More F-Zero

fzero_header

fzero-1Introduction

F-Zero was developed and published by Nintendo and released in North America on August 13, 1991. With its original scenario and style of gameplay, F-Zero was the first of its kind and also features what was considered to be a groundbreaking technological achievement at that time, spawning a sub-genre. Graphically the game was strong in thanks to ‘Mode 7’ which allowed tracks to be scaled and rotated around the vehicle to simulate a 3D environment.

Story

The story of F-Zero is as follows: Near the end of the 20th century mankind was gripped by the fear of being invaded by extraterrestrials. However, by the year 2560 humanity’s countless encounters with these alien life forms throughout the Universe expanded Earth’s social framework to astronomic proportions. Trade, technology and cultural interchange are carried out between planets.

fzero-2The multibillionaires who earned their enormous wealth through this intergalactic trade were satisfied with their rich lifestyles. However, they also yearned for new entertainment to stimulate their lazy lives, so a new entertainment based on the old F-1 races was founded. People came to call these Grand Prix races simply, “F-ZERO”.

Gameplay

In the game, there are two modes of play; Grand Prix and practice mode. In grand Prix mode, the player chooses a league and races against 20 other vehicles. Practice mode lets the player manually choose which course they want to practice on.

Characters race on plasma-powered hover cars while racing at speeds of up to 400km/h. A race consists of five laps around a course. In the course there are various obstacles including land mines, magnets and slips areas that the player must avoid in order to maintain power. If the player finishes any lap in last place then he is automatically disqualified. Every time a lap is completed, the vehicle is rewarded with approximately 4 seconds of speed boost time. The speed boost gives the player an advantage by speeding them up for short periods of time.

fzero-3Characters

F-Zero introduced the characters; Captain Falcon, Dr. Stewart, Pico, and Samurai Goroh. Each character has their owne vehicle each with unique performance abilities. Each machine has an energy meter, which measures the machine’s health. If the energy meter gets low enough, a warning sound will play. If the energy gets to empty, the players hover car explodes and a life is lost

Character

Color

Engine

Max Power

Max Speed

Weight

Character

Color

Engine

Max Power

Max Speed

Weight

Blue Falcon

Blue

BF-2001 x4

3200ps

457km/h

1260kg

Wild Goose

Green

ES-8302 x3

3670ps

462km/h

1620kg

Golden Fox

Yellow

GF-2614 x4

2950ps

437km/h

1020kg

Fire Stingray

Pink

RS-5025 x2

3800ps

478km/h

1960kg

fzero-4Tracks

There are fifteen tracks divided into three leagues. At first the game has difficulty levels; beginner, standard, and expert but Completion of the expert class in any league unlocks the master difficulty level.

Knight League(Easy)

Mute City I

Big Blue

Sand Ocean

Death Wind I

Silence

Queen League(Moderate)

Mute City II

Port Town II

Red Canyon II

White Land I

White Land II

King League(Hard)

Mute City III

Death Wind II

Port Town II

Red Canyon II

Fire Field

fzero-5Controls

L Button … shift weight to the left

R Button … shift weight to right

Control Pad Left … steer left

Control Pad Right … steer right

Control Pad Up … point nose up

Control Pad Down … point nose down

Select Button … move cursor

Start Button … pause; unpause

fzero-6X Button … brake

Y Button … brake

B Button … throttle

A Buton … super jet

More Duck Hunt

duck-hunt-dog-laugh About Duck hunt:

duckhunt-1A few years after Nintendo released the Laser Clay Shotting System, Nintendo Research & Development decided to develop a similar technology with the Light Gun as an accessory to go along with the newly created NES system.

Duck Hunt was the perfect game to go along with the Light Gun. It was supervised by Takehiro Izushi, and was produced by Gunpei Yokoi and released in 1984 in Japan and 1985 in the U.S. The original music was composed by Koji Kondo and Hirokazu Tanaka, both of whom did music for several other Nintendo games at the time. In addition to being released on the NES, Duck Hunt was also released as an arcade game in 1984, as Vs. Duck Hunt, and is included in thePlayChoice-10 arcade console.

