Games published by Zemina Co.
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We provide a complete list of games published by this publisher.
Brother Adventure
Brother Adventure is a classic MSX game that was released in 1987, and it's still remembered fondly by many gamers. Developed by Team Brothers, this platform action game follows the story of two brothers on a mission to save their kingdom from an evil sorcerer. With its engaging gameplay and challenging levels, Brother Adventure quickly became a fan favorite and a must-have for any MSX owner.
The game starts off with a simple but captivating storyline. The kingdom of Falamand is under threat from the wicked sorcerer Erozor. The only hope lies in the hands of two brothers, Leo and Larry, who must embark on a dangerous journey to defeat Erozor and restore peace to their land. This compelling plot sets the stage for an exciting and adventurous gameplay experience.
The graphics of Brother Adventure were top-notch for its time, with bright and vibrant colors that brought the game world to life. The level designs were diverse and creative, with each one presenting unique challenges and obstacles for the players to overcome. From lush green forests to treacherous caves and fiery volcanoes, the game takes the players on a visually stunning journey through a variety of environments.
One of the standout features of Brother Adventure was its smooth and fluid gameplay. The controls were simple and responsive, making it easy for players to navigate through the levels and execute their attacks. The game also had a well-designed upgrade system, where players could collect power-ups and coins to enhance their abilities and make their characters stronger.
Aside from its impressive graphics and gameplay, Brother Adventure also had a fantastic soundtrack. The game's music was composed by renowned composer Koji Kondo, known for his work on some of Nintendo's most iconic games. The catchy tunes perfectly complemented the game's adventurous theme and added to the overall charm of the game.
Brother Adventure received critical acclaim upon its release, with many critics praising its gameplay, graphics, and soundtrack. The game also had a multiplayer feature, allowing players to team up with a friend to take on the challenges together. This added element of teamwork and cooperation made the game even more enjoyable to play.
Cyborg Z
Cyborg Z is a side-scrolling action game that was released for the SEGA Master System in 1991. Developed by Natsume and published by SEGA, this game follows the story of a cyborg named Z who must save Planet X from an alien invasion.
The game takes place in a futuristic world where Planet X is under attack by an alien race known as the Cybernoids. As the last remaining cyborg, Z is tasked with defending his planet and defeating the Cybernoids. The player must navigate through six different stages, each with their own unique challenges and boss battles.
One of the standout features of Cyborg Z is its graphics. The 8-bit graphics are colorful and well-designed, with detailed environments and smooth animations. The game also makes use of parallax scrolling, giving the illusion of depth and making the gameplay experience more immersive.
The gameplay itself is fast-paced and action-packed, with Z having the ability to jump, shoot, and perform melee attacks. Along the way, Z can collect power-ups to enhance his weapons and gain extra lives. The controls are simple and responsive, making it easy for players to jump right into the action.
What sets Cyborg Z apart from other action games of its time is its unique setting and storyline. The cyborg protagonist adds an interesting twist to the standard hero archetype, and the alien invasion narrative is engaging and keeps players invested in the game's outcome.
The sound design of Cyborg Z is also noteworthy, with upbeat and catchy background music that complements the gameplay perfectly. The sound effects, such as the booming explosions and Z's robotic voice, add to the overall futuristic atmosphere of the game.
Despite its many strengths, Cyborg Z did not receive as much attention or popularity as other SEGA Master System games. This is likely due to its release late in the console's lifespan and the rising popularity of newer consoles such as the Super Nintendo Entertainment System.
Flashpoint
Flashpoint is a video game that was released in 1991 by SEGA for their Master System console. It is a side-scrolling action game that follows the adventures of a futuristic soldier who must navigate through various levels to defeat an alien race known as the Fobols. The game was developed by Sanritsu and published by SEGA, and was met with moderate success upon its release.
