The Sales Curve

Big Run

Big Run

Commodore Amiga - Released - 1992

"HIT THE ROAD" "WHAT ROAD?" Pinned to your seat, engine howling, wheels spitting gravel and the marathon begins - you're about to encounter the six toughest stages of the grueling Paris to Dakar rally. Your supercharged car may be built to be driven through hell and back, but to qualify for each stage you'll need every ounce of the driving skills you possess. No Sunday drivers or lunch breaks please - this one's strictly for the pro-rallying crew!

Big Run

Big Run

Atari ST - Released - 1991

"HIT THE ROAD" "WHAT ROAD?" Pinned to your seat, engine howling, wheels spitting gravel and the marathon begins - you're about to encounter the six toughest stages of the grueling Paris to Dakar rally. Your supercharged car may be built to be driven through hell and back, but to qualify for each stage you'll need every ounce of the driving skills you possess. No Sunday drivers or lunch breaks please - this one's strictly for the pro-rallying crew!

Double Dragon III: The Rosetta Stone

Double Dragon III: The Rosetta Stone

Atari ST - Released - 1991

The final game in the trilogy. Billy and Jimmy Lee are returning from martial arts training when their paths cross a fortune teller. She tells them of a great evil in Egypt, their strongest adversary yet, and how the Rosetta Stones can aid them. This game features weapon shops where Billy and Jimmy can buy power-ups, tricks, energy and extra lives to aid them in their quest. Power-ups make Billy and Jimmy twice their size, increasing their damage done and range of attack. The character graphics have changed, moving away from cartoon style graphics to more realistic looking characters.

Double Dragon III: The Rosetta Stone

Double Dragon III: The Rosetta Stone

Sinclair ZX Spectrum - Released - April 1, 1991

The TOUGHEST JUST GOT TOUGHER! From the one armed headbutt to the locking head squeeze-only those with a superior mastery of the fighting arts will survive the toughest challenge yet in Double Dragon III. Equipped with nunchuckas, grenades, knuckle dusters and swords your journey will take you through five perilous missions in exotic locations throughout the world. If you survive the onslaught you'll retain your honour and discover the truth behind the Rosetta Stones. If you fail... you only have yourself to blame.

Double Dragon III: The Rosetta Stone

Double Dragon III: The Rosetta Stone

Amstrad CPC - Released - 1991

The TOUGHEST JUST GOT TOUGHER! From the one armed headbutt to the locking head squeeze-only those with a superior mastery of the fighting arts will survive the toughest challenge yet in Double Dragon III. Equipped with nunchuckas, grenades, knuckle dusters and swords your journey will take you through five perilous missions in exotic locations throughout the world. If you survive the onslaught you'll retain your honour and discover the truth behind the Rosetta Stones. If you fail... you only have yourself to blame.

Double Dragon III: The Rosetta Stone

Double Dragon III: The Rosetta Stone

Commodore 64 - Released - January 1, 1991

The TOUGHEST JUST GOT TOUGHER! From the one armed headbutt to the locking head squeeze-only those with a superior mastery of the fighting arts will survive the toughest challenge yet in Double Dragon III. Equipped with nunchuckas, grenades, knuckle dusters and swords your journey will take you through five perilous missions in exotic locations throughout the world. If you survive the onslaught you'll retain your honour and discover the truth behind the Rosetta Stones. If you fail... you only have yourself to blame.

Double Dragon III: The Rosetta Stone

Double Dragon III: The Rosetta Stone

Commodore Amiga - Released - 1991

The final game in the trilogy. Billy and Jimmy Lee are returning from martial arts training when their paths cross a fortune teller. She tells them of a great evil in Egypt, their strongest adversary yet, and how the Rosetta Stones can aid them. This game features weapon shops where Billy and Jimmy can buy power-ups, tricks, energy and extra lives to aid them in their quest. Power-ups make Billy and Jimmy twice their size, increasing their damage done and range of attack. The character graphics have changed, moving away from cartoon style graphics to more realistic looking characters.

