A professional bull riding game and the the official game of the Professional Bull Riders organization.

ARK Park is a dino theme park for VR.  It offers both Single and multiplayer.

America's Greatest Game Shows: Wheel of Fortune & Jeopardy!-2018-10-30

An upcoming game in the Call of Cthulhu franchise from Cyanide Studio and Focus Home Interactive.

<h2>Overview</h2><p>Kingdom Hearts - The Story So Far is a compilation that compiles multiple Kingdom Hearts games.</p><p>The compilation includes the following games:</p><p><a href="/kingdom-hearts-hd-i5-ii5-remix/3030-56836/" data-ref-id="3030-56836"><b>Kingdom Hearts HD 1.5+2.5 ReMIX</b></a></p><ul><li> Kingdom Hearts Final Mix</li><li> Kingdom Hearts Re:Chain of Memories</li><li> Kingdom Hearts 358/2 Days (HD Remastered cinematics)</li><li> Kingdom Hearts II Final Mix</li><li> Kingdom Hearts Birth by Sleep Final Mix</li><li> Kingdom Hearts Re:coded (HD Remastered cinematics)</li></ul><p> </p><p><a href="/kingdom-hearts-hd-ii8-final-chapter-prologue/3030-50877/" data-ref-id="3030-50877"><b>Kingdom Hearts HD 2.8 Final Chapter Prologue</b></a></p><ul><li> Kingdom Hearts Dream Drop Distance HD</li><li> Kingdom Hearts 0.2 Birth by Sleep –A fragmentary passage–</li><li> Kingdom Hearts χ Back Cover (movie)</li></ul>

Both LEGO Harry Potter games have been remastered for PlayStaton 4 & Xbox One

<h2>Overview</h2><p>The LEGO Harry Potter Collection is the remastered package of two games for the Playstation 4: LEGO Harry Potter: Years 1-4 and LEGO Harry Potter: Years 5-7. Both games, including the DLC, are included on one disc.</p><h2>Enhancements</h2><p>Both games feature improved graphics, lighting, and visual effects. Controls, gameplay, and story elements have not been altered.</p>

Mutant Football League is a spiritual successor to EA's Mutant League Football.

<p><strong> Mutant Football League</strong> is the spiritual successor to "Mutant League Football" on the Sega Genesis. It's currently in a semi-closed alpha, with a target release date of October 2017 for PC via Steam, with PlayStation 4 and Xbox One releases targeted for early 2018.</p><p>MFL is a crowd funded project, started Feb 2nd, 2017 on KickStarter with a goal of $60,000, and completed on March 6th, 2017 with $138,092 by 3,137 backers.</p><p>This is an arcade-style 7-on-7 football game that shares some similarities to the NFL Blitz franchise. It features 17 teams based loosely on real NFL franchises, although there is no licensed NFL content in the game itself. The playbook features a basic collection of run, pass and trick plays, some with options to have the ball explode upon an interception, lightning power ups that stun defenders, or even killing the referee. Games are determined by traditional scoring or by using "Dirty Tricks" to kill off the opposing team, forcing a forfeit.</p><p>It features both online or offline gameplay, with solo, co-op, or head-to-head matches. </p>

All Images, Digital Dreams Entertainment, PAX Prime 2015 Booth, PAX Prime 2015

Save me Mr Tako is a tribute to the original Nintendo Game Boy which started for Game Boy 25th anniversary. Created by Christophe Galati, published on Nintendo Switch and Steam by Nicalis.

A horror visual novel developed by Experience for various platforms.

Knock-Knock is a Kickstarter-funded adventure game by Russian developer Ice-Pick Lodge.

<h2>Overview</h2><p>Knock-Knock is an horror themed adventure game developed and published by Ice Pick Lodge. The game has been devised by the developers from 19 mysterious files, sent to them by an unknown figure via email; they were asked to finish the project using the information stored in these files, with the only catch that they had to include everything in the files, but designing it was entirely up to them.</p><p>The aim of the game is to play what is essentially a game of hide and seek, but against unusual 'Guests' who have been visiting the house of a hermit - the player character. The aim of the game is to merely survive the night with your sanity intact. Beyond surviving, the "Lodger" as he's called in game, can also collect pages from his diary. These pages reveal certain elements of story and hints for the game's mechanics, but some of these notes also include strange rituals that refer to themselves as games which result in welcoming and communing with "guests". Through these cryptic notes and the Lodger's own monologues the player can try to deduce what is going on but the constant theme of insanity results in considerations for an <a href="//www.giantbomb.com/unreliable-narrator/3015-191/" data-ref-id="3015-191">unreliable narrator</a>.</p><h2 style="margin-right:0px;margin-left:0px;">System Requirements</h2><h3 style="margin-right:0px;margin-left:0px;">PC</h3><h4 style="margin-right:0px;margin-left:0px;">Minimum</h4><ul><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">OS:</strong> Windows XP or later</li><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Graphics:</strong> GPU that supports shader model 2.0</li><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Hard Drive:</strong> 700 MB available space</li></ul><h3 style="margin-right:0px;margin-left:0px;">Mac</h3><h4 style="margin-right:0px;margin-left:0px;">Minimum</h4><ul><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">OS:</strong> Mac OS X 10.5 or later</li><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Graphics:</strong> Intel HD Graphics 3000</li><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Hard Drive:</strong> 700 MB available space</li></ul><h4 style="margin-right:0px;margin-left:0px;">Recommended</h4><ul><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Graphics:</strong> Intel HD Graphics 4000</li></ul><h3 style="margin-right:0px;margin-left:0px;">Linux</h3><h4 style="margin-right:0px;margin-left:0px;">Minimum</h4><ul><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">OS:</strong> Ubuntu 10.10 or later</li><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Graphics:</strong> GPU that supports shader model 2.0</li><li style="margin-right:0px;margin-left:0px;"><strong style="margin-right:0px;margin-left:0px;">Hard Drive:</strong> 700 MB available space</li></ul>

Machinarium is an independent point-and-click adventure game from Amanita Design, the Czech studio behind Samorost and Samorost 2. It is notable for its unique art style.

