Rogue is a dungeon crawling video game created by Michael Toy and Glenn Wichman, with later contributions from Ken Arnold. Rogue was created in the early 1980s as a freely distributable executable for Unix-based mainframe systems. It was later incorporated into the Berkeley Software Distribution 4.2 operating system (4.2BSD). Toy, Wichman, and Jon Lane created commercial ports of the Original Rogue-like game for a variety of personal computers under the company A.I. Design, which was financially supported by Epyx software publishers. Other parties have since made additional ports to modern systems using the game’s now-open source code.
In Rogue, players control a character as they explore several levels of a dungeon in search of the Amulet of Yendor, which is located on the lowest level. The player-character must defend himself against a slew of monsters that prowl the dungeons. Players can collect treasures along the way that will help them offensively or defensively, such as weapons, armor, potions, scrolls, and other magical items. A rogue-like game is a turn-based game that takes place on a square grid represented in ASCII or another fixed character set, giving players enough time to figure out the best way to survive. The original Rogue like game uses permadeath as a design choice to make each action by the player meaningful — if a player-character loses all of his health through combat or other means, that player-character is simply dead. Because the dead character cannot respawn or be brought back by reloading from a saved state, the player must restart with a new character. Furthermore, no game is the same as any other because the dungeon levels, monster encounters, and treasures are generated procedurally for each playthrough.
Rogue 1980 was inspired by text-based computer games like the 1971 Star Trek game and the 1976 Colossal Cave Adventure, as well as the high fantasy setting from Dungeons & Dragons. Toy and Wichman, both students at the University of California, Santa Cruz, collaborated to create their own text-based game, but they wanted to incorporate procedural generation elements to create a unique experience each time the user played Rogue 1980. Toy later worked at the University of California, Berkeley, where he met Arnold, the lead developer of the curses programming library, on which Rogue video game relied to simulate a graphical display. Arnold assisted Toy in optimizing the code and adding new features to the Rogue video game. When Toy met Lane while working for the Olivetti company, he was inspired to create commercial ports, and he enlisted the help of Wichman once more to help with designing graphics and various ports.
Original Rogue video game gained popularity among college students and other computer-savvy users in the 1980s, thanks in part to its inclusion in 4.2BSD. It inspired programmers to create a number of similar titles, including Hack (1982) and Moria (1983), though because Toy, Wichman, and Arnold had not released the source code at the time, these new games introduced new variations on top of Rogue water. These titles spawned a long line of games. While roger Craig smith games were not the first dungeon-crawling game with procedural generation features, it was the first to introduce the subgenre of roguelike RPG procedurally generated dungeon crawlers with Dungeons-and-Dragons-like items (armor, weapons, potions, and magic scrolls) that also had permadeath (permanent death) and an overhead graphical view — albeit via ASCII drawings, rather than text descriptions in natural language
Publishers
Epyx
Developers
A.I. Design
Release date
1980
Genre
Role-playing
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The Incredible Machine 2 is a DOS video game that was released in 1994 as part of The Incredible Machine video game series. The Incredible Machine Version 3.0 (also known as Professor Tim’s Incredible Machines) was released in 1995 for Mac OS and Windows, and included the same levels as The Incredible Machine 2, but with an improved interface and additional features such as CD music tracks. Version 3.0 has been included in re-releases of the series, including the 2009 compilation The Incredible Machine Mega Pack.
Publishers
Sierra On-Line
Developers
Dynamix
Release date
1994
Genre
Educational
[title] Gameplay
The Incredible Machine 2 added new levels, a larger selection of parts, a new interface, significantly improved graphics, sounds, and music, and two-player hot-seat play. It also improved on the “freeform” mode by allowing players to create fully playable puzzles by defining not only the participating parts but also the set of conditions under which the puzzle will be considered “solved.” In terms of gameplay, this version was the most significant addition to the series, with subsequent updates essentially consisting of ports of the game to newer operating systems with updated graphics/sounds and occasionally new puzzles, but no new parts.
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Click on the download button. It should redirect you to your download. Make sure you download the file properly and that your internet does not disconnect while downloading.
Extract the “The Incredible Machine 2” folder to your desktop.
Download the software called DOSBox and put a shortcut for DOSBox onto your desktop.
Open the “The Incredible Machine 2” folder and then open the “Game Files” folder.
Drag the file called “TIM2” on top of the DOSBox icon. The game should now launch in DOSBox.
