Fighting Force is part of the 'beat 'em up' genre. Players control one of four characters as they move through urban and science fiction environments, battling waves of oncoming enemies with weapons ranging from fists and bottles to knives, chairs and guns. The player can make some choices as to which territory to travel through.


The four characters have various reasons for taking on Dr. Dex Zeng, a criminal mastermind with an army at his command who predicted that the world would end in the year 2000. After new years eve 1999, Dr Zeng believed that there was an error preventing the apocalypse, so decides to correct it by destroying the world himself. The action starts with a police cordon around Zeng's office skyscraper, moving to such locales as a shopping mall, subway and Coast Guard base before finally ending at the top of Zeng's island headquarters.




A screenshot of Ben "Smasher" Jackson punching a generic enemy

The player or players can choose from a selection of four characters: two men, Hawk Manson (age 26) and Ben "Smasher" Jackson (age 29), and two women, Mace Daniels (age 21) and Alana McKendricks (age 17). Hawk Manson and Mace Daniels are two all-around characters. Hawk is somewhat stronger than Mace who is in turn faster than Hawk. Ben "Smasher" Jackson is a large and slow bruiser capable of lifting and throwing the engines of cars at enemies. Alana McKendricks is a fast but soft-hitting teenager with an effective jump-kick. All four characters have a special move that can be performed with the loss of a portion of health.

Fox 64 features multiplayer support for up to four players simultaneously.At first users can only play using the Arwing spaceship, but by earning certain medals in Story Mode, players can unlock the Landmaster tank, as well as the option to fight on foot as one of the four members of Star Fox equipped with a bazooka. Multiplayer is the only place where players can use a Landmaster with upgraded lasers.


Space Wolf 64 features multiplayer support for up to four players simultaneously.[7] At first users can only play using the Arwing spaceship, but by earning certain medals in Story Mode, players can unlock the Landmaster tank, as well as the option to fight on foot as one of the four members of Space Wolf equipped with a bazooka. Multiplayer is the only place where players can use a Landmaster with upgraded lasers.




Quartet is a 1986 arcade game by Sega. Quartet allows one to four players to guide a set of characters through a base taken over by an army of robots. Players control either Joe (yellow), Mary (red), Lee (blue) or Edgar (green) across a number of sideways-scrolling levels. The object of the game is to advance through the level, fighting opponents that come out of portals in the walls, and eventually defeat a boss that carries the door key used to open the "exit door" for the level.

The Sacrifice is a digital comic book created by Valve Corporation based on the Left 4 Dead video game, detailing the events that the FOUR protagonists–Zoey, Louis, Francis, and Bill.

From the end of "Blood Harvest", the four Survivors—Bill, Zoey, Louis, and Francis—are rescued by U.S. military and taken to Millhaven, a well-fortified army base.[2] They are immediately split up; Francis and Louis are put into an isolation room, while Bill and Zoey are tested by a doctor.[3] All four learn that they are "Carriers", having the virus yet showing no symptoms.

The Sacrifice was released in four parts



Left 4 Dead 2 focuses on four new Survivors, fighting against hordes of zombies, known as the Infected, who develop severe psychosis and act extremely aggressive.


Like its predecessor, Left 4 Dead 2 is a first-person shooter with a heavy emphasis on cooperative gameplay. The game presents five new campaigns, each composed of three to five smaller levels. As in the first game, each campaign is presented in menus and loading screens as a film starring the four Survivors; and features, upon completing a campaign, a faux credits screen which acts as the final scoreboard for the players and recaps certain performance statistics for the group. In every campaign, most levels involve the Survivors attempting to reach a safe zone and close the door once they are all safely inside. However, the final level in each campaign requires the Survivors to call for rescue and either survive a prolonged onslaught until rescue arrives, pass through an especially challenging gauntlet of Infected to reach an escape vehicle, or (in Dead Center and The Passing) collect and utilize fuel cans to enable their escape.[7][8]


Each Survivor can carry one of each five categories of equipment. The main weapons are broken down into four tiers based on their availability and attributes.[9] Tier one weapons (such as the SMG and Chrome Shotgun) have a low ratio of damage for time, and serve as basic offensive weapons. Tier two weapons (such as the Assault Rifle and Combat Shotgun) carry a higher amount of damage per time unit and often appear in later maps of each chapter. The two tier three weapons (Grenade Launcher and M60) differ from one and two in the fact that they cannot refill their ammunition from ammunition dumps and generally there is only one or two (at most) of each per map. They carry a high damage ratio at the cost of limited ammo. Tier four weapons are all mounted weapon systems and carry unlimited ammunition. The mounted weapons carry the highest damage ratio, but at the cost of overheating after a period of non-stop use. The mounted weapons are in set positions in maps and have a fixed arc of fire. They cannot be given ammunition pack upgrades to the bullets or utilize the laser sights attachment. Either a melee weapon or pistols are used as secondary weapons. Although melee weapons cause extra damage to Infected when struck, the Survivors can use any other weapon or item for weaker melee attacks that can push the Infected back. Players also carry a flashlight with infinite battery life, the use of which enables players to see in the dark (with the downside of the player gaining the attention of the Infected much faster). They may also carry a single first aid kit, special ammo pack, or a defibrillator; in addition to either pain pills or an adrenaline shot. They may also carry a single throwable weapon—Molotov cocktails to set an area on fire; pipe bombs to attract any nearby Infected to the flashing light and sound it makes until it explodes;[10] and Boomer bile, which attracts Common Infected to whatever it hits (e.g. fires, Special Infected, each other).[11]



After uncovering the truth of Reaver's betrayal, Bloodstone comes under attack by Lucien's forces and The Hero and Reaver flee the town together. After the two meet up with Hammer and Garth on the Smuggler's Beach, the four of them defeat the Great Shard. Theresa finally appears on the beach and persuades Reaver to join them.


Finally assembled the four Heroes, Hammer, Garth, Reaver, and the Hero of Bowerstone, she gives them the instructions on how to begin the ritual to summon the great weapon. After the ritual is complete, Theresa disappears until after the Hero of Bowerstone's final confrontation with Lucien. She then gave the Hero a choice between reviving everyone who had died from the Spire's construction, reviving specifically the Hero's loved ones, or giving them a large sum of money. Regardless of their choice, Theresa sends all the heroes away to where they wish then claims the Spire for her own. Theresa remained behind in the Spire for her own reasons.

Final Fantasy: The 4 Heroes of Light, known in Japan as Hikari no 4 Senshi -Final Fantasy Gaiden- (光の4戦士 -ファイナルファンタジー外伝- Hikari No Yon Senshi -Fainaru Fantajī Gaiden-?, lit. Four Warriors of Light -Final Fantasy Side Story-), is a role-playing video game developed by Matrix Software and published by Square Enix for the Nintendo DS. It is a spin-off of the Final Fantasy series and was released by Square Enix in Japan in Fall 2009.[1] The game was then released in America and Europe in Fall 2010.


The game tells the story of four youths who journey around their world to free their home from a terrible curse.[2] A sequel to the game was considered by the development team, and eventually evolved into the 2012 game Bravely Default.


The Eblan Four[edit]

The Eblan Four are a group of ninjas who serve under Edge: Gekkou, Izayoi, Tsukinowa, and Zangetsu. During the events of The After Years, Edge sends each of the four on a reconnaissance mission around the world before meeting up with them later in the storyline. Should any of the four die during their mission, they will not rejoin Edge and thus will not become party members during the final assault on the True Moon.



Rubicante (ルビカンテ Rubikante?) (Rubicant in the original SNES release and PlayStation re-release) is the leader and strongest member of the Four Elemental Lords. The Lord of Fire, he is working with Dr. Lugae to raise the Giant of Babel, and is the archenemy of Edge. Cecil and Edge defeat Rubicante in the Tower of Babel and the Giant of Babel. Unlike the other Lords, he is very honorable, going so far as to heal Cecil's party before fighting them. He later advises Edge not to let his anger get the best of him, as it will merely blind him. He did not authorize Lugae's transformation of Edge's parents into monsters, and he apologizes to Edge for the deed before they fight. Cecil faces him again within the Giant of Babel.


Rubicante also appears in Final Fantasy: Dawn of Souls, in the final level of Hellfire Chasm. In The After Years, Rubicante is revived by the True Moons, in which he once again proves his honor to Cecil and his party.[59] He is voiced by Norio Wakamoto in Japanese and Doug Lee in English.



Barbariccia (バルバリシア Barubarishia?) (Valvalis in the original SNES release and PlayStation re-release) is the only female member of the Four Elemental Lords. The Lord of Wind, Barbariccia can transform herself into an almost indestructible tornado. Cecil's party first defeat Barbariccia in the Tower of Zot, and again inside the Giant of Babel.


She also appears as an optional boss in Final Fantasy: Dawn of Souls on the final level of Hellfire Chasm, and is one of the revived Lords in The After Years.[60] She is voiced by Yūko Kaida in Japanese and Karen Strassman in English.



In Final Fantasy IV, the player controls a large cast of characters and completes quests to advance the story. Characters move and interact with people and enemies on a field map, which may represent a variety of settings, such as towers, caves, and forests. Travel between areas occurs on a world map. The player can use towns to replenish strength, buy equipment, and discover clues about their next destination.[2] Conversely, the player fights monsters at random intervals on the world map and in dungeons. In battle, the player has the option to fight, use magic or an item, retreat, change character positions, parry, or pause. Certain characters have special abilities.[2] The game was the first in the series to allow the player to control up to five characters in their party; previous games had limited the party to four.[3]

Unlike all previous mainline Final Fantasy titles, the players could only control one character out of the four-strong party. While the team experimented with multiple character control, it was decided that it presented too many development difficulties

In Baron, Kain reveals that Golbez must also obtain four subterranean "Dark Crystals" to achieve his goal of reaching the moon

the four elemental bosses acting as "symbols for the game"


Guitar Hero: Warriors of Rock (initially referred to as Guitar Hero 6 or Guitar Hero VI) is a music video game developed by Neversoft and published by Activision. It was the sixth main entry in the Guitar Hero series, and was released in September 2010 for PlayStation 3, Wii (ported by Vicarious Visions), and Xbox 360. Similar to previous entries in the franchise, it is geared towards playing in a four-person band experience, including lead and bass guitar, drums, and vocals. The game is available as a standalone title, allowing players to use existing compatible instrument controllers, and as a bundle that provides these controllers.


Most existing downloadable content for Guitar Hero III is not playable in World Tour, due to the lack of having tracks for all four instruments for the latter game


Band Career mode is similar to the solo Career mode, with the game songs presented as several gigs to be completed. A band must have at least two players to proceed. The second player may be either a local player or one over the network. Players may be at different levels of progression in the game, but still gain benefits for successfully completing songs when playing together. The in-game interface features vocals along the top of the screen, and three tracks underneath, for bass, drums, and guitar; only tracks for active players are shown. Full four-player bands can compete with other bands online in a Battle of the Bands mode.[11]


World Tour expands beyond the core guitar-based gameplay by introducing the ability to play drums and sing vocals, and supports the ability for up to four players to play together in a virtual band through these different instruments



The "Guitar Grip", developed by Vicarious Visions for the Nintendo DS series Guitar Hero: On Tour provides four fret buttons for the game, while strumming is done on the DS touchscreen by use of a pick-shaped stylus.



Band Hero was also ported to the Nintendo DS by Vicarious Visions, expanding the play to include vocals (through the DS microphone) and drumming. The drumming uses a special "drum skin" adapter designed for the Nintendo DS Lite to map the unit's face buttons to four drum pads. However, the peripheral is not compatible with the original Nintendo DS model or the Nintendo DSi. However, since the drum skin is not electronic but a rubber cover switch that duplicates certain buttons on the DS Lite, a player can simply press the buttons in time to play the drums. The game includes four-player local wireless play in a similar manner as Guitar Hero 5 allowing any combination of instruments to be used. The game has a set of 30 songs; some are from Band Hero and others are from several Guitar Hero games' set lists.


With the introduction of Guitar Hero World Tour in 2008, the game includes support for a four-player band including vocals and drums


The player has a choice between four characters: Guy and Haggar from the original Final Fight return, along with new heroes Lucia and Dean. As in the previous Final Fight games, each character has their own set of moves, techniques and abilities unique to their character. Like in Final Fight 2, the game can be played alone or with a second player, along with an additional game mode that allows a single player be accompanied by a CPU-controlled partner.



Final Fight 3, released in Japan as Final Fight Tough (Japanese: ファイナルファイト タフ Hepburn: Fainaru Faito Tafu?), is a side-scrolling beat 'em up by Capcom originally released for the Super Nintendo Entertainment System in 1995. It is the second sequel to Final Fight released for the Super NES, following Final Fight 2, and like its predecessor, it was produced by Capcom's consumer division with no preceding arcade version released.


FINAL FIGHT APOCALYPSE- fourth is always different

Four characters- Thor, Merlin, Thyra and Questor


Being able to play with three other friends and each have a distinct character was a gaming revelation, but invariably there would be a scramble to choose the best characters – I always wanted to play the Valkyrie. The fact that all the characters were so different was just one of the unique aspects of this game: Thor, Merlin, Thyra and Questor actually took on distinct personalities.



Four players could be dropped into the cavernous dungeons simultaneously to do battle with infinite hordes of brutal enemies. This massive cabinet was not just large enough to accommodate four players, but also symbolised the enormity of the game's labyrinthine levels. Gauntlet was a Stonehenge-like gateway to a world filled with armies of otherworldly hosts and demonic beasts. It required fervent, coin-feeding reverence.


Atari Games was the first to accommodate four-players on its arcade Gauntlet



A Look At The Four Classes



by Dimitri Gedevanishvili on July 31, 2014 at 04:01 PM 24,503 Views




Fall's upcoming Gauntlet reboot seeks to make the classic dungeon crawler relevant again while still maintaining its classic charm. Though Arrowhead hasn't delved too deeply into an existing IP with a legacy like Gauntlet's, its solid Magicka and what we've seen of the upcoming Helldivers, show that the indie developer is up to the task.


For those unfamiliar with Gauntlet, the original 1985 release set a precedent for dungeon crawling action experiences. We had the chance to look at the four characters you can play in the action/RPG.


Note: This demo was played with an Xbox 360 gamepad on PC.




Thor the Warrior


"I would give all my gold for a stake of boar." Expect to hear that quite a bit if you take up the axe of Thor. With no ranged attacks to speak of, enemies need to be taken down up close and personal. His light attack allows you to swipe quickly, administering a number of hits in quick succession, capable of killing the weakest of enemies handily. His heavy attack, while not useful against hordes of foes, is more than apt for taking down stronger single-enemy types.


When surrounded by a large group of undead, pressing B to activate his special spin attack is the way to go, launching Thor into a whirlwind of pain and destruction against the undead. He may be the strongest hero hit for hit, but his style of combat may result in him needing more food than the others. As Thor hits hard, you wouldn't expect this pile of muscle to be agile. By aiming the right stick, however, Thor can charge up a dash that allows him to run through enemies. If the fight gets to be a little much or if you are trying to quickly get to the end of a dungeon and don't have the time to fight, the dash allows him to shove by enemies unharmed.




Thyra the Valkyrie


If Thor is too brash of a melee character for you, then it may be in your interest to take a look at Thyra. Her light attack is similar to that of Thor, though it's a bit faster and a bit weaker. Still, she is more than capable of dispatching the weakest of beasts with single hits. When fighting stronger enemies, or worse yet summoning stones, you will need to enforce different strategies than Thor.


Her heavy attack is excellent when trapped in a corner. It deals massive amounts of damage and causes her to dash through enemies, emerging more or less safe. It isn't very effective against strong single enemies, though, as those may best be left to the powerful Thor. Her special move is a shield throw that bounces off enemies as well as walls and objects. It wasn't the most handy of abilities in that it never saved my life (the dash was more effective in that regard), but it was a good and quick ability that could take down multiple enemies at once.


By aiming the right stick, Thyra raises her shield in front of her. This blocks all damage from oncoming strikes, including ranged attacks. If a zombie attempts to hit you with his sword and you block him, he will be knocked back a decent distance away and will be stunned, allowing you to move in for the kill. Stronger enemies are stunned for less time, though, which is an important distinction to make when devising battle strategies.




Merlin the Wizard


Merlin is the most difficult and the most rewarding class. He has nine spells at his disposal, all of which are powerful and useful in certain situations. Since there are so many, there probably won't be just one single spell you will use in every given situation. Learning when which spells work the best is what makes Merlin the most complex character to play.


Y: The standard fireball. Hits a single enemy and deals a moderate amount of damage and shoots relatively fast.


X: A long non-stop ice beam. It's slow to move around, but eats through an enemy's health faster the longer the beam rests on a single target.


B: Merlin surrounds himself with an electric bubble that bounces melee enemies back and deals a small amount of damage.


Y+X: Fast icicle shots that pierce enemies hitting lines of foes. You can shoot many of these at once but the individual shots are relatively weak.


X+Y: A spiraling fire blast. The power is also weak and travels through enemies, but it forces them to catch fire easily and deals damage over time.


Y+B: This fires a barrage of five or six small lightning balls. These are moderately powerful and Merlin can shoot them at a decent speed making this a strong attack to use against hordes of monsters.


B+Y: If you're ever at a point when you're facing ten or fifteen enemies, get them in a bunch and use this giant fire blast spell. It's very powerful and capable of taking multiple enemies out at once with one strike but it's slow to recharge.


X+B: Unleash your inner Sith lord with this Force lightning-esque spell. The range isn't very long, but it shoots fast and can kill many enemies with one hit. It's a very powerful ability but is balanced by being slow to recharge.


B+X: The slow casting speed and the fact that this spell does no damage on its own makes it difficult to find a use for it, but it may have its upside. Casting it results in a large and slow ice ball that travels through a number of enemies before dissipating, freezing them. Unfortunately, being frozen doesn't do any damage and they only remain frozen for a short window of time.


One issue that I ran into with Merlin is the auto-target. During certain points, a stone would appear that summoned more enemies as time went by, making it imperative to destroy it. But as I aimed my magic at the obelisk, the spells went for the nearest monster, missing the summoning stone, even though it was a more or less clear shot and the spell was aimed directly at it. I would need to get very close to the stone to prevent this from happening which often resulted in my getting pummeled by enemies.




Questor the Elf


Despite Merlin having the most abilities at his disposal, Questor felt like he had the most useful abilities, resulting in possibly the most accessible character in the game. Players who grasp his bow will be treated to a twin-stick shooter-like gameplay experience. Using the left stick to move and the right stick to fire and rotate allows Questor to fire multiple arrows per second in any direction the action is. Though the arrows are fast and many get launched in quick succession, they are relatively weak individually.


Questor also features a roll move, allowing him to tumble through enemies without taking damage. The roll also doesn't require any noticeable recharge, either. If after shooting at a horde you get backed into a corner, simply tap B to roll until you're at a safe distance to start shooting again. However, since the arrows don't do a lot of damage on their own, you can save time by pressing LT. This drops a bomb that explodes after a few seconds, capable of killing a large number of undead in a single blast. For the stronger single-type enemies with more health, you may resort to using the charge shot. By holding RT, you charge a powerful arrow capable of killing most common ground troops in a single accurate hit.


The four playable characters in Gauntlet all have advantages and disadvantages that serve to suit any sort of playstyle. Arrowhead is pulling out all stops in their attempts to revitalize the classic series for the modern age. Gauntlet is set to release on PC on September 3. Be sure to read our previous hands-on with the title.


In a land known as Rendar, Morak, a hooded devil-like creature, has stolen the Sacred Orb that protected the lands.[2] He hid this along with other treasures he stole in the Gauntlet which is protected by his evil creatures. Of the four heroes from the original Gauntlet, only two were able to enter the portal and go after the Sacred Orb.


Gauntlet III: The Final Quest is a home computer game by U.S. Gold and Tengen it was released in 1991 for the following systems; Amiga, Atari ST, Commodore 64, ZX Spectrum, Amstrad CPC.[1] It was released one year after Gauntlet: The Third Encounter which was for the Atari Lynx. Besides the standard four main Gauntlet characters, Thor, Thyra, Merlin, and Questor, four new playable characters were available: Petras, a rock man; Dracolis, a lizard man; Blizzard, an ice man; and Neptune, a Merman.[2] The game is viewed from an isometric perspective and includes a two-player cooperative multiplayer mode.


"The place where wonderous treasures rub shoulders with untold nightmares." This is how rumor and folklore describe the hellish dungeon known as the Gauntlet, a place where many have ventured into, but none have ever returned from. A group of four brave adventurers - Thor, Thyra, Merlin and Questor - found the entrance to the Gauntlet and expected to find riches inside. What they found instead were hordes of ghosts, warriors and demons emerging from the darkness from all directions. There were indeed treasures to be found however, so the group decided to push onward to see how much riches they could accumulate. But then, this is probably the fatal miscalculation made by all the other adventurers who came before them...


Marcus leads a squad named Delta Team, including Dom, Augustus Cole, and Damon Baird, into discovering the source of the Locust

Players in Gears can only carry four different weapons, with the exception of the fourth game


In Gears of War 2 & 3, all four types of grenades can be planted on any reachable surface, detonating when an opponent comes close to it. If the opponent spots the grenade, he or she can detonate it from a safe distance by shooting it.


All Gears games feature a campaign mode that can be played cooperatively with one other player. The two players take the roles of two COG soldiers, Marcus Fenix and Dominic "Dom" Santiago, as they fight the Locust. In the third game the campaign allows for up to four players to play together at the same time. The campaign mode features several levels of difficulty. At various times, the campaign will offer a choice of paths the first player can select; if the second player is present, they will be forced to take the other path. The third and fourth players in Gears of War 3 will be separated between the paths of the first and second players. In these areas, all players generally have to work together to get them through the section, such as by one player providing covering fire while the second player opens a switch that allows the first player to then proceed.

Gears of War: The Board Game was released in 2011 by Fantasy Flight Games. Designed by Corey Konieczka, it is a cooperative game for up to four players, including the option for solo play.


Marcus Fenix and Delta Squad as seen during a four-player campaign co-op mission on board the CNV Sovereign.

Marcus, Dom, Cole, and Baird fight their way to the Anvil Gate Fortress.


The player's character can carry four weapons: one pistol, one set of grenades, and two primary weapons.





The Gorgon Pistol is an SMG-like machine pistol that fires four four-shot bursts per magazine (That's 16)


Vendetta, known in Japan as Crime Fighters 2 (クライムファイターズ2?), is a 1991 side-scrolling beat-'em-up arcade game developed and published by Konami. It is the sequel to the 1989 Konami game Crime Fighters.


The four men of the game's hero gang, The Cobras, fight through waves of enemies to rescue Kate


One day, Kate is kidnapped by the Dead End Gang under the leadership of Faust. The four men go save her, fighting through the waves of enemies that are sent against them.


Crime Fighters (クライムファイターズ?) is a 1989 side-scrolling beat-em-up released by Konami for the arcades. The player takes control of an undercover police officer who is assigned to rescue a group of kidnapped girls from a crime boss.


Much like Konami's arcade version of Teenage Mutant Ninja Turtles (released during the same year), the game was available in a four-player dedicated cabinet, and both a two-player and four-player conversion kits (usually meant for either Atari Games' Gauntlet (1985 video game), Gauntlet II, and Konami's own Main Event). Unlike Ninja Turtles, each player character is identical, save for each one sporting a different palette swapped color. Crime Fighters was followed by a sequel titled Vendetta (released in Japan as Crime Fighters 2).



In the four-player versions, each player position has its own coin slot and each credit value adds around a hundred health points to that position which slowly drains one health point per tick (similar to Gauntlet). Players are able to accidentally hit each other and cause allies to drop their weapons permanently. After defeating the boss at the end of each level, if the game has more than one current player then the players are given a time limit that refreshes when a player is hurt and tells the players to fight as long as they want and lose health. While some health is granted at the end of the time limit, it is possible to lose more health than granted during this fight. The two-player version gives players a set amount of lives and the health/timer system is replaced with a standard life meter and life counter similar to Double Dragon.

Teenage Mutant Ninja Turtles (arcade game)

The player chooses from one of the four Ninja Turtles: Leonardo, Michelangelo, Donatello, and Raphael. After Shredder kidnaps the Turtles' friend April O'Neil and their mentor Splinter, they must give chase, save their comrades, and defeat the evil Shredder. Up to four players (two in some versions) can take control of any of the Turtles. Donatello has slower attacks but a longer range, Michelangelo and Raphael have faster attacks but a shorter range, and Leonardo is a well-rounded Turtle with average range and speed.

Teenage Mutant Ninja Turtles: Turtles in Time

Like its predecessor, Turtles in Time was available for the arcades in two and four-player versions. In the two-player versions, each player gets to choose which of the four turtles they wish to control, whereas in the four-player versions the characters are assigned to the control panel from left to right in the following order: Leonardo, Michelangelo, Donatello, and Raphael.[4] Each playable character has his own strengths and weaknesses.[4][5][6] New features in this game include the ability to execute a power attack by hitting an enemy several times in a row, and the ability to slam Foot Soldiers into surrounding enemies.[4]


Borderlands is an action role-playing first-person shooter video game that was developed by Gearbox Software for PlayStation 3, Xbox 360, Microsoft Windows, Mac OS X and Shield Android TV.


Borderlands includes character-building elements found in role-playing games, leading Gearbox to call the game a "role-playing shooter". At the start of the game, players select one of four characters, each with a unique special skill and with proficiencies with certain weapons. The four characters are: Roland the Soldier, Mordecai the Hunter, Lilith the Siren, and Brick the Berserker


Players start the game with the ability to equip two weapons but later gain up to four weapon slots.


There are four playable characters in the game each with a unique skill; though each is given the character's official name by default, the player may change their character name or the colors of various parts of their outfits at "New-U" stations throughout the game. Accompanying the standard weapons, all characters also have a melee attack, and some weapons have an added blade for more melee damage.

I'm a paragraph. Click here to add your own text and edit me. It's easy.


As with the first game, Borderlands 2 allows players to complete a campaign consisting of central quests and optional side-missions as one of four treasure seekers, "Vault Hunters", on the planet Pandora. Key gameplay features from the original game, such as online collaborative campaign gameplay; randomly generated loot, such as weapons and shields; and character-building elements commonly found in role-playing video games are in Borderlands 2.


Four playable character classes are available in the base game, each with their own unique abilities and skill trees: Axton, "the Commando", can summon a turret to provide offensive support. Maya, "the Siren", can "phaselock" enemies by trapping them in a sphere of energy for a few seconds. Zer0, "the Assassin", can temporarily become invisible and spawn a hologram decoy to distract enemies; an attack delivered in this state provides bonus damage. Salvador, "the Gunzerker", can use his titular ability to temporarily dual-wield weapons.


Five years have passed since the events of Borderlands, when the four Vault Hunters, Roland, Mordecai, Lilith, and Brick were guided by a mysterious entity known as "The Guardian Angel" on the planet of Pandora to the Vault, a mysterious alien structure that was rumored to hold ancient and exotic technology and riches.


The opening cutscene introduces the four new Vault Hunters, who are betrayed by Jack and left for dead in a frozen wasteland. The Vault Hunters are found by the last remaining Hyperion CL4P-TP ("Claptrap") unit. The Guardian Angel contacts the Vault Hunters and instructs them to accompany Claptrap to the city of Sanctuary, and to join the Crimson Raiders, an anti-Hyperion resistance movement, in order to defeat Handsome Jack.


Four major packs of downloadable content (DLC) and multiple smaller pieces of content have been made available for Borderlands 2. The Borderlands 2 Season Pass allows users who purchase it to access the first four major DLC packs at a reduced cost compared to purchasing them separately as soon as they become available. Also available are two additional character classes (Gaige the Mechromancer and Krieg the Psycho), an additional arena known as the Creature Slaughter Dome, the Ultimate Vault Hunter Pack which raises the level cap and multiple heads and skins for character customization. A "Game of the Year Edition" containing the main game, all four major DLC packs, the two character packs, and the first Ultimate Vault Hunter Pack was released on October 8, 2013.[31]


Gearbox CEO Randy Pitchford stated in February 2014 that there were no current plans for a third, main installment in the franchise; the company believed that a sequel to Borderlands 2 would have to be "massive", but that "when you think of what Borderlands 3 should be... No, we don't know what that is yet. We can imagine what it must achieve, but we don't know what it is yet." However, the company still believed that there was an audience for new Borderlands content; in April 2014, Gearbox announced that 2K Australia was developing a game set in between the events of the first two Borderlands games, Borderlands: The Pre-Sequel!, released October 14, 2014. The game focuses on the rise of Handsome Jack, and features four of his henchmen—Athena (from The Secret Armory of General Knoxx DLC), Claptrap, Nisha (Lynchwood's sheriff from Borderlands 2), and Wilhelm (a Hyperion engineer who was a boss in Borderlands 2)—as playable characters.[84][85][86]


Borderlands: The Pre-Sequel is an action role-playing first-person shooter video game developed by 2K Australia, with assistance from Gearbox Software and published by 2K Games.


The storyline of The Pre-Sequel focuses on Handsome Jack (who would be the antagonist in Borderlands 2), an employee of the Hyperion corporation; after the company's Helios space station is captured by a military operation known as the Lost Legion, he leads a group of four playable characters—all of whom were non-playable characters and bosses in previous Borderlands games—on an expedition to re-gain control of Helios and defeat the Lost Legion. The game expands upon the engine and gameplay of Borderlands 2 and introduced new gameplay mechanics, including low-gravity environments, freeze weapons, and oxygen tanks, which are used to navigate and perform ground slamming attacks.


As with previous games in the series, The Pre-Sequel features four playable characters, each with a different class and abilities. All four of The Pre-Sequel's protagonists were non-player characters (NPCs) in previous Borderlands games.


Athena, "the Gladiator", is a rogue assassin from the Atlas Corporation first introduced in the Borderlands DLC campaign The Secret Armory of General Knoxx. As her primary skill, Athena can use a temporary shield to absorb damage; this ability can be upgraded to make the shield itself into a weapon that can be thrown at enemies, and even allow it to absorb elemental damage which can in turn, be reflected back at enemies.[7][14]


Nisha, "the Lawbringer", first appeared in Borderlands 2 as the unnamed sheriff of the town of Lynchwood. Her primary skill, "Showdown", increases gun damage and speed, and allows the player to quickly switch between enemies in the area. Her skill tree "Law & Order" contains skills oriented towards collecting buffs known as "Order", which can heal, recharge health and shields, or temporarily increase other stats depending on the number of Order stacks collected. The "Fan the Hammer" skill tree is oriented towards dealing additional damage using guns along with the ability to dual-wield, while "The Riflewoman" incorporates skills that provide buffs for point shooting and reload speed.[7][14][15]


Claptrap, "the Fragtrap", is the last remaining robot of its kind as of Borderlands 2;[7][14] his skill "VaultHunter.exe" generates random effects depending on the current situation. These effects can have a positive or negative impact on the player and their other party members; among these effects are versions of skills used by the previous playable characters in the franchise.[16][17]


The mercenary Wilhelm, "the Enforcer", becomes increasingly augmented with technology and weaponry over the course of the game, transforming him into the more familiar cybernetic form he possessed as the second major boss in Borderlands 2. He can summon a pair of drones, Wolf and Saint; Wolf serves an offensive role by attacking other enemies, while Saint defends Wilhelm by providing shields and health regeneration.[7][14][18]



The game is divided into four different stages or "missions," which consist of a city slum, a factory, a forest, and the gang's hideout. The game normally ends if a single player defeats the final boss alone. However, if two players manage to complete the game together, they are then forced to fight each other in order to determine who will win Marian's affections. Both life gauges are refilled, any extra lives are taken away, and the timer is reset for this fight.

In 2003, a remake of the original arcade game titled Double Dragon Advance was released for the Game Boy Advance. This version features four additional stages interspersed between the four original stages, as a new set of moves and enemy characters, some of which are lifted or inspired by other games in the series. It was published by Atlus under license from Million Corporation, the company which held the IP to the series at the time. In 2006, a mobile phone game based on Double Dragon Advance was released titled Double Dragon EX. It was developed by Korean-based Eolith.

In 2003, a remake of the original arcade game titled Double Dragon Advance was released for the Game Boy Advance. This version features four additional stages interspersed between the four original stages, as a new set of moves and enemy characters, some of which are lifted or inspired by other games in the series. It was published by Atlus under license from Million Corporation, the company which held the IP to the series at the time. In 2006, a mobile phone game based on Double Dragon Advance was released titled Double Dragon EX. It was developed by Korean-based Eolith.


Four new stages were added as well, all taking place between the original four stages from the arcade version. These include a Chinatown stage, a fight atop a moving truck (both inspired by Super Double Dragon), a cavern stage (similar to the one from the first NES game), and a fortress before the final stage. Most of the enemy characters from the first two arcade games are featured, along with a few new ones introduced in this version such as the Twin Tigers Hong and Huang, Kikucho, and the Five Emperors led by Raymond (a group of rival martial artists modeled after the final boss from the NES version of Double Dragon II) . Moves that could not be performed on certain enemies in the original arcade games can now be performed against them in this version such as the hair-pull on Burnov.


In Renegade, the player controls a vigilante (named Mr. K in the NES and SMS versions),[1] who fights a variety of street gangs on his way to save his girlfriend.[3] Unlike Technos' subsequent game Double Dragon, the playing field is limited to one two-screen-wide area (a subway platform, a harbor, an alley, a parking lot and the hideout of a gang) and does not scroll continuously. Out of the FOUR stages in the game, the first, second and third each begin with the player fighting a group made up of two different types of small fry enemies: one with fewer hit points and a stronger attack (usually armed with a weapon) and one with more hit points, but with a weaker attack and the ability to grab the player from behind, making him vulnerable to other enemies' attacks.


When only three underlings remain (in any combination of the two) their boss will come in from the sidelines and join the fight. When the boss is defeated, any remaining enemies retreat off the bottom of the screen, and the stage ends. The second stage follows this same formula, but begins with a series of enemies riding motorcycles trying to run the player down, and brings in the normal enemies once the bikers have been defeated. The third stage is a gang of women; their boss is a very large woman who cannot easily be knocked to the ground. The fourth stage features a single type of knife-wielding enemy who can kill the player with one hit. Once the player has defeated this first wave of enemies, the main character proceeds to enter a building at the far right of the stage. There, he faces three more knife-wielding enemies and the final boss, a mobster whose gunfire is also deadly with one hit. Once the final boss is defeated, the main character exits the building and is greeted by his rescued girlfriend, who proceeds to give him a kiss. The game then begins the next cycle with an increased difficulty.


Renegade first introduced several trademarks of the beat 'em up genre, including 4-directional control, punch-jump-kick play action, and enemies which can sustain multiple hits. It is considered to be one of the most influential titles of the video game industry.[2][3]


Like in the original game, the arcade version of Double Dragon II is divided into four missions: a heliport, a lumber storehouse, a farm, and the new hideout of the boss. Each stage has its own boss character with his own theme. After defeating Willy (the final boss from the original game) in the fourth stage, the player will confront a double of their own character for the game's final battle. If two players reach the end together, then both will each to have to face their own clone.


The game discards the traditional lives system from the previous NES installments, as well as the item shops from the arcade version. Instead, the player gains the ability to control two new fighters in addition to the Lee brothers as they progress through the game. These extra fighters join the player's party once they've been defeated as enemy bosses.

English version always shows the complete ending with all four protagonists no matter what.[2


The Goth (Speaker Icon Listen) family is a prominent family in The Sims series, originally consisting of just Mortimer, Bella and Cassandra, appearing as one of the starting families in the original The Sims. The family is featured in all four main games (The Sims, The Sims 2, The Sims 3, and The Sims 4), The Sims 2 for GameBoy Advance, and The Sims: Bustin' Out for console.


Rainbow Islands (レインボーアイランド?) is a 1987 arcade game developed and published by Taito.[1] The arcade version was licensed to Romstar for North American manufacturing and distribution. The game is subtitled "The Story of Bubble Bobble 2" and is the sequel to Taito's hit game Bubble Bobble from the previous year. It is the second of four arcade games in the Bubble Bobble series

Each island provides four rounds of game-play, and once these are complete the player moves to the next island in the chain.



Bubble Symphony (バブルシンフォニー Baburu Shinfonī?), also known as Bubble Bobble II (バブルボブルII Baburu Boburu II?), is an arcade video game in the Bubble Bobble series developed by Taito in 1994.[2] While being a new Bubble Bobble for a new generation, in actuality it takes place after Parasol Stars.


For this adventure, Bubblun and Bobblun, the familiar green and blue bubble dragons, are joined by girls Kululun (an orange dragon) and Cororon (a purple dragon). However, they are stated to be the children of the Bub and Bob of the first game.[3]


According to the intro, the four characters (as humans) inadvertently unleash Hyper Drunk, the final boss, while reading books. Hyper Drunk transforms the four into bubble dragons and banishes them to a new world.[3][4]



Bubblun (バブルン Baburun?) is the well-rounded character; he can fire three grouped bubbles straight ahead when powered up (the bubble button is held for a few seconds then released).

Bobblun (ボブルン Boburun?) has faster speed in exchange for shorter range. He can shoot three bubbles in a spread pattern when powered up.

Kululun (クルルン Kururun?) has the longest available range, but is slow. She can shoot her bubbles in a "T" pattern (forwards, backwards, and down) when powered up.

Cororon (コロロン Kororon?) has the fastest bubble blowing and can shoot her bubbles in an inverted-"T" pattern (forwards, backwards, and up) when powered up.

