Super Mario Kart is a go-kart racing game developed by Nintendo EAD for the Super Nintendo Entertainment System (SNES). The first game of the Mario Kart series, it was launched in Japan on 27 August 1992, in North America on 1 September 1992 and in Europe on 23 January 1993.[2] Selling eight million copies worldwide, the game went on to become the third best selling SNES game of all time.[4]

In Super Mario Kart the player takes control of one of eight Mario series characters, each with differing capabilities.[5] In single player mode players can race against computer controlled characters in multi-race cups over three difficulty levels. During the races, offensive and speed boosting power ups can be used to gain an advantage.

Super Mario Kart received positive reviews and has been praised for its presentation, innovation and use of Mode 7 graphics.[9][10] It has been ranked among the best games of all time by several organisations including Edge, IGN and The Age whilst GameSpot has named it as one of the greatest games of all time.[4][11][12][13] It is often credited with creating the kart-racing sub genre of video games, leading other developers to try to duplicate its success.

CHARACTHERS
Super Mario Kart features eight playable characters from the Mario series – Mario, Luigi, the Princess (later named Princess Peach), Yoshi, Bowser, Donkey Kong Jr., Koopa Troopa and Toad.[9] Each character's kart has different capabilities with differing levels of top speed, acceleration and handling.[5][8] L[5] During races, computer-controlled characters have special items, or superpowers, which they are able to use.[17] These powers are specific to each character; for example, Yoshi drops eggs which cause players who hit them to lose coins and spin, while Donkey Kong Jr. throws bananas.

DEVELOPMENT
Notable in the development of Super Mario Kart was its use of Mode 7 graphics.[30] First seen in F-Zero, Mode 7 is a form of texture mapping available on the SNES which allows a plane to be rotated and scaled freely, achieving a pseudo three-dimensional appearance.[10][30] 1UP.com have credited the use of Mode 7 with giving the game graphics which at the time of release were considered to be "breathtaking".[10] Retrospective reflection on the Mode 7 visuals has been mixed with IGN stating that the once revolutionary technology now looks "crude and flickery" whilst the Video Game Bible describes them as "beautiful" and adding to the game.[8][18] Super Mario Kart was also the first game on the SNES to use a DSP-1 chip.[30] DSP (Digital Signal Processor) chips were used in SNES games as they provided a better handling of floating-point calculations to assist with three-dimensional maths.[30] The DSP-1 chip that was used in Super Mario Kart went on to be the most popular DSP chip to be used in SNES games.[30]
   Space Ace is a laserdisc video game produced by Don Bluth Studios, Cinematronics, and Advanced Microcomputer Systems (later renamed RDI Video Systems). It was unveiled in October 1983, just four months after the Dragon's Lair game, then released in Spring 1984, and like its predecessor featured film-quality animation played back from a laserdisc. The gameplay too is similar, requiring the player to move the joystick or press the fire button at key moments in the animated sequences to govern the hero's actions.

GAMEPLAY
Like Dragon's Lair, the gameplay of Space Ace requires the player to move the joystick in the right direction or press the fire button at the right moment in order to avoid the various hazards Ace/Dexter faces. Space Ace introduced a few gameplay enhancements, most notably selectable skill levels and multiple paths through several of the scenes. At the start of the game the player could select one of three skill levels; "Cadet", "Captain" or "Ace" for easy, medium and hard respectively - only by choosing the toughest skill level could the player see all the sequences in the game (only around half the scenes are played on the easiest setting). A number of the scenes had "multiple choice" moments when the player could choose how to act, sometimes by choosing which way to turn in a passageway, or by choosing whether or not to react to the on-screen "Energize!" message and transform back into Ace. All scenes also have separate reverse versions of each other. Dexter usually progresses through scenes by avoiding obstacles and enemies, but Ace goes on the offensive, attacking enemies rather than running away, although Dexter did have the option to use his pistol on enemies when that was essential to advance. For example, in the first scene of the game, Dexter is escaping from Borf's robot drones, and if the player presses the fire button at the right moment, Dexter transforms temporarily back into Ace and can fight them, whereas if the player chooses to stay as Dexter the robots' drill attacks must be dodged instead.

