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Best on 8bit micro!
Shadow of the Beast - Commodore64
International Karate + - Commodore64
Xyphoes Fantasy - AmstradCPC
Arkanoid II - AmstradCPC
Pang - AmstradCPCPlus
Wrath of the Demon - Commodore64
Night Hunter - AmstradCPC
Barbarian - AmstradCPC
Prince of Persia - SamCoupe
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Turrican II - Amiga
Shadow of the Beast - Amiga
Jim Power - Amiga
Turrican 2 - AtariST
Project X - Amiga
Super Frog - Amiga
Flashback - Amiga
Toyota Celica GT Rally - Amiga
Toyota Celica GT Rally - AtariST
Wrath Of The Demon - AtariST
Wrath Of The Demon - Amiga
Dark Seed - Amiga
Stardust - AtariSTE
Stardust - Amiga
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Star Fighter 3000 - Archimedes
Warlocks - Archimedes
Cannon Fodder - Amiga
Another World - Appleiigs
Turrican II - PC
Universe - Amiga
Hurrican - PC
Tyrian - PC
Super Stardust - AmigaAGA
Dark Seed - PC
Pac-Mania - X68000
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Pang - GX4000
Best on 16bit consoles!
Jim Power - snes
Donkey Kong Country - snes
Aladdin - snes
Comix Zone - Megadrive
Alien Soldier - Megadrive
Blazing Lazers - pcengine
Raiden - pcengine
Super Star Soldier - pcengine
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God Of War - PS2
Resident Evil Zero - GameCube
Gran Turismo 4 - PS2
Black - xbox
Halo Combat Evolved - xbox
Star Fox Adventures - GameCube
SoulCalibur - Dreamcast
Under Defeat - Dreamcast
Soul Calibur 2 - GameCube
Metroid Prime 2 - GameCube
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Metroid Fusion - GBA
Raiden - Lynx
Robocod - GameGear
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Game info
snes

Turn and Burn - No-Fly Zone

Turn and Burn - No-Fly Zone
GenreArcade Simulator
Developer / PublisherAbsolute Entert. / Imagineering
Released1994
Media1 x cartridge
Rating
Graphics:9.0
Sound:9.0
Gameplay:8.0
Overall:9.0
Reviewed byPDial
Turn and Burn: No-Fly Zone is an aircraft arcade simulator developed exclusively for the Nintendo SNES console in 1994.
 
Review
Turn and Burn - No-Fly ZoneSTORY / GAMEPLAY
The game's story is simple: Gear up, get in your Grumman F-14 Tomcat, take off and unleash hell to the enemies. Apart from the nicely done aircraft, the weapons used are exactly the same as the F-14 could carry: Sidewinder Missiles, a Vulcan Cannon (M61A1) and Phoenix air-to-air rockets. Turn And Burn is an arcade simulator which means you have to control the aircraft well (so as not to hit the ground or crash yourself into the ocean). So, all you need is approximately 5 minutes to get used to the plane's controls and you'll be ready to destroy and dog-fight. Your main targets are enemy aircrafts and battleships, flying through daylight and night missions. You will be informed of your current mission while on air. Among the important things is to land your F-14 to an aircraft carrier for re-supply (whenever possible that is), which -by the way- needs good practice to accomplish. The point is this: If you run out of fuel or ammo, you're history!

GRAPHICS / SOUND
Now that's what I call "the fastest arcade simulator I've ever seen on a 16bits machine). The aircraft moves so quickly that it gives the impression of playing this game on a more sophisticated console! The game's perspective is always from the inside of the cockpit (yes guys, there's no exterior camera this time) and all the cockpit indications work in real-time. The visuals are great since the developers used the Mode 7 scaling technology that's exclusively featured on the SNES, to create perhaps one of the best aircraft arcade simulators ever appeared on the 16bits era. The sound FX are equally cool with all the necessary explosions, turbines, missiles, Vulcan's shots sound effects that are seemingly sampled from actual sources.
 
Screenshots
  • Turn and Burn - No-Fly Zone
  • Turn and Burn - No-Fly Zone
  • Turn and Burn - No-Fly Zone
  • Turn and Burn - No-Fly Zone
  • Turn and Burn - No-Fly Zone
  • Turn and Burn - No-Fly Zone
 
Sounds
Intro/Menu music:  In-game music sample:
 
Gameplay sample
Some videos belong to retroshowcase.com (indicated); others not
 
Hardware information

Super Nintendo (SNES)

Super Nintendo (SNES)CPU: Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core, Input: 21.28137 MHz Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
MEMORY: Main RAM: 128Kb / Video RAM: 64Kb / Sound RAM: 64Kb
GRAPHICS: Progressive: 256x224, 512x224, 256x239, 512x239 and Interlaced: 512x448, 512x478 / Pixel Depth 2,4,7,8 bpp (8 to 11 bpp dorect) / Colors: 32768 (Depth 15bit) / Sprites: 128 (64x64 pixels) / Backgrounds: Up to 4 planes each up to 1024x1024 pixels / Special: Mode 7 matrix operations. (1 layer 128x128 tiles out of 256 with 256 colors)
SOUND: Sony SPC700, Sony DSP: 16-bit ADPCM, 8 channels. Output: 32 kHz 16-bit stereo
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The Super Nintendo (SNES) (default) color palette
15bit RGB 32,768-color palette (256 on screen)
 
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