Posted on August 10, 2019
Eye of the Beholder is a role-playing video game for PC and game consoles. Westwood Associates developed it and Strategic Simulations published it in 1991. There are releases for DOS, Amiga, Sega CD and the SNES.
The Sega CD version features a soundtrack composed by Yuzo Koshiro.
A port to the Atari Lynx handheld was developed by NuFX in 1993, but was not released.
In 2002 the game was an adaptation of the same name was developed by Pronto Games for the Game Boy Advance.
The game has two sequels, Eye of the Beholder II: The Legend of Darkmoon (1991), and Eye of the Beholder III: Assault on Myth Drannor (1993).
The third game, however, was not developed by Westwood.
After acquired by Virgin Interactive in 1992 they created the Lands of Lore series instead.
The lords of the city of Waterdeep hire a team of adventurers.
They have to investigate an evil coming from beneath the city.
The adventurers enter the city’s sewer, but the entrance gets blocked by a collapse. That was caused by Xanathar, the eponymous beholder.
The team descends further beneath the city.
Going through Dwarf and Drowclans, to Xanathar’s lair.
Where the final confrontation takes place.
Once the eponymous beholder is killed.
The player would be treated to a small blue window describing that the beholder was killed.
Then adventurers returned to the surface where everybody treated them as heroes.
In the ending there is no accompanying graphics.
This was changed in the later released Amiga version, which featured an animated ending.
Eye of the Beholder featured a first-person perspective in a three-dimensional dungeon, very similar to the earlier Dungeon Master.
The player controls four characters, initially, using a point-and-click interface to fight monsters.
Heroes pack can increase to a maximum of six characters, by resurrecting one or more skeletons from dead.
Player can increase the size of the heroes party through the recruiting of NPCs. That is a tradition in all of the Eye of the Beholder series.
You can also import a party from Eye of the Beholder into sequels.
The Legend of Darkmoonor and Assault on Myth Drannor.
Now player can play through all three games with the same party.
Posted on August 8, 2019
Tiger Woods 99 PGA Tour Golf (also known as just Tiger Woods 99) is a sports video game developed by Adrenalin Entertainment and published by EA Sports for Microsoft Windows and PlayStation in 1998.
In mid-1997 EA Sports signed an exclusive deal with Tiger Woods, to use his name and likeness on their line of golf games. First in series was Tiger Woods 99 Golf.
EA Sports reportedly paid approximately $10 million (equivalent to $16 million in 2018) for the rights, which spanned several years and multiple gaming platforms.
Woods is one of the best-known and most accomplished athletes of all time.
As a child, he won three straight US Amateur titles.
As a professional at age 21, he was the youngest Masters champion ever, winning by the largest margin in tournament history.
The first 100,000 pressings of Tiger Woods 99 for the PlayStation contained an Easter egg. If the disc is loaded into a computer, directories for files of the game would appear along with a QuickTime file titled ZZDUMMY.DAT. When played, it is a VHS recording of Jesus vs. Santa by Trey Parker and Matt Stone, commonly recognized as a precursor to South Park. The episode was apparently sneaked onto the disc by an employee at Electronic Arts, and according to the metadata it was converted four days before being added to the disc. EA recalled these copies of the game a few months after it was released, calling the episode “objectionable to consumers”, and subsequent versions did not contain the file.
Next Generation reviewed the PC version of the game, rating it three stars out of five, and stated that “it’s a sharp golf game, compatible with last June’s PGA Tour Pro software updates and course disks.”
The PC version received “favorable” reviews, while the PlayStation version received “average” reviews according to video game review aggregator GameRankings.
Posted on August 8, 2019
Dune II: The Building of a Dynasty (titled Dune II: Battle for Arrakis in Europe and Dune: The Battle for Arrakis for the North American Mega Drive/Genesis port respectively) is a real-time strategy video game developed by Westwood Studios and released by Virgin Games in December 1992.
It is based upon David Lynch’s 1984 movie Dune, an adaptation of Frank Herbert’s science fiction novel of the same name.
While not necessarily the first real-time strategy (RTS) video game,
Dune II: The Building of a Dynasty established the format that would be followed for years to come. As such, Dune II is the archetypal “real-time strategy” game. Striking a balance between complexity and innovation, it was a huge success and laid the foundation for Command & Conquer, Warcraft, and many other RTS games that followed.
Emperor Frederick IV of House Corrino is desperate for the harvesting of the valuable drug melange (also known as “the spice”), found only on the planet Arrakis, to pay off all of his debt incurred on internecine wars with family members. To achieve this, he now offers the sole governorship of Arrakis to whichever of the three Houses (Atreides, Harkonnen, and Ordos) delivers the most spice for him. War begins as deputations from all three Houses arrive on Arrakis.
The player is a military commander from a House of their choice. In the first few missions the objectives are to establish successfully a base on an unoccupied territory of Arrakis, to harvest spice, and to defeat intruders. Later, when the three Houses divide Arrakis among them, the player has to assault and capture enemy territories.