To play Duck Hunt, the player uses the NES Zapper, the video game accessory that is a plastic gun which you can point at the screen and fire with the trigger button. The target of the shots in Duck Hunt depends on which mode the player is playing. They’re either ducks or clay pigeons. Duck Hunt and Super Mario Bros. came together on a cartridge when someone would purchase the NES Action Set. A Power Set was also released later which also included World Class Track Meet and The Power Pad. The Duck Hunt game and Zapper were also sold separately.

duck-hunt-dog-laugh Story:

duck-hunt-2This fast action target game takes you into the marshes with your trusted hunting dog at your side. He’ll flush out your prey, then it’s split second timing and sharp shooting accuracy to bag these ducks. Take on one duck or two at a time, and then as a true test of marksmanship, try clay shooting – the ultimate challenge!

duck-hunt-dog-laugh Controls:

NES Controller (Plugs into slot 1)

D-Pad

Up: Controls ducks in Game A

Down: Controls ducks in Game A

Left: Controls ducks in Game A

Right: Controls ducks in Game A

A button: Nothing

B button: Nothing

Start: Pause game, Makes selections at menu menu

Select: Moves cursor on main menu

Zapper Gun (Plugs into slot 2)

Trigger: Shoots at the targets

duck-hunt-dog-laugh How To Play:

duckhunt-playfieldA) Playfield area: You can shoot anywhere on the screen but want to aim the zapper at the ducks or clay and fire away.

B) Tells you what round you are curently in.

C) Ammunition: You have three shots per round. Once you run out, the duck(s) will fly away.

D) Hit meter: This meter tells you how many ducks you have shot and how many you still need to advance to the next round.

C) Score: This is your current score in the game.

duck-hunt-dog-laugh Scoring:

Duck Rounds
1 – 5
Rounds
6 – 10
Rounds
11 – 15
Rounds
16 – 20
Rounds
21 – 99
Black (A/B) 500 800 1000 1000 1000
Blue (A/B) 1000 1500 2000 2000 2000
Red (A/B) 1500 2400 3000 3000 3000
Discs (C) 1000 1500 2000 2000 2000
Bonus (A/B/C) 10000 10000 15000 20000 30000

 

duck-hunt-dog-laugh How The Zapper Works:

“The Zapper works by receiving the light from the screen. The contrast and
brightness controls of the TV must be adjusted properly or the shots may
not register. (The characters should be as bright as possible while the
background areas should be as dark as possible.)”

duck-hunt-dog-laugh Game Modes:

duck-hunt-dog-laugh One Duck:

In each round, there are 10 ducks for the player to shoot down. Only one duck appears on screen at a time, and the player has three shots to hit it.

duck-hunt-dog-laugh Two Ducks:

Identical to “One Duck” except that the ducks appear on screen in pairs. A new pair of ducks will not appear until both of the previous pair have either escaped or been shot down.

duck-hunt-dog-laugh Clay Shooting:

In each round, there are 10 clay pigeons for the player to shoot down. Clay pigeons are fired off two at a time from a first person perspective and are aimed into the distance. In Vs. Duck Hunt, Clay Shooting mode appears as the second round with the first round being the two duck variation (the arcade version never had one duck).

duck-hunt-dog-laughScreenshots:

duckhunt-12 duckhunt-4

duckhunt-5 duckhunt-3

duckhunt-6 duckhunt-7

duckhunt-8 duckhunt-13 duckhunt-10 duckhunt-11

R.C. Pro-Am

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Platform
: NES
Developer: Rare Ltd.
Publisher: Nintendo
NA Release date: February, 1988
Genre: Racing
Media: 512-kilobit cartridge

rcproamclipart Overview:

rcproam1

R.C. Pro-Am is a racing game I used to play all the time. In the game, the player operates R.C. Cars around different courses while trying to beat the opponents to the finish line. While racing your car, you can pick up items like missiles, bombs, and roll cage power-ups, to try to destroy the other racers. There are also roadside hazards that can stop racers such as slick oil spills, water spills, pop up walls and rain clouds. In addition, there are arrows that you can drive over for a boost of speed.