<h2>Overview</h2><p>Players control <a href="/josef/3005-13966/" data-ref-id="3005-13966">Josef</a>, a robot, in this <a href="/point-and-click/3015-75/" data-ref-id="3015-75">point and click</a> adventure game that was initially released for <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a>, <a href="/mac/3045-17/" data-ref-id="3045-17">Mac</a>, and <a href="/linux/3045-152/" data-ref-id="3045-152">Linux</a> on October 16, 2009.</p><p>A <a href="/playstation-3/3045-35/" data-ref-id="3045-35">PlayStation 3</a> version was released on September 6th, 2012 in Europe, being described as the ultimate version of Machinarium by Amanita Design. New features include a zoom function and trophies, as well as <a href="/playstation-move-support/3015-4669/" data-ref-id="3015-4669">Playstation Move</a> support.</p><p>A <a href="../../wii/60-36/" rel="nofollow">Nintendo Wii</a> version of Machinarium was cancelled in November 2011. <a href="/jakub-dvorsky/3040-87629/" data-ref-id="3040-87629">Jakub Dvorský</a>, founder of Amanita design, cited reasons such as the 40MB <a href="/wii-shop/3045-87/" data-ref-id="3045-87">WiiWare</a> download limit and the Wii's comparatively low resolution as reasons behind the cancellation.</p><p>On September 8th, 2011, a tablet version of Machinarium was released on the <a href="/ipad/3045-121/" data-ref-id="3045-121">iPad</a> platform.</p><p>The game comes to <a href="/playstation-vita/3045-129/" data-ref-id="3045-129">PlayStation Vita</a> in North America on March 26 at a price of $6.99.</p><h2>Story</h2><p>A little robot named Josef is discarded in a <a href="/junkyard/3035-2317/" data-ref-id="3035-2317">scrapyard</a> and must find his way back into the city. Along the way, he'll escape his old tormentors (the Black Cap Brotherhood), foil their bomb plot, and rescue his robotic girlfriend. The plot is divulged through silent animated speech bubbles. If Josef is left idle, he will remember memories that flesh out the plot.</p><h2>Gameplay</h2><p>Machinarium is a 2D point and click adventure game. The player uses an inventory system and the world around him (or sometimes his robotic girlfriend) to progress through the game. To solve certain puzzles, the player can combine items in his or her inventory. The game takes place in a mechanical city that is divided into various screens. The screens are sometimes further divided into several smaller screens for dramatic and gameplay-related reasons.</p><p>Machinarium differs from other point-and-click adventure games in that Josef has a cone of reach. In most adventure games, the player can simply click on any selectable item in the environment no matter where there character is. Usually, the character will simply walk over to the desired object and interact with it. In Machinarium, the player can only interact with objects within Josef's reach. Josef can alter his height to interact with elements of the environment otherwise out of reach.</p><p>Both a simple and in-depth <a href="/tips/3015-1607/" data-ref-id="3015-1607">hint</a> system are available: the former offers a single image that suggests the solution; the latter (unlocked after completing a short side-scrolling shooter minigame with a flying key) presents the complete puzzle formula.</p><h2>Reception</h2><p>Machinarium won the award for Excellence in Visual Art at the 2009 Independent Games Festival, and was selected for the '<a href="/the-pax-10/3015-4751/" data-ref-id="3015-4751">PAX 10</a>', the ten best indie games of the Penny Arcade Expo as decided by a panel of 50 industry experts. Three days after release the game's Metacritic score was 83.</p><h2>Soundtracks</h2><p>The <a href="/original-soundtrack/3015-189/" data-ref-id="3015-189">original score</a> for Machinarium was composed by Tomas Dvorak and has been divided in two different releases:</p><ul><li><b>LP</b> - official soundtrack for sale</li><li><b>EP</b> - official bonus tracks, free for download at the game's <a href="http://machinarium.net/blog/2009/11/22/free-machinarium-soundtrack-bonus-ep/" rel="nofollow">official website.</a></li></ul><h3>LP</h3><figure style="width: 599px" data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/6/62890/1651542-machinarium_ost.jpg" data-ref-id="1300-1651542" data-size="small" data-ratio="1.0016694490818" data-width="599" data-embed-type="image"><a class="fluid-height" style="padding-bottom:100.2%" href="https://static.giantbomb.com/uploads/original/6/62890/1651542-machinarium_ost.jpg" data-ref-id="1300-1651542"><img alt="LP Album Cover." src="https://static.giantbomb.com/uploads/original/6/62890/1651542-machinarium_ost.jpg" srcset="https://static.giantbomb.com/uploads/original/6/62890/1651542-machinarium_ost.jpg 599w" sizes="(max-width: 638px) 100vw, 638px" data-width="638"></a><figcaption>LP Album Cover.</figcaption></figure><table><tbody><tr><th>Track #</th><th>Track Title</th><th>Length of Track</th></tr><tr><td><p>01</p></td><td><p><b>The Bottom</b></p></td><td><p>5:30</p></td></tr><tr><td><p>02</p></td><td><p><b>The Sea</b></p></td><td><p>3:54</p></td></tr><tr><td><p>03</p></td><td><p><b>Clockwise Operetta</b></p></td><td><p>3:54</p></td></tr><tr><td><p>04</p></td><td><p><b>Nanorobot Tune</b></p></td><td><p>3:07</p></td></tr><tr><td><p>05</p></td><td><p><b>The Mezzanine</b></p></td><td><p>2:15</p></td></tr><tr><td><p>06</p></td><td><p><b>Mr. Handogote</b></p></td><td><p>3:17</p></td></tr><tr><td><p>07</p></td><td><p><b>Gameboy Tune</b></p></td><td><p>4:37</p></td></tr><tr><td><p>08</p></td><td><p><b>The Furnace</b></p></td><td><p>2:58</p></td></tr><tr><td><p>09</p></td><td><p><b>The Black Cap Brotherhood Theme</b></p></td><td><p>1:50</p></td></tr><tr><td><p>10</p></td><td><p><b>The Prison</b></p></td><td><p>2:34</p></td></tr><tr><td><p>11</p></td><td><p><b>The Glasshouse With Butterfly</b></p></td><td><p>3:36</p></td></tr><tr><td><p>12</p></td><td><p><b>The Castle</b></p></td><td><p>3:37</p></td></tr><tr><td><p>13</p></td><td><p><b>The Elevator</b></p></td><td><p>7:13</p></td></tr><tr><td><p>14</p></td><td><p><b>The End (Prague Radio)</b></p></td><td><p>2:39</p></td></tr></tbody></table><h3>EP</h3><table><tbody><tr><th>Track #</th><th>Song Title</th><th>Lenght of Track</th></tr><tr><td><p>01</p></td><td><p><b>The Robot Band Tune</b></p></td><td><p>01.47</p></td></tr><tr><td><p>02</p></td><td><p><b>Pipe Wrench Dubstep</b></p></td><td><p>02.36</p></td></tr><tr><td><p>03</p></td><td><p><b>Game In the Brain</b></p></td><td><p>02.56</p></td></tr><tr><td><p>04</p></td><td><p><b>Defusing the Bomb</b></p></td><td><p>02.07</p></td></tr><tr><td><p>05</p></td><td><p><b>By the Wall</b></p></td><td><p>05.04</p></td></tr></tbody></table><h2>System Requirements</h2><h3>PC requirements</h3><ul><li><strong>OS:</strong> Microsoft® Windows® XP/Vista/7</li><li><strong>Processor:</strong> 1.8 GHz Processor</li><li><strong>RAM Memory:</strong> 1 GB</li><li><strong>Hard Drive:</strong> 380 MB free space</li></ul><h3>Mac Requirements</h3><ul><li><strong>OS:</strong> OS X version Leopard 10.5.8, Snow Leopard 10.6.3, or later</li><li><strong>Processor:</strong> Intel Mac 1.8 GHz</li><li><strong>RAM Memory:</strong> 1 GB</li><li><strong>Hard Drive:</strong> 380 MB free space</li></ul>

Famicom Mini: Metroid
Classic NES Series: Metroid
NES Classics: Metroid
メトロイド

Don the Power Suit of intergalactic bounty hunter Samus Aran as she recaptures the dangerous Metroid species from the evil Space Pirates. Released by Nintendo in 1986, this game introduced the "Metroidvania" style of open-world gameplay on consoles.

