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Friday, 12 September 2014

Snow Bros 2



Snow Bros 2
The gameplay of Snow Bros 2 is similar to Bubble Bobble, released in 1986. The game supports up to two players, with each player taking the part of one of two snowmen Nick and Tom. Each player can throw snow at the enemies. The player must throw snow at each enemy until it is completely covered, when it turns into a snowball. An enemy partially covered in snow cannot move until it shakes it off.
Once an enemy has been turned into a snowball the player can roll it. The snowball will re-bound off walls, until eventually shattering against a wall. Any enemies the snowball rolls into are eliminated and other stationary snowballs start rolling when the rolling snowball touches them. If the player manages to take out all of the enemies with kicking one snowball (this one snowball may be used to make others bounce around as well and increase the chances to pull this trick off), money in the form of large green bills will fall from the sky. These disappear in a very short amount of time but are worth 10,000 points each, the most the player can get as a bonus.
Every tenth level there is a boss. Each boss can sustain being hit a number of times. In Sega Genesis port, after the 50th level, you play as one of the snow castle princesses.
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.
The effects of the red, blue, and yellow potion wear off after the player loses a life.
If the player takes too much time to complete a level an evil pumpkin head will come and try to kill the player character. It is invincible but can be stunned and sent to appear somewhere else in the level with snowballs or snow shots. After a short time the evil pumpkin will spawn ghosts that can travel freely through the level and seek the player character. These ghosts can't be killed or stunned, so the player's only hope is to avoid them while eliminating the rest of the enemies to move on to the next screen as soon as possible.
It is revealed in the NES ending that Nick and Tom are human princes.


  • System: Pentium II CPU 400 MHz
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Super Pang



Super Pang
The object of the game is to use your gun to pop bubbles that bounce around your screen. There are two different modes in this game: Panic Mode or Arcade Mode. When a player pops a bubble, it splits into two smaller bubbles. This happens repeatedly, but eventually, the bubbles get so small that they pop when shot. Occasionally, monsters will walk or fly on to the screen, these can be seen as a help or harm to the player. When the player touches a monster, they die, but monsters can pop bubbles. This is the next part of super pang with added stages. Although the arcade game and the PS1 version allowed two players to play simultaneously, the Super Nintendo version has only one player mode.


  • System: Pentium II CPU 400 MHz
  • Ram: 64 MB
  • Video Memory: 16 MB
  • Size: 8 MB
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Super Pang 2


Super Pang 2

The object of the game is to use your gun to pop bubbles that bounce around your screen. There are two different modes in this game: Panic Mode or Arcade Mode. When a player pops a bubble, it splits into two smaller bubbles. This happens repeatedly, but eventually, the bubbles get so small that they pop when shot. Occasionally, monsters will walk or fly on to the screen, these can be seen as a help or harm to the player. When the player touches a monster, they die, but monsters can pop bubbles. This is the next part of super pang with added stages. Although the arcade game and the PS1 version allowed two players to play simultaneously, the Super Nintendo version has only one player mode.


  • System: Pentium II CPU 400 MHz
  • Ram: 64 MB
  • Video Memory: 16 MB
  • Size: 9 MB
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Super Pang 3


Super Pang 3
The object of the game is to use your gun to pop bubbles that bounce around your screen. There are two different modes in this game: Panic Mode or Arcade Mode. When a player pops a bubble, it splits into two smaller bubbles. This happens repeatedly, but eventually, the bubbles get so small that they pop when shot. Occasionally, monsters will walk or fly on to the screen, these can be seen as a help or harm to the player. When the player touches a monster, they die, but monsters can pop bubbles. This is the next part of super pang with added stages. Although the arcade game and the PS1 version allowed two players to play simultaneously, the Super Nintendo version has only one player mode.


  • System: Pentium III CPU 633 MHz
  • Ram: 128 MB
  • Video Memory: 32 MB
  • Size: 16 MB
  • OS: Win 98, 2000, NT ,XP ,Vista ,7, and Win 8 
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Kawasaki Fantasy Motocross


