1992 video game
Global Gladiators is a 1992 platform game published and developed by Virgin Games, originally programmed by David Perry (who at the time had already moved to the United States and was located on the recently formed Virgin Games USA development studio) for the Mega Drive/Genesis and eventually ported by other Virgin Games teams in Europe (with the help of Graftgold and Krisalis Software) to the Master System, Game Gear and the Amiga. A Super NES and an NES port were also in development but were never completed for undisclosed reasons, though a ROM image has since surfaced. The game is based on the McDonald'sfast food chain and has a strong environmentalist message.
The game is a spiritual successor to the NES game M.C. Kids, another McDonald's-themed game that also featured Mick and Mack as its playable characters.
A Game Boy port of the title was also fully developed (by Damian Stones, of Climax) but was never released for the same legal reasons as the Super NES version.
In the single-player game, the player controls Mick or Mack through four worlds; Slime World, Mystical Forest, Toxi-town and Arctic World. Each world has several sub-stages where the character must collect a certain number of Golden Arches to advance.
They are guided in their quest by Ronald McDonald, who appears at the beginning and the end of the game. The characters are armed with a Super Soaker-type gun that shoots gooey projectiles.
The game engine is the same used in other Virgin Interactive games such as Cool Spot and Disney's Aladdin, as all of them (Mega Drive/Genesis versions) were handled by David Perry's programming team, which eventually turned into Shiny Entertainment.
Sega Pro magazine gave an overall score of 93/100 noting the game’s challenging difficulty, praising the games graphics stating “brilliantly animated sprites and characters give this game a very polished feel” and the game’s sound as “very much geared to the rave style with a few rocky tunes for good measure” and concluding “A great game that will keep up till the wee hours, a definite purchase for all of you seeking a big challenge.”
The Best Music Ever Made (For A McDonald’s Game)
Welcome to Morning Music, Kotaku’s ongoing hangout for folks who love video games and the cool-ass sounds they make. You deserve a break today, so we’re kicking off the weekend with something tasty from McDonald’s… McDonald’s Treasure Land Adventure that is, a game that plays and sounds better than a licensed platformer has any right to.
Which came first, Treasure’s classic side-scrolling platforming adventure Gunstar Heroes, or its side-scrolling McDonald’s marketing adventure Treasure Land Adventure (playlist / longplay)? The answer is a little complicated. When fledgling developer Treasure, formed of former Konami employees, approached Sega with the idea for Gunstar Heroes, it was initially shot down.
Instead, Sega tapped the studio to create a game based on McDonald’s “McDonaldland” marketing campaign. Treasure worked on both games simultaneously, sharing employees between the two. Though work on McDonald’s Treasure Land Adventure wrapped up first, the studio released Gunstar Heroes for the Sega Genesis before the restaurant tie-in, to ensure its first game was an original work.
Thanks to this plucky new developer out to prove itself, we wound up with one of finest advergames of the 16-bit era. McDonald’s Treasure Land Adventure is an astoundingly good Sega Genesis game, a colorful trip with large, beefy sprites. Ronald McDonald journeys through four different zones on a quest to recover map pieces leading to some sort of treasure. And, thanks to Gunstar Heroes composer Katsuhiko “Nazo²” Suzuki pulling double duty, it’s got some outstanding 16-bit music to go with those fries.
First let’s listen to the music from the game’s “Forest” stage. This is the tune players hear when they first gain control of Mr. McDonald. Imagine what that moment might sound like. I bet the song in your head sounds nothing like this:
Treasure / PunkSucks DiscosStupid (YouTube)
It’s so vibrant and dynamic. It jumps and rolls and trills, making the most of the Genesis’ Yamaha YM2612 six-channel synthesizer. The scale of the song surprises me every time I listen to it. This should not be a tune for a McDonald’s tie-in, yet here we are.
Treasure / PunkSucks DiscosStupid (YouTube)
And then we’re on an “Alien Ship,” where we’re surprised by this strange bit of future old-school rock-and-roll, combining familiar rhythms and electronic instruments with odd beeps and boops. Around 1:10 we get what’s almost a wailing guitar solo, or the best approximation of one the synth can pull off. It’s so unexpected, and then it returns with a vengeance in the game’s “Final Boss” battle.
Treasure / PunkSucks DiscosStupid (YouTube)
That’s about as metal as anything officially starring Ronald McDonald is going to get. The virtual strings get shredded, the synth dances, and whatever Ronald is fighting gets its ass totally kicked. Let’s see what this boss looks like.