<h2>Overview</h2><p>Metroid is the first game to be released in the long-running <a href="/metroid/3025-3/" data-ref-id="3025-3"> Metroid</a> series. This game was released in August 1987 for the <a href="/nes/3045-21/" data-ref-id="3045-21"> Nintendo Entertainment System</a> by <a href="/nintendo-rd1/3010-928/" data-ref-id="3010-928"> Nintendo R&amp;D1</a>, <a href="/intelligent-systems-co-ltd/3010-333/" data-ref-id="3010-333"> Intelligent Systems</a>, and <a href="/nintendo/3010-90/" data-ref-id="3010-90"> Nintendo</a>. The game was highly regarded for its non-linear, side-scrolling exploration, and spawned dozens upon dozens of imitators, including the well-known and long-running <a href="/castlevania/3030-6673/" data-ref-id="3030-6673"> Castlevania</a> franchise (which helped inspire the term "<a href="/metroidvania/3015-2440/" data-ref-id="3015-2440"> Metroidvania</a>").</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/1/14206/1100368-fd.jpg" data-ref-id="1300-1100368" data-size="small" style="width: 190px" data-ratio="1.0894736842105" data-width="190" data-embed-type="image"><a class="fluid-height" style="padding-bottom:108.9%" href="https://static.giantbomb.com/uploads/original/1/14206/1100368-fd.jpg" data-ref-id="1300-1100368"><img alt="Famicom Disk System box art" src="https://static.giantbomb.com/uploads/original/1/14206/1100368-fd.jpg" srcset="https://static.giantbomb.com/uploads/original/1/14206/1100368-fd.jpg 190w" sizes="(max-width: 190px) 100vw, 190px" data-width="190"></a><figcaption>Famicom Disk System box art</figcaption></figure><p>Since its release, Metroid has been ported to a variety of systems, including the <a href="/virtual-console/3015-2925/" data-ref-id="3015-2925"> Virtual Console</a>, a <a href="/classic-nes-series/3015-3653/" data-ref-id="3015-3653"> Classic NES Series</a> release on the <a href="/game-boy-advance/3045-4/" data-ref-id="3045-4"> Game Boy Advance</a>, a remake under the title <a href="/metroid-zero-mission/3030-17356/" data-ref-id="3030-17356"> Metroid: Zero Mission</a>, and a release on <a href="/3dsware/3045-138/" data-ref-id="3045-138"> 3DSWare</a>.</p><p>The game follows the bounty hunter <a href="/samus-aran/3005-99/" data-ref-id="3005-99"> Samus Aran</a>, who has been employed by the <a href="/galactic-federation/3015-1629/" data-ref-id="3015-1629"> Galactic Federation</a> to retrieve a shipment of a highly dangerous species known as "<a href="/metroid/3015-1081/" data-ref-id="3015-1081"> Metroids</a>" after it has been stolen by <a href="/space-pirate/3015-1137/" data-ref-id="3015-1137"> Space Pirates</a> (an alien race led by the sentient "<a href="/mother-brain/3005-1302/" data-ref-id="3005-1302"> Mother Brain</a>" creature). Metroid takes place on the planet of <a href="/zebes/3035-373/" data-ref-id="3035-373"> Zebes</a>, where Samus traverses the planet and manages to trigger the self-destruct function to destroy Mother Brain and escape the planet.</p><p>Metroid was directed by <a href="/gunpei-yokoi/3040-45151/" data-ref-id="3040-45151"> Gunpei Yokoi</a> and <a href="/satoru-okada/3040-51032/" data-ref-id="3040-51032"> Satoru Okada</a>, with music composed by <a href="/hirokazu-tanaka/3040-51028/" data-ref-id="3040-51028"> Hirokazu Tanaka</a>. Other members of the team included <a href="/hiroji-kiyotake/3040-50910/" data-ref-id="3040-50910"> Hiroji Kiyotake</a>, <a href="/hirofumi-matsuoka/3040-50916/" data-ref-id="3040-50916"> Hirofumi Matsuoka</a>, and <a href="/yoshio-sakamoto/3040-51022/" data-ref-id="3040-51022"> Yoshio Sakamoto</a>.</p><h2>Gameplay</h2><p>The gameplay of the original Metroid is defined as very stiff, which makes the game very difficult. Samus can fire with B and jump with A, or the inner and outer buttons respectively. Samus can fire either up or sideways, which is very limiting; later installments allow her to fire in a third direction, directly down. Later installments allow diagonal firing as well. Instead of allowing players to fire down, one press down on the directional pad forces the player into Morph Ball mode, which is acquired at the very beginning of the game.</p><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4745/481350-metroid_nes_brinstar_3.jpg" data-ref-id="1300-481350" data-size="small" style="width: 256px" data-ratio="0.875" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/4745/481350-metroid_nes_brinstar_3.jpg" data-ref-id="1300-481350"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/original/0/4745/481350-metroid_nes_brinstar_3.jpg" srcset="https://static.giantbomb.com/uploads/original/0/4745/481350-metroid_nes_brinstar_3.jpg 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></a></figure><p>Players can expand their arsenal through various upgrades picked up in the game. At the very beginning of the game Samus is very weak, and each power up makes her more powerful with items that let her increase how far she can shoot, how high she can jump, and how much damage she take. Metroid was one of the first games to provide players an open world with a side-scrolling perspective, which was very daunting since it provided very little in terms of direction. Most games at the time of its release had players move almost entirely horizontally or vertically and in a single direction. Metroid also has several areas of exploration, which adds further to first time players’ confusion. Each section is separated by a single elevator, and no more than two areas are connected at once outside of Brinstar.</p><p>Metroid, at least in its North American and European releases, used a complex password system for saving data and progression. This led to some very famous passwords like the infamous Justin Bailey password alongside regular progression passwords that players got after each time they died. The Japanese version of the game for the Famicom Disk System, which was released later, had 3 separate save files akin to The Legend of Zelda and other minor enhancements such as less slowdown and input latency during busy scenes, slightly altered sound effects and improved music, and less predictable AI patterns for certain enemies.</p><h2>Abilities and Power-Ups</h2><p>With almost every game, there are power ups and pickups. Metroid is no different, and each power up aids Samus along her quest.</p><h4><a href="/morph-ball/3055-1049/" data-ref-id="3055-1049"> Morph Ball</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/7465/2164053-originalmorph.gif" data-ref-id="1300-2164053" data-size="small" style="width: 512px" data-ratio="0.9375" data-width="512" data-embed-type="image"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/0/7465/2164053-originalmorph.gif" data-ref-id="1300-2164053"><img alt="Morph Ball" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/7465/2164053-originalmorph.gif" data-srcset="https://static.giantbomb.com/uploads/original/0/7465/2164053-originalmorph.gif 512w, https://static.giantbomb.com/uploads/scale_medium/0/7465/2164053-originalmorph.gif 480w, https://static.giantbomb.com/uploads/scale_small/0/7465/2164053-originalmorph.gif 320w"><noscript><img alt="Morph Ball" src="https://static.giantbomb.com/uploads/scale_small/0/7465/2164053-originalmorph.gif" srcset="https://static.giantbomb.com/uploads/original/0/7465/2164053-originalmorph.gif 512w, https://static.giantbomb.com/uploads/scale_medium/0/7465/2164053-originalmorph.gif 480w, https://static.giantbomb.com/uploads/scale_small/0/7465/2164053-originalmorph.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Morph Ball</figcaption></figure><p>Known as “Maru Mari”, this is the ability to curl up into a ball and traverse areas that are about half the size of Samus’ sprite in-game. This ability allows Samus to get around tight corners when falling down shafts as well, and is useful for bomb jumping which is hard to pull off due to the game’s stiff control nature.</p><h4>Bombs</h4><p>These are only usable in Morph Ball mode, and can be used by pressing the same button as the one to fire Samus's arm cannon. Bombs in Metroid are pretty weak, and are only used to open up new areas for most players. In speed runs, they are used to perform bomb jumps, which are particularly tricky in this Metroid game due to the controls and physics in the game. Bombs can also be used to shake Metroids off of Samus if they become attached to her.</p><h4>High Jump Boots</h4><p>These allow Samus to jump higher than normal. This allows players to reach areas that were otherwise unreachable, including the end area of the game, unless they are sequence breaking for speed runs.</p><h4><a href="/screw-attack/3015-504/" data-ref-id="3015-504"> Screw Attack</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/3017/387439-metroid_screw_attack_03.gif" data-ref-id="1300-387439" data-size="small" style="width: 360px" data-ratio="0.93888888888889" data-width="360" data-embed-type="image"><a class="fluid-height" style="padding-bottom:93.9%" href="https://static.giantbomb.com/uploads/original/0/3017/387439-metroid_screw_attack_03.gif" data-ref-id="1300-387439"><img alt="Screw Attack" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/3017/387439-metroid_screw_attack_03.gif" data-srcset="https://static.giantbomb.com/uploads/original/0/3017/387439-metroid_screw_attack_03.gif 360w, https://static.giantbomb.com/uploads/scale_small/0/3017/387439-metroid_screw_attack_03.gif 320w"><noscript><img alt="Screw Attack" src="https://static.giantbomb.com/uploads/scale_small/0/3017/387439-metroid_screw_attack_03.gif" srcset="https://static.giantbomb.com/uploads/original/0/3017/387439-metroid_screw_attack_03.gif 360w, https://static.giantbomb.com/uploads/scale_small/0/3017/387439-metroid_screw_attack_03.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Screw Attack</figcaption></figure><p>The Screw Attack is a somersault move that damages enemies that come in contact with Samus while in midair. Samus also flashes colors rapidly while performing this attack. This attack does not damage Metroids and bosses, however. The Screw Attack remains a fan favorite to this day.</p><h4><a href="/varia-suit/3055-1032/" data-ref-id="3055-1032"> Varia Suit</a></h4><p>The Varia Suit gives the player a 50% boost in defense to all damage. In comparison to other Metroid games where it protects Samus against harsh environments, that is not the case in this game as environmental damage from heated rooms does not exist. The Varia Suit in this game has a white shade of color to it, unlike later Metroid games where it is more orange in color.