Kawasaki Fantasy Motocross
Kawasaki Fantasy Motocross is one of those rare games that goes beyond simply being bad or disappointing. In light of this, the fact that veteran motorcycle manufacturer Kawasaki even chose to be involved with such an inferior project comes as a surprise. However, the fact that the developer, Canopy Games, was also behind 1999's forgettable Harley Davidson: Race Across America is no surprise at all. Offering virtually no redeeming qualities, Kawasaki Fantasy Motocross is one of the most frustrating arcade bike racing games to date.
Graphical glitches plague the game.
Fantasy Motocross puts you in the role of a daredevil motocross rider whose sole motivation, it would seem, is to win races and thereby unlock the half dozen tracks that are unavailable at the start. The game offers no championship round, multi-event season, or alternate form of ongoing enticement. Nor does it let you win money and build a bank account for mechanical upgrades or bigger and better bikes. In truth, Fantasy Motocross is merely a loose assemblage of unrelated races and, as such, offers very little long-term incentive.
You'll begin by choosing a virtual rider. Unfortunately, the only difference between one rider and another is the color and pattern of his clothing, so choosing the dude named Elvis over the dude named Dude has very little significance. Next, you'll select from a 125cc, 250cc, or 500cc motorcycle and then head to the primitive garage facility to modify your tires, sprockets, pipes, and springs. Yet, once you're racing, a 125cc bike with a short track setup feels ridiculously similar to a 500cc bike with a long track setup. In other words, unless color schemes are really important to you, it really doesn't matter what options you choose before a race.
What does matter is your choice of race parameters. The game offers two distinct event types: race and freestyle. The former is a standard timed competition of one to seven laps, which involve as many as seven computer opponents. The latter puts you alone on a jump-filled segment of each circuit and asks that you perform as many aerial stunts as possible within an allotted time frame. The only prerequisite is that you've already unlocked the track and its corresponding trick section in race mode.
While the tricks and stunts of freestyle are mildly entertaining for a short period of time, race mode is clearly the heart of the game. Unfortunately, once you've run through even the first track a couple of times, you'll encounter a host of different problems. For starters, the various tracks are narrow and claustrophobic. You'll most often find yourself ricocheting back and forth between walls like an Olympic bobsledder.
Part of the problem is that collisions with scenery produce erratic results. Most often, you'll be propelled back onto the racing surface, but other times you'll be thrown viciously from your ride or simply be stopped in your tracks. In some instances, you may be allowed to pass right through the foreign object. There's really no telling what a specific obstacle will do until you come up against it.
On those occasions when the environment isn't completely clogged with barriers, the game's horrific physics model rears its head. In Fantasy Motocross, you never, ever feel like you're really aboard a motorcycle. You seem to hover on the road rather than grip it. You cannot powerslide--no matter how hard you try. Hitting the brakes merely spins you out. Being able to land a jump perpendicular to the racing surface doesn't seem to matter. It also doesn't help that the default controller configuration cannot be modified, thus forcing you to go with Canopy's predefined button and axes setup.
The computer drivers make no effort to avoid collisions and will barge right into you and sometimes right through you. As in many other arcade racing games, these drivers are designed to slow down if you get too far behind and speed up if you get too far ahead--that way, the races are close. Unfortunately, your opponents don't merely reduce their speed when you fall behind; they actually come to a complete stop. If you drive poorly enough, you'll inevitably happen upon an entire group of riders waiting patiently for you to arrive. Therefore, it really doesn't matter what you do in the early stages of the race, as long as you can burn past your immobile rivals and ride error-free over the last few hundred meters.
That's not the only unintentional cheat you have at your disposal. Canopy has built into Fantasy Motocross an instant-reset key that lets you plunk your bike back onto the track if you've become hung up on a particularly nasty bit of scenery. The penalty for using this reset key is that you're placed several meters behind the spot you departed. However, by repeatedly pressing the key instead of racing your bike, you can back your way around the entire course in record time. Do it long enough, and the game gives you credit for a victory and thus unlocks the next track.
The substandard 3D graphics engine used for the game struggles whenever faced with moderately complex scenes and thus continually slows the frame rate to an unplayable crawl even on a good system. Player perspectives are limited to just two--one is a first-person view, and the other is a completely impractical sideline "dynamic" camera view. There's no visible damage on any of the bikes, and visual effects, like translucent smoke or lens flares, are nowhere to be found.
There's little or no redeeming value to be found.
Fantasy Motocross sounds no better than it looks. Whether you ride fast or slow, you hear the same series of generic sound loops--over and over again. Engine noises are muffled and hidden so deep in the mix that they're virtually unrecognizable. Somewhere in the distance, an announcer barks his predefined phraseology, but the words are indistinct.
The game does support multiplayer racing over a LAN or the Internet, although there's no built-in matchmaking utility--therefore, you're forced to type in the IP addresses of your playing partners. Ultimately, Kawasaki Fantasy Motocross is a thoroughly flawed game from beginning to end and proves once again that big-name licenses mean nothing by themselves.

  • System: Pentium III CPU 633 MHz
  • Ram: 128 MB
  • Video Memory: 32 MB
  • Size: 44 MB
  • OS: Win 98, 2000, NT ,XP ,Vista ,7, and Win 8
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Manhunt