STORY
Space Ace follows the adventures of the musclebound hero Ace. At the start of the game, the villainous Commander Borf attacks Ace with the "Infanto Ray", a weapon that transforms him into an adolescent version of himself, and kidnaps his girlfriend Kimberly. It is up to the player to guide Dexter - Ace's younger incarnation - through a series of obstacles in pursuit of Borf, in order to rescue Kimberly and prevent Borf using the Infanto Ray to conquer Earth. The game's attract mode introduces the player to the story via the following narration and dialogue:







 

 Earthworm Jim is a run and gun platform video game starring an earthworm named Jim in a robotic suit who battles evil. The game was developed by Shiny Entertainment, released for the Sega Mega Drive/Genesis in 1994, and subsequently ported to the SNES, Game Boy, Game Gear, Sega Master System, and years later, the Game Boy Advance. Upon its release it was praised for its detailed animation, polished gameplay and wacky humor; it became the first game ever to receive a 100% review in GamesMaster magazine.

PLOT
The storyline involves many colorful characters. Jim himself (a character designed by Doug TenNapel) was at first an ordinary Earth earthworm who did very earthworm-like things such as flee from crows and eat dirt. One day, in the space above Earth, the evil Psy-Crow had cornered a rebel spaceship pilot who had stolen an "Ultra-high-tech-indestructible-super-space-cyber-suit" built by Professor Monkey-For-A-Head. The suit had been commissioned by the evil Queen Pulsating, Bloated, Festering, Sweaty, Pus-filled, Malformed, Slug-for-a-Butt so that she could further conquer the galaxy. In the ensuing space fight, the suit was dropped to Earth, and fell on Jim. By a stroke of luck, Jim managed to land within the collar of the suit, and it ended up mutating him into the large and intelligent (at least by earthworm standards) superhero he is today.

Jim overhears Psy-Crow talking to Queen Slug-for-a-Butt about the scorch marks left by the suit and her plans for her sister, Princess What's-Her-Name. Jim thus sets out to rescue the princess, fighting many enemies along the way, such as Major Mucus, Chuck and Fifi, Evil the Cat and Bob the Killer Goldfish, although none of this is apparent throughout the game.

GAMEPLAY
The gameplay of Earthworm Jim is very bizarre, to say the least. Launching cows, using Jim's head as a whip, and other bizarre twists add to the insanity. The player controls Jim at all times of the game. In the level sections, Jim can run, use his gun, swing on hooks, get powerups for the blaster, and avoiding enemies by moonwalking backwards immitating Michael Jackson. The in-between levels called Andy Asteroids place Jim in a semi-3D race against the evil Psycrow. If Psycrow wins, then Jim must fight him in one-on-one combat in order to progress. Throughout the game were many added features, such as mini-bosses whose weaknesses Jim would need to find through trial and error. Crystal treadmills, underwater pod races, and other related things also appear.
   Super Punch Out!! is a boxing video game developed and published by Nintendo for the Super NES. It was released on October 1, 1994 in North America, and was rereleased in the same region in 1996. It was also released in Europe on January 26, 1995 for the same console, and in Japan for the Nintendo Power flash RAM cartridge series as well as the Super Famicom, the Japanese version of the Super NES. It is the fourth game in the Punch-Out!! series, taking place after Mike Tyson's Punch-Out!! for the NES.

DEVELOPMENT
After the release of the Super NES, Genyo Takeda decided to resume producing for the Punch-Out!! series, rather than directing. As producer, his vision included a perfect transition from arcade to console for Super Punch-Out!! arcade to Nintendo's 16-bit home console, which had been previously impossible for its NES predecessor. This time, however, Nintendo chose not to include any real professional boxers as was the case in the previous Punch-Out!! title. Genyo Takeda chose to use the same name of the arcade version not only to provide continuity (see original Punch-Out!! arcade) but also to indicate the "Super" status with the transition to the Super NES console. This game marks the era that Nintendo Integrated Research & Development (Nintendo IRD) had the most activity in the software development section. During this period, Nintendo IRD was producing both Zoda's Revenge: StarTropics II along with the Super NES version of Super Punch-Out!!.[2] Super Punch-Out!! was scored by Takashi Kumegawa and Masaru Sakakibara, while Charles Martinet was credited for providing the voices of the boxers and the announcer of the SNES title.

GAMEPLAY
Like the previous titles in the Punch-Out!! series, Super Punch-Out!! requires good timing and pattern recognition skills to react to the attacks of each opponent. As the player proceeds through all four circuits of the WVBA (World Video Boxing Association), the opponents become more difficult to react to and defeat.

Originally used in the Punch-Out!! and Super Punch-Out!! arcades, as well as Nintendo's Arm Wrestling arcade is the Time Attack feature. This feature will allow you to time your matches against boxers. This feature has been updated to allow you to select and play against any boxer, after you already beat a circuit you already finished. The more circuits you finish, the more boxers you'll play in Time Attack are unlocked. When all four circuits are finished, there will be no more boxers to unlock.
 