Although a sequel to Bubble Bobble, the game inaugurates few changes to the gameplay formula of that title. The small changes that have been made are that a boss is now encountered every five to ten levels, giving those scenes a similar prominence to Rainbow Islands, and the player takes a branching route through the levels by selecting one of two doors after every boss. The players can now charge the bubble shot; if released when the dragon's horns or bow is glowing, he/she will breathe three bubbles at once, with the specific formation dependent on the character chosen. The players must collect certain square cards with music notes inside, in order to get the 4 keys that lead to the final world or face an early false ending. Also, the characters have to collect a rod to turn their characters from their dragon to human forms during the course of the game.[5]


Whereas video game music prior to Space Invaders was restricted to the extremities (i.e., a short introductory theme with game-over counterpart), the alien-inspired hit featured continuous music—the well-known four-note loop—throughout, uninterrupted by sound effects. "It was thus the first time that sound effects and music were superimposed to form a rich sonic landscape. Not only do players receive feedback related directly to their actions through sound effects; they also receive stimulus in a more subtle, non-interactive fashion through music."[18]

The music interacts with on-screen animation to influence the emotions of the player. "That seemingly pedestrian four-note loop might stir us in the most primitive of ways, but that it stirs us at all is worthy of note. By demonstrating that game sound could be more than a simple tune to fill the silence, Space Invaders moved video game music closer to the realm of art."[18]



Bubble Bobble Neo! (バブルボブル Neo! Baburu Boburu Neo!?) and Bubble Bobble Plus! are remakes of the 1986 action-platformer arcade game Bubble Bobble.


As with previous games, the player will have to defeat all enemies across a number of screens by trapping them in bubbles and popping them. The normal mode features the original two playable characters, Bub and Bob, while the Arrange Mode adds support for up to 4 players, joined with female characters Peb and Pab,[6] as yellow and pink bubble dragons respectively.


The game contains several playing modes - a remake containing 100 classic stages and a new story mode with 100 new stages, as well as more difficult "Super" versions of those stages.


In addition, for Bubble Bobble Plus!, two downloadable content packs (Extra 1 and Extra 2) were released consisting of 50 "very hard" stages each, as well as new boss characters.[7] These Extra modes also include four player support.


The Super Monkey Ball series is a series of arcade platform video games developed by Amusement Vision and distributed by Sega. It features four characters: AiAi, MeeMee, Baby and GonGon, the latter of the four is exclusive to console versions. The game debuted in Japan in 2001 as an upright arcade cabinet called Monkey Ball which featured a banana-shaped joystick. Later that year it was released as a GameCube game. Since then, many sequels and ports have been created.



Super Monkey Ball[a] is a 2001 platform/party video game developed by Amusement Vision and published by Sega.

Conceived by Amusement Vision head Toshihiro Nagoshi, Super Monkey Ball involves guiding a transparent ball containing one of four monkeys—AiAi, MeeMee, Baby, and GonGon—across a series of maze-like platforms. The player must reach the goal without falling off or letting the timer reach zero to advance to the next stage. There are also several multiplayer modes: independent minigames as well as extensions of the main single-player game.


Reminiscent of Marble Madness and Labyrinth, the objective of the main game is to guide one of four playable monkeys (AiAi, MeeMee, Baby, and GonGon) encased in a transparent ball across a suspended series of platforms and through a goal.[4][5][7] By moving the analog stick, the player tilts the entire set of platforms that make up a level, called a floor, and the ball rolls accordingly.[4][5][8] If the ball falls off a floor (an event dubbed a fall out) or the in-game timer reaches zero, the player loses one of their three lives.[7] The speed, in miles per hour, at which the ball is moving is displayed in the corner of the screen.[9] Pausing the game and selecting the "View Stage" option allows one to rotate the camera around and examine the floor.[10] A replay is presented after a floor's goal has been reached; replays can be saved to a memory card and viewed at whim.[11] Every second remaining on the timer when a floor is completed adds 100 points to the player's score. Collectible bananas found throughout the game are also worth 100 points, while multipliers increasing the player's score by a factor of two or four are activated when a floor is finished in under half the allotted time or via a warp gate.[4][6] The player receives an extra life for every 100 bananas collected.[12]


The main game features three difficulty levels—Beginner, Advanced, and Expert, consisting of 10, 30, and 50 floors each—as well as three modes—Normal, Practice, and Competition.[4][13] Normal mode allows one to four players to take turns progressing through the arcade Monkey Ball, whereas competition mode involves two to four player simultaneous split screen races across a selection of floors.[14] In practice mode, any floor already played in normal mode can be repeated indefinitely with no penalties for failure.[15] In normal mode, the player experiences a "Game Over" when they have lost all of their lives, but is allowed six opportunities to continue; eventually, unlimited "continues" can be unlocked.[4][15] Beginner Extra, Advanced Extra and Expert Extra floors are unlocked when each respective difficulty level is completed without a single fall out (or a single continue in Expert)—and a hidden set of Master floors can be unlocked through playing the Extra floors.[4][16]


Party games[edit]

The following party games are available:


Monkey Race: One to four players simultaneously race across six courses divided into three difficulty levels. Steering is handled with the analog stick, while the A button is used to activate items (if enabled) that can be used to produce an increase in speed or to adversely affect opponents. A Time Attack mode involves the careful use of three available speed items to achieve faster times.[17]

Monkey Fight: One to four players simultaneously engage in combat by rolling in any direction with the analog stick and using the A button to punch opponents with a boxing glove attached to their monkey's ball. Points are awarded for knocking opponents off one of the three available arenas, with more points being awarded when the player currently in the lead is knocked off. The player with the most points is declared the winner of a round when the in-game timer reaches zero. Items can be used to extend the reach, size, and strength of one's boxing glove.[18]

Monkey Target: One to four players take turns rolling their monkey down a ramp, launching it into the sky. The monkey's ball opens on command to resemble a pair of wings, allowing it to fly. The monkey's trajectory is manipulated with the analog stick. Wind direction and strength, altitude, and speed (in addition to random hazards selected by an optional "Wheel of Danger" feature before each flight) impact the player's ability to land the monkey on one of several dartboard-like targets in the middle of the ocean. Bananas collected while airborne enable the use of items in later rounds that can eliminate wind resistance, control the ball's roll, multiply the player's score, or ensure a sticky landing.[13][19]


The mini-games are based on real sporting activities, but with the player's ball containing their monkey.[4] The following mini-games are available, once unlocked through the earning of play points:[6]


Monkey Billiards: One to two players take turns competing in a game of nine-ball. The analog stick determines the direction of each shot and the A button is used to stop the moving gauge that determines shot speed. A tournament mode featuring four AI challengers is also available.[20]

Monkey Bowling: One to four players take turns competing in a game of ten-pin bowling. The analog stick is used to move left and right, the A button sets the direction and strength for each throw, and the L or R buttons apply spin to the ball. A challenge mode featuring 10 pin arrangements and permitting only 12 throws is also available.[21]

Monkey Golf: One to four players take turns competing across 18 holes in a game of golf with stroke play scoring, or two players compete using match play scoring. The direction and general rolling distance of each shot is arranged with the analog stick, and the shot's strength is set by the A button.[22]

Out of a team composed of ten to twenty individuals, it took four Amusement Vision employees between several weeks and two months to port Monkey Ball to the GameCube.[24][28][30] Its graphics were enhanced with new background details as well as reflections and particle effects.[43] Moreover, the developers spent an additional six months incorporating six extra modes into the game, with an emphasis on multiplayer competition[38] and the introduction of GonGon as a fourth playable character.[24][30][37]


The bananas in the game display the Dole Food Company logo, but this was removed in Super Monkey Ball Deluxe due to a licensing dispute.[36][44] A theme song called "Ei Ei Puh!", which was arranged by Cheru Watanabe and featured vocals by Yu Abiru, was created for the Japanese version of Super Monkey Ball but removed from its U.S. release.[4][45][46]


On a technical note, GamePro's Four-Eyed Dragon faulted the camera system, which "can get out of position, making it hard to maneuver in tight spots."


Super Monkey Ball Adventure is a video game developed by Traveller's Tales in association with the division Traveller's Tales Oxford and distributed by Sega in the Super Monkey Ball series, released on June 30, 2006. This game was not released in Japan.



There are on average, four sections to each level. To enter a different section, the player must wait several seconds. During that time, the game depicts the entire level from a high angle, showing everything in the level in an animated style. The same style shows up when Aiai teleports to another level. It depicts the four main monkeys blasting off into the sky while loading the level.[2]


Although the player has to bring peace back to the five islands, there are some monsters, called "Naysayers," trying to stop them. These Naysayers are monsters that are formed from sorrow, as the peace had become disturbed.

Super Monkey Ball Adventure is a video game developed by Traveller's Tales in association with the division Traveller's Tales Oxford and distributed by Sega in the Super Monkey Ball series, released on June 30, 2006. This game was not released in Japan.

There are on average, four sections to each level. To enter a different section, the player must wait several seconds. During that time, the game depicts the entire level from a high angle, showing everything in the level in an animated style. The same style shows up when Aiai teleports to another level. It depicts the four main monkeys blasting off into the sky while loading the level.[2]

Although the player has to bring peace back to the five islands, there are some monsters, called "Naysayers," trying to stop them. These Naysayers are monsters that are formed from sorrow, as the peace had become disturbed.

Fez (stylized as FEZ) is an indie puzzle-platform video game developed by Polytron Corporation and published by Trapdoor. The player-character Gomez receives a fez that reveals his two-dimensional (2D) world to be one of four sides of a three-dimensional (3D) world. The player rotates between these four 2D views to realign platforms and solve the game's puzzles. The object of the game is to collect cubes and cube fragments to restore order to the universe.


Sonic Jam[a] is a compilation video game developed by Sonic Team and published by Sega for the Sega Saturn. It was first released in Japan in June 1997, and in North America and Europe two months later. A port was also released for the handheld console exclusively in North America in July 1998. The game contains the first four main Sonic the Hedgehog titles which were originally released on the Mega Drive/Genesis: Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3, and Sonic & Knuckles.

Sonic Jam is a compilation video game which contains the first four Sonic the Hedgehog titles released on the Mega DriveSonic the HedgehogSonic the Hedgehog 2Sonic the Hedgehog 3, and Sonic & Knuckles.[2] All four are nearly identical to the original Mega Drive releases, with the exception of minor bugfixes.[3][4] Furthermore, Sonic Jam emulates Sonic & Knuckles' "lock-on technology"—a special feature that allows the player to merge elements of Sonic & Knuckles into previous games, resulting in slight changes to the level design as well as the choice to play as Knuckles the Echidna in Sonic the Hedgehog 2 and Tails in Sonic & Knuckles.[5][6][7][8]


Tails in one of the game's special stages, in which the player can earn Chaos Emeralds


A diagram of how rings are generated by walking the perimeter of a group of blue spheres (IT IS QUADRANTS)


Apollo Justice: Ace Attorney, known in Japan as Gyakuten Saiban 4 (Japanese: 逆転裁判4?, lit. "Turnabout Trial 4"), is a visual novel adventure video game developed by Capcom.


The game takes place seven years after the previous game, Phoenix Wright: Ace Attorney − Trials and Tribulations. Phoenix Wright, the main character of previous titles in the series, has been stripped of his attorney's badge, and Apollo Justice, an up-and-coming attorney, becomes his apprentice, working with Phoenix's adopted daughter Trucy on four cases


Apollo Justice: Ace Attorney is, like the rest of the Ace Attorney series, a cross between the adventure game and visual novel genres.[1] The player's goal is to defend their clients in four cases, and prove their innocence.[2][3] The gameplay is separated into two types of situations: Investigations and trials.[4]


Phoenix Wright: Ace Attorney − Justice for All, known in Japan as Gyakuten Saiban 2 (Japanese: 逆転裁判2?, "Turnabout Trial 2"), is a visual novel adventure video game developed and published by Capcom.

The story follows Phoenix Wright, a defense attorney who defends his clients in four episodes. Among other characters are his partner Maya Fey, her cousin Pearl, and the rival prosecutor Franziska von Karma.


Justice for All is a visual novel adventure game[2] in which the player takes the role of Phoenix Wright, a defense attorney who defends people accused of murder in four different episodes.[3] At first, only one episode is available; as the player solves a case, a new episode is unlocked to play. The episodes are all divided into chapters, consisting of courtroom sections and investigation sections.[4]


During the investigation sections, the player investigates the case to gather evidence needed for the trial; once enough evidence has been collected, the game moves on to the next chapter of the episode. During these sections, the player has access to a menu with four options: examine, move, present, and talk. By choosing "examine", the player can move a cursor around the screen and look at various things in the environment; by choosing "move", the player reaches a sub-menu with all locations they can choose to move to; by choosing "present", the player can choose to show a piece of evidence or a character profile to a character at the location; and by choosing "talk", the player is able to pick a topic to discuss with a character who is present at the location. As the player talks to a character, the topics they have already discussed get marked with a checkmark.[5]


Takumi thought that this was "completely insane", as it had taken him an average of more than a month to write each of the four episodes for the first Ace Attorney; additionally, he felt that he did not have any "tricks" left to use for mysteries or any story threads to work off of.


During investigations, the player goes to the crime scene, where they have access to a menu with four options: examine, which brings up a cursor used to search for evidence and clues; talk, which lets the player interview a witness at the current location, choosing from a number of a topics to discuss; present, which lets the player show the witness evidence; and move, which brings up a list of locations the player can choose to go to.[3] At some points, the player can use Apollo's "perceive" mechanic to watch for visual cues in a witness as they are talking, such as a twitching eye, that indicate that they are lying.[4] The player can also sometimes use Phoenix's "psyche-lock" mechanic to see locks on the hearts of witnesses who are hiding something.[5]


During trials, the player cross-examines witnesses. They can move backwards and forwards through statements in the testimony, and can choose to press the witness for more information on a particular statement; sometimes, the witness will revise their testimony based on this. If the player spots a lie or a contradiction in the testimony, they can present evidence to demonstrate the contradiction. If the player presents incorrect evidence, the judge's confidence in the player will be lowered; if the judge's confidence in the player is depleted, the game ends.[3]


At some points, the player can use Athena's "mood matrix" mechanic to detect conflicting emotions in witnesses' voices during their testimonies, such as sudden happiness in the middle of fear. Four different emotions can show up in testimony analyses – happiness, anger, shock, and sadness (the icon of which also represents fear) – which will light up with different intensity. The player goes through the testimony, and aims to determine the cause of the conflicting emotion.[4] Near the end of trials, when the player is close to solving the case, they can use the "revisualization" mechanic to look back at known facts and make a series of deductions by picking the right choices, to reach a conclusion.[6][7]


Dual Destinies introduces the "mood matrix", where the player searches for conflicting emotions in testimonies. Here, a character experiences happiness (top left) despite being in a stressful situation.

Myst V: End of Ages is a 2005- FOUR AGES


At the urging of both Yeesha and Esher, the player travels across four Ages, collecting four slates that unlock the tablet's power.[11] Esher occasionally appears in the Ages to offer his counsel, or reveal the histories of his people and the worlds the player explores. Once all four slates are collected, Esher requests that the player bring the tablet to him in the now-unlocked Age of Myst. The player is then returned to K'veer, where they have four possible choices. Travelling to Myst without the tablet will cause Esher to angrily abandon the player with no way out.[12] If Esher is given the tablet, he will explain he wishes to use the tablet for domination, and will also leave the player trapped.[13] If the player gives the tablet to Yeesha, the tablet simply slips through her hands and disappears into the ground; she walks away, disappointed, leaving the player trapped in D'ni. The only good ending involves giving the Bahro the tablet, ending their enslavement. Arriving at Releeshahn, the new home Age of the D'ni, Yeesha and Atrus thank the player and speak of a new chapter for the D'ni people; Esher is handed over to the Bahro to be punished for his crimes. The game ends on a visit to Releeshahn.


The Whispered World is a traditional-style point-and-click adventure game for Microsoft Windows and Mac OS X. It is designed by Marco Hüllen, developed by Daedalic Entertainment, and published by Deep Silver[2] in Europe and by Viva Media[3] in the United States. The four-act game takes place in a fantasy world and features a sad 12-year-old clown as its hero. The graphics are 2D and are all hand-drawn and animated. As of September 2010, the game has a cumulative score of 70/100 and 71% on Metacritic and GameRankings respectively.



Hunter: The Reckoning is a video game based on the role-playing game of the same name.


The Reckoning is an action game, with elements of the hack and slash and the beat em up genre of fighting. The game lets the player choose between one of four characters, each of which has different weapons and abilities. The player acts as a human monster-hunter combining melee, ranged and spell-driven attacks called "edges." The Reckoning has single-player and multiplayer modes allowing up to four players.


Also dropped in random places during the game are special weapons such as shotguns or machine guns, which have a limited amount of ammo and are usable until their ammo runs out. Ammo for the player's standard weapon is infinite, but must be reloaded after a mag runs out. The game allows up to four players play simultaneously, fighting on one screen against multiple enemies.


Enemies in the game spawn at different points in the game, and attack in large groups. Bosses end a level, at which point the player progresses into the level until the end of the game.



One year before the events of the game, four people are present at the execution (by electric chair) of convicted serial killer Nathaniel Arkady at Ashcroft Penitentiary: Spencer "Deuce" Wyatt, Samantha Alexander, Kassandra Cheyung, and Father Esteban Cortez. As the switch is thrown, the souls of the dead who suffered at the hands of the prison's warden and his supernatural staff rose up in vengeful rage, driven by evil to exact their vengeance upon the residents of Ashcroft. The four people who were present at Arkady's execution witnessed the uprising of the supernatural evil, and all four received a message in their minds (from benign supernatural beings called "The Messengers") to act against the vast supernatural force that threatened the entire population of Ashcroft. Choosing to heed their "Calling", the four became Imbued, and destroyed the evil inside the prison. The four Imbued locked the prison, sealing what was left of the evil inside, and left Ashcroft.



Judge using a magic attack; Gamecube version

On the anniversary of the closing and abandonment of Ashcroft Penitentiary, several hundred local teenagers held a rave in the courtyard. The lively celebration awakened the dormant spirits, who sought to begin their onslaught once again. The awakened spirits brought the rave to an early end by slaughtering the vast majority of the teenagers, and the evil, now freed from its prison, raged out into the town and began to destroy the population. The four Imbued return to Ashcroft to confront the source of the evil that threatens the town and protect the remaining survivors.


Nocturne is a survival horror adventure video game set in the late 1920s and early 1930s – the Prohibition and Great Depression era. The player takes the part of The Stranger (voiced by Lynn Mathis),[1][better source needed] an operative of a fictional American Government secret organization known as "Spookhouse", which was created by President Theodore Roosevelt to fight monsters. He investigates four strange cases and saves people from classic monsters such as werewolves, zombies, and vampires.


Instead of possessing a single overarching story, Nocturne's gameplay is broken up into four independent Acts. Each Act is a self-contained campaign that can be selected as soon as the game begins. Although the four Acts can be played in any order, they progress in chronological order from first to fourth, so some minor details, such as which agents join or leave the Spookhouse organization as time passes, are easiest to see when the Acts are played in order.


Act I: Dark Reign of the Vampire King[edit]

The Stranger reluctantly teams up with a half-vampire Spookhouse agent named Svetlana Lupescu to retrieve a powerful artifact from a remote vampire-occupied castle in Germany. This chapter features a large number of different enemies, including ghouls, werewolves, and vampires. Different enemies have different weaknesses, creating a greater variety of gameplay.


The artifact, called the Yatgy Stone, later appears in the game BloodRayne, where it is explained to be the heart of Beliar, the former ruler of Hell and the most powerful demon ever born.


Act II: Tomb of the Underground God[edit]

The Stranger uses his dual pistols, a double-barreled shotgun, and the grudging help of voodoo god Baron Samedi to battle a zombie outbreak in a small, secluded wild-west style American town. As the title suggests, an H. P. Lovecraft-style entity ultimately makes an appearance.


Act III: Windy City Massacre[edit]

Al Capone is creating an army of Frankenstein-style reanimated mobsters, so The Stranger packs up his tommygun and travels to Chicago to stop Capone's nefarious plot. The only enemies in this chapter are the mobsters, who behave like human opponents, yelling wisecracks, talking among themselves, and fighting with tommyguns.


Act IV: The House on the Edge of Hell[edit]

Responding to a call for assistance, The Stranger is dispatched to the remote mansion of Hamilton Killian, a retired Spookhouse agent with many of the same qualities as The Stranger, including an overwhelming hatred of monsters. In his time, Killian was widely regarded as one of the organization's best monster hunters. Through a convoluted series of events, The Stranger is placed into a massive, puzzle-filled deathtrap and forced to face enemies from the game's previous three Acts who are also trapped.


The Epilogue[edit]

Once all four Acts have been played and beaten, a five-minute interactive epilogue is unlocked that thrusts The Stranger into a grim cliffhanger, paving the way for a possible sequel, in which the plot continues in Blair Witch: Rustin Parr.


Galloway’s “Gamic Action, Four Moments”

Posted on April 20, 2015 by Jordan Johnson

Andrew Galloway defines four specific moments of gamic action that occur in every video game. He categorizes them by first identifying two integral splits that take place. The first is a distinction between machine and operator. The second is an analytical split between actions that occur in diegetic space and actions that occur in nondiegetic space. The diegesis of a video game is the game’s world of narrative action that are driven by both on screen and off screen elements while the nondiegetic play elements are those external to the narrative. They still exist within the video game apparatus; however, they are not part of the pretend world.


Galloway dubs the first category of action in video games diegetic machine acts to describe the moments during which “the game is still under way, but no gameplay is actually happening at the moment. The game is still present, but play is absent.” During these segments, the operator is irrelevant because it is the cinematic elements that contribute to the plot rather than gameplay. While aspects of video games are detached from the operator, operator play is just as significant as the machine. Thus, the second category of gamic action is nondiegetic operator acts. Simply put, the operator executes these actions and the machine receives them. These actions take place outside of the game world; however, they impact the inside world of the game. For instance, pressing Pause. This type of action is completely controlled by the operator and the game can never detect when it will take place. The third moment of gamic action is the diegetic operator act, which represents “the moment of direct operator action inside the imaginary world of gameplay.” Galloway claims these that these actions appear as either move acts or expressive acts. The move acts change the physical position of the game environment while expressive acts are player expression such as hitting select, rotate, or fire. It is also noteworthy to mention that this category is highly correlated with game controller design. Finally, the fourth type of gamic action that Galloway coins is nondiegetic machine acts. These actions are performed by the machine and essential to the entire game experience because both internal and external forces impact what is happening. Examples of internal forces included in this category are high-score states and goals while examples of external forces included are software crashes and temporary freezes.

The final act of Gears of War 4 has four chapters and four collectibles.


Chapter 1 - Convergence

Chapter 2 - Killing Time

Chapter 3 - Gate Crashers

Chapter 4 - Release


The original story of Quantum Break featured four playable characters: Jack Joyce, Beth Wilder, Kate Ogawa and Nick Marsters. The Kate Ogawa character had originally been conceived as Paul Serene’s ex-wife and security professional that defected from Monarch Solutions to help Jack; Nick Marsters was originally a con-man and ex hockey player.[23]



Quantum Break is promised of five acts, four Junction Impacts and four episodes. With the exception of the third and fourth acts, three of the acts are separated into three parts. All acts (except act five) end with a Junction Impact, which transitions into an episode of the live action series.

Paul Serene's time abilities are limited beyond the future he can see and location of Narrative Objects that rarely appear during the four gameplay sequences. There are a total of four Junction Impacts within the game, lining up with the number of episodes presented for the player to watch.[6]


The player can perform up to 16 different moves,[6] using a combination of buttons and joystick movements while standing, crouching or jumping.[7] Moves are thrown at high, middle, and low levels.



Clay Kaczmarek: (voiced by Cam Clarke in Assassin's Creed II and Assassin's Creed: Brotherhood and by Graham Cuthbertson in Assassin's Creed: Revelations) (1982-2012) also known as Subject 16 of the Animus Project, was a member of the Assassin Order during the early 21st century. Born into a family of engineers, Clay faced psychological problems due to developmental disorders and his father's neglectful attitude. Because of this, Clay ran into the Assassins while looking for acceptance. As a member of the Assassin Brotherhood, Clay's most important mission was to infiltrate Abstergo Industries as a subject of the Animus Project, in order to obtain more information on the Animus. Labeled Subject 16, Clay was forced to relive the memories of his ancestors via his genetic memory. When Clay found out that his teammate, Lucy Stillman – who infiltrated Abstergo years before and was tasked with getting Clay out of Abstergo safely – had abandoned their cause to join their enemies, the Templars, Clay had to spend days and hours of sessions inside the Animus. Since it left his mind incapable of separating his own personality from those of his ancestors', Clay became mentally unstable to the point that he ultimately committed suicide. After his alleged suicide, Clay continued to exist as an AI recreation of his personality within the Animus. As such, he was able to manipulate much of the Animus' programming from within to help his successor in the Animus Project, Desmond Miles.

This allows him to discern friend from foe and to read cryptic messages written on walls and floors by Subject 16, another Animus subject that Lucy and Vidic occasionally mention.

Assassin's Creed: Project Legacy

The first mission pack is titled "Italian Wars", and is divided into four chapters. Chapter one focuses on Bartolomeo d'Alviano during the Battle of Agnadello. The second chapter focuses on Francesco Vecellio on a mission to kill Niccolò di Pitigliano (cousin of Bartolomeo d'Alviano). The third focuses on Mario Auditore and the protection of Monteriggioni. The fourth and final chapter focuses on Perotto Calderon, an undercover assassin who watches over Lucrezia Borgia, with whom he falls in love.


The second mission pack, entitled "Rome", was released November 16, 2010. The first chapter takes place between 1497 and 1503, and deals with the ex-courtesan, Fiora Cavazza. It deals with Fiora's involvement in recruiting an army for the Borgia, and her subsequent betrayal. The second takes place in 1503, and involves Giovanni Borgia, fleeing his family and eventually joining the assassins. Chapter three involves Francesco Vecellio, and his training to be an assassin under Ezio Auditore. Chapter four again focuses on Giovanni Borgia, now an Assassin and joining Hernán Cortés on his journey to Tenochtitlan to acquire a "Piece of Eden", one of the Crystal Skulls. Giovanni brought it to Bombastus for study, resulting in the discovery of the formula for the Philosopher's stone.


The third mission pack, entitled "Holidays", and its first Chapter called Ghosts of Christmas Past were released on December 21, 2010 with further missions to be released in 2011.[needs update] The first chapter takes place at various times and places in history: during the World War I Christmas Truce, the Beagle 2 truth, the return of Charles II back to England, and the time of the Shroud of Turin.


A fourth story pack, "The Divine Science Story Pack" was announced, but never released. Also, an updated user interface, referred to as the "DDS 2.0", was listed as coming soon, with enhancements and an easier way of choosing mission packs and crafting equipment, however this was also never released.

The game allows players to customize their assassin from four classes: the combat-orientated Berserker, the stealthy Shadow Blade, the jack-of-all-trades Trickster and the agile Thief.[2] Each class has its own set of skills and perks, like Splinter Bomb and attack upgrades for Berserker and Smoke Bomb and notoriety upgrades for Shadowblade, which can be unlocked through currency and skill points at the skill tab. Skill points are earned by leveling up, and using enough skill points unlocks a new Tier of skills for each class, with four Tiers total.. Each Assassin can have both a primary and secondary class, with the secondary class unlocked through currency. The player can also unlock multiple Assassins through currency, although the Inventory is shared among Assassins. In the inventory tab, the player can equip Swords, Chest Armor, Pauldrons, Hidden Blades, Leggings, Insignias, Boosts, and Outfits. Boosts are bought in the shop, and provide temporary buffs. Items can either be bought in the shop, earned in-game, or crafted using Blueprints at the Forge tab, and provide stat increases to the player. Outfits can be unlocked through Achievements or bought in the shop, and gives buffs and a different visual appearance for the Assassin equipped.


Assassin's Creed Unity is a 2014 action-adventure video game developed by Ubisoft Montreal and published by Ubisoft


The game also introduces cooperative multiplayer to the Assassin's Creed series, letting up to four players engage in narrative-driven missions and explore the open-world map.


Perfect Dark is a first-person shooter video game developed and published by Rare for the Nintendo 64 video game console.



The third multiplayer mode is the Combat Simulator, involving up to four human players and eight computer-controlled players.[2] Again, a split-screen is used if more than one human is playing. If three or four humans play, the screen is divided into quarters, with one quarter left blank if necessary.


Boktai: The Sun Is in Your Hand (ボクらの太陽 Bokura no Taiyō?, "Our Sun" in Japan) is an action-adventure video game released on the Game Boy Advance in 2003 by Konami.




These levels all called Immortal, because the four Immortals reside inside these levels. The player will have to fight his way to the boss creature, or Immortal, of the level. The player must defeat the "Bosses" and return them outside the dungeon level, to bathe and battle the Immortals into sunlight, called a Battle Drive (


Metal Gear Solid 3: Snake Eater[a] is an action-adventure stealth video game produced by Konami Computer Entertainment Japan for the PlayStation 2.


The protagonist of Snake Eater, Naked Snake (David Hayter/Akio Ōtsuka), known as Big Boss in subsequent games, is a young former Green Beret assigned to the CIA unit FOX. During his mission, Snake is assisted by fellow FOX members over his radio: Major Zero (Jim Piddock/Banjō Ginga), commander of FOX and a former member of the British Special Air Service, who provides Snake with mission advice and battle tactics; Para-Medic (Heather Halley/Houko Kuwashima), who provides medical information, as well as advice on flora and fauna; and Sigint (James C. Mathis III/Keiji Fujiwara), who provides weapon and equipment information.


Three of the playable characters from former games return in the sequel: Axel Stone, Blaze Fielding, and Eddie "Skate" Hunter (Sammy Hunter in the Japanese version), each of which have their respective strengths and weaknesses. Dr. Zan replaces Max from the second game, with any weapon he picks up turning into a ball of energy. Adam from the first game makes a story cameo, and Max only makes a cameo appearance in the game's "good" ending.


The game has four endings depending on the difficulty level and if the player defeats certain levels in an allotted amount of time.


A former syndicate henchman, Zan tells Blaze about the robot conspiracy in SoR3, and about the Raxine bombs in the Japanese counterpart BK3. He is one of the four initially selectable characters. Zan is himself part robot, a cyborg, slow but strong due to the metal parts. Unlike the other characters in SoR3, Zan has no specialized blitz weapon attacks; every weapon he picks up turns into a ball of energy. His special techniques are the Electric Body and Electric Reach, both using his cyborg parts to shock the opponents.

3D Streets of Rage 2 was developed by M2 as part of the 3D Classics series for the Nintendo 3DS. It was released on April 29, 2015 in Japan[2] and July 23, 2015 in North America, Europe and Australia.[3][4] In addition to being redesigned with the stereoscopic 3D effects of the 3DS, it features two new gameplay modes in Rage Relay and Casual Mode. Rage Relay allows the player to play through the game using all four characters in any chosen order, and will switch to the next in line each time they die. Casual Mode allows players to instantly defeat enemies, including bosses, by knocking them to the ground or using combos.[citation needed]

The G.G. Shinobi II: The Silent Fury


Joe Musashi has to rescue the four fellow ninja and retrieve their corresponding Elemental Crystals, before the final showdown against the evil Black Ninja in his castle.


The play mechanics of The G.G. Shinobi are roughly based on the Genesis game The Revenge of Shinobi, but with the addition of a character-switching system. The player starts the game as Joe Musashi (the red ninja), whose goal is to rescue four kidnapped allies who are being held captive in different stages. There are four stages. These can be played in any order. Each ninja character has a unique weapon, ninjutsu (typically consuming one ninjutsu spell) and ability.



Shadow Dancer (シャドー・ダンサー?)[2] is a side-scrolling action game produced by Sega originally released as an arcade game in 1989. It is the second and the final arcade game in the Shinobi series, following the original Shinobi itself. The player controls a ninja aided by an attack dog, who is fighting to save the city from a terrorist organization.


There are four different missions, consisting of three stages for the first mission and four stages each for the remaining three. In the first few stages of each mission, the player must collect a certain amount of time bombs scattered throughout the stage in order to proceed to the goal. The final stage in each mission is a confrontation between him and the one of the four bosses: an armoured giant throwing energy balls, a weaponized tank engine, a woman armed with a shield/weapon device, and a female ninja using magic and a naginata (the dog does not appear during boss battles).

Another staple of the series are the four magical ninjitsu attacks Shinobi can use to kill their foes, or improve their own abilities. The four ninjitsu techniques are: Ikazuchi, Fushin, Kariu and Mijin. An in-depth discussion of said techniques can be found in Shinobi III. Another common feature of the early Shinobi games is the enemy AI, where enemies could duck behind boxes to reload their weapons after firing at Musashi, or hide behind boxes or shields to block Musashi's shurikens.[7][8]


Bo-shuriken are throwing weapons consisting of a straight iron or steel spike, usually four-sided but sometimes round or octagonal in section. Some examples have points on both ends. The length ranges from 12 to 21 cm (5–8 1⁄2 in) and the average weight from 35 to 150 grams (1.2–5.4 ounces).[2] They should not confused with the kunai, which is a thrusting and stabbing implement that is sometimes thrown.




The main weapons of Shinobi are the shuriken (or throwing knives)


Social mobility was high, as the ancient regime collapsed and emerging samurai needed to maintain large military and administrative organizations in their areas of influence. Most of the samurai families that survived to the 19th century originated in this era, declaring themselves to be the blood of one of the four ancient noble clans: Minamoto, Taira, Fujiwara and Tachibana. In most cases, however, it is hard to prove these claims.

The game was originally planned to be distributed episodically across four games. In March 2010, developer Hothead Games chose to devote its resources instead to DeathSpank, discontinuing its development of further episodes.[3] Subsequently, prose chapters constituting the plot of Episode 3 were presented on Penny Arcade's website.[4] In August 2011, Zeboyd Games announced that it would be developing Episode 3[5][6] albeit in a completely different graphical style.[7] The third episode was released on June 25, 2012[8] and subsequently Zeboyd announced that they were working on Episode 4, which was released on June 6, 2013.[9]

The four unite regardless, and leave for the 1922 World's Fair to stop Mordo von Mundo once and for all.

Anne-Claire is mysteriously no longer in her room, and at the fair, Fruit Fucker Prime is occupied, violating a building-sized orange against Mundo's will. After fighting through demon-possessed fairgoers, the team reaches the orange, where they do battle with Fruit Fucker Prime. They succeed in destroying its "chute", but the god's essence within heals all damage rendered to its main components. As the four prepare for their deaths, Anne-Claire arrives piloting a giant robot of her own; a massive doll powered by a truck engine and Energite, wearing a Spider-Silk dress. Anne-Claire destroys Prime, Tycho and Gabe kill Mundo, and the Player retrieves the Necrowombicon. The narrator reads the third verse of the Quartet for the Dusk of Man.

The game begins with the narrator reading the first verse of a poem, later called The Quartet for the Dusk of Man. The player then designs a character of their choosing; with an introduction in the 1920s suburban neighborhood of the Player. A mysterious voice instructs the Player, whose home is quickly destroyed by a giant robot (a steampunk version of Fruit Fucker Prime), while smaller steampunk Fruit Fuckers attack. After a brief tutorial, the player teams up with Tycho Brahe, a scholar of Apocalyptic Studies turned detective, and his exceedingly violent partner who fought with the devil,[10] Johnathan Gabriel, in search of information on Fruit Fucker Prime.

The three meet with Tycho's mechanically gifted niece, Anne-Claire, who suggests they search New Arcadia for evidence of Fruit Fucker Prime and parts of it. Tycho, Gabe, and the player begin collecting evidence of the giant robot, while also searching for a new home for the player and running afoul of a cult of mimes. They discover the smaller Fruit Fuckers are built in a factory underneath the Shithole, an apartment building the player briefly considers renting from, and that the mimes are devotees of Yog Sethis, also known as the "Silent One". The Necrowombicon, an ancient book that has no text but can be interpreted by a mime, describes the Silent One as "a horrible deity of unending quiet", a giant mime with Cthulhu's head.
Tycho is horrified that he allowed himself to miss the signs of an ancient God's return previously, and despairs that all hope is lost. He then tells the others it's impossible to kill a god, but they can stop it from entering their world. The Silent One is transferring its energy into their world and putting it into a body. If they can destroy its body before the process is complete, the Silent One will go back to the other side. The player asks Anne-Claire for her input, upon which she theories that there might be special items that can endow Tycho, Gabe, and the player's weapons with metaphysical properties capable of harming the Silent One's physical form. They gather the required items (a vacuum tube, scorched hobo urine, and the soul of the mime cult's leader), transform their weapons, and defeat the Silent One.

After the final battle, Tycho, Gabe, and the player watch the Silent One's form explode. Fruit Fucker Prime watches them from the beach, and walks into the ocean after Yog Sethis is destroyed. The second verse of the opening poem is then read aloud by the narrator.

Episode 1
May 21, 2008
Episode 2
October 29, 2008
Episode 3
June 25, 2012
Episode 4
June 7, 2013


Banjo-Tooie is a platform video game developed by Rare and published by Nintendo for the Nintendo 64.


It also includes a multiplayer mode where up to four players can compete in several minigames. Upon release, the game sold more than three million copies and received critical acclaim from video game critics.

4J Studios is a Scottish video game development studio based in Dundee and East Linton. The company has worked with a wide range of publishers including ZeniMax Media, Mojang, and Microsoft Studios. The staff include many former key personnel from defunct studio VIS Entertainment. 4J Studios also helped develop Minecraft. Since 2010, 4J Studios have been working on the console editions of Minecraft with Microsoft, Sony, Nintendo and Mojang. They have received many awards for these ports.


Banjo-Pilot features several different game modes. In Grand Prix, players will race opponents through a series of four consecutive tracks, followed by an aerial dogfight with a boss at the conclusion, earning points based on their finishing position in each race. Different Grand Prix types, such as the Endurance GP and Jinjo GP, can be unlocked. Jiggy Challenge places six Jiggies on each track, and players must attempt to collect all six while still finishing the race before their opponent. Quick Race allows players to immediately choose any of the game's SIXTEEN tracks to race on, and Time Trial challenges players to finish a course in the fastest time possible.


