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International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Arkanoid II - AmstradCPC
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Night Hunter - AmstradCPC
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Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Agony - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
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Flashback - Archimedes
Warlocks - Archimedes
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Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Pac-Mania - X68000
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Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Comix Zone - Megadrive
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Blazing Lazers - pcengine
Raiden - pcengine
Super Star Soldier - pcengine
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Game info
AtariST

Dragon's Lair II

Dragon
GenreAction Adventure
DeveloperSylvian Bluth
PublisherReadySoft
Released1991
Rating
Graphics:9.0
Sound:9.0
Gameplay:4.0
Overall:7.0
Reviewed byndial
Dragon's Lair II: Time Warp is an impressive 1991 laserdisc video game released for the arcades by Leland Corporation, and later ported to several home systems like the Commodore Amiga, Atari ST, PC (MS-DOS), Apple Macintosh, Philips CD-i and the 3DO Interactive console. Dragon's Lair II has gorgeously animated graphics and impressive sound, but its huge difficulty and rather minimalistic gameplay (much like its predecessor) make it frustratingly hard to play!
 
Review
DragonSTORY / GAMEPLAY
An evil wizard kidnapped lady Daphne and used a ring of mystical power with which he can manipulate the strings of time. Dirk's only chance to save the lady is his trusty sword and a rusty old time machine that he has to use to dive into the time stream. Unfortunately he'll probably end up getting lost along the way. In Dragon's Lair II: Time Warp, you control Dirk the Daring as he travels his way through time. Time Warp is the sequel to the phenomenally popular Dragon's Lair laserdisc game by Rick Dyer and Don Bluth. Like the original game, Dragon's Lair II is completely cell-animated by Don Bluth's company. You don't freely control Dirk the Daring but rather you move the joystick or push the sword button at a given time, where you must act to a moment of danger for our hero. So all you have to do is to make the correct move at the appropriate moment so that Dirk will survive the scene. This means that just by pressing "Right" doesn't mean Dirk will move right. If you fail to do so, the game shows a scene of Dirk's death and you must try again.
Unfortunately, the gameplay is nothing but a memory test of correct joystick movements at the right moment. But the whole presentation (visuals and sound) are quite impressive, even as a six-disk animated demo! Otherwise, this game is damn hard to beat.

GRAPHICS / SOUND
The Atari ST port has nice visuals pretty similar in quality to the Amiga. The exception is a few slowdowns during gameplay. Although there are several details missing from the original laser-disc version, the game here still looks great considering the hardware limitations. Take a look at the impressive screenshots and you'll realize what I mean.
The sound on the Atari ST is also good, featuring sampled sound effects and soundtracks that accompany particularly eventful scenes. Owning an Atari 1040 STFM back in the 90s, I used this game as a showcase demo to impress my 8bit owners friends.
 
Screenshots
  • Dragon
  • Dragon
  • Dragon
  • Dragon
  • Dragon
  • Dragon
 
Gameplay sample
 
Comparable platforms
Commodore Amiga OCS/ECS
Atari ST
 
 
Hardware information

Atari ST

Atari STCPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus.
MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB
GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images.
SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).
read more...
The Atari ST (default) color palette
9-bit RGB 512-color palette
(16 on-screen and up to 512 in static image)
 
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