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Primal Rage (SNES)

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Primal Rage is a traditional two-dimensional fighting game in which two players select characters to battle each other in one-on-one combat, or a single player finishes a campaign of fights against the CPU, over increasing difficulty. The final battle of the single-player game consisted of fighting all the other CPU monsters with an increased power bar, made available in a mini-game prior to the fight. A total of seven characters are available for players to select from (as listed below). Each character has his or her own specialized set of attack moves and abilities. In the game, the object is to deplete the opposing character’s health meter as fast as possible. If “Game Gore” (an option on some consoles) is switched on, then a defeated character’s heart will explode into a bloody mess, and their brain will dissolve to ashes.

While fighting, human tribesmen will wander nearby and worship their gods during battle. This allows for the creatures to toss them around or devour some to regain strength (eating opponents’ worshippers will add a bonus to one’s score, while eating one’s own will penalize the player). Prior to the final battle, a mini game commences in which one is required to eat as many worshipers as possible to increase health for the endurance round. Two human-controlled characters can trigger an easter egg of human volleyball, by keeping worshipers off the ground and batting them back and forth.

Unlike most fighting games, where special moves are performed by moving the joystick, followed by pressing one or more buttons, Primal Rage features a system where the player holds down certain buttons, then performs the joystick movements. Later revisions of the arcade game added the ability to perform “special moves” the more traditional way, with motion followed by button presses, but kept the original method as well. After the opponent is defeated, a brief moment is allowed for the player to perform a fatality that finishes the adversary in a more dramatic fashion; these were performed in a similar manner to the special moves. Although all characters feature three finishing moves, some of them were more Easter Eggs than fatalities, such as Vertigo’s “La Vache Qui Rit” (French for “the laughing cow”), a fatality in which Vertigo transforms her opponent into a cow, which moos and runs away.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on January 3, 2012 in Game Manual's, Game Profile

 

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Great Waldo Search (SNES)

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The pictures are slightly animated images of Waldo scenes, the player has to scroll along the long picture to survey the scape while searching for Waldo and other objects. The directional buttons control a magnifying glass and is used in order to “find” objects. Waldo’s dog Woof is also in each level and by finding him the player gets to play a small bonus game to collect points while controlling Woof on a flying carpet.

The graphics of the Sega and Super Nintendo versions are vastly improved from the original NES version, but the levels and gameplay remain the same.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on January 3, 2012 in Game Manual's, Game Profile

 

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Young Merlin (SNES)

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Young Merlin is a video game for the Super Nintendo released in 1994. The game follows a young Merlin as he enlists the help of the Lady of the Lake to help him defeat the evil Shadow King It was developed by Westwood Studios, and Frank Klepack composed its score.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on January 3, 2012 in Game Manual's, Game Profile

 

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Pac-Man 2:The New Adventures (SNES)

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In Pac-Man 2, the player plays the role of an observer and assistant that follows Pac-Man as he sets out to accomplish various tasks. Pac-Man himself walks around in a cartoon world and interacts directly with the player, as well as with objects and other characters. The player cannot control Pac-Man directly, but instead can direct his attention in various directions, and is armed with a slingshot that can be used to strike certain objects, including Pac-Man himself.

Pac-Man’s mood varies throughout the game, usually in response to his environment or the player’s actions, and generally his mood affects his actions and his willingness to cooperate with the player; the varieties of “bad” moods can at time compromise the player’s ability to progress. There are a few instances, however, where Pac Man is required to be angry. Hitting objects with the slingshot can often get Pac-Man to look at that object and piece together parts of the puzzle he is currently trying to solve – for example, hitting a door may cause Pac-Man to go inside a house to discover a clue. But beware – a few objects when hit can also produce disastrous (and humorous) results. Hitting a trash can on a city street at the wrong time, for example, can cause a cat to jump out and attack Pac-Man.

