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Wing Commander(Origin Systems)
King's Bounty (New World Computing)
The Little Mermaid (Capcom)
Sonic the Hedgehog(Sega)
Lemmings (Rockstar)
Another World (Interplay)
Wolfenstein 3D (id Software)
Alone in the Dark (Infogrames)
The Lost Vikings (Blizzard)
Mortal Kombat (Midway Games)
Doom (id Software)
The Settlers (Blue Byte Software)
Myst (Cyan)
Aladdin (Capcom)
Warcraft(Blizzard )
Blackthorne(Blizzard )

Super Nintendo Entertainment System:SNES (1991) The SNES is Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. The development of a variety of enhancement chips integrated in game cartridges helped to keep it competitive in the marketplace. History[edit] Early concept designs for the SNES, referred to as the "Nintendo Entertainment System 2". Launch[edit] The four color Super Famicom mark (left) is part of the Super NES logo in the PAL region. The colors correspond to those of the ABXY buttons of the control pad in those regions. Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for 25,000 yen ($210).

Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for $199. Console wars[edit] Changes in policy[edit] 32-bit era and beyond[edit] Casing[edit] Sega Saturn (1995) History[edit] Background[edit] Development[edit] According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time".[21] Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.[22][23] Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64.[22] Kalinske, Sony Electronic Publishing's Olaf Olafsson, and Sony America's Micky Schulhof had previously discussed development of a joint "Sega/Sony hardware system", which never came to fruition due to Sega's desire to create hardware that could accommodate both 2D and 3D visuals and Sony's competing notion of focusing entirely on 3D technology.[23][26] Publicly, Kalinske defended the Saturn's design: "Our people feel that they need the multiprocessing to be able to bring to the home what we're doing next year in the arcades.

" Launch[edit] A first model Japanese Sega Saturn unit Changes at Sega[edit] Wing Commander (1990) Screenshot showing the cockpit of the player's ship and a targeted enemy in an outer space setting. Gameplay consists of completing successive missions and overall cockpit performance affects gameplay: going above and beyond the call of duty results in medals, promotions in rank are awarded at regular intervals, and success or failure on certain critical missions decides the player's plot progress, "winning" or "losing". In the add-on's plot, the Tiger's Claw, on maneuvers in the Goddard System, receives an abortive distress call from Goddard colony.

When the Claw arrives, though, nothing is left but wreckage and corpses; a quarter of a million colonists have been killed. Confed realizes that this is the work of a new Kilrathi weapon, the "Graviton weapon", which is able to increase the power of gravity by over a hundred times. Screenshot showing vastly improved graphics. King's Bounty (1990) King's Bounty is a turn-based fantasy computer and video game designed by Jon Van Caneghem of New World Computing in 1990. The game follows the player's character, a hero of King Maximus, appointed with the job of retrieving the Sceptre of Order from the forces of chaos, led by Arech Dragonbreath.

King's Bounty is notably considered the forerunner of the Heroes of Might and Magic series of games. A Mega Drive/Genesis port was developed and released in North America on February 21, 1991, with a multitude of graphical changes. The gameplay was also modified to incorporate real time overworld exploration. In 2008, a spiritual sequel titled King's Bounty: The Legend was released. Gameplay[edit] The player leads the hero and his army across the four continents, acquiring up to 25 pieces of a map revealing the hidden location to the Sceptre of Order before King Maximus dies.

King's Bounty features four selectable hero classes: Barbarian, Knight, Paladin, and Sorceress. Amiga[edit] Successor[edit] The Little Mermaid (1991) When a stage begins, Ariel descends from the top of the screen to the recommended starting point in the NES version, but just starts out in the recommended position in the Game Boy version. The featured SFX are different in both versions. The start of the stage's BGM can be heard only once in the NES version; although the whole BGM can be repeated in the Game Boy version.

The stage backgrounds were more restricted in the Game Boy version than in the NES version. When the player loses a heart, the heart turns into a heart frame in the NES version, but disappears in the Game Boy version. The key scales of the Boss BGM are different in both versions. List of Disney video games by genre The Little Mermaid at MobyGames. Sonic the Hedgehog (1991) The game's development began in 1990, when Sega ordered its AM8 development team to create a game featuring a mascot for the company. After considering a number of suggestions, the developers decided on a blue hedgehog with spikes along his head and spine and renamed themselves "Sonic Team" to match their character. Sonic the Hedgehog, designed for fast gameplay, was influenced by the games of Super Mario series creator, Shigeru Miyamoto.