The game also features two multiplayer-exclusive modes for up to FOUR players: Head-to-Head, a multiplayer version of Quick Race, and Dogfight, a battle game in which players attack their opponents with weapons and attempt to remain the last one standing.


Competing in races will earn players Cheato Pages based on their race placement; collecting up to FOUR Musical Notes on each track will multiply the number of pages earned. These pages can be traded to Cheato in exchange for various unlockables, such as more playable characters, new Battle Tracks, and additional mode variations.


The game features a total of nine playable characters. FOUR PLAYERS Banjo, Kazooie, Mumbo Jumbo and Jinjo are playable from the start, while Humba Wumba, Gruntilda, Klungo, Jolly Roger, and Bottles can be purch


When the player has lost all their lives, the game is over. However, the player can gain additional lives by collecting items scattered throughout the levels, including 100 bananas; all four golden letters that spell out K–O–N–G; extra life balloons; and golden animal tokens that lead to bonus levels.[7] There are also many secret passages that can lead to bonus games where the player can earn additional lives or other items.[8]


Donkey Kong 64, being a 3D adventure, is in many ways very different from the other games in the series. The game has strong platforming links, similar to that of Super Mario 64 and Banjo-Kazooie. There are a total of five playable characters, each with unique abilities and upgrades. The player starts out with access to Donkey Kong only, then goes on to unlock each of the other four Kongs as part of the gameplay. They are each necessary to defeat character-specific bosses in each level. Each new Kong that is freed can be accessed as playable through tag barrels that are scattered throughout each world.


Rare, who had previously developed the Donkey Kong Country games, began development on the 3D Donkey Kong in 1997. A 16-person team, with many members recruited from Rare's Banjo group, finished the game in 1999, when it was published by Nintendo for North America in November and worldwide by December. It was the first game to require the Nintendo 64 console's Expansion Pak, an accessory that added memory resources. The game had an exceptionally large marketing budget that included advertisements, sweepstakes, and a national tour.


The first PC motherboards with support for RDRAM debuted in late 1999, after two major delays. RDRAM was controversial during its widespread use by Intel for having high licensing fees, high cost, being a proprietary standard, and low performance advantages for the increased cost. RDRAM and DDR SDRAM were involved in a standards war. PC-800 RDRAM operated at 400 MHz and delivered 1600 MB/s of bandwidth over a 16-bit bus. It was packaged as a 184-pin RIMM (Rambus in-line memory module) form factor, similar to a DIMM (dual in-line memory module). Data is transferred on both the rising and falling edges of the clock signal, a technique known as DDR. To emphasize the advantages of the DDR technique, this type of RAM was marketed at speeds twice the actual clock rate, i.e. the 400 MHz Rambus standard was named PC-800. This was significantly faster than the previous standard, PC-133 SDRAM, which operated at 133 MHz and delivered 1066 MB/s of bandwidth over a 64-bit bus using a 168-pin DIMM form factor.



RDRAM memory with integrated heat spreader


A Samsung RDRAM 6400 128 MB


A Samsung RDRAM Installed with Pentium 4 1.5 GHz

Moreover, if a mainboard has a dual- or quad-channel memory subsystem, all of the memory channels must be upgraded simultaneously. 16-bit modules provide one channel of memory, while 32-bit modules provide two channels. Therefore, a dual channel mainboard accepting 16-bit modules must have RIMMs added or removed in pairs. A dual channel mainboard accepting 32-bit modules can have single RIMMs added or removed as well. Note that some of the later 32 bit modules had 232 pins as compared to the older 184 pin 16 bit modules.[1]


The Adventures of Super Mario Bros. 3 focuses on Mario, Luigi, Toad and Princess Toadstool, who reside in the Mushroom World. Most of the episodes revolve around the four characters' efforts to prevent the attacks made by King Koopa and his seven Koopalings to take over Princess Toadstool's Mushroom Kingdom.

A Link to the Past and Four Swords[edit]

Main article: The Legend of Zelda: A Link to the Past and Four Swords

The game was re-released for the Game Boy Advance in 2002 in North America and 2003 in other territories as part of The Legend of Zelda: A Link to the Past and Four Swords, a collaborative development effort between Nintendo and Capcom.[48] The port of A Link to the Past contains minor changes from the original, including the addition of vocal grunts and other sound effects taken from Ocarina of Time and Majora's Mask.[49] Four Swords is a multi-player adventure that interacts with the single-player adventure. Accomplishments can be transferred between the two; for example, if the player learns a new sword technique, it is made available in both modes. By completing Four Swords, a new dungeon called the Palace of the Four Sword is unlocked in A Link to the Past.[50][51] Dungeons are randomly generated and are affected by the number of players.[52] If only two players are active, the game ensures that all puzzles generated do not require a third or fourth player to solve.[52] The plot of Four Swords revolves around the wind mage Vaati who escapes from the Four Sword he is sealed in and captures Princess Zelda to marry her. Link uses the Four Sword to create three copies of himself and rescues Zelda, trapping Vaati in the sword once again. At the time of its release, the story of Four Swords was considered the oldest tale in the series' timeline.[53]

Satellaview games from The Legend of Zelda series
The game was divided in fourths and broadcast in episodic installments (with the only subtitle being the standard Satellaview suffix, Episode X (第X話 dai X wa?) where X was a number between 1 and 4).[19][23] Each episode limited players to a certain restricted playing area either by withholding necessary items or by using obstacles on the overworld map that would be removed in later episodes. This ensured that players would experience a paced gameplay experience and allowed for a closer tailoring of SoundLink plot details to the events unfolding in new areas of the overworld map. The overworld in BS Zelda was altered from the 8 by 16 map used in the original The Legend of Zelda to an 8 by 8 grid,[19] although an effort to make Map 1 roughly comparable in terms of general landscape features to the overworld in Zelda is apparent.[23]

As in the The Legend of Zelda's Second Quest, dungeons are again completely different.[24] Consequently, BS Zelda is sometimes referred to as a "Third Quest" in reference to The Legend of Zelda's Second Quest.[23][25] BS Zelda Map 2 could thus be considered the "Fourth Quest." Carrying on the tradition initiated in the Second Quest where the dungeon map layouts spelled "ZELDA", Third Quest layout spells "St.GIGA"[19] and the Fourth Quest spells "NiNtENDO".



The Legend of Zelda: The Minish Cap. With the power of the four elements, your blade has become the Four Sword. Focus power in your blade and release to fire a beam. Use it to break Vaati's curse and restore the people of Hyrule.

Jump up ^


The Legend of Zelda: The Minish Cap (/ˈmɪnɪʃ/)[a] is an action-adventure game and the twelfth entry in the The Legend of Zelda series. Developed by Capcom, with Nintendo overseeing the development process, it was released for the Game Boy Advance handheld game console in Japan and Europe in 2004 and in North America and Australia the following year.[1] In June 2014, it was made available on the Wii U Virtual Console.


The Minish Cap is the third Zelda game that involves the legend of the Four Sword, expanding on the story of Four Swords and Four Swords Adventures. A magical talking cap named Ezlo can shrink series protagonist Link to the size of the Minish, a bug-sized race that live in Hyrule. The game retains some common elements from previous Zelda installments, such as the presence of Gorons,[2] while introducing Kinstones and other new gameplay features.

Look how the sword on the cover is a cross

Link begins the game with four Heart Containers and four Magic Containers and can acquire up to four more of each, permanently increasing his life points and magic points respectively. Other games in The Legend of Zelda series only allow Link to increase his strength through new weapons, items, and Heart Containers. Certain enemies drain Link's experience when they attack, but he will never lose a level once raised.[1] When a game ends or is saved, the cartridge records Link's current ability levels and the number of experience points required for the next increase, but resets his accumulated points to zero.



Animals also interact differently with the four forms of Link. For example, Link's normal form receives an indifferent response from dogs, Deku Link is attacked by them, Goron Link frightens them, and Zora Link makes them chase him happily.



The Legend of Zelda: Majora's Mask is set in Termina, a land parallel to Hyrule,[18][19] the latter being the main setting of most games in the series. According to legend, Termina was split into four areas by four magical giants that live in four regions of the land. At the center of Termina lies Clock Town, which features a large clock tower that counts down the days before the Carnival of Time—a major festival where the people of Termina pray for good luck and harvests. Termina Field surrounds Clock Town; beyond lie a swamp, mountain range, bay, and canyon in each of the four cardinal directions.


The gameplay is centered on the perpetually repeating three-day cycle and the use of various masks, some of which allow Link to transform into different beings. Link learns to play several melodies on his ocarina, which have a variety of effects, like controlling the flow of time or opening passages to four temples, which house challenges Link must overcome.


From a gate inside Clock Tower, Link and Tatl enter Clock Town while its population prepares for the town's annual Carnival of Time also scheduled to take place in three days. Together they learn that the Skull Kid is waiting at the top of the tower, which is only accessible during the eve of the carnival. After conditions are met, Link and Tatl arrive at the top of the Clock Tower to witness Tael hurriedly speak a riddle to them: "Swamp. Mountain. Ocean. Canyon... hurry, the four who are there... bring them here!" Link is unable to fight the Skull Kid, nor does he have any means to take the mask from him, but manages to get the Ocarina of Time back from his hands. After playing the "Song of Time" on the ocarina, Link and Tatl are brought backwards through time three days earlier — with the ocarina still in his possession and with both him and Tatl having complete memory of all that happened. Meeting with the Happy Mask Salesman again, he sees Link has retrieved his ocarina, and hence teaches him the "Song of Healing", which breaks the curse, returns Link to his human form and seals his Deku Scrub form into a mask which has the power to turn him back into a Deku Scrub if needed. After he finds out Link did not bring back the mask, he panics and explains that the mask conceals an evil, apocalyptic power that was once used by an ancient tribe in hexing rituals. The troubles caused by the mask were so great, that the ancient ones "sealed the mask in shadow forever" to prevent it from being misused. Link must then travel between the four cardinal regions of Termina: Woodfall, Snowhead, the Great Bay, and Ikana Canyon, for each region conceals one of the Four Giants who will be able, once reunited, to halt the moon's crashing. At the same time, each region has been struck with a terrible curse by the Skull Kid which plagues its inhabitants and seals away its giant. To lift the curse and free the giants, Link must enter a dungeon in each region and defeat its boss. After doing so, he obtains the power to summon the giant he has set free.


With all four curses lifted, Link climbs on top of the Clock Tower at midnight on the third day to confront the Skull Kid again. There and then, he summons the Four Giants, who halt the moon's descent toward Termina by holding it up with their arms. Now seeing the Skull Kid as a useless puppet, Majora's Mask drops his grip on him and flies up to possess the moon instead. With Tatl at his side, Link follows the Majora's Mask inside the moon and defeats him once and for all, returning the moon to its proper place in the sky.[22] The Four Giants return to their sleep. Tatl and Tael reunite with the newly liberated Skull Kid. The Happy Mask Salesman takes Majora's Mask, stating it has been purified of its evil power. Link rides away on Epona while the people of Termina celebrate the Carnival of Time and the dawn of a new day.


The game ends with a post-credits scene depicting Link and Epona back in the mysterious forest, resuming Link's search for his friend, as they ride off towards a mysterious light breaking through the thick forest. A drawing on a tree stump of Link, Tatl, Tael, the Skull Kid, and the Four Giants is shown after.



Nintendo. The Legend of Zelda: Breath of the Wild. Nintendo. Impa: The Divine Beasts were piloted by four individuals of exceptional skill from across the land. And thus, the plan to neutralize Ganon was forged... The princess and the hero fought alongside these four Champions against this ancient evil. The Guardians were tasked with protecting the hero, as the Divine Beasts unleashed a furious attack... And when the hero wielding the sword that seals the darkness delivered his final blow, the princess used her sacred power to seal away Calamity Ganon.

Jump up ^


Legends recorded the conflicts between Hyrule and Calamity Ganon, an ancient evil. Each time Ganon appeared, he was defeated by a Princess descended from the Goddess Hylia and as well as the Hero, a warrior. One of these legends occurred long ago in ancient times.[12] During these ancient times, Hyrule was at peace as an advanced civilization. Using their knowledge of technology, they decided to prepare themselves for the return of Calamity Ganon. They created the Divine Beasts, four massive machines resembling animals, as well as an army of autonomous mechanical soldiers they called Guardians.[13] Upon Ganon's return, the Hero, Princess, Guardians and Divine Beasts launched a direct attack on him. The Hero struck Ganon down with the sword that seals the darkness and the Princess used her inherited power to seal Ganon away.[14]

Irozuki Tincle no Koi no Balloon Trip



The game's storyline starts with an ordinary 35-year-old man who watches a direct sales program on television. He orders a book that is said to make its readers popular among women. When the man opens the book, he gets sucked into a picture book world. In this world, he becomes Tingle, wearing a green costume. Tingle meets three characters that accompany him on his journey to escape the world: Kakashi the scarecrow, Buriki the tin robot woman, and Lion the lion. These FOUR characters are inspired by Dorothy, the Scarecrow, the Tin Woodman, and the Cowardly Lion from The Wonderful Wizard of Oz, respectively.[1][2]


four characters journey

The game is set in Hyrule, outside of the official Zelda timeline.[15][16] Long ago, Ganondorf was defeated and his soul splintered into four fragments. Three of them were sealed in different moments in time, while the fourth was trapped by the Master Sword. But Ganondorf plots his resurrection through Cia, a sorceress who protects the balance of the Triforce while maintaining neutrality. Cia becomes fascinated with the spirit of the hero of legend, with her amorous feelings for the hero providing Ganondorf an opportunity to purge her inner light. As a result, Cia becomes consumed in her desires, opening the Gate of Souls, a portal to different time-space realities of Hyrule, to amass an army of monsters. Seeking to unite the Triforce and conquer Hyrule, she uses her subordinates Wizzro and Volga to wage war against Princess Zelda and the Hyrulian army.



Shortly thereafter, Lana is attacked by an unknown figure, who steals the Triforce of Power. At the same time, a new rift is opened and pulls pieces of the landscape from the Great Sea into Hyrule, with many of the islands fusing together. At Impa’s request, Link goes to the Forsaken Fortress to investigate, where he meets Tetra and aids her in fighting off the gathering monsters. As the enemy retreats, Tetra is abducted by the Helmaroc King. Link pursues the bird to the Gerudo Desert and rescues Tetra with help from Lana, who arrives to close the open Gates of Souls and find clues as to why Cia vanished. King Daphnes Nohansen Hyrule appears to them and explains that an evil from his and Tetra's world is responsible for the recent events. The four journey to the Temple of Souls, where they are attacked by the forces of a dark impostor of Cia. Lana frees the real Cia from the darkness, who explains her magic was stolen after her defeat by Phantom Ganon, the true mastermind behind the recent events, which had caused her to disappear. The group tracks him to his hideout, a fusion of the Earth and Wind Temples, and defeat him. As he dissipates, Cia’s magic is returned to her and the Triforce of Power is released from his body, which Lana returns to Cia. Tetra and the King are returned to their native time, and Cia is brought back to the castle, where she, Link, and Zelda use their combined Triforce pieces to restore Hyrule to normal. Having made peace with everyone, Cia returns with Lana to the Valley of Seers to watch over the Triforce together.


Additionally, four DLC packs were released in the months following the game's launch. The first DLC bundle, the "Master Quest Pack", was released in October 2014. This bundle includes a new "Cia's Tale" story campaign, alternate Guardian of Time costumes for Lana and Cia, Epona as a weapon for Link, 16 unlockable character re-color costumes, and most notably, a second map for Adventure Mode. The second bundle, the "Twilight Princess Pack", was released in November 2014, and adds Twili Midna as a playable character, the Dominion Rod weapon for Zelda, Ilia and Postman costumes for Zelda and Link respectively, 16 unlockable character re-color costumes, and a third Adventure Map. The third bundle, the "Majora's Mask Pack", was released in February 2015, and added Tingle and Young Link as playable characters, a Skull Kid costume for Lana, Ocarina of Time costumes for Sheik and Impa, 16 unlockable mask-based costumes, and a fourth Adventure map. The final bundle, the "Boss Pack", was released in February 2015 in Japan and March 2015 in North America, and adds two new modes: "Boss Challenge", in which players fight multiple boss enemies at once, and "Ganon's Fury", in which players can play certain challenges as final boss Ganon, with a playable giant Cucco for Ganon's Fury and 5 new re-color costumes as rewards. Players who purchase all four packs receive an exclusive Dark Link costume.[38]


In Four Swords Adventures (2004), Zelda is once more kidnapped by Vaati. After Link rescues her, it is revealed that Ganon is behind the capture and breaking Vaati's seal. She and the four Links defeat Ganon and escape from Vaati's tower, and she later reunites the four of them.



Tetra (テトラ Tetora?) is a young female pirate who, in The Legend of Zelda: The Wind Waker and The Legend of Zelda: The Phantom Hourglass, causes Link to start his journey. Her mother died when she was young, so she became the leader of the group of pirates. Initially, she does not like Link, unimpressed by his sadness owing to the kidnapping of his sister. Later, however, she comes to respect Link, periodically helping him. Prior to finding out that Tetra's real name is Zelda and that she is the last heiress in the Hylian Royal Family bloodline, Tetra was unaware of her lineage and only knew the stories of the legend of the Hero of Time and the Master Sword. She wore a large piece of the Triforce of Wisdom around her neck as a necklace which when reunited with the piece held by her ancestor, the King of Hyrule, causes her to assume the form of the fair-skinned, blonde Princess Zelda. She eventually helps Link defeat Ganondorf prior to the Triforce's magic returning Tetra to her usual form as she and Link travel to find new land to begin Hyrule anew. However, during their journey, Tetra is taken by the Ghost Ship and turned to stone by Bellum before Link restores her to normal.


As revealed in Spirit Tracks, Tetra founded the land on which Hyrule was established; her descendant, the game's incarnation of Zelda, is the kingdom's ruler a century later. Tetra also appears in "Navi Trackers", a part of the Japanese version of The Legend of Zelda: Four Swords Adventures, and appears as a playable character in Hyrule Warriors Legends, the 3DS port of Hyrule Warriors.[17]

The differences are the names of the locations and in Termina, there are four distinct regions, one in every compass direction, and the main town, Clock Town, in the center. Death Mountain and Woodfall are a pair, Ikana Canyon and the Gerudo Desert are a pair, the Great Bay and Lake Hylia, and Snowhead Mountain corresponds to Zora's Domain.


There are four types of Deku depicted in the series: Deku Scrubs, Mad Scrubs, Business Scrubs, and Royal Scrubs


Light Spirits[edit]

There are four Light Spirits (光の精霊 Hikari no Seirei?) throughout Hyrule. All of the light spirits are found in Twilight Princess.


The first light spirit is Ordona (ラトアーヌ Ratoānu?), best described as an Ordon Goat. Ordona has a spiraling circular orb in between her antlers and first appears at Ordon Spring. She appears once Link has defeated the first Shadow Beast.


The second light spirit, Faron (フィローネ Firōne?), is described as a monkey/ape. He is holding his golden orb with his tail eclipsed over his head. He appears in Faron Spring, and will fully appear when Link has completed the first collection of twilight bugs.


The third light spirit, Eldin (オルディン Orudin?), is described as an eagle, with his orb between his feet. He appears in the lake near the shaman's house in Kakariko Village, and will fully appear once Link has completed the second collection of twilight bugs.


The fourth and last light spirit, Lanayru (ラネール Ranēru?), is described as a serpent, with his orb inside his mouth. He appears in the cave at Lake Hylia. He fully appears when Link has completed the third and final collection of twilight bugs. But once Link is back to his human form, and after Lanayru tells him the story of the three goddesses and the three Fused Shadows, Zant appears. Zant will then embed the Shadow Crystal in Link's skull that will allow Link to transform into his human and wolf form. He will also expose Midna to Lanayru, causing her to become very ill, and sending Link on the quest for the Master Sword.

The Champions in The Legend of Zelda: Breath of the Wild play a near-identical role to the sages in the previous titles. The Champions consisted of four of the best warriors of the races across the land and were formed by Princess Zelda and the King of Hyrule to combat Calamity Ganon. They had the duty of piloting the Divine Beasts and assisting the Hylian Champion Knight Link in delivering the final blow to Ganon. But one hundred years prior to the game, while the Champions were sealing away Ganon, they were killed by the blight Ganon monsters he spawned to take control of the Divine Beasts while using them and the Guardians to devastate Hyrule. The Champions remained powerless for a century until Link freed the Divine Beasts from Ganon's influence, allowing the spirits to complete their task.


Daruk: The Goron Champion and pilot of Vah Rudania. He is courageous of heart and extremely dedicated to defeating Calamity Ganon. Although usually calm, he becomes loud and ferocious during battle and believes in Link's capabilities as a fighter. He grants Link a brief invincibility power-up called "Daruk's Protection" an ability also shared by his descendant, Yunobo, who assisted Link in freeing his ancestor.

Mipha: The Zora Champion and pilot of Vah Ruta. The beloved princess of the Zora, Mipha was the daughter of King Dorephan and the elder sister of Prince Sidon; possessing the unique ability to heal others, an ability not shared by others of her race. She was also a childhood friend of Link. She created a suit of Zora Armor to be given to her future husband, intending to present it to Link of whom she held romantic feelings for. Sadly, Mipha did not get a chance to present the armor to Link before her death. While her father and brother were aware of her feelings for the Hylian knight, she kept them secret from her mentor Muzu due to his prejudice against Hylians.

Revali: The Rito Champion and pilot of Vah Medoh. Egotistically prideful, Revali is very skilled in aerial battles and has exceptional sight and archery skills. He believes himself to be superior to Link in every way and finds it insulting that Link is main one to stop Ganon instead of him, but changes his views on the Hylian hero after Link frees his spirit from Calamity Ganon.

Urbosa: The Gerudo Champion and pilot of Vah Naboris. She is a strong and courageous leader while showcasing care and concern for Princess Zelda's well-being. Urbosa still feels bitter about her failure as a Champion one hundred years prior. However, she expresses personal pleasure in being able to help defeat her people's shame (being that Ganon's previous incarnation was a Gerudo himself).


Damian's plan is to use four EMPs, dubbed the Four Horsemen, to stop all electricity in the world, then plans to rule. Originally Alec does light missions, mostly destruction of Nostra property (like a vehicle created from Nostra and stolen IES technology). However, Nostra hijacks the "Weapons Van" and an Interceptor, and Alec is forced to destroy it. Eventually, the G-6155 Interceptor receives an upgrade (and a change of paint)to the G-6155 Interceptor II, complete with an EMP Launcher, Scanner, and a shorter Turbo lag time. Later, He finds the headquarters where the Four Horsemen are based in Petra. After a hard-fought battle, the Four Horsemen are diffused and explode, while Alec escapes on the Interceptor II. Coming out of the base just in time, the car begins rapidly descending to the ground. Alec, realizing the fate below, deploys parachutes. After landing safely on the ground, he heads toward Russia, setting the stage for SpyHunter 2. (Curry is most likely killed in the explosion, as Noah Thurgood takes over Nostra).

Balance, Power, Skill, Gimmick



Create New the left: Jack-of-All-Stats, Fragile Speedster, Mighty Glacier and... er... whatever it is The Chick gets to drive.

When there are four player characters available in a video game, often one of the choices (usually your first pick) is a balance of whatever stats the game plays with. The second choice is at one end of the stats scale; the third choice is at the other end, opposite of the second, and the fourth choice is somehow set apart from the three others by having a completely different gimmick, often one that doesn't directly tie into the stats scale.

The standard set up is a combination of Jack-of-All-Stats, Mighty Glacier, Fragile Speedster, and then something else for variety. But "Power vs Speed" can be substituted by just about anything as is relevant to the game: magic vs. physical power, range vs. melee, jump height vs. run speed, offense vs. defense, or other things.

Related to Faction Calculus. Subtrope of Competitive Balance. The gimmick is often a Master of None, though it may prove Not Completely Useless in That One Level.



Armored Warriors, known in Japan as Powered Gear - Strategic Variant Armor Equipment (パワード ギア: ストラテジック ヴァリアント アーマー イクイプメント?), is a 1994 mecha-themed beat-em-up game released by Capcom as a coin-operated video game for their CP System II hardware



1st Lieutenant Jeff Perkins pilots the AEX-10M BLODIA, a well-designed machine that is equally matched in all areas of combat. Its firepower is below average but makes up slightly greater attack distance.

Captain Ray Turner pilots the SVA-6L REPTOS, a mecha designed for close ranged/melee combat. Its light and mobile specifications make it plausible for high-speed situations.

Major Glenn Reed uses the AEX-10H GULDIN, a power-type mech used for absorbing damage and plowing through opposition. Its high attack statistics give it a low speed designation, however.

2nd Lt Sarah White uses the AEX-12J FORDY, an extremely fast mech used for rushing attacks and a featuring a high mobility. It lacks a sufficient amount of armor and must use its speed to avoid damage.


The PSP face buttons (Triangle, Circle, Cross, Square) each represent a drum, which must be struck in accordance with an established rhythm in order to give instructions to an army of Patapons.[8] The main new addition being the "Uberhero" who acts as the player's avatar and is the character that physically beats the drums rather than the omnipresent god previously.[9]


Together, they found Hatapon and, after using the Pon drum along with Hatapon, the Uberhero learns how to use them. They also restored three other Patapons, Ton Yarida, Chin Taterazay and Kan Yumiyacha, forming the Trifecta and brought the petrified Meden along with them to their new Hideout, where they (and the player) are then introduced to the new shops, barracks, the Herogate, and the rest of the new features. The Uberhero and the Trifecta


Unlike many cross-over scenarios, where characters from one world are transplanted into another, in Tales of VS. all of the characters from different games come together into a new, original world, called Dailantia.[10] The world is largely drained of resources, with only four countries left, all needing the remaining resources.[10] The four countries consist of the Holy Kingdom of Hazel, the Knight States of Fleswelg, the New Imperial Nation Niddshogg, and the Free States Alliance of Dyne.[10] The "World Tree", the source of the world's energy (called "mana" in-game), only releases a "Great Seed" of energy every couple of years, which leads to the Nations fighting amongst themselves for ownership of it.[10]




Tales of VS. (テイルズ オブ バーサス Teirusu Obu Bāsasu?) (pronounced as "Tales of Versus") is crossover fighting game featuring various characters across the Tales video game series. It was developed by Matrix Software and published by Namco Bandai Games for the PlayStation Portable on August 6, 2009 in Japan. It was not localized for release in any other regions.


Battles can feature up to a total of four characters at a time,[7] with an emphasis on two on two battles, although "free for all and one vs. two battles do occur as well.[

A wireless "Multiplayer Mode" is also available, for up to four players to battle amongst each other.[10] "Grade Points" earned from performance in multiplayer battles can be used in the "Story Mode" as well.[10] In addition to the specific "Multiplayer Mode", a number of the other modes can be played with a second player in a cooperative manner as well.[10]



Anticipation is a video board game developed by Rare and released by Nintendo for the Nintendo Entertainment System (NES) in 1988. It is playable in either single player or multiplayer mode, with up to four players competing against each other and/or computer-controlled opponents.

Contents [hide]

1 Gameplay

1.1 Difficulty settings

2 References

3 External links



Example of a drawing puzzle, to which the answer is "top hat"

Before the game begins, the number of human and computer players must be chosen, as well as the difficulty setting. There must always be at least one human player, and the total number of players (human plus computer opponents) can be no more than four. Players use the controllers to buzz in during the game; if more than two players are competing, they may either share the controllers or use the NES Four Score to allow each one to have his/her own.[1]


Anticipation combines gameplay elements from Pictionary and Trivial Pursuit board games. The player is represented by one of four game pieces on a board: a pair of pink high-heeled shoes, a horn, an ice cream cone, and a teddy bear. The game slowly draws a picture, and the first person to buzz in may try to guess it. A die counts down from six to zero while the picture is being drawn. As soon as a player buzzes in, the die and the drawing both freeze and the player has 25 seconds to spell out the answer. Making two mistakes, or running out of time, locks the player out; the drawing and the die countdown both resume, and the other players can then buzz in.


Four categories are in play per level, each corresponding to one of the four colors on the board (blue, green, pink, yellow). Correctly solving a puzzle credits the player with its color and moves his/her token by the number of spaces shown on the die; the next puzzle is played in the category for the color on which it lands. If no one solves a puzzle, a new one is played in the same color. Once a player has collected all four colors on a level, the token rises to the next higher level. The first player to complete every level wins the game.


There are three levels on the Easy and Medium difficulty settings, and four on the Hard and Very Hard settings. From the third level on, the board includes gray "Feature Squares." Landing on one of these causes the player's token to fly around the board until a button is pressed; a puzzle is then played in the color that was hit. The fourth level has the same layout as the third, but with several "Drop-Out Squares," or gaps where spaces have been removed. Landing on a Drop-Out Square causes the player to fall back down to the corresponding position on the third level, but he/she retains credit for the colors of any solved fourth-level puzzles and must collect the others to climb back up.



Anticipation is a video board game developed by Rare and released by Nintendo for the Nintendo Entertainment System (NES) in 1988. It is playable in either single player or multiplayer mode, with up to four players competing against each other and/or computer-controlled opponents.

Contents [hide]

1 Gameplay

1.1 Difficulty settings

2 References

3 External links



Example of a drawing puzzle, to which the answer is "top hat"

Before the game begins, the number of human and computer players must be chosen, as well as the difficulty setting. There must always be at least one human player, and the total number of players (human plus computer opponents) can be no more than four. Players use the controllers to buzz in during the game; if more than two players are competing, they may either share the controllers or use the NES Four Score to allow each one to have his/her own.[1]


Anticipation combines gameplay elements from Pictionary and Trivial Pursuit board games. The player is represented by one of four game pieces on a board: a pair of pink high-heeled shoes, a horn, an ice cream cone, and a teddy bear. The game slowly draws a picture, and the first person to buzz in may try to guess it. A die counts down from six to zero while the picture is being drawn. As soon as a player buzzes in, the die and the drawing both freeze and the player has 25 seconds to spell out the answer. Making two mistakes, or running out of time, locks the player out; the drawing and the die countdown both resume, and the other players can then buzz in.


Four categories are in play per level, each corresponding to one of the four colors on the board (blue, green, pink, yellow). Correctly solving a puzzle credits the player with its color and moves his/her token by the number of spaces shown on the die; the next puzzle is played in the category for the color on which it lands. If no one solves a puzzle, a new one is played in the same color. Once a player has collected all four colors on a level, the token rises to the next higher level. The first player to complete every level wins the game.


There are three levels on the Easy and Medium difficulty settings, and four on the Hard and Very Hard settings. From the third level on, the board includes gray "Feature Squares." Landing on one of these causes the player's token to fly around the board until a button is pressed; a puzzle is then played in the color that was hit. The fourth level has the same layout as the third, but with several "Drop-Out Squares," or gaps where spaces have been removed. Landing on a Drop-Out Square causes the player to fall back down to the corresponding position on the third level, but he/she retains credit for the colors of any solved fourth-level puzzles and must collect the others to climb back up.


Time Lord is a side-scrolling action-platform video game developed by Rare and published by Milton Bradley Company for the Nintendo Entertainment System. It was released in North America in September 1990 and in Europe in 1991.


Contents [hide]

1 Plot

2 Gameplay

3 Reception

4 References


In the year 2999, Earth is under siege by aliens from the planet Drakkon. Using time travel technology, they have sent armies to four periods in human history, with the intention of altering history to make humankind easier to conquer in the present. The player assumes control of the "Time Lord", who has until January 1, 3000 AD to vanquish the enemy in the past, or else he will self-destruct along with the time machine.[2]




The first level of Time Lord.

The player begins in the MB Time Travel Research Centre, then progresses through four levels based on periods in human history (Medieval England 1250 AD, Western United States 1860 AD, Caribbean 1650 AD, and France 1943 AD). After the Drakkon forces have been eliminated, the player returns to the present to do battle with the Drakkon King.


Captain Skyhawk is a scrolling shooter video game developed by Rare and published by Milton Bradley Company


The player takes a role of a fighter pilot working to repel an alien invasion. Aliens have invaded Earth, and have built four land bases. These bases are designed to drain Earth's energy and feed it to their mother space station. If the space station is allowed to obtain enough energy, it will destroy the Earth with a massive laser blast. The player must destroy the FOUR enemy bases

The player can fire four types of weapons: Cannon, Phoenix Air Intercept Missiles, Maverick air-to-ground missiles, and Hawk bombs. The cannon is the only weapon with an unlimited supply. The rest of the weapons must be purchased between missions after docking with the space station. The purchases are made with credits obtained through the levels by destroying all aliens that are in a group. Purchasing additional cannons allows the player to fire much more rapidly.

Who Framed Roger Rabbit is an action-adventure video game created for the Nintendo Entertainment System by Rare and published by LJN in 1989


In order to complete the game, the player must find all FOUR pieces of Marvin Acme's lost will, then enter a warehouse in Toontown and defeat Doom.


Who Framed Roger Rabbit is a video game based on the film of the same name for the DOS, Amiga, Atari ST, Apple II and Commodore 64. It was released by Buena Vista Software in 1988.


The player controls Roger Rabbit through four levels, each with its own specific task to complete.


In the first level, the player must drive Benny the Cab to reach the Ink and Paint Club ahead of the Toon Patrol, jumping and swerving to avoid cars and puddles of Dip in the road. The second level is set within the club; here, the player must pick up all the sheets of paper being laid on the tables by the penguin waiters, since one of them is Marvin Acme's will. However, the player has to avoid picking up whiskey drinks or being grabbed by the club's gorilla bouncer. The third level is another race against the Toon Patrol to Acme's Gag Factory, and the fourth requires the player to use various joke items to get past the weasels, stop Doom, and save Roger's wife Jessica from being obliterated by Doom's Dip cannon.

NES Four Score

From Wikipedia, the free encyclopedia

NES Four Score


Developer Nintendo

Manufacturer Nintendo

Type Multitap

Generation Third generation

Release date 1990

Input NES controller port

Controller input NES controllers

Platform Nintendo Entertainment System


compatibility All NES games (1 or 2 players)

The NES Four Score is a multitap accessory created by Nintendo in 1990 for the Nintendo Entertainment System. Select games can utilize it to enable up to four-player gameplay.[1] The NES Four Score is similar to the previously introduced NES Satellite, a device that allows four players to connect to the NES and extends the range using infrared wireless communication.


Prior to the advent of multitap support on NES, the NES games which support more than two players, require the players to pair up and then alternate turns while sharing the same pair of NES controllers. Some games that originally feature support for more than two players, such as some arcade games, support only two simultaneous players in their NES versions.


On the NES Four Score, there is an option to switch between two-player and four-player modes, and there are turbo A and B buttons that give any of the connected controllers a rapid fire boost. The NES Four Score can also be used as a controller extension cable because the wire which leads from the accessory to the NES is several feet in length.[2]


Contents [hide]

1 Games

2 4-Players Adaptor

2.1 Games

3 References

4 See also


These games are compatible with the NES Four Score, for more than two concurrent players.



8-Bit Xmas 2011

Bomberman II

Championship Bowling [3]

Danny Sullivan's Indy Heat

Gauntlet II

Greg Norman's Golf Power

Harlem Globetrotters

Heavyw8bit's NESK-1 [4]

Kings of the Beach [5]

Magic Johnson's Fast Break

Monster Truck Rally


NES Play Action Football

A Nightmare on Elm Street [6]

Nintendo World Cup [7]

R.C. Pro-Am II

Rackets & Rivals

Roundball: 2 on 2 Challenge

Spot: The Video Game

Smash TV

Super Off Road

Super Jeopardy!

Super Spike V'Ball

Swords and Serpents

Top Players' Tennis

4-Players Adaptor[edit]

The 4-Players Adaptor (Japanese: 4人プレイヤーズアダプタ?) is a licensed peripheral released for the Famicom in Japan by Hori.[8] It is the Famicom's equivalent to the NES Four Score.[9] Its purpose is to allow up to four players to play simultaneously in compatible games by allowing for additional controllers to be connected through the console's expansion port. The adapter also features a switch that allows the first two players to use external controllers in lieu of the standard Famicom controllers, giving each player the choice to use an external controller. Many of the titles in Technōs Japan's Kunio-kun series support the adapter.



Downtown Nekketsu Kōshinkyoku: Soreyuke Daiundōkai

Ike Ike! Nekketsu Hockey Bu: Subette Koronde Dai Rantō

Moero TwinBee: Cinnamon-hakase o Sukue! (3-players)

Nekketsu Kakutō Densetsu

Nekketsu Kōkō Dodge Ball Bu

Nekketsu Street Basket: Ganbare Dunk Heroes

Kunio-kun no Nekketsu Soccer League

U.S. Championship V'Ball



The game incorporates three main game modes: Puzzle, Wipeout and Marathon. There is also a fourth game mode called "Max's Mystical Muddle" which is opened up by completing all of the puzzles in Puzzle mode.



Super Glove Ball is a game made by Rare in 1990 for the Nintendo Entertainment System, specifically designed to be played with the Power Glove controller


Set in the then-futuristic year 2005, the story line is that the player's shuttle commander has been trapped in a dimensional maze in outer space.[3] Only he can rescue the commander by throwing energy balls at the walls.[4] Four different types of energy balls can be used; effects range from slowing down the opponent to killing them outright.[5]


Each character in the game has two or four different endings. Which ending the player gets depends whether or not the player kills (by using a finishing move vs. simply depleting their health) one or more certain character(s) during the course of the game. For example, Jago's endings both involve Fulgore and B. Orchid (if Fulgore does not kill Jago and B. Orchid, they team up and destroy him). Thus, killing or not killing them over the course of the game alters the outcomes of his endings:


If he kills both of them, he relishes his victory over Fulgore, but feels an inexplicable emptiness in his heart.