Throughout the game, Pac-Man is occasionally harassed by the four ghosts from the classic Pac-Man games. When this happens, Pac-Man is paralyzed by fear and eventually faints, unless the player gives him a power pellet. Then Pac-Man becomes Super Pac-Man for a brief time and flies around, eating the ghosts. In some cases, the ghosts may leave behind important objects.

The documentation appears to be the maual. Grab it HERE!

 
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Posted by on January 3, 2012 in Game Manual's, Game Profile

 

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Mega Man X (SNES)

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Mega Man X takes place in an unspecified time during the 22nd century (21XX) and approximately 100 years after the original Mega Man series.A human archaeologist named Dr. Cain discovers the ruins of a robotics research facility that had once been operated by the legendary robot designer Dr. Thomas Light. Among the ruins, Cain finds a large capsule which contains a highly advanced robot with human-level intelligence and emotions, and even free will; the likes of which the world has never seen before. Light had wished to instill within his creation reasonable sanity, good nature, and an understanding of the more controversial aspects of human morality. The robot was buried while running a 100-year diagnostic program to ensure these features.Cain spends the next several months studying the robot, who is named Mega Man X, or simply “X”.Cain decides to duplicate X and, within several months, completes the first “replicate android” or “Reploid”, a robot who can think, feel, learn, and grow exactly like a human. Within the year, the design is standardized and Reploids are mass-produced. However, with the free will given to a Reploid comes the possibility of criminal activity; such rogue Reploids are branded as “Mavericks” by law-abiding citizens.

As the public outcry against the few Maverick incidents becomes too great to deny, the government steps in, and under the advice of Dr. Cain, forms an elite military police organization called the “Maverick Hunters”.[The Hunters are to capture or disable any Reploids that pose a threat to humans, provide damage control at Maverick uprisings, help with disaster recovery, and perform other tasks as needed. To lead this group, Cain designs a very advanced Reploid, thought to be immune to whatever defect causes Mavericks. This robot, named Sigma, heads the Hunters some time before ultimately becoming a Maverick himself, alongside the vast majority of the other Hunters.[Sigma seizes control of a small island, driving out all human occupants. Claiming that the humans are inferior and that they are limiting the growth and potential of Reploids, he calls for his followers to begin a massive extinction effort. X, guilt-ridden at having helped design such a dangerous race, joins forces with the only other remaining Hunter Zero in order to stop Sigma at any cost.

While on a mission involving a Maverick attack on a highway, X encounters Vile, a mercenary Maverick working for Sigma who pilots a mechanized tank called "Ride Armor". Unable to defeat Vile, X is saved at a critical moment by Zero, forcing Vile to retreat. Zero then offers encouragement to the less combat-savvy X after the battle.[X proceeds to track down and exterminate eight of Sigma's most powerful Mavericks, then rendezvous with Zero outside Sigma's stronghold. Inside the compound, X finds that Zero has been captured by Vile. Another battle ensues, ending similar to their first meeting with X at Vile's mercy. Zero suddenly breaks free of his restraints, latches onto Vile, and self-detonates, destroying his own body and the Maverick's Ride Armor. Shocked over Zero's sacrifice, X regains his strength and finishes off Vile. Zero encourages his comrade once again, and then he dies.] Now more determined than ever, X fights his way to Sigma, disables the Maverick leader, and escapes the island fortress as it explodes and sinks. As he returns to base, X reflects on the events that have unfolded, questioning Zero’s sacrifice, his own decision to fight, and the ongoing war with the Mavericks

The documentation appears to be a manual. Grab it HERE!

 
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Posted by on December 31, 2011 in Game Manual's, Game Profile

 

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Monopoly (SNES)

File:Snes-monopoly-box.jpg

There have been more than a dozen video game adaptations of Parker Brothers’ highly successful board game Monopoly.