The game gets more and more difficult as you progress through the levels. The different knowing the obstacles and grabbing the items are an essential part of making it to the next level. There are approximately twelve different track layouts in the game and there doesn’t seem to be an end to the gam. After  the first twelve levels they start to repeat with more obstacles and more difficult computer opponents.

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rcproamclipart Controls:

D-Pad: Controls your car. Left and right are the only directions that you can use.

Select: No use.

Start: Starts the game, and pauses the game while playing.

B Button: Accelerate.

A Button: Weapon.

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rcproamclipart Items:rcproam2

Letters:

These appear on the tracks as letters in a box. If you collect enough to spell N-I-N-T-E-N-D-O, you will get a bonus of points and upgraded vehicles.

Stars:
Add 100 points and add one weapon.

Skulls:
Remove one weapon.

Shields:
Enemies who touch you while you have one will spin out.

Missiles
Weapons you shoot on the track. If you shoot a car enough with them, it will spin out.

Bombs
Weapons you lay on the track. Other cars touch them and spin out.

Accelerator Upgrades
Blue circles that increase your acceleration.

Engine Upgrades
Blue engine blocks that increase your maximum speed.

Tire Upgrades
Black tires that increase your turning abilities.

The History of Nintendo Video Games Consoles

Nintendo Entertainment System

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Now You’re Playing With Power!

Overview/History

After a series of arcade game successes in the early 1980s, Nintendo made plans to produce a cartridge-based console. On July 15, 1983 the NES was released in Japan. The system was desPage_NES_Famicomigned by Masayuki Uemura. Along with the system were three ports of Nintendo’s successful arcade games Donkey Kong, Donkey Kong Jr., and Popeye. The NES instantly became popular.

Because of the NES success in Japan, Nintendo became interested in the North American market. At the Consumer Electronics Show (CES) in June 1985, Nintendo showed its American version of the Famicom, the NES. It then became available to the public in the U.S. on October 18, 1985. Along with the system, Nintendo released eighteen launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Donkey Kong Jr. Math, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu,Page_NES_NES Mach Rider, Pinball, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros. The following year the NES also became available to the European market.

In the early 1990’s as technology became more advanced and competition from Sega started to hit the world, Nintendo started plans for a new system. The NES’ popularity began to fall because of the newer technology available, forcing Nintendo to phase out the NES and focus more on its next system. Nintendo of America officially discontinued the NES by 1995. It wasn’t until October 31, 2007 that Japanese support for the system was discontinued.

Nintendo has sold over 60 million NES units worldwide making it one of the best selling consoles of all time. It helped revitalize the US video game industry following the video game crash of 1983. It helped set the standard for consoles in many categories including game and console design.

Nintendo Entertainment System Technical Specs:Page_NES_Pic1

  • CPU type: Motorola 6502 8-bit (MOS)
  • CPU speed: 1.79 MHz
  • RAM: 16 Kbit (2 Kbyte)
  • Video RAM: 16 Kbit (2 Kbyte)
  • Picture resolution: 256 x 240 pixels
  • Colors Available: 52 colors
  • Max colors at once: 24 colors
  • Max sprite size: 8 x 8 pixels or 8 x 16 pixels
  • Max sprites: 64 sprites
  • Min/Max Cart Size: 192 Kbit – 4 Mbit
  • Sound: PSG sound
  • Picture Scroll: 2 h.v

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Super Nintendo

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Overview/History

In the late 1980’s, Nintendo’s NES was starting to get dated. It was a very successful system but with competition starting to heat up from companies like Sega with its Genesis, it was time for Page_SNES_Pic1Nintendo to focus on a new home console. It was very important for Nintendo to focus on the new 16-bit technology that the Sega Genesis already had. Nintendo came up with the Super Nintendo which had advanced sound and graphics but a relatively slow CPU for its time. It also had a “Mode 7? chip built in which helped simulate 3D rendering.