Final Blow

Final Blow

Commodore 64 - Released - 1991

Final Blow is a game based around the sport of boxing. You can play the fighters in a sequence of knock-out competitions, (the computer versions also include a round-robin league). Rounds last one minute, with a short break in between them. As in the real sport, your aim is to knock your opponent down for 10 seconds, by gradually weakening him with a series of punches. You can block punches, to avoid them inflicting damage onto you. The ring is of a limited size, so players can be cornered, although the referee will intervene to break the boxers up if they become entangled in a stalemate position.

Final Blow

Final Blow

Atari ST - Released - 1991

Final Blow is a game based around the sport of boxing. You can play the fighters in a sequence of knock-out competitions, (the computer versions also include a round-robin league). Rounds last one minute, with a short break in between them. As in the real sport, your aim is to knock your opponent down for 10 seconds, by gradually weakening him with a series of punches. You can block punches, to avoid them inflicting damage onto you. The ring is of a limited size, so players can be cornered, although the referee will intervene to break the boxers up if they become entangled in a stalemate position.

Firepower 2000

Firepower 2000

Super Nintendo Entertainment System - Released - November 13, 1992

Imagine if all the mega weapons in the world fell into the wrong hands. And then were turned against you. That's the time for major firepower. You've got to take the wheel of a jumping, whirling, gun-heavy jeep that fires in any direction. Or master the controls of a deadly fast, missile-loaded helicopter. Both war machines have special capabilities. Both change into different vehicles on certain levels. It's up to you to pick the right weapon. So get ready to collect your flamethrowers, plasma cannons, lasers, guided missiles, nuclear weapons and more. There's no time to assemble forces -- it's just you or you and a partner going straight into the blazing, blasting heart of enemy territory. Make sure you buckle up. And put your finger on firepower.

Grand Prix Circuit

Grand Prix Circuit

Amstrad CPC - Released - 1990

Formula One racing is recreated in detail in this simulation. You have the choice to drive a Ferrari 187/88C, a McLaren MP4/4 or a Williams FW12, each with different qualities. Rival drivers also have their own styles and strengths, and to win the World Championship you will have to master these. Pitstop timing and planning is crucial as well, although only tires are changed in late-1980s F1. You can choose whether to drive a single race at Brazil, Britain, Monaco, (Western) Germany [Hockenheim], Canada, Italy, Detroit and Japan [Suzuka] or to drive a full championship on every track. Every Race includes a qualifying round. The graphics in the game are sprite-based.

Indy Heat

Indy Heat

Commodore 64 - Released - 1992

Danny Sullivan, 1988 IndyCar champion and winner of the classic 'Spin & Win' Indianapolis 500 in 1985, put his name to this Super Sprint style racing game. There are 4 cars in each race, 1 or 2 player options, and 9 tracks to race on, with the Tradewest Speed Bowl the ultimate target, and is much longer but with double points (it's essentially a substitute for the licensed-elsewhere Indianapolis 500, which did pay double the usual level of IndyCar championship points for many years). The player has limited fuel, and will run slowly if supplies run out, and the car can be damaged, although both are repairable in the pits. They get a turbo to use sparingly, which can also be recharged in the pits if they have bought more. After each race the player will get money (slightly more for a higher finish), which can be spent on upgrades such as improved power, brakes or more turbos.

RodLand

RodLand

Commodore 64 - Released - 1990

Taking a rather literal view of the term 'slap-stick humor', Rodland features two fairies called Tam and Rit, whose mission is to rescue their mum who's been captured and taken to a castle. There are 40 screens to clear, all full of baddies, who are disposed of by grabbing them with a stick, and flipping them from side to side to inflict damage. The hits needn't all be inflicted at the same time, as it's possible to release them to move them out of the way. When killed, each bad guy releases some kind of extra, ranging from points bonuses to various devices which can be used to kill other enemies. Each level also contains a certain amount of fruit. If you can collect all of this (with some bad guys still alive - you move on immediately once they're gone) you enter a bonus game, in which each enemy's death results in one of the letters E,X,T,R and A being released - collect them all for an invaluable extra life. In the Game Boy version the difficulty lies slightly lower because the player can use his wand even when climbing ladders.

