
| Silent Hill: 0rigins | - Collect It | ||
|---|---|---|---|
| Third Person, Horror, Nurses | Climax | PSP | 2007 |
Travis Grady was just an ordinary trucker with a murky past, until he directed his rig a little too close to a small town in the mountains and nearly hit a little girl in the road. Drawn from the safety of his cab by a desire to find out who she was and whether she's OK he eventually finds her in a burning house that may be slightly familiar to whose who have visited Silent Hill before. After rescuing her he passes out and wakes up on the doorstep to Alchemilla Hosptial... Now firmly trapped inside the world of Silent Hill, Travis is forced to face his demons as well as those of the town around him. Following a series of clues that lead him across new parts of Silent Hill (including an asylum), it's mostly business as usual in the cursed town: Twisted metal hellscapes, year-round fog, mutilated nurses, odd puzzles and not quite enough health drinks. New to the series are degradable melee weapons and throwable objects, and a change in the Otherworld dynamic that sees Travis switching between worlds via mirrors. | |||
| See: Silent Hill, Silent Hill: 0rigins, Silent Hill 2, Silent Hill 3 | |||
| Silent Hill 2 | - Collect It | ||
| Psychological Horror/Action Adventure | Konami | PS2, PC | 2001 |
James Sunderland has received a letter from his wife, Mary. In it she tells him that she is waiting for him in the small town of Silent Hill. The problem is that Mary had been ill, and she died three years ago. Confused and seeking an explanation, he returns to the quiet holiday spot. The road into town is blocked, so he is forced to trek through the woods on foot. It's a return to the evil town of Silent Hill, with a new storyline and a new area to explore. You lead James through the interminable, swirling fog of the 3D world, trying to get to the bottom of this mystery. On the way you will encounter freakish monsters which can be avoided or dispatched with the right weaponry, and be required to solve item-based puzzles to progress. Some time will be spent inside, in which case your pocket flashlight can be used to illuminate the disturbing imagery that litters the desolate buildings. | |||
| See: Silent Hill, Silent Hill: 0rigins, Silent Hill 2, Silent Hill 3 | |||
| Silent Hill 3 | C Collect It | ||
| Psychological Horror | KCET | PS2, PC | 2003 |
Sharp-tongued teenager Heather finds herself alone in a dark and sinister amusement park, surrounded by grotesque images and terrorised by bizarre creatures. Suddenly she is jarred awake, coming to in an innocent burger bar at a local shopping centre. A detective is following her, wishing to tell her something important that she just doesn't want to hear. As she makes her way home, she finds a body being mauled by one of the monsters from her nightmare. Further into the mall, she finds herself transported to some "Otherworld" of dripping blood and rotting flesh. Thus begins her journey into the terrifying heart of Silent Hill, encountering scenes of such disturbing gore and psychological trauma the likes of which the Silent Hill series has never seen before. Holding her eyes and shielding her ears won't get her far, however. Instead she must explore the sinister scenery, solving object-based puzzles and engaging in simplistic combat with the gruesome monsters. New to the series is the ability to fall into the endless void that surrounds the decayed Otherworld, meaning due care and attention are important. | |||
| See: Silent Hill, Silent Hill: 0rigins, Silent Hill 2, Silent Hill 3 | |||
| Silent Scope EX | - Collect It | ||
| Gun | Konami | Arcade | 2001 |
Taking the role of a sniper, you must wipe out the terrorists in each of the chosen missions. Game time is limited by your internal "status," which can rise and fall in response to your actions. As well as terrorists, some missions also feature points in which you have one shot to take down an enemy leader. Accuracy is everything, as missing will alert people to your presence, or you may end up hitting a hostage. Fortunately your rifle has a small LCD screen in the scope, which shows a magnified view of whatever you are aiming at. | |||
| Silkworm | - Collect It | ||
| Arcade Shoot-em-up | Virgin | CPC | 1988 |