In August 1991, Nintendo released the Super Nintendo Entertainment System or Super Nintendo for short. The price at release was $199. It was a redesigned version of the Super Famicom which was released a year earlier in Japan. The Super Nintendo was later released in Europe a year after it was released in North America. The Super Nintendo system shipped with a copy of the game Super Mario World. The other games available at launch were Pilotwings and F-Zero. The game Super Mario World came out with great reviews and was a system seller.

Page_SNES_Pic2The Super Nintendo picked up right where the NES left off as far as popularity. In Japan, Super Nintendo sold out the 300,000 units Nintendo shipped to retailers within hours. In North America it was similarly as popular. It wasn’t all glory for Nintendo however. They had much fiercer competition this time around. The Sega Genesis was marketed towards older gamers and sold systems. About a year after the Super Nintendo came out in the U.S. it was equally as popular as the Sega Genesis. For the next few years a 16-bit battle between Nintendo and Sega went on. Nintendo eventually prevailed the 16-bit era largely in part to amazing 1st party games. In the mid 90’s as the technology started getting dated again Nintendo started to focus on a new system. Super Nintendo’s were still being made and Nintendo released the SNES2, a redesigned version of the SNES. Nintendo finally ceased production of the SNES in America in 1999.

Super Nintendo Technical Specs:

  • CPU: 16-bit Custom 65C816 running at 1.79, 2.68 or 3.58 MHz (changeable)
  • RAM: 1 Mbit (128 Kbyte)
  • Memory Cycle Time: 279 ms
  • Picture Processor Unit: 16-bit
  • Video RAM: 0.5 Mbit (64 Kbyte)
  • Resolution: 256×224, 512 x 448 pixels max hi res and interlaced modes
  • Colors Available: 32,768 colors
  • Max colors on screen: 256 colors
  • Max sprite size: 64 x 64 pixels
  • Max sprites: 128 (32 per line)
  • Min/Max Cart Size: 2 Mbit – 48 Mbit
  • Audio RAM: 512 Kbit
  • Sound chip: 8-bit Sony SPC700
  • Sound channels: 8, uses compressed wave samples
  • Controller Response: 16 ms
  • Pulse Code Modulator: 16-bit
  • Power Input: 120V AC, 60Hz, 17 Watts
  • Power Output: 10V DC, 850 mA (NTSC), 9V AC (PAL)

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Nintendo 64

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Overview/History

During the mid- 1990’s Nintendo needed to start thinking of a sucessor to the Super NES. Again competition was fierce with Sony’s new Playstation system and Sega’s new Saturn system. Nintendo Page_N64_Pic3teamed up with Silicon Graphics (SGI) and focused on designing a powerful system. Originally Silicon Graphics was going to team up with Sega to make their next console but Sega passed. In the early stages of design, the project was named “Project Reality”, then changed to “Ultra 64? but because of a trademark issue with Konami it was changed again one last time to Nintendo 64.

In February 1995, Nintendo had announced a delay of Nintendo 64 until September 1996 in North America. It was at that time that Nintendo also announced the name change. It was finally released on October 1, 1996. As typical it sold very well at first. However due to the competition of the Sony Playstation it was never as successful as Nintendo’s previous consoles. It did feature some great revolutionary games like Super Mario 64 and Legend of Zelda: Ocarina of Time. Both games featured 3D graphics unlike anything seen before in Nintendo games.Page_N64_Pic2

In the end The Nintendo 64 was successful overall but due to Nintendo’s choice of making it a cartridge based system it lacked some things that other systems had. Although cartridges are much faster than CD’s, they don’t store nearly as much information. The choice of making the N64 cartridge based also turned off developers who dedicated more time to focusing on the Playstation. In 2001, the Nintendo 64 was replaced by the disc-based Nintendo GameCube.