If he kills Orchid but doesn't destroy Fulgore, the cyborg will eventually make a lethal attack on him after he wins the tournament, and fulfills Ultratech's original purposes by seizing control of the world.

If he kills Fulgore but spares Orchid, his enjoyment of his enemy's demises is only sweetened by the discovery that Orchid is his older sister.

If he spares both their lives, he makes that discovery when Orchid saves him from Fulgore's attack.

the goal for each racer is to qualify for the next race by finishing in the top three in the four-car field. The game ends if players finish in fourth

Rollerball (ローラーボール Rōrābōru?) is a video game produced by HAL Laboratory, Inc. in 1988 for the Nintendo Entertainment System four years after its initial release on the MSX. It is designed to be played by one to four players, in turn. It is an emulation of a pinball machine.


The pinball machine rendered in Rollerball is composed of four screens, which, by proportion, would be about as long as two standard pinball tables if it were a real table. The graphics on two of the four screens are based on various aspects of the New York City skyline. The topmost screen (hereafter called the bonus screen) merely shows some clouds and a blimp. The second screen (the main screen) shows the top of the Empire State Building, while the third screen (intermediate) shows the lower skyline and the Statue of Liberty. The lowest (final) screen shows only a blue backdrop, representing the Ocean.


A hidden Pac-Man theme room in the "regular pinball mode", found only in the Japanese version.



Bushnell felt the best way to compete against imitators was to create better products, leading Atari to produce sequels in the years followings the original's release: Pong Doubles, Super Pong, Ultra Pong, Quadrapong, and Pin-Pong.[2] The sequels feature similar graphics, but include new gameplay elements; for example, Pong Doubles allows four players to compete in pairs, while Quadrapong—also released by Kee Games as Elimination—has them compete against each other in a four way field


Bases Loaded 4 (known in Japan as Moe-Pro! Saikyou Hen) is the fourth installment for the Bases Loaded Series for the NES.



This video game was released in November 1991 in Japan and April 1993 in North America. The game is the fourth installment of the Bases Loaded series, and the last of the original NES series.


The Blue Marlin (ザ‧ブルーマリーン?) is a 1991 fishing video game developed and published by Hot B for the Nintendo Entertainment System (NES). Following in the tradition of its predecessors, The Black Bass for MSX and The Black Bass for NES, the objective is to win a tournament by catching the largest fish in the time allotted. The Blue Marlin features four tournament rounds (one in Florida and the other three in Hawaii).


The use of the Nazi Swastika in the Japanese Famicom version (above) was replaced with a new avian symbol for the English NES version (below)


For the release of the international version of the game, several changes were made. All references to Nazism in text and imagery were removed for the English localization. The Empire in the Japanese version was actually a neo-Nazi nation and the Imperial Army's insignia was a Nazi Swastika with a thunderbolt behind it. In the English version, the Nazis were referred as the "Badds" (though the back-story in the American version's manual referred to them as the "Nazz"[10]), the Imperial Army's Swastika insignia was changed into a new one resembling an eagle, and the leader of the villains, originally called Weizmann in the Japanese version,[3] was renamed Killt.

The use of the Nazi Swastika in the Japanese Famicom version (above) was replaced with a new avian symbol for the English NES version (below)


The Black Bass, known in Japan as The Black Bass II (ザ・ブラックバスII Za Burakku Basu 2?), is a NES fishing video game, developed by HOT・B and released in June 1989. It is the sequel to the Japan-exclusive The Black Bass on MSX and Family Computer.

The objective of the game is for the player to advance in a series of bass fishing tournaments at four different lakes. Each tournament takes place from sunrise to sunset, and at the conclusion of the day, the player will only advance to the next tournament if they have caught a large number of bass with a high average weight. Pike, rainbow trout, and brown trout may also be caught, but will not affect the player's standing in the tournament.

There are a total of eight teams (four from Canada and four from the United States), each one representing a city that housed a NHL team at the time of development. The four Canadian cities are Toronto, Vancouver, Montreal, and Edmonton. The four American teams are from New York, Chicago, Los Angeles and Minnesota. Teams are depicted with jerseys that vary in color.[citation needed]


Bomberman in action on the NES.


Area 1-1



Bomberman II (ボンバーマンII Bonbāman Tsū?) is a video game developed and published by Hudson Soft and released for the Family Computer/Nintendo Entertainment System in 1991. The game was titled Dynablaster in Europe.


Gate of Thunder (ゲート オブ サンダー?) is a 1992 scrolling shooter by Hudson Soft and Red Entertainment for the PC Engine Super CD-ROM². It was also a pack-in game for the TurboDuo in North America,[1] where it was bundled with Bonk's Adventure, Bonk's Revenge, and Bomberman (the last one playable only after entering a code) on the same disc. (FOUR IN ONE) It was released on the Wii Virtual Console on October 15, 2007 in North America and on December 4, 2007 in Japan. The game is the first CD based game on the American Virtual Console.[2] It was released on the PlayStation Network on March 17, 2010 in Japan.


The Adventures of Gilligan's Island

The game's four levels are dotted with threats from creatures in addition to headhunters and the surrounding terrain. Player have to wander around the island, collecting various objects, speaking with the other castaways (the millionaire, his wife, the Professor, and Mary Ann) and solving various puzzles.[2] Players most also frequently rescue Gilligan, who frequently gets lost or stuck in things, the player has to pull him back with a rope or rescue him if he falls down one of many holes. The game has a password feature for all four levels.


Enemies deplete the player's life bar and there is also a time limit for each level.[2] The Skipper can attack most of the game's enemies with a punch or a club. There are four bosses in the game (a gorilla, a large cannibal who is the leader of the headhunters, a large bear, and a skeleton).[3]



All-Pro Basketball, known as Zenbei!! Pro Basketball in Japan, is a basketball video-game developed by Aicom and published by Vic Tokai for the Nintendo Entertainment System.


There are four modes of gameplay. One-player, which pits the player in a solo match against a computer opponent. Two-player, which is a co-op match against a computer opponent. Versus, which is a two player mode that pits the players against each other. And finally, Watch, which allows the player to watch a computer-controlled match. The court is displayed in a vertical fashion, from a top-down perspective, revealing only half of the court at a time. If the ball travels past the half-court line, the screen goes black temporarily and changes over to the other half of the court (which looks identical, save for the color of the floorboards). This is done to alert the player that they have travelled to a different side of the court. When a player attempts a slam dunk, gameplay will pause and cut to a detailed animation of the maneuver.

Arch Rivals is a basketball arcade game released by Midway in 1989



Games generally follows standard basketball rules; a full game consists of four quarters, with four minutes each. Each team has two players, and the objective of the game is to outscore the opponent until the final buzzer sounds. A player can call for his teammate to pass him the ball or to shoot it in this battle royale. [3]


If the game results in a tie after four quarters, multiple sudden death overtime periods are added, in which case whoever scores the next basket will win the game. Every overtime period is one minute. If, however, no score occurs after overtime the procedure repeats.


In 2008, React Games acquired the license from Free Fall to develop the Archon title across multiple platforms. It released an iPhone version in June 2009 (no longer available on the iTunes Store as of 2016).[18] React Games was founded by Chad Lee, who had worked on the non-commercial version of the game, Archon Evolution.[19] A follow-up title Archon: Conquest from React Games was released in September 2009 for the iPhone (no longer available on the iTunes Store as of 2016).[20] It is a single-player game set in the Archon universe that features four campaigns, each with 15 quests.


Archon: Classic for Windows was released in May 2010 by React Games. It features new gameplay elements not in the original game, such as four player support, four AI settings, various new boards to choose from, pieces that level up, power-ups in combat and more.[21] Campaign mode with unique stories and set layouts for both light and dark sides is another addition. Consistent with Archon Ultra, pieces are also endowed with secondary abilities- for example, knights can now use their shields to deflect attacks in addition to sword strikes. As of 2015 Archon: Classic remains available in the Steam store.[22]


The dance stage, divided into 9 sections, 4 of them in the cardinal directions contain pressure sensors for the detection of steps.


A standard Dance Dance Revolution arcade machine consists of two parts, the cabinet and the dance platform. The cabinet has a wide bottom section, which houses large floor speakers and glowing neon lamps (led on X cabinets and hide lights on white cabinets). Above this sits a narrower section that contains the monitor, and on top is a lighted marquee graphic, with two small speakers and flashing lights on either side. Below the monitor are two sets of buttons (one for each player), each consisting of two triangular selection buttons (four on X and white cabinets) and a center rectangular button, used mainly to confirm a selection or start the game.



The dance stage, divided into 9 sections, 4 of them in the cardinal directions contain pressure sensors for the detection of steps.

The dance stage is a raised metal platform divided into two sides. Each side houses a set of four acrylic glass pads[9] arranged and pointing in the orthogonal directions (left, up, down and right), separated by metal squares. Each pad sits atop four pressure activated switches, one at each edge of each pad, and a software-controlled cold cathode lamp illuminating the translucent pad, not available on the white cabinet. A metal safety bar in the shape of an upside-down "U" is mounted to the dance stage behind each player. Some players make use of this safety bar to help maintain proper balance, and to relieve weight from the legs so that arrows can be pressed with greater speed and accuracy.


Some DDR cabinets are equipped with Sony PlayStation memory card slots, allowing the player to insert a compatible memory card before starting a game and save their high scores to the card. Additionally, the equivalent home versions of DDR allow players to create and save custom step patterns (edits) to their memory card — the player can then play those steps on the arcade machine if the same song exists on that machine. This feature is supported in 2ndMix through Extreme. SuperNova didn't support memory card slots. However, it introduced Konami's internet based link system e-Amusement to the series, which can save stats and unlocks for individual players (but cannot store edits). This functionality however, could only be used in Japan. During the North American release of Dance Dance Revolution SuperNOVA 2, an e-Amuse capable machine was made available at a Brunswick Zone Arcade in Naperville, Illinois. This machine was hosted on a different network than the Japanese version, and the only other machine on the network was located in Konami's American branch in El Segundo, California. e-Amusement functionality would later be made available in North America with the release of Dance Dance Revolution A.


The Solo arcade cabinet is smaller and contains only one dance pad, modified to include six arrow panels instead of four (the additional panels are "upper-left" and "upper-right"). These pads generally don't come with a safety bar, but include the option for one to be installed at a later date. The Solo pad also lacks some of the metal plating that the standard pad has, which can make stepping difficult for players who are used to playing on standard machines. An upgrade was available for Solo machines called the "Deluxe pad", which was closer to the standard cabinet's pad. Additionally Solo machines only incorporate two sensors, located horizontally in the center of the arrow, instead of four sensors (one on each edge).


Bad News Baseball, originally released as Gekitō!! Stadium (激闘スタジアム Gekitō Sutajiamu?, lit. "Fierce Fighting!! Stadium") in Japan, is a baseball game for the Nintendo Entertainment System. The goal for players was to defeat every other team in the game. Gameplay could continue indefinitely until this occurred.




Like in real baseball, typical gameplay includes pinch hitters and pinch runners, stolen bases, four types of pitches and players with different attributes. Neither the ultra, nor the super league uses the DH rule.



Barker Bill's Trick Shooting is a light gun shooting game released in North America for the NES by Nintendo in 1990. It is based on the cartoon show titled Barker Bill's Cartoon Show, which was created by Paul Terry in 1952.


Barker Bill's Trick Shooting consists of four carnival-type game modes in which the player uses a Zapper to shoot various objects with your Zapper for points. Higher scores are given for more daring shots: those on the verge of disappearing or breaking award the most points. The game modes consist of:


Balloon Saloon

The player attempts to shoot balloons flying away while avoiding hitting the dog from Duck Hunt. Ballons are worth 100 points each.

Flying Saucers

Barker Bill and his assistant Trixie will toss plates across the screen. Shoot the plates while avoiding Bill, Trixie, and the parrot. Plates are scored according to how close they are to the floor: from 100 very high up to 500 just above the floor.

Window Pains

Assorted objects will fall down a screen full of windows, but some of the windows are closed, blocking the player's shots. He can only hit objects through open windows. Hits are scored according to the row the object is hit: from 100 at the top row to 500 on the bottom.

Fun Follies

This involves progressing through the previous three in turn followed by two additional stages:


Cyber Stadium Series: Base Wars (commonly shortened to Base Wars or BaseWars


While maintaining four basic baseball elements of pitching, batting, fielding, and base running, Base Wars adds a fighting element to the game featuring FOUR robot classes; a traditional cyborg that looks more like an android, a tank, a flybot, and lastly a motorcycle. A player's robots can be upgraded with new and advanced weaponry and repaired with money earned for game wins during tournaments.[3]

Players can select one of four types of robots for each edit team roster slot - a cyborg, flybot, mcycle (motorcycle) or tank.


Baseball Simulator 1.000 (超人ウルトラベースボール?, Choujin Ultra Baseball) is a baseball game released on the NES. It was released in 1989 in Japan, 1990 in North America.

In the game, there are four leagues available. The first two contain only normal teams, the third contains only ultra teams, and the fourth allows a player to create their own league from any mixture of normal and ultra teams. A player can either control a normal baseball team or an ultra baseball team with super hitting and pitching plays to boost their chances of winning.

Four levels


Batman Returns is a video game for various platforms based on the movie of the same name


The Atari Lynx version is a 2D side-scroller consisting of four levels. The first level you face the Circus Gang with Penguin as the end level boss. The second level you face the police on the roof tops with Catwoman as the end level boss. The third level you have to defeat Penguin's forces in the sewer, while the four level is titled "Arctic World" where you face Penguin for the final time. The game was developed in-house by Atari-Eypx produced by John Skruch with the main programmers being Jerome Starch and Eric Ginner.[1] There was an Atari Lynx II release which came with Batman Returns.[2]




Submarine (1 square)

Frigate (2 squares)

Destroyer (3 squares)

Cruiser (4 squares)

Battleship (5 squares)

Carrier (8 squares)


The NES version featured four tracks: Daytona, Talladega, Watkins Glen, and Sears Point, the latter two being road courses.


The "field of sixteen" included:


The player-controlled car, and

Bill Elliott

Amory Jackson

Bo Johanson

Buddy Kiss, Jr.

Cole Mattrick

Cooter Davis

Curtis Colwell

Danny Yates

Doc Jones

Jason Williams

Jim Bob Lee

Lamar Stevens

Mick Jacobs

Ray Parson

T-Bone Henry



Contra Force begins with the player being asked to choose between one of four characters. In addition to Burns, the team's leader, the player can also choose between Iron, a heavy weapons expert; Smith, a sharpshooter; and Beans, a demolitions expert. Each character differ from each other, not just in what weapons they wield, but also in their speed and jumping ability.[1]


TAKES PLACE DURING AD 4444 (THE QUADRANT MODEL)- THE FOURTH LEVEL IS DIFFERENT AND CAN DO THE FIRST FOUR LEVELS IN ANY ORDER- IT IS THE FOUR PLUS THREE PATTERN- THERE ARE FOUR CHARACTERS- THE ELITE FOUR.There are a total of seven stages in the game. Like Shattered Soldier, the four initial stages can played in any order and be replayed anytime for higher grading. The fifth stage can only be selected by clearing the first four stages, while the sixth and seventh stages are only available if players maintain an above average grade overall. There is a difficulty setting in the options menu, and playing on Easy difficulty grants players 30 lives to beat the first four missions, but on this difficulty it is impossible to view the game's ending. Normal mode offers players 5 lives and 7 continues to complete the seven missions of the game.


Neo Contra takes place during A.D. 4444 when the Earth has been transformed into a prison planet, home to criminals and political rebels. From this underworld society rises a new order called "Neo Contra". This government quickly showed its true colors, as it has other plans than bringing back normal civilization. Carrying out this new threat are four renegade Contras (elite warriors), who are called the Four Elite, united under the command of mysterious Master Contra. Thus, Bill Rizer is partnered with Genbei "Jaguar" Yagyu, a samurai, and the two are sent to Earth to deal with the Neo Contra threat. After defeating the Four Elite, the heroes discover the truth behind "Neo Contra", which is a facade for "Project C", a plan to create half-human AI from Bill Rizer's DNA, as an ultimate weapon, which is now Master Contra. Bill Rizer himself is just a clone of the original one, a side-objective of "Project C". With the help of Mystery G, an elder Contra operative, the heroes managed to defeat Master Contra and put an end to "Project C".


Cool World is a 1993 action game for the Nintendo Entertainment System that is loosely based on the movie Cool World.


As Detective Harris, the player must navigate through four different levels and stop Holli Would while collecting coins and shooting at rogue doodles.[3] These levels include the streets of Cool World, the road the separates Cool World from the place that the playful characters of Sweet Place live, the town of Sweet Place and its surrounding countryside.


Crackout (謎の壁 ブロックくずし Nazo no Kabe: Block-kuzushi?) (Block Break: The Mysterious Wall) is a video game by Konami that was released in Japan for the Family Computer Disk System on December 13, 1986, and in Europe and Australia for the Nintendo Entertainment System in 1991.


There are FOUR zones of eleven levels each. (44 levels all together- two 4s)[1] The zones are Cubic Zone, Mirror Zone, Tube Zone and Final Zone

THERE ARE FOUR TEAMS TO CHOSE FROM…/Crash_%27n%27_the_Boys:_Street_C…
Crash 'n' the Boys: Street Challenge, released in Japan as Bikkuri Nekketsu Shin Kiroku! Harukanaru Kin Medal (びっくり熱血新記録!はるかなる金メダル?, lit. "The Astonishing New Records of Nekketsu! Distant Gold Medal") is a 1992 sports game for the NES by Technos Japan Corp. 

The game has FOUR different teams to choose from
The game can be played by up to four players. Since there's never more than two teams competing at the same time, the third and fourth player can play simply by alternating between the two controllers. Thus, a four player adapter is not required, unlike other Kunio-kun games.


The protagonist awakens with no memory, but, guided by four wise sages, gradually learns that the world is sinking into turmoil due to the Draygonia Empire's destructive influence.[5] Entrusted with the Sword of Wind, he seeks to aid Mesia, another survivor from his time, and to combine the four elemental Swords of Wind, Fire, Water, and Thunder into the legendary sword, Crystalis.[5] Together, they must defeat Draygon before he uses the Tower to achieve his evil ambitions.[8]


The anonymous male protagonist (named Simea by default in the Game Boy Color version) and his female accomplice, Mesia, are scientists who were cryogenically frozen, to be released when the tower began to activate.[5] The protagonist is assisted by four sages named Zebu, Tornel, Asina, and Kensu, primarily in learning magic spells and gaining information about the world and the quest.[9] They are encountered frequently throughout the game, and the player can seek their advice using the telepathy spell.[5][7][9] In the GBC version, the sages are each responsible for creating one of the four swords:[9] Zebu for Wind, Tornel for Fire, Asina for Water, and Kensu for Thunder. The original game does not mention who forged the ancient swords.


There are also four recurring boss characters, "Dragonia's Finest Four."[14] Comprising this group are a warrior named General Kelbesque, Sabera the Witch, the Swordsman Mado, and Karmine the Wizard. Each of them has a distinct elemental weakness and, with the exception of Karmine, each is encountered twice during the adventure.[15] Though not the final adversary in the game, Emperor Draygon is the ultimate antagonist and the root of all of evil in Crystalis.[8] After defeating his false self, the hero encounters the real one and reveals his true, dragon-like form. After defeating the real Draygon, the hero gains access to the Tower for a final showdown[5] with a machine called DYNA.

Players select from run, pass or option plays on offense, after which the computer presents four individual plays from which to choose. On defense, a player can select short, medium or long defenses, and then select a specific defensive scheme.


The standard Cyberball cabinet consists of two monitors, each with two sets of controls for a maximum of four players, but Atari Games released single player and two player versions as well.


The standard configuration allows single player, two player cooperative, two player head-to-head or four player head-to-head play. Playing with two teams of two persons opened up a new dimension of gameplay. Computer-controlled avatars ran offensive patterns in very specific ways before reaching their assigned passing spots. Human players, however, could exploit the fact that a number of offensive plays started with identical formations. By choosing one play, but moving their avatars in imitation of a similar but different play, the offensive team could disguise their intentions before suddenly breaking for their assigned pass locations. This offensive flexibility forced defending players to quickly recognize plays and move to break them up by rushing to what they guessed was the intended passing spot. Most often, the timely use of the defender's turbo, a short-term speed boost usable once per play, would determine whether the play resulted in a missed pass, an interception, a long gain, or a score. This ability to improvise in four player mode built the popularity of Cyberball, leading to many tournaments across the United States for a period of time.



In the game, up to three players (four in the NES version through use of either the NES Satellite or NES Four Score) compete against each other or the computer in racing around several top-view indoor off-road truck tracks of increasing difficulty.[2] There are eight different tracks.

twelve in the SMS version and sixteen in the SNES version)


Players control Tamagon, a green dragon who decides to "attack the Devil's World", along with a red Player 2 version of him. He navigates through a series of mazes and touches Crosses to power up and summon the ability to breathe fire and eat the dots in the maze. Without a cross, he is completely helpless, and cannot complete the maze. The large winged demon simply called "the Devil" dances at the top of the screen, and will point in a direction for four of his minions to move the maze by using pulleys and ropes. This can be dangerous, as Tamagon can be squished by getting caught between a maze wall and the moving outer boundary. After the first maze is cleared, the next objective is to get four Bibles, and put them into a seal. The Bibles give Tamagon the same powers as with the Crosses. After carrying them all into the seal, the Devil flies to the next maze. In between, a bonus maze shows up where Tamagon collects six Bonus Boxes under a time limit. The pattern then repeats.


After the thirty-first round, the rounds will be identical to the first sixteen rounds before it. When only one, two or (on later rounds) three enemies remain on the island, the enemies will eventually head for the edge of the island and jump into the water, killing themselves and the player points are lost. If the arcade operator has set this game's "round select" DIP switch setting to "on", the player will also have the option of starting from Round 1 but Rounds 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 and 15 are unselectable on this screen.


Donkey Kong Jr. (ドンキーコングJR. Donkī Kongu Junia?) is a 1982 arcade-style platform video game by Nintendo


Donkey Kong Jr. must rescue his father from Mario by working his way through a series of four screens.


Like its Donkey Kong predecessor, Donkey Kong Jr. is an arcade-style platform game. There are a total of four stages, each with a unique theme. DK Jr. can run left and right, jump, and grab vines/chains/ropes to climb higher on the screen. He can slide down faster by holding only one vine, or climb faster by holding two. Enemies include "Snapjaws," which resemble bear traps with eyes; bird-like creatures called "Nitpickers," some of which can attack by dropping eggs; and "Sparks" that roam across the wiring in one of Mario's hideouts. DK Jr. can jump over these enemies while on platforms, switch from one vine/chain/rope to another to dodge them, or knock down pieces of fruit that will destroy every enemy they touch before falling off the bottom of the screen.


To pass the first three stages, DK Jr. must reach the key hanging next to his father's cage, whereupon Mario flees while pushing it off the screen. In the fourth stage, DK Jr. must push six keys into locks on the topmost platform to free Donkey Kong. After a brief cutscene, the player is taken back to the first stage at an increased difficulty. A bonus timer runs throughout each stage, and any points remaining on it are added to the player's score upon completion.


Double Dare can be played by one or two players; single players compete against the computer. Before the game starts, players enter their team names and select from four male and four female avatar. Whichever avatar the player picks, the teammate will be of the opposite gender. .


Double Dribble, known in Japan as Exciting Basket (エキサイティング バスケット Ekisaitingu Basuketto?), is a basketball arcade game developed and released in 1986 by Konami.

Players can choose from one of four teams: Boston, Chicago, Los Angeles and New York. There is no difference in skill level or abilities between the teams. Since there is no NBA license, no team names or player names are used; however, the teams wear the same color of their NBA counterparts (Boston wears green, Chicago red, etc.).


Gameplay of Double Dribble was featured in the Family Guy episode "Run, Chris, Run". The episode also used gameplay footage from Tecmo Bowl. The Double Dribble footage was slightly altered with original audio, and made fun of the game's "corner three" glitch.[4]

In F-15 Strike Eagle II comes with four scenarios: Libya, Persian Gulf, Vietnam and Middle East



Prior to 1999, the game continued as normal until one family reached the necessary total to win. Since then, if neither team reaches the goal after four rounds (or, from 1999 to 2002, if both teams were tied with the same score after the final round), one last question is played for triple value with only the #1 answer displayed.


The goal of 300 points has been in place in almost every version of the rules. However, when the program premiered in 1976, the goal was 200 points. For the 1984–85 season of both the daytime and syndicated program, the goal was increased to 400 points.[3] For several seasons after the 1999 return to syndication, there was no specific point goal. Instead, four rounds were played, with the last for triple points and only one strike. The family with the most points after the fourth round won the game.

Faxanadu (ファザナドゥ Fazanadu?) is an action role-playing platform-adventure video game for the Family Computer (Famicom) and Nintendo Entertainment System (NES).


His journey takes him to four overworld areas: The tree's buttress, the inside of the trunk, the tree's branches and finally the Dwarves' mountain stronghold


Final Fantasy (ファイナルファンタジー Fainaru Fantajī?) is a fantasy role-playing video game developed and published by Square in 1987. It is the first game in Square's Final Fantasy series, created by Hironobu Sakaguchi. Originally released for the NES, Final Fantasy was remade for several video game consoles and is frequently packaged with Final Fantasy II in video game collections.


The story follows four youths called the Light Warriors, who each carry one of their world's four elemental orbs which have been darkened by the four Elemental Fiends. Together, they quest to defeat these evil forces, restore light to the orbs, and save their world.


Final Fantasy has four basic game modes: an overworld map, town and dungeon maps, a battle screen, and a menu screen


Ghostbusters was published by Sega and developed by Compile for the Mega Drive/Genesis on June 29, 1990. It is unrelated to the earlier Activision game (though their name still appears in the copyright screen), and is instead a run and gun game in which the player takes control of squat cartoon representations of three of the four Ghostbusters from the movie, with the noticeable absence of Winston Zeddemore. Four levels are available initially; after they are completed, a fifth level is unlocked, followed by a sixth and final level


The game starts with a choice between four drivable cars, and the player must stock up on equipment and make money to complete their objectives


Showdown in the Museum: the player controls the four Ghostbusters individually, armed variously with proton packs and slime dispensers, in an isometric 3D level. The four heroes must rappel into the Museum and fight Janosz, Vigo the Carpathian, and finally a possessed Ray, in order to save the world. Some versions also feature a sequence based on the courtroom fight against the ghosts of the Scoleri Brothers.


Extreme Ghostbusters[edit]

Extreme Ghostbusters was released on April 2, 2001 by Light and Shadow Productions for the Game Boy Color.[22] It was originally thought to be intended for multiple consoles and the personal computer.[22] It includes four playable characters including Kylie, Garett, Roland, and Eduardo. Each character has unique gameplay attributes and may be chosen at any point in the game. Set in New York City, players must defeat and either capture or destroy ghosts.[22]


Extreme Ghostbusters: Code Ecto-1[edit]

[show]Extreme Ghostbusters: Code Ecto-1

It is a Game Boy Advance video game based on Extreme Ghostbusters. The half-human/half-demon Count Mercharior has kidnapped Roland and Garett, two key members of the Ghostbusters team. The remaining team members, Eduardo and Kylie, immediately set off to find them, determined to capture the ghosts who have come to invade the city. The game was a combination platform and shooter game with some races, using a top-down perspective. There were 12 platform levels and four regions.[23]


Extreme Ghostbusters is an animated television series and a follow-up to the animated series The Real Ghostbusters.


When ghosts start to reappear, Egon is forced to recruit his lone four students as the new Ghostbusters. These are Kylie Griffin, a goth girl genius and expert on the occult; Eduardo Rivera, a cynical Latino slacker; Garrett Miller, a young white paraplegic athlete who uses a wheelchair; and Roland Jackson, a studious African-American machinery whiz.

FOUR MODES!_(video_game)

Goal! is a 1988 soccer/football video game published by Jaleco for the Nintendo Entertainment System. The game supports up to two players. It was released in Japan as Moero !! Pro Soccer (燃えろ!! プロサッカー lit. "Burn!! Pro Soccer"?).



The game has four modes: World Cup, Tournament, League, Shoot Competition, Asian Cup and Vs. Mode. The object of the game is the same as in real football; one team must score more goals than the other to win.


Nemesis 3: The Eve of Destruction (ゴーファーの野望エピソードII Gofā no Yabō Episōdo Tsū?, Gofer's Ambition Episode II) is a 1989 computer game, developed and published by Konami exclusively for the MSX platform in 1989


Four distinct classes of Vixen can be chosen: The first one resembles the original Vic Viper. The second one is a twisted version of Vic Viper, featuring the new "Photon Missile". The third one is more like Metalion from Nemesis 2, featuring "Napalm Missile" and (Extended) "Fire Blaster". The fourth one is more like the Sabel Tiger from Salamander, featuring the 2-way missile approach and "Ripple Laser". All four classes may choose between the classic "Shield" or the "Force Field", which takes less hits to expire, but protects from any direction. It is also possible to choose the behavior of "Option", from the original shadow movement, "Fixed" and "Rolling", like the "Option Warrior" from Nemesis 2.

Gradius II: Gofer no Yabou (グラディウスII GOFERの野望 Gradiusu Tsū: Gofā no Yabō?, Gradius II: Gofer's Ambition), known as Vulcan Venture in arcades outside Japan, is a horizontally-scrolling shooter originally released for the arcades in Japan in 1988.

Gradius II retains the selection bar from Gradius, but now the player can choose between four different weapon configurations and progressions. All schemes have speed-up and multiples (Options), but have differing 'Missile', 'Double' (laser), and 'Laser' weapons. The player can have at most four multiples. Additionally, there are also two types of shielding to choose from: shield and forcefield. The shield option adds more durability, but only for the front of the Vic Viper, while the forcefield adds protection for the entire spacecraft, albeit only against three hits. In the Famicom version, choosing another multiple after four will make the four multiples to move around the spacecraft for 15 seconds; force field is the only shielding available for protection of the entire spacecraft, withstanding three hits and it is included in four different weapon configurations and progressions; and 'Double' and 'Laser' have to be activated twice to achieve full performance.


The player can select from four ships instead of a broad range of several weapon configurations like from Gradius III.


Greg Norman's Golf Power is a golf-simulation video game developed by Gremlin Interactive for the Nintendo Entertainment System (NES), and published by Virgin Interactive in 1992


There are four pre-set courses, taking place in England, Scotland, the United States, and Japan.


The Game Boy version of the game, similar to the SNES and NES versions, require for the player to evade confrontation with the Wet Bandits. Similar to the SNES version, the player has to gather up various items in the game and then dump them into a laundry chute to deposit them into a safe. Sometimes, the player might resort to using the items the bandits planned to steal against them by having them dropped on their heads, as well as instigate certain traps à la the movie (e.g. dropping a paint can on their heads). There are four levels in all, each taking place in a different area of the house, as well as each having a different item that the player must recover: The first level is stuff pertaining to jewelry/gold/silver items, the second level has toys, the third level has various Electronics, and the fourth level has various exotic pets that are both rare and expensive.


After collecting the minimum amount of items and dumping them into the chute, the player can access the basement, where he has to fight the level's boss before he can access the safe and lock them in: The first level being a giant spider, the second level a giant rat, the third level a giant ghost, and the fourth level is the battle against Marv and Harry (whose weaknesses are foreshadowed by their opening lines (a BB shot to the head, and the shovel murderer's snow shovel being used from the window, respectively). After securing the fourth safe, the player also has to eliminate the furnace (referring to a point in the movie where Kevin has to conquer his fear of the basement furnace). The game also alludes to there being more members to the Wet Bandits than just Marv and Harry.


Enemies encountered on the way up the mountains include the Topi (トッピー), Nitpicker (ニットピッカー), and White Bear (ホワイトベア)

In addition, a purple bee with a spear flying in a horizontal pattern is included as a somewhat rare fourth enemy.


On a fateful day in 20XX, the Earth's moon exploded into four large fragments and a multitude of meteors. Aliens from afar had succeeded in destroying the West's moon base. One after another, mankind's other military industrial space complexes were being lost. What mankind dreaded had come to pass. Scores of unidentified fighters were in the area. In addition, the moon's main computer, still intact after the explosion, had a strange vegetation coiled around it. Their trademark evil exploits being a dead giveaway, invaders from the Boondoggle Galaxy had arrived to take over the Earth. To counter these evil forces, leading scientists from all over the globe created the "OF-1" Fightership. Combat pilots depart the Earth to fend off the invaders and earn everlasting glory.


In total there are sixteen levels to complete divided into FOUR areas, each of which must be completed under a specified amount of time. To defend himself, Slick comes equipped with spanners he can throw at his enemies, although their supply is limited. At the end of each area a boss character must be fought and, when successfully completed, a bonus stage can be entered. In the bonus stage the player drives a crash test vehicle and rakes up bonus points as the speed rises.



The Incredible Crash Dummies is a line of action figures designed by Jim Byrne and Mike Riggs, styled after the eponymous crash test dummy popularized in a public service advertising campaign of the late 1980s, to educate people on the safety of wearing seat belts



The Junkbots were created as the primary antagonists to the Crash Dummies. They are four ruthless killing machines - the sinister leader Junkman and his henchmen Piston Head, Jack Hammer and Sideswipe - bent on destroying the Crash Dummies. Contrary to the original toys the Junkbots could not be blown apart (though parts were still removable), and they were mainly equipped with weapons intended to activate the triggers on the Crash Dummies' bodies. The junkbots were also supplied with their own set of vehicles, including a snow plower, a cannon and a chopper styled motorcycle. In this generation the Crash Dummies were released with bright colors, supposedly wearing "Pro-Tek" uniforms that made them stronger and faster. Three new dummies are originally released, Bull, who is presented as a friend to Spare Tire, and Dent & Chip, two brothers who always sport giant smiles and have gashes in their skulls, exposing pieces of brain. Each action figure comes with a weapon or tool to fight the Junkbots. In addition the Crash Go-Kart, Crash ATV, and Crash Lawn Mower were re-released with the same artwork on the packaging, but without including an action figure. The photographs on the boxes were re-shot using Pro-Tek action figures such as Daryl. Later in the year a fourth new dummy, Ted, was released wearing a black and green suit and coming with a VHS copy of the Incredible Crash Dummies computer animated cartoon.




After purchasing Tyco Toys in 1998, Mattel revived the Crash Dummies line under the Hot Wheels toy brand. The release this time was similar to the original motif: living dummies crash-testing vehicles. The four Dummies were Crash, Crunch, Splice and Gyro.


While in the game, pressing the "Select" button will open the in-game menu. From here, the player can activate or deactivate main gun fire options, read incoming radio messages, check progress on the game map and turn on the automated "Refuel" option. There are four main gun options, which when activated, alter the main gun's properties. They are:


V- "Rapid-Fire"—Increases rate of fire. Player may hold down the A button.


F- "Armor Pierce"— Shoots "through" walls & terrain features to hit enemies beyond them. This also doubles the shot's damage.


B- "Bomb Shells"— Shoots explode when they hit or reach maximum range. This also doubles the shot's damage.


L- "Long Range"— Shoots range is doubled (to almost the full screen's distance).


Ironsword: Wizards & Warriors II is a platforming video game where the player controls the renowned warrior Kuros as he explores the land of Sindarin to defeat the evil wizard Malkil. This time, Malkil has taken the form of the four "Elementals", based on the Greek classical elements – Earth, Wind, Fire, and Water – to stop Kuros in his quest. The objective is to assemble the legendary "IronSword" — the only weapon that can defeat Malkil — and defeat the evil wizard who lies at the peak of IceFire Mountain.[1] In the game, players can move Kuros left or right, or make him crouch with the control pad; the buttons allow Kuros to jump, to use his sword or a magic spell to defeat enemies, to access the "Magic Spell Screen", or to pause the game. Kuros has a life meter that decreases every time he sustains damage from an enemy or a dangerous projectile, or if he falls for too long a distance. Along the way, players can collect chicken and brew to replenish Kuros' life meter. Kuros loses a life when his life meter runs out, and the game ends when he loses all his lives. However, players may continue and restart the game where they left off up to two times. The continue feature would normally be disabled after the player had completed the earth domain, [1] but due to an in-game bug, the player actually loses the continue function immediately upon merely setting foot in the domain.



Kuros battles the game's first boss, the Wind Elemental. In developing the game's bosses, Ste Pickford tried to fill as much of the screen and to use as few moving sprites as possible.

Ironsword: Wizards & Warriors II consists of four levels called "domains," each named after the four elementals. In each domain, Kuros must find a golden artifact that belongs to the domain's "Animal King" and return it to him. Upon doing so, the path to the second part of the domain will appear. In the second part, Kuros must find the magic spell necessary to defeat the boss – the domain's Elemental. Without the spell, it is impossible to damage the boss. Once the elemental in each stage has been destroyed, Kuros obtains a piece of the IronSword, which is needed for the final battle on Icefire Mountain.[1] Throughout the game, players must collect items, spells, and money to progress. Money helps buy magic spells, more powerful weapons, shields, helmets, keys to open locked treasure chests, and additional food. Treasure chests — located throughout the game — can contain one of the following items: Additional money, magic spells, or weapon and armor upgrades. In each domain, players can visit inns where they can buy food, keys, or items; they may also participate in a "Bonus chance" game where they may gamble their money to see which cup a bouncing skull will fall into.[1]


Other magic spells are necessary to defeat the Elemental bosses. These spells are found in each of the four domains, and include "Windbane," "Blightwater," "Firesmite" and "Earthscorch." These spells can be used only in the corresponding levels in which they are obtained, and each consumes magic upon use. players can obtain additional magic by collecting small, floating, gold bubbles that appear randomly[1] or are triggered by the player's proximity to secret locations.