 Super Mario RPG: Legend of the Seven Stars, often shortened and officially known in Japan as Super Mario RPG, is a hybrid adventure/console role-playing game developed and published by Square (now Square Enix) and Nintendo. Nintendo first released the game on March 9, 1996 in Japan and on May 13, 1996 in North America.

Super Mario RPG is the final Mario game for the Super Nintendo Entertainment System video game console, as well as being one of the last games Square produced for Nintendo hardware until Chocobo Land: A Game of Dice in 2002. Square mainly developed the game, with direct guidance from producer Shigeru Miyamoto.

GAMEPLAY
In Super Mario RPG, Mario, Bowser, Princess Toadstool, Mallow and Geno fight as allies in the first console role-playing game (RPG) in the Mario series. It contains token similarities to many other Square role-playing games such as Chrono Trigger and the Final Fantasy series with a story and action-based gameplay based on the Super Mario Bros. series.[1]

Mario's enemies are visible in the field; a battle ensues only if he comes in contact with one. This allows the player to evade unnecessary battles, though some fights are necessary to advance the plot. Avoiding battles also means acquiring fewer experience points, which will slow the process of levelling up and potentially make unavoidable battles more difficult.

STORY
The game begins with Mario entering Bowser's Castle to rescue Princess Toadstool. During the battle, a giant sword crashes into Bowser’s castle and sends Mario, Peach, and Bowser flying in different directions and shatters the Star Road, breaking it into seven fragments. Mario finds his way back to the Mushroom Kingdom, where the mushroom chancellor insists that Mario recover the princess, then discover the purpose of the giant sword.

Mario leaves the Mushroom Kingdom to aid a new friend of his named Mallow, to regain his frog coin from a raptor thief named Croco. When Mario returns, he finds that the kingdom is overrun by creatures claiming to be part of the Smithy gang. He then goes into the castle and finds the first boss in the game, a giant sword/spring like creature named Mack. When he defeats him, he finds a mysterious Star Piece and takes it, hoping to find out more about it later.

During Mario’s search for the princess, he meets a star spirit, who takes control over a doll named Geno, who joins Mario. He tells Mario that the Star Piece is a part of the shattered Star Road, where the star spirit resides. He must find all seven of the shattered pieces of Star Road in order to repair it, which are held by members of the Smithy gang. Mario agrees to help Geno in his search.

Mario eventually finds Bowser, trying to reassemble his forces; and the princess, as she is about to be forcibly married to a character named Booster. Bowser and Peach then both join Mario’s party and help look for Star Pieces.

Valentina (top right), with Nimbus Land citizensWhen they have most of the Star Pieces, they learn that the last one is held in Bowser's Castle, which they return to and discover that the giant sword is a gateway to Smithy's factory. They defeat Smithy and use the Star Pieces to repair the Star Road.
   F-zero is a futuristic racing video game developed and published by Nintendo for the Super Nintendo Entertainment System (SNES). The game was released in Japan on November 21, 1990, in North America on August 13, 1991, and in Europe on June 4, 1992.

Players control fast hovercraft and use their speed-boosting abilities to navigate through the courses as quickly as possible.[7] The game takes place in the year 2560, where multi-billionaires with lethargic lifestyles created a new form of entertainment based on the Formula One races called "F-Zero".

F-Zero is acknowledged by critics to be the game that set a high standard for the racing genre and the creation of the futuristic sub-genre.[7][6][8] Critics lauded F-Zero for its fast and challenging gameplay, variety of tracks, and extensive use of the graphical mode called "Mode 7".[9][10] This graphics-rendering technique was considered by critics to be a innovative technological achievement at the time that made racing games more realistic, the first of which was F-Zero.[11][12] As a result, the title reinvigorated the racing genre[13] and inspired the future creation of numerous racing games.[14][15] However, critics agreed that the game should have used a multiplayer mode.[6][16][17]

GAMEPLAY
F-Zero is a futuristic racing game where pilots race inside plasma-powered hovercars in an intergalactic Grand Prix at speeds exceeding 500 km/h. There are four characters that have their own selectable vehicle along with its unique performance abilities.[14] The objective of the game is to beat opponents to the finish line while avoiding hazards such as land mines, slip zones and magnets that pull the vehicle off-center in an effort to make the player damage their vehicle or fall completely off the track. Each machine has a power meter, which serves as a measurement of the machine's durability; it decreases when the machine collides with the side of the track or another vehicle.[18] A race in F-Zero consists of five laps around the track.