Nintendo 64 Technical Specs:

  • CPU: MIPS 64-bit RISC CPU (customized R4000 series)
  • Clock Speed: 93.75 MHz
  • Co-Processor: 64-bit RISC processor running at 62.5 MHz RCP SP
  • Memory: Rambus D-RAM 36 Mbits
  • Transfer Speed: Maximum: 4,500 M bits/sec. running at 500Mhz.
  • Resolution: 256×224 – 640×480 dots with flicker free interlace support
  • Color: Maximum: 16.8 million colors with 32,000 on screen colors at once
  • Video Output: RF, RGB, and HDTV compatible
  • Audio: Stereo 16-bit/64 PCM channels sampled at 44.1 kHz
  • Benchmark performance: Main CPU clocked at 125 MIPS
  • Controller: Input for four controllers; Analog/Digital; Total of nine buttons
  • Dimensions: 10.23? wide x 7.48? deep x 2.87? high
  • Weight: 2.42 pounds

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Nintendo Gamecube

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Overview/History

In the late 1990’s, Nintendo focused on new hardware to replace the aging N64. To get more developers on board, Nintendo made the decision of scrapping the cartridge based consoles like the hardware of the past and went with an optical format. At first the system was codenamed ‘Dolphin’ with the GPU codenamed ‘Flipper’ but Nintendo then changed the name to Gamecube. Nintendo’s fourth console was released on November 18, 2001 in North America. When it was released in the states, there were twelve available games including Luigi’s Mansion, Star Wars: Rogue Squadron II: Rogue Leader, Wave Race: Blue Storm and Tony Hawk’s Pro Skater 3.Page_Gamecube_Pic1

The choice of the smaller optical disc format turned out to be sucessful because it meant that no licenesing fees had to be paid to the DVD Consortium and it helped prevent unauthorized copying of games. The main disadvantage of the smaller optical discs however is that it held 1.5GB of data compared to DVD’s 4.7GB. The system has 4 controller ports for multiplayer and 2 memory card slots for saving data. The controller has a wing grip design, designed to fit well in the player’s hands. Nintendo also released the ‘Wavebird’, one of the first wireless controllers that had a great reception by the public.

Overall the Gamecube was not as sucessful as some of Nintendo’s previous systems. It fell to third place in the console war between the Xbox and Playstation 2. The great thing that the Gamecube has however is the same amazing 1st party games that Nintendo has been making for years. Some of the highlights of them are Super Smash Bros. Melee and Metroid Prime. At one point in its life The Gamecube was online compatible by using a Gamecube Modem Adapter or Broadband Adapter. However only four online games ever came out for the system. Today there are over 700 games available in its library.

Nintendo Gamecube Technical Specs:

Central processing unit

486 MHz IBM “Gekko” PowerPC CPU

  • PowerPC 750CXe based core
  • 180 nm IBM copper-wire process. 43 mm² die. 4.9 W dissipationPage_Gamecube_Pic2
  • Roughly 50 new vector instructions
  • 32-bit ALU. 64-bit FPU, usable as 2×32-bit SIMD
  • 64-bit enhanced PowerPC 60x front side bus to GPU/chipset
  • 64 KiB L1 cache
  • 1125 DMIPS

System memory

43 MiB total non-unified RAM

  • 24 MiB MoSys 1T-SRAM
  • 3 MiB embedded 1T-SRAM
  • 16 MiB DRAM

Graphics processing unit (GPU) and system chipset

  • 162 MHz “Flipper” LSI. 180 nm NEC eDRAM-compatible process.
  • 8Gflops
  • 4 pixel pipelines
  • TEV “Texture EnVironment” engine
  • Fixed-function hardware transform and lighting
  • 648 megapixels/second
  • 8 texture layers per pass
  • Bilinear, trilinear, and anisotropic texture filtering
  • Multi-texturing
  • 24-bit RGB / 32-bit RGBA color depth
  • 720×480 interlaced or progressive scan
  • Integrated audio processor

Storage media

  • Matsushita 1.5 GB optical disc
  • Two Memory card slots

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Nintendo Wii

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Overview/History:

In 2001, around the same time that the Gamecube was released, Nintendo put some focus on a new form of player interaction. Instead of designing a console on pure power alone, Nintendo decided to focus more on player interaction. There was an idea of putting a touchscreen on the WiiPage_Wii_Screen1 controller but the idea was later rejected. The first time Nintendo spoke of the console was at the 2004 E3 press conference. The system was then unveiled to the public at E3 in 2005. The console was known by the code name of “Revolution” until April 27, 2006 right before E3 when Nintendo announced the name of the system as Wii.

