Time for another UK VC games update with your host DarkPrinny :
World sports competition
1-5 player competative
World Sports Competition is a sports video game developed by Hudson Soft. The game was originally released in 1992 for the TurboGrafx-16 console (known as the PC-Engine in Japan), and will be released on the Virtual Console in Europe and North America in June 2007. The game has a Summer Olympics theme, and features several events, including archery, rowing, shooting, swimming, and track and field
Sounds like one that you can nacker your pad with
Never played but ill stick with track and feld
Toejam & Earl in Panic on Funkotron
Mega drive 800pts
1-2 player co-op
In contrast to its predecessor, ToeJam & Earl in Panic on Funkotron took the form of a side-scrolling platform game. In this game, it is revealed that a number of Earthlings hitchhiked on ToeJam and Earl's spaceship on their trip back home after the first game, and are now infesting Funkotron. ToeJam and Earl must capture the Earthlings in jars, and ship them back to Earth in rocket ships at the end of each level. A side-mission is to find ten beloved objects of Lamont the "Funkapotamus", the source of all funk in the universe, (seen again in ToeJam & Earl III: Mission to Earth) to persuade him to return to Funkotron.
ToeJam and Earl's primary method of capturing the escaped earthlings is through the use of jars. The characters have an unlimited amount of these at their disposal. Initially the earthlings can be captured by just being hit by one or two jars (and then the jar picked up by either ToeJam or Earl), but later in the game earthlings become harder to capture and may require as many as 6 jars before they are captured.
The player also has a variety of "funk powers" to assist in evading and capturing the earthlings, such as Funk Move (allowing the player to pass through walls and other objects) and Funk Scan (revealing hidden items). Other bonuses are also found throughout the game, including minigames such as Jam Out (a rhythm-matching game requiring the player to press the controller buttons to match patterns shown on screen) and Hyperfunk Zones (a time-limited race to pick up bonuses). Presents and food items also show up, in a manner similar to that of the original game. Progress can be saved by means of passwords that are presented at specific points.
One of my faves here
A nice platformer/collect-em-up
Best in two player
Five outa five excelent platformer excelent in multi
Megadrive 800pts (also on the Megadrive collection)
1-2 player alt
The player, as Kid Chameleon, progresses through a series of levels. Most levels contain a flag, which is the primary goal of each level, from which the player progresses to the next level. However, a number of teleporters throughout the game can warp the player not only to different places in the same level, but also to different levels, and sometimes to an entirely different path through the game. At the end of the game, Kid fights and defeats the final boss, Heady Metal. Kid Chameleon contains nearly a hundred levels, of which only about half are on the "main path" (traversing levels only by flags), and also counts the two-dozen smaller unnamed levels, simply called "Elsewhere". Despite the game's considerable length, there was no password system or other method of saving the game. However, both Sega Genesis Collection and the Virtual Console service allow players to save their progress mid-game .
As Kid Chameleon moves through the game's levels, he gains access to masks that transform him into different characters. Each character has different special abilities and varying amounts of hit points. The sheer amount of variety in gameplay due to the various characters is part of what gave Kid Chameleon such an addicting style; few levels repeated the same structure and they usually had specific strategies and characters to be beaten. In addition to the offensive abilities of each form, the Kid could also defeat enemies by jumping on them, although he may take damage from some enemies by doing so.
Another okish platformer
Threee outa five good but there are better
STREETS OF RAGE 2
1-2 player co-op/vs
Though Streets of Rage 2 plays very similar to its predecessor it improved and refined much of the gameplay. The biggest change was the replacement of the original special attack, which was calling a police car to damage all on-screen enemies, with special attacks performed by the character, that depleted some of their health. Each character's move list was expanded and edited to make them very individual to play instead of similar with different handicaps.
Enemies were also improved, all were given health bars (previously only Bosses used them) and names, and like the selectable characters, given bigger and more individual movesets. The game arguably suffers a slight drop in difficulty from the original, but had a secret near-impossible difficulty setting ("mania") that can be accessed by holding down the A-button and the B-button simultaneously on the 2nd controller while the player selects the Options screen on the main menu. Aside from unlocking "mania" difficulty, this code also allows the player to begin with up to nine lives (highly recommended for attempting "mania") instead of the usual five.
There are many new enemies, including Bikers, which speed across the screen in certain levels, running over the Player, tossing grenades and / or leaping off their bikes to attack, there are new Ninjas, which are excessively fast and sometimes deadly to fight due to their avoidant tactics, ranged weapons and special moves, kickboxers and robots.
A welcome sight from the first game are the "suicide stabbers" - weak enemies, invariably a Galsia, who hold a knife in front of themselves and literally run at the Player in the hope of impaling them. Since these "stabbers" usually arrive only when the Player is involved in mortal combat with other enemies, and their only attacks are fast strafing attacks, they can often be a lethal, but highly amusing, nuisance.
There were changes to the weapons that could be picked up also. The tear-gas grenade and the novel (but ultimately underwhelming) beer bottle from the orginal game have been removed. The knife has been tweaked, so the Player can choose to throw the knife when he or she pleases, whereas in the first game the knife could be thrown seemingly by accident by the Player, with all the hazards it implies. As a tradeoff, the knife does much less damage when thrown in Street of Rage II. A shuriken has also been added, with the same functionality as the knife.
The baseball bat from Streets of Rage is replaced by a Katana, which is the most deadly weapon in the entire game.
A much needed piece of functionality, as already hinted, is the ability to throw all weapons at will by holding down jump (C) and pressing attack (B). When not holding a weapon, this combo allows the Player to lash out behind him or her to take out an enemy sneaking up from behind.
Aside from the differences in weapons and enemies, the characters themselves are given some special abilities and handicaps. In addition to their traits and individual moves, the characters now have a "semi-special move"; a powerful, non-energy-draining attack delivered by double-tapping a direction and pressing attack (B).
Blaze has a special ability which allows her to deliver two attacks with the knife in one action, a stab and a slash. Her semi-special move is a burst of qi which knocks down all opponents affected.
Max is able to clear both in front and behind with a Drainpipe or Katana due to his huge swing. He is also unable to vault over an enemy to throw. Instead, Max jumps into the air holding his victim in a facelock/waistlock and can deliver some crippling slams. His semi-special is a sliding move which can penetrate large crowds of people and deliver several hits on each enemy in one action. His downside is his incredibly slow, lumbering pace, which is a serious problem against Ninjas, Kickboxers, Bikers and their grenades and other fast, avoidant enemies.
Skate, the lightest and most agile character, takes twice as long to muster a swing due to his small stature, leaving him open to attack. However, Skate is the only character capable of sprinting, by double-tapping a direction, and this can allow him to escape many attacks which the other characters could not. Since double-tapping skate causes him to sprint, his semi-special is a cannon-ball jump which can knock over large crowds of enemies. It is perhaps Skate's most invaluable move.
Axel, the most popular character, has remained unchanged. His semi-special is a "grand upper" uppercut, which, when done properly, connects many times with an enemy and also knocks him down, easily killing all weak enemies and draining large amounts of health from larger, tougher enemies.
Also a remake :http://bombergames.net/
But its more like Streets of rage 2.5 they have added bits from all of them
A outstanding scrollin beat-em-up
Five outa five one of the best games ever
End result :
Quite a good week for us sega fans some good platformers without Sonic in sight