Tag Archives: conversion

Ghosts ‘N Goblins, Amiga

It has to be said that the Amiga port of Capcom‘s classic Ghosts ‘N Goblins is a damn sight better than the Atari ST version, or any of the other conversions from the 16-bit era. It was developed and published by Elite Systems in 1990 and is as close to the arcade parent as is possible on the Amiga.

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Super Chase HQ, Game Boy

Super Chase HQ is the second version of Taito‘s classic arcade driving game, Chase HQ, that was released for the original Nintendo Game Boy. It was first released in 1994, and you’d expect it to be much better than the disappointing first Game Boy Chase HQ, which came out in 1990, but…

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Chase HQ, Game Boy

There are two versions of Taito‘s classic arcade driving game, Chase HQ, available for the original Game Boy, and this is the first one – developed by British company Bits Studios and first released in 1990 in North America and 1991 in Japan.

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Ghosts ‘N Goblins, Atari ST

The Atari ST version of Ghosts ‘N Goblins was programmed by Michael Delves, with graphics by Zippo Games, and was published by Elite Systems in 1990. It is a somewhat ‘funky’ port, with cartoony graphics and gameplay that is easier than the arcade parent.

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Ghosts ‘N Goblins, Game Boy Color

The Game Boy Color version of Ghosts ‘N Goblins was developed by Digital Eclipse Software and is very similar to – if not a direct port of – the NES/Famicom version. It was first released in 1999 by Capcom, and it looks like it might only have been released in North America.

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Ghosts ‘N Goblins, ZX Spectrum

The ZX Spectrum version of Capcom‘s arcade classic, Ghosts ‘N Goblins, was first released by Elite Systems in 1986.

There is some confusion about who programmed the game. The title screen says that it was coded by Keith Burkhill, yet some sources say that Nigel Alderton programmed it. It could be that both worked on the game, but it’s not entirely clear…

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Dungeon Master, Apple IIgs

The 1989 Apple IIgs conversion of FTL‘s Dungeon Master was created by the original developers and is therefore a perfect port of this classic Role-Playing Game. The game requires a minimum of 1MB of RAM to run, like the Amiga version, and a processor running at 2.8MHz or above makes it playable at the right speed.

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Ghosts ‘N Goblins, NES/Famicom

The NES/Famicom port of Capcom‘s classic arcade game, Ghosts ‘N Goblins, was developed by Micronics and first published in 1986. And – just like its parent – it is a very difficult game to make progress in.

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Chase HQ, PC Engine

The PC Engine version of Taito‘s classic car chase game, Chase HQ, is pretty decent. It was ported by Daiei Seisakusho for Taito , and is reasonably accurate, although it’s not quite as good as the arcade original itself. No surprises there, really, because the PC Engine (or the North American TurboGrafx-16 counterpart) is a small 8-bit console that was known for punching above its weight, but it wasn’t able to perform miracles.

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Dragon’s Curse, PC Engine

Dragon’s Curse is the American TurboGrafx-16 conversion of the classic Sega Master System game Wonder Boy III: The Dragon’s Trap. It was ported by original developer Westone and published by NEC in 1990 in North America and Hudson Soft in Japan in 1991. In Japan the game was confusingly released as “Adventure Island” (not to be confused with Hudson Soft‘s own Adventure Island series), and has a short intro sequence not seen in the American version.

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