The gameplay is focused on finding children, all of whom resemble Katie from the movie, which are scattered throughout the level, some behind certain objects such as doors. Most of the objects are empty or contain enemies. In contrast to the arcade version, Michael's moves more closely resemble his trademark dancing moves. For example, the standard attack is a stylized high kick that is commonly incorporated into his dance routines. If the player continues to hold the kick button, and moves michael backwards, he performs Michael's signature Moonwalk dance move. The player has combination health/ability bar. One button will allow Michael to spin, being invulnerable in the process. However, this spin move will slowly lose health. If the spin is held for more than two seconds, Michael will throw his hat in a fashion of a boomerang which will destroy most enemies. The longer the spin move is held, the wider distance that the fedora will cover. If held down long enough, a dance magic scene similar to the arcade version would play, featuring dance moves taken from the film clips of whatever song is playing in the background. Michael can also use the magic to slide down banisters and eliminate multiple enemies in the process. In certain levels, a shooting star may appear which temporarily transforms Micheal into a cyborg that can attack enemies with various artillery, though cannot collect children. Almost every stage has three levels, designated in Super Mario Bros. fashion as X-1, X-2, X-3. However, the final level of the Mega Drive/Sega Genesis version was a first person "flight sim" type battle between Michael (now transformed into a space ship) and Mr. Big's ship.
Download Here ( Sega Master System)
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Final Fantasy installments, Final Fantasy VI consists of four basic modes of gameplay: an overworld map, town and dungeon field maps, a battle screen, and a menu screen. The overworld map is a scaled-down version of the game's fictional world, which the player uses to direct characters to various locations. As with most games in the series, the three primary means of travel across the overworld are by foot, chocobo, and airship. With a few plot-driven exceptions, enemies are randomly encountered on field maps and on the overworld when traveling by foot. The menu screen is where the player makes such decisions as which characters will be in the traveling party, which equipment they wield, the magic they learn, and the configuration of the gameplay. It is also used to track experience points and levels.
The game's plot develops as the player progresses through towns and dungeons. Town citizens will offer helpful information and some residents own item or equipment shops. Later in the game, visiting certain towns will activate side-quests. Dungeons appear as a variety of areas, including caves, sewers, forests, and buildings. These dungeons often have treasure chests containing rare items that are not available in most stores. Some dungeons feature puzzles and mazes, which require the player to divide the characters into multiple parties.
Disney's Donald Duck : Goin' Quackers is gameplay is very similar to that of Crash Bandicoot, and requires the player to move through various settings, such as the forest or the city, while jumping over obstacles. The viewpoint of the levels change from a 2D side-scrolling perspective to a 3D perspective. Re-doing the levels in order to defeat Gladstone's time in same, gives the player advantages in the game.
The game is being re-released for the Nintendo 3DS, and will feature both 2D and 3D levels in full 3D.
Download Here (Nintendo 64)
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In the final stage, Marty gets to control the DeLorean time machine on the street at night, dodging lightning bolts and obstacles while accelerating in such a way as to reach 88 miles per hour precisely at the end of the stage, enabling the time machine to bring Marty home to 1985.
The game only contains two songs from the film. One is a sped up version of "The Power of Love" which plays throughout most of the game; the other is "Johnny B. Goode," which plays in the guitar level If Marty loses all his lives, the player is shown a game over screen reading, "Tough luck Marty! It looks like you are stuck here." The player is also presented with this message if Marty fails to get the DeLorean to 88 mph by the time he reached the wires, regardless of how many lives he has left. The game typically takes 35 to 50 minutes to complete
Download Here
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