16t

From Sega Retro

n/a

16t MDTitleScreen.png

16t
System(s): Sega Mega Drive
Publisher: Sega
Developer:
Genre: Action

















Number of players: 1-2
Release Date RRP Code
Sega Mega Drive
JP
(Game Toshokan)
SUBsub

16t is a 1991 action game for the Sega Mega Drive by Sega released exclusively on the Sega Game Toshokan service (and on the various compilations that package such games). The name of the game refers to the 16-ton weights that the protagonist throws.

Gameplay

The game is a platforming game where the player controls as a computer programmer who ventures into his own bugged program to debug it by squishing the bugs with 16-ton weights. The "bugs" resemble horror movie monsters. Each round is a series of platforms and wraps around endlessly in every direction. Enemies are dropped into the level in multiple waves, and the round ends when the programmer clears every wave. There are 21 rounds.

The programmer moves with Left and Right and jumps with A and C. He attacks enemies by throwing 16-ton weights with B. Multiple weights can be thrown rapidly with multiple button presses, but the number of weights is limited to five at a time. A meter on the bottom of the screen (reading "16-ton") quickly replenishes and provides another weight when the player has fewer than the maximum. A single weight can kill multiple enemies. Weights bounce off each other. The programmer can stand on a weight to reach a higher platform. The weight persists wherever it lands until it is destroyed; the programmer or an enemy jumping on top of it or touching it from underneath (after it lands) or another weight hitting it weakens the weight until it is destroyed. This persistence as well as the wraparound level design can cause chaotic situations, such as weights falling or sliding infinitely, and can also cause considerable slowdown.

Enemy waves are dropped periodically into the level from the top of the screen, wherever the programmer is. An eight-segment bar on the top of the screen "spins" like a roulette wheel, which decides the horizontal drop point of the next enemy wave. The programmer must kill each wave of enemies by throwing giant weights at them. Waves usually consist of several enemies but can contain as few as one. Enemies explode in a burst of blood when killed. The top bar spins again for the next wave of enemies when all of the enemies are dispatched; the top bar also counts down (with each segment going from colored to clear) after dropping a wave and spins again if it finishes counting down before all of the enemies from the previous wave have been cleared. Counters on the bottom of the screen show how many enemies are left ("Enemy") and have many enemy waves remain ("Slots").

The programmer is killed if he touches an enemy. He can also be killed by his own weights if one lands on him. He respawns immediately if the player has lives remaining (with the player having a small amount of time to position him in the level as he respawns using the D-Pad). The player has a limited number of lives but receives another one every 10,000 points. The game ends if the player runs out of lives, but it can be continued immediately from where it was lost at the cost of the player's score.

Blocks

16t MD, Blocks.png
These blocks make up the majority of the platforms in the game. They cannot be destroyed. The programmer can jump through them from below.
16t MD, Blocks.png
16t MD, Blocks.png
These blocks act as regular platforms, but they can be destroyed by throwing weights at them.
16t MD, Blocks.png
The programmer slips when he walks across these blocks. Weights can slide across them.
16t MD, Blocks.png
The programmer and weights can both bounce off these blocks.

Rounds

16t MD, Stage 1.png

Round 1
Slots:
5

16t MD, Stage 2.png

Round 2
Slots:
4

16t MD, Stage 3.png

Round 3
Slots:
7

16t MD, Stage 4.png

Round 4
Slots:
4

16t MD, Stage 5.png

Round 5
Slots:
4

16t MD, Stage 6.png

Round 6
Slots:
5

16t MD, Stage 7.png

Round 7
Slots:
9

16t MD, Stage 8.png

Round 8
Slots:
5

16t MD, Stage 9.png

Round 9
Slots:
6

16t MD, Stage 10.png

Round 10
Slots:
6

16t MD, Stage 11.png

Round 11
Slots:
4

16t MD, Stage 12.png

Round 12
Slots:
6

16t MD, Stage 13.png

Round 13
Slots:
4

16t MD, Stage 14.png

Round 14
Slots:
4

16t MD, Stage 15.png

Round 15
Slots:
6

16t MD, Stage 16.png

Round 16
Slots:
3

16t MD, Stage 17.png

Round 17
Slots:
4

16t MD, Stage 18.png

Round 18
Slots:
4

16t MD, Stage 19.png

Round 19
Slots:
3

16t MD, Stage 20.png

Round 20
Slots:
3

16t MD, Final Stage.png

Final Round
Slots:
3

Production credits

Source:
In-game credits
16t MD credits.pdf
[1]


Gallery

16t MD tutorial.pdf

PDF
Instructions
16t MD tutorial.pdf

Magazine articles

Main article: 16t/Magazine articles.

Technical information

Main article: 16t/Technical information.

References


16t

16t MDTitleScreen.png

Main page | Technical information


No results