The first of the adaptations were released in 1985 with the release of Monopoly for the BBC Micro, Amstrad CPC and ZX Spectrum. Over the years, Monopoly has been released for different operating systems on the PC and Macintosh platforms. Also, versions have been licenced and produced for the NES, Super NES, Game Boy, Game Boy Advance, Nintendo 64, Nintendo GameCube, PlayStation, PlayStation 2, Sega Master System, Sega Genesis, Xbox, Xbox 360, PlayStation 3, PlayStation Portable, and Wii consoles, as well as mobile device (PDA/Smartphone) versions.

The game plays by the same rules as the standard board game, and allows for single or multiplayer games. When a single player game is chosen, the game would generate computer-controlled opponents.

One of the lesser-liked features of the game was that the players could play only in the exact style programmed into the game.[citation needed] This could be slightly different than the various “house rules” that many homes employ, and could cause problems. An especially problematic feature was the mandatory auctioning of un-bought properties, that led to rich players having a better run of the board. Some versions however, like the Nintendo 64 and PlayStation versions, do allow the most common “house rules” to be turned on, such as Free Parking jackpot, no collecting rent in jail, and unlimited houses/hotels.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on December 31, 2011 in Game Manual's, Game Profile

 

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http://upload.wikimedia.org/wikipedia/en/9/99/Captain_America_and_The_Avengers.jpg

Players can choose to play as one of four members of the Avengers: Captain America, Iron Man, Hawkeye, and the Vision. Each character can fight hand-to-hand; throw select items when on the ground; and use a ranged special attack, either a projectile weapon (Captain America’s shield and Hawkeye’s arrows) or an energy beam (Iron Man and Vision), known as that character’s “Avenger Attack.” Other Avengers, including the Wasp, Quicksilver, Wonder Man, and Namor the Sub-Mariner, appear when special power-ups are collected, allowing those characters to temporarily assist the players’ characters.

The Red Skull has assembled an army of supervillains and other henchmen in a plot to take over the world. Along with battling generic enemies, players also face Klaw, the Living Laser, Whirlwind, The Sentinels, Wizard, the Grim Reaper, the Mandarin, The Juggernaut, Ultron, and the assassin Crossbones.

Most game levels feature side-scrolling fighting, with free movement as in traditional arcade brawlers. Occasionally, players take flight for side-scrolling flying & shooting sequences; Iron Man and Vision fly on their own, while Captain America and Hawkeye use flying machines.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on December 30, 2011 in Game Manual's, Game Profile

 

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Ken Griffey Jr. Presents Major League Baseball (SNES)

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The game had many features for its time. Each team having its own venue- sometimes complete with unique features. For example, Dodger Stadium’s “slants” by the outfield crowd (the outfield “roof”), Shea Stadium’s minuscule center field crowd, and the large scoreboard in the right field of Comiskey Park are all present. Due to limitations from cartridge space, some stadiums could not be added- instead, the developers added a generic stadium with green or blue walls. Some of the stadiums were particularly realistic- Fenway Park’s trademark Green Monster is in the game, as is Joe Robbie Stadium’s teal wall and Oriole Park at Camden Yards’ trademark Warehouse in right field. The game featured statistics from the real-life 1993 season, and also kept statistics for the team controlled by the user throughout a season, though all of the statistics of CPU controlled teams remained unchanged.

Each team has its own best and worst player- the best players are dependable and can help to win games; the worst can botch simple plays. The Los Angeles Dodgers have a hidden Gem on their bench named “Lou Graves”. It is a travesty that he is not in the lineup. He only hits Home Runs in big situations. Pitching is one of the simplest elements in this game. There is also a battery-backed season mode, where players can select a team to play for 26, 78, or all 162 games. Players who finish first in their division earn a playoff berth and a chance to be in the 1993 World Series. Unique to the game was the ability to choose playing a season using a system of either 4 or 6 divisions, as the game was released after the 6 division system was proposed, but before an actual season was played using six divisions.