Yu Gi Oh Power of Chaos Yugi the Destiny is the first of three Power of Chaos games and the first Yu Gi Oh game for PC. This first game contains 155 cards, the majority of which are from Legend of Blue-Eyes White Dragon and Starter Deck: Yugi, two from Metal Raiders, one from Spell Ruler, one from Tournament Pack: 3rd Season, and one from Starter Deck: Pegasus.
The player in Yugi the Destiny learns how to play the Yu Gi Oh a trading card game from Yugi, who teaches the basics of summoning, tributes, and other aspects of Yu Gi Oh Power of Chaos Yugi the Destiny. In addition, the player can duel Yugi in order to collect cards and build their own collection. Each card features re-created artwork from the card game. Yugi the Destiny includes new artwork as well as a variety of battlefields and intense duels.
Publishers
Konami Digital Entertainment
Developers
Konami Computer Entertainment Japan
Release date
2003
Genre
Strategy
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Download and Extract Yu_Gi_Oh_Power_of_Chaos_Yugi_the_Destiny_Win_ISO_EN.7z
Find the file “OGD.Power.Of.Chaos.Yugi.The.Destiny.iso” in the “Game Files” folder and mount it. If you’re not sure how to do this, please check our wiki page.
Double click on “setup.exe” and install Yu Gi Oh Power of Chaos Yugi the Destiny
Go into the “Crack” folder, and copy and paste “yugo_pc.exe” from the crack folder and into Yu Gi Oh Power of Chaos Yugi the Destiny installation directory
SimAnt: The Electronic Ant Colony is a Maxis life simulation video game released in 1991. It is the company’s third product and focuses on ants. Will Wright was the man behind the design. It won “Best Simulation Game” at the Software Publishers Association’s Codie awards in 1992. SimAnt was re-released in 1993 as part of the SimClassics Volume 1 compilation for PC, Mac, and Amiga, alongside SimCity Classic and SimLife. SimAnt, along with several other Maxis simulation games, was re-released in 1996 as part of the Maxis Collector Series, with improved compatibility with Windows 95 and new box art, as well as the addition of Classics beneath the title.
Publishers
Maxis Software
Developers
Maxis Software
Release date
1991
Genre
Simulation
[title] Gameplay
The game is based on an ant colony simulation. Wright was influenced by E. O. Wilson’s research on ant colonies. SimAnt is divided into three modes: Quick Game, Full Game, and Experimental Game. It was released for the IBM PC, Amiga, Macintosh, and Super NES, among other platforms. The Super NES version includes eight scenarios in which the goal is to eliminate the enemy red ants in various locations, each with its own set of hazards.
In SimAnt, the player takes on the role of an ant in a black ant colony in the back yard of a suburban home. The ant colony must fight off invading red ants. The ultimate goal is for the red ants and human owners to be driven out of the garden and into the house. simantics differed from other ‘Sim’ games in this regard because it was open-ended and had no win conditions.
The player establishes a black ant colony in a small patch of yard in the Quick Game, which is shown from a top-down perspective. In the same patch, the computer opponent establishes a competing red ant colony. A side view of underground ant colonies is depicted. The player has direct control of one ant at a time, which is indicated by a yellow color and can switch to a different ant at any time by double-clicking the desired ant or selecting Exchange from the Yellow Ant menu and clicking on it. The player’s yellow ant can influence the behavior of other black ants by leaving pheromone trails to destinations such as food and enemy ant colonies, and it also has limited control over the other ants (by ordering a certain number to follow it, for instance). The yellow ant can also dig new tunnels underground, expanding the black colony’s network. When either the red or black colony in the said patch is defeated, the quick game is won or lost.
The player’s yellow ant can collect food and pebbles, participate in trophallaxis (receive regurgitated food from friendly ants), and attack enemy ants. Ants in groups (or the yellow ant with her recruits) can attack and kill larger enemies such as spiders, caterpillars, and antlions. Human footsteps, electrical outlets, bug spray, spiders, antlions, lawnmowers, and rain, which washes away pheromone trails and can flood the bottom of ant nests, are all-natural hazards.
The Full Game, like the Quick Game, begins with an ant colony in an overhead view. This overhead view focuses on a single square of a map that contains a yard and a house. The player spreads to new areas by producing young queens and drones to mate with. When the black colonies are eliminated, simantics is lost; when the red colonies are eliminated and the humans are driven out of the house, simantics is won.