Sonic the Hedgehog uses a novel technique that allows Sonic's sprite to roll along curved scenery, which originated in a tech demo created by the game's programmer, Yuji Naka. Jump up ^ While this cover was also sold in some parts of Canada, a Canadian exclusive variant, which models the PAL cover, does existJump up ^ Sonic the Hedgehog (Japanese: ソニック・ザ・ヘッジホッグ, Hepburn: Sonikku za Hejjihoggu?)

Jump up ^ Known as Dr. Eggman in the Japanese version Faitingusutajio (1993). Lemmings (1991) The objective of the game is to guide a group of anthropomorphised lemmings through a number of obstacles to a designated exit. To save the required number of lemmings to win, one must determine how to assign a limited number of eight different skills to specific lemmings that allow the selected lemming to alter the landscape, to affect the behaviour of other lemmings, or to clear obstacles to create a safe passage for the rest of the lemmings.

Lemmings cross a bridge and tunnel through a rock formation in the Amiga version In two-player mode, each player can only control lemmings of their own colour but attempt to guide any lemming to their own goal. The original Lemmings walk-cycle sprite animations from Mike Dailly (left) and Gary Timmons' improved version on the right. A floppy disc containing Christmas Lemmings (1991) for the Amiga. Lemmings at MobyGames. Another World (1992) Another World, also known as Out of This World in North America and Outer World (アウターワールド, Autā Wārudo?) In Japan, is a 1991 cinematic platformer action-adventure game designed by Éric Chahi for Delphine Software. The game tells a story of Lester, a young scientist who, as a result of an experiment gone wrong, finds himself in a dangerous alien world where he is forced to fight for his survival. Another World was highly innovative in its use of cinematic effects in both real-time and cutscenes, which granted the game praise amongst critics and commercial success.

It also influenced a number of other video games and designers. The first level of the Sega Genesis version, with Lester climbing out of the pond that he has been teleported into. Another World is a platform game, featuring a control scheme wherin the player uses either the keyboard, joystick or gamepad to make the protagonist run, jump, attack and perform other, situation specific actions such as rocking a cage back and forth.

Flashback (1992) Flashback, released as Flashback: The Quest for Identity in the United States, is a 1992 science fiction cinematic platform game developed by Delphine Software of France and published by U.S. Gold in United States and Europe, and Sunsoft in Japan. Conrad, left, fighting two corrupt cops (Sega Mega Drive/Genesis version) Conrad also carries a pistol with unlimited ammunition, a force shield which absorbs a certain number of shots before needing recharging, acting as Conrad's health, how many attacks he can survive before dying, and a portable force field with unlimited use, which can act as a temporary barrier to block enemies' shots.

As Conrad progresses through the game's seven levels, he is increasingly presented with spatial puzzles, requiring the player to discover how to guide him toward his destination. Late in the game, Conrad receives a teleportation device, and is able to progress by throwing the device and teleporting into otherwise unreachable areas. Mortal Kombat (1992) Mortal Kombat is an arcade fighting game developed and published by Midway Games in 1992 as the first title in the Mortal Kombat series.

It was subsequently released by Acclaim Entertainment for nearly every home video game platform of the time. Mortal Kombat is a fighting game in which players battle opponents in one-on-one matches. The fighter that completely drains the opponent's health bar first wins the round, and the first to win two rounds wins the match. Each round is timed; if both fighters still have health remaining when time runs out, the one with more health wins the round. Players select one of seven characters.

Whereas other fighting games had characters with considerable differences in speed, height, attacks, strength, jumping heights and distances, the playable characters in Mortal Kombat are virtually identical to one another with only minimal differences in their moves' range and speed. The game's blocking system also distinguished itself from other fighting games. Alone in the Dark (1992) Alone in the Dark is considered a forefather of the survival horror genre, and its influence can be seen on the Resident Evil franchise. Alone in the Dark has also spawned four follow-up games as part of the series, as well as two movies loosely based on them.