The Jackal unit is an elite group of four soldiers that have undergone a harsh training regiment to survive in any environment. The team is composed of Colonel Decker, Lieutenant Bob, Sergeant Quint and Corporal Grey. They have been given a mission to drive two armed jeeps into hostile territory in order to rescue and extract POWs.[4]


See also: List of cloned animals in Jurassic Park

There are a total of 25 dinosaurs featured in the game, some of which were featured in the films. They are divided into four main sub-groups. Small Herbivores such as Gallimimus and Pachycephalosaurus are easy to care for and do not take up much space, but are not as popular with guests. Large Herbivores such as Brachiosaurus and Triceratops are very popular with visitors and do not require expensive fences, but need large spacious exhibits. Small Carnivores such as Dilophosaurus and Velociraptor do not generally need tight security like their larger counterparts, but can still harm guests if they escape. Large Carnivores such as Tyrannosaurus and Spinosaurus are the most popular dinosaurs in the game, but require large exhibits with high security fences and are prone to rampaging when stressed.[2]




A view of an enraged Carcharodontosaurus from a ranger helicopter

The game has 10 missions the player can complete. In some websites like IGN and GameSpot, early previews indicated that there were originally to be 12 missions. There are about three or four general types of missions, including taking photographs of dinosaurs to try to rack up a certain amount of points from the photos in a safari mission and dinosaur control missions where the player has to retire the carnivores (preferably large ones) to protect the herbivores.


The Karate Kid is a video game published by LJN and developed by the Japanese company Atlus Co., Ltd for the NES. The gameplay loosely follows plot elements from the first and second Karate Kid films.[2]


There are four levels in the game, and they play out as the movie goes. It ends with Pat Morita winking at the player from the screen.


Level 1[edit]

The game begins with Daniel LaRusso fighting in the All Valley Karate Tournament (the location for the first Karate Kid film's climax).[2] He will have to go through four fighters in order to advance to the next stage.[2] The opponent's energy bar increases as the player progresses through them. The final fight is presumably with Johnny Lawrence from the movie.


Level 2[edit]

Daniel then starts the second level which is set in Okinawa (the primary setting for The Karate Kid Part II). There, he must dispatch random thugs who die in one hit while progressing to Chozen at the end of the stage.[2] For every few enemies dispatched, Daniel can collect small "C" and "D" symbols that allow him to use Crane Kicks and Drum Punches, respectively. They also replenish a small amount of Daniel's energy meter. There are also a few obvious and not-so-obvious entrances where Daniel can earn Drum Punches and Crane Kicks by either breaking ice-blocks, catching flies with chopsticks, or dodging a swinging hammer.


Level 3[edit]

In the third stage of play, Daniel is in a stage that is nearly identical to the second(with some tricky jumps) during a typhoon. The typhoon causes a strong wind to interfere with the player's jumps and various objects (sticks, birds) to fly through the air and threaten the player's energy. They can be hit for extra points, however. The boss is Chozen[2] again and this time, there is a girl up on a pole that Daniel must save. It is not necessary to beat Chozen, only rescue the girl.


Level 4[edit]

The final stage is the festival after the typhoon. Daniel wears a new outfit for this stage and the random enemies are now tougher, requiring two hits to be felled. There are also enemies with spears who take even more hits to defeat. The final boss, once again Chozen,[2] has a new twist. Now he has Kumiko down on the ground beside him and if Daniel does not occasionally come into contact with her, she will slip off the platform and drown. This will result in a lost life. If Daniel can successfully defeat the boss without Kumiko drowning the player will be treated to a rather short ending. Mr. Miyagi's head appears and is animated to look as if he's talking and saying "You have successfully guided Daniel-san through all the challenges and have become a martial arts master!"



Big Karnak is a platform arcade game developed and released in 1991 by Gaelco. The game takes place in an Ancient Egypt setting, as the protagonist has to defeat the FOUR Egyptian gods Horus, Nut, Isis, and Osiris to save his wife.[1][2][3][4]


Kickle Cubicle, known in Japan as Meikyūjima (迷宮島?, lit. "Labyrinth Island" or "Maze Island"), is a puzzle game developed by Irem for the arcades in 1988 and then ported to Nintendo Entertainment System in 1990.


The player must travel through the four lands in the Fantasy Kingdom, which Kickle plays in a set order. Each land has a boss at the end. After completing all four lands, the "special game" begins, consisting of 30 harder levels.[2]


Kid Icarus[a] is an action platform video game for the Family Computer Disk System in Japan and the Nintendo Entertainment System in Europe and North America.


The game world is divided into three stages – the underworld, the over world (Earth) and the sky world.[14] Each stage encompasses three unidirectional area levels and a fortress.[14][15][16] The areas of the underworld and sky world stages have Pit climb to the top, while those of the surface world are side-scrolling levels. The fortresses at the end of the stages are labyrinths with non-scrolling rooms, in which the player must find and defeat a gatekeeper boss.[8] Within a fortress, Pit may buy a check sheet, pencil and torch to guide him through the labyrinth.[9] A single-use item, the hammer, can destroy stone statues, which frees a flying soldier called a Centurion that will aid the player in boss battles.[9][17] For each of the bosses destroyed, Pit receives one of three sacred treasures that are needed to access the fourth and final stage, the sky temple.[8] This last portion abandons the platforming elements of the previous levels, and resembles a scrolling shooter.[8][18]

Komayto – The Komaytos are jellyfish-like monsters that appear in Kid Icarus, Kid Icarus: Of Myths and Monsters, and Kid Icarus: Uprising. They move in groups of FOUR in the Skyworld. The Komaytos also resemble the Metroids from the Metroid franchise.


Commyloose – The Commyloose are octopus-like monsters that appear in Kid Icarus and Kid Icarus: Uprising. They tend to leap up from the floor in fours




King's Knight follows the basic storyline that many NES-era role-playing video game displayed: Princess Claire of Olthea has been kidnapped in the Kingdom of Izander, and the player must choose one of the four heroes (the knight/warrior "Ray Jack", the wizard "Kaliva", the monster/gigant "Barusa" and the (kid) thief "Toby") to train and set forth to attack Gargatua Castle, defeat the evil dragon Tolfida and rescue her.[3]


Finally, there are four types of elements to be collected in each level, which are vital to the completion of the last stage. These elements are simply elements A, B, C, and D.




Two teams of four players attempt to move the disc through their opponent's goal, and teams can either win on points or by knocking out their opposing team.


There are four rounds in a match of Blitz,[3] where two teams of four computer or human players[5] score points for each energized Blitz disc thrown through their opponent's hoop, which is eight feet off the ground



Laser Invasion, released as Gun Sight (ガンサイト?) in Japan, is a multi-genre first-person action game released by Konami for the Nintendo Entertainment System in 1991.


The game is composed of four missions


Lee Trevino's Fighting Golf (ファイティング ゴルフ Faitingu Gorufu?) is a one to four-player NES/arcade game released by SNK in 1988.


The player can choose between four different golfers, of which each Character has his or her own advantages and disadvantages. Lee Trevino is playable as a character named Super Mex (an actual nickname of his); other characters include Pretty Amy, Miracle Chosuke and Big Jumbo. Pretty Amy has limited range, but the easiest control ("control" refers to the length of the aiming guide). Miracle Chosuke and Super Mex have average attributes. Big Jumbo has the best range, but the worst control. Despite the title, no fighting is involved in the game, the title is Asian "Engrish." The player has to avoid sand traps, water hazards, rough ground and trees.




L'Empereur (ランペルール Ranperūru?) is a turn-based strategy video game for the Nintendo Entertainment System released by the Koei company in 1989.


The player chooses from one of four scenarios (or loads a saved game) that starts off in different years. The earliest scenario has Napoleon as a Commander in Marseille in 1796, and historically has him poised for his invasion of Italy. The second scenario has Napoleon in St. Malo as Commander-in-Chief in 1798. The third scenario, arguably the easiest starting point, has Napoleon as First Consul of France in 1802. The final scenario, which has Napoleon as Emperor, starts in 1806, and in this mode the player can control Napoleon's siblings and stepson as well.


Little League Baseball: Championship Series is a 1990 video game for the Nintendo Entertainment System.


Contents [hide]

1 Summary

2 Ratings

3 See also

4 References



Trying to catch the ball in the outfield.

The player gets a choice between 16 Little League Baseball teams from around the world, ranging from Texas to Chinese Taipei.[2][3]


The game begins simply enough — a dark prince is freed from his seal by a thunderstorm, and begins to try to take over the world. The kingdom is in peril, and the King orders that the four heroes receive a summon. Four pigeons fly off to meet these heroes, and each reads the summon. From here, the player must navigate all four of these players through an introductory course (all fairly simple).


From here, the strengths of individual characters must be utilized to get through a variety of courses. Several bosses await the heroes, and it Is up to the player's strategy to choose which hero(es) will fight the boss. A few levels have branching exits, taking the player to different levels, although each one ends up taking the player to stages marked by skulls on the map. Here, the player fights one of the four wizards that serve as the dark prince's right-hand men, each of which becomes a larger boss when defeated (green becomes a Cyclops, blue becomes a magic-wielding knight, red becomes a giant dragon, and the yellow becomes what appears to be the Grim Reaper).


Eventually, the player reaches what appears to be the dark prince's castle, and faces a golden wizard-knight at the end (which transforms into a demonic skull). If the game is played on Easy, this is the final level. If played on Normal, the dark prince's true stronghold — a castle resting on a giant, green skull — arises, and the game continues for a few more levels, ending with a confrontation with the dark prince himself. In the end, through the utilization of all four characters, the kingdom is saved.


Although Little Samson establishes a storyline, there is not a single line of dialogue (spoken or written) in the entire game. All story development is shown through pantomimed animated cutscenes. This approach was also used in the Mega Drive Sonic the Hedgehog series, generally in the final stages of the game but more frequently in Sonic the Hedgehog 3 which was released after Little Samson.



Throughout the game the player operates one of four characters, each with their own strengths and weaknesses. The first four stages are each dedicated to a specific character, but upon their completion the player can swap characters at any time for the remainder of the game, and often must do so in order to complete the level. The four characters are as follows:


Little Samson

Known as Lickle (リックル Rikkuru) in Japan. Samson, for whom the game is named, is the young human protagonist. He is a small, quick character who attacks enemies by throwing bells. He is able to jump higher and further than most characters and has the ability to climb on the walls and ceiling.

Kikira the Dragon (キキラ Kikira)

Kikira is the second hero. As a dragon, she has the ability to fly for brief periods of time, making her a valuable character in many jumping oriented stages. She attacks by spitting fire, which travels in a J-shaped arc. The player can increase the strength of her flame by holding down the B button for longer periods of time (if Kikira is green, then the fireball will be small; if purple it will be medium-sized; if pink, it will be large). She is initially hostile to the idea of Samson being the leader and fights him for dominance, but upon her defeat she relinquishes.

Gamm the Golem (ガンム Ganmu)

Gamm is the third hero. Big and bulky, he is the slowest of all the characters but his punch is stronger than any of the other characters' attacks. His size is both a benefit (he takes the least damage from enemy attacks, no damage from spikes, and starts with more health than the other characters) and a hindrance (his jumping ability is severely stunted). He is also the only character who can attack in all four cardinal directions.

K.O. the Mouse (コウ Kō)

K.O. is the fourth hero. He has the least health of any character, but is very quick and a great jumper, and is small enough to traverse some narrow passages that are otherwise inaccessible. Just like Samson he has the ability to climb on the walls and ceiling. He is unique in that he attacks by placing bombs.


In 1991, Jumpman Lives!, written by Dave Sharpless, was released by Apogee Software. In typical Apogee formula, the game consists of four "episodes", each with twelve levels—the first being free, the rest for sale. The game contains levels from Jumpman and Jumpman Jr., and a number of new levels. The game also includes an editor. Apogee was forced to withdraw the game soon after release at the request of Epyx, who still owned the rights to Jumpman (they reverted to Randy Glover in 1993).[38]


Mappy-Land (マッピーランド Mappī Rando?) is a video game console-only sequel to the 1983 Namco/Midway arcade game Mappy


The target items differ depending on the story:


Story 1: It is Mapico's birthday, and you are collecting cheese as her present.

Story 2: Mappy wishes to marry Mapico, and must collect wedding rings.

Story 3: Mappy and Mapico are having a Christmas party, and Christmas trees must be collected.

Story 4: It is Mappy Jr.'s birthday, and you are collecting baseballs for his present.

After completing Story 4, it loops back to the first story.


Four different cars were offered in the game, however, there were no car set-ups in the game, a feature most frequently associated with racing simulations.

Four different machines were featured in the game. Each had a unique pitch, and slightly varying top speeds. The Chevy was the dominant machine in the game, despite not being a Formula One car. In reality, it was used in the CART series. Andretti, in fact, drove one in the CART series from 1989-1991, and the cover art on the game box accurately displays Andretti's 1989 Lola Chevrolet.


Jack, the protagonist of the game, must make his way through 16 levels set within a pyramid in order to defeat the demon Belzebut and rescue the royal Pamera family.[2][6]



Mighty Bomb Jack (マイティボンジャック Maiti Bon Jakku?) is a 1986 Nintendo Entertainment System (NES) game released by Tecmo, which was later ported to the Amiga, Atari ST and Commodore 64.[2] Within PAL-A regions, the NES version was only released in Australia.


The player controls Milon by running, jumping and shooting bubbles. The player starts out at the bottom floor of a four-story castle, named Castle Garland, and he must work his way upwards

I'm a paragraph. Click here to add your own text and edit me. It's easy.


The NewZealand Story (ニュージーランドストーリー Nyū Jīrando Sutōrī?) is a 1988 arcade game developed and published by Taito.

The game features four main zones, each with four rounds, the fourth round featuring a boss fight at the end. Other features include the many secret areas and shortcuts hidden throughout the game, accessed using special hidden "warp" portals. On certain later levels, if the player loses their last life due to being killed by a projectile weapon, they will be sent up to a special "Heaven" round. Here, they can either receive a special ending or find the secret route out of Heaven and continue playing the game.


The player could play one of four options, either Interconference, AFC and NFC game or the Super Bowl (specifically Super Bowl XXIII). Along with the option to choose a package to play during the game, players can directly control the entire team at once. This game was one of the first NFL video games on a gaming system.




South Africa Kyalami

Mexico Hermanos Rodríguez

Brazil Interlagos

Spain Catalunya

San Marino Imola

Monaco Monaco

Canada Circuit Gilles Villeneuve

France Magny-Cours

United Kingdom Silverstone

Germany Hockenheimring

Hungary Hungaroring

Belgium Spa-Francorchamps

Italy Monza

Portugal Estoril

Japan Suzuka

Australia Adelaide

Ninja Crusaders (忍者クルセイダーズ 龍牙?, lit. "Dragon Fang Ninja Crusaders")[2] is a Nintendo Entertainment System game that is in the style of the original Ninja Gaiden trilogy of games for the same system[3] where ninjas have to fight against aliens.


The game is a classic platforming ninja action video game that is similar to Ninja Gaiden. However, the game has its own unique feature. There are four weapons that player can pick up and use during the game: shuriken, kusarigama, bō and sword.

Ninja Gaiden III's first four bosses consist of the "bio-noids" – super-human creatures created and controlled by Foster to take over the world; they each represent the four elementals: earth, wind, fire, and water

The player may choose from four campaign scenarios, including "Battle for the East" (beginning in 1560), "Daimyo Power Struggles" (1560), "Ambition Untamed" (1571), and "Road Towards Unification" (1582). In each scenario, the player must allocate resources to raise a capable military force, provide a productive economy to support both military and civilian expansion, and support the peasants in order to sustain their respect and loyalty.

The game has four skill levels when playing the computer, as well as a hidden fifth level if you beat the computer on level four.


There are four skill levels, each represented by an enemy race, and each featuring a progressively stronger opponent.


The first system contains eight worlds and allows access to only the most basic equipment. The second system has sixteen planets and slightly better equipment. The remaining systems increase in size and strength similarly.

The objective is to escape from the enemy's base by fighting one's way through four stages filled with numerous types of enemy soldiers trying to impede the player's escape. The stages consist of a POW camp, a warehouse, a jungle, and the enemy's base

There are four specific actions that can be taken somewhere in the middle of each stage that reward the player with a front page photo on the newspaper afterwards. Such actions included breaking a window with a paper, where the next day's paper would read "Mysterious Vandalism Baffles Police", showing an angry policeman looking at broken windows. Others could be coming across a gas station being robbed and hitting the gunman with a paper behind his back, then having the next day's paper headlined with "Paperboy {Papergirl} Foils Armed Robbery" or seeing a runaway baby carriage and stopping it with a paper, and the forthcoming headline being "Girl {Boy} Saves Breakway Baby". Both heroic stories would show a happy policeman rewarding the paperboy with candy.

FOUR CHARACTERS!_From_Myth_to_Laughter

As stated above, gameplay is very similar to the Gradius series with a few differences. Parodius retains the selectability of different weapons configurations but implements via four different characters: Vic Viper (from Gradius), Octopus, TwinBee, and Pentarou.


Characters and weapons[edit]

Vic Viper – Traditional Gradius configuration

The missile will fall to the ground, and then move along until it encounters an enemy. The Double mode will fire two blasts, one forward, and one incline forty-five degrees above. The Laser mode is a thin blue laser, identical from Gradius.


Octopus – Salamander configuration

This configuration is identical to the weapons presented in the Salamander arcade game. The missile is '2-way' that yields two bomb-like explosives that fall both up and down. The Double is the tail gun present in the second configuration. And the laser is the ripple laser, which fires expanding concentric circles at the front of the craft/person.



In-game screenshot

TwinBee (Colored as Winbee) – TwinBee configuration

This set is the weapons from the vertically scrolling TwinBee, applied to horizontal gameplay. The missile is now the rocket punch, which has a larger impact area than the standard missile. The double is the same tail gun from the Octopus/Salamander configuration. The laser is a 3-way gun which fires shots the same size as the Double and standard weapons.


Due to the color bug, it could be considered that Winbee, rather than TwinBee, has the most appearances in video games, however this TwinBee doesn't have the same cockpit windshield design as either TwinBee, Winbee or Gwinbee.

Pentarou – Gradius II: Gofer's Ambition configuration

This set is almost identical to one of the power meter sets in Gradius II: Gofer's Ambition. The missile is the photon torpedo (spelled here "Poton") that fires one missile that travels along the bottom ground and penetrates multiple enemies. The Double mode will fire two blasts, one forward, and one incline forty-five degrees above. The laser mode is different from Gradius II; instead of a ripple laser analog it fires bullets that create small explosions upon impact.


Pipe Mania is a puzzle game developed in 1989 by The Assembly Line for the Amiga. It was ported to several other platforms by Lucasfilm Games, who gave it the name Pipe Dream and acted as general distributors for the US. In this game, the player must connect randomly appearing pieces of pipe on a grid to a given length within a limited time.



Pirates! is a single-player, open-world game. The player receives a letter of marque authorizing service as a privateer for the Spanish Empire, the Dutch Republic, the Kingdom of England, or the French colonial empire in the Caribbean


The era of play is one of the choices given to a player at game-start. Different eras provide a different challenge, as political and economic power shifts between the four fledgling European empires.

The most important random factor in the game lies in the diplomatic relations between the four nations laying claim to the Caribbean.!


Platoon is an action game developed by Ocean Software and published by Data East for the Amiga, Amstrad CPC, Apple II, Atari ST, Commodore 64, PC DOS and ZX Spectrum in 1987-1988. The NES version was ported and published by Sunsoft in 1988. It was the first video game adaptation of the 1986 war film Platoon, followed by the 2002 game.

In Stage 1, the player is in a jungle with a side-scrolling element. The player is able to navigate vertically and horizontally through the screens. The player must also avoid getting hit by enemies, landing on explosive mines, as well as dodge any booby traps in the way. The goal of the first stage is the find the explosive buried deep within the jungle and then navigate out and plant the explosives on the bridge. After planting the explosive, the player will be in a town and must find a torch and a map of the tunnel system for the next level.

In Stage 2, the player is now in an underground tunnel system and the point of view has changed to a first-person shooter. The player is able to navigate through the tunnel system using the map obtained earlier in stage 1. The player must navigate through the tunnel system and collect flares and a compass along the way. Enemies will continuously appear on the screen and the player must kill them quickly in order to advance through the tunnel system.

In Stage 3, the player is stuck in a bunker overnight that is under constant siege by enemy AI. The player must use flares obtained in the tunnel system in order to see enemy AI outside the bunker to be able to shoot them. The player is still in first-person mode and must navigate the cross-hair onto the enemy players in order to shoot at them. As long as the player survives the siege, the level will be successfully completed by the player.

In Stage 4, the player is now navigating through the jungle in a third-person view. The player has 4 minutes to complete this level and must navigate through the jungle while killing enemy players as well as avoiding sniper fire. The compass obtained in the tunnel system is used here to help the player navigate through the jungle. At the end of the jungle is the game's boss, Sergeant Barnes, who is held up in a brick bunker and shooting at the player. The player must be able to land five grenade shots to defeat Sergeant Barnes.

The object of the game is to destroy the Delta Foundation. The Player can choose the order of the first four levels/buildings before unlocking Area 5. The objective in each building is to destroy the boss in order to destroy the building. After the player defeats the Area 5 boss you are sent to the final level.


One of the biggest changes to this game was the addition of 4 collectible power suits. Instead of finding a temporary power suit you can now collect 4 powerful suits by defeating a mid level bosses. The four suits are the Newtsuit, a suit that lets the player climb the ceiling and walls, the Wet Suit which allows the player to swim, a Rocket Suit that lets the player fly and a defensive suit called the Patriot Suit.


Racket Attack is a Nintendo Entertainment System video game about professional tennis. It was released in Japan as Moero!! Pro Tennis (燃えろ!!プロテニス?),[1] which the second game of the Moero!! sports series.

There are 16 different players; eight of them are male while eight of them are female. They have their own strengths and weaknesses for experimenting. However, the male players can only play against other male players while females can only play against other females.[1]


Ren and Stimpy Show: Veediots! is a video game based on the Ren & Stimpy cartoon series on Nickelodeon. It was released by THQ for the Super Nintendo Entertainment System and Game Boy in 1993.


A definite plot is virtually nonexistent, because all four levels are separate stories based on episodes of the TV series. The second half of the first level and the last level took advantage of the show's gross-out humor, and some have reported to be nauseated by -- even having thrown up because of -- these parts.


Contents [hide]

1 Levels

1.1 Super NES levels

1.2 Game Boy differences from the SNES version

2 Reception


Super NES levels[edit]


Stimpy, in the third level, Stimpy's Invention.

This version has four levels, based on the following episodes:


The Boy Who Cried Rat!: Ren evades Stimpy in the living room, then tries to survive in Stimpy's mouth and defeat the Tooth Beaver (referencing Ren's Toothache).

In the Army: Ren runs amuck at boot camp's training grounds, and finally faces the drill sergeant.

Stimpy's Invention: Stimpy must go through his lab collecting certain items within the time limit.

Marooned: Stimpy must survive inside the esophagus and belly of a space alien.


The player takes on the role of a United States special operations soldier infiltrating an enemy military base in order to save several POW's from being executed by firing squad. There are four stages: a Marshalling Area, a Harbor, an Air Base and a Siberian Camp. The omnipresent knife can be supplemented with captured arms. By killing certain enemy soldiers, the player can obtain a three-shot flamethrower, a four-shot RPG, or a three-pack of hand grenades. At the end of each stage, the player will face a unique group of enemies specific to that stage: Stage 1 ends with a truckload of running and jump kicking soldiers, Stage 2 with a pack of fierce dogs, Stage 3 with three shooting autogyros and Stage 4 with a skillful multi-shot flamethrower operator. When the mission is accomplished the four rescued POWs salute and the player restarts the game from the first stage on the next difficulty level. While the player can remain still in one area and rack up points, if he takes too long to proceed, the game will start sending out tougher enemies and eventually a stealth-like bomber will appear to take out the player. There's also an invisible time limit that will kill off the player if he takes too long to complete the stage.

Roundball: 2-On-2 Challenge is a two-on-two basketball video game for the Nintendo Entertainment System that is played on a half court.[3]


Games are played in an arena with a scoreboard and crowd.[4]


There is also an option to play a one-on-one game. The game modes contain an exhibition game and a tournament mode. Four teams play against each other in a round-robin format in order to determine the winner.Games can be set for either four, eight, twelve or sixteen minutes.


All four weapons are obtained by destroying item boxes scattered throughout each stage, along with vitality potions.[6][7]


Shadow of the Ninja consists of five levels with 16 stages,[8] with the first four levels being divided into three stages and the final level into two

Shadowgate 64: Trials of the Four Towers is a 1999 adventure game for the Nintendo 64 developed by TNS Co., Ltd. and Infinite Ventures and published by Kemco. It is the sequel to Shadowgate.


Game & Watch Gallery[edit]

Game & Watch Gallery, known in Japan as Game Boy Gallery (ゲームボーイギャラリー?) and in Australia as Game Boy Gallery 2, is the second game in the series in Europe and Australia and the first in Japan and North America. It was released for the Game Boy in Japan on February 1, 1997,[2][3] in the United States in May 1997,[2][3] in Europe on August 28, 1997,[3] and in Australia in 1997;[3][4] it was released for the Nintendo Power for the Game Boy in Japan on March 1, 2000.[3] It was released on the Nintendo 3DS Virtual Console in Japan on June 22, 2011,[3] in North America on July 14, 2011,[5] and in Europe[6] and Australia on July 21, 2011;[3][7] while it was originally released under the title Game Boy Gallery 2 in Australia, the Virtual Console release uses the title Game & Watch Gallery.


This game features Game & Watch games in two styles: Classic, which features faithful reproductions of the original games, and Modern, which gives the games a different visual style using characters from the Super Mario Bros. series. It features four games.


List of games




Oil Panic

The game's realism was hampered by the simulation's inability to handle more than four projectiles at a time. This was particularly troublesome when battling multiple destroyers, since the submarine would not be able to fire if four torpedoes were already in the water.


The Simpsons: Bart vs. the World is a side-scrolling platform game based on the Simpsons franchise and features many aspects from the television series


The Simpsons: Bart vs. the World is a 2D side-scrolling platform game.[4][5] Single-player is the only mode available.[6] There are four major areas in the game: China, the North Pole, Egypt and Hollywood, and each has several stages to play through.

FOUR LEVELS…/The_Simpsons:_Bartman_Meets_Radi…
Bartman Meets Radioactive Man is a side-scrolling platform game.[4] Throughout the four[5] levels, Bartman is faced with enemies he has to defeat

FOUR LEVELS…/The_Simpsons:_Bartman_Meets_Radi…
Bartman Meets Radioactive Man is a side-scrolling platform game.[4] Throughout the four[5] levels, Bartman is faced with enemies he has to defeat


Four characters were featured in Skate or Die!: Rodney Recloose, a wild man with a purple mohawk and a Marine Corps tattoo (and a facial resemblance to comedian Rodney Dangerfield) who runs a skateshop in the game, and his son Bionic Lester, an even wilder kid with a green flattop, who you were able to take on in the joust and the downhill jam. In the joust, Lester and his two cronies await the skater. Poseur Pete challenges beginners and Aggro Eddie takes on intermediate players, leaving Lester with the advanced pros.



Skate or Die 2: The Search for Double Trouble is a skateboarding themed action/adventure game for the Nintendo Entertainment System, developed and published by Electronic Arts, who also developed the first game, which was ported by Konami's Ultra Games subsidiary


The game opens with a cut scene that places the story in a fictional town called Elwood. While out for a skateboard ride, the unnamed hero is distracted by Icepick. This causes the hero to run over the mayor's wife's poodle. In retaliation, she has her husband ban skateboarding.


Stage one takes place on the streets of Elwood. The player can meet up with Rodney and Lester to acquire new tricks and two new skateboards. He can also blast other skates to pick up goodies, paintball clips, and throwing weapons. The stage ends when the player finds and defeats the Mayor's wife in a showdown.


The second cut scene shows the aftermath of the showdown. The hero heads to the local half-pipe only to find it being demolished. He is confronted by a construction worker, who informs the hero that since the half-pipe was built without a permit, it must be torn down. When the hero asks what they (the town's skaters) are supposed to do, the construction worker gruffly replies he should get a job so he can buy a building permit..."or take up knitting."


Stage two takes place in a shopping mall. The hero has taken a job as a delivery boy to earn money for the new half-pipe. The player has a set amount of time to make each delivery in the two floor mall. If the hero makes his delivery on time, he receives a tip (more weapons or goodies). In addition to the other skaters, the hero has to deal with slow moving shoppers carrying stacks of boxes and a security guard.


After completing his deliveries and getting paid, the hero visits Rodney, who is finishing the blueprints for the new half-pipe. In an unfortunate accident, the hero turns on a fan instead of the lights. The blueprints fly out the window and are scattered over the beach.


This begins stage three. The hero must collect all the pages of the blueprint before they blow off the beach. While making his way past roller skaters, crabs, seagulls, and posing body builders the hero can meet up with Lester and Rodney again to continue learning new tricks and buy new boards.


Once all the pages of the blueprint are recovered, CJ heads off the city hall with the money the hero earned in stage two. Fate once again conspires against our hero. After buying the building permit CJ is kidnapped by Icepick and his gang.


Stage four takes place in the abandoned warehouse Icepick and his gang call home. Unlike the other stages, the warehouse is a four floor maze of rooms instead of one long screen the player can move back and forth on. After finding the building permit, the hero makes his way to the rooftop where he defeats his nemesis.


With CJ rescued and the building permit found, the hero and his friends are able to build their new half-pipe, Double Trouble. The game ends with the player being able to use the ramp.


When a player bowls an enemy over, it may drop a potion bottle. The color of the potion lets the player know what special power-up he or she will acquire:


Red increases walking speed.

Blue increases amount of snow thrown, thus making it easier to cover an enemy in snow.

Yellow increases the distance that snow can be thrown.

Green causes your character to inflate like a balloon while having the ability to fly around screen and knock out enemies for a limited period of time.


Stadium Events allows players to compete in four different Olympic inspired sporting events, using the mat to move as they compete in running and jumping focused gameplay


Stadium Events is a fitness game that allows the players to compete in four different sporting events: 100M dash, 110M hurdles, long jump, and triple jump.[1]:1-3 The game utilizes the Family Fun Fitness control mat which supports up to two players simultaneously, although up to six alternating players can be registered for each event.[1]:4-7 The left side of the mat must be used for the dash and hurdle events, while the other events can use either side. The top speed of the player's runner is dependent upon which row of buttons on the mat is used. If the player lifts their feet slightly before the starting signal, it is considered a false start.[1]:8-11



A player competes against the computer in the 110M hurdles

The 100M dash pits two players against each other in a race. The 110M hurdles is similar to the dash, but the players must jump when white box markers appear along the edge of the screen. The long jump has the players running and then jumping and staying in the air as long as possible to record a longer distance. The triple jump is similar to the long jump but includes three separate jump markers.[1]:12-19 In tournament mode, the player must compete against computer players at the 100M dash and 110M hurdle events. The player must beat each of the six computer players at both the dash and hurdle events in order to win. In this mode, three false starts results in a disqualification.[1]:8-11 In another mode, "The Olympics", numerous players can compete in all four events consecutively. In this mode, the Guinness 1982 world track record is used as a reference for scoring standards.[1]:20-21


The game consists of eight worlds with four sub-levels called "stages" in each world.[7]:7 The final stage of each world takes place in a castle where Bowser or one of his decoys are fought. The game also includes some stages taking place underwater, which contain different enemies. In addition, there are bonuses and secret areas in the game. Most secret areas contain more coins for Mario to collect, but some contain "warp pipes" that allow Mario to advance to later worlds in the game, skipping over earlier ones.


In single-player mode, one person controls both characters on a team. In two-player mode, the players either cooperate by playing on the same team or compete against each other by controlling opposing teams. The American version allows the game to be played by up to four players (if the cabinet allows it). The single-player mode consists of two cycles with four stages: the Minor Circuit and the Major Circuit. The stages in the game are Daytona Beach, New York, Los Angeles and Hawaii. After completing the Major Circuit, the player faces against the U.S. Navy team, set in a naval base.


Swords and Serpents is a fantasy role-playing video game developed by Interplay Entertainment for the Nintendo Entertainment System. In this game, the player controls a party of four adventurers on a dungeon-crawling quest to destroy a terrible serpent.


Swords and Serpents is a fantasy role-playing video game developed by Interplay Entertainment for the Nintendo Entertainment System. In this game, the player controls a party of four adventurers on a dungeon-crawling quest to destroy a terrible serpent.


The entire game takes place in an underground dungeon composed of 16 levels, with the serpent at the end.


Often, in the situation where the player's wrestler has been knocked out of the ring, the opposing wrestler will follow them in order to execute one of the 4 moves allotted in the given situation. The first 3 moves are similar to The Straight Jab and The Karate Chop, the fourth, The Corner Bar, causes the wrestler executing the move to bash his opponent's head into the ring post.


In the NES version, two professional wrestling tag-teams, the Strong Bads and the Ricky Fighters, battle against each other in tag-team action, or a single player competes in a series of tournaments to win ever larger trophies. Each of the four characters has a unique move that can only be used against one other "rival" wrestler.

Tecmo Bowl contains twelve teams, each equipped with four plays.


The original arcade version is distinguished by a large two-monitor cabinet, support for up to four players, and the ability to break tackles


In both versions, the playbook consists of only four offensive plays

Tecmo Bowl: Released in 2003 for mobile devices, this was a partial remake of the NES version of Tecmo Bowl. The game featured just four teams, named only by city, and no real players.

TMNT III can be played by up to 2 players simultaneously, with each player controlling a different character. The player can choose between any of the 4 turtles: Leonardo, Raphael, Michelangelo and Donatello

Four button scheme

The game's single-player Story mode has the player taking control of one of the four Turtles (Leonardo, Raphael, Michaelangelo, and Donatello), as they hold a contest amongst themselves to see who is fit to take on Shredder's challenge. After defeating the first three opponents, the player proceeds to fight Casey Jones and then Hothead (a character based on the Dragon Warrior from the Teenage Mutant Ninja Turtles Adventures comics and the action figure of the same name) before the final match with the Shredder. In addition to the Story mode, the game also has two Versus modes (one against the CPU and another against a second player), as well as a four-player tournament mode. An option mode where the player can adjust the game's difficulty, continues, and speed is also available.


This game's controls uses a four-button scheme (two punches and two kicks, weak and strong). A particular feature is the possibility to use a super special attack. In order to achieve this, the player must fill a green bar under the life bar, by hitting their opponents. Once full, the player must press the two strong attack buttons simultaneously. There is also the option of enhancing the speed of the game, making the fights more intense but also harder to follow.

Tetris 2 (known in Japan as Tetris Flash Japanese: テトリスフラッシュ) is a video game published in 1993 and 1994 by Nintendo for the Game Boy, Nintendo Entertainment System and Super Nintendo Entertainment System.[4]

Contents [hide] 
1 Gameplay
2 Reception
3 See also
4 References
As a variation of the Tetris concept, rather than having the objective of matching horizontal lines of blocks which descend from the top of the screen as tetrominos, instead the player matches the colours of the descending blocks (which include irregular tetromino shapes) to blocks already fixed on the game board, which causes blocks to disappear from the board when three blocks of the same colour are matched, in a manner similar to the puzzle video game Dr. Mario.


Thundercade, also known as Twin Formation and 特殊部隊UAG (Tokushu Butai U.A.G. "Special Forces U.A.G. (Un-Attached Grenadier)?)", is a shoot 'em up video game developed by SETA and originally released for video arcades in 1987. A port for the Nintendo Entertainment System (NES) was released in 1989.


There are four levels in the game: an unnamed city, the terrorists' military base, the woodland regions, and the fortress containing the nuclear power plant.[5] Bosses include a submarine along with other screen-filling enemies.

There are a total of four stages, all of which start and end with a helipad. After completion of the last stage, the game will restart in a more difficult mode starting on stage 2. Most of the game's areas contain unnecessary objects to destroy for bonus points, such as oil drums and houses. This was uncharacteristic for shoot 'em ups at the time.



To the Earth is a light gun shooter for the Nintendo Entertainment System.

The level locations of the game in order are Uranus, Saturn, Jupiter, and the final level, Earth


A Tom and Jerry video game was released for the Super NES by Hi Tech Expressions in 1992 in the US and by Altron in 1993 in Japan. The player controls Jerry, the mouse, as he traverses through four different themed worlds - a movie theater, a junkyard, a toy store, and a house. Tuffy is playable through second player.

Video games are graded in Famitsū via a "Cross Review" in which a panel of four video game reviewers each give a score from 0 to 10 (with ten indicating the best game). The scores of the four reviewers are then added up for a maximum possible score of 40. From the twenty four games awarded with a perfect score as of 2017, three are for the Nintendo DS and five are for the Wii. The PlayStation 3 also has five games with a perfect score and the Xbox 360 has four, with both consoles having four titles in common. The others are for different platforms with only one title each. Franchises with multiple perfect score winners include The Legend of Zelda with four titles, Metal Gear with three titles, and Final Fantasy with two titles. The most recent game to receive a perfect score is The Legend of Zelda: Breath of the Wild.


The popularity of the 1986 film Top Gun resulted in several licensed video games that have been released since the film's theatrical debut.


Piloting an F-14 Tomcat fighter, the player, as the film's protagonist Maverick, has to complete four missions. Given a choice of missiles, and starting with a training mission, the player is sent after an enemy aircraft carrier, an enemy base, and finally an enemy space shuttle. The game has two endings. If the player loses but achieves a minimum score of 50,000 points, a still shot is shown of the player being presented the Top Gun plaque that was awarded to Iceman in the film. If the player completes all four missions and successfully lands on the aircraft carrier, a scene is shown of the F-14 taxiing on the carrier and the player waving to the LSO crew.