The Experimental Game is similar to the Quick Game, with the exception that the player can also control red ants and spiders and has access to a set of experimental tools. The player can use these tools to place pheromone trails, maze walls, rocks, ants, pesticides, and food.
The boxed game also includes a well-researched instruction manual that not only covers game mechanics but also contains a wealth of information about ants and ant societies.
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Click on the download button. It should redirect you to your download. Make sure you download the file properly and that your internet does not disconnect while downloading.
Extract the “SimAnt The Electronic Ant Colony” folder to your desktop.
Download the software called DOSBox and put a shortcut for DOSBox onto your desktop.
Open the “SimAnt The Electronic Ant Colony” folder and then open the “Game Files” folder.
Drag the file called “SIMANT” on top of the DOSBox icon. SimAnt should now launch in DOSBox.
Mario Teaches Typing is a licensed edutainment game developed and published by Interplay Productions. It’s one of the few officially licensed Mario video games. Mario Teaches Typing was first released in 1992 for MS-DOS, with the option of using two 3’5″ floppies or a single 5’75” floppies. In 1994, it was released as a CD-ROM for Microsoft Windows and Macintosh. Mario Teaches Typing was created to help computer users improve their typing skills, as the name suggests. Mario Teaches Typing 2 was released in 1996 as a sequel to Mario Teaches Typing. The music for Mario Teaches Typing was taken entirely from Super Mario World.
Mario speaks for the first time in the MS-DOS version of Mario Teaches Typing. Ronald B. Ruben provided the voice for him in that version. In the CD-ROM version, he is replaced by the iconic floating Mario head. He is voiced by Charles Martinet in this version, and he has remained Mario’s voice actor ever since.
Publishers
Interplay Entertainment
Developers
Interplay Entertainment, Brainstorm
Release date
1991
Genre
Educational
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The Incredible Machine (TIM) is a video game series in which players construct a variety of Rube Goldberg devices. They were originally designed and coded by Kevin Ryan, produced by Jeff Tunnell’s now-defunct Jeff Tunnell Productions, and published by Dynamix; the 1993–1995 versions shared the same development team, but the later 2000–2001 games had different designers. Sierra Entertainment published all versions. PushButton Labs, founded by Jeff Tunnell, purchased the entire series and intellectual property in October 2009. Pushbutton Labs was later acquired by Playdom, which is a division of Disney Interactive, so The Walt Disney Company now owns the rights.
As the spiritual successor to the Incredible Machine series, Jeff Tunnell announced a new game called Contraption Maker in 2013. Spotkin Games, founded by Jeff Tunnell, produced it, and it features the same developers as the original Incredible Machine. On July 7, 2014, it was released via Steam for Windows and OS X.
Publishers
Sierra On-Line
Developers
Jeff Tunnell Productions
Release date
1993
Genre
Educational
[title] Gameplay
The overarching goal of The Incredible Machine game is to construct a series of Rube Goldberg devices: arrange a given collection of objects in an overly complicated manner in order to perform some simple task (such as “put the ball into a box” or “start a mixer and turn on a fan”). Objects available range from simple ropes and pulleys to electrical generators, bowling balls, and even cats, mice, and humans, with the majority of them having specific interactions with or reactions to other objects. Mice, for example, will flee towards nearby cheese. The levels usually have some fixed objects that the player cannot move, so the only way to solve the puzzle is to carefully arrange the given objects around the fixed items. There is also a “freeform” option, which allows the user to “play” with all of the objects with no set goal, or to create their own puzzles with goals for other players to try to solve.
Notably, The even more Incredible Machine simulates the game not only physical interactions between objects but also environmental effects such as changing air pressure and gravity. In its physics simulation, the engine does not use a random number generator, ensuring that the results for any given machine are reproducible.
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Click on the download button. It should redirect you to your download. Make sure you download the file properly and that your internet does not disconnect while downloading.
Extract the “The Incredible Machine” folder to your desktop.
Download the software called DOSBox and put a shortcut for DOSBox onto your desktop.
Open the “The Incredible Machine” folder and then open the “Game Files” folder.
Drag the file called “TIM” on top of the DOSBox icon. The Incredible Machine game should now launch in DOSBox.
The Oregon Trail was a well-known road that crossed the Rocky Mountains and was used by settlers in the nineteenth century.
