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Monday 24 June 2013

Captain Commando (Japan) ISO

Captain Commando (Japan) ISO






Description :

Captain Commando (Japanese: キャプテンコマンドー?) is a 1991 futuristic side-scrolling beat 'em up game originally developed and published by Capcom as a coin-operated video game, and later ported to several other platforms. It was the seventeenth title produced for the company's CP System hardware. The game stars the titular superhero who was originally conceived as a fictional spokesman used by Capcom USA in the company's console games during the late 1980s.

Plot :


Captain Commando is set in a crime-ridden future in the year 2026, where a superhero named Captain Commando, assisted by his three faithful Commando Companions rise up to protect the Earth and all the Galaxy from a gang of super-powered criminals.

Characters

  • Captain Commando (キャプテンコマンドー?) - The hero of this game and leader of the "Commando Team." Besides his natural gifts of a powerful mind and strong body, he also uses his "Energy Gloves," capable of shooting mighty bolts of fire and electricity. His sure-killing technique is the "Captain Collider". Striking the ground with his Energy Gloves cause an electric shock which kills everyone around him. Captain Commando's dash attacks are "Captain Cannon" (also known as "Captain Fire") and "Captain Kick." Captain Cannon torches the enemy with a blast of flame. Captain Kick can hit several enemies at once, whether on the ground or in the air. Captain Commando also can grab his opponent and kick their stomach or throw their whole body. Other things he uses are the "Captain Goggles", the "Captain Protector", the "Captain Gaunlet" and the "Captain Boots". His Captain Goggles can help him identify a criminal's face at a distance of 2 km, by comparing with data base. His Captain Protector is made of super-tough material called "Captanium", which makes it stand up to trillion degree heat. His Captain Gaunlet multiplies Captain's power 48 times, making it easy for him to smash a thick iron plate. And his Captain Boots can make it possible for him to take a 100-meter fall with no injuries to himself nor with any damage to the boots.
  • Mack the Knife (ジェネティー?, Jennety in the Japanese version) - The Mummy Commando, a mummy-like alien from outer space. As weapons he uses sub-sonic knives which melt any enemy he hits. His sure-killing technique is the "Spinning Attack." Spinning round like a top, his bandages lash his enemies like whips. Mack's dash attacks are "Double Trouble" and "Sky Assault." Double Trouble sticks his enemy with both knives and Sky Assault is an airborne version of Double Trouble. Mack also can grab his enemy and either stick or throw them. Other things he has are the "Captain Cap", the "Genetic Bandage", the "Genetic Knife" and the "Gravity Controllers." His Captain Cap is his hat, which is a souvenir from the first meeting with Captain Commando. His Genetic Bandage is his life-sustaining equipment for survival on Earth. His Genetic Knife melts all matter. And his Gravity Controllers are his pair of shoes that adjust the gravitational pull to where it's best for the battles. Mack's name comes from the Bertolt Brecht song of the same name.
  • Ginzu the Ninja (?, Sho in the Japanese version) - The Ninja Commando, a highly trained ninja and successor to Bushin-ryu Ninpo, a fighting style of Ninjutsu that was also inherited by Guy (from Final Fight). His razor-sharp sword is capable of cutting an opponent in two. His sure-killing technique is his "Smoke Bomb." After creating a smoke screen around his body, the smoke explodes, killing his enemies that are adjacent. Ginzu's dash attacks are "Iaizuki" and "Flying Katana." Iaizuki pierces several enemies at once. Flying Katana cuts the enemies from above while jumping. Ginzu can grab his opponents and either kick their stomach or do a shoulder throw or overhead throw. Other things he is equipped with are his "Ninja Eyes", his "Servant Sword" and his "Ninja Suit". His Ninja Eye can support him in picking out enemies 500 meters ahead in pitch dark. His Servant Sword serves no one nor nothing but him. Named "Lightning Light," it cuts things at atomic levels. And his "Ninja Suit" is tougher than iron and softer than silk. He is the only character who is able to throw shurikens to his opponents.
  • Baby Head (フーバー?, Hoover in the Japanese version) - The Baby Commando, a super genius infant who fights using a robot of his own design. His robot is both strong and quick. His sure-killing technique is his "Knee Rocket" which launches a missile from the robot's knee. Missiles are constantly manufactured within the robot. Baby Head's dash attacks are "Rolling Punch" and "Elbow Smash."[2] Rolling Punch is a strong punch that spins like a drill. Elbow Smash crushes the enemy under an elbow blow coming off a jump. Baby Head can grab his enemies and do either a knee kick, a "Pile-driver" or a "Fling-away." Other features he uses are the "Talking Machine", the "Stable Cradle", the "Silverfist Vehicle", the "Missile Launcher" and the "Jet Hover." His Talking Machine resembles a baby pacifier. It allows him to speak the 3 million languages of the cosmo. The Stable Cradle keeps the robot from rocking, no matter how far it's tilted. The Silverfist Vehicle has 12,000 horsepower, 582 kilograms (1280.4 pounds) of bodyweight, and it mounts fuzzy-logic control. Baby Head's friends call it "Baby Carriage." The Missile Launcher is a missile production facility built inside the leg, as well as in the Silvervest Vehicle. And the Jet Hover is used for high-speed position shifting.

