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The Super Nintendo in 1991 - Duration: 1:03:05.

in 1989 the 16-bit generation officially begun with the August release of both

the Sega Genesis in turbo graphics 16 but that same year the Nintendo

Entertainment System was at the peak of its popularity selling just under 10

million consoles here in North America in 1991 the 16-bit generation turned

into the famed 16-bit console wars with the August release of the Super Nintendo

this system launched with only three games but by the time Christmas had

arrived a number of titles were on store shelves that would come to be considered

absolute classics on the system on this episode of classic gaming quarterly

following up on the launch of the Super Nintendo we take a look at the

noteworthy games that would flesh out the system's North American library

through its first holiday season so that's the new Super Nintendo

Entertainment System good about it they say it has 16-bit technology whatever

that means oh I see what else do they say then it has 3d graphics and digital

stereo sound and it's super mario world is included ok ok we'll get it for them

the original Gradius was released into the arcades by Konami in 1985 the game

is a horizontally scrolling shooter that uses a unique upgrade system in which

you collect powerup tokens which can then be used to modify your ship these

upgrades include lasers missiles and options which act as little helper ships

mirroring your movements and providing extra firepower tight controls excellent

music and visuals and fair but challenging difficulty led to grotty us

being a hit in the arcades the game was ported in numerous home platforms and

was one of the very first third-party titles released on the Nintendo

Entertainment System a sequel of sorts called salamander in Japan and lifeforce

in the West was released into the arcades in 1986 it was subsequently

ported to the Famicom and NES in 1987 and is easily one of the best shooters

on the platform

in 1988 a proper sequel karate is to gopher no yabo known as Vulcan venture

in the West was released into the arcades the Famicom version released the

same year as a very respectable port and it's a real shame that the game was

never localized here in the West the 1992 super CD port which was also never

localized here is much closer to arcade perfect and is in my opinion one of the

very best horizontally scrolling shooters on the PC engine in 1989 the

third installment in the main series Gras Deus 3 appeared in Japanese arcades

and it was this game that was interned ported to the Super Famicom and released

on the Super Nintendo about a week after the launch of the system

as garages to is never released here in its day karate as three was for us the

follow-up to the two NES titles

in karate is three you once again pilot the vic viper fighting against the

hordes of the bacteria on Empire in a game that should feel instantly familiar

to veterans of the 8-bit installments while karate is 3 is not a huge

audio-visual leap over karate as to the game still has gorgeous graphics and

tremendous variety between stages which arguably is characteristic of the

franchise series tropes like moai heads and cave levels are joined by variations

on a theme like sand dragons standing in for fire dragons and gigantic bubbles

that break into smaller ones when shot the graphics and grotty is three might

not look as obviously next-gen as the visual effects used in f-zero or pilot

wings but the game does an excellent job of taking advantage of the super

Nintendos expanded color palette to create pixel art that achieves a level

of detail expectedly not yet seen in the series unfortunately

when some of these early Super Nintendo games were being created developers were

for obvious reasons not able to take advantage of the super nintendo 16-bit

processor and as a result some games suffer from severe slowdown as might be

expected this was one of the chief criticisms of karate is three back in

its day as generally speaking shooters were most susceptible to slow down due

to the sheer volume of action happening on the screen at any given time karate

is three's powerup system now has an edit mode which allows you to choose

which power-ups will be available to you during the game the advantage of this is

that it allows you to tailor the upgrade system to suit your style of play as has