MECC created an educational game based on this memorable segment of the American story. The player must traverse the Oregon Trail and overcome the challenges that the settlers faced. Hunting for food, trading supplies, and surviving a LOT of potential deaths (snakes, typhoid, dysentery…).
If you complete your journey, your points will be determined by your profession, the number of settlers still alive, your remaining cash, and other factors.
Many Americans born in the 1980s played Oregon Trail, and the game remains in their memories as a difficult, unforgiving, and unbeatable game. Some families would eventually play the game together, and children at school would even compete to see who could get the furthest in the game before dying!
GWANE remarked, “Who remembers the games they used to play as a kid?” Oregon Trail, the only one we played in elementary school, comes to mind. It was choppy and, by today’s standards, something an elementary school student could make, but it was the most entertaining game available at the time. Children are still playing the game 40 years after it was created. It was actually designed to be an educational experience about how people moved west to settle. As someone who lives in the west, I found this to be very significant. Personally, I would recommend this game to any child looking for a fun way to learn.
RIDLEY-THE-DRAGON commented: This is a fantastic game; I only wish they would remake it. This game is still quite popular, so a remake would most likely do well! I’m picturing hunting with mechanics more akin to a Cabelas game, but with muskets, and with next-gen graphics and complex colony building systems, allowing Sim City-style colony building, all with next-gen graphics on a PC, think about it… And with a free modding tool, it could become a classic, like a ratchet and a clank, with mods allowing you to make it so that you only farm for food and the hunting mechanics are used for combat with the British, or it could be completely remodified to make it a halo colonizing game on different planets.
Publishers
MECCA
Developers
MECCA
Release date
1992
Genre
Educational
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Click on the download button. It should redirect you to your download (a .rar file). Make sure you download the file properly and that your internet does not disconnect while downloading.
Extract the “Oregon Trail Deluxe” folder to your desktop.
Download the software DOSBox and put a shortcut for DOSBox on your desktop.
Open the “Oregon Trail Deluxe” folder and then open the “Game Files” folder.
Find the file called “OREGON”, and drag it on top of the DOSBox icon which you have on your desktop.
Robot Wars: Extreme Destruction is an action game developed by Climax Development and published in 2002 for the Game Boy Advance, Microsoft Windows, and Xbox by BBC Multimedia under their game development label Gamezlab. It was released in the run-up to Christmas to capitalize on the success of the previous three games, which had sold over 250,000 copies.
In 2002, Warthog Games released a separate version of Robot Wars: Extreme Destruction for the Game Boy Advance, which was also published by BBC Multimedia under the Gamezlab label. Despite sharing the same name, the gameplay, arenas, and available robots were vastly different between the two versions.
Publishers
Gamezlab
Developers
Warthog Game, Climax Development
Release date
2002
Genre
Action
[title] Gameplay
The player controls a radio-controlled robot that competes with other robots to win.
The main game mode in the PC and Xbox versions is Competition mode. In this mode, the player must either build or purchase a robot and compete in a variety of tournaments. The player earns more money and unlocks new components, robots, and arenas by winning these tournaments. There are eight stages in total, each with a different number of tournaments. After completing all eight stages, the player enters the Final Battle, which is an endurance battle against various real-life competitor robots and one House robot who enters the arena last.
There are seventeen playable real-life competitor robots from the Robot Wars televised show, including series champions Chaos 2, Panic Attack, Razer, and Tornado. There are also forty additional original robots.
To unlock new robots in the Robot Wars Extreme Destruction Advance version, the player must compete in various events. Every event offers the option of selecting bronze, silver, or gold, depending on the level of difficulty preferred by the player. At first, only the bronze level is available; silver and gold must be unlocked later. In each difficulty level, specific robots are fought. Tournament mode, in which the player must win four one-on-one battles, Mayhem, in which the player must win a four-way melee, Bash N’ Dash, in which the player must survive against three opponents who are teamed up against the player, and Gauntlet mode, in which the player must complete tasks within a time limit, were among the events. There are seventeen playable real-life robots in this version, sixteen of which must be defeated in order to be unlocked, and no original robots.
Craig Charles does not appear in either game, despite the fact that he has been the series’ presenter since its second season, but the commentator, Jonathan Pearce, provides commentary on battle statistics, arena information, and a description of the robots competing in the PC and Xbox. Despite the lack of commentary in the Game Boy Advance version, Jonathan Pearce can be heard shouting “3… 2… 1… Activate!” at the start of each match and “Cease!” at the end.