</p><h4><a href="/missile-launcher/3055-3889/" data-ref-id="3055-3889"> Missiles</a></h4><p>These are a secondary, but more powerful form of weapon that Samus picks up in the game. Missile packs are usually in groups of five and are scattered throughout the world. In Metroid, for beating the two main bosses, Ridley or Kraid, Samus is given 75 missiles a piece for defeating each one. Missiles are vital to defeating not only Metroids Samus meets in Tourian, but the final boss as well as no other weapon will allow Samus to damage either of these two enemies. Switching to Missiles changes Samus’ suit color to purple. In later games this does not happen, and the color purple is a signature color of the Gravity Suit.</p><h4><a href="/long-beam/3055-4285/" data-ref-id="3055-4285"> Long Beam</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/4/40823/1483328-longbeam.gif" data-ref-id="1300-1483328" data-size="small" style="width: 360px" data-ratio="0.93888888888889" data-width="360" data-embed-type="image"><a class="fluid-height" style="padding-bottom:93.9%" href="https://static.giantbomb.com/uploads/original/4/40823/1483328-longbeam.gif" data-ref-id="1300-1483328"><img alt="Long Beam" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/4/40823/1483328-longbeam.gif" data-srcset="https://static.giantbomb.com/uploads/original/4/40823/1483328-longbeam.gif 360w, https://static.giantbomb.com/uploads/scale_small/4/40823/1483328-longbeam.gif 320w"><noscript><img alt="Long Beam" src="https://static.giantbomb.com/uploads/scale_small/4/40823/1483328-longbeam.gif" srcset="https://static.giantbomb.com/uploads/original/4/40823/1483328-longbeam.gif 360w, https://static.giantbomb.com/uploads/scale_small/4/40823/1483328-longbeam.gif 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a><figcaption>Long Beam</figcaption></figure><p>This beam increases the distance in which Samus fires her beam weapon. Originally the Power Beam only goes about as far as Samus herself vertically, but this item extends that length considerably, making it not only easier to defeat enemies, but keep Samus from losing a lot of health at the same time as well. In later Metroid games, it is assumed the player automatically has the Long Beam as the standard weapon.</p><h4><a href="/ice-beam/3055-906/" data-ref-id="3055-906"> Ice Beam</a></h4><p>This beam allows Samus to freeze enemies for a short period of time. This allows the player to use them as platforms or avoid them entirely. When used as platforms, players can use them to skip portions of the game that are otherwise required to beat the game. The Ice Beam is necessary to freeze Metroids in Turian in order to deal with them in a swift manner.</p><h4><a href="/wave-beam/3055-1023/" data-ref-id="3055-1023"> Wave Beam</a></h4><p>This beam changes the way in which Samus’ beam fires. Instead of a straight line, it becomes a curvy line, so it now has some verticality to it. In addition, it can also fire through walls and stacks on top of previous beams.</p><h4><a href="/energy-tank/3055-1926/" data-ref-id="3055-1926"> Energy Tank</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/930751-energy_tank_metroid_.jpg" data-ref-id="1300-930751" data-size="small" style="width: 263px" data-ratio="1.2167300380228" data-width="263" data-embed-type="image"><a class="fluid-height" style="padding-bottom:121.7%" href="https://static.giantbomb.com/uploads/original/0/4527/930751-energy_tank_metroid_.jpg" data-ref-id="1300-930751"><img alt="Energy Tank" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 263px) 100vw, 263px" data-width="263" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/930751-energy_tank_metroid_.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/930751-energy_tank_metroid_.jpg 263w"><noscript><img alt="Energy Tank" src="https://static.giantbomb.com/uploads/original/0/4527/930751-energy_tank_metroid_.jpg" srcset="https://static.giantbomb.com/uploads/original/0/4527/930751-energy_tank_metroid_.jpg 263w" sizes="(max-width: 263px) 100vw, 263px" data-width="263"></noscript></a><figcaption>Energy Tank</figcaption></figure><p>These increase Samus’ health by 100 for each one the player finds. Originally Samus starts the game with only 30 health, even though the maximum health at that point in time is 99. Automatically refills health to maximum upon pickup. Getting these are vital to survival throughout the game as damage can be drained rather quickly by some enemies and hazards. There are eight of these tanks spread throughout the game.</p><h2>Areas on Zebes</h2><p>There are total of five areas on Zebes in this game. The majority of the areas only have a single way in or out, except for Brinstar which acts as the game’s hub world per se.</p><h4><a href="/brinstar/3035-1572/" data-ref-id="3035-1572"> Brinstar</a></h4><figure data-align="center" data-img-src="https://static.giantbomb.com/uploads/original/7/71878/1249729-metroid_map.png" data-ref-id="1300-1249729" data-size="large" style="width: 7680px" data-ratio="0.9375" data-width="7680" data-embed-type="image"><a class="fluid-height" style="padding-bottom:93.8%" href="https://static.giantbomb.com/uploads/original/7/71878/1249729-metroid_map.png" data-ref-id="1300-1249729"><img alt="The complete map" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 960px) 100vw, 960px" data-width="960" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_super/7/71878/1249729-metroid_map.png" data-srcset="https://static.giantbomb.com/uploads/original/7/71878/1249729-metroid_map.png 7680w, https://static.giantbomb.com/uploads/scale_super/7/71878/1249729-metroid_map.png 960w, https://static.giantbomb.com/uploads/scale_medium/7/71878/1249729-metroid_map.png 480w"><noscript><img alt="The complete map" src="https://static.giantbomb.com/uploads/scale_super/7/71878/1249729-metroid_map.png" srcset="https://static.giantbomb.com/uploads/original/7/71878/1249729-metroid_map.png 7680w, https://static.giantbomb.com/uploads/scale_super/7/71878/1249729-metroid_map.png 960w, https://static.giantbomb.com/uploads/scale_medium/7/71878/1249729-metroid_map.png 480w" sizes="(max-width: 960px) 100vw, 960px" data-width="960"></noscript></a><figcaption>The complete map</figcaption></figure><p>This is the opening area of the game, and is mainly blue in color. While not overly difficult to navigate, the majority of the useful power ups are located here, including the Long Beam, the Morph Ball, the Morph Ball Bomb, the Varia Suit, and the Ice Beam.</p><h4><a href="/norfair/3035-1574/" data-ref-id="3035-1574"> Norfair</a></h4><p>This is the game’s fire world, while it’s not that noticeable while playing the game, most of the environments are rock and lava based. There’s not much in terms of mechanical or man-made environments here. This area is mainly a pre-cursor to Ridley, where the second main boss is.</p><h4><a href="/kraids-lair/3035-1577/" data-ref-id="3035-1577"> Kraid's Lair</a></h4><p>This area is made almost exclusively for the purpose of facing the area’s boss, Kraid. Kraid is a tiny tortoise demon that shoots spikes. Kraid’s size is much, much smaller in comparison to later Metroid games where he is nearly two screens tall. While the area contains no meaningful upgrades besides a few Energy Tanks and Missile Packs, defeating the boss is one of the keys necessary to opening the path to the final area.</p><h4>Ridley</h4><p>This area is made exclusively for the purpose of facing the area’s boss, Ridley. Ridley is a winged, fire breathing Purple Dragon that jumps up and down. Like Kraid, Ridley’s size is similar to Samus in this game, whereas in later games he is double to triple her height. This area once again provides no meaningful upgrades, and beating Ridley is the other key to progressing to the final area of the game, Tourian.</p><h4><a href="/tourian/3035-1576/" data-ref-id="3035-1576"> Tourian</a></h4><p>This is the final area of the game, and it is very mechanical in nature. Besides the final boss, there are only 2 types of enemies here, and both are exclusive to the area: Metroids and Zeebeties. Zeebeties are the final boss’s main form of defense and can very easily knock Samus into a hazard pit if the player is not careful, which can lead to a quick demise. Metroids are energy-sucking parasites that are the main enemy throughout this area until the player reaches the final chamber. Once the final boss is beaten, a self destruction timer starts and requires the player to race to the top of the next shaft to beat the game.</p><h2>Bosses</h2><p>Metroid has a total of three bosses across the five areas of the game. All three bosses are required to beat the game unless a player is using sequence breaks to bypass both of the first two bosses.</p><h4><a href="/kraid/3005-3010/" data-ref-id="3005-3010"> Kraid</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4527/642895-kraid10.jpg" data-ref-id="1300-642895" data-size="small" style="width: 254px" data-ratio="0.87795275590551" data-width="254" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.8%" href="https://static.giantbomb.com/uploads/original/0/4527/642895-kraid10.jpg" data-ref-id="1300-642895"><img alt="No Caption Provided" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 254px) 100vw, 254px" data-width="254" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4527/642895-kraid10.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/4527/642895-kraid10.jpg 254w"><noscript><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/original/0/4527/642895-kraid10.jpg" srcset="https://static.giantbomb.com/uploads/original/0/4527/642895-kraid10.jpg 254w" sizes="(max-width: 254px) 100vw, 254px" data-width="254"></noscript></a></figure><p>Kraid fires either two or three spikes at Samus at once, any of which will knock her back a good distance and, if not careful, into a hazard. After defeating Kraid, Samus will receive 75 additional missiles for her trouble. She can also get an Energy Tank hidden in the boss chamber.