player and versus mode were included.[CR]</plot>
2535 <releasedate>5/9/1987</releasedate>
2536 <year>1987</year>
2537 <studio>Konami, Inc.</studio>
2538 <nplayers>1-2 VS</nplayers>
2539 <rating>3.5</rating>
2540 <ESRB>E - Everyone</ESRB>
2541 <videoid>nsz6Gr9rKoE</videoid>
2542 <thegamesdb_id>343</thegamesdb_id>
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2566 <game name="Golf (USA)">
2567 <description>Golf (USA)</description>
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2569 <title_clean>Golf</title_clean>
2570 <plot>[CR][B]Overview:[/B][CR]Golf was originally released for the Japanese Famicom in 1984, and was the third of Nintendo's mononym first-party sports games for the system after Baseball and Tennis. It was later released in the US in 1985, Europe in 1986 and for the Famicom Disk System in Japan in 1986. It later saw adaptations for the Game Boy and Sharp X1, and was rereleased for e-Reader and on the 3DS eShop. Nintendo's Golf is also present in NES Remix.[CR][B]Gameplay:[/B][CR]The game offers single-player stroke play, two-player stroke play, and two-player match play. The player can select a club and initiate a swing. The swing shows a gauge at the bottom of the screen which has to be charged up for the desired power and then subsequently stopped in a narrow area otherwise the ball will curve to the left or the right. Wind direction also affects the flight of the ball.[CR]Putting shows the slope of the green and allows the player to aim with an arrow to compensate for slope. Putting strokes are performed similar to other strokes but only the putter is allowed once on the green. The game does not simulate different cuts of grass or rough: a ball is either on the fairway, in a bunker, on the green, out of bounds, or in the water. If a ball lands out of bounds or in the water the player has to retry the stroke and also takes a penalty stroke. All game modes are played on a single course.[CR]</plot>
2571 <releasedate>5/10/1985</releasedate>
2572 <year>1984</year>
2573 <genre>Sports</genre>
2574 <studio>Nintendo of America Inc.</studio>
2575 <nplayers>1-2 VS</nplayers>
2576 <perspective>3rd-Person</perspective>
2577 <rating>2.5</rating>
2578 <ESRB>E - Everyone</ESRB>
2579 <videoid>wbID7Ok-YAo</videoid>
2580 <thegamesdb_id>350</thegamesdb_id>
2581 <gamefaqs_url>http://www.gamefaqs.com/nes/578275-golf</gamefaqs_url>
2582 <mobygames_url>http://www.mobygames.com/game/nes/golf</mobygames_url>
2583 <giantbomb_url>http://www.giantbomb.com/golf/3030-22096/</giantbomb_url>
2584 <consolegrid_url>http://consolegrid.com/games/284</consolegrid_url>
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2603 </game>
2604 <game name="Skate or Die (USA)">
2605 <description>Skate or Die (USA)</description>
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2607 <title_clean>Skate or Die</title_clean>
2608 <plot>Opening Screen[CR]Players could compete in five different skate boarding events, either individually or sequentially. Up to eight players could compete, not at the same time, it was more pass the controller. The game was non-violent. It featured two ramp events, a freestyle ramp and a high jump, two downhill events, a race, and a jam where you did tricks, and a pool joust. The two downhill events and the pool joust could be played in two player mode. While the ramp events where single player.[CR]The NPC Characters[CR]Rodney Recloose; Wild punk rocker with a purple mohawk. He ran a skate shop in the game.[CR]Bionic Lester; Rodney's son. Had a green flat top. Was the Hard AI opponent on the down hill events.[CR]Poseur Pete; Was the easy AI opponent on the down hill events.[CR]Aggro Eddie; Was the medium AI opponent on the down hill events.[CR]Appearances in Other Media[CR]The game would later be referenced in future EA skateboarding game Skate 2. Players may download a Throwback Pack, which contains t-shirts branding the Skate or Die logo which can be worn by the player's created skater.[CR]</plot>
2609 <releasedate>5/11/1988</releasedate>
2610 <year>1988</year>
2611 <studio>Ultra Games</studio>
2612 <nplayers>1</nplayers>
2613 <rating>3.7</rating>
2614 <videoid>xBsLV6R8mkc</videoid>
2615 <thegamesdb_id>1418</thegamesdb_id>
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2619 <consolegrid_url>http://consolegrid.com/games/602</consolegrid_url>
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2637 <game name="Skate or Die 2 - The Search for Double Trouble (USA)">
2638 <description>Skate or Die 2 - The Search for Double Trouble (USA)</description>
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2640 <title_clean>Skate or Die 2 - The Search for Double Trouble</title_clean>
