gundaRn
01-01-2008, 03:56 PM
http://www.cyberlead.co.uk/images/arcade/pre_isle/logo_t.png
Developer: Yumekobo 09/1999
Board: SNK Neo-Geo MVS hardware
Game ID : 0255
CPU: 6800 @ 12 MHz
CPU: Z80 @ 4 MHz
Sound: YM2610 @ 8 Mhz
Resolution: 320 x 224 @ 59Hz
Colours: 4096
Size: 478 Meg
http://www.cyberlead.co.uk/images/arcade/pre_isle/yum_logo_t.png
Executive producers : S. Takaoka, Tanaka
Producer(rq) : James. W
Planner : Barso
Direction helpers : Satoshi ito, H. Miyagami, J. Seki
Main programmer : Yuki
Programmers : Y. Takasaki, Buttaku99, Masumura
Tool programmer : Hiroaki Torii
Chief designers : Y. Yonezawa, T. Nagakubo
Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka
Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata
Sound designer & music composer : Masahiko Hataya
http://www.cyberlead.co.uk/images/arcade/pre_isle/intro_t.jpg
Welcome to Prehistoric Isle 2.
Being the age I am, I grew up with Ray Harryhausen and Doug McClure
films, so I find the style of this game particularly appealing.
Yumekobo were also responsible for possibly the finest shooter on the
Neo-Geo: Blazing Star, so this game isn't going to be terrible. Is it?
http://www.cyberlead.co.uk/images/arcade/pre_isle/stage1_t.jpg
I'm sure we can agree (even from the screen shots) that this is a pretty
chunky, in your face kind of game. No only are your enemies big, your
helicopter is also carrying a bit weight and girth too.
I think initial impressions may put some people off as it doesn't look
modern and refined like most other shooters of the time. My opinion (the
one that counts), is that it looks really good. So what if the hit-spot on
your craft is a bit bigger than two or three pixels (yes Cave developers, I
mean you); but as the whole game has been designed around this, size is
never a problem.
The rendered bad guys are very well animated and come from the B-Movie
side of the dinosaur fence. They are detailed, colourful and varied. The
backdrops are also attractive and varied.
http://www.cyberlead.co.uk/images/arcade/pre_isle/stage2_t.jpg
Audio. What can we say of that?
There's screeching, roaring and the sound of gunfire. All nice.
It's also cool when you rescue people and they "say" thanks; very reminiscent of Choplifter.
http://www.cyberlead.co.uk/images/arcade/pre_isle/stage3_t.jpg
Prehistoric Isle 2 features a number of levels, starting in the city it moves
to the underground and finally to a large sewer system (all in a single
level), stage two sees you cross the sea to the island itself. As well as
scrolling horizontally, Yumekobo have thrown some vertical sections to
spice the action up a bit.
Some may find it a bit stingy as the game only gives your two choppers to
choose from, one fast that shoots generally straight ahead, and the other
is slower; but has a little more fire power and spreads its shots wider.
While the gaming looks pretty old school it does nod in the direction to
more modern scoring mechanics. Once you have powered up your weapon
to it's maximum (red or blue); picking up another power up moves you into
a score multiplier mode where you can rack up some major pointage.
http://www.cyberlead.co.uk/images/arcade/pre_isle/choppers_t.jpg
I've read a few reviews of Prehistoric Isle 2 where it's described as quite
average. I'm here to tell you it's well above average, and while it's not as
good as Blazing Star, it is still a great game.
Where else do you get to bomb, shoot and kill dinosaurs aplenty (outside
Sega's The Lost World)?
Developer: Yumekobo 09/1999
Board: SNK Neo-Geo MVS hardware
Game ID : 0255
CPU: 6800 @ 12 MHz
CPU: Z80 @ 4 MHz
Sound: YM2610 @ 8 Mhz
Resolution: 320 x 224 @ 59Hz
Colours: 4096
Size: 478 Meg
http://www.cyberlead.co.uk/images/arcade/pre_isle/yum_logo_t.png
Executive producers : S. Takaoka, Tanaka
Producer(rq) : James. W
Planner : Barso
Direction helpers : Satoshi ito, H. Miyagami, J. Seki
Main programmer : Yuki
Programmers : Y. Takasaki, Buttaku99, Masumura
Tool programmer : Hiroaki Torii
Chief designers : Y. Yonezawa, T. Nagakubo
Designers : Masato Miyoshi, Michitaka Ishida, Yuko Hara, T.Hirokawa, Matsumoto Kiyoshi, Sho Tabira, kyo Yamanaka
Design helpers : S. Katou, K. Mikamoto, R. Nagashima, H. Nobe, H. Ochiai, M. Shibata
Sound designer & music composer : Masahiko Hataya
http://www.cyberlead.co.uk/images/arcade/pre_isle/intro_t.jpg
Welcome to Prehistoric Isle 2.
Being the age I am, I grew up with Ray Harryhausen and Doug McClure
films, so I find the style of this game particularly appealing.
Yumekobo were also responsible for possibly the finest shooter on the
Neo-Geo: Blazing Star, so this game isn't going to be terrible. Is it?
http://www.cyberlead.co.uk/images/arcade/pre_isle/stage1_t.jpg
I'm sure we can agree (even from the screen shots) that this is a pretty
chunky, in your face kind of game. No only are your enemies big, your
helicopter is also carrying a bit weight and girth too.
I think initial impressions may put some people off as it doesn't look
modern and refined like most other shooters of the time. My opinion (the
one that counts), is that it looks really good. So what if the hit-spot on
your craft is a bit bigger than two or three pixels (yes Cave developers, I
mean you); but as the whole game has been designed around this, size is
never a problem.
The rendered bad guys are very well animated and come from the B-Movie
side of the dinosaur fence. They are detailed, colourful and varied. The
backdrops are also attractive and varied.
http://www.cyberlead.co.uk/images/arcade/pre_isle/stage2_t.jpg
Audio. What can we say of that?
There's screeching, roaring and the sound of gunfire. All nice.
It's also cool when you rescue people and they "say" thanks; very reminiscent of Choplifter.
http://www.cyberlead.co.uk/images/arcade/pre_isle/stage3_t.jpg
Prehistoric Isle 2 features a number of levels, starting in the city it moves
to the underground and finally to a large sewer system (all in a single
level), stage two sees you cross the sea to the island itself. As well as
scrolling horizontally, Yumekobo have thrown some vertical sections to
spice the action up a bit.
Some may find it a bit stingy as the game only gives your two choppers to
choose from, one fast that shoots generally straight ahead, and the other
is slower; but has a little more fire power and spreads its shots wider.
While the gaming looks pretty old school it does nod in the direction to
more modern scoring mechanics. Once you have powered up your weapon
to it's maximum (red or blue); picking up another power up moves you into
a score multiplier mode where you can rack up some major pointage.
http://www.cyberlead.co.uk/images/arcade/pre_isle/choppers_t.jpg
I've read a few reviews of Prehistoric Isle 2 where it's described as quite
average. I'm here to tell you it's well above average, and while it's not as
good as Blazing Star, it is still a great game.
Where else do you get to bomb, shoot and kill dinosaurs aplenty (outside
Sega's The Lost World)?