One of the unique features of Flashpoint is its use of a grappling hook as a primary weapon. This adds a strategic element to the gameplay, as players must carefully aim and time their shots to navigate through the levels and defeat enemies. The game also allows players to switch between two characters, each with their own unique abilities and weapons. This added a layer of variety and replayability to the game, as players could choose different strategies and playstyles.
The graphics of Flashpoint were impressive for its time, with colorful and detailed backgrounds that added to the futuristic aesthetic of the game. The character sprites were also well-designed and the animation was smooth, making for an immersive gaming experience. The soundtrack, composed by the talented composer Hitoshi Sakimoto, added to the ambiance of the game with its techno-inspired tracks that matched the fast-paced action on screen.
The gameplay of Flashpoint is challenging, but not overly difficult. The levels are well-designed, with a good balance of platforming and combat. There are also hidden power-ups and secrets that can be discovered, adding some replay value for players who want to find everything the game has to offer. The boss battles are especially noteworthy, with each one offering a unique challenge and requiring different strategies to defeat.
Unfortunately, despite its strengths, Flashpoint was overshadowed by other popular games on the Master System, such as Sonic the Hedgehog and Wonder Boy. This, combined with the declining popularity of the console, led to the game being relatively unknown to many gamers. However, for those who did play it, Flashpoint was a memorable and enjoyable experience that showcased the technical capabilities of the Master System.
New Boggle Boggle
Released in 1988, New Boggle Boggle is a classic MSX game that takes players on a journey through endless word puzzles. Developed by Konami, this game was a new and improved version of the original Boggle Boggle released in 1983. With its improved graphics and gameplay, New Boggle Boggle quickly became a fan favorite among MSX users.
The concept of New Boggle Boggle is simple yet challenging – players must find as many words as possible within a grid of letters before the time runs out. But don't be fooled by its simplicity, as the game becomes increasingly difficult with each level. What makes it even more interesting is that the word grid constantly changes, ensuring that the game never gets monotonous or boring.
One of the standout features of New Boggle Boggle is its wide range of game modes. Players can choose from the classic timed mode where they must race against the clock, or the more relaxed endless mode, where they can take their time to find all the possible words. There's also a multiplayer mode, allowing friends to challenge each other and see who has the best vocabulary.
The graphics of New Boggle Boggle are a vast improvement from its predecessor. With visually appealing colors and animations, this game truly stands out from other MSX games of its time. The user interface is also simple and easy to navigate, making it accessible for players of all ages.
The soundtrack of New Boggle Boggle is another noteworthy aspect of the game. With its upbeat and catchy tunes, players will find themselves humming along while trying to crack the next puzzle. The sound effects are also on point, adding an extra element of satisfaction when a word is successfully found.
As the levels progress, players will encounter more challenging grids and longer words, making New Boggle Boggle a game that will constantly push players to improve their vocabulary and word-finding skills. This game is not just about entertainment, it also helps to enhance language skills and mental agility.
New Boggle Boggle 2
New Boggle Boggle 2, also known as "New Boggle Boggle no Fukkatsu" in Japan, was a highly anticipated release for the SEGA Master System in 1989. This game was the sequel to the original Boggle Boggle, which had gained a cult following among gamers. Developed by Compile and published by SEGA, New Boggle Boggle 2 promised to bring even more excitement and challenge to its players.
The game follows the adventures of the lovable blue blob, Boggle Boggle, as he embarks on a quest to save his home planet from the evil King Boggle. With updated graphics and enhanced gameplay, players were immediately drawn into the vibrant and colorful world of Boggle Boggle 2. The soundtrack, composed by the legendary Yuzo Koshiro, added an extra layer of depth to the immersive gameplay experience.
New Boggle Boggle 2 featured a total of six different worlds, each with its own unique theme and enemies. From the lush forests of Boggeland to the fiery volcanoes of Magmaland, players had to overcome various challenges and puzzles to progress through the game. The controls were smooth and responsive, allowing for precise movements and attacks. Boggle Boggle also had the ability to transform into different forms, each with its own special abilities, adding an element of strategy to the gameplay.
