正在加载视频...

视频加载失败

Michael Jackson's Moonwalker for the arcade (Sega/1990). Isometric action game where players control Michael Jackson using magic beam attacks and signature dance moves to defeat enemies. Has charge shot and a clear screen bomb where enemies dance before dying. With great renditions of MJ's music. Mega Drive and Master...

48,046 次观看 • 2 天前 •via X (Twitter)

0 条评论

暂无评论

原始帖子的评论将显示在这里

相关视频

One of Sega’s greatest strengths in the 1990s was its ability to create arcade games using 3D hardware that completely outclassed the competition. Virtua Racing and Virtua Fighter were developed on the Model 1 arcade system, which was based on advanced 3D technology originally developed for military applications. At the time, their performance was so impressive that other 3D games simply couldn’t compare. Because of that, it was extremely difficult to accurately reproduce these games on home consoles. In the early 1990s, the Model 1 arcade hardware cost close to $7,000, and even Sega’s own systems—the Mega Drive, 32X, and later the Sega Saturn—struggled to deliver arcade-perfect versions. Back then, I was disappointed by the gap in quality between the arcade and home versions. Looking back now, though, it’s amazing that Sega managed to port them as well as they did. It almost feels like a miracle. After eventually buying an arcade cabinet and a Model 1 board, I learned something I hadn’t realized before: Model 1 supported high-resolution monitors, unlike the standard displays used by most home systems. In those days, the average gamer didn’t even think about screen resolution, so seeing Virtua Fighter on a high-resolution arcade monitor created a fundamentally different experience from the home versions. When I first played Virtua Fighter on the Sega Saturn, I remember feeling that something was missing. At the time, I assumed it was simply the lower polygon count, but after seeing the original hardware in action, I realized that the difference in resolution also played a huge role. Sega’s arcade games—especially those built on the Model 1, Model 2, and Model 3 platforms—represent the peak of the company’s technological achievements. That’s one of the reasons I enjoy collecting them so much. Since home console conversions could never fully capture the original experience, the authentic arcade versions have a unique charm that’s hard to replicate. Even today, playing them on the original hardware is a great reminder of why Sega was considered the king of arcade gaming during the 1990s.

Gamer_lafan

11,313 次观看 • 2 个月前

I'd like to formally introduce everyone to the game my team has been working on for 2+ years: Influence Influence is a highly strategic space colonization game, where players vie for dominance and control in the newly formed colony within the Adalian asteroid belt. We are headed towards our Pre-Release and would love to show everyone the hard work the team has been putting in, to bring to the table a game we believe every strategy & blockchain game enthusiast will have a hard time putting down. What makes us different? - Building on Starknet and backed by StarkWare 🥷 - Based on hard science & futuristic realism - Hardcore strategy game - Fully onchain The Gameplay: Players assume the role of their crew(s) where they will play alongside the other colonists in Adalia. Competing through multiple avenues: mining, building, trading, (and later researching, and warfare). In action, players will take mined raw materials and push them through player-owned marketplaces and deep realistic production chains, to purchase and craft hundreds of intermediate products enabling the construction of the pinnacle of industry: buildings and ships. Overtime players will grow their settlements across asteroids and utilize ships to deliver and pick up goods within the Adalian belt. With an emphasis on strategic decision making the game prioritizes impactful actions rather than grinds. Much of the “action” within Influence is in the thought process that goes into taking an action and the coordination between players and alliances. Influence isn’t played in minutes or hours, rather over the course of months and years. What is the game similar to? Influence lives at the intersection between Sandbox MMO and 4X Strategy. In addition the game is designed around futuristic realism, allowing players to make educated conclusions about how to craft goods, travel the belt, and what might be useful at different phases within the game. The game is non-linear, rather all options for players are there and it is up to them to choose what they want to do in this open-world, allowing for emergent gameplay in a peer-to-peer, player-driven experience. How is the game played? Influence is rendered in 3D, and players interact in third-person through control of their ships and the installations they build. The game is browser based, and is accessible to anyone with a modern computer, phone, and internet connection. Want to learn more? - Follow Influence - Join our Discord (link in the Influence bio) - Share this post to spread awareness

Jean-Paul Faraj

26,643 次观看 • 3 年前

Cronos: The New Dawn | Combat Overview Full Video ▶️ ▪️In addition to careful resource management, enemies can merge with each other during battle, potentially radically altering each encounter and 'exponentially increasing its difficult in real-time' ▪️Orphans (the game's enemies) become more resilient after merging and have new attack patterns ▪️Adds complexity to combat because by killing Orphans, you're effectively 'providing fuel' to other nearby enemies ▪️Most enemies are capable of merging, goal is stop them at all costs ▪️Spatial awareness is critical, spacing out kills, lure enemies away from fallen bodies, use environments to your advantage, interrupt merging attempts mid-fight ▪️Javelin: Rapid-fire capacity, perfect for crowd control ▪️Hammer: Deals heavy damage at close range, ideal for finishing off tough enemies before they can merge ▪️"Doppelganger" is an enemy with a variety of types like runners that rush towards you, others have ranged attacks, and 'bruisers' are heavy and durable and can soak up damage ▪️Others are more sneaky or act as traps for the player ▪️There are also special enemies that only appear in certain locations ▪️Weapons, tools, and your suit are upgradeable, such as firepower, stability, charge speed, reload, etc ▪️One tool is a weapon scanner you can acquire that tells you how much health enemies have left ▪️There are bosses in the game, studio will share more on those at a later date #CronosTheNewDawn