Okay, maybe the music is a bit more energetic than the action. The point is it’s not just good McDonald’s video game music. It’s good video game music, period. Exclamation point. Shamrock shake.
Did you enjoy today’s music? Don’t know about you folks, but I’m lovin’ it. Also, I am suddenly very hungry. While I go eat, feel free to share your music or breakfast suggestions in the comments.
McDonald's Treasure Land Adventure
1993 platform video game
1993 video game
McDonald's Treasure Land Adventure[a] is a 1993 platform video game developed by Treasure and published by Sega for the Sega Genesis. Based on the McDonald's fast food restaurant chain, specifically its McDonaldland marketing campaign, players control Ronald McDonald in his efforts to retrieve the missing pieces of a map that lead to the location of a buried treasure from a group of villains. Ronald can defeat enemies by using a magic attack and can latch onto hooks with his scarf to reach higher platforms.
Treasure Land Adventure was developed by Treasure in conjunction with the 'run and gun' platformerGunstar Heroes (1993). Sega commissioned Treasure to design a McDonald's game after the company was ineligible to receive a publishing contract to develop games for the Genesis. Treasure president and project programmer Masato Maegawa mandated that the game had to be faithful and respectful to the McDonald's licensing and characters during production. Treasure Land Adventure, both at release and retrospectively, was praised for its gameplay and graphical style, and is cited as one of the better licensed games from the era. Some believed it lacked the same polish and hardware-pushing graphics as Treasure's other titles.
McDonald's Treasure Land Adventure is a platform game based on the McDonaldland advertising campaign. The story follows Ronald McDonald and his friends—Grimace, Hamburglar, Birdie the Early Bird, and the Fry Kids—discovering a piece of a treasure map during a walk through the forest, with the other three pieces having been stolen by a group of villains. Ronald sets out to retrieve the missing pieces and find the location of the treasure.
The player controls Ronald throughout the game's four worlds: Magical Forest, Magical Town, Magical Sea, and Magical Moon, which are divided into three stages each. Ronald can shoot a forward-moving magic attack to defeat enemies, and can use his scarf to attach to grapple hooks to reach higher platforms. Ronald's health is represented by red jewels, and he will drop one when he is hit by an enemy or falls into a pit. Throughout the game, Ronald can collect bags of gold that can be used in stores found in certain levels. These stores sell a variety of items, including additional jewels, power-ups that increase the strength of his magic attack, and balloons that allow him to safely glide over enemies and obstacles. The third level of each world concludes with an end-level boss that must be defeated by letting them suck up one of Ronald's jewels; Ronald can find one of his friends in these levels that provide him tips for defeating these bosses.
McDonald's Treasure Land Adventure was developed by Treasure, a company founded by Masato Maegawa and a group of former Konami employees. Maegawa formed Treasure in 1992 after he and his team became frustrated with Konami's growing reliance on developing sequels to established series, such as Castlevania and Teenage Mutant Ninja Turtles, and wanted to focus on creating new and original titles. Treasure had begun working on its first game, the 'run and gun' platformerGunstar Heroes (1993), when it was unable to secure a publishing contract with Sega as Treasure lacked a proven track record. Sega instead contracted Treasure to develop a game based on the McDonald's fast food franchise, specifically its McDonaldland marketing campaign.
Treasure Land Adventure was developed in conjunction with Gunstar Heroes, sharing several of its staff members. Koichi Kimura served as the game's director, with Maegawa assisting as producer and Katsuhiko Suzuki composing the soundtrack. The team needed to design original enemies and characters apart from the ones in the McDonaldland franchise. They abandoned many of their ideas for not fitting the feel of McDonaldland. Suzuki composed the soundtrack with this same mindset. Maegawa maintained that Treasure Land Adventure had to remain respectful and faithful to the McDonald's licensing and characters, in a manner similar to licensed games featuring characters like Mickey Mouse.Treasure Land Adventure helped familiarize Treasure with the hardware of the Sega Genesis, which became essential for its later projects. The game was completed before the development of Gunstar Heroes concluded, however, Treasure decided to delay Treasure Land Adventure and release Gunstar Heroes first as it wanted its debut to be an original title.