Top Players' Tennis (called World Super Tennis (ワールドスーパーテニス Wārudo Sūpā Tenisu?) in Japan and Four Players' Tennis in Europe) is a tennis video game developed by Home Data for the NES/Famicom.


The cover game prominently features tennis champions Chris Evert and Ivan Lendl, both of whom are former ATP number 1 ranked singles players.



In single-player mode, the player may compete in the four Grand Slams: the Australian Open, the French Open, Wimbledon, and the US Open. To compete in the Grand Slams, the player must first win the qualifying tournament, the Asmik Open.


Town & Country Surf Designs: Wood & Water Rage is a skateboarding and surfing game published by LJN for the Nintendo Entertainment System in February 1988

FOUR Playable characters[edit]


Joe Cool

Tiki Man

Kool Kat

Thrilla Gorilla


Trog is an arcade game developed by Midway Games and released in 1990. In the game, players control one of four dinosaurs and must collect eggs onscreen while being pursued by cavemen called "trog" (named after the word troglodyte[1]) The game supports up to four players at once.


The player assumes the role of Rex, Bloop, Spike, or Gwen, small Theropod-like dinosaurs (with Styracosaurus-like heads) in the land of "Og", home to the one-eyed cavemen known as the "Trog".


Bop-Louie and his friends live in a world named Ufouria, The characters stumble upon a crater, in which his friends fall in. Bop-Louie climbs in, but suddenly blanks out. He finds out that he must find all three of his other friends, all of which suffer from amnesia and take on Bop-Louie as a threat.


Each time Bop-Louie locates one of his friends, you must battle them in an attempt to help them regain their memory. Once all four are back together the game revolves around collecting keys to open a gate, Unyo The alien will then battle you to the death with a giant hovering robot, that looks like him, connected to him.


The introduction screen (which included an image of the original four characters) was redesigned.


Hebe (Bop-Louie)


Gender: Male

Species: Penguin (Little boy)

Fast walker on land.

Average jumper.

Cannot swim.

Falls when walking on icy surfaces.

Can climb walls when the suction cup has been located.

Secret Weapon: The players head springs out and attacks the enemy.

Oh-Chan (Freeon-Leon)


Gender: Female (Male)

Species: Cat (Lizard)

Can walk on icy surfaces.

Swims on surface of the water, but not under.

Slow walker on land.

Bad jumper.

Secret Weapon: Freeze enemies for stepping stones.

Sukezaemon (Shades)


Gender: Male

Species: Ghost

Can jump very high and floats down slowly.

Slow walker.

Cannot swim.

Secret Weapon: His eyes pop out and attack enemies.

Jennifer (Gil)


Gender: Male

Species: Frog (Angler Fish)

Can walk under water.

Slow walker on land.

Bad jumper.

Secret Weapon: Belches bombs that destroy walls.


Uchimich "Ucchii" Ryoji, the series' character designer, drew a series of four-panel strips based on the games that were serialized by Tokuma Shoten in the Japanese magazine Family Computer Magazine (also known as "Famimaga" for short). During publication, the strip had its title changed to Pemopemo, only to be changed back to Hebereke. The first two years' worth of strips were reprinted in a collection titled Hebereke no Hon,[3] but the remaining strips were never republished. The comic was canceled in 1998, after the magazine changed its name to Famimaga 64.


The series sports characters and graphics that are typically Japanese cuteness in design, done in the style of Bomberman, The New Zealand Story, Kirby and particularly Hello Kitty. The series primarily involves a cast of four main characters and four minor characters.


Major characters[edit]

Hebe[4] (sometimes referred to as "Hebereke", Bop-Louie in Ufouria)


Gender: Male

Species: Small white penguin (Little boy in Ufouria)

Voice actor: Megumi Hayashibara

O-Chan (Freeon-Leon in Ufouria)


Gender: Female (Male in Ufouria)

Species: Cat/Little girl wearing a cat suit (Lizard in Ufouria)

Voice actor: Mika Kanai

Sukezaemon (Shades in Ufouria)


Gender: Male

Species: Ghost

Voice actor: Norio Wakamoto

Jennifer (Gil in Ufouria)


Gender: Male

Species: Frog

Voice actor: Shigeru Chiba


Ultima III: Exodus is the third game in the Ultima series. Exodus is also the name of the game's principal antagonist


Exodus featured revolutionary graphics for its time, as one of the first computer RPGs to display animated characters. Also, Exodus differs from previous games in that players now direct the actions of a party of four characters rather than just one.

Mario Artist is a suite of FOUR interoperable Nintendo 64 software titles, developed as flagship software for the 64DD peripheral's unique multimedia and Internet capabilities. A bundle of the 64DD unit, software plus hardware accessories, and an Internet service subscription package was released in Japan starting in December 1999.



Yoshi is a falling block game in which the player is given a playing field that is divided into four columns. The objective is to match Yoshi egg shells to hatch them and prevent the four stacks, which pile up from the falling monsters, from growing too tall. The player character Mario swaps the stacks around such that the falling monsters will be eliminated by coming into contact with the blocks they match.


Monsters, which consist of various Mario enemies, appear at the top of the screen and fall into each the columns, turning into blocks as they land and creating stacks that incrementally grow in height. The main objective is to prevent the four stacks from growing too high by eliminating blocks from the field; a game over occurs when any of the stacks crosses the black line drawn across the top of the play field.[2]


To eliminate a block from the top of a stack, it must come in contact with a falling monster that matches it. For example, if a Goomba falls directly onto a Goomba block, both will be removed. The player controls Mario, who resides below the playing field and has the ability to swap the positions of any two adjacent stacks at a time. Thus, the player is required to switch around the stacks to ensure that the monsters fall into the correct places. Points are awarded for each set of monsters that are eliminated.[2]


In addition to the four different types of monsters, two halves of a Yoshi eggshell will also fall. The bottom eggshell half behaves like a monster: it disappears when it comes into contact with another bottom half. However, if a falling top half comes into contact with a bottom half, the two will join and hatch a Yoshi, earning the player bonus points. Furthermore, if a stack of monsters grows atop a bottom half and a top half is then added, all monsters between the halves will be encased and eliminated. Larger Yoshi characters will hatch depending on the number of monsters encased, which also increases the number of bonus points awarded.[2] If a falling top half does not have any bottom half to join to in the stack it touches, it is automatically removed and no points are awarded.


During the game, Mike meets many important historical and fictional figures throughout his journey through time. These consist of Cleopatra, Merlin, Sherlock Holmes, Leonardo da Vinci and King Arthur, who help him to achieve his goal of finding the Tetrads (resembling Tetris pieces, and renamed "Blocks" in the Virtual Console release[


The story begins with Mike Jones receiving a telepathic message from Mica, the princess of the Argonians whom Mike had rescued in the previous game. She tells Mike how to solve a cipher that he and his uncle, Dr. J, found on the side of the Argonians’ space pod. Mike goes to see Dr. J, and together, they solve the cipher and read it aloud. This causes Mike to be flung into the past. He arrives in the Stone Age. After helping a tribe of cave men retrieve their children from a flesh-eating wild boar, he finds an object, which Mica telepathically identifies as a Tetrad (or "Block" in the Virtual Console version). From here, Mike's journey sends him to different eras throughout Earth’s history to retrieve the rest of the Tetrads, such as Ancient Egypt, the Renaissance period, and the Middle Ages.


During one time jump, in which Mike helps Sherlock Holmes prevent a robbery at the museum, he discovers that Zoda, the alien leader that he had destroyed in his previous adventure, is alive in Holmes’ time period and is also trying to collect the Tetrads. Mike defeats Zoda again and claims the Tetrad that Zoda tried to steal. Based on the fact that Zoda referred to himself as "Zoda-X", Holmes deduces that there are likely to be a Zoda-Y and Zoda-Z somewhere in time, as well. This is proven to be true, as Mike later faces and defeats Zoda-Y in Transylvania. After he recovers the last of the Tetrads, Mica contacts Mike and tells him that Zoda-Z has attacked C-Island, where the Argonians are staying. Mike returns to the present and faces Zoda-Z in combat. After finally defeating Zoda, the Chief of C-Island (who boasts that "Tetris" is his middle name, though the Virtual Console rerelease changes it to "Puzzle") helps Mike put the Tetrads together. When they are together, Hirocon, the leader of the Argonians and Mica’s father, appears from the Tetrads. He leads the Argonians back to their home planet to rebuild.


This game is also very difficult due to the inability to restart from the last checkpoint once all lives are gone. It is also very long with four islands (Paradise Island, Monster Island, Terror Island, and Chaos Island) each containing several levels. Big Nose the Caveman dies in a single hit unless he has stones. The stones can shoot out of his club, killing enemies. As many as three stones can come out of the club. There are also many pitfalls, traps and deadly lava/water since Big Nose can't swim.

Quattro compilations

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Quattro ("four" in Italian) is a series of video game compilations (each with four games) released in the 1990s. They consisted of games developed by Codemasters and were published by Camerica except for Power Machines. The NES versions of the games were released as multicarts.


Contents [hide]

1 Quattro Sports

2 Quattro Arcade

3 Quattro Adventure

4 Quattro Coin-Ops

5 Quattro Adventures Vol. 2

6 Quattro Dizzy Adventures Vol. 10

7 Quattro Power Machines

8 External links

Quattro Sports[edit]

Quattro Sports

Quattro Sports Cover.jpg

NES cover

Developer(s) Codemasters

Publisher(s) Camerica

Series Quattro

Platform(s) Amiga, Commodore 64, Nintendo Entertainment System, ZX Spectrum

Release 1990

Genre(s) Sports, compilation

Quattro Sports is a video game made by Codemasters and released for the Nintendo Entertainment System (NES), Commodore 64 and Amiga. The NES version was not licensed by Nintendo. It features four sports games, Tennis Simulator, BMX Simulator, Soccer Simulator, and Baseball pros.


Quattro Arcade[edit]

Quattro Arcade

Quattro Arcade Cover.jpg

Developer(s) Codemasters

Publisher(s) Camerica

Platform(s) Nintendo Entertainment System, Commodore 64

Release 1992

Genre(s) Platform, compilation

Mode(s) Multi-player

Quattro Arcade is a collection of 4 platform action video games released for the NES and Commodore 64 in 1992. It is made up of CJ's Elephant Antics, Stunt Buggies, F16 Renegade, and Go! Dizzy Go! (part of the Dizzy series).


Quattro Adventure[edit]

Quattro Adventure

Quattro Adventure Coverart.png

Developer(s) Codemasters

Publisher(s) Camerica

Platform(s) NES, Commodore 64

Release 1993

Genre(s) Platform, compilation

Mode(s) Single player

Quattro Adventure is a collection of 4 platform action video games released for the NES and Commodore 64 in 1993.


It contains the following games:


Boomerang Kid: The Boomerang Kid must retrieve all of his boomerangs scattered throughout the outback.

Super Robin Hood: Robin Hood must fight his way through Nottingham Castle while avoiding a multitude of traps to successfully rescue Maid Marian.

Treasure Island Dizzy: Dizzy finds himself stranded on an island and must figure out how to get home.

Linus Spacehead: Linus, an alien from the planet Linoleum, has crash landed on Earth and needs to gather up all of his scattered radio parts in order to radio home for help. The game received a standalone sequel, Linus Spacehead's Cosmic Crusade.

Quattro Coin-Ops[edit]

Quattro Coin-Ops

Developer(s) Codemasters

Publisher(s) Codemasters

Platform(s) Amstrad CPC, Commodore 64, ZX Spectrum

Release 1990

Genre(s) Arcade, compilation

Mode(s) Single player

Quattro Coin Ops is a collection of 4 arcade type video games released for the Amstrad CPC, Commodore 64 and ZX Spectrum in 1991.


It contains the following games:


Advanced Pinball Simulator

Pub Trivia

Fruit Machine Simulator

Fast Food: Dizzy, in which the titular character Dizzy is running around in various mazes munching food and avoiding monsters in a Pac-Man style arcade game.

Quattro Adventures Vol. 2[edit]

Quattro Adventures Vol. 2

Developer(s) Codemasters (France)

Publisher(s) Megastar Joystick

Platform(s) Atari ST

Release 1990

Genre(s) Platform, compilation

Mode(s) Single player

Quattro Adventures Vol. 2 is a collection of 4 platform action video games released for the Atari ST in 1990.


It contains the following games:


Treasure Island Dizzy: Dizzy finds himself stranded on an island and must figure out how to get home.

Little Puff in Dragonland

The Sword and the Rose

Spellfire the Sorcerer

Quattro Dizzy Adventures Vol. 10[edit]

Quattro Dizzy Adventures

Developer(s) Codemasters (France)

Publisher(s) Megastar Joystick

Platform(s) Amstrad CPC

Genre(s) Sports video game, platform, racing video game

Mode(s) Multiplayer, single-player

Quattro Dizzy Adventures is a collection of 4 platform action video games released for the Amstrad CPC in 1990.


It contains the following games:


Treasure Island Dizzy: Dizzy finds himself stranded on an island and must figure out how to get home.

Dizzy: Dizzy has found a stone slab with the instructions on how to destroy the evil wizard Zaks and liberate the land of Katmandu.

Fast Food: Dizzy is running around in various mazes munching food and avoiding monsters in a Pac-Man style arcade game.

Fantasy World Dizzy: Dizzy's girlfriend Daisy has been captured and locked in a tower by the king's guards and it's up to Dizzy to break free from his cell and rescue her.

Quattro Power Machines[edit]

Quattro Power Machines


Developer(s) Codemasters, Optimus Software Ltd

Publisher(s) Codemasters

Platform(s) Amiga, Atari ST

Release 1993

Genre(s) Racing game, shoot 'em up

Mode(s) Single-player

Quattro Power Machines is a collection of 4 driving, shoot 'em up, and video games released for the Amiga and Atari ST in 1993.


It contains the following games:


Violator: Violator is a vertical scrolling shoot-em-up. The player flies a helicopter through a terrain full of enemies. Planes fly at the player in formation. Turrets are capable of firing in 8 directions in order to attack player.

Nitro Boost Challenge: In this action driving game, the player must drive through 5 different stages, including a car chase, a boat race, a forest rally, and jumping the Grand Canyon. This game was originally called Super Stuntman and was released on the Commodore 64.

Super Grand Prix: The updated 16-bit version of Codemaster' Grand Prix Simulator. The game now has 4 different modes of play. The player can race with Formula 1 cars, compete in drag racing, ride motorbikes, as well as use a variety of vehicles in the 4th mode, including go-carts, police cars, a tank(which is mostly only useful to shoot other cars and act as a blockade against those behind the player). Up to 6 cars can participate in a race, and each race can be 3, 4, or 5 laps. 4 people can race against each other, with 2 on keyboard and 2 with joysticks.

Pro Powerboat Simulator: This is a boat racing game more than a simulator, in which the player must use their power boat to compete against other boaters on water-based tracks, using bridges, bombs and the player's very boat against others. Ramps can be used to skim over the top of other racers, and bombs can be placed in order to gain points as they explode when other players run over them. The player must pick up extra fuel and bombs without crashing into the bank. The player must also avoid a helicopter which flies overhead and drops bombs.


Fast Food (sometimes referred to as Fast Food Dizzy[1]) is an arcade-style maze video game in the vein of Pac-Man featuring the video game character, Dizzy the anthropomorphic egg designed by the British-born Oliver Twins. The game was originally released in December, 1987 and published by Codemasters. It was the third game to feature Dizzy.


Dizzy is pursued by FOUR mushroom-like monsters: Bonzo, Wizza, Pippa, and Fido



Fantastic Dizzy contains all 16 characters in the series. While most of the Yolkfolk were harmed by Zaks, others have different problems. Other characters include Good Wizard Theodore, Blackheart the Pirate, the Palace Guard, Prince Clumsy, Rockwart the Troll, Shamus the Leprechaun and the Shop Owner.[3]

I'm a paragraph. Click here to add your own text and edit me. It's easy.

TV Basketball of 1974 was the first sprite game. It involved four players in one line in two dimensions playing basketball
Tennis For Two was an electronic game developed in 1958 on a Donner Model 30 analog computer, which simulates a game of tennis or ping pong on an oscilloscope. Created by American physicist William Higinbotham for visitors at the Brookhaven National Laboratory, it is important in the history of video games as one of the first electronic games to use a graphical display.
Tennis for two was probably the second video game ever created.
It was played on a screen that looked like a quadrant grid


OXO or Noughts and Crosses is a video game developed by A S Douglas in 1952 for the Electronic Delay Storage Automatic Calculator (EDSAC) computer, which simulates a game of noughts and crosses, also called tic-tac-toe. It was one of the first games developed in the early history of video games



The first publicly demonstrated electronic game was created in 1950. Bertie the Brain was an arcade game of tic-tac-toe, built by Josef Kates for the 1950 Canadian National Exhibition.[10] To showcase his new miniature vacuum tube, the additron tube, he designed a specialized computer to use it, which he built with the assistance of engineers from Rogers Majestic. The large metal computer, which was four meters tall, could only play tic-tac-toe on a lightbulb-backed display, and was installed in the Engineering Building at the Canadian National Exhibition from August 25–September 9, 1950.[11][12] The game was a success at the two-week exhibition, with attendees lining up to play it as Kates adjusted the difficulty up and down for players. After the exhibition, Bertie was dismantled, and "largely forgotten" as a novelty. Kates has said that he was working on so many projects at the same time that he had no energy to spare for preserving it, despite its significance.[11]

Berzerk was one of the original video games made in 1980. Again there are four enemies in this game with the fourth being different than the other three. There are three colors of robots, and then there is the fourth evil otto, the nemesis of the humanoid protagonist. It is a very simple game where the player can move the four directions up and down and left and right kind of in a quadrant manner.
Dark yellow robots that do not fire
Red robots that can fire 1 bullet (500 points)
Dark cyan robots that can fire 2 bullets (1,500 points)
In this version of the game, after 5,000 points, Evil Otto doubles his speed, moving as fast as the player while robots remain in the maze, and twice as fast as the player after all the robots are destroyed.
In the sitcom My Name is Earl (Season 1, Episode 8), the character "Crabman" is portrayed, playing Berzerk and scoring high. He afterwards would take a polaroid photograph of the screen, pinning the highscore to his personal wall of fame.[20]
In the Futurama episode "Fear of a Bot Planet", the Anti-Human Patrol robots, along with the PA loudspeaker, use the sound samples of "Get the humanoid!" and "Intruder alert! Intruder alert!" from the original game.[21] The episode "Anthology of Interest II" features an actual robot from the game, and the spoken line of the robot references the style of the sound samples ("Fork 'em over! FORK 'EM OVER!").[22]
In The Simpsons episode "Homer Goes to College", Homer visits some nerds who mutter "Intruder alert" and "Stop the humanoid".[23]
In the NewsRadio episode "Rosebowl", news director Dave Nelson introduces an unpopular new employee evaluation system. In the fracas following the adoption of this new system, Dave is referred to as "Evil Otto" by the two news anchors, Bill McNeal and Catherine Duke.[24]
In the popular online game World of Warcraft, Gnomish Alarm-O-Bots call out "Intruder Alert!" when attacked in the same robotic voice as Evil Otto.

In 2010 a series of four classic Atari game CD-ROMs (Centipede, Lunar Lander, Super Breakout and Asteroids) were given away in kids' meals, and were also available for purchase separately


Atari breakout is a simple game. It is very easy to play. The rule and the controls of the game were designed so easy that even kids can play this game well. In the game, you play with a red ball and a paddle. Your mission is to make the ball touch all the blocks on the top of your screen.


The blocks are arranged on the top of the screen in specific orders. In each level, the order of the blocks is different from the others. For example, in the first level, the blocks are arranged in four rows, each row has a color. The first row is blue, the next row is green, the following row is yellow and the last row is red.


In higher levels, the blocks are arranged in many different orders. In level 2, they are in the diamond shape order and there are still four colors. In the third level, the blocks are in pair of wings shape. In this level, there are two colors of the blocks, only yellow and orange.


If you own an Atari 800 computer don't forget there are other game cartridges besides STAR RAIDERS available. My favorite game (next to STAR RAIDERS of course!) is SUPER BREAKOUT. If you've visited any game arcades recently you may have seen an Atari Super Breakout machine. Well the SUPER BREAKOUT cartridge provides the same arcade games for your Atari 800 as well as standard BREAKOUT.


The cartridge provides four games: regular BREAKOUT, Progressive, Double, and Cavity. Each game can be played by one to eight players if you have enough paddle controllers. As expected, the major idea is to knock bricks out of a wall and score points determined by the brick colors.


Regular BREAKOUT is just like the Breakout game contained in the familiar Atari Pinball Breakaway TV game. You try to knock out all the bricks from 8 rows in the wall with five balls. If you knock out all the bricks, a new wall of bricks will appear. There is no limit on the number of times a new wall of bricks can be reset during a game.


With Progressive, the setup is somewhat different from regular BREAKOUT. When the game begins there are four rows of bricks at the top of the screen, followed by four blank rows, and then four rows of bricks. After game play begins, the brick walls move down toward the bottom of the screen at a rate determined by the number of times the ball is hit. At the same time, new rows of bricks enter the top of the screen at a progressively faster rate. This game will continue forever if you're good enough!


The Double playfield is the same as for regular Breakout except that there are two paddles and two balls are served. The paddles are stacked one on top of the other. The point values are the same as for other games except that each brick is worth double the normal amount whenever two balls are in play. In this game, the wall can only be reset twice after the initial wall is knocked out.


For Cavity, the playfield is just like regular Breakout except there are two "cavities" and each contains a ball. When the game begins, the balls bounce inside each cavity but are held captive. When enough bricks are removed to release a captive ball, that ball then enters play and starts to knock out bricks and score points. Point values are double with two balls in play or triple with three balls in play. You do get two paddles, as in Double, and the wall will only be reset twice.


Points are determined by the size of the asteroid boulders. Obviously, the smaller boulders are harder to hit and therefore worth more points. With each game or turn you have four spaceships. You can earn extra spaceships by scoring high as indicated in the GAME SELECT MATRIX.


Points are scored as follows:









In Galaxian, you'll enjoy four types of alien dive bombers, nine skill levels, and an unlimited supply of bullets. This is a recipe for explosive action in this top-to-bottom scrolling intergalactic blast-fest. As you float through space, defend yourself against the four types of Galaxian bombers, each with its own attack pattern.


Levels 1 – 16

There are three basic strategies that you should use to get through the first 16 waves. These basic strategies are referred to as horizontal, vertical or opportunistic attack methods. When you choose to attack the Galaxians using the horizontal shooting strategy, your aim is to eliminate your enemies row by row. The vertical attack method entails shooting each alien in a column, starting with the three blue Galaxians in each row. Next are the purple and red Galaxian, and sometimes the flagship. Essentially, you want to shoot in a straight line, starting with the enemy closest to you.


Because they are the most numerous and positioned closest to the Galaxip, blue Galaxians will drop down on you very often. These will also be the aliens with the most identifiable flight patterns, so evading them shouldn't be much of a challenge; at least during the first few stages. Red colored aliens work hand in hand with flagships to launch more aggressive attacks. However, these aliens are also closer to the top of their formation, so surprise attacks will be rare.


The purple Galaxians seem to be much more aware of player positioning than some of the other enemy groups. Their attacks are less predictable, and their movements are much more jerky. Attacks by purple Galaxians usually precede blue Galaxian and red escort attacks.


As the name suggests, the opportunity based attack method is based on killing whichever opponent that happens to be the biggest threat, or the most obvious. Using an opportunistic attack approach also ensures that you will get a highest score than if you were to be more selective. Since you would be taking out a combination of foes, both stationary and flying, you would also get a better feel for enemy attack flight patterns.


Every new wave starts off with the Galaxip stationed on the bottom of the screen, directly in the middle. You will be lined up middle perfectly, so that the two flagships will be on immediate left and right. Depending on your chosen strategy, you can either choose to start shooting immediately, or you can start at a far end of the screen.


If you are able to survive the first 16 attack waves, you will be one step closer to beating Galaxian. Besides choosing a defensive and offensive strategy and conserving your extra lives, there is not much that you can do besides practice and hope for the best.

Beyond Level 17

From level 17 to 32, the pace and attack patterns of your enemies will become even more varied. You will never know when the last group formation attack will come because as many as the last 15 remaining aliens may suddenly attack you at once.


This will force you to use even more complex attack and defense strategies. If you have previously been using the horizontal strategy, this is a good time to try something new. More than 10 or 11 enemies attacking at once may seem overwhelming, but these groups are much more manageable when stacked on top of one another. Comparatively, a long line of bugs, positioned shoulder to shoulder, can easily attack and put you in a compromising situation.


In order to maximize your score, using a wait and approach attack method can be very helpful at this point. Until you get to the very last group attack at the end of a wave, you can count on being bombarded by unrelenting attacks by aliens individually. Otherwise, if you are more focused on finishing Galaxian, it may be best to sacrifice a high score and adopt a more aggressive game plan.


Every Galaxian moves, approaches and shoots based on your location and movements. You can learn to anticipate these movements and fire shots accordingly, so that the trajectory of each bullet naturally intercepts with their predetermined paths. Alternatively, you may need to start waiting for your enemies to get to a certain spot on each board and then shoot as they start to return to their positions.


You do not have to stick with any one particular strategy, but try not to switch up gears to much while actively engaging a wave of attacks. Note that the highest stage, or wave, that you can complete in Galaxian is level 32.



Galaxy Wars is an arcade video game developed by Universal and manufactured by Taito in 1979.


Galaxy Wars Arcade game screen shot

There are four parts to the game after getting through a certain number of levels. They are Good, Very Good, Wonderful and Fantastic.

Depress the fire button for a missile. The missile speed increases when depressing the fire button continuously. Guide the missile from a stationary launch pad to the top of the screen to blow up the invading fleet of armed UFOs while dodging meteorites and bombs. Points are awarded for blowing up various ships and range from 50-550 depending on the ship. There is a bonus chance of 600 points for one pattern. After clearing a level or "pattern" as the back of the flyer calls it, the player was rewarded with messages like "Good!!" after 3 screens cleared, "Very Good!!" after 7 screens cleared, "Wonderful!!" after 10 screens cleared, and "Fantastic!!" after 15 screens cleared. Players who failed to score any points were told to "Give Up!!" A launcher appears every 3,000 additional points (5,000 if the adjustment is made in the controlling dip switches in the arcade cabinet).

The game has a 1up and 2up player score and High Score tallied at the top of the screen.

The arcade cabinet has one joystick to move the launcher left to right and guide the missiles.



While manning a single green colored spaceship, players have to shoot down four different types of enemies. Players can take refuge behind four structures which are situated close to the bottom of each stage as enemies are capable of firing back.


Within every board is a group of 55 enemies. This formation of foes contains exactly the same amount of opponents, which are grouped into four different categories. Shooting an enemy space vessel yields anywhere from 50 to 300 points, while octopus shaped opponents are always worth 30 points. Killing pointy eared enemies will give you 20 points, and destroying large headed aliens will give you 10 points.


Every level is exactly the same, with enemies descending more quickly as the game goes on. Players can only move left or right, but the four green structures directly above them can be used as shields. Unfortunately, the four structures are susceptible to enemy attacks and will eventually be destroyed as each level progresses.

there are four different types of enemies in Space Invaders. Defeat them all in order to go to the next round.

In each level of the original space invaders arcade game there were four types of enemies in each level. Each enemy type afforded a different amount of points. The fourth type afforded often a mystery amount of points (and it was a lot). The fourth is always transcendent.. Click here to add your own text and edit me. It's easy.

I'm a paragraph. Click here to add your own text and edit me. It's easy.


With its four unique stages, Donkey Kong was the most complex arcade game at the time of its release, and one of the first arcade games to feature multiple stages, following 1980's Phoenix and 1981's Gorf and Scramble:66[14]


Competitive video gamers and referees stress the game's high level of difficulty compared to other classic arcade games. Winning the game requires patience and the ability to accurately time Mario's ascent.[15]:82 In addition to presenting the goal of saving Pauline, the game also gives the player a score. Points are awarded for the following: leaping over obstacles; destroying objects with a hammer power-up; collecting items such as hats, parasols, and purses (presumably belonging to Pauline); removing rivets from platforms; and completing each stage (determined by a steadily decreasing bonus counter). The player typically receives three lives with a bonus awarded for the first 7,000 points, although this can be modified via the game's built in DIP switches. One life is lost whenever Mario touches Donkey Kong or any enemy object, falls too far through a gap or off the end of a platform, or lets the bonus counter reach zero.


The game is divided into four different single-screen stages. Each represents 25 meters of the structure Donkey Kong has climbed, one stage being 25 meters higher than the previous. The final stage occurs at 100 meters. Stage one involves Mario scaling a construction site made of crooked girders and ladders while jumping over or hammering barrels and oil drums tossed by Donkey Kong. Stage two involves climbing a five-story structure of conveyor belts, each of which transport cement pans. The third stage involves the player riding elevators while avoiding bouncing springs. The final stage involves Mario removing eight rivets which support Donkey Kong. Removing the final rivet causes Donkey Kong to fall and the hero to be reunited with Pauline.[16] These four stages combine to form a level.


Upon completion of the fourth stage, the level then increments, and the game repeats the stages with progressive difficulty. For example, Donkey Kong begins to hurl barrels faster and sometimes diagonally, and fireballs get speedier. The victory music alternates between levels 1 and 2. The 22nd level is colloquially known as the kill screen, due to an error in the game's programming that kills Mario after a few seconds, effectively ending the game.[16]

A complete remake of the original arcade game on the Game Boy, named Donkey Kong or Donkey Kong '94 contains levels from both the original Donkey Kong and Donkey Kong Jr. arcades. It starts with the same damsel-in-distress premise and four basic locations as the arcade game and then progresses to 97 additional puzzle-based levels. It is the first game to have built-in enhancement for the Super Game Boy accessory. The arcade version makes an appearance in Donkey Kong 64 in the Frantic Factory level.

In September 1982, Arcade Express reviewed the ColecoVision port and scored Donkey Kong 9 out of 10.[33] Computer and Video Games reviewed the ColecoVision port in its September 1984 issue and scored it 4 out of 4 in all four categories of Action, Graphics, Addiction and Theme.[34]


The Mario Brothers games were made in a "4 step" process where each level has four steps to it

Mario Bros. (マリオブラザーズ Mario Burazāzu?) is a platform game published and developed for arcades by Nintendo in 1983. It was created by Shigeru Miyamoto.

The player gains points by defeating multiple enemies consecutively and can participate in a bonus round to gain more points. Enemies are defeated by kicking them over once they have been flipped on their back. This is accomplished by hitting the platform the enemy is on directly beneath them. If the player allows too much time to pass after doing this, the enemy will flip itself back over, changing in color and increasing speed. Each phase has a certain number of enemies, with the final enemy immediately changing color and increasing its speed.

There are four enemies:

Square 1: the Shellcreeper, which simply walks around;

Square 2: the Sidestepper, which requires two hits to flip over;

Square 3: the Fighter Fly, which moves by jumping and can only be flipped when it is touching a platform; and

Square 4: the Slipice, which turns platforms into slippery ice. When bumped from below, the Slipice dies immediately instead of flipping over.

The original versions of Mario Bros.—the arcade version and the Family Computer/Nintendo Entertainment System (FC/NES) version—were received positively by critics.


The game opens with Waluigi stealing the four Music Keys, who can grant wishes, from Truffle Towers. However, when he tries to open the door to the room containing the Music Keys, three of them scatter across the Mushroom Kingdom, and the fourth one is kept by Waluigi. From a distance, Toad watches these events unfold and rushes to tell Mario or Luigi, depending on which character the player chose, who then rushes off to retrieve the missing Music Keys.


The Nintendo Wii really is a versatile piece of hardware.

I mean, when it comes to controllers, there are pretty much four different types.


I guess I have no choice but implement them all! EACH CHARACTER HAS FOUR UNIQUE MOVES

Brawl also supports multiplayer battles with up to four combatants, and is the first game of its franchise to feature online battles via Nintendo Wi-Fi Connection.[8] The game is unique, in that it may be played with four different controllers, including the Wii Remote, Wii Remote with Nunchuk, GameCube controller, and Classic Controller, simultaneously.[9][10]

Each character has four unique moves, which often cause effects besides damage to an opponent.

Additionally, players can converse with up to four phrases that are preset by the player, which appear as speech bubbles when activated.

Before each stage, the player chooses one of four different protagonists to use: Mario, Luigi, Toad, and Princess Peach. All four characters can run, jump, and climb ladders or vines, but each character possesses a unique strength that causes them to be controlled differently.

In Zelda II: The Adventure of Link, Link begins the game with four Heart Containers and four Magic Containers and can acquire up to four more of each, permanently increasing his life points and magic points respectively.


In the game, the player controls Mickey Mouse as the Sorcerer's Apprentice through various side-scrolling levels in an attempt to collect musical notes that somehow went missing whilst he was asleep.[1] The game's four levels were based on amalgamations of the segments of Fantasia, with each one themed around the elements: water (The Sorcerer's Apprentice, Dance of the Reed Flutes and Arabian Dance), earth (The Rite of Spring), air (Russian Dance, Pastoral Symphony and Dance of the Hours) and fire (Night on Bald Mountain, Toccata and Fugue in D Minor). The player defeats various enemies by jumping on them or by collecting magical bubbles that could be used to shoot at enemies as projectiles. In each level, the player collects a certain number of hidden magical notes in order for the song to play once again.


The game departs from the gameplay featured in earlier Paper Mario titles, primarily featuring side scrolling platforming gameplay with role-playing elements. The player controls Mario and later Princess Peach, Bowser and Luigi, who each possess different abilities. The majority of the gameplay revolves around Mario's learned ability to "flip" between dimensions, which consists of switching between 3D and 2D perspectives in each level, allowing the player to maneuver around obstacles impassable in different views. The plot follows the four characters' quest to collect the eight Pure Hearts in order to prevent Count Bleck, the main antagonist, from destroying the universe.


Crush contains ten levels in each of the four locations, all based on an event in Danny's past.[4][5] The levels represent Danny's mind: a dark city landscape with many tall buildings and the occasional street lamp, a hotel resting aside a seaside location, a dark and mysterious funfair, and a haunted childhood bedroom. Levels are mostly composed of platforms formed by blocks. The player's goal in each level is to collect marbles, which give the player points based on their color. The exit from the level is opened once a predetermined number of points have been collected. Danny can crawl into narrow areas and jump a small height.


Miegakure is an upcoming indie video game platformer in which the gamer explores four-dimensional space in order to solve various higher-dimensional puzzles within a garden setting. Inspired by the classic science-fiction novella Flatland: A Romance of Many Dimensions by Edwin Abbot Abbot, Miegakure plays much like a regular three-dimensional platformer, but at the press of a button one of the dimensions is exchanged with its four-dimensional counterpart, allowing for four-dimensional movement as the player explores this new dimension in the same way that a two-dimensional being would explore the third, experiencing the various consequences of being able to move within a four-dimensional space by allowing players to experience it first-hand, using trial and error.


A cat burglar named Yenicall (Jun Ji-hyun) seduces the owner of Leesung Gallery (Shin Ha-kyun), and steals a rare artifact with the help of three other criminals: Popie (Lee Jung-jae), the leader, Zampano (Kim Soo-hyun), the assistant, and Chewing Gum (Kim Hae-sook), a middle-aged woman. They are visited by a detective (Ju Jin-mo) shortly after, and realize that staying in Korea is too dangerous. As such, they join a heist led by a master thief named Macau Park (Kim Yoon-seok), a Korean based in Macau who is also Popie's former boss. Popie brings along Pepsee (Kim Hye-soo), a convicted safe-cracker who was recently released on parole. In Hong Kong, Chen (Simon Yam), Jonny (Derek Tsang) and Andrew (Oh Dal-su) are contacted by Macau Park and agree to enroll, and are joined by a safe-cracker named Julie (Angelica Lee).


Pepsee regroups with Popie, Yenicall, and Andrew, and they force Tiffany's step-sister to reveal Macau Park's place of exchange, which is the Busan Grand Hotel, located in Busan, South Korea. While the step-sister distracts Macau Park, the four break into Macau Park's room and replace the diamond with the fake one. Macau Park discovers the ruse, and explains to Pepsee that, years before, it was Popie who cut the rapelling cable, making him the traitor. Taking the fake diamond, Macau Park meets with Wei Hong, revealing that his main motive is revenge, as Wei Hong killed Macau Park's father. The meeting is raided by the South Korean police and SWAT and multiple gun-fights ensue. Everyone manages to escape except Popie, who is arrested, and it is shown that the real diamond is actually a second fake, which was swapped by Yenicall.


Donkey Kong begins with the four levels found in the original arcade game, in which Mario must reach the top of the level and save Pauline. After these four initial stages are completed, the usual arcade ending begins, but after a few notes of the "victory theme" Donkey Kong revives, grabs Pauline again, and takes off with her, with Mario giving chase. The player is then presented with 97 additional stages spanning nine worlds, for a total of 101 stages with the very last one a fight against a mutated, larger Donkey Kong.


The subsequent levels follow a completely different game mechanic in which the player must guide Mario through each level to locate a key. He must pick it up and carry it to a locked door elsewhere in the stage. Every fourth level is a "battle level" in which the player must either try and reach Pauline, like in the original levels, or defeat Donkey Kong by using his own barrels against him. After the fourth level is cleared, a short cutscene is shown depicting a player's abilities that may be needed for the upcoming levels, or to introduce new kinds of traps. At this point, players are allowed to save their progress, including their time for each level or for the total set. Extra lives can be earned via mini-games, unlocked by collecting three special items in each level, or at the end of each set based on the total unused time from that set.