The name was chosen by Nintendo because “Wii” sounds like “we” and it is a console for everyone. At E3, the Wii won the Game Critics Awards for Best of Show and Best Hardware. In September 2006, Nintendo announced release information for many big market countries. Finally on November 19, 2006 the Wii was released. The console instantly had worldwide success selling out at many locations. This new concept of game interaction really caught on to the public and gained much attention. Because the system was designed with everyone in mind, many people of all ages are enjoying the systems interaction capabilities.Page_Wii_Screen2

A distinguishing feature is the wireless controller called the Wii Remote, which can be used as a handheld pointing device and can detect acceleration in three dimensions. The Wii is also backwards compatible with Gamecube games meaning that the Wii can play all official Gamecube software without purchasing any additional add-on hardware for the system. The Wii has a built-in operating system called the Wii-Menu which is designed around the concept of channels. There’s the Disc Channel, Mii Channel, Photo Channel, the Wii Shop Channel and additional channels are available for download. Since release, over 20 million Wiis have been sold making it the best selling console of the current generation while competing against the Playstation 3 and Xbox 360.

Nintendo Wii Technical Specs:

Processors:

  • CPU: PowerPC-based “Broadway” processor, clocked at 729 MHz
  • GPU: ATI “Hollywood” GPU clocked at 243 MHz

Memory:

  • 88 MB main memory
  • 3 MB embedded GPU texture memory and framebuffer

Ports and peripheral capabilities:

  • Up to four Wii Remote controllers (connected wirelessly via Bluetooth)
  • Nintendo GameCube controller ports (4)
  • Nintendo GameCube Memory Card slots (2)
  • SD memory card slot
  • USB 2.0 ports (2)
  • Sensor Bar power port
  • Accessory port on bottom of Wii Remote
  • Multi-output port for component, composite or S-Video

Storage:

  • 512 MB built-in NAND flash memory
  • Expanded storage via SD card memory (up to 2 GB)
  • Nintendo GameCube Memory Card
  • IBM’s Wii “Broadway” CPU
  • ATI’s Wii “Hollywood” GPU Slot-loading disc drive compatible with 8 cm Nintendo GameCube Game Disc and 12 cm
  • Wii Optical Disc
  • Mask ROM by Macronix

Video:

  • 480p (PAL/NTSC), 480i (NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen
  • AV multi-output port for component, composite, S-video, RGB SCAR and VGA

Audio:

  • Main: Stereo – Dolby Pro Logic II-capable
  • Controller: Built-in speaker

Power consumption:

  • 18 watts when switched on
  • 1.3 watts in standby

Dr. Mario & Puzzle League GBA

In 2005, Nintendo came out with a puzzle game double pack, Dr. Mario & Puzzle League for the Game Boy Advance. Puzzle games never get old so when you have two addicting puzzle games like these together in one cartridge, you have something fun for years to come. Both games feature multiple modes and countless options. If you have a buddy with the game, you can play vs them in multiplayer mode in either game.

Dr. Mario

In Dr. Mario, you must remove viruses by throwing vitamin capsules into a bottle. Since many viruses are trapped at the bottom of the bottle, you must plan ahead in order to eliminate them all.

Puzzle League

In Puzzle League, you’ll need to form chains of three or more same-colored blocks. When colors are matched, they will dissapear, scoring you points and clearing the screen.