When the player dominates Arrakis on the world map, the two other enemy factions ally against their common enemy. The ultimate final showdown is the battle between the player’s House against three enemy sides, among them Frederick’s forces the Sardaukar (an unplayable elite force whose heavy infantry are particularly powerful). The introductory, mission briefing and endgame cutscenes are different for each House, in keeping with their very disparate world views. The weaponry and units also vary from house to house.
The player takes the role of the commander of one of the three interplanetary houses, the Atreides, the Harkonnen or the Ordos, with the objective of wresting control of Arrakis from the other two houses. House Ordos is not featured in the Dune novels and is mentioned only in the non-canon Dune Encyclopedia. The basic strategy in the game is to harvest spice from the treacherous sand dunes using a harvester vehicle, convert the spice into credits via a refinery and to build military units with these acquired credits in order to fend off and destroy the enemy.
The game map initially starts with a fog of war covering all area which is not covered by the player’s units range of view. As the units explore the map, the darkness is removed. Unlike later games such as Warcraft II: Tides of Darkness, the fog of war is lifted forever with initial exploration, it does not become dark once more when units leave the area.
In addition to enemy incursions, there are other dangers; like the marauding gigantic sandworm, capable of swallowing vehicles and infantry whole but blocked by rocky terrain. The player can only build on rocky terrain, but must build concrete foundations before to avoid deterioration of the structures due to the harsh weather conditions although in general, structures will gradually decay over time regardless of the presence of those concrete slabs due to the aforementioned weather conditions, though the concrete saves repair costs in the long run.
Spice fields are indicated by orange coloration on the sand, darker orange indicating high concentration. Some spice may be concealed as bumps on the terrain (a “spice bloom”) that become spice fields when they are shot at, or when a unit runs over them (the unit is destroyed in the ensuing “spice blow”).
The player is presented a map of the planet Arrakis before most missions, where they can choose the next territory to play in among two or three. This affects primarily the enemy house fought in the next mission, as all missions except the first two require the complete destruction of the enemy. Nine territories must be fought, irrespective of house, to reach the endgame.
The Dune II: The Building of a Dynasty interface was the template for subsequent RTS designs
Some key elements that first appeared in Dune II: The Building of a Dynasty and later appear in many other RTS games include:
- A world map from which the next mission is chosen
- Resource-gathering to fund unit construction
- Simple base and unit construction
- Building construction dependencies (technology tree)
- Mobile units that can be deployed as buildings
- Different sides/factions (the Houses), each with unique unit-types and super weapons
- A context-sensitive mouse cursor to issue commands (introduced in the Mega Drive/Genesis version)
Completing higher missions gives authorization to use improved technology and higher-order weaponry unique to each House, ensuring varied game play. For example, House Harkonnen may be able to construct their Devastator tanks with heavy armor and ordnance but cannot build the similarly impressive Atreides Sonic Tank.
The Ordos have access to the Deviator – a specialized tank firing a nerve gas that switches the allegiance of targeted units to Ordos for a limited period of time. The three Houses also are restricted in their production capabilities—House Ordos cannot build Atreides-style trikes, instead making the faster “Raider” trikes, while House Harkonnen constructs heavier but more expensive quad bikes.
A player can gain access to other Houses’ special units by capturing an enemy Factory and manufacturing the desired units at the captured Factory (House Atreides’ Heavy Vehicle Factory for Sonic Tank, House Ordos’ Light Vehicle Factory for Raider trikes, House Ordos’ Heavy Vehicle Factory for Deviator tanks, or House Harkonnen’s Heavy Vehicle Factory for Devastator tanks).
Note that a Deviator not owned by House Ordos still switches control of targeted units to House Ordos, and not to the side that owns the Deviator. Apparently Westwood was aware of this feature, since capturing a Sardaukar Heavy Vehicle Factory allows the player to build both the Sonic Tank and Devastator, but not the Ordos Deviator.
Buildings may only be built in rocky zones and connected to another existing building. To protect them from constant wear, the player must first place concrete slabs in the construction areas. Production buildings can be upgraded at a cost several times, allowing the production of more advanced units or buildings.
The final prize for the commander is the building of the House Palace from where superweapons may be unleashed on opponents in the final closing chapters of the game. The House Harkonnen superweapon is a long-range powerful but inaccurate finger of missiles called the Death Hand, whereas House Atreides may call upon the local Fremen infantry warriors, over which the player has no control, to engage enemy targets. House Ordos may unleash a fast-moving Saboteur whose main purpose is the destruction of buildings.
The AI of Dune II: The Building of a Dynasty was one of the first used in RTS games, and while better than that of Herzog Zwei, it has various drawbacks. Examples include only attacking the side of the player’s base facing its own, general inability to perform flanking maneuvers, and not rebuilding defenses. Recent research into the game’s engine by fans revealed that the AI is in fact capable of more advanced strategy, but that a large part of these capabilities is unused due to consistently repeated errors in all of the game’s mission scripts.
Posted on July 26, 2019
Dr. Robotnik’s Mean Bean Machine is a falling block puzzle game developed by Compile and published by Sega. It was released for the Genesis/Mega Drivein North America and Europe in November 1993. Then was ported to the Game Gear and Master System in December 1993 and June 1994, respectively. The plot revolves around Sonic the Hedgehog series antagonist Doctor Robotnik kidnapping residents from Beanville and turning them into robots. To use them to remove all joy from the planet Mobius.