been the case with all games in the series

powering up your ship is the key to success and starting again at zero with

a slow ship and a pea shooter when you die can be a serious shock excellent

music composed by the Konami square wave club is a hallmark of practically every

Konami game and grotty as three is no exception using the super Nintendos ken

Kutaragi design sound chip 2x defect

I personally think the game is harder than previous installments but as is the

case with the series as a whole karate as three is a challenging but rewarding

game it simply requires practice to master both the original karate Asst and

life-force are among my favourite games on the NES and as such

slow down aside karate as three would have been well worth purchasing in the

late summer of 1991

raid on bungling bae was created by a video game designer will write and

released on the commodore 64 in 1984 while designing the game right

purportedly felt that he had more fun creating the layouts in his level editor

than he did playing the game itself and his subsequent fascination with level

editors culminated in the development of SimCity the game was designed in 1985

for the Commodore 64 but was not released at the time due to lack of

interest from game publishers in 1987 Wright co-founded Maxis software

breathing new life into SimCity to increase the amount of creativity a user

could put into the system in 1989 the game finally made its retail

debut on both the Amiga and the original black-and-white 68k Macintosh and the

following year was finally released on the Commodore 64 as well as the DOS PC

where it became were the most beloved games of my adolescence

SimCity is an interesting game and that it has no clear objective you start off

with an empty swath of land and must set up infrastructure in the form of power

lines and roads and set zoning for parcels of land either residential

commercial or industrial you then watch as residents and businesses move in

increasing your population and hopefully your tax revenue giving you the capital

needed to expand you set tax rates manage crime with the strategic

placement of police stations and respond to the needs of your citizens by

building airports stadiums and parks unless you turn them off you also have

to deal with the occasional disaster manifesting itself as a fire tornado or

even an attack by a giant monster other than that the game has no end either

good or bad if you completely run your city into the ground and have no money

to fix it then you have no choice but to restart but there is no official game

over on the other hand for as long as you're having some modicum of success

you can continue to tinker with your city indefinitely

the game also includes a handful of scenarios based on real-world situations

in which you do have specific goals but even if you fail to achieve them you can

still keep playing the game in 1990 under license from Maxis Nintendo's

entertainment analysis and development group famously led by Shigeru Miyamoto

programmed from scratch a version of SimCity 4 release on their 16-bit

platform as with Gradius 3 the game missed the consoles North American

launched by about a week but is erroneously considered by some to be a

launch title while the most popular version of the game at least here was

probably the DOS release this Super Nintendo installment most closely

resembles the more colorful Amiga version

the game plays much the same as every other iteration but with the expected

infusion of some Nintendo magic unlike the original game in this version you're

awarded special structures the first being the mayor's house and after

achieving 500,000 residents you're given a statue of Mario to place where ever

you see fit it also includes some graphical touches like the seasons

changing and Bowser standing in as the monster is one of the possible disasters

while SimCity would have been perfect for use with the super Nintendos Mouse

that peripheral was not released until the following year and is therefore not

compatible with this game that being said I had no problem playing with the

controller and that's coming from someone who spent countless hours

playing this game with a mouse on a computer the soundtrack for SimCity was

composed by soil oka who also Co composed the music for pilotwings along

with koji kondo

and would go on to write the music for Super Mario Kart

she also rearranged Kondos original Super Mario Brothers compositions for

1993 Super Mario all-stars this Super Nintendo version of the game may not be

the ideal way to play SimCity 4 the modern retro gamer but it is an

excellent version of the game and was certainly the most accessible means of

playing SimCity back then for those who weren't fortunate enough to have access

to a home computer

the original r-type was developed for the arcades by Iram and began what is

for most people their most well known franchise the game was released in 1987

and was actually distributed here in the United States by Nintendo although the

game was never ported to the NES ports were however released on a myriad of

other platforms including the PC engine and turbo graphics 16

and the sega master system where it was ported by shooter powerhouse compile

our type has you piloting the r9a Arrowhead fighting against the evil

hordes of the phyto Empire the franchise as a whole is known for its slower pace

but that doesn't make it any easier probably the two most noteworthy aspects

of the gameplay are the ability to charge up your weapon for a more

powerful shot and the helper ship called the forced pod the forced pod is picked

up as a powerup and can attach to either the front or back of your ship

where at both adds extra firepower and acts as a shield of sorts you can also

send it out to act as a remote secondary weapon which is particularly useful when

it's equipped to shoot vertically instead of straight ahead in 1989 Iram

released our type 2 and the game feels and plays like a natural continuation of

the original

as the game is 2 years newer there's the expected bump in graphics and sound with

the only notable change to the gameplay being the ability to doubly charge your

weapon for an even more powerful super shot in 1991

Iram released a reworked version of the game on the Super Famicom as super

r-type and the game appeared on store shelves here in North America and early

September four of the game's stages are brought over from r-type 2 but the other

three including the unimaginative first level of the game are newly designed our

type 2 is already harder than the original but inexplicably the designers

chose to remove mid-level checkpoints from this home version meaning that when

you die even if during a boss battle you have to start the entire level over

again the graphics and super r-type can best

be described as inconsistent in some levels the bland backgrounds and muted

color schemes make the game appear unimpressive while other levels look

much the opposite and show off with the super Nintendos expanded color palette

brought to the table although perhaps not as severe as grotty as three super

r-type does suffer from some slow down during frenzied periods of on-screen

action on the plus side Iram excellent advantage of the super Nintendos sound

capabilities to make improvements to the game soundtrack

and paired it with excellent sound effects

super r-type was well-received upon release but with the gift of hindsight

the game just falls flat which explains why it's one of the

cheapest big-name titles on the Super Nintendo

I don't enjoy this game as much as the original and as such were I in the

market for a shooter in the fall of 1991 picking grotty as three over this game

would have been an easy decision while the original art type did not

appear on either the famicom or nes super archetype belatedly brought the

franchise to Nintendo's home hardware and set the stage for the outstanding

home exclusive archetype 3 released for the Super Nintendo in 1994

in the mid-to-late 1980s before the era of one-on-one fighters beat'em ups were

among the most popular titles in the arcades the genre naturally lends itself

well to multiplayer play and due to the immersive atmospheres and storylines

combined with greater variety between stages the games were more compelling

when compared to many traditional single screen arcade offerings a pioneer in the

field was Technos Japan whose 1986 release renegade set the stage

stylistically for what we now consider a beat-em-up they would follow this up the