Shinobi602

61,126 次观看 • 1 年前

Dragon Age: Veilguard | High-Level Combat Overview Gameplay Full 10 Minute Video▶️ ▪️Warrior revolves around close range combat and defense ▪️The abilities you bring into battle is a strategic choice for each encounter, can be swapped out anytime outside of combat ▪️There are also three equippable Runes, these provide "a variety of control, utility, or additional damage to synergize with your build" ▪️Each class unique customizable abilities, for example warriors have certain abilities that deal fire damage ▪️There are then "Specializations" unique to each class that provide further abilities, including Ultimates ▪️Example: A Warrior specializing as a Grey Warden Champion will gain access to the devastating incendiary Warden’s Fire that launches a flurry of searing strikes that ignite foes like tinder ▪️Combat foundation: Each class has 4 core moves (jump, dodge, light attack, heavy attack) which can be chained together ▪️You can dodge mid-attack, light attacks do light damage and add small amounts of stagger, heavy attacks do more damage and build more stagger ▪️Enemies are more vulnerable fully staggered, Rook can perform takedown attacks ▪️Light and heavy attacks can be held down to deliver more potent versions, ex: a heavy attack can be charged while using a staff to unleash a magical wave of destructive energy ▪️Attacks can also be triggered while sprinting and/or jumping to add depth and fluidity to combat ▪️Each class has ranged attacks, blocks, and two distinct weapon sets that can be swapped seamlessly in battle ▪️Heavy attacks remove armor barriers faster, ranged attacks remove shield barriers faster ▪️You can pause with the ability wheel for more precise control, assign companions to attack specific enemies individually or together ▪️You can bound shortcut keys/buttons for abilities ▪️Different enemy types are weaker vs certain elements (darkspawn are weak to fire damage for example) ▪️You can apply buffs and debuffs (Davrin's "Heroic Strike" ability applies the "Overwhelmed" debuff to enemies which increases stagger) ▪️Area of Effect attacks are also necessary to defeat large groups of enemies, buffs/debuffs are important for crowd control ▪️Abilities require class resources to able to use (Mana, Momentum and Rage). You build these up by dealing damage as well as a secondary way (warriors by taking/dealing damage, rogues by dodging/parrying successfully, mages regain Mana passively over time) ▪️Sword and Shield warriors have access to the Shield Throw Volley: By landing a Heavy Attack on a Shield Throw return, the shield will ricochet, taking out multiple enemies. This sequence can repeat up to three times, causing a "devastating ring of damage around Rook" ▪️Warriors also have the Grappling Spear which can pull enemies closer (helps to dispatch specific enemies on higher difficulties) ▪️You coordinate specific attacks/abilities are primers to "prime" enemies and detonators to "detonate" for extra damage ▪️Ultimates are the most powerful abilities. Doing damage increases your Ultimate Meter and are unique to each class and specialization This looks fantastic, like a more fluid Inquisition. Goddamn I can't wait for this. #DragonAge #DragonAgeVeilguard

Shinobi602

197,972 次观看 • 2 年前

Wolverine's difficulty does not stem from a complex combat system, but rather from the placement, variety, and quantity of the enemies that you will face. One of the more difficult combat trials that I experienced had you facing a group of enemies comprised of a large dude, multiple basic enemies, two energy shield enemies, and a few more guys. Because this was a challenge map, the goal was to take out the big guy first, and there was a timer that I had to beat. Facing these guys head on was essentially guaranteed failure, cuz they would either overwhelm me immediately, or by the time I killed them all the timer would run out. You had to sneak around them and avoid the mutant detection alarms to sneak attack the large berserker and remove half his health, and then immediately begin open combat. Now think of this like Batman Arkham, where shield enemies require a special combo to beat, knife enemies can't be countered, and large guys have to be stunned with your cape before being attacked... Same concept here, but much more focused on dodging at the right time, parrying at the right time, and using your special attacks at the right moments. The shield guys HAD to be kicked before slashing him, the gun holders HAD to be dodged to avoid damage, and the sword guys HAD to be parried, all while the large dude is on your ass doing area effect attacks that can 2-3 hit you. These are all from the Trask soldiers faction btw, and there's of course "The Hand" faction of enemies, and more that they haven't revealed yet. This is obviously just ONE example, and I'm not even trying to say it's the most revolutionary combat system ever, because even I still need to try more of the combat to be fully sold on it, but I just wanted to give a better image to y'all of what combat will feel like once you're no longer in the tutorial stage of the game. I also didn't LOVE the sentinel boss fight, but it's hard to give proper criticism to this game right now without seeming like an absolute chud thanks to the current discourse lmao

Farzam 🔜 Gamescom

171,011 次观看 • 19 天前