Nintendo’s Original 18 NES Games

In June 1985, Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES). It rolled out its first systems to limited American markets on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year. Nintendo simultaneously released eighteen launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Donkey Kong Jr. Math, Duck Hunt, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Mach Rider, Pinball, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros.

Original NES 18 games

1: 10-Yard Fight is a 1983 American football arcade game that was developed and published in Japan by Irem and published in the United States by Taito. The Nintendo Entertainment System version was developed and published in Japan by Irem and published in North America and Europe by Nintendo in 1985.

2: Baseball is a simple baseball video game made by Nintendo in 1983 for the Nintendo Family Computer, making it one of the first games released for the Famicom. It was later one of the NES’s 18 launch titles when it was released in 1985 in the United States. As in real baseball, the object of the game is to score the most runs. Up to two players are supported. Each player can select from one of six teams.

3: Clu Clu Land is an arcade and Nintendo Entertainment System game released in 1985 and was later released in North America on the Wii Virtual Console on September 1, 2008. The game was called Vs. Clu Clu Land in video arcades. The game has been re-released for the Nintendo GameCube in the game Animal Crossing.

4: Donkey Kong Jr. Math is a Nintendo video game where the player must solve math problems in order to win. It was released in 1983 for the Famicom and then outside Japan for the Nintendo Entertainment System two years later. The game was released in the United States before the NES ports of Donkey Kong Jr. and Donkey Kong.

5: Duck Hunt is a video game for the Nintendo Entertainment System game console system in which players use the NES Zapper to shoot ducks on screen for points. The game was developed and published by Nintendo, and was released in 1984 in Japan. The ducks appear one or two at a time, and the player is given three shots to shoot them down.

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6: Excitebike is a motocross racing video game franchise made by Nintendo. It first debuted as a game for the Famicom in Japan in 1984 for a price of 5000 yen. It is the first game of the Excite series, succeeded by its sequel Excitebike 64 and the spiritual successor Excite Truck.

7: Golf is a sports-simulation video game released in 1985 for the Nintendo Entertainment System. It was originally released in Japan in 1984 for the NES/Famicom. The golfer is a mustached man who resembles Mario.

8: Gyromite is a video game released in 1985 for the Nintendo Entertainment System, designed for use with the Robotic Operating Buddy. Gyromite is one of two games in Nintendo’s Robot Series.

9: Hogan’s Alley is a 1984 arcade game by Nintendo. It was one of the first games to use a light gun as an input device. The game flashes “cardboard cut-outs” of innocent civilians and thugs in front of the player and the player must react quickly to “take down” the bad guys and spare the innocents.

10: Ice Climber is a vertical platformer developed and published by Nintendo for the release of the Nintendo Entertainment System in 1985. The video game features Popo and Nana, collectively known as the Ice Climbers, venture up 32 ice-covered mountains to recover stolen vegetables from a giant condor.

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11: Kung-Fu is a 1984 arcade game developed by the Japanese company Irem Corporation. It was manufactured under license in the United States by Data East. It was released in Japan as Spartan X and credited “Paragon Films Ltd., Towa Promotion”, who made the movie starring Jackie Chan, called Spartan X (Wheels on Meals) upon which it was based. The game contains elements of Bruce Lee’s Game of Death.

12: Mach Rider is a futuristic driving video game created by Nintendo. It was first released on October 18, 1985 for the Nintendo Entertainment System. A month later, on November 21, the title was released in Japan. On March 15, 1987 it was released in Europe and Australia.

13: Pinball is a 1984 arcade game created by Nintendo. It was ported to the Nintendo Entertainment System later that year. In 1985 it reached North America. The Nintendo Entertainment System version added an alternating two-player mode

14: Stack-Up (a.k.a. Robot Block) is a video game released in 1985 for the Nintendo Entertainment System, designed for use with the Robotic Operating Buddy. Stack-Up is one of two games in Nintendo’s Robot Series, the other being Gyromite.

15: Tennis is a video game released for the Nintendo Entertainment System in 1984. The concept of the game is very basic in that the player controls one person faced against an opponent CPU player. This game uses the same scoring system as “real-life” tennis. The game also features a doubles (2-player) option. The opponent CPU player can be set at 5 difficulties.