following year with the smash hit Double Dragon and Sega would joined the party

in the spring of 1989 with Golden Axe

predictably Capcom wanted to jump into the mix and tasked Yoshiki Okamoto and

Akira Yasuda with developing the company's first street brawler inspired

by Double Dragon 2 and loosely based on the 1984 film Streets of Fire the game

was at one point written as the sequel to the original Street Fighter even

being demonstrated at trade shows under the title Street Fighter 89 before being

released in 1989 on Capcom's then new cps hardware is final fight in the game

Metro city's mayor x pro wrestler Mike Haggar is on a quest to rescue his

kidnapped daughter from the mad gear gang with the help of martial artists

Cody and gai final fight in my opinion assured in a new generation of beat'em

ups setting a new standard for the genre

the game had by far and away the most detailed graphics and largest sprites

yet seen in a beat him up and introduced a level of control that made the

aforementioned games feel primitive in comparison as we've come to be the norm

the game plays differently depending on which character you choose Mike Haggar

is the slowest that has the weakest special attack but makes up for it with

the strongest normal attack and stoutest defense guy is the exact opposite and

Cody falls somewhere in between

names and appearances of many of the enemies in the game take cues from 80s

pop culture figures most notably on dory who is clearly a ripoff of the great

Andre the Giant much as it had in the early days of the Genesis back in 1989

and 1990 capcom played a major role in the super Nintendos early third party

lineup arriving in stores in late September a port of final fight was the

first of three games that the company would release on the Super Nintendo in

1991 this version is a passable home translation with a few unfortunate

omissions the ability to play cooperatively is of course a hallmark of

the beat'em up genre but the Super Nintendo version of final fight famously

lacks a simultaneous two-player boat guy who has always been my character of

choice has also been omitted as has the industrially themed fourth level in both

cases supposedly due to the limited memory capacity of cartridges in the

early days of the system this version is also noticeably easier than the arcade

original although I'm not sure I'd call that a flaw final fight is often

compared to the Streets of Rage series in much the same way that karate is

seems forever linked to r-type final fight was released on the Super Nintendo

not long after the first Streets of Rage in the Genesis with reviews for the two

games even appearing side-by-side in the August 1991 issue of electronic gaming

monthly final fight would sell nearly 1.5 million copies on the Super Nintendo

and was one of Capcom's most successful games on Nintendo's 16-bit Hardware

while it's far less arcade perfect in the 1993 release on the Sega CD it's

still one of the better beat em ups on the system and was at the very least

worth a rental or two in the early days of the Super Nintendo

another 1989 Capcom CPS release area 88 is an arcade shooter based on the manga

and anime series of the same name centered around a group of young

mercenary fighter pilots based in the Middle East similar to the

aforementioned final fight at the beginning of the game you choose from

three available characters each of whom fly a different plane which draws its

strengths from its real-world counterpart Shin Kazama who is the

protagonist of the original manga series flies the agile f-20 tigershark and is

ostensibly the most balanced of the three characters Micky Simons f-14

tomcat made famous by the 1985 movie Top Gun has a stronger forward weapon with a

slightly slower rate of fire but is still the best character for air-to-air

combat finally Greg Gates who is in the manga

and anime a fairly minor character but a fan favorite flies the a-10 Thunderbolt

whose weapon lacks punch but shoots both straight ahead and at a downward angle

making it a jack of all trades but master of none unlike more traditional

games like Gradius and our type area 88 issues the ubiquitous space shooter

paradigm instead taking place right here on planet earth while Capcom already had