A side-scrolling shooter set in a kind-of wartime environment, only with the occasional space ship. Famous for its two-player cooperative mode in which one plays a helicopter and the other a jeep. In single player mode, either can be chosen. The jeep has the ability to leap and can turn its gun in any direction, the helicopter has the power of flight and a dual air/ground cannon. There are medium and large helicopter bosses to defeat in the middle and end of each level, and ground installations can be shot to reveal invincibility powerups. | |||
| The Simpsons - Bart vs the Space Mutants | - Collect It | ||
| Platform | Ocean | CPC | 1991 |
Space mutants are attacking! They've come to take over the world, and they've started in Springfield. Each of the five levels sees them going after a different set of objects: first purple things, then hats, and so on. As Bart, you must venture through the flick-screen platform levels, foiling their plans by spraypainting the purple things, or whatever comes to mind. Some objects may be collected and used to your advantage, such as cans of spraypaint or cherry bombs. You must also be on the watch-out for the space mutants, some of which may be disguised as humans... use your X-ray specs to suss them out. | |||
| Smash TV | - Collect It | ||
| Arcade | Acclaim | CPC, XBLA | 1991 |
It's 1999. The world has become a dystopia, led by mass consumerism and a voyeuristic media. It's a dog-eat-dog hell and the TV-watching public demand new levels of entertainment. The most popular of the new breed of show is Smash TV, an ultra-violent game show in which contestants fight for their life and to win huge cash prizes. And it's your turn. It may not have really happened in 1999, but then these things rarely do. If it had, we would have been watching up to two simultaneous players battling through mazes of single-screen arenas, each requiring them to fend off hordes of enemies such as melee-attaking grunts, lumbering tanks and laser-spewing orbs. They would have collected icons that would have been thrown randomly into the fracas, earning them big money, big prizes, and big weapons. A novel dual control system would have let them run in any direction while firing in any other, something that would have been essential for their survival. But it didn't happen, so we were left with having to recreate it on the computer instead. | |||
| Snoball In Hell | - Collect It | ||
| Breakout | Atlantis/Mind's Eye | CPC | 1989 |
The experimental fighter system Snoball needs testing out on the grounds of Hell. Snoball moves vertically along the left side of the screen, and acts like a cross between a paddle and a tank. It's primary purpose is to deflect the ball that bounces around each screen, destroying any blocks that it hits. If the ball passes Snoball, you lose a life. Snoball will also be under attack from waves of fighters which will destroy it on contact, and this is where it behaves like a tank. It can shoot down the enemy waves to protect itself whilst also trying to look after the ball. | |||
| Sonic & Knuckles | - Collect It | ||
| Platform | Sega | Genesis | 1994 |
A true followup to Sonic 3, taking place immediately afterwards and with an appropriately high difficulty level. This time the team are in search of the Master Emerald, with which Robotnik could make real his plans of world domination. Having seen the truth behind Sonic's pursuit of the emeralds, Knuckles is now on the side of good and may even be controlled, bringing with him gliding special moves and the ability to climb walls. The world is much larger than in any previous Sonic game, with the likes of Mushroom Hill Zone, Sandopolis, and the Sky Sanctuary dwarfing the levels of its predecessors. There are even extra bonus stages, including a manic vertical race using magnetic spheres and a permanently rotating slot machine. Additionally, the cartridge may be used as an adapter-style expansion pack: plugging in Sonic 2 or 3 allows you to play through either game as Knuckles. | |||
| See: Sonic & Knuckles, Sonic Rush, Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3 | |||
| Sonic Mega Collection | - Collect It | ||
| Compilation | Sonic Team | GameCube | 2002 |
A compilation of emulated classics, including the original Sonic the Hedgehog series, with and without Knuckles, and the more unusual members like Sonic 3D, Sonic Spinball, and Dr. Robotnik's Mean Bean Machine. All of the games are accessed through a central menu, which also provides reproductions of the original manuals, and a collection of DVD-style extras including comics and publicity artwork. More games can be unlocked through repeated play. | |||
| See: Sonic & Knuckles, Sonic the Hedgehog, Sonic the Hedgehog 2, Sonic the Hedgehog 3 | |||