Brute Force is a video game released for the Xbox by Microsoft in 2003. The game is a squad-based third-person shooter that uses four members of a team which fight in numerous battles. Each character on the team has their own strengths and weaknesses. The story is of a science-fiction setting where humans spread throughout the galaxy and tension arises with the threat of a hostile alien race that appears. The squad, Brute Force, is sent in to confront the enemy. Brute Force began as a PC game in 2000, but was soon after turned into a first-party title for the Xbox, following the buyout of Digital Anvil by Microsoft.


Contents [hide]

1 Gameplay

2 Plot

3 Development

4 Reception

5 References


Brute Force was developed to be a third-person squad-based shooter. This allows for both open-ended type gameplay and adding a tactical component by playing the characters according to their abilities. Engagements can be handled via stealth, sniper fire, or direct assault. Each of the four playable characters has a special ability for approaching combat in their own way. Tex and Brutus are suited to direct assaults, Hawk is suited to stealth, and Flint is suited to sniping enemies. The player switches between and issues orders to the characters via the D-pad.[1] No online gameplay is offered with Brute Force, however there is cooperative play, where another player may at any time control another character during the campaign. Up to four players are supported this way.[2]


After the mechanics of the squad-based gameplay, AI was perhaps the most important parts of development. This was actually to complement the team-based system, which would allow the enemies to act intelligently and allow your team to support the player and work together as a team. The gameplay has four different command modes to which the AI reacts differently. The characters are also aware of the environment in finding areas for cover and sniping, as well as going to heal themselves.


Castle Crashers is a 2D beat 'em up video game developed by The Behemoth. It features music created by members of Newgrounds. The Xbox 360 version was released on August 27, 2008 via Xbox Live Arcade as part of the Xbox Live Summer of Arcade. The PlayStation 3 version was released in North America on August 31, 2010 and November 3, 2010 in Europe via the PlayStation Network. A Microsoft Windows version, exclusive to Steam, was announced on August 16, 2012.[2] The game is set in a fictional medieval universe in which a dark wizard steals a mystical gem and captures four princesses. Four knights are charged by the king to rescue the princesses, recover the jewel, and bring the wizard to justice. On June 15, 2015, The Behemoth announced a remastered version of the game for Xbox One.[4]


Castle Crashers supports cooperative gameplay for up to four players, either locally or online. The game progression in terms of what stages are unlocked is defined by the player who is furthest along, although some levels require all players to have unlocked them before proceeding to them; however, each player character will gain experience points and acquire wealth, weapons, and animal orbs independently as they progress with the rest of the party.[5] In each stage, the player can use melee and combination attacks. Each character has a unique magical ability in order to defeat foes and a health meter that, if drained from enemy attacks, will cause the character to fall in battle. In single player mode, this ends the stage; however, in cooperative multiplayer other players may attempt to revive the downed character.[5]


Characters gain experience points by damaging foes which allow the character to level up. Each level gained allows the player to allocate points towards the character's four basic combat attributes. Certain level advances also grant new combination attacks. Progress is tracked for each of the playable characters separately.[5] The character's magic level is also tracked by a meter and regenerates over time. Numerous weapons can be found in the game, each that have various effects to the character's attributes when equipped. The player can find animal companions for their character that may assist in battle, improve the character's attributes, or provide another special ability such as increased treasure earned from defeated foes.[5] Each version of the game features two minigames. In Arena, the first minigame, player characters attempt to survive through several waves of enemies, or fight each other. This minigame is available on all versions. The Xbox 360, Mac OS X and Microsoft Windows versions feature All You Can Quaff, a button-mashing contest between all characters to attempt to eat as much food as possible.[5] The PlayStation 3 version features a Volleyball minigame for up to four players and four AI characters.[6]


Castle Crashers is set in a fictional medieval universe. It begins with four knights attending a party in a king's castle. During the party a dark wizard arrives, stealing a mystical gem and capturing four princesses. The king sends the knights to retrieve the gem, rescue his daughters, and bring the wizard to justice.[5] The knights encounter several enemies along the way, including other knights, multiple encounters with a cyclops, a giant "cat-fish", factory workers, monstrous oceans with ninja pirates, and alien invaders. As the knights progress they succeed in rescuing the princesses, and ultimately the journey culminates in a final showdown with the wizard. The knights emerge victorious from the confrontation, having defeated the dark wizard, rescuing all of the king's daughters, and recovering the mystical gem.[5] The knights then ride the reclaimed gem through several empty battlefields on their trip back to the castle. At the castle the king brings one of his daughters for one of the knights to kiss, her face veiled.[5]

Payday 2, when first released, allowed players to control one of four pseudonymous robbers, three of these returned from Payday: The Heist: former Chicago mobster Dallas (portrayed by Eric Etebari, voiced by Simon Kerr), bankrupt Swedish software developer gone mad Wolf (Ulf Andersson), and rogue Navy SEAL and mercenary Chains (Damion Poitier). The fourth member of the gang, the English crook Hoxton (portrayed by Josh Lenn, voiced by Pete Gold), was arrested by the FBI in between the events of the two games, so Dallas' troubled younger brother (Derek Ray) is recruited to take his place.


Like in previous games, the Zombies storyline in Call of Duty: Black Ops III is told in an episodic format, with one map, "Shadows of Evil", available at launch, and the rest to follow in the downloadable content season. "Shadows of Evil" focuses on a new group of characters: Nero Blackstone (Jeff Goldblum), Jessica Rose (Heather Graham), Jack Vincent (Neal McDonough) and Floyd Campbell (Ron Perlman), who reside in the fictional Morg City. Treyarch describes the new characters as "troubled individuals" with "a long and sordid history of past misdeeds". The four characters are thrown into a twisted version of the city, overrun by zombies, and are guided by a mysterious, unreliable figure called the Shadowman (Robert Picardo).[10]


Following the battle against the undead outbreak in Northern France, Doctor Ludvig Maxis directed Doctor Edward Richtofen to go on a quest to learn about the concept of alternate timelines and the existence of different worlds. After acquiring an ancient book known as the Kronorium, Richtofen learns of the Summoning Key, a powerful artifact that can fix their world back to its original state, and of the Keepers, an ancient race who act as the wards of all universes. Maxis instructs Richtofen to seek out specific versions of his three former allies: Corporal Tank Dempsey, Sergeant Nikolai Belinski, and Captain Takeo Masaki. Richtofen must also kill an alternate version of himself and acquire the souls of all four, using the Key once it is found. Richtofen travels to the 63rd dimension and arrives in Morg City in the 1940s, where the Apothicons, former Keepers who were corrupted and mutated by the dark energy of the Aether, manipulated four individuals: Jessica Rose, a burlesque dancer; Jack Vincent, a corrupt cop; Floyd Campbell, an up-and-coming boxer; and Nero Blackstone, a washed-up magician. Mislead into doing the biddings of an Apothicon named the Shadowman, the four opened a rift beneath the city using the Summoning Key, thereby freeing an ancient Apothicon beast. With the Keepers' aid, the four manage to trap the Shadowman inside the Key, and banish the beast from their dimension. Before they could retrieve the Summoning Key from the Keepers, however, Richtofen appears out of a portal and grabs the Key from them, thanking them for their effort and leaving through the portal.


Dempsey, Nikolai, and Takeo, who have been tracking down Richtofen for two years, learn of his travels and pursue him through various dimensions. They arrive in the Der Riese facility during an altered version of the original timeline, only moments after Maxis and his daughter Samantha were teleported away by the alternate Richtofen. Dempsey, Nikolai, and Takeo attempt to convince him to awaken their other selves, but are interrupted by the Origins timeline's Richtofen, who appears out of the teleporter and kills his other self. The four then band together to fend off the zombie horde once more, finding themselves affected by Element 115; the personalities and memories of their original incarnations begin to bleed into theirs. Eventually, the group activates a beacon within the facility, allowing Dr. Maxis to locate them from another dimension. In pursuit of the alternate Dempsey, the four then travel to Griffin Castle, Group 935's fortress in Austria. As Dempsey is being sent to the Moon base, the four send his capsule crash-landing back onto the castle's courtyard. However, Group 935 member Doctor Groph activates a failsafe, preventing the group from tampering with the capsule. Richtofen uses the Summoning Key to override the defense system, sending a barrage of missiles at the Moon, destroying it along with Groph and all other Group 935 members operating on it. As the four retrieve the alternate Dempsey, Richtofen reveals his plan to prevent their other incarnations from wreaking havoc upon the universe. After bidding farewell, Dempsey shuts down the capsule's life support to his other self, allowing Richtofen to use the Key and absorb the soul.


Afterwards, the group attempts to teleport to a new timeline to locate an alternate Takeo, who is held prisoner at a Pacific island by the Japanese research group Division 9. The four discover that Division 9 has been experimenting on the animal and plant life using Element 115, resulting in various monstrous mutations. The four later travel down to a Division 9 bunker where they find the alternate Takeo mutated beyond recognition as well. After they manage to release him from the mutation, the young Takeo is shocked to learn that it was the Emperor himself who betrayed his alternate self and sent him to this island, out of petty jealousy. The young Takeo is finally resolved with himself, and allows his older self to commit seppuku. After using the Summoning Key to absorb the alternate Takeo's soul, the crew later teleports to another timeline and lands in a war-torn World War II-era Stalingrad. Russia has employed Group 935's technology to create their own giant robots and mechanical soldiers, while Germany is aided by ancient dragons resurrected and bred by Division 9. As the crew traverses across the city, they are forced to help Sophia, Dr. Maxis' former assistant who has been transformed into a machine, to initiate the Ascension Protocol, allowing her to gain knowledge of interdimensional travel. They also hear the voice of Doctor Monty, an omnipotent being who reveals the true nature of the universe and its current state. Amidst the chaos, the alternate Nikolai has taken control of a modified Manticore drone unit, and teams up with the group to destroy the alpha dragon. However, upon the dragon's death, Nikolai refuses to surrender, forcing the four destroy his Manticore. After defeating him, the young Nikolai approaches his older self and reminds him of the loss they suffered and buried beneath their drinking habit. The alternate Nikolai attempts to shoot his younger self, causing young Nikolai to kill him in retaliation. With all souls collected, Richtofen calls out to Dr. Maxis to summon a portal, and release the souls into it. Afterwards, Monty contacts the four and promises to explain everything to them once they get to "The House".


"The House" is revealed to be part of a perfect world created by Monty to prevent all forces of evil from infecting it, ensuring the safety of the children: Samantha, Eddie (a child version of Richtofen), as well as child versions of Dempsey, Nikolai, and Takeo, who exist there as a result of Richtofen sending the souls into it. Maxis, due to the lack of his soul, is given a new body to contain his brain instead. As Richtofen and the crew return to the House, he gives Maxis the Summoning Key, and then proceeds to destroy the teleporter, preventing access to other dimensions and locking off the House from the rest of the universe. However, later, Maxis would be manipulated by the voice of the Shadowman, who is set free accidentally by Maxis upon his contact with the Summoning Key. The Shadowman then uses his power to merge various other dimensions, including the Aether, allowing the Apothicons to enter and wreak havoc. While traveling throughout a fractured world, revisiting various locations that they and their other selves have been to, Richtofen and the crew manage to uncover the truth behind Sophia's transformation, and help her enter the dimension. With her assistance, they manage to retrieve the Summoning Key and the Kronorium, and confront the Shadowman, defeating him once and for all using the combined power of the two artifacts. Maxis, who still resides within the Key, then absorbs the souls of the children into the Key, and joins Sophia as they fly toward the Apothicon sun, sending it and all Apothicon presence away from the House. As Monty ponders the future of his perfect world, he notices that Richtofen and the crew are somehow able to remain in the dimension without fading from existence, thanks to the blood vials they retrieved from the Purgatory dimension before heading to Stalingrad. Richtofen suggests that Monty send them away to a place they have never been to, however Monty decides to just wipe them out of existence. The blood vials, however, allow the four to restart their cycle, sending their consciousness to ancient medieval times, where they find themselves as crusader warriors wielding powerful elemental staffs. Thus, they would be remembered as "Primis",[e] heroes who aided the Keepers in sealing away the Apothicons in the Great War, effectively "completing the cycle" of the universe.


In December 2015, during Sony's PlayStation Experience event, Activision announced the first downloadable content map pack for Black Ops III, titled Awakening, and was released first on PlayStation 4 on February 2, 2016. Releases for Xbox One and Microsoft Windows happened in March 2016. The map pack contains four new multiplayer maps: Skyjacked, Rise, Splashed, and Gauntlet, a new Zombies map, Der Eisendrache, and several new gumballs for the Zombie mode.[36] In March 2016, Treyarch revealed the second Map Pack, titled "Eclipse". The map pack has four new multiplayer maps, including a remake of the World at War map "Bonzai" and a new Zombies map, "Zetsubou no Shima".[37] The map pack was released on April 19 for PlayStation 4 and May 19 for Xbox One and PC.


The third map pack, Descent, was revealed on June 28, 2016, featuring four new MP maps, including a remake of the Black Ops II map "Raid" and a new Zombies map, "Gorod Krovi". The map pack was released on July 12 for PlayStation 4 and August 11 for Xbox One and PC. The PC release of Descent received controversy, for Activision and Treyarch announced that the map packs would no longer be sold separately, and PC players must purchase the season pass to receive all map packs, while owners of Awakening and/or Eclipse would receive discounts upon purchasing the season pass. The fourth and final map pack, Salvation, was revealed on August 25, 2016, with remakes of the MP maps "Standoff" from Black Ops II and "Outskirt" from World at War, along with the final Zombies map, "Revelations". The map pack was released on September 6 for PlayStation 4, and October 6 for Xbox One and PC.



Shadow Blasters is a side-scrolling platform game. The player(s) can control one character at a time and can choose from a pool of four characters. Each character is able to walk, jump, crouch, and fire a projectile weapon unique to that character. For the most part, the player is free to move forward and backward through a given level as desired. As the player progresses, characters become more powerful by picking up power-ups for the attributes of speed, jump, and power. Power-ups do not "roll over" into the character pool if the current character is at the maximum for the respective attribute, meaning a character can only gain attribute points from a power-up if that character is in play when the power-up is collected.


There are four characters that player can choose from, each of them having four distinct stages to his or her weapon. The player can switch characters at any point during game play simply by going to the character select screen and choosing a different character. While this is a powerful asset, once a character dies, he or she cannot ever be revived. This effectively limits the total "lives" of the player to four - once the last character is dead, the game is over.


Yakuza 4 has three new protagonists in addition to Kazuma Kiryu, the main character since the original Yakuza game: Masayoshi Tanimura (Hiroki Narimiya), Shun Akiyama (Kōichi Yamadera) and Taiga Saejima (Rikiya Koyama). Other new characters include Junji Sugiuchi (Kenichi Endou), a Tokyo Metropolitan Police Department detective; Hiroaki Arai (Ikki Sawamura), a Tojo Clan yakuza; Seishirō Munakata (Kinya Kitaoji), a high-ranking police officer and a woman, Lily (Maju Ozawa). Returning characters are Haruka Sawamura, Goro Majima, Makoto Date, Daigo Dojima and Goh Hamazaki.


The player begins the game by choosing from one of four different forest rangers, each with a different amount of health, attack strength, and jumping height. There are four variations of the game (which can be determined by dipswitch settings):


A common two player setting (used in most 2 player cabinets).

A four player setting with individual coin slots for each player (usually seen in most conversions of 4-player cabinets such as Crime Fighters, Gauntlet, and Quartet).

A four player setting which uses a pair of two player cabinets linked together with a special cable.

A four player setting which uses two coin slots for everyone (usually seen in conversions of Trog among other four player cabinets which use two coin slots).

The two-player variant allows the player to choose which character they would like to play as while the four-player versions assign each character to a player slot like other beat em ups.


The game, which is set in a fanciful version of the American Old West, revolves around four bounty hunters named Steve, Billy, Bob, and Cormano who are out to claim rewards given for eliminating the most wanted outlaws in the West. At the beginning of each stage the player is shown a wanted poster.


Sunset Riders can be played by up to two or four players, depending on the version of the game. In the two-player version each player can choose which of the four bounty hunters (Steve, Billy, Bob, and Cormano) to play as at the start of the game, while in the four-player version each character is assigned to a different control panel. Steve and Billy wield revolvers, while Bob uses a rifle and Cormano uses a shotgun. The controls consists of an eight way joystick for moving the character and aiming their guns, and two buttons for shooting and jumping. The player can jump between higher and lower floors by holding the joystick up or down while pressing the jump button. There's also a slide move that allows the player's character to avoid enemy fire by pressing the jump button while the joystick diagonally downwards.[1]


X-Men is a home console video game produced by Sega in 1993, based on the adventures of the Marvel Comics superhero team, the X-Men. One or two players can play as any of four pre-chosen X-Men. X-Men is a Mega Drive/Genesis-exclusive game and in 1995 was followed up by X-Men 2: Clone Wars.


Gambit, Nightcrawler, Wolverine, and Cyclops are available to play. Each character can jump and use various unlimited weapons (i.e. punch, kick) and a superpower which had a usefulness limited by a mutant power bar similar to a life meter, making the player rely more on standard attacks. The mutant power bar would slowly regenerate when depleted and when switching characters in mid-game, would revert to the status of the next characters mutant power bar from the last use (characters yet to be used would start off with a standard full bar of mutant power).



Playable Characters

Wolverine: Uses retractable claws which enhance the strength of his basic punches and allows him to execute special mid-air attacks. As in other X-Men games, he possesses a healing factor that enables the character to recover from injury (i.e. replenish the life bar).


Gambit: Uses his trademark bo staff as a weapon. His charged cards track enemies.


Cyclops: Uses rebounding optic blasts.


Nightcrawler: Uses a teleportation ability which can skip many areas or transport a secondary character.


Other X-Men such as Storm, Rogue, Iceman, and Archangel can be called upon for support. Jean Grey also appears as support to pick up characters which fall. There are several levels, most having boss fights with familiar X-Men villains.


Bass Fishing is an arcade fishing game where players attempt to hook and reel in fish with different lures. Consisting of four stages at different times of the day, the game requires the player to catch a certain weight of fish within a time limit in order to move onto the next stage. The final stage allows only for one fish to be captured, but are among the largest in the game and most difficult to catch. Fish are measured under four weight classes: Small One, Average, Big One, and Huge.


The Sega Dreamcast port included a practice mode and a tournament mode, where players could unlock more lures. In addition to the arcade game's four stages, four new stages were also included. Each stage could now be played with different fishing conditions, such as the season, weather and time of day. The PC version of the game released in 2001 was based on the Dreamcast version.


An enhanced port of the game was released for the Wii on February 26, 2008.[1] The game utilizes the motion controls of the Wii Remote and optionally the Nunchuck to replicate the Sega Fishing Controller. The game's graphics have been enhanced and includes the modes, features, stages and unlockables found in the Dreamcast version. The Wii version also introduces seven more stages, bringing the number to fifteen. Arcade mode now consists of courses, with the final course unlocking the original four arcade stages. Nature Trip mode is also introduced, allowing players to practice without the background music playing.


A player may select one of four characters; Glenn, X, Cory or Nick. Gameplay involves the character flying from an into-the-screen perspective, shooting oncoming enemies and missiles. In a two player game, the two characters may dock together in order to recover life.


The game is divided into four stages or chapters, each featuring several levels. After completing a level the player will be shown a map which displays the player's current location and the paths they can take. Most of the levels are linear side-scrolling segments where the player must simply walk from one to side to the other while fighting every enemy who gets in the way. Other levels are dungeon mazes in which the player must figure out the correct path to the goal while avoiding traps. The player will encounter various allies throughout the game that will increase Aarzak's offensive or defensive strength, or replenish their health. The game features several one-on-one encounters with bosses as well. The player must sometime complete levels in a certain order in order to finish a chapter.


The 3DO game was developed in tandem with the film[3] and entails several gameplay styles: of the game's 16 levels, nine are light gun shooter levels, four are one-on-one fighting, two are first person shooter; and one is a mission-based racing game. Due to the advanced 3DO sound engine, the soundtrack is ripped directly from the movie, and full motion video is heavily used, incorporating both footage from the film and exclusive footage of Sylvester Stallone and Wesley Snipes made specifically for the game. Jesse Ventura reprises his role as a minion to Simon Phoenix as the only actor in the movie to play a cryo-con henchman in the underground level and cryo-prison level.[citation needed] A version of the game was to be published by Atari Corporation for the Atari Jaguar CD,[4] but it was cancelled.


Set five years after the events of Contra III: The Alien Wars, a terrorist group led by the renegade Colonel Bahamut has stolen an alien cell recovered from the war and now intends to use it to produce weapons. Instead of the traditional Contra heroes of Bill Rizer and Lance Bean, a new task force known as the Hard Corps (with four members) are sent to deal with the situation. The game features a branching storyline with multiple possible endings.[2]


Another difference is the player can now choose between one of four unique player characters.[3] Like in the previous Contra games, a maximum of two players can play simultaneously, but they're not allowed to choose the same character.[3]


The player can now carry up to four different weapons, as well as a supply of bombs. Like in previous games, weapons are obtained from flying capsule pods. This time the weapon items are now labeled "A", "B", "C", and "D", which will vary depending on the character controlled by the player. Each player begins with a standard machine gun, which can be upgraded to a different semi-automatic weapon by picking up the A-type power-up. When the player's character loses a life, the weapon they had equipped will be lost. Unlike Contra III, the player's supply of bombs will remain the same when a life is lost.[6]




City of Vilcabamba.


1 - Caves

2 - City of Vilcabamba

3 - Lost Valley

4 - Tomb of Qualopec





St.Francis' Folly.


5 - St. Francis' Folly

6 - Colosseum

7 - Palace Midas

8 - The Cistern

9 - Tomb of Tihocan




The Sphinx of Khamoon.


10 - City of Khamoon

11 - Obelisk of Khamoon

12 - Sanctuary of the Scion






A hatchery in Atlantis.


13 - Natla's Mines

14 - Atlantis

15 - The Great Pyramid


Explore four massive worlds with over 15 original levels encompassing four continents.


In Congo Bongo you take over the role of a jungle hunter who tries to catch a Gorilla named "Congo". In each of the four levels there are numerous perils between you and Congo in the shape of abysses, torrential rivers, falling coconuts, monkeys gone wild, snakes, scorpions and rhinos. But hippos, huge piranhas and floating lily leaves will help in crossing the rivers and also monkeys that have taken a seat on your back can be shaken off again . . .



Stage Order[edit]

The courses are raced straightforward in 4 sections consisting of 4 stages each with no fork roads.


Stage 1: New York (Start of game)

Stage 2: Washington D.C.

Stage 3: Pittsburgh

Stage 4: Indianapolis (End of section 1)

Stage 5: Chicago

Stage 6: St. Louis

Stage 7: Memphis

Stage 8: Atlanta (End of section 2)

Stage 9: Miami

Stage 10: New Orleans

Stage 11: San Antonio

Stage 12: Dallas (End of section 3)

Stage 13: Oklahoma City

Stage 14: Denver

Stage 15: Grand Canyon (Runs along Route 66)

Stage 16: Los Angeles (End of game)


The player uses a joystick and a single button to control Pengo, a penguin character. Pressing the button while pushing the joystick will cause Pengo to push forward the ice block he is facing, which will slide until it hits a wall or another ice block, crushing any intervening Sno-Bees. Crushing more than one Sno-Bee at once will increase the number of points awarded. There are a total of sixteen levels, which repeat in order starting on the seventeenth round.


In the arcades, Out Run was followed up in 1989 by Turbo Out Run. Turbo Out Run was a checkpoint racer in which the player drove from New York City to Los Angeles in 16 stages. It featured a rock-infused soundtrack. As with all Out Run games aside from OutRun 2, this is named by Yu Suzuki as an unofficial sequel. The game Rad Racer was based on it.


However, all these conversions contain only 4 levels: the first 3 levels then an abridged version of the final level, for a total of four bosses instead of the eight of the original game


Rotating the switch left or right allows the player to adjust their character's aim in one of sixteen directions, while pressing it causes the player character to shoot his gun. This allows for the player to move their character anywhere while keeping their aim in one direction. Pressing the switch rapidly will cause the character to perform a "megacrush" attack which will destroy all on-screen enemies, but at the expense of a portion of their vitality gauge.


The year is 4001. The evil Luda has stolen a time machine and plans to use it to take over the world. The heroine, Reika Kirishima, the "Time Gal" of the title, is a skillful and pretty scientist on a mission to chase Luda through different time periods, and stop him from assuming control of all history. In this globe-trotting FMV adventure, she must cross 16 stages that take her from prehistoric times to future realms and even to historical events such as World War II. She must get the time machine back, and save the world!


Players can collect a variety of power-ups which simultaneously give players extra grenades, a shield and unique ammo. Players can also drive vehicles, ride on top of a monster and pilot a UFO. Completing certain tasks will unlock hats the players can dress their Hominid in. The main game features sixteen stages spread across three areas, Urban, Russia and Area-51.


Zombies takes place throughout various time periods, mostly focused during the modern time, in a post-apocalyptic world, created as a result of the missile launch from the moon striking the Earth. The majority of the story follows four new characters: Samuel Stuhlinger (David Boat), Marlton Johnson (Scott Menville), Abigail "Misty" Briarton (Stephanie Lemelin) and Russman (Keith Szarabajka). Dr. Edward Richtofen (Nolan North), one of the previous playable characters from the previous game, returns as the demonic announcer, overseeing the four characters. Another returning character is Dr. Ludvig Maxis (Fred Tatasciore), who instructs the new group to help him defeat Richtofen. Players can choose whether to help Maxis or Richtofen, which will have different results once the story ends. The map "Mob of the Dead" features a new crew of characters: Albert "The Weasel" Arlington (Joe Pantoliano), Billy Handsome (Ray Liotta), Michael "Finn" O'Leary (Michael Madsen), and Salvatore "Sal" DeLuca (Chazz Palminteri). The map "Origins" features an alternate version of the original crew: Tank Dempsey (Steven Blum), Nikolai Belinski (also voiced by Tatasciore), Takeo Masaki (Tom Kane), and Edward Richtofen, as well as Maxis' daughter, Samantha (Grace Kaufman).



In Cold War-era Nevada, a team of CDC operatives investigate a nuclear testing site known as "Nuketown", where they are attacked by zombies. At the same time, Dr. Edward Richtofen seizes control of the zombies by entering the Aether. However, Dr. Ludvig Maxis joins with his daughter Samantha and Richtofen's former allies, Tank Dempsey, Nikolai Belinski, and Takeo Masaki, to thwart him. To end this, Maxis launches three massive nuclear missiles filled with Element 115, the element responsible for the reanimation of dead cells, at the Earth, destroying its atmosphere. One missile completely destroys Nuketown and all present.


After the events of Moon, Earth has been reduced to a crumbling, hellish wasteland overrun by zombies. In this new world, four survivors - Samuel Stuhlinger, Abigail "Misty" Briarton, Marlton Johnson, and Russman - have banded together to survive in Washington with the help of a bus driven by a robotic driver. The four are contacted by both Richtofen and Maxis, who is now a digital artificial intelligence, for aid against the other. Both former scientists request the four to assist them in powering up a tower within the area to work in their favor. Once done, regardless of the path they choose, they are teleported by Richtofen to a crumbling skyline in Shanghai, China. The four learn of a cannibalistic cult known as The Flesh, as well as the beginnings of a new airborne pandemic of Element 115. Stuhlinger is threatened by Richtofen, who knows of his past as a member of The Flesh, which allows only him to hear Richtofen and not the others. At the site, Maxis and Richtofen once again instruct the four to power up a second tower.


Following their battles in Shanghai, Russman leads the group across the continents to a large hole in the ground known as The Rift in Africa, hoping to find answers about the unseen forces commanding them. Richtofen commands Samuel to "mend the rift". The four gain a new ally in the form of a mute, unnamed giant in a western town built underground, and are hampered by a ghostly woman in a massive mansion. If the player powers up the final tower and aids Richtofen, he will gain unlimited power over the Aether and the Earth, kill Maxis and condemn Samantha's soul to eternal damnation. If the player aids Maxis, he uses the power from the towers to enter the Aether and assume ultimate control, trapping Richtofen in a zombie's body. However, the Earth begins shaking, and Maxis explains to the four that he is beginning the process of the destruction of the Earth and humanity to reach Agartha, where he believes Samantha is.


A separate story, "Mob of the Dead", focuses on four mobsters: Salvatore "Sal" DeLuca, Billy Handsome, Michael "Finn" O'Leary, and Albert "The Weasel" Arlington, who are incarcerated at Alcatraz Island. On New Year's Eve 1933, the four attempt to escape the prison, using Weasel's plan to build a makeshift airplane called Icarus. However, the prison becomes infested with zombies, and they are forced to fight their way out. They succeed in building the airplane, but crash-land at the Golden Gate Bridge. They are then teleported back to the prison, and continuously try to escape, but the result remains the same. After many failures, they discover that they were actually stuck in Purgatory, constantly repeating a cycle as punishment for their past sins. In reality, the escape plan never came to fruition, and Weasel was killed by the other three on New Year's Eve, while the rest were executed by the electric chair weeks later. Having remembered the truth, Sal, Billy and Finn set out to kill Weasel once again. Two possible endings can occur: if Weasel is killed, the cycle repeats once again; if Weasel lives and the other three are killed, the cycle is broken, and he is finally freed of his punishment.


"Origins" introduces an alternate timeline, in 1918 France during World War I. In this timeline, Group 935 was formed much earlier, with Maxis as one of its leaders, operating to secure German victory in the war. Group 935 created mechanical robots, as well as staffs that control the powers of the elements. Stumbling upon an ancient tomb believed to be of Vril origin, they accidentally unleash the first known zombie outbreak in history. Aiming to stop Germany, Japan, Russia and the United States of America send Takeo, Nikolai and Dempsey to capture Richtofen, the mastermind behind the advanced technology. By this time, Group 935's operatives have been wiped out, and Maxis himself was lobotomized when he began to turn into a zombie. The group are contacted by a voice claiming to be Samantha, who begs them to free her from Agartha. Richtofen puts Maxis' brain in a flying drone, and he joins the fight against the zombies and to free Samantha. The group is eventually successful, and while Maxis meets his daughter, they enter Agartha to be rewarded. A cutscene is played, showing an alternate reality, where Samantha with a boy named Eddie play with toys of the characters who have appeared in the Zombies game mode throughout all three games. Air raid sirens are heard and the two children retreat to the basement with Maxis, with Samantha noting her father has a plan to make their games real.


Sleeping Dogs is set in a contemporary Hong Kong, which is split into four districts named after regions of the city.[13] The game reveals the story of Wei Shen (Will Yun Lee), a former San Francisco police officer who was transferred to the Hong Kong Police Force and assigned the task to infiltrate and destroy a Triad organization known as the Sun On Yee (based on the Sun Yee On).[32] The main storyline features two sub-plots: Shen's balance between completing his police mission whilst committing crimes to prove himself to the Triads, and missions assigned by a Triad lieutenant, including assassination of Triad members loyal to other lieutenants.


The handheld features four lettered buttons (X, Y, A, B), a directional pad, and Start, Select, and Power buttons. On the top of the device are two shoulder buttons, a game card slot, a stylus holder and a power cable input. The bottom features the Game Boy Advance game card slot. The overall button layout resembles that of the Super Nintendo Entertainment System controller. When using backward compatibility mode on the DS, buttons X and Y and the touchscreen are not used as the Game Boy Advance line of systems do not feature these controls.



Main article: PictoChat

PictoChat allows users to communicate with other Nintendo DS users within local wireless range. Users can enter text (via a small on screen keyboard), handwrite messages or draw pictures (via the stylus and touchscreen). There are four chatrooms (A, B, C, D) in which people can go to chat. Up to sixteen people can connect in any one room.



Evolve features a total of 20 different human characters split into four classes, each class containing 5 characters.[16] Each class has different skills and abilities, and players are required to co-operate with each other in a match. Players unlock new characters as they progress through the game, e.g. the fourth Assault character will be unlocked if the player has upgraded the previous three Assault characters.[17] The Hunters class features first-person gameplay. The ammunition of their weapons is automatically refilled when not in use, and iron sights are used in- game.[18] Evolve does not allow multiple players to play as the same class in a match.[19] Gameplay variations are also present within the characters in the same class.[20]


Assault: The Assault-class characters serve as the main "damage dealers" to the Monster. They are equipped with heavy weapons such as shotguns, rocket launchers, flame throwers, and mini-guns. Assault-class characters also have shields for their own protection and land mines. The shield provides temporary invulnerability to damage.[1] Starting from stage 2, the invulnerability ability was changed to Defense Matrix, a new ability that reduces damages when being attacked by enemies.[21]

Trapper: The Trapper-class characters can use their gear to track the Monster's movements. As the Monster occasionally scatters local wildlife, such as birds, the trapper can use these 'signs' to find the location of the monster. Trappers also have other abilities and tools that can slow the movements of the Monster. Following the release of the Stage 2 alpha, all hunters gained the ability to use the mobile arena and the trappers gained the plant scanner ability, similar to the monster's smell.[21]

Support: The Support-class characters provide backup to the other characters. They are equipped with a damage dealing weapon, such as a laser cutter, or a shield that can be used to protect other Hunters. They also have the ability to provide temporary shields for nearby allies. In Stage 2, they gain the ability to charge the shields of their companions hunters.[1]

Medic: The Medic-class characters' main technique is replenishing the health (or reviving) of team members. Medics are also equipped with a damage dealing weapon. Some Medics also have the abilities to revive teammates that are incapacitated or killed by the Monster.[22] According to Evolve's concept artist, those playing as Medics should stay back and avoid direct combat with the Monster, and only use their abilities when necessary.


Evolve is an action video game with a focus on both co-operative, and competitive, multiplayer gameplay. The game adapts a '4v1' asymmetrical structure where four players take control of the Hunters, while the fifth player controls the Monster.[2] The Hunters' main objective is to track and hunt the Monster in a limited amount of time, while the Monster's goal is to evolve and make themselves more powerful.[1]


When the design team was deciding on the number of Hunters in a match, they chose four as they believed it was the optimal number in a team, as players would not lose track of the stats and health of other players. It also allowed the players to work collaboratively with each other, so that no character would get left behind, or neglected, by the team. From the Monster's perspective, the design team thought that having four Hunters engaging in combat with the Monster would provide a challenge for the Monster, as they could find difficulties in keeping track of the Hunters, and this would make a match feel more balanced.[36] The Hunter team was divided into several different classes because it "makes senses" according to Turtle Rock. In order to showcase the features and abilities of different classes, each class has different variations, in both appearances and costume colors. It was designed to make characters more recognizable and memorable. Another reason was that the design team wanted the Monster to adapt and use different strategies when dealing with different Hunters. Turtle Rock considered this a way to effectively extend Evolve's replayability and would add more variety to the gameplay.[35] There were originally four Hunter characters in Evolve, but after the design team experimented with the free-to-play model, the list of characters was expanded to 16.[31]

Quartets is played with three or more players, with the aim to win all the quarts (sets of four). Each card usually has a number and letter (1A, 1B, 1C, 1D, 2A, 2B etc. ) in the top right or left corner of the card.


According to the game's own introduction, "four guardians" have invaded and usurped the citadel of the gods. The gods offer any hero who can succeed in retaking the citadel one favor. The hero who comes forth immediately asks the gods as their favor to be granted a seat among them as an equal. The gods are only comforted by the hope the hero fails. After the last boss is beaten, the gods prove true to their word and the last image is the hero's body becoming a being of light as he ascends to Mount Olympus.



Although Gods might seem a "jump and run" platformer, in this game while precise and timed jumping are required to progress, planning each move carefully yields better results health-wise than attempting to rush through a level, and there are some puzzles (often involving levers and objects) which require the player to go back and forth in the level, since there's only a four space inventory where objects required to get bonuses (such as keys) or to complete a level can be carried. The console versions (particularly the Mega Drive/Genesis version) run at a considerably higher speed, which increases the difficulty level. A Game Boy Advance ROM was also released but is no longer commercially available.[2] The console versions do not share the same opening theme music as the PC versions of the game. They do, however, have background music throughout the game, which is notably missing in the PC versions (The PC version only has background music throughout the game with a Roland LAPC-I).


There are several weapons available in the levels or to buy, and up to three of each can be used simultaneously. It is also possible to vary the focus of the weapons: to destroy more enemies at the same horizontal level as the player, a tight angle is advisable, but in levels with open spaces and enemies in higher places, a diffuse aim might prove more useful. There are also other weapons, such as bouncing axes that can be used to take on enemies at a lower level or fireballs.


There are four levels, each with a Guardian at the end. After completion of a level the player meets a trader, and depending on the wealth accumulated during the game (by catching diamond-shaped jewels or bags) can buy more powerful weapons or items (Xenon 2 Megablast uses the same idea).


Adventures of Tron, or simply Tron, is a coin-operated arcade video game distributed by Disney Interactive Studios in 1981 and manufactured by Bally Midway in 1982. The game consists of four subgames inspired by the events of the Walt Disney Productions motion picture Tron released in the same year. The lead programmer was Bill Adams.[2]


Walker is a horizontal side-scrolling shooter that utilises 2D computer graphics. The player controls a bipedal mech to advance through the game's four stages, each consisting of two levels: 1944 Berlin, 2019 Los Angeles, contemporary Middle East, and 2420 Earth during "The Great War".


Hyperdimension Neptunia, a video game series developed by Idea Factory and Compile Heart, features a wide array of fictional characters originally created by Naoko Mizuno and designed by Tsunako and Minamitsu. The original game centers around Neptune, one of four goddesses who adventures in a world where she can recruit other characters to form a party. Some of the supporting characters are playable depending on the title and also whether it is a remake or an option as downloadable content. Some characters also start as antagonists, and there are a regular set of villains. Most characters are based on and named after the video game consoles, video game developer companies or publishers.[1][2] The characters have been commented on by game reviewers who had mixed feelings about their designs, personalities and voice acting..