experience creating shooters in the pseudo realistic realm with the

vertically scrolling 1942 series area 88 is a side-scrolling affair perhaps it

carry over from 1943 this game features a health bar instead of one-hit kills

but as a result you have just one life like fellow CP s release forgotten

worlds area 88 features an inter stage shop as a mercenary defeating enemies

earns you money which can then be used to purchase secondary weapons including

a variety of missiles and bombs

as well as defensive power-ups including shields and maximum health increases

each airplane is tied to its primary weapon which can be upgraded over the

course of the game by picking up power-ups dropped by enemies differently

color tokens are worth different denominations of POW points and once you

accumulate enough of them your weapon levels up area 88 was brought to Western

arcades as un squadron an odd choice since by that time the original manga

series had been localized here the game was ported to the Super Nintendo in 1991

and was shipped out to stores in late September alongside final fight while

the game was the third horizontally scrolling shooter to be released in the

span of about a month un squadron was unique enough to be worthy of

consideration having undergone a number of changes while being remade for the

Super Nintendo in the arcade the game uses a standard linear level progression

but this Home version features a map screen that to a certain extent allows

you to choose the order in which you play the game and also add some bonus

levels giving you further opportunity to earn some extra cash this is

particularly helpful because the game no longer ties each character to a

particular aircraft instead allowing you to purchase pricey new airplanes in the

shop naturally un squadron gets progressively

harder as you advance and does require a certain amount of memorization but like

any good shooter it never feels cheap

while both bra ds3 and super r-type primarily took place in the cold

starkness of space the terrestrial settings of un squadron give it a visual

warmth that the other two games lack expectedly the graphics took a hit

coming home from the arcade but the game still looks great and like super r-type

doesn't suffer from too much slowdown the soundtrack on the other hand is

fairly unremarkable and while the explosions sound cool

much as it did in the arcade your plane's primary weapon sounds like an

old man blowing his nose

the arcade game of course allowed for two-player simultaneous play but once

again Capcom has removed this feature in the Home version although I don't think

it's as big a deal in a shooter as it is in a beat'em up overall this is a great

game that really did something a little bit different with the genre and would

have been for me alongside grotty is three a must-buy shooter in the fall of

1991 easily the most unique game in the super Nintendos early lineup actraiser

is a combination god game and side-scrolling action platformer the

game was the first developed by tokyo-based quintet who would go on to

design soul blazer an illusion of gaia and was published by Enix of

dragonwarrior fame appearing on North American store shelves in the last week

of October in the original Japanese version you play the role of God

battling Satan for control of the earth but for the Super Nintendo release in

order to cater to Western sensibilities God was changed to the master and Satan

to tonzura so as not to ruffle the wrong feathers in any case the evil deity and

his minions have taken over the land and it's up to you as the good deity to

clean some house and make the land again safe for habitation act Razors world

features six unique lands in which the simulation mode is sandwiched in between

two action based stages once you set your game up in the sky palace you begin

the first stint of action platforming after a sweet mode-7 transition

here both the ambience and the manner in which your character handles reminds me

of wizards and warriors on the NES at the beginning of the game your character

has no magic so your only offensive weapon is your sword the first stage

acts as sort of an initial house spinning to make the land hospitable for

your people so that after the boss battle you can transition into your

first simulation stint and help your people establish themselves

as the simulation mode begins your first task is to direct your people to build

toward the monster layers from the newly constructed temple allowing for them to

be sealed by the locals until they do so you'll have to use your cherub who acts

as both consultant and your boots on the ground proxy to dispatch the various

enemies still wandering free including bats imps and what look like baby

dragons you also listen to the prayers of your people and respond accordingly

doing things like burning bushes

in accepting offerings which help you progress through the game once all of

the monster layers are sealed you can trigger the second action platforming

stage

the completion of which will finally rid the land of evil and allow you to move

on to the next area the action portions of actraiser easily have some of the

best graphics among the super Nintendos 1991 line up with awesome sprite design

paired with excellent background detail the game's bosses in particular are

gorgeous to look at and a reminiscent of those found in the Castlevania series

actraiser sim sections look understandably less impressive as

developers necessarily sacrificed graphical detail in favor of a larger

viewable area the soundtrack for actraiser was written by the great Yuzo

Koshiro better known for his work on the Sega Genesis with revenge of shinobi and

the Streets of Rage series the church like organ music in the sky palace and

the classically inspired theme of the overworld sound great and her setting

appropriate but perhaps predictably as she rose talent really shines through

during the game's action sequences

while on their own neither of act razors gamemodes would make the game a standout

title it's their seamless integration that makes the game so engrossing in

1993 the critically panned actraiser 2 was released and did away with the

overhead sim style gameplay even advertising on the front of the box that

it was 100% pure action and excitement but in doing so got rid of what made the

original so memorable actraiser does let you play straight through the 12 action

stages of the game using the professional mode unlocked once you've

beaten the game and so named because the enemies are harder to kill and you have

no magic actraiser is an excellent game that unfortunately suffers from being

both too short and too easy which back in 1991 would have for me relegated it

to weekend rental territory the game is still a solid must play however and is

absolutely worth tracking down today

bases-loaded was released by jaleco in the summer of 1988 with its TV style

behind the pitcher perspective likely influenced by the popular 80's home

computer game hardball although not licensed by the MLB or MLBPA the option

to play a complete season clear digitized speech

and reasonably good music and visuals made it one of the most popular baseball

games of the 8-bit era

in early November of 1991 Jellico brought the franchise to the

Super Nintendo with super bases loaded right around the same time that bases

loaded three was being released on the NES for both games Jellico paid for a

celebrity endorsement from future hall of fame second baseman Ryan Sandberg

then playing for the Chicago Cubs but he does not appear in the game super bases

loaded maintains the same TV style presentation ostensibly intended to make

the game more immersive and while the graphics are nothing special

the game does sprinkle in a little bit of mode 7

the digitized speech is again crystal clear but the audio as a whole makes it

sound like you're playing the game in a bathroom the removal of the pennant race

mode cuts down on the games replay value and overall there's really nothing here

that would make me want to upgrade from any number of baseball games on the NES

those would include culture brains baseball simulator 1000 which while not

as well-known as heavy hitters like RBI Baseball or bases-loaded was one of the

better baseball games on the system the game allows you to both create your own

teams and play full seasons which already sets it apart from the majority

of baseball games on the NES although you can play a game of straight baseball

the use of the word simulator in the title is a bit ironic since what really

makes baseball simulator 1,000 stick out from the crowd is the over-the-top

arcade style play of the ultra league

here you have access to what the game calls ultra plays which include a number

of trick hits and pitches

adding a whole new layer of fun to the game of baseball

making it out sometime before Christmas in 1991 culture brain released super

baseball 1000 on the Super Nintendo

the game retains the features of the 8-bit original while adding a bevy of

new ultra plays as one would expect the game's visuals have improved but super

baseball simulator 1000 the 16-bit envelope and I wish they had chosen a

brighter color palette the first game had an excellent soundtrack and that

continues to be the case with this iteration which features organ based

music that fits right in with the genre

were you hoping for a baseball game for your Super Nintendo under the tree on

Christmas morning you'd have much preferred it to be this one

the most famous football franchise in the history of video games got its start

on the Apple 2 home computer with the 1988 release of John Madden football

you

hey this series continued on the Sega Genesis with a game that revolutionized

sports gaming on home consoles John Madden football came closer to

simulating the game of football than any video game released prior with the full

11 players per side on the field

penalties a proper play clock and perhaps most importantly the signature

Madden playbook

although it was far from perfect upon its release in the fall of 1990 John

Madden football was in terms of immersion and realism the greatest

football video game ever created

in the fall of 1991 John Madden football 92 appear in the Genesis at about the

same time as the series made its debut on the Super Nintendo this installment

of the franchise was highly anticipated by sports gamers who thought that the

super Nintendos advanced scaling and rotation effects were gonna take the

series to the next level the game has the same options found on the Genesis

meaning that while you can't play a full season you can at least play through a

complete playoff tournament the game lacks NFL and NFL PA licenses a feature

that wouldn't be seen in the franchise until Madden 94 unfortunately starting a

game it becomes evident that John Madden football wasn't able to live up to the

pre-release hype with a choppy framerate that makes the game almost unplayable on