Against the CPU, strikeouts are hard to come by, so capable defense is paramount. Like most baseball games, especially of that era, players can exploit omissions in the AI to trick the computer. On certain long hits to the outfield, an outfielder can stand next to the ball, and in some cases merely hold on, and the CPU baserunner will attempt to take another base even though the human-controlled player can easily throw out the runner. Similarly, if the player has runners on first and third, often it is possible to do a double-steal before the pitch is even thrown. First, the runner on first base should start running (hit the X button four times), at which point the pitcher, thinking it’s merely a long lead, will throw to first. The first baseman will then throw to second, at which point the runner on third should take off for home. The shortstop will catch the ball, move towards the approaching runner for a moment, and then throw home, by which point the runner should have arrived. The other runner will then reach second base without a problem.

The double steal can also usually be used more simply. When the end of a play results in runners on 1st and 3rd, have the runner at 1st begin running before the play ends. The AI will throw the ball to 2nd, and as soon as the ball is thrown the runner at 3rd should head for home. For some reason, the 2nd baseman will hold on to the ball for an extra second before attempting to throw home. Any player with decent speed should be safe at home.

Another trick that can be played against the CPU is bunting. If you have a player at third, you can bunt and the CPU defensive player will either throw to third or home and then third, so long as your runner on third is off the bag. If you lay down a good bunt, your runner on third can score. If the bunt is not good, dangle your runner just off of third base until the CPU throws to third, then dive back. This will give the batter enough time to reach first safely. This can lead to another fun maneuver; once the bases are loaded, if there are less than two outs, the CPU will always throw home, even if they have the opportunity to turn an inning-ending double play. So you can lead off of third and attempt to steal home as the pitcher delivers. Then even if you hit a weak ground ball, the CPU will always throw home and often you can beat the throw. They’ll next try for the batter heading to first, but by then it will most likely be too late and he will be safe too.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on December 30, 2011 in Game Manual's, Game Profile

 

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Merry Christmas!

Merry Christmas from the team here at Game Docs! I’ve been really busy working hard to get that last bit of money before the holidays so that’s why I haven’t been posting but I got a special 25 docs on the way to the docking station now. Should be here by New Year’s Day! Stay tuned folks were just getting started.

 

 
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Posted by on December 25, 2011 in Doctorword's Journal

 

Ken Griffey Jr’s Slugfest (N64)

 

Batting

The batting feature in this game is set up differently than most other baseball video games. The batter is given an elongated oval shape to control and in order for the batter to make contact with the ball, he must wait for the pitch location and then move the oval to the location of the pitch to make contact. Each batter will have a different sized oval or hitting zone depending on how strong of a hitter he is. This feature was originally developed in ‘Major League Baseball Featuring Ken Griffey, Jr. and carried over into this game with slight modifications.

Fielding

The fielding portion of this game makes use of the c-directional pad on the Nintendo 64 controller. As a fielder, you must run to the ball using the analog stick and then choose the correct c-button for the base to which you would like to throw. The controller has four c-buttons: c-up, c-left, c-right, and c-down and each of these represent a different base. Each c-button represents the base that would correspond with it’s location on the controller. For example, c-right represents first base, c-up represents second base, c-left represents third base, and c-down represents home plate.

Pitching

This game uses simple controls for pitching that are very similar to the controls of other baseball video games of the time. Before the pitch, there will be a menu that will show all available pitches that the pitcher can throw. In order to throw a certain pitch, you must press the button that is next to the pitch you would like to throw. The strike zone will be shown by a white rectangular box and any pitch that is located in the box will be a strike. Also, while the ball is being thrown, the pitcher may use the analog stick to move the pitch in any direction. There are several different pitches that can be thrown. They are: fastball, super fastball, change up, super change up, knuckleball, curveball, slider, and screwball. Every pitcher has his own unique set of pitches and no pitcher can throw all the pitches. The speed of the pitches can range anywhere from 40 mph to 106 mph.

The documentation appears to be the manual. Grab it HERE!

 
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Posted by on December 20, 2011 in Game Manual's, Game Profile

 

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