Treasure Land Adventure was released in Japan on September 23, 1993, and was promoted in 1,000 McDonald's restaurants in the country. Sega forecast the game to sell over 500,000 copies. It was published in Europe in October 1993 and in North America that December. The North American version replaces the tribesmen enemies in the first world with robots, presumably to avoid black stereotypes. The European version is more difficult than the other releases, with the player beginning with less health and enemies taking more damage.
McDonald's Treasure Land Adventure is cited as being one of the better examples of a licensed game during the 16-bit console era. Four reviewers from GameFan reacted with surprise to the game's quality, with one saying it boasted the same hardware-pushing graphics and gameplay as Gunstar Heroes.Mean Machines Sega writer Paul Gus shared a similar amount of surprise: "Why on earth Treasure would want to devote so much effort to a game only to make it so very easy is a mystery. Yet this they flippin well done kid!" He compared the game to Gunstar Heroes for showcasing Treasure's talent at designing enjoyable and memorable side-scrollers. The graphics were highlighted for being colorful and visually-pleasing; Gus was fond of its vibrant colors and attention to detail. A reviewer for Electronic Gaming Monthly complimented the large, item-filled levels and cameos from other McDonaldland characters, as did Consoles+ writer Richard Homsy. The latter was also impressed with the game's presentation and soundtrack for staying in tune with the theme and design. Lance Boyle of GamePro believed younger players would be attracted to the colorful visuals and McDonald's branding, but older players would find little to offer.
Retrospective feedback on Treasure Land Adventure has also been positive, though critics believe it lacks the same polish and technological power present in its other works like Gunstar Heroes and Dynamite Headdy. Kurt Kalata of Hardcore Gaming 101 believes it served as a base for Treasure's later games, such as Dynamite Headdy, with similar mechanics and musical composition.Kotaku's Luke Taylor commended the game for being far above the usual quality of licensed titles, with an interesting graphical style and solid gameplay. Though he was critical of its short length and extensive usage of blind jumps, he strongly recommended it for platformer fans. Paul Staddon, a writer for Retro Gamer, found some of Treasure Land Adventure's ideas innovative for the genre, and possessing fun gameplay and colorful visuals. He wrote: "It’s not the best game in Treasure’s library, but it is very entertaining and just about worth the high eBay prices that it currently sells for. If you’re looking for an unconventional platformer then give it a whirl. You won’t be disappointed."
- ^ abcdefghKalata, Kurt (August 26, 2019). "McDonald's Treasure Land Adventure". Hardcore Gaming 101. Archived from the original on October 20, 2020. Retrieved January 15, 2021.
- ^ abcdefghTaylor, Luke (March 19, 2012). "The Horror, the Glory of Treasure's Ronald McDonald Video Game". Kotaku. G/O Media. Archived from the original on January 16, 2021. Retrieved January 15, 2021.
- ^ abStaddon, Paul (December 15, 2013). "McDonald's Treasure Land Adventure". Retro Gamer. Imagine Publishing. Archived from the original on September 26, 2015. Retrieved January 15, 2021.
- ^ abc"An Interview With: Treasure". GameFan. Vol. 1 no. 11. October 1993. p. 60.
- ^ abc"前川正人「ガンスターヒーローズ」スーパーバイザー". Sega (in Japanese). Archived from the original on January 22, 2017. Retrieved December 22, 2018. (Abridged translationArchived December 1, 2018, at the Wayback Machine)
- ^ abcdefgh"Treasure Factory Special - ガンスター＆マックふっかーい思い入れのあるシーン". Beep! MegaDrive (in Japanese). No. 49. SoftBank Creative. October 1993. p. 112. (Translation by Shmuplations. Archived March 30, 2019, at the Wayback Machine).
- ^"[セガハード大百科] ゲームギア対応ソフトウェア（ライセンシー発売）" (in Japanese). Sega. Archived from the original on November 12, 2020. Retrieved August 13, 2020.
- ^"Clowning around". The Japan Times. Vol. 33 no. 16. September 6–12, 1993. p. 16. Retrieved September 2, 2021.
- ^"Knallebunt und Herisch lang". Aktueller Software Markt (in German). August 1994. p. 31. Retrieved September 2, 2021.
- ^ abcHomsy, Richard (March 1994). "Mega Drive Review - McDonald's Treasure Land Adventure" (in French) (30). M.E.R.7. Consoles+. pp. 142–143.
- ^ abcSemrad, Ed; Carpenter, Danyon; Manuel, Al; Williams, Ken; Weigand, Mike (December 1993). "Review Crew - Major Mike's Game Roundup - Treasureland Adventure - Sega / Genesis". Electronic Gaming Monthly. No. 53. Sendai Publishing. p. 48. Archived from the original on 2019-01-05. Retrieved 2019-11-19.