One of the standout features of New Boggle Boggle 2 was the multiplayer mode. This allowed players to team up with a friend and play through the game cooperatively, adding a whole new level of fun and excitement. The cooperative mode also had its own exclusive levels and boss battles, making it a must-try for any Boggle Boggle fan.
The difficulty level of New Boggle Boggle 2 was well-balanced, providing enough challenge to keep players engaged without becoming frustrating. The game also had several checkpoints throughout each level, preventing players from having to start over from the beginning if they lost all their lives. This feature was especially appreciated by younger players who may have found the game more challenging.
New Boggle Boggle 2 was received with critical acclaim upon its release, with many praising its improved graphics and gameplay over its predecessor. The game also became a commercial success, selling over a million copies worldwide. Even today, almost thirty years later, New Boggle Boggle 2 is still considered a beloved classic by many SEGA Master System enthusiasts.
Super Boy 4
Super Boy 4 arrived on the SEGA Master System in 1992, a period when the once-dominant 8-bit machine was already sharing the spotlight with the Mega Drive. Against that backdrop, this entry feels like a determined swan song: bright, energetic, and built to wring plenty of playtime from modest hardware. Players step into a straightforward side-scrolling adventure where the main objective is clear, push forward through level after level, dodge hostile creatures, and survive frantic platform sections that demand quick feet and calmer timing. Even without heavyweight spectacle, the game carries the kind of arcade confidence that Sega favored in the console’s later catalog.
In motion, the title leans on traditional run-and-jump rhythm, but it keeps things engaging through shifting stage layouts. Hazards such as gaps, traps, and environmental dangers create a steady sense of pressure, while enemies lurk in patterns that reward observation rather than pure reflex. Progression typically involves clearing each area cleanly, finding routes to the next segment, and wrestling with bulky bosses that break the flow and force a different approach. Instead of reinventing the formula, the design refines it, turning every checkpoint into a small test of control.
Graphically, Super Boy 4 is colorful and readable, with backgrounds that stay busy without becoming a blurry mess. Character sprites are clearly separated from the scenery, which matters a lot in fast-moving scenes. Animation is modest yet functional, offering enough frames to convey motion and intent, whether the protagonist is charging forward or reacting to impacts. The game also uses scrolling to keep momentum, giving each corridor, ramp, and outdoor-like set piece a sense of depth even when memory constraints limit complexity.
Sound and pacing complete the package. The music tracks are energetic, using lively melodies and crisp chiptunes that fit the Master System’s strengths. Sound effects land with satisfying clarity, particularly during hits and jumps, helping players judge distance and timing. The overall tempo is brisk, so sessions rarely drift; you are either pushing to the next objective or learning how to navigate a specific hazard pattern more smoothly.
While it never achieved the blockbuster fame of headline Sega releases, this platformer holds its charm as a late-era example of how the Master System still produced respectable action games. Super Boy 4 remains a worthwhile stop for collectors and players who enjoy classic momentum-driven design, uncomplicated goals, and the satisfying crunch of 1990s console craft. For anyone exploring the console’s deeper library, its blend of straightforward mechanics, lively presentation, and disciplined level structure makes it an underappreciated gem.
Super Boy I
Super Boy I arrived on the Sega Master System in 1989, offering a cheerful action experience tailored to handheld reflexes rather than demanding arcade theatrics. It belongs to the broader trend of character driven platform adventures of the late eighties, yet it has its own personality through brisk stage flow and a simple control scheme that emphasizes momentum. Players step into a sequence of themed levels where progress depends on timing, careful jumps, and learning enemy patterns quickly, since the game rarely waits for you to catch up.