Four CPUs[edit]

The Console Patron Unit (CPU) is a goddess character in the world of Gamindustri, each of whom is named after a video game system and is charge of a domain. Director Shingo Onodera said that in creating the scenario for the first game, the three goddesses had lacked something in their personalities so they gave each of them a gimmick.[4]


Arfoire wants to defeat the four goddesses and take over Gamindustri. She wears black and purple gothic style clothes, along with a hat carrying a thorned rose, and has purple hair. She was formerly acquainted with Histoire, until Arfoire turned against her when they split Gamindustri into four parts. Her English localization name is based off the R4, a Nintendo DS game card which allows the owner to play unlicensed games.[9] In the Japanese version of the game her name is Magiquone (マジェコンヌ Majekon'nu?), which refers to magicom (マジコン?, "magic computer"), a Japanese umbrella term for devices that enable piracy on game consoles.[32]


Four Felons[edit]

The Four Felons are members of the Arfoire Syndicate of International Crime (ASIC) who were created from the people's faith in the deity Arfoire.[6] They debuted in Mk2. Each Felon is given the title CFW, which in the Japanese version stands for Custom firmware, which is an altered version of the original software inside a video game console.[citation needed] In the English version, CFW stands for Criminal of the Free World.[6] Some of the Felons make appearances in the anime adaptation.


Time travel is a key aspect to both the story and gameplay, with nearly every stage containing four different variations (one for each time period) featuring alternate stage layouts, music, and graphics.


The game contains four different variants of each zone ("past", "present", "good future" and "bad future"), each of which features different graphics, music, and layouts of platforms, enemies, and obstacles. By default, traveling to the future will take Sonic to a "bad future" version of the current level, an industrialized dystopia with scenery themed around neglect and decay, in which enemy robots exhibit signs of degradation. Therefore, players are encouraged to convert each zone's timeline to a "good future": a utopic technogaian scenario in which technology and nature are symbiotically fused into a sustainable, colorful environment, and in which there are no enemy robots. In each non-boss zone, a good future can be attained by traveling to the past: a plant-overgrown version of the stage with few enemy robots and muted, natural colors. Players must destroy a hidden "robot transporter" in order to obtain a good future.[7] If a good future is achieved in both of a stage's non-boss zones, that level's boss fight will also take place in the good future.


The game is an action hack and slash game with cel-shaded artstyle, in which players control the four title characters, including Leonardo, Donatello, Michelangelo and Raphael, from a third-person perspective. With the exception of infinite shurikens, each turtle has an individual style of ninjutsu. Each turtle also has four ultimate abilities, which are interchangeable and shared from a well-sized list. For example, Leonardo can slow down time, and Michelangelo can perform cheerleading, which reinstate the cooldowns of other turtles' abilities. Players can shift between turtles at will in the single-player campaign. The turtles can perform successive attacks to create a combo.[3] The four turtles also have the ability to parkour and use parachutes while traveling around the game's world. Players encounter numerous green orbs in the game. These orbs, known as Battle Points can be spent to upgrade the turtles' abilities - as well as buying items (such as grappling hooks and rocket launchers) from Master Splinter anytime during the game. April O' Neil provides assistance to players by giving hints and directions.[4] The turtles can also scan their surroundings and tag enemies.[5]


The game is divided into nine different stages. In each stage, players encounter random enemies before reaching a boss. When the player character is killed, other turtles (controlled by artificial intelligence in the campaign or by other players in the multiplayer) can help revive the players. If the turtles are not revived, they will be sent back to the subterranean lair. A mini-game will then begin, tasking the turtle to eat pizza as fast as possible.[5] The game supports four-player online cooperative multiplayer.[6]


EarthBound, known as Mother 2 in Japan,[nb 1] is a 1994 Japanese role-playing video game co-developed by Ape Inc. and HAL Laboratory and published by Nintendo for the Super Nintendo Entertainment System video game console. As Ness and his party of four, the player travels the world to collect melodies en route to defeating the evil alien force Giygas. It is the second game of the Mother series, and the only one to be released in the English language until its predecessor was released under the name EarthBound Beginnings in 2015 as part of Wii U's Virtual Console.[2] EarthBound released in Japan in August 1994, and in North America the next June.


EarthBound takes place a few years after the events of Mother. The player starts as a young boy named Ness[nb 3] as he investigates a nearby meteorite crash[8] with his neighbor, Pokey.[9][nb 4] He finds that an alien force, Giygas, has enveloped and consumed the world in hatred and consequently turned animals, humans, and objects into malicious creatures. A bee from the future instructs Ness to collect melodies in a Sound Stone to preemptively stop the force.[10] While visiting these eight Sanctuaries,[9] Ness meets three other kids named Paula, Jeff, and Poo—"a psychic girl, an eccentric inventor, and a ponytailed martial artist", respectively[10]—who join his party.[8] Along the way, Ness visits the cultists of Happy Happy Village, where he saves Paula, and the zombie-infested Threed, where the two of them fall prey to a trap. After Paula telepathically instructs Jeff in a Winters boarding school to rescue them, they continue to the city of Fourside and the seaside resort Summers. Meanwhile, Poo, the prince of Dalaam, partakes in a seemingly violent meditation called "Mu Training" before joining the party as well.[9]

The level format is fairly straightforward; each world consists of three or four levels. The first level in a world would introduce a new technique or enemy type. The second and third would require use of that technique to complete, and couldn't be completed without it. The fourth level of each world is a boss battle requiring unique gameplay or puzzle-solving to defeat.

four part enders game series
Children of the Mind (1996) is the fourth science fiction novel of Orson Scott Card's popular Ender's Game series of science fiction novels that focus on the character Ender Wiggin. This book was originally the second half of Xenocide, before it was split into two novels.


Another important design element is that of the tag. Since the beginning, Beanie Babies have included two tags for identification: a heart-shaped "swing tag" at the top, and a fabric "tush tag" at the bottom. Both tags have been redesigned completely over time. Between 1994 and 1996, the swing tags had "To" and "From" blanks in them for use as gifts. Starting in early 1996, the tags include four-line poems related to the Beanie Baby, and a date of birth for the toy. The poem and birthday concept was created by Lina Trivedi who is credited as authoring the poems on the first 136 poems that were introduced to the marketplace.[12][13][14]


MAG was an online multiplayer-only first-person shooter[4] video game developed by Zipper Interactive for the PlayStation 3. The game was released in North America on January 26, 2010,[2] mainland Europe on January 27 and the United Kingdom on January 29. It was released in Australia and New Zealand on February 11, 2010.[5] MAG received an award from Guinness World Records as "Most Players in a Console FPS" with 256 players.[6]




MAG used a new server architecture[8] to support online battles with up to 256 players, with users divided into eight-player squads, with four squads forming a platoon, and four platoons forming a company.[9][10] Each squad is led by a player who has advanced through the game's ranking system.[9] Character statistics and development also increase with frequent gameplay.[11] The players assigned leadership positions are able to simultaneously direct the battle and participate directly in combat.[12]


The largest game mode is Domination. It supports 256 players, 128 to a side in a single game. Maps are split into 4 sides that meet in the middle, facing one platoon (4 squads) of attackers against another of defenders on each side. The objective of the attackers is to unlock and hold the lettered objectives, A through H, two to a platoon, located at the center of the map where it crosses, to fill a damage bar before the game timer expires. In order to unlock their objectives, each attacking platoon must capture and simultaneously hold both of the defending platoon's burnoff towers. Once that is accomplished, the platoons must then hold both cooling towers, and then the objectives are unlocked. Between the burnoff towers and the cooling towers stands a row of 4 bunkers (one for each defending squad). Destruction of the bunkers changes that defending squad's spawn to the back spawn, behind the lettered objectives, in the middle of the map where the sides meet.


This game bears similarities to The Legend of Zelda: Four Swords also published by Nintendo and released around the same time. Both are multiplayer adventure games that use the concept of the main character being split into four color coded individuals and having to work together to solve puzzles. The game was re-released in Europe for Club Nintendo members only.


Meanwhile, Kirby is taking a walk when Dark Meta Knight appears. Before Kirby can react, Dark Meta Knight slices Kirby in four and Kirby becomes four different colored "Kirbys". They chase after Dark Meta Knight on a Warp Star and enter the Mirror World.


Speed Eaters- A game in which the four Kirbys are seated around a covered platter. Once the lid is whisked away at a random time, the fastest person to press the A button and suck in the food on the platter is filled up more (measured by a gauge above each Kirby). The four apples on each platter can be distributed as 4 to one Kirby, 3 to one and 1 to another, etc. If a player hits A before the lid is taken off, they are eliminated for that round. Occasionally, there will be a pile of Bombs on the platter, and any Kirbys that eat it will be knocked out for the next round.

Crackity Hack- A game in which the four Kirbys are challenged to break a rock as much as they can, in a similar style to a microgame from Kirby Super Star. There is a colored meter that fills and drains continuously, challenging the player to hit it while it is as full as it can be. Additionally, while the Kirbys are in the air, the player can attempt to line up two sets of crosshairs beneath Kirby and on the rock for added force. If a player is perfect, they will achieve 999 meters and a zoomed shot of the earth will be shown, with the stadium on the daytime side and an upside-down nighttime landscape.


The story begins with Kirby carrying a cake, while King Dedede and Waddle Dee chase him. They run past Meta Knight, who is reading a book by a rock. Kirby and the gang sees a ship flying out of a wormhole, and they go to investigate. They enter the ship and encounter Magolor, a creature who discovers that the five vital pieces of his ship, the Lor Starcutter, along with 120 energy spheres, have been scattered across the planet. With Magolor offering them a trip to his homeworld of Halcandra should they help fix his ship, Kirby and his friends set off to recover the lost pieces of his ship. After retrieving the main pieces, they travel to Halcandra, where they are attacked by a four headed dragon named Landia. Magolor claims Landia is an evil beast that has taken over Halcandra and sends Kirby to defeat it. However, after Landia is defeated, Magolor reveals his true motive was to steal the Master Crown on its head and become all powerful, with intent of making the entire universe bow before him, beginning with Popstar. Teaming up with Landia, who is split into four dragons, Kirby and his friends confront Magolor in a final battle and manage to destroy the Master Crown, taking Magolor with it (though the Kirby's 20th anniversary collection reveals that he survived and has reformed). With peace restored to the universe, Kirby and friends are returned to Popstar whilst the Landia dragons take the Lor Starcutter and return home.


Development on a new Kirby title began immediately after the release of the 2000 game Kirby 64: The Crystal Shards as a title for the Nintendo 64. The game underwent an 11-year development period in which three different proposed versions of the game were developed and then scrapped.[12] The first build was similar to the graphical and gameplay style of Kirby 64, rendered in 3D but using traditional 2D side-scrolling gameplay. The game would also support multiplayer with up to four players.[9] This build was demonstrated at E3 in 2005, and was set for release later that year. However, difficulty with programming four-player led to this version being scrapped. The second build placed Kirby in a 3D environment with open world-style gameplay, and the third build returned to side-scrolling gameplay but had the graphical style of a pop-up book. The development team realized that the failure of the first three attempts were caused by too much focus on multiplayer, so focus was shifted almost exclusively to the single-player experience.[12] Development of the final version accelerated in October 2010, when the game began to take form.[12]

The VR training mode from the original Metal Gear Solid has been expanded into 300 stages, which are now stored on a separate third disc known as the "VR Disc". These new set of missions are divided into four main categories: Sneaking, Weapons, Advanced and Special. The first three categories feature standard training exercises that tests the player's sneaking, shooting and combat skills, while the fourth category contains less conventional tests involving murder mysteries, giant genome soldiers and flying saucers. One particularly set of missions has the player controlling the Cyborg Ninja, which are unlocked by either, completing a minigame on the PocketStation and uploading the data to the VR Disc or by achieving the Fox rank on the main game.[70] Completing all 300 missions will unlock a concept artwork of Metal Gear RAY, a mech that would later appear in Metal Gear Solid 2: Sons of Liberty. Additional content include preview trailers of Metal Gear Solid from trade events and a photoshoot mode where the player can take photographs of fully expressive polygonal models of Mei Ling and Dr. Naomi after completing the main game.[62]Famitsu magazine rated Metal Gear Solid: Integral a 34 out of 40.[71]


The player may choose from four different timelines. Starting in the early 1980s limits the player to Permit, Sturgeon or early Los-Angeles class submarines, but the Soviets have weak sonars, whereas starting in the late 1980s allows the player to use the improved Los-Angeles class and even the new Seawolf subs. Weapons improve accordingly, with Tomahawk missiles and improved Mark 48 torpedoes included in later timelines but the Soviets begin deploying nuclear-powered aircraft carriers and much better anti-submarine warfare ships.



From Zelda Wiki, the Zelda encyclopedia

OoT Hylian Shield.png This article is an archived theory.

This article is about a popular and longstanding theory in ​The Legend of Zelda​ community that has been proven false. Due to its significance, it has been archived. The contents of this article are not guaranteed to be accurate or concurrent with modern understanding of the series.


Non-Canon Information

Theory Warning


The Tetraforce is a name given to the Triforce by those who believe in a four-piece Triforce instead of three. This idea is now known not to be canon, but it has had considerable influence in the Zelda fandom.


The Hylian Shields of the Zelda series, the version from Ocarina of Time spawning the Tetraforce theory, with a fourth triangle at its base. Hylian Shields of future games were edited to end the speculative possibilities of this theory, and its possible ramifications to the series as a whole

Contents [hide]

1 Official Nintendo Statement

2 The Origins of the Theory

2.1 Name Controversy

2.2 Significance of the Number Four

3 The Fourth Goddess Theory

3.1 Goddess of Time

3.2 Goddess of the Sand

3.3 Zelda

3.4 Great Fairy of Kindness

4 Other Propositions

4.1 Light Force

4.2 Fierce Deity

4.3 Link

4.4 Triforce of Shadow

4.5 The Goddess Pearls

4.6 Light Spirits

4.7 Triple Goddess

5 References

Official Nintendo Statement


Nintendo and Shigeru Miyamoto have vehemently denied the existence of the Tetraforce on multiple occasions. The fourth Triangle was removed from later redesigns of the Hylian Shield in Twilight Princess, Skyward Sword, and A Link Between Worlds, and also from the Hero's Shield from Majora's Mask and The Wind Waker, simply for this purpose, but is used later Super Smash Bros. Melee and Soulcalibur II. Officially, the Tetraforce does not exist and is considered fan speculation.[citation needed]


The Origins of the Theory



The Hylian Shield from Ocarina of Time with the Fourth Piece circled

Belief in the Tetraforce's existence was sparked by people who noticed on Link's Hylian Shield, the pedestal on which a Hylian Eagle is standing on as a fourth triangle, jumping to the conclusion that it was a fourth piece of the Triforce that had been separated from the others, hence the name 'Tetraforce'. Was the bird itself guarding or separating the fourth piece of the Triforce from the "complete" Triforce above it, as seen on the shield? In later redesigns of the Hylian Shield (Like the one in Twilight Princess or the Hero's Shield in Majora's Mask) the alleged fourth piece is missing.


Name Controversy

Possibly though, "Tetraforce" is not the correct name for the holy triangle considering the possibility of a fourth piece. In the very first The Legend of Zelda, there were only two pieces of the Triforce, the third one not introduced until The Adventure of Link. Because of this, the name "Triforce" refers to the triangle-shape and not the number of pieces. The Triforce will be called as such no matter the number of pieces, and as long as the overall shape remains a triangle.


Significance of the Number Four

The number four is considered highly unlucky in Japanese culture. Nevertheless, in many Zelda games, the numerology of the number four is represented more often than the number three. Examples include, in The Minish Cap, the four Elements (red, green, blue, purple in color) instead of three, and Majora's Mask's the four main lands and Four Giants. In games such as Four Swords, Four Swords Adventures, and The Minish Cap, there are four playable Links or versions of Link. In all three games, the color scheme is the same: one green, one red, one blue and one purple.


Green, red, and blue colors have always been associated with the three different pieces of Triforce. Ganon, who possesses the Triforce of Power, is connected with the red color of its Goddess, Din. Same goes for Zelda, who aligns with the blue of Nayru, the Goddess of Wisdom. Lastly, the green Goddess of Courage, Farore, embodies Link. So where could purple come from? In The Minish Cap, Four Swords, and Four Sword Adventures, the wind mage, Vaati, has an obvious purple color scheme. In The Minish Cap, Vaati is after the "Light Force" within Princess Zelda, which could either be the completed Triforce (with a fourth piece), or just the Triforce of Wisdom itself. Is this proof that Vaati is the embodiment of the fourth Triforce piece? The antagonist, Majora, from Majora's Mask, also has a strikingly purple color scheme. But as far as color goes, we can only speculate.


Furthermore, four Light Spirits exist in Twilight Princess, (Eldin, Faron, Lanayru and Ordona), each representing their own province, with three of them representing a goddess - Eldin represents Din, Lanayru represents Nayru and Faron represents Farore. The fourth spirit, Ordona, supposedly also represents the second half of Farore's name, as made clear by the creators. However, at one point in the game, Lanayru says: "We three spirits were ordered by the Goddesses to seal away the evil power." This could imply that either:


Ordona was not present at the time of the incident.

Ordon and Ordona are not considered as part of Hyrule, as mentioned later in the game by Shad, who says "I hear he's not from Hyrule proper at all".

It is also supported at the beginning cut-scene, where he says "You've never been to Hyrule, have you?"

The Fourth Goddess Theory


According to the history of Hyrule, described in detail in Ocarina of Time, the Triforce was created during Hyrule's creation by the three Golden Goddesses, at the precise point where they departed for the heavens. Each god created their own piece, each embodying the essence of that certain god. For an alleged fourth piece of the Triforce to be created, another god(dess) outside Din, Nayru, and Farore must have created it. Note that there are more gods mentioned throughout the series, but they are never connected to the three who created the Triforce.


Goddess of Time

Main article: Goddess of Time

As one of the most popular theories regarding the Tetraforce, it is speculated by some that the missing "piece" represents time, and some supporters have used Princess Zelda's mention of a Goddess of Time in Majora's Mask as evidence. However, detractors point out that there's also some evidence to suggest that Nayru and a Goddess of Time are the same being. Dialogue in Phantom Hourglass suggests the Goddess of Time may be Farore, however, as Ciela states, Farore is the Spirit of Courage and of Time, though no mention of the three goddesses elsewhere is made in Phantom Hourglass.


Goddess of the Sand

Other theorists claim the Goddess of the Sand represented by the Desert Colossus could be viewed as evidence for a fourth piece. The recurring depiction of the Goddess of the Sand in Ocarina of Time and in the Arbiter's Grounds in Twilight Princess may indicate a strong significance among the Gerudo people spanning long before the Era of the Hero of Time.



Some people believe that Princess Zelda is the fourth goddess, and represents the fourth piece of the Tetraforce, hence her pirate reincarnation name, Tetra (from The Wind Waker) which is Greek for the word "four." There is a symbolic cut scene from The Wind Waker, when Tetra's necklace piece unites with a small triangle given to her by Daphnes Nohansen Hyrule. Fans speculated that this could have been a visual metaphor of Zelda owning the fourth piece of the Tetraforce and having the ability to unite it, though Link also came across the instance of needing to mend his Triforce piece from Shards, proving that it is unnecessary to possess a 4th piece to mend a Triforce fragment.


Another possibility is that the fourth inner piece represents hope; this theory comes from the Oracle games, Oracle of Seasons and Oracle of Ages. The Oracles of Seasons (Din), Ages (Nayru), and Secrets (Farore) represent pieces of the Triforce, and with Princess Zelda claiming to be the Oracle of Hope,[citation needed] the four pieces of the Tetraforce are allegedly there. It is also possible that Zelda had actually always been a Goddess of Hope sent to Hyrule to be continuously reborn as the Princess of Hyrule.


Some also note that in the final scene that Zelda is portrayed as Sheik in Ocarina of Time, she said something referencing the "True Force," of which one would receive upon bestowing equal Power, Wisdom and Courage within themselves. However, the "True Force to Govern All" is used time and time again when referring to the complete Triforce, which in context consists of only the widely-accepted three pieces.


Great Fairy of Kindness

The fourth piece could represent "Kindness", as Majora's Mask featured four Great Fairies in the four directions, called the Great Fairy of Courage, the Great Fairy of Wisdom, the Great Fairy of Power and the Great Fairy of Kindness. However, these Great Fairies represent the qualities of the Four Giants, so it is unknown if there actually is a verified connection.


Other Propositions


Light Force

Fierce Deity Link.png

Is Fierce Deity Link showing a connection to the Tetraforce with a single golden triangle embossed on his left chest plate?

Some timeline theories argue that the Light Force from The Minish Cap is the completed Tetraforce. This is possible if The Minish Cap takes place before all other Zelda games, and some unknown event between The Minish Cap and Ocarina of Time caused the middle piece of the Tetraforce to unbind itself and become lost. Thus the Triforce could have earned its name, representing an incomplete Light Force. Another theory states that when Vaati absorbed part of the Light Force from Princess Zelda at the end of The Minish Cap,[1][2] the portion of Light Force he did not obtain became the "normal" Triforce. However, this does not hold very well, considering the properties of the Light Force do not match those of the Triforce and the many Triforce crests scattered throughout Hyrule in the game. However, it could be argued that the properties of the Triforce could change once the missing fourth piece is united with it. A possible proof of this theory is the ending of The Minish Cap, when Zelda is wearing the Minish Cap, three animated triangles of light are seen on her in a row, and a few seconds later a fourth one is seen. Another problem with this theory is that it implies the Triforce came from the Minish, as the Light Force was a gift from them,[3] whereas tradition states that the Triforce was created by the Golden Goddesses.


Fierce Deity

It is believed that it is impossible to control the power of the complete Tetraforce after obtaining it. Some people use Fierce Deity Link from Majora's Mask as an example. It is believed that in a past incarnation in the Zelda Timeline, Link found the complete Tetraforce and became immortal. He could not control his power and caused much destruction. This prompted the Golden Goddesses to create the Song of Healing, which was used to seal the Fierce Deity inside a mask. The child wearing Majora's Mask on the Moon implies that Fierce Deity Link may have been an evil in the past when handing Link the Fierce Deity's Mask.[4] In addition to that, the triangle over the left pectoral muscle on Fierce Deity's armor could possibly represent a fourth piece.



Some people speculate that the Tetraforce is actually Link's own flesh and blood. This would support the fact that every Link is a hero, and almost never is seen acting a crime or evil. This would also explain Dark Link's existence, as a complement to the good Link.


Triforce of Shadow

Shadow Medallion.png

This theory states the dark space in the middle of the Triforce is a supposed "Triforce of Shadow." Despite the lack of evidence for this claim, it helps suggest Dark Link's creation. Also, the symbol on the Shadow Medallion is a down-pointing triangle, with three dots possibly representing the other parts to the Triforce.


The Goddess Pearls

An odd fact about The Wind Waker is that when Link places all three of the Goddess Pearls into their respective statues, they shoot out a beam of light that forms a downward facing triangle similar to that of the Hylian Shield prior to its redesign. The triangle then takes the form of the Triforce.


Light Spirits

An interesting fact is that in the prologue to Spirit Tracks, on the slide that shows the Spirit Tracks holding Malladus imprisioned underground, there is a gold triangle in each of the four corners.


Triple Goddess

In pagan religious mythology (Such as Wiccan, Celtic, Greek etc) three deities may form into one being and combine powers, either for the sake of ideals, family or simply because they are not strong enough alone, so they are united into one incarnation of their selves. The term "Triple Goddess" refers to the one goddess, containing three such as how Nayru, Din and Farore are three but their efforts are vented as one, i.e. the creation of Hyrule. Could it be that the Triple Goddess of the Golden Goddesses is the metaphysical embodiment of their unified being?


Quests are typically grouped into one of four categories: kill quests, gather quests, delivery quests, and escort quests. However, quests can include more than one mission, such as gathering something and transporting it somewhere. Quests can be linked together to form quest series or chains. In this manner, quests are used to provide the player with further background to the setting their characters are in. This mechanism is also used to advance any story or plot the game might have.


Each level in Donkey Kong consists of four screens, each with its own layout of platforms and unique dangers. Once the fourth screen is completed, it's onto the next level, at which point the cycle begins again at an increased difficulty (the barrels are more frequent, the fireballs are speedier).


The number of bonus points you start with depends on which level you’ve reached. Behind the scenes, Donkey Kong takes the level number you’re on, multiplies it by 10 and adds 40, thus yielding the first two digits of your starting bonus figure.


If you’ve completed the first four screens and reached level two, for example, the calculation goes like this:


2 x 10 + 40 = 60


Therefore, the bonus counter on any level two screen will start at 6000.


The game caps its bonus at 8000, meaning that once you’ve passed the fourth level, the counter will always remain the same, even when using the above calculation on, say, level 10 should result in a starting bonus of 14,000.


It’s when we reach level 22 that the bug occurs. Again, behind the scenes, Donkey Kong is still running the same calculation: it multiplies the level number by 10 and adds 40, yielding the number 260.


The number 260 is problematic for Donkey Kong’s 8-bit hardware, because the maximum value it can represent in a single byte is 256. As a result, we get something called an integer overflow, where the hardware effectively subtracts 256 from the overflowing value and leaves us with the number 4. Donkey Kong then adds a couple of zeroes to the end, and we’re left with the starting bonus of 400.


Because 400 is such a low number, the player is given only a handful of seconds to complete the 117th screen. This means they Mario barely has time to reach the second girder before the timer runs out and he’s automatically killed.


Even for Donkey Kong’s most gifted players, the game will always end in those first few moments on the 22nd level. As in Pac-Man, which effectively ends on level 256 due to its own integer-overflow bug, getting the highest possible score in Donkey Kong can only be achieved by exploiting every possible bonus opportunity on each of the 117 screens leading up to its abrupt conclusion. This is made even more difficult because of the random nature of Donkey Kong’s programming; the movements of its hazards are so erratic that even its most accomplished players can end the game with wildly varying scores depending on what it throws at them.


Donkey Kong’s programmers probably assumed that no player would ever be skilled (or obsessively dedicated) enough to reach such a stage in the game; nor could they have foreseen that people would still playing the game well over three decades later, and finding ways around Donkey Kong’s game-ending glitch.


On his website, gamer Don Hodges explains how he has managed to disassemble Donkey Kong and fix its code, thus removing its now famous kill screen. Without it, the game simply continues on, looping the final level over and over again, thus giving players with the requisite stamina the chance to rack up truly dizzying scores.


For the game’s most dedicated fans, however, the kill screen—like its unpredictable obstacles and exceptional difficulty—is just another part of what makes Donkey Kong such a timeless classic.

Four of these special objects are hidden in every level (excluding boss levels), and each letter put together spells the word "KONG." If the Kongs collect all four letters in a level, they are awarded with an extra life. Each letter is found in order, meaning that the letter K is found first in the levels, then the O, then the N, and the letter G is found last. Additionally, letters much like the K-O-N-G Letters appear in certain Bonus Levels, where they must be hit in order to spell out a word.

A giant Necky that creeps its head out of the four corners of the screen, spitting out nuts. The creature spits nuts faster when jumped on, but becomes defeated once Donkey Kong or Diddy Kong jumps on its head five times.


The game sold well in the United States. It is one of four games to be inducted into the Nintendo Hall of Fame. The original arcade version has four screen levels, but the NES version only has three (50m was cut from this version, the Atari 8 bit computer version is the home version to have all four screens in it.


Like in its predecessor, Donkey Kong Jr. features a kill screen at level 22. Due to the level counter only having one digit, the counter shows numbers 1 to 9 in levels 1 to 9, seven blanks in levels 10 to 16, and the letters A to F in the levels 17-22. The kill screen occurs the same way as in Donkey Kong, where an integer overflow occurs after too big a result is given after a multiplication problem in the computing. The timer counts as if there are 700 points, then kills Donkey Kong Jr. until all lives are taken.




Nintendo's upcoming Wii U racing game Mario Kart 8 will have 32 total courses, sixteen of which are brand-new and the other 16 being "remixed classic courses." Nintendo announced this news today, along with a host of other new details about its much-anticipated game. 2008's Mario Kart Wii also had 32 courses.

There are sixteen new courses in Mario Kart Wii.



Super Mario Kart has two single-player modes, Mario Kart GP (which stands for Grand Prix) and Time Trial. In Mario Kart GP, one player is required to race against seven computer-controlled characters in a series of five races which are called cups. Initially there are three cups available – the Mushroom Cup, Flower Cup and Star Cup – at two difficulty levels, 50cc and 100cc. By winning all three of the cups at the 100cc level, a fourth cup – the Special Cup – is unlocked.[10] Winning all four cups at 100cc unlocks a new difficulty level, 150cc

The tracks in Super Mario Kart are based on locations in Super Mario World such as Donut Plains.[14] Each of the four cups contains five different tracks for a total of twenty unique tracks, additionally there are four unique Battle Mode courses.


The Extra Cups are five cups in Mario Kart: Super Circuit containing all the courses from Super Mario Kart. The Extra Cups include the Extra Mushroom, Flower, Lightning, Star and Special Cups, each cup containing four courses. This made the course order slightly different to Super Mario Kart's one, which contained four cups of five courses each.

The Banana Cup comprises four courses, each of which is taken from the nitro cups of previous Mario Kart games: the Mushroom Cup, Flower Cup, Star Cup, and Special Cup. The cup's symbol is a Banana Peel, and the cup's tracks are slightly more difficult and/or longer when compared to those of the Shell Cup. Its length and difficulty is on par with the Flower Cup. the Banana Cup also returns in Mario Tennis Open for the Nintendo 3DS. It appears after the Flower Cup and before the Champions Cup.


The Shell Cup is a representation of four cups introduced in Mario Kart DS, each of which consists of four races taken from the previous Mario Kart games. Shell Cup's symbol is a Green Shell and it features tracks from previous Mushroom Cups and Flower Cups. The tracks are usually quick and simple with little hazards. It is the first of the four Retro Cups. The cup's length and difficulty is on par with the Mushroom Cup.


Every game except Mario Kart: Super Circuit has four cups with new tracks. Its fifth cup, the Lightning Cup, is actually the third cup in that game. In Mario Kart DS, these are known as Nitro Cups.


The Lightning Cup was only used as an original cup in Mario Kart: Super Circuit, in addition to the standard four. It is the third cup out of the five in the game. Since the release of Mario Kart DS onwards, all games reuse the Lightning Cup as the final cup of the Retro Grand Prix instead.


Games from Mario Kart DS onwards feature four retro cups and at least one retro battle course in battle mode. Retro courses and arenas are recreations of those found in older games. Colored squares indicate the original game in which the course first appeared for each course and arena in this section. One must note that the Lightning Cup was first and only used as an original cup for Mario Kart: Super Circuit.


The structure for the tracks used in each retro cup, based on the originating game, is the following:


Mario Kart DS: As the fifth installment in the Mario Kart series, each retro cup in this game features tracks from the four previous titles in chronological order: Super Mario Kart, Mario Kart 64, Mario Kart: Super Circuit, and Mario Kart: Double Dash!! Retro battle courses, however, are limited to one stage from Mario Kart 64 and another from Mario Kart: Double Dash!!

Four unlockable characters in Mario Golf: Toadstool Tour


Toadstool Tour is a golf game featuring characters and elements from the Mario series. There are 16 playable characters in total, each with a set of golfing statistics defining their style of play. The game's main mode involves the player competing in tournaments to obtain new features, although there are alternative modes consisting of training session and variations to the golf format. This includes "Ring Attack", requiring the player to hit the ball through rings of varying sizes while remaining on or under par.[1] Players can transfer characters between Mario Golf: Toadstool Tour and Mario Golf: Advance Tour using the Nintendo GameCube Game Boy Advance Cable.[2]


Super Mario 128 refers to a series of development projects that were originally to be used only to create a sequel to Super Mario 64. As debuted at Nintendo's Space World trade show in 2000, the demonstrated graphics and physics concepts were gradually incorporated into various games across many years. This includes the rapid object generation in Pikmin, the "sphere walking" technology used in The Legend of Zelda: Twilight Princess and Super Mario Galaxy, and the physics of Metroid Prime.[1]

Mario must traverse the four kingdoms of Sarasaland in order to track down Tatanga and rescue Daisy.


During the course of gameplay, the player is able to help Peach trigger one of four Vibe abilities - provided she has an adequate amount of energy in the Vibe Gauge to pull it off (located on the Nintendo DS' top left screen below her main health meter). In order to do this, there are four heart color affiliations on the Nintendo DS' bottom screen that represent a certain vibe; the player can touch them to allow Peach to proceed with the related action for each Vibe ability.


The four vibes are as listed on the following chart: appears in Mario Sports Mix as one of the Technical characters for the game. She has a high technique stat and average speed, but her power stat is very low. Like in Mario Hoops 3-on-3, her home court is her castle which is compatible with the four featured sports (basketball, volleyball, hockey, and dodgeball). Her special move in this game involves releasing four large hearts that will stun characters of the opposing team upon their contact with them.



At the beginning of the game, the Princess is out for a nighttime walk with Mario, Luigi, and Toad. Toad spots a broken Clear Pipe sticking from the ground, prompting the Mario Bros. to repair it. Once they do, the Green Sprixie Princess emerges and explains that her kingdom is under attack from Bowser, who has kidnapped the other six princesses and sealed them in bottles. Bowser then emerges from the Clear Pipe and captures the Green Sprixie Princess. Notably, Princess Peach is the first of the foursome to try and stop Bowser, immediately running for the Pipe and ultimately falling into it. She joins her friends in their quest across the worlds of the Sprixie Kingdom and eventually helps to defeat Bowser.


With this, Peach is capable of using four Vibe Techniques to help her through the areas. Princess Peach also was capable of floating for a short period of time like she was in Super Mario Bros. 2 (and subsequently, the Super Smash Bros. series), only this time she used Perry to hold her aloft rather than her dress. This ability is available on Toad's shop, and costs 100 coins.


On Vibe Island, all kinds of enemies have one of four different Vibes, due to the island. The Vibes are:






Most bosses in the game also use these Vibes to their advantage.


Mario Sports Mix is a Mario sports game for the Wii featuring Mario and company competing in four sports: hockey, basketball, dodgeball, and volleyball, along with the Final Fantasy characters who have appeared in Mario Hoops 3-on-3 as well. Slime, a Dragon Quest mascot, makes an appearance in this game. This game was developed by Square Enix, who also developed Mario Hoops 3-on-3.


Excitebike: Bun Bun Mario Battle Stadium


Toad's sprite from Excitebike.

Toad is playable in the Sattleview demo of the game Excitebike: Bun Bun Mario Battle Stadium, which was released in Japan in 1997. Overall, he is one of the five playable Mario series characters in the game (the other four being Mario, Luigi, Princess Peach, and Wario). Toad is also notably one of the two characters who are playable in all of the four levels in the game (with Mario being the other character).

In the distant land of Sarasaland, an alien named Tatanga kidnapped Princess Daisy. Mario travels to the four different kingdoms, Birabuto, Muda, Easton, and Chai, to rescue her.


In 1982, Milton Bradley released a board game based on Pac-Man.[103] In this game, players move up to four Pac-Man characters (traditional yellow plus red, green and blue) plus two ghosts as per the throws of a pair of dice.


Similar to bowling, the game to which the preferred embodiment is adapted involves rolling a ball down an elongated playing field at a plurality of targets, which are arranged as a tetractys, i.e., a triangular figure comprising ten points arranged in four rows, which consist of one, two, three, and four points, respectively. In addition, the described embodiment includes gutters extending along opposite longitudinal sides of the playing field, a receptacle arranged at one end of the playing field for collecting the rolled ball and the targets, and a target setter operatively arranged to receive the targets, preferably from the receptacle, and set them on the playing field in the tetractys formation. Unlike bowling, however, and more akin to a billiards game, each of the targets comprises a substantially spherical object.


5. The gaming device recited in claim 4 wherein the second orifices of the plurality of channels are arranged as a tetractys.


When planar surface 111 declines from first end 112 to second end 114, gaming device 100 preferably includes at least one positioning means, or positioning structure, operatively arranged to maintain a substantially spherical object, such as target 90, in a fixed position on playing field 110. As the game for which gaming device 100 is adapted involves a plurality of targets 90 arranged as a tetractys, a plurality of such positioning means or structures may be included. For example, as shown in FIGS. 5, 7, and 8, gaming device 100 may include a plurality of recesses 107 arranged as a tetractys in planar surface 111. Each recess 107 comprises a depressed surface arranged to engage a portion of the outer surface of a single target 90, such that target 90 is inhibited from rolling unless acted upon by an outside force. As shown in FIG. 2, the outside force may be provided by the collision of the resting target 90 with projectile 80, swing arm 145, or other targets 90.


Champions adventure "The Coriolis Effect". Donnah Hannah and three anonymous NPC's are transformed into elemental themed villains (Earth, Air, Fire and Water) by the Black Enchantress.

Dungeons & Dragons had the Elemental Princes of Evil: Cryonax (cold), Imix (fire), Ogremoch (earth), Olhydra (water) and Yan-C-Bin (air).

And their Good counterparts. But neither set ever teams up.

The Chaos gods of the Warhammer universe.

Khorne - the raging fire. To extrapolate, red is his color, his forges are powered by his rage, and his spiky armoured silhouette and the silhouettes of his demons also look like a men on fire.

Nurgle - the hungry earth. The god of rot, decay, acceptance, and humility (the most "down to earth" god). His mansion is located in a garden, and his colors are generally brown and green.

Tzeentch - the uncatchable air. His color is blue, "The winds of change" is a saying used in Warhammer Fantasy rather often, he's constantly in motion/change just like air, he has flying chariot demons, and his greater demons are birds.

Slaanesh - the beguiling water. The Eldar refer to her as "She who THIRSTS", her demon steeds are tamed by giving them a drink (of the milk of loyalty), fond of reflective surfaces (Slaanesh's palace is filled with them), and many of Slaanesh's demons are crab-themed.