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We might have the game available for more than one platform. Robot Wars: Extreme Destruction is currently available on these platforms:
Download and Extract Robot_Wars_Extreme_Destruction_Win_ISO_EN.7z
Open the “Game Files” folder and mount OGD.RWED.iso
Run setup.exe and follow on-screen instructions to install Robot Wars Extreme Destruction
Once installed, download Robot_Wars_Extreme_Destruction_NoCD_v1.00_Win_EN (see additional files below) and copy-paste rw3.exe into the game installation directory. Confirm you want to replace the files in the destination
Play Robot Wars Extreme Destruction
How to play on Windows (Preinstalled version in Russian)
Download and Extract Robot_Wars_Extreme_Destruction_Win_Files_RU.7z
Croc 2 is a platform video game published by Fox Interactive and developed by Argonaut Software. The sequel to Croc: Legend of the Gobbos, follows the title character on a quest to find his missing parents while also saving the Inventor Gobbo from a resurrected Baron Dante.
Croc 2 was released in 1999 for the Sony PlayStation, and later in 2000 and 2001 for Microsoft Windows and Game Boy Color, respectively. A Dreamcast port of the game was also planned but ultimately canceled. The game was released alongside a heavy advertising campaign, with Fox cross-promoting the game alongside Nabisco’s “Gummi Savers” candy brand. crocs duet max 2 was met with mixed reactions, with critics praising the game’s graphics while criticizing its camera and difficulty.
Publishers
Fox Interactive, THQ, Koei
Developers
Argonaut Software, Natsume
Release date
1999
Genre
Platformer
[title] Gameplay
Croc 2’s gameplay is similar to that of its predecessor in that the player controls Croc through various open-ended levels in order to complete various missions. The game’s levels are divided into four Gobbo “villages” and are accessed via an open HUB world. The missions entail assisting other Gobbos with a specific task, such as rescuing another Gobbo who is trapped within a steel cage or chasing a Dantini through a stage to retrieve a stolen sandwich. After completing a certain number of levels in a village, a boss level is unlocked, which when completed grants access to the next village. Certain levels require you to ride a vehicle through a course, such as a race car, a speedboat, a hang glider, a hot air balloon, or a giant snowball.
Levels include a variety of collectible items, such as 100 crystals and 5 multicolored crystals scattered throughout the stage. The colored gems are hidden in various locations throughout the stage and must be retrieved by completing a platform challenge or a puzzle. Finding all five colored gems results in the appearance of a golden trophy at the end of the level, which is obtained by completing a small platforming challenge. Collecting every trophy in a village unlocks an extra level that can be completed to obtain a Jigsaw puzzle piece; collecting these pieces is required to access the game’s fifth and final village, which contains the final boss. Swap sells a variety of items at the HUB worlds. Meet Pete, an anthropomorphic cat who is required to access certain areas and secrets within Croc 2. Heart pots, which increase Croc’s maximum life count, Gummi Savers Jumps, which can be used as a trampoline to reach certain ledges, and the Clockwork Gobbo, a small wind-up robot that can be controlled to collect items by placing it on a specific pedestal, are among these items.
Croc is controlled by the D-pad or the analog stick, and he moves through the levels by running, jumping, climbing, and swimming; new to crocs Santa Cruz 2 are the abilities to perform a triple jump and a flip jump, both of which allow Croc to reach higher altitudes than he can by jumping normally. [4] Croc attacks enemies by swinging his tail around in a full 360-degree circle, and he can also perform a downward hit drop to defeat enemies and destroy wooden crates containing items. Croc’s health is represented by a set life count, which can be extended by purchasing specific items; when he runs out of “hearts,” he is returned to the HUB world of the level he is in. Croc’s life can be replenished by collecting large hearts scattered throughout the stages, as well as a certain number of crystals in each stage. crocs duet max 2 includes a new control option called “OmniPlay,” which allows two people to share control of Croc’s movements and abilities for cooperative gameplay.
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Toy Story 2 Buzz Lightyear to the Rescue is a platform game based on Pixar’s computer-animated film Toy Story 2 from 1999. It is the follow-up to the original Toy Story video game. It was released in late 1999 for the Nintendo 64, PlayStation, Microsoft Windows, and Macintosh, with a Dreamcast version following in 2000. The computer versions were titled Disney/Action Pixar’s Game, and Toy Story 2. In 1999, a different version, Toy Story 2, a side-scrolling platform game, was released for the Game Boy Color.