the plus side this Super Nintendo release has better color and therefore

more detail than the Genesis games and although both games share many of the

same sound samples they sound much clearer on the Super Nintendo than on

the Genesis although that's to be expected as both are strengths of the

former system and weaknesses of the latter

earthbound overall the first installment of John Madden football on the Super

Nintendo was a disappointment for gamers who had no other choice if they insisted

on playing football in Nintendo's 16-bit platform in 1991

with apologies to Darius Rucker aka Hootie the most famous Darius was

probably Darius the Great who ruled the Persian Empire at the peak of its power

from 5:22 to 486 BC the Darius video game franchise on the other hand got it

starred almost 2500 years later when Taito released the ichthyological ii

themed original in 1987 the game was housed in a unique arcade cabinet that

used three CRTs to create an ultra widescreen display the game and the

franchise as a whole is known for its choose your own adventure style of level

progression and it's a form mentioned pseudo aquatic themed pitting you as the

pilot of the Silver Hawk against the mechanized marine life of the Bell SAR

Empire at the outset your ship is equipped with both the standard Cannon

and bombs with enemies dropping color-coded power-ups that upgrade

either your gun bombs or shields Darius is eye-popping ly colorful and has a

great soundtrack but the Silverhawks slow rate of fire and enemies that take

multiple hits to kill prevent the game from providing as much fun as its

contemporaries permutations of the arcade original made appearances on a

variety of home gaming platforms but obviously there is no practical way to

preserve the three screen format after releasing an arcade sequel in 1989 Taito

developed a game specifically designed for the single screen format of home

consoles on a system not really known for shooters darius twin was the fourth

released on the Super Nintendo in a three-month window and was so named

because it was the only of the four shooters to feature simultaneous

two-player play while the arcade titles are known for their unique widescreen

display here Darius makes a successful transition to home TV screens as is in

my opinion a cornerstone of the series Darius twin features impressive sprite

artwork though this game does recycle elements from previous titles some of

Darius twins diverse locales are absolutely gorgeous if somewhat from

earlier and in many ways the game's graphics rival those of karate is 3 the

gameplay is buttery smooth and amazingly suffers from no slowdown again you have

both your primary forward-facing cannon and a secondary weapon that initially

drops bombs but can be upgraded to shoot in all four diagonal directions making

it an effective means of protecting your flanks as was the case with previous

entries in the series most enemies in the game require multiple shots to kill

which I guess is just a pet peeve of mine although the game allows you to

adjust your number of lives in the options menu it gives you no continues

on the other hand the difficulty of the gameplay itself has been scaled back

from the arcade titles with darius twin allowing you to keep your power-ups when

you die with a fully powered-up ship the game can become almost too easy as by

using both weapons at the same time you can knock out enemies all over the

screen the level progression is less branched but still nonlinear and

features fewer levels overall than previous entries in the series

dharia swin can be beaten in about 30 minutes though multiple playthroughs are

required in order to see every stage in the game enhancing its replay value

having looked at all four shooters released on the Super Nintendo in 1991 I

think I would rank them thusly slowed down aside karate as 3 stands out as the

best un squadron comes in second thanks to its personality and replayability and

Darius twin sneaks onto the final podium spot ahead of the disappointing super

r-type

when the original Final Fantasy was released on the Famicom in 1987 its

success was both a surprise and Savior with the professional fate of its

creator Hironobu Sakaguchi hanging in the balance

Sakaguchi had dropped out of a university engineering program four

years earlier to design games for the newly formed Square Company limited but

had become disillusioned after creating both the 3d battles of World Runner and

highway star released in the West as rad racer inspired by games like Ultima and

wizardry Sakaguchi set out to design a role-playing game as his farewell

performance before leaving square and returning to school to finish his degree

programmed by Nasir jebel II who was already a household name to Apple to

gamers and scored by the legendary Nobuo Uematsu Final Fantasy was an epic

undertaking requiring a 15 person team to complete along with the iconic Dragon

Quest series Final Fantasy is the game most closely associated with the

Japanese sub-genre of role-playing games known acronymic Lee as JRPGs and

characterized by random battle encounters and turn-based fighting

unlike Dragon Quest Final Fantasy allows the player to create their own party at