At its core, the gameplay mixes platforming with light combat. Your hero can attack close to the front, clear obstacles, and react to hazards such as gaps, moving threats, and bursts that punish careless pacing. The stage layout encourages forward motion: routes are generally direct, with occasional detours that reward persistence rather than exploration for exploration sake. Difficulty ramps gradually, so early sections teach the rhythm of jumping and striking, while later areas demand cleaner spacing and faster decision making under pressure.
Visually, the presentation suits the Master System’s strengths. Sprites are readable against their backgrounds, and the animation cycles stay lively enough to communicate intent, whether an opponent is about to lunge or a projectile is telegraphed by its arc. Background art leans into clear silhouettes and simple geometry, letting the character and primary enemies remain easy to track. Sound design uses crisp sound effects and upbeat musical cues that fit the pace, with tunes that shift enough to keep navigation from feeling monotonous during longer runs.
In terms of feel, the game rewards methodical play more than frantic button mashing. Landing accuracy matters, because slight mistiming can cost lives or force backtracking. Checkpoints are present in a way that reduces frustration, though the overall length remains modest by modern standards. When you get into a groove, stages become a sequence of mini goals: reach the next safe platform, manage crowding enemies, then clear the final obstacle that ends the room.
This title is remembered less for flashy spectacle and more for dependable design and accessible action. It stands as a solid example of how the Master System could still deliver engaging entertainment late in its life cycle. For collectors and retro enthusiasts, it offers an inviting doorway into classic platform combat, especially for players who enjoy learning patterns, polishing routes, and finishing levels with a sense of deserved momentum.
Super Boy II
Super Boy II has less to do with any version of Super Mario Bros. 2 than with its predecessor, itself based on the first Super Mario game. The game is identical to the first installment of the Korean Unlicensed Mario conversions in gameplay and visuals; the level design is also very similar, with only slight variations and no new terrain, enemies, traps, etc.
None of the features omitted from the previous entry return in this iteration; once again, there are no secrets, underwater stages, warp zones, bonuses or other power-ups aside from the mushroom. The only difference is in the actual layout of the locations, as well as the message that follows an encounter with Bowser in a castle; instead of being greeted with a 'Sorry, nothing', the player is encouraged with the command 'Go! Next stage'.
Super Boy III
Super Boy III is a classic SEGA Master System game that was released in 1991. Developed by a small, independent studio, this game quickly gained popularity among gamers for its unique gameplay and charming graphics.
The game follows the story of a young boy named Tim, who must embark on a dangerous adventure to save his sister from an evil sorcerer. Armed with only a slingshot and his wit, Tim must traverse through various levels filled with enemies and obstacles to ultimately reach the sorcerer's castle and rescue his sister.
One of the most striking features of Super Boy III is its colorful and vibrant graphics. The game's visuals, though simplistic, are rich in detail and add a certain charm to the overall gameplay experience. Each level has its own distinct look and feel, making the game visually appealing and engaging.
In terms of gameplay, Super Boy III offers a unique mix of platformer and puzzle elements. The player must navigate through each level, avoiding enemies and solving puzzles to progress further. The puzzles are cleverly designed, requiring players to use their problem-solving skills to progress. The platforming elements add an extra layer of challenge, as players must time their jumps and avoid obstacles to successfully complete each level.
The game also features a variety of power-ups and collectibles to aid the player's journey. These include temporary invincibility, extra lives, and bonus points. The inclusion of these power-ups adds an element of surprise and excitement to the gameplay, keeping players invested and engaged.
One of the standout aspects of Super Boy III is its soundtrack. Composed by renowned video game composer, Hiroshi Kawaguchi, the game's music is catchy and memorable. Each level has its own unique soundtrack, perfectly complementing the visuals and gameplay.
Despite being released in 1991, Super Boy III still holds up as a fun and challenging game. Its gameplay mechanics are intuitive and require players to think on their feet, making it suitable for all ages. The game's overall reception was positive, with critics praising its graphics, gameplay, and soundtrack.