Gameplay :


Captain Commando follows the same gameplay established in Capcom's previous beat-'em-up Final Fight. The arcade version allows up to two, three, or even four players simultaneously depending on the game's settings. The player can select between any of the four "commandos" (Mack, Captain, Ginzu, or Baby-Head) as their character, with each player controlling a different character. The player's objective as usual is to move towards the end of each stage, defeat every adversary who gets in their way while avoiding any traps that they may throw at the player's way before eventually fighting the boss awaiting at the final area of each stage. The game consists of a total of nine stages.
The control configuration is exactly like Final Fight, with an eight-way joystick for moving the character left or right, as well as towards or away from the background, along with two action buttons for attacking and jumping. The player can perform numerous combination of attacks while standing or jumping, including grabbing the enemy, as well as a special attack by pressing the attack and jump simultaneously that will drain a portion of the player's vitality. An addition to the controls is the ability to dash by pushing the joystick left or right twice. The player can perform a running attack or even a running jump attack.
Like in Final Fight, the player can pick up health-restoring food items hidden inside barrels and other destructible objects to restore their vitality, as well as other bonus items to increase their score. Weapons also can be picked up, such as three different types of firearms, as well as shurikens that can only be used by Ginzu. Players also can ride certain robots by dismounting their riders and then jumping over the robot. The robots has their own vitality gauge and if they sustains enough damage, it will be destroyed. There are three types of robots in the game: a punching robot, a flame-throwing robot, and a freezing robot. Unlike Final Fight, weapons can be carried when the player makes the transition to a new area until the stage is completed.


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Capcom vs. SNK - Millennium Fight 2000 Pro (E) ISO

Capcom vs. SNK - Millennium Fight 2000 Pro (E) ISO






Description :

Two monster corporations at war. One solution. A massive martial arts event is organized to settle the score and eliminate all conflict between the two parties. Join over 30 brawlers from Capcom's legendary Street Fighter and SNK's renowned King of Fighters series; as they fight for universal domination. Capcom vs. SNK PRO...the ultimate collision of strength and power.

Capcom vs. SNK: Millennium Fight 2000 (カプコン バーサス エス・エヌ・ケイ ミレニアムファイト 2000 Kapukon Bāsasu Es-Enu-Kei Mireniamu Faito Nisen?) is a 2000 head-to-head fighting game produced by Capcom originally released as a coin-operated arcade game for Sega's NAOMI hardware and later ported to the Dreamcast. It is the second fighting game crossover involving characters owned by Capcom and rival fighting game developer SNK, particularly from their flagship fighting game franchises Street Fighter and The King of Fighters respectively (see SNK vs. Capcom), and the first game in this series of crossovers to be released for the arcades.
A sequel featuring tweaked gameplay and more characters, Capcom vs. SNK 2, was released the following year.

Gameplay :

Capcom vs. SNK utilizes a "ratio" system, in that the "ratio" is a rating of a character's overall strength, ranging from 1 to 4. Teams of up to four can be assembled, but their combined ratios must equal and go no higher than 4. The gameplay uses the SNK-style four-button format. The player also has their choice of "groove", or attack meter. The SNK-Groove is based on Extra mode from The King of Fighters '94 to '98, whereas the Capcom-Groove is based on the gameplay system from Street Fighter Alpha.