</p><h4><a href="/ridley/3005-1305/" data-ref-id="3005-1305"> Ridley</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/6828/368382-metroid_1.gif" data-ref-id="1300-368382" data-size="small" style="width: 256px" data-ratio="0.875" data-width="256" data-embed-type="image"><a class="fluid-height" style="padding-bottom:87.5%" href="https://static.giantbomb.com/uploads/original/0/6828/368382-metroid_1.gif" data-ref-id="1300-368382"><img alt="No Caption Provided" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 256px) 100vw, 256px" data-width="256" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/6828/368382-metroid_1.gif" data-srcset="https://static.giantbomb.com/uploads/original/0/6828/368382-metroid_1.gif 256w"><noscript><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/original/0/6828/368382-metroid_1.gif" srcset="https://static.giantbomb.com/uploads/original/0/6828/368382-metroid_1.gif 256w" sizes="(max-width: 256px) 100vw, 256px" data-width="256"></noscript></a></figure><p>Ridley jumps up and down and sends fireballs at Samus. This boss fight can be very hard or very easy depending on the tell enemies give the player in the previous room: That room contains enemies that jump at a high or low distance. If they are jumping high, the fight with Ridley will be very easy. If they are jumping low, the fight with Ridley will be very hard.</p><h4><a href="/mother-brain/3005-1302/" data-ref-id="3005-1302"> Mother Brain</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/6828/369931-metroid_1_mother_brain_screenshot.png" data-ref-id="1300-369931" data-size="small" style="width: 321px" data-ratio="0.99065420560748" data-width="321" data-embed-type="image"><a class="fluid-height" style="padding-bottom:99.1%" href="https://static.giantbomb.com/uploads/original/0/6828/369931-metroid_1_mother_brain_screenshot.png" data-ref-id="1300-369931"><img alt="No Caption Provided" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 320px) 100vw, 320px" data-width="320" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/scale_small/0/6828/369931-metroid_1_mother_brain_screenshot.png" data-srcset="https://static.giantbomb.com/uploads/original/0/6828/369931-metroid_1_mother_brain_screenshot.png 321w, https://static.giantbomb.com/uploads/scale_small/0/6828/369931-metroid_1_mother_brain_screenshot.png 320w"><noscript><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/0/6828/369931-metroid_1_mother_brain_screenshot.png" srcset="https://static.giantbomb.com/uploads/original/0/6828/369931-metroid_1_mother_brain_screenshot.png 321w, https://static.giantbomb.com/uploads/scale_small/0/6828/369931-metroid_1_mother_brain_screenshot.png 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></noscript></a></figure><p>While this is the final boss in the game, it is more of an obstacle than anything. Only the Zeebeties are the main problem with this boss as they will constantly knock Samus back and forth, either delaying the inevitable or sending Samus to a hazard death at the feet of Mother Brain with no way to climb out. While coming in direct contact with Mother Brain will damage Samus, it is not that difficult. Due to the concurrent sprite limitations of the NES, freezing Zeebeties with the Ice Beam is highly effective as further Zeebeties will not spawn until the set amount already onscreen have exited, giving the Samus more breathing room to pump missiles into Mother Brain at will. Afterwards, Samus will have race to the top of the next chamber in order to beat the game. The only obstacle here is the player's ability to perform precision jumps, otherwise they have the potential to fall a very long way down.</p><h2>Other Characters</h2><h4><a href="/samus-aran/3005-99/" data-ref-id="3005-99"> Samus Aran</a></h4><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/0/4745/481106-samus.jpg" data-ref-id="1300-481106" data-size="small" style="width: 186px" data-ratio="1.3333333333333" data-width="186" data-embed-type="image"><a class="fluid-height" style="padding-bottom:133.3%" href="https://static.giantbomb.com/uploads/original/0/4745/481106-samus.jpg" data-ref-id="1300-481106"><img alt="Samus Aran" src="data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==" sizes="(max-width: 186px) 100vw, 186px" data-width="186" class="js-lazy-load-image" data-src="https://static.giantbomb.com/uploads/original/0/4745/481106-samus.jpg" data-srcset="https://static.giantbomb.com/uploads/original/0/4745/481106-samus.jpg 186w"><noscript><img alt="Samus Aran" src="https://static.giantbomb.com/uploads/original/0/4745/481106-samus.jpg" srcset="https://static.giantbomb.com/uploads/original/0/4745/481106-samus.jpg 186w" sizes="(max-width: 186px) 100vw, 186px" data-width="186"></noscript></a><figcaption>Samus Aran</figcaption></figure><p>Samus Aran is a bounty hunter sent by the <a href="/galactic-federation/3015-1629/" data-ref-id="3015-1629"> Galactic Federation</a> on a mission to destroy the <a href="/metroid/3015-1081/" data-ref-id="3015-1081"> Metroids</a> and the <a href="/space-pirate/3015-1137/" data-ref-id="3015-1137"> Space Pirates</a> on their base of operations, Zebeth (or <a href="/zebes/3035-373/" data-ref-id="3035-373"> Zebes</a> as it is called in the later games). During her infancy, Samus's home planet K-2L was attacked by Space Pirates during a raid that killed her parents . She was orphaned until she was found by the <a href="/chozo/3015-605/" data-ref-id="3015-605"> Chozo</a>, a highly advanced race of bird-like creatures, who brought her up as a skilled athlete and infused her with Chozo blood. Her <a href="/power-suit/3055-1031/" data-ref-id="3055-1031"> Power Suit</a> was designed specifically for her, which protects from a wide array of danger as well as granting Samus unprecedented offensive and athletic ability. Equipped with an <a href="/arm-cannon/3015-739/" data-ref-id="3015-739"> Arm Cannon</a> which can fire self-powered beams of energy, Samus must find various upgrades to her suit during her mission, such as the Ice Beam or Missile Launcher. Other items include the Morph Ball, which turns her suit into a compact mobile sphere. This augment allows Samus to roll between gaps, duck below fire, and drop <a href="/bomb/3055-97/" data-ref-id="3055-97"> bombs</a>. Many <a href="/blocks/3055-277/" data-ref-id="3055-277"> blocks</a> can only be destroyed by bombs, which then can be rolled through to discover a new area. Samus must combine the uses of these and many other power-ups to stop the Space Pirates' plan to mass-produce the dangerous Metroid species and take over the galaxy.</p><h4><a href="/metroid/3015-1081/" data-ref-id="3015-1081"> Metroids</a></h4><p>Metroids are flying parasitic life-forms that originate from the planet <a href="/sr388/3035-374/" data-ref-id="3035-374"> SR-388</a>. They feed by latching onto other creatures and sucking life energy out, quickly killing the victim and enlarging the Metroid as a result. Metroids multiply quickly when exposed to beta rays, making them a very insidious species that poses a threat to the entire galaxy. Space Pirates seek Metroids due to their highly dangerous and destructive potential.</p><h4><a href="/space-pirate/3015-1137/" data-ref-id="3015-1137"> Space Pirates</a></h4><p>Space Pirates steal from ships under the command of their leader, Mother Brain. Ridley is a high commander of the Space Pirates, he is a dragon like creature that uses his tail to slash and also breathes <a href="/fireball/3055-120/" data-ref-id="3055-120"> fireballs</a>. In many cases, Ridley leads Space Pirates into a raid. Once he killed Samus' parents, he became Samus' arch enemy. He has been living on Zebeth, with the rest of the Space Pirates, and is one of two main <a href="/bosses/3015-229/" data-ref-id="3015-229"> bosses</a>. Kraid, who is also a high ranked Space Pirate, is the other boss in the game. Even though he is relatively small, his original design was to be very big, but because the NES had restricted pixels, this was not possible. In future games, like Super Metroid, he is much bigger, and takes up almost 2 full screens. Space Pirates themselves are human-like, but are reptile looking and have odd shaped hands. They use their hands as weapons, which fire two beams. Their appearance has changed over the course of the series.</p><h2>Speedrunning Legacy</h2><p>Metroid was one of the earliest video games to be released that gave players the freedom to explore a non-linear world. This was also one of the first games that led itself to having a following of people that wanted to beat the game as fast as possible. This continued throughout all of the Metroid games, and became the poster child of the speedrunning community with Metroid Prime. There are several sequence breaking elements in this game that allowed this to happen, and have made their way into other games in the series as well.</p><h3>Bomb Jumping</h3><p>In Metroid, the player could perform a bomb jump by laying a bomb then quickly getting out of Morph Ball mode. When the bomb explodes Samus will be sent slightly higher and can perform a regular jump afterwards which will act like she has the High Jump Boots.</p><h3>Skipping Bosses</h3><p>It is entirely possible to only defeat a single boss in Metroid, that being Mother Brain. It involves the ice beam, morph ball mode and bombs, missiles and a stray enemy that must follow Samus into the progress room that normally forms a bridge for safe passage once both bosses are beaten. This will allow Samus to attempt freeze the enemy at the end of the platform and proceed to the next door.</p><h3>Freedom of Choice</h3><p>While the game prefers the player defeat Kraid before Ridley, they can defeat Ridley before Kraid. This has led to routes claiming that doing this leads to faster times, although it is entirely dependent on the skill of the player.</p><h2>Trivia</h2><ul><li>Metroid has been ported to the Game Boy Advance twice: as an unlockable in Metroid: Zero Mission and as an Classic NES Series standalone title.</li><li>Metroid can be unlocked in <a href="/metroid-prime/3030-15473/" data-ref-id="3030-15473"> Metroid Prime</a> on <a href="/gamecube/3045-23/" data-ref-id="3045-23"> GameCube</a> by using the Game Boy Advance Link Cable with Metroid Fusion once it is beaten.</li><li>In the <a href="/wii/3045-36/" data-ref-id="3045-36"> Wii</a> Virtual Console version of Metroid, new passwords are useable exclusively in that version.</li><li>Looking at the Game’s Map as a whole, Mother Brain in Tourian is directly above where Samus gets the Morph Ball in Brinstar.</li></ul>