RodLand

RodLand

Commodore Amiga - 1991

The player(s) control one or two fairies called Tam and Rit armed with a magic wand (rod). Following the concept of Taito's Bubble Bobble, the rod doesn't kill the monsters directly, but only leaves them immobilized, crying. To kill them, the rod can grasp them in a magic force-field and the player can smash them down over her head until they disappear and leave a power-up behind.

RodLand

RodLand

Atari ST - Released - 1991

The player(s) control one or two fairies called Tam and Rit armed with a magic wand (rod). Following the concept of Taito's Bubble Bobble, the rod doesn't kill the monsters directly, but only leaves them immobilized, crying. To kill them, the rod can grasp them in a magic force-field and the player can smash them down over her head until they disappear and leave a power-up behind.

Shinobi

Shinobi

Commodore 64 - Released - 1989

Shinobi is about a ninja named Joe Musashi who has to stop a criminal organization called "Zeed" who are kidnapping the children of the Oboro clan. Through five missions, each with three or four stages, Musashi must make his way to Zeed's headquarters and free all the hostages before confronting the bosses at the final stage of each mission.

Silkworm

Silkworm

Commodore Amiga - Released - 1989

Silkworm is a classic horizontally-scrolling shoot-em-up. The main difference between this game and many other side-scrolling shoot-em-ups is that you will be on land as well as in the air. The first player would play as a helicopter, but if a second player joins the game, they would play as a jeep. Both players would have to protect each other as well as themselves. After a certain number of kills, a "goose" helicopter would form on the screen. If the players managed to destroy it they would get a weapon's powerup. This would go on throughout the entire game, and a "goose" could appear even during the fight with the end-of-level baddie.

St Dragon

St Dragon

Microsoft MSX - Released - 1990

Cyborg Monsters have taken over the galaxy, reducing race after race into slavery. Being designed by man these beings have superior firepower and attack capabilities, and can only really be beaten by one of their own. St. Dragon the Cyborg Warrior chooses to fight back against this tyranny, and that is the role you take in this horizontally scrolling shoot 'em up. Five R-Type-style levels await, with a wide variety of weapons on offer. When you lose a life (even your last life; there are continues on offer as well) you don't lose any of your power-up weaponry, but the restart points are quite far apart. The game's main unique feature is the armoured tail you have, which can be used to ward off attackers and can do considerable damage on its own if well-used.

SWIV

SWIV

Amstrad CPC - Released - 1991

S.W.I.V. is a vertical scrolling shooter and an unofficial follow-up to Sales Curve's conversion of the side scroller Tecmo arcade game Silkworm. One player controls a helicopter and the other a jeep, with the jeep transforming into a boat when the vehicles pass over water. As well as a host of blaster fodder the game also includes a mid-level enemy inspired by the "Goose" enemy from the earlier title Silkworm. Pieces of this enemy would fly onto the screen and assemble into one vehicle before commencing to fire at the players' vehicles. When destroyed the "goose" would drop power-ups.

SWIV

SWIV

Commodore Amiga - Released - 1991

SWIV is a vertically scrolling shoot-em-up which plays in a typical fashion to other games in its genre. The player chooses between using either a helicopter or a jeep at the beginning of the game and then plays in their chosen vehicles through scrolling levels, shooting at oncoming enemies. If two players are present, both vehicles will be used at once. Certain enemies when shot drop shield power-ups which can be either picked up to afford temporarily invincibility or detonated to destroy all enemies onscreen. Every so often a boss enemy will attack. The destruction of these bosses will give upgrades to the player's forward firing gun.