Plot :

In 2000, a special martial arts event is planned through a collaboration of the two most powerful world organizations: Garcia Financial Clique and Masters Foundation. The gala event – it is hoped by everyone – will ease the political conflicts between the two powers. The competition was named "Millennium Fight 2000".
Many renowned martial artists have registered for the tournament. People around the world focus intensely on the upcoming exhibitions, making long-awaited opening ceremony a huge success.


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Capcom Generations (E) ISO

Capcom Generations (E)

ISO






Description :

Ever wondered what Capcom did before such Playstation hits as Dino Crisis and Street Fighter Alpha 3? Well here is your chance to own 4 CD's packed with 13 of Capcom's best classic games such as Ghouls n' Ghosts, 1942, Commando and Gun Smoke. Enjoy arcade perfect conversions, browse galleries filled with original artwork and view special secrets and tips. This is the complete collection of classic Capcom games in a European exclusive pack. Not to be missed.

Capcom Generations (カプコン ジェネレーション Capcom Generation?) is a series of five video game compilations released by Capcom in 1998 for the PlayStation and Sega Saturn in Japan and Europe/Australia. Each volume contains three or four games from a particular series or game genre and were ported directly from their original arcade versions (with the exception of Super Ghouls'n Ghosts, which was originally a Super NES game). Each disc also contains a "collection mode" featuring history, tips, artwork, character profiles, arranged music (which can be enabled on the game themselves as well) and other unlockable contents for each game. The PlayStation versions of the games also featured support for the DualShock controller.
The five Capcom Generations discs were released individually in Japan, while the first four volumes were sold as a bundle in the PAL region. The fifth volume (which focused on the Street Fighter series) was released separately (without any ties to the Capcom Generations series) in Europe and was the only volume in the series released in North America. The 16 games in the series were later collected in the Capcom Classics Collection based on their Capcom Generations versions.

Capcom Generations 1: Wings of Destiny

Capcom Generations: Wings of Destiny (カプコン ジェネレーション -第1集 撃墜王の時代- Capcom Generation Dai-ichi-shū Gekitsui Ō no Jidai?) features the first three games in Capcom's "1940s" series of Shoot 'em up.

Capcom Generations 2: Chronicles of Arthur

Capcom Generations: Chronicles of Arthur (カプコン ジェネレーション -第2集 魔界と騎士- Capcom Generation Dai-ni-shū Makai to Kishi?) features the first three titles of the Ghosts'n Goblins (Makaimura) series.

Capcom Generations 3: The First Generation

Capcom Generations: First Generation (カプコン ジェネレーション -第3集 ここに歴史はじまる- Capcom Generation Dai-san-shū Koko ni Rekishi Hajimaru?) features four of Capcom's first five titles (with 1942 already featured in the first compilation).

Capcom Generations 4: Blazing Guns

Capcom Generations: Blazing Guns (カプコン ジェネレーション -第4集 弧高の英雄- Capcom Generation Dai-yon-shū Kokō no Eiyū?) features three run and gun-style Shoot 'em up


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Cabela's Big Game Hunter (U) IS O

Cabela's Big Game Hunter (U) ISO






Description :

Hunters can sharpen their skills with the latest addition to the Big Game Hunter series. Cabela's Big Game Hunter delivers a compelling hunting game with 24 different North American big game animals, advanced animal behavior, and detailed landscapes. Play Career Hunt or jump right into the action with Quick Hunt for immediate satisfaction. Special features include bullet-cam, x-ray scopes, custom log cabin with a trophy room, and an advanced scoring system. Play the game as any good hunter must study his prey.


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C3 Racing - Car Constructors Championship (E) (v1.0) ISO

C3 Racing - Car Constructors Championship (E) (v1.0) ISO






Description :

 Max Power Racing is a Racing game, developed by Eutechnyx and published by Atari, which was released in Europe in 1999.

C3 Racing (also known as Max Power Racing) is a racing game released in January 1999 by Infogrames. The game allows you to race in 11 locations around the world in a variety of sports cars. In each country there are three tracks to race on. The term C3 Racing stands for three C's; Car Constructors Championship. The game was released in the UK as Max Power Racing as a tie-in to the magazine.

Arcade Mode :

In this mode the player races on all 31 tracks in the game, unlocking new and more powerful cars with every two victories. In the beginning of the game the player races in either Africa or Peru in either a Nissan Micra or a Renault Clio. These are separate tangents that unlock separate countries to each other.
If the player finishes first on all three tracks in Africa then they will unlock the Chinese tracks, and they finish first on those tracks then they will unlock the Indonesia tracks. From here, the USA tracks are unlocked followed by the Brazilian tracks. After unlocking the Brazilian tracks no more tracks can be unlocked in this tangent.
As for the Peru tangent, finishing 1st unlocks the Rome tracks, followed by Norway, Monaco and the United Kingdom. After unlocking all available GTI cars during the course of the Arcade Mode the choice of cars will change to High Performance Class, starting as with the GTI Class with two cars to choose from.
If you have finished all the 31 tracks, you will be able to race on all the tracks reversed.

Championship Mode :


In this mode the player races in four Championship classes, with pre-determined circuits for racing on. Points are awarded in the order 10, 6, 4, 3, 2, 1 for finishing in 1st, 2nd, 3rd, 4th, 5th and 6th respectively.
The championship classes are:

GTI Class Amateur Class

There are five races in this mode, generally in Africa, Peru and Italy. Beating this mode (i.e. coming first in the Championship) unlocks the GTI Pro Class.

GTI Class Pro Class

There are ten races in this mode, generally incorporating China, USA, Brazil and Indonesia. Beating this mode unlocks the High Performance Amateur Class.

High Performance Amateur Class

There are five races in this mode, coming from Monaco, Norway and Britain. Beating this mode unlocks the High Performance Pro Class.

High Performance Pro Class

There are ten races in this mode, generally incorporating the remaining circuits of the Arcade Mode. Beating this mode concludes the Championship Mode.
If a certain number of points are gained in any class then a certain number of cars will be unlocked for use in that Class Championship (e.g. by gaining 12 points 4 cars will be unlocked for use in the GTI Class Amateur Class).


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C-12 - Final Resistance (E) ISO

C-12 - Final Resistance (E) ISO






Description :

C-12: Final Resistance is a video game developed by SCE Studio Cambridge for the PlayStation. It was released in Europe on April 6, 2001 and in North America on July 22, 2002. It also came on a Twin Pack CD bundled with MediEvil in 2003 [1]
The story is set in the future, as aliens have invaded in an attempt to harvest all of the Earth's carbon resources (C-12 is a reference to 12C, the most abundant isotope of carbon). The player uses Lieutenant Riley Vaughan, a cybernetic human soldier, and member of the underground resistance. The player undertakes missions played out in a third-person view, killing aliens and cyborgs, collecting weapons and keys, and the like.

Plot :

The game opens up at a ruined city as a Resistance dropship drops off Lieutenant Riley Vaughan to locate an attacked outpost and a missing recon team. He does this with relative ease, finding the outposts wounded soldiers and the recon team. The recon team gives him a detonator and the outpost soldiers give him some explosives. He uses the explosives to clear away a roadblock but the explosion set something off and he continue along his path. During his mission he is periodically updated by Colonel Grisham and Doctor Carter, before the mission Dr. Carter installed an alien optical implant connected to an imaging unit in Vaughan that has the ability to detect enemies and give information about them.
Riley discovers that the explosion set off an alien tank and has alerted several cyborgs in the area. He proceeds to fight the alien tank and destroys it but Col. Grisham tells him that the resistances hidden bunker has been discovered and that is under alien attack. A dropship comes and liftoffs Vaughan to the bunker. Riley discovers that the bunker is under heavy fire and that evacuation are under way. After fighting his way into the bunker Vaughan gets a radio message that the aliens are tracking down their escaping transports but the only ones that knew the GPS code are both dead: General Hammond and Major Carter. Vaughan activate a radar so that they can track the escaping transports to make sure that they are on the right path. Col. Grisham tells Vaughan that they are going to activate the bunkers self-destruct system but to do that they need General Hammond’s nerve implant and tell Vaughan to go retrieve it in the medical bay. Riley discovers that the medical bay is full of droids and cyborgs and fights his way through to the cryo-tubes where the body of General Hammond is. He gets the implant and finds Col. Grisham and Dr. Carter where they scan the implant and activate the self-destruct for T-2 minutes. Vaughan escapes the exploding bunker and finds himself on the streets again. He gets a radio message from Dr. Carter to help any stranded transport or anybody who needs it. Riley battles an alien flier but bests it, he finds a downed transport and helps it reach the second bunker. A little later a flier attacks Vaughan and chases him inside a mall which used to be a resistance stronghold. Inside the auto-defenses activate and lock down the whole mall trapping Vaughan. Riley finds a Resistance technician who tells him how to bypass the malls security and gives him his master keycard. Vaughan bypasses the main computer and the auto defenses thus escapes the mall. He finds Dr. Carter in the basement of an improvised resistance outpost who gives him the key to the automatic crane, she also tells him that there is an alien base which has an alien power-source and that it can greatly help the Resistance. Riley enters the base and eliminates all threats and collects the alien power-source.
The team is ready to liftoff with the power source but the aliens (who appear for the first time) ambush them. The aliens are revealed to be giant creatures who look like critters, they use plasma weapons and personal shields to overcome the human race. One cyborg reveals himself to be Major Dan Carter, Dr. Carter’s husband who kidnaps Dr. Carter. Riley kills the aliens but an alien flier escapes with Dr. Carter. Vaughan calls Col. Grisham to tell him that the aliens kidnapped Dr. Carter, Col. Grisham tells him that without Dr. Carter that alien power-source is useless and asks him where was the flier going which Vaughan replies south-west...to the conversion facilities (where captured humans are converted into cyborgs). Col. Grisham tells Riley that they need to get Dr. Carter back urgently in order to get the power-source to work. Vaughan reaches the conversion facilities through an old rail system, he sneaks and fights his way to the Dr. Carter and frees her but is trapped in a room with a not fully constructed alien war droid, Riley destroys it and escapes the facilities.
Back at the bunker, aliens have discovered it and are launching a full assault. Vaughan helps any Resistance member who needs it and finally activates an alien force field so the aliens cant get in and thus stop the attack. Suddenly Vaughan spots a few resistance members trapped outside of the bunker and goes to save them. As he approaches them a group of aliens knocks him unconscious. Col. Grisham calls out a search and rescue party to save Vaughan, but is killed in the process. Riley comes out of his chamber stronger than ever bun a cyborg, one of the aliens creatures. Using Col. Grisham’s radio he calls Dr. Carter who tells him that the aliens are planning to release a deadly gas that will destroy everything on Earth, to stop this Riley must overload the generator in the control room. He does that and a good portion of the base explodes leaving only a small part. Further on he finds the alien leader who spots him and fights him, Vaughan is victorious and as the alien leader is dying he explodes, destroying the whole base. A dropship picks up Vaughan and takes him to safety, Dr. Carter says that their work is still unfinished.



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C - The Contra Adventure [U] ISO

C - The Contra Adventure [U] ISO






Description :

C: The Contra Adventure is a 3D action game produced by Konami and developed Appaloosa Interactive that was released for the PlayStation in 1998. It was the second of two Contra games Konami of America co-produced with Appaloosa, following Contra: Legacy of War in 1996. C: The Contra Adventure was never released in Japan, nor was it released in Europe and Australia.

Story :

A meteorite infested with an alien bugs heads towards Earth following the events in Contra: Legacy of War. The meteorite falls near a Mayan temple somewhere in South America, and shortly afterward, the temple is occupied by an alien life form staging an invasion, as the natives begin to disappear and the local wildlife is devastated. Tasha, a member of the elite Contra Force, is sent to infiltrate the occupied temple, but goes missing during the operation. Ray Poward (having previously retired after the events of Contra: Legacy of War), is brought back into action to re-establish contact with Tasha and neutralize the alien invaders.

Gameplay :

There are a total of ten levels in the game, which are shown through multiple perspectives, depending on the level: 2-D sidescrolling (referred to as "Classic Contra" in the game manual), third person (free-roaming and linear), overhead (360 degree movement), and a special "Weightless Elevator" view, which alternates between multi-directional and 3D shooting on a single screen. One of the third person sequences, the "Hunting" level, plays almost exactly the same as the interior missions in the original Contra. All the innovations that were introduced in Contra: Legacy of War are maintained in this game: memory card saving, hit-points, three-dimensional fire fights. However, the gameplay varies depending on the level and perspective used. Three difficulty levels (Easy, Normal, Hard) are available at the outset of the game, though the game ends after the Pyramid 1 stage if playing on Easy.


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