A side-scrolling platformer that takes place inside a pyramid. Collect bombs and treasure while avoiding enemies in search of the kidnapped royal family.

<h2>Overview</h2><p>Mighty Bomb Jack is an action game from Tecmo and features the titular super hero as he jumps around defusing bombs. The player needs to defuse every bomb in the area before they can progress, and can earn extra rewards by defusing the bombs in a specific order: one of the bombs will have a lit fuse, and this lit fuse continues moves to move from bomb to bomb as they get defused.</p><p>Mighty Bomb Jack is considered a sequel to the Arcade game <a href="/bomb-jack/3030-185/" data-ref-id="3030-185">Bomb Jack</a>. It was released in 1986 by Tecmo for the Famicom/NES and was ported to the Amiga, Atari ST and Commodore 64. The NES version was later released on Virtual Console for the Wii in 2007, Nintendo 3DS in 2012 and Wii U in 2014.</p><h2>Story</h2><p>King Pamera was a legendary king who ruled the lands and ensured peace and order throughout the world. The King demon Belzebut had plans to bring the world to ruin by kidnapping King Pamera, along with his wife and daughter. The Mighty Brothers fought against Belzebut but all were defeated except the youngest, Jack. Jack must save the world by defeating Belzebut and rescuing the royal Pamera family, thus restoring peace and order to the world.</p><h2>Gameplay</h2><p>Mighty Bomb Jack is a side-scrolling platformer with a number of unique mechanics. The titular Jack has the ability to jump very high, around the height of one screen. He can also stop his jump at any height by pressing the jump button again, allowing for more precise jumping. Jack can also float down during his descent, this is done by rapidly pressing the jump button while falling. Jack's last movement mechanic is the ability to rapidly descend by pressing down on the D-Pad while airborne. Jack’s mobility is his greatest defense. Jack also has the use of special abilities by increasing his Mighty Power, this is achieved by using Mighty Coins which will also change Jack’s color.</p><p>Players must use Jack’s abilities to navigate a labyrinth of rooms inside a pyramid in order to rescue the royal family. At the end of each main stage is a Royal Palace room (bonus stage) in which Jack must collect all bombs on screen in order to proceed through the gate. Bonus points are awarded if Jack can collect the bombs in order, the order in which to collect is determined by a lit fuse.</p><p>Another unique feature of this game is the addition of the Game Deviation Value (G.D.V.). This score is given to the player at the end of a game, and is apparently a score generated by the game based on reflexes, memory, and judgment.</p><h3>Mighty Power</h3><p>Mighty Power is the power up system used in Mighty Bomb Jack. Mighty Power is obtained by collecting mighty Coins. By using them Jack can increase his Mighty Power 3 times. Each tier gives Jack a new ability, and access to all lower tier powers. Beware of collecting too many Mighty Coins, if Jack collects more than nine (9) coins he will be sent to the Torture Room.</p><ul><li>· Blue – Allows Jack to open the orange treasure boxes.</li><li>· Orange – Allows Jack to open red and orange boxes by simply touching the sides.</li><li>· Green – Turns all enemies on screen into gold coins for five seconds, Jack retains all previous powers. The manual refers to other secret powers that it doesn’t specifically mention.</li></ul><h3>Torture Room</h3><p>The Torture Room is where Jack is sent when he gets too “greedy”, meaning when he holds more than 9 Mighty Coins. The Torture Room is a single-screen sized room where a set number of enemies spawn and there is no immediate escape. In order for Jack to escape the torture room he must avoid the enemies until the timer reaches zero (0). Once Jack escapes the torture room the stage timer will be reset back to sixty (60) and Jack’s Mighty Coins will be reset back to zero (0).</p><h3>Enemies</h3><p>Enemies are the main threat in Mighty Bomb Jack and Jack is given very few ways of dispatching them. Any contact with an enemy will result in a loss of a life. Jack can eliminate an enemy by collecting a power ball which turns enemies into gold coins that can be collected thus eliminating the enemy. Jack can also turn enemies into gold coins by achieving third tier Mighty Power. Finally the easiest way to eliminate an enemy is by moving until they are off screen, once they are gone from screen they will disappear.</p><ul><li>Mummy – Mummies move left and right and can fall off the edge of a platform. They are the only enemies that spawn into the world, after a few seconds on screen they transform into one of the other enemy types.</li><li>Spider – Spiders are slow moving and track Jack directly, they move in diagonal lines.</li><li>Skull – Skulls are slow moving and move in Jack's direction, they move in diagonal lines and can only change direction after hitting the wall, ceiling or floor.</li><li>Parrot – Parrots are slow moving and track Jack directly, they move on horizontal and vertical lines.</li><li>Turtle Shell – Turtle Shells are the fastest enemy in the game, they track Jack and sprint directly to Jack’s position and move on all axes. After a sprint they usually follow up with a slower move towards Jack, allowing for escape.</li><li>Fireball – Fireballs are slow moving, they track Jack directly and can move on all axes.</li><li>Bat – Bats are slow moving and do not track Jack, they move in diagonal lines and can only change direction once they hit a wall, ceiling or floor.</li></ul><h3>Items &amp; Pickups</h3><p>There are various items found in world that serve to increase score and give additional benefits once collected. Items can also be hidden in secret blocks, jumping from one of these special blocks will result in the item becoming exposed. Most secret areas are accessed by finding these hidden items.</p><ul><li>Bombs – Bombs are the main collectible in the game and are placed throughout every level. (100 or 200 pts depending on lit fuse.)</li><li>Treasure Chest – Treasure Chests are either red or orange, they contain pickups and other items that help Jack and increase the player's score. Orange chests require the player to have Mighty Power active.</li><li>Treasure Bag – Treasure Bags are found in treasure Chests, the value of the Treasure Bag is indicated on the bag itself. (100, 300, or 1,000 pts.)</li><li>Power Ball – Power Balls are a white ball with a red stripe and labeled with a “P”. There are a number of ways to get a Power Ball to appear. Power Balls appear in Royal Palace rooms automatically. They also appear if Jack collects enough bomb points, once achieved a chime will ring and the next Treasure Chest Jack opens will contain a Power Ball. Power Balls change all enemies on screen into gold coins.</li><li>Mighty Drink – Mighty Drink is a red bottle with a white “M” in the center. Mighty Drink can be found in Treasure Chests and gives an additional 10 counts on the timer. (1,000 pts.)</li><li>Sphinx – Sphinges open secret passages throughout the pyramid, typically Sphinges will be hidden in secret blocks. (10,000 pts.)</li><li>Slave – Slaves are green in color and are pharaoh-like in appearance, they can be saved from the main rooms of the game for bonus points. (2,000 pts.)</li><li>Balloon – Balloons are red and appear randomly from Treasure Chests. They immediately ascend and if collected before they disappear off the top of the screen Jack is awarded bonus points. (10,000 pts.)</li><li>Gold Coin – Gold Coins are found in Treasure Chests and created from enemies. (500 pts.)</li><li>Mighty Coin – Mighty Coins are found in Treasure Chests and look like Jack’s face on a gold coin. Mighty Coins give Jack super powers, however don’t collect to many at one time or Jack will be sent to the torture room. (1,000 pts.)</li><li>Extra Coin – Extra Coins are red coins with a white “E” in the center, they provide Jack with an extra life. (3000 pts.)</li><li>Secret Coin – Secret Coins are white coins with a red “S” in the center. Jack needs to collect 5 of these as well as the two Crystal Balls hidden in the pyramid to get the best ending. Secret Coins can only be picked up while in the final form of “Mighty Power”, the green tier. (50,000 pts.)</li><li>Bonus Coin – Bonus Coins are white coins with a red “B” in the center. Bonus Coins only appear in the Royal Palace rooms and move about the room on the ground. They add a multiplier to the points collected in the Royal Palace room, which can be increased to a level 5 multiplier.</li><li>Crystal Ball – There are two Crystal Balls hidden in the pyramid, both are required to save everyone in the royal family and receive the best ending.</li></ul><h3>Endings</h3><p>There are multiple endings in Mighty Bomb Jack that are dependent on what conditions the player satisfies before entering the final series of rooms. The best ending requires the player to find both Crystal Balls and five (5) Secret Coins. This allows the player to save the entire royal family.</p><p> </p>