Toy Story 2: Buzz Lightyear to the Rescue! was re-released in 2011 as a downloadable PlayStation 3 and PlayStation Portable game, followed by a downloadable PlayStation Vita re-release in 2012. A sequel based on Toy Story 3 was released 11 years later.
Publishers
Disney Interactive, Sega, Nintendo Australia, Black Pearl Software
Developers
Traveller’s Tales, Tiertex Design Studios
Release date
1999
Genre
Platformer
[title] Gameplay
Home console and computer version
The home console and computer versions put the player in control of Buzz Lightyear as he travels across fifteen levels (ten main levels and five boss levels) based on and inspired by locations from the film to save Woody. Buzz can attack enemies with a wrist laser that can be charged for more power and can also be aimed from a first-person perspective. Buzz also has a spin attack that can be charged up to become a continuous spin. Buzz can also perform a double jump by extending his wings and stomping his feet to activate switches. The player can obtain a laser power-up, which provides Buzz with a limited supply of charged-up laser shots, as well as extra lives and health-replenishing batteries.
The main goal of Toy Story 2 Buzz Lightyear to the Rescue is to collect Pizza Planet tokens scattered throughout the stages. Each level contains five Pizza Planet tokens, which can be obtained by completing various objectives such as fighting a mini-boss, solving a puzzle, completing a timed challenge or winning a race against another character, or assisting a character in finding five of a specific object hidden throughout the level. Each level also contains a number of coins, 50 of which can be collected and given to Hamm in exchange for a token. Certain objectives necessitate the use of a special power-up, which must first be unlocked at a particular level by retrieving one of Mr. Potato Head’s missing body parts. A barrier that protects Buzz from damage, rocket boots that launch him at high speeds, a disc launcher that zeroes in on enemies, a grappling hook for climbing up high ledges, and hover boots for floating up to high places are all available as power-ups. While only one Pizza Planet token is required to complete a level, certain levels require a certain number of tokens to unlock. With the exception of the Nintendo 64 version, completing each level unlocks FMV clips from the film. Instead, in between levels, the Nintendo 64 version shows screenshots from the film accompanied by text. This is due to the Nintendo 64 cartridge’s storage limitations.
Game Boy Color version
The Game Boy Color version is a side-scrolling platform game that has nothing to do with the other versions. Buzz, who can jump, run, and shoot his laser at enemies, is controlled by the player. It has 11 levels, including two bonus levels that can be accessed by collecting all of the coins in certain levels. Because the Game Boy Color only has two action buttons, Buzz runs and jumps by pressing the B button. The player can jump and move across gaps while standing motionless, whereas running is initiated by pressing the B button while moving. A password feature is used to save game progress.
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Spider-Man is a 2002 action-adventure video game based on the Marvel Comics character Spider-Man. It is also known as Spider-Man: The Movie. It was released on April 16, 2002, in North America (two weeks before the film’s release) for Microsoft Windows, PlayStation 2, Xbox, GameCube, and Game Boy Advance, and on June 7, 2002, in Europe for Microsoft Windows, PlayStation 2, Xbox, GameCube, and Game Boy Advance. In 2005, the Game Boy Advance version was re-released and bundled on a Twin Pack cartridge with Spider-Man 2: The Game. While the game directly adapts the plot of the film on which it is based, it also expands on it by including scenes and villains not seen in the film. Tobey Maguire and Willem Dafoe reprise their roles as Spider-Man and the Green Goblin, respectively, from the film, while Bruce Campbell, who played a wrestling ring announcer in the film, narrates the tutorial and bonus levels.
Activision published Spider-Man The Movie in North America, and Capcom co-published it in Japan. It was primarily developed by Treyarch and Activision subsidiary that had previously ported Neversoft’s 2000 Spider-Man video game to Windows and Dreamcast. It received generally positive reviews upon its initial release, and despite some criticism of its length, voice acting, and camera control, it went on to become a best-seller. Following the success of the game, Treyarch took over as lead developer for all Spider-Man titles published by Activision until 2008, producing Spider-Man 2, based on the 2004 film of the same name, Ultimate Spider-Man, based on the comic book series of the same name and released in 2005, Spider-Man 3, based on the 2007 film of the same name, and Spider-Man: Web of Shadows, which had an original story and was released in 2008.