A screenshot with Edward Carnby Players choose between a male or female protagonist (Edward Carnby or Emily Hartwood respectively), and are then trapped inside the haunted mansion of Derceto. The player character starts in the attic, having ascended to the top of the mansion without incident, and is tasked with finding a way out of the mansion while avoiding, outsmarting or defeating various supernatural enemies including slave zombies and giant bipedal rat-like creatures.

Though able to kill most enemies with simply fists and feet, the player character can also find and utilize weapons. The player character can search any area, open and close doors, push certain objects, and pick up some items. The Lost Vikings (1993) The Lost Vikings is a puzzle-platform video game developed by Silicon & Synapse (now Blizzard Entertainment) and published by Interplay. It was originally released for the Super NES in 1993, then subsequently released for the Amiga, Amiga CD32, MS-DOS, and Mega Drive/Genesis systems the next year; the Mega Drive/Genesis version contains five stages not present in any other version of the game.[1] Blizzard re-released the game for the Game Boy Advance in 2003. In 2014 the game was added to as a free download emulated through DOSBox.[2] In The Lost Vikings, the player controls three separate Vikings with different abilities. The three Vikings must work together to finish each level and find their way back home.

A sequel, The Lost Vikings 2, was released in 1997. Plot[edit] An in-game screenshot. Three Vikings — Erik the Swift, Baleog the Fierce, and Olaf the Stout — get kidnapped by Tomator, emperor of the alien Croutonian empire, for an inter-galactic zoo. Gameplay[edit] Wolfenstein 3D (1993) Gameplay[edit] In-game screenshot of the DOS version, showing the player character firing a submachine gun at guards Plot[edit] Wolfenstein 3D is divided into two sets of three episodes: "Escape from Castle Wolfenstein", "Operation: Eisenfaust", and "Die, Führer, Die! " serve as the primary trilogy, with a second trilogy titled The Nocturnal Missions including "A Dark Secret", "Trail of the Madman", and "Confrontation". The protagonist is William "B.J. " Blazkowicz, an American spy of Polish descent, and the game follows his efforts to destroy the Nazi regime.

In "Escape", Blazkowicz has been captured while trying to find the plans for Operation Eisenfaust (Iron Fist) and imprisoned in Castle Wolfenstein, from which he must escape. The Nocturnal Missions form a prequel storyline dealing with German plans for chemical warfare. An additional episode entitled Spear of Destiny was released as a retail game by FormGen. Development[edit] Release[edit] Reception[edit] Legacy[edit] References[edit]

Doom (1993) As the last man standing, the player character's mission is to fight through the entire onslaught of demonic enemies by himself in order to keep them from attacking Earth. Knee-Deep in the Dead, the first episode and the only one in the shareware version, is set in the high-tech military bases, power plants, computer centers and geological anomalies on Phobos. It ends with the player character entering the teleporter leading to Deimos, only to be overwhelmed by monsters. In the second episode, The Shores of Hell, the marine has successfully teleported to Deimos. He fights his way through installations on Deimos, similar to those on Phobos, but warped and distorted from the demon invasion and interwoven with beastly architecture. In order for the game to be completed, the marine must fight through Phobos, Deimos, and then Hell itself, each presented as an episode containing eight distinct levels, along with an optional ninth hidden level for each one.

Kushner, David (May 6, 2003). The Settlers (1993) The Settlers (German: Die Siedler) is a 1993 real-time strategy video game developed and published by Blue Byte Software for Amiga. In 1994, it was ported to MS-DOS. Blue Byte published the DOS version in Europe under its original title, but in North America, it was published by SSI as Serf City: Life is Feudal. Due to the complexities of writing a codebase which understood and could realistically duplicate the nature of supply and demand, as well as ensuring the computer could handle military and economic matters simultaneously, the game took over two years of development and programming. The SettlersHUD in the MS-DOS version. The image shows part of the player's settlement, with the various buildings linked by roads. Myst (1993)

Disney's Aladdin (1993) Warcraft: Orcs & Human (1994) Blackthorne (1994)