2641 <plot>[CR]The Intro[CR]Skate or Die 2 is notable for its at the time technicaly very advanced intro featuring voice samples on the NES.[CR]http://www.youtube.com/watch?v=X8TmIxHSBcU&feature=related[CR][B]Characters:[/B][CR]You...[CR]You are an unnamed dudeRodney[CR]Skateboard store owner, you can buy boards from himLester[CR]Rodney's son, you can learn killer tricks from him for a priceCJ[CR]She is your friendIcepick[CR]The final boss[CR]Credits[CR]Game Design: David Bunch, Eric Knopp, Michael Kosaka[CR]Game Graphics: Michael Kosaka[CR]Game Programming: David Bunch, Eric Knopp[CR]Additional Programming: Carl Mey, Tom DeBry[CR]Music: Rob Hubbard[CR]Producer: Don Traeger[CR]Sound: Rob Hubbard[CR]Technical Direction: Richard Hicks[CR]Voices: Bob Henderson, Eric Knopp[CR]Cover Skater: Jef Whitehead (now in the black metal band Leviathan)[CR][B]Cheat:[/B] Infinite Speed[CR]To do this you need either the Afterburner and/or Hangtime board.</plot>
2642 <releasedate>5/11/1990</releasedate>
2643 <year>1990</year>
2644 <genre>Action, Sports</genre>
2645 <studio>Electronic Arts, Inc.</studio>
2646 <nplayers>1</nplayers>
2647 <perspective>3rd-Person</perspective>
2648 <rating>3.3</rating>
2649 <videoid>SHcy0oF5p9o</videoid>
2650 <thegamesdb_id>1894</thegamesdb_id>
2651 <gamefaqs_url>http://www.gamefaqs.com/nes/587622-skate-or-die-2-the-search-for-double-trouble</gamefaqs_url>
2652 <mobygames_url>http://www.mobygames.com/game/nes/skate-or-die-2-the-search-for-double-trouble</mobygames_url>
2653 <giantbomb_url>http://www.giantbomb.com/skate-or-die-2-the-search-for-double-trouble/3030-11794/</giantbomb_url>
2654 <consolegrid_url>http://consolegrid.com/games/603</consolegrid_url>
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2671 <game name="California Games (USA)">
2672 <description>California Games (USA)</description>
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2674 <title_clean>California Games</title_clean>
2675 <plot>[CR][B]Overview:[/B][CR]Released in 1987 by Epyx for a large number of systems, California Games was a collection of minigames based around outdoor activities in non-traditional sports. In most versions of the game, the player chose to compete in individual events or an event series. Unlike Epyx previous games, in which players chose a nationality, players get to choose a sponsor. The Commodore 64, for example, includes Maxx-Out, Costa Del Mar, Kawasaki, Santa Cruz, Ocean Pacific, Casio, Auzzie, Spin Jammer, and Ray-D-O, while the NES release adds publisher Milton Bradley to the roster.As a multi-platform game, the visual fidelity of California Games really depends on the machine that is powering it. In general, the art style was heavily informed by Californian imagery. The footbag event has the Golden Gate Bridge as a backdrop. On other platforms where space was at a premium, events were sacrificed. The Atari Lynx and 2600 releases only included four of the events: BMX, surfing, footbag, and halfpipe.Each event featured a different soundtrack, including some renditions of well known hits. Richard Berry's song "Louie Louie" accompanies the titles, while The Safari's hit "Wipe Out" sounds out during the surfing event.[CR]Events[CR]SurfingSet under a crashing pipeline wave, players gain speed to do aerial tricks and avoid falling off their board. Most versions of the game rate the player on a 10.0 scale, though some give points to the number of rotations in an aerial trick.HalfpipePlayers are given a time limit in which to earn points for rotation and hand plant tricks in a skateboarding half pipe. Not only must they execute these tricks, but they must turn their board in time to descend the ramp and keep momentum into the next trick.Flying DiskThis event requires throwing a frisbee to a partner off the screen. Players time their button presses to a meter to execute angle and speed and, once released, gain control of the offscreen player the catch the flying disk. Points are earned for successful catches.BMXPlayers ride along a dirt track with ramps and obstacles, doing wheelies, flips and spins to earn points. They are also judge on the time it takes to reach the goal, which can be impeded by falling off the bike or crashing.FootbagJuggling a hackysack with feet, head, and body, players must keep the bag from touching the ground while doing fancy moves to earn more points. Players can hit seagulls with the bag for bonus points.Roller SkatingPlayers skate along a path running parallel to the beach, doing tricks and spins while avoiding obstacles on the sidewalk.[CR][B]Cheat:[/B] Easter Egg[CR]For any player, enter their name as "PAUL" or "RACHEL". During "SKATE" competition, when this player is active, just before the end of the route, the flashing writing "PP & RME" will appear on the floor.[CR][B]Cheat:[/B] Better Way To Gain Points In BMX[CR]When playing the BMX part of California Games, hold Select and repeatedly press B to score points. You can continue to hold select and press B for as long as you wish.</plot>
2676 <releasedate>5/6/1989</releasedate>
2677 <year>1989</year>
2678 <genre>Sports</genre>
2679 <studio>Milton Bradley Co.</studio>
2680 <nplayers>1-2 VS</nplayers>
2681 <perspective>3rd-Person</perspective>
2682 <rating>3.7</rating>
2683 <videoid>UVwjZ-mipfg</videoid>
2684 <thegamesdb_id>1662</thegamesdb_id>
2685 <gamefaqs_url>http://www.gamefaqs.com/nes/587168-california-games</gamefaqs_url>