the game's outset choosing the class of each character for a more customized

gameplay experience the game also has a more compelling storyline and superior

artwork thanks in part to the work of character designer yoshitaka amano the

Japanese public whose appetite for RPGs had been wet by the first installment in

the aforementioned Dragon Quest series in 1986 scooped up hundreds of thousands

of copies of Final Fantasy giving Sakaguchi's career a new lease on life

and propelling Square from near anonymity to marquee third-party

developer in the coming years based on its success in Japan in the spring of

1990 Nintendo of America localized and published final fantasy releasing it

here to moderate success two more games released on the Famicom but due to the

delay in releasing the original in North America Square and Nintendo chose to

skip localizing the 8-bit sequels in favor of Final Fantasy 4 which was

released on the Super Famicom in the summer of 1991 as it was the second

entry in the series to be released in the West the name was changed to Final

Fantasy 2 and the game was in stores in the middle of November just in time to

take advantage of the Christmas shopping season

Final Fantasy 2 initially sold for $69.99 and while the high price of RPGs

on the Super Nintendo is often blamed on the price of ROM chips final fantasy 2

was just 8 megabits as was the majority of the consoles 1991 lineup as the

series moved from the anonymous heroes of the first game to characters with

defined personality and backstory you can no longer create custom parties but

that simply comes as a trade off for the more complex storylines and deeper

character development that this game has to offer the plot centers around the

dark knight cecil who at the outset of the game serves as captain of the Red

Wings an airship based fighting force

but is demoted for challenging the Kings motives for stealing elemental crystals

from neighboring kingdoms as it turns out a sinister forces behind the

thievery and it's up to Cecil and as a revolving cast of supporting characters

to save the world designed by Takashi Tokita with

Sakaguchi serving as director the gameplay is more like an interactive

epic and really helped set the stage for subsequent Japanese role-playing games

Final Fantasy 2 also marked the first Western appearance of series mainstays

including CID chocobos

and active time battles which put a unique spin on turn-based fighting

japanese-style role-playing games are fairly polarizing in the Western gaming

community either people love them or hate them and usually this hinges on how

one feels about the random battle encounters the frequency of which in

Final Fantasy 2 is elevated to say the least

Final Fantasy 2 makes excellent use of the super Nintendos mode 7 on the

overworld and the game's graphics as a whole are

serviceable if unremarkable once again written by Nobuo Uematsu the game's

soundtrack really makes the system sound chip sync and as would be a defining

feature of the franchise the music serves as the primary driver of the mood

in any given scene

final fantasy 2 is a great game in its own right and raised the bar for 16-bit

JRPGs setting the stage for subsequent square releases like Final Fantasy 3

which is considered by some to be the best game in the franchise and the

universally acclaimed Chrono Trigger even at $69.99 the tens of hours of

entertainment value this game had to offer would have made it an easy must

buy upon its release and I suspect that it found itself on countless Christmas

wish lists

makai mara or demon world village was created by video game designer Tokyo

Fujiwara released by Capcom in 1985 and brought west as ghosts and goblins

princess prin prin has been kidnapped by Satan himself and it's up to you playing

his Sir Arthur to rescue her from the demonic horde

ghosts and goblins is an action-platformer best known for its

engaging ly spooky atmosphere variety of weapons and enemies and crushing

difficulty along with neat graphical touches like Arthur rocking a pair of

boxer shorts if he loses his armor

a substandard port was released on the Famicom and NES but still managed to be

one of the more popular games on the platform selling just under 1.7 million

copies in 1988 its sequel die maquiladora

or great demon world village debuted on Capcom cps hardware and was released in

the West as ghouls and ghosts a Yugi naka programmed home port was one of the

first games released on the Sega Genesis and retains both its signature

atmosphere and challenging gameplay

notable additions include the ability to shoot straight up and down and the

appearance of treasure chests which contain either a weapon an evil magician

who transforms you into one of two hapless forms if you don't kill him fast

enough or a gold armor upgrades which allows you to charge your weapon for a

more powerful shot in 1991 Capcom released chomik I'm lira or ultra demon

world village on the Super Famicom rather than being developed for the

arcades the game was purposed designed for Nintendo's 16-bit Hardware in late

November the game became Capcom's last release of the year on the Super

Nintendo when it hit store shelves as Super ghouls and ghosts series

protagonist Sir Arthur has made some bad decisions regarding dating venues in the