Dr. Robotnik’s Mean Bean Machine is the Westernized version of Puyo Puyo game. Where Original characters was replaced with those from the Adventures of Sonic the Hedgehog animated series. The gameplay is reminiscent of Tetris, in which the player must organize different colored shapes as they fall down a board. The game received mostly positive reviews, with critics praising the gameplay but criticising the difficulty.
That logic game was made by Sega Studio. Music for game was made by Compile and Published by Sega. Composer(s) and arrangers: Masanori Hikichi (曳地 正則), Masayuki Nagao ( 長尾 優進) and David Javelosa.
The game is set on the planet Mobius, which is inhabited by bean-like creatures. Doctor Robotnik conceives of a plan to bring terror to the world by kidnapping the citizens of Beanville. Then turning them into robot slaves, and eventually creating an army that will help him rid the planet of fun and joy.
To achieve this, he creates the “Mean Bean-Steaming Machine” in order to transform the bean-like creatures into robots. Putting his plan into motion, Robotnik sends out his Henchbots to gather all the bean-like creatures.
He group them together in dark dungeons so they can be sent to the Mean Bean-Steaming Machine. The rest of the game’s story revolves around the player character, “Has Bean”. Their destination isvto stop Robotnik’s henchmen by breaking into the dungeons and freeing the bean-like creatures.
Based on the original Puyo Puyo game released in Japan.
Dr. Robotnik’s Mean Bean Machine is a competitive puzzle game.
Goal of game is to rescue the people of Beanville from Dr. Robotnik and his army of Badniks.
Players can play in either Scenario Mode, in which a single player faces off against thirteen increasingly challenging computer opponents. Player versus player mode in which two players battle against each other. Last one is exercise mode.
In which a player can simply practice. On each player’s grid, groups of beans fall from the top of the grid and can be moved and rotated in place until they reach the bottom.
When four beans of the same color are matched together, they disappear from the grid, causing any beans on top to drop below. These beans can then automatically trigger other matches, resulting in chain combos of multiple matches in sequence. By successfully performing chain combos, players can send grey “refugee beans” to hinder their opponent. These beans cannot be matched normally and can only be removed by completing a match adjacent to them. A player loses when beans spill over the top of the board, leaving the player unable to add any more beans. The Game Gear and Master System versions feature an additional mode, Puzzle Mode, in which players must attempt to clear predetermined sets of beans.
Posted on July 21, 2019
The Chaos Engine is a top-down run and gun video game developed by The Bitmap Brothers and published by Renegade Software in March 1993.
The game is set in a steampunk Victorian age in which one or two players must battle the hostile creations of the eponymous Chaos Engine across four landscapes and ultimately defeat it and its deranged inventor.
It was first released for the Commodore Amiga, with a version available for AGA Amigas, and later ported to MS-DOS, the Super Nintendo Entertainment System, Atari ST, Amiga CD32, RISC OS and Sega Mega Drive platforms.
In the SNES and Megadrive versions, the character The Preacher had his clerical collar removed and was renamed The Scientist.
The U.S. versions of these two ports were retitled Soldiers of Fortune.
A sequel to the game, The Chaos Engine 2, was released in 1996.
The setting is a steampunk Victorian era England. A time traveller on a reconnaissance mission from the distant future became stranded in England of the late 1800s, and his technology came into the hands of the Royal Society led by Baron Fortesque (based upon Charles Babbage), a grand inventor. Fortesque then retro engineered many of the futuristic contraptions, creating an entirely different, alternate timeline.
Baron Fortesque then succeeded in his greatest creation yet—the Chaos Engine—which was able to experiment with matter, and the very nature of space and time. Unfortunately for the rest of the proud kingdom, the Engine then proceeded to become sentient and captured and assimilated its creator, then began to change the countryside for the worse. Vile monsters and destructive automata appeared everywhere, and even prehistoric beasts were resurrected.
Telegram wires connecting the British Isles to the European mainland are cut, and any ship attempting to enter a British port is attacked. The British Royal Family, along with members of Parliament and a large number of refugees manage to escape across the sea, bringing with them many tales of horror.
The British Empire is left in tatters, and the world in economic and political chaos. This lures a number of mercenaries on a potentially rewarding quest to infiltrate the quarantined Britain, find the root of the problem and swiftly bring a full stop to it.
At the end of the cellars in the hall of machines, the player characters face the Chaos Engine itself in a last battle. Upon its destruction, the narrator of the game is revealed to be the Baron himself, trapped within the machine and studded with implants.
The introductory sequence is displayed in text on the screen on the floppy disk based Amiga versions, but a slightly modified version is narrated with a voice over on the Amiga CD32 version, together with some scene-setting animations.
The players must traverse through each level, picking up power-ups, gold and keys to pass through the various puzzles and mazes. A number of “nodes” must be activated via weapon fire to open the final doors at the end of each level. At the end of every second level the player has a chance to spend their collected riches to upgrade their weapons, increase the number of hit points of their character, purchase new items and improve other character attributes.