A science fiction-themed action-RPG by Supergiant Games, creators of Bastion.

<h2> Overview</h2><figure data-align="right" data-size="small" data-img-src="https://static.giantbomb.com/uploads/original/0/7030/2458505-3592149661-trans.jpg" data-ref-id="1300-2458505" style="width: 1280px" data-ratio="0.5625" data-width="1280" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/0/7030/2458505-3592149661-trans.jpg" data-ref-id="1300-2458505"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/0/7030/2458505-3592149661-trans.jpg" srcset="https://static.giantbomb.com/uploads/original/0/7030/2458505-3592149661-trans.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/7030/2458505-3592149661-trans.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/7030/2458505-3592149661-trans.jpg 480w, https://static.giantbomb.com/uploads/scale_small/0/7030/2458505-3592149661-trans.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a></figure><p>The player controls <a href="/red/3005-25888/" data-ref-id="3005-25888">Red</a>, a singer who has gotten her hands on a sword known as the <a href="/transistor/3055-5831/" data-ref-id="3055-5831">Transistor</a>. Trapped within the weapon is Red's lover, who fell to the blade and was somehow absorbed into it. He now acts as Red's guide and companion. They are assailed by an army of mysterious robots, collectively known as The Process. The Process is controlled by a group known as The Camerata, who have taken an interest in Red and The Transistor. Using The Process, they pursue the two as they make their way through the city of Cloudbank, seeking to unravel the mysteries surrounding the Camerata as well as discovering the purpose of the Transistor.</p><p>Red can pause the action and survey the battlefield. This turn-based mechanic is integral to the combat.</p><p>A voice from inside the Transistor, portrayed by <a href="/bastion/3030-32085/" data-ref-id="3030-32085">Bastion</a> narrator <a href="/logan-cunningham/3040-99847/" data-ref-id="3040-99847">Logan Cunningham</a>, guides the player through the game.</p><p>The initial release of the game has been confirmed for <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PS4</a> and <a href="/pc/3045-94/" data-ref-id="3045-94">PC</a> via Steam, with <a href="/linux/3045-152/" data-ref-id="3045-152">Linux</a> and <a href="/mac/3045-17/" data-ref-id="3045-17">Mac</a> versions to be released at a later date.</p><h2>Combat</h2><p>The combat system in Transistor is extremely customizable. Throughout the game the player acquires abilities (referred to as Functions), each of which has three modes: Active, Upgrade, and Passive. There are 16 Functions in total, and through leveling Red can gain a maximum of four Active slots--each having two Upgrade slots--and four Passive slots. Since any Function can go in any slot, there is a tremendous number of possible configurations.</p><p>In an "Active" slot, the Function is a usable ability in the game-world. "Upgrade" slots are associated with specific Active slots and will modify the behavior of the associated Active function. Functions assigned to "Passive" slots give Red passive bonuses or automatically-triggered abilities and require no action from the player.</p><p>Functions also serve as a "codex" of sorts for prominent citizens of Cloudbank, and by extension, Cloudbank itself. Each Function has an associated character, and by using the Function in each of its three modes the player will learn more about that character.</p><h3>Limiters</h3><p>Transistor does not have a traditional difficulty selection. Instead, the player can choose to give enemies various bonuses in return for increased experience gain. Limiters are unlocked through leveling, but using them is entirely optional.</p><p>There are ten Limiters in all, and they serve as a codex for the game's enemies. Applying a Limiter and surviving at least one combat scenario will unlock flavor text for that Limiter's associated enemy type. (Note that each Limiter affects <em>all</em> enemies, not just the one it's associated with.)</p><h2>Development</h2><figure data-align="right" data-size="medium" data-img-src="https://static.giantbomb.com/uploads/original/0/7030/2458506-3983564638-trans.jpg" data-ref-id="1300-2458506" style="width: 1280px" data-ratio="0.5625" data-width="1280" data-embed-type="image"><a class="fluid-height" style="padding-bottom:56.3%" href="https://static.giantbomb.com/uploads/original/0/7030/2458506-3983564638-trans.jpg" data-ref-id="1300-2458506"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_medium/0/7030/2458506-3983564638-trans.jpg" srcset="https://static.giantbomb.com/uploads/original/0/7030/2458506-3983564638-trans.jpg 1280w, https://static.giantbomb.com/uploads/scale_super/0/7030/2458506-3983564638-trans.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/0/7030/2458506-3983564638-trans.jpg 480w" sizes="(max-width: 480px) 100vw, 480px" data-width="480"></a></figure><p><a href="/supergiant-games/3010-7025/" data-ref-id="3010-7025">Supergiant Games</a> revealed Transistor on March 19th 2013 with a <a href="https://www.giantbomb.com/videos/supergiant-games-new-project-is-called-transistor/2300-7158/" data-ref-id="2300-7158">short teaser trailer</a>. Along with the teaser they promised they would have an "early build [which is] playable" at <a href="/pax-east-2013/3015-7348/" data-ref-id="3015-7348">PAX East 2013</a>, just a few days after the teaser was released. It was also shown at PAX Prime 2013 and E3 2013, where it received numerous award nominations.</p><p>The original team who worked on <a href="/bastion/3030-32085/" data-ref-id="3030-32085">Bastion</a>, plus some new employees, have been working on Transistor since Bastion's release in 2011. <a href="/darren-korb/3040-98299/" data-ref-id="3040-98299">Darren Korb</a> will once again be supplying the soundtrack.</p><h2>System Requirements</h2><ul><li><strong>OS:</strong> Windows 7 32-bit</li><li><strong>Processor:</strong> Dual Core CPU - 2.6ghz</li><li><strong>Memory:</strong> 4 GB RAM</li><li><strong>Graphics:</strong> 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT</li><li><strong>Hard Drive:</strong> 3 GB available space</li></ul>

All Images, Supergiant Games, PAX Prime 2015 Booth, PAX Prime 2015

All Images, Supergiant Games, PAX Prime 2014 Booth, PAX Prime 2014

A cute-'em-up by Konami featuring color changing bells as power-ups.