STORY
F-Zero is set in the year 2560, when humanity's multiple encounters with alien life forms had resulted in the expansion of Earth's social framework. This led to commercial, technological and cultural interchanges between planets. The multi-billionaires who earned their wealth through intergalactic trade were mainly satisfied with their lifestyles, although most coveted more entertainment in their lives. This resulted in a new entertainment based on the Formula-1 races to be founded with vehicles that could hover one foot above the track. These Grand Prix races were soon named "F-Zero" after a rise in popularity of the races.[14][18]


















 

 Killer Instinct is a fighting game developed by Rare and published by Midway and Nintendo. Initially released in arcades in 1994, and rumored to use an "Ultra 64" hardware engine, in reality the proprietary arcade hardware was co-developed by Rare and Midway. The game received a high profile launch on the Super Nintendo, as well as on the Game Boy. Its popularity led to a sequel, Killer Instinct 2.

STORY
Ultratech is a very powerful megacorporation (entities which, in this future setting, have replaced all governments) which organizes a tournament called Killer Instinct. Along with regular participants, experimental creatures created by Ultratech also fight in the tournament so their strength can be tested. Ultratech also discovers a technology to make bridges between dimensions, and to also release from this dimensional prison a two-headed monster called Eyedol, an ancient warrior that was locked away along with his rival, Gargos, who would become the enemy in Killer Instinct's sequel.

CHARACTERS
  • Fulgore: Fulgore has two No Mercy moves, one in which it removes its head, revealing a large turret-like gun which shoots the enemy repeatedly. The other uses a laser beam from its eyes to reduce the opponent to ashes.
  • Cinder: Cinder has two No Mercy moves; the first creates a pool of magma under the opponent, who melts into it. The second shoots them with flames to reduce them to ashes.
  • Glacius: He uses three different No Mercy moves, one where he becomes a gel-like mass and absorbs the opponent (similar to the Blob), one in which he uses his finger as a syringe to inject the enemy with a substance that turns them to ice, and the last of which he turns into a pool of boiling water that the enemy drowns in.
  • Jago: His No Mercy moves consist of stabbing the enemy with his sword, and meditating, which causes a car to fall on the opponent.
  • Riptor: It has three No Mercy moves: one in which it spits acid on the enemy, one in which it stabs the foe with its tail, and one in which it runs at the enemy and eats them.
  • Spinal: He uses two No Mercy moves, one where he repeatedly stabs the enemy with a spike on his shield, and the other where he summons a skeleton to drag the opponent underground, presumably to Hell (in the SNES version, the second No Mercy is replaced with Spinal summoning a bolt of lightning).
  • TJ Combo: Combo has two No Mercy moves, one where he snaps the opponent's neck, and the other where he punches the opponent into the screen.
  • Chief Thunder: He has two No Mercy moves: in the first he calls down a bolt of lightning to strike the enemy, and in the second he knocks the opponent into the air leaving various objects behind (depending on the opponent.)
  • B. Orchid: She has two No Mercy moves, the first in which she gives her opponent a heart attack by unzipping her uniform and flashing her breasts at them (most opponents get startled by the sight; however, if the opponent is another Orchid, she will just stomp the ground in spite), and the other in which she turns the opponent into a frog, then (at the player's option) stomps on them.
  • Eyedol: He is also the only character in the game with no special finishing moves, such as No Mercy moves, ultra combos, or humiliations that the other characters possess; however, he more than compensates for this lack of ability with a limited ability to heal as the Player, and a much greater ability to heal itself as the CPU opponent.

   Bonk is a video game character from NEC's TurboGrafx-16 console. Known in Japan as "PC-Genjin" and as "BC Kid" in PAL territories, Bonk was a mascot for NEC's console, though some Bonk games eventually saw releases on other consoles as well. A large-headed, bald caveman, his favored form of attack was the headbutt. The "PC" part of his Japanese name stands for "Pithecanthropus Computerurus", a fictitious species name for Bonk.

ORIGIN
As stated on Hudson Soft's website, in their "The Definitive Bonk" article, Bonk was originally created as a comic character, PC Genjin, in a magazine for the PC Engine. So many people liked the character that there were talks held on giving him a game of his own. In addition to this, many people even mistook him for an upcoming game character even before his game was in development, due to the fact that the magazine frequently featured comics of upcoming games.

Super Bonk, which was vaguely similar to Bonk 3, was released for the Super NES around 1994 or 1995.

































































 

Disclaimer: All text information supplied on this site was researched and published by Wikipedia.org - the free encycolopedia. This info was used without permision and for non profit use. It's just for fun folks...