- ^"マクドナルド 〜トレジャーランド・アドベンチャー〜 (メガドライブ) - ファミ通.com". Famitsu (in Japanese). ASCII. Retrieved 2019-11-18.
- ^ abcHalverson, Dave; Sgt. Gamer; Rickards, Kelly; Puryear, Jay (December 1993). "Viewpoint - Sega - Treasure Land". GameFan. Vol. 2 no. 1. DieHard Gamers Club. p. 30.
- ^ abcBoyle, Lance (January 1994). "Genesis ProReview: McDonald's Treasureland Adventure". GamePro. No. 54. IDG. p. 61.
- ^Ulf; Sandrie (February 1994). "Mc Donald's Treasure Land". Mega Fun (in German). pp. 74–75. Retrieved September 2, 2021.
- ^ abcdGus; Paul (December 1993). "Megadrive Review - McDonald's Treasure Land Adventure". Mean Machines Sega. No. 14. EMAP. pp. 120–122.
- ^"Treasure Land Adventure". Video Games (in German). April 1994. p. 84. Retrieved September 2, 2021.
- ^Andy; Gerry (January 1994). "Ronald McDonald's Treasure Land Adventure". Mega Drive Advanced Gaming. No. 17. pp. 28–29. Retrieved September 2, 2021.
- ^Radion Automatic; Leadbetter, Richard (February 1994). "McDonald's Treasure Land Adventure". Sega Magazine. No. 2. p. 101. Retrieved September 2, 2021.
- ^ ab"Mega Drive – ProReview: McDonald's Treasure Land Adventure". Sega Pro. No. 26. Paragon Publishing. December 1993. pp. 52–53.
Creepy McDonald’s SEGA Genesis game Easter Egg found after 30 years
Nearly three decades ago, a game called McDonald’s Treasure Land Adventure was released for the SEGA Genesis console — and as with many video games released by fast-food franchises over the years (remember Taco Bell’s Moto X game?), it was quickly forgotten by all but a small group of enthusiasts. Unlike many of those games, however, this one was teased as harboring a secret, one that has only just been discovered.
McDonald’s Treasure Land Adventure was a Genesis game developed by Treasure. One of the programmers who worked on the title, Masato Maegawa, has spent years teasing enthusiasts about an undiscovered Easter Egg hiding in the game. Intrigued amateur detectives pieced together what few clues were revealed over the years.
With that information, the Twitter user “Unlisted Cheats” was able to solve the mystery — and, well, it is both underwhelming and incredibly creepy. By inputting a password using a specific and fairly long series of button presses, the McDonald’s sign at the beginning of the game will transform into a 3D object.
Users can then move the object around using the D-pad or toggle to a different model, including a rough spaceship, the SEGA logo, and some simple cubes. Solving the mystery is fun and all, but the Easter Egg itself isn’t terribly interesting — except for the disturbing music that accompanies it.
The cheerful beeping in the retro game quickly becomes a series of chaotic riffs not unlike what you’d expect to hear in a cult classic horror movie. Had one accidentally stumbled across this Easter Egg as a child innocently playing a McDonald’s adventure game, one may have been reluctant to start up the game a second time.
Mcdonalds game sega
The director reassured her, said that now he would not let her be offended, while he frantically unbuttoned his pants, pulling out his thoroughly swollen. With a massive wet head member. Putting it to the lips of the seated woman, with the palm of his other hand, he firmly grabbed the back. Of her head. The worker doomedly unclenched her teeth, passing the boss's penis into her mouth.McDonald's Treasure Land Adventure (Genesis) Playthrough - NintendoComplete
Another photo that turned me on was taken in our bedroom. In her wife took two dicks in her mouth at the same time, while she was completely dressed. I was so I got excited that a plan had ripened in my head, I got out of the car and pushed it into the. Nearest bushes so that it was not visible from the road,after which he called Serega and told him that the wheel was given to me by a passing man, but I could not go to my wife and daughters because they called me and urgently called to go to work tomorrow.
I could not get through to my wife (I didnt lie here), and asked his nothing to tell her if suddenly he sees her.
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I must have got scared and wet myself, - the amputee looks away. Something I do not understand, how you can "probably be scared. " I touch her crotch with my palm - dry. N-no need, I'm dirty and wet there.