<h2>Overview</h2><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/9/90155/1828770-untitled_1.jpg" data-ref-id="1300-1828770" data-size="small" data-ratio="0.8762278978389" data-width="1018" data-embed-type="image" style="width: 1018px"><a class="fluid-height" style="padding-bottom:87.6%" href="https://static.giantbomb.com/uploads/original/9/90155/1828770-untitled_1.jpg" data-ref-id="1300-1828770"><img alt="No Caption Provided" src="https://static.giantbomb.com/uploads/scale_small/9/90155/1828770-untitled_1.jpg" srcset="https://static.giantbomb.com/uploads/original/9/90155/1828770-untitled_1.jpg 1018w, https://static.giantbomb.com/uploads/scale_super/9/90155/1828770-untitled_1.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/9/90155/1828770-untitled_1.jpg 480w, https://static.giantbomb.com/uploads/scale_small/9/90155/1828770-untitled_1.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a></figure><p>TwinBee is a 1985 shoot 'em up that, after originally being released to arcade, was released on numerous platforms including the <a href="/nes/3045-21/" data-ref-id="3045-21">Nintendo Entertainment System</a>. It is the first game in the <a href="/twinbee/3025-1260/" data-ref-id="3025-1260">Twinbee</a> series of games that includes both shoot 'em ups and platformers. It has been rereleased most recently as a "3D Classics" title for the <a href="/nintendo-3ds/3045-117/" data-ref-id="3045-117">Nintendo 3DS</a>.</p><p>TwinBee is a vertical scrolling shoot 'em up that is unlike any others during the time. Instead of "gritty" alien and military plane shooters, <a href="/konami-corporation/3010-87/" data-ref-id="3010-87">Konami</a> decided to make a very cutesy shoot 'em up that retains all of the fun of others in its genre, but paints it with a thick coat of famed Japanese cuteness.</p><h2>Gameplay</h2><p>TwinBee has fairly typically shoot 'em up gameplay. The player is in an anthropomorphic ship named <a href="/twinbee/3005-17281/" data-ref-id="3005-17281">Twinbee</a>, scrollings upwards and shooting enemies. It is all in the visual design of the game that makes it different. The game has very bright colors and everything is designed in a very cartoony manner.</p><p>Levels are structured in a standard shoot 'em up manner. The player flies through an area and at the end has to fight a larger boss ship.</p><p>TwinBee features multiplayer co-op in which the second player commands a pink ship named Winbee.</p><h3>Abilities</h3><ul><li><b>Health</b>: Twinbee can be hit up to two times. The first time he is hit he loses his wings, moves slower and can not use his ground attack.</li></ul><ul><li><b>Aerial Attack</b>: Mash the primary button and Twinbee will shoot pellets forward that will damage enemies. This is Twinbee's main weapon.</li></ul><ul><li><b>Ground Attack</b>: Perhaps the primary original feature to this game is the separation of aerial and ground attacks. Twinbee's primary attack only does damage to air. If he is being fired at by an enemy on the ground the player can toss a bomb towards the ground that will destroy whatever baddie is shooting from there. When Twinbee attacks the ground a crosshair shows up that shows where the attack will go. If Twinbee is within reasonable distance of an enemy then he will automatically aim for that enemy so that the player doesn't have to worry about perfectly aiming the ground atacks.</li></ul><h3><b>Collectibles</b></h3><p>There are a number of collectibles in TwinBee that will either give the player points or power up Twinbee.</p><ul><li><b>Fruit and Pellets:</b> Twinbee can collect both various kinds of fruit and pellets to simply give the player some extra points.</li><li><b>Bells:</b> Bells can be found by destroying enemies or shooting clouds. When a bell appears it floats towards the bottom of the screen and Twinbee can either collect it or shoot it to juggle it. Juggling the bell awards more points to the player once the bell is actually collected.</li><li><b>Twinbee Orbs:</b> These items that resemble a fatter version of Twinbee cause Twinbee to bloat then shoot out the orb a second later. The orb inflicts a large amount of damage on enemies.</li></ul><h3><b>Bells</b></h3><p>Throughout TwinBee, while juggling the bells awards points, they can also be hit to change their color between a flashing red, pale blue, and white. Collecting these bells during this event causes different power-ups to be applied to the ship.</p><ul><li>Flashing Red: This power-up adds an extra two ships that follow Twinbee and fire an identical stream of bullets like the Original Twinbee.</li><li>White: When collecting a white bell, the power-up changes Twinbee's weapon to a smaller white dot that builds every time Twinbee collects another White bell.</li><li>Pale Blue: Pale Blue bell's enhances the ship's speed, stacking as more are collected. These are the most common bell.</li><li>Enemy Bell: Sometimes the bell will turn into an enemy and the player needs to be careful when attempting to collect. Simply shooting this enemy once will destroy it and provide points.</li></ul><p>Be careful, hitting a bell too many times can destroy it and lose any points that could be earned.</p><h3>Enemies</h3><figure data-align="right" data-img-src="https://static.giantbomb.com/uploads/original/9/90155/1828753-untitled_2.jpg" data-ref-id="1300-1828753" data-size="small" data-ratio="0.8762278978389" data-width="1018" data-embed-type="image" style="width: 1018px"><a class="fluid-height" style="padding-bottom:87.6%" href="https://static.giantbomb.com/uploads/original/9/90155/1828753-untitled_2.jpg" data-ref-id="1300-1828753"><img alt="Twinbee fights some ornery radishes." src="https://static.giantbomb.com/uploads/scale_small/9/90155/1828753-untitled_2.jpg" srcset="https://static.giantbomb.com/uploads/original/9/90155/1828753-untitled_2.jpg 1018w, https://static.giantbomb.com/uploads/scale_super/9/90155/1828753-untitled_2.jpg 960w, https://static.giantbomb.com/uploads/scale_medium/9/90155/1828753-untitled_2.jpg 480w, https://static.giantbomb.com/uploads/scale_small/9/90155/1828753-untitled_2.jpg 320w" sizes="(max-width: 320px) 100vw, 320px" data-width="320"></a><figcaption>Twinbee fights some ornery radishes.</figcaption></figure><p>Throughout the game Twinbee fights a number of regular household objects including flying vegetables and flying kitchen utensils. The basic ground enemy resembles an animated pine cone. Twinbee has to fight boss enemies at the end of each level that often look more like a airplane/spaceship.</p>

Diablo III: Reaper of Souls - Ultimate Evil Edition
Diablo 3: Ultimate Evil Edition
Diablo 3: Reaper of Souls - Ultimate Evil Edition
Diablo III: Eternal Collection
Diablo 3: Eternal Collection

Diablo III: Ultimate Evil Edition (and Eternal Collection) brings both Diablo III and its expansion, Reaper of Souls, to consoles in one package with several new, exclusive features.

<h2>Overview</h2><p>Diablo III: Ultimate Evil Edition includes both the original release of <a href="/diablo-iii/3030-20803/" data-ref-id="3030-20803">Diablo III</a> and its expansion, <a href="/diablo-iii-reaper-of-souls/3030-43649/" data-ref-id="3030-43649">Diablo III: Reaper of Souls</a>, in one package. Originally announced only for <a href="/playstation-4/3045-146/" data-ref-id="3045-146">PlayStation 4</a>, Ultimate Evil Edition is also available for <a href="/playstation-3/3045-35/" data-ref-id="3045-35">PlayStation 3</a>, <a href="/xbox-360/3045-20/" data-ref-id="3045-20">Xbox 360</a>, and <a href="/xbox-one/3045-145/" data-ref-id="3045-145">Xbox One</a>.</p><p>Announced in August 2018, the Eternal Collection brings the same package to <a href="/nintendo-switch/3045-157/" data-ref-id="3045-157">Nintendo Switch</a> while also including the <a href="/necromancer/3005-17296/" data-ref-id="3005-17296">Necromancer</a> DLC. This version was developed by a small team at Blizzard with support from <a href="/iron-galaxy-studios/3010-6974/" data-ref-id="3010-6974">Iron Galaxy Studios</a>.</p><h2>New Features</h2><p>The Ultimate Evil Edition includes several features that are unique to this version of the game.</p><h3>Avenger Kills</h3><p>When a player dies in combat, the monster that killed him/her sometimes levels up and then enters the game of someone on that player's friends list, whether that second player is currently online or not. In the second player's game, this monster is labeled as the "Bane" of his/her friend. If the player is able to avenge his/her friend, they both get a share of the loot. If the Bane monster kills the second player, it levels up again and enters the game of a friend of the second player. This process can continue several times until the Bane monster simply becomes too powerful and "retires."</p><h3>Apprentice Mode</h3><p>This new mode allows lower level players the ability to temporarily get a boost when playing with higher level friends.</p><h3>In-Game Mail</h3><p>Players can trade items between each other via an in-game mail system.</p><h3>Player Gifts</h3><p>When a legendary item drops, there is a chance that second legendary will drop with it but with the name of a friend attached to it. It is that players' duty to send the gift to his/her friend. So, even though some friends may not be able to play at the same time, they all benefit from each other playing.</p><h3>Character Transfer</h3><p>Those who have played Diablo III on PlayStation 3 or Xbox 360 are able to transfer their characters to Ultimate Evil Edition on any platform regardless of which one they originally played. For example, an Xbox 360 player can transfer his/her save to PlayStation 4.</p><h2>PlayStation Exclusives</h2><p>The PlayStation versions of Ultimate Evil Edition include several "PlayStation inspired" items that can be found throughout the game. These include Drake's Amulet from the <a href="/uncharted/3025-957/" data-ref-id="3025-957">Uncharted</a> series and a shoulder item inspired by <a href="/journey/3030-31772/" data-ref-id="3030-31772">Journey</a>. Certain types of the zombie-like 'Infected' from <a href="/the-last-of-us/3030-36989/" data-ref-id="3030-36989">The Last of Us</a> also appear as enemies throughout the game.</p><h2>Ultimate Evil Launch Day Bonus</h2><p>Those who purchased Ultimate Evil Edition on launch day were eligible to receive a bonus item; Infernal Pauldrons, which provide <a href="/regenerating-health/3015-83/" data-ref-id="3015-83">regenerating health</a> and <a href="/cooldowns/3015-2589/" data-ref-id="3015-2589">cooldown</a> reduction.</p><h2>Eternal Collection Exclusives</h2><p>The Nintendo Switch version of the game includes a <a href="/ganon/3005-512/" data-ref-id="3005-512">Ganondorf</a> cosmetic armor set, a <a href="/triforce/3055-18/" data-ref-id="3055-18">Triforce</a> portrait frame, a <a href="/cucco/3015-6079/" data-ref-id="3015-6079">Cucco</a> pet, and the Echoes of the Mask cosmetic wings.</p>

Peter Pepper blasts his way through several classic Data East games.

Continuation of the long running rhythm drumming series on Nintendo Switch, now with joycon motion controls and a selection of music from Nintendo games.