2686 <mobygames_url>http://www.mobygames.com/game/nes/california-games</mobygames_url>
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2688 <consolegrid_url>http://consolegrid.com/games/117</consolegrid_url>
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2705 <game name="Jordan vs Bird - One On One (USA)">
2706 <description>Jordan vs Bird - One On One (USA)</description>
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2708 <title_clean>Jordan vs Bird - One On One</title_clean>
2709 <plot>Two of the greatest icons of the Golden Age of the NBA match up in this game. On one side, the spectacular dunks of Michael Jordan of the Chicago Bulls; on the other, Larry Bird's incredible accuracy from the outside. [CR]While Bird feels right home at the three-point contest, where five racks with five balls each are placed around the three-point arc and the player must pick each ball and throw in the the best timing possible to get as many points as possible during the 60 second window, only Jordan has the air-time to perform on the slam dunk contest, where the player has a number of dunks at his disposal, each requiring different timing to get the best score from all three attempts from the judges, and win the competition.[CR]While they are two completely different players, they can still go one-on-one on a half-court match, played to points or with a time duration. Can Bird's stealing and outside shooting ability be a match to Jordan's speed and jumping abilities?</plot>
2710 <releasedate>5/8/1989</releasedate>
2711 <year>1989</year>
2712 <genre>Sports</genre>
2713 <nplayers>1-2 Alt</nplayers>
2714 <perspective>Top-Down</perspective>
2715 <rating>2.6</rating>
2716 <thegamesdb_id>2838</thegamesdb_id>
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2736 <game name="Hit the Ice - VHL - The Video Hockey League (USA) (Proto)">
2737 <description>Hit the Ice - VHL - The Video Hockey League (USA) (Proto)</description>
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2739 <title_clean>Hit the Ice - VHL - The Video Hockey League</title_clean>
2740 <plot>One of the unique things about emulation is that it sometimes allows you to play not only games that are very rare, but also games that were never released at all. When a game is close to completion, prototypes are sent to the console licenser (and more recently, the ESRB) to review for any possible problems that would render the game in an unreleasable state. Sometimes these prototypes are of games that never actually saw the light of day for one reason or another.[CR]Once in a great while, one of these prototypes is discovered in someone's attic or some other musty place, and it gets sold on eBay to a collector. Some of these collectors refuse to dump the prototype ROM onto disk because it would damage the cartridge, while others either don't have a problem with it or take money in exchange for dumping rights. One of the games that went through this long and winding path is the NES port of Hit the Ice.[CR]Reviewer: pluvius[CR]http://www.gamefaqs.com/console/nes/review/R104097.html[CR]</plot>
2741 <releasedate>Unreleased</releasedate>
2742 <genre>Sports</genre>
2743 <studio>Taito Corporation
2744</studio>
2745 </game>
2746 <game name="Double Dribble (USA)">
2747 <description>Double Dribble (USA)</description>
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2749 <title_clean>Double Dribble</title_clean>
2750 <plot>[CR][B]Overview:[/B][CR]Double Dribble gained much fame on the NES as the first popular 5-on-5 basketball simulation. Previous basketball titles focused on 1-on-1 play, such as Jordan vs. Bird and the Atari classic Basketball. Double Dribble contained several features that were considered state of the art at the time of its release including speech, the inclusion of Sousa's Star-Spangled Banner, and cut scenes during dunks.[CR][B]Gameplay:[/B][CR]Double Dribble featured 4 teams, the Boston Frogs, Chicago Ox, L.A. Breakers, and New York Eagles. The teams were not officially licensed, but were based off of popular NBA teams. The teams had cheerleaders and funky mascots that would entertain during halftime.[CR]The overall controls and accuracy of shooting were standout features. Shooting was said to have a realistic feel and 3-pointers were accompanied by a sound effect that helped emphasize the importance of the shot.[CR]A single player and versus mode were included.[CR]</plot>
2751 <releasedate>5/9/1987</releasedate>
2752 <year>1987</year>
2753 <studio>Konami, Inc.</studio>
2754 <nplayers>1-2 VS</nplayers>
2755 <rating>3.5</rating>
2756 <ESRB>E - Everyone</ESRB>
2757 <videoid>nsz6Gr9rKoE</videoid>
2758 <thegamesdb_id>343</thegamesdb_id>
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2782 <game name="Excitebike (Japan, USA)">
2783 <description>Excitebike (Japan, USA)</description>
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2785 <title_clean>Excitebike</title_clean>
2786 <plot>[CR][B]Overview:[/B][CR]Excitebike, title screen for the NES version.[CR]Excitebike is a racing game that was released on November 30, 1984 in Japan, October 18, 1985 in North America, and September 1, 1986 in Europe. It was also released on the Famicom Disk System on December 9, 1988, and was released on the Virtual Console on March 13, 2007 in Japan, March 19, 2007 in North America, and February 16, 2007 in Europe. It has also been released on the Game Boy Advance (under the Classic NES Series label), the NEC PC-8801, and the arcade. Excitebike was developed by Nintendo R&D1 and published by Nintendo. It is the first in the Excite series, which also includes Excitebike 64, Excite Truck, and the obscure BS Excitebike Bun Bun Mario Stadium.Other VersionsExcitebike in Animal Crossing.[CR]Vs. Excitebike was part of Nintendo's Vs. series, which was basically enhanced Famicom games. It was based on Nintendo's Vs. Unisystem, an arcade unit. Vs. Excitebike was first released sometime after the Famicom release in 1984. Vs. Excitebike was also later released on the Famicom Disk System. Vs. Excitebike is essentially the same as the NES version, except for a few differences. There is no longer the Design Mode in the game, there are three difficulty modes to choose from (Beginner, Intermediate, and Advanced), and there are now seven tracks. There isn't a "Selection A" and "Selection B," but instead the first race is the player racing alone, and then the championship race has computer controlled opponents.[CR]Excitebike is an unlockable in Excitebike 64. It can also be found as an item in Animal Crossing (and it can be played). Excitebike was part of the short-lived e-Reader (title Excitebike-e).3D Classics Version[CR]To celebrate the release of the 3DSware service on June 6, 2011, 3D Classics Excitebike was available to all as a free download for thirty days. After the thirty days expired it became a paid download on the service. In this version the main new selling point is the 3D mode thanks to the capabilities of the 3DS, it differs from the 3D mode in most of the other games available for the console in that instead of just converting to 3D it also changes to a completely new camera angle in the 3D mode. Another feature in this version is the ability to save the game allowing you to keep a record of your lap times and save up to 32 of your own created tracks.[CR][B]Gameplay:[/B][CR]One of the game's five tracks.[CR]The goal of Excitebike is to qualify for the championship race (the Excitebike). The goal is the same regardless of whether the player chooses to play alone or against computer controlled opponents. The time to qualify depends on what track the player is on, but is always displayed in the bottom left corner of the screen. That time is for third place, but the first place time is always displayed on the stadium of the stage. Regardless of which track the player is racing on, the first place time is always eight seconds less than the third place time. The game is controlled like many other traditional racing games. The D-Pad controls movement (as well as balance when the player is in mid-air) and the A and B buttons control acceleration. The B button provides a better boost than the A button, but raises the temperature bar. If that bar reaches full (or critical) level, then the player stops until it cools down.[CR]At the beginning of the game, the player has the option to select any track (one through five). Upon qualifying for the championship race, and then placing third place or higher in the championship race, the player moves onto the next track. So, if the player selects track three and fully completes it, then they move onto track four.Modes[CR]There are three modes of gameplay available in Excitebike. In Selection A, the player races alone. In Selection B, the player races with computer controlled opponents. These opponents are essentially extra obstacles; if the player crashes into them (or if the computer controlled opponent hits the player), it will cause the player to fall off the bike.[CR]In the third mode, Design Mode, the player can create a track. The player can select hills and obstacles varying in size and place them in the track. In addition, the player can choose where each lap is finished and how many total laps there are. Upon completing a track, the player can race in it in either Selection A or Selection B. Unfortunately, due to the NES's lack of internal memory, the tracks cannot be saved.[CR][B]Cheat:[/B] Alternate music[CR]Reset the NES during game play to hear alternate music at the title screen and in the game.</plot>
2787 <releasedate>5/10/1985</releasedate>
2788 <year>1984</year>
2789 <genre>Driving, Racing, Sports</genre>
2790 <studio>Nintendo of America Inc.</studio>
2791 <nplayers>1</nplayers>
2792 <perspective>Side-Scrolling</perspective>
2793 <rating>3.6</rating>
2794 <ESRB>E - Everyone</ESRB>
2795 <videoid>fRgMCtaWoSU</videoid>
2796 <thegamesdb_id>213</thegamesdb_id>
2797 <gamefaqs_url>http://www.gamefaqs.com/nes/563411-excitebike</gamefaqs_url>
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