Manhunt 
Manhunt is a stealth-based psychological horror game played from a third-person perspective. The game consists of twenty levels, called "scenes", as well as four unlockable bonus levels.Players survive the scenes by dispatching enemy gang members, known as "Hunters", occasionally with firearms, but primarily by stealthily executing them.
At the end of each scene, the player is graded based on their performance, and awarded one to five stars. Unlockable content becomes available only when the player achieves three or more stars on a certain number of levels. On normal difficulty (called "Fetish"), the player can earn only four stars; one is awarded for completing the scene under a certain amount of time, and one to three stars are awarded based on the brutality of the executions carried out during the scene. On hard difficulty (called "Hardcore"), the player is graded out of five stars; one for speed, one to three for brutality and one for simply completing the scene. To gain the maximum number of stars, a set number of brutal executions must be carried out over the course of each scene; face-to-face fighting does not award stars.[10]
In order to carry out executions, the player must approach a hunter from behind, undetected. To facilitate this, each scene is full of "dark spots" (shadows where the player can hide). Hunters cannot see into the shadows (unless they see the player actually entering the area). A standard technique in the game is to hide in the shadows and tap a wall to attract the attention of a nearby hunter. When he has examined the area and is moving away, the player can emerge from the shadows behind him, and execute him.[11]
The game has three 'levels' of execution, with each level progressively more violent and graphic than the last. Level 1 executions are quick and not very bloody, Level 2 are considerably more gory, and Level 3 are over-the-top blood-soaked murders. The player is entirely in control of which level they use; once the player has locked onto an enemy, the lock-on reticule changes color over time to indicate the level; white (level 1), yellow (level 2), and, finally, red (level 3). As an example, if using a plastic bag, a level 1 kill involves Cash simply using the bag to suffocate the hunter. A level 2 kill involves Cash placing the bag over the hunter's head and kneeing them repeatedly in the face. A level 3 kill sees Cash strangle the hunter and turn them around to punch them in the face, whilst the hunter struggles to free himself and gasps for air. Eventually, Cash snaps the hunter's neck.
Over the course of the game, the player can use a wide variety of weapons, including plastic bags, baseball bats, crowbars and a variety of bladed items. Later in the game, firearms become available (which cannot be used for executions). If the player is running low on health, painkillers are available throughout each scene.The player also has a stamina meter which depletes as he sprints, but automatically replenishes when he stands still.


  • System: Pentium IV CPU 1.6 GHz
  • Ram: 512 MB
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  • Size: 900 MB
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Resident Evil 3 Nemesis

Resident Evil 3 Nemesis Pc Game Free Download

Resident Evil 3 Namesis
Resident Evil 3 Namesis is the Nemesis, an experimental type of Tyrant (an upgrade to the previous game's T-103) programmed by Umbrella to hunt down and kill the remaining STARS members. He can run, use a rocket launcher as a weapon, dodge incoming fire, and is capable of pursuing the player from one area to the next. Nemesis is encountered multiple times throughout the game as a recurring boss. A variety of encounters are possible, with some being mandatory, and some varying in nature and location based on choices made by the player. Even if defeated in combat, Nemesis will inevitably continue pursuit of Jill.
In a departure from series' conventions, the player cannot choose between two playable characters from the beginning. Instead, Jill is the sole selectable character, with another character named Carlos also being controllable for a brief portion of the main game.
Resident Evil 3 incorporates a dodge move that allows the player to quickly avoid enemy attacks. Stair climbing is also streamlined: whereas in previous Resident Evil titles characters were required to press the action button to ascend or descend a staircase,Resident Evil 3 allows the player to use a staircase by walking directly onto it. The "quick 180 degree turn" was introduced in this game, and has become a mainstay of the series.
The game also features an ammunition creation system, in which new ammunition can be created from different varieties of gunpowder and the use of a cartridge reloading tool, or by combining gunpowder directly with standard grenade rounds to generate different types of rounds for the grenade launcher. For the first time in the series, explosive objects are now present in certain areas. Taking the form of oil drums on the ground or bundles of an unspecified explosive material affixed to a wall, firing on these objects causes them to explode, damaging or destroying nearby enemies. The game also incorporates a randomization feature that varies the placement of items and enemies. Puzzles are either completely randomized or have their solutions selected from a pre-determined list.
At certain points in the game, the player will enter Live Selection Mode, in which they are prompted to choose between one of two possible actions. The choice of action affects the direction of the game and story, including which ending the player receives. Each selection has a time limit, with the consequence for going over the limit being either Jill taking damage or instant death.
There is an unlockable minigame titled "The Mercenaries - Operation: Mad Jackal". The player can choose from Carlos, Mikhail, or Nicholai, the three UBCS members that appear in the main game. Each character possesses a different inventory, causing drastically different strategies for survival with each character. The objective of the game is ostensibly to run from the cable car to the warehouse office (two locations in the main game) within a limited amount of time; however, the starting time limit given is insufficient to actually perform this task directly, and the player must continuously receive time bonuses by performing certain actions in order to complete the mission. Eliminating enemies yields a time bonus, with increasing bonuses for multiple kills in a short time span. There are also six hostages to be saved, with each hostage saved rewarding the player with additional ammunition or healing items, as well as a time bonus. Additionally, six "hidden areas" of the map reward the player with an increasing time bonus for each one found.
Upon completing the main game, the player is rewarded with a number of alternate costumes for Jill, with more costumes being awarded for a higher ranked completion of the main game. Also unlockable are eight "Epilogue Files", each detailing the activities of a different character following the events of the game. The Epilogue Files are unlocked individually and sequentially at the end of each successful playthrough of the main game.

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