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16: Wild Gunman is a light gun game created by Nintendo for use with the Zapper peripheral was released in 1985. The Famicom version was also available packaged with a plastic, western-style revolver accessory that could be used instead of the Zapper. Perhaps due to the public outcry at the time over realistic-looking toy guns, which resulted in a 1988 US Federal Law banning unmarked toy weapons, this accessory was never released in the US or European markets.

17: Wrecking Crew is a game for the Nintendo Entertainment System where the player controls Mario and attempts to destroy all of a certain set of objects on each of 100 levels. Each level takes place on a playfield divided into an invisible grid, each space of which can contain one object. Objects include destructible walls, pillars and ladders, indestructible barrels and ladders, bombs that destroy all connected destructible objects, and various enemies that Mario must avoid.

18: Super Mario Bros. is a platform game developed by Nintendo in late 1985 and published for the Nintendo Entertainment System, a sequel to the 1983 game, Mario Bros. In Super Mario Bros., Italian plumber Mario must save Princess Peach (Princess Toadstool in the US version) of the Mushroom Kingdom from the evil Bowser, king of the Koopas. In order to save Princess Peach, the Mario Bros. must conquer the eight worlds that comprise the Mushroom Kingdom.

Snowboard Kids

Game_SnowboardKids_2 Game_SnowboardKids_1

Platform
: N64
Developer: Racdym
Publisher: Atlus Co.
NA Release date: Mar. 15, 1998
Genre: Racing
Media: Cartridge

History:

Snowboard Kids was ATLUS’s first title released for the N64 in 1998. The game features characters that games are 10 – 11 year old characters who decide to have a snowboard tournament and battle it out across 9 levels of action. There was a sequel to Snowboard Kids, Snowboard Kids 2, released on the N64 in 1999.
Game_SnowboardKids_3
Gameplay:

Snowboard Kids features three modes; battle race, skill game and time attack. It also features a board shop where the characters can buy new snowboards and choose from a few different design styles. Battle race is a multiplayer game mode where players can play each other but can only play on levels that are already unlocked. In Skill Game, there are a few modes including speed cross, shoot cross and trick cross. In these levels, the kids earn money based on things like their speed tricks and accuracy. The money earned here will unlock new levels and snowboards. In time attack, the snowboard kids travel down slopes in attempt to get a new best time and have fun while doing it.

Review:

At first the game seems childish but ends up being a lot of fun. The graphics in the game look cartoonish but that adds to the arcade feel of the game. The levels are creative and there is a decent amount of them. The music and sound is simple but catchy. The controls will take a few levels to get used to but will eventually be easy to master. Game_SnowboardKids_4What I like about this game when compared to other snowboard games is that one level has to be played multiple times before it’s done. After the character goes to the bottom of the slope, a ski-lift will take them back up two or three times where they rerun the level until it is complete. The characters can do tricks off the jumps which is fun. There are also many shortcuts to be found. The game is totally fun.

Courses Name ; Number of laps ; difficulty:

Rookie Mt. ; 5 ; Beginner
Big Snowman ; 2 ; Beginner
Sunset Rock ; 3 ; Beginner
Night Highway ; 3 ; Intermediate
Grass Valley ; 3 ; Hard
Dizzy Land ; 3 ; Hard
Quicksand Valley ; 1 ; Very Hard
Silver Mt. ; 3 ; Very Hard
Ninja Land ; Beginner

Characters:Game_SnowboardKids_5

Slash Kamei
Nancy Neil
Jam Kuehnemund
Linda Maltinie
Tommy Parsy
Shinobin

Secret Course Code:

At the menu that says: Start Lession/Option, Enter the following:

Press Down, Up on the analog, Down Up on the D-Pad, then Down C, Up C, L Button, R Button, Z Button, then Left on the D-Pad, Right C, Up on the analog joystick, B, Right on the D-Pad, Left C and then press Start.