Publishers
Activision
Developers
Treyarch, Digital Eclipse (GBA)
Release date
2002
Genre
Action, Adventure
[title] Gameplay
Spider-Man, like its 2000 predecessor and 2001 sequel, Spider-Man 2: Enter Electro, is a level-based beat ’em up video game in which the player assumes the role of the superhero Spider-Man. While the majority of the levels are set indoors, there are several levels set outside, among New York’s skyscrapers, that require the player to web-sling from building to building, as falling below a certain height results in an instant Game Over. Levels use a scoring system that takes into account more factors, such as “Time” (clear level in a certain amount of time), “Perfect” (not take damage/not be detected), and “Style” (use as many combos as possible). Other features of some levels include “Secrets” (discover a secret area), “Combat” (defeat all enemies), and “Stealth” (remain undetected by enemies). Players can earn points for completing these tasks based on their difficulty level. Each bonus is worth 500 points in easy mode, 700 points in normal mode, and 1000 points in hero mode.
Swinging, zipping, punching and kicking, dodging, web, camera lock, and the Web Mode in Enhanced Mode are the basic abilities. The results will vary depending on how the player combines different buttons. Wall-crawling is automatic, and players can lift heavy and light objects like cars and chairs. There are 21 different combos that can be unlocked by collecting Gold Spiders, each with a different type of “upgrade.” The Amazing Spider-Man 2 full Movie also includes stealth segments in which Spider-Man can hide in the shadows and avoid detection by the enemy. While the majority of the amazing Spider-Man full Movie is played in the third person, a cheat code allows players to switch to a first-person view.
Completing the story mode on each difficulty unlocks different bonuses, namely alternate skins for Spider-Man: completing it on at least easy unlocks Peter Parker in his civilian outfit and Spider-wrestler Man’s costume; completing it on at least normal unlocks Alex Ross’ prototype design for the movie Spider-Man costume (which also causes the Green Goblin to have Ross’ early design during battles), and completing it on at least hard unlocks the Green Goblin. Unlike the others, the Goblin uses gadgets instead of Spider-web-based Man’s abilities, such as his signature glider, pumpkin bombs, and razor bats. While the levels remain unchanged when playing as the Goblin in story mode, the narrative changes and follows Harry Osborn as he becomes the Goblin after his father’s death and investigates a secret plot involving Oscorp, while facing off against another Goblin who claims to have been hired by Norman Osborn.
More playable characters, such as the Shocker and Captain George Stacy, can be unlocked using cheat codes, but they only serve as alternate skins for Spider-Man and do not introduce any new gameplay mechanics. Mary Jane Watson was initially unlockable via code as well, but was removed in re-releases due to the perceived lesbianism implications of scenes featuring the player (as Mary Jane) kissing the in-game Mary Jane.
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Batman: Vengeance is an action-adventure video game developed by Ubisoft Montpellier and released in 2001. The game is based on the popular Batman animated series and follows the storylines of several episodes from the show.
In Batman: Vengeance, players take on the role of Batman as he fights to bring justice to Gotham City. The game features a mix of hand-to-hand combat, puzzle-solving, and stealth elements, as players use Batman’s gadgets and skills to defeat enemies and progress through the game.
The game’s story follows Batman as he investigates a series of crimes committed by some of his most famous foes, including the Joker, Two-Face, and Mr. Freeze. Along the way, players will encounter characters from the Batman animated series, including Robin, Commissioner Gordon, and Alfred Pennyworth.
One of the key features of Batman: Vengeance is its use of the “FreeFlow” combat system, which allows players to smoothly transition between attacks and counterattacks in real-time. Players can also use Batman’s gadgets, such as his batarangs and grappling hook, to solve puzzles and defeat enemies.
In addition to the single-player campaign, the game also includes a “Challenge Mode” in which players can test their skills in a series of standalone combat and stealth missions.
Overall, Batman: Vengeance is a thrilling action-adventure game that offers players the chance to experience the exciting world of Batman. Its engaging combat system and compelling story make it a must-play for fans of the Batman series.
Publishers
Ubi Soft
Developers
Ubi Soft Montreal
Release date
2001
Genre
Action
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We might have Batman Vengeance available for more than one platform. Batman: Vengeance is currently available on these platforms: