#super hydlide
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vgadvisor · 1 year ago
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segacity · 2 years ago
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Japanese Advertisement 'Super Hydlide ' SEGA Mega Drive
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wonncageart · 2 years ago
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It's okay, I like your game! :) I drew this while fixated a bit on Super Hydlide/Hydlide 3 - based off of the Heavenly City shopkeep in the Special Version.
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fmp2rubix1786 · 4 months ago
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Super Hydlide.
AI Prompt: Super Hydlide.
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Super Hydlide (1989, Sega Genesis) is a classic action RPG that is often noted for its quirky design choices, challenging gameplay, and deep parody of RPG tropes.
Key Features of Super Hydlide:
Survival Mechanics
You have to eat and sleep regularly in the game to survive.
You can lose health if you don’t sleep enough or if your character gets too hungry—this is an early example of survival mechanics in RPGs.
Complex Stats and Management
The game features a complicated stat system, including things like fatigue, hunger, and magical fatigue. These systems weren’t common in many RPGs of the time and contribute to the game's humor by adding layers of complexity that seem a bit over-the-top.
You can’t just wander around all day without taking care of your character’s needs. It can be frustrating, but it’s also a humorous commentary on RPG worlds that often ignore the mundane aspects of survival.
Dungeons and Combat
The combat in Super Hydlide is action-oriented and real-time, unlike the traditional turn-based systems you might expect from RPGs of its time.
The dungeon design is difficult to navigate, and you may get stuck in unintuitive puzzles. This led to many moments of frustration, but the game’s complexity and trial-and-error nature were part of its charm. It’s often seen as parodying the grind-heavy nature of RPGs with the level of difficulty and the need to constantly micromanage your resources.
Story and Quests
Super Hydlide’s story is very straightforward—like many RPGs of its era, you’re out to defeat a great evil and restore peace to the world.
However, the game doesn’t hold your hand in guiding you to complete quests. This leads to humorous and often absurd situations, like wandering around looking for items and talking to NPCs who provide cryptic or useless advice.
Unusual Difficulty and Pacing
The slow pacing and unforgiving difficulty of Super Hydlide can sometimes make the player feel like they’re caught in a parody of the overly complex RPGs from the 80s and 90s.
The game’s need for constant healing and resource management takes the often simplified aspects of RPGs like item management and blows them out of proportion.
Why is Super Hydlide Funny or Parodic?
While the humor in Super Hydlide wasn’t entirely intentional, it’s often seen as a parody of the deeper, more serious RPG mechanics that were gaining popularity at the time.
Conclusion
Super Hydlide is a gem of quirky RPG design, and while not often talked about today, it’s a fun example of how developers in the late 80s and early 90s experimented with blending gameplay, humor, and parody.
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archoneddzs15 · 3 months ago
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Sega Mega Drive - Super Hydlide
Title: Super Hydlide / スーパーハイドライド
Developer/Publisher: T&E SOFT / Asmik
Release date: 6 October 1989
Catalogue No.: T-20013
Genre: RPG
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An enhanced port of Hydlide 3: The Space Memories, which originally came out in 1987 on Japanese PCs. It seems that all Hydlide games get a bad rep on the Western internet (thanks Angry Video Game Nerd), and this is no exception. Bloody awful animation throughout the entire game, a weak story and plot, and God awful graphics that wouldn't look out of place on an 8-bit console. The music is pretty cool, though. I also like the custom font that's been used in the stats bar instead of the standard font. That doesn't stop this from being a bit of a dud game, though.
This was the first Hydlide game to see a PAL release. However, it is the second Hydlide game to see a North American release, though, and that's because of the NES version of Hydlide, which came out on American shelves in 1989. That being said, the NES version of Hydlide really isn't the original Hydlide. Hydlide on the NES was originally released in Japan in 1986 by Toshiba EMI under the name "Hydlide Special" right after Hydlide 2 had been released on Japanese PCs. As a result, Hydlide on the NES borrows the Magic system from Hydlide 2. The real proper Japanese PC original versions of Hydlide came out in 1984 beginning its life on the PC-8801.
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blueempty · 2 years ago
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It's been a while since the clouds were normal
Band was good today. I had been wanting to learn Them Bones by Alice in Chains for a while and my uncle just randomly started playing it today so we know it now lol. My brother also brought an extra acoustic out and now I'm learning guitar I guess. I think the main reason he thought to do this was because he needs other parts to play Need 2 by Pinegrove lol. I had kinda been thinking about it too recently but I haven't even been keeping up with hiragana or drawing lately. Not even the games I used to play daily like theatrhythm. It's been a pretty extensive bad brain era that like, re-ups every time I have to drive which is 6 days out of the week minimum
Me and the partner looked at the Pokémon Center website for the first time in a while last night and bro its lookin like a plushie christmas once again. I really need to get a shelf for those thangs cuz I have a giant bin full of them just sitting in my closet and I want to see my little guys
I also watched the GDQ 2020 Super Hydlide run my Mike Uyama and that lead me to a game on Switch called Fairune, which is basically what if Hydlide was good, and it is good, I like it a lot. It's a stark contrast to the other game I was playing yesterday lol. Although the morning after those fucked up Fatum Betula endings I get one thats just a gif of a spinning skeleton and it was really funny, and theres at least 2 or 3 more endings I havent seen, but probably more. I hope there's a few more goofy ones
Barony update for the day is I played Shaman in multiplayer and we're doing alright but that job seems needlessly complex, I love being a rat though. Its basically a shape shifter job but your stat gain is weighted based on what form you are when you level up. So you gotta kinda decide if you want to be magic or physical, but magic sees diminishing returns later on so its weird. I want to love it but I really just love playing Conjurer and not doing anything. Just like in real
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Peace and Long Life
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gorematchala · 6 hours ago
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Playing Revival Xanadu has been a big step on my path to Gamer Enlightenment, because thats a long action RPG that the developers apparently never intended for most people to finish, just based off of what was actually required to see the end. But as I get over the fear of lost progress I've come to the conclusion that I'm okay with never finishing it
I've started like 5 different characters so far and in doing so learned why certain stats are important and what it feels like to build your guy super wrong, and each time I go into the labyrinth knowing more than I did before. I might even hit the second area soon who know. But this is another one of those "old game better than new game" moments for me too because I think the reason I and a lot of other people have become conditioned to fear starting RPGs over from the beginning is because it takes so fucking long to make any progress at all that we dont want to have to redo the slow shitty intro again. Games made after like 2005 are so addicted to the players first experience that they forget someone might wanna play their dumbass game more than once
In Xanadu you buy new spells and equipment and stuff but its not like you're trudging through hours of plot to get access to all of your menus and abilities. You just kinda play the game. Same with Hydlide. Varalys made princess Ann into fairies and Jim could not stand to see people tortured so they drop your ass in a green field and the only thing between you and victory is knowledge and wasps. Yeah that game is a little fucked up too but if you die you load your save, or you start over in that beautiful green field with those wiggly green slimes, and you get to begin a new journey back where things are simple but your mind is stronger. Its not a matter of impatience so much as I've just really come to appreciate games where you play them. And shmups are great about this too cuz you play them, and then there's cutscenes between stages if you want them, or there aren't which also rules
Like I can sit here and jack Ray Force off forever, cuz that game tells its story during gameplay with the visuals and music, but is otherwise a seamless straight shot from beginning to end where you just shoot them up. Triggerheart Exelica has like one little character animation at the start and a short cutscene at the end, and inbetween you just play. Triggerheart Exelica and Hydlide are not 120 hours long and at no point are you given a popup powerpoint presentation about how to open your email to see what sephiroth is up to. Idk I could ramble all day I'll stop here for now but my point is go out there and fail, and start over, and develop mastery, cuz it feels crazy as you do
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scrappaperpalace · 2 years ago
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Hydlide idea project
The very oldschool RPG Hydlide was published by T & E Software for the NEC PC-6001 and PC-8801 before being ported to other platforms. The game ports has been reviewed by AVGN, ProJared and SuperDerekRPG. The general consensus being that the game is riddled with anachronistic game play systems and mechanics that create a player hostile, grindy unfun experience.
And well... My mind has been a whirling with how Hydlide could have reached their potential if the series wasn't hamstrung by it's 1984 Japanese 8-bit home computer console restrictions and system formatting.
A big thing I think the game needs, isn't necessary a top-notch cream of the crop animation and graphic fidelity; I think the game can still work as an isometric, screen sliding action-adventure game just like Legend of Zelda. Just boost it up from 8-bit to 32-bit, a lot of criticism of the OG game is everything feels indistinct and garish and hard to discern (things like a lone tree that needs to be burned to progress looks like every other tree, gravestones don't look distinguishable and there are a few fake walls that look like everything else that house necessary items). This massive leap of graphical format would allow for dungeons, environments, enemy NPCs, items and combat to be easier to see what is where and what is what all while maintaining the retro-feel of the original game.
Another big issue that would need to be re-worked if a studio (AAA or indie darling) were to make a Hydlide game in the current industry would be to root out the player hostile combat structure and restructure it with a replacement based off of modern era top-down RPGs. Mostly based off of ProJared and AVGN that the game has a counter-intuitive Attack-Defense mode mechanic and the old school bump combat is a coin toss as to whether or not you win; on top of which in order to be levelled enough to progress, the player is forced to aggressively grind and farm EXP and having to save spam and find grass to restore health by standing completely still. How i would fix this is split into a handful of directions: One is to keep the old school Bump style combat, but with the extra 32bit graphic design the enemy NPCs could be able to move in all four directions and detail their front and back of the model to allow for ambush attacks by backstabbing the NPCs. This would radically fix the major complaints that ProJared and AVGN had about the bump style combat. The next part would be to re-tool the experience system to allow the player to level up slightly easier to avoid grinding Slimes in the starter area for an hour just to become level two due to the clunky coin-toss combat equations. Another aspect would be to add in Items or to actually implement the magic spells properly and allow the Player to kill NPCs with magic and gain EXP from it. These are all the known complaints about the OG Hydlide combat and fixes that would keep the combat as unchanged as possible but also making it actually enjoyable to engage in as a player.
Another re-working of the combat would be to scrap the bump style all together; Hydlide did a similar option for Super Hydlide, opting for a active combat system. effectively this style of combat would be one that is very much close to old-school Legend of Zelda. having sword swinging animation, actively needing to hit the enemy, having findable items that can be used in combat in specific areas eg. specialised armours for swimming, fighting the dragon, a lamp to highlight illusory walls and ranged weapons for specific enemies). This model would require the studio building Hydlide to study older games in the genre and pick apart what would work within the confines of Hydlide.
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doshmanziari · 6 years ago
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Screenshots from Super Hydlide using an NTSC filter.
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probablyinsan3 · 3 years ago
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i just realized. legend of zelda ocarina of time is literally exactly the same as virtual hydlide. no difference at all. literally, frame for frame identical. wow
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thevideogameartarchive · 8 years ago
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Some of the enemy character artwork from Super Hydlide on the Sega Megadrive.
[The Video Game Art Archive] [Support us on Patreon]
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vgadvisor · 1 year ago
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segacity · 2 years ago
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Japanese Advertisement 'Super Hydlide ' SEGA Mega Drive
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chartreuse-gale · 5 years ago
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Dragon Warrior/Quest ramblings/collective review
I rant about the Dragon Quest franchise a lot.
Two of my video game pet peeves are when people laude the original Dragon Warrior/Dragon Quest as ground breaking (it’s not, see Wizardy/Ultima), or the great grandfather of JRPGs (it’s not, see Hydlide/Dragon Slayer/Fantasian/) I’m generally not a fan of silent protagonists. I rarely identify enough with a character to feel like I’m “in” the game, so I prefer to be playing the role of a character with some kind of dialogue and a personality. Every dragon quest (that I’ve played) has a silent protagonist. That said, I do have some love for the series. I’ve suddenly found myself interested in giving Dragon Quest XI a spin, but instead I went back to Dragon Warrior IV. I remembered liking it as a kid and I’m happy to say I’ve been having as much fun playing it now as I remember having back then. Here are my thoughts on the dragon quest games separated into the ones I’ve finished and the ones I haven’t (mainline only).
Games I’ve Finished
Dragon Quest: This is grinding the game.
Strategy is almost nonexistent in the battle system outside of “Grind XP to LVL UP/Gold to buy better equipment”. You have 1 character and you never fight more than 1 enemy, so all fights are one-on-one. There isn’t any equipment with special traits or functions (just better Attack/Defense). You get access to a total of 6 spells in the game: Heal Heal More Heal Most Hurt Hurt More Hurt Most (these last 3 are usually a waste of MP) The plot is linear (except for potentially at the very end of the game). At least there’s a decent amount of exploration. Worse than Final fantasy I and Phantasy Star I by far, but to be fair, Enix did better with Dragon Quest II, which beat both of these competitors to the punch. Dragon Quest II: So much better than the original.
The grind is mediated by choices that matter in regards to equipment and combat. Also, you have an actual party this time (of 3), Also, Also, you can fight multiple enemies at the same time. Dragon Quest II added a much wider variety of spells (buff, debuff, and elemental damage spells); Equipment that had special functions when used as an item in combat (e.g. the Lightning Staff can cast whoosh), and a smidge more plot. Many people say more grinding is required in II than in the original, but I would argue that Dragon Quest I is nothing but grinding whereas Dragon Quest II breaks up the monotony with a dose of strategy. Comparable to Final Fantasy I. Far worse than Phantasy Star I. Dragon Quest V: Decent.
Also the first game originating on the Super Famicom (although we didn’t get an official English translation till the DS remake)
Allows for a party of 3 (4 in the DS remake). Considered groundbreaking by many for it’s monster recruitment system but it wasn’t the first game to have one by any means (Megami Tensei beat it by 5 years and Wizardry IV by 4). The game is divided into sections based on time periods as you grow from a kid to a teen to an adult, which is a cool way of pacing the games content, and gives you a little more perspective on the setting than you typically get in a Dragon Quest game. Characters are mostly boring outside of one (or two) of the love interests. Did I mention this game has love interests? I think I would have liked it better if there was only one, because it punched me in the heart for not picking the one it leads up to as the primary love interest (who also happens to be the canon one). Has really frustrating setting/plot-gender dynamics with two characters late in the game who I won’t name because spoilers.
Games I’ve Played but haven’t finished
Dragon Quest III: My least favorite game in the series (out of the ones I’ve played).
This time you have a protagonist and you can hire adventures to join you on your quest. They are all nobody characters. Their personalities are assigned at random, and (from what I can tell) only effect their growth. There’s no fucking dialogue with them (which is something I expected after DQ II). Personalities and seeds are fucking annoying, because both of them are random, have huge differences in their effects, and their effects make a huge difference in character capabilities, so it makes me want to spend hours saving/reloading until I get the effects I want. Fuck this game for introducing seeds to the series which appeared in many Dragon Quest games after this (thankfully I haven’t run into personalities again yet). Often lauded for having the “groundbreaking” option of changing character classes/jobs. Yes this came out before Final Fantasy III (Japan), but I would like to make the following points: - Final Fantasy I let you pick your character classes (which came out beforehand) - Final Fantasy III had a class change system you could actually make use of throughout the game (unlike DQ III where you need to get about halfway through the game first) - The original Wizardry came out 7 years earlier and also had a much more accessible class change system than DQ III I played very little of Dragon Quest III (I dropped it before even getting to my 2nd town). Two great thing about this games: It’s the first in the series to give you the option of playing as a woman, and I heard it’s the game that introduced the casino/mini games to the franchise. Dragon Quest IV: This game is Great! Also, Unlike the first three games in the series, Dragon Quest IV might actually be groundbreaking. You ever play Wild Arms I, II, or III? Did you enjoy playing through the prologues that introduce your early party members? Well Dragon Quest IV does a similar thing: The game is divided into chapters. Each chapter has a different protagonist. In their chapter you play them as silent protagonist, but when you encounter them later in the game they have dialogue. This does a lot to develop much of the cast, because you can see how people react to/talk with them and later on you can see how they engage with the player character (who you’re actually introduced to last). The cast is great and falls into a mix of both very old school and very uncommon tropes for a JRPG: You have an aging knight who goes on a mission to rescue children and then goes on a journey to find more about the ominous forces behind their kidnappers (Ragnar). Then there’s a princess who wants to go on an adventure against her fathers wishes so she kicks a hole in the wall of her room and jumps out of the castle (Alena); she’s joined by a young priest (Cristo) and an elderly mage (Brey) employed by her father, who give up on bringing her home and instead ask to travel with her to help her out. Next you have a merchant who wants to raise enough money to buy his own storefront (Taloon). After that you play a Fortune Teller (Nara) who travels with her dancer sister (Mara) on a quest to avenge the death of their father (an alchemist who was murdered by his apprentice).  Each chapter ends on a climax related to motivations/goals of its lead character and each chapter shows more of the world/gives out more info on what is going on behind the scenes. While you actively control the primary characters of a chapter other characters are either controlled completely by AI (in chapters I-IV), or loosely follow a tactical strategy you select (chapter V). I’ve been getting on fine with it, but this might be a deal breaker for some. The music is better than any of the Dragon Quest games I’ve finished (and what I’ve heard from any of the ones I’ve played, but not finished). A remake of this game has an interesting flaw: they cut all the party chart dialogue from the foreign language versions of the DS version; so if you don’t know Japanese, you’ll probably miss out on a lot of character interaction with that version. (I heard this had something to do with concerns that the game wouldn’t make enough sales to cover translation costs of the party chart [which was reputedly two thirds of the game’s script]). Dragon Quest VI Honestly I’ve barely played this one. You have actual characters for party members (a big plus in my book). I’ve heard there’s a job system as well. Plot/setting seem decently interesting on first glance. I might come back to this one later. Dragon Quest VIII I got about halfway through this one.
They included a character-specific skill tree system which is cool, except that there are objectively best routes to take for some (possibly all?) characters and these best routes are not even close to obvious from the outset. It introduced a pretty fun crafting system.
There’s  a decent cast of characters, but they don’t have quite enough going on for my tastes (my fave is Yangus). Plot has an interesting premise, but feels very barebones, and the environments/towns/npcs aren’t very interesting (maybe about as good as DQV, but worse than IV).
This game gets lauded for the 3D models of characters/enemies, but honestly I’ve never been a fan of the character designs of Dragon Quest (especially the monsters), so I feel pretty “meh” about it outside of being able to see your party members in combat (for I think the first time in the series), which is very nice. The music is very ambient a lot of the time. It does a good job of fitting melancholy moments, but doesn’t do such a great job of building excitement during battles and high-tension events. Dragon Quest IX This game feels a lot like Dragon Quest III.
You don’t have any actual characters, you just recruit them and use them in battle (no meaningful intraparty dialogue, character development, etc.) I think I played around 10-20 hours before dropping it.
Final Thoughts
Dragon Quest games vary from game to game in terms of gameplay mechanics, but they vary a great deal more when it comes to characters.
If you like having a lot of control over your party composition and don’t care about having characters with personality, you might like Dragon Quest III, V, or IX.
If you want a party comprised of characters who interact, have personalities, and might even develop over time, you might like Dragon Quest IV, or (sort of) VIII (I haven’t played much of VI, or any of VII or XI, but I heard they also fall into this camp). If you want to play an old school, 8-Bit JRPG that launched a spectacular franchise, might have actually been ground-breaking for its time, and is still fun to play today, check out the original Phantasy Star. . . . . . . (at least, for me it’s still fun to this day) [notes: - edited some typos, and mistakes most notably regarding the Hurt series of spells in Dragon Quest I - Revised some word choices - Added a comment about being able to see your party in combat in Dragon Quest VIII]
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ssjrodimus · 5 years ago
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27x Nintendo NES games (4x boxed)
NES Zapper / Light Gun (orange) - Nintendo
Eliminator Cleaning Kit (NES) - Naki
Super Mario/Duck Hunt, Mach Rider, Pro Wrestling, Nintendo World Cup, Street Fighter 2010, Mickey Mousecapade, Adventures of Tom Sawyer, Adv. of Bayou Billy, Jackal, Tiny Toon Adventures, Athena, Ikari Warriors, Wizards & Warriors, IronSword: Wizards & Warriors II, Demon Sword, Hydlide, Xenophobe, The Karate Kid, Who Framed Roger Rabbit, WWF Wrestlemania, WWF Wrestlemania Challenge, Goal!, Magic Johnson’s Fast Break. 
Boxed:... R.C. Pro-AM, Bandai Golf: Challenge Pebble Beach, Rad Racer, MTV Remote Control.
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mendelpalace · 5 years ago
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Good Ending 
DUSTINODELLOFFICIAL recently uploaded this nearly two-hour compilation of relaxing, downbeat, and chill tracks from Sega Genesis games. 
Recorded from Sega Genesis, Model 2 w/discrete YM2512 + line out mods + MegaAmp via Tascam US-1x2 @ 24/44
00:00:00 Valis - Deja-Vu 00:00:54 Arcus Odyssey - Map 00:02:21 Final Zone - After the War 00:06:47 Mega Anser - Bank Menu 2 00:09:05 Light Crusader - Status Screen 00:09:56 Tanglewood - Storm Warning 00:12:32 Batman - Ending Theme 00:15:05 Psy-O-Blade - Be Discared 00:16:18 Harukanaru Augusta - BGM 6 00:17:48 Zoop - Bored Stiff 00:19:55 Crusader of Centy - Burn Daisy 00:22:03 The Pirates of Dark Water - Track 2 00:25:24 Ecco the Dolphin - The Vents 00:26:57 Wonder Boy in Monster World - Under the Ocean 00:28:49 Fatal Labyrinth - Main Theme 00:29:52 Dahna - Continue 00:30:36 Arnold Palmer Tournament Golf - BGM4 00:33:50 Spider-Man vs. The Kingpin - Good Ending 00:35:31 California Games - Surfing 00:38:10 Jennifer Capriati Tennis - Ending 2 00:41:24 Flashback - Sound Test 11 00:44:19 Cannon Fodder - Heroes of War 00:46:44 Shinobi 3 - Ground Zero 00:49:07 Vapor Trail - Staff Roll 00:50:56 Golden Axe - Old Map 00:52:00 Shining Force - Reading Girl 1 00:53:13 Super Hydlide - O.M.I.S.E 00:54:13 Castlevania Bloodlines - The Sinking Old Sanctuary 00:56:16 Shining Force II - Elven Town 00:57:58 World of Illusion - Level 3-1 01:00:26 Columns - Lathesis 01:05:03 Mickey Mania - Garden 01:07:02 Landstalker - A Ballad for Princess Loria 01:09:38 Minnesota Fats Pool Legend - Until Tomorrow 01:12:38 Sonic the Hedgehog - Star Light Zone 01:14:15 Ball Jacks - Ending Theme 1 01:16:02 Wonder Boy III - Big House 01:19:30 Devil's Course - BGM 1 01:22:06 Aerobiz Supersonic - Managing Scenarios 1 and 2 01:23:09 Waialae no Kiseki - BGM 1 01:28:57 OutRun - Last Wave 01:30:50 Monster World IV - Heart of Icegrave 01:33:01 Shanghai III Dragon's Eye - Main BGM (Shanghai) 01:34:16 High Seas Havoc - Sea of Deep Sorrow 01:36:45 Shining in the Darkness - Requiem 01:38:19 Ys III - Sentimental Twilight 01:39:32 Sonic the Hedgehog 2 - Sky Chase Zone 01:40:59 Super Thunder Blade - High Scores 01:42:26 Dynamite Headdy - Ballad for You 01:48:43 Streets of Rage - Good Ending 01:50:58 Ristar - Next Cruise
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