
| Macadam Bumper | - Collect It | ||
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| Pinball | ERE Informatique | CPC | 1985 |
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There is only so much that can be done with computer pinball, and this is computer pinball. Only one table is available, and there are no set bonuses, missions, or flashing lights. There is no story behind this pinball, nor is there any decoration to suggest a theme. What Macadam Bumper does have going for it, however, is the ability to make your own tables using a (rather difficult to use) table designer. | |||
| Magic Land Dizzy | - Collect It | ||
| Adventure | Codemasters | CPC | 1991 |
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Magic Land Dizzy is Dizzy's fourth adventure, and takes its cue from numerous fantasy clichés. Viewed from the side, Dizzy jumps around a platform world, collecting items and using them in the right places to solve puzzles. These involve the likes of frog princesses, Excalibur, and castles of ice. His goals are to rescue the individual Yolkfolk members, find thirty hidden diamonds, and destroy the wizard Zaks. | |||
| Maniac Mansion II: Day of the Tentacle | - Collect It | ||
| Point-and-click Adventure | Lucasarts | PC | 1993 |
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The full (and cumbersome) title of Day of the Tentacle. | |||
| Mario Kart 64 | - Collect It | ||
| Racing | Nintendo | N64 | 1996 |
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Bringing Super Mario Kart to the Nintendo 64, in full 3D. As before, eight of the Mario cast down shells and take to their go-karts across a series of racetracks in and around the Mushroom Kingdom. The races are very dangerous, with each course being filled with its own special tricks and traps, including rail crossings, falling rocks, and even inner-city traffic. Then there are the random weapons and powerups, obtained by driving through spinning question blocks, which really come into their own in the classic battle mode. New items include multi-use shells, the lethal Spikey Blue Shell, and the downright dirty fake question block bomb. Also new is the ability to powerslide and mini-turbo around corners, giving a tactical advantage to the skilled player. | |||
| Mario Kart Double Dash | - Collect It | ||
| Racing | Nintendo | GameCube | 2003 |
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The Mario team return to the track, but with one crucial new trick up their sleeves: This time, they sit two to a kart. After choosing your team from the impressive line-up of characters (now featuring the likes of baby Mario, Birdo, and Princess Daisy), one character takes the driving seat while the other acts as item-wielding tailgunner. They can switch places at any time, effectively meaning you can use two items at once or save your red shell for later. Each character also has their own secret weapon which may be randomly found in a question block, so there is some tactical decision-making regarding your chosen team. More characters and karts, and even courses and battle arenas can be unlocked in the four-track GP races. The classic balloon-bursting battle mode has also been joined by a bobomb-hurling deathmatch and "king of the hill" Shine fights. | ||
| Mario Kart DS | - Collect It | ||
| Racing | Nintendo | DS | 2005 |
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A concise and succinct title indeed. It's Mario Kart, and it's on the Nintendo DS. After choosing a Mario series favourite and a vehicle to ride on, it's a free-for-all race around various Mushroom Kingdom-themed courses, utilising the familiar shells and bobombs to slow down one's opponents. Racing is similar to the N64 incarnation, with 3D courses littered with shortcuts and gimmick traps such as Tick Tock Clock's rotating gears and Wario Pinball's, er, massive pinballs. Despite being such a small cart, it contains 32 tracks: 16 new and four from each of the previous Kart titles. The DS brings its Wi-Fi capabilities to the series, allowing for internet play on select courses. | |||
| Maze Mania | - Collect It | ||
| Arcade | Hewson | CPC | 1989 |
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Flippo faces a series of large, scrolling mazes of coloured squares, holes, and moving enemies. His task is to change the mazes to a uniform colour by running over every square, flipping them as he goes. Some squares will require more than one pass to flip. Falling into a hole causes instant death, and hitting an enemy will drain Flippo's energy, but both can be avoided by leaping over them. When the maze is complete, a moving exit square must be found and hit, and then it is off to a bonus section where the squares crumble instead of flip. | |||
| Mega Man | A Collect It | ||
| Action Platform | Capcom | NES | 1987 |
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In the far future, the brilliant scientist Dr. Light develops the technology to create lifelike humanoid robots. He builds a lab assistant, Rock, and with the aid of Dr. Wily creates a collection of six specialist robots designed to help humanity. But Dr. Wily has plans of his own, and he reprograms them for evil. Light modifies Rock's abilities, renaming him Mega Man, and sets him the task of stopping the renegades. Each robot has their own themed platform level populated with smaller robots of death, and Mega Man must leap and shoot his way through in order to reach the evil boss at the end. When a boss is defeated, Mega Man gains its ability and he can switch between skills at will in future levels. The levels can be tackled in any order, so choosing tactically can let him use his abilities to make certain stages easier. After the robot masters are defeated, Mega Man can take on Wily's final levels. Masters of note include Bomb Man, Cut Man and Guts Man. | |||
| Mega Man 2 | A Collect It | ||
| Action Platform | Capcom | NES | 1988 |
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Dr. Wily takes his revenge for stopping his world domination plans, by building eight more robot masters specifically designed to fight. Once again it is up to Mega Man to destroy the masters and stop Wily. He'll need the help of Dr. Light's newest inventions to accomplish this task. Gameplay is virtually identical to the original, with Mega Man leaping from platform to platform and shooting robots in each of the masters' levels. On defeating a boss, he adapts their weapon for himself and can use them in later levels. New additions to the Mega Man universe include Items (special weapons that can be used to create platforms) and Energy Tanks that can store up energy for emergencies. Notable Robot Masters include Crash Man, Metal Man, Quick Man and Bubble Man. | |||
| Me & My Katamari | - Collect It | ||
| Puzzle, Roll-em-up | Namco | PSP | 2005 |
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Saving the galaxy is a tough job, so the royal family are taking a well-earned vacation. However, the King of All Cosmos isn't an expert at knowing his own strength and accidentally wipes out their tropical paradise destination. Once again it falls to the Prince to roll up katamaris and create islands for the indigenous species. Gameplay is identical to Katamari Damacy. Take control of the Prince to roll a katamari around a series of busy locations, gathering up objects to increase its size and allow it to absorb larger things. Hit the size target in the time limit to make an island! There is generally only one sequence of actual locations to roll up but variety is introduced in the form of different seasons and times. In addition to the basic size challenge, each animal wants an island of a specific type and your overall rating depends on whether you roll up the right sort of objects. | |||