The Lawnmower Man

The Lawnmower Man

Super Nintendo Entertainment System - Released - November 1, 1993

As a movie. The Lawnmower Man exploded the boundaries of graphics technology. As a game, it will blow your mind with a dazzling blend of breathtaking 3D and blockbusting action. It all begins in the shadow research agency known as 'The Ship.' Here, the brilliant but maverick scientist Dr. Angelo uses Jobe, a simple Lawnmower Man, as a guinea pig in his Virtual Reality experiment...and creates a monster, transforming him into the superhuman CyberJobe who vows to dominate mankind. Now the race is on to destroy The Shop before CyberJobe can break out of their computer system and reach the global computer network, from which he will be able to control and manipulate the world's computers. In the real world you will battle against CyberJobe's minions, from The Shop security agents to giant wasps, killer primates and unnaturally controlled vehicles. In the Virtual Worlds you will encounter whole new, unique and hostile terrains, fantastic new worlds where the only limit is the imagination. It's here that you will be fighting the CyberJobe and swooping and diving around some unnaturally hostile tunnels and passages, where the speed of light is as dangerous as any enemy dreamed up by CyberJobe. It's here where you will finally encounter CyberJobe, and then the most terrifying manifestation of Virtual Reality possible, and it's here where the battle between good and evil will finally be decided.

The Lawnmower Man

The Lawnmower Man

Nintendo Game Boy - Released - 1993

The sensational game based on the smash hit movie! Featuring awesomely smooth 3D graphics, and stunning gameplay, The Lawnmower Man brings the world of Virtual Reality to your Game Boy.

The Ninja Warriors

The Ninja Warriors

Atari ST - Released - 1989

The Ninja Warriors is a one or two player side-scrolling beat-em-up. The Taito coin-op featured three monitor screens side by side, while the Amiga version was developed in letterbox format in order to show as much of the wide screen background graphics as possible. The player(s) control robot Ninjas, which battle their way through the levels using Shuriken and knives. As the Ninja's take damage their classic Ninja garb is torn away to reveal robotic limbs, torso or head. When the damage reaches a critical level the Ninja Robot explodes scattering mechanical body parts. As with The Sales Curve's later title SWIV, The Ninja Warriors uses the company's Dynamic Loading System to load sprites, sound and background graphics from disk on the fly.

Time Slip

Time Slip

Super Nintendo Entertainment System - Released - November 1, 1993

Once upon a time travel past came through the future. Yes, Dr. Gilgamesh. You are all that stands in the way of these reptilian shape-shifters and the portals of time. Should you choose to slip into the vortex of time and challenge these surly creatures, you will have to be quick. The shape-shifters of the planet Tirmat are taking full advantage of the break in the time continuum. And they are perilously close to establishing a base in our past. If allowed to pass through the time portals, even a small Tirmatian force would overwhelm the armies of Earth's past. Go quickly, Dr. Gilgamesh. The Tirmatians are nearing the time portals of Medieval Times, Ancient Rome, Ancient Egypt and the year 2097. Earth history, this day and your very existence may never come to pass!

Troddlers

Troddlers

Super Nintendo Entertainment System - Released - October 1, 1993

They're Tricky! They're Trouble! They're Troddlers The great magician Divinius gave you and your partner, Pokus, a simple order: clean out the cellar. But like any sorcerer's apprentices, you just couldn't resist an opportunity to get out of work. When you saw that box labeled Warning! Instant Magical Troddlers May Zombify If Allowed to Teleport! you just had to open it, didn't you? Sure enough, out they went through the teleporter door hundreds of 'em and Divinius will have your hides if you don't bring 'em back pronto. You've got 175 fast, funny, frazzling levels ahead of you. Now get out there and round up those little critters before they get zombified - or you're really in for it! Now you've done it, Hokus!

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