past but to be fair has a reasonable expectation of safety keeping Princess

print print inside the walls of the castle

the demons of course have other ideas and away we go

super ghouls and ghosts does little to reinvent the wheel predictably dropping

you off in a zombie infested graveyard armed with the familiar Lance you now

however have the ability to double jump which can immediately be used to uncover

the first treasure chest again along with the returning evil magician

they contain armor upgrades and a host of new weapons

the double jumps also allowed the designers to get more creative with the

platforming requiring the maneuver in order to progress through certain parts

of the game with the aforementioned armor upgrades comes an upgrade to your

offensive abilities the bronze armor enchants your weapon with magical

abilities and as was the case with ghouls and ghosts the gold armor allows

you to charge up a magic attack the specifics of which depend on which

weapon you have you can also pick up a shield which will allow you to absorb at

least one additional frontal attack while the game does suffer from the

familiar slowdown as expected the graphics are the most colorful the

series had seen up to that point

and Capcom even snuck in some well executed mode seven rotation super

ghouls and ghosts also has in my opinion the best atmosphere and variety of

levels among any game in the series mari Yamaguchi who also wrote the music for

mega man 5 and rearranged the Street Fighter 2 soundtrack for its 1993

release on the PC engine wrote the entire soundtrack for this game with the

exception of the map screen music in the first level track as both our series

standards common among many multi-platform franchises during the

16-bit era here the Super Nintendo installment has by far and away the best

music in the series

as stated the franchise has a reputation for being brutally difficult and super

ghouls and ghosts gives no quarter in that regard

oddly Capcom chose to remove the ability to attack above or below your character

which obviously doesn't make the game any easier however just like the

previous entries in the series the challenge is part of what makes the game

compelling and the game was no doubt under many a Christmas tree in 1991 the

last game released for the Super Nintendo in 1991 hit store shelves just

before Christmas super Castlevania 4 was actually the ninth game not the fourth

released and Konami signature franchise between 1987 and 1991 it was preceded by

in order of release the original game on the NES vampire killer on the MSX

Simon's quest the lesser-known haunted castle in the arcade Castlevania The

Adventure on the Gameboy Dracula's curse beaucoup dracula kun on the famicom if

you want to count that one and belmonts revenge the japanese version of super

Castlevania 4 is a reimagining of the original Castlevania as it retails an

alternate version of the same story it's 1691 evil forces have resurrected

dracula and it's up to simon belmont and his trusty vampire killer whip to well

kill him for its North American localization however the story was

altered in a way that doesn't really make sense so the game is not considered

to be part of the official Castlevania timeline while I'm a huge fan of at

least two of the games on the NES fairly unforgiving controls were a defining

feature of the franchise up to this point super Castlevania 4 on the other

hand gives you much more control over your character you can adjust your

movement midair after a jump can whip in any direction and can jump onto

staircases rather than starting only at the top or bottom while these features

do make the game easier than its predecessors they also make the game

more fun to play speaking of difficult d this game is in my opinion the easiest

Castlevania game of the 8 and 16-bit eras the boss battles in particular are

generally a cakewalk and I usually find myself dying through more mundane means

one of the hallmarks of the Castlevania franchise is the atmosphere in each game

created from a combination of the visual art style level layouts and music this

game uses the super Nintendos expanded color palette to create a level of

detail not seen in previous entries in the franchise and the use of the

consoles mode 7 scaling and rotation while at times nausea-inducing

added to super Castlevania is impressive visual chops no conversation about super

Castlevania 4 would be complete without talking about the game's amazing

soundtrack the game was scored by taro kudo and Masanori Adachi who were both

newcomers to the series but who delivered one of the best soundtracks

that the franchise has seen to date

sadly the only other Castlevania game to make an appearance on the Super Nintendo

was 1995 s Dracula X a reworked but heavily altered version of Rondo of

blood on the PC engine that largely fell flat super Castlevania 4 is one of my

all-time favorite Super Nintendo games making it an obvious must buy back in

December of 1991 and is still a must play game to this day

the following additional titles were released on the Super Nintendo in 1991

populous by bullfrog productions the chess master by software tool works

drokken by CEM Kousaka ultraman by nova games limited

hole-in-one golf by Hal laboratories

bill lamb beers combat basketball by Hudson soft super tennis by tose

true golf classics Waialae Country Club by T&E soft

Hyper zone by Hal laboratories rpm racing by silicon & synapse

and home alone by Imagineering incorporated

For more infomation >> The Super Nintendo in 1991 - Duration: 1:03:05.

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Best Rock Ballads of All Time - Classic Rock Ballads Collection - Duration: 1:01:49.

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For more infomation >> Best Rock Ballads of All Time - Classic Rock Ballads Collection - Duration: 1:01:49.

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Q2 Rewind: Polar Bear Classic - Duration: 1:55.

For more infomation >> Q2 Rewind: Polar Bear Classic - Duration: 1:55.

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Why the Winter Classic is still an NHL home run - Duration: 7:21.

Why the Winter Classic is still an NHL home run

The Winter Classic no longer creates the national footprint it did when the NHL's outdoor extravaganza was created 10 years ago. It no longer makes for appointment viewing. Fact is, the national TV audience that peaked at 2.

5 million for the 2009 game at Wrigley Field between the Blackhawks and Red Wings before it was matched five years later for the Detroit-Toronto contest at the Big House at Ann Arbor, dipped to 1.

5 million last year for Blues-Blackhawks at Busch Stadium. Even before the numbers are recorded for the game Monday at Citi Field, this unlikely matchup between the Rangers and Sabres was the least-hyped Winter Classic yet.

There was no alumni event, no preceding indoor matchup to serve as an appetizer. It would have been a reach even for NBC to cast these two New York state reps for Wednesday Night Rivalry Night.

But that made no difference at all while they played the Granddaddy of Them All in frigid Queens.

If it is a given that all politics are local, it is equally true that these outdoor games are spectacles that are savored in their respective local markets and by the athletes who participate in them.

The NHL hit it out of the park again.

"I could easily play one every year and not get tired of it," Henrik Lundqvist said after improving his and his team's all-time outdoor record to 4-0 with their 3-2 overtime victory in which J.T. Miller got the walk-off.

"It doesn't get old to me.". And it didn't get cold for the King, either, who noted that he had dressed properly and hoped that the fans did, too.

This game may be special for the players, but it is always the presence and enthusiasm of the fans who stayed with it for hours in frigid climes that make the event what it is.

It was special for Jesper Fast, who targeted this one for his return from a quad injury after just 10 days even though he was originally projected to miss two-to-three weeks.

Would that Yoenis Cespedes hurry back so quickly from a leg issue to play here?.

The wind was apparently manageable both on the ice and in the stands. Sun and shadows made viewing difficult over television and briefly for Lundqvist, but the Blueshirts are in their own element out in the elements.

Add this one to their victory in Philadelphia in the 2012 Classic and their pair of victories over the Devils and Islanders at Yankee Stadium in late January 2014.

"Every one had a different feel to it," Lundqvist said. "The first was very special because it was hard to know what to expect.

The next, the first ones in New York and at Yankee Stadium. And it's really special to have this opportunity here with this team.". Lundqvist: The King of His Castles and the Master of All Domains.

The ice played fast and the benches were warm. This was as much a true hockey game as you're going to get outdoors, essentially untouched by weather conditions.

"We were the spoiled ones, I think," Kevin Shattenkirk, who launched the power-play drive on which J.T. Miller converted the rebound for the winner at 2:43 of OT. "There was nothing out there that hindered us from playing hockey.

"The pregame stuff, the warm-ups, the anthem, the bald eagle, the flyover, those are moments you can't beat. And looking around into the stands from the bench, just taking it all in, I was smiling during just about the whole game.".

The Rangers burst to a 2-0 lead by the 8:20 mark of the first on goals from Paul Carey and Michael Grabner. The Sabres rallied to tie it at 0:27 of the third period.

The Rangers had 13 shots within the opening 8:20. They added 13 more over the ensuing 32:54. Those are details that will fade long before the glow of this New Year's Day.

"It was something to remember," Mats Zuccarello said. "It got colder as the game went on, so I really have to give credit to the fans. To have my family here was special for sure and really fun to be part of.

"The whole experience was amazing for us as players and hopefully for the fans.

Lundqvist and Zuccarello are combining to stage an outdoor charity game for the benefit of Right to Play on Aug. 11 in Oslo, Norway. It is called, "The Henke and Zucca Summer Classic.". "It's going to be 65 degrees.".

The Rangers burst to a 2-0 lead by the 8:20 mark of the first on goals from Paul Carey and Michael Grabner. The Sabres rallied to tie it at 0:27 of the third period.

The Rangers had 13 shots within the opening 8:20. They added 13 more over the ensuing 32:54. Those are details that will fade long before the glow of this New Year's Day.

"It was something to remember," Mats Zuccarello said. "It got colder as the game went on, so I really have to give credit to the fans. To have my family here was special for sure and really fun to be part of.

"The whole experience was amazing for us as players and hopefully for the fans.

Lundqvist and Zuccarello are combining to stage an outdoor charity game for the benefit of Right to Play on Aug. 11 in Oslo, Norway. It is called, "The Henke and Zucca Summer Classic.". "It's going to be 65 degrees.".

For more infomation >> Why the Winter Classic is still an NHL home run - Duration: 7:21.

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Phil Collins wants you to see in 2018 with classic drum kick from In The Air Tonight - Duration: 3:56.

Phil Collins wants you to see in 2018 with classic drum kick from In The Air Tonight

Phil Collins has let fans in on how we can bring in the New Year with his classic In The Air Tonight drum kick as the clock strikes midnight.

What a gent.

The 66-year-old told Twitter followers: If you play In the Air Tonight by Phil Collins on December 31st at 11:56:40 the drum break will play as the clock strikes midnight. Obviously, the rock star wants us to see in 2018 properly as he added: Start off your New Year right.   The former Genesis drummer wrote the 1981 hit after splitting with first wife Andrea Bertorelli, and has been a hit for many generations, especially as the song and its epic drum break feature in Cadbury's Dairy Milk's 2007 TV ad.

The ad was made even more memorable as a gorilla appeared to play the famous drum break.

Its great to see the singer in great spirits after he made a visit to a hospital in Newcastle hours before his UK show.

The London-born singer was admitted to Freemans Hospital in Newcastle on the night of 2 December but he reportedly only spent just over two hours there before he left to perform his show at the Newcastle Arena.

Sources claim that he arrived and left by Out Patients which was closed off as he was wheeled in a wheelchair.

'I'm surprised the show is going ahead tonight because he really isn't well,' Phil's driver told paparazzi before he drove the artist away.

Being the champ that he is, Phil later stunned fans with performances of his greatest hits, with many taking their joy to Twitter.

  In June, Phil worried fans when he cancelled gigs after receiving a nasty gash on the head when he tripped on his way to his hotel bathroom; the two Royal Albert Hall dates were then rescheduled for November.

He was kept in hospital overnight for observation after he underwent surgery to the wound on his forehead.

More: Phil Collins At the time of his accident, it was revealed on his Facebook page that he suffers from 'drop foot', which makes it difficult to walk and contributed to the mishap.

The musician returned to stage a week later following his injury, resuming his tour in Germany at the Lanxess arena in Cologne with a plaster on his head.

Got a story? If youve got a story, video or pictures get in touch with the Metro.co.uk Entertainment team by emailing us celebtips@metro.co.uk, calling 020 3615 2145 or by visiting our Submit